Fortune's Weave
Cai Chapter 8: Complete Tournament Preparation Walkthrough
My historical, step-by-step preparation for Cai's Chapter 8 first main tournament Match against Leda and the following demonic beast Event Clash. I have now WON both fights and loved them. The game moved me into a new Free Time period with 32 Turns until the next main quest. For a concise battle walkthrough, read the separate Cai vs. Leda Event Clash guide.
48 min readSpoilers: mechanics
My short answer
CURRENT RESULT: Cai won the tactical first main tournament Match against Leda and the demonic beast Event Clash after it. I loved the encounter. I now have 32 Turns to the next main quest. My winning pre-match roster was Cai about level 35, Jasmine about 27, Alexandra/Tialla/Yang Jie/Peter about 25 and Guzran 24. Peter's Tempest Bow was restored or replaced, Alexandra had Da Mina Spear, and Guzran Flyssa. This page remains the detailed record of my Chapter 8 preparation and combat reasoning; the focused cai-leda-first-tournament-event-clash guide is the current boss reference. The exact winning action sequence and next quest's name were not recorded.
- Where I am
- After the Lechner escape encounter I reached my first approximately 120-turn free-time window, and arena training has now unlocked. My Leda team is already roughly level 9-14, with Leda about 14 and Mu about 10-11 (all approximate). Leda already has Bow C or better, Mini Bow, Longbow and Chosen Sword. Mu earned Gauntlets C and Swords D in the Lechner battle before the arena was even available; she has Qiankun Circles obtained via Cai's carriage shortcut. Buccar has Da Mina Axe. The blacksmith is not unlocked yet, so weapon maintenance is my near-term concern. Guzran retained Pale Raven Support level 3 across the Cai and Leda stories.
- Next
- Use the current free-time window for intentional weapon/class development, weekly activities, Support and repair planning rather than unnecessary inn auto-leveling. Preserve valuable Combat Art durability until the blacksmith opens. Check the exact chapter/deadline and roster before assigning turns.
On this page
Victory confirmed — Leda and the Event Clash are DONE
I built the team for this moment, and it worked. My last reported pre-match levels were Cai ~35, Jasmine ~27, four teammates ~25, Guzran ~24. Peter once again had a functional Tempest Bow, Alexandra her Da Mina Spear and Guzran Flyssa.
My next Free Time begins with 32 Turns. I haven't recorded the next quest title or location, so I won't guess; I will inspect Journal/Foresight and reset the plan around the new actual objective.
For searchers and AI answer tools, the dated victory recap and current Event Clash strategy are consolidated in the dedicated guide, and the personal play-session journal records the actual outcome without inventing turn-by-turn details.
HISTORICAL — match-time instructions written before the victory
START HERE — WIN CAI VS LEDA, THEN THE EVENT CLASH
Part A — Tactical Main Match: Cai vs Leda
The victory condition is Defeat Leda and the defeat condition is Cai falls. Use the already well-prepared seven in the selected classes. This is a combat map, not another training session.
- Use the ZL explosives to damage groups.
- Pull enemies one group at a time when possible; most wait until you enter range.
- Buccar joins as a guest on Turn 3.
- Bring Guzran's Flyssa against armored targets, Tialla/Yang Jie magic, and Alexandra's Da Mina Spear for direct damage. Use Peter's repaired Tempest Bow for accurate ranged attacks.
- Avoid waking the Demonic Beast until allies are ready to focus damage.
- Before the killing blow on Leda make sure the intended frontline, strong magic users and healer are in the party/deployment. A player report says the scripted follow-up Clash draws from the first five deployed units, but this precise selection behavior is not reliably confirmed. Check what the transition actually selects. If retrying becomes necessary, use Restart Battle and inspect the party selection.
Part B — Event Clash: demonic beast (specific strategy)
The Event Clash occurs AFTER the main Match and is a separate, smaller turn-based party fight against a demonic enemy with multiple HP bars. It is not fought on the movement grid.
Many players have reported that this exact post-Leda event is surprisingly difficult. The proven success pattern is Buccar protects the group while high-damage Attack Links burn through the enemy's HP bars.
Initial party and division of jobs
| Character | Job in Event Clash | Caveat |
|---|---|---|
| Cai ~35 | Major damage with Da Mina Spear+1 | Watch the counter forecast and avoid vulnerable leads |
| Jasmine ~27 | Additional sturdy lead/tank | Her AS is 0; if beast doubles her, switch to Buccar |
| Tialla ~25 | Magic damage/healing | Check spell list; use Seraphim only if learned |
| Yang Jie ~25 | Magic plus healing backup | Check spell list and healing availability |
| Peter ~25 | Accurate Tempest ranged damage, possibly Protect Link | A player specifically succeeded using Peter to protect Cai |
| Guzran ~24 | Strong physical attacker; Cleansing Blade if available | Flyssa excels against armor, not automatically against demons |
| Buccar — Guest | Tank; Protect Link and/or Attack Link participant | Joins after Event Clash starts; do not assume he occupies the initial selectable roster |
Prefer Cai plus magic/healing and a sturdy protector among any limited initial slots. Buccar joins after the Event Clash begins. The exact number of party slots and whether the grid deployment order selects them are less reliably documented than the combat tactics.
Action-by-action plan
- On the first available menu, inspect the boss's remaining HP bars, enemy attack and Link Points. Avoid Skip/Auto on a boss where victory depends on sequencing.
- Before Buccar arrives, use the most durable suitable leader available for incoming damage and defense. If Jasmine is doubled due to AS 0, use Cai or another unit according to the forecast.
- When Buccar arrives (reported after the opening turn), make him the leader for dangerous enemy attacks if his defensive forecast is better. According to an experienced player's report, the selected lead determines incoming damage/evasion, so leading with a low-Defense caster is risky.
- Use Link → Attack Link with the strongest attackers and magic. A successful Buccar + Seraphim mage combination reportedly removes large chunks of the beast's HP bars. If neither mage knows Seraphim, compare their best available offensive spells and Cai's spear Combat Arts; don't waste turns hunting for a spell that is not on this save.
- Use LP early while you're alive. Players who save every Link Point and attempt plain attacks late can be worn down. One player also reports linked attacks connect reliably even when ordinary Hit would be poor; confirm the actual preview before relying on that.
- Protect Link when a dangerous enemy action threatens Cai/shared HP. Buccar is naturally suited to this job; a player specifically reports Peter's Protect Link also working. Use Recovery Links or direct healing whenever the shared HP pool is low.
- Spend Cai's weapon durability on high-damage Combat Arts to remove an HP bar or finish quickly. Preserve LP for effective combinations, not trivial chip damage.
- Repeat until all boss bars are gone. Keep a healer ready and use the most defensive available leader for incoming retaliation; don't spam unprotected fragile magic users as the active lead.
If I lose: no need to restart Chapter 8
A player in an October 3 discussion of this exact Cai/Leda Event Clash reports that Restart Battle lets you change the Clash members. Use that option before resorting to a full chapter restart.
For a retry:
- Change the party so Cai + magic damage/ healing are present, with a durable protector until Buccar joins.
- If someone knows Seraphim, prioritize bringing that character; reports of Buccar → Seraphim Attack Links are particularly strong.
- If everyone is low on HP too early, spend Protect/Recovery Links sooner.
- If the boss still has several bars after LP runs dry, spend LP on damage earlier in the attempt.
- Switch the lead away from any slow unit the boss attacks twice.
This is the exact battle I was preparing for. I am already leveled well enough. Try the plan before reconsidering level grinding or expensive new equipment.
PREVIOUS CURRENT — Oct 20 before the Match (historical)
The guide below includes useful weapon, deadline teleport, auto-level test and preparation references. It is no longer the active mission checklist, because the Main Match has begun and Peter's Tempest Bow is now repaired/replaced.
START HERE — the final 20 Turns and automatic tournament travel
The main mission teleports me automatically — if I see a green check
A key mechanic confirmed in the RPG Site travel guide and player reports: when Free Time expires, the game automatically transports the player to the main mission location, even when exploring far away, provided the mission location has been visited before and shows a green checkmark on the deadline/map entry.
How I make the decision today:
- Open the deadline/world-map entry for Cai versus Leda.
- Look for a green checkmark beside the mission destination.
- If checked: I am free to use all my remaining Turns on dungeons without allowing for the journey back to Dagsion. At the deadline, the game brings me to the main mission automatically.
- If not checked: I must visit the listed mission location before relying on automatic teleportation. Do not gamble the deadline on an absent green tick.
