************************************************************************ Ogre Battle 64 - Person of Lordly Caliber An FAQ/Walkthrough by CyricZ Version 3.0 E-mail: cyricz42@yahoo.com ************************************************************************ Table of Contents 1. Introduction 2. Preliminary FAQ 3. Menus and Basic Tips for Battle 4. Classes A. Male Human Classes B. Female Human Classes C. Undead Classes D. Demi-Human Classes E. Dragon Classes F. Monster Classes G. Golem Classes H. Demon Classes I. Enemy Character Classes 5. Special Characters 6. Items A. Helmets/Headgear B. Weapons C. Spellbooks D. Shields E. Body Armor F. Accessories G. Expendables H. Valuables 7. Story/Mission Overviews A. Prologue Scene 1 - The Southern Reaches (Tenne Plains) Scene 2 - Sparks (Volmus Mine I) B. Chapter 1 Scene 3 - First Assignment (Crenel Canyon I) Scene 4 - The Path Diverges (Mylesia I) Scene 5 - True Intentions (Zenobia Border) Scene 6 - The Revolutionary Army (Volmus Mine II) Scene 7 - A New Beginning (Gunther Piedmont) Scene 8 - The Infernal Aura (Dardunnelles, the Crossroads I) Scene 9 - Liberation of Alba (Alba) C. Chapter 2 Scene 10 - Idealism and Realism (Crenel Canyon II) Scene 11 - Warriors of the Fallen Kingdom (Mylesia II) Scene 12 - The Steadfast (Highland of Soathon) Scene 13 - Thoughts (Audvera Heights) Scene 14 - City of the Past (Sable Lowlands) Scene 15 - Uncertainty (Mount Ithaca) Scene 16 - A Legendary Land (Mount Keryoleth I) Scene 17 - Visitors from the West (Azure Plains) Scene 18 - The Grim Path (Wentinus I) D. Chapter 3 Legion FAQ Scene 19 - The Setting Sun (Dardunnelles, the Crossroads II) Scene 20 - Brigade of the Radiant Cross (Gules Hills I) Scene 21 - The Eastern Orthodox Church (Fair Heights) Scene 22 - Suspicion (Vert Plateau) Scene 23 - Mercenaries (Tremos Mountains I) Scene 24 - The Rebel (Capitrium, the Land of Advent) Scene 25 - The Bearer of Knowledge (Celesis, the Eastern Church) Scene 26 - No Man's Land (Tremos Mountains II) Scene 27 - Child of the Covenant (Temple of Berthe I) Scene 28 - Gateway to Another World (Temple of Berthe II) E. Final Chapter Scene 29 - The March to Latium (Gules Hills II) Scene 30 - Betrayal/Separate Ways (Romulus) Scene 31 - Royal Blood (Fort Romulus*) Scene 32 - The Disillusioned (Ptia, the Secluded Land) Scene 33 - Insanity (The Blue Basilica) Scene 34 - Lord of Remus Keep (The Tundra of Argent) Scene 35 - Denizens of the Netherworld (Barpheth) Scene 36 - Advocates of the Darkness (Tybell, the Wicked Land) Scene 37 - March on the Captial (Latium) Scene 38 - Promises (Winnea, Capital of Palatinus*) Scene 39 - The Battle Rages On (Aurua Plains I) Scene 40 - Pressure (Wentinus II) Scene 41 - Adversaries (Castle Talpaea*) Scene 42 - The Sleeping Goddess (Mount Keryoleth II) Scene 43 - Caliber (Aurua Plains II) 8. Endings 9. Advanced FAQ *Look here for info on Chaos Frame!!!* 10. Miscellany A. Elem Pedras B. Rare Items C. Birthdays D. Neutral Encounter List E. Scene Progression F. The Item Multiplier Bug G. Attack List H. Name Codes 11. Legal 12. Credits 13. Version Updates 14. The Final Word ************************************************************************ ************************************************************************ 1. Introduction Hi, there! Welcome to my second FAQ! This FAQ is for the new Atlus Strategy/RPG Ogre Battle 64: Person of Lordly Caliber. Now, having finally beat the game, I'm ready to accept anything and everything One last thing. If you have a question about the game, be sure to check BOTH, I say, BOTH FAQs to see if your question has been answered. Every email asking about something little means I have that much less time to put more of the good stuff in here. ^_^ For questions about Chaos Frame, go straight to the Advanced FAQ! That said, let's get down to that business thing. ~_^ ************************************************************************ ************************************************************************ 2. Preliminary FAQ Q: What is Ogre Battle 64? A: Ogre Battle 64 is a strategy/RPG developed by Quest and Atlus for the Nintendo 64. Q: Is this Ogre Battle like Ogre Battle PSX? A: No, this is not a remake of the original Ogre Battle. This is a brand new story and a brand new game setup. Q: How do I upgrade Soldiers? A: Check my section on Classes. Basically, keep fighting battles. Q: How do I use Elem Pedra? A: The Interrupt Meter at the top of the screen has to fill three times. Usually, the battle will start with the Interrupt Meter filled once. You won't be able to use Elem Pedra too much early in the game, because battles won't take a very long time. Q: Why can't I advance in class? A: There are several requirements to being able to advance in class. The very first thing you need to do is find the basic set