6.1.
Cosmicon Collective Tutorial
The Cosmicon, Roll On! event is based on the minigame, Cosmicon Collective, and new card and dice based minigame
found on Planarcadia. The gamemode revolves around using a unique character card, and rolling dice based on the
cards stats and effects to deal damage to your opponent. Once your opponent's card hits 0 HP, you win!
In Cosmicon Collective, each side will select one card of choice that will determine their dice, attacking and defending stats, as well as any unique
effects associated with that card. Then, one side is designated as the attacker and the other side the defender.
The attacker will roll dice first, and choose dice up to the number of attack their card has. The total value of the dice plus any bonus effects will be the attack value for the turn.
Afterwards, the defender will do the same and roll and choose dice based on their cards defense stat. The total value of the dice plus any bonus effects will be the defense value for the turn.
The attacker will deal damage to the defender based on the difference in value between the attacker's attack and the defender's defense, which is then dealt as HP damage to the defender.
In this example, an attack with 17 damage will deal 2 damage to a defender with 15 defense.
Once a turn resolves, the roles will be switched. This will keep going until someone reaches 0 HP!
6.2.
Cosmicon Collective Card Effects and Stats
Each card in Cosmicon Collective has 5 major stats that you should know. The first three are the cards HP, Attack and Defense.
The HP stat dictates how much damage the card can take before going down to a K.O., which is the losing condition.
Using this Firefly card as an example, we can see she has 28 HP.
Attack and Defense are the amount of dice you can select on an attacking or defending turn, respectively. An attack of 3 means you can select 3 dice to do your attack calculation for the turn.
The next stat worth noting is the Dice Face Overview for each card. Each card has a selection of dice, ranging from d4s to d8s, which are the total dice rolled during a turn.
While you can only select the amount of Dice used to calculate your attack or defense for the turn, the Dice listed in the Dice Face overview will always be rolled,
allowing you to choose the best numbers for your attack and defense.
If we once again look at this Firefly card, we'll see that she has 3 purple d6s and 2 blue d4s in her Dice Face overview. This means each turn, a total of 5 dice will be rolled, of which you can select
4 to attack or 3 to defend. Additionally, she has access to 2 prismatic dice, which are special, equipable dice that have unique effects. Prismatic dice values act as charges, and will determine
how many times you can add a prismatic dice to your pool of rolls during a match. This means that over the course of 1 game, Firefly can add a prismatic dice effect to her rolls twice a game.
The final stat on a card worth noting is the unique effect. Most cards have an effect written on the bottom that grants them buffs, extra damage, attack, or
defense when a certain condition is met. These card effects are quite powerful and can easily swing a turn, so they are worth playing for and should be considered when picking your card for a match.
6.3.
Additional Cosmicon Collective Mechanics
Now that you have the basics for the gamemode down, there are three additional mechanics to Cosmicon Collective that are important to the outcome of the match. The first of these are prismatic dice.
Prismatic Dice act as selectable dice that can be equipped onto a card. Most cards of rarity 3* or higher will come equipped with their own prismatic dice, but this dice can be changed.
Prismatic dice offer unique and powerful effects such as higher average numbers, healing, dice changing effects, and more. They are typically much more valuable then the regular set of d4-d8 dice you roll on a turn.
A card's prismatic dice value determines how many times a prismatic dice can be used throughout the match, and they can be used on both attacking and defending turns.
Choosing a prismatic dice that best suits your characters unique effect and using then on the right turns will be a crucial part of the Cosmicon Collective gameplay loop. Try to use dice that compliment the unique effects on your cards!
During a match, there are two other mechanics to be aware of. The first of these is rerolling. On an attacking turn, you can reroll any number of dice a maximum of two times. By selecting
dice and using the reroll feature, all selected dice will be rerolled. This can be utilized twice per turn, so you should always try to reroll dice that ended up in the lower part of their range. Be aware
that sometimes, you want lower numbers to activate certain unique effects or avoid punishments from the turn effects or the opponent's card effects, so keep that in mind when you choose what dice to reroll.
Lastly, during Cosmicon Collective, some matches will have weather effects. Weather effects activate every 2 turns, and will change add an additional effect to each turn based on the weather. For example, this frost weather will increase defense by 1 if
the attackers dice contains matching numbers. You will be able to see what the active weather is on the right side of the screen, and clicking on it will provide details about the effects.
Make sure you keep these weather effects in mind when selecting dice for your turn.
6.4.
Cosmicon, Roll On! Story Stages and Guide
The Cosmicon, Roll On! Event is primarily focused around the storyline of the Adventure Mission, "Ballard of Moles: Mogura Invasion". During the course of the Cosmicon, Roll On! Event, you will battle story NPCs in Cosmicon Collection
in order to uncover the events of the Moles in Planarcadia.
The event will cover 10 story battles, each with their own unique cards and dialouge. By playing through the event and the story, you will gain Victorious Power Tokens, which can be used in the Cosmicon Collective shop to unlock
cards and prismatic dice related to the Cosmicon, Roll On! Event.
Below are the 10 story stages and some line-ups and tips to help you get through them.
6.5.
Stage 1: Svarog
Recommended Cards: Firefly
Stage 1 has you facing off against Svarog in a mini tutorial stage. The provided Firefly card is quite powerful and relies
on activating its card effect to attack twice a turn. Reroll your dice and use your prismatic dice to aim for 2 pairs of numbers, which will
activate the combo effect.
