The Hag in White [COMPLETE]

Punishing might not have been the entirely correct word here, but it was in direct response to what the original comment was anyways. I am assuming Rubenio didn’t want to “punish” the player as an expense for having flavour (lower durability)-

“I didn’t want to chip Nicaea’s lance for gameplay purposes. Rapier-tier weapons are rare, so I was worried about dashing uses of the reginleif.” is what I was offering a suggestion for!

Editing for clarity’s sake:
I don’t want to put words in your mouth, but in hindsight it sounded like the only? issue was the word choice of punishing, so to hopefully explain why the word is reasonable, in my opinion, to use here-
The idea is that a player asked for the upside of having more flavour on the lance, and Rubenio is worried about the downside(penalty, punishment) of reducing the total uses of the powerful weapon you get as the side effect of that change.

Out of curiosity what’s the “intended” or most designed around Difficulty? Hard or Normal?

Second Run Only Content/Spoilers Question

How DO you save Pheme in a second playthrough? I assume she needs to hit a certain level and/or be promoted but is there anything else? Do I need to not promote Soter? Does she need a Master Seal and not just going into a regular class?

Seriously???
how should I do that, they are weak as balls and when they attack me they end up getting likely 1 rounded . Sure makes the chapter even more of a challenge and its already bad enough even without having to be careful not to kill the zombies . you have to be fast and make sure the theifs dont get off with the loot and now the update says that more thiefs are added
makes me not want to replay the chapter just to get him even if i originally really wanted him for his unique sprites

They don’t attack you themselves, they kinda just passively shuffle around your units and never actually engage in combat unless you attack, it’s annoying, but not particularly difficult, unless that got changed in an update? I was playing 1.0 and they didn’t attack

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I guess I thought they attacked too. but sucks since they make for easy exp
i don’t need to worry about any other enemies that i accidentally kill them. right?
So not killing any zombies and then i talk to him or just fight him?

Only the zombies matter for Polonius’ recruitment, then just beat him like any other boss, he’ll join at the end of the chapter when Ofelia does. He comes with Bargain which REALLY helps your economy, he will probably be doing most if not all of your shopping afterwards.

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Yeah i can see what skills he has xD

major spoiler for end of chapter 10
Did i really train pherme for nothing?
that is a really bad joke of making a traineee that dies not even halfway into the game T __ T

Needs to have gotten a master seal by the time of the event.

Spoiler

I trained my Pheme to Lv20 and Master Seal’d her, just barely finishing getting her to Lv20 using the Ch9 boss kill. Proceeded to have a huge chunk of all the EXP I had access to at this point go down the drain. At least you get your Master Seal refunded if you promoted Pheme.

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They are level 1 the free exp is so little especially when the reward is basically the silver card. Which makes me think that it is based in Mystery of the Emblem.

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Okay, I finished the game (not postgame) on Normal difficulty a few days ago, and I finally gather my thought about the game. (Spoiler warning)

The game

First of all, this game is incredible, both story-wise and gameplay-wise. For gameplay, this romhack went with unusual approach to many aspects of the game, such as very limited amount of healing (Only 2 healers throughout the entire game, with their staves being fixed, vulnerary being more limited and more expensive, almost no elixer throughout the entire game, and fort and throne no longer heal, etc.), no Jeigan to help with earlygame (Not counting Apate), no earlygame flier, no dancer (Ofelia doesn’t count), no fog of war, no bullshit status staves on enemy side, and no desert map (Neither of them will be missed). This makes the gameplay unique, and players have to adapt to all these new changes. Fortunately, the game gives you plenty of compensation for the changes (staves has no durability, enemy also generally has no access to staves, for example), which makes the game feels fair and balance. The money in this game is very limited, so resource management is a huge aspect of the game (which is also why characters that help you with it are extremely appreciated). The game also gives you a plenty amount of characters to use, which most classes getting 2 unpromoted characters and 1 promote character for most classes. This helps with replayability, letting player try new stuffs on next playthrough, not counting the NG+ feature.

On the aspect of losing characters due to the plot…

Meme asides, I am not actually mad at losing Pheme since it’s a great story and gameplay integration (and because I was interested in using Fiadh anyway), and Soter sucks anyway.

Speaking of Soter, congratulation, you make Armored Knight not suck. In fact, they are real scary in this game with access to magic. They are hard to kill, they deal a lot of damage, and magic gives them easy access to 1-2 range. They are menace on Chapter 10, 16, and 17 (Not Chapter 8 green unit Armor Knights though).

