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Mnchngrngs’ guide to Anti-Idle
Mnchngrngs Guide to Anti-Idle The Game
Version 1.1
Version 1.1.1
UP TO DATE AS OF VERSION 1828
Up to date as of Version 1828
Dark Version Link
Table of Contents
Table of Contents
First ascension Checklist
First ascend Checklist 7
In-Depth Look At the Features
1. Getting Started with A:TG Features 7
Progress Bar
2. A more in-depth look at some features 8
Garden
Garden 9
Battle Arena
Fishing 12
NOTES
Adventures 16
BATTLE ARENA MENUS
Tukkun FCG 17
Item Tooltips
Lol Market 24
Stats
Button 25
Skills
Arcade - This is just going to be a basic explanation of how each game works 26
Weapon Classes
Technical Lights 27
Tiers
3. What to buy? (Permanent Upgrades) 32
Runes
4. The start of the Battle Arena (yes, r1-r500 is only the start) 37
NOTES 38
Tooltip Fun! 39
The stat screen 42
Rank 1-40 52
BATTLE ARENA MENUS 53
Bonus Preferences 54
Change Difficulty 55
Bestiary 55
Item Fusion 57
Item Storage 57
Invisible Allies 59
Change Rings 60
Item Crafting 70
Raid Entries 72
Rank 40-100 72
Rank 100-200 75
Rank 200-250 84
Rank 250-300 88
Rank 300-500 96
5. What do I buy? (Consumables) 104
6. Ascensions 105
Basics of ascending 105
Medium Ascension 107
Hard ascension 108
Impossible 109
Ascension Points 110
7. Now I’m rank 500, what do I do? 112
RANK 500 112
SI Rocks rock 117
Raid List (not to be done in any specific order) 118
Secret Dungeon (SD) (yes, again) (HCWM) 119
Triangle Hideout (TH) 122
Spooky Crypt (SC) 123
Secret Dungeon (yet again!?!?!) (HCapocalypse) 124
Megaboss’ Revenge (MBR) 126
Endless Dungeon (ED) 127
Special Training Zone (STZ) 129
Dark Pyramid 130
Secret Dungeon (GIGA) 131
Rebirths 136
Step 1: ULTRA allies 138
Step 2: Gear 139
Rank 50 - 90 140
Rank 90 - 213 142
Rank 213 - 250 144
Rank 250 - 318 145
Rank 318 - 500 147
ALL RANKS 148
Step 3: Mastering Allies 150
Rank 50 151
Rank 90 151
Rank 183 151
Rank 213 152
Rank 250 152
Rank 318 152
Step 4: Actually rebirthing 152
Rank 50-90 153
Rank 90-250 153
Rank 250-318 154
Rank 318-500 154
Chip Farming 154
ULTRA allies 158
Fighting ULTRA enemies 164
Runes 165
Battle Runes 167
Reward Runes 169
Useful Gears and Allies (for R500) 171
Weapons 171
Weapon Specifics 175
Armours 187
Accessories 190
Invisible Allies 192
Skill analysis 193
Battle Points 203
levelling up your gear 204
Tiers 205
Greens 206
Oranges 206
Purples 208
Museum 208
8. Progress Bar Modules 209
Daily Restock 225
9. Farming Resources 225
Coins 225
Battle Arena 227
Pet Foods 232
Other Resources 233
Useful tools 234
Credits 237
Normal text
Links
Headings
To Top
Text moved to lines 140-155
First ascend Checklist
Keep your garden up, red tree master race
Buy activate all cards and mega career potions from the special shop
Keep business on Button, and get 4 or more grandpas ASAP (shift)
Use your 1.5x cards
Kill the FCG legendary monster every day
Send your cyborg to do things
Buy your perm upgrades
Buy your Consumables if you don't like those
Upgrade your epic skills, double progress -> coin collector -> boost charger -> whatever
Buy some cheap Modules for your prog bar, what they are doesn't matter
Quests and achieves increase progress bar reward
Do Typing at least once
Feed the dragon 1,000 times
Mnchguide has almost all your answers, use it. Ctrl+F to find things
1. Getting Started with A:TG Features
Progress Bar - Very simple, it fills and gives you a reward when claimed. Keep buying speed, more speed=better. Buy a set of progress bar modules that you like and then you can save your white coins for later. Rewards
Boost - boost increases almost all rewards, and makes the progress bar fill faster, keep increasing your max boost. Auto booster
Garden - keep your trees planted, harvest when you can harvest them, buy the mini garden quickly so you don’t have to keep going into the garden to harvest, get the autoharvester card as soon as possible
Button - click the button, get about 3-5 grandpas and ignore this feature for a while
Printer - keep Battery Charger card active and level up, pays itself off eventually
Arcade - I suck at the arcade, I think you just play games and hope you’re good at them. Or just make Cyborg do it. (This is what most people do)
Stadium - do impossible races till your time is less than 12 seconds, then do medium races. Doing your daily death match is good exp, even if you’re bad at it
Fukkun TCG - www.tinyurl.com/pwdecklist
Lol Market - Buy low sell high, Tech Lights are made for this thing
Adventures - hold 0, upgrade your max energy whenever you can, 9 to use refills
Fishing - press a button when the tip of the triangle is on the red line
Careers - you get bonuses for doing things, and these bonuses go up as you do them
Pet - Feed your pet some food, you get more exp in features the more you feed it. Also, each pet level increases the reward you get from the progress bar by 1% (additively) Mystery Effect Explained
Cyborg - He does stuff for you. You get cyborg points by doing things that he could do for you. Task comparison
So now that you have an idea of how to do most of the features (with the exception of Battle Arena), you should be well on your way past level 100, or something like that. When you reach level 100+ you should scroll down the world menu (yes it does scroll) and do typing, for a few reasons: first of which is that when you finish you get a whopping 2000 Blue Coins, secondly it tells you how to backup your save file, and lastly it tells you to ask questions in chat. I assume that since you are reading this guide you asked a question already, making this entire first section relatively useless to you, and to that, I say too bad. However, this is a total scam, you should be asking questions in chat and should instead ask here.
