Mars's Blessing
Lv. 1 gives physical Hit +50, Lv. 2 restores HP on kills, and Lv. 3 gives Strength +5. Use Lv. 1 immediately if accuracy is lacking; Lv. 2 adds sustain when several units can finish enemies. Healing amount and resolution order remain unverified.

Physical teams benefit from reaching level 2 early: level 1 improves Hit, and level 2 heals the unit who gets a kill. Activate it when several allies can finish enemies, covering offense and sustain together.
Mars's three levels and costs
| Level | Effect (army-wide, 1 turn) |
|---|---|
| Lv. 1 | Physical attack Hit +50 |
| Lv. 2 | Restores a moderate amount of HP after defeating an enemy |
| Lv. 3 | Strength +5 |
Invest in the first two levels first. Leave level 3’s Strength +5 for later improvements.
See Temple service for scheduling.

The first two levels cover Hit and healing
Get the first two levels for archers and axe users first. Level 1 improves Hit for reliable key attacks; level 2 heals the unit who gets a kill. You can then develop other deities before returning for level 3.
An offensive upgrade order places Mars after Kalla. Kalla lets the army dodge, move, and double. Mars bundles accuracy, Strength, and healing from kills into one activation, fitting an aggressive push to clear enemies.
High-Avoid terrain can justify invoking him for Lv. 1 alone. Forest encounters substantially raise enemy Avoid. Mars's and Smyrnos's accuracy blessings help prevent repeated misses. Against enemies on terrain such as an Avoid formation, Mars may deserve priority over Aurora because the current problem is failing to kill enemies rather than simply failing to survive.

You can use the Hit bonus before unlocking level 2 healing. One early-game approach unlocks Mars, Smyrnos, and Kalla first to cover physical Hit, magic Hit, and Avoid respectively. Another goes straight to level 2 for healing on kills as well. If missed physical attacks are blocking progress, use level 1 now instead of gambling on Hit while waiting for healing.
Check your kills before using the physical blessing
- 1Check forecasts and identify targets you can finish this turn.Level 2 triggers only on defeating an enemy; injuring one gives no healing.
- 2If you cannot kill anyone this turn, compare blessings again.Aurora is safer when facing concentrated attacks; consider Kalla when you need distance. Only one deity’s regular blessing can activate each turn, so you must choose.
- 3If Hit is poor, activate the blessing before your physical core acts.The whole army benefits, making it suitable for several kills in one turn. A mage-heavy team needs Smyrnos.
- 4Use multi-hit combat arts this turn.Mars improves the reliability of low-Hit, multi-hit arts, making it easier to land all four strikes.
Concentrate Tobias’s multi-hit attacks in this turn. On Theodora’s route, combine his three-hit axe art and four-hit bow art with Mars to remove a boss’s health bar. Multi-hit attacks only deal damage if they connect. Check Hit, weapon durability, and the forecast for the entire health bar before activating.
Both high-Strength frontliners and long-range archers may lack accuracy. If equipping a War Bow or using Deadeye leaves forecast Hit at only around half, consider Mars before deciding whether several damage dealers should act together this turn.
Use heavy armor against physical attacks in the trial
SpoilersPart III temple trial and reward
After restoring Mars's temple and completing “Mars's Request,” speak to reception to challenge the trial. There are two consecutive Clashes. Enemies have physical Hit +50 and Strength +5. This is a harder trial; bring armored units that can take physical attacks instead of gambling on misses.
Recommended units are
Orchel,
Esmeralda,
Tobias, and
Buccar. Still keep at least one mage to handle enemy armor, but check physical counterattacks before a mage attacks. Do not ask your back line to tank. The clear reward is Mars's Kneepads. Losing the trial does not cause a game over; you can try again.
Dietrich's Chapter 5 unlocks the Divine Gate between Mars's branch and main temples. This makes travel between facilities easier and is separate from blessing level.

Physical Hit and healing have limits
- Hit +50 applies to physical attacks. It is not Attack +50 and does not improve magic Hit.
- Level 2 heals on defeating an enemy. When planning consecutive fights, check current HP and damage in the next combat first.
- Free-time encounters do not refill Divine Sand after every battle. You can spend some when the next main-story battle is near and reserves are sufficient. Keep enough if you still have consecutive encounters ahead.