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MHYK - A Comprehensive Guide
MHYK - A Comprehensive Guide
If you’re looking for story and episode translations, this spreadsheet should be fairly helpful.
There’s also a number of gameplay resources/tips linked in that sheet.
Anyways, I hope this is helpful to you. If you have any questions, you can DM me on Twitter, or
drop me a line on Curiouscat. I'll try to help, but no promises.
Navigation
(Headings are enabled, please use the document outline to get around. This is a long
document, you’re gonna need it.)
Navigation
Changelog
In Progress
The Basics
Navigating the game and its UI
Home Screen
Story
Party
Gacha
Magic Residence
Menu
Gameplay Basics and What To Do
Getting Mana Stones
Missions
How To Review Your Chibi
Strengthening Chibis
Team Building
How Missions Work
Sage's League
Events
Preparing for Events
How Events Work
Event Gacha
Items
Cards
Levelling Cards
Limit Break
R—Keep or Throw
Card Skills Overview
Stamina
Parameters
Traits
Condition
Rest
Interaction
Episode
Success
Participation
Others
Cooking
In Progress
● A more detailed guide on location gimmicks
● Guide for the new potion making gimmick
The Basics
Mahoyaku is basically a training/raising simulator. It's got a pretty complicated system, but the
idea is you awaken chibis then let them loose on uh, other chibis and possibly
inanimate/possessed objects.
I'm going to assume you already have the app downloaded, so let's just get into it. If not, it's
available in the App Store, Google Play Store, and QooApp.
I'm going to skip the tutorial, but basically you'll run through the first chapter, get a free gacha
roll, run through more story, sit through a tutorial you will probably not understand (but hey,
that's why you're here!), be given enough mana stones to do another roll, then you should be
given free reign after a lot of requisite tapping on things because it makes you tap.
Protip: if you wanna skip through the story, hit the menu button and press the first button. The
buttons in order are skip, auto, log, settings.
Now, what are all these buttons???? What do they mean????? Worry not, they're (mostly,
probably badly) translated and explained in this next section.
Friends - This is where you can view your friends list, or find people to follow. This is important!!
Party - Check out your cards and chibis here. Build your ultimate deck and create the ultimate
chibi, which you will then further strengthen for the most ultimate chibi.
Gacha - Ding ding ding. I don't think I need to explain what this does.
Magic Residence - This is the house, basically. Use this to raise your wizards' affection levels
and learn more fun facts about them in the Sage's manual, and also horrify them with your
inability to cook. (I’m not joking, the amount of charcoal you’re likely to get is astounding. At
least Mithra likes it.)
Menu - This is where all your other things are hidden. Settings, shop, data transfer, help etc. It's
all in here.
Story
This one is fairly self explanatory, so I shall skip it. Especially since it does have some English
on the page. But basically, you can navigate to any and all stories here. They’re divided into
Main, Character, and Event stories. You can exchange story keys to unlock past event stories in
the shop, or occasionally gain them from events.
Party
This is where you get to view your cards and build your decks. There’s two parts to this: Cards,
and Awakened Characters.
Again, pretty self explanatory. But I’ll talk about the different kinds of gacha available.
Point Gacha - Here, you spend points instead of stones. The card Rarity is usually N,
sometimes R. Good for when you need that one character but you can’t seem to acquire them.
Also good for acquiring cards to exchange for sugar.
Ticket Gacha - You should have a number of tickets. There are varying levels, but basically the
R tickets promise you an R card or higher, SR an SR card or higher, SSR card gives you an
SSR ticket. You can get these tickets through events, hitting training location chibi score targets,
ranking up, and in the sugar shop. No, they’ve never given us a golden ticket, or at least not that
I’m aware of. Alas.
Regular Gacha - Always available for your itchy fingers. Most event cards get added into the
regular gacha pool once the event is over, so if you’re hunkering for a specific card, this is
where to pull it. The exception being limited event cards; those are only available during the
event.
Limited Gacha - This is usually the birthday gacha. There’s one every month because with 21
characters, it’s always someone’s birthday. These don’t go into the regular pool after events are
over.
Pick Up Gacha - These are rate up gachas for a specific card. Happens for birthday cards, and
there’s one day for every SSR during events. These are usually only available for a very limited
window.
Event Gacha - There’s a rate up for the event cards, but it's otherwise just regular gacha. Some
of them are limited events, meaning those cards are only available then.
There is a sort of spark system available, but it’s somewhat inconsistent and finicky, and mostly
in place for limited banners. Each pull gives you 1 point, and you need 200 to spark the
character. After the banner ends, the points turn into regular trade points, so. Sparking can be
accessed through the item shop in the menu, but since we’re F2P, sparking is beyond our
wallets, let’s forget about it.
Magic Residence
Please take the money it's
free and it refreshes
regularly (oh if only real life
were like this).
Background Change - Sometimes we want something that’s not the default, yknow.
Login Story - For the login story of the day, usually available only during events.
Data Transfer - You get your ID and you set a password, then you can transfer your account.
Take a screenshot when you do this.
Return to Title - If you haven’t been kicked back there enough times for the day, you can hit
this button to get kicked back there again.
Gameplay Basics and What To Do
I’m gonna give you a brief overview of the game and how it works, and some basic tips.
Important information:
● The game resets everyday at 4am JST. If you have any dailies you want to clear, that’s
when to do it. Weeklies reset on Monday, 4am JST.
● Events happen about once every 2 weeks, lasting for about a week.
● Gacha banner happens for each event, there are usually 3 SSrs, 3 SRs, and 2 Rs. You
can earn some of the SRs and Rs as event rewards. Most event cards then go into the
regular gacha pool after the event, unless it was a limited event like Valentine’s, White
Day, you get the idea.
● If you need a card but have no stones for gacha, you can do point gachas. This will nab
you N cards and the occasional R card, but needs must. You should be able to pull at
least one of every character, and yes, try to keep at least one of each character, even if
you don't like them. It’s useful for training event chibis.
Basically, this game is a training/raising simulator. You train chibis to fight. Their strength is
determined by how successful you were at training them, your deck, and the traits they have.
There’s an element of RNG involved, so you will never get the exact same chibi. The chibis you
awaken are influenced by their traits, so awakening a specific chibi can be pretty trying. You can
use Town of Ice to help.
