Looking for a comprehensive guide to conquer Dark Deity? Look no further! Our walkthrough will provide you with strategic tips for every chapter, ensuring that you won’t be caught off guard by any surprises.
New Game settings
In this game, it automatically saves your current turn from the beginning of the turn with a battlesave, even though it doesn’t tell you. The battlesave load option is located at the bottom right of the typical load save menu. You can use this to reload a turn gone bad from the beginning! Just don’t let the turn end.
Chapter 1
Turn 1
Garrick moves 1 right and attacks the enemy Warrior with Green weapon. Alden moves 3 up, 2 right, and attacks the enemy Warrior with Green weapon. Maren moves 2 up, 1 right. Irving moves 1 up, 1 right, and finishes the enemy Warrior with the default Red weapon, Longsword. This allows everyone to benefit from Irving’s passive ability to give allies +5 EXP when he defeats an enemy.
Turn 2
There might be some variation in positioning due to RNG affecting where the enemy Warrior can attack you from. Just attack with Alden first, then attack with Maren’s Green weapon, then finish the Warrior off with Irving’s Green weapon while making sure everyone is within a 2 tile radius of him to benefit from his passive. Check the next warrior’s aggro range and pull one warrior with Garrick.
Turn 3
Finish off the enemy Warrior with Irving after chipping with everyone else as needed. Maren can heal someone. Stay out of range of the enemies and pull only one enemy at a time so that you can comfortably maximize your EXP gain on this chapter.
Turn 4
Pull the enemy Warrior’s aggro with Irving while making sure the enemy Cleric is out of range. These enemies on the first map have much shorter range than most normal enemies. Also note that when you aren’t in enemy range and have some free actions, Push, Phase, Haste, and so on can be used for some free EXP.
Turn 5
Finish off the enemy Warrior with Irving and pull the enemy Cleric’s aggro.
Turn 6
Finish off the enemy Cleric with Irving and pull one enemy Archer’s aggro with Alden or Garrick.
Turn 7
Finish off the enemy Archer with Irving and pull the other enemy Archer’s aggro with Alden or Garrick.
Turn 8
Finish off the remaining enemy Archer with Irving.
Turn 9
Pull the enemy Mage’s aggro with Alden. Remember to use Push, Haste, and Phase to grind a few EXP.
Turn 10
Finish off the enemy Mage with Irving.
Turn 11
Pull one enemy Warrior’s aggro with Irving.
Turn 12
Finish off the enemy Warrior with Irving and pull the other enemy Warrior’s aggro.
Turn 13
Finish off the enemy Warrior with Irving.
Turn 14
The boss of this chapter, Sterling, doesn’t move from where he is and can only attack from melee range, so your ranged units can chip him for free with no risk. If you feel like grinding for some achievements, this map is also an easy one to do several achievements such as having one character take more than half of the team’s damage and survive, take 150 damage and survive, have one character move 150 spaces in a single chapter, and take more than 25 turns to clear a chapter. Garrick can tank Sterling’s hits from melee range and gain some free EXP while not doing any damage to the boss so you can continually farm EXP here, although it’s not necessary due to the way level scaling and EXP works in this game (higher levels gain less EXP, lower levels gain more EXP). In theory, if you really wanted to and were playing on a higher custom difficulty level, you can grind EXP endlessly here with no limit. You can definitely get your characters to their level 10 promotion, if you feel it’s worth it to grind with 1 EXP gain per unit per turn with their Push/Phase/Haste/Heal actions, although Garrick will gain EXP a bit faster while tanking the boss. My recommendation is no more than Level 3 on Irving/Garrick/Alden and Level 2/3 on Maren.
Turn 15+
Finish off Sterling with Irving and beat Chapter 1. I finished on Turn 20 with Irving at Level 4, and Garrick/Alden/Maren at Level 3.
Chapter 2
Turn 1
Elias moves 2 right, 3 down, and attacks the enemy Archer with his Yellow weapon for an exact KO. Garrick moves 2 down, 1 left, and attacks the Strider sword bandit with his Green weapon. Cia moves 2 down, 2 left, and attacks the same Strider sword bandit with her Red weapon for an exact KO. Alden moves 3 down, 2 left, and attacks the other Strider sword bandit with his Red weapon. Maren moves 1 right, 4 down, and attacks the Archer bandit with her Green weapon for some chip damage. Finally, Irving moves 2 down and attacks the Strider sword bandit with his Green weapon for a KO and to spread his passive EXP bonus around.
