Obsidian Knight Obsidian Orb Upgrade Priority

Category Permanent Upgrades and TreesUpdated
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この記事の結論
Choose Obsidian Orb upgrades from three recent runs, connected Skill Card roles, and the current failure before comparing Fortification rolls.
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The verified use of Obsidian Orbs is upgrading collected Skill Cards. Public community threads repeatedly favor Skill Card upgrades before paid Fortification rolls, but card effects, costs, and Fortification spending can change between versions.

Do not follow a fixed card tier list. Choose by whether the card appeared in your last three runs, whether it addresses the current failure, and whether you can compare the result after upgrading.

The three-step answer

  1. Record the Skill Cards actually selected in the last three runs.
  2. Choose one connected group: a trigger, its payoff, or reusable survival support.
  3. Upgrade one item and retry the same mode three times.

Delay cards whose role is unclear, cards already removed from the choice pool, and cards that do not connect to the current build.

Check the current screen first

Check

Where

Decision

Orb balance

Currency display

Do not empty the full balance at once

Cards that can be upgraded

Skill Card upgrade screen

Compare only targets with an available action

Before-and-after description

Selected card details

Record the displayed change

Actual usage

Notes from three recent runs

Delay cards you do not select

Fortification cost

Current roll or upgrade screen

Compare it only when Orb spending is displayed

If an upgrade button is missing, do not assume the card is permanently finished. Check the current description and unlock route because progression requirements and later updates can change what is available.

Sort cards by role

1. Trigger

Crit, Dodge, Potion use, and Stun are examples of events that can activate connected effects. If the build struggles to start, shortlist a trigger card that you repeatedly select.

2. Payoff

These cards turn the trigger into damage, survival, or recovery. Improving a trigger alone does not stabilize a run when its connected payoff rarely forms.

3. Reusable survival support

These cards reduce early deaths or Potion depletion across several builds. Do not prioritize survival alone when the actual failure is a time limit.

4. Isolated or unclear cards

Delay cards that did not appear in recent builds, have no known connection, or cannot be explained. Displayed rarity alone is not a priority rule.

Skill Cards versus Fortifications

Multiple community threads recommend finishing useful Skill Card upgrades before redirecting Orbs to Fortification rolls. This is a community decision pattern, not an official universal order. Apply it through the conditions below.

Situation

Compare first

Reason

Frequently used cards still have upgrades

Skill Cards

Their role can be tested across repeated runs

The build fails to form consistently

Trigger and payoff cards

Fortifications do not create the missing card chain

You cannot explain the next card upgrade

Save the Orbs

Do not spread currency across unclear targets

Needed card upgrades are complete

Current Fortification screen

Compare only when the current screen shows the cost and result

Free Fortification opportunities remain

Free rolls first

Learn the result range before paid rolls

This guide does not fix Fortification roll costs, star levels, merge counts, or a final tier. Use the Fortification decision guide to compare the current screen.

Match the upgrade to the failure

You die early

Check whether low damage is extending exposure as well as whether survival is insufficient. If Potion depletion repeats across three runs, compare a Potion-trigger chain and reusable survival support.

You reach a time limit

Prioritize the trigger for the main attack and its connected damage payoff. More defense cannot be measured against a damage-timer failure when survival is already stable.

You stop at a boss

Check whether the build is complete before reaching the boss. Before upgrading a card that looks boss-specific, confirm that its trigger and payoff appear together often enough.

Results vary heavily between runs

Before adding more upgrade targets, check unwanted-card control and whether one trigger can anchor the build. See Skill Card selection.

Pre-spending checklist

Question

Yes

No

Did you select it in the last three runs?

Keep it as a candidate

Delay it

Can you explain its trigger or payoff?

Check the connection

Save

Does it address the current failure?

Upgrade one item

Diagnose another cause

Did you record the before-and-after display?

Start the test

Record it first

Will enough Orbs remain for the next comparison?

Spend only what is needed

Avoid emptying the balance

Run the same test three times

  1. Record the card text, Orb balance, and current failure before upgrading.
  2. Upgrade one card or one connected role.
  3. Retry the same mode and difficulty three times.
  4. Compare selection frequency, chain completion, and the first failure point.
  5. If the symptom does not change, diagnose the run before spending more on the same type.

Changing several cards and Fortifications together hides which upgrade mattered.

Values this guide does not fix

  • Per-card upgrade values and Orb costs
  • One universal ranking for every Skill Card
  • Fortification roll costs, star levels, and merge counts
  • Maximum Skill Card rank and later unlock requirements
  • Fixed daily Orb income, drop rates, or one best farming route
  • A claim that exchanging Rubies for Orbs is always efficient

If the current display differs, follow the current game screen.

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Sources

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