When you reach 10,000 quest tokens (Shift+U to auto claim all quests in the quests tab) you can unlock the special shop. This allows you to get cards for free by buying the “Activate All Cards” item in the special shop for 9,000 quest tokens. This will get you that printer card I mentioned above, and Auto Harvest for the garden, among other things. After you have gotten this a few times, you can change to buying Legendary boxes, which will give you the cards you need, and 1.5x exp/coin cards.
2. A more in-depth look at some features
Garden
Adventures
Tukkun FCG
Fishing
Lol Market
Button
Button
Printer
Arcade
Arcade
Techlights
Stadium
Tukkun FCG
Energy Cards
Monster Cards
Spell Cards
Strategies
LOL Market
Awesome Adventures
Fishing
Exams
Careers
Business
Simulation Cyborg
Pet
Technical Lights
What to Buy (Permanent Upgrades)
Battle Arena first run (ranks 1 to 500)
Rank 1-40
Rank 40-100
Rank 100-200
Rank 200-250
Rank 250-350
Rank 350-500
Rank 500 (first time)
Ascension
Ascension Basics
Ascension Points
Permanent Ascension Perks
Medium Ascensions
Hard Ascensions
Impossible Ascensions
What to buy (Consumables)
Challenges
Challenge 1
Challenge 2
Challenge 3
Challenge 4
Challenge 5
Challenge 6
Battle Arena Beyond Rank 500
Special Infinity Bonus Rocks
Raids
Rebirths
Step 1: ULTRA allies
Step 2: Gear
Step 3: Mastering Allies
Step 4: Actually rebirthing
Chip Farming
Ultra enemies/allies
Fighting ULTRA enemies
Battle Points
Farming Resources
Coins
Battle Arena
Pet Foods
Others
Useful Tools
Credits
Navigating Mnchguide
Garden
Underlined Text is a clickable link to something
The garden has three different sections that all do pretty much the same thing, give you a bunch of coins. There’s the home garden where you’re provided with a selection of seeds and pay the government some money to be allowed to plant them, but you get the entire harvest for yourself, at least that’s what Tukkun tells you but secretly your trees should be giving you twice as many yellow coins as they do and Tukkun is skimming 50% of all our rewards for himself, can you believe it! Even so, these trees are still quite profitable for you, especially if you use (mega) fertilizers on them.
Tree Name
Free Tree
Blue Tree
Pink Tree
Green Tree
Lime Tree
Yellow Tree
Red Tree
Black Tree
Cost
YC,GC,BC
0
25k
100k, 200
500k,1000
2.5m, 5k
10m, 20k
40m, 500k, 500
160m, 2m, 2k
Harvest Value
6000
40k
125k
200k
500k
1m
600k
3m
Garden exp
5
15
50
100
200
400
250
1250
20 ferts
2.653x
15920
106120
331625
530600
1326500
2653k
1591800
7959k
20 mega ferts
6.7275x
40365
269100
840978
1345500
3363750
6727500
4036500
20182500
21 mega ferts
7.4x
44401
296k
925k
1.48m
3.7m
7.4m
4440k
22.2m
HV/sec (no ferts)
190.5
142.9
131.6
94.444444444444444
111.1111111111111
92.6
163.1
206.2
HV/sec (20 mega ferts)
1281
961
885
639
747.5
623
1097
1387
As you can see from that table, there’s really only 4 trees that are even worth looking at in the home garden blue, red, free, and black. However, 3 of those trees have a fairly large problem with them, 1 of which only becomes relevant later in the game. The free tree only lasts like, 5 minutes, and nobody wants to replant that thing all the time, so you can’t use that as your main tree. Additionally, free trees are unaffected by harvest value modules (irrelevant) and will only give 1 blue coin per harvest, despite qualifying for more. The blue tree lasts a bit longer, with 30 minutes, but that’s still not good for idling overnight, and too short for basic idling for many, it’s also frequent enough that I don’t want to have to replant it that often. And the issue with the black trees is less obvious, it lasts very long and has the highest harvest value per second of any tree, what could possibly be the issue. The issue comes with ascending (resetting the game), when you ascend, all harvest timers in the gardens get reset, so with such a long harvest timer, you can easily ascend fast enough for them to never harvest, or just lose large amounts of time. And these are the reasons behind the RED TREE MASTER RACE. now as for using fertilizers, other than the obvious thing that you should always max all your trees with mega ferts for more harvest value, is it actually worth it?
Well, red trees cost 500 blue coins, and each mega fertilizer costs 2000 BC, so 20 mega ferts on 25 red trees costs 52500 BC. since the blue coin to gain per harvest is
Blue Coin To Earn =round up(0.5 + plot Exp To Earn * 0.1)
Green Coin To Earn = round up(250 + plot Exp To Earn * 50)
And you are harvesting 23 times per tree, you only need to earn 91 BC per tree per harvest. Which would mean you need to earn about 900 plot exp from harvest. Each mega fertilizer increases the plot exp to earn by 2, while each fertilizer increases it by 1 (you can only apply 20 fertilizers, mega or regular does not matter, so use mega over regular) so each red tree gives you 250+2*20 plot exp, or 290, which is not quite enough to return the investment on BC, However, you will also gain about 15000 GC per harvest, and plenty of extra YC to make it worthwhile overall. This also ignores all other bonuses, such as mastery, plot level, ascend perks, ascension point perks, and career.
