Symphony of War: The Nephilim Saga

Symphony of War: The Nephilim Saga

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Thoughts, opinions, tips and more (May contain some spoilers)
Overall good game. There are a few balance issues IMO though with affinities and classes. I plan on breaking down several things and giving some tips and opinions to players here.

Lets start with affinities. Everyone can access info about affinities in the tutorial menu in game but I wanted to give my opinions on these.

Earth gives ++ to health growth. If you can help it you should never level with this as getting to tier 3 you will literally be waiting until level 30+ for most classes (save for maybe dragoon). If you want you unit to be earth start as something else and change later. Would like to see a class that actually require Health to get into (Maybe Sentinel since it is a tank build anyway). Could use help with another growth factor.

Water gives a + to health and magic growth, but a penalty to strength and skill. Decent growth for healers and maybe casters (dark is just better), but sucks for anything melee or skill based.

Lightning gives a + to strength and skill, but a penalty to Health and loyalty growth. This and dark are the go-to affinities for any melee. Lightning + lucky trait is just ridiculously good on any skill units (swordmaster's and sorc's).

Fire gives bonuses to strength and loyalty, but a penalty to Mag stat growth. Loyalty can be farmed by cheesing arena fights (Kill off all units except the archers and then just let them hit you repeatedly, good for loyalty, leadership, xp and cp farming). The Str boost is ok for getting into the non-skill based melee builds but outside of that stay away from this affinity.

Dark gives a ++ bonus to str and mag, but -- penalty to Loyalty, leadership and a - to health. Despite all of the minuses this is still the strongest offensive affinity in the game, with only lightning for the skill builds coming close.

Light gives ++ to loyalty and leadership growth. This isn't bad on group leaders if you don't want to farm either using the arena method mentioned earlier, but if you do then this is the worst element by far.

We desperately need another element with +skill, I think water would make sense for this. Maybe balance to total + and - from all affinities to some extent.

Stats:

Health- how much damage you can sustain before going 6 ft under.

Armor- Reduces physical damage taken (some units such as gunner and dragoon ignore this)
Weapon- or weapon power as I call it, this is applied to all units damage except for dragons.
Strenth-Applied to damage for all physical damage units except for gunner, cannon and dragoon. Also added in on breath attacks from dragons.

Magic-Applied to healing and damage with magic attacks, breath weapons and counts as resistance against such effects.
Skill- Applies to Hit, chance to crit, chance to dodge, chance for glancing blows (its like a partial dodge where you still take a small amount of damage) and chance for extra actions. The lucky Trait essentially doubles the chances for most if not all of these things.

Leadership-Only use I have found so far is to increase capacity, which allows for more units to be placed in squad and more space for your three artifacts.

Good traits:

Offensive traits:
Challenger: +3 str per enemy unit. Determined at start of every fight. Basically +3 -27 str
great for physical units.

Arcane str: gives a % bonus of your magic stat to your str score. works well with dark affinity and units like paladin's and valkyries that have good magic stats.

Cold blooded: boosts damage by 25% if against targets that were already damaged. I find this to be really good on archers when doing volleys for your hit n run tactics. still less consistent than the previous two. Not too bad on mages either though since they are usually kinda slow in the action order.

Concentration: A constant +15% damage at the cost of no longer being able to crit.

Precision: critical hits bypass 100% of armor. (critical's even with lucky are unreliable IMO)

Support:
Arcane speed: Gives 35% of your magic stat as a bonus to skill (can help both offense and defence.

Lucky: essentially gives you two rolls on any skill based checks as mentioned under Skill above. Really good skill.

Overpower: does extra moral damage based on difference in str. Good for making enemies surrender, outside of that it sucks.

Defense:
Arcane barrier- Basically gives you temporary health at the start of every battle (In the form of a blue bar) equal to 50% of your magic stat. IMO, this is the strongest defensive buff in the game, but is not suitable to all tanks as some have low mag stat. This and Arcane vigor make paladins the best tanks in the game IMO.

Arcane vigor: Gives a % bonus to your health pool based off of your magic stat. This is a flat bonus to health and is restored the same way your normal health is. Not bad even on lower magic units.

