Tips for completing the game
General Info
You don’t need to worry about achievements before you finish the game, so I recommend to only use this guide after you beat the story. However, if you’re stuck at any point (I’m looking at you, Act 3), I added some general gameplay tips in Act 1 section that should help you understand the game’s mechanics enough to beat it.
Keep in mind that at the end of the day this is a roguelike game. You won’t win every run, especially when you’re still learning the game. Even with a very good strategy, sometimes the RNG just doesn’t want to cooperate.
Story Achievements
Act one is mostly there to teach you the basics of the game. There isn’t really much to say about beating it, so I will use this section as a general tips guide. First thing you should know is that you can learn about all the effects in the game if you hover over their icons. Hovering over an attack icon will outline every targeted Mystling in red. All the actions happen in order from the last creature to the first one, both for you and for your opponent.
Don’t sweat it too much if you don’t have energy to play your attack card. At the end of your turn, after the opponents complete their actions, your Mystlings will have their free action. Two in the back will get Activated (you can check their Activation effect if you hover over them) and the one in the front will attack the first enemy for free.
Power and Strength are two completely different things. Power is the base attack stat of your Mystling and it’s more or less permanent. You can raise it with Blessings, by training your Mystling in a Care Center and in an orange Totem, but it can’t be upgraded in-battle. On the other hand it cannot be lowered outside of battle, but it can be temporarily lowered by Weakness effect in-battle. Strength is a buff that is applied either by cards or Mystling Activation and it lasts only until the end of your turn. Stacking
Be careful when using Mystlings or Blessings that nullify some effects (for example a Whistling Mask):
You need to pay attention to the fact that a Mystling with it will not be able to get Strength, but you will still be able to use cards that grant Strength on it, they will just be wasted.
Don’t underestimate Vulnerability. If you can consistently apply it, it can be a big boost to your damage. The way it works is that every stack adds 1 to the next damage an opponent receives. It works on every type of damage, not just attacks. What’s more, every time you trigger it only one stack is used up, so you can stack it between rounds.
I would recommend playing around with different setups. Half of the fun in this game is figuring out what works and what doesn’t. There are a lot of great teams you can run. But if you need an easy, reliable strategy that will let you get through the entire story without much hassle I would recommend picking a team of Glarexus (tank), Golomo (damage) and Prowler (support) with Maya Bloomberry as a tamer. It’s a very comfortable setup that has a lot of Mystberries generation, good survivability and flexible damage with a very high lategame damage potential. All you need to do now is to not buy Blessings or cards unless you actually want them. You get bonus equal to 20% of your total Mystberries after a fight from your Prowler Talent. It’s not worth it to spend your Mystberries on upgrades that you don’t really need. When choosing, just keep in mind the purpose of each Mystling and keep your upgrades in-line with it. Put damaging upgrades on Golomo, survivability boosts on Glarexus and general upgrades for the whole team on Prowler. When evolving, I usually take multistrike on Golomo and 20% of shield as damage on Glarexus. When it comes to spending gold, try to spend as much as you can on raising Golomo’s Power. I like to go for Whistling Mask on Golomo if I can get it. Triple strike with high Power is a really good way to deal damage. Don’t be afraid to use Golomo’s signature card on it. The revive passive lets you constantly play it below half health and it synergizes well with all the cards that trigger on Mystling faint.
The boss in act 2 will continuously summon adds in front of it. There isn’t really much point in trying to focus on killing them since you would need to consistently oneshot all of them and then have enough multiattack, cards and energy to hit the boss. If you can pull it off then this boss will be very easy for you. If you can’t, one other strategy is to rely on a Blessing that lets you hit the last opponent instead of the first one or cards that let you attack random targets, chosen targets or all the targets on the field.
This boss will apply one acid every time it’s attacked. This adds up quickly and every stack deals 1 unavoidable damage at the end of your turn. Most consistent strategy is to focus on landing just a few huge hits. What helps in this is stacking vulnerability on the boss before attacking. You can put your tank in the front and focus on just stacking vulnerability for the first few rounds. This would be easiest to do if you take Golomo since it applies one stack of vulnerability “passively” with its activation at the end of your turn, which offsets your attacker stripping one vulnerability with its attack every turn. This means that all the other sources of vulnerability add up. It can additionally double vulnerability on the boss when it faints, if you pick this upgrade when evolving it. Mystlings that have built-in vulnerability application:
- Golomo (on activation)
- Eftus (special card)
- Frogmar (special card)
Fale is also a good pick since it can make your Golomo activate one more time every turn. All other Mystlings can still apply vulnerability by using some Blessings. Other than that just focus on building a proper damage-dealer who can hit high numbers. The team described in act 1 section will work just fine here.
