This is an article introducing "WhiteClothes Gaiden -Sword of Love and Darkness-", an SRPG Studio game featuring animal characters.
Apparently, there was originally an RPG called "White Clothes," and this is a fan-made work based on it.
I wasn't familiar with the original story, but I was able to enjoy it without any problems.
The story focuses on the unique themes of beastly characters and corruption, while the gameplay itself is a challenging and enjoyable simulation RPG in a more traditional style.
On casual difficulty, it took me about 20 hours to complete the game.
The Kaede chapter, which was added later in a major update, also takes about 20 hours to complete (and is on the harder side).
Game Overview

The story takes place in a world inhabited by intelligent animals.
At one point, a being known as the Demon King appeared and began invading various places.
Seeing the gravity of the situation, the "Cult of Light" began recruiting skilled warriors from all over the country.

Meanwhile, Myrrh, a master swordsman who lives in "Sleeping Village," also receives a request to participate.
Just as they were about to leave the village, news arrived that a monster had appeared in the village fields, so they headed off to do one last job before departing.

The game difficulty can be selected from Classic, Casual, and Easy.
The difference between Classic and Casual is whether or not character loss is possible.
Easy mode features fewer enemies and offers more experience points.

Growth is random.
However, you cannot save mid-stage; you can only pause the game.
Therefore, the actual difficulty level might be somewhat high.
In addition to the rock-paper-scissors system of swords, spears, and axes, there is also a rock-paper-scissors system of bows, magic, and guns.
There is a rescue command, but there is no specific capture system for capturing enemies.
(I have the skill to steal.)

The maximum level is 40, and class changes can be performed by consuming an item common to all units level 20 and above.
Your level will not be reset even if you change classes.
There are three possible class changes, and you can enjoy the fun of character development as you ponder which one to choose.
Review (no spoilers)
I was able to complete the game and enjoy it to the very end.
The game starts with a thorough tutorial, making it user-friendly even for players unfamiliar with SRPGs.
After that, the stages gradually become more difficult, showing consideration for beginners.
However, the game eventually becomes quite challenging, and you can't save mid-stage, so casual players should be aware of this.
The story consistently adheres to the concept of the protagonist being brainwashed and falling into evil, and I thought that was wonderful because it remained unwavering in that aspect.
All the characters are animal-like and many have quite voluptuous figures, which shows a clear attention to detail.
The brainwashing scenes are sensual and alluring, so those who are sensitive to such scenes should be aware of this.
I'm not particularly fond of furry characters, but my heart was pounding so hard that it almost awakened a new fetish in me.
A version offering 30-40 hours of gameplay is available for free as the First Version.
The rest of the story is planned to be released as DLC.
This SRPG, "WhiteClothes Gaiden," is complete and has a clear conclusion as a parallel storyline.
As mentioned earlier, the game seems to get progressively more difficult as you play.
If you're familiar with SRPGs, I think you'll be able to find various loopholes, making it a challenging and enjoyable game to play.
Every character will become stronger as you train them, and I think it's easy to reflect the player's strategy in their character development.
There are many ways to acquire skills, allowing you to aim for synergistic effects.
Even within the same class of units, each has distinct characteristics in the parameters that grow, so there is no overlap in types.
Each class has two members with different character types who join your team, so you can really feel that a lot of thought went into preparing the units.
This is a game I would definitely recommend to anyone who is somewhat familiar with SRPGs.
Strategy Notes (Spoiler Warning)
Basic strategy information includes:Strategy wikiIt is described there.
Please feel free to use this as a reference.
Strategy Notes
What I found to be extremely powerful was the status effect.
Status ailments can only be prevented with status ailment immunity skills, and the success rate depends on the user's magic power.
In other words, unless the opponent has a skill that negates it, this is an effective method against many enemies, including bosses.
·silence
It neutralizes them by sealing their use of magic and wands.
Since it has the highest success rate, it will be useful for neutralizing enemy magic attackers early in the game.
・Hypnosis
This will neutralize the enemy by preventing them from moving or counterattacking.
Since it's a superior version of Silence, once you can consistently achieve a good success rate with Sleep in the mid-to-late game, I think you can just use this exclusively.
It's helpful to be able to neutralize a large number of enemies for a few turns when they attack.
・Enchantment
This is an extremely powerful status effect that causes enemies to attack aggressively.
While it's difficult to achieve a consistent success rate without using buffs that increase magic power, this is an extremely powerful status effect.
If you attack them, they will retaliate, so if you want to defeat an enemy, it's better to put them to sleep.
Also, be aware that if an enemy in a charmed state defeats an enemy that drops an item, you will not be able to obtain it.
- Make effective use of status effects
The Priest class does not lose durability when using prayer.
In other words, you can use status effects to your heart's content.
Rod and Cigarette are the only ones who can change their class to Priest.
Since Rod's magic power grows faster, it's a good idea to use Rod as the character responsible for inflicting status ailments.
Cigarette will be more stable if she uses "Mage's Blessing" (increases magic power by 6 for one turn) on her rod and focuses on increasing the success rate of charm.
After Miruru joins the party, you can charm two enemies in one turn by supporting Rod.
By making use of these status effects, the game should become much easier to complete.
(If it's too convenient, it might get nerfed.)
Since it's similar to brainwashing, it feels like a strategy that fits well with the story of this game.
*When I played through the game, it was version 1.1, but in a subsequent update, the maximum magic power for priests was reduced by 3.
There's a possibility it could go down further...
Choose your training units carefully.
You can deploy 12 characters, including Myrrh, in the final map.
Since the number of class change items is limited, deciding early on who to train will allow you to distribute experience points more efficiently.
I've arbitrarily grouped the units by type, so I hope this will be helpful in deciding on your final composition.
① Physical Attacker (Sword): Myrrh (Mandatory) or Ad or Thor
② Physical Attacker (Axe): Nonoka or Tomoe
③ Indirect physical attacker (bow): Yumi or Robin or Waka
④ Indirect physical attacker (gun): Lis or Alice
⑤ Tank: Lance or Ikuna (though some say it's not a tank) or Hinoki
⑥ Healer: Rod or Cigarette
⑦ Magic Attacker: Wiz or Chihiro or Miruru (Is there anyone who doesn't use them?) or Geo or Old Man
⑧ Cavalry: Red, Green, or Saburoku (Advanced)
⑨ Special Supporter: Ken or Rom or Toto
Chapter 1: Myrrh's Journey
Since it's the first stage, it's not that difficult.
Make sure to collect the buckler you find when you explore the cave.
Chapter 2: Crossing the Forest
This map isn't particularly difficult either.
It would be a good idea to proceed while being mindful of the effects of the forest terrain.
Chapter 3: The Extermination Squad Sets Sail
This map is where all your teammates gather, and the battles become more serious.
Keep the rock-paper-scissors dynamic of weapons in mind and match up your allies to gain an advantage in battle.
If you're unsure what to do, you can use Lance, who has high defense, as a shield to fight safely.
The boss Zacco has fairly high attack power and is dangerous, so use Myrrh to fight him.
Chapter 4: Siege Warfare
Defeat your enemies by matching your allies to the rock-paper-scissors system.
The enemy soldiers have high defense, so attack them with the magic of Wiz, who you can recruit in the village in the upper left.

