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Cursed Treasure 2


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Rating: 4.6/5 (137 votes)
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Cursed Treasure 2

DoraWho said it wasn't good to be bad? With one sweet hoard of gems, being a Dark Lord seems like a pretty swank deal to me. Of course, the downside is that the good guys won't leave you alone, and in IriySoft's tower-defense time-stealer Cursed Treasure 2, they've got a few new tricks up their sleeves. Unfortunately for them, so do you. With a sleek new look and all the strategic gameplay that dominated your free time of the original, it's time to kiss your productivity goodbye and embrace the dark side. Don't worry. You didn't need all those friends, family, and reliable income anyway.

Cursed Treasure 2As before, the object of each stage is to keep all the gems located in your inconspicuous skull fortress of doom safe by eliminating the heroes that appear in waves before they can cart the gems away. To do this, you build towers... Orcs, Undead, and Demon towers all have their own unique abilities and need to be built on specific terrain. Provided you have the cash, of course. As they take down foes, they can eventually be levelled up, and after a few levels, you can even choose a specific route for that tower to follow, each of which brings its own new strengths to the table. As the Dark Lord, you can use Mana, which regenerates automatically, to cast various spells to turn the tide of battle in your favour or even alter the terrain. The level ends when you wipe out all heroes or they steal all your fabulous jewels, and between stages you can spend any infernal tokens you earned on upgrades to make your life easier.

Cursed Treasure 2This time around, however, you'll notice there are also enemy buildings to consider. Some, like mines and mana wells, can be captured at your liesure by casting the Cut Out spell on them three times, and will grant you gold or mana bonuses periodically. Others, however, are more... pesky. Towns, for instance, will generate additional heroes that can attack you, so you'll want to take them out sooner rather than later so as not to get overwhelmed. Fortunately, slain enemies have a chance to drop not only extra coin and mana bottles, but powerful magical scrolls that, when clicked on, will deploy a variety of helpful magical spells to negatively impact any enemy soldiers in the vicinity. Not that it's going to be a walk in the corpse-strewn park, since the various foes of each region will also bring you impressive boss battles, where the leaders will be able to walk off with your entire cache at once if you can't stop them in time.

Cursed Treasure 2 is, in almost every conceivably way, a massive improvement over the original that keeps all the elements you loved and polishes them up to a mirror sheen. The new visual design is great, colourful and animatedly quirky, and the impressive variety of enemies to go up against, each with their own new abilities, will keep you on your toes. The levels tend to be both long and challenging, though while you'll probably do a bit of grinding to earn upgrades, you'll typically find that an impossible battle can be made much easier simply by rethinking tower placement. The addition of buildings on the battlefield do add an additional layer of strategy, but more often than not wind up forcing you to just spam the Cut Out spell as quickly as possible. It's appropriate that the whole point of the game is protecting gems since Cursed Treasure is one of the brightest gems in the genre's crown. It's both clever and challenging, but immediately engaging and open to players of an experience level, and more often than not, will keep you coming back for more.

Play Cursed Treasure 2

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Some differences in gameplay between the original and the sequel that I have noticed:

  • The damage caused by an attack is no longer shown. You can however watch the health of an individual enemy by hovering or clicking.

  • Dens and Sniper's Dens no longer shoot instantaneously. This can help when fighting ninjas as several towers can take aim at the same time.

  • Crypts have three charges without requiring a skill upgrade.

  • Crypt charges don't seek a new target if their original target dies. Also they don't always hit immediately; sometimes they circle around first. This means that you can lose several charges if another tower ends up killing the enemy. However they do still track enemies that become invisible after the charge was fired, so several charges can home in on one ninja before he becomes invisible.

  • Temple of Overseer and Temple of Ifrit towers take some time to "lock on" to their targets. Temple of Beholder towers have to fire their weapon (like a crypt) which is even slower, although once it "hits" the victim then gets "continuous" damage.

  • When you upgrade Dens and Temples, the new tower takes time to become operational. (Previously the new tower became operational instantly even if the old tower was waiting to recharge.)