The boss here is very similar to act 3 boss. It also applies acid every time it’s attacked, making it the same type of dps-check as the previous one (can you kill it before it stacks enough acid to kill you?). The only twist here is that… well, that’s not the final boss. Act 4 serves as kind of a gateway between two different playstyles. First half of it is the same as acts 1-3. You have limited amount of battles that you need to complete before fighting the main boss. The second half (after the first boss) is a small taste of how act 5 plays. There is no battle limit, you can take your time to clear the entire map and stack up on resources before going to the last boss. The second boss spawns with 2 eggs behind it. When its health is below 50% it will absorb one of the eggs to raise its max health by 100 and grant itself 5 wrath. It’s most optimal to kill the eggs before the boss, but to do that you need a way to target minions behind the boss, similar as in act 2. You can skip this mechanic completely if you deal enough damage to just burst through the boss’ health bar.
This area has no time limit, so you can take your time to really build your team properly. You beat it by killing the same boss as at the end of act 4.
General Achievements
Unlock all blessings
You get it from leveling up.
Unlock every Tamer
You get it from leveling up.
Unlock every Mystling
You get it from leveling up.
Unlock all cards
You get it from leveling up.
Speak to every character in the Hub
You can only get it after you unlock every Mystling. They unlock as you level up and appear in the Hub afterwards. You don’t need to go through their full conversation (the one you get if they have the question mark above them), you just need to interact with all the Mystlings and characters that you can interact with.
Complete a run using each Mystling at least once
Just keep using different Mystlings in a run to get it. I spammed act 1 to do it.
Complete a run using each Tamer at least once
Same as Mystlings, keep playing with different Tamers until you get it.
Act 5 Full Run
Clear all battles in the final Act
I suggest completing all the regular battles first, then moving to hard and leaving elite to last. Not required, but makes it easier to comfortably build your team.
Collect all treasure chests during a run
If you clear all the battles you have access to all the treasure chests in the area.
Spend 500 gold in a single run
Pretty straightforward, you will get it passively in a full act 5 run since there is no time limit and a lot of fights on the map that generate well over 500 gold for you.
Purchase six items from the merchant in one run
Self-explanatory, easiest to do in act 5.
Win a hard battle in a single turn
You will probably get it in this run if you build your damage dealer properly. Make sure you spend your gold before the last hard battle.
Clear two Elite battles in a single run
It’s easiest to do in act 5, since you can clear all the other battles before those two and buff up your team in order to complete them easily.
Complete Act 3, 4 or 5 without losing any Mystlings
This one is a bit RNG-dependant, but it’s basically a free achievement if you get a good run in any of those acts. A Mystling can faint during the fight, it just can’t die.
Deal 500 or more damage during a leaderboard battle
Again, you have all the time in the world to build your damage dealer into a beast that’s able to dish out well over 500 damage in one turn.
Strategy Achievements
Achieve 3 or more multistrike on a single Mystling
This one is the easiest to do if you pick Golomo, since it has a multistrike built-in on its evolution. Only thing you need now is the Whistling Mask blessing:
Overload a single card five times
Overload on a card means that its effect will be triggered a number of times equal to cards played this turn. It’s not hard to get to 5 overload, but you will need to get some 0-cost cards or cards that give you energy to be able to play 5 cards, and then the overload card in one turn.
Heal and enhance a Mystling in the Care Center during a run
You need to trigger both, a heal and an upgrade on the same Mystling in one of those buildings. It will cost a total of 175 gold to do so, 100 for the upgrade and 75 for the heal.
Deal 100 or more damage with a single attack
Multistrike doesn’t count for this one, you need to get to 100 damage with one, single hit. You can do it by buffing your damage dealer, but an easier method is to use the Shield Slam card:
It’s very easy to stack over 100 shields with certain Blessings and cards, especially on Glarexus that can keep them between rounds.
Complete a run without evolving any Mystling
Easiest to do in act 1. Just make sure you don’t buy more than 3 Blessings on any Mystling or take Mystlings that can’t evolve (Prowler, Gaiadon).