The enemy nun has the Gale Boots, which can be stolen by Ken, so steal them along with the Healing Staff.
There's no particular time limit, so you can advance slowly and steadily on this map without any problems.
The boss is quite strong, so attack it with Myrrh from atop the pillar.
Chapter 5: The Swordsman in Pure White
Let's send Myrrh south and first go to persuade either Aka or Midori.
If you can communicate with one of them, both will become your allies.
After that, you can persuade the central squirrel.
Meanwhile, let's send some people to visit the village in the upper right before it's destroyed.
Bats are Lance's natural enemy because they attack quickly with ultrasonic waves that are treated as magic.
Let's bring allies who can handle the situation.
Also, you can buy some slightly stronger weapons at the shop, so it's a good idea to buy a few.
Enemy reinforcements will appear from the cave in the lower left and from the fort in the lower right.
Finally, reinforcements, including monsters, will appear from the upper left, but you don't have to fight them. If you find it troublesome, you can simply defeat Ad to clear the stage.
Chapter 6: Breaking Through the Defense Line
This map is quite long.
The road is mostly a straight line, so you shouldn't get lost.
Proceed cautiously, keeping an eye on the range of the archers positioned on the cliff.
Archers equipped with powerful bows have a range of 3, so you may be attacked without being able to attack them.
There's no need to rush through the game, so it's important to take your time and proceed carefully.
While gunners with long range don't have much offensive power, you should be wary of mages who attack from a distance with Comet.
Lure them to the edge of the cliff and eliminate them with indirect attacks such as spears or bows, or endure until they fire five shots.
If you only inflict partial damage, a nearby healer will heal you with the Earth Mother's Prayer, so make sure to use repositioning and rescue to defeat them in one turn.
When you reach the lake, two mini-bosses will appear.
It's difficult to fight on the lake, so let's lure them onto land and fight there.
This applies not only to bosses, but when facing enemies that are resistant to physical attacks, actively use magic and bows to attack them.
If reinforcements are approaching from both the front and back, use the one-square-wide terrain to create a wall with Lance or Aka, who have high defensive capabilities.
Waiting rather than attacking aggressively will make the battle easier, allowing you to intercept the enemy in a more advantageous position.
Chapter 7 Demon King
This map is almost entirely event-based, so the story progresses as you move upwards.
Chapter 8: Demon's Night
Since you can equip yourselves at your base, buy weapons for any members who are worn out.
Spears, which allow for indirect attacks, are useful to equip to all units that can wield them.
Also, Myrrh's Demon King's Sword has significant drawbacks and is not practical for everyday use, so let's give her a regular sword as well.
Since we have allied support at the start, there should be no problem in attacking aggressively.
The treasure chest on the right contains a gold ingot, so be sure to collect it.
You don't even need to send Ken; nearby enemies will drop the treasure key.
When fighting Waka's unit, be careful when engaging the two soldiers in the foreground.
It will quickly close in on you once you enter its attack range.
Since it's a weapon that deals magical damage, it's dangerous to hold the lance forward.
The boss, Kaede, has high attack power and is a formidable opponent.
However, if you are not equipped with a spear, you can attack unilaterally with indirect attacks.
After attacking with a bow or magic, you can safely escape by having another unit rescue that unit.
Repeating this process to gradually remove the material will make it safe.
Chapter 9: The Founding of a Dark Religion
The map is gradually getting bigger, and more and more reinforcements are appearing.
On this map, reinforcements will appear from the entrance, the stairs in the lower right, and both sides of the red-carpeted corridor, so advance in a way that allows you to deal with them.
First, engage and defeat the star in front of you as soon as possible.
If you let the surrounding civilians escape, the treasure chest will be collected, so make sure to defeat them when you leave the small room in the church.
If you examine the bookshelf in the bottom right room with Rod or Myrrh, Robin will join your party.
Be careful, as reinforcements will appear from the nearby stairs at this point.
I think cavalry will appear from the front at this exact moment.
As you approach the center, reinforcements of soldiers and mages will come from both the left and right sides.
Position your allies on the left and right sides, and calmly intercept them near the church entrance.
The soldier Ikna, who is on the left staircase, will join your party if you talk to him with Myrrh.
You're almost there once you reach the area with the red carpet.
Make sure to stay out of Lux's attack range and eliminate all enemies except for the three Generals.
After that, if you silence Lux with a silence spell and then attack him all at once, you should be able to clear it without any problems.
Chapter 10: The Invasion of Darkness
I realized there was a strategy wiki available, so I thought I didn't need to write about this map in such detail anymore.
This map is busy, as you have to converse with civilians and persuade enemies while all within a turn limit.
I think the difficulty level is quite high.
There is a turn limit, but there is a fair amount of leeway, so let's proceed without taking any unnecessary risks.
I'd like to send a small force to the northeastern area as well, but since there are enemies that can parry, a certain level of strength is required.
I sent Myrrh, Rod, and Ken, and we went from the northeast to the south and defeated Ul.
You should be able to defeat Ul safely by sending Myrrh in from the edge of his range and attacking him with the Demon King's Sword.
Now, regarding the central area, you can persuade So Cigarette Chihiro with Lux.
First, you need to persuade Thor, but if that seems difficult, it will be easier to persuade him if you put him in darkness or put him to sleep.
If you want to lure them in, use a lance with high defensive capabilities.
After that, Waka and Kaede come towards you.
This is a formidable opponent, so it would be wise not to engage until you've dealt with the surrounding enemies.
QA1 The Devil's Spear
Since most enemies use spears, it's best to refrain from sending out swordsmen.
It's a good idea to deploy members who can equip axes.
The difficulty level isn't particularly high, so it might be a good idea to prioritize leveling up the units you want to develop.
QA2 God's Lightning

