Fire Emblem 4 FAQ/Walkthrough
Platform: SNES
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Table of Contents
- Introduction [ITRDUC]
- Contact and Personal Information [PERINF]
- Version Updates [VUPDATE]
- FAQ [FAQQQQ]
- Tips [TIPSEC]
- Holy Bloods[HLYBLD]
- Skills [MADSKLS]
- Controls [CONTSE]
- Menus [MENUSE]
- Castle [ROOKCA]
- Mechanics and Calculations [MECALC]
- Character Introductions
- First generation [CHINT1]
- First generation character growths [INTGR1]
- Second generation non-children/subs[CHINT2]
- Character growths
- Substitute characters[SUBCHA]
- Children you always get [CELEAF]
- Pairings [PARGUI]
- Walkthrough [VALKTH]
- Prologue [VALKTHP]
- Chapter 1 [VALKTH1]
- Chapter 2 [VALKTH2]
- Chapter 3 [VALKTH3]
- Chapter 4 [VALKTH4]
- Chapter 5 [VALKTH5]
- Chapter 6 [VALKTH6]
- Chapter 7 [VALKTH7]
- Chapter 8 [VALKTH8]
- Chapter 9 [VALKTH9]
- Chapter 10 [VALKTH10]
- Epilogue [VALKTHE]
- Ranked Runs [RUNRAN]
- Misconceptions [MISLED]
- Weapon/Item List [LISTIT]
- Legal Information [LEAINF]
- Credits
Introduction [ITRDUC]
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Fire Emblem: Seisen no Keifu is the fourth installment of the Fire Emblem
series, a strategy game series made by Intelligent Systems. Seisen no Keifu is
a fairly popular game and is held as a favorite by many people(although the
exact figures are unknown). The story is divided into two "generations". The
first generation follows the story of Sigurd, which, due to circumstances
beyond his control, ends in his death. The second generation starts 17 years
later and follow the journey of Celice, Sigurd's son, to his eventual triumph
over Julius, who had became a mere vessel for the Dragon Loptousou, and
becoming the King of Grandbell.
This guide is intended to provide clear and accurate information about the
various aspects of this game. I do not tolerate misinformation and
disinformation, so if there are errors in this guide, feel free to inform me
of my mistakes and I will correct them.
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CONTACT AND PERSONAL INFORMATION [PERINF]
Aliases:
My username in the FE forums I'm a part of so far is Voltaire. The name was
chosen in my younger days a year or so ago. I don't like the name anymore due
to ideological issues with that notorious "philosopher", haha.
Email:
[email protected]
Do NOT spam up my mailbox
Do NOT send derogatory emails
Do NOT spam up the forums or send pointless PMs to me.
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VERSION UPDATES [VUPDATES]
Version .8 - First uploaded on 12/20/07.
Version . 81 - Finished village data and added a little content to Chapter 1 -
Taking Marpha and Chapter 2 - Taking Nodion. Also added a couple FAQ
questions.
Version .85 - added terrain data, Leadership, info for first generation
characters, and implemented a clearer system for differentiating class skills
from personal skills. Also added a few things to the misconceptions section
Uploaded 12/24/07
Version .851 - Cleaned up Pairings section by cutting out useless portions and
simplifying the skillset depictions
Version .87 - Added info for second generation characters that are neither
subs nor children and added growth rates for these characters and the first
generation characters. I added how to calculate children's growth rates in
the Mechanics and Calculations sections and finished up the conversation
sections.
Version .88 - added effects to a few conversations, almost finished
conversations and added pairing info for Aideen|Claude, Lachesis|Lex,
Beowulf|Brigid, and Fury|Dew
Version .89 - Cleaned a few paragraphs. Item List added.
Version .90 - Corrected minus signs in "Calculating children's growth rates".
Adjusted a few minor things in Suggested Equipment for the Epilogue.
Tacked on a skeleton substitute section, experience calculations, and status
effects
1/11/08
Version .905(1/18/07) - Corrected a couple minor things and added some
locations of items.
Things I may add or complete in the future:
1. Finish Conversations(one more chapter) , Villages(done), and Misc. sections
in all chapters.
2. Suggested Equipment
3. Character descriptions for the first generation(done) and substitutes
4. Item List(done)
5. Add a few more pairings
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FAQ [FAQQQQ]
How can units exchange items?
Have a unit sell an item in the Pawn Shop, and have another unit buy from the
Pawn Shop. There is no trading system in this game
Which Holy Weapons are available to a unit in Sigurd's/Celice's army? Tyrfing,
Balmung, Mistoltin, Gae Bolg, Narga, Holsety, and Ichival.
Are there Vulernaries in this game?
No.
Unit X sucks, does that mean that his children, especically the one who
inherits his growths, suck?
Not necessarily. A unit's worth is determined more by his class and growths
than his father's usefulness. For example, Noish is a terrible unit, but makes
an excellent father to Aira's and Brigid's kids thanks to his skillset a ok
growths. The kids are also in better classes than he is as well.
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Tips [TipSEC]
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A bunch of commonsense things that doesn't seem to be commonsense.
_Some_ of these tips can apply to every Fire Emblem game. They will be marked
with a *.
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Do the math before sending your troop(s) into the fray. *
Check the ranges of the enemy. *
Check the stats of the enemy. *
Check the skills of the enemy.
Positioning is very important. *
Most of the time, try to use up as much movement as possible. *
Keep everyone alive at all costs. *
Know the Weapon Triangles. *
Exchange weapons when necessary. *
Stat caps exist and they exist for a reason. *
Know what the Weapon Triangles do. * i.e. Sending Tinny with Elwind to fight
Ishtar will leave you only with a dead Tinny since the +20% to Tinny's hit and
evade in not enough to negate Torhammer's massive +20 boost to Skill.
Use your Dancer as much as possible.
Check what Holy blood your units have.
Units in the back(i.e. combat foot units behind mounted units) should be sent
to attack first if they can attack an enemy.
Use everyone who has Pursuit( and I mean everyone).
Save during the chapters to save time.
50% hit is neither a high chance nor a low chance. It's right in the middle.
Pass down Pursuit to kids who need it.
Do not overuse your Lord.
Not being able to pass down the Valkyrie Staff is not a large loss.
Being a "sucky" unit does not mean that unit will always be a sucky parent.
(i.e. Noish|Ayra, Noish|Fury, Midir|Aideen, Alec|Lachesis, although Midir and
Alec really don't suck at all).
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HOLY BLOODS [HLYBLD]
The growth boosts listed has Minor Holy Blood growth bonuses. Double these
bonuses to get the Major Holy Blood bonuses. Minor Holy bloods increases the
weapon rank for the type of weapon it represents by one(C to B, B to A).
* ranks can only be obtained through having the Major Holy Blood for that
weapon.
Of course, the unit must also be in a class that can use the weapon.
NARGA - +10% to HP, +20% to Magic, +20% to Magic Defense.
Increases Light Magic weapon rank.
* rank weapon is Narga.
FALA - +20% to HP, +30% to Magic.
Increases Fire Magic weapon rank.
* rank weapon is Fala Flame.
ODO - +20% to HP, +30% to Skill.
Increases the Sword weapon rank.
* rank weapon is the Balmung.
BALDO - +20% to HP, +10% to Strength, Skill, and Luck.
Increases Sword weapon rank.
* rank weapon is the Tyrfing
NEIR - +20% to HP, +30% to Defense.
Increases the Axe weapon rank.
* rank weapon is the Swanchika.
NOBA - +20% to HP, +10% to Strength, Speed, and Defense.
Increases the Lance weapon rank.
* weapon is the Gae Bolg
DAIN - +20% to HP, +30% to Speed.
Increases the Lance weapon rank.
* rank weapon is the Gungnir
TORDO - +20% to HP, +30% to Skill.
Increases Thunder Magic weapon rank.
* rank weapon is Thor Hammer
HOLSETY - +20 to HP, + 30% to Speed.
Increases Wind Magic weapon rank.
* rank weapon is Holsety
HEZUL - +20% to HP, +30% to Strength.
Increases Sword weapon rank.
* rank weapon is the Mistoltin
BLAGI - +10% to HP, Magic, Luck, +20% to Magic Defense.
Increase the Staff weapon rank
* rank weapon is the Valkyrie Staff.
ULIR - +20% to HP, +30% to Luck.
Increases the Bow weapon rank
* rank weapon is the Ichival
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Skills [MADSKL]
Skills are either class-based or personal. Class-based skills are referred to
as Soldier skills in the game and personal skills are referred to as Citizen
skills in the game.
Class-based skills cannot be passed down to children while Personal Skills
can. The sword skills, which are Moonlight Hit, Sunlight Hit, and Meteor
Sword, can only be passed down to sword-using _foot_ units(infantry).
Skills List
GREATSHIELD
In-game description: Will block some enemy attacks
Class Skill for General, Baron, and Emperor
Activation: (LEVEL)%
Annoying as hell when an enemy at a high level activates it ad nauseum. It
stops EVERYTHING.
WRATH
In-game description: Critical when low on health
Personal Skill of Tiltyu, Linda, Arthur, and Tinny, Julius
Activation - (Current HP) < [.5(MAXHP) + 1]
Guaranteed criticals? I love it on my units but hate it on my enemy. The only
problem is that the "good-guy" mages are so frail. However, that problem can
be rectified by pairing Tiltyu with a good husband.
PURSUIT
In-game description: Attack again if more agile
Class skill for Bowfighter, Sniper, Swordfighter, Forrest, Swordmaster, Master
Knight, Dragon Master, Dark Bishop, and Thieffighter.
Personal skill for Sigurd, Alec, Midir, Azel, Fury, Beowulf, Fin, Leaf,
Altenna, Celice, Sety, Fee, Aless, Julia, many of the Dark Warlords.
Activation: Attacking unit must have 1 more AS(Attack Speed) than the unit
attacked.
The standard way of double-attacking in all Fire Emblem games is put
into skill form in this game. This is probably the most important skill in the
game and absolutely necessary to pass down to some kids in order to have those
kids not suck. This skill is a important factor in determining how good many
pairings are and the worth of many units.
Continue
In-game description: May attack again if very agile.
Class skill for Swordmaster, Sage, Falconknight, Magefighter
Personal skill for Cuan, Sylvia, Jamka, Leaf, Altenna, Leen, Corple, Aless,
Julia, Amid, Femina, Ishtar.
Activation: (AS+20)%
The double attacking with Continue is a consecutive attack, which means that
the second hit follows the first hit without interruption. This skill
is the double-attacking of the Hero Weapons put into skill form. As such,
Hero Weapons negate the activation of Continue. So, when Lakche activates
Meteor Sword, she will hit up to a maximum of ten times with a Hero Weapon,
not 20.
Not too great on its own, but is an excellent complement to Pursuit since the
unit will usually hit 3 times if he or she has decent attack speed.
Steal
In-game description: Steal gold if attack hits.
The more money stolen, the more money your other units can use. 'nuff said
Activation: Must hit opponent
Class skill for Thieves
Dance
In-game description: Refresh adjacent units
Class skill for Dancer
Activation: By Command
In this game, Dance refreshes ALL of units that are standing next to the
dancer, which means that up to 4 units can move again after the Dancer dances.
A VERY powerful effect.
Charisma
In-game description: Near units get 10% support.
More specifically, the units nearby get a 10% boost to his or her hit and
evade. A skill that is not to be underestimated and a tremendous asset
support-wise in the second generation.
Personal skill for Lachesis, Delmud, Nanna, Laylea, and Hilda.
Nihil/Awareness
In-game description: Nullifies special attacks.
More specifically, it cancels out all of the sword skills and critical hits.
Hey, at least it makes Alec an asset(if you trained him, of course) against
those Dragon Knights with Horseslayers. It also makes flying units much
less of a pushover as they are not auto-criticaled by bows, which is usually a
bad thing since some powerful enemy flyers have this skill.
Personal Skill for Alec, Deirdre, Celice, Alvis, Trabant, Arion, Julius in the
Epilogue, Meng, Bleg, and Maybell
Prayer
In-game description: Ups evade when low on health
Activation: (11-HP)*100%
Personal skill for Sylvia, Fin, Leen
Can be handy to have in certain situations, but you've better pray that the
evade boost makes the enemy hit 0%. If not, pray some more that the unit does
not get hit.
It is very inconsistent since it relies on both on the enemy stats, which are
constant, and your units growths, which is variable, "fitting together"
properly so that you get the right HP value.
Critical
In-game description: May double power if high skill.
Activation: (Skill)%
Personal skill for Noish, Ethlin, Tristan, Oifaye, Altenna, Leaf, Ridale,
Boyce, Meng, Bleg, Maybell
Both the Killer Bow and Mistoltin grants this skill when attacking with the
weapon.
It's a very fun skill to have and it indirectly saves you money by using up
fewer weapon uses to kill an enemy. It will also annoy the hell out of you
when an enemy criticals one of your units. Terrible on it's own, but
absolutely deadly when combined with Pursuit and Continue/Hero Weapon.
Ambush
In-game description: Attack first when low on HP
Activation: Current HP < .5*(Max HP)
Personal skill for Ardan, Lex, Ishtar, Johan.
This can be handy if you get stuck with low HP, but, for most cases, only when
complemented by another skill, such as Meteor Sword or Wrath.
Charge
In-game description: May keep fighting if more agile.
This skill will start another round of combat. It is a double-edged sword,
although it's less risky on some units than others. Terrible on its own, but
complements Pursuit nicely and works even better when combined with Pursuit
and Continue.
Personal skill for Noish, Jamka, Midir, Robert, Acht
Meteor Sword
In-game description: May attack 5 times in a row.
Ah, the sword technique everyone in the Ruling Family of Isaac knows, and it's
downright deadly. Five hits with a decent weapon will kill many enemy units.
If Aira's kids have another sword skill, the game checks for Meteor Sword.
first, and then for the other sword skill.
Personal skill for Aira, Lakche, Skasaha, and Shannan.
Activation: (Skill)%
Lunar Sword/Moonlight Hit
In-game description: May negate defense.
Pretty good skill. The enemy will mostly likely be killed on the next hit if
the unit is equipped with a Silver Blade or Hero Sword. It not being able to
activate at the same time with Meteor Sword is a blessing in disguise.
Personal skill for Holyn
Activation: (Skill)%
Solar Sword/Sunlight Hit
In-game description: May leech health from the enemy. It can be pretty handy
if you send whoever has this skill into a large army, although don't expect it
to activate too often on Aira's kids, as Meteor Sword takes precedence.
Amubush+Meteor Sword would probably be more reliable.
Personal skill for Dew and Boyce
Activation: (Skill)%
Life
In-game description: Restore 5 to 10 HP each turn.
This skill is enemy only.
Activation: When the unit is not at full HP bar, it activates.
The Ichival grants this skill when it is equipped
and the Life Ring grants this skill when it is in the unit's inventory.
Elite
In-game description: Receive double EXP
An excellent skill to pass down, as the units who get this skill have no need
for the Elite Ring and will save money a ton of money in the process. However,
passing down Pursuit still takes priority over this skill unless the pairing
has no need for Pursuit or the kids will automatically get Pursuit through
inheritance, class, or the Pursuit Ring.
Personal skill for Lex.
Activation: Always on.
The Elite Ring grants this skill to whoever is holding the ring in his/her
inventory.
Bargain
In-game description: This unit gets a 50% discount.
Quite a powerful effect, since the unit can hold on to many rings without
penalty and give money away to other units more freely. If whoever inherits
this skill is not a Thief, however, try to pair up that unit with someone so
he or she can put that extra gold to use.
Personal skill for Dew
Activation: Always on.
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Controls [CONTSE]
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Start - On the World Map, it makes a small mini-map appears.
Select - Brings up the Main Menu
A - Confirms commands. When hit while the cursor is on a unit, it shows the
potential movement range of any unit. Hit the button again to have the unit
move over to a desired square if the unit is in Sigurd's army. It brings up
the Main Menu when hit on the Map while the cursor is not on a unit.
B - Cancels commands. Also returns you to the main screen.
X - Allows you to view unit data when hit while the cursor is on a unit.
Y - Hold while moving the cursor to move the cursor around.
L - On the World Map, it automatically moves the cursor to the various castles
on the map. On the Unit and Item menus, it scrolls down a full page.
R - Automatically place cursor on a unit. Repeatedly pressing it will have the
cursor select a different unit. The order is determined by unit joining order.
On the Unit and Item menus, it scrolls up a full page.
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Menus [MENUSE]
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The main Menu can be accessed by pressing A on an unoccupied space on the
world map or by pressing SELECT. Six(if a unit has moved) or Seven options(if
a unit has not moved) will appear on this menu, which are Unit, Item, Data,
Skill, Config, Save, and End.
- Unit
Six pages of information appear about your units:
The first page displays information about a unit's Class, current Level,
amount of Experience in-between levels, the his/her HP and maxHP.
The second page displays information about a unit's equipped weapon, Attack
Power, Hit, and Avoid.
The third page displays the stats of your units.
The fourth pages display the movement range of a unit, the amount of money
he/she has, the Arena Level he has reached(1 to *), and available
conversations.
The fifth page displays information about the respective weapons/items your
units can use and weapon rank he/she has for those
weapons/items.
The sixth page displays the respective skills your units possess.
- Item
Displays all items you have. You can display them according to owner, weapon
type, and weapon name.
- Data
Displays Goal, Turns passed, and information about all armies(Leader, Type,
and how many units.)
- Skill
Displays skill descriptions and who in Sigurd's army has what skills.
- Config
Change certain settings in the game. After you defeat the game once, the
option to make the game's AI harder becomes available. The difference isn't
much though.
- Save
Only appears when the Wait command is not used on any of your units. Saves the
game.
- End
Ends your turn.
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Castle {ROOKCA}
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When you place the cursor on a unit while in the castle, six options appear,
which are Town, Sortie, Guard, Promote, Dance/Staff, and Give.
- Town
Six options appear when this option is selected, the weapon repair shop, the
Pawn Shop, Storage, Arena, Fortune Teller, and Item Shop.
The Weapon Repair Shop restores the weapon uses a weapon has to its initial
amount of uses(usually 50).
The Pawn Shop allows your units to buy items another unit has and to sell
items for another unit to purchase or to obtain more money.
Storage allows you to put items away. If you inventory is full and you obtain
an item from and enemy, a menu asking what item to put to storage will appear.
The item still "belongs" to the unit and only the unit can access it. Items in
storage are passed down to children.
Arena - Units battle against other units to gain experience points and money.
If your unit loses, he is left with only 1 HP.
The Fortune Teller tells you who the unit is most interested in/in love with
and the battle record for the unit. Losses count even if you reset the game
when a unit dies.
The Item Shop has various weapons or items for sale.
- Sortie
The command allows you to deploys a unit out onto a specific location on the
map.
- Guard
Place a unit on the castle to protect it.
- Promote
Promotes a unit. This is available when a promotable unit is at Level 20 or
higher.
- Dance/Staff
If your Dancer uses this command, it allows your dancer to dance in the
castle. ALL units in the castle may take another turn.
If a staff using class (i.e. Sage) has a Staff that can be used, this option
is available.
- Give
Gives as much money as possible to another unit. Available only to units who
are in love and Thieves. Thieves can give money to any unit.
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Mechanics and Calculations [MECALC]
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Attack Speed = Speed - Weapon weight.
Attack Power = Strength + Weapon Might
Accuracy = 2*skill + weapon hit
Evade = 2*(Attack Speed) + Luck
In battle Hit%: Unit Accuracy - Enemy evade
Damage: Attack power - respective defensive stat. Depending on the weapon,
attack power is either physical or magical. If it's physical, the defensive
stat value used is Defense while if it's magical, the Resistance stat is used
for subtraction.
Criticals: When a Critical hit occurs, the unit's attack power is doubled. The
critical skill can be obtained by having the skill or by using a weapon
until it has 50 or more kills. The critical rate is increased by 1% for each
kill over 50.
Weapon Triangles:
Sword > Axe > Lance > Sword. (">" is the "greater than" symbol)
Light and Dark > Fire, Wind, and Thunder
Fire > Wind > Thunder > Fire
A 20% boost to hit and evade is given to the unit using the weapon with the
advantage.
Light and Dark Magic have no effect against each other.
Leadership
Leadership is very simple, any unit under the unit with leadership's command
gain +10x% to hit and evade when standing three spaces away from the leader,
where x is (the number of stars - 1). The leader also gets the bonus
Two stars: +10%
Three Stars: +20%
Four Stars: +30%
Five Stars: +40%
Calculating Growth Rates for children
Male kid: Father's base growth rates + 1/2(Mother's base growth rates) + Holy
Blood bonuses
Daughter: Mother' base growth rates + 1/2(Father's base growth rates) + Holy
Blood bonuses
Notes: Faval and Altenna inherit the Major Holy Blood from their father.
Patty inherits the major Holy Blood from her father if she has a father with
Major Holy Blood
The inheritance of _base_ growth rates are _never_ juxtaposed, not even for
Brigid and Ethlin's kids
Terrain data:
Terrain gives dodge bonuses and certain special effects on units.
Flying classes DO NOT get any bonuses.
River: -30% Pirate only. Movement cut: Move/5
Sea: -30%; Pirate only. Movement cut: Move/5
Road: -10%, Increases unit's move.
Desert: -10%, Decreases a unit's move.
Movement cuts:
Mounted unit - Move/4.
Armor, AxeFighter, and Warrior - Move/3.
All other foot soldiers - Move/2
Bridge: -10%, Increases a unit's move.
Ruins: 0%
Sand: 0%
Meadow: +0%
Church: 0%, Recover all HP. Cost is 5 Gold per point of HP
Castle Gate: 0%
Woods: +20% Unit's move decreased.
Move/2 for foot units.
Move/3 for mounted units.
Town: +20%
Mountain: +30%; Armor units and unpromoted mounted units cannot cross.
Promoted unit move cut: Move/3. All other foot soliders: Move/2
Castle Guard: +30%, Heals a little HP.
Forest: +40%; Barbarian only. Movement cut: Move/5.
Peak: Only flying units can cross
Cliff: Only flying units can cross
Conversation system.
Conversations can be initiated by having the initiator go next to the unit he
or she is to speak to. A conversation is availabe when a unit appears in the
"Talk" category in the Personal Data section of the unit info screen.
Experience
Experience from doing damage = 10 + (Enemy Level- Attacking unit's Level)
Experience from defeating enemy = 30 + [(enemy's Level - Level) x 2]
Status effects
Sleep - unit cannot move or attack
Silence - unit cannot use staves or magic
Berserk - unit can attack any unit within the vincinity.
Lover system
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Character introduction(First generation)[CHINT1]
Second-generations charcters are covered in the "Pairings" section
Base growth rates are not total growth rates; they do not take into account
Holy blood bonuses.
Skills in brackets are class skills the unit does not have in his/her starting
class and gets it when he/she promotes to his/her promoted class.
Skills in parenthesis are class skills the unit has in the class he/she starts
in(that's why Brigid's Pursuit is in parenthesis. She starts out as a Sniper.)
Sigurd
Class: Lord Knight
Promoted class: None
Skill: Pursuit
Holy Blood: Major Baldo
He is a prepromoted mounted lord, which is quite atypical for a lord in this
game series. He fairly good growths. Expect him to get close to capping
strength, skill, and defense. He is useful throughout the whole first
generation due to having weapon triangle control and being an effective unit
at weakening enemies for your other units to kill. Alvis gives him a Silver
Sword after capturing Jungby Castle and that will be his primary weapon most
of the time. He dishes out plenty of damage with that Sword and Pursuit. Give
him a Steel Lance and a Javelin as well. He falls in love with Dierdre,
although they don't help each other much due to Deirdre's rather short stint
with the army and their gigantic move difference. Consider giving him the Leg
Ring on ranked runs. You may want to give him Alec's Iron Sword in Chapter 1
if his Attack Power with the Silver Sword is high enough that he's going to
kill the Verdane troops in two hits.
Noish
Class: Social Knight
Promoted class: Paladin
Skills - Critical, Charge
Holy Blood: None
He's not that great at killing things for a while since he does not have
Pursuit and his has fairly low growths for the two skills he does have. He
does get good strength and defense. If you want him to get to promotion in a
reasonable amount of time, make sure to give him his fair share of kills in
the Prolouge and the Chapter 1. Give him the best weapons his ranks allow if
you are serious about using him. He's similar to Lex and Cuan in their manner
of usage, although inferior in usefulness to both of them. He has some trouble
clearing the arena since Critical is the only skill that activates in arena
battles. He's nothing spectacular.
