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You can earn yourself a possible extra bonus at the end of each battle by achieving one of the following. A speedy victory, kept ALL of your units alive, and finished the battle with a special ability. If you manage to hit ALL three bonuses you will also get a 100% bonus to your gold reward.
The following is a list of each of your allies fall and the class they fall into.
Archer (Yellow):
Archers can fire arrows from any distance at enemies in the same row.
Cleric (Green):
Altough Clerics do not have any offensive ability the can heal nearby allies.
Knight (Blue):
Knights have good defensive abilities, average offense, and their shields allow them to take reduced damage from ranged magic and arrows.
Soldier (Red):
Soldiers have good offensive abilities, average defense, and are vulnerable to ranged attacks.
Wizard (Purple):
Wizards can fire ranged magic from any distance at enemies in the same row.
Remember that when you recruit new Arcana you will also be opening up new quests.
Each of the different units has their own personal quest line which when completed with the requirements met will unlock the passive ability for that unit.
An effective strategy that works well almost everywhere is to put your main tank in front with your wizards and archers in the back modifying the setup as needed.
You will earn yourself an Exp bonus if you sacrifice Arcana that is the same type as your base Arcana (tank, archer, etc).
Set the game to 'Auto Battle' to fast forward the battle speed, you will find that doing this will work for ALL the toughest battles and boss battles and save you time.
A good trick to achieve a fast level up and make your base card far more powerful is to go to the 'Enhance' function and select one of your party members and then select the more common and expendable Arcana as your sacrifice.
If you fill your party with rare Arcana you will discover that regardless if you end up with two wizards, two tanks or two archers their base stats will be a lot higher than the common ones.
Make sure you examine the Enhancer cards before fusing because if you fuse an Enhancer card with a unit that matches the class they will earn bonus Exp from the fusion.
Each of the different classes has their own strengths and weaknesses which you need to take into account when attacking the enemy. Knights for example are able to effectively advance towards wizards and archers without taking too much damage but will become vulneralbe and fall when they encounter soldiers in a melee.