Brigandine |
|
佚名 |
B R I G A N D I N E
"Legend of Forsena"
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Brigandine FAQ Version 1.8
For Sony Playstation
This FAQ is meant for personal use only and can only be reproduced
electronically. This FAQ cannot be altered and can be only distributed
freely in its current format.
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/ I \___________________________________________________________________
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Introduction
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Brigandine is a Strategy/RPG game, which requires you to deploy your
men around the borders of your country. The story take part somewhere
in the second month of 215, the Sacred King Calender that Admiral
Zemeckis assassinated King Henguist of Almekia under the corruption of
Death Knight, Cador and thus proclaimed himself as the emperor and
established the Esgares Empire. Now he tends to set his eyes on the
neighbouring countries... Now you take the role of becoming one of the
Rune Knights and participate in the war for the continent with a mission.
That's to bring back peace to Forsena.
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Revision History
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Version 1.0 - Contains the main document.
Version 1.1 - Added Bulnoil information, special Rune Knights and clear
up some minor errors.
Version 1.2 - made all corrections [hopefully], added a new section in
the Miscellaneous section. Find more gameshark codes
Version 1.3 - Found the way to fight Bulnoil and make some corrections.
Version 1.4 - Added the way to get Ranguinus and Aldis
- Edit my e-mail layout and URL address
- Added flow chart of classes.
Version 1.5 - Added some more miscellaneous information about battles.
- Change the format of the FAQ.
Version 1.6 - Added more information regarding combat.
- Added some more information regarding combat against
Bulnoil
- Added information on the Snake of Chaos.
Version 1.7 - Probably second final update.
- Include information on the command screen.
- Added information on other classes such as the Claimer,
King, Prince, Tryant, Super Tryant, Queen, Lord,
Warlock, Emperor, Death Knight
- Added ages for most Rune Knights, except for questing Rune
Knights.
Version 1.8 - Added ages for questing Rune Knights except for Kazan,
Shred and Balder.
- Added more information regarding controls.
- Finally found the method to fight Bulnoil!
- Added more miscellaneous bits of information.
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Table of Contents
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I Introduction to Brigandine
II Revision History
III Table of Contents
1. Controls
2. Basics of playing Brigandine
3. Tips and Strategies
4. List of Quests
5. List of Classes
6. List of Items
7. List of Monsters
8. Ruler's Walkthrough
9. Gameshark Codes
10. Miscellaneous
========================================================================
On with the show!
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/ 1 \___________________________________________________________________
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Controls
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Here you will find the list of controls for the game, Brigandine.
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Name of Button Functions
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D-Pad Move the cursor on the battlefield or map
Cross Select commands on battlefield or map
Triangle Cancel commands
Circle View the status of monsters, knights and
country's income.
Square Allows you to do multiple selections.
Select Brings up main menu.
Brings up the selection menu while in
combat.
Start Pauses the game.
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Basics of playing Brigandine
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What makes this game having such a high replay value? You can complete
the game with 6 rulers. [well, one of them is hidden ^_^;]. Plus there
is a lot of fun watching the raising of flags of different colours!
First of all, I will introduce the rulers and their country's stats.
RULERS' ATTRIBUTES and Countries
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Norgard [Blue]
Name of Ruler: Vaynard
Knights: 13 Domain: 6
Monsters: 44 Mana: 797
Norgard is actually the country that lies in the northern region of
Forsena. Norgard is really a huge country but it is difficult to end.
Once you start the game, Vaynard will summon all his knights and
gathered for the meeting where they plan to rule Forsena once again.
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New Almekia [Red]
Name of Ruler: Lance
Knights: 12 Domain: 6
Monsters: 31 Mana: 797
New Almekia is formerly known as Padstow. Padstow was formerly ruled by
King Coel. Almekia was overthrown through the betrayal of Zemeckis and
eventually Gereint along with Lance flees to Padstow. King Coel decides
to help Lance by giving him an aiding guide, hence founding New Almekia.
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Caerleon [Green]
Name of Ruler: Cai
Knights: 8 Domain: 6
Monsters: 23 Mana: 797
The Magic Kingdom lies in the south eastern area of the continent.
Great and powerful magician and not forgetting the Quiet Wise King of
Caerleon, Cai and plus the Knight Master Dinadan.
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Iscalio [Yellow]
Name of Ruler: Dryst
Knights: 12 Domain: 6
Monsters: 33 Mana: 797
A country which is supposed to fortune... but due to its ruler. The
parilament consists of clowns! Dryst have the dreams of dominating the
world and was supported by Camden, Ulster and the girl whom he have
saved, Iria.
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Leonia [Light Green]
Name of Ruler: Lyonesse
Knights: 11 Domain: 6
Monsters: 26 Mana: 797
A country that is surrounded by natural barriers, where Queen Lyonesse
wishes for peace in Forsena. However the country was involved in war due
the declaration of war from Norgard.
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Meaning of the Organize Phrase
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The following implies to all rulers. I will firstly explain the meaning
of the Organize phrase. During this period, you can move your knights to
another castle [provided that you have a route] or wait and defend the
original castle, sent your knights for quests, summoning monsters, place
your troops in order or viewing the stats of your knights and monsters.
Stats - allows you to view the statistics of the Rune Knights and
Monsters. They covers information on the characters.
Organize - Allows you to organize the characers and given the
Organize screen:
Order - change the Order of the Rune Knights and Monsters
Class - change between classes for Rune Knights, promoting
classes for monsters. Monster must achieve the
minimum requirements before they can get promoted.
Item - Allow you to use items to raise attributes.
Certain items are meant for Rune Knights only.
Equip - equip essential equipment for Rune Knights. Note
that certain classes can only equip certain
equipment.
Name - Give your monsters a name. ^_^
Delete - Allows you to eliminate monsters.
Move - Allows your characters to move to another castle. This is
only applicable if roads are provided.
Wait - Cancels the Move/Quest command
Quest - Send Rune Knights on quest. There is no limit of the number
of Rune Knights that you can send on quests.
Summon - Allows you to summon monsters. This is only avaliable if
Rune Knights are avaliable.
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Stats:
This option allows you to view the stats of your leaders or monsters
based on the amount of HP, MP and their strength, intelligience, agility
and their movement range. Note that you can also view the stats of your
opponents too. If you press Circle, the second time, it will bring up
the attack list and also includes magic. The third time, applies to
characters will give you the character's information sheet, which
includes their age and their past.
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Organize:
Allows you to switch places of your monsters and moving monsters from
your stocks. Take note of the amount of Rune Power the knight has or you
will be able to exit this screen if it is exceeded. Pressing Circle will
view the status of your knights or opponent. You can equipped weapons
[Rune Knights only] or use items. You can also name your monsters or
delete your monsters. The organize screen also allows you to have
various options such as changing classes into other classes. Once
monsters have proceed to the teritary classes, they can't be changed
back to its original form. Characters, only the other hand can change
from one class to another. Refer to the list of characters and monsters
for more information.
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Move:
Allows you to move leaders along with the monsters within their Rune
Power from a castle to another castle [same coloured flag, and must
provide a route]. Note that you can not move monsters that found in the
stocks to another castle. You can have a wait command too, by selecting
the same castle.
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Wait:
This cancels the "MOVE" command. Note that you can have as many Rune
Knights stationed in the same particular castle. By the way, the
calender is measured by month, so take note of it.
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Quest:
Knights that went for quests do not return for while and takes about 3
months most. You will be unable to assign them to battles and attack
enemies' castles. They are temporarily out of duty and will only return
back to the castle where your ruler is. Sometimes, your knight may
wounded during the process of the questing and may have attributes
gained or new weapons. [More details on the Quests and Items sections.]
Quest also nabs you high level monsters too. All knights can be sent
for quests except for Rulers.
Notes about Quests
====================
- You will see only the following pictures:
1) Picture of Woods
2) Picture of a Valley
3) Picture of a Road
4) Picture of a dark cave
5) Picture of a city street
6) Picture of a desert house
7) Picture of an island
8) Picture of a village
9) Picture of a magnificent house - applies to Rain (getting
Ranguinus), Liguel, Castor, Miguel (The Rand Family)
10) Picture of a sword stabbed on the earth - Halley returns to
Leland's grave where she says of a resemble of Cador and Leland.
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As you are done with organizing your country, press the SELECT button
and choose "EXCUTE" option and you see the "ATTACK" phrase. You can only
attack adjacent castles only and take note of the following tips:
1. Once you have won the battle and all victorous knights will be
occupying the castle. The wounded ones are sent back to main captial
of your country, for example in the case of Norgard, Flogeru. They
will be able to battle again after a month. So remember to sent
someone to replace them and repulse any enemy's invasions. If the
captial is being invaded, the wounded character will be placed at
the castle with the highest income. Sometimes they are being sent
back to castle where the ruler is.
2. Get your country in order, move your most powerful Rune Knights
along with to-be-trained Knights such as Loufal and Lance to castles
located at your bounderies. There are Rune Knights that are reaching
the next class once they reach another level.
3. Note that if you managed to seal of those castles, there is no need
for you to defend the castles located behind as the enemies could
not reach it. Try and control as many castles as possible as it will
be easier for you to launch an attack. Target your attacks on the
key castles such as Orkney of the Esgares Empire.
4. Before attacking your enemies, take note of the status of the
enemy's troops as it would be better to know your foe well before
attacking them.
5. Always go with one best leader such as Dinadan and along with a
couple of to-be-trained Rune Knights. Try to gain the EXPERT status
and change their classes. As for characters such as Filo of Leonia,
change her to Enchantress as she has already accquired EXPERT in
cleric. Five levels up will gain a EXPERT in that class.
Before moving around the cursor, press Circle will brings up the income
screen.
Domain - the number of domains that you have conquered.
Knights - number of Rune Knights for the country.
Monsters - number of monsters you have in your country.
Mana - "cash" used in Brigandine. Required to summon monsters.
Income - the total of the income from all acquired domains.
Upkeep - total unkeep costs for maintaining monsters.
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In-battle information
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During battles, you can only send out the maximum of three troops of
Rune Knights, so make sure that the Knights does not have only one
monster in your Rune Area or you better retreat. The battle will only
end if you have accquired the following conditions:
1. The enemies has retreated. This is normally known as Force Retreat.
2. You have succeeded in defeating them by have them used up all their
HP and they will retreat. Normally, once you defeated one of the
leader, there are 70% chance that they will retreat.
3. You have wounded the ruler [they are Vaynard, Lance, Lyoneese,
Zemeckis, Cai, Dryst and Bulnoil] and the ENTIRE army will retreat.
4. This applies for defence only. If the enemies to do not attack your
party or kill your generals in time. There will be a time limit and
they will automatically retreat. This also applies to you too. This
happens twice to me, at the battle of Lidney and Dilworth.
5. Turns are not in random. The higher levels the characters, they will
have their turn first. If the character level up, the turn sequence
will change.
6. Rants will automatically appear once they engaged in combat. For
example you will see Lance and Zemeckis talk to each other before the
combat begins. Certain rants takes quite a short time. Questing
Knights too, have rants such as Layoneil and Helrato /Cortina and
Zemeckis (sounds funny when Cortina at level 1 challenges a Level 27
Zemeckis.)
Conditions for Game Over
- If your country has been eliminated, all castles being conquered.
- Snake of Chaos awakened..
Different time intervals for different level difficulties
- Easy mode: 60 years, Calender: Month 2, 275
- Normal mode : 30 years, Calender: Month 2, 245
- Hard Mode : 15 years, Calender: Month 2, 230
Note: all of them are after the attack phrase.
If you press SELECT button, you will see the following options appear on
the top right hand corner of the battle screen.
Condition - tells you about the combat status. Such as how many turns
have been accumulated.
End - Input "Wait" command for all characters.
Auto - Computer does the battle for you.
Save - Allows you to save the game.
Option - Brings up the option screen.
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Battle Tips and Strategies
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Here are some battle tips and strategies for the game. If you have one,
just sent me the strategy to fatman@yeah.net
Battle Tips
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1. As you viewed the status of the knights and monsters, you will find
coloured orbs [black, white, red, green, white] and these are
called elementals and they are important. These will determine the
amount of damage done on your opponents. White units such as
Gryhons and Unicorns will do a higher damage on black units such as
Ghouls and Hellhounds. There are some monsters that does not have
an elemental orb, such as Rocs. The number of these elementals are
important. For example, a three red unit such as the Salamander
will do massive amount of damage on a two blue unit such as Hydras.
However, a monster with a mixture of elementals such as Gigas, a
red and black elementals will not do much on the same Hydra.
2. Movement range is also important as it determines the amount of
time that you required to set up your formation. Flying monsters
such as Rocs, Wyverns and White Dragons has a longer movement range
compared to heavy type monsters such as Hydras and Dragons. Move
the heavy units first then the light ones [example: Unicorn] and
finally, the flying monsters. Don't overlook terrains on the
battlefield, this will sometimes affect the movement range.
Unicorns will move slowly on mountains or forests [green patches].
Hydras on the other hand can not walk on mountains but moves faster
on water. BTW, Hydras and water units can't cross mountains. This
may applies to some light units such as Centaurs and Unicorns.
3. There are several monsters, that have long-range attacks such as
Centaurs. This can done in further distance up to the maximum of 5
hexes. This attacks can NOT be counterattacked even the unit is
normally able to do so. Examples are Hunter shot and Killer Shot.
4. At higher difficulty levels especially Normal and Hard, the enemies
will remain in place and wait for you to approach them. There is a
case that the computer trying to escape from battle which leads to
time over, so it is advisble to have flying monsters such as Rocs.
5. At water-based battlefields, it's advisble that you have water-
based units such as Hydras and Mermans as they could regenerate
their HP due to their Aqua Recovery.
6. Do not overlook castles that have water surrounding them as they
will allows you to summon marine forces such as Hydras and Mermans.
Examples are Humber of Norgard and Lidney of Esgares.
7. When surrounded by enemies, use area-based attacks such as Holy
Word, Geno-Flame, Geno-Frost to wipe them out. This will greatly
weaken most of them within a turn.
8. Target your main attacks on Rune Knights as these will help you to
conserve as many HP as possible. If the ruler of the country is
there, concentrate on attacking him / her and this will force the
ENTIRE army to retreat. Of course, I would concentrate on lower
level rune knights than a Level 27 Zemeckis... Lyonesse and Lance
are actually good targets ^_^;
9. Kill off healing parties such as Unicorns or Angels as they will
help to regain lost HP and will create more trouble as you will
have start all over again to kill the dying monster or leader.
Also, protect your Unicorns from harm as this help to conserve more
MP and use it affectively, cast only when the HP is low about 100+
10. Cast Fog on low agile and red-elemental creatures such as Dragons
as this will causes the monster to miss and aid in conserving HP.
11. When you are about to be defeated, try this method. Keep your
monsters within the Rune Area of Rune Knight. Have them do the
attacking first and then select the knight last and choose
"RETREAT"
12. Cast Power on the Hydras and don't get shock if they does about
400+ HP damage to a Mage unit.
13. Having a hard time fighting against enemies at HARD difficulty
mode? Here is a trick to lure them. Make use of low levels
monsters such as Ghouls to force them to fight and the entire
troop will move towards you just like in the EASY MODE. It will
be better if the "sacrifice" is a flying-type such as Gryhons.
14. Always arrange your units within the Rune Area as the closer the
monsters are to the Rune Knight, the harder that they wouldn't be
able to capture. This makes Rune Knights such as Janfaddar of
Caerleon quite a weak leader.
15. Centaurs have a couple of weak points too. They can't cross
mountains and this applies to light units such as Unicorns. On the
other hand, ground units such as Dragons, Giants can cross forests
at a faster rate compared to others. Water units can move a lot
faster compared while they are on ground.
16. You will gain the most EXP upon the final-attacks. [the enemy is
being killed. Cador at Level 30 can earn you as much as 2893 Exp
where I saw my LV 1 Prince Lance to reach LV 5! So always dealt the
final blow for levelling up units.
17. Graphics glitch? Well, it seems to me a LV 1 ~3 Ghoul never hits a
Wyvern. It is too low for it. BTW, I have seen a Vampire Lord
misses two hits in a row when attacking a Lancer. If you stay in a
spot for two times and get two criticals. I would recommend to stay
there as there is a thing called graphics glitch in Brigandine.
Remember to place Battle Animation ON under options menu or this
will not work.
18. Enemies will alway attack an unit whose strength is lower than it/
hers/his. Just make sure that you have at least 2 Unicorns at the
back row. Rocs/Mandrakes are a headaches as they could does
devastating damage along with status effects. So get at least one
Priest/Bishop/Cardinal along with 2 Unicorns. They are essential.
19. When arrange your units, assign the last spot to flying units.
Heavy units such as Hydras must be placed in front of all units.
Proceed in an orderly manner. If you haven't attack within 10 turns,
your units will automatically retreat. If you win a battle, you will
get a bonus 200 EXP.
20. Here is a quick level-up tip. Just cast Halo on a unit. Next have a
Mage/Sorcerer/Druid/Dryst/Zemeckis cast a Power spell. Have that
unit kill off an unit and you will be astonished by the EXP gain!
S T R A T E G I E S
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If you have any strategies, feel free to send in yours. I would be very
to happy to edit it and listed you in the credits section
1. Straight Line Defence
This is apparently is the MOST affective strategy in Brigandine.
Place those high-based HP monsters such as Dragons on the frontline
knights behind the line. Arrange these monsters in a line and they
would be able to aid each other. Have Unicorns as back support for
Heal while the rest do the attacking.
2. V-Shaped Defense
This is meant for defense purposes. Have your troops consists of
Dragons or Hydras, arranging them and form a V-shaped and place
Unicorns and Knights in the middle. This will enable to set your
enemies' in cross-fires with these creatures' breath weapon such
as Acid Breath. This method is more affective if the enemy use to
send troops attacking from different directions. While defending
Salisbury, I always uses an inverted V-shaped defense.
3. Golem Defense
Golem may be rather weak due to their crappy hit rate but they are
great defenders as they could protect your mages from harm. This
strategies works well for those knights with low Rune Power.
However, this is rather risky. Golems are great for fighting
against Rocs as due to their Golem Attributes. Could easily cured
with a heal spell.
4. Rocs and Centaur Defense
This strategy is great. Place Rocs in the front row as due to their
high HP and their petrifying ability. Place Centaurs behind the
Rocs. Have your party consists of a mage, pirest and a scout or
archer, place them at the back. Have aleast 2 Unicorns at the back.
At the battlefield, concentrate your attacks on the Rune Knights
and this should works, but do expect serious injuries.
5. Twin-Genos and a Area-Heal
This strategy only works if you have the following:
1. Enchantresses Class
2. Bishop / Cardinal or the Phoneix
3. Mage Class
Have high HP units such as Hydras and Dragons in the front row and
the Rune Knights behind the line. If you use the Phoenix instead of
the Bishop / Cardinal, place them at the back row. As you are
surround, rip off your foe with twin-Genos and Heal all injuries
will an area-heal. Works well for Leonia.
6. Hand-to-hand combat
One strategy which I have discovered while playing Brigandine
recently. You can make use of combat hand-to-hand units such as
Fighter/Babarian/Ranger to be destructive. Just have they with a
couple of Centuars as their units. Have they work with secondary
class units/ or magic units such as Priest/Cleric/Mage/Enchantress.
Archers are also good. Just try to weaken a strong monster and have
Halo spell cast on the Rune Knights and they will level up fast and
strong!
7. Modified Warriors
Well, it is possible for the leaders to have a few exceptions
compared to others. Examples are a Priest whom has the ability to
cast Flame, Geno-Flame, Thunder and Power. It works well for
characters such as Millia [Caerleon], Filo and Sophia [Leonia],
Carlota and Brusom [New Alemkia], etc. You need to get at least an
EXPERT status in the class.
Example:
BeauArte - LV 13 Bishop, ***
Have him acquired 2 more levels, which will give him five stars or
EXPERT in Bishop class. Next you can switch his classes to Mage.
Generally Priest and Mage has similar requirements. Next give him
5 level up in Mage class. You will be able to switch to the
Cardinal class along with additions of Flame, Power, Geno-Flame
and Thunder. Plus the elements does not change!