Missions are basically a PVP, where you test your team of chibis against someone else’s. You
need 10 chibis to form a team, and this can get kinda complicated as well as most chibis can
only be part of a certain lineup. Missions are helpful in acquiring items and growth points which
you can use to further strengthen your chibis. There is no shame in beating up someone who
has like, half your points. You are Here To Win. It’s fine, no one else knows. Unless you tell
them.
Events happen regularly, you will have encounters during training. These can be ranked from
easy, medium, hard, and catastrophic. The lower the level of the encounter, the longer you have
to complete it. Like missions, you send your chibis out to fight them. Fighting consumes MP and
gives you event points and event items in exchange.
Items can be used to restore TP and MP, as well as make missions and training more
productive. Some restoration items are time limited to the event, so use em or lose em.
Cooking is for raising affection levels, which then unlock affection stories. It can be ignored if
you prefer, but sometimes you just wanna badly burn something and watch Mithra go nuts over
charcoal.
Getting Mana Stones
You get 2 free mana stones a day just for logging in, and on Day 50 and Day 100 you get a
bigger 25 stone bonus. You get 300 stones on your birthday, and during character birthdays, it’s
5 stones the day before, 20 the day of, and 5 stones the day after.
Reading stories also give you free stones, but you may wanna save those for when you’re
juuust a little short for that banner you wanna pull for. Main Story chapters give you 4 stones per
chapter, Event Stories are 3 stones per chapter, Affection Stories are 2 stones per chapter,
4komas give you 3 stones.
The other way to get mana stones is through quests, except you don’t know what the quests
say. Here’s how to get them. This is not a blow by blow of each quest, it’s just what you need to
do to clear all of the quests when they pop up.
Completing all your dailies and weeklies will bag you a tidy 44 mana stones, and if you also
manage to reach Sage’s League level 10, you’ll net a tidy 99 mana stones a week.
It’s doable to earn enough stones every month to do a 11 pull, not including all the free stones
you get for birthdays and hitting milestones. It’s doable, but it’s a fair amount of work. I’m not
saying you have to do it, but the possibility is certainly there. If you’re willing to put in the work
and earn enough event points (5.85mil) to get all the mana stones, it’s an approximate 1k mana
stones a month.
I’m not gonna bother translating main quests, but those will fill up as you keep playing the game.
Lots of things like train at this location so many times, complete missions in this country so
many trains, awaken so many chibis of this character, that kind of stuff. It can be pretty
worthwhile, you earn lots of items and mana stones this way, and gacha tickets too.
Training Chibis 101
We're gonna run through the basic UI first, then I'll walk you through training a chibi and some
considerations you wanna keep in mind. This can get pretty complicated and confusing, so if
you have questions please ask.
Sounds complicated? Yeah, kinda. But don’t worry, hopefully this guide will help clarify some
things.
Let’s look at how to start, shall we? Hit the training button (window with the sheep, can’t miss it)
on the home screen, and let’s get started.
You're presented with an overview of the countries, and each country has a location tied
specifically to a character.
Pick a location, and you can get training pretty much straight away. I'll cover locations and their
gimmicks further down in the guide.
First, let’s explain the UI so you know what you’re looking at.
Alright, buttons!
Collectively Form - This lets you rearrange all your parties in a more efficient way.
Auto Form - This sets something up for you automatically, usually defaulting to your strongest
cards for that trait. You can choose a trait to focus on, and the second option is for building an
event chibi.
When you're all ready, hit the pink button to start training! (It will cost you 20TP)
Ayyup that's a lot of stuff. Okay let's
start from the top.
Log - Action log for the last 5 turns. You're probably gonna ignore most of it.
Auto - It'll do the training for you, but don't expect to get the world's greatest chibis out of this.
It's purely to make grinding a lot easier, or levelling up cards.
Menu - Lots of hidden stuff in here again, including very most especially important: Your Auto
Settings.
Settings - Ah, the one we need to see the most. This has all your skip and auto settings, as well
as audio etc. Covered more comprehensively in the auto section.
Report - Similar to the report button from earlier, it shows you the parameters and the traits your
chibi has. It doesn't show you which chibi you're likely to awaken, however.
Okay the interaction screen.
Parameter gain - This shows you how much of which parameter you’re going to gain.
Accident rate (the grey speech bubble, it turns yellow if your accident rate is 40+%) - This
changes depending on your stamina, but you are also still subject to the mercy of RNG. If no
one joins you training, failure is pretty likely for that turn.
Interaction levels (the heart meters above each chibi head) - This increases as wizards
participate in training and skills activating, leading to increased parameter gain and likelihood of
a trait dropping. Ideally it should be mostly full by the end of part 3. The colours go from
green>yellow>orange> pink.
So, training. Pick a location; each one has pros and cons depending on their gimmick. Set up
your party for training. My recommendation is at least one card of each trait, but dump that in
favour of having more SSR/SR cards in the party. You should be able to manage some fairly
decent chibis even with just 1SSR/3SR. For the friend card, just grab whoever you can,
preferably an SSR at Lv75+. Hit that yellow button to follow them and keep them in your list for
future use. (You should absolutely spend some time following people, DW they don't have to
approve the request.) Make sure you check the card for traits and skill that you want.
Actual training is fairly straightforward. Just hit the interact button, pick the parameter you
wanna train, and keep going. Keep an eye on your stamina—when your stamina is about or
below 30, the risk of injury and failure is higher. Failure means you won't gain any parameters
for that turn. Activate the gimmick for the location when the meter is full. Sometimes you have to
make choices for stories/events that you can't/didn't read; that's okay just pick one it's not a big
deal. Just keep training until you achieve your chibi.
During interactions,
sometimes your party's skills
might activate. This usually
means your parameter gains
increase for that turn because
they give you a great success
which doubles your parameter gain, or drag more party members along, or recover your stamina
so you don't have to rest and can continue training.
Your party members also drop traits, which will influence what chibi you get. There are different
traits for each colour and different trait levels, and a combination of these decide your final chibi.
Event traits tend to take priority in influencing your final chibi, so be careful using event cards in
your party if you're after a specific chibi. Your parameters matter less than the traits, though if
they're waaaaay off that will also affect your chances of getting that particular chibi.
Traits also come from the location/card stories, but these are not so frequent. Triggering specific
episodes will gain you traits or parameters, but these are random and you are at the mercy of
RNG.