I thought I'd seen this map somewhere before, and it turns out it was written right there.
Since many of the enemies are magic users, it's best to avoid deploying units with low magic defense.
Along the way, Sagittarius will come out of the forest and have a high critical hit rate, so be careful not to carelessly enter its range.
The boss isn't a threat if you use ranged attacks, so have Myrrh charge in and then finish him off with melee attacks.
If Lux uses the "Investigate" command at the lake's cape, you can obtain the Thundercloud Staff after the event (Magic +2, Skill +4).
It's quite powerful, so be sure to get it.
QA3 Super-Science Gun
This map features many enemies equipped with guns.
If you send archers or members with high defensive capabilities ahead, they won't pose much of a threat.
However, the boss's railgun is quite powerful.
I think the safest option is to charge in with Myrrh and defeat them.
In that case, it would be best to equip something other than the Demon Lord's Sword, which lowers your defense.
Chapter 11: Separation
This map consists almost entirely of events.
Visiting the central village will reward you with Dash Shoes (Movement +2).
However, normally you would defeat Milne with a counterattack and clear the stage, so make sure to give her the Sentai Sword so you don't defeat her.
Chapter 12: The Valley of the Scorching Sands
This map is mostly populated by monsters.
The fact that it was a desert map didn't particularly reduce movement speed.
The four players positioned on the right side will face a considerable number of enemies, including reinforcements, so make sure to place fairly strong members there.
Geo is unlikely to be defeated, so you can easily persuade him with Myrrh.
Chapter 13: Invasion of Rabbit Village
This map is full of enemies charging in one after another, so you'll be busy just trying to fend them off.
Let's utilize our allies to intercept them.
In my case, it was quite difficult, so I relied heavily on my allies, but if you don't want to lose experience points, rescuing Jerry and the Sorcerer will make it easier to control the situation.
In my case, I had Rod, who was a priest who could use prayers infinitely, use Temptation to charm Komugi and other strong enemies on the other side of the wall, thereby weakening their fighting force.
The enemy Dragon Knights are quite a threat, so it's probably best to hold out near your starting position until things settle down.
Chapter 14: The God of Shokuyama
This map is invaded by various types of Poteko from all directions.
If you're overwhelmed, using a hypnotic spell to temporarily incapacitate enemies and control the number that attack at once will make the battle much easier.
Furthermore, since all of them have the ability to recover naturally, you can earn money by continuously putting them to sleep with the hypnotic spell.
(If you are a priest, you can use prayers indefinitely.)
Chapter 15: The Game Turns Over
With reinforcements arriving and urgent events to attend to, this is quite a challenging map.
However, it's not that difficult if you make use of status effect prayers.
First and foremost, we must put the enemy with the charged particle cannon to sleep or charm them.
After that, you can put the fleeing bandits to sleep.
The strength of the status effect prayer is its long range.
This alone should make clearing the game much smoother.
Waka, positioned in the southwest, can eliminate a certain number of enemies if charmed with Temptation, making the battle relatively safe.
Maple trees aren't scary if you put them to sleep.
The incoming Dragon Knights are tough opponents, so it's a good idea to deploy a few archers.
Make good use of the priest who can inflict status ailments indefinitely to lower the difficulty.
QA4 Master's Axe
When you open the door to the central room, reinforcements will suddenly appear from various locations on the map.
Therefore, it would be best to open the door and seize the throne in one swift move.
Open the door from the northwest entrance, and on the next turn after the boss moves from the throne, use Miruru's song to take him down.
QA5 The Sword with a Huge Portion

This map is cleared by reaching the ship in the northwest.
It's unclear whether the condition is the passage of time or intrusion within a certain range, but multiple "Thoughts of the Strong" will continue to appear as reinforcements.
Since you can't win by fighting fairly, try to clear it as quickly as possible.
Tough reinforcements such as Generals and Paladins will appear around the ship, so be prepared to break through them in one go.

In my case, reinforcements appeared around this point (enemy turn 8).
Chapter 16: The Underground Arena
There's a gimmick where the pillars and the bridge connecting to the center switch between two patterns.
When moving units between rooms, be careful to ensure that they do not become isolated in the next turn.
Basically, focus on intercepting enemies approaching from near your starting position.
Prioritizing the charming of the Dragon Knights that jump over walls will allow you to weaken the enemy's forces while fighting.
Lara also possesses Temptation, which is dangerous, but it can be neutralized with hypnosis or silence, making her insignificant.
Alice can be persuaded with Myrrh, but if there are gimmicks that make it difficult to approach, it's a good idea to have Miruru act again to increase the chances of success.
Since the boss, Yuugiri, is immune to status ailments, first use up all your Comets with a unit that has high magic defense, then approach her.
Chapter 17: The Fortress of Justice
This map is filled with enemies that launch long-range attacks.
The general flow is: free the prisoners → provide support for the allied forces' escape → defeat the boss.

For enemies that attack from a distance, you can prioritize charming them with Temptation, which will turn them into stationary turrets.
Since Charm has a lower success rate compared to other effects like Silence and Hypnosis, having another priest unit use "Mage's Blessing" (+6 Magic for 1 turn) before using it will significantly increase its success rate.
In this map, Miruru is captured and cannot support the role of inflicting status ailments, so let's proceed in a way that increases the success rate.
When freeing allied units from prison, make sure there are no dangerous enemy units nearby.
When friendly forces approach the exit, enemy reinforcements will appear from the exit.
He's not incredibly strong, but it's a good idea to have a few allies to protect him.
QA6 Lucky Bow
This is a defense map that is cleared by the passage of turns.
If you're only focused on clearing the game, simply defending the high ground and the throne will suffice.

If you want to safely clear the treasure chest, using the Rewarp Staff makes it easy.
Give the priest the Rewarp and Treasure Key, and first warp to the treasure chest in the small room.
You won't be attacked by enemies if you're standing on top of the two treasure chests.
After that, you can warp outside the castle walls at the bottom of the map, and then warp to the treasure chest to retrieve it without any problems.
How many enemies you defeat depends on how much experience you want to gain, so adjust it to your liking.
Chapter 18 Milne
There are many named enemies, and they are all formidable opponents.
However, by utilizing the charm ability, you can significantly lower the difficulty level here as well.
I placed more of my main units on the right side, and on the left side I placed the priest's rod that can use charm, a cigarette to buff magic power, and Miruru to provide support.
Since you'll be facing many Dragon Knights, it's a good idea to deploy archers as well.
For starters, charming the strong enemies that come towards you will make battles considerably easier.
In particular, if you charm Komugi, she will take care of a considerable number of enemies with her high attack power.
On the right side, formidable opponents such as Mirune and Poteko will be coming towards you.
Milne has many skills that reduce damage and is tough, so it's best to defeat Poteko first.
Since Uru doesn't move, leave him alone at first, and once there are fewer enemies, hypnotize him and then defeat him.
Lara, who has Temptation and high evasion until 7 turns have passed, can be used to charm and defeat many powerful enemies.
If you can charm Rim and Lara, I think they'll be able to defeat Lux and Star as well.
Be careful not to overuse the charm status effect, as you might accidentally defeat the boss, Rupae, and miss out on obtaining the Prayer Master's Tome (I made this mistake once).
Chapter 19 Those Who Resist
This is a very challenging map.
One straightforward approach is to place defensive units at each bridge and continue to defend, but I think it's more stable for everyone to rush to the fort in the upper right and hold out there.

