Choosing key abilities: accuracy at level 20, your playstyle at 35, and upgrades in Part 3Minor spoilers
Take Crescendo for accuracy or Great Counter for an enemy-phase frontliner. Add Practiced Art or Ever Vigilant at 35, then pursue Lightning Reflexes, Intercept, and divine class mastery in Part 3 as your Attack Speed and survival needs dictate.
Pick abilities that fix your current weaknesses

Around level 20, take Crescendo if attacks miss, or Great Counter for a counterattacking frontliner. Fixing an immediate gap helps more than waiting for large late-game bonuses.
At level 35, Combat Art users want Practiced Art, while critical sword users short on healing want Ever Vigilant. Aim for Lightning Reflexes, Intercept, and divine-class masteries in Part 3. Divine masteries give stats +10 but arrive late. Early skills benefit your core units for longer.
| What you need now | Priority | When to start | Reward |
|---|---|---|---|
| Normal attacks and combat arts miss too often | Crescendo | Level 20 tier; master Archer | Hit +3 per kill, up to +30 for the map |
| Frontline counters deal too little damage | Great Counter | Level 20 tier; master Armored Knight | Attack +3 when the enemy initiates |
| Your first combat art must land | Practiced Art | Level 35 tier; master Warrior | Combat art Hit +10 without needing kills first |
| A critical sword user needs healing when splitting off | Ever Vigilant | Level 35 tier; master Shido | Recover HP after a critical kill |
Train around the main weapon and personal strengths, taking extra classes to fill specific gaps. A high-critical sword user needing sustain can detour through Shido for Ever Vigilant. A healer or Dancer need not interrupt their main training for a critical skill they rarely trigger.
Dietrich already trains swords, making Shido mastery natural. Spreading training across several proficiencies for a rarely used effect dilutes progress.
How should you divide your five ability slots?
Reserve one slot for the skill matching your current weapon: Sword for sword users, Bow for archers. Upgrade it as proficiency rises. At S+, Swordfaire gives Hit +10, Avoid +10, and Attack +3 while wielding a sword. It fills accuracy, evasion, and damage gaps, so prioritize a slot. Carrying a spare spear does not apply both Sword and Spear bonuses to one sword attack.
You have up to 5 slots for equippable abilities. Personal, current-class, and mount abilities are separate; abilities learned by leveling still occupy an equipment slot. For example,
Sofia’s Healing Knowledge does not use one of the five slots, but Distant Healing+, learned at level 35, must be equipped to work.
Class mastery requires filling that class’s experience bar. If the reward is an equippable ability, you can return to your main class after learning it and equip it there. Inherent class abilities change with your class. You cannot master
Wiseman and carry its Magic Heal +15 into another class. If the reward is a combat art such as Astra, put it in a combat art slot, separately from your five equipped abilities.

How can you earn mastery with fewer detours?
- 1Check how close the character is to leveling and whether the schedule has room before taking a class solely for mastery.
- 2
- 3Use automatic training in batches for class experience. It consumes remaining turns and grants character experience too. Avoid spending many level-ups in a class taken only for a skill.
- 4
After mastering it, equip Crescendo in preparations, then return to the class you actually want to develop. ::: Class experience and Bow experience are different. Bow C helps you pass the Archer exam; filling the class experience bar rewards Crescendo. Regular combat also earns class experience. Healers can cast white magic and black magic users can cast spells, so low-damage units do not need to compete for finishing blows. Automatic training is convenient when you only need a mastery reward and have spare time. If your current class is mastered and the next exam is not ready, use the gap to add another mastery. When training mastery through battle, you can also unlock and enable “Increased class experience gained” in Boons of Salvation. This has a separate toggle from “Increased experience gained”: the former speeds mastery, while the latter speeds character leveling. Distinguish which type you need if you want to keep level-up growths in your main class.

Boons of Salvation lists character experience and class experience separately. Class experience is +2 here and has its own switch. Add accuracy and counterattack damage at level 20
Crescendo builds Hit through kills
Crescendo works with any weapon, normal attacks, and combat arts. Feed easy kills to a main unit who needs accuracy before sending them against high-Avoid targets. 5 kills give Hit +15; 10 reach +30. On a long map, building stacks early lets you benefit in more fights. Its weakness is needing accuracy immediately. The bonus is 0 until the first kill, and a short map may not have 10 enemies for one unit to finish.
