This is an article introducing "Yureishia Hero Chronicles," a free game created with SRPG Studio by Ito Tsumugi.
You'll use units with unique abilities to conquer challenging maps.
The game incorporates many unique systems, such as command skills that can be activated at any time and missions set separately from the clear objectives.
My completion time was approximately 32 hours (about 50-60 hours including loading times).
Game Overview

The protagonist is Faris, the prince of Torukia of the Kingdom of Tizia, located on the island of Yureisia.
Due to an invasion by the neighboring Kingdom of Galen, Faris takes Princess Irene and flees to the allied Kingdom of Floria across the sea.
However, Floria was also in the midst of a civil war, making it difficult for her to send troops to support Tizia.
Therefore, in order to gain the trust of the people within the country, Faris first went on a mission to eliminate bandits.

There is no difficulty selection in this game.
Instead, you can receive "special support," such as financial assistance, at any time you choose.
There are no downsides, but the fact that you used it will be noted in your score after clearing the game.
Additionally, while there is no character loss, you will lose if a certain number of units are defeated during a stage.
There are no specific penalties for being defeated.
You can save your game at any time at the beginning of each turn.
Let's use save and load to find the best strategy.
Since the random numbers are fixed, performing the same actions after loading the game will yield the same result.

Each map has two challenge missions in addition to the victory conditions.
You'll receive a reward for completing it, so try to aim for it if you have the time.
However, trying to complete all missions will make it very difficult, so it's important to compromise to a degree that doesn't cause stress.
The items you receive as rewards are useful, but their performance isn't so poor that you'll be particularly inconvenienced if you don't have them.
If you miss out on an item, you can purchase it with money at any time in the future, so if it's something you really want, you have the option to buy it.

Aside from the challenge missions, the map also features powerful enemies who are running away with valuable items, as well as treasure chests guarded by powerful enemies.
In addition to the missions, trying to complete all of these elements will likely increase the difficulty even further.
Players are required to discern how far they should go in completing the mission and where they should compromise.

In this game, units may possess something called a command skill.
Command skills have a cooldown period and can be used every few turns.
Since it can be reused after a few turns, the quickest way to win is to use it actively without hesitation.
Class changes occur automatically as the scenario progresses, so players cannot perform them at their own discretion.
Your level won't be reset, and your ability scores will simply be boosted.
Review (no spoilers)
I was able to successfully complete the game to the very end.
Regarding the difficulty level, the early stages, when you don't have any outstanding ace units, feel a bit challenging.
In the mid-game, once your forces are strong enough and you have units that can change classes, things will become a little easier temporarily.
In the second half, the difficulty level increases again as the division of units requires the proper utilization of all units.
However, since you can control the difficulty level by skipping the challenge missions, I don't think the difficulty level itself will often be a problem.
While there are some chapters that remain difficult even if you skip the missions, I felt they were limited.

I think the core of what makes this game fun lies in figuring out how to navigate the maps.
The map layout and enemy placement are just some of the many things that make it so great.Vestaria SagaYou can sense the 'ism' in it, and it's not something that can be easily understood.
However, it's not simply that the difficulty level is high without reason; there are multiple ways to overcome the situation.
I felt that the map was designed to encourage players to think about how to overcome challenges by making the most of the units' unique characteristics.

And the unique and diverse units that are essential for conquering the game are a major highlight of what makes this game so enjoyable.
Each unit possesses a wide range of skills, and even within the same class, their performance can vary considerably.
Differences in stats, skills, and exclusive weapons create differences in how the characters feel to use.
Furthermore, the way you use the character changes even more as you acquire new skills and change classes as you grow.
This game features several maps where units are divided, and you need to make sure all your units are fully operational.
It can be challenging to master using units you don't normally use, but it can sometimes lead to unexpected discoveries.
Since items that can raise second-string units to a certain level are readily available and inexpensive, there's no need to force out and train units that are no longer needed for the main team.
In that sense, I felt it was considerate to the players.
The difficulty level is quite high, so the fact that there's no risk of losing all your items and that you can save after each turn was very helpful.
The game is designed to encourage repeated trial and error through saving and loading, so it will take time, but you can enjoy the satisfaction of slowly and carefully figuring out how to complete it.
I thoroughly enjoyed the gameplay, but I'd like to mention a few things that bothered me about the scenario.
This game is not only a game in itself, but also a war story with a large amount of text in the scenario and a lot of interaction between allies.
Regarding the scenario content, players have different preferences, and since it's a free game available online, I won't go into too much detail.
However, I did notice several instances in the text where the words were misused or inappropriate (though it's possible I'm just being overly critical).
I felt compelled to mention this because there were instances where the misuse of words distracted me and prevented me from concentrating on the content.

*Partial excerpt
Top left: "Gathering stories" → "Accumulating stories"
Top right: "Manzai" (a form of storytelling performed by one person) → "Conversation" or "Talking" would be more appropriate.
Bottom left: "Stories within one's means" → "Stories about one's life"
The bottom right, "to be ridiculed" (to be made fun of) → "to be feared" or "to be feared" would be more appropriate.
When I participated in the initial test play, I didn't find anything particularly concerning about the gameplay itself, so my comments were mostly about the text (sorry about that).
However, I personally think it's a real shame that the game's reputation is being tarnished by aspects unrelated to the gameplay itself.
Since I've pointed it out, I'll gladly cooperate with proofreading if I can be of any help (for this work and the next one).
I think simply having AI pick up on errors and other omissions would reduce these kinds of issues, and I also think that hiring personnel to check the text would be an effective measure.
I've written quite a bit, but I think it's one of the best free SRPGs, offering a truly rewarding gameplay experience.
I highly recommend this game to players who are familiar with SRPGs and are looking for a challenging experience.
If you can accept that you don't have to complete the challenge missions, then this game is also recommended for casual players.
Strategy Notes (Spoiler Warning)
General strategy notes
• You can check the conversations that occur in each chapter in the "Unit List".
Since engaging in conversations often increases character stats, try to do it as much as possible.
• I will write my strategy notes with the goal of completing both missions.
However, there were several maps in the latter half that I wasn't able to complete, so my strategy notes might not be very helpful.
Make sure your main units are equipped with healing items such as herbs and potions.
Since you can continue moving forward without waiting for damage to heal, it helps to increase the speed of your advance.
Always keep multiple treasure keys and door keys in stock.
Leaving it to a unit that can unlock it will result in wasted turns, and there are also treasure chests that that unit cannot reach.
Chapter 1: The Prince and the Princess
Since this is the first map, let's get a feel for how each unit works.
I think it's a good idea to use each unit's unique weapon without hesitation against strong enemies when the time is right.
There are no turn limits, so it's best to take your time and proceed at your own pace.
Mistrel can enter the river using its skills.
Entering a river provides a significant terrain effect of +35%, so it's a good idea to take advantage of it.
★ Our team had zero casualties.
Glossary entry for "Knights of the Fallen Kingdom" unlocked.
★★Annihilate all enemies
Sword of Fortune: Luck +7, Analysis Skill (Nullifies combat skills)
Chapter 2: Two Travelers
For the central area, have Isaac stand in the forest to block it, and attack from behind with Sheika's magic.
If she gets injured, have her step back and let Ceres recover without forcing her.
Isaac should stay where he is and rely on medicinal herbs for recovery.
I think it would be more efficient to divide the main force into infantry to cross the shallow waters and cavalry to flank from the right.
There's plenty of time in terms of turns, so there's no need to rush.
When going to collect treasure chests and items, be careful of reinforcements that appear from the caves, and try to go in groups.
Since the boss, Zaiha, doesn't have any weapons with a range of 2, it's safest to chip away at him with bows, javelins, or magic.
Treasure Chest: Staff of Ranged Healing
Exploring the cave with Isaac: R recovery (skill - recovers 5 HP each turn)
★Prevent allied forces from fighting enemy forces.
Glossary entry for "Two Expeditioners" unlocked.
★★ Clear within 24 turns
A battle-hardened axe: High accuracy
Chapter 3 Bandit subjugation
This map is quite challenging, but there's no turn limit, so let's take our time and strategize.

