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I really love this. I started out the game focusing on raw power, but now I have changed to thievery. Nothing like getting 35+ items in a good run!
My only critique is that splash damage is a bit underwhelming. IMHO it should be tweeked a little if you make 5 (and I hope you do)
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In my opinion the best tower defense I've played so far. Not saying is the best, just the one I found more complete and an with overall good graphic quality. Thanks guys
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If there is one stat you should max on any hearo (other than ranged combat/sword play/magic use. Depnding on the heros units) it would have to be tactics, this reduces the amount of exp need to upgradeyour units, abilitys like robins knowledge, heavens mana and aspect of the warrior are basicly unatainable with out maxed tactics, the set up i found that works best is a patroler basic unit with a gurdian advanced unit (gurdians are melee units that have 2 range!) equiping 3 gladiators rings will give you healthy enough stats for just about any mission, swordd play, ranged combat and tactics are really the only stats you should stack with this set up, i have 30 sword play 30 ranged combat and 20 tactics, awsomeness, doenside is it is really expensive to lvl now, 4600 exp for my next skill point : (
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great game, but you shouldn't have to leave your current game to read the protectepedia. Also, it should explain more about the game, like what logistics or specialism does. As far as I can tell, it doesn't tell you about them anywhere in the game.
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Secret: You can permanently switch a hero's element by making him hold onto two different element switching items of the same kind.
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The best way to beat maps with a wide range of elements is to find an element that the least number of waves is strong against, use equipment to convert your best ranged/magical hero to that element, and spam the strongest unit.
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FYI, your heroes do NOT need to only recruit from their same cult. So, for example, if you like the Council of Magi units (like me), just use their recruitment scroll to change the units for each of your heroes.
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@ Thinks in Circles re "Treasure hunt" Yeah that one seemed a bit harder than other levels. I used a physical protectorate hero with the defender unit, along with trainee kirana, energy council hero with trainee and archwizard units(from the 3 heroes you start with, I think)), and another energy hero from the council with wizard and spellsword units. I really just threw a defender unit in the middle of the map, leveled up towards middle path, then threw in slowing wizards and poison archwizards to beat the energy weak monsters. The hardest part will be the last few monsters that are weak to energy, but you need enough physical power to beat the bosses absorb energy. And remember, some items change your heroes type (energy, physical etc) good luck
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So...does anyone know the secret to beating the Red Storyline "The Treasure Hunt"...it's the one with all the slabs requiring paving. I have tried it about 100 times and always fall at the penultimate level.
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i would like to see a hold fire button because i always find it that maybe i got a warrior in the top and a mage behind then the warrior kills all enemies and the mage gets no exp which will make u lose later on if u got 1 really powerfull unit and the rest is useless weak units otherwise great game 5/5 and favorited:)
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I played this game fully. Though it has an exponential learning curve, the game disappoints towards the end. After the badges are acquired, to acquire all the talents one has to play for a long time. And clearly the game elements (factions) are not expanded fully. Also explorer johns disappoints, once you find all his tools, he brings back cheap shit (though without these tools he does find some good stuff).
I certainly agree there is a lot of depth in this game for a flash game. And it certainly deserves a lot of credit for that.
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I like the fact that your troops prioritize well: if they're near an exit and an entrance, and enemies are coming from both sides, they attack the ones about to exit. Just like it should be :D
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Don't get me wrong, but I think that this is a step back from the third. There is too much new aspects added in one game, where these aspects should have been evenly spaced. I know the outline and the goal of the game, but with so many rules and new things to do, I feel confused. All I'm saying is that #3 is better than this one. It's still a good game, but could have some improvements. 4/5
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Holy crap this game is like crack for me...not that I've ever done crack...but if I did, I think it would pale by comparison to the addiction level of this game. Well done.
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In case you were wondering, CONSECRATION provides an elemental bonus for when your unit has the same element as the enemies STRENGTH. Not weakness like normal. Stronger than the general weakness bones it is an advanced skill and requires planning. Like after losing a map and noticing the creatures all had a fire strength/ cold weakness and you still lost. Your Fire Patroler upgraded with Consecration might help you there
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Kudos on creating a tough hard to figure out game (or I'm lame)! Good to see your continuing to avoid making this an easy button genre. :)