Brigandine: The Legend of Forsena Character FAQ
PSX
by Gourry and Evil R.
12/30/04
Version 1.20
My E-mail:
[email protected]
Evil R's e-mail:
[email protected]
============
Introduction
============
Brigandine is a strategy RPG made by Atlus. It is somewhat similar to Shining
Force, except it uses hexagons, or hexes, instead of squares for unit
movement. This allows units to be surrounded by six sides rather than four,
which makes for a slightly more interesting experience than the four side
square system.
Brigandine features six playable countries that are attempting to reunite the
continent of Forsena. Each country has its own unique qualities and Knights.
Knights are generals who are able to use Rune power to control monsters. Each
Knight has a varying amount of Rune Power, and each monster has a different
Rune power value. For success in the game, a player has to learn to
micromanage Knights and monsters in order to make the most efficient use of
Rune Power possible. Don't let the word 'micromanagement' frighten you, since
any real micromanagement you do is minimal, and maximizing efficiency is not
totally necessary for success in the game.
There are two phases in the game, the Organize phase and the Attack phase.
Obviously, one can only attack during the attack phase. 3 Knights can attack
a castle at a time. More than three can come to the assault, but only three
will actually be attacking. Knights that don't participate in the siege can
be used to fortify a castle the next turn. Despite the system's simplicity,
Brigandine can get rather addicting.
The storyline for Brigandine is simple. Zemeckis, influenced by the Death
Knight, Cador, betrays and kills the king of Almekia. The Prince of Almekia,
Lance, flees to Padstow for help. Prince Lance gains Padstow's armies, and he
vows to take back what is rightfully his. Each country has its own agendas,
which all amount to unifying (or in some cases, taking over) the continent.
The purpose of this FAQ is to inform readers on who's useful and who isn't.
The first few versions had just potential power (I evaluated most people
based on level 30 stats). However, since leveling everyone to level 30 is
often impractical (who the hell is going to level Langueborg to level 30?), I
made some changes that acknowledged potential power, but mainly focused on
how well they'd do in the course of your conquests. Rune Power remains the
most important aspect when it comes to rating knights, but this rewards some
characters with high starting levels (who generally have poor stats in
comparison to others at level 30 and thus may have received lower rankings)
as well.
The new "Is s/he worth using" part of the Knights section is generally meant
to rate a Knight's performance in the context of the normal game, because it
didn't make sense for a character with little in game use (Rain, for example)
to rank higher than decent Knights who may not end up that great on level 30.
Gauging level 30 Knights aren't the best way to measure a Knight's worth,
since many Knights are only available for a short amount of time. The grades
were also removed because they were mostly arbitrary (as grades often are).
Instead, the justifications for rating the Knight's use were fleshed out and
given more detail.
I added in Evil R's stats to reduce randomization. Also, his stats include
setups for dual classing, if that's your bag (and it probably should be).
=================
Table of Contents
=================
A. Copyright Info
B. Tips/Strategies
C. Monsters
D. Classes
E. Spells
F. Game Mechanics [mech_guide]
G. Countries
1. Brief country overview
2. In-depth country and Rune Knight overview
a. New Almekia [teh_salamander]
b. Caerleon [teh_dorky]
c. Leonia [teh_religious]
d. Iscalio [teh_crazy]
e. Norgard [teh_suck]
f. Esgares [teh_evil]
g. Quest Knights [teh_optional]
H. Evil R's Knight Analysis
a. New Almekia [Evil_NA]
b. Caerleon [Evil_Caer]
c. Leonia [Evil_Leon]
d. Iscalio [Evil_Isca]
e. Norgard [Evil_Norg]
f. Quest Knights [Evil_Quest]
I. Top Ten Knight Stats
J. Brigandine: Grand Edition
K. Stuff I still need
L. Feedback/Filler
M. Version History
N. Credits
I made keywords to make it easier to jump specific sections. Use CTRL + F and
search for the bracketed word.
=================
A. Copyright Info
=================
Copyright 2003 by Kao Chua. Do not reproduce this FAQ without my consent. You
may not copy this into any other FAQ without my permission. You may use my
FAQ on your website if you e-mail me first, but only if you do not alter it
in any way.
==================
B. Tips/Strategies
==================
If you are a beginner, start with Lance or Cai. Lance (New Almekia) requires
some pampering, but most of his Knights are useful and he comes with a
Salamander, an insanely powerful level 20 monster that is stronger than most
Knights. He also has an alliance with Caerleon, which seals off his southern
border. Cai (Caerleon) only has a single castle to defend from the beginning
of the game, and he has several magic Knights that are valuable for their
ability to rain magical death on your enemies. Do not try Lyonesse or Dryst
until you've gotten a good feel of the game. Leonia is in a comfortable
strategic situation, but its Knights and starting monsters are unimpressive.
Dryst has decent monsters and competent Knights, but he doesn't have enough
Knights to protect his borders and make strong assaults at the same time.
Vaynard's difficulty is intermediate, because he's in a terrible strategic
situation. What makes him manageable is that all of his Knights are
relatively powerful. Controlling Zemeckis can be rather difficult, since his
country is surrounded by all of the other countries and he starts out with 5
cities to defend. Take note that it's not necessarily the battles that make a
country "easy" or "hard." Each country will eventually be on the same level
of power, except Esgares, which has a few Knights that are extremely powerful
at the beginning of the game, and Leonia, which has no good units at the
beginning of the game. The real differences show up in how well you can deal
with initial assaults. After you conquer your first country, you're pretty
much set for the rest of the game.
When the leader in your country is injured (in other words, HP = 0), all of
your Knights and monsters will retreat for that battle, so keep him/her well
defended. Conversely, if an enemy ruler is defeated, their Knights and
monsters will all run away. If you find yourself losing a battle (like if the
enemy has too many monsters for you to deal with), try to attack and
eliminate the ruler of that country. Lance and Lyonesse are easy targets,
while Dryst, Vaynard, and Zemeckis are relatively difficult to take down. Cai
is pretty easy to defeat, but he usually tears you a few holes in you during
the process (if you have the initiative, a round of decent physical attack
should off him). The AI can be stupidly aggressive with him and bring him to
the front in order to get better position for magic, which makes him fairly
easy to take out. The best ways to kill leaders are ranged attacks from
Centaurs and concentrated magic attacks, because leaders rarely leave
themselves undefended. This isn't always true, since Vaynard can be a moron
and rush your army of dragons, so consider yourself lucky in these
situations. Of course, you should probably use leader sniping as a last
resort tactic, because it is often much more profitable to destroy the
enemy's monsters and Knights for additional experience than to simply pound
on one Knight to end a battle.
Don't put all your powerful generals together at first. It's best to have
balance in the game. For example, try not to have Gereint, Meleagant, and
Halley in the same fighting party. By doing so, you leave your kingdom
with very few good defenders. It is best to have a few (maybe 2 or 3) pretty
strong groups, than one godly trio and two weak ones. When you're putting
groups together, keep Rune Power and monster costs in mind. You don't want a
bunch of guys who can only carry one or two monsters. Remember that
no matter how strong a Knight may become, monsters will always be the bulk of
your army. In assessing whether a character is useful or not, I placed more
value in Rune stats than unit stats, because a level 1 unit with 200 Rune
Power is almost always more valuable than a level 20 unit with ~150. In
general, more monsters means a higher chance of victory (to a point, because
you can still pack your units with six Ghouls. But then you're dumb).
Several Knights under level 5 eventually become worth using. I call these
characters "project Knights." Usually, they start out with low Rune Power,
but have high growth and lots of levels to exploit that growth. Also, they
usually end up becoming decent units. Lance is the poster-child of project
Knights, starting out as a mediocre unit but ending up as a nigh unstoppable
killing machine with some leveling. Other project Knights won't end up quite
as good, but they follow the same mold. In the country sections, I'll try to
point out good project Knights.
Knights don't die in this game, though I sometimes wish they did. They are
given the Wounded status if their HP goes down to 0 in battle. After the
battle, they are sent to the country's capital (or the closest thing to it)
and cannot perform any actions for a month. After that month, the Knight must
be moved to another castle to do anything. This is a giant pain in the ass
because it often means that it takes two months for that Knight to
participate in the offense again, so try to avoid losing generals in battle.
Quests can also give Knights the wounded status. There are some situations
where a general may be wounded for more than a month (like being turned into
a duck). Occasionally, Knights can be injured during the storyline. There is
a trigger to "unwound" them in these cases, and it usually fixes itself given
time.
Underestimating opponents was the cause of many of my losses in Brigandine
early on. Don't be too aggressive in your invasions. Look at other castles
during the attack screen and try to assess their strength before rushing in.
Eventually, your judgment will improve, and you will be able to tell if your
force is strong enough to take a given castle. If you think it's dead even,
save, then charge in. You may end up taking a casualty that may not have been
worthwhile.
The stars on the status screen of your Knights show how many levels he/she
has gained in that class. When you level up in a class, you get a star (the
process for getting stars in the Ninja class is unknown at this time). When
you get 5 stars/levels in a class, the screen says EXPERT where there would
have been stars. After you reach EXPERT, you can change into another class
with your EXPERT class's abilities.
Example: Camden reaches EXPERT in Druid. He can change his class to something
else (his basic stats, like HP, MP, STR, INT, AGI, and Rune Power stay the
same), like a priest. In this new class, he still retains his old Druid
abilities.
This makes things like spell-casting fighters possible. Dual classing can
make for some very powerful Knights. However, important stats are often
diluted in this process. Try not to give primarily physical characters magic
classes. They miss out on much needed HP, STR, and AGI. It might be okay to
give a Priest or Bishop a fighting class for improved durability, but they
are usually lacking in INT afterwards. For the best results with dual-
classing, it seems best to combine the Champion class with one of the other
primary male paths (Cavalier/Paladin, Samurai/Shogun, Berserker/Avenger).
Champion growth has a very positive impact on HP, STR, and AGI, which are
vital stats for fighter classes. Magic users generally do well when switching
between the healing and offensive mage classes. This creates a relatively
versatile unit that can dish out damage or heal depending on the situation.
Your mileage may vary, but these combinations have nearly always worked out
for me.
After 12 turns of fighting, the battle ends and the attacking country
retreats, no matter what the situation is like. If you are defending
against someone you cannot beat, then have your Knights move to different
parts of the map. If you just sit around different corners of the map, the
computer won't be able to take all of you down if you're too far away. If you
can keep this up for 12 turns (which isn't that hard), the enemy is forced to
retreat. It's cheesy, but you might have to use it if you're desperate. You
might even be able to wound one of their Knights in the process.
Here's a boring story that illustrates this point: Once, I had Teath defend
against an Esgares assault with a Roc, a Dragon, and a few Centaurs. Mira was
closing in on him (she was leaving herself exposed by not placing monsters
ahead of her). So I says to myself, "what the hell, I'll attack her." I moved
in with the Centaurs first, then the Dragon, then Teath. Teath managed to
kill her, and Esgares ran away. The sit-around-and-wait-out-the-enemy-for-
twelve-turns strategy is often tedious and unexciting. If you're seriously
out powered and can't outmaneuver your enemy, go for Knights or powerful
monsters. In another one of my battles, I had Soleil grouped with a bunch of
Centaurs and a Dragon. They were fighting Dryst, Iria, and Bagdemagus. I used
all of my Centaurs and a couple Divine Rays to chop down Dryst's Bahamut, and
he ran out of real fighting power. I ended up running, but I killed off
Iscalio's most powerful monster. "Lost" battles may end up being profitable
if you can take something down with you.
When you undergo a pincer attack (when you're attacked from 2 or more
directions), try to focus your strength on Knights that come alone. Unless
it's Zemeckis, three of your Knights should be able to overpower one of the
enemy's. The AI usually runs if one of its Knights is injured, so this tactic
is good if you're outgunned.
Elements are pretty important in this game. Blue opposes Red, White opposes
Black, and Green doesn't oppose anything except itself (to my knowledge). The
damage you take (and give) is increased by a percentage for the number of
opposite elements you have. For example, if a Giant (1 Red) attacks a Lizard
Man (1 Blue), the Lizard Man will take 25% more than usual. Conversely, if
the Lizard Man attacks the Giant, it will take 25% more. For two spheres,
damage is increased by 33%. For three, damage is increased by ~42% or so.
This isn't exact, but these were values I noticed during the game. They're
not exact values, but they should be around that area. If Dryst (1 Black, 1
Red) hits a White Dragon (1 White, 1 Red), the two reds will cancel out the
weakness created by the Black and White, and Dryst's attack will yield normal
damage. For more precise information on this, check the mechanics section of
this FAQ.
Defend your borders! There's nothing more annoying than having to chase an
invader across your own territory. You have to move your attacking Knights to
retake the land that was yours. It's a real pain in the ass. Leave at least
three Knights with enough monsters at vital areas. Note that the AI doesn't
always take empty castles, but don't count on this.
Most of the Rangers/Grapplers are worth working with. Shast, Gallo, Dillard,
Batercus, and Hyude are some of the best Knights if you build them up.
Champions have good movement and high critical hit rates. Team this up with
an attack rating of 270+, a good glove, and 750+ HP at higher levels, and you
have an excellent Knight. The same is true for females in the Archer class.
They can become an Artemis, which are excellent ranged units who can shoot
from 4 hexes away (they're also nigh unhittable because of high AGI). A 4
range hex attack is incredibly useful to have around (that's more than some
Knights' Rune Area).
Winning a battle nets your surviving Knights and monsters 200 EXP. This is
very valuable for weak Knights and monsters. If you know you're in for an
easy fight, take someone weak (it's easy to tell when the AI is going to run.
They'll wait for a little while in the harder modes, but they still run after
turn 1). They could use the experience more than some of your better
generals.
Remember that more you can bring more than three people to attack a castle at
the same time. However, only three may actually enter the battle. Once you
have won, all of the Knights sent on the attack will be stationed at the
castle you sent them. This saves you the trouble of moving them the next
turn, and they can take part in future assaults from that castle.
Place high HP and DEF units in the front and low HP and DEF units towards the
back. This may seem incredibly obvious, but sometimes it is very tempting to
put a mage in the front where they can wreak the most havoc. When you find a
good place to cast a mass-destruction spell, put them behind stronger units
like Dragons. In general, G-Scorps are useful meat-shields as well, though
they are obviously nothing close to dragons or hydras. Building a solid line
of defense is probably the best tactic available in Brigandine, and even at
its best, the AI just can't do much to a decent line of tanks.
When you destroy a country by taking all of its cities, you will receive some
of its Knights. This may seem like an awesome deal, but your enemies get
Knights as well. It also seems that they often get stronger Knights. It may
be more profitable for someone else to destroy another country so you get the
better Knights. For example, if you destroy Iscalio, you get Daffy and
Victoria, who are mediocre compared to Bagdemagus. I've heard that you have a
chance of getting Bagdemagus if you let someone else kill Iscalio off, but I
have not confirmed this. The last time I played, an enemy destroyed Leonia,
and I didn't get any of their Knights, so you don't always get Knights when
someone else destroys a country. I've seen Bagdemagus, Batercus, Adilicia,
Castor, MelTorefas, Faticia, Zerafin, Isfas, Charlene, Cierra, and Shast
after their respective countries were destroyed.
Anyhow, here's a semi-complete list of transferred Knights. I still haven't
completely figured out how the Knight dispersion method works yet, but I will
add information as I find it.
If you beat: You get:
New Almekia: Carlota, Loufal
Caerleon: Janfadar, Bilcock
Iscalio: Daffy, Victoria
Esgares: Ivan, Fiel
Leonia: Langueborg, Chantail
Norgard: Dillard, Kirkmond
Also, when acquiring certain Knights through questing, enemy countries also
get some Knights sometimes. If you get Shiraha, the enemy gets Kazan. If you
get Layoneil, the enemy gets Helrato. There are a few circumstances that
require something special (such as Liguel joining Iscalio when meeting
Miguel). Enemy countries do quest occasionally, because weaker countries can
get Aldis.
When it comes to choosing a low-level Rune Knight with high Rune Power (like
Dogal or Soleil), or a level 15+ Knight with 150+ Rune Power (like Layoneil),
I would recommend taking the low level Knight. The additional monsters the
lower leveled Knight could hold are always more valuable than anything a
single Knight could provide.
Try to take out as many monsters as you can before you go for Knights. This
injures that country's Mana reserves, as it has to make up for killed
monsters by making new ones. It is fully possible to wage a war of attrition
and win, even without taking all of a country's castles. Just keep killing
their expensive monsters (Dragons and Angels especially). As a country loses
its castles, it loses its ability to create and maintain new monsters, so
eventually a country will only be able to make crappy fodder like Ghouls and
G-Scorpions.
Given the choice, I would rather kill New Almekia's level 20 Salamander than
Lance in a given battle. Promoted monsters are not easily replaced, while
leaders just need a period of one month to become active again. However, if
your army can't afford to waste time killing monsters, target the leaders
instead. When you kill a leader, there is a good chance that one of his
monsters will be left behind. If the castle a retreating Knight is in is
surrounded or blocked off from that country's other castles, then retreating
leaders will have to initiate a Force Retreat. Force Retreats increase the
chance of abandoned monsters by quite a bit. For the best results with
monster stealing, use Charm on the monster and kill it. Monsters that are
outside a Knight's Rune Area when a Knight force retreats or gets injured
have a higher probability of being left behind, so Dimension is a handy
tactic there.
Units have unlimited counterattacks in Brigandine, except against ranged
attacks and magic. Make sure you can take a counterattack before you make an
attack. You can calculate the amount of damage you do by subtracting their
defense from your attack. For example, if a Golem (ATK 250) attacks another
Golem (DEF 120), then that attack will do 130 (give or take a few points), or
250 minus 120. With this knowledge and constant use of the status screen, you
should be able to play much more intelligently, especially when figuring out
if your group of monsters can destroy a certain unit.
Monsters are much weaker when they are outside their leader's Rune Area (the
blue field that appears whenever you select your leader or his/her monsters).
This is why leaders with a Rune Area of 3 are less useful. Their monsters
must stay within 3 hexes of the leader to remain effective. The wider range
of movement for Knights with higher Rune Area allows for more diverse
strategies. This does not necessarily mean that you should keep monsters
inside the Rune Area at all times, however. There are some instances where
you may need to take a monster outside of this area in order to get an extra
attack in. Still, keep the monster's lowered statistics into account in your
planning. Masterless monsters that are left behind by wounded Knights also
suffer from lowered stats.
Hitting monsters will give you around 50-100 EXP, but hitting Knights will
almost always give you 100+ EXP if you hit hard enough. Killing a monster
will net you anywhere between 200-1200 EXP. Killing a Knight will give you
600-1600+ EXP. To maximize experience gain, kill as many monsters as
possible, then go for the Knights. Defeating (or even hitting) country
leaders gives a lot of experience as well. The experience system in
Brigandine is merit based, in a sense. The experience you get from a physical
hit or a spell is proportional to the amount of damage that it does. Support
spells give experience values equal to the spell's MP cost. Monsters with the
Halo status always hit, and they also receive a 50% boost in experience,
making the Halo spell a very useful leveling tool.
There are a lot of Knights that you will end up not using in this game. For
example, Langueborg and Brusom are absolutely atrocious Knights. They really
end up hindering your progress in battle, so they would probably end up
helping you more if you sent them off to quest. When Knights quest, they will
be gone for 1-3 months. They can get upgraded stats, new items, weapons,
monsters, and they can even recruit other Rune Knights. The drawback is that
they could also get wounded in the process. Some Knights have special quests,
like Loufal, Lucia, Hyude, and Mira and Millet.
Centaurs are a valuable part of any army. They might not be very strong, but
their ranged attack makes for reliable damage (high AGI means that they
rarely miss) with no retaliation. Also, they are relatively cheap (just 35
Rune, so even stiffs like Langueborg can fit a couple). High Centaurs can
shoot from 3 hexes away, which is insanely useful. If you have a Scout,
Archer, or Artemis, team them up with lots of Centaurs. This is probably the
most powerful support attack group I can think of, since they can kill or
mortally wound a unit every round. Another thing that makes them so useful is
the fact that it is so easy to crowd around a single enemy. There are only
six hexes around any single unit, and having all six open is rare,
considering the enemy's allies and your own monsters. Their ranged attack
gives a whole new row of offensive potential, and the increased range of the
High Centaur makes for three potential rows of offense (one for frontline
monsters, and the next two for Centaurs). Though the damage they do is never
stellar, repeated snipes will wear down almost any opposition you face. I
think Centaurs are the most effective creatures in the game for this reason.
This goes back to the point above, but if you find yourself in a situation
with sucky Knights, and you are forced to defend a castle, the best possible
last minute army is a group the purely consists of centaurs. Even the worst
Rune Knight should fit at least 3 in their army. They're cost effective, and
they're probably the best units you can muster up for quick defenses. Some
would argue for dragons, but there's more than a 2/1 split between Dragons
and Centaurs in terms of Rune Cost. Centaurs are arguably better in these
situations (they can snipe invading Knights, while Dragons have to fight
through frontline monsters first). In these situations, it's almost
inevitable that you'll take casualties, but this works out fine because
Centaurs aren't hard to replace at all.
Turn order is determined based on level. The Knight with the highest level
will act first, and the rest of the characters follow this order. In case of
a tie, the person who goes first is random. Adjust your strategies
accordingly. If you think you'll need healing late in a turn, put your
healing monsters on a low-leveled character. This takes a little planning,
but you should pretty much know which of your groups is going to take a
beating. Also, keep in mind that lower leveled Knights will probably end up
behind higher level Knights and their monsters in full-frontal assaults,
meaning that they might be trapped behind other units, unable to contribute
to the battle.
Every STR point is 2 ATK points. Every 3 AGI points yields 1 defense point.
AGI also determines hit and evade rates. INT affects damage you take from
magic, and how effective healing and offensive spells are. It also effects
how often status spells like Charm, Stone, Paralyze, etc. work.
Try not to make the first move in battles. If your enemy charges your army
first, then destroying them becomes very easy. Conversely, if you attack
first, then the enemy has the advantage. Make sure you form a strong
defensive line that is difficult to penetrate. Strong frontline units like
Dragons or Rocs should be in front of weaker units like Fairies, Centaurs,
Unicorns, etc. Alternatively, you can make a defensive line using G-Scorpions
or Ghouls as fodder and then move in for the kill. Both are pretty good
strategies, but buying new cannon fodder gets expensive.
This game has a time limit. It's 60 years for Easy, 30 for Normal, and 15 for
Hard. I really don't know how someone could drag the game out for 60 years,
though. This is more than reasonable at any difficulty level, since your
conquest should take you five to seven years at the most.
===========
C. Monsters
===========
Monsters are the most valuable part of any army. Even a level 30 Knight could
not hold long against the onslaught of several monsters. Each Knight has a
stat called Rune Power, which determines how many monsters they can hold.
Each monster has an amount of Rune Value, which is how much they cost. You
will find probably that the most useful Knights are often ones with high Rune
power. Most monsters can be upgraded at level 10, and others can be upgraded
further at level 20. Some others require special promotion items to promote,
but these upgrades aren't necessary.
The monster's stats are in this format:
Monster Name
Elemental Affinities (if any)
Summoning Cost (only for level 1 monsters)
HP:
MP:
RuneCost:
Upkeep:
STR:
INT:
AGI:
ATK:
DEF:
MOV:
Base ATK:
Base DEF:
Comments:
Rankings:
All summoned monsters start out on level one. All statistics except RuneCost
and Upkeep are random. The numbers here are just approximations on the summon
screen. A Ghoul you summon may have a higher STR rating, but the number I
list is merely an average.
=======================
Monster Promotion Trees
=======================
The numbers in parentheses are the levels required before a unit is eligible
for the upgrade. Promotions always occur once at level 10, and some classes
have promotions beyond level 10. A few units (Thor, Loki, Lucifer, Lilith)
require a special item to achieve the next promotion. More information about
that is listed in the monster section. Now I will subject you to my wonderful
promotion trees. Don't cry too much.
-> Dao (10)
-> Marid (10)
Jinn
-> Djinni (10)
-> Efreeti (10)
Clay Golem --> Stone Golem (10) --> Bronze Golem (20) --> Talos (30)
Roc --> Phoenix (10)
Wyvern --> Couatl (10) --> Bahamut (20)
Merman --> Triton (10) --> Poseidon (20)
Lizard Man --> Lizard Guard (10)
Hydra --> Tiamat (10)
G-Scorpion --> Death Needle (10)
-> Gigas (10) --> Thor (Promotion Item)
Giant --
-> Titan (10) --> Loki (Promotion Item)
--> Red Dragon (10) --> Salamander (20)
Dragon
--> White Dragon (10) --> Fafnir (20)
Pixie --> Fairy (10)
Mandrake --> Man-Eater (10)
Centaur -> High Centaur (10)
--> Pegasus (10)
Unicorn
--> Nightmare (10)
Gryphon --> HolyGriff (10)
Angel --> ArchAngel (10) > Seraph (20) --> Lucifer (Promotion Item)
Ghoul --> Vampire (10) --> Vampire Lord (20)
Hellhound --> Fenrir (10)
Demon --> ArchDemon (10) --> Satan (20) > Lilith (Promotion Item)
=========================
Monster Data and Rankings
=========================
Jinn.
120 Mana
HP: 310
MP: 100
RuneCost: 30
Upkeep: 12
STR: 45
INT: 60
AGI: 65
ATK: 205
DEF: 101
Base ATK: 115
Base DEF: 80
A level 10 Jinn is required before the promotion to Dao, Marid, Djinni, or
Efreeti.
Stat Growth:
HP: 4-8
MP: 4-6
STR: 0-1
INT: 0-2
AGI: 1-2
Comments: Jinns are pretty solid units. They don't get to counterattack, but
they get Air Storm, which hits two hexes in a straight line. Nothing can
counterattack Air Storm. With the Power spell, Jinns dominate, because Power
increases ATK by 1.5x, and this directly affects the damage that Jinn breaths
do (against 100 DEF, their damage spikes from an unboosted 105 to 208, with
Power). They're very cheap units, and they can be tacked on most groups
without being much of a burden on Rune Power. They're useful to upgrade as
well, because you get to choose which element you want them to become. They
level
up fairly quickly, too. I killed a Knight with a Jinn and it gained 7 levels.
Their breath is usable even after movement. This is incredibly useful,
because most spells and special attacks are unusable after movement. This
allows Jinns to move wherever they need to be to get their breath attacks
off. Jinns have good mobility, they don't get countered, and they can usually
attack units past obstacles, such as mountains. However, the nature of the
breaths means that they have to get pretty close to an enemy to deal damage.
Jinns are not durable at all, so they are likely to get pasted quickly if
left exposed. They have decent evasion, which helps a little, but it isn't
something to be counted on. It may be best to have a Jinn move in and use its
attack first, and then move the rest of your monsters in to protect it. The
major drawback to level 1 Jinns is that they only get two shots of Air Storm
at first. This changes quickly, but once they run out of MP, they're just
deadweight. The AI really loves to pick on Jinns. Jinns can't counterattack,
so there are no real drawbacks to targeting them.
How to deal with enemy Jinns: There isn't really anything to killing Jinns.
They have a little bit of evasion (nothing that other flying units or ranged
attacks can't handle), but poor HP and defenses makes them very easy to kill.
The AI is usually pretty reckless with them, and they never use Power on
them, so they're usually pretty non-threatening.
Lv10 Jinn
HP: 370
MP: 145
STR: 50
INT: 69
AGI: 80
ATK: 215
DEF: 106
Dao, Marid, Djinni, Efreeti (1 Black, 1 Blue, 1 White, and 1 Red
respectively)
Rune Cost: 45
Upkeep: 28
Base ATK: 120
Base DEF: 85
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-1
INT: 1-2
AGI: 1-2
Lv30 Dao/Marid/Djinni/Efreeti
HP: 570
MP: 245
STR: 60
INT: 99
AGI: 110
ATK: 240
DEF: 121
Comments: They're basically the same as Jinns, except they have a 3 hex range
with the breath attack, and they're all of a different element. This is a
decent upgrade, and it's usually worth the higher Rune costs. The element can
be a drawback in some instances, so choose wisely (if you're going to use a
Jinn to fight Leonia, don't pick a White element upgrade). As you can see,
their attack power never gets that high, but they're still worthwhile because
they're good at dealing chip damage and they can become heavy hitters with
a well-placed Power spell. Their attacks are slightly more expensive than
normal Jinns, but this isn't really a big deal.
How to deal with enemy Daos/Marids/Djinnis/Efreetis: The logic from the Jinn
section also applies here. They now have an elemental weakness to
exploit. They're a bit more evasive, but they're still not that threatening
because they can't counter. Their HP never really grows that high, so they're
still fairly easy to kill.
Clay Golem
240 Mana
HP: 540
MP: 0
RuneCost: 45
Upkeep: 24
STR: 85
INT: 0
AGI: 35
ATK: 230
DEF: 126
Base ATK: 60
Base DEF: 115
A level 10 Clay Golem is required before the promotion to Stone Golem
Stat Growth:
HP: 8-12
MP: 0
STR: 0-2
INT: 0
AGI: 0-1
Comments: Clay Golems and Giants are almost opposites of each other in terms
of ATK and DEF. Golems have good defense and OK attack, while Giants have
good attack and lousy defense. Given a choice, I would much rather have
Golems in my party than Giants. Giants have a better MOV stat, but Golems
are a better (and cheaper) unit as a whole. One major downside of Golems is
their 0 in INT. This means that they'll take full damage from spells. Golems
often fry to repeated Divine Rays or Curse spells. Also, Golems have a
terrible hit rate due to poor AGI. They're immune to negative statuses like
Poison, Paralysis, Stone, Stun, Charm, etc, which means that you can pit them
against Rocs and Mandrakes without fear.
I feel that Golems are superior to Giants because they have passable offense
and good defense. However, they still suffer the same accuracy problems that
Giants do. A 0 in INT means that they're going to take the full brunt of any
magic attack. Their good defense makes them serviceable front liners, and
they serve well as "fodder" of sorts. Low mobility may hold them back a
little, since they often are too far behind to get a spot to attack when the
battle is joined. Still, they're much cheaper than Giants (45 Rune Power vs
60 Rune Power), and they're generally more effective units as a whole.
How to deal with enemy Clay Golems: Any high power damage spell (Divine Ray,
Curse, Exa-Blast, Fall Berg, Thunder) will take a huge bite out of a Clay
Golem. They have fits against fliers, so Wyverns and Rocs are effective
against them. If you have a Nightmare around, Dimension is pretty much an
assured hit against Golems.
Lv10 Stone Golem
HP: 630
MP: 0
Rune Cost: 55
Upkeep 38
STR: 94
INT: 0
AGI: 40
ATK: 258
DEF: 133
Base ATK: 70
Base DEF: 120
A level 20 Stone Golem is required before the promotion to Bronze Golem
Stat Growth:
HP: 8-12
MP: 0
STR: 1-2
INT: 0
AGI: 0-1
Lv20 Bronze Golem
HP: 730
MP: 0
Rune Cost: 70
Upkeep: 80
STR: 109
INT: 0
AGI: 45
ATK: 298
DEF: 140
Base ATK: 80
Base DEF: 125
A level 30 Bronze Golem is required before the promotion to Talos
Stat Growth:
HP: 12-16
MP: 0
STR: 1-2
INT: 0
AGI: 0-1
Lv30 Talos
HP: 856
MP: 0
Rune Cost: 90
Upkeep: 66
STR: 124
INT: 0
AGI: 50
ATK: 338
DEF: 146
Base ATK: 90
Base DEF: 130
Stat Growth (useless, but hey):
HP: 16-20
MP: 0
STR: 1-2
INT: 0
AGI: 0-1
Comments: The Golem upgrades are almost all identical, so I clumped them all
together. They all have Rock Throw, a ranged attack that doesn't get
penalized against fliers (it's probably your best bet against flying units,
despite the damage penalty). Also, the Golems get slightly more accurate with
upgrades. All of them retain excellent defense, and the Talos has one of the
highest ATK ratings in the game. As you promote, the problems found in Clay
Golems become less apparent. The upgrades still take nasty damage from magic,
though high HP makes up for this deficiency at higher levels. Talos
golems rarely miss, and their mobility is passable. Still, getting a Talos
will be somewhat rare, since it has to be level 30. That's a little less than
30,000 experience, which is an insane amount, even for Knights.
How to deal with enemy Golem upgrades: It's pretty much the same deal as Clay
Golems, except that they're a lot tougher as you deal with better
incarnations. As a general rule, offensive magic will always work well on
Golems, and the Dimension trick will still work out. A Talos isn't very
threatening if it's fifty hexes away, is it? If that doesn't work out, you'll
probably end up having to fight the golem head to head. While they are
generally more accurate than Clay Golems, they struggle with the same
creatures. Wyverns and other fliers with high AGI still give golems fits, and
you should probably use the Power spell on your best attacker to take the
golems down. They're really hard not to kill, but high HP and DEF can make
them last a long time.
Roc
380 Mana
HP: 580
MP: 110
RuneCost: 70
Upkeep: 38
STR: 85
INT: 35
AGI: 60
ATK: 230
DEF: 105
Base ATK: 60
Base DEF: 85
Spells: Cry Bird
A Lv10 Roc is required before the promotion to Phoenix.
Lv30 Roc.
HP: 754
MP: 197
STR: 114
INT: 64
AGI: 89
ATK: 288
DEF: 115
Stat Growth:
HP: 4-8
MP: 2-4
STR: 0-2
INT: 0-2
AGI: 0-2
Comments: Rocs are great. They have a chance to petrify their enemy, making
them a very useful unit, especially if you petrify a Knight. They deal decent
physical damage, and they're somewhat evasive (60 AGI isn't that special, but
flying gives a 20% evasion boost against ground vs air physicals). The Cry
Bird ability does damage to everyone in a 2 hex radius, and it may paralyze
units that are hit, including your own. This is a pretty useful ability, but
you have to consider the potential damage done to both sides before actually
doing it. One strategy to utilize is to cast Protect on your Roc, then make
it draw enemy fire. More often than not, the Roc will petrify enough enemies
to make up for the damage taken. Also, if enough units cluster around the
Roc, you can use Cry Bird for some damage and a chance of paralysis. This
is a risky strategy, but it has paid off for me in the past. Even without
complex strategies, Rocs are serviceable front-liners, since they can
generally petrify at least one unit over the course of three or four hits.
However, Rocs have poor defense and average HP, so you need to protect them.
Their only other downside is that they're pretty expensive, and sometimes you
don't want a unit to be petrified. Being petrified makes monsters more
resilient to physicals (150 DEF), so it may end up hurting you if you need to
kill a unit quickly.
How to deal with enemy Rocs: Enemy Rocs can be one of the most annoying units
in the game, especially because the AI is so aggressive with them. I remember
when I first played, Leonia won some battles with Rocs that it really
shouldn't have. Ranged attacks like Centaur shots and magic deal with Rocs
fairly well. Golems are immune to Stone, so they can attack Rocs without any
real drawbacks, although they might have problems hitting them. Bring a
couple units that can cast Cure along with you if you know you're going to
fight a lot of Rocs. The stone effect doesn't kick in that often, but it's
very annoying when it works, since it effectively removes that unit from
participating in the battle.
Lv10 Phoenix
3 Red.
HP: 634
MP: 137
RuneCost: 95
Upkeep: 58
STR: 94
INT: 44
AGI: 69
ATK: 258
DEF: 113
Base ATK: 70
Base DEF: 90
Spells: Heal Voice
Regenerates 10% HP/turn
Lv30 Phoenix
HP: 834
MP: 237
STR: 114
INT: 64
AGI: 99
ATK: 298
DEF: 123
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 0-2
AGI: 1-2
Comments: I like. They're strong attackers, and they have better defenses
than Rocs. They regenerate 10% of their maximum HP a turn, which isn't bad
since they can get respectable HP scores later on. Heal Voice is a useful
healing move which affects both friend and foe, and it is more likely to help
you than hurt you, unlike Cry Bird. Phoenixes maul most blue units, so
pitting them against Hydras and female mage classes is generally a good idea.
The choice between a Roc and Phoenix is tough sometimes. On one hand, you
lose the ability to petrify. On the other hand, you gain an even better
attacker that has regeneration and a good area heal move. The choice is up to
you, but the Phoenix tends to be better, statistically.
How to deal with enemy Phoenixes: They're generally somewhat tough to kill,
but using enough blue elemental units will eventually take the Phoenix down,
though you should anticipate a nasty counterattack. Poison cancels out
regeneration, but that's not always practical. Enough Fall Bergs or even
Frost spells will eventually take a Phoenix down. They're not nearly as hard
to kill as high level Dragons are, so they don't warrant as much concern.
Wyvern.
320 Mana
HP: 540
MP: 100
RuneCost: 60
Upkeep: 32
STR: 80
INT: 30
AGI: 65
ATK: 220
DEF: 106
Base ATK: 60
Base DEF: 85
A level 10 Wyvern is required before the promotion to Couatl
Stat Growth:
HP: 4-8
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 1-2
Comments: Wyverns are the most mobile unit in the game (7-7). They have
passable attack power, but it's nothing stellar. Still, they're never a
burden, and they can usually reach anyone you want to get to. Because
they're so mobile, they can often fly past your Knight's Rune Area. This is
more useful than you'd think, since you can finish off dying enemies this
way. The Wyvern's evasion is noteworthy as well. If you pit one against a
Giant or a Golem, the Wyvern will probably come out on top due to sheer
evasion (as well as the Giant/Golem's poor accuracy). A good unit, overall.
They're somewhat pricey, but they're much better than Giants, another unit
that takes 60 Rune Power.
How do deal with enemy Wyverns: Because they're so evasive, things like
Giants and Golems don't really stand a chance of hitting them. Instead, use
other flying units (Rocs, Gryphons, other Wyverns) and ranged units
(Centaurs). Ranged units don't get a penalty when hitting flying units, so
they should be able to do decently well. Wyverns are very easy to kill once
you hit them, and the AI tends to be very aggressive with them.
Lv10 Couatl.
HP: 594
MP: 130
Rune Cost: 80
Upkeep: 50
STR: 94
INT: 35
AGI: 79
ATK: 258
DEF: 116
Base ATK: 70
Base DEF: 90
Special Attacks: Dragon Roar
A level 20 Couatl is required before the promotion to Bahamut
Stat Growth:
HP: 4-8
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 1-3
Comments: If you can afford the upgrade, there's no real reason not to like a
souped up Wyvern. The boost in ATK gives Couatls a respectable offensive
punch, and the upgrade is definitely worthwhile. Some problems with Wyverns
are apparent, though. Couatls have poor HP for a pure slugging unit
(especially one that's level 10), and they're pretty dependent on evasion to
stay afloat. That works out well, until you run into the problem of units
like Demons and Angels, who like to casually throw strong spells like Curse
and Divine Ray around. They're still worth using, since they usually give
most ground units fits, but they still need to be pampered a bit. Dragon Roar
is a pretty crappy attack. It does damage to every target in an area for 1/6
max HP. This isn't really useful, since the Couatl could probably do more
damage with its physical, and that wouldn't endanger friendly units in the
area.
How to deal with enemy Couatls: They're harder to hit this time around, but
the same principles that applied to Wyverns apply here. Also, note that the
Wyvern tree never gets good INT growth, which means that magic tends to make
mincemeat out of them.
Lv20 Bahamut
HP: 654
MP: 160
Rune Cost: 110
Upkeep: 76
STR: 109
INT: 40
AGI: 99
ATK: 298
DEF: 128
Base ATK: 80
Base DEF: 95
Special Attacks: Final Breath, Dragon Roar
Lv30 Bahamut
HP: 754
MP: 190
STR: 124
INT: 44
AGI: 113
ATK: 328
DEF: 132
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 1-2
Comments: Couatls turn into Bahamuts, which are a dragon class. While the
base stats for the Bahamut are lower than the other level 20 dragons, they're
still quite powerful. They lose the mobility of the Wyvern and Couatl, but
they get higher power in exchange. As usual, the Power + Breath combination
with them is quite deadly, especially since they are non-elemental. They're
not as strong as other dragon classes, but I think the non-elemental breath
is more useful in some cases. They're not nearly as tanky as other top tier
dragons because of lower HP, but they retain the high evasion that the
previous Wyvern forms had. Still, they're not quite as costly as the top tier
dragons, so it balances itself out.
How to kill enemy Bahamuts: This comes up quite a bit, since Iscalio has one.
Even at level 20, the Wyvern only has the HPs of a level 1 Dragon, so it
shouldn't be too hard to take down with enough magic and ranged shots. Still,
be careful, since you can get your ass kicked if you try to engage it too
recklessly. In the beginning of the game, the Bahamut is a real bastard to
hit, and you often end up trying to hit it, missing, then eating a counter.
Tanky units like the Dragon family shouldn't have huge troubles surviving
Bahamut attacks. Iscalio is pretty aggressive with its Bahamut, so use this
to your advantage.
Merman
1 Blue
120 Mana
HP: 410
MP: 50
RuneCost: 25
Upkeep: 12
STR: 65
INT: 50
AGI: 50
ATK: 190
DEF: 106
Base ATK: 60
Base DEF: 90
A Lv10 Merman is required before the promotion to Triton
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 0-1
AGI: 0-2
Comments: Mermen aren't very good unless you're defending a coastal town.
They have poor mobility on land, and they get a -10 hit penalty when fighting
on the ground. They can only move and fight efficiently on water. They're
passable against red monsters, though. They're pretty wussy overall, but if
you need a Blue unit and you can't afford a Hydra or a Lizard Man, just put a
Merman in your unit, since they're pretty cheap. If you know that you're
going to have to fight in a city with water in it, Mermen become less
horrible, because they can take advantage of water regeneration, along with
hit and evasion boosts. Still, the other blue monster families badly outclass
the Mermen family. If you're going to use one, be mindful that Mermen
generally aren't that great at hitting things, and they're no good at taking
hits either. Use them in a support role, possibly to soften an opponent up or
finish it off.
How to deal with enemy Mermen: Hit them once or twice with a dragon.
Seriously, they're insanely easy to take down. 410 HP doesn't really cut it
for anyone, especially one with such an easily exploited weakness. Both red
magic and physicals from giants and dragons are more than enough to overwhelm
a merman. In my experience, Mermen often go down as collateral damage to
Geno-Flame spells. At any rate, they're not threatening enough to really
worry about.
Lv10 Triton
2 Blue
HP: 500
MP: 77
RuneCost: 40
Upkeep: 28
STR: 74
INT: 55
AGI: 59
ATK: 218
DEF: 114
Base ATK: 70
Base DEF: 95
A level 20 Triton is required before the promotion to Poseidon
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 0-2
Comments: The Triton promotion strikes me as a "might as well" upgrade, in a
similar vein to Ghoul --> Vampire. Nothing substantial is gained with this
upgrade (+10 ATK, +5 DEF, slightly better stat growth), but it's a piddling
15 Rune Power to upgrade, and the unit is still reasonably priced for what
you get (though still kinda sad for a second tier unit). Tritons get the
Maelstrom ability, which can be somewhat useful, but it's only usable in the
water. They're slow and still receive land penalties, but they're still a
step up from Mermen. The extra blue sphere makes them more effective against
Dragons, but they still fry to most red aligned spells or units. Again, use
these if you know you're going to defend or attack coastal towns (you can
pretty much tell if a town has water in it if it's near a lake or the sea on
the World Map).
How to deal with enemy Tritons: Same as Mermen, but be a tad more careful
when sending red units against them. They're still not much of a threat, so
don't alter your strategies to defend against one. Remember, Tritons are
second tier, but that still doesn't mean that it's a particularly good unit.
Lv20 Poseidon
3 Blue
HP: 590
MP: 107
RuneCost: 55
Upkeep: 44
STR: 89
INT: 60
AGI: 69
ATK: 258
DEF: 123
Base ATK: 80
Base DEF: 100
Lv30 Poseidon
HP: 730
MP: 137
STR: 104
INT: 75
AGI: 79
ATK: 288
DEF: 126
Stat Growth:
HP: 12-16
MP: 2-4
STR: 1-2
INT: 1-2
AGI: 0-2
Comments: Poseidons, while still not that effective on land, are much more
useful than their past forms. They have better movement, and they can
actually do some damage. In the water, Poseidons own everything but Tiamats
and flying dragons. While the Triton was a rather lackluster upgrade, the
Poseidon is truly worth having around to screw red element units up. The</pre><pre id="faqspan-2">
Poseidon's 3 Blue element spheres ensure that they will make horrible messes
of Dragons and red aligned Mages. However, it is rather difficult to get a
level 20 unit in this class because the past forms are so pathetic. The only
Poseidon you're likely to see is Caerleon's Triton, and that's only if you
bother to use it. That's a big if.
