Obsidian Knight Combat and Progression Terms

Category Combat Effects and TermsUpdated
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この記事の結論
Learn the difference between Dodge, Deflect, and Reflect, then read Critical, Potion, Stun, Explode, HP, Armor, and progression terms as build components.
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First distinction: Dodge, Deflect, and Reflect are different effects

Combat in Obsidian Knight advances automatically. The player's main active decision is selecting a Skill Card when leveling up. Dodge on a card is therefore a combat result where an attack does not hit, not a manual movement button.

Term

Meaning used on this site

Common confusion

Dodge

Avoid an attack so the hit does not land

It is not a manual dodge button. Melee and ranged conditions may be separate

Deflect

Negate an incoming attack through a defensive effect

It does not necessarily return damage to an enemy

Reflect / Return

Send an incoming attack or arrow back toward enemies

The amount, target, and condition depend on the card

A public skill wiki and community discussions treat these as separate effects. Fixed chances, caps, reflected values, and resolution order are excluded because they can differ by card and version.

Read a Skill Card as four parts

Break each card description into four elements:

  1. Trigger: Critical, Dodge, Potion use, a kill, level up, or another event that starts the effect.
  2. Payoff: Damage, healing, Armor repair, Stun, Potion refill, or another result.
  3. Target: You, the current enemy, enemies behind it, ranged enemies, or another group.
  4. Maintenance condition: Full Armor, low HP, consecutive successes, or another condition that can end.

Raising Dodge alone does not complete a build. Check whether Dodge connects to damage, healing, or Potion refills, and whether Armor repair is needed to maintain a conditional effect.

Damage and chain terms

Term

Practical meaning

What to check

Critical

A strengthened attack result separate from a normal hit

Whether it connects to multi-target damage, healing, or Stun instead of only raising chance

Trigger

A repeatable condition that starts a chain

Whether it happens often enough in the current run

Payoff

Damage, recovery, or control produced after a trigger

Whether it directly addresses the current failure

Chain

A trigger connected to one or more payoffs

Whether the number of required cards is realistic for the run

Explode

Convert a condition or defeated enemy into additional enemy processing

Whether it helps groups and whether direct damage remains available

Execute

Immediately process an enemy when a stated condition is met

Confirm the target, chance, and exceptions on the current card

Thorn

Deal damage back under a condition such as receiving an attack

Whether the build can survive the required contact

Drain

Connect an effect on an enemy with recovery for the player

Confirm the target and recovery condition

On Sight

Trigger when an enemy enters sight or combat range

Confirm whether it is once, per enemy, or otherwise limited

Exact formulas for Execute, Thorn, Drain, and On Sight are not stated because current in-game screens have not been captured for each term.

Control and enemy-processing terms

Term

Role

Caution

Stun

Stop an enemy from acting for a period

Keep direct damage or survival because some high-difficulty enemies may resist control

Mark

Flag a target for a later effect such as Explode

Read the marking condition separately from the detonation condition

Reroll

Replace the presented Skill Card choices

Confirm uses, unlock conditions, and whether they persist on the current screen

Card exclusion

Remove unwanted cards from battle choices

Do not exclude a required trigger or payoff

Stun and Explode do not perform the same job. Stun controls enemy actions; Explode connects a condition to additional enemy processing.

Survival terms

Term

Role

How to diagnose it

HP / Health

The life resource lost after or apart from Armor

If HP empties first, inspect healing, avoidance, and incoming-damage reduction

Armor

A defensive resource tracked separately from HP

Pair full-Armor conditions with a reliable repair effect

Heal

Restore HP

Confirm the trigger and recovery target

Repair Armor

Restore Armor

Do not treat it as identical to healing

Potion

A recovery tool and a trigger for additional effects

Pair refill sources with Potion-use payoffs

Damage Mitigation

A defensive upgrade category related to incoming damage

Confirm the exact calculation on the current upgrade screen

Magic Defense

A defensive category added for magic-related pressure

Confirm affected attacks and values on the current screen

A Potion build combines refill sources from events such as Criticals, Dodges, or kills with Potion-use effects such as healing, Armor repair, damage, or Stun.

Run and permanent-progression terms

Term

Meaning

Run

One attempt from entry until the attempt ends

Skill Card

A choice that shapes one run and activates automatically after acquisition

Build

The combined Skill Cards, equipment, and permanent progression used for a goal

Synergy

Connecting a trigger and payoff so they work better together than alone

Permanent upgrade

Equipment, items, or upgrade trees that remain for later runs

Darksteel

A currency connected to set upgrade trees

Obsidian Orb

A resource used to upgrade collected Skill Cards

Do not mix up card selection during a run with permanent progression. If the required cards do not form, inspect the candidate pool. If every run stops at the same performance limit, inspect equipment and permanent upgrades.

Choose the next guide by term

What you need

Read next

Connect Dodge to damage and recovery

Dodge build

Build a Critical chain

Critical build

Sustain a Potion loop

Potion and healing build

Separate Stun and Explode roles

Stun and Explosion build

Choose among three cards

Skill Card selection

Remove unwanted candidates

Disable unwanted Skill Cards

Separate progression resources

Currency overview

Names, values, and card numbers can differ by platform, localization, or version. Prefer the current wording displayed in your game.

Sources

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