In ancient times, the secret sword of legend, Langrisser, was praised for the
unlimited power that it gave to its wielder. As a result of the common people's
avarice for that sword, it was mutually agreed to protect the sword from the
viewing of the surrounding people, in order to prevent the spilling of much
blood. Presently, however, the royal lineage of the Baldea kingdom, descended
from ancient heroes who protected Langrisser throughout the ages, has left it to
its trustee. But now, the peace is crumbling. His majesty, Dalshis Emperor
Digos, has amassed an army to lay siege to Baldea Castle and obtain Langrisser.
He wants to obtain the sword to realize his grand ambitions of world conquest.
CHARACTERS
Ledin (Fighter / Protagonist)
Prince of the Baldea Kingdom. With the sword Langrisser, he escaped as the
Dalshis Empire was sighted surrounding the royal castle. He strives to regain
his native country, in a war to overthrow the Dalshis Empire.
Chris (Cleric)
Aiming to become a priestess, Chris was on a pilgrimage. On the way through
the invaded country, she penetrated the raid, and aided Ledin's exit.
Thereafter,she hugs Ledin with the warmth of her affection, together fighting
with determination.
Volkoff (Swordmaster)
An old drilling knight of Baldea Kingdom. By the order of Baldea's king Isaac,
Ledin and him both escape from the castle. Despite his advanced age, he has
remarkable skill as a tactician.
Narm (Fighter)
As a woman that excels in horsemanship, she served as captain of Baldea's
personal guard corps. In resisting the fall of Baldea Castle, she directs Ledin
and Volkoff to the outer keep, then returns to the castle to aid King Isaac.
Isaac (King)
King of Baldea Kingdom, father of Ledin. Continues to protect Langrisser, even
as he receives the invasion of Dalshis Empire's Emperor Digos.
Jessica (Oracle)
As chief diviner, she warns the king to prepare for war, as the royal palace
will be captured. After the death of King Isaac, she is the only person who
understands the secret of Langrisser.
Digos (Emperor)
Dalshis Empire's emperor. He holds an ambition for world domination, as he
plans to place his hand on the Langrisser.
Zeld (Lord)
The man who exists like the right arm of Digos. Was in command during the
invasion of Baldea Castle. The power that he has is feared by neighboring
countries.
Lance (RoyalGuard)
As captain of Dalshis Empire's personal guard corps, he bears the distinct title
of Black Knight. Yet due to his bravery and character, he harbors a deep
personal hope for those inside the empire.
LANGRISSER II
PROLOGUE
Hundreds of years after the events of the first ...
The Baldea Kingdom has already ended, and now Langrisser has faded to a sword of
legend once again. However, the continent has once more seen the beginning of
an invasion by a foreign state. This time, the enemy is the Ligurd empire.
Dark Prince Boser is behind it, and it's said that Alhazard (the evil sword that
opposes Langrisser) is involved. The Ligurd empire that obtained Alhazard seeks
to release its sealed true power, and at the same time, many people must
fantasize that when the empire is defeated, the Unity of the Continent ambition
that it holds will go with it.
CHARACTERS
Erwin (Protagonist)
Bereft of his parents since childhood, he continues his travels as an
adventurer. Besides his strong sense of righteousness, there's also a charm
about him that attracts those around him.
Liana (Cleric)
A childhood friend of Hein's. She was a shrine maiden at the Shrine of Light in
the nearby territory of Salrath. When the place was seized by the Ligrud
empire, its distress call was answered by Erwin, and now she travels with Erwin.
Hein (Oracle)
A mage that resided in a village near the Salrath territory. From the time that
he met Erwin, the congeniality in their relationship was as good as the
relations of close friends. The capability of his magic is an unknown.
Cherie (HawkKnight)
A daughter of noble birth from Kalzas castle, which reigns over the western part
of the continent. Due to her wild personality, she sneaked away from the
castle, and polished her skill with the sword. In her opposition to the Ligurd
empire, she recruits responsible groups from various parts of the country to
continue the fight.
Keith (HawkKnight)
As captain of the Kalzas castle flight squad that was managed by Cherie, he was
under Cherie's direct command. His dispassionate composure during battle causes
him to be an able soldier.
Imelda (General)
This army mistress commands the Ice Dragon infantry. Due to her
coldheartedness and lofty pride, she uses any means necessary to triumph. She
is feared not only by her enemies, but also by her subordinates.