Ctrl + F opens the search function, if you want to find something specific type in some words there and click the arrows to see all occurrences of that/those word(s) in the
Document
The second garden you unlock is another garden! This garden, much like the home garden, lets you plant some trees, and harvest their fruit.and when I say harvest their fruit I mean it, every time you harvest a tree in another garden you have a chance to gain random fruit, which can be eaten for exp (rip off) or sold for YC and Garden Points. However, unlike the home garden, in another garden, you selectively breed seeds to get better seeds that you want, with 75 different seeds to choose from in total. Each seed has its own stats and unique benefits to using them is what I would say if that were true. However, just like in the home garden, only a few are worth looking at. Specifically, seeds 2, 25, and 52 are the best for various things. 52 is the best seed if you are silly and never use fertilizers or factor in any bonuses, while 25 is the best if you are factoring all the bonuses, ascending slowly enough to get most of the harvests, and they are planted on a -25% harvest time day. Seed 2 However, is the best if you’re planting normally, and mega ferting, and factor in the other bonuses. The breeding for this can be pretty weird but http://jsfiddle.net/V3Tw5/5/ or http://crazye97.blogspot.ca/p/another-garden-breeding.html are able to predict exactly what you’re doing to get from breeding your seeds.
The third and final garden, another another garden, is, yet again, a garden where you plant trees and take their bounty for sale. However, this one, like the last one, has a twist. In another another garden, instead of being provided with your seeds, or selectively breeding your seeds, you are able to genetically modify your seeds to be exactly what you want. However, this is a fairly useless ability as just maxing all the bars and mega ferting as many times as you can (after you have 10 plots or so) is the only real strategy for profit with this garden.
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Text moved from lines 118-133
First ascension Checklist
Keep your garden up, red tree master race
Buy activate all cards and mega career potions from the special shop as soon as possible
Keep business on Button, and get 4 or more grandpas ASAP (shift)
Use your 1.5x cards
Kill the FCG legendary monster every day
Send your cyborg to do things
Buy your perm upgrades
Buy your Consumables if you don't like those
Upgrade your epic skills, double progress -> coin collector -> boost charger -> whatever
Buy some cheap Modules for your prog bar, what they are doesn't matter
Quests and achieves increase progress bar reward
Do Typing at least once
Feed the dragon 1,000 times
Mnchguide has almost all your answers, use it. Ctrl+F to find things
In-Depth Look At the Features
Progress Bar
Rewards
The progress bar passively fills at a rate of 2 * boost / 100 * 40 / fps * progress bar Speed / 100. Boost is your boost%, viewable below your progress bar, this is present in nearly every feature and is largely a global multiplier. FPS is your frames per second, shown in the bottom left hand corner of the game screen, is there to equalize the speed of your progress bar regardless of how fast your game is running.
Every time you claim a reward you gain exp equal to 1.4 * boost% * level ^ 0.6 * progress bar reward%, along with a random amount of 80% to 120% of 0.35 * boost% * level ^ 0.6 * progress bar reward% coins. This along with 100 Green coins and 10% for a single blue coin.
However, the main draws to the progress bar are the two main modifiers to it, epic skills and modules.
Epic Skills
There are seven epic skills available once you buy the Epic Licence at level 1337. These are Double Progress, Boost Charger, Coin Collector, Battery Booster, Fanatical Fisher, Module master, and Cyborg Charger. These 7 skills are grouped into 4 groups based on max level, and quite easy to remember. Each group is just the first 2 ungrouped skills from left 2 right. Starting with group 1 which has a max level of 30, every new group has a max level 10 less than that of the last, leaving cyborg charger alone in the last group with a max level of 0.
The cost to level each of these scale up quite rapidly, but since only 3 of them are worth spending significant amounts of yellow coins on. These are Double Progress, Coin Collector, and Boost Charger. The other skills are nice, save for Battery Booster, but don’t significantly impact anything on your early game, and should be ignored until the cost to upgrade them is trivial to you. The specific cost to level a skill is round down 100 current level ^ 2 * 1500000)
Modules
Progress bar modules give you bonuses every time you claim a reward from the progress bar. This happens quite regularly so it is very beneficial to have decent progress bar modules. generally, speaking, it is only worth it to buy shiny tier 9 modules, as those are the best modules in the game, and anything else will be replaced, so why waste the white coins on them? There are 2 classes of mods in the game, mods that have a prize of 1, and mods that have a non-1 prize. It’s extremely easy to identify these modules by looking at the reward they give, if it’s 1, you’ve found a mod with a prize of 1, if it isn’t 1, you’ve got yourself a classic case of non-1 prize module. Each class of mod has its own way of calculating the prize, and it’s own way of calculating the bonus it gets for being shiny. For all calculations, tier 9 modules are counted as tier 10. The proc chance (1) and white coin cost (1) for all modules are giving later.
For prize of 1 modules the chance to proc is [round (proc chance (1) * (1 + (Tier - 1) / 10) * (1 + (Tier - 1) / 10))]
Whereas for non-1 prize modules the chance to proc is [Round (proc chance (1) * (1 + (Tier - 1) / 10))] with a prize for proc (2) being Round down(prize for proc (1) * (1 + (Tier - 1) / 10))
However, they both have the same white coin cost of {Round up[Round (white coin cost (1) * Tier * Tier) * (Tier + 11) / 20]}
Shiny modules will have a Shiny Token Cost of [Round down ((30 + mod Tier * 2 + mod Tier * mod Tier / 2) * mod Size)] With the negative effects of 10x white coin cost and a size increase of 1.
The benefit for a prize of 1 shiny module is that they have a 5x Chance to proc bonus, while non-1 prize shiny modules have a 2.5x bonus for their chance to proc, while also getting a 2x bonus for the reward.