Gimmicks usually consume a turn and some stamina, depending on the gimmick. This varies
with each gimmick in each location. They all do different things and have different results, but
that’s for later on.
There are various JP guides to awakening chibis, with the expected parameters and traits for
the chibi.
There’s a whole bunch of chibis you can awaken, but there’s multiple tiers. 1 star to 4 star, with
4 star being the chibis that require the most rare traits. Here’s a list of chibis you can awaken.
Other tips:
● Awakening a specific chibi 5 times unlocks a special 4koma for that chibi, which gets you
more mana stones.
● Fun fact: If you awaken a chibi with a 30k score the first time at a location, you can get
40 mana stones. So if you work really hard, that’s some 840 stones for you.
Auto Mode
Mahoyaku actually has an auto mode so you can just leave your phone and come back 10
minutes later to a nice, new shiny chibi while you do other things. It’s pretty straightforward, but
I’ll run over the settings and some stuff to keep in mind when you do auto training.
For actually activating auto, start the training session, hit the auto button and you're set. This
should be mostly for level/item grinding. If you actually want a specific chibi, you're better off
running the training manually unless you have a full deck of event cards. Except for Sherwood
Forest, gimmicks don’t engage automatically for auto training.
The settings for auto are below. To access it, open up the menu and hit the settings button.
If you want to awaken a specific chibi but also don’t want to do it manually, stack your deck. Say
you want to awaken a Red Shino, stack your training deck with Passion cards. You can do the
same for event cards to awaken an event chibi. This increases your chances of the right traits
being passed on and awakening the chibi. However, this can be affected by the location, as
locations all have specific traits your chibi can gain.
North
Town of Ice
Ah, the Town of Ice. Similar to Forest of Ice, you can pick a chibi to awaken. However, Town of
Ice actually helps you get that chibi. It’ll give you traits to help ensure you awaken that chibi.
Whenever the gimmick glows, you can get a trait. However, if you already have that trait, it’ll just
boost some parameters instead. You can also use it to get rid of unwanted traits.
The location’s fantastic if you have a good team set up and you want to awaken 5 of a chibi for
the 4koma and those sweet, sweet mana stones. It’s especially great if you’re on a time crunch
to awaken some specific chibis and you don’t care how strong they are, only that you have
them.
Forest of Ice
The gimmick for the Forest of Ice is one you’ll probably use very little. The location is primarily
for finding out what parameters and traits are ideal for chibis, but it also gives you a list of chibis
you can awaken for that particular character. So if you’re wondering how to awaken a particular
chibi, this location’s your go to.
When you open up the gimmick, it’ll show you the available chibis for that wizard. Pick your
chibi, and then spam the gimmick to find out what traits you need, which you absolutely don’t
want, and the ideal parameters for the chibi. The location is not that fantastic for training, but it’s
good for some investigation work, especially for event chibis.
Of course, you could just go and look up the wiki instead. (‘:
Lake of Death
The short version is you steer the boat and collect items, some of which are kind of rare and can
be used on the spot. It’s pretty good for specific item farming, but again, it depends on the
RNG’s blessings.
Forest of Dreams
Unlike Owen, the gimmick is pretty straightforward and it’s not too hard to train some decent
chibis here. The Forest of Dreams is basically a place for dreaming. Sometimes, dreams come
true. That’s basically the gimmick here.
You gain a boost of your last interacted parameter when you dream, and you also regain
some stamina. And since the meter fills up by 20% with each interaction, you can activate it
successfully at least twice per part. However, if you opt to activate the gimmick before the
success rate is 100%, you might fail. If you fail, you lose a turn and a chunk of stamina, so it’s
really recommended that you activate the gimmick only once it hits 100%. If you like living life on
the edge however, by all means, take the chance.
Cavern of Time
Welcome to Bradley’s former hideout, no I don’t think there’s much treasure for you to pick up.
Alas.
Anyways, the Cavern of time’s gimmick basically redoes your last turn. So, you really want to be
saving it for when you have great success to increase your parameters.
The gimmick fills two ways: interactions and episodes. Interactions fill the meter by +5,
episodes (character, spot, card) fill the meter by +5-15. The gauge increases the more you use
it, starting from 30, to 50, to 80, then 100.
One of the more interesting aspects of the gimmick is that it can be activated in ways other than
filling up the meter. If you get two episodes in consecutive turns, the gimmick will glow and
you can activate it regardless if your meter is full or not. However, it has to be activated on that
turn. It won’t reset the meter if your meter is full, so you don’t have to start filling the meter
again.
And that’s pretty much it! With the right team, it’s very possible to get a 999 chibi in this location,
but can be a rather frustrating task.
Central
Oz's Abyss - Increases parameters, gain traits, gain yen. Basically you send the wizards off on
an investigation and upon success, they return with Stuff™ for you. Great for unlocking
character episodes, if you’re down for that.
Granvelle Castle
Granvelle Castle, like Arthur, is one of the easiest and nicest places to train. The idea of the
gimmick is to help increase your interaction levels, which then increases your parameter gains,
trait acquisition, and skill activation.
The gimmick functions in tandem with your interaction button. Basically, the more wizards that
join you training, the faster the gimmick fills up. You need 5 wizards to fill the meter, so
activating the gimmick is pretty easy and consistent. When you activate the gimmick, you raise
the interaction level for that particular parameter and support wizard, so their skills are more
likely to activate and they’re more likely to drop traits.
Activating the gimmick costs a turn and some stamina, but the benefits are huge, especially
once you hit Part 3 & 4. This spot is actually pretty well recommended for building stronger
chibis, especially if you have a lot of daiseikou (great success) cards in your deck. Having one
of each trait in your training deck is highly recommended, but not a necessity. If you’re careful
about your card arrangement, you can build some pretty strong and specific chibis here.
Famous Ruins - Gain traits and parameters. Pick books you want to finish, and depending on
the book you gain a random trait and some parameters in exchange for stamina. You can pick
multiple books at the cost of more stamina.
Town of Glory
If you’re young and seventeen, you can be a dancing queen. Or even if you’re not because
Town of Glory’s gimmick is all about dancing, and it’s also a pretty straightforward one.
The meter fills as you interact, and at 100%, you can choose to participate in the dancing. The
parameter is random, but if you have a specific parameter you want to boost, you can press the
grey button and that will change the parameter in exchange for a turn. It will also give you a little
boost when you join the dance, but you can only do this for a maximum of three turns.
