Londria Story R (Free SRPG) Introduction, Impressions, and Strategy Notes

ロンドリア物語R(フリーSRPG)紹介・感想・攻略メモ game
This post can be read in about 25 minutes.

This is a remake of "Londria Story," a game created with SRPG Studio and released in 2016.
This game offers a relaxed and enjoyable storyline, while also embodying the fundamental appeal of SRPGs.
With three difficulty levels, the game can be enjoyed by a wide range of players, from beginners to advanced players.

The clear time was approximately 12 hours (difficulty: hard, growth fixed).

Game Overview

The story is set in the world of Ruellia and follows a character who uses a dark mist that neutralizes attacks to protect the world from villains invading various countries (roughly speaking).
The story features two main characters: Rondo, the prince of the Kingdom of Lolitia, and Lia, a sorceress.

 

There are three difficulty levels to choose from.
I felt that the "hard" difficulty setting in this game was about the same as the "normal" difficulty setting in other games in the series.
If you're someone who regularly plays SRPGs, I think the hard difficulty setting should be fine.
You can change the difficulty level midway through, so if it doesn't feel right, you can change it back later.

While character loss is possible, it's not an irreversible element, as characters can be revived using bonus points on the deployment preparation screen.
You can think of it as a casual game with a penalty for losing items.

 

You can choose from two growth methods.
Those who enjoy both ups and downs should choose Random, while those who prefer stable growth should choose Fixed.

 

When a new enemy class appears on a map, a detailed explanation is provided at the beginning.
This aspect is meticulously crafted, making it a point that I can easily recommend even to players unfamiliar with SRPGs.

 

Similarly, you can be given a strategy guide before the stage begins.
While it doesn't offer any outlandish strategies, it does provide valuable insights, such as hints about reinforcements, so it's worth checking regularly.

 

One of the unique systems in this game is the "Eat" command.
Although it has limitations, such as being usable only once per turn and having a maximum number of uses per map, it's a useful command when you need it most, as it allows you to heal or buff any unit.
This can become an important factor when playing on higher difficulty levels.

 

In this game, you can change the class of a unit by using a class badge on a unit that is level 10 or higher.
Before class change, the level cap is 20, and after class change, it becomes 30.
Changing classes won't change your level, but be aware that it will decrease the experience points you gain.

In most cases, there are multiple class change options available, and deciding which one to choose is part of the fun.

Review (no spoilers)

I completed my first playthrough on Hard difficulty with fixed character progression.
It's been quite a while since I played the original version, so I had fun playing it while racking my brain to recall vague memories and thinking, "Oh yeah, I remember this unit!"

The UI design has been updated, the character portraits and facial graphics have been completely redesigned, and voice acting has been added, making it a very luxurious product.
I think it's easy to get into, even for people who haven't played SRPGs before.

In terms of difficulty, just like in the original version, the hard mode felt like it was practically the same as normal mode.
The game becomes easier in the mid-game as more units can change classes, and the later stages become more tense as the enemies get stronger.
However, I don't get the impression that there are any sections so difficult that you'd need to reload and restart multiple times.

It seems like you can accumulate a lot of equipment from enemy drops without even having to buy items from the weapons shop.
Even if its durability reaches zero, it doesn't disappear and remains, so as long as you repair it properly at the repair shop that appears fairly frequently, there shouldn't be any problems.
There are many different types of weapons, and I'd like to give them a variety, but the item limit is five, which is a bit of a dilemma.
I wanted to equip accessories that would increase parameters, but I felt there wasn't enough space to do so.

The skills each unit learns are selectable by swapping them out, but if a skill is powerful, you're pretty much limited to just one option, so I didn't really feel much real freedom in terms of choices.
Since the effects of most skills aren't that significant, I wish I had equipped all the skills I learned.

We didn't use the meal system much in the hardware department.
However, due to the limited item slots in this game, it's difficult to equip items that temporarily boost abilities, so I felt that a system like this would be easier to use and more convenient.
The effect isn't spectacular, but it seems to have served as a helpful safety net when I felt things were a little risky.

I've written about various things, but I think this game is one that allows you to fully enjoy both the fun of unit development, which is the core appeal of SRPGs, and the challenge of clearing stages.
Even if you've already played the original version, why not give it another try?

Strategy Notes (Hard difficulty, Fixed character growth)

Chapter 1: The Beginning

Let's proceed with Leah trying to persuade Lambert, and Veik trying to persuade Nanna.
When engaging in combat, it is safest to wait in the forest.
Since Leah is a flying type and cannot benefit from terrain effects, attack her safely with indirect attacks.

