The Let's Play Archive

Jade Cocoon

by CVE

Part 4: The Art of Merging

Before we begin talking about merging in detail let me emphasis once more that the merging possibilities in this game are massive. How massive are we talking about? For this update alone I went through every single merging path of the 8 different creatures I caught offscreen. The result is 50+ different merges. Flexing the arithmetic muscles a bit, this means for all 171 minions in this game the amount of possible merges amounts to 50000+ only accounting for the basic form of a minion. This number goes even higher if you take into account that you can merge minions you merged before again adding another 342 possibilities (since position in a merge matters) for every single of the 50000+ merges we already have. And there is no limit to merging a creature raising the number even higher.
This is the reason I won’t show of all possible merges; because it is impossible to get it done in a timely fashion.

Now with that out of the way let’s look at the minion we got from Koris.





The basic stats explain themself: Attack governs physical attacks, Defense governs physical defense and so on.

Let’s move on to the things that really matter for merging creatures. First of are elemental properties.

As you can see in the above picture the little blue dragon we got from Koris is fully aligned to the element water. With the words of Koris in mind this means that it’s strong against fire and weak against earth. So far so good. However they also influences damage of elemental attacks. To showcase this let’s look at the attacks the little dragon got.





As you can see the minion possesses both a physical and a magical attack with water properties(see the blue tint). To acquire further attacks merging is needed. For magical attacks it is as simple as fusing together the minion with a minion that has the desired spell. For physical attacks however your minion needs to have a physical trait in his ancestry: Meaning to get a Horn attack someone in his ancestry needs a horn, to get a Claw attack he needs to have claws etc. The second column in the table with physical attacks is for additional effects that show up later like +critical and +accuracy strengthening these special attacks.

Now let’s get back to what I meant with elemental properties influencing the damage of these attacks. Elemental properties in this game are pretty simple. A fully aligned minion like the dragon above has 100 points in water and no points in the other elements. Once you merge him with a minion of a different element the points change to 50/50. Merge him again with a pure water minion and it would change to 75/25 and so on for additional merges. While you might gain new resistances and attacks, your attacks and spells of for instance the water element are about 50% weaker (in case of the 50/50 merge) from the time you were fully water aligned. If you are not careful in your merges your special attacks targeting a potential weakness might be even weaker than a regular attack. This is especially true for creatures that attack with magic since they won’t have a normal attack to compensate for it. Therefore it tends to be smarter to keep most creatures restricted to a single element. Once we get more minions and attacks that aren’t influenced by elemental properties (for physical special attacks at least) the gained resistances can be pretty helpful but always remember that you get weaknesses to opposing elements along with them.

Now let’s return to the stat page for the second important thing in merges.



See the little diagram in the right bottom corner? This shows the current growth rates for the minion in question. Since growths are entirely linear in this game manipulating this diagram, while managing elemental properties and special attacks as well as spells, is the key to create strong minions. As you can probably infer from the diagram you cannot have a minion that is strong in both physical attacks and magic nor can you have a fast and defensive minion. These are exclusive to each other and work against the opposing growth rate. Since you can hit weaknesses both with magic and with physical attacks, specialization is the key to success. For a physical minion you want to move the red dot towards Attack and either Speed or Defense depending on what you favor while for a magical inclined minion Magic/Speed seems to be the best choice seeing how Attack also governs HP while Magic governs Mana giving a magically inclined minion not enough HP for a defensive build. Jack of all trades tend to just drag their feet in this game and make it unnecessarily hard on you.

With this you know the basics to create a powerful minion. For the aesthetically inclined be warned that minions in this game grow as you level them. For merged creatures this means that their body parts grow differently in according to how it would have grown on its parents. This means if you merge together a minion with a huge jaw and one with a small face it will grow into getting an even bigger jaw while hardly changing his facial structure possibly creating hilarious abominations.
Secondly merges work as follows: The resulting minion will have the general build of the base (e.g. the first selected minion) and gain traits of the secondary minion. If you change the order you get a totally different looking minion.

Now with the explanation done let’s meet the other minions I already caught offscreen and show of the massive amount of merges possible with just them.

Pataimel






Spells: Agni (weak single target fire spell)
Special Attacks: -


Mukhambu





Spells: Medina (weak single target heal spell)
Special Attacks: Horn: Water Attack


Patalchu





Spells: -
Special Attacks: Horn: Fire Attack


Patash





Spells: Agnis (weak all target fire spell)
Special Attacks: Fang: Fire Attack


Skwoot





Spells: -
Special Attacks: Claw: Poison (chance to poison the enemy, resistance to poison, non-elemental)


Skawasp





Spells: Malti (weak single target air elemental spell)
Special Attacks: -


Terfrayd





Spells: -
Special Attacks: Fang: Earth Attack


Let’s start with the merging show. For all the following merges they are done in the following order leaving out the merge with itself (base minion) + (Arpatron, Pataimel, Mukhambu, Patalchu, Patash, Skwoot, Terfrayd, Skawasp).

Also keep in mind that the change in their stats is always compared to the base minion. So naturally the merges with Terfrayd who is already level 3 will inflate the stats of the lvl 1 minions even though they may be weaker than Terfrayds own.