Warrior hubris: Gain a bonus to resistances (magic and breath weapon attacks) based on str

Unscathed: immune to crits (enemy units crit even less you yours, situational at best)

Classes, I am going to rate the T3 Classes based upon my opinions as well as give a few suggestions for affinities and Traits. Also note that all Cavalry squads can do a charge by moving 7 squares (6 with tech), which allows them to apply the shock status (stun) to enemy units when attacking

Knight - Heavy cavalry unit that can sometimes do a sweeping attack. Good armor, no base traits. There are better tanks and damage dealers out there. I build for offense here with Dark affinity and go challenger/arcane might for damage. Defensively I wouldn't bother. High health thanks to Cavalry Techs and good Mobility being Cavalry.

Sentinel- Solid defensive unit with guardian base trait. Uses spear for extra damage to cavalry and takes less damage from firearms attacks. Arguably second best defensive unit in the game behind the Paladin. Go Dark to get into and then switch to Earth for the extra hp or stay dark and take advantage of the extra mag stat for defensive traits.

Champion- Good armor, Health and attacks twice each action with good str and weapon stats. Low mag and skill hurt this guy a bit IMO. Go Dark Affinity and setup with Challenger/Arcane might. Can do well with concentration or cold blooded also.

Zweihander: Basically a champion that does a sweeping attack, supposed to attack twice but I have yet to see it. build like champ

Dragoon: Really good Weapon stat and an attack that ignores 75% armor, good mobility being a mounted unit. Lightning affinity with lucky trait and whatever else you want here since skill still effects hit chance for them (all of there stats are low other than weapon and 0 mag stat). Or go Earth for the extra Hp. Maybe use executioner trait for chance at extra action, sigh. Melee range, can not fire during storms/rain until get breach loading tier 3 tech

Gunner: Same with the dragoon, but with less mobility

Siege cannon: Like the dragoon and gunner but with a lower weapon stat, does splash damage. standard range 1-3 and can get to 1-4 with techs. Can only attack on offense, never on defense.

Raider: well rounded str, weapon and skill stats. Good Mobility being mounted comes with hit and run which gives them a bonus on hit/evade either in open areas or on offense. Range 1-2. Setup using lightning with lucky and challenger or coldblooded. Or go dark affinity with same traits. Can single hit or volley (3 shots or 4 with tech)

Warbow: Raider with better stats but less mobility since not mounted and has guerilla trait instead of hit and run works same but with rough terrain instead. Also has range 1-3 I like to run 5 Raiders and 4 warbow's together for my archer teams. Can also single shot or volley as raider.

Hussar: Another mounted unit. Supposed to get 2 attacks along with hit n run + a varient of guerilla but mine never gets two attacks and doesn't get the guerilla effect. Go either dark or lightning affinity here with typical Lucky/challenger/coldblooded/arcane might traits. bonus damage vs cavalry

Centurion: Hussar without the mount or hit n run/guerilla. Never seen it attack twice either, maybe I am missing something. Does splash damage 1 tile behind target. and does 15% extra damage if adjacent to another polearm unit in same row. Combo with Hussar and Samurai for some fun. bonus damage vs cavalry. Build like Hussar

Samurai: Centurion without the splash damage, also has bow attack with range 2. Build like hussar

Ranger: 2 attacks one with crossbow and one melee. crossbow attack can ignore frontline cover and ignores 25% armor. also gets guerilla. had moderate str and decent skill. I build him skill in mind and go lightning with lucky and a offensive trait or crit trait of choice.

Assasin: 2 attacks one as stealth which attacks back ranks and other normal. also has guerilla. I build with lightning affinity and lucky for good results.

Fire/ice/lightning mages: good magic stats. all versions have aoe attacks. Attacks can apply status effects. Not alot of ways to boost damage on these guys, can use cold blooded, counter attack or concentration if you want. Use dark for higher magic or water. Very squishy so I like to give them defensive traits. Lucky with Arcane speed works well as does arcane barrier and Arcane vigor to keep these guys alive. Has 0 armor stat and can not gain armor from artifacts.

Sorceress: the Female mage using dark magic can aoe with chance to daze/stun enemies. Way higher mag stat and better weapon stat than mages and has a good skill as well. I like to use Dark affinity with lucky and arcane speed here. Since the last patch (as of this posting at-least) this now competes with the mages and dragon-riders for top Aoe Damage dealing. IMO I think they are better than mages but the growth on dragonriders is better and they do slightly more damage, however using 3 dragonriders you lose out on 3 units which IMO actually hurts the dragon-riders on damage overall. 6 sorc's will out-damage 3 dragons all day long or 6 elemental mages unless they are getting weather bonuses. Same armor problem as the mages I find the arcane speed is better to compliment the already good skill stat to allow for them to dodge.

