Artifact Of War -The Twin Knights of Fire and Wind- (Free SRPG) Introduction, Impressions, and Strategy Notes

Artifact Of War -火風の双騎-(フリー・SRPG)紹介・感想・攻略メモ game
This post can be read in about 22 minutes.

This is an introductory article for "Artifact Of War -The Twin Knights of Fire and Wind-" (Kafuu no Souki), a game created using SRPG Studio.
As of September 2022, this is a demo version that allows you to play up to Chapter 15.
This game incorporates many unique systems, making it a rewarding experience for each player to devise their own strategies and approaches.

The time it took to complete up to Chapter 15, which is currently available, was approximately 11 hours (on Normal difficulty).

Game Overview

The basic premise of the story is that various factions are vying for control of an artifact that is said to possess great power.
Chapter 0 serves as an introduction to the story, and Chapter 1 marks the beginning of the main narrative.

This game follows the basic system of SRPGs while incorporating its own unique features.
The game retains elements from Fire Emblem: Thracia 776, such as the rock-paper-scissors system based on weapon types, rescuing allies, and capturing enemies.

There are four difficulty levels, each with a different base amount of experience points gained (the highest difficulty level, Hard, also features stronger enemies).
Since you can save not only at the start of each turn but at any time, I think it's easy to play in that sense.
You can save up to 99 times.

Class changes are a system that becomes available once you reach level 10 or higher, and your level will reset to 1 after changing classes.
Some units allow players to choose from multiple classes, so there's an enjoyable aspect to being able to choose which class to advance to.

A distinctive feature is the captain skill system.
Units equipped with the "Captain's Emblem" grant various additional effects to your entire army, allowing you to try different strategies depending on the effects.
For example, if you have a commander who increases the strength of the entire army by +4, your army will be able to attack aggressively with high offensive power.
Conversely, if the commander provides a +4 bonus to defense, the army will be able to advance safely.
I think it's interesting that players can choose what they prioritize.

Furthermore, because the fatigue system prevents you from continuously deploying the same unit, you can enjoy the fun of setting up commander skills that match the units you deploy and strategizing accordingly.

Additionally, if a unit is defeated, it is lost, but in return, you receive an artifact imbued with that unit's skills.
Due to the fatigue system, it's not advisable to blindly reduce the number of allies, but depending on the combination of skills, it seems possible to aim for significant synergistic effects.

Partway through, the army is split into two, and the game progresses on a world map.
Although this game is still unfinished, its system is reminiscent of "Tearing Saga."
I'm excited because there are plenty of ways to earn money using the free maps.
I look forward to the completion of the work in the future.

Impressions (no spoilers) *as of ver0.1

I have completed up to Chapter 15, which was released as of September 2022.

Because there are many enemies in each stage, resulting in frequent battles, the time required to complete the game will be somewhat longer.
However, the frequent battles aren't too much of a problem, as they allow you to really experience the effects of the captain's skills, which are a key feature of this game.
If you have a leader skill that increases everyone's strength by +4, you can easily defeat even a large number of enemies, and if you have a leader skill that increases defense by +4, you won't be defeated even if you attack somewhat carelessly.
I felt that by utilizing appropriate commander skills depending on the play style, the proportion of enemy classes, and the units being deployed, it was possible to play efficiently.

It's not difficult to steal enemy equipment or capture them, so the more dedicated a player is, the more money they'll accumulate and the easier their gameplay will become.
Conversely, I didn't feel that the difficulty level increased significantly even when playing without capturing any enemies.

While you'll have a fairly large number of allied units joining your team, you'll need to rotate them to some extent due to the fatigue system.
Therefore, there may be some slight inconvenience when transferring items.
However, the fatigue system isn't that severe at the moment, so you shouldn't get stuck if you take out one or two players at a time and rotate them.
Conversely, I might actually prefer being forced into a more frequent rotation.
I prefer it when it's difficult to avoid using all my allied units, rather than having some units that I never use at all.

Since it's still under development, the specifications may change in the future.
This is a work I'd like to keep an eye on and follow in the future.

Strategy Notes (Spoiler Warning) *As of ver0.1

Tips for winning

I will write about the points I found to be effective when progressing through the game.

- Leader skills that I found useful
Ceres: Strength and Defense +2
It's great that both stats that directly affect combat power are increasing.