of equpiment for your target class. What you want is to check shops whenever you enter a new area and find any equipment you have none of, then buy it. The other requirements are simple in comparison. You'll need to have reached specific levels in your physical attributes and experience level. Also, you'll need to be at a specific alignment for most classes. Q: Why can't I get (insert class here)? I have everything I need! A: Obviously, you don't. Remember, you need the proper stats, alignment, and equipment for a class to appear on the board. Q: Okay. I have all the stats, alignment, and equipment, but I STILL can't get the class! What's wrong? A: One last thing. Make sure your stats are not increased past their limit due to a weapon or armor modifying your strength. The class limits are derived from BASE stats, not one's increased to due to equipment. Q: How do I determing my Alignment? A: There's a small balance above the picture of your character that has a letter on it (C, N, or L). The numerical values roughly correspond to these postions of the balance. Very Chaotic: 0-14 Chaotic: 15-29 Neutral, toward Chaotic: 30-44 Neutral: 45-55 Neutral, toward Lawful: 56-70 Lawful: 71-85 Very Lawful: 86-100 Q: How can I adjust my Alignment? A: To lower your Alignment: Fight enemies of high Alignment (Clerics, Knights, Valkyries) Fight enemies that have collectively lower levels. Use an Urn of Chaos on a character. (doesn't do that much, though) Arrange low Alignment characters together. Probably the best way to lower a specific character's Alignment is to make a unit with a bunch of Undead and make that character the leader. Fight some Neutral Encounters and watch the Ali. fall... To raise your Alignment: Fight enemies of low Alignment (Wizards, Skeletons, Witches) Fight enemies that have collectively higher levels. Use a Scroll of Discipline on a character. (same as Urn of Chaos) Arrange high Alignment characters together. To raise a specific character's Alignment, stick that person with a largely Lawful unit, or with a bunch of Platinum Dragons or Bahamuts. Q: How can I find new non-human characters? A: Search areas that you've already cleared. You'll find many different characters in areas that you've beaten. To find out what you can find, enter the Stronghold you start the area in. When you enter, Hugo the Tactician will give you some info on characters in the area. One thing you can always find wherever you are is Hawkmen and their upgraded classes. You can always find these on roads in an area. Q: Where can I find (insert a Rare Item here)? A: Here's the deal. You can go the Edit command under Notepad or Wordpad and use the "Find" feature. Use Find and enter what you're looking for. If you use it and you find it, you're happy. If it's not in here, I don't know it, so I suggest not bothering to ask. Q: Where can I find (insert Non-Rare Weapon/Armor/whatever here)? A: A lot of the wacky stuff I find is from enemy units, and I believe that these item drops are random, largely. So, if you search for it, and find it in my Item List, but not in any Shop, or in a Hidden Item list, assume I got it from an enemy unit, in which case, you're on your own. Q: What is a Goethic? A: The Goethic is the Japanese name for the Archmage. I know that both classes are listed in the manual. This is obviously a typo. Q: How do I equip things on Magnus' unit? A: To collectively equip things or change stuff around, you should wait until you're between battles. You can access the Organize Screen from the World Map. Q: Someone died and they turned into a Zombie! Can I get them back? A: 'Fraid not... Zombies are irreversible... Q: Can I save to a Controller Pak? A: Sure can. Just hold Start as you turn on the game. Q: I have a choice between two or three directions. Which way should I go? A: Check the Scene Progression topic. In addition to seeing how the scenes are structured together, I explain, in plain English, the consequences of going each way. Q: What do Goblets of Destiny do? A: Goblets affect an invisible stat called Luck. Luck affects how often you'll perform a critical hit, and also how often you'll dodge attacks. Q: What's a Chaos Frame? A: Check the Advanced FAQ section. Suffice to say it's a major player throughout the game. ************************************************************************ ************************************************************************ 3. Menus and Basic Tips for Battle --- Menus Since a lot of people don't have the manual that came with the game, I'll cover how to use the menus in the game Main Menu - New Game: Start a new game to save Palatinus from evil. Load Game: Load a previously saved adventure or suspended data. Tutorial: Access the VERY HELPFUL tutorial. Stereo/Mono: Switch the Sound Mode --- World