Moonstone Island

Moonstone Island

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Evolution Overview
Av Pimez
Overview for the Evolution Mechanic from the latest update! Thie guide contains:
* How evolution works
* Easy way to get Evo Stone and fill the Evo Meter
* List of new ability and typing of evolved forms
* All about Deep Mine
* Reference table for all dual-type combination
* Link to my personal spreadsheet
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Introduction
The guide covers most of the new features from the latest Evolution update. Reference tables are also attached listing all the new Spirits' abilities, or you can read them on the Wiki pages too:
TL;DR
To evolve a Spirit, first find an Evo Stone from defeating high-level psychic Spirit, then read the letter on the next day to accept a quest. From there, train any of the applicable Spirits to at least lv32, at which point their Evo meter would show up, which upon filled lets the Spirit evolve.
Mechanics Overview
  • As of writing, only 30 out of the 88 Spirits have an evolved form
    • All other Spirits are unable to evolve
  • The following critiera have to be met before a Spirit can evolve
    • Obtain your first Evo Stone
    • Receive the letter on the next day's morning
    • Applicable Spirit is at least level 32
    • Applicable Spirit has accumulated 1000 "evolution points" after hitting level 32
      - 15 points are gained each time a battle is completed
      - 5 points are gained each time a card is used from that specific Spirit's deck
      - No point would be gained at all, if you flee the battle
    • When all critiera are met, you can choose to evolve through menu
  • Evolved Spirit gains an additional type, allowing them to get cards from that type
    • This can further compact your team, making 2-spirit or even 1-spirit teams more vaiable
    • There is a total of 28 combinations of typing, each represented by at least 1 Spirit
      - (see reference table at the bottom)
  • Evolved Spirit replaces their original 2 weaknesses with their new type's weakness
    • This means when Dusty evolves to gain a new Fire type, it now becomes weak to only Water, regardless of its original weakness
  • Evolved Spirit gains an additional ability
    • Armbot evolves into Digbot, which is required to unlock Deep Mine
    • Reward of Deep Mine is a new boss fight and a decorative furniture item
    • Deep Mine in my game has a bug that prevents me to do anything after the first wave. My solution is to use keyboard control instead of the mouse for the final click (i.e. final action that defeats the final enemy)
      - (or hold the "next turn" button prompt at bottom-right to skip a turn)
    • It does seem the original ability is gone upon evolving... RIP my solo Dusty build

The icon next to its name indicate if a Spirit can evolve - Snohm has no icon because it cannot evolve, whereas Dusty's icon appears after you receive the letter, and changes color when Dusty reaches level 32
When their Evo meter is full, you can evolve a Spirit through the "Evolve" option, in the same menu where you level up Spirits
Recommended Way to Obtain Evo Stone
  1. Evo Stone is obtained from defeating high-level Psychic-type Spirit
  2. Go to any high-level island, e.g. the Dark islands through the mirror
  3. Ready a Psychic Sight Potion
  4. Save the game at 19:50
  5. Use the potion as soon as the clock hits 20:00
  6. If the Pyschic Storm does not appear in a high-level island, reload and repeat
  7. Keep hunting Psychic-type Spirit until you're out of time
  8. Here are some more tips
    • Change settings and/or bring along Evileye to increase spawn rate
    • Change settings and/or use a Time Dilation Potion to farm for longer
    • Use a Night Vision Potion to see
    • Save after getting each Evo Stone for easy reloading
    • Bring along a tent if you want to stay up until the last minute without fainting
    • The evolved Shrubbin has the ability to give Evo Stone too, but the rate is too low to worth explicitly going after
  9. The dev also revealed more info in this reddit post
    • Evo Stones have a rarity of 2%-50%
    • Drop rate scales with enemy level. 2% for levels 1-5, 50% for 55+
    • Hunting on ring 5 islands gives you best drop rates
    • There's also a guaranteed drop starting from Fall 1 if you haven't found a stone yet
Easiest Way to Fill the Evo Meter
Basically you just find a random Spirit, and use any card 200 times from the deck of whichever Spirit you are training for. It's easier to bring along a Psychic Spirit or two just so you have practically unlimited energy, then it's just a matter of spamming the same Bash over and over again.
  1. Include a Psychic-type Spirits in your party
    • It's recommended to reset the deck of your trainee Spirit
  2. Enter any battle
  3. Reach 99 energy with Psychic cards:
    • Open Mind+ - Gain 2 energy
    • Mind's Eye - Gain 10 energy
    • Enlighten+ - Triple your energy
  4. Use any card from the trainee Spirit for about 200 times
    1. You may use Bash 99 times before finishing the battle, and then repeat this step in another encounter; or
    2. You may use Bash 50 times before getting back to 99 energy with Enlighten+, repeat, then use Bash 99 times again within the same battle. This does require more copies Enlighten+ or a Deja Vu+ card, so it might be less preferred
  5. Finish the fight either by defeating or capturing your foes, do NOT flee!

