Smyrnos's Blessing
Lv. 1 improves magical Hit, Lv. 2 adds one space of Range, and Lv. 3 adds Magic. Train it early if key spells miss or need one more space to attack safely. At 30 Divine Sand on Hard, compare how many units benefit this turn.

Mage teams should consider Lv. 2; physical teams can train it later.
Hit, Range, and Magic all support magical offense. The key question is whether that extra space lets you reach more targets and avoid counterattacks this turn.
All three levels improve magical offense
| Level | Effect (army-wide, 1 turn) |
|---|---|
| Lv. 1 | Magical attack Hit +50 |
| Lv. 2 | Magic Range +1 |
| Lv. 3 | Magic +5 |

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Range gains must justify the Divine Sand
One approach trains it later and saves Divine Sand for more broadly useful blessings. Long-range thunder magic and similar spells may need accuracy, but one use costs 30 on Hard and needs to deliver enough benefit. Instead of supporting only mages, Kalla can give the whole army Avoid and Movement to gain an advantage through positioning. This compares opportunity costs around your team; it does not deny the effects.
Another approach ranks it alongside Mars, after Kalla. Both improve accuracy and damage, giving them general offensive value. Its most distinctive use is Lv. 2's extended Range, allowing safe attacks outside the enemy's counterattack reach. If that extra space makes an otherwise unsafe attack possible, its value exceeds Magic +5 alone. :::
It also helps when returning to train mages. For example, go back to the first two chapters to develop several mages who are weak in later battles, using Hit, Range, and Magic buffs to help them. Invest according to your roster: more mages justify it, while a physical first-route team can wait.
Accuracy and Range matter in the early and middle game. An extra 50 Hit and one space of Range help mages attack safely. Extra Range requires Lv. 2; check the target's counterattack Range before attacking. On Hard, still calculate whether this attack is worth 30 Divine Sand.
You can also prioritize accuracy early. An early unlock order of Smyrnos, Mars, and Kalla addresses magical Hit, physical Hit, and Avoid. Consider training Smyrnos early if a mage's key attack often misses; you need not wait until the whole army uses magic. On Hard, calculate how many units benefit from 30 Divine Sand.
Inferred from these effects: if it lets several mages secure safe kills, it is worthwhile; if it only adds a little damage for one unit, compare Kalla or Aurora.

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SpoilersSmyrnos's trial and rewards
Restore the temple and complete “Smyrnos's Request” to challenge two consecutive Clashes. Enemies gain magical Hit +50 and Magic +5. Use high-Resistance units to receive them instead of copying the physical-tanking formation from Mars's trial.
Options include magical classes such as
Wiseman and
The Avatar, plus
Ninae with the relevant personal skill. Eshmel can hold a position according to his training. Check Resistance and the forecast rather than assuming that any mage can tank.
Rewards are Smyrnos's Channels and Agnea's Tome. Defeat does not cause a game over, and you can retry. Smyrnos himself is also recruitable during the Promised One's story through Expansion Pass Wave 2; keep that separate from his base-game blessing. :::

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- For physical combat art accuracy, use Mars. Magical Hit +50 does not cover those attacks.
- You still need targets within the extra space of Range. Assign targets and positions before activation.
- You cannot invoke another regular blessing in the same turn. If enemies' Underworld Boons are the damage bottleneck in Part III, compare Aurora and other counters first.