  • You can't tell what the experience of a tower is if it's due for an upgrade.

So, which is the best tower?

Against a single opponent, the Crypts win out if they are charged. If they are not, the Rocket Den seems to win out. It fires a 15 damage rocket with 15% critical hit every second, and has a range of 7 tiles. Even reducing its average damage to 9 due to armour and inaccuracy, that's still going to get an impressive number of hits in.

Even uncharged the Lightning Crypt is no slouch, as the 12 damage bolt it fires every second suffers no inaccuracy, and it also has a useful range of 6 tiles. The other two Crypts don't fare so well for long term damage although they of course have the Icy Orb or Frightening which can be really helpful, and their initial onslaught is also slightly higher.

For the Temples, I think the Temple of Ifrit just edges it past the Temple of Beholder. It has a shorter range but it does more damage per hit, which is important against armoured opponents.

Against a single unarmoured opponent, the Bunker Den has to be seen to be believed. As it can fire 5 shots per second and also get a 15% critical hit chance, it quickly wears down an opponent, although the Rocket Den is still going strong ahead of the uncharged Lightning Crypt.

Again bringing up the rear are the Temple of Beholder and Temple of Ifrit; the Temple of Beholder having the range advantage while the Temple of Ifrit has the damage advantage.

It's against multiple opponents that the Temples come in to their own. Like the Rocket Den, the Temple of Ifrit has the advantage of splash damage to increase its effectiveness against crowds, but the Temple of Beholder can target three separate opponents and the Temple of Hellfire comes into its own when you have four or more, there really is nothing to compare with it. Build it on high ground and be amazed! However the Rocket Den is still a force to be reckoned with against multiple armoured opponents.

A deeper assessment of the towers.

    • Against a single opponent the Crypt works best because it has three charges that it can let loose. Otherwise its poor recharge time lets it down.

    • The Den beats the Temple due to its higher range and damage, which is useful against armoured opponents.

    • The second level makes little difference to the towers, just increasing their damage by 50%. (The Temple loses out very slightly because the Den and Crypt get their damage rounded up.)

    • At the third level, things begin to get interesting. The temples are designed to target multiple enemies. The Temple of Overseer can take on two at once, but its damage is poor against against armoured opponents, while the Temple of Inferno is impressive if you can arrange to catch several enemies in one blast.

    • The Ballista Den is a bit slow so can miss opponents especially those at the edge of its otherwise usefully large range but its splash damage helps and can also affect nearby opponents. The Snipers' Den's chance of critical hit keeps it in contention and its fast recharge rate helps it gain experience.

    • Just considering damage, the Crypt is the worst, but that doesn't take the Frost or Fear into account. Frost is useful against speedy or fearless opponents but Fear is more generally useful, although (unlike the spell) there is only 20% chance per hit.

    • At the fourth level, the tower's damage typically goes up by a third. The Snipers' Den also benefits from an increased chance of critical hit.

    • Interestingly the Dreadful Crypt's damage goes up by a half, which makes it look more useful against a single opponent.

    • Meanwhile the Temple of Inferno's damage only increases slightly, but this is more than compensated by its decreased recharge time.

    • At the fifth level you really are spoiled for choice. The Bunker Den does have an impressive recharge time but its performance against armoured opponents is poor.

    • The Icy Crypt gets an impressive range, and the Icy Orb is useful against fearless and speedy enemies as each Orb is roughly equivalent to a scroll of stasis (the ice can freeze nearby opponents but not as many as the scroll).

    • Interestingly the Shattering Crypt's chance of Fear goes down to 15% but its chaining means that its damage and Fear can apply to multiple enemies.

    • The Catapult Den is also more useful against multiple enemies as not only does it have splash damage but also three shrapnel fragments.

    • Unlike those of lower levels, the Temple of Ifrit can only attack one nearby opponent at a time but it makes up for that with an impressive continuous fire damage plus splash damage.

