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Ogre Battle 64 - Person of Lordly Caliber - FAQ/Walkthrough
************************************************************************
Ogre Battle 64 - Person of Lordly Caliber
An FAQ/Walkthrough by CyricZ
Version 3.0
E-mail: cyricz42@yahoo.com
************************************************************************
Table of Contents
1. Introduction
2. Preliminary FAQ
3. Menus and Basic Tips for Battle
4. Classes
A. Male Human Classes
B. Female Human Classes
C. Undead Classes
D. Demi-Human Classes
E. Dragon Classes
F. Monster Classes
G. Golem Classes
H. Demon Classes
I. Enemy Character Classes
5. Special Characters
6. Items
A. Helmets/Headgear
B. Weapons
C. Spellbooks
D. Shields
E. Body Armor
F. Accessories
G. Expendables
H. Valuables
7. Story/Mission Overviews
A. Prologue
Scene 1 - The Southern Reaches (Tenne Plains)
Scene 2 - Sparks (Volmus Mine I)
B. Chapter 1
Scene 3 - First Assignment (Crenel Canyon I)
Scene 4 - The Path Diverges (Mylesia I)
Scene 5 - True Intentions (Zenobia Border)
Scene 6 - The Revolutionary Army (Volmus Mine II)
Scene 7 - A New Beginning (Gunther Piedmont)
Scene 8 - The Infernal Aura (Dardunnelles, the Crossroads I)
Scene 9 - Liberation of Alba (Alba)
C. Chapter 2
Scene 10 - Idealism and Realism (Crenel Canyon II)
Scene 11 - Warriors of the Fallen Kingdom (Mylesia II)
Scene 12 - The Steadfast (Highland of Soathon)
Scene 13 - Thoughts (Audvera Heights)
Scene 14 - City of the Past (Sable Lowlands)
Scene 15 - Uncertainty (Mount Ithaca)
Scene 16 - A Legendary Land (Mount Keryoleth I)
Scene 17 - Visitors from the West (Azure Plains)
Scene 18 - The Grim Path (Wentinus I)
D. Chapter 3
Legion FAQ
Scene 19 - The Setting Sun (Dardunnelles, the Crossroads II)
Scene 20 - Brigade of the Radiant Cross (Gules Hills I)
Scene 21 - The Eastern Orthodox Church (Fair Heights)
Scene 22 - Suspicion (Vert Plateau)
Scene 23 - Mercenaries (Tremos Mountains I)
Scene 24 - The Rebel (Capitrium, the Land of Advent)
Scene 25 - The Bearer of Knowledge (Celesis, the Eastern Church)
Scene 26 - No Man's Land (Tremos Mountains II)
Scene 27 - Child of the Covenant (Temple of Berthe I)
Scene 28 - Gateway to Another World (Temple of Berthe II)
E. Final Chapter
Scene 29 - The March to Latium (Gules Hills II)
Scene 30 - Betrayal/Separate Ways (Romulus)
Scene 31 - Royal Blood (Fort Romulus*)
Scene 32 - The Disillusioned (Ptia, the Secluded Land)
Scene 33 - Insanity (The Blue Basilica)
Scene 34 - Lord of Remus Keep (The Tundra of Argent)
Scene 35 - Denizens of the Netherworld (Barpheth)
Scene 36 - Advocates of the Darkness (Tybell, the Wicked Land)
Scene 37 - March on the Captial (Latium)
Scene 38 - Promises (Winnea, Capital of Palatinus*)
Scene 39 - The Battle Rages On (Aurua Plains I)
Scene 40 - Pressure (Wentinus II)
Scene 41 - Adversaries (Castle Talpaea*)
Scene 42 - The Sleeping Goddess (Mount Keryoleth II)
Scene 43 - Caliber (Aurua Plains II)
8. Endings
9. Advanced FAQ *Look here for info on Chaos Frame!!!*
10. Miscellany
A. Elem Pedras
B. Rare Items
C. Birthdays
D. Neutral Encounter List
E. Scene Progression
F. The Item Multiplier Bug
G. Attack List
H. Name Codes
11. Legal
12. Credits
13. Version Updates
14. The Final Word
************************************************************************
************************************************************************
1. Introduction
Hi, there! Welcome to my second FAQ! This FAQ is for the new Atlus
Strategy/RPG Ogre Battle 64: Person of Lordly Caliber.
Now, having finally beat the game, I'm ready to accept anything and
everything
One last thing. If you have a question about the game, be sure to check
BOTH, I say, BOTH FAQs to see if your question has been answered.
Every email asking about something little means I have that much less
time to put more of the good stuff in here. ^_^
For questions about Chaos Frame, go straight to the Advanced FAQ!
That said, let's get down to that business thing. ~_^
************************************************************************
************************************************************************
2. Preliminary FAQ
Q: What is Ogre Battle 64?
A: Ogre Battle 64 is a strategy/RPG developed by Quest and Atlus for
the Nintendo 64.
Q: Is this Ogre Battle like Ogre Battle PSX?
A: No, this is not a remake of the original Ogre Battle. This is a
brand new story and a brand new game setup.
Q: How do I upgrade Soldiers?
A: Check my section on Classes. Basically, keep fighting battles.
Q: How do I use Elem Pedra?
A: The Interrupt Meter at the top of the screen has to fill three
times. Usually, the battle will start with the Interrupt Meter filled
once. You won't be able to use Elem Pedra too much early in the game,
because battles won't take a very long time.
Q: Why can't I advance in class?
A: There are several requirements to being able to advance in class.
The very first thing you need to do is find the basic set of equpiment
for your target class. What you want is to check shops whenever you
enter a new area and find any equipment you have none of, then buy it.
The other requirements are simple in comparison. You'll need to have
reached specific levels in your physical attributes and experience
level. Also, you'll need to be at a specific alignment for most
classes.
Q: Why can't I get (insert class here)? I have everything I need!
A: Obviously, you don't. Remember, you need the proper stats,
alignment, and equipment for a class to appear on the board.
Q: Okay. I have all the stats, alignment, and equipment, but I STILL
can't get the class! What's wrong?
A: One last thing. Make sure your stats are not increased past their
limit due to a weapon or armor modifying your strength. The class
limits are derived from BASE stats, not one's increased to due to
equipment.
Q: How do I determing my Alignment?
A: There's a small balance above the picture of your character that has
a letter on it (C, N, or L). The numerical values roughly correspond
to these postions of the balance.
Very Chaotic: 0-14
Chaotic: 15-29
Neutral, toward Chaotic: 30-44
Neutral: 45-55
Neutral, toward Lawful: 56-70
Lawful: 71-85
Very Lawful: 86-100
Q: How can I adjust my Alignment?
A: To lower your Alignment:
Fight enemies of high Alignment (Clerics, Knights, Valkyries)
Fight enemies that have collectively lower levels.
Use an Urn of Chaos on a character. (doesn't do that much, though)
Arrange low Alignment characters together.
Probably the best way to lower a specific character's Alignment is to
make a unit with a bunch of Undead and make that character the leader.
Fight some Neutral Encounters and watch the Ali. fall...
To raise your Alignment:
Fight enemies of low Alignment (Wizards, Skeletons, Witches)
Fight enemies that have collectively higher levels.
Use a Scroll of Discipline on a character. (same as Urn of Chaos)
Arrange high Alignment characters together.
To raise a specific character's Alignment, stick that person with a
largely Lawful unit, or with a bunch of Platinum Dragons or Bahamuts.
Q: How can I find new non-human characters?
A: Search areas that you've already cleared. You'll find many
different characters in areas that you've beaten. To find out what you
can find, enter the Stronghold you start the area in. When you enter,
Hugo the Tactician will give you some info on characters in the area.
One thing you can always find wherever you are is Hawkmen and their
upgraded classes. You can always find these on roads in an area.
Q: Where can I find (insert a Rare Item here)?
A: Here's the deal. You can go the Edit command under Notepad or
Wordpad and use the "Find" feature. Use Find and enter what you're
looking for. If you use it and you find it, you're happy. If it's not
in here, I don't know it, so I suggest not bothering to ask.
Q: Where can I find (insert Non-Rare Weapon/Armor/whatever here)?
A: A lot of the wacky stuff I find is from enemy units, and I believe
that these item drops are random, largely. So, if you search for it,
and find it in my Item List, but not in any Shop, or in a Hidden Item
list, assume I got it from an enemy unit, in which case, you're on
your own.
Q: What is a Goethic?
A: The Goethic is the Japanese name for the Archmage. I know that both
classes are listed in the manual. This is obviously a typo.
Q: How do I equip things on Magnus' unit?
A: To collectively equip things or change stuff around, you should wait
until you're between battles. You can access the Organize Screen from
the World Map.
Q: Someone died and they turned into a Zombie! Can I get them back?
A: 'Fraid not... Zombies are irreversible...
Q: Can I save to a Controller Pak?
A: Sure can. Just hold Start as you turn on the game.
Q: I have a choice between two or three directions. Which way should I
go?
A: Check the Scene Progression topic. In addition to seeing how the
scenes are structured together, I explain, in plain English, the
consequences of going each way.
Q: What do Goblets of Destiny do?
A: Goblets affect an invisible stat called Luck. Luck affects how
often you'll perform a critical hit, and also how often you'll dodge
attacks.
Q: What's a Chaos Frame?
A: Check the Advanced FAQ section. Suffice to say it's a major player
throughout the game.
************************************************************************
************************************************************************
3. Menus and Basic Tips for Battle
---
Menus
Since a lot of people don't have the manual that came with the game,
I'll cover how to use the menus in the game
Main Menu -
New Game: Start a new game to save Palatinus from evil.
Load Game: Load a previously saved adventure or suspended data.
Tutorial: Access the VERY HELPFUL tutorial.
Stereo/Mono: Switch the Sound Mode
---
World Map Menu (Press R on the World Map)
Organize Screen (Eight small circles with an arrow): Access the
all-important Organize Screen (see later for its menus)
Hugo Report (Picture of Hugo): Access the Hugo Report
-People: Take a closer look at important people in game.
-Events: Replay some of the cutscenes you've seen in the game.
-Miscellany: Learn some of the history of Palatinus in this section.
New topics are added periodically.
-Tips: Learn some VERY HELPFUL tips about the game. More are added as
you learn new tactics (Legions, Seiging)
Area Investigation (Magnifying Glass): On an already cleared area, you
can further look at it to find items, talk to people, etc.
Training (Muscle guy body-building): If you can access this, you'll
pick a unit, and then enter into a battle with one of several pre-set
"enemy" units. You'll fight until one side is knocked out. The enemy
units are generally the same level as you, but unit structure becomes
much more refined in later areas. You'll gain experience through these
battles, but you cannot change class in battle with Training.
Settings (sliding bars): Here you can change certain factors of the
game.
-Message Speed: (Slow, Normal, Fast) Sets the speed at which text is
displayed.
-Cursor Speed: (Slower, Slow, Normal, Fast, Faster) Sets the speed at
which the cursor moves around the screen.
-Help Display: (On, Off) If this is on, you'll get messages telling
you what everything is that you do (gets annoying after a while).
-Icon Name Display: (On, Off) If this is on, you'll get a small text
under icons saying what they are.
-Game Speed: (Slow, Normal, Fast) Sets the speed at which the game
moves on the Field Map.
-Legion Indicator: (On, Off) If this is on, there will be a numbered
icon above each of your units in a Legion.
-Destination Display: (On, Off) If this is on, when you select a
destination for a unit to travel to, you'll get a small text
describing the area.
-Unit Report Type: Sets how your units report in.
First Person: Your unit leader talks to you about what happens.
Third Person: You get a simple alert text.
None: You get no report.
-Battle Action Name: (On, Off) If this is on, you'll get small text
windows describing special and magical attacks in battle.
-Battle Animation: (On, Off) If this is on, you'll get the full
animation of attacks. If off, you'll just get a text description and
a depiction of change in health.
-Quick Exit: (On, Off) If this is on, you can press L to quickly exit
the Organize Screen.
-Cancel All: (On, Off) If this is on, you can press R to cancel all
actions made on the Organize Screen.
-Sound Settings: (Stereo, Mono) Allows you to change the sound.
-Restore Defaults: Returns Settings to their original modes.
Save (feather quill): Allows you to save your adventure to one of two
save slots.
---
Field Map Menu (Press R on the Field Map)
Dispatch (square with an arrow): Allows you to select one of your units
to deploy.
Organize Screen (Eight small circles with an arrow): Access the
all-important Organize Screen (see later for its menus)
Use Item (pot): Allows you to use a Field Map item (Silver Hourglass,
Dowsing Rod, Love and Peace)
Elem Pedra (ankh): Allows you to view what Pedras you have and whether
or not they are available for use.
Settings (sliding bars): See Setting under World Map Menu
Suspend (feather quill): Allows you to halt a game in the middle of a
battle. This will be erased after you access it again, so it's
highly recommended that you save normally using the World Map Menu.
End (closed door): In Area Investigation, this will bring you back to
the World Map.
---
Unit Menu (Press A on a Unit)
Commands (stick with two arrows):
-Move (flag): Allows you to assign a destination for your unit. You may
select up to three waypoints in one command. Your unit will take its
best route to each waypoint.
-Direction (stick with four arrows): Most useful for stationary units.
This allows you to change which way your unit faces. Good for
receiving enemy attacks.
-Orders (little guy with a message bubble): This is only accessible by
non-Magnus units. You can change the unit's Move and Wait Orders.
Move Orders:
Direct: Unit will not deviate from its course, period.
Hit: Unit will initiate attacks if it gets close to an enemy unit.
Evade: Unit will avoid enemy units while it moves.
Wait Orders:
Guard: Unit will not move from its spot.
Initiate: Unit will move towards nearby enemy units.
Retreat: Until will move away from approaching enemy units.
-Display Destination (distant flag): Only accessible when a unit is
moving, this displays its destination, in case you forget...
-Retreat (square with a blue arrow): Only accessible when a non-Magnus
unit is on the Headquarters. It will leave the battle and may be
adjusted on the Organize Screen.
Unit Commands (blue and white square):
-Battle Strategy (crossed swords): Allows you to set your unit's Battle
Tactics.
Autonomous: Each character attacks whoever is most convenient for
them.
Attack Strongest: Each character will attack the target with the
highest Hit Points. Mind you that your characters' attacking range
may effect this.
Attack Leader: If they can, each target will attack the Leader of the
enemy unit.
Attack Weakest: Each character will attack the target with the
lowest Hit Points. Mind you that your characters' attacking range
may effect this.
-Formation (blue and white square with yellow lines): Allows you to
adjust the formation of your unit.
-Use Item (pot): Allows your unit to use any items they are carrying.
-Change Leader (yellow medal): Allows you to select a new leader for the
unit using the characters in the unit if one is eligible.
Legion Commands (five green squares):
Note: This is only accessible for the Legion Core
-Formation (green squares changing position): Allows you to change the
orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead,
Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift
-Division Placement (yellow, green and blue squares): Changes the
placement of units in a Legion.
Stronghold Commands (small fort):
Note: This is only accessible when the unit is on a Stronghold
-Enter Stronghold (arrow leading into a fort): Your unit gathers
information from within the stronghold.
-Stronghold Information (fort with a message bubble): Learn the
Stronghold's name, allegiance, population and morale.
-Exchange Characters (two units with arrows between them): If two units
are on a stronghold, they may exchange characters.
-Exchange Items (two bags with arrows between them): If two units are
on a stronghold, they may exchange items.
-Exchange Units (yellow, green, and blue squares): Allows a Legion (or
more than one) to exchange units if another unit or Legion is on the
stronghold.
-Shop (house): Allows the unit to purchase items at the shop. The
items may be directly placed with a unit, or they may be sent to the
depot.
-Witch's Den (dark house): Allows the unit to see the Witch, whereby
they may revive deceased or petrified members of the unit.
Camp (tent): Allows fatigued units to rest up if they're weary.
Status (group of people): Allows you to check each character in a unit.
---
Organize Screen Menus:
Note: No commands may not be performed on dispatched units. For this
reason, it's advisable that you perform most of your organize work
between missions.
Character Commands (little guy):
-Equip Item (putting a hat on a head): Allows you to pick a character,
and equip items to it.
-Unequip Item (removing a hat from a head): Allows you to pick a
character and return it to its default equipment.
-Change Class (black figure with an orange flash): Allows you to pick a
character, then possibly access the Class Change Menu, where you can
pick a new class for it to change to. Class can only be changed by
the user on human males or females (or Hawkmen) who are not leaders
and who are not a special class (i.e. Magnus).
-Discharge (skull): Allows you to remove any person (besides Magnus)
from your battalion, forever.
-Change Name (peg with script): Allows you to change the name of any
non-Special Characters.
Unit Commands (unit square):
-Form Unit (diagonal facing unit square): Allows you to create a unit.
There must be an eligible Leader in your reserves for this to happen.
-Add Character (arrow pointing to a unit square): Allows you to add
characters to a unit.
-Remove Character (arrow pointing away from a unit square): Allows you
to remove a character from a unit.
-Formation (unit square with yellow lines): Allows you to adjust the
formation of your unit.
-Exchange Characters (two units with arrows between them): Allows you to
exchange characters between two units.
-Change Leader (yellow medal): Allows you to select a new leader for the
unit using the characters in the unit if one is eligible.
-Battle Strategy (crossed swords): Allows you to set your unit's Battle
Tactics.
Autonomous: Each character attacks whoever is most convenient for
them.
Attack Strongest: Each character will attack the target with the
highest Hit Points. Mind you that your characters' attacking range
may effect this.
Attack Leader: If they can, each target will attack the Leader of the
enemy unit.
Attack Weakest: Each character will attack the target with the
lowest Hit Points. Mind you that your characters' attacking range
may effect this.
-Carry Item (pot): Allows you to take items from your depot and give
them to the unit for use in battle.
Legion Commands (five green squares):
-Form Legion (diagonal facing Legion setup): Allows you to create a
Legion. There must be an eligible Legion Leader in your reserves for
this to happen.
-Add Unit (arrow pointing to a Legion setup): Allows you to add
units to a Legion.
-Remove Unit (arrow pointing away from a Legion setup): Allows you
to remove a unit from a Legion.
-Formation (green squares changing position): Allows you to change the
orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead,
Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift
-Division Placement (yellow, green and blue squares): Changes the
placement of units in a Legion.
Class Commands (helmet):
-List Class (peg with squares around it): You'll see how many of each
class you have and how many (potentially) of each class you could
have. Use the C buttons to move around your units. If you pick a
class and the proper character with the C Buttons, you can change that
character's clas.
-Buy Equipment (coin pointing to a sword): You can buy a set of
equipment for most classes.
-Replace Soldiers (group of Soldiers): If any of your units has only one
or two Soldiers in a spot, you can use this to replenish the Soldiers
from the reserves.
Item Commands (pot):
-Use Item (arrow out of pot): You can use one of your expendables on a
character or unit.
-Remove Item (hat being removed from a head): You can pick an item, and
it will be unequipped from everyone who has it, unless it's basic
equipment.
-List Item (yellow charts): You can look at all your items, and manually
adjust their position in the list.
-Sort Item (green to blue charts): You can sort your items according to
Type, Stats, Cost, Element, Quantity, or Alphabetically, in ascending
or descending order.
-Sell Item (trash can): You can sell an item for cash if it's not
equipped.
Sort (green to blue charts): You can sort your units, reserves, and
Legions according to Number, Level, Attack, Defense, Alignment,
Movement Type, Class (reserves), or Element (reserves).
Exit (closed door): Exits the Organize Screen
---
Status Windows:
Now, that we've covered all the menus, let's go over what everything in
the Status Windows mean.
Character Window:
Sometimes you can see abridged versions of these in other situations
(like observing a Unit's Status). This is the window you see in the
Organize Screen.
Top Row (left to right):
-Number: This is the order at which the character joined the battalion.
Magnus, naturally, is number one.
-Legion Icon: Directly next to Number is an indication of whether or not
the character is in a Legion. If so, you'll see the green squares,
and the unit's place will be yellow.
-Unit Icon: Next to that is the icon of whether or not the character is
in a unit.
-Level: The character's Exp. Level
-Experience: Out of a 100, this is how far your character has to go to
reach the next Exp. Level
-Items Carryable: Next to the pot is a number (between 1 and 4) showing
how many items this class can contribute to the unit's item load.
-HP: This portrays the character's current and maximum HP.
Second Row: (left to right):
-Leader Icon: If empty, the character cannot be a leader. If there's a
red medal, it can be a Unit Leader. If there's a blue medal, it can
be a Legion Leader.
-Element: The character's ruling element. Red flames for Fire. Yellow
chevrons for Wind. Blue drop for Water. Green spikes for Earth.
Some characters have no element.
-Alignment: Represented as a vague balance. This icon gives you a
general clue as to your Alignment:
Very Chaotic: 0-14
Chaotic: 15-29
Neutral, toward Chaotic: 30-44
Neutral: 45-55
Neutral, toward Lawful: 56-70
Lawful: 71-85
Very Lawful: 86-100
-Name: Your character's top-secret handle.
-Class: Your character's calling in life.
-Movement Type: Your character's Terrain class. All characters must be
of the same type for a non-Plains class to be effective.
Third Row: (left to right):
-Portrait: Your character's lovely visage.
-Statistics: Your character's stats:
Strength: How hard you hit.
Vitality: How well you can take a hit.
Intelligence: How well you can cast spells.
Mentality: How well you can absorb spells cast on you.
Agility: How fast you attack.
Dexterity: How well you can dodge.
-Attacks: From top to bottom, these are your front, middle, and back row
attacks. From left to right, you have the description of the attack,
the strength of the attack, and the number of times it can be used.
You also have a sword or staff indicating that it's a non-magic or
magic attack, respectively.
-Physical Defense: This is the character's defense against physical
attacks, modified by its equipment.
-Magical Defense: This is the character's defense against magical
attacks, modified by its equipment.
Bottom Section:
In the middle, you have your character as he/she/it appears in battle.
Your weapon is the only thing that visibly changes.
Around the character, you'll have your equipment.
Upper Left: Main Weapon
Lower Left: Shield, Spellbook, or some kind of Accessory
Upper Right: Body Armor
Lower Right: Helmet, or some kind of Accessory
Not all characters use all of these equipment slots.
************************************************************************
Basic Tips
READ THE INSTRUCTION MANUAL and USE THE TUTORIAL! Trust me on this
one. You'll gain incredibly valuable information from these two
sources.
Starting the Game:
In the beginning, balance your units. An average of two soldier units
for each of your six units should be fine.
In Battle:
When you dispatch your units, always use the buddy system. Never send
out units alone.
Always, always, always have your Battle Strategy set to Attack Leader.
Leaderless units are helpless, and a leaderless enemy boss is a won
mission.
Don't be afraid to Retreat if you're in trouble. Better to lose a
round of combat than lose a person and have to pay for their
resurrection.
Know which way you and your enemy are facing. As you engage a certain
way, your unit will be rotated. This can make for some serious
complications during confrontations for the unit facing the wrong way.
When reaching strongholds, you'll either liberate or capture them.
You'll liberate them if the alignment of your group is close to the
morale of the stronghold. Otherwise, it'll be captured. Liberating
strongholds increase the people's attitude of you. Capturing decreases
it.
Also, you'll see strongholds that are controlled by neither you or the
enemy. If you wish to maintain the people's view of you, leave them
alone until after the battle. Only capture them if they have Witch's
Huts or Shops that you absolutely need...
Between Battles:
Training really helps, but only really for units you want to have low
Alignment. You can build up serious levels using this, but it's a real
strain on your War Fund.
As far as Training, and even regular battles go, keep an eye on your
experience, because you cannot exceed 100. The experience you get from
defeating enemies gets rolled back to zero when you gain a level, so if
you're going for maximum return, don't try to engage an enemy you know
you'll get a lot of experience from, because a lot of it will be wasted.
Don't bother with Legions when you get them. They're far more trouble
than they're worth.
In-battle strategies submitted by Anthony Gargon:
Both your parties and enemy parties tend to attack toward the center
of each row, even if using attack leader as a strategy. If you have
your leader in the front row, put him off to 1 side and they will
receive 2/3rds of the potential hits.
Melee attacks cannot go through an empty column to attack characters
behind others. If you don't want a rear or middle row characters
getting hit, make sure someone is in front of them. It doesn't matter
if the center column is wide open. If you've got characters on all 4
corners, stick a 5th behind one of the other front line characters,
don't leave him alone in the middle center.
Magical attacks target rear row characters first. If you want your
Zombies to become Skeletons or Golems to be petrified into Stone Golems
or hardended into Baldr Golems, put them in the rear so they can get
nailed by the appropriate magic.
If you know you are going to lose a battle on damage dealt, or don't
need to win the battle but want to wear down an enemy unit, pay
attention to who gets initiative. If you attack first, the enemy will
go next, then your characters with 2 or 3 attacks, then the enemy will
go again. It is often possible to retreat before the enemy takes their
2nd attack, denying them a chance to hurt you more or heal damage if
they have a Cleric. Hit Interrupt as soon as you use your last 2nd
round attack. It is always possible to retreat before enemy units with
3 attacks use their 3rd hit. This won't deny you any experience points
if you have killed an enemy. You WILL be denied soldier points for
your leader and be forced to move back, even if you have dealt more
damage. Still, I have found this tactic VERY handy. Even if you lose
initiative it is still possible to retreat after you take your first
turn if you were heavily damaged on the enemy's first turn. Using the
buddy system you can soften up a superior force considerably with this
tactic.
************************************************************************
************************************************************************
4. Classes
This is really the heart of the game. The classes you pick to use in
your battles decide how you progress through the game.
Here's my setup for describing the classes...
Class: The name of the unit and how he fits into the grand scheme of
things.
Appearance: What the character looks like so you can identify it.
Terrain: The Terrain Class of this Character
Equipment: This is the equipment a character needs to become this class.
Right Hand: Usually the basic weapon the character uses.
Left Hand: Could be one of a few things. Shield, Spellbook, or
Accessory. Could also be empty.
Body: The body armor the character uses.
Head: Either a Headgear piece or an Accessory.