Every time the module shop restocks (daily or bought) which type of module shops up is randomized between 1 of the 42 modules. With the first 4 being common, all the size 4 modules being rare, along with the size 3 pet food modules, and lol modules above level 3. The remaining modules are uncommon. A common module has a 95/315 chance to show up upon restock, whereas uncommon modules are 192/315 and rare modules make up the remaining 28/315 chance. If the modules is too big for you store, or a rage/MP/HP module, it gets rerolled.
module type 1, Exp module
The Exp module is quite nice. You gain 30% more exp from the progress bar for having it equipped. Having more equipped gives more exp. 4 st9 exp modules increases exp gain from progress bar by a whole 108%! While extremely nice, this only places them at the third best module for exp, meaning that they just shouldn't be used
module size = 1, white coin cost (1) = 25
proc chance = 1000, prize for proc (1) = 15
Gain [prize for proc (2) * 0.014] extra EXP from progress bar
module type 2, Coin Module
Coin modules are sadly quite shit. You do gain 30% more coins from the progress bar with these, However, this is actually quite poor. For exp, these aren’t even a top 5 module. For Yellow coins, these are also actually one of the worse modules for it. There’s very little reason to think about using these.
module size = 1, white coin cost (1) = 10
proc chance = 1000, prize for proc (1) = 15
Gain [prize for proc (2) * 0.0035] extra Yellow coins from progress bar
module type 3, Green Coin Module
Green coins give you more progress boxes. You gain 500 extra green coins per progress bar claim with one of these. The extra green coins allow you to buy more progress boxes, more progress boxes give more everything. These are just, the best modules for most things, like exp, yellow coin, and blue coin.
module size = 1, white coin cost (1) = 10
proc chance = 1000, prize for proc (1) = 250
Gain [prize for proc (2)] Green Coins
module type 4, Blue Coin Module
Blue coin mods are only really good for unpractical things, like buying copious amounts of apocalypse crates and skipping tons of random quests. Because of this these modules are talked about in high regard by late game players but aren’t something you should prioritize early on, the 2 blue coins per claim just aren’t that good.
module size = 2, white coin cost (1) = 25
proc chance = 500, prize for proc (1) = 2
Gain [prize for proc (2)] Blue Coins
module type 5, White Coin Module
White coin modules are just completely useless. They are a huge investment, unlikely to appear, and don’t even have a good return on investment. Almost every other module type gives more White coins per claim than the white coin modules do.
module size = 4, white coin cost (1) = 250
proc chance = 10, prize for proc (1) = 1
Gain [prize for proc (2)] White Coins
module type 6, Boost Module
Boost modules are quite okay. They would be useful if certain game mechanics didn’t exist that made them completely worthless. Having extra boost up to yellow cap is quite nice for idling, but comes with many flaws. The main flaw is that regular boost potions keep you very close, meaning you can get their effect without this mod.
module size = 2, white coin cost (1) = 50
proc chance = 250, prize for proc (1) = 2
Gain [prize for proc (2)] boost
module type 7, Boost Freeze Module
Because of how good 6000% boost and the freeze ascension point perk is, this module is very good. However, due to the 1 hour cap on freeze time this mod is in a weird place in that they’re useless for progress box spam, as you’ll just reapply the mega boost potion and use better mods, but also useless for idling, as you’ll run out of freeze and then just have a useless mod equipped. These are quite useful for late game players that doing battle arena raids and don’t want to reapply boost potions all the time.
module size = 2, white coin cost (1) = 100
proc chance = 50, prize for proc (1) = 5
Boost Freeze = boost Freeze + prize for proc (2) / 10
module type 8, 1.5x EXP Module
Why would you use a 1.5x exp module when you could just use cards to keep it up easily, or pet.
module size = 2, white coin cost (1) = 25
proc chance = 100, prize for proc (1) = 10
1.5x Exp Time = 1.5x Exp Time + prize for proc (2)
module type 9, 1.5x Coin Module
Why would you use a 1.5x coin module when you could just use cards to keep it up easily, or pet.
module size = 2
proc chance = 100, prize for proc (1) = 10
white coin cost (1) = 10
1.5x Coin Time = 1.5x Coin Time + prize for proc (2)
module type 10, Harvest Value Module
Due to many a nerf these modules are now a shell of their former version. What were once the best modules in the game are now niche at best. They can probably do something okay? These shouldn’t be a priority for anybody unless you really want one for some weird reason that you think is good. You would need about 4500 harvests for both home and AG trees to make 3 st9 HVMs return a net positive on the instant progress to cap them
Fishing
module size = 2, white coin cost (1) = 25
proc chance = 500, prize for proc (1) = 100
Increase harvest value of plots 1-50 by [prize for proc (2)] up to 10,000,000, excludes free trees.
To begin fishing you just press any button on your keyboard that isn’t set to a specific function when the yellow triangle is near the red line. Alternatively, if you do not press any button you have a chance to automatically catch the item. Certain items can only be caught while actively catching items, and requires perfect streaks. A higher skill level will let you catch better fish and increases your chance to catch a fish while idle. You can increase your chance to idly catch in many ways, all the factors are your ascension perks, Current Skill Level, level of the fish/junk that is appearing, whether you have the idlers rod equipped, and fishing career level. After skill 30 it no longer costs YC to upgrade your fishing skill, but you lose 1 skill level per day, making it hard to keep up. Fishing with a skill level above 30, you also get a “legendary” exp bonus for catching stuff, capping at 170% reward at skill 50 for catching things. At skill 50 you can attempt to take a fishing exam to further increase your Skill Level, up to level 60. If you successfully pass your first exam you will no longer lose 1 skill level per day. If your skill level is above 50 you gain eternal legend exp, maxing out at 150%.
module type 11, Pet Mana Module
Pet Mana modules started out as the best, due to a bug that made them completely broken and part of multiple infinite exp loops. Now that they work as intended, they completely suck. Even for pet mana, these are not the best modules for that, the pet food modules are better. These mods are sadly just a waste of space and resources.
