63 Days to 100%. After beating the final boss, start with level 1 gear and work your way up from there, the speed/rarity bonuses help on higher tier gear. Before closing the game, use fortunes for epic gear, you'll end up with wasted materials so spending them on getting an epic is worth. Also switch to the T10 materials, they are so slow that getting a jump on them is worth far more than burning time overnight on lower tier ones that come in fast. Fusing is your friend, fuse up anything and everything so you're never waiting for an epic. For inventory management, keep 40 Rare and 20 uncommon of each thing, takes only 2 slots of space per item to fill the museum and other rarities are a short fuse or desynth away.
Did you know you can donate a powerful trinket to the museum? From the inventory page, click on your trinket, open the museum sidebar, and click the purple +0.
Boss 10 Defeated 29d 11h 49m 29s. Money was my biggest issue while getting gear. Eventually got enough to finish upgrading 4 sets of Epic +10 gear and L9 trinkets. Spent about an hour on boss trophies for a bunch of extra stats. Been crafting 4x Truth Teller and 1 Jaswstriker while afk for money and essence. Fusing to Epic and then desynth gives more essence than 3 rares or 9 uncommon, if you have the cash. Fortunes are definitely worth for epic gear when going for long afk.
After my grind to get the impossible badge, a few thoughts. A combination of the extra turn and shield upgrades were the most important. You get 7-8 gold from the boss round so factor that into your math when choosing upgrades on round 6 knowing there is another shop to come. The shop before the gauntlet begins has a lot of options giving you more choices to effectively use every last coin. I got the impossible badge with 8 shield, 5 extra move, 3 diagonal splash, and 2 vertical/horizontal splash upgrades. In the gauntlet fights, taking no damage is far more important than killing things fast. Try to lure blights away from squares that have low blight levels and even if you kill nothing in 1 turn, making it to the next turn means you've succeeded.
Please tell me I'm not the only one who tried to kill the boxes that are far too happy with their social distancing by leaving them in the beam of a laser when I moved the other box.
Came back to this game over a year after completing the impossible badge, 2 warm-up songs and then a perfect first try on Speadfreak. Something is wrong with me.
Releasing a new game with dictatorial sponsors is just wasting the players' time. All the good things from the past games are gone and the grind is doubled down on to allow for more ads. Please remember that at the end of the day, games are for the players, not the money.
The sponsor didn't push - all the game design decisions were made by us for this game. So yes, we thought XP is a good idea. And yes, we had limited budget, so we had to cut some features. But the game could be even smaller - we spent extra time to make 3 setting, add the boss and polish it better.
This game does not add value to the series, instead it rehashes the same old mechanics, increases the grind to allow for greater playtime, and significantly increases the monetization efforts which disgust many players. The best part of this game is the comments section defaults to forum posts for me, probably in an attempt to hide that nobody has said anything positive about this game.
Just a hint for those working on the "Strength of a Warrior Badge:" damage dealt is calculated by the maximum damage potential of your character. If you get your character to have a max damage over 500 as displayed on the inventory screen, the badge should award.
The sponsor didn't push - all the game design decisions were made by us for this game. So yes, we thought XP is a good idea. And yes, we had limited budget, so we had to cut some features. But the game could be even smaller - we spent extra time to make 3 setting, add the boss and polish it better.