And now, the best feature in the game… Back when you made Dark Stone, I did make a review about how you implement support conversation in this game, which is based on having certain characters talk to each other on certain chapter. That, however, drastically limit your deployment capability if you want to get all conversations. In this game, however, the said problem is solved in a perfect way, with the Base Conversation. This allows you to walk around the base during the preparation, talking to characters and get to know them without having to deploy them. Wonderful job!

Story-wise, this romhack has a strong theme of forgiveness, but not everyone deserves forgiveness. Most characters in this game had done something in their life that they regret, and they are now trying to improve or redeem themselves, from the earlygame bandits to the right-hand man of the main antagonist. Both the protagonist side and antagonist side have their high and low. They took turn win and lose, not just one side winning or losing all the time, which is a great writing in my opinion. The mystery of the game presented itself as early as prologue, with the hag herself being the main walking mystery of the story, and it was explained and resolved by the end of the game. The subplot of this game is also beautifully done with the Base Conversation feature. This allowed you to learn more story of the characters in the game and got to know the side they normally didn’t show. I didn’t expect some character like Eupraxia and Glaucus to be this important to the story. Though… It might be me missing something, but there’s still some plot holes, such as why the Inquisitor retreated at the end of Chapter 17. Also, for how much their presence threatens your side, Alastor and Dolus’ end are quite pathetic.

Now… For your decision to not having a guide… As I continue playing the game, I gradually realize why you decide to not having a recruitment guide for characters in this game. It still kinda sucks that some characters are really tricky to recruit (I am looking at you, Polonius). Still, I think I manage to recruit every recruitable character, not counting mutually-exclusive characters.

For suggestions, I think Master Seal’s availability is a bit too limited. It should be available in Chapter 23 shop and/or Battle Preparation Shop for Final 1 too, in case you miss them or want some last-minute promotion. Also, Killer weapons should be added to Chapter 23 shop too, since they are only available in earlier shop, back when money is still limited, and by the time money is no longer issue, killer weapons are no longer available to buy.

Overall, this is a wonderful hack that I recommend for playing. The difficulty option is great. Normal difficulty is just right, not too hard and give player enough room and tool to try out different approach to the game, and you don’t miss out anything by playing on easier difficulty too. (unlike a LOT of hacks with bullshit difficulty that pretty much forces you to play exactly as the dev intended, or lock some major content behind harder difficulties.)

I’ll make a separate review for each chapter and for my final team later.

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So…

Is Aura supposed to attack the player in chapter 14 ? The dialogue seemed to suggest otherwise.

She is, but once she enters a combat with your unit and survive, she will try to flee from the map. Don’t kill her and let her escape. It will initiate the recruitment in Chapter 15.

Now… For the chapters… Again, spoiler ahead.

Tier List Maker

Detailed review of each chapter

Prologue is a nice start. It’s a bit harder than usual prologue chapter in Fire Emblem chapter, but it’s still manageable. I really love that you implement a gameplay feature in prologue that set out the event of the entire game.

Chapter 1 is hard. Your units start out separately. Kyra cannot counter at 1 range. Apate cannot attack. Hecate is frail. Soter and Phobos are your only reliable units at the start, until Kairos joins. Pheme is very weak, but at least she didn’t start out in the middle of enemy. You cannot turtle here if you wanna save all village too, so you need to carefully plan your unit in this chapter.

Chapter 2 is a pretty straightforward bandit fortress raid chapter. Nothing much, but the story and gameplay integration with Unlock staff is really nice. (This is probably the most prominent moment of Unlock staff since Thracia 776.)

Chapter 3, a prison break chapter, is another great chapter. You are encouraged to rush not only by the promise of ‘thing going worse’ after a certain chapter, but also to get closer to Apate so she can heal you with Physic staff. This is the chapter that really teaches you the importance of healing.

Chapter 4 is a wonderful chapter. Again, you have to escape the prison area, but this time you have multiple escape path that you can take. The path looks straightforward at first, but there are detour paths that encouraged you to take to stop the reinforcement and get the item/character. However, if your unit lag behind (which is easy to do so with detour paths and if you deploy the armored knights), it’s going to be bad for you since Sandy spawns as soon as your first unit escape.

Chapter 5 is a simple and straightforward chapter. Nothing much to say.

