I decided that I wanted to do a three part series on the
advantages/disadvantages of various realms in Legend of the Cryptids and the second realm I wanted to cover is Water Realm.
Water Realm is the second most popular realm second to fire realm. Because it
suffers from being popular cards of its alignment will hold higher
values and hold them longer. I also have a concern that players coming from Rage of Bahamut will choose Water Realm because the color association with Man Alignment (the least popular and veteran players knows this means cheaper cards). This could eventually cause Water Realm to offset fire realm.
I find the power of cards between realms to be fairly equal. There does
seem to be several extra cards in water realm that weaken fire realm.
Otherwise I have seen a large amount of water cards that are focused on defense.
I can't help but recommend water realm for players who don't want to pay the hefty fire realm prices. I would also recommend it to players who find a lot more enjoyment in the artwork.
Sunday, September 30, 2012
Monday, September 24, 2012
Fire Realm
I decided that I wanted to do a three part series on the
advantages/disadvantages of various realms in Legend of the Cryptids and would begin with Fire realm.
Fire Realm has a huge disadvantage. It is very popular. Because it suffers from being popular cards of its alignment will hold higher values and hold them longer.
I find the power of cards between realms to be fairly equal. There does seem to be several extra cards in fire realm that weaken forest realm. Otherwise most fire cards will focus on boosting themselves to a higher attack. They also have some of the coolest beast artwork as well as the better TnA cards.
The disadvantage here far outweighs the advantage. Suffering from having a higher card costs slows the deck growth for the player. Because of this I can't really recommend fire realm to a player who wishes to get the most powerful decks for the least amount of effort. I do recommend fire realm to a player who want a larger selection of powerful offensive cards and more TnA.
Fire Realm has a huge disadvantage. It is very popular. Because it suffers from being popular cards of its alignment will hold higher values and hold them longer.
I find the power of cards between realms to be fairly equal. There does seem to be several extra cards in fire realm that weaken forest realm. Otherwise most fire cards will focus on boosting themselves to a higher attack. They also have some of the coolest beast artwork as well as the better TnA cards.
The disadvantage here far outweighs the advantage. Suffering from having a higher card costs slows the deck growth for the player. Because of this I can't really recommend fire realm to a player who wishes to get the most powerful decks for the least amount of effort. I do recommend fire realm to a player who want a larger selection of powerful offensive cards and more TnA.
Treasure
A lot of people get upset when their treasure is stolen early game. It's
important to realize that the items you get from treasure aren't really
valuable. There are a few important facts to note about treasure and
the purpose it servers.
Treasure serves the purpose of acting as bait for somebody to attack you as well as the purpose of creating cards.
To create the card you need one of each of the colors. Each race has the ability to get certain colors. Legend of the Cryptids does this to encourage people to battle. Once you gather your treasure, you create a card. This card is generally weak compared to its equal rarity counterparts but can be combined with another treasure card to a higher form.
Sometimes events require you to gather treasure. Cards from even treasure are generally better than cards from normal treasure.
Finally, stockpiling treasure acts as nice bait to get people to attack you. If you want people to attack you, use a weaker face card to represent yourself and don't put too many points into defense. By doing so you're baiting them in.
What I want you to pull away from this:
Treasure isn't valuable. Treasures primary purpose once you get the card is to donate to the guild. Stockpiling treasure is a good way to get people to attack you.
Treasure serves the purpose of acting as bait for somebody to attack you as well as the purpose of creating cards.
To create the card you need one of each of the colors. Each race has the ability to get certain colors. Legend of the Cryptids does this to encourage people to battle. Once you gather your treasure, you create a card. This card is generally weak compared to its equal rarity counterparts but can be combined with another treasure card to a higher form.
Sometimes events require you to gather treasure. Cards from even treasure are generally better than cards from normal treasure.
Finally, stockpiling treasure acts as nice bait to get people to attack you. If you want people to attack you, use a weaker face card to represent yourself and don't put too many points into defense. By doing so you're baiting them in.
What I want you to pull away from this:
Treasure isn't valuable. Treasures primary purpose once you get the card is to donate to the guild. Stockpiling treasure is a good way to get people to attack you.
Sunday, September 23, 2012
Defense Decks
In Legend of the Cryptids your defense deck is a long term money maker/saver.
In this portion I will be focused on Defense Decks and the importance of
them.
