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Ogre Battle 64 - Person of Lordly Caliber - FAQ/Walkthrough
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| ************************************************************************ | |
| 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 | |