If your HP gets low, you can rely on the fort or the food command, and you should be fine.

Chapter 2: Interception

If you visit the village very close to the starting point with Ria, Medi will join your party.
He's a valuable healer, so let's recruit him as soon as possible.

The enemies won't move unless you enter their attack range, so don't panic and advance slowly.
As planned based on the information gathered before deployment, it would be best to advance the northern side primarily with the swordsmen Vaike and Nanna, and send the axe users to the east towards the boss.
Since the fort is far to the north, it might be safer to position Medi on this side.

Christie, who appears as a guest ally, is strong, but if you don't want to give her experience points, be careful not to let her finish off enemies too often.

Chapter 3: The Labyrinth

You can shop at the store before tackling the map, so use it as needed.
If Nanna only has a rapier, it would be a good idea to buy her a bronze sword or bronze knife that she can use regularly.

Some enemy slimes and Venonakes have an attack range of 1-2.
Let's fight carefully, making sure not to let the enemy concentrate their attacks on us through indirect means.
You can obtain a Staff of Purification from the information gathering screen, so if you get poisoned, have Medi heal you as soon as possible.

Chapter 4: The Knights of Lolitia

Let's head south with Rondo and his companions, recruiting Azoth along the way, and then make our way to the western port.
I think you can proceed safely by pushing Rondo forward against enemies with axes, and Porton forward against all other enemies.

Leah and the others head west from their starting position.
For enemies with axes, Vaike and Nanna should be fine, and for all other enemies, putting Lambert at the forefront should work well.

From turn 8 to turn 9, enemy reinforcements wielding axes will appear from the fort in the upper left.
Be aware that even if you block the bridge, the Bandits will still cross the sea.

I think anyone can defeat the boss safely if they use Medi's Magic Barrier before fighting him.

postscriptApparently, there's a secret shop in a mysterious body of water.

Added in May 2024(Information provided anonymously) "I checked all the characters who can talk to Azoth in Chapter 4. You can talk to him with Leah, Rondo, Vaike, Nanna, Volkus, Medi, and Flam."

Chapter 5: Exterminating Bandits

Since enemies are positioned in various directions, use units with advantageous weapons to deal with them.
The archer Karner, who is in the upper right, will join your party if you talk to him in Rondo.

Boss Gus and Zola move around freely.
In particular, since Gas has armor-killing properties, be very careful about the class of the units you use to intercept him.

On turns 9 and 10, pirates and thieves will appear from two caves on the right side of the map.

The reward for the arena in the side story of Chapter 5 is a "mysterious fruit".

Chapter 6: The Zerkus Cavalry

To counter the flying beast tamers, it's a good idea to deploy archers (Rain, Karner), and to counter the armor knights, deploy axemen or mages equipped with armor killers.

The Bulgarita troops should not push forward recklessly, but instead lure the enemy in little by little before engaging them.
The enemy armored knights positioned on the other side of the bridge are stationary, so lure the surrounding bow knights out and eliminate them before engaging them in combat.

On the enemy's seventh turn, reinforcements will start appearing from various forts, so keep your units close by so you can eliminate them quickly.
If you don't have the time, you can prevent them from appearing by waiting on top of the fort.

In the cave in the upper right, there is a secret shop where you can purchase valuable parameter-boosting items.

Chapter 7: The Monster's Cave

Since the golem is tough, deploy units that can use armor-killing or magic attacks.
Also, having multiple archers makes it easier to counter Killer Bats.

Killer bats that use ultrasonic attacks are treated as magic attacks and are prone to follow-up attacks, so it's dangerous unless you counter them with fast units or magic-using units.
Armored Knights are easily defeated.
Rondo's Lorition will be a particularly reliable asset because it has a special attack effect against magical beast-type enemies.

Chapter 8: Rescuing Nova

The shooter wasn't a major nuisance, but I sent Nanna over anyway.
I think Nanna will be fine if you give her some healing items or make sure she gets enough food.
If you equip a dagger and wait in the forest, you can eliminate archers with counterattacks.

The main force will approach from the west.
There aren't any particularly strong enemies, so as long as you aim for a well-balanced team composition and attack with weapons that give you an advantage, you should be fine.
If you have deployed the three flying unit sisters, it may be difficult to advance until you eliminate the shooters.

Chapter 9: Exterminating Bandits

Since most enemies are equipped with axes, deploy plenty of units equipped with swords.
Since the situations in which spears are effective are quite limited, it might be a good idea to refrain from deploying them altogether.