Map Menu (Press R on the World Map) Organize Screen (Eight small circles with an arrow): Access the all-important Organize Screen (see later for its menus) Hugo Report (Picture of Hugo): Access the Hugo Report -People: Take a closer look at important people in game. -Events: Replay some of the cutscenes you've seen in the game. -Miscellany: Learn some of the history of Palatinus in this section. New topics are added periodically. -Tips: Learn some VERY HELPFUL tips about the game. More are added as you learn new tactics (Legions, Seiging) Area Investigation (Magnifying Glass): On an already cleared area, you can further look at it to find items, talk to people, etc. Training (Muscle guy body-building): If you can access this, you'll pick a unit, and then enter into a battle with one of several pre-set "enemy" units. You'll fight until one side is knocked out. The enemy units are generally the same level as you, but unit structure becomes much more refined in later areas. You'll gain experience through these battles, but you cannot change class in battle with Training. Settings (sliding bars): Here you can change certain factors of the game. -Message Speed: (Slow, Normal, Fast) Sets the speed at which text is displayed. -Cursor Speed: (Slower, Slow, Normal, Fast, Faster) Sets the speed at which the cursor moves around the screen. -Help Display: (On, Off) If this is on, you'll get messages telling you what everything is that you do (gets annoying after a while). -Icon Name Display: (On, Off) If this is on, you'll get a small text under icons saying what they are. -Game Speed: (Slow, Normal, Fast) Sets the speed at which the game moves on the Field Map. -Legion Indicator: (On, Off) If this is on, there will be a numbered icon above each of your units in a Legion. -Destination Display: (On, Off) If this is on, when you select a destination for a unit to travel to, you'll get a small text describing the area. -Unit Report Type: Sets how your units report in. First Person: Your unit leader talks to you about what happens. Third Person: You get a simple alert text. None: You get no report. -Battle Action Name: (On, Off) If this is on, you'll get small text windows describing special and magical attacks in battle. -Battle Animation: (On, Off) If this is on, you'll get the full animation of attacks. If off, you'll just get a text description and a depiction of change in health. -Quick Exit: (On, Off) If this is on, you can press L to quickly exit the Organize Screen. -Cancel All: (On, Off) If this is on, you can press R to cancel all actions made on the Organize Screen. -Sound Settings: (Stereo, Mono) Allows you to change the sound. -Restore Defaults: Returns Settings to their original modes. Save (feather quill): Allows you to save your adventure to one of two save slots. --- Field Map Menu (Press R on the Field Map) Dispatch (square with an arrow): Allows you to select one of your units to deploy. Organize Screen (Eight small circles with an arrow): Access the all-important Organize Screen (see later for its menus) Use Item (pot): Allows you to use a Field Map item (Silver Hourglass, Dowsing Rod, Love and Peace) Elem Pedra (ankh): Allows you to view what Pedras you have and whether or not they are available for use. Settings (sliding bars): See Setting under World Map Menu Suspend (feather quill): Allows you to halt a game in the middle of a battle. This will be erased after you access it again, so it's highly recommended that you save normally using the World Map Menu. End (closed door): In Area Investigation, this will bring you back to the World Map. --- Unit Menu (Press A on a Unit) Commands (stick with two arrows): -Move (flag): Allows you to assign a destination for your unit. You may select up to three waypoints in one command. Your unit will take its best route to each waypoint. -Direction (stick with four arrows): Most useful for stationary units. This allows you to change which way your unit faces. Good for receiving enemy attacks. -Orders (little guy with a message bubble): This is only accessible by non-Magnus units. You can change the unit's Move and Wait Orders. Move Orders: Direct: Unit will not deviate from its course, period. Hit: Unit will initiate attacks if it gets close to an enemy unit. Evade: Unit will avoid enemy units while it moves. Wait Orders: Guard: Unit will not move from its spot. Initiate: Unit will move towards nearby enemy units. Retreat: Until will move away from approaching enemy units. -Display Destination (distant flag): Only accessible when a unit is moving, this displays its destination, in case you forget... -Retreat (square with a blue arrow): Only accessible when a non-Magnus unit is on the Headquarters. It will leave the battle and may be adjusted on the Organize Screen. Unit Commands (blue and