Halvin has Adaptability, gaining 2 Hit after each combat up to +30, so she can become more accurate without securing kills. Equipping Crescendo as well lets both participation and kills contribute, but both abilities need combat to get going.Great Counter adds damage only when the enemy initiates
Great Counter adds 3 Attack in enemy-initiated combat. Initiating against one enemy uses an offensive bonus once, while a frontliner facing several enemies in a turn can benefit on every counter. It is a high priority for frequent frontliners such as
Theodora and a javelin-focused
Esmeralda. Check whether you can counter before checking counter damage. If an enemy attacks from two tiles away while you have a one-range weapon, Great Counter will not extend your reach. You also lose those 3 Attack when you initiate.In Shadow and Sense Threat have different triggers
In Shadow suits units who keep taking kills. A kill grants 10 Avoid for the next combat, then the effect ends. You need another kill to renew it. It does not keep stacking like Crescendo. Sense Threat addresses cavalry and flying units’ effectiveness weaknesses. It grants Avoid +20 against attacks that are effective or highly effective against you. This gives fliers another layer of protection against bows, but a hit still deals effective damage. More Avoid does not replace checking enemy damage and range.
Mastery target Recommended exam requirements Best candidates
Archer → CrescendoLevel 20, Renown 4, Bow C Main attackers who need accuracy and can receive finishing blows
Armored Knight → Great CounterLevel 20, Renown 4, Heavy Armor E+, either Axe C or Spear C Frontliners who counter frequently on enemy phase
Rogue → In ShadowLevel 20, Renown 4, either Bow C or Sword C Main attackers who keep engaging after a kill
Armored Ornius Rider → Sense ThreatLevel 20, Renown 4, Riding D, either Axe C or Spear C Cavalry and fliers who need Avoid against effective attacks 
An attack with 62% Hit can still miss. Give accuracy-starved core units enough Hit to secure kills before tackling harder-to-hit targets. Build around your main combat role at level 35
Accuracy for combat arts, bows, and counters
Practiced Art gives combat arts Hit +10 without requiring a kill first. It directly improves the crucial strike for inaccurate units who rely on combat arts, such as
Tobias. Unlike Crescendo, it works from the opening attack, but it does nothing for normal attacks. It also becomes practical to obtain only through the level 35 Warrior tier, so you still need an accuracy solution for the preceding dozen or so levels. Dedicated bow users can take Marksmanship through
Sniper for Hit +15 with bows, without buildup. It stops working with other weapons, so it is not a universal accuracy solution. Counterattackers can use armored training for Focused Counter: Hit +10 when enemies initiate, supporting the same combat as Great Counter's Attack +3. Fix low Hit before adding counterattack damage. Besieger specifically handles enemies on favorable terrain, granting Hit +20 when its condition is met. It needs no kills first and immediately helps against strong enemies holding good terrain; against other targets it provides nothing. Dragoon also needs its class unlock first, so this is a smoother pickup for units already training Flying and Spear or Axe.Give critical sword users sustain before more critical damage
Ever Vigilant heals only after a critical kill. A high-critical
Dietrich can chain kills and healing while clearing a separate lane, reducing the need for a healer to follow him. A critical hit without a kill gives no healing, and the effect cannot save you after taking lethal damage. If you already have
Sacred Gem and sufficient critical damage, healing may no longer be the biggest gap. Replace Ever Vigilant with In Shadow for 10 extra Avoid in the next fight after a kill. Getting Ever Vigilant along the sword route is economical; once Strength and critical healing are sufficient, free the slot for Avoid.Which slot should critical healing use?Equip Ever Vigilant - 5Restores a small amount of HP after a critical kill.
- 6
Uses 1 equipped skill slot; a critical hit without a kill does not trigger it.
Carry a Sacred Gem
- 7
Sacred Gem restores 1/3 of critical damage dealt, without requiring a kill. It still heals from a critical against a large enemy that survives. - 8
Carry the gem at weight 4. Check Attack Speed afterward to avoid losing follow-ups. ::: A high-critical sword user already sustained by the gem has more reason to replace Ever Vigilant with another effect.