    • The Lightning Crypt has an impressive recharge time and a useful range and damage with the advantage of an instant hit. It is probably the best tower against a single fearless opponent.

    • The Rocket Den has better range and damage than the Lightning Crypt and also splash damage and even a chance of critical hit.

    • The Temple of Hellfire has an impressive continuous area attack but its range is bad as the Temple of Ifrit.

    • Finally the Temple of Beholder has a useful range and multiple attack.

Enemy abilities and (where known) how you can deal with them and what to avoid:

  • Fast: Rogue, Knight (as Final Rush) Ninja, Adventurer, Thunder Elemental

  • Sprint: Rogue, Bard, Adventurer, Wizard (Bard and Wizard can also affect other enemies)

  • Frosty Crypt and Icy Crypt work well as they slow down enemies.

  • Ballista Den and Catapult Den fare badly as these towers aim at where the enemy used to be.

  • Armor: Knight, Templar, General

  • Catapult Den and Temple of Inferno deal large amounts of damage in one blow so armor does not offer so much protection.

  • Other Temples and Bunker Den fare badly against armor because these towers rely on a fast hit rate rather than large damage.

  • Flying: Valkyrie, Kite Druid, Eagle Druid, Iron Guard

  • This is the only ability that a scroll of polymorph does not affect.

  • Heal: Monk, Water Elemental (as Regneration)

  • Fearless: Paladin, Templar, Iron Guard

  • Obviously Dreadful Crypt and Shattering Crypt fare badly because their power is fear.

  • Anti-magic: Paladin, Templar

  • Obviously Frosty Crypt, Icy Crypt, Dreadful Crypt and Shattering Crypt fare badly because their powers are magical.

  • Vanish: Ninja, Engineer (as Smoke Bomb), Iron Guard

  • Temple of Inferno and Temple of Hellfire can hit invisible enemies with their area affect as long as there is a visible enemy to trigger them.

  • All other Temples and Bunker Den fare badly as they need to maintain sight of the enemy. Tower of Beholder fares particularly badly because its charges take time to fire.

  • All Crypts fare reasonably well as charges fired before the enemy becomes invisible continue to track the enemy after they become invisible.

  • Ballista Den, Rocket Den and Catapult Den can hit invisible enemies with their splash damage if there is a visible enemy to aim at.

  • Except against Engineers, Frosty Crypt and Icy Crypt can slow down enemies giving their invisibility time to wear off.

  • Except against Iron Guards, Dreadful Crypt and Shattering Crypt can cause enemies to waste time giving their invisibility time to wear off.

26 Comments

Oh, nooooo...I had things I wanted to do this week.

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Aaagh, if anything this one is MORE addicting than the first. The level design is SO tightly constructed, that I keep finding myself *1* arrow shot short of stopping an attacker while chasing a 3-star finish.

The most frustrating thing is that the critical wave is usually somewhere in the first third of the level. If you can get by that wave without any attacker getting through, you can pretty much cruise through the rest of the level. Makes for some pretty serious rage-quits. But the sense of accomplishment once you do manage to complete it is ...amazing...!

As nicely designed as this game is (excellent graphics, sound and design), the level design is seriously some of the best I've played, right on the perfect point of that line between challenging and torture, if you insist on 3 star finishing a level before continuing, like me.

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Where did my day go?

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In theory, I'm thrilled that the graphic stylings of Takeover have merged with Cursed Treasure.

In practice... there's some functionality and fun being lost.

I miss the whippy zing of the arrows, the smoldered writhing of vanquished enemies, the non-cutesy, non-glittergoo purposeful whoosh of the ice magic felling all in its sights (which does cost me precious steps just to accommodate the animation... big no-no). It's also forcing you to sit there and read the tome, aka the FAQ, and while it is amusing, there's a smidge of intuitive play lost in the process. The worst part is the globby huge pick-up icons means if I want those coins under those freeze scrolls, I'm going to have to waste a scroll. And even without my wobbly mouse, the variable menus -- while cool -- mean I have to spend half a second finding the upgrade button instead of the sell button. What of conditioning! What of pacing! It's interruptin' my killin'-time. Which is weird, 'cause I always thought Cursed Treasure was a master at timing its tower-def mojo.