Chapter 6 is another simple chapter, but this is the first chapter with major branched paths. It might seem like a no-brainer to split your party into two to cover both sides of the lake, but if you do, you will learn a hard reason in this game. You only have one healer for the majority of the game, so if you split your group, one group won’t have healer, which makes it a lot harder for they to keep going.

Chapter 7 is another wonderful chapter. You have to cross two bridges to get to the other side, but it’s a lot harder said than done. The enemies across the bridge, the cavalier, and the ballista will make your life hell, and Apate alone cannot really keep up with healing. You also have to send frail Eupraxia to the other side of the map to recruit Wulfric and Tiresias, which is highly encouraged to do so since both are incredible units, which is hard since you have to face the enemies on the right bridge (which you normally won’t get near since it’s closer to take the left bridge). You also have to do it fast if you want to save the village on the other side of the bridge. The only complain I have about this map is that Telemus’ recruitment is obscured since the chapter objective told you to seize the fort and says nothing about escaping to the south. Instead, you have to visit the one house to get a hint about sparing Telemus and escaping to the south.

Chapter 8… I don’t really like this chapter. At this point, the scarcity of money starts to take effect, and enemy starts to become stronger, especially those Mercenary that you cannot easily double. The Wrexham knights are, simply put, terrible at their job, especially with those Shaman and Archer with Cleave Bow. You have to rush through a bunch of hard enemies to save them, and the Wrexham Keep being located up the hill so you have to go around the hill make it tedious to get to it since you still don’t have flier at this point of the game.

Chapter 9 is a breather chapter after all the hell that are chapter 7 and 8. Those Longbow Archer are annoying, but at least you get Fiadh to help dealing with them here.

Chapter 10… Oh, boy… Chapter 10… Where to begin… First, you have a forked path, encouraging you to split your army into two, which means the side without Apate will suffer greatly, especially with those armored knight with Seagall. They are real menace in this chapter since your physical unit won’t do much damage to them, and they tend to take a lot of damage from them sice they don’t have high Resistance. Using mages against them is a big no-no since Seagall deals supereffective damage against them, able to kill them in 1 hit. You will have to use Armorslayer/Hammer or magic weapon against them. You also cannot turtle since thieves will appear and steal treasures, especially the Blue Gem. It might seem like a good idea to have all your units go one side together, but for some reason, at least in my case, Beautrix always spawn on the opposite side of your group, and she will be alone against a bunch of enemies. And the biggest issue I have with this chapter is Polonius’ recruitment. The hint about it is very vague and easily miss, forcing you to replay the entire chapter again to recruit him (and he’s a very important unit, so you will want to recruit him). And when you try to not kill the zombie, the zombie will gather around your units, clogging up the hallway and potentially surrounding your unit, and preventing you from checking the global range since the global range will also show the zombie’s attack range despite that they do not attack you. At least the zombie in the throne room doesn’t move, but other zombie are extremely annoying. If I ever have an idea to start another run of this game, this chapter will be the one chapter that keeps me from doing so.

Chapter 11 is another forked path chapter, but this one is better than chapter 10 since each path has different terrain and enemies, and at least you can ferry Apate between each path with Teresa, so it is a lot better than chapter 10.

Chapter 12 is a pretty straightforward chapter, with the only concerns being the ballista and getting to the village before the brigands destroy them.

Chapter 13 is an interesting chapter. It’s technically a 4-side battle since you have your side, the two margraves, and the bandit. You start off across the river from the two margraves, giving you time to deal with bandit before dealing with the margrave army. The green units in this chapter are actually nice since they don’t simply rush toward the boss and clog up the path.

Chapter 14 is another straightforward chapter. Just be careful not to kill Aura and be careful of magic enemies.

Chapter 15 is a big chapter. It’s an open field with enemy coming at you, but at least there’s a chokepoint you can use to deal with the enemies. There are also the bandits on the side that you want to deal with fast if you want to save the village. And the recruitment of this chapter is simply unique and ruthless, I love it.

Chapter 16… This chapter is a chef’s kiss. Everything about this chapter is simply perfect. The story. The atmosphere with burning village, a new, intense battle preparation OST and map OST. The fact that Kyra and Apate start off in the middle of the enemies. Kyra’s promotion and Apate finally can attack. Tiresias finally joins you and give you another healer. Telemus’ epic defection. Waves of armored knights that hits hard and hard to kill. Sandy’s 10 leadership star and coming after you eventually. The revelation of the traitor. All of these shock factors… This chapter is simply sublime to play, easily the best chapter in the entire game.