Guy: Strength +4
This is the captain skill that I relied on the most.
Since might makes right, an increase in destructive power is a significant advantage.
A drawback is that magic-based units do not benefit from it.

Shiva: Defense +4
It was useful for defense maps and when I wanted to level up low-level units.
The effect will be reduced if there are many magic-users among the enemies.

Leena: Grants everyone a permanent state of natural regeneration.
I used this early in the game when I lacked healers and needed to split my army into multiple routes.
Even if they take a little damage, they'll recover automatically if you rotate the front line, so it's easy.
However, a drawback is that it takes a long time to fully recover if you take significant damage.

Overall, I feel that the leader skills that increase strength and defense are easy to use and their effects are readily noticeable.
However, the drawback is that there are situations where people cannot benefit from it.
I think a solid choice might be something like Nasel (Skill and Speed +2), which can increase parameters that benefit all units.

Equipment to steal
Capturing all enemies would certainly give you an advantage, but it would be incredibly difficult.
In my case, I would target enemies who possessed specific equipment and try to capture them.

Special attack weapons: Rapier, Horse Killer, Anti-Air weapons
Special attack weapons are expensive to buy, but they are useful, so you should actively try to steal them.
The rapier is particularly useful because it deals extra damage to multiple enemies, including mounted and heavily armored units.
Also, the Horse Killer is useful because enemies appear frequently.
Anti-air weapons can be substituted with bows or nail calibers, and enemy flying units don't appear very often, so their priority is a bit lower.

Magic Sword: Flame Sword, Thunder Sword
This is also a useful item, but it's hard to get hold of, so it's a good idea to steal it whenever possible.
Since magic swords also take into account the user's power during ranged attacks, even units with low magic power can perform powerful ranged attacks without any problems.
Incidentally, the enemy's magic defense is referenced.
(specification?)

Lock-on arm
The Lock-On Arm, which only the captain can benefit from, is a powerful piece of equipment that increases skill by +20.
Make sure to give the Captain's Emblem to any unit that is meant to carry it.
It dramatically increases the hit rate of any weapon, and if you have skills that involve techniques to activate, the activation rate will increase significantly (e.g., Sun, Cancel).

 

Below are some strategy notes for each stage.
Most of the useful information for gameplay can be found in the in-game strategy guide, so it's best to refer to that first.

Chapter 0: Heroes in Shadow

Chapter 1: The Light Group

This map isn't particularly difficult.
However, being surrounded by multiple enemies is dangerous, so it's best to put units wielding swords, which give you an advantage in the rock-paper-scissors system, at the front of the battlefield.

Chapter 2: The Town of Sorrow

Dark Mages are troublesome because they counterattack both directly and indirectly, but let's whittle them down with Elburn's rock throwing and take them down.
Since Renaissance is vulnerable to enemy archers, we will keep her out of the front lines during battle.
If you take advantage of the forest's terrain and advance gradually, there shouldn't be any problems.

Chapter 3: Those Who Inherit the Light

This map shows you navigating narrow passages.
Elburn's rock-throwing skills prove invaluable here as well.
There are many things you can do, such as whittling down enemies in your path or taking down enemies behind walls.
It's a good idea to make effective use of the bits and take down enemies on the other side of the wall one after another.

As Bit advised, use the skill book you obtain from the treasure chest on one of the three characters: Elburn, Tryf, or Bit.

Chapter 1: The Battle for the Hidden Treasure

Chapter 1: To Defeat the Bandits

Since many of the enemies are armed with swords, it would be a good idea to place Nasser at the center of the battle.
However, Nasel alone isn't enough, so you can give the Bronze Sword to Easel and have Nasel fight with the Grand Saber for more efficient combat (if you feel the Grand Saber is too valuable, you can use rock throwing instead).

The only type of enemy Ledin can effectively fight is a thief wielding a sword, so try to avoid engaging in combat with other enemies.
Since Ceres Ana can use magic, her ranged attacks are very effective, so let's have her fight actively.

Chapter 2: Which side will Heaven favor?

Since this map has a large number of enemies, advance by pushing members with advantageous weapons to the front.
Jessica will join your party in the village to the upper right of your starting position.