First, Eizal will try to escape, but if you want to obtain the Elnea Magic Stone, you will need to chase after him and defeat him.
You might want to chase after them with Dylan and AT, but there are many enemies and it's dangerous.
They'll be running towards the sign in the upper right, so it's safer for Faris and the main force to get ahead of them.
Eizal will try to cross the bridge and head to the upper right by going over the nearby cliff, so you can easily defeat him by attacking him when he's climbing the cliff.
Be aware that the Arrow Guard skill reduces arrow damage.
Many named enemies have ambush skills, so be careful not to attack them first, as you might be met with an unexpected counterattack.
Lure them to the top of the cliff and then defeat them, or use Nadia to stun or confuse them, making use of unconventional tactics.
Thunder Mage can be defeated by one Thunder attack from Sheika, but since both are super effective against each other, be careful not to get hit first.
Let's lure the Tigris in the upper right onto the cliff on the left and fight it there.
You can easily defeat them by luring them to the top of the cliff with a tough unit, stopping their movement with Nadia's stunning attack, and then using other units to attack them indirectly.
Defeating the boss Morozov will end the level, and you will no longer be able to collect the treasure chest on the left.
In my case, I equipped Isaac with a ring that allowed him to dodge R-axes, and sent him in alone, praying, to retrieve the item.
When defeating it, be careful of its rage skill.
Faris and Eti have a conversation: Eti's HP +1
Exploring the cave: R Axe Evasion (Maximum hit rate when attacked with an axe becomes 33%)
Top left treasure chest: Sword of Endurance (Grit)
★ Do not place Morozoff and Holstein cows next to each other.
Unlock Chapter 3 of the Glossary
★★ Defeat all named characters (6 of them)
Spear of Evacuation: Allows for repositioning, similar to cavalry.
Chapter 4: The Wind that Slashes Evil
If you're aiming to complete the mission, there's a turn limit, so proper force allocation is crucial on this map.
The key to success lies in defeating each of the powerful enemies.
If you work backward from deciding which powerful enemy to defeat and who to use, the division of forces will naturally become clear.
Reinforcements appear fairly frequently, so be sure to act in groups to deal with them effectively.
The ancient guardian protecting the cave has high defenses, so use Shaka against it.
Reden and Misha should defend their starting positions for a while to intercept any enemies approaching the village.
You can heal if you stay near the village entrance, so you shouldn't be defeated easily.
Since Varus is a Merge unit, any unit will do, but because it needs to withstand the Shooter Bou's attacks, it's a good idea to send a tough unit like Dan or Dylan.
The easiest way to defeat the thief with R Guardian I in the bottom left is to have Nadia wait in the forest behind the wall and use her father's bow.
It will probably take quite a while if you start with Misha riding the griffon.
The Saazbaum in the upper right is a formidable opponent, equipped with a triple-shot bow for ambushes and possessing high accuracy.
In my case, Egil, who could withstand three attacks, chipped away at its health with Piram, and then Misha, riding a griffon, managed to defeat it with her Valkyrie.
You might want to unleash Reden's clenched teeth and anger upon him.
Cave exploration: Armor axe (Defense +5)
★ Clear within 18 turns
Glossary entry for "He is a wind user" unlocked.
★★ Defeat all boss units
Self-protective Emerald Wind (Halves physical damage, one-way, no follow-up attacks)
Chapter 5: The Outcome of the Rebellion
Please note that the members you deployed in Chapter 5 cannot be deployed in Chapter 6.
There is no turn limit, so you can take your time and strategize carefully.
Deployment Unit Decision
- Isaac → There are many doors, so it would be convenient to deploy him this time.
- Ceres → In the next chapter, there will be a healer among the guests, so deploying her now will make things easier.
The next map will have flying units, so you'll want to save at least one archer.
- In the next map, you can fly without being obstructed by walls, so you'll want to save Misha for later.
- To counter Armor Knights, you'll want to deploy units that can use Hammer Axes or magic attacks.
It's safest to open the carpenters' door after you've dealt with a fair number of enemies and secured the escape point in the bottom right.
First, advance towards the lever in the upper right corner.
Along the way, archers and cavalry will appear from the stairs at regular intervals.
They don't appear indefinitely, so let's assign several people to deal with them.
The stairs where archers appear can be safely attacked by positioning yourself to the side and trapping them.
The sniper Uni guarding the lever is a troublesome opponent because she has ambush capabilities.
Since its HP isn't very high, you can defeat it quickly with a bow or other weapon that can attack twice.
If you open a nearby door and approach, enemies other than Uni will start moving.
Top right treasure chest: Sleeping Spear
Top right treasure chest (left): 3000G
Treasure chest in the bottom center: R pass-through
★ Our team had zero casualties.
Glossary entry "To the Headquarters" unlocked.
★★ Remove all carpenters
Healing Ring (Luck +6, Healing Effect)
Chapter 6: The Destiny of the Royal Family
Verossa's power is absolutely essential to completing the mission.
To defeat Count Avinir, Verossa should use the stairs instead of the ladder to make her move.
Irene uses the ladder to head towards the gate while continuing to give Verossa another chance to act.
The shooter-wielding enemy at the top of the ladder is eliminated by having someone accompany Irene, and then we wait on the mountainside for a while.
The remaining members will split into two groups: one heading towards the bottom right to hold off reinforcements, and the other towards the treasure chest in the top right.
If you keep Verossa close to Avinir, you should be able to defeat him quickly by taking advantage of his counterattacks during the enemy's turn.
During your turn, focus on eliminating archers that you couldn't defeat with counterattacks during the enemy's turn.
Once you've defeated Avinir and his group, head towards the left gate.
Quickly defeat the enemy with the Shooter Boom at the top of the ladder, then let Irene climb the ladder.

