A turn-based strategy game made by Falcom. You are a master who can summon spirit called natials. Each natial belongs to the 4 elements: fire, water, earth, and heaven. Each element is weak against one element, strong against another, and resistant to its own. The object of the game is to defeat the other masters by reducing their HP to 0. You summon natials through mana and maintained each hour, obtained by glowing location called magic stones which is not only your source of mana but grants a defensive bonus and minor healing.
Protip
- Send fast natials to claim magic stones early game. Reque, Pelitt, Fa-Rancell, D-Alma, and Guene-Foss are some examples of good mana scouts.
- Water Natials uses 2 movement to move through land but only 1 through water. Some earth natials and the master can swim but require 2 movement to proceed through water. Moving up one elevation requires +1 movement.
- Right clicking a unit will allow you to show its attack range, movement range, and casting range, particuarly important when keeping natials or your master out of attack range
- Make use of your master's strength. For example, a thief is the fastest master of the game and should be aggressive and try to steal magic stones as well as position his natials better, the Knight is the toughest master of the game and is a force on the frontline if you are careful not to get hit too much. The ranger only has average stats but has a long range which allows her to support her natials while not having any particular weakness.
- Certain natial and the master can immobize a target including the master (which can spell a quick game over for the victim). Pelitt is the only unit beside the master that can cure those status.