The Bishop with Thunder Shot who is on the other side of the bridge is a formidable opponent who will attack again if your attack speed is slightly low.
Lure the surrounding enemies in, then launch an attack with multiple units.

On turn 11, Rexent and Liza will appear in the upper right corner.
Lexent will approach Nasser, so just talk to him and recruit him as a companion.
Liza will also join your party if you talk to her in Lexent.
Be careful, as approaching Rexent can be dangerous if Nasser is near enemy archers.

On turn 16, the lake will swell due to rain.
Units adjacent to the riverbank can escape on their own, but those surrounded by the lake cannot escape.
Since a rescue in Lexent will be necessary, please avoid getting too close to the lake.

Various weapons can be purchased at the shop.
Having a certain amount of these items in stock will make things easier in the future.

Chapter 3: The Three Priests

This map requires you to divide your troops into two groups, left and right, and advance accordingly.
If your team doesn't have a healer, make sure they have potions.

Since there are many enemies, equip units that can use multiple weapon types with various weapons so they can fight with the most advantageous weapon.
Also, there are many forts strategically placed, so use them to your advantage for healing and defense.

Thieves carrying rapiers or thunder swords should be captured and their items taken.
Stealing from other enemy units whenever you have the opportunity will also make the game easier.
If you equip Guy, who has a high physique rating, with the Captain's Emblem, the accuracy of his Lock-On Arm will increase significantly, making captures more reliable.
Furthermore, the +4 strength bonus from the leader skill is quite significant and therefore very useful.

When you open the door to the room where the three wise men are imprisoned, all three will become your allies.
While it's possible to complete the game without all three characters, having them is helpful as it adds a healer and a ranged attack unit.

In the second half, enemy units will start appearing from the fort.
There aren't many of them, but it's still a good idea to be careful.

Chapter 4: Silverd's Air Force

The enemy density is high, and charging in carelessly will result in being subjected to concentrated fire, which is dangerous.
I think it's safer not to rush the cargo retrieval, but to let the enemy retrieve it first, thereby securing their escape point.
Head towards the exit point by crossing the bridge at the bottom of the map.
After sufficiently reducing the number of enemies, visit the village with the unit that rescued the cargo.

The enemy swordsman unit has high attack speed, making it difficult for us to counterattack.
Use multiple units that can equip spears to fight.
Be especially careful about where you fight, as your opponent is more likely to dodge your attacks if they are in a forest.

You can buy special attack weapons at the shop to the right of the boss.
Items that deal extra damage to heavily armored enemies, such as hammers, will be useful in the next map as well, so it's a good idea to buy a few.

Chapter 4 Side Story: Artifact

The Cross Blasters, which are placed throughout the map, fire in a cross shape at the start of turns that are multiples of three.
The damage is fixed at 12 and hits both allies and enemies indiscriminately.
Since it will change direction when it hits a wall, be sure to check its trajectory and determine its direction.
Be aware that you cannot defeat the Cross Blaster.

The path is narrow for a while from the starting point, so I don't think we'll be short on manpower even if we split our troops into north and south.
However, since you'll likely be taking damage more often, making Leena the leader will allow everyone to recover 5 HP each turn, which makes things much easier mentally.

Since there are many enemy armored units, equipping them with hammers or rapiers will make the battle much easier.

Chapter 5: A Desperate Escape

For now, let's visit the house in the upper right corner by turn 7 to destroy the bridge and hold off the reinforcements.
Sending Rexcent alone might result in him being defeated by surrounding enemies, so send him with other allied units to support him.

Even if you manage to destroy the bridge, the three Dragon Knights included in the enemy reinforcements will still head towards you.
Be prepared to counterattack with bows and axes.
Once we defeat the Dragon Knight, we can advance at a leisurely pace.

The enemy mage Elegy can be persuaded by Nasser or Ana.
Elegy is coming towards you, so if you have units that can persuade her heading in that direction, it will be easier to recruit her.
If you don't eliminate some of the enemies first, it will be difficult to find the right timing to persuade them.

Chapter 6: The Duo Mercenary Group

This is a reconnaissance map with limited visibility.
Mawson has a field of view of 6, so deploying him will slightly improve visibility.
Since you'll often be attacked by more enemies than you anticipated, making Shiva your captain will increase your defense by +4, allowing you to proceed relatively safely.
However, be aware that you will still take damage from enemy magic attacks as usual.

