Date: Thu, 29 Jul 1999 03:53:09 -0800

Brigandine FAQ version 0.8
By Dosferra
email [email protected]

1.   New in this version
2.   The very basics
3.   List of unites
4.   List of spells
5.   List of generals
6.   List of items
7.   List of battlefield talk
8.   List of domains
9.   List of good names for unites
10. Walkthroughs
11. Stars section
12. Gaining Generals
13. Some Tips
14. Quests
15. This I like to know
16. Credits

New in this version: I have added pretty much in this version.  This may be the
last version of this faq. Thanks for reading. My home page adress is
http://lavender.fortunecity.com/clockwork/183/main_page.html.

The very basics:

Quests:  First thing is that if you send a knight out on a quest you will have
no ide when he or she will return or what the out come off the quest shall be.
BUT quest are worth it. You can get level 10 monsters and great accessories for
your knights. Often your knight that is on a quest will get for exampel 4
strengh points up or something lika that. But some very special times you can
get a great monster or even a knight to join you. But if you are really unlucky
your knight will only get wounded. Then you can not use that knight for a month
(one turn). You can also get a kind of potion that will upgrade your high level
creatures. I always use my worst knights to quest becuse other wise they will
only sitt in a castle and do nothing.

Killing a hole country: When you have killed a hole nation you will get some
knights. The bad thing is that the other nations will also get some knights.

Elemental differences: This is a thing that is very wise to use. I will give you
a exampel. If you have a Tiamat and you attack a Phoenix your attack will take
more than it would on a Wyvern. This happens for the Tiamat has two blue
elemental and the Phoenix has three red. Get it!
This is how the elements work.

Red --- Blue
White --- Black

And then there is green but it has no color to compete with.

Setting up a arme:
Generals: I always choose the lord for the county, a Paladin or a Avenger and a
Valkyrie.
Of course there are other generals that are better for special types of armes
like Cardinal or Ninja Master. But they are also much harder to get.
Creatures: One Salamander or Bahamut, five Centaur, one Pixies, one Angel, and
some Wyverns or Dragons.
There if you use this arme around 5-10 times you will be almost impossible to
beat.

Fighting tactics: On easy you should first sett you Salamander/Bahamut where you
think they will attack. Then sett your Wyverns along side it two create a wall.
Then put you Centaur behind your wall of Wyverns. Then sett your pixies and
Angel where they will do the most god, the same thing for your generals. Then
when the enemy has arrived kill of there generals. And now you have won.

Same thing on normal and hard but now you can not wait for them if it is you who
has attackt. But if you come smart and kill there generals fast it should be no
problem. The best thing that can happen to you is if your enemy has its lord in
the battle. Just kill the lord and the other generals will also retret.

Description of status screen:
HP: Is how much power a unite has left.
MP: Is how much magic power a unite has left.
STR: Strenght is how strong a unite is, it affects attack.
INT: How smart a unite is, it affects magic attack and magic defence.
AGI: It is how agile a unite is, it affects evade, defence and hit ratio.
ATK: How strong a unites attack power is. Is affected by Strenght and class
bonus.
DEF: How strong a unites defence power is. It is affected by agility and class
bonus.
MOV: This is as far as a unite can move.

List of Units:

Ghoul                   Rune cost 15            Element: Black
The weakest creature in the game, pretty worthless. But there leves go up
extremly fast.

Vampire         Rune cost 30            Element: Black, Black
Almost a ghoul, but with regenerative powers. There leves also goes up fast.

Vampire Lords           Rune cost 70            Element: Black, Black, Black
Superb unite. Great spells like Necro Rebirth. Like I said extremly good unite.

Pixie                   Rune cost 30            Element: Green
Does not have any thing special exept the Protect spell. The attack power really
sucks.

Fairy                   Rune cost 45            Element: Green, Green
I love this small bug. This are the reason that I have Pixies in my arme. This
bugs have the superb React spell. The React spell lets you do two acts with the
creature you place it on.

Centaur         Rune cost 35            Element: Green
Fast moving horsemen that can shoot with a bow. Very good unite. I use four-five
of them.

High Centaur            Rune cost 50            Element: Green, Green
O my God what a great unite. There shoots take around 100 and they can shoot
from really long ranges. If you have one use it!

Dragon                  Rune cost 75            Element: Red
Super strong unite. The bad thing is that it takes ages for them to gain a
level.
When you get it up to level 10. You can chose if it is going to be a Red or
White Dragon.

Red Dragon              Rune cost 95            Element: Red
Even more super strong than the normal Dragon. But the levels are very slow.
Nothing really new here from the origanal. Exept for the strenght and that it`s
breath attack is 4 hex long instead of 3.

White Dragon            Rune cost  100          Element: White, Red
Like a Red Dragon exept for that this one is a flying unite.

Salamander              Rune cost 115           Element: Red, Red, Red
O my god this is proberly the best level 3 unite in the game. Try attacking a
Hydra and you will see some massive damage.

Fafnir                  Rune cost 120           Element: Red, White, White
Like the Salamander but with a less good special. But don`t get me wrong this is
also a super unite. Great against black elemental units.

Angel                   Rune cost 85            Element: White, White
They have plenty of mana for there heal spell and there Divine Ray is usfull
against enemys that come to close to you.

Archangel               Rune cost 100           Element: White, White, White
Like an Angel but with more MP and the super spell Holy Word.

Seraph                  Rune cost 120           Element: White, White, White
Like the Archangel but with even more MP and a new spell. The new spells is
there Area Heal which is great. The also have a attack witch they can use from a
two hex range. Plus they look really cool.

Lucifer                 Rune cost 120           Element: Black, White, Red
Super mega unite. Has the super spell Meteor Doom, all the white spells plus the
two red spells, Flame and Power, it also has some black spells like Dimension.
When it is on level 20 it has around 375 mana, I say thats pretty damn good. You
need the Fruit of Vise to get this little fella.

Demon                   Rune cost 85            Element: Black, Black
The Angels opposite. They have two spells Venom and Curse. Curse is like Divine
Ray exept that it is a black spell.

Archdemon               Rune cost 100           Element: Black, Black, Black
More MP and Wekness and Dimension spells. The have pretty high attack level too.

Satan                   Rune cost 120           Element: Black, Black, Black
Pretty scary name there. Well there well worth it. They now have some new spells
like the hyper superb Meteor Doom and Necro Rebirth. And of course loads MP.
They also have a attack that they can do from a two hex range, even after they
have moved.

Lilith                  Rune cost 120           Element: Black, White, Red
You need the Charm Liquor to get one of these. This have some Angel spells and
some red spells as well. What can I say, they are outstanding.

Mandrake                Rune cost 35            Element: Green
Very high HP but extremly low attack power. Don`t use this they are really
worthless.