Leon (RoyalGuard)
Serves as captain of the Blue Dragon cavalry. His military career
boasts numerous glories and no defeats. He has the deep confidence of his
subordinates. He has zeal for his monarch.
Chaos
Dark god that administers turmoil. He is also the patron of all of the vice
in existence.
Boser (DarkMaster)
He prepares to summon Chaos by acting as a scourge himself. This time, he
utilizes Emperor Bernhardt, who schemes to obtain Alhazard and Langrisser.
? (DarkPrincess)
A stratagem designed to manipulate Boser, in the form of a DarkPrincess.
Her birth and personal history are shrouded in mystery. She has obtained the
power of Darkness, and can use powerful magic.
BEGINNING THE GAME
While the disc is stopped, turn on the power, and the demo begins. When you
push the Start button, the title screen appears. When you push it again, the
screen appears that chooses "I" or "II". To play the game, move the direction
button right or left to choose, and push the C button as your decision. Next,
the opening movie begins to play, and then the game begins.
GAME OVER
If a defeat condition is ever satisfied, Game Over appears. Push a button to
return to the opening screen.
ABOUT SAVING
The game can save either on internal RAM or cartridge RAM (separately sold power
memory). In order to save I and II, 165 empty space is needed. There are two
types of saves: one performed at Scenario Clear, and one performed in the course
of a scenario.
- Saving when scenario clears
When Scenario Clear appears, a maximum of 3 slots can be saved.
- Saving in the course of a scenario
1 slot of data can be saved in play. Before you fight a powerful enemy, you
should utilize the save feature. The save can be created in the Setup Menu.
Moreover, after the end of a player phase, a save can be performed.
ABOUT LOADING
Both types of save data are similar, in the way that load data can be done on
both types. It can be done when the game begins or in the Setup Menu while in
play.
CONTROLS
Game Menu
L,R No use When a situation shows only 1 screen,
push to switch pages
Start Open Setup Menu No use
A,C Decide. Menu. Show data Decide
B Cancel Cancel
X Ascertain move range Description of item
Y Press this and the direction key No use
to move the cursor at a higher speed
Z Show last action of character Change character
DIRECTION OF GAMEPLAY
In the game, a Scenario Clear occurs when a victory condition is satisfied.
1) Show Continent diagram
Shows the route of advance for the player's army and operating units, as well as
the story, victory conditions, and defeat conditions of the scenario.
2) Prepare to attack
First, hire mercenaries, then equip items, and then prepare to perform a normal
attack. (You'll get items in the course of the game). Pay attention to your
supply of money. Select the Action command, then select the Order command for
the commander (char).
- Soldier assignment
Select the commander to designate for soldier assignment, and if the commander
can hire mercenaries, the screen shows it being executed. If you have the money
available to hire mercenaries, please select the number of soldiers to hire,
increasing the number with the C button, and decreasing with the B button.
A single commander may only be assigned one type of mercenary, but 3-6 units.
You can select the number of mercenaries, but not the type of mercenary, as the
class of each commander differs. Once the number is decided, select Decision.
- In many situations, selecting a type of mercenary causes a cursor to display.
With the right and left of the direction button, you can see how mercenaries
of the outer screen are structured.
- Since the mercenaries have been employed and used in the scenario, in the next
scenario, they continue to be employed.
- Equipping items
Select Equip Item, then select the commander to equip the item. Next, choose
between Equip, Buy, and Sell. Push the B button to return to the previous
screen. Only Part I applies to the 14th-18th pages, as other chars won't
display on the top of the screen. Push the L/R buttons to display other chars.
Equip ... how a held item is equipped
There are two types of items: Gear and Other. One of each can be
equipped at a time. Select the item that you would like to equip, in order to
execute your decision. When you select one that can't be equipped, Can't Equip
is shown. Items that can't be equipped are shown as dim.
Shown on the diagram: Data of the commanders that can equip the item, the list
is formed such that commanders that can't equip the item are dimmed, Money that
you have, and Sale price of the item.
Buy ... inventory differs in each scenario's shop. In addition, when the
cursor is on an item that commanders can't equip, the data is shown as dim.
Sell ... unneeded items can be sold. However, neither equipped items nor items
like Langrisser can be sold. When the cursor is on a suitable item, push the
X button to learn the effect of the item.
Shown in the diagram: Price of items that can be sold
For each commander that doesn't Equip, his equip screen shows that another
commander can equip. In Buy and Sell, the screen shows for whom.
