If you play the game like most people do, then yes -- even if not impossible, it would take ridiculously long.
The game is always prompting you to make purchases, one of the techniques employed is making attractive items cost a lot of gems. I don't think you're meant to buy those items, at least more than once or twice, as a free-to-play player. However, there are other sustainable ways to earn gems. Refer to the Gem page on this wiki for more information on obtaining gems.
Assuming the player is playing in normal edition, has already defeated all bosses, and finished collecting all of the gems from achievements, there are only three ways to get gems on a consistent basis:
1. Ads. The player can display a video advertisement for 1 (one) gem. This requires an active internet connection.
2. Tapjoy offers. The player is presumably offered a varying amount of gems for completing offers, such as installing an application and playing it for an amount of time. I say presumably because I have never tried this method, and can therefore not confirm if it is legitimate or not. This requires an internet connection as well.
3. Underworld rewards. At the end of a season, high ranking accounts get a small amount of gems. This requires not only an internet connection as it is the underworld, but also an immense amount of work, playtime, and most likely usage of items that cost gems, which is not compensated for by the small reward in my opinion.
Then there is special edition, in which gems are handed out somewhat generously throughout the game. However, there is no such thing as underworld in said edition.
It's not the same as missing the entire set, as you only need one item to complete it. However, until you do, the equipment will have nothing special besides the high enchantment power.
Wait, are you serious? I REALLY hope this is a late April fools joke.
Like.. how even? I was already upset they didn't make an ascenson-like mode for Sentinel Set, because it made it seem like a lazy cash grab. And that's exactly what it is.
But removing Ascension? Like extra work to remove actual content from the game (with a story even, however small!) with no goal other than getting money? I feel sorry for this game. It could have evolved to be something a lot more than this. But the decisions of whoever's developing it right now are starting to get on my nerves.
I am still struggling to believe this. Aside from boss battles in Eclipse, there is no way to get purple orbs in the game without reaching for the pocket. Not only that, but red orbs are awarded very scarcely and you cannot grind them from survival. So Ascension is (or... was) your only hope in enchanting a lot of equipment with a medium or mythical recipe. This is, among countless other things, a direct shameless call to make microtransactions.
Okay, I hope you figure it out.
I was using same emulator and it was working.
But i did reset my computer 1 week ago.
Note : My emulator is Gameloop.
EDIT : I wasn't have enough memory.I did delete some programs but problem is continuing.
Oh, I see. Is the version (of both the game and the emulator) you're trying to run now the same one that was working fine back then?
What do you mean by resetting your computer? Like re-installing the operating system?
I know you already freed up some space, but try to uninstall and reinstall after that. Maybe not having enough space before permanently corrupted your current install of the game.
All I can suggest now if simple uninstall-reinstall doesn't help is to try to restore as many things as possible to the way they were when you could run the game just fine. For example, as I said earlier, use the same version of emulator and game. Then try to figure out what is breaking it.
Have you been able to open it before? If so, I'd say check if you have any free space on your device. A lot of times games can crash or hang when there's no space available to write to.
If you've never run the game successfully before, then maybe your Android version is too old, or there's a problem specific to your device. Contact Nekki support if the issue persists.
You can at least try to provide more details. With this amount of information we cannot do much to help you.
IMPORTANT NOTE: I am not Nekki, I do not represent them and I have no connections with them whatsoever. I'm just a user on this community.
But wouldn't they have separate teams for each game? I assume, then, that some people working on Shadow Fight 2 migrated to working on the sequel, which sounds quite sad. If I were a developer of this game I would not abandon it so easily. But I guess they have the stats, not me. Perhaps a look at the player count would reveal to me that Shadow Fight 2 is simply a lost cause at this point in time, and that SF3 is more fruitful an investment.
Yet, I'd rather have one good update a year than 3 terrible ones a month. Even if it's just one weapon with a move I've never seen before.
I doubt the developers will implement any more sets, or their respective mythical enchantments. They have only been slowing down on the pace of new content releases, besides the Underworld. Sentinel Set was just plugged into the game behind a paywall of gems, whoever was familiar with the game files knows that most of the work was already done; all the assets were there all along.
They didn't even bother to give Sentinel's hand a unique super slash like Monk's Katars, or even a mode like Ascension wherein a player that does not spend real money on the game can have a chance at collecting the set. They made it exclusive to underworld chests, basically like crates in other games. That's (for me) a big no-no; but who am I to give my opinion. It's safe to say though that 4995 gems (5 × Chest of Souls Keeper) for the whole set is too much.
All I'm saying is don't get your hopes up too high. Even if they get implemented, they may not be as cool as the Set of Monk once had the privilege of being. They would most likely be nothing more than new skins of familiar equipment, just attributed a mythical enchantment that does some known function slightly better than normal enchantments.
I know this sounds pessimistic. But I've stopped being excited about this game around 2017, when Underworld was still fresh. Don't get me wrong: I still play it, I'm just no longer interested in seeing the new things that are being added to it.
Magic is unlocked after defeating Hermit the first time. The magics Hermit has access to are all unlocked later in the game, so one cannot buy them immediately after defeating him.
If the subject of your question is actually Hermit's special ability (the lightning), it is not possible to acquire it, as of now, in a legitimate way.
Agamer2 wrote: I also said spear instead of silver spear and thought it was lvl 36
Oh R.I.P. xD
Also, duration is 1 day.
Sorry guys, my brain was out of service and I meant Ceremonial but typed Ornamental instead. I wasn't on this wiki for a bit and I missed the messages.