What I'm sayin' is: don't put the oversized kiddie oven mitts on everything when the game is one of surgical precision.

On the bright side, that meteor targeting is so much less annoying. And oh yes: addictive.

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neil.rashbrook March 12, 2013 8:46 PM

I like the way that you can place towers on a grid of squares half the size of the tower.

It's not always worth seizing a town straight away. If your towers are powerful enough they can take out the reinforcements before the main party arrives, thus giving you extra money and dropped items, while a seized town only earns you gold. On the other hand, you probably want to seize a tavern as soon as you can.

The night mode is a nice touch:

You can still seize mana pools and mines in night mode at which point they become light sources and you can start building towers next to them. This is particularly helpful on level 2 for instance as it allows you access to the second area of high ground.

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Most disappointing sequel of 2013; I ragequit after the fourth wave.

Everything is slower, and I don't think it's just my pathetic computer: it takes forever to load, the enemies move like snails (unless you continuously hold the speed button), and after you kill the last enemy in a wave, you have to wait about 2 seconds for its death animation to end before you can launch the next wave.

Worse, the towers take forever to aim. Instant aiming used to be the primary strength of temples, but now I often see enemies get right next to my temples before they take any damage; I hate this so much I never used ballista in the previous games.

Crypts lose all their charges when you upgrade them, they no longer fire more than one charge at a time, the charges move slowly and often circle the enemy a couple times before hitting.

The maps feel smaller, with fewer choices of where to put towers.

The whole game was so frustrating that I couldn't tell if the actual new concepts (night mode and enemy structures) were good or bad. The only thing in this game that is clearly an improvement is the ability to reassign skill points, and those skills seemed less useful than before.

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anyone know how to unlock the final region? im level 30 and most day and night on 2 stars, if not 3.. still clouds over the last section though.

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I have enjoyed this game so far, and overall, I think it's a better game than the original.

The only difficult thing in the old game was dealing with ninjas, considering they were invisible for nearly twice as long as they are in this game. In the end, you just had to max out meteor and mana to spam the champion ninjas. There was even that one level where the first hit had to fear the champion ninja or you couldn't win.

The difficulty in this game, on the other hand, is solely in surviving the first few waves. Once you've restarted enough times to learn how to perfect your strategy in the first few waves, you're basically done.

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@fstr21 - I believe there are only 15 levels and the clouds over the coast are pleasant eyewash. On 15. Battle Royale you're fighting inside the castle and that's as far as you have to go. The beach is for relaxing after the fight. If you peek through the clouds just above your rank you can see the tiki bar waiting for you.

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jamesdenem March 15, 2013 8:11 PM

While I found this game to be about as enjoyable as the first Cursed Treasure, there were some things I would have liked them to keep.

It was interesting having the towers and spells locked at first, but what was nice about the first game was that you had access to everything for every level. Keeping it initially locked would be OK, but maybe after gaining access to a tower, letting it be used on earlier levels would be nice.

When I played the first Cursed Treasure, my go to tower was the crypt, since the shots would home in on the enemy, but change targets to the next available if the initial target died. That does not happen in this, instead your charges are lost. Meaning that they are useless with large groups.

The skill upgrades had no indication of what it would take to unlock, whether it was # of points spent or previous skill needed.

Overall, it is a pretty fun game, though.

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CandyCorn March 17, 2013 1:35 AM

Umm somehow my game didn't save on armorgames..
I saved it on the 'online save' option & when I returned, it was no longer there...
Well, I guess I wasted half the day on nothing.

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neil.rashbrook March 17, 2013 9:47 AM

Some differences in gameplay between the original and the sequel that I have noticed:

  • The damage caused by an attack is no longer shown. You can however watch the health of an individual enemy by hovering or clicking.

