- brigandine abyss nations include six Story Mode campaigns and 24 Mission Mode choices.
- Story Mode follows each nation opposing the Neo Abyssloa Empire.
- Mission Mode gives every nation unique objectives, from unification to stronghold defense.
- Army planning depends on leaders, monster squads, affinities, terrain, and stronghold upgrades.
- Best starting habit is to secure objectives while preserving leaders and developing reliable squads.
How Nations Work in BRIGANDINE ABYSS
BRIGANDINE ABYSS presents its continent through competing nations, each shaped by different beliefs, objectives, and destinies. The central conflict is the advance of the Neo Abyssloa Empire, whose tyranny and world-devouring darkness force six opposing nations to rise against it.
The most important distinction is between the two main modes. Story Mode gives you a structured campaign for each of the six nations that stand against the empire. Mission Mode expands the scope by allowing you to select one of 24 nations across the continent and pursue a specific objective.
| Mode | Nation Choices | Main Goal | Best Use |
|---|---|---|---|
| Story Mode | Six opposing nations | Play through a nation’s story | Learn the setting and campaign structure |
| Mission Mode | 24 continental nations | Complete a unique objective | Explore different strategic challenges |
| Story Campaigns | One nation at a time | Follow its beliefs and destiny | Build familiarity with major conflicts |
| Nation Missions | One selected nation | Meet conditions such as defense or collection | Practice focused strategic planning |
The six Story Mode nations are the primary resistance to the Neo Abyssloa Empire. The official overview establishes their number and role, but the available reference does not provide a complete list of their names. For accurate wiki navigation, use each nation’s dedicated page when its official profile is available rather than assuming that every Mission Mode nation belongs to the same narrative group.
Story Campaigns
Follow the story of each of the six nations resisting the Neo Abyssloa Empire.
Mission Variety
Choose from 24 nations and pursue objectives that change how you prioritize expansion and defense.
Nation Identity
Every nation is presented through its own beliefs, destiny, and short character-focused stories.
Strategic Scope
Control strongholds, deploy squads, recruit units, and adapt your plan to the selected objective.
Treat the nation selection as a strategic commitment. Before moving units, identify whether your campaign rewards expansion, collection, reinforcement, or survival.
Story Mode and Mission Mode Compared
Story Mode is the clearest entry point for understanding the world of BRIGANDINE ABYSS. Each of the six campaigns represents a nation standing against the empire, making this mode useful when you want narrative context alongside tactical battles.
Mission Mode is more objective-driven. It includes 24 nations spread across the continent, and each selection comes with a distinct mission type. Possible goals include unifying the continent, strengthening strongholds, collecting designated items, collecting monsters, gathering allies, repaying debts, and defending strongholds.
| Objective Type | Primary Focus | Recommended Priority |
|---|---|---|
| Unify the Continent | Expand control across the map | Balance offense with stronghold security |
| Strengthen Strongholds | Improve controlled locations | Invest before taking unnecessary risks |
| Collect Designated Items | Locate required resources | Plan movement around the collection route |
| Collect Monsters | Add specific monsters to your forces | Preserve recruitment opportunities |
| Gather Allies | Increase support from other characters or forces | Explore and recruit before overextending |
| Repay Debts | Meet a stated financial requirement | Protect income and control spending |
| Defend Strongholds | Hold important locations | Build layered defenses and retain reserve units |
Mission objectives change the value of common actions. In a unification mission, expansion may be the central measure of progress. In a defense mission, occupying more territory is less important than keeping key strongholds secure. A collection mission can also reward patience because rushing into a battle may divert leaders from exploration or recruitment.
Read the Mission Objective
Identify the exact success condition before committing your first army. Separate the required action from optional expansion so your early turns support the mission directly.
Mark Strategic Locations
Note strongholds, likely battle routes, collection targets, and areas that may need reinforcement. Use the map to determine which locations should receive leaders first.
Assign Leaders to Roles
Divide leaders between frontline deployment, exploration, recruitment support, and reserve duty. A leader who is not needed in battle can still produce resources, money, and experience through exploration.
Build Objective-Focused Squads
Assign monsters according to the leader’s formation and battlefield role. Favor dependable combinations over filling every slot with unrelated units.
Review Progress After Each Battle
Check whether the battle improved your position toward the mission goal. If not, redirect resources toward stronghold upgrades, exploration, allies, or defense.
