Brigandine Abyss Organization Phase: Bases and Quests

The phase that decides the war

A campaign season splits into two halves. The Attack Phase is where you invade a neighbouring nation for resources or personnel. The Organization Phase is everything else — and it is where campaigns are actually won, because it sets what your army looks like when the next invasion lands.

The official framing is blunt: during Organization Phases, allied troops can be strengthened in preparation for the upcoming battles, and efficient task management is key to maximising those improvements. Every leader has something to do; the mistake is leaving them idle.

Four things to spend a phase on

1. Level your strongholds

Materials raise the level of a stronghold you control, and higher-level bases provide bonuses to your units. The Base Development screen in the official screenshots shows the shape of it: a level-2 upgrade listing 10,000 mel, 500 Large Stone and 300 Magic Ore, with tabs for Materials, Effects, Seasonal, Fates and Quests. Costs scale from there, and “Ya seein’ this? I’ve built the city of my dreams!” is the achievement for raising a base to maximum level.

2. Send leaders on Explorations

Leaders who are not joining a battle can be sent on Explorations to bring back resources, money and experience points. This is the answer to the most common early-campaign waste: a leader sitting in a base you are not defending is producing nothing. Explorations also feed the quest system — “I have a thing or two to learn from you!” tracks performing 100 quests, which is a number you only reach by making it a habit from season one.

3. Hire

At strongholds you can hire additional leaders and monsters, either to raise your number of squads or to fill out an existing roster. A leader commands up to five monsters, so hiring monsters is often the cheaper power increase — an under-filled squad is wasted command capacity. Recruiting leaders through quests has its own achievement, “New faces are always welcome, you know!“.

4. Shop the travelling merchant

The merchant buys and sells weapons and armour for the next battle. Two things make this more than a gold sink: equipment can bestow an element on a unit that has none, and rarity matters enough that obtaining your first ★★★ item is an achievement in itself (“Found something real nice!”). Since Version 1.01 you can also buy equippable items directly from the Change Equipment screen, which removes a menu trip.

Watch the season counter

The campaign map shows how long you have before the next scripted fight — one official screenshot displays “Seasons Until Event Battle: 8” alongside the season number and your mel. That counter is your planning budget. Eight seasons of Explorations and upgrades is a very different army from two.

Money accumulates fast enough to matter: one screenshot shows a treasury above three million mel deep into a campaign, and “Coffers overflowing with coin… Impressive.” is the achievement for reaching 1,000,000 mel.

Defending while you build

Building is not the same as being safe. Other factions invade on their own schedule, and “Nothing gets past my gadgets!” tracks defending against at least 3 invasions from other factions in one playthrough. If you are going to spend seasons developing, keep at least one full squad stationed where an attack can actually reach you.

A workable season routine

  1. Check the season counter and decide: build or invade.
  2. Assign every leader who is not defending or invading to an Exploration or a quest.
  3. Spend materials on the stronghold that is closest to a level threshold rather than spreading them.
  4. Fill under-strength squads at a stronghold before buying gear.
  5. Buy equipment last, with the element matchup of the next target in mind.
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