This is an article introducing the paid remake of "Lerakamuy Story: Hatred and Atonement," a game created with SRPG Studio.
Free versionThe character graphics have been redesigned, and the text and game balance have been readjusted, making it essentially a completely different game.
The units leveled up quickly, resulting in a very satisfying gameplay experience.
My completion time was approximately 12 hours, playing on normal difficulty.
table of contents
- 1 Game Overview
- 2 Review (no spoilers)
- 3 Strategy Notes (Spoiler Warning)
- 3.1 Prologue: Royal Decree
- 3.2 Chapter 1: Those Who Take and Those Who Resist
- 3.3 Chapter 2: Suspicion and Truth
- 3.4 Chapter 3: Condemnation
- 3.5 Chapter 4: Those Who Slither
- 3.6 Chapter 5: The Ritual of Exorcism
- 3.7 Deployment Mission: Land of Fire
- 3.8 Chapter 6: The Soldiers Who Stand in Our Way
- 3.9 Chapter 7: Burning with Life
- 3.10 Deployment Mission: Water Country
- 3.11 Chapter 8: What do I think of flowing water?
- 3.12 Chapter 9: Life Freezes
- 3.13 Dispatch Mission: Land of the Wind
- 3.14 Chapter 10: Aiming for the Summit
- 3.15 Chapter 11: Life Slashed
- 3.16 Deployment Mission: Land
- 3.17 Chapter 12: Into the Deep Darkness
- 3.18 Chapter 13: Life Trembles
- 3.19 Chapter 14: The Power to Protect - In My Hands
- 3.20 Dispatch Mission Mitsukuni
- 3.21 Chapter 15: Days Without "Him"
- 3.22 Chapter 16: The Army of Darkness
- 3.23 Chapter 16 Side Story: I Want to Protect You
- 3.24 Chapter 17 We, in the name of light
- 3.25 Chapter 18: The Fading Light
- 3.26 Chapter 19 Life withers away
- 3.27 Chapter 20 Tribulation and hardship
- 3.28 Chapter 21 We, in the name of darkness
- 3.29 Chapter 22 Gathering in the Wind
- 3.30 Chapter 23: "Dawn" and "Twilight"
- 3.31 Chapter 24: Hatred and Atonement
- 3.32 Chapter 25: Beyond Atonement
- 3.33 Chapter 26 Even if it costs me my life
- 3.34 Chapter 27: Lux, the King of Light
- 3.35 Final Chapter: Will it be man or god who perishes?
- 4 Unit usage impressions (spoiler alert)
Game Overview

Knight Light, appointed to the royal guard known as the "Blade of the Light King," sets out to subdue bandits in the surrounding territories.
That event will trigger a journey guided by a great destiny that will shake the very foundations of the world.
I think the story isn't primarily about conflicts between nations, but rather has a strong fantasy element.
Below, we will introduce some of the systems unique to this game.
Difficulty

There are four difficulty levels.
I started playing on normal difficulty, but I was able to complete the game quite quickly.
Those familiar with SRPGs who want a challenge might want to choose the Hard to Hard difficulty setting.
However, I think one of the strengths of this game is being able to quickly defeat enemies by strengthening your units, so I'm not necessarily recommending high difficulty levels.
There is no character loss; even if you are defeated, you will respawn in the next map without any penalty.
To put it another way, there are plenty of consumable items and staves available to revive you if you get defeated on a map.
Therefore, since the disadvantage of being defeated by the enemy is minimal, I think it's fair to consider it as having about the same severity as being incapacitated in a typical RPG.
・ Three-way stalemate

This game features a rock-paper-scissors-like system.
The rock-paper-scissors level increases with the weapon's rank, and the bonus effect becomes greater.
The highest-ranked silver equipment provides three times the bonus value of level 1 iron equipment, so you need to pay attention to the compatibility between allies and enemies.
Additionally, magic spells also have compatibility ratings, so please check the manual for details.
• Reconnaissance and deployment system

In this game, you can send reserve members on missions at key points in the story.
You can acquire items depending on the number of people you dispatch, and you can also use them to level up your dispatched members.
However, once you deploy a unit, it will be unavailable for deployment for several maps afterward.
If you send out the maximum number of units you can, you won't have enough members for the main battle, so it's important to find the right balance.
You can also check what maps are available while you're deployed by using "reconnaissance" to see what maps are ahead.
It's crucial to avoid sending units that might be necessary for completing the main story on dispatch missions, and instead send units that are unlikely to be effective or whose growth is lagging behind.
Class change

