Moonstone Island

Moonstone Island

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Ilthe plays Moonstone Island
Av Ilthe
and wants to save some condensed knowledge for the future Ilthe that comes back after being distracted for too long (and to move all the notes from note section to guides, for some unknown reasons notes corrupt/crop/reformat sometimes and it frustrates me to no end).
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RING OF ELEMENTS



  • earth (earth islands) weak to poison and strong against psychic
  • psychic (after 20:00 during psychic storm) weak to earth and strong against dark
  • dark (dark islands) weak to psychic and strong against electric
  • electric (electric islands) weak to dark and strong against water
  • water (water islands) weak to electric and strong against fire
  • fire (fire islands) weak to water and strong against ice
  • ice (earth&water islands in winter) weak to fire and strong against poison
  • poison (poison islands) weak to ice and strong against earth

my old eye-blasting ring of elements
"fshhhhhh my eyes!!!
IT STARTS ON THE START SCREEN
SETTINGS

  • the day length can be change sat any time, but the change is applied on the game save
  • the fishing difficulty and spirit spawn rate can be adjusted too

  • there are three different most used interaction keys, make sure they are assigned to comfortable buttons
  • you can toggle-run or push-run (I remap the run key to somewhere far away and activate running once)

  • YOU CAN SAVE AT ANY TIME, NOT JUST ON DAY END !!!
  • the saves are separated for each playthroughs and there are couple of autosaves too
  • saving at any time and easily available saves allow making hard saves on major achievements like taming a holo spirit, finishing a dungeon ets.
  • savescumming is something you can easily use too (more on particular uses in separate section)

TUTORIAL OR NOT
The tutorial is short and gives you not only introduction to the story, but also two important things:
  • allows to chose the starter spirit (more on that later)
  • allows to gather a good amount of grass without needing to care about your energy to jumpstart your crafting or spirit drops production

(the grass is less valuable, obviously, but in the very beginning it takes a noticeable amount of energy and time to harvest).

CUSTOMISATION
not all customisation options are available when you create a character, you need to hunt for unlocks - treasure chests in mines, dungeons, treasure maps and fishing

idk if unlocking customisations is fully randomised, or there are some connections, I'll post everything that I unlocked in a section at the end of the guide (for example I've got three unlocks after summer fest, but have no idea if they have been laying there for some time, since Ihaven't checked that chest for some time)
STARTER SPIRIT
The tutorial allows to chose between three spirits, but there isn't really a choice - you take Capacibee for many reasons.

  • first reason - RESISTANCES

As you can see in a ring of elements, each spirit has two weaknesses - one is the same for all and other is randomised. The randomisation is not there for starter spirits - they have preset weaknesses, and both Sheemp and Ankylo have terrible weaknesses for early and mid game.

The Capacibee on the other hand has weaknesses that will only start affecting it in the later part of the game, and by that time you'll either be able to bruteforce it anyways, if you wish to stick to the starter Capacibee forever, or will have literally all the spirits easily available to act as a replacement.

  • second reason - SPECIAL ABILITY

The other spirits have either very situational (and mid game at earliest) ability, or an "ability" that is actually harmful in early and even mid game (depending on a build).

The Capacibee, on the other hand, has an ability that will be useful in even in when it is seriously outmatched - even if you run into a dark spirit (which isstrong against electric types) on your seed quest, the Capacibee will give you a chance to retreat instead of passing out.


More details on starter spirits:

Capacibee
  • self revival ability (fighting ability that will carry you through the game with ease)
  • weak to dark and ice (islands on the very edge of the map or winter)
  • strong sgainst water spirits that will start being useful even without leaving the first island, and will help greatly in getting water eggs to hatch
  • lightning islands are the first islands you encounter where the environmental hazard is actually important to care for - and sticking the Capacibee into the barn for a couple of nights will allow to craft protection charm (and the sparks are a nice commodity to sell if you decide to retire the starter Capacibee to the barn)

Sheemp
  • automatic retaliation ability (but only from fire attacks and the spirit which gets burn is random)
  • weak to water (starts being useless on literally first island, even without flying anywhere far from town) and psychic (not so debilitating as water one, but early game you want to grab psychic spirits, not get knocked out by them)
  • strong against ice spirits (won't be useful untill winter)
  • fire spirit drops cost nice money if you sell them, and are vital to the fire gain potion (and the fire hazard is more impactful that lightning on so getting easy charm is good)

Both Sheemp and Capacibee are required for ship matchmaking quests - but the reward from Capacibee one is significantly better, and you can tame both of these spirits (no eggs or mines needed).