Recommended Support Spirit
Spirit
Setup cards
Damage cards
Filler cards
(any Psychic)
1x Mind's Eye
2x Enlighten+
1x Momentum+
-----
Meditate+
Darkitten
(from Magicat)
1x Mind's Eye
1x Enlighten+
1x Deja Vu+
1x Momentum+
-----
Nightfall+

I recommend using a 2-spirit team, where you pair your trainee Spirit with a supporting Spirit using either of the listed loadouts. The role of the supporting Spirit is to give you 99 energy, so it doesn't need to be very complicated as long as it allows the trainee Spirit to play its cards many times.
Solo Method for Filling the Evo Meter
Alternatively, a commenter has pointed out that the following setup would work too.

Spirit
Setup cards
Damage cards
Filler cards
(trainee)
2x Graverobber+
-----
(any)

The idea is to use a 1-Spirit team that has at least 2 Graverobber+ cards, which allows you to loop between each other, so long as you can draw them within the first time. For reference, it is a 0-cost card that returns a previously played back to your hand.

I personally don't prefer this method as much mainly because it's more difficult to keep track of how many cards have already been played. Not to mention for each Spirit you are training, you would need to put at least 2 Graverobber+ cards into its deck (and likely have to cleanse afterwards.)

Maybe some of you would prefer this method? I just personally find it more convenient to train using a support Spirit instead.
Extra - Deep Mines
  • As mentioned earlier, you need to evolve Armbot before Deep Mines becomes accessible
  • The way whether a Deep Mine would appear seems to be seeded for order of discovery
    • This effectively means saving and reloading has no effect on discovering Deep Mine
    • Doesn't matter whether the evolved Spirit is with you at the moment the sinkhole appears, you can return at any point to check without affecting whether Deep Mine would appear
    • Doesn't matter which island the sinkhole is on. So if you save before finding a sinkhole that you already know would contain a Deep Mine, you can reload and open a new sinkhole on a different island - This new sinkhole would still contain a Deep Mine
    • It's also somewhat difficult to keep track of whether you've already checked if the sinkhole contains a Deep Mine or not
  • I recommend keep bashing rocks to discover sinkholes in order to find Deep Mine efficiently
    • Travel with Barkbyte (or its evolved form) for extra sinkhole per island
  • Inside the Deep Mine you can is a mini-boss fight
    • The battle is in 3 waves, and fleeing at any moment would not save the progress, meaning you would need to restart from the 1st wave
    • The 1st and 2nd waves each consists of three random enemies (same type as island)
    • The 3rd wave has you fight against a mini-boss called Delver, which looks similar to a Dungeon Guardian. It always moves first, and has an ability that would banaish a random Spirit in your team if you have a full team of 3 Spirits
      - This may make a 1-Spirit or 2-Spirit team more preferrable here
  • Your reward is a Boss Chest containing a random variant of Cave Crystal. (furniture)
    To efficiently hunt for a specific one, you can:
    1. Fina a new sinkhole, then save BEFORE entering
    2. If the sinkhole does not contain a Deep Mine, go back to step 1
    3. Look for the Deep Mine entrance in this sinkhole. You can always reload to the previous save if you don't like the current layout, and ideally you want the entrance to be within a few seconds of walking distance from the ladder
      (In the screenshot below, you can see the entrance right by the ladder, lucky!)
    4. As for the Deep Mine layout itself, I don't think it can be rerolled however
    5. Anyway, defeat the miniboss as normal, then save BEFORE opening the chest
    6. Open the chest, and reload it's not what you're looking for to reroll the reward