Dancing lasts for three turns, and each turn you get at least +60 boost to the parameter, for a
total of +180 all in. You can't really do anything during the three turns, so just imagine Cain
showing you how to dance. Each turn, you will recover some stamina like you normally do. At
the end of the three turns, your stamina will reduce, and your wizard might get injured if they
don't have enough stamina. If applied strategically with some items, dancing can be a pretty
neat way to increase your parameters by a good chunk.
And that's the gimmick! It's pretty simple and pretty fun, also it's nice to imagine the wizards
having fun and dancing together. :')
East
Valley of Storms - Gather enough cats, and they will raise your card exp, so this makes it a very
good training spot for levelling cards.
City of Rain
Ever had gardening aspirations? Well, now you do! City of Rain lets you grow herbs to boost
your parameters, making it one of those spots for raising strong healthy chibis, especially if
you’re trying to get them to eat their vegetables (coughsBradleycoughs).
Anyways, onwards to the gimmick explanation. Basically, herbs grow in your tiny garden here.
Their colours correspond to the parameter they will boost, so red for Pa, yellow for Ha, green for
Re, blue for Co, purple for Pr. The herbs that grow are random, the rate of growth is not. This is
where pruning comes in!
Another thing you might want to take note of is the growth rate. You start with two sprouts per
interaction, which you can max out to four through pruning. My advice is to spend the first part
pruning your herbs so you can max out your growth, then for the next parts you should be
pruning for the best growth of herbs. See which herbs grow the most, then prune the smaller
numbers.
Herbs only grow when you succeed in an interaction. If you spend a turn resting, picking
herbs, or if the interaction fails, herbs won’t grow. Unfortunate, but what can you do?
Anyways, good luck with your gardening and forcefeeding Bradley vegetables. May your chibis
be strong and healthy. :')
Sherwood Forest
Now, we all know Sherwood Forest is reaaaally dangerous. Super duper dangerous, and you
need a guide to get through it or you will get lost and maybe eaten by wolves or a mutated
capybara.
Anyways, that’s the central gimmick of Sherwood Forest. Getting lost, yes. And then being
found. This just happens as training goes on, so no need to worry about it. You can’t stop the
wizards from getting lost, please remember your wizards are all cats, not dogs. You cannot herd
cats, unfortunately. You can only panic and hope they show up in time for dinner. The gimmick
button here is to look for your lost wizards, who when found, will bring you presents. Like cats.
Now, the more wizards you lose, the less effective your training becomes. So it’s recommended
to look for your wizards as soon as you lose them, but looking for them consumes a turn.
This isn’t a great location for chibi training as nothing can be done to help you raise the
parameters of your chibis. In fact, compared to all the other locations, this is probably the worst
place to train chibis due to the nature of the gimmick. However, it is great for farming items and
is the location I would recommend for events that require you to farm gacha/event tokens to
exchange for items.
If you’re playing on auto, that’s fine. In fact, I absolutely recommend playing this location with
auto. There’s honestly not much difference playing it manually vs auto, besides if you play
manually and refuse to find your lost wizards, at some point you can’t train because everyone’s
lost and you need to go look for them. Anyhow, good luck not losing too many wizards, or losing
more and more of them if that’s your preference. Just remember to bring them home for dinner.
West
Observatory of the Undeveloped Lands
Unlike Murr, the gimmick for his location is very straightforward. You should be familiar with it, as
it was used for the tutorial when you first started playing the game.
Basically, the gimmick meter fills up as you train. At 100%, you can activate it to receive a
random trait. If you persist and keep training until the meter hits 120%, you can receive two
traits! However, the gimmick meter decreases on turns you’re resting or if your interaction fails.
The location is great for training chibis with a lot of traits, but that doesn’t guarantee you the
chibi you want or a high scoring chibi due to all the RNG involved with getting the traits. It’s also
possible to get a single trait multiple times.
Bar Bennett
Shylock’s BDSM Bar Bennett is honestly one of the best training spots for strong chibis, if you
can manage it. It’s a little complicated, but once you get the hang of it, I promise you it’s worth it.
The location gimmick is well, serving customers. Basically, you have to land in the yellow area
and you can activate the location gimmick. The numbers at the top of the interaction parameters
are red and blue, and will move in the corresponding direction. Certain wizards only show up in
certain atmospheres, unless they’re in your training deck.
Activating the location gimmick uses up a turn and some stamina, but has a huge variety of
benefits depending on your training partners and who is present. As the gimmick levels up, the
effects also increase, or cost less. The yellow area gets smaller and smaller as the gimmick
levels up, making it harder to activate.
Now, your choice of training partners influence who is around during your training, and you can
expect the wizards in your deck to show up fairly frequently. Below is a list of what each wizard
does:
● Mitile - can only be activated if you’re injured, but raises all your parameters
● Cain & Oz - raises your omotenashi level
● Nero & Rutile - raises your interaction level for a specific partner, so if you're doing an
event card it makes it more likely for the right trait to drop
● Chloe, Bradley, Riquet, Snow, Shino - an increase to your parameter gain each time
you interact (very useful if you're short one trait in your deck and need a boost)
● Lennox - increases the number of training partners for a specific number of turns
● Shylock - increases your chances of a Great Success
● Murr & Rustica - they raise your interaction level for a parameter, so if you’re really
short on that one parameter, they’re very helpful for raising how much you get per
training session
● Arthur - gain stamina (you still lose some stamina, so even if it says +60 stamina, you’ll
probably only get like 40 bc it costs like 20 stamina)
● Owen, Heathcliff, White, Figaro, Mithra - increases a specific parameter
● Faust - changes your condition to increase the chances of a Great Success
There is a Mitile cannon strategy that uses this location and Mitile, which you can find under the
Advanced Strategy guide.
City of Riches - Have tea, gain parameters! The mix of drinks and biscuits will help you gain
parameter levels, reduce stamina cost/gain stamina, etc. It’s kind of a wild bag.
Town of Foam - Gain bonuses by finding items in the flea market. You get to go shopping and
pick stuff up, and depending what you pick up your bonuses will vary.
South
Rheita Mountains
Hello. I assume you are here for the sheep, so let’s get to it.
Rheita Mountains is all about sheep. If you set them grazing, they’ll multiply. There’s a number
of different grazing spots, some specifically meant to help you increase the number of white or
black sheep you have. At the end of each part, the sheep will tally up and you can increase your
traits or your parameters.
