Basic Knowledge

Last-modified: 2019-12-21 (土) 23:14:50

Preliminary

  • This page is for beginners. However, the materials of this page may be a little unclear before playing and it will be better to refer this page when there occurred some questions.
  • The FAQ page will also be useful for beginners.

On buildings

  • Gold can compensate deficient reward (Food/Magic) for battles. The exchange ratio is 1/1.
  • There is no special importance to clear stages in the fewest turns, so there is no need to worry about Gold too much.
  • In particular, there is almost no advantage to aim at high score in the first play.
  • Since healing cost is quite expensive, to construct buildings that increase Cure results in saving Gold.
  • A huge amount of Resources becomes necessary to generate rare medallions, so it is better to increase its production after Gold supply became sufficient. Recommended buildings:
    • Plains: Market, Colosseum, Fortress
    • Forest: Monster Mansion
    • Mountains: Hot Spring, Dragon's Den
    • City: Castle
    • Watering Hole: Healing House, Harbor

On Item Purchase

  • Equips with rarity 1–2 can be purchased only by Gold.
  • Equips with rarity 3 and higher need 10 ores with the same rarity to be sold for each purchase.
    • Ores can be obtained by Bounty Hunter, clear bonus of stages, etc.
  • Equips with rarity 8 are available at most 4 peaces (per one equip). At most 2 for rarity 9.
  • It is also possible to directly get equips by Treasure Hunt.
  • Recommended equips with rarities 1–2:
    NameTypeRemark
    Spear2Hand致命必殺20。高速度ユニットや必殺増加持ちに渡そう。
    HandgunRanged致命必殺20。ただし速値低下する。必殺増加持ちに渡そう。
    Beast ClawsClaws人特攻付与。能力も低下しないので特に序盤から中盤で便利。
    Monster AidItem麻痺治療。称号で麻痺治療は持たせられない上に、装備でもレア9除けばこれだけ。装備なしで持てるのは計11ユニットのみ。
    AntidoteItem解毒治療。持たせる方法は数多いが金で手に入るに越したことはない。

Important Statuses

  • Type
    • An important status related to boost and slay. Is inherent to each unit and cannot be changed by skills.
    • Whereas a unit with many types easily benefits from many Boost skills, such a unit also has high risk to incur many slays.
    • Many types also mean that the status is highly affected by terrain effects and varies drastically depending on the place.
  • Slay
    • The effect of Slay easily turns over the battle even if parameters are a little inferior. As a result, a unit with many Slays is valuable by itself.
      It is also effective to select Slay for a specific enemy, which can be done by change of equips or titles.
    • One Slay increases damage by +100%, and the effect is accumulated when multiple Slays matched the target.
      For example, The damage by a unit with Slays hum.jpgwom.jpgwom.jpg is calculated as follows:
      • +100% for Sword Trooper (Type: hum.jpgman.jpg)

      • +200% for Imp (Type: wom.jpgdmn.jpgfly.jpgngt.jpg)

      • +300% for Galeritter (Type: hum.jpgwom.jpgbst.jpgfly.jpgknt.jpg)

    • On the other hand, against enemies with large ATK, it is important to use units with types that do not match the opponents' Slays.
      The best way is to grant Slayer Defence by equips or titles.
  • On unit Growth
    • A unit with lower Growth has a lower level cap and restriction on the attachable medallion (or titles). Units with strong skills and parameters tend to have low Growth.
  • Compatibility for hiring
    • The cost (Food/Magic) and parameters change depending on the moon cycle and daytime/night when units are hired. See also here. Units should be hired when the compatibility is the best (that is, the red smile face) if there is no particular reason (such as the case where a unit with lower parameters is needed for use as a decoy).
  • HP
    • Since the current HP is also used for calculation of damage over the enemy, lower HP means a lower offensive capability.
      Keeping high HP is also important in the sense that the effect of end turn damage and healing skills depend on the current HP.
      Therefore at least one unit with healing skills should be contained in each squad.
    • HP in the Arrange screen becomes the maximum HP at the battle. Therefore, we cannot heal a damaged unit through a battle by, for example, tactic skills.
    • A unit can always gain EXP even if he/she is defeated.
      Therefore, there is no problem to leave a unit not healed when the unit is newly hired and not important as a fighter.