The goal is to get Irene out of the party by turn 10, so work backwards and try your best to make it in time.
Top right treasure chest: R movement +1
★ Defeated Count Avinir
Glossary entry for "The Princess's Resolve" unlocked.
★★Irene reaches the gate
Full Area (Spear, absorbs HP equal to damage dealt)
*Chapter 7 involves consecutive battles, so you will not be able to prepare for battle.
Chapter 7: A Chase at Dusk
This map involves tracking down fleeing carriages.
To accomplish the mission, Misha's involvement is absolutely essential.
It will be necessary to equip Valkyrie with rings such as the Ring of Healing and Rings of Passivity, and to use Valkyrie without hesitation.
Aside from Verossa and Elmina, it's a good idea to field only mounted units.
In other words, I think Rein, Agil, Nadia, and Misha would be good fighters.
Misha heads towards blocking the sign in the upper left, but be careful of the attack range of the shooters positioned along the way. Taking them down as you go will make things easier for your allies following behind.
Furthermore, if you don't eliminate the archers accompanying the wagon as early as possible, it will be difficult to block them at the final signpost.
Prioritizing the removal of enemies in the following order—cargo vehicles > archers > other enemies—should make it easier to survive.
Along the way, Verossa goes ahead, climbing the stairs and passing over the cliff where the treasure chest is located.
If Misha can no longer bear it, let's be ready to take down Count Larmia at any moment.
Middle treasure chest: Faye's Great Bow
★ Destroy all the wagons
Glossary entry for "End of Civil War" unlocked.
★★ Eliminate all enemies without letting any of them escape.
Forneige (Staff, reduces enemy stats by 3 for 2 turns)
Chapter 7 Side Story: The Dawn of Floria
This chapter contains only dialogue events.
Chapter 8: The Battle of Gram
Units that performed well
- Isaac (Many doors and exploration required)
・Yurika (High mobility and hit-and-run tactics through repositioning)
- Nadia (Anti-aircraft, can hold back and confuse strong enemies)
- Shaka (Shopping at the rare shop)
The goal is to clear the stage within 24 turns and defeat Nielsen.
Since ballista and shooter attacks will be coming from all directions, it's a good idea to mark the range of your attacks.
The general route of our advance was as shown in the image below.

I decided that the path blocked by Leos, who is holding a Zweipyram, was impassable, so I planned to go around to the right.
First, we'll engage any enemies outside the city walls that are getting in our way.
Let's intercept the enemy cavalry coming from the right in the forest.
This will make you less susceptible to wave attacks from repositioning, and will also mitigate the effects of Lance's charge.
Once you've defeated the enemies on the outside, open the door and take care of the enemies inside the castle walls.
The elite sniper Vemgar can be neutralized by opening the door with a unit that can move again and then closing the distance to neutralize his attack.
Visiting the houses on the island beyond the city walls will block the ballista's attacks for six turns.
Be aware that the shooter's attacks cannot be blocked.
You can ignore the enemies on the left side of the sandbar, but defeat Javert with Yurika's Concentrated Shine Sword or Piram.
Making good use of Sophie's cursed song will make battles easier.
After that, while intercepting the enemies coming from the bridge on the right, gradually lure out and defeat the Dragon Knights as well.
It's easier if you open the door to the lower level and take out the shooters.
After taking care of the enemy airmen, use Yurika to secure the entrance and then retreat by moving again.
This will stop the reinforcements from coming.
If you have the opportunity, it's a good idea to use hit-and-run tactics to whittle down any remaining archers.
The house in the bottom right will also disable the ballista for 6 turns.
Now that we've come this far, I think there are only a few enemies left.

I wasted some time messing around with Leos, but ultimately I had enough time to make my turn.
Just be careful not to defeat all the baristas, as that will clear the level.
- House in the lower left
If you explore, the Thief Fighter Ota will appear.
It drops treasure.
★ Defeated Nielsen
The glossary entry "Are you a young lady?" has been unlocked.
★★ Clear within 24 turns
Leonora's Sword (Physical sword with range 1-2)
Chapter 9: The Angel of Lazelia
There is no turn limit, but Dolce will begin acting on the 13th turn, after which Lance Knight Diarl and Dragon Knight Rivels will appear.
Since the objective of clearing the stage is to defeat Dolce, it becomes more difficult once she starts moving, so it's a good idea to focus on advancing early.
The main force initially marched east before taking a route that shifted southward.
It's efficient to split your forces midway through the battle: one unit will take on the bandits at Cavellas Pass, while the other will head south towards Dolce's group.
Having Yurika, who has high mobility, makes it much easier to eliminate ballistas and shooters on this stage as well.
Luvina's troops should intercept the enemy from the south and then proceed to destroy the ballista to the south.
Luvina can perform support, healing, and attacking actions with her Cheer ability all in one go.
Pay attention to your positioning when taking action to ensure you can act efficiently.
After defeating the ballista, we'll cross the bridge and head towards reuniting with Faris and the others.

Let's lure Dolce towards the shallows and hold him off while Luvina and Faris meet up.
If your goal is to defeat Dolce and Rivells, you should hold them off while you take out the other enemies.

If you can just hold off Dolce, defeating the other bosses won't be too difficult.
Let's make use of everything we can, such as the slowing staff, Nadia's ability to hold back, and Alex's ability to lure enemies.
Oz and AT have a conversation.
Aeti's HP +2, obtained Lady Axe.
- The sword stuck in the upper left
Grandia (Female only, Magic weapon, Magic Power +4, Magic Defense +7)
- After clearing the game, Egil and Reyn will change their class to Lance Knight.
★Faris and Luvina have a conversation.
Glossary entry for "Angel's Resistance" unlocked.
★★ Defeat all (4) baristas and shooters
Guaranteed Hit Cheer (Grants guaranteed hit attacks for 1 turn, usable by anyone)
Chapter 10: The Battle of Lynitia
I got excited when I realized the map BGM sounded similar to "Attack" from "Mystery of the Emblem."
Also, the background music during the boss fight against Eisenhardt is really cool.

The troops will be divided into two groups, left and right, and each group will move southward.
The unit on the left, led by Verossa, aims to visit the village within 8 turns.
The route splits into two, one to the left and one closer to the center. Since the left route is occupied by Velmer and his men, it's faster for Verossa to go around the center alone, eliminating the ballistas along the way, and heading towards the village.
After securing the village, make sure to keep the surrounding area safe and avoid entering the attack range of the four Lance Knights.
Once that's done, we'll aim to defeat the observer, Fabman.
The unit on the right should take its time, but aim to defeat the intercepting archers.
There's no need to rush, as it will be difficult to approach the south-central area until the unit on the left eliminates the observer.
Reinforcements will appear fairly frequently, so there shouldn't be any problems if you deal with them without rushing.
Titanis, the Gigant Knight you'll encounter early in the game, has high defense and the ability to evade magic, so it's best to fight him with a physical weapon that's effective against heavily armored enemies (such as the Zantetsuken).