Ankylo
  • rage not only ups the damage you deal, but also the damage you get, and no one's wanting that on a flimsy starter spirit - rage requires you to have good armour and vitality to utilize it without a lot of risk, and even though there are cards that sinergise with rage, those cards are shop only, all earth spirits can get rage giving cards anyways, and the special ability gives only one rage once a three turns - I just don't know if this rage focuced theoretical build has any potential
  • starter Ankylo is weak to water and poison, making it the worst weakness combination for realy game - it will start being useless even on the beginning island and will continue being a burden on the next available island type which is poison
  • strong agains psychic spirits and it is almost the only positive about it (the psychic spirits only have a chance to spawnon one island on the whole map every evening, so there is a real possibility to never even have a chance to benifit from this strength before you get a psychic spirit egg on spring festival though, making this benefit much less appealing even before the spring ends, because as I said the Ankylo is not a good fighter unless you make a very specific advanced build)
  • its drops are the cheapest and don't have much use in crafting
  • it isn't used in any quests (other that the collect them all, which requires all the spirits so you will eventually need to hatch it from an egg if not starting with it - and earth eggs are usually plenty because the town is surrounded by earth islands and you often stop there for a quick recharge)

The Capacibee will also carry you through spring and summer temples (both other spirits will be useless in the summer temple, and the Ankylo will be useless in the autumn temple on top of that).


I put TLDR on top - just take Capacibee.


SPIRIT BUILDING BASICS
or any other spirit really
just some basics

unless you are runing an exclusively solo team, specialisation is a very good thing that allows to reach better results, than spreading the stat points out thin

while health and armour are good to have on all spirits, there is absolutely no need to have any speed on your damage dealers (or healer, they scale from power stat too), any power for your armour breaker, or even both speed and power for your support spirits


the Capacibee is an obvious damage dealer, and it's skill doesn't require any changes from my standart build for damagers:

0) clear out all points with the potion

1) add points to armour and health untill there these stats are both 5 (taking turns each level so the stats would be armour 1 health 1, a 2 h 1, a 2 h 2, a 3 h 2 etc.)

2) add power untill it is 5

3) the same as point 1 but untill both stats are 10

4) the same as point 2 but untill you reach 10

then go to 15, 20 - I'd say 20 of armour and health is pretty enough to start foghting highest level islands, but my goal for dungeons is 25 (with final goal of 30 to round up after reaching 50 power, but it is a very lont term goal)

there is no "too much of power"


in general you want your spirits to have enough health to survive one unshielded hit

the Capacibee has that unique ability to revive, but it is only once a battle, so mostly useful to flee when you realise that you were trying to chew more than you can

the evolved Capacibee tho recieves a significant buff of 10 charge when revived, so it can be used to smash the enemies (if your deck has good card composition that is)


if you intend for some spirit in your team to take hits, you can somewhat provoke enemies to attack a spirit that has less armour, if I understand correctly (and there is a poison spirit that has ability to raise the chance enemies will attack it - but I didn't notice significant difference)
tanking in usual sense of grabbing all the enemie's attention and soaking all hits with tonnes of armour and health doesn't seem to be in the game - the less chance enemy spirits have to actually hurt your "tank", the more chance they will attack some other more damageable spirit of yours instead


for the armour breaker that uses Bash cards, pattern is the same but with speed instead of power
(you can use your basher for damage dealing too, with the Bite card that scales off the speed stat instead of power)


I don't use any bashers in the overworld tho, since I am in control of exactly what spirits I am fighting, instead I take a damager to counter the particular island element - their attacks ignore armour for damage, break some armour on each hit, and for most of the game my healer is Dropple which breaks armour passively

if you are hesitant to change damagers each time you go to other element island or when the psychic storm (or winter) hits, and just want a dedicated basher, it is a good idea to mix it with support, since most support cards are neutral and don't scale off anything


I repeat again - don't try to make a healer+basher, because their main skills scale off different stats
SPIRITS - STARTER ISLAND
You'll start seeing other spirits as soon as you enter mines on starter island - two mines on wooded parts of island with EARTH type spirits and one mine on the beach part of the town with WATER type spirits.
They'll be lowest levels possible and easy both to tame and to capture.