Overtake converts kills into Movement
Overtake grants Movement +1 per kill, up to +3, lasting until the end of the next turn. On
Cai, who can clear enemies on enemy phase, it makes the other side of the map easier to reach on his next action. Once mastered, you can equip it in another class instead of remaining a Caladrius. However, you first need Black Magic B, Riding D, and the Castor-related class-unlock quest in Cai’s story. This costs more than mastering something along your existing weapon route.Mastery target Recommended exam requirements Considerations
Warrior → Practiced ArtLevel 35, Renown 8, B in Axe, Gauntlet, or Sword Use the slot if you frequently rely on combat arts
Sniper → MarksmanshipLevel 35, Renown 8, Bow B For dedicated bow users; no kill buildup
Dreadnought → Focused CounterLevel 35, Renown 8, Heavy Armor D, either Axe B or Spear B Accuracy when the enemy initiates
Shido → Ever VigilantLevel 35, Renown 8, Sword B Take it if critical kills are frequent and healing is needed
Dragoon → BesiegerLevel 35, Renown 8, Flying C, either Axe B or Spear B; class unlock also required Aurora’s instruction quest in
Cai’s story, or the military-preparation requirements in
Theodora’s story
Caladrius → OvertakeLevel 35, Renown 8, Black Magic B, Riding D; class unlock also required Castor-related quest in
Cai’s story
The Dreadnought exam screen separates class abilities from mastery abilities. Focused Counter requires mastery, while Combat Arts +2 belongs to the current class. Choose Part 3 abilities for initiation or holding the line
Lightning Reflexes moves your follow-up before the counter
Lightning Reflexes requires you to initiate with actual Attack Speed at least 10 higher than the enemy’s. It changes the order from “your attack → enemy counter → your follow-up” to “your attack → your follow-up → enemy counter.” Killing with those two hits avoids the counter in between. If the enemy survives both hits, they still retaliate. Your Attack Speed of 35 against 25 qualifies; 34 is 1 point short. Compare Attack Speed after equipment. Shields and heavy weapons can slow you down, so base Speed alone is insufficient. This changes follow-up order; it does not add attacks or work when the enemy initiates. Obtain it by mastering
Celestial Trooper. The class unlocks after clearing Part 3 Section 1, with recommended level 45, Flying C, and either Spear A or Sword A, and is female-only.
Leda can build around fast initiation.
Eshmel can also follow this route in female form. After mastery, return to your target class; you do not have to keep flying to retain the ability.Intercept reduces damage on every hit
Frontliners often face several enemies in a row, making Intercept’s fixed reduction easier to plan around. Each incoming attack deals 5 less damage, without requiring full HP or being limited to physical damage. A hit that would deal 20 instead deals 15; taking 3 hits saves 15 HP. It does not improve accuracy, travel, or healing. If survival is already secure, spend mastery time on something you need more. Master
Castle Knight for Intercept. It also opens after Part 3 Section 1, with recommended level 45, Heavy Armor C, and either Axe A or Spear A. For an armored mounted
Eshmel, switch to Castle Knight for Intercept, then return to
Great Knight. Armored Move+ at Heavy Armor C adds 2 Movement. Healing Armor at Heavy Armor B gives attacks a “Magic%” chance to restore half the damage dealt as HP. Both require retaining the armored type. Switching to ordinary infantry or a flying class loses those benefits.
Ninae's equipped abilities page has Intercept equipped. Its description reduces damage taken by 5 when attacked; Elephant Rider's class skills are listed below. 
Catania learns Lightning Reflexes after mastering Celestial Trooper. Its description requires initiating with Attack Speed at least 10 above the enemy to follow up before their counterattack. Use divine mastery to fill your biggest stat gap
Divine classes become available starting in Part 3 Section 4. You also need their corresponding item and a prepared exam pass rate of 100%. Only 1 unit can hold each divine class qualification at a time. After mastering it, return the qualification for a teammate to use and switch back to your usual class.
Stat gap Mastery ability Class and proficiencies Qualification item Follow-ups and Avoid Divine Insight: Speed +10
The Blade, Sword S
Demonic SwordguardPhysical damage Divine Might: Strength +10
The Eternal, S in Axe, Gauntlet, or Sword
Scales of JudgementSpell damage Divine Law: Magic +10
The Avatar, either Black Magic S or White Magic S
Lotus of ReincarnationHit and Critical Divine Dexterity: Dexterity +10
The Cavalier, Riding A, S in Axe, Spear, or Sword
Divinium SaddleDivine Might directly helps fast physical attackers who lack Strength. For units just short of doubling, Divine Insight can improve both access to two attacks and Avoid. Mages taking Divine Law carry away Magic +10; The Avatar’s tripled magic uses remain a class ability. Divine Dexterity helps Hit and Critical but requires the extra investment of Riding A. If your only problem is inaccurate combat arts and you already have Practiced Art, you do not need an entire additional training route just for a large number. Extra bonuses to base stats such as Strength, Speed, and Dexterity share a +10 cap for each stat. If abilities, equipment, mounts, or battalions already give Strength +6, equipping Divine Might can add only the remaining 4. Check existing bonuses to see how much this mastery actually provides. Direct combat modifiers such as Hit +10 and Attack +3 are separate from bonuses to Strength or Dexterity.