Templar: Only slightly lower on the mag and weapon stat than the sorcs. Strongest healing unit. Go Water affinity with arcane barrier and arcane vigor for survivability. Also combine with paladin of valkyrie to take advantage of the -25 reduced damage taken from the sisterhood of mercy tech.

Paladin: Pure tanking god here. Can also be solid damage dealer as well. Good armor/health weapon/magic. Comes with guardian (-25% damage taken on defense) and Magic armor (increased resistance against elemental and breath attack based on armor and gets stronger via sisterhood of justice tech) traits. For tanking go Dark and take arcane vigor and arcane barrier and just laugh at your enemies while they smack you in the face for little to no damage (unless they are using firearms but we have artifacts to help with that, hehe). For offense go dark with arcane might and challenger.

Valkyrie: Mounted Paladin, better armor but lacks the guardian trait. Still not a bad tanking option with the armor/mag resist. build the same way as you would the paladin.

Swordmaster: Most powerful Melee Unit IMO (would probably be 2nd if centurion actually attacked twice) Solid str and skill, best weapon stat outiside of the gunner/cannon and crossbow guys. Also comes with the guerilla trait and attacks twice each action like the champion. Build with lightning affinity and go either lucky/challenger, lucky/arcane speed, lucky/ any crit trait (precision, or assasins heart). Makes my champion run home crying to his mommy, about how he got shown up by a girl, hehe.

dragons/Dragonriders: Dragons are t3 and the dragonriders are technically a tier 4 unit with no stat changes from upgrade and require a t4 tech to unlock which is just sad. with at-least 3 riders in group and no cavalry units it gains flight which allows you to ignore terrain when moving. Only units in the game that don't use weapon stat (its set at 0 but can increase with mixed unit tactics tech) instead it uses both str and magic to determine damage. Tutorial info would have you believe that red is offense, silver is defense and blue is balanced. I found this to be utter baloney. The only differences is stat growth from affinity from what I can tell and the requirements to get into the t3 versions. Outside of that they are the same for defense and offense. also like the elemental mages that add status effects to the breath weapons. Strongest aoe unit but takes up 2 spaces in a squad for each.



Just Some Squad setups that I use:

Stefan with 8 sword-masters, Lightning affinity with lucky and either challenger/arcane might or arcane speed. Eskander's Karambit, Fang of Duros and either steelshatter (20% armor pen is really good against anything with good armor) or trueshot bow

Diana with 5 valkyries and 3 paladins. All aside from diana setup for damage with Dark Affinity, Arcane might and challenger. Diana changed to dark with challenger trait added. The arcane might works even with the Saint Teresa's Tiara. Speaking of which, it puts some of these units at 200+ str by endgame. Saint Teresa's Tiara, steelshatter and Saint teresa's bulwark are my usual setup. The latter two being optional. I did use essence of embor, but it only works offensively or the temporal modulator but it can overheat after awhile. For chapter 12 I switch out steelshatter and the belt for the hulking pavise. These girls make even the hand of Zanatos want to run away in terror with their damage output. I took him down using the target leader action during the act where you protect the children, with just 1 action. His friends didn't make it after that either, they just all go splat.


How to save scum.
At the end of an act after the battle you will be asked to save. Currently the market is not set until you enter town. So once you get to town and don't like what you see, just reload the save from before entering town. Saving while in town set's will leave you with a preset market and can not be used for that. You can however use a town save to buy generic recruits/mercenaries aka medics, bowman, militia, fighters and if you have the tech apprentices and if you don't get the want every time you buy one it rolls random again for the next one that appears. this is useful for finding the right Affinity traits combination. You can also save before deploying and load if the maps bazaar doesn't contain anything you want. It also helps to have the merchant envoys for all of this as well. With merchant envoys I was able to get epics and arena tokens in chapter 3 market and legendary artifacts from act 3 bazaar. Chapter 3 bazaar can also be reach on turn two if you place Barnabas right, which makes for an easy farm of the bazaar.