white square): -Battle Strategy (crossed swords): Allows you to set your unit's Battle Tactics. Autonomous: Each character attacks whoever is most convenient for them. Attack Strongest: Each character will attack the target with the highest Hit Points. Mind you that your characters' attacking range may effect this. Attack Leader: If they can, each target will attack the Leader of the enemy unit. Attack Weakest: Each character will attack the target with the lowest Hit Points. Mind you that your characters' attacking range may effect this. -Formation (blue and white square with yellow lines): Allows you to adjust the formation of your unit. -Use Item (pot): Allows your unit to use any items they are carrying. -Change Leader (yellow medal): Allows you to select a new leader for the unit using the characters in the unit if one is eligible. Legion Commands (five green squares): Note: This is only accessible for the Legion Core -Formation (green squares changing position): Allows you to change the orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead, Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift -Division Placement (yellow, green and blue squares): Changes the placement of units in a Legion. Stronghold Commands (small fort): Note: This is only accessible when the unit is on a Stronghold -Enter Stronghold (arrow leading into a fort): Your unit gathers information from within the stronghold. -Stronghold Information (fort with a message bubble): Learn the Stronghold's name, allegiance, population and morale. -Exchange Characters (two units with arrows between them): If two units are on a stronghold, they may exchange characters. -Exchange Items (two bags with arrows between them): If two units are on a stronghold, they may exchange items. -Exchange Units (yellow, green, and blue squares): Allows a Legion (or more than one) to exchange units if another unit or Legion is on the stronghold. -Shop (house): Allows the unit to purchase items at the shop. The items may be directly placed with a unit, or they may be sent to the depot. -Witch's Den (dark house): Allows the unit to see the Witch, whereby they may revive deceased or petrified members of the unit. Camp (tent): Allows fatigued units to rest up if they're weary. Status (group of people): Allows you to check each character in a unit. --- Organize Screen Menus: Note: No commands may not be performed on dispatched units. For this reason, it's advisable that you perform most of your organize work between missions. Character Commands (little guy): -Equip Item (putting a hat on a head): Allows you to pick a character, and equip items to it. -Unequip Item (removing a hat from a head): Allows you to pick a character and return it to its default equipment. -Change Class (black figure with an orange flash): Allows you to pick a character, then possibly access the Class Change Menu, where you can pick a new class for it to change to. Class can only be changed by the user on human males or females (or Hawkmen) who are not leaders and who are not a special class (i.e. Magnus). -Discharge (skull): Allows you to remove any person (besides Magnus) from your battalion, forever. -Change Name (peg with script): Allows you to change the name of any non-Special Characters. Unit Commands (unit square): -Form Unit (diagonal facing unit square): Allows you to create a unit. There must be an eligible Leader in your reserves for this to happen. -Add Character (arrow pointing to a unit square): Allows you to add characters to a unit. -Remove Character (arrow pointing away from a unit square): Allows you to remove a character from a unit. -Formation (unit square with yellow lines): Allows you to adjust the formation of your unit. -Exchange Characters (two units with arrows between them): Allows you to exchange characters between two units. -Change Leader (yellow medal): Allows you to select a new leader for the unit using the characters in the unit if one is eligible. -Battle Strategy (crossed swords): Allows you to set your unit's Battle Tactics. Autonomous: Each character attacks whoever is most convenient for them. Attack Strongest: Each character will attack the target with the highest Hit Points. Mind you that your characters' attacking range may effect this. Attack Leader: If they can, each target will attack the Leader of the enemy unit. Attack Weakest: Each character will attack the target with the lowest Hit Points. Mind you that your characters' attacking range may effect this. -Carry Item (pot): Allows you to take items from your depot and give them to the unit for use in battle. Legion Commands (five green squares): -Form Legion (diagonal facing Legion setup): Allows you to create a Legion. There must be an eligible Legion Leader in your reserves for this to happen. -Add Unit (arrow