In the upper right unit, we'll include a priest who can use the Staff of Charm and Miruru for extra actions, and quickly capture the area.
The other members also head straight for the upper right corner.
Placing mounted units or rescue units in areas other than the upper right might make the rendezvous smoother.

Next, place wall units like Milne in a one-square-width space, and continuously charm them with Temptation from inside the wall.
In that case, prioritizing charming the Swordmaster and Witch will effectively reduce the number of enemies.
Once Dragon Knights start appearing, they are troublesome flying units, so charm them as a top priority.
A charmed Dragon Knight will prioritize attacking enemy dragons that are immune to status effects, which is incredibly helpful.
From the inside, you can use long-range guns and bows to finish off weakened enemies as needed, and I think you can safely get through it.
Chapter 20: The Three Sisters of Darkness
This map is almost like an event battle map.
The important thing is to first get Milne to act again on the first turn, and then talk to Lux to make him your ally.
If you can grasp that point, I think you'll be able to clear the rest by following the flow.
QA7 Staff of Fertility
Since there are many flying enemies, deploy at least two well-trained archers.
Since there are so many of them, I think we can push them back by using Temptation to charm them, as usual.
QA8 The Sword of Pure Love
Myrrh is trapped in the middle, and the enemy commander will start acting from turn 15, so we can't take too long.
The correct strategy is to divide the unit into two groups and have each group head towards the switch on the left and right.
...However, it's possible to move to one side as a group and then warp or rewarp to the other side from the top of the map.
First, everyone should move to the left-hand area, where it will be difficult to retrieve the treasure chest later, and press the switch.

After that, the temptation, buff, and support roles (Miruru) are sent to the space above the center, and from there they remotely disrupt the area on the right using charm.

Once the right side is somewhat stable, we'll warp units in from the left area and press the switch.
If you have the time, it would be a good idea to collect the treasure chest (charged particle cannon).
Next, the central door will open, and the attack-blocking effect will disappear.
It would be a good idea to move Myrrh to a more northern location beforehand.
The boss is quite a formidable opponent, so it's quite dangerous if you don't fight him as a team.
Chapter 21: Total War
This is a challenging map where each enemy is strong and reinforcements are frequent.
Since advancing from this direction would be difficult, we decided to attack by continuously intercepting the enemy near their starting position.
Depending on the number of enemies and the situation, we will adapt our tactics, such as shifting from the center to the left or right, to fight as needed.
The basic strategy remains the same: reduce the number of enemies by charming them with Temptation.
The charmed status effect usually wears off after three turns, but most enemies will be defeated by counterattacks before then. So, think of charming an enemy as an opportunity to damage other enemies while defeating them, and use this to your fullest potential.
There are quite a lot of enemies, so don't hesitate to use your powerful weapons.

Yugiri, who appears in the second half, is immune to charm, but Themis is susceptible to status ailments.
Let's enchant them and let them rampage.

Meanwhile, Kaede comes towards us from the front.
The goal is to defeat Kaede, so let's all attack her at once.
Since they are equipped with spears, have a unit that can wield axes attack them with a jitte (a type of Japanese bludgeon), or attack with attacks that ignore defense, such as Chaos.
Chapter 22: White Cross
Gather all the defense-boosting accessories your allies have and give them to Myrrh.
The goal is to defeat the Love Gem, which heals everyone except yourself.

Although this character recovers 15 HP each turn, it's still tough when hit by attacks from multiple gems.
Ignore the monsters completely and focus on attacking the gem that appears near the bottom right every few turns.
Except for the turns in which we launch an attack, we will wait here.
Chapter 22 Side Story: VS Demon Lord
The first form doesn't move much, so first deal with the surrounding reinforcements, then take your time defeating it.
The second form will begin to move.
Let's focus on positioning ourselves so that our weaker members don't get defeated, and then chip away at their health.
A good strategy might be to use Lux and Ul, who can attack from a distance, to chip away at the enemy's health while Milne holds them back and deals with the other enemies.

The third form is a type that specializes in long-range attacks.
If you keep your distance and only use Ul's machine gun, you can deal a lot of damage.
The chances of using a special attack aren't low, so I think you can whittle down their health surprisingly quickly.
Let's have all the other members heal him.
If we use all our healing items, I think we can maintain the tide of battle.

In its fourth form, attacks other than those from Milne are ineffective.
Myrrh should focus solely on attacking the Demon Lord, while the other members concentrate on reinforcements and healing.
As long as there is at least one healer remaining, it's not a problem even if some members are defeated.
If Milne uses her special attack, she can inflict a lot of damage at once.
Let's keep attacking with all our might.

Unit usage impressions (spoiler alert)
*Characters who can only be recruited in the second playthrough or later are excluded.
Myrrh

As expected of the main character, this unit is quite powerful.
However, from the mid-game onward, the parameter limits are low, making it difficult for players to perform at a key level.
Depending on the accessories you equip, it can be quite tough, making it a perfectly viable attacker that can also act as a tank.
Since the effect of the Charisma skill is significant, you'll want to keep providing support on the front lines at all times.
Nonoka

With powerful attacks and no particular shortcomings in technique or speed, he excelled as a powerful attacker.
The ambush skill was particularly powerful, and even if the enemy attacked during their turn, it was sometimes possible to defeat them with a counterattack.
He had decent defensive capabilities and played a key role in the team's offense.
I'm at a slight disadvantage against mages.
・Yumi

With its continuous attack and charge skills, this unit can attack endlessly, much like Jamka from "Fire Emblem: Genealogy of the Holy War."
Its strength is somewhat low, but it can be made much stronger by compensating with doping or weapons.
Although its magic defense is high, its physical defense is low, so you should avoid placing it on the front lines.
Lance

This unit has excellent defensive capabilities from the start, making it a powerful tank unit.
I was tempted by the HP recovery every turn and went with Holy Order, but General has a higher defense cap and I think it's a better fit.
Nevertheless, it was quite useful because it could act as a shield on the front lines while also healing other units in the same shield.
·rod

In my own gameplay, I was the MVP, having performed the best.
Of the spells that could be used infinitely, I particularly focused on inflicting status ailments on enemies to support the front lines.
Silence and hypnosis are almost guaranteed to succeed, but charm requires magic power x 3 = 78%, which is a bit risky, so another priest, Cigarette, was supporting with a buff that increased magic power.
Status ailments wear off after 3 turns, but delaying their use when there are many enemies gives you the advantage of being able to control their numbers.
With