Cost: General cost of purchasing a character's entire set of equipment
straight off the rack.
Attacks:
Front: Attack used in the front row and relative strength to the others.
Middle: Same as Front only for the middle row.
Back: Same as Front only for the back row.
Attacks will have a relative strength as a letter level. A is the
strongest attack the unit can have. B is less strong. C is the
weakest. These levels should be taken with a grain of salt, though,
considering the letters are considering one attack and how it affects a
single person. For instance, a Flarebrass' Crimson Note OBVIOUSLY does
more damage overall than its Fire Breath, but on one person, the Fire
Breath will hit harder.
Assume attacks are physical unless marked with (*). Magic
attacks will be rated separately, since their strength can be changed
independently of physical attacks.
Requirements: This covers the general alignment and statistics required
for the class to be available. Note that not every stat requires a
number for advancing.
My thoughts: How generally useful I consider this character to be.
Level Up Increases: How much a classes stats increase with each level
up.
Story: Specific to Special Characters only, I'll give a little
background on these people, without giving away any spoilers.
Okay. Let's start with Mr. (or Ms.) Basic.
************************************************************************
Class: Soldier (Basic Human Unit)
Appearance: Little guy with a brown hat and a spear. Usually found in
groups of three.
Terrain: Plains
Equipment:
Right Hand: Short Spear *cannot change*
Left Hand: N/A
Body: Half Armor *cannot change*
Head: N/A
Cost: 0 (You always have an infinite amount of this equipment.)
Attacks:
Front: Thrust X 1 - A
Middle: Thrust X 1 - B
Back: Thrust X 1 - C
My thoughts: What can I say? The only way to get new human units is
through Soldiers. You're gonna have to use a lot of these little guys
if you wanna get anywhere in this game, since most of the Leaders of
your units will be human.
Soldiers are in a character slot in groups of three. Their collective
HP is divided into thirds for each Soldier. Once a Soldier group loses
a third of it's HP, one dies, and after two-thirds, a second, and so
on.
Soldiers don't gain experience like other units do. There's a special
way of upgrading them. Here's the lowdown.
Whenever you win a battle (you end a round and you get the word "WIN"),
each soldier that survives in your unit will earn 2 Soldier Exp for the
unit leader. For instance, if your unit has six soldiers, winning a
battle will earn that unit's leader 12 Soldier Exp.
Now, when that unit's leader gains a total of 100 Soldier Exp., one of
the Soldiers upgrades into the basic Human Unit that is the same gender
as the unit's leader. For instance, a unit led by a Knight will produce
a Fighter if a Soldier advances, while one led by a Valkyrie will
produce an Amazon.
One of the Soldiers immediately changes into that class, IF you have
a spare set of equipment for that class. Then the remaining two
Soldiers in that cluster of Soldiers will be returned to your reserves.
A good strategy for letting Soldiers gain experience at more difficult
points in the game is to put them in middle row behind another unit.
They attack with a little less power (which isn't much to begin with),
and they're shielded from physical attacks.
You can ONLY promote Soldiers during actual battles. Neutral Encounters
and Training won't do it...
************************************************************************
************************************************************************
A. Male Human Classes
Class: Fighter (Basic Male Human Unit)
Appearance: Small guy in light armor with a small sword.
Terrain: Plains
Equipment:
Right Hand: Short Sword
Left Hand: Round Shield
Body: Chain Mail
Head: Iron Helm
Cost: 190
Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C
My thoughts: Yep. Your basic dude. These guys really aren't that bad,
but, of course, you're only keeping them around so you can upgrade them
to something better. Later on, this class will probably become
entirely obsolete, since upgraded Soldiers will have high enough levels
to immediately become stronger classes.
Best strategy, naturally, is to put him in the front row.
Level Up Increases:
STR: +4
VIT: +3
INT: +3
MEN: +3
AGI: +2
DEX: +3
************************************************************************
Class: Knight
Appearance: Tall guy in full armor, with a big sword and shield.
Terrain: Plains
Equipment:
Right Hand: Baldr Sword
Left Hand: Kite Shield
Body: Plate Armor
Head: Armet
Cost: 570
Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C
Requirements:
ALI: 40-100
STR: 72
VIT: 67
My thoughts: Combine one part fighter and two parts beefiness and what
do you get? A Knight! In essence, this guy really is nothing more
fancy than an upgraded Fighter. That's not a problem if that's what
you're looking for, of course... His sword hits hard and he's
generally pretty fast. He's got a good mix of offensive and defensive
capabilities. I suggest getting several of these, like five or six.
If there's only one problem with the Knight, it's that he's a pretty
costly unit, as you can see from his listed Cost.
Level Up Increases:
STR: +5
VIT: +4
INT: +3
MEN: +4
AGI: +4
DEX: +3
************************************************************************
Class: Berserker
Appearance: Beefy, bearded thug with a horned helmet.
Terrain: Plains
Equipment:
Right Hand: Francisca
Left Hand: N/A
Body: Leather Armor
Head: Iron Helm
Cost: 220
Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C
Requirements:
ALI: 0-60
STR: 72
VIT: 67
My thoughts: This is, more or less, the Alignment opposite of a
Knight. If you have a low Alignment unit that needs some front row
muscle, this guy's your thug. He's got good power, with a little bit
reduced magical defense. Get a couple of these for low Alignment
units.
Level Up Increases:
STR: +5
VIT: +5
INT: +3
MEN: +4
AGI: +4
DEX: +3
************************************************************************
Class: Fencer
Appearance: Wears a pointy hat and carries a large, two-handed sword.
Terrain: Plains
Equipment:
Right Hand: Bastard Sword
Left Hand: N/A
Body: Cloth Armor
Head: Jin-gasa
Cost: 250
Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C
Requirements:
ALI: 30-100
STR: 72
DEX: 62
My thoughts: I consider this guy the poor man's Knight. He's got
generally the same attack power as a Knight, and a rather high
Dexterity, but he's got a reduced defense. It's not that much of a
change, though, so you might wanna consider having a couple if it'll
keep expenses down. In fact, I suggest having about three or four to
grab any good Greatswords...
Level Up Increases:
STR: +5
VIT: +3
INT: +3
MEN: +5
AGI: +5
DEX: +5
************************************************************************
Class: Phalanx
Appearance: Heavily armored guy carrying a sizable shield and a spear.
Terrain: Plains
Equipment:
Right Hand: Spear
Left Hand: Large Shield
Body: Plate Mail
Head: Iron Helm
Cost: 570
Attacks:
Front: Pierce X 2 - A
Middle: Pierce X 1 - B
Back: Pierce X 1 - C
Requirements:
ALI: 20-80
STR: 76
VIT: 70
My thoughts: This is Mr. Physical Defense. He's no more powerful
attack-wise than a Knight, but he can take some serious hits and keep
coming back for more. Definitely a good front row center man. Sadly,
this power can kind of go to waste if he doesn't have a good attack. I
suggest having no more than two or three to occupy your good spears...
Level Up Increases:
STR: +4
VIT: +4
INT: +3
MEN: +4
AGI: +3
DEX: +3
************************************************************************
Class: Beast Tamer
Appearance: Bearded man with wild hair, little armor, and a whip.
Terrain: Mountains
Equipment:
Right Hand: Leather Whip
Left Hand: N/A
Body: Leather Armor
Head: N/A
Cost: 120
Attacks:
Front: Lash X 2 - A
Middle: Lash X 2 - B
Back: Lash X 1 - C
Requirements:
ALI: 0-60
STR: 72
VIT: 67
My thoughts: Okay. This guy is only a decent fighter, but he does have
a couple of special attributes. Put him in a unit with a monster of
some kind, and that monster will fight better. A good tradeoff, I
think. He's probably not good to be put in a fighting unit. If you
feel like making a Beast Unit, put him in charge.
Level Up Increases:
HP: +5
STR: +5
VIT: +4
INT: +3
MEN: +3
AGI: +4
DEX: +4
************************************************************************
Class: Doll Master
Appearance: Robed man with a puppet sitting in front of him.
Terrain: Plains
Equipment:
Right Hand: Marionette
Left Hand: Amulet
Body: Robe
Head: Bandanna
Cost: 210
Attacks:
Front: Pull Strings X 2 - A
Middle: Pull Strings X 2 - B
Back: Pull Strings X 1 - C
Requirements:
ALI: 20-80
INT: 60
MEN: 66
DEX: 65
My thoughts: This guy's interesting. Basically, his hook is that he
brings inanimate objects to life. A pretty good power, if you ask me.
So, his main attack is animating the doll he's equipped with and
attacking the enemy with it. It has decent power to it. The fact that
he gets two attacks in the middle row makes him a good candidate for a
middle row character. He's also got a decent magic defense, making him
able to withstand magic attacks that are thrown his way while behind
the front line.
Another cool thing about him involves another kind of formerly
inanimate object: Golems. Put a Doll Master in a unit with a Golem and
the Golem will be stronger.
Level Up Increases:
HP: +4
STR: +4
VIT: +4
INT: +5
MEN: +4
AGI: +4
DEX: +5
************************************************************************
Class: Ninja
Appearance: Figure in ninja cloak-like garb, wielding claws.
Terrain: Forests
Equipment:
Right Hand: Iron Claw
Left Hand: N/A
Body: Ninja's Garb
Head: Hachigane
Cost: 260
Attacks:
Front: Rend X 2 - A
Middle: Rend X 1 - B
Back: Rend X 1 - C
Requirements:
ALI: 0-60
AGI: 52
DEX: 59
My thoughts: This guy's quick. He's a bit weaker than an average
Knight, but he's got the Agility to make up for it. That's about all
that's special. Have one or two for your low Alignment units.
Level Up Increases:
STR: +5
VIT: +3
INT: +4
MEN: +4
AGI: +6
DEX: +4
************************************************************************
Class: Wizard
Appearance: Bearded old man in a full robe and carrying a staff.
Terrain: Plains
Equipment:
Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Robe
Head: Amulet
Cost: 190
Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 1 - B
Back: Elemental Magic* X 2 - A
Requirements:
ALI: 0-60
INT: 57
MEN: 63
My thoughts: Ah, yes. The male spellcaster. This is generally the
only male unit you'll want in the back row. He can't take the physical
hurt, but can stand magic to some degree. He'll cast different spells
depending on his ruling element:
Wind: Lightning
Fire: Fireball
Earth: Acid Vapor
Water: Ice Blast
Bane: Word of Pain
Depending on the spellbook you equip, these spells can change.
I suggest having about two or three or these to complement two or three
Sorceresses.
Level Up Increases:
HP: +3
STR: +3
VIT: +3
INT: +6
MEN: +4
AGI: +3
DEX: +3
************************************************************************
Class: Paladin
Appearance: A knight looking fellow, wearing white, gold, blue, and
purple armor, and helmet.
Terrain: Plains
Equipment:
Right Hand: Blessed Sword
Left Hand: Kite Shield
Body: Baldr Armor
Head: Baldr Helm
Cost: 1060
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic* X 2 - C/A
Requirements:
ALI: 60-100
STR: 123
VIT: 103
DEX: 89
My thoughts: Look! Up in the sky! It's a bird! It's a plane! It's
Super Knight! These guys rock da house. They've got a lovely three
attacks in front, and they can use magic in the back, so you don't have
too many problems if you're back attacked. They have decent everything
as far as skills go, so stock up on these holy boys! Any Knights you
have should become these guys quickest, so you'll end up having about
five or six, which is good.
The magic is determined by the element of the sword you're using.
Level Up Increases:
STR: +6
VIT: +5
INT: +4
MEN: +5
AGI: +4
DEX: +4
************************************************************************
Class: Black Knight
Appearance: Horned Helmet, Black and gold armor, and a cape.
Terrain: Plains
Equipment:
Right Hand: Satan's Bullova
Left Hand: Valiant Mantle
Body: Baldr Armor
Head: Armet
Cost: 940 (This is for everything but Valiant Mantles, which cannot be
bought.)
Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic* X 2 - C/A
Requirements:
ALI: 0-40
STR: 117
VIT: 112
My thoughts: A really, really nasty guy. He's the upgraded Berserker.
He's good in the front or back, but you'll probably want to stick him
in the front to maintain combat purposes. Take as many as you can get
Valiant Mantles for, because this is the only truly decent front row
Chaotic fighter. He'll hit VERY hard later in the game as his STR
skyrockets.
Finding Valiant Mantles: This can get tricky, because there's only one
definite spot to find a Valiant Mantle in the entire game, and that's in
the Sable Lowlands. You may, however, get lucky, and find a couple of
Valiant Mantles from enemy groups in the same area.
Level Up Increases:
HP: +6
STR: +7
VIT: +6
INT: +5
MEN: +5
AGI: +4
DEX: +4
************************************************************************
Class: Sword Master
Appearance: Older guy in a brown robe holding his sword down at his
side.
Terrain: Plains
Equipment:
Right Hand: Claymore
Left Hand: N/A
Body: Cloth Armor
Head: Hachigane
Cost: 420
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - C
Back: Sonic Boom X 2 - B
Requirements:
ALI: 40-100
STR: 127
DEX: 117
My thoughts: Sonic Boom isn't a very good attack, in my opinion. The
attack hits an enemy and hits the Sword Master in return. I say keep
the bugger in the front. Like the Fencer, he has good attack power and
evasion. Turn Fencers into these guys.
Level Up Increases:
STR: +5
VIT: +4
INT: +4
MEN: +4
AGI: +5
DEX: +7
************************************************************************
Class: Cataphract
Appearance: Large, heavily armored guy, carrying a big spear and a
large shield.
Terrain: Plains
Equipment:
Right Hand: Baldr Spear
Left Hand: Tower Shield
Body: Heavy Armor
Head: Armet
Cost: 1350
Attacks:
Front: Pierce X 2 - A
Middle: Pierce X 2 - B
Back: Pierce X 2 - C
Requirements:
ALI: 30-80
STR: 124
VIT: 130
My thoughts: A walking brick wall! These guys are dynamos at physical
defense. Like Phalanxes, these guys aren't very powerful on the
attack, so only have a couple to use your good Spears.
Level Up Increases:
STR: +5
VIT: +7
INT: +3
MEN: +4
AGI: +3
DEX: +4
************************************************************************
Class: Beast Master
Appearance: White-bearded man with balding, little armor, and a whip.
Terrain: Mountains
Equipment:
Right Hand: Rupture Rose
Left Hand: N/A
Body: Hard Leather
Head: N/A
Cost: 270
Attacks:
Front: Lash X 2 - A
Middle: Lash X 2 - B
Back: Lash X 2 - C
Requirements:
ALI: 0-45
STR: 117
VIT: 103
My thoughts: Like the Beast Tamer, the Beast Master increases the power
of your Beast unit. Only use him for that, because he's not all that
hot a fighter.
Level Up Increases:
STR: +6
VIT: +6
INT: +3
MEN: +4
AGI: +4
DEX: +4
************************************************************************
Class: Enchanter
Appearance: Robed guy with long hair, and, of course, a doll.
Terrain: Plains
Equipment:
Right Hand: Fool
Left Hand: Amulet
Body: Magician's Robe
Head: Bandanna
Cost: 500
Attacks:
Front: Pull Strings X 3 - A
Middle: Pull Strings X 2 - B
Back: Pull Strings X 2 - C
Requirements:
ALI: 25-75
INT: 110
MEN: 106
DEX: 115
My thoughts: More or less the same deal as a Doll Master. He'll have
more attacks in the front, but he'll be a bit more vulnerable. Sticking
him with Golems will increase their ability, naturally. I suggest
having no more than one or two to use Dolls for.
Level Up Increases:
STR: +4
VIT: +4
INT: +5
MEN: +5
AGI: +4
DEX: +5
************************************************************************
Class: Ninja Master
Appearance: A Ninja in dark brown clothing wearing a metal mask.
Terrain: Forests
Equipment:
Right Hand: Baldr Claw
Left Hand: N/A
Body: Ninja Garb
Head: Hannya Mask
Cost: 510
Attacks:
Front: Rend X 3 - A
Middle: Rend X 2 - B
Back: Ninja Art* X 2 - A
Requirements:
ALI: 0-40
INT: 94
AGI: 112
DEX: 99
My thoughts: Ninja Masters are pretty darn good. Their Ninja Art has
really decent power, can hit just like an Archmage spell, and can
change element regardless of the element of the Master. I like these
guys, even though I only have one. You should have one or two yourself
in case you run short on Black Knights for your frontlines...
Level Up Increases:
STR: +4
VIT: +4
INT: +5
MEN: +4
AGI: +6
DEX: +5
************************************************************************
Class: Archmage
Appearance: Bearded old man in a robe with an odd hat on and a staff.
Terrain: Plains
Equipment:
Right Hand: Arc Wand
Left Hand: Spellbook
Body: Magician's Robe
Head: Amulet
Cost: 410
Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A
Requirements:
ALI: 0-40
INT: 123
MEN: 107
My thoughts: These guys are beefed up Wizards. Magic Plus is area
effect magic. Your Archmage attacks a target within a four square block
and all enemies in that four square block are hit, or it'll attack a
target and hit adjacent targets for lesser damage. Naturally, change
any Wizards you have into Archmages and leave it at that.
Wind: Thunder Flare
Fire: Fire Storm
Earth: Crag Press
Water: Ice Field
Bane: Dark Quest
Level Up Increases:
STR: +3
VIT: +3
INT: +7
MEN: +5
AGI: +3
DEX: +3
************************************************************************
Class: Dragoon
Appearance: Man wearing full gold armor, and pretty gold helmet,
carrying a big sword.
Terrain: Plains
Equipment:
Right Hand: Sword of Tiamat
Left Hand: N/A
Body: Dragon Armor
Head: Dragon Helmet
Cost: Cannot be bought normally.
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C
Requirements:
ALI: 0-100
STR: 127
VIT: 111
DEX: 95
My thoughts: A large quest is to be undertaken to get one of these guys,
and you can have only one. The quest isn't especially hard, but it can
only be completed rather late in the game. Dragoons have some serious
attack power on them and they're very strong defense-wise. They're
also very good at slaying Dragons. Getting one is seriously
recommended by me. I suggest making him Chaotic, since there aren't
many Chaotic fighters that have three attacks.
Level Up Increases:
HP:
STR: +6
VIT: +6
INT: +3
MEN: +4
AGI: +4
DEX: +4
Starting the Dragoon Quest: Go to Idorf after finishing the Mylesia
mission. You'll learn about Dragoons and the armorers who made stuff
for them, AND their locations.
Getting Dragon Helms: Go to Burgunny in Gunther Piedmont during the
nighttime. Here, you'll see a drunk. Go back during the day, and an
elderly woman will tell you about him and his wife, who lives in Senal
in Volmus. Pay her a visit, then go back to Burgunny and you'll find
the happy couple reunited. Visit one more time (during the day) and
you'll be able to purchase a Dragon Helm for 250 Goth.
Getting Dragon Armor: Go to Kynora in Mount Ithaca during the day, and
you'll meet an old man who'll talk about Dragon Armor and will tell you
about the ore, Condrite. You can find that ore in the market in
Melphy, Dardunnelles on the 6th day of any month during the daytime
(about 9:00 to 18:00). Buy the Condrite for 200 Goth and take it to
the old man, who will fashion the armor free of charge.
Getting the Sword of Tiamat: You MUST have received the pieces of armor
through the side quests above, otherwise this won't work. Return to
Idorf with these two items after starting Chapter 3. You'll be told
about the barkeep in Elaine, Fair Heights. Go there after finishing
the mission and he'll tell you about Grozz Nuy and he'll give you the
Dragon Scale. He'll tell you he found the dragon in the forest
outside Pinneg, Celesis. Enter the stronghold of Pinneg after you
beat that scene with a unit whose leader you want to fight and you'll
head into the forest, drop the Dragon Scale and fight Grozz Nuy.
Fighting Grozz Nuy isn't that tough, since he only gets one attack per
round, and if you're smart, you used someone with MORE than one attack
per round. Just make sure your character can cause a good amount of
damage and you'll win and get the Sword of Tiamat, and the Dragoon
class will be open to you.
One last note: I DON'T KNOW WHO STARTED THIS, BUT YOU DO NOT NEED A
DRAGON SHIELD TO MAKE A DRAGOON!!!
************************************************************************
Class: Vampire
Appearance: A guy with pointy ears wearing a purple fuzzy garment
Terrain: Plains
Equipment:
Right Hand: N/A
Left Hand: N/A
Body: Count's Garment *cannot be changed*
Head: Bloody Emblem *cannot be changed*
Attacks:
Front: Life Drain X 2 - A
Middle: Life Drain X 2 - A
Back: Life Drain X 2 - A
Requirements:
ALI: 0-50
VIT: 52
MEN: 63
AGI: 54
My thoughts: Vampires aren't all as one would expect them to be. There
are several restrictions. The biggest one is that you can't move during
the daytime if you have a Vampire in your unit. During the day, the
Vampire must remain in his coffin, and he'll have a "Take a Peek"
attack, which does nothing. Life Drain is merely an "okay" attack.
Still, they're nearly invulnerable in their coffins, so Vampires may
be good for a base defense unit.
Level Up Increases:
STR: +4
VIT: +4
INT: +5
MEN: +5
AGI: +4
DEX: +4
Getting the Bloody Emblem: Go to Elegorea, Mylesia with a Chaotic Male
leader. You'll speak to Lestat the Undead. He'll ask you four
questions to see if you're worthy of becoming a Vampire. Your answers
will have to be as such based on the time of day:
Time of Day Answer Order
00:00-01:29 1,1,1,1
01:30-02:59 2,2,2,2
03:00-04:29 1,1,1,1
04:30-05:59 2,2,2,1
06:00-07:29 1,1,2,1
07:30-08:59 2,2,1,2
09:00-10:29 1,1,2,2
10:30-11:59 2,2,1,1
12:00-13:29 1,2,1,1
13:30-14:59 2,1,2,2
15:00-16:29 1,2,1,2
16:30-17:59 2,1,2,1
18:00-19:29 1,2,2,1
19:30-20:59 2,1,1,2
21:00-22:29 1,2,2,2
22:30-23:59 2,1,1,1
You may return at any time (with someone besides Troi or one who
already answered the questions) to get more Bloody Emblems. They can
be sold for decent cash.
Getting a Count's Garment: No store sells these, and the first place you
can find one lying around is Aurua Plains, which is quite late in the
game. You may, however, get lucky and find one earlier from an enemy.
************************************************************************
Class: Lich
Appearance: Very thin person with skeleton hands, hunched over with a
large staff and wearing a black cloak.
Terrain: Plains
Equipment:
Right Hand: Kerykeion
Left Hand: Book of Bane
Body: Bloodstained Robe
Head: Ring of the Dead *cannot be changed*
Attacks:
Front: Elemental Magic Plus* X 2 - C
Middle: Elemental Magic Plus* X 2 - B
Back: Elemental Magic Plus* X 3 - A
Requirements:
ALI: 0-30
INT: 24
MEN: 51
My thoughts: Amazing. Just amazing. These are the baddest guys out
there. They've got extra magic stank on them, so they'll slam the
enemies and not even break a sweat. Of course, they probably don't
have sweat glands anymore, anyway... The only bad thing about Liches is
that you can only get so many Rings of the Dead. I know how to get
two. The really good thing is that you don't have to kill your
Archmage or Siren to make one. Just go directly to the Class Change
screen. Male Liches are exactly the same as female Liches. Guess they
lose their gender. That's something I'd rather not dig too deep into.
Level Up Increases:
STR: +3
VIT: +3
INT: +7
MEN: +5
AGI: +3
DEX: +4
Getting the Ring of the Dead: Go to Banna Barra, Celesis. A young girl
will give you the Dark Invitation. Go with Magnus to Quelluan,
Zenobian Border, and you will receive the Ring. You can also find a
ring in the first Tremos Mountains stage north of Congool.
There seems to be some confusion about this, so let me just say that
you do NOT have to kill someone to make a Lich. Once you have all the
equipment and requirements, the Lich will appear as a class change on
the class change screen and you can go from there.
Getting a Kerykeion: No store sells these, but you can get one from
fighting neutral Black Dragons in the forests of Mylesia II.
Getting a Bloodstained Robe: No store sells these, but you can find one
in Gules Hills. Check that mission for the location.
************************************************************************
Class: Centurion
Appearance: Man with sword, shield, armor, and a large plume on his
helmet.
Terrain: Plains
Equipment:
Right Hand: Baldr Sword
Left Hand: Kite Shield
Body: Plate Armor
Head: Armet
Cost: 570
Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C
Requirements:
ALI: 0-100
VIT: 52
INT: 62
MEN: 52
DEX: 54
Must have promoted seven Soldiers.
My thoughts: I don't consider Centurions all that great. You can go to
the Legion FAQ for my opinion on Legions as a whole. If you really
want a Legion, I'd use one of the special characters.
Level Up Increases:
STR: +5
VIT: +4
INT: +4
MEN: +5
AGI: +4
DEX: +4
************************************************************************
************************************************************************
B. Female Human Classes
Class: Amazon (Basic Female Unit)
Appearance: Blonde lady carrying a bow and wearing mostly white.
Terrain: Forests
Equipment:
Right Hand: Short Bow
Left Hand: N/A
Body: Leather Armor
Head: Bandanna
Cost: 110
Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 1 - B
Back: Shoot X 2 - C
My thoughts: Although her power is lowest in the back, the fact that
she gets to attack twice more than makes up for it. Once again, this
class will become obsolete as you gain levels and Soldiers can be
directly upgraded.
Level Up Increases:
STR: +4
VIT: +2
INT: +3
MEN: +3
AGI: +3
DEX: +3
************************************************************************
Class: Archer
Appearance: Woman with a green feathered hat and costume, and a bow.
Terrain: Forests
Equipment:
Right Hand: Great Bow
Left Hand: N/A
Body: Leather Armor
Head: Leather Hat
Cost: 190
Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 2 - B
Back: Shoot X 2 - C
Requirements:
ALI: 20-80
STR: 72
DEX: 69
My thoughts: This is for all you fans of the SATs. An analogy -
Fighter : Knight :: Amazon : ? If you said Archer, you'd be right.