Arrangement of Squads

Preface

Following are just examples and there is no clear solution. Please consider them as just a guideline.

Place a guarder (a unit with Defence Tactics) to Position 1 (upper left).

Defence Tactics does not only increase DEF of all units but also has effect to protect all other units behind him/her.

Although it cannot protect units from Range Attack / Flank Attack and tactic skills, it is still useful to stabilize the squad.

Most Guarders have Defence Tactics.
Since this unit undertakes most of the squad defense, it is the most important and basic part to choose and customize the guarder in the squad arrangement.

Skills important for guarders

Slayer Defence
Nullifies damage increase by slays. Almost mandatory in high difficulties
Can be provided by many equips and title "Ancient".

The only guarders that cannot have this skill are Menia, Fena and Sphinx, which is the main reason that these units are not very useful as guarders in high difficulties
Wide Null
A skill that can be provided by only 5 units (屍Miko, Devil Cook, Ladyhawke, ヴァルキリー, Jorm) except for guarders.

However, there are only 20 units out of 37 Guardians that can have both Slayer Defence and Wide Null (even though the former is more important).

Therefore, it is sometimes better to provide this skill by another unit rather than by the main guarder.
Defence Only
Halves all damage to the unit. Quite important for guarders but not mandatory in low difficulties
Forward Guard
Protects the front (one position earlier) unit from attacks including Flank Attack and Range Attack.

Since the enemies target the ally unit with (roughly speaking) the lowest (HP * DEF), Forward Guard becomes more effective by using such a decoy unit.

This strategy is quite effective since it can also deal with Ambush Tactics whereas Defence Tactics is sometimes vulnerable to this skill.

One drawback is that Evade skill of the decoy becomes almost meaningless although units with low DEF often have Evade. For this reason, it is sometimes effective to combine Flank Null and a decoy with high Evade rather than to use Forward Guard.

In addition, it is useless against Wide Attack and All Attack. At least Wide Null should be provided when a decoy is used.
Counter Amp
Sometimes useful in low difficulties or for unit with low healing cost.
Other skills
Pierce Null is not very important for guarders since it can easily be provided by other units.

Parry is effective only for low difficulties; it cannot prevent critical attacks whereas most enemies have critical attack rate more than 40% in high difficulties.

Helmet Split and the effect of Helmet Split by Dimension Slash only work when attacking. They are not applied to counterattacks and thus useless for guarders (although the effect of Parry by Dimension Slash works).

Regarding counterattacks, critical hit only occurs against Wide Attack and All Attack, and therefore Critical Boost and Lethal Critical are almost useless for guarders.

Hardy Physique is better to be provided, but Defence Only is more important. In low difficulties, combination of Hardy Physique and Dragon Scales is quite powerful.


Choose units with the same type

  • The most basic strategy for squad arrangement to fully exploit Boost skills.
  • This strategy also has the effect that all units have similar terrain effect. As a result, it becomes possible to choose a squad such that all units have positive terrain effect depending on the territory.
  • A drawback is that such a squad is vulnerable to the special attack to this unified type. Thus it is at least necessary to fully customize the guarder to the defense side.
  • Since the bonus by Boost skills is added (not multiplied), the effect of these skills is relatively important in low difficulties or early stages, though it is still important to some extent in high difficulties.
  • It is important to be aware that Group Heal does not heal und.jpg units and Demon Medic only heals dmn.jpg and und.jpg units.
    • In particular, formulating squads with und.jpg units is quite important since only few units have Demon Medic or Equitable Heal.

Choose units with the same Day/Night type.

  • DEF of non-ngt.jpg units halves in night battles, and vice versa (unless the unit have Night-Attuned / Day-Attuned).
  • In reality, ngt.jpg units suffers almost 3x larger damage in daytime than in night because of the effect of terrain effect.
  • Therefore, it is effective to use squads consisting of Non-ngt.jpg units in daytime and squads consisting of ngt.jpg units in night.
  • In particular, units with Sun Worship and Nocturnal should only be used in daytime and night, respectively.
  • It is not always necessary to care this point, but at least, guarder should be carefully chosen regarding this point.
  • When a decoy (and another unit with Forward Guard) is used, it is safer to construct a squad units with the same ngt.jpg/Non-ngt.jpg type. Otherwise, the enemy's target becomes unstable because of DEF change by day/night.

