Wyrmprints Guide



Wyrmprints are card-like pieces of equipment that can grant additional abilities and stats when equipped.

Overview
Each adventurer is able to equip up to 5 wyrmprints, depending on the slots for their weapon. These slots are divided between  and   slots, with   only taking  wyrmprints and   only taking  or  wyrmprints.

For wyrmprints that boost the same stat, there is a "max" value across your print loadout that cannot be exceeded. For example, equipping a 20% skill damage print and a 30% skill damage print will not sum to 50% damage, but instead be capped at the max value of 40% skill damage.

The abilities of a wyrmprint, as well as its appearance, can be enhanced when it is unbound 2 times in the upgrade menu. The abilities will be enhanced again at the maximum of 4 unbinds.

Some wyrmprints have access to an Affinity, which will grant additional abilities if enough prints of that Affinity are in the adventurer's loadout. Affinity bonuses are not subject to the usual wyrmprint stat caps mentioned above.

How do I get Wyrmprints?
Wyrmprints tend to be available in 3 ways:

1. Exchanging in the Shop - This is the primary method that you will use to get Wyrmprints. Every print except for limited ones will be available to purchase in the shop, in exchange for Eldwater. Cost varies depending on a Wyrmprint's Rarity, as listed below.

2. Event Rewards - Events will often give out Wyrmprints as endeavor rewards, and several of these prints are only obtainable during their event specifically. The quality of these prints can vary widely, but they're relatively easy to get, and are cheap to upgrade.

3. Quest Drops - Wyrmprints released in April 2019 or earlier will rarely appear as drops in some quests. However, the drop rate is very low, so it is not worth waiting for these drops to happen. Any prints released after April 2019 will not appear as drops at all.
 * Also, please note that duplicate drops of wyrmprints you already have, will be automatically converted into Eldwater instead. So farming for drops won't let you cheap out on extra copies, unfortunately.

How do I equip Wyrmprints?


Wyrmprints are equipped into the slots on your current weapon. These slots are split between  slots (for  prints) and   slots (for / prints). The amount and type of slots available will vary by your weapon, and you may need to unlock a slot with materials. The Weapon Crafting article has some more details.

Stacking Effects
Equipping multiple wyrmprints that grant you the same stat will cause them to stack together, up to that effect's cap. The caps don't care about how you got the effect, they only care about limiting the final effect you gained. For example, equipping (70% HP = 10% Crit Rate) and  (15 combo = 10% Crit Rate) will stack up to the Crit Rate maximum of 15%, instead of going to 20%.

Generally,, as that ends up wasting a slot you could have used on a different stat.

Affinity


Some wyrmprints will have an Affinity, which will grant you a bonus ability if you equip enough of the same-Affinity prints. For example, equipping 2 prints with Lance Affinity will grant a bonus +5% Force Strike Damage. The Affinity Bonuses article has more details.

Generally speaking, Affinity Bonuses are only worth getting if the required prints are useful in their own right. If you can get a Bonus, great, but if not, don't break your build for it. Especially don't equip a bunch of bad prints just to get an Affinity Bonus - it's usually not worth the trouble.

How do I upgrade Wyrmprints?
You can upgrade prints in the upgrade menu, similar place as your weapons. There are 4 ways to upgrade your prints:

1. HP & Strength - As the name might imply, upgrading HP & Strength increases the stats of a wyrmprint.

There is a maximum amount of upgrades allowed, depending on the rarity of a wyrmprint and the amount of unbinds it currently has:

Upgrading a wyrmprint costs Holy/Blessed/Consecrated Waters, with the type and amount needed per level varying by the wyrmprint's rarity. These waters are generally not easily farmable, so you'll depend on event rewards to get them. This coupled with wyrmprints' stats not being very crucial anyway, means you shouldn't worry about this upgrade path until you approach the endgame.

2.  Unbinding - This is the most important upgrade path, as getting to 2 and 4 (max) unbinds will upgrade the wyrmprint's ability. The ability is pretty much the whole reason you'd want a print at all. Upgrading this costs Eldwater, with the costs varying by rarity and unbind count as follows:

You can also use s (for ) or s (for ) to unbind your wyrmprints, at a cost of 1 key per unbind. Since the first unbind on a print is cheaper than the remaining unbinds, it's recommended to use keys on unbinds 2 - 4 to get the most value.

3.  Copies - This allows you to equip the same print on multiple adventurers in a team, and any upgrades you make to the print will be cloned among these copies. Getting more copies costs Eldwater, but the catch is that you need a lot of Eldwater - usually enough to max unbind a print, just to buy one extra copy. Therefore, you should only consider additional copies after you have finished unbinds on a print. And even then, only get copies if you absolutely need them.