Check whether the character can learn a unique combination
Esmeralda’s thrown-spear bonuses
Esmeralda learns Throwing Arm at level 20 for thrown-spear Hit +10 and Attack +2. At level 35, it improves to Throwing Arm+, granting Hit +20 and Attack +4. After learning Double Throw at Spear B, she can deal damage with two throws even without enough Speed to double. Throwing Arm improves accuracy, and both hits benefit from the Attack bonus. Double Throw itself has Hit -30, so the +20 from level 35 Throwing Arm+ still does not fully offset it. Check the forecast before attacking. For frontline combat, add Great Counter and equip a ranged spear such as
Javelin or
Pilum so the thrown-spear bonuses also work when enemies initiate. The level-based ability and Great Counter each occupy 1 equipped ability slot; her personal ability Brawn is separate.Expand Sofia’s healing coverage first
Sofia’s Healing Knowledge adds a fixed 10 HP to healing. Equipping Distant Healing+ at level 35 adds 2 to recovery magic Range, turning a one-tile heal into a three-tile heal. This improves individual heals without forcing her to approach the frontline. If healing is still insufficient, remain a Wiseman for its Magic Heal +15 class ability. Once one cast fully restores an ally, adding more healing provides no benefit. If the target is outside your range, even a huge heal cannot reach them. Healing Knowledge is personal, Distant Healing+ uses 1 equipped ability slot, and Wiseman’s healing bonus is a class ability. Their unlock methods and slot costs differ.Prepare combat arts, spells, and extra actions for their roles
Astra is the Swordmaster mastery combat art: 5 consecutive attacks at 50% damage each, costing 10 durability. High-critical sword users can use its multiple hits against strong enemies, but it occupies a combat art slot, not one of the five passive ability slots alongside Crescendo. An empty ability slot will not let you equip another Astra. You have 3 base combat art slots, plus the current class’s “Combat Arts +” bonus.
Swordmaster has Combat Arts +3, allowing 6 learned combat arts. Change to a class without extra slots and you must choose 3 again. Weapon-specific arts are separate and do not use these slots, but unequipping the weapon also removes access to its innate art. Astra is permanently learned and manually equipped, not a weapon-specific move.Ranged healing keeps the front line advancing and saves the healer's travel actions. Pulling an ally out of danger lets others keep attacking. Learning ranks vary by character; choose someone who learns the spell early rather than trying to rush White Magic S at the last moment.
Goal Spell and effect Candidates to train first Heal from afar Physic, Range 1–10
Tialla at White Magic C;
Olympia and
Theodora at White Magic BRetrieve an isolated ally Rescue, pulls an ally 2–10 tiles away next to the caster
Centurio at White Magic C;
Hong Hua at White Magic BSend your attacker near the objective Warp, sends an adjacent ally to a destination within 5 tiles
Mu,
Anatolia, and
Nathan at White Magic ADance gives an action to an ally who has already acted.
Tialla’s Tactician’s Wit lets her dance from 2 tiles away for more flexible support positioning. As a Dancer, she can give another action to whoever most needs to attack or heal. Dancer has recommended level 35, Renown 8, and either Sword B or Bow B. Unlock it through “Great Dancer’s Successor,” available from Leda’s Chapter 9. Everyone can apply in Part 3, with 1 holder at a time. Mastering Dancer grants Special Dance, adding Dexterity and Speed +3 to the target. Changing to a class without Dance still prevents you from dancing.
Heal has 10/10 uses in the support menu. Extending range, increasing healing, and adding uses are three different improvements. Avoid spending training and slots on effects you cannot use
Critical damage is not always more valuable than critical sustain. Ravaging Arts adds 6 damage to a critical hit. If you already kill in one strike, those 6 points do not change the outcome. A sword user without reliable healing usually benefits more immediately from Ever Vigilant. Consider the extra damage once healing is secure, or when those 6 points turn a strong enemy into a kill. Do not position units as though chance-based damage reduction always triggers. Fierce Shield gives a 50% chance to halve damage only when you initiate. Leaving a Great Knight to take enemy attacks does not meet that condition. Aegis and Pavise each have a 20% trigger chance, halving magical and physical damage respectively. Make sure you survive without a proc, then treat one as extra protection. For dependable frontline reduction, consider Intercept first. Read every trigger condition before taking a detour. Crescendo needs kills, In Shadow lasts only until the next combat, Besieger only affects favorable terrain, and Lightning Reflexes needs initiation plus a 10-point Attack Speed lead. Use abilities that already solve your current problem. Leaving accuracy and survival slots unfilled while chasing an unfinished endgame combination only makes earlier battles harder.