Anyway, they get great bonuses in water, regeneration, and (most importantly)
they lose their movement penalties, which means that they won't be lagging
behind with your Golems. Still, the effort you have to put into a
Merman/Triton to get one of these probably isn't worth it compared to other
blue elemental monsters (Lizard Men and Hydras), which are usable without any
real hassle.
How to deal with enemy Poseidons: If you ever see one (I have never seen the
computer use one in all my playthroughs), don't panic. Exa-Blast and Thunder
still screw them over pretty badly. They can deal pretty serious damage to
red units, but it's usually a fair trade because red units usually have a
decent enough offensive punch to make up for the elemental differences.
Common sense will tell you to try to stay away from water, but you don't
always have a choice, especially when some maps are filled with water.
They're quite potent on water, since they get Maelstrom and evasion boosts,
but you should be able to draw them away onto land, where they're manageable.
Lizard Man.
1 Blue
140 Mana
HP: 450
MP: 50
RuneCost: 30
Upkeep: 14
STR: 70
INT: 30
AGI: 60
ATK: 200
DEF: 125
Base ATK: 60
Base DEF: 105
A Lv10 Lizard Man is required before the promotion to Lizard Guard
Stat Growth:
HP: 8-12
MP: 0-2
STR: 0-2
INT: 0-2
AGI: 0-2
Comments: Lizard Men are pretty strong. They aren't very durable at first,
but their physical defense is actually quite good for a level 1 unit. Stick
with them, because they're good at fighting dragons. They have a hefty hit
bonus, so they will hit almost anything consistently except the most evasive
of creatures. Later on, their defense becomes very high, so you don't have to
worry about their well being so much. They get hit and evasion bonuses when
fighting on water. They have mediocre ATK power at first, but this quickly
increases since Lizard Men have decent STR growth. They become respectable
attackers by the time they reach level 10, when they can promote to Lizard
Guards.
Lizard Men are especially useful when you consider how cheap they are. They
cost only five Rune more than Mermen, but they have better ATK, accuracy,
mobility, defense, and HP. 30 Rune will also buy 2 Ghouls or a Scorpion.
Considering that a single Lizard Man could solo two Ghouls (I crunched the
numbers. It's somewhat depressing), and Scorpions generally suck, the Lizard
Man is probably one of the best units to fill empty spots with.
Lv10 Lizard Guard.
2 Blue
HP: 540
MP: 60
RuneCost: 45
Upkeep: 32
STR: 79
INT: 39
AGI: 69
ATK: 228
DEF: 133
Base ATK: 70
Base DEF: 110
Spells: Poison Breath
Lv30 Lizard Guard
HP: 740
MP: 80
STR: 109
INT: 59
AGI: 99
ATK: 288
DEF: 143
Stat Growth:
HP: 8-12
MP: 0-2
STR: 1-2
INT: 0-2
AGI: 1-2
Comments: Lizard Guards are more than worth their upgrade. They get a 2-Hex
breath attack, and they get very high defense later on (it nearly rivals
petrification defense at level 30). They're also one of the most effective
Dragon killers in the game. Though they'll get the short end of the bargain,
they can do respectable damage to any dragon. Against other units, their
offense is respectable but not spectacular. Even so, they generally deal more
damage than they receive, which makes them very useful monsters. Poison
Breath gives them a decent option for a close attack without a chance of a
counterattack, and it gives them a little bit more range as well (also, as
the name implies, it can cause poison!). They get the standard aquatic
bonuses in water.
Again, the 45 in Rune Power is nothing compared to a lot of other second tier
creatures. Hell, a lot of first tier units cost more, and they aren't nearly
as effective. 45 is the equivalent of three Ghouls (which is just a waste of
space) or a single Clay Golem. Lizard Guards don't have the accuracy or
mobility problems that Clay Golems have, and they generally don't fry to
magic. All that aside, Lizard Guards may be the most cost effective units
in the game other than High Centaurs.
How to deal with enemy Lizard Guards: They're actually somewhat tough to
kill, but Lizard Guards don't have impressive HP. A few concentrated attacks
should be able to knock it out. As with Mermen, Exa-Blast, Flame, and Thunder
really take a bite out of Lizard Guard's HP supply. While annoying to fight,
Lizard Guards don't pose the offensive threat that Dragons do. But then, what
does?
Hydra.
2 Blue
460 Mana
HP: 670
MP: 110
RuneCost: 80
Upkeep: 46
STR: 100
INT: 30
AGI: 35
ATK: 260
DEF: 111
Base ATK: 60
Base DEF: 100
Special Attacks: Ice Breath
A Lv10 Hydra is required before the promotion to Tiamat
Stat Growth:
HP: 4-8
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 0-2
Comments: Hydras are like Blue elemental dragons. However, they're really
freaking slow (3 hex movement on land), and they have lackluster defense.
However, when you finally get to the enemy, it will wreak some serious havoc.
They have the highest ATK power of any level 1 monster, and their breath
allows them to exploit this power to hit multiple units. In a one on one
fight with a Dragon, the Hydra will win most of the time. Roads and the Accel
or Flight spells help rectify this issue. Flight is particularly helpful,
since it gives Hydras good mobility in addition to giving 20% evasion against
ground hits. If you can put up with their low mobility, they're really worth
having around. They have low accuracy, but breaths never miss, and you can
just use the Halo spell otherwise.
How to deal with enemy Hydras: Dragons can't go toe to toe with Hydras, but
they can still take a large bite out of their HP reserves. Despite excellent
HP, Hydras tend to go down quickly due to average defenses. Fire magic does
extremely well against hydras because of their Hydra's low INT. As with most
units with accuracy problems, creatures like Rocs, Wyverns, and Gryphons have
a good chance of dealing damage to Hydras without taking damage from
counterattacks. If the AI is aggressive, you may not even have to fight
Hydras because they'd be falling behind so much. In the water, Hydras are
very hard to kill, so just pound at them with magic and concentrated physical
attacks.
Lv10 Tiamat.
2 Blue, 1 Black
HP: 724
MP: 137
RuneCost: 110
Upkeep: 70
STR: 114
INT: 35
AGI: 44
ATK: 298
DEF: 119
Base ATK: 70
Base DEF: 105
Special Attacks: Death Breath, Dragon Roar
Lv30 Tiamat
HP: 924
MP: 197
STR: 144
INT: 55
AGI: 74
ATK: 358
DEF: 129
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 1-2
Comments: Though Tiamats are still slow, they're such insane powerhouses that
it doesn't matter. When they get to their destination, they'll just clobber
anything in sight. Death Breath lives up to its name. It just murders
monsters when Power'ed. High STR growth ensures that they will stay powerful
throughout the game, even though they don't have a second promotion. With the
extra Black sphere, they can simply obliterate Unicorns and Angels. They have
plenty of HP, and they have good durability because the upgrade makes their
defenses passable. Decent AGI growth makes their accuracy issues a bit less
apparent. They're pretty much unstoppable on the water. If you can put up
with low mobility (which isn't that unbearable, since you have 12 turns,
which is often more than enough to beat anything), Tiamats are very
worthwhile.
How to beat enemy Tiamats: It is now weak to Divine Ray, so Tiamats aren't
huge fans of Angels and Bishops. Attacking Tiamats head on with White units
is a pretty poor idea, but there are some cases where it could work out.
Dinadan, for example, should be able to hold his own against a Tiamat. Still,
use caution, especially since Zemeckis likes to cast Power on his own Tiamat.
Scorpion
1 Red.
HP: 270
MP: 0
RuneCost: 20
Upkeep: 10
STR: 60
INT: 10
AGI: 45
ATK: 180
DEF: 135
Base ATK: 60
Base DEF: 120
A Lv10 G-Scorpion is required before the promotion to Death Needle
Stat Growth:
HP: 8-12
MP: 0
STR: 0-2
INT: 0-1
AGI: 0-2
Comments: Scorpions are pretty lousy. They never get much better, but they
have pretty good defense. They have one red slot, which makes them good for
taking hits from dragons. Even so, their only real use is as cannon fodder.
They do have the ability to poison, but this isn't immensely useful, as
Brigandine poison is a fairly benign status (though it can kill if your HP is
low enough). Low HP and INT make it so that even the weakest Blue spell will
be able to wreck Scorpions. However, they do decently well as meat-shields.
Because they're inexpensive, just get a lot of them, place a mage behind
them, and let him/her go nuts with magic. Alternatively, make a wall of
scorpions and use breath attacks from afar. Like Ghouls, they gain levels
quickly and are much better in their second form.
How to deal with enemy Scorpions: Scorpions are a nuisance at best. Any blue
offensive spell will easily wreck Scorpions, and they don't even last a long
time against other Red units. They have fairly bad accuracy, so they don't
pose any real offensive threat either, even to blue units. The ability to
poison is somewhat irritating, but as stated above, it's not a real threat.
Their low INT makes Dimension a near guaranteed hit.
Lv10 Death Needle
2 Red.
HP: 360
MP: 0
RuneCost: 35
Upkeep: 22
STR: 69
INT: 15
AGI: 54
ATK: 208
DEF: 143
Base ATK: 70
Base DEF: 125
Lv30 Death Needle
HP: 640
MP: 0
STR: 89
INT: 25
AGI: 84
ATK: 248
DEF: 153
Stat Growth:
HP: 12-16
MP: 0
STR: 0-2
INT: 0-1
AGI: 1-2
Comments: Scorpions become more potent when they become Death Needles. For 15
Rune Power, the scorpion becomes stronger and more mobile. They get decent HP
growth as well, which makes them a very physically durable unit later on.
Also, it seems that they poison their enemies more often. They're still
fodder, but they're fodder who can actually take beatings. Still, that seems
to defeat the point of fodder units. Fodder units are supposed to die and be
easily replaced, but it is a little harder relegating Death Needles to that
role, because you put enough work into them so that they earned promotion.
Maybe it's a personal thing.
At any rate, they still can't take Blue spells. They actually get good HP at
the end of the game, and their physical durability may not be bad since Death
Needle defenses eventually get better than petrified defense (150 DEF).
They're still not an offensive threat, but that's not really what they're
around for.
How to deal with enemy Death Needles: They're still not threatening, and they
still tend to die in repeated Geno-Frost spells with no extra work. ~210 ATK
isn't scaring anybody too much. 140+ DEF is impressive, but Death Needles are
still easy to take down because of pathetic HP.
Giant.
1 Red.
280 Mana.
HP: 540
MP: 180
RuneCost: 60
Upkeep: 28
STR: 95
INT: 45
AGI: 40
ATK: 245
DEF: 103
Base ATK: 55
Base DEF: 90
A Lv10 Giant is required before the promotion to Gigas or Titan
Stat Growth:
HP: 4-8
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 0-2
Comments: Giants are very strong, but they have a lot of trouble hitting
anything. It takes several tries to hit flying enemies (especially Wyverns
and to a lesser extent, Rocs). As reference, they have roughly a 50-60%
chance of hitting Wyverns at level 1. Giants have terrible defense for a
frontline unit, and they don't really have the HP to make up for this.
Because of their terrible hit rates, Giants won't do very well in the front
lines in the early game. Though accuracy issues fade away with promotions,
feeding Giants kills seems like a bit of a waste of time and effort. Golems
are less mobile, but they have equal HP and better DEF, and they cost 15 less
Rune.
Still, Giants may have their uses. Against low AGI units, they do quite well.
They have good ATK, and they tend to deal heavy damage against Hydras. For
the best results, use the Halo spell on them. Halo gives a 100% hit rate and
increases experience gain, so feeding them kills this way is probably
the easiest method of leveling Giants. I don't think they justify a 60
RuneCost, but they may be worth using if you can promote them.
How to deal with enemy Giants: The computer is pretty reckless with them,
which is good for you because Giants don't last very long. Flying units do
well against them because they don't hit very often. Lizard Men and Hydras
generally give Giants a hard time.
Lv10 Giant
HP: 594
MP: 207
STR: 110
INT: 50
AGI: 49
ATK: 285
DEF: 111
Lv30 Titan/Gigas
HP: 794
MP: 307
STR: 140
INT: 70
AGI: 69
ATK: 345
DEF: 118
Note: Since the stat progression for Titans and Gigases are identical, I used
the same stats for both.
Titan
1 White, 1 Red
RuneCost: 75
Upkeep: 48
Base ATK: 65
Base DEF: 95
A level 10 Titan and the Rage Lightning item are required for the promotion
to Thor.
Gigas
1 Black, 1 Red
RuneCost: 75
Upkeep: 48
Base ATK: 65
Base DEF: 95
A level 10 Gigas and the Wisdom Seed item are required for the promotion to
Loki.
Stat Growth:
HP: 8-12
MP: 4-6
STR: 1-2
INT: 0-2
AGI: 0-2
Comments: These two classes are basically the same, but they have different
elemental affiliations. They have slightly better hit rates than normal
giants, but it's still rather unimpressive, because they still whiff a lot
against most fliers. As usual, Titans/Gigas pack in quite a punch provided
that they hit. You may not have to rely on Halo as much to get them hits now.
Their defenses are a little bit better, but they are still less durable than
they seem. At level 30, they get some of the highest STR and ATK stats in the
game.
As for the choice between Titans and Gigases, it's really up to you. Nothing
distinguishes one class from the other except that one has a black element
and the other has a white element. If you're going to fight Leonia, get a
Gigas. If you're going to fight Esgares (which has Cador, a Tiamat, a Vampire
Lord and lots of Fenrirs), get a Titan. One matter of importance is that
there is a marginal chance that you can get upgrade items through quests. If
you already have one of these items, promote the Giant to the corresponding
class. If you're just shooting to get one, Lokis are better, but the quest
for the promotion item is so rare that you may not have a choice about it.
How to deal with enemy Titans/Gigases: They're potent offensive attackers,
but they're still not that durable, and now they have easily exploitable
weaknesses. Curse and Divine Ray can be used by Angels, Demons, and a lot of
priest/mage classes.
Lv30 Thor
HP: 874
MP: 307
RuneCost: 75
Upkeep: 66
STR: 150
INT: 70
AGI: 69
ATK: 375
DEF: 123
Base ATK: 75
Base DEF: 100
Required Items: Rage Lightning
Special Attacks: Mjollnir
Stat Growth:
HP: 12-16
MP: 4-6
STR: 1-3
INT: 0-2
AGI: 0-2
Lv30 Loki
HP: 874
MP: 307
RuneCost: 75
Upkeep: 66
STR: 140
INT: 80
AGI: 69
ATK: 355
DEF: 123
Base ATK: 75
Base DEF: 100
Required Items: Wisdom Seed
Spells: Meteor Doom
Stat Growth:
HP: 12-16
MP: 4-6
STR: 1-2
ING: 1-2
AGI: 0-2
Comments: These are the real reason to use Gigases or Titans. They both have
insane attack power. Their defense is still sadly low for creatures of their
calibur (equivalent of third tier), but they can take some abuse because of
their high HP scores. The two spells these classes get are pretty powerful.
Mjollnir is a decent area attack, and Meteor Doom is, well, Meteor Doom. It's
insanely useful to have a unit that is able to cast Meteor Doom, but Lokis
need a few levels to be able to cast it. They're both good monsters, and
accuracy issues in these forms are minimal. The only real downside to these
units is that the items required for the upgrades are incredibly rare, which
means that you'll have to quest a lot before you even get the chance to see
one. You're also not assured that you will get the right item. I had a Gigas
once, but I got the opposite item, so I was royally screwed and I cursed
God/the RNG for his cruelty.
If you're unfamiliar with item promotions, just use Rage Lightning on a Titan
to get a Thor, and a Wisdom Seed on a Gigas to get a Loki. There are no level
constraints. All you need is a Titan or a Gigas and the corresponding item to
promote them.
How to deal with enemy Thors/Lokis: It won't ever be an issue, since the AI
will never get one. On the off chance that you do meet one, they still have
elemental weaknesses to exploit, but attacking them head on may be
disastrous. Lokis need to be killed quickly, because you really don't want to
eat a Meteor Doom.
Dragon
1 Red
420 Mana
HP: 630
MP: 100
RuneCost: 75
Upkeep: 42
STR: 90
INT: 40
AGI: 40
ATK: 240
DEF: 113
Base ATK: 60
Base DEF: 100
Special Attacks: Acid Breath
A level 10 Dragon is required before the promotion to Red Dragon or White
Dragon
Stat Growth:
HP: 4-8
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 0-2
Comments: Dragons are the backbone of any good army. The best units in the
game are from the Dragon promotion tree. They have excellent offense and have
decent durability. They're expensive for first tier units, but they're strong
enough to be worth it. As usual, Power + Breath is extremely useful. The
prevalence of dragons makes this tactic very useful, especially in the
beginning of the game. Their ability to dish out strong attacks and take
abuse should get you through most of your troubles in your initial assaults.
They have a few accuracy issues, but only against things like Wyverns or high
level Knights. Also, they're not as mobile as a lot of other creatures, but
this isn't a huge issue.
The choice between the White and Red Dragon promotion isn't always that easy.
Red Dragons are excellent against Blue units, but White Dragons fly and can
deal heavy damage to black units (they're also a little bit more expensive).
Neither is a great deal better than the other, but Salamanders tend to be a
bit more useful than Fafnirs.
How to deal with enemy Dragons: Dragons (and their subsequent forms) tend to
do poorly against Frost and Fall Berg. Hydras can usually take a Dragon down
quite easily. They're fairly hard to kill, but it can be done if you
concentrate your fire on them.
White Dragon
1 White, 1 Red
HP: 684
MP: 127
RuneCost: 100
Upkeep: 64
STR: 105
INT: 49
AGI: 49
ATK: 280
DEF: 121
Base ATK: 70
Base DEF: 105
Special Attacks: Energy Bolt
A level 20 White Dragon is required before the promotion to Fafnir
Stat Growth:
HP: 4-8
MP: 2-4
STR: 1-2
INT: 1-2
AGI: 0-2
Comments: White Dragons are just flying Dragons with an extra White element.
Watch them destroy Demons and Hellhounds in two hits. It's funny. It's always
nice to have a high-powered White unit around, since the other White monsters
aren't that great offensively (Gryphons are OK, but White Dragons naturally
have more power). The Black weakness makes them vulnerable to Curse, but
their high HPs make them pretty hard to kill.
Lv20 Fafnir
2 White, 1 Red
HP: 738
MP: 157
RuneCost: 120
Upkeep: 86
STR: 120
INT: 64
AGI: 59
ATK: 310
DEF: 129
Base ATK: 70
Base DEF: 110
Lv30 Fafnir
HP: 838
MP: 187
STR: 135
INT: 79
AGI: 69
ATK: 340
DEF: 133
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 1-2
AGI: 0-2
Comments: They're the strongest White units in the game. Fafnirs are probably
the best units around to take Tiamats down (1 Black, 2 Blue). They deal
excellent damage, and they're very hard to kill. Salamanders tend to be a
little bit better, but it's quite close.
How to deal with enemy Fafnirs: You'll probably see at least Fafnir down the
road, since weak countries like to pick up Aldis and her Fafnir, Puro. Also,
one of Vaynard's White Dragons may promote over the course of the game. A
barrage of Curse spells should be able to put them down pretty quickly.
Tiamats match up well with Fafnir weaknesses, but they'd probably lose if you
tried to pit one against a Fafnir because Fafnirs dodge more.
Red Dragon
2 Red
HP: 684
MP: 127
RuneCost: 95
Upkeep: 64
STR: 105
INT: 49
AGI: 49
ATK: 280
DEF: 121
Base ATK: 70
Base DEF: 105
Special Attacks: Fire Breath
A level 20 Red Dragon is required before the promotion to Salamander
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 0-2
Comments: They're identical to White Dragons, except they don't fly, and they
have different elements. They are a little cheaper than White Dragons. They
get added land mobility, and their damage is stellar. 2 Red spheres allow
them to stomp on most blue units.
Lv20 Salamander
3 Red
HP: 784
MP: 157
RuneCost: 115
Upkeep: 86
STR: 120
INT: 59
AGI: 59
ATK: 320
DEF: 129
Base ATK: 80
Base DEF: 110
Lv30 Salamander
HP: 884
MP: 187
STR: 135
INT: 69
AGI: 75
ATK: 340
DEF: 133
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 1-2
Comments: Salamanders are probably the strongest unit in the game. They have
plenty of everything: their HP, STR, ATK, and DEF stats are great. Their
breath attack, Grand Flame will punch massive holes in your enemy's lines.
Their only drawback is that they are of the Red element, so they won't do
much against Phoenixes or other dragons. This is hardly a drawback against
Blue elemental units, however. Vaynard soils his dress every time he sees New
Almekia's Salamander.
How to deal with enemy Salamanders: Cry. Fall Berg still does good damage
against them, and Hydras/Tiamats can kind of hold their ground against them.
You really want to avoid direct retaliation while fighting one, so ranged
attacks and magic may be the way to go. Using Red units against Salamanders
may dilute their offensive prowess, but there's no guarantee that the
Salamander will target your red units.
Pixie.
1 Green
120 Mana.
HP: 220
MP: 160
RuneCost: 30
Upkeep: 12
STR: 30
INT: 65
AGI: 80
ATK: 130
DEF: 86
Base ATK: 70
Base DEF: 60
Spells: Protect, Silent
A level 10 Pixie is required before the promotion to Fairy
Stat Growth:
HP: 4-8
MP: 4-6
STR: 0-1
INT: 0-2
AGI: 1-2
Comments: Pixies are useless for physical combat, but they have fairly useful
support magic. Protect does wonders for a unit's defense, especially mages.
Its long range makes it a very handy spell. Silent almost never works against
human mages, but it has a fairly good chance of success against enemy
Unicorns. One bad thing about them is that they're completely worthless when
they run out of MP. They don't even serve well as targets since they die so
quickly (in spite of good evasion). Despite this, they're fairly cheap, and
they can be tacked onto a lot of groups. Pixies are generally well worth
putting time into, because the Fairy upgrade gets the React spell.
Many monsters can dispose of Pixies with two hits, so you should just keep
them towards the back of your ranks to cast support spells. Their Critical
attack can do lot of damage, but you shouldn't be using their physical
attacks in hope that they perform a critical. I believe that they can only
critical off counters.
How to deal with enemy Pixies: Hit them twice with any non-Ghoul unit,
seriously. They're irritating, and they like using Protect a lot on the most
annoying units. The AI likes to waste MPs on Silent even it has a poor chance
of connecting, so use this to your advantage. Pixies aren't threatening at
all, so don't make them a high priority.
Lv10 Fairy
2 Green
HP: 274
MP: 205
Rune Cost: 45
Upkeep: 28
STR: 35
INT: 74
AGI: 95
ATK: 145
DEF: 96
Base ATK: 75
Base DEF: 65
Spells: Protect, Silent, React
Lv30 Fairy
HP: 474
MP: 345
STR: 45
INT: 104
AGI: 125
ATK: 165
DEF: 106
Stat Growth:
HP: 8-12
MP: 6-8
STR: 0-1
INT: 1-2
AGI: 1-2
Comments: Though still useless for offensive purposes, Fairies get the best
support spell in the game: React. For 126 MP, you give one unit two actions
in the same turn. This could be very useful if cast on a strong mage. A few
Fairies teamed up with Cai or any Knight who knows Meteor Doom or the Geno
spells can indirectly cause a lot of destruction. The Fairy's new critical
attack causes Charm, but again, you shouldn't depend on this. Other than
that, Fairies aren't that much different than Pixies are. Still, the ability
to allow allies to rain magical death upon opponents is well worth 45 Rune
Power.
How to deal with enemy Fairies: If, by some freak accident, the computer
actually gets a Fairy, you probably shouldn't worry too much about it. I've
seen an enemy Fairy, and they still might waste MP on Protect rather than
React. Even if they use React, the AI makes poor choices, and you should have
no problem killing the Fairy off if need be.
Mandrake
1 Green
200 Mana
HP: 630
MP: 0
RuneCost: 35
Upkeep: 20
STR: 50
INT: 5
AGI: 30
ATK: 160
DEF: 100
Base ATK: 60
Base DEF: 90
A level 10 Mandrake is required before the promotion to Man-Eater
Stat Growth:
HP: 8-12
MP: 0
STR: 0-2
INT: 0-1
AGI: 0-1
Comments: They're really lousy in the beginning. Their only merit is that
they have high HP. They've got awful defense, and they're not too mobile
outside forest areas. They're also offensively hampered, struggling to do
more than 50 damage to most any unit. One neat thing about Mandrakes is that
their attacks have excellent hit rates despite low AGI. Another merit is that
they have a good chance of paralyzing an enemy with their physical attack.
This aspect is very handy, because if you have a Mandrake in the frontlines
drawing attacks, you'll probably paralyze something through counterattacks.
They're actually pretty useful frontline units, as they have durability and
the paralyze ability. Thing is, they're pretty expensive for fodder. Ghouls
are 15 Rune, and Scorpions are 20. 1 Mandrake would be equal to 2 Ghouls and
almost 2 Scorps. If you're planning to use them to promote them, they're
probably worthwhile, but if you're using them just as fodder, you may as well
just pick up 2 Ghouls or Scorpions.
How to deal with enemy Mandrakes: Like Rocs, fighting Mandrakes can get
really annoying. They have a lot of HP to eat through, and the paralysis
effect is irritating. Have a couple units with Cure spells around, and blast
'em with magic. Dimension will almost always work because of the Mandrake's
pathetically low INT (how smart do you expect a plant to be?).
Lv10 Man-Eater
HP: 720
MP: 0
RuneCost: 45
Upkeep: 34
STR: 59
INT: 9
AGI: 35
ATK: 188
DEF: 106
Base ATK: 70
Base DEF: 95
Lv30 Man-Eater
HP: 920
MP: 0
STR: 89
INT: 19
AGI: 55
ATK: 248
DEF: 113
Stat Growth:
HP: 8-12
MP: 0
STR: 1-2
INT: 0-1
AGI: 0-2
Comments: Souped up Mandrakes? Hell, why not? They cost just 10 more Rune
than their previous incarnations, which is remarkably inexpensive for an
upgrade. They still have great HP, and the defense boost is very helpful,
considering the role that Man-Eaters have. They still have the paralysis
effect on their physical and counters, but they also get a ranged attack,
which means that they can stay back and attack as well (or attack units
farther away from the front-lines). They're useful if you can actually get
one, but it's not always easy to get a level 10 Mandrake. Use them as
meatshields (well... plant-shields) to maximize their effectiveness. Use the
Protect spell on them for the best results, as this combination makes them
pretty hard to kill.
How to deal with enemy Man-Eaters: Same as Mandrakes. It just takes a little
longer.
Centaur
1 Green.
160 Mana.
HP: 360
MP: 0
RuneCost: 35
Upkeep: 16
STR: 60
INT: 45
AGI: 65
ATK: 180
DEF: 101
Base ATK: 60
Base DEF: 80
A level 10 Centaur is required before the promotion to High Centaur
Stat Growth:
HP: 8-12
MP: 0
STR: 0-2
INT: 0-1
AGI: 1-2
Comments: Centaurs should have a part in almost any good army, in my opinion.
Ranged attacks are incredibly useful in a game like Brigandine. Whether it's
picking off weak units or wearing stronger units down, Centaurs are the main
monster for the job. Their one in Green makes their attacks against other
Green creatures weaker, though. This isn't that bad for other elements,
because Green is outside of the other elemental oppositions. They're pretty
accurate, and they can hit flying units without getting penalized. Though the
damage they deal isn't great, it adds up after four or five shots.
Centaurs are probably the most cost effective level one monsters around.
Think of it this way: in most other situations, monster behind your frontline
are rarely productive since they usually have to stay back and wait. If your
second line of units consists of centaurs, however, you essentially gain a
whole row of offense that would not have been utilized otherwise. Because of
the game's hex system, this can be potentially deadly, because four to six
snipes from centaurs is going to wear the target down, even if a few miss.
Protecting them is a bit annoying sometimes, but they aren't horrible at
surviving because of their decent AGI.
How to deal with Centaurs: Even though they have low HP, they're still
annoying to kill because they usually hide behind other units to shoot you.
Magic, breaths, and other ranged attacks can get through, and they're not
hard to kill as long as you have a shot at them. Centaurs can get annoying,
since they're dealing damage that can't be countered (well, unless they're a
single hex away).
Lv10 High Centaur
HP: 450
MP: 0
RuneCost: 50
Upkeep: 32
STR: 69
INT: 50
AGI: 80
ATK: 208
DEF: 111
Base ATK: 70
Base DEF: 85
Lv30 High Centaur
HP: 650
MP: 0
STR: 99
INT: 60
AGI: 120
ATK: 268
DEF: 125
Stat Growth:
HP: 8-12
MP: 0
STR: 1-2
INT: 0-1
AGI: 1-3
Comments: The upgrade to High Centaur is well worth it. They can attack from
3 hexes away now, and they're stronger than before. With a group of High
Centaurs, your army will be pretty unstoppable. They're probably the most
useful unit in the game.
If you take the second line of offense example from the Centaur commentary,
imagine having a third line of Centaurs. Very little can survive 8-12 snipes,
and your other units can clean up what's left. I'm not saying that your
armies should consist solely of Centaurs, but their ranged attacks allow for
offense that you would not have had if you were using other units.
How to deal with enemy High Centaurs: High Centaurs are annoying to take
down, but they enemy can be unusually reckless with them, often going for
shots even if it leaves the Centaur overextended. If this is the case, then
the Centaur should be an easy kill.
Unicorn
1 White
220 Mana
HP: 350
MP: 140
RuneCost: 40
Upkeep: 22
STR: 55
INT: 55
AGI: 65
ATK: 165
DEF: 96
Base ATK: 55
Base DEF: 75
Spells: Heal, Cure
A level 10 Unicorn is required before the promotion to Pegasus or Nightmare
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 0-2
AGI: 1-2
Comments: Unicorns get healing spells, which make them decently useful.
Protect them, because they're fragile. Their critical attack knocks the enemy
back a hex. If the enemy is next to a wall, then they cannot counterattack
after getting knocked back. Their ability to cure status effects also makes
them worth using (Stone in particular is annoying at the beginning of the
game). They lack any sort of offense, and they're pretty useless after
running out of MP.
You have another choice to make here when Unicorns reach level 10. Pegasi can
fly, which makes them fairly useful as mobile healers. Nightmares sacrifice
healing for better physical stats and a few status spells. Pegasi are better
in my experience, but you should consider if you have too much healing or
not. If so, get a Nightmare. Nightmares have their uses, since Dimension is
very useful if it succeeds.
How to deal with enemy Unicorns: Unicorns are fragile, so it doesn't take
much. Hellhounds deal good damage against Unicorns. They don't have much
offense, but they should be taken down, since their healing spells can get
annoying. Sometimes Unicorns will prioritize healing a status rather than
healing HP damage, so it's possible to waste their MP on curing something
like Poison.
Pegasus.
2 White
HP: 440
MP: 167
RuneCost: 55
Upkeep: 38
STR: 64
INT: 64
AGI: 78
ATK: 188
DEF: 106
Base ATK: 60
Base DEF: 80
Spells: Heal, Cure, Halo
Lv30 Pegasus
HP: 640
MP: 267
STR: 74
INT: 89
AGI: 118
ATK: 224
DEF: 119
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 1-3
Comments: Pegasi can fly and heal. They're fast and pretty useful, but keep
them away from the frontlines. They also get the Halo spell, which can be
used to help giants/golems hit things, or to help Knights level up quicker.
There's no reason not to upgrade them, but they're still not that special.
Healing is always useful in a pinch, but they lack the offense to be truly
good units.
How to deal with enemy Pegasi: Curse.
Nightmare
2 Black
HP: 440
MP: 167
RuneCost: 55
Upkeep: 38
STR: 64
INT: 64
AGI: 78
ATK: 198
DEF: 111
Base ATK: 70
Base DEF: 85
Spells: Dimension, Weakness
Lv30 Nightmare
HP: 640
MP: 227
STR: 94
INT: 94
AGI: 118
ATK: 258
DEF: 124
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 1-2
AGI: 1-3
Comments: Nightmares have better physical stats than Pegasi, but they aren't
as useful. The Dimension spell can teleport a unit to another location on the
map. This can be pretty handy against Knights, because that Knight's monsters
will be severely weakened if the Knight is moved far away. However, the
Nightmare's lowish INT gives its status spells poor accuracy. Weakness is
also pretty useful when it works, but it's not that accurate. Still, against
Golems, Mandrakes, Scorpions and monsters with near 0 INT, Dimension is an
assured hit, so take advantage of this. Like Unicorns, Nightmares aren't much
help after they lose their MP, but they can deal a little bit of damage.
How to deal with enemy Nightmares: Gryphons and Cavaliers generally murder
Nightmares. Nightmares can be pretty annoying if Weakness is successful, so
you may want to kill one quickly if the enemy has one.
Gryphon
1 White
300 Mana
HP: 500
MP: 0
RuneCost: 55
Upkeep: 30
STR: 80
INT: 35
AGI: 60
ATK: 220
DEF: 105
Base ATK: 60
Base DEF: 85
A level 10 Gryphon is required before the promotion to HolyGriff
Stat Growth:
HP: 4-8
MP: 0
STR: 1-2
INT: 0-2
AGI: 0-2
Comments: Gryphons are the main physical White monsters. They may seem
pathetic at first, but they're deceptively strong. Gryphons are useful for
taking out Demons and Hellhounds. Also, they're fast and hard to hit. They
make a good addition to any army. They're basically a wussier Wyvern unit
with less HP and mobility. Still, that's fairly useful, and they gain offense
faster than Wyverns do. They have pretty poor durability, so they have a
tendency to die if you are too aggressive with them.
How to deal with enemy Gryphons: Curse makes short work of Gryphons. They're
fairly fragile for frontline units, and a few attacks from Dragons or a good
physical Knight should easily take it out.
Lv10 HolyGriff
2 White
HP: 554
MP: 0
RuneCost: 80
Upkeep: 48
STR: 94
INT: 40
AGI: 65
ATK: 258
DEF: 111
Base ATK: 70
Base DEF: 90
Lv30 HolyGriff
HP: 754
MP: 0
STR: 124
INT: 70
AGI: 95
ATK: 318
DEF: 121
Special Attacks: Feather Storm
Stat Growth:
HP: 8-12
MP: 0
STR: 1-2
INT: 1-2
AGI: 1-2
Comments: HolyGriffs are quite a bit stronger than Gryphons. They get Feather
Storm, a 2 hex ranged attack, which is actually fairly powerful because of
the HolyGriff's decent ATK score. They're worth the expensive upgrade. A
strong HolyGriff can take large chunks out of Avengers, and they handle
Hellhounds and Demons with very little problem. The only downside to a
HolyGriff is that their defense is still rather low. Even so, it's the best
physical White monster outside of Fafnirs, and it costs 35 less Rune.
How to deal with HolyGriffs: Same as Gryphons. Gryphons don't have good stat
growth, so HolyGriffs aren't particularly hard to kill for a level 10 unit.
Even so, they have enough offense to warrant some caution.
Angel
HP: 360
MP: 300
RuneCost: 85
Upkeep: 50
STR: 63
INT: 65
AGI: 70
ATK: 186
DEF: 113
Base ATK: 60
Base DEF: 90
Spells: Heal, Divine Ray.
A level 10 Angel is needed before the promotion to ArchAngel
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 1-2
AGI: 0-2
Comments: Angels are good units. While not physically imposing in any sense,
they have Divine Ray, one of the strongest single target spells in the game.
If you place an Angel two hexes away from a target, they can unleash Divine
Ray the next turn. This gives them the best damage potential of the level 1
units. They're never a burden, and you should buy some if you can afford
them. Of course, with that Rune Cost, you could have a Dragon instead, but
Divine Ray is excellent single target damage. Your call.
How to deal with enemy Angels: Hellhounds and Curse spells from Demons and
Druids kill Angels pretty quickly. 360 HP is nothing, and Angel defense isn't
good enough for more than a couple of turns. Try to keep your distance from
them, as Angels really like to cast Divine Ray. To avoid this, try to
mortally injure any of his allies. The AI will almost always use Heal instead
of Divine Ray if one of his allies is near death, which is good because
Divine Ray hurts.
ArchAngel
HP: 450
MP: 327
RuneCost: 105
Upkeep: 74
STR: 73
INT: 80
AGI: 79
ATK: 216
DEF: 121
Base ATK: 70
Base DEF: 95
Spells: Heal, Halo, Divine Ray, Holy Word
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 0-2
A level 20 ArchAngel is required before the promotion to Seraph
Comments: ArchAngels get some ATK and DEF boosts, which is nice, but the best
addition by far is the Holy Word spell. Holy Word is pretty potent in the
hands of ArchAngels, because they have decent INT. It is also an excellent
option in tandem with other multi-target spells. After Holy Word, level 10
ArchAngels should have just enough MP for Divine Ray. You can use their MP
offensively for 1 Holy Word and 1 Divine Ray, or you can relegate them to a
support role for 5-6 Heal spells. I prefer to use them offensively since
supporting roles are best left to Unicorns, and it's a big waste of the Holy
Word spell.
How to deal with enemy ArchAngels: They can cast Holy Word, so you should
probably make them into a high priority. Curse still works well, though high
INT softens its impact. They're still not particularly durable, so wail away.
Lv20 Seraph.
3 White
HP: 550
MP: 374
RuneCost: 120
Upkeep: 98
STR: 83
INT: 95
AGI: 89
ATK: 246
DEF: 129
Base ATK: 80
Base DEF: 100
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word
Lv30 Seraph
HP: 650
MP: 424
STR: 94
INT: 110
AGI: 104
ATK: 268
DEF: 134
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 1-2
A level 20 Seraph and the Fruit of Vice item are required before the
promotion to Lucifer.
Comments: Seraphs get Light Feather, which is a ranged attack that can be
used after movement. This is immensely useful. You don't have to put out very
much effort to keep these guys alive anymore, because of added defense (which
Angels sorely need). They should be able Holy Word twice at level 20, so try
to conserve your MP for that purpose. They're very expensive units, but
their damage potential is high enough to justify the costs.
How to deal with enemy Seraphs: Same as ArchAngels.
Lv30 Lucifer
1 White, 1 Black, 1 Red
HP: 650
MP: 424
RuneCost: 120
Upkeep: 122
STR: 98
INT: 115
AGI: 119
ATK: 281
DEF: 139
Base ATK: 85
Base DEF: 100
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word, Meteor Doom,
Dimension, Flame, Power
Required Item: Fruit of Vice
Stat Growth:
HP: 8-12
MP: 4-6
STR: 1-2
INT: 1-3
AGI: 1-3
Comments: Lucifers are excellent units if you can actually get a Fruit of
Vice. It already takes a Seraph to promote one, so the chances of actually
getting one are quite marginal. They get Meteor Doom, and they have excellent
INT scores, so you probably know what to do. The Lucifer's Dimension spell
will work pretty often because of high INT, and it even has the Power spell
to supplement your other units (hey, something has to be done with the MP
after Meteor Doom).
How to deal with enemy Lucifers: You don't.
Ghoul.
1 Black.
60 Mana
HP: 410
MP: 100
RuneCost: 15
Upkeep: 6
STR: 55
INT: 20
AGI: 50
ATK: 170
DEF: 96
Base ATK: 60
Base DEF: 80
Spells: None
A Lv10 Ghoul is required before the promotion to Vampire.
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 0-1
AGI: 0-2
Comments: To put it plainly, Ghouls suck. However, they do eventually become
the formidable Vampire Lord. Until then, you'll have to put up with a lot of
mediocrity. However, it's not so bad, because they gain levels very quickly.
If a Ghoul kills an average monster, they are guaranteed to get at least one
level. When they get to level 10, they can become a Vampire, which are
average at best, but still a step up from Ghouls. You can use Ghouls as
decoys. The AI likes to target them a lot for some reason. This is the only
real good thing about them. You can use them to fill in your ranks, since
they're the cheapest monsters around. They're great fodder since they draw
fire and are quite easy to replace. It's really sad/hilarious to see Dinadan
and White Dragons kill off your Ghouls in one hit.
How to deal with enemy Ghouls: Don't worry. They can't hurt you. They have a
tendency to get in the way, but they're really not worth wasting a Divine Ray
over. A couple smacks should get them into the range where the AI pulls a
unit back.
Lv10 Vampire.
2 Black.
HP: 500
MP: 127
RuneCost: 30
Upkeep: 12
STR: 64
INT: 25
AGI: 59
ATK: 198
DEF: 104
Base ATK: 70
Base DEF: 85
Special Attacks: Blood Suck (heals some damage after hitting something)
5% HP regeneration
A Lv20 Vampire is required before the promotion to Vampire Lord
Stat Growth:
HP: 12-16
MP: 2-4
STR: 0-2
INT: 0-1
AGI: 1-2
Comments: The Ghouls you have that survive can become Vampires. Vampires are
very average creatures, but average is still leagues ahead of Ghouls. Even
so, they're on par with level 1 monsters. They are more expensive than
Ghouls, and their upgrade isn't very cost-effective. They can suck a bit of
blood from enemies, but the damage they do is so pathetic that any HP you get
is inconsequential. They recover 5% of their max HP each turn, which is...
something. They may be able to hold their own against Clerics and Unicorns.
Vampires also level up quickly, which is nice considering that they become
Vampire Lords.
How to deal with enemy Vampires: Divine Ray and Gryphons still take care of
Vampires quite well. Like the Ghoul, they're more of an annoyance than
anything else. Dimension usually works on them, but it may not be worth the
effort, since they're so easy to kill.
Lv20 Vampire Lord.
3 Black
HP: 640
MP: 154
RuneCost: 70
Upkeep: 42
STR: 74
INT: 29
AGI: 74
ATK: 228
DEF: 114
Base ATK: 80
Base DEF: 90
Special Attacks: Bat Attack
Spells: Weakness, Necro Rebirth
Lv30 Vampire Lord
HP: 780
MP: 204
STR: 84
INT: 44
AGI: 89
ATK: 248
DEF: 119
10% HP regeneration, heals 25% of melee damage done.
Stat Growth:
HP: 12-16
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 1-2
Comments: Now we're talkin'. Finally, after all that crap, the dividends pay
off. They regenerate 10% or so of their HP every turn and heal 25% of the
damage they deal with their physical attack. They have a ranged attack called
Bat Attack, which is pretty strong. They also get the Necro Rebirth spell,
which turns the enemy's dead monsters against him/her. This is especially
useful after you kill a promoted monster. The three black elements, along
with decent attack, make Vampire Lords into one of the best monsters to kill
White units with. They're still not great at pure slugfests, but they can
usually hold their own. Vampire Lords are the prize you get for putting up
with the horrible previous classes.
How to deal with enemy Vampire Lords: At this point, it may be worthwhile to
Divine Ray these guys. They just stomp on your White units, but units like
White Dragons, Fafnirs, HolyGriffs and Cavaliers/Paladins should be able to
do well against them. Their offense is decent, but it's nothing too scary
(Lv1 Dragon level), so they don't really have to be a high priority.
Hellhound
1 Black.
180 Mana
HP: 450
MP: 100
Rune Cost: 35
Upkeep: 18
STR: 65
INT: 30
AGI: 70
ATK: 190
DEF: 103
Base ATK: 60
Base DEF: 80
A level 10 Fenrir is required before the promotion to Fenrir
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 0-1
AGI: 0-2
Comments: Hellhounds are very useful. They lack strength, but they have the
Hit&Away ability, which allows them to move again after attacking. This is
very useful if you want to get rid of a certain unit, since it allows more
units to get attacks in. Also, in higher difficulty modes, you can use a
Hellhound to attack a certain unit, and then run back to your own lines. The
AI on Hard difficulty is often reluctant to make the first move, so this
tactic is useful for getting the computer off its ass (the AI goes on
offensive mode only when you get too close or when you deal damage).
Hellhounds get Hellfire, which attacks in a two hex line. It's not too
strong, but it's nice to have around. They're helpful in any situation for
their hit and run offense. They have poor HP and DEF, but they can usually
hide behind other units after attacking.