Man-Eater               Rune cost 50            Element: Green, Green
Much better than a Mandrake but still no great unite. The can attack over one
hex now.

G-Scorpion              Rune cost 20            Element: Red
pretty good for the low mana cost. The can some times poison the enemy it
attacks. They have very low HP.

Death Needle            Rune cost 35            Element: Red, Red
Not a thing new from the origanal exept for better attack and defense.

Merman          Rune cost 30            Element: Blue
Made to be used in water and nothing else.

Triton                  Rune cost 40            Element: Blue, Blue
Like a Merman with better attack and defense. They have also got a special. But
it can only be used in water. The special is named Maelstorm and it can hit a
enemy from two hex.

Poseidon                Rune cost 55            Element: Blue, Blue, Blue
Nothing really new here from Triton. The Maelstorm attack has a 3 hex range now
and it can move a 1 hex more. It looks like a gold Merman.

Hydra                   Rune cost 80            Element: Blue, Blue
Like a Dragon but it is made for water. Much better than Merman. They have 5%
recovery when there in water. They also have a breath attack that is 4 hex long.
They get +25 hit and +25 evade

Tiamat                  Rune cost 110           Element: Blue, Blue, Black
Has extremly high HP. Very high attack and defense power makes this unite good
both in and out of the water. But they are really slow on land. The ideal unite
to defend a domain. There breath attack is now 5 hex long and they have the
Dragon Roar special attack. If you have the chance you should attack a Phoenix
with a Tiamat that has a Strenght spell on it.

Wyvern          Rune cost 60            Element: None
Really fast/strong unite. One of my personal favorits. There levels go up pretty
fast compered to Dragons. They also have pretty high evade.

Couatl                  Rune cost 80            Element: None
Like a Wyvern but stronger and it has the Dragon Roar special attack.

Bahamut         Rune cost 110           Element: None
One of the best unites in the game. There breath attck is 5 hex long and if the
Bahamut is on level 25 it will take around 180. It`s normal attacks take about
240.

Lizardmen               Rune cost 30            Element: Blue
OK unite, but nothing special. There a little slow. But they don`t miss so much.
They are like a better Merman.

Lizard Guard            Rune cost 45            Element: Blue, Blue
A very, very good unite. When they are on level 10, they take around 160 on a
dragon. They also have a breath attack thats 2 hex long, the breath attack can
also poison enemys. There defence is really good. If you have a level 15 Lizard
Guard, no unite in the game will have such a good defence, not even Cador.

Jinn                    Rune cost 30            Element: None
If used correctly these can be quite good, but I never use them. These fellas
can`t even attack/counter attack. It is that that makes them the patetic little
things they are.

Marid                   Rune cost 50            Element: Blue
Exacly like Jinn exept that it has a three hex range and its element is blue.

Dao                     Rune cost 50            Element: Black
Exacly like Jinn exept that it has a three hex range and its element is black

Djinni                  Rune cost 50            Element: White
Exacly like Jinn exept that it has a three hex range and its element is white.

Efreeti                 Rune cost 50            Element: Red
Exacly like Jinn exept that it has a three hex range and its element is red.

Griffin                 Rune cost 55            Element: White
Like a Wyvern, but stil not as good. But they advance in levels faster.

Holy Griffin            Rune cost 80            Element: White, White
A very good flying unite. These are great aginst black elemental unites. And
they have a two hex long attack as well.

Hellhound               Rune cost 35            Element: Black
These have a special skill called Hit&Run. This enables the Hellhound first move
than attack and then move again. But there not so strong.

Fenrir                  Rune cost 50            Element: Black, Black
Same skill as Hellhounds, these are a little bit stronger and can move a little
futher. But when the are over level 20 they are super good and when they are on
level 30 there AGI is around 115. Which unite can hit that.

Roc                     Rune cost 75            Element: None
Allmost better than Wyvers becouse of there skill to some times stone the enemy
that they are attacking. Has a special attack called Cry Bird, it attacks all
unites that are around the Roc.

Phoenix         Rune cost 90            Element: Red, Red, Red
Super mega hyper good unite.It is strong, it can move very far, it has
regeneration abilety and the coolest color in the game. If you have one you have
to use. Instead of Cry Bird it has a special that heals all units around the
Phoenix.

Unicorns                Rune cost 40            Element: White
I use one of these in my super arme. They have two spells Heal and Cure. They
have low HP and only around 135 MP.

Pegasus         Rune cost 55            Element: White, White
These like the Unicorns have Heal and Cure but also Halo. They are flying unites
so the can move more than Unicorns. And have more MP.

Nightmare               Rune cost 55            Element: Black, Black
These are the evil Unicorns with there dimenstion spell and wekness. But you did
chose Unicorn becuse you want to heal your self not transport your enemys some
where else on the map with dimenstion.

Giant                   Rune cost 60            Element: Red
I hate these becuse they always miss. Plus there very expencive.

Titan                   Rune cost 75            Element: White, Red
Like a Giant but better of course. This fella at least hits a little bit. Still
there nothing special. Really good against black unites.

Gigas                   Rune cost 75            Element: Black, Red
Exacly like a Titan exept that it has a black element instead of a white.

Thor                    Rune cost 75            Element: White, Red, Red
These come from Titan and you must have the item Rage Lightning to get it. It
looks very alike Loki. It has besides a normal attack a special attack that is
called Thor Hammer. It works like a 3 hex long breath attack, but it takes 120
MP to cast.

Loki                    Rune cost 75            Element: Black, Black, Red
Super cool looking gigant with a big hammer. Can cast the Meteor Doom spell and
Dimension
spell. A incredible good unite, first becouse it as super high attack and second
becouse it has Meteor Doom. It comes from a Gigas and you need the Wisdom Seed
to get him.

Clay Golem              Rune cost 45            Element: None
Better than Giants and cheeper. These fellas have more defense power but less
attack power than Giants. They can not be targets of any bad status spells, like
poison or Paralyze.

Stone Golem             Rune cost 55            Element: None
Like Clay but stronger and these can do an attack from 2 hexes away from the
enemy. A pretty good unite.

Bronze Golem            Rune cost 70            Element: None
Stronger than the Stone Golem and now his Rock Throw attack is 3 hex long
instead of 2 hex.

Talos                   Rune cost 90            Element: None
A super, super, super unite. Its attack the Rock Throw can attack from 4 hexes
and it takes aboute 250 on the target. The only bad thing is that you have to
get your Bronze Golem up to level 30 before you can get one. The only unite in
the game that is a class 4 unite.

List of spells:

White spells:
Heal
Heals one of your unites.

Cure
Cures one of your unites from a negative status like stoned or poison.

Halo
Makes the unite you have placed it on gain more experience.

Divine Ray
Attacks one of your enemys with white magic.

Area Heal
Heals all your unites within the rune range of your unite.

