I’m seeing a lot of similar questions on the in-game chat and so I thought we could collect our learnings here, at least until @Salty can post some game guides that explain the basics.
I’ll build a list of tips in this first post, so post your suggestions below for more tips to add:
Time to match gems - You have unlimited time to decide what moves to make, but only 2 seconds to make as many matches as you can. The 2 second starting time limit increases slightly with your hero’s Speed stat.
The timer is actually longer than it looks. Every match you make will refill the timer by around the time you spent on swapping, so you have time to make a lot of matches if you don’t pause in between.
Big Gems aka Gems with Roman numerals - these are created when you match a bigger combo of gems (match-4 creates a I gem, match-5 a II gem, etc.). The biggest possible is X gem from matches of 13 gems or more.
Once created, matching the Big Gems generates more mana than a regular gem, with a I gem worth 2 regular gems, II gem worth 4, III gem worth 6, etc. and the same for skulls. However, they don’t count an extra gems for creating new Big Gems. Matching 4 II gems will still result in one I gem being created.
The location of the Big Gem created follows a pattern: it forms at the lowest, then leftmost intersection of gem matches within the combo. So a single row combo will form the Big Gem on the leftmost square, a single column will form a Big Gem on the bottommost square and a larger combo will form the Big Gem on the square where two matches intersect that is the lowest (and leftmost in case of two intersections on the lowest row).
Stun - you can stun the enemy by matching a whole row of the same color gems or skulls. The combo can have more gems linked vertically, this doesn’t affect the Stun.
Heroic Effort - you get a two turn buff of +100% Power for making 8 matches of any colours. Skyfall matches count, so matching most of the colors gives you a chance that a skyfall will complete the set. Large blobs count as a single match, so aiming for as many different colours as possible is usually the best way to target this bonus.
Health, Armor and Resistance - Skull damage damages Armor (blue bar) then Health (red bar). Elemental damage (all colored damage) damages Resistance (yellow bar) and then Health (red bar).
Elemental strengths and weaknesses - Each enemy has a base element with strengths and weaknesses. Fire/Ice/Poison form a Rock/Scissors/Paper triad (Fire is strong against Poison and weak to Ice) and Light and Dark are weak to each other.
You can find the element of an enemy (including other heroes in PvP) by the colour of its level indicator.
Clicking on an enemy’s circle in the top right hand corner activates tool tips about elemental strengths and weaknesses.
Matching gems of an enemy’s base element gives them extra mana - Matching gems of an enemy’s base color gives them extra mana. Depending on the spell that the enemy uses, the best strategy might be to avoid their mana or fill it - you might also want to fill your spell of the same colour!
In PVP, the enemy’s base color is their hero class color: Barbarian - Red, Necromancer - Blue, Paladin - Yellow, Shaman - Green, Assassin - Purple.
Enemies cast spells in a fixed order - Players can see the next spell in the opponent’s queue by tapping on the large spell icon over the opponent’s health bar. If the spell indicates a very large direct damage spell is incoming, ensure that the opponent dies or is stunned before the bar fills and you get one-shot.
Power = how hard your attacks hit - both skulls and spells
Speed = extra time to match gems
Vitality = Increases starting Health points
Elemental Mastery = increases mana gain and elemental damage dealt when matching corresponding gems. Your hero class’s primary element gets a large bonus to mastery, and secondary element gets a smaller bonus.
Block Chance = chance of blocking incoming physical attack damage
Block = Damage reduction from blocking
Critical Chance = chance of critical damage with skull attack
Critical Damage = damage multiplier for critical damage
Might = improved recovery time
Speed = improved mission time
Cunning = improved bonus key chance (key is the same type as the chest being opened)
Look out for Octoghoul - a minion with a much higher bonus key chance!
Multiple spells with the same colour - Spells all charge up at the same time, so you can have multiple spells with the same colour charging up from the same match. However, every match that charges a spell does a small amount of elemental damage to the enemy, so having 4 blue spells means that you do 4 x damage when matching blue, but no damage when matching any other colours.
Gear statistics - Spells and items have two types of numbers:
Cyan number will increase by character’s POWER and SPELL level.
Color matches its rarity will only improve when evolved to next rarity.
Gear can also give bonuses to Hero statistics or other factors like gold and experience gain. The higher the rarity, the more bonuses a piece of gear can provide.
Enemy difficulty - Each battle has a Gear score denoting difficulty.
If your gear has a higher score, the enemy does less damage (-0.05% per point of Gear score difference to a maximum penalty of -50%).
If your gear has a lower score, the enemy does more damage (+0.1% per point of Gear score difference to a maximum penalty of 100%).
Sharing armor, weapons and spells across characters - you have a shared inventory across all characters. All characters can wear the same armor (and weapon and spells) at the same time. If the armor is higher level than the hero, it can still be worn but the armor bonuses are capped at the hero level. So putting level 10 armor on your new hero means that the armor grows with the hero each level! Shared armor means you only need one high level set of armor across all heroes, at least until you’ve got a bigger inventory.
Evolving gear - Common gear can only level up to 10 (Uncommon 20, Rare 30, etc.) After that, you need to evolve the gear to the next rarity. This requires 2 extra copies of the same gear at the same rarity, so keep extra copies of your most important gear, particularly favourite spells. Of course, inventory space is limited, so instead of evolving you could just hope to get lucky and have a Rare version of the gear drop without needing to evolve.
Levelling up followers - Until you get to Chapter 5, your Food storage is limited to 150. However, you can buy Food for Honor in the shop and this is allowed to exceed the regular cap. So you can still level Followers above level 3 before completing Chapter 5.
Pause menu - In battle, the Pause menu shows all of the stats for your hero and the enemy.
Citadel - Your Citadel opens when you reach the level cap of 50 AND finish the storyline, and gives opportunities to earn extra bonuses.