How to deal with enemy Hellhounds: All things considered, these guys really
aren't that much more durable than Ghouls are. Hellhounds are irritating
because they run away after attacking, but they can't really take very many
counters before dying. Divine Ray kills 'em dead, if you're willing to spend
MP on it.
Lv10 Fenrir
2 Black
HP: 540
MP: 127
Rune Cost: 50
Upkeep: 36
STR: 75
INT: 35
AGI: 79
ATK: 220
DEF: 111
Base ATK: 70
Base DEF: 85
Lv30 Fenrir
HP: 740
MP: 187
STR: 105
INT: 55
AGI: 109
ATK: 280
DEF: 121
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 1-2
Comments: Fenrirs are one of the most useful Rune Monsters around. They deal
good black elemental damage, and they are highly mobile. The Hit&Away ability
is just as deadly as ever, especially when paired with decent offense.
They're hard to hit, and they have a 3 hex breath attack to play around with.
Have at least one around to harass your enemies. They're an absolute bargain
at 50 Rune Power.
How to deal with enemy Fenrirs: Same as Hellhounds. They're much harder to
kill, but Divine Ray and other heavy duty spells will do the job.
Demon
2 Black
480 Mana
HP: 360
MP: 300
RuneCost: 85
Upkeep: 48
STR: 68
INT: 65
AGI: 70
ATK: 196
DEF: 113
Base ATK: 60
Base DEF: 90
Spells: Venom, Curse
A level 10 Demon is required before the promotion to ArchDemon
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 1-2
AGI: 0-2
Comments: Demons are the evil counterpart of Angels. They're generally
stronger, and faster, but they lack the ability to heal. Venom and Curse are
pretty handy attack spells. Venom is weak, but it has a very long range and
it has a chance of causing the poison status. Curse requires the Demon to be
relatively close to her target, but it dishes out very heavy black elemental
damage, which is very handy for taking out enemy Bishops, Gryphons,
Cavaliers, and White Dragons. They're very expensive, but it's nice to have a
unit that can dispose of White element creatures quickly.
How to deal with enemy Demons: Demons are generally annoying because they can
cast Venom from afar. If you don't get too close, however, they can't Curse
you. Sadly, there's no real MP baiting tactic for Demons, so you'll probably
have to waste them pretty quickly. Gryphons are excellent for this task, and
Cavaliers also tend to do well.
Lv10 ArchDemon
3 Black
HP: 450
MP: 327
RuneCost: 100
Upkeep: 72
STR: 77
INT: 80
AGI: 79
ATK: 224
DEF: 121
Base ATK: 70
Base DEF: 95
Spells: Venom, Curse, Dimension, Weakness
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 0-2
Comments: They're still fragile, but they now have all the Nightmare spells.
Weakness is very useful and can be used with Power to make something die.
Curse is as strong as ever, and Dimension is useful for stealing monsters (or
just launching them across the battlefield). They're generally better than
Nightmares, since they, you know, have offense. Also, ArchDemons tend to be
more intelligent than Nightmares, which means that their status spells have a
higher chance of working.
Lv20 Satan
3 Black
HP: 550
MP: 374
RuneCost: 120
Upkeep: 96
STR: 87
INT: 95
AGI: 89
ATK: 254
DEF: 129
Base ATK: 80
Base DEF: 100
Lv30 Satan
HP: 650
MP: 424
STR: 97
INT: 110
AGI: 104
ATK: 274
DEF: 134
Spells: Venom, Meteor Doom, Curse, Dimension, Weakness, Necro Rebirth
Special Attacks: Death Lip, Nasty Needle
A level 20 Satan and the Liquor of Charm item are required for the promotion
to Lilith.
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 1-2
Comments: Look! Meteor Doom! Well, if you're like me, and you're careful not
to catch too many of your allies in the crossfire, you should do fine.
However, they only have enough MP for one casting, and little left for
anything else (maybe a Curse or a Dimension). They're still great damage
dealers (high intellect and Curse). They have a decent ranged attack in Nasty
Needle. Dimension and Weakness have a pretty good chance of working on your
opponent because Satans have excellent INT and their status spells are
boosted a little bit (more on this in the mechanics section. Yes, I'm
plugging my own FAQ within my own FAQ).
How to deal with Satans: Divine Ray will hurt, but White Dragons and
HolyGriffs are probably your best bets. Satans actually last quite a while
despite averagish HP because they have such high defenses. They're quite
dangerous, since they can fling Meteor Dooms around. If your opponent happens
to have one, you should probably make it your first priority.
Lv30 Lilith
1 White, 1 Black, 1 Red
HP: 650
MP: 424
RuneCost: 120
Upkeep: 120
STR: 102
INT: 115</pre><pre id="faqspan-3">
AGI: 109
ATK: 289
DEF: 136
Base ATK: 85
Base DEF: 100
Spells: Heal, Divine Ray, Venom, Meteor Doom, Curse, Dimension, Weakness,
Necro Rebirth, Frost, Charm
Required Item: Liquor of Charm
Stat Growth:
HP: 8-12
MP: 4-6
STR: 1-2
INT: 1-3
AGI: 1-3
Comments: Liliths are quite useful. Meteor Doom is a very useful spell, as
usual. The Lilith's Charm spell has an excellent chance of working because of
the Lilith's insane INT (120 is unbeatable). Liliths have Divine Ray, Curse,
and Frost, which means that they cover every important element (Green doesn't
count) except Red. Getting one is insanely rare, but if you get the item, you
should train up a Satan.
How to deal with enemy Liliths: No.
==========
D. Classes
==========
Rune Knights are basically soldiers who lug monsters around. Without a
Rune Knight, monsters cannot be used. Rune Knights are the only units that
can defend or take a castle. Monsters inside castles that aren't assigned to
a Rune Knight are taken with the castle. Monsters in reserve cannot defend
castles. Rune Knights are the most important part of the game. As their level
increases, their Rune Power and other stats (HP, MP, STR, etc.) increase.
A weak Knight with a high Rune Power is more valuable than a strong Knight
with a low one. On level 10 and 20, Rune Knights can change classes or be
promoted. Each level you get in a Class, you get a star. After 5 stars,
you'll become an EXPERT in that class. EXPERT just means that you retain
abilities from that class if you switch classes. It is also a prerequisite
for many of the 2nd and 3rd tier classes.
============
Male Classes
============
------------------
First Tier Classes
------------------
Fighter
No Elements
Attacks: Fighter Blade, Power Strike
Class Change: Berserker, Cavalier, Samurai
Base ATK: 65
Base DEF: 95
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 0-2
Comments: Fighters are the basic male Knights. Treat them like a monster that
needs to be trained and defended well (feed them kills on dying enemies).
Many of the Knights that start out as Fighters (Ector, Loufal, Eloute,
Teath), usually have good potential, so it might be wise to build them up.
The decision to become a Cavalier or a Samurai is pretty important in the
evolution of your Knight, so choose well. If you have an excess of either
Cavaliers or Samurais, choose the one you have less of. Samurai become pretty
potent offensive forces, but Cavaliers aren't a bad option, overall.
Barbarian
No Elements
Class Change: Berserker, Cavalier, Samurai
Base ATK: 70
Base DEF: 85
Stat Growth:
HP: 12-16
MP: 0-2
STR: 1-2
INT: 0-1
AGI: 0-2
Comments: Barbarians are Fighters with more ATK and less DEF. They generally
don't hit as often, but have better HP and STR growth. They've got inferior
defense, but later on, they can become Berserkers and Avengers. Avengers are
stronger than Paladins, but they don't heal or have Holy Word. When they get
to level 10, make these guys Berserkers.
Priest
1 White.
Class Change: Monk, Bishop
Spells: Heal, Cure
Base ATK: 60
Base DEF: 85
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 0-2
AGI: 0-2
Comments: Priests are the basis for the male healing classes. They lack
offense, and training them can be a pain. It's best for them to attack weak
black element units like Hellhounds, Demons, and Sorceresses. If you the
Knight to focus on physical power, become a Monk. If you want better healing
and a good offensive spell, become a Bishop. For all intents and purposes,
these guys are slightly stronger Unicorns that require more protection.
Ranger
No Elements
Class Change: Grappler
Base ATK: 65
Base DEF: 90
Stat Growth:
HP: 12-16
MP: 0-2
STR: 1-2
INT: 0-1
AGI: 1-2
Comments: Rangers are pretty wussy at first, but stick with them. No ranger
in the game is ever useless. They become grapplers, then Champions. Champions
have the highest HP and STR growth in the game. Rangers have pretty high MOV,
and they always end up being tough due to high HP, STR, and AGI growth.
Mage
1 Red
Class Change: Druid, Sorcerer
Spells: Flame, Geno-Flame, Thunder, Power
Base ATK: 50
Base DEF: 75
Stat Growth
HP: 4-8
MP: 4-8
STR: 0-1
INT: 1-2
AGI: 0-2
Comments: Mages are the basic male offensive magic class. Mages have strong
Fire spells, but the Power spell is very useful as well. Because breath
attacks are based on ATK and the Power spell increases ATK by 1.5x, any
Powered Breath attack will deal excellent damage in a line. Mages don't
really have troubles leveling like the other first tier male Knights do
because Geno-Flame gives them good area damage (which gives lots of
experience), and Thunder is a high powered attack spell that can easily kill
monsters with around 150 HP. If you want Black element spells, promote your
mage to a Druid. If you want a variety of red/blue spells, pick the Sorcerer.
Dual-classing them to a Priest class probably isn't a bad idea, since they
can Heal and use offensive magic at the same time.
-------------------
Second Tier Classes
-------------------
Bishop
2 White
Class Change: Cardinal
ATK: 65
DEF: 90
Spells: Heal, Area Heal, Cure, Halo, Divine Ray
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 0-2
Comments: The Bishop upgrade gives a big boost in usefulness. Divine Ray
provides good offense, which the Bishop sorely needs. Area Heal and Halo are
good additions as well, but try to conserve your MP until you need it (in
general, Priests are inferior to offensive mages in terms of MP). Don't cast
Area Heal unless you've been hit with a big area spell or are just in dire
straits. Otherwise, Heal is cheaper and more cost effective. If you have
enough Unicorns around to give healing, you can use Divine Ray at your own
leisure.
Sorcerer
1 Red, 1 Blue
Class Change: Wizard
ATK: 55
DEF: 80
Spells: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Fog
Stat Growth:
HP: 8-12
MP: 6-8
STR: 0-1
INT: 1-2
AGI: 0-2
Comments: Sorcerers have a large variety of spells. Exa-Blast is the most
powerful Fire spell in the game. Geno-Thunder, while weaker, hits a circular
range around a single hex. Frost makes the Sorcerer useful against Dragons
and other red Creatures. Fog is pretty useless, but it can screw Giants over
if it ends up working. Sorcerers have more variety than Druids, because they
get access to both sides of the red/blue elemental opposition. However,
Druids become Necromancers, who may be more useful than Wizards because of
Meteor Doom.
Druid
1 Red, 1 Black
Class Change: Necromancer
Base ATK: 55
Base DEF: 80
Spells: Venom, Curse, Weakness, Flame, Geno-Flame, Thunder, Power
Stat Growth:
HP: 8-12
MP: 6-8
STR: 0-1
INT: 1-2
AGI: 0-2
Comments: Druids can be more useful than Sorcerers in some cases. Venom has a
lot of range, but it doesn't do much damage. Curse is a very powerful spell,
and it will take down Unicorns and Angels very quickly. Weakness is pretty
useful since it makes good use of the Druid's high INT. A Weakness spell on a
monster along with a Power spell on one of your own units usually ends up
with a dead enemy monster.
Monk
1 White
Class Change: Guardian
Special: Debar Knuckle may paralyze
Base ATK: 70
Base DEF: 95
Spells: Heal, Cure
Stat Growth:
HP: 12-16
MP: 2-4
STR: 1-3
INT: 0-2
AGI: 1-2
Comments: Monks are slightly stronger than Bishops, but they don't become
potent fighters until much later. They don't get any more spells, but they
get much better HP, STR, and AGI growth than Bishops do. As a tradeoff, a
Monk's INT and MP growth is lower. Debar Knuckle has the annoying tendency
(well, depending on who is on the receiving end) to paralyze an enemy. This
class isn't a horrible option, but it's generally a poor man's
Bishop/Grappler. The stats are diluted, and you end up with a unit that isn't
particularly great at anything. This isn't necessarily a bad thing, but it
seems like you should just use a Grappler or a Bishop instead.
Cavalier
1 White
Class Change: Paladin
Base ATK: 70
Base DEF: 105
Spells: Heal
Stat Growth:
HP: 8-12
MP: 4-6
STR: 1-2
INT: 0-2
AGI: 0-2
Comments: Cavaliers get the Heal spell, as well as a White element. In
general, Cavaliers are weaker than Berserkers and Samurais, but they have the
best defense of the three. They don't get anything special like regeneration
or high hit rates, which makes dual-classing them a lot less useful. The Heal
spell isn't that great for a unit that's primarily in battle as a frontline
character, but it has its uses here and there. Cavaliers and Paladins get
some decent swords if you quest enough.
Berserker
1 Black
Class Change: Avenger
Base ATK: 80
Base DEF: 95
Stat Growth:
HP: 12-16
MP: 0-2
STR: 1-3
INT: 0-1
AGI: 0-2
Comments: Berserkers are stronger than Cavaliers, but they have much lower
base defense. They also have trouble hitting things sometimes, because
Berserkers have lower AGI. Berserkers recover 5% of their max HP per round,
which is handy. Berserkers get to use Axes, and there are some pretty
powerful axes around if you can get them. If you get your hands on Balor (+18
ATK, Black element), the Berserker's physical can become pretty potent.
Samurai
Base ATK: 75
Base DEF: 100
Class Change: Shogun
Spells: Iai Slash (40 MP)
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 1-2
Comments: Samurais are always a good class to change to if you can't choose
between a Cavalier and a Berserker. They rarely miss, due to good AGI and
their +10% to hit rates. They're pretty strong, and they get Iai Slash
ability. This lets them attack from 2 hexes away at cost of 40 MP, allowing
Samurai to be involved in the offense without having to get too close to the
enemy. Even if the enemy is next to them, they cannot counterattack the Iai
Slash. Usually, Samurai can cast this 2-3 times. They're not a great class to
dual to, since they don't really give any great abilities (the added hit rate
is nice, but it's not as good as regeneration or an increase in critical
rates).
Grappler
Base ATK: 75
Base DEF: 95
Stat Growth:
HP: 12-16
MP: 0-2
STR: 1-3
INT: 0-1
AGI: 1-2
Comments: Grapplers are pretty good Knights. They get very good STR and HP
growth, which makes them into deadly fighters. They also get a +10% to their
Critical hit rate, which is especially good as a dual-class ability since it
transfers over to other classes. Their defense isn't too great, but they
usually have more than enough HP (or, later in the game, evasion) to take it.
------------------
Third Tier Classes
------------------
Cardinal
2 White, 1 Blue
Base ATK: 70
Base DEF: 95
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word, Flight, Charm
Stat Growth:
HP: 8-12
MP: 4-6
STR: 1-2
INT: 1-3
AGI: 0-2
Comments: Cardinals are the final step on the Priest/Bishop path. They get a
few Blue spells, as well as Holy Word. Flight is useful for Hydras/Tiamats or
any other slow units. Charm works on a semi-regular basis because of high
Cardinal INT, and Charmed monsters are almost always left behind after the
Knight dies. Some Cardinals get decent attack ratings, too. Their INT growth
seems to be consistently high. They're really not too bad, but lowish MP is
still an issue, which may mean that you should plan to dual-class them with a
mage class.
Wizard:
1 Red, 1 Blue, 1 Green
Base ATK: 60
Base DEF: 85
Spells: Flame, Geno-Flame, Thunder, Geno-Thunder, Exa-Blast, Power, Frost,
Geno-Frost, Fog, React
Stat Growth:
HP: 8-12
MP: 8-10
STR: 0-1
INT: 1-3
AGI: 0-2
Comments: Wizards are incredible magic units. They get every Geno-spell, and
React. React probably won't be useful for a Wizard, but Geno-Thunder gives
Wizards an offensive punch. It has a nice range, and it is pretty versatile
in its ability to deal damage because you choose where it targets. Think of a
Wizard as a Mini-Cai.
Necromancer
2 Black, 1 Red
Base ATK: 60
Base DEF: 85
Spells: Venom, Meteor Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame,
Geno-Flame, Thunder, Power
Stat Growth:
HP: 8-12
MP: 8-10
STR: 0-1
INT: 2-3
AGI: 0-1
Comments: Necromancers are very powerful. At higher levels, they can cast
Meteor Doom twice in a fight. Screw everything else, just use Meteor Doom a
lot. It's hard to set up sometimes, and sometimes you have to take a hit to
use it, but the raw damage you can do to large areas with this spell is
unmatched. The Necromancer's other spells besides Meteor Doom are pretty
insignificant in comparison, though Dimension and Necro Rebirth can be handy
in a pinch.
Shogun
No Elements
Base ATK: 85
Base DEF: 105
Spells: Iai Slash (45 MP)
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-3
INT: 0-2
AGI: 1-2
Comments: Shoguns almost never miss (+20% Hit Rate), making them good
candidates for fighting more evasive flying units. They get good HP at
level 30 (780+), and they can get +3 in STR when they level up now. There's
nothing bad about them. Also, the fact that they have no elements makes able
to deal good damage against any unit. Iai Slash's MP cost is increased for
Shoguns, but this isn't a major issue.
Avenger
2 Black
Base ATK: 85
Base DEF: 105
Spells: Curse, Weakness
Stat Growth:
HP: 12-16
MP: 2-4
STR: 1-3
INT: 0-2
AGI: 0-2
Comments: Avengers are probably the strongest physical class in the game,
except Champions. They regenerate 10% of their maximum HP a turn, and they
can absolutely womp White units. The Curse spell is useful to weaken the
enemy from afar, if you have the MP to use it (many Avengers don't at first).
They use swords, but they lose the use of Berserker/Barbarian axes. Most of
the strongest Knights in the game are Avengers. They usually end up with more
than 115+ STR at level 30.
Paladin
2 White
Base ATK: 80
Base DEF: 110
Spells: Heal, Cure, Holy Word
Stat Growth:
HP: 12-16
MP: 4-6
STR: 1-2
INT: 0-2
AGI: 0-2
Comments: Paladins get better DEF, blah, blah, blah. They get Holy Word, but
many cannot use it until a later level. Holy Word isn't a bad spell, but it's
not too frightening with Paladin INT. Paladins are good fighters, but they're
generally inferior to Avengers, Shoguns, and Champions in terms of physical
ability. They're pretty good at knocking Demons and Hellhounds out, and their
good defense should make them last a while.
Guardian
2 White
Base ATK: 80
Base DEF: 100
Spells: Heal, Area Heal, Cure, Halo
Stat Growth:
HP: 16-20
MP: 2-4
STR: 1-3
INT: 1-2
AGI: 1-2
Comments: Guardians don't really get that much new. Guardians can still
paralyze, and this is still probably their most useful ability. The
Guardian's new spells don't help him that much. Area Heal is good, but it's
not something that Guardians need. Guardians get Champion level HP and STR
growth, but the fact that they started out as priests makes them weaker in
the long run. They end up as passable fighters, but Champions are clearly
superior.
Champion
No Elements
Base ATK: 85
Base DEF: 100
Stat Growth:
HP: 16-20
MP: 0-2
STR: 2-3
INT: 0-1
AGI: 1-2
Comments: Champions are probably the best male physical class. They get
incredibly high Critical rates, and many can get HP values of 900 and up!
They're never a burden, but some suffer from subpar defense. Sometimes, their
criticals can do up to 300+ damage. These aren't a bad investment, especially
considering that its weaker class forms aren't bad at all. Later on,
Champions become very hard to hit because of their decent AGI. Dualling them
with Avengers is generally agreed to be one of the best combinations in the
game.
==============
Female Classes
==============
------------------
First Tier Classes
------------------
Scout
No Elements
Class Change: Archer, Lancer
Base ATK: 65
Base DEF: 90
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 0-1
AGI: 1-2
Comments: Scouts are slightly stronger Centaurs with no elemental
affiliation. They can become Archers or Lancers. Pick their class based on
what you need. Archers can still shoot, but from a longer distance (3 hexes
as compared to 2). Lancers are the best melee attackers that females can
become. Scouts are not hard to train at all because they can attack without
fear of reprisal.
Enchantress
1 Blue
Class Change: Sorceress, Mystic
Spells: Frost, Geno-Frost, Fog, Charm
Base ATK: 50
Base DEF: 75
Stat Growth:
HP: 4-8
MP: 4-6
STR: 0-1
INT: 1-2
AGI: 0-2
Comments: Enchantresses are the basic female offensive magicians. Frost and
Geno-Frost make them very useful against Dragons and Scorpions. Charm works
wonders against some enemies, and it's very helpful if you're trying to steal
monsters. Fog is pretty useless, so stick with Frost. They can become
Sorceresses or Mystics at level 10. Mystics are somewhat useful since they
get heal and have good MP growth, but the Sorceress path will eventually lead
to Meteor Doom.
Cleric
1 White
Class Change: Lector, Mystic
Spells: Heal, Halo
Base ATK: 60
Base DEF: 85
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 0-2
AGI: 0-2
Comments: Clerics are very weak. They have no damage output, but they're
pretty good as support units. Halo helps Giants and Golems out by giving a
100% hit rate. However, they're pretty much deadweight until they become
Lectors or Mystics. Lectors get Holy Word, but Mystics get more offensive
variety. Your choice.
-------------------
Second Tier Classes
-------------------
Lector
2 White
Class Change: Saint
Base ATK: 65
Base DEF: 90
Spells: Heal, Area Heal, Cure, Halo, Holy Word
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-2
AGI: 0-2
Comments: Lectors are infinitely more useful than Clerics because of Holy
Word. With this spell, they finally get an offensive ability. Use Holy Word
to weaken enemy units for your monster parties. They also get Area Heal, but
Holy Word is generally more useful.
Archer
1 Green
Class Change: Artemis
Base ATK: 70
Base DEF: 95
Spells: Accel, Paralyze, Silent
Stat Growth:
HP: 8-12
MP: 2-4
STR: 0-2
INT: 0-1
AGI: 1-3
Comments: Archers aren't exceptionally good offensive units, but they can
attack from very long distances. Accel and Paralyze are good spells to use,
but Silent is best left to Fairies. Accel increases a unit's MOV stat
(helpful for Hydras), and Paralyze has a pretty good chance to make a target
immobile. Archers are worth using, if not just because they can become
Artemi. In a choice between Archers and Lancers, I would really consider
using Archers. Their long attack range, good mobility, high AGI (evasion and
increased defense), status attacks, and a group of good Centaurs are more
than enough to justify their presence in your army. Lancers are good if you
really need a strong Blue elemental melee fighter, but Lizard Guards and
Tiamats cover the Blue element pretty well.
Lancer
1 Blue
Class Change: Valkyrie
Base ATK: 75
Base DEF: 100
Spells: Fog
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-1
AGI: 1-2
Comments: Lancers are the only way for a female character to become a
competent melee attacker. They're not too strong, but they tend to be hard to
hit at the beginning of the game. They get Spear Throw, which allows them to
attack from 2 hexes away. They're decent, but they may not be worth choosing
over the Archer path. Still, Lancers that start out on the Lancer path are
still useful. There are a lot of good spears floating around, like the Gae
Bolg (+18 ATK). Considering trying to quest for one if you think your Lancers
are too weak.
Mystic
1 White, 1 Blue
Class Change: Sage
Base ATK: 65
Base DEF: 80
Spells: Heal, Halo, Frost, Geno-Frost, Flight, Fog, Charm
Stat Growth:
HP: 8-12
MP: 6-8
STR: 0-1
INT: 1-2
AGI: 0-2
Comments: Mystics are relatively useful, but they don't have much that the
Enchantress doesn't. Halo and Flight are OK, but their use is mostly
situational. Heal is the only thing that the Mystic really gets that the
Sorceress doesn't. This is kind of useful, but it takes away potential
Geno-Frosts. It doesn't make much of a difference, but they get a higher base
attack than the Sorceress does (you'd have to be pretty damn desperate if
you're actually using their physicals).
Sorceress
1 Blue, 1 Black
Base ATK: 55
Base DEF: 80
Spells: Venom, Dimension, Frost, Geno-Frost, Fall Berg, Fog, Charm
Stat Growth:
HP: 8-12
MP: 6-8
STR: 0-1
INT: 1-2
AGI: 0-2
Comments: Sorceresses have a good spell set. Fall Berg is an immensely
powerful Blue spell (best for Dragon hunting), and Dimension can teleport a
Knight far, far away, if you're lucky (the chances aren't that bad, since
Sorceresses have good INT). Venom is also good for a long ranged attack.
==================
Third Tier Classes
==================
Valkyrie
1 White, 1 Blue
Base ATK: 85
Base DEF: 105
Spells: Heal, Holy Word, Fog
Stat Growth:
HP: 12-16
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 1-2
Comments: Valkyries are the best female warriors around. They are very hard
to hit, and they tend to deal decent damage. They can heal and cast Holy
Word, which makes them more useful than some other classes. Use them with
caution, because they're somewhat fragile against Dragons and Tiamats. Still,
the added White element makes them good against Demons and other black
elemental creatures.
Saint
3 White
Base ATK: 70
Base DEF: 95
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 1-3
AGI: 0-2
Comments: Saints are the same as Lectors, but they get a concentrated damage
spell, Divine Ray. With the Saint's high INT, Divine Ray is pretty
devastating. Other than this, they're just slightly stronger Lectors. They're
essentially watered down versions of Lyonesse, which isn't bad, per se.
Artemis
2 Green
Base ATK: 75
Base DEF: 100
Spells: Accel, Protect, Paralyze, Solid, React, Silent
Stat Growth:
HP: 8-12
MP: 4-6
STR: 0-2
INT: 0-2
AGI: 1-3
Comments: The Artemis is one of the most useful classes in the game. They can
attack from 4 hexes away! That's farther than the range of most magic spells.
They are pretty strong, but they need protection. Solid is one of the most
annoying spells in the game (for the opponent). Give an Artemis a lot of High
Centaurs, and you're pretty much set. The computer can't really handle this
at all, and Artemi are insanely evasive.
Sage
1 White, 1 Red, 1 Blue
Base ATK: 70
Base DEF: 85
Spells: Heal, Area Heal, Halo, Exa-Blast, Power, Frost, Geno-Frost, Flight,
Fog, Charm
Stat Growth:
HP: 8-12
MP: 8-10
STR: 0-1
INT: 1-3
AGI: 0-2
Comments: Sages get a large variety of spells. Exa-Blast is useful against
stronger Blue opponents (Vaynard), and Power is an insanely useful spell for
monsters with breaths. However, her best Area attack is still Geno-Frost.
This tones down her usefulness a little bit, since other third tier mages
have something like Geno-Thunder and Meteor Doom.
Witch
2 Black, 1 Blue
Base ATK: 60
Base DEF: 85
Spells: Venom, Dimension, Frost, Geno-Frost, Fall Berg, Fog, Charm, Meteor
Doom, Necro Rebirth
Stat Growth:
HP: 8-12
MP: 8-10
STR: 0-1
INT: 1-3
AGI: 0-2
Comments: Meteor Doom. 'Nuff said. If you want actual commentary, they don't
actually get that much except Meteor Doom. Necro Rebirth can be a pretty
useful spell, but it doesn't cause the destruction the Meteor Doom does. MD
is rather expensive, but most Witches should be able to cast it and Geno-
Frost in the same battle.
=========================
Rulers and Unique Classes
=========================
Prince
No Elements
Base ATK: 75
Base DEF: 100
Attacks: Twin Blade, Wing Slash
Spells: Heal, Flame
Stat Growth:
HP: 12-16
MP: 4-6
STR: 1-2
INT: 1-2
AGI: 1-2
Comments: Lance's class. He gets pretty good stat growth, as well as the Flame
and Heal spell. At first, he'll have to be a support Knight with Heal, but
later on he can attack other units with high efficiency. He's a hassle, but
he's worth putting up with, because he's pretty unstoppable at higher levels.
King
1 Red
Base ATK: 80
Base DEF: 100
Spells: Heal, Flame, Geno-Flame
Stat Growth:
HP: 12-16
MP: 4-6
STR: 1-3
INT: 1-2
AGI: 1-2
Comments: By the time Lance is a King, he won't be a burden anymore (that is,
if you used him at all). The King is just a Prince with enhanced stat growth
and the Geno-Flame spell. With Geno-Flame, Lance finally has an area attack,
making him several times more useful. To get Lance to the King class, bring
him to Logres (Esgares's capital), and let him stay there. You'll get a
scene, and he'll become a King.
Lord
1 Blue
Base ATK: 80
Base DEF: 109?
Attacks: Caladbolg, Wolf Fang
Spells: Frost, Geno-Frost, Fog
Stat Growth:
HP: 12-16
MP: 2-4
STR: 1-3
INT: 1-2
AGI: 1-2
Comments: Vaynard's class. Vaynard has good STR growth, and he gets pretty
intelligent later on. He's mainly a physical powerhouse. Towards level 20+,
he can cast Geno-Frost twice. He can crush G-Scorpions in one hit, and
Dragons in a couple more. However, keep him away from red monsters that are
too strong, like Lance's Salamander or Phoenixes.
Emperor
2 Red
Base ATK: 80
Base DEF: 110
Attacks: Tempest Bow, Lightning Bow
Spells: Geno-Thunder, Power
Stat Growth:
HP: 12-16
MP: 2-4
STR: 2-3
INT: 0-2
AGI: 1-2
Comments: Zemeckis's class. Zemeckis rules. He can attack as far as a High
Centaur. He can cast power on himself to do even more damage. He also has
Geno-Thunder to wreak havoc upon a concentrated area. He'll never lose in a
one on one duel, because he can just move away, cast Power, then
counterattack. Non-Esgares players are lucky that he has such mediocre stats
for a high level Knight. His high starting level makes it so that most early
game monsters don't stand a chance against him.
Queen
2 White
Base ATK: 115
Base DEF: 90
Attacks: Liath-Fail
Spells: Heal, Area Heal, Cure, Divine Ray, Holy Word, Charm, Protect
Stat Growth:
HP: 4-8
MP: 6-8
STR: 0-1
INT: 1-2
AGI: 1-2
Comments: Lyonesse's class. She's very frail, but she's not really meant for
the front lines. She can cast Holy Word 2-3 times at the end of the game.
That's enough to severely weaken the enemy's armies. Divine Ray along with
her high INT growth is deadly. Her Heal spell heals about 280 at level 30.
She has surprisingly high base ATK, but that is made up by her crappy STR
stat. Lyonesse is probably the weakest Lord, but she's certainly worth using.
Tyrant
1 Black, 1 Red
Base ATK: 80
Base DEF: 110
Attacks: Vandal Scythe, Dark Spiral
Spells: Curse, Weakness, Flame, Power
Stat Growth
HP: 8-12
MP: 4-6
STR: 1-3
INT: 0-2
AGI: 1-3
Comments: Dryst's class. Dryst is not as strong or as intelligent as some of
the other leaders, but he's fast. His attack packs a wallop against White
element units. He also has a pretty good assortment of spells. Power and
Curse are probably his best. A Power spell cast on Dryst's Bahamut spells
trouble for the enemy.
SuperTyrant
Comments: For Dryst to become a SuperTyrant, all you have to do is get him to
level 30. It's pretty much the same as normal Tyrant, except he gets
different attack names and Meteor Doom. He usually doesn't have enough MP for
Meteor Doom, either. This means that
A. Never cast Meteor Doom, since you can't.
or
B. Kill New Almekia, get Carlota and Loufal, and take Carlota's Ring.
C. Quest for Potions
I like B better.
Warlock
1 Red, 1 Blue, 1 Green
Base ATK: 60
Base DEF: 90
Attacks: Word of Magic
Spells: Heal, Flame, Geno-Flame, Thunder, Geno-Thunder, Exa-Blast, Frost,
Geno-Frost, Flight, Silent
Stat Growth
HP: 4-8
MP: 6-8
STR: 0-2
INT: 2-3
AGI: 1-2
Comments: Cai's class. The Warlock is an ubered Wizard with better INT
growth. He also gets the Heal spell, which makes the Warlock more useful than
other offensive mage classes. Flight increases a ground unit's defense and
increases mobility. The Warlock is a magic powerhouse later in the game. Cai
can cast Geno-Thunder 3 times with some tweaking. That's more than enough to
kill almost anything the computer throws at you.
Death Knight
2 Black, 1 Red
Base ATK: 85
Base DEF: 110
Attacks: Death Bringer, Dolorious Stroke
Spells: Curse, Geno-Flame
Stat Growth:
HP: 12-16
MP: 6-8
STR: 2-3
INT: 1-2
AGI: 1-3
Comments: Cador's class. The Death Knight is pretty impressive, but his stats
aren't the only scary thing about him. He's on level 29 when all of your
characters are relatively weak. He's not as good as he's cracked up to be
later in the game, but he's still pretty tough. Curse and Geno-Flame are very
good attack spells. Also, he can take down Unicorns with one shot if he gets
in a critical. Be cautious if you fight him. He's probably the strongest unit
that
Esgares can throw at you in the beginning of the game.
Ninja
1 Black, 1 Green
Base ATK: 70
Base DEF: 95
Attacks: Kunai, Illusion, Shuriken
Spells: Weakness, Accel, Paralyze
Stat Growth:
HP: 8-12
MP: 0-2
STR: 1-2
INT: 0-1
AGI: 1-3
Comments: Shiraha and Kazan's class. Like Hellhounds, Ninjas have the Hit and
Away ability, which means that they can move after they attack. They also
have a ranged attack, the Shuriken, which is useable after movement. Their
spells are pretty useful, but it would be more wise to just attack (their
statuses are INT based). Ninjas are very fast and hard to hit. I've used
Shiraha to defend castles alone. This sounds really stupid, but the
regeneration and defensive bonuses you get from the castle allows him to
survive for a very long time, even with six attacks coming his way (many of
which will miss because of his evasion). This doesn't always work, but it's
funny to see.
Ninja Master
1 Black, 2 Green
Base ATK: 80
Base DEF: 100
Same attacks as Ninja
Spells: Dimension, Weakness, Accel, Protect, Paralyze, Solid, Silent
Stat Growth:
HP: 8-12
MP: 2-4
STR: 1-2
INT: 0-2
AGI: 1-3
Comments: Take everything useful about a ninja, add Protect, Solid, Silent,
Dimension, and higher stat growth, and you get a Ninja Master. They actually
have respectable HP growth. Ninja Masters are the 2nd fastest class in the
game (behind Artemis). Their Shuriken now can hit from 3 hexes away. They're
probably the funnest class in the game to play around with, but there just
aren't that many of them. They're also the hardest to hit. Sometimes, Shoguns
miss Ninja Masters, which is just nuts. The ability to snipe using Shuriken
or Hit and Away is very handy.
Claimer
No Elements
Base ATK: 70
Base DEF: 95
Attacks: Endless Seeker
Spells: Venom, Meteor Doom, Curse, Dimension, Weakness, Necro Rebirth,
Geno-Thunder, Exa-Blast, Fall Berg, Solid
Stat Growth:
HP: 12-16
MP: 6-8
STR: 1-2
INT: 2-3
AGI: 1-3
Comments: Bulnoil's class. This class was dummied out of the original game.
There have been an insane amount of rumors about being able to fight Bulnoil,
but none of them have been confirmed. This info is just here for fun.
=========
E. Spells
=========
As a precursory note, spell damage works like this:
(Caster's INT - Target's INT) + Base Spell Power
For example, if a 120 INT casts Flame (120 spell power) on a Roc (40 INT), it
would do 120 - 80 + 120, which equals 160. I'll add more in my mechanics
section.
Unless stated otherwise, healing spells heal only allies, and offensive
spells will only hit enemies. There are a few exceptions.
-----
White
-----
1. Heal (65 MP): 180 Base Spell Power. 3 Hex Range. I'm not exactly sure how
healing works, but Lyonesse can heal up to 280+ at higher levels.
2. Cure (54 MP): Heals status effects. 4 Hex Range.
3. Divine Ray (112 MP): 180 Base Spell Power. 2 Hex Range.
4. Area Heal (147 MP): 120 Base Spell Power. Heals all allies up to 2 hexes
away from the caster.
5. Halo (88 MP): Ensures that a target's attack will hit. Also increases
experience gained. 4 Hex Range.
6. Holy Word (183 MP): 70 Base Spell Power. Hits all in a 4 hex area around
the caster.
-----
Black
-----
1. Weakness (66 MP): Halves an enemy's ATK and DEF. 4 Hex Range.
2. Dimension (93 MP): Teleports an enemy away. Teleported enemies tend to get
left behind when if the event of a rout.
3. Venom (45 MP): 70 Base Attack Power. 3 Hex Range.
4. Curse (108 MP): 170 Base Attack Power. 2 Hex Range.
5. Necro Rebirth (97 MP): Brings a dead unit back to life. Lasts until combat
ends. 1 Hex Range.
6. Meteor Doom (255 MP): 140 Base Attack Power. 3 Hex Range. Affects a circle
with a radius of 3 hexes. Friendly fire.
---
Red
---
1. Flame (68 MP): 120 Base Spell Power. 3 Hex Range.
2. Geno-Flame (166 MP): 90 Base Spell Power. Attacks all enemies within a 3
hex range of the caster.
3. Power (62 MP): Multiplies target's ATK by 1.5x. 4 Hex Range
4. Thunder (91 MP): 150 Base Spell Power.
5. Exa-Blast (152 MP): 200 Base Spell Power.2 Hex Range.
6. Geno-Thunder (193 MP): 120 Base Spell Power. Has a 3 Hex range, and
affects
all hexes around the target hex.
----
Blue
----
1. Fog (49 MP). Lowers target's hit rate. 4 Hex Range.
2. Frost (68 MP): 120 Base Spell Power. 3 Hex Range.
3. Geno-Frost (166 MP): 90 Base Spell Power. Attacks all enemies within a 3
Hex Range around caster.
4. Charm (110 MP). Makes an enemy fight other enemies. Charmed units almost
always stay behind. 2 Hex Range.
5. Flight (90 MP). Allows target to fly. Flying targets can move farther and
get a 20% evasion boost against ground units. 3 Hex Range.
6. Fall Berg (135 MP): 190 Base Spell Power. 2 Hex Range.
-----
Green
-----
1. Silent (50 MP): Target is unable to use magic. 4 Hex Range
2. Protect (61 MP): Adds 30 DEF to a target. 4 Hex Range
3. Solid (77 MP): Turns an enemy into a statue. Petrified enemies have 150
DEF, which means that they're hard to damage, but they can't counterattack.
4. Accel (59 MP): Increases a unit's MOV stat. 3 Hex Range.
5. Paralyze (77 MP): Causes Paralysis. Paralyzed enemies can't counterattack.
3 Hex Range.
6. React (126 MP): Enables another unit to go twice in a turn. 2 Hex Range
=================
F. Game Mechanics [mech_guide]
=================
This section details the basic mechanics of the game. In it, I detail how
various things work, like damage, elemental weaknesses and strength, magic,
and status. Knowing the inner workings of the game should help you become a
more intelligent player. Note that some of these are based on Brigandine:
Grand Edition mechanics, so not everything may apply. The only thing I'm not
sure about is status rates, which need to be tested some more. Everything
else should be the same, mostly.
Brigandine uses a subtraction system for all its hit rates and damage, except
when elemental weaknesses are factored in. Many of these are based off of
Brigandine: GE, so they might not all apply to the original Brigandine.
---------------
Physical Damage
---------------
Assuming no elemental strengths or weaknesses) the damage done in a melee
attack is simply:
Attacker's ATK - Target's DEF = damage
There is random some variance involved, but it is not substantial. Critical
hits deal 25% more damage than normal, and they're factored in after elements
(look below).
------------
Magic Damage
------------
Assuming no elemental strengths or weaknesses, the damage done in a magic
attack is:
Caster's INT + Base Spell Power - Target's INT = damage
Base spell powers (for reference)
---
Holy Word: 70 Base Spell Power
Venom: 70 Base Spell Power
Geno-Flame and Geno-Frost: 90 Spell Power
Flame and Frost: 120 Base Spell Power
Geno-Thunder: 120 Base Spell Power
Meteor Doom: 140 Base Spell Power
Thunder: 150 Base Spell Power
Curse: 170 Base Spell Power
Divine Ray: 180 Base Spell Power
Fall Berg: 190 Base Spell Power
Exa-Blast: 200 Base Spell Power
--------------------
Status Success Rates
--------------------
For statuses, the chance for a status to hit is not dependent on the spell.
Each spell has the same base hit rate. The formula is:
Caster's INT + Base status chance - Target's INT = % of status hitting.
Base status chance varies based on the caster. "Weak" casters (in GE, this
includes Archers, Avengers, Nightmares, Enchantresses, Pixies, Ninjas) have a
base status chance of 38%. Second tier mages and a few monsters (Druids,
Sorcerers, Sorceresses, Mystics, ArchDemons, Ninja Masters, Cador, Dryst)
have a 43% base status chance. Third tier mages (Cai, Lyonesse, Wizards,
Cardinals, Witches, Necromancers, some higher level Demons) have a 48% base
chance.
"Friendly" statuses such as Protect, Power, Flight, Accel, Halo, and React
always hit.
This base status chance is targeted on monsters with no resistance. In GE,
units have differing levels of status resistance. This list is by no means
complete, but it should have more in newer updates.
------------------
Status Resistances
------------------
Tier 0: No resistance (most physically based monsters and fighter type
Knights).
Tier 1 (Ninja, Cavalier, Fairies, Unicorns): -3%
Tier 2 (Lance, Zemeckis, first tier mages): -5%
Tier 3 (Cador, Dryst, Demon, Samurai, second tier mages): -10%
Tier 4 (Lyonesse, Samurai Master, Cai?): -15%?
---------
Hit Rates
---------
Attacker's AGI + Base Hit Rate - Defender's AGI = % chance to hit.
Base Hit Rates vary for different units. 98 is the most common value for Base
Hit Rates, but there are a few strange ones, like the Mandrake (142) and
Lyonesse (130). It should also be noted that most promotions give small hit
rate boosts, which explains why the Golems get progressively more accurate
despite virtually no AGI growth. The Samurai and Lizard Man hit rate boosts
are factored directly into their Base Hit Rates.
If pressed, I'll get a list of base hit rates, but for your calculations,
just remember that most units have a base hit rate around 100.
Ground units have a 20% penalty to hit flying units. Ranged units do not
suffer from this penalty.
Offensive magic has a 100% hit rate. Casting the Halo spell on a unit will
make its physical attack have a 100% hit rate.
The numbers you see in the lower right corner of the status window are
bonuses a unit gets from terrain. The first number indicates a hit rate
bonus, and the second indicates the evasion boost. Flying units do not get
boosted or penalized by any terrain. In general, castles give units a +15%
evasion boost. Forests give a 10% evasion boost (except for Mandrakes, who
receive a +10/+10 bonus). Mountains give a +15% evasion boost. Ground units
suffer a 10% penalty in both accuracy and evasion in water, while blue
monsters receive bonuses in the water, ranging from +15/+15 to +25/+25
depending on the monster.
--------
Elements
--------
Blue and Red oppose each other, and Black and White oppose each other. Green
isn't strong against anything, but Green attacks will do less against other
green units.
The element of the attacker/spell is the main factor in elemental damage
bonuses when hitting weaknesses. The multiplier is applied whenever you hit
an elemental weakness, but this multiplier is not dependent on the number of
spheres the target has. Rather, the multiplier is dependent on how many
spheres of the opposing element that the attacker has. For example, if a
Gryphon (1 White) hits a Hellhound (1 Black), the multiplier would not change
if the same Gryphon hit a Fenrir (2 Black).
Elemental spheres multipliers when applied to a weakness:
1 Sphere: ~1.25x
2 Spheres: ~1.33x
3 Spheres: ~1.41x
The multiplier is applied after damage is calculated, whether it is physical
or magical.