8. Hit-and-Run
For this to work, you need to get a Ninja [must get Shiraha to join
you in order to have this unit.] Next have units such as Centaurs,
[preferred High Centaurs], Rocs [or Phoenixs] plus a couple of
swooping units such as Wyvern. Attack with Centaurs/High Centaurs
first to lower the HP of a desired target. Next attack with the
swooping units and lastly Rocs. Next sent a Ninja with its
Shuriken Attack.
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List of Quests
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Note: Rulers cannot go on quests. After a Rune Knight has completed
his / her quest and will automatically go to castle where the
ruler is.
Here is the list of quests, I myself have managed to get so far and
their brief explainations. I would greatly appreciate if someone could
sent in those quests that are hard to get. For your information, I have
added some key phrases.
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Normal Quests
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Quest is only method that nabs you items. It also give questing Rune
Knights bonus attributes, new allies plus new monsters joining your
characters. Of course, not all quests bring good stuffs and sometimes
causing the character to be wounded. Quests may take up to a month or
so. [of course, the calender in the game ^_^;]
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1. Flower Girl in Town
Your character will meet the flower girl on the street and the flower
girl will offer her flowers for free and your character will pick
either of the following:
Name of Flower Affect Status
White Lily Raises Intelligience
Red Rose Raises Strength
Yellow Sunflower Raises Agility
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2. Old Soothsayer
Your character will meet the Soothsayer on a deserted road and the
Soothsayer and will ask your character to draw a card and will result
in attributes gained.
Type of Card Affected Status
Chariot Increases HP
Star Increases Agility
Magician Increases MP
Strength Increases Strength
Hermit Increases Intelligience
World Increases Rune Power.
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3. Mushroom from the Drawf in the forest.
Your character will meet a Drawf while in the forest and were asked to
eat the mushroom, which will either allows your character to understand
the languages of the birds, which leads to get a treasure from a hollow
tree OR raises your character's attributes.
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4. Drunken Man in the Bar
Your character will stop at a bar and meet a drunken man whom will
thank your character as a Rune Knight has helped you once, which gives
your character nothing [note: "I knew it!"] OR he was rather fed up
with Rune Knight and punches at your character, causing your character
to fight back and gives your character a weapon or armor.
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5. Mysterious Fountain in the forest.
Your character will reach a fountain inside a forest and drinks from
fountain and gain attributes or just left due to the huge hideous thing
found in the fountain OR your character will meet the Fountain Fairy
and cursed your character as your character throws a coin is unholy,
resulted wounded for a month OR the Fairy will says "This is
beautiful" and kiss your character and gives a good weapon.
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6. Flying Dragon in Deep Valley.
Your character will be walking in a valley and meet a flying dragon
that is not seen before and hide from it get a weapon or armor OR just
ran away from it as the dragon spotted him. The dragon will join you
if your questing knight's level is high, about Level 20+.
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7. Ghost Castle in a City
Your character is resting at a castle and meet a group of Rune Knights
[Ghosts] talking about whom is going to get the weapon and they
quarrelled over it and your character laughs, causing them to overhead
and try to attack your character but sunlight enters and your character
gets the weapon.
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9. Nabbing a Secondary Monster
Your character will be greeted by the Mayor of the vilage and your
character were asked to tame a secondary monster [promoted one] and
will stare at the monster over the night, until one of them give way.
Aldis and Dogal has always a high chance getting one, no matter what
level they are at presently. Low Rune Power Knights has little chance
of getting them.
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10. Bard Reciting Street Parade
Your character were walking on a street and heard a Bard singing
praises on Rune Knights and shake hands with your character, thus left.
When your character is trying to sing but seems forget the lyrics and
due to this mysterious song, your character gains more MP.
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11. Ancient Ruins and the Forgotten Tomb
Your character will be at an ancient ruins and reads some words and get
a item or cannot get out due to a trap and left. OR your character
found a tomb and a rare weapon on the tomb take it and leave or lost
his/her way due to the weapon and suffered from Malaria and rest for a
month.
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12. The Lake and the unattended boat
Your character will see an unattended boat coming towards him/her and
gets on it and reach a deserted island and meet an old Rune Knight
trapped in a tree, whom teaches about Rune Power OR find a huge idol
and get the Final Class promoting items such as Rage Lightning.
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13. Hunting a Rabbit in a Forest.
As your character is about to kill the rabbit, it's start to talk and
would give it's treasure on a condition, not to kill it and your
character will search the place and get either a weapon or an armor OR
bitten a little viper and wounded for a month.
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14. At the edge of the Lake
Your character will meet dancing maidens and was taught on how to walk
on water and gained AGI attributes OR invited to a paradise island and
stay for a night and gain in MP.
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15. Kettle found on the ground
Your character will find a kettle containing honey and attempts to
drink results a huge bee chasing him/her, which results in MP gained.
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16. Flower in foggy Forest
Your character will find a flower and smells it and become drowsy and
fallen asleep. As your character awakes, results in attributes gained
OR got robbed and lost his or her way in the forest.
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17. In Front of a Secret Cave
Your character will find tracks on the ground, revealing someone is in
the cave which results to get a primary monster OR get a weapon from
the altar OR got wounded due to fall into a pitfall ["something wet
fall onto your character"]
------------------------------------------------------------------------
18. Waiting for a loved one under a tree.
Your character will walk to a huge tree for shelter and thus meet a
girl whom will mistook your character for her boyfriend and thus give
an accessory and left after telling your character to watch the
rainbow. Actually, the lady is a ghost!
------------------------------------------------------------------------
19. Cursed Sandstone
Your character meet an old man grinding a sandstone in a cabin. Your
character tries it and it's cursed. After seven days, the curse is
broken and your character received a welcome breeze, results gained in
strength or HP [rare]
------------------------------------------------------------------------
20. The Forbidden Bridge
Your character was about to cross the bridge and meet an old man
telling a sad story [he is actually the guy in his story] and raises
your character's intelligience.
------------------------------------------------------------------------
21. Tower
Your character ended up at forbidden tower and go up, taking a look and
found the Lost Text [which blown off] and gains INT or your character
hear rumbling sound from the ground and caught in an explosion and took
a month to heal.
------------------------------------------------------------------------
22. Merchant on the Road
Your character will meet a merchant and has a short conversation. The
merchant gives the accessory as a memento of the time they have met
together.
------------------------------------------------------------------------
23. The "Free Drink" Bottle
Your character find a bottle that says "Free Drink" and drink it. The
drink will causes the body of the character to jump, results gain in
AGI or fall over as the drink is a poison and order to rest for a
month.
------------------------------------------------------------------------
24. Reading the Scroll about the Snake of Chaos
Your character will enter a dark cave and found a scroll in the
Underground labyrinth which stats about the Snake of Chaos. The scroll
disappears after the character has read it.
------------------------------------------------------------------------
25. Fastest animal in Forsena
Your character will meet the eight-legged horse and grab it. The horse
will fight over the land of Forsena and your character gains in STR due
to the horse's blessing.
------------------------------------------------------------------------
_____
/ 4.2 \_________________________________________________________________
------------------------------------------------------------------------
Special Quests
------------------------------------------------------------------------
Note: reading too much of these sections will leads to spoilers!
------------------------------------------------------------------------
1. Reunited at the Rand's Residence
Characters: Liguel (New Alemkia), Castor (Esgares), Miguel (Iscalio)
The quested character will returned back to their residence [I think it
only works at the third month of 215.] and meet up with their family.
Generally, this is a small chit-chat.
------------------------------------------------------------------------
2. Getting Officer Glauze
Characters: Coel (New Alemkia)
After you will have reached Month 4 of 215, Coel will say that he should
take a visit to Glauze. Next he will be a door and met up with Glauze
[whom he have saved earlier]. Glauze will eventually joins New Alemkia.
------------------------------------------------------------------------
3. Getting Eloute
Characters: Millia (Caerleon)
Millia will say that she should take a visit to Eloute. She met Eloute
at the village. Next Eloute will joins your country.
------------------------------------------------------------------------
4. Getting Gush
Characters: Millia and Eloute (Caerleon)
Millia decides to pay a visit to Gush whom lives in deserted area. Next
they will persuade Gush to join them. Gush joins eventually.
------------------------------------------------------------------------
5. Getting Lecarra
Characters: Millia, Eloute and Gush (Caerleon)
Millia decides to take another visit to the city. Of course the guys
tends to tag along. BTW, here got some adult stuff....
------------------------------------------------------------------------
6. Getting Georg
Characters: any Rune Knights from Leonia
The character will meet up with Georg at the deserted house near Leonia.
Georg will joins but still could not get out from his drunken stupor.
------------------------------------------------------------------------
7. Getting Rierre's Ring
Characters: Georg (Leonia)
Georg will find himself ended up at the forest. He will have an
illusion of Rierre. Rierre told off Georg and let him and you will get
the Rierre's Ring.
------------------------------------------------------------------------
8. Attainment of Cavalier
Characters: Loufal (New Almekia)
You must have changed Loufal into a Cavalier and send him for a quest.
Next he will ended up at the entrance of his house. His mother was so
proud of him and handled his father's sword, Mithril Sword.
------------------------------------------------------------------------
9. Leland's grave.
Characters: Halley (New Alemkia)
You must encounter Cador in combat with Halley in the party. Next wait
for a year and Halley will left. If it is done correctly, you see this
quest the next year. Halley visit Leland's grave and was blabbling about
the resemblence of Cador and him..
------------------------------------------------------------------------
_____
/ 4.2 \_________________________________________________________________
------------------------------------------------------------------------
Character Quests
------------------------------------------------------------------------
All countries will have a chance in getting this characters except for
the Esgares Empire. There is one exception that is Carmine, Level 10
Bishop, Rune Power: 181 will join Esgares after complete Millet's and
Mira's Quest.
------------------------------------------------------------------------
1. Cortina
Your character meet Cortina in a theater, whom is presently a dancer
and receives a scolding from her boss as she is a Rune Knight and
decides to join your country. You will get her early in the game.
Rune Power: 199, Level 1 Enchantress. Age: 18
------------------------------------------------------------------------
2. Hyude
Your character will lost in a forest. As fog embraces the forest, your
character will meet Hyude and has a short chit-chat. Hyude will joins
you but he is go for another quest. Same as Cortina, quite early in the
game.
Rune Power: 202, Level 4 Ranger. Age: 22
------------------------------------------------------------------------
3. Hyude's Quest: Getting LimLight
After about 3 months, sent Hyude for a quest. He will be lost in the
Fileria Forest and meet an Elf Young Woman and an Elf Young Man. The
Elf Young Woman tells Hyude her name [Peryner] and they gradually fall
in love. After the second month, Hyude remembers his duty as a Knight
and meet Elder. Limlight will thus joins you.
Rune Power: 150, Level 5 Mage. Age: 78
------------------------------------------------------------------------
4. Klauques and Cathleen
Your character will reach a village, where he/she will meet a pirest
approaches your character and asked him/her to help to heal the wounded
and this lasts a month. On the second month, your character would tell
them whether they are interested in becoming Knights. Then Cathleen is
injured and your character decides to stay until Cathleen recovers. On
the third month, Klauques and Cathleen will joins you.
Klauques, Rune Power: 163, Level 4 Priest. Age: 22
Cathleen, Rune Power: 163, Level 12 Lector. Age: 24
------------------------------------------------------------------------
5. Mira and Millet [After the fall of Esgares]
Your character will meet them on a road and they tell your that they
have no intention of fighting your character and wishs to join your
country and will meet your ruler and joins in. Once the fall of
Esgares, you will be able to get them.
------------------------------------------------------------------------
6. Mira's and Millet's Quest: Find Nanny
Send both of them at a time and they will be back at their hometown,
the Goache Village and decided to visit their parents' graves. They
meet a Bishop [notice the Bishop's attitude towards them] and a woman
will scream and a Salamander will attack a village, the twins decided
to help, but Mira got injured and Millet was knocked unconscious. At
the next month, they recovers and meet Carmine whom has healed Mira's
injuries and meet their nanny there and recieve the Pin of Protection.
and Carmine will joins you about a year later, no quest needed.
------------------------------------------------------------------------
7. Rain [Fall of Esgares]
This guy will joins your country in about 2 or 4 months later after
both Millet and Mira joins your country. Esgares has no chance of
getting him. He is Millet's step brother and loves one of the twins. If
you send him for quest about a year later and he will meet his father,
Ranguinus whom is a former Ex-Esgares Rune Knight.
Rune Power: 149, Level 1 Mage. Age: 21
------------------------------------------------------------------------
8. Ranguinus [Fall of Esgares, after getting Rain]
You can get him by doing the following. You need to see the scene where
Rain actually mistaken Mira for Millet. After that scene, Ranguinus will
return back home and meet his father. Ranguinus will join your country
after that quest. His levels may be promoted depends on the length of
time that he serve for the Esgares Empire.
------------------------------------------------------------------------
9. Shiraha [Fall of Esgares]
After the fall of Esgares, your character will meet Shiraha, whom is
sitting on the rocks near the stream meditating and he will join your
country. Note that another Ninja calls Kazan along with his Bronze Golem
and a Dao will join the other country.
------------------------------------------------------------------------
10. Balder
In the town, your character will meet Balder's father whom is a
merchant whom thinks Balder is a suitable person for being a Rune
Knight [he could reap in more profits] if not he will disowns Balder.
Balder did so and then joins your country since they are not longer
related!
Rune Power: , Level 10 Sorcerer. Age: 23
------------------------------------------------------------------------
11. Dogal
Your character will find a wounded Pixie in a mountain crossroads. On
saving the Pixie, your character got hurt by a rock. Next your character
will meet Dogal [whom has retired for 30 years] and will join you with
his little friends, a Pixie, a HellHound and a Centaur.
Rune Power: 268, Level 2 Barbarian. Age: 55
------------------------------------------------------------------------
12. Layoneil
Your character will meet him in a forest displaying his swordplay and
he will joins your country. His old rival, Helrato will join the other
country with two Fenrirs and is an Avenger.
Rune Power: 172, Level 16 Samurai. Age: 29
------------------------------------------------------------------------
13. Aldis
Your character will arrive at a savage island called the Lake of the
Illusion Dragon and meet Aldis whom is playing with her Dragon. She is
a member of the Dragon Clan and will join you with the Fafnir, Puro.
You must try to keep down the number of Dragons in your country, she
does not like dragons being used for battles that much ^_^; I have
met her quite late in the game, and she will joins the second strongest
army in the game.
Rune Power: 301, Level 10 Lector. Age: 18
------------------------------------------------------------------------
As you have succeeded in defeating a country, two of the Rune Knights
will join your counrty and some of them will join the other countries
except for main generals. For example, Iscalio: Iria, Dryst, Camden,
Ulster.
Defeat Other Country
Iscalio: Daffy and Victoria Bagdemugus and Teath
Caerleon: Janfadar and Bilcock ??
Leonia: Langueborg and Chantail Isfras
Norgard: Kirkmond and Dillard Faticia, Zerafin and
Ector
New Almekia: Loufal and Carlota ??
Esgares: Fiel and Ivan. ??
For alliance manners, if New Almekia defeat Norgard, you will not get
any new leaders if you played as Caerleon. BTW, as for the question
marks, I would like to ask you to help!
-----------------
Special Notes!
-----------------
- Miguel can persuade Liguel/Castor to join Iscalio once they met in
combat! It have occured to me once while playing New Alemkia.
- It seems that better Rune Knights can be gotten if you let enemies to
defeat them.
- To get Schutlesis, you must launch the first attack at Esgares.
- To get Luintail, you must win the first combat (Norgard) only.
- To get Lance to King Status, you must acquired Logres. As that's the
place where the commodation of King took place.
_____
/ 5.0 \_________________________________________________________________
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
List of Classes
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Before I begin this section, I think there are several important things
to take note of and here they are:
1. When a character gains a total of 5 stars for that particular class
and they reached the EXPERT status, which will result all magic and
skills permanently remain in them, no matter what class they have
changed to. Even before you have change the class before reaching
EXPERT, the stars will remain. This explains why a Priest unit can
cast Mage's magic.
2. Note that you can only choose an one-way path. For example, a Mage
can be promoted to a Druid or Sorcerer and you can only choose one
of them and can't change back to former class and will not be able
to the other class.
3. When you reach higher levels, and the maximum is Level 30 and you
can advance to the secondary classes or the final classes, provided
that you has attained an EXPERT in the lower classes.
4. Since that you can go up to Level 30, and each star requires a level
and so it's rather a waste to remain in that particular class. For
example, if you have reached Level 5, so that you can changed to a
Cavalier/Berserker or a Sorcerer/Druid.
5. Rulers such as Cai, Vaynard, Zemeckis and Lyoneese cannot changed
to any other classes except Prince Lance and Dryst.
6. Ninjas can't advance to Ninja Master unless Shiraha has did so. [
well you will not see any stars to prove the level.]
For the case of Lance, you need to defeat the Esgares Empire and Lance
will promote from Prince to King and he will acquire Geno-Flame in
addition to his normal attributes. PS: Must accquired Logres.
For the case of Dryst, you need to have Dryst reached Level 30 and he
will declare himself as Super Tyrant and gain extra spells and boosted
abilities. Now for the list of abbreviations used in this FAQ.
List of Abbreviations
------------------------------------------------------------------------
Symbol Meaning
------------------------------------------------------------------------
MPC MP Cost
hex. Hexagons
RunePow. Rune Power needed to control monsters
ATK Attack
STR Strength
INT Intelligence
AGI Agility
MOV Movement Range
Hit Hit rate
[A] Area based attacks
[C] Critical
------------------------------------------------------------------------
Okay let's begin with the list of spells.
_____
/ 5.1 \_________________________________________________________________
------------------------------------------------------------------------
List of Spells
------------------------------------------------------------------------
This is the section where you can find notes about magic. This section
also includes MP Cost, range (hex.) and brief description what the magic
does.
