So far, I've only found materials as the rare (Golden) treasure chest drop in the last section of each area. The Water Isle area {The Ocean Maiden} drops the Blue Pirate Coin, the Earth Isle area {Flower Petals} drops the Green Pirate Coin. I imagine the trend will continue in the Flame Isle area {Flame Maiden}, etc. If it's just a normal treasure chest, I don't think it will ever be the rare (material) loot. Remember, too, that you can maximize your chances to find a chest if you drop down to only FIVE lines instead of MAX lines. Chests don't need a matching line, as long as three of them are on the screen anywhere you'll acquire the loot. This works best with a "heal every turn" character so you don't have to worry about damage catching up with you and being unable to match recovery reels. As far as invitation bonuses, I'm not even sure what perk (if any) you get for putting in someone else's code in the tutorial. I did so using someone else's random code and I didn't get an acknowledgement, an error message, a successful friend request or any indication or a benefit on my side.
The card needs to be at max level, yes, and also requires certain "materials" and a gold cost to evolve. These seem to get more costly the higher the level of the card. For instance, a 2* Light Jellyfish just needs to be Level 20, have a second card to evolve with, a Light Pirate Coin, and 2,000 Coins. Whereas the 4* Earth Maiden requires FOUR copies of Earth Maiden (with the main card at Max Level 30), a Green Seashell, Green Coral and Green Pirate Coin, as well as 10,000 Coins. And the 6* Holy Priestess is "greyed out," which leads me to believe that she's as good as she's going to get and CAN'T evolve any further. (Perhaps all the "free Mega Rare" cards are like that, which would make them inferior in the long run to any 6* cards that COULD evolve to 7*.) Not sure if the "extra copies" of the card need to be max level (didn't look that way in the tutorial), or if it's not a requirement, if there is any stat advantage to evolving using all max level cards.
Aaah, i missed that part. Thanks! What is a superb card to start with? I'm still rerolling for a god but had no luck so far.
I am curious, when you make one of these games, do you use a prebuilt engine or something, I can't wrap my head around how many games (across all appstores) are almost the same, in every way except the art and now the slot machine.
Well, a good number of the possible 6* Cards have been listed on the previous couple of pages. (The list has been compiled and also reposted on GameFAQs as well as the Playmage forums, since it'll probably get buried and forgotten in the depths at this rate.) As I've already said enough times for people to be sick of it, I REALLY like the Holy Priestess card in terms of providing HP durability in any situation. Many skills like Fire Oath (2x Health/Attack to all fire cards in your party) would be useful to have, but optimally you'd want a FRIEND with a Leader with that skill so you could use it when useful (like on a difficult Earth stage) but not be required to have it "active" all the time in your own party. Skills like the Cyclops' "Earth Quake" which does 20,000 Earth Damage to ALL enemies are nice. Ones like Howling Winds (which does 30,000 Earth Damage but only to Water enemies) are, again, the kind of skills you want a friend to be using, not ones you always want to have. The Hell Marionette is neat, because she has a couple "quirky" skills that aren't the same cookie-cutter ones that most of the other ones have. Not neat enough to use as a "main," I don't think, even with her "delay attack" ability. Again, though, I've only got a few hours of experience with the game. Certain skills or combinations might be devastating and I just don't realize it yet. And I haven't even been factoring in stat strength in any of my analysis, some cards start with some GOOD Health or Attack values!
Yeah, I was lucky enough to get an auto-healer this time around. If you get something else, you wind up continually using friends with that ability instead of always having it and getting to choose from a variety of friend leader skills. In P&D, I pretty much had a whole friend list of Sirens, Alraunes, etc.
Okay thanks, Laire. Ye, the Holy Priestess seems like one of the best cards to start with and goin into easy-mode.
Again, I'm not proud. I'll abuse Easy mode like it's going out of style - I think this is the first time in my history of games like this that I actually got a GOOD "bonus" card! And Easy mode also translates to TEDIOUS AS ALL GET OUT mode. I just sat through over 200 spins on the last level of the first Light island to farm the last treasure I was missing. (Not sure if that stage has two "common" and two "rare" cards or not, but I wasn't able to find the third card until I pulled a second rare treasure chest!) I'll need to keep some weak friends in the list or I'll never be able to extend these 3-part stages long enough to have a prayer of finding a Rare chest. Why am I doing this? Oh, right, I'm a completionist. The 10 Gems (AKA $1 of Free Premium Currency) for 100%-ing each level isn't even the point. Heh.
Now I kind of want to reroll, the tiny chance to get wildcards is not worth it at all. Often I'll use my 6* skill twice a stage, for a total of 10 rolls, with no wildcards at all. I'd rather be doing 20k damage or autohealing 2x my hp per turn >_> Worse though, this game doesnt seem to have any upward mobility. How are you supposed to get any cards better than 3*? It seems like its extremely difficult to get materials, and even then all of the monsters in the first two chapters only evolve to 3* max. It seems like I've hit a wall way before similar games. Also, the treasure chests in the reels is a terrible idea. You shouldn't have to intentionally use a bad team to push the roll button hundreds of times just to get cards. Especially since coins are useless. Just make them monster drops.
