Secrets of Grindea 0.870c Review,Walkthrough and Gameplay. The good news is that it got a Secrets of Grindea 0.870c update download, so I’ll be playing that version.It doesn’t have the multiplayer, but it’s completely hassle-free to set up.
What's NextA few weeks back we had a discussion about what was left to do. We are, after all, at the doorstep to the end of the game - main story wise, at any rate!As many of you know, there are a number of 'holes' in the game right now: promises with no conclusion, like those wobbly plants, the house visible from Evergrind East, the strange stump in Seasonne, and so forth.In essence, the four big parts left to do are: Final Dungeon, Game Finale, Arcade Mode Finish and Filling The Holes. The Game Finale will be very content heavy so we feel it's best to separate it from the dungeon leading up to it.Initially, we were really intent to steam ahead and go with the Final Dungeon, but thinking about it some more we actually didn't like that approach. If we kept on thinking like that, would Filling The Holes be the last thing we did? Patch InfoRecommended Level: 26-30SummaryHey, listen! And a final touch to the Lost Ship story arc.DetailsAbout the patchThis is a so-called 'Stable candidate', in that from here on it's just bug fixing and monitoring for a while before the whole Lost Ship will sail into port for the Stable-branch!In this update, the Lost Ship finally got its sounds, and it feels a lot better with them! I especially recommend battling the last boss of the ship again, if you can muster it, because those sounds were great in our opinion.We also put the arc end-point a tiny bit further into the story, as we felt that was a better way to end it for now.
Hopefully you'll enjoy what you see!We'll bug fix this one over the weekend and sometime early-mid next week we hope to move this thing over to Stable so we can focus on the next step of development! Patch InfoRecommended Level: 26-30SummarySide quests ahoy!This is one of those real Frontline updates! All the sounds are either placeholder or missing, and some effects aren't final etc, but the functionality should be enough for testing!DetailsAbout the patchSo this is the traditional 'side content' update that usually follows a main story update, and as always things got a bit out of hand!
First and foremost, the teased chests and secrets of the Lost Ship now has proper rewards, and the cards have their effects implemented. Mixe (the Lost Ship bartender) now also offers a pretty substantial side quest with a total of three rewards.Apart from that, for a polished impression we also felt that we wanted to give the world-shifting ability some place outside of the ship. To that end, we've added ghosts in Tai Ming and the Pumpkin Woods graveyard!Oh, and the real news everyone has been waiting for: the library is now open!!
Hotfix Patch NotesPatch 0.873d - February 26th '20. If someone's been stuck inside the final 'Startington?'
Base Patch NotesAdditions. A quite large side quest can now be gotten from Mixe in the Lost Ship. The Lost Ship chests now contain proper items and contribute to save file completion.
You can now rebind keyboard controls in the in-game menu (before it had to be main menu). The Lost Ship Cards now have proper effects. If you've finished the festival, The Library will now be open!
Loli's back, everyone, I hope you didn't miss her too much.One of the core collection mechanics in the game is cards (surprised, I know, they only make a huge deal out of it after Giga Slime), and cards give your character a surprising amount of small buffs, effects, and even strange modifiers that stack with your talents and skills. Some are not as amazing as others, some are ridiculously good, and overall, the important thing with the cards is YOU SEE AND FEEL THE DIFFERENCE. Here's the short list of enemies:1. Jumpkin/Lantern Jack4. Mage of Seasons10. Knight of SeasonsNow, anyone looking just to grind, that's all you really need, but for other players, perhaps you'll appreciate the rest of the guide and specifices of each card (even though, spoilers, they are already written in the pictures).
For all newer players, remember that you can't grind for cards unil after you've become a Collector.1. BloomoFound West of Evergrind CityIn the screen which they appear, there are three static Bloomos, and they don't move, making them easy to dance around their wild vine swing, and they know no other attacks. I chose to grind them by continuously exiting off-screen because when you enter hoarde mode (at least that's what I call it when enemies start spawning extremely fast in an area) more than likely you'll end up with a bunch of Rabby jumping about. This card is an easy 50 HP increase, which is better than most effective armor up to this point in the game,2. BeeFound in the Pillar Mountains next to the fishing spotsMrs.
Bee is an annoying enemy that can't be hit while flying except by your cloud summon, and requires you to either block with your shield to temporarily render unconcious or for you to time your attack against her swoop. Some firecasters may find that using the fan of flames can easily stop her without having to use your shield.
This card increases your shield's durability by 25, which doesn't seem like much but is almost half a shield upgrade in itself. It is especially helpful when you find yourself going up against Elder Winter and allows for a special little tactic which I'm sure someone's already written about.
Also this might save your shield from breaking when faced with enemies like Brawler Bots and Phaseman. The best way is to just make the enemies in the mountains go hoard mode, because more often than not, Mrs.