Chapter 17 continued the gravity of Chapter 16 in a delightful way. The bright open field setting of this chapter doesn’t really do justice for this chapter. The despair from the story, felt by the characters, can also be felt by players when you check the map. All the relentless assault from all directions are ruthless. You really have to think it through, lest the reinforcement overwhelm you. You also have to rush ahead and visit the ruin to see Demeter too. (I am not sure if you have to visit all 4 ruins throughout the game to eventually recruit Demeter or not.) Sandy’s 10 leadership stars doesn’t help. At least she eventually left and replaced with Alastor, who has less leadership stars. Still, this chapter is the 10 most intense turns of the entire game.

Chapter 18 is the aftermath of Chapter 16 and 17. Though not intense as the past two chapters, it’s still a great chapter. Three new units start off in the middle of the enemies. Rescuing Xinyi is simple enough, while Jingyi and Edward are tricker to do so with the Bounty Hunter with Halberd/Swordslayer blocking the exit, so you have to send your units in to rescue them before they are overwhelmed. At least those two can hold their weight good against other enemies in the room, so it’s easy to rescue them. The forest at the entrance is annoying to get through, but they are very helpful in slowing down incoming cavalier reinforcement. Those Archers with Arbalest are very annoying though.

Chapter 19… Why did this chapter exist again? This chapter sits in a very weird spot. After all the intensity of Chapter 16 and 17, and the aftermath of it in Chapter 18, and then you are going directly head-on with the inquisitor army in Chapter 20 onward, you have Chapter 19, which have you deal with… random bandits on your way. Really, this chapter serves no other purpose than letting the main cast know about Dolus IV’s sickness. Story-wise, not counting the party learning about Dolus IV’s sickness part, this chapter would be better being Chapter 16, and Chapter 16-18 becoming Chapter 17-19 instead. For the map itself, you basically cannot move really far onto the right side of the map because of the constant reinforcement on the left side threatening the merchant, and they are Berserker. You might as well deal with thieves for stat boosters, recruit Coronis in the wood, let Plato approach you so you can recruit him with Pluto, and then stay on the left side near the merchant until the boss finally moves.

Chapter 20 is a pretty straightforward chapter. The big open field with White Dragoon and Malig Knight reinforcement can be bothersome, and recruiting Ziying can be a bit tricky, though.

Chapter 21… This reminds me of Thracia 776 Chapter 14x, where you have to go through a valley with flying enemies ambushing you from the side, except this chapter is a lot more manageable. A good chapter.

Chapter 22… This is a huge chapter. You basically have to use every tool available to deal with all the defense on the enemy side. Seeing all the various ways you can deal with the enemies is the best part of this chapter. A great chapter where both sides have to use every card they have to win.

Chapter 23… The map OST of this chapter doesn’t do justice. I know that this chapter is supposed to be melanchony chapter of Kyla losing Elias and Alastor and the Inquisitors doing their last stand against your army, but this kinda goes against your army being near their ultimate goal. On the bright side, I love the conversation Kairos has when he visits the church.

Chapter 24… This Chapter forces you to split your army into two, meaning that you will have a bad time if you don’t train Tiresias. Other than that, it’s a pretty straightforward chapter. There’s no reinforcement in this chapter, as far as I remember, despite that it’s a showdown against the hierophant himself. I would say that, for how much the game made the hierophant to be, he is pretty pathetic in this chapter, a pretty disappointing showdown against him, to be honest. Still, it’s a nice chapter.

Final 1… This chapter has the second best atmosphere after Chapter 16. The intense rain and lightning and the intense battle preparation OST and map OST really sold this chapter for me, not counting the enemy description. Lorenzo’s recruitment event is also a great event.

Final 2… The final battle against the traitor… It’s a pretty underwhelming chapter, and the traitor’s end is pretty underwhelming. Again, this underwhelming setting is what this traitor deserves.