Spells vary in elemental intensity:
Flame: 2 Red
Geno-Flame: 2 Red
Geno-Thunder: 2 Red
Thunder: 2 Red
Exa-Blast: 2 Red
Holy Word: 2 White
Divine Ray: 3 White
Venom: 2 Black
Curse: 3 Black
Meteor Doom: 2 Black
Frost: 2 Blue
Geno-Frost: 2 Blue
Fall Berg: 3 Blue
If a White Dragon (1 White, 1 Red) hits Dryst (1 Black, 1 Red), the weakness
caused by the opposite white and black spheres is cancelled by the two
compatible reds, resulting in normal damage. Weaknesses and strengths cancel
each other out.
When two creatures of the same elements hit each other, a different set of
multipliers is used. In this case, damage is reduced based on the number of
elemental spheres that the target has. So, the more spheres a unit in a
certain element, the more it reduces damage from that element.
Elemental sphere multipliers when applied to resistance:
1 Sphere: 0.76x
2 Spheres: 0.67x
3 Spheres: 0.56x
====================
Example Calculations
====================
1. From the Gryphon/Hellhound example, let's say that the level 1 Gryphon
(220 ATK, 1 White) hits a level 1 Hellhound (103 DEF, 1 Black).
220 (Gryphon's ATK) - 103 (Hellhound's DEF) = 117.
117 is the damage that the Gryphon would do if it wasn't hitting a weakness.
However, it is hitting a weakness in this case. Gryphons have 1 White sphere,
so it does 25% extra damage.
117*1.25 = 146.
2. Now, let's take a level 1 Angel (65 INT) and have it cast Divine Ray (3
White) on a level 1 Hellhound (30 INT, 1 Black).
65 (Caster INT) + 180 (Divine Ray's spell Power) - 30 (Hellhound's INT) =
215.
Divine Ray has a 3 in White, so it does 1.41x more damage to black aligned
units.
215*1.41 = 303.
3. Let's say a dragon (240 ATK, 1 Red) hits a Salamander (130 DEF, 3 Red).
240 - 130 = 110.
Salamanders have a 3 in Red, which means that the damage taken when hit by
any red attack is multiplied by 0.56.
110*0.56 = 62.
--------------
I hope this section was useful. Hopefully, it will help you make more
rational decisions about combat. If you have questions or if anything was
unclear, feel free to e-mail me at
[email protected]
=============
G. Countries
=============
Most of Brigandine's replay value comes from beating the game with each of
the six rulers. Each has its own set of Knights and each ruler is unique.
--------------------------
G1. Brief country overview
--------------------------
*New Almekia, led by Prince Lance. Red
Basic Plot: Lance retreats from the coup in Logres to Padstow, a country
still loyal to Old Almekia. King Coel asks a question to Lance and his own
son, Meleagant: What does it take to be a good ruler? Meleagant says
authority, and Lance says trust. Because Lance answers this question
correctly, King Coel abdicates in favor of Lance. Now, Lance fights to
reunite the continent and take what was stolen from him.
Location: New Almekia is located in the west. New Almekia neighbors 3
countries, 2 of which are hostile. It makes a treaty with Caerleon early on
which protects its southern border.
Difficulty: Easy
*Caerleon, led by King Cai. Green
Basic Plot: The leader of Caerleon is Cai, the Silent Wise King. Caerleon has
always been loyal to Almekia, and it forges an alliance with New Almekia at
the beginning of the game. He is aided by his little sister, Merriot, a
competent archer, and Dinadan, the powerful Knight Master. Cai aims to help
Lance regain the throne.
Location: Caerleon is a country close to the sea in the southwest corner of
the continent. It is rather isolated compared to other countries, having just
a single border to defend at the beginning of the game. Caerleon establishes
an alliance with New Almekia early on, leaving 2 hostile countries for him to
deal with.
Difficulty: Very Easy
*Leonia, led by Queen Lyonesse. Light Blue
Basic Plot: Lyonesse is the young Queen of Leonia, a country full of priests,
cardinals, and other clergymen. It is located in the east. Though normally a
neutral nation, Leonia declares war on Norgard early on because of Vaynard's
rude behavior at a conference. Leonia doesn't have a lot of firepower, but
Lyonesse and her childhood friend Kiloph want to bring peace to the
continent.
Location: Leonia is located in the eastern part of Forsena. Leonia's
southernmost city (the one that borders Iscalio) is easily blocked off due to
a narrow mountain pass. Just stick a bunch of monsters in there to block the
pass off, and its impregnable. If you do this, invading Norgard shouldn't be
too much of a problem.
Difficulty: Medium
*Norgard, led by King Vaynard. Blue
Basic Plot: Norgard was crippled after a war with Almekia, but it has a young
and ambitious King, Vaynard. Even though the old king had a daughter, Vaynard
was given control of the country. The coup in Esgares gives Vaynard the
chance he needs to regain power.
Geography: Norgard is a country in the north that is constantly covered with
snow, but it's considered the same as grassland in battle. It does not have a
very good strategic position. It has many cities that need to be defended on
its borders. 4 choke points can be a real pain to defend if not handled
properly.
Difficulty: Hard
*Iscalio, led by Mad Monarch Dryst
Basic Plot: Iscalio is a very chaotic country. Led by the Madman, Dryst, no
one knows quite what will happen there. Wild parties and celebrations seem to
be a daily occurrence there. With Knights like clowns, guys named Daffy, and
an insane tyrant as the leader, Iscalio has a very strange collection of
warriors. Dryst isn't a bad person, though. All he wants to do is take over
the world.
Location: Iscalio is in the southeastern corner of the map. It is in a
horrible strategic position, as its two border cities are surrounded by
several cities belonging to other countries.
Difficulty: Hard
*Esgares, led by Emperor Zemeckis. To play as Esgares, press L1, R2, and
Start on the ruler screen.
Basic Plot: Esgares, formerly Almekia, is a country full of Knights loyal to
Zemeckis, as well as people who fight against their will. Since it's a secret
country, Esgares doesn't have much plot, and it can't get Quest Knights.
Location: Esgares is in the middle of the continent, and has 5 borders to
defend. Starting out is difficult, but it is possible if played
intelligently.
Difficulty: Very Hard
=============================
G2. In Depth Country Overview
=============================
Each country has its own advantages. However, you'll probably want to know a
lot more about a country before devoting your time to one. It isn't wise for
a beginner to start a game as Iscalio or Esgares, because you should figure
out how the game works first.
Each section is dedicated to a country and its Knights. I also give brief
commentaries about each Knight after I post their stats. Note that Rune Power
is a very large factor when I rate them. I also rate them based on practical
use in the game, so Knights from a country like Esgares may get higher
rankings, since you have to use all of your Knights pretty effectively to
win.
================
G2a. New Almekia [teh_salamander]
================
New Almekia (formerly Padstow) is a country led by the exiled Prince Lance.
It is a country full of powerful Knights, and it is in a relatively favorable
strategic position. Blocking off contact with Esgares is very easy. Just put
strong Knights like Meleagant, Adilicia, and Coel on that border, and you'll
be fine. Caerleon is your ally from the south, and Cai help may take a bite
out of Esgares and Iscalio for you. On the first month, don't bother putting
defenses in the lower castle, because that's Cai's territory.
Lance is an annoying weakling at the beginning, but he becomes the most
powerful Knight in the game towards the end. New Almekia is always a fun
country to play. New Almekia has some of the most powerful Knights in the
game, which is always nice to know when picking countries. Invading through
Norgard, and beating Esgares and Leonia in the south and east is probably the
best way to go. Attacking Esgares from the west isn't always that easy,
because you have to defend a lot of borders that way.
Country Statistics
---
Starting Castles: Calmary, Phazard, BaydonHill, Camelford, Gorule (5)
Starting Mana: 797
Starting Knights: Lance, Gereint, Coel, Meleagant, Carlota, Batercus,
Adilicia, Brusom, Aphelia, Gilsus, Liguel, Loufal (12)
Knights gained through storyline: Glauze, Halley (temporary), Alsace (3)
Starting # of Monsters: 31
Recommended Knights: Lance, Gereint, Halley, Coel, Meleagant, Adilicia,
Batercus, Glauze
Promoted Monsters: Lv20 Salamander, Lv10 Iron Golem, Lv10 Nightmare
-------------------
Rune Knight Summary
-------------------
Lance.
Lv1 Prince [Ruler]
HP: 446
MP: 161
RunePow: 220
RuneArea: 5
Rune Growth: High (6-8)
STR: 64
INT: 63
AGI: 65
ATK: 203
DEF: 121
Starting Monsters: Salamander, Clay Golem
Lv30 King [parenthesized stats indicate King growths from level 1]
1 Red.
HP: 852!
MP: 306
RunePow: 423!
STR: 108 (122)
INT: 107
AGI: 109
ATK: 296 (324)
DEF: 141
Is s/he worth using?
In a word, kyar. 220 Rune Power at level 1 is stellar, and his Rune growth is
top tier. Some people think that it might be worthwhile to wait until you
take Logres to actually use him (Kings have better strength growth than the
Prince class). I suppose there is merit in that (after he gets Geno-Flame, it
should be relatively easy to gain levels), but I personally use Lance from
the get-go. It's really easy to level him up (feeding him kills is insanely
fun to me, for some reason), and he should expect to have a little less than
~300 Rune Power by level 10. Goooood stuff.
At level 30, Lance is very powerful. I wouldn't really hesitate to call him
the best Knight in the game. He is basically an all-rounder, but his physical
statistics may be the most noteworthy thing about him. He can cast spells and
kick ass at the same time. Also, he can heal for a lot, due to his above
average INT. In the beginning, have him stand towards the back, and set up
kills for him (I would use the Flame spell). He gains levels pretty quickly,
and he'll probably be your strongest Knight later in the game (unless you
don't use him, of course). He gains lots of Rune Power, and he gets really
high defense later on, which means he stops being a burden. Also, he has a
kickass Salamander with him when you start the game. Lots of people don't
like him because he's so weak in the beginning, though.
The King gets 5 more attack points, 5 more defense points, 1 red element
sphere, and the Geno-Flame spell. In a normal game, you'll probably be able
to level him up to level 20 if you use him in all your invasions. The only
downside to him is that he'll only be able to cast Geno-Flame once without
using items or equipping a Ring.
Background: The former Prince of Almekia, which was overthrown by Zemeckis. A</pre><pre id="faqspan-4">
young man who is reckless, but kind. His gallant figures reminds one of a
fresh wind. After the coup, Lance fled to Padstow. He vows to unite the
continent once again.
Coel.
Lv16 Bishop
HP: 498
MP: 291
RunePow: 254
RuneArea: 5
Rune Growth: Good (5-7)
STR: 62
INT: 79
AGI: 66
ATK: 189
DEF: 112
Starting Monsters: Dragon, Gryphon, Stone Golem
Lv30 Cardinal
HP: 618
MP: 361
RunePow: 338
STR: 76
INT: 105
AGI: 80
ATK: 222
DEF: 121
Is s/he worth using?
I'd say so. Bishops often get a bad rap, since they're relatively weak on
offense. They're decently good support units, with Halo and quite a bit of
healing. Even if you don't like Bishops, I feel that Coel's worth using. He
has excellent Rune stats (ruler level Rune Area, which makes sense since he
was the former king), and he fits well in most parties. If you don't like
the bishop class, you can switch him to a regular mage class so that he gets
some offense. He won't have great MP, but he'll have offense (Divine Ray is
great for single target damage, but this obviously wouldn't be as devastating
as a Geno spell). Despite being level 16, he's rather fragile, so you have to
watch out for him.
One thing about him is that you'll probably quest him in one of the first few
months to get Glauze. This may hamper some plans for early conquests. It's
not much of a hindrance, since Glauze is a pretty good Knight himself.
Background: The King of the Padstow Kingdom. He is loyal to Almekia Kingdom
and accepts Lance after the rebellion. His people are very fond of him since
he is gentle and humble towards his people.
Gereint.
Lv19 Samurai
HP: 651
MP: 132
RunePow: 284
RuneArea: 5
Rune Growth: Low (3-5)
STR: 90
INT: 64
AGI: 82
ATK: 263 (+8 from Tora)
DEF: 127
Starting Monsters: Dragon, Wyvern, Centaur, Centaur
Lv30 Shogun
HP: 761
MP: 165
RunePow: 321
STR: 112
INT: 75
AGI: 99
ATK: 317 (+8 from Tora)
DEF: 138
Is s/he worth using?
Yes. 284 Rune Power is great, and he has impressive stats at the beginning of
the game. You probably shouldn't expect to get too many levels out of him
(maybe around 5), but that still leaves him in a great position in the end of
the game. 1 more level and he can become a Shogun, which lets ups his offense
and improves his already decent defense. Also, Iai Slash becomes a 3 hex
attack.
By the end of the game, he should have about 3-4 Iai Slashes, making him very
powerful. As a Shogun, he'll almost never miss, due to the Shogun's added hit
rate. He also comes with a special sword, the Tora. The only drawback with
him is that his Rune Power doesn't increase that much when he levels up. This
isn't so bad, since his starting Rune is more than enough for most any party
you can come up with.
Background: Has fought in over 100 battles and is famous for his experience.
A little unmannerly, his loyalty to Prince Lance is steadfast. He finds his
duty in protecting the Prince and to reinstate Almekia.
Meleagant.
Lv20 Avenger
HP: 650
MP: 139
RunePow: 209
RuneArea: 4
Rune Growth: Good (5-7)
STR: 89
INT: 58
AGI: 78
ATK: 263
DEF: 131
Starting Monsters: Nightmare, Hell Hound
Lv30 Avenger
HP: 790
MP: 169
RunePow: 270
STR: 109
INT: 68
AGI: 88
ATK: 303
DEF: 134
Is s/he worth using?
Yes. Despite pathetic Rune Power for a level 20 character, 209 is still solid
compared to most characters at the beginning of the game. Where this hurts,
however, is that a lot of lower levelled characters have similar Rune Power
and can easily pass him. Still, he has alright growth and solid stats, which
should make early conquests very easy for New Almekia. He's probably the
smartest Avenger (as useless as that distinction may sound). Still, Curse is
handy for early game damage and for taking out pesky Gryphons.
Overall, Meleagant is pretty strong. His strength is pretty good, and he's
pretty fast and smart for an Avenger. Anyway, give him a good sword, you and
he's set to go. Meleagant and Gereint are very close in power when they start
out, but Gereint's higher Rune Power makes him a little more useful. He
should probably be in one of your primary attack parties instead of border
duty.
Background: Son of Old King Coel, successor to the Padstow Kingdom. He finds
importance in his authority and hates to show his weakness to others. His
mental immaturity dictates whatever that comes to mind without thinking
first.
Carlota.
Lv8 Enchantress
HP: 341
MP: 389 (419 w/ Ring of Sorcery)
RunePow: 170
RuneArea: 4
Rune Growth: Good (5-7)
STR: 45
INT: 69 (73 w/ Ring of Sorcery)
AGI: 72
ATK: 140
DEF: 99
Starting Monsters: Gryphon, Mandrake, Pixie
Lv30 Witch
HP: 553
MP: 549 (579 w/ Ring of Sorcery)
RunePow: 301
STR: 56
INT: 107 (111 w/ Ring of Sorcery)
AGI: 94
ATK: 172
DEF: 116
Is s/he worth using?
Eh. The most useful thing about her is the Ring of Sorcery (the +30 MP is
very handy for other characters) she comes with. Gilsus was generally more
effective for me as a magician, but New Almekia is relatively weak in the
magic department in general. 170 Rune Power is very ordinary, and despite
decent growth, it's doubtful that she'll be much more than a border
defender/quest knight for most people. If you put work into her, she could be
pretty good, but New Alemekia has so many other options.
The Ring of Sorcery should go to someone else in the country. Gilsus or
Aphelia are probably the best choices. Lance may be able to use it after he
becomes a King so that he can cast 2 Geno-Flames in a single battle.
Background: Her dream is to become a great magician and gain the respect of
the people. She seems conceited, but in reality, she is a pure and sensitive
person. She tends to nag at Prince Lance like an older sister, but that's
only because she cares about him.
Batercus.
Lv13 Grappler
HP: 604
MP: 94
RunePow: 176
RuneArea: 4
Rune Growth: Good (5-7)
STR: 77
INT: 48
AGI: 78
ATK: 229
DEF: 121
Starting Monsters: Giant, 2 Ghouls
Lv30 Champion
HP: 882
MP: 111
RunePow: 287
STR: 116!
INT: 57
AGI: 104
ATK: 317
DEF: 134
Spells: None
Is s/he worth using?
Yes. I have a slight bias for the Ranger/Grappler/Champion path, but Batercus
is very useful. He doesn't really need to be spoonfed like many of the other
Knights in the game. He can take care of himself and still do good damage.
176 Rune Power is very underwhelming (this is generally a problem for
Grapplers), but I think Batercus is decent enough to use in spite of this.
He's always a pretty decent pickup after New Almekia falls (it's kinda rare,
but it happens). He always ends up getting the seven levels he needs to
become a Champion, and he's pretty nasty at that point. His INT is a bit low,
so magic can take a big bite out of his HP reserves.
Later on, he gets a 320+ attack rating, which is phenomenal. Champions have
an incredible Critical Hit rate, so you can expect hits of 300+ pretty often
at higher levels. He's even better if you can find a decent Knuckle weapon
for him.
Adilicia.
Lv11 Lancer
HP: 502
MP: 152
RunePow: 230
RuneArea: 4
Rune Growth: Good (5-7)
STR: 74
INT: 57
AGI: 77
ATK: 223
DEF: 125
Starting Monsters: Angel, Gryphon
Lv30 Valkyrie
HP: 732
MP: 209
RunePow: 343!
STR: 103
INT: 72
AGI: 107
ATK: 291
DEF: 140
Is s/he worth using?
Yes. 230 Rune Power is good, and she has solid enough growth to make her
worthwhile later on. Her stats aren't stellar, but her Rune stats make her
worth using, IMO. Halley's better, but she's temporary. I recommend that you
take Halley's Brionac and give it to Adilicia before Halley leaves. Later on,
Holy Word is useful for quick offense. Statistically, Adilicia's pretty
decent, with good STR and AGI for a Valkyrie.
Background: Looking at the way she uses her spear, one can hardly imagine
that she is from a distinctive family. The enemies fear her and call her the
"Death Lady". On the other hand, she has a very likable personality.
Brusom.
Lv13 Samurai
HP: 497
MP: 104
RunePow: 158
Rune Area: 3
Rune Growth: Low (3-5)
STR: 78
INT: 49
AGI: 70
ATK: 231
DEF: 123
Starting Monsters: Wyvern, 2 Scorpions
Lv30 Shogun
HP: 667
MP: 155
RunePow: 228
STR: 108
INT: 66
AGI: 96
ATK: 301
DEF: 137
Is s/he worth using?
Ugh, no. Gereint is so much better than Brusom that it isn't funny. Brusom's
HP score is atrocious, and his Rune stats make him almost unusable. 158 Rune
Power would cut it if he were level 1, but he's level thirteen. Only insane
stats would justify using a character with such pitiable rune stats, but his
stats are very average. I don't recommend using him for conquests for any
purpose, except possibly as a last resort border patrol. He's a quest knight,
at best.
It might seem kinda cruel, but I used the monsters that he came with more
than I used him.
Background: The mentor of Meleagant. He was feared and respected during his
prime. His simple minded demeanor make it hard for people to get along with
him. However, he is a man of unyielding spirit, earning him the title of
"Brusom the Gale".
Aphelia.
Lv9 Cleric
HP: 451
MP: 288
RunePow: 183
RuneArea: 3
Rune Growth: Good (5-7)
STR: 61
INT: 68
AGI: 69
ATK: 182
DEF: 108
Starting Monsters; Angel, Giant, Pixie
Lv30 Saint
HP: 661
MP: 393
RunePow: 315
STR: 82
INT: 104
AGI: 90
ATK: 234
DEF: 125
Is s/he worth using?
Possibly. She might fit in for a third string party or as support in one of
your main assault units, but she's not very impressive until she promotes.
Luckily, she's just a level away from promotion, and Lectors are generally
decent enough because of Holy Word. The downside is that she'll have a single
shot of that for a while. To fix this problem, you could give her Carlota's
Ring of Sorcery. You're not likely to get that much mileage out of her, but
you might be able to promote her to Saint if you use her a lot. She's one of
the easier Clerics in the game to use, since you only need to spoonfeed her a
single level. After becoming a Lector, she shouldn't have any problems
getting levels, since Holy Word is excellent for experience. Her Rune Area is
bad, but her Rune Power is salvageable, so using her isn't a terrible idea. I
gave her a shot once, and I wasn't unhappy about it.
I'm not sure if it's a property of Lectors, but she has surprisingly decent
STR at level 30. Huh.
Background: She was living in a monastery in Padstow when she heard about the
rebellion and came to assist King Coel. She seems like a classy woman with no
faults, but her friend Adilicia states, "Aphelia is actually a wolf in
sheep's clothing."
Gilsus.
Lv11 Sorcerer
HP: 378
MP: 344
RunePow: 189
RuneArea: 3
Rune Growth: Low (3-5)
STR: 58
INT: 72
AGI: 64
ATK: 171 (181)
DEF: 101
Starting Monsters: Scorpion, Unicorn
Lv30 Wizard
HP: 568
MP: 490
RunePow: 271
STR: 68
INT: 106
AGI: 83
ATK: 196 (206)
DEF: 112
Is s/he worth using?
Sure. He's probably New Almekia's best magic user (shut up, best out of two
is still the best). He's also the only person in the country with Power, and
Power + Grand Breath is a devastating combo. Bad Rune stats make him pretty
hard to use sometimes, but he's a decent mage in a magically bereft country.
The Power + Grand Breath combo alone is potent enough to justify his use in
some cases. If you crunch the numbers, that combo will do 350 damage or so to
everything in the line (assuming 100 DEF and no elements). That's just sick.
I personally don't use him that often, because his Rune stats are so poor. If
you put him with Lance and Gereint, those two should provide more than enough
Rune Power to create a fairly powerful army. Gilsus can contribute 190
himself, so you may not be short-handed if you use Gilsus.
Background: The most handsome man in Padstow. He has never been without a
woman and this causes problems among other male Knights. He is nice to any
female, regardless of age or their social status. However, he is very strict
with men.
Liguel.
Lv2 Scout
HP: 398
MP: 123
RunePow: 163
RuneArea: 4
Rune Growth: High (6-8)
STR: 57
INT: 51
AGI: 63
ATK: 179
DEF: 111
Starting Monsters: Unicorn, Pixie
Lv30 Artemis.
HP: 678
MP: 207
RunePow: 365
STR: 85
INT: 70
AGI: 115
ATK: 245
DEF: 138
Is s/he worth using?
It depends. Like Lance and Alsace, Liguel's pretty weak at the beginning of
the game. She never gets that strong statistically, but she gets lots of Rune
Power, and she makes a good leader for a group of Centaurs (she should be
able to fit 4, initially. This works out well enough, and she'll probably be
able to get five after killing a Knight). She was part of my Sniper group,
and I could take down any Knight within one round with her. Training her
isn't nearly as hard as it is for most Knights, because her ranged attacks
prevent counters. She can be immensely useful if you can fit her on a team,
but that isn't always the case. If you don't actively use her, she doesn't do
badly as border patrol.
Make sure you don't have her fight any of her brothers (Castor and Miguel),
because she'll defect to their country. I think that she can recruit them to
your country as well, but I'm not too sure what the conditions are.
Her levels 30 stats are pretty impressive, but it's doubtful that you'll ever
get her that high normally.
Background: The youngest of the Rand Family. She grew up being loved by her
two brothers. She had to be separated from them for the sake of the family
name. However, she doesn't care about her name and would rather live together
with her brothers.
Loufal.
Lv6 Fighter
HP: 482
MP: 125
RunePow: 165
RuneArea: 3
Rune Growth: Low (3-5), then High (6-8) after the promotion quest.
STR: 70
INT: 56
AGI: 65
ATK: 205
DEF: 116
Starting Monsters: Lizard Man, Merman
Lv30 Paladin
HP: 762
MP: 237
RunePow: 313
STR: 106
INT: 78
AGI: 89
ATK: 297
DEF: 139
Is s/he worth using?
Despite atrocious starting Rune stats, it may be worth using him for a little
while. Give him 4 levels, promote him to Cavalier, and quest him. He'll
receive his father's Mithril Sword, which is pretty handy. After that, it's
really up to you whether you want to use him or not. His Rune Power at that
level will be low, but passable (~180). Still, the 3 in Rune Area may turn
some away. Glauze always seemed more useful than him despite slightly worse
stats (on equal levels, of course). He's really quite powerful for a Cavalier
at level 30, but that takes a lot of work.
Background: He has been working in the palace for a long time, but due to his
personality, he lost his chance to get promoted. He is too confident with
himself. His father was regarded as the greatest Cavalier in Padstow, placing
Loufal under his shadow.
Glauze.
Lv15 Cavalier
HP: 575
MP: 143
RunePow: 222
RuneArea: 4
Rune Growth: Good (5-7)
STR: 80
INT: 61
AGI: 72
ATK: 230
DEF: 139
Lv30 Paladin
HP: 765
MP: 218
RunePow: 312
STR: 103
INT: 76
AGI: 87
ATK: 286
DEF: 139
Is s/he worth using?
Probably. He's not available automatically, but he's around early enough to
get good use from him. His Rune stats and decent stats make him a decent
candidate for a 2nd or 3rd string team. However, if you're using Loufal, it
may not be practical using two characters that are on the Cavalier path in
the same party, so you may want to separate them. As a fighter, Glauze isn't
bad, but he lacks the raw power that Gereint and Meleagant have.
You get him after you quest Coel. Within the first few months, Coel should
say something like, "Hmm... I wonder where officer Glauze is" (not exact), so
quest him. In the next month or so, you'll get Glauze.
Background: Glauze is from a family whom used to work for Almekia. His father
was falsely accused of a crime and was banished from the country. King Coel
saved him and became a Knight under him. Due to this, Glauze has mixed
feelings for Prince Lance.
Halley.
Lv21 Valkyrie
HP: 603
MP: 221
RunePow: 292
RuneArea: 4
Rune Growth: Good (5-7)
STR: 88
INT: 71
AGI: 95
ATK: 277 (+16 from Brionac)
DEF: 136
Lv30 Halley
HP: 729
MP: 248
RunePow: 347
STR: 102
INT: 80
AGI: 109
ATK: 289 (305)
DEF: 141
Is s/he worth using?
Yes. You don't get her for quite a while, but she's good enough to replace
one of your other frontliners for a little while. Brionac gives her an
excellent ATK score, and her stats are good all around. She's probably the
best Valkyrie in the game (compare her stats with Iria's sometime). Her
attack power is better than Gereint's and Meleagant's, which is quite a feat.
Her only downside is that you only get to use her for about a year or so, and
then she splits. Make sure you take the Brionac before she leaves, though,
since Adilicia can use it as well. She has more than enough MP to cast Holy
Word, which is always a nice option to have around.
Background: A female Knight, who has a sad look in her eyes. She is called
the "shooting Star Halley" for her beautiful, yet fierce way of fighting. She
searches around the continent for Bulnoil, the magician who killed Leland,
the only man she ever loved.
Alsace.
Lv1 Fighter
HP: 422
MP: 107
RunePow: 155
RuneArea: 4
Rune Growth: Very High (7-9)
STR: 63
INT: 55
AGI: 64
ATK: 191
DEF: 116
Lv30 Avenger
HP: 792
MP: 174
RunePow: 380
STR: 117
INT: 75
AGI: 93
ATK: 319
DEF: 136
Is s/he worth using?
I personally never use him, but he's pure potential. You get him late into
the game, and using a level 1 character at that point isn't very appealing,
especially since his starting rune power is so poor. While raising him isn't
that hard, it might not be worthwhile. Still, he's functional if you decide
to use him. Assuming Halo + killing a Knight, he should gain 5-7 levels,
which puts him above 200 Rune Power, on average. Considering that you can
achieve this in a single battle, it doesn't take much work to make Alsace
usable.
As you can see, his level 30 stats are very impressive. Despite having
mediocre HP for an Avenger, he makes up for it with his sheer strength. He's
got plenty of Rune Power, which makes him useful if you plan on building him
up.
Background: The number one fan of Prince Lance. He has a pure heart, which
helps him overcome anything. He is never tired of saying, "I'll also become a
King someday!". Adults admire his youthful innocence because it reminds them
of their own childhood.
=============
G2b. Caerleon [teh_dorky]
=============
Caerleon is led by Cai, the Silent Wise King. Cai is said to be one of the
most intelligent men on the continent. He has very powerful magic, making him
a tough opponent. With him are Dinadan, the Knight Master, BeauArte, Cai's
head adviser, and Cai's younger sister, Merriot. Together, they form a
powerful group of Knights.
Caerleon borders the sea, which means that it has a lot of aquatic creatures
and cities. It also borders three countries, Iscalio, New Almekia, and
Esgares. Early on, New Almekia and Caerleon forge an alliance, which gives
Caerleon only one city to defend from the start. It has the best starting
strategic position in the game, as it is free to beat the crap out of Iscalio
or Esgares at its own leisure. Caerleon can just stay in Hervery until it is
ready for a large-scale attack. I feel Caerleon is the easiest country to win
with. Since Caerleon is lacking in physical attack Knights in the beginning,
you might consider questing to get Layoneil, Hyude, or Dogal. You may wish to
do so anyway, since Caerleon has a limited amount of Knights to work with
anyway.
Country Statistics
---
Starting Castles: Linnuis, Kail, Squest, Baynock, Hervery (6)
Starting Mana: 682
Starting Knights: Cai, Dinadan, Merriot, BeauArte, Shast, Janfadar, Cierra,
Bilcock (8)
Knights gained through storyline: Millia, Eloute, Gush, Lecarra (4)
Starting # of Monsters: 23
Recommended Knights: Cai, Dinadan, Merriot, BeauArte, Shast (level him up and
he's great), Janfadar, Cierra, Eloute, Millia, Lecarra (everyone but Bilcock
and Gush, I guess)
Promoted Monsters: Lv10 High Centaur, Lv10 Couatl, Lv10 Triton
-------------------
Rune Knight Summary
-------------------
Cai.
Lv22 Warlock [Ruler]
HP: 480
MP: 533
RunePow: 319
RuneArea: 5
Rune Growth: High (6-8)
STR: 59
INT: 96
AGI: 62
ATK: 178
DEF: 110
Starting Monsters: Dragon, High Centaur, 2 Lizard Men
Lv30 Warlock
HP: 528
MP: 589
RunePow: 375
STR: 67
INT: 116
AGI: 74
ATK: 194
DEF: 114
Is s/he worth using?
Hell yes. In a country that consists mainly of mages, Cai stands out. He's
like an uber-Wizard, with every Geno spell and even some healing. Considering
how insane his intelligence is, the healing he provides should be ample. With
his MP supply, he can cast Geno-Flame and Geno-Frost three times in a single
fight. Very little can survive three Geno-spells, and the rest should be at
least half dead anyway. His single target spells also pack quite a punch,
especially Exa-Blast (watch him blow Mermen and Lizard Men out of the water
with it).
Cai's only downside is that he's very fragile. He has less HP than a lot of
level 1 monsters, and this means that you should be careful not to send him
too far into the frontlines, as tempting as that may be. Geno-Thunder has
plenty of range, but that may not be enough for some. Like the other rulers,
his Rune stats are superb.
Background: King of Caerleon, which is the known as the "Magic-Kingdom". A
young man so gentle that he may give the impression that he is a weak king,
but he has profound wisdom and passion in his heart. He is also known as the
"Silent Wise King".
Merriot.
Lv3 Scout
HP: 396
MP: 134
RunePow: 221
RuneArea: 4
Rune Growth: High (6-8)
STR: 56
INT: 60
AGI: 72
ATK: 187 (+6 from Elven Bow)
DEF: 114
Starting Monsters: Pixie, Unicorn, Jinn
Lv30 Artemis
HP: 666
MP: 215
RunePow: 407
STR: 83
INT: 78
AGI: 123
ATK: 241 (247)
DEF: 141
Is s/he worth using?
Sure. I have a bit of a bias towards the Archer path, but they can be really
awesome if trained well. Treat her as a Lance-type character (with a lesser
amount of protection, since she's not a country leader). The Elven Bow gives
her a minor boost in power. You can probably quest and get something much
better, but anything works at the beginning.
Her high initial Rune Power and solid Rune Area make her worth using, IMO. By
level 10, she should be just a little short of 300 Rune Power. Good stuff.
Just watch out, since she's very fragile, though this shouldn't be too much
of a problem because of her ranged attack. She's one of the easiest knights
of her type (starts out as a mediocre character, ends up stellar) to train.
At level 30, her Rune Power is one of the highest in the game.
Dinadan.
Lv25 Paladin
HP: 675
MP: 204
RunePow: 307
RuneArea: 5
Rune Growth: Good (5-7)
STR: 100
INT: 69
AGI: 90
ATK: 280
DEF: 140
Starting Monsters: Couatl
Lv30 Paladin
HP: 745
MP: 229
RunePow: 339
STR: 108
INT: 74
AGI: 95
ATK: 296
DEF: 141
Is s/he worth using?
Hell yeah. Dinadan is Caerleon's only real dedicated physical Knight (it
doesn't really get another one unless you really train Shast), and he's a
damn good one. He's your main man against Cador in the beginning few fights
(the two can basically take each other out if left alone. If you support
Dinadan, you'd beat him quite easily). 307 Rune Power at the beginning of the
game is very handy. He should probably be part of all your main assaults.
It's always fun to see him wipe out a Hellhound in a single blow. Dinadan can
use Holy Word for additional magic damage if need be.
His level 30 stats aren't the best, but that's true of most Knights level 25
and over. Obviously, their utility comes in the early/middle part of the
games, where they're unstoppable powerhouses, and they're usually still
perfectly functional knights at endgame.
Background: The strongest Knight in Caerleon and the only Knight Master on
the continent. He has a malicious tongue. He doesn't like anything that has
to do with the palace. King Cai is the only reason he continues to work in
the palace.
Some of the dialogues he has with other Knights are amusing.
BeauArte.
Lv12 Bishop
HP: 479
MP: 260
RunePow: 224
RuneArea: 4
Rune Growth: Good (5-7)
STR: 61
INT: 74
AGI: 62
ATK: 187
DEF: 110
Starting Monsters: Giant, Mandrake
Lv30 Cardinal
HP: 659
MP: 350
RunePow: 331
STR: 84
INT: 106
AGI: 80
ATK: 238
DEF: 121
Is s/he worth using?
Eh. Sure. As bland as he is, he's decent enough at what he does (carry
monsters around and support them). 224 Rune Power is good, and Caerleon
doesn't have many other Knights to use. You could switch him over to a mage
class so that you can have added firepower and a higher MP score (Mage MP
growth > Bishop MP growth). His high-powered Divine Ray may make him a decent
choice to take along with Dinadan to fight Cador in the first few fights.
Background: A Bishop who has worked for the Caerleon Royal Family since the
late King. People think of him as being a coward but this isn't true. He
controls young Knights who may act recklessly, and supports the King.
Janfadar
Lv12 Druid
HP: 376
MP: 359
RunePow: 198
RuneArea: 3
Rune Growth: Good (5-7)
STR: 48
INT: 84 (+6 from Ancient Book)
AGI: 61
ATK: 151
DEF: 100
Starting Monsters: 2 Golems, 2 Ghouls
Lv30 Necromancer
HP: 556
MP: 505
RunePow: 309
STR: 58
INT: 115 (121)
AGI: 74
ATK: 176
DEF: 109
Is s/he worth using?
Sure. A word of advice, though. The Ancient Book he has is a bit more useful
for Cai). The boost isn't substantial, but every little bit counts when you
consider that Cai usually throws three Geno-spells out a battle. Janfadar's
INT is still good without the Ancient Book. His Rune Power isn't bad, though
the 3 in Rune Area hampers him a little bit. Along with Cai and Cierra, you
probably have roughly 7 Geno spells to throw around in a single fight. This
is by no means an ideal party, but its raw magical potential may overcome any
physical deficiencies the party may have (honestly, you use 2nd and 3rd tier
Dragons if you want lots of physical power). Once he gets the Necromancer
promotion (not too unreasonable if you use him a bit), Meteor Doom crushes
stuff pretty badly. Early on, his Power spell is invaluable (Dinadan is
probably the best to use it on, as Caerleon doesn't have a "go to" monster
that New Almekia and Iscalio have).
Background: A magician who has devoted his entire life to perfect the art of
magic. Due to the time he spends on his research, he has distinguished
himself as the most knowledgeable magician in Caerleon.
Cierra.
Lv15 Sorceress
HP: 403
MP: 457
RunePow: 180
RuneArea: 3
Rune Growth: Good (5-7)
STR: 50
INT: 81
AGI: 75
ATK: 155
DEF: 107 (+2 from Earring of the Sea)
Starting Monsters: Hydra, Triton, Merman
Lv30 Witch
HP: 553
MP: 582
RunePow: 269
STR: 58
INT: 109
AGI: 90
ATK: 176
DEF: 115 (117)
Is s/he worth using?
Possibly. She's not quite as impressive as Janfadar, but she's pretty good.
The extra MP she has lets her cast more spells after repeated Genos, and she
can get a third Geno much more easily than Janfadar can. What really holds
her back, however, is the fact that her Rune Power is worse than Janfadar's,
and she's three levels higher. This is bad, since 180 isn't too impressive
for a promoted Knight, and she's a little harder to extensively train. Still,
if you can get past that, she might be worth the trouble.
By the time she's level 20, she can cast Meteor Doom once (just missing
the second). Building her up to this is really the point of using her.
Shast.
Lv12 Grappler
HP: 601
MP: 113
RunePow: 172
RuneArea: 4
Rune Growth: Good (5-7)
STR: 78
INT: 51
AGI: 81
ATK: 231
DEF: 122
Starting Monsters: Wyvern, Gryphon
Lv30 Champion
HP: 893
MP: 131
RunePow: 286
STR: 119
INT: 61
AGI: 109
ATK: 323
DEF: 136
Is s/he worth using?
I'd say so. Keep in mind that his Rune Power is bad at first. He's at a level
where it's not impossible to remedy, though. He has high stats, and he has
the potential to be one of the strongest units you have in your game. He's
also a big asset to Caerleon since he's one of its only real physical
fighters. Keep this in mind when you make your parties. He's also at a point
where he's not really a liability to train, since his offense is pretty good.
Background: An enthusiastic Knight of Caerleon, he considers justice to be
the key to everything and he is willing to fight anyone who opposes. He
always gets into an argument with Dinadan, however, their teamwork on the
battlefield is unique.
Bilcock.
Lv5 Priest
HP: 421
MP: 216
RunePow: 156
RuneArea: 3
Rune Growth: Low (3-5)
STR: 60
INT: 63
AGI: 58
ATK: 180
DEF: 104
Starting Monsters: Jinn, Pixie
Lv30 Cardinal
HP: 669
MP: 339
RunePow: 257
STR: 86 (+1 after beating up his robot)
INT: 103
AGI: 83
ATK: 242
DEF: 134
Is s/he worth using?
Sure... as a Quest Knight. Caerleon has a far superior person on this path
(BeauArte), making Bilcock pretty much obsolete. His stats are low, his Rune
Power and Growth are atrocious, and his Rune Area is terrible. This, along
with average to bad stats across the board, makes him quite unusable as a
whole. Quest Knights are useful in their own right, though. Just not on the
battlefield.
Background: A Priest who spends more time on his inventions instead of
praying, which casues BeauArte headaches. His inventions are usually not
practical, but King Cai states, "They are practical, they amuse Merriot."
Millia
Lv5 Enchantress
HP: 392
MP: 383
RunePower: 194
Rune Area: 5
Rune Growth: High (6-8)
STR: 45
INT: 70
AGI: 64
ATK: 142
DEF: 90
Lv30 Witch
HP: 622
MP: 568
RunePow: 375
STR: 59
INT: 113
AGI: 89
ATK: 178
DEF: 114
Is s/he worth using?
Statistically, she's excellent. She has 70 INT at level 5, and her Rune
Growth is impressive considering she can get up to 25 levels of it. 194
starting Rune Power isn't bad, and that value shoots up quickly.
Unfortunately, she's not always reliable, since you have to quest her to get
Eloute, Gush, and Lecarra.
If it weren't for that, she'd be more useful, and I'd definitely use her over
Cierra (who has worse Rune Power 10 levels above Millia). Of course, Caerleon
is so easy to defend that you could probably afford to wait it out.
At level 30, she's above average in most categories, for a Witch. It might be
worth your while to build her.
Background: Um.
Eloute.
Lv9 Fighter
HP: 513
MP: 121
RunePower: 208
RuneArea: 4
Rune Growth: Good (5-7)
STR: 72
INT: 79
AGI: 64
ATK: 209
DEF: 116
Lv30 Shogun
HP: 723
MP: 184
RunePow: 336
STR: 109
INT: 100
AGI: 95
ATK: 303
DEF: 136
Is s/he worth using?
Depends. I made him a Samurai, but that doesn't really matter much. His high
initial intellect seems to indicate that he'd make a pretty good
Cavalier/Paladin, though (or even an Avenger, with a high-powered Curse).
Caerleon is hurting for physical Knights, so if you're willing to work with a
lower levelled character, I'd say he's worth your while. If not, quest him.
Again, if you do use him, you may have to leave him out of a few assaults
early on to get Caerleon's other quest Knights. His Rune Stats are fairly
good for his level. He could be worth using on minor assaults or on defense.
Background: ?
Gush.
Lv11 Monk
HP: 474
MP: 262
RunePow: 167
RuneArea: 3
Rune Growth: Low (3-5)
STR: 68
INT: 67
AGI: 71
ATK: 206
DEF: 118
Lv30 Guardian
HP: 780
MP: 319
RunePow: 244
STR: 105
INT: 87
AGI: 94
ATK: 290
DEF: 131
Is s/he worth using?
Gush is fairly worthless. His Rune stats are atrocious, and there's nothing
distinguishing about him at all. Caerleon needs physical Knights, but he's
really not worth using. Monks generally have low HP for fighters, which makes
them liabilities sometimes. Monks like Isfas are decent, but Gush is nowhere
close to his level of ability. It's kind of sad that a country hurting for
physical Knights would pass him up. QUEST HIM. He may get someone worthwhile,
like Hyude.
Background: He is involved in the martial arts and has mastered many
different techniques. Shast was both his fellow pupil and his rival. Since he
believes that all people are created equal, he has never served under any
Lord. He has confidence in his skills.
Lecarra.
Lv16 Mystic
HP: 418
MP: 494
RunePow: 217
Rune Area: 4
Rune Growth: Good (5-7)
STR: 49
INT: 82
AGI: 73
ATK: 163
DEF: 104
Lv30 Sage
HP: 558
MP: 612
RunePow: 305
STR: 56
INT: 108
AGI: 87
ATK: 163
DEF: 114
Is s/he worth using?
Sure. She's the big bonus you get for having to quest Millia and Eloute all
the time (no one really cares about Gush). You might get her a tad late, but
the Mystic class is fun. Lots of people disparage it for being too
restrictive, but it's quite good at what it does. Her real power comes when
she's promoted. She gets lots of useful fire spells, namely Exa-Blast and
Power. She has passable Rune Power, and her high MP pool should be a real
asset. If you play your cards right, she can cast 4 Geno-spells by level 30.
Of course, this is of questionable use because anything and everything will
probably die by the time you cast three Geno-spells, but it's still worth
mentioning.
Background: She talks with a different accent since she was brought up in a
rural area of Iscalio. She supported herself by telling fortunes in Logres,
the old capital of Almekia. There, she met Millia and felt a strange fate
with her. She decided to follow her.
===========
G2c. Leonia [teh_religious]
===========
Leonia is a holy country located in East Forsena. Led by the young Queen
Lyonesse, Leonia houses a lot of Monks and Priests. It borders Norgard and
Iscalio. Lyonesse declares war on Norgard early on, and Iscalio is at war
with the world. Leonia is the only country that does not border Esgares. This
gives them a slight advantage, because it does not have to worry about early
assaults from Cador and Zemeckis until later. Most Leonian castles can make
holy element monsters, such as Unicorns, Angels, and Gryphons.
Offensively, it is not in a very favorable strategic position. However, it is
rather easy to defend. When starting out, I recommend that you keep a strong
force to keep Iscalio at bay, then attack Norgard. The Castle of Asten
(Iscalio), opens up a very hostile area. If you take Asten, then you will be
surrounded by four castles, making any attack from Asten pretty ineffective.
