- Set in 2 more buttons in the Quest tab
- Both trigger the activation of their special abilities of weapon and trap
- Magnet sets off the weapon attractor (weapons level 4 have this ability)
- The skull is the trap call of the void (trap level 4 have this ability)
The number below is the cooldown count for either one. Click on them to activate them when the cooldown is done, I'll add a short-cut key for it tomorrow along with a choice of just firing them off automatically as before.
Changed files in this update