The enemy on the eastern route is defensive, so there's no need to rush and you can advance at your own pace.
However, since Grizzlies and Garudas are formidable opponents, you should send Rondo and archers, who have monster-slaying abilities, to this side.

The western route has a thief running off with treasure, so you'll want to hurry, but rushing could lead to being targeted by a concentrated attack.
This route has more enemies and is more challenging, so it's a good idea to allocate more allies to it.
Let's advance cautiously, while carefully timing our move to persuade Jester in Nerissa.
Jester's attacks using Lost Vision are powerful, and he's prone to follow-up attacks, so be careful.
You need to use units with high defense to hold them off and then persuade them quickly.

If you guess correctly in the Rueria Derby after clearing the game, you will receive a technique card and a Brave-type weapon (some text has been corrected).
Even if you lose, you can still obtain the Miracle Water and Life cards.
(It's mostly luck, so you can increase your chances of getting it right by saving and loading.)

Added in May 2024(Information provided anonymously) "There was a secret shop on a high mountain (one level up the river) in Chapter 9."

Chapter 10: The Recapture of Ernsis

If you visit the village with the blue roof in either Leah or Rondo, Grasse will join your party.
This is a powerful unit that allows allies to act again, so be sure to recruit it.

 

At first glance, there seem to be many enemies, but there are optimal interception points at key locations, so conquering the area isn't that difficult.
Units positioned outside the city walls can fight safely by placing highly defensive units in one-square-wide areas between mountains.

When fighting enemies inside the city walls, waiting at the entrance fort will make it easier to intercept them.
Using a longbow with a range of 3 or a thunder flare allows you to attack more efficiently over cover.
Reinforcements will emerge from the forts inside the city walls for a while, but just endure it and think of it as gaining experience points.

Enemies that use magic require caution, but they won't move unless you enter their range, so there shouldn't be any major problems.

Chapter 11: Escape

Let's split our forces into two groups: one to defeat the boss, and the other to rescue Christie and collect the treasure chests.
On turn 8, enemy reinforcements, including Daymond, will appear from the north, so you'll want to advance south as quickly as possible.

Christie could be defeated by surrounding enemies if she's unlucky, so instead of forcing her to rejoin the group, it's better to have her wait in the forest and endure the situation.
If you prepare Christie with healing items beforehand during sortie preparations, you'll be all set.
Many of the enemies near the treasure chests use magic attacks, so choose your party members carefully.

Chapter 12: Naval Warfare

Even after defeating the boss Shark, the mission isn't immediately cleared. You must then use Rondo to secure the area near the bow of the ship to complete the mission.
Make sure to collect all the treasure chests before clearing the level.

On the fourth turn, two squids will appear from the south.
From turn 6 onwards, reinforcements will appear from two staircases near the center of the enemy ship.
None of the enemies are particularly tough, so if you want to earn points, just defeat the reinforcements and clear the stage.

Chapter 12 Side Story: In the Darkness

Standing on the magic circle will restore your health, but it's not a good idea to concentrate enemy attacks on it, so move around and fight.
Please note that since Ria is a flying type, she will not benefit from the terrain effect of evasion provided by the magic circle.

It will be tough if your Ria isn't leveled up enough, but I think you can clear it if you use Miracle Blaze and food.

Chapter 13: The Sanctuary of Magic

Many enemies use magic, but as long as you avoid getting hit by follow-up attacks, you won't take much damage.
Classes with low speed and magic defense, such as Armor Knights, are susceptible to taking heavy damage, so be careful when deploying them.
Using items like Magic Barrier or Holy Water can provide some protection.

Visiting the Magic Academy will make Wilbert join your party.
postscript:(If you've already recruited him as a post-clear bonus, you'll receive money from Mordio.)

On turn 6, two Beast Tamers will appear as reinforcements from the bottom right.
After that, cavalry will continue to appear from the fort near the boss, and two mages will appear from the northwest.

April 2024 Update: The secret shop is apparently located in "the green forest that is the only one among the rows of white forests at the top of the map." (Information provided anonymously)

Chapter 14 Daisetsuzan

Agres will join your party in the village with the blue roof.
There are quite a few enemy flying units around, so let's prepare for an anti-aircraft suicide attack.
Be careful of enemies equipped with Kirschvalier.

Since many enemies with high attack power appear throughout the game, you'll need to deal with them at a reasonable speed.
If you've been deliberately delaying class changes for your units, you'll probably find yourself in a difficult situation if you don't do it soon.