  • Dens and Sniper's Dens no longer shoot instantaneously. This can help when fighting ninjas as several towers can take aim at the same time.

  • Crypts have three charges without requiring a skill upgrade.

  • Crypt charges don't seek a new target if their original target dies. Also they don't always hit immediately; sometimes they circle around first. This means that you can lose several charges if another tower ends up killing the enemy. However they do still track enemies that become invisible after the charge was fired, so several charges can home in on one ninja before he becomes invisible.

  • Temple of Overseer and Temple of Ifrit towers take some time to "lock on" to their targets. Temple of Beholder towers have to fire their weapon (like a crypt) which is even slower, although once it "hits" the victim then gets "continuous" damage.

  • When you upgrade Dens and Temples, the new tower takes time to become operational. (Previously the new tower became operational instantly even if the old tower was waiting to recharge.)

  • You can't tell what the experience of a tower is if it's due for an upgrade.

Reply
neil.rashbrook March 17, 2013 7:02 PM

So, which is the best tower?

Against a single opponent, the Crypts win out if they are charged. If they are not, the Rocket Den seems to win out. It fires a 15 damage rocket with 15% critical hit every second, and has a range of 7 tiles. Even reducing its average damage to 9 due to armour and inaccuracy, that's still going to get an impressive number of hits in.

Even uncharged the Lightning Crypt is no slouch, as the 12 damage bolt it fires every second suffers no inaccuracy, and it also has a useful range of 6 tiles. The other two Crypts don't fare so well for long term damage although they of course have the Icy Orb or Frightening which can be really helpful, and their initial onslaught is also slightly higher.

For the Temples, I think the Temple of Ifrit just edges it past the Temple of Beholder. It has a shorter range but it does more damage per hit, which is important against armoured opponents.

Against a single unarmoured opponent, the Bunker Den has to be seen to be believed. As it can fire 5 shots per second and also get a 15% critical hit chance, it quickly wears down an opponent, although the Rocket Den is still going strong ahead of the uncharged Lightning Crypt.

Again bringing up the rear are the Temple of Beholder and Temple of Ifrit; the Temple of Beholder having the range advantage while the Temple of Ifrit has the damage advantage.

It's against multiple opponents that the Temples come in to their own. Like the Rocket Den, the Temple of Ifrit has the advantage of splash damage to increase its effectiveness against crowds, but the Temple of Beholder can target three separate opponents and the Temple of Hellfire comes into its own when you have four or more, there really is nothing to compare with it. Build it on high ground and be amazed! However the Rocket Den is still a force to be reckoned with against multiple armoured opponents.

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@Mantus The ninjas were rather easy this time, too. Because they can only go invisible once.

Hit them at the entrance, and if the back end of your map is powered up, they'll die quick. I never had to use meteor on the ninjas.

This really shouldn't be touted as an improvement. It's more accurate to call this a kid-sized version of the game, or as the candy industry puts it: fun-sized. It's wonderful for casual gaming, but not even close to the challenging powerhouse of the original. If I don't have all my improvements yet I can massacre wave after wave at a map entrance -- there's just no need to thread the needle as with the original. (Granted, with the exception of

that pesky flying robot, but I can easily fix that by powering up the correct towers first.)

To be blunt: gushing reviews can set a game up for failure. I heart you guys, and I enjoy the enthusiasm, just please less hyperbole in the analysis section.

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Sorry you felt that way, Shudog, and if I seem to have given you the wrong impression somehow. I stand by everything I said about the game as my own personal opinion. I felt it was a massive improvement over the original in virtually every way, and still do.

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neil.rashbrook March 19, 2013 3:16 PM

Trying to Brilliant level 9, I kept tripping over some niggles:

  • Space doesn't work if you accidentally mouse over the Slow/Fast button

  • The scrolls have too large a hit area, I keep activating them when trying to click other objects. I even accidentally activated one trying to place a tower!

  • The sound that the third Boss's special power makes doesn't always stop at the end of the level (whether through quit or victory).