** RED MAGIC **
_______________________________________________________________________
Flame: | Throws a fireball at one opponent. Standard magical |
| damage. Good against units that have blue elementals |
| MPC: 68, 3 hex. |
________________|______________________________________________________|
Geno-Flame: | Summons a firestorm and burns enemies. Area-based |
| attack. Great for attacking a troop of monsters in |
| a single turn. |
| MPC: 166, 3 hex. [A] |
________________|______________________________________________________|
Thunder: | Calls a thunderbolt from the air. High blasting |
| damage against one enemy. |
| MPC: 91, 3 hex. |
________________|______________________________________________________|
Power: | Increases offensive power of one unit temporarily. |
| Great when use on powerful units such as Giants and |
| Bahamut. [use on allies only] |
| MPC: 62, 4 hex. |
________________|______________________________________________________|
Exa-Blast: | Calls forth a thermal explosion. Extreme blasting |
| damage against one opponent [about 200 HP damage] |
| MPC: 152, 2 hex. |
________________|______________________________________________________|
Geno-Thunder: | Summons unlimited thunderbolts. High blasting area- |
| based attack. |
| MPC: 193, 3 hex. |
________________|______________________________________________________|
** BLUE MAGIC **
_______________________________________________________________________
Frost: | Freezes one opponent, blue-elemental damage. Standard|
| magicial damage. Good against Dragons. |
| MPC: 68, 3 hex. |
________________|______________________________________________________|
Geno-Frost: | Freezes surrounding enemies. Area-based attack. Great|
| for attacking a troop of monsters in a single turn. |
| MPC: 166, 3 hex. [A] |
________________|______________________________________________________|
Fall Berg: | Causes damage with a giant Iceberg. Extreme blasting |
| damage against one opponent. [about 200 HP damage] |
| MPC: 135, 2 hex. |
________________|______________________________________________________|
Flight: | Allows an ally to float in mid-air. Use in on heavy |
| creatures such as Hydras and Dragons. |
| MPC: 90, 3 hex. |
________________|______________________________________________________|
Fog: | Cover an opponent in smoke. Use this only low AGI |
| creatures such as Golems. |
| MPC: 49, 4 hex. |
________________|______________________________________________________|
Charm: | Causes enemies to fight each other. Cast this on a |
| powerful unit will result in massive damage on your |
| foe. |
| MPC: 110, 2 hex. |
________________|______________________________________________________|
** BLACK MAGIC **
_______________________________________________________________________
Venom: | Generates poison around one opponent. Standard |
| magicial damage, which poisons the enemy. |
| MPC: 45, 3 hex. |
________________|______________________________________________________|
Curse: | Damages enemies by hex. High blasting magicial |
| attack. Use it wisely. |
| MPC: 108, 2 hex. |
________________|______________________________________________________|
Dimension: | Transport one foe elsewhere on the terrain. Move |
| away key Knights such as Bishops and Priests. |
| MPC: 83, 4 hex. |
________________|______________________________________________________|
Weakness: | Lowers the power of an enemy briefly. Use this on |
| Dragons and Hydras. |
| MPC: 66, 4 hex. |
________________|______________________________________________________|
Meteor Doom: | Causes meteors to fall on those that are within |
| range. One of the most deadly spells in Brigandine. |
| This affects both allies and enemies. |
| MPC: 255, 3 hex. [A-2 hex.] |
________________|______________________________________________________|
Necro Rebirth | Blows false life onto a dead monster within the same |
| battle. This spell is very effective as it could get |
| you a dead monster into your party without any |
| Rune Cost. |
| MPC: 97, 1 hex. |
________________|______________________________________________________|
** WHITE MAGIC **
_______________________________________________________________________
Heal: | Recovers lost HP. Standard healing magic. This is one|
| of the most commonly spells. |
| MPC: 65, 3 hex. |
________________|______________________________________________________|
Area Heal: | Recovers surrounding allies' lost HP. Area-based |
| healing magic. Good for healing a troop at a time. |
| MPC: 147, 2 hex. |
________________|______________________________________________________|
Cure: | Cures abnormal status. Another useful magic used to |
| cure Poison, Paralysis, Petrify and Silent. |
| MPC: 54, 4 hex. |
________________|______________________________________________________|
Halo: | Raises EXP by half after a single hit on one ally. |
| MPC: 88, 4 hex. |
________________|______________________________________________________|
Divine Ray: | Sacred Ray that destroys one foe. High blasting |
| magic against one opponent. |
| MPC: 112, 2 hex. |
________________|______________________________________________________|
Holy Word: | Holy Word destroys enemies. Largest area-based attack|
| in Brigandine. |
| MPC: 183, 4 hex. |
________________|______________________________________________________|
** GREEN MAGIC **
_______________________________________________________________________
Protect: | Raises DEF Power briefly. Use this on high DEF units |
| such as Golems. |
| MPC: 61, 4 hex. |
________________|______________________________________________________|
Accel: | Increases MOV briefly. Use this on units that has |
| low MOV, e.g. Hydras. |
| MPC: 59, 3 hex. |
________________|______________________________________________________|
Paralyze: | Paralyzes one opponent. Once it took effect, assign |
| other units to attack the foe as it is unable to |
| counterattack. |
| MPC: 77, 3 hex. |
________________|______________________________________________________|
Silent: | Keeps one opponent from using magic. Use this on |
| Mages as Mages use Magic. |
| MPC: 50, 4 hex. |
________________|______________________________________________________|
React: | Enables one unit to do another act. One of the best |
| spells in Brigandine. |
| MPC: 126, 2 hex. |
________________|______________________________________________________|
Solid: | Petrifies one opponent. Applies the same for |
| Paralyze. |
| MPC: 85, 3 hex. |
________________|______________________________________________________|
Now let's proceed to the female units.
_____
/ 5.2 \_________________________________________________________________
------------------------------------------------------------------------
Female Units
------------------------------------------------------------------------
FLOWCHART OF CLASSES
Scout ================ Archer ===================== Artemis
|| |
|| ================= Lancer ===================== Valkyrie
||
Enchantress =========== Sorceress =================== Witch
|| |
|| =============== Mystic ====================== Sage
|| |
Cleric ================ Lector ====================== Saint
------------------------------------------------------------------------
FEMALE PRIMARY CLASSES
------------------------------------------------------------------------
The beginning classes of the female units. Most of Rune Knights started
with the following classes. You can advance them further through gaining
EXP.
------------------------------------------------------------------------
Scout [*]
Requirements: STR 55 and above
Attacks: Short Bow, 2 hex.
Twin Shot, 2 hex. [C]
Elemental: Nil
Class: Scouts
The basic attacking class of the femine Rune Knights. Works like the
Centaurs except no elements. Only powerful once obtained intermediate
levels.
------------------------------------------------------------------------
Enchantress [*]
Requirements: INT 60 and above
Attacks: Slash Whip
Magic: Frost, MPC: 68, 3 hex.
Geno-Frost, MPC: 166, 3 hex. [A]
Fog, MPC: 49, 4 hex.
Charm, MPC: 110, 2 hex.
Elementals: 1 Blue
Class: Enchantresses
This unit is quite good for its arsenal of blue magic, which is great
against red element monsters. Also, it is extremely weak against red
element creatures. Enchantress have the similar requirements as Clerics
and it's more offense in nature.
------------------------------------------------------------------------
Cleric [*]
Requirements: INT 60 and above
Attacks: Pilgrim Rod
Magic: Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Elementals: 1 White
Class: Clerics
This female unit is only healing unit in the primary class. I would
rather place them in the back-court of the troops. They worked like
Unicorns. Halo spell is quite good as it could double the EXP gain for
the enemy being hit.
------------------------------------------------------------------------
FEMALE SECONDARY CLASSES [Level 10+]
------------------------------------------------------------------------
To get this unit from primary units, just go to Organise menu and select
Class sub-menu. You need to gain the requirements stated at the
corresponding classes.
------------------------------------------------------------------------
Archer [**]
Requirements: EXPERT Scout, Level 10+
Attacks: Middle Bow, 3 hex.
Triple Shot, 3 hex. [C]
Magic: Accel, MPC: 59, 3 hex.
Paralyze, MPC: 77, 3 hex.
Silent, MPC: 50, 4 hex.
Elementals: 1 Green
Class: Scouts
Archers have carried a green element and it has a longer, shooting
range. It has also an range of green magic. It is a better High Centuar
along with an range of green magic.
------------------------------------------------------------------------
Lancer [**]
Requirements: EXPERT Scout, Level 10+
Attacks: Spear
Mirage Spear [C]
Spear Throw, 2 hex. Unable to use after movement.
Magic: Fog, MPC: 49, 4 hex.
Class: Lancers
Spear Throw can't be used after movement. Lancers are quite good
attackers. It has a long range attacks of a Centuar, plus Fog spells
which is great against low agility monsters such as Dragons and Stone
Golems.
------------------------------------------------------------------------
Sorceress [**]
Requirements: EXPERT Enchantress, Level 10+
Attacks: Slash Whip
Magic: Frost, MPC: 68, 3 hex.
Geno-Frost, MPC: 166, 3 hex. [A]
Fog, MPC: 49, 4 hex.
Charm, MPC: 110, 2 hex.
Venom, MPC: 45, 3 hex
Dimension, MPC: 83, 4 hex.
Fall Berg, MPC: 135, 2 hex.
Elementals: 1 Blue, 1 Black.
Class: Enchantresses
Sorceress is a better Enchantress and is combination of a Demon and an
Enchantress. Fall Berg is very damaging even against the fiery
Salamander.
------------------------------------------------------------------------
Mystic [**]
Requirements: EXPERT Enchantress, EXPERT Clerics, Level 10+
Attacks: Force
Magic: Frost, MPC: 68, 3 hex.
Geno-Frost, MPC: 166, 3 hex. [A]
Flight, MPC: 90, 3 hex.
Charm, MPC: 110, 2 hex.
Fog, MPC: 49, 4 hex.
Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Elementals: 1 Blue, 1 White
Class: Mystics
Notes: This is an odd class, once change into a Mystic, you
can no longer changes back to Enchantresses or
Clerics Classes except for Scouts Class. The Mystic
could only change to the Sage Class.
Mystics is a combination of Enchantress and Clerics which provides
white and blue element magic. Flight is a good spells when you are
battling in mountainous regions such as Dilworth and water battlefields
such as Lidney.
------------------------------------------------------------------------
Lector [**]
Requirements: EXPERT Cleric, Level 10+
Attacks: Pilgrim Rod
Magic: Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Cure, MPC: 54, 4 hex.
Area Heal, MPC: 147, 2 hex. [A]
Holy Word, MPC: 183, 4 hex. [A]
Elementals: 2 White
Class: Clerics
Quite a good support unit and it is a better Arch Angel with Area Heal.
Lectors have low attacking power. Holy Word is extremely damaging plus
a 4 hex. range against all enemies.
------------------------------------------------------------------------
FEMALE FINAL CLASSES [Level 20+]
------------------------------------------------------------------------
Again, you will see "UP" appearing at the lower corner of the icon
representing the unit. Of course, these units requires an intensive
amount of EXP.
------------------------------------------------------------------------
Valkyrie [***]
Requirements: EXPERT Lancer, Level 20
Attacks: Spear
Mirage Spear [C]
Spear Throw, 3 hex. Unable to use it after movement.
Magic: Fog, MPC: 49, 4 hex.
Heal, MPC: 65, 3 hex.
Holy Word, MPC: 183, 4 hex. [A]
Elementals: 2 White, 1 Blue
Class: Lancer
Valkyrie is really a strong unit with Holy Word and healing magic. But
most Valkyries have low MP. This may cause a problems. In fact, Iria is
one good example. They are extremely good attackers.
------------------------------------------------------------------------
Artemis [***]
Requirements: EXPERT Archer, Level 20+
Attacks: Long Bow, 4 hex.
Marvellous Shot, 4 hex. [C]
Magic: Accel, MPC: 59, 3 hex.
Paralyze, MPC: 77, 3 hex.
Silent, MPC: 50, 4 hex.
Protect, MPC: 61, 4 hex.
Solid, MPC: 77, 3 hex.
React, MPC: 126, 2 hex.
Elemental: 2 Green
Class: Scouts
With the entire list of green magic and a whooping 4 hex. attack range,
this unit can be the most damaging offensive units of all female attack
troops. Extremely dangerous when accompanied by High Centuars.
------------------------------------------------------------------------
Witch [***]
Requirements: EXPERT Sorceress, Level 20+
Attacks: Slash Whip
Magic: Frost, MPC: 68, 3 hex.
Geno-Frost, MPC: 166, 3 hex.
Charm, MPC: 110, 2 hex.
Fog, MPC: 49, 4 hex.
Fall Berg, MPC: 135, 2 hex.
Venom, MPC: 45, 3 hex.
Curse, MPC: 108, 2 hex.
Meteor Doom, MPC: 255, 3 hex. [2 hex A]
Flight, MPC: 90, 3 hex.
Elemental: 2 Black, 1 Blue
Class: Enchantresses
An advanced unit with a list of magic and acquired Meteor Doom. Witch is
the strongest of all Enchantress classes. It has a wide range of magic
spells.
------------------------------------------------------------------------
Sage [***]
Requirements: EXPERT Mystic, Level 20+
Attacks: Force
Magic: Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Frost, MPC: 68, 3 hex.
Geno-Frost, MPC: 166, 3 hex.
Fog, MPC: 49, 4 hex.
Charm, MPC: 110, 2 hex.
Flight, MPC: 90, 3 hex.
Area Heal, MPC: 147, 2 hex.
Exa-Blast, MPC: 152, 2 hex.
Power, MPC: 62, 4 hex.
Elementals: 1 White, 1 Blue, 1 Red
Class: Mystics
A wide range of the three elements: red, blue and white. The Sage class
is the best class of the Mystics with powerful magic. Exa-Blast is the
best spell after the Geno-Thunder, however it attacks only a single
enemy.
------------------------------------------------------------------------
Saint [***]
Requirements: EXPERT Lector, Level 20+
Attacks: Pilgrim Rod
Magic: Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Area Heal, MPC: 147, 2 hex.
Cure, MPC: 54, 4 hex.
Holy Word, MPC: 183, 4 hex.
Divine Ray, MPC: 183, 2 hex.
Elementals: 3 White
Class: Clerics
The equivalent of Arch Angels with additons of Area Heal. The Saint is
actually a better Lector.
_____
/ 5.3 \_________________________________________________________________
------------------------------------------------------------------------
M A L E U N I T S *
------------------------------------------------------------------------
FLOW CHART FOR MALE UNITS
Priest ================= Bishop ============= Cardinal
|| |
|| ================== Monk =============== Guardian
||
Barbarian ================ Berserker ========== Avenger
|| |
|| ==================
|| |
Fighter ================ Cavalier ============ Paladin
|| |
|| =============== Samurai ============= Shogun
||
Mage ================ Sorceress ============ Wizard
|| |
|| =============== Druid ================ Necromancer
||
Ranger =============== Grappler ============= Champion
* Ninja is a special class, avalible if you have Shiraha in your
country. You must get Level 10 and above. A Ninja can be promoted
to a Ninja Master.
------------------------------------------------------------------------
MALE PRIMARY CLASSES
------------------------------------------------------------------------
Here you will find the list of male, primary classes. These units are
typically the units that they start from.
------------------------------------------------------------------------
Priest [*]
Requirements: INT 60 and above
Attack: Clergy Mace
Magic: Heal, MPC: 65, 3 hex.
Cure, MPC: 54, 4 hex.
Elemental: 1 White
Class: Priests
The basic healing unit of male primary troops. Priests have aweful
attacking power but it can be considered as an average support class.
But the effect will be better when it has acquired the Bishop Class.
------------------------------------------------------------------------
Fighter [*]
Requirements: STR 60 and above
Attacks: Fighter Blade
Power Strike [C]
Elemental: Nil
Class: Fighters
I myself don't use Fighters quite often, but they can reached the
Cavalier class with Heal magic. Fighters are quite good combat as they
seldom misses attack. So have them deal the finishing blow.
------------------------------------------------------------------------
Barbarian [*]
Requirements: STR 65 and above
Attacks: Fury Axe
Axe Rush [C]
Elemental: Nil
Class: Barbarians
Barbarians have poweful attacks but they can't heal themselves. But
once they reach the Berserker which has a regeneration of HP, this
downside can be removed. Barbarians are strong attackers.
------------------------------------------------------------------------
Ranger [*]
Requirements: STR 55, AGI 60
Attacks: Brave Knuckle
Crash Beat [C]
Elemental: Nil
Class: Rangers
Ranger units are quite agile and strong in attacks, plus they seldom
misses their attacks. Rangers have long movement range compared to
Barbarians.
------------------------------------------------------------------------
Mage [*]
Requirements: INT 60
Attacks: Sorcery Staff
Magic: Flame, MPC: 68, 3 hex.
Geno-Flame, MPC: 166, 3 hex. [A]
Thunder, MPC: 91, 3 hex.
Power, MPC: 62, 4 hex.
Elemental: 1 Red
Class: Mages
The only magic attacking class of the male units. Mages have weak
attacks and it is better to keep them at the back area of units. Mages
needed to be guarded. Power spell can be extremely dangerous when
being cast on offensive troops such as Salamanders.
------------------------------------------------------------------------
SECONDARY LEVEL CLASSES [Level 10+ Units]
------------------------------------------------------------------------
Same as the female units, just get the unit to LV 10 and choose "Class"
to switch to the secondary class. Secondary units have more attacks and
stronger moves.
------------------------------------------------------------------------
Bishop [**]
Requirements: EXPERT Priest
Attacks: Clergy Mace
Magic: Heal, MPC: 65, 3 hex.
Area Heal, MPC: 147, 2 hex. [A]
Cure, MPC: 54, 4 hex.
Halo, MPC: 88, 4 hex.
Divine Ray, MPC: 112, 2 hex.
Elemental: 2 White
Class: Priests
Bishops, in my opinion are the best support units [Cardinals will take
a long time.]. Their Area Heal makes them destructive as it does an
area effect healing on the entire area. Bishops are quite good as they
have acquired Divine Ray and Halo spell.
------------------------------------------------------------------------
Cavalier [**]
Requirements: EXPERT Fighter, EXPERT Barbarian
Attacks: Knight Sword
Cross Cutter [C]
Magic: Heal, MPC: 65, 3 hex.
Elemental: 1 White
Class: Armoured Knights
Cavaliers are good attackers but they are quite weak as they can only
combat hand-to-hand. But they can be dangerous once they have proceed to
the third class, Paladin. Their attacks seldom misses even if their
levels are low, hence making them the best units for finishing off
dying units.
------------------------------------------------------------------------
Sorcerer [**]
Requirements: EXPERT Mage
Attacks: Sorcery Staff
Magic: Flame, MPC: 68, 3 hex.
Geno-Flame, MPC: 166, 3 hex.
Thunder, MPC: 91, 3 hex.
Exa-Blast, MPC: 152, 2 hex.
Power, MPC: 62, 4 hex.
Frost, MPC: 68, 3 hex.
Fog, MPC: 49, 4 hex.
Elemental: Blue-Red
An advanced version of the Mage, but with additional spells such as
Exa-Blast and blue magic. Well, a Sorcerer will works fine against most
countries whereas Druid is extremely destructive for Leonia. As most of
the units are white element based.
------------------------------------------------------------------------
Ninja [**]
Requirements: Shiraha in your country, STR 60, AGI 70
Attacks: Kunai
Illusion [C]
Shuriken, 2 hex. able to use after movement.
Skill: Hit and Away
Magic: Weakness, MPC: 66, 4 hex.
Accel, MPC: 59, 3 hex.
Paralyze, MPC: 77, 3 hex.
Elemental: Black, Green
Class: Ninjas
Ninjas are great units as they are able to use a 2 hex. range attack
weapons. Even if he attacks in short range, it can also does a Hit and
away tactic. Quite a decent sniper as the male version of Archers.
------------------------------------------------------------------------
Monk [**]
Requirements: EXPERT Priest
Attacks: Debar Knuckle, may cause paralysis
Prana Burst [C]
Magic: Heal, MPC: 65, 3 hex.
Cure, MPC: 54, 4 hex.
Elemental: 1 white
Class: Rangers
Same as Cavaliers except this units have Cure spells. They could use
Prana Burst quite often while their HP are low. The basic attack which
could cause paralysis is extremely good. But it is quite rare.
------------------------------------------------------------------------
Druid [**]
Requirements: EXPERT Mage
Attacks: Sorcery Staff
Magic: Venom, MPC: 45, 3 hex.
Curse, MPC: 108, 2 hex.
Weakness, MPC: 66, 4 hex.
Flame, MPC: 68, 3 hex.
Geno-Flame, MPC: 166, 3 hex.
Thunder, MPC: 91, 3 hex.
Power, MPC: 62, 4 hex.
Elemental: Red, Black
Class: Mages
Druid are great units against countries such as Leonia. Camden could
nearly eliminate any characters in Leonia. Druids has a mixture of red
magic such as the basic mage's spells along with black magic. It is
a mixture of Demon and Mage [with an additional of Weakness spell]
------------------------------------------------------------------------
Grappler [**]
Requirements: EXPERT Ranger
Attacks: Brave Knuckle
Crash Beat [C]
Skills: Critical + 5 %
Elemental: Nil
Class: Rangers
One bad downfall for Grapplers is that it does not have magic. Almost
all characters have at least 70 MP which is sufficient for a Heal magic.
Grapplers are good units as it could travel across mountains.
------------------------------------------------------------------------
Samurai [**]
Requirements: EXPERT Barbarian, EXPERT Fighter [higher in DEF]
Attacks: Katana Blade
Shadow Moon [C]
Special: Iai Slash, MPC: 40, 2 hex.
Skills: Hit rate +10%
Elemental: Nil
Class: Samurais
Deadly... compared to Cavaliers. It has higher defense, along with Iai
Slash which can does a minimum damage of 100 for a LV 10 Samurai. But
the weapons are quite rare compared to the Cavaliers. But if an unit
can reach this class, choose this one.
------------------------------------------------------------------------
Berserker [**]
Requirements: EXPERT Barbarian, EXPERT Fighter
Attacks: Fury Axe
Axe Rush [C]
Skill: HP Recovery 5 %
Elemental: 1 Black
Class: Barbarian
Another deadly unit. Berserkers work fine against white units [such as
Angels, Unicorns, Priest and Clerics] but they can be a downfall as they
only exceed in attacks. But armed with a good hit rate and a HP recovery
of 5%, this unit can easily eliminate dying enemies in one blow.
------------------------------------------------------------------------
FINAL CLASS [Level 20+ Units]
------------------------------------------------------------------------
Same applies to the female units, you will see an "UP" found near the
character. But remember that it is kinda difficult to have all units to
reach LV 20.
