A FAQ for Brigandine Monsters, version 1.01 - 12/11/98
Stewart Vachal -
[email protected]
Disclaimer: This FAQ is for private use only, and is not to be used for
public or commercial purposes other than posting on www.gamefaqs.com.
This FAQ is also copyrighted by me, Stewart Vachal.
This details information of monsters in the Playstation game Brigandine.
11 Monsters of the 57 types in Brigandine are currently blank, as I have
no knowledge of them. I will update the FAQ as I get that information.
Monsters are listed by the type of the initial monster for that class. For
example, Angel class monsters are at the top, including Angels, Arch
Angels, Seraphs, etc. Wyvern class monsters are at the bottom,
including Wyverns, Couatl, and Bahamut.
This FAQ has a lot of detail about the monsters and not quite so much info
on how to use them. That said:
For a force of 600 Rune Power, you could do a lot worse than:
2 Dragons (150 RP) for Acid Breath attacks.
1 Hydra (80 RP) for more Breath attacks, and I like Hydra ;)
2 Mandrake (70 RP) to fill out the front line, with Paralysis attacks.
3 Centaur (105 RP) for Long Range attacks to kill leaders.
1 Pixie (35 RP) for Protect spells.
4 Unicorn (160 RP) for Healing.
Dragons, Hydra and Mandrake in front, Centaur and Pixie behind them,
and Unicorn in back.
Format:
Monster Name: Lists name of Monster
Requirements: If it requires a certain level monster, it's listed here.
Rune Cost: Shows the Rune Cost required for a hero to control it.
Spells: If it has spells, they are listed here.
Move: Lists move rate / move rate on "best terrain" (water for Merman
and Hydra, Forest for Centaur/Mandrake, etc).
Attack: The attack is named with its' range. Ground (percentage%) and
Sky (percentage%) show its' effectiveness against Ground and Sky Targets.
100% means full normal ability, less than 100% indicates a greater chance
to miss.
1 Hex Close: Attacks a monster 1 Hex away. The defender will get an attack
in reply.
1-3 Hex Range: Attacks a monster 1-3 Hexes away. The defender will get
an attack if it is one hex away.
1-2 Hex Circle: Attacks allies and enemies within 1-2 Hexes. No reply
attacks.
2-5 Hex Stream: Attacks all enemies in one direction, up to 2-5 Hexes away.
Special: Any special abilities are listed here.
On with the list!
Angel Type:
Expensive but useful as they become Arch Angels and Seraph/Lucifer.
Put them just behind the front line for Divine Ray casting.
Angel:
Requirements: None
Rune Cost: 85
Spells: Heal, Divine Ray
Move: 5/5
Attack: Cross Strike - 1 Hex Close, Ground 100%, Sky 100%
Special: Flying
Arch Angel:
Requirements: Level 10 Angel
Rune Cost: 100
Spells: Heal, Divine Ray, Halo, Holy Word
Move: 6/6
Attack: Cross Blitz - 1 Hex Close, Ground 100%, Sky 100%
Special: Flying
Seraph: ?
Lucifer: ?
Centaur Type:
Very useful type. Allows for easy killing of enemy leaders when you
want to force them to retreat. These guys tend to score most of my
kills.
Centaur:
Requirements: None
Rune Cost: 35
Spells: None
Move: 6/6
Attack: Hunter Shot - 2 Hex Range, Ground 100%, Sky 100%
Special: None
High Centaur:
Requirements: Level 10 Centaur
Rune Cost: 50
Spells: None
Move: 7/7
Attack: Killer Shot - 3 Hex Range, Ground 100%, Sky 100%
Special: None
Demon Type:
Like the Angel type, expensive but useful. The Necro Rebirth ability
is very useful, and is sufficient reason to keep one of this type in each
stack of heroes.
Demon:
Requirements: None
Rune Cost: 85
Spells: Curse, Venom
Move: 5/5
Attack: Evil Spike - 1 Hex Close, 100% Ground, 100% Sky
Special: Flying
Arch Demon:
Requirements: Level 10 Demon
Rune Cost: 100
Spells: Curse, Venom, Dimension, Weakness
Move: 6/6
Attack: Crime Spike - 1 Hex Close, 100% Ground, 100% Sky
Special: Flying
Satan:
Requirements: Level 20 Arch Demon
Rune Cost: 120
Spells: Curse, Venom, Dimension, Weakness, Meteor Swarm, Necro Rebirth
Move: 6/6
Attack: Dark Pleasure - 1 Hex Close, 100% Ground, 100% Sky
Attack: Nasty Needle - 2 Hex Range
Special: Flying
Lilith: ?