The Arena cheese:
Simple here go to any arena, take out all units except for the archers, then just let the archer units smack you around while you gain xp/cp loyalty and leadership. I use a quick-save every so often as it gets boring as hell. Of course at chapter 30 you could just run through it normally as long as you have the funds to buy more tokens. Note that the former method does not work so well with your own archer groups as they fight back.
Just be sure you are able to finish the archers off when your ready and seize the base.
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Showing 1-15 of 17 comments
Lampros Aug 7, 2022 @ 8:51am 
Originally posted by demilich2005:

Would like to see a class that actually require Health to get into (Maybe Sentinel since it is a tank build anyway). Could use help with another growth factor.

Nice suggestion!

Originally posted by demilich2005:

Ranger: 2 attacks one with crossbow and one melee. crossbow attack can ignore frontline cover and ignores 25% armor. also gets guerilla. had moderate str and decent skill. I build him skill in mind and go lightning with lucky and a offensive trait or crit trait of choice.

This is the one class whose purpose I can't grasp. Spell it out for me?

Originally posted by demilich2005:

How to save scum.

At the end of an act after the battle you will be asked to save. Currently the market is not set until you enter town. So once you get to town and don't like what you see, just reload the save from before entering town. Saving while in town set's will leave you with a preset market and can not be used for that. You can however use a town save to buy generic recruits/mercenaries aka medics, bowman, militia, fighters and if you have the tech apprentices and if you don't get the want every time you buy one it rolls random again for the next one that appears. this is useful for finding the right Affinity traits combination. You can also save before deploying and load if the maps bazaar doesn't contain anything you want. It also helps to have the merchant envoys for all of this as well. With merchant envoys I was able to get epics and arena tokens in chapter 3 market and legendary artifacts from act 3 bazaar. Chapter 3 bazaar can also be reach on turn two if you place Barnabas right, which makes for an easy farm of the bazaar.

The Arena cheese:

Simple here go to any arena, take out all units except for the archers, then just let the archer units smack you around while you gain xp/cp loyalty and leadership. I use a quick-save every so often as it gets boring as hell. Of course at chapter 30 you could just run through it normally as long as you have the funds to buy more tokens. Note that the former method does not work so well with your own archer groups as they fight back.

AKA: The good stuff ;)
Dancing Dragon Games  [developer] Aug 7, 2022 @ 9:13am 
Glad you enjoyed it, thanks for feedback!

Centurions aren't meant to automatically attack twice, you're thinking of Champions

Knights have 25 percent resist to archery

"Utter baloney" regarding dragons is just their stat mods
Last edited by Dancing Dragon Games; Aug 7, 2022 @ 9:16am
Panthaz89 Aug 7, 2022 @ 9:44am 
Pretty sure morale is more heavily linked to extra actions than skill.....overpower is never useless because later in the game certain enemies will actually have a considerably high morale. Sentinels are stronger tanks than paladins except against single target magic nukes. You should be wanting to give extra action traits to mage classes generally because being able to act again for them is amazing. How is unscathed situational? The main reason any unit would die is to a single target nuke crit especially early on from some random apprentice.
Last edited by Panthaz89; Aug 7, 2022 @ 9:49am
acslacker Aug 7, 2022 @ 10:40am 
Originally posted by Lampros:
Originally posted by demilich2005:

Ranger: 2 attacks one with crossbow and one melee. crossbow attack can ignore frontline cover and ignores 25% armor. also gets guerilla. had moderate str and decent skill. I build him skill in mind and go lightning with lucky and a offensive trait or crit trait of choice.

This is the one class whose purpose I can't grasp. Spell it out for me?

Yeah, the Skirmisher-Ranger line was easily my least favorite. In the right terrain, they're good dodge-tanks, but that's entirely dependent on getting the appropriate terrain, the enemy's skill values, and just plain old RNG.