To begin, the core of your defense deck is determined by your defense points. Every card has a cost attributed to it. Your defense decks total cost can not exceed your number of attack points. An example of this would be if you had 100 defense points. You would not be able to have five 22pt cards in that deck since the total cost would be 110. You could have three 22 point cards for a total of 66 then two 17pt cards for a total of 34 to equal a perfect 100.
In your defense deck you should have your cards with the defense power that you can achieve. If you use the recommended deck option, the game will automatically figure this for you.
Another part that plays into your attack deck are the skills that your cards bring to the table. Cards will have a variety of skills. The skills will focus on either boosting your cards or applying a debuff to the opponents cards. The buffs you want to look for in your defense deck are Increase to DEF, Increase to ATK/DEF, Decrease to enemy ATK, Decrease to enemy ATK/DEF. Your cards skills won't always trigger, so many attack decks are stacked with five cards with skills to ensure the maximum chance of them triggering. Also, there are skills that focus on cards of a specific alignment, be aware that you want to attempt to stack your alignment to get maximum benefits from these cards.
Defense plays the role of protecting your treasure while gathering treasure. If a player attacks you to steal your treasure and his attack deck fails against your defense deck, you also gain money.
As you are leveling and not creating your final cards remember that leveling five cards to level 10 in your deck through enhancement is better than leveling one card to max. The fastest levels to attain on a card are the first 10-15, so get five decent cards there then you can focus on increasing them.
To begin, the core of your defense deck is determined by your defense points. Every card has a cost attributed to it. Your defense decks total cost can not exceed your number of attack points. An example of this would be if you had 100 defense points. You would not be able to have five 22pt cards in that deck since the total cost would be 110. You could have three 22 point cards for a total of 66 then two 17pt cards for a total of 34 to equal a perfect 100.
In your defense deck you should have your cards with the defense power that you can achieve. If you use the recommended deck option, the game will automatically figure this for you.
Another part that plays into your attack deck are the skills that your cards bring to the table. Cards will have a variety of skills. The skills will focus on either boosting your cards or applying a debuff to the opponents cards. The buffs you want to look for in your defense deck are Increase to DEF, Increase to ATK/DEF, Decrease to enemy ATK, Decrease to enemy ATK/DEF. Your cards skills won't always trigger, so many attack decks are stacked with five cards with skills to ensure the maximum chance of them triggering. Also, there are skills that focus on cards of a specific alignment, be aware that you want to attempt to stack your alignment to get maximum benefits from these cards.
Defense plays the role of protecting your treasure while gathering treasure. If a player attacks you to steal your treasure and his attack deck fails against your defense deck, you also gain money.
As you are leveling and not creating your final cards remember that leveling five cards to level 10 in your deck through enhancement is better than leveling one card to max. The fastest levels to attain on a card are the first 10-15, so get five decent cards there then you can focus on increasing them.
Attack Decks
In Legend of the Cryptids your attack deck is your bread and butter.
In this portion I will be focused on Attack Decks and the importance of
them.
To begin, the core of your attack deck is determined by your attack points. Every card has a cost attributed to it. Your attack decks total cost can not exceed your number of attack points. An example of this would be if you had 100 attack points. You would not be able to have five 22pt cards in that deck since the total cost would be 110. You could have three 22 point cards for a total of 66 then two 17pt cards for a total of 34 to equal a perfect 100.
In your attack deck you should have your cards with the highest attack power that you can achieve. If you use the recommended deck option, the game will automatically figure this for you.
Another part that plays into your attack deck are the skills that your cards bring to the table. Cards will have a variety of skills. The skills will focus on either boosting your cards or applying a debuff to the opponents cards. The buffs you want to look for in your attack deck are Increase to ATK, Increase to ATK/DEF, Decrease to enemy DEF, Decrease to enemy ATK/DEF. Your cards skills won't always trigger, so many attack decks are stacked with five cards with skills to ensure the maximum chance of them triggering. Also, there are skills that focus on cards of a specific alignment, be aware that you want to attempt to stack your alignment to get maximum benefits from these cards.
Attacking plays the role in various events as well as daily battle rankings. Attacking is also a method in which to attain treasure. You can attack other players to receive their treasure.
Later in the game having 220 attack points you'll be able to attack with five 22pt card deck twice in a row. 330 three times in a row. Your attack points recharge over time or you can use items to instantly recharge it.