I heavily advice to grab a Torble and a Starsee in the water mines (and let go of one Torble immediately - it will be able to spawn on surface of water islands in stead of only in water island mines).
If your water mine has more spirits, good idea to grab an Eleplant - it will spawn grass that you can use to feed your spirits in the barn for free.
Alternatively - grab one more Starsee to have even easier time taming.
The Starsee would be your first member of the capture team and your first water fighter and main healer for quite some time.

As for the earth mines, grab at least one of Chimenea, Gemlin and Punchypot (to let go of them for the same reason as you did that to your Torble), and I'd actually say roll three more Chimeneas to fill your mining team once and forever.
You can use one of them temporarily as your third fighter.
Alternatively, grab only one additional Chimenea, a Dusty (which you could immediately start to spec into early game energy generating build), and a Wormr (for free grass gathering) or one more Gemlin to act as your early game earth damage dealer.

SPIRITS - EARTH
Utility spirits:
  • Chimenea (chance to insta-mine rocks, stacks with multiple chimeneas) - essential for the mining build
  • Fluffox (better chansen in socialising, but only while you are outdoors, stacks) - social build
  • Longlog (less enegry spent) - cheaper actions, used in flying build
  • Pappus (master the wind) - essential to the flying build in it's evolved form (unevolved form is also helpful)
  • Wormr (free grass gathering) - essential for "the lawn" build

Fighter spirits - basic forms:
  • Brickhouse (draw a tackle each turn) - can be synergised with energy Dusty, but you don't want to use tackle cards for actual damage
  • Coolslime (free feeding in combat) - very good if you have a lot of healing foods stocked
  • Gemlin (draw additional attack card each turn) - is useful for the attack focused build, good sinergi with any other attackers
  • Punchypot (spawns an uppercut card each turn) - synergises with magicat, allows to fill your deck with othe rcards instead of damage cards

Evolved forms:
  • Brickhouse (draw a tackle and an ethereal each turn) - good for reliable ethereals, but you still don't want to use tackles as your damage source (+dark)
  • Hopstraw (gain 2 energy after banishing a spirit) - energy generating basher (+psychic)
  • Dusty (half random enemie's health when lost armour) - one more unintuitive Dusty build, this one can be used for attacking (+fire)

Evolved spirits that get earth as their second type:
  • Fishbo! (chance fore enemy to hit themselves) - other than it is fishbo, and a chance for some hilarious selfdeletions from your enemies, it shouldn't be o nthe list - it's base ability is better I think (+water)
  • Hygge (extra exp for banished spirits) - the essential guy for your levelling team, both in base and evolved forms (+ice)

SPIRITS - WATER


Utility spirits:
  • Claudio (movement buff when raining or snowing) - situational movement team and has actually nice evolved form for combat
  • Eleplant (grows grass) - essential for "the lawn team"
  • Octopup (heals spirits when you dip in pools) - good for free out of combat healing
  • Snorcko (faster fish bites) - essential for the fishing team both in his base and evolved forms (so grab at least 4 or them)

Fighter spirits - base form:
  • Dropple (reduces enemis' armour passively) - the passive basher in addition to usual healing+damage combo (but bad for taming team since you can't tame bashed spirits)
  • Fishbo (minor passive healing when you feed other spirits) - just some passive healing as I said
  • Flote (heals to half of his health on the beginning of battle) - good for low maintainance combat in farming team
  • Starsee (easier taming) - essential for tamer team, can stack

Evolved forms:
  • Fishbo - already listed in earth section
  • Claudio (give allies same charge as applied to himself) - good damager (+electricity)
  • Snorcko (fish in winter) - fishing team essential (+fire)