The Z button changes for which char.
- Commander placement
Select Commander Placement, then decide which commander (char) to designate for
placement. A flag is on the map in certain places that can be chosen for
commander placement. However, every scenario has fixed rally points.
In addition, the names of commanders that have finished placement are dimmed.
- Begin battle
When all commanders have finished preparations, select Begin Battle.
Thereafter, save confirmation may occur.
- Opening maneuvers
When you select Begin Battle, the game decides whether to save first,
or merely execute. If it saves here, at the moment that you prepare to begin
the battle, you can re-start, and the game begins with placement and assigning
of soldiers, which is useful when you wish to redo. It's also easy to do
opening maneuvers. The commander of personal troops has a subordinate unit,
and he orders it to execute a maneuver. The sequence repeats until one side
wins.
4) Layout of screen
Various information is shown on the screen. Ordinary units that are allies face
the right, yet enemies are shown as facing left, and units under the cursor can
merge such that all members of the units are on the same side (unit).
Magic mark
When magic has been applied to a unit, that is shown. Which magic has been
applied can be seen by the magic abbreviation symbol of the information window.
Order icon
This mark is only attached to a commander. It shows the contents of an order to
subordinates.
Unit mark
This mark shows to which side a unit belongs. Allies are blue, enemies are red,
and NPCs are green.
E mark
When a unit's action has ended, it shows the E mark, and it can no longer move.
Unit symbol
Shows type of unit. When its action has ended, the unit becomes black and
white.
HP (life energy)
It's blue for allies, yellow for enemies. It decreases. 10 is the most damage
that you can take, and the unit disappears when it reaches 0.
- Layout of information window
- When cursor is not on any unit
Terrain modifier of the terrain at the position of the cursor, Scenario number,
Turn number
- When cursor is on a commander unit
Type of magic that has been applied to the unit, Unit symbol, class, Terrain
modifier of the terrain at the position of the cursor,
Terrain that unit prefers, Kinesthetic modifier of the unit that adjusts the
overall terrain modifier (Upper level is the terrain modifier,
lower level is the kinethetic), Name, Experience meter, Equipped items.
- When cursor is on a mercenary unit
Same as above, without Experience meter and Equipped items.
The name of the unit's commander is displayed, not the name of the unit itself.
Type of Magic symbol
Green characters indicate magic that is beneficial to a unit and its comrades.
A = Attack. P = Protection. R = Resist. Q = Quick.
Yellow characters indicate magic that is harmful to the enemy.
S = Sleep. Z = Zone. C = Charm. M = Mute. D = Decline.
Explanation of terminology
Terrain modifier ... the terrain confers a beneficial value to those that are
on defense in the confrontation.
Kinesthetic modifier ... an attribute of the unit (form of motion) in its
relation to the terrain can confer a beneficial value to those that are on
defense in a confrontation. (Example: Mermen are strong on water).
Command modifier ... Inside the command range of the commander,
subordinates receive a bonus. There's an attack modifier and a
defense modifier. The commander himself doesn't receive a bonus.
About command range
As for command range, a commander confers his command modifier to his own
subordinates within the command range. For subordinates inside the command
range, the command modifier serves as a bonus. However, the same is true for
enemy commanders. When the cursor on the map meets a unit,
the command range of its commander is displayed.
Show commander data
When the cursor meets a commander and the C button is pushed, the commander data
is shown.
Explanation of fatigue
When an enemy's HP is low, its attack frequency decreases, and this decrease
continues as an opponent inflicts damage. In addition, when the commander of
an enemy falls, the squad is annihilated. In this case,
when the subordinate disappears, its experience value is not gained by anyone.
Conversation
Many events are scripted, like reinforcements appearing in the game, or finding
an item. The C button progresses to the next message. In addition, voices can
be skipped with the B button.
5) Level Up and class change
When an enemy falls, the commander gains its experience value as a bonus.
If much is earned, the character grows stronger, as a method of improvement
(even if a commander's subordinate defeats an enemy, the commander still gains
the experience value). Upon Level Up, as abilities increase,
new spells may be learned. Furthermore, the range and power of magic increase,
as do physical defense and offense. If the level reaches 10,
you can perform a Class Change. It's the same way about Class Change,
in that your character grows stronger as an improvement.
Moreover, during a class change, spells are learned, physical offense
increases, physical defense increases, MP increases,
and the type and number of mercenaries changes (refer to following description).