This is nothing more fancy than a stronger Amazon, which is fine if
that's what you desire. Since she attacks twice in the middle, she's
one of the few good middle row units. Have a few of these for attacking
from afar.
Level Up Increases:
STR: +5
VIT: +4
INT: +3
MEN: +4
AGI: +4
DEX: +4
************************************************************************
Class: Dragon Tamer
Appearance: Woman with the skull of a dragon on her head
Terrain: Plains
Equipment:
Right Hand: Rapier
Left Hand: N/A
Body: Chain Mail
Head: Bone Helm
Cost: 200
Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 1 - B
Back: Thrust X 1 - C
Requirements:
ALI: 30-90
STR: 72
VIT: 57
DEX: 69
My thoughts: On the surface, this lady appears to be nothing more than
a frontline swordswoman. Of course, the fact that she's called the
Dragon Tamer denotes that she maintains power of those beasts so
powerful that they have an entire type of class dedicated to them. As
can be expected, putting Dragons in units with her will increase their
power. Like the Beast Tamer, you should probably just keep her in a
Dragon unit.
Level Up Increases:
STR: +5
VIT: +5
INT: +4
MEN: +4
AGI: +3
DEX: +4
************************************************************************
Class: Valkyrie
Appearance: Female soldier with wings on her head.
Terrain: Snow
Equipment:
Right Hand: Spear
Left Hand: Round Shield
Body: Breastplate
Helm: Plumed Headband
Cost: 410
Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 1 - B
Back: Lightning* X 2 - A
Requirements:
ALI: 40-100
STR: 72
VIT: 57
INT: 62
My thoughts: This is a pretty versatile class. She's good in both
front and back rows. She's also one of the few classes that has both
physical and magic attacks. You should consider this your main combat
femme. Three or four should be fine, in addition to Leia, whose Blaze
Knight abilities mirror those of a Valkyrie.
Level Up Increases:
STR: +4
VIT: +4
INT: +4
MEN: +4
AGI: +4
DEX: +4
************************************************************************
Class: Witch
Terrain: Plains
Appearance: A girl with a wand and a pointy hat
Equipment:
Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Witch's Dress
Head: Pointy Hat
Cost: 300
Attacks:
Front: Effect Magic* X 1
Middle: Effect Magic* X 1
Back: Effect Magic* X 2
Requirements:
ALI: 0-60
INT: 65
MEN: 68
DEX: 72
My thoughts: Okay. I used to think Witches were really bad, but they
actually aren't that shabby. If you have an enemy unit with a really
nasty character, a Witch that can use a Sleep or Paralyze spell may be
just what the doctor ordered. Still, though, that's kind of
specialized, so I suggest having no more than one or two on the
sidelines...
Anyway, here's her elements.
Wind: Electroshock (Paralyze)
Fire: Ray of Paralysis (Paralyze)
Earth: Poison Cloud (Poison)
Water: Slumber Mist (Sleep)
Bane: Nightmare (Sleep)
Level Up Increases:
STR: +3
VIT: +3
INT: +6
MEN: +5
AGI: +4
DEX: +4
************************************************************************
Class: Sorceress
Appearance: Lady in tight-ftting outfit and high heels, wielding a wand
Terrain: Plains
Equipment:
Right Hand: Scipplay Staff
Left Hand: Spellbook
Body: Witch's Dress
Head: Amulet
Cost: 240
Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 1 - B
Back: Elemental Magic* X 2 - A
Requirements:
ALI: 0-60
INT: 62
MEN: 65
My thoughts: This is the female version of the Wizard. She has more
magical defense, but far less physical defense, which shouldn't matter,
because you'll never put her in harm's way, right? Anyway, she uses
the same elemental magic as the Wizard. Have two or three for the back
of your Chaotic units.
Wind: Lightning
Fire: Fireball
Earth: Acid Vapor
Water: Ice Blast
Bane: Word of Pain
Depending on the spellbook you equip, these spells can change.
Level Up Increases:
STR: +3
VIT: +3
INT: +5
MEN: +5
AGI: +3
DEX: +3
************************************************************************
Class: Cleric
Appearance: Braided girl in a full hooded robe.
Terrain: Plains
Equipment:
Right Hand: Light Mace
Left Hand: N/A
Body: Cleric's Vestment
Head: Rosary
Cost: 130
Attacks:
Front: Healing X 1 - C
Middle: Healing X 1 - B
Back: Healing X 2 - A
Requirements:
ALI: 45-100
INT: 59
MEN: 62
My thoughts: Bow down to the Cleric. Bow down to her. This is the
only major healing unit in the game. You'll learn to love her. She
can heal you. Do I really need to say more? Okay, she's got a good
magical defense, too. You should have one in every Lawful unit you
have.
Level Up Increases:
STR: +3
VIT: +4
INT: +5
MEN: +5
AGI: +3
DEX: +3
************************************************************************
Class: Diana
Appearance: A girl wearing a body suit and an elaborate headpiece, and
carrying a bow.
Terrain: Forests
Equipment:
Right Hand: Ytival
Left Hand: N/A
Body: Hard Leather
Head: Plumed Headband
Cost: 480
Attacks:
Front: Shoot X 1 - A
Middle: Shoot X 2 - B
Back: Shoot X 3 - C
Requirements:
ALI: 20-70
STR: 116
DEX: 124
Lunatikk's thoughts: Pretty much a beefed-up archer. They have really
good power and decent defenses, but they make great back row characters
since they can attack three times. Upgrade your Archers to these
ladies.
Level Up Increases:
STR: +5
VIT: +5
INT: +4
MEN: +4
AGI: +5
DEX: +6
************************************************************************
Class: Dragon Master
Appearance: Woman wearing a headband with dragon wings and carrying a
rapier.
Terrain: Plains
Equipment:
Right Hand: Estoc
Left Hand: N/A
Body: Scale Armor
Head: Plumed Headband
Cost: 510
Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Thrust X 2 - C
Requirements:
ALI: 50-90
STR: 127
VIT: 112
DEX: 113
My thoughts: This is the upgraded form of the Dragon Tamer. She's much
better at controlling dragons, and what I really like about her is that
she gets two attacks no matter where you put her, so you're really not
losing much by sticking her in the back row. Use her for your Dragon
Unit.
Level Up Increases:
STR: +6
VIT: +5
INT: +3
MEN: +4
AGI: +4
DEX: +4
************************************************************************
Class: Freya
Appearance: Woman wearing lots of metal armor, a metal helmet with
wings, and carrying a spear.
Terrain: Snow
Equipment:
Right Hand: Thunder Spear
Left Hand: Buckler
Body: Baldr Mail
Head: Armet
Cost: 730
Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic Plus* X 2 - C/A
Requirements:
ALI: 60-100
STR: 116
VIT: 101
INT: 106
My thoughts: These lovely ladies are Valkyries squared. To get her
back row attack to be magic, you need an elemental spear, like the
Thunder Spear. Put them in the back for a weaker version of a magic
user.
Level Up Increases:
STR: +5
VIT: +4
INT: +5
MEN: +5
AGI: +4
DEX: +4
************************************************************************
Class: Siren
Appearance: Purple haired girl with a fur coat and a wand.
Terrain: Plains
Equipment:
Right Hand: Arc Wand
Left Hand: Spellbook
Body: Fur Coat
Head: Amulet
Cost: 540
Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A
Requirements:
ALI: 0-45
INT: 125
MEN: 128
By the same token as Archmages are better Wizards, Sirens are better
Sorceresses. As before, Magic Plus is area effect magic. Your Siren
attacks a target within a four square block and all enemies in that four
square block are hit, or she attacks a specific target and all adjacent
enemies are hit for lesser damage.
Wind: Thunder Flare
Fire: Fire Storm
Earth: Crag Press
Water: Ice Field
Bane: Dark Quest
Level Up Increases:
STR: +3
VIT: +3
INT: +7
MEN: +5
AGI: +3
DEX: +3
************************************************************************
Class: Priest
Appearance: Looks a lot like a Cleric only yellowish-green.
Terrain: Plains
Equipment:
Right Hand: Baldr Mace
Left Hand: N/A
Body: Robe of the Wise
Head: Rosary
Cost: 530
Attacks:
Front: Healing Plus* X 1 - C
Middle: Healing Plus* X 1 - B
Back: Healing Plus* X 2 - A
Requirements:
ALI: 65-100
INT: 109
MEN: 112
My thoughts: Forget bowing. Get down on your knees and WORSHIP HER!!!
This is the Super Cleric. Healing Plus is stronger than normal
Healing, and it heals a four square block of characters for roughly the
same amount, or she heals a character and all adjacent for a smaller
amount. Definitely a must-have for any unit on the go.
Level Up Increases:
STR: +3
VIT: +4
INT: +5
MEN: +6
AGI: +3
DEX: +3
************************************************************************
Class: Princess
Appearance: Woman in full gown and crown, with a fan
Terrain: Plains
Equipment:
Right Hand: Battle Fan
Left Hand: Spellbook
Body: Pure-White Dress
Head: Dream Tiara *cannot be changed*
Cost: Cannot be bought
Attacks:
Front: Elemental Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A
Requirements:
ALI: 70-100
My thoughts: Worship her too!!! You can only have but one, but you'll
definitely want to add this gem of royalty to your army. Sure, she
seems just like another spellcaster, only high Alignment, but get THIS!
Put in her in any unit as a leader, and every other character besides
her will get an EXTRA ATTACK! SWEET!! This mean you can potentially
have 18 attacks per round. Some are lucky to get 12... You should be
grateful... ^_^
She can also lead a Legion.
Level Up Increases:
STR: +3
VIT: +2
INT: +5
MEN: +5
AGI: +3
DEX: +3
Getting the Pure-White Dress: Go to Bourdeux, Tenne Plains, with any
female led group. You'll be told about dresses and silk. Go to Melphy,
Dardunnelles on the 15th of any month during the daytime (9:00 to 18:00)
and you'll find a peddler who will sell you a Bolt of Silk for 2000
Goth. Buy it, and take it to the dressmaker in Billney, Tenne Plains,
with a female leader who will make it into a Pure-White Dress for 2500
Goth.
Getting the Dream Tiara: Go to Clemona, Blue Basilica and an old man
will tell you a tale about love never found. He'll give you the
Package for Gelda. Take it to Boolem, Crenel Canyon, and you'll run
into an old lady, who'll tell you to take it to Elle, Zenobia Border.
An old man there will tell you her family moved to Soathon. Are we
getting tired of this wild goose chase yet? Go to Tristle, and you'll
get the Letter from Gelda. Head back to Clemona and the old man will
give you the Dream Tiara. It's all quite a tearjerker... ;_;
Getting a Battle Fan: No store sells these, but you can pick one up in
Gules Hills as a Hidden Item. Refer to that mission to find out where.
************************************************************************
Class: Lich
Appearance: Very thin person with skeleton hands, hunched over with a
large staff and wearing a black cloak.
Terrain: Plains
Equipment:
Right Hand: Kerykeion
Left Hand: Book of Bane
Body: Bloodstained Robe
Head: Ring of the Dead *cannot be changed*
Attacks:
Front: Elemental Magic Plus* X 2 - C
Middle: Elemental Magic Plus* X 2 - B
Back: Elemental Magic Plus* X 3 - A
Requirements:
ALI: 0-30
INT: 24
MEN: 51
My thoughts: Amazing. Just amazing. These are the baddest guys out
there. They've got extra magic stank on them, so they'll slam the
enemies and not even break a sweat. Of course, they probably don't
have sweat glands anymore, anyway... The only bad thing about Liches is
that you can only get so many Rings of the Dead. I know how to get
two. The really good thing is that you don't have to kill your
Archmage or Siren to make one. Female Liches are no different from
male Liches, by the way.
Level Up Increases:
STR: +3
VIT: +3
INT: +7
MEN: +5
AGI: +3
DEX: +4
Getting the Ring of the Dead: Go to Banna Barra, Celesis. A young girl
will give you the Dark Invitation. Go with Magnus to Quelluan,
Zenobian Border, and you will receive the Ring. You can also find a
ring in the first Tremos Mountains stage north of Congool.
There seems to be some confusion about this, so let me just say that
you do NOT have to kill someone to make a Lich. Once you have all the
equipment and requirements, the Lich will appear as a class change on
the class change screen and you can go from there.
Getting a Kerykeion: No store sells these, but you can get one from
fighting neutral Black Dragons in the forests of Mylesia II.
Getting a Bloodstained Robe: No store sells these, but you can find one
in Gules Hills. Check that mission for the location.
************************************************************************
Class: Centurion
Appearance: Woman with sword, shield, armor, and a large plume on her
conical hat.
Terrain: Plains
Equipment:
Right Hand: Baldr Sword
Left Hand: Buckler
Body: Plate Armor
Head: Baldr Helm
Cost: 590
Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C
Requirements:
ALI: 0-100
VIT: 52
INT: 62
MEN: 52
DEX: 54
Must have promoted seven Soldiers.
My thoughts: I don't consider Centurions all that great. You can go to
the Legion FAQ for my opinion on Legions as a whole. If you really
want a Legion, I'd use one of the special characters.
Level Up Increases:
STR: +5
VIT: +4
INT: +4
MEN: +5
AGI: +4
DEX: +4
************************************************************************
************************************************************************
C. Undead Classes
You can get low level Undead Classes in one of two ways. My preferred
way is to find them in wilderness. The other way is to have one of
your characters die. If they remain dead long enough, and you have
equipment for them, they will become Undead.
The really special thing about low level Undead (Zombie, Skeleton,
Ghost) is that they will be revived after a battle if eliminated
through standard means. They only way they can be completely destroyed
is if the entire unit is wiped out, or they are attacked by a holy
weapon. This doesn't work for Angel Knights or Seraphim, though...
************************************************************************
Class: Zombie
Appearance: Looks like a dessicated human with green and white bandages
Terrain: Marsh
Equipment:
Right Hand: N/A
Left Hand: N/A
Body: Old Clothing
Head: N/A
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Bite X 1 - C
My thoughts: Zombies are the most basic undead. Bite attacks don't do
much damage. Really, probably the only thing you'll want Zombies for
is to shield more powerful units. They'll automatically change to
Skeletons if hit with a Fire magic attack.
Level Up Increases:
Male:
HP: +5
STR: +4
VIT: +3
INT: +2
MEN: +3
AGI: +3
DEX: +3
Female:
HP: +4
STR: +4
VIT: +2
INT: +2
MEN: +3
AGI: +3
DEX: +3
************************************************************************
Class: Skeleton
Appearance: A...uh...skeleton...
Terrain: Plains
Equipment:
Right Hand: Halt Hammer
Left Hand: N/A
Body: Torn Cloth
Head: N/A
Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C
My thoughts: This is a good fighter. Not really much to this class but
being the standard Undead fighter. What gives this guy an advantage
over Zombies is that you can change his weapon. If a Zombie is hit by
a fire attack, he'll become a Skeleton.
Level Up Increases:
STR: +5
VIT: +2
INT: +2
MEN: +3
AGI: +4
DEX: +4
************************************************************************
Class: Ghost
Appearance: Basically a floating sheet
Terrain: Sky
Equipment:
Right Hand: N/A
Left Hand: N/A
Body: Torn Cloth
Head: N/A
Attacks:
Front: Nightmare* X 1 - C
Middle: Nightmare* X 1 - B
Back: Nightmare* X 2 - A
My thoughts: Ghosts aren't as useful as Skeletons. Nightmare is okay
and all for causing a Sleep effect, but it really kind of defeats the
"use Undead to shield more powerful units" theory. If you hit a
Skeleton with a combination Wind and Fire attack, it'll become a Ghost.
Level Up Increases:
STR: +2
VIT: +2
INT: +5
MEN: +3
AGI: +3
DEX: +3
************************************************************************
Class: Angel Knight
Appearance: Blonde girl with a rapier and a large shield. Also has a
halo and wings.
Terrain: Sky
Equipment:
Right Hand: Needle of Light
Left Hand: Kite Shield
Body: Plate Mail
Head: N/A
Attacks:
Front: Pierce X 2 - A
Middle: Banish X 1 - B
Back: Banish X 2 - C
Requirements:
ALI: 50-100
STR: 60
VIT: 61
DEX: 57
My thoughts: Probably the hardest class to get, and there's an element
of risk involved in getting her. This class is female specific. She
has all around good skills, and a particularly high Dexterity rate.
Banish is a Virtue attack where she tosses her halo at an enemy.
Like many undead, a person has the chance of becoming an Angel Knight
only if you kill a character. If you have the proper stats and
equipment, you have a CHANCE of her becoming an Angel Knight when she
turns undead. There's a much larger chance that she'll become a Zombie,
at which point you'll have to try with another girl...
One way to give yourself a better chance is to use Goblets of Destiny.
If you see "LUK UP!" when you use it, you're in good shape. If you
don't, reset. Also, I heard it through the grapevine that equipping
Katreda's Angel Brooch on your character increases your chances...
If you want my honest opinion, I think you should save your Love and
Peaces for these people. You'll first run into a bunch of them in
Celesis.
Level Up Increases:
STR: +4
VIT: +4
INT: +3
MEN: +4
AGI: +4
DEX: +5
Getting the Needle of Light: After Chapter 3 begins, go to Melphy,
Dardunnelles, on the 21st day of any month, during the daytime (9:00 to
18:00). A peddler will try to sell you one for 350 Goth. Take it.
************************************************************************
Class: Seraph
Appearance: Blue-haired angel with four wings and a rapier.
Terrain: Sky
Equipment:
Right Hand: Needle of Light
Left Hand: Kite Shield
Body: Baldr Mail
Head: N/A
Attacks:
Front: Pierce X 2 - A
Middle: Banish X 2 - B
Back: Jihad X 2 - C
Requirements:
Previously Angel Knight
ALI: 75-100
INT: 108
MEN: 125
DEX: 127
My thoughts: Oh, man. These holy lovelies are SWEET! Angel Knights
are really nothing compared to these. Jihad hits ALL enemies with
Virtue-type damage and OBLITERATES Undead!
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +4
VIT: +4
INT: +4
MEN: +4
AGI: +4
DEX: +6
************************************************************************
************************************************************************
D. Demi-Human Classes
These classes consist mostly of non-leaders. They're all 1 tile
characters, so there's room for a few in a unit.
Class: Hawkman
Appearance: Winged man carrying an axe or hammer.
Terrain: Sky
Equipment:
Right Hand: Halt Hammer
Left Hand: N/A
Body: Leather Armor
Head: Bandanna
Cost: 190
Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Strike X 1 - C
My thoughts: The Hawkman is a decent fighter. His biggest advantage
is that he's a Sky unit. He swoops and soars with the best of 'em.
Level Up Increases:
STR: +3
VIT: +4
INT: +2
MEN: +2
AGI: +4
DEX: +3
************************************************************************
Class: Vultan
Appearance: Winged man with gold and silver armor with hair coming out
of his helmet.
Terrain: Sky
Equipment:
Right Hand: Baldr Club
Left Hand: N/A
Body: Hard Leather
Head: Hachigane
Cost: 490
Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Wind Shot X 2 - C
Requirements:
ALI: 40-100
STR: 103
AGI: 97
DEX: 80
My thoughts: O holy Hawkman. He's your high alignment Hawkman. In my
opinion, keeping him in the front is the best course of action. He'll
hit for more power than the standard Hawkman, and he's got the sky
thing goin' on. So, have him lead any flying unit you have.
Level Up Increases:
STR: +5
VIT: +4
INT: +3
MEN: +4
AGI: +7
DEX: +4
************************************************************************
Class: Raven
Appearance: Winged man wearing dark armor and a helmet
Terrain: Sky
Equipment:
Right Hand: Baldr Axe
Left Hand: N/A
Body: Hard Leather
Head: Armet
Cost: 570
Attacks:
Front: Strike X 2 - A
Middle: Strike X 1 - B
Back: Thunder Arrow X 2 - C
Requirements:
ALI: 0-60
STR: 99
AGI: 93
DEX: 77
My thoughts: This guy is a Hawkman gone bad. This is one of the few
classes that's just as good in the front as it is in the back. The
Thunder Arrow, naturally, hits best against earth elementals, and the
physical attacks are quite damaging. Have him lead any flying unit you
have.
Level Up Increases:
STR: +5
VIT: +5
INT: +3
MEN: +4
AGI: +5
DEX: +6
************************************************************************
Class: Pumpkinhead
Appearance: A kid with a pumpkin for a head.
Terrain: Forest
Equipment:
Right Hand: N/A
Left Hand: N/A
Body: Plain Clothing
Head: Glass Pumpkin *cannot be changed*
Attacks:
Front: Pumpkin Smash X 2 - A
Middle: Pumpkin Smash X 1 - A
Back: Pumpkin Shower X 1 - A
My thoughts: These odd gentlemen are a very valuable find. This is a
similar pumpkin that was fought in the original Ogre Battle. Created
by Deneb, this kid has an amazing power. By throwing his head at
enemies, he can take off half their health. This is great against guys
of high HP, not so much against guys of low HP, naturally...
The Pumpkin Shower is far more damaging. Several pumpkins rain down on
the opposition, about five to seven times, and each takes off half the
HP of a target. This targets all units in a four-square area.
Unfortunately, this also takes off half the HP of the Pumpkinhead. So,
if he's in a non-Cleric unit, put him in the front, and in the back if
the unit has a Cleric.
Level Up Increases:
STR: +4
VIT: +5
INT: +1
MEN: +3
AGI: +4
DEX: +2
************************************************************************
Class: Gremlin
Appearance: It looks like a small bat with a big head and a pointy tail
Terrain: Sky
Equipment:
Attacks:
Front: Throw a Kiss X 2 - A
Middle: Throw a Kiss X 1 - B
Back: Abyss X 2 - A
Lunatikk's thoughts: Semi-useful to have, but nothing special. Throw a
Kiss reduces the attack power of whomever it hits, and Abyss hits for
light damage putting them to sleep. They have low HP, but they dodge
attacks like crazy, and have high magic defense.
Level Up Increases:
STR: +2
VIT: +4
INT: +6
MEN: +5
AGI: +5
DEX: +6
************************************************************************
Class: Faerie
Appearance: A little girl with wings
Terrain: Sky
Equipment:
Right Hand: N/A
Left Hand: N/A
Body: Tiny Clothing *cannot be changed*
Head: N/A
Attacks:
Front: Throw a Kiss X 1 - A
Middle: Throw a Kiss X 1 - B
Back: Magic Missle X 2 - C
Lunatikk's thoughts: Not too useful unless you have nothing better to
use. They use Throw a Kiss on your allies raising their attack power.
Magic Missile hits for light damage, and is virtually useless.
However, it is a Virtue based attack which can be somewhat handy when
dealing with evil, or undead characters.
Level Up Increases:
STR: +1
VIT: +3
INT: +3
MEN: +7
AGI: +6
DEX: +5
************************************************************************
************************************************************************
E. Dragon Classes
These are the epitome of all beasts. They have a large amount of
class change available to them depending on their alignment and ruling
element. They're two tile characters.
************************************************************************
Class: Young Dragon
Appearance: A little, plump yellow rat with wings and a beak.
Terrain: Mountains
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Bite X 1 - C
Lunatikk's thoughts: A good early game unit. Eventually, it will
evolve into something more powerful, depending on its element and
alignment. It's power is enchanced by Dragon Tamers and Masters.
Level Up Increases:
STR: +4
VIT: +5
INT: +1
MEN: +4
AGI: +2
DEX: +4
************************************************************************
Class: Thunder Dragon
Appearance: A purple dragon
Terrain: Plains
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Lightning Breath X 1 - C
Requirements - Wind Elemental
ALI: 20-80
AGI: 61
DEX: 81
My thoughts: Just like other mid level dragons, a decent fighter that
should probably be in the front row. Eventually, it will become a
Quetzalcoatl. Breath slightly damages adjacent characters.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
************************************************************************
Class: Red Dragon
Appearance: A red dragon
Terrain: Mountains
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Fire Breath X 1 - C
Requirements - Fire Elemental
ALI: 20-80
STR: 108
AGI: 61
My thoughts: Just like other mid level dragons, a decent fighter that
should probably be in the front row. Eventually, it will become a
Flarebrass. Breath slightly damages adjacent characters.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +6
VIT: +5
INT: +3
MEN: +4
AGI: +5
DEX: +4
************************************************************************
Class: Earth Dragon
Appearance: A green dragon
Terrain: Plains
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Acid Breath X 1 - C
Requirements - Earth Elemental
ALI: 20-80
VIT: 109
MEN: 98
My thoughts: Just like other mid level dragons, a decent fighter that
should probably be in the front row. Eventually, it will become an Azhi
Dahaka. Breath slightly damages adjacent characters.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +6
VIT: +5
INT: +3
MEN: +5
AGI: +3
DEX: +5
************************************************************************
Class: Blue Dragon
Appearance: A blue dragon
Terrain: Marsh
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Breath of Cold X 1 - C
Requirements: Water Elemental
ALI: 20-80
MEN: 98
DEX: 81
Lunatikk's thoughts: Just like other mid level dragons, a decent fighter
that should probably be in the front row. Eventually, it will become a
Hydra. Breath slightly damages adjacent characters.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +6
VIT: +6
INT: +4
MEN: +5
AGI: +3
DEX: +5
************************************************************************
Class: Platinum Dragon
Appearance: A white dragon
Terrain: Snow
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Sacred Breath X 1 - C
Requirements:
ALI: 65-100
VIT: 114
INT: 73
MEN: 101
Lunatikk's thoughts: Just like other mid level dragons, a decent fighter
that should probably be in the front row. Eventually, it will become a
Bahumut. Breath slightly damages adjacent characters.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
************************************************************************
Class: Black Dragon
Appearance: A black dragon
Terrain: Plains
Attacks:
Front: Bite X 2 - A
Middle: Bite X 1 - B
Back: Rotten Breath X 1 - C
Requirements:
ALI: 0-35
STR: 112
INT: 73
My thoughts: Just like other mid level dragons, a decent fighter that
should probably be in the front row. Eventually, it will become a
Tiamat. Breath slightly damages adjacent characters.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
************************************************************************
Class: Quetzalcoatl
Appearance: An Eastern-looking dragon, snake-like in appearance.