Evolved spirits that get water as their secondary:
  • Marsha (each turn convert all conditions on enemies into poison) - good for fighting self-buffing enemies like earth, electric, dark and ice
  • Sorbaton (catch fish while swimming) - other way of getting fish
  • Posho (capacibee's revival + beardini's intangible in one suite) - the ultimate healer/support



SPIRITS - POISON
Utility spirits:
  • Radlad (stamina loss from eating crops turned into stamina gain) - very situational but better have it than not
  • Toxitoe (second use of warp wistle) - essential for teleporting around

Fighter spirits - base form:
  • Ribbite (gives all poison from dying enemy to random other enemy) - the ultimate poison damage dealer that never has any direct damage cards in deck, the evolved form is eveb better
  • Shrubbin (tank taunt passive) - the only tank spirit, has essential evolved form too
  • Marsha (additional poison to all enemies when applying poison) - some nice passibe additional poison, has nice evolved form
  • Snaplant (random poison when at full health) - even more passive poisoner than marsha
  • Taddle (poisons enemies when his armor is reduced) - one more good passive poisoner
  • Trunkle (poison at the beginning of battle) - less godd but still viable passive poisoner

Evolved form:
  • Shrubbin (GET EVO STONES after banishing evemies) - essential for evo stone farming (+ice)
  • Ribbite (as usial plus applies charge to itself as if it wasn't op enough) - the ultimate poison damager part two (+ electric)
  • Marsha - already listed in water section

Spirits that get posion as their second type:
  • Pappus - listed in earth section
  • Flamane (faster tree growth) - essential for the ultimate fire island tree farm (+fire)
  • Taro (replaces invisible potion) - essential for running around undisturbed (+psychic)

SPIRITS - LIGHTNING
Utility spirits:
  • Armbot (more pickup range) - useful for gathering sprees, the evo form is essential for progression
  • Barkbyte (one more mine per island) - more mines duh, plus the evo form allows even more mines and is essential if you are playing on old save and want to get into the deep mines, even tho you already cleared and closed all 2-per-island mines
  • Bulbot (light for dungeons) - situational and not really nessesary, but still...

Fighter spirits - base form:
  • Capacibee! (once in a battle revival)
  • Bittybolt (3+ charges in hand become free) - needs some setting up, but allows to spend energy on something else
  • Kiwiwatt (spawns a charge card into your hand every round) - allows to replace charge cards in the deck with something else useful, has synergy with magicat
  • Shorm (minor passive charge to self) - if you don't have others, this will do

Evolved forms:
  • Breadmaus (food doesn't burn any more!!!) - essential for cooking, now you can load your underground food factory and go on doing other stuff, just like the alchemy lab (+fire)
  • Burgloon (more moonstone chance as fight loot) - good up untill you get infinite moonstone machines (+ice)
  • Barkbyte (3 mines per island instead of two) - more mines is always good

Spirits that get electric as their second type:
  • Claudio - water section
  • Ribbit - poison section
  • Beardini (lower cost of 3 cards to draw each time it is dizzy) - if the whole deck is 1 cost, should make that cards free, otherwise not really worth it (+psychic)
SPIRITS - FIRE
Utility spirits:
  • Carkey (walking speed increse while running without stops) - less situational than claudio, but needs buildup time to get to max speed
  • Flamane (sometimes get firegain) - good for that ultimate fire island tree plantations I mentioned

Fighter spirits - base form:
  • Flambit (minor passive burn on each turn) - generic fire damager, nothing really special
  • Lucerna (at the end of combat heal up to half HP) - a low laintainance farming spirit like the Flote one
  • Pombomb (spaws explode+ card each turn) - unless balanced with a lot of health, synergised with evolved posho for capacibee style revivals can be used as a single use heavy damager
  • Prikli (sharp self on battle start) - another generic damages with retaliation ability, has nice evo form
  • Sheemp - listed in starter spirits section, only useful on fire islands, has nice evo form
  • Sinjin (selfbuff at a cost of losing health) - normal fighter turning slowly into a glass cannon I guess, need to test it
  • Spyreling (when making enemy dizzy, get rage on self and burn on enemy) - a good breaker+damager