4. Augments - These items allow you to add some extra HP and Strength to your wyrmprints. These stat boosts are significant at the endgame, where every stat point counts - but before that point, they don't matter much. You can find more details as well as drop locations at the main Augments article

How do I get ?
There are several ways to obtain Eldwater:

1. Summoning - Summoning a duplicate Adventurer will give you some Eldwater instead, depending on their rarity:

2. Selling Dragons - you can sell unwanted Dragons by going to Teams -> Collection -> Dragons -> Part Ways. You'll get more Eldwater for selling higher-rarity dragons, however you should be careful not to sell something you actually need. Sell values by rarity are listed below for 0UB dragons.
 * dragons can be safely sold in most cases, as they are outclassed by options. However, keep at least one of every dragon for building bonds in the Dragon's Roost.
 * Dragons obtained for free from events (colloquially called "Welfare" dragons) will have lower sell values than usual.
 * This also applies to dragons obtained from the Treasure Trade, such as or.
 * If a dragon is unbound, the amount of unbinds will be factored into the sale value (e.g. selling a 3UB dragon will have the same value as selling 4 copies of a  dragon.)

3. The Mercurial Gauntlet (monthly) - This is a mode where you can fight a stationary boss to test your damage output. You'll get a monthly payout of Eldwater among other things, with the amount increasing depending on how many Mercurial Gauntlet floors you have cleared. Also, you only need to clear each floor once, you don't need to repeat the process each month. The amount of Eldwater you get is hefty, ranging from about 30,000 for early-game players to over 90,000 at the high end. Try to pop into this mode whenever you get stronger, so you can improve your Eldwater income.

4. Main Campaign - Hard Mode - Completely clearing a chapter of the Main Campaign on Hard Mode will reward you with some Eldwater. Note that you can only get this once per chapter.

5. Events - Events, both limited-time ones and the permanent Event Compendium ones, tend to give varying amounts of Eldwater as well.

Using this Guide
The information in this guide is intended to be used at either an introductory or mid-game level, to teach you generally what's good to use. End-game builds will sometimes consider things like Dragon, Co-Abilities, Chain Co-Abilities, and Shared Skills equipped on the character, but builds in this guide will usually not account for those. However, they will account for factors such as affliction punishers where applicable.

This guide will also assume that you have all 5 Wyrmprint slots unlocked on your weapon, for maximum build flexibility.

This guide is not going to list builds for every single unit in the game, as a lot of them come down to the following steps:
 * Step 1: - Look at the Unit-Specific Builds tab. These units have unusual builds, and if your unit is there, you're done! If not, move to step 2.
 * Step 2: - Look at the Role-specific Builds tab and check if your unit fits one of the builds listed. If they do, great! (Move to step 4 to fill out any Flex slots you have left.) If your unit didn't match a role, go to step 3.
 * Step 3: - Look at the Weapon-Specific Builds tab and find the one that fits your unit's weapon type and affliction. (You may have some "Flex" slots left over. To fill those, go to step 4.)
 * Step 4: - Look at the Flex Options tab and pick some prints to fill your remaining Flex slots.

Note that some of the prints listed are limited, as in they were only available during specific limited-time events. These prints will be marked by an hourglass: Non-limited alternatives will be suggested whenever possible, but some limited prints may be too unique to be replaced.
 * [[File:Icon SandTimer 01 Battle.png]] for prints tied to events or holidays that may get a rerun (such as Halloween)
 * [[File:Icon SandTimer 02 Battle.png]] for prints tied to collab events or specific anniversary years, that will likely never return.

Which Wyrmprints should I buy first?
The general strategy with Wyrmprint builds on dps units is to follow the following priority:
 * 1) Icon Ability 1010002.png Skill Damage Up
 * 2) Affliction Punisher matching your element's affliction:
 * 3) * Flame = ,
 * 4) * Water =
 * 5) * Wind =
 * 6) * Light =
 * 7) * Shadow = ,
 * 8) Icon Ability 1020002.png Strength Up
 * 9) Icon Ability 1020010.png Critical Rate Up
 * 10) Icon Ability 1010009.png Broken Punisher
 * 11) (Other options)