Alec
Class: Social Knight
Promoted class: Paladin
Skills: Pursuit, Awareness
Holy Blood: None
Alec gets less Strength and more skill and speed than Noish, but his damage
output is much more consistent since he has Pursuit. Awareness is not very
useful, but it helps against the Thracia Dragon Knights in Chapter 5. He's
better than Noish due to his more consistent doubling. Steel Sword and Slim
Lance are recommended for him, and he does well with a Hero Sword.
Ardan
Class: Sword Armor
Promoted class: General
Skills: Ambush, [Greatshield]
Holy Blood: None
Ardan is not very good. He has poor mobility, which is a huge hinderance in
this game and he does not have much offense to back it up. Give him the Leg
Ring if you really want to use him, since he'll really need it. For purposes
of tanking in a non-ranked playthrough, he's does well at it. If your using
him, he can use a lot of weapons as a General. Slap a Silver Lance, Silver
Blade, Steel or Hero Axe, and Hero bow on him just for kicks.
Lex
Class: Axe Knight
Promoted class: Great Knight
Skills: Ambush, Elite
Holy Blood: Minor Neir
He is one of the most useful units you get, and the two primary reasons is
that his Elite Skill makes him one of the easiest units to train and he has
high defense. He becomes a very effective tank and has high strength and axes
to dish out damage to his attackers. He is at his most effective with the Hero
Axe. He is a poor dodger though, so be careful against magic users.
Azel
Class: Mage (M)
Promoted class: Mage Knight
Skills: Pursuit
Holy Blood: Minor Fala
Since he uses magic, he has very potent offense against non-magic users due to
thier almost non-existent Resistance. His low movement makes him a tad
difficult to train, but if you put in the effort, you will be rewarded with
another mounted unit. Give him the lightest tome available to him as soon as
they become available, and give him Elwind once he promotes.
Cuan
Class: Duke Knight
Promoted class: Already promoted
Skills: Continue
Holy Blood: Major Noba
Cuan's not that good at killing things, but he does have plenty of strength to
severely damage enemies so that you other units can usually kill them without
counters. Using him is just near obiligatory in ranked runs since he has 9
move and more durability than most of your other units while he's there and
that it will improve Leaf and Altenna's bases. Just don't give him many kills,
since he leaves early.
Ethlin
Class: Troubador
Skills: Critical
Promotion: Paladin (F)
Holy Blood: Minor Baldo
Ethlin is pretty poor at dealing damage, but she does work well as bait
against the axe units in the Prolouge and Chapter 1. She is not not that great
at healing, but her move makes using allows you to move Sigurd's army at a
faster pace, which is needed for ranked runs. Avoid too many counterattacks on
your weaker units so that she's not overwhelmed with having to heal.
Fin
Lance Knight
Skills: Pursuit, Prayer
Holy Blood: None
Fin's not off to a good start early due to the number of Axe Users, but since
the have negative evade, he won't have much trouble hitting and killing them
either. If you can promoted him by the time Elthsan and the Cross Knights
appear, he can help in getting rid of them.
Midir
Arch Knight
Skills: Pursuit, Charge
Promotion: Bow Knight
Holy Blood: None
Midir is not a very spectacular unit, but is usable since he can hit and run.
Make sure to keep him out of danger, since his durability is not that great.
He really wants Jamka's Killer Bow for the duration of Chapter 2, but if you
don't plan on using him, Jamka can keep it.
Dew
Thief
Skills: Sunlight Sword, [Pursuit]
Promotion: Thieffighter
Holy Blood: None
He has utility value since he can be yet another source of income, but he is
not easy to train. Use him if you like, he will get the second highest evade
of units in the first generation. He gets the wind Sword by standing next to
Blagi Tower
Aideen
Priest
Promotion: HiPriest
Holy Blood: Minor Ulir
She's the second healer you get, and she will almost always fully heal your
units. She becomes a fairly good dodger as well thanks to her Minor Ulir
Blood. Give her Libro when you get the chance.
Aira
Swordfighter
Promotion: Swordmaster
Skills: Meteor Sword, (Pursuit), [Continue]
Holy Blood: Minor Odo
Now here is a very good unit. When Meteor Sword activates, the opponent is
most likely dead. Her defense is a tad low, though, so don't be too reckless.
If she's to be paired with someone other than Lex or Holyn, have Holyn
initiate the Hero Sword conversation since that pair will have accumulated
fewer love points.
Jamka
Bow Fighter
Promotion: Sniper
Skills: Continue, Charge, (Pursuit)
Holy Blood: None
He's a very powerful unit with that skillset. He will be a deadly multihitter
if left with the Killer Bow. With the Silver Bow, he's not as powerful, but
still able to kill things rather effectively.
Dierdre
Class: Shaman
Promotion: None
Skills: Awareness
Holy Bloods: Major Narga, Minor Loptousou
Almost Absolutely useless. Terrible move, terrible weapon, and terrible
growths. Use her for Silencing, maybe get her to around Level 8 and then dump
her. She'll be gone after you capture Madino in Chapter 3. Do remember to give
her leftover money to Sigurd.
Holyn
Swordfighter
Promoted class: Forrest
Skill: Moonlight Hit, (Pursuit)
Holy Blood: Minor Odo
He doesn't have as much explosive power as Aira, but he is a tad more durable
than her. Moonlight Sword is inferior to Meteor Sword except when facing units
with very high defense, like Langbalt. He promotes to Forrest, which doesn't
give him an extra class skill. Quite useful for dishing out damage or
finishing off enemies. A Silver or Steel Blade is good on him.
Lachesis
Princesss
Promotion: Master Knight
Skill: Charisma, [Pursuit]
Holy Blood: Minor Hezul
She doesn't seem that great, but she promotes to Master Knight, which is one
of the most powerful classes in the game. Being able to use staves allows her
to level up at a steady pace and not steal EXP while dealing damage with
various weaponry. Her only weakness after promotion is her rather low HP.
Levin
Bard
Promotion: Sage
Skills: Continue, Critical
Holy Blood: Major Holsety
Well, he lacks Pursuit, but he still can kill things with Continue and
Critical and dodges fairly decently. Once he gets Holsety, he can kill and
dodge just about everything that attacks him. Practically a must-train unit.
Sylvia
Dancer
Promotion: None
Skills: Continue, Prayer
Holy Blood: Minor Blagi
Bad fighter, but extremely useful due to being able to refresh four units.
Sell her sword in chapters where she may be attacked by lance users.
Beowulf
Free Knight
Promotion: ForrestKnight
Skills: Pursuit, Charge, [Continue]
Holy Blood: None
Fairly good unit. He gets good strength and has a good skillset which gets
better when he promotes. He can also use A-rank swords once he promotes. He
also has good promotion gains in speed and especially skill, with a +9. His
downside is that he is restricted to only swords.
Fury
Pegasus Knight
Promotion: FalconKnight
Skills: Pursuit, [Continue]
Holy Blood: None
She's your Pegasus Knight, and she has fairly decent bases, although her
Strength is low. Give her the Hero Lance to help compensate for that. Upon
promotion, she can buy a Relive Staff or Live Staff to still get experience.
She's your main unit for passing down B and C-rank lances.
Brigid
Sniper
Skills: (Pursuit)
Holy Blood: Major Ulir
She is very powerful due to her Holy Weapon, the Ichival. Easy to use and
killing almost every enemy she fights makes her simply an excellent unit.
Tiltyu
Thunder Mage
Promotion: Magefighter
Skills: Wrath, [Continue]
Holy Blood: Minor Tordo
Comes rather late and underleveled, but she can easily reach level 10 in the
chapter she comes in if you use the terrain correctly. Still, not particularly
useful overall, and just about useless in chapter 4. She may have to buy a
Magic Ring to have enough Attack Power to OHKO enemies in the arena.
Wrath is still an awesome skill, though.
Claude
High Priest
Promotion: None
Holy Blood: Major Blagi
The second healer you get, and only beats Aideen in res and is less evasive as
her as well. Still, he's good at what he does, and that's what matters.
-------------
First generation character growths
The base growth rate before factoring Holy Blood is the value on the left of
the plus sign and the net Holy Blood bonus is on the right side of the plus
sign.
HP STR MAG SKL SPD LUK DEF RES Holy Blood
Sigurd 70+40% 30+20% 5% 30+20% 30% 20+20% 40% 5% Major Baldo
Noish 80% 40% 5% 30% 20% 20% 40% 5%
Alec 70% 30% 5% 40% 30% 30% 30% 5%
Ardan 90% 50% 5% 10% 20% 10% 40% 5%
Lex 70+20% 40% 5% 20% 20% 20% 30+20% 5% Minor Neir
Azel 50+20% 10% 10+30% 20% 50% 20% 20% 10% Minor Fala
Cuan 70+40% 30+20% 5% 30% 30+20% 10% 30+20% 5% Major Noba
Fin 70% 30% 5% 40% 30% 50% 30% 5%
Midir 60% 30% 5% 30% 40% 10% 30% 5%
Dew 50% 40% 5% 40% 40% 40% 40% 5%
Jamka 90% 50% 0% 10% 30% 40% 30% 5%
Holyn 90+20% 30% 5% 50+30% 30% 20% 30% 5% Minor Odo
Levin 50+40% 10% 30% 40% 30+60% 20% 20% 10% Major Holsety
Beowulf 80% 40% 0% 40% 30% 20% 30% 5%
Claude 50+20% 10% 20+20% 20% 30% 30+20% 20% 10+40% Major Blagi
HP STR MAG SKL SPD LUK DEF RES Holy Blood
Ethlin 40+20% 20+10% 5% 20+10% 30% 10+10% 20% 10% Minor Baldo
Aideen 50+20% 20% 30% 20% 30% 30+30% 20% 5% Minor Ulir
Aira 50+20% 30% 5% 30+30% 30% 20% 20% 5% Minor Odo
Lachesis 40+20% 20+20% 5% 10% 20% 40% 20% 10% Minor Hezul
Sylvia 40+10% 10% 20+10% 10% 10% 20+20% 10% 20+10% Minor Blagi
Fury 50% 20% 10% 20% 30% 20% 30% 10%
Brigid 50+40% 30% 20% 30% 20% 10+60% 20% 5% Major Ulir
Tiltyu 40+20% 10% 20% 30+30% 40% 50% 10% 10% Minor Tordo
Deirdre 40+30% 10% 10+60% 20% 10% 10% 10% 10+60% Major Narga, Minor
Loptousou
==============================================================================
CHARACTER INTRODUCTION II [CHINT2}
Second generation characters that are not subs nor children.
Oifaye
Paladin
Promotion: none
Skills: Pursuit, Critical
Holy Blood: Minor Baldo
As a prepromote who can hog experience, you should refrain from using him too
much early on. The primary reason he isn't good is because the children simply
outclass him in terms of offense; His base stats and stats growth actually
aren't bad at all. If you are planning on using him, load him up with the best
lances and swords you can spare him. i.e. Hero or Silver Sword, Steel Lance,
and maybe a Slim Lance.
Julia
Shaman
Promotion: Sage
Skills: Pursuit, Continue, Awareness
Holy Blood: Major Narga, Minor Fala
Suggested Weaponry: Rezire, Fire(before she leaves)
She is the daughter of Deirdre and Alvis. Her usefulness depends on the tome
that's given to her by Celice in chapter 6 after conquering either Issac or
Sophara. With Rezire, she can "tank" against many enemies and come out alive.
With Aura, she's about as good as her mother at fighting before she promotes
to Sage. She always caps out Magic with her 100% growth in it and she caps
Resistance as well. Her speed turns out good, but her skill is a little low.
She can't be used from Chapter 10 until near the end of the Epilogue, and at
that time, she gets Narga, the most powerful tome in the game, to beat up
Julius. She also comes back at the end of chapters 6-9 if she "dies" in one of
these chapters. Combat rank is still affected by her "death", so don't be
careless on ranked runs.
Johan (You cannot get Johalva if you get him)
Axe Knight
Promotion: Great Knight
Skill: Ambush
Holy Blood: Minor Neir
Suggested Weaponry: Hero Axe, Pursuit Ring
He has a horse, but as a tradeoff, he has lower starting bases than Johalva.
His superior movement is better for ranked runs, as you have plenty of foot-
soldiers to train already.
Johalva (You cannot get Johan if you get him)
Axe Fighter
Promotion: Warrior
Skill: Charge
Holy Blood: Minor Neir
Suggested Weaponry: Hero Axe, appropriate Bow upon promotion, Pursuit Ring
He has better bases than Johan, but has less move and cannot move again.
He is probably better to use in non-ranked runs due to the generally superior
start-ing stats.
Fin
Lance Knight or Duke Knight
Promotion: Duke Knight
Skills: Pursuit, Prayer
Suggested Weaponry: Slim Lance, Hero or Silver Lance, any other lances
He's back. He'll be useful for defending Leaf and Nanna against Blume's
forces, but he'll fall into disuse later on as the kids surpass him. He'll
practically need his Hero Lance if he has to be used in order to gain levels.
Aless
Social Knight
Promotion: Paladin
Skills: Pursuit, Continue, Ambush
Holy Blood: Major Hezul
Suggested weaponry: Steel Lance(after promotion), Iron Blade
One of the most overpowered characters, quite fitting for Eltshan's son. He
comes with potent offense immediately when he arrives thanks to the Mistoltin,
which grants him Critical and +20 skill to make him critical all the more
often, and his skillset. In other words, he has a 30 might Weapon, a chance to
quadruple attack, and the ability to strike first at low HP and kill off the
enemy with Continue or Critical. His excellent resistance, in part due to his
growths and in part due to the Mistoltin, makes him all the more useful. The
Thief Ring is particularly excellent on him as it allows one to abuse him
ad nauseum if one so desires to do so. He practically needs extra weaponry
only to conserve uses of the Mistoltin in arena battles.
Hannibal
General
Promotion: None
Skills: (Greatshield), Continue, Ambush
Holy Blood: None
Suggested Weaponry: Steel or Silver Lance, Steel Axe, Steel Bow
Being a General is not a good thing in this game and Hannibal is no exception.
He'll need to save some Citizens to get to Level 30 since he joins and can't
keep enough money for "Elite Ring borrowing". One should build up the kills on
a Hero Sword so he can "borrow" it and get through the latter opponents he
faces in the arena.
------------
Growth rates
HP STR MAG SKL SPD LUK DEF RES Holy Blood
Oifaye 80+20% 30+10% 5% 40+10% 30% 30+10% 30% 10% Minor Baldo
Johan 90+20% 40% 5% 20% 50% 10% 30+20% 5% Minor Neir
Johalva 90+20% 40% 5% 50% 10% 10% 30+20% 5% Minor Neir
Aless 90+40% 30+60% 5% 20% 30% 50% 40% 30% Major Hezul
Hannibal 60% 50% 5% 10% 10% 10% 30% 5%
Julia 50+40% 10% 30+70% 20% 30% 30% 10% 10+40% Major Narga,
Minor Fala
==============================================================================
Substitute characters[SUBCHA]
Substitue charcters are charcters you get if you leave a female unpaired OR if
the children's mother died before the end of chapter 5. Substitute charcters
are generally inferior stat-wise to the children and thus are considered worse
than the children. However, there are a couple of instances where a sub may be
preferred. Substitutes have hidden events to make compensate a bit for their
lower growths.
Aideen's Children's subs
Dimna
Arch Knight
Promotion: Bow Knight
Skills: Pursuit
Starting equipment: Iron Bow
Mana
Priest
Promotion: HiPriest
Skills: None
Starting Equipment: Live Staff
Suggested equipment: Relive/Recover, Warp
As a healer, she's comparable to Lana, but with poorer stats. She has lower
HP, speed, defense, and luck, which means being more careful with her than
with Lana. She's not much different in terms of magic. She can't fight well
for the aforementioned reasons and because she has no skills either.
Bridget's children's subs
Asaello
Bowfighter
Promoted class: Sniper
Skills: (Pursuit)
Starting equipment: Silver Bow
Daisy
Thief
Promoted class: Thieffighter
Skills: Prayer, [Pursuit]
Starting equipment: Sleep Sword
Fury's kids's subs
Hawk
Sage
Promoted class: None
Skills: Purusit, (Continue)
Starting equipment: Lightning
Femina
Pegasus Knight
Promoted class: Falcon Knight
Skills: Continue
Starting equipment: Slim Lance
Suggested Equipment: Pursuit Ring
Substitutes for Sylvia's children
Sharlow
Priest
Promotion: High Priest
Skills: Elite
Starting equipment: Libro Staff
He is the key to getting the Berserk Staff. He also gains experience faster
thanks to Elite and gets the Magic needed to be a good healer. His speed and
skill are downright poor, however, so don't count on him to go far in the
arena.
Laylea
Dancer
Promotion: None
Skills: Charisma
She actually helps more than Leen since she has Charisma, and that extra 10%
can help out a lot.
Aira's substitutes
Radnay
Swordfighter
Promotion: Forrest
Skills: (Pursuit)
Starting equipment: Iron Blade
Pursuit makes her usable, and she gets the same strength boosts Lakche would.
Her promotion to Forrest instead of Swordmaster means she misses out on
Continue, so she's never as useful as Lakche.
Rodolban
Swordfighter
Promotion: Forrest
Skills: (Pursuit), Ambush
Starting Equipment: Iron Blade
Pursuit makes him useful, although Ambush isn't great without a Meteor Sword
to complement it.
SUBSTITUTES FOR LACHESIS'S CHILDREN
Janne
Troubador
Promoted class: Paladin (F)
Skills: None
Starting equipment: Relive Staff, Iron Sword
Suggested equipment: Return Staff
Tristan
Free Knight
Promotion: Forrest Knight
Skills: [Continue], Critical
Starting equipment: Iron Sword
Suggested weapons/items: Pursuit Ring
SUBSTITUTES FOR TILTYU'S CHILDREN
The subs are fairly easy to obtain as long as one play fast enough so that
Claude does not fall in love with her.
Amid
Wind Mage
Promoted class: Male Magefighter
Skill: Continue
Holy Blood: Minor Tordo
Starting equipment: Wind
Suggested Equipment: Elwind, Tron(after promotion), Magic Ring
He is the substitute for Arthur, and he is not actually bad at all. He's a
Wind Mage, which means he's stuck with Wind Magic until promotion, but since
Wind Magic is the best type of magic and thus the only magic you're units are
going to be using in battle, it really isn't a issue. He has good growths in
Magic, Skill, Speed, and Resistance. He also promotes to Magefighter instead
of Mage Knight, which is a better class statistically. The real flaw of Amid
is that he only has Continue as a skill. Still, I think he's slightly better
than a Claude|Arthur since he can double attack sometimes. He is one of the
better subs.
Linda
Thunder Mage
Promoted Class: Female Magefighter
Skills: Wrath, [Continue], Elite
Holy Blood: Minor Tordo
Starting equipment: Elthunder, Tron, Magic Ring, Libro after promotion
Suggested Equipment: Tron before promotion
The most notable thing about her is that she is easy to level up because of
Elite. She gets good Magic and skill, but her speed and luck are terrible, so
she's not going to be able to dodge very well. Couple that with low defense,
and that makes it even worse. Nonetheless, she still is ok with that attack
power. On the bright side, she can use Tron prior to promotion.
-----------------
Character growths
HP STR MAG SKL SPD LUK DEF RES Holy Blood
Amid 70+20% 20% 40% 20+30% 40% 20% 20% 20% Minor Tordo
Asaello 90% 40% 5% 10% 20% 60% 30% 5%
Dimna 90% 30% 5% 50% 20% 30% 40% 5%
Hawk 60% 10% 20% 20% 50% 20% 20% 10%
Rodolban 80% 30% 5% 50% 30% 20% 30% 5%
Sharlow 70% 10% 50% 20% 20% 30% 10% 30%
Tristan 130% 30% 5% 30% 20% 10% 30% 5%
Daisy 50% 10% 10% 30% 50% 30% 20% 10%
Femina 60% 30% 10% 20% 50% 50% 20% 5%
Janne 60% 20% 20% 50% 20% 10% 30% 20%
Laylea 50% 50% 10% 20% 40% 30% 20% 20%
Linda 70+20% 10% 20% 10+30% 30% 20% 10% 20% Minor Tordo
Mana 50% 10% 30% 20% 20% 40% 10% 20%
Radnay 70% 40% 5% 30% 40% 20% 30% 20%
==============================================================================
Children you always get [Celeaf]
------------------------------------------------------------------------------
Calculating children's growths rates is in the Mechanics and Calculations
section.
Celice
Junior Lord
Promotion: Lord Knight
Skills: Pursuit, Awareness
Holy Blood: Major Baldo, Minor Narga
Items and Inheritance - The Silver Sword or Hero Sword gives him good offense.
The Power Ring, Speed Ring are useful on him early on. The Elite Ring helps
him promote earlier and get more move to capture castles more quickly.
Your lord for the second generation, he starts off not-too-great, but improves
at a decent pace due to his growths. When he gets a horse, he is able to use
lances up to B-rank and thus obtain greater control of the weapon triangle
while being a fairly durable unit. He is also immune to all critical hits due
to Awareness, so you don't have to worry about RNG screwage due to criticals
and the mounted units' weakness to Horseslayers.
Altenna
Dragon Knight
Promotion: Dragon Master
Skills - [Pursuit], Continue, Critical.
Items and Inheritance - Gae Bolg, Iron Lance. Buy her a Slim Sword to maximize
her evade when she's not attacking
Your second flyer, she gets good stats in everything but Magic and Magic
Resistance. Her lower Resistance does make her less useful than Fee, since her
missions to save a certain item has a magic user she has to take a hit from.
Still, she is fairly easy to use and an absolute tank against non-Bow using
physical attackers due to the Gae Bolg.
Leaf
Prince
Promotion: Master Knight
Skills: [Pursuit], Continue, Critical
Items and Inheritance - Light Sword. Give him a Hero Sword to get through the
arena. The Speed Ring in the village to the southeast of Lenster is also
recommended if Fin is already promoted.
Alternative before promotion configuration - Pursuit Ring from Ethlin, Light
Sword from Ethlin, purchased Hero Sword, and Speed Ring.
Leaf also starts as infantry sword user, but promotes to one of the most
powerful classes in the game, the Master Knight. Since he has such versatility
in what he can use, it's up to you to decide on what to give him. However, for
ranked runs, I recommend giving him the Hero Sword Celice received from Patty,
the Rescue Wand, a Steel or Silver Bow, and a Steel or Silver Axe. The damage
he deals from Magic attacks is lower than the physical damage, so magic is not
worth it on him except in the case of Arion, but his Light Sword suffices
against Arion. If the Pursuit Ring is passed down to him, he can sell it upon
promotion.
==============================================================================
PAIRING GUIDE (INCOMPLETE)[PARGUI]
------------------------------------------------------------------------------
Note: Inheritance is virtually never an issue for the character who inherits
items and weapons from his/her mother.
Class skills are the same as in the generation 1 character guide, meaning that
skills in brackets are class skills the unit does not have in his/her starting
class and gets it when he/she promotes to his/her promoted class and skills in
parenthesis are class skills the unit has in the class he/she starts in.
Pairings included are(those in parenthesis will be added in the future):
Aideen: Midir, Jamka, Azel, Dew, Fin, Beowulf, Claude
Aira: Lex, Holyn, Noish, Dew, Jamka, Ardan, Alec, Midir and Beowulf
Lachesis: Beowulf, Alec, Fin, Azel, Jamka, Levin, Lex
Sylvia: Claude, Levin, Lex, Ardan, Azel, Dew
Fury: Levin, Claude, Azel, Alec, Holyn, (Noish), Dew
Brigid: Jamka, Holyn, Lex, Fin, Midir, Dew, Noish, Beowulf
Tiltyu: Levin, Azel, Lex, Noish, Fin
--------------
Aideen - Ah, I have lost count of how many lovers can have a talk with her
after they fall in love with her. I think only Roy beats her in the number of
potential love options...
Her kids are Lester and Rana. Lester is an Arch Knight and Rana is a Priest.