  • The ninth level can acquire a huge number of enemies, after which the game just can't keep up and stops responding to the user until some time after they have simply walked into your cave and taken your gems.

I did however discover that the Enter key activates the Attack button. (I had already found a list of the other keys.)

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Stunning... there's just no stopping. This is the first TD I've ever played all the way through to the end, and within just a few days too. 6 out of 5 :)

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neil.rashbrook March 26, 2013 6:28 PM

A deeper assessment of the towers.

    • Against a single opponent the Crypt works best because it has three charges that it can let loose. Otherwise its poor recharge time lets it down.

    • The Den beats the Temple due to its higher range and damage, which is useful against armoured opponents.

    • The second level makes little difference to the towers, just increasing their damage by 50%. (The Temple loses out very slightly because the Den and Crypt get their damage rounded up.)

    • At the third level, things begin to get interesting. The temples are designed to target multiple enemies. The Temple of Overseer can take on two at once, but its damage is poor against against armoured opponents, while the Temple of Inferno is impressive if you can arrange to catch several enemies in one blast.

    • The Ballista Den is a bit slow so can miss opponents especially those at the edge of its otherwise usefully large range but its splash damage helps and can also affect nearby opponents. The Snipers' Den's chance of critical hit keeps it in contention and its fast recharge rate helps it gain experience.

    • Just considering damage, the Crypt is the worst, but that doesn't take the Frost or Fear into account. Frost is useful against speedy or fearless opponents but Fear is more generally useful, although (unlike the spell) there is only 20% chance per hit.

    • At the fourth level, the tower's damage typically goes up by a third. The Snipers' Den also benefits from an increased chance of critical hit.

    • Interestingly the Dreadful Crypt's damage goes up by a half, which makes it look more useful against a single opponent.

    • Meanwhile the Temple of Inferno's damage only increases slightly, but this is more than compensated by its decreased recharge time.

    • At the fifth level you really are spoiled for choice. The Bunker Den does have an impressive recharge time but its performance against armoured opponents is poor.

    • The Icy Crypt gets an impressive range, and the Icy Orb is useful against fearless and speedy enemies as each Orb is roughly equivalent to a scroll of stasis (the ice can freeze nearby opponents but not as many as the scroll).

    • Interestingly the Shattering Crypt's chance of Fear goes down to 15% but its chaining means that its damage and Fear can apply to multiple enemies.

    • The Catapult Den is also more useful against multiple enemies as not only does it have splash damage but also three shrapnel fragments.

    • Unlike those of lower levels, the Temple of Ifrit can only attack one nearby opponent at a time but it makes up for that with an impressive continuous fire damage plus splash damage.

    • The Lightning Crypt has an impressive recharge time and a useful range and damage with the advantage of an instant hit. It is probably the best tower against a single fearless opponent.

    • The Rocket Den has better range and damage than the Lightning Crypt and also splash damage and even a chance of critical hit.

    • The Temple of Hellfire has an impressive continuous area attack but its range is bad as the Temple of Ifrit.

    • Finally the Temple of Beholder has a useful range and multiple attack.

Reply
neil.rashbrook March 31, 2013 3:05 PM

Enemy abilities and (where known) how you can deal with them and what to avoid:

  • Fast: Rogue, Knight (as Final Rush) Ninja, Adventurer, Thunder Elemental

  • Sprint: Rogue, Bard, Adventurer, Wizard (Bard and Wizard can also affect other enemies)

  • Frosty Crypt and Icy Crypt work well as they slow down enemies.

  • Ballista Den and Catapult Den fare badly as these towers aim at where the enemy used to be.

  • Armor: Knight, Templar, General

  • Catapult Den and Temple of Inferno deal large amounts of damage in one blow so armor does not offer so much protection.

  • Other Temples and Bunker Den fare badly against armor because these towers rely on a fast hit rate rather than large damage.

  • Flying: Valkyrie, Kite Druid, Eagle Druid, Iron Guard

  • This is the only ability that a scroll of polymorph does not affect.