Terrain: Plains
Attacks:
Front: Lightning Breath X 2 - A
Middle: Lightning Breath X 2 - B
Back: Radiant Gale X 2 - C
Requirements - Previously Thunder Dragon
ALI: 25-75
AGI: 93
DEX: 121
My thoughts: A great class if you can get it, like the other high level
dragons. In the back is my personal choice for course of action, as
Radiant Gale hits all enemies and paralyzes them.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
************************************************************************
Class: Flarebrass
Appearance: A beefy, Western red dragon standing tall on two legs.
Terrain: Mountains
Attacks:
Front: Fire Breath X 2 - A
Middle: Fire Breath X 2 - B
Back: Crimson Note X 2 - C
Requirements - Previously Red Dragon
ALI: 25-75
STR: 156
AGI: 93
My thoughts: A great class if you can get it, like the other high level
dragons. In the back is my personal choice for course of action, as
Crimson Note hits all enemies and lowers their power.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +6
VIT: +6
INT: +3
MEN: +5
AGI: +5
DEX: +4
************************************************************************
Class: Ahzi Dahaka
Appearance: A brownish green dinosaur-type dragon on all fours and with
scales.
Terrain: Plains
Attacks:
Front: Acid Breath X 2 - A
Middle: Acid Breath X 2 - B
Back: Earthquake X 2 - C
Requirements - Previously Earth Dragon
ALI: 25-75
VIT: 157
MEN: 130
My thoughts: A great class if you can get it, like the other high level
dragons. In the back is my personal choice for course of action, as
Earthquake hits all enemies and lowers their power. Unfortunately,
Earthquake doesn't hit any enemies of the Sky terrain type, unless
they're asleep or paralyzed.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +7
VIT: +6
INT: +5
MEN: +5
AGI: +3
DEX: +5
************************************************************************
Class: Hydra
Appearance: A bright blue, five-headed dragon.
Terrain: Marsh
Attacks:
Front: Breath of Cold X 2 - A
Middle: Breath of Cold X 2 - B
Back: Clear Disaster X 2 - C
Requirements - Previously Blue Dragon
ALI: 25-75
MEN: 138
DEX: 121
My thoughts: A great class if you can get it, like the other high level
dragons. In the back is my personal choice for course of action, as
Clear Disaster hits all enemies and puts them to sleep.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
************************************************************************
Class: Bahamut
Appearance: A big white dragon standing tall on its four legs.
Terrain: Snow
Attacks:
Front: Sacred Breath X 2 - A
Middle: Sacred Breath X 2 - B
Back: Divine Ray X 2 - C
Requirements: Previously Platinum Dragon
ALI: 75-100
VIT: 162
INT: 105
MEN: 133
Lunatikk's thoughts: The evolved version of Platinum Dragon, and one of
the Ultimate Dragon Forms. It's Sacred Breath is good and all, but
Divine Ray blows it away. Divine Ray does moderate to heavy virtue
type damage to all enemies twice in one fight. Plus, it looks pretty
cool. Very powerful.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
************************************************************************
Class: Tiamat
Appearance: A wiry, yet muscular, black dragon standing on two legs.
Terrain: Plains
Attacks:
Front: Rotten Breath X 2 - A
Middle: Rotten Breath X 2 - B
Back: Evil Dead X 2 - C
Requirements - Previously Black Dragon
ALI: 0-25
STR: 160
INT: 105
DEX: 124
My thoughts: A great class if you can get it, like the other high level
dragons. In the back is my personal choice for course of action, as
Evil Dead hits all enemies and puts them to sleep.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
************************************************************************
************************************************************************
F. Monster Classes
These bad boys are 2 tile characters. They make up for the assuming
the role of 2 characters by being about as strong as two characters.
Most are quite strong or can attack multiple times.
************************************************************************
Class: Wyrm
Appearance: A lizard that's more wing than body.
Terrain: Sky
Attacks:
Front: Bite X 2 - A
Middle: Bite X 2 - B
Back: Bite X 2 - C
My thoughts: The thing that sets this monster apart is it's flying
ability. Other than that, he's a better-than-average attacker with
a nasty set of teeth.
************************************************************************
Class: Wyvern
Appearance: A bit more muscular than a Wyrm, and has a purple and white
crest on its head.
Terrain: Sky
Attacks:
Front: Bite X 2 - A
Middle: Bite X 2 - B
Back: Fire Breath X 2 - A
Requirements:
ALI: 10-55
STR: 140
AGI: 124
DEX: 102
Lunatikk's thoughts: Not too shabby of a flying character. Good attack
from the front row, good defense. Fire Breath can hit multiple targets
at once for a moderate amount of damage.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +6
VIT: +6
INT: +2
MEN: +4
AGI: +6
DEX: +4
************************************************************************
Class: Griffin
Appearance: An eagle's head and wings on a lion's body.
Terrain: Sky
Attacks:
Front: Claw X 2 - A
Middle: Claw X 1 - B
Back: Wind Shot X 2 - A
My thoughts: Wyrms are good for low alignment sky units, and Griffins
are good for high alignment sky units. Have fun with them if you like
sky units.
Level Up Increases:
STR: +4
VIT: +4
INT: +3
MEN: +3
AGI: +6
DEX: +4
************************************************************************
Class: Opinincus
Appearance: A bigger, blue-beaked, blue-clawed Griffin
Terrain: Sky
Attacks:
Front: Claw X 2 - A
Middle: Claw X 1 - B
Back: Wind Storm X 2 - C
Requirements: Previously Griffin, Partially Chaotic to Partially Lawful
Alignment
MEN: 105
AGI: 127
DEX: 91
My thoughts: The upgraded Griffins. These guys are probably better in
the front because Wind Storm generally doesn't hit all that hard...
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +5
VIT: +5
INT: +4
MEN: +4
AGI: +6
DEX: +5
************************************************************************
Class: Cockatrice
Appearance: Looks like a chicken with a lizard's tail.
Terrain: Sky
Attacks:
Front: Peck X 2 - A
Middle: Peck X 1 - B
Back: Petrify X 2 - C
Lunatikk's thoughts: Ooh baby, these are good. Peck is alright, but
put them in the back for some grade "A" damage. Petrify can hit
multiple targets at once for moderate damage, and has a chance of
Petrifying them. That's right. Instant kill. They are pretty good at
evading, but they don't have very good defense. I would recomend
getting at least one of these.
My backup thoughts: Petrifying enemies doesn't get you any experience.
Use caution when petrifying.
************************************************************************
Class: Sphinx
Appearance: A beast with a woman's front and wings
Terrain: Sky
Attacks:
Front: Claw X 2 - A
Middle: Evocation X 1 - B
Back: Evocation X 2 - A
My thoughts: These beasts are great! Put them in the back and you
have a beast spellcaster. They pick any element, like Ninja Masters,
but they have the power of an Archmage or Siren, so all you're trading
here is the space.
Level Up Increases:
STR: +4
VIT: +5
INT: +6
MEN: +5
AGI: +6
DEX: +5
************************************************************************
Class: Hellhound
Appearance: A wolf with two heads
Terrain: Mountains
Attacks:
Front: Bite X 3 - A
Middle: Bite X 2 - B
Back: Bite X 1 - C
My thoughts: This is a very powerful unit. The main reason for his
power is the three attacks he gets. There's nothing much else special
about him, though.
************************************************************************
Class: Cerberus
Appearance: Looks like a pit bull with three heads
Terrain: Mountains
Attacks:
Front: Bite X 3 - A
Middle: Bite X 2 - B
Back: Mesmerize X 2 - C
Requirements: Neutral to Chaotic Alignment
STR: 139
VIT: 138
MEN: 90
My thoughts: These guys are Hellhounds times ten! Well, actually,
Hellhounds times one and a half. They have wonderful attack power and
defense. I'd put these puppies on the front line.
It should be noted that this class change occurs automatically after a
battle. That's an actual battle, not training.
Level Up Increases:
STR: +7
VIT: +6
INT: +5
MEN: +4
AGI: +4
DEX: +3
************************************************************************
************************************************************************
G. Golem Classes
These rock boyos have their own class group. Not too bad for your
troubles...
************************************************************************
Class: Golem
Appearance: A large man-shaped cluster of rocks.
Terrain: Mountains
Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C
My thoughts: These guys can take serious hits. They're also pretty
strong in their own right. One of the disadvantages I've found in
this class is they don't always hit well. They can't have their status
changed, though, so they can't be put to sleep, poisoned, or
paralyzed.
Level Up Increases:
HP: +5
STR: +5
VIT: +6
INT: +3
MEN: +3
AGI: +3
DEX: +4
************************************************************************
Class: Stone Golem
Appearance: A gray-colored man-shaped cluster of rocks.
Terrain: Mountains
Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C
Requirements: Golem becomes petrified while...
STR: 104
VIT: 129
My thoughts: This is what happens when a Golem is petrified. This
is stronger and more agile than the standard version of Golem. Not
much more to be said.
The class change occurs automatically during battle, once the Golem is
petrified. If your stats aren't at the proper levels, though, your
Golem will simply be petrified.
Level Up Increases:
STR: +5
VIT: +6
INT: +3
MEN: +4
AGI: +3
DEX: +4
************************************************************************
Class: Baldr Golem
Appearance: A bluish-colored man-shaped cluster of rocks.
Terrain: Mountains
Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C
Requirements: Stone Golem gets hit with a wind/fire combo while...
STR: 144
VIT: 185
My thoughts: Wind and Fire. Kinda like tempering the Golem, like
you'd temper any metal. Anyhoo. These are the best Golems to have
because they'll have increased stats of Stones...
This class change occurs automatically during battle, if the Stone
Golem is at the proper stat levels.
************************************************************************
************************************************************************
H. Demon Classes
This is the hidden set of classes. These are monsters from the
Netherworld that have invaded the human world.
************************************************************************
Class: Goblin
Appearance: Odd-looking toothy guy in plate mail.
Terrain: Plains
Equipment:
Right Hand: Short Sword
Left Hand: N/A
Body: Plate Mail
Head: N/A
Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C
My thoughts: Even for demons, I don't consider these guys worth the
effort. They're not all that strong. As far as I know, they don't
evolve, and by the time you can get them, you probably have guys that
are much better.
************************************************************************
Class: Ogre
Appearance: Huge grey-skinned humanoid carrying a massive hammer.
Terrain: Plains
Equipment:
Right Hand: Warhammer
Left Hand: N/A
Body: Leather Armor
Head: N/A
Attacks:
Front: Crush X 3 - A
Middle: Crush X 2 - B
Back: Crush X 1 - C
My thoughts: Ogres have some considerable power to them. They're big
characters, but they don't hit as often as most other characters...
************************************************************************
Class: Saturos
Appearance: Goat-legged demon with horns and a big axe.
Terrain: Plains
Equipment:
Right Hand: Evil Axe
Left Hand: N/A
Body: Hard Leather
Head: N/A
Attacks:
Front: Strike X 2 - A
Middle: Strike X 2 - B
Back: Strike/Elemental Magic* X 2 - C/A
My thoughts: If you notice similarities between this guy and the Black
Knight, you're quite observant. A Saturos is pretty much a Black
Knight for the demon crew. He's one of the few demons that can lead a
unit, so he's quite useful to them.
************************************************************************
Class: Gorgon
Appearance: Top half woman, lower half snake, and snakes for hair.
Terrain: Plains
Equipment:
Right Hand: Baldr Bow
Left Hand: N/A
Body: Leather Armor
Head: N/A
Attacks:
Front: Gaze of Terror X 1 - A
Middle: Shoot X 1 - B
Back: Shoot X 2 - C
My thoughts: Gaze of Terror targets ALL enemies. Gorgons are
unbelievably cheap, since they have the ability to completely petrify a
unit in nothing flat. It will be blocked however, by any character
with a shield.
************************************************************************
************************************************************************
I. Enemy Character Classes
You cannot control these guys... Ever... Stop asking me if you can.
These are special classes used by the enemy, mostly for story purposes.
Only exception is Vad the Grappler, but he's a special one...
************************************************************************
Normal Enemies
************************************************************************
Class: Grappler
Appearance: Dark-skinned fellow with claws and a headband.
Attacks:
Front: Rend X 2 - B
Middle: Rend X 2 - C
Back: Fatal Dance X 1 - A
My thoughts: These guys are warriors of Nirdam, the Bolmaukans. They
were forced into slavery in a joint venture by Lodis and Palatinus.
They used to be a proud people, and now they fight just to survive.
As you can see, Fatal Dance is more powerful than the Grappler's front
line attack. Be cautious when fighting these guys, they can rack up
damage really quick.
************************************************************************
Class: Knight Templar
Appearance: Knight in full armor and a large shield. His helmet has an
opening shaped like a cross.
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic X 2 - C/A
My thoughts: In case you haven't noticed, these guys are just like
Paladins. They have a bit of a higher defense and a lower offense, but
they're more or less the same. These are the holy knights of the Lodis
Empire. They fight for their beliefs in Lodisism.
************************************************************************
Class: Daemon
Appearance: Blue skinned, winged guy. Pretty nasty looking.
Attacks:
Front: Strike X 2 - A
Middle: Strike X 2 - B
Back: Strike/Elemental Magic X 2 C/A
My thoughts: Despite their fearsome appearance, these guys are really
no worse than Saturoses. You'll only face a few of them. These guys
are the Legion leaders of the demon army. Only thing is, you never see
them lead a Legion...
************************************************************************
Class: Knight of Danika
Appearance: Humanoid in full, oddly-shaped armor, carrying a sword.
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C
My thoughts: These are the protectors of Danika's slumber. They were
created from her limbs by the goddess Berthe. There are only four in
the entire game. They're quite strong. 'Nuff said...
The actual name of this class is "Gatekeeper", but the only Gatekeepers
in the game are the Knights, so I made an executive decision and
decided to call them, officially, Knights of Danika.
************************************************************************
Bosses
************************************************************************
Class: General - See Quass Debonair
Who: Quass Debonair (Zenobia Border)
************************************************************************
Class: Vanity
Appearance: Blonde nobleman carrying a thin sword.
Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Some kind of Magic* X 2 - A
Who: Godeslas Branic (Alba) (uses Infest), Kerikov Barthes (Celesis)
(uses Ice Field), Numitol Silvis (Argent) (uses Ice Field)
My thoughts: Vanity's are pretty much fighting noblemen. They may have
some inherent strengths, but largely they rely on their fellow
soldiers.
************************************************************************
Class: Superior Knight
Appearance: Knight without a helmet.
Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C
Who: Eurynome Rhade (Mylesia II, Mount Ithaca), Xevec Nulaton (Romulus)
My thoughts: Superior Knights can be pretty nasty. They have more
power than a standard Knight.
************************************************************************
Class: Solidblade - See Ankiseth Gallant
Who: Ankiseth Gallant (Highland of Soathon, Wentinus I)
************************************************************************
Class: Temple Command
Appearance: An armored man standing with his sword out in front of him,
or standing like a Knight Templar.
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Evocation* X 2 - A
Who: Baldwin Glendale (Wentinus I, Wentinus II, Mount Keryoleth II),
Pruflas Watts (Gules Hills I, Temple of Berthe I), Amazeroth Ludon
(Ptia), Vapula Simburg (Blue Basilica), Thamuz Delville (Aurua Plains)
My thoughts: It's interesting how they make TC's stronger only by
moving them around. In the beginning, you face TC's in the middle row,
where they are weakest. Then later on, you'll fight them in the front
row, where they're stronger. Finally, for the last battle with
Baldwin, he'll be in the back, where he can use Evocation, which can
be quite nasty.
************************************************************************
Class: Dark Prince
Appearance: Blonde man with a thrusting sword.
Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Dark Lore* X 2 - A
Who: Amrius Dulmare (Fort Romulus)
My thoughts: Amrius fights you twice in one scene. The first time,
he's all alone in the middle. The second time, he has helpers and is
in the back, where he can use Dark Lore, which is equivalent to using
a Pedra of Bane. Nasty.
************************************************************************
Class: Flail Monarch
Appearance: Bearded man with a scepter.
Attacks:
Front: ????
Middle: ????
Back: Lava Flow X 2 - A
Who: Procus Dulmare (Winnea)
My thoughts: The combination magic is a pain, but he's pretty wimpy,
largely. Unfortunately, he's got two Ogres to be a pain.
************************************************************************
Class: Overlord
Appearance: Purple haired young man.
Attacks:
Front: Thrust X 2 - A
Middle: Thrust X 2 - B
Back: Blue Spiral* X 2 - A
Who: Yumil Dulmare (Winnea)
My thoughts: It's not so much the fact that Yumil's tough, it's that
he has two Knights of Danika as guards.
************************************************************************
Class: Death Templar
Appearance: Noble-looking Temple Commander
Attacks:
Front: Slash X 3 - A
Middle: Well, who cares. You can't knock him back...
Back: Ditto...
Who: Richard Glendale (Castle Talpaea)
My thoughts: Richard's strong; stronger than even a Temple Command, but
that's about all that's special.
************************************************************************
Class: Warlock - See Saradin Carm
Who: Saradin Carm (Aurua Plains II)
************************************************************************
Class: Lord - See Destin Faroda
Who: Destin Faroda (Aurua Plains II)
************************************************************************
************************************************************************
5. Special Character Classes
There are many characters in the game that can't be picked up with
normal means. These guys are usually quite a bit more powerful than
your average Joe, and they have story potential, as well...
************************************************************************
Magnus Gallant
Appearance: Purple-haired guy in armor, with his sword behind him.
Starting Class: Gladiator
Age: 18
Terrain: Plains
Equipment:
Right Hand: Short Sword
Left Hand: Blue Sash *cannot be changed*
Body: Plate Mail
Head: N/A
Attacks:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash/Elemental Magic* X 2 - C/A
My thoughts: Magnus is odd in the sense that he can do two attacks in
the front and back, but not middle. Still, since he's the only life
this game really depends on, keeping him in the back is, by far, the
best course of action early on. However, later in the game, after
you get Priests and Healing is less of an issue (ALWAYS have a Cleric
or Priest with Magnus), you might want to put him in front, as certain
swords cause him to have magic attacks which are generally less
effective than physical attacks.
Story: Magnus joined the Palatinean military to escape his father and
the humiliation of his father's past. He graduates the military
academy and is almost immediately dispatched for the Southern Division.
Level Up Increases:
HP: +5
STR: +5
VIT: +3
INT: +4
MEN: +3
AGI: +3
DEX: +3
---
Second Class: Vanguard
Terrain: Plains
Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash *cannot be changed*
Body: Baldr Mail
Head: N/A
Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic Plus* X 2 - C/A
My thoughts: Like all second classes, Magnus becomes a Vanguard at the
beginning of Chapter 3 and can command a Legion. The Elemental Magic
Plus is a possibility depending on the element of equipped swords.
---
Final Class: General
Appearance: The same old Magnus, with heavy armor on.
Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash *cannot be changed*
Body: Baldr Armor
Head: N/A
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Blast X 2 - C
My thoughts: Magnus becomes a General at the beginning of the Final
Chapter. He can now use Full-Body Armor, and fire Blasts from his
sword, which change depending on the element of the sword he uses.
Physical: Sonic Blast
Wind: Wind Blast
Fire: Fire Blast
Earth: Earth Blast
Water: Aqua Blast
Virtue: Holy Blast
Bane: Dark Blast
Even though it's a pretty new thing, the blasts aren't all that
effective, and unless you're adamant about keeping Magnus in the back,
you're probably better off with him in the front.
************************************************************************
Diomedes Rangue
Appearance: Looks like a Knight without a helmet, and wears a blue sash.
Starting Class: Gladiator
Age: 19
Terrain: Plains
Equipment:
Right Hand: Baldr Sword
Left Hand: Blue Sash *cannot be changed*
Body: Plate Armor
Head: N/A
Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 2 - C
My thoughts: Dio's pretty powerful. You're still probably going to
want to keep him in the middle instead of the front, because he is
that valuable.
Story: Not much is relevant about Dio's past. Suffice to say that he's
a little cocksure of himself and his abilities.
How to get him: He automatically joins in Scene 1.
How to lose him: If you agree to fight him before Scene 1 starts, and if
you say "..." when Rhade orders you to kill Frederick, he'll leave.
Level Up Increases:
HP: +5
STR: +5
VIT: +3
INT: +4
MEN: +3
AGI: +3
DEX: +3
---
Second Class: Warrior
Terrain: Plains
Equipment:
Right Hand: Blessed Sword
Left Hand: Blue Sash *cannot be changed*
Body: Baldr Armor
Head: N/A
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Slash/Elemental Magic* X 2 - C/A
My thoughts: Like all second classes, Dio becomes a Warrior at the
beginning of Chapter 3 and can command a Legion. The Elemental Magic
is a possibility depending on the element of equipped swords. I'd
go for front row in this case, for the sake of three attacks.
************************************************************************
Leia Silvis
Appearance: Valkyrie without wings and having a long blonde ponytail.
Starting Class: Blaze Knight
Age: 17
Terrain: Snow
Equipment:
Right Hand: Spear
Left Hand: Round Shield
Body: Breastplate
Head: N/A
Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 1 - B
Back: Lightning* X 2 - A
My thoughts: Leia's pretty much a Valkyrie. The only thing separating
the two is the fact that she wears no headgear.
Story: Leia joined the Palatinus Military to escape her father, whom she
needs to separate herself from. She grew up amongst the nobility, but
feels it is her place to be in the military.
How to get her: She automatically joins in Scene 3.
Level Up Increases:
HP: +4
STR: +4
VIT: +4
INT: +4
MEN: +4
AGI: +4
DEX: +4
---
Second Class: Rune Knight
Terrain: Snow
Equipment:
Right Hand: Thunder Spear
Left Hand: Buckler
Body: Baldr Mail
Head: N/A
Attacks:
Front: Cleave X 2 - A
Middle: Cleave X 2 - B
Back: Cleave/Elemental Magic Plus* X 2 - C/A
My thoughts: Like all second classes, Leia becomes a Rune Knight at the
beginning of Chapter 3 and can command a Legion. Oddly enough, she
loses her Lightning ability and gains a Elemental Magic Plus thing just
like Magnus and Dio. Depending on the spear equipped, she'll do
different attacks in the back.
************************************************************************
Troi Tyton
Class: Phalanx
Appearance: Gold-armored Phalanx
Age: 16
Terrain: See Phalanx
Equipment: See Phalanx
Attacks: See Phalanx
My thoughts: See Phalanx
Story: There's not much to say about Troi. He's a pretty cheerful guy
and shows a big interest in your battalion.
How to get him: Go to Elgorea, Mylesia in Scene 4 (The Path Diverges).
Troi will walk right up to you and ask to join, no matter what.
************************************************************************
Katreda Birall
Class: Cleric
Appearance: Pink-robed Cleric
Age: 15
Terrain: See Cleric
Equipment: See Cleric
Attacks: See Cleric
My thoughts: See Cleric
Story: Katreda's a cheerful girl. She joins up to find her father, who
was captured by the Southern Division.
How to get her: Go to Cayes, Gunther Piedmont during Scene 7 (A New
Beginning) and she will ask to join so that she can help her father.
************************************************************************
Asnabel Birall
Class: Berserker
Appearance: Purple-clothed Berserker
Age: 38
Terrain: See Berserker
Equipment: See Berserker
Attacks: See Berserker
My thoughts: See Berserker
Story: Captured by the Southern Division, Asnabel was forced into labor
at the mines of Gunther Piedmont. Once freed, he'll become a valuable
asset to the team. He is known as Asnabel the Iron Hammer.
How to get him: Katreda must have (at least) asked to join your party,
when you finish liberating Gunther Piedmont in Scene 7 (A New
Beginning).
************************************************************************
Aisha Knudel
Class: Priest
Appearance: Pink clothed, hoodless Priest.
Age: 19
Terrain: See Priest
Equipment: See Priest
Attacks: See Priest
My thoughts: See Priest
Story: One of the visitors from Zenobia, Aisha is the daughter of the
renowned Roshfel Priest, Foris. While Destin and his troops were on the
Island of Avalon, Aisha joined to help fight Gares, son of Empress
Endora.
How to get her: You must not have said "..." at Frederick's execution.
Go to Puld, Audvera Heights during Scene 13 (Thoughts), and she'll ask
to join your party.
************************************************************************
Liedel Klein
Class: Archer
Appearance: Archer wearing red and having blonde hair.
Age: 22
Terrain: See Archer
Equipment: See Archer
Attacks: See Archer
My thoughts: See Archer
Story: A former member of the Central Division, specifically the Red
Branch. She believed that the Revolution was the cause of the demons.
When she find out that this isn't the truth, she'll join to find out
what is.
How to get her: You must have a high Chaos Frame. Beat her in the
Sable Lowlands mission and she'll ask to join your party.
************************************************************************
Vad Orok Zlenka
Class: Grappler
Appearance: Dark-skinned warrior wielding claws.
Age: 29
Terrain: Plains
Equipment:
Right Hand: Touelno
Left Hand: N/A
Body: Thunder Chain
Head: Hachigane
Attacks:
Front: Rend X 3 - A
Middle: Rend X 2 - B
Back: Fatal Dance X 2 - C
My thoughts: Although Fatal Dance technically does less damage, Vad
strikes several times, adding up damage, so Fatal Dance is actually
stronger. It's up to you whether you want more attacks or a stronger
attack.
Story: Vad, like many other Bolmaukans, was forced into subjugation by
the Lodis Empire. Although he worked for the Central Division, he
strove to maintain his honor.
How to get him: In the Mount Ithaca mission (Uncertainty), first go
north and liberate Ketican, which will destroy the bridge. Once this
is done, Vad will not move, and you must avoid attacking him. Do this,
and he'll offer to join after the battle. You must have at least beat
Audvera Heights or Sable Lowlands.
************************************************************************
Saradin Carm
Class: Warlock
Appearance: Non-hooded white-haired wizard-looking gentleman.