The four Lance fighters will move on their own once the left unit attacks across the river, so there's no need for us to lure them out.
Once you've defeated the four Lance fighters, have the left unit lower the drawbridge on the lower left, and then attack from both sides.
Galileo in the bottom left has high evasion and is a formidable opponent.
Since it basically doesn't move, it's best to just fight with the Verossa.
Before the stage begins, Dan and Diane will change classes.
After clearing the game, Mistrel will change classes.
- Treasure chest in the lower left: Terror Bow
- Explore the bottom right: Flame Shooter
★ Visit a house within 8 turns (Verossa)
Glossary: Unlock the term "A heart that cares for someone."
★★ Defeat 4 intercepting archers within 18 turns
Blazing Long Spear (Magic Spear, Movement +2)
Chapter 11: The Forest of Spirits
Shops won't be available on the next map, so make sure you do your shopping here.
There's a rare shop, so if you want to shop, send out Sheika.
Regarding clearing it within 24 turns, I think you'll have plenty of turns to spare.
First, let's have the tough Zane head towards the central ballista to take it down.
I don't think you'll be defeated by any enemies along the way, but you'll be at a disadvantage against Garuda.
It's best to ignore them, attack the ballista with your pyrum, and retreat if necessary to heal with a potion.

The two ships moored below will be captured and transformed into units that can move freely on the water.
Once you get in, your parameters will increase significantly, and you'll acquire and be able to use Wind and Shooter Boom.
However, please note that once you board the ship, you cannot return until you complete the mission.
It might be a good idea to put it on units like Philia, who don't have much work to do.
Once you're on the boat, eliminate the enemies in the lake while aiming to destroy the protective crystals.
Destroying the protective crystal will reduce all guardians' HP to 1, making the fight much easier.
However, since the crystal recovers 25 HP each turn, even if you attack with two ships and take advantage of counterattacks during the enemy's turn, it will still take some time.
I think we could defeat them if we had one or two more people, like Mistrels or flying units, to provide support.
It's easy to bypass the Guardian on the right route, but to avoid the Guardian on the left route, you have to defeat the Garuda in the center.
While you're hesitating, it's efficient to fight Ash who's guarding the cave or deal with reinforcements.
By the way, if you attack Ash from range 3 with Luvina's Shine, it will take some time, but it will be easier.
If you can't wait for the protective crystal to be destroyed, it's best to overwhelm them with physical attacks that are effective against heavily armored enemies, such as Faris's Adelspeyra or Hammer Axe.

Be careful, as Albrecht will move if you enter his attack range.
After the battle, reinforcements will appear from the staircases on both sides.
The cavalry on the right flank have high offensive capabilities, so be careful when engaging them.
Albrecht himself isn't strong enough to be dealt with by the fleet's wind attack.
The one that takes the most effort to defeat is Belfeld, who is located at the top center.
They possess skills such as bow evasion, spear evasion, increased evasion, and magic resistance, making them difficult to hit.
The proper strategy is to use the guaranteed hit ability to attack with bows or other weapons, or to engage in a head-on sword fight with a swordsman.
Since their attack power is high, fighting them with guaranteed-hit cheers and indirect attacks will take time, but it will be safe.
- Treasure chest in the bottom right: Painful Spear (effective against heavily armored enemies)
- Cave in the lower left: R Bow dodge (anyone can investigate)
- Treasure chest at the top center: Dagger Guard (Sturdy Defense)
★The girl will not be injured.
Glossary entry for "Guardian's Wish" unlocked.
★★Defeate all enemies within 24 turns
Angel's Judgment Bow (Luck is added to attack power)
Chapter 12: Shrine of the Holy Sword
This map was considerably more difficult than the others, and I was unable to complete either of the missions.
I managed to get close enough to engage Irina by turn 12, but my forces in the upper left corner were insufficient to defeat her, so I couldn't initiate combat at that point.
First, it's crucial to destroy the crystal with Isaac and his group in the upper left to narrow the power gap between allies and enemies.
Isaac should take a step to the left and attack the power crystal while holding off the thief fighter inside the wall.
The traveling mage should stay away from the thief fighter in the upper left, as engaging him in combat would be dangerous. Instead, he should aim to destroy the defensive crystal in the upper right.
If Sheika is leveled up, she should help defeat the Thief Fighter; otherwise, she should attack the Lance Knight from behind the wall.
Whether or not the crystal destruction here goes smoothly will determine whether the main force has an easier time.
Destroying all five crystals will open the wall to Irina, allowing you to fight her.
The main force should proceed cautiously, as it would be dangerous to engage the enemy until Isaac and his group have destroyed a certain amount of the crystal.
While being careful of the fake Tara's long-range attacks in the center, use Muza's Staff of Love to neutralize enemies and eliminate any enemies you can defeat.
Named Phantoms are generally tough opponents, so try not to fight them all at once.
After destroying all the crystals, the enemy's stat modifiers will disappear, and your allies' modifiers will be applied, making the battle easier.
Boss left treasure chest: R Critical hit rate increase
Treasure chest above and to the right of the boss: Amnesia (Greatsword)
Boss's upper right treasure chest: 3000G
- After clearing the game, Arkis, Isaac, and Sheika will change classes.
★Defeat Irina within 12 turns
Glossary
*Not achieved
★★ Defeat all named phantoms within 15 turns
Wind Bracelet (Speed +4)
*Not achieved
Chapter 13: Vanishing into the Twilight
first half
Chapter 13 involves leading different units in the first and second halves, so be careful when allocating your units.
The challenge missions only appear in the first half of the game, so it might be a good idea to focus on that first half.
By the way, there's a rare shop in the second half of the game, so if you want to use it, deploy Sheika in the second half.
Enemy reinforcements will continuously appear, but if you try to intercept them every time, it will be difficult to capture the area within 16 turns.
It's best to avoid engaging enemies that appear behind you until they catch up to you.
If your goal is to defeat Kanivan in the bottom right, Leni and a few others should be sufficient.
Cross the bridge and head to the lower right. After defeating the enemy, proceed to the left.
Having a unit carrying the treasure key accompany you will improve the efficiency of treasure retrieval.
The other units will advance past the wall on the left.
We don't have much time left, so push your units with high defense to the front and advance.
Lie is a powerful unit that can definitely act again.
Choose an enemy you can defeat with a suicide attack, and then take down any enemies that approach you.
Opening the door on the right will make it difficult to reach, so I think it's best not to open it for a while.
Since its HP is very low, you need to either defeat it in one hit or fight in a way that avoids taking damage.
Use Florate against light infantry, and Fire-type weapons against everything else.
Since there are both doors that are unlocked with a key and doors that are opened with a lever, be sure to check the map tile descriptions.
- Village to the lower left of the starting point: Halberd
- Treasure chest in the bottom center: Sword of First Strike
・Explore the cave on the left: Glory Lance
★ No casualties among our allies
Glossary entry for "The Dream I Saw at Dawn" unlocked.
★★ Clear within 16 turns
Sword of Dawn's Vow (Sight +2, Evasion increases when HP is at maximum)
Second half
This is a reconnaissance map.
The clear conditions change after you defeat Zornina and seize control of the ruins, or after 20 turns have passed.
First, let's focus on guiding the citizens south.
Isabel excels at eliminating enemies, while Roberto is better suited to acting as a shield.
Roberto should protect the rear of the civil society group, while Isabel clears any obstacles along the route.
The main allied force will be divided into units heading north and south.
The northern troops should quickly rendezvous with the civilians and utilize Oz's wide field of vision to attempt early detection of the enemy.
Even if it appears that the enemy has disappeared, reinforcements may be appearing and approaching, so make sure to assign a certain number of guards to each civilian.
The southern unit should advance to the right along the bottom edge of the map, then head north to eliminate the shooters and unlock the locks using the levers.
Reinforcements will appear from the fort near your starting position, so it's a good idea to leave a few soldiers behind.
Since citizens will escape through open doors, eliminate the shooters as quickly as possible.