Turn 2+
The bandits on this map automatically move towards your position at a slow pace. Their movement speed is still slower than most regular enemies for this early map. The right side of the map has 2 bosses at the bottom, Jax and Fel, so more of your units are needed in that direction. Irving will begin on the left side, but he will go over to the right for the bosses later. I used Elias, Irving, and Alden for the right side in the end, and Garrick and Cia cleaned up the left. I would personally prioritize getting kills on Cia. Maren stayed near the middle and healed whoever needed it, while also contributing chip damage or even a KO as necessary. Juggle between everyone’s Red, Green, and Yellow weapons as necessary to see which is the best fit for your current combat situation. Make sure to leave Garrick in range of the enemy bandit Archer and Witch Hunter on the left side so that he can counterattack them for extra damage so you can defeat all enemies within the 7 turn time limit.
For the two bosses, it is very likely that you will not have enough firepower to defeat them both on the same turn if you also want to clear the map’s entire left side. What I recommend is that Alden attacks Jax from 1 up and 1 left, and any melee character can defeat Jax. As long as your characters are at full HP, they should be able to withstand one attack from Fel, and then you can heal up and defeat Fel next turn. Note that Jax and Fel are not completely stationary when you check their range, but they will not move out of their displayed attack range at all which is extremely short compared to normal bosses’ movement.
Chapter 3
Lincoln comes with a Guga Steak (+5 HP permanently) and someone on your team should have a Hot Bean Juice (+2 Speed permanently). You can use them in the interface by first giving the item to the person you want to use it on in Inventory, then going to Units, clicking on the character in question, then clicking on the stat up item, then click the stat up item again when it says “Use?” You can make an already tanky unit even tankier, increase the durability of a fragile character, make it easier for an already fast character to double, or make a slow unit less prone to getting doubled. I would personally recommend giving the items to a “carry” unit, someone who can put in a lot of work doing DPS while also dodging many enemy attacks in this game. Alden, Bianca, and Cia are good choices for these stat booster items. Go to the shop and sell every healing item in your characters’ inventories. You can simply use healers like Maren and Lincoln who heal for free instead, while saving the money for stat boosters or weapon upgrades of your choice. As for which stat booster to buy, I would say that Dexterity is the best stat in the game, since in this particular game the Dexterity stat affects both Accuracy and Dodge to a great degree, and Accuracy can be an issue at all stages of the game.
Turn 1
9 turns to defeat all enemies on the map is doable and is actually easier than Chapter 2’s objective.
Bianca moves 1 up, 4 right, and attacks the Barbarian axe bandit with her Yellow weapon for a 100% KO. Lincoln moves 2 up, 2 right, and attacks the Barbarian bandit with his Green weapon. Garrick moves 2 up, 2 right, and Kos the Barbarian bandit with his Red weapon. Alden moves 1 up, 3 right, and chips the Barbarian bandit with his Green weapon. Cia moves 4 right and Disarms the Barbarian bandit. Disarm will remove all weapon bonuses from the enemy, so they lose the weapon’s attack power from their attack. Elias moves 3 right, 1 down, and attacks the Barbarian bandit with his Green weapon. Maren moves 1 up, 4 right, and Heals Bianca if she took damage or Waits if she didn’t. Irving moves 1 up, 3 right, and Kos the Barbarian bandit with his Green weapon to finish the turn.
Turn 2
Bianca should moves 1 right, 1 down, and Wait there in order to draw aggro from the small group of 3 southern middle enemies. Everyone else should work on cleaning up the remaining starting area enemies the best they can, but it’s likely that there will still be 2 enemies left alive which is fine as long as they don’t manage to kill anyone (they shouldn’t).
Turn 3
Clean up the remaining starting area enemies and move towards the southern middle 3 that Bianca drew aggro from last turn.
Turn 4
Elias should move east into range and Wait to draw aggro from the northeast 3 Duelist bandit enemies. Bianca or Irving can start drawing aggro from the southern enemies (be careful how many are in range to attack you).
Turn 5
Elias can deal with the northeast enemies by himself with one healer backup, you can even throw in one ranged support to make things go faster there if the south seems stable enough. Start clearing out the southern enemies.
Turn 6
Continue to clean up the southern and northeast enemies.
Turn 7
Send someone to aggro the eastern pack of 4 Barbarian bandits. Clean up whatever remaining enemies there are left.