Adopt a healer

  • It is important to add a healer (a unit with Group Heal / Demon Medic / Equitable Heal) to each squad. These healing skills also work in encounter battles, whereas tactic skills can be used only in the main battle (although enemies use tactic skills in encounter battle).
  • Using a healer also leads to saving Gold.
  • As well as healing skills, it is also important to provide ailment cure skills (in particular, Poison Cure and Curse Cure, or Absolute Cure).
  • Since healing skills is invalided by charming and sealing, it is also beneficial to provide Resist Ailments to the healer.

Provide Wide Null and Pierce Null

  • Important in high difficulties.
  • Range Null and Flank Null are also useful but can often be replaced with Forward Guard.

Squads for Treasure Hunt

  • Treasure Hunt (TH) skill significantly enhances the chance to get items, and realizes the "Desire" of VenusBlood geeks.
  • See here for details. In short, the basic strategy to get items is to make a squad with high-level TH and use this squad in the battles.
  • It is difficult to balance the high-level TH and the strength of the squad, and this is the very point where the player's skill matters.
  • One suggestion is to form a squad with total skill levels around 100. This means 100% drop of a medallion after the battle and makes the squad arrangement easier.
  • Another suggestion is 150, which ensures frequent drop of rarity-7 equips. It is sometimes easier to repeating playthroughs to get equips with rarity 8 or 9 rather than using a squad for TH.
  • 最大は207。ただ現実的には199とするのが一般的。arrangement方法はTreasure Huntのページ等を参考にしてみてください。

Useful Units

  • 序盤(初期~ランク2メダリオンで作れるユニット)
    • 初期配置ユニットの中では、般若武者・ガロードランサー・デュラハンの三体が特に優秀。どんどん戦わせて鍛え上げていこう。
      但しデュラハンは夜属性な上に英霊等の聖職・神族系に特攻され易く、基本的に不死師団以外だと運用が難しい点に注意。
    • シーフ、ポンポコ忍者、ネコマタ、怪盗などのトレハンスキル持ちに、技のメダリオンで称号「スカベンジ」を付けて運用すると、メダリオンの不足はそこそこ解消される。
      回復スキル持ちのフェーナあたりと組ませて、トレハン部隊を編成してしまうのも手。特攻が付く樹霊族中心の師団を狙って攻撃すると稼ぎ易い。
    • 火力ユニットとしては、破城兵、ブリザードベア、バウンサー、ゾンビメイデン、ドワーフファイターあたりは、早めに作れて長く使えて良い。
      ホビットスカウト&ハンターのコンビは、高トレハンに加えてそこそこの火力を持つためお勧め度が高い。
    • ガーダーならほぼ特攻無効で専守防衛持ちゆきだるま、硬くて回復がおおいドライアド、反撃倍加4を持つドワーフガーダーなどは終盤まで使える。
      メダリオン無しでも付けられる称号「ためらう」で、スキル「専守防衛」を付ければ被ダメを半減することができ、ガーダーならとても効果的なスキル。(ただし重複しても効果はない)
      通常攻撃が出来なくなるデメリットもあるため、攻撃力が高かったり特攻が多いユニットは付けないほうが良い場合もある。
    • フェアリー、巫女、カラス天狗など、高レベルの回復・治療・活性スキル持ちも重要。
    • 聖職系ユニットは序盤から終盤まで使い続けられるバランスの良いユニットが多いので食料師団初心者にお勧め。
  • 中盤(ランク3メダリオンまでで作れるユニット)
    • 実はレア3のメダリオンまでなら作ろうと思えば最初から作れる。
      しかし、レア3のメダリオンは作るのに必要とする資源が2000と多いため、序盤で作るべきかは人によって賛否が分かれるところ。
    • 全般的に優秀なユニットが多く、特に勇のメダリオンで開放されるユニットは数が多い上にハズレが無い。オススメ。
    • ヴァンパイア、ドラセナリア、レディホーク、大砲兵、ケルベロスなど、強烈な攻撃力を持つユニットが続々登場する。
      特にヴァンパイアは、夜間限定ながら最強ランクのユニットの一つ。彼女を軸にして夜戦師団を構築してみるのも一案。
    • 一部ドラゴンも雇用可能になっているはず。成長率が低いためロクな称号が付けられないが、それでも文句なしに強い。
      魔力の消費も激しいが、主力中の主力として暴れてくれるだろう。
  • 終盤(ランク4以降のメダリオンが必要なユニット)
    • 最強ランクのユニットが次々と出てきて、ここまで主力として頑張ってきた古参ユニットを解雇しなければならない局面も出てくるだろう。
    • スキル「全域無効」を持つデーモンアリスト、最高のトレハン要員であるミミック、馬鹿げた攻撃力を持つウルティマカノン、最強ユニットの一角たるゼラチナスキューブはとりあえず外せないか。
    • 徒のメダリオンで解放される天使軍団は凶悪な性能だが、周回・高難度プレイでは成長率の悪さが徐々に足を引っ張るようにもなっていく。