There's a secret shop in the tomb in the upper right.

*Pre-battle conversations occurred between Abaran and Volkus, and between Abaran and Agres.

Chapter 15: Trials

You shouldn't have much trouble dealing with the dragon if you use the special weapons you've collected so far.
The key is to lure out and defeat the surrounding monsters before fighting the dragon.
If you try to eliminate them haphazardly, you may suffer a painful counterattack from the surrounding monsters.
They won't move unless we enter their attack range, so let's take our time and attack them carefully.

Chapter 16: Counterattack

After advancing a certain distance (perhaps after several turns), the higher-ranking enemy soldiers inside the city walls will start moving towards you.
These enemy soldiers are quite strong, so it's dangerous to engage them in an open area rather than a confined space.
After defeating the thief (3000G) carrying the treasure, you might find it easier to fight if you position yourself in the 3-square-wide area on the far right of the screen.
Since there are also Mage Knights who use magic, it's a good idea to cover units with low magic defense with magic barriers or food.

Visiting the village with the blue roof will add Genoa from Orion Night to your party.

Reinforcements will come out of the fort inside the city walls for a while, but just like in the previous map, you can meet them in the narrow entrance and there's nothing to fear.
Use archers to deal with the Beast Tamer.

Since Leraje, equipped with Scintilla, has high attack power, lure it out with a unit that won't be able to follow up with an attack.

Chapter 17: Siege Warfare

The thief near the starting position will be troublesome if left unchecked, so let's use Grasse's extra action on the first turn to defeat him.

Leaving Lavaine and the others in prison will be dangerous, so send mounted units or similar to rescue them as quickly as possible.
Also, it seems like anyone can talk to Lavaine, not just Rondo or Leah.

From around turn 6, reinforcements will continuously appear from the upper right and lower right of the map.
Since there is some time before combat begins, there shouldn't be any trouble in intercepting them.
You can still clear the stage even if you ignore it, but if you want to earn points, it's a good idea to send your units there beforehand.

The boss, Dalpra, has Astron and high attack power, but you can safely defeat him by attacking him with Thunder Flare, which has a range of 3.

Chapter 18 Rescue

Rondo is currently imprisoned, but using the Rescue Staff will transform the map into a normal one.
Be careful, as reinforcements will start appearing from the cave on the north side of the map in the later stages of the game.

Dom, who is on the left-hand route, will join your party if you talk to him in Tiaret.
Because of its location, it's difficult to approach it directly, so lure it out with a unit that has a range of 1 before talking to it.

Added in May 2024(Information provided anonymously) "In Chapter 18, Dom can be recruited through conversation with either Leah or Rondo. I haven't tried all the characters, but I tried several other characters that seemed like they might work, such as Volkus and Nerissa, but it didn't work."
"There is a secret shop in the 'base floor' that is unnaturally protruding by one square on the west side of the central building in Chapter 18."

Chapter 19: Fierce Battle

Enemy units are positioned along both the left and right routes, and each platoon has a formidable mid-boss.
Staying in your initial position will put you in a very dangerous position as you'll be ambushed, so let's start by attacking one side of the enemy.
In my case, I concentrated my forces on the left route (since I could also visit the villages along the way).

 

Just as we finish our engagement with the Nix unit, Celestia's air force will arrive, so we'll prepare to intercept them.
Once we've dealt with the Celestia unit, let's intercept the Carmina unit coming from the right.
Once you've defeated these enemies, the rest are defensive types, so you can advance at your own pace.
Reinforcements continue to arrive, but they are not enough to pose a significant threat.

You can talk to Tachyon in Rondo, but he won't necessarily become your ally.
(An homage to Camus from Fire Emblem: Shadow Dragon)

 

When I attacked Carmina with Nova, a pre-battle dialogue appeared, so it seems there are quite a few settings involved.
I also saw Rain vs. Philander (Rain's ruthless sneak attack) and Vaike vs. Soma (a battle of distance).

Chapter 20 Liberation

The right route has many magic-using enemies, while the left route has many physical-using enemies.
However, since both types of enemies will be present wherever they converge, try to avoid focusing too much on one type.

The treasure chest in the center contains a Thunder Dragon Stone.
If it's too much trouble to get there with a flying unit, you could also use a warp wand to send someone there.

Ordoff can be recruited by Wilbert.
Since a large number of reinforcements appear from the stairs next to Ordoff, it might be a good idea to position your forces on the right route slightly higher.