pointing to a Legion setup): Allows you to add units to a Legion. -Remove Unit (arrow pointing away from a Legion setup): Allows you to remove a unit from a Legion. -Formation (green squares changing position): Allows you to change the orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead, Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift -Division Placement (yellow, green and blue squares): Changes the placement of units in a Legion. Class Commands (helmet): -List Class (peg with squares around it): You'll see how many of each class you have and how many (potentially) of each class you could have. Use the C buttons to move around your units. If you pick a class and the proper character with the C Buttons, you can change that character's clas. -Buy Equipment (coin pointing to a sword): You can buy a set of equipment for most classes. -Replace Soldiers (group of Soldiers): If any of your units has only one or two Soldiers in a spot, you can use this to replenish the Soldiers from the reserves. Item Commands (pot): -Use Item (arrow out of pot): You can use one of your expendables on a character or unit. -Remove Item (hat being removed from a head): You can pick an item, and it will be unequipped from everyone who has it, unless it's basic equipment. -List Item (yellow charts): You can look at all your items, and manually adjust their position in the list. -Sort Item (green to blue charts): You can sort your items according to Type, Stats, Cost, Element, Quantity, or Alphabetically, in ascending or descending order. -Sell Item (trash can): You can sell an item for cash if it's not equipped. Sort (green to blue charts): You can sort your units, reserves, and Legions according to Number, Level, Attack, Defense, Alignment, Movement Type, Class (reserves), or Element (reserves). Exit (closed door): Exits the Organize Screen --- Status Windows: Now, that we've covered all the menus, let's go over what everything in the Status Windows mean. Character Window: Sometimes you can see abridged versions of these in other situations (like observing a Unit's Status). This is the window you see in the Organize Screen. Top Row (left to right): -Number: This is the order at which the character joined the battalion. Magnus, naturally, is number one. -Legion Icon: Directly next to Number is an indication of whether or not the character is in a Legion. If so, you'll see the green squares, and the unit's place will be yellow. -Unit Icon: Next to that is the icon of whether or not the character is in a unit. -Level: The character's Exp. Level -Experience: Out of a 100, this is how far your character has to go to reach the next Exp. Level -Items Carryable: Next to the pot is a number (between 1 and 4) showing how many items this class can contribute to the unit's item load. -HP: This portrays the character's current and maximum HP. Second Row: (left to right): -Leader Icon: If empty, the character cannot be a leader. If there's a red medal, it can be a Unit Leader. If there's a blue medal, it can be a Legion Leader. -Element: The character's ruling element. Red flames for Fire. Yellow chevrons for Wind. Blue drop for Water. Green spikes for Earth. Some characters have no element. -Alignment: Represented as a vague balance. This icon gives you a general clue as to your Alignment: Very Chaotic: 0-14 Chaotic: 15-29 Neutral, toward Chaotic: 30-44 Neutral: 45-55 Neutral, toward Lawful: 56-70 Lawful: 71-85 Very Lawful: 86-100 -Name: Your character's top-secret handle. -Class: Your character's calling in life. -Movement Type: Your character's Terrain class. All characters must be of the same type for a non-Plains class to be effective. Third Row: (left to right): -Portrait: Your character's lovely visage. -Statistics: Your character's stats: Strength: How hard you hit. Vitality: How well you can take a hit. Intelligence: How well you can cast spells. Mentality: How well you can absorb spells cast on you. Agility: How fast you attack. Dexterity: How well you can dodge. -Attacks: From top to bottom, these are your front, middle, and back row attacks. From left to right, you have the description of the attack, the strength of the attack, and the number of times it can be used. You also have a sword or staff indicating that it's a non-magic or magic attack, respectively. -Physical Defense: This is the character's defense against physical attacks, modified by its equipment. -Magical Defense: This is the character's defense against magical attacks, modified by its equipment. Bottom Section: In the middle, you have your character as he/she/it appears in battle. Your weapon is the only thing that visibly changes. Around the character, you'll have your equipment. Upper Left: Main Weapon Lower Left: Shield, Spellbook, or some kind of Accessory Upper Right: Body Armor Lower Right: Helmet, or some kind of Accessory Not all characters use all of these equipment slots. ************************************************************************ Basic Tips READ THE INSTRUCTION MANUAL and USE THE TUTORIAL! Trust me on this one. You'll gain incredibly valuable information from these two sources. Starting the Game: In the beginning, balance your units. An average of two soldier units for each of your six units should be fine. In Battle: When you dispatch your units, always use the buddy system. Never send out units alone. Always, always, always have your Battle Strategy set to Attack Leader. Leaderless units are helpless, and a leaderless enemy boss is a won mission. Don't be afraid to Retreat if you're in trouble. Better to lose a round of combat than lose a person and have to pay for their resurrection. Know which way you and your enemy are facing. As you engage a certain way, your unit will be rotated. This can make for some serious complications during confrontations for the unit facing the wrong way. When reaching strongholds, you'll either liberate or capture them. You'll liberate them if the alignment of your group is close to the morale of the stronghold. Otherwise, it'll be captured. Liberating strongholds increase the people's attitude of you. Capturing decreases it. Also, you'll see strongholds that are controlled by neither you or the enemy. If you wish to maintain the people's view of you, leave them alone until after the battle. Only capture them if they have Witch's Huts or Shops that you absolutely need... Between Battles: Training really helps, but only really for units you want to have low Alignment. You can build up serious levels using this, but it's a real strain on your War Fund. As far as Training, and even regular battles go, keep an eye on your experience, because you cannot exceed 100. The experience you get from defeating enemies gets rolled back to zero when you gain a level, so if you're going for maximum return, don't try to engage an enemy you know you'll get a lot of experience from, because a lot of it will be wasted. Don't bother with Legions when you get them. They're far more trouble than they're worth. In-battle strategies submitted by Anthony Gargon: Both your parties and enemy parties tend to attack toward the center of each row, even if using attack leader as a strategy. If you have your leader in the front row, put him off to 1 side and they will receive 2/3rds of the potential hits. Melee attacks cannot go through an empty column to attack characters behind others. If you don't want a rear or middle row characters getting hit, make sure someone is in front of them. It doesn't matter if the center column is wide open. If you've got characters on all 4 corners, stick a 5th behind one of the other front line characters, don't leave him alone in the middle center. Magical attacks target rear row characters first. If you want your Zombies to become Skeletons or Golems to be petrified into Stone Golems or hardended into Baldr Golems, put them in the rear so they can get nailed by the appropriate magic. If you know you are going to lose a battle on damage dealt, or don't need to win the battle but want to wear down an enemy unit, pay attention to who gets initiative. If you attack first, the enemy will go next, then your characters with 2 or 3 attacks, then the enemy will go again. It is often possible to retreat before the enemy takes their 2nd attack, denying them a chance to hurt you more or heal damage if they have a Cleric. Hit Interrupt as soon as you use your last 2nd round attack. It is always possible to retreat before enemy units with 3 attacks use their 3rd hit. This won't deny you any experience points if you have killed an enemy. You WILL be denied soldier points for your leader and be forced to move back, even if you have dealt more damage. Still, I have found this tactic VERY handy. Even if you lose initiative it is still possible to retreat after you take your first turn if you were heavily damaged on the enemy's first turn. Using the buddy system you can soften up a superior force considerably with this tactic. ************************************************************************ ************************************************************************ 4. Classes This is really the heart of the game. The classes you pick to use in your battles decide how you progress through the game. Here's my setup for describing the classes... Class: The name of the unit and how he fits into the grand scheme of things. Appearance: What the character looks like so you can identify it. Terrain: The Terrain Class of this Character Equipment: This is the equipment a character needs to become this class. Right Hand: Usually the basic weapon the character