As you are leveling and not creating your final cards remember that leveling five cards to level 10 in your deck through enhancement is better than leveling one card to max. The fastest levels to attain on a card are the first 10-15, so get five decent cards there then you can focus on increasing them. This will tide you over while you gain power.
To begin, the core of your attack deck is determined by your attack points. Every card has a cost attributed to it. Your attack decks total cost can not exceed your number of attack points. An example of this would be if you had 100 attack points. You would not be able to have five 22pt cards in that deck since the total cost would be 110. You could have three 22 point cards for a total of 66 then two 17pt cards for a total of 34 to equal a perfect 100.
In your attack deck you should have your cards with the highest attack power that you can achieve. If you use the recommended deck option, the game will automatically figure this for you.
Another part that plays into your attack deck are the skills that your cards bring to the table. Cards will have a variety of skills. The skills will focus on either boosting your cards or applying a debuff to the opponents cards. The buffs you want to look for in your attack deck are Increase to ATK, Increase to ATK/DEF, Decrease to enemy DEF, Decrease to enemy ATK/DEF. Your cards skills won't always trigger, so many attack decks are stacked with five cards with skills to ensure the maximum chance of them triggering. Also, there are skills that focus on cards of a specific alignment, be aware that you want to attempt to stack your alignment to get maximum benefits from these cards.
Attacking plays the role in various events as well as daily battle rankings. Attacking is also a method in which to attain treasure. You can attack other players to receive their treasure.
Later in the game having 220 attack points you'll be able to attack with five 22pt card deck twice in a row. 330 three times in a row. Your attack points recharge over time or you can use items to instantly recharge it.
As you are leveling and not creating your final cards remember that leveling five cards to level 10 in your deck through enhancement is better than leveling one card to max. The fastest levels to attain on a card are the first 10-15, so get five decent cards there then you can focus on increasing them. This will tide you over while you gain power.
Thursday, September 20, 2012
Stat Distribution
A lot of people worry about stat distribution because its one of the key elements of the game. The first thing to get out of the way is that there are very few ways to permanently ruin your account through improper stat distribution, unless you pump everything into one stat.
There are three stats in Legend of the Cryptids. The stats are Energy, Attack Power, Defense Power.
Energy determines how many times you can quest during a period of time. The more points you have the more times you can quest, but it also means it will take longer to recharge to full. I always recommend getting this to about 120pts because that means you only have to check it once every two hours and Energy Potions give you some decent bang for your buck. Generally as you level it increases your speed of leveling as well meaning you'll be able to get attack and defense points faster. Some players prefer to go higher which isn't wrong. It helps on some events, but for the most part I consider anything over 180 a mistake.
To understand the importance of attack and defense power players must understand card power costs. The more powerful a card is the more power it generally requires to use. For example you could have a great card that requires 20pts to use, but if you only have 10pts in attack or defense that card is useless. Of course this problem compounds the more cards you have. You'd hate to find yourself in a position of only being able to use 3-4 of our cards instead of the full five.
Attack Power determines the power of your attack deck as well as the number of times you are able to attack. Since who you attack is the aspect of the attack/defend portion of the game you can control, I value this higher than defense. You use attack power during events and to acquire treasures from other players through battle.
Defense Power determines the strength of your defense deck as well as the number of times you can be attacked before your deck begins to fall apart. Since who is attacking you is the aspect of the attack/defend portion of the game you can't control, many players value this higher than offense. The idea is since you can't control whether a top player or bottom player is attacking you, build your deck to fend off top players. You can always control who you attack and attack weaker players. I will advise there is virtually NEVER A REASON TO GO OVER 300 DEFENSE POWER.
My take on this is always: Stamina to 120. Once it reaches 120, attack to 50, defense to 50, attack to 75, defense to 75, attack to 100, defense to 100, attack to 125, defense to 125, attack to 200, defense to 150, attack to 400, defense to 200. (You'll notice a visible ramp up in offense once I hit 150 defense)
There are three stats in Legend of the Cryptids. The stats are Energy, Attack Power, Defense Power.
Energy determines how many times you can quest during a period of time. The more points you have the more times you can quest, but it also means it will take longer to recharge to full. I always recommend getting this to about 120pts because that means you only have to check it once every two hours and Energy Potions give you some decent bang for your buck. Generally as you level it increases your speed of leveling as well meaning you'll be able to get attack and defense points faster. Some players prefer to go higher which isn't wrong. It helps on some events, but for the most part I consider anything over 180 a mistake.