I had some success with Stefan leading a squad with him in the front flanked by 2 rangers. (Filled out with Swordmasters, a templar, a gunner and a fire wizard). As long as this group attacked first, they obliterated the enemy.
Last edited by acslacker; Aug 7, 2022 @ 10:41am
LilyanaKabal Aug 7, 2022 @ 11:53am 
A spoiler for Chapter 28 cutscene, but Stefan is an idiot. He showcases this amazing ability that is so quick and precise it can cut a dozen candlesticks in half in a second, and yet just stands there and watches Alex be held prisoner.
acslacker Aug 7, 2022 @ 12:30pm 
Originally posted by demilich2005:
Diana with 5 valkyries and 3 paladins. All aside from diana setup for damage with Dark Affinity, Arcane might and challenger. Diana changed to dark with challenger trait added. The arcane might works even with the Saint Teresa's Tiara. Speaking of which, it puts some of these units at 200+ str by endgame. Saint Teresa's Tiara, steelshatter and Saint teresa's bulwark are my usual setup. The latter two being optional. I did use essence of embor, but it only works offensively or the temporal modulator but it can overheat after awhile. For chapter 12 I switch out steelshatter and the belt for the hulking pavise. These girls make even the hand of Zanatos want to run away in terror with their damage output. I took him down using the target leader action during the act where you protect the children, with just 1 action. His friends didn't make it after that either, they just all go splat.

Wow, that's a lot of heavy melee for one unit. I had one unit with all heavy melee, and it had a serious problem. They would devastate the opposing front line, far and away over-killing everyone (as long as they weren't the dodgy type), but then the second and third lines of the enemy got to do some damage and poke some holes. I still kept that unit together, though, and gave them a Dragonslayer. It's a bit harder for dragons to hide!
acslacker Aug 7, 2022 @ 12:34pm 
Originally posted by LilyanaKabal:
A spoiler for Chapter 28 cutscene, but Stefan is an idiot. He showcases this amazing ability that is so quick and precise it can cut a dozen candlesticks in half in a second, and yet just stands there and watches Alex be held prisoner.
LOL, agreed. His only defense is that a world-class assassin is holding Alex, and Stefan loves the kid, so I could buy a "not worth the risk" line. Somewhat.
LilyanaKabal Aug 7, 2022 @ 1:16pm 
60% chance is a big risk for Diana's child, I would admit.

Though I do love the end of that Chapter when - at least implied - that Diana beats Casamir to death with her bare hands.
acslacker Aug 7, 2022 @ 1:36pm 
Originally posted by LilyanaKabal:
60% chance is a big risk for Diana's child, I would admit.

Though I do love the end of that Chapter when - at least implied - that Diana beats Casamir to death with her bare hands.
Oh, she did all right, and I can only imagine the state that room was in afterward. Fitting way for that bastard to go.
LilyanaKabal Aug 7, 2022 @ 3:12pm 
Also, one issue with this write up's commentary on the game.

Originally posted by Dancing Dragon Games:
to clarify, growth as defined by what you gain when you level up, is not affected by affinity, which is why it can retroactively change if you change affinity. Affinity is in effect a modulus on the state of your stats at any given time
demilich2005 Aug 8, 2022 @ 12:59am 
Not sure if morale has an effect on a units extra actions or not myself. My units were usually at max or near max morale generally speaking and my skill based guys got wayyyyy more extra actions which is why I attributed to that. Though it may also just be lucky triggering as I don't put that on all of my units, usually just the skill guys. I may be wrong, but that was just my own observation.

Yes, Criticals can hurt but it still only accounts for about 10-15% of the damage my units were recieving that caused death. and even then usually the only units dying were the squishy ones like the mages. So maybe put it on squishy units? I did list unscathed as a good trait, I just think generally speaking there are better traits out there (Arcane barrier is just ridiculously good for those with decent magic stat) that can keep the units that matter in the back alive and for tanks like the Sentinel and the Paladin they kinda just shrug the occasional crit off anyway. The most common thing my frontliners died to before finding a good setup were guns with the 75% armor pen that they have. Even in chapter 12 the guns were hitting for 130 to 140 damage a shot to units with-out a way to reduce it and even the sentinel was taking around 90-100 and can't take but about 3-4 shots before going down (if he doesn't get healed)

Affinity does effect growth of a unit with level ups and even units of the same affinity will have slightly varied stats. If it was completely modular or templated if you prefer, then 2 units with the same class/affinity would likely have the same stats. However, it actually does change the stats when you change someone to a different affinity. It seems to reflect the approximate growth that they would have gotten from going that affinity. This type of changing from one to another may be modular or set to a template based upon class/level at the time of the change. This happening is actually a good thing though as if it didn't then light and earth affinities would be getting gimped pretty heavily for not being able to get to tier 3 unit status. It is so bad on these two affinities some class setups might not ever reach tier 3 with them, without excessive grinding. I do not know what the level cap is at the moment. Most melee units require a descent str or skill score for tier 3. It also matters which path you take to get to a class as well, as the starting class of a unit is a huge factor in stats. If you tried to take a earth or light based medic to become a templar for example you would be waiting until level 33-36 roughly for that tier 3 upgrade and its simply not worth it, when I could get a Dark militia and get there by level 6-8 and actually be able to play some of the game other than just arena's and the final act with them.