Holy Word
Great spell witch attacks all of your enemts within the rune range.

Black spells:
Weakness
Weakenss one of your oppenents. Not so usefull becouse it misses alot.

Dimension
Transports one of your enemys unites else where on the map. If you use it on a
enemy general it will proberly miss, but if it does not miss and the enemy
general is transported away, all of the generals unites will be weakend.

Curse
Attacks one of your enemys with black magic. It has only one hex range but it is
really powerfull.

Necro Rebirth
Brings one of your enemys dead unites to your side for the rest of the battle.
The creature you have choosen becomes a zombie(you can see that on the creature
condition. There are some spells that are made to kill zombies fast like Holy
Word and Divine Ray.

Meteor Doom
It works lika Geno-Thunder but it has a much bigger area and it attacks with
black elemental magic. But it costs 255 MP(it`s is worth it).

Venom
Attacks one unite of your enemy with poison damage. Has pretty long range.

Green spells:
Protect
Halves all the damage from normal attacks the first turn. The second turn all
normal damage is quartered and the third turn the spell is deactivated.

Silent
Put this on one of your enemys unite and it can`t do any spells. Really usefull
on  mages.

Accel
Enables one of your unites to move more one turn. Not sucha good spell.

Paralyze
It paralyzes a enemy unite.

Solid
Petrifies enemies. I think that the Ninja Master and Artemis are the only ones
that can cast this spell.

React
Lets the targeted unite do two acts. A very superb spell.

Red spells:
Strenght
Raises one unites strenght. When I use this spell one my level 30 Salamander,
his breath attack takes 370 damage on all five targets.

Flame
Attacks one unite with red elemental power.

Geno-Flame
Attacks all unites within rune range.

Exa Blast
Lika a Curse but stronger and with red elemental power.

Thunder
Like a Flame but stronger.

Geno-Thunder
You set a range of the spell and then it attacks all hexes around the range that
you have set.

Blue spells:
Frost
Like Flame but with blue power.

Fog
Decreases one unites hit rate. If you use it on a Giant it will never hit
anything.

Geno-Frost
Like Geno-Flame but with blue power.

Fall Berg.
Like Exa Blast but with blue magic. Try this spell on a Salamander or Phoenix.

Flight
Makes one unite gain flight.

List of generals:
First all of the male knights.
Fighter:
Actions: Fighter Blade, Attack with Sword (1 hex)
Power Strike, Critical attack (1 hex)
Magic: None
Skill: None
Move: 4-6
Move type: Land Type
Elements: None
Comment: Just a simpel fighter with no skills or magics. Just for plain
fighting.

Barbarian:
Actions: Fury Axe, Attack with Axe (1 hex)
Axe Rush, Critical attack (1 hex)
Magic: None
Skill: None
Move: 4-6
Move type: Land Type
Elements: None
Comment: Very much alike the Fighter class, but higher attack and lower defence.

Cavalier:
Actions: Knight Sword, Attack with Sword (1 hex)
Cross Cutter, Critical attack (1 hex)
Magic: Heal
Skill: None
Move: 4-6
Move type: Armored Type
Elements: White
Comment: This knight class comes from Fighter. Pretty good knight because of the
over normal attack power and the abilety to Heal. This class comes from the
Fighter class.


Samurai:
Actions: Katana Blade, Attack with Katana (1 hex)
Shadow Moon (1 hex)
Iai Slash, Attack with spiritual wave (2 hex) (MP 40)
Magic: None
Skill: Hit+10%, Increases hit ratio by 10%
Move: 4-6
Move Type: Armored Type
Elements: None
Comment: Stronger attacks and defence then a Cavalier and they have a special
attack, but no spell. A good knight made for fighting, only.

Berserker:
Actions:Fury Axe, Attack with Axe (1 hex)
Axe Rush, Critical attack (1 hex)
Magic: None
Skill: HP recovery 5%, Recovers 5% of HP in one turn.
Move: 4-6
Move Type: Land Type
Elements: Black
Comment: Very strong knight with a 5% recovery of HP every turn makes this class
a good fighting unite. It comes from the Barberian class.

Paladin:
Actions:
Magic:
Skill:
Move:
Move Type:
Elements: White, White
Comment: Really good unite from the Cavalier class. Has the really good spell
Holy Word along with Heal and Cure, makes this unite good in magic attacking,
normal attacking and healing.

Shogun:
Actions: Katana Blade, Attack with Katana (1 hex)
Shadow Moon (1 hex)
Iai Slash, Attack with spiritual wave (3 hex) (MP 45)
Magic: None
Skill: Hit+20%, Increases hit ratio by 20%
Move: 4-6
Move Type: Armored Type
Elements: None
Comment: Perfect unite for fighting. It´s special attack can now be done from 3
hexes. Another thing, they almost never misses. Comes from Samurai.

Avenger:
Actions:
Magic:
Skill:
Move:
Move Type:
Elements: Black, Black
Comment: Very strong class. Hits damn strong on white unites. Looks like a black
knight. They come from the Berserker class.

Mage:
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Flame, Geno-Flame, Thunder, Power
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Red
Comment: Really weak attacks but they have four pretty good red spells.

Sorcerer:
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Fog
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Red, Blue
Comment: Has 7 good spells, thats about all, exept that it comes from the Mage
class.

Druid:
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Venom, Curse, Weakness, Flame, Geno-Flame, Thunder, Power
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Black, Red
Comment: Four red spells and three black, only good spells, that makes this a
very good magic unite. Comes from Mage.

Wizard:
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Geno-Frost, Fog,
React
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Red, Blue, Green
Comment: Six red spells, three blue and one green. The green spell is React
which is the best green spell. Loads of MP makes this a super magic unite. Comes
from the Sorcerer class

Necromancer:
Actions:Sorcery Staff, Attack with Staff (1 hex)
Magic: Meteor Doom, Dimension, Necro Rebirth, Venom, Curse, Weakness, Flame,
Geno-Flame, Thunder, Power
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Black, Black, Red
Comment: All of the black spells along with four red ones makes this magic fella
suprem against white and blue unites, like a Cardinal or Valkyrie. Comes from
the Druid class.




Priest: Has one white element. Has Heal and Cure as spells.
The Priest can become:
Bishop: Two white elements. Has the normal white spells.
Monk: Karate looking fella with one white element. Has some white spells as
well.
Cardinal: Comes from Bishop. Element white, white, blue. Has all white and some
blue spells.
Guardian: Comes from Monk. Two white elements. Plenty of white spells.
Ranger: Looks almost as a Monk. No elements and no spells.
Grappler: Comes from Ranger. Like a Ranger but stronger.
Champion: Comes from Grappler. Really strong fella with no elements or spells.
Ninja: Special general, with one black and one green element. Really good but
not so strong.
Ninja Master: When at a high level the best general in the game. Has all green
spells.