The sniper near Zornina has a nearly dead bow, and if you carelessly approach him, you'll be hit with a combo where your HP is reduced to 1, and then a thief fighter finishes you off.
If you can quickly close the distance from a certain point and defeat at least one of them, you should be able to manage.
Capturing the ruins forcibly ends your turn, and the situation becomes the same as if 20 turns had passed (end of scouting map).
Oz becomes an enemy and teleports to the upper right fort entrance. After reducing his HP to one-quarter, the clear condition changes to persuading him with AT.
Oz is left with 1 HP, so you can attack him normally without holding back.
You can deal with it safely by putting it to sleep or using Muse's Staff of Love.
If you position Aeti and other units near the entrance to the fort in the upper right beforehand, you should be able to persuade them more smoothly.
- Explore the cave in the lower right: Magic Bow Vampire (HP Absorption)
- Treasure chest in the upper right: Sleeping Sword
Chapter 13 Side Story: Stained by Dawn
This chapter contains only dialogue events.
・AT changes class
Chapter 14 The Prince's Return
Chapters 14 and 15 will involve deploying different units, so pay close attention to your unit composition.
From the start of this map, Verossa will begin to gain experience points.
It would be best to divide your forces into two groups: one advancing clockwise and the other southward.
For the clockwise route, let's include Philia for both persuading Shizuka and for exploration.
(After the conversation, talking to Shizuka again will make her accompany Philia, and Philia will be strengthened exclusively for this map.)
If you want to safely eliminate the magic squad, you might want to send Tara as well.
Swordsman reinforcements will continuously appear from the two forts in the upper right, and wingriders will continuously appear from the two forts to the right of Restfaim.
For the southern route, let's include Nadia for the conversation event with Tzebal.
(After persuading Zebal, Ainz becomes an ally, and through further conversation, he will accompany Nadia and be strengthened specifically for this map.)
To deal with the shooters on the cliff and the four reinforcements (Dragon Knight, Lance Knight, Bow Knight, and Infantry Knight) that continuously appear from near the starting position, it might be a little easier to include flying units, ATs that can climb cliffs, and archers.
Now, regarding the ranged magic unit surrounding the boss, Restfaim, eliminating them using conventional methods is troublesome.
If you visit the village with the blue roof in the lower center, the village's star barista will join your party.
She has five ballistas with a range of 8-15 (effective against mages), so she can eliminate five of them.
It's best to defeat the magic units in the foreground by using abilities like repositioning, and then prioritize using your attacks on the magic units in the back.
Magic Evasion
- Explore the house in the upper right: Flame Spear
- Treasure chest in the bottom left: R Rage
- Visit the village in the lower center: The workshop's poster girl will join you as a guest.
Since it can perform attacks with a range of 8-15 that are particularly effective against mages, I think it can wipe out any ranged magic users around Restfaim.
- After clearing the game, Faris and Philia will change classes.
★ Defeat Count Graha
The glossary entry "To My Hometown..." is unlocked.
★★ Clear within 16 turns
Bow-wielding shield (Arrow Guard skill)
*Not achieved
Chapter 15: The Army of Paper Mache
It's not a complete reconnaissance map; it seems to be a map where visibility is partially affected by fog, with some areas being visible and others not.
The objective is for everyone to escape from the center right within 24 turns.
(One square above the green arrow, "Allied Forces Withdrawal Point")
The captured Allied forces are positioned in the upper left, and Darth and his men are positioned in the upper right.
Reinforcements continuously appear from the stairs, so if you take your time dealing with them, it will take too many turns.
I took too many turns along the way, so I ended up ignoring the allied forces and withdrawing.
Dominic and Jungwit, positioned on either side of Darth, are quite troublesome.
Dominic is easy to defeat if you lure him out, but he has a very high evasion rate, so you'll need countermeasures such as guaranteed hits.
- Treasure chest in the bottom right: R Battle preparations
- Two treasure chests in the upper right: Not yet collected
- After clearing the game, Elmina will change classes.
★ Three or more allied soldiers have deserted.
Glossary
★★All allies have deserted & Darth has been defeated
Rescue Orb (Rescues an ally to the user's vicinity)
Chapter 16: Ghosts...
The main force will move in the north, and a separate detachment will move in the south.
For the main force to enter the city walls from the north, they need to open a lever inside the walls.
If you have a flying unit, you can open the door, so make sure to include one to avoid getting stuck.
The troops on the south side can advance as long as they have the key to the door.
It's useful to have tough units that can fight even with a small number of people, or units with long-range attacks.
First, since Anne on the cliff will be an obstacle, prepare a unit that can use magic or an axe and is not affected by evasion skills.
The two central forts will be nasty due to the appearance of wingrider reinforcements, so having archer units will make the battle easier.
As always, be careful not to spend too many turns dealing with reinforcements.
Gigant Knight Pendar has extremely high defense, so be sure to prepare a unit that can use magic or attacks that ignore defense.
You can't inflict any real damage using conventional methods.
An assassin is positioned near the left side of the room with the two treasure chests in the bottom left.
They can use their phasing skill to jump over allied units, so be careful not to let your guard down until the very end.
Nadia changes classes before the stage begins.
- Treasure chest in the lower left: Valkyrie
- Treasure chest in the lower left, right side: Impact Axe
- Exploration of houses in the central area: Not yet carried out
- Exploration of houses in the lower area: Not yet carried out
★ Clear within 16 turns
Glossary entry for 'Revenge' unlocked.
★★ Shoot down airmen in civilian houses
Trap Knife (On hit, paralyzes and reduces movement by 10)
*Not achieved because I forgot to deploy a unit with the exploration ability.
Chapter 17: The Prelude to Darkness
This map is designed to be conquered by dividing your forces into four groups.
To proceed to the boss's room, you need to open the levers in the small rooms located at the top of the map.
First, defeat the boss in the corridor, then proceed calmly and without rushing.
Fortunately, only a very small number of enemies will launch long-range attacks from within the small rooms, so I don't think it will be too difficult to complete.
The troublesome part is the continuous influx of enemy reinforcements from the corridors.
Since it's difficult to keep fighting them, let's defeat the four bosses as soon as possible to open the entrance to Yvon's room.
It's easier to fight if you intercept them at the entrance to the room.