This unit is powerful as a pure magic attacker.
The move's stats are a little low, but I didn't have any major concerns about its accuracy.
If you plan to use long-range attacks frequently, the low accuracy might be a concern.
Ken

Its role is to open doors and treasure chests, but since both keys can be purchased, I stopped using it from the middle of the game onward.
Since Toto can also use the stealing skill, the role can be replaced by other units, which made it feel like it lacked a bit of a unique advantage.
Its speed growth is exceptionally good, so depending on which class it changes to, it might be able to excel as an evasion tank.
・Aka

I used the red-green combination for Social Knight, but now I mainly use only the red one because its defense has improved significantly.
While its ability to act again made it a valuable asset in battle, the fact that its proficiency remained at 1 even after class change was a major drawback.
By boosting my proficiency with a spellbook, the range of weapons I could use expanded, making them much easier to use.
Aka, Midori, and Saburoku seem like good candidates for using the spellbook.
・Midori

Since I mainly used Aka because her defensive stats were improving well, I didn't have enough power gems to make up for Midori's.
・Risuichi

The ability to use guns, weapons with a range of 1 to 6, is a significant advantage.
While its low speed makes follow-up attacks unlikely, the high damage per hit makes machine guns, which can attack multiple times, extremely powerful.
Using suicide weapons like sandguns, they could take down enemy cavalry from a distance with a single shot, making them effective until the very end.
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I mainly used Thor in this playthrough, but it seems like Advantage could also become quite strong.
The fact that the Dynamic Visual Acuity skill increases the evasion rate of indirect attacks by +20% is quite significant.
Also, since my magical power is fairly high, I think I'll be able to make good use of the magical weapons that I've been having trouble using.
・Tomoe

Since Nonoka was already somewhat developed when she joined, there was no room for Tomoe.
In terms of skills, I felt that Nonoka, who has the ability to ambush from the start, had the advantage.
·ROM

I felt this unit was strong from the moment it joined, but I had many other units I wanted to develop, so it ended up being relegated to the second string.
It can perform various roles, including breath attacks, high magical power, and decent defense.
On the other hand, since his only outstanding ability is luck, it feels like he's been forced to choose between him and Toto, who occupies a similar position.
Ikuna

This is an offensive soldier.
Due to his relatively low mobility, inability to use anything but spears, and weak defense, he was dropped from the main army.
I actually quite like her character; she's cute.
Robin

She's a more powerful archer compared to Yumi.
With high stats in combat-related parameters such as strength, defense, skill, and speed, this character seems like they could be a reliable performer.
Since it's a world full of beasts, it's possible that they were human before they died.
It's possible that it's even connected to the final boss.
・So

This attacker has the abilities of a true Sword Master.
While its strength cap and defensive stats are low, it has top-class abilities in all other areas, including a high evasion rate.
In my case, I've focused on skills like charging, ambushing, and dynamic vision, which has given me considerable destructive power.
The powerful shish kebab proved invaluable in crucial moments, helping me defeat tough enemies, and I repaired and used it many times.
Chihiro

Compared to Wiz, she's a magic attacker with higher skill levels.
We didn't need many magic users, so they didn't become a main force.
I like the character.
·cigarette

He was a priest, and he had been continuously increasing the magical power of his rod.
If your magical power were high enough, you could use hypnosis to put them to sleep on your own, but it's a bit too low.
The use of warp and rewarp proved strategically important on some maps.
・Miruru

Before I knew it, I had become one of the top magic attackers in my army.
However, all I could do was cheer on Rod, who was using Temptation.
Sometimes, when you try to deliver the finishing blow to an enemy, you'll be surprised by their high attack power.
・ Toto

It's not particularly strong, but I used it because it was cute.
I think I did a reasonably good job as a healer, anti-flying unit, and thief.
Because she possessed a magical ability to effectively induce hypnosis, she was able to excel in a wide range of fields.
Geo

I never used it outside of the stage where it was introduced.
However, according to the strategy wiki, she is said to be the strongest, most unrivaled unit.
I'd definitely like to try it on my next playthrough.
・Hinoki (Japanese cypress)

This unit will likely be a lifesaver when your tank units aren't leveled up enough.
I haven't deployed her in battle since she joined the team, but I think she can perform her role as a tank even with her initial parameters.
However, be aware that they are completely useless when it comes to magic.
・36

It's the only unit that's a flying type from the start.
While I agree that being able to fly would be convenient, I think many people would prefer to make Aka or Midori into Paladins.
If you plan to continue using it, the low proficiency level of 1 will be a bottleneck, so I think it would be a good idea to use a spellbook.
Waka

She was a strong-willed person who could scold Kaede, but she was brainwashed and turned into an ally.
She's chubby and cute.
His abilities are already fully developed, so I think he's definitely worth using if your archers aren't well-trained.
Alice

If Risuichi is a power-type, then Alice is a speed-type gunner.
Being able to follow up with attacks using heavy-hitting muskets or railguns can be quite powerful.
Doping your strength has an immediate effect.
Old man

Using Power Gems grants you an incredible CC bonus, instantly making you a main force in your team.
If you don't have a well-trained magic attacker, I think you can use them.
Of particular note is the special magic that inflicts a status ailment of 100%.
I think the thin book that grants the Charm 100% buff is particularly useful.
Currently being updated and revised: Walkthrough Notes - Kaede Chapter (Spoiler Warning) *Added in v2.0 and later
The Kaede chapter was added in a major update in May 2026.
You can branch off from the choices made at the beginning of Chapter 3.
If you've already completed the main story, why not give it another try?
While the difficulty level is relatively high, on the other hand, you can change the class of many of your allies to various basic classes, so it offers a considerable degree of freedom.
It's also possible to use unbalanced strategies, such as having an all-soldiers team or an all-gunner team.
(This part is 'STRANGER SAGA(You can enjoy it in a similar way to '...')
Before becoming a basic class, "trainees" have low parameters and are almost completely incapable of fighting effectively.
In the later stages of a battle, when the outcome of the fight has already been decided, the key to the early stages is to safely chip away at the enemy and quickly class-change your trainees.