The class change system in this game is a bit unusual.
Units that have reached level 10 can be promoted to advanced classes by using a class change item.
Even after changing classes, your level will not reset to 1; it will remain the same.
Furthermore, units that reach level 21 will automatically change classes.
Therefore, there is no problem with using class change items early on on your favorite units or units you want to make the most of.
Since the number of class change items is limited, be aware that once you've used them all, the only way to promote a unit is by raising its level to 21.
Some units can only change classes through events.
There are various other specifications as well, so it's a good idea to check the manual after starting the game.
Review (no spoilers)
I completed the game on normal difficulty.
I'd say the difficulty level was somewhere between easy and slightly easy.
The game starts to get considerably easier once you get units that can be changed to a different class.
Furthermore, because of the rock-paper-scissors system, I think the balance was such that even if there was a large level difference, you wouldn't feel the difference in combat power if you fought with the weapon that was advantageous to you.
Thanks to the dispatch system, there wasn't much of a difference in skill levels.
Based on my experience playing on normal difficulty, I didn't have too much trouble with the bosses.
Attacking with a weapon at a disadvantage creates such a huge gap that you become completely powerless, so in the later stages, I found it easier to have units with high base stats fight using magic that isn't affected by the rock-paper-scissors system.
Even defeating enemies lower level than yourself yields a decent amount of experience points, so it was exhilarating to watch strong units gain experience and become even stronger.
The fact that you can use bonuses to teach skills or change growth rates, meaning you're not prohibited from raising overpowered units, was a great feature.
There are many powerful items that can be obtained from the second playthrough onwards, so I think you can enjoy a more exhilarating gameplay experience even when replaying the game.
As for the maps, they feature a variety of terrains and attributes, making them beautiful and never boring.
However, the map mechanics often followed a pattern of combining obstacles and reinforcements, which left me with the impression that there wasn't much variety.
The character graphics were elaborately crafted, with variations created for each individual character.
The selection of background music also showed great attention to detail, and it helped to enhance the experience of the work until the very end.
Rather than being a challenging SRPG, this game seems more suited to those who want to fully strengthen their units and enjoy a satisfying gameplay experience.
If you're craving the kind of overpowered gameplay that's often restricted these days, I hope you'll give this a try.
Strategy Notes (Spoiler Warning)
Prologue: Royal Decree
This is a tutorial-style map where Dussel fights alone.
Learn to pay attention to weapon matchups when fighting.
Chapter 1: Those Who Take and Those Who Resist
This map requires you to strategically use multiple allied units to progress.
The game provides detailed explanations on how to utilize each unit, so you should be fine if you follow the advice during battle.
To avoid being attacked by multiple enemies simultaneously, it's safest to move while paying attention to the enemy's target cursor.
Chapter 2: Suspicion and Truth
Once you defeat the guards, Sylphy and Roddy will join your party.
At the same time, enemy reinforcements will appear and you'll be ambushed, so depending on the situation, examine the barrels to block the path.
If you block it off, you can attack safely with magic or bows.
The boss's steel axe is very powerful, so be sure to attack him with your sword.
To be absolutely safe, if you don't attack during your turn and let your opponent attack during their turn, you can immediately retreat your units on your turn even if their attack hits.
Chapter 3: Condemnation
The story begins with Wright & Düsseldorf separated from the rest of the band.
Since Light and Dussel don't have a healer, make sure they have healing items beforehand.
There are heavily armored soldiers stationed there, but there are plenty of ways to deal with them, including Light's gentle breeze, Dussel's rapier, Sylphy's magic, and the Zantetsuken sword obtained by defeating mercenaries.
Defeat them with the appropriate special attack weapon.
With Cliff's steel axe, you can defeat him without any problems.
One important point to note is that you can avoid fighting Georg by talking to him through Roddy.
Since the opponent is strong, if you're aiming for the bonus, it's probably best to simply avoid combat and clear the stage quickly.
- If Dussel waits in front of the door near the start (on the right), you can obtain a simple defensive armor (which prevents one fatal blow).
Chapter 4: Those Who Slither
This is a map for battling monsters.
There aren't any particularly tough enemies, so it would be best to continue advancing with the upper and lower teams as they are.
Georg can equip three types of weapons, so it's convenient to give him a sword, axe, and spear so he can handle all three weapon types in a rock-paper-scissors system.
He's not like Jagen who never grows, so you can use him normally without any problems.
Chapter 5: The Ritual of Exorcism
A large number of enemies appear each turn, but since there are many allied forces, it's not particularly difficult.
It's similar to an event map.
It might be best to charge into enemies as much as possible and focus on gaining experience points.
Deployment Mission: Land of Fire