Rana will always be a very good-to-excellent healer, but Lester's
effectiveness varies with the father. Both kids will always get a healthy
amount of luck and Lester can use A-rank Bows before promotion due to the
Minor Ulir blood due to the Minor Ulir as well. Rana always gets a Live Staff
in her starting inventory and Lester always gets a Iron Bow in his starting
inventory. If you don't pass down one or both of the items that can be
obtained in certain Aideen pairings, which are the Rescue Wand and the Hero
Bow, the Rescue Wand is available in the shop in chapter 10 and the Hero Bow
is dropped by a General near Conote castle.
Aideen has a love boost conversation in Chapter 1 with either Midir or Azel.
Midir
Holy Blood - Minor Ulir
Skills - Pursuit, Charge
Items and Inheritance - Midir can get a Hero Bow in Chapter 4 if he falls in
love with Aideen before or during the chapter. He should keep it and pass it
down to Lester since it is very useful on him. You may want to give him a
Silver Bow or Killer Bow as a backup bow. The Hero Bow is Lester's main
weapon, since it "adds Continue" to his skillset. A Power Ring can make him
even better, but is not an absolute necessity.
Aideen should pass down the Warp Staff, recover staff, and Libro Staff to
Rana. A Magic Ring is optional for Rana and the Bargain Ring is highly
recommended.
Stats - Lester will have a fairly balanced stat growth, with no particular
stats standing out. The stats he has the best chance of capping are Speed at
23 and Luck at 30. Rana will get decent Magic(I usually get around 24 Magic,
which is 3 short of 27 cap), some defense, good skill, high luck, and will
usually cap speed(again at 23) by Level 30.
Difficulty - Medium-easy. They have all of the first generation to get
together, but you do want them to stand next to each other often enough to
fall in love by Chapter 4 and have Midir get the Hero Bow.
If you want Lester to be useful for the whole second generation, this is your
pairing. It's not perfect, but it's only pairing available that makes Lester
not useless for a portion of the second generation without external help.
Lester can begin killing enemies(hit-and-run style, obviously) right from the
get-go with the Hero Bow. Lester is way better than Midir ever was since he
gets a lot of luck thanks to the Minor Ulir blood. Rana can fight fairly well
with a Wind tome if she has to and will activate Charge often enough. She will
almost always activate Pursuit. I use her to guard Kapathogia castle against
the Three-Headed Dragon Assault employed by Arion.
Jamka
Holy Blood - Minor Ulir
Skills - Continue, Charge
Items and Inheritance - Lester can get everything he needs from Jamka. In
order for Lester to be Jamka reincarnated, he _needs_ the Pursuit Ring. Lester
should get the Hero Bow and Killer Bow from Jamka. Rana's items should be the
same as when she's Midir's daughter.
Stats - Overkill Luck for both kids. Lester will get high strength, low skill,
decent speed, decent defense, and crap resistance. Rana's magic is as low as
it can get in this pairing(and Aideen|Beowulf) and her skill suffer as well,
but her stats are still okay.
Difficulty - Medium-easy. They have a good base, but the love points
accumulate very slowly, so make sure to have Aideen stand next to him whenever
possible.
Well, this pairing can be produce a Lester more powerful with Midir, but since
Lester is lacking Pursuit, he will need the Pursuit Ring first. Without it,
Lester has to rely on the Hero Bow just to reliably double-attack and Charge
to even have a chance of hitting four times. With the Pursuit Ring, Lester can
actually use the Killer Bow and be a reliable multihitter. Rana will still be
a good healer and dodger, and she is okay as fighter. Good for non-ranked runs
and if no one else needs the Pursuit ring
Azel
Conversations - Chapter 1
Holy Bloods: - Minor Ulir, Minor Fala
Skills - Pursuit
Stats - High Speed and Magic for both kids, LOUSY STRENGTH and defense for
both kids, good luck, and a little more resistance. Skill is pretty bad as
well.
Difficulty - Easy. They have a conversation in the first chapter and they
have the same movement, so it's really easy to keep them together.
Items - Aideen will get the Rescue Wand, but she can't pass it down to Rana.
It will have to be passed down via Claude to one of his kids. Lester will need
a lot of help. Give him the Hero Bow and a Power Ring. He may also need the
Skill Ring as well. Rana should have her usual equipment. She can use Elfire
as well, but you still may want to give her Wind Magic so she can dodge
better.
Rana is the powerful fighter in this pairing with Pursuit and her capped
magic. She can deal plenty of damage with Elfire and heal really well. Lester,
on the other hand, sucks. Pursuit allows him to attack multiple times, but
unless you RNG abuse him, he won't get enough strength to kill most non-fliers
even with the Hero Bow. I will be the first to say that the Rescue Wand is
probably my favorite wand in the whole game, but I really don't like losing
a fighting unit. Lester can't even play the role Cuan had, which was lower
enemy HPs by a substantial amount for other units to kill, because he's
restricted to bows.
Dew
Conversations - Chapter 1, Dew gives Aideen a Warp Staff. The Boost is only 50
points instead of 100.
Holy Bloods - Minor Ulir
Items and Inheritance - Lester will have to start with a Iron Bow for a
chapter and then buy a Steel Bow and use it for a chapter and a half.
Skills - Bargain
Stats - Good stats all around.
Difficulty - Medium. Stick them together often and this pairing will happen.
Items - A Pursuit Ring and a Hero Bow for Lester. Everything else is up to
you.
Well, Lester gets Dew's awesome stats growth, but he can't make use of them
very well since he lacks Pursuit. If you want to do this pairing, your other
pairings will have to be adjusted to fix this little problem. He can be a good
fighter with the Pursuit Ring, but without it, he sucks. Rana does have her
money problems fixed up in this pairing, and you can give the Bargain Ring to
somebody else. She too can't fight as well as she can in her other pairings
due to the lack of Pursuit.
Fin
Holy Blood - Minor Ulir
Skills - Pursuit, Prayer
Items and Inheritance - Aideen should pass down the same things down to Rana.
Lester should get the Hero Bow once you obtain it.
Stats - Steady growths all around for both kids. Lester gets bad Magic and
Resistance. Their luck grows very fast.
Difficulty: Medium-hard. Fin will leave early, so has to try glued to Aideen
as much as possible. Still, you have more time to make this pairing than other
Fin pairings, so it's the easiest one to make.
The one plus to this pairing is that Lana gets +5 to Magic in Gen 2 after
capturing Darna castle.
Beowulf
Skills - Pursuit, Charge
Items and Inheritance - Again, Lester has to wait for the Hero Bow.
Stats - Lester gets good strength and skill steady growths elsewhere.
Difficulty - Medium
Lester's skillset is the same as Midir's, but Lester's strength and skill will
turn out better in this pairing. As a tradeoff, though, he will have to wait
for a couple chapters before getting more powerful Bows.
Claude
Holy Blood: Lester - Major Blagi, Minor Ulir
Lana - Minor Ulir, Minor Blagi
Skills: None
Items and Inheritance - Rana should get Reserve and Rescue from Aideen along
with her other "usual staves" and she _really_ wants the Bargain Ring in this
pairing. Lester definitely can use both the Pursuit Ring and Power Ring.
Stats - Low strength, extrememly fast luck, and high magic and res are the
high points. Lousy strength and skill though.
Difficulty - Easy
Lester is at his worst here, so there's not much else to say about him but
Lana is off to a great start since she can inherit Reserve, heal the whole
party early on _and_ gain a lot of experience from it and the Rescue Wand.
This pairing will produce the most useful Rana for the entire second
generation, although she won't be good at fighting since she has no skills.
[End of Aideen's pairings]
--------------------------------
Aira
Her kids are Skasaha and Lakche, both of whom are Swordfighters. A point to
note about this is that Swordfighters have Pursuit by class, so there is no
risk in pairing a Pursuit-less father with Aira. Actually, Aira may be the
most eligible bachelorette in the game as she can go with just about ANY MALE
in the game and have kids that do not suck, although you might want to stay
away from Alec as although he provides good growths for the kids, he provides
absolutely nothing skill-wise.
Both kids always get Iron Blades in their starting inventories, so you never
have to bother with passing those weapons down.
They inherit Aira's minor Odo Blood, which assures that Lakche and Skasaha
will cap skill regardless of the father. The Hero Sword is dropped by an enemy
if you do not initiate the conversation with either Holyn or Lex. Slim Swords
should be passed down to both kids when possible to maximize their evade in
Chapter 6.
Lex
Conversations - They have a conversation in chapter 3 that boost their love
points and gives Aira the Hero Sword and a Phinora conversation.
Skills
Lakche - (Pursuit), [Continue], Meteor Sword, Elite, Ambush, Awareness
Skasaha - (Pursuit), Meteor Sword, Elite, Ambush, Awareness
Stats - They have the Minor Neir and the Minor Odo Holy Bloods. The combined
Holy Blood growth bonuses are +40% to HP, +30% to DEF, and +30% to Skill.
Since the minor Neir Blood is combined with Elite, you will have very durable
tank-like Swordfighters earlier, which something Aira, despite all her
greatness, is not(You really can't argue that 13 defense is AWESOME DEFENSE,
can you?). Early promotion is also another benefit from this pairing. Expect
both of them reach their strength cap, defense cap, and skill cap. Lakche will
usually max out her speed, and Skasaha will end up with around 23-24 speed.
Item Inheritance- Skasaha is royally screwed over since Lex can only use axes.
Lex can try to kill Jacoban or Shagall and get either unit's respective sword
(or get both of them), but the chances of a axe-user killing a sword-user is
slim due to the weapon triangle. However, Skasaha does just fine with the
Iron Blade he automatically receives though since Elite offsets this little
problem.
Lakche is just fine since she can inherit every sword Aira has. Certainly give
Aira a Slim Sword and a Silver Claymore. A Hero Sword and/or a Thunder Sword
is good for Chapter 6 as well.
Elite is the key donation by Lex in this pairing, as it doubles the
experience Lakche and Skasaha receive and thus allows them to level up fast.
This is very good for them, as they are foot soldiers and have a small problem
of keeping up with your mounts sometimes. This is very good for your other
units as well as they can get more kills, since these two do not have to take
as many kills as in other pairings to level up. Ambush can be handy if you
like to take risks and send these guys on suicide-like missions.
Both kids will be a little too rich in this pairing, as they have no need for
the Elite Ring. Try to have Lakche fall in love with Johan, Johalva, or
Shannan so one of them isn't so money-screwed(Cousin-incest regardless who she
falls in love with).
Holyn
Conversations - In Chapter 3, he gives Aira a Hero Sword and their affection
increases by 100 points. They have the Phinora conversation in Chapter 5.
Skills
Lakche - (Pursuit), [Continue], Meteor Sword, Moonlight Sword, Awareness
Skasaha - (Pursuit), Meteor Sword, Moonlight Sword, Awareness
Inheritance - Not an issue as both parents can use any sword besides the
legendary ones and the kids can use just about every sword as well(including
the Balmung, but it's Shannan's personal weapon and thus cannot be removed
from him except by a glitch, so that is irrelevant unless you use that
glitch).
Stats - Both kids' skill growth is extremely fast. Expect them to reach the
skill cap for Swordfighters really early. Defense Sword is recommended for
either one of them. The kids will cap the Swordfighter skill cap REALLY EARLY
(Around Level 11 or 12) due to the Major Odo Blood, so the Meteor Swords and
Lunar Swords will be flying from them. The other stats grow steadily, so
defensively, they are a tad frail, so don't expect them to solo it against an
entire army until later in the game. They do have high HP to balance out their
low defense a bit though
Commmentary: The kids inherit Moonlight Sword from Holyn. The key thing about
sword skills is that they can't activate at the same time, which may seem like
a bad thing, but actually it's a good thing. The thing to note about Moonlight
Sword is that it only activates when Meteor Sword fails. Usually when Meteor
Sword fails, you just get the normal attack in, activate Pursuit, attack
again, and the enemy may still be alive. However, with Moonlight Sword added
to their arsenal, it gives more offensive punch in a situation where there
would be just the normal damage, which means more dead enemies.
These two predestined pairs have gives Aira's kids incredible growth speed in
some area. In Holyn's case it's overkill skill allowing them to reach their
offensive potential really early. In Lex's case, it's Elite providing faster
level-ups.
Noish - Noish may be a crappy unit, but as a husband to Aira, he's very good.
Skills
Lakche - (Pursuit), [Continue], Charge, Meteor Sword, Critical, Awareness
Skasaha - (Pursuit), Charge, Meteor Sword, Critical, Awareness
Inheritance - Noish can only use Swords up to B-rank, so you may want to have
him buy the Hero Sword in Chapter 5 when you're done with the chapter. The
Defence Sword or an Magic sword is also a viable option. Again, he can try to
kill Jacoban or Shagall, but he too will have a tough time.
Stats - The kids get good strength, defense, and skill. Speed will usually max
out for Lakche while Skasaha will have around 23-24 speed.
Difficulty - Medium. Noish and Aira need to stand next to each other to fall
in love. Noish is mounted while Aira is not. However, since Noish isn't that
good on the battlefield, he can stand next to Aira and not be missed.
Have Holyn, not Lex, talk to Aira so that Aira to get the Hero Sword since
Holyn would have fewer love points for Aira than Lex. Their offensive prowess
is arguably better than Holyn since Charge and Critical make a deadly
combination. Lakche becomes especially deadly since he gets Continue after
promotion. Critical gives them huge "kill-potential" and Charge gives them yet
another round to kill the enemy, which can come in handy against Armors and
Brian's Great Knights. Lakche getting Continue on promotion means that she
will gain that ever-so-deadly Pursuit-Continue-Charge skillset with Critical
and Meteor Sword to boot!
Dew
Skills
Lakche - (Pursuit), [Continue], Meteor Sword, Sunlight Sword, Awareness,
Bargain.
Skasaha - (Pursuit), Meteor Sword, Sunlight Sword, Awareness, Bargain
Difficulty - Medium. They have the same move, so they can stick together, but
Dew may be behind saving villages or killing Mountain Thieves and she has to
go back to him.
Inheritance and Items - If Dew is promoted, inheritance is not an issue as
both parents can use A-rank swords. If Dew is not promoted, Skasaha should
get a Magic Sword and/or the Defence Sword. A Hero Sword on one and a Silver
Blade on the other child is a good inheritance configuration. A Skill Ring
is suggested to improve their skill activation. They can buy whatever they
want thanks to Bargain later on.
Stats - Dew has really good stats growth, so both kids will max out Strength,
Skill, Speed, and possibly defense. Skasaha will get more luck than Lakche as
well. Expect his luck to be around in the mid-20s.
Conclusions - Lakche is a very good lover thanks to Bargain; she has a ton of
money to give due to Bargain, so Shannan or Johan benefit from her. Sunlight
Sword is a fairly effective healing skill, and the children have more dodge
than most of Aira's other pairings. They aren't as good offensively but they
last a bit longer. It's certainly worth at least one . Sunlight Sword is not
as useful as Moonlight since it activates in the same way but it heals you
instead of giving the opponent more pain. It can be handy, but it's not too
reliable.
Jamka
Skills - (Pursuit), Meteor Sword, Continue, Charge, Awareness.
Item Inheritance - Jamka is an archer, so inheritance again is an issue.
However, Jamka actually has a good chance of killing Shagall or Jacoban if he
has the Killer Bow, so if you think he won't die to their magic attacks, you
can send him in to kill either one of them or both of them. Both kids are fine
with a Silver Blade for the latter part of the game.
Stats - Jamka passes down his fairly good growths to the kids. Strength,
Speed, and Skill, all have a chance of maxing out. Skasaha gets really good
luck in this pairing as well and his defense growth is ok.
Difficulty - Medium. Both of them are combat units with six movement, so it's
easy to stick them together. BOTH kids get Continue and Charge(so Lakche has
Continue before promotion and Skasaha's "inferior class problem" is fixed up),
so that means that they get the deadly skill set in the game! However, do not
rely on Continue early on, as their speed is not high enough for it to
activate often. A Hero Sword works better for that time period.
Ardan
Skills
Lakche - (Pursuit), [Continue], Meteor Sword, Awareness, Ambush
Skasaha - (Pursuit), Meteor Sword, Awareness, Ambush
Item Inheritance - Ardan can only use swords up to rank B before promotion,
so if you haven't promoted him, he'll have to buy the Hero Sword to pass down
to Skasaha
Stats - Skasaha will have a very fast strength growth, and respectable growth
rates in skill and Defense. Speed is no worse than Noish or Lex. Excellent HP
and Ardan can pass down a Hero Sword to him if necessary.
Lakche will have growths more like her mother's. She will be speedier and have
more skill than Skasaha.
It's a tad difficult to make if you don't like slowing Aira down. The pairing
is inferior to other pairings, however, I'm not saying that this pairing is
bad at all. It's just that other pairings provide more things.
Alec - I have not actually done this pairing
Skills - Alec will pass down Pursuit and Awareness, but since both kids are
Swordfighters, they already have Pursuit and Aira already has Awareness, so in
essence, they get no new skills.
Inheritance - Alec can pass swords up to rank B down to Skasaha, so give him a
Hero Sword.
The kids will get decent stats, but since the growth in Strength, Defense, and
Speed are the same as Holyn's growth, you might as well pair up Aira with
Holyn or any other parent.
Midir, Beowulf - These three I believe are fairly redundant and not worth my
time to pair them up and evaluate them. Midir and Beowulf technically just
passes down Charge to both of them, since Swordfighters have Pursuit by class.
Both are inferior to Jamka and Noish since both Jamka and Noish passes another
useful skill alongside Charge to Skasaha and Lakche; Noish passes down
Critical while Jamka passes down Continue.
[End of Aira]
---------------------------------
Lachesis - Her kids are Delmud and Nanna. Delmud is a Free Knight and Nanna is
a Troubadour. Delmud always starts out with an Iron Sword and Nanna always
starts out with a Relive Wand. Lachesis will pass down her Minor Hezul blood,
which gives them an additional 30% growth in strength, to them. This means
that you can pair Lachesis up with units with low strength growth without
penalty. These two kids will be in the fray often to give their Charisma
boosts to fellow units, so having them be able to fight well is extremely
important. Delmud needs Pursuit to be useful. He also gains Continue when
he promotes to Forrest Knight. I think the Earth Sword is forever lost if
you do not talk to Eltshan with Lachesis.
Beowulf
Conversations - Chapter 2, gives Lachesis a boost to her stats. They don't
have to stand together often to fall in love.
Skills
Delmud - Pursuit, [Continue], Charge, Charisma.
Nanna - Pursuit, Charge, Charisma.
Inheritance - A promoted Beowulf(not a hard thing to do) can pass down swords
up to rank A down to Delmud, so inheritance is not an issue in this pairing.
A Silver Sword, Silver Blade, and/or Steel Blade are good weapons to pass down
to him.
Stats - Delmud's strength will grow really quickly and he will get very good
skill in this pairing. His defense will be around the low- 20s and his speed
will be in the mid-20s. Since Delmud's speed won't grow so quickly in this
pairing, you may want to consider having him inherit a Speed Ring. His
resistance is bad and his luck is ok. Nanna won't get much Magic and as a
result, will only be a mediocre healer at best. Her speed will hang around
19ish due to Lachesis's crappy growths.
Of all the pairings where Delmud will inherit Pursuit as a Citizen skill from
his father, this is the most offensive of Delmud's pairings due to the
skillset. When Delmud promotes, he will get the Pursuit+Continue+Charge
skillset, which allows him to be a very good multihitter. It is also the
easiest pairing to make for Lachesis. Delmud will turn out to be an asset to
your army.
Azel
Skills
Delmud - Pursuit, [Continue], Charisma
Nanna - Pursuit, Charisma
Inheritance - Azel can pass down Swords up to rank B down to Delmud. You may
want to consider passing down an magic sword down to Delmud. Lachesis should
pass down the Return Staff, Prayer Sword, and Earth Sword to Nanna.
Stats - Now you would say "What?" when you first think of this pairing, but
since Hezul blood provides a 30% to the units' strength growth, this pairing
will not suck at all. Azel excellent speed growth will be readily apparent on
Delmud right after completing Chapter 6. Nanna will actually break 20 for her
speed as well. For me it was a full five integers more than Delmud had with
Beowulf, Alec, or Fin was his father. Both units will actually get good magic
thanks to Azel's minor Fala and Nanna will thus heal better while still being
able to fight a little as well. The skill stat is absolutely terrible for both
units however, so a Skill Ring may be needed for one of them. Delmud's skill
will not be absolutely terrible, though, since he gets a +9 to skill on
promotion. Both units will a have little more Magic Resistance than usual.
Delmud's defense will be lower than in his other pairings and will be pretty
far from his stat cap.
The pairing can be a tad difficult before Azel and Lachesis promote since Azel
has one less movement than Lachesis. After promotion, they both have a
movement of 9, so sticking them together is not too difficult.
Alec
Skills - Pursuit, Awareness. There are only a few bosses who have Critical,
but since Delmud will be in the action trying to give his Charisma boost, he
may have to engage in battle, and Awareness will keep him safe from RNG
screwage when facing an enemy with Critical. He is one of the better units to
pass Awareness down to.
Stats - Both kids will get a tad more Luck than with Beowulf or Azel and their
strength will grow a little slower. growth is still 70% though, so the
difference is not that noticeable just like adding $100 with 1 million dollars
already in it. Nanna is as usual, a mediocre healer at best.
A good pairing. Delmud can fight well and both kids can do their job with a
little less hassle.
Difficulty - Not too hard, but not too easy. You have plenty of time to do the
pairing, but make sure to actually stick them together. Don't procrastinate!
Fin
Skills - Pursuit, Prayer. Well, Nanna has no need for the Prayer Sword since
she gets Prayer from Fin. Pursuit speaks for itself. Prayer will need mental
math on it's side is difficult to activate, but it can be a lifesaver.
Inheritance - A major issue for Delmud. Fin must kill Jacoban or Shagall since
Delmud will only have an Iron Sword in Chapter 6 otherwise.
Stats - Exactly the same as Alec except that they will have MUCH MORE LUCK and
Nanna gets a +5 to speed when Fin talks to her after conquering Darna.
Difficulty - Like all Fin pairings, extremely hard, especially since Fin want
to do some major fighting with the Hero Lance while Lachesis is supposed to
not interfere so that her Paladins don't go charging in and dying or stealing
experience from your units for all of Chapter 2.
If you don't mind Fin being glued to her, taking your jolly old time to finish
a chapter, just like the pairing, or just want to try it out, by all means do
the pairing. The results are very good, but I think it just cripples Fin too
much in the first generation, where he is actually useful. I'd stick with
Alec.
Jamka
Skills - Continue, Charge, Charisma
Items and Inheritance - Have Jamka kill Jacoban and/or Shagall since he cannot
buy swords to pass down to Delmud. Nanna can inherit the Earth Sword and
Prayer Sword from Lachesis. A Defence Sword is good for her as well.
Stats - Fast strength growth and high luck for both kids. Skill is poor but is
compensated for by Delmud's promotion gains.
Difficulty - Medium. They are able to stay together until Lachesis promotes
Without the Pursuit Ring for Delmud, this is just mediocre. Delmud can kill
things sometimes, but it leaves one desiring something a little more. Still,
he's useable and still has some utility. Nanna is similar to her other
incarnations.
Levin
Skills - Continue, Critical, Charisma. Delmud really wants the Pursuit Ring in
this pairing because he can become a downright mean multihitter in this
pairing. Having Continue before promotion mean he is a multihitter before
promotion.
Items and Inheritance - Levin will need to kill Jacoban or Shagall, or save a
village with a sword in order to pass anything down to Delmud. A Silver Blade
is suggested for Delmud.
Stats - Well, this is the best pairing for Delmud stats-wise. Speed grows
extremely fast and skill is very good. He will steadily grow strength and get
a decent amount of luck. He gets a pinch of Magic and Magic Defense. Nanna
will get good speed as well and a little more magic than usual. Her speed is
good and she gets good Strength. Her low defense is compensated by her
promotion gains.
Difficulty - They have the same move before Lachesis promotes, so try to have
them stay together while Lachesis isn't promoted yet.
Commentary - The best Delmud you will get if he inherits the Pursuit Ring
due to his growths and skillset. Nanna will at least have a chance of
surpassing Ethlin in healing ability.
Lex
Skills
Delmud - Ambush, Elite, Charisma, [Continue]
Nanna - Ambush, Elite, Charisma
Items and Inhteritance - Pursuit Ring for Delmud and either the Thunder Sword
or Silver Blade help him out in Chapter 6. Nanna is just fine with what
Lachesis gives her, but she can use the Defender to greater effect in this
pairing.
