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Swords and Potions

rated 3.23 / 5 stars
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Simulation - Other

Credits & Info

Oct 24, 2012 | 3:55 PM EDT

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Author Comments

Try to become the most successfull merchant by running your own item shop in the world of Tomagar. Trade items with adventurers, craft powerful items and earn a profit from your sales. Challenge and surpass your peers using a variety of covert operations.



Rated 3.5 / 5 stars

I do enjoy playing this game, it is very addicting and time consuming. but i feel this game is those of facebook "milking your money" game.

Here's monetary flaws:
= After several days, you either buy those day package (50, 90 and 100 tokens)
= Going to get free tokens, which need purchase from sponsors
= speed up, improving your shopping skill and many other features may also charge several/most tokens

but, mostly it's fun game that you can't never stop

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Rated 3.5 / 5 stars

highly addictive, very cute game love the conept. Pay to play is annoying how do you register so you can join guilds?

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Rated 5 / 5 stars

Great game


Rated 2.5 / 5 stars

For a free game this would be 3.5 or 4 stars. But for a pay to play game I cant give it more than 2.5.

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Rated 4 / 5 stars

I really enjoy this game. I've been playing it obsessively for days. It's your basic store sim with a fantasy twist: potions and magic armour instead of cakes and clothes. You can have up to four workers in your shop -- sorceress, tailor, blacksmith and carpenter -- who research and craft items for you which you can then sell. There are also quests to fulfill; watch out for these as they can bring rich rewards.

The issue with the tokens is annoying but not a total dealbreaker. It would be great if you could earn tokens some other way besides buying them. You get the option to win them in the daily roulette spin but other than that they are hard to come by unless you part with cash. I even tried filling in a couple of surveys from the "Add Tokens" screen, but after laboriously trudging through several pages of questions my tokens didn't go up.

Another thing that I would change is the amount of in-game information. For example, when a character came into my shop and asked if my workers would help with a project, I refused because I didn't know what that would mean -- I thought my carefully-trained craftsmen might go marching out of the door and I'd have to start over. I later learned that I'd only have sacrificed some improvement points; now I am cut off from whatever quest line that would have opened up and have no way to get that back without starting over. This is really annoying.

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