uses. Left Hand: Could be one of a few things. Shield, Spellbook, or Accessory. Could also be empty. Body: The body armor the character uses. Head: Either a Headgear piece or an Accessory. Cost: General cost of purchasing a character's entire set of equipment straight off the rack. Attacks: Front: Attack used in the front row and relative strength to the others. Middle: Same as Front only for the middle row. Back: Same as Front only for the back row. Attacks will have a relative strength as a letter level. A is the strongest attack the unit can have. B is less strong. C is the weakest. These levels should be taken with a grain of salt, though, considering the letters are considering one attack and how it affects a single person. For instance, a Flarebrass' Crimson Note OBVIOUSLY does more damage overall than its Fire Breath, but on one person, the Fire Breath will hit harder. Assume attacks are physical unless marked with (*). Magic attacks will be rated separately, since their strength can be changed independently of physical attacks. Requirements: This covers the general alignment and statistics required for the class to be available. Note that not every stat requires a number for advancing. My thoughts: How generally useful I consider this character to be. Level Up Increases: How much a classes stats increase with each level up. Story: Specific to Special Characters only, I'll give a little background on these people, without giving away any spoilers. Okay. Let's start with Mr. (or Ms.) Basic. ************************************************************************ Class: Soldier (Basic Human Unit) Appearance: Little guy with a brown hat and a spear. Usually found in groups of three. Terrain: Plains Equipment: Right Hand: Short Spear *cannot change* Left Hand: N/A Body: Half Armor *cannot change* Head: N/A Cost: 0 (You always have an infinite amount of this equipment.) Attacks: Front: Thrust X 1 - A Middle: Thrust X 1 - B Back: Thrust X 1 - C My thoughts: What can I say? The only way to get new human units is through Soldiers. You're gonna have to use a lot of these little guys if you wanna get anywhere in this game, since most of the Leaders of your units will be human. Soldiers are in a character slot in groups of three. Their collective HP is divided into thirds for each Soldier. Once a Soldier group loses a third of it's HP, one dies, and after two-thirds, a second, and so on. Soldiers don't gain experience like other units do. There's a special way of upgrading them. Here's the lowdown. Whenever you win a battle (you end a round and you get the word "WIN"), each soldier that survives in your unit will earn 2 Soldier Exp for the unit leader. For instance, if your unit has six soldiers, winning a battle will earn that unit's leader 12 Soldier Exp. Now, when that unit's leader gains a total of 100 Soldier Exp., one of the Soldiers upgrades into the basic Human Unit that is the same gender as the unit's leader. For instance, a unit led by a Knight will produce a Fighter if a Soldier advances, while one led by a Valkyrie will produce an Amazon. One of the Soldiers immediately changes into that class, IF you have a spare set of equipment for that class. Then the remaining two Soldiers in that cluster of Soldiers will be returned to your reserves. A good strategy for letting Soldiers gain experience at more difficult points in the game is to put them in middle row behind another unit. They attack with a little less power (which isn't much to begin with), and they're shielded from physical attacks. You can ONLY promote Soldiers during actual battles. Neutral Encounters and Training won't do it... ************************************************************************ ************************************************************************ A. Male Human Classes Class: Fighter (Basic Male Human Unit) Appearance: Small guy in light armor with a small sword. Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: Round Shield Body: Chain Mail Head: Iron Helm Cost: 190 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C My thoughts: Yep. Your basic dude. These guys really aren't that bad, but, of course, you're only keeping them around so you can upgrade them to something better. Later on, this class will probably become entirely obsolete, since upgraded Soldiers will have high enough levels to immediately become stronger classes. Best strategy, naturally, is to put him in the front row. Level Up Increases: STR: +4 VIT: +3 INT: +3 MEN: +3 AGI: +2 DEX: +3 ************************************************************************ Class: Knight Appearance: Tall guy in full armor, with a big sword and shield. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Kite Shield Body: Plate Armor Head: Armet Cost: 570 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 40-100 STR: 72 VIT: 67 My thoughts: Combine one part fighter and two parts beefiness and what do you get? A Knight! In essence, this guy really is nothing more fancy than an upgraded Fighter. That's not a problem if that's what you're looking for, of course... His sword hits hard and he's generally pretty fast. He's got a good mix of offensive and defensive capabilities. I suggest getting several of these, like five or six. If there's only one problem with the Knight, it's that he's a pretty costly unit, as you can see from his listed Cost. Level Up Increases: STR: +5 VIT: +4 INT: +3 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ Class: Berserker Appearance: Beefy, bearded thug with a horned helmet. Terrain: Plains Equipment: Right Hand: Francisca Left Hand: N/A Body: Leather Armor Head: Iron Helm Cost: 220 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: This is, more or less, the Alignment opposite of a Knight. If you have a low Alignment unit that needs some front row muscle, this guy's your thug. He's got good power, with a little bit reduced magical defense. Get a couple of these for low Alignment units. Level Up Increases: STR: +5 VIT: +5 INT: +3 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ Class: Fencer Appearance: Wears a pointy hat and carries a large, two-handed sword. Terrain: Plains Equipment: Right Hand: Bastard Sword Left Hand: N/A Body: Cloth Armor Head: Jin-gasa Cost: 250 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 30-100 STR: 72 DEX: 62 My thoughts: I consider this guy the poor man's Knight. He's got generally the same attack power as a Knight, and a rather high Dexterity, but he's got a reduced defense. It's not that much of a change, though, so you might wanna consider having a couple if it'll keep expenses down. In fact, I suggest having about three or four to grab any good Greatswords... Level Up Increases: STR: +5 VIT: +3 INT: +3 MEN: +5 AGI: +5 DEX: +5 ************************************************************************ Class: Phalanx Appearance: Heavily armored guy carrying a sizable shield and a spear. Terrain: Plains Equipment: Right Hand: Spear Left Hand: Large Shield Body: Plate Mail Head: Iron Helm Cost: 570 Attacks: Front: Pierce X 2 - A Middle: Pierce X 1 - B Back: Pierce X 1 - C Requirements: ALI: 20-80 STR: 76 VIT: 70 My thoughts: This is Mr. Physical Defense. He's no more powerful attack-wise than a Knight, but he can take some serious hits and keep coming back for more. Definitely a good front row center man. Sadly, this power can kind of go to waste if he doesn't have a good attack. I suggest having no more than two or three to occupy your good spears... Level Up Increases: STR: +4 VIT: +4 INT: +3 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Beast Tamer Appearance: Bearded man with wild hair, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Leather Whip Left Hand: N/A Body: Leather Armor Head: N/A Cost: 120 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: Okay. This guy is only a decent fighter, but he does have a couple of special attributes. Put him in a unit with a monster of some kind, and that monster will fight better. A good tradeoff, I think. He's probably not good to be put in a fighting unit. If you feel like making a Beast Unit, put him in charge. Level Up Increases: HP: +5 STR: +5 VIT: +4 INT: +3 MEN: +3 AGI: +4 DEX: +4 ************************************************************************ Class: Doll Master Appearance: Robed man with a puppet sitting in front of him. Terrain: Plains Equipment: Right Hand: Marionette Left Hand: Amulet Body: Robe Head: Bandanna Cost: 210 Attacks: Front: Pull Strings X 2 - A Middle: Pull Strings X 2 - B Back: Pull Strings X 1 - C Requirements: ALI: 20-80 INT: 60 MEN: 66 DEX: 65 My thoughts: This guy's interesting. Basically, his hook is that he brings inanimate objects to life. A pretty good power, if you ask me. So, his main attack is animating the doll he's equipped with and attacking the enemy with it. It has decent power to it. The fact that he gets two attacks in the middle row makes him a good candidate for a middle row character. He's also got a decent magic defense, making him able to withstand magic attacks that are thrown his way while behind the front line. Another cool thing about him involves another kind of formerly inanimate object: Golems. Put a Doll Master in a unit with a Golem and the Golem will be stronger. Level Up Increases: HP: +4 STR: +4 VIT: +4 INT: +5 MEN: +4 AGI: +4 DEX: +5 ************************************************************************ Class: Ninja Appearance: Figure in ninja cloak-like garb, wielding claws. Terrain: Forests Equipment: Right Hand: Iron Claw Left Hand: N/A Body: Ninja's Garb Head: Hachigane Cost: 260 Attacks: Front: Rