Obsidian Knight Act 3 Guide
In Act 3, review permanent progression as well as card luck
Official version history introduced Act III together with set upgrade trees, Darksteel, Magic Defense, Damage Mitigation, and the option to disable unwanted Skill Cards. When Act 3 stops your progress, separate the in-combat chain from permanent upgrades instead of only repeating runs until the same cards appear.
This guide is for players who suddenly die in Act 3, progress only when a rare card combination appears, or do not know what to upgrade before another attempt.
Classify the first failure into four types
First failure | Where to check | First change |
|---|---|---|
Regular enemies survive too long | Skill Card trigger | Focus on a frequent source such as Critical |
Enemy groups overwhelm the run | Control and multi-target removal | Add one Stun or Explosion chain |
A few hits end the run | Equipment and permanent defense | Check Armor, Max HP, Magic Defense, or Damage Mitigation |
Potions run out in a long fight | Healing frequency and incoming damage | Review either the Potion chain or one Dodge/Stun route |
Do not record only the final defeat. Select the first break, such as regular enemies remaining alive or healing failing after the first heavy hit.
Change only one layer per comparison
Changing all three layers at once hides the reason a run improved.
- Source: what occurs frequently, such as Critical or Dodge.
- Chain: what follows the source, such as Stun, Explosion, or healing.
- Permanent progression: equipment, set upgrades, Darksteel, or base durability.
Keep the source fixed for three attempts, then change one chained effect. If the card pool is scattered, check the pre-fight Disable Cards screen and remove a branch that is outside the current plan.
Use three-run comparisons to separate repeatable progress from luck
Public community reports describe both useful Skill Card combinations and permanent upgrades as answers to Act 3 walls. A high value reached in one lucky run is not a repeatable requirement.
- Attempt the same level three times with the same equipment.
- Record the first failure, remaining HP, and remaining Potions.
- Change one source, chained effect, or permanent upgrade.
- Repeat three attempts under the same conditions.
- Keep the change when at least two attempts improve the stopping point.
If only one unusually good draw progresses, prioritize a smaller card pool and a short chain from a frequent trigger into survival.
When to return to permanent progression
Stop repeating card draws and check out-of-combat upgrades when:
- almost every run ends at the same early point;
- the character dies before using a Potion;
- control effects trigger but the next hit still ends the run;
- the stopping point does not change across three comparisons.
Official history confirms the existence of set upgrade trees, Darksteel, Magic Defense, and Damage Mitigation. It does not publish each node value or a universal set for every level, so compare the current values shown in your game.
Track Act III Challenges separately
Official history added Act III Challenges after the main Act III release. Do not mix a main Act level and a Challenge in the same progress note.
- the Act III main level that stops you;
- the Act III Challenge that stops you;
- the selected difficulty;
- equipment and the main card trigger.
These four fields make an “I cannot beat Act 3” report specific enough to diagnose.
Check these details in your current version
- every Act 3 level name and display order;
- individual enemy or boss names, abilities, resistances, and rewards;
- the exact Act 3 unlock action;
- fixed required levels, HP, Armor, or weapon prices;
- one best card or set for every player.
Use the level order, enemy details, rewards, and unlock text shown in your current version.
Read next
- Act 2 guide
- Boss combat diagnosis
- Skill Card trigger index
- Set upgrade trees and Darksteel
- Disable unwanted Skill Cards