- Spend your first job points on utility
- Build a party, not five duplicates
- Movement abilities are underrated
- Use Faith as a dial
- Watch the charge bar before you commit
- Guests and units you cannot control
- Money, equipment and the shop cycle
- Save discipline in a game with permanent loss
- New Game Plus and completion fixes
1 Spend your first job points on utility
The instinct is to buy damage. In practice the abilities that carry an early party are the ones that keep it standing: healing, item use and reviving.
A second command set that provides item use is one useful way to add recovery to a unit. It turns any unit into an emergency medic, which directly reduces the chance of a permanent loss.
Damage abilities arrive on their own as jobs level up. Survival tools have to be chosen deliberately, because nothing forces you to buy them.
2 Build a party, not five duplicates
The following is a sample role checklist, not a mandatory formation or a guaranteed matchup result. Compare it with the deployment limit and objectives of the current battle.
| Role | What it is for |
|---|---|
| Front line | Two units that can hold a choke point and survive being focused |
| Healer | One dedicated support unit, kept behind and above the fighting |
| Ranged damage | An archer or offensive caster that exploits height |
| Flexible slot | A fast unit for reaching objectives, flanking, or picking up items |
Because learned abilities persist across job changes, a unit can hold one role now and another later without losing what it already knows. Changing job is an adjustment, not a restart.
3 Movement abilities are underrated
On a map with real elevation, the ability to climb further, ignore difficult terrain or simply move an extra tile decides who gets the high ground. That is worth more than a small increase in damage, because height and facing improve every attack the unit makes afterwards.
The same reasoning applies to the archer. An archer that cannot reach a rooftop is an ordinary unit with a weak melee attack. An archer that can is the piece the enemy has to solve.
4 Use Faith as a dial
Faith raises the power of magic in both directions, which makes it a design decision rather than a stat to maximise.
| Faith level | Consequence |
|---|---|
| High | Stronger spells cast and stronger healing received, but far more vulnerable to enemy magic |
| Low | Resistant to hostile spells, but hard to heal with magic and poor at casting |
The practical reading is that your caster and your front line want different values. A durable fighter who shrugs off enemy spells is doing its job even if a healer has to reach it with items instead.
5 Watch the charge bar before you commit
Some abilities resolve after a delay. Read the selected target and preview before confirming; do not assume that every ability uses the same target mode or that every moving enemy leaves an empty target square.
Before casting anything slow, check whether the intended victim acts first. If it does, either aim where it is likely to move, or pick a target that is pinned in place by your own front line. Use that check to compare the actions actually available on this turn.
6 Guests and units you cannot control
Some story battles include allied characters who act on their own. They are frequently reckless, and a battle can be lost because a guest walked into a group of enemies you were carefully managing.
Plan around them rather than for them. Clear the enemies nearest a guest first, keep a healer within reach of where it is heading, and accept that you may need to advance faster than you would like in order to be there when it arrives.
7 Money, equipment and the shop cycle
Equipment in this game is bought rather than found for the most part, and shop stock improves as the story advances. That produces a simple rhythm worth following: after each chapter break, visit a town and check what is newly available.
Weapons and armour are gated by job, so a purchase is only useful if the unit you want to carry it is allowed to. Check the job before buying, not after.
Do not hoard money for a distant purchase. Compare the equipment gaps of units you will actually deploy with the value of one specialized purchase; no single spending pattern wins every map.
8 Save discipline in a game with permanent loss
Autosave and the option to retreat are welcome additions, but they do not remove the underlying rule: a unit whose countdown expires is gone.
- Keep more than one save slot in rotation, so a bad chapter does not have to be replayed from a single point.
- Save before entering a town as well as before a battle. Story battles sometimes follow conversations immediately.
- If a unit falls and you cannot reach it, retreat and try the battle again rather than pressing on.
- If a battle is repeatedly out of reach, lower the difficulty. It is a setting, not a verdict.
Approached that way the game is much fairer than its reputation suggests. Turn order, terrain, abilities and the stated objective are useful checks when reviewing a defeat. They are not an exhaustive explanation of every failed battle.
New Game Plus and completion fixes
Enhanced 1.5.0 added New Game+, carrying unit levels, item data and other progress from a completed playthrough. Its announcement does not provide an exhaustive carry-over list, so read the start screen before choosing a new run instead of assuming every individual flag transfers.
Version 1.5.1 makes buried items discoverable again only for New Game+ saves newly started after that update. It does not promise to reset the buried-item state of a New Game+ run already in progress. Check when that run began before treating a missing item as a new search rule.
For the Master of All Trades Akademy report, 1.4.0 fixed a completion check under certain circumstances. After loading an affected save, opening the in-game main menu triggers another condition check. Try that documented check before rebuilding a party solely because an older attempt failed.
Sources: New Game+ announcement, buried-item scope and Akademy-report fix. Checked 26 October 2026.
Buy survival abilities before damage, and give as many units as possible a way to use items. Spread your party across a front line, a healer, ranged damage and a fast flexible unit rather than duplicating one role. Movement abilities buy the high ground, which improves everything else. Treat Faith as a dial with two directions, check turn order before committing a slow spell, and plan around allies you cannot control. Keep several saves, retreat rather than lose a unit, and lower the difficulty without guilt.
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