Final 3… The first part is surprisingly pretty straightforward. While the enemy benefits from Sandy’s 10 leadership starts, you are given unlimited Silence staff to deal with those mages, which makes this chapter a lot more bearable. Combat-wise, Sandy is as threatening as she is shown throughout the game, and I truly didn’t expect her to have battle conversation with characters like Fango and Delilah. Though… I feel like the Gluttony sword is obtained too late in this game. You only get to use it against Sandy in Final 3 part 2. I think Nestor, the Wyvern Lord boss in Chapter 21, should have Gluttony, which you get at the end of Chapter 21, so you get to use it more, and then give Sandy a personal weapon instead. Anyway, for the Final 3 part 2… At first, I was disappointed that there’s no final map conversation among your characters, until I found out that every character has a battle conversation with the final boss. Speaking of the final boss… Oh, boy… This is exactly what someone like her deserves. The final battle is also very unique and creative too, which I really love. This is truly the grand finale this game deserved… Also, you are very cruel to give Fortify staff to Apate yet Apate is unavailable in Final 3 Part 2.

Character review coming later.

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Regarding Nicaea’s lance, you could always boost its max durability by 4 or so and have it come in with enough uses deducted to bring it down to its current max durability. Flavor without any actual change to how it works as a gameplay resource.

You can just kill her in Chapter 14, the Chapter 15 recruit joins you immediately when you visit the village

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Huh. I didn’t know that you could just kill her in chapter 14 and still being able to initiate the recruitment in chapter 15. Good to know.

Finally, time for the character review. Again, spoiler ahead.

Tier List Maker

Detailed review of the character

First, the 16 units I use in the final maps.


Kyra, our beloved protagonist of the game. She’s excellent fighter, and she even gains light magic upon promotion. The only thing that keeps her from S tier is that she’s bowlocked until promotion, meaning that she lacks 1-range attack and counter until then. You can get Fell Bow for her, but you have to choose it from other magic weapon during Chapter 9 and 12, and Fell Bow’s way better in the hand of Pluto.


Apate is easily the best unit in the game. She’s your main healer throughout the game, and she’s excellent at her job, since she got capped magic from the start and gained access to Physic and Powerstaff later. She’s also surprisingly durable with Renewal.


I had a mini heart attack reading her base conversation in Chapter 15, thinking that she’s the traitor and will leave the party soon. I am really glad that she isn’t, because she’s excellent magic user. She’s surprisingly durable on both physical side and magical side, and being Druid means she gains access to Seagall and Tomebreaker, making her a mage killer of your team. Her character arc with Soter and Kairos are also excellent writing too, with her having conflict and regret when it comes to Soter and eventually grew closer to Kairos.


Overall, Kairos is probably my top favorite unit both gameplay-wise and story-wise. Story-wise, he’s very interesting character with how he breaks the norm of being a priest, and his relationship with Hecate is very well-written too. Combat-wise, he’s also a pretty unique character. He’s a myrmidon with high magic, meaning that he hits hard with Fire Brand, which is what he will be relied on before promotion since his subpar Strength means his damage with non-magic sword will be subpar. After promoting him to Spellblade, I permanently switched him to using tome, grinding his tome rank to S, and he never gets to use sword ever again since tome is way better weapon on him, giving him reliable 1-2 range weapon that utilizes his high magic.


I love Swordmaster, and since Kairos is way better as Spellblade, I decide to use Delilah as Swordmaster. She took a bit to get going, but she eventually came to be reliable crit machine. She would be better if I use Jane too, but at least she has leadership star, meaning that she’s always useful even when she doesn’t enter combat. Her personality and dynamic are also pretty intriguing.


Nikolaos doesn’t get much screentime during the story and base conversation, and he never goes beyond C support with other characters, but he’s still a solid combat unit overall with no major downside, not counting the Lancebreaker.


Back when deciding which mercenary to recruit during the first rest stop, I picked Fructuoso since I want a Berserker (and I don’t want to use Begona). At first, he seems like a meme pick with 20% speed growth and Clumsy skill, but I quickly learns how useful he is since he has Provoke skill, allowing him to bait enemies to attack him instead of your frailer units like Apate and Tiresias. His physical bulk is surprisingly high, allowing him to soak up a lot of physical hit (Not magic hit though). Provoke alone warrants him on A tier for me.


Fango is another solid unit throughout the entire game, and he does have support with Begona and Lopez, two very good units. He also joins early and is worth using. I don’t use Warrior much, so I promote him to Bounty Hunter instead.