Now for the girls:
Scout: No elements. Very weak general that uses a bow.
The Scout can be promoted to:
Lancer: One blue element. Uses a spear as a weapon. Has Fog as spell.
Archer: One green element. Uses a bow as weapon.
Valkyrie: White and blue element. Can Holy Word, Heal and Fog. Comes from
Lancer.
Artemis: Comes from Archer. Uses a bow as weapon. Has alot of green spells, like
Solid.
Enchantress: One black element. Some black spells is all she got.
The Enchantress can become:
Sorceress: One black and one blue element. pretty good spells.
Mystic: One white and one blue element. Can do Heal and Geno-Frost plus some
more spells.
Witch: Element black, black, blue. Like a Necromancer but with blue spells
instead of red.
Sage: White, red, blue in the elements. Almost like a Wizard. Comes from the
Mystic
Cleric: One white element. Has Heal and Cure.
Rector: Two white elements. Has many white spells.
Saint: Has three white elements. Has six white spells (all of the white spells
in the game).

Here are the special types:
Death Knight                    Cador
Emperor                         Zemeckis
Prince                          Lance
King                            Lance
Warlock                         Cai
Lord                            Vanyard
Tyrant                          Dryst
Super Tyrant                    Dryst
Queen                           Lyonesse

List of items:
Accessories:
Solomon`s Ring                                  RunePow+30, RuneArea+1
Heal Ring                                       Each turn regains 20 HP
Almighty Ring                                   STR+3, INT+3, AGI+3, DEF+3
Pin of Defense                                  DEF+8, Lowers the damage caused by
magic
Earring of Sea                                  DEF+2, Blue resist:Up
Bell of Comfort                                 RunePow+15
Apostle`s Horn                                  RuneArea+1
Talisman                                        Does not cause status disorder
Pirate`s Medal                                  AGI+2
Soldier`s Medal                                 HP+20, STR+2
Wind Armband                                    AGI+5
Rune Armband                                    RunePow+25
Ancient Book                                    INT+6
Ice Amulet                                      Blue resist:Up
Fire Amulet                                     Red resist:Up
Sacred Amulet                                   White resist:Up
Black Amulet                                    Black resist:Up
Forest Amulet                                   Green resist:Up

Swords:
Laevatein                                       ATK+20, Hit-5, Element:Red
Gram                                            ATK+18
Answeller                                       ATK+14, Element:White
Mithril Sword                                   MP+20, ATK+10, INT+4
Ice Sword                                       ATK+8, Element:Blue
Flame Edge                                      ATK+8, Element:Red
Bastard Sword                                   ATK+6
Claimh Solais                                   MP+30, Element:White
Evil Buster                                     ATK+12, Hit+5, Element:White
Claymore                                        ATK+10
Giant Sword                                     ATK-6, Hit-5, DEF+6, RunePow+15

Samurai swords:
Kokoro                                          ATK+16, Hit+10, RunePow-30
Kaze                                            ATK+10, Element:Black
Tora                                            ATK+8

Axes:
Balor                                           ATK+18, Element:Black
Beheading Axe                                   ATK+8, Element: Black
Dwarf Axe                                       ATK+6, Hit+5

Spears:
Gungnir                                         ATK+24, Hit+5
Gae Bolg                                        ATK+18, Hit+10
Mithril Spear                                   MP+20, ATK+12, INT+2
Ice Javelin                                     ATK+10, Element:Blue
Goddess Spear                                   ATK+8, Element:White
Black Spear                                     ATK+6, Element:Black

Bows:
Crescent Bow                                    ATK+19, INT+2, Hit+8
Elven Bow                                       ATK+6, Hit+5

Staves:
Ganbantein                                      ATK+8, INT+8
Striking Staff                                  ATK+10
Blue Staff                                      INT+4, Element:Blue

Rods:
Death Rod                                       ATK+12, INT+2, Element:Black
Madonna`s Rod                                   INT+4, Element:White

Maces:
Skull Flail                                     ATK+18, Element:Black
Gravity Mace                                    ATK+12
Mithril Mace                                    MP+20, ATK+8, INT+4
Judgment Mace                                   ATK+6, Element:White

Whips:
Cat O` NineTail                                 ATK+12
Love Whip                                       ATK-10, Hit-10, RunePow+10
Snake Tongue                                    ATK+8, Hit+10, Element:Red
Thorn Whip                                      ATK+6

Knuckles:
Blast Knuckle                                   ATK+18, Element:Red
Wind Knuckle                                    ATK+16, Element:Blue
Ogre Knuckle                                    ATK+13, Element:Black
Speed Knuckle                                   ATK+9, Hit+10
Rivet Knuckle                                   ATK+6

Knives:
The Ripper                                      MP-20, ATK+19, INT-10, Element:Black
Shock Knife                                     ATK+14, Hit+10, Element:Red
Painless Knife                                  ATK+8

Shield:
Flame Shield                                    DEF+7, Red resist:Up
Ice Shield                                      DEF+7, Blue resist:Up

Armors:
Volcano Armor                                   DEF+15, Element:Red
Holy Armor                                      DEF+12, Element:White
Heavy Armor                                     DEF+6

Robes:
Dark Robe                                       DEF+8, Black resist:Up
Solar Robe                                      DEF+6, Red resist:Up
IcyFog Robe                                     DEF+6, Blue resist:Up
Star Robe                                       Evade+5, DEF+5

Helmets:
Horned Helm                                     DEF+5

Hats:
Circlet of Wits                                 INT+6
Fairy Crown                                     INT+4, DEF+1
Pixie Hat                                               INT+2, DEF+2
Cool Hat                                                DEF+3, Blue resist:Up

Gloves:
Precise Glove                                   Hit+15, DEF+6
Power Glove                                     ATK+8, DEF+4

Boots:
Speed Boots                                     MOV:Up
Fairy Pumps                                     Evade+5, MOV:Up
Vailent`s Wing                                  Move type:High Sky
Wing Shoes                                      DEF+2, MOV:Down, Move type:High Sky
Aqua Shoes                                      Move type:Shoal
Flipper Boots                                   DEF+3, Move type:Water

Useable items:
Power Potion                                    STR+3
Speed Potion                                    AGI+3
Wisdom Potion                                   INT+3
Magic Potion                                    Raises MP around 18 points
Life Potion                                     Raises HP around 18 points
Rune Potion                                     Raises RunePow around 10 points (Knights)
Runa-A Potion                                   Increases RuneArea+1 (Knights)
Fruite of Vise                                  Changes Seraph into Lucifer
Charm Liquer                                    Changes Satan into Lilith
Wisdom Seed                                     Changes Gigas into Loki
Rage Lightning                                  Changes Titan into Thor