*The following strategy notes do not cover all information, including reinforcement details, events, and treasure chest contents.
please note.
Chapter 23: Combat Training
There are enemies nearby right away, so let's get through the early stages safely to prevent the new recruits from being defeated.
It requires moves that are quite similar to those found in chess endgame puzzles.
The basic strategy is to have Kaede wear down the enemy with attacks and counterattacks, and then have all the new characters deliver the finishing blow.
However, since the newcomers don't have very high accuracy, try to finish them off with a weapon that has a favorable matchup.
Be especially careful against enemies with high agility, as they can easily pursue and attack you.
Chapter 24: Kaede's Departure
If you visit the village near your starting point with Waka, Bon will join your party.
However, at the start of the stage, there may be many enemies around and you might be busy fighting them off, so it might be better to visit after the battle situation has calmed down a bit.
Sugu, Niina, and Kunar will be gone soon (Chapter 26 is essentially their last chapter), so try to conserve their experience points as much as possible and make sure the trainees gain experience.
If Niina leaves, we might have trouble without a healer.
You can gain experience points just by pushing high-defense characters like Kaede and Sugu to the front and attacking indirectly from the rear, so I think it's a good idea to actively chip away at their health.
Since a trainee becomes a valuable asset in battle immediately after class change, try to raise them to level 5 as soon as possible (their level remains the same even after class change).
Talk to Estra in the maple tree and she will join your party.
Since it's difficult to fight with only a large sword, let's give him some other weapons.
At Penguixote (the shop), you can purchase various weapons.
Buying weapons that allow for indirect attacks, in particular, will make it easier to train your soldiers.
Chapter 25: The Shadow of the Demon King
Because of Mori's initial position, I can't move as I'd like.
Let's hurry up and rendezvous while engaging the enemy.
Since enemy aerial units can move freely and pose a threat, it will be necessary to have weaker allies take on the responsibility through rescue operations.
Talk to Billia at Kaede and she will join your party.
Be careful, because if you don't recruit them on the first turn, they'll be attacked and defeated immediately.
Once you've dealt with a certain number of enemies, it's a good idea to block the central bridge and fight there.
Kaede and Sugu have high physical defense, but they are vulnerable to enemy mages, so be careful.
Once you've added Billia to your party, don't force her into battles. Instead, leave some enemies alive near the end of the battle to chip away at them and then change her class as soon as possible.
Chapter 26: A Midnight Endurance Battle
This map is cleared if you survive until the end of turn 15.
However, since it's possible to completely annihilate the enemy, it would be best to advance in either direction.
I had them head to the left and deal with that situation.
I placed Social Knights and Flying Units at the rear, and fought by retreating to the left while attacking.
On turn 4, Saburoku will appear as an ally from above near your starting position.
They're heading towards Kaede, and if we can communicate smoothly, it will be easier and more convenient to eliminate the gunner on the cliff.
If you have flying units on your side, you can safely whittle down the enemy using hit-and-run tactics from the top of cliffs.
Eiko, who appears in the upper left corner, will join your party if you talk to her with Kaede, so you don't have to worry if she steals your items.
Rainy, who appears on the right, will also join your party if you talk to her with Kaede.
Chapter 27: The Great Darkness
Once you advance a certain distance, Myrrh and her group will appear from the back, and the map will change to an escape map.
If your goal is to get the treasure chest in the upper right corner, it's best to advance in that direction from the start.
Since there are many enemies that use long-range magic, having units that can eliminate them, such as gunners or flying units, will make things a bit easier.
Additionally, the three guest units will be removed from this map.
With Niina gone, the healer, your army will be left without any other healers, and you'll have to rely on Candy Bottles for healing, which can be inconvenient, so be careful.
I'm currently in that exact situation and it's causing me a lot of trouble.
Also, if you managed to have 7 or more people leave the game, you would receive 6000G upon completion.
Chapter 28: Despair
This map is cleared when you save all the citizens.
If there are any unfinished tasks, it's a good idea to leave one citizen in a relatively safe area and have another nearby to wait, ready to complete the task at any time.
On turn 10, Myrrh will start moving, so you must begin preparing to win the battle.
Thor will join your party if you talk to him in Waka.
You can recruit Uru by talking to him at Kaede.
Chihiro and Cigarette will join your party if you talk to them at Star.
By the way, if you visit the building with the red roof in the lower right (near the allied Valkyrie) with a cigarette, you can get a thin booklet (which can be exchanged for a repair kit in the later maps).

If you take some nice junk to the ruins in the bottom right, you'll find a secret shop.
While a bit pricey, many valuable weapons are available for sale.
I received a spellbook and an emerald after clearing the quest because I "helped a great many citizens."
Chapter 29 A Faint Light
This map requires you to keep pushing forward to the left while defeating incoming enemies.
Milne, who is fighting on the far left, is very strong and has healing items, so there's no need to rush; she'll survive without any problems.
There's no need to rush the advance.

Open the door above your starting position and examine the stairs in the upper right to obtain the Grimoire of Chaos (you might need some nice junk?).
It's difficult to eliminate the ranged attacking enemies positioned on top of the building, so it's easier to put them to sleep with a Sleep Staff or something similar and get past them while the status effect is active (though it might not work).
If disruption is difficult, try to position yourself so that you are not hit by ranged attacks from at least two enemies simultaneously.

If you defeat Jiji after talking to him in the maple tree, he will join your party after you clear the stage.
Chapter 30: Resistance
There are many enemies, but this stage is relatively easy to fight if you use units to act as a shield in the narrow passages.
If you have a unit you want to train, it might be a good idea to deploy them in battle.
The path is divided by a waterway, but shortly after the stage begins, the enemy will operate a lever and all the water will dry up.
This makes it easier to collect treasure chests, but enemies will attack from all directions, so it's best to intercept them near your starting position.
At the same time, be aware that reinforcements will appear from the stairs and other areas for a while.
Furthermore, Vipers equipped with aphrodisiac fluid should be viewed with caution due to the dangerous status effects they can inflict.
Ikuna, who appears along the way, will join your party if you talk to him with Kaede.
Eventually, the boss, Tentaculus, will also make its move.
Since defeating the boss will end the level, if you want to collect the treasure chests, you'll need to stall the boss to buy yourself some time.
Chapter 31 Heaven, Earth, and Thunder
After the stage begins, if you get caught in the yellow lightning area, you will be unable to move.
I think they'll be unable to advance unless they're rescued by flying units, so we'll have to force them to advance.
It will be difficult, but let's push forward by putting our units with superior breakthrough capabilities at the forefront.
The Temptation users placed on the stairs along the way are quite troublesome.
Prepare a Staff of Vitality and use it to quickly remove any negative status effects once you've been charmed.
Since its evasion rate is quite high, a sniper with a guaranteed hit skill should be able to land attacks easily.
Lux attacks with Heavenly Thunder at long range and Critical Thunder at close range.
It's best to have a unit with high magic defense and luck attack with Thunderclap, then quickly close the distance and defeat the enemy.
Alternatively, you can charm a nearby enemy general with Temptation, which will deal a significant amount of damage.
QA10 Helping the master craftsman
Lisni is fine as long as he's surrounded by bandits, but soon another enemy will approach and he'll be in trouble.
Let's prioritize the rescue first.
You might not be able to move as easily as you'd like in the forest, but having a flying unit will make it easier to help.
Having a ranged healing item, such as the Earth Mother's Staff, will give you more peace of mind.
The boss, Kunal, doesn't move and only has a weapon with a range of 1, so it's easy to chip away at his health and gain experience points.
Let's quickly get Lisni to level 20.
Chapter 32: The Legend of the Dragon
This map requires you to split into two groups.
You'll need a key to both doors, so it's a good idea to buy one along with the treasure key at your base beforehand.
If you have someone with lock-picking skills who can handle combat well, that's great, but if not, don't force it and send out more combat personnel.
Reinforcements will continuously appear in each direction.
I think it would be prudent to wait for the reinforcements to stop before advancing.
Since there are many enemies that use long-range attacks, it will be a bit easier if you also have some gunners or similar units on your team.
Hinoki will join your party if you talk to him at Kaede.
While it's okay to leave them alone to some extent, it's best to talk to them and get them to join as soon as possible.
Chapter 33 Encounter
The map starts divided into three separate locations.
Not only is it difficult because your forces are dispersed, but there are also many reinforcements and named enemies, making this a very challenging map.