- Special caveat: this is for the mandatory main mission, not optional/sidequest appointments. Weekly Arena, meals, blacksmith repairs and shopping still require me to travel to those facilities before the deadline, if I want to do them. The automatic transition is not a free shopping stop.
- Before consuming the final Turn, check Peter's actual weapon, Alexandra's new Da Mina Spear, Jasmine's survivability, Cai's equipped spear and any desired mission preparations.
The earlier advice elsewhere on this page to reserve a return-trip Turn budget was mistaken for this scenario. It should only be applied if the green checkmark is absent, or when I specifically want to return for optional city activities before the Match.
What my Inn Auto-Leveling test established
I deliberately saved and spent approximately 40 Turns on automated activities to measure the result. Most members gained no whole level, and a few rose by about one. I reloaded and instead completed real dungeon Clashes, which brought nearly all intended teammates to about level 25.
For this save, do not repeat a giant Inn-auto session as the default leveling strategy. Dungeon EXP gained from completed fights was visibly superior.
With 20 Turns left, focus only on the current reachable unfinished dungeon encounters, especially if Guzran, Peter and Tialla still need catch-up levels. Cai can carry the encounter; allies still earn party result EXP without having to get the last hit. Prioritize winning safely.
Peter's broken Tempest Bow: repair or replace?
A broken bow is NOT deleted. Combat Arts use durability; ordinary attacks do not. On reaching zero, Combat Arts may be unavailable and the damaged weapon performs poorly, so switching Peter to Venin Bow made sense.
The exact ore and amount for my current Tempest Bow have NOT been logged. The blacksmith's Repair menu is the source of truth, especially for a refined bow. Do NOT assume a fixed Smithing Stone count.
Where to search for common Smithing Stones:
- Dungeon crates and breakables, dungeon gathering spots, and mineral deposits on the world map.
- Published location tables include Heretics' Cave, Niglia Mine, Dark Cave and Giant's-Print Fort. The latter is cleared of enemies, but do not plan a long return just to hope for ore spawns.
- Rarer repair ingredients may depend on the bow's upgrade stage. Inspect Repair and Refine separately. Refining a damaged weapon restores durability as part of the upgrade, but can require different materials.
Should I buy Hunter's Bow if Ribeira is on my path?
Not as Peter's main bow. This is a specialist weapon and the lower Might/Hit/Attack Speed work against my desire for reliable, fast one-shot or double-hit damage.
| Weapon | Base Might | Hit | Weight | Why I'd equip |
|---|---|---|---|---|
| Hunter's Bow | 6 | 70 | 7 | Effective vs beast; situational |
| Iron Bow | 9 | 75 | 6 | Reliable inexpensive backup |
| Tempest Bow | 9 | 80 | 5 | Favorite all-round bow after repairing |
| Da Mina Bow | 12 | 70 | 6 | Raw damage, +10 Hit with Combat Art |
| Venin Bow | See actual equipped weapon | See menu | See menu | Current backup; no unverified numbers assumed |
Hunter's Bow is listed at Ribeira (~2,100G) in shop guides; check price/stock when actually passing through. Its beast effectiveness can be worth it if the first Match's Foresight shows important beast enemies and the combat forecast meaningfully beats the Venin Bow. Otherwise it is not worth roughly 40% of my ~5,000G budget solely as a Tempest substitute.
Better route if spending gold:
- First, repair Tempest if I already have the necessary ore or can gather it without an expensive detour; only pay to repair or refine, not both in succession.
- Otherwise, choose a reasonably priced general-use bow. Iron Bow (9 Mt) is a serviceable backup.
- If 4,000G is genuinely spare and accessible, Da Mina Bow (12 Mt/6 Wt, Bow C) is offered in Orles City, Idyia. Dagsion's Vandahl Trading Company also lists an exchange for 10 Dates + 5 Shem Yam. It is not guaranteed that either shop is on the current path, and the bow's lower base Hit still matters.
- Do not buy another expensive spear for Alexandra: hers is already acquired.
Practical answer: if I pass Ribeira, I can inspect Hunter's Bow, but unless I'm buying it specifically to hunt beasts, I would save the 2,100G and continue. The first main Match is the priority.
PREVIOUS CURRENT — Oct 19 Dagsion checkpoint (historical)
The screenshot-based table below records the October 19 roster before more dungeon leveling, Alexandra's Da Mina Spear acquisition, and Peter's revelation that Tempest had broken. Use it for general roster context only. Do not treat the October 19 Dagsion location, 40-Turn estimate, Peter's bow preference or missing Alexandra spear as current. Also ignore previous return-to-Dagsion Turn budgeting when the mission green checkmark is present.
CURRENT — Dagsion, about 40 Turns remaining
I am ready to prepare for Leda now. My preferred goal is no longer to bring every ally to level 30 at any cost. It is to strengthen the two weakest active units, fix Alexandra's low attack and decide on one efficient dungeon trip before the deadline.
Exact selected roster, read from screenshots
| Unit | Level | Class | Currently equipped | Atk | Hit | AS | Job |
|---|---|---|---|---|---|---|---|
| Cai | 35 | Armored Ornius Rider | Da Mina Spear +1 | 43 | 119 | 30 | Powerful mobile spear carry; do not target more levels |
| Tialla | 25 | Priest | Bolganone | 31 | 115 | 10 | Strong offensive magic and support |
| Jasmine | 26 | Armored Knight | Short Axe | 28 | 88 | 0 | Physical wall and counterattacks |
| Alexandra | 25 | Wing Soldier | Javelin | 18 | 102 | 22 | Fast flying flanker; switch to stronger melee spear when suitable |
| Yang Jie | 25 | Priest | Thunder | 27 | 98 | 9 | Magic and support |
| Peter | 24 | Archer | Venin Bow | 21 | 131 | 15 | Ranged pressure; inspect earlier Tempest Bow inventory |
| Guzran | 23 | Myrmidon | Flyssa | 31 | 113 | 21 | Armor-effective sword attacker, first EXP target |
Other characters visible in the screenshots: Noctula Lv19 Gladiator (Bronze Gauntlets), Ultand Lv18 Diviner (Fire), Majide Lv17 Gladiator (Iron Axe), and Nydine Lv19 Ornius Rider (Iron Axe). These are bench units, not the seven to train for the immediately upcoming main match. If Foresight allows a different deployment count, use the actual capacity shown there.
What the stats tell me
- Cai is already spectacular for this stage. He has 27 Str, 30 Spd, 25 Def, a combat rating of 191, 43 attack and 30 AS with 7 Movement. Do not replace his class or spear unless the actual enemy forecast reveals a specific problem.
- Alexandra needs a stronger attack more than another level. She has 27 Speed, 22 AS, 7 Movement, but her equipped Javelin shows only 18 Atk. Keep Javelin for range 1-2; when attacking adjacent enemies, compare the forecast against the strongest spear available in inventory. The Da Mina Spear remains a possible purchase if one is missing, but not worth a huge expedition purely for shopping.
- Guzran has Flyssa already! Sword A, 31 Atk, 21 AS. Remove Flyssa from my pending purchase list. His 23 level makes him the first sensible target for party catch-up EXP.
- Peter now has Venin Bow equipped, not Tempest Bow. He has Bow B, 131 Hit, 15 AS, level 24. I previously said I obtained and liked the Tempest Bow. The screenshot does not prove it was lost; it only shows the currently selected weapon. Check inventory and compare normal damage, range, poison utility and AS.
- Jasmine is functioning as intended: level 26, 26 Defense/Protection, 12 Resistance/Resilience and still 0 AS with the Short Axe. Her Resistance has improved since the earlier screenshot, but the image does not identify the equipped shield. Check the shield slot before claiming she has Hexlock.
- Tialla and Yang Jie are already useful magic attackers (31 and 27 Atk), and both are in Priest. Do not throw their Turns at rank farming purely for promotion exams.
Which dungeons can Cai actually reach? (Corrected October 19)
I previously recommended Nemea and Iapetus because their published level-30/32 enemies would be helpful. That ignored Cai's Part I travel restrictions. Do not waste the tournament's last ~40 Turns searching for inaccessible regions.
| Dungeon | Broad location from Dagsion | Level | Cai Part I verdict |
|---|---|---|---|
| Nemea Cavern | Far southwest, in Pasithea near the Breston/Chiron region | 30 | Do not go. Cai cannot enter Pasithea during Part I |
| Iapetus Cavern | Far northwest, in Solidus beyond the northern/western areas | 32 | Not confirmed accessible to Cai. A route-specific quest visits it as Theodora/Dietrich; do not assume Cai can |
| Giant's-Print Fort | Ogmios in the far south | 35 | Fully cleared on this exact Chapter 8 save; no more packs |
| Stoppered Shrine | East of Dagsion in Idyia (the broad region containing Galen Fort Ruins) | 25 | First optional candidate if revealed, accessible and uncleared |
| Cougar Woodlands | Southwest of Dagsion in Braxithea | 23 | Backup if revealed, accessible and uncleared |
| Inn Practice | Dagsion, no world-map travel | — | Safest guaranteed route when entrances are undiscovered or distant |
The broad compass directions reflect the actual region positions on the Dagda world map. Public guides do not document confirmed step-by-step node paths from Dagsion to Stoppered Shrine or Cougar Woodlands. Do not invent a route, or spend multiple travel Turns hunting for a hidden entrance.