Dragon Type:
The single most useful type of monster (well, except for Hydra, but
Hydra is in fewer provinces). They are tough with strong
attacking power. Combined with their breath weapons they can inflict
lots of punishment.
Dragon:
Requirements: None
Rune Cost: 75
Spells: None
Move: 4/4
Attack: Terror Jaw - 1 Hex Close, 100% Ground, 80% Sky
Attack: Acid Breath - 3 Hex Stream, cannot use after move (40 MP)
Special: None
Red Dragon:
Requirements: Level 10 Dragon
Rune Cost: 95
Spells: None
Move: 5/5
Attack: Burning Jaw - 1 Hex Close, 100% Ground, 80% Sky
Attack: Fire Breath - 4 Hex Stream, cannot use after move (45 MP)
Special: None
Salamander:
Requirements: Level 20 Fire Dragon
Rune Cost: 115
Spells: None
Move: 5/5
Attack: Burning Fang - 1 Hex Close, 100% Ground, 100% Sky
Attack: Grand Flame - 5 Hex Stream, cannot use after move (55 MP)
Attack: Dragon Roar - 1 Hex Circle, attacks allies and enemies (25 MP)
Special: Flying
White Dragon:
Requirements: Level 10 Dragon
Rune Cost: 100
Spells: None
Move: 5/5
Attack: Lightning Fang - 1 Hex Close, 100% Ground, 100% Sky
Attack: Energy Bolt - 4 Hex Stream, cannot use after move (45 MP)
Special: Flying
Fafnir:
Requirements: Level 20 Ice Dragon
Rune Cost: 120
Spells: None
Move: 5/5
Attack: Lustral Fang - 1 Hex Close, 100% Ground, 100% Sky
Attack: Photon - 5 Hex Stream, cannot use after move (55 MP)
Attack: Dragon Roar - 1 Hex Circle, attacks allies and enemies (25 MP)
Special: Flying
Ghoul Type:
Cheap cannon fodder. Good for filling in a stack if you have a little
spare Rune Power. If you can keep a ghoul alive long enough to make
Vampire Lord, the Necro Rebirth is very useful.
Ghoul:
Requirements: None
Rune Cost: 15
Spells: None
Move: 4/6
Attack: Necro Eater - 1 Hex Close, 100% Ground, 80% Sky
Special: None
Vampire:
Requirements: Level 10 Ghoul
Rune Cost: 30
Spells: None
Move: 4/6
Attack: Life Drain - 1 Hex Close, 100% Ground, 80% Sky
Special: HP Recovery 5%
Vampire Lord:
Requirements: Level 20 Vampire
Rune Cost: 70
Spells: Necro Rebirth, Weakness
Move: 6/6
Attack: Life Drain - 1 Hex Close, 100% Ground, 100% Sky
Attack: Bat Attack - 2 Hex Range
Special: HP Recovery 10%
Giant Type:
Powerful attacking units, though not as tough as a dragon. If you can
find the items needed to make a Loki/Thor, the spells are very useful.
Particularly Loki's Meteor Doom, as it can stay on the front line to
cast it.
Giant:
Requirements: None
Rune Cost: 55
Spells: None
Attack: Power Fist - 1 Hex Close, Ground 100%, Sky 80%
Special: None
Titan:
Requirements: Level 10 Giant
Rune Cost: 75
Spells: None
Move: 4/4
Attack: Hyper Fist - 1 Hex Close, Ground 100%, Sky 80%
Special: None
Thor: ?
Gigas:
Requirements: Level 10 Giant
Rune Cost: 75
Spells: None
Move: 4/4
Attack: Heavy Fist - 1 Hex Close, Ground 100%, Sky 80%
Special: None
Loki:
Requirements: Level 10 Gigas, Wisdom Seed (Item)
Rune Cost: 75
Spells: Meteor Doom, Dimension
Move: 5/5
Attack: Megaton - 1 Hex Close, 100% Ground, 80% Sky
Special: None
Golem Type:
The Golem type misses a lot when it attacks. Also very slow. It does
have good HP, but I personally avoid this type.
Clay Golem:
Requirements: None
Rune Cost: 45
Spells: None
Move: 3/3
Attack: Golem Fist - 1 Hex Close, Ground 100%, Sky 80%
Special: Immune to Stoning, Poison, Paralyze, Charm, and Silence
Stone Golem:
Requirements: Level 10 Clay Golem
Rune Cost: 60
Spells: None
Move: 4/4
Attack: Stone Fist - 1 Hex Close, Ground 100%, Sky 80%
Attack: Rock Throw - 2 Hex Range, cannot use after moving.