Once you defeat Destion, Flashes will appear on the spot.
Since it is unable to act for the first turn after appearing, use this to your advantage if you are not ready.
It will be canceled when the next turn begins or when combat is initiated.
If possible, it would be safest to defeat them all in the first battle.

Added in May 2024:(Information provided anonymously) "In Chapter 20, you can talk to Ordoff in Leah and he will become your ally. This is not possible in Rondo."

Chapter 21: The Galaneia Dragon Knights

As you can see, the enemy has many flying units, so it will be easier if you deploy more units that can use bows.
Because of the many mountains, this map is also a good place to utilize our flying units.

Starting from the enemy's third turn, Gallius will begin moving towards you.

You can talk to Reinhard in Nova, but he won't become your ally.
Bernard can be persuaded to join your party by Nova.

Orson, who guards the castle gate, will retreat after you have defeated Gallius, giving you your class badge.
However, I think it would be difficult to talk to Gallius before defeating him.
You can get the class badge even if you defeat it normally, so players who aren't looking for experience points are advised to defeat it (it reminds me of Lawrence from Mystery of the Emblem).

Chapter 22: The Knights of Melzea

On the enemy's third turn, reinforcements will appear from four forts near Frashes.
Be careful, as it can be dangerous to approach with a small group of enemies when you think there are few of them.

Be careful, as the boss, Leraje, will move if you enter its attack range.

 

The location of the secret shop is indicated by the red area in the image above.
Mithril-based equipment is available for purchase.

Chapter 23 Collapse

Dark Mist, which reduces damage dealt to enemies, activates every three turns, starting on the enemy's first turn, fourth turn, seventh turn, and so on.
Once it's activated, have Ria use the pendant to quickly deactivate it.

The path splits into three, but I think it's fine to stick together and proceed cautiously down the central route.
The enemy's attack power has increased considerably, so proceed cautiously to avoid being attacked by multiple enemies at once.

If you equip a well-trained magic user with Luminous Flare and use it against Arzel, I don't think you'll have much trouble.

Chapter 24: The Final Battle

This map follows a traditional style for late-game SRPGs, where you divide your forces into four groups and advance through them.
Consider the characteristics of each enemy unit when positioning your allies.
Prepare special weapons for dealing with dragons and titans.
Placing healers in every unit will reduce your breakthrough power, so it's more efficient to use Long Healing or Healing Flare to cover other units.

If you don't defeat the enemies relatively quickly and advance through the area, it will become very difficult to defeat the enemy reinforcements that appear from the magic circle near the center.
Since Bereidi and Flashes have high attack power, use Magic Barrier or similar abilities to increase your magic defense and try to defeat them as quickly as possible.

From the fifth turn onwards, four Ogres, Chimeras, and other creatures will start appearing from the Dark Magic Circle.
By this point, each unit should be engaged in combat with the Dragon Titans, otherwise you may not be able to handle the enemy effectively, so be careful.

Chapter 25: Final Chapter

Let's proceed as planned and first defeat the surrounding enemies.
After that, destroy the crystal and then attack the Bone Creeper.
Since it possesses both dragon and beast attributes, you can inflict massive damage by attacking it with a weapon that specializes in those attributes.
If all goes well, I think we can defeat it in the second turn.

 

*Regarding post-clearance content

After clearing the game, you can start over from the beginning and use your clear points to purchase items.
Purchasing a secret ticket allows you to add any companions you like to your gameplay, providing greater freedom (they can be deployed from Chapter 5 onwards).

The clear points increase by 1000 points each time you complete a playthrough, so the more you play, the more freedom you have in your gameplay.
(In Hard and Lunatic modes, you gained 1000 points for each clear.)

 

The added units retain their items and their level increases to 5.
If a unit joins as a lower-ranking class, it won't be much of a force, but if it starts as an advanced class unit, it will be strong even at level 5, and with a random growth system, there's the added enjoyment of raising it again.
If you simply want an easy game, the advanced class units that join your party later in the game might be a good choice.
(Examples: Agres, Genoa, Bernard, Ordoff, etc.)
Kyure has a hard time because weapons cost too much money.

Unit usage impressions (First playthrough, Hard difficulty, Fixed growth)

I will write about my impressions of using the 14 characters I deployed on the final map.
I've omitted units that I raised partway through but ultimately didn't use.

 

·rear

As a magic-using and flying unit that could be used from the early stages of the game, this character was extremely useful.
Taking advantage of its performance that combined the best aspects of flight—such as not being vulnerable to kamikaze attacks—it played a role similar to that of a skirmisher.
While its attack power isn't exceptionally high, in the later stages of the game, its exclusive weapon, Miracle Blaze, demonstrated impressive destructive capabilities.