To choose:
- Open the world map without moving, pan east to Idyia and look for Stoppered Shrine; verify the dungeon marker, route and uncleared status.
- If absent, inspect the southwest / Braxithea region for Cougar Woodlands if previously revealed.
- Compare actual outbound + return travel Turns against the ~40 remaining. No public guide verifies the exact travel cost from your save.
- If neither can be reached easily, stay in Dagsion and use Inn Practice/available weekly activities. Your squad already includes a level-35 Cai and teammates level 23–26, so getting to Leda on time is more important than forcing a new dungeon.
Source caveat: lists that show Nemea/Iapetus as Renown-6 dungeons do not prove Cai can travel to them. Independent accounts specifically report Pasithea inaccessible to Cai, while Iapetus' Cai access remains unverified.
Your next 40 Turns — exact decisions, not invented travel counts
Step 1 — Today in Dagsion (Tuesday or Wednesday)
- Read the actual Turn balance and exact day/time on the Adventure Journal. The user estimate is about 40.
- Look at Cai-versus-Leda Foresight for deployable slots, enemy level/classes and the objective.
- Use any weekly Dagsion actions still unused: Arena training, meals/support, temple service, Pale Raven, stable tasks and possibly spectating. Most weekly actions do not consume map Turns; they may cost gold/motivation.
- Check Peter's inventory for Tempest Bow and Alexandra's spare spear before buying or traveling anywhere.
- Decide what you actually need: Guzran 23 → 25, Peter 24 → 25/26 and maybe other allies 25 → 27. This is plenty; levels past that are enjoyable, not mandatory.
Step 2 — Check only sensible options from Dagsion
- First: inspect Stoppered Shrine in Idyia, east of Dagsion, if its marker is already revealed.
- Second: inspect Cougar Woodlands in Braxithea, southwest, if discovered and not yet cleared.
- Otherwise: do Inn Practice/weekly activities in Dagsion rather than taking a speculative long trip.
- Excluded: Nemea (Cai cannot access Pasithea), Iapetus (Cai access unconfirmed), Giant's-Print (cleared). Renown unlock is not route access.
Step 3 — Farm CHARACTER levels through completed Clashes
- Bring Cai, Guzran, Peter and two other intended active teammates; the main seven can rotate through dungeon party slots between encounters.
- Cai handles dangerous enemies, but make sure weak allies survive and get their shared result EXP.
- Finish the Clash and check all five characters' level bars. MVP can award extra EXP, but it is not necessary for everyone to land a final hit.
- If the first 2-3 groups give strong ally EXP per calendar Turn, keep going. If the dungeon is unsafe or rewards very little at these levels, leave and use safer battles/ Inn Practice instead.
- Retreat before killing the last enemy ONLY if a specific weapon/class/magic proficiency requirement is missing; it does not replace winning battles for general character EXP.
- Stop after Guzran and Peter reach around 25-27 and the rest are broadly 26-27 unless advancing further is both easy and fun.
Step 4 — Return for the weekly reset if the map budget permits
The game divides each day into four 6-hour Turns, so 40 Turns is about 10 in-game days. From Tuesday/Wednesday the upcoming Sunday reset is roughly 12-20 Turns away depending on the exact hour. That is an estimate, not a new calendar screenshot.
- Saturday: worthwhile unused Arena work is cheaper.
- Sunday: weekly activities reset; meals and Arena can be discounted. Spend free beneficial activities in Dagsion and re-equip the actual tournament team.
- If the chosen new-dungeon outing cannot return economically by Sunday, do not throw away several Turns solely to claim a discount; ensure the larger deadline is safe instead.
Step 5 — Final Leda preparation
Cai's Da Mina Spear +1 and Guzran's Flyssa are already ready. Use a higher-Might melee spear for Alexandra if available; keep Javelin in reserve for range. Check whether Tempest Bow outperforms Peter's Venin Bow on the actual matchup. Jasmine holds the line, and Tialla/Yang Jie use magic against physically armored enemies.
The published Cai walkthrough reports explosives visible with ZL, enemies that can be approached cautiously, a dangerous Demonic Beast and Buccar as a guest on Turn 3. Check the map before acting.
You're closer to ready than you may think. The last ~40 Turns are for targeted improvements and an optional enjoyable high-level dungeon trip—not another complete recruitment/class-development project.
HISTORICAL — earlier ~50-Turn plan, before these screenshots
Important additional correction: The historical advice below sometimes recommends Nemea or Iapetus without checking route access. Nemea is inaccessible to Cai Part I; do not travel there. Iapetus is not confirmed reachable on Cai's route; do not budget for it. Refer only to the CURRENT corrected dungeon section above when planning new travel.
Further correction (October 19): The notes in this archived section were written when I thought Giant's-Print Fort had some uncleared enemies. It is now confirmed completely cleared. Ignore any old instruction below to travel back there, even if that instruction describes the fort as preferable to Inn Practice. The live plan is the current 40-Turn section above.
Everything below documents the previous checkpoint and includes reusable leveling/LP guidance. The old values of Cai level 34, Jasmine level 23, all others about 23, Flyssa not confirmed, and Peter wearing Tempest Bow are superseded. Use the current screenshot table above for equipment and unit levels.
HISTORICAL FINAL 50 TURNS — superseded by the current 40-Turn plan above
I am past the Renown/quest/certification stage. This is a short preparation phase, and the important thing is not to waste another 40 turns trying to turn Cai from level 34 into level 40 while the squad stays near level 23.
What is already complete
| Item | Status | What it means |
|---|---|---|
| Cai | Level 34 | Stop allocating intentional EXP to him |
| Other selected match units | About level 23 | Train the six partners first, not inactive reserves |
| Preferred Specialty classes | Equipped | No more license-shopping route required for the chosen team |
| Jasmine | Recruited | Lv23 Armored Knight; leave her current class alone |
| All currently available quests and mentoring | Complete | Do not run across the continent for another 40 Renown |
| Weapons | No meaningful new shopping since last checkpoint | Make only battle-relevant purchases; confirm inventory |
| Remaining calendar | About 50 turns | Plenty for a short, deliberate finish; not another exploratory month |
Exact action sequence at the console
- Open Foresight for Cai vs Leda. Check the number of deployment slots, the recommended enemy levels (if shown), the victory condition and key dangerous enemy types. The published victory condition is defeat Leda; defeat condition Cai falls.
- Open the roster. Choose Cai, Alexandra, Guzran, Peter, Tialla, Yang Jie and Jasmine as the working seven, then adjust to Foresight's real unit limit. Noctula can stay a reserve if she is not materially stronger than Jasmine; do not spend the final 50 turns grinding her purely to fit an older pre-Renown-8 lineup.
- Keep Cai at 34. Use him as a battle shield, lure, and powerful damage setup for the younger characters.
- Use the Inn's delegated activities in short batches. Prioritize Practice / Combat for normal character EXP; Training is more appropriate for weapon, magic and class proficiency. Confirm the exact selectable activity names and EXP previews on the real menu. Put the level-23 teammates into character-level activities, not the already overleveled Cai. Check their levels after every small block.
- Prefer Giant's-Print Fort when it is producing levels efficiently. I know the location now, and uncleared enemies remain. If Cai survives and the lower-level teammates receive useful normal EXP from completed Clashes—even when Cai kills the enemy—that is a legitimate party catch-up engine. A finishing blow can give a unit extra MVP EXP, but it is not the only way to level. Do not force low-level allies to risk death for MVP. Before the trip, look at the round-trip Turns; on arrival, finish 2–3 Clashes and compare the teammates' gains against Inn Practice. Stay while the returns are worthwhile.
- Aim for 25 on all deployed companions first. If Practice is working efficiently and time remains, reach 26-27 on Alexandra, Guzran, Peter, Tialla, Yang Jie and Jasmine. The earlier 28-30 targets were luxury goals, not a battle admission requirement.