Special: Immune to Stoning, Poison, Paralyze, Charm, and Silence
Bronze Golem: ?
Talos: ?
Gryphon Type:
Another good flying type, though I'd rather have a dragon or roc.
Gryphon:
Requirements: None
Rune Cost: 55
Spells: None
Move: 6/6
Attack: Beak Attack - 1 Hex Close, 100% Ground, 80% Sky
Special: Flying
Holygriff:
Requirements: Level 10 Gryphon
Rune Cost: 80
Spells: None
Move: 6/6
Attack: Snap Beak - 1 Hex Close, 100% Ground, 80% Sky
Attack: Feather Storm - 2 Hex Range (Cannot use if moving)
Special: Flying
Hound type:
Hound types are cheap and have a good stream attack, but aren't very
durable. The hit & away ability does let you keep it sheltered behind
your defensive line.
Hell Hound:
Requirements: None
Rune Cost: 35
Spells: None
Move: 5/7
Attack: Hell Fang - 1 Hex Close, 100% Ground, 80% Sky
Attack: Hell Fire - 2 Hex Stream, Cannot use after move (40 MP)
Special: Hit & Away
Fenrir:
Requirements: None
Rune Cost: 50
Spells: None
Move: 5/8
Attack: Ruin Fang - 1 Hex Close, 100% Ground, 80% Sky
Attack: Inferno - 3 Hex Stream, Cannot use after move (45 MP)
Special: Hit & Away
Hydra Type:
As tough as a dragon, but gains the ability of a Fafnir/Salamander at
only level 10. My personal favorite. Only negative is that it is slow.
Hydra:
Requirements: None
Rune Cost: 80
Spells: None
Move: 3/6
Attack: Freezing Spiral - 1 Hex Close, 100% Ground, 80% Sky
Attack: Ice Breath - 4 Hex Stream, Cannot use after move (45 MP)
Special: Aqua Recovery 5%
Tiamat:
Requirements: Level 10 Hydra
Rune Cost: 110
Spells: None
Move: 3/7
Attack: Ruinous Spiral - 1 Hex Close, 100% Ground, 80% Sky
Attack: Death Breath - 5 Hex Stream, Cannot use after move (50 MP)
Attack: Dragon Roar - 1 Hex Circle, attacks allies and enemies (25 MP)
Special: Aqua Recovery 5%
Jinn Type:
Not a bad type, but it is a tough type to use because the computer will
target low HP types like the Jinn if it can, and the Jinn does not get
a reply attack. However, the Jinn type can move and then attack. The
computer will let the Jinn's 2 Hex stream damage one of its' own monsters
to attack one of yours.
Jinn:
Requirements: None
Rune Cost: 30
Spells: None
Move: 5/5
Attack: Air Storm - 2 Hex Stream (40 MP)
Special: Flying
Djinni:
Requirements: Level 10 Jinn
Rune Cost: 45
Spells: None
Move: 6/6
Attack: Ray Storm - 3 Hex Stream (50 MP)
Special: Flying
Efreeti:
Requirements: Level 10 Jinn
Rune Cost: 45
Spells: None
Move: 6/6
Attack: Fire Storm - 3 Hex Stream (50 MP)
Special: Flying
Marid:
Requirements: Level 10 Jinn
Rune Cost: 45
Spells: None
Move: 6/6
Attack: Water Storm - 3 Hex Stream (50 MP)
Special: Flying
Dao:
Requirements: Level 10 Jinn
Rune Cost: 45
Spells: None
Move: 6/6
Attack: Rotten Storm - 3 Hex Stream (50 MP)
Special: Flying
Lizard Man Type:
Not a bad type, but you can do better. Really quite unexceptional.
Lizard Man:
Requirements: None
Rune Cost: 30
Spells: None
Move: 4/4
Attack: Lefty Axe - 1 Hex Close, Ground 100%, Sky 80%
Special: None
Lizard Guard:
Requirements: None
Rune Cost: 45
Spells: None
Move: 5/5
Attack: Guard Axe - 1 Hex Close, Ground 100%, Sky 80%
Attack: Poison Breath - 2 Hex Stream, cannot use after moving. (30 MP)
Special: None
Mandrake Type:
A cheap filler for your defensive line. HP is high, and though the
attack power is low, the ability to Paralyze makes up for it.
