You unlock traps to capture creatures by purchasing the 10000 alchemy point purchase in the 100ml tab. It costs 10k gold and 1 spider silk, which you start obtaining in area 3-1.
Not going to lie, I feel like the wind elemental is pretty op, .5 damage for each kill adds up to 50 damage, which is almost all of your damage at that point.
Suggestion: Make critical hits have additional piercing, like maybe a few extra kills when crits proc. Right now crit is monumentally underpowered because your base damage can be multiple factors above the enemies' health (on my first run I was able to get damage to like e^300 without a problem).
well at the early stages sure crit dmg is kinda useless but later on you will need tons and tons of damage... also piercing right now causes spikes in gpu usage even now as I work on improvements of the game and balancing it still spikes but not as much but to lower end pc it will probably still freeze the game every now and then... I'm having a hard time with it since levels increase xp and thus it's hard to hit the right spot without looping and looping in a few milliseconds eats alot of gpu :/
The location bonus is a damage boost that is applied to your character if you are in the correct type of location. It is visible when you look at the individual character's background on their equipment page.
Got Yog-Shogoth and City of Ryleh in the same hand on challenge 20, basically got 50+ free damage from those two cards and got the guy below zero. Then I ended up killing him with Blast'em the next turn.
I just realized that I upgraded my sight to 100 while my land was only 40 units. If 100 sight means that they could see 25 units in either direction, no matter where my people were standing, they could see the edge of their world.
If you are tired of people attacking you and you are more the type to just build up your own kingdom instead of attacking others, I would suggest building a single soldier after every time you get attacked, this way you get the magical mist almost guaranteed and it gives you 24 hours of protection in between attacks.
It has a bug because i had it in check with my knight for 4 turns in a row and it continued to move the queen without taking the check into account. I was still able to get the checkmate but it should have happened a few turns sooner.
Yeah, it's mentioned in the Guidance section that this game is based off of 5 hours.