List of battlefield talking:
Lance(New Almekia) and Zemeckis(Esgares)
Halley(New Almekia and Iria(Iscalio)
Adilicia(New Almekia) and Dryst(Iscalio)
Cai(Careleon) and Bagdemagus(Iscalio)
Cai(Caerleon) and Langueborg(Leonia)
Dinadan(Caerleon) and Esclados(Esgares)
Dinadan(Caerleon) and Cador(Esgares)
Dinadan(Caerleon) and Vaynard(Norgard)
Janfader(Caerleon) and Gish(Esgares)
Isfas(Leonia) and Vaynard(Norgard)
Kiloph(Leonia) and Camden(Iscalio)
Kiloph(Leonia) and Zemeckis(Esgares)
Paternus(Leonia) and Dryst(Iscalio)
Charlene(Leonia) and Zemeckis(Esgares)
Dryst(Iscalio) and Vaynard(Norgard)
Dryst(Iscalio) and Cador(Esgares) very funny
Iria(Iscalio) and Lyonesse(Leonia)
Iria(Iscalio and Esclados(Esgares)
Miguel(Iscalio) and Castor(Esgares)
Bagdemagus(Iscalio) and Shiraha(Esgares)
Victoria(Iscalio) and Cierra(Caerleon)
Vaynard(Norgard) and Cai(Caerleon)
Vaynard(Norgard) and MelTorefas(Esgares)
Vaynard(Norgard) and Esmeree(Esgares)
Brangien(Norgard) and Zemeckis(Esgares)
Zemeckis(Esgares) and Halley(New Almekia)
Zemeckis(Esgares) and Morholt(Norgard)
Cador(Esgares) and Halley(New Almekia)
Mira(Esgares) and Millet(Esgares)
Helrato(no special side) and Layoneil(no special side)
Shiraha(no special side) and Kazan(no special side)
Cortina(no special side) and Zemeckis(Esgares)
Schutleis(no special side) and Soleil(Esgares)

List of domains:
In this part of the faq you can look up any domain for what ever your reasons
are.
I start from the top of the continent.

Flogeru: The capital of Norgard. It is conected to Senadon and Kardiff. Income
is 439 mana.

Senadon: pretty importat domain for Norgard. The income is 234 mana.

Kardiff: Also a very importat domain for Norgard. The income is 196 mana.

Humber: Is located at the border of Norgard and Leonia. Income is 207 mana.

Alliryme: No special thing about this domain. The income is 225 mana.

Jukes: The key domain in Norgard. Is connected to five domains. Income is 216
mana.

Listinoise: Strange location thats all about this domain. The income is 231
mana.

Lidney: Importat Esgares water domain. Income is at 301 mana.

Damas: Just a Leonian domain. Income is 201 mana.

Kelilauns: Is connected with Leonias main capital Tallas. The income is 195
mana.

Gorule: Is only connected to two other domains. Income is 209 mana.

Cadbury: Very important domain in Esgares. Is connected to four domains. Income,
236 mana.

Orkney: Another super important domain. Is connected to five domains. Income is
227 mana.

Logres: The center of Forsena. Capital of the Esgares Empire. Income is 452
mana.

Fato: Connected to two domains. Income is 221 mana.

Whislind: A key domain in Leonia. Income is at 226 mana.

Tallas: The capital of Leonia. The income is 391 mana.

Dilworth: Another key domain in Esgares. Income is 181 mana.

Camelford: They main key domain in New Almekia. Income is at high 289 mana.

Toria: Super important key domain in the lower half of Esgares. Income is 215
mana.

Karnabone: pretty important domain in Esgares. Income is only 147 mana.

Eorsia: Nothing special about this here domain. Income 202 mana.

Glume: Just a domain in Leonia. The income is 213 mana.

Phazard: Almost a key domain in New Almekia. The income is 200 mana.

Calmary: The capital of the New Almekian kingdome. Income is 405 mana.

Oltroute: Just a normal domain in Esgares. Income is 228 mana.

Salisbury: The most important city in the lower Forsena. Income is only 183
mana.

Hadrian: A mountenpass into Leonia. The income is 249 mana.

Asten: Almost as important as Salisbury, witch is very important. Income is 203
mana.

BaydonHill: Is at the border of New Almekia and Caerleon. Income is 239 mana.

Xanas: A domain that crosses to four other domains. The income is 236 mana.

Hervery: One of the two ways into Caerleon. The income is 223 mana.

Squest: Is next to BaydonHill. The income is at 211 mana.

Baynock: Is next to two other domains. The income is 214 mana.

Broceliande: Nothing special about this domain. Income is 253 mana.

Kail: Is located in the most south west part of Caerleon. The income is only 173
mana.

Letishnote: Just a Iscalion domain. The oncome is at 208 mana.

Caelsent: Iscalios capital. Is conected to three other domains. Income is 424
mana.

Linnuis: The main capital of Caerleon. The income is 469 mana.

Lothian: Is only conected to one other domain, Caelsent. The income is 202 mana.

List of good names for unites:
This part of the faq is pretty silly. But I always give names to my creatures,
so here are the names.

Vampire Lord:           Kain, Varedor
White Dragon:           Alkariz
Fafnir:                 Micen
Salamander:             Smaug, Fire Star
Tiamat:                 Tamor
High Centaur:                   Orion, Torio
Arch Angel:             Maria
Satan:                  Falarez, Kardiz
Phoenix:                        Simoon

Walkthroughs

Walkthrough Iscalio
So you want to play with Iscalio. Well I myself think it`s the most easy nation.
First of all you should creat a super arme. The generals will be Dryst(the lord
of the country), Iria and Bagdemagus. It would also be a good ide to use the
Bahamut that you begine with. Then sett up the arme the way that I discraibe in
the secion `Setting up a arme`. Now you should attack Hervery and Salisbury.
After that you should begine to take over the hole of Caerleon. I allways killed
of Cai then waited one turn so he could fight again. That way the battles should
be very fast and if you are lycky(like me), you might even get there Couatl. Let
Iria kill the monsters so she can gain some levels so she can use Holy Word.
Then let Bagdemagus kill the rest until he reaches level 20 so you can upgrade
him to Avenger. After that you should select a creatur to gain levels. After you
killed Caerleon you should get one or two generals which is very use full. Now
go and kill New Almekia. After that you can choose if you are going to kill
Norgard or the Esgares. I would choose the Esgares Empire. If you come into a
position where you have several generals over you can just quest with them.
Allright after you have killed the Esgares Empire you will go after Leonia. They
will not posse a to big of a problem. It would be very good if you would quest
some, for now you could get Millan and Mira which are two great knights. You can
only get them after you have defeated the Esgares Empire. After you have
defeated the little Leonia kingdome it`s time for Norgard. And they could put up
a real fight. They have two White Dragons and some times a Fafnir. But if you
have used the same arme through the hole game it should not be a problem. You
should plan your attack so you only have to defend 3-4 castles becouse they can
do some pretty tough attacks.