Now there are two kinds of sheep here, the white sheep and the black sheep. The white sheep
give you traits, and the black sheep give you parameters. The traits are random, but you can
choose which parameters you want to increase. The more sheep you have, the more
traits/parameters you can increase. The interaction buttons sometimes have sheep next to
them, which helps you increase sheep of a specific colour as well.
The grazing will reduce each turn, so the gimmick reduces from 100% instead of filling up like
the other gimmicks. You don’t want the meter to hit 0% because that means no grass, and your
sheep will start reducing as well. So keep an eye on the meter, but mostly you can leave the
gimmick alone.
Now the grazing grounds all vary, and the weather can also influence how fast the grass grows
and how often you need to move the sheep. Moving the sheep from one grazing ground to
another costs stamina and a turn, and some grazing areas are better suited for white or black
sheep, which you can tell by the tiny sheep that appears next to some of the grazing areas. In
grazing areas that favour a particular sheep colour, the number of the other sheep will reduce.
So if you head into an area with a black sheep, the number of white sheep will reduce and vice
versa.
This location is good for awakening characters with a high score or high parameters, but you
should choose one to focus on to make things easier for yourself.
Swamp of Pestilence
Like Sherwood Forest, the Swamp of Pestilence’s gimmick is mostly passive, requiring little to
no input from you. Basically what it does is track your condition and interactions, though you can
use flowers to alter your condition to match the condition in the top left corner. If you do, you
gain a bonus to the reports and that translates to a bonus at the end of training when your cards
are levelled.
As you train, you’ll receive flowers that can increase/reduce your success rates or otherwise
alter your condition, which then leads to an increase in the experience points you get and yen.
The red flower is for great success, yellow for success, blue for failure, and green for altering
your condition.
This spot is great for levelling up your cards fast because of the added bonus it gives you,
though this spot is perhaps best done via auto if you don’t want to think too hard about it.
Town of Clouds
The Town of Clouds gimmick is potion making! You have kindly volunteered yourself to be
Mitile’s guinea pig because he is the cutest and also baby has power so you don’t want to cross
baby. But as a whole, Town of Clouds is pretty straightforward as far as gimmicks go.
The gimmick can only be activated when your stamina is 25 or below, so you may run the risk of
injury while activating it. However, it’s a pretty neat gimmick. Each time you activate the
gimmick, you’ll regain your stamina and you can continue training. The 4th time you activate is
when the magic happens: your stamina will go up to 120, you’ll gain a trait, an item, and an
increase to one parameter. It’s recommended that you don’t bring recovery type cards with
you, as it’ll keep you from activating the gimmick as they tend to recover your stamina once you
hit 30 or below.
If you’re injured when you activate the gimmick for the 4th time, your stamina will recover to 200,
and you’ll gain other additional bonuses as well.
Lake Tycho
Every game needs a fishing minigame and this is MHYK’s. Does your game have a fishing mini
game? No?? Then MHYK is superior, because DUH. Okay, jokes aside, Lake Tycho does
actually feature fishing.
The general short explanation is that a fish will appear for 10 turns, collecting parameters as it
tries to avoid you. The longer the fish stays in the lake, the more parameters in collects, the
higher your chances of catching it. Your success rate goes up to 90%, and if you don’t catch it
within the 10 turns, the fish will disappear. Sometimes, you get golden fish which means 1.5x
bonuses and a trait for you!
You can increase your chances of catching the fish with baby shrimp, which you will collect at
random while training.
Missions
Ah shit. Missions. Now that you have a chibi, time to send them off to the war. They’re all grown
up now.
We’ll run through a couple of things here. Chibi evaluation, strengthening, and team building.
Then we’ll talk about how missions work, why you should do em, and the Sage's League.
There’s their parameters, which is their base strength. Traits are sometimes helpful, but it can
also be a bother to try and remember which chibi has what traits, especially if you have some
374983 chibis.
It tells you where the mission is taking place and the weather
conditions. This can play into your chibis skills, so you may
gain bonuses if the mission is carried out in a specific location
or during a specific kind of weather.
Next, this gives you a hint about which trait would be most
effective or helpful in the upcoming battle. You can ignore it,
honestly. Ain't nobody got time to be checking all them chibis
for a specific trait.
Next is picking your team. It's pretty similar to the team building screen, minus some things and
some other things added.
Sage's League
This is basically your ranking for missions. The higher your level, the more rewards you get.
Weekly rewards are not cumulative, so you get a reward based on your rank. From Level 5
onwards, you get mana stones as part of your reward. At Level 10, you gain 30 mana stones
when the week rolls over, and an additional 25 stones when you reach Level 10.
Your points for this are calculated based on how many successful missions you complete, and
the points you gain vary based on your chibi strength level. Higher levels means you earn more
points because you're fighting tougher foes, and consecutive wins give you a bonus to your
point earnings. The maximum points per mission is 311, which happens after seven
consecutive wins. If you fail, you still get 5 points.
Why should you care about this? Well for one, it can get you up to 55 mana stones a week.
There's also restorative items and other stuff. The other reason is that you just wanna beat up
other people's chibis and prove you have superior chibis.
Also the first time you hit a level in Sage's League, you get some rare items. At level 10, you get
gold petals which you can use to limit break your SSR cards.
Events
But Why??
Because it gives you extra points. If you wanna climb the event point ladder, you need an event
chibi to make your life easier. Of course, you can do without. But you’re giving up a minimum
15% increase to your points with each encounter. This % increases with the number of event
cards you can stack into your training party for a maximum of 60-65%. This effect also only
applies for the duration of that event, and only the highest percentage will apply. So no, you do
not need a team of event chibis, unless you want them that is.
First things first. Friend/follow list. I mentioned this earlier, but again, this is where you’re looking
for people with event cards, because I’m assuming you didn’t pull the banner because we are
F2P and we hoard our mana stones for our faves.
Anyways, event chibi training. Find someone with an event SSR, preferably lvl.100. Follow
them. Hit the refresh button, find a few more. The more the better, the more chibis you can train.
When you get them (if you get them), you can use the event cards you gain as well to increase
your bonus %.
Next thing, figure out who’s the event chibi. This varies, but there’s usually one SSR (4 star
chibi) and one SR (3 star chibi). You can find this in the event announcement for the training
period. There’s not much real difference which you have, as long as you get those sweet, sweet
bonus points.
