灵动世界

灵动世界

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A comprehensive symbol guide (WIP)
由 Amobius 制作
Simplified explanations of all the symbols without the confusing buff/debuff system (kind of)
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Introduction
This guide compiles rewritten tooltips for all the symbols that should be easier to understand. There might be some nuance that is lost with these explanations, but the core concept of the effect should be mostly accurate.

If you notice any error or have any suggestions that might better fit the guide though, feel free to let me know in the comments so I can do the appropiate changes when necessary.

[Post-game spoilers]
If you are seeking information about the symbols that Iris has access to, I'll get to those once I have all of Lemuria's symbols finalised.

Clarifications
  • All effects actually happen through a buff/debuff. The target of the effect is shown as an icon on the top right corner of each of the guide's tooltips.

  • Unless stated otherwise, the effects happen at the very start of combat and carry through the entire duration of it.

  • Numbers in yellow are all the possible effects depending on the level of the symbol. If the symbol is at its first stage, only the first number applies. If the symbol is maxed out, only the last number applies.
Lemuria - Color Symbols
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Stat Boosts
Symbols that increase certain stats by a flat amount for all allies.




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Output Multipliers
Symbols that multiply your output numbers with no strings attached.





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Offensive Healing
Symbols that allow you to translate healing into damage or damage into healing.
(The other symbols that mirror this one are actually crest symbols)


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Uncapped Damage Amplification
Symbols that increase your damage further without limit each time a certain action is triggered.
(The other symbol that mirrors this one is actually a crest symbol)


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Other Effects
Symbols that don't follow any particular trend.


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Random
Symbols that mimic others during a run.

Lemuria - Crest Symbols
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Action Multipliers
Symbols that increase the amount of times that you can act within the same turn.



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Cooldown Reduction
Symbols that allow you to recharge special actions faster.



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Defensive Retaliations
Symbols that use the defensive stats to deal damage.



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Enemy Hindering
Symbols that infect the enemy with a volatile negative status effect.



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Offensive Healing
Symbols that allow you to translate healing into damage or damage into healing.
(The other symbol that mirrors these ones is actually a color symbol)



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Uncapped Damage Amplification
Symbols that increase your damage further without limit each time a certain action is triggered.
(The other symbol that mirrors this one is actually a color symbol)


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Other Effects
Symbols that don't follow any particular trend.


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Random
Symbols that mimic others during a run.

Lemuria - Example Combos
This doesn't contain all the combos that can be achieved in the game, it's just a few examples to illustrate how they usually work.

Valhalla + Blue
Dryad + Green

A pretty straight forward combination. Since the damage output is based on DF/MD respectively, you can make use of the symbol that increases that stat to increase your overall damage.

Knight + Bushido/Genie/Orange

Since Knight boosts your skill damage and it get boosted even further each time skills are activated, you can use any of the symbols that can allow you to spam skills to get the most out of it.

Pirate + Kung Fu + Plasma Blaster

The stacks of Scar only decay at the end of the turn, but they can be triggered with no limit within the same turn repeteadly. We want to take as many actions as possible so the damaging effect triggers multiple times. Kung Fu is the most reliable method achieving this.

The Plasma Blaster gem can also hit for multiple times, so using it would also be perfect for activating Scar.

Pyramid + Pink + Padparadscha
Pyramid + Pink + Seraphina

Pyramid is the only symbol that provides a stacking effect every turn that doesn't decay from one turn to the next. Since all the stacks get consumed the moment the unit gets healed, we want the biggest heal possible in a single go to maximize damage.

The buff Pink offers has perfect synergy with this effect. As for what can trigger the heal, Padparadscha's skill is the one that offers the biggest heal on a single unit. However, eventhough Seraphina's skill doesn't have as much healing output per unit, it can trigger it on multiple characters at once. Seraphina's skill also provides even more stacks of Holy Curse when used, making both options quite valuable.

We want to avoid effects that trigger small heals periodically, such as Pyri's skill or small regen effects, since they would basically be sabotaging us wasting all the stacks in a miniscule heal.
[WIP] ??? - Color Symbols
Coming Soon
[WIP] ??? - Crest Symbols
Coming Soon
6 条留言
Valnir 11 月 28 日 下午 8:34 
Good job ! small mistake: you put the bushido units image on the genie trait though ;)
Amobius  [作者] 11 月 9 日 上午 12:09 
Also, I do know that Blue Symbol for example is not just a flat increase to Defense, it happens through a buff (which has some implications for other things in the game), but if I had to specify that for all the symbols, it would kinda defeat the purpose of the guide. I'm mostly aiming to describe the core idea of the effect rather than having a 1 to 1 recreation of what happens internally in the game. I'll probably add a note at the start which includes some info about all the effects happening as buffs/debuffs.
Amobius  [作者] 11 月 9 日 上午 12:09 
For the Bushido one the "starting from turn 0" is meant to indicate the combat start. My goal was to indicate all the effects in as little sentences as possible, so that's what I considered the best way to combine it with the "every 4 turns" effect. If it doesn't feel clear, I'll try to rethink the wording.

Regarding the others, it's possible that I might have incorrectly explained some of the effects, I'll correct them if that's the case. I can already tell you that somebody is gonna have to look into Lotus, because that one has the most confusing tooltip in the entire game. I wouldn't be surprised if what I wrote isn't actually how it works, in fact, what I wrote is probably still super confusing.
Bearis 11 月 8 日 下午 5:34 
your descriptions also omit that all these effects are buffs which does contribute to how effective lotus is as a trait.
Bearis 11 月 8 日 下午 5:15 
couple corrections.

fury increases ap by a % equal to the buff not a flat amount. your wording makes it sound like how you describe other traits like blue that are flat increases when the buff is a %.

your description of pyramid completely omits that the buff can be stacked up and technically isn't a once per turn limit but that the buff is used up once you activate it. this completely misses the core nuance of the buff allowing you to build up for a strong heal or activate it multiple times a turn with seraphina or some union attacks and is just completely wrong.

bushido is missing the combat start effect.
mabel 11 月 8 日 下午 4:04 
Oh, thank you so much for this