Disclaimer: Though I played DL daily since launch, I stopped playing since the Monster Hunter event back in February. Still, I looked up a bunch of this stuff for accuracy or current meta; there are waaaay too many systems in this game!
First off, your Might level only goes so far when it comes to surviving the late- to end-game quests. A personal example for me was when I was trying to crack the High Midgardsormr's Trials. Just stacking all your fire on these trials is enough to get through the Prelude and Standard difficulties, but getting through the Expert and Master difficulties really requires understanding these quests. I could get my fav flame adventurer Rena to +6000 Might but having no stun resist meant she often dropped within the first two attacks. The guides online, though a little dated, are very informative on what heroes, weapons, and wyrmprints work well for the different end-game quests. BUT! Might level is a hard check rando groups do anyway so the number is still important!
That all said, if you wanna raise your Might level, the obvious place to start is maxing out your adventurers, weapons, and wyrmprints. Do the Daily Events to get the leveling mats from the chests and spend them! Unbinding your stuff is trickier though, esp. if that requires using your more limited Testaments, Stones, Ingots, and Keys, so make sure you're set on the loadout you have (hot tip: max Resounding Rendition is strong and general enough that it will never leave your party). If you have amplifying and fortifying stones, you can add these to your favorites as well; each stone gives a +1 to Str or HP respectively, +100 max each stat. The shop has useful items for sale in monthly quantities: unbinding items can be obtained by trading in Void Leaves from Void Battles, and amplifying and fortifying stones can be obtained by trading in Astral Shards from Astral Raids.
Adventurers that start as a 5-star rarity typically have more Might than those that start as a 4-star rarity and are unbound to 5. More and more adventurers are getting the Mana Spiral though, basically a 6th tier of mana nodes, which changes this perception. The Dark-type Patia, a 4-star adventurer, is a good example of this.
Weapon-wise, Void weapons have a generally lower Might value than the blacksmith's weapons and are event-specific, so make sure you know what that Void weapon you're eyeing will be used for before investing. Void weapons are much easier to upgrade than 5-star blacksmith weapons, and you may even want to to consider 4-star blacksmith weapons as you make your way to 5-star blacksmith weapons and beyond.
Facilities are very important! Get those dragon shrines, slime shrines, elemental shrines and weapon huts leveled! Event facilities are equally as important, so keep an eye on any Revival events you haven't done so you can level those.
Max out your relationships with your dragons. At max level 30, they give you a Sunlight Ore; take ten of these to the shop, and she'll trade them to you for one Sunlight Stone. Also, Part Ways with any dragons you don't intend to keep. This'll give you Eldwater instead of gold, that sweet blue stuff you'll want to hit 50 mana nodes on your adventurers.
Read the Side Stories for our adventurers and dragons for Wyrmite, and save that Wyrmite for Gala events! Gala heroes tend to be some of the strongest adventurers you can have, and the 5-star drop rate is a little higher during these events that compared to other events.
In the end though, raising your Might level takes time, or time and money. It's a gacha game after all, so hit the online guides to make sure you're happy with what you're investing in to maximize your time and money. Also, if you eventually want to play end-game, try to find a good Alliance or at least a few people you can reliably play with. Getting stuck with that one rando who died immediately becomes tedious a dozen times over in one sitting!
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