Once you defeat Yvon, a passage will appear at the back, and Leni will appear.
Go through the pre-battle dialogue with Faris and defeat the enemy quickly.
Leni can reduce damage by parrying, but status effects work on her, so you can use stun or confusion on her.
He's much easier to defeat than Yvon, so I don't think you'll have much trouble.
- Treasure chest in the upper center: Long Fire
- Two treasure chests in the bottom right: Unknown
★Watch Faris and Leni's battle dialogue
Glossary entry for "Temple Infiltration" unlocked.
★★ Clear within 25 turns
Dragon Slayer's Battle Axe (Defense +4, Dragon Slayer)
Chapter 18: A Journey of Determination
Please note that since Chapters 18 and 19 involve separate units, each unit can only be deployed to one of them.
Each of the three forts can be captured by anyone, and capturing them will stop reinforcements from arriving.
This clearly involves visiting each city, and this particular one can only be visited in Vivian.
If you're aiming for the challenge missions, it's important to split your forces and quickly capture the enemy.
Of the bosses placed in the map, the toughest opponent is Assassin Yona, located at the top of the map.
It's a place that can only be entered with a limited number of units, but I think anyone can enter if they combine Viche's Staff with flying units.
The other bosses aren't particularly tough; you'll probably have more trouble with the three nameless Gigant Knights.
It's important to prepare magical attacks that can counter physical attacks.
Another enemy to watch out for is the transport ship Eddie.
It possesses healing and counter skills, and its ability to reflect damage back to you is troublesome.
Additionally, dark mages equipped with Sleep Wave are also dangerous.
It disappears after three shots, but it's troublesome if there are many enemies around.
Treasure chest in the center right of the map: Saint Lance
Treasure chest at the far left of the map: Nightmare (Bow - Sleep Strike)
Searching for a house at the top center of the map: Unknown
★ Capture the three fortresses & defeat Zornina
Glossary entry for "A Story of a Master and Disciple" unlocked.
★★ Clear within 18 turns
Black Magic Sword (Sleep Strike)
*Not achieved
Chapter 19 For Whom
I thought there was no turn limit for the challenge mission, so I was taking my time to complete it, but I was surprised when Leni made a move on the 17th turn (it was written in the status description).
Even without considering this, four Dragon Knights continuously appear near the starting position and from the two northern fortresses, so it's not a good idea to take too many turns.
There are three possible routes for advancement: right, left, and center. However, the center is the easiest route to intercept the incoming flying troops.
The central route is impassable due to a cliff, but by moving the levers located on either side, the cliff transforms into stairs, allowing you to climb up.
Therefore, even when advancing through the center, it's best to split your forces into left and right flanks in the initial stages of the battle.

Leni is a formidable opponent, so we want to prepare a situation where we can all fight together before engaging her.
In my case, the effective attacks were Aet's destructive technique using Frelbatar and Isabel's Crushing II using Milchweiss.
It's best to use an attack from an unimportant ally to disable the enemy's evasion ability, and then focus your main attack on them.
Attacks using a lance, which doesn't allow for counterattacks, would also be effective.
- Treasure chest on the left center: Dark Knife (Sleep Strike)
★ Before Leni takes action and engages in combat, activate the lever in the upper left.
Glossary
*Not achieved
★★Zero friendly casualties & all enemies eliminated
Staff of Attack Nullification (Nullifies attacks while under the effect of a status effect)
*Not achieved
Chapter 20: The End of the Journey
first half
This map involves splitting your forces into a left-hand and a right-hand unit to advance.
Pay attention to the difference between doors that open with a mechanism and doors that can be unlocked as you proceed.
It's a good idea to have the wall unit hold the key to the door.
On the map to the right, Tia will appear as a friendly unit from the cave in the upper right corner on turn 6.
Since Faris possesses her powerful exclusive weapon, the Holy Sword Malice, it will be easier if you have her join the party early.
For now, ignore the corridor where the two Gigant Knights are lined up and proceed along the route with the door on the far right.
The fort on the water near your starting position is troublesome because Dragon Knights and Wing Riders appear as reinforcements.
It's easier if you at least block off the Dragon Knight's path.

The unit on the left should first aim to capture the outdoor fort.
The nearby lever opens the door to the corridor, but you'll be exposed to enemy attacks from both sides, so it's easier to open the door on the far left and eliminate the enemies inside.
In particular, prioritize eliminating mages who wield long-range healing staves.
Wing Rider reinforcements will start appearing from the stairs on both sides of the corridors, so be ready to eliminate them as quickly as possible.
If your AT is leveled up, you could also try infiltrating from the cliff next to the fort.
The unit on the right should, after joining up with Tia, head towards eliminating the ballista in the center and the mid-boss, Sujirad.
Sujirad has high stamina, but it's not that strong, so I don't think you'll have much trouble.
To prepare for defeating Irina, let's have the left-hand unit eliminate the defensive commanders and Berserk Knights.
The safest way to fight Irina is with Faris equipped with the Holy Sword Malice.
Be careful of the thief fighters coming out from the nearby fort as reinforcements as you fight.
Once you've defeated Irina, all that's left is to gradually eliminate the surrounding enemies.
The Gravity-using enemies in the Royal Castle Guard are tough, but the easiest and quickest way to defeat them is to put Tia into attack mode and use Forsoleil.
In addition to that, I was also using Isaac's Thunder Dagger to chip away at it.
The assassin in the treasure vault on the right was impossible to hit even with the guaranteed hit aura, so I had Yurika, who was holding the treasure key, retrieve the treasure chest.
I didn't defeat it.
Top of the treasure chest on the map: Holy Bow Ariete (Power 17, Blessing of Light)
Map, above treasure chest: Staff of Spirit (Strength +5 for 1 turn)
Second half
First, the Thief Fighter and the Gigant Knight will charge at you.
Since your initial position puts you within the enemy's attack range, move your units out of range for now, and then defeat them all at once in the next turn.
At that time, be careful not to enter the range of enemies in the second row or beyond.
The archers in the second row and beyond won't move unless you enter their attack range, so you can safely fight by luring them out one by one and taking them down individually.
The hooded warrior had an ambush and felt like the toughest opponent.
Compared to the earlier maps, this one is simpler, so I think it will be easier to complete.
Final Chapter: Each Person's Tomorrow
This map contains no combat, only dialogue events.

Regarding the missions, I often failed in the later stages, so I wasn't able to complete them all.
While I feel a bit disappointed, it's not a major disadvantage in terms of gameplay, so I'm thinking I can just try harder on my second playthrough.
Unit usage impressions (spoiler alert)
Thanks to the troop division maps and experience point books, it felt like every unit had an opportunity to shine.
I think it's interesting when units that seem like support units can join your army and become usable.
In this section, I will write about my experience using the units during gameplay.
Please note that this is purely my personal opinion.
The order of the units is based on the order in which they were listed in the archives.