Considering that the Duo NPCs will appear from the upper right, it would be most efficient to take a route heading north from your starting position.
It's important not to charge in all at once, but to advance little by little.

If you wait on the yellow flower in the lower left of the map, you will obtain St. John's wort (fully restores HP + 25 EXP).

Chapter 7: The Earth Turns White

On turn 15, the enemy general Ivan will summon snow, reducing everyone's movement speed.
However, only the Armor Knights will be strengthened.
If Shiva is deployed, she will be strengthened and gain experience points.
Note that the event will still occur even if you have defeated Ivan by this turn.
Also, since the villages you visit before reaching them will be closed off, try to advance as quickly as possible.
Zell can be persuaded to join your party through a duo.

If you clear the stage without defeating Shion, who is near Ivan, he will become your ally.
It would be safer to capture it.
Be careful not to defeat Shion, as this will prevent you from progressing to the side story.
In that case, the sniper Cernid will be added as a replacement unit.

This unit possesses some very powerful skills, such as the Divine Archer skill, which permanently increases their range by +1, and the Aggressive Attack skill, which allows them to attack consecutively when a follow-up attack is possible.

Chapter 7 Side Story: The Ghostly Castle

Since there are many enemies that use magic, it would be a good idea to prepare a leader skill that increases magic defense.
There are many treasure chests, but since there are two enemies that possess the Universal Key, you can manage without deploying a Thief.
The ghosts can move through walls, so be careful not to get caught in an unexpected concentrated attack.

Chronica, who appears near the entrance in the second half of the game, will join your party if you talk to her with Nasel.

Be careful, as the boss's tech will move if you enter its attack range.

Chapter 8: Element Cannon

At the start of turn 8, the Element Cannon is fired, creating a river that is 3 squares wide.
If you're stuck in the middle of the river, you'll be unable to move, so use rescue or flying units to get you out.
Being within range does not mean you will take damage.
The river will recede on turn 12, so you can advance if you wait until then.
The other two units produce similar effects, but the third unit creates a forest terrain instead of a river, so you don't need to worry about it too much.

You can gain experience points by destroying crumbling rocks.
Additionally, you can sometimes obtain gem fragments that can be sold for a high price, so be sure to destroy them actively.
Don't forget to wait among the numerous yellow flowers and collect the St. John's wort.

Chapter 8 Side Story: Arrival in the Royal Capital

This is an event-only event; no user interaction is required.

Chapter 9: The Attack...and Awakening

There are many enemies, and they keep attacking us.
Since the enemies will come to you even if you don't advance, it's best to focus on dealing with them.
Since there are many mounted enemies, you can easily defeat them by using weapons like Horse Killer, Rapier, and Reginleif to intercept them.

If you want to steal Jamila's Master Crest, you should be able to steal it by getting adjacent to her before the 10th turn when she takes action, and then rescuing her with a Rescue or similar ability.

Chapter 9 Side Story: A New Journey

This chapter is event-only.

Chapter 2: Two Lights Torn Apart

Chapter 10: The Beginning of a Long Journey

This is the first map featuring Ceres as the main unit and the newly formed squad.
Ships with long arches at sea are troublesome, but they can be neutralized by simply taking several hits.
Since dodging an attack prevents the enemy's health from decreasing, it's a good idea to have a unit with high defense and low evasion rate take the hit.

Kaito, who has just joined the party, can be leveled up to the maximum level in one go by continuously using W-Izmoney.
However, it might be better to give them drinks that increase their growth rate before leveling them up.

Chapter 11: The Hero of the Sun

At first glance, there seem to be many enemies, but the numerous cannons can only move along walls, so identify safe zones and advance accordingly.
Furthermore, since cannons do not have a special attack against flying targets, approaching them with flying units is not particularly dangerous.

Free Map: Cave of Life's Sleep 1F-3F

Once you've cleared Chapter 11, you can try this map as many times as you like on any difficulty level except Hard.
Please note that you cannot obtain bonuses from commander skills on this map (is this intentional?).
Once you enter the map, you cannot leave until you reach the 3rd floor.