In this game, since the Thunderflare, a weapon with a range of 3, is easily available for purchase, I think there were many situations where magic units were useful.

 

・Vaik

He remained a powerful attacker and played an active role until the very end.
The abundance of powerful swords allowed me to deal with a variety of enemies.
I had no particular complaints about its abilities, and it seemed to survive tenaciously thanks to its high evasion skills.

Since I already had Rondo and Vaike as swordsmen, I didn't have many opportunities to train other units.
Azoth, for example, might develop into a different type of ginger.

 

Nanna

In this game, anyone can open treasure chests and destroy doors, so the importance of thieves has decreased.
However, the reason I continued to use Nanna was simply because she is an excellent attacker.
He's quite fortunate, possessing high evasion, speed that allows him to almost always follow up with an attack, strong magical power even when wielding a magic sword, and a dagger that can be used for both evasion and intuition.
Its decent magic defense was a strong point, making it easier to counter mages with dagger-type weapons.
Being strong and cute is justice.

 

・ Medi

Since she was the first healer I acquired, I continued to use her as a main character.
Unlike Nerissa, her staff level wasn't A at first, but she had a support relationship with Rondo, and she was cute, so I deployed her anyway.
I didn't intend for him to be an attacker, so I didn't give him any weapons and made him a Rod Knight, prioritizing convenience.
As a healer, she might have lacked a bit in magical power.

 

Oliver

I used the axe-wielding knight, who joins the party early on, until the very end.
I remember the original being much tougher, but I didn't find it quite as tough in this version.
However, its powerful attacks, made possible by its high mobility, proved useful in a variety of situations.
While its low skill level and the characteristics of the axe make it somewhat unreliable, its strength lies in the fact that it can be ignored by the Brave Axe's two attacks.

 

・ Rondo

They're not incredibly strong, but since they're deployed on basically every map, I've leveled them up quite a bit.
Perhaps due to the doping, his HP was slightly higher, so even when I placed him on the front lines, he didn't seem to get defeated.

Since their abilities were average, I gave them distinctive weapons to give them a unique character.

 

Porton

It had extremely high defensive capabilities and served as a tank until the very end.
With the defensive formation skill, I no longer take follow-up attacks, so I can now withstand magic attacks, which I'm not good at, to a certain extent.
With thick layers of fat plus accessories, I think they would have become an even tougher unit in terms of defensive formation.

I wasn't particularly thinking about defeating the enemy, so my role was simply to carelessly jump into the enemy's attack range and whittle them down.
I used it extensively to lure out enemy units that were designed for interception, and it proved very useful.

 

·rain

At first, my growth was poor, I couldn't pursue effectively, and my hits were unreliable, so I was using doping to compensate.
Ultimately, combined with the strength of their weapons, they grew into a main force.

The ability to attack unilaterally from outside the enemy's range is a major advantage of magic and bows.

 

Spica

In the previous version, I didn't really raise them much, and it felt like I had to use doping to make them grow, but in this version, they grow naturally.
She's just so cute, so I end up using her to try and get the damage animation.
Since you can purchase Thunderflare early in the game, its range of 3 is a significant advantage and makes it very useful.
Its usefulness increases even further when you can follow up with Thunder Flare.

 

Premier

In the original version, you couldn't recruit any of them as party members, but this time, you can recruit them all.
Many players probably make use of the Arc Javelin and Slender Spear, which are available from the start, as they are easy to use and can be used immediately.
Although he could only use a spear, he had high-level stats and remained a powerful asset until the very end.

He already looks like he's taking damage.

 

Nova

I was using him with the mindset of "maybe I should train one more axe user."
With stats that suggest he's a swordsman who can use axes, it feels like he's effectively compensating for the weight and accuracy issues of axes.
I did reasonably well.

 

Glacé

I added this unit because it can act again, but the hard mode wasn't that difficult, so I think I could have raised a different unit instead.
While it can perform magical attacks, its low magical power means it's not much of a fighting force.

 

・Cure

With an astonishing growth rate, they quickly become top-tier players.
However, the costs involved are also top-tier, so it's a difficult decision when considering cost-effectiveness.
It's really cute, so I think it's worth trying at least once.
Its low mobility is a drawback, so it's a good idea to compensate for it with items like Moo Boots.

Since Divine Dragon Stones are expensive, it's best to use them only when absolutely necessary, and use other stones for everyday use.