This is a map of the game's unique dispatch system.
We currently have 15 members, but if we deploy the maximum number, we will need 3 + 2 + 2 = 7 people.
And since there are 10 deployment slots for chapters 6 and 7, the best approach would be to send 5 people to ensure there are no shortages during the campaign.
In my case, I sent Minerva Cliff on top, the three idiots in the middle, and Nils at the bottom.
I've decided that the holy water at the bottom isn't really necessary.
The number of members needed to clear the next stage will be 9 out of a maximum of 10, but I think we'll be okay even if one person is missing.
Since everyone's level is 7-8, the dispatched members can expect to level up by 4 levels.
Chapter 6: The Soldiers Who Stand in Our Way
All the enemies are weak against ice magic, so Sylphy should be able to defeat them in almost one hit.
One important point to note is that they become significantly stronger when positioned on fiery terrain, so be careful about your positioning when engaging them.
When you destroy the stone statue, the dragon behind it will start to move.
At this point, it will be difficult to land an effective hit with anything other than Sylphy's ice magic.
On turn 7, a large number of monster and fire soldier reinforcements will appear, but they will eliminate each other, so you don't need to worry too much about them.
However, be aware that if there are weaker allied units present, the enemy may switch its target to you.
The boss, the Fire Guardian, will start moving once you get close enough.
Be aware that it possesses indirect attack capabilities and that when its HP drops below 50%, it will always take the initiative with its counter-attack skill.
Chapter 7: Burning with Life
Just like before, all the enemies are weak against ice.
Keep an eye on them, as they can be troublesome if they're stationed in fire-affected terrain.
Destroying the lava rocks will open a path and immediately trigger the appearance of enemy reinforcements.
To prevent our defenseless allies from being attacked, let's prepare our defenses before destroying them.
When you destroy the lava rocks on either side of the boss, three cavalrymen will appear from below.
We should also be careful to prevent our backline characters from being attacked.
The safest way to attack the boss is with Light's exclusive weapon.
However, Sylphy's ice magic is also quite effective, so it's fine to have characters other than Light participate in the attack.
Deployment Mission: Water Country

There are 10 slots available for deployment from now on, and currently there are 17.
Therefore, we decided to send seven members who are level 8-11 and whose growth is lagging behind.
The breakdown is as follows: Eiris, Leiria, the three idiots, Dorothy, and Cliff.
Eiris is one of my favorites, but she hasn't had enough practice with her staff in the main story, which has slowed her growth, so I reluctantly sent her on a mission.
Nils will be the one to step up and help with the recovery role.
Chapter 8: What do I think of flowing water?
All water-type soldiers are weak against lightning.
It would be a good idea to give Sylphy lightning magic and use it as a trump card.
Moving the lever on the right will raise the water dragon platform, making it passable.
At the same time, enemy reinforcements appear on both the left and right sides.
On turn 6, monster reinforcements appeared as a third force. (Perhaps it was an area invasion rather than a turn.)
You'll be fighting against the water soldiers, but if you want to gain experience points, you should actively intervene.
The boss will start moving on the 7th turn.
Since their attack power is high, be careful with your positioning so that your mage doesn't get taken out in one hit.
Chapter 9: Life Freezes
Pulling the levers on the left and right will raise the center, allowing you to approach the boss.
After that, numerous reinforcements will appear from the four corners of the map, but just defeat the boss and clear the stage.
Dispatch Mission: Land of the Wind

We currently have 20 members, the maximum number of people we can deploy here is 10, and there are 12 slots available for subsequent sorties.
If you want to ensure you have enough troops to deploy in the main story, deploying eight troops here would be the basic approach.
I decided to deploy as many members as possible who are level 14 or below, so I've sent out nine members this time.
So far, we haven't felt a shortage of manpower in the main story, so we've calculated that we should be able to manage even with 11 people deployed.
I dispatched the three idiots: Minerva, Nils, Eiris, Igrene, Ruin, and Sylphy.
We plan to exclude the "cure-all" item, which is the reward for dispatching the three people in the bottom left corner.
Chapter 10: Aiming for the Summit
Most of the enemies are wind-elemental, so be careful as Light's wind magic will not work on them.
It seems there's a trigger that causes enemy reinforcements to appear when you go up the stairs, so make sure to eliminate as many enemies as possible before proceeding.
Chapter 11: Life Slashed
This map involves destroying four orbs to open the path to the boss.
Be aware that reinforcements appear irregularly and suddenly, so you may need to stay relatively close together to deal with them.
Deployment Mission: Land