Walkthrough New Almekia
First of all, you should like allways make a super arme. I would choose Lance,
Geraint and Coel as generals and later in the game when Halley joins you, you
could put her in your super arme. As creatures you should of course take the
Salamander that you begin the game with. The rest is up to you. You can turn to
my `Setting up a arme` part of this faq for help. First you should take some
castles from the Esgares Empire. Let Geraint kill some enemys so he can gain one
level, so he can become a Shogun. And then let Lance gain levels(when he is on
level 30 he has over 900 HP). Take the castles smart so you don`t have so many
pleaces to defend. Now go after Norgard. With your super arme it should not be
so difficult. Just remember to go after there generals. After you defeated the
hole of Norgard. You should go after Leonia. Then down and kill Iscalio. You
could try to take over there Bahamut by killing the leader that controls it.
After that if your lycky, your allie Caerleon may even have damage the Esgares
Empire so much that it will be no problem to kill them of. Remember that if you
need some more war, you could allways attack Caerleon. But they are really hard
with there Cai and Dinadan. But if you want to be as cool as I am, you should
attack Caerleon.

P.S When you kill the Esgares Empire, Lance will be promoted to King. This gives
him a boost in power and defence, he gets one red elemental and he can do the
Geno-Flame spell.

Walkthrough Norgard
In your super arme you should have Vaynard, Gunglain and Yvain. You begine the
game with two White Dragons witch is a very good start. The rest is up to you.
First thing go and murder Leonia. Be sure to not use so many black creatures
becuse in Leonia there are almost only white creature. But it is good if you can
get a hold of a Demon for becuse if you do a Curse spell on a white creature it
will take a lot of HP. You can try to get some of Leonias special creatures. I
mean there high level creatures like there Holygriff, Pegasus and there rocking
Phoenix(I got there Phoenix). After you killed  them you will get two more
generals. If you are not playing on easy your proberly under attack on your west
side of the nation. But you have to fix it some way. A good way is to send some
high level creatures from your super arme there. When you have defeated Leonia
you should proberly go after Iscalio. Now your two new generals might come to
use. After the defeat of Iscalio you will get Daffy a Samurai and Victoria a
Sorceress. Just move on against Caerleon. They could be pretty hard becouse of
Dinadan and Cai. Even after you have killed Caerleon and got your two new
generals it may be a shortage of generals for you. So you have to plan your
attacks smart. It does not matter if you go after New Almekia or Esgares.
Becouse your super arme is proberly enough strong to beat any thing.

Walkthrough Leonia
So you want to play with the most weak country in the game, well what can I say,
it gonna be really hard in the begining. First choose your generals. I would
pick Lyonesse, Paternus and Isfas.You start the game with a Phoenix, Holygriff
and a Pegasus. Those would be a very good begining of your arme. The rest is up
to you. First thing you should do is attack Humber. After you have taken over
Humber you must send up 3 rune knights to defend it. It should be a good idea to
have plenty of Hydras in Humber becouse they are good for defending plus it is
very much water in Humber. After that you should take Asten. The plan now is to
kill Iscalio. So if Iscalio has Xanas you have to take now aswell, but if
Caerleon controls it you should leave it alone for now. Then go after
Broceliande amd after it Iscalios main city Caelsent. Now Iscalio will be cut
of. So take Lothian. Iscalio has proberly so bad armeis there so they will
retret at once. Now for Letishnote. If Iscalio has any domains left, those will
be your target. After you killed Iscalio you should first if you have not
already taken Xanas you must now and Salisbury. Then take Hervery so you don`t
have to defend Xanas. Now you should only have to defend 4 domains. Then take
Karnabone. Now your arme will proberly be a super arme that is unstopable plus
that you will get alot of mana every turn. Now the time has come to kill
Caerleon. First take Baynock then Linnuis. And after that Squest and finnaly
Kail. Now you will get two new generals. Take BaydonHill and then Phazard. After
that just kill the rest of New Almekia. Now it will be easy to kill Norgard
becouse you can attack from two different sides. Now only little Esgares is
left. Lidney will be your number one target now. After you have taken Lidney
they will have to defend almost every one of there domains. Now take Orkney.
Then it will be really easy to take the rest.

Walkthrough Caerleon
The country with the silent wise king Cai. Well first make a good arme Cai,
Dinadan and BeauArte would be great generals for your arme. Cai for magic,
Dinadan for attack and Holy Word and BeauArte for major Healing. As you start
the game you only have to defend one domain. After you have gotten your country
in order you should attack Xanas and Salisbury. But a defending arme in
Salisbury and your attack arme in Xanas. Then take over Letishnote. Now you have
to look out for Iscalio attacks on Xanas. Now take Caelsent. After you have
Caelsent, Lothian will be cut of. Iscalio has proberly really bad defence there,
if they even have any. So you should of course take Lothian. Now it is time for
Broceliande to be a part of your kingdome. Then take Asten. Now Iscalio will be
proberly whipe out. If they have taken over any other domain then that will be
you target. After Iscalios defeat you should take Karnabone and then Hadrian.
Countinue to take domains from Leonia. After you kill off the hole of Leonie you
should take Oltroute and Toria. Now the Esgares Empire will proberly be so
weakend that New Almekia should begine to take some domains from them. Well now
you should get Norgard. After that there will only be a weak Esgares left. The
good thing is that you can attack both from on top of them like Listinoise and
Jukes and from under them like Toria and Oltroute. After that you will be the
victor, BUT remeber you are not the ruler of the hole continent. So my advise is
to attack New Almekia before you kill Esgares. Remeber that New Almekia don´t
defend the domains that are next to you, the turn you begine to attack New
Almekia you should attack on all fronts(and that is pretty many pleaces). After
the fall off New Almekia you will be the suprem ruler of Forsena.

Walkthrough Esgares Empire
First thing, to play as Esgares you must press R1+L2+Start at the screen where
you choose country.

You begine with alot of places to defend, but you have Zemeckis, Cador,
Esclados, Gish, Soleil and Esmeree .That should be enough for two super mega
armes. For the super arme you should proberly choose Zemeckis and Cador for
power and Esmeree for healing. You begine with a Tiamat which could be really
usefull for both attacking and defending. When you have gotten Esmeree up to
level 30 you should proberly put Soleil in your arme instead of her. This is
becouse it is very wise to get him up to level 20 so he becomes a Cardinal.
After that you could put Gish in your arme, any way you will be totaly suprem.
The first country you should take is New Almekia, then down to Caerleon. You
will have to have a good arme in Salisbury, because both Caerleon and Iscalio
will attack you there all of the time. You should have to have a pretty good
arme in Lidney becouse Norgard is the only real threat to you. After Caerleon
you should take Iscalio, then Leonia. After that it is just Norgard and since
you have at least two super armeis it will be no problem.