Age: 61
Terrain: Plains
Equipment:
Right Hand: Hemlock *cannot be changed*
Left Hand: Spellbook
Body: Magician's Robe
Head: Amulet
Attacks:
Front: Effect Magic* X 1 - C
Middle: Elemental Magic* X 2 - B
Back: Elemental Magic Plus* X 2 - A
My thoughts: Saradin's got some stank on him. In the back he's an
early Archmage, so stick him in the back for best results. You can't
dequip his staff, the Hemlock, though...
Story: Another of the visiting Zenobian fighters, Saradin was once a
student of Rashidi, the Sage of Zeteginea. He turned against the
Empire when he learned of Rashidi's evil. His student, Albeleo, turns
him to stone, and Destin frees him on a mission to the Balmorian Ruins.
How to get him: You must not have said "..." at Frederick's execution.
Beat Scene 15 (Uncertainty) and he'll ask to join your party.
************************************************************************
Sheen Cocteau
Class: Hawkman
Appearance: Brown-haired Hawkman
Age: 78
Terrain: See Hawkman
Equipment: See Hawkman
Attacks: See Hawkman
My thoughts: See Hawkman
Story: Sheen considers himself quite the ladies' man. He's a
free-spirited Hawkman, and enjoys life. He's old by human standards,
but Hawkmen are an elder race, and long-lived, so he still looks young.
How to get him: You must have a low to neutral Chaos Frame. Go to
Coppermine, Azure Plains, during Scene 17 (Visitors from the West), and
he'll ask to join your party.
************************************************************************
Ankiseth Gallant
Class: Solidblade
Appearance: Similar to Magnus only taller and older looking.
Age: 44
Terrain: Plains
Equipment:
Right Hand: Blessed Sword
Left Hand: Blue Sash *cannot be changed*
Body: Plate Mail
Head: N/A
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Clay Assault* X 2 - A
My thoughts: Good for either front or back rows. Ankiseth has Clay
Assault in the back row regardless of what's equipped on him. When I
got him, he was of quite a high level, so he towered over everyone
else. He can lead a Legion.
Story: Ankiseth the Steadfast has made quite a name for himself over
the years. He's charged with protecting Prince Yumil, and is
responsible for Magnus and Yumil becoming close friends since childhood.
Unfortunately, his notoriety came back on him when he was forced to
kill a nobleman attacking the Prince. This resulted in him falling
from favor with the populus.
How to get him: At the beginning of Scene 18 (The Grim Path), you must
choose to meet with your father. Keep him alive for the battle, and, if
you have a medium to high Chaos Frame, choose to have him join you
after the battle.
************************************************************************
Meredia O'Keife
Class: Siren
Appearance: Blue-haired, white-clothed Siren
Age: 18
Terrain: See Siren
Equipment: See Siren
Attacks: See Siren
My thoughts: See Siren
Story: Meredia has been friends with Leia ever since they were
children. When Leia joined the military, Meredia decided to stay behind
in their homeland of Argent.
How to get her: At the beginning of Scene 21 (The Eastern Orthodox
Church), Meredia will show up if Leia is still alive. She'll ask to
join your party.
************************************************************************
Europea Rheda
Class: Centurion (Female)
Appearance: Red-haired Centurion without the goofy hat.
Age: 25
Terrain: See Centurion (Female)
Equipment: See Centurion (Female)
Attacks:
Front: Slash X 2 - A
Middle: Slash X 2 - B
Back: Slash X 1 - C
My thoughts: Quite a bit better than a normal Centurion, actually. She
has a lot of power to her. A good frontline female character.
Story: Europea the Astral Knight is the head of the Berthan Sentinels
of Celesis. As being such a holy knight, she is sometimes required to
make difficult moral decisions.
How to get her: Take Magnus to Fort Hillverich during Scene 22
(Suspicion). You'll speak to Europea and she'll head for the enemy
headquarters. Make sure she doesn't die, and she'll offer to join you.
************************************************************************
Paul Lukische
Class: Enchanter
Appearance: Silver-haired Enchanter
Terrain: See Enchanter
Equipment: See Enchanter
Attacks: See Enchanter
My thoughts: See Enchanter
Story: Paul, the Devil Child, stopped practicing magic after he turned
his friend into stone. He blames himself for releasing the demons from
the netherworld.
How to get him: In Scene 23 (The Mercenaries), go to Corpino to learn
about Paul. Go to Coongul and you will meet Paul. Say "Is that what
you want?" and you'll leave. Beat the scene (answer the question
Kageiye asks either way) and Paul will join you.
************************************************************************
Biske La Varet
Class: Lycanthrope/Werewolf
Appearance: Gruff-looking blonde man with little armor/Grey wolf man
Age: 30
Terrain: Plains
Equipment:
Right Hand: Baldr Sword *cannot change while a wolf*
Left Hand: N/A
Body: Plate Armor *cannot change while a wolf*
Head: N/A
Attacks:
Lycanthrope:
Front: Slash X 2 - A
Middle: Slash X 1 - B
Back: Slash X 1 - C
Werewolf:
Front: Claw X 3 - A
Middle: Claw X 2 - B
Back: Claw X 1 - C
My thoughts: Biske is a Lycanthrope by day and a Werewolf by night.
He's a vicious character, and hits much harder, and more often, in the
wolf form.
Story: Cursed with the blood of the wolf, Biske fought the Central
Division. He was imprisoned by Ankiseth Gallant and sentenced to
rot in a cell for the remainder of his life.
How to get him: You must not have Aisha, Saradin, or Ankiseth. Fight
him during Scene 24 (The Rebel). If you beat him, ask him to join you,
and he will do so.
************************************************************************
Quass Debonair
Class: General
Appearance: Tall guy with long, blonde hair and a rather big sword.
Age: 31
Terrain: Plains
Equipment:
Right Hand: Sonic Blade *cannot be changed*
Left Hand: Tunic *cannot be changed*
Body: Breidablick
Head: N/A
Attacks:
Front: Slash X 3 - A
Middle: Slash X 2 - B
Back: Sonic Blade X 2 - C
My thoughts: Debonair's a great character. You're probably best
off putting him in the front row. Sonic Blade hits a back row
character, but not all that hard. You can't dequip his Sonic Blade or
Tunic. He can also lead a Legion.
Story: Debonair of the Wind was one of the four Devas of Zeteginea. He
joined Destin's troop during the Zenobian War, while his troops were in
Shangrila. He now joins Destin in the north to help the Revolution.
How to get him: You need Aisha, Saradin, and a high Chaos Frame. In
Scene 26 (No Man's Land), take Magnus to Ibu Deli. You'll run into
Debonair there. If the requirements are met, he'll ask to join.
************************************************************************
Destin Faroda
Class: Lord
Appearance: Orange-haired guy with a rather large sword.
Age: 27
Terrain: Plains
Equipment:
Right Hand: Sigmund
Left Hand: Tunic *cannot be changed*
Body: Phoenix Mail
Head: N/A
Attacks:
Front: Slash X 3 - A
Middle: Slash X 3 - B
Back: Slash/Elemental Magic* X 2 - C/A
My thoughts: Destin makes for an excellent front row combatant, so
stick him there. He can also lead a Legion.
Story: Many revolutions begin with one man. Destin Faroda was that man
when, years ago, he rose up against the tyranny of Empress Endora of
Zeteginea. He freed Zenobia and rid the land of the evil Sage, Rashidi.
At the end of the Zenobian War, Tristran Zenobia became King and Destin
his greatest general. He joins the Palatinean Revolution early.
How to get him: In Scene 29 (The March to Latium), take Magnus' group
to Kurashino, Gules Hills. If you have all the Zenobians (Aisha,
Saradin, and Debonair) up to this point, Destin will join you.
************************************************************************
Gilbert Oblion
Class: Beast Master
Appearance: Yellow-clothed Beast Master
Age: 51
Terrain: See Beast Master
Equipment: See Beast Master
Attacks: See Beast Master
My thoughts: See Beast Master
Story: One of Destin's closest advisors in this war, Gilbert is the
former leader of the Beast Division of Zenobia. He's never far from
Destin's side. He joined Destin early in the Zenobia campaign, when
confronted by the winged warrior, Canopus.
How to get him: In Scene 29 (The March to Latium), take Magnus' group
to Kurashino, Gules Hills. If you have all the Zenobians up to this
point (Aisha, Saradin, and Debonair), and a high Chaos Frame, Gilbert
will join you.
************************************************************************
Carth Forleizen
Class: Black Knight
Appearance: Black Knight with a red cape with a cross on it.
Age: 29
Terrain: See Black Knight
Equipment:
Right Hand: Boreas
Left Hand: Valiant Mantle
Body: Baldr Armor
Head: Armet
Attacks: See Black Knight
My thoughts: See Black Knight
Story: Carth was once a Knight of Lodis, who fought for the belief of
Filarrh, the sun god. He became disillusioned when he learnt of Lodis',
and the Brigade of the Radiant Cross' fall to the Infernal Aura, thus
he earned the name Carth the Disillusioned.
How to get him: You must have a low to medium Chaos Frame, and no
Zenobians can join your party. In Scene 32 (The Disillusioned), go to
Furge, and a young boy will tell you that a soldier is fighting all
alone in the forest. Go to Torab Ni, and you'll meet Carth, where
he'll take his unit and assault the Enemy Headquarters. Make sure he
stays alive, and you can ask him to join.
************************************************************************
************************************************************************
6. Items
Yeah. I think I have most of them, now...
Here's the key:
Description: The description of the item, as listed in the game.
Stat Change: How the item changes your basic stats (STR, VIT, INT, MEN,
AGI, DEX).
Resistances: How the item changes your resistances to being struck or
elements.
Effect: A rare one, but some weapons have a status effect on an enemy.
This also applies to descriptions of what certain valuables do.
Effect Invalid: Another rare one. A few pieces of armor offer
protection from certain status changes.
Element: The ruling element of the weapon, if it's not Physical or
Variable.
Cost: The cost of the item. This does not necessarily mean you can buy
it, but is used as a selling baseline. You can sell any item for
1/4 it's listed cost. Items in parentheses cannot be bought in
shops.
Shop: If the item can be bought in a shop, this is where.
See Also: If there's a bigger story behind this item, this is where (in
the FAQ you can find the info).
If you want to know if something can be bought, just search the document
to see if it shows up later in shops. Suffice to say that many of the
stronger weapons/armors cannot be bought.
I've arranged all helm/headgear/shields/body armor according to Strike
Resistance modifier, then Cost, then Element.
I've arranged all weapons according Strength modifier, then Cost, then
Element.
I've arranged all Accessories according to Cost first, then Element.
I've arranged all Valuables according to their cost, then
alphabetically.
************************************************************************
A. Helmets/Headgear
Headgear --
Can be used by: Fencer, Doll Master, Ninja, Sword Master, Enchanter,
Ninja Master, Amazon, Archer, Valkyrie, Witch, Diana, Dragon Master,
Hawkman, Vultan
Bandanna
Description: Large piece of cloth wrapped around the head to improve
one's courage.
Stat Change: MEN+2
Resistances: Strike +1
Cost: 20
Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba, Mount Ithaca,
Tremos Mountains I, Argent
Plumed Headband
Description: Headband adorned with white feathers, known to bring
good luck.
Resistances: Strike +1, Holy -1, Dark +3
Element: Virtue
Cost: 60
Shop: Dardunelles, Mount Ithaca, Mount Keryoleth, Gules Hills, Vert
Plateau, Temple of Berthe, Tybell
Decoy Cap
Description: Magical cap that attracts wild beasts by drawing their
attention to the wearer.
Resistances: Strike +1
Cost: (300)
See Also: Miscellany, Rare Items
NOTE: This cap increases the chances of encounters by neutral enemies.
Hachigane
Description: Headband adorned with iron plates to protect its wearer.
Resistances: Strike +2
Cost: 40
Shop: Volmus Mine, Mount Keryoleth, Barpheth
Leather Hat
Description: Popular leather headpiece.
Resistances: Strike +2
Cost: 40
Shop: Mylesia, Gunther Piedmont, Gules Hills
Jin-gasa
Description: Broad, conical hat which protects the wearer from rain and
snow.
Stat Change: DEX+1
Resistances: Strike +2
Cost: 50
Shop: Zenobian Border
Pointy Hat
Description: Cone-shaped leather hat with a wide brim. The witch's
trademark.
Stat Change: INT+1
Resistances: Strike +2
Cost: 100
Shop: Alba, Audvera Heights
Hannya Mask
Description: The mask of Hannya, female demon portrayed as the
incarnation of agony, hatred and rage.
Stat Change: MEN+2, AGI+2
Resistances: Strike +3
Cost: 180
Shop: Barpheth
See Also: Crenel Canyon II, Reward
Burning Band
Description: Headband made from the whisker of a firedrake. It
protects its wearer from cold.
Resistances: Strike +3, Fire -2, Water +5,
Element: Flame
Cost: (250)
Ice Bandanna
Description: Magical bandanna woven with the breath of a snow spirit.
Resistances: Strike +3, Fire +5, Water -2
Element: Water
Cost: (250)
Celestial Veil
Description: Beautiful veil that protects the wearer from darkness,
Stat Change: INT+4
Resistances: Strike +4, Holy -4, Dark +8
Effect Invalid: Petrify
Element: Virtue
Cost: (550)
Red Branch
Description: Hat with red branches attached like antlers. It sharpens
the wearer's concentration.
Stat Changes: DEX+10
Resistances: Strike +5, Wind -1, Earth +4
Element: Wind
Cost: (950)
See Also: Miscellany, Rare Items
---
Helms --
Can be used by: Fighter, Knight, Berserker, Phalanx, Paladin, Black
Knight, Cataphract, Dragoon, Centurion(male), Dragon Tamer, Freya,
Centurion(female), Raven
Iron Helm
Description: Iron skullcap that leaves portion of the head unprotected.
Resistances: Strike +2
Cost: 30
Shop: Tenne Plains, Volmus Mine, Mylesia, Gunther Piedmont, Alba, Fair
Heights, Tremos Mountains II, Ptia, Blue Basilica, Latium
Bone Helm
Description: Helm modeled after a dragon skull. Mostly ornamental, it
does not offer much protection.
Resistances: Strike +2
Cost: 50
Shop: Zenobian Border, Vert Plateau
Armet
Description: Iron helm that covers the entire head; it offers good
protection, but decreases visibility.
Resistances: Strike +4
Cost: 120
Shop: Mylesia, Audvera Heights, Azure Plains, Wentinus, Fair Heights,
Tremos Mountains I, Tremos Mountains II, Temple of Berthe, Ptia,
Blue Basilica
Dragon Helm
Description: Sturdy helm made of dragon skull. Very effective against
dragon attacks.
Resistances: Strike +4, Fire +4
Element: Fire
Cost: 250
See Also: Classes, Dragoon
Baldr Helm
Description: Helm made of Baldr, a metal that increases one's magical
ability.
Stat Change: INT+1
Resistances: Strike +5
Cost: 170
Shop: Sable Lowlands, Romulus, Latium
Helm of Thunderclap
Description: Helm fabled to have originated from the war cry of the
thunder god, Thor.
Resistances: Strike +6, Wind -2, Earth +8
Element: Wind
Cost: 410
Shop: Latium
Helm of the Fearless
Description: Helm worn by a swordmaster who has vanquished one hundred
opponents.
Stat Change: STR+20, AGI-15, DEX+5
Resistances: Strike +6, Holy +3, Dark -1
Element: Bane
Cost: (1550)
See Also: Miscellany, Rare Items
Freude Helm
Description: Holy helm, blessed by Filarrh, the sun god, that repels
the power of evil.
Stat Change: MEN+2
Resistances: Strike +7, Holy -4, Dark +10
Element: Virtue
Effect Invalid: Sleep
Cost: (700)
Ogre Helm
Description: Helm forged by the Ogre; It is very heavy, but provides
exceptional protection.
Stat Change: STR+5, INT-5
Resistances: Strike +8, Holy +10, Dark -5
Element: Bane
Cost: (1200)
************************************************************************
B. Weapons
---
Swords --
Can be used by: Fighter, Knight, Paladin, Centurion (male), Centurion
(female), Goblin, Gladiator, Vanguard, General(Magnus), Warrior,
Solidblade, Lycanthrope
Short Sword
Description: Sword popular for its ease of use.
Stat Change: STR+3
Cost: 20
Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba
Baldr Sword
Description: Sword forged from Baldr, a metal that increases one's
magical ability
Stat Change: STR+5, INT+3
Cost: 150
Shop: Mylesia, Zenobian Border, Gunther Piedmont, Alba, Romulus
Stone Sword
Description: Sword chiseled from an ancient boulder, believed to
contain the spirit of a god.
Stat Change: STR+7, VIT+5
Resistances: Wind +4, Earth -1
Element: Earth
Cost: 200
Shop: Vert Plateau
Falchion
Description: Curved single-edged sword with a broad blade designed to
slash the opponent.
Stat Change: STR+8
Cost: 400
Shop: Romulus, Aurua Plains
Sword of Firedrake
Description: A dragon slayer made from the scale of a firedrake.
Stat Change: STR+8
Resistances: Fire -1, Water +4
Element: Flame
Cost: 300
Shop: Latium
See Also: Mount Ithaca, Reward
Glamdring
Description: Forged by an Elven blacksmith, the blade of this sword
emits an unceasing red glow.
Stat Change: STR+9
Resistances: Water +3
Element: Flame
Cost: 400
Shop: Romulus
Blessed Sword
Description: Baldr sword blessed by a priest.
Stat Change: STR+9, INT+3
Element: Virtue
Cost: 400
Shop: Sable Lowlands, Mount Ithaca, Romulus, Latium
See Also: Highland of Soathon, Reward
Sum Mannus
Description: Sword of lightning made from the scale of a thunder dragon.
Stat Change: STR+11
Resistances: Wind -1, Earth +4
Element: Wind
Cost: 500
Shop: Romulus, Latium
See Also: Dardunnelles I, Reward
Ice Blade
Description: Sword chiseled from unmelting ice.
Stat Change: STR+13
Resistances: Fire +4, Water -1
Element: Water
Cost: 600
Shop: Latium
See Also: Azure Plains, Reward
Dainslaif
Description: Bloodthirsty sword which urges the wielder to fight.
Stat Change: STR+14
Resistances: Holy +4, Dark -1
Element: Bane
Cost: (850)
Noish's Promise:
Description: The altered form of a young man, who transformed himself
to search for the lost soul of his true love.
Stat Change: STR+15, MEN+11
Cost: (3500)
See Also: Miscellany, Birthdays
Adamant Katana
Description: Broad-bladed sabre tempered in the eastern kingdom of
Zipang.
Stat Change: STR+16
Resistances: Wind +8, Earth -3
Element: Earth
Cost: (1500)
See Also: Temple of Berthe I, Reward
Evil Blade
Description: Fiendish sword used by the swordsmen of the netherworld.
Stat Change: STR+17
Resistances: Holy +8, Dark -3
Effect: Sleep
Element: Bane
Cost: (1500)
See Also: Capitrium, Reward
Flamberge
Description: A greatsword with an undulating blade, often used for
ceremonial purposes.
Stat Change: STR+18
Cost: (1400)
Penitence
Description: Holy sword said to have been brought from the heavens by a
fallen angel.
Stat Change: STR+18
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1500)
Laevateinn
Description: The flaming sword of Surt, said to consume the world by
fire at the time of Ragnarok.
Stat Change: STR+18
Resistances: Fire -3, Water +8
Element: Flame
Cost: (1600)
See Also: Ptia, Reward
Nephrite Sword
Description: Sword made of jade which contains the power of unholy
water.
Stat Change: STR+18
Resistances: Fire +8, Water -3
Element: Water
Cost: (1600)
See Also: Blue Basilica, Reward
Notos
Description: Sword that holds the power of Notos, the god of the south
wind. One of the four Relics of the Wind.
Stat Change: STR+19, AGI+5
Resistances: Wind -2, Earth +7
Element: Wind
Cost: (1750)
Oracion
Description: A shining sword of virtue which grants the wielder the
ability to communicate with the gods.
Stat Change: STR+21
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (2100)
See Also: Castle Talpaea, Reward
Fafnir
Description: The sword used by an ancient hero to slay the evil dragon,
Fafnir.
Stat Change: STR+22
Cost: (1850)
---
Greatswords --
Can be used by: Fencer, Sword Master, Dragoon, General(Debonair, Sonic
Blade only), Lord
Bastard Sword
Description: Common, large, double-edged sword designed to do damage by
its sheer size.
Stat Change: STR+6
Cost: 180
See Also: Dardunnelles I, Hidden Items
Yomogi-u
Description: Daito, exotic long sword of the East, that amplifies its
wielder's power.
Stat Change: STR+7, DEX+3
Resistances: Wind +4, Earth -1
Element: Earth
Cost: (300)
Claymore
Description: Greatsword with an oversized guard.
Stat Change: STR+9
Cost: 360
Shop: Mount Keryoleth
See Also: Azure Plains, Hidden Items
Glaive of Champion
Description: The legendary warsword of Sigurd.
Stat Change: STR+11
Cost: 500
Shop: Capitrium, Latium
Kusanagi
Description: Sacred sword found in the tail of a dragon. It looks
tarnished, but emits bright light when brandished.
Stat Change: STR+11
Resistance: Dark +2
Element: Virtue
Cost: (550)
Matsukaze
Description: Daito, exotic long sword of the East, with the power to
create blades of wind.
Stat Change: STR+12, DEX+4
Resistances: Wind -1, Earth +4
Element: Wind
Cost: (650)
See Also: Winnea, Hidden Items
Malachite Sword
Description: Sword forged in the netherworld that freezes what it hits.
Stat Change: STR+12
Resistances: Fire +4, Water -1
Element: Water
Cost: (650)
See Also: Winnea, Hidden Items
Gram
Description: Forged by an Elven blacksmith, the blade of this
greatsword is made to slay dragons.
Stat Change: STR +13
Resistances: Wind +8, Earth -3
Element: Earth
Cost: (750)
See Also: Romulus, Reward
Kagari-bi
Description: Daito, exotic long sword of the East, that becomes engulfed
in flame when brandished.
Stat Change: STR+13, DEX+4
Resistances: Fire -1, Water +4
Element: Flame
Cost: (750)
Sigmund
Description: Sword tempered with lightning by Thor.
Stat Change: STR+14
Resistances: Wind -3, Earth +8
Element: Wind
Cost: (650)
Durandel
Description: The lost technology of the ancient Mistralians entrapped
the power of bane in this sword.
Stat Change: STR+14
Resistances: Holy +8, Dark -3
Element: Bane
Cost: (700)
Sonic Blade
Description: Legendary long sword carved from a scale of the elder
dragon.
Stat Change: STR+15
Cost: (1000)
Sword of Tiamat
Description: Dragon slayer made of Tiamat's fang.
Stat Change: STR+15
Cost: (1200)
See Also: Classes, Dragoon
Yu-giri
Description: Daito, exotic long sword of the East, whose blade is
bedewed at all times.
Stat Change: STR+17, DEX+5
Resistances: Fire +8, Water -3
Element: Water
Cost: (1500)
See Also: Tremos Mountains I, Reward
Balmung
Description: Two-handed sword made from the claw of the evil dragon,
Fafnir.
Stat Change: STR+19
Cost: (1750)
Chaladholg
Description: Holy sword, also known as the Demon Slayer, for beheading
countless evil beings.
Stat Change: STR+22
Resistances: Holy -4, Dark +10
Element: Virtue
Cost: (2100)
See Also: Celesis, Hidden Items
Ogre Blade
Description: Gigantic weapon forged by the Ogre; its form is too
irregular and unrefined to be acknowledged as a sword.
Stat Change: STR+25, INT-4
Resistances: Holy +15, Dark -10
Element: Bane
Cost: (2550)
See Also: Tybell, Reward
---
Thrusting Swords --
Can be used by: Dragon Tamer, Dragon Master, Angel Knight, Seraphim
Rapier
Description: Light, sharp-tipped sword designed to thrust at the joints
in armor.
Stat Change: STR+4
Cost: 30
Shop: Zenobian Border, Vert Plateau
See Also: Crenel Canyon, Hidden Items
Estoc
Description: Light, sharp-tipped sword with a knuckle guard on its hilt.
Stat Change: STR+6
Cost: 250
Shop: Mount Ithaca, Vert Plateau
See Also: Alba, Reward
Peridot Sword
Description: Sword made from a frozen peridot
Stat Change: STR+7
Resistances: Fire +4, Water -1
Element: Water
Cost: 350
See Also: Tremos Mountains II, Hidden Items
Needle of Light
Description: Thin blade of virtue created by the element of virtue.
Stat Change: STR+7
Resistances: Dark +3
Element: Virtue
Cost: 350
See Also: Classes, Angel Knight
Main Gauche
Description: Dagger used for parrying attacks. It has a peculiar
shape, but is very easy to handle.
Stat Change: STR+8
Cost: 400
Shop: Vert Plateau, Latium, Aurua Plains
Sword of Dragon Gem
Description: Sword chiseled from a Dragon Gem, a jewel with the ability
to communicate with dragons.
Stat Change: STR+13
Cost: (600)
See Also: Blue Basilica, Hidden Items
---
One-Handed Axe/Hammer --
Can be used by: Berserker, Skeleton, Hawkman, Vultan, Raven, Saturos
Halt Hammer
Description: Hammer used for smashing rocks.
Stat Change: STR+4
Cost: 110
Shop: Volmus Mine, Zenobian Border, Blue Basilica
Francisca
Description: Small hand axe that can be wielded with relative ease.
Stat Change: STR+5
Cost: 130
Shop: Mylesia, Blue Basilica
See Also: Tenne Plains, Reward
Baldr Club
Description: Cudgel made of Baldr, a metal that increases one's magical
ability.
Stat Change: STR+6, INT+3
Cost: 220
Shop: Highland of Soathon, Audvera Heights, Blue Basilica
Baldr Axe
Description: Axe made of Baldr, a metal that increases one's magical
ability.
Stat Change: STR+7, INT+3
Cost: 300
Shop: Highland of Soathon, Audvera Heights, Blue Basilica
Evil Axe
Description: Cursed axe used by demons to behead their foes.
