Completed the game a few days ago, took me around 26h. Was pretty fun, though there are still things that feel a bit obscure. Questing is the biggest thing that I don't fully grasp yet. I thought that the reward icons on your Knights had to correspond with the quest reward icons so that you could get that type of item, but that doesn't seem to be the case. seems like the Knights quest reward icons just add to the existing pool of possible rewards. Also I'm not sure if it's just my like but questing in regions also seem to affect the element of gear you get, i.e I quested a lot in Tim Gustav's land and got a shitload of Dark element gear. I also only got a single monster unit upgrade item the whole game, and that was right before the final battle. I didn't quest with any level 20+ Knights so maybe that's something I should've done to get those monster upgrades. I really would've liked to have gotten a tier 3 Lizard and Serpent, but next time I'll try to figure out how this stuff works better. Last thing I didn't fully grasp was that each capital city had 3 quests but one of them is locked as ???. After conquering all the castles I got a popup explaining that I can now quest there, but when I tried they were still locked, and I'm not sure what kind of rewards you can get from them (and what's the point if I already have all the castles?).
Anyway, good fun. I'll do a Tim run next, though that will probably be in a few weeks. Here are some of my thoughts on heroes I used:
-Snipers are amazing.
-I like the Dark Knight conceptually, but using his unique ability takes some extra setup that feels clunkier than just using the Paladin (Paladin gets a heavy single target nuke, Dark Knight gets a 1 hex AoE attack that will then boost his Attack and Defense). I think in the future I should pair up Gremlins with Dark Knights because of their React spell, which I'll get to in a moment.
-Lancers are kind of cool. Didn't really use them much but their passives and active abilities are awesome. Next time I'll be sure to use one.
-Pick was a really strong hero Norzaleo hero. He starts at level 1 and has super low HP and defense so probably best to train him up a bit with quests, but he becomes an excellent nuker and utility hero with high Int and good spells. His passive ability requires you to pair him up with Elena, but I really recommend that this is done since he'll then get an extra 10% int and regen 10% MP each turn.
Some of my favorite monsters:
-Imp/Gremlin looks like shit if you just look at the low cost and thing it's a cheap chaff unit, but the utility and power a Gremlin brings is quite high. They can do decent damage with spells, but React is an impressive utility spell that allows a unit to act twice during a turn. Obviously pairing such a cheap unit with good utility is a good idea with any Knight, but next time I'd be sure to pair up a Dark Knight with one just so I can have an easier time using Dark Storm.
-Lich is one of my favorite units. Quite difficult to get him since you need a Ghoul > Revenant at level 20 (unless you get lucky with an item that lets you force monsters to evolve), but it's worth it. He's really strong at melee thanks to his hp regen on attack and passive 10% HP regen each turn. He also has a decent ranged nuke but his special ability is reviving any killed monster unit as a zombie for the remainder of that fight. So if you kill a tough enemy monster you can turn it against them.
-Nightmare is ridiculously good, and having one on each Knight is not a bad idea. Weakness and Magic Down can really help you take down those high value targets, plus they can Heal and cure status effects. A lot of bang for your buck as they only have a mid range cost and the upgrade is available at level 10.
-Demon/Angel powerful Dark and Light casters. Demon's can tele enemies away as well as turn fliers into ground units and debuff agility (easier to hit, takes more damage). Angels can heal and do powerful single or AoE nukes.
-Phoenix was just a nice flyer unit to have. Decent damage, heal each turn so they have nice survi, and they have some healing and a fire spell.
Honorable mention:
-The Golem line. I actually didn't get one to be very high level as they all died as Iron Golems due to me treating them as expendables, but next time I'll try to get at least one Mithril Golem. They have good stats and their lack of any innate element means that you can tune them to be strong against any kind of enemy provided you have the correct monster equipment.
-Didn't really have any luck with the Gigas. On paper is seems like a cool tank unit since it can cause faint and attack/defense debuffs when it attacks, which is offset by the fact that it's squishier than the Golem. But their accuracy sucks so much that it's not reliable enough for my tastes. There's a spell called Halo that guarantees a hit, but I don't think it's good action economy just to have a single unit babysit another just so they can hit with normal attacks. Their final unit upgrade gives them some really awesome skills and passives (including 10% more accuracy) so maybe I can make this unit work if I find the right equipment and/or get some agility potions to feed it.
Closing thoughts: having a better grasp on questing will unlock unit potential a whole lot more, I think. Items do a lot to increase the power of your Knights and monsters so it's not something you should sleep on. Also as I previously mentioned there was an item that forces a monster to advance into the next tier. This item has a lot of abuse potential. A higher tier monster has better stat growths so if you can, say, get a level 1 monster to tier 2 or even 3 you can end up with a real beast due to their accelerated stat growth.