Turns 8-9
Clear out the last enemies.
Chapter 4
This chapter requires a party split between left and right in order to finish in a reasonable amount of time. I recommend using Irving, Garrick, Bianca, and Maren for the left side, with Alden, Cia, Elias, and Lincoln for the right side.
Turn 1:
Elias moves 1 up, 1 right, and attacks the Defender bandit with his Green weapon. Alden moves 4 right, 1 down, and attacks the above Defender bandit with his Yellow weapon, it should be an exact KO if Alden has his Yellow +1 weapon. If the damage isn’t enough, swap Bianca and Elias and send Bianca east instead as Bianca’s passive 8% power increase to nearby allies should be enough. Cia moves 2 down, 1 right and Disarms the Defender bandit. Lincoln moves 1 up, 2 right and Heals Alden/Elias in that priority order. Garrick moves 2 left and attacks the northmost Thief bandit with his Green weapon. Bianca moves 1 left and attacks the Duelist bandit with her Yellow weapon. Maren heals Bianca/Garrick in that priority order. Irving moves 2 up, 2 left, and defeats the Thief bandit to his left using his Green weapon.
General strategy:
Clear out the small packs of enemies with the understanding that most enemy groups aggro in small groups of 3-4 at a time. Use Garrick/Alden to pick off the ranged enemies in the locked rooms first before opening the doors. Make sure there are no other aggro’d enemies when you open the doors to Rescue and Recruit Sophia (Ranger) on the left and Sloane (Mage) on the right.
The boss doesn’t move until you get into his range. This map has no time limit, so if you want you can grind some EXP here and get a lot of your members to level 10 and class change, although it’s not really required to grind in this game.
Chapter 5
Trading can be done freely between party members and the Convoy in this game, without regards to distance between people. You can also Trade without using up your action! Use Trade immediately to give Sara’s items to Cia, Samara’s items to Maren, and Brooke’s items to Alden (equip the Aspects in the first slot for them to take effect). Sara starts with Cassara’s Blaze (10% chance to deal 1.5x damage), a very unreliable effect that’s only slightly better than nothing. Samara starts with Ellis’ Light (50% increased healing), a decent Aspect for any healer on your permanent team. Brooke starts with Orion’s Pursuit (15% increased Accuracy), which is an excellent Aspect that will be useful for the entire game. (This gives you a head start on using their Aspects and items as otherwise Sara and Samara will (minor spoilers) temporarily leave the party for a few chapters right after the end of this chapter.
This Chapter once again has a left/right split with your party being unable to meet up until much later. There are teleportation tiles that take you over the impassable area. Each symbol will teleport you to the same corresponding symbol just by ending your turn on it. Try and use ranged characters on the edge to finish off the ranged enemies first before going over an impassable area. The boss isn’t particularly strong and doesn’t require any specific strategy to beat.
Chapter 6
Alden upgrades his Yellow weapon once. Bianca upgrades her Yellow weapon once. Cia upgrades her Blue weapon twice. Sloane upgrades her Yellow weapon twice.
This map is rather basic. Clear out the middle enemies near you first. The right group of enemies automatically move towards you even if you are not in range, but the left group of enemies do not. For turn 1 simply make sure your units are in range to strike someone and take as little damage as possible while attacking. After you finish dealing with the large group of aggro’d enemies, you can start pulling small groups of enemies at your leisure from the left side of the map.
Chapter 7
Promote Benji (Knight/Dragoon recommended). This map involves you having to save the Aqueducts, which are the blue squares with enemy Inquisitors standing on them in the middle of the map. Every turn, the Aqueducts will lose a set amount of HP for every Aqueduct tile with an enemy on it, so you have to take out the enemies with a reasonable amount of speed required. I would recommend using two groups of six, one on the top left, and one on the top middle side to help Benji. Note that the terrain in the middle slows your movement speed by half. The Inquisitors on the Aqueduct tiles never move and only have 1 range, so you can freely attack them with ranged characters. They also have significantly higher Fortitude compared to Defense. Do note that the chapter automatically ends when you defeat all Inquisitors on the Aqueduct tiles, so keep that in mind and finish an Inquisitor last if you want to defeat all enemies for maximum Gold and EXP.