------------------------------------------------------------------------
Avenger [***]
Requirements: EXPERT Berserker
Attacks: Knight Sword
Genocide [C]
Magic: Curse, MPC: 108, 2 hex.
Weakness, MPC: 66, 4 hex.
Skill: HP Recovery 5 %
Elemental: 2 Black
Class: Armoured Knights
Same as Berserker but gained black magic. Avenger are great units for
their strong attacks. [BTW, their attacks are equalvent of a secondary
monster unit.] Keep them away from Angels as the Divine Ray can easily
kill this unit.
------------------------------------------------------------------------
Paladin [***]
Requirements: EXPERT Cavalier
Attacks: Knight Sword
Justice Cutter [C]
Magic: Heal, MPC: 65, 3 hex.
Cure, MPC: 54, 4 hex.
Holy Word, MPC: 183, 4 hex. [A]
Elemental: 2 White
Class: Armoured Knights
Paladin is better off compared to Avenger. Not only it has healing
magic, it also acquires Holy Word and most Paladins can use this once
they have reached LV 20. Good support units plus they does similar
damage compared to monsters. However, Paladin is extremely hard to
obtain.
------------------------------------------------------------------------
Shogun [***]
Requirements: EXPERT Samurai
Attacks: Katana Blade
Shadow Moon [C]
Special: Iai Slash, MPC: 45, 3 hex.
Skills: Hit + 20%
Class: Samurais
With a skill of Hit +20% and an Iai Slash of 3 hex, this unit is more
devastating compared to Paladin or Avenger. [this probably explains why
Layoneil is always stronger than Helrato ^_^]. With a cheap MP cost of
45, you can does at least 2 Iai Slashs in one combat at LV 20.
------------------------------------------------------------------------
Cardinal [***]
Requirements: EXPERT Bishop
Attacks: Clergy Mace
Magic: Heal, MPC: 65, 3 hex.
Area Heal, MPC: 147, 2 hex. [A]
Cure, MPC: 54, 4 hex.
Halo, MPC: 88, 4 hex.
Divine Ray, MPC: 112, 2 hex.
Holy Word, MPC: 183, 4 hex. [A]
Flight, MPC: 90, 3 hex.
Charm, MPC: 110, 2 hex.
Elemental: 2 White, 1 Blue
Class: Priests
A better Bishop with Divine Ray and Holy Word. Cardinals are extremely
difficult to get but they really worth it. Great leaders such as Ulster,
BeauArte, Roadbull, Coel and Asmit has really the chance of getting to
Cardinal. If you have defeat Esgares early, and you can recruit Solneil
which is also a probably of getting to Cardinal Class. Of course,
Solneil will be a better opinion as he has acquired high Rune Power.
------------------------------------------------------------------------
Necromancer [***]
Requirements: EXPERT Druid
Attacks: Sorcery Staff
Magic: Venom, MPC: 45, 3 hex.
Meteor Doom, MPC: 255, 3 hex. [A]{affect allies]
Curse, MPC: 108, 2 hex.
Dimension, MPC: 83, 4 hex.
Weakness, MPC: 66, 4 hex.
Necro Rebirth, MPC: 97, 1 hex.
Flame, MPC: 68, 3 hex.
Geno-Flame, MPC: 166, 3 hex. [A]
Thunder, MPC: 91, 3 hex.
Power, MPC: 62, 4 hex.
Elemental: 2 Black, 1 Red
Class: Mages
Nothing much to say as it is dangerous. Necromancer takes time and only
a few characters have the chance. It has most deadly black magic,
Meteor Doom plus the Necro Rebirth.
------------------------------------------------------------------------
Guardian [***]
Requirements: EXPERT Monk
Attacks: Debar Knuckle, causes Paralysis
Ultra Combo [C]
Magic: Heal, MPC: 65, 3 hex.
Area Heal, MPC: 147, 2 hex. [A]
Cure, MPC: 54, 4 hex.
Elemental: 2 white
Class: Rangers
Guardian has been a combination of Monk and Bishops. This makes them a
better opinion compared to Grappler. But they are quite hard to get as
you need to gain a lot of experience. Guardians are great attackers and
great support units.
------------------------------------------------------------------------
Champion [***]
Requirements: EXPERT Grappler
Attacks: Brave Knuckle
Ultra Combo [C]
Skill: Critical Rate + 10%
Elemental: Nil
Class: Rangers
Champion is rather a rare class, but if a skill of Critical rate of 10%,
plus its versatile range in movement, Champion are great attackers.
Champion can does a lot of damage and will not be effected by
elementals.
------------------------------------------------------------------------
Ninja Master [***]
Requirements: EXPERT Ninja
Attacks: Kunai
Illusion [C]
Shuriken, 3 hex. able use after movement.
Skills: Hit and Away
Magic: Dimension, MPC: 88, 4 hex.
Weakness, MPC: 66, 4 hex.
Accel, MPC: 59, 3 hex.
Protect, MPC: 61, 4 hex.
Paralyze, MPC: 77, 3 hex.
Solid, MPC: 85, 3 hex.
Silent, MPC: 56, 4 hex.
Class: Ninjas
Imagine a High Centuar-Ninja-Nightmare combination.. That's made a
Ninja Master. It is extremely dangerous as it has acquire Accel spell
which makes your troops move in order easily. Ninja Master is a deadly
sniper as they can eliminate any leader within a couple of turns along
with High Centuars/Archers.
------------------------------------------------------------------------
Wizard [***]
Requirements: EXPERT Sorcerer
Attacks: Sorcery Staff
Magic: Flame, MPC: 68, 3 hex.
Geno-Flame, MPC: 166, 3 hex. [A]
Thunder, MPC: 91, 3 hex.
Geno-Thunder, MPC: 193, 3 hex. [A, 2 hex.]
Geno-Frost, MPC: 166, 3 hex. [A]
React, MPC: 126, 2 hex.
Exa-Blast, MPC: 152, 2 hex.
Power, MPC: 62, 4 hex.
Frost, MPC: 68, 3 hex.
Fog, MPC: 49, 4 hex.
Elementals: Red, Blue, Green
Class: Mages
Wizard unit is a better unit with an range of magic. The React spell is
extremely useful if you want to see the rocking Salamander does its turn
again. Plus it's Exa-Blast and Geno-Thunder makes it deadly. Zemeckis
is much stronger due to its Archery ability along with the Geno-Thunder.
Geno-Thunder is great as it allows you to set your targets.
------------------------------------------------------------------------
_____
/ 5.4 \_________________________________________________________________
------------------------------------------------------------------------
Special Classes
------------------------------------------------------------------------
This classes only applies to certain Rune Knights, or more specific,
this applies to the ruler of the kingdom.
------------------------------------------------------------------------
Prince
------------------------------------------------------------------------
Requirements: Only Lance begin with this class. [New Almekia]
Attack: Twin Blade
Wing Slash [C]
Magic: Heal, MPC: 65, 3 hex.
Flame, MPC: 68, 3 hex.
Elementals: n/a
Class: Prince
Lance is quite weak and only acquires two magic, Flame and Heal. Give
him some training and he will become stronger. His Wing Slash can does
a critical amount of damage.
------------------------------------------------------------------------
King
------------------------------------------------------------------------
Requirements: Lance can get to this class, once he acquired Logres upon
defeating Esgares.
Attack: Twin Blade
Wing Slash [C]
Magic: Heal, MPC: 65, 3 hex.
Flame, MPC: 68, 3 hex.
Geno-Flame, MPC: 166, 3 hex. [A]
Elementals: 1 Red
Class: Prince
The class is rather hard to get. He has acquired Geno-Flame and becomes
stronger each time.
------------------------------------------------------------------------
Warlock
------------------------------------------------------------------------
Requirments: Only Cai of Caerleon begins with this class.
Attack: Word of Magic
Magic: Heal, MPC: 65, 3 hex.
Flame, MPC: 68, 3 hex.
Frost, MPC: 68, 3 hex.
Thunder, MPC: 91, 3 hex.
Geno-Flame, MPC: 166, 3 hex. [A]
Geno-Frost, MPC: 166, 3 hex. [A]
Geno-Thunder, MPC: 193, 3 hex. [2 hex. A]
Exa-Blast, MPC: 152, 2 hex.
Flight, MPC: 90, 3 hex.
Silent, MPC: 56, 4 hex.
Elementals: 1 Red, 1 Blue, 1 Green
Class: Warlock
A guy acquired with a huge list of magic. The Warlock is seems like a
combination of a Wizard Class and a couple of green magic.
------------------------------------------------------------------------
Emperor
------------------------------------------------------------------------
Requirments: Only Zemeckis of Esgares begins with this class.
Attack: Tempest Bow, 3 hex.
Lightning Bow, 3 hex. [C]
Magic: Power, MPC: 62, 4 hex.
Geno-Thunder, MPC: 193, 3 hex. [2 hex. A]
Elementals: 2 Red
Class: Emperor
Zemeckis is really powerful as he has long range attacks, plus a 2 red
elemental orb, which makes he compete with Hydras and blue elementals
creatures farely. Don't leave Enchantress freely for him to target at..
------------------------------------------------------------------------
Death Knight
------------------------------------------------------------------------
Requirements: Only Cador of Esgares begins with this class
Attack: Death Bringer
Dolorous Stroke [C]
Magic: Curse, MPC: 108, 3 hex.
Geno-Flame, MPC: 166, 3 hex. [A]
Elementals: 2 Black, Red
Class: Death Knight
Cador is not a guy to messed up with. The only class that can have an
edge over this class is the Valkryie. [strange huh? Halley is also in
the Valkryie class..]. Cador's Dolorous Stroke can causes as much as
400 against an Angel unit. [instant dead attack against low levels
Angels.]
------------------------------------------------------------------------
Tryant
------------------------------------------------------------------------
Requirments: Only Dryst of Iscalio starts with this class.
Attack: Vandal Scythe
Dark Spiral [C]
Magic: Curse, MPC: 108, 3 hex.
Flame, MPC: 68, 3 hex.
Power, MPC: 62, 4 hex.
Weakness, MPC: 66, 4 hex.
Elementals: 1 Black, 1 Red
Class: Tryant.
The Tryant is a combination of Mage-Demo with an exception of certain
skills. But it can be quite dangerous against white and blue units.
------------------------------------------------------------------------
Super Tryant
------------------------------------------------------------------------
Requirements: Only avaliable when Dryst have acquired Level 30.
Attack: Deluxe Scythe
Gorgeous Spiral [C]
Magic: Meteor Doom, MPC: 255, 3 hex. [2 hex. A]
Curse, MPC: 108, 3 hex.
Flame, MPC: 68, 3 hex.
Power, MPC: 62, 4 hex.
Weakness, MPC: 66, 4 hex.
Elementals: 1 Black, 1 Red
Class: Tryant
Super Tryant really takes a long time to acquired. But with Meteor Doom
acquired, this monster can does tons of serious damage to all foes.
------------------------------------------------------------------------
Queen
------------------------------------------------------------------------
Requirements: Only Lyonesse of Leonia starts with this class.
Attack: Liath-Fail
Magic: Heal, MPC: 65, 3 hex.
Area Heal, MPC: 147, 2 hex. [A]
Cure, MPC: 54, 4 hex.
Divine Ray, MPC: 112, 2 hex.
Holy Word, MPC: 183, 4 hex. [A]
Charm, MPC: 110, 2 hex.
Protect, MPC: 61, 4 hex.
Elementals: 2 White
Class: Queen
Queen is really a good white elemental class. The Queen has acquired
Holy which is pretty damaging against all other classes.
------------------------------------------------------------------------
Lord
------------------------------------------------------------------------
Requirements: Only Vaynard of Norgard starts with this class
Attack: Caladbog
Wolf Fang [C]
Magic: Frost, MPC: 65, 3 hex.
Geno-Frost, MPC: 166, 3 hex. [A]
Fog, MPC: 49, 4 hex.
Elementals: 1 Blue
Class: Lord
The Lord class is quite weak and as it will withstand a huge damage
while in combating against red element units such as Dragons and Giants.
The best is to place this unit far from the combating area.
------------------------------------------------------------------------
Claimer
------------------------------------------------------------------------
Requirements: Only Bulnoil starts off with this class.
Attack: Endless Seeker
Magic: Venom, MPC: 45, 3 hex.
Meteor Doom, MPC: 255, 3 hex.
Curse, MPC: 108, 2 hex.
Dimension, MPC: 83, 4 hex.
Weakness, MPC: 66, 4 hex.
Necro Rebirth, MPC: 97, 1 hex.
Geno-Thunder, MPC: 193, 3 hex. [1 hex. A]
Exa-Blast, MPC: 152, 2 hex.
Fall Berg, MPC: 135, 2 hex.
Solid, MPC: 85, 3 hex.
Elemental: n/a
Class: Claimer
A secret class and only Bulnoil started off with this class. He is very
dangerous as he has Meteor Doom/Curse [works well against Lucifer],
Geno-Thunder/Exa-Blast [works well against Tiamats], Fall Berg [works
well against Salamanders, Fafnirs]. I guess it will takes sometime to
defeat this unit. Bulnoil is extremely tough....
------------------------------------------------------------------------
_____
/ 6.0 \_________________________________________________________________
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
6. L I S T O F I T E M S
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
This is the list of items, I myself have managed to get after playing
the five rulers. Well here is the list:
------------------------------------------------------------------------
Name of Item Effect
------------------------------------------------------------------------
Power Potion STR +3
Wisdom Potion INT +3
Speed Potion AGI +3
Life Potion HP +18
Rune Potion Rune Power + 10 [Knights only]
Rune-A Potion Rune Area + 1 [Knights only]
Fruit of Vice Changes Seraph to Lucifer
Liquor of Charm Changes Satan to Lilith
Rage Lightning Changes Titan to Thor
Wisdom Seed Changes Gigas to Loki
------------------------------------------------------------------------
_____
/ 6.1 \_________________________________________________________________
========================================================================
Weapon List
========================================================================
There are several things to take note before I begin this section.
Firstly, you must finished reading section 5. before reading this
section. Now there is a reminder for everyone, that this list is still
not complete, so feel free if you managed to get those that is not
mentioned in the List.
I have reached e-mails that Flame Sword is included in the game...
For those whom are too lazy to read, here is the summary.
KEY OF CLASS
-------------
Fighters: Fighter class
Barbarians: Barbarian and Berserker classes
Mages: Mage, Sorcerer, Druid, Wizard, Necromancer classes
Rangers: Ranger, Monk, Grappler, Guardian, Champion classes
Priests: Priest, Bishop, Cardinal classes
Scouts: Scout, Archer, Artemis classes
Enchantresses: Enchantress, Sorceress, Witch classes
Clerics: Cleric, Lector, Saint classes
Armoured Knights: Cavalier, Paladin, Avenger classes
Samurais: Samurai, Shogun classes
Ninjas: Ninja, Ninja Master classes
Lancers: Lancer, Valkyrie classes
Mystics: Mystics, Sage classes
Rulers: Lance, Dryst, Vaynard, Cai, Lyoneese, Zemeckis, Cador
A R M O U R E D K N I G H T S [Swords]
------------------------------------------------------------------------
Name of Swords Status Elemental
------------------------------------------------------------------------
Laevatein ATK+20, Hit-5 Red
Answeller ATK+14 White
Mithril Sword MP+20, ATK+10, INT+4 Nil
Flame Edge ATK+8 Red
Claimh Solais MP+30 White
Bastard Sword ATK+6 Nil
Gram ATK+18 Nil
Tyrhung ATK+14, Hit+5 Black
Ice Sword ATK +8 Blue
F I G H T E R S [Blades]
------------------------------------------------------------------------
Name of Blades Status Elemental
------------------------------------------------------------------------
Death Master ATK+22, Hit-10 Nil
Evil Buster ATK+12, Hit+5 White
Claymore ATK+10 Nil
Giant Sword ATK-6, Hit-5, DEF+6 Nil
Rune Power + 15
S A M U R A I S [Katanas]
------------------------------------------------------------------------
Name of Katanas Status Elemental
------------------------------------------------------------------------
Kokoro ATK+16, Hit+10, RunePow-30 Nil
Kaze ATK+10 Black
Tora ATK+8 Nil
Tsuki ATK+19, HP+5 Blue
Kusanagi ATK+5, RunePow.+20 Nil
B A R B A R I A N S [Axes]
------------------------------------------------------------------------
Name of Axes Status Elemental
------------------------------------------------------------------------
Balor ATK+18 Black
Revolving Axe ATK+14, Hit+8 Nil
Flame Axe ATK+10 Red
Beheading Axe ATK+8 Black
Dwarf Axe ATK+6, Hit+5 Nil
L A N C E R S [Spears]
------------------------------------------------------------------------
Name of Spears Status Elemental
------------------------------------------------------------------------
Gae Bolg ATK+18, Hit+10 Nil
Goddess Spear ATK+8 White
Black Spear ATK+6 Black
Ice Javelin ATK+10 Blue
Gungnir ATK+24, Hit+5 Nil
Brionac ATK+16 Nil
Mithril Spear MP+20, ATK+12, INT+2 Nil
S C O U T S [Bows]
------------------------------------------------------------------------
Name of Bows Status Elemental
------------------------------------------------------------------------
Crescent Bow ATK+19, INT+2,Hit+8 Nil
Heaven Bow ATK15 White
Mithril Bow MP+20, ATK+10, INT+4 Nil
Flame Bow ATK+8 Red
Elven Bow ATK+6, Hit+5 Nil
M A G E S [Staves]
------------------------------------------------------------------------
Name of Staves Status Elemental
------------------------------------------------------------------------
Striking Staff ATK+10 Nil
Red Staff INT+4 Red
Blue Staff INT+4 Blue
Ganbantein ATK+8, INT+8 Nil
Mithril Staff MP+20, ATK+12, INT+2 Nil
C L E R I C S [Rods]
------------------------------------------------------------------------
Name of Rods Status Elemental
------------------------------------------------------------------------
Telesis ATK+18, Hit+5 Nil
Mithril Rod MP+20, ATK+6, INT+4 Nil
Madonna's Rod INT+4 White
Death Rod ATK+12, INT+2 Black
P R I E S T S [Maces]
------------------------------------------------------------------------
Name of Maces Status Elemental
------------------------------------------------------------------------
Gravity Mace ATK+12, Nil
Judgement Mace ATK+6 White
Brave Hammer HP+10, ATK+10 Nil
Skull Flail ATK+18 Black
Mithril Mace MP+20, ATK+8, INT+4 Nil
E N C H A N T R E S S E S [Whips]
------------------------------------------------------------------------
Name of Whips Status Elemental
------------------------------------------------------------------------
Cat O' Nine Tail ATK+12 Nil
Snake Tongue ATK+8, Hit+10 Red
Torn Whip ATK+6 Nil
Love Whip ATK-10, Hit-10, Nil
Rune Power +10
R A N G E R S [Knuckles]
------------------------------------------------------------------------
Name of Knuckles Status Elemental
------------------------------------------------------------------------
Blast Knuckle ATK+18 Red
Speed Knuckle ATK+9, Hit+10 Nil
Rivet Knuckle ATK+6 Nil
Ogre Knuckle ATK+13 Black
Wind Knuckle ATK+16 Blue
N I N J A S [Knives]
------------------------------------------------------------------------
Name of Knives Status Elemental
------------------------------------------------------------------------
Shock Knife ATK+14, Hit+10 Red
Painless Knife ATK+8 Nil
The Ripper MP-20, ATK+9, INT-10 Black
========================================================================
6.2 A R M O R L I S T
========================================================================
Certain classes can only equip certain armor. Here is the list
Accessories: All
Shields: Only Priests, Clerics, Armoured Knights
Plate Mail: All except Mages, Rangers, Enchantresses
Mystics, Ninjas and Rulers
Robes: All except Rulers
Helmets: Only Fighters, Barbarians, Armoured
Knights, Samurais and Lancers.
