Obsidian Knight Set Upgrade Trees and Darksteel
Official update history confirms equipment-set upgrade trees and the related Darksteel currency. Public discussions disagree on whether HP, Armor, Damage, Skill Card control, or a Weapon branch should come first.
Instead of a fixed ranking, compare the current failure, prerequisite nodes, total displayed Darksteel, and one metric to measure after upgrading.
The short answer: choose one symptom and one node
- Retry the same mode three times and record the first failure.
- Find a visible tree effect related to that symptom.
- Count prerequisite nodes and displayed Darksteel to reach it.
- Compare the total route cost with another candidate.
- Unlock one item and test the same conditions three times.
Upgrading several trees together hides which change improved the run.
Save these screens before upgrading
Screen | Record | Why |
|---|---|---|
Equipment | Active set and loadout | Avoid upgrading a disconnected target |
Full set tree | Branches, locks, and owned nodes | Confirm the prerequisite route |
Candidate node | Effect text and Darksteel cost | Avoid outdated values from older guides |
Darksteel balance | Balance before purchase | Verify the actual cost |
Run result | Stage, HP, Potions, or time | Measure the next test |
If names or positions differ, follow the current game display.
Narrow candidates from the failure
First failure | Display to inspect | Metric to compare |
|---|---|---|
Early death | Max HP, Armor, Damage Mitigation, or another survival label | First failure point, HP, Potions remaining |
Potion depletion | Max HP, Potions, or recovery-related text | Point where the final Potion is used |
Time limit | Min/Max Damage or another attack label | Clear time for the same section |
Boss wall | Separate insufficient damage from insufficient survival | HP on arrival and boss-fight duration |
Card chain rarely forms | Skill Control or card-disable text | Chain completion across three runs |
Power rises but the run does not improve | Recheck equipment, cards, and the failure | Stop spending and separate the cause |
Google Play update notes also mention increases to Armor, Max HP, and Potions. Do not rely on old article values; read the current node text.
Compare the full prerequisite route
Do not compare only the final node's price. Include everything required to reach it.
Candidate | Goal | Prerequisite nodes | Displayed total Darksteel | Post-upgrade metric |
|---|---|---|---|---|
A | Reduce early deaths | Record | Record | First failure point |
B | Reduce time-limit failures | Record | Record | Section clear time |
C | Stabilize a card chain | Record | Record | Completions in three runs |
For the same goal, test a route with fewer prerequisites and a measurable result first. If prerequisite nodes also solve the current problem, record that value separately.
When considering Skill Card control
Official stores describe a feature that removes unwanted Skill Cards from the fight pool. If the current set tree displays a related unlock, use this process:
- Record cards not selected in the last three runs.
- Define the main trigger and connected payoff.
- Confirm that a removal candidate is not required by that chain.
- Check the displayed rarity or unlock condition.
- After unlocking, compare chain completion across three runs.
This guide does not fix the number of removable cards, eligible rarities, or Darksteel cost. See Disable unwanted Skill Cards.
Armor branches versus Weapon branches
Public discussions from September and October 2026 contain several competing routes: finish Armor branches first, unlock one Weapon branch first, or follow the Shard colors already owned. There is no verified universal order.
Use these conditions:
- For early death or Potion depletion, compare survival-related display text.
- For a time limit with stable survival, compare attack-related display text.
- If a Weapon effect cannot be explained from the screen, do not commit Darksteel yet.
- Owning colored Shards does not establish priority without a known target and trigger.
- Do not upgrade an unused set or branch only because it may become useful later.
The Weapon Magic tree guide covers the five official element names and the screen-comparison boundary.
When Darksteel is limited
Official information identifies Daily runs, Endless Dungeon, and Hunt as Darksteel routes. Do not assume fixed payouts or one best route. Record three attempts.
Route | Completed | Time | Darksteel change | Other useful rewards |
|---|---|---|---|---|
Daily run | Record | Record | Record | Record |
Endless Dungeon | Record | Record | Record | Record |
Hunt | Record | Record | Record | Record |
Prefer a route you can complete consistently and that also supplies a resource currently needed. See Darksteel farming.
Compare three runs after upgrading
- Keep the same equipment, mode, and difficulty.
- Do not change another set node or Skill Card at the same time.
- Record the same metric in all three runs.
- If it improves, compare the next candidate in the same role.
- If it does not, diagnose the failure before buying another node.
A larger Power display is not enough; compare the first failure point or clear time.
Values this guide does not fix
- Node names, positions, Darksteel costs, and total cost
- Maximum rank or full-tree completion cost
- One HP, Armor, or Damage priority order
- One universal Armor-versus-Weapon route
- Colored Shard rates and requirements
- Fixed Skill Card removal count and eligible rarity
- Daily, Endless, and Hunt payouts or reset times
Use the current game display for these values.
Read next
- Darksteel farming and spending
- Equipment set collection
- Disable unwanted Skill Cards
- Weapon Magic tree
- Ship, Unified Armada, and Pickaxe collection
- Failed-run diagnosis