Furthermore, the mercenaries can carry over.
About number of mercenaries
The number that can be employed rises and falls with class change.
This condition involves a calculation of between 2 and 7 like this:
"2 or less is made 3", "7 or more is made 6".
This is how the correction is done.
CLASS CHANGE CHART
Langrisser I
,- KnightMaster
,- SilverKnight --' -- GrandKnight
Ledin Fighter --',
'- Lord --, -- SwordMaster
'- General
,- DragonLord
,- HawkLord --' -- KnightMaster
Narm Fighter --',
'- Lord --, -- GrandKnight
'- General
,- SerpentLord
,- SerpentKnight -',
,- HawkLord --' -, ,'- DragonLord
Keith HawkKnight --', ',- DragonKnight -' -,
'- Lord --, -' ,'- KnightMaster
'- HighLord -,'
'- General
EXPLANATION OF UNIT ABILITIES AND TERMINOLOGY
Every unit is the holder of various abilities. Moreover, the abilities are
represented by the following terms.
- Abilities of all units
class Type of unit. As various classes grow, their abilities change
differently.
A AT This number to a large extent influences how much damage is
inflicted on an enemy.
D DF This number to a small extent influences how much damage is
received from an enemy.
HP In every unit, the maximum is 10. When an attack is received,
it decreases, and if it reaches 0, the unit disappears. When a
unit's commander reaches 0, the unit is totally destroyed.
This number to a large extent becomes beneficial when facing an
enemy attack. Furthermore, only a commander can do Heal,
which restores 3 HP points.
Moreover, when a commander's subordinate is placed adjacent to
him at the beginning of a phase, the subordinate has 3 HP
restored.
MV 1 point indicates the distance that can be moved at a time
(due to mass). However, it can change due to terrain.
Kinesthetic The aspect of how a unit moves. For example, Flying Soldier
flies through the air, and it has the bonus that for almost all
terrain, it functions like a unit of that terrain's type,
without actually changing.
- Abilities held only by a commander
L LV When experience value accumulates, it can reach a milestone.
Higher levels benefit might and magic.
Again, although class change can be done at Level 10,
that returns you to Level 1 in your new class.
Experience value meter
When the unit itself (commander) or a subordinate defeats an
enemy unit, the commander receives the experience value.
If the meter becomes full, Level Up occurs, abilities rise, and
spells are learned.
Command range
The unit's own subordinates receive benefits in battle when they
are within this domain.
A+ (attack modifier)
When inside the command range, a subordinate receives the
addition of this as a command modifier.
D+ (defense modifier)
When inside the command range, a subordinate receives the
addition of this as a command modifier.
MP Decreases as magic is used. Heal restores 2 points of MP.
Spells Each class has different spells. Level Up adds spells,
increases spell range, and strengthens spells.
Mercenary Each class has a different mercenary. When class change occurs,
the type of mercenary also improves.
EXPLANATION OF MENU SCREEN COMMANDS
Menu commands comprise a large portion of two types of menus: the Main Menu and
the Setup Menu.
Main Menu
This menu of commands gives orders to a unit. To issue orders, when the cursor
meets a unit, push the C button and the Main Menu appears. For an order,
select the command, and push down the C button.
(Annotation) E mark means a unit has already been given an order.
However, the Order command of a commander unit can be used any number of times.
Move (all units can use this command)
Range of movement is shown on the map. NPCs and enemies can move over their own
army units. The Box-type cursor is movable with the direction buttons. Decide
upon a destination with the C button as a provisional decision (this step can be
undone with the B button). Once you have already pushed the C button,
the E mark is shown to indicate that the action has completed.
The moment that you have made a provisional decision on a destination,
the distance to attack enemies is calculated, and an attack on an enemy can be
executed.
Attack (all units can use this command)
Select this command, once you have made a provisional decision on where to move
with the Move command and it's a situation where you're within range to attack
an enemy, and the cursor changes to a sword or a bow type. This shows that
you're inside the range where you can attack one enemy unit via the attack
mechanism. However, when you activate the attack mechanism, the enemy also
counterattacks. When you don't want to carry out an attack, and the cursor
meets your own unit, please push the C button (when you make a provisional
decision to move, and the attack occurs, the cursor returns to Box-type).
When you have already pushed down the C button, and after the attack action has
completed, the E mark is shown.
(Annotation) Regarding the attack range of a unit, for most units it's when the
unit is adjacent to an enemy unit (up, down, left, right), but for elves and
ballistas (units with ranged attacks), they can attack units from afar.
