Spiral of Destinies Tips
By tommyY.
- You cannot replace skills learned by training, yet.
- For Skill Training, if it takes 3 weeks, it most likely is a Epic. Still gives Rare.
- You can use units even when they are on a task during a Critical Event.
- It appears tactic slots are separated by tier, Common, Intermediate, etc. Use this to seperate what you need.
- Escort the Caravans requires 2 people with a level no less than 15, one of them must be a Defender.
- Dispatch: Logging Work 2 requires 2 people with a level no less than 10, one of them must be a Seeker.
Due to potential skill fishing, I save generics from tavern recruitments to fish out specific rarity skills from the training pool. I also dispatch some generics during quests that reward a rarity skill so that if I’m giving a skill to Maitha and its a bad one I can sacrifice some other unit to take a bad skill if Maitha. This means less pressure to pick skill quests limiting who to bring and currently focusing on facility upgrades.
Blessing system as of now appears to be a temporary buff you can give to three core units. Most of the time I give these to my three melee units I’ll be using over the next 4 weeks. You could save them to align for particularly hard content.
More In-Depth Guide
Writing a summary of what I focus on in Spiral of Destinies makes it enjoyable for me. The focus is on managing resources in a way that.
It can take a long time to unlock upgrades in the Astral Path, so I’ll try to write this assuming nothing is unlocked.
- Beryl and Research
- Teleport + Explosive Barrel as top priority. Fastest clears throughout the run
- Never spend gold on research
- Tactical skill uses + occasional character class missions should be more than enough
- Critical/Event vs Normal Missions
- When both mission types are available, prioritize low stamina characters in critical/event missions and rest them afterwards. Use other characters for normal missions.
- Same idea if you just got a tailored training you know you want to use on a character ASAP. Only use them for the critical/event missions knowing you want to train them afterwards
- Normal Mission Selection
- I always prioritize Facility Upgrades and Tailored Trainings above anything else (rare or above only).
- Early on, I focus on Facility Upgrades if it has to be one or the other.
- If neither show up in any mission, I usually go for gold or any needed resources for forging if my gear can use work.
- Failing stage goals does not end the run. I generally try to finish them, but I don’t really mind if it ends up failing since I’m not aiming to reach endings/unlock blessing upgrades for Papal/unlock new gear forging for Union/etc.
- Union path generally has the most cases where not choosing to take a mission that contributes to the stage goal makes it impossible to finish. The other paths are much more flexible, where sometimes the event missions make it impossible to fail.
- Boss/elite target missions are generally fastest/easiest. With teleport, the next would be arriving at any destination. You can usually avoid most if not all missions that look like they would take a while and still get the resources/rewards you want, with the exception of critical missions.
- Stability means nothing. If anything I try to get it to 0, since it triggers an event battle that is generally ranked high in difficulty, which has a good chance of giving high tier rewards
- I always “increase the difficulty” by publicizing on rank promotions. I actually think this makes it easier, since trial missions have fixed difficulties later on, and being lower level by the time you get to them makes it harder.
- If a mission involves eliminating all enemies, and there’s a part where additional enemies show up at the beginning of the next turn, you can quickly clear all enemies that are currently on the field to end the fight immediately. Some critical missions will skip entire cutscenes, which can save time.
- Similarly for missions where you know they will require you to reach some destination. If you know where it is already, you can actually move there before the cutscene/event actually marks it as the spot, and it will immediately skip everything and end the battle.
- Beryl Missions
- I generally always take these when they show up in Haven.
- Earliest source for high tier tailored trainings
- Also great for serving as a week where you don’t need to deploy any characters to fit in longer training sessions/recover a lot of stamina.
- Mercenaries
- I usually only try to hire the ones you run across from trial missions/triggering conversations. Never usually spend resources on the ones you talk to directly
- From the tavern I try to occasionally hire defenders/seekers early and watchers later on, as the dispatches demand those classes in that order.
- Upgrades
- Personally never train skills except during the very first week of any playthrough, where I’ll train both Faycal and Maitha’s skill since they start with nothing (making it take only 1 week and cost only 200g)
- This is off the top of my head, so it’s not complete. I can edit over time if I feel like it’s worth it, but generally speaking, this is what I chase.
- Epic Facility Upgrade
- Tailored Training time reduction by 1 week
- Tailored Training cost reduction
- Rest Bonuses
- Exp Training time reduction
- Tailored Training & Facility Upgrade Dispatches
- Legendary Facility Upgrade
- Training Spots
- Resting Spots
- Rare Tailored Training
- Calculated Trajectory
- Marksman Specialization
- +Damage for every tile the character moves
- Epic Tailored Training
- Long Shot Training. (Put this on 3+ ranged characters and their range becomes ridiculous. I would sometimes put it on non ranged characters just to have them sit next to the group as well)
- Spectral Decay (I usually put it on Simona and Gloria with AOE basic attacks, and they’re able to carry any mission)
- Thunderbolt Force (Only used on Col myself. I’m not too knowledgeable on crit stats, but it boosts her damage by a lot)
- Energetic (Generally good on everyone)
- Rusty Textures (Similar to Spectral Decay, but doesn’t require the attack to be AOE)
- Legendary Tailored Training – These generally only show very late in the game, so you don’t get much time to enjoy them. But they can be absolutely busted and completely change the gameplay if you get lucky
- Death Sniper (A standalone Long Shot Training)
- Hellfighter (Lazy version of Spectral Decay. Can be problematic in missions where you’re not supposed to hit targetable NPCs like civilians)
- Energy Overload (Pairs well with Energetic. Basic attacks will shred so NRG stops becoming a concern)
- Roundabout Charge (An improved version of the rare distance moved = more damage skill)
- Accurate Sniper (An improved version of Marksman Specialization)
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