Chapter 8
Promote Caius (Strider recommended). There’s no time limit on this map, but it ends automatically after you defeat 30 enemies. Some of the initial enemies start aggro’d and charge towards you, while others only aggro in small packs when you enter their range. Stay near your starting position and finish off the initial aggro’d enemies before carefully picking off a small group of enemies at a time. I recommend going left and clearing the western + northwestern enemies for a total of 30, because of the weapon upgrade tokens you can find as drops in this direction. Remember to look for the blue dot on the enemy indicating that they have a drop!
Chapter 9
Weapon upgrades: Alden Yellow x1, Caius Red x2, Maren Green x1, Sloane Green x1
Give Corvan’s Ziegrich’s Luminance Aspect to Irving.
Promote Helena (Knight/Defender/Dragoon recommended).
You start in four corners for this map. You only have 3 healers maximum, so put some of your stronger characters in the corner without a healer. Take care of the initial enemies, then the rest is easy because the enemies can just be aggro’d in small packs at a time. The “boss Aurimas” that you face all aggro individually so you can pull just one at a time.
Promote Aurima after the end of the chapter. (Gale/Blaze recommended).
Chapter 10
This chapter has you defending chokepoints in the four cardinal directions for 8 turns. For deployment, first deploy every single ranged attacking character you have, then make sure to deploy all 3 healers (Maren/Lincoln/Samara), and finally choose your best melee characters. Due to all the chokepoints, ranged characters are far more useful as your primary offense, as your melee characters will be busy positioning to block more than focusing on offense.
The north can be blocked by a single character in the hole in the wall and is mostly physical. The east is mostly magical apart from the two starting Defender enemies. The south is mostly magical except for the two starting Archer enemies. The west is entirely physical. Have a healer for each side and use proper defenses against the damage types. For instance, Sloane is extremely strong against magic enemies.
My setup: Irving in the hole in the wall against the north enemies, Maren + Sloane + Alden for the east enemies, Aurima + Bianca + Lincoln + Elias for the west enemies, Garrick + Sophia + Caius + Sara + Vesta for the south enemies.
Chapter 11
You receive a lot of Aspects in this chapter, so I went ahead and rearranged the Aspects on everyone. My setup is as follows:
Alden: Orion’s Pursuit (15% Accuracy boost is good on any carry character).
Aurima: Ziegrich’s Luminance (Gale Aurima has the best Mastery stat on my team).
Benji: Theron’s Passion (Crit Aspect for a crit character).
Bianca: Varden’s Ardor (Bianca has been upgrading Green + Yellow weapons and a generic power boost Aspect is fine on any offense character).
Caius: Altum’s Descent (Strider Caius is now a super dodge tank).
Cia: Kyne’s Passage (Any character with this Aspect becomes a godly character once enough turns pass).
Corvan: Yl’mar’s Faith (Corvan already has a very good Fortitude stat and this makes him into an excellent magic tank).
Elias: Zeltar’s Flight (Blaze Elias no longer needs his Strength stat so it goes to improving his Speed).
Helena: Hecleon’s Pride (Tanking Aspect for the tank character).
Irving: Faine’s Judgement (Irving has more bonds than anyone else and it synergizes with his passive as well).
Lincoln: Linhera’s Whisper (The speed helps to prevent Lincoln from being doubled and he is not being used as an offensive unit).
Maren: Ellis’ Light (50% extra healing is never bad).Sloane: Kaithir’s Promise (25% increased counterattack damage is better than nothing but can be replaced with better Aspects later on).
Sara: Cassara’s Blaze (Sara’s damage is the lowest of the 3 mage characters you have so far, so a small chance to boost damage helps her).
Vesta: Huss’ Hush (This synergizes with Vesta’s passive quite well).
On to the chapter itself: this is a map where most of the enemies aggro in small packs. Just take your time with the enemies at your leisure. The most dangerous packs of enemies are generally the archer packs who can do a lot of damage, especially if they crit.
Chapter 12
Promote Monroe (Arcanist/Conjurer recommended), Iris (Surge recommended), and Ford (Duelist/Raider recommended).
This chapter also has small packs of enemies that aggro when you get into their range, but you can’t take this chapter as leisurely because the ship will lose health each turn based on how many Storm Spirits are still alive, so you need to move reasonably quickly. Ranged characters are again at a premium here because you can leave them on the edge and bait in Storm Spirits that otherwise can’t reach you. Also note that defeating all Storm Spirits will immediately end the chapter even if there are still other enemies.
Chapter 13
Note that this chapter is asking you to reach the northwest tiles in the river, and that choosing to escape with even a single unit will end this chapter immediately. With that in mind, you should take the maximum amount of time possible to defeat as many enemies as you can for maximum EXP and gold earned.