Basic
module size = 2, white coin cost (1) = 25
Improved
proc chance = 50, prize for proc (1) = 1
Golden
Pet gains [prize for proc (2)] mana
Cursed
Anti-Fish
Anti-Junk
Idler
Guardian
Rainbow
Mysterious
Basic Fishing Rod
module type 12, Garden Point Module
This is the first rod you get, it comes with the feature so everybody has it. It’s just your generic fishing rod, is what some would say. However, this fishing rod comes with the special ability to increase the mastery you gain from each catch by a whole 5 points! This will also increase career exp gained by a full 150 points before other multipliers! This is actually a fairly good bonus, making this the best rod for quite a while, helping you ascend to higher skills of fishing more quickly.
Improved Fishing Rod
Garden point modules are also pretty bad, mostly due to garden points being not that useful. Gaining 5 garden points per prog claim is okay, but comes with the issue of no use. These can be okay for unlocking all of AAG perhaps? Otherwise, these are pretty much completely useless.
This rod is unlocked upon reaching fishing skill 15, which is quite the feat, requiring quite the sum of coins and fishing mastery. By the time you unlock this rod, you will probably only have 1 or 2 other rods, and be dying for an upgrade. Unfortunately, all this rod does is sometimes increase the level of the fish you catch by 1, which is usually worse than the bonus you get from the basic rod. If your skill is higher than the level of the fish, it is more likely to be upgraded.
Golden Fishing Rod
module size = 2, white coin cost (1) = 25
proc chance = 500 prize for proc (1) = 5
Gain [prize for proc (2)] garden points
This rod is unlocked by opening a bunch of gold treasure chests, so it takes a while for most to get. Specifically, it is a 5% chance for each gold chest to give this rod. Equipping this rod will change all chests and keys you get by fishing into gold keys or chests. While this sounds like a really good effect, it only applies to the things you catch, meaning that you have to actively get perfect streaks of at least 3 for a chance for this rod to even have any impact at all.
module type 13, Random fruit Module
Cursed Fishing Rod
This rod is unlocked by getting a super high perfect streak, a whole 25! This is 5 more than the largest perfect streak achievement even, so you know this rod is pretty good. When you equip this rod you are automatically put into hard mode, which means that you don’t get to see the line or the light blue area around the line. This mode is also accessible by having a perfect streak of at least 250. However, with this downside comes a pretty good upside, all perfect catches you do manage to make give 40% more exp and 150% more fishing score than usual.
Random Fruit modules are pretty cool, but not very practical. These are an okay source of garden points for early, and not useless after you’ve maxed your garden plots. Random fruit are a poor source of exp when you’re eating them, but when you sell them the yellow coin is fairly decent. The Instant progress from the yellow coins you get selling your fruit gives more exp than you would get from eating them.
Anti-Fish Fishing Rod
This rod is unlocked by spending 250,000 Blue Coins on it in the Mystery Shops first page. This rod completely prevents all fish from spawning. It does work exactly as one would hope, if a spawn is a fish, it rerolls until it’s not a fish. Now since you are getting to choose exactly what kind of thing spawns, this rod comes with a downside. The frequency of spawns is decreased by 25%. Fish are better than junk for everything so this rod is just really shit.
module size = 4, white coin cost (1) = 50
Anti-Junk Fishing Rod
proc chance = 100, prize for proc (1) = 1
Gain [prize for proc (2)] garden fruit
This rod is unlocked by spending 350,000 Blue Coins on it in the Mystery Shops first page. This rod completely prevents all junk from spawning. It does work exactly as one would hope, if a spawn is a junk, it rerolls until it’s not junk. Now since you are getting to choose exactly what kind of thing spawns, this rod comes with a downside. The frequency of spawns is decreased by 60%. Fish are better than junk for everything, so this is pretty nice, However, it will get fatigued out and lose exp for you.
Idler Fishing Rod
module type 14, HP Recovery Module
This rod is unlocked upon reaching fishing skill 30, which is quite the feat, requiring quite the sum of coins and fishing mastery. While this rod is equipped your chance to catch a fish without pressing a button is increased by 20%. This is very useful for the majority of skill levels. Without the idle fishing perk, this rod is useful until skill level 46, at which point, with the fisher career 100 bonus, you will have 100% idle catch rate without this rod.
HP recovery modules are extremely useful in mitigating most RNG in places you aren’t one shot in. If the enemy only hits you for max HP - 1, they could hit you twice really fast before you regen all of your HP, these stop that. Also extremely useful for apocalypse mode and ULTRA fights.
Guardian Fishing Rod
This rod is unlocked by reaching fishing skill 50, or getting 50,000,000 fishing score in a single “day”. This rod has a special power where you can store up to 2 protections with this rod. You gain parts of a protection by having a perfect streak going, and 1 protection will allow you to continue your perfect streak even if you miss the mark. This rod also makes the window for a perfect catch bigger but reduces the bonus you get for having a perfect streak. This is a great rod for active play if you can keep up long perfect streaks. If you idle overnight, as long as you don’t do any action, your score for the first 8 hours of a day count towards yesterdays score.