Stars section: This section well tell you how you can use the stars that are
over your  generals to the best.

When you gain a level with a general, he/she will get a star. If your general
begins on level 1 and you then gain 5 levels he/she will become a expert in the
class that they are in. Lets say you had a mage and went up to level 5 with him.
He will then always remember the spells that he has. So now you can change him
to a Priest, and then he will not only have heal and cure but also the spells
that a mage has. If you then advance 5 more levels with him to level 10 when he
is a Priest, you may then chose between upgrading him to a Druid, Sorcerer, Monk
or Bishop. Then you can chose one of those go up 5 levels with it and then you
have all the spells of that class. You can then do the same thing over and over
with different classes all the time. If you then chose him to be a Fighter he
will still have all of the spells plus that his strenght will be raised.

Gaining Generals: If you are short on generals this is proberly the best part of
the faq for you. You can gain generals by either defeating a hole country or you
by questing.

These are the generals(rune knights) that you can get by questing.

Dogal: A male knight with super high rune power and he is only level 2 when you
get him, so you can get really high rune power with him.

Hyude: Pretty worthless male knight. When he joins you he will go on a quest.

Limlight: You can only get this male elf knight by questing with Hyude. It will
take aboute 3 months to get him.

Mire and Millet: These two sisters are pretty good. One is a Lancer and the
other a Sorceress. They can first join you after you  have defeated the Esgares
Empire.

Shiraha: Super cool ninja knight(proberly the coolest in the game). When you get
him, you can train your other male knights to become ninjas. You can only get
him after you have defeated the Esgares Empire. He is the only one that can
become a Ninja Master, exept Kazan which you can´t get.

Clauze: You can only get this male knight by questing with Coel.

Cathleen and Klaques: Nothing special here.

Cortina: This little girl has high rune power witch could be usfull.

Gorge: A level 8 Priest.

Balder: Just a male knight.

Aldis: If you quest with her you get a level 20 Fafnir named Puro. Really
extremly good.

Rain: He just joins you after you have gotten Mire and Millet.

Ranguinus: Really good male knight. He used to work for the Esgares Empire. You
get him by questing with Rain. Is often around level 16 when you get him.

These are the knight that you can get by defeating a nation.

New Almekia: Carlota and Loufal

Caerleon: Janfadar and Bilcock

Iscalio: Daffy and Victoria

Leonia: Langueborg and Chantail

Norgard: Dillard and Kirkmond

Esgares: Ivan and Fiel

Some Tips: These are just some tips that don`t fit in to the other sections.

Plan smart defences:
This tip is writen by ©Gregg© (alias P|/\/\PDaddy)
Hey, um I was just playing Brandine and I noticed cause my good guys are pretty
powerful, but when Esgares Empire attacked and The guys i had there were weak.
So I turned it off and started it back up cause i had just saved it.I moved my
most powerful guy to where they were going to attack and they did and I won but
i tried it a couple of times and it kept on happening so you can figure out when
and where the enemy is going to attack and what you will need to stop em'!!!

Getting powerfull unites easy:
To get powerfull unites like New Almekias Salamander or the Esgares Empire
Vampire Lord and other unites like that. All you have to do is kill the general
that controlls the creature. But if you just kill the general it is still a
pretty good chance that the general will take the unite with him/her. The best
way to get the creature is to first wound it were badly(let it have aboute 50 or
so). Then try to get it out of the generals rune range(you can see it if you
click on the general). Now go for the kill and if you are lycke(becouse it is
still a 50 50 chance) you will get the unite you want.

As for getting more than 2 knights to join:
This tip is from Anthony Nguyenaka (alias Luxion)
When I was playing as Iscalio, when I defeated New Almekia, I got 3 knights.
Loufal, Cortina, and Liguel.  I had to reset/reload 3 times to get her.  My
guess is that you need to satisfy certain conditions in order to obtain more
knights.  In my case, Liguel wanted to join her brother, Miguel.  What I'm
looking for is something special between all three - Liguel, Miguel, and Castor.
Unfortunately, I'm playing as Leonia, so it's very difficult to obtain all
three.  You'd probably have to play as either New Almekia or Iscalio and defeat
Esgares early on in order to get all 3 together.

Getting Carmine:
To get Carmine you must first get Mira and Millet. When you have got them you
should quest with both of `em. Some times they will go on a quest together.
There quest will take them to there hometown. A Salamander will attack there
hometown but Mira and Millet will save there hometown from the Salamander. One
of them will get wounded. But will be saved by the doctor Carmine. In the end of
the quest Mira and Millet will get a item from there old nanny. After the quest
is over and a year has gone Carmine should join you.

Getting a better lord:
There are only two lords in the game that can get better(exept for strengh).
Those two are Lance and Dryst. Lance who is a Prince gets promoted to King after
you have defeted the Esgares Empire. He then gains the spell Geno-Flame and gets
one red elemental. Dryst who is a Tyrant gets promoted to Super Tyrant when he
gets up to level 30. He then gets the Meteor Doom spell and a quite big boost in
strengh, plus that his evade gets a mega big boost.

Cool arme:
This is not a tips it`s just a description of a really cool and usefull arme.
First as a general you should have a Artemis. If you don`t know what a Artemis
is I can tell you. They are a female general at level 20 they come from Scouts.
The Artemis uses a bow as a weapon and they can attack from 3 hexes. As unites
you should only have High Centaurs. Think about it a hole arme that can attack
from long ranges and can`t be counter attackt. I hade two such armies and one
that is exacly like the one above, exept for the Artemis I hade a Ninja Master.
When I attackt with does three nothing could stop me. But it takes some time to
get all of the generals and unites.

Easy defending:
If you have three bad generals in a domain. And when I say bad I mean low rune
power. Your generals can may be only have two dragons in there arme or something
like that. When you get attackt by the enemy, you should look for the best ways
to run away from the enemy plus if there are two or three good ways to run you
should seperate you arme so your generals go different ways. That way the enemy
will first catch up with you in turn 8 or later. Then they will not have enough
time to kill all of your generals before turn 12 and after that it is time up.
Very good if you are playing with a weak country like Leonia.

Winning easy with Caerleon or New Almekia:
If you are playing with New Almekia or Caerleon, there is a great thing that you
could do. The thing is that you should only take key domains like Xanas or
Toria. If you do that the country that has the domains around it will have to
defend a lot of more domains, that way they will get a little bit weaker every
where. And if you take some key domains from a land, your allie will finish them
off for you.

Getting better knights when a kingdome is destroyed:
This super tip is from Andre
If you let another country beat each other you will get knights different from
the ones that you get if you defeat it your self. I experienced this when I let
Esgares defeated Iscalio and I got Bagdemagus and another one ( I forgot the
name). So I think if we let others countrys vanishing each other, there's very
high possibility you'll get the better knights.