Unless you want to destroy some of Iscalio's monsters, try not to attack
Asten. I feel attacking Humber (Norgard) at first is easier, because after
taking Humber, only two castles are adjacent to you. However, Vaynard usually
keeps his borders pretty safe. I still feel it is better because you can
concentrate on one country instead of three. Also, you should note that
Leonia's southernmost castle is easily blocked off by strong monsters,
because it has a narrow mountain pass that only a few units can fit through.
The main strategy on this map is to fit two tough monsters (Dragons, for
example), keep them alive through Leonia's plentiful healing, and wait the
opponent out.
Country Statistics
---
Starting Castles: Tallas, Kelilauns, Damas, Whisland, Glume, Hadrian (6)
Starting Mana: 797
Starting Knights: Lyonesse, Kiloph, Paternus, Asmit, Chantail, Raizen, Filo,
Sophia, Isfas, Charlene, Langueborg (11)
Knights gained through storyline: Baleen, Galonwand, Georg (3)
Starting # of Monsters: 26
Recommended Knights: Lyonesse, Kiloph, Paternus, Isfas, Asmit, Charlene
Promoted Monsters: Lv10 HolyGriff, Lv10 Phoenix, Lv10 Pegasus
-------------------
Rune Knight Summary
-------------------
Lyonesse.
Lv3 Queen [Ruler]
HP: 358
MP: 362
RunePow: 262
Rune Area: 5
Rune Growth: Low (3-5)
STR: 33
INT: 81
AGI: 57
ATK: 181
DEF: 109
Spells: Heal, Area Heal, Cure, Divine Ray, Holy Word, Charm, Protect
Starting Monsters: Holygriff, Angel, Pixie
Lv30 Queen
HP: 520
MP: 551
RunePow: 373
STR: 47
INT: 122
AGI: 98
ATK: 209
DEF: 122
Is s/he worth using?
Yeah. She almost has the highest starting Rune power in Leonia (second only
to Paternus). There are two ways of using her. One is to just keep her in the
back, using protect and healing spells. The other way is to keep her near the
front, making sure to surround her with strong monsters. Use Holy Word a lot.
Later on, she gets 2 Holy Word spells. Holy Word is pretty MP intensive, so
decide whether it is more beneficial to use Holy Word for widespread damage
or to use her MP for healing and support. She also has the potential to be
the most intelligent Knight in Forsena, depending on the random growth.
She's never really a liability due to Holy Word, and she should be the
premier member of Leonia's Big Bad Holy Word club. The spell itself isn't
that great, but the fact that you can cast it en masse usually adds up to
respectable chip damage. If you're willing to get close to an enemy,
Lyonesse's Divine Ray spells generally hurt quite badly.
Background: The Queen of Leonia, a sacred country. She used to be an ordinary
village girl, but was chosen to the Queen by the prophecy. Everyone is moved
by the way she strives to fulfill her duty as Queen. Kiloph has been her
close friend since childhood.
Kiloph.
Lv3 Barbarian
HP: 501
MP: 83
RunePow: 203
RuneArea: 4
Rune Growth: High (7-9)
STR: 72
INT: 51
AGI: 63
ATK: 214
DEF: 106
Starting Monsters: Phoenix
Lv30 Avenger/Champion
HP: 899
MP: 120
RunePow: 421
STR: 126
INT: 69
AGI: 99
ATK: 337
DEF: 133
Lv30 Champion
HP: 919
MP: 113
STR: 128
INT: 65
AGI: 104
ATK: 341
DEF: 134
Is s/he worth using?
Hell yes. Check out his level 30 stats. He's probably the strongest Knight in
the game. The excellent Rune stats are an added bonus. He can go for the
Avenger/Champion combo for hard hits with a good critical rate, as well as
regeneration. After a few levels, he's an absolute monster on the
battlefield. He's even more useful because he's in Leonia, since it is
generally weak on physical Knights (whether he alone makes up for this
deficiency is actually arguable). I haven't talked to anyone who has ever
regretted using him.
Background: A friend of Lyonesse since childhood, Kiloph became a Knight so
that he could protect her. Despite his attitude, he is very kind at heart.
Although he may act snappish towards Lyonesse, he is really fond of her.
Paternus.
Lv20 Cardinal
HP: 582
MP: 307
RunePow: 273
Rune Area: 5
Rune Growth: Good (5-7)
STR: 78
INT: 87
AGI: 72
ATK: 238 (+8 from Gravity Mace)
DEF: 119
Starting Monsters: Gryphon, Pegasus, Centaur
Lv30 Cardinal
HP: 682
MP: 357
RunePow: 335
STR: 93
INT: 107
AGI: 82
ATK: 256 (264)
DEF: 122
Is s/he worth using?
Sure. He's more of a crutch for Leonia at the beginning, but his usefulness
never really fades. His Rune stats are excellent all around. He is part of
the Holy Word club as well, but his limited MP score allows him to cast it
only once. He has a surprisingly good attack score for a Priest class. SMASH
IN THE NAME OF GOD, and such.
He also gets extra points for calling Dryst a moron. I had Paternus kill
Dryst in that one, too.
Background: He's a Cardinal who supports Queen Lyonesse. Since Lyonesse is
not familiar with politics, he administers the affairs of the state. He
watches over Lyonesse and Kiloph like a guardian.
Asmit.
Lv13 Bishop
HP: 491
MP: 272
RunePow: 214
Rune Area: 4
Rune Growth: Good (5-7)
STR: 71 (+3 from Almighty Ring)
INT: 83 (+3 from Almighty Ring)
AGI: 71 (+3 from Almighty Ring)
ATK: 207
DEF: 116 (+3 from Almighty Ring)
Starting Monsters: Gryphon, Centaur
Lv30 Cardinal
HP: 661
MP: 357
RunePow: 313
STR: 90 (93)
INT: 111 (114)
AGI: 85 (88)
ATK: 250 (256)
DEF: 124
Is s/he worth using?
Eh. He's not that bad, but he's massively overshadowed by Paternus. The
Almighty Ring should probably go to someone else, too (Kiloph, maybe).
However, I've gotten good use from him by switching him over to the Mage path
so that he has some offense. This helps with him quite a bit, since Leonia's
only natural mage blows. His Rune stats make him worth using, but he's
utterly average otherwise (well, outside of his exceptional intelligence
score).
Background: A wise Knight in Leonia, who is also known as the "Perfect Man".
His perfectionism usually puts people off. However, the Queen places complete
trust in him. Kiloph may be jealous of him because the Queen relies on Asmit
on most occasions.
Chantail.
Lv6 Mage
HP: 337
MP: 326
RunePow: 168
Rune Area: 4
Rune Growth: Low (3-5)
STR: 46
INT: 61
AGI: 54
ATK: 142
DEF: 93
Starting Monsters: Mandrake, Unicorn
Lv30 Wizard
HP: 561
MP: 510
RunePow: 263
STR: 58
INT: 102
AGI: 78
ATK: 176
DEF: 111
Is s/he worth using?
His initial Rune stats and his crappy Rune Growth scream out "QUEST ME." He
has the Power spell, but Asmit can switch over to the Mage path as soon as
he's level 15 for the same effect. Characters with poor Rune Power and Growth
need something else to justify use, but Chantail just doesn't have anything
worth mentioning. He and Langueborg join your country if you take over
Leonia, making for quite possibly the most pathetic combination of Knights
you could get.
Background: A magician of Leonia who can deal with anything with composure.
He loves his baby very much and talks about him all the time, even in front
of the Queen. His dream is to make his son the palace magician of Leonia.
Raizen.
Lv11 Monk
HP: 485
MP: 246
RunePow: 160
Rune Area: 4
Rune Growth: Good (5-7)
STR: 70
INT: 65
AGI: 68
ATK: 216 (+6 from Rivet Knuckle)
DEF: 117
Starting Monsters: 2 Giants
Lv30 Guardian
HP: 791
MP: 303
RunePow: 274
STR: 108
INT: 85
AGI: 91
ATK: 296 (302)
DEF: 130
Is s/he worth using?
OK, 160 Rune Power at level 11 is really horrible. However, his growth and
Rune Area aren't bad, so he can potentially be salvaged (if you go through a
game normally, you can probably expect to gain 10 levels out of someone you
use quite a bit. More if they're low levelled to start with). Guardians
aren't bad, but you'll probably be near the end of the game when you get him
to that path. He's okay for defensive purposes, but I'd never use him in a
real assault. The Rivet Knuckle he has fits much better on Isfas.
Background: A man obsessed with fighting. He never talks to the other
Knights, but is always in search of someone to fight. He accidently killed a
man during Kumite and is now despised by his people. However, he never made
any excuses for the action.
Filo.
Lv7 Cleric
HP: 405
MP: 279
RunePow: 193
Rune Area: 4
Rune Growth: Good (5-7)
STR: 58
INT: 68
AGI: 67
ATK: 176
DEF: 107
Starting Monsters: Wyvern, Unicorn, Jinn
Lv30 Saint
HP: 635
MP: 394
RunePow: 328
STR: 81
INT: 105
AGI: 90
ATK: 232
DEF: 125
Is s/he worth using?
I dunno. I used her, Sophia, and Raizen to defend the lower pass. The map
there is incredibly easy to defend, because you can wedge two monsters in
there, and only three enemies and ranged units can attack (the best monsters
to stick there are Dragons, since they can use breaths). If you keep those
two monsters healthy (which you can, with all the healing that Sophia, Filo,
and the abundance of white aligned monsters around), you're pretty much set.
On her own, Filo's not that special. If you can get Filo and Sophia to level
10, they can start the mass Holy Word'ing.
Lectors are handy since they have some decent offense, I suppose, but the
method above is difficult to gain experience in (since you're mostly healing
and supporting).
Background: A female officer of Leonia. She always listens to Lyonesse
discuss her problems. Her gentle personality calms those around her. However,
she can be strong-willed whenever things get rough.
Sophia.
Lv7 Cleric
HP: 398
MP: 281
RunePow: 171
Rune Area: 4
Rune Growth: Good (5-7)
STR: 61
INT: 70
AGI: 62
ATK: 182
DEF: 105
Starting Monsters: Gryphon, Jinn, Pixie
Lv30 Saint
HP: 628
MP: 396
RunePow: 322
STR: 84
INT: 107
AGI: 85
ATK: 238
DEF: 123
Is s/he worth using?
Same as Filo, but with worse Rune Power.
Background: A very intelligent female officer of Leonia. She often makes
little mistakes for being talkative. She has visited the Wiseman Solon with
her friend Filo to increase their intelligence. Her bravery and logical way
of thinking deserves everyone's applause.
Isfas.
Lv16 Monk
HP: 557
MP: 266
RunePow: 233
Rune Area: 4
Rune Growth: Good (5-7)
STR: 76
INT: 74
AGI: 70
ATK: 222
DEF: 118
Starting Monsters: Roc, 2 Golems
Lv30 Guardian
HP: 793
MP: 308
RunePow: 317
STR: 104
INT: 93
AGI: 91
ATK: 288
DEF: 130
Is s/he worth using?
While most Monks are rather ordinary, Isfas stands out since he's a good
physical Knight in Leonia. His Rune stats are good, and he's decent support
for his monsters. Still, like all Monks, he's weak on HP and defense, so he
still needs to be protected more than most other physical Knights. However,
once he becomes a Guardian, he receives a decent boost. Guardians have
Champion level growth (at least for HP and STR), which is always a plus.
Still, I just can't shake the feeling that Guardians are just watered down
Champions who have minor healing spells.
Background: A smiling giant with a gentle heart who works under Cardinal
Paternus. His hobby is gardening and is often seen feeding birds. Isfas acts
like a big brother to Kiloph and would put his own life on the line for the
Queen.
Charlene
Lv12 Lancer
HP: 506
MP: 164
RunePow: 226
RuneArea: 4
Rune Growth: Low (3-5)
STR: 69
INT: 64
AGI: 80
ATK: 223
DEF: 126
Starting Monsters: Angel, Pixie
Lv30 Valkyrie
HP: 758
MP: 218
RunePow: 299
STR: 96
INT: 78
AGI: 107
ATK: 277 (287)
DEF: 140
Is s/he worth using?
Sure. She doesn't really distinguish herself too much, but she has good
starting Rune Power. Low growth doesn't hamper this that much, since her Rune
Power will be decent throughout the game. It'll just get annoying when you're
promoting monsters. The Ice Javelin makes her a decent attacker, and she's
fairly evasive.
Background: Her father brought her up to be a soldier, since he had no son.
She has a very rational personality. Referred to as the "Snow Crystal of
Leonia" by the people, she is admired for never letting her personal feelings
interfere with her duties.
Langueborg.
Lv10 Cavalier
HP: 538
MP: 127
RunePow: 138 (terrible)
RuneArea: 3
Rune Growth: Low (3-5)
STR: 76
INT: 49
AGI: 67
ATK: 216
DEF: 127
Starting Monsters: 2 G-Scorpions
Langueborg. Lv30 Paladin
HP: 778
MP: 227
RunePow: 218
STR: 106
INT: 69
AGI: 87
ATK: 292
DEF: 139
Is s/he worth using?
Langueborg sucks. He has a friggin' 138 in Rune Power. That means he might be
able to have 2 moderately powered monsters, while most of the others can have
3 or 4. He can heal, but his 2 monsters will probably die before he even gets
a chance. Even if he does get to heal, his 49 INT makes the amount he heals
very insignificant. He's probably the worst Rune Knight in the entire game.
Unlike some other "project" Knights, there are no real incentives to use him,
since he doesn't become anything worthwhile at any level. QUEST.
At level 30, his stats aren't all that bad. Still, 218 Rune Power doesn't cut
it for anyone, and he's too statistically average to actually use. He's
really not worth the trouble.
Background: He calls himself "The Brain". Originally Norgard, but he left
when Vaynard took over the throne. He didn't think Vaynard had the ability to
make a good King. He always bothers Queen Lyonesse with suggestions that have
no meaning.
Baleen.
Lv1 Scout
HP: 385
MP: 120
RunePow: 187
RuneArea: 3
Rune Growth: Good (5-7)
STR: 57
INT: 49
AGI: 66
ATK: 179
DEF: 112
Starting Monsters: None
Baleen. Lv30 Artemis.
HP: 675
MP: 227
RunePow: 358
STR: 86
INT: 69
AGI: 120
ATK: 247
DEF: 140
Is s/he worth using?
Sure. If you can find space for her, I'd go for it. It's always worthwhile to
have someone on the Archer path around for a sniping team (Centaurs). She
joins early, and her initial Rune stats are workable. The 3 in Rune Area is a
bit of a hamper, but it can be overlooked for her other merits. Her initial
stats are low, but she gets pretty impressive if you train her.
Background: A dark skinned girl from a savage tribe. She has a sharp mind as
well as a short fuse. She is a close friend of Kiloph, but they argue every
time they see each other. She tries to be more lady-like, but that is a
difficult task for her.
Galonwand.
Lv2 Barbarian
HP: 484
MP: 81
RunePow: 157
RuneArea: 3
Rune Growth: Low (3-5)
STR: 66
INT: 54
AGI: 55
ATK: 202
DEF: 103
Starting Monsters: None
Galonwand. Lv30 Avenger
HP: 866
MP: 129
RunePow: 259
STR: 119
INT: 74
AGI: 83
ATK: 323
DEF: 132
Is s/he worth using?
Probably not. Low starting Rune Power and growth make for a godawful
combination. He is rather strong for a level 2 character, but that alone
doesn't make him worthwhile. He's not totally unusable, but it's much better
to quest him and use Kiloph.
Background: Kiloph's best friend. Rough and optimistic, his motto is "Do
things as they come". But when either his friends or his mother country get
involved, he doesn't mind risking his life for them. Also, there is a girl
that he has a crush on.
Georg.
Lv8 Priest
HP: 438
MP: 215
RunePow: 177
RuneArea: 3
Rune Growth: Low (3-5)
STR: 59
INT: 68
AGI: 56
ATK: 178
DEF: 103
Starting Monsters: None
Lv30 Cardinal
HP: 658
MP: 325
RunePow: 267
STR: 86
INT: 105 (110)
AGI: 78
ATK: 242
DEF: 126 (131)
Is s/he worth using?
Georg is a priest who you get from a quest. He's a pretty interesting guy,
but he's not very battle worthy. It's much better for him to be one of
Leonia's many quest Knights. The last thing Leonia needs is more priests.
His level 30 stats are alright, but his inferior Rune stats bring him down.
============
G2d. Iscalio [teh_crazy]
============
Iscalio is a rather unpredictable country located in the southeast. It is led
by the great and mighty Dryst, who is a nutter. It's never boring there. With
clowns for Knights and an insane leader with a creepy grin plastered on his
face, Iscalio probably has the most interesting assortment of Knights in the
game. Aside from its Knights, there isn't much to say about Iscalio.
</pre><pre id="faqspan-5">
Beginning players probably should not try Iscalio first. Iscalio is not in a
good strategic position for offense. It is in an incredible defensive
position, though. It is blocked off with two castles, but there aren't enough
powerful Knights to launch an effective offensive and make good border
patrols. I had Bagdemagus, Camden, and Gallo start attacking Leonia, leaving
Miguel, Lucia, and Daffy to defend Asten. They actually did a pretty decent
defense job. They fended off Cador, Esmeree, and some weak Knight (I think it
was Fiel), and managed to wound both Cador and Fiel. Managing your limited
Knights in this situation is difficult, so I advise that you quest to try to
get someone like Hyude or Dogal as soon as possible. Iscalio's Knights are
all above average.
Country Statistics
---
Starting Castles: 6
Starting Mana: 797
Starting Knights: Dryst, Iria, Camden, Ulster, Bagdemagus, Gallo, Hula,
Teath, Daffy, Miguel, Lucia (12)
Knights gained through storyline: 0
Starting # of Monsters: 33
Good Knights to use: All of them are pretty good, and you need to use most of
them to win with Iscalio. Avoid Victoria, though. She sucks.
Promoted Monsters: Lv20 Bahamut, Lv10 Gigas
-------------------
Rune Knight Summary
-------------------
Dryst.
Lv21 Tyrant [Ruler]
1 Red. 1 Black
HP: 652
MP: 202
RunePow: 322
RuneArea: 5
Rune Growth: Good (6-8)
STR: 91
INT: 65
AGI: 89
ATK: 262
DEF: 136
Spells: Curse, Weakness, Flame, Power
Starting Monsters: Bahamut!, Demon, Hell Hound
Lv30 Super Tyrant
1 Red. 1 Black
HP: 742
MP: 247
RunePow: 385
STR: 109
INT: 74
AGI: 116
ATK: 298
DEF: 140
Spells: Meteor Doom, Curse, Weakness, Flame, Power
Is s/he worth using?
Dryst is pretty damn good. He starts out with a Bahamut and the Power spell.
When you cast Power on his Bahamut, the breath attack will do about 300+
damage to all creatures in a line. He has the Curse and Flame spell, but I
generally don't use those, because Dryst's intelligence is rather low (He's a
genius, though, no matter what that INT stat says) for a leader. He also has
very good physical stats. His physical attack does good damage, and high AGI
makes him pretty hard to hit. However, he seems to be inferior compared to
other leaders. Unlike the other rulers (except Lance), Dryst doesn't get a
mass destruction spell until much later on in the game. When he gets to level
30, he becomes a Super Tyrant, which (from what I can tell. This might not be
the only improvement) gives him the Meteor Doom spell. This is great, but
more often than not, he doesn't have enough MP to cast it, which means you
have to give him a Ring of Sorcery (you can get one from Carlota after
destroying New Almekia or a potion). It would seriously suck if Dryst had
Meteor Doom and couldn't cast it. Even when he is able to cast Meteor Doom,
he can cast it once for OK damage, due to his crappy INT.
Background: Known as the "Mad King of Iscalio", he is selfish, self-
righteous, and far from being respectful or virtuous. However, he is
extremely powerful. His actions cannot be explained with logic as he is a man
who does as he pleases.
Iria.
Lv20 Valykrie
HP: 593
MP: 180
RunePow: 248
RuneArea: 5
Rune Growth: Good (5-7)
STR: 83
INT: 62
AGI: 96
ATK: 257 (+6 from Black Spear, which is a black element)
DEF: 137
Starting Monsters: Demon, Hell Hound, Pixie
Lv30 Valkyrie
HP: 733
MP: 210
RunePow: 317
STR: 98
INT: 72
AGI: 111
ATK: 281 (287)
DEF: 142
Is s/he worth using?
Iria is excellent. She has great physical stats and really high Rune Power
and Area. When she gains a few levels, she can cast Holy Word, giving her a
decent ranged spell. Her defense is top-notch, and she's incredibly hard to
hit at the beginning of the game. She has a Black Spear, letting her attack
white element enemies with more efficiency. She should definitely be a part
of your assault squads. One interesting thing about her is that the element
of her weapon is Black, and she's White/Blue. This means that she'll be able
to damage white units very well, since she does increased damage while still
retaining an innate white sphere for defense purposes.
Background: Mysterious female Knight who follows around King Dryst as his
shadow. Nicknamed the "Killer Doll". Dryst's orders are absolute for her. No
one knows her background other than that Dryst found her somewhere several
years ago.
Camden.
Lv14 Druid
HP: 409
MP: 380
RunePow: 235
RuneArea: 4
Rune Growth: Low (3-5)
STR: 51
INT: 79
AGI: 69
ATK: 157
DEF: 103
Starting Monsters: Gigas, 2 Ghouls
Lv30 Necromancer
HP: 569
MP: 512
RunePow: 303
STR: 59
INT: 113
AGI: 80
ATK: 178
DEF: 111
Is s/he worth using?
Camden is alright. His Rune Power will not grow much higher than it is at the
start of the game, but it starts off high enough to offset this. He is a
Druid, so he gets lots of Black and Red Element attack spells. He also has
the Power spell, which you can use on Dragons or Jinns for improved damage.
He's not that smart for a Necromancer, though. Still, he's only six levels
away from Meteor Doom, so he should work out pretty well for most people.
Background: A well known brown noser around King Dryst, he isn't liked by
Ulster. However, one should not underestimate his ability. Competence and
nobleness often do not go hand in hand in Iscalio.
Ulster.
Lv12 Bishop
HP: 483
MP: 254
RunePow: 228
RuneArea: 4
Rune Growth: Good (5-7)
STR: 65
INT: 72
AGI: 66
ATK: 195
DEF: 112
Starting Monsters: Dragon, Golem, Jinn
Lv30 Cardinal
HP: 663
MP: 314
RunePow: 334
STR: 83
INT: 104
AGI: 84
ATK: 236
DEF: 123
Is s/he worth using?
Ulster is very good. He has pretty good INT stats, and his Rune stats are
above average. However, like most Bishops, he lacks the MP to make a
significant impact on a battle. A reasonable course of action may be to
convert him into a mage class so that he can reap the benefits of higher MP
growth while getting decent attack spells. This is pretty simple, since you
just need to put three more levels in Bishop to get the EXPERT status. He
becomes a potent magic user, and his list of 18 spells with this combo is
quite impressive. I put him in a group with Dryst and Iria, and they were my
best group.
Background: A very smart man of good sense who is somewhat oppressed by the
people. Despite his numerous suggestions for the future of Iscalio, none of
them have been adopted by the King. Life continues for this unfortunate man.
Bagdemagus.
Lv16 Berserker
HP: 676
MP: 98
RunePow: 215
RuneArea: 4
Rune Growth: Good (5-7)
STR: 90
INT: 38
AGI: 69
ATK: 268 (+8 from Power Glove)
DEF: 122 (+4 from Power Glove)
Starting Monsters: Dragon, Lizard Man, Mandrake
Lv30 Avenger
HP: 872
MP: 132
RunePow: 299
STR: 124
INT: 50
AGI: 83
ATK: 333 (341)
DEF: 132 (136)
Spells: Curse, Weakness
Is s/he worth using?
Bagdemagus is the main powerhouse of Iscalio. He has a lot of HP, but his
defense is rather mediocre. His AGI and INT aren't so hot, either. You may
not feel that INT is very important, but it really makes a difference for
those Curse spells and magic defense. Low INT means that he takes big hits
from even small fry spells like Flame. As an Avenger, the spells he gets
aren't that useful because of his lousy INT stat, but he's not made to cast
spells. He's just there to walk around and hit stuff for a lot of damage, and
he does this quite well. Low agility makes hitting things an issue with him
sometimes, but this usually isn't a huge problem.
Background: A barbarian who is fond of Dryst and enjoys running wildly with
him. He's not very smart, but he's extremely powerful. The way he laughs out
loud with his mouth open signifies that he doesn't have any worries.
He also doesn't mind picking on Camden. YAY!
Gallo.
Lv9 Ranger
HP: 571
MP: 109
RunePow: 197
RuneArea: 4
Rune Growth: Good (5-7)
STR: 72
INT: 49
AGI: 80
ATK: 209
DEF: 116
Starting Monsters: Wyvern, Hellhound, Centaur
Lv30 Champion
HP: 905
MP: 130
RunePow: 323
STR: 119
INT: 60
AGI: 112
ATK: 323
DEF: 137
Is s/he worth using?
Sure. Gallo isn't very impressive when you first get him, but if you work
with him, he'll be one of your best (a statement that can be applied to
almost any ranger/Grappler). He's a single level from becoming a Grappler,
and his starting stats are actually rather impressive for his level,
particularly the 80 in AGI, which gives him good accuracy and evasion. As a
Champion, he has excellent offense and rarely gets hit. His Rune stats aren't
bad, either.
Background: He is a Knight with a painted face. He was a traveling
performance before hearing about the reputation of King Dryst and coming to
Iscalio. He makes friends with anybody since he is a smooth talker. Gallo
even gets along well with Bagdemagus.
Hula.
Lv1 Cleric
HP: 336
MP: 239
RunePow: 175
RuneArea: 3
Rune Growth: High (7-9)
STR: 48
INT: 60
AGI: 57
ATK: 156
DEF: 104
Starting Monsters: Unicorn
Lv30 Saint
HP: 626
MP: 384
RunePow: 401!
STR: 77
INT: 104
AGI: 86
ATK: 224
DEF: 123
Is s/he worth using?
Hula has the potential to be a very good Knight, but she starts out
incredibly weak. Send her on a few battles towards the beginning, and her
levels and Rune will skyrocket (~260 RP by level 10). Lots of people switch
her between many classes, but she should have some sort of focus. Make her
all-magic or all physical, because most of the dual-classing between magical
and physical classes give you weak Knights (there are some exceptions). If
you can improve her Rune Area (there are potions and items that increase Rune
Area), she can be great. Her high STR even as a Saint makes me wonder if she
was meant to be a physical Knight... nah. Starting her on the path of a
physical Knight isn't easy, because her starting strength is so poor.
Background. She is a Knight of Iscalio, but acts as a maid to King Dryst.
Pure and honest, but a little naïve, she completely trusts King Dryst. The
people are nervous because she is defenseless around him.
Teath.
Lv2 Fighter
HP: 429
MP: 101
RunePow: 153
RuneArea: 3
Rune Growth: Good (5-7)
STR: 61
INT: 50
AGI: 62
ATK: 187
DEF: 115
Starting Monsters: 2 Lizard Men, 1 Mandrake
Lv30 Shogun
HP: 709
MP: 185
RunePow: 317
STR: 108
INT: 74
AGI: 100
ATK: 301
DEF: 138
Is s/he worth using?
Probably not. Since he starts out so weak, he's tough to train. However, if
you do train him, he becomes passable. He's got lousy Rune Power at first,
and his Rune Area prevents him from being a very effective leader. This
prevents him from ever being truly efficient, and it's why I rarely use him.
Teath is pretty fast and strong, and he has very good AGI for a Samurai. You
can train him any way you like, but I just decided to make him a Shogun for
some reason. Still, it's hard to justify the use of someone who just doesn't
end up that good.
Background: For an ordinary Knight, he had a warped background. However,
everything changed when he met a girl named Hula. Ever since the met, he has
made an effort to better himself as a Knight.
Daffy.
Lv12 Samurai
HP: 598
MP: 91
RunePow: 181
RuneArea: 3
Rune Growth: Good (5-7)
STR: 79
INT: 52
AGI: 67
ATK: 233
DEF: 127 (+5 from the Horned Helm)
Starting Monsters: Roc, 2 Ghouls
Lv30 Shogun
HP: 778
MP: 145
RunePow: 289
STR: 111
INT: 70
AGI: 94
ATK: 307
DEF: 141 (+5 from Horned Helm)
Is s/he worth using?
Sure. Daffy's very strong for a Samurai. He's probably the strongest level 30
Shogun in the game. At the same levels, he's stronger than Gereint, though
Gereint's a bit faster and he has more MP. Daffy is pretty important for
Dryst's success, because he starts out decently tough, and Dryst needs all
the Knights he can get. He has below average rune stats, but he's someone
that you'll probably end up using anyway, because he's moderately powerful as
an attack unit. The Horned Helm makes him a decent tank early on.
Background: Nicknamed the "Wallet with a hole", he is always complaining
about how his reward is not enough. It is because of this that makes him look
more like a mercenary. However, those who are not careful have been
hospitalized.
Miguel.
Lv10 Cavalier
HP: 514
MP: 138
RunePow: 178
RuneArea: 4
Rune Growth: Good (5-7)
STR: 74
INT: 54
AGI: 70
ATK: 218
DEF: 128
Starting Monsters: Wyvern, Giant
Lv30 Paladin
HP: 754
MP: 238
RunePow: 301
STR: 104
INT: 74
AGI: 90
ATK: 288
DEF: 140
Is s/he worth using?
Maybe. Miguel really isn't that special, but he's not a bad Knight. He gets
good Rune Power each level, and he's pretty strong. Like Daffy, he starts
with unimpressive Rune Power, but you have to use him either way. Because
Iscalio makes you work with Knights that don't have great Rune Power, you
probably need to use more cost effective monsters (Cost effective meaning not
two dragons and a Ghoul. More like a mix of Centaurs, Lizard Men, maybe a
Wyvern or two). Anyhow, Miguel is probably best left to defense situations.
He's not particularly good or bad, but he doesn't distinguish himself either.
Background: The eldest son of the Rand Family. The three siblings had to be
separated and forced to work for different countries in order to maintain the
family name.
Lucia.
Lv8 Scout
HP: 443
MP: 140
RunePow: 165
RuneArea: 4
Rune Growth: High (6-8)
STR: 63
INT: 53
AGI: 73
ATK: 191
DEF: 114
Starting Monsters: 2 Centaurs, Unicorn, Pixie
Lv30 Artemis
HP: 663
MP: 226
RunePow: 330
STR: 90
INT: 74
AGI: 121
ATK: 255
DEF: 140
Is s/he worth using?
At first, Lucia isn't impressive at all. She has low Rune Power and strength.
Quest her until she gets the scene with the boy. A few months later, quest
her again, and she'll receive a giant bonus from it (+5 on STR, INT, AGI, and
+30 Rune Power!). At any rate, these are about 3-4 levels of stats!
After that, use her along with a group of Centaurs. When she becomes an
Artemis, her effectiveness increases tenfold. She can shoot from 4 hexes
away, which is godly. She's excellent. However, she might turn out weaker,
because Artemis's strength growth is erratic (I've seen 0-2, and sometimes, I
would get 5 levels of +2's and 5 levels of +0's). If you can get her quest
done, she can become a valuable part of your army. Her high Rune Growth the
the general high utility of the Archer class can make her worth the trouble
of training her even if you avoid doing her quest.
Background. One of the few Knights who has common sense in the Iscalio
Palace, where the most people are rather weird. She used to have a bright
personality and was always smiling. However, she hasn't smiled since the
"Incident" that occurred several years ago.
Victoria.
Lv11 Sorceress
HP: 353
MP: 401
RunePow: 144
Rune Area: 3
Rune Growth: Low (3-5)
STR: 47
INT: 74
AGI: 68
ATK: 149
DEF: 104 (+2 from Pixie Hat)
Lv30 Witch
HP: 543
MP: 553
RunePow: 216
STR: 57
INT: 108
AGI: 87
ATK: 174
DEF: 114
Is s/he worth using?
Nah. Victoria isn't very useful at all. She has very low Rune Power and Rune
Area (she may have the worst Rune stats in the game), and her spellcasting
ability does not offset this weakness. Iscalio lacks Knights, but I never had
to use her at all, except as a quest Knight. She's Iscalio's only female
mage, but if you really want a good Sorceress, go for some quest knight like
Cortina.
Background: A beautiful witch infamous for her wicked character and strong
perfume, self conscious to a point that she could stare in the mirror all
day. She only likes authority when she has it, not when someone else does.
However, with all this, people still like her.
============
G2e. Norgard [teh_suck]
============
Norgard is a country to the north, where the harsh snows make the Knights who
live there very tough and hardy. It is led by the White Wolf, Vaynard, who
gained the throne after King Doremiditt died. Princess Brangien, Doremiditt's
daughter, is angry about this, and she holds a large grudge against Vaynard.
As a whole, Norgard is very strong.
It has good Knights who have pretty high levels. However, it has several
border cities, so it needs all the Knights that it can get. Make sure to win
your first battle, so that you can get Luintail quickly. Morholt should join
shortly afterwards. Fortunately, people who play Norgard shouldn't have too
much trouble defending their borders, because its Knights and monsters are
strong enough defend from most any siege. Because Leonia is initially so
weak, attack them first. I would also advise you to attack bordering Esgares
castles, while carrying out your conquest of Leonia (shouldn't be too hard.
Iscalio might help you out by taking out Leonia's southern borders).
Afterwards, stab into Iscalian territory. If you have enough Knights, you can
even try to invade New Almekia. You should have a decent foothold in Esgares,
and it is the easiest country to take out (besides Leonia). Afterwards, the
game is cake.
Country Statistics
---
Starting Castles: Flogeru (Capital), Kardiff, Senadon, Humber, Jukes,
Listinoise, Alliryme (7)
Starting Mana: 1265
Starting Knights: Vaynard, Brangien, Guinglain, Yvain, Palomides, Roadbull,
Elaine, Zerafin, Faticia, Ector, Noie, Kirkmond, Dillard (13)
Knights gained through storyline: Morholt and Luintail (2)
Starting # of Monsters: 44
Recommended Knights: Vaynard, Brangien, Guinglain, Yvain, Morholt, Luintail,
Palomides, Roadbull, Dillard
Promoted Monsters: 2 Lv1 White Dragons, 1 Lv10 Efreeti
-------------------
Rune Knight Summary
-------------------
Vaynard.
Lv18 Lord [Ruler]
1 Blue
HP: 637
MP: 304
RunePow: 332
RuneArea: 5
Rune Growth: High (6-8)
STR: 93
INT: 82
AGI: 79
ATK: 266
DEF: 135
Starting Monsters: White Dragon, Dragon, Wyvern, Hell Hound
Lv30 Lord
HP: 805
MP: 340
RunePow: 420!
STR: 117
INT: 100
AGI: 97
ATK: 314
DEF: 141
Is s/he worth using?
Kyar. As a whole, Vaynard is probably the second best physical fighter among
the rulers, barring Zemeckis. As with all rulers, his Rune stats are
excellent. He gets Geno-Frost, which gives him good area damage when paired
with his high INT. He's pretty tough, and he doesn't need to be pampered as
much as Lance and Lyonesse do. His stats as a whole are pretty good, but he's
somewhat lacking in AGI. His other qualities make up for this, but he can
have trouble hitting more evasive opponents. Also, being a blue element is a
double-edged sword. Powerhouse units (the Dragon family, Phoenixes, and
Giants) are all red elemental, so they'll hit Vaynard hard. On the other
hand, he hits them back just as hard. Still, this isn't always an ideal
tradeoff, because monsters are (mostly) expendable, but you lose the battle
if Vaynard gets injured (0 HP). Just be careful with him, especially against
New Almekia's Salamander.
He's somewhat hard pressed to get two Geno-Frosts, so you may want to quest
for MP potions early on. Failing that, take over New Alemekia and swipe
Carlota's Ring of Sorcery.
Background: A young King who rules the country of Norgard. Known as the
"White Wolf" for his bravery. As one of the best strategists on the
continent, he is able to analyze any situation. His older sister is the wife
of Zemeckis, the Emporer of Esgares.
Brangien.
Lv10 Archer
HP: 448
MP: 171
RunePow: 257
RuneArea: 5
Rune Growth: Good (5-7)
STR: 68
INT: 64
AGI: 83
ATK: 221 (+15 from Heaven Bow)
DEF: 122
Starting Monsters: Demon, Gryphon, Efreeti, Pixie
Lv30 Artemis
HP: 648
MP: 241
RunePow: 378
STR: 90 (+2 from storyline sequence)
INT: 79
AGI: 123
ATK: 270 (+15 from Heaven Bow)
DEF: 141
Is s/he worth using?
Yes. She's arguably the best Archer in the game, and that's quite a feat
since the Archer classes are so useful. With a special bow and good Strength
growth, she usually outpowers most of the other archers. She's the fastest
character in the game at level 30. Also, she has very high Rune stats, with
~260 to start off with and a 5 in Rune Area. As with the other archers,
surround her with some Centaurs and you're pretty much set.
Background: The daughter of the late King Doremiditt. She lost her father in
the battle against Almekia. Since women are not qualified to succeed to the
throne of the King, she had to give it up to Vaynard, who is one of her
relatives. She is not happy with this.
Guinglain.
Lv17 Cavalier
HP: 611
MP: 163
RunePow: 294
RuneArea: 5
Rune Growth: Good (5-7)
STR: 86
INT: 80
AGI: 77
ATK: 256 (+14 from Answeller)
DEF: 130
Lv30 Paladin
HP: 781
MP: 228
RunePow: 373
STR: 106
INT: 93
AGI: 90
ATK: 306 (+14 from Answeller)
DEF: 141
Starting Monsters: White Dragon, Gryphon, Lizard Man, Hell Hound
Is s/he worth using?
Definitely. He's quite intelligent for a Paladin, which makes his Holy Word
spell pretty potent. With the Answeller (white element), he is a respectable
physical attacker, and he absolutely wrecks most black elemental units. This
makes him one of the better people to use to fight against Cador at the
beginning of the game. His Rune stats are also superb. Though his level 30
stats aren't the best, this doesn't really matter because he's the second
best Knight in Norgard in the normal game (the first being Vaynard, of
course).
Background: A good friend of King Vaynard and a master strategist. He does
everything with prudence. He grew up with Vaynard and is his right hand man.
He often becomes perplexed by the bold acts of Vaynard, but supports him in
an exquisite manner.
Yvain.
Lv13 Cavalier
HP: 546
MP: 148
RunePow: 231
RuneArea: 4
Rune Growth: Good (5-7)
STR: 81
INT: 70
AGI: 75
ATK: 232
DEF: 135
Starting Monsters: Dragon, Wyvern, Centaur
Lv30 Paladin
HP: 756
MP: 213
RunePow: 334
STR: 107
INT: 87
AGI: 92
ATK: 294
DEF: 140
Is s/he worth using?
Sure. Yvain may seem like Guinglain's mini-me, but that's not necessarily a
bad thing. At the same levels, he'll end up being faster and stronger, but
less intelligent. However, INT isn't that important for a Cavalier/Paladin.
Yvain and Palomides (White and Black elements) make a very useful team. His
Rune stats make him a worthwhile investment.
Background: A handsome Knight from Norgard, who charms everyone around him
with his beautiful way of fighting. Elegant to a point that he is able to
read the thoughts of Vaynard. A long time friend of Palomides, who often
fights together in battle.
Palomides.
Lv13 Berserker
HP: 644
MP: 72
RunePow: 211
RuneArea: 4
Rune Growth: Good (5-7)
STR: 85
INT: 46
AGI: 67
ATK: 250
DEF: 117
Starting Monsters: Roc, 2 Giants
Lv30 Avenger
HP: 882
MP: 109
RunePow: 320
STR: 119
INT: 60
AGI: 84
ATK: 323
DEF: 133
Is s/he worth using?
Sure. Palomides is quite strong for his level, and he has excellent HP. The
conversion to the black element after becoming an Avenger may mean that his
best use may come from attacking Leonia, a country full of White element
Knights and monsters. As with most Berserkers, he has pitiable intelligence,
but it's particularly bad in his case. He has a little trouble hitting
Wyverns and Gryphons sometimes, but you should notice this becoming a little
less of an issue when he becomes an Avenger. There is a concern that he won't
get enough MP for the Curse spell at level 20, but it's not really worth
worrying about, because his INT is so low that his Curse wouldn't do that
much damage.
Background: The savage hero of Norgard. He is impulsive and acts without
hesitation. He has the ability to cut his way through any situation. He is a
good friend of Yvain, who is very different than he is. This is a mystery for
even a smart man like King Vaynard.
Roadbull.
Lv14 Bishop
HP: 503
MP: 289
RunePow: 247
RuneArea: 4
Rune Growth: Low (3-5)
STR: 69
INT: 81
AGI: 64
ATK: 203
DEF: 111
Starting Monsters: Hydra, Wyvern, Hell Hound
Lv30 Cardinal
HP: 663
MP: 369
RunePow: 313
STR: 85
INT: 110
AGI: 80
ATK: 240
DEF: 121
Is s/he worth using?
Yes. He has exceptional intelligence, and he ended up getting beaten by Cai
and Lyonesse for me. His high INT goes to good use with Divine Ray.
Roadbull's Divine Ray deals roughly 250 damage to Cador, which is excellent
if you can get close enough. Other than that, he's like most other Bishops.
Change him to a Mage if you want more MP, the Power spell, and a good area
attack. His Rune Growth is poor, but his starting Rune Power is so high that
it doesn't matter.
Background: He has been working for Norgard since the late King Doremiditt.
He was in constant disagreement with King Vaynard right after he took over
the throne, but once he saw the ability and talent of Vaynard, he started to
think more highly of him.
Elaine.
Lv1 Enchantress
HP: 290
MP: 351
RunePow: 151
RuneArea: 3
Rune Growth: Good (5-7)
STR: 42
INT: 62
AGI: 59
ATK: 134
DEF: 94
Starting Monsters: Clay Golem, Unicorn, Pixie
Lv30 Witch
HP: 542
MP: 566
RunePow: 318
STR: 57
INT: 111
AGI: 88
ATK: 174
DEF: 114
Is s/he worth using?
It depends. She's a project Knight, and those usually turn out surprisingly
well. Mage projects are easier to train than fighter projects, but they
usually end up less effective, overall. Norgard lacks any other knights in
the female mage path, but this doesn't mean that you should use her. Her
starting Rune stats are horrifyingly poor, she can easily be killed in one
hit if you don't protect her. However, she can become decently powerful if
you bother to use her (a single good kill against a Knight can propel her ~5
levels. Maybe more with the Halo spell), but I've never felt that she was
worthwhile, especially since Norgard has plenty of other mages to choose
from. If you decide to use Noie as an Enchantress, Elaine is effectively
obsolete.
Background: A beloved daughter of Roadbull. She respects her father and
decided to take on the same job. The way she defends Vaynard may be reflected
by her feelings for him. She took her mental strength after her father, and
expresses herself clearly.
The way she suckers Roadbull out of his dinner is classic.
Noie.
Lv2 Cleric
HP: 302
MP: 264
RunePow: 201
RuneArea: 4
Rune Growth: High (6-8)
STR: 38
INT: 67 (+4 from Madonna's Rod)
AGI: 59
ATK: 136
DEF: 104
Starting Monsters: Wyvern, 2 Unicorns, Pixie
Lv30 Saint
HP: 582
MP: 404
RunePow: 405!
STR: 66
INT: 110 (+4 from Madonna's Rod)
AGI: 87
ATK: 202
DEF: 124
Is s/he worth using?
Project Knight! 405 Rune Power is quite impressive, but that's at level 30.
Still, her starting Rune Power is not bad at all, and her growth is above
average. She has 28 levels of growth averaging 7 a level, so she'll be able
to carry lots of monsters around by the time she promotes. This is easier
said than done, however. The Cleric class is crippled offensively, and it's
rather difficult to feed her kills. You basically have to get the opponent
below 30 HP, because her ATK is so poor. However, if you can get her to level
10, her offensive problems are resolved (also 270 Rune Power omg), because of
the Lector's Holy Word spell. At this point, she stops being an offensive
liability.
