Vivid Knight

Vivid Knight

Not enough ratings
Easy Start Guide v1.1.10
By Aref
A simple guide to explain the basics.
   
Award
Favorite
Favorited
Unfavorite
Main Menu
Main Menu
1. Choose a dungeon to start a new run
2. Unlock new units, gems, abilities, and gear
3. Glossary of unlocked content
Units
Rarity indicated by card color (bronze, silver, gold)
1. Max Health
2. Attack
3. Defense (phys dmg reduction)
4. Magic Defense (mag dmg reduction)
5. Agility (determines turn sequence)
6. 1st symbol (usually Color)
7. 2nd symbol (usually Trait)
8. Skill
9. Activation Type
10. Unit Gem

Colors:
Black (Bladecraft) % increase physical dmg
Purple (Magecraft) % increase magic dmg
Red (Burn) dmg with inflict and end of turn
Yellow (Shock) flat dmg with each hit
Blue (Freeze) reduce phys dmg dealt
Green (Health Command) increase Max HP
Brown (Spike) dmg dealt with phys dmg received
Pink (Gem Cooldown) reduce gem cooldowns
Orange (Truestrike) guaranteed abil activation
White (Regen) heal HP when using abil


Traits (Human):
Gray (Tower) Paralysis - cancel attack
Purple (Magician) Illusion - avoid attack
Red (Justice) - flat dmg increase
Yellow (Fool) Godspeed - second attack
Light Blue (Hanged) Piercing - reduce defense
Blue (Shield) Barrier - prevent HP dmg
Dark Blue (Moonlight) - % increase to dmg
Green (Forest) Magic Bullet - mag dmg with abil
Brown (Fortune) - increase magic defense
Burnt Orange (Star) - increase defense
Orange (Sunlight) % increase gem dmg
Pink (Plum) heal HP at turn start
White (Chariot) Iceblade - add freeze to attack

Activation Types:
Preemptive Activates at battle start
Quick Can activate at start of round
Battle Can activate on attack
Heavy Can activate if not consecutive
Counter Can activate on attack received
Special Can activate on attack. Once per battle
Map
1. Options
2. Dungeon Floor Layout
3. Team Roster
4. Mana
5. Carats
6. Alchemy Materials
7. Current Floor
8. Equipped Ring
9. Equipped Necklace
10. Equipped Earrings
11. Current Party
12. Minimap
13. Current Gems
14. Remaining Gem Uses
Team Edit
1. Units that colors and traits have been acquired for
2. Team Lineup. Characters towards the front tend to receive more phys dmg
3. Unit Details
4. Acquired Traits and number needed to reach next level
5. Current Team and cost to unlock member slot
6. Inactive Traits and number required to activate
7. Stored Units
8. Discard option to reduce inventory
Jeweler (Shop)
1. Current Colors and Traits
2. Available Units
3. Purchase Option
4. Unit Description
5. Stock Rates
6. Reroll Option
Battle Interface
1. Party Status
2. Current Buffs/Debuffs
3. Enemy Status
4. Enemy Buffs/Debuffs
5. Character intent (phys attack, mag attack, buff/debuff, strong atk)
6. Gem use skip option

Gem Types:








1. Offensive Gem (phys atk, mag atk)
2. Map Use Gem (Heals, Unit duplication, Carat increase)
3. Defensive Gem (Defense, Heal)
Tips
Focus on getting colors and traits

1. Moonlight - Can greatly increase overall dmg dealt
2. Healing/Regen - Greatly increases unit survivability
3. Barrier - Increases unit survivability
4. Health Command - Increases unit survivablity
5. Truestrike - Allows special skill to trigger at battle start
6. Sunlight - Can greatly increase gem support

Clear most of every floor

1. Gold from enemies helps with getting colors and traits
2. Free units found on the map greatly help and are often silver or gold

Try to get 3 of most units

You may not use them in your active party, but the passive bonuses are worth leveling them up to their silver star. Don't be afraid to go over inventory capacity, especially if you have mana recovery gems. To be honest its the colors and traits you have that make the difference rather than your unit levels or skills.

Try to carry a mana increase gem at all times

In order to best upgrade gems, you need keep moving back to the jeweler to buy and sell units. This can eat your mana and can hurt if you end up far away from the stairs.
2 Comments
Aref  [author] 13 Jun, 2021 @ 11:26am 
Updated 06.13.21 with ZirzoR fixes (thnx for the fixes)

This guide's meant to be a brief and quick reference, so for more details look at one of the other play guides.
ZirzoR 12 Jun, 2021 @ 11:31pm 
Defenses saying "Flat damage reduction" is false, you can tell with a stone crab easily that it isn't.

A crab has 60 defense with its preemptive ability, at level 1 a character does 15 dmg, so you would have to have a 3 star unit with 64 dmg to deal 4 dmg to a crab, using your logic.

I suggest you fix some of the stuff in this guide, such as:

number 6 and 7 also says color/trait but it could also be trait/trait or trait/color, so that's also false.

Red burn: Should state that applying burn also triggers burn, not only at the end of turn.

Blue freeze: Its just physical dmg, not all dmg.

Green Command: Its not a increase only, its an increase based on the number of active symbols. (Each tier of the symbol, aswell)

Brown spike: Its physical dmg taken, spells does nothing.

Quick: Doesn't activate at start of turn, its actives first, regardless of agility.

I'm sure there are some more, but this is what I found in the short time I had.