I would say that for straight up tanking physical type damage and against firearms yes the Sentinel is better than the paladin, however, once you add traits like arcane barrier which isn't good on a sentinel to a paladin they become on equal footing in this regard and against magic/breath weapons the comparison isn't even remotely close anymore. Paladin is just overall better IMO. It should be noted that arcane barrier triggers every combat whether offense or defense and gives what is technically temporary health for that fight. Endgame this somewhere around 40-50 extra health every fight (for paladins and even more for mages) that must be depleted before a enemy can damage your unit's actual health. I think that both the Paladin and the Sentinel have a role to fill though and I use both types, I just find the Paladin to be all around better. Honestly a high magic with good skill as well, like Beatrix and most sorceress, if they have arcane barrier, is capable of tanking pretty good as well (doesn't mean they should but they could).

Ranger played just like the Cat guy, I forget how his name went, Suskuja (uses a gun instead of the crossbow). Seemed to want to be an assassin mixed with crossbowman.\

As for the Centurion and some of the others I mentioned in that area, I didn't actually think they should get the extra attack. In game under tutorials and info it lists

Centurion under Battle actions- 2 piercing polearm attacks at range 1.

Some of the others also have info listed that is wrong. Samurai and Hussar come to mind. Maybe others.
And yes I did forget about the Knights extra defense vs archery which is practically a worthless defense for them in the first place with the armor that they have and the fact that the archers usually volley past the front line anyway. Maybe we could get some extra defense vs cannons or is that counted as firearms for the sentinel?

My Diana teams weakness is its mobility and utter lack of ranged attacks but with the setup they are hitting Sentinels for over 300 a shot endgame, generally just two hits is enough to take out a frontline sentinel, with 9 hits well they just go splat. On the second action of combat they are usually already hitting the squishy units that were behind them, most of which don't have that much health to begin with. And they can tank pretty much anything on top of that. I use alot of mobile units, like I am guessing most people do, but sometimes you want something strong to hold a choke point and put out the hurt also.

Also wanted to mention some of the special named units if you see them earlier in game and thus at a lower level, they sometimes do not have the stat requirements to actually be in the class they are in. I remember seeing the Legendary sentinel with 32 str one time, lol.
demilich2005 Aug 8, 2022 @ 1:44am 
I also forgot to add that Paladins deal extra damage vs mages.
Raymond Aug 8, 2022 @ 2:03am 
all these essays lmao. Meanwhile I just sandwich 2 sorceresses between 6 paladins and march them toward objectives. Works all the time.
Steelfleece Aug 8, 2022 @ 2:07am 
I still just like three samurai followed by a healer and five raiders. It's an archery squad for someone too lazy to properly use and guard an archery squad.
demilich2005 Aug 8, 2022 @ 4:05am 
Wanted to go into artifacts next. I will be listing some of my thoughts on good ones at each tier and speaking about some of the ones I don't. I will not be listing all of them as there are already several lists of them out there.

Common tier 1:

Donari Armor- Better base stats than the epic Saint teresa's bulwark (bulwark has less +health) but without the reduced damage taken great early game artifact.

Guerilla armor- not bad if alot of woods but situational, use with a team that has guerilla trait for best effect.

Guerilla bow- this is just plain good on any unit, I think that +skill, since it does more than just hit is better, but a +15% hit rate is good (especially against Beatrix in chapter 11)

Sayunari war pike-- good +15% bonus damage against cavalry early game when it matters most and ok stats to go with it. Stacks with spear using unit traits as well.

Seargent's uniform--more capacity is always good early game.

Steel plate armor -- extra Hp and armor at cost a small hit to skill early game can keep some units alive

Uncommon tier 2:

Aldor's tower shield-- very nice armor bonus here, while it does take a hit on skill, also reduces damage from archery which can keep those mages alive early game. Good stuff here.