Stats - Both kids are rather physical tanks, which is characteristic of any
child of Lex. They cap strength, as always and have decent luck. Both units
have low speed and skill gains, but can still manage.
Difficulty - Medium-hard. They have a movement gap before Lachesis promotes.
After Lachesis, promotes, it's easy keeping them together.
Commentary - With the Pursuit Ring and Elite, Delmud becomes a good fighter
and levels up quickly, which in turns means he gets more stat gains. Nanna
also levels up extermely fast; she gets 40 EXP per use of Relive and 70 EXP
per use of Return. Nanna and Delmud can actually promote during chapter 8 and
go into combat without much worry due to their tankiness. Suprisingly good
pairing. It should be done at least once.
------------------------------------------------------------------------------
Sylvia - Her kids are Corple, a priest, and Leen, a dancer. Since both units
do not get involved in combat often since Corple is restricted by movement and
Leen is restricted by terrible stats, the pairing chosen should emphasize
making them useful in their roles. Leen will suck combat-wise regardless of
who the father is. The way to have her stay alive is to be out of enemy range,
which is hard to do with or without the Leg Ring+Knight Ring combo. Leen will
get whatever C-ranked swords Sylvia has and she' better unarmed against lance
users. The Defender will be permanently lost if Sylvia does not save the
village in Chapter 4.
Claude
Conversations - Chapter 4 after capturing Thove.
Skills - Continue and Prayer from Sylvia. Continue is just...Continue and
Prayer's usefulness will vary. Corple won't be too good of a combatant in the
Arena
Inheritance - not an issue since Claude any and every staff he has down to
Corple. Corple will get the Valkyrie Staff, but I rarely use it since I reset
my games. Defeats aren't erased by resetting anyway.
Stats - Both kids will get major Blagi blood, which means that the kids will
get good luck, magic, and Resistance earlier than with their usual Minor
Blagi. Corple's speed won't often hit his cap though. Averaging 67 evade is
really good for a Priest, but Rana still beats him dodging wise. Corple will
be your #1 Healer, since he will have inherited the Reserve Staff, has
Resistance to not be silenced, and gets good magic. Leen, on the other hand,
is still not too great since she usually won't even get to Level 20 unless you
get her some money and buy her the Elite Ring for an entire Chapter.
Difficulty - varies. If you take a long time finishing chapters, Sylvia may
have already fallen in love with Levin. However, since they have a
conversation, the pairing is not overly difficult if you complete chapters in
around 40 turns.
Levin
Skills - Continue, Prayer, Critical. Still lacking Pursuit, so there will be
some instances where Corple won't kill the enemy.
Inheritance - Corple gets Holsety and all of Levin's Staves. Give Levin some
staves to him to use or sell. The Restore Staff is a good staff to pass down.
Have Corple save villages in Chapter 9, buy the Reserve Staff, and use the
Reserve Staff ad nauseum to get Corple to promotion.
Stats - 27 Magic, 24 Skill, 23 Speed. Those are the High Priest's caps for
those stats and Corple will almost always hit them. His evade will usually be
in the mid-to-upper 90s when equipped with Holsety. Leen will get good speed,
but since she's usually behind in levels, she'll have a tough time getting to
20 speed. By level 15, Leen's dodge is still less than Altenna's dodge when
Altenna's equipped with a Slim Sword. She does dodge better than with any
other pairing, but she'll still get hit. Frail unit + being hit means that
there is still a chance of death, and that's a bad thing. Leen gets +5 to her
Defense in chapter 10 via a conversation with Celice, who let's Levin talk to
her.
Difficulty - Easy. Levin and Sylvia start off with a good base and have plenty
of time to fall in love.
Corple won't be able to use Holsety until he promotes to High Priest, which,
when coupled with his terrible move, makes him the worst unit to pass down
Holsety to. Not being able to use Holsety for most of the second generation
isn't a major loss since, for the most part, you don't need it until the
Epilogue. His 5 move, though, really hurts him because without other means of
moving him long distances, all of the enemy units will already be dead by the
time he gets to the battlefield. You get another combat unit, but what good is
another combat unit if he can't reach the battlefield in time? I will not say
"avoid this pairing at all possible costs" since there will be times when both
Tiltyu and Fury are with another lover(YES, FURY'S KIDS CAN BE GOOD WITHOUT
LEVIN, this cannot be emphasized enough) and you almost always want to pass
down Holsety, or you just like this pairing.
Lex
Skills - Ambush, Elite, Continue, Prayer
Inheritance - Corple has to buy staves.
Stats - Both units actually get good DEFENSE thanks to Lex's minor Neir Blood.
Corple's Magic will be in the mid-teens, so he won't as good a healer in this
pairing, and he gets a lot of Strength. Speed and Skill aren't too noteworthy.
Difficulty - medium
It's a pretty good pairing. Elite makes both kids level up faster. Leen much
easier to level up and actually get defense. Give her a Sleep Sword and she
can get even more experience in the arena. Other than the defense, Elite,
and Amubush+Sleep, and Corple's lower Magic, there isn't much to say about
this pairing.
Ardan
Skills - Ambush, Continue, Prayer
Inheritance - Corple can't get anything from Ardan.
Stats - Leen won't get much defense. Corple get lower magic, luck.
Skill is terrible and Speed is not great.
Difficulty - medium
The only reason I did this pairing was for the Ambush+Sleep Sword combo in
the arena on Leen to get her more levels in order to get an A-rank in the
Experience ranking. Lex was taken by Aira.
Azel
Inheritance - Corple has to buy staves.
Skills - Pursuit, Continue, Prayer
Stats - Good magic and Speed for Corple. Not very noticeable on Leen because
of her low stats.
Difficulty - medium-hard
Corple can fight well in this pairing, since he has Pursuit and Continue and
gets good Magic. You can try out Leen with a Magic sword and snipe off kills
for EXP, I myself don't bother doing it.
Dew
Inheritance - Buy Staves for Corple
Skills - Bargain, Continue, Prayer.
Stats - Corple's Magic isn't that great, but everything else is. Leen sucks.
Difficulty - medium
Bargain is the reason why this pairing is made. Corple can purchase staves at
a cheaper price. Sunlight Sword conflicts with Prayer in arena battles and it
would be better if it were NOT inherited by Leen.
------------------------------------------------------------------------------
Fury - Her son is Sety and her daughter is Fee. Sety is a Sage and Fee is a
Pegasus Knight. Both of them are combat units, so her husband should make at
least one of them good fighters. Both kids will inherit Pursuit from Fury.
Sety will immediately have Continue since he's a prepromote Sage.
Fee will get Continue upon promotion unless she inherited it from her father.
Even with low magic growth, Sety can still deal good damage. Sety will usually
be able to inherit Wind, Thunder, and Fire Magic up to rank B and staves up to
rank B. Fee can inherit swords and lances up to rank B from her mother.
A notorious attitude about who should she paired with is held by a few
(foolish) players of this game. They say she MUST BE PAIRED WITH LEVIN. Well,
it does give excellent results, but in this game, any male can be paired with
any eligible female and Fury is no exception.
Also, to avoid redundancy by mentioning this in every pairing pertaining to
this statement, Sety suffers horribly in his Magic stat when his father is a
non-magic user.
Levin
Conversations - Chapter 4 after capturing Silesia Castle. It immediately makes
them fall in love.
Difficulty - Easy. Just play quickly enough so Sylvia doesn't get him first.
easy if you play at a reasonable pace.
Skills - Pursuit, Continue, Critical.
Items and Inheritance - Sety should Holsety and Elwind from Levin. No other
magic user can use B-ranked Wind magic or higher unless Levin was paired with
the other magic user's mother. He really doesn't need anything else. Fee
should inherit the Hero Lance, Slim Sword, and either the Thunder Sword or the
Wind Sword.
The Slim Lance is optional for her as well, but Fin could make use of it and
Fee will usually use the Hero Lance when attacking. Sell Elwind when Arthur or
Tinny is able to use it; he can beat the arena just fine with a Wind tome. Fee
definitely wants a Skill Ring early on so she can kill Cutozov, so you can
have her save the village that has a Skill Ring in chapter 6.
Stats - capped Speed, capped Skill, and very good Magic for Sety. Don't count
on Sety capping Magic; he averages around 26-28-ish. He may have to fall in
love with Tinny to get a +3 boost to it in the Epilogue. His Luck is usually
in the teens and Resistance usually hangs around 16 by Level 30, which is
enough to make him resistant to the Sleep Staves in Chapter 10, the Silence
Staff users in the Epilogue, and the Sleep Staff users near Freege. Expect
his evade to be in the mid-100s when equipped with Holsety. The enemies in the
late game usually have more hit than that, so having those enemies not
attacking him at all is not really an issue. Fee's Speed grows quickly, and
she gets ok Magic(although not as good as Azel or Claude though), Defense, and
Resistance. Her strength is a bit low, so you may want to consider getting her
a Power Ring. Her skill starts out low, but it grows at a good rate. Fee will
get a +5 to her Strength in Chapter 10 in a talk with Levin(You actually have
to talk to Celice, and Levin will then appear).
Commentary: Fury fixes up the one flaw Levin had as a fighter, and that's the
lack of Pursuit. Critical adds extra punch to both kids' attacks and the minor
Holsety Blood makes Fee get more dodge earlier. Fee also does not have to wait
until promotion to get Continue.
One of the best pairings for Fury. Sety is the best Holsety user stats-wise
due to his class allowing him to have more evade and a less restrictive move
of 6. He will reliably kill things left and right(and take all of the EXP) if
you plop him into the middle of an enemy army. Fee can kill Mountain Thieves
and such in one turn with these skills.
Claude - I'd say it's a toss-up between Claude and Levin. I really like both
pairings, so they tie for #1.
Skills
Sety - Pursuit, (Continue)
Fee - Pursuit, [Continue]
Inheritance- Sety can inherit every staff Claude has
Stats- Expect Sety to get 29 to 30 Magic, okay Skill, nearly capped speed,
high Luck, okay Defense, and capped (27)Resistance. Fee will have low
strength, decent magic, okay Skill, nearly capped speed, good luck, okay
Defense, and high resistance.
Items - If Sety gets 28 magic or more, give him a Magic Ring and Silence Staff
and he can Silence Ishtar. Sety is fine with his Lightning tome. Fee wants a
Power Ring or Skill Ring, with the Power Ring being a top priority. You may
want to give Sety Wind or Elwind if you like.
Difficulty - Medium. They'll have to stand next to each other a lot,
but they do have time to do that when Tiltyu and Brigid are taking care of the
pirates and during Mahnya's battle.
Fee's Minor Blagi Blood allows her to use B-ranks staves. She usually can
only use C-rank staves. Fee can do the role
Pegasus Knights are known for, which is killing mages, very well since she too
has around 20 Resistance.
Sety can fight really well since he can have 49 attack power with a Magic ring
and his Lightning tome, his high luck allows him to dodge very effectively,
and he can tank against mages due to his high resistance.
Azel
Skills
Sety - Pursuit, (Continue)
Fee - Pursuit, [Continue]
Inheritance - Sety can inherit all Magic Azel has.
Stats - Good Magic and Speed, everything else is inferior to Claude. At least
Fee can heal well with the Relive Staff
Items - Sety can use... Volcanon. As lovely as an expensive 20 might weapon
is, I still do not find it to be a very appealing reason to do this pairing
simply because it's Fire Magic, and all forms of Fire Magic suck in this game.
Lightning(it gets triangle advantage to Wind, which makes Fire Magic even more
worthless for Sety) and Elwind should be his main attacking weapons. Magic
Ring and Silence Staff combo can let him Silence Ishtar if he has at 28 Magic.
Fee should have her standard equipment, and maybe a Power Ring and/or Skill
Ring.
Good, but on the whole inferior to Claude. Stick to Claude. A few extra points
of Magic on Fee and the ability to use Volcanon is not worth the loss of luck
and Resistance Claude provides. It also slows Azel down in the First
Generation.
Alec
Skills
Sety - Pursuit, (Continue), Awareness
Fee - Pursuit, [Continue], Awareness
Items and inheritance - Lightning and/or Elwind for Sety. Fee is fine with the
Hero Lance
Stats - Fee's strength is better in this pairing. Low Magic for Sety.
The one perk about this pairing is that Fee's invincible to arrows and gets
more strength as well. If you like sending Fee into the main battle areas,
this pairing is for you.
Sety is mediocre as usual.
Holyn
Skills
Sety - Pursuit, (Continue)
Fee - Pursuit, [Continue]
Items and inheritance - Fee can inherit A-rank swords due to Holyn's minor Odo
blood, so you can give Fury stuff like a Silver Sword or any of the Blades to
pass down to Fee. Sety can inherit the Restore Staff if Holyn saves the
village in chapter 3 and the Sleep Staff if Holyn kills Clement. A Barrier
Ring may be needed for Fee to battle while facing units with Sleep Staffs.
Stats - You can be certain of one thing with minor Odo Blood, and that's maxed
out skill for both kids. Sety may even come with skill already capped! Similar
in fashion to Alec|Fury, Fee will get more Strength in this pairing while
coming close to capping speed by Lv. 30. Sety won't be too great a fighter, so
he needs a Magic Ring and/or fall in love with Tinny.
Other comments - Fee turns out good as usual, but Awareness may be more
desirable for her than overkill skill and a good deal more HP.
Dew
Skills
Sety - Pursuit, (Continue), Bargain
Fee - Pursuit, [Continue], Bargain
Items and Inheritance - Fee should get lances you wish to have early access to
in the second generation. Sety can use a Magic Ring, but he need not inherit
it due to the Bargain skill.
Stats - Dew's high growths are apparent in this pairing as well, even on Fee.
Sety's Magic is low, but it and Resistance are slightly higher in this pairing
than others.
Difficulty - Hard.
Commentary - Well, Fee gets better stats in this pairing, although both unit's
HP is a tad lacking. Bargain is fun as well since they can horde many rings.
If you plan to pair Fee or Sety with a lover, this is the pairing to do.
------------------------------------------------------------------------------
Brigid
Brigid's kids are Faval and Patty. Faval is a Bowfighter and Patty is a Thief.
A thing to note about this pairing is that Faval inherits all of Brigid items,
and Patty inherits all of her father's items. The same applies to the passing
down of Holy Blood. Growth rate inheritance, however, is not inverted. There
is some flexibility in pairing up Brigid as well, since Faval has Pursuit by
class and usually inherits good growths in most of the important stats from
whatever father he has. Patty will inherit no skills from Brigid, however,
since Brigid has no personal skills. The holy blood guarantees that both kids
will have high luck. Faval will always get a Silver Bow along with whatever
Brigid had in his Inventory when he first appears, so if Brigid has one her
inventory before the end of the second generation, have her sell it. Patty
will always have a Sleep Sword. Faval has no problems in battle, but Patty is
a different matter altogether. Try to get Patty the Bargain Ring eventually to
help her out. Patty gets Pursuit from the Thieffighter class upon promotion.
The only conversation in which Brigid gets love points is with Midir.
JAMKA
Skills
Faval - (Pursuit), Continue, Charge
Patty - [Pursuit], Continue, Charge
Difficulty - Medium. They have to stay glued together, but since they have the
same move, same class, a good love point growth rate, and a good love point
starting base, it's not too difficult to keep them together.
Faval:
Faval is a deadly multihitter in this pairing; so deadly that he doesn't
necessarily have to use the Ichival to reliably kill things. He comes close to
capping the "essential stats", but His skill is a tad low , so spare him a
Killer Bow if you can. Faval could use a Skill Ring, but if he has the Killer
Bow, he's ok without it, at least for the most part. Brigid should have the
Steel Bow(if only just to sell it) and Ichival in her Inventory to pass down
to Faval. The Silver Bow he comes with is a ok backup bow if Lester is holding
onto the Killer Bow.
Patty:
Patty is not off to a good start. Jamka can only pass down the Thunder Sword
and rings to Patty. You may want to pass down a Return Ring to sell or some
other ring to get her some money to buy the Bargain Ring if she isn't going
to inherit it. Patty will probably need a magic sword if you are planning to
use her. The Prayer Sword can help her out as well, but you will have to get a
tad lucky.
Stats - Good Strength, Overkill luck, and mediocre skill. Speed and Defense
grows at an OK rate.
Patty is difficult to train. She'll have to mop up whatever was left behind to
get exp, and she doesn't get very far in the arena. She's pretty good when she
promotes with that skillsets, but getting her there is a hassle.
Faval is Jamka 2.0 in this pairing. His skill is still low, but he will have
more skill than his father. Multihitting with the Ichival is just sick, since
the Ichival is technically a 40 might weapon with only 3 weight.
HOLYN
Skills
Faval - (Pursuit)
Patty - [Pursuit], Moonlight Sword.
Difficulty - Medium. They have to stay glued together, but since they have the
same move, a good growth rate, and a good starting base, it's not too
difficult.
Faval: Faval only needs the Ichival and a backup bow, like the Silver Bow or
the Killer Bow in this pairing. He will have to rely solely on the Ichival for
reliable offense, so don't overuse it. He has good enough growths and bases to
reach the caps all of the important stats, except for the obvious Magic and
Resistance stat, for his class. His HP is also particularly noteworthy as he
has a very good chance of capping it at 80.
Patty:
Items and Inheritance - Patty can inherit swords up to _rank B_ due to the
weapon rank increase from the minor Odo Blood. She can now use the Hero Sword
and actually get through at least a substantial portion of the arena, if not
all of it. A Pursuit Ring is good for her as well, since she it allows her to
go through the arena more easily. A Power Ring or Speed Ring can help her out
as well.
Stats - Whenever Holyn is paired with anyone, expect both kids' Skill to max
out. Faval's growth are sill alright; he will get close to maxing Strength,
Speed, Defense. Luck is high, as usual, since he has the major Ulir Blood.
Patty will get enough strength to get by, get Speed in the 22-25 range, and
have average defense growth. Luck is high.
This pairing is very good for Patty as she can actually be a good fighter with
Moonlight Hit. Faval is ok with Pursuit, but he has to rely on the Ichival
most of the time, so he'll have to pay the cost sooner or later. Still, it's
only a minor inconvenience and he's still an excellent unit.
Lex
Skills
Faval - (Pursuit), Elite, Ambush
Patty - [Pursuit], Elite, Ambush
Inheritance - Lex will have to kill Jacoban for him to even pass down a sword
(Thunder Sword) to Patty. The Silver Claymore from Shagall is A-rank, so Patty
can't inherit it. Give Patty an Return Ring if you wish; Lex should have
plenty of money to spend.
Stats - Good Strength and Defense for both kids, but their Skill and Speed
will suffer a bit, especially on Faval.
Item's - Faval's fine with his bows, give him a Skill Ring and/or Killer Bow
if you want to. Patty wants an magic sword.
Difficulty - Medium. Lex will have to slow down a bit, but since he
should be at a very high level compared to your other units by Chapter 4, it
really doesn't hurt you to do so.
Patty is easy to raise in this pairing thanks to Elite doubling the experience
she gains and the Ambush+Sleep Sword combo allowing her to get past the
tougher arena opponents, and Faval has a good chance of reaching Level 30
before the Epilogue.
Fin
Skills - Pursuit, Prayer.
Inheritance - Fin's gotta kill Jacoban to get Patty her sword. Give her the
Return Ring and other rings you want to pass down to her if you want to.
Stats - Similar to Holyn's, except for a slower skill growth(BUT NOT LESS
SKILL. They will still almost always cap it) and A LOT more luck. Patty
actually has a chance of capping luck in this pairing.
Items
Difficulty - Variable. EXTREMELY Easy if you can catch Silvail castle in 25
turns or less(They don't even have to stand next to each other if you can take
Silvail in less than 20 turns.) If you can't, this pairing is impossible to
do.
I prefer Holyn to this pairing. Prayer is too inconsistent for Patty to use in
the Arena. Faval is good, as usual.
Midir
Conversations - Available in Chapter 3 after taking Silvail.
Skills - Pursuit, Charge
Inheritance - Midir has to kill Jacoban. I don't like my chances against him.
Stats - Faval's growth is well-balanced. Patty gets a little more Speed as
well.
Difficulty - Medium-easy. The conversation gives them 100 points, so they get
a good base.
Patty gets more Speed in this pairing.
There are two reasons not to do this pairing, one is that there are better
options, the other is that Aideen will lose the best lover for her. Both are
good fighters in this pairing, but they're even better in others and you keep
Lester's usefulness as well.
Dew
Skills
Faval - (Pursuit), Bargain
Patty - [Pursuit], Sunlight Hit, Bargain
Items and Inheritance - Patty benefits a lot from Dew's Bargain, as he can
pass down all of his stuff down to Patty and as a result provide her with
money to give away. Patty would do well with the Pursuit Ring and a Magic
Sword.
Stats - Faval is basically guaranteed to cap his stats with Dew's growths. His
HP will be lower than in other pairings, though. Patty will get good stats as
well, but as good as Faval's since Brigid's growths are still a tad weak.
Difficulty: Medium. Dew has the same move as Brigid as a Thief, but they may
be lagging since Dew wants to kill Mountain Thieves for experience. It also
takes a longer time to make than any other Brigid pairing.
Commentary: With Bargain, Faval can abuse the Ichival without any worries and
Patty can get through the arena fairly easily with the ability to use
expensive items at half price and be a useful Thief as well.
Noish
Skills
Faval - (Pursuit), Critical, Charge
Patty - [Purusit], Critical, Charge
Items and inheritance - Noish passes down whatever swords he has down to
Patty. A Wind Sword is recommended for Patty. Faval will not, for the most
part, need the Killer Bow since he already has critical, so can stick with the
Silver Bow when battling in the arena. Faval is also very good with the Hero
Bow.
Stats - Very good growths for Faval. Everything but speed and the obvious
grows rather smoothly for him and he will likely cap strength, skill, defense,
and luck. Faval's HP will be very high.
Patty will have high HP and skill, but her defense is still rather poor.
Difficulty - Noish will have to slow down to stick with Brigid and they only
have to chapters to do it, so use your dancer to help Brigid keep up with
Noish.
Final comments - Excellent pairing offense-wise for Faval. After all Noish is
the complement of Jamka. Patty is, as usual, difficult to raise to promotion.
Beowulf
Skills - Pursuit, Charge
Items and Inheritance - Faval is just fine with his starting equipment,
although he should get the Killer Bow if Lester will not receive it from his
father. Patty wants a Magic Sword and another Ring; a Speed or Shield Ring
will do nicely. Patty wants the Bargain Ring later on after Lana has no need
for it if you're using her(and on ranked runs, you are).
Stats - Good Strength and Skill. Everything else grows average.
Difficulty - Medium to Medium-hard.
Faval has potent offense and Charge allows him to switch to and Silver Bow or
Killer Bow sometimes. He's still going to rely primarily on the Ichival
though.
Patty's not too bad once she gets some level ups. Pursuit is good in the arena
anc she gets pretty high HP. Again, buy her a Bargain Ring by having her save
up the cash just like any other Patty.
------------------------------------------------------------------------------
Tiltyu - A mage user from Freege, her kids are Arthur and Tinny. Both of them
are Mages. Tiltyu has Wrath as a personal skill, so that will always be pass
down to Arthur and Tinny. Arthur promotes to Mage Knight and Tinny promotes to
Mage Fighter. Tinny will get Continue upon promotion since it is a class skill
for Mage Fighter. Mage Knight has no class skills. Arthur always starts with a
Wind tome and Tinny always has Elthunder in her starting inventory. Tiltyu's
magic growth is not too great, so you'll have to find a husband that helps
compensate for that. The kids will always have her Minor Tordo blood, which
gives them a +20% to HP their HP growth and a +30% to their skill growth.
Both kids can use Tron and Volcanon. Her options are fairly limited compared
to some units, but these few pairings do provide effective kids. Tron is
always dropped by Ishtor since Tinny can only use Thunder Magic up to rank B
due to her being only a Mage.
Azel
Conversations - Available from the beginning Chapter 4 if neither are already
in love. Tiltyu gets a boost to HP along with the affection boost.