A message would pop up as soon as you enter a sinkhole that contains a Deep Mine, and here you can see how the entrance looks on the left
Hover over the black square to reveal spoiler -->
ALL variants of the reward! You can save right before opening the chest for a different variant, perfect for rerolling if you don't mind the long walk!
Extra - New Potential for Combat
While the new evolution mechanics does not affect my already perfected Electric solo team, it does allow for some interesting spirit combo. Notably for 1-spirit teams, a Psychic-Dark would provide truly infinite energy, whereas a Fire-Psychic would allow for using Explode repeatedly while Intangible. (i.e. taking only 1 damage)

You can read more about these in my new combat guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3362578279
Closing Remark
That's about it! Special thanks to the people sharing their founding in the official Discord server and wiki. And if you find this guide help, give it a thumbs' up so more people may see it!

Reference - Dual Typing
There is usually 1 Spirit available for each possible type combination.
(Ankylo and Capacibee were added in a separate version update)

Earth
Water
Poison
Electric
Fire
Ice
Psychic
Water
Fishbo
-┐
Poison
Pappus
Marsha
-┐
Electric
Armbot
Claudio
Ribbite
-┐
Fire
Ankylo
Dusty
Snorcko
Flamane
Breadmaus
-┐
Ice
Hygge
Sorbaton
Shrubbin
Burgloon
Prikli
-┐
Psychic
Hopstraw
Posho
Taro
Capacibee
Beardini
Sheemp
Bonguin
-┐
Dark
Brickhouse
Torble
Darkoffee
Barkbyte
Fangface
Wolfbane
Magicat