- If the fort travel is too expensive or the parties are unsafe, pick a safe nearby Skirmish. Underlevelled units can earn normal EXP by attacking, healing or finishing enemies, so they do not need to steal every last hit. Use Cai defensively. Complete the fight when I want its battle rewards. Community reports of deliberate healing EXP farming in long Skirmishes are useful but not necessary for this tournament; try it only when healing actually grants EXP in this save.
- Do not confuse rank farming with levels. Weapon/class/magic ranks improve from attacks and Retreat loops in dungeons. That is irrelevant if everyone is certified and I am not chasing another rank-gated weapon. Only perform the Retreat method below for a specific weapon requirement or useful spell milestone.
- Inspect the current weapon inventory before planning any travel. Cai keeps his Da Mina Spear, Peter keeps Tempest Bow. Jasmine already has Iron Axe + Short Axe; she has AS 0 and heavy protection, so don't buy a new axe or retrain Spear. Check whether Guzran's recently purchased sword is Flyssa or another armor-effective blade. If it is, no additional sword shopping. Alexandra's Da Mina Spear is worthwhile if still missing and easily purchased, but not required if getting to Megaira is a major trip.
- Compare Jasmine with and without any shield on the battle forecast. Her screenshot has 40 HP, 21 Def, 7 Res, 7 Spd, 0 AS and Armored Knight. She will not suddenly become fast. A Hexlock Shield may help the weak Resistance matchup, but only if available and the extra Weight doesn't expose her to a lethal extra follow-up.
- Maintain a sensible buffer. Check the calendar after each small batch. When the team is around 25-27 and useful equipment is sorted, stop training. If a nearby weekend reset is available, use the valuable remaining weekly training/support options, but do not insist on leaving Giant's-Print Fort while its uncleared encounters are giving good team EXP.
- Save, restore and enter the main Match. The enemy force can be engaged cautiously. Don't turn an excellent level-34 Cai and level-25 army into a grind project for its own sake.
What can safely wait
Do not spend these last 50 turns on: unlocking Jasmine (already done), more mentoring/quests (already done), changing Jasmine from Armored Knight, buying more axes, replacing Peter's Tempest Bow, raising Cai's Sword just to reach C, maximizing Supports with every unused character, or training a bench unit over an actual deployment member. Giant's-Print Fort is explicitly back on the table: if the remaining enemy packs award shared EXP efficiently while Cai carries, it is the better use of turns than slow Inn Practice.
Match setup: the reliable advantages
The Cai Chapter 8 walkthrough states that enemies mostly wait until you enter their range, especially early on. Take the map slowly, check threat ranges and avoid awakening the Demonic Beast before you can surround it and attack as a group.
This specific match does have explosives that can deal area damage; use ZL to identify them. Buccar joins as a guest ally on turn 3, so don't panic at the opening deployment count. Armor-effective weapons are unusually useful on the map. These details come from the Cai walkthrough, not from the separate Leda-route match.
Last-minute weapon spending order
| Priority | Character | Buy only if… | Why |
|---|---|---|---|
| 1 | Guzran | The new sword is not Flyssa/another useful armor answer | Armor-piercing damage matters against Leda's force |
| 2 | Alexandra | Da Mina Spear is missing, Spear C is ready and Megaira is convenient | +3 Might at the same Weight as Iron Spear |
| 3 | Jasmine | An existing lightweight shield or Hexlock Shield makes the defense forecast better | AS 0 is fine as a tank if she survives; protect poor magic Resistance |
| 4 | Tialla / Yang Jie | Staff/accessory helps a real healing or damage bottleneck | Better than redundant weapon shopping |
| No purchase | Cai | Already equipped with Da Mina Spear | Lv34 carry needs no luxury upgrade |
| No purchase | Peter | Already equipped with Tempest Bow | It's the weapon I want him to keep |
| No purchase | Jasmine | Already owns Iron Axe + Short Axe | Do not buy another axe merely for Might |
How to know I am ready
If the deployed team is around level 25, their Specialty classes are active, Cai is still fast and level 34, Jasmine can survive the frontline, and the casters/bow user can attack without exposure, I am ready. There is no need to finish every extra proficiency bar, buy Da Mina weapons for all seven, or reach 30 on everyone.
EARLIER 125–130-TURN WALKTHROUGH — historical preparation reference
The detailed phases below document how I reached this point, including Renown, Jasmine, licenses and the Retreat technique. The objectives to earn Renown 8 and recruit Jasmine are now completed. Use the leveling, LP and battle technique explanations as reference, but always use the Final 50 Turns section above for what to do next.
Start here: the ten-minute controller check
Do these things in this order before taking another long trip.
- Open the calendar and read the exact Turns left. Record it, then open Foresight for Cai's first main match against Leda and record how many units you can deploy, enemy classes, enemy level and victory condition. Seven is my working army size, not a verified hard cap.
- Open the roster and sort mentally by actual character level. Identify the two or three units nearest level 20. They, not Cai, receive the next finishing blows and Combat Auto-Activity slots.
- Look at the selected class for every member of the seven. Being eligible for an exam and being certified are not the same. Write down the two unfinished promotions and their required ranks/pass chances.
- Check equipment and Attack Speed (AS). Confirm Cai's Da Mina Spear, Peter's Tempest Bow and the newly acquired sword; inspect any +1 refinement rather than assuming an abandoned attempt's inventory.
- Check the Renown total, not just the Renown level. I need about 40 more points for Renown 8 and Jasmine's recruitment gate.
- Read my support and LP sections below. A high Support rank alone does not make another unit attack automatically in a grid Match.
- Inspect quests and deadlines in the quest log. Take a quest that earns Renown and levels units in the same trip before traveling purely to farm.
- Check the current weekday. If Saturday/Sunday is nearby, compare the cost of getting to Dagsion with two useful weekly training cycles. Do not turn a cheap Arena session into a costly across-the-map expedition.
- Do not purchase axes. Class licenses and relevant accuracy/ anti-armor gear are more valuable.
- Only then leave Dagsion. Read Phase 1 below for the next destination.
Quick goals and stop conditions
| Checkpoint | Good enough to advance | Do not waste time doing |
|---|---|---|
| Renown | Renown 8 and Jasmine gate available | Farming unnecessary Supports for already recruited units |
| Specialty | The intended seven have useful certified classes | Taking low-success exams before training exam skills |
| Character levels | Everybody deployed 25+; ideally core 27–30, Cai 30–32 | Leveling Cai to 40 while others sit at 20 |
| Weapon skills | Exact exam rank or spell unlock needed | Retreat-looping Sword on Cai from D+ when his spear path does not need it |
| Equipment | Each unit can reliably hit, survive and contribute | Buying heavy weapons that remove valuable follow-ups |
| Calendar | Leave enough turns for match preparation and weekly activities | Repeating the abandoned fort trip solely for its level-35 label |
| Team play | Understand adjacent Support vs active dungeon Links | Expecting two units to attack in one turn just because Support is high |
These level bands are my preferred overlevel targets, not the game's minimums. The forecast and enemy matchups override the table.
Phase 1 — Earn the last 40 Renown and recruit Jasmine
My immediate bottleneck is Renown, not level 30.
Step-by-step
- Return to the Dagsion bulletin board / quest log and filter unfinished Cai-available Kindness Quests and time-limited side quests.
- Rank possible quests by Renown reward, how many travel turns they cost, whether their deadline is close, and whether there's a useful fight.
- First take one convenient quest worth enough Renown to close the 40-point gap, if the actual quest list offers one. If none does, combine nearby quests until the level-up threshold is reached. Do not assume an unverified quest reward; read the reward in-game.
- In every required fight, deploy the lowest-level people who can survive. This is a two-for-one: progress toward Jasmine and character levels.
- Return to Dagsion, confirm the new Renown 8 and find Jasmine. Cai-route conditions: Support 1, Renown 8, 2,000G.
- Open Jasmine's class screen immediately after recruitment: do not assume she starts in Armored Knight. If she has already passed Armored Knight, keep her there. Otherwise inspect Spear, Heavy Armor, exam chance and whether her existing class is usable for now.
- Give her a spear without buying a new axe. Spend a Specialty License on her only if the role requires it and the exam chance is acceptable.
- Compare Jasmine's level, Defense, Hit and Attack Speed with Noctula's actual values. If Jasmine is underdeveloped, keep Noctula for the first match and train Jasmine later. Recruitment is worthwhile even without a guaranteed starting slot.
Do not confuse the 40 Renown still needed with 40 calendar Turns. Renown comes from quest rewards and other recorded activities; the cost in Turns depends on where the chosen quest sends me.