Evolved forms:
  • Flamane - listed on poison section
  • Prickli (sharp self every 3 turns for the amount of all contitions on battlefield) - the fire/ice passive damager/buffer/debuffer with very good ability that synergises amazingly with both healers and poisoners (+ice)
  • Sheemp (beardini's ability but each time he gets mothe that 1 damage) - good self defending fighter (+psychic)

Spirits that get fire as other type:
  • Dusty - listed on earth section
  • Snorcko - water section
  • Breadmouse - electric section
  • Fangface (same ability but more powerful) - can start battle with up to +5 energy if willing to retreat-scum (+dark)


SPIRITS - DARK
Utility spirits:
  • Bungo (displays psychic storms on the map) - replaces psychic vision potion
  • Darkoffee (at the end of the combat gain little stamina) - too little to bother in unevolved form, very good in evo form
  • Evileye (more spirits spawn) - good for hunting team

Fighter spirits - base form:
  • Arkeya (steals HP on battle start) - good initial damage plus self heal
  • Darclock (heals to full HP every 5 turns) - good self heal in long battles
  • Karyote draw additional card on battle start) - good opening
  • Wolfbane (retain on every of his card that was drawn on first turn) - somewhat nice if has a lot of high cost cards, has nice evo form

Evolved forms:
  • Darkoffee (refill half stamina on battle win) - very good for travelling or just casual farming (+poison)
  • Fangface - listed in fire section
  • Wolfbane (draw and retain 8 cards on first turn) (+ice)

Spirits that gain dark as additional type:
  • Brickhouse - listed in earth section
  • Torble - listed in water section
  • Barkbyte - listed in electric section
  • Magicat (every turn upgrade one random card + make it free untill played) - the ultimate energy genereator + a lot of great synergy both with spirits that spawn unupgraded cards or even with spirits that have unupgraded high-cost cards in their decks

SPIRITS - PSYCHIC
Utility spirits:
  • Jelbell (more chance to encounter holo) - essential for the holohunting team
  • Loonylid (discount in mr. MagicMan's shoppe) - mostly good for medallion purchases, but can be used to buy cards for other members too, if lucky (tho cards and medallions are pretty cheap at the stage of the game when you'll have reliable access to the shop)
  • Rablit (moonstones glow brighter) - easier find random moonstones on islands, good untill you get infinite moonstone machines set up
  • shadeling (only psychic spirits spawn during psychic storms) - good for evostone and eggs farming, and holohunting I guess
  • Taro (less chance to be noticed) - the evo ability is better version of this, but still useful

Fighter spirits:
  • Beardini (intangible on armour break) - solid self preservation ability
  • Magicat (upgrade one card a turn) - synergy with spirits that spawn unupgraded cards or just decks that are not fully upgraded yet; can mess up a deck that actually needs some cards unupgraded; it's evo form is the ultimate energy/card machine
  • Minoot (gain energy on shuffling discard into draw piles) - free infinite energy if your deck is really small
  • Mystislime (gain energy when playin 5 skill cards a turn) - good if deck has a lot of skill cards
  • Posho (intangible every 3 turns) - less reliable self preservation ability that one of beardini; is an ultimate healer in evo form

Evolved forms:
  • Posho - already listed in water section, the ultimate healer
  • Taro - listed in poison section
  • Beardini - electric section
  • Magicat - listed in dark section

Spirits that gain psychic as additionsl element as evo:
  • Hopstraw - earth section
  • Sheemp - fire section
  • Bonguin (restore armour slowly and duplicate first card drawn) - good self preservation ability and possibility to ged double of very rare cards if lucky

SPIRITS - ICE
Utility spirits:
  • Glovem (spawn ice spirits outside of winter) - for farming ice spirits

Fighter spirits:
  • Bonguin (slowly restores armour unless dizzy) - very solid self preservation skill
  • Eyesee (two additional cards from his deck at the battle start) - good opener
  • Grampus (nullifies first debuff/dot every turn) - very good if fighting poison or ice, less good for fire since fire is a natural weakness for ice spirits
  • Hygge (banished spirits still get exp from battle) - a member of levelling team, has even better evo form
  • Whistler (more exp on snowy days) - an additional mamber of levelling team