TLDR Version: Train at event location, trigger encounter, fight, earn points. Rinse, repeat.
Most events last about a week, and there’s usually an event every other week. Each event has
a story to unlock, and event points. Sometimes there are other rewards to earn with event items,
or tickets where you can gain some pretty neat items as well. They’re pretty fun and pretty
rewarding, so participation in events is highly encouraged.
How events run basically is that there are specific trigger locations. Training there will have a
chance of triggering an encounter, which you then proceed to fight the unholy monster of the
event. You can also use a moonstone to raise the rate of triggering encounters, if you have any
of those.
Encounters are pretty similar to missions, except not PVP, and you're trying to chip away their
HP. They come in various difficulties: easy, medium, hard, catastrophic.
● Easy difficulty encounters give you 90 minutes to defeat them, and have the least HP.
● Medium difficulty encounters give you 45 minutes to defeat them, and have a
moderate amount of HP.
● Hard difficulty encounters give you 20 minutes to defeat them, and have a large
amount of HP.
● Catastrophic difficulty encounters give you 15 minutes to defeat them, and have a
disgusting amount of HP.
HP levels vary with the monster levels. You’ll see that they have a level attached to them, and
it’s raised with the number of times you defeat an encounter of that difficulty. By the middle of
the event, you’re probably calculating MP and how best to spend it.
Your damage varies with how much MP you use, and how much MP you need is dependent on
your chibi team, honestly. If they’re stronger, it requires less MP to finish an encounter, and you
can time it nicely so you never run out of MP. However, you might just be here to collect as
many mana stones as you can and unlock the story to farm mana stones; that’s valid too.
A guide to event encounters, how much HP they have and the points you can earn from the
encounters.
Event points stack up and unlock rewards, from free cards to mana stones to rare items. Usually
people stop at 6.35mil, where you can get the gold petal.
Just a look at how events
usually look and the UI, though
this varies from event to event.
The giant pink button opens up training, which will then let you start encounters.
Encounters usually look
like this, and they appear
in the middle of the
training in an event
location.
Every time you give up an encounter or the timer runs out, the encounter drops in level for that
difficulty, and so does the HP. You could theoretically use this to control how difficult the fights
are and how much MP you consume for encounters, keeping things easier to manage.
Event Gacha
Sometimes, events have gacha. Not every event, maybe
something like one every 4? events, or maybe it’s just the
seasonal events. But basically, you can collect items from
missions, point rewards, and training to trade in for items.
Most of the items are fairly standard, but you can also pick
up event cards and mana stones via the gacha.
Some items, especially cooking ingredients, can be limited to certain locations. If you’re really
looking to farm items, you’re better off grinding missions than training.
Item list
● Newt Tail - Increases item drops during missions. If you need items or to stock
up, this is a good way to farm.
● Lizard Tail - More growth points. Helpful for strengthening your chibis.
A good combo for mission items is 1-2 buffs and 1 debuff for enemies stronger than you, but
otherwise it’s up to you.
The rest are honestly really situational. Besides the stamina items, the usefulness of training
items really depend on your location and that particular training session.
Cards
I would like to say all cards are created equal, but they are not.
Anyways, the cards come in five types. For best training results, please try to have at least an
SR of each type, the 5 types being Passion (red), Happy (yellow), Relax (green), Cool (blue),
Pride (purple).
SSRs are obviously stronger and better, but what you’re looking for particularly are card skills.
SSRs and SRs have two skills, Rs only one.
Card skills vary, but basically they can be divided into certain groups. This is covered more
comprehensively below, but a quick overview:
● Stamina - stamina recovery, reduced stamina use, recover more stamina during rest
● Parameter gain - increased rates of success, increased gain training a specific
parameter
● Interactions - increases your interaction levels, increase the rate of traits dropping
● Episodes - increases the chances of episodes triggering
Obviously, the first two groups are the most useful for training the world’s strongest chibis.
Anyways, here’s a list of recommended cards to get both in your friend list and in your deck, if
you’re fortunate. Google Translate is pretty spot on, and you should be able to make out the
reasons for the choices. The list is kept fairly well updated.
But of course, your best boy is the best card always, even at R. No arguments there.
However, as a starting point for F2P players, try and acquire at least 1 SSR and 2 SRs,
preferably of different types. It makes life easier for you.
Levelling Cards
Right, there’s two ways to level cards. Train them, or feed them.
Training is running them through training until they level up and max out. The best location to do
this is the Swamp of Pestilence, because it gives you an exp bonus.
Alternatively, feed them. You can feed them other cards or crystals. You can gain crystals pretty
easily, so if you’re tempted to hoard, don’t worry too much about it. You'll earn it back through
missions or events, and you can also buy a limited amount of crystals from the item shop with
money.
Limit Break
Feeding your cards a duplicate Limit Breaks them, basically raising their maximum Level. SSRs
have a max level of 100, SR 90, R 80.
Duplicate cards have a 100% success rate for limit breaks, but cards of the same character can
also be used to limit break your card. If they are at the same tier, the chance is 20%.
You can limit break a card with a lower tier card. For example, you can use an R card to limit
break an SR card if they're of the same character, however the chances of a limit break is only
5%. However, it is cumulative so you could theoretically stack 20 R cards to jig that to 100% and
limit break your SR card. You cannot use a R card to limit break a SSR card, but you can do it
with SR cards.
Flower petals are much rarer, so they're a 100% limit break without trying to gacha yourself a
dupe of the card. You can acquire them primarily through events, though bronze petals can be
acquired through missions and training.
R—Keep or Throw
Right, let’s say you’ve been playing enough that you managed to get more cards than your limit,
or you just don’t know what to do with the 10 Like, Y’Know Nyaa? R Murr cards that are staring
you in the face.
To be honest, you’ll use the R cards very, very little. They’re primarily make do for if you don’t
have a SR/SSR of a character, and you should be able to accumulate a number of SRs fairly
quickly. Silver gacha tickets aren’t precisely difficult to obtain, and more often than not (though it
may just be my luck) I get SRs from bronze gacha tickets. Also the SR rate is fairly generous,
you should get at least 1-2 SRs per 300 stone pull.