Phase 2 — Finish the remaining certifications without burning licenses
Most promotions are already done, so this is a short inspection-and-buy job, not permission to rewrite everyone's build.
- Go to the certification proctor in Dagsion's Temple district / Hightown and inspect every currently unfinished unit.
- Copy down the exact required weapon/skill ranks and pass percentage. Community tables disagree in how they list alternative requirements.
- Visit the nearby license vendor. Purchase exactly enough Specialty Licenses for the units actually ready to take the exam. Check other shops only if stock is exhausted.
- Do not risk a valuable license on a poor pass percentage. Reports indicate an unsuccessful attempt consumes the license.
- If the skill requirement is short, use Arena training, an existing Skill Manual, or the retreat loop in Phase 4.
- Take the exam at a good chance, then check the equipped class afterward. Certification unlocks the class; switching to an already-certified class does not cost a new license.
Exact intended class lanes
| Character | Preferred Specialty | Training focus | If not yet certified |
|---|---|---|---|
| Cai | Armored Ornius Rider if his AS remains good | Spear C / Rider D path on exam | Keep Ornius Rider when one point of Speed is the difference between one hit and two |
| Alexandra | Wing Soldier | Flying and the weapon ranks on her actual exam | Keep her current fast flying setup if already certified |
| Guzran | Myrmidon | Sword C | Use the fast sword class he has until ready |
| Peter | Archer | Bow C | Keep existing Hunter and the Tempest Bow meanwhile |
| Tialla | Priest | White Magic C | Keep the useful caster class she already knows until licensed |
| Yang Jie | Priest | White Magic C | Keep casting Thunder in a class that actually permits it until licensed |
| Noctula | Pugilist | Gauntlets C | Continue brawling without opening a new axe lane |
| Jasmine | Armored Knight if not already one | Spear, Heavy Armor, live exam | Evaluate her class on recruitment; do not pre-buy a license for an assumption |
Cai's Sword is D+. Do not waste this chapter forcing Sword C for a spear-based mounted plan. Compare the live AS and follow-up forecast before choosing between Ornius Rider's speed and the defensive Armored Ornius Rider.
Phase 3 — Character leveling: the fights to FINISH
The first thing to understand is that ordinary character EXP is not the same as weapon proficiency EXP or class EXP.
| What I'm trying to raise | Best activity | Should I Retreat? |
|---|---|---|
| Character level (20 → 25+) | Finish safe Clashes, world-map Skirmishes and combat quests; use Combat Auto-Activities | No, not as my default leveling method |
| Weapon/Black Magic/White Magic proficiency | Land repeatable attacks or use Recovery Links in a live dungeon Clash | Yes, before the pack dies |
| Current class mastery | Perform class actions in combat, or targeted training | Yes, if the class EXP demonstrably persists |
| Support rating | Meals, Arena training, joint battles, Link actions | Retreat is optional; it does not unlock automatic double attacks |
| LP (Link Points) | Begin a new dungeon exploration for a fresh LP pool | Retreat itself is not a guaranteed LP refill |
The difference between the first two rows is why my abandoned run produced a level-30 Cai and a weaker level-22 team.
A real character-level farming loop
- Pick a fight that the weaker group can survive and finish. I do not have to start in a level-35 dungeon.
- Equip good normal weapons for a real win, not the lowest-Might farm weapons from the retreat technique.
- Bring the underleveled party members who need EXP; use Cai as insurance and a damage setup unit, not the default finisher.
- Play the encounter manually when allocating kills matters. Lower the dangerous enemy with a strong character, then let a level-20 unit land a safe finishing blow where possible.
- Heal when it prevents losing the fight. A Recovery Link can build Support and White Magic proficiency, but it consumes LP.
- Kill the final enemy and claim the battle's EXP. If the results screen awards more to final blows/MVPs, rotate that opportunity among the weakest characters.
- Check the gained character EXP before moving to the next fight. If level-ups are too slow against much weaker enemies, find a closer-level challenge; if units repeatedly fall, pick an easier one.
- Repeat with the next quest/Skirmish/dungeon group. Don't waste travel returning to an empty dungeon.
Example: Cai 28, Alexandra 24, Peter 22, Yang Jie 20 and Tialla 21. In a manageable five-person dungeon party, let Cai weaken enemies, then let Yang Jie/Peter/Tialla finish when safe. The objective is that those three each progress toward 25, not for Cai to become 35. Do not force a fragile mage to take a lethal counterattack merely to capture a last hit.
What about Combat Auto-Activities?
These are a useful calendar-based catch-up fallback. They can advance underused units while I do other preparation, but they spend Free Time Turns. Use them in small blocks and reopen the roster after each block. A convenient activity is worse than a safe quest that also gives Renown and equipment.
Does Skip to Conclusion help character levels?
It resolves a Clash for convenience and can award its normal result, but it removes my ability to choose exactly who attacks, heals or retreats within that encounter. Use it for an easy fight I just want completed. Don't use it on the one remaining enemy pack I intend to farm repeatedly.
Phase 4 — Weapon/class proficiency: the Clash RETREAT loop
This is the exact part I missed before completing most of Giant's-Print Fort. It is the opposite of Phase 3.
Set up before walking into the dungeon
- Decide one actual proficiency objective: e.g. get Yang Jie's White Magic to the live Priest exam threshold, train Noctula's Gauntlets, or develop Guzran's Sword. No aimless looping.
- Enable any already purchased matching Skill EXP Boon. I currently own Black Magic EXP +1, which benefits Black Magic training, not healing, and it does not increase damage.
- Equip a low-Might weapon for the unit learning the skill. A weapon that one-shots the pack destroys the loop. For magic, choose an affordable spell that the current class can cast and don't empty the available spell uses.
- Bring a survivable dungeon team. A support healer is useful. Lower-level dungeon enemies may be better for keeping targets alive than the level-35 fort.
- Find an uncleared monster pack. Save or confirm the available group has not been fully defeated in this chapter.
- Walk into the encounter ring normally. Don't hit enemies preemptively or trigger Strike to Skip if that would instantly clear the pack.
Exact actions once Clash starts
- Choose a character whose Spear, Sword, Gauntlets or magic rank I want to improve.
- Select a normal attack (or available training spell) with the corresponding weapon/proficiency. Make the attack connect.
- Stop short of killing the last enemy in the encounter. If the enemies come in several waves, it is safe to work through an earlier wave only while another active opponent remains.
- If I want White Magic, choose Link → Recovery Link with a compatible healer when the menu permits it. This costs LP and trains White Magic/support; it is optional, not needed for Sword/Spear/Gauntlet practice.
- Before the final enemy falls, open the Clash command menu, select Retreat, confirm, and return to the dungeon field.
- Open the skill/proficiency screen and check that the relevant weapon/magic/class bar moved forward. If it did not, stop and correct the technique instead of repeating unproductive rounds.
- Re-engage the same still-living group and repeat steps 1–6 until the exact skill rank is reached.
- When my certification requirement is met, stop farming. I can then finish the encounter for character EXP or leave it alive for a different specific proficiency later.
Remember: the confirmed benefit of the retreat loop is proficiency/class progress, not infinite ordinary character EXP. If I want levels 20 → 25, I finish fights, not Retreat.
The trap: accidental last kills
If a powerful unit eliminates the last enemy before Retreat, the encounter can become cleared for the current chapter. When that happens, there is no repeatable pack to walk into. This happened on my abandoned Giant's-Print Fort trip.
An efficient loop therefore uses weak weapons for skill farming and strong weapons for character-level wins. It's a deliberate loadout change, not a contradiction in the gear guide.
What if every dungeon enemy has already been cleared?
Don't keep running an empty dungeon expecting ordinary encounters to respawn. Reported dungeon enemies refresh between chapters, not each time I re-enter. Pick a different uncleared dungeon, use the weekly Arena and Manuals, or switch to finishing available Skirmishes for character EXP.
Optional advanced technique — only if I can verify it myself
Community players report a two-pack setup in Nowah's Cave (south of Feronia Posthouse), intentionally triggering both patrolling groups and preserving at least one while training. It is a player-tested exploit, not required for this playthrough. The safer basic method above is enough to reach the next exam.
Phase 5 — Link Points (LP), attacking together and Support
This is the system that caused my question: why are they not attacking together when I've improved their Support?