Stat Change: STR+8
Resistances: Holy +3
Element: Bane
Cost: (410)
Flame Flail
Description: The flail of the Order of Alnari which emits heat and
light when swung.
Stat Change: STR+10
Resistances: Water +3
Element: Flame
Cost: 490
Shop: Blue Basilica
See Also: Gunther Piedmont, Reward
Frozen Axe
Description: Silvery axe suited for battle in cold climates, hence its
nickname, Winter General.
Stat Change: STR+11
Resistances: Water -1
Element: Water
Cost: 500
Shop: Temple of Berthe, Aurua Plains
Aqua Hammer
Description: The beautiful hammer told to have arisen from the tear of
Basque, god of the sea.
Stat Change: STR+15
Resistances: Water -3
Element: Water
Cost: (900)
Euros
Description: Hammer that holds the power of Euros, god of the east wind.
One of the four Relics of Wind.
Stat Change: STR+16, AGI+5
Resistances: Wind -1, Earth +6
Element: Wind
Cost: (1050)
Axe of Wyrm
Description: Broad-bladed axe designed to slay dragons, often used for
execution.
Stat Change: STR+18
Resistances: Earth -3
Element: Earth
Cost: (1550)
See Also: Neutral Encounters, Earth Dragon
Celestial Hammer
Description: Holy hammer engraved with the ten commandments of Filarhh,
the sun god.
Stat Change: STR+19
Resistances: Holy -3
Element: Virtue
Cost: (1800)
Bloody Cleaver
Description: Huge, blood-drenched cleaver.
Stat change: STR+21
Resistances: Holy +10, Dark -4
Element: Bane
Cost: (2200)
Gramlock
Description: The axe of flame forged at Muspellheim.
Stat Change: STR+23
Resistances: Fire -5, Water +15
Element: Flame
Cost: (2250)
---
Two-Handed Axe/Hammer --
Can be used by: Black Knight, Ogre
Warhammer
Description: Pointed hammer designed to puncture armor.
Stat Change: STR+7
Cost: (210)
Satan's Bullova
Description: Large axe resembling a scythe, sucks the soul from its
foes.
Stat Change: STR+8
Resistances: Holy +3
Element: Bane
Cost: 360
Shop: Tremos Mountains I
See Also: Sable Lowlands, Hidden Items
Urdarbruun
Description: Axe found in the fountain located at the very bottom of
the world.
Stat Change: STR+9
Resistances: Fire +3
Element: Water
Cost: (450)
See Also: Fair Heights, Reward
Prox
Description: Magical axe that spouts roaring flames at the wielder's
will.
Stat Change: STR+9
Resistances: Fire -1, Water +4
Element: Flame
Cost: 450
Shop: Fair Heights, Tremos Mountains II, Ptia
Mjollnir
Description: Colossal hammer of Thor, the thunder god.
Stat Change: STR+10
Resistances: Wind -1, Earth +4
Element: Wind
Cost: (420)
Sanscion
Description: Hammer with the power of earth used by Galf, the general of
the netherworld.
Stat Change: STR+11
Resistances: Wind +4, Earth -1
Element: Earth
Cost: (550)
Paua Hammer
Description: Hammer that draws out the full potential of its wielder.
Stat Change: STR+13
Cost: (600)
Boreas
Description: Axe that holds the power of Boreas, god of the north wind.
One of the four Relics of Wind.
Stat Change: STR+17, AGI+5
Resistances: Wind -3, Earth +8
Element: Wind
Cost: (1500)
See Also: Ptia, Reward
Yggdrasil
Description: Huge wooden club carved from the branch of Yggdrasil, the
world tree.
Stat Change: STR+18
Resistances: Wind +10, Earth -4
Element: Earth
Cost: (1700)
Rune Axe
Description: Axe engraved with runic inscriptions.
Stat Change: STR+21
Resistances: Holy -4, Dark +10
Element: Virtue
Cost: (2000)
Heavy Axe
Description: Steel axe capable of splitting a large tree in two with a
single stroke.
Stat Change: STR+23
Cost: (2350)
See Also: Tybell, Hidden Items
Dagda's Hammer
Description: Hammer which arose from the blood of Dagda, god of life
and death. One of the Arcane Instruments of Bane.
Stat Change: STR+26
Resistances: Holy +15, Dark -5
Effect: Paralyze
Element: Bane
Cost: (2500)
---
Spears --
Can be used by: Phalanx, Cataphract, Valkyrie, Freya, Blaze Knight,
Rune Knight
Spear
Description: Steel, easy to use spear, capable of inflicting large
amounts of damage.
Stat Change: STR+5
Cost: 150
Shop: Dardunnelles, Fair Heights, Tremos Mountains, Temple of Berthe,
Ptia
Baldr Spear
Description: Spear made of Baldr, a metal that increases one's magical
ability.
Stat Change: STR+7, INT+3
Cost: 230
Shop: Highland of Soathon, Audvera Heights, Wentinus, Fair Heights,
Tremos Mountains II, Ptia
See Also: Crenel Canyon I, Reward
Thunder Spear
Description: Magical spear with the power of thunder.
Stat Change: STR+7
Resistances: Earth +3
Element: Wind
Cost: 320
Shop: Azure Plains, Temple of Berthe
See Also: Mount Ithaca, Hidden Items
Osric's Spear
Description: Osric, King of Zamora's spear of ice.
Stat Change: STR+8
Resistances: Fire +4, Water -1
Element: Water
Cost: 410
Shop: Temple of Berthe
Volcaetus
Description: Legendary spear discovered in Mount Volcana.
Stat Change: STR+9
Resistances: Fire -1, Water +4
Element: Flame
Cost: 460
Shop: Fair Heights, Tremos Mountains II, Ptia
Earth Javelin
Description: Javelin that draws power from the earth and enhances the
wearer's ability.
Stat Change: STR+12
Resistances: Wind +8, Earth -3
Element: Earth
Cost: 550
Shop: Latium
See Also: Volmus Mine, Reward
Zephyros
Description: Spear that holds the power of Zephyros, god of the west
wind. One of the four Relics of Wind.
Stat Change: STR+12, AGI+5
Resistances: Earth +6
Element: Wind
Cost: (750)
See Also: Temple of Berthe, Hidden Items
Bentisca
Description: Spear found in the lair of the dragon, Isebelg.
Stat Change: STR+14
Resistances: Fire +8, Water -3
Element: Water
Cost: (650)
Culnrikolnne
Description: Its spearhead is made from the horn of a unicorn, with
divine inscriptions engraved on it.
Stat Change: STR+15, INT+2
Cost: (750)
Lance of Longinus
Description: Lance of damnation that harms even the gods.
Stat Change: STR+16
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1300)
See Also: Barpheth, Hidden Items
Evil Spear
Description: Spear of an evil deity that absorbs grief and despair, and
grants power to its wielder.
Stat Change: STR+17
Resistances: Holy +6, Dark -2
Element: Bane
Cost: (1500)
See Also: Romulus, Hidden Items
Holy Lance
Description: Lance of pure silver, carried by the holy army when they
descended from heaven.
Stat Change: STR+18
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (1600)
See Also: Blue Basilica, Hidden Items
Ignis
Description: Blazing spear tempered with the eternal flame of the
netherworld.
Stat Change: STR+21
Resistnaces: Fire -3, Water +8
Element: Flame
Cost: (2000)
See Also: Barpheth, Hidden Items
Brionac
Description: Rare magical spear with a will of its own.
Stat Change: STR+24, INT+6
Resistances: Holy +10, Dark -4
Effect: Sleep
Element: Bane
Cost: (2300)
---
Whips --
Can be used by: Beast Tamer, Beast Master
Leather Whip
Description: Whip made of a sturdy strip of leather.
Stat Change: STR+4
Cost: 60
Shop: Volmus Mine, Capitrium
Rupture Rose
Description: Whip of thorns made from a crimson rose.
Stat Change: STR+5
Cost: 120
Shop: Sable Lowlands, Capitrium
Whip of Exorcism
Description: Whip that imparts evil thoughts to those it strikes.
Commonly used by priests of the occult.
Stat Change: STR+7
Cost: 210
Shop: Whip of Exorcism
Scourge of Thor
Description: Thor's whip that calls lightning when wielded.
Stat Change: STR +9
Resistances: Earth +3
Element: Wind
Cost: (380)
Holy Comet
Description: Sacred whip that leaves trails of pure white light when
wielded.
Stat Change: STR+11
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (410)
Blood Whip
Description: Whip used by vampires to capture virgins.
Stat Changes: STR+13
Resistances: Holy +4, Dark -1
Element: Bane
Cost: (800)
---
Claws --
Can be used by: Ninja, Ninja Master, Grappler
Iron Claw
Description: Iron claw attached to the forearm, primarily used in hand-
to-hand combat.
Stat Change: STR+5
Cost: 170
Shop: Volmus Mine, Barpheth
Baldr Claw
Description: Claw made of Baldr, a metal that increases one's magical
ability.
Stat Change: STR+7, INT+3
Cost: 280
Shop: Highland of Soathon, Audvera Heights, Barpheth
Cyanic Claw
Description: Dragon slayer made from the claws of the blue dragon.
Stat Change: STR+8
Resistances: Fire +4, Water -1
Element: Water
Cost: 320
Shop: Barpheth
See Also: Neutral Encounters, Blue Dragon
Black Cat
Description: Cursed claw imbued with the spirit of a black cat.
Stat Change: STR+11
Resistances: Holy +4, Dark -1
Element: Bane
Cost: (500)
See Also: Tremos Mountains I, Hidden Items; Latium, Reward
Touelno
Description: Thunder dragon's claw that courses with electricity.
Stat Change: STR+12
Resistances: Wind -1, Earth +4
Element: Wind
Cost: (550)
Berserk
Description: It is said that the wielder of this claw attacks with the
ferocity of a wild beast.
Stat Change: STR+13
Resistances: Wind +4, Earth -1
Element: Earth
Cost: (600)
Lfal
Description: Demon's claw, tipped with a portion of hell's inferno.
Stat Change: STR+14
Resistances: Fire -1, Water +4
Element: Flame
Cost: (700)
See Also: Latium, Hidden Items
Vajra
Description: Unique weapon that changes shape according to its wielder's
will.
Stat Change: STR+17, INT+5
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1550)
---
Bows --
Can be used by: Amazon, Archer, Diana, Gorgon
Short Bow
Description: Small, light wooden bow that is portable and easy to
handle, but lacks strength.
Stat Change: STR+3
Cost: 30
Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba
Great Bow
Description: Long bow reinforced with yak horn.
Stat Change: STR+4
Cost: 90
Shop: Mylesia, Gunther Piedmont, Mylesia, Gules Hills
See Also: Tenne Plains, Hidden Items
Baldr Bow
Description: Bow made of Baldr, a metal that increases one's magical
ability.
Stat Change: STR+6, INT+3
Cost: 160
Shop: Mount Keryoleth, Gules Hills
Ytival
Description: Bow of pure silver, carried by the holy army when they
descended from heaven.
Stat Change: STR+7
Resistances: Holy -4, Dark +10
Element: Virtue
Cost: 270
Shop: Mount Keryoleth, Gules Hills
Bow of Sandstorm
Description: Legendary bow of the ancient kingdom of Habiram. Its
arrows never miss their mark, even in a sandstorm.
Stat Change: STR+8
Resistances: Wind +8, Earth -3
Element: Earth
Cost: 420
Shop: Gules Hills, Aurua Plains
See Also: Sable Lowlands, Reward
Bow of Thunderbolt
Description: Bow of the thunder god Thor. The arrow becomes engulfed
in lightning and penetrates the foe.
Stat Change: STR+9
Resistances: Wind -3, Earth +8
Element: Wind
Cost: (490)
See Also: Tremos Mountains I, Hidden Items
Composite Bow
Description: Bow made from many materials, giving it more flexibility
and durability.
Stat Change: STR+10
Cost: (550)
See Also: Neutral Encounters, Gorgon
Conflagrant Bow
Description: Blessed by the goddess of flame, this bow shoots explosive
arrows.
Stat Change: STR+12
Resistances: Fire -3, Water +8
Element: Flame
Cost: (620)
Bow of Tundra
Description: Found within a massive block of ice, this bow freezes its
targets instantly.
Stat Change: STR+14
Resistances: Fire +8, Water -3
Element: Water
Cost: (700)
Crescente
Description: Crescent-shaped bow used by a maiden to shoot an arrow to
the heavens to deliver a love letter.
Stat Change: STR+15, DEX+4
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (850)
Ji'ygla's Bow
Description: Great bow made from the bone of Ji'ygla, who was promised
eternal pleasure in exchange for his soul.
Stat Change: STR+16, INT-2
Resistances: Holy +10, Dark -4
Effect: Petrify
Element: Bane
Cost: (1150)
See Also: Barpheth, Reward
---
Maces --
Can be used by: Cleric, Priest
Light Mace
Description: Light, compact mace that is easy to wield.
Stat Change: STR+2, INT+3
Cost: 30
Shop: Crenel Canyon, Celesis
See Also: Volmus Mine I, Reward
Baldr Mace
Description: Mace made of Baldr, a metal that increases one's magical
ability.
Stat Change: STR+3, INT+5
Cost: 180
Shop: Highland of Soathon, Audvera Heights, Celesis
Gambantein
Description: Mace blessed by Holp, the god of wisdom, with the power to
pulverize the forces of evil.
Stat Change: STR+3, INT+13
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (1550)
See Also: Argent, Hidden Items
Celestial Mace
Description: Holy mace that emits white light from the jewel mounted in
its head.
Stat Change: STR+4, INT+9
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (600)
---
Staves --
Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Lich, Warlock
(Hemlock only)
Scipplay Staff
Description: Staff carved from the Scipplay Cypress tree.
Stat Change: STR+1, INT+3
Cost: 20
Shop: Crenel Canyon, Alba, Audvera Heights
Arc Wand
Description: Wand favored by experienced spellcasters, which enhances
the user's magical ability.
Stat Change: STR+3, INT+5
Cost: 150
Shop: Azure Plains, Wentinus
See Also: Mylesia I, Reward
Hemlock
Description: Staff carved from an ancient tree, whose roots spread
throughout the continent of Zeteginea.
Stat Change: STR+3, INT+11, MEN+1
Resistances: Wind +6, Earth -2
Element: Earth
Cost: (800)
Kerykeion
Description: Staff of Hermes with two serpents intertwined around it.
Stat Change: STR+4, INT+7
Resistances: Holy +8, Dark -3
Element: Bane
Cost: (330)
See Also: Neutral Encounters, Black Dragon
Hraesvelg
Description: Staff with a feather of the eagle Hraesvelg on its tip. It
grants the holder mastery over wind.
Stat Change: STR+4, INT+7
Resistances: Wind -3, Earth +8
Element: Wind
Cost: 340
Shop: Aurua Plains
See Also: Mount Keryoleth I, Reward
Phorusgir
Description: Staff which converts the magical power of its wielder into
blades of ice.
Stat Change: STR+4, INT+10
Resistances: Fire +8, Water -3
Element: Water
Cost: (750)
Jormungand
Description: Staff made in the likeness of Jormungand, the gigantic
serpent the encircles the world.
Stat Change: STR+4, INT+15
Resistances: Wind +8, Earth -3
Element: Earth
Cost: (2100)
Airgetlam
Description: Silver staff, told to have formed from the severed arm of
Nuadu, that heightens its wielder's wisdom.
Stat Change: STR+5, INT+12
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (1400)
See Also: Aurua Plains I, Hidden Items
Totila
Description: The staff that spews forth flame and incinerates evil.
Stat Change: STR+6, INT+8
Resistances: Fire -3, Water +8
Element: Flame
Cost: (420)
---
Dolls --
Can be used by: Doll Master, Enchanter
Marionette
Description: Wooden doll, articulated with steel.
Stat Change: STR+5
Cost: 120
Shop: Alba, Tremos Mountains I, Argent
See Also: Gunther Piedmont, Hidden Items
Fool
Description: Peculiar doll resembling a jester that conceals numerous
weapons.
Stat Change: STR+7
Cost: 320
Shop: Mount Ithaca, Tremos Mountains I, Argent
See Also: Audvera Heights, Reward
Heaven's Doll
Description: Angel doll very popular among children.
Stat Change: STR+9
Resistances: Holy -3, Dark +8
Element: Virtue
Cost: (430)
Doll of Curse
Description: A cursed soul is entrapped in this doll.
Stat Change: STR+10
Resistances: Holy +8, Dark -3
Effect: Paralyze
Element: Bane
Cost: (600)
See Also: Blue Basilica, Hidden Items
Lia Fail
Description: Statue set with the Stone of Destiny that confirms the
sentience of a god.
Stat Change: STR+13
Resistances: Holy -4, Dark +10
Element: Virtue
Cost: (900)
Gallant Doll
Description: Doll given as a birthday present. Its power reflects the
battalion leader's.
Stat Change: STR+Magnus/20, VIT+Magnus/20, INT+Magnus/20,
MEN+Magnus/20, AGI+Magnus/20, DEX+Magnus/20
Element: Same as Magnus'
Cost: (20)
See Also: Miscellany, Birthdays
---
Fans --
Can be used by: Princess
Battle Fan
Description: Sturdy fan made of iron plates.
Stat Change: STR+4
Cost: (750)
See Also: Gules Hills I, Hidden Items
Caldia
Description: Ceremonial heart-shaped fan.
Stat Change: STR+7, AGI+5
Resistances: Holy -1, Dark +4
Element: Virtue
Cost: (1250)
See Also: Tybell, Hidden Items
************************************************************************
C. Spellbooks --
Can be used by: Wizard, Archmage, Sorceress, Witch, Siren, Princess,
Lich, Warlock
Spellbook
Description: Book of incantations that channels the power of one's
guardian diety into magical spells.
Stat Change: INT+1
Cost: 100
Shop: Crenel Canyon, Audvera Heights, Azure Plains, Wentinus
Book of Wind
Description: Book of incantations that channels the power of the
wind god, Harnella, into magical spells.
Stat Change: INT+4
Resistances: Wind -1, Earth +4
Effect: Changes spells to Wind Elemental
Element: Wind
Cost: 200
Shop: Alba
Book of Flame
Description: Book of incantations that channels the power of the fire
god, Zoshonel, into magical spells.
Stat Change: INT+4
Resistances: Fire -1, Water +4
Effect: Changes spells to Fire Elemental
Element: Flame
Cost: 200
Shop: Alba
Book of Earth
Description: Book of incantations that channels the power of the earth
god, Berthe, into magical spells.
Stat Change: INT+4
Resistances: Wind +4, Earth -1
Effect: Changes spells to Earth Elemental
Element: Earth
Cost: 200
Shop: Alba
Book of Water
Description: Book of incantations that channels the power of the water
god, Grueza, into magical spells.
Stat Change: INT+4
Resistances: Fire +4, Water -1
Effect: Changes spells to Water Elemental
Element: Water
Cost: 200
Shop: Alba
Book of Bane
Description: Book of incantations that channels the power of Asmodee,
the God of Death, into magical spells.
Stat Change: INT+5
Resistances: Holy +4, Dark -1
Effect: Changes spells to Bane Elemental
Element: Bane
Cost: 300
Shop: Audvera Heights
Annihilation
Description: Rare tome written by the ancient Drakonites. It casts a
shower of flame to the earth.
Stat Change: STR-2, INT+10
Resistances: Fire -5, Water +10
Effect: Changes spells to Annihilation
Element: Drakonite
Cost: Starts at 30000 and increases by 20 every day up to 60000
Shop: Alba
See Also: Miscellany, Rare Items
Meteor Strike
Description: Rare tome written by the ancient Drakonites. It calls
forth a meteor from the heavens.
Stat Change: STR-2, INT+10
Resistances: Wind +10, Earth -5
Effect: Changes spells to Meteor Strike
Element: Drakonite
Cost: 50000
See Also: Miscellany, Rare Items; Dardunnelles, Aftermath
Tempest
Description: Rare tome written by the ancient Drakonites. It summons a
violent thunderstorm.
Stat Change: STR-2, INT+10
Resistances: Wind -5, Earth +10
Effect: Changes spells to Tempest
Element: Drakonite
Cost: (50000)
See Also: Miscellany, Rare Items
White Mute
Description: Rare tome written by the ancient Drakonites. It
instantaneously freezes the atmosphere.
Stat Change: STR-2, INT+10
Resistances: Fire +10, Water -5
Effect: Changes spells to White Mute
Element: Drakonite
Cost: (50000)
See Also: Miscellany, Rare Items
************************************************************************
D. Shields
Small Shield --
Can be used by: Fighter, Valkyrie, Freya, Centurion (female), Blaze
Knight, Rune Knight
Round Shield
Description: Small wooden shield attached to the forearm with a strap.
Resistances: Strike +2
Cost: 20
Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Dardunnelles, Alba
Buckler
Description: Small metal shield used primarily to parry attacks.
Resistances: Strike +5
Cost: 40
Shop: Azure Plains, Temple of Berthe
See Also: Volmus Mine, Hidden Items
Electric Shield
Description: Small shield blessed with the blood of Nue, the thunder
beast, that increases the power of wind.
Resistances: Strike +8, Wind -3, Earth +8
Element: Wind
Cost: 150
Shop: Tremos Mountains I, Latium
See Also: Fair Heights, Hidden Items
Flame Shield
Description: Small shield forged by Efreet, the Flame Djinn, that
increases the power of flame
Resistances: Strike +8, Fire -3, Water +8
Element: Flame
Cost: 150
Shop: Latium
Terra Shield
Description: Small shield of the Dryad, the forest nymph, that
increases the power of the earth
Resistances: Strike +8, Wind +8, Earth -3
Element: Earth
Cost: 150
Ice Shield
Description: Small shield made by Firbolg, the frost giant, that
increases the power of water.
Resistances: Strike +8, Fire +8, Water -3
Element: Water
Cost: 150
Starry Sky
Description: Shield emblazoned with the celestial map. The brilliance
of its stars keeps darkness at bay.
Resistances: Strike +12, Holy -12, Dark +50
Element: Virtue
Cost: (1900)
See Also: Miscellany, Rare Items
---
Shield --
Can be used by: Knight, Phalanx, Paladin, Cataphract, Centurion (male),
Angel Knight
Hallowed Shield
Description: Wooden shield made from the holy tree of Berthe that
protects the wielder from status changes.
Resistances: Strike +6, Wind +2
Effect Invalid: Poison, Paralyze, Sleep, Petrify
Element: Earth
Cost: (2250)
See Also: Miscellany, Rare Items
Kite Shield
Description: Metal shield with the bottom half narrowed for increased
maneuverability in combat.
Resistances: Strike +8
Cost: 70
Shop: Mylesia, Romulus
Large Shield
Description: Large, circular shield. It is heavy, but allows the
wielder to block attacks with ease.
Resistances: Strike +10
Cost: 180
Shop: Dardunnelles, Fair Heights, Tremos Mountains II, Ptia
Dragon Shield
Description: Shield made of dragon scales.
Resistances: Strike +10, Fire +7
Element: Flame
Cost: (260)
See Also: Auderva Heights, Hidden Items
Baldr Shield
Description: Shield made of Baldr, a metal that increases one's magical
ability.
Stat Change: INT+3
Resistances: Strike +12
Cost: 250
Shop: Sable Lowlands, Romulus
Shield of Nue
Description: Shield with the power of Nue, the thunder beast. When
struck, it produces a sound similar to a beast's roar.
Resistances: Strike +12, Wind -3, Earth +8
Element: Wind
Cost: 500
Shop: Latium
See Also: Fort Romulus, Hidden Items
Shield of Inferno
Description: Shield with the power of flame trapped deep within the
earth.
Resistances: Strike +12, Wind +2, Fire -3, Water +7
Element: Flame
Cost: 500
Shop: Blue Basilica, Latium
See Also: Mylesia II, Reward
Crystal Guard
Description: Beautiful shield made of a transparent, crystal-like
substance.
Resistances: Strike +12, Fire +8, Water -3
Element: Water
Cost: (500)
Saint's Shield
Description: Shield inscribed with King Oberon's name, granting
additional protection to the wielder.
Stat Change: MEN+4
Resistances: Strike +15, Holy -5, Dark +15,
Effect Invalid: Paralyze
Element: Virtue
Cost: (1750)
See Also: Tybell, Hidden Items
Tower Shield
Description: A cumbersome rectangular shield which, in return, provides
good protection.
Resistances: Strike +16
Cost: 350
Shop: Wentinus, Fair Heights, Tremos Mountains II, Ptia
Ogre Shield
Description: Shield forged by the Ogre; it is very heavy, but provides
exceptional protection.
Stat Change: STR+10, INT-5
Resistances: Strike +20, Holy +10, Dark -5
Element: Bane
Cost: (2100)
************************************************************************
E. Body Armor
Light Armor --
Can be used by: Fighter, Berserker, Fencer, Beast Tamer, Ninja,
Sword Master, Beast Master, Ninja Master, Amazon, Archer, Dragon Tamer,
Diana, Dragon Master, Hawkman, Vultan, Raven, Saturos, Gorgon
Cloth Armor
Description: Armor fashioned from thick cloth. Its loose design is
very comfortable.
Stat Change: MEN+2, DEX+2
Resistances: Strike +1
Cost: 20
Shop: Zenobian Border, Mount Keryoleth
Ninja's Garb
Description: Garment worn by ninjas, with iron plates stitched in.
Stat Change: AGI+2
Resistances: Strike +3
Cost: 50
Shop: Volmus Mine, Barpheth
Leather Armor
Description: Armor comprised of layers of leather.
Resistances: Strike +3
Cost: 60
Shop: Tenne Plains, Gunther Piedmont, Alba, Gules Hills, Capitrium,
Blue Basilica, Tybell
Chain Mail
Description: Armor made of interlocking metal rings. It is strong
against slashes, but weak against thrusts.
Resistances: Strike +5
Cost: 120
Shop: Tenne Plains, Volmus Mine, Gunther Piedmont, Alba, Vert Plateau
Hard Leather
Description: Armor made of leather hardened in boiling oil.