First, the unit closest to Myrrh is within Toto's Temptation's range, so let's move it to the left to create some distance for now.
In my case, I gave a ribbon to a generic character, then gave them a Drain ability, and sent them in to target Toto.
Luckily, I was able to finish him off on the next turn, but I think this area will be safe for the time being once Toto is gone.
The two units below are busy dealing with reinforcements and named enemies.
Since the enemy has many units, try to deploy as many units as possible that can eliminate them.
If you charm Swordmaster Ad with Temptation, he'll beat up Tomoe, giving you some breathing room.
Ad is dangerous if you try to fight him head-on because he attacks five times, so I think it's safer to use status effects and other tricky tactics to neutralize him.

Myrrh has high attack power and will counterattack even with ranged attacks, so you should use your strongest units to fight it.
In my case, I defeated the aforementioned mob by having it attack in Eden.
QA11 Evil Leggings
This map features narrow platforms and is swarmed with flying unit reinforcements.
It's best not to force an invasion and instead hold out near your starting position for a while.
Niina's Stone is an irreversible threat, so make sure to defeat all surrounding enemies before engaging her.
If used without limit, it's possible that most of your allies could be petrified, leading to a game-ending situation.
If you take the initiative and put them to sleep with hypnosis, you can fight with a degree of safety.
Chapter 34 Magician
The most troublesome aspect of this map is the frequent warping of sorcerers with long-range attacks.
Since they warp and reappear in the same locations, take them down quickly when they appear nearby.
Often, you can't get close quickly because of the cliff in between, so in those cases, it's best to simply give up on attacking and retreat out of range.
It will revive after being defeated once, but after reviving, it will no longer warp, its weapon will have a range of 1-2, and it will remain stationary, allowing you to deal with it in the same way as a normal boss.
However, they will counterattack even if attacked from outside their range, so attacking with inadequate units will only result in defeat.
This is a formidable opponent, so let's use our strongest unit to whittle them down.
Chapter 35: Dragonfly Cutter
This map features a considerable number of cavalry and flying units attacking.
Since a direct hit would have been disastrous, I positioned myself near my starting position as a shield and held out to defend against the enemy.
The Valkyrie who was attacking from a distance with her staff was troublesome, so I used Rewarp on my strongest unit, Mobumi, to eliminate her first.
I think it's best to fight near your starting position until the reinforcements subside.
Chapter 36: The Dragon's Escape Route
It's a fairly narrow map, almost entirely a single path.
Two tank units are sufficient for combat, and having some units capable of ranged attacks will give you peace of mind.
Since there are quite a few enemies that are resistant to physical attacks, having a unit that can use magic will give you more peace of mind.
The best way to deal with a fleeing bunny is to either use Rewarp to get ahead of it or to stop it with a status effect.
Chapter 37 Alliance
This is another map where many reinforcements appear.
Since they all use magic attacks, make sure to assemble a unit that can counter them.
Many enemies will suddenly appear nearby via warp, so it's best to stick together as a group to react quickly.
Also, there is an enemy in the back that has a full-party healing ability, so try to defeat it in one go rather than chipping away at its health.
QA12 Defense of the cult
This is a defense map where the forces are divided into a central unit and a right-side unit.
The central area has allied forces, so it's somewhat manageable, but the units on the right wing have to break through a large enemy force, which is very difficult.
It would be best to position your main force on the right side.
Once you reach the bottom of the map, it's safest to open the door and try to regroup.
There are so many enemies, it's incredibly difficult to intercept them.
Using the Temptation Staff effectively to temporarily reduce the number of enemies will make things a little easier.
Your allies in the center will inevitably be defeated one after another, but the priest in the upper left who can use area-of-effect healing is important, so do your best to protect him.
Chapter 38 Viscous Demon
This map features enemies surrounding you on all sides, with reinforcements continuously appearing.
Attacking the boss all at once is dangerous due to the large number of enemies, so it's best to advance your entire army in one direction first, drawing the enemies to one side.
I had everyone move upwards to deal with the situation.
This map also has a lot of enemies, so actively using the Staff of Temptation will help mitigate their attacks.
If you visit the village in the upper right corner with the thin book you obtained in Chapter 28, you will receive a repair kit.
Chapter 39: Defending the Defense Line
This map has many enemies, but also many allies.
As the turns pass, a fair amount of allied reinforcements will arrive, so you can wait until then before attempting to attack the left flank.
However, since Waka could be defeated by allied forces if not persuaded quickly, it's best to prioritize advancing towards Waka first.
Waka will join your party after you talk to Kaede three times.
Hypnosis allows for safe communication, but there's a risk of being killed by friendly forces.
Pay attention to the location and timing of your conversations.
When attacking from the left flank, you can fight safely by following behind your advancing allied forces.
If you rely entirely on your allies, you'll be defeated, so use them as cover for your own forces while simultaneously working to capture the enemy.
Chapter 40: Total War
This map presents a situation that is the exact opposite of the map in Chapter 21, and it is filled with numerous formidable enemies.
For the first three turns, Toto will use Temptation twice each.
Place a unit equipped with a Staff of Vitality in each of the three units so that you can quickly cure any charm effect.
For the first three turns, the healer will be preoccupied with curing status ailments, so it's best to wait until after those turns before seriously advancing.
There are various named enemies placed throughout the area, but I felt that the most dangerous were Ad in the upper left and Geo in the upper right.
Both are snipers with skills that guarantee hits from outside their range, so it would be best to deliver a powerful blow to them.
As for Geo, unless you attack from outside its range, it will ambush you and cancel your attacks, leaving you completely helpless.
Other troublesome opponents included Tomoe, who was dangerous in close combat, and Alice, who could unleash powerful attacks from a distance.
If you can just defeat the jester with the Staff of Vitality in the upper right, you can use the tactic of charming enemies with Temptation, but that will be difficult in the early stages of the game.
The boss, Myrrh, isn't that strong.
Also, as time passes, dragon reinforcements will appear one after another from the bottom of the map, so it's dangerous to take your time.
Chapter 41: Towards the Light
This is a special map that you will complete with just Kaede and Myrrh.
There are a lot of enemies, but try to stick together as a pair and keep your support effects active.
Kaede is equipped with the Dragonfly Slash, and when its usage count decreases, she repairs it with a repair kit while reducing the number of enemies through counterattacks.
For tough enemies, it's a good idea to have Myrrh attack with Love Punishment, which ignores defense.
Pay attention to your remaining HP, and make sure to destroy all defensive barriers before fighting the Dark Core.
Kaede's story review & unit usage impressions (spoiler alert)
The added alternate scenario was about the same length as the main story, and I was able to complete it in about 20 hours.
This content depicts events behind the scenes of the main story, making the game even more enjoyable.
From a gameplay perspective, considering that you can't save or load during gameplay, the difficulty level is quite high.
Choosing the classes of your initial members is quite important, but even if you make a mistake, plenty of units will join to compensate, so you won't get stuck.
In the second half, the number and strength of the enemies become intense, and I think it will be difficult to clear unless you have several ace units that are properly trained.
However, it didn't require particularly intricate tactics, and the Temptation strategy, which was effective in the main story, remained effective.
Below, I will write about my experience using the units that I found helpful.
Since there are many units, I think the people who choose to recruit will vary considerably.
Maple