It is fully possible to turn her into an Enchantress at the beginning of the
game. In fact, this solves her offensive woes, so it may be the best way to
go. She already has a level in Cleric, but this doesn't matter that much. A
Saint/Witch dual class is possible, which isn't a bad combination, since the
stat growth of the classes complement each other, and it combines support and
offensive magic.
Background: A girl with an angel's voice who is loved by everybody. However,
only a few know of her illness, from which she will die. She decides to
devote the rest of her life serving Vaynard and goes out into the
battlefield, despite her illness.
It's funny. She has a fatal illness, but the game doesn't let her die until
you've beaten the game. This means that she can be in her late 70's and still
be alive, despite her illness. OK, that's not funny at all, but it is
interesting.
Kirkmond.
Lv12 Sorcerer
HP: 384
MP: 357
RunePow: 191
RuneArea: 3
Rune Growth: Low (3-5)
STR: 51
INT: 76
AGI: 66
ATK: 157
DEF: 102
Starting Monsters: Demon, Clay Golem, Lizard Man, Ghoul
Lv30 Wizard
HP: 564
MP: 503
RunePow: 262
STR: 60
INT: 108
AGI: 84
ATK: 180
DEF: 113
Is s/he worth using?
Kirkmond, while a decent Wizard, isn't too useful. He's got bad Rune stats,
and he's really nothing special. Power is always a good spell to have around
for Vaynard's White Dragons or Norgard's Dao, I suppose. If you can tolerate
his poor Rune stats, he may be worthwhile. Still, Morholt is much better, and
he's closer to promotion.
Background: Kirkmond acts as a mediator between King Vaynard and the old
ministers, since the death of King Doremiditt. He is adept at directing
soldiers on the battlefields and is often given many responsibilities on a
strategic level.
Dillard.
Lv10 Grappler
HP: 582
MP: 107
RunePow: 180
RuneArea: 4
Rune Growth: Good (5-7)
STR: 73
INT: 57
AGI: 79
ATK: 221
DEF: 121
Starting Monsters: Dragon, Lizard Man
Lv30 Champion
HP: 902
MP: 137
RunePow: 304
STR: 118
INT: 67
AGI: 109
ATK: 321
DEF: 136
Is s/he worth using?
Sure. He should level pretty quickly, which makes up for his 180 starting
Rune Power. Though his offense isn't that special at first, Grapplers quickly
accumulate STR (and thus, ATK), and they end up being very powerful and
evasive, with lots of HP to make up for average defenses. If you can make him
into a Champion, you're set. At the end of the game, Dillard is awesome. He
gets some of the highest physical stats in the game (he has the highest HP),
and he is probably the best Champion at level 30.
Background: He was hired after King Vaynard took over the throne. A man of
few words and speaks only when necessary. Therefore, it's hard to see what's
on his mind. However, he is trustworthy since he delivers what is expected of
him.
Zerafin.
Lv7 Mage
HP: 345
MP: 323
RunePow: 175
RuneArea: 3
Rune Growth: Low (3-5)
STR: 49
INT: 66
AGI: 60
ATK: 148
DEF: 95
Starting Monsters: Clay Golem, 2 Scorpions, Ghoul
Lv30 Wizard
HP: 563
MP: 498
RunePow: 261
STR: 61
INT: 106
AGI: 83
ATK: 182
DEF: 112
Is s/he worth using?
No. Mediocrity personified. He's almost exactly like Kirkmond, but he starts
out at a lower level. Quest and hope he brings in someone worth using.
Background: A magician who survived the battle of Fort Lidney, where the late
King Doremiditt was killed. He feels very bad about not being able to save
the King. That is the reason why he is determined to protect his King this
time.
Faticia.
Lv10 Lancer
HP: 491
MP: 153
RunePow: 164
RuneArea: 3
Rune Growth: Low (3-5)
STR: 71
INT: 70
AGI: 78
ATK: 217
DEF: 126
Starting Monsters: Gryphon, Centaur, Jinn
Lv30 Valkyrie
HP: 731
MP: 213
RunePow: 254
STR: 101
INT: 85
AGI: 108
ATK: 289
DEF: 141
Is s/he worth using?
Not really. Usually, the incentive for using Knights with poor rune power at
lower levels is that they have lots of room to accumulate Rune Power and
other stats, but Faticia's lousy in every aspect when it comes to Rune stats.
Her other stats aren't that bad, but you really need to be a powerhouse to
justify such crappy Rune stats.
Background: A female Knight who assists Guinglain and is a loyal follower of
his tactics. She gives the impression of having a solemn personality due to
her diligent work habits. However, she tends not to smile when she is not on
duty.
Ector.
Lv5 Fighter
HP: 461
MP: 118
RunePow: 161
RuneArea: 4
Rune Growth: Very High (7-9)
STR: 67
INT: 53
AGI: 66
ATK: 199
DEF: 117
Starting Monsters: Roc, Centaur, Jinn
Lv30 Shogun
HP: 711
MP: 193
RunePow: 363
STR: 110
INT: 71
AGI: 101
ATK: 307
DEF: 139
Is s/he worth using?
Maybe. He's actually similar to Faticia, except he has top tier Rune Power,
which makes him a helluva lot better. Also, he starts at a lower lower level,
so he can take advantage of this growth more. Though his starting Rune Power
isn't impressive, he should near 200 (passable) by level 10. It's hard to say
what to promote him to. He has excellent MPs, and he can use Iai Slash 4
(almost 5) times in a battle as a Shogun. High MPs may imply that he could
make a decent Cavalier/Paladin later on, but his low INT score ruins that a
bit. I felt that Shogun was the way to go, because Norgard is already packed
with physically oriented Knights. It has two Cavalier/Paladins and two
Berserker/Avengers, but no Shoguns. That's not a reason to use him, but it's
what influenced my decision for his promotion path when I did use him.
Background: A Knight of the lowest rank in Norgard. He is very bright and
energetic which causes him to be recognized. Loyal to King Vaynard, he makes
a constant effort to become an excellent Knight and hopes to someday become
his right-hand man.
Morholt.
Lv16 Druid
HP: 420
MP: 379
RunePow: 205
RuneArea: 4
Rune Growth: Good (5-7)
STR: 51
INT: 80
AGI: 69
ATK: 157
DEF: 103
Lv30 Necromancer
HP: 560
MP: 497
RunePow: 288
STR: 58
INT: 111
AGI: 83
ATK: 176
DEF: 112
Is s/he worth using?
Yes. Morholt's level 30 stats aren't too impressive, but the fact that he
starts out on a high level makes him useful. He starts out with good
intelligence and plenty of MP, which are the only things a mage needs. He can
rip enemies apart with Curse and Geno-Flame, and support Vaynard's Dragons
with Power. He joins a few months after the game starts, so you may need to
fix your parties accordingly. He might be the only Norgard mage that is
usable, since Kirkmond and Zerafin generally suck. His Rune stats aren't too
hot for his level, but they're not a huge hindrance.
Background: He used to be a Knight of Almekia Kingdom. He lost his only
brother in the rebellion. He applied to work for Norgard, because he thinks
Vaynard is the only one with the ambition and ability to defeat Zemeckis. He
is the other strategist in Norgard.
Luintail.
Lv17 Berserker
HP: 684
MP: 105
RunePow: 225
RuneArea: 3
Rune Growth: Good (5-7)
STR: 88
INT: 60
AGI: 66
ATK: 256
DEF: 117
Lv30 Avenger
HP: 866
MP: 138
RunePow: 306
STR: 114
INT: 71
AGI: 79
ATK: 313
DEF: 131
Is s/he worth using?
Sure. Luintail is one of Norgard's best Knights. He's got good Rune Power,
but bad Rune Area. Once he becomes an Avenger (only three levels away), he
becomes more useful due to his Curse attack (he'll definitely have enough MP
for one Curse spell by the time he's level 20). Palomides is arguably better
because he is statistically superior to Luintail in every stat but INT, along
with better Rune stats overall, but Luintail holds a decent level advantage
over him. Luintail joins after Vaynard's first victory. If you play your
cards right, you can net both Luintail and Schutleis in the same month. Just
invade Esgares first.
Background: A former cabinet member under the rule of the late King
Doremiditt. He originally quit working in the palace after Vaynard took the
throne. He didn't want to serve such a young King. However, he begins to
acknowledge Vaynard as a great leader.
Dammit, where did the rest of those cabinet members go? Norgard really needs
more Knights like Luintail.
============
G2f. Esgares [teh_evil]
============
Esgares has many strong Knights, but it has several cities that it has to
defend. Luckily, Knights like Zemeckis and Cador make this process much
easier. There's no easy way to play Esgares. The first order of business is
to take over the New Almekia castle that borders you (can't remember the
name). Destroy New Almekia. Then, you can slowly start taking out either
Caerleon or Norgard. Make sure you use all of your Knights to their fullest
potential. All of the Knights in Esgares are good except for Ivan and Irvin.
Starting Castles: Logres, Lidney, Fato, Toria, Dilworth, Cadbury, Orkney,
Eorsia, Oltroute, Salisbury, Karnabone (11)
Starting Mana: 833
Starting Knights: Zemeckis, Esmeree, Cador, Ivan, MelTorefas, Soleil,
Esclados, Shiraha, Paradoll, Roecod, Fiel, Ranguinus, Gish, Eniende, Castor,
Mira, Millet, Irvin (18)
Knights gained through storyline: None (0)
Starting # of Monsters: 58
Recommended Knights: Zemeckis, Esmeree, Cador, Gish, Esclados, Mira, Millet,
Soleil, Shiraha
Promoted Monsters: Lv10 Tiamat, 3 Lv10 Fenrirs, Lv20 Vampire Lord
-------------------
Rune Knight Summary
-------------------
Zemeckis.
Lv27 Emperor [Ruler]
2 Red.
HP: 738
MP: 196
RunePow: 351
RuneArea: 6!
Rune Growth: High (6-8)
STR: 98
INT: 74
AGI: 78
ATK: 276
DEF: 136
Starting Monsters: Tiamat, Demon, 2 Fenrirs
Lv30 Emporer
HP: 780
MP: 205
RunePow: 372
STR: 106
INT: 77
AGI: 84
ATK: 292
DEF: 140
Spells: Geno-Thunder, Power
Is s/he worth using?
YES. Zemeckis is scary. He can shoot as far as a High Centaur can, and he has
Geno-Thunder. Sometimes, he can kill female mages (blue element) in a single
hit. Still, he isn't the hardest guy to kill. The problem is that he probably
has that annoying Tiamat and many other monsters. Luckily for you, the CPU
uses Zemeckis very aggressively. Instead of sticking back at taking shots at
you, he gets up close, sometimes in front of his monsters, letting you beat
him mercilessly (OK, he'll beat you mercilessly in the process, but there is
power in numbers).
When you control Esgares, it's quite obvious that he's the best Knight to
use. He's nearly unkillable in the beginning of the game. Ranged attacks make
him insanely useful, and he is able to employ the sniping strategy as
effectively as Artemi. He still ends up as the best ranged unit at the end of
the game despite somewhat unimpressive stats because of his excellent ATK
power. Power is a great spell for him, especially in conjunction with the
Tiamat he comes with. Geno-Thunder is very useful, because it's stronger than
the other Geno spells (sacrificing some range).
Background: The former commander of the Almekian army. He is now the Emperor
of the Esgares Empire. His goal is to dominate the continent by force. He
looks like a demon standing on the battlefield with a giant crossbow.
Esmeree.
Lv17 Lector
HP: 506
MP: 353
RunePow: 304
RuneArea: 5
Rune Growth: Good (5-7)
STR: 56
INT: 83
AGI: 73
ATK: 177
DEF: 114
Starting Monsters: Angel, Demon, 2 Unicorns
Lv30 Saint
HP: 636
MP: 418
RunePow: 382
STR: 69
INT: 107
AGI: 86
ATK: 208
DEF: 123
Is s/he worth using?
Yes. Statistically, Esmeree is pretty impressive. Her Rune stats are among
the best in the game, and she's very intelligent. Her Holy Word can be
devastating due to her high INT, and she has very good Rune stats. With a
Rune Area of 5 and a starting Rune Power of 300+, she should be one of your
leaders during Esgares's conquests. She's just one or two levels away from
being able to cast Holy Word twice. Still, she has a few drawbacks. She's
very easy to kill, and repeated hits from the weakest of black units (well,
not Ghouls) can knock her out.
Background: The older sister of the King of Norgard and the wife of the
Emperor of Esgares. She was sent to Almekia as a hostage under the rule of
the late King of Norgard and became the wife of Zemeckis who at that time was
the commander of the Kingdom Army.
Cador.
Lv29 Death Knight
2 Black. 1 Red.
HP: 708
MP: 284
RunePow: 275
RuneArea: 5
Rune Growth: Good (5-7)
STR: 101
INT: 78
AGI: 81
ATK: 287
DEF: 137
Spells: Curse, Geno-Flame
Starting Monsters: Vampire Lord, Wyvern, Fenrir
Lv30 Black Knight
HP: 722
MP: 291
RunePow: 281
STR: 104
INT: 80
AGI: 83
ATK: 293
DEF: 132
Is s/he worth using?
Yes. Cador is really nothing special compared to many other level 20+
Knights, but he still stomps most units in the beginning of the game. Let's
put it this way: at the beginning of the game, you formulate strategies
specifically designed to kill or incapacitate Cador. He has Geno-Flame and
Curse, two decent offensive spells. He's a good physical attacker, and he can
usually take out most White monsters in two or three hits. Still, he's not
even close to being invincible. Guinglain and Dinadan both tear into Cador
quite badly, and any concentrated assault with Divine Rays or Gryphons will
put him out of commission. Even strong Blue attacks can take a bite out of
his HP supply.
If you're Esgares, I highly recommend using him. He's a high-powered unit who
takes no training to become useful, and his Rune stats are more than
passable, even at the end of the game. One thing to note is that if you take
Esgares down to four (I'm not sure if this is the exact number) or so
castles, he disappears. This seems to appliy when you don't control Esgares
as well, which means that the best way to get rid of him is to whittle
Esgares's cities down.
Background: He is also known as the "Death Knight" for his supreme power and
unusual appearance. No one knows his background and everything about him is
mysterious. He is the head of the 4 leaders of the Empire, as well as the
right-hand man of Zemeckis.
Ivan.
Lv10 Druid
HP: 358
MP: 336
RunePow: 154
RuneArea: 3
Rune Growth: Low (3-5)
STR: 46
INT: 69
AGI: 56
ATK: 147
DEF: 98
Starting Monsters: Hydra, Merman
Lv30 Necromancer
HP: 558
MP: 496
RunePow: 237
STR: 56
INT: 109
AGI: 76
ATK: 172
DEF: 109
Is s/he worth using?
No. Ivan is just mediocre. He's probably worse than Kirkmond and Zerafin,
which is quite a feat. There's nothing good about him at all, besides the
fact that he can cast Geno-Flame twice. Gish and Ranguinus are so much better
than Ivan it isn't funny. Quest him, or use him as desperation. His stats
wouldn't be a huge hindrance if his Rune Power weren't so bad, but 154 Rune
Power on a level 10 Knight is just unacceptable.
Background: A magician who used to work for the former Almekia Kingdom. He is
a close friend of Gereint. Ivan is very indecisive and tends to be easily
influenced by trends. He feels bad for Gereint, but is reluctant to leave his
current position.
MelTorefas.
Lv7 Fighter
HP: 503
MP: 112
RunePow: 152
RuneArea: 4
Rune Growth: High (6-8)
STR: 69
INT: 51
AGI: 65
ATK: 203
DEF: 116
Starting Monsters: Hell Hound, Merman, Scorpion
Lv30 Avenger
HP: 813
MP: 161
RunePow: 318
STR: 114
INT: 68
AGI: 88
ATK: 313
DEF: 134
Is s/he worth using?
Project Knight. Despite his terrible name, MelTorefas can be fairly powerful.
His low starting Rune Power can be rather annoying, but high growth makes up
for this, somewhat. His stats don't really push him towards any class, so
make him anything you want. He's not really a great Knight to use, but
Esgares generally needs all the Knights it can get. As a whole, he's usable,
but you have to pamper him for quite a while.
Background: He fights to be recognized for his power by the others. He
worships Cador and became his follower. He believes that power is the key to
everything.
Soleil.
Lv11 Bishop
HP: 474
MP: 269
RunePow: 311
RuneArea: 5
Rune Growth: Low (3-5)
STR: 67
INT: 73
AGI: 68
ATK: 199
DEF: 112
Starting Monsters: 2 Gryphons, Centaur, Pixie
Lv30 Cardinal
HP: 664
MP: 364
RunePow: 383
STR: 86
INT: 108
AGI: 87
ATK: 242
DEF: 124
Is s/he worth using?
Yes. Despite being in the Bishop path, Soleil's insane Rune Power makes him
well worth using. Low growth isn't a problem, because his starting Rune Power
is so good (he's only behind a few rulers and some others at the beginning of
the game, and he's only level 11). He's not too bad in battle, either. His
INT isn't too bad, and you can switch him to be a mage at level 15 if you
want more offense.
After Esgares falls, Soleil will join the country that Schutleis is in.
Schutleis is always in some country, because he joins the first country to
take an Esgares castle. For this reason, I suggest that you try to get
Schutleis as soon as possible, though this is not possible with Leonia.
Background: Known as the "Beast Ruler", a title usually reserved for animal
lovers. He has an opinion of one's own. He was thought to be loyal to the
King of Almekia, but he showed up as a Knight for the Empire. Schutleis is
like a brother to him.
Esclados.
Lv26 Shogun
HP: 665
MP: 158
RunePow: 218
RuneArea: 4
Rune Growth: Good (5-7)
STR: 99
INT: 63
AGI: 92
ATK: 283
DEF: 135
Starting Monsters: Dragon, Wyvern, Lizard Man, Ghoul
Lv30 Shogun
HP: 705
MP: 170
RunePow: 241
STR: 107
INT: 67
AGI: 98
ATK: 299
DEF: 137
Is s/he worth using?
Yes. As with most level 25+ characters, Esclados has poor stats in a relative
sense. He's really not as good as Gereint is at equal levels. Still, his high
starting level alone makes him worthwhile. He's agile enough to evade most of
what's thrown at him, and he packs in quite a punch. His Rune stats are very
poor for his level, but they're passable as a whole. Decent growth makes this
a non-issue, but he only has three levels to grow.
Background: One of the 4 leaders of the Esgares Empire, who used to be an
instructor in Almekia. He was also Gereint's master. He has been respected by
many warriors in other countries. It is a mystery why he has become a Knight
of the Empire.
Shiraha.
Lv14 Ninja
HP: 626
MP: 125
RunePow: 173
RuneArea: 4
Rune Growth: Good (5-7)
STR: 77
INT: 59
AGI: 88
ATK: 232 (+8 from Painless Knife)
DEF: 124
Spells: Weakness, Accel, Paralyze
Starting Monsters: Roc, 2 Hell Hounds, Ghoul
Lv30 Ninja Master
HP: 786
MP: 161
RunePow: 261
STR: 101
INT: 74
AGI: 120
ATK: 290 (+8 from Painless Knife)
DEF: 140
Spells: Dimension, Weakness, Accel, Protect, Paralyze, Solid, Silent,
Is s/he worth using?
Yes. Shiraha is one of the most useful Knights in the game. The Hit and Away
ability lets him act like a Hellhound. He can move and still use his Shuriken
attack to strike from a distance. He's very hard to hit, and even if he is
hit, his defense is surprisingly good. He also has above average HP. As a
Ninja Master, he gets insanely useful. With a sizable bonus to ATK and DEF,
as well as more status spells, he becomes a force to be reckoned with. His
Rune Power is low, but he's so useful it doesn't matter.
After Esgares falls, you can recruit him by questing. Once you get him, Kazan
will join another country.
Background: A member of the assassin group hired by a minister of the former
Almekia Kingdom to defeat Zemeckis. The assassin group was annihilated except
for him and one other member. For an unknown reason, he became a Knight for
the Empire.
Paradoll.
Lv11 Bishop
HP: 456
MP: 249
RunePow: 182
RuneArea: 3
Rune Growth: Low (3-5)
STR: 63
INT: 70
AGI: 64
ATK: 191
DEF: 111
Starting Monsters: Roc, 2 Scorpions
Lv30 Cardinal
HP: 646
MP: 344
RunePow: 262
STR: 82
INT: 105
AGI: 83
ATK: 234
DEF: 122
Is s/he worth using?
No. Use Soleil. Paradoll's stats aren't bad, but his Rune stats are, and good
stats on a Bishop aren't that useful. He's a poor investment, with poor Rune
Power and growth. However, you'll probably end up using him sometime since
you're Esgares, so you don't really have much choice.
Background: A priest who supported the conspiracy in Almekia. He instigated
the conspiracy by causing mass hysteria. He was a promising priest, but now
he is simply doing it for a place in the palace. His dream is to have the
power to rule the world.
Roecod.
Lv11 Cavalier
HP: 527
MP: 130
RunePow: 177
RuneArea: 4
Rune Growth: Good (5-7)
STR: 75
INT: 53
AGI: 68
ATK: 220
DEF: 127
Starting Monsters: Dragon, Gryphon, Fairy
Lv30 Paladin
HP: 757
MP: 225
RunePow: 293
STR: 104
INT: 72
AGI: 87
ATK: 288
DEF: 139
Is s/he worth using?
Fiel is stronger than he is, but Roecod has better Rune stats. Neither of
them are anything special. You're probably going to be forced to use the two
sucky Cavaliers anyway. Roecod fails to distinguish himself even at level 30,
and he'd probably fail to crack any other country's roster.
Background: The leader of the Priest Knight Corps, who supported the
rebellion of Zemeckis. He believes in Zemeckis and is against Prince Lance. A
man of strong will and sticks to his ideals. Paradoll convinced him to join
the army of Zemeckis.
Fiel.
Lv12 Cavalier
HP: 618
MP: 91
RunePow: 166
RuneArea: 3
Rune Growth: Good (5-7)
STR: 78
INT: 50
AGI: 64
ATK: 226
DEF: 126
Starting Monsters: Centaur, Jinn
Lv30 Paladin
HP: 838
MP: 181
RunePow: 270
STR: 105
INT: 68
AGI: 82
ATK: 290
DEF: 137
Is s/he worth using?
He's better than Roecod! Fiel's got Champion level HP and good STR. He gets
Holy Word at level 30 (barely). Fiel is durable, and he's superior to Roecod
on the field. He's a bit of a dumbass, so try to keep him away from enemy
Curse spells. Like Roecod, poor Rune Power cripples his use, but you're
probably going to have to use every Knight you can with Esgares (though it's
fully possible to keep the computer from attacking if you pack your units
with enough monsters).
Background: A member of the Priest Knight Corps. However, the title means
nothing to him as he was forced to become a Knight to stay alive. He was
treated as a Knight of Esgares during the rebellion against his will, but he
just thinks of it as "God's Will".
Ranguinus.
Lv16 Sorcerer
HP: 413
MP: 402
RunePow: 216
RuneArea: 4
Rune Growth: Good (5-7)
STR: 51
INT: 84
AGI: 64
ATK: 157
DEF: 101
Starting Monsters: Gryphon, Lizard Man, Unicorn, Scorpion
Lv30 Wizard
HP: 553
MP: 520
RunePow: 298
STR: 58
INT: 110
AGI: 78
ATK: 176
DEF: 111
Is s/he worth using?
Yes. Though Gish is superior in every way stat-wise, Ranguinus's Rune stats
are much better. He's got a lot of MP, he's pretty intelligent, and he can
use two Geno-spells in a battle. Gish does overshadow him, but I used
Ranguinus a lot more for his Rune Power. Esgares's Druids really suck, so you
probably need to use Ranguinus and Gish as your primary magical punch.
Ranguinus can join you after Esgares falls, but my memory of this is a little
sketchy. You need to have Rain with you, but I'm not sure of anything besides
that.
Background: The head of the Carlsen Family which is known for its powerful
magic. He is Rain's father and Millet's foster father. During the rebellion,
he stayed in the castle, because he was worrying about his people. This led
to him becoming a soldier of Esgares.
Gish.
Lv20 Wizard
HP: 468
MP: 445
RunePow: 232
RuneArea: 3
Rune Growth: Low (3-5)
STR: 56
INT: 91
AGI: 74
ATK: 172
DEF: 117 (+8 from Dark Robe)
Starting Monsters: Dragon, Centaur, Jinn, 2 Ghouls
</pre><pre id="faqspan-6">
Lv30 Wizard
HP: 568
MP: 535
RunePow: 271
STR: 61
INT: 111
AGI: 84
ATK: 182
DEF: 121 (+8 from Dark Robe)
Is s/he worth using?
Yes. Gish is a magic powerhouse. He's pretty much the same as Cai except he
has a little bit less INT and a slightly different spell selection (he has
Power and React. Cai has Heal and Flight). He has bad rune Area, but his
magic more than makes up for this deficiency. Gish is very important to
Esgares, because its other magic Knights tend to be subpar (well, Ranguinus
is alright). The Dark Robe makes him slightly better at taking hits, though
it hardly makes him into a tank.
Background: One of the 4 leaders of the Empire. He used to be the palace
magician of Almekia, and often gave advice to the late King. However, ever
since the rebellion, he has been supporting Zemeckis as if he was a totally
different person.
It doesn't explain why he was totally changed. Maybe it's the work of that
dastard, Cador.
Eniende.
Lv11 Archer
HP: 419
MP: 149
RunePow: 192
RuneArea: 4
Rune Growth: Low (3-5)
STR: 69
INT: 56
AGI: 78
ATK: 208
DEF: 121
Starting Monsters: Wyvern, Centaur, Unicorn
Lv30 Artemis
HP: 609
MP: 226
RunePow: 271
STR: 88
INT: 71
AGI: 116
ATK: 251
DEF: 138
Is s/he worth using?
Possibly. Eniende has mediocre Rune stats, but she's a competent archer. 95
STR is pretty high for a level 30 Artemis, and her attack comes from 4 hexes
away. She's also nearly unhittable at that level. In the normal game, she's
not that bad because 192 Rune Power is still enough to hold 5 Centaurs, which
is my primary strategy for the Archer classes. Still, you might run into a
few snags when these Centaurs hit level 10, since a few of them may not be
able to promote. Even so, the Centaur strategy works well with her, and she's
not bad, statistically.
Background: A daughter of a Knight who was forced to leave the country by
Zemeckis in the Almekian era. She became a Knight for the Empire without
revealing her true self. Revenge may be the reason why she is working for the
Empire.
It never says why she fights. It doesn't help that Atlus didn't give Esgares
any plot at all.
Castor.
Lv8 Fighter
HP: 517
MP: 106
RunePow: 169
RuneArea: 4
Rune Growth: Good (5-7)
STR: 68
INT: 52
AGI: 65
ATK: 201
DEF: 116
Starting Monsters: Giant, Ghoul, Pixie
Lv30 Shogun
HP: 737
MP: 172
RunePow: 302
STR: 106
INT: 73
AGI: 97
ATK: 297
DEF: 137
Is s/he worth using?
Depends. He's a project Knight, but very little about him sets him apart from
other Fighters. He has poor Rune stats, and this never really changes.
Statistically, he's actually not that bad. If you manage to get him to level
10, the choice probably isn't that hard. Esgares has an abundance of
Cavaliers (even though they generally suck), and it already has a strong
Samurai in Esclados. Making another Samurai can't really hurt, but it's
pretty much down to Samurai or Berserker. I generally make MelTorefas into a
Berserker, so I make Castor into a Samurai, but that's just a personal thing.
Once Esgares falls, he will join a country where one of his siblings is in.
If he meets Liguel in battle, he joins her country, so make sure not to use
Castor in battles against her. You should be able to tell if it's her because
she's the only New Almekian Scout. This usually doesn't come up much, since
New Almekia doesn't like to use her.
Background: The second son of the Rand Family. He became an officer of the
Esgares Empire, thinking that there may be an opportunity for him to become
successful. His dream is to someday call his brother and sister to live with
him.
Mira.
Lv10 Lancer
HP: 493
MP: 146
RunePow: 223
RuneArea: 4
Rune Growth: Good (5-7)
STR: 72
INT: 61
AGI: 79
ATK: 227 (+8 from Goddess Spear)
DEF: 126
Starting Monsters: Dragon, Jinn, Pixie
Lv30 Valkyrie
HP: 733
MP: 206
RunePow: 344
STR: 102
INT: 76
AGI: 109
ATK: 297 (+8 from Goddess Spear)
DEF: 141
Is s/he worth using?
Yes. Both Millet and Mira are very useful Knights. They've got high Rune
Power and Rune Growth, which gives them insane Rune Power potential late in
the game (~280-290 by level 20, on average). It doesn't hurt that Mira's
stats aren't bad. Also, she starts out with a special spear, which makes her
a decent attacker. In the beginning, her main use is to cart monsters around,
but she soon stops being a burden when she comes into her own as an attacker.
As with all Lancers, high AGI makes her pretty difficult to hit. She's one of
the better Valkyries at level 30.
Mira and Millet both become available after Esgares falls by questing. A
series of quests will lead to Rain, Carmine, and an accessory that grants +8
to defense.
Background: The adopted daughter of the Nastor Family, a distinguished
warrior family from Almekia. She has a twin sister, Millet, who was raised
differently. As a tomboy, she has been interested in swordsmanship ever since
she was a child.
Millet.
Lv10 Sorceress
HP: 471
MP: 403
RunePow: 219
RuneArea: 4
Rune Growth: Good (5-7)
STR: 50
INT: 77
AGI: 76
ATK: 161
DEF: 105
Starting Monsters: Wyvern, Clay Golem, Pixie
Lv30 Witch
HP: 671
MP: 563
RunePow: 355
STR: 60
INT: 112
AGI: 96
ATK: 180
DEF: 117
Is s/he worth using?
Yes. Millet starts out able to cast Geno-Frost twice, which is very useful.
She's intelligent and has decent HP for a magician (the other Sorceresses
pale in comparison). Like her sister, she has high Rune Power and Growth,
which makes her a good investment. Mira and Millet are two very important
Knights for Esgares's success.
If you quest after Esgares is defeated, you can recruit Mira and Millet.
Background: A girl adopted to the Carlsen Family, of whom are famous for
their magic. She has a twin sister, Mira, and this fact has made their lives
complicated. She pledges the reinstatement of her family with her sister and
has applied to work for the Empire.
Irvin.
Lv3 Mage
HP: 322
MP: 310
RunePow: 162
RuneArea: 3
Rune Growth: Low (3-5)
STR: 47
INT: 62
AGI: 57
ATK: 144
DEF: 94
Starting Monsters: Demon
Lv30 Necromancer
HP: 564
MP: 505
RunePow: 272
STR: 61
INT: 107
AGI: 84
ATK: 182
DEF: 113
Is s/he worth using?
No. Irvin has average stats, and he's not worth building up at all. Irvin's
another "no RP, no growth" character that is really not worth spending time
training up. Even at the end of the game, other Necromancers are more
intelligent, and most of them have better Rune stats. Esgares already has
several mages to choose from, and most of them don't suck this badly. Stupid
punk.
Background: He grew up with Prince Lance as if they were brothers. It was
thought that when Prince Lance grew up, Irvin would become his right-hand
man. However, he has become a Knight of the Empire. No one knows why he
betrayed Lance.
==================
G2g. Quest Knights [teh_optional]
==================
Quest Knights are characters that you can usually get by questing or through
other various means. It's possible that I've missed some characters, so if I
have, please e-mail me at
[email protected]. Unless I've stated
otherwise, you can get all of these characters by doing quests. These Knights
don't get rankings based on practical use, since many of them come in so late
in the game.
Hyude.
Lv4 Ranger
HP: 500
MP: 103
RunePow: 202
RuneArea: 4
Rune Growth: Good (5-7)
STR: 64
INT: 50
AGI: 69
ATK: 193
DEF: 113
Lv30 Champion
HP: 884
MP: 129
RunePow: 358
STR: 118
INT: 63
AGI: 108
ATK: 321
DEF: 136
Is s/he worth using?
Yes. Lots of countries can use someone like Hyude around for a Knight with
decent Rune Power and physical prowess, especially Caerleon, Leonia, and
Iscalio (they'd want him for different reasons). He's not much at first, but
202 Rune Power overcomes most any complaint against him. He's a bit of an
anomaly because other Rangers/Grapplers have poor Rune stats. At the end of
the game, Hyude is a great Champion. He has the second highest HP in the
game. If you want, dual him into the Avenger path so he gets regeneration,
too. If you get him early on, he'll be a strong contributor to your country.
Background: A wandering Knight who loves freedom and therefore goes from
country to another without working for any particular Lord. He may be more of
an adventurer than a Knight.
Limlight.
Lv5 Mage
HP: 326
MP: 348
RunePow: 150
RuneArea: 3
Rune Growth: Low (3-5)
STR: 44
INT: 76
AGI: 62
ATK: 138
DEF: 95
Lv30 Necromancer
HP: 556
MP: 543
RunePow: 250
STR: 57
INT: 119
AGI: 87
ATK: 174
DEF: 114
Is s/he worth using?
No, probably not. First off, to get him, you need to quest Hyude for a bit,
and it's a rather long quest (he goes to the Elf Village and stays for a
while, and Limlight joins after he leaves). It takes three or more months, so
this puts Hyude out of commission for a while. If your country needs Hyude,
this can be pretty annoying. As for Limlight himself, poor Rune stats and
growth shut down any possible use for him. He's one of the worst Knights in
this regard, ending up as the eighth worst Rune Knight in this regard (close
to Faticia) despite 25 levels of growth. Limlight does have remarkable
intelligence and MP, but this does not make up for his deficiencies.
Background: A young man from the village of the Elves that live in the
Fileria Forest. He is a wandering Knight who loves his freedom and therefore
is free-spirited.
Layoneil.
Lv16 Samurai
HP: 609
MP: 137
RunePow: 172
RuneArea: 3
Rune Growth: Low (3-5)
STR: 87
INT: 56
AGI: 80
ATK: 249
DEF: 126
Lv30 Shogun
HP: 749
MP: 179
RunePow: 228
STR: 113
INT: 70
AGI: 101
ATK: 311
DEF: 138
Is s/he worth using?
Probably not. He's a competent warrior, but his Rune stats are atrocious.
He's not even the best Samurai around, so unless you're hurting for Samurai
for whatever reason (I could see it in Caerleon's case, perhaps), he's
probably best left to questing. He actually ends up worse than Limlight Rune
Power-wise, and this is quite a feat.
His presence in your country will prompt Helrato and his monsters to join
another country.
Background: Born in Norgard, he is a swordsman who has traveled everywhere to
improve his technique. He always says, "There isn't anyone in I can't defeat
in this world." He has shown his ability to uphold this statement.
Carmine.
Lv10 Bishop
HP: 465
MP: 219
RunePow: 184
Rune Area: 4
Rune Growth: Good (5-7)
STR: 64
INT: 78
AGI: 63
ATK: 193
DEF: 111
Lv30 Cardinal
HP: 665
MP: 319
RunePow: 304
STR: 84
INT: 113
AGI: 83
ATK: 238
DEF: 123
Is s/he worth using?
Probably not. To recruit him, you have to have recruited Mira and Millet.
After that, you have to send the twins on a quest. Several months later,
their quest will be finished, and they will get a +8 Defense accessory. A
year later, Carmine will join. Because you have Mira and Millet, Esgares has
been defeated, which probably means that the game is almost over. You have to
wait a year and a half to actually get Carmine, and you'd really have to be
slow to not be done with the game at this point. In the end, Carmine has no
practical use because he joins at a point where he's not necessary. It's a
shame, because he has excellent potential, with decent Rune growth and
excellent INT.
Schutleis.
Lv12 Cavalier
HP: 536
MP: 133
RunePow: 171
RuneArea: 4
Rune Growth: Good (5-7)
STR: 77
INT: 59
AGI: 71
ATK: 224
DEF: 128
Lv30 Paladin
HP: 756
MP: 223
RunePow: 279
STR: 104
INT: 77
AGI: 89
ATK: 288
DEF: 139
Is s/he worth using?
It depends on your situation. He's an extra Knight, and he's pretty easy to
get, so get him if you want him. Stat-wise, he's nothing special, though he
does have passable strength. He'd be decent in countries like Caerleon, which
wants more physical Knights, and Iscalio, which needs Knights, period. After
Esgares falls, Soleil will joins whichever country that has Schutleis (I've
never seen Soleil join up with Schutleis if his country is controlled by the
enemy). This is a great plus because Soleil is great, and this alone makes
Schutleis worth getting, even if you never use him.
To get him, your country has to be the first to successfully take an Esgares
castle. After this happens, Schutleis will join shortly after. I think it's
impossible for Leonia to get him because none of its cities border Esgares.
You'd have to invade Iscalio first and then hope that none of the other
countries invade Esgares.
Background: He used to work for the former Almekia Kingdom. He was seriously
wounded while escaping on the night of the rebellion. Soleil and he are so
close that people often mistake them for brothers.
Cortina.
Lv1 Enchantress
HP: 294
MP: 355
RunePow: 199
RuneArea: 4
Rune Growth: Good (5-7)
STR: 42
INT: 61
AGI: 68
ATK: 134
DEF: 94
Lv30 Witch
HP: 548
MP: 560
RunePow: 373
STR: 57
INT: 110
AGI: 97
ATK: 174
DEF: 117
Is s/he worth using?
Project Knight, and a good one. Cortina probably has the most potential of
any Knight that you get through questing (besides Hyude). She is very fast
(from her dancing) and intelligent, and she starts out with pretty good Rune
Power for a level 1 character. Her Rune stats become stellar once she hits
level 10 (~260), and she's well worth using if you get her early. She gains
intelligence very quickly, and she's very dangerous as a Witch. One drawback
is that she's very easy to kill. Zemeckis can probably take her out in one
shot in the right circumstances. You just need to quest to get her.
Background: An apprentice dancer who dreams of becoming the top dancer of a
troupe that travels across the country. She is friendly and impartial since
she was raised in an open and free environment. When she feels good, she
likes to dance for everyone.
Klaques.
Lv4 Priest
HP: 404
MP: 223
RunePow: 163
RuneArea: 3
Rune Growth: Good (5-7)
STR: 53
INT: 66
AGI: 61
ATK: 166
DEF: 105
Lv30 Cardinal
HP: 664
MP: 353
STR: 79
INT: 107
AGI: 87
ATK: 228
DEF: 114
Lv30 Guardian
HP: 784
MP: 313
RunePow: 319
STR: 99
INT: 92
AGI: 97
ATK: 278
DEF: 132
Is s/he worth using?
Nah. You don't really need a level 4 Priest when you get him, especially one
with only 163 Rune Power and 3 Rune Area. I'm not sure what possessed me to
make him a Guardian. His INT is really too high for a Guardian, which makes
me think that he was meant to be a Cardinal. He's not bad for someone who
should've been something else (in other words, I am a dumbass).
Quest and you'll get Cathleen and Klaques. If I recall correctly, their quest
takes quite a while. Also, the person questing must know a healing spell.
Background: A Priest who heals the injured on the battlefields with his
sister, Cathleen. He also looks after orphans. He's a little indecisive and
passive, so he tends to let others push him around. He is constantly worried
about the health of his sister.
Cathleen.
Lv12 Lector
HP: 428
MP: 318
RunePow: 170
RuneArea: 3
Rune Growth: Good (5-7)
STR: 54
INT: 72
AGI: 71
ATK: 173
DEF: 113
Lv30 Saint
HP: 608
MP: 408
RunePow: 278
STR: 72
INT: 104
AGI: 89
ATK: 214
DEF: 124
Is s/he worth using?
Possibly. She has Holy Word, and this can be useful if you need someone with
a magical punch. However, all the countries except Norgard and Iscalio have
units that can use Holy Word, so she may not be that useful for them,
especially Leonia, who probably has too many units that cast it. She's a
fairly good Saint, but poor Rune stats make her a bit of a liability.
Background: She travels to the battlefields of Forsena to treat the injured.
Her relationship with people is very important to her. She hopes that this
meaningless war will end soon.
Aldis.
Lv10 Lector
HP: 447
MP: 297
RunePow: 301
RuneArea: 3
Rune Growth: Good (5-7)
STR: 61
INT: 68
AGI: 67
ATK: 187
DEF: 113
Monsters: Puro (Lv20 Fafnir)
Lv30 Saint
HP: 647
MP: 397
RunePow: 421
STR: 81
INT: 103
AGI: 87
ATK: 232
DEF: 124
Is s/he worth using?
Sure, if you can get her. I'm not exactly sure how to get her. Many people
have said that you need to weaken your country before you can get her, but I
have not tested it myself. She always seems to go to a weak country. I think
that you have to get her quest, lower yourself to 3 or so castles, and then
quest again to get her. I read various things saying that you need to "treat
your dragons well" or something, but I'm not really sure what that means. I
know that in Brigandine: Grand Edition, you need to have three or so castles,
so it may be the same case in the original game. Anyway, if you're willing to
lose all your territories, you have a hope of getting her. It may not be a
horrible course of action in the beginning of the game, because no country
besides Norgard and Esgares (it probably can't get her anyway) has that much
territory to give up, and you get a shiny Fafnir in return (as well as a
Knight with 301 Rune Power).
Background: She is able to communicate with the Dragons. She was living in
the forest because she doesn't like the violence. She couldn't stand facing
the fact that the Dragons were used as weapons for the war, which eventually
led her to join the war.
Helrato.
Lv20 Avenger
HP: 661
MP: 136
RunePow: 190
RuneArea: 4
Rune Growth: Low (3-5)
STR: 93
INT: 56
AGI: 79
ATK: 285 (+14 from Tyrhung)
DEF: 131
Starting Monsters: 2 Fenrirs (Fluffy and Machismo)
Lv30 Avenger
HP: 801
MP: 166
Rune Power: 230
Rune Area: 4
STR: 113
INT: 66
AGI: 89
ATK: 325 (+14 from Tyrhung)
DEF: 134
Comments: You never get to use him, because always joins an opposing country.
He's strong, but like his rival, has bad Rune Power. Tyrhung makes him a lot
stronger than many other Knights, because of its hefty attack boost. The
computer uses him a lot because of his high level. Helrato will join another
country once Layoneil joins you, along with his two Fenrir pets.
Background: A one-eyed soldier who has absolute confidence in his
swordsmanship. He doesn't work for any particular Lord. He travels from one
battle to the next in his search for Layoneil, who caused him to lose his
eye.
Balder.
Lv10 Sorcerer
HP: 368
MP: 347
RunePow: 185
RuneArea: 3
Rune Growth: Good (5-7)
STR: 51
INT: 75
AGI: 65
ATK: 157
DEF: 101
Lv30 Wizard
HP: 568
MP: 507
RunePow: 305
STR: 61
INT: 110
AGI: 85
ATK: 182
DEF: 113
Is s/he worth using?
Eh. His starting Rune Power isn't that bad. Countries requiring a magical
punch may want someone like him. Actually, most countries could use someone
like him, except Caerleon. Statistically, he's intelligent but not
outstanding for a Sorcerer. Decent growth makes him a decent investment,
overall. If you get him early, he may be worth using.
He joins after doing a quest. If you're New Almekia or Iscalio, you might
want to pick him up. Power is an especially good spell for those, considering
the Salamander and Bahamut they have, respectively.
Background: He is the son of the head of the merchant guild in Forsena. His
father has the idea of making a connection with the nobles by sending his son
to the palace as a Knight. However, he doesn't care and just plays all day.
Kazan.
Lv15 Ninja
HP: 614
MP: 114
RunePow: 179
RuneArea: 4
Rune Growth: Low (3-5)
STR: 79
INT: 57
AGI: 91
ATK: 228
DEF: 125
Lv30 Ninja Master
HP: 764
MP: 149
RunePow: 239
STR: 102
INT: 70
AGI: 121
ATK: 274
DEF: 130
Monsters: Bronze Golem (forgot name), Dao (Blackie)
Comments: Kazan joins an opposing country after Shiraha joins your country.
He comes with some promoted monsters, and he's got an Anti-Magic Ring.
Background: A Knight of few words. He never talks unless someone talks to him
first Kazan always acts on his own and doesn't do anything except what he is
ordered to do.
Rain.