Mandrake:
Requirements: None
Rune Cost: 35
Spells: None
Move: 3/6
Attack: Tentacle Snap - 1 Hex Close, can Paralyze, 100% Ground, 100% Sky
Special: None
Man-Eater - ?
Merman Type:
Good in the water, but not all that useful otherwise. I do not have a lot
of experience with the type though.
Merman:
Requirements: None
Rune Cost: 25
Spells: None
Move: 3/6
Attack: Splash Arch - 1 Hex Close, 100% Ground, 80% Sky
Special: Aqua Recovery 5%, Aqua Attack +20%
Triton: ?
Poseidon: ?
Pixie Type:
Very useful in providing support magic to your forces. Doubly so when
promoted to Fairy because of the ability to paralyze/react. Use react on
your mages to allow extra castings of Geno-Flame, etc.
Pixie:
Requirements: None
Rune Cost: 30
Spells: Protect, Silent
Move: 5/5
Attack: Stick Tap - 1 Hex Close, 100% Ground, 100% Sky
Special: Flying
Fairy:
Requirements: Level 10 Pixie
Rune Cost: 45
Spells: Protect, Silent, Paralyze, React
Move: 6/6
Attack: Magical Stick - 1 Hex Close, 100% Ground, 100% Sky
Special: Flying
Roc Type:
The roc is very good due to its' stoning ability. Stoning is useful
because it does not wear off, and the computer usually has a low
number of Cure casters. Phoenix does not have the ability to stone, and
so I wouldn't consider promoting it. The special attacks affect allies
and enemies, so be careful before using the Cry Bird attack. Having your
Roc accidently kill one of your own leaders is no fun.
Roc:
Requirements: None
Rune Cost: 70
Spells: None
Move: 6/6
Attack: Solid Claw - 1 Hex Close, can Stone, Ground 100%, Sky 80%
Attack: Cry Bird - 2 Hex Circle, effects allies and enemies. (60 MP)
Special: Flying
Phoenix: ?
Scorpion Type:
It is very hard to make use of this type because of its' very low HP.
Poison is nice but not so useful as to make up for the Scorpion's other
problems.
Scorpion:
Requirements: None
Rune Cost: 20
Spells: None
Move: 3/5
Attack: Poison Tail - 1 Hex Close, can poison, Ground 100%, Sky 80%
Special: None
Death Needle - ?
Unicorn Type:
Several of these should be in each stack as healing support for your
forces. Promoting them is entirely optional, as you only get the Halo
spell and flying (for Pegasus).
Unicorn:
Requirements: None
Rune Cost: 40
Spells: Heal, Cure
Move: 6/6
Attack: Horn Attack - 1 Hex Close, Critical can knock enemy back 1 Hex,
Ground 100%, Sky 80%
Special: None
Pegasus:
Requirements: Level 10 Unicorn
Rune Cost: 55
Spells: Heal, Cure, Halo
Move: 6/6
Attack: Diving Horn - 1 Hex Close, Critical can knock enemy back 1 Hex,
Ground 100%, Sky 80%
Special: Flying
Nightmare:
Requirements: Level 10 Unicorn
Rune Cost: 55
Spells: Dimension, Weakness
Move: 7/7
Attack: Calamity Horn - 1 Hex Close, Critical can knock enemy back 1 Hex.
Ground 100%, Sky 80%
Special: None
Wyvern Type:
Nice type, but I prefer the roc/dragon/hydra. The wyvern type has high AGI,
so the enemy will once in a while.
Wyvern:
Requirements: None
Rune Cost: 60
Spells: None
Move: 7/7
Attack: Tail Whip - 1 Hex Close, 80% Ground, 100% Sky
Special: Flying
Couatl:
Requirements: Level 10 Wyvern
Rune Cost: 80
Spells: None
Move: 7/7
Attack: Tail Whip - 1 Hex Close, 80% Ground, 100% Sky
Attack: Dragon Roar - 1 Hex Circle, attacks enemies and allies. (25 MP)
Special: Flying
Bahamut:
Requirements: Level 20 Couatl
Rune Cost: 110
Spells: None
Move: 6/6
Attack: Final Fang - 1 Hex Close, 100% Ground, 100% Sky
Attack: Dragon Roar - 1 Hex Circle, attacks enemies and allies. (25 MP)
Attack: Final Breath - 5 Hex Stream (55 MP)
Special: Flying
FAQ History:
1.0: 46 Monster types detailed.
1.01: Minor changes for posting to gamefaqs site.