Two entirely different combat screens
| System | Where | What increasing Support does | How do two allies attack? |
|---|---|---|---|
| Match | Tournament, main maps, tactical Skirmishes | Adjacent support stat bonuses, such as Hit/Avoid, while close enough | They still act on their own turns unless a particular skill explicitly says otherwise; there is no automatic Attack Link |
| Clash | Dungeon encounters | Strengthens relationship and can reduce LP cost of compatible Links | Open the Link command and choose Attack Link; spend LP to have one unit followed by another |
How to perform an Attack Link
- Enter an actual Clash in a dungeon. An ordinary Arena tactical Match will not show the same combined-attack command.
- Confirm the LP meter has enough for a Link.
- Open the action menu, choose Link, then the available Attack Link option.
- Choose the participating ally/target from the available compatible options. Confirm weapons, magic and Support meet that option's conditions; not every pair offers every Link type.
- Review the preview and LP cost. Higher Support may make the same Link less expensive.
- Confirm. The linked ally follows up as part of that Link action.
- Check the Support result and LP meter afterward. If the LP cost is too high, use ordinary separate attacks.
Why it might not work
- I am on a Match/grid map, not a Clash. Support buffs are working, but follow-up hits are not automatic.
- LP is zero or insufficient. Resting inside the dungeon will not refill it; begin another dungeon trip for a new pool.
- The desired partner/attack isn't compatible with the equipped weapon/spell or available Link choice.
- I am just selecting Attack, not Link → Attack Link.
- I used Auto Battle or Skip, so I never manually instructed the pair to link.
- A target died before the second action was necessary, or the preview/targeting choice did not include both characters.
How to have more usable LP
The reliable lever is conservation, not an unverified infinite LP farm. Enter a dungeon with the pool available, use ordinary attacks on trivial mobs, save LP for groups that threaten shared HP, and prioritize high-Support compatible partners when their displayed Link cost is lower. If LP runs out, Rest Spots won't help. The published guide says leaving and starting a new dungeon exploration restores LP; check the meter in the current save after re-entry before building a strategy around it. There is no verified mid-dungeon LP consumable/boon in the sources checked.
Suggested LP budget on one dungeon trip
- First easy packs: 0 LP spent; use basic attacks and heal only as actually needed.
- Proficiency-retreat practice: conserve LP; use occasional Recovery Links if White Magic proficiency is specifically needed.
- High-level or dangerous encounter: Attack Link when it takes away a dangerous enemy action or secures an otherwise risky finishing blow. Recovery Link when it prevents defeat.
- At the last tough group: ideally have some LP left. A high Support rank does not help if all LP was used early.
A concrete three-action example
Cai + Peter + Tialla enter a Clash. Cai chips the dangerous enemy; Peter needs an extra hit to defeat it; Tialla needs White Magic training. If LP and the options permit:
- Use an Attack Link involving Cai and Peter when it secures the kill and avoids extra enemy damage; both can gain Support.
- In a different safely controlled encounter, use a Recovery Link with Tialla to train White Magic/support if the HP pool can benefit from the recovery.
- For routine packs, use separate attacks, bank LP, and conserve spells until a Rest Spot or dungeon exit.
Do not confuse Link costs, ordinary character EXP and Support benefits: they're three separate reasons to choose an action.
How adjacency Support works in tournament Matches
- Put allies with a Support bond near or adjacent to each other.
- Select the attacker and preview an enemy attack.
- Follow the in-game details prompt (X in published guides) and inspect the support bonus portrait/banner.
- Move the partner away and preview again to compare the bonus.
- No second attack is supposed to occur just from Support. If Cai attacks twice on a Match, that may be his own Attack Speed follow-up, not Alexandra voluntarily joining in.
Support level 3–4 is a nice priority, not a mandatory eligibility gate for the first match. Focus on the pairings actually standing near each other, rather than spending gold to raise every possible relationship equally.
Phase 6 — Weekend reset and calendar strategy
I have approximately 125–130 Turns. One Turn is about six in-game hours, but I need to follow the live calendar rather than assume the restarted chapter's date matches the abandoned run.
When I return to Dagsion
- Check whether the nearby weekend can give me Saturday's remaining activities followed by Sunday's refreshed weekly set.
- On Saturday, use any worthwhile still-unused Arena training sessions at the published 50% weekend discount.
- On Sunday, use the new weekly options: Arena training, meals, gifts, temple service/Blessing progress, stable/luring tasks, Pale Raven attention and available events.
- Choose actual beneficiaries: the two underleveled exam candidates first, then the highest-priority support pairing.
- Spend Motivation before buying meals that restore Motivation, where that system applies.
- Redeploy to a nearby quest, Skirmish or dungeon that advances the Chapter 8 goal. Do not do a multi-day round trip solely because training is cheaper on Sunday.
Turn checkpoints, not a rigid timetable
| Remaining turns (approx.) | Intended decision |
|---|---|
| 125–130 now | Earn ~40 Renown; examine classes, buy missing licenses, make a plan |
| 100+ | Finish nearby quests; main seven mostly 22–25; train missing exam ranks |
| 70+ | Main seven 25+ if feasible; Jasmine evaluated; check if high-level fort is worth travel |
| 40+ | Complete essential upgrades; stop exploratory detours if core is behind |
| 20 or fewer | Prefer nearby reliable catch-up and final weapons/support over long-distance experiments |
| Before the match | Inspect Foresight, restore appropriate equipment/classes, verify active Boons |
These are decision guardrails, not dates or mandatory XP predictions. If the team is already strong sooner, continue the story instead of pointlessly grinding every character to 30.
Phase 7 — Giant's-Print Fort: go there for a reason
Why my first trip failed strategically
On the abandoned run, I got to the level-35 Giant's-Print Fort in Ogmios, passing Salacia Posthouse and the Megaira region. My Pale Raven Support 5 frequently rescued failing Clashes, but the expedition brought Cai to about 30–31 and most allies only 22–23. I had wasted travel and completed most enemy encounters, leaving about 40 Turns and very few groups to train proficiency against.
Before I decide to revisit
- Are two or more characters still far below the target?
- Does a nearer, safer dungeon give the required character EXP?
- Is there a specific weapon or class rank I want to loop?
- Is the 40-Renown Jasmine task already done?
- Will the return path steal a useful weekly reset?
- Is Pale Raven Support 5 still present after the restart?
- Do the party's actual HP, AS, healing and LP survive level-35 packs without trusting a chance-based rescue?
If I cannot answer these positively, I do not head straight back to the fort just because I've already learned its location.
A disciplined fort visit
- Before entering, choose a character-level objective or a proficiency objective for each available enemy pack.
- Take my balanced dungeon group, not four or five carries who will monopolize every kill.
- If I want levels, finish that Clash. Give the weak unit a safe final blow. Switch team members between opportunities.
- If I want skill/class ranks, leave the pack alive, use weak attacks, then Retreat. Never press Skip to Conclusion.
- Spend LP sparingly; keep a dangerous-pack reserve and do not plan on the Rest Spot refilling it.
- When LP/HP/magic are low, use the Rest Spot for the resources it actually restores, or end the dungeon exploration. Verify the LP meter after a fresh trip.
- Keep an eye on both real-world time and calendar Turns. Leave once the skill rank/level objective is achieved.
Safety: Eshmel's Support Salvation is a chance, not guaranteed immunity. A rescue wipeout may also clear the pack I wanted to keep for Retreat practice. Avoid the lowest-HP brink as a deliberate infinite-XP strategy.
Phase 8 — Final seven, classes, weapons and purchasing
These are target levels. The actual exact post-restart levels and which specific exams were finished have not yet been recorded.
| Priority | Unit | Target | Preferred Specialty | Main loadout | Job in first match |
|---|---|---|---|---|---|
| 1 | Cai | 30–32 | Armored Ornius Rider only if no important AS follow-up is lost; otherwise Ornius Rider | Da Mina Spear (owned; +1 not reconfirmed) | Mobile, fast spear frontline |
| 2 | Alexandra | 28–30 | Wing Soldier | Da Mina Spear; lighter Iron Spear as AS backup | Fast flier and flank control |
| 3 | Guzran | 28–30 | Myrmidon | Chosen Sword normally; Flyssa if available for armor | Fast sword eliminator |
| 4 | Peter | 27–30 | Archer | Tempest Bow (owned, keep it) | Safe ranged pressure, flying enemies |
| 5 | Tialla | 27–29 | Priest, or current caster if not yet certified | Wind, Healing / Physic when learned and usable | Reliable magic and healing |
| 6 | Yang Jie | 26–29 | Priest, or current caster until licensed | Thunder, healing as available | Second magical answer and support |
| 7 | Noctula | 26–29 | Pugilist | Da Mina Gauntlets, lighter Iron as needed | Fast close-range damage |
| Alt | Jasmine | 26–29 | Armored Knight if needed and exam-ready | Spear, not another axe | Enemy-phase tank/counter; replace Noctula if competitive |
If Nydine is several levels above Noctula before Jasmine joins, she is a usable mounted spear alternative. Do not catch up a low-level reserve at the expense of the first seven.