Lv1 Mage
HP: 311
MP: 302
RunePow: 149
RuneArea: 4
Rune Growth: Very High (7-9)
STR: 42
INT: 60
AGI: 52
ATK: 134
DEF: 92
Lv30 Necromancer
HP: 565
MP: 507
RunePow: 381
STR: 57
INT: 115
AGI: 81
ATK: 174
DEF: 112
Is s/he worth using?
Sadly, no. He's intelligent, like his father. In fact, I think he could be
better than his father in many ways. Rain joins your country shortly after
Mira and Millet do. Soon afterwards, you can recruit Ranguinus (if Esgares is
gone), but I forgot what exactly transpires in order for this to happen.
Sadly, can only get him after Esgares falls (Quest to get Mira and Millet,
and Rain will join shortly). By this time, a level 1 mage with 149 Rune Power
won't be very useful. It sucks because Rain is one of the best Project
Knights in the game in terms of raw potential. His Rune Power is atrocious at
first, but he's level one with 29 levels of 7-9 growth. He won't be bad at
all once he hits level 10, which isn't hard. Just cast Halo on him and feed
him a couple kills. Rain gets one of the highest Rune Power values in the
game at level 30, and he's very intelligent. Still, all this doesn't make up
for his late arrival, and Project Knights are only decent because they have
time to develop.
Background: The son of Ranguinus and the step-brother of Millet. He fell in
love with Millet the day she was adopted, but has not had the chance to tell
her how he felt. He isolated himself in his mansion after Millet left to join
the Empire.
Dogal.
Lv2 Barbarian
HP: 471
MP: 80
RunePow: 268
RuneArea: 3
Rune Growth: Low (3-5)
STR: 68
INT: 42
AGI: 55
ATK: 206
DEF: 103
Starting Monsters: Pixie (Tinkle), Centaur (Pinto), Hellhound (Fido)
Lv30 Avenger.
HP: 863
MP: 128
RunePow: 380
STR: 120
INT: 62
AGI: 85
ATK: 325
DEF: 132
Is s/he worth using?
Yes. Dogal's good for any country. He has insane Rune Power for a level 2
character, which makes him more valuable than most of the other Knights. The
only real drawback is his 3 in Rune Area. As an Avenger, he's incredibly
strong, and his Rune Power level gets very high towards the end of the game.
He's a tough old guy, too, but he's slow and cannot hit things well.
All you have to do to get him is to go on a quest. He comes with an
assortment of named monsters, which is a departure from a lot of other Quest
Knights, who come with nothing.
Background: Although he was able to become a Knight, he was banished to the
mountains for his ugliness. He no longer trusts or likes humans for that.
Instead, he communicates with monsters and takes care of them as if they were
his children.
Shred.
Lv20 Champion
HP: 703
MP: 116
RunePow: 160
RuneArea: 3
Rune Growth: Low (3-5)
STR: 94
INT: 53
AGI: 94
ATK: 286 (With Ogre Knuckle equipped)
DEF: 131
Starting Monsters: none
Lv30 Champion
HP: 883
MP: 126
RunePow: 200
STR: 119
INT: 58
AGI: 109
ATK: 323
DEF: 136
Is s/he worth using?
I have no earthly idea when or how Shred joins a country. Sometime in the
game, Esgares has a chance of getting him, but I don't know what triggers
this. Some have speculated that if you take Logres when Esgares has three or
fewer castles (which makes Cador go away), Shred will join Esgares. At any
rate after Esgares falls, he joins another country. Even if I knew, he's
really not that great. Statistically, he's not that bad, but this doesn't
make up for a 160 Rune Power value at level 20. His projected Rune Power at
level 30 is 200, which would be the worst in the game.
Background: The only one of Zemeckis' troops who tried to stop the rebellion.
He was captured by Cador and was imprisoned in Logres Castle. He was released
when the castle fell. He had no choice but to join the Empire. He is one of
the four leaders of the Empire.
===========================
H. Evil R's Knight Analysis
===========================
Back in the day (some two years ago), justain m posted a topic about
analyzing Knights on the GameFAQs message board. It was a trying experience,
but eventually I posted my Knight stats at level 30. Evil R also posted his
Knights on the board. Being the kind person that he is, he let me post his
own stats on this FAQ. While my Knights generally took the "straight" class
path, he used diverse and interesting class change combinations. His Knights
are generally better than mine because they've crossed classes. This also
shows how random Brigandine's stat growth system can be. These are also his
rankings, so if you have comments on them, send them to his e-mail address
(
[email protected]).
-----------------------------------------
a. Evil R's New Almekia Analysis [Evil_NA]
-----------------------------------------
Lance: Lv.30 King
HP: 833
MP: 319
RunePow: 425
RuneArea: 5
STR: 125
INT: 106
AGI: 107
ATK: 330
DEF: 141
Spells: Heal, Flame, Geno-Flame
Rank: A++
Comment: Lance is no doubt the best overall physical warrior of Forsena.
While he doesn't have Kiloph's insane STR, his STR is still pretty high
nonetheless. Not to mention he is very fast and really resistant to spells.
High RunePow, high HP/MP, high stats makes him a Warrior both strong for
physical encounter and magic slaughtering.
Lance: Lv.30 Prince
HP: 848
MP: 309
RunePow: 414
RuneArea: 5
STR: 110
INT: 103
AGI: 112
ATK: 293
DEF: 137
Spells: Heal, Flame
Rank: A
Comment: When level up as a Prince, Lance doesn't have the strength of a
King, but he has more agility. Is it because he is still a young kid and
likes jumping around?
Gereint: Lv.30 Shogun
HP: 765
MP: 164
RunePow: 333
RuneArea: 5
STR: 111
INT: 73
AGI: 98
ATK: 307
DEF: 137
Rank: A
Comment: While not very outstanding in any of his stats, Gereint started out
with high levels and high RunePow/RuneArea which makes him more useful than
knights like Loufal/Alsace whom had potential but start out at very low
levels.
Coel: Lv.30 Cardinal/Sorcerer or Wizard/Bishop
HP: 612
MP: 384
RunePow: 340
RuneArea: 5
STR: 78
INT: 111
AGI: 84
ATK: 226
DEF: 126
Spells (Cardinal/Sorcerer): Heal, Area Heal, Cure, Halo, Divine Ray, Holy
Word, Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Flight, Fog, Charm
Spells (Wizard/Bishop): Lose Holy Word, gain Geno-Thunder,Geno-Frost and
react
Rank: A-
Comment: Again, similar to Gereint, Coel's stats is not spectacular, but he's
got lots of RunePow/Area to be useful than other Cardinal.
Meleagant: Lv.30 Avenger
HP: 791
MP: 168
RunePow: 266
RuneArea: 4
STR: 103
INT: 68
AGI: 88
ATK: 289
DEF: 134
Spells: Curse, Weakness
Rank: B
Comment: Meleagant got some very weak stats for an Avenger. His only saving
grace is his RuneArea 4 otherwise, he is completely useless.
Halley Lv.30 Valkyrie
HP: 732
MP: 252
RunePow: 341
RuneArea: 4
STR: 102
INT: 76
AGI: 110
ATK: 311 +Gungnir
DEF: 141
Spell: Heal, HolyWord, Fog
Rank: B++
Comment: Halley is the strongest Valkyrie on Forsena. Her stats is not much
higher than standard Valkyrie compare to Iria/Mira/Adilicia, however,
Halley's MP is greatly over any other Valkyrie which makes her better.
Glauze: Lv.30 Paladin/Champion
HP: 803
MP: 187 (+14 from Magic Potion)
RunePow: 320
RuneArea: 4
STR: 112
INT: 72
AGI: 94
ATK: 304
DEF: 141
Skills: Critical Hit +10%
Spells: Heal, Cure, HolyWord
Rank: B+
Comment: Glauze is a standard Paladin/Champion. Not major advantage or
weakness.
Brusom: Lv.30 Shogun/Champion
HP: 758
MP: 123
RunePow: 219
RuneArea: 3
STR: 107
INT: 63
AGI: 92
ATK: 299
DEF: 135
Rank: C+ (for Dual Class only, otherwise C)
Comment: Brusom Sucks. Low HP at start despise high levels, weak RunePow/Area
and average stats makes him the weakest Shogun in Forsena. Questing material.
Loufal: Lv.30 Paladin/Champion
HP: 817
MP: 190 (+20 from Mithril Sword)
RunePow: 354
RuneArea: 3
STR: 125
INT: 74 (+4 from Mithril Sword)
AGI: 102
ATK: 340 (+10 from Mithril Sword)
DEF: 143
Skill: Critical hit +10%
Spells: Heal, Cure, HolyWord
Rank: B++
Comment: Loufal is one of the strongest Paladin of Forsena (Yes, he is
stronger than Dinadan). A very useful frontline warrior.
Alsace: Lv.30 Avenger/Champion
HP: 886
MP: 151
RunePow: 385
RuneArea: 4
STR: 125
INT: 74
AGI: 105
ATK: 335
DEF: 156 (+16 from Aegis)
Skills: Critical Hit +10%, HP Recovery +5%
Spells: Curse, Weakness
Rank: A
Comment: Alsace is the darkside of New Almekia. He got strength, he is smart,
he's fast and he can control a wide range of monsters. With Aegis equiped, he
is all holy units' predator.
Liguel: Lv.30 Artemis
HP: 685
MP: 230
RunePow: 361
RuneArea: 4
STR: 89
INT: 70
AGI: 120
ATK: 253
DEF: 140
Spells: Accel, Protect, Paralyze, Solid, React, Silent
Rank: B++
Comment: Liguel is one promising Artemis. Aside from standard Artemis stats,
she's got high RunePow/Area which makes her to be more usefull.
Adilicia: Lv.30 Artemis
HP: 730
MP: 218
RunePow: 346
RuneArea: 4
STR: 105
INT: 70
AGI: 108
ATK: 295
DEF: 141
Spells: Heal, HolyWord, Fog
Rank: B++
Comment: Adilicia is a powerful Valkyrie. Decent RunePow and wide RuneArea
place her at Halley's level. If you want a Valkyrie after Halley left New
Almekia, look no further.
Gilsus: Lv.30 Cardinal/Wizard
HP: 563
MP: 461
RunePow: 269
RuneArea: 3
STR: 74
INT: 96
AGI: 86
ATK: 218
DEF: 123
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank C+
Comment: There is nothing interesting about Gilsus apart from his
personality. None of his stats stands out and he got some weak RunePow/Area.
However, he is still useful early on consider the lack of Mages in New
Almekia.
Batercus: Lv.30 Avenger/Champion
HP: 911
MP: 120
RunePow: 286
RuneArea: 4
STR: 120
INT: 54
AGI: 106
ATK: 325
DEF: 140
Skill: Critical Hit +10%. HP recovery +5%
Spells: Curse, Weakness
Rank: B++
Comment: Truly live up to his name as the "Ogre of Padstow". Batercus has
insanely high HP (only next to Hyude), high STR/AGI that makes him a heavy
hitter. He is fairly weak against spells however so watch out for Divine
Rays. Another downside is that he only got average RunePow.
Aphelia: Lv.30 Saint/Witch
HP: 622
MP: 424
RunePow: 312
RuneArea: 3
STR: 73
INT: 104
AGI: 87
ATK: 216
DEF: 124
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank: B+
Comment: Despite being a wolf in sheep's clothing, Aphelia is not a hungry
wolf. She in standard at everything. Standard HP/MP, RunePow, and stats.
Still, she can be useful consider New Almekia's lack of healers.
Carlota: Lv.30 Saint/Witch
HP: 548
MP: 523
RunePow: 311
RuneArea: 4
STR: 66
INT: 100
AGI: 92
ATK: 202
DEF: 125
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank: B++
Comment: Carlota is pretty good with magic. Her high MP will guarantee 2X
Meteor Doom cast on the enemy which is very useful. Combine with decent
RunePow/Area, she's New Almekia's best Magic user.
-----------------------------------------
b. Evil R's Caerleon Analysis [Evil_Caer]
-----------------------------------------
Cai: Lv.30 Warlock
HP: 529
MP: 589
RunePow: 380
RuneArea: 5
STR: 67
INT: 117
AGI: 75
ATK: 194
DEF: 115
Spells: Heal, Flame, Geno-Flame, Thunder, Geno-Thunder, Exa-Blast, Frost,
Geno-Frost, Flight, Silent
Rank: A++
Comment: Cai is one of the most powerful magician on the continent. His
amount of MP rank only second in Forsena. With huge amount of MP combine with
all the Geno-Spells, Cai can dish out fatal damage to the enemy before they
could heal. However, Cai is weak physically, so an Artemis and a couple of
high centaurs can take Cai out if not careful.
Dinadan: Lv.30 Paladin
HP: 764
MP: 241
RunePow: 366
RuneArea: 5
STR: 110
INT: 75
AGI: 96
ATK: 300
DEF: 142
Spells: Heal, Cure, HolyWord
Rank: A
Comment: Dinadan has typical Paladin stats. However, he start out at high
levels and his high RunePow/Area is a big plus early in the game. Since
Caerleon severely lack physical knights in the beginning, Dinadan is a very
nice Warrior/Shield to let other weak knights to gain levels.
Merriot: Lv.30 Artemis
HP: 655
MP: 238
RunePow: 418
RuneArea: 4
STR: 91
INT: 80
AGI: 125
ATK: 263 (+6 from Eleven Bow)
DEF: 141
Spells: Accel, Protect, Paralyze, Solid, React, Silent
Rank: A+
Comment: Merriot is no doubt the most useful Artemis in the game. Her STR is
pretty high and her AGI is amazing. However, her high RunePow blow every
other Artemis out of the water. Imagine her with 1 Salamender+5 high
Centaurs. She is no doubt the "Mage Slayer" in Forsena.
BeauArte: Lv.30 Cardinal/wizard
HP: 638
MP: 382
RunePow: 337
RuneArea: 4
STR: 72
INT: 105
AGI: 72
ATK: 212
DEF: 119
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank: B++
Comment: Typical Cardinal with good RunePow/Area.
Janfadar: Lv.30 Cardinal/Necromancer
HP: 544
MP: 474
RunePow: 302
RuneArea: 3
STR: 63
INT: 99
AGI: 83
ATK: 196
DEF: 122
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame, Geno-Flame, Thunder,
Power, Flight, Charm
Rank: B
Comment: For someone who devoted his entire life studying magic, Janfadar
doesn't appear to be very brilliant. All his stats are mediocre.
Cierra: LV.30 Saint/Witch
HP: 553
MP: 553
RunePow: 273
RuneArea: 3
STR: 58
INT: 110
AGI: 90
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank: B+
Comment: She got high INT/MP which is very helpful for a magic user. However,
her RunePow/Area is not very impressive. Still she can just sit back behind
some Golems and Meteor Doom all day.
Bilcock: Lv.30 Cardinal/Wizard
HP: 665
MP: 395
RunePow: 259
RuneArea: 3
STR: 80 (+1 From destroying the Magical Knight)
INT: 99
AGI: 85
ATK: 230
DEF: 123
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame, Geno-Flame, Thunder,
Power, Flight, Charm
Rank: B
Comment: Bilcock is not bad for a Lv.30 Cardinal. However, he start out at
low level and his RunePow/Area is below Average. He can still get the job
done as a healer but for a magical country such as Caerleon, there are better
choices out there.
Shast: Lv.30 Avenger/Champion
HP: 881
MP: 136
RunePow: 295
RuneArea: 4
STR: 120
INT: 61
AGI: 110
ATK: 325
DEF: 141
Skills: Critical Hit +10%, HP recovery +5%
Spells: Curse, Weakness
Rank: A-
Comment: Shast is Caerleon's physical Juggernaut. He has high HP, high STR,
and most importantly, he's very fast. He will hit his target fast and deadly
and nobody can hardly touch him. Even if someone actually does touch Shast,
his regeneration will take care of the little scratch. If he had more
RunePow, he'll be even more powerful.
Millia: Lv.30 Saint/Witch
HP: 640
MP: 541
RunePow: 363
RuneArea: 5
STR: 63
INT: 111
AGI: 90
ATK: 196
DEF: 123
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank: A+
Comment: For a magic user, Millia got quite some HP. Also, she has high MP,
high INT, combine with high RunePow/Area make her a better overall magician
in Forsena. On top of that, she just a painter and she's way more useful than
someone who devoted all his life in magic...(Janfadar)
Eloute: Lv.30 Avenger/Champion
HP: 842
MP: 142
RunePow: 338
RuneArea: 4
STR: 111
INT: 82
AGI: 95
ATK: 307
DEF: 136
Skills: Critical Hit+10%, HP Recovery+5%
Spells: Curse, Weakness
Rank: B++
Comment: Eloute has something that is over other Dual classed
Avenger/Champion. He has way more INT than others. That makes him quite more
resistant to spells and makes his Curse more powerful.
Gush: Lv.30 Avenger/Guardian
HP: 758
MP: 300
RunePow: 242
RuneArea: 3
STR: 112
INT: 86
AGI: 97
ATK: 309
DEF: 137
Skills: HP recovery +10%
Spells: Heal, Area Heal, Cure, Halo, Curse, Weakness
Rank: B-
Comment: Gush is a man between light and darkness (in my case). Since
Caerleon already has plenty magicians, I decided to make Gush a physical
Warrior. If he staid on the Monk Path, he would have more HP/MP, but that he
wouldn't last too long due to Guardian weak defense. So I decided to make him
an Avenger/Guardian where he can heal and use the powerful Curse Spell. He
can sit back and Curse his enemy all day and he could also take a few hits.
If things aren't going too well, he can still Area Heal all friendly units
nearby and continue the battle. His major weakness is his weak RunePow/Area
which significantly reduces his rank.
Lecarra: Lv30 Sage
HP: 558
MP: 607
RunePow: 302
RuneArea: 4
STR: 55
INT: 120
AGI: 88
ATK: 180
DEF: 112
Spells: Heal, Area Heal, Halo, Exa-blast, Power, Frost, Geno-Frost, Flight,
Fog, Charm
Rank A+: Just when you thought Cai can Geno-Thunder all day, Leccara can
Geno-Frost/Exa-Blast all week. She is like a living Mana pool. Her insane
amount of MP will guarantee your troops to live 3X longer than usual and
still freeze all her opponents. Put 2 Fairies by her side, and she could
destroy any red elemental creatures before they can take a second action. She
is the reincarnation of the Snow Queen: Shiva. Actually, she's better than
Shiva since she can also Exa-Blast all Blue elemental creatures.
Caealeon is a very powerful country. It had some of the deadliest magicians
on the continent. Contrary to New Almekia, who has some really strong
physical warriors. However, Mages is always better than Fighter which makes
Caerleon a few steps higher then New Almekia.
Overall Ranking: A+
---------------------------------------
c. Evil R's Leonia Analysis [Evil_Leon]
---------------------------------------
Lyonesse Lv. 30 Queen
HP: 523
MP: 552
RunePow: 367
RuneArea: 5
STR: 49
INT: 120
AGI: 102
ATK: 207
DEF: 124
Spell: Heal, Area Heal, Cure, Divine Ray, Holu Word, Charm, Protect
Rank A: Well, Gourry and others pretty said all about her and I agree with
them. Keep her in the back early and move to forward when she gain a few
levels with more HP.
Kiloph: Lv. 30 Avenger/Champion
HP: 898
MP: 118
RunePow: 426
RuneArea: 4
STR: 137
INT: 62
AGI: 96
ATK: 359
DEF: 137
Spell: Curse, Weakness
Skills: HP recovery 5%, Critical Hit 10%
Rank A++: Let him finish off dying monsters in order for him to level up
quickly and you've got yourself a Dark God of destruction.
Paternus Lv 30 Cardinal/Sorcerer
HP: 664
MP: 372
RunePow: 335
RuneArea: 5
STR: 87
INT: 106
AGI: 84
ATK: 244
DEF: 123
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Flame, Geno-Flame, Thunder,
Exa-Blast, Power, Frost, Fog
Wizard/Bishop
ATK: 234
DEF: 113
Lose Holy Word, gain Geno-Thunder,Geno-Frost, Flame, Geno-Flame, Thunder,
Exa-Blast and React
Rank B++: Here's a tough choice. If you change him to another class, he will
lose all his Cardinal Spells. If you let him go only Cardinal path, then he
will have less MP and only a handful of spells. Anyway, in the end, I decide
to level him up as on the Sorcerer path since Sorcerers have the more useful
spells then a Druid. In the End, I have either Cardinal/Sorcerer or
Wizard/Bishop.
Isfas: Lv. 30 Guadian/Grappler
HP: 765
MP: 307
RunePow: 315
RuneArea: 4
STR: 110
INT: 87
AGI: 92
ATK: 300
Def: 130
Spells: Heal, Area Heal, Cure, Halo
Skills: Critical Hit +5%
Rank B+: I can either go with on the warrior path or mage path. Since I think
there is already enough Mage in Leonia, I have gone with the warrior path.
And he proves to be a powerful Guardian in the end. He may hit for less, but
he can paralyze the enemies.
Asmit Lv. 30 Cardinal/Necromancer
HP: 646
MP: 397
RunePow: 316
RuneArea: 4
STR: 76
INT: 111
AGI: 85
ATK: 222
DEF: 123
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame, Geno-Flame, Thunder,
Power, Flight, Charm
Rank B++: He lacks MP to be effective so a Necromancer or Wizard path for him
is not a bad idea.
Chantail Lv. 30 Wizard/Cardinal
HP: 571
MP: 457
RunePow: 271
RuneArea: 4
STR: 66
INT: 99
AGI: 80
ATK: 192
DEF: 111
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank B-: Average Magician. He is average in terms of HP/MP, INT for a mage.
Low Rune power.
Sophia: Lv. 30 Saint/Witch
HP: 600
MP: 428
RunePow: 313
RuneArea: 4
STR: 73
INT: 112
AGI: 85
ATK: 216
DEF: 123
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Frost, GEno-Frost, Fall Berg, Flight, Fog
Filo: Lv. 30 Sage
HP: 620
MP: 445
RunePow: 322
RuneArea: 4
STR: 78
INT: 109
AGI: 92
ATK: 226
DEF: 115
Spells: Heal, Halo, Exa-blast, Power, Frost, Geno-Frost, Flight, Fog, Charm
Sophia/Filo: B+ They have almost identical stats so train them in Sage/Witch
are recommended to gain more MP.
Charlene: Lv. 30 Valkyrie/Witch
HP: 667
MP: 288
RunePow: 296
RuneArea: 4
STR: 81
INT: 90
AGI: 102
ATK: 247
DEF: 139
Spells: Heal, HolyWord, Venom, Meteor Doom, Curse, Dimension, Frost, Geno-
Frost, Fall Berg, Flight, Fog, Charm
Rank B. Another difficult choice. I could let her go with to the Valkyrie
class but then she won't be too useful due to average STR. In the end, I
decided to go with Valkyrie/Witch. A meteor Doom spell is way more useful
then Holy Word. And I equip her with Gungnir to make up for her lack of ATK.
Langueborg: Lv. 30 Paladin/Champion
HP: 829
MP: 194
RunePow: 218
RuneArea: 3
STR: 110
INT: 58
AGI: 92
ATK: 300
DEF: 140
Spells: Heal, Cure, HoluWord
Skills: Critical Hit+10%
Rank B-: He may start out really weak, but his STR/HP surpass Dinadan. Why is
the low score then? He is very weak in RunePower/Area. Which prevent him to
be more useful. (He could have gotten a B. He got his "-" for his personality
and weakness early on).
Galonwand: Lv. 30 Shogun/Champion
HP: 872
MP: 133
RunePow: 277
RuneArea: 3
STR: 113
INT: 69
AGI: 96
ATK: 311
DEF: 137
Skills: Hit +20%, Critical Hit +10%
Rank B+: Just when you thought Kiloph have incredible HP, his friend
Galonwand almost tied with him to be the walking tanks of Leonia. However,
Galonwand is not as strong as Kiloph and with weaker STR (113). Galonwand's
true weakness is his RunePower and Area. 277 Runepower is only average and
runeArea of 3 is pretty weak.
Baleen: Lv. 30 Artemis
HP: 691
MP: 236
RunePow: 366
RuneArea: 3
STR: 81
INT: 61
AGI: 119
ATK: 237
DEF: 139
Spells: Accel, Protect, Paralyze, Solid, React, Silent
Rank B+: She is almost opposite to Galonwand. She got average HP, but very
weak STR. She does have incredible AGI makes her very hard to hit and she
also got 366 RunePower. What she lose in STR balanced out with 1 or 2
additional monsters for her to command.
Georg: Lv. 30 Necromancer/Cardinal
HP: 640
MP: 344
RunePow: 262
RuneArea: 3
STR: 75
INT: 97
AGI: 74
ATK: 210
DEF: 109
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame, Geno-Flame, Thunder,
Power, Flight, Charm
Rank C: George sucks. Weak Stats, weak HP, weak runepower/area makes him a
weak Rune Knight.
Raizen: Guardian/Champion
HP: 793
MP: 269
RunePow: 275
RuneArea: 4
STR: 109
INT: 79
AGI: 95
ATK: 298
DEF: 131
Spells: Heal, Area Heal, Cure, Halo
Skill: Critical Hit +10%
Rank B: He is used almost the same way as Isfas, only he lacks a bit in the
RunePower department.
----------------------------------------
d. Evil R's Iscalio Analysis [Evil_Isca]
----------------------------------------
Dryst: Lv.30 Super Tyrant
HP: 750
MP: 251
RunePow: 380
RuneArea: 5
STR: 113
INT: 78
AGI: 108
ATK: 304
DEF: 141
Spells: Meteor Doom, Curse, Weakness, Flame, Power
Rank: A
Comment: Dryst is nothing more than a above average knight. All his stats are
mediocre. However, being a ruler, his RunPow is high as usual and he has the
Meteor Doom spell which is one step above normal knights.
Iria: Lv.30 Valkyrie
HP: 733
MP: 213
RunePow: 321
RuneArea: 5
STR: 98
INT: 75
AGI: 112
ATK: 305 (+24 from Gungnir)
DEF: 142
Spells: Heal, HolyWord, Fog
Rank: B++
Comment: Iria is a weak Valkyrie in term of stats. However, since she started
on high levels, you'll find her more useful than those low level potential
powerful knights. Her high RuneArea is another +.
Camden: Lv.30 Cardinal/Necromancer
HP: 571
MP: 477
RunePow: 312
RuneArea: 4
STR: 60
INT: 105
AGI: 85
ATK: 190
DEF: 123
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word, Venom, Meteor
Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame, Geno-Flame, Thunder,
Power
Rank: B+
Comment: Camden is nothing special in terms of stats or RunePow. He's just
average.
Ulster: Lv.30 Cardinal/Wizard
HP: 644
MP: 381
RunePow: 337
RuneArea: 4
STR: 75
INT: 102
AGI: 88
ATK: 220
DEF: 124
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holy Word, Flame, Geno-
Flame, Thunder, Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight,
Fog, Charm, React
Rank: B++
Comment: Ulster has quite some MP despite start out as a Healer type knight.
He is better than Camden not in terms of stats, but in terms of higher
RunePow.
Bagdemagus: Lv.30 Avenger
HP: 874
MP: 133
RunePow: 313
RuneArea: 4
STR: 116
INT: 49
AGI: 86
ATK: 317
DEF: 133
Skill: HP recovery+5%
Spells: Curse, Weakness
Rank: B+
Comment: Bagdemagus is strong in offense and weak in defense. He is not very
fast and his INT is quite low making him very vulnerable to magic. Better
equip him with an Aegis Shield or he'll be in the red zone sooner than you
expected.
Gallo: Lv.30 Avenger/Champion
HP: 887
MP: 127
RunePow: 328
RuneArea: 4
STR: 119
INT: 60
AGI: 102
ATK: 323
DEF: 139
Skills: Critical Hit+10%, HP recovery+5%
Spells: Curse, Weakness
Rank: A-
Comment: Gallo is Iscalio's strongest knight. He is better than Bagdemagus in
every aspect. Be sure to level him up for heavy damage.
Daffy: Lv.30 Shogun/Champion
HP: 857
MP: 115
RunePow: 295
RuneArea: 3
STR: 116
INT: 66
AGI: 93
ATK: 317
DEF: 136
Skill: Critical Hit +10%, Hit +20%
Rank: B+
Comment: Daffy is quite powerful for a Shogun. His other stats are not very
spectacular however.
Miguel: Lv.30 Paladin/Champion
HP: 804
MP: 193 (+14 from magic potion)
RunePow: 301
RuneArea: 4
STR: 113
INT: 70
AGI: 100
ATK: 306
DEF: 143
Skill: Critical Hit +10%
Spells: Heal, Cure, HolyWord
Rank: B++
Comment: Miguel is good Paladin. Not only he got strength, he also got speed.
Good stats and decent RunePow made him a good frontier warrior.
Teath: Lv.30 Avenger/Champion
HP: 841
MP: 143
RunePow: 328
RuneArea: 3
STR: 118
INT: 63
AGI: 97
ATK: 321
DEF: 137
Skills: Critical Hit +10%, HP recovery +5%
Spells: Curse, Weakness
Rank: B++
Comment: Teath has the potential to be the second strongest warrior in
Iscalio. He got good stats and good RunePow. If you have the patience to
level him up, he'll prove his usefulness to you.
Hula: Lv.30 Saint/Witch
HP: 607
MP: 421
RunePow: 414
RuneArea: 3
STR: 69
INT: 103
AGI: 88
ATK: 208
DEF: 124
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank: A
Comment: Hula is a Iscalio's version of RuneBank. Her insane RunePow will
guarantee her an "A" rank whatever her stats might be. And it turn out that
she is not bad in her stats as well.
Victoria: Lv. 30 Witch
HP: 547
MP: 558
RunePow: 215
RuneArea: 3
STR: 57
INT: 104
AGI: 84
ATK: 174
DEF: 113
Spells: Venom, Meteor Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg,
Flight, Fog, charm
Rank: B-
Comment: Just when you thought you found an oasis of RunePow (Hula), you
discovered at the same time a dried out RuneWell. Victoria's high MP is very
devastating when used properly. However, due to her low ability to control
monsters, she might not be able to use all her MP before the enemies take her
out first.
Lucia: Lv.30 Artemis
HP: 666
MP: 226
RunPow: 342 (+20)
RuneArea: 4
STR: 100 (+5)
INT: 75 (+5)
AGI: 123 (+5)
ATK: 275
DEF: 141
Spells: Accel, Protect, Paralyze, Solid, React, Silent
Stats up due to her Quest.
Rank: A
Comment: Lucia is no doubt the strongest Artemis in term of pure strength.
High attach power and high RunPow makes her all magician's nightmare.
Summery: Iscalio is a balanced Country. It has some decent magic user, while
not particular spectacular, they will get the job done. It also has good
physical hitters with above average STR. (110 is average in my book for male
warriors, 90 for Artemis and 95 for Valkyries) And since Dryst can actually
change class at level 30, he gets bonus marks. So instead of a A-, he got:
Overall Ranking: A
----------------------------------------
e. Evil R's Norgard Analysis [Evil_Norg]
----------------------------------------
Vaynard: Lv.30 Lord
HP: 811
MP: 337
RunePow: 413
RuneArea: 5
STR: 125
INT: 100
AGI: 99
ATK: 330
DEF: 142
Spells: Frost, Geno-Frost, Fog
Rank: A++
Comment: Lance may have the potential to be the most powerful Ruler in
Forsena, Vaynard is a powerful warlord from the start. Unlike Lance where he
has to become King to achieve his full potential, Vaynard can cast Geno-Frost
right from the start and he is a deadly Dragon slayer. His only problem is he
can get damaged easily from the like of Salamender or Zameckis or red
elemental spells. So better hide him behind monsters or equip him with a Fire
Amulet.
Physical Warriors:
Guinglain: Lv.30 Paladin
HP: 780
MP: 237
RunePow: 370
RuneArea: 5
STR: 110
INT: 91
AGI: 91
ATK: 300
DEF: 140
Spells: Heal, Cure, HolyWord
Rank: A+
Comment: Guinglain is the most powerful single class Paladin in Forsena. Not
only he has high STR, he is also way smarter then average Paladins. As
consequence, his HolyWord can be pretty devastating and he can heal for tons
of HP.
Yvain: Lv.30 Paladin/Champion
HP: 802
MP: 189
RunePow: 335
RuneArea: 4
STR: 111
INT: 82
AGI: 100
ATK: 302
DEF: 143
Spells: Heal, Cure, HolyWord
Rank: A-
Comment: Like Guinglain, Yvain excels other dual class Paladin/Champion by</pre><pre id="faqspan-7">
superior INT. Fast, strong, and powerful spells (compare to other Paladin)
makes Yvain the second best Paladin in Forsena.
Brangien: Lv.30 Artemis
HP: 661
MP: 243
RunePow: 381
RuneArea: 5
STR: 92 (+2 from fighting with Vaynard. Cling! Clang!)
INT: 80
AGI: 123
ATK: 274 (+15 Heaven Bow)
DEF: 141
Spells: Accel, Protect, Paralyze, Solid, React, Silent
Rank: A
Comment: Briangien is close behind Merriot in term of usefulness. Her RunePow
is not as high, but she start out with a powerful weapon and decent levels.
With her white elemental bow, Brangien is a born predator to
Necromancers/Witches and all dark elemental monsters.
Luintail: Lv.30 Avenger
HP: 869
MP: 138
RunePow: 302
RuneArea: 3
STR: 120
INT: 71
AGI: 75
ATK: 325
DEF: 130
Skill: HP recovery +5%
Spells: Curse, Weakness
Rank: B++
Comment: Luintail is a very powerful Avenger. His STR is high and his INT is
high as well meaning for more damaging Curse and better spell defense.
However, his AGI sucked bad. This caused him to miss often his targets. I
guess he neglected his training while away from Norgard.
Palomides: Lv.30 Avenger/Champion
HP: 907
MP: 108
RunePow: 315
RuneArea: 4
STR: 121
INT: 54
AGI: 89
ATK: 327
DEF: 134
Skill: HP recovery+5%, Critical Hit+10%
Spells: Curse, Weakness
Rank: A-
Comment: Why Palomides is better than Luintail? His higher AGI is good, but
his low INT balanced out that factor. He got better HP but lower MP. In the
end, he only excels Luintail in his RunePow/Area department. Other than that,
they are about equal.
Dillard: Lv.30 Shogun/Champion
HP: 857
MP: 136
RunePow: 296
RuneArea: 4
STR: 115
INT: 73
AGI: 109
ATK: 315
DEF: 141
Skills: Critical Hit+10%, Hit+20%
Rank: B++
Comment: Dillard is the fastest male Knight in Norgard. All his stats are
very good. His only draw back is his average RunePow.
Ector: Lv.30 Shogun/Champion
HP: 830
MP: 157
RunePow: 355
RuneArea: 4
STR: 121
INT: 71
AGI: 100
ATK: 327
DEF: 138
Skills: Critical Hit+10%, Hit+20%
Rank: A-
Comment: Ector is a very powerful warrior. He is strong, he is fast and he
has lots of RunePow. An overall worthy warrior of Norgard.
Faticia: Lv.30 Valkyrie
HP: 725
MP: 209
RunePow: 261
runeArea: 3
STR: 104
INT: 81
AGI: 110
ATK: 293
DEF: 141
Spells: Heal, HolyWord, Fog
Rank: B
Comment: Faticia has only two things above other Valkyries: slightly higher
STR and INT. However, her weak RunePow severely reduced her usefulness.
Magic Users:
Kirkmond: Lv.30 Cardinal/Wizard
HP: 562
MP: 472
RunePow: 272
RuneArea: 3
STR: 69
INT: 100
AGI: 85
ATK: 208
DEF: 123
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank: B-
Comment: Not too impressive stats combine with not too impressive RunPow/Area
makes kirkmond not too impressive as well.
Morholt: Lv.30 Necromancer
HP: 547
MP: 511
RunePow: 288
RuneArea: 4
STR: 59
INT: 103
AGI: 79
ATK: 178
DEF: 111
Spells: Venom, Meteor Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame,
Geno-Flame, Thunder, Power, Flight, Charm
Rank: B+
Comment: An average Necromancer. Even though none of Morholt's stats is very
impressive, he does has enough MP to double cast Meteor Doom and that is
enough for his role.
Zerafin: Lv.30 Cardinal/Necromancer
HP: 569
MP: 480
RunePow: 267
RuneArea: 3
STR: 64
INT: 105
AGI: 87
ATK: 198
DEF: 124
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame, Geno-Flame, Thunder,
Power, Flight, Charm
Rank: B-
Comment: Zerafin is an ok magician. All his stats are mediocre. however, his
RunePow/Area is very weak. Now we can really see the reason why he survived
the battle of Fort Lidney (not worthy enough to be killed by the enemy) and
how he couldn't save the late king (too incompetent).
Noie: Lv.30 Saint/Witch
HP: 572
MP: 443
RunePow: 408
RuneArea: 4
STR: 54
INT: 107
AGI: 83
ATK: 178
DEF: 122
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank: A
Comment: Noie is better suited as a healer instead of casting Meteor Doom on
enemies. Her huge RunePow can let her bring a lot of monsters. And she can
win the battle by taking good care of her pets and let them do the
slaughtering.
Roadbull: Lv.30 Cardinal/Wizard
HP: 634
MP: 395
RunePow: 315
RuneArea: 4
STR: 80
INT: 115
AGI: 78
ATK: 230
DEF: 121
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank: A-
Comment: Roadbull is the most powerful Magician in Norgard (powerful in the
sense of the smartest magician in Norgard). Very high INT and with good
RunePow/Area, he is a deadly Cardinal. I guess wisdom truly increase with age
(He is 50 years old!).
Elaine: Lv.30 Saint/Witch
HP: 563
MP: 539
RunePow: 325
RuneArea: 3
STR: 60
INT: 100
AGI: 82
ATK: 190
DEF: 122
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank: B++
Comment: Elaine is Norgard's most powerful offensive magician. Not just
because she can double cast Meteor Doom but also she can control a wide range
of monster. She is just like Carlota of New Almekia.
----------------------------------------------
f. Evil R's Quest Knight Analysis [Evil_Quest]
----------------------------------------------
Cortina Lv 30 Saint/Witch
HP: 567
MP: 520
RunePow: 380
RuneArea: 4
STR: 61
INT: 104
AGI: 98
ATK: 192
DEF: 127
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, charm
Rank A
Comment: Cortina is quite powerful. Even though her INT is not very high, she
made up with her huge amount of MP. Not to mention her high Rune Power. A
very nice addition to some low magic user kingdom such as New Almekia.
Hyude: Lv.30 Avenger/Champion
HP: 933
MP: 130
RunePow: 368
RuneArea: 4
STR: 117
INT: 67
AGI: 107
ATK: 319
DEF: 140
Skills: Critical hit +10%, Recovery +5%
Spells: Curse, Weakness
Rank A
Comment: Hyude may start out like a wuss, but he turned out to be Forsana's
most resistant knight. With the highest HP rating among all knights, you
don't really any strategy with him. Equip him with an Aegis shield and he'll
become Heaven's nightmare.
Dogal: Lv30 Avenger/Champion
HP: 890
MP: 115
RunePow: 385
RuneArea: 3
STR: 130
INT: 59
AGI: 94
ATK: 345
DEF: 136
Skills: Critical hit+10%, Recovery+5%
Spells: Curse, Weakness
Rank A
Comment: Just when you thought Hyude is strong enough, Dogal proves to be the
"kiloph" among questing knights. Insane HP, STR, and RunePower makes him a
really powerful warrior. However, he is a lot weaker against spells and have
close range RuneArea.
Limlight: Lv30 cardinal/Wizard
HP: 565
MP: 503
RunePow: 249
RuneArea: 3
STR: 68
INT: 116
AGI: 87
ATK: 206
DEF: 124
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank B+
Comment: He's got INT and MP which quite deadly. But he also sucked bad at
the RunePow department. A backup mage.
Cathleen: Lv30 Saint/Witch
HP: 584
MP: 430
RunePow: 279
RuneArea: 3
STR: 63
INT: 106
AGI: 92
ATK: 196
DEF: 125
Spells: Heal, Area Heal, Cure, Halo, Dinine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog
Rank B+
She's not that bad. She got decent MP compare to other Cleric type mages.
However, she's not too hot on the INT and RunePower area as well. Not really
worth the effort.
Klauques: Lv.30 Cardinal/Necromancer
HP: 656
MP: 391
RunePow: 313
RuneArea: 3
STR: 74
INT: 112
AGI: 85
ATK: 218
DEF: 123
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Venom, Meteor
Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame, Geno-Flame, Thunder,
Power, Flight, Charm
Rank B+
Although not a big MP fan, Klauques does have decent INT and RunePower, thus
making him better than his sister. Almost as good as Asmit.
Carmine: Lv.30 Cardinal/Wizard
HP: 645
MP: 351
RunePow: 305
RuneArea: 4
STR: 80
INT: 108
AGI: 83
ATK: 230
DEF: 122
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank B+
Carmine is an average Cardinal. Compare to Klauques, he is a little weaker,
but his 4 RuneArea still earns him a B+ ranking.
Balder: Lv.30 Cardinal/Wizard
HP: 572
MP: 480
RunePow: 314
RuneArea: 3
STR: 68
INT: 106
AGI: 86
ATK: 206
DEF: 123
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank: B+
Comment: Balder is your typical useful wizard. However, by the time you get
him, you won't use him.
Layoneil: Lv.30 Shogun
HP: 751
MP: 176
RunePow: 240
RuneArea: 3
STR: 110
INT: 74
AGI: 104
ATK: 305
DEF: 139
Skills: Hit +20%
Rank: B-
Comment: Typical Shogun in term of strength and AGI. However, his RunePow is
pretty weak along with his RuneArea.
Rain: Lv.30 Cardinal/Wizard
HP: 563
MP: 474
RunePow: 380
RuneArea: 4
STR: 65
INT: 112
AGI: 86
ATK: 200
DEF: 123
Spells: Heal, Area Heal, Divine Ray, HolyWord, Flame, Geno-Flame, Thunder,
Geno-Thunder, Exa-Blast, Power, Frost, Geno-Frost, Flight, Fog, charm, React
Rank: B+
Comment: Rain is a powerful Wizard with good INT and high RunePow. He could
have been more useful if he didn't start out at level 1.
Schutleis: Lv. 30 Paladin/Champion
HP: 800
MP: 185 (+14 from a magic potion)
RunePow: 285
RuneArea: 4
STR: 111
INT: 72
AGI: 100
ATK: 300
DEF: 143
Skill: Critical Hit+10%
Spell: Heal, Cure, HolyWord
Rank: B+
Comment: Schutleis is a decent knight. He's level is decent when he first
join you and his overall stats are pretty good. Of course, a magic potion is
needed for anyone going on the Paladin/Champion combination.
Ex-Esgares Knights
Soleil: Lv.30 Cardinal
HP: 651
MP: 370
RunePow: 385
RuneArea: 5
STR: 90
INT: 110
AGI: 87
ATK: 250
DEF: 124
Spell: Heal, Area Heal, Cure, Halo, Divine Ray, HolyWord, Flight, Charm
Rank A+
Comment: Soleil sure does live up to his name. His high RuneArea shines just
like the sun. Even though not one of the highest RunePow at level 30, he
defiantly has the highest RunePow before level 20. Also combine with high
stats, Soleil is defiantly the strongest Cardinal in the game.
Mira: Lv.30 Valkyrie
HP: 791
MP: 200
RunePow: 366
RuneArea: 4
STR: 105
INT: 77
AGI: 108
ATK: 317 (+24 from Gungnir)
DEF: 141
Spells: Heal, HolyWord, Fog
Rank B+
Comment: Mira is one of the best among Valkyries. If you are looking for an
valkyrie for your army, you've just found your target. Her high stats and
high HP will be deadly against people like Dryst. However, her sister is even
better.
Millet Lv.30 Witch
HP: 684
MP: 566
RunePow: 356
RuneArea: 4
STR: 63
INT: 113
AGI: 96
ATK: 184
DEF: 114
Spells: Venom, Meteor Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg,
Flight, Fog, Charm
Rank: A+
Comment: Millet is one of the best magic users in Forsena. High INT combine
with high MP make her extremely deadly. All you need is a fairy beside her
and the enemy will be eating 2X Meteor Doom before they know what hit them.