I did train up Pheme and had her at Level 10 Archer by Chapter 10. Of course, I am surprised by her death, but I wasn’t too upset since I had an eye on Fiadh, and Pheme being gone is a perfect chance to use Fiadh instead, and she didn’t disappoint me. She’s the first prepromoted unit who joins you, with solid stat and solid growth rate, meaning that she will remain good unit throughout the entire game. She also has easy access to 3-range, allowing her to safely attack from the backline.


Pluto is… a weird unit. He’s an archer with high magic growth and subpar strength growth, meaning his damage will be subpar without magic bow, with the first one available in Chapter 9, 3 chapters after his recruitment. Still, I decide to use him anyway since I always use 2 bow users in the team (Kyra doesn’t count since she’s the main character), and he didn’t disappoint me in the end. I also love his character writing and his dynamic with Plato.


Teresa is the first flying unit you got in this game, the only one you got in the first half of the game, meaning that she’s the instant S-tier unit. She’s solid combat unit, and her flying utility remains extremely useful throughout the entire game. She’s also the unsung heroine of the story, since she foreshadowed the final battle in her final base conversation.


Nicaea… Damn… Her recruitment event is ruthless and unique. Combat-wise, her joining time isn’t ideal since she joins at lower level than your average level, around the start of the most intense arc of the game. Still, flying utility is extremely useful, and unlike Teresa, her magic is good enough for her to go Malig Knight. I did train her tome rank to S since flying magic user is very useful.


Tiresias is the second and final healer you got in this game, meaning that he will be useful no matter what. His healing capability isn’t as great as Apate due to the lack of Powerstaff and Physic, but having a second healer is still greatly appreciated, making the chapter that you have to split your party (such as Chapter 24) a lot more manageable. His downside is that he started off very weak with pitiful healing with Makeshift Staff, and he joins right at some of the hardest chapters in the game, so it is quite tricky to train him, use him as healer, and keep him alive at the same time. His A support with Wulfric and C support with Eupraxia are extremely helpful too.


Wulfric is worth using just for the fact that he comes with A support with Tiresias (though it took a while for Tiresias to be available). Combat-wise, Wulfric is also a solid unit with no major downside. I promote him to Great Knight since his magic is too low to function as Black Dragoon, and Great Knight turns out to be a lot more useful than I initially thought since they have Savior, and 2 lategame chapters have a quest where you have to escort NPC to certain spot (Chapter 20 Lost Kid and Chapter 22 Bridge Keeper). I also considered Great Knight to be Wulfric’s canon promotion since it’s shown that Wulfric did let Tiresias ride on his horse sometimes, such as during Chapter 7. With Great Knight having Savior, Wulfric could carry Tiresias on his horse with no penalty.


Eupraxia… It’s hinted from the start that she’s a person of importance, but I never expect her to be THAT importance to the main plot overall. She’s a solid mage that’s worth using, especially since she has support with Tiresias and Wulfric, two extremely good units, and Thyone, the lategame Gotoh of the game. With her pitiful Strength, Witch is a better promotion for her, which also allows her to keep up with Wulfric, one of her support partner.


The Gotoh of this game, joining right before the final chapters. Final chapters also allowed for 1 more unit to join the battle, so using Thyone for the final chapters is a no brainer. She’s a solid lategame magic user, but she’s quite frail that Sandy could kill her in 1 hit without Eupraxia support. Still, she’s worth using just for White Pool alone.

Those are 16 units I used in the final maps. Next are the units that I really use, but didn’t make it to the final team.


I ignored this guy at first since he seems like a side character with zero plot relevance, and him being a gambling addict rubbed me the wrong way. I regret that decision. I didn’t expect him to have this much plot relevance, even more than some seemingly important character like Agari, and I gradually grew to like him more and more to the point that I decide to use him… Even though that means training him at his base level in Chapter 17. It was a pain, but it paid off, and he eventually became my White Dragoon, after the disappointment I had with Soter, Agari, and Alonso. Still, his request to leave the party caught my off-guard. I didn’t know about the future affect it would have to the game and story if you let him leave your group, so I ask him to stay.


I would say that it’s a weird decision to give two armored knights this early in the game. Of the two, Raleigh is clearly a better one. He has better stats than Soter in my opinion, and his magic is good enough for him to reliably use dark tome, which is preferable than physical weapon since tome has 1-2 range, allowing armored knight to have easier time reaching the enemies. As someone who never like armored knight’s low movement, I went with Black Dragoon promotion for him. Also, his event with his father in Chapter 12 is a nice touch.