Chapter 14
Like many other chapters, split your team into a left and right side party to deal with this map in a timely manner. When you stand on a blue square and “steal the relic”, the entire area will start filling with a poisonous gas that deals 10 damage per turn to every unit in the poison gas. Still, at least the gas will never kill a unit or take it below 1 HP. You can cheese the poison gas instantly by leaving one unit in the bottom four squares of the map, since when you take the relic the mission becomes to escape from one of those four tiles in order to clear the chapter. Or, you can take the extra turns to clear some of the newly spawned enemies (8 Raider enemies will spawn at the exit, so beware if you want to clear instead of instantly finishing the map).
Chapter 15
This is a rather unique chapter in that you fight a copy of exactly whatever team you bring. However, only your weapons and stats are mirrored, and not the Aspects, so you have a huge advantage from the start. I would recommend having your entire team equip red weapons in the unit menu before you start the chapter, as red weapons are generally the worst at hitting and also weigh down the mirror enemy, while you can still change weapons easily in the midst of battle. The enemies do not aggro until you enter their range, but then they all aggro simultaneously. This means you can spend some time grinding EXP this chapter easily if you wish with lower level characters using skills like Push, Haste, and Phase.
Chapter 16
14 characters is generally the limit you can deploy per map, so that’s how many characters you should be focusing on. My current party is as follows: Alden (Magician), Aurima (Gale), Bianca (Gale), Caius (Strider), Cia (Thief), Corvan (Raider), Faust (Acolyte), Irving (Barbarian), Maeve (Strider), Maren (Acolyte), Sara (Magician), Sloane (Magician), Thae’Lanel (Gale), Wren (Thief)
Alden: Orion’s Pursuit (Accuracy in this game is important enough to where a 15% Accuracy boost is a good enough Aspect to be used all the way through endgame).
Aurima: Yl’undrea’s Drift (Gale Aurima is a physical class that has no need of Magic, but still has a very high base Magic that can be used to increase his defenses. Basically, Yl’undrea’s Drift is very good on any Adept that you classed into a Gale).
Bianca: Varden’s Ardor (Generic Power boost is good, and my Bianca has been upgrading both Green and Yellow weapons).
Caius: Altum’s Descent (Caius has a good base Strength and this really helps him dodge more).
Cia: Kyne’s Passage (Still keeping Cia as the main carry for any map that carries on too long).
Corvan: Njallum’s Heritage (Mastery improves damage slightly and Corvan’s main role is to land last hits reliably for Raider’s 3% stat booster drops).
Faust: Ancara’s Glow (Faust has the highest Luck in my party and Ancara’s Glow has a very strong effect, boosting several vital stats in exchange for Luck).
Irving: Vosh’s Sanguination (Irving has the highest HP of my characters and uses this the best).
Maeve: Pelagiel’s Flash (Her initial Aspect is good enough at increasing her damage as she can double most enemies).
Maren: Ellis’ Light (Maren shouldn’t be getting into too much direct combat and this can help her Heal more and keep people at full health).
Sara: Huss’ Hush (Make her into a Fortitude tank, but this will be replaced by the better Yl’andra’s Font soon).
Sloane: Koeli’s Spirit (Sloane has the biggest Defense and Fortitude difference among my characters, and this turns her into a true physical tank. Remember to take this off for some other generic Aspect on maps where you need her to be a magic tank).
Thae’Lanel: Malice’s Suffering (30% crit rate is extremely good, and halving his defenses means the least to him more than anyone else because of his passive Ancient Blood that prevents him from taking more than 30% max HP damage regardless).
Wren: Ziegrich’s Luminance (Accuracy boosts are really good in this game and Wren already focuses on his Mastery stat).
Other notables: Vesta (Jahno’s Stupor – makes her into the best all around tank in the game), Elias (Zeltar’s Flight – this item is basically meant for any Adept that you made into a magic class that has bad speed but good base Strength), Lincoln (Linhera’s Whisper – sacrifices his offense completely so that he gains speed which gives him dodge and won’t let him be doubled), Darmena’s Kiss Aspect – give to any Dragoon.