Skills
Arthur - Wrath, Pursuit
Tinny - Wrath, [Continue], Pursuit
Stats - Azel's Minor Fala Blood fixes Tiltyu's low magic growth and Tiltyu's
Minor Tordo blood compensates for Azel's poor skill contribution. Both kids'
speed growth are very high, so expect them to max that out as well. Luck is
fairly high and both kids get ok resistance. The only weak point they need to
worry about is their defense.
Items - Either kid can use a Shield ring if necessary. Arthur starts with Wind
magic, and should, for the most part, stick to Wind Magic as well due to the
Mage Knight's low Speed cap of 22. He does alright with Elwind when he's
promoted. Tinny gets more Speed due to Mage Fighter having a higher cap. Who
you give Tron and Volcanon to is up to you, although I think Tron is better on
the unit you are going to use more. A Magic Ring can help either of them out
as well, but is not absolutely necessary.
Well, you get your typical offensive mage here. When they are doing the
attacking, if the enemy has low resistance, the enemy is dead since they'll
activate Pursuit. They also can't take attacks very well, so do not send them
alone into large armies. Both kids are usable, but this pairing will probably
leave you wanting something a bit better.
Claude
Skills
Arthur - Wrath
Tinny - Wrath, [Continue]
Stats - Good magic, skill, luck, resistance, Decent speed growth, and bad
defense.
Items and Inheritance - Arthur can get Thunder and Fire from Claude if you
want to pass them down to him. Tiltyu can pass down C-rank tomes to Tinny(You
don't get Elthunder in the first generation) if she's promoted. Otherwise, she
can only pass down Thunder. Wind magic is a must for Arthur and Tinny. Tron
goes to the unit of your choice. Magic Ring on the chosen combat unit if you
want to. The Pursuit Ring IS A MUST on the unit you plan to use more.
Difficulty - Medium-easy. They have a good starting base and growth rate, so
they'll fall in love soon enough if they stand next to each other often.
Both kids get nice stats, but only one can be good in combat, and that unit
has to have the Pursuit Ring! Good stats are only going to go to waste without
a consistent way of double-attacking, and that is exactly the case for this
pairing. The loss of the Valkyrie Staff is not a big deal since you can reset,
but the lack of skills is and thus makes this a pairing to stay away from most
of the time.
Levin
Skills - Wrath, Continue, Critical
Items and Inheritance - Arthur gets Holsety, all Wind magic Levin has, and the
Fire and Thunder if Levin had them in this inventory. Tinny will get Wind
magic up to rank B from Tiltyu and Fire and Thunder if Tiltyu had them.
- Arthur is just fine with Holsety and his Wind tome. Tinny should get
Elwind from Arthur or by inheriting it from Tiltyu. Try to have her kill Musar
for Tornado. Both kids can use a magic ring and Arthur may want a Speed Ring
or Skill Ring to compensated for his low caps. Both kids lack Pursuit, so you
may want to spare either one of them a Pursuit Ring. Arthur may also need a
Barrier Ring if he's to go into a Sleep Staff infested area.
Stats - Fast skill and speed growth. Expect Arthur's evade to be in the
mid-90s. Both kids get less magic; it is more apparent on Tinny. Decent luck
and low defense. Tinny gets a +5 boost by talking to Levin after taking
Chronos in Chapter ten. Remember, she has to talk to Celice in order to talk
to Levin.
Difficulty - Medium. Levin has to stay with Tiltyu as much as possible so that
he doesn't fall in love with Sylvia first.
Now this is more like it. You get Holsety in the middle of Chapter 6 in this
pairing and Arthur can certainly make parts of Chapter 7 much easier. This is
also the most mobile Holsety you'll get as well, since Mage Knight has a
movement of 9. They'll dodge well with their good luck and fast speed growth.
A couple flaws about the pairing is that Mage Knight has really low caps(the
tradeoff for being mounted) and that both kids lack Pursuit. Still, have a lot
of fun with getting Holsety so early. Just don't use it so much that Arthur
goes broke.
Lex
Skills:
Arthur - Ambush, Wrath
Tinny - Ambush, Wrath, [Continue]
Items and Inheritance - Lex can't pass down anything to Arthur. Whoever is
going to be you main Amubsh+Wrather should get a Magic Ring. You may also want
to give him/her a Skill Ring since Tron has a rather low accuracy.
Stats - Both kids magic will be fairly low. Tinny's magic will be around 19
and Arthur around 15. Speed grows slower than in other pairings. Both kids get
high defense, so they will be much more durable, and high skill, which is a
given. Luck is decent and Arthur gets very high Strength. Tinny's strength is
much lower.
Difficulty - Medium. Again, Lex has to slow down stay with Tiltyu as much as
possible, but since Elite leveled him up faster than your other units, he can
afford to slow down and let you lower level units get the kills.
The Ambush+Wrath+Elite skillset. When Arthur
or Tinny has less than half of his/her maximum HP, he/she will always attack
first and always critical! Elite is very important as well, as both kids need
to promote ASAP in order to keep up offensively. Give Tron to whoever has more
Magic. Arthur can abuse the skillset with a Hero Sword as well, since he gets
good strength. Remember to not send them in damaged against units with
Awareness. Elite is key as well helps them level up faster and gain the
relevant stats.
Math is your friend when it comes to ensuring that your unit doesn't die.
For example, Tinny has 19 Magic. I give her Tron. Her attack power is 39. Her
attack power when under wrath is 78, which will kill most enemies, but a few
bosses, like Robert, will still live. Robert has 18 Res and 70 HP. Tinny will
deal only 60 damage in this case. Give her a Magic Ring and her attack power
will now be 44 and her critical attack power will be 88. She can now
one-round Robert as well given that her hit is high enough.
Fin
Skills: Arthur - Pursuit, Wrath, Prayer.
Tinny - Pursuit, Wrath, [Continue], Prayer
Stats - Low magic, atypical strength for Arthur, Fast skill growth, ok speed,
capped Luck, mediocre defense, mediocre-to-bad resistance.
Items - Both kids REALLY need a Magic Ring.
Difficulty - The same as Brigid, expect that Fin must stand next to Tiltyu for
one turn
I did this because it was easy for me. Needless to say, they were fairly poor
attackers and couldn't kill much at all. Tinny was better since she could
multi-hit with Continue. At least they were dodge machines with that capped
luck, but Tiltyu has better men to mate with.
Noish
Skills:
Arthur - Wrath, Critical, Charge
Tinny - Wrath, [Continue], Critical, Charge
Stats - Good strength and defense for Arthur, but terrible Magic. His speed,
skill, and luck are still good though. Tinny gets Mediocre magic, defense, and
Resistance. She gets good Speed and Skill, as always.
Items and Inheritance- Pursuit Ring and a Magic for either one of the
children. The same applies to Tron.
Difficulty - Medium-hard
Arthur gets the bad end of the stick here; expect him to be neglected if one
does not care about getting as many units as possible to Level 30. Tinny still
has potential to be good since her growths aren't as bad as Arthur's and gets
Continue on promotion; she can be quite good with the Pursuit Ring.
==============================================================================
WALKTHROUGH[VALKTH]
Each chapter is divided into three parts. There is a short list of objectives
for those who just want to know what to do in each chapter while figuring
their own strategies. Below that is a list of all possible conversations and
below that is the detailed walkthrough. For those more visually inclined:
- Objectives
- Conversations
- Detailed coverage
The walkthrough is intended to A-rank all of the rankings in the game.
It is assumed that you send your units to the arena and that you deploy all
units(with the exception of Ardan in most chapters).
Note that it sometimes may seem vague. This is because there is still some
room for arbitrary decisions to be made by the player. Also, you do not have
to follow exactly everything prescribed in this walkthrough.
E-mail me if you find something unclear or lacking.
==============================================================================
PROLOGUE[VALTHP]
------------------------------------------------------------------------------
OBJECTIVES
Kill enemies on the way to Jungby Castle.
Take Jungby Castle.
Kill enemies coming from Evans Castle.
Take Evans Castle.
----------------------------------------------------------------------
Conversations
After Turn 2
Lex ---> Sigurd
Azel ---> Sigurd
After Turn 3:
Cuan ---> Sigurd
Ethlin ---> Sigurd
Alvis <--> Sigurd; Sigurd gets a Silver Sword
----------------------------------------------------------------------
Villages
The village southwest of Jungby has a Speed Ring. Fin, Azel, Midir, and Alec
are all good candidates for the ring.
----------------------------------------------------------------------
Saving Jungby
Move Sigurd onto the forest and kill the Barbarian. Move Alec and Noish as far
as they can go towards the west and south. Ardan should move out towards the
village.
Lex and Azel join on Turn 2.
Have Sigurd kill the Hunter. Alec and Noish should team up to kill a Barbarian
and move into Sigurd's Leadership.
Have Azel go onto the patch of forest due west from him and have him kill the
Mountain Thief. Lex should go across the forest in order to act as bait for
the barbarian. If the barbarian goes after Azel and hits him, reset the game.
Cuan, Ethlin, and Fin join your party on Turn 3. Ardan should have damaged the
Hand Axe Barbarian enough for Cuan or Fin to finish the Barbarian.
Put Azel on the church and have him kill the Barbarian with 36 HP. Move Lex
towards Sigurd's group.
Sigurd, and Noish should have gotten the three Barbarians to the Northeast
of Jungby to charge. You don't want your guys to get hit, so don't go too deep
into the enemy area.
Kill the Barbarians surrounding Jungby. Sigurd can weaken them and them your
other units can kill the. Then, kill DiMaggio and take Jungby.
Taking Evans
Now there are two groups of enemies from Evans. One group automatically
charges while the other won't until you enter their range. Place a unit on
the church to heal him/her if necessary. Get rid of the first wave of enemies,
then trigger the second wave to charge.
Place Alec on a forest with Sigurd nearby to weaken the enemies. Alec getting
a point in strength can help speed things up a little.
Kill Gerrad. Be careful, as he can deal a lot of damage and lance users can't
hit him very will. Take Evans.
==============================================================================
CHAPTER 1 [VALKTH1]
---------------------------------------
OBJECTIVES
---------------------------------------
Take on Kinobis and his army.
Have Dew and Aideen retreat towards the safety of your army.
Destroy Kinobis and his army
Lure Aira away from Genoa
Capture Genoa
Recruit Aira by talking with Sigurd.
While doing the Genoa business, get rid of army chasing Dew and Aideen.
Go after Gandolf and his army.
Conquer Marpha
Recruit Jamka with Aideen.
Get rid of Jamka's army (10 LV.10 Brigands)
Get Deirdre.
Kill off army near Verdane. (8 Hunters and 2 Axefighters)
Send units not going to Verdane castle to arena again to see how far they can
go.
Warp Aira and Jamka back to have them clear the arena
Kill Sandima.
Conquer Verdane.
Note: Elliot from Heirhein will try to seize your castle after taking Genoa,
but Eltshan and his Social Knights will take care of Elliot and his Lance
Knights.
-------------------------------------------
Conversations
Cuan ---> Fin; Fin gets +1 Strength, +1 skill, and +1 defense
Available after Aideen appears:
Sigurd ---> Aideen
Aideen --> Ethlin; Ethlin gets a Return Staff
Midir or Azel--> Aideen; the pair gets 100 love points
Sigurd ---> enemy Aira; Aira is recruited
Available after taking Genoa:
Dew --> Aideen; Aideen receives a Warp staff
After taking Marpha
Cuan --> Aira
Aideen --> enemy Jamka; Jamka is recruited
-------------------------------------------
Villages/Towns
All Villages give only money in this chapter
-------------------------------------------
Equipment adjustments
Sigurd - Sell Steel Sword, Buy Iron Sword if Strength is low enough.
Alec - Buy Steel Sword
Fin - Sell Iron Lance and Buy Cuan's Steel Lance
Cuan - Sell Steel and buy Fin's Iron Lance
Lex - Buy Steel Axe
Ardan - Buy Slim Sword
-------------------------------------------
Most of your units won't get past the Swordfighter or the Wind Mage in
here. Some, like Azel, will probably never get past the Swordfighter unless
you really level him up.
It would be wise to send everyone out in this chapter to deal with your
enemies. Ardan's still ok in this chapter since he still has the weapon
triangle helping him out. He'll become worthless in the next chapter.
On turn 2, Dew and Aideen join your team. Have them retreat towards the
village where your army currently is. You should send Dew into the forests
as none of the Barbarians will attack him while he is in them since the
evade boost given by the terrain makes the Barbarian's hit zero. You could
usually just let him stand there and get experience, but RNG will sometimes
screw you over and thus the Axefighter hits and kills Dew; reset when that
happens, as he is crucial for monetary exchanges since he can give money to
anyone.
Kinobis's army
Kinobis's army consists of five Lv.1 Barbarians, 4 Lv.1 Hunters, 3 Lv.1 Axe
Fighters. Kinobis himself is a Lv. 10 Warrior with 2-star leadership and 50
HP. He is equipped with a Silver Axe and a Hand Axe. Lance users should avoid
attacking him at all costs. Lex should try to kill him to get Kinobis’s Hand
so that Lex doesn't have to buy the Hand Axe, but if he doesn't, it's not a
huge deal, since it's fairly inexpensive and you won't use it much.
The Hunters are probably going to be the most annoying part as they are
unaffected by the weapon triangle and that they attack at range. It may take
around 5 turns to finish off his army.
Make sure to leave three of his cronies alive when you're about to decimate
his army. You DO NOT want him to retreat to Genoa, as he will come out with
reinforcements, which takes turns. In addition, you'll more than likely will
cause Aira to chase after you if you don't want to waste your precious turns,
which is certainly the last thing you want to happen.
Recruiting Aira and taking Genoa.
After killing off Kinobis, it's time to go take Genoa. You'll have to lure
Aira first, so you can take the castle without you killing her or her killing
one of your units.
Have a mounted unit, preferably one that uses swords, go around the forest and
reach the road around the west of Genoa. Have him step into the range of one
of the Axe fighters and Aira and the three Axe Fighters go after that unit.
Send Sigurd and Lex to go towards Genoa on the same turn, but make sure to
keep them out of Aira's range. A Couple of the Axe Fighters will go back to
Genoa, and Aira will still be chasing the unit you chose. If you positioned
Lex and Sigurd just right, both of them can attack the Warrior guarding the
castle and Sigurd can seize it. If not, you will have to wait another turn.
Both Dew and Aideen should have reached you by now. Your other mounted sword
user, usually Noish, should go into the forest and start damaging the
Barbarians and distracting the Axefighter pursuing Dew. Now you can move the
mounted sword user back further, but not too far, away from Aira. If Alec is
the unit you are using , you can keep him on the forest and take a hit because
his Awareness skill prevents Meteor Sword from ever activating. You should
seize Genoa by this turn. Aira will not attack your units if your are not in
her way now as her AI's priority is to get to Genoa and help out Shannan. Have
Sigurd talk to her. Make sure he doesn't get in her range. You should focus on
finishing the army that was now going after Aideen.
Taking Marpha
Kill the Mountain Thief, and get the army around Marpha to charge you by
placing someone like Alec on the forest and place your other mounted units
nearby. Attacks on a single unit can be minimized by making a "wall" formation
with your units. Sigurd should focus on killing the Hunters since they are
unaffected by the weapon triangle.
Gandolf is not too difficult of a boss. Ideally, you want Azel to kill him
since he has a crappy skill growth, but Aira is another good candidate since
she can activate Meteor Sword more often. Otherwise, money should be the
reason any other unit kills him.
Recruiting Jamka
After taking Marpha, Jamka comes out with a force of Barbarians. You have to
recruit him by talking to him with Aideen. Out of whoever you plan to send to
Verdane, you must send Sigurd and Aideen. Lex, Aira and Dew are also good to
take along, as Aira can get more experience, Dew can get more money, and Lex
can get the Hero Axe, which he needs in order to be good. Jamka will attack
everyone in your army but Aideen, but you first need to clear out a few
Barbarians. Position Aira such that she is in the range of the Barbarians but
not in the range of Jamka, since she is frail and will die if he activates
Continue and/or Charge. You may have to count squares since you can't see
where Jamka can attack just by checking his range since the Barbarians occupy
the attacking spaces on your turn. Jamka can move three spaces. Pull out of
his range when he is nearing Aideen. Sigurd should be somewhere three squares
away from Aideen and out of Jamka's range in order to increase her dodge by
10%. She'll most likely dodge the Barbarians' attacks and be able to Jamka.
Finish off the rest of the Barbarians and continue to Verdane.
Taking Verdane
When Sigurd goes through the narrow strip of forest, Deidre will join you.
Have Deirdre silence Sandima. Silence Staffs only work when it's user Magic is
at a greater value than the enemy's resistance. Jamka should take care of most
of the army around Verdane. While that is happening, Lex should be going to
the end of the eastern peninsula to get the Hero Axe. Kill Sandima with
whoever you want. You can try to kill him with Azel, but it will take many
turns before he hits, and Azel won't deal much damage either, so you might as
well kill him with someone who needs money. Return or Warp a couple units(i.e.
Jamka) to a castle
if they haven't gone through the arena and have Sigurd seize the castle once
they are done.
==============================================================================
CHAPTER 2 [VALKTH2]
--------------------------------
Objectives
Save Lachesis and the Paladins (Elliot’s Army: 3 Axe Knights, 6 Lance Knights)
Recruit Lachesis
Deal with Phillip
Kill Boldo and Heirhein Armors.
Take Heirhein Castle
Have Levin go towards village with Bargain Ring
Save village with Bargain Ring.
Deal with Anphony Lance Knights and Duke Knight
Deal with Voltz
Deal with Voltz's army of Free Knights and recruit Beowulf
Deal with Anphony Armors.
Kill Macbeth(19 turns?)
Deal with 2 armies from Agusty.
Recruit Fury
Deal with Mackily Army
Conquer Mackily.
Deal with Zyne's army
Deal with Armors around Agusty.
Kill Shagall and take Agusty Castle
-----------------------------------
Deirdre ---> Ethlin; Ethlin gets the Light Sword
Sigurd ---> Lachesis; Lachesis joins your party
After Heirhein
Dew ---> Lachesis; Lachesis receives the Thief Sword and they gain 50 love
points
Sigurd ---> Levin; No effect
Cuan ---> Fin; Fin gets a Hero Lance
Anybody with 10,000 or more gold ---> Beowulf; Beowulf is recruited
After Anphony
Beowulf---> Lachesis; they get love points
Alec---> Sylvia; they get love points
Sylvia---> Sigurd
Fury ---> Sigurd
----------------------------------
Misc.
Obtain the Knight Ring by keeping all three of Lachesis' Paladins alive for
the entire chapter.
----------------------------------
Villages
The northwestern most village has the Bargain Ring. A unit who uses expensive
items often should get this ring.
The southernmost village has an Iron Cutter, aka Armorslayer for those familar
with the GBA FEs.
----------------------------------
Equipment adjustments
Sigurd - Buy Steel Lance and Javelin
Alec and Noish - Buy Iron Lances
Azel - Buy Thunder
Aira or Holyn - Steel Blade may be purchased
Jamka - Sell Killer Bow after clearing the arena
Midir - Buy the Killer Bow
------
Defending Nodion
Elliot will try to take Nodion, so you have to move as fast as you can to get
there. Have Sigurd and Cuan move out their maximum range. Move out all of your
other nonpromoted mounted units. Lex should lead this pack of nonpromoted
mounts. Do not worry about Deidre not being able to reach Ethlin and talk to
her on the first turn. Anyway, Lex and Ethlin should be the first two of your
nonpromoted units sent out. You can move Deirdre before moving Ethlin and
reach Ethlin during your next turn to get Ethlin the Light Sword. Following
Lex and Ethlin are your other mounts. Your foot soldiers should be behind
them, in whatever order you choose, with Aira, Holyn, and Jamka going out the
furthest. When you reach Elliot’s army, some of his army will be already
weakened by Lachesis' Paladins. Kill them with your weaker units. The enemies
aren't particularly hard since they are already weakened for you. You can talk
to Lachesis with Sigurd and have her join your party. The Paladins will now
move, so carefully consider whether to do this or not if you really want that
Knight Ring. Otherwise, have Cuan and Sigurd stand on the two squares adjacent
to Eve to protect him from assault. You may need to use Ethlin as bait for
Elliot's attack in order to keep the Paladins alive if that doesn't work.
Onwards toward Heirhein
Now proceed to take Phillip's group of Armors. Lex, with the Hero Axe, should
first deal damage to the bottom four armors. The priest will use a Recover
Wand to heal one of them fully. You need to position your troops in such a way
that your low defense units are not targeted by Phillip.
After a couple turns, your foot soldiers should be close to some of the armors
and they may be able to attack a few of the armors.
Boldo - If you're lucky and Midir(with Sigurd's leadership) dodges his
Javelin, and activates Charge, and Big Shield is not activated, Midir can kill
Boldo in a turn. If not, kill his Armors and send your lance users like Cuan
and Sigurd to damage him, then finish him off with Sigurd or Midir.
Anphony
On the turn after seizing Heirhein, Levin and Sylvia appear out of a village.
If you saved Heirhein in 11 turns, you can have Levin go to the far
northwestern svillage and kill the Mountain Thief that is attacking it. The
village has a Bargain Ring. Pick whoever you like to get it, preferably
someone who uses expensive items. Voltz's army will start charging once you
approach Anphony. Move your units up to Anphony but not into the range of the
Armors. Voltz moves before his other troops and has more move than them, so
ideally, you want him so that Cuan can get into his range but not Beowulf's
range. Voltz has Continue and plenty of HP and attack power, so attacking him
first with Cuan and Sigurd makes sure you don't get RNG screwed. Then have Fin
kill him for the Elite Ring(He is needed to kill those Cross Knights
efficiently). After getting rid of Voltz, talk to Beowulf. The Free Knights
have rather low attack power, so your units will live if they have enough
defense.
The Armors should be first weakened by Cuan/Sigurd and maybe Lex, then killed
by your other units.
Take the castle.
Mackily
Levin should be getting midway to getting out of the giant forest. Send Ethlin
down to Return him(returning mounts while getting down to Levin).
Dew should go save some of the villages, as he's not going to last very long
against many of the enemies. Aideen should warp some units as well and get the
Bargain Ring.
The Lance Knights/Duke Knight army and the Social Knight/Paladin army aren't
too difficult and if you do the "weaken them with Cuan, then kill with anyone
with enough attack power", they're pushovers.
The Mackily troops should be lured out with a high durability unit, like
Cuan/Sigurd, or a defense-blessed Lex. All of the non-Fire Mage units have
Pursuit, so check everyone's attack speed before charging in. Fin with the
Hero Lance makes this area MUCH easier. Kill off the Armor with the Javelin,
and have a couple unpromoted mounts stand right next to the blue squares that
denote Clement's Sleep Staff range and a Cuan and Sigurd behind them. Kill
Clement and have Sigurd seize the castle on the same turn afterwards so that
the arches don't screw you over.
Agusty
The only castle left to take is Agusty, and you'll have to get through Zyne
first. Since Zyne has the Horseslayer and that gives him 56 attack power
against your non-Alec horse units, it is obvious to keep horses out of his
melee range. Since you're foot soldiers and Alec don't have very good defense
at this point in the game, you'll still have to rely on mounts to kill him.
You will need Sigurd with a Javelin, Cuan with a Javelin, Lex with the Hero
Axe and Fin with the Hero Lance.
Have Sigurd get close enough so that they start charging. Ideally, his defense
should be low enough and his attack speed high enough that the first
Troubadour will fight him and he will kill her.
Pull back so that your mounts do not take too many hits from the other army
units. Now Zyne should be at the front of the army. Have Lex attack him with
the Hero Axe and heal him afterwards and have Fin attack with the Hero Lance.
If the expected damage dealt by Fin is not enough, have Cuan or Sigurd attack
him at 2-range with a Javelin and then have Fin attack.
The armors and Ballistae can be taken care with basic tactics and Shagall is
easy. He can't even counterattack at range.
==============================================================================
Chapter 3 [VALKTH3]
-----------------------
Objectives
Defeat armies to the west, east, and near Madino Castle.
Turn 7 - Take Madino Castle
Kill Eltshan's Social Knights.
Talk to Eltshan with Lachesis.
Defeat Thracia's Dragons Knights.
Defeat Shagall.
Take Silvail.
Defeat Pisarl and his army.
Bottleneck army pursuing Brigid.
Kill off Dobarl.
Sell off most of Cuan's and Ethlin's stuff.
Have Dew get the Wind Sword.
Save villages for stat boosts and Restore Staff.