To understand the importance of attack and defense power players must understand card power costs. The more powerful a card is the more power it generally requires to use. For example you could have a great card that requires 20pts to use, but if you only have 10pts in attack or defense that card is useless. Of course this problem compounds the more cards you have. You'd hate to find yourself in a position of only being able to use 3-4 of our cards instead of the full five.
Attack Power determines the power of your attack deck as well as the number of times you are able to attack. Since who you attack is the aspect of the attack/defend portion of the game you can control, I value this higher than defense. You use attack power during events and to acquire treasures from other players through battle.
Defense Power determines the strength of your defense deck as well as the number of times you can be attacked before your deck begins to fall apart. Since who is attacking you is the aspect of the attack/defend portion of the game you can't control, many players value this higher than offense. The idea is since you can't control whether a top player or bottom player is attacking you, build your deck to fend off top players. You can always control who you attack and attack weaker players. I will advise there is virtually NEVER A REASON TO GO OVER 300 DEFENSE POWER.
My take on this is always: Stamina to 120. Once it reaches 120, attack to 50, defense to 50, attack to 75, defense to 75, attack to 100, defense to 100, attack to 125, defense to 125, attack to 200, defense to 150, attack to 400, defense to 200. (You'll notice a visible ramp up in offense once I hit 150 defense)
Login Bonus Campaign
September 20th the Login Campaign has started.
Players will receive a 'Login Stamp' once a day just for logging in! Special gifts are awarded depending on how many days you have accumulated! There are tons of presents to be claimed, so be sure to play everyday.
Rewards:
Day 1: Imprisoned Battle Dragon x 1
Day 2: 10000 coins
Day 3: Power Potion (bound) x 1
Day 4: Energy Drink (bound) x 1
Day 5: LCP Claim Ticket x 1
Day 6: Imprisoned Battle Dragon x 1
Day 7: 4000 Friendship Points
Day 8: Power Potion (bound) x 1
Day 9: Energy Drink (bound) x 2
Day 10: LCP Claim Ticket x 2
Day 11: 10000 coins + 4000 Friendship PTs
Not bad. They'll give you three claim tickets and two referral cards plus a few little extras just for logging in. This campaign will end October 4th.
Players will receive a 'Login Stamp' once a day just for logging in! Special gifts are awarded depending on how many days you have accumulated! There are tons of presents to be claimed, so be sure to play everyday.
Rewards:
Day 1: Imprisoned Battle Dragon x 1
Day 2: 10000 coins
Day 3: Power Potion (bound) x 1
Day 4: Energy Drink (bound) x 1
Day 5: LCP Claim Ticket x 1
Day 6: Imprisoned Battle Dragon x 1
Day 7: 4000 Friendship Points
Day 8: Power Potion (bound) x 1
Day 9: Energy Drink (bound) x 2
Day 10: LCP Claim Ticket x 2
Day 11: 10000 coins + 4000 Friendship PTs
Not bad. They'll give you three claim tickets and two referral cards plus a few little extras just for logging in. This campaign will end October 4th.
Evolution
Evolution in Legend of the Cryptids is really simple compared to other games on the market. Evolution consists of merging a card with an identical card to create a more powerful final form of the card.
Since evolution in Legend of the Cryptids only requires two cards it is easier to understand and explain. Each of the two cards will carry over 5% of their stats to the final form of the card if they are under their max level. If each of the two cards is at their max level they will carry over 10% of their final stats. Because of that it's important to max two cards before merging them.
It's also important to note that once the two cards are merged their final form will be reduced to level one, so you'll have to level it all over again. Also, any skill level gains in the cards will be lost and the skill will be reset to one. Because of this it's unimportant to level skill in any card that is not in its final form.
Finally, an evolved card will get boosted one rarity star and given the EX designation as well as a title before the name of the card in brackets. This is to help players identify cards for their value.
One last thing to note is that there are cards such as the referral card that violate this rule by requiring 11 cards to create its final form. This will probably only occur from referral cards, I can't imagine an instance where it would be beneficial to do in other cards.
Since evolution in Legend of the Cryptids only requires two cards it is easier to understand and explain. Each of the two cards will carry over 5% of their stats to the final form of the card if they are under their max level. If each of the two cards is at their max level they will carry over 10% of their final stats. Because of that it's important to max two cards before merging them.