Hats: All except Rulers
Gloves: All except Mages, Enchantress, Mystics
and Rulers
Boots: All except Rulers
A C C E S S O R I E S
------------------------------------------------------------------------
Name of Accessories Status
------------------------------------------------------------------------
Pin of Defense* DEF+8, Lowers damage by magic
Talisman Prevent status disorder
Wiseman Medal MP+10, INT+2
Ancient Book INT+6
Fire Amulet Red resist Up
Sacred Amulet White resist Up
Ring of Sorcery MP+30, INT+4
Earring of the Sea DEF+2, Blue resist Up
AntiMagic Ring Lowers damage caused by magic
Wind Armband AGI+5
Forest Amulet Green resist Up
Solomon's Ring Rune Power+30, Rune Area +1
Heal Ring Gain 20 HP every turn
Almighty Ring STR+3, INT+3, AGI+3, DEF+3
Soldier's Medal HP+20, STR+2
Rune Armband Rune Power +25
Black Amulet Black resist Up
Bell of Comfort Rune Power +15
Pirate's Medal AGI+2
Ice Amulet Blue resist Up
Apostle's Horn Rune Area+1
Rierre's Ring* INT+5, DEF+5, Red Resist Up
* The Pin of Defense is obtained from the twins, Mira and Millet's
quest. The Rierre's Ring can be only obtained from Georg's Quest
[Leonia ONLY]*
S H I E L D S
------------------------------------------------------------------------
Name of Shields Status
------------------------------------------------------------------------
Battle Shield ATK+4, DEF+8
Flame Shield DEF+7, Red Resist Up
Ice Shield DEF+7, Blue Resist Up
Large Shield DEF+5
Aegis ATK+8
P L A T E M A I L S
------------------------------------------------------------------------
Name of Plate Mails Status Elemental
------------------------------------------------------------------------
Diamond Mail Evade-30, DEF+22, MOV:Down Nil
Red resist Down.
Ice Mail DEF+10 Blue
Volcano Armor DEF+15 Red
Holy Armor DEF+12 White
Evil Armor DEF+12 Black
Heavy Armor DEF+6 Nil
R O B E S
------------------------------------------------------------------------
Name of Robes Status
------------------------------------------------------------------------
Light Robe DEF+8, White resist Up
Dark Robe DEF+8, Black resist Up
Mirage Robe Evade+10, DEF+4
Solar Robe DEF+6, Red resist Up
IcyFog Robe DEF+6, Blue resist Up
Star Robe Evade+5, DEF+5
H E L M E T S
------------------------------------------------------------------------
Name of Helmets Status
------------------------------------------------------------------------
Rune Helm DEF+4, Rune Area+1
Horned Helm DEF+5
Brute Mask HP+30, ATK+4, INT-8
Aiguil Helm HP+10, DEF+10
H A T S
------------------------------------------------------------------------
Name of Hats Status
------------------------------------------------------------------------
Circlet of Wits INT+6
Cool Hat DEF+3, Blue resist Up
Fairy Crown INT+4, DEF+1
Pixie Hat INT+2, DEF+2
G L O V E S
------------------------------------------------------------------------
Name of Gloves Status
------------------------------------------------------------------------
Precise Glove Hit+15, DEF+6
Power Glove ATK+8, DEF+4
Ruby Glove MP+20, DEF+8, Red resist Up
B O O T S
------------------------------------------------------------------------
Name of Boots Status
------------------------------------------------------------------------
Fairy Pumps Evade+5, MOV: Up
Wing Shoes DEF+2, MOV:Down, Type: High Sky
Aqua Shoes MOV Type: Shoal
Flipper Boots DEF+3, Type: Water
Valient's WIng Type: High Sky
Speed Boots MOV: Up
_____
/ 7.0 \_________________________________________________________________
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
The Monster List
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This list consist of the elementals, Rune Cost, Mana Cost, requirements
and my personal comments. Feel free to send your comments if you have
one. For your convience, I have arranged in order of their Rune Cost.
========================================================================
P R I M A R Y M O N S T E R U N I T S [Level 1+, *]
========================================================================
Primary units can be obtained from quests and summoning. Sometimes you
can get them when someone has joined your country [For example, Dogal]
------------------------------------------------------------------------
Ghoul
Elemental: 1 Black
Attacks: Necro Eater
Comments: Cheap and good attacker. Low Rune Cost makes it
affective. An ideal monster which can be use to lure
enemies. Level very fast. Medium MOV range.
Rune Cost: 15 Mana: 60
------------------------------------------------------------------------
G-Scorpion
Elemental: 1 Red
Attacks: Poison Tail, may poisoned the enemy
Comments: Low HP is the main weakness. But Poison Tail can be
dangerous as it cause poison [removes HP slowly].
This may forced healing parties to waste their MP on
Cure. Low MOV range.
Rune Cost: 20 Mana: 100
------------------------------------------------------------------------
Jinn
Elemental: Nil
Special: Air Storm, MPC: 40, 2 hex.
Comments: Does a fair amount of damage with Air Storm. Basic
attack requires MP. Can't counterattack. The enemy
can't counter even it is a hand-to-hand combat.
Rune Cost: 30 Mana: 120
------------------------------------------------------------------------
Pixie
Elemental: 1 Green
Attacks: Stick Tap
Leave me be! [C]
Magic: Protect, MPC: 61, 4 hex.
Silent, MPC: 50, 4 hex.
Comments: Good as prevent Mages from using magic by using
Silent. Low attacking power make it useless in
combat, but a good support team.
Rune Cost: 30 Mana: 120
------------------------------------------------------------------------
Merman
Elemental: 1 Blue
Attacks: Splash Arch
Skills: Aqua Recovery 5%, Aqua Attack + 20%
Comments: Strictly an aquatic force. Does higher amount of
damage in water and recovers HP in water. Moves more
faster in water than on land.
Rune Cost: 25 Mana: 120
------------------------------------------------------------------------
Lizard Man
Elemental: 1 Blue
Attacks: Lefty Axe, high hit and critical rate.
Comments: High critical and hit rate makes this monster a
valuble one. Good on marine battlefields and land.
Rune Cost: 30 Mana: 140
------------------------------------------------------------------------
Hellhound
Elemental: 1 Black
Attacks: Hell Fang
Special: Hell Fire, MPC: 40, 2 hex.
Skill: Hit and Away
Comments: Levels up fast. Still can move after attacking. Use
in conjuction with Halo spell.
Rune Cost: 35 Mana: 140
------------------------------------------------------------------------
Centaur
Elemental: 1 Green
Attacks: Hunter Shot, 2 hex. useable after movement
Comments: Good and decent sniper. Attacking from long range
enables opponent to unable to counterattack, but low
attacking power.
Rune Cost: 35 Mana: 160
------------------------------------------------------------------------
Unicorn
Elemental: 1 White
Attacks: Horn Attack
Back Kick [C]
Magic: Heal, MPC: 65, 3 hex.
Cure, MPC: 54, 4 hex.
Comments: Cheap and good support for Heal and Cure. Place them
in the back row and recovers allies lost HP.
Rune Cost: 40 Mana: 220
------------------------------------------------------------------------
Mandrake
Elemental: 1 Green
Attacks: Tentacle Snap, may causes Paralysis
Comments: High HP for a good blocker, could paralyze opponent
with it's Tentacle Snap, but low attacking power.
Rune Cost: 35 Mana: 220
------------------------------------------------------------------------
Clay Golem
Elemental: Nil
Attacks: Golem Punch
Special: Golem Attributes
Comments: High in defense, makes it a great blocker. But low
AGI causes it to misses it's attack. Can't petrify,
paralyzed, silent or poisoned. Note that when a Fog
spell is being cast on it, it will be vulnerable.
Rune Cost: 45 Mana: 240
------------------------------------------------------------------------
Giant
Elemental: 1 Red
Attacks: Power Fist
Comments: Great attacker. Could do a serious damage to
Enchantresses with a Power spell cast on it. Pretty weak
hit rate. But it works against huge targets such as
Dragons.
Rune Cost: 60 Mana: 280
------------------------------------------------------------------------
Gryhon
Elemental: 1 White
Attacks: Beak Attack
Comments: High MOV range allows it to move fast and catches the
escaping general. Decent attacking power but misses
quite often against low lying creatures.
Rune Cost: 55 Mana: 300
------------------------------------------------------------------------
Wyvern
Elemental: Nil
Attacks: Tail Whip
Comments: Use it to snipe up dying creatures, but beware of
average hit rate. It has better hit rate compared to
Gryhons.
Rune Cost: 60 Mana: 320
------------------------------------------------------------------------
Roc
Elemental: Nil
Attacks: Solid Claw, may petrify enemy
Special: Cry Bird, MPC: 60, 2 hex. [A]
Comments: Best swooping monster. Moves fast and has a high rate
of petrifying monsters. Cry Bird causes random
paralysis, but it also affect allies.
Rune Cost: 70 Mana: 380
------------------------------------------------------------------------
Dragon
Elemental: 1 Red
Attacks: Terrow Jaw
Special: Acid Breath, MPC: 40, 3 hex.
Comments: Obviously the BEST troop. A solid line of this could
does massive amount of damage to enemies. Acid Breath
does damage to those in range, but also affect allies
that are within the range. There is a high rate of
being poisoned.
Rune Cost: 75 Mana: 420
------------------------------------------------------------------------
Hydra
Elemental: 2 Blue
Attacks: Freezing Spiral
Special: Ice Breath, MPC: 45, 4 hex.
Skill: Aqua Recovery 5%
Comments: Treat it as the aquatic version of Dragons. it moves
slowly on land, but moves much faster on water. The
4 hex. breath weapon could does huge amount on mages
with a Power spell being cast on it.
Rune Cost: 80 Mana: 460
------------------------------------------------------------------------
Demon
Elemental: 2 Black
Attacks: Evil Spike
Magic: Venom, MPC: 45, 3 hex.
Curse, MPC: 108, 2 hex.
Comments: Average attacking power and high MOV range. High
blasting magic. Venom may causes poison and Curse
packs a punch.
Rune Cost: 85 Mana: 480
------------------------------------------------------------------------
Angel
Elemental: 1 White
Attacks: Cross Strike
Magic: Heal, MPC: 65, 3 hex.
Divine Ray, MPC: 112, 2 hex.
Comments: Good healing party and average attacker. Divine Ray
can does a high damage of 130+ HP. But high Rune Costs
and Mana makes it tough to choose.
Rune Cost: 85 Mana: 500
========================================================================
S E C O N D A R Y M O N S T E R U N I T S [Level 10+, **]
========================================================================
Once a particular monster have reached Level 10, it's time to change to
the secondary class [2 stars]. Firstly, choose Organize from the main
menu and then choose Class from the sub-menu and you should see an "UP"
and select it and you will be given the list, that a monster could
change to. Note that you can only choose one. Secondary monsters has
higher Rune Costs compared to primary monsters.
------------------------------------------------------------------------
Vampire
Elemental: 2 Black
Attacks: Life Drain
Skill: HP Recovery 5%
Comments: Vampires are just better Ghouls with HP recovery. Life
Drain not only causes damage, but as drains about 5% of
damage.
Rune Cost: 30 Requirements: Level 10 Ghoul
------------------------------------------------------------------------
Death Needle
Elemental: 2 Red
Attacks: Deadly Tail, may causes poison.
Comments: Just a better Scorpion and higher attacking power. But
unfortunately not much improvement on its HP.
Rune Cost: 35 Requirements: Level 10 G-Scorpion.
------------------------------------------------------------------------
Triton
Elemental: 2 Blue
Attacks: Wave Arch
Special: Maelstorm, MPC: 40, 2 hex. [A]
Skill: Aqua Recovery 5%
Aqua Attack + 20%
Comments: Maelstorm can only be used in water. Improved attacking
power. However it is still better to used on marine
battlefieds such as Lidney.
Rune Cost: 40 Requirements: Level 10 Merman
------------------------------------------------------------------------
Dao
Elemental: 1 Black
Special: Rottern Storm, MPC: 50, 3 hex.
Comments: Improved attacking power and range. It's still can't
counterattack.
Rune Cost: 45 Requirements: Level 10 Jinn
------------------------------------------------------------------------
Marid
Elemental: 1 Blue
Attacks: Aqua Storm, MPC: 50, 3 hex.
Comments: Longer range and higher attacking power. It's still can't
counterattack
Rune Cost: 45 Requirements: Level 10 Jinn
------------------------------------------------------------------------
Efreeti
Elementals: 1 Red
Special: Fire Storm, MPC: 50, 3 hex.
Weak: Longer range and improved attacking power. Still can't
counterattack.
Rune Cost: 45 Requirements: Level 10 Jinn
------------------------------------------------------------------------
Djinni
Elemental: 1 White
Special: Ray Storm, MPC: 50, 3 hex.
Comments: Longer range and improved attacking power. Still can't
counterattack.
Rune Cost: 45 Requirements: Level 10 Jinn
------------------------------------------------------------------------
Fairy
Elemental: 2 Green
Attacks: Magic Stick
Leave me be! [C]
Magic: Protect, MPC: 60, 4 hex.
Paralyze, MPC: 77, 3 hex.
React, MPC: 126, 2 hex.
Silent, MPC: 50, 4 hex.
Comments: Slight improvement in attacking power. Has accquired more
spells. React is useful and Paralyze could give them an
edge in combat.
Rune Cost: 45 Requirements: Level 10 Pixie
------------------------------------------------------------------------
Lizard Guard
Elemental: 2 Blue
Attack: Guard Axe
Special: Poison Breath, MPC: 30, 2 hex.
Comments: Has very high hit rate, seems almost perfect. Average
attacking power and Poison Breath also causes poison.
Rune Cost: 45 Requirements: Level 10 Lizard Man.
------------------------------------------------------------------------
Fenrir
Elemental: 2 Black
Attacks: Ruin Fang
Special: Inferno, MPC: 45, 3 hex.
Comments: Improved breath weapon and high attacking power.
Rune Cost: 50 Requirements: Level 10 Hellhound
------------------------------------------------------------------------
High Centaur
Elemental: 2 Green
Attacks: Killer Shot, 3 hex.
Comments: Basically, a better Centaur with improved range and good
attacking power. A solid line of these will result in a
massive amount of damage to foes.
Rune Cost: 50 Requirements: Level 10 Centaur
------------------------------------------------------------------------
Man Eater
Elemental: 2 Green
Attacks: Tentacle Beat, may paralyzed opponent
Special: Spine Missile, 3 hex.
Comments: A beefed up Mandrake plus a long range attacks. Spine
Missile can not be used after movement.
Rune Cost: 50 Requirements: Level 10 Mandrake.
------------------------------------------------------------------------
Pegasus
Elemental: 2 White
Attacks: Diving Horn
Back Kick [C]
Magic: Heal, MPC: 65, 3 hex.
Cure, MPC: 54, 4 hex.
Halo, MPC: 88, 4 hex.
Comments: A Unicorn with wings plus the Halo Spell. Back Kick will
moves an opponent 1 hex. away. An ideal heal support.
Rune Cost: 55 Requirement: Level 10 Unicorn,
Level 20 Nightmare
------------------------------------------------------------------------
Nightmare
Elemental: 2 Black
Attacks: Calamity Horn
Back Kick [C]
Magic: Dimension, MPC: 83, 4 hex.
Weakness, MPC: 66, 4 hex.
Comments: A unicorn with no healing spells. Dimension can move away
key monsters such as Unicorns and Angels. Average attacking
power. Use Weakness on your foe before start attacking.
Rune Cost: 55 Requirements: Level 10 Unicorn
------------------------------------------------------------------------
Stone Golem
Elemental: Nil
Attacks: Stone Punch
Stone Throw, 2 hex.
Skill: Golem Attributes
Comments: Just a better Golem with higher defence and has a long
range based weapon, but low hit rate.
Rune Cost: 70 Requirements: Level 10 Clay Golem.
------------------------------------------------------------------------
Titan
Elemental: 1 White, 1 Red
Attacks: Hyper Fist
Comments: Just a better Giant with improved attacking power, but it
has a low movement range. When a Power spell is cast on
these guys, they can do a massive amount of damage.
Rune Cost: 75 Requirements: Level 10 Giant
------------------------------------------------------------------------
Gigas
Elemental: 1 Black, 1 Red
Attacks: Heavy Fist
Comments: Slow movement, but high attacking power. With a Power spell
cast on these guys, they can do a massive amount of damage.
Rune Cost: 75 Requirements: Level 10 Giant.
------------------------------------------------------------------------
Couatl
Elemental: Nil
Attacks: Tail Chain
Special: Dragon Roar, MPC: 25, 1 hex [A]
Comments: A better Wyvern with higher attacking power. Dragon Roar
affects both allies and enemies within the range [it reduce
1/6 of total HP]
Rune Cost: 80 Requirements: Level 10 Wyvern
------------------------------------------------------------------------
Holy Griffin
Elemental: 2 White
Attacks: Beak Clash
Feather Storm, 2 hex.
Comments: A better Gryhon with a long range attack. Feather Storm can
not be used after movement. A decent attacker.
Rune Cost: 80 Requirements: Level 10 Gryhon.
------------------------------------------------------------------------
Phoenix
Elemental: 3 Red
Attacks: Fire Claw
Special: Heal Voice, MPC: 80, 2 hex.
Skill: HP Recovery 10%
Comments: The toughest secondary class monster. It has a 10% HP
recovery plus a decent attacking power. Heal Voice is
useful, just like the Area Heal, but beware enemies
whom is within the region also gets healed too.
Rune Cost: 90 Requirements: Level 10 Roc
------------------------------------------------------------------------
Red Dragon
Elemental: 2 Red
Attacks: Burning Jaw
Specials: Fire Breath, MPC: 45, 4 hex.
Comments: An improved Dragon with longer breath weapon and increased
attacking power. A walking powerful machine. Pick this as
it can be promoted to rocking Salamander.
Rune Cost: 95 Requirements: Level 10 Dragon
------------------------------------------------------------------------
White Dragon
Elemental: 1 White, 1 Red
Attacks: Lightning Fang
Special: Energy Bolt, MPC: 45, 4 hex.
Comments: A flying Dragon with improved movement, attacking power and
extended breath weapon. More expensive compared to Red
Dragon. 5 Rune Power seems to make it worth it for its
flight ability. Flight is pretty important for mountainous
battlefield such as Dilworth.
Rune Cost: 100 Requirements: Level 10 Dragon
------------------------------------------------------------------------
Arch Demon
Elemental: 3 Black
Attacks: Crime Spike
Magic: Venom, MPC: 45, 3 hex.
Curse, MPC: 108, 2 hex.
Weakness, MPC: 66, 4 hex.
Dimension, MPC: 83, 4 hex.
Comments: A better Demon with two more spells. High attacking power
makes it a better attacker in combat.
Rune Cost: 105 Requirements: Level 10 Demon
------------------------------------------------------------------------
Tiamat
Elemental: 2 Blue, 1 Black
Attacks: Ruinous Spiral
Special: Death Breath, MPC: 50, 5 hex.
Comments: A better Hydra. High HP makes it a tough one on both land
and sea battles. Plus it has 5 hex. breath weapon which is
also a killer weapon too.
Rune Cost: 110 Requirements: Level 10 Hydra
------------------------------------------------------------------------
Arch Angel
Elemental: 3 White
Attacks: Cross Blitz
Magic: Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Divine Ray, MPC: 112, 2 hex.
Holy Word, MPC: 183, 4 hex.
Comments: Rather expensive, but more affective as it has more spells
such as Holy Word and Halo.
Rune Cost: 105 Requirements: Level 10 Angel.
========================================================================
F I N A L C L A S S M O N S T E R S [Level 20+] (***)
========================================================================
Remember that these units are stronger than any of your character units.
These units requires intensive levelling up. Reach LV 20 or 30 and you
will be able to switch to this class.
------------------------------------------------------------------------
Vampire Lord
Elemental: 3 Black
Attacks: Life Drain
Special: Bat Attack, MPC: 50, 2 hex.
Skill: HP Recovery 10%
Magic: Weakness, MPC: 66, 4 hex.
Necro Rebirth, MPC: 97, 1 hex.
Comments: The easiest to get among all Final Class monsters. 10%
HP Recovery make them a tough unit, plus they have
Necro Rebirth
Rune Cost: 70 Requirements: Level 20 Vampire
------------------------------------------------------------------------
Poseidon
Elementak: 3 Blue
Attacks: Flood Arch
Special: Mael Storm, MPC: 50, 3 hex. [A]
Skills: Aqua Recovery 10%
Aqua Attack 20%
Comments: Not much to say as Tritons are rarely used.
Rune Cost: 75 Requirements: Level 20 Triton
------------------------------------------------------------------------
Bronze Golem
Elemental: Nil
Attacks: Bronze Punch
Rock Throw, 3 hex.