We currently have 21 members, the maximum number of members that can be deployed here is 11, and the deployment slots for the next chapter will be 12.
As usual, deploying the maximum number of personnel results in a balance where two personnel are left short for the main battle.
At this point, I decided to prioritize leveling up and send out members who were level 17 or below.
There are 7 people at level 17: the three idiots, Cliff, Nils, Leiria, and Ruin.
We also added Minerva Noish, who is level 18, so we dispatched a total of nine people.
Chapter 12: Into the Deep Darkness
The game begins with your army divided into left and right halves.
It's a good idea to check the positions of both enemy forces and allocate them in a way that avoids any imbalance in your strength.
Even if you lack healers, having a ranged healing staff or healing items is sufficient preparation.
On the third turn, the large rock at the starting point that was dividing your allies will split open, and monsters will emerge from it.
Be careful, as you could be ambushed from behind and caught in a pincer attack by enemies in front of you.
Since Light's wind magic is particularly effective against many enemies, I think you can easily defeat them by equipping him with wind magic and sending him in.
Chapter 13: Life Trembles
The pilgrimage to the sacred sites is reaching its climax, and this is the final map.
As before, be careful, as destroying the gimmicks will cause enemy reinforcements to appear.
Chapter 14: The Power to Protect - In My Hands
The story takes a major turn and shifts to Arlie's perspective.
Even the knight trainees can be quite capable fighters, but since we have the opportunity, let's focus on fighting with Stella and Oscar.
I think the battle will be mostly over by the time Arlie joins it.
Dispatch Mission Mitsukuni

You can deploy up to 12 out of 24 people, and in subsequent chapters, 12 people will be deployed.
Therefore, even if you dispatch the maximum number of units, you won't run out of sorties for the main story, making it easy to dispatch units.
Also, it seems that sending the three idiots who have undergone class change, plus Eiris, to the center will unlock an additional map, so if the conditions are met, I'd like to try that.
In my case, I mainly selected members who were level 23 or lower, and chose 12 people: the three idiots, Eiris, Ruin, Nils, Cliff, Leiria, Oscar, Maria, Minerva, and Noish.
Chapter 15: Days Without "Him"
Although it's a defense map, you get a bonus for defeating the boss, so go all out and attack!
Since the enemies are all monsters, if you buy holy-type equipment from your base and equip it to each unit, you can defeat them surprisingly quickly.
It's a good idea to prioritize defeating enemies with Arlie, Walt, and Dussel, who cannot level up through dispatch missions.
However, while Arlie's growth rate is tremendous, her stats are still quite vulnerable, so caution is needed.
Chapter 16: The Army of Darkness
This map's objective is to defeat the enemy commander.
As explained at the beginning, reinforcements will appear several times, so be careful not to divide your allies.
Since these aren't monsters, you can't just breeze through them with holy equipment like you could in the previous map.
Be careful not to get caught in a concentrated attack by a Sword Master with high speed and skill.
Chapter 16 Side Story: I Want to Protect You

This is a side story centered around Eiris and the three idiots.
We will fight as the Twelve Demon Generals, or rather, Julius's Twelfth Platoon.
It will be easier if you equip your units with some weapons before deployment, but the guest units are also quite capable, so I don't think you need to be overly concerned.
Since the priest uses a full-party heal every turn, I think you can manage even if you push a little too far into the enemy ranks.
Since being isolated is dangerous, I think you won't have much trouble if you consciously try to fight in groups of 3-4 people.

I'd like someone to create a family tree for me.
Chapter 17 We, in the name of light
This is a defense map.
Most enemies attack from below, but a few reinforcements also appear on the left and right sides of the top of the map.
While the number of enemies can be handled by friendly shooters, it's safer to position one or two near the defensive point if you're worried.
As for the other enemies, since there are many friendly NPCs, I think there will be few situations where we will have a hard time.
It's best to fight in a way that allows your own army to gain as much experience as possible.
Chapter 18: The Fading Light
This is a map we'll be tackling with a completely new team.
Since there are no units that could be called ace-level, let's try to fight as a group without any one unit standing out.
If you want to defeat the central dragon, it's best to split your forces into upper and lower groups and advance while lighting the lamps.
Be aware that enemies become significantly stronger when they are positioned on top of the Dark Emblem.

When you light all six lights, the dragon will warp in front of the boss, and reinforcements will appear all around.
Since dragons have low mobility, clear out the surrounding enemies first, then launch a concentrated attack.
Chapter 19 Life withers away
The mages on both sides who attack from a distance are troublesome, so send in flying units to eliminate them as soon as possible.
However, be careful not to rush too much, as you risk being knocked over.
Many enemies have skills that inflict poison, so having a way to cure status ailments will make the game less stressful.
Just like in the previous chapter, be careful not to let the enemy stand on the dark crest as you advance.
An event will occur when you approach the boss, and Light will obtain a powerful weapon.
Enemy reinforcements will appear from the bottom of the map, but it's easiest to just ignore them and defeat the boss.
Chapter 20 Tribulation and hardship
This map features enemies attacking from all sides, relentlessly pushing towards the central defense target.
It tells you where the next enemy will appear, so you won't be caught off guard.
Let's make effective use of our allies as a shield and focus on successfully defending our targets.
Just before the final turn, a considerable number of reinforcements will appear.
If you can survive for just one turn from that point, you'll clear the stage, but if you don't create a proper wall, reinforcements will appear in a position where your defending target will be defeated.
Just before the final turn, it's a good idea for everyone to return to the center to deal with the situation.
Having a Staff of Divine Blessing that can heal the entire party, including NPCs, would be incredibly useful.
Chapter 21 We, in the name of darkness
Our allies will attack the enemy's main force from both flanks, but they are outnumbered and will likely be quickly defeated.
Don't worry too much about it; just think of it as them having disrupted the enemy's formation and continue your attack.
The elite soldiers surrounding Warren are fairly strong, so be careful of them.
Warren has high mobility, so if he gets too far ahead, you can defeat him there to clear the stage.
Chapter 22 Gathering in the Wind
Initially, you'll have only a small number of allies, but their numbers will increase as the turns progress.
Since enemy reinforcements appear from various locations, it's probably easier to stick together and focus on intercepting them rather than moving around a lot.
Chapter 23: "Dawn" and "Twilight"
This map features multiple Blades of the Light King standing in your way.
I think it would be easier to fight if we advanced the entire army to one side rather than splitting our forces to the left and right, because it would allow us to stagger the timing of engagement.
The bosses will approach you once you enter a certain range.
If you feel there are too many minions, it's easier to retreat and focus on eliminating only the minions.
Since you've come this far, I think you've developed several ace-level units, so if you deploy them without hesitation, you shouldn't have any trouble.
Chapter 24: Hatred and Atonement
This episode fulfills the title's purpose.
This map is almost like an event map, and the ending branches depending on how you fight.
For more details, please refer to Chapter 23, "Information Gathering."
By the way, I went for the true ending route.
Chapter 25: Beyond Atonement
We will fight the remaining Blades of the Light King in order.
Each time you defeat an enemy, the barrier will break down, allowing you to proceed further.
Once you defeat the first Shiva, the barriers on both sides will break, leaving you in a pincer attack situation, so be careful about that.
Chapter 26 Even if it costs me my life
You'll have one last chance to shop at the base.
You can spend all your money, but I think it's better to save your bonus points, as you'll have opportunities to use them in subsequent playthroughs after clearing the game.
This map involves defeating the preliminary monsters first, and then defeating groups of monsters of each element.
Once you defeat all the groups of different attributes, the boss will descend at the end.
The boss's weak point—its weapon and element—changes every turn.
I think you can defeat it without much trouble if you attack its center with a unit that can land effective hits.
Chapter 27: Lux, the King of Light
This map is for events only.
Final Chapter: Will it be man or god who perishes?
Similarly, this is a map for events only.
You can check the number of turns it took to clear the stage from the base screen after completing it.


- If you start over after clearing the game...

If you start the game from the beginning, you can use bonus points to start with powerful items.
There are many very powerful items, so you'll definitely want to finish with as many bonuses as possible.
Unit usage impressions (spoiler alert)
I'll focus on the members who were deployed in the final map and write about my impressions of using them.

In the early stages, their physical strength and magical power were mediocre, and they didn't seem particularly strong.
Even so, once you could use wind magic, you could use him as a tough mage, which was quite useful.
After acquiring Amaterasu, I was able to perform very powerful attacks within a range of 1-2, which made me very strong.

It grows at an incredible pace from the moment it appears, so just watching its growth rate was very satisfying.
Since wielding a sword could lead to a loss in the rock-paper-scissors system, it's best to equip them with light magic for battle.
Since it's easily defeated when it first appears, teaching it the Physical Barrier skill will make it much harder to take down.
The Last Source of Light skill is incredibly useful because it allows you to use long-range magic indefinitely.