On Medallions

  • How to manage Resources and Medallion Materials
    • There are 20 Medallion Materials at the beginning of the game. Medallions that are needed for good units should be actively unlocked.
    • From middle stages of the game, the army tends to run short of Medallion Materials whereas Resources become redundant. Medallions and materials can be gathered by using squads with high-level Treasure Hunt.
    • After medallions with rarities 4 and 5 are unlocked, the army tends to run short of Resources rather than materials. Thus buildings producing Resources should not be scrapped even if there are redundant in early stages.
    • Be aware that reward for battles becomes too expensive if too many units with strong titles are hired.
    • One choice is to grant one title with Treasure Hunt to units used in encounter battles by Skl/Sea/Spr Medallions.
      This is also effective in the sense that titles with Treasure Hunt also grants slay against some type.
    • A typical mistake resulting in the Medallion shortage is to grant both titles to all hired units in early stages.
  • Recommended Titles
    • 無 驚くべき ステータスUP 給料は上がるがメダル不足な序盤では助かる
    • 無 ためらう 専守防衛 受けるダメージが半減するため、ガーダーにはほぼ必須。接頭接尾両方に付けられるのも良い。
    • 無 ずっこけ 速度弱体4 速度と士気が低いユニットに。ダブルで付けると給料が大きく下がる。「ためらう」とセットも有効
    • 魔 銀細工の 撃破金運3 序盤の金稼ぎにどうぞ
    • 魔 悪魔の 特攻:人 非常に広い範囲の特攻付与。特に序盤は無双できる。
    • 異 スロー連打の 追加攻撃1 大砲兵やミノタウロスなど、速度が遅いユニットにつければノーリスク。
    • 槍 竜撃の 攻16/特攻:竜 最上位クラスの攻撃補正がデメリット無しで入る。接頭なのもポイント
    • 槍 獣狩りの 攻7/側面攻撃5/特攻:獣 側面攻撃がつくのがポイント。獣を持つユニットは多いため幅広く使える。
    • 技 スカベンジ トレハン4/特攻:樹 トールのマップを攻略する場合あると便利。メダリオン回収にも重要。
    • 海 海賊の トレハン6/特攻:海 リグレットのマップを攻略する場合あると便利
    • 騎 騎士の 行動増加 エンカウント時は追加攻撃扱い。成長D以上なら付けられるのが魅力。
    • 妖 豪運の トレハン8/特攻:夜 低コストのメダリオンでつけられる最高レベルのトレハン
    • 毒 毒針の 毒化攻撃9 毒化9の威力もさることながら、攻撃・速度の両基礎値がかなり上昇する。遠隔持ちの補助要員向け
    • 倭 斬鉄の カブト割20/特攻:人 速度が下がるのが難点だがカブト割は汎用性が高く、つけといて損はない。また、人特攻があるとないとでは序盤の難易度が大きく変わってくる。
    • 倭 必中の 必殺増加30 必殺増加30程度のユニットにつけておけば大体必殺率が75%でカンストできる。装備で致命必殺をつけてやれば5桁ダメージも夢ではない。
  • 二つ名を付けると能力が上昇する場合、雇用コストも維持コストも上がるので注意。

    敢えて接頭だけ、接尾だけ、にしたり、ステータスダウン効果の大きな称号をつける必要もある。
    • 例えば元々速度が終わっている大鬼のようなユニットに「のろまな」を付けても、ステータスは変わらずコストを下げる事が可能。