Say you want see what all the new Electric Spirits are using this table, you would start by looking at the Electric row from Armbot and go right, then turns 90˚ at the Electric column down into Breadmaus.
e.g. [Electric] Armbot -> Claudio -> Ribbite -> Breadmaus -> Burgloon -> Beardini -> Barkbyte
Reference - List of New Abilities
Type 1
Type 2
From
Ability Description
Earth
Fire
Ankylo
Every 3 turns, Drakylo gains 1 Rage and applies Burn equal to its Power to all enemies.
Earth
Dark
Brickhouse
If available, draw one Tackle card and one Etheral card at the beginning of each turn.
Earth
Fire
Dusty
When Bombo's Armor is reduced to 0, it reduces a random enemy's HP by 50%
Earth
Psychic
Hopstraw
Any time you banish a Spirit, gain 2 Energy.
Earth
Poison
Pappus
Changes the direction of the wind so it is always at your back.
Water
Electric
Claudio
Whenever this Spirit applies Charge to itself it distributes the same amount of Charge randomly between allies.
Water
Earth
Fishbo
10% chance that enemy Spirits using Attacks hit themself instead of their target.
Water
Fire
Snorcko
While this spirit is following you, you can fish through ice in Winter
Water
Dark
Torble
When Warble's health falls below 50%, it applies 1 Etheral to itself and all allies.
Poison
Water
Marsha
At the start of your turn, convert all enemy conditions into Poison.
Poison
Electric
Ribbite
Whenever an enemy is Banished, transfer any Poison it has to a random enemy and apply 3 Charge to itself.
Poison
Ice
Shrubbin
If this Spirit banishes an enemy during combat, you have a chance of receiving Evo Stone as a reward
Electric
Earth
Armbot
When you enter a mine (new or old) with Digbot following, there is a 50% chance to open a Deep Mine.
Electric
Dark
Barkbyte
While following you, this spirit allows up to 3 mines to be found on each island
Electric
Fire
Breadmaus
While Toastmaus is following you, food doesn't burn.
Electric
Ice
Burgloon
Increases chances of getting Moonstone as a battle reward.
Electric
Psychic
Capacibee
The first time Psybee falls to 0 HP, its HP is restored to 30%, and it gains 10 Charge.
Fire
Poison
Flamane
While this Spirit is following you, Saplings grow 300% faster.
Fire
Ice
Prikli
Every 3 turns Icikli applies Sharp to itself equal to the total of all conditions currently applied to all Spirits.
Fire
Psychic
Sheemp
Any time Dreamp takes more than 1 damage, it applies 1 Intangible to itself.
Ice
Psychic
Bonguin
Duplicate the first card you draw and restore 1 Armor each round.
Ice
Earth
Hygge
When this Spirit is in your party, Spirits that are banished in battle gain extra XP
Ice
Water
Sorbaton
While this spirit is following you, you have a chance to catch fish while swimming.
Psychic
Electric
Beardini
When Beardjini becomes Dizzy, reduce the cost of the top 3 cards in your draw pile by 1.
Psychic
Dark
Magicat
Upgrades one random card in your hand every turn and sets its cost to 0 until played
Psychic
Water
Posho
The first time one of Washo's allies is reduced to 0hp they regain 10hp and apply 1 Intangible
Psychic
Poison
Taro
When this spirit is following you, wild Spirits cannot detect you
Dark
Poison
Darkoffee
If you win a battle, refill your stamina by 50%.
Dark
Fire
Fangface
At the start of your turn, gain between -3 and +5 Energy.
Dark
Ice
Wolfbane
On your first turn, Draw 8 cards and set them all to Retain.
Reference - Compendium Spreadsheet
I also put together a compendium that contains a wide variety of info tidied neatly into spreadsheet format. The Page Index is in the Steam Guide, so you might find it useful for navigating the spreadsheet.

Google Sheet[docs.google.com] | HTML View Mode[docs.google.com]
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3512136383
9 kommentarer
JamTheAdo 26 jun @ 20:17 
No problem, I now realize that I never mentioned that it was a no Momentum+ method.
Pimez  [skapare] 26 jun @ 20:08 
hm... I think I misunderstood previously and I can see what you meant with that method. I've included it in a new section describing it in more details, in case others may prefer that. Thanks for the suggestion!
Pimez  [skapare] 26 jun @ 15:24 
@JamTheAdo
Yes, but you would have to keep resetting to get 2 Graverobber+ AND Momentum within the spirit that you are training, EACH TIME you want to evolve a Spirit. Again, I agree that it's technically viable, but I wouldn't call it a fast method...
JamTheAdo 26 jun @ 14:48 
Double Graverobber+ is a solo strat. Make an 8 card deck with 2 graverobbers go to a low level island and if the two cards aren't in the opener run and reengage. Then play the graverobbers 200 times then win the fight.
Pimez  [skapare] 26 jun @ 7:43 
@JamTheAdo
Technically yeah, but it can be somewhat inconvenient to keep track of how many cards you've already played using Graverobber+. Not to mention you also need to somehow include such card in the deck in the first place, so using a suppoerted Spirit instead feels more hassle-free IMO.
JamTheAdo 25 jun @ 20:17 
I just realized that a potentially easier/more sustainable evo meter combo is to have 2 Graverobber+ in a deck and cycling them infinitely
KingVenom220 19 jun @ 15:53 
This is really well organized and helpful. Thanks so much!
Pimez  [skapare] 17 jun @ 7:12 
@Icesteel
After obtaining an Evo Stone, you should get a mail on the next day. Perhaps that is required before for the Evo Meter can appear? I need to verify it later...
Icesteel 17 jun @ 6:00 
I’ve got a level 49 Claudio and nothing’s popping up to let me evolve him. Do I have to wait for a mission or something to show up?