Resistances: Strike +6
Cost: 150
Shop: Gunther Piedmont, Alba, Highland of Soathon, Audvera Heights,
Mount Keryoleth, Gules Hills, Capitrium, Blue Basilica
See Also: Tenne Plains, Hidden Items
Scale Armor
Description: Leather armor strenghtened with wyvern's scales.
Resistances: Strike +7
Cost: 200
Shop: Mount Ithaca, Vert Plateau
See Also: Audvera Heights, Hidden Items
Ice Chain
Description: Frozen chain mail that protects its wearer by emitting
breaths of cold.
Resistances: Strike +8, Fire +5, Water -2
Element: Water
Cost: (350)
See Also: Celesis, Hidden Items
Thunder Chain
Description: Chain mail charged with lightning that protects its wearer
by periodically discharging electricity.
Resistances: Strike +8, Wind -2, Earth +5
Element: Wind
Cost: (350)
See Also: Celesis, Reward
Flame Leather
Description: Leather armor branded with the seal of flame. It protects
its wearer with a magical coat of flame.
Resistances: Strike +8, Fire -3, Water +8
Element: Flame
Cost: (350)
Terra Armor
Description: Hard leather engraved with the symbol of earth. It
provides its wearer with the power of earth.
Resistances: Strike +9, Wind +8, Earth -3
Element: Earth
Cost: 250
Shop: Gules Hills
Idaten's Mail
Description: Mystical chain that makes its wearer nimble.
Stat Change: AGI+13
Resistances: Strike +11, Wind -3, Earth +7
Element: Wind
Cost: (1500)
See Also: Miscellany, Rare Items
Saint's Garb
Description: Attire tailored by the followers of Light, made from
fabric purified with holy water.
Stat Change: MEN+4
Resistances: Strike +12, Holy -5, Dark +10
Element: Virtue
Cost: (750)
See Also: Tybell, Hidden Items
---
Armor --
Can be used by: Phalanx, Valkyrie, Freya, Angel Knight, Seraph, Goblin,
Gladiator(Magnus), Vanguard, Blaze Knight, Rune Knight, Solidblade,
Lord
Breastplate
Description: Iron plate that covers only the chest area.
Resistances: Strike +8
Cost: 180
Shop: Dardunnelles, Temple of Berthe
Plate Mail
Description: Iron-plated armor that covers the vital areas of the body.
Resistances: Strike +9
Cost: 210
Shop: Dardunnelles, Fair Heights, Tremos Mountains II, Ptia, Latium
See Also: Volmus Mine II, Hidden Items
Baldr Mail
Description: Plate mail made of Baldr, a metal that increases one's
magical ability.
Stat Change: INT+3
Resistances: Strike +11
Cost: 250
Shop: Azure Plains, Temple of Berthe, Latium
See Also: Mount Ithaca, Hidden Items
Titania Mail
Description: Legendary armor stolen from the temple of the faerie queen
Titania. Its wearer's agility is slightly increased.
Stat Change: AGI+4
Resistances: Strike +13
Cost: (750)
See Also: Gules Hills, Hidden Items
Peregrine Mail
Description: Armor created from a feather of Peregrine, the great
winged beast.
Resistances: Strike +15, Wind -4, Earth +10
Element: Wind
Cost: 900
Shop: Latium
See Also: Celesis, Hidden Items
Phoenix Mail
Description: Armor brought to this world by the Phoenix.
Resistances: Strike +15, Fire -4, Water +10
Element: Flame
Cost: (900)
See Also: Temple of Berthe, Hidden Items
Nathalork Mail
Description: Armor made from the thick, rock like hide of the ferocious
Nathalork.
Resistances: Strike +15, Wind +10, Earth -4
Element: Earth
Cost: (900)
Hwail Mail
Description: Armor modeled after Hwail, an enormous aquatic monster that
dwells in the Sea of Oberro.
Resistances: Strike +15, Fire +10, Water -4
Element: Water
Cost: 900
Shop: Barpheth
Bloodstained Armor
Description: Armor dyed with black blood to gain the power of
darkness. Evil spirits accompany the armor.
Resistances: Strike +17, Holy +15, Dark -5
Element: Bane
Cost: (1500)
Angelic Armor
Description: Legendary armor worn by the Angel Knight when she
descended from the heavens.
Stat Change: MEN+6
Resistances: Strike +18, Holy -5, Dark +12
Element: Virtue
Cost: (1500)
See Also: Hidden Items, Latium
---
Full Body Armor --
Can be used by: Knight, Paladin, Cataphract, Dragoon, Gladiator(Dio),
Warrior, General, Lycanthrope
Plate Armor
Description: Full-body armor consisting of shaped and fitted iron
plates. It is heavy, but the weight is well-distributed over the
entire body.
Resistances: Strike +11
Cost: 230
Shop: Mylesia, Romulus, Latium
Baldr Armor
Description: Plate armor made of Baldr, a metal that increases one's
magical ability.
Stat Change: INT+3
Resistances: Strike +13
Cost: 420
Shop: Audvera Heights, Sable Lowlands, Tremos Mountains I, Romulus,
Latium
Dragon Armor
Description: Full-body armor made out of a meteorite. It is especially
effective against dragons.
Resistances: Strike +13, Fire +4
Element: Flame
Cost: (800)
See Also: Classes, Dragoon
Heavy Armor
Description: Plate armor reinforced with additional metal plates. It
is very heavy but provides excellent protection.
Resistances: Strike +15
Cost: 650
Shop: Wentius, Fair Heights, Tremos Moutains II, Ptia, Latium
Wind Armor
Description: Magical full-body armor that protects its wearer with a
strong whirlwind.
Resistances: Strike +17, Wind -3, Earth +8
Element: Wind
Cost: (1500)
See Also: Wentinus II, Reward
Breidablick
Description: Mist emitted from this full-body armor hides its wearer
from sight.
Resistances: Strike +17, Fire +8, Water -3
Element: Water
Cost: (1500)
Rune Plate
Description: Baldr armor engraved with runic inscriptions.
Stat Change: INT+3
Resistances: Strike +18, Holy -4, Dark +10
Element: Virtue
Cost: (1500)
See Also: Fort Romulus, Reward
Jeulnelune
Description: Armor blessed by the god of hunting. It emits a gentle
light, similar to the moon's.
Resistances: Strike +18, Wind -4, Earth +10
Element: Wind
Cost: (1800)
See Also: Miscellany, Rare Items
Southern Cross
Description: Armor said to have been worn by the ancient gods. It is
decorated with the Southern Cross.
Resistances: Strike +20, Holy -1, Dark +3
Element: Virtue
Cost: (2500)
See Also: Miscellany, Rare Items
Armor of Death
Description: Full-body armor known to gradually absorb the life essence
of its wearer.
Resistances: Strike +21, Holy +15, Dark -5
Element: Bane
Cost: (1900)
Ogre Armor
Description: Full-body armor forged by the Ogre; it is very heavy, but
provides exceptional protection.
Stat Change: STR+10, INT-5
Resistances: Strike +25, Holy +8, Dark -4
Element: Bane
Cost: (2250)
Diadora's Song
Description: Armor imbued with the spirit of a girl separated from her
lover. Her sorrowful singing can be heard within it.
Resistances: Strike +26
Cost: (3200)
See Also: Miscellany, Birthdays
---
Robes --
Can be used by: Doll Master, Enchanter, Wizard, Archmage, Cleric,
Priest, Skeleton, Ghost, Lich, Warlock
Torn Cloth
Description: Old, torn cloth that offers virtually no physical
protection.
Resistances: Strike +1
Cost: 10
Shop: Volmus Mine, Tybell
Robe
Description: Long, flowing robe. It is thin and light, but not very
durable.
Resistances: Strike +2
Cost: 30
Shop: Crenel Canyon, Audvera Heights, Tremos Mountains I, Argent
Cleric's Vestment
Description: Garment commonly worn by clerics, providing peace and
serenity to its wearer.
Resistances: Strike +2, Holy -1, Dark +5
Element: Virtue
Cost: 50
Shop: Crenel Canyon, Celesis
Magician's Robe
Description: Robe woven with threads of Baldr, a metal that increases
one's magical ability.
Stat Change: INT+5
Resistances: Strike +3
Cost: 120
Shop: Mount Ithaca, Azure Plains, Tremos Mountains I, Argent
See Also: Audvera Heights, Hidden Items
Vestment of Wind
Description: Replica of the robe worn by the Skyfarer, in an ancient
relief.
Stat Change: INT+5
Resistances: Strike +4, Wind -4, Earth +10
Element: Wind
Cost: 400
Shop: Celesis
See Also: Capitrium, Hidden Items
Vestment of Flame
Description: Cloak covered with firedrake scales, protecting the wearer
from cold.
Stat Change: INT+5
Resistances: Strike +4, Fire -4, Water +10
Element: Flame
Cost: (400)
Vestment of Earth
Description: Magical garment that imparts the power of earth to the
wearer.
Stat Change: INT+5
Resistances: Strike +4, Wind +10, Earth -4
Element: Earth
Cost: (400)
Vestment of Water
Description: Garment worn by priests of Titania, Queen of the faeries,
blessed by the water elemental.
Stat Change: INT+5
Resistances: Strike +4, Fire +10, Water -4
Element: Water
Cost: (400)
See Also: Dardunnelles II, Reward
Robe of the Wise
Description: Robe with crystals attached to it, heightening its
wearer's magical ability.
Stat Change: INT+8
Resistances: Strike +5
Cost: 300
Shop: Sable Lowlands, Celesis
See Also: Highland of Soathon
Phoenix Robe
Description: Robe woven with feathers of the immortal Phoenix.
Stat Change: INT+7
Resistances: Strike +5, Fire -5, Water +15
Element: Flame
Cost: (750)
Cloak of Oath
Description: Cloak worn by those who dedicate their lives as a saint.
Stat Change: INT+7, MEN+5
Resistances: Strike +5, Holy -4, Dark +10
Element: Virtue
Cost: (750)
See Also: Romulus, Hidden Items
Robe of Abyss
Description: Robe tainted by an unfathomable darkness from the realm of
this world.
Stat Change: INT+8, MEN+2
Resistances: Strike +5, Holy +50, Dark -17
Element: Bane
Cost: (1750)
See Also: Miscellany, Rare Items
Bloodstained Robe
Description: Robe drenched with demon's blood, shrouding everything near
it in darkness.
Stat Change: INT+10, MEN+5
Resistances: Strike +6, Holy +15, Dark -5
Element: Bane
Cost: (1000)
See Also: Gules Hills, Hidden Items
---
Garments --
Can be used by: Sorceress, Witch, Siren, Princess, Zombie, Vampire
(Count's Garment only), Faerie (Tiny Clothing only), Pumpkinhead
Old Clothing
Description: Tattered clothes which offer virtually no protection to
its wearer.
Resistances: Strike +1
Cost: 10
Shop: Volmus Mine, Tybell
See Also: Tenne Plains, Hidden Items
Tiny Clothing
Description: Palm-sized garment made of cloth.
Resistances: Strike +2
Cost: (10)
Plain Clothing
Description: Simple garment made of cheap cloth.
Resistances: Strike +2
Cost: 30
Shop: Tybell
Witch's Dress
Description: Dress made for witches, adorned with a magical gem.
Stat Change: INT+3
Resistances: Strike +2
Cost: 80
Shop: Crenel Canyon, Alba, Audvera Heights
Count's Garment
Descripton: Elegantly tailored garment for the nobility.
Resistances: Strike +3
Cost: (200)
See Also: Classes, Vampire
Pure-White Dress
Description: Pure white dress that only a noble, purehearted woman is
permitted to wear.
Stat Change: INT+5
Resistances: Strike +3, Holy +2, Dark +5
Element: Virtue
Cost: 2500
See Also: Classes, Princess
Fur Coat
Description: Expensive coat made from the fur of a carnivorous beast.
Stat Change: INT+5
Resistances: Strike +4
Cost: 250
Shop: Wentinus
See Also: Mount Keryoleth, Hidden Items
Feather Suit
Description: Magical suit woven with feathers of the fabled giant
condor, grants the protection of wind to the wearer.
Stat Change: INT+7
Resistances: Strike +5, Wind -2, Earth +6
Element: Wind
Cost: 400
Shop: Tybell
See Also: Tremos Mountains II, Reward
Heat-Tex
Description: Crimson garment created with high-tech magic and a new
synthetic material.
Stat Change: INT+7
Resistances: Strike +5, Fire -2, Water +6
Element: Flame
Cost: (400)
Forest Tunic
Description: Dark-green tunic tailored by the elves. It makes the
wearer difficult to find in the forest.
Stat Change: INT+7
Resistances: Strike +5, Wind +6, Earth -2
Element: Earth
Cost: (400)
Misty Coat
Description: Mystical coat decorated with blue crystals that hold the
magical power of water.
Stat Change: INT+7
Resistances: Strike +5, Fire +6, Water -2
Element: Water
Cost: (400)
See Also: Romulus, Hidden Items
Stardust
Description: Beautiful dress bejeweled with fragments of a shooting
star.
Stat Change: INT+8
Resistances: Strike +7, Holy -3, Dark +8
Element: Virtue
Cost: (1750)
See Also: Tremos Mountains II, Hidden Items
Spell Robe
Description: Old garment inscribed with undecipherable text, considered
to be worn in a ritual of some sort.
Stat Change: STR-5, INT+15
Resistances: Strike +8, Holy +8, Dark -3
Cost: (1500)
************************************************************************
F. Accessories -
Non-class specific Accessories --
Can be used by: Doll Master, Enchanter, Wizard, Archmage, Black Knight,
Sorceress, Cleric, Siren, Priest
Amulet
Description: Necklace worn by sorcerers.
Stat Change: INT+4
Cost: 40
Shop: Crenel Canyon, Audvera Heights, Mount Ithaca, Azure Plains,
Wentinus, Tremos Mountains I, Argent
Valiant Mantle
Description: Durable mantle made of thick leather. Much effort is
required to pierce it.
Resistances: Strike +3
Cost: (40)
See Also: Classes, Black Knight
Rosary
Description: Silver cross and beads carried by priests.
Stat Change: INT+3
Resistances: Dark +2
Element: Virtue
Cost: 50
Shop: Crenel Canyon, Celesis
Ring of Eloquence
Description: Magic ring that increases the potency of its wearer's
incantations.
Stat Change: STR-10, INT+10
Cost: 250
Shop: Tremos Mountains I, Argent, Aurua Plains
Bell of Thunder
Description: Cast-iron bell emblazoned with the crest of thunder.
Provdies protection from thunder and lightning.
Stat Change: INT+3
Resistances: Wind -3, Earth +8
Element: Wind
Cost: 250
Shop: Celesis, Latium
Fang of Firedrake
Description: Charm made from firedrake fang. Grants the power of flame
and the protection from heat wave.
Stat Change: STR+3,
Resistances: Fire -3, Water +8
Element: Flame
Cost: 250
Shop: Latium
See Also: Tremos Mountains I, Hidden Items
Naga Ring
Description: Magic ring that taps into the channel of power that runs
deep underground.
Stat Change: STR+5
Resistances: Wind +8, Earth -3
Element: Earth
Cost: 250
Shop: Latium
Snow Orb
Description: Gem carved from the core of a massive unmelting block of
ice.
Stat Change: INT+5
Resistances: Fire +8, Water -3
Element: Water
Cost: 250
Shop: Latium
Runic Cape
Description: Cape decorated with the script of a far eastern kingdom.
Resistances: Strike +3, Wind +5, Fire +5, Earth +5, Water +5
Element: Physical
Cost: (550)
See Also: Miscellany, Rare Items
Elder's Sign
Description: Charm that grants its wearer vast amounts of knowledge,
told to be as ancient as the gods themselves.
Stat Change: INT+6
Resistances: Holy -4, Dark +10
Effect Invalid: Paralyze
Element: Virtue
Cost: (600)
Ring of Branding
Description: Unholy ring used to brand sinners with the insignia of the
demon.
Stat Change: STR-6, INT+13
Resistances: Holy +8, Dark -6
Element: Bane
Cost: (1350)
See Also: Blue Basilica, Hidden Items
Feather of Archangel
Description: Feather that bestows the protection of an archangel upon
its onwer.
Stat Change: INT+12
Resistances: Holy -5, Dark +15
Element: Virtue
Cost: (1600)
See Also: Celesis, Hidden Items
Firecrest
Description: Legendary red gem that holds the spirit of the Divine
Dragon.
Resistances: Strike +20, Wind +20, Fire +20, Earth +20, Water +20,
Holy +20, Dark +20
Cost: (2550)
See Also: Vert Plateau, Hidden Items
Angel's Brooch
Description: Brooch engraved with an angel, created by a renowned
artisan.
Resistances: Strike +1, Dark +2
Element: Virtue
Cost: (2700)
See Also: Miscellany, Rare Items
Rai's Tear
Description: Jewel worn by a Nirdamese Countess. This gem tells of the
tragic fall of Nirdam.
Resistances: Strike +2
Cost: (3300)
See Also: Miscellany, Rare Items
---
Class Specific Accessories *cannot be changed* --
Blue Sash
Description: Piece of cloth draped across the shoulders. It is a
traditional Indigan attire.
Stat Change: MEN+1
Resistances: Strike +1
Classes: Gladiator, Vanguard, Warrior, Solidblade, General(Magnus)
Cost: (30)
Tunic
Description: Sleeveless cloak worn over armor for decorative purpose.
Resistances: Strike +3
Classes: General(Debonair), Lord
Cost: (50)
Glass Pumpkin
Description: Magic pumpkin created by Deneb, the beautiful witch of
Zenobia.
Resistances: Holy +1
Classes: Pumpkinhead
Cost: (170)
Bloody Emblem
Description: Emblem worn by the followers of the darkness.
Stat Change: INT+4
Resistances: Holy -3, Dark +8
Element: Bane
Classes: Vampire
Cost: (1300)
See Also: Classes, Vampire
Dream Tiara
Description: Crown that rewards its wearer with a noble heart and
healthful body.
Stat Change: INT+4
Resistances: Holy +8, Dark -3
Element: Virtue
Classes: Princess
Cost: (1500)
See Also: Classes, Princess
Ring of the Dead
Description: Magic ring requisite to becoming immortal.
Stat Change: INT+6
Resistances: Holy -4, Dark +10
Element: Bane
Classes: Lich
Cost: (2100)
See Also: Classes, Lich
************************************************************************
G. Expendables
---
Curatives --
Heal Leaf
Description: Leaf of a curative herb that restores 100HP to a character.
Cost: 10
Heal Seed
Description: Seed of a curative herb that restores 300HP to a character.
Cost: 50
Heal Pack
Description: Curative herbs that restore 150HP to all members of a unit.
Cost: 120
Power Fruit
Description: Indigienous fruit that restores some stamina to all
members in a unit.
Cost: 80
Angel Fruit
Description: Wondrous fruit brought to this world by an angel.
Restores stamina to all members in a unit.
Cost: 200
Revive Stone
Description: Concoction made from a cockatrice tail that cures
petrification.
Cost: 500
Altar of Resurrection
Description: Ancient altar that resurrects the dead.
Cost: 1500
---
Supplementals --
Champion Statuette
Description: Statuette, modeled after a famous hero, that raises the
owner's experience level.
Cost: (2550)
Cup of Life
Description: Cup that increases the Hit Points of the one who drinks
from it.
Cost: (2550)
Sword Emblem
Description: Emblem that compels the wearer's spirit and raises
their strength.
Cost: (2550)
Bracer of Protection
Description: Bracers that raise vitality and enhance wearer's
resistance to physical damage.
Cost: (2550)
Crown of Intellect
Description: Crown that communicates with the soul and raises the
intelligence of the user.
Cost: (2550)
Mirror of Soul
Description: Mirror that reflects the inner self and raises the
mentality of the user.
Cost: (2550)
Stone of Quickness
Description: Magic stone that enhances the physical attribute and
raises the agility of the user.
Cost: (2550)
Crystal of Precision
Description: Green Crystal that heightens a character's concentration
and raises dexterity.
Cost: (2550)
Goblet of Destiny
Description: Goblet that alters the destiny of the one who drinks from
it.
Cost: (2550)
*NOTE* - What the Goblet of Destiny actually does is change your Luck.
Luck is an invisible stat which factors into critical hits, getting
hit, etc.
Flag of Unity
Description: Flag emblazoned with the battalion's emblem that bolsters
harmony within the unit.
Cost: (2550)
Scroll of Discipline
Description: Lawful scroll that raises the alignment of its reader.
Cost: (2550)
Urn of Chaos
Description: Pandemonium contained in this urn lowers the alignment
of the person who looks into it.
Cost: (2550)
---
Others --
Quit Gate
Description: Item that warps the fabric of space and transports a unit
back to headquarters.
Cost: 150
Silver Hourglass
Description: Magical hourglass that slows the passage of time.
Cost: (300)
Dowsing Rod
Description: Pair of L-shaped sticks that points to the location where
items are hidden.
Cost: (600)
Love and Peace
Description: Potent magical item that persuades an enemy to join
your army.
Cost: (2000)
************************************************************************
H. Valuables
Portable --
Ansate Cross
Description: Cross that switches the gender of a soldier when promoted.
Cost: (10)
See Also: Zenobian Border, Aftermath
Medal of Vigor
Description: Medal that strengthens the leadership of a unit and
hastens the growth of its leader and soldiers.
Effect: Doubles the amount of Soldier Exp gained by the leader of a
unit.
Cost: (10)
See Also: Miscellany, Birthdays
Marching Baton
Description: Baton used to maintain cadence and reduce fatigue when
marching.
Effect: Fatigue accumulates more slowly.
Cost: (10)
See Also: Miscellany, Birthdays
Censer of Repose
Description: Censer that generates refreshing scent and accelerates
recovery from fatigue.
Effect: Unit camps for a much shorter time.
Cost: (10)
See Also: Miscellany, Birthdays
Figurine of Sleipnir
Description: Figurine of Sleipnir, the eight-legged horse, that enables
to holder to travel at great speed.
Effect: Unit moves about twice as fast on the map.
Cost: (10)
See Also: Miscellany, Birthdays
Manual of Warfare
Description: Manual written by a renowned military officer, that
confers more experience gained in combat.
Effect: Unit gains double experience.
Cost: (10)
See Also: Miscellany, Birthdays
Mastaba's Barrier
Description: Item known to prevent its owner from becoming undead...
But, does it really?
Effect: Characters in a unit will not become zombies when incapacitated.
Cost: (10)
See Also: Miscellany, Birthdays
Charge Horn
Description: Horn used to command the troops in battle. All interrupt
commands become available at the beginning of combat.
Effect: You can Retreat or use Pedras at the beginning of combat.
Cost: (10)
See Also: Miscellany, Birthdays
---
Treasures --
Bolt of Silk
Description: Fabric made from the silk of the Sphagnum moth.
Found: Melphy, Dardunnelles, after freeing the Dardunnelles, inquiring
about dresses in Bourdeux, Tennes Plains, and visiting on the 15th of
any month during the day.
Cost: 2000
Condrite
Description: Meteorite that fell to the surface when this world came
into existence. Dragon armor is made from it.
Found: Melphy, Dardunnelles, after freeing Mount Ithaca, and inquiring
about Dragon Armor in Kynora, and visiting Melphy on the 6th of any
month during the day,
Cost: 450
Letter from Father
Description: It is addressed, "To my dearest daughter, Selena."
...We shouldn't open the letter.
Found: Muji, Gules Hills, after you agree to find the man's daughter.
Cost: (10)
Dragon's Scale
Description: Charm given by the barkeep in Elaine. This is purportedly
a scale of the legendary Divine Dragon.
Found: Elaine, Fair Heights, after you receive the Dragon Helm and
Armor, and talk to the old man in Idorf a second time.
Cost: (640)
Dark Invitation
Description: Those who seek the ring of the lifeless, come to the
tavern near the border. - Keeper of Dark Knowlege
Found: Banna Barra, Celesis
Cost: (10)
Package for Gelda
Description: Package from an old gentleman in Clemona to Gelda. Its
content is unknown.
Found: Clemona, Blue Basilica
Cost: (10)
Letter from Gelda
Description: Letter from Gelda to the old man in Clemona. It is
addressed, 'To whom I hold dear to my heart.'
Found: Tristle, Soathon, after going around the world to deliver the
Package.
Cost: (10)
************************************************************************
************************************************************************
7. Story/Mission Overviews
I haven't done some of the early levels, yet. I'll get back to them
at a later date.
Here's how I set it up...
Location: (Where you are, natch)
Prologue: (Any story played out before the battle)
Strongholds: (The Strongholds, their population, morale, and anything
in any shops)
Enemy Opposition: (The enemy units you'll find in the scene)
Enemy Commander: (The enemy commander, his class, if its special, and
the reward you get from him)
Battle Tactics: (How to survive in this battle)
Epilogue: (Cutscenes that occur after the battle)
Aftermath: (Anything special that can be done in the scene after you
win)
Hidden Items: (Items that can be found in the scene)
Neutral Encounters: (Neutral enemies that can be found, and the items
you get from them)
Note: My formation setups are as such...
----- ----- ----- Back Row
----- ----- ----- Middle Row
----- ----- ----- Front Row
* = Unit Leader
% = Legion Leader
This is how they look as you face them in combat as well, so I decided
to use that format.
Another note: Every shop in the game has these Expendable Items...