Magic (only commanders use this command)
First, the magic menu shows the spells that can be cast.
When you decide on a magic with the C button, the casting range (distance that
the magic can reach) is shown on the map. At that time, the cursor changes to
Staff-type, as it acknowledges the spell that you want to apply, and push the
C button to show the effect range (range of the occurrence effect of the magic).
When you push the C button for confirmation, the magic is executed.
Before execution, you can press the B button to return.
Each spell that you decide on consumes MP, and if the remaining MP are less than
the amount required for another cast, that casting may be unavailable.
(Annotation) After executing the Move and Attack commands, you can no longer
use the Magic command for that turn.
Heal (only commanders use this command)
When a commander uses this command, it restores 3 points of HP and 2 points of
MP.
(Annotation) After executing the Move and Attack commands, you can no longer
use the Heal command for that turn.
Order (only commanders use this command)
The method by which you direct your subordinates, which are under the automatic
operation of the computer. The Order command installs 4 possible types, such
that when the phase is completed and the E mark appears on the unit, Manual
orders need not be executed by the unit, as the contents of the orders occur
automatically.
Battle
The action executed is a balance of offensive and defensive plans.
Charge
To pursue battle, the actions selected focus on attack.
Defense
Use the attack mechanism to guard itself.
Manual
Automatic operation of the unit doesn't occur.
(Annotation) This command determines to what extent actions are managed.
When the game begins. Battle is installed as the default Order.
Setup Menu
At the end of a phase, the menu of commands can perform setup. During gameplay,
push the Start button and the Setup Menu appears (or when the cursor isn't on a
unit through the C button). Push down the C button to select the orders for
each command.
Save
Store 1 file of data during the course of a scenario.
Load
Load data that has been saved.
Victory Conditions
While playing a scenario, show the victory and defeat conditions.
Game Setup
Toggle different variables about the environment in which the game is played.
Select up and down on the direction buttons to go through commands, and decide
on a setup with the C button.
After a decision, you can use the B button to return to a previous state.
game setup Setup the length of the wait interval of the enemy phase and
cursor speed.
info setup Setup the speed of showing messages.
battle scene Omit individual battle scenes.
PCM Toggle PCM sound effects.
high speed battle Switch ON/OFF to change the speed of battles.
End Phase
Ends the phase of your own army, and begins the phase of the enemy. (For an
NPC situation, the NPC unit's actions are completed during the enemy's phase).
During the phase of the enemy, push the B button to continue onward, changing
the game into high speed. When the waiting interval is shortened, it's
difficult to ascertain the enemy's actions. It should only be used under the
proper circumstances.
(Annotation) You must use this command as an action, otherwise the game does
not progress.
ATTACK CORRELATION INFO
The attack attribute of one unit type versus another can be advantageous or
disadvantageous.
By analyzing the relationship, you can devise new attack strategies, leading to
improved performance.
A: Advantage mA: minor Advantage D: Disadvantage mD: minor Disadvantage
The chart is symmetric. When a type has an advantage as an attacker,
it has a disadvantage as a defender. And vice versa.
ATT = Attribute
TAR = Target. E = Enemy, A = Ally
CR = Casting range
ER = Effect range. U = Unit. Q = Squad. S = Squares (mass part).