This unit joins your party towards the very end of the game and possesses excellent stats.
To be honest, I didn't have many opportunities to use it because Light and Arlie were so strong.
He seemed like an ordinary guy, but the fact that he's actually incredibly skilled is really cool, isn't it?
The clothes he's wearing suddenly take on the colors of a master swordsman.

He had average abilities, but his charisma and proficiency in both sword and spear made him a useful infantryman.
They steadily grow stronger, eventually acquiring area-of-effect skills and skills that are strengthened based on the number of allies around them, making them extremely powerful.

In the early stages, the power growth was somewhat slow, and I couldn't help but feel that there was a lack of firepower.
However, since you cannot deploy them with a fixed group of members, it is recommended to use the Training Certificates on them to quickly build up your fighting force.
It's very strong against arrows, and its ability to hold its own in duels is reassuring.
On the other hand, it lacks destructive power, so it would be a good idea to make it easier to activate special moves and such.

The healing space that gently restores the health of allies around me was very useful.
However, this often meant I had fewer opportunities to use my cane, so I frequently relied on dispatch services.
Its strength lies in having many skills that strengthen its surrounding units, so it never ended up losing its healing role to other units.

Being able to use four types of elemental magic right from the start was incredibly useful.
Furthermore, after class change, they can also function as a healer, making them even more useful.
I really like this state because it's so cool to have the strongest magic of all four elements.

It proved to be a reliable mounted unit from the early stages of the game, as it could move again after being deployed.
Its strengths include not only its mobility but also its high defensive capabilities and the ability to use two types of weapons.
Although it's slightly slower, it has plenty of special attack weapons, so if you gain an advantage in the rock-paper-scissors system and use a special attack weapon, it doesn't feel too inconvenient.

Although they join the party early in the game, they have the advantage of being able to use various weapons from the start, meaning they can always perform advantageous physical attacks.
In addition, they grow normally, making them a reliable presence as a tank.
Many players might be hesitant to use this unit because it's an early-game advanced class and not a young unit, but personally, I would recommend it.

The dispatched members were already a permanent fixture in the first team, but the skills they acquired in Chapter 16's side story have propelled them to true first-string status.
The "Bond of the Three Stooges - Sword" and "Unwavering Will" (Defense +5) skills, which affect the entire area, are very powerful, so you'll definitely want to deploy them.
Being only able to use swords is a weakness, so I'd like to at least give him a sword that can reverse things so he can adapt.

Like Zehn, his area-of-effect skill, "The Bond of the Three Idiots," is appealing, so he made it into the regular lineup.
Since this character can only wield axes, I'd like to give them the Reversal Axe.

Like the other two, his all-around skills are appealing.
Deploying three characters grants a +3 bonus to power and defense, and a +15 bonus to accuracy, evasion, critical hit rate, and critical hit evasion, making them extremely powerful.
Adding Zehn's skill further increases defense by +5, significantly boosting the overall strength of the entire unit.

Not only is its power already outstanding, but its skill allows it to deal 1.5 times the damage to undamaged enemies, making it a very appealing and romantic weapon.
Because its defenses are weak, long-range shooter equipment is a very good fit.
Becoming a sniper provides accuracy bonuses and eliminates concerns about precision, making it useful for eliminating enemies attacking from a distance.

His strength and defensive abilities improved significantly from the start, and he played a crucial role as a mobile defensive wall alongside Roddy.
I gave him healing skills to alleviate concerns about him acting alone, and equipped him with the Founder King's Shield to reduce the damage from archers (until he acquired the skills on his own).
Since I no longer had to be afraid of bows from the beginning, I think he was a very reliable presence.

A girl with the ultimate skill that guarantees she can always act twice.
Since its strength and defense aren't particularly high, I think that if you boost its strength and magic power, it could become a unit with tremendous destructive power.
Since its speed is quite high, I equipped it with evasion gear to further enhance its ability to avoid attacks.
However, it was somewhat underpowered, so there were often times when I couldn't defeat the enemy in a single battle.

He has a powerful, specialized weapon, so he should be quite strong, but I wasn't able to make him perform to his full potential.
Nevertheless, its area-of-effect skill is appealing, so I included it in my final team.
Although its magic power was at its maximum, I think it wasn't able to perform particularly well because of some concerns about its defensive capabilities and the presence of other powerful units.
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