When starting out, it is generally more important to build a varied collection of prints rather than max-unbinding (mub-ing) only a few. Having a mub dagger print won't really help your sword units, for example. Try to hold off max-unbinding until your collection has grown. The following steps can help guide you through this process:
 * 1) First, you'll want a Skill Damage print, and the cheapest option is to go pick up . To do this, go into the Event Compendium in your Quest menu, open up "Trick or Treasure!", kill the Pumpking boss 2 times, and claim Plunder Pals from your endeavor rewards.
 * 2) Go into the Upgrade menu and max unbind Plunder Pals + unlock all 4 copies. This should run you a total of about 6,600 , which is dirt cheap for 4x max-unbound  prints. Stick these on all DPS units in your team.
 * 3) Now we want to outfit your player-controlled unit. For this, we want  and  from the Shop. These will cover your Strength and Critical Rate needs. Buy both, but don't worry about unbinding them yet. This should cost you another 6,000 .
 * 4) * can also substitute for Memory of a Friend - they're almost identical, Flash of Genius just has 3 less strength.
 * 5) Go back into the Event Compendium and start up "The Miracle of Dragonyule". Follow similar steps to what you did for Plunder Pals, to pick up . Max unbind it, but don't buy extra copies. This will cost about 1,500 . We will give this to our AI units in the next step.
 * 6) For your AI units, we'll buy an assortment of other prints that will become useful later. For the most part, don't worry about unbinding them yet. Each print will cost 2,000, for a total of 10,000  for this step.
 * 7) Distribute 2 prints to each AI unit, making sure to pair Slice of Dragonyule with Rogues' Banquet on the same unit.
 * 8) Now, slowly start to buy 0ub copies of Role-Specific and Weapon-Specific prints, particularly the Skill Damage ones. The Role-Specific Builds and Weapon-Specific Builds tabs have some recommended options. This can be a long process, so take your time.
 * 9) Steadily start to max-unbind your Role-Specific and Weapon-Specific setups, prioritizing the roles and weapons you play most.
 * 10) Look into Flex Options to optimize builds depending on your unit. By this point you've already got good base prints, so it's a matter of min-maxing.
 * 1) Distribute 2 prints to each AI unit, making sure to pair Slice of Dragonyule with Rogues' Banquet on the same unit.
 * 2) Now, slowly start to buy 0ub copies of Role-Specific and Weapon-Specific prints, particularly the Skill Damage ones. The Role-Specific Builds and Weapon-Specific Builds tabs have some recommended options. This can be a long process, so take your time.
 * 3) Steadily start to max-unbind your Role-Specific and Weapon-Specific setups, prioritizing the roles and weapons you play most.
 * 4) Look into Flex Options to optimize builds depending on your unit. By this point you've already got good base prints, so it's a matter of min-maxing.
 * 1) Look into Flex Options to optimize builds depending on your unit. By this point you've already got good base prints, so it's a matter of min-maxing.

Role-Specific Builds
These builds concern specific Roles, which can apply across several different weapon types, and are too general to be listed in Unit-Specific Builds.

Icon Ability 1010006.png Buffers
Buffers can be identified as units who buff the team's stats on their skill 1. Their personal DPS tends to be rather low, so they want to focus on supporting the team rather than their own DPS. Examples of buffers include:, , , ,. Buffers tend to target:
 * Note that, such as those from , , or . You may need to build such units like a normal DPS instead.
 * Icon Ability 1010006.png Buff Time Up (more duration for stat buffs)
 * Icon Ability 1020004.png Skill Haste Up (faster casting of buffs)

Icon Type Healing.png Healers
Healers tend to target:
 * Icon Ability 1020001.png HP Up (more survivability, and enhances heals)
 * Icon Ability 1020009.png Recovery Potency (enhances heals)
 * Icon Ability 1010006.png Buff Time Up (lengthens the duration of regen heals and stat buffs)

Weapon-Specific DPS Builds
These builds are for general purposes depending on weapon type and affliction access. They should work at a basic level for most DPS units, but make sure to check the Unit-Specific Builds tab in case your unit has unique qualities.

Flexible Options
These prints can be slotted into builds on multiple different weapon types, but may be dependent on specific content and strategies.

Unit-Specific Builds
These prints don't necessarily follow the general build patterns, and are often custom-made to fit an adventurer's unique strengths.

Changelog
This is a list of all notable updates made to this guide. Note that these updates don't always line up with game updates.
 * If multiple updates happen within the same day, they're batched together into that day's entry in this log. For a full archive of edits, you can view the History button at the top of the article.
 * Sometimes a couple days of analysis time are needed to judge where new prints can be used. Some new prints may end up not being useful enough, in which case a particular game update might not justify a guide update.
 * Build updates happen as the meta develops, which also can be off-schedule from actual game updates.
 * Formatting changes occur based on user feedback and discussion over time.