Mission Mode also includes short stories featuring characters from each of the 24 nations. This makes the mode more than a collection of isolated objectives: it is a way to see how different nations and characters fit into the wider continent.
Do not use a single expansion strategy for every nation. A defense, collection, or debt objective can punish aggressive movement that ignores the mission’s actual requirement.
Nation Armies: Leaders, Monsters, and Affinity
Nation performance depends on how leaders command monster units. A leader can direct multiple monsters, while different units specialize in close-range or long-range combat. Each squad may contain up to five monsters, but the leader determines how those monsters can be arranged.
This structure makes the leader more than a strong individual unit. If a leader is defeated, the entire squad is forced to retreat with that leader. Protecting commanders is therefore a central part of nation strategy, particularly when a mission requires you to defend a stronghold or preserve a limited roster.
| Army Element | Function | Tactical Question |
|---|---|---|
| Leader Unit | Commands a monster squad and affects formation | Can this leader survive the expected engagement? |
| Monster Unit | Provides damage, support, mobility, or utility | Does this monster fit the leader’s formation? |
| Squad Formation | Determines how units occupy battlefield positions | Which units should stand on the safest or most useful hexes? |
| Affinity | Links attributes and characteristics to combat performance | Do these units gain an advantage from their combination? |
| Class Change | Allows eligible units to grow stronger | Is the unit ready for a more specialized role? |
Affinity is one of the most useful tools for gaining an advantage. Assess attributes, characteristics, skills, and equipment together rather than judging a unit by one statistic. A close-range leader may need durable monsters that can hold threatened spaces, while a ranged composition may gain more value from safe positioning and clear attack lanes.
Class changes provide another growth path. When a leader or monster reaches the required level, it may be able to change class and become stronger. Because the source material does not define every class requirement, treat class change as a progression opportunity to investigate on the relevant unit page rather than assuming a universal level or result.
Frontline Formation
Use durable units to contest threatened hexes, absorb pressure, and create space for supporting attacks.
Ranged Formation
Protect long-range units with positioning, terrain awareness, and a frontline that prevents direct engagement.
Affinity Formation
Combine attributes, characteristics, skills, and equipment to create a squad with complementary strengths.
Three known examples illustrate how monster abilities can influence a nation’s battle plan:
| Unit Example | Listed Effect | Practical Application |
|---|---|---|
| Dragon | Movement +1 | Improve reach, repositioning, and access to favorable hexes |
| Pixie | Recover 5% of MP at the start of each turn | Support repeated spell use during extended encounters |
| Demon | Allies become Dark element; Magic Defense decreases by 20% | Trade magical defense for an element-wide offensive identity |
The Demon example shows why powerful effects require a cost assessment. A squad-wide elemental change may be valuable in the right composition, but the reduction to Magic Defense can make the formation more vulnerable. Compare the effect with the battlefield, enemy pressure, and your available defensive tools before committing.
A strong nation army is not simply the one with the highest individual damage. It is the army whose leaders, monsters, affinities, formations, and terrain effects support the same battle plan.
Strongholds, Exploration, and Nation Development
Strongholds are the economic and logistical foundation of a nation. Materials can be used to level up controlled strongholds, providing bonuses to your units. This creates a direct connection between territorial control and army quality: holding a location is valuable, but improving it can make future battles more manageable.
Leaders who do not join battles can be sent on Explorations. These assignments can return resources, money, and experience points. Exploration is especially important for missions involving stronghold development, debt repayment, or collection because it can support progress without exposing every leader to combat.
Strongholds also allow you to hire additional leaders and monsters. Recruitment increases the number of available squads or fills gaps in your roster, while the traveling merchant provides weapons and armor for army equipment.
| Stronghold Action | Main Return | When to Prioritize |
|---|---|---|
| Level Up Stronghold | Unit bonuses | Before a difficult offensive or defensive sequence |
| Send Leader on Exploration | Resources, money, experience | When the leader is not required for immediate combat |
| Hire Leaders | More command capacity | When your roster cannot cover several fronts |
| Hire Monsters | More squad options | When formations need specific roles or replacements |
| Visit Traveling Merchant | Weapons and armor | Before battles where equipment can improve survivability or damage |
A practical development loop is to alternate between military pressure and infrastructure. Deploy your strongest leaders where the mission demands action, then use idle leaders to explore. Spend materials on strongholds that support the next likely battle instead of upgrading randomly across the map.