It's also important to note that once the two cards are merged their final form will be reduced to level one, so you'll have to level it all over again. Also, any skill level gains in the cards will be lost and the skill will be reset to one. Because of this it's unimportant to level skill in any card that is not in its final form.
Finally, an evolved card will get boosted one rarity star and given the EX designation as well as a title before the name of the card in brackets. This is to help players identify cards for their value.
One last thing to note is that there are cards such as the referral card that violate this rule by requiring 11 cards to create its final form. This will probably only occur from referral cards, I can't imagine an instance where it would be beneficial to do in other cards.
Wednesday, September 19, 2012
LoC: Creatures of the Night
Creatures of the Night is an event in Legend of the Cryptids running between September 18th and September 27th.
The Creatures of the Night event will have two facets of gameplay to be successful.
The first facet of this event is treasure cards. Each alignment can acquire two colors of a treasure. Because each alignment can only acquire two colors themselves players will need to battle other players to gain the treasures needed to claim their treasure card. Be prepared to use quite a bit of Power Potions doing this, not because weak opponents will be hard to find, but because of the traps. People will often use traps to protect event treasure. Treasure cards for the first couple of days will sell at a high then slowly settle down in pricing. Treasures will be easiest to attain through battle around the middle of the event when things settle down.
The second facet of Creatures of the Night is individual ranking. Ranking is increased as you move through the quest lines and gather souls. Energy Drinks can be used to replenish your Energy to move through the quests quicker and when you reach the end, further accumulate souls. The rewards for individual ranking are better than those acquired through treasure cards and way more than guild ranking. The highest ranking receiving multiple Ultra Rare cards.
You will also gain an ultra rare card if you clear all 100 levels and all the six types of treasure. Andras, Ever Wanderer is the reward.
There are also what are called lucky number rankers who receive an Ultra Rare card the numbers are 1500, 3000, 5000.
Finally, the event quests give more xp and cards than normal questing. If you are a newer player still leveling, it is advisable for the entire duration to only quest via the event.
Good luck, have fun.
Facebook Post Card: Starcaller Dragon
Legend of the Cryptids rewards players for posting a message on facebook through your phone or tablet.
For every ten posts you will earn the Rare Fire Card Starcaller Dragon. The card has a base attack of 1080 and a base defense of 740. It also provites a Med-Boost to all ATK types so it can be used in any deck offensively.
You must post from within the app to be eligible for the reward. You can only do one post for days so you'd have to post for ten consecutive days to earn Starcaller Dragon.
You also gain a daily reward of 400 friendship points that are used to purchase card packs and 5000 coins used in enhancement and evolution.
For every ten posts you will earn the Rare Fire Card Starcaller Dragon. The card has a base attack of 1080 and a base defense of 740. It also provites a Med-Boost to all ATK types so it can be used in any deck offensively.
You must post from within the app to be eligible for the reward. You can only do one post for days so you'd have to post for ten consecutive days to earn Starcaller Dragon.
You also gain a daily reward of 400 friendship points that are used to purchase card packs and 5000 coins used in enhancement and evolution.
Legend of Cryptids: Starter Tips
Rule number one in any trading card game is don't trade. Fortunately the EX title makes it significantly easier to tell if a card is a true card of its rarity but a lot of players look at the stats and make the wrong assumption. Remember, if a trade seems to be really in your favor, chances are you are losing out.
Rule number two is at the beginning use a referral code. It gives you free stuff and there's no reason not to. They are all over the place but if you like you can use mine: lucarda
Rule number three is to always reread rule number one. No trading until you know values.
Rule number four is to pick the least popular alignment. Currently I feel the forest realm has the least players in it primarily because of the player preference to water and fire.
Rule number five is to pump points into energy at the start. Why? So you can level faster giving you access to more stat points sooner. You will end up losing a large amount of battles as people attack you for having low defense early on, but don't worry about it, you can't lose anything too valuable and you'll be in a better position to catch up.
Rule number six is to re-read rule number one again.
Rule number seven (could arguably be higher) do not use any of your items. Your items are worth much more to you at higher levels than they are early on and once you know values are the main currencies in purchasing cards.
Rule number eight is to join a guild asap and add friends asap. Having a large network of guildies and friends make all games easier. If they become inactive you can always leave the guild and remove friends later on.
Rule number nine is participate in events. Always events should be where you contribute. You get better items and more bang for your buck.
Rule number ten is to go back and re-read rule number one.
Good luck and have fun.
