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Post by ATO on Feb 3, 2016 3:32:34 GMT
Cards Growth Players can strengthen the cards by leveling-up, limit-breaking, equipping rune, combining cards, etc. 1) When clearing dungeons, the cards that are on the deck list will receive EXP that helps players to level-up cards. When the cards have leveled-up, their ATK will also increase. 2) Each unit card has a slot for rune. Acquire runes and equip them to strengthen unit cards. 3) Limit-break is an additional system that gives a special effect to cards and can be done by using the same type of card as a material. Strengthen the cards with limit-break to get various powerful effects such as mana cost reduction, increase in percentage of lucky draw and many others! 4) Players can create a new card with higher grade by using 2 cards with the same grade and both have reached max. level. Be careful that the card that is used as the material will disappear. 5) Players can evolve cards to higher grade by using evolving materials to the cards that have reached max. level. Evolving materials can be acquired from adventure and daily dungeons.
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rena
Junior Bard
Posts: 12
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Post by rena on Feb 12, 2016 11:12:50 GMT
One thing I like to see a bit more elaboration on is card types. It took me a lot of practice to learn how Magic Cards work. And I absolutely have no idea how Gear cards work in battle. Are they one time use ? Does specific monster card keep bonus of gear for entire fight ?
To be honest I removed Gear Cards completely from my deck due to it confusing me.
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Post by furiouskoala on Feb 18, 2016 14:41:27 GMT
So far, gear cards works like magic cards. The difference is that they need unit card to activate and the effect last only in the turn they're used.
I have another question, Does limit breaks could be carried on when evolving/combine cards?
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trtr
Junior Bard
Posts: 23
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Post by trtr on Feb 18, 2016 18:22:06 GMT
Gear cards are buffs assigned to the next monster card you play. They're powerful but only useful for one card so their use is limited. In compensation they have no drawbacks apart from their mana cost, while magic cards are sometimes detrimental. Also, Gear cards are mostly offensive and magic is more balanced between the two.
Limit breaks are carried over when evolving but not when combining.
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