P.S. Using the right items makes post-abandoned mountains levels doable. It's just a shame those levels aren't actually interesting to the player until all others farming creeps are killed very fast.
Raids seem to be milestones in this game, farming isn't too interesting. Sewers seems to give the highest gold reward due to the high amount of monsters, especially with multishot on archers.
Locnal, which enchantment parchment? And have you "learned" the enchantment first by double-clicking it?
As far as I know, enchantments which cost metal can be used on equipment (Power on a Sword), and magic enchantments can be used on books (Luck on a Miracle book for ex.).
It seems to me that the most effective designs are the most simple: Generators + Heat source either 4:1 or 3:1, depending on space efficiency (aka the map). Daeiros has written a nice guide on the Forum.
Because this is so, any advanced designs are useless and not worth building. This breaks much of the game's content and most of its appeal.
Please make elaborate designs more efficient than simplistic designs. I want to design stuff, not just spam 3:1 everywhere and wait for upgrades.
Locnal, you have to buy an enchantment at the blacksmith (unlocked after the 5k castle upgrade) and then put both the enchantment and an item in the enchanting window together. Then, click Apply.
So do the streak skillbooks stack?
Swiftness stacks, that's easy enough to test. I don't see a noticeable difference between 1 or 5 streak books, though.
Items are worth very little in this game. My lvl 1 sword is often good for giving 1.10 attack speed, and I don't need to replace it often. But, because there is a damage reduction based on my item's levels and the enemy's level (their color), I can't do this.
It feels like all items are extremely temporary. Enchanting is useless if I want to go up to a higher monster level. Finding good gear is only nice for 5 minutes, after that it becomes obsolete.
Remove the % damage reduction on higher (itemlevel) monsters, or base this reduction on your stat total instead.
In contrast, here's what this system forces us to do: Kill enemies. Equip their stuff (even common is fine). Up the monster level (always 19 levels above your own). Equip their stuff. Up the monster level. Rinse and repeat. Vet up, start again.
I love this game mostly, but this system screws it up completely. There's no fun, no sense of reward and no need for idling.
The very most important features this game needs:
1. Persistent inventory (no more having to figure out which ring was equipped by which hero)
2. Better inventory management (allow us to actually idle this game through intelligent sorting of loot)
Currently this is an awesome game, but it's definitely not idle.