Rule number two is at the beginning use a referral code. It gives you free stuff and there's no reason not to. They are all over the place but if you like you can use mine: lucarda
Rule number three is to always reread rule number one. No trading until you know values.
Rule number four is to pick the least popular alignment. Currently I feel the forest realm has the least players in it primarily because of the player preference to water and fire.
Rule number five is to pump points into energy at the start. Why? So you can level faster giving you access to more stat points sooner. You will end up losing a large amount of battles as people attack you for having low defense early on, but don't worry about it, you can't lose anything too valuable and you'll be in a better position to catch up.
Rule number six is to re-read rule number one again.
Rule number seven (could arguably be higher) do not use any of your items. Your items are worth much more to you at higher levels than they are early on and once you know values are the main currencies in purchasing cards.
Rule number eight is to join a guild asap and add friends asap. Having a large network of guildies and friends make all games easier. If they become inactive you can always leave the guild and remove friends later on.
Rule number nine is participate in events. Always events should be where you contribute. You get better items and more bang for your buck.
Rule number ten is to go back and re-read rule number one.
Good luck and have fun.
Referral Card: Battle Dragon
The current referral reward card for inviting new players to the game is the Rare Forest Card Imprisoned Battle Dragon. This card has a base attack and defense of 900 each. It also offers a small boost to forest ATK/DEF.
Once you achieve five referrals you can combine the cards into the Rare EX Forest Card Furious Imprisoned Battle Dragon. This card has a base attack and defense of 1300 each. It also offers a small boost to all ATK/DEF types.
Once you achieve ten referrals you can combine the cards into the Ultra Rare Forest Card Freed Perfected Battle Dragon. This card has a base attack and defense of 1800 each. It also offers a med-boost to all ATK/DEF types.
Once you achieve eleven referrals you can combine the cards into the Ultra Rare EX Forest Card Retrieval Perfected Battle Dragon. This card has a base attack and defense of 1900 each. It also offers a Large boost to all ATK/DEF types.
On top of the cards you will gain 10,000 coins.
This card is limited edition so keep that in mind. It is a great starter card and only requires 10 PWR to use in its final form. The art for the card is also reminiscent of Bahamut from the Final Fantasy series.
If you are new to the game and starting out I recommend you use my code: lucarda
Once you achieve five referrals you can combine the cards into the Rare EX Forest Card Furious Imprisoned Battle Dragon. This card has a base attack and defense of 1300 each. It also offers a small boost to all ATK/DEF types.
Once you achieve ten referrals you can combine the cards into the Ultra Rare Forest Card Freed Perfected Battle Dragon. This card has a base attack and defense of 1800 each. It also offers a med-boost to all ATK/DEF types.
Once you achieve eleven referrals you can combine the cards into the Ultra Rare EX Forest Card Retrieval Perfected Battle Dragon. This card has a base attack and defense of 1900 each. It also offers a Large boost to all ATK/DEF types.
On top of the cards you will gain 10,000 coins.
This card is limited edition so keep that in mind. It is a great starter card and only requires 10 PWR to use in its final form. The art for the card is also reminiscent of Bahamut from the Final Fantasy series.
If you are new to the game and starting out I recommend you use my code: lucarda
Tuesday, September 18, 2012
Legend of the Cryptids Starter Guide
The first thing any player will be prompted with when they enter Legend of the Cryptids is the option to enter in a player referral code. I would ask if you find my advice helpful to use my referral code. It's 'lucarda' for mine. I really like the fact that they simply use the username for referral code in LoC.
During the referral portion you will have the choice to use either Water, Forest, or Fire as an alignment. Water appears to be strong against fire, fire strong against forest, and forest strong against water. This allows for a very nice portion of balance on alignments. As far as artwork I feel that fire and water have the nicest artwork with forest falling behind. Because of this I will assume that forest will be the least represented thus the forest cards will be least expensive in the long run.
Alright. So after completing the tutorial the first question a player might have when starting out is, where to begin?
After finishing tutorial you should immediately begin questing to level your account. As you level you will gain the ability to put points in various stats. The stats are Energy, ATK PWR, DEF PWR. The primary stat you should be focusing on to start is Energy.
Stats replenish at a rate of one point per minute so Energy will reach max again at however many minutes your cap is. Because of this I always recommend something long the lines of 120 points in Energy since it will determine how many times you can quest.
The faster you can quest the faster you can level.