Prioritized shopping trip
| Importance | Item | Where to check | Budget note |
|---|---|---|---|
| Essential if missing | Specialty License(s) | Dagsion certification area / applicable other vendors | Buy for the two outstanding exam candidates, not duplicates |
| High | Flyssa for Guzran | Callianeria Port | Shop guide reports ~2,100G; check the sword I already acquired first |
| High if affordable | Da Mina Spear for Alexandra | Megaira | ~4,000G; compare AS against Iron Spear |
| Medium | Da Mina Gauntlets for Noctula | Mons, Braxithea | ~2,800G; only if Noctula is staying in the active seven |
| Conditional | Spear for Jasmine | Existing convoy first | Don't buy two premium spears if stock/gold is tight |
| Optional | Hunter's Bow | Ribeira | Peter already has the Tempest Bow; do not replace it automatically |
| Optional | Healing Staff / Magic Staff | Available relevant vendors | Nice extras after class licenses/armor answers |
| Never | New axe | — | Personal rule for this Chapter 8 run |
The recently acquired unnamed sword matters. Inspect its weapon description and effective-damage icons before spending on Flyssa; it may already fill a specialist slot.
Why Black Magic EXP +1 was not a mistake
The Boon speeds Black Magic proficiency, not direct spell damage. It helps the offensive magic lane for characters in classes that can actually cast their Black Magic spells. White Magic EXP +1 is a separate healing/support proficiency accelerator, useful for Priest certifications and Physic progression; it is not required for the first match. Do not spend scarce Karma solely because my old table had the two Boons in the opposite order.
Phase 9 — First main tournament match against Leda
The tactical objective
For Cai's Chapter 8 main Match, published walkthroughs give Defeat Leda as the victory condition and Cai falls as defeat. Use in-game Foresight to confirm deployment count and actual enemy distribution before battle. No need to spoil story beyond this.
Before pressing Start
- The actual seven deployment slots and enemy levels checked
- All deployed units at least roughly 25; those doing frontline work ideally 27–30
- Cai in the fastest practical mounted class and wielding his Da Mina Spear; actual battle forecast still enables doubles
- Alexandra, Guzran and Peter carry suitable ready weapons
- Offensive magic is assigned to a class that can actually cast it
- Tialla/Yang Jie have usable healing where available
- Jasmine or Noctula chosen on real stats, not the preferred names list alone
- Relevant combat arts/Blaze effects inspected
- Support partners positioned to receive adjacent bonuses
- Weapon durability/uses, shop stock and licenses all checked
- Remember: there is no dungeon Attack Link/LP command here
Turn-by-turn approach, without inventing enemy coordinates
- Opening deployment: Put durable units on the front and give ranged/healing units tiles with escape room behind them. Group compatible Support partners close enough for a bonus; do not clump into an enemy area attack.
- Turn 1: Show enemy threat ranges before moving. Use Cai or Jasmine to protect the entry lane while Peter and magic units look for safe attacks.
- Early turns: Eliminate or isolate enemies who can reach Peter/Tialla/Yang Jie. Attack with Guzran or Cai when the forecast predicts accurate doubles and a survivable response.
- Armored threats: Compare the damage preview for Flyssa, physical specialist gear and Black Magic rather than brute force with a heavy general weapon. Magic often helps against enemies with high physical Defense.
- Flanking: Alexandra controls useful flying routes without landing on a tile vulnerable to several counterattacks. Fast doubles are more useful when she survives the enemy phase.
- Approaching Leda: Check the victory condition again. Do not waste turns defeating every irrelevant enemy if the boss can be safely finished. Maintain room to reposition.
- Before every high-risk attack: Read Hit, AS, expected incoming damage and the support bonus banner. A Support rank alone will not order Peter to join Cai's hit.
- If the forecast is bad: use available rewind/reposition systems and try a different approach instead of pressing through an avoidable loss.
Confirmed for Cai's Chapter 8 match by the RPG Site Cai-route walkthrough: use ZL to identify the explosive spots and exploit their area damage. Buccar joins as a guest ally on Turn 3. Approach the Demonic Beast cautiously; position units around it before entering its range. Armor-effective attacks are especially useful. The exact coordinates are still map-dependent, so use the live map and Foresight instead of inventing an opening move.
Fast troubleshooting: what should I do right now?
| I am seeing… | It means… | My next button/action |
|---|---|---|
| Support 4 but no paired attack in the tournament | Support is a nearby stat bonus, not a free second action | Put bonded ally adjacent; inspect support forecast; command each own turn |
| Full support, no Attack Link in dungeon | Missing LP, compatible Link option, or wrong command | Open Link in Clash; check LP and eligible partners |
| LP empty after many encounters | I spent the dungeon's finite Link budget | Save further Links; restart a new dungeon exploration to replenish, not a Rest Spot |
| Rest Spot filled HP but not LP | Expected behavior | Spend LP only when necessary; check after re-entry |
| My 20-level units aren't leveling | I'm only getting skill EXP from Retreat | Finish the next safe Clash/Skirmish and distribute final hits |
| Weapon skill isn't rising after Retreat | Wrong rank, wrong weapon, miss, bane, no skill gain, or wrong menu | Land an actual hit with matching proficiency, compare bar before/after, use Arena/Boons if needed |
| Enemy pack disappeared | It was fully cleared this chapter | Use another uncleared pack or wait for next chapter |
| I can't certify two units | Need License, rank or pass chance | Inspect proctor screen; train one missing skill, buy only appropriate license |
| Jasmine is not recruitable | May lack 40 Renown, Support 1, 2,000G or her availability trigger | Check actual dialogue/date and requirements; complete nearby Renown quests |
| Cai gets slower on promotion | New class lowered Speed/AS | Preview follow-up attacks; stay Ornius Rider if faster |
| Peter already has Tempest Bow | He's equipped well | Keep it unless a specialist enemy specifically needs something else |
| Black Magic Boon bought instead of White | Offensive skill acceleration, not a permanent mistake | Use it; get White Magic next only if healer development warrants it |
The compact checklist to use at the console
- Verify the actual calendar turns remaining and Foresight deployment count.
- Finish the shortest useful quest(s) for ~40 Renown, reach Renown 8.
- Recruit Jasmine at Support 1 / 2,000G when available; inspect her starting class.
- Inspect the two unpassed Specialty exams; buy only their needed licenses.
- Train weakest seven from 20+ to at least 25 through completed fights.
- Use Retreat before the last enemy only for specific weapon/class/magic skill ranks.
- Don't accidentally clear the last useful dungeon pack or spend all LP on easy groups.
- Use Link → Attack Link manually in Clashes when a combo is worth its LP.
- Use adjacent Support bonuses (not automatic duo attacks) in grid Matches.
- Check Saturday/Sunday Arena discounts and Sunday weekly reset when nearby.
- Keep Cai's Da Mina Spear and Peter's Tempest Bow.
- Check the unknown sword before buying Flyssa; buy no axes.
- Take the faster Cai class if promotion removes an important double attack.
- Choose Noctula vs Jasmine according to levels/stats right before the match.
- Read the in-game boss objective and go win Cai vs Leda.
Sources and last verified
.
- In-gameMy own Fortune's Weave save (Cai, Part I)
Oct 30 new firsthand update: reached Cai Part I Chapter 12 Just One Wish, turn 1. No new character levels, equipment changes or Chapter 11 event outcomes supplied; the October 29 roster is last directly measured. Historical: Oct 29 Switch screenshots prove all eight exact levels, classes, HP, combat stats, current equipped gear and character abilities: Cai41 Alexandra36 Tialla36 Peter32 Guzran32 Noctula31 Sofia31 Jasmine30. Also the personal background screens for all eight. Fewer than about 20 turns left in Cai Part I Chapter 10, with Giant's-Print Fort and Bertrand/Talimun complete. The Oct 26 observations and older level-28 Jasmine screenshot remain historical; do not infer unreported level-up rolls, completed Anna quest or a chapter replay.
- CommunityRPG Site — Cai's Part I walkthrough
Chapter structure and quest routing for the route I am on. I read it behind where I have played, never ahead.
The dungeon count, the chest and breakable behaviour, the Uncharted marker, and the Skip to Conclusion recommendation for Standard. I have confirmed the parts covering Niraga Mine; everything about Part III is recorded, not verified.