1. Morning stars (38)
2. Staff (9)
3. Butcher's Knives (23)
4. Heavy Staff (14)
5. Silver glaive (28)
Ornamental Shouang Gou (37)
Did you do your homework students? :P
Unlike what I thought at first, this game has much more than just luck to it.
I was going to keep this information for myself but I decided to share it. Listen up students!
Let’s assume three players: A, B and C. A and B pick the numbers 52 and 51, respectively. MS Paint mode activated
It’s now C’s turn to choose. The average Joe would go for something random like 31, but in fact, there’s a much better choice in this case – assuming he’s the last to choose – which is 50. Since the winner is identified as the closest number to the random generated number, choosing 50 means each number from 50 all the way to 1 will return victory to player C. Player C in this case is dominating with a 96% chance of winning the round. I call this aggressively claiming an open end. Aggressively means choosing a number that is right next to another player’s choice, like 51 and 50.
So now you should just claim every open end you see aggressively, right? Wrong. Let’s look at another example:
A and B pick numbers 1 and 2 respectively. It seems common sense to choose 3, but you should be able to distinct winning a round from winning points. Even if you win the round, you won’t get that much points as your choice is a very small number. If I had to choose, I would go for something like 20, covering every possible number from 20 to 52 (open end) and having equal probability with player B from 20 to 2. This gives player A roughly 1.92% chance of winning, player B 19.3%, and player C 80.76%.
This is a “probability for points” sacrifice. In my view, I’d rather have a decent chance of getting a decent number rather than a high chance of getting a small number. After all, even if you don’t win the round, the other players won’t get that much points.
This is a much different approach when you’re not sure if you’re the last person to choose in that round, as it is much easier for another person to claim your open end and leave you with nothing. Here’s an example:
Player A and B choose numbers 10 and 11 respectively. It makes perfect sense to pick 12 and get a 78% chance of winning the round, in case you don’t want to sacrifice probability. Little did you know, Player D comes over and picks 13, wrecking your plans and claiming your open end. Now you, along with player B, are left with 1.92% chance of winning each, with player D getting almost 77% and player A – which seemed at a disadvantage at first – securing a 19.23% chance, literally 10 times more likely to win than you.
Forking is trapping a number between two other numbers. Here’s an example:
Player A chooses 26, which is not the best opening – it is almost guaranteed to be forked.
Player B has to claim an open end aggressively to get the best possible outcome, as not doing so will result in sharing equal chances of winning with player A in the range between B’s picked number and A’s picked number. Thus he has two options: 25 or 27. Both of them have equal chances, and so picking the higher number (27) would be optimal; and is consequently the choice of player B. Player C comes along having two options as well: 25 or 28. Unwilling to sacrifice chance for points, he chooses 25. Now, Player A (26) is “sandwiched” between two numbers, 25 and 27. I call this a fork. Player A now has a 1.92% chance of winning the round, as both open ends are claimed by players B and C. Note that if player C chose the number 28 instead, player B (27) would be forked between A (26) and B (28). Getting forked like this is called a tight fork as both “forkers” are exactly next to the “forked” player. A wide fork is when the opposite is true.
Putting yourself inside a fork is not recommended, unless it’s wide enough for you to cover a good area. Let’s study a case where forking yourself can actually be better than claiming an open end.
There are 4 players in this round. A and B chose 31 and 52 respectively. It’s C’s turn now.
He/She can claim an open end from 29 to 1 and get a 57.69% chance of winning; however, they know that D is after them and will, for sure, fork them and take the open end. Knowing this, C instead decides to place themselves inside of the fork between A and B – it’s a 22-wide fork, which is largely enough. But the questions is, where inside the fork? Choosing a central number inside the fork like 40 is not optimal, because if the fork’s width is an even number – like in this example – you will share a number with one of the “forkers”, in this case 36. That means, if the generated number is 36, both you and A are equally close to it and therefore have to “share” the win.
So, choosing a number right next to either of the “forkers” is the best choice, and which one to choose depends on if you want to gain more points with the possibility of losing more points. A general rule is to go for the bigger number, and so player C chooses 51. Knowing you are already half-forked (next to another player’s choice) means that D could potentially fork you between 50 and 52, but it’s unlikely as they have a much better choice, 30. (57.69% vs 38.46%). Take notes if player D hates you.
Now let’s assume A actually chose 30 instead of 31. Now, it’s a better choice to choose a central number like 41, as no numbers will be shared and you are un-forkable since you have two unoccupied ends. Increasing the number increases both the chances of you being half-forked on your wide side and the chance of losing more points potentially.
- Claim open ends when you're sure you're last
- Don't put yourself in a tight fork
- If you're first, don't choose a central number like 26
This, kids, is why you should never have free time to spare. I literally wrote a newspaper about winning a forum game.
Moon Sabers (26)
At this point I will probably get more points than you all, just ignore the "-" sign before the number.
At least I won't lose much eh, plus 1 is probably not any less likely to be the closest than a higher number.
Edit: Correct me if I'm wrong, it is (less likely to be the closest than a higher number) because a higher number would cover both numbers smaller and greater than it; 1 only covers numbers greater than it because the range is 1-52. Same goes for 52, since it only coves numbers smaller than it.
Please let me know if you understood anything because now I feel like a nerd that's talking crap no one cares about xD
It's somewhat stupid when you think about it. Since Sadow Fight 2 developers know they're probably never releasing the other Mythical enchantments, they should've made the Mythical recipe unavailable for equipment pieces that already have Tempest Rage. So many orbs and have been wasted in hope of getting the other enchantments because of this, though the carelessness of the players may also play a small role.
Moon Sabers - 26
Yes, I just don't have time to edit it.