The traveling merchant adds another layer to nation preparation. Weapons and armor can outfit the army for upcoming battles, so review equipment before a major engagement. A squad that survives because of better equipment preserves both the leader and its assigned monsters, reducing the need to rebuild after a failed push.
Nation Development Checklist:
- Confirm which strongholds are central to the current objective
- Send nonessential battle leaders on Explorations
- Upgrade strongholds before high-risk engagements
- Recruit leaders or monsters when squad capacity is limited
- Check weapons and armor at the traveling merchant
Use strongholds to improve your forces, exploration to build reserves, recruitment to fill roster gaps, and equipment purchases to prepare for the next decisive battle.
Battlefield Tactics for Nation Campaigns
Battles take place on a hexagonal grid, making positioning a primary concern. Safe spaces, threatened spaces, height differences, movement restrictions, terrain effects, and special obstacles can all change the value of a move.
Before attacking, identify which units can reach your leader, which hexes limit movement, and whether height or terrain alters the exchange. Long-range attacks, area-of-effect magic, and status ailments can influence the shape of the engagement, but they are most effective when the squad is positioned to use them safely.
| Battlefield Factor | Risk | Recommended Response |
|---|---|---|
| Threatened Hexes | A unit may enter attack range too early | Move in stages and preserve an escape route |
| Height Differences | Damage or access may change | Favor positions that improve attack reach or safety |
| Movement Restrictions | A squad may lose tempo or become isolated | Check movement before committing the leader |
| Terrain Effects | A familiar formation may perform differently | Adapt unit placement to the local battlefield |
| Special Obstacles | Certain spaces may have unique effects | Treat obstacles as tactical objects, not scenery |
A leader should rarely advance alone. Since defeat forces the full squad to retreat, a commander caught outside monster support can lose both momentum and territory. Keep the group organized, use monsters to control approach routes, and avoid trading the leader for a single enemy unit unless the mission makes that exchange worthwhile.
Skills also reward deliberate timing. Some abilities deal direct damage, while others affect areas or inflict status ailments. Combine these tools with affinity and formation choices. For example, an area effect is more useful when enemies are forced into a narrow route, while a status ailment can be more valuable against a durable target than against a unit already close to defeat.
| Tactical Phase | Key Question | Action |
|---|---|---|
| Approach | Which hexes are safe? | Advance with formation intact |
| Engagement | Who can threaten the leader? | Protect the commander and focus priority targets |
| Skill Use | Which ability changes the exchange? | Use range, area effects, or ailments at the right moment |
| Reposition | Has the battlefield changed? | Move away from dangerous terrain or exposed spaces |
| Finish | Can the objective be secured safely? | Capture, defend, or withdraw according to mission needs |
Use the battlefield to support the nation’s objective. A unification campaign may require controlled aggression, while a stronghold defense mission rewards patience and layered positioning. The best move is the one that improves both the immediate battle and the next strategic turn.
Count movement and threats before selecting an attack. A slightly slower advance that keeps the leader protected often creates a better position for the following turn.
FAQ: BRIGANDINE ABYSS Nations
Q: How many nations are available in BRIGANDINE ABYSS?
Story Mode features six nations that stand against the Neo Abyssloa Empire. Mission Mode allows you to select one of 24 nations spread across the continent.
Q: What is the difference between Story Mode and Mission Mode?
Story Mode provides a story campaign for each of the six opposing nations. Mission Mode lets you choose from 24 nations and complete unique objectives such as unification, collection, recruitment, debt repayment, or stronghold defense.
Q: What should I prioritize when building a nation army?
Protect leaders, create formations that fit their assigned monsters, evaluate affinity, use terrain carefully, and upgrade strongholds that support your next objective.
Q: Can unused leaders still help a nation?
Yes. Leaders who are not participating in battles can be sent on Explorations to bring back resources, money, and experience points.
For additional official system details, consult the BRIGANDINE ABYSS battle and nation systems page on NIS America. It covers Story Mode, Mission Mode, battlefield positioning, affinities, skills, strongholds, exploration, recruitment, and the traveling merchant.
Nation names, character profiles, class requirements, and mission-specific details should be verified on their dedicated official or wiki pages as those entries become available.