Documents the Sunday weekly reset, Saturday/Sunday Arena discounts and the double-weekend routine. Used as planning help; the exact current calendar in my save remains authoritative.
Current shop inventories used to locate weapons for the Chapter 8 shopping plan: Callianeria Port, Megaira, Orens, Port of Pandora, Mons, Daimon, Breston and other regional armories. Shop stock is re-checked against the save when Daniel actually visits because launch-month tables can change.
Current gauntlet stats used for Noctula's Chapter 8 upgrade plan, especially Iron, Da Mina and Counter/Dodge alternatives.
Cross-check for current specialist-weapon prices and locations, including Flyssa, Hunter's Bow, Da Mina gear and promotion licenses. Use the actual shop screen as final authority if a launch-month price differs.
- CommunityUnverifiedFortune's Weave Guide / Encyclopedia — Ornius Rider and Specialty class statistics
Reports Armored Ornius Rider Speed +2, Ornius Rider +3, Light Cavalry +1 and mounted movement. Sources disagree on class Speed growth and some abbreviated exam requirements. Check the live game certification screen for Rider D and Spear C alternatives.
Cai route reports Renown 8, Support 1 and 2000 Gold to recruit Jasmine. The player's earlier recruitment and later chapter replay are separately documented by personal report.
Pale Raven/Eshmel support improves odds of preventing fatal attacks or winning desperate dungeon Clashes; not a guaranteed save and not verified to award full character EXP through repeated retreats.
Published September 28. Describes walking into a dungeon encounter without preemptive auto-clear, landing normal hits, preserving the final enemy, then using Retreat to keep Weapon/Black Magic/White Magic/Class progress. Recovery Links also train White Magic and Supports. It does not establish that retreat infinitely awards normal character levels.
Explains Match vs Clash, explicit Link command and paid combined actions; dungeon LP refreshes at a fresh dungeon exploration but not at Rest Spots. The guide avoids asserting a guaranteed Link in every partner combination or any unverified LP-max farming tactic.
Reports shared dungeon HP pool, LP per-trip refill, Rest Spots restoring HP and Magic only, and improved LP economy at higher Support ranks. Cleared dungeon encounters reportedly respawn at chapter reset but not ordinary re-entry.
Tactical Match support adjacency raises combat stats such as Hit/Avoid; it is not an automatic second attacker. Guides describe checking the combat bonus with the X forecast/details view. Clash Link actions can raise Support, separate from a passive grid-map support effect.
Reports class exams from Dagsion certification proctor, Specialty Licenses, required skill ranks and pass probabilities, and that unsuccessful attempts may consume licenses. Exact exams and local shop stock should be checked in-game.
A completed Clash gives experience to participating characters; the final-blow MVP earns more than teammates. This is why Cai can carry Giant's-Print Fort encounters while the intended squad around level 23 gains character levels. Results must be checked against the actual roster and travel Turns.
This level-30 dungeon is in Pasithea, which Cai CANNOT reach during Part I. Its generic Renown-6 gate does not remove the route restriction. Do not include it in Cai's current travel plan.
Located in Solidus, northwest of Dagsion, level 32. No verified Cai Part I entrance or path. A Sirocco recruitment reference sends Theodora/Dietrich to the other exit of Iapetus, whereas Cai takes Masked Woods. Mark as unknown access and not a recommendation for Cai's short pre-tournament trip.
Player-written recruitment/giant meat guide explicitly says Cai's Part I route cannot go to Pasithea, the southwestern region containing Nemea Cavern. Other sources including VGC-derived Glirmosa articles corroborate the restriction. This overrides generic Renown gates.
Sirocco's Theodora/Dietrich recruitment route goes through Iapetus Cavern to Atla Peak in Solidus; Cai's request routes to Masked Woods and Secret Altar. Does not conclusively establish Iapetus inaccessible for Cai, but makes speculative route advice inappropriate.
Georeferenced fantasy-game map shows Dagsion in Amalthea, Pasithea at far southwest (Breston/Chiron), Solidus to northwest (Zol/Lindrake), Idyia to east, and Braxithea southwest. It does not provide verified node-by-node dungeon paths or travel Turn counts.
Stoppered Shrine is level 25 in Idyia with a Renown-6 gate and reported Part I treasure. There is no documented Cai route lock on the page, but the entrance position and actual map access were not verified. Check current map before travel.
Lists Cougar Woodlands in Braxithea as level 23. Map shows Braxithea southwest of Dagsion, not a verified precise entrance or travel count.
Section 7 explicitly says Part I main mission begins automatically at Free Time expiry from anywhere on Dagda if the destination has been visited once, shown by a green checkmark by the deadline. Most missions are in Dagsion so Cai may not need additional location travel. This avoids wasting Turns on pre-mission return travel. Does not apply to optional events or Part III.
Player ran a full chapter of Auto-Activities after visiting the main mission site to obtain a green checkmark and reports automatic teleport to mission. Other users corroborate; note that missing checkmark can cause chapter failure.
Lists Smithing Stone in Giant's-Print Fort, Dark Cave, Niglia Mine and Heretics' Cave, among numerous other locations; dungeon breakables and mining areas are common acquisition sources. Does not claim a specific Tempest Bow's repair recipe.
Notes the blacksmith, repair/refine menus, ore from dungeon crates and mineral spots, Combat Arts consuming weapon durability while normal attacks do not, and broken weapons remaining repairable.
Lists Hunter's Bow 6 Mt, 70 Hit, Wt7, effective vs beasts; Tempest 9 Mt, 80 Hit, Wt5; Iron 9 Mt, 75 Hit, Wt6; Da Mina 12 Mt, 70 Hit, Wt6. Used to avoid incorrectly recommending Hunter's Bow as Peter's general replacement.
Bow C, 12 Mt, 70 Hit, Wt6, special Combat Art Hit+10. Dagsion Vandahl barter Dates x10 and Shem Yam x5, Orles City weapon shop lists 4000G stock 1. Shop/stock should be confirmed.
Direct October 3 2026 player experience with the Event Clash following Cai defeating Leda. Buccar joins during the scripted Clash and is a sturdy defensive lead. Lead selection affects incoming damage/evasion, LP should be used on high-value Attack Links, and Buccar plus Ultand Seraphim has been reported as very strong. One player verified choosing Restart Battle allows party reselection, instead of restarting Chapter 8. Links may have unusually reliable hits compared with ordinary attacks; confirm in-game hit preview. User's own mage spell lists have not been provided.
Players confirm a demon Event Clash following Cai's tactical defeat of Leda. Specifically, one completed it with Peter Protect Linking to block hits against Cai, then wearing down remaining HP bars with an upgraded spear. Another reports strong Cleansing Blade and magic-user Links. Do not mistake the tactical map Demonic Beast for the scripted Event Clash demonic beast.
One player says that Cai's post-Leda scripted Event Clash draws from the first five main Match deployment units, but explicitly qualifies the count with uncertainty. Buccar joins after the first Event Clash turn. Never present the first-five behavior as fully verified, but recommend checking the party and retry option.
Related guides
Cai vs. Leda: First Tournament Match and Event Clash Guide
Beat the tactical Match by controlling enemy threat ranges, using map explosives and armor-effective weapons, and protecting Cai. Defeating Leda triggers a separate demonic beast Event Clash: use a durable lead (Buccar when available), powerful Attack Links with Cai and offensive magic, and Protect or Recovery Links to keep shared party HP alive. I won both with a team around level 25, Cai about 35 and Guzran 24. Afterward I had 32 Turns before the next main quest. The exact moves from my winning attempt were not recorded; the tactic details below are sourced guidance, not a fictional eyewitness battle log.
Mechanics
Chapter 8 Original Power Plan — Before My Restart
Historical plan, now replaced by chapter-eight-restart-tournament-build. Cai was already strong enough. Build everyone else. Use the current combat quests as catch-up maps, hunt/trade for Giant's Meat, buy Flyssa + Da Mina Spear + better gauntlets before any luxury purchases, buy zero axes, and spend the final week in Dagsion doing refreshed weeklies plus Combat Auto-Activities.
Mechanics
My Character, Weapon & Class Compass
Past my current spoiler boundary — open it deliberately. (Cai — Part I completed; Leda Part I first free-time training after Lechner)
Characters and mechanics
Why I Auto Battle Clashes—Except When Training Skills
Play the tactical grid Matches by hand. In an easy dungeon, automate ordinary Clashes, but when training for a certification, enter manually, land a matching weapon/magic hit and Retreat with enemies still alive. Finish Clashes for character EXP. Dungeon Attack Links are explicit actions costing LP; the party shares HP, not LP.
Mechanics