UMP = Used MP
- Sorcery
Magic name ATT TAR CR ER UMP LV Effect of use
Magic arrow E 5 1U 1 1 An arrow of fire of is aimed and
shot at the enemy
Blast E 2 1U 10 6 Shoots a powerful arrow of pure
energy
Thunder Thunder E 7 1Q 4 5 Conjures a thunder cloud, and
thunder falls on the enemy sqaud
Fireball E 4 3S 2 3 Causes the emission of an explosion
in the atmosphere, which inflicts
damage on the enemy
Meteor E 8 2S 8 2 Conjures many meteorites to fall,
and they fall aimed at the target
Blizzard E 0 4S 3 3 Causes a sudden cooling in the
atmosphere, which produces a
snowstorm with a localized target
Tornado Wind E 0 3S 2 2 Manipulates wind such that a huge
tornado is formed
TurnUndead Holy E 0 4S 5 2 Only undead in range of the
commander disappear
Earthquake Earth E 0 5S 12 3 A poltergeist causes the earth
to shake with powerful magic
- Recovery magic
Magic name ATT TAR CR ER UMP LV Effect of use
Heal1 Ally 6 1S 2 2 An allied unit in range has 3 HP
restored
Heal2 Ally 6 1S 4 4 An allied unit in range has all of
its HP restored
ForceHeal1 Ally 6 1Q 3 3 All the units of 1 squad have 3 HP
restored
ForceHeal2 Ally 6 1Q 6 5 All the units of 1 squad have all of
their HP restored
- Hexes and abjurations
Magic name ATT TAR CR ER UMP LV Effect of use
Sleep Spirit Enemy 3 1S 4 2 Induces sleep in an enemy. While
sleeping, it can't attack
Mute Enemy 5 1U 3 4 Vibrates the air of enemy environs
in a way that seals the use of
magic
Protection1 Ally 5 1Q 2 6 For 1 turn, raises the defense
strength of an entire squad +3
Protection2 Ally 5 1Q 4 6 For 1 turn, raises the defense
strength of an entire squad +5
Attack1 Ally 5 1Q 2 5 For 1 turn, raises the attack
strength of an entire squad +3
Attack2 Ally 5 1Q 4 5 For 1 turn, raises the attack
strength of an entire squad +5
Zone Enemy 6 1U 6 7 Temporarily changes the command
range of the enemy to 0
Teleport Ally 16 1Q 5 4 1 allied squad is instantaneously
moved to a preferred place
Resist Ally 8 1Q 2 4 For 1 turn, the magic resistance
strength of 1 squad is raised
Charm Spirit Enemy 4 1Q 6 3 A magical charm, temporarily
changes 1 enemy squad to allied
Again Ally 3 1Q 10 5 When a squad's action ends, lets
them act a second time
Quick Ally 6 1Q 5 4 For 1 turn, raises the mobility
of an entire squad +3
Decline Enemy 5 1Q 5 2 For 1 turn, reduces the magic
resistance value of an entire
enemy squad -15
Explanation of magic type
Thunder = Causes additional damage to units on water
Wind = Causes additional damage to flying units
Holy = Slays undead (excluding commander)
Earth = Flying units are unaffected
Spirit = Undead are unaffected
Details about magic
Sleep, Mute, Zone, Charm
These spells don't always succeed. The level of the character that casts the
spell is compared to the level of the target, and the higher the ratio, the
higher the success rate. In addition, as the level of the target increases,
not only is the effect more difficult to begin,
but there's also a small connection with how quickly it unravels.
Mute, Zone, Charm
These spells aren't used by subordinates of the enemy.
Heal1, Heal2, ForceHeal1, ForceHeal2
When using these spells, the experience value gained by restoration is
proportional to the number of units affected.
However, when used on a unit that has 10 HP, that doesn't count.
POINTERS FOR MASTERING THE GAME
- Use the commander well
Use the commander's magic to restore the HP of his subordinates. Being in
range of the commander is beneficial to subordinates' battle performance. In
addition, the Order command can set subordinates to automatic operation,
saving you work and letting you focus on strategy.
- For when the commander is defeated
When it's one of the defeat conditions that a commander is defeated, a
Game Over occurs, but if it's not a condition, then the commander will be
resurrected in the next scenario. However, loss of commanders affects the
clear bonus of a scenario, not to mention that all of their mercenary
subordinates will be destroyed. Also, if a commander is defeated a certain
number of times, that will change the game's ending.
- Mercenary survivors can also grow
If you seldom lose mercenaries, the computer records this on Scenario Clear,
and if you attain a certain number of survivors, the attack modifier of
allied commanders increases by 1 point. There is no other method to increase
attack modifier.
- When experience value accumulates
If experience value accumulates, level and class increase. If an enemy
commander is defeated, the squad is totally destroyed, and the experience value
of his subordinates doesn't accumulate. When you have a surplus of strength,
you should defeat the enemy subordinates one by one, so that more experience
value accumulates. In addition, when an allied commander reaches the Scenario
Complete time, bonus experience value accumulates.
- Use magic well
If magic is used well, it can let even a weak commander stand against the enemy,
and growth will be overdue. You shouldn't only use sorcery, but also make
effective use of hexes and abjurations, like Attack and Protection.
- Quickly restore HP and MP
A commander's Heal command restores 3 points of HP and 2 points of MP.
Subordinate units that are adjacent to the commander (up, down, left, right)
can recover 3 points of HP every turn, so use this concept for effective
arrangement of your units.