Auraweave cloak- pretty straight forward here +7 magic with no negatives like most later items have. really good early game and even late if you have the space for it and don't want to take a huge hit to health for some mag stat.

Blademaster's armor-- ok health and str boost and damage reduction boost that is good but not the most desireable (best used against alot of sword units)

Crystal lance- stat boosts are not that great and the penalty to str is small but the +10% dark resist could prove useful against certain late game units/bosses.

Dragonscale armor--some decent stat ups for a uncommon but a -20 hit to health hurts and at the stage you are getting this you wont be seeing many dragons yet. Slighty more useful later in the game for the -10% damage taken from dragons but usually outclassed by then anyway.

Firewalker boots--useful on certain maps, outside of those its a waste of spce.

Flame saber-- a middling +4 str, but you lower your resist to water/ice by 25%. Surely you can find something better.

Hulking pavise-- take -25% damage from firearms. this is almost a must have item in certain chapters (chapter 12 comes to mind) but is great against firearms all of the time and has no drawbacks unlike a certain garbage legendary item.

Kesh's Daikatana-- -6 health for a +5 str and 5 evasion, not a terrible trade off IMO, there are better items out there though.

Officer's regalia-- take 15% less damage from all attacks while on defense. Honestly this could have easily been epic tier 4 gear and would still be amazing. Really good through-out the whole game.

Noisy cricket- I think this is an item people tend to stay away from, but I like it. it gives your higher threat squads a chance to be targeted over your lower threat (and usually squishier) squads.

Puffin feather amulet- take -4 hp to get +8 skill and 7% evasion, good stuff here.

Ribbon- useful against enemy sorcs and worthless against basically everything else.

Shinobi Gi-- Get +12 skill and +3% evade, really good for skill squads.

Steelshatter-- only a +2 str but that ignore 20% armor is absolutely amazing for any physical damage units, especially against heavily armored units like Sentinels and the Hand of Zenatos. I am just glad it it not legendary so I can have more than 1. Tier 5 worthy ability here.

Trueshot bow- +15 skill, just good throughout entire game for your skill units.

Zero point blade- take a -2 hit to str for 30 hp and 8 armor, not bad at all.

Rare Tier 3:

Belinda's field kit-- give this to a skill team along with the everlasting potion rather than giving them a healer and make the enemies go mad trying to kill them.

Boots of tyranny-- +2 move is good, the hit to moral is only at start of a battle so it can be earned back. And who doesn't want a hit n run archery squad with a move of 9, hehe

Cloak of cunning- penalty to str and mag with greatly reduced chance to be crit. use if you don't like being crit.

Dragonslayer-- a whopping +50% damage to dragons and stacks with dragonslayer trait. pull this out when you know you will be facing them for some hurt, otherwise not that useful.

Essence of Embor-- on offense only and at before the first squad action give chill effect (lowers skill stat for the remainder of battle) to all enemy units. This is something i give to all of my archery hit n run units. This thing if it worked on defense as well would have been worthy of a legendary slot IMO. Amazing item

Excalibur- the +stats are not bad here, just beware not to use this much near the endgame as the -25% dark resist may get you killed.

Grandmaster spellbook-- huge hits to str and armor but a nice bonus to mag and skill. your mages will love you for this item, but your melee and tanks will hate you.

Imperial battle armor -- nice +armor bonus with an increased capacity and no drawbacks. This thing is better than a couple of the epic tier items IMO.

Kesh's toolkit -- melee units can fight up walls useful sometimes but otherwise a waste of space, use if you want.

Obsidian arquebus-- really useful in defensive battles on your archery squads (chapter 12 included) outside of those its too situational to usually warrant a spot.

Epic Tier 4:

Ataraxia--small stat boosts and increased capacity, useful until you can get your leadership up a bit.

Blackbelt- +25% damage when on the defense, really useful if your holding chokepoints as there is usually that one unit that gets attacked 4-6 times in a turn (unless you have decoy units around). combine with the counterattack trait for even more bonus damage on defense.

Blood staff-- a whopping -50 to health for a +20 to magic is painful. good thing we can offset this with the next item.

Cyrene's regalia -- a nice +48 health with a +12 magic stat and +25% resist vs dark. really useful endgame gear here.

Donar's treatise of war-- double xp gain from combat. Get this early to get the most use out of it.