Heal Leaf 10
Heal Seed 50
Heal Pack 120
Power Fruit 80
Angel Fruit 200
Revive Stone 500
Quit Gate 150
Abbreviation List -
Sld - Soldiers
Fig - Fighter
Knt - Knight
Bkr - Berserker
Fen - Fencer
Phx - Phalanx
BsT - Beast Tamer
DoM - Doll Master
Nin - Ninja
Wiz - Wizard
Pal - Paladin
BlK - Black Knight
SwM - Sword Master
Cat - Cataphract
BsM - Beast Master
Enc - Enchanter
NnM - Ninja Master
ArM - Archmage
CeM - Centurion (Male)
Dgo - Dragoon
Ama - Amazon
Arc - Archer
DgT - Dragon Tamer
Val - Valkyrie
Sor - Sorceress
Wit - Witch
Cle - Cleric
Dia - Diana
DgM - Dragon Master
Fre - Freya
Sir - Siren
Pri - Priest
CeF - Centurion (Female)
Prn - Princess
Zom - Zombie
Ske - Skeleton
Gho - Ghost
Vam - Vampire
AnK - Angel Knight
Ser - Seraph
Lic - Lich
Haw - Hawkman
Vul - Vultan
Rav - Raven
Pmp - Pumpkinhead
Gre - Gremlin
Fae - Faerie
YgD - Young Dragon
ThD - Thunder Dragon
Que - Quetzalcoatl
RdD - Red Dragon
Flb - Flarebrass
EhD - Earth Dragon
AzD - Azhi Dahaka
BuD - Blue Dragon
Hyd - Hydra
PtD - Platinum Dragon
Bah - Bahamut
BkD - Black Dragon
Tmt - Tiamat
Wyr - Wyrm
Wyv - Wyvern
Hel - Hellhound
Cer - Cerberus
Grf - Griffin
Opi - Opinincus
Coc - Cockatrice
Sph - Sphinx
Gol - Golem
SGo - Stone Golem
BGo - Baldr Golem
Gob - Goblin
Ogr - Ogre
Sat - Saturos
Gor - Gorgon
Grp - Grappler
KtT - Knight Templar
Dae - Daemon
KDa - Knight of Danika
Gen - General
Van - Vanity
SuK - Superior Knight
SoB - Solidblade
TmC - Temple Command
Lyc - Lycanthrope/Werewolf
DkP - Dark Prince
FlM - Flail Monarch
Ove - Overlord
DTm - Death Templar
Lor - Lord
************************************************************************
Opening:
At the opening, your main character stands before Archbishop Odiron at
his graduation ceremony. He asks you your name, the default of which is
"Magnus". He'll then ask you your birthday. This will determine when
your birthday occurs during the game.
Next, he'll ask you six questions. These questions will determine your
starting units.
Each way you answer a question will earn you points for a certain group
of characters for your units.
NOTE: Once again, I've been told these numbers are wrong, so rely on
them at your own risk...
Question 1: "What dost thou hold within thy sword?"
Ardor Passion Vigor Talent Belief Hatred
Warrior 12 16 0 4 16 4
Magic User 16 0 4 8 4 16
Specialist 4 8 12 16 16 4
Tamer 8 12 16 0 4 16
Question 2: "What shalt thou sever with thy sword?"
Hope Greed Order Silence Anarchy Control
Warrior 12 4 12 16 0 4
Magic User 16 8 16 0 4 8
Specialist 4 16 4 8 12 12
Tamer 8 0 8 12 16 16
Question 3: "For what shall thou beseech the gods?"
Triumph Purity Might Valor Trust Sacrfice
Warrior 8 0 16 12 4 8
Magic User 4 16 12 8 8 4
Specialist 16 8 4 0 12 16
Tamer 12 4 0 16 16 12
Question 4: "What shalt thou offer the gods?"
Freedom Glory Love Embrace Truth Lust
Warrior 16 12 0 8 16 4
Magic User 12 8 16 4 4 16
Specialist 4 0 8 16 16 4
Tamer 0 16 4 12 4 16
Question 5: "What dost thou wish for?"
Wealth Serenity Fertility Strife Peace Reform
Warrior 8 12 16 0 4 12
Magic User 4 8 12 16 8 16
Specialist 16 0 4 8 12 4
Tamer 12 16 0 4 16 8
Question 6: "What shalt thou rid from this land?"
Changes Honor Rule Ideal Law Chaos
Warrior 0 4 12 16 16 8
Magic User 4 8 16 0 12 4
Specialist 12 16 4 8 8 16
Tamer 16 0 8 12 4 12
Okay. Add up all your scores from each of the four character
categories. You should have four totals. The highest total will be the
category your first unit is, and will be Unit 1 as listed for each
category. Now, subtract 32 from the highest total, and take the new
highest total, and do the same, this will determine your Unit 2. Then
subtract 32 from the highest unit and continue until you get four units.
Unit 1 -
Warrior: Knight, 2 Fighters, 2 Soldiers
Magic User: Sorceress, 3 Fighters, Soldier
Specialist: Cleric, 2 Amazons, 2 Soldiers
Tamer: Beast Tamer, 2 Fighters, 2 Soldiers
Unit 2 -
Warrior: Archer, Amazon, 3 Soldiers
Magic User: Witch, 2 Amazons, 2 Soldiers
Specialist: Fencer, Fighter, 3 Soldiers
Tamer: Doll Master, Amazon, 3 Soldiers
Unit 3 -
Warrior: Berserker, 2 Soldiers
Magic User: Sorceress, 2 Soldiers
Specialist: Valkyrie, 2 Soldiers
Tamer: Dragon Tamer, 2 Soldiers
Unit 4 -
Warrior: Phalanx, Golem
Magic User: Wizard, Wyrm
Specialist: Cleric, Griffin
Tamer: Beast Tamer, Hellhound
So, for instance, if you picked Ardor, Hope, Purity, Embrace, Serenity,
and Changes, your scores will be 36, 76, 36, 56, respectively, for each
of the categories. Your highest score is 76, so you'll get the Magic
User Unit 1 (Sorceress). Subtracting 32 will get you 36, 44, 36, and
56. This puts Tamer at the top of your list, so you'll get the Tamer
Unit for Unit 2, which is the Doll Master unit. Subtracting another 32
will get you 36, 44, 36, and 24. This gets you a Magic User unit for
Unit 3, which is the Sorceress Unit. Subtracting the last 32 will give
you 36, 12, 36, and 24, which leaves you with a tie. In the case of a
tie, the first category gets honors, so you get the Warrior unit, which
has the Phalanx.
Now, these units (1, 2, 3, and 4) are actually Units 2, 3, 5, and 6 in
your battalion. Unit 1 is Magnus' unit, which has 2 Fighters and
2 Amazons, and Unit 4 is Dio's unit, which has 3 Fighters and an Amazon.
These units will also determine the items you'll start with. You'll
get all of the equipment items for each of the leader classes in the
four units, and you'll also get two items for the next class of the
leader of Unit 1, so if you have a Knight for the leader of Unit 1,
you'll get two Paladin items.
In addition to those unit-specific items, you'll also get three sets of
Fighter equipment, three sets of Amazon equipment, ten Heal Leaves, five
Power Fruits, and an Ansate Cross.
Odiron will ask you one final question:
"What dost thou call on for help?"
Swift Wind
Raging Fire
Solid Earth
Serene Water
This question will determine what Elem Pedra you start with. Which
goes with which should be obvious...
************************************************************************
************************************************************************
A. Prologue
Casting their gaze on the ground, trudging along...
General Godeslas Branic greets the graduates of the military academy and
welcomes them to the Southern Division. He gives them a dressing down
and hands the reins off to one of his Knights, who names the command
candidates. Magnus is one of them. They're sent to meet with their
advisors. Magnus' advisor is a calm, but strict old man named Hugo
Miller. Hugo gets a good look at him, then dismisses him. He ushers
in the next candidate, Diomedes Rangue, who gets a little miffed at the
old coot, before he realizes he's the advisor. Hilarity ensues...
************************************************************************
Scene 1 - The Southern Reaches
Location: Tenne Plains
Prologue: Magnus and Dio arrive and Hugo gives them the battle plans.
They're to go to Theodricus Mine and investigate a problem with the
locals being attacked by wild beasts and bandits.
Magnus is put in charge of the troops. Dio doesn't like this and wants
to fight Magnus. This is actually an important decision in the game,
and can affect whether or not Dio remains in your party. Either way,
Hugo comes by and breaks up the fight.
Zemio: (Starting Location)
Population: 232
Morale: 76
Hou: (Allied, South of Zemio)
Population: 167
Morale: 45
Witch's Hut
Jadd: (Allied, Eastern edge)
Population: 427
Morale: 52
Shop:
Bandanna 20
Iron Helm 30
Short Sword 20
Short Bow 30
Round Shield 20
Leather Armor 60
Chain Mail 120
Buchanan: (Western edge)
Population: 116
Morale: 38
Mulsuk: (Northwest corner)
Population: 289
Morale: 50
Bourdeux: (Center of Map)
Population: 248
Morale: 71
Billney: (Neutral, South edge)
Population: 212
Morale: 50
Theodricus Mine: (Enemy Headquarters)
Population: 50
Morale: 50
Enemy Opposition:
----- Wiz02*-----
----- ----- Knt02
Hel02 ----- ----- Location: Guarding Mulsuk
----- ----- -----
----- ----- Wit03*
Grf02 ----- ----- Location: On the crossroads south of Mulsuk
----- ----- Hel02
----- ----- -----
Bkr03*----- ----- Location: Guarding Buchanan
Grf02 ----- -----
----- ----- -----
----- Knt03*----- Location: Charging from Buchanan
Enemy Commander: Stabilo
----- Bkr04*-----
----- ----- -----
Wyr04 ----- ----- Location: Theodricus Mine
Reward: Francisca
Battle Tactics:
Okay. Your first battle. Scared? Don't be. This one's a breeze.
First, send your collective units south to Hou, but send one out to
Jadd to buy a few extra Heal Leaves. Next, send one of your more
Lawful guys to Bourdeux to liberate it. At this point, you should
see your first enemies. You shouldn't have any problems with them.
Next, send anyone up to Mulsuk to liberate it, and one of your more
Chaotic guys to Buchanan to liberate it. After you've taken care of
all the enemies on the map, finish Stabilo and you should be fine.
Forget about Billney. As a neutral town, you'll want to leave them
alone until after the mission's over.
Epilogue: Magnus interrogates Stabilo. He reveals that they were just
a decoy. There's a revolution in town, and they're going to kill
Prince Yumil. Magnus runs off to save him, and Hugo tells him that
they're the only regiment nearby who can save him, so it's up to them.
Aftermath:
After Dardunnelles: Head to the town Bourdeux with a female lead unit.
You'll be greeted by a woman who'll explain dressmaking, and how the
market in Dardunnelles carries silk on the 15th day of every month.
After Getting the Bolt of Silk: Go to Billney and talk to the
dressmaker to get the Pure White Dress for 2500 Goth.
Hidden Items:
Baldr Sword: Between Hou and Bourdeux
Altar of Resurrection: Northwest of Bourdeux
Old Clothing: Northeast of Mulsuk
Hard Leather: Midway between Zemio and Mulsuk
Power Fruit: On the road between Hou and Billney
Great Bow: Across the bridge south of Jadd
Heal Leaf: Southeast of Theodricus
************************************************************************
Scene 2 - Sparks
Location: Volmus Mine
Prologue: The information is scanty. Hugo knows that Yumil is being
held in this area, he just doesn't know where. You'll have to search
the area and find him.
Strongholds:
Saukin: (Starting Location)
Population: 268
Morale: 63
Senal: (South of Saukin)
Population: 65
Morale: 40
Witch's Hut
Dese: (Southwest of Senal)
Population: 251
Morale: 48
Shop:
Iron Helm 30
Hachigane 40
Short Sword 20
Iron Claw 170
Round Shield 20
Old Clothing 10
Ninja's Garb 50
Chain Mail 120
Berberah: (Neutral, East of Saukin)
Population: 101
Morale: 62
Eldrett: (South of Dese)
Population: 148
Morale: 55
Xeira: (South of Eldrett)
Population: 245
Morale: 58
Shop:
Bandanna 20
Short Bow 30
Leather Whip 60
Halt Hammer 110
Torn Cloth 10
Leather Armror 60
Ishro: (Southeast of Senal)
Population: 310
Morale: 43
Volmus Mine: (Neutral, East of Xeira)
Population: 50
Morale: 44
Enemy Opposition:
----- Knt03*-----
----- ----- -----
----- YgD02 ----- Location: Guarding Senal
----- ----- -----
----- Cle03*-----
Sld-- ----- Sld-- Location: Charging from Senal
----- Fig02 -----
----- ----- Cle02
Cle03*----- ----- Location: Charging from Dese
----- ----- -----
Wiz03*----- Wiz01
Sld-- ----- ----- Location: Guarding Dese
----- Knt02*-----
----- ----- -----
Fig02 ----- Fig02 Location: Guarding Ishro
Grf02 ----- -----
----- ----- -----
----- Knt03*----- Location: Guarding Eldrett
Enemy Commander: Qad
----- ----- -----
----- ----- -----
Hel02 ----- BsM04* Location: Volmus Mine
Reward: Leather Whip
Battle Tactics:
During the battle (once you liberate Ishro), you'll see a scene with
Prince Yumil and his bodyguards, Eurynome Rhade and Jeal Veritte.
A Knight will have happened by and will tell them about what happened.
Rhade orders him to kill all the rebels. Rhade's got a nasty attitude.
When one of the (unarmed) Rebels tries to escape, Rhade runs him
through. At this point, it'll become clear that the Enemy Headquarters
is Volmus Mine.
Epilogue: Qad asks why Magnus doesn't kill him. Magnus replies that
it's not his way.
Later, Magnus delivers the tied up Qad to Yumil, Jeal, and Rhade.
Rhade yells at Magnus, wondering why he didn't kill the rebel. Rhade
beats the rebel, telling him that he's the problem with the country.
Rhade decides to kill the rebel as an example. Magnus tries to stop
him, punching Rhade, but he gets knocked aside.
Just as Rhade brings his sword down, a strange knight rushes in and
blocks his blade. A young girl runs up and unties the rebel, ushering
him out. Jeal moves to attack, but another strange warrior stops him.
He calls to someone named Saradin, who paralyzes Rhade and Jeal,
allowing them to make their escape.
Later, the mastermind of the assassination was executed. Later, it
was revealed that the person executed may have been no one important
at all. The rebels' actions intensified, and many people, including
some members of the middle and upper classes, began to question the
aristocracy's motives...
Hidden Items:
Heal Leaf: Forest east of Saukin
Buckler: Northwest of Senal (across river)
Quit Gate: West of Berberah (between highlands and river)
Hard Leather: Southeast of Senal (across bridge)
Light Mace: On the road between Ishro and Eldrett
Heal Leaf: Forest northwest of Xeira
************************************************************************
************************************************************************
B. Chapter 1
Unable to turn back - speechless and itinerant...
Magnus is summoned to General Godeslas' chamber. Godeslas tells him
that his achievements so far have been admirable, and he's being given
the rank of Captain in the Southern Division, where he will command a
battalion. He's given new orders to go to Crenel Canyon and subdue the
rebels there. Godeslas tells him to set aside his personal feelings,
and do what he needs for his king and country.
************************************************************************
Scene 3 - First Assignment
Location: Crenel Canyon
Prologue: Magnus and Dio are introduced to Leia Silvis. There's a
smattering of dialogue, and hilarity ensues.
It's at this point that you can name your company. Go nuts and pick a
cool name. It can't be too long, unfortunately...
Strongholds:
Baldera: (Starting Location)
Population: 108
Morale: 84
Kiefer: (Southwestern Corner)
Population: 154
Morale: 28
Shop:
Scipplay Staff 20
Light Mace 30
Spellbook 100
Robe 30
Cleric's Vestment 50
Witch's Dress 80
Amulet 40
Rosary 50
Movae: (Eastern Edge)
Population: 193
Morale: 44
Boolem: (Western Edge)
Population: 293
Morale: 22
Witch's Hut
Carnot: (Northeastern Area)
Population: 173
Morale: 42
Fort Tuatha: (Northern Edge, Enemy Headquarters)
Population: 4
Morale: 50
Enemy Opposition:
----- Grf03 -----
----- ----- -----
BsT04*----- ----- Location: Guarding Kiefer
----- DgT04*-----
Nin03 ----- -----
----- Nin03 ----- Location: Guarding Movae
----- ----- -----
----- ----- Bkr04*
Gol03 ----- ----- Location: Charging from Boolem
----- ----- Sor03
----- ----- Wiz04*
Sor03 ----- ----- Location: Charging from Carnot
----- ----- -----
Wiz04*----- Wiz02
Sol-- ----- ----- Location: Guarding Boolem
Knt04*----- -----
----- ----- -----
----- ----- EhD03 Location: Guarding Carnot
----- Val04*-----
----- ----- Gre03
Nin03 ----- ----- Location: South of Fort Tuatha
Enemy Commmander: Efeminette
Ama03 Val05*Ama03
----- ----- -----
Fig03 ----- Fig03 Location: Fort Tuatha
Reward: Baldr Spear
Battle Tactics:
You're to split up in this mission. You'll have an extra unit with
Leia's. Send her east to balance things out, because the Valkyrie unit
will come down there, since you'll get east before you get west...
Epilogue: Hugo informs Magnus of the fact that they now have two orders:
Go to Mylesia and escort Prince Yumil, and go to the Zenobian Border
and push back the last of the Revolutionaries there...
Hidden Items:
Breastplate: West of Baldera
Heal Seed: West of Keifer
Plumed Headband: On the road between Baldera and Kiefer
Rapier: On the road between Boolem and Tuatha
Bone Helm: Between Mountains and the river west of Movae
************************************************************************
Scene 4 - The Path Diverges
Location: Mylesia
Prologue: We see a flashback, where Magnus' father, Ankiseth Gallant,
kills a man who tried to murder Prince Yumil. Ankiseth is cast out as
a murderer.
Back in reality, Hugo tells Magnus that the purpose of this mission is
to escort Prince Yumil through the area that's now seized by the rebels.
Magnus declines a request to visit the Prince, and leaves, but Dio
stops him, and asks him what his deal is. Magnus tells him that the
Prince is a childhood friend.
Strongholds:
Castle Dunkweld: (Starting Location)
Population: 3
Morale: 19
Idorf: (Southeastern Corner)
Population: 229
Morale: 41
Lehoboth: (West of Idorf)
Population: 257
Morale: 69
Tubulk: (West of Dunkweld)
Population: 205
Morale: 31
Witch's Hut
Elgorea: (Northern Area)
Population: 334
Morale: 49
Shop:
Iron Helm 30
Leather Hat 40
Armet 120
Great Bow 90
Francisca 130
Baldr Sword 150
Kite Shield 70
Plate Armor 230
Phuntua: (East of Castle Burgund)
Population: 288
Morale: 77
Harraive: (Southern Edge)
Population: 396
Morale: 50
Taza: (Northeast of Burgund)
Population: 24
Morale: 47
Castle Burgund: (Enemy Stronghold)
Population: 4
Morale: 50
Enemy Opposition:
BsT06*----- -----
----- ----- -----
Hwk05 ----- Hwk05 Location: Charging from Tubulk
----- ----- -----
Fae05 DoM06*-----
Sld-- ----- Sld-- Location: Guarding Tubulk
----- Arc05 -----
Wit06*----- -----
----- ----- BsT05 Location: Guarding Lehoboth
----- Knt05 Bkr05
Arc06*----- -----
----- ----- ----- Location: Charging from Phuntua
----- ----- -----
----- Gre05 Hwk05
----- DgT06*----- Location: Guarding Elgorea
----- ----- -----
Nin05 ----- Cle06*
----- Sld-- ----- Location: Charging from Taza
----- DoM06*-----
----- ----- -----
Sld-- Sld-- Sld-- Location: Guarding Harraive
----- ----- -----
----- ----- -----
ReD05 ----- BsT06* Location: Guarding Phuntua
BuD05 ----- Wiz06*
----- ----- -----
----- ----- ----- Location: East of Castle Burgund
Enemy Commander: Zhontac
----- Wiz07*-----
----- ----- -----
Hel06 ----- Grf06 Location: Castle Burgund
Reward: Arc Wand
Battle Tactics:
Yumil's Unit:
----- BlK07 -----
BlK08 Ove02*BlK08 Items: Six Leaves
----- BlK07 -----
Yep. You're going to have to keep Yumil alive for this battle. Just
move early and move often. You'll get there first. If you want to
liberate all the towns in the area, you may have to send a unit over
the highlands to liberate Harraive. The battle shouldn't be difficult.
Go to Elgorea during the course of this battle and you'll run into the
spunky kid, Troi. He'll beg to join your team, so let him on.
If you want to see a neat scene, let Yumil get to Zhontac first.
Epilogue: Yumil and Magnus share a moment where Yumil confesses that he
has no real power, and that he wants to change the world.
Aftermath: Head for the town of Idorf. There, you'll recieve some
valuable information about Dragoons. You'll learn that the ancient
weapon makers left for Burgunny in Gunther Piedmont and Kynora on
Mount Ithaca. After you get the Dragon Helm and Armor, and after you
begin Chapter 3, return here and you'll learn about the Sword of
Tiamat.
Return to Elgorea with Troi. There, you'll meet his mom. She'll hand
you the Hallowed Shield.
Hidden Items:
Spellbook: East of Lehoboth
Robe: Peninsula South of Elgorea
Heal Seed: East of Harraive
Witch's Dress: Peninsula midway between Elgorea and Taza
Scipplay Staff: On the road north of Harraive
Pointy Hat: Small patch of plains midway between Burgund and Harraive
Amulet: Southwest corner of the map, across a bridge
************************************************************************
Scene 5 - True Intentions
Location: Zenobian Border
Prologue: Battle Plans, and Hugo expresses concern about how the
rebels seem to be leading a bunch of refugees and not concerned about
holding this area.
Strongholds:
Ethawella: (Starting Location)
Population: 137
Morale: 47
Shop:
Bone Helm 50
Jin-gasa 50
Rapier 30
Halt Hammer 110
Baldr Sword 180
Spell Book 100
Cloth Armor 20
Karya: (Neutral, West of Ethawella)
Population: 178
Morale: 50
Witch's Hut
Quelluan: (South of Ethawella)
Population: 256
Morale: 12
Dem Vidro: (South of Laguat)
Population: 68
Morale: 45
Elle: (South of Quelluan)
Population: 210
Morale: 52
Fort Crenel: (Enemy Headquarters)
Population: 14
Morale: 50
Enemy Opposition:
Fen07*----- Nin05
----- Nin05 -----
Nin05 ----- ----- Location: South of Ethawella
BuD05 ----- Val06*
----- ----- -----
----- ----- ----- Location: West of Ethawella
----- ----- -----
----- ----- Bkr06*
BuD05 ----- ----- Location: Guarding Quelluan
----- Wiz05 -----
Wiz05 ----- Wiz06*
----- Bkr05 ----- Location: Guarding Laguat
Wyr05 ----- -----
----- ----- -----
----- ----- Bkr06* Location: Charging from Dem Vidro
----- ----- -----
Fae05 DoM06*-----
Sld-- ----- Sld-- Location: Charging from Elle
Gre05 ----- -----
DgT06*----- Gre05
----- ----- ----- Location: Guarding Elle
----- ----- -----
----- ----- Bkr06*
Gol05 ----- ----- Location: Guarding Dem Vidro
Enemy Commander: Quass Debonair (General)
Sor05 ----- -----
----- Gen08*-----
Knt05 ----- Knt05 Location: Fort Crenel
Reward: Champion Statuette
Battle Tactics:
Just like Crenel Canyon, you'll have to split your units into two
groups to cover all the bases. Since you probably still have seven
units at this point, you'll have to make the call where you want the
extra unit to go.
Epilogue: Debonair concedes the battle to Magnus. He tells him the
point of this battle was to get refugees out of this country and into
Zenobia. Gilbert Oblion, leader of the Beast Division of Zenobia,
shows up and tells Debonair that they're ready to leave. Magnus chases
after them, and runs into the other three people he saw at Volmus.
They are Destin Faroda, Saradin Carm, and Aisha Knudel, heroes of the
Zenobian war. Both Magnus and Destin exchange words about who's right
in this revolution, and Destin and his compatriots depart.
If you've completed both of these missions, a messenger comes up to
Magnus and tells him that the General wants him to return to Akka
Castle.
Note: You should complete any business you have in Mylesia or the
Zenobian Border, because those areas will be temporarily closed off
afterwards.
Returning to Alba, Magnus speaks to Godeslas, who tells him that the
he is to lead the forces at Volmus Mine, where the leader of the
Revolution, Frederick Raskin, is rumored to be stationed. Rhade gives
Magnus some words of "encouragement", and Magnus leaves.
Aftermath:
After the battle, head to Karya, where you'll find a group of hooligans
(Two Fighters and a Berserker) terrorizing a young Cleric. You'll face
off against them in a battle to the death. Once you beat them, (it's
not hard at all) you'll be told by the Cleric to go Dem Vidro. Do so,
and you'll get an Ansate Cross for your troubles...
Hidden Items:
Kite Shield: Southwest of Ethawella
Plate Armor: Midway between Laguat and Quelluan
Baldr Sword: On the road between Quelluan and Elle
Armet: Southeast of Laguat
Power Fruit: South of Laguat
************************************************************************
Scene 6 - The Revolutionary Army
Location: Volmus Mine
Prologue: In Akka Castle, Ariosh the Knight runs up to Godeslas,
telling him that the Revolution has captured many strongholds in the
area all at once. Volmus Mine, Mylesia, Crenel Canyon, the Zenobian
Border, and the Tenne Plains were all taken over at once. All that
remains is Alba, Gunther Piedmont, and the Dardunnelles. Godeslas
insists that it can be done if Magnus' group can capture Frederick.
Strongholds:
Dese: (Starting Location)
Population: 251
Morale: 48
Shop:
Iron Helm 30
Hachigane 40
Short Sword 20
Iron Claw 170
Round Shield 20
Old Clothing 10
Ninja's Garb 50
Chain Mail 120
Eldrett: (South of Dese)
Population: 148
Morale: 55
Xeira: (South of Eldrett)
Population: 245
Morale: 58
Shop:
Bandanna 20
Short Bow 30
Leather Whip 60
Halt Hammer 110
Torn Cloth 10
Leather Armror 60
Volmus Mine: (East of Xeira)
Population: 50
Morale: 44
Senal: (Northeast of Dese)
Population: 65
Morale: 40
Witch's Hut
Ishro: (Southeast of Senal)
Population: 310
Morale: 43
Berberah: (East of Senal)
Population: 101
Morale: 62