At first, this guy looks like a meme unit that’s not worth using at all. Appearance asides, Lopez joined as level 1 thief with 2 Strength, 25% Strength growth, and E rank in sword, meaning that you can’t really expect much from his damage without heavy investment. However, it quickly became clear on why he’s one of the best units in the game. In this game, money is very scarce, so anything that helps you earn more money is very appreciated, and Lopez has just the thing, Despoil. It will take some effort for his Despoil to work with his low damage output, but with investment, he will be your ticket from rag to rich.

-Pheme: The trainee of this game. She has great growth, which would put her at higher tier, but poor availability held her back to lower tier. Again, I am not mad at losing her since Fiadh exists.

-Soter: This guy sucks. He is one of two armored knights joining early game, though Raleigh is a much better unit. Though he and Raleigh are of two separated classes with different promotion, using two armored knights at once is a pain, so I bench him after the prison break arc. That, along with what happened in chapter 16, easily put him as the worst units in the game for me.

Finally, the honorable mentions
-Barlowe: Weirdly enough, this guy feels more like a ‘dancer’ of this game instead of Ofelia, since he lets your unit move further than they normally could. He’s a pure support unit. If you already have strong attackers, then it might be worth using him.
-Alonso: I switch from Agari to him since he has support with Teresa, a must-use unit. He is unique from other armored knight as his speed is quite high, allowing him to double and not be doubled. Unfortunately, his magic is kinda low, so he has trouble one-rounding enemies. His strength is good, but as stated before, it’s better for armored knight to use tome for better reach, in my opinion. I eventually bench him in favor of Glaucus.
-Agari: After benching Soter, I reckon that I should use Agari since her base and growth seem good, and she seems to be important unit to the plot. She performs well-enough for combat, but I eventually benched her in favor of Alonso. Surprisingly, her screentime is a lot lower than I thought, lower than some unexpected character like Hestia and Glaucus.
-Phobos: I didn’t like this guy since the trailer, and in the game, he is a good combat unit, I’ll admit, but what sealed his fate is him snitching Apate back in Chapter 3. I know that this game has a strong theme of forgiveness, other characters did forgive him, and he really regrets his action and tried to make amend. For me, I gave him a chance to make amend in Chapter 3 and 4, but after that, he was elected for a permanent position on the bence. Also, out of the starting characters in the first 2 chapters, Phobos got the least screentime and development in my opinion. Kyra and Apate are main characters. Hecate got her conflict with Soter and her relationship with Kairos, who also got his conflicting ideal with the church. Soter and Pheme got you-know-what. Meanwhile, Phobos doesn’t really get anything major or unique. He did get moment with the bandit gang, with Pheme’s death, with Percote being burnt down, and with Soter’s betrayal, which other characters also got them anyway.
-Polonius: The fact that he has Bargain skill alone put him on S-tier. As I said, anything that helps you with money problem in this game is heavily appreciated. It’s worth replaying Chapter 10 just to recruit him.
-Hestia: Hestia probably got the most screentime after Kyra and Apate among the main cast, and she is the one who made weapons for your group. Those alone put her on S-tier. I didn’t use her in combat since I already used Fango, but I can see her being excellent combat unit with good base, good growth, and excellent support option.
-Plato: I really, really want to use him since I like his personality and his dynamic with Pluto. Unfortunately, his low base stat, Blossom halved the exp he got, and the fact that I already invested in Delilah prevented me from doing so, and I felt like a coward for not using him.
-Chapter 13 units: I chose to side with Zaccheus just to spare and recruit Conan, since he seems like the only really decent people among four.
-Three mercenaries: As stated before, I recruited Fructuoso first, then later I chose to recruit Scymerius, who was another unit I considered recruiting back during the first rest stop. Vasiliki, on the other hand, sits in an awkward spot since she started off at level 1. During the first rest stop, you already have 3 bow users (Kyra, Pheme, and Pluto, which most people investing in Kyra and Pheme anyway), and vulnerary isn’t that hard to come by. By the second rest stop, you already got Fiadh, who’s a much better bow user, so no reason to choose Vasiliki. Not choosing her also makes Chapter 21 easier too. So, overall, I considered Vasiliki an easy choice to not recruit among three.

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Yeah basically the whole point is Nicaea wants to gank Aura so she thanks you for making her job easier if you kill Aura in chapter 14, it’s assumed the kill happens off-screen