Bee will spawn3. Jumpkin/Lantern JackFound in the Beginning of Pumpkin Woods and above the GraveyardBoth of these are increases to either your ATK or MATK, and it's quite the difference. You can skip one or the other depeding on the path you chose, but you may want to opt for both, especially mages who spend a lot of time casting but would like to be able to protect themselves in close quarters against smaller enemies in boss fights.
Jumpkins spawn hoarde quite quickly in the beginning of the woods, but Lantern Jacks only really spawn above the graveyard with a mess of other enemies, but they are also really weak, so you sould have no problem blowing them up.4. ScarecrowFound above the Graveyard in the Pumpkin WoodsScarecrows are pretty tough for being made out of straw. Their lunging attack also makes it difficult to get in close without getting a good block in, but double-handers should have no problem with this.
Nor magic users. Regardless, this handy little card ups your defense by 4, which is pretty solid for early game and may even save your life when fighting mini-bosses. You can farm them during hoarde above the graveyard.5.
HalloweedFound above the Graveyard in the Pumpkin WoodsThis is one of the more annoying enemies to farm cards with, so you can be either very lucky or unlucky. Its burrow strike is hard to perfect guard and sometimes it will send vines through the ground and hold you in place where other enemies may get a free shot at you. Regardless, your efforts will not be in vain, for now health orbs give you 15% more life, and that's quite something later in the game and is especially helpful when grinding later sections of the games where enemies hoarde in crazy amounts. Your best bet is to just man-up against the Halloweed and kill it with perfect guard crits.6. PeckoFound in the Ancient Temple on the first outside area on the rightThere are other locations for Pecko birds, but this is the most easily accessed. Pecko has two forms of attack, the first being three pecks with its scary neck thing, and the second being a sand attack if you go behind it.
A perfect guard will stop its craz pecking allowing you to hit it a few times. Peckos are actually a gold mine for things, but its card is the real winner, giving you a whopping 100 extra health, which is effectively better than armor. This also by effect increases the amount of health you recover from a health orb, and I would recommend grinding this card the most before facing the Season Temple in Santa Fae.7. GuardianFound in the room before confronting PhasemanGuardian crystals are weak, but annoying, because they either buff an enemy by shielding it, make the area around you get saturated in Gravity Magic, or they connect to each other to make laser beams that interrupt every single charge action you do. Either way, these babies are worth the ugly grind for, because the card gives you an all boost of ATK, MATK, and DEF by 5. Pretty good balanced buff, I'd say, although it's not particularly game-breaking on its own, we'll do a recap of all the stats that are added on because of these cards.
Still, any boost is helpful.8. YetiFound in the first area of Seasonne under the phase plates and south of Santa's WorkshopYetis are annoying. They have a lot of HP, they do a lot of damage, the turn the ground into ice, and if you block their freeze breath, you get a slow debuff or are frozen altogether if you don't. They also appear in hoarde with Ice Slimes, which are little ♥♥♥♥♥♥. However, Yetis are one of the Modifier cards, where it gives your sword swing a 5% chance to put the ice slow debuff on enemies, which also means that with the right skills and talents, can deal a lot of collosal damage, not to menion allow you to kite your enemy as everything they do now is slow.
Also this stacks its percentage, as far as I know, with Chilling Touch, which means with that perk mazed out and this card, you have a 20% chance of debuffing your enemy. Perfect for any Ice Queens out there (Loli Jugs included).9.-10. Knight/Mage of SeasonsFound everywhere, but most notable place to grind would be up the right sairs in the Main Hall with the Loli StatueThese enemies are powerful and recieve buffs depending on the season of the room, so dealing with them is tricky and usually life threatening. During Fall, Knights of Autumn will do a cyclone sword spin around the room while the Mage will throw tornados that will interrupt your actions and throw you around the room into potential threats.
During Summer, Knights of Summer are a lot stronger on DEF and ATK while a Mage will sprout harmful thorn roots around your character. During Winter, Knights of Winter will thrust their lances forward, creating an ice path as you slide along and I have no clue what the Mage does because I absolutely refuse to fight wizards when it's as cold as my ex's heart outside. Anyone with any sense knows better than that. Either way, they both give big buffs, the Knights all physical, such as ATK and DEF up by 10 and APS by 5, and Mages are more Magical, buffing MATK by 10, EP by 5, and Cast Speed by 10.
Your best bet to kill the Mages first in the room. So now you have 10 cards in hand after 3 hours of terrible and weary grinding. Let's see how your character has grown since then:HP: x +150EP: x +5ATK: x + 30MATK: x + 30DEF: x +19APS: x +5CS: x +10Shield: x +25Unique Modifiers:Health Orb gain%115Chilling Touch%5Talk about some serious perma-stat gain! There are so many other cards that do so many other interesting, but for your dedicated card-hunting Collector, these are to build the foundation of a stronger character who can survive through the hardships the land of Grindea chooses to throw at him or her. I hope you enjoyed the guide, and happy card-hunting!