Activate a Mystling 10 times in one round
I recommend taking Fale and Philip Phillips Tamer. This combo by itself activates your middle Mystling 4 times at the end of ever round (Fale activates 2 times activating your other Mystling and then it gets 2 more activations by itself). This means you just need to activate it 6 times during your turn to get the achievement. Alternatively you can rely on a Double Trouble-Inspiration combo to instantly activate any Mystling 10 times for 4 energy (or 3 if you upgrade Inspiration):
Use six consumables in a single run
Remember to get a consumable at the Village Chef before you start a run. If it’s a Well-Balanced Dish you have everything you need to get this achievement. If it’s not, you can still buy this one at a merchant for 66 gold during the run:
Just make sure you have space in your inventory for 2 consumables before you use it. This dish alone gives you 3 consumable uses and you can buy the remaining three from a merchant or loot them from chests.
Evolve three Mystlings in a single run
Pretty self-explanatory, just make sure you don’t take Prowler or Gaiadon, since they can’t evolve with Blessings. Easiest to do in act 5 since you have no time limit there. If you’re going just for this one achievement you can also start a run with Randy the Reckless Tamer who will instantly evolve one of your Mystlings and try to get the Evolver Blessing to have two Mystlings evolved without buyng 4 Blessings:
Gather 300 Mystberries during a single run
A combo of Prowler and Maya Bloomberry in act 5 makes this achievement quite easy. All you need to do is not spend too many Bloomberries on upgrades and you should passively get enough to guarantee this achievement. You don’t need to have 300 Mystberries at the same time, the Mystberries you already spent also count for this.
Place 10 blessings on a single Mystling
Easiest to do in act 5 at the same time as Fruitful Bounty. Use the same combination of Prowler and Maya Bloomberry to ensure you get enough currency to cover the increasing cost of every next Blessing on the same Mystling.
Evolve Drosithia
Easiest way to do it is to start a run with Randy the Reckless Tamer and a team of Drosithia, Prowler and Gaiadon. Since the other two can’t be evolved, Randy will instantly evolve Drosithia at the start of your run.
Enchant three slots in a single battle
Not much to say here, you need to get at least 3 cards that enchant a slot and use them on three different slots during one battle. All the slots in a battle count, both yours and the opponent’s. Easiest to do in act 5 due to no time limit.
Remove six cards from your deck in a single run
You can remove 2 cards from your deck in a Card Forge for free or at a merchant for 50 gold:
In act 5 you have 2 Card Forges and one Merchant in the area, which lets you easily discard 6 cards during a run. If you pick Arcana DeFault Tamer you can get one card for free after every battle. This way you have some spare cards to get rid of.
Play 10 cards with the Exhaust keyword in one round
Probably the hardest achievement in the game, mostly because it’s the only one that’s actually reliant on RNG to pull off. All the credit for the strategy goes to Salkhir who described it in a Discussion post. You can check it out for a detailed guide on how to get the achievement as well as a video example. The short version is that you need to build your team for as many card pulls and energy generation as you can and focus on obtaining Exhaust cards. The only thing I can add to Salkhir’s guide is that you shouldn’t add random cards that you don’t need into your deck since they make it harder to pull the ones that you want when the time comes. You can use the counter in lower-right corner of the screen to track how many Exhaust cards you have already played:
I also found it easier to do in act 5, not 4, but it’s just personal preference.
Those last four achievements are different monsters you can get in an elite battle:
High damage output trivializes most of their mechanics. It’s easiest to farm them in act 5 since you have more time and resources to build your team than in other acts, but it’s very much possible to kill them in every act.
Defeat the Knight
This one applies 1 dodge every turn, so to deal any damage to it you need to be able to hurt it more than once per turn.
Defeat the Gremlins
Every time one of them dies, the remaining Gremlins restore to full health, get 10 Shields and 1 Strength.
Defeat Terok
This one has an interesting ability where you need to attack him as little as possible on most turns and then attack as many times as possible when it’s Exposed.
Defeat the Spider
The Spider will apply 10 Weakness to the last Mystling that attacked it at the end of its turn. This means that you need to rotate your front Mystling every turn to deal damage to it, unless your damage dealer has over 10 Power or you can consistently apply some Strength to it.
And that wraps up our share on Dragon Eclipse: 100% Achievements Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Hawkeyebrow, who deserves all the credit. Happy gaming!