Evolved forms:
  • Hygge - earth section
  • Sorbaton (catch fish while swimming) - fun gimmic way of getting fish without fishing (+water)
  • Bonguin - psychic section

Spirits that get ice as their second element in evo forms:
  • Shrubbin - poison section
  • Burgloon - electric section
  • Prikli - fire section
  • Wolfbane - dark section
SPIRITS - EVOLVED
To get evolved spirits, you need to fight psychic spirits untill they drop evo stone, then use the spirits you want evolved in fights while carrying at least one evo stone in inventory the whole time to get evo exp progress.
The higher enemy level the more chances to get evo stone.
A certain evolved spirit (shrubbin) can be used to farm evo stones outside psychic storms.

EVOLVED SPIRITS GAIN WEAKNESS TO THEIR SECOND ELEMENT, REPLACING THEIR PRIMARY AND SECONDARY WEAKNESSES WITH IT

this gives funny situation when snorcko, hopstraw, prikli and magicat in their evolved forms are weak to their own base elements

SPIRITS - LISTS
NPC matchmaking quests:
capacibee, oaken, sheemp, snorcko, fishbo, armbot, emoshroom, beardini, wolfbane, any ice spirit and any one more


mine/eggs exclusive:
  • chiminea, gemlin, punchypot (earth)
  • torble (water)
  • truncle (poison)
  • bulbot (electric)
  • lucerna, hoppot (fire)

temple/eggs exclusive:
  • longlog (earth)
  • dropple (water)
  • snaplant (poison)
  • sparky (electric)

eggs exclusive:
  • ankylo (earth/starter)
  • kiwiwatt (electric)
  • prikli (fire)
  • minoot (psychic)
  • puppox (dark/close the rift!)

evolved forms:
  • earth -
  • water -
  • poison -
  • lightning -
  • fire -
  • dark -
  • psychic -
  • ice -

spirit notes





in the beginning remember that earth is weak to poison and water to electric
fire, ice and dark, psychic pairs are lategame

use psychic spirit (guaranteed one on spring festival if you give spirit a moondrop) as energy generator, unless fighting earth, then use weak dusty's special ability

fishbo + coolslime is a good free healing combo - feed coolslime for free, fishbo will heal every time you feed your coolslime

outside of combat:
walk your elephants when you out of energy and the sun is still high, them throw some apples on your freshly planted lawn
team up with a bunch of water lizards to fish faster
ready your chimeneas when you go mining, add sandcrashle t othe mix if you are on water island and short on money
PLAN
  • talk to everyone daily since the house is in town anyway to get morning person skills and maybe eventually extra energy ones

  • plant and gather your taming and healing plants (healing don't need watering, maybe focus on that untill getting sprinklers)

  • chop trees and fish to replentish stamina untill unlocking moonstones-in-chests skill

  • after that smash rocks and get mines with 3 chests untill getting ando acolyte

  • tame one of each spirits you meet, then start banishing - balance taming and banishing skills

  • while mining, make sure to capture and banish every mine exclusive spirit (reenter mines if not exclusive)
SKILLS
SPIRITS

  • tame, feed, hatch, level spirits
  • start with taming branch, them move to keeping (by that time barn should be built) and occasionally upping taming limit when moving to harder islands
  • exclusive skill choice - tame wizard



COMBAT

  • banish wild spirits and feed talisman to your spirits
  • prioritise cartomancer branch, with exception to one step ahead and energy boost
  • exclusive skills - expert cartomancer and transmogrifier



ARCHEOLOGY

  • enter dungeons and mines, open chests in dungeons and mines, activate ando trees, banish bosses
  • prioritise dungeons branch with the goal of achieving ando acolyte asap
  • exclusive skills - powerful presence and artful archeologist



AGRICULTURE

  • plant, harvest, sell crops
  • prioritise propogator and lucky landscaper in farming branch
  • no exclusive skills



FORAGING

  • fish, chop trees, smash rocks
  • prioritise link to the grass and moonstone minded, moonstonemancer, then treasure fishing ones, then fish quality, then the rest
  • exclusive skills - pirate and expert angler



SOCIAL

  • activate npc, talk, give good gifts, set up and attend dates, start moonstone bracelet relationship
  • prioritise morning person, then rise and shine from home branch, then go to unlocking moonstone bracelet
  • exclusiver skills don't matter