・Faris

While the initial stats were somewhat lacking, the combination of Adelspeiera and consecutive attacks allowed for fairly consistent results.
After equipping him with a +3 Defense item and a Healing Ring, he grew to the point where he could be entrusted with leading the front lines as a tough attacker.
The ability to use stock items at any time was a huge advantage, as it allowed me to switch between healing items and countless weapons whenever needed.
Egil

The coordination with the line made a big difference in their performance, and they worked together as a team until the very end.
While their strength and defensive capabilities are superior to the linemen, their technique and speed are inferior, so I felt they were slightly less versatile than the linemen.
However, the defense-ignoring effect of the crushing attack was very effective against enemies with high defense, and it was extremely helpful.
Once I was able to use the lance, I could attack without being counterattacked, which was great because I could use it against tough enemies without getting defeated.
·line

Compared to Egil, this unit had significantly higher skill and speed, making it capable of performing follow-up attacks on many enemies.
Even with low attack power, the double lance attack using the consecutive attack skill is powerful and compensates for the lack of other parameters, making it a valuable asset in battle.
By ambushing and launching preemptive attacks, it's possible to defeat opponents without giving them a chance to do anything, making it nearly invincible against enemies you can finish off.
To maximize the support effects of coordinated attacks, if you're deploying Egil, you'll want to deploy him along with it.
Nadia

Perhaps because he's still young, he seems emotionally unstable from the start, but as a mounted unit that can use a bow, he was useful right from the beginning.
While its defense is weak and its strength is low, it has many skills that can neutralize enemies without dealing damage, such as slowing them down or causing confusion, so it had many opportunities to shine.
One of the strengths of bows is the wide variety they come in, which means there are many opportunities to acquire powerful weapons.
Thanks to advanced equipment, being able to use a good bow from the beginning is an advantage that Diane doesn't have.
Diane

Compared to Nadia, she has fewer unconventional tactics, but her combat skills, such as rapid fire and piercing attacks, are well-developed.
Although its strength is low, its skill and speed are high, so I think it could be very useful if you give it a powerful bow.
In the early stages of the game, she wasn't a regular in my playthrough because she had fewer equipment options than Nadia and was inferior in terms of movement speed.
Mistrel

Its greatest strength is undoubtedly its swimming skills, which allow it to fight in water.
Because the terrain effect is very high at 35%, I think it would have been very useful as long as there was water.
However, maps where water is the main battlefield are limited, and I didn't get the impression that it was particularly effective.
When I occasionally deployed him, his consecutive axe attacks and natural speed gave him a fairly strong impression, but he never became a regular in my team.
Dan

While its parameters are similar to those of a bandit, its defense is also quite high, so it can be used as an armored wall unit.
However, it often fell short in terms of offensive capabilities, so I rarely deployed it.
If he had been as exceptionally skilled as Zane as a tank or vanguard, I think he would have had many more opportunities to shine.
Isaac

Thanks to its high evasion rate, it proved to be quite useful as both a lockpicker and an evasion tank.
Since it could deal sufficient firepower by aiming for a suicide attack with daggers, we used it as a special mission unit that could also handle combat.
Due to the limited number of units with the "Exploration" ability, this unit proved very useful in many maps.
Shaker

I didn't deploy them that often.
Since its speed isn't very high, follow-up attacks are unlikely to occur unless they're from something like a light Thunder, so Reden came out on top.
If Sheika had slightly higher magical power and greater single-hit damage, I think she would have had an advantage.
I often found myself not deploying Sheika and realizing there was a rare shop midway through the game, but I never went so far as to restart the game.
While it has charge skills, it's not very tough, making it difficult to find the right situation to use it effectively.
Ceres

I'm a healer who finally joined the team.
While she has plenty of support abilities, such as cheering, healing, and sleep magic, she didn't get much of a chance to shine because Elmina, who joins the party later, is much more useful.
As a healer, she was perfectly capable of fulfilling her role, and of course, she did a great job when the unit was split up.
AT

He gave off a similar impression to the Kramer from Berwick Saga, and he was a useful character as a swordsman.
While not particularly tough, it possessed adaptability to fight regardless of terrain, the ability to launch surprise attacks without taking counterattacks, and the ability to heal itself through absorption attacks, allowing for a robust fighting style.
After changing classes and acquiring Frelbatar, it proved very effective, dealing massive damage with its destructive attacks.
The ability to dodge arrows meant I didn't have to worry too much about enemy shooters' attacks, which was a great advantage.
After the class change, her eyes became sparkling and she became very cute.
Dylan

This attacker has consistently high stats right from the start.
However, the acceleration isn't very strong, so it feels like they start to run out of steam in the middle and later stages of the race.
Since AT was my regular choice, I used them together for a while, but gradually I stopped using them.
His charge skill complemented his toughness well, and I think it was useful when there was an enemy he absolutely wanted to take down.
・Misha

This is the first flying character I've added to my team.
However, Yurika, who joins the party later, has overwhelmingly superior mobility, so Misha ends up being treated as second best.
Its high speed makes it easier to pursue opponents, which is an advantage, but it seems to be somewhat inferior in terms of attack power and other aspects.
I think it's fine to incapacitate them with things like the Sleep Sword, which doesn't affect their attack power.
In the end, I never got out and used it anywhere other than the map where it first appeared.
Reden

He possessed a decent defensive ability and remained a valuable mage on the front lines until the very end.
My magical power wasn't particularly high, and my wind magic didn't have much attack power, but I liked a fighting style where I compensated for the low hit rate with a high number of attacks.
Equipping the "Protective Emerald Wind," which you can obtain early in the game, will significantly reduce damage, making it useful as a tank.
I liked the combo of the continuous attack skill and the two-hit magic attack; it was very powerful.
・Archis

Since I prioritized using AT, I didn't use Archis much outside of maps where the units were split up.
However, it is a powerful unit, just as its reputation suggests, and the abundance of attack skills, including the "Rampage" skill, is reassuring.
Furthermore, his exclusive weapon, the Sword of Gale, is powerful, and the ability to repeatedly unleash powerful attacks that increase the number of steps moved using his skills is fantastic.
However, since AT had already grown quite a bit, there weren't many opportunities to deploy her.
・Elmina

I think he was quite useful, almost like a Paramitis that joins your party early in the game.
First of all, she has superior mobility compared to the healer Ceres, and the Flame Sword she has from the start has powerful special attack capabilities.
Even after using it all up, the range 3 attack using divine magic was still useful.
Furthermore, the ability to heal with the staff and then perform other actions via high-speed casting was very helpful, as it allowed me to perform two roles in one turn.
There are no class changes, but I feel that this unit performs well until the end with the abilities it had when it joined.
Verossa

Although they join as support characters, their stats grow rapidly with a high growth rate even after they start to develop, and they eventually become a very powerful force.
Despite being an infantry unit, it could move again after being deployed, making it very effective on maps where breakthrough power was needed.
I recommend giving it the ability to pass through obstacles, as it makes it very convenient to use even in narrow indoor maps.
Sophie