You get 3 sugars for each R card you exchange, and 6 if you limit break them to the maximum
and level them up. As mentioned already, limit breaking can be done with petals or duplicate
cards, so you can use petals to limit break the cards before you exchange them. Once you
manage to gather up 720 Sugar (for a country), we're gonna head over to the item shop
because 720 Sugar will get you a SSR ticket. And we’re F2P so are we gonna say no to a free
SSR??? Hell naw.
Just to note, any country sugar will do, you
just have to tap on the shiny bottle and change
it to whichever country's sugar you have
enough of to get your SSR ticket. Only the
country specific items require you to use that
country's sugar, the rest can be changed.
If you’d like a list of card and their skills, you can find one here. This list is sorted by skill
categories. These are both in JP though, but Google Translate and pictures should help with
figuring out which card has what skills.
Certain skills are more useful than others, but this also highly depends on what you’d like to do.
Anyhow, onwards! I’ll include some identifying markers so you know what you’re looking for with
each skill. The numbers vary somewhat with the skill level and card rarity, but the variation isn’t
usually too much.
A search function has also been added, so you can use that to help you find the right card with
the specific skills you want. I’ve added some romanji to make searching a bit easier if you have
a JP keyboard.
Here are the broad categories the skills fall into (left to right, up to down):
● Stamina スタミナ
● Parameters パラメータ
● Traits 特性
● Condition 体調
● Rest 休息
● Interaction 交流効果
● Episode エピ発生率
● Success 成功率
● Participation 参加率
● Others その他
Stamina
Stamina is usually to do with stamina recovery or a reduced use of stamina during interactions.
They come in a couple of different flavours.
● Stamina recovery at the end of your turn [sutamina]
○ ターン終了時、一定の確率でメインキャラのスタミナ+50
○ The numbers of this skill tend to be fairly large, ranging from ~30-50
● Recover additional stamina at the end of your turn
○ 毎ターンのスタミナ回復量が+10
○ The numbers for this tends to be pretty small, somewhere around the ~6-15
range
● When training together, reduce the amount of stamina used
○ 一緒に交流すると、一定の確率で消費するスタミナ-7
○ The numbers for this also tends to be pretty small, ranging from ~5-7
Parameters
Parameters basically give you a boost to the parameter you’re trying for. They activate at
different times, namely when you hit the interact buttons, and at the start of parts. These are
usually tied to the card’s type (Pa, Ha, Re, Co, Pr).
● A chance to get a % bonus to the parameter you’re interacting with (if it matches the
card’s trait) [boーnasu]
○ 一定の確率で、ハッピーの獲得時に+70%のボーナスがつく
○ The numbers for this tends to be very high, usually about ~50-70
● At the start of a part, a chance to gain parameters
○ パート開始時、一定の確率でメインキャラのプライドが+15
○ The numbers for this tends to range between ~10-25
Traits
This is for an increase in trait drops, which will help in building a higher scoring chibi. The major
difference between the two is whether it happens during training or at the start of a part.
● At the start of a part, a chance to gain a (colour) trait of rarity or below
○ パート開始時、20%の確率でレアリティ4以下の赤の特性が手に入る
● When training together, there is a % chance of the partner’s trait drop rate being
increased by %.
○ 一緒に交流すると、20%の確率で参加したパートナーキャラからの特性付与
率+6%
Condition
Your condition can influence things like your trait drop and parameter gain, so while might not be
something you pay much attention to, it can be pretty helpful on occasion.
● When interacting, a possibility your condition improves
○ 一定の確率で、交流での体調の効果+30%
○ Numbers go from ~12-30
● At the end of turn, a chance to recover from a cold
○ ターン終了時、20%の確率でメインキャラの体調を風邪から普通にする
○ Usually ranges from ~10-20
● At the end of a turn, chance to recover from an injury or cold
○ ターン終了時、20%の確率でメインキャラの体調を風邪または怪我から良好
にする
○ Usually ranges from ~10-20
Rest
This affects your resting, and basically gives you boosts to your stamina recovery when you hit
the rest button. What’s the difference, you ask? Honestly, not that much. You get more stamina
and can keep rolling on your merry way.
● Great success when resting
○ 一定の確率で、休むの大成功率+50%
● Bonus to rest effectiveness
○ 一定の確率で、休むの効果+50%
Interaction
This gives you a parameter bonus when these wizards join you for training. Again, this is
affected by the card’s type.
● When training together, probability of parameter increases
○ 一緒に交流すると、一定の確率でリラックス交流の効果+40%
● Probability of parameter increase
○ 一定の確率で、交流タイプリラックスの効果+60%
Episode
This helps you get more episodes, if you want to read them. Most episodes also give you bonus
traits or parameters. Alas, no mana stones for the spot stories, but if you can read, some of
these are really funny (or equally, tragic). The skill comes in 3 categories: spot, character, and
all.
● Increased probability of spot episodes for x turns [supotto]
○ 一定の確率で、3ターン間のスポットエピソード発生率が+60%
● Increased probability of character episodes for x turns [kyara]
○ 一定の確率で、3ターン間のキャラエピソード発生率が+60%
● Increased probability of all episodes for x turns
○ 一定の確率で、3ターン間の全体エピソード発生率が+60%
Success
This one is probably one you’ll be looking out for a lot. This increases the success rates of your
interactions, which translates into a big parameter boost. This one either reduces chances of
failure or increases your chances of great success.
● When training together, increase chances of great success [daiseikou]
○ 一緒に交流すると、10%の確率で成功を大成功にする
○ Numbers for this range between ~8-10
● When training together, reduce chances of failure happening
○ 一緒に交流すると、一定の確率でハプニング率-15
○ Numbers range is about ~7-15
Participation
This one is a bit strange, but basically it trades your parameters a little. So you know how when
you hit the interact button, you gain two parameters? Basically there’s a bit of a trade between
those two parameters.These skills are only available to N cards, and 5 specific N cards at that.
● When interacting, -5 to (parameter), but gain +30 to (parameter)
○ 一定の確率で、交流タイプハッピーへの参加率-5、交流タイプクールへの参
加率+30
Others
All the other skills that don’t fit into the categories above, but mostly just the one skill outlined
below.
● When training together, % chance to increase the interaction level of the wizard.
○ 一緒に交流すると、10%の確率で参加したパートナーキャラの好感度が追加
+10
Cooking
So you’ve discovered the kitchen. So you think you can cook and impress your wizards.
Wrong.