Well, keep in mind you CAN get 4* cards from the "Pal Point" draws. The one (and only) one of those that I did gave me a 4* card. I may just be irrationally thinking that 4* cards will come fairly often from the Point draws - it's just as likely that I used up all my luck in this game on the very first day, and 4* cards are 1-in-100 from Pal Points. I've never seen a Wildcard. Ever. I see them cosmetically spin by, but I haven't had a single one stop on a reel. (It's pretty obvious these 'random rolls' are anything but, given how Free Spin combinations almost always result from the first, second and fourth reel in the bottom being the ones that generate those icons.) The more I try it, the more I believe my "weak party - prolonged stage" rolling strategy is only having a very minor effect on my success rate. I've never acquired more than three treasure chests total from a 3-Stage area - that may be an artificial "loot cap." The 5-Stagers may max out at 4 Chests. I'll try a few more times to confirm, but it's looking like once you max out on Chests you should just use your skills to clear the stage instead of wasting your time hunting for more.
You can also get 4* or higher cards via referral, or Bonus Map, competing in the Arena, or spending Gems earned for free in-game to draw cards. Guild and Guild Raids should be released in the next couple weeks, and there will be both Gems and Card reward prizes.
I've done the pal points machine maybe ten times, and got one 3 star and the rest 2 star. Could be bad luck, but I don't think the drop rates are very good. Referrals shouldn't be required, and gems in the game seem to be extremely rare. Hopefully the guild system will make it easier to advance. Also, has anyone found a 2star card that can evolve to 4 stars? Or does everything just evolve once?
I've only seen in-game gems so far through 100% card clearing an area, which earns you 10 Gems. High ranking in the arena will get you gems as well, but arenas often end up being Pay-To-Win environments. There only seem to be twenty different 2-star cards, presumably four of each element. Five are fish-based (jellyfish for light and snake for darkness). Five are warrior-based (like the Fishing Fighter, etc). Five are golems, and no idea what the remaining five are. The elemental dragons, if nothing else, can evolve twice. You start the game with a 3* Youth Dragon, it evolves to a 4* version of the Dragon by the end of the tutorial (but oddly the evolved form hasn't appear on my Monster List?) and fusing it would evolve it to a 5* Dragon (from Wood to Earth, in my case). In the end, I think the real problem is there's just too much diversity between the 6* cards you can get as rewards. It might have been better just to have them all as similar, "good-but-not-great" cards, with just five cards possible (one from each element) and all of them having "Wild Chance I" and "(Elemental) Wall" as the skills. That way it would have been a level playing field, and nobody would have a reward card that stood out from the pack. I still wouldn't object to the idea of "nerfing" Holy Priestess down to the same abilities that Floral Saintess has. The people who got draws without healing or 20K+ damage strikes end up with the short end of the stick, and need to rely on friends to make up the difference.
Yes! Please consider allowing monsters to drop cards. This aspect of the game is ruining the fun for me quickly.
Making the bosses end of each level drop a random card that may complete the level is much better than doing that gold chest.. I have been grinding quite a bit but couldn't complete the cards on the levels because of the gold chest. Btw anyone completed the bonus map yet? Got slaughtered lol Add me: aafnaa
The thing is, they could do that, but it would largely be a cosmetic change. With I think one exception, every single Gold Chest I've ever earned has been within the first twenty spins. (At least two were within the first THREE spins.) When it decides you've earned a Gold Chest, I suspect you'll get it no matter how fast you fly through the level. (I could be completely off with this, of course, and just coincidentally found the Gold Chests right away all the time.) If cards were made into "boss drops," it'd just mean it would check in two specific locations during the stage (three on a 5-part stage). If the check is made, a Common chest drops. If the check fails, you get nothing. One final check appears after you defeat the boss, frequently dropping a Common chest, with the Rare Chest appearing about 5% of the time. Other than taking out the element of using weak parties to farm for the Common chests, practically nothing would have changed behind-the-scenes. What I think everyone is really asking is, "Do those Rare Gold Chests really need to be THAT rare?!?" I've tried over twenty times on 4-2 (Fighters of The Light) with no success. At least I've confirmed to give up after three chests appear, as nothing more, Common or Rare, will ever appear after that ...
That is how I was thinking it may work, but earlier the dev mentioned drops being scarce because of how fast the enemies died. Which led me to believe that it came down to the reels just not bringing up the needed symbols often enough. I would much prefer it if it was set up like you said, with a predetermined "check" which tells the reels to force a drop for you or not give you anything per stage. Sort of like how P&D does it. In P&D, drops are determined and set as soon as you enter the dungeon. In this game, it feels like it is completely up to the RNG of the reels, which just doesn't work too well with this type of game.
One more point to make they need to give us more compelling reason to grind.. They should let the monsters drop random low level cards like what others suggested.. They energy is so freaking slow and going thru the same level with no drops at all will make most hardcore players quit... I want to strengthen my cards but I have no spare cards!! So frustrating.. Gonna give this 3 days and see if its any more interesting
That would make the CASUAL players quit, true, but the Hardcore ones would find ways around it. Currently, you either have a Healer, or acquire a Healer friend that you travel with repeatedly, and grind for Common chests, taking your time to complete the level. I'll frequently get the maximum 3-4 chests in a trip, so now I have more card fodder than I need. I can't justify the coin cost after awhile - there's a "starting cost" of about 100 coins per level of the card you want to Strengthen. Spending 2,000+ Coins for a single level is a bit pricy. When I reached Stage 6 (The Island of Trials), the stamina costs in that zone were half off (that ends in about an hour). I'm not sure if that was a temporary "bonus" for me clearing the first five areas or if a different zone ends up with half-off stamina requirements every 24 hours. (I'm hoping it's the latter, that would make energy limitations a lot easier to work around.) If I hadn't wasted so much time on Stage 4-2, I probably could have reached at least Level 20 from that 'half-off sale,' playing continuously, because by the time I ran low on energy I'd have levelled again.