Now, onto the chapter itself. Promote Fenton (Knight/Defender/Dragoon recommended). Make sure to keep out of the marked squares where the Dragon will cast its fire breath on. The Dragon won’t even counterattack when you attack it (unless you attack its Head portion at the upper left, beware!)c, its speed is low enough where almost every character you have will double it, and its accuracy is mediocre against your fast characters. It also has zero crit rate. Just make sure to whittle down its HP slowly and steadily while healing up anyone who is in danger of being KO’d on the Dragon’s turn to attack. The Dragon does at least attack twice during his turn.
Chapter 17
Chapter 18
Starting from this chapter, Rose replaces Corvan in my team and my final team of 14 is now Alden (Illusionist) – Orion’s Pursuit, Aurima (Windrunner) – Vigmar’s Charge, Bianca (Windrunner) – Ylundrea’s Drift, Caius (Sniper) – Varden’s Ardor, Cia (Trickster) – Kyne’s Passage, Faust (Phantom) – Ancara’s Glow, Irving (Dragon Knight) – Vosh’s Sanguination, Maeve (Blade Dancer) – Altum’s Descent, Maren (Phantom) – Ellis’ Light, Rose (Sniper) – Ziegrich’s Luminance, Sara (Illusionist) – Yl’andra’s Font, Sloane (Illusionist) – Koeli’s Spirit/Pelagiel’s Flash, Thae’Lanel (Windrunner) – Malice’s Suffering, Wren (Trickster) – Njallum’s Heritage.
Of the Aspects not being used on my team, Darmena’s Kiss, Jahno’s Stupor, and Zeltar’s Flight are also good enough to be used if your characters prefer those types of stats instead. The 80% magic damage reduction Aspects against a specific damage type are quite strong, but very narrow in their application.
You can move Liberty away out of range from the enemies and she will be completely safe for this chapter. Have one group of 7 start left and another group of 7 start right and just aggro the enemies one pack at a time for as much as you can handle. It’s more than easy enough to clean up every single enemy before approaching Liberty to end this battle.
Chapter 19
Chapter 20
Chapter 21
Chapter 22
A pincer attack chapter where your goal is to reach the center without letting any enemy units get past you. Not so hard at this stage, just use standard aggro baiting tactics. No surprises on this map. The eastern side has to deal with far fewer enemies, so make sure your stronger units start on the west side. Also send more magic units on the west side, as the enemies here all tend to have much higher defense and weaker fortitude. A few knights spawn every other turn on the east side as well, nothing that you shouldn’t be able to handle.
Chapter 23
Chapter 24
A normal map with standard enemies that aggro in small packs and don’t move towards you until you get range. Very easy at this point. If you have 3 range Snipers, you can pick enemies off the walls safely from range before you need to move onto the walls.
Chapter 25
As a tip, this game has only 28 chapters, and there’s no postgame or New Game+, so if you’ve been saving your gold, now is a good time to spend all of it on upgrading your team’s weapons and stats.
Another straightforward chapter. Clean up all the enemies before defeating Varic for maximum Gold and EXP if you want. Varic never moves off his throne, so you can chip him, retreat, and heal up easily to win this chapter.
Chapter 26
Somehow, even though you’ve been teleported into a magic tower, you can still access the shop? Interesting. For this chapter, a party of 3 must fight against Akmenos and a few of his minions at the bottom, while the other 11 fight against a great number up top. Quite unusually for this game, every single enemy on the top side starts aggro’d and charges towards you. Note that you only need to defeat Akmenos at the bottom to win this map, and this time he only has 100 HP. I deployed Faust solo top to clear all the enemies by himself before finally taking down Akmenos. Of note is that 6 enemies will spawn every three turns infinitely, 3 from the north and 3 from the east. You can farm these enemies infinitely as well for infinite (or as much as your patience holds) gold and exp. This is the final grinding opportunity in the game! You likely will not hit the level cap of 50 before the final battle unless you grind a LOT here, although it’s also unnecessary to hit the level cap to win the game, so there’s no need to try to grind for 1 exp per enemy.
Chapter 27
This is a very short chapter, a bit surprising at this stage but we’ll take a break! Not many enemies, and there’s only one very brief and direct path. No particular strategy is required here. You should be more than strong enough to deal with this. Just be careful that enemy crit rates and power are skyrocketing and they can easily oneshot a character with a crit. The boss also has a high crit rate so just reload the battlesave if he crits someone to death.
Chapter 28 (Final Chapter)
And that wraps up our share on Dark Deity: Dark Deity Full Chapter Walkthrough. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Mia, who deserves all the credit. Happy gaming!