Skill: Golem Attributes
Comments: Basically a better Golem. Longer Rock Throw makes it a
better attack, but still has crappy hit rate with the
Rock Throw.
Rune Cost: 85 Requirements: Level 20 Stone Golem
------------------------------------------------------------------------
Thor
Elemental: 2 White, 1 red
Attacks: Mjolnir
Special: Thor Hammer, MPC: 120, 3 hex.
Comments: A very powerful attacking warrior with a new outfit.
Thor Hammer gives this guy an edge to combat. At the level
10, Thor can already uses two Thor Hammers..
Rune Cost: 95 Requirements: Rage Lightning + Titan
------------------------------------------------------------------------
Loki
Elemental: 2 Black, 1 red
Attacks: Megaton
Magic: Dimension, MPC: 88, 4 hex.
Meteor Doom, MPC: 255, 3 hex. [2 hex. A]
Comments: Similar to the Titan, but has Meteor Doom. Reach until
Level 18 so that Meteor Doom can be used or use Magic
Potions.
Rune Cost: 95 Requirements: Wisdom Seed + Gigas
------------------------------------------------------------------------
Salamander
Elemental: 3 Red
Attacks: Burning Fang
Special: Grand Flame, MPC: 55, 5 hex.
Dragon Roar, MPC: 25, 1 hex. [A]
Comments: A very powerful monster. Grand Flame can does damage up
to 200+ and can have Enchantresses for breadfast!
Rune Cost: 110 Requirements: Level 20 Red Dragon
------------------------------------------------------------------------
Fafnir
Elemental: 2 White, 1 Red
Attacks: Lustral Fang
Magic Photon, MPC: 55, 5 hex.
Dragon Roar, MPC: 25, 1 hex.
Comments: Very powerful and destructive and seems stand at pace
with the Tiamats. High destructive attacking power.
Rune Cost: 115 Requirements: Level 10 White Dragon.
------------------------------------------------------------------------
Bahamut
Elemental: Nil
Attacks: Final Fang
Special: Final Breath, MPC: 55, 5 hex.
Dragon Roar, MPC: 25, 1 hex. [A]
Comments: Has higher MOV range compared to Salamander. Very
destructive when a Power spell is being cast on it.
Rune Cost: 115 Requirements: Level 20 Couatl
------------------------------------------------------------------------
Satan
Elemental: 3 Black
Attacks: Dark Pleasure
Death Lip [C]
Nasty Needle, 2 hex.
Magic: Venom, MPC: 45, 3 hex.
Meteor Doom, MPC: 255, 3 hex. [2 hex, A]
Curse, MPC: 108, 2 hex.
Necro Rebirth, MPC: 97, 1 hex.
Dimension, MPC: 83, 4 hex.
Weakness, MPC: 66, 4 hex.
Comments: It has the whole load of Black Magic. It has also
accquired the Meteor Doom, the mostly deadly black
magic. The only problem is that it practically takes
AGES to advance this far. Nastly Needle can used after
movement
Rune Cost: 115 Requirements: Level 20 Arch Demon
------------------------------------------------------------------------
Seraph
Elemental: 3 White
Attacks: Punish Rise
Nemesis [C]
Light Feather, 2 hex.
Magic: Heal, MPC: 65, 3 hex.
Area Heal, MPC: 147, 2 hex. [A]
Cure, MPC: 54, 4 hex.
Halo, MPC: 88, 4 hex.
Holy Word, MPC: 183, 4 hex.
Divin Ray, MPC: 112, 2 hex.
Comments: A very good healing party. This unit has accquired the
a whole load of White Magic, plus a two hex useable
attack [after movement]
Rune Cost: 120 Requirements: Level 20 Arch Angel
-------------------------------------------------------------------------
Lilith
Elemental: 1 White, 1 Black, 1 Blue
Attacks: Dark Ecstasy
Lilith Kiss [c], may messerises opponent.
Chaos Needle, 2 hex.
Magic: Heal, MPC: 65, 3 hex.
Divine Ray, MPC: 112, 2 hex.
Venom, MPC: 54, 3 hex.
Meteor Doom, MPC: 255, 3 hex. [2 hex A]
Curse, MPC: 108, 2 hex.
Dimension, MPC: 83, 4 hex.
Weakness, MPC: 68, 4 hex.
Necro Rebirth, MPC: 97, 1 hex.
Frost, MPC: 68, 3 hex.
Charm, MPC: 110, 2 hex.
Comments: Wow! This is great. With a whole of magic, this unit
can be use as a defensive unit or attacking force.
Needed to get Liquor of Charm.
Rune Power: 120 Requirements: Satan + Liquor of
Charm
------------------------------------------------------------------------
Lucifer
Elemental: 1 White, 1 Red, 1 Black
Attacks: Fallen Shine
Shalom [C]
Chaos Feather, 2 hex.
Magic: Heal, MPC: 65, 3 hex.
Area Heal, MPC: 147, 2 hex. [A]
Cure, MPC: 54, 4 hex.
Halo, MPC: 88, 4 hex.
Divine Ray, MPC: 112, 2 hex.
Holy Word, MPC: 183, 4 hex. [A]
Meteor Doom, MPC: 255, 3 hex [A-2 hex]
Dimension, MPC: 83, 4 hex.
Flame, MPC: 68, 3 hex.
Power, MPC: 62, 4 hex.
Comments: Has Meteor Doom, Holy Word and Area Heal. Great, but
it also consume time for an Angel to reach so far.
Rune Cost: 125 Requirements: Seraph + Fruit of Vice.
------------------------------------------------------------------------
Talos
Elemental: Nil
Attacks: Mega Punch
Rock Throw, 4 hex.
Comments: This unit is deadly as it does tons of damage to a
single foe. The 4 hex Rock Throw may be deadly, but it
still has a crappy hit rate.
Rune Cost: 90 Requirements: Level 30 Bronze Golem
------------------------------------------------------------------------
_____
/ 8.0 \_________________________________________________________________
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The Ruler's Walkthrough
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These are just the basic guidlines for a ruler. I have also included a
list of data about the castles. There is a list of Rune Knights and the
Rune Knights breakdown.
========================================================================
Vaynard: Norgard's Walkthrough
========================================================================
This Kingdom is situated in the north continent. The ruler, Vaynard
begins with several good generals such as Guinglain, Yvain, Palomides
and Brangien. This country has a powerful troop of dragons, therefore
it is not a good one to mess with. The only problem with this country
is that you may have trouble in defend your domain as there are a total
of four castles to defend.
Okay, here is the character's list in their respective castles at the
beginning:
------------------------------------------------------------------------
Name of Castle Name of Leader Occupation
------------------------------------------------------------------------
Flogeru Vaynard Lord
Brangien Archer
Senadon -- --
Kardiff -- --
Humber Noie Cleric
Kirkmond Sorcerer
Dillard Grappler
Jukes Guinglain Cavalier
Yvain Cavalier
Palomides Berserker
Listinoise Roadbull Bishop
Elaine Enchantress
Alliryme Zerafin Mage
Faticia Lancer
Ector Fighter
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C A S T L E S O F N O R G A R D
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of Castle: Alliryme Income: 225
Summon List: Jinn, Unicorn, Clay Golem, Dragon
Status: Prevent New Almekia's invasions from Gorule.
Name of Castle: Kardiff Income: 196
Summon List: Ghoul, Giant, Wyvern.
Status: An important castle. In hot soup, if this castle is
occupied by an enemy. 5-castle path.
Name of Castle: Senadon Income: 234
Summon List: G-Scorpion, Centaur, Unicorn, Roc
Status: Another key castle in the northern terrain. 4-castle
path.
Name of Castle: Flogeru Income: 439
Summon List: G-Scorpion, Jinn, Lizard Man, Hellhound, Giant,
Wyvern, Dragon
Status: Captial of Norgard. Valuble for northern conquests.
Name of Castle: Listinoise Income: 231
Summon List: Ghoul, Hellhound, Roc, Demon
Status: Choke point for Norgard, prvent Esgares' invasion
through Orkney.
Name of Castle: Jukes Income: 216
Summon List: Pixie, Lizard Man, Gryhon, Dragon
Status: This castle is separated from Lidney by a bridge.
Name of Castle: Humber Income: 207
Summon List: G-Scorpion, Merman, Hellhound, Hydra.
Status: This castle prevents invasions from Leonia.
------------------------------------------------------------------------
Firstly, move your leaders well so that there are at least 3 Rune
Knights guard a castle that are located at the borders. Defend your
borders well and attack them slowly, about one at the time. At 215,
3rd month, Vaynard will head to Leonia and engage war with Leonia.
After your first victory, Luintail will join you. Attack New Almekia
until you reach Camelford. Morholt will join you at about 4th month of
215, if you are lucky enough, you will get Schutlesis to join your
party. Attack Leonia, which is the weakest country in the game, keep on
attacking just sending your best knights and you will be able to finish
Leonia in a year. Station a decent force at Hadrian. Do some quests and
hopefully can get more Rune Knights. Attack Lidney with marine force
such as Hydras [Lidney has a high income of 300!] and this will greatly
weaken Esgares. Attack Orkney to create more trouble. Now concentrate
on finishing New Almekia. Take the castle of Camelford and advance to
other cities until you reach BaydonHill. Now with enough manpower,
advance on your attacks on Esgares. Hopefully that it is greatly weaken
by other countries. Dealt the finishing blow and you be able to finish
Esgares in a year of so. Now concentrate on quests, getting ex-Esgares
Knights to your terrain. Soleil will join you if Schutlesis is on your
side. Now advance your attacks on Iscalio and move with same party that
have defeat Leonia, if not consider send in more reinforcements and
finished off Iscalio. At last, down to the last country, Caerleon.
Advance your attacks on Squests with marine force and from Asten,
advance towards Hervey and capture Linnuis and Baynock. Caerleon will
be greatly weaken as Kail is the lowest income castle in their country.
Now dealt the finishing blow and you have succeeded in unify the entire
continent.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R U N E K N I G H T S O F N O R G A R D
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Vaynard: Level 18 Lord, Rune Power: 332. High Attacking Power
Known as the "White Wolf". Second best Rune Power. Age: 21
Guinglain: Level 17 Cavalier, EXPERT, Rune Power: 294, 3 more levels
to reach Paladin. Equip: Answeller. Age: 23
Brangien: Level 10 Archer, Rune Power: 257. Equip: Heaven Bow. I guess
the only Archer that possess the chance to get to the
Artemis class. BTW, she is the daughter of King Dormeditt,
but can't be the successor to the throne of Norgard. Age: 17
Noie: Level 2 Cleric, Rune Power: 201. High Rune Power for low
levels. 4 stars to reach EXPERT in Cleric. Equip: Madonna's
Rod. Age: 18
Kirkmond: Level 12 Sorcerer, Rune Power: 191. 3 stars to reach
EXPERT! in Sorcerer. Age: 34
Dillard: Level 10 Grappler, Rune Power: 180. Requires 5 stars to
reach EXPERT! in Grappler. Age: 25
Zerafin: Level 7 Mage, Rune Power: 175. Requires 3 more levels to
reach secondary classes. Age: 35
Faticia: Level 10 Lancer, Rune Power: 164. Low Rune Power. Equip
her with a Solomon's Ring. Age: 22
Ector: Level 5 Fighter, Rune Power: 161. Just a star is required
to reach EXPERT! in Fighter and 5 levels to secondary
classes. Age: 16
Roadbull: Level 14 Bishop, Rune Power: 247. Just a star is required
to reach EXPERT! in Bishop. High chance of getting to
Cardinal Class. Age: 49
Elaine: Level 1 Enchantress. Rune Power: 151. Need to gain more
experience points ! Better off by sending her for quests.
Age: 16
Yvain: Level 13 Cavalier. Rune Power: 231. 2 stars to reach
EXPERT! in Cavalier. High Rune Power. Equip: Large Shield
Age: 22
Palomides: Level 13 Berserker. Rune Power: 211. 2 stars to reach
EXPERT! In Berserker. Age: 22
Morholt: Level 16 Druid. Rune Power: 205. 4 levels to reach the
Necromancer class. Age: 34
Luintail: Level 17 Berserker. Rune Power: 225. 3 levels to reach
the Avenger class. This guy will join you when you play as
Norgard. Age: 41
========================================================================
Lance: New Almekia Walkthrough
========================================================================
This is probably the best country to start with and you will be going
to have an easy time. Lance maybe just a Level 1 Prince, but he reach
support from several powerful knights such as Gereint, Coel, Meleagant
and Halley. Lance may be weak, but in no time, you should be able to
see the real power of Lance. He will become King with the addition of
his original magic spells plus the Geno-Flame.
Well let's proceed to the list of Rune Knights and the castles they are
originally at.
------------------------------------------------------------------------
Name of Castle Name of Leader Occupation
------------------------------------------------------------------------
Calamry Lance Prince
Gereint Samurai
Coel Bishop
Meleagant Avenger
Carlota Enchantress
Phazard Loufal Fighter
Camelford Adilicia Lancer
Batercus Grappler
Brusom Samurai
Gorule Gilsus Sorcerer
Aphelia Cleric
Liguel Scout
BaydonHill -- --
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C A S T L E S O F N E W A L M E K I A
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of Castle: Gorule Income: 209
Summon List: Pixie, Merman, Clay Golem, Wyvern
Status: Prevent Norgard invasions through castle Alliyrme
Name of Castles: Camelford Income: 289
Summon List: Jinn, Mandrake, Gryhon, Angel
Status: A key castle, defend it well as it prevents attacks
from the Esgares Empire through castles Eorsia and
Orkney.
Name of Castle: Calmary Income: 405
Summon List: G-Scorpion, Jinn, Centaur, Unicorn, Clay Golem,
Gryhon, Dragon
Status: High income and former captial of Padstow.
Name of Castle: Phazard Income: 200
Summon List: Ghoul, Merman, Giant, Hydra.
Status: A castle that is located at the east of Calmary
Name of Castle: BaydonHill Income: 239
Summon List: Ghoul, Merman, Giant, Hydra
Status: A castle that leads to Squest of Caerleon.
------------------------------------------------------------------------
Defending this country is extreme easy as you can seal off your terrain
with two castles, Camelford and Gorule. Set a decent troop at Camelford
so that you can prevent any enemy invasion through Orkney or Eorsia.
Start out by attacking Alliyrme and Kardiff. After the first month, Cai
on the behalf of Caerleon will form an alliance. Now with sufficient
support, launch repetitive attacks on Esgares. Intial assaults on Cador
may be tough but do give up. As Coel says that whether he is should pay
a visit to Officer Glauze, sent him for quest and this will recruit
Glauze to your side. On the 9th month of 215, the lady whom has saved
both Lance and Gereint will come and meet Prince Lance. She is searching
for Bulnoil, the magician whom is responsible for all the chaos caused
on the continent. During the first month of 216, Alsace will join Lance.
Now start to attack Norgard, take Flogeru, an ideal castle for ruling
the north continent. Then about somewhere around this year, Halley will
join you. Now dealt the finishing blow on Norgard and this should be no
problem. With Halley in your party, attack on Esgares [which is should
be greatly weaken by Iscalio, Caerleon and Norgard]. This may take up
to the maximum of 3 years. Now you will held the coronation at Logres
and Prince Lance will be promoted to King and gain Geno-Flame. Now
attack on Leonia, just send Meleagant, Gereint and a Mage will do the
trick. Attack and dealt the finishing blow. Caerleon should be
intensively with war against Iscalio and should be able to finish
Iscalio in a year or so. At last, victory is yours.
Note: You may need to occupied Logres.
NOTE TO THOSE USING NEW ALMEKIA
-------------------------------
Under ANY circumstances, do NOT attack CAERLEON. If you did so, you
will introduce a strong foe, Cai and ths Knight Master, Dinadan. This
will make life tough as you have to guard more castles and so don't
ever try to fight Caerleon!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R U N E K N I G H T S O F N E W A L M E K I A
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Lance: Level 1 Prince. Rune Power: 220. This guy may have low
levels, but can gain more levels and accquire Geno-Flame
when you defeat Esgares. Age: 14
Gereint: Level 19 Samurai. Rune Power: 284. EXPERT! in Samurai.
Just gain about 1,000+ EXP and Gereint will reach the
Shogun Class. Equip: Tora. Age: 31
Meleagant: Level 20 Avenger. Rune Power: 209. This guy is tough.
Probably your best bet at the beginning of the game.
Age: 25
Coel: Level 16 Bishop. Rune Power: 254. Just gain 4 more levels
and you will reach the Cardinal Class. Can get Glauze
to join when goes for quest. Equip: Sacred Amulet. Age:
62.
Carlota: Level 8 Enchantress. Rune Power: 170. Gain 2 more levels
and you will reach the secondary class from the basic
Enchantress. Equip: Ring of Sorcery. Age: 17
Loufal: Level 6 Fighter. Rune Power: 165. Just gain 4 more levels
to the Cavalier Class. Can get Mithril Sword by questing
after he have become a Cavalier. Age: 23
Adilicia: Level 11 Lancer. Rune Power: 230. High Rune Power makes
it a strong foe. Known as the Death Lady. Age: 25
Batercus: Level 11 Grappler. Rune Power: 176. Low Rune Power makes
this guy much weaker compared to Adilicia. Age: 30. Known
as the "Ogre of Padstow"
Brusom: Level 13 Samurai. Rune Power: 158. Gain 2 more stars to
reach EXPERT in Samurai class. Horrible Rune Power. Known
as "Brusom the Gale"
Gilsus: Level 11 Sorcerer. Rune Power: 189. Gain 4 more stars to
reach EXPERT in Sorcerer class: Equip: Striking Staff.
Age: 24
Aphelia: Level 9 Cleric. Rune Power: 183. Just a level from the
Lector or Mystic class. EXPERT in Cleric class. Age: 26
Liguel: Level 2 Scout. Rune Power: 163. The only person in New
Almekia whom has the probability of reaching the Archer
class. Can get Liguel [defeat Iscalio] and Castor [defeat
Esgares] to join you. Age: 19
Glauze: Level 15 Cavalier. Rune Power: 222. An acceptable fighter.
5 more levels from the Paladin status. Age: 31
Alsace: Level 1 Fighter. Rune Power: 150 . This guy is better off
by sending him for quests. Age: 15
Halley: Level 21 Valkyrie, Rune Power: 294. High Rune Power and has
accquired Holy Word, leaves after serving a year. Age: 25.
Known as the "Shooting Star Halley".
========================================================================
Cai: Caerleon Walkthrough
========================================================================
This country is probably the second best as Cai is very powerful
magician whom has accquired all Genos. Under him, includes the cheerful
Merriot, Bishop BeauArte and Knight Master Dinadan. This country is
the easiest to defend as you can just seal off the entrance with one
castle.
Now onto the list of Rune Knights and castles in Caerleon.
------------------------------------------------------------------------
Name of Castle Name of Leader Occupation
------------------------------------------------------------------------
Linnuis Cai Warlock
Merriot Scout
Dinadan Paladin
BeauArte Bishop
Kail Janfadar Druid
Baynock Cierra Sorceress
Hervey Shast Grappler
Bilcock Priest
Squest -- --
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C A S T L E S O F C A E R L E O N
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of Castle: Squest Income: 211
Summon List: Merman, Lizard Man, Roc, Hydra
Status: One of the castles in the four castles path. Leads to
BaydonHill of New Almekia. Vital if is fighting
against Caerleon.
Name of Castle: Kail Income: 176
Summon List: Ghoul, Hellhound, Wyvern
Status: Two-castle path leading to Linnuis and Squest.
Name of Castle: Linnuis Income: 469
Summon List: Pixie, Jinn, Lizard Man, Centaur, Mandrake, Giant,
Dragon.
Status: Captial of Caerleon with a high income and in the
three castle path.
Name of Castle: Baynock Income: 214
Summon List: Unicorn, Gryhon, Wyvern, Dragon
Status: The choke point of Caerleon against eastern invasions
Name of Castle: Hervery Income: 233
Summon List: G-Scorpion, Centaur, Clay Golem, Angel
Status: The castle that allows Caerleon to attack Salisbury
and Xanas. Second highest income for Caerleon.
