Vivid knight mobile
#VIVID KNIGHT MOBILE UPGRADE#
Acquire duplicates of the same jewel to upgrade their stats!Build your own unique order of knights!Adding jewels to your party activates powerful symbol abilities.
#VIVID KNIGHT MOBILE FREE#
The rest of the items are gimmicky at best, pick them at your discretion.Aim for the heart of the dungeon!Explore a dungeon that changes with every playthrough, defeat the Black Witch who awaits you in its depths, and free your friends from their jewel prisons!Gather Jewels!Collect the jewels (i.e., units) located throughout the dungeon and add them to your party.Mana Fonts and Healing pots are good if you want to explore more and potentially nab more chests/top up after a boss.If you don’t have it you’ll just burn to death. You only need Forest Medicine for one boss – The Flame Emperor.Generally it’s better to have gems that attack the back since they have the most annoying mobs.Just weaken the first guy, toss one and you wipe the whole mob. For attack gems, Mushroom Bombs are surprisingly good, especially if you have a Sunlight build.Shield gems are important, have 3 at least.Silver ones are gimmicky and you just need flat heals most of the time. Healer-wise, I think the Bronze ones are the best (Spessar the Bard, Forest Mage Sphene).I’d say Moon Knight Lune, King’s Sword Rubela and Peridot the Inventor are the top ones. The only kinda crappy one is Thunder Lion Topaz. All Gold Heroes are good, you can’t really go wrong with any of them.The only one I’d keep is Labla the Astrologer, his gem cooldown skill is useful. Only a few heroes are worth keeping for their skills, you can rotate and sell most of them once you get them to Silver.Completing a key symbol is much more important than the stats of the hero/equip you’re planning to replace, since it’s more powerful most of the time.I imagine it would be quite good once you do, though. Getting 1 is enough for start of battle procs. Orange – Gives Truestrike, which guarantees a skill going off.Forest – Never saw Magic Bullet working so I can’t really recommend it.Hanged Man – Deals Pierced, which reduces enemy Physical Def by a flat amount.Most of your damage is done by whacking dudes in melee, so eh. Your source of Magic Damage is with some hero skills and some attack gems. Red – Burn is ok early game, then drops off hard later when all enemies have HP in excess of 1k HP.Justice – Just plain physical damage that ramps up.Good if you have heroes that do multiattacks (Rubela).
Yellow – Shock does flat armor ignoring damage.Brown – Bosses just kill themselves on your Spikes.If you boost it enough, you can oneshot even lategame mobs with attack gems. Moonlight – Flat % damage increase, applied every turn.You also need some deeps, so here are the following for offensive symbols: Magician – Illusion might seem good on paper, but the boss attacks are often x4 attacks, which strip away your stacks quickly.Realistically you can get 2 each, don’t break your back trying to get 4. Wheel of Fortune/Star – Boosts your MDEF/DEF by a flat amount.The final boss is all Magic damage except for her mooks at the 1st phase so it’s not as useful there, though. Useful early game and for some bosses that do Phys.
No point having mad damage if the bosses just burst you down in one round.
Okay with that out of the way, sustain is key in this game. Keep cycling and selling silver heroes out to complete symbols. You keep symbols permanently for the run after getting a hero to silver, even if you sell them. Very first thing that you might gloss over: