Builds for Vigil: The Longest Night features an arrangement of character Skills and Equipment that define a specific set of playstyle or highlight a certain natural strength for the game's protagonist, Leila. Builds are created by users and as such their performance is varied, and should not be taken as a requirement or objective of the game.

 

Vigil: The Longest Night Builds




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    • Anonymous

      The Contracted bat spell is simply breaking the game... you summon a few and they clear everything if you have 70 +arcane, cause over that it summons the greater mutated bats... 96 per hit and you can have about 20 on screen.
      Doesn't need even to aim... they feast on your enemies

      • Anonymous

        after you've got , nothing could stop you from now on... if you also equip with a magic (icon looks like mirror) shelter all physical damage, which got from the exchange with a vampire at around D1 area, you even needn't any save point to restore HP or any potion... based on what i've seen, the game battle design is too imbalance

        if you want to play cool-ly, and the magic dropped by Uptancos seem a good choose, while is still the much more safe and powerful way
        suppose or couldn't change the IMBA position of that fxxking holy light

        • Anonymous

          after you've got [Staff of the Holy Six], nothing could stop your way from then on...
          if you also equip [Starburst Compass] to shelter all the physical damage, which got from an vampire around D1 area by exchanging Eternal Daylight (from The Ancient Guard), the save point to restore HP or potion would be unnecessary...
          based on so far what i've seen, the game's battle design is too imbalance

          if you want to play cool-ly, [Head of Uptancos] and the magic dropped by Uptancos seem a good choose, while [Staff of the Holy Six] still much more steady and powerful
          afterall, even [Golden Sword], [Ancient Vigilant's Sword] or [Owl's Blade] couldn't be better than that fxxking holy light...

          • Anonymous

            after you've got [Staff of the Holy Six], nothing could stop you from now on...
            if you also equip with a magic (icon looks like mirror) shelter all physical damage, which got from the exchange with a vampire at around D1 area, you even needn't any save point to restore HP or any potion... based on what i've seen, the game battle design is too imbalance

            if you want to play cool-ly, [Head of Uptancos] and the magic dropped by Uptancos seem a good choose, while [Staff of the Holy Six] is still the much more safe and powerful way
            suppose [Golden Sword] or [Ancient Vigilant's Sword] couldn't change the IMBA of that fxxking holy light

            • Anonymous

              A straightforward end game build is thus:

              [Golden Armor set + Fox Mask] -> upgraded to +7 this gives you the maximum defense and some other neat bonuses as well.

              Enchantment: Ascetic -> this enchant lowers your attack, but raises it as you consume stamina. More on this latter.

              Weapon: [Fallen Amaterasu] -> has a screen wide special attack that hits 6 times for small damage. If you hit your target in melee, deal massive single damage instead. This ability costs a lot of stamina. The heavy golden set and the ascetic enchantment all synergize here.

              Enchantment: Giant -> This makes the screen wide special deal substantial damage, as the %health damage procs on each individual hit. So now this weapon is good both vs fodder or bosses.

              Rings: Balance Ring, Thistle Ring x3 -> The balance ring allows carefree exploration. As for the other rings the Thistle Ring gives the most extra attack until you explore the map almost completely in which case replace with Longstrider's Ring x3. Alternatively, Stray Ring x3 will give you almost double XP.

              • Anonymous

                Arcane build:
                Ancient Vigilant's Sword (+frost stone) = 27.5 Arcane
                (off-hand weapons don't count)
                Armors: whatever (none give arcane, Scarlet gives mana)
                Rings: Dead Leaf (+5 each, 2 per playthrough)
                Arcane Understanding (skill, +20 arcane)

                At 64, I have 79.5 Arcane. I typically use Flaming Magpie, which at ~80 Arcane does about ~45 per magpie hit, with decent poise damage and literally zero mana cost - you recover the mana before the cooldown is up. This is a very versatile build. I haven't experimented with much else because of how powerful this is, but Burning Hand does ~400 damage a shot - the cooldown is a bummer, though.

                The bonus of the Ancient Vigilant Sword is that it's also a fairly powerful melee weapon, which allows you to still do damage when you have to dodge through things. For Delphi though, it's best to be nowhere near her, so Flaming Magpie is -the stuff-.

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