TREASURE CHESTS (savescumming for easy profits)
tresaure chest contents generate when you open it - can savescum until you get a moonstone

mine layouts generate after you enter - can savescum untill you get 3 chests layout

therefore each island can give you 4 moonstones at the beginning of the game when moonstones are still rare

three types of treasure chests in dungeons, with rare and boss chests guaranteed - basic ones can drop blueprint (reload it is 50% chance), moonstones with 12% chance with skills; rare and boss chests guarantee moonstone each

random bags you find laying on the ground or fish out of the water if you have treasure getting skills count as treasure chests too for the sake of savescumming to maximise moonstone gains

some loot is added to treasure pool after you see it first time like ladder plant seeds (and potion reciepes? idk)
MOONSTONE MADNESS
99 + 25 = 124 for minimal setup

(- 54 = 70 without tools)

or

(+ 6 = 130 to have proper house instead of two tents)

(+ 60/120/240 for barn stalls)



get:

  • each island has 1 at start of the game (random chance to respawn later)
  • each island has 1 (and 2 with a special spirit following) mine, mines can have 3 chests with a chance to get a moonstone each
  • there are 30 dungeons to find, each is guaranteed to give 2 moonstones as rare/boss chest loot + might have a regular chest with a chance to get an extra moonstone
  • 4 moonstones per island (7 with a search spirit following) ~ 400(700)
  • 60 guaranteed moonstones in dungeons
  • + fishing can give chests and have a skill that improves chances for moonstones in chests



spend:

one time craft (99 for everything)
  • 3 - moonstone enchanter crafting station
  • 3 - cauldron crafting station
  • 2 - broom
  • 9 - glider
  • 27 - all elemental immunity charms
  • 54 - all tools upgrades at smithy and a fishing rod upgrade
  • 1 - mirror

multiple time crafts
  • 1 - moongrass spirit stall (total of 60/120/240 for fully developed barn)
  • 1 - beacon (can have different coloured marks)
  • 1 - loom (each save their patterns separately)
  • 3 - moonstone machine

buildings (25 for minimal portable setup)
  • 3 - tent
  • 6 - cabin (or bakery house)
  • 9 - all other houses (there is one more expensive house too)
  • 9 - greenhouse
  • 3 - barn
  • 1 - barn portal

potions
  • 3 - time dilation potion
  • 1 - elemental stamina gain potion
FOOD
save fish for cooking:
  • sisyphish, bunnyfish, pizzafish, moonfish, lightning eel, spinefish, tigerfish, voidfish

best crops for ingredients:
  • flour - squish (4 days, regrows) - autumn
  • sugar - flag flower (2 days, regrows) - autumn

cooking ingredients can be bought in tavern!

to get water, make empty bottles from water spirit's droppings, then face any body of water with that bottle in hand and use it
water can be bought too

RECIEPES
two of each season + two fish ones are quest gated

SPECIAL

  • birthday cake = 1 spirit egg + 1 sugar + 1 flour
  • spirit-scented soup (more spirits spawn) = 1 dream drop + 1 water + 1 rice

SPRING

  • nightshade noodles (-30 energy, +5% fly speed) = 3 nightshade + 1 noodles + 1 spirit egg
  • m -spiritbane soup (+210 energy/+1 perm pwr to spirit once) = 3 spiritbane + 1 rice + 1 spirit egg
  • q - stonefruit donuts (+150 energy, +10% walk speed) = 3 stonefruit + 1 dough + 1 sugar
  • q - hot pepper pasta (+180 energy) = 3 hot pepper + 1 noodles

SUMMER

  • popsiplant pudding (+80 energy, +10% walk speed) = 3 popsiplant + 1 rice + 1 sugar
  • m - tiny flower tart (+150 energy, +10% fly speed) = 3 tiny flower + 1 dough + 1 sugar
  • q - pinwheel cake (+100 enegry) = 3 pinwheel flower + 1 sugar + 1 flour
  • q - zaplant ramen (+120 energy/+1 perm spd to spirit once) = 3 zaplant + 1 noodles + 1 spirit egg

