Regalia: Of Men and Monarchs
- The key to success in this game is time management. You have two months of 28 days each to accomplish your quota of Kingdom Objectives and the mandatory story objectives. There are fortunately a large variety of Kingdom Objectives, so you can reach that in many ways.
- Additional Kingdom Objectives you complete above your goal in one chapter carry over to the next chapter.
- Dungeoneering objectives are the most time consuming, but provide you with the resources you'll need to upgrade buildings and purchase or craft equipment.
- You can shop at the merchant in the town square even before you build his house. It’s helpful to pick up a few trinkets before doing your first dungeon crawls.
- Experience is shared across the entire party, and it doesn’t matter if units are dead at the end, everyone gets full XP. This means you can pick whoever you want and don't have to worry about grinding up underleveled characters.
- Each level the party gains unlocks an additional Perk slot.
- Perks you unlock through combat characters Personal Bonds have to be assigned to perk slots on the character screen, they are not automatic passives.
- Fishing can be helpful, giving you items which can be used in battle and resources.
- It takes some number of days to travel to a dungeon, and each dungeon takes a number of days to finish equal to the number of nodes in the dungeon. You are not allowed to visit dungeons if it would put you over the time limit for the chapter.
- You can abort a dungeon run, but the full amount of days will be consumed regardless. Any nodes you cleared the first time will remain cleared upon a re-visit. It's probably best to save before you take on a dungeon and just reload if it goes badly, rather than waste a lot of days and get nothing for it.
- Dungeons have three types of nodes. Combat nodes (the crossed swords) have a guaranteed battle. Camp nodes (the dialogue bubbles) restore dead units, and let you save mid-dungeon, and let you talk to party members. Adventure nodes (exclamation point) are micro choose-your-own-adventures, which can lead to rewards, new quests, and sometimes combat.
- Each node can only be cleared once, which means you only get to use the Camp node and its ability to revive the dead once.
- There is absolutely no way to heal health damage in battle. None. Use shields to reduce the amount of health damage you take.
- All health damage is healed restored to full after finishing a battle, but dead units remain dead for the rest of the dungeon or until you visit a Camp node.
- Do Ban Machair as your first dungeon crawl. Wait until you have a ranged attacker (other than Kay) before doing Falgarwood.
- Choices you make in the text adventures matter can substantially change the outcome. For instance even if both approaches lead to a fight, your choices could determine whether you start out surrounded or if the enemy does. Experiment and try different things.
- In most fights you can only deploy four units, even if you have a full party of 6. So there’s no need to rush getting the castle upgrade which lets you take 6 party members before even you have 6 people.
Personal Bonds / Relationship Points
- The Personal Bonds page describes what all levels of relationship give as bonuses. Use that to decide what priorities you have.
- Some choices in Personal Bonds and text adventures can give boosts (or penalties) to Relationship Points (RP) with certain characters. Sometimes it’s obvious what a character really likes, other times, less so. Experiment.
- The first time you spend the day with a person, you get a bonding event and reach Acquaintance rank.
- Once your Relationship Points with a character reach 100%, you need to actually spend time with them before their next bonus is unlocked.
- Choosing to spend time with someone gives a boost to RP which is added before the event starts, so even if you're a little below 100%, you can still trigger the next scene.