  • Heal: Monk, Water Elemental (as Regneration)

  • Fearless: Paladin, Templar, Iron Guard

  • Obviously Dreadful Crypt and Shattering Crypt fare badly because their power is fear.

  • Anti-magic: Paladin, Templar

  • Obviously Frosty Crypt, Icy Crypt, Dreadful Crypt and Shattering Crypt fare badly because their powers are magical.

  • Vanish: Ninja, Engineer (as Smoke Bomb), Iron Guard

  • Temple of Inferno and Temple of Hellfire can hit invisible enemies with their area affect as long as there is a visible enemy to trigger them.

  • All other Temples and Bunker Den fare badly as they need to maintain sight of the enemy. Tower of Beholder fares particularly badly because its charges take time to fire.

  • All Crypts fare reasonably well as charges fired before the enemy becomes invisible continue to track the enemy after they become invisible.

  • Ballista Den, Rocket Den and Catapult Den can hit invisible enemies with their splash damage if there is a visible enemy to aim at.

  • Except against Engineers, Frosty Crypt and Icy Crypt can slow down enemies giving their invisibility time to wear off.

  • Except against Iron Guards, Dreadful Crypt and Shattering Crypt can cause enemies to waste time giving their invisibility time to wear off.

Reply
Hippasus April 19, 2013 4:49 PM

It blows my mind that gold coins fall on the ground and stay there until you pick them up. Why don't they rapidly vaporize like they do in every other game? ;)

Reply
neil.rashbrook June 5, 2013 4:42 PM

Version 1.1.0e brings three new levels, two new buildings and 5 new enemies with two brand new powers!

  • Barbarian: Like a Peasant or a Guard, but having three times the health, rather then just twice.

  • Amazon: Like a Knight, but with a twist! (See below.)

  • Priestess: More than just twice a Monk.

  • Berserk(er): A bit like a Knight, but on steroids.

  • Barbarian Queen: Has to be heard to be believed!

    • Fast: Amazon (as Final Rush), Berserk(er) (as Berserk Fury)

    • There is really no stopping the Berserker. He can even break out of an Icy Orb.

    • Ballista Den and Catapult Den fare badly as these towers aim at where the enemy used to be.

    • Heal: Monk, Water Elemental (as Regneration), Priestess

    • Like the Monk, the Priestess has to stand still to cast the Heal spell. Unlike the Monk, she can heal herself. If you get a group of them together, they can just stand around healing themselves, so you need towers with area or splash damage to be able to take them out.

    • Charm: Amazon

    • Your towers tend to target the leading enemy. Unfortunately this will typically end up triggering their Charms separately, making it difficult to keep your towers active.

    • The worst towers are the Temples (except Temple of Inferno) and the Dens (except Ballista Den and Catapult Den) as they wear the enemy down slowly giving them time to Charm your towers while they still have much of their health.

    • Ballista Dens, Catapult Dens and Icy Crypts, and sometimes Lightning Crypts can often be out of range of the Charm. Alternatively you can build towers on high ground. This works particularly well if the tower is several tiles away from the enemy route, as it can continue to attack as they pass.

    • Alternatively if you activate a Scroll of Polymorph while the enemy still has her armour then the Charm will not take effect until the enemy returns to human form, giving your towers more time to attack.

    • The Bury Alive skill can also prevent the enemy from making use of her Charm.

    • Attractive Aria: Barbarian Queen

    • Why waste time walking to your cave and back when she can get your gems to walk to her?

    • The only real counter is the Infernal Magnet skill. That way if you do manage to silence her, your gems will start to return to your cave.

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Mm, I like this new land. Now that is more like it. Challenging, even with nearly everything leveled up. So far my only complaint is that bizarre priestess 'do, they look more like members of a male hair band. Oh, okay, the last few levels are another round of easy massacres once you have all your towers in place, so there's slightly less peril and a bit more enjoyable strategery.