FALL

  • colberry lasagna (+10% walk speed +10% fly speed/+1 perm vit for spirit once) = 5 colberry + 1 noodle
  • m - flag flan (+15% fly speed) = 5 flag flower + 1 spirit egg + 1 sugar
  • q - squish soup (+200 stamina) = 3 squish + 1 rice + 1 water
  • q - traditional fall pie (-90 energy, +10% fly speed???) = 3 grumpkin + 1 dough + 1 sugar

WINTER
  • chilly berry sherbet (+170 energy, +5% walk speed) = 15 chilly berry + 1 sugar
  • m - sweater cookies (+200 energy, +10% fly speed/+1 perm def for spirit once) = 3 sweater plants + 1 dough + 1 sugar
  • q - icicle ice cream (+15% fly speed) = 3 icicle root +1 sugar
  • q - snowman bread (+150 energy, +10% fly speed) = 3 snowman plant + 1 flour + 1 sugar

FISH

  • m - sisyphish fried rice (+120 energy/+1 lvl for spirit once) = 2 sisyphish + 1 rice + 1 nimbus plant
  • m - bunnyfish dumplings (+200 energy/+2 lvl for spirit once) = 2 bunnyfish + 1 dough + 1 flameroot
  • q - pizzafish pie (+300 energy/+3 lvl for spirit once) = 5 pizzafish + 1 dough + 1 plantern
  • m - moonfish takos (+220 energy/+4 lvl for spirit once) = 3 moonfish + 1 dough + 1 snowdrop
  • spinefish salad (+330 energy, +10% walk speed, all spirits run away) = 3 spinefish + 1 sugar + 1 water
  • lightning eel sushi (+500 energy/+5 lvl for spirit once) = 3 lightning eel + 1 rice + 1 black pearl
  • q - tigerfish and chips (fish bite faster) = 3 tigerfish + 1 dough
  • voidfish paella (skip sishinf minigame) = 5 voidfish + 1 rice + 1 ruby plant












ACTUAL ALCHEMY
POTIONS

The receipts for alchemy cauldron should start appearing after you unlock it in summer randomly in chests loot or in carpentry shop blueprint trade.

There is a lot of useful potions, but some of them should be mentioned separately:
- psychic sight potion removes the need of a spirit that displays the storm on map (but the spirit is free, so I use it - the potion is good for the situation when you still don't have that dark spirit)
- time dilation potion makes it so the time don't advance while you are inside your house or greenehouse or spirit barn

- combat potions that allow to remove debuffs (charm, poison and fire) from your spirits, and buffs (rage, intangible and ethereal) from the enemy spirits

- skill reset potion for you
and
- both stat reset and deck reset potions
to respec spirits

- fire gain potion reverts damage taken from fire hazerd on fire islands to gaining stamina instead, thus together with the fact htat trees drop ash if chopped on fire island, making fire islands perfect for farming both plants, wood and ash


CONCOCTIONS

These are made in alchemy lab and don't have any ingame reciepes - you make them yourself by combining two plants and ash with bottle. The resulting concoction will be a combination of stats from both plants - and you can use fertilized plants to get even more impressive results.

GARDENING
a field of 5x5 fitted with sprinklers fits exactly 200 crops, which is two stacks of seeds (and two stacks of fertilizer if needed)

very neatly this 200 crops are combined into 1 stack of potions

each season you can grow at least two harvests of plants
CUSTOMISATION UNLOCKS
0) loaded my existing save file - idk what unlocked this daisy shirt



1) after the winning the cooking festival, found three items in the community rewards chest in Rowan's shop - a top bun ahirstyle, a dark grey skirt and a reddish blouse







2) bought at Rowan's shop on the last week of autumn - a mismatched colours (purple and red) track suit and a headband (blue)with a mullet





2 kommentarer
Ilthe  [skapare] 26 jan @ 2:26 
you need to make an empty bottle using droppings from water spirits in your barn -> then you go to any lake and face it with the bottle in your hands -> then you push "use" button -> there should be 15 (or 20 I dont remember) filled water bottles
HoshiGiniro 25 jan @ 3:18 
I dont understand the "water" mechanic in the cooking plz help