As you level you will be met with two things. The first are some free card packs containing rare cards, the second is random cards from questing and card packs from friendship points will become available.
As you receive cards as rewards for completing those quests the cards you find should be immediately evolved together using the evolve functions. In order to evolve two cards together they must be the same card and when combined will reach their final form and gain the EX portion after the card. As you begin to reach the cap for the amount of cards you are carrying you should begin using the enhance function to effectively feed your cards to your rarest cards. Rare cards have higher base and final stats than common cards thus when fed gave you the highest possible stat levels. They can also be leveled higher than less rare cards.
Always keep in mind if you have 50 attack points worth of rare cards you won't be able to use them until you have 50 attack or defense points for their respective duties.
STATS:
I recommend 120 Energy. 120-150 DEF PWR, and MAX ATK PWR. This is because the ability to attack multiple times is always helpful. One hundred twenty energy is an effective amount to have allowing you to only check the game once every two hours, and finally I always value offense higher than defense.
ALIGNMENT:
I would say if you are starting out forest alignment will probably allow for the least expensive cards and best trades. Water and Fire have a blatant love for each other drawing people to them, very few people would be drawn to the idea of a forest realm. Not only that but water draws a correlation because of color to Rage of Bahamut Man realm. Man realm in RoB is the least expensive realm and many veteran players wish they chose it, drawing players to water and fire in Legend of the Cryptids.
QUESTS:
If you are not able to defeat a group of three monsters during a quest do not attempt it (unless you are only a couple points from leveling). The reason for this is you need to defeat three monsters for a chest that will contain a card or gold. So, if the quest requires 5 stamina, make sure you have 15 stamina before attempting it for maximum results.
ATTACKING:
When attacking always keep in mind that you want to have a five card deck. Even if you have a powerful single card I always advise holding off on attacking until you have five cards. Once you do I recommend attacking every chance you get. This way you'll get used to it and won't worry about winning or losing and just be productive.
When you attack players you can target treasures which give you the ability to complete series of items resulting in cards.
DEFENDING:
While defending it's important to note that you only really need a defense powerful enough to defend two or three attacks over the course of an hour. This is one of the reasons offense is more important than defense. If you are aiming to be an unbeatable wall though, feel free to give more points to defense once you complete the minimum stats I recommend.
EVOLUTION:
Evolution occurs when two cards of the same type are combined. If two of the same card are combined they each retain 5% of their final stats, if both cards are max level they retain 10% of their final stats each. When a card reaches its final form it is given a (title) and an EX designation to aid players in telling that the card is in its final form.
ENHANCEMENT:
When you choose the enhancement option you are choosing to essentially feed other cards to specific card to increase its power. You will permanently lose any card used in enhancement but a card will gain levels. Using EX cards will yield better results and thus its recommend to use low level common cards combined in into their EX versions to enhance the cards you wish to enhance.
Quick Tips:
Always add friends to gain help. Never trade with people until you are level 30-40 or so. Don't worry about winning or losing battles until level 30-40 or so. Join a guild the first chance you get because they are often able to help you in events and with cards and can only rarely harm you.
During the referral portion you will have the choice to use either Water, Forest, or Fire as an alignment. Water appears to be strong against fire, fire strong against forest, and forest strong against water. This allows for a very nice portion of balance on alignments. As far as artwork I feel that fire and water have the nicest artwork with forest falling behind. Because of this I will assume that forest will be the least represented thus the forest cards will be least expensive in the long run.
Alright. So after completing the tutorial the first question a player might have when starting out is, where to begin?
After finishing tutorial you should immediately begin questing to level your account. As you level you will gain the ability to put points in various stats. The stats are Energy, ATK PWR, DEF PWR. The primary stat you should be focusing on to start is Energy.
Stats replenish at a rate of one point per minute so Energy will reach max again at however many minutes your cap is. Because of this I always recommend something long the lines of 120 points in Energy since it will determine how many times you can quest.
The faster you can quest the faster you can level.
As you level you will be met with two things. The first are some free card packs containing rare cards, the second is random cards from questing and card packs from friendship points will become available.
As you receive cards as rewards for completing those quests the cards you find should be immediately evolved together using the evolve functions. In order to evolve two cards together they must be the same card and when combined will reach their final form and gain the EX portion after the card. As you begin to reach the cap for the amount of cards you are carrying you should begin using the enhance function to effectively feed your cards to your rarest cards. Rare cards have higher base and final stats than common cards thus when fed gave you the highest possible stat levels. They can also be leveled higher than less rare cards.