He's a powerful and reliable protagonist.
However, since the stat caps are only average, there were many instances where the character ran out of steam towards the end.
While its offensive skills are somewhat lacking, it compensated for this with moves like the Dragonfly Slash and double-attack weapons, making it a valuable asset on the front lines.

Depending on the initial members' class choices, having units that could use bows was valuable because there were few of them.
Its high basic abilities and the ability to move again made it a reliable performer.
Towards the end of the game, the lack of powerful bows meant that the firepower was insufficient.

She was the MVP of the Kaede arc and a unit capable of single-handedly employing a minefield strategy that could defeat thousands of enemies.
Thanks to their high luck stat, their magic conservation skill activates with a high probability, giving them excellent sustained combat ability.
Taking advantage of its high evasion, the combination of the Revenge skill and the Drain skill allows it to instantly recover from damage, which is a significant advantage.
I wanted to add the magic range +1 skill that I acquired in the second half, but I couldn't because I had already learned four skills.
We've boosted their proficiency and movement speed, making them more convenient to use as solo units.

I chose the Gunner class because I like long-range attacks.
The sniper's guaranteed hit skill was incredibly useful against the named enemies in the later stages of the game.
Guns are heavy, making it difficult to pursue enemies, but I've devised ways to increase the number of attacks I can land by using charge skills and equipment proficiency.
Thanks to my bulletproof skills, I can hold my own in firefights against enemies with long-range weapons.
The ability to eliminate enemies in one shot with a high-powered gun proved extremely useful in the later stages of the game.

They weren't exactly incredibly reliable, but they were a unit that remained a regular until the very end, providing subtle support and delivering the final blow.
While its skill and speed are high, its offensive power is somewhat lacking.
As mentioned earlier, I didn't get a very strong bow in Kaede's story, so it wasn't particularly impressive, but it barely made it into the regular lineup.
I think being the only archer while Waka was out was also a great help.

He had high strength and defense, making him effective as both an attacker and a defensive player.
In the later stages of the game, when enemies using magic attacks become more common, it showed a somewhat vulnerable side.
However, thanks to the counter skills it had learned, it didn't go down without a fight even when defeated by a strong enemy.
Since I made him a Great Knight, he had some difficulty with accuracy, but I had him use weapon types that were readily available in my inventory.

I initially changed my class to Swordsman, but it didn't work out because the growth rate didn't match.
With low strength and defense, but high magic, skill, and speed, perhaps he should have been made a magic expert.
Having to choose a profession early on, when you don't know who your allies will be or how your characters will grow, was a bit difficult.

With high stats in areas other than magic, he excelled as a powerful front-line fighter.
I chose to use an AXE, which is a bit of a contrast to the image of a refined young lady, but I think it turned out to be a good choice.
Because it possessed a certain level of resilience against both physical and magical attacks, it served as a front-line fighter for a long time.

It was very useful in the early stages of the game because there weren't any flying units that could fight effectively.
After the mid-game, there weren't many maps where flying units were absolutely essential, so I stopped using them.
Because of her high magical power, the attacks using her initial equipment, the neon sign, were quite powerful and useful.

I'm a healer who finally joined the team.
However, its weakness was that its magic power wasn't high, which hindered its success rate in inflicting status ailments.
There were no problems with the normal recovery process.

It was a semi-regular feature that I used sometimes and not other times.
While its defensive capabilities weren't particularly high, it compensated to some extent with a skill that restored 15 HP each turn.
However, my skill level was low and my accuracy was poor, so I couldn't defeat enemies as effectively as I wanted.
Since I could use a staff, I also had the role of a healer in emergencies, which was convenient.

I used it a little bit after joining.
Since I hadn't trained any thieves who could pick locks, I used him as a ranged attacker who could also pick locks.
However, because the skill's accuracy and evasion drop drastically with even a little damage, it was difficult to use.
Furthermore, the addition of Themis, a unit that could be considered almost a superior version of the original, a short time later, also created headwinds.

This is a fully-fledged unit that can immediately contribute as a valuable asset from the moment they join.
There are no particular weaknesses, so you should be able to complete the assigned tasks well.
Whether you have a healer or not, I think this character can immediately contribute as a status effect recovery specialist.

While she leans more towards speed as a long-range attacker, she's an immediate asset for those who haven't trained a gunner before.
While it doesn't deal much damage on its own, if you equip it with a high-damage weapon, it can be used as a unit that can chip away at enemy health while dodging attacks.

This is a highly effective unit that joins your team towards the end of the game.
I can use both physical and magical attacks, but I find magic easier to use.
Due to its low defensive capabilities, it is vulnerable to opponents with guaranteed hit skills or enemies with high accuracy.
Basically, we want to fight in a way that avoids being counterattacked.

This is a highly effective unit that joins your team towards the end of the game.
It has high defense, and is especially strong against magic.
Since it has immunity to status ailments, it will be a very reliable user of the Prayer of Vitality.
Once you obtain the Tribe Brace, you can perform a powerful three-hit attack, making it usable as an attacker as well.
The ability to act twice with a reasonable probability thanks to the re-action skill is another unique advantage.
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