 

Ciel

While its abilities aren't particularly outstanding and it's just average, I used it because I liked its visual design.
It's not particularly weak, and the Angelus that it originally possesses is easy to use, so it performed reasonably well.
(I think the one she's holding in the character illustration is Angelus.)
Since his stats were inferior to Rain's, I made sure to give him better weapons.

 

Summary of the first playthrough

In the first playthrough, I ended up not using any flight units other than the rear one.
I would like to use all three sisters if I'm going to use them, but considering that they would take up three slots with the same type of unit, my desire to raise a variety of other units won out.
Since mounted and flying units in this game cannot move again after attacking, I felt that there wasn't a significant difference in usability compared to infantry.

In addition, I had been training mounted units like Ruth and Hawk up to a certain point, but ultimately they weren't strong enough and were relegated to the reserves.

I'm thinking of playing through the game a second time on Lunatic difficulty, with the restriction that I won't use any of the units I used in the first playthrough.
(Early bird tickets will be used.)

Unit usage impressions (2nd playthrough, Lunatic difficulty, fixed growth)

For my second playthrough, I chose the Lunatic difficulty setting.
Furthermore, I played with the restriction of not using any units that I deployed on the final map of the first playthrough.
It was fun because I discovered some units that were surprisingly strong when I tried them out.

*To verify what the parameters will be at level 30, I used a mysterious fruit to raise the level to the maximum and took screenshots.
I didn't actually raise all my characters to level 30 during gameplay.

 

Lambert

His strength and defensive abilities improved tremendously, and it was reassuring to know that he wouldn't be easily defeated even when I sent him in recklessly.
They are vulnerable to magic attacks because they are easily pursued, but equipping defensive formation skills has made them somewhat more reassuring in battle.
The strategy of using weapons that can be used both at close range and at close range to wear down the enemy with counterattacks proved very effective.

 

Volx

Its HP and strength have grown tremendously, and it has grown into a heavy attacker with powerful single-hit attacks.
On the other hand, I was concerned about the low accuracy and difficulty in pursuing enemies, but I compensated for this with items and equipment.
While he had high HP and defense, like Lambert, he was fragile and easily brought to the brink of death if attacked again.

 

Zeracule

I'm one of the ticket holders.
In the early stages of the game, despite being a flying unit, it had high defensive capabilities and could be relied upon as a tank.
However, their lack of skill and speed proved to be a major drawback, hindering their overall effectiveness as a fighting force.
I compensated for the difficulty in pursuing enemies by using Brave-type weapons, but overall, my combat power was still insufficient.

 

Jester

I was surprised when I used her; she turned out to be an excellent attacker, but in a different way from Nanna.
With strength, skill, and speed all in one, this attacker has extremely high destructive power.
Due to team composition considerations, I promoted her to a scout who can use bows.
Although its defensive stats were low, its high evasion stat meant it wasn't much of a concern.

 

・Nerissa

Since I used Medi in my first playthrough, I decided to use Nerissa in my second playthrough.
With Medi unavailable, we were barely managing to keep going with Grandpa Irvine's healing, so I was relieved when a regular healer finally joined the lineup.
I don't use him specifically as an attacker, but I was impressed that his magic defense could reach the maximum level.

 

Kevin

He needed to be raised with a bit of overprotection until his speed increased to a certain level, but he eventually grew into a fairly capable mounted attacker.
I think they had a generally superior team compared to Fulham.

 

Flam

Despite being a Red Knight, his strength and defense were lower than Kevin's, making him not very useful in battle.
Due to its low speed, it was difficult to pursue the enemy even in the later stages of the battle, and it was hard to launch an attack.
I had him quietly play a key role as the finishing blow character, utilizing his high skill level and guaranteed hit ability.

 

·lambda

I had high hopes for him as my main archer, but his strength and speed didn't increase much, and I even struggled to earn experience points from him.
While its accuracy is high due to its high skill level, its overall offensive performance is low, and it only becomes average after being equipped with good gear.

 

Azoth

These are the main members of the second round who grew almost exactly as expected and performed exactly as planned.
I felt the power was a little lacking, but the Meteor Slash was powerful and impressive.
Although it had high evasion, its low defense meant it was often defeated by enemy snipers with high accuracy.
It was reassuring to know that the attacks were almost always dodged if the opponent was wielding an axe.

 

Wilbert

I'm in the ticket group.
For a magic attacker, their magic power growth was a bit slow.
Since its strength and defense increase reasonably well, it might have been better to change its class to something like a Magical Fencer to make better use of its characteristics.
In any case, since Spica was unusable, she played an important role as a magician other than Ria.

