The Evil Lair
di zotakomen
The Evil Lair
Tag per The Evil Lair
Descrizione
Learn new abilities and perks. Escape The Evil Lair.
Commenti
robbaflob
Nov. 14, 2018
Funny how all of these unfinished, under development idle games all manage to have fully implemented kred shops. Smh.
Danaume
Dec. 16, 2018
Weird glitch on razors. Got the multi throw, and one is going towards the target, the other two used to fan out, now they go in random directions, and like 80% of the time, are thrown behind him... where there are never enemies.
Gringomaniac
Oct. 04, 2018
Small guide/FAQ until tutorials are in the game or until it changes during beta:
There are perks to aim automatically and collect coins automatically (only on lowest difficulty) that you can afford around lvl 15-20.
Masteries increase the damage for all your attacks, not just the skill they're bound to. Different masteries unlock different perks at lvl 10, 50, 100, 150, 200, etc.
Sapphire and Topaz passively increase your damage and gold drops.
Auto-casting seems to only be available from a ring (possibly only lvl 50+ drop)
Numismatics: Unlocks perks and abilities connected to coin drops.
Looting: Unlocks perks connected to chest drops.
Fortune: Unlocks perks connected to crit chance and damage.
Practice: Unlocks perks connected to achievements.
Escape the dungeon is unlocked by entering lvl 50. The perk costs 100b.
Rubies will increase your damage after escaping by 5% each. They start dropping from bosses lvl 60 up.
You will keep items and achievements after escape.
MrKJ
Oct. 14, 2018
As others have stated, the game grinds to a halt around level 90. Here's a few solutions to the problem to add more gameplay:
Make a prestige system for the masteries, possibly requiring spending rubies. That way you can start over, making the first mastery the most powerful again and so forth, adding upgraded skills and perks too with each prestige.
Introduce a permanent skill tree for the character, either requiring XP gained from killing monsters or requiring spending rubies.
Add more items slots and make the items progressively much stronger at later levels.
Add more options for spending emeralds. Fx. damage multipliers and special boxes with better equipment.
Add a special bosses only dungeon to grind for better items, more gold and rubies. You could fx. access it once every ten levels or every 1 hour after reaching lvl 50.
Oakshield
Nov. 15, 2018
Some thoughts after some hours.
- Items are useless and they barely improve with levels.
- Previous masteries become useless to the damage % after you're about 4-5 units bought in a new mastery. Also, why are there super expensive upgrades for the previous masteries when they add nothing to the damage value?
- Auto-aim taking up a slot is insane as it should be default, no one is aiming this thing manually.
- Achievements are good.
- People are talking about level 90... the game starts grinding to a halt at level 60.
- Seems like prestige will be extremely weak and not worth it, taking away the replay value that is key to idle games.