Rainbow Fishing Rod
This rod is unlocked by reaching a total fishing score of 1,000,000,000. This rod is, in theory, extremely useful for any fisher. While this rod is equipped the delay between catch and spawn is decreased by 500%. This greatly increases the catches/hour you can achieve. However, this comes with the downside that it also greatly increases the fatigue you get in a given amount of time. So much so that, unlike every other rod, you would need 2 Shiny tier (ST) 9 fatigue modules to keep your fatigue below 200 while idle. Now, this doesn’t sound so bad, but it stops you from idling with an st9 lol market level 10 gem module (lol10 mod), which greatly decreases your exp compared to the other rods.
module size = 1, white coin cost (1) = 25
Mysterious Fishing Rod
proc chance = 2000, prize for proc (1) = 25
This rod is unlocked by either have 7 other fishing rods or 20,000 perfect catches. Nobody knows what this rod actually does, it’s a total mystery, but some theorize that it helps balance out your keys and chests. These lunatics also say it increases the chance for a key or chest to spawn, but it’s impossible to know if you should trust them or not.
Gain [HP regen * prize for proc (2)] health
I had to include Tukkuns outdated fishing guide on principle
module type 15, MP Recovery Module
More MP regen is amazing. More consistent MP regen is amazing. If you have 4 of these, and 6000% boost, you’re gaining more MP than you have in a second, allowing full abuse of the mana power skill. These are one of the many reasons that spirit if horrendously bad, all the special mana support like modules and regen oranges do not exist for spirit.
module size = 1, white coin cost (1) = 50
proc chance = 2000, prize for proc (1) = 25
Gain [MP regen * prize for proc (2)] Mana
module type 16, Rage Module
Rage Modules are not actually as good as one might initially think, with how good rage is in general. This stems from rage being quite easy to get in most cases, from charge to drowning, to rage mastery for idling. Rage modules are basically only useful in spooky crypt, and worst moon or apocalypse mode.
module size = 2, white coin cost (1) = 50
proc chance = 250, prize for proc (1) = 3
Rage = Rage + prize for proc (2)
module type 17, Pixel Module
If you really really need the pixel these can be okay, but generally, just opening Pixelated mystery boxes or supply crates is far better. If you don’t have enough of those you probably can’t afford to waste resources on these.
module size = 2, white coin cost (1) = 25
proc chance = 500, prize for proc (1) = 1000
Pixel = Pixel + prize for proc (2)
module type 18, CM Module
Just like pixel mods, it’s generally, better to just not use these and instead use mystery boxes. The boxes usually have a 10:1 pixel:CM ratio, and the costs to make things are usually the same 10:1 ratio. However, for GIGA spam these are good.
module size = 2, white coin cost (1) = 25
proc chance = 500, prize for proc (1) = 100
Crafting material = Crafting material + prize for proc (2)
module type 19, SCM Module
While SCM is considerably rarer than pixel or CM, it’s also considerably less useful. By the time you’d consider buying st9 modules, there really isn’t anything that costs SCM that should be important to you, or you can get tons of SCM without one.
module size = 2, white coin cost (1) = 25
proc chance = 500, prize for proc (1) = 1
Superior Crafting material = Superior Crafting material + prize for proc (2)
module type 20, Unobtainium Module
Unobtainium modules are pretty cool. They are completely useless at a low level, as they cost a lot, and unobtainium isn’t that beneficial to have more of. However, at top level unob has the extra use of crafting chips from the crafting section, which costs a lot of unobtainium. These modules are very useful for that, and nothing else.
module size = 3, white coin cost (1) = 50
proc chance = 200, prize for proc (1) = 1
Unobtainium = Unobtainium + prize for proc (2)
module type 21, Enhancer Fragment Module
Enhancer Fragments are extremely useful for leveling up your Runes. These are by far the fastest way to do that, but you will still be subject to hitting the enhancer fragment cap. After you finish leveling your runes these are completely useless.
module size = 1, white coin cost (1) = 10
proc chance = 100, prize for proc (1) = 10
Enhancer Fragments = Enhancer Fragments + prize for proc (2)
module type 22, Bacon Module
Bacon tastes really good, and having more of a good thing is nice. Bacon module is the highest pet food / claim module that will fit in your bar with a special pet food module, the actual highest pet food / claim module. Sadly, by the time you can afford a good bacon mod you should have plenty of bacon, making these modules far less useful than they could be.
module size = 3, white coin cost (1) = 25
proc chance = 200, prize for proc (1) = 1
Bacon = Bacon + prize for proc (2)
module type 23, Crystal Module
Crystals of rarity are used to activate your battle runes, might be useful for more consistent use of them.
module size = 3, white coin cost (1) = 25
proc chance = 100, prize for proc (1) = 1
Crystal of rarity = Crystal of rarity + prize for proc (2)
module type 24, Ultimate Crystal Module
Crystals of Ultimate rarity are used to activate your reward runes, might be useful for more consistent use of them.
module size = 4, white coin cost (1) = 50
proc chance = 25, prize for proc (1) = 1
Crystal of Ultimate Rarity = Crystal of Ultimate Rarity + prize for proc (2)
module type 25, Purple Button Module
Purple buttons let you buy more grandpas. However, grandpas let you buy more grandpas. And outside of grandpas, these are fairly useless. Might be worth using a low tier one early in the game to get a headstart on your grandpa count, but these drop off in usefulness fairly quickly.
module size = 3, white coin cost (1) = 25
proc chance = 200, prize for proc (1) = 1
Purple Buttons = Purple Buttons + prize for proc (2)
module type 26, Career EXP Module
module size = 1, white coin cost (1) = 10
proc chance = 500 ,prize for proc (1) = 50
4 st9 career exp modules would take 3 years at 400% speed and 6000% boost to reach career level 200. Straight garbage.
if(career Level[mod Career] >= 100)
Gain Career EXP for mod Career * prize for proc (2) * 2
else
Gain Career EXP for mod Career * prize for proc (2)
module type 27, 100k Medal Module
100k medals are useful for, making your arcade better with ‘cheats’. And pet food. This resource is very useless, no real reason to use one of these.