-------------------------
Conversations
Holyn or Lex ---> Aira; Aira gets a Hero Sword.
After capturing Silvail
Ethlin ---> Cuan gets the Gae Bolg
Brigid ---> Sigurd
Midir ---> Brigid; they get 100 love points
Aideen ---> Brigid; Brigid gets the Ichival
Sigurd ---> Claude
-------------------------
Villages/Towns
The village to the north of Silvail gives whoever rescues it +1 Defense.
The easternmost village in this map has a restore staff.
The village west of Madino and near Madino gives whoever saves it +3 strength.
The village northeast of Madino gives the Wingclipper
-------------------------
Equipment adjustments
Sell Lachesis's Knight Ring and have Dew give her some of his money so she can
purchase the Elite Ring and Relive Staff, if you want to promote her.
-------------------------
Before deploying, have Deirdre sell everything she has and give her money to
Sigurd. If Sigurd has alot of money, buy him a Ring first and then have
Deirdre give him her money. She will pass down nothing since Sigurd|Dierdre
doesn't have a daughter to pass down items to.
Dealing with Madino's forces and conquering Madino.
Shagall is really serious about getting back Agusty castle. To the east are
three Armors and a General. The army to the west has 4 Lance Knights led by a
Duke Knight, there is an army of Mages led by a Fire Mage in the forest, and a
group of four Axe Armors led by a General and a group of Arch Knights led by a
Bow Knight are near Madino Castle. There is also a army with armors and Mages
guarding Madino Castle. Lex can be sent to deal with any of the groups, but I
suggest that he deal with the units near Madino Castle since he can deal big
damage to them and make them very easy to kill for your other units. The army
with Lance Knights can be dealt solely with Fin if he's at a high enough
level, and he should be if you followed the walkthrough and had him kill
Voltz in the previous chapter. If not, you may want to bring Ethlin and maybe
Cuan. The Armors can be dealt with by Levin if he is leveled sufficiently. If
not, then he may need a healer and another helper . The majority of your army
will be going to Madino Castle.
If Lex has 38 or more Attack Power, then either have him switch to a different
axe or have him not attack the Axe armors at all if you don't want him to kill
them. Have Sigurd and Lex kill a couple Arch Knights and on your next turn,
have your other units kill them off. Then deal with the army at Madino. Be
careful with the mages and make sure you can take care of most of the army.
Have Sylvia dance for four mounted units when first deploying them from the
castle. Then have her dance for other foot units on your subsequent turns.
Jacoban is a little tough, so be careful. Aira, with her new Hero Sword, can
take care of him rather easily.
Neutralizing Eltshan and capturing Silvail.
After taking Madino, your promoted Fin should be near the village north of the
Silvail Armors.
Eltshan's army will now come out of Silvail, and will follow as long as no
units are too close to Silvail. Make sure Fin is equipped with a Javelin.
Lachesis should be waiting on the village that provides +3 strength with
Sylvia nearby so she can reach Eltshan. Lex and Sigurd should be in the force
that is going to attack Silvail. Cuan and Ethlin are recommended as well, as
Cuan has a good chance of actually hitting Shagall with his lance and Ethlin
gives Cuan 10% to both his hit and evade and can heal. Midir can be taken
along, if only to get Papilion's Life Ring. Aira is a good candidate to finish
off Shagall, although be careful with her low durability.
A few sword users who won't kill everything in his/her path, like Noish and
Alec, should stay back at Madino and block the bridges. Azel should stay
behind as well to get kills. Aideen can tag along with Sigurd or stay back at
Madino.
Protecting Madino Castle and keeping Brigid, Tiltyu, and Claude alive from the
Orgahill Pirate assault.
After taking Silvail, Pisarl will come out with a large army to take Agusty
while another pursues Brigid. Pirates are also litter around in the sea.
Brigid should retreat towards Tiltyu and Claude, and bottleneck where the
terrain is one square wide to meatshield the pirates. Tiltyu should stand next
to Brigid and a pirate should attack her. Heal her/them with Claude when
necessary.
The Pirates going after Madino can be taken care of at whatever pace you want,
but don't take too long, since Aideen needs to get to Brigid in order to get
her the Ichival and if you want Dew to get the Wind Sword.
Dobarl has the Power Ring, so you may want to consider giving it to unit who
has low strength or a father whose kids can make good use of it.
After getting the items and selling off most of Cuan's, Ethlin's, and Fin's
stuff, have Sigurd take Orgahill Castle.
==============================================================================
CHAPTER 4 [VALKTH4]
------------------------------------------------------------------------------
Objectives
Kill Cutozov
Finish off Deetva's army
Get rid of trio with Wind Mage and two Swordfighters.
Get rid of trio of 2 Wind Mages and a Magefighter.
Start damaging Armors.
Have Dew reopen the bridge.
Kill Maios.
Warp units to home castle and leave squadron to protect Thove.
Kill Wind Mage over the sea to save civilians.
Kill army around Silesia.
Kill the General guarding Silesia
Deal with Lamia's army
Kill Daccar.
Conversations
Aideen ---> Midir, Jamka or Azel(if one is in love with Aideen.)
Azel ---> Aideen; Aideen gets a Rescue Wand
Sigurd ---> Claude
Azel ---> Tiltyu; Tiltyu gets +5 HP
After taking Thove:
Sylvia ---> Claude; they get more relationship points
After taking Silesia:
Levin ---> Sigurd
Levin ---> Fury; Levin and Fury get 390 love points
Misc:
If Sylvia and Fury wait next to each other, they have a conversation and both
units' affinity to Levin increase(25 for Fury, 50 for Sylvia).
There are six citizens that provide 100 EXP. Have low level units save them.
Villages
Secondmost-northestern village gives Sylvia a Defense Sword. Save the game be-
fore saving the village since the game sometimes freezes.
Equipment
Buy Tiltyu a Magic Ring so she can Wrath her way through the arena.
Buy Wind or Elwind for Azel.
------------------------------------------------------------------------------
Thove
When deploying your units, remember to consider pairings when deploying.
Cuvuli's army is full of Wind Mages, and do not try take them on all at once
since all of your units' resistance is fairly low. Cuvuli has the Sleep Staff,
so keep out of his range and keep your Restore Staff user nearby. You can also
manipulate his AI and have him use his Libro instead by damaging but not
killing an enemy unit in his range. When you're done with Cuvuli, Deetva's
army should be approaching you. Again, don't try to have your units bite off
more they can chew, and kill the pegs with arrows and whatever offense you
have. Now move your units towards Thove. Bait out the Wind Mage and
Swordfighters with a durable unit(check their status screens. After that
proceed towards the Wind Mages and Mage Fighters. Use the forests, leadership,
and Lachesis' charisma to maximize the chance of dodging the Wind Mages with
Blizzard. While Dew catches up to reopen the drawbridge, you can start
damaging the units on the other side of the river since they can attack at 2
range. Now charge the enemies, but make sure not to overextend your units'
survivability. The enemies are fairly easy to deal with. Daccar is not too
difficult, but make sure to have healing just in case since Tornado DOES hurt.
Saving Silesia and killing Pamela's army.
Now, after capturing Thove, there will be a little battle with Pamela' army,
Mahnya's army, and the Beige Ritter, which is helping out Pamela will come up
and kill off Mahnya's army. During this 3-4 turn break, start Returning units
back to the home castle. It is wise to return Sigurd, Fury, and Levin. Sigurd
has to capture Silesia, Fury can kill the Wind Mage over the sea with Blizzard
before it kills a civilian, and Levin so he can get Holsety. Everyone else is
left up to your discretion. The Axe fighters are not too hard and if Fury is
promoted to FalconKnight, she can kill a few of them. Have someone low-leveled
save the villagers, like Dew or Tiltyu since they provided a free 100 EXP. The
warriors around Silesia have Bows, so keep Fury away. Again, bait them out and
methodically kill them. The boss is fairly crappy and you can let Tiltyu kill
him if playing non-ranked.
Capturing Zaxon.
Capturing Silesia triggers Lamia's army to Charge. Levin will deal some major
damage and mounted units are preferred since Lamia's goons have very accurate
weapons. Lamia herself is a Swordmaster, so ranged attacks are recommended
against her.
What is left to conquer is Daccar’s three generals and Daccar. Again, he's not
too difficult as long as you have healing.
Don't forget the visit the second-most eastern village with Sylvia to get a
Defence Sword. If the game freezes, reset and try again.
Conquer the castle and we are one chapter away from the end of the first
generation.
==============================================================================
CHAPTER 5 [VALKTH5]
--------------------------------
OBJECTIVES
Get Tyrfing
Take Lubeck
Take Phinora
Deal with Dragon Knights
Kill Reptor
--------------------------------
CONVERSATIONS
Available at beginning of the chapter:
Aideen ---> Brigid
Claude ---> Aideen; Aideen gets a Rescue Wand. Claude and Aideen must be
lovers
After Lubeck is conquered:
Dew ---> Jamka
Lex ---> Azel
Sigurd ---> Aira
After Phinora is conquered:
Lachesis ---> Beowulf, Noish, or Dew if he is her lover
Aira ---> Holyn, Lex, or Ardan if he is her lover
Sylvia ---> Claude, Levin, or Alec if he is her lover
Fury ---> Levin, Noish, or Ardan if he is her lover
Brigid ---> Jamka, Midir, or Alec if he is her lover
---------------------------------
VILLAGES
Villages in this chapter only give you money.
---------------------------------
Misc.
Have Dew beat up a Mountain Thief since they are at Level 30.
---------------------------------
Lubeck armies
There are quite a few armies you will have to face. You should split up your
forces, with a smaller force to take care of the castle from the armies to the
left of the castle and a larger force to deal with the army coming from
Lubeck. Keep units who you intend to pair together if they have not fallen in
love yet.
The Axe Armors are nothing much to worry about, but play it safe because of
the Thunder mages and General. Andre's army can be taken care of in a couple
turns rather easily. The generals are also simple and Langbart's defense is
only slightly a problem against Levin, Sigurd, or any other unit with high
attack.
Phinora and Dragon Knights with Horseslayers
After conquering Lubeck, Cuan and Ethlin will pop up from the south with an
army of Lance Knights. Thracia's Dragon Knights appear in the phase right
afterwards. Cuan and Ethlin (in normal circumstances) will die in 2-3 turns.
The Dragon Knights are equipped with Horseslayers and have 25 attack power,
so they will have 50 attack against your mounted units, with the exception of
Alec since his Awareness skill cancels out criticals.
While Cuan and Ethlin have their skirmish, send your units towards Phinora.
Make sure to have units with 11 RES or more and/or have a Restore Staff user
handy since the two priests have 11 Magic and Sleep staves. Vaha isn't too
difficult since she only has Meteo and the Prayer Sword as her weapons. Still,
those Fire Mages are still a tad dangerous, so keep units in charisma and/or
Leadership range and have Fury kill them. The Dragon Knights should be coming
after Phinora now.
Alec will help out a lot if you put him to guard the castle and carefully
engage your foot soldiers in combat against the Dragon Knights.
Reptor's army
Now, only Reptor and his army is left. Check Reptor's range. You'll see that
he has two spaces in which he can attack over the cliff separating the Yied
desert from the area around Velthomer. Put Levin on one of those squares. His
lover (usually Fury, Sylvia,or Tiltyu) and Lachesis should be nearby to
provide him with hit and evade boosts. Reptor won't attack until someone
departs from the desert area and enters the Velthomer "territory", so send
Sigurd in. If Levin doesn't kill Reptor, heal Levin and finish him on your
phase. Talk to Ida and that will end the chapter.
==============================================================================
CHAPTER 6 [VALKTH6]
------------------------------------------------------------------------------
Objectives
Capture Ganeishire
Recruit Johan or Johalva
Capture Isaac
Capture Rivough
------------------------------
Conversations(incomplete)
-------------
Skasaha ---> Lakche; Lakche gets +1 luck.
Lester ---> Rana; Rana gets +1 luck
Oifaye ---> Celice
After taking Ganeishire:
Rana ---> Julia; Julia gets a Relive Wand
Fee ---> Celice
Arthur ---> Celice
After taking Sophara
Celice ---> Rana; Rana gets +3 HP
Julia --> Celice: If you take Sophora before taking another castle, Julia will
receive Aura. If Isaac is taken and she speaks to Celice, she gets Rezire.
Rezire is more useful, so do not initiate the Sophora conversation unless you
really want to try out Aura.
----------------
Villages
The village to the northeast of Isaac gives out a Skill Ring.
----------------
Misc.
-- Deciding between Johalva and Johan. Neither of them are great, so this one
is based more on preference. Movement, Available weapon types to use and,
bases are the largest contributing factors. The unit is recruited by having
Lakche talk to him.--
----------------
Ganeishire
Well, everything is off to a brand-new beginning now. Everyone you had in the
first generation is now dead or MIA. You will have at your command Celice,
Lakche, Skasaha, and Lana at the beginning of this chapter. Two turns later
Delmud, Oifaye, and Lester will pop up. By then your Swordfighters and Celice
should already be in a skirmish with the army of AxeFighters, Bow Armors, and
Axe Armors. They aren't too hard to deal with, just do not be too reckless.
Try to keep Oifaye from facing too many units since he will gain very little
experience due to his high level. The next batch should be coming towards you.
Dealing with them is straightforward. The Axe Armors and the General are also
nothing too difficult.
Recruiting Johan/Johalva
After capturing the castle, Johan and Johalva's armies will turn into enemies.
They won't charge immediately, however. Instead, they will charge one turn
later. Fee and Arthur appear to the southeast of Sophora Castle. You can
either move Arthur towards Johalva's army or over the mountains to Dannan. Fee
can go save the villages. Seize Issac castle along the way and have Julia talk
to Celice
Schmidt's army/capturing Rivough
Johan/Johalva's recruitment will trigger Schmidt’s army to charge Isaac
castle. Be careful, as Schmidt has a Hero Axe. His army will take a longer
time to take down because they can attack at range. If you're unable to kill
Schmidt, Julia with Rezire can take out a large portion of the Hand Axe using
Axe Knights, just make sure that Julia is not in Schmidt's range.
Only Dannan is left after this, so kill him after weakening him with Oifaye
He can one-round some of your units at melee range, though, so be careful.
==============================================================================
CHAPTER 7 [VALKTH7]
------------------------------------------------------------------------------
Objectives
Conquer Yied
Defeat Liza's army and defeat armors assaulting Lenster
Defeat Ishtor and conquer Melgen(Around Turn 26)
Defeat Jabarro and recruit Tinny and defeat Mage sisters
Conquer Darna
Defeat Blume.
-------------
Conversations
Oifaye ---> Delmud; Delmud gets +1 Str, +1 Skl, and +1 Def
Shannan ---> Patty; Shannan gets the Balmung and their relationship points
increase by 100 points
Celice ---> Shannan; Celice gets +1 skill
Lakche ---> Shannan; Lakche gets +2 strength
Aless ---> Celice
Arthur ---> Tinny; Tinny is recruited
Tinny ---> Celice; Tinny must be recruited.
Delmud ---> Nanna
Leaf ---> Celice
After taking Yied:
Patty ---> Celice; Celice gets a Hero Sword
After Darna:
Leen ---> Celice
Fin ---> his daughter if his wife was Lachesis, Aideen, or Aira. Nanna will
gain +5 to speed, Rana +5 to magic, and Lakche +5 to skill.
-------------
Villages
The village west of Darna has a Shield Ring and the village to the southeast
of Lenster has a Speed Ring.
---------------------------
Yied Shrine and protecting Leaf and Nanna
You have your first of frequent encounters with Dark Mages . An army of
them pursues Shannan and Patty at Yied and there are plenty of them on the
road bordering the desert.
Luckily, the ones in the desert can be taken care of one by one since they are
placed in position in which they cannot swarm you. Lester is a good unit to
kill or weaken a few of the Dark Mages since he can counter at range if
positioned properly and backed up by healing.
At Yied, move Patty as far away as possible while still being in Shannan's
talk range as he get the Balmung from the conversation. If you check the
positions of the units, Patty can weave out of Yied unharmed. Shannan can
possibly take care of all of the Dark Mages, but it's likely that he will
eventually be hit, so bring Rana along with Celice to rendezvous with him.
Everyone else can be sent towards the mercenaries blocking the road.
Fee can take on Cutzov if she has enough HP and Resistance, but if he gets
Fenrir, just let Shannan kill him. He drops the Bargain Ring if
you did not pass it down.
At the same time as the above is happening, Fin, Leaf, and Nanna are assaulted
by Blume's army. Depending on how much experience Fin gained, you should do
one of the following:
1. If Fin is promoted, he should have no problem taking care of the Armors all
by himself with a little bit of healing.
2. If Fin is not promoted but has the Hero Lance and was trained for a bit, he
should not have too much difficulty either.
3. If Fin is very underleveled and/or does not have the Hero Lance, then have
him save the village with the Speed Ring and have him sit on the castle. Fee
should be sent down there as well to help kill that Thunder Mage. The Mountain
Thieves are at higher levels than the Armors, so Leaf and Nanna should focus
on killing them to get experience.
Melgen Castle
After conquering Yied, Liza and her army appear around Melgen. They
won't charge until you enter the range of the Ballista or one the Thunder
Mages or Armors. Julia and Arthur|Holsety will make quick work of a large
portion of the army. Ishtor can be deadly with Storm(he usually won't activate
Continue while equipped with that, but it will happen once in a while), so
send a high evade unit like Arthur|Holsety or Shannan to take care of him.
Darna Castle, recruiting Tinny, dealing with Mage Trio, protecting Lenster.
After conquering Melgen, Bramsel at Darna will command his mercenary army, led
by Jabarro, to charge while Blume sends the three Mage Sisters, an army led by
Tinny, and another generic General army. The generic General army will go
after Lenster first though. The Mage Sisters and Tinny go depending on where
the "Lenster Trio" is, though. Shannan is going to be your main man against
them and Arthur will have to sit back unless he has Holsety. Shannan may have
to stand on a forest and kill the mages one-by-one while Arthur wait for his
oppurtunity to talk to Tinny.
You should send most of your other units against Jabarro's army. Depending on
the pairings, you may have to send a high or lower number of units. Lakche,
Skasaha, and Rana will help a lot. Delmud can as well. Johan and Oifaye won't
do too much for the rest of the chapter. Have Aless take care a substantial
portion of Jabarro's army by having him on the church for one turn. Bramsel
has the Horseslayer (he will drop it if it wasn't passed down), so if you are
attacking with a mounted unit, make sure to check that the unit you are
sending in to attack has Awareness or can take the blow and seize Darna. Have
Aless enter Darna to recruit Leen.
Capturing Alster
Now only Blume and his generals are left. Blume will one-round almost all of
your units with ThorHammer, so you need to use Aless or Arthur|Holsety to take
care of him. Warp Aless down to Melgen with Rana if he was sent to kill
Bramsel at Darna to save a few turns.
==============================================================================
Chapter 8[VALKTH8]
----------------------------
Objectives
Save northernmost village for a Power Ring.
Kill off Muhammad's army and Ovo's army
Kill Vampa, Fetra, and Eliu
Recruit Faval by having Patty talk to him
Kill Ishtar(Around 7 turns)
Kill off the 3 Armors, general, and 3 Thunder Mages blocking the bridge to
Conote
Kill Generals around Conote and kill Blume.
Conquer Conote
Save southeastern most village for a Thief Ring
Talk to Sety with Celice to recruit him.
Save villagers with low-level units
Deal with the two squadrons of Dragon Knights.
Deal with the third squadron of Dragon Knights.
Kill off Ballistae
Kill off General guarding Mease.
----------------------------
Conversations
Arthur --> Fee
Julia --> Celice(no longer available after Ishtar is gone)
Fin --> Leaf | Leaf will get a +3 to Strength
Faval ---> Celice
After taking Conote:
Tinny ---> Celice; Tinny gets +3 HP
Celice ---> Sety; Sety is recruited
Nanna ---> Aless after taking; Nanna receives +2 Str and +2 Def
Fee --> Sety after taking Conote
----------------------------
Misc notes
You need a unit with 16 str or more to 2hko one of Muhammed's Armors with an
Iron Cutters.
Celice should be nearing level 20 if he got the Elite Ring from Sigurd
Coruta will drop the Aira's Hero Sword if it wasn't passed down.
Delmud should have the Iron Cutter if for any reason isn't going to kill the
Armors with a Hero Sword.
For an easier time against Ovo's army, it is ideal for Fin to be promoted.
He must be equipped with a Javelin.
----------------------------
Villages
The village to the far north gives a Power Ring.
The village near the Thieffighter gives a Thief Ring.
----------------------------
Well, well. Blume is quite adamant about getting his domain back and is
launching a two pronged attack on Celice's army. There is an army of Armors,
Bow Armors, and Thunder Mages led by General Muhammad, who is a general, and
an army of Lance Knights and Troubadours led by Ovo, who is a Mage Knight.
You will have to deal with them at the same time.
Muhammad, Ovo simultaneous assualt
Muhammad's army:
Have your mounted units move in their maximum range. Make sure to send them
out in such a way that they do not clog up the path by sending some North from
the castle and sending some East from the castle. Choose four foot soldiers
for your dancer to dance for. One of them must be Shannan. If you have Arthur
with Holsety, you may want to select him as well, since he's at a lower level
and can use the Exp. Place your unit with the highest evade in the patch of
forest and place Delmud and Celice in any space up to three spaces away from
the unit you placed in the forest. Shannan should kill the Lance Armors with
ease and the Bow Armor will have attacked one of your units. Kill that one on
your turn. Heal if necessary. Kill off a few more armors and Mages but do not
be reckless. If, after checking all the info and doing the necessary
calculations, there are enough enemy units to kill a unit and your positions
are not good, then just wait one more turn and on that turn, finish the army.
You'll have to Warp Aless, Celice, and Shannan once you're done here to deal
with Ovo, and Vampa, Fetra, and Eliu.
Ovo's army: Fin can go into the range of the Lance Knights. He may have to
retreat andblock the way to Lenster castle. Nanna should stand right next to
the castle and away from the cliffs. Leaf should have a Hero Sword to easily
kill the Troubadours in Ovo's army. He needs the experience from these easy
enemies. Ovo's army will come to you, and on the first turn, four Lance
Knights will attack Fin, and Fin will kill all of them. You should Warp Aless
there on the next turn to deal with Ovo, as Fin will probably not activate
Pursuit unless he has a Speed Ring.
If you did Lex|Tiltyu, you can Warp either Tinny or Arthur(but not both of
them, as it will make the area too crowded.) with Elthunder to Lenster to try
to kill the Lance Knights with the Ambush+Wrath combo.
Mage Trio again, recruiting Faval, defeating Ishtar
If you did Levin|Tiltyu, Arthur can be Warped here to deal with Ovo's army.
Don't relax just yet, as you have to deal with Vampa, Fetra, and Eliu again.
Well, these bad girls came quickly to Lenster because they had Leg Rings.
Well, you have an incentive to finish off Ovo and Muhammad's army quickly,
since these girls are still quite dangerous.
Celice, Aless, Shannan, and Arthur with Holsety will make quick work of them.
Faval is easy to recruit. Recruit him by talking to him with Patty. Ishtar's
right behind him, so you have to kill her right away.
Beating the "Goddess of Thunder", Isthar:
You can defeat her in one blow with Faval. However, his hit rate will be
around 50%. His hit rate will vary with his father. When I did Lex|Brigid,
Faval's skill with 15 while when I did Holyn|Brigid, his skill was 21. His hit
was 40% as Lex's kid and 52% as Holyn's kid(No skill ring inherited). You will
need to place your units with Charisma and Leadership near him to boost up his
hit. If you resetted, Celice should have 3-star leadership, and that combined
with Nanna and Delmud's Charisma will boost Faval's hit and evade by 40%, so
he now has a much better chance of defeating Ishtar. After she's beaten,
Julius will come and they will Warp away.
Now you have one turn to take a breather and just move your units to Conote.
Have someone save the village to the north to get a Power Ring.
Capturing Conote
Ideally, you want to have the Armors killed by some of your foot soldiers,
like Faval and Leaf, but those Thunder Mages are trying to thwart you.
Well, it's time to abuse the road bonus in the game. Have your foot soldiers
attack the Armors and General. Aless and Celice should then kill two of the
Thunder Mages. Having your Dancer nearby will make this strategy work more
consistently. You may want Celice to weaken them with a Javelin first while
your foot soldiers catch up as well. Heal if necessary.