The enemies consist of three types: skeletons, gold skeletons, and gargoyles.
Skeletons wield swords and gargoyles wield spears, so try to fight with a weapon that gives you an advantage.
This map isn't particularly difficult, so it's useful for leveling up units that aren't yet strong.
However, be careful as gargoyles are very fast.
Make use of the special attacks of bows and nail calibers.

Clearing the 3rd floor will reward you with a Reincarnation Flower, which allows you to revive the dead.
Additionally, there are treasure chests, so it's a good idea to complete the game at least once.

Chapter 12: The Conspiracy Begins to Move

The volcano erupts once every four turns, but unless you're really unlucky, you shouldn't get hit directly.
However, be aware that everyone will take a fixed 1 damage.

Following the walkthrough, if you proceed counterclockwise in Ceres, you'll have an easier time talking to Ortega, who will appear along the way.
The boss, Raj, will move and attack you if you enter his attack range.
Since I want Ortega to learn skills, the units moving counter-clockwise will inevitably engage Raj.
With that in mind, it's efficient to assign units equipped with weapons for aerial attacks or swords that give them an advantage in combat to the units moving counter-clockwise.

Chapter 13: An Inescapable Choice

The story begins with the units divided into upper and lower forces.
Both units will face some degree of enemy attacks, so you'll have a tough time unless you deploy reasonably strong members.

If you want to have Ortega fight the boss Borg to learn from him, make sure the upper unit stays out of Borg's attack range.
The cannons will only move against walls as before, so it's a good opportunity to level up units that aren't yet strong enough.

Chapter 14: Liberation from Domination

The citizens trapped in each room can be freed by opening the door, and you will also receive an item at the same time.
The reward items are separate from the treasure chests in the room, so make sure you have a way to open the treasure chests.

Citizens have strong defenses, so they cannot be defeated by normal attacks.
However, if you become poisoned, your health will decrease by 2 each turn, so be careful about that.

Every few turns, the turret fires an attack dealing 10 damage.
Be careful, as you will take damage if you stand on the blue floor.

Boss Zenard will not move from his throne.
Take your time to eliminate the surrounding enemies, then learn skills from Ortega.

Chapter 14 Side Story: The Battle Axe of Trublensia

Fixed damage from magma occurs every four turns.
Staying near the bottom of the pillar is safe, but be aware that you may not be able to cover everyone.
If Shu's HP is low, he will die instantly.

The enemies themselves aren't that strong, so take the magma into consideration and be careful about the timing of your advance.

Chapter 15: Fierce Battle! Certenas the Flashing General

Since there are no enemy reinforcements, let's carefully intercept any approaching enemies and then advance slowly.
Since both bosses Celtenas and Jim are equipped with spears, you should be able to defeat them without any problems if you prepare a powerful ally who can equip an axe.

Unit usage impressions - provisional (spoiler alert)

*The usability of a unit changes significantly depending on how it grows.
Please understand that this is merely my impression based on my own experience playing the game.
(At the point of clearing Chapter 15, ver0.1)

Nacer

The abilities have improved evenly, giving the impression of good balance.
Because the Grand Saber is so powerful, it's a unit that's more useful than its stats suggest, even from the early stages of the game.
Stone throwing is a very convenient long-range attack with a range of 1 to 5.
If you equip it with the Captain's Emblem and a Lock-On Arm, it will achieve a near 100% hit rate, effectively creating a mobile artillery platform.

·easel

Although it has a slight weakness in speed, it is a useful mounted unit that grows well in other areas and can use two types of weapons.
While it's weak against magic attacks, it's a unit that can be reliably used against any opponent.
Mounted units are relatively rare in this game, so they are quite useful.

Ceres

While its magic power growth is decent, its speed and magic defense growth are poor, making it difficult to trigger follow-up attacks, which is a major drawback.
I think the growth rate will depend on the results of the questions asked at the start of the game.
However, since it can grow beyond level 20 even in its initial class (it can reach level 29, as confirmed), if you raise it to the maximum level and then change its class, it will have more opportunities to grow than other units and will become considerably stronger.

・ Ana

She's a valuable healer, and you'll have to handle that role alone until Diana joins the party.
There's a period where you can't buy a healing staff and only Super Healing is available, so it's necessary to quickly raise your weapon level by practicing with a reed staff or similar.
(Added October 2022) This information was an oversight on my part; you can always purchase Healing Wands from "Unit Management" → "Shop" on the sortie preparation screen.
I apologize profusely.