module size = 3, white coin cost (1) = 25
proc chance = 200, prize for proc (1) = 1
Gain [Prize for proc (2)] arcade 100k medals
module type 28, Stadium Token Module
Stadium tokens are even less useful than arcade 100k medals.
module size = 1, white coin cost (1) = 10
proc chance = 500, prize for proc (1) = 20
Stadium Token = stadium Token + prize for proc (2)
module type 29, FCG Cash Module
Fcg cash is kind of useful early on, if you don’t want to send your cyborg at fcg until you have the cash to buy a deck. And after you’ve bought a few decks and maxed pet, you don’t need that much more cash than you get from winning so these kind of suck.
module size = 1, white coin cost (1) = 10
proc chance = 500, prize for proc (1) = 20
Fcg Cash = fcg Cash + prize for proc (2)
module type 30, LolMarket Lv. 1 Module
Best lol module of its size, you can fit this on more setups than the other sizes. Not completely useless?
module size = 1, white coin cost (1) = 10
proc chance = 10, prize for proc (1) = 1
lolGems[1] = lolGems[1] + prize for proc (2)
module type 3, LolMarket Lv. 2 Module
There is no reason to use this mod instead of a level 3 lol market module.
module size = 2, white coin cost (1) = 10
proc chance = 10, prize for proc (1) = 1
lolGems[2] = lolGems[2] + prize for proc (2)
module type 32, LolMarket Lv. 3 Module
Best lol module of its size, you can fit this on more setups than the other sizes. Not completely useless?
module size = 2, white coin cost (1) = 20
proc chance = 10, prize for proc (1) = 1
lolGems[3] = lolGems[3] + prize for proc (2)
module type 33, LolMarket Lv. 4 Module
There is no reason to use this mod instead of a level 6 lol market module.
module size = 3, white coin cost (1) = 20
proc chance = 15, prize for proc (1) = 1
lolGems[4] = lolGems[4] + prize for proc (2)
module type 34, LolMarket Lv. 5 Module
There is no reason to use this mod instead of a level 6 lol market module.
module size = 3, white coin cost (1) = 30
proc chance = 15, prize for proc (1) = 1
lolGems[5] = lolGems[5] + prize for proc (2)
module type 35, LolMarket Lv. 6 Module
Best lol module of its size, size 4 (while shiny) modules are quite useful as they can be fit alongside a very powerful size 5 module.
module size = 3, white coin cost (1) = 50
proc chance = 15, prize for proc (1) = 1
lolGems[6] = lolGems[6] + prize for proc (2)
module type 36, LolMarket Lv. 7 Module
There is no reason to use this mod instead of a level 10 lol market module.
module size = 4, white coin cost (1) = 50
proc chance = 20, prize for proc (1) = 1
lolGems[7] = lolGems[7] + prize for proc (2)
Adventures
module type 37, LolMarket Lv. 8 Module
Awesome Adventures is a fast-paced questing system that helps you gain a bunch of exp. Each zone gives different amounts of exp multipliers, which is then added to a multiplier for your reputation. Town has a multiplier of 3000, the Untitled zone has a multiplier of 3500, both Titled zone and Cakeland have a multiplier of 4000. This is added to the square root of your reputation. Career exp gain is also based on the zone you are adventuring in. For these purposes Town has a value of 205, the untitled zone has a value of 215, while Cakeland and Titled zone both have values of 225. These values will be added to your reputation^0.35. For both of these functions whether your reputation is positive or negative does not matter. While you have negative reputation certain adventures will produce less favourable outcomes, and cannot purchase all the energy upgrades, so until you buy all of those (max energy is level 75, with 60-75 costing ~700k rep to buy) it is completely worth focusing on gaining a positive reputation. Each zone will give you the adventurer trophy weapon in battle arena as a prize for adventuring there enough, the later zones will give them more often. This weapon isn’t very good for your use, but it is your rank and can do a good job for Robacon if you wish
There is no reason to use this mod instead of a level 10 lol market module.
module size = 4, white coin cost (1) = 60
proc chance = 20, prize for proc (1) = 1
lolGems[8] = lolGems[8] + prize for proc (2)
module type 38, LolMarket Lv. 9 Module
There is no reason to use this mod instead of a level 10 lol market module.
module size = 4, white coin cost (1) = 75
proc chance = 20, prize for proc (1) = 1
lolGems[9] = lolGems[9] + prize for proc (2)
module type 39, LolMarket Lv. 10 Module
Best lol module. Lol 10s give the most exp and profit of any lol gem. Very powerful while idling due to the lack of cap on lol gems, whereas with coin modules you would hit the cap and they become useless to some time.
module size = 4, white coin cost (1) = 100
proc chance = 20, prize for proc (1) = 1
lolGems[10] = lolGems[10] + prize for proc (2)
module type 40, Adventure Time Module
Adventures are very good exp until you’re able to do other things pretty good. So these are great to start off with for exp, but drop in usage. Due to their ability to convert energy to refills, these are decent for idling. However, later in the game adventures is very slow for exp compared to most other features, meaning that if you buy these they will drop off in usage.
module size = 2 , white coin cost (1) = 25
proc chance = 200, prize for proc (1) = 2
Awesome Energy Next = awesome Energy Next - prize for proc (2)
module type 41, Special Food Module
Special Pet Food is literally only used for feeding your pet, and increases the cost of buying more in adventures. There’s no reason to use this module.
module size = 4, white coin cost (1) = 10
proc chance = 400, prize for proc (1) = 1
Special Pet Food = special Pet Food + prize for proc (2)
Tukkun FCG
module type 42, Fatigue Recovery Module
take decks from www.tinyurl.com/pwdecklist. Use 8.5.2.25.1.77.3.93.5.109.3.129.3.199 to complete the levels 0-5 quests (don’t actually finish 5), then buy 5.18.4.102.7.106.3.116.4.130.2.146 and play level 6 till you can afford the days Legendary Monster killer (level 9) from the aforementioned decklist. Try to fight the new one that appears every day, they are really good exp. If you don’t feel like you understand Tukkun FCG, try doing Challenge 5 (select this in the main screen where you click your save file), it is basically a big FCG tutorial, and if you complete it you get a nice medal for the Battle Arena. And no, PvP is not against real people, this game is 100%, single player. Read the instructions. Types of cards
Energy Cards
Energy Cards augment the energy you currently have or the energy you generate each turn. These are required to play the cards you want.