Arpatron based merges

#1





Spells: Agni, Vahli (weak single target water spell)
Special Attacks: Horn: Water Attack



#2





Spells: Vahli, Medina
Special Attacks: Horn: Water Attack


#3





Spells: Vahli
Special Attacks: Horn: Fire Attack


#4





Spells: Agnis, Vahli
Special Attacks: Horn: Water Attack, Fang: Fire Attack


#5





Spells: Vahli
Special Attacks: Horn: Water Attack, Claw: Poison


#6





Spells: Vahli
Special Attacks: Horn: water Attack, Fang: Earth Attack


#7





Spells: Vahli, Mahli
Special Attacks: Horn: Water Attack


Pataimel based merges

#8





Spells: Agni, Vahli
Special Attacks: Horn: Water Attack


#9





Spells: Agni, Medina
Special Attacks: Horn: Water Attack


#10





Spells: Agni
Special Attacks: Horn: Fire Attack

#11





Spells: Agni, Agnis
Special Attacks: Fang: Fire Attack


#12





Spells: Agni
Special Attacks: Claw: Poison


#13





Spells: Agni
Special Attacks: Fang: Earth Attack


#14





Spells: Agni, Malti
Special Attacks: -


Mukhambu based merges

#15





Spells: Vahli, Medina
Special Attacks: Horn: Water Attack


#16





Spells: Agni, Medina
Special Attacks: Horn: Water Attack


#17





Spells: Medina
Special Attacks: Horn: Fire Attack


#18





Spells: Agnis, Medina
Special Attacks: Horn: Water Attack, Fang: Fire Attack


#19





Spells: Medina
Special Attacks: Horn: Water Attack, Claw: Poison


#20





Spells: Medina
Special Attacks: Horn: Water Attack, Fang: Earth Attack


#21





Spells: Malti, Medina
Special Attacks: Horn: Water Attack


Patalchu based merges

#22





Spells: Vahli
Special Attacks: Horn Water Attack


#23





Spells: Agni
Special Attacks: Horn: Fire Attack


#24





Spells: Medina
Special Attacks: Horn: Water Attack


#25





Spells: Agnis
Special Attacks: Horn: Fire Attack, Fang: Fire Attack


#26





Spells: -
Special Attacks: Horn: Fire Attack, Claw Poison


#27





Spells: -
Special Attacks: Horn: Fire Attack, Fang: Earth Attack


#28





Spells: Malti
Special Attacks: Horn: Fire Attack


Patash based merges

#29





Spells: Agnis, Vahli
Special Attacks: Horn: Water Attack, Fang: Fire Attack


#30





Spells: Agni, Agnis
Special Attacks: Fang: Fire Attack


#31





Spells: Agnis, Medina
Special Attacks: Horn: Water Attack, Fang: Fire Attack


#32





Spells: Agnis
Special Attacks: Horn: Fire Attack, Fang: Fire Attack


#33





Spells: Agnis
Special Attacks: Fang: Fire Attack, Claw: Poison


#34





Spells: Agnis
Special Attacks: Fang: Earth Attack


#35





Spells: Agnis, Malti
Special Attacks: Fang: Fire Attack


Skwoot based merges

#36





Spells: Vahli
Special Attacks: Horn: Water Attack, Claw: Poison



#37





Spells: Agni
Special Attacks: Claw: Poison


#38





Spells: Medina
Special Attacks: Horn: Water Attack, Claw: Poison


#39





Spells: -
Special Attacks: Horn: Fire Attack, Claw: Poison


#40





Spells: Agnis
Special Attacks: Fang: Fire Attack, Claw: Poison


#41





Spells: -
Special Attacks: Fang: Earth Attack, Claw: Poison


#42





Spells: Malti
Special Attacks: Claw: Poison


Terfrayd based merges

#43





Spells: Vahli
Special Attacks: Horn: Water Attack, Fang: Earth Attack


#44





Spells: Agni
Special Attacks: Fang: Earth Attack


#45





Spells: Medina
Special Attacks: Horn: Water Attack, Fang: Earth Attack


#46





Spells: -
Special Attacks: Horn: Fire Attack, Fang: Earth Attack


#47





Spells: Agnis
Special Attacks: Fang: Fire Attack


#48





Spells: -
Special Attacks: Fang: Earth Attack, Claw: Poison


#49





Spells: Malti
Special Attacks: Fang: Earth Attack


Skawasp based merges

#50





Spells: Vahli, Malti
Special Attacks: Horn: Water Attack


#51





Spells: Agni, Malti
Special Attacks: -


#52





Spells: Malti, Medina
Special Attacks: Horn: Water Attack


#53





Spells: Malti
Special Attacks: Horn: Fire Attack


#54





Spells: Agnis, Malti
Special Attacks: Fang: Fire Attack


#55





Spells: Malti
Special Attacks: Claw: Poison


#56





Spells: Malti
Special Attacks: Fang: Earth Attack



To summarize merging keep the following guidelines in mind

- Try to keep minions aligned to a single element especially if they are mages.
- Try to manipulate the red dot towards one edge of the diagram
- The minion we got from Koris is a unique minion. Once merged we cannot get it back in this run
- Do not fuse a strong minion to a weaker base minion as it results in a high level minion without appropriated stats.
- Status attacks also include resistance to that particular status. So a minion with a Poison attack is resistent to Poison (not immune).
- The base minion determines posture and matter of attack e.g. whether it punches, rams, bites etc. The opponent

Our current minion loadout is: 1x Arpatron (unique), 2x Pataimel, 1x Mukhambu, 2x Patalchu, 1x Patash, 1x Skwoot, 1x Terfrayd, 1x Skawasp

Reader participation
Now then after taking a good look at our options and keeping the reminder above in mind it’s time to vote on the outcome. You can either vote for keeping a minion and name him, or vote for a particular merge including a name. All in all you get two votes to do with as you please.

The vote will be open for about 36 hours.