I was grateful that even in the initial class, I could be an attacker using light magic.
The effect of Reed's wand is interesting, but I imagine the dialogue must have been incredibly difficult to write.

・Redin

Initially, their abilities were unremarkable, but they grew rapidly and became the ace unit.
This was the first unit to reach level 20 and undergo a class change in my playthrough.
By acquiring the axe-equipping skill along the way, the number of enemies it can handle has increased, making it much easier to use.

Lyell

This archer seems to have an average increase in the abilities necessary for combat.
While it's possible to use it normally, I think many players find it more fun to just spam fire every turn.
Equipping a combat knife, which you don't use very often, and firing it indiscriminately makes it easier to land critical hits, which is fun.

Jessica

This unit had relatively little growth in strength, technique, and speed, making it difficult to use even as its level increased.
However, with leg rings, flame necklaces, and other items, there are plenty of skills available, so you'll want to actively take advantage of weapon performance and the bonuses from captain skills.

Lexent

While its strength and defense stats are growing well, its technique and speed are developing slowly, making it difficult to land attacks on enemies and making it susceptible to follow-up attacks.
I'd like to take advantage of the fact that it's the only flying unit, but at the moment it seems unreliable.
However, I believe it will come in handy someday, so I continue to nurture it little by little.

Liza

At first, he didn't have any outstanding abilities and gave the impression of being weak and unassuming.
However, while his strength didn't improve much, his technique and speed increased, and surprisingly, his defensive abilities also improved significantly.
As expected, increasing skill and speed makes it easier to land attacks on enemies, which leaves a good impression.
I was able to change classes after clearing Chapter 15, and I chose Imperial Knight.

Guy

It didn't seem like a particularly impressive unit, but since I didn't have any other units that could use axes, I thought I'd give it a try... and when I started using it early on, it turned out to be a very useful unit.
The speed increase was surprisingly good, and it's reassuring to know that we can expect follow-up attacks with the axe's powerful blows.
Furthermore, the leader skill's +4 strength bonus was exceptionally powerful and proved extremely useful when tackling challenges with physical-focused units.
By using the lock-on arm in conjunction with it, the poor accuracy of the axe can be completely compensated for, making it a simply powerful unit.
The mysterious increase in magic defense and physical defense is a reassuring point, and its large physique, which allows it to capture most enemies, is also invaluable.

Mawson

Although he's a thief, he's also capable of fighting and is more useful than many swordsmen.
However, since it's not very tough, I think the best way to fight it is to give it a magic sword and use indirect attacks.
The speed makes it easier to attack again, which is an advantage of the Thief class.

・Lina

As a dark magic unit that joins early in the game, it has an advantage against enemies that use reason magic.
The leader's skill allows everyone to recover health naturally, which is useful when you're short on healers or when you want to fight casually.
I'm sorry that I don't have many opportunities to use her, even though she seems like the main heroine.
If they're three priests, I can't help but think that if they could at least use staves, they could be healers alongside Ana...

Judy

Despite being a female swordswoman, her strength is growing well, and she has the potential to perform like Oguma.
Its magic defense is also quite high, so it can fearlessly charge into battle against mages.
It feels great to equip a Killing Edge and use an ambush special attack to defeat the opponent without giving them a chance to retaliate.

・Shiba

While its speed is low, its defense is extremely high, allowing it to fight in a style befitting a heavily armored class.
The captain's skill, which grants a +4 to defense, is quite significant and makes them very reliable on maps where careful planning is required.
Despite being a lower-ranking class, they can wield three types of weapons, allowing them to always fight with the weapon that gives them the advantage.
You tend to run out of inventory space, but that's just how it is.

・Lafiel

Since I haven't used it much, it's unknown how much it will grow.
The optimal use of sleep attacks is still unknown, but since they also have the effect of reducing the enemy's size, they might be key when there's an enemy you absolutely want to capture.
After testing the experience point distribution, I found that I learned the Shin Killer skill at level 18.

Elegy

While initially difficult to use due to its low level, its skills have steadily improved, making it a reliable mage.
My impression is that if you train them to a certain extent, they can become a perfectly viable fighting force.
Thanks to my shadow skills, there have been several times when I was saved from being attacked even though it seemed like I definitely would have been.

