In this beginner’s guide you will find all the details about the basic controls, mechanics, combat tips and secrets you will need to get started in Gales of Nayeli.
Gales of Nayeli Guide
If you’re just getting started with Gales of Nayeli, welcome! I put together this guide to walk you through the basics controls, mechanics, and some early-game secrets that can make a real difference. Whether you’re new to tactical RPGs or just want to make sure you don’t miss anything, this walkthrough should have you covered through Chapter 3.
Controls
Here’s how to get around:
- Move: Arrow keys or mouse
- Select: Z or Left Click
- Cancel: X or Right Click
- Skip Dialogue/Events: Spacebar
- Exit Game: Escape
You can see the full control list or remap them by going to the Game Controls menu.
Pre-Battle Controls:
- Cancel to hide the menu and view the full battlefield
- Select to reopen the menu
During Battle:
- Select on an empty tile: open the battle menu
- Select on a friendly unit: move or act with that unit
- Select on an enemy: toggle that unit’s threat range
- Cancel on an empty tile: toggle threat range for all enemies
- Cancel on any unit: view that unit’s info panel
Combat Basics: Buffs, Classes, and Tips


The first few maps teach you a lot quickly, so here are some essentials I learned that helped early on:
Passive Buffs Matter
Nayeli grants an Attack buff, and Daisie provides a Defense buff to nearby allies. These small stat boosts can make a huge difference—especially early in the game. Other characters with similar abilities will join later, with varying ranges and power that scale as they level up.
Weapon Debuffs Are Real
Take Nayeli’s Wind Spear for example super powerful, but she also takes extra damage when wielding it. Don’t underestimate basic gear like the Wooden Spear sometimes safer is better.
Your Avatar Influences the Map
The avatar class you select will change map layout slightly to highlight that class’s unique mechanics. Most are simple to use, but Rogue avatars require some finesse.
Pro Tip: As a Rogue, I used a Smoke Bomb to leap across the water and reach the Pixie on the left. Then I followed up with a Combat Art to finish the job. Rogues can move and act twice per turn, so mastering tool usage is key. Note: most Rogue tools are consumables and accessed via Use Item, except for Smoke Bombs, which appear in the action menu.
Interactable Tiles & Environmental Secrets
Some terrain effects are clearly marked, but others took me by surprise. Here’s what to look out for:
Flying Units
They’re generally immune to terrain buffs and penalties, but movement bonuses from tiles like Gale Leaves still apply.
Flower Tiles (Hidden Items!)

If you spot a large flower like the one on the island at the top of the first map fly Daisie there and use Check to grab a valuable item. These flowers reappear on many maps. While Daisie can always check them, you’ll meet others with the Flower Picker ability later on too.
Chapter 2 Highlights: Interactions & Hidden Loot
Chapter 2 is loaded with useful interactions:

Blue-Roof Houses
Visiting these gives helpful tips and sometimes early warnings about traps or recruitable characters. You even get a small XP boost just for checking them!
Treasure Chests
Have a Rogue open them by standing on the same tile. They can’t be opened from adjacent tiles.
Cave Entrances
These often hide basic consumables like Tonics or Grindstones. Always check caves—it’s free loot.
Secret Weapon Spot
Near the lake in Chapter 2, you’ll find a pile of bones. Use any unit to Check the tile and get a choice of a unique weapon. These are strong early-game tools with lots of durability.

Tip: I picked the Fishbone Daggers for my Rogue avatar. They pair perfectly with Keri’s knife-heavy style. If you’re not using a Rogue, the spear is a great general-purpose weapon.
Weapon Durability, Grindstones, and Combat Arts
Understanding Weapon Durability
Each weapon has a limited number of uses. Once it hits zero, it becomes a broken version of itself. For example, Quidel’s Heavy Axe starts with 35 durability—once that’s used up, it can’t be used until repaired.

Durability is consumed per attack. So if you double an enemy or use a dagger (which hits twice), you’ll burn through it faster.
Grindstones
Grindstones fully repair any weapon—including staves and tomes. You can use them in-battle if the unit is holding both the weapon and a Grindstone, or out-of-battle via the Manage Units menu.
They’re common but not unlimited. They sell for 120g, so avoid using them on gear worth less than that. Save them for unique or prf weapons like the Wind Spear.
Combat Arts: Power Moves with a Cost
Most characters have one or more Combat Arts, which replace normal attacks to boost power, hit chance, or add effects.
- Nayeli’s Windsweep prevents counterattacks
- Quidel’s Searing Swing adds elemental damage
- Keri’s Assassinate hits multiple times
These arts have higher durability costs than standard attacks. However, even multi-hit Arts only consume durability once per use, not per hit.
Note: You cannot use Combat Arts with broken weapons or when durability is too low.
Weapons Without Durability
Some characters start with permanent weapons usually fists, claws, or talons that can’t break, can’t be removed, and can’t use Combat Arts.

Though weak in power, they’re extremely accurate and reliable during resource-starved missions. I recommend keeping one or two of these units around, especially as you head into the midgame.