This effect is also indicated by the arrow under the dice on screen! Going for a combo on the first attacking turn
can also be powerful with Firefly, since we abuse her extra 5 damage when her HP is full more effectively on the first turn. Utilizing this
strategy with Firefly will prove useful in future stages as well.
6.6.
Stage 2: Clara
Recommended Cards: Firefly or Hyacine
Stage 2 has you facing off against Clara, who is using a The Herta card. The Herta is a card primarily based around utilizing
prismatic dice, and the prismatic dice here is Berserker, which can highroll for a lot of damage or low roll for minimal effects.
Try to burn down The Herta before she can activate Arise after 4 turns, and save your prismatic dice for strong offensive turns to combo
or defensive turns where the Berserker dice rolls high.
6.7.
Stage 3: Serval
Recommended Cards: Firefly or The Herta
Stage 3 has the player facing off against Serval and her Robin card. Robin is a powerful ramping card that can upgrade her dice
over the course of a match, but cannot utilize prismatic dice. Going for high damage with Firefly on early turns can lead to an early victory,
or use The Herta can spam prismatic dice in order to overwhelm Robin before her level ups go off.
6.8.
Stage 4: Landau Family ... and Pela (Lynx)
Recommended Cards: Firefly, Acheron, or Robin
Stage 4 has the player facing off with Lynx and her Phainon Card. Phainon's card effect allows him to heal for 50% of the
damage he deals, and can survive death once per match. While this may seem scary combined with his powerful offensive dice,
Phainon only has 2 defense and 20 HP, meaning it is very easy to K.O. him once the Unyileding buff has been used. Acheron can ignore
defense to deal damage to him through his defnese, while Robin can level up her dice and go for an easy one turn K.O. if Unyielding isn't active.
Alternatively, you can utilize the same Firefly strategy from previous stages, aiming for a combo to try and deal 20 damage in one turn.
6.9.
Stage 5: Julian
Recommended Cards: Firefly, Acheron, or The Herta
Stage 5 is versus Julian, who comes at us with a March 7th Card. March 7ths card effect allows her to deal
constant chip damage by matching dice, which can stack up very quickly. Previous strategies with Firefly's combo and The Herta's prismatic
dice spam work well here, but Acheron can also chip her down in a couple turns with the right rerolls. The goal is to win before March's chip
damage overwhelms you!
6.10.
Stage 6: Hook
Recommended Cards: Phainon, March 7th, Firefly
After some story events, we'll be thrusted into a real match against Hook and her Castorice. Castorice is a card that plays around taking big hits to
level up her attack and defense, then using her prismatic dice to heal off the damage and retaliate. Due to this, it is best to chip away at Castorice
with lower damage to avoid activating her unique card effect, then attempt to K.O. her on a turn where she is above 10 HP. Firefly combo is once again a great way to do this,
but Phainon and March 7th match up into Castorice quite well due to their own healing effects and chip damage respectively.
6.11.
Stage 7: Sparxie
Recommended Cards: Hyacine, The Herta
Sparxie can be a particularly challenging fight due to her Kafka card applying poison. In combination with weather effects,
this can quickly deal a lot of damage over time. Hyacine's healing can help deal with the poison damage. The Herta's large HP pool can assist as well,
but be careful with the thorns effect on the Berserker dice.
6.12.
Stage 8: Rappa
Recommended Cards: Castorice, Kafka
Rappa will fight us with a Dan Heng - Permansor Terrae card, which excels on the defensive turn. Kafka is prime for whittling away
at his HP bar, while Castorice is can use Dan Heng - Permansor Terrae's attacks to safely level up her stats and become extremely strong.
6.13.
Stage 9: Yao Guang
Recommended Cards: Castorice, Dan Heng - Permansor Terrae
Yao Guang, utilizing her own card, will focus on rerolling in order to hit you with optimal turns. Similar to the last stage, Castorice
can be a powerful option here to active her own unique effect and survive with her prismatic dice, but Dan Heng - Permansor Terrae's unique effect
will make it very difficult for Yao Guang to deal meaningful damage, even with the rerolls. Chip away at her HP and save prismatic dice for big offensive turns
or to survive nasty high rolls from Yao Guangs attacks.
6.14.
Stage 10: Seele
Recommended Cards: Firefly, Yaoguang
For our final stage, Seele brings Cyrene to the table and aims to overwhelm us with quickly with a Gambler dice that combos
with Cyrene's arise effect. Firefly is an amazing option here, as going for a combo turn 1 will quickly chunk out Cyrene's HP bar before
she gets chances to abuse her Gambler dice. Similarly, rerolling with Yaoguang guarantees you to have high, consistent outgoing damage with
her Destiny dice reducing Cyrene's rolls. Her 35 base HP allows her to survive through a couple turns, even if Cyrene gets a high attack roll with Arise
active.
6.15.
Free Co-Op Matches and Friend Duels
After completing the main story, you can gain access to the multiplayer mode for the Cosmicon, Roll On! event for the duration of the limited time rewards (End of Version 4.0). There are some rewards locked behind
PvP objectives, but don't worry! You can easily get them all in a couple matches, and there are no punishments for losing. You will always gain points toward the rank rewards regardless of win or loss. You will also
gain the ability to change the prismatic dice of characters, so use your favorite combinations and climb the ladder!
The score ranges for each rank are as follows:
- Silver Combat Recruit: 0 - 499
- Silver Combat Veteran: 500 - 1999
- Silver Combat Expert: 2000 - 2999
- Silver Combat Master: 3000 - 4999
- Silver Combat Commander: 5000 - 9999