Always keep in mind if you have 50 attack points worth of rare cards you won't be able to use them until you have 50 attack or defense points for their respective duties.
STATS:
I recommend 120 Energy. 120-150 DEF PWR, and MAX ATK PWR. This is because the ability to attack multiple times is always helpful. One hundred twenty energy is an effective amount to have allowing you to only check the game once every two hours, and finally I always value offense higher than defense.
ALIGNMENT:
I would say if you are starting out forest alignment will probably allow for the least expensive cards and best trades. Water and Fire have a blatant love for each other drawing people to them, very few people would be drawn to the idea of a forest realm. Not only that but water draws a correlation because of color to Rage of Bahamut Man realm. Man realm in RoB is the least expensive realm and many veteran players wish they chose it, drawing players to water and fire in Legend of the Cryptids.
QUESTS:
If you are not able to defeat a group of three monsters during a quest do not attempt it (unless you are only a couple points from leveling). The reason for this is you need to defeat three monsters for a chest that will contain a card or gold. So, if the quest requires 5 stamina, make sure you have 15 stamina before attempting it for maximum results.
ATTACKING:
When attacking always keep in mind that you want to have a five card deck. Even if you have a powerful single card I always advise holding off on attacking until you have five cards. Once you do I recommend attacking every chance you get. This way you'll get used to it and won't worry about winning or losing and just be productive.
When you attack players you can target treasures which give you the ability to complete series of items resulting in cards.
DEFENDING:
While defending it's important to note that you only really need a defense powerful enough to defend two or three attacks over the course of an hour. This is one of the reasons offense is more important than defense. If you are aiming to be an unbeatable wall though, feel free to give more points to defense once you complete the minimum stats I recommend.
EVOLUTION:
Evolution occurs when two cards of the same type are combined. If two of the same card are combined they each retain 5% of their final stats, if both cards are max level they retain 10% of their final stats each. When a card reaches its final form it is given a (title) and an EX designation to aid players in telling that the card is in its final form.
ENHANCEMENT:
When you choose the enhancement option you are choosing to essentially feed other cards to specific card to increase its power. You will permanently lose any card used in enhancement but a card will gain levels. Using EX cards will yield better results and thus its recommend to use low level common cards combined in into their EX versions to enhance the cards you wish to enhance.
Quick Tips:
Always add friends to gain help. Never trade with people until you are level 30-40 or so. Don't worry about winning or losing battles until level 30-40 or so. Join a guild the first chance you get because they are often able to help you in events and with cards and can only rarely harm you.
Wednesday, September 12, 2012
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If you require any more information or have any questions about our privacy policy, please feel free to contact us by email at rageguide@gmail.com.
At http://legendofcryptids.blogspot.com/, the privacy of our visitors is of extreme importance to us. This privacy policy document outlines the types of personal information is received and collected by http://legendofcryptids.blogspot.com/ and how it is used.
Log Files
Like many other Web sites, http://rageofbahamutguide.blogspot.com/ makes use of log files. The information inside the log files includes internet protocol ( IP ) addresses, type of browser, Internet Service Provider ( ISP ), date/time stamp, referring/exit pages, and number of clicks to analyze trends, administer the site, track user’s movement around the site, and gather demographic information. IP addresses, and other such information are not linked to any information that is personally identifiable.
Cookies and Web Beacons
http://legendofcryptids.blogspot.com/ does use cookies to store information about visitors preferences, record user-specific information on which pages the user access or visit, customize Web page content based on visitors browser type or other information that the visitor sends via their browser.
DoubleClick DART Cookie
.:: Google, as a third party vendor, uses cookies to serve ads on http://rageofbahamutguide.blogspot.com/.
.:: Google's use of the DART cookie enables it to serve ads to users based on their visit to http://rageofbahamutguide.blogspot.com/ and other sites on the Internet.
.:: Users may opt out of the use of the DART cookie by visiting the Google ad and content network privacy policy at the following URL - http://www.google.com/privacy_ads.html
Some of our advertising partners may use cookies and web beacons on our site. Our advertising partners include ....
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You should consult the respective privacy policies of these third-party ad servers for more detailed information on their practices as well as for instructions about how to opt-out of certain practices. http://legendofcryptids.blogspot.com/'s privacy policy does not apply to, and we cannot control the activities of, such other advertisers or web sites.
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