A fatigue module will allow you to idle fishing overnight. Idle fishing is one of the best idle exp sources in the game. 1 st9 fatigue module is enough to keep your fatigue very low assuming you don’t have a rod that increases spawn rate, because of this, rods that increase spawn rate drop off in quality. For more information on fishing rods check the fishing section at the top of the guide.
module size = 2, white coin cost (1) = 50
proc chance = 250, prize for proc (1) = 3
Fishing Fatigue = fishing Fatigue - prize for proc (2)
Generators are cards that affect the impact the amount of energy you gain each turn. You can have as many generators in your deck as you want, within the deck limit of 100. These cards are very useful in any deck except rush decks, where the game ends before the energy you get from a generator is worth it. The earlier these cards are played the more effect they have on the game. There are also various cards that have special abilities that create a generator like effect, such as energy upclash.
Restocks
Instant energy cards are cards that instantly increase how much energy you have, but do not increase your energy production at all. These are generally, only useful in rush decks, such as perma-face or golden swords. They are also used in a few level 9 counters that need quick answers and can’t afford to wait for generators. They’re fairly useless at higher levels, but very good for level 6 and below.
Daily restock is quite limited, and generally, not that great. To start only a select tier range of module will show up. As you may have noticed yourself, tier 1 is the lowest tier of module, and will show up. However, the cap is slightly harder to figure out, it’s 4 + ascension count.
With a shiny chance of 0.8% during your first ascend, which is then boosted to 6.9% after you’ve reached level 9000 at least once. This low chance makes shiny modules rarer. To make this slightly better, on Saturday and Sunday you have a 10% more shiny chance. This is insanely powerful and makes day skips for modules pretty much only worth it on Saturday and Sunday, specifically Sunday because it has another bonus.
On the daily restock each module starts with a 42% chance to tier up. This is then increased by [(white coins you have right now/ 25000) %] and the reason for day skip on Sunday is the day of the week bonus to tier up chance. On Monday, Wednesday, Friday, and Sunday, your modules have a 10% greater chance for your modules to tier up. This tier up chance is done 8 times, meaning that with 0 white coins on Sunday you only have a 0.5% chance to a module that shows up to be tier 9, and a 0.09% chance for a shiny tier 9. However, with 1m-1 white coins the modules each have an over 50% chance to be tier 9.
Monster Cards
Garden
All Gardens
Monster cards are the cards that go onto the field. You can have one monster on the field at a time. Monsters are one of the main ways of damaging your opponent, and many have special abilities that can be used for many other things. There are a large number of monsters with a vast array of abilities and roles to fill.
Raw Stats - a lot of monsters just have good stats to deal damage. These cards are usually used in either a perma monster deck, or not used at all. These cards are mostly dragons and crawlers, with a few other cards like elite crab throw in. Most of the time, they either act as your main win condition along with monster buffs, or a perma-monster target. They can also be secondary win conditions or force your opponent to use up removal.
Draw - there are only 2 monsters that let you draw cards when summoned: golden snail and cockatrice king. Due to the general lack of card draw in FCG, these cards can be very powerful, allowing you to cycle through your deck very quickly. The Golden Snail isn’t used often because of its low stats and negligible ability, but Cockatrice King (Cock) one of the most versatile monsters in the game due to its decent stats, attack buff, and card draw. Cock is an integral part of many amazing decks, like holy perma cock, (holy symbol + Permamonster + cockatrice king), Rainbow Cock (rainbow swords + cockatrice king), and even green spam (just a bunch of good green cards).
Buff - a few monsters decide that they suck, and you’re the best, so instead of trying to do things themselves, so they increase your stats and hope that you’re 1337 enough to beat the enemy yourself with their buff. All monsters that do this fall under the “cockatrice” type. By far the best of the monster that buff you would have to be, again, the cockatrice king, for the same reasons above, the 3 bonus attack just makes the decks it’s used in even better. Most of the time these cards aren’t used because cockatrice king is just so much better than any of the others.
Growth - some monsters know that they suck normally, so to make up for this they decided that they will grow over time. These ones are often referred to as growers, not showers. These are mostly used in slower decks against enemies without monster removal. The best cards for this are the razer mantis and the elite imp. If these monsters aren’t dealt with quickly they can become a huge threat that’s hard to deal with, and swing the game.
Poison - some cards forgo killing your enemy with raw damage and instead decide to slowly kill your enemy with a poison, that deals a set damage every turn. This can be stopped with a card that gives regen, or the cure card, but is otherwise a fairly powerful, if slow, strategy. The colours that emphasise this tactic are green and red, having the mosquitos and the red hydra in those colours (along with the poison arrow). Every turn that cards with this ability are on the field, the more poison your enemy has, eventually completely overwhelming them. Decks that use this strategy usually focus on regeneration and defence, while having enough flame mosquito cards to guarantee poison on your opponent.
Wall - the big daddy (and light sparkle) card has the ability to take hits from your enemy for you, while not really threatening offensively, this is a great tactic for stalling, essentially increasing your HP by at least 30 points (unless you opponent kills or damages it with a spell). Th
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