------------------------------------------------------------------------
Okay, now let's get started. Sent some of Rune Knights for quests and
stabilize your defense at Hervery. At 215, 3rd Month, Cai and Merriot
will head for New Almekia and confirmed the alliance. Millia will joins
your soon after. As Millia says that she is going to visit an old
friend call Eloute, sent her for quest and you will get Eloute to join
you. With sufficient manpower, attack Salisbury and Xanas. As Eloute
mentions to Millia about a guy named Gush, be sure to sent both of them
for a quest, provide you have enough manpower. With Gush on your side,
launch attack on Iscalio with Dinadan, BeauArte and Jandafar. From
Xanas, keep on attacking down the row. After a year of so, Millia will
talk to both Gush and Eloute about visit a friend which will recruit
Lecarra by sending all 3 at time. Make sure you have enough manpower
to cover all the castles at your border for the time being. You will be
able to finish Iscalio and keep on attacking on Leonia and defeat this
weak country and take Humber of Norgard. Hopefully that Esgares is great
weaken by New Almekia and Norgard and give some aid to New Almekia.
Capture key castles such as Kardiff and Senadon which will greatly
weaken Norgard. New Almekia should have done a massive amount of damage
on Norgard and Esgares. Finished off Vaynard with your troop and
allowing New Almekia to defeat Esgares. If there is a need, remember to
aid New Almekia and you will beat the game.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R U N E K N I G H T S O F C A E R L E O N
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Cai: Level 22 Warlock, Rune Power: 319. The guy with the all-Genos.
Very destructive. Age: 25. Known as the "Silent Wise King"
Dindan: Level 25 Paladin, Rune Power: 307. This guy is the only
Knight Master as he has accquired EXPERT in Paladin! Age: 27
Merriot: Level 3 Scout, Rune Power: 221. A cheerful lady with high
Rune Power. Gain 3 more levels to reach EXPERT in Archer
class. Equip: Elven Bow. Age: 16
BeauArte: Level 12 Bishop, Rune Power: 224. A advisor to Cai. High
Rune Power, makes him better in combat. Age: 53
Cierra: Level 15 Sorceress, Rune Power: 180. Low in Rune Power, but
only five levels from the Witch status. Equip: Earring of the
Sea. Age: 30
Shast: Level 11 Grappler, Rune Power: 172. Low in Rune Power, but
has a higher ATK compared to others. Age: 23
Bilcock: Level 5 Pirest, Just a star from the EXPERT status in Pirest.
Has the chance to advance to a Monk or Bishop. Age: 21
Janfadar: Level 12 Druid, Rune Power: 198. Acceptable Rune Power and
seems to the second magician in Caerleon ! 3 stars to reach
EXPERT!. Equip: Ancient Book. Age: 41
Millia: Level 5 Enchantress, Rune Power: 194. Acceptable warrior
with high Rune Power, and just a star from reaching EXPERT!
Age: 22
Eloute: Level 9 Fighter. Rune Power: 208. An nice guy towards
Millia, just a level from the Cavalier/Berserker status.
Age: 23
Gush: Level 11 Monk, Rune Power: 167 . Another guy whom falls in
love for Millia, just four stars from becoming EXPERT. Age:
25
Lecarra: Level 16, Mystic, Rune Power: 217. Just four levels to
reach the Sage status. Age: 27
========================================================================
Dryst: Iscalio Walkthrough
========================================================================
So you have decided to play the Man in Fancy Hat, Dryst. He is a
Tryant and is tough cookie along with good warriors such as Iria,
Ulster and Camden. This country is easy to defend [can seal off with
only two castles], but still very difficult to attack. There is
another problem, he loves gambling and he is rather stuborn in nature.
Let's proceed to the list of castles and Rune Knights.
========================================================================
Name of Castle Name of Leader Occupation
========================================================================
Caelsent Dryst Tryant
Iria Valkyrie
Camden Druid
Ulster Bishop
Hula Cleric
Lothian -- --
Bronceliande -- --
Letishnote Daffy Samurai
Xanas Bagdemagus Berserker
Gallo Rnager
Victoria Sorceress
Asten Miguel Cavalier
Lucia Scout
Teath Fighter
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C A S T L E S O F I S C A L I O
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of Castle: Xanas Income: 236
Summon List: Pixie, Mandrake, Clay Golem, Dragon
Status: Three castle path. This castle is the choke point for
Iscalio. Prevent attacks from Esgares and Caerleon.
Name of Castle: Asten Income: 203
Summon List: G-Scorpion, Jinn, Centaur, Giant
Status: Another three-castle path. This castle is another
choke point and prevent attacks from Leonia and
Esgares.
Name of Castle: Letishnote Income: 208
Summon List: Jinn, Merman, Unicorn, Giant
Status: A two-castle path that leads to Xanas and Caelsent.
Name of Castle: Bronceliande Income: 253
Summon List: Pixie, Hellhound, Mandrake, Demon
Status: A two-castle path, that leads to Asten and Caelsent.
Name of Castle: Caelsent Income: 424
Summon List: Ghoul, Lizard Man, Centaur, Hellhound, Mandrake,
Wyvern, Roc.
Status: Captial of Iscalio. High income make it worth to
defend. It is the core of Iscalio.
Name of Castle: Lothian Income: 202
Summon list: Ghoul, Lizard Man, Hellhound, Hydra.
Status: A backyard castle, no importance in geographical
position.
------------------------------------------------------------------------
Firstly, take a strike at Hadrian at Leonia and attack with 2 parties.
Stationed a party for each castle at Xanas and Hadrian. Just send Dryst,
Camden and Iria to attack Leonia. Do take the castle of Humber yet as
Norgard is huge country, more tougher with Vaynard and Guinglain. There
is one bad thing for Iscalio, that is there is no Knight whom is going
to join you freely, just like Millia of Caerleon. You can only obtained
new Rune Knights through quests. With sufficient manpower, attempt to
take Karnabone, Salisbury and Hervery. Have Camden and Ulster to attack
Caerleon. Capturing Hervey will greatly decreases the income of
Caerleon and attack Linnuis and Squest and you will be able to finish
Caerleon. Now advance your attacks on New Almekia until, you have
captured Phazard and invade Toria and Oltroute. Invading Toria will
causing Esgares to split up and will make Norgard and New Alemkia to
invade Esgares. So seize the opportunity and get Aldis on your side.
As New Almekia's attention is drawn away, attack Calmary and Camelford
and this will weaken New Almekia in addition of Norgard's attacks.
With Norgard's attention being drawn to Esgares start attack Humber
and take the castle of Jukes and Senadon. Dealt the finishing blow
on Esgares and you will have no problem in defeating the other two. PS:
Take note of the stupid war between Dryst and his partners after they
have defeat all countries.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R U N E K N I G H T S O F C A E R L E O N
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bagdemagus: Level 16 Berserker. Rune Power: 215. High attacking
power and just four levels from Avenger status.
Equip: Power Glove. Age: 31
Gallo: Level 9 Ranger. Rune Power: 197. Just a level from the
Grappler status. High Rune Power when reach 10+.
Age: 21
Victoria: Level 11 Sorceress. Rune Power: 144. Extremely low
Rune Power. Four stars to EXPERT in Sorceress.
Equip: Pixie Hat. Age: 27
Daffy: Level 12 Samurai. Rune Power: 181. Just 3 stars from
an EXPERT in Samurai class. Equip: Horned Helm. Age:
31. Known as the "Wallet with a hole"
Dryst: Level 21 Tryant. Rune Power: 322. High attacking
power and along with some magic. Deadly when Super
Tryant is reached [requires Level 30]. Age: 28.
Iria: Level 20 Valkyrie. Rune Power: 248. Just a level from
here and you can use the Holy Word. Second best bet
for Iscalio. Equip: Black Spear. Age: 28
Camden: Level 14 Druid. Rune Power: 235. Just a star to reach
EXPERT in Druid. Deadly when Necromancer is reached.
Age: 34.
Ulster: Level 12 Bishop. Rune Power: 228. Just 3 stars to
reach EXPERT in Bishop class. Age: 32
Hula: Level 1 Cleric. Rune Power: 178. High Rune Power for
a low class. Level up very fast. Age: 15.
Miguel: Level 10 Cavalier. Rune Power: 178. Low Rune Power and
requires upgrading. Require 5 stars to reach EXPERT in
Cavalier. can get Liguel [defeat New Almekia] and
Castor [defeat Esgares]. Age: 26
Lucia: Level 8 Scout. Rune Power: 165. Low Rune Power but
just 2 levels from reach the Archer/Lancer. Age: 20
Teath: Level 2 Fighter. Rune Power: 153. Acceptable Rune
Power and just 4 stars from reaching EXPERT in the
Figher class. Age: 16.
========================================================================
Lyoneese: Leonia Walkthrough
========================================================================
Now I have reached the fifth ruler, Lyoneese. This country is hardiest
to use as Queen Lyoneese has only one Level 20 general and that's
Paternus. The country may be weak but you can defend it well, but
guarding the castles at it's borders [Damas and Hadrian]. There is
another point, that is the only one castle that allows you to summon
Dragons and that is Glume. [it also applies to Iscalio, which is Xanas]
Okay let's proceed to the list and the castles.
------------------------------------------------------------------------
Name of Castle Name of Leaders Occupation
------------------------------------------------------------------------
Tallas Lyonesse Queen
Kiloph Barbarian
Paternus Cardinal
Asmit Bishop
Damas: Isfas Monk
Charlene Lancer
Languebrog Cavalier
Whislind Filo Cleric
Sophia Cleric
Kelilauns -- --
Glume -- --
Hadrian Chantail Mage
Raizen Monk
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C A S T L E S O F L E O N I A
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of Castle: Damas Income: 201
Summon List: G-Scorpion, Jinn, Centaur, Gryhon
Status: Prevent Norgard invasions from the north
Name of Castle: Whislind Income: 226
Summon List: Unicorn, Clay Golem, Giant, Roc
Status: A castle in three-castle path. Provides route to
Tallas and Damas.
Name of Castle: Keliluans Income: 195
Summon List: Merman, Lizard Man, Wyvern, Roc
Status: A castle in two-castle path. Provides route to
Tallas and Damas.
Name of Castle: Tallas Income: 391
Summon List: Pixie, Jinn, Centaur, Unicorn, Mandrake, Gryhon,
Angel
Status: Lowest income gaining capital, but the income is
acceptable.
Name of Castle: Glume Income: 213
Summon List: Pixie, Lizard Man, Gryhon, Dragon
Status: The backbone of Leonia as the only castle that
summons Dragon
Name of Castle: Hadrian Income: 249
Summon List: Jinn, Unicorn, Clay Golem, Roc
Status: Prevent Iscalio invasions from Asten.
------------------------------------------------------------------------
Station all your forces at Damas, Glume and Hadrian. At the fourth
month, Lyoneese will meet Vaynard and engage enemies with Norgard.
At about the next month, Galonwand and Baleen will joins you. This
country is rather weak. Get Paternus, Isfas and Sophia or Filo and
attack Asten, hopefully is lightly defend. As you have occupied Asten,
attack down the row and advance to backyard castle with 2 parties,
the other with Kiloph, Charlene and Lyonnese, while the rest at
Damas. Has your troops consists of Roc and Centaurs. This may work
on Hard and you should be able to defeat Iscalio for the most in five
years time. Station a decent force at Xanas and Asten while the rest
go for quest and hopefully you can get Rune Knights and Georg whom is
an Ex-Leonia Knight. Continue and concentrate on training Lyoneese and
get Hydras in your force [that's Lothian] and send them to Damas. With
Hydras in your arsenal, you can defeat Humber [hopefully that Norgard
is greatly weaken during that five years]. Attack and take the castle of
Jukes and Senadon and you will create confusions for Norgard and it
should be heavily wounded by Esgares and New Alemkia. Seize
opportunities and dealt the finishing blow. After Norgard had been
defeated, continue attack those castle in the south continent. Take
Hervey and do not attack Baynock ! With sufficient manpower, start to
attack New Almekia [about 5 years] and advance until you have reach
BaydonHill. Now cover as many Esgares castles as possible and you will
be to defeat Esgares. Do more quests and get all the Ex-Esgares Knights
to your side and you should have no problem in defeating Caerleon.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R U N E K N I G H T S O F L E O N I A
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Isfras: Level 16 Monk. Rune Power: 233. Probably your second best
bet after Paternus. Just 4 levels from the Guardian status.
Age: 27.
Charlene: Level 12 Lancer. Rune Power: 226. Just 3 stars to reach the
EXPERT status. High Rune Power. Equip: Ice Javelin. Age: 28.
Langueborg: Level 10 Cavalier. Rune Power: 138. This guy is extremely
weak with such a low Rune Power. Plus he is the only
Cavalier. Age: 21. Known as "The Brain".
Filo: Level 7 Cleric. Rune Power: 193. Just 3 levels from
reaching the Lector/Mystic class. Age: 18
Sophia: Level 7 Cleric. Rune Power: 174. Just 3 levels from
reaching the Lector/Mystic class. Age: 18.
Kiloph: Level 3 Barbarian. Rune Power: 203. High Rune Power for
such a low class. Just 3 stars for gaining EXPERT in
Barbarian. Age: 17.
Lyoneese: Level 3 Queen. Rune Power: 262. Second highest Rune Power
in Leonia, has Holy Word, but has very low HP. Age: 17
Paternus: Level 20 Cardinal. Rune Power: 273. Obviously the best
warrior for Leonia. Equip: Gravity Mace. Age: 42
Asmit: Level 13 Bishop. Rune Power: 214. Just 2 stars from
reaching EXPERT in Bishop. Equip: Almighty Ring. Age: 29.
Known as the "Perfect Man".
Chantail: Level 6 Mage. Rune Power: 168. Just 4 levels from Sorcerer
or Druid class. Low Rune Power. Age: 28.
Raizen: Level 11 Monk. Rune Power: 180. Just 4 stars to reach
EXPERT in Monk class. Equip: Rivet Knuckle. Age: 26
Galonwand: Level 2 Barbarian. Rune Power: 157. Just 4 stars from
reaching EXPERT in Barbarian. High chance of approaching
level 10. Age: 20
Baleen: Level 1 Archer. Rune Power: 187. Gain more EXP is your aim
High Rune Power for low class. Age: 21
Georg: Level 8 Priest. Rune Power: 177, Gain more two levels to
reach Bishop. Can get Rierre's Ring when questing later.
Age: 30
========================================================================
Zemeckis: Esgares Empire Walkthrough
========================================================================
A very special thanks to Zhou Tai An for submitting the code for using
Esgares Empire. The Empire is the most powerful country and has four
extremely great generals such as Esmeree [Vaynard's older sister],
Death Knight Cador, Gish and Esclados [Gereint's master]
To play as Esgares Empire, at the Character Selection screen, press
L1 + R2 + Start. This code is taken from Zhou Tai An's FAQ. If done
correctly, you will heard a ring and the screen quickly changes to
screen where you select the difficulty. Thanks to the person whom has
submitted the code.
I have finished the game with all countries but I will not be writing
a walkthrough for Esgares but I give the list of important castles and
important information.
IMPORTANT CASTLES
Choke Point No. 1 Lidney: Prevents attacks from Norgard.
Choke Point No. 2 Orkney: Prevents attacks from Norgard and New Alemkia
Choke Point No. 3 Eorsia: Prevents attacks from New Almekia
Choke Point No. 4 Salisbury: Prevent attacks from Caerleon and Iscalio
Choke Point No. 5 Karnabone: Prevent attacks from Iscalio.
IMPORTANT..
For Esgares, you can only recurit members by defeating other countries.
You can not do other character quests except for Mira and Millet's
quest. Through that quest you can get a Bishop, Carmine to join you.
Rain will NOT join you !
Let's proceed to the list.
------------------------------------------------------------------------
Name of Castle Name of Leader Occupation
------------------------------------------------------------------------
Lidney Cador Death Knight
MelTorefas Fighter
Ivan Druid
Fato -- --
Cadbury -- --
Dilworth -- --
Toria Soleil Bishop
Karnabone Esclados Shogun
Shiraha Ninja
Salisbury Paradoll Bishop
Roecod Cavalier
Fiel Cavalier
Oltroute Ranguinus Sorcerer
Eorsia Mira Lancer
Millet Sorceress
Irvin Mage
Orkney Gish Wizard
Eniede Archer
Logres Zemeckis Emperor
Esmeree Lector
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C A S T L E S O F E S G A R E S E M P I R E
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Name of Castle: Lidney Income: 301
Summon List: Merman, Lizard Man, Clay Golem, Wyvern, Hydra
Status: Highest income amongst all non-captials. Greatly
weaken Esgares when conquered.
Name of Castle: Orkney Income: 227
Summon List: Pixie, Centaur, Hellhound, Dragon
Status: A key castle for defeating Esgares Empire. Five castle
path. Prevent attacks from New Almekia and Norgard
Name of Castle: Eorsia Income: 202
Summon List: Pixie, Lizard Man, Unicorn, Giant, Wyvern
Status: A castle that connects to Orkney and Oltroute
Name of Castle: Toria Income: 215
Summon List: Pixie, Mandrake, Unicorn, Dragon
Status: One of the best summoning castles. Important
geographical site which leads to the 3 castles found
in the center of Esgares.
Name of Castle: Salisbury Income: 183
Summon List: G-Scorpion, Giant, Wyvern
Status: Low income, but great geographical site for defeating
Esgares when playing as Caerleon or Iscalio
Name of Castle: Karnabone Income: 147
Summon List: Ghoul, Centaur, Hellhound, Clay Golem
Status: Connects Salisbury and Toria, fastest route to Toria.
Name of Castle: Cadbury Income: 236
Summon List: G-Scorpion, Lizard Man, Dragon, Angel
Status: Great and ideal castle, leading a path to Orkney,
Logres and Lidney.
Name of Castle: Dilworth Income: 181
Summon List: G-Scorpion, Hellhound, Giant, Gryhon
Status: 3-castle path leading to Logres, Toria and Orkney.
Name of Castle: Fato Income: 221
Summon List: Ghoul, G-Scorpion, Roc, Demon
Status: Castle that connects Lidney and Toria
Name of Castle: Logres Income: 452
Summon List: G-Scorpion, Jinn, Clay Golem, Giant, Gryhon, Wyvern
Dragon.
Status: Highest income recieving castle in game. Central
position of Esgares. Former captial of Almekia.
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R U N E K N I G H T S O F E S G A R E S
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Zemeckis: Level 27 Emperor. Rune Power: 351. He has accquired the
Geno-Thunder and Power spells. Can easily defeat Vaynard
Long range powerful attacks. Age: 36
Esmeree: Level 17 Lector. Rune Power: 304. Just three more levels to
reach the Saint status. Can easily toast Dryst. Wife of
Zemeckis and older sister of Vaynard. Age: 24
Esclados: Level 26 Shogun. Rune Power: 218. Just 4 more levels to
prefection. High attacking power. Age: 51. BTW, he is the
teacher of Gereint!
Shiraha: Level 14 Ninja. Rune Power: 173. Just 6 more levels from
Ninja Master. A star to EXPERT Ninja. Get this guy
through questing after defeated Esgares. Equip: Painless
Knife. Age: 21.
Soleil: Level 11 Bishop. Rune Power: 311. High Rune Power. Known as
the "Beast Ruler". Get him to your country if you have
Schutlesis [Level 12 Cavalier, Rune Power: 171] on your
side when defeat Esgares. Age: 20
Paradoll: Level 11 Bishop. Rune Power: 182. 4 stars to EXPERT in
Bishop class. Age: 27.
Roecod: Level 10 Cavalier. Rune Power: 177. 5 stars to EXPERT in
Cavalier class. Age: 27.
Fiel: Level 12 Cavalier. Rune Power: 166. 3 stars to EXPERT in
Cavalier class. Joins you if Esgares is defeated. Age: 27
Cador: Level 29 Death Knight. Rune Power: 275. 1 more level to
perfection. Has Geno-Flame and Curse. Great for fight
against Cai and Lyoneese. Leaves Esgares if Esgares is
down to only one castle. Age: ?.
Ivan: Level 10 Druid. Rune Power: 154. Low Rune Power but
only 5 stars from EXPERT status in Druid class. Age: 35.
MelTorefas: Level 7 Fighter. Rune Power: 152. Low Rune Power but only
3 levels from Cavalier/Samurai/Berserker class. Age: 19.