Super arme with Iscalio:
This tip is from Kingjoltfabletwo
Here is a super skill that will work wonders with Dryst's army. Take any body
who can use the spell power (like Dryst), a Bahamut (or any super dragon), a
high centaur, a fairy and a fast monster. Put them together in a group. when in
a battle wait for a good shot at the leader(easy in easy.) Have the fairy cast
react on bahamut, then have Dryst cast power on bahamut, now have the bahamut </pre><pre id="faqspan-2">
attack a leader two times (in the second attack power will wear off) then use
the high centaur to attack the targeted leader then use the fast monster, now
the leader should be dead.

The strongest knight in the game:
This is no tip really, it just explains who is the most powerfull knight in the
game. The knight is little Lance. In the begining of the game he is just on
level one, but he is all ready strong then. First you should kill Esgares if
playing with New Almekia. Lance will then be promoted to King. He then gains the
spell Geno-Flame and one red element. After that it is just to get him up to
level 30. He then has over 900 HP!!!! He has the Heal, Flame and Geno-Flame as
Spells. He also hits super strong (a normal attack takes around 250). Who can
beat that? Lance is not really the strongest knight in the game, but he is the
best. The strongest knight is Bagdemagus when he is on level 30. Of course there
is also Zemickis and Cador. Zemeckis who has a three 3 hex long attack that
takes around 180 HP. The good thing with that is that if you attack from 2 hex
or more it can not me countered. Cador has a mega super defence and pretty much
MP for Geno-Flame and Curse. The two knights that has the most rune power (when
there on level 30), are Lance and Dogal.

Fight against Bulnoil:
I have not gotten to fight against Bulnoil ever, but I have gotten loads of
email saying that you can get to fight him when you complete the game in hard. I
have beaten the game on hard more then 12 times and I have not meet him in
combat yet. So I don´t know.

Play as the Esgares Empire!!!!!!!!:
This tip was sent in by loads of different fellas. I thank all of you from the
bottom of my heart.
On the screen where you choose country you should press R1+L2+Start. After that,
bingo, you can play with Esgares.

Really easy begining with New Almekia:
When you begin a new game with New Almekia, you should first fix your defences
against Norgard and Esgares. Now move you best generals (Lance, Geraint and
Coel) down to BaydonHill. After that attack Caerleon. After your attack Caerleon
will proberly only have four domains and since Caerleon only has eight knights,
they can only have two generals in each domain, and they have to defend every
one. Take another castle from them. Esgares or Iscalio will also take a domain
from Caerleon. Now it´s the hard part but some how you have to take the two
other domains. But since you got a Salamander, it should not be a such big
problem. And if you got the time you could wait them out and Caerleon take a
city from Iscalio and Esgares and then take a domain from Caerleon. That way
Caerleon will do all of the hard battles.

Quests: Here are all the quest that I have gotten.

Flower girl in town gives you a
-Red rose = STR
-Yellow sunflower = AGI increase
-White lily = INT increase

A dwarf in the forset gives your knight a mushroom which enables your knight to
understand what the birds are saying. This leads to a item.

Your knight meets a drunk man in a bar.
-The drunk does not like rune knights = you get a item
-The drunk likes rune knights = nothing

Your knight meets a soothsayer on a road and the soothsayer will let you draw a
card.
-World = rune power increase
-Magician = MP increase
-Strength = STR increase
-Chariot = HP increase
-Star= AGI increase

Your knight will sleep in a old castle where there are ghosts. You will get a
item.

Your knight sees a large dragon. Sometimes you get a item and sometimes you
don`t.

Your knight is about to cook a rabbit. Then the rabbit will talk its way out by
saying where a treasure is. Your knight finds
- the treasure = you get a item
- a viper = wounded for a month

Your knight drinks up some honey and a large bee then comes. Your knight will
get a boost in HP.

A village is botherd by a level 10 monster.
-Your knight defeats the monster = the monster joins you
-The monster wins = you get nothing

Your knight throws a coin in a fountain and a fairy appears and
-Thanks your knight with a kiss and a item = you get a item
-Puts a hex on your knight = your knight gets wounded, sort of.

Your knight is about to drink from a fountain and
-A frightfull picture appears = nothing
-Your knight is knocked out by drinking the water = knights AGI increased

Your knight gets on a boat that takes him/her to a island. On the island, your
knight
-will find a very old man that tells a story = knights rune power gets increased
-finds some maidens = MP increased
-finds some fairies that learns your knight how to dance on water = AGI
increased
-a idol trops a item = you get one of the final class up items

Your knight comes to a bridge where there is a old man that tells a really long
story. Your knights INT gets increased.

It starts raining and your knight takes cover under a tree. A girl is also under
the tree and she begins to tell a story. Then the girl dissappears leaving your
knight with a item.

Your knight finds a eight legged horse and then takes a ride on it. Your knight
then gets his/her STR increased.

A man offers you to test and grind his sandstone. Then a curse is set on your
knight. At the end of this story your knight will get a boost in STR.

On a road your knight will find a bottle of liquid.
-It is poison = your knight is wounded for a month
-It is not poison = the knights AGI is increased

In the a town your knight will hear a song. The knights MP is increased.

Your knight finds a strange flower in a forest. The knight is knocked out by the
aroma of the flower. Your knight then wakes up and
-Has increased INT
-Has increased MP
-Has been robbed = you get nothing

Your knight ventures in a tall tower.
-Your knight reads the `Lost Text` = increased INT
-There is a large explosion = knight gets wounded for a month

After entering a dark cave your knight
-finds a item
-finds a level 1 creature
-finds and reads a scroll = increased INT
-falls into a pit = wounded for one month

Your knight drinks from a waterfall when a fairy appers and then
-the fairy dissappears = nothing
-the fairy sings a song = either the knights HP or rune power will be increased.

Your knight puts his/her hand into a hole in staty and then
-gets a objekt = you get a item
-finds a item but can`t get it out = you get nothing

Your knight comes to a old monument where there is a tomb with a item.
-your knight is not able to get the item = you don`t get anything
-your knight gets the item = you get the item

Your knight is walking on a road with a merchant. When the two are going to go
two different ways the merchant will give your knight a item.

This I like to know:
If you know the anser to any one of these questions, please email me.

What should you do to fight Bulnoil?

If you have gotten a hit to take more then 726? And if so with what unites and
at what level and so on.


This faq is copyrighted to Promtech and Michael Tofer.
This faq may not be shanged in any way with out asking me or any other member of
Promtech inc.


Credits: First I like to thank Gamefaqs for putting up my faq on the internet,
then I would like to thank ©Gregg© (alias P|/\/\PDaddy) for emailing me and
finaly I shall thank all the people that have read my faq and sent in tips.



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