Ivan Lv.30 Necromancer
HP: 573
MP: 501
RunePow: 243
RuneArea: 3
STR: 56
INT: 103
AGI: 81
ATK: 172
DEF: 112
Spells: Venom, Meteor Doom, Curse, Dimension, Weakness, Necro Rebirth, Flame,
Geno-Flame, Thunder, Power
Rank C+
Comment: Ivan is weak Necromancer. His stats are pretty low-average and he
got bad RunePow. Only useful for quest.
Fiel: Lv30 Paladin/Champion
HP: 887
MP: 132
RunePow: 271
RuneArea: 3
STR: 113
INT: 60
AGI: 90
ATK: 306
DEF: 140
Skills: Critical hit+10%
Spells: Heal, Cure, Holyword
Rank C+
Comment: Fiel start out with high HP but low MP. Since I want to see his HP
potential limit, I level him up on the Champion road. At the end, he proves
to have huge HP, but not at the Hyude level. And his MP is extremly low since
Champion has the worst MP bonus. I might level him up only on the paladin to
compare, but right now, he's got some pretty average STR/AGI even with
Champions high bonus.
Shiraha: Lv.30 Ninja Master/Champion
HP: 869
MP: 142
RunePow: 267
RuneArea: 4
STR: 112
INT: 69
AGI: 115
ATK: 304
DEF: 138
Skills: Hit & Away, Critical hit+10%
Spells: Dimension, Weakness, Accel, Protect, Paralyze, Solid, Silent
Rank: B++
Comment: Shiraha is a very swift warrior. He can hit for good damage and
receive very little penalty due to the fact that nobody can touch him. His
only draw back is his weak RunePow.
Castor: Lv.30 Avenger/Champion
HP: 848
MP: 126
RunePow: 305
RuneArea: 4
STR: 116
INT: 61
AGI: 101
ATK: 317
DEF: 138
Skills: Critical Hit+10%, HP recovery+5%
Spells: Curse, Weakness
Rank: B++
Comment: Like his brother Miguel, Castor is also a very useful knight. His
high stats and decent RunePow surely live up to the Rand family's name.
Ranguinus: Lv.30 Wizard
HP: 551
MP: 518
RunePow: 295
RuneArea: 4
STR: 60
INT: 110
AGI: 84
ATK: 180
DEF: 113
Spells: Flame, Geno-Flame, Thunder, Geno-Thunder, Exa-Blast, Power, Frost,
Geno-Frost, Flight, Fog, Charm, React
Rank: B++
Comment: Ranguinus is a good wizard. His MP is higher than most Wizards and
his INT is pretty high as well. Good stats with decent RunePow make him quite
useful. Another big+ is that he starts at high levels.
Aldis: Lv.30 Saint/Witch
HP: 623
MP: 425
RunePow: 418
RuneArea: 3
STR: 73
INT: 100
AGI: 91
ATK: 215
DEF: 125
Spells: Heal, Area Heal, Cure, Halo, Divine Ray, Holyword, Venom, Meteor
Doom, Curse, Dimension, Frost, Geno-Frost, Fall Berg, Flight, Fog, Charm
Rank: A+
Comment: Aldis is cute little dragon master of Forsena. In order to command
dragons, she possess huge amount of rune power. Even though her other stats
is not very spectacular, her high RunePow make her a very useful rune knight.
However, it is hard to get her to join you. In my game, I have my territory
down to 2 castles before she show up to offer her service.
=======================
I. Top Ten Knight Stats
=======================
This is the list of the best/worst Knights stat-wise. It's pretty self-
explanatory. These are all level 30 stats, and they were taken from my
values, not Evil R's.
HP.
1. Dillard (915)
2. Hyude (912)
3. Batercus, Shast (910)
4. Gallo, Bagdemagus (900)
5. Lance (895)
6. Kiloph (889)
7. Palomides (885)
8. Galonwand (880)
9. Luintail (876)
10. Dogal (858)
The Champion class generally has high HP. Then comes Avengers. Lance is a
special case, as he gets good HP level ups and starts out on level 1. I
suppose Shred should be on here as well, but I don't have level 30 stats for
him.
MP.
1. Lecarra (611)
2. Cai (585)
3. Cierra (575)
4. Millia (570)
5. Millet (565)
6. Elaine, Carlota (561, 591 w/ Ring of Sorcery)
7. Cortina (560)
8. Victoria (556)
9. Lyonesse (554)
10. Limlight (537)
Lecarra rules over everyone else here. Ranguinus and Gish come in pretty
close, but they don't quite make it, with 531 MP each.
Rune Power
1. Lance (423)
2. Kiloph (421)
3. Vaynard (420)
4. Merriot (407)
5. Noie (405)
6. Hula (401)
7. Dryst (385)
8. Rain (384)
9. Soleil, Dogal (383)
10. Esmeree (382)
Aldis should probably be on this list, but I don't know her level 30 stats.
Lance dominates here, by a small margin. Alsace (380), Brangien (378), Cai
(375) and Millia (375) were pretty close.
Worst Rune Power
1. Victoria (216)
2. Langueborg (218)
3. Brusom (228)
4. Helrato, Layoneil (230)
5. Ivan (237)
6. Esclados (241)
7. Gush (244)
8. Limlight (252)
9. Faticia (254)
10. Bilcock (257)
Har har har. Most of these characters are worthless, except for Esclados,
whose high initial level makes him worthwhile.
STR.
1. Kiloph (130)
2. Batercus (126)
3. Galonwand (122)
4. Alsace (121)
5. Bagdemagus, Dillard, Dogal (120)
6. Shast (118)
7. Vaynard, (117)
8. Luintail, Lance, Palomides (116)
9. Daffy, Hyude, Gallo, Helrato, Loufal (115)
10. MelTorefas, Castor, Gereint, Gush, Isfas (112)
As expected, Avengers and Champions dominate this category. Lance and Vaynard
are there, too.
INT.
1. Lyonesse (120)
2. Cai (119)
3. Limlight, Roadbull (116)
4. Elaine, Filo, Noie, Millia (114)
5. Cortina, Cierra (113)
6. Carmine, Coel (112)
7. Rain, Asmit, Janfadar, Lecarra, Aphelia, Gish (110)
8. Sophia, Esmeree, Millet (109)
9. Ulster, Ranguinus, Hula, BeauArte (108)
10. Paternus, Gilsus (107)
It seems strange that Lyonesse is more intelligent than the "smartest man on
the continent." I guess Cai's title is still correct, because Lyonesse isn't
a man. I hope.
AGI:
1. Brangien (126)
2. Merriot (125)
3. Lucia, Baleen, Eniende (124)
4. Shiraha (121)
5. Gallo (118)
6. Liguel (116)
7. Shast, Mira (112)
8. Lance, Dillard (111)
9. Iria, Charlene (110)
10. Hyude, Dryst (109)
The Artemis and the Ninja classes have the highest AGI. Champions and
Valkyries tend to have high AGI as well. Then there's Lance and Dryst.
============================
J. Brigandine: Grand Edition
============================
With the help of a friend, Nephlite, I recently acquired a copy of
Brigandine's famed Japan only "expansion," Grand Edition. There are quite a
few things added onto Grand Edition that were not present in the original,
but listing all of these changes would be a Herculean task. Instead, I'll
just list the most noticeable and interesting gameplay changes.
--------
Gameplay
--------
There are no battle cutscenes for different attacks. Instead, all animations
are done on the map. The animations tend to be unspectacular, but some are
pretty good looking, like Knight Genocide. They tend to be quick, and they
don't hinder battle progression.
The game is two disks. The first disk ends shortly after defeating Esgares.
I'm not quite sure if that's the trigger, but it's something like that. The
2nd disk will take you do the end of the game. The first disk is required for
the different multiplayer modes.
Esgares does not require a code to unlock anymore. It's one of the countries
that are available from the start. It now has story scenes, which is nice if
you're an Esgares fan. Unfortunately, Esgares is pretty difficult (moreso
than before). It can't really get quest Knights, and it loses Eniende and
MelTorefas for story purposes. This is a huge blow, especially for a country
that needs all it can get. If that wasn't bad enough, it's possible to lose
Soleil if he meets Schutleis in battle.
There's a "Zone of Control" system in Grand Edition. If a unit is surrounded
on two sides, any other unit attacking the surrounded unit will get a 30%
accuracy boost. This is useful against Wyverns and Shiraha, who are pretty
hard to hit otherwise.
Black and White still oppose each other, but relationships between Red, Blue,
and Green have completely changed. Red deals normal damage to Blue, but Red
is weak to Blue attacks. Blue deals normal damage to Green, and Blue is weak
to Green attacks. Green deals normal damage to Red, but Green is weak to Red
attacks. This upsets the balance a bit, since the units that Dragons
terrorize are now things like Mandrakes and Centaurs instead of Hydras. The
Green element gets its own attack magic (Thunder and Geno-Thunder), and it
loses Solid to the Red element.
The Fog spell has been replaced by Resist. Resist lowers all incoming magic
damage on a single unit for a few turns. This is a pretty useful spell when
cast on Golem units, since they always take the full brunt of magic attacks.
Fog was was also a rather unimpressive spell.
Melee Knights have two types of attacks now. One is the normal physical
attack that Brigandine players are used to. The second is an attack that's
40-50 points stronger, but with a 30% hit rate reduction. It's useful when
you have someone in a Zone of Control or already have a 100% hit rate, but
it's risky on more evasive opponents. This second attack doesn't replace
criticals, since you can critical using these attacks.
ATK is now 1.5x STR + Base Knight ATK instead of 2x STR + Base Knight ATK.
This means STR doesn't have as much of an impact as it did in the original.
This may be a measure to keep things balanced after introducing the special
melee attacks. Still, damage isn't lowered that much because the Base Knight
ATK is higher than it was before. Also, DEF is a set value depending on which
class a unit is. AGI, which used to help increase defense, is now only used
for accuracy and evasion rates.
Levelling up gives minor HP and MP boosts, as well as ATK and DEF increases.
The rulers/unique Knights have been changed around a bit. Lance will no
longer get 900 HP at level 30 like he used to. The Prince class is now a
Green element, and it now has Thunder instead of Flame. This is pretty handy,
since Thunder's stronger than Flame is, which makes it easier to train him.
Also, he retains the ability to kick Vaynard's ass at will. As a King, he
gets a defense boost, as well as the Geno-Thunder spell. Dryst remains
unchanged, except he has a higher chance of getting criticals. Vaynard gets
Resist instead of Fog. Joy. Lyonesse loses the Charm spell, but little else.
Cai gets Resist and Paralyze. Paralyze is particularly deadly in his hands
because his INT is so high. Zemeckis gets kinda screwed. The almighty Power
spell adds only 50 ATK instead of 1.5x, so it got heavily watered down. Even
worse, Power is his only spell, because they took Geno-Thunder away. If that
wasn't bad enough, he loses the convenience that comes with his crossbow. He
can still shoot from a long distance (4 hexes), but he can't shoot after
moving (he can still hit someone with a melee hit, but it's not as
convenient). Cador has been given regeneration, but he remains mostly
unchanged.
Dinadan and Iria have been given unique classes. Dinadan is a Knight Master
(1 White, 1 Green), which is basically a Paladin that loses Holy Word in
exchange for Thunder. He has a 50% chance of nullifying any arrow attacks
with his Cut Down ability, and Deflect gives him a chance reduce melee damage
to 1/3. This is a fairly good upgrade, since he becomes very tanky and gets a
potent single target attack spell. Iria, on the other hand, loses her
Valkyrie spells in return for Curse and Resist. Curse gives her strong
damage, and Resist is a great replacement for Fog. She still has a spear
throw attack that's pretty much the same as a Valkyrie's. She's also 1 Black
and 1 Blue element. One downside of these unique classes is that they get
Lord-like equipment options, which means that Iria doesn't get to use any
other weapons.
Most of the classes have some new quirks, even if they're things like
increased hit rate. There are some interesting additions out there. Rangers,
for example, get the Hellhound's Hit&Away ability, which is insanely useful
(especially when you consider that it can be passed through dual-classing).
Samurai lose excellent hit rates for magic resistance, which isn't a terrible
tradeoff. Knight classes have a small chance to halve oncoming physical
damage. Grapplers have a decent chance of causing the stun status with their
normal physical attacks. Samurai Masters get 20% magic resistance and
Dinadan's ability to cancel projectiles. Berserkers are now Red elemental
Knights, and they get the Power spell. Ninjas get the Thunder spell, but
Ninja Masters get the insane ability to attack twice in a single turn. There
are many more, but most of the classes received some sort of improvement.
Monsters have unique items to equip now. For example, Jinns have a weapon
that adds 10 to ATK, and Hellhounds have a weapon that is +6 to ATK with a
20% chance of poisoning. There are also universal monster items, such as one
that is +18 ATK (!), one that auto-revives the monster if it dies, and
another that reduces the monster's RuneCost (GHOULS CAN BE WORTH 5 RUEN,
OMG!).
There are a few new promotion items worth mentioning. The Golden Crown is a
promotion for Lizard Guards (yes, they finally get a promotion) into Lizard
Kings. Lizard Kings (3 Blue) are insanely useful creatures. They are able to
attack twice in a single turn, they block oncoming physical damage like
Cavalier/Paladins do, and they have high defenses. They simply murder
Dragons. The other item is the Missing Link, which makes it possible to
promote a creature even if they don't have the levels for it. This means that
you technically could have a level 1 Salamander if you had two Missing Links.
Good stuff.
Just for fun, here are the stats of a level 30 Lizard King raised from level
1 with a Missing Link.
Lv30 Lizard King
HP: 716
MP: 0
STR: 115
INT: 74
AGI: 109
ATK: 297 [Base ATK: 125?]
DEF: 135
Acts twice a turn
As rumored, you are able to fight Bulnoil in this game. You don't have to do
anything special. Just beat the game like you normally would, and the screen
will turn dark. You'll be sent to your capital, and injured Halley will join
your ranks. You can use her if you want, but it doesn't matter.
Here are the stats for Bulnoil and his two Guardians. I don't know what their
names are, so I'll just call them Stab Guardian and Shoot Guardian.
Lv?? Bulnoil
HP: 729
MP: ?
STR: 85
INT: 108
AGI: 73
ATK: 237
DEF: 120
Spells: Venom, Meteor Doom, Curse, Dimension, Weakness, Necro Rebirth, Exa-
Blast, Stone, Fall Berg, Charm, Thunder, Geno-Thunder
Specials: Has a shield that takes 1000-1500 damage for him.
Lv30 Stab Guardian
HP: 783
MP: 212
STR: 115
INT: 74
AGI: 99
ATK: 307
DEF: 135
Rune: 376
RuneArea: 4
Spells: Weakness
Monsters: Lucifer, Salamander, Talos
Lv30 Shoot Guardian
HP: 691
MP: 309
STR: 97
INT: 75
AGI: 106
ATK: 265
DEF: 130
Rune: 368
RuneArea: 4
Spells: Curse
Monsters: Talos, Lilith, Bahamut
As you can probably tell from the monsters, you're in for a pretty hard
fight. The Lilith and the Satan mean that you'll probably eat a few Meteor
Doom spells. The Guardians themselves are tough, but they're easily killed if
you need to get rid of their monsters. Bulnoil himself is a long fight, but
he's not particularly hard. His spells are high powered, but you should bring
some healers with you.
-------------------
GE Multiplayer Modes
-------------------
As far as I know, multiplayer mode is pretty much a "hotseat" deal, which
means that you would have to hand the controller off to one of your friends
if it were their turn. Maybe I haven't explored it enough. The game lets you
choose from three pre-set scenarios to play from.
The first Multiplayer Mode is merely the original game, I think.
--------------------
2nd Multiplayer Mode
--------------------
Starts on the 10th month of the year 216.
Caerleon, Norgard, Iscalio, and Esgares are still around.
Esgares and Norgard have 13 cities each. Esgares is eating into Caerleon,
which only has 6 cities. Iscalio has 9 cities, and it is bordering several
cities on the old Esgares border.
1. Norgard has Vaynard, Guinglain, Luintail, Morholt, Layoneil, Yvain,
Charlene, Palomides, Roadbull, Schutleis, Brangien, Kirkmond, Dillard,
Clarence, Carlota, Zerafin, Ector, Chantail, Noie, and Elaine (20).
Promoted Monsters: 2 White Dragons (Lv14 and 13), Lv13 Efreeti, Lv12 Phoenix,
Lv10 Couatl, and Lv10 Pegasus.
2. Caerleon has Dinadan, Cai, Gereint, Isfas, Lecarra, Cierra, Janfadar,
Shast, BeauArte, Adilicia, Gush, Eloute, Lance (!), Millia, Bilcock, Merriot,
and Sheluna (17).
Promoted Monsters: Lv13 Nightmare, Lv13 Couatl, Lv12 High Centaur, Lv10
ManEater, and Lv10 ArchAngel
3. Iscalio has Dryst, Iria, Helrato, Bagdemagus, Camden, Daffy, Ulster,
Victoria, Gallo, Langueborg, Miguel, Lucia, Sheridan, Cortina, Teath, Liguel,
Dogal, Hula (18)
Promoted Monsters: Lv22 Bahamut, Lv14 Gigas, Lv13 ArchDemon, 2 Fenrirs (Lv12
and Lv11), Lv10 Death Needle, Lv10 Dao
4. Esgares has Cador, Zemeckis, Gish, Esmeree, Ranguinus, Shiraha, Fiel,
Millet, Roecod, Paradoll, Mira, Eniende, Soleil, Ivan, Rod, MelTorefas,
Castor, and Irvin (18)
Promoted Monsters: Lv22 Vampire Lord, Lv14 Lizard Guard, Lv12 Tiamat, Lv11
Vampire, Lv10 Death Needle, Lv10 Green Dao, Lv10 Fenrir, Lv10 Nightmare, Lv10
Red Dragon.
--------------------
3rd Multiplayer Mode
--------------------
This takes place in the 6th month of 218. There are 3 countries left:
Caerleon, Norgard, and Iscalio.
Norgard has taken most of the cities (22) in the continent, including the
majority of Esgares and Leonia. Caerleon has all of the New Almekian cities
and all of its original territory (10). Iscalio has several non-Norgard
cities, but it is split through the middle (9).
1. Norgard has (in order of level) Vaynard, Guinglain, Layoneil, Luintail,
Morholt, Yvain, Palomides, Charlene, Roadbull, Brangien, Schutleis, Fiel,
Soleil, Kirkmond, Faticia, Dillard, Ivan, Vanessa, Clarence, Carlota, Ector,
Zerafin, Chantail, and Elaine (24).
Noie must have died of her disease in the meantime.
Norgard's Promoted Monsters: Lv20 Fafnir, Lv17 White Dragon, Lv14 Phoenix,
Lv13 Pegasus (taken from Leonia, no doubt), Lv11 ArchDemon, Lv10 Fenrir, Lv10
Nightmare, Lv10 ManEater, and a Lv10 Titan.
2. Caerleon has Dinadan, Cai, Gereint, Isfas, Lecarra, Cierra, Shast,
Adilicia, Janfadar, BeauArte, Belgar, Lance, Gush, Eloute, Nevelle, Balder,
Merriot, Millia, Bilcock, and Sheluna (20).
Caerleon's Promoted Monsters: Lv18 ArchAngel, Lv16 Couatl, Lv15 Nightmare,
Lv14 High Centaur, Lv12 Triton, Lv10 Gigas, Lv15 Red Dragon, Lv13 ManEater,
Lv10 Pegasus, and a level 10 Marid.
3. Iscalio has Dryst, Iria, Helrato, Shred, Bagdemagus, Camden, Daffy,
Ulster, Victoria, Roecod, Gallo, Miguel, Cathleen, Lucia, Langueborg, Castor,
Sheridan, Teath, Hula, Cortina, Liguel, Klaques, and Dogal (23).
Iscalio's Promoted Monsters: Lv23 Bahamut, Lv20 Satan, Lv17 Vampire, Lv16
Iron Golem, Lv16 Gigas, Lv14 Dao, 2 Lv13 Fenrirs, Lv10 Lizard Guard, Lv10
Death Needle, Lv10 High Centaur, Lv10 Tiamat.
Of these, I'd want to play Caerleon the most. I can't resist having two
leaders in the same country, especially when they're Cai and Lance. It's
somewhat balanced, since Caerleon doesn't really have any strong monsters.
One thing to note is that an angry level 20 Kiloph joined me when I invaded
old Leonia territories. This made me very happy.
----------------
New Rune Knights
----------------
Most of these guys can simply be quested for. A few of them have some weird
conditions, but they're usually not too hard to fulfill. Most of them are
relatively useful, and a lot of them have decent potential because of good
growth.
Clarence.
Lv10 Cavalier
HP: 535
MP: 136
RunePow: 195
RuneArea: 3
Rune Growth: Good (5-7)
STR: 76
INT: 55
AGI: 66
ATK: 224
DEF: 125
Lv30 Paladin
HP: 763
MP: 228
STR: 108
INT: 80
AGI: 92
ATK: 287
DEF: 135
RunePower: 317
Comments: Clarence isn't bad at all. He has pretty good STR, and his Rune
stats are workable. His HP isn't special, but Cavaliers have pretty good
durability because of their new shield blocking. 3 in Rune Power is a bit
annoying, but it can be worked around.
Rod.
Lv10 Monk
HP: 466
MP: 248
RunePow: 200
RuneArea: 4
Rune Growth: Good (5-7)
STR: 64
INT: 68
AGI: 65
ATK: 206
DEF: 115
Lv30 Guardian
HP: 762
MP: 285
RunePow: 320
STR: 116
INT: 87
AGI: 94
ATK: 299
DEF: 125
Comments: Rod's not bad, but Sheridan's better overall, and he's four levels
below him. Rod ends up with pretty high STR and Rune Power, and he's fairly
decent. He's a nice pickup for a country like Iscalio, which doesn't have
very many healing Knights. Even Leonia could use him, since he could work as
backup for Isfas.
Sheluna
Lv3 Cleric
HP: 372
MP: 265
RunePow: 178
RuneArea: 4
RuneGrowth: High (6-8)
STR: 54
INT: 61
AGI: 64
Lv30 Saint
HP: 629
MP: 394
STR: 83
INT: 98
AGI: 97
ATK: 234
DEF: 125
Rune: 366
Comments: Her stats are rather lackluster, but she's still fairly useful
because of good Rune. You could turn her into an enchantress if you wanted an
offensive mage, which probably isn't a bad idea since Clerics are so annoying
to train.
Sheridan
Lv6 Ranger
HP: 526
MP: 104
RunePow: 191
RuneArea: 3
Rune Growth: High (6-8)
STR: 69
INT: 45
AGI: 73
ATK: 198
DEF: 105
Lv30 Champion
HP: 902
MP: 136
RunePow: 357
STR: 125
INT: 55
AGI: 111
ATK: 308
DEF: 125
Comments: Sheridan becomes insane if you train him enough. He already has
good Rune Power, but his growth is in the high range, making him an excellent
person to put time into. His level 30 stats rival Dillard's and Batercus's,
which is quite a feat. He's a good pick up for any country.
Auron
Lv14 Samurai
HP: 570
MP: 135
RunePow: 227 (197)
RuneArea: 4
Rune Growth: Low (3-5)
STR: 81
INT: 58
AGI: 74
ATK: 236 (252)
DEF: 120
Lv30 Shogun
HP: 723
MP: 163
RunePow: 262 (292)
STR: 109
INT: 73
AGI: 100
ATK: 293 (309)
DEF: 130
Comments: He may be a decent Knight to use. 197 Rune Power isn't that good,
but the bonus he gets in ATK may make it worthwhile. Without it, he has 227,
which is more than passable. Only male Knights can recruit him, apparently.
Leonia could probably use him.
Almina
Lv12 Mystic
HP: 366
MP: 406
RunePow: 182
Rune Area: 4
Rune Growth: Good (5-7)
STR: 48
INT: 76
AGI: 71
ATK: 152
DEF: 100
Lv30 Sage
HP: 514
MP: 516
RunePow: 291
STR: 58
INT: 105
AGI: 81
ATK: 172
DEF: 110
Comments: The Mystic class is pretty fun, but she doesn't have anything close
to the MP pool that Lecarra has. Still, she's still good for two Geno spells
a battle at first, and her Rune stats are alright. She's pretty unspectacular
otherwise.
Vanessa
Lv11 Lancer
HP: 488
MP: 142
RunePow: 203
RuneArea: 3
RuneGrowth: Good (5-7)
STR: 75
INT: 54
AGI: 76
ATK: 227
DEF: 120
Lv30 Valkyrie
HP: 684
MP: 190
Rune: 321
STR: 105
INT: 72
AGI: 103
ATK: 287
DEF: 130
Comments: Her STR is superb at level 30. Otherwise, she's fairly lackluster.
200 Rune Power would be handy for Iscalio, a country that sorely needs Rune
Knights. She's not bad, but there are quest Knights worth using over her
(Sheridan, namely).
Belgar
Lv14 Berserker
HP: 656
MP: 87
RunePow: 151
RuneArea: 4
RuneGrowth: Low (3-5)
STR: 87
INT: 45
AGI: 57
ATK: 250
DEF: 115
Lv30 Avenger
HP: 866
MP: 130
Rune: 215
STR: 133
INT: 56
AGI: 67
ATK: 329
DEF: 130
Comments: Statistically, he's pretty impressive (133 STR is Kiloph-esque).
However, he has some of the worst Rune stats in the game. His Rune Area is
fine, but 151 Rune Power on a level 14 character just sucks (off the top of
my head, only Shred's 160 at level 20 is worse). He has pitiable Rune growth,
and he ends up with worse Rune Power than Victoria. VICTORIA. It's a pity,
since he has pretty good stats.
Nevelle
Lv11 Druid.
HP: 367
MP: 342
RunePow: 212
RuneArea: 3
Rune Growth: Low (3-5)
STR: 52
INT: 75
AGI: 71
ATK: 158
DEF: 100
Lv30 Necromancer
HP: 525
MP: 481
RunePow: 296
STR: 61
INT: 108
AGI: 82
ATK: 176
DEF: 110
Comments: Nevelle isn't too bad, and he'd probably be pretty useful for New
Almekia, which lacks magical Knights. He has low growth, but decent starting
Rune Power offsets that (I'm sick of saying that). He never does get to cast
Meteor Doom twice, which is a bit of a drag. Neph says that you can't be the
strongest country to get him. I suppose country strength is based on the
number of cities you have, so don't have the most cities on the continent if
you want to get him. This shouldn't be too hard if Esgares is still around.
Perenyr
Lv1 Scout.
HP: 304
MP: 212 (+20 from Mithril Bow)
STR: 57
INT: 76 (+4 from Mithril Bow)
AGI: 67
ATK: 190 (+10 from Mithril Bow)
DEF: 105
Rune: 208
RuneArea: 5
RuneGrowth: Low (3-5)
Comments: She has excellent INT for a level 1 character, but this is somewhat
wasted because the Archer class doesn't use magic that much. In later
classes, the INT may be useful for getting statuses to hit, I suppose. I've
never actually gotten her, but she seems like she could be decent.
================================
K. To do list/Stuff I still need
================================
Find out to get Shred.
Levelling other Knights to Ninja Master.
Experience levels for promotions
GE translation?
Feel free to e-mail me any of this stuff at
[email protected]. I'll
add you to my really small (as of yet) credits section (suckers). Seriously,
any gripes, praises, suggestions, comments, or hate mail can be sent to my e-
mail address.
==========
L. E-mails
==========
This section is made up of e-mails I received from some people regarding the
FAQ. With their permission, I post e-mails that I think could be helpful to
Brig players.
From Bryan Chua (
[email protected]) regarding Brigandine: Grand Edition, the
remake of Brigandine that was only released into Japan.
"Unfortunately I did not keep track of Bulnoil's and his guardians' stats.
And I've overwritten my saved game when I was about to fight the Snake of
Chaos. If I too get Dryst to fight Bulnoil(I played Caerleon first) I will
certainly look their stats for you. But if you really, REALLY wanna know more
about the last few battles in Brigandine GE, then read on :). I don't know if
you'd like to post my info on your FAQ though, after all it is Brigandine GE
info. Feel free to add it though. I will have to get back to you on the Snake
of Chaos battle. Not enough time for now. I have to warn you though, these
are real spoilers! I've left out some surprises for you to discover though,
in case you get your hands on a copy. Bryan
----------
Bulnoil (can't remember his elemental orbs, probably none)
HP: ???/???
Mana: 900/900 (maybe more)
Creatures: None
Spells I've seen him use: Meteor Doom, Necro Rebirth, Geno-Thunder. I'm
pretty sure he can throw other blue and red spells but he sure likes to use
Meteor Doom and Geno-Thunder! His mana is recharged about 150-200 points per
round. AND, (this is my favorite part), he's got an impenetrable shield on.
So you won't even dent him until you knock his shield out.
-------------------
1st Guardian Lvl 30 2 Black
HP: around 700-800 i think
MP: ??? (I don't think this guy knows any spells)
Creatures: Lvl 30 Talos, Lvl 20(or 30, not sure) Lizard King (not Lizard
Guard), Lvl 20(or 30) Salamander, Lvl 20(or 30) Lucifer. Looking like an
armored man with a hardhat and a pitchfork, his attacks can take out around
200 HP in a single poke. Most of the danger comes from his group of creatures
though. The Lucifer likes to throw spells and the Lizard King can move and
attack twice in a round. The Talos throws rocks when it's bored. And the
Salamander's grand flame is deadly.
-------------------
2nd Guardian Lvl 30 (I think he also has 2 Black)
HP: around 700-800 too
MP: ??? (doesn't know magic too, I think) Creatures: Lvl 30 Talos (2nd one),
Lvl 20(or 30) Fairy, Lvl 20(or 30) Bahamut, Lvl 20(or 30) Lilith. An armored
wolfman with a rapid-fire crossbow arm, this guy shoots over his creatures to
take pot shots at your knights. Damage is around 200 with his 3-hex (or maybe
4-hex) weapon. The Talos and the Bahamut are his main grunts and the Lilith
throws spells and charms creatures and knights(!) with her physical attacks.
The fairy will call thunder occasionally."
Snake of Chaos
No elements
HP ???/???
MP ???/???
Creatures: (new kind of ghoul) (new kind of creature)
Does not have any physical attacks and cannot move either. Only has a breath
weapon and a special area spell - much like Holy Word in size but gives some
of your units random effects in addition to about 100+ damage each. It
breaths 2 streams of some kind of energy bolt about 5-6 hex long and deals
200+ damage to anyone caught in one of the streams. It has a tremendous
amount of HP and can handle a lot of punishment. Each time its turn starts, 5
random creatures of the ghoul or the new type appear around the battlefield.
They move at the same round as they appeared, so they always have the first
attack.
-----
Ghoul Creature
No elements(temporary)
HP 300-400? (temporary)
MP none (temporary)
Looks like a grey coloured ghoul, this creature is a doppleganger. Although
its first attack only deals less than 100 damage, it will instantly transform
itself into the exact replica of the victim - down to the last mana, hit
points, and abilities. It can transform only once though, so if it bit a
unicorn first, its stuck as a unicorn. And it can miss its first bite.
-----
New Creature
No elements
HP 300+
MP none
Appears like a flying jellyfish, it can move and use its breath attack in the
same round. The damage from its 4-hex breath attack is about 150+ and the
Snake of Chaos is immune to it. It does not have any physical attacks and is
pretty helpless when your turn starts.
Yes, I defeated Esgares last while playing Caerleon in Hard difficulty. And I
still have an alliance with New Almekia. Maybe this does not matter but I
brought Merriot, Lvl 30 Cai and another knight to the last Esgares castle.
After Zemeckis is defeated, Bulnoil pops up and there is a talking sequence
between Bulnoil and Zemeckis and Cai and Merriot. Then Cai, Merriot, Dinadan
and Beauarte goes back to the Caerleon capital for another talking session
before you send them after Bulnoil. The hidden castle where Bulnoil and his
minions are found is right in the middle of the lake located besides Squest
of Caerleon and Baydonhill of New Almekia. You can only reach it from any of
these 2 castles. Halley(Lvl 22) joins Caerleon in the capital and is injured
for 1 month(probably from fighting Bulnoil). I was given 3 months - 1 month
in moving my troops to Squest and 2 months of fighting - to defeat Bulnoil.
Or maybe you can only attack him twice. I didn't know this and it was GAME
OVER after that, and you can only save game right at the start of the 1st
month. After Bulnoil is defeated, the Snake of Chaos pops up in the same
castle. My knights are transported back to Squest. I reorganized and then
attacked the castle again in the same month. In Brigandine GE, there is one
new knight that I know of. Its a freelance Lvl 10 Cavalier, recognizable
because the only freelance Cavalier that I know of is Schutleis, and I
already recruited Schutleis. Besides, the new knight's portrait in the info
section is a little different from the usual drab coloring of the other
knights. The color is brighter and somewhat glossier. I didn't like this new
addition so I used him to pick up stray monsters :). I have played the
original Brigandine before, but it was a long time ago and from another part
of the world. One of the differences in GE is the revamped music. I think it
sounds much better, specially the battle music with the Snake of Chaos. You
have probably heard of the anime scenes. Its cool. The promotional video and
its theme is very nice. The opening sequence shows Halley picking up an
imbedded sword in a cliff overlooking the sea. Then grim Lance and smiling
Zemeckis duke it out. Then there's Mira showing off her staff skills, Millet
preparing a spell, Vaynard with his knights standing up to support him, Cai
catching Merriot's fainting, sad-looking Esmeree alone with Vaynard, Kiloph
carrying Lyonesse, Dryst posing with his scythe, Iria and Cador fighting and
finally Lance crowned as King. I will look up Bulnoil's info for you when
Dryst meets him. I am currently trying to get all original Iscalio knights to
reach at least Lvl 20. By then, I will also have a good supply of powerful
creatures to fight Bulnoil and the Snake of Chaos.
The parent company of the store where I bought GE from has a website -
www.poptoy.com, although they do not have Brigandine in their inventory of
games. You can try emailing them about it. Hopefully they will have it in
stock somewhere. Halley joins your country. She even joined Iscalio. She is
injured for 1 month, then you can move her to Squest or BaydonHill in the 2nd
month, and then she can be used to attack Bulnoil in the 3rd month (last
chance). You can also use her in the Snake of Chaos battle. I haven't seen
any Meltorefas, Eniende or Shred scenes yet. I am currently playing as
Esgares. As a test, I abandoned all castles except one but Cador who usually
leaves after Esgares is down to one castle, didn't. Iria has her own icon,
like Dryst and Lance. She has a curse spell and one other minor black spell.
Her elemental orbs are blue and black. She has a special weapon that looks
like lances on both ends and she grips it one-handed in the middle. The
Iscalio ending is very nice. It involves Camden and Bagdemagus getting Ulster
to drink alcohol! Iria even laughs, which stunned everyone but Dryst, who is
calmly relaxing in his throne drinking.
Here are the stats:
Bulnoil: Lv.??
(no elements)
HP: 729
MP: ???
RunPow: 0
RuneArea: 0
STR: 85
INT: 108
AGI: 73
ATK: 237
DEF: 120
Bulnoil has an impenetrable shield that absorbs all magical and physical
attacks. Spells include Meteor Doom, Geno-Thunder, and Necro Rebirth.
Correction: MP does not regenerate. He does have around 999 or so. Maybe
more, but you can see it dry up after a couple of MP-intensive spells.
Guardian 1: Lv.30 (B B)
HP: 783 MP: 212
RunPow: 376
RuneArea: 4
STR: 115
INT: 74
AGI: 99
ATK: 307
DEF: 135
Spells: Weakness
10% HP recovery
5% critical
Armored guy with the pitchfork. His face looks like the skull of a
dinosaur... or that of a dog. Very strong.
Brings with him a Lv.20 Salamander, a Lv.20 Lizard King, a Lv.30 Talos, and a
Lv.20 Lucifer.
Guardian 2: Lv.30
(B B)
HP: 691
MP: 309
RunPow: 265
RuneArea: 4
STR: 97
INT: 75
AGI: 106
ATK: 265
DEF: 130
Spells: Curse 10% HP recovery Female warrior with a crossbow arm. Face looks
like a fox. Her weapon has a 4-hex range. Likes to shoot from behind her
troop of Lv.20 Bahamut, Lv.20 Lilith, Lv.30 Talos and Lv.20 fairy.
Lizard King: Lv.20
(U U U)
HP: 662
MP: 0
STR: 95
INT: 50
AGI: 87
ATK: 267
DEF: 135 Special: Move and attack twice per round
Lilith: Lv.20
(W B U)
HP: 613
MP: 419
STR: 85
INT: 90
AGI: 87
ATK: 257
DEF: 130
Special: Physical attack can charm victim.
Lucifer: Lv.20
(W B R)
HP: 602
MP: 424
STR: 82
INT: 91
AGI: 86
ATK: 253
DEF: 130
Snake of Chaos: Lv.??
(no elements)
HP: ???
MP: ???
RunPow: 0
RuneArea: 0
STR: 0
INT: 0
AGI: 0
ATK: 355
DEF: 125
Special: 2 stream breath attack. Roar.
Basically a large weapons platform, the Snake of Chaos cannot move and only
has two tricks in its arsenal. It does not have a physical attack and will
just sit there while you pound on it, waiting patiently for its turn. Its
breath streams are 5-6 hex long and its roar covers an area with the size of
a Holy Word spell. Anyone caught within the area have a chance of getting a
random bad effect in addition to a 100+ damage. Correction: The number of
minions appearing seem to be random. Sometimes 6 will appear and on one turn
only 3 appeared. They move and attack before you do.
Unnamed Ghoul Minion: Lv.??
(no elements)
HP: 203
MP: 0
STR: 69
INT: 0
AGI: 75
ATK: 193
DEF: 95
Unnamed Squid Minion: Lv.??
(no elements)
HP: 369
MP: ???
STR: 62
INT: 0
AGI: 67
ATK: 243
DEF: 100
From mackaysidney (
[email protected])
"Shred joins Esgares when Logres Castle falls to another country. His
starting stats are:
Shred. Lv 20 Champion
no elements
HP: 703
MP: 116
RunePow: 160
RuneArea: 3
Rune Growth: ?
Str: 94
Int: 53
Agi: 94
Atk: 286 (With Ogre Knuckle equipped)
Def: 131
Starting Monsters: none
Background: The only one of Zemeckis' troops who tried to stop the
rebellion. He was captured by Cador and was imprisoned in Logres
Castle. He was released when the castle fell. He had no choice but to join
the
Empire. He is one of the four leaders of the Empire.
You can add your own rank and class in your faq. I don't know how much
his Ogre Knuckle increased his attack. He didn't gain any levels so I don't
have his Rune Growth or Level 30 stats.
I hope this information helps you on your Brigandine Faq."
From Yang'en Xu (
[email protected])
"Hi.
I just looked through your FAQ on Brigandine today and well yah i was the one
who wrote the strategy guide so i guess we're fighting for the best FAQ =P
haven't played the game in 3 years sigh erm i'm talking rubbish.
anyway if you want to know how to get Aldis... you have to lose cities until
you're the weakest or second weakest country in terms of territory The best
empire to do this with is Esgares. Also that will mean that you lose Cador
but no big deal really then keep questing all your knights sooner or later
you should get a quest to one of those lonely islands and you'll end up
playing with a gold dragon and Aldis will appear unfortunately she doesn't
join you or anything she will however join you after a year if you're still
in that pathetic state together with her fafnir Puro the quest should
probably appear after a year or so after the game starts well that was all 3
years ago so hope my memory serves me well
Also, Shinraha is the only ninja who can become a ninja master all knights
can become ninjas if they are above level 10 and you have shinraha oh yeah
let me add that all this only applies to the english version but seriously
the only good thing about a ninja master as far as i'm concerned is the spell
known as petrify
About knight dispersion:
having saved and loaded about 25 times before the end of a fight, i figure
knight dispersion works something like that. For this i will use Esgares,
Carleon and Leonia as an example, and you are controlling Iscalio If you
destroy a country, the country's suckiest knights will go to you (ALWAYS) If
only Esgares Carleon and Iscalio(you) are left on the map and Esgares
destroys Carleon, then you will get the next two sucky knights of Carleon
(who are not so sucky) - Cierra and someone else If there are 4 countries on
the map (including yourself) and one of the CPUs destroy the other, there is
a chance that the next two sucky knights will come to you. As to what that
chance is i dunno, but after 25 loads i figure its pretty much 50/50. Don't
quote me on that though</pre><pre id="faqspan-8">
One more thing: (direct quote from your FAQ) "Try to take out as many
monsters as you can before you go for the leader. This injures that country's
Mana source, as it has to make up for killed monsters. Also, I would rather
kill a level 20 Salamander than Lance. However, if your army can't afford to
waste time killing monsters, kill the leaders instead. When you kill a
leader, there is a good chance that one of his monsters will be left behind.
If the castle the leader is in is surrounded, then retreating leaders will
have to initiate a Force Retreat. Force Retreats increase the chance of
abandoned monsters by a LOT."
*I never kill when i can capture, and force retreat usually leaves only the
monsters below level 10. If you're trying to catch a Salam1A you gotta do all
thats recommended in my FAQ and more* One thing you can do to add replay
value to the game (and i suggest you source around) is to get someone to hack
a gameshark code for enemies cannot retreat that would make life a lot more
exciting wouldn't it? Well hope i helped have a great time playing
Yang'en
p/s: i could be wrong here but i believe knights have different stats if you
level them up in different classes. As far as i'm concerned, your character
ratings are pretty much accurate but unfair as well. Take for example i turn
Paternus into a Cardinal Samurai (Dual class, last form samurai). In terms of
stats he'll probably lose say level 30 necromancer. Any one of them. But
being a level 30 Cardinal Samurai will allow him to cast holy word in the
front line, as well as attack physically and take quite a bit of damage as
well. In short i think you should remember that numbers don't mean
everything."
I think he may be right about Aldis. You have to get the quest first, reduce
your castles to 3, and quest again to get her. I haven't verified his
information about the Ninja, though. He's right about Knight Dispersion, but
I've never personally gotten any of the Knights like Cierra or Bagdemagus.
The next to last thing he says is pretty important. It may be best to capture
a monster rather than killing it. I've gotten Leonia's Phoenix and HolyGriff
by using status effects on them, and it crippled it for the rest of the game.
==================
M. Version History
==================
1.2 (8/26/06):
1. More touching. Touching up, I mean. Not in that way. You don't know me.
2. Changed e-mail address to my school address since I hardly check the yahoo
one anymore. It's
[email protected].
3. Added level up averages for classes and monsters.
4. Took out old level 30 stats. The new stats for monsters and Knights at level
30 use their average growths instead of the growths I got as I leveled them.
These stats should be more accurate and reflective of what a player can expect
from a Knight at level 30.
1.1 (2/13/04):
1. Touched up a few things here and there.
2. Added a "Should I Use This Character?" section for each Knight.
3. Added GE info.
1.2 (12/30/04):
1. Completely revamped monster and Knight ratings.
2. Added a spells section.
3. Added a mechanics section
4. Added the GE section
5. Filled in some missing details here and there.
2.0 (4/12/07)
1. Old stats were taken out and replaced with their average stats.
2. Touched up some minor details here and there.
==========
N. Credits
==========
I want to thank following people for help/encouragement blah, blah, blah.
1. *The Brigandine board at GameFAQs for giving me encouragement through
this. Justain m, Rune Caster, Ryu Hatsuento, and everyone else.
2. Evil R, for contributing his section. He submitted stats for most of the
Rune Knights, but with dual-classing. Thanks a lot!
3. mackaysidney (
[email protected]) for giving me the stats for a
level 20 Shred. Thanks!
4. Bryan Chua (
[email protected]) for his contribution to my section on
Brigandine: GE.
5. Nephlite, who confirmed my suspicions about spell power and gave me some
details on Lucifers and Liliths. He also was an immense help when making the
FAQ, since he probably knows more about the game than I do. Cool guy.
6. superaielman for providing some monster data, such as the Gigas, Loki,
Titan, Unicorns, and a load of others. Also, he gave me Kazan's level 30
stats.
7. The folks at
http://www.rpgdl.com/. It's an offshoot of Bobbin Cranbud's
RPGP, which was an immensely popular tournament where RPG characters would
battle it out. The forums at the DL are full of Brigandine nuts like myself
(probably around a dozen people, which is most likely the highest
concentration of Brigandine fans in one area). I waste so much time there
it's not funny. Check it out.