Look, I’ll be frank. The cooking failure rate is high. Wrong ingredients, wrong utensils, bam.
Charcoal. Just use a guide, it’ll be much more helpful and you’ll actually get to make food, not
charcoal. The only person who cares for charcoal is Mithra, so his affection levels are probably
going to be highest.
You collect cooking ingredients from training and missions. During certain events, there are also
event ingredients, and is usually the only time you can farm for them. You will need them to
make the event recipe, so if you wanna make ‘em long term, you gotta farm for it.
Cooking is basically divided by which utensil you use to cook: The fry pan, the pot, and the
oven. They each have their own gimmick, but the oven will never give you a great success so
give it up.
The fry pan and the pot are a matter of timing, so they’re easier. Basically you’re looking to hit
the pink area, and voila, great success for your cooking. For the oven, trace the pattern and
pray to the gods (you'd think the oven would be easier, like IRL).
Recipes are divided by utensil, then there’s a special category for event recipes. There are also
variants of the recipes, so the background colour of the dish?? Very important. Those are
flavour variants. Purple is the default/basic version.
Note: I’m linking a spreadsheet here, if you don’t see something, scroll right. Unfortunately you
can’t run Google Translate on this, but this guide is pretty visual so you should be able to
manage fine.
Okay, we’re moving off the basics. There’s gonna be a whole lot less pictures and a lot more
text. I assume you have your basics down at this point, and now you are Looking To Win. I also
assume at this point you know your deck well enough to know if this is feasible for you, which it
may not be. However, you should be able to manage some version of this, even if it’s not as
effective as what is outlined below.
What we’re gonna do is primarily team building here so you can clear events and missions
better/faster, earn them rewards.
Now, the real question is, which chibis do you want? And why must it be a 999 chibi?? Because
we’re here to win GDI and also finish up hard event encounters in hopefully, 2MP or less.
Right, let’s break it down. A 999 chibi can have its stats doubled, so that lands you a 1998 chibi,
and also the skill levels can be increased further. So your chibi’s overall power is a whopping
9990. Now, you’re going to look to increase it, which is why you should be training very specific
chibis only.
Every chibi has specific set of skills, but the one you’re looking for is boosting own parameters
by 21%. At level 5, that’s 42%. So your 9990 chibi just became a 14186 chibi if its skill activates.
Now multiply that by 7, 8 chibis (the skill doesn’t always activate, alas). Everything falls before
you.
There is an alternative for a mission skill that boosts the leader’s parameters also by 21-42%,
but I haven’t tried that out yet so I can’t confirm its effectiveness. But the concept is the same,
except you’re putting it all into your leader, so that makes it extra important that your leader is
definitely a 999 chibi.
For alternative Leader skills, you can look at boosting party skill activation by 6-18%. It
means that your party’s skill activation is more likely, reduces the need to use clovers, and since
your leader skills are pretty much all but guaranteed to activate, it’s a pretty neat one.
Skills are divided into leader skills and mission skills. No single chibi has this parameter
boosting skill for both leader and mission skills, so check your chibis beforehand.
Mind you, this is all doable with an F2P deck. It just takes time to build a strong enough deck,
and hopefully some gacha luck to get you enough SSRs.
Personally, I find it easier to get event chibis, but it’s your choice which to gun for because it will
also vary depending on your deck and your friends list. You can definitely spend some time
searching for people with event cards, but this can be something of a time consuming and
repetitive task, and people can change their cards.
Anyways, take a look at your deck and which one is most feasible for you, then proceed to train
your chibis.
For synergy purposes, it’s recommended to match up the skill activation leaders with the
boosting own parameter chibis, and the boosting own parameters leaders with the boost
leader parameter chibis.
First off, please go read this guide to Bar Bennett and training 999 chibis.
I run a modified version of this, using one fancy biscuit, one magic biscuit, and one onigiri.
Usually I manage a 900+ parameter chibi all around with a team of SSRs. This should be
doable with an 1SSR+3SR team, but will only get you 800+ parameter chibis. Still, that’s a
significant improvement over 600+ chibis.
This one can net you a 999 chibi with 3 fancy biscuits, a good deck, and a bit of luck, but bear in
mind you lose your biscuits if you finish the training and don’t manage to activate Mitile.
The most useful partners in Bar Bennett (these are just my onions and the way I play)
● Mitile - because the entire strategy hinges on him
● Cain & Oz - raises your omotenashi level
● Nero & Rutile - raises your interaction level for a specific partner, so if you're doing an
event card it makes it more likely for the right trait to drop
● Chloe, Bradley, Riquet, Snow, Shino - an increase to your parameter gain each time
you interact (very useful if you're short one trait in your deck and need a boost)
● Lennox - increases the number of training partners for a specific number of turns
● Shylock - increases your chances of a Great Success
The rest are very situationally dependent, but they all definitely have their uses. I’ll just run
through them below.
● Murr & Rustica - they raise your interaction level for a parameter, so if you’re really
short on that one parameter, they’re very helpful for raising how much you get per
training session
● Arthur - gain stamina (you still lose some stamina, so even if it says +60 stamina, you’ll
probably only get like 40 bc it costs like 20 stamina)
● Owen, Heathcliff, White, Figaro, Mithra - increases a specific parameter
● Faust - changes your condition to increase the chances of a Great Success
The other recommendations for training a 999 chibi are Rheita Mountains, City of Rain, and the
Cavern of Time, but I personally find it more difficult to manage those than either Bar Bennett or
Granvelle Castle, in part due to how these strategies rely on you having specific SSR cards.
These two methods are by far the easiest for people who are F2P with unbalanced decks.
Either way, there’s an element of luck involved in cultivating those 999 chibis. It’s gonna take a
lot of trial and error, but you’re playing to win so this isn’t going to put you off.
Mind you, you don’t have to have a full 999 chibi. A 800-900+ chibi team is pretty effective as
well, and is definitely more F2P friendly. If you’re only looking to clear the Sage’s League and hit
level 10, you definitely don’t need a 99k team. A 60k+ team will suffice. This team will take you
pretty far in events as well, even if you don’t clear everything (honestly though, at 18mil points
it’s a bit mad).
You’re also going to need a lot of growth points, so you’ll be farming missions for a while. Yes,
this is A Project, but it’s going to be worth it when you manage to scale the event point ladder
and are bagging your 55 mana stones a week.