Send everyone in, take out the Generals, be careful because Blume has Storm,
heal immediately when hits a unit. Kill Blume with anyone you wish, although
Celice or Aless will probably be the one to finish him off.
Take the castle.
Protecting Manster, recruting Sety
With the empire gone, Trabant decides it is now the appropriate time to go
take the peninsula. He sends an army commanded by Altenna and another unit to
attack Manster and he sends a second force to go after Lenster. The two
Mountain Thieves will now go destroy the villages on the east of the
peninsula. The villages in the southwest contains a Thief Ring. I suggest
sending Aless to get the ring. Fee needs a ranged weapon, preferably a Magic
Sword, to kill the Thieffighter without dying since that Thieffighter has a
Wingclipper. There is a spot in the very small lake where Fee retreat to after
attacking the Thieffighter. That spot is just out of Thieffighter's range. Put
her there first, then have her attack him. After he's dead kill the Mountain
Thief and have someone save the village and get the Thief Ring.
One squadron Dragon Riders will charge towards Manster. Sety can take care of
most or all of them, although you may want to place someone like Lakche in the
mountains to get some experience. Some units in the second squadron of Dragon
Riders, which is heading towards Lenster, can be baited into attacking one of
your units near Manster Castle. Don't take too many, though, since you already
have a full squadron trying to take you down. Don't worry about facing
Altenna; she just sits there on the mountain since she doesn't want to follow
through with Trabant's order of killing everyone who opposes Thracia.
Taking Mease
Charge into the range of the Dragon Riders near Mease with someone with a
Javelin. Try to have guys like Delmud and Lester take some kills.
The Arches are really pushovers, but you probably need your unit to bask in
Celiceship or go through the mountains to make sure they all miss.
The General is not too difficult, Celice can easily take care of him. Be wary
of attacking him at range, since he has the Killer Bow. He will drop the
Killer Bow if you did not pass it down.
Conquer Mease.
==============================================================================
Chapter 9 - Thracia [VALKTH9]
---
Objectives
Talk to Altenna with Leaf.(Fin must be alive)
Save village with Barrier Ring with Fee
Render General Hannibal harmless.
Defeat Trabant
Conquer Luthecia
----------------
Conversations
Faval ---> Patty; Patty gets +1 luck
Leen ---> Corple; Corple gets +1 luck
Patty ---> Corple; Corple gets +3 HP
Celice ---> Hannibal
After Grutia:
Hannibal or Fin ---> Altenna; Altenna gets +3 HP
Julia ---> Celice; Celice gets +3 Res
----------------
Villages
The middle left village gives out a Barrier Ring
----------------
Suggested Equipment
On Turn 3, move a magic user into the range of the first few Dragon Knights
Altenna's squadron will charge your army. Put someone like Shannan as your
castle guard and wait for them to come to you. The Dragon Riders are not too
deadly on their own. While they charge, send Celice and a couple of mounted
units to General Hannibal's army to kill a couple armors, then retreat back
to Mease. Fee should be sent to rescue the village. The village contains a
Barrier Ring. If Leaf is unpromoted, have Leen/Laylea nearby so they can dance
him towards Altenna.
After Altenna leaves, Trabant will come out with a squadron of Dragon Knights.
He has a Power Ring that he will drop if you did not pass it down. He has also
has Awareness, so Bows aren't going to critical him. Hannibal's army will
start charging as well. If you can't wipe out enough of Hannibal's army to
trigger his "retreat", then just go back into the castle. The game doesn't
take leadership into account when deciding to attack, so Hannibal won't attack
Shannan/Holsety user(90ish vs. 130ish evade). A trick you can do is to attack
at the castle entrance, and then go back in the castle. Do this for as many
units as possible, and then have your dancer dance inside the castle. Voila,
a good 10 units could now be refreshed and wipe out Trabant and Hannibal's
army. You can use the Sleep Staff on Hannibal instead though.
Kill the guard of Kapathogia castle with Celice and have someone who you don't
plan on using much, like Fin or Oifaye, stand at the entrance to stop Hannibal
from getting reinforcements. Celice should've conquered Luthecia and gotten
Corple/Sharlow while you were dealing with Hannibal and Trabant. Move everyone
you intend to use against Musar's army close to Luthecia and then have
Corple/Sharlow talk to Hannibal. Hannibal will join and immediately on the
enemy phase after talking to Hannibal/conquering Kapathogia castle, a group of
promoted enemies from Grandbell led by Musar will charge to Luthecia castle.
Position your troops in such a way that you remove as many enemies as possible
while reducing damage. Be especially careful with Musar, as he has Pursuit and
can easily wipe out your units. Send units that need money(Corple) to save the
villages.
Grutia
You don't have to kill the Arches, just go kill the Dark Bishop with Celice.
Thracia
Arion will now employ the "Three-Headed Dragon Assault", which comprises three
squadrons of Dragon Riders lead by a Dragon Knight going after the three
castles you've taken. Altenna can guard the home castle, Lana with a Wind tome
can guard Kapathogia, and Fee can engage the third group on the mountains.
While that occurs, you can go engage Arion's army. Arion himself is a physical
tank, so he needs to be brought down by magic. Have your magic attacker have
some leadership/Charisma boosts, since Arion has 5-star leadership.
==============================================================================
CHAPTER 10 - Miletos [VALKTH10]
------------------------------------------------------------------------------
Objectives [CH10OBJ]
Wipe out the army with Dark Mages, Forrests, Snipers, and a Dark Bishop.(2
turns)
Defeat Hilda and then (ideally) conquer Chronos.
Save kids with the unit(s) of your choice.
Finish off Ridale and his army(BE WARY OF HIS SKILLS. It's your responsibility
to check all of the information that the game gives you.)
Conquer Rados with a small force.
Save village that is to the north of Rados. It has a Magic Ring.
Move units through gap in mountains and deal with the Dark Sect. They have
Sleep Staves, so don't send too many in.
Kill off Julius or Ishtar. Ishtar is far easier than Julius, but Julius can be
beaten.
Conquer Miletos.
Deal with the RottenRitter and Dark Mages going after the Bishop.
Talk to the Bishop with Celice.
Save another batch of kids.(Optional)
Kill Alvis. Don't be stupid when fighting him, the damage calculations are
mentioned in this guide for a reason.
After killing Alvis WITH CELICE, Go to the most southeast end of the peninsula
to get a Life Ring for Celice.(Optional)
------------------------------------------------------------------------------
Conversations [CH10CON]
Shannan --> Celice; Shannan gets +3 HP
Nanna --> Leaf(Will not appear if either is in love); Nanna gets +3 HP
Leaf --> Altenna; Altenna gets +1 Luck
Lester --> Patty (Will not appear if either is in love); +3 to Patty's MHP
Faval --> Lana; (Will not appear if either is in love) +3 to Patty's MHP
After taking Rados:
Celice ---> Levin's daughter, if the daughter is Fee, Leen, or Tinny; Fee gets
+5 Strength, Leen +5 Defense, and Tinny +5 Magic.
Corple --> Altenna; Altenna gets +5 Resistance
Celice --> Deirdre's ghost and Sigurd's ghost; Alvis must be killed by Celice
(Hidden conversation). Celice gets a Life Ring
------------------------------------------------------------------------------
Villages
The village north of Rados gives a Magic Ring.
------------------------------------------------------------------------------
Send units to the Arena
Purchase the Rescue Wand for Leaf.
Fee should have the Slim Sword.
Altenna should also have the Slim Sword.
In-depth coverage [CH10DEP]
Take out the first four Dark Mages that are closest to Peruluke castle, the
Dark Mage in the road with Fenrir, the Forrest on your right, and another
enemy unit of your choice.
Two of Dark Mages have Hel(no, it's not a misspelling), which, when it
hits, will automatically decrease the unit's HP down to one. It is mighty
inaccurate, but it's best not to leave those mages alive and take chances when
their buddies have Jormung, so eliminate them on your first turn. Have your
dancer dance for a promoted mounted unit in order to reach the one on the far
left.
Two of the Dark Mages have Sleep Staffs, so have Restore handy. Try to kill
the one on the right(because you can reach that mage).
After swiftly dealing with this army(2 turns), your next objective is Hilda.
She has Pursuit as a personal skill and Charisma by class. So, do not send
anyone with a lower attack speed than her because she has 50 attack power with
Volcanon.
Try to kill her before Ridale's troops arrive so that Ridale's troops do not
get the hit and evade boost from Charisma.
Ridale's troops should be coming to you now. Wipe out the Great Knights and
Duke Knights first with a kid who has Pursuit and offense.
Holsety will make this army a walk in the park, but Ridale himself should be
treated with care since Ridale has Pursuit and Critical, is equipped with a
Power Ring, has 22 Speed, and is equipped with a Hero Sword, and has 4-star
leadership.
Try to attack him at range or attack him with a unit with Awareness(Lakche,
Delmud as Alec's kid) if possible. If not, then send in a unit with more
attack speed than him because if he does activate Pursuit, your unit _will_
most likely wind up dead.
Now, it's time to take Rados. The three Dark Mages here have Hel as well, so
you may want take a Libro-user along just in case Aless does get hit.
Freeing Miletos, at last
After taking Rados, there is a huge army. Don't worry, they won't charge until
a unit is put in their range. Sleep Staffs are abundant here, so send only one
unit that's vulnerable to Sleep unless you don't mind having you dancer always
dance for whoever has the Restore Staff. Aless will be doing a lot of
attacking here.
After plodding through this annoying swarm, you now have to kill Ishtar or
Julius. I haven't defeated Julius yet, as the Loptousou tome halves the attack
power of all units attacking it unless the weapon used is Narga. The only
advice I can give for him to depend on critical hits to deal damage to him.
Ishtar will charge first if given the chance.
There is one patch of forest where both Julius and Ishtar can attack a unit.
Place your Holsety user(you may have to wait for Corple to catch up) and place
Celice and your units with Charisma nearby. Ishtar should be taken care of
easily since she doesn't have leadership in this encounter.
Alternatively, place Shannan in that patch of forest. Then, on your turn, have
someone with the Hero Sword and a lover(I had Leaf/Nanna) attack Ishtar. Leaf
hit should be around 90% after factoring Charisma, Leadership, and the love
boost.
After defeating Julius or Ishtar, conquer Miletos.
Conquering Chalphy. Celice finally sees his father's homeland.
The first enemies that will charge you are Bow Armors, so have a capable
ranged attacker be placed in their range. The armors here have Hero Weapons,
so use durable units with high evade and try to get the boosts from Charisma
and Leadership. There are Duke Knights, Great Knights, and Arch Knights and
Fire Mages with Elfire backing them up. There's three priests, a Baron, and a
Bishop with a Sleep Staff and a Reserve Staff. Save the priests for
lower-level units. While your army is dealing with these guys, Fee and Altenna
should try to deal with the Dark Mages. Neither of them should be put in a
position where the whole pack can attack them, since they'll most likely wind
up dead(guaranteed in Altenna's case). Jormung is accurate(90% hit) and is a
20 might weapon, so it will hurt when it hits. Position them so that one or
two Dark Mages will attack them. If they get hurt, have them get in the range
of the Bishop so he can heal them(and be closer to Celice).
After dealing with the army, Celice will have to go chase after the leftover
Dark Mages, if there are any left. He can sometimes dodge all of Meteos thrown
his way, but do have a (ranged) healer nearby just in case. Talk to the Bishop
to get the Tyrfing.
While Celice is doing that, take care of those Mages with Meteo. Aless and
Leaf should be sent in, and a couple other units as well. It is possible to
wipe them all in one turn with the help of your Dancer.
Celice should now be coming back with the Tyrfing. Aless may have dealt a
little damage to Alvis already. Alvis is an Emperor, and has many maxed out
stats. FalaFlame gives him 70 attack power, +10 to his 30 Defense, and +10
to his 30 magic defense. He also has Awareness/Nihil, which mean no
Criticals or Sword skills will work on him. Celice and Aless should be your
two main attackers, your dancer should be nearby to refresh them, you must
have a couple healers as well, since Alvis WILL HIT Celice or Aless, and all
of your units with Charisma should be nearby as well, so Celice and Aless will
actually hit Alvis and have a better chance of dodging.
If you killed Alvis with Celice, you can have Celice stand on the southeastern
beach of the peninsula where the kids are and have a little chat with the
ghosts of his mother and father. He will get a Life Ring.
Conquer Chalphy.
==============================================================================
Epilogue - Grandbell [VALKTHE]
------------------------------------------------------------------------------
Objectives [EPIOBJ]
Deal with Robert and his army.
Deal with Boyce and his army.
Conquer Edda
Deal with Dark Mages while doing the above.
Deal with Dozel's assault.
Conquer Dozel. (around 8 turns)
Trigger Scorpio's group to appear.
Begin killing off Freege's Barons. Select units to cover your army's behind.
Deal with Bow Knights and Scorpio and finish off Freege.
Have fliers kill Dark Mages on road leading to Barhara
Conquer Freege. (Turn 15)
Finish off Ishtar's army. While doing that, talk to Arion with Altenna to make
him an NPC.
Deal with Dark Mages around Velthomer.
Kill Manfloy and Conquer Velthomer.
Talk to Julia.
Have Julia get Narga.
Deal with Dark Warlords.
Kill Julius with Julia.
Conquer Barhara. (32-35 turns)
Best Time: 27 turns
------------------------------------------------------------------------------
Conversations [EPICON]
Before conquering Edda
Arthur --> Tinny if neither of them have a lover(Hmm, I wonder why...); Tinny
gets +1 luck
Patty ---> lover(Shannan); +3 to Shannan's HP and +3 to Shannan's speed
Tinny ---> lover (Celice, Sety, and another); Sety gets +3 Magic
After taking Dozel:
Nanna ---> lover (Leaf or other two lovers);
Lakche ---> lover (Johan or Johalva, Shannan); Lover gets +3 Strength
Rana ---> lover(Celice, Faval, and one other); lover gets +3 Resistance
After taking Freege:
Fee ---> lover(Arthur)
------------------------------------------------------------------------------
Equipment - Aless should purchase a Skill Ring to increase the chance of him
criticaling many enemies and hitting the Falcon Knights you face. A Speed Ring
is optional for him.
Celice- Tyrfing, Speed Ring, Barrier Ring. The Skill Ring, Shield Ring and
Power Ring are good on him, but are optional.
Leaf - Rescue Wand + other weapons.
The second Skill Ring can go to Aless or Lakche.
Lakche will want a Hero Sword just in case she has to fight the Falcon Knight
sisters.
------------------------------------------------------------------------------
Villages
Villages only give money.
------------------------------------------------------------------------------
In-depth coverage [EPIDEP]
For the 8 Dark Mages on the map, the four Dark Mages to the east should be
dealt with first. Take out the one on the far east with Altenna. She will
usually get hit, so bring out a healer if necessary. Kill the far left mage
with a unit who can attack at range or fly over to it. The middle left Dark
Mage can be dealt with in the same way. It has more evade since it only has
the Silence Staff and no weapons, though, so it can possibly dodge depending
on who you choose to kill it with. One should be Dark Mage is left behind now.
Fee can kill it with a magic sword or Javelin, but don't count on it happening
often. Oh well, just use the Restore Staff on the unit that gets Silenced.
Move out whatever units you want to deal with Robert's army. There is one spot
where the Forrest Knight that is closest to the home castle can attack a unit.
Try to choose someone who needs experience. If you don't care, just choose
whoever you want to occupy that space.
Pick off the units in Robert's army. As for Robert himself, it is safer to
kill him at range since the Javelin weighs him down, but Celice can take care
of him rather easily.
Boyce's army.
The next army you have to deal with has 3 Snipers, four Forrests, and Boyce.
Boyce is no pushover and you will be royally screwed over if you think he his.
He's a Swordmaster with Critical and Sunlight Hit as his personal skills. He
can attack at range and even though his magic power is not that high, a
Critical will deal substantial damage and if he activates Sunlight Hit, well,
more trouble for you. Celice can kill him easily if he has the Speed Ring. His
cronies should be dealt with mounted units if the mounted units can safely get
out of the range of the Sleep Staffs.
After dealing with Boyce, go conquer Edda. Do not bother trying to kill all of
the Bishops and High Priests if Aless and Celice are the only one who are
going to do the fighting(Which will usually be the case since the high Priests
and 21 Magic and Sleep Staffs). Instead, try to break a hole in the formation,
have Celice kill Yupheel and conquer Edda.
The formation looks like this:
x x
x x
x
x
x x <--Kill units in this row or one of the other two rows below it.
x x
x x
x
x
x x
x x
Two armies will now charge from Dozel. One is an army of Great Knights led by
Brian, who is a Master Knight and wields the Swanchika. His Defense is a 47
and his Magic Defense is 27 due to the boosts of the Swanchika. He has Pursuit
and Charge, and 3-star leadership as will. His 26 speed is not a worry with
the heavy Swanchika(it has 20 weight), but he still can activate Charge, This
army will charge your home castle. A smaller army with Axe Knights led by
Fisher charges towards Edda. A single sword-using unit can take out the army
headed for Edda, but Brian's army will take a little more time since the
Great Knights have a ton of defense and Brian has the Swanchika. Use swords to
increase the evade of your characters. Brian can be easily felled with
Holsety, but it will probably take two hits.
After conquering Dozel, an army of Barons appears around Freege Castle. Hilda
mentions that she contacts Scorpio to ambush you, so pick 3 to 4 ranged
attackers to stay back near the mountains and deal with the Bow Knights.
Regardless, don't move too far into the area, as you have to get you units to
Freege.
The Bow Knights have Hero Bows and Scorpio, who is also a Master Knight, has
the Killer Bow. In addition, Scorpio has Pursuit and Charge, which makes him a
deadly adversary when he does target one of your units, so make sure to deny
him the opportunity to attack at all costs. Luckily, the Bow Knights have to
go through a wooded area, so it will slow them down a bit. Take out small
portions of the army by placing your units within the range of the multiple
Bow Knights(How many depends on the stats of the unit you choose to engage in
combat with Scorpio's army.
The Barons have Tron and Silver Lances; they usually choose to attack with
Tron if your units do not have much Resistance. However, since Celice and
Aless have higher Resistance, they will whip out the Silver Lances, although
they still attack Aless with Tron when possible(unless Aless's Resistance is
29 or higher) even though very little damage will be dealt. Hilda should not
be too much of a problem, although she will do plenty of damage if she hits.
Deal with the Dark Mages with Sleep Staffs with Fee before you conquer Freege.
Conquer Freege when you're ready.
The End is Near....
Many things happen after conquering Freege. Ishtar will now come out with the
Weissen Ritter, which is a _very_ deadly army, Julia will come out of
Velthomer castle, and one turn later, Arion will come and try to take your
home castle.
Arion's army can be dealt with by having Altenna talk to him. Warp or Return
Altenna to the home castle and have her one space due right of the castle
entrance.
Julia is too far away to be of concern for now.
Ishtar's little army is your main concern here. The three Pegasus sisters and
Ishtar are the deadliest enemy units here. You need units with very high hit
To deal with the Falcon Knights since their evade is 80 at melee range and 66
at long range. Their Earth Swords heal them whenever they hit, high evade or
defense is also a must. The Falcon Knights have Pursuit, Continue, Critical,
Awareness, and are equipped with Leg Rings. That's right, they have Awareness.
That means that Bow criticals and sword skills are out of the question against
this trio. They have 38 or 45%% of activating Continue and you must make sure
that they do not activate Pursuit. Holsety will make the battle easier, but
it’s better if your unit has. Pursuit (Sety gets it from Fury while both
Arthur and Corple need the Pursuit Ring to get the skill) if you want him to
kill the Falcon Knights with it.
Lakche, with 29 speed or more and equipped with a Hero Sword, will help since
she has Awareness and will not be criticaled. You'll need all the hit you can
get, so Charisma, Skill Rings on units taking part in the battle, and lover
bonuses are also a must, and even then, you still need some luck, especially
against Maybell, who also has 3-star Leadership. Ishtar, well, is at her
deadliest here. She will have guaranteed hit against even your Holsety user if
you do not place units with Charisma and Leadership near him. Just use
whatever units you can. You can use Aless and pray for a Critical, Holsety can
kill her, maybe a Shannan Meteor Sword. I will repeat that Charisma and
Leadership will make the battle much less impossible, so place them near the
fray, but be careful with Nanna.
After dealing with Ishtar's army, you have to rerecruit Julia. You can silence
her if you wish to avoid casualties. If she's promoted, then you'll have to
give a Magic Ring to someone who can get sufficient magic to Silence her after
purchasing the Magic ring. In other words, the unit's Magic stat has to be
higher than Julia's Resistance, which is most likely 27. Celice and Aless
should go around the NORTH of the forest north of Barhara rather than try to
go through Julius and his Dark Warlords. Kill of the Dark Mages around
Velthomer. They all have Hel, so make sure that Aless stays out of Fenrir
range since he will sometimes be hit. It won't happen often, but when it does,
he's dead without the Prayer Ring. Celice's Tyrfing grants him Prayer, so he
can last one turn, but Prayer lasts only for one turn, so get him out of there
and put him on the church if you have to. Afterwards, go kill Manfloy. Again,
if Celice and Aless are at Level 30, you can kill Manfloy before finishing off
all of his troops since you're not gaining any EXP. Manfloy has Pursuit,
Continue, and Charisma, but the only thing to you really have to worry about
is Continue since Jormung has 12 weight and thus weighs him down. After taking
Velthomer, have Celice talk to Julia to release her from Manfloy's spell. Send
Julia into Velthomer Castle to get her Narga and send her to the arena if
necessary. After that, have her now go to Barhara and finish off the remains
of the Dark Warlords, if there are any left.
All of the Dark Warlords have Pursuit and some deadly accessory skills, so do
not get reckless when facing them. You may have killed some or all of them
already with your Holsety user and some of your other strong units. A thing to
note is that if you get out of their range, they will retreat to Barhara, so
let them do that when necessary. The Mages are really deadly, since a magic
Critical will probably mean instant death and even without Critical, they can
gang up on a unit kill him or her anyway. I just let my Holsety user and Julia
do most of the work against them, but if the stats are in your favor, you can
use other units.
Julius...
Either Julius is slow-but-not too hard boss or is a very easy final boss.
If you have Narga, place Celice within three squares from Julia to give her
his leadership boost and then have Julia attack Julius. He will fall fairly
easily. Keep everyone who does not have Awareness out of his Meteo Range since
he has Wrath. Since he also has Charge as well, it's best to keep everyone but
Julia and Celice out of his range.
(The following info for beating Julius was found out by Mekkah)
If Julia died, not all hope is lost. When Celice is placed in front of the
castle opening, Julius will always attack Celice using the "Charge" option,
which allows Celice to counterattack him. Celice will need a Power Ring to do
substantial damage(5 damage). Since the AI will always attack Celice, you can
have a Dancer dance for Celice to speed up the process.
Also, when you start a new game, a "Hard AI" option appears on the config
menu. The difference isn't too noticable though.
------------------------------------------------------------------------------
Ranked Runs [RunRAN]
The four ranks in this game are Tactics, Experience, Survival, and Combat.
Tactics is determined by the number of turns your take to complete the game;
You need 399 or fewer turns to get an A rank.
Experience is determine by the total amount of level-ups(NOT cumulative
levels) all of your units had.
Survival is determined by how many units are alive at the end of the game.
Combat is determined by how many battle losses your units have; If you have 3
or fewer total losses, you get an A. A Loss is added to a unit's record when a
unit dies. It is NOT erased even if you reset the game to get back your unit.
Approximate turns to take per chapter
Prologue - ~15
Chapter 1 - ~35
Chapter 2 - ~40
Chapter 3 - ~38
Chapter 4 - ~40
Chapter 5 - ~26
Chapter 6 - ~33
Chapter 7 - ~42
Chapter 8 - ~28
Chapter 9 - ~28
Chapter 10 - ~26
Epilogue - ~30
------------------------------------------------------------------------------
Misconceptions and Bad Info [MISLED]
------------------------------------------------------------------------------
After reading other guides or going to forums, I found misconceptions and bad
information.
Continue+Hero Weapon. The Hero Weapon negates Continue because the Hero Weapon
doubling is EXACTLY the same as Continue's double attack; that is, it is an
uninterrupted double-attack.