On Encounter Battles

  • An encounter battle is an automatic battle with 1 turn held by squads that chose Attack or Defense.
  • Attack encounter battles are against squads in the territory chosen as the main battle, and defense encounter battles are against invading squads.
  • In defense battles, territories are occupied unless the total HP of the enemy squad is halved.
  • It is possible to occupy a territory with multiple enemy squads while defending territories by appropriately operating encounter battles.
  • Useful strategies for encounter battles:
    • Assign a low-ATK squad to the main battle and assign a high-ATK squad to encounter battles.
      • It is the most fundamental strategy in the battles against not too strong squads. Whereas only 1 turn can be spent in an encounter battle, the main battle has 5 turns to attack, which means it is likely that even a low-ATK squad can annihilate the enemy squad in the main battle. Low-ATK squads also benefit from the main battle in the sense that tactic skills can be used unlike encounter battles.
    • Take the order of attacks into account.
      • Encounter battles occur in the descending order of the squads. Therefore, one reasonable strategy is first to assign a squad with high ATK/SPD to damage the enemy squad, which prevents the subsequent squads from incurring high damage.
        Here the orders of squads can be swapped by dragging them in the Arrangement display.
    • Exploit the effect that Action Boost becomes Added Attack in encounter battles.
      • Although Added Attack is a powerful skill, titles with this skill often suffers from a status penalty. On the other hand, Action Boost can be easily attached without such a penalty.

On Class Compatibility and Terrain Effect

  • It is not important to consider compatibility between unit classes (Blademaster/Lancers/...).
  • Consider the terrain effect only when the enemy is a little strong.
  • Following are the points that should be kept in mind (See Terrain Effect for details).
    • Terrain effect drastically changes the parameters compared to Boost skills (particularly in high difficulties) since terrain effect is multiplied to the base parameter.
      This is why Troop Carrier is very effective that invalidates only the negative terrain effect.
    • man.jpg, wom.jpg
      • There are no territories that positively work to these types.
        Units without sex are quite advantageous for this reason. (In addition, such units do not incur slay over man.jpg or wom.jpg, nor Charming Attack.)
    • hum.jpg, dmn.jpg, god.jpg
      • There are drawback and advantage. Enemy bosses are placed at territories that are advantageous for them.
    • mch.jpg, drg.jpg, bst.jpg, aqu.jpg
      • Usually works positively.
    • fly.jpg
      • Most territories have positive or negative effect to this type, and the amount of positive/negative effect is large, which makes difficult to appropriately arrange fly.jpg squads. Such squads benefit from Troop Carrier.
    • fir.jpg, ice.jpg
      • If a territory is positive to one then negative to another. Whereas this effect is quite large if exists, territories with this effect tend to be concentrated in one area. Therefore, it is possible to specially design squads for such areas.
    • ltg.jpg
      • There is only positive effect to this type, which makes ltg.jpg squads strong.
    • nat.jpg
      • Positively works in forests and passes, but negatively works in a few territories.
    • poi.jpg, und.jpg
      • Negatively works in holy places. There are not many such territories but the effect is large there.
    • knt.jpg
      • Both positive and negative effects appear in many places like fly.jpg.

On Heroines' Affection

  • It is necessary to do Mesmerize (until 30) to raise Affection even if you want to use Good deities.
  • Corrupting deities not only strengthens them but also increases events to raise Conquest and Reign, which leads to unlocking medallions.
  • Sub-heroines (Loki's sisters) withdraw at the chapter end unless Affection is 2 or more. The only exception is Jorm, who does not leave regardless of Affection if Hel or Fenrir is in the party)
  • Increasing Affection is not compatible with increasing Conquest/Reign in most choices. Thus it is better to dedicate each playthrough to increase heroines' Affection for their endings or to increase Conquest/Reign to unlock medallions.
  • It is recommended to corrupt deities in the first playthrough to raise Conquest/Reign and unlock medallions.

On Clear Evaluation of Each Chapter

  • Clear bonuses are not very valuable and it is not important to get high evaluation especially in the first playthrough.
  • In high difficulties, there is an advantage to get S rank since bonuses contain ores with rarity 8 and 9.