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colin.d.howell September 6, 2013 8:34 PM

To me, the biggest annoyance of this game is its lag problems. As the game continues to run, the delay for interactions such as picking up coins/mana and upgrading towers gets worse and worse. It seems related to the sound effects in some way. Eventually, if you want reasonable responsiveness, you have to quit the game, close the window, and reload it. This definitely feels like some sort of bug in how the game uses Flash which never got ironed out.

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neil.rashbrook October 27, 2013 6:26 AM

Version 1.2 added some more levels, while Version 1.3 appears to have been a bit of a rewrite, and 1.3.1 now boasts the following features:

  • Invisible and underwater enemies are now affected by area damage.

  • Crypt charges now re-aim and they don't linger like they used to.

  • Frightened enemies don't get stuck in corners.

  • Fast Speed can be toggled instead of holding (pause the game to switch controls).

  • New hotkeys: P for pause, T for next wave.

  • Coins autocollect before the next wave.

  • Terror protects from Charm for 2 seconds.

In addition there has been a total game re-balance: skill effects, meteor damage, towers XP formula, towers upgrade costs, towers ranges and damages, enemies HP are tweaked, all the levels were re-balanced, so you should try playing all over again.

One subtle change which they haven't mentioned is that when Dens and Snipers' Dens shoot at Ninjas that become invisible the arrows disappear in flight whereas previously they would all hit. I assume Crypt charges would re-aim but I haven't seen a Crypt target a Ninja yet.

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neil.rashbrook October 27, 2013 7:44 AM

A re-assessment of the towers.

No changes were made to any of the towers at the first level.

At the second level, the Den and Crypt's damage have been reduced by 1. This means that the Den is only slightly more powerful than the Temple. The Crypt however is still slightly more powerful than the Den used to be.

At the third level, things begin to get interesting. This time it's the Crypts that are unchanged. The Snipers' Den's damage has been reduced by 1, making it weaker than the Crypts. The Ballista Den's damage has also been reduced, but its splash range has increased by 20% which compensates. The Temple of Overseer's range has also increased by 5% which keeps it ahead of the Ballista Den. The Temple of Inferno is however the biggest loser, with both its damage reduced by 20% and its recharge delay increased by 25%. (To be fair, the old Temple of Inferno was vastly overpowered, and was probably more powerful than the old fifth level Bunker Den.)

At the fourth level, the Dreadful Crypt's damage has been reduced to match the Frosty Crypt. The Sniper's Den and Ballista Den have also had their damage reduced, making them weaker than the Crypts. (Interestingly the Ballista Den splash range is listed as unchanged.) Again the Temple of Inferno is the biggest loser, with both a damage reduction and also the same recharge delay as at the third level. The Temple of Overseer is the big winner here with its range increased by 25%. This looks as if it will displace the Temple of Inferno as my favourite tower.

At the fifth level only the Shattering Crypt is unchanged. The Icy Crypt has had its damaged reduced, making it the weakest tower (not counting the effects of the Icy Orb). The Lightning Crypt has had its damage increased, but unfortunately its recharge is reduced, so that it's very slightly worse overall. The Catapult Den has had its splash increased by 20% but its damage reduced so again it's very slightly worse overall. The Bunker Den however has been granted a massive 50% critical hit, which improves it considerably (it used to be the worst tower at 5th level). All the Temples have had their damage reduced although the Ifrit and Beholder have had their range increased which is some compensation.

The biggest losers (at least 70% weaker):

  1. Temple of Inferno 2

  2. Rocket Den

  3. Temple of Hellfire

  4. Temple of Inferno

The gainers:

  1. Bunker Den

  2. Temple of Overseer 2

  3. Ballista Den

  4. Temple of Overseer

Reply
neil.rashbrook October 27, 2013 5:39 PM

To follow up on the version 1.3 changes, I saw a crypt charge disappear when the Ninja it was aiming at went invisible, which is a change from the previous behaviour. (There was no other enemy available so I still don't know whether it would re-aim in such a case.) Ideally you would use a Lightning Crypt to force Ninjas to become invisible early on but at lower levels a Den is probably your best bet.

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