Dragoon T says that some weapons give out what are essentially hidden stat
gains. This is false.
All Silver Weapons do NOT add +5 to skill. This can be verified using the hit%
calculations.
The Killer bow, Hero Weapons, and Thunder magic do not raise skill and Wind
Magic does not raise speed.
Berserk Sword: This is simply a confusion of translation. Critical was trans-
lated as Berserk early on and the Berserk status effect, which is making a
enemy attack anyone in range, even their own troops, also was translated as
Berserk.
Prayer Sword - No super effective properties.
==============================================================================
Weapon/Item List [LISTIT]
SWORDS
Iron Sword
Max # of uses: 50
Weapon rank: C
Accuracy: 80
Might: 6
Range: 1~1
Weight: 3
Cost: 20G/use
Silm Sword
Max # of uses: 50
Weapon rank: C
Accuracy: 90
Might: 8
Range: 1~1
Weight: 1
Cost: 60G/use
One is availble in the Chapter 1 shop. The other two are in Ethlin's and
Sylvia's starting equipment.
Steel Sword
Max # of uses: 50
Weapon rank: B
Accuracy: 80
Might: 10
Range: 1~1
Weight: 3
Cost: 60G/use
Silver Sword
Max # of uses: 50
Weapon rank: A
Accuracy: 80
Might: 14
Range: 1~1
Weight: 3
Cost: 100G/use
One is given to Sigurd by Alvis, the other is available in shop starting in
chapter 3.
Iron Blade
Max # of uses: 50
Weapon rank: A
Accuracy: 60
Might: 12
Range: 1~1
Weight: 6
Cost: 40G/use
In Aira's and Holyn's starting equipment.
Steel Blade
Max # of uses: 50
Weapon rank: A
Accuracy: 60
Might: 16
Range: 1~1
Weight: 6
Cost: 120G/use
Available in the Chapter 2 shop.
Silver Blade
Max. 3 of uses: 50
Weapon rank: A
Accuracy: 60
Might: 20
Range: 1~1
Weight: 6
Cost: 200G/use
Dropped by Shagall, in Hannibal's starting equipment.
Hero Sword
Max # of uses: 50
Weapon rank: B
Accuracy: 100
Might: 12
Range: 1~1
Weight: 3
Cost: 160G/use
Special effect: Guaranteed consecutive double attack.
Obtain the first one by having Holyn or Lex talk to Aira in Chapter 3 and the
second by having Patty talk to Celice in Chapter 7. Aira's Hero Sword is
dropped by Coruta in Chapter 8.
Defence Sword
Max # of uses: 50
# of maximum uses: 50
Weapon rank: C
Accuracy: 90
Might: 12
Range: 1~1
Weight: 5
Cost: 240G/use
Special effect: +7 DEF when equipped with this sword.
Obtained by having Sylvia visit the secondmostnorthern village in Chapter 4.
Barrier Sword
Max # of uses: 50
Weapon rank: C
Accuracy: 70
Might: 10
Range: 1~1
Weight: 3
Cost: 240G/use
+7 to Resistance
Prayer Sword
Max # of uses: 50
Weapon rank: C
Accuracy: 70
Might: 12
Range: 1~1
Weight: 3
Cost: 160G/use
Special effect: Grants Prayer, female only.
It is in Lachesis's starting equipment and dropped by the female Dragon Knight
that stays near Mease castle.
Berserk Sword
Max # of uses: 50
Weapon rank: C
Accuracy: 70
Might: 8
Range: 1~1
Weight: 12
Cost: 200G/use
It is in Fee's starting equipment.
Sleep Sword
Max # of uses
Weapon rank: C
Accuracy: 70
Might: 8
Range: 1~1
Weight: 12
Cost: 300G/use
Special effect: Has a random chance of afflicting the enemy with the Sleep
status when it hits the enemy.
First Generation: Unavailable
Second Generation: It is in Patty's starting equipment.
Thief Sword
Weapon rank: C
Accuracy: 50
Might: 3
Range: 1~1
Weight: 2
Cost: 20G/use
Special effect: Grants Steal skill
Obtained by having Dew talk to Lachesis in Chapter. It is dropped by Dannan if
it was not obtained/passed down.
Wind Sword
# of uses: 50
Accuracy: 70
Might: 12
Range: 1~2
Weight: 5
Cost: 200G/use
Special effect: Casts Elwind when attacking at range.
Obtained by having Dew stand in front of Blagi Tower. Available in Chapter 10
shop if it was not passed down
Thunder Sword
Weapon rank: C
Accuracy: 70
Might: 12 (Elthunder has a might of 14)
Range: 1~2
Weight: 5 (Elthunder has a wieght of 7)
Cost: 200G/use
Special effect: Casts Elthunder at range. Elthunder's weight and might apply
when attacking at range.
Dropped by Jacoban
Fire Sword
Weapon rank: C
Accuracy: 70
Might: 12
Range: 1~2
Weight: 5
Cost: 200G/use
Special effect: Casts Elfire at range.
Available in Chapter 7 shop.
Light Sword
#of uses: 50
Weapon rank: C
Accuracy: 70
Might: 12
Range: 1~2
Cost: 240G/use
Special effect: casts Lightning at range
Obtained by having Dierdre talk to Ethlin in Chapter 2
Earth Sword
Number of total uses: 10
Weapon rank: C
Accuracy: 70
Might: 12
Weight: 5
Cost: 1000G/use
Special effect: Casts REzire when attacking at range.
Obtained by having Lachesis talk to Elthshan in chapter 3.
Mistoltin
Weapon rank: *
Accuracy: 90
Might: 30
Range: 1~1
Weight: 5
Cost: 1000G/use
Special effect: grants Critical, +20 skill, and +10 Resistance
Elthshan's and Aless's personal weapon.
Tyrfing
Weapon rank: *
Accuracy: 90
Might: 30
Range: 1~1
Weight: 7
Cost: 1000G/use
Special effect: Grants Prayer, +10 skill, +10 speed, and +20 Resistance
Given in broken form to Sigurd by Byron. Given to Celice by Bishop Palmark.
Balmung
Weapon rank: *
Accuracy: 90
Might: 30
Range: 1~1
Weight: 3
Cost: 1000G/ use
Special effect: Grants +10 skill and +20 speed
Given to Shannan via a conversation with Shannan and Patty.
Major Odo blood is needed to wield it.
Iron Cutter
# of maximum uses: 50
Weapon rank: B
Accruracy: 70
Might: 6
Range: 1~1
Weight: 5
Cost: 100G/use
Special effect: Auto-criticals Armor units.
First Generation: obtained by saving southernmost village in Chapter 2.
In Oifaye's starting equipment.
Wingclipper
# of mamximum uses: 50
Weapon rank: B
Accuracy: 70
Might: 6
Range: 1~1
Weight: 5
Cost: 100G/use
Special effect: Auto-criticals flying units. Obtained by saving village in to
the northeast of Madino castle. Available in the Chapter 9 shop if it is not
passed down.
LANCES
Iron Lance
# of maximum uses: 50
Weapon rank: C
Accuracy: 80
Might: 12
Range: 1~1
Weight: 12
Cost: 20G/use
It comes in Sigurd and Fin's starting equipment and one is available in the
chapter 1 shop.
Slim Lance
# of maximum uses: 50
Weapon rank: C
Accuracy: 90
Might: 12
Range: 1~1
Weight: 6
Cost: 60G/use
One is available in the first generation. It comes in Fury's starting
equipment.
Steel Lance
# of maximum uses: 50
Weapon rank: B
Accuracy: 80
Might: 16
Range: 1~1
Weight: 12
Cost: 60G/use
Two are available in the first generation. One is in Cuan's starting equipment
and the other can be purchased in the shop beginning in Chapter 2.
Silver Lance
# of maximum uses: 50
Weapon rank: A
Accuracy: 80
Might: 20
Range: 1~1
Weight: 12
Cost: 100G/use
First generation: One is dropped by Elliot and the other is available in the
shop starting in Chapter 3.
Hero Lance
# of Maximum uses: 50
Weapon rank: B
Accuracy: 80
Might: 15
Range: 1~1
Weight: 12
Cost: 160G/use
Special effect: Guaranteed consecutive double attack.
Obtained via conversation with Cuan and Fin after taking Heirhein castle.
Dropped by Muhammad in the second generation if it wasn't obtained/passed
down.
Horseslayer
# of maximum uses: 50
Weapon rank: C
Accuracy: 60
Might: 10
Range: 1~1
Weight: 16
Cost: 100G/use
Special effect: Auto-criticals mounted units.
Dropped by Zyne in the furst generation and dropped by Bramsel in the second
generation if it wasn't passed down.
Javelin
# of maximum uses: 50
Weapon rank: C
Accuracy: 60
Might: 12
Range: 1~2
Weight: 18
Cost: 60G/use
First Generation: One is in Cuan's starting equipment and one is availble in
the chapter 1 shop.
GaeBolg
# of maximum uses: 50
Weapon rank: *
Accuracy: 70
Might: 30
Range: 1~1
Weight: 15
Cost: 1000G/use
Grants +10 Strength, +10 Skill, and +10 Defense.
Major Noba blood only
Gungnir
Weapon rank: *
Accuracy: 70
Might: 30
Range: 1~1
Weight: 15
Cost: 1000G/use
Grants: +10 Strength, +10 Speed, and +10 Defense
Major Dain blood only.
Axes
Iron Axe
Maximum # of uses: 50
Weapon rank: C
Accuracy: 70
Might: 14
Range: 1~1
Weight: 18
Cost: 20G/use
In Lex's starting equipment.
Steel Axe
Maximum # of uses: 50
Weapon rank: B
Accuracy: 70
Might: 18
Range: 1~1
Weight: 18
Cost: 60G/use
Silver Axe
Maximum # of uses: 50
Weapon rank: A
Accuracy: 70
Might: 22
Range: 1~1
Weight: 18
Cost: 100G/use
Hero Axe
Maximum # of uses: 50
Weapon rank: B
Accuracy: 70
Might: 16
Range: 1~1
Weight: 18
Cost: 160G/use
Obtained by Lex going to the end of the pennisula to the east of Verdane and
activating the hidden event. Schmidt drops the Hero Axe in the second
generation.
Hand Axe
Maximum # of uses: 50
Weapon rank: C
Accuracy: 50
Might: 10
Range: 1~2
Weight: 20
Cost: 60G/use
Swanchika
Weapon rank: *
Accuracy: 70
Might: 30
Range: 1~2
Weight: 20
Cost: 1000G/use
Grants +20 DEF and +10 MDEF
Bows
Iron Bow
Max. # of uses: 50
Weapon rank: C
Accuracy: 70
Might: 10
Range: 2~2
Weight: 8
Cost: 20G/use
In Midir's starting equipment.
Steel Bow
Max. # of uses: 50
Weapon rank: B
Accuracy: 70
Might: 14
Range: 2~2
Weight: 8
Cost: 60G/use
Can be purchased in the chapter 2 shop and is in Brigid's starting equipment.
Silver Bow
Max. # of uses: 50
Weapon rank: A
Accuracy: 70
Might: 18
Range: 2~2
Weight: 8
Cost: 100G/use
Killer Bow
Max. # of uses: 50
Weapon rank: C
Accuracy: 100
Might: 14
Range: 2~2
Weight: 3
Cost: 200G/use
Grants Critcial Skill
Is in Jamka's starting equipment.
Dropped by Maikov if it wasn't passed down.
Hero Bow
Max # of uses: 50
Weapon rank: B
Accuracy: 80
Might: 14
Range: 2~2
Weight: 8
Cost: 160G/use
Grants consecutive double attack. It can be obatined in the first generation
by having Midir or Jamka fall in love by or during chapter 4 and initating the
resulting conversation with Aideen. It is dropped by the General guarding the
bridge that leads to Conote castle in the second generation if it was not
obtained or not passed down in the first generation.
Ichival
Max # of uses: 50
Weapon rank: *
Accuracy: 70
Might: 30
Range: 2~2
Weight: 13
Cost: 1000G/use
Grants +10 Strength, +10 Speed, and the Live Skill.
Obtained via conversation with Brigid and Aideen. It will be lost otherwise.
Long Arch
Weapon Rank: C
Accuracy: 60
Might: 15
Range: 3~10
Weight: 30
Iron Arch:
Weapon Rank: C
Accuracy: 60
Might: 25
Range: 3~10
Weight: 30
Killer Arch
Weapon Rank: C
Accuracy: 100
Might: 20
Range: 3~10
Weight: 30
Note: All Arches are enemy only
WIND MAGIC
Wind
Max# of uses: 50
Weapon rank: C
Accuracy: 90
Might: 8
Range: 1~2
Weight: 2
Cost: 60G/use
Available in the Chapter 4 shop. The second one is in Arhtur's starting equip-
ment.
Elwind
Max # of uses: 50
Weapon rank: B
Accuracy: 80
Might: 14
Range: 1~2
Weight: 2
Cost: 100G/use
In Levin's starting equipment
Tornado
Max # of uses: 50
Weapon rank: A
Accuracy: 70
Might: 20
Range: 1~2
Weight: 2
Cost: 240G/use
Dropped by Musar
Holsety
Max # of uses: 50
Weapon rank: *
Accuracy: 90
Might: 30
Range: 1~2
Weight: 5
Cost: 1000G/use
Grants +10 Skill and +20 Speed.
Obtained by having Levin enter Silesia castle after conquering it,
Blizzard
Weapon rank: C
Accuracy: 60
Might: 15
Range: 3~10
Weight: 30
Enemy only. Used only in Chapter 4.
Thunder Magic
Thunder
Max# of uses: 50
Weapon rank: C
Accuracy: 90
Might: 8
Range: 1~2
Weight: 7
Cost: 60G/use
First Generation: In Tiltyu's starting equipment and available in the Chapter
2 shop.
Elthunder
Max # of uses: 50
Weapon rank: B
Accuracy: 80
Might: 14
Range: 1~2
Weight: 7
Cost: 100G/use
First Generation: Not available.
Second Generation: It is in Tinny's starting equipment.
Tron
Max # of uses: 50
Weapon rank: A
Accuracy: 70
Might: 20
Range: 1~2
Weight: 7
Cost: 240G/use
In Tiltyu's starting equipment for Gen 1. Dropped by Ishtor in Gen 2.
Thorhammer
Max # of uses: 50
Weapon rank: *
Accuracy: 90
Might: 30
Range: 1~2
Weight: 10
Cost: 1000G/use
Grants +20 Skill and +10 Speed.
Thunderstorm
Weapon rank: C
Accuracy: 60
Might: 15
Range: 3~10
Weight: 30
Enemy-only
FIRE MAGIC
Fire
Max# of uses: 50
Weapon rank: C
Accuracy: 90
Might: 8
Range: 1~2
Weight: 12
Cost: 60G/use
In Azel's starting equipment.
Second Generation Available in shops.
Elfire
Max # of uses: 50
Weapon rank: B
Accuracy: 80
Might: 14
Range: 1~2
Weight: 12
Cost: 100G/use
Volcanon
Max # of uses: 50
Weapon rank: A
Accuracy: 70
Might: 20
Range: 1~2
Weight: 12
Cost: 240G/use
Dropped by Hilda in Chapter 10
FalaFlame
Max # of uses: 50
Weapon rank: *
Accuracy: 80
Might: 30
Range: 1~2
Weight: 15
Cost: 1000G/use
Grants +10 Magic, +10 Defense, and +10 MDEF.
Meteo
Weapon rank: C
Accuracy: 60
Might: 15
Range: 3~10
Weight: 30
Enemy-only
DARK MAGIC
Dark Magic is enemy only.
Jormung
Weapon rank: C
Accuracy: 90
Might: 20
Range: 1~2
Weight: 12
Fenrir
Weapon rank: B
Accuracy: 70
Might: 14
Range: 3~10
Weight: 20
Hel
Weapon rank: B
Accuracy: 60
Might: --
Range: 1~2
Weight: 28
Brings enemy HP down to one
Loptousou
Weapon rank: *
Accuracy: 80
Might: 30
Range: 1~2
Weight: 12
Halves the attack power of anything, with the expection of Narga, attacking
it's wielder. Also grants +5 Resistnace to wielder, although I think that was
just to make Julius completely status-immune.
Light Magic
Lightning
Weapon rank: C
Accuracy: 90
Might: 14
Range: 1~2
Weight: 5
Cost: 100G/use
First Generation: Unavailable
Second Generation: It is in Sety's initial starting equipment. Julia comes
equipped with one if Julia had no weapons in her inventory.
Rezire
Weapon rank: A
Accuracy: 70
Might: 14
Range: 1~2
Weight: 12
Cost: 200G/use
Absorbs HP equal to damage dealt.
First Generation: Unavailable
Second Generation: Can be obtained by having Julia talk to Celice after
capturing Issac castle.
Aura
Weapon Rank: A
Accuracy: 80
Might: 20
Range: 1~2
Weight: 20
Cost: 300G/use
First Generation: It is in Deirdre's starting equipment.
Second Generation: Can be obtained in the second generation by having Julia
talk to Celice after capturing Sophara castle.
Narga
Weapon rank: B
Accuracy: 80
Might: 30
Range: 1~2
Weight: 12
Grants +20 Skill, +20 Speed, +20 Defense, +20 Resistance, and nullify's the
Loptous tome's special effect.
Staves
Live
Max # of uses: 50
Rank: C
Range: 1~1
EXP given when used: 15
Cost: 100G/use
Heal HP equal to (Magic + 10)
First Generation: In Ethlin's and Lachesis's starting equipment.
Second Generation: In Mana's starting equipment.
Relive
Max # of uses: 50
Rank: C
Range: 1~1
EXP given when used: 20
Cost: 200G/use
Heal HP equal to (Magic + 10) * 2
In Aideen's starting equipment.
Recover
Max # of uses: 50
Rank: B
Range: 1~1
EXP given when used: 25
Cost: 300G/use
Heals all HP of target.
Libro
Max # of uses: 10
Rank: B
Range: 1~10
EXP given when use: 35
Cost: 500G/use
Heal HP of one unit within range. Amount healed is (Magic + 10). Both Libro
staves you get are available in the chapter 10 shop if it wasn't passed down
and/or did not recruit Sharlow.
Reserve
Max # of uses: 10
Rank: A
Range: 1~10
EXP given when used: 85
Cost: 1500G/use
Heals HP of all units within range. Amount healed is (Magic + 10). It is
dropped by the High Priest in the Kapathogia army if it wasn't passed down
Return
Max # of uses: 10
Rank: C
Range: 1~1
EXP given when used: 35
Cost: 500G/use
Sends target unit back to home castle.
Warp
Max # of uses: 10
Rank: B
Range: 1~1
EXP given when used: 60
Cost: 1000G/use
Sends target unit to any friendly castle(that is, with a blue symbol) on the
map.
Rescue
Max # of uses: 10
Rank: A
Range: 1~10
Exp given when used: 85
Cost: 1500G/use
Brings target unit to a square adjacent to the staff user.
First Generation: Only if the Azel|Aideen or Claude|Aideen pairing is done and
the performed pairing's respective conversation is initiated.
Second Generation: Available in the Chapter 10 shop if it was not passed down.
Restore
Max # of uses: 10
Rank: B
Range: 1~10
EXP given when used: 60
Cost: 1000G/use
Heals target unit of any status effect.
First Generation: Obtained by rescuing easternmost village in Chapter 3.
Valkyrie
Max# of uses: 1
Rank: *
Range: In home castle
EXP given when used: 100
Cost: 30000/use
Raise a unit from being dead.
Major Blagi Blood only.
Silence
Max # of uses: 3
Rank: B
Range: 1~10
EXP given when used: 100
Cost: 10000/use
Inflicts Silence on target unit.
First Generation: In Deirdre's starting equipment.
Second Generation: In chapter 9 shop if it wasn't passed down.
Sleep
Max # of uses: 1
Rank: B
Range: 1~10
EXP given when used: 100
Cost: 30000/use
Inflicts Sleep status on target unit. It is available in the chapter 10 shop
if it wasn't passed down.
Berserk
Max # of uses: 1
Rank: B
Range: 1~10
EXP given when used: 100
Cost: 30000/use
Inflicts Berserk status of target unit.
Can only be obtained by having _Sharlow_ stand next to Hannibal.
Rings
Rings that give a bonus to a stat do not stack on top of each other. i.e. A
character with two Magic Rings will gain only + 5 to Magic.
Power Ring
Grants +5 strength to a unit.
Dropped by Dobarl in the first generation. This ring is dropped by Trabant if
it was not passed down. The second one is obtained by saving the village that
northwest of Conote.
Magic Ring
Grants +5 magic to a unit
Dropped by Sandima in the first generation. This ring is dropped by Liza if it
was not passed down. The second Magic Ring can by obtained by saving the
village north of Rados castle
Skill Ring
Grants +5 skill to a unit
The first Skill Ring is dropped by Gandolf. This ring is dropped by Jabarro if
it was not passed down. The second Skill Ring can be obtained by saving the
noreastern village near Issac.
Speed Ring
Grants +5 speed to a unit
The first Speed Ring can be obtained by saving the village near Jungby castle.
This Speed Ring appears in Johan's inventory if it was not passed down. The
second Speed Ring is in the village southeast of Lenster.
Shield Ring
Grants +5 Defense to a unit
The first Shield Ring is dropped by Macbeth. This Shield Ring is dropped by
Ovo if it wasn't passed down. The second Shield Ring is in the village to the
west of Darna castle.
Barrier Ring
Grants +5 Resistance to a unit.
The first Barrier Ring is dropped by Boldo in Chapter two. This Barrier Ring
is dropped by the DarkBishop that is south of Peruluke.
The second Barrier Ring is the left center village in Thracia.
Return Ring
Grants unit the Return skill
The first Return Ring is dropped by Phillip and the second is available in the
shop starting in Chapter 4. Harold drops the first Return Ring and Disler the
second one.
Elite Ring
Grants unit the Elite skill
Dropped by Voltz. It appears as a droppable item in Johalva's inventory if it
was not passed down.
Knight Ring
Grants unit the mounted unit's move again skill
Obtained by keeping Lachesis's Paladins alive in Chapter 2. It will be lost if
it was not passed down.
Bargain Ring
Grants the Bargain skill
Can be obtained by saving the northwesternmost village in Chapter 2. Dropped
by Cutozov if it wasn't passed down.
Prayer Bracelet
Grants unit the Prayer skill
Dropped by Arion.
Leg Ring
Gives unit +3 move
Dropped by Pisarl. It appears in Julius's inventory if it was not passed down.
Pursuit Ring
Grants the Pursuit skill
Can be obtained by having Ardan wait at the end of the pennisula below Heir-
hein castle. It will be lost if it is not passed down.
Thief Bracelet
Grants the Steal Skill
Can be obtained by saving the southeasternmost village in Chapter 8.
Life Ring
Grants the Live skill
Can be obtained by killing Papilion in Chapter 3. It will appear as a dropp-
able item in Ishtar's inventory if it was not passed.
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LEGAL INFORMATION [LEAINF]
The following sites can may display this guide:
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This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright. Not a single part of this guide may be altered.
This guide may not be used for any commercial purposes whatsoever.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
------------------------------------------------------------------------------
Credits [CREDSIR]
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To FESS and it's many members, some of whom's work with this game gave me a
valuable source of information.
People include:
Eaichu - for his excellent website, English Fire Emblem Documentary, which I
used to find information on how to get through the game and credit the right
person.
Twilkitri - for his work in finding the love bases and growth rates,
conversational love bonuses, keeping the patch alive, and continuing to work
on the translation patch.
PrinceLeaf - for his prodigious work in finding many bits of information in
this game, of which I used his character growth rates in this game. Jamka
doesn't have Ambush, though.
Togieduo - for his work in finding the character Holy Blood Bonuses and his
pairing guide, which got me to try out a few pairings in the guide.
SpyroDi, for the Calculations
VincentASM, for making Serenes Forest and more specifically, providing skill
activation conditions.
(ChinaFE) Fireemblem.net - For descriptions of rankings and helping me out
with improving my strategies.
PegasusKnight.com - for being a source of skill activation
conditions.
cheetah7071 - for the walkthrough he contributed to EFED, which helped me out
when I was new to the game.
Mekkah - For the method of a Julius vs. Celice
Anyone else I've forgotten.
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Copyright 2007 Edward Zhang Wong