It was a staple unit as an infrastructure unit that simply allowed allies to act again.
While it's not a unit that's absolutely essential, having it makes strategy much more flexible, so it was very useful.
In many cases, I had her accompany Tara, providing support by stabbing enemies from a distance.
・Yurika

This unit had such high mobility that it was almost unbelievable, and it excelled in hit-and-run tactics.
Since I often act alone, giving me healing skills made me much more useful.
Once you can use the lance, attacks from a distance become incredibly powerful.
In particular, Saint Lance, which is treated as a magic attack, becomes even more powerful when combined with Concentration, making it extremely useful for taking down shooters.
Since she's not very fast, a potential drawback might be that it's harder to pursue her compared to Misha.
Luvina

If Elmina can play two roles, Luvina can play three roles.
The ability to apply buffs with Cheer, heal with a staff, and then attack the enemy all in the same turn makes deploying this unit highly worthwhile.
Rainleaf's attacks are powerful, but the range 3 divine magic is also useful, so having both will broaden your options.
Its defensive capabilities are paper-thin, so it can be taken out in one hit by a shooter. Be careful not to die by accident.
Alex

From the moment he appears, his defensive capabilities are exceptionally high, and his skills are well-suited to a tank role.
While weak against magic, it exhibits unparalleled resistance to physical attacks.
However, it has relatively low HP, and is often easily defeated when attacked by enemies with special attack weapons.
In challenge missions with turn limits, you often have to attack rather than defend against the enemy, so there were many times when I couldn't deploy my units even if I wanted to.
Tara

This unit possesses a unique ability to use long-range ballistas.
It can eliminate enemies with long-range attacks from a distance, as well as healers and other troublesome enemies, making it effective against a wide variety of opponents.
The skills also allow you to deal with various enemies, such as the continuous attack that simply increases the number of attacks, the beast hunt that is strong against mounted enemies, and the deadly poison that is effective when you want to wear down an enemy over multiple turns.
I think this unit significantly changes the strategy for clearing a stage depending on whether you have it or not.
・Philia

This unit is combat-oriented, capable of exploration, and can use swords, daggers, and bows.
Due to its lack of durability, it was difficult to use effectively in normal combat against enemies.
Since it has the ability to dodge sword attacks, I think it would be advantageous to charge into an opponent wielding a sword.
If you give him lockpicking skills, I think he could be used in a combat-focused way, similar to Isaac.
Zayn

It's incredibly tough, so it was really convenient that you could just carelessly charge into the enemy and still manage to pull through.
While it has skills to reduce damage and automatic regeneration, it will constantly be covered in wounds, so be sure to give it healing items beyond just healing potions.
While it's not powerful enough to completely defeat enemies, it excels at chipping away at their health, making it a good match for the Pyram, which can attack both at close range and at long range.
・Muse

Wands with valuable effects, such as the Thief's Staff and the Staff of Love, are appealing, and skills like magic resistance and lockpicking are also subtly useful.
I haven't used the Thief's Staff at all, so I can't comment on how powerful it is, but being able to temporarily incapacitate enemies with the Staff of Love was quite convenient.
Since it can use water magic with high accuracy and holy magic with a range of 3, I think it's a very useful unit.
Since I mainly used Elmina and Luvina, I didn't have many opportunities to deploy them.
・Lie

It's a highly specialized unit focused on extreme firepower, and it was quite fun to use.
Since a counterattack usually results in instant death, this strategy shone in situations where a preemptive strike was crucial for a guaranteed kill.
The most impressive thing is that you're guaranteed to get two actions.
This allows you to perform a hit-and-run tactic, charging into a group of enemies and then returning on your second turn.
It's also possible to use a flexible strategy, such as defeating two enemies and then rescuing them with a rescue orb.
It also has three attack skills, and the ability to choose the one that best suits the enemy—one focusing on firepower, one on accuracy, and one on the number of hits—is very convenient.
Oz

I initially intended to use this unit only as a support unit, but it turned out to be so convenient that it became a regular part of my team before I even realized it.
The biggest advantage was the skill that increased the range of all bows to 3, which was incredibly helpful as it allowed me to attack many enemies without taking counterattacks.
Aside from having a wider field of view on scouting maps, it's a purely bow-wielding attacker, but the impression is that it's simply strong because of that.
Since its speed is low, you'll want to compensate for this by giving it a bow that allows for multiple attacks.
Isabel

Like Lie, she is a specialized unit focused on firepower (physical).
The fact that it can constantly unleash continuous attacks is impressive enough, but the added strength lies in its defense-ignoring ability thanks to its crushing skill.
Because of its low strength, it's difficult to deal damage under normal circumstances unless you're using a sword with high attack power, such as its signature weapon, Milchweiss.
However, against enemies with low defense, or when using crushing skills, you can unleash extremely high firepower, especially when combined with special attacks.
This unit's abilities temporarily increase with each enemy it defeats, so you'll want to have it take down as many enemies as possible.
The ability to use healing staves is another significant advantage.
Roberto

This is a mounted attacker with high defensive capabilities.
Overall, their stats were rather weak, so I only deployed them on maps where I absolutely had to use them.
One possible use case is to use it to whittle down enemies wielding spears with critical counterattacks, but I couldn't really think of any situations where it would be particularly effective.
・Vice

The most distinctive feature is arguably the staffs representing the sun and moon.
I wasn't very good at using it, so I mostly deployed only Isabel.
I feel like my SRPG brain is being put to the test to see if I can use this unit effectively (I'm a brute-force type).
Almut

It may seem unassuming, but overall it has high capabilities, and when I used it, I got the impression that it could give me an advantage against any opponent.
Lord Ars's high performance is convenient, but he was even more powerful when used with special attack weapons like pikes, taking advantage of his ability to use spears.
It was a simple and convenient unit that didn't require any complicated operation.
·sigma

This unit gives the impression of being a combat-oriented thief.
I never used the scraping skill.
He possesses interesting skills such as counter-attacks and cheating, but as the regular lineup became more established towards the end of the game, it was difficult to fully appreciate his strengths.
The Wing Killer I had was deliciously used by another staff member.
・Bernard

It was interesting in terms of performance, and Gravity was effective against Gigant Armor.
I've never actually used the Shiden Counter, but now that I think about it, it seems like it could be a pretty appealing way to efficiently counter and take down enemy shooters.
If the opponent is using long-range magic, a lightning magic attack might be enough to defeat them.
Although it didn't get many opportunities to be deployed, this unit shows a lot of potential.
・Tear

This is a support unit that joins at the very last moment.
It can switch between three modes, allowing for various responses by using it for offense normally, defense when acting as a tank, and regeneration when healing is needed.
Thanks to its resistance to darkness, it was a versatile magic attacker that could withstand tough attacks against mages.
In defensive mode, it's incredibly tough, able to withstand both physical and magical attacks to a considerable extent.
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