Incidentally, if you had recruited them using tickets, you could receive money by visiting the Magic Academy.

 

Agres

I'm in the ticket group.
Although none of his parameters were maxed out, he joined the party as an advanced class, so he served as a valuable tank alongside Lambert in the early stages of the game.
His defensive skills improved considerably, so he served as both a defensive wall and a lead-off hitter, second only to Lambert, from start to finish.
The fact that the main means of ranged attack were limited to magic swords or hand axes with low magical power was somewhat inconvenient.

 

・ Bulgarita

This unit had a perfectly balanced strength: more useful than Flam, but less useful than Kevin.
Because its skill and speed growth were slow, it was difficult to increase its destructive power and raise it to a certain level.
Thanks to the guaranteed hit skill, I was able to raise its accuracy to 80%, making it usable as a finishing blow.
However, my impression was that they weren't as strong as I had hoped, considering the effort I put into raising them.

 

Summary of the second playthrough
I didn't feel there was a huge difference in difficulty between Hard and Lunatic modes.
It seems less like a qualitative change in difficulty and more like a fine-tuning of the gameplay feel.
I think the main changes are that the enemy's parameters have been strengthened and the number of reinforcements has increased.

In Hard mode, I could charge in recklessly and still survive, but in Lunatic mode, I got the impression that I would be easily defeated in those situations.
However, even if you get defeated, you can revive for 300 BP, so in that sense, it wasn't too stressful.

During my first playthrough, I realized that I didn't need to buy many weapons because I could acquire plenty of them, so I think I was able to play with plenty of money to spare.

 

If I were to play through the third time with the same restrictions, I think the other 12 characters besides Rondo and Ria would be chosen from the following 15 units.

Christie, Cod, Sam, Fiora, Irvine, Carner, Hawk, Ruth, Tiaret, Keira, Jenova, Lavaine, Dom, Ordoff, Bernard
Swords → Irvine, Rut, (Rondo)
Spears → Fiora, Tiaret, Keira, Bernard
Axe → Cod, Sam, Lavaine, Dom
Bows → Carner, Hawk, Genova
Magic/Healing → Ordoff, Christie, (Leah)
Considering the balance of weapons, potential candidates for exclusion would be Irvine, who seems to have a low growth rate, and one spear user and one axe user.
The variety of weapons increases with class changes, so you might as well choose based on your preference to some extent, but it's still a difficult decision.
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16 Comments
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Two years ago

There is a secret shop in the mysterious water features of Chapter 4.

In the Ruelia Derby, if you match the weapons in order from top to bottom, you get sword, lance, axe, bow, and dagger. I personally don't recommend daggers because they're difficult to use in multiple ways.

In Chapter 11, the best strategy is to send either the eldest or second daughter unarmed to rescue them (I didn't think of this while playing).

Still playing from here

匿名
Anonymous
Two years ago

There was a secret shop in Chapter 13.
It's the one green forest among the rows of white forests at the top of the map.

匿名
Anonymous
Two years ago

In Chapter 9, there was a secret shop on a high mountain (one level above the river).

匿名
Anonymous
Two years ago

In Chapter 4, Azoth can be recruited through conversations with characters like Volkus and Medi, and the conversation patterns differ depending on the character.

In Chapter 18, Dom can be recruited by talking to either Leah or Rondo.
I haven't tried all the characters, but I tried several others that seemed promising, such as Volkus and Nerissa, but it didn't work.

In Chapter 18, there is a secret shop on the "base floor" that is unnaturally protruding by one square on the west side of the central building.

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Anonymous
Two years ago

In Chapter 20, Ordoff can be spoken to in Leah and will become a party member. This is not possible in Rondo.

Bernard in Chapter 21 is probably only Nova.
I haven't tried all the characters, but besides Ria and Rondo, I couldn't find any dialogue with the Griffin sisters, who are also from Galaneia.

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Anonymous
Two years ago

I'm the one who reported above, and I've checked all the characters who can talk to Azoth in Chapter 4.
You can have conversations with Leah, Rondo, Vaike, Nanna, Volkus, Medi, and Flam.

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Anonymous
Two years ago

I cleared Chapter 9, but the Derby didn't trigger. Is the game level a factor?
I'm playing on Lunatic difficulty.

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Shocking Wave
1 year ago

In Chapter 19, there is dialogue indicating that Celestia and Tiaret will fight.

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