·duo

Like Jessica, she's a swordsman with considerable potential for growth.
While the balance of its stats seems average, its major advantage is that, thanks to its two-handed weapon skills, it can unleash destructive power beyond what its stats would suggest.

Dan

Since I haven't deployed them much, their strength is unknown.
The "Defiant" skill, which allows you to act again when your HP is below 40%, might be good for hit-and-run tactics.
When they first appear, if our attack misses and they counterattack, leaving us critically injured and throwing our calculations off, the ability to escape once was quite convenient.

・Zel

He looks somewhat like Vega from Tear Saga, but his personality gives off a Samto-like impression.
Since I haven't deployed them much, their strength is unknown.
At level 18, you learn the Afterimage skill (30% chance to dodge attacks).

・Shion

I have the impression that the green-haired mage character can become quite strong, but I haven't really leveled her up much so far.
When it first appeared, I thought Nailcalibur was a special weapon like Excalibur, but I was disappointed to learn that it was a commercially available item that could be purchased in stores.
The name sounds cool for a commercially available product, so you might be fooled.
Since they possess elite skills, they should be able to develop quickly if you want to.

Linnaeus

Although she's a thief, her skills and abilities give the impression that she could be used effectively as a swordsman without any problems.
I haven't deployed this one much either, so its usability is still unknown.

Chronica

This unit is incredibly tough, despite its appearance, thanks to its powerful divine shield that constantly halves the opponent's attacks.
As a mounted unit capable of using magic, it's quite versatile.
I feel that if you boost its defensive capabilities with armor and shields, it could become incredibly tough and impenetrable.
Since it also has ambush skills, depending on how you combine it with the inherited skills, I get the feeling it could become practically invincible.

・Greylio

Since I haven't deployed it in battle yet, its usability is unknown.
Since it's one of the few mounted units, it could be a valuable asset if properly trained.

Shu

This unit has extremely low HP, but its other abilities are all exceptionally high, making it a very specialized unit.
If you can strengthen your defenses with items and such, you can unleash high destructive power with your unique skill, Black Lightning.
This is a type of unit I haven't seen much before, and I thought it was quite innovative.

·kite

This unit has the amazing feature of being able to use all weapons and not consuming them.
However, since leveling up weapons takes a considerable amount of time, you will actually need to narrow down the types of weapons you use to some extent.
Given its poor growth in magic power and magic defense, moderate strength, and high skill and speed, I feel that axes, which offer many high-powered weapons, are the optimal choice.
The "Walk It Money" skill makes leveling up very easy, so it might be wise to boost your growth rate before leveling up.
Theoretically, this skill would allow you to earn an unlimited amount of money (some hardcore players might actually try this).

Esteban

Although he is an advanced class from the start, his stats and growth rate are high, and he possesses combat power worthy of the name "Hero of the Sun."
It's not simply a support unit.
Since you have the Axe Plus skill, it might be best to fight primarily with an axe.

Since its stats are boosted on sunny outdoor maps, it's clear which stages it's best to deploy, making it a relatively easy unit to use.
I find it interesting how these kinds of skills seem to work well with the fatigue system.

Satura

She's a female character with a strong physique and an axe-wielding character with a Greek-sounding name.
Its growth rate is high, so I feel like it could become strong, but since there are more axe users now, I haven't been able to train it much.
The fact that the snake venom skill increases post-battle damage by 5 seems like it could be useful for something.

Diana

Finally, we have another healer besides Ana joining the team (and their names are similar, Ana and Diana).
As a cavalry unit, they are useful as a mobile healer.
I find it useful because it can handle combat reasonably well.
The Protection Staff seems like it could be quite useful, but I'm hesitant to use it because I haven't had many opportunities to use it.

Ortega

This unit possesses an incredible skill, much like the protagonist, that allows it to learn the boss unit's first skill by engaging in combat.
I don't know how many skills you can teach your character, but it's a player's nature to want to learn all of the bosses' skills.
I think the accumulation of fatigue is unavoidable, so I want to save the S drink for him.

 

Here's another recommendation: a compilation of free SRPGs featured on this blog.
A collection of articles introducing recommended free games (simulation RPGs)
For other games featured on this blog, please see this article.
A compilation of gaming-related articles featured on this blog.
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