Gish: Level 20 Wizard. Rune Power: 232. The 3rd most powerful
magician in Forsena. Equip: Dark Robe. Age: 26.
Eniede: Level 11 Archer. Rune Power: 192. 4 more stars to EXPERT
in Archer class. Age: 19.
Castor: Level 8 Fighter. Rune Power: 169. 2 more levels to
Cavalier/Samurai/Berserker clas. Age: 24.
Mira: Level 10 Lancer. Rune Power: 223. One of the twins. Can
get her and Millet to join after the fall of Esgares.
Equip: Goddness Spear. Age: 17.
Millet: Level 10 Sorceress. Rune Power: 219. The other twin.
Rain will joins on her behalf, except for Esgares. Age: 17.
Irvin: Level 3 Mage. Rune Power: 162. Obviously the weakest
Rune Knight in the Empire. 3 more stars to EXPERT status.
Age: 16. BTW, a friend of Prince Lance..
Ranguinus: Level 16 Sorcerer. Rune Power: 216. Just 4 more levels
from the Wizard class. Father of Rain. Age: 50.
_____
/ 9.0 \_________________________________________________________________
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Gameshark codes
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
For your information, this requires a Gameshark or Pro Action Replay
to work. For your convience, I have reformat the order by arranging
them in order of their countries
N O R G A R D
===============================================
Vaynard
999 HP Vaynard 80076E7803E7
999 MP Vaynard 80076E7A03E7
Super Strength Vaynard 30076E7C00FF
Super Intelligence Vaynard 30076E7D00FF
Super Agility Vaynard 30076E7E00FF
999 Rune Power Vaynard 80076E8003E7
Brangien
999 HP Brangien 80077C3803E7
999 MP Brangien 80077C3A03E7
Super Strength Brangien 30077C3C00FF
Super Intelligence Brangien 30077C3D00FF
Super Agility Brangien 30077C3E00FF
999 Rune Power Brangien 80077C4003E7
N E W A L M E K I A
=================================================
Lance
999 HP Lance 80075E2803E7
999 MP Lance 80075E2A03E7
Super Strength Lance 30076E2C00FF
Super Intelligence Lance 30076E2D00FF
Super Agility Lance 30076E2E00FF
999 Rune Power Lance 80075E3003E7
Gereint
999 HP Gereint 80076FB903E7
999 MP Gereint 80076FBA03E7
Super Strength Gereint 30076FBC00FF
Super Intelligence Gereint 30076FBD00FF
Super Agility Gereint 30076FBE00FF
999 Rune Power Gereint 80076FC003E7
Meleagant
999 HP Meleagant 80076FE003E7
999 MP Meleagant 80076FE203E7
Super Strength Meleagant 30076FE400FF
Super Intelligence Meleagant 30076FE500FF
Super Agility Meleagant 30076FE600FF
999 Rune Power Meleagant 80076FE803E7
Coel
999 HP Coel 8007714803E7
999 MP Coel 8007714A03E7
Super Strength Coel 3007714C00FF
Super Intelligence Coel 3007714D00FF
Super Agility Coel 3007714E00FF
999 Rune Power Coel 8007715003E7
Carlota*
999 HP Carlota 8007741803E7
999 MP Carlota 8007741A03E7
Super Strength Carlota 3007741C00FF
Super Intelligence Carlota 3007741D00FF
Super Agility Carlota 3007741E00FF
999 Rune Power Carlota 8007742003E7
C A E R L E O N
================================================
Cai
999 HP Cai 80076EA003E7
999 MP Cai 80076EA203E7
Super Strength Cai 30076EA400FF
Super Intelligence Cai 30076EA500FF
Super Agility Cai 30076EA600FF
999 Rune Power Cai 80076EA803E7
Merriot
999 HP Merriot 80076F6803E7
999 MP Merriot 80076F6A03E7
Super Strength Merriot 30076F6C00FF
Super Intelligence Merriot 30076F6D00FF
Super Agility Merriot 30076F6E00FF
999 Rune Power Merriot 80076F7003E7
Dinadan
999 HP Dinadan 8007705803E7
999 MP Dinadan 8007705A03E7
Super Strength Dinadan 3007705C00FF
Super Intelligence Dinadan 3007705D00FF
Super Agility Dinadan 3007705E00FF
999 Rune Power Dinadan 8007706003E7
BeauArte
999 HP BeauArte 800777B003E7
999 MP BeauArte 800777B203E7
Super Strength BeauArte 300777B400FF
Super Intelligence BeauArte 300777B500FF
Super Agility BeauArte 300777B600FF
999 Rune Power BeauArte 800777B803E7
I S C A L I O
===============================================
Dryst
999 HP Dryst 80076EF003E7
999 MP Dryst 80076EF203E7
Super Srength Dryst 30076EF400FF
Super Intelligence Dryst 30076EF500FF
Super Agility Dryst 30076EF600FF
999 Rune Power Dryst 80076EF803E7
Iria
999 HP Iria 80076F9003E7
999 MP Iria 80076F9203E7
Super Strength Iria 30076F9400FF
Super Intelligence Iria 30076F9500FF
Super Agility Iria 30076F9600FF
999 Rune Power Iria 80076F9803E7
Camden
999 HP Camden 8007780003E7
999 MP Camden 8007780203E7
Super Strength Camden 3007780400FF
Super Intelligence Camden 3007780500FF
Super Agility Camden 3007780600FF
999 Rune Power Camden 8007780803E7
Ulster
999 HP Ulster 800777D803E7
999 MP Ulster 800777DA03E7
Super Strength Ulster 300777DC00FF
Super Intelligence Ulster 300777DD00FF
Super Agility Ulster 300777DE00FF
999 Rune Power Ulster 800777E003E7
Hula
999 HP Hula 800776E803E7
999 MP Hula 800776EA03E7
Super Strength Hula 300776EC00FF
Super Intelligence Hula 300776ED00FF
Super Agility Hula 300776EE00FF
999 Rune Power Hula 800776F003E7
L E O N I A
================================================
Lyoneese
999 HP Lyoneese 80076E5003E7
999 MP Lyoneese 80076E5203E7
Super Strength Lyoneese 30076E5400FF
Super Intelligence Lyoneese 30076E5500FF
Super Agility Lyoneese 30076E5600FF
999 Rune Power Lyoneese 80076E5803E7
Kiloph
999 HP Kiloph 8007700803E7
999 MP Kiloph 8007700A03E7
Super Strength Kiloph 3007700C00FF
Super Intelligence Kilpoh 3007700D00FF
Super Agility Kiloph 3007700E00FF
999 Rune Power Kiloph 8007701003E7
Asmit
999 HP Asmit 8007721003E7
999 MP Asmit 8007721203E7
Super Strength Asmit 3007721400FF
Super Intelligence Asmit 3007721500FF
Super Agility Asmit 3007721600FF
999 Rune Power Asmit 8007721803E7
* When New Almekia is defeated, Carlota will joins you. The code can be
used for other countries too *
U N A U T H O R I Z E D C O D E S
====================================
Here is some of the unauthorized codes, I have found while browsing
the Internet.
M A X M A N A 800C4AB8E49F
800C4ABA0098
With this code on, you can enjoy infinite 99999 Mana. Note that you can
only hold up to 140 monsters.
Give ???? MAX EXP
Just subsitute the name of character with ????
Your character will automatically level to Level 30.
Vaynard 80076E77FFFF
Brangien 80077C37FFFF
Lance 80076E27FFFF
Gereint 80076FB7FFFF
Cai 80076EBEFFFF
Coel 80077147FFFF
Carlota 80077417FFFF
Merriot 80076F67FFFF
Dinadan 800776E7FFFF
Ulster 800777D7FFFF
Hula 800776E7FFFF
Character Modifier
Certain characters can use this code only. Here is the list and codes
Name Modifier Code
Vaynard 80076E7400xx
Brangien 80077C3400xx
Lance 80076E2400xx
Gereint 80076FB400xx
Coel 8007714400xx
Carlota 8007741400xx
Merriot 80076F6400xx
Dinadan 800776E400xx
Ulster 800777D400xx
Hula 800776E400xx
< NOTES >
* Your character will be at Level 0. Once you start to attack and
the opponent receives damage, you will gain levels. With MAX EXP,
your character will automatically reach Level 30
* For example, if you modified Gereint into an Archer, the weapon
he has originally equipped will remain unchanged. Once you disarm
the weapon, you can no longer equip it anymore.
* You can't changed to any other class, even the graphics did so.
* Some characters has originally mastered the class, the magic and
skills will remain even if the code is on.
Here is list of codes, replace xx with digits. The list on the left
column is the list of character modifier digits while on the right is
the monster modifier digits.
01 Barbarian 2C Angel
02 Berserker 2D Arch Angel
03 Samurai 2E Unicorn
04 Shogun 2F Nightmare
05 Cavalier 30 Pegasus
06 Paladin 31 Gryhon
07 Avenger 32 HolyGriff
08 Mage 33 Seraph
09 Sorcerer 34 Lucifer
0A Wizard 35 Demon
0B Druid 36 Arch Demon
0C Necromancer 37 Ghoul
0D Priest 38 Vampire
0E Bishop 39 Hellhound
0F Cardinal 3A Fenrir
10 Monk 3B Satan
11 Guardian 3C Litith
12 Ranger 3D Vampire Lord
13 Grappler 3E Merman
14 Monk 40 Poseidon
16 Ninja Master 41 Lizard Man
17 Scout 42 Lizard Guard
18 Archer 43 Wyvern
19 Artemis 44 Couatl
1A Lancer 45 Pixie
1B Valkyrie 46 Fairy
1C Enchantress 47 Centaur
1D Sorceress 48 High Centaur
1E Witch 49 Mandrake
1F Mystic 4A Man Eater
20 Sage 4B Dragon
21 Cleric 4C Red Dragon
22 Lector 4D Giant
23 Saint 4E Titan
24 Prince 4F Gigas
25 Lord 50 G-Scorpion
26 Queen 51 Death Needle
27 Warlock 52 Salamander
28 Tryant 53 White Dragon
29 Emperor 54 Fafnir
2A Death Knight 55 Bahamut
2B Claimer 56 Hydra
66 King 57 Tiamat
67 Super Tryant 58 Thor
59 Loki
5A Roc
5B Phoenix
5C Clay Golem
5D Stone Golem
5E Bronze Golem
5F Talos
60 Jinn
61 Djinni
62 Efreeti
63 Marid
64 Dao
65
______
/ 10.0 \________________________________________________________________
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Miscellaneous
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
These are observed in different difficulty levels.
1. The nations become smarter in their attacks and defense. They
will not leave the key castles such as Camelford undefended and
will only advance cautinously.
2. During battlefields, the enemies will stay in place and would not
rushes forward towards your troops, unless you approach them OR
they got attacked.
3. The snake of chaos' interval will be changed.
4. At hard diffculty mode, you can fight Bulnoil after defeating ALL
countries, if you met the below requirements. He is rather tough
as he has one of the most deadly spells plus Cador on his side. So
be prepared for a tough fight.
Once I have completed Hard mode using New Almekia, but Lance did change
to King status and had Caerleon defeated Iscalio and it just ended the
game! Well that's maybe that you can't fight Bulnoil ^_^. To fight
Bulnoil, it's possible for you to have that Halley's sequence at her
boyfriend's grave, which is quite late in game... I think you will be
able FIGHT Bulnoil, if you defeated Esgares LAST in Hard Mode.
Proof:
- Bulnoil's class is known as Claimer [LV 30!], proved by gameshark.
- It is possible if you had defeat Esgares Empire last. [remember the
time where he always attacks the ruler after the fall of Esgares?]
- Incidents:
New Alemkia - Sequence after Halley decide to left. It is possible to
combat him before Halley leaves you.
- Upon defeating Esgares last
- After the quest sequence, where Halley visits his
boyfriend's grave. [this gives you additional sequence/
special ending, BTW, Halley must meet up with Cador in
combat] (applies to after defeating Esgares)
Norgard - Upon defeating Esgares last.
- the attempt to assassinate Vaynard at Flogeru.
Leonia - Upon defeating Esgares last
- the attempt to assasinate Lyonesse at the hall of Damas.
Caerleon - Upon defeating Esgares last
- the attempt to kidnap Merriot by Cador. Merriot will
stays wounded until you win a country.
Iscalio - Upon defeating Esgares last
- Bulnoils reveals Iria regarding her starring past.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
10.1 Bulnoil Information
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A man of endless desire. He is the person whom has instigate Zemeckis
to betray King Henguist, Lance's father. At the battle of Lidney, he
has stopped King Doremiditt, Brangien's father. As you defeat Esgares,
he will appear and tries to kill the ruler. It seems to me that Cador
will leave Zemeckis if Esgares is down to one castle. Bulnoil will
fight you in the final battle, along with Cador on his side, so be
prepared for a tough fight....
I myself have battle against Bulnoil when using Norgard and Iscalio.
I have defeat the Hard mode with New Almekia and Caerleon but there is
still no sign of fighting against Bulnoil. Leonia is nearly impossible..
Okay here is the completed steps to battle Bulnoil:
1) You must encountered all the necessary sequences (mentioned above)
2) The Ruler must reach LV 30. [I have check my previous saved game
files where I have seen my LV 30 Vaynard and LV 30 Dryst (he has
acquired Super Tryant!) and that's the reason while I fought him.
No wondered Lance does not fight Bulnoil!
3) You must defeat all countries.
4) You must defeat Esgares last (?). If you defeat Esgares last, you
can forget about the sequences mentioned above.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
10.2 Cador Information
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A man whom is already dead and was ressurrected by Bulnoil. Cador's
actual name is Leland, Halley's boyfriend. Halley has been searching
for Bulnoil whom has killed her boyfriend. Towards the end, Halley
will take the sword from Leland's grave and finally fight the last
battle. Leland regains consicious and instigate Halley to break the
mask ....... [applies if Halley meet Cador in combat]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
10.3 Special Rune Knights
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
NOTE: The following Rune Knights can't be recruited.
Shred: Shred was in jail under the Main Castle until it was overtook,
When the empire retook the castle he has no choice but to join
the Empires army. Level 20 Champion. Equip: Ogre Knuckle.
Rune Power: ???. [I need information on his Rune Power]
This information was sent by Frank Mantis.
------------------------------------------------------------------------
Helrato: Level 20 Avenger, An one-eyed Avenger whom seeks revenge on
Layoneil and has a mean sword. Equip: Tyrhung. Age: 32
Rune Power: 190 . Joins another country along with 2 Fenrirs
------------------------------------------------------------------------
Kazan: Level 15 Ninja. Fellow disciple of Shiraha. Joins another
country after Shiraha joins you. Rune Power: 179. Age:
Join the other country with a Bronze Golem and a Dao. Equip:
AntiMagic Ring.
------------------------------------------------------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
10.4 My Letter Box
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A new section delicated to those whom have been sending me mails about
the FAQ, thus giving a lot of hints about the game. If you have any
hints, strategies, questions, feel free to contact me at:
E-Mail: fatman@yeah.net
------------------------------------------------------------------------
STRATEGIES
------------------------------------------------------------------------
All these letters has been heavily edited by me for gramatic errors and
spelling errors, however the meaning still remains intact.
1. Useful stuff from Michael Lo
________________________________________________________________________
BRIGANDINE TIP
I just started playing Brigandine and my choice is Leonia (didn't know
that the country was the weakest of all). Starting off was really slow
going because I got intimidated by high level Rune Knights and monsters
like Dryst and his Bahamut (Iscalio), Vaynard and his White Dragon
(Nogard) and Cai along with his pal, Dinadan (Caerleon). Seeing their
18+ levels had me retreating constantly. Levels of the monsters/Rune
Knights alone does not matter that much, it was the stats that count.
This sounds kinda basic but I found that even a low level monster can
outfight a high level knight on the strength of good stats and numbers.
LOW AGILITY MONSTERS TIP
For Golems, avoid fighting monsters that have 30 or more agility points
as they will miss most of the attacks. Halo increases the chance of
hitting to 100% though besides the big experience bonus. This applies to
other low agility monsters.
KIDNAPPING MONSTERS 100% RATE
I have discovered a way of kidnapping enemy monsters with a 100% success
rate (so far as I've seen). I have managed to kidnapped the Vampire Lord
form Esgares with a lowly Rune Knight while battling against Gish. I
have also kidnapped an Archangel from Dindan and a Couatl from Roadbull
and both times with Paternus. The key is to charm the enemy monster and
then defeat it's commanding knight. This is great against enemies with
lots of muscle but a little brain like that Vampire Lord (he has a high
intelligence stats of 38). This lets weak knights to turn tables over
the strong foes and you can get a good monster to boot. Use Fairies as
they can mesemerize an opponent when they hit with the magic stick.
________________________________________________________________________
2. Questions regarding Bulnoil
________________________________________________________________________
Well, in order to prevent too much e-mails flooding I could say that the
method to fight Bulnoil is mentioned under Bulnoil's information.
________________________________________________________________________
If you have some valuable tip, e-mail me through the above address.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
10.5 M A P S
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
This is my first time, drawing maps using ASCII Art. Hope that it will
be easy for you to read. It practically takes months to master.
LEGEND
------------------------------------------------
Symbol Meaning
------------------------------------------------
- - Path
[Name] Castle
[N] Norgard
[A] New Almekia
[C] Caerleon
[I] Iscalio
[L] Leonia
[E] Esgares
------------------------------------------------------------------------
M A P O F N E W A L M E K I A
------------------------------------------------------------------------
To Alliryme [N]
|
|
|
[Gorule]
| _ _ _ to Orkney [E]
| /
| /
| /
[Camelford]
/ | \
/ | \
/ | \_ _ _to Eorsia [E]
/ |
[Calmary] _ [Phazard]
|
|
|
[BaydonHill]
|
|
To Squest [C]
------------------------------------------------------------------------
M A P O F C A E R L E O N
------------------------------------------------------------------------
To BaydonHill [C]
| To Salisbury [E]
| /
_ _ _ _[Squest]_ _ _ /
/ | \ /
/ | [Baynock]_ [Hervey] To Xanas [I]
/ | / \ /
[Kail]_ _ _ _ [Linnuis]_ _ / \_ _ _ _/
------------------------------------------------------------------------
M A P O F I S C A L I O
------------------------------------------------------------------------
To Karnabone [E]
|
To Salisbury [E] |
| \ |
| \ | To Hadrian [L]
| \ | /
\ _[ Asten ]_/
To Hervey [C] _ _[ Xanas ]_/ \
\ \
\ \
\ [Bronceliande]
[Letishnote] |
\ \
\ \
\_ _ [Caelsent]
|
\
[Lothian]
------------------------------------------------------------------------
M A P O F L E O N I A
------------------------------------------------------------------------
To Humber [N]
\
\
_ _ [Damas]_ _
\ \
\ [Kelilauns]
\ \
\ \
\ |
[Whislind]_ _ _ [Tallas]
\ |
\ |
\ |
\ /
\ /
[Glume]
|
/
/
To Asten [I] _ _ _ [Hadrian]
------------------------------------------------------------------------
M A P O F N O R G A R D
------------------------------------------------------------------------
[Flogeru]
/ \
/ \
[Kardiff] _ _ _ [Senadon]
/ | \ | \
[Alliyrme] _ _ / | \_ / \_
/ / \ | \
/ / \ | \
/ [Listinoise] _ _ \ | \
/ | \ | / \
To Gorule [A] | [Jukes] - - -[Humber]
/ | \
To Orkney [E] | \
To Lidney [E] To Damas [L]
------------------------------------------------------------------------
M A P O F E S G A R E S E M P I R E
------------------------------------------------------------------------
To Listinoise [N]
| [Lidney]
| / | \
To _[Orkney]_ [Cadbury] | \
Camelford [A]_ / | | \
| \ \_ _ | \
| \_ _ _ [Dilworth]_ \ | \
\ \ \_ _ [ Logres ] [Fato]
\ \ | /
\ \ | /
[Eorsia] \_ _ _ [ Toria ]_ _ /
\_ / \_ _ _ _ [Karnabone]
\ / / |
\_ _ [Oltroute]_ _/ _ / |
\_ / |
\_ _ _ _ [Salisbury] |
_ / |_ \ |
/ | \ |
/ \ \ |
/ | \ /
To Hervey [C] To Xanas[I] To Asten [I]