Eskandar's Karambit-- allows the squad to perform ambush and +4 skill, another amazing epic item.

everlasting potion-- The free heal can be useful at times (making stefan a decoy unit comes to mind), combine with belinda's field kit for more healing shennanigan's.

Heartseeker-- a -50 health and -20 magic to get +8 str and the ability to bypass the wall and woods defense bonuses. I don't consider the wall and wood defensive bonuses to be spectacular enough to warrant losing 50 health, but can be good for sieges on your hit and run units since they don't get hit as often anyway.

imperial war banner- another capacity item, this one with no extra stat boosts

Landis's fixed dice- get this early along with treasure hunter and save yourself some save scumming to buy items. useful through-out the game.

obsidian plate armor -- Nice +60 health here with a +10 armor at the cost of -15 skill. Nice for those units that don't use skill.

Sin Credo--I actually have not used this item yet. It says the leader gets an extra turn but followers get -25% damage. There is a vast difference between an extra turn and an extra action. also what does it mean by followers. Followers could mean other units in the squad or even all other units in that squad as well as other squads as well. If it only negatively effects the squad its in and if it actually gives another turn then this is a great item. if it is only giving another action to the leader and reducing damage by his other squad members then its garbage outside of wanting to make people surrender (chapter 27 comes to mind here) and if it actually counts all units in all squads for that -25% damage penalty then this might just be the worst item in the game, unless your using it for surrenders. I will get around to using it eventually to test it out. But some clarification would be helpful here.

Saint teresa's Bulwark-- slightly worse +stats than a common item but that -25% damage to your frontline is amazing. Combo with hulking pavis to make gunners cry.

Legendary tier 5:

Balamung -- -46 hp for some solid stat bumps, best used on hit n run units or high skill units.

Fang of duros-- good boost to health and str with bit -10 to armor and -500 and -100% to magic stat. combo with balamung on a skill unit or hit n run team

Genbu shell-- get a +30 to armor and immune to crits but take a -1 mobility. most people don't want to take the mobility hit but still a nice item for blocking chokepoints with already slower units. Can always give boots of tyranny to offset the mobility.

Iblis Family signet-- Since it was patched out of the market, has become the hardest item in the game to get. for good reason though +120 health and +5% hit and evasion for entire army is insane. A real top tier legendary artifact.

Jade figurine-- 33% chance for extra turn for the squad using this item. yet another Amazing legendary item.

Landis's mirage-- ugg -60 health and since the nerf -35% damage taken from archery and firearms. while the reduced damage is nice it is just too big of a penalty to health to be worthwhile IMO. Just get yourself any combination of Saint teresa's bulwark/hulking pavise and officer's regalia and save yourself the trouble. MY VOTE FOR WORST ARTIFACT IN THE GAME. Very dissapointing for a legendary slot, even before the nerf down from 50% reduced damage.

Soha's blood shard-- take 10% of your max health damage per combat round but restore a small amount of health to all units in squad for every kill. also gives a nice +15 str and magic. This thing is IMO a Dragonrider teams wet dream. Boosts both of their damage stats and though the healing on kill is small its usually enough to offset the 10% you take every round and then some.

Saint Diana's wet dream (Saint teresa's tiara)-- gives a flat +20 skill and lowers your magic stat to 0 but gives you str in an equal amount. All units except your healers will love you for this item but a team with valkryies, paladins and Diana really rock this artifact out. with the already good str of those units and the good mag stat this thing makes them put out some serious hurt. easily boosting the str of such units by 60-90. As a side note most of the arcane line of traits still work just fine as they apparently go off of your base magic stat rather than the reduced one or only have a reduced effect (depends on the trait, my diana was still getting +20 or so str from arcane might while this was equipped). Do note though that this thing will basically make healers, heal for garbage amounts. Another amazing legendary

Temporal modulator-- description says ALWAYS ATTACK FIRST WHEN DEFENDING, unless being ambushed. It does not, however ALWAYS work as it can overheat when it activates too much, which directly contradicts the description. Maybe add to description has a chance to overheat over defending so many times. Still a good item, but with the overheat thing it feels more like a malfunctioning rare or epic item.



Also wanted to note that earlier I forgot to delete the part where I said my Diana team lacked mobility, with the 5 Cavalry units they are a Cavalry unit and have good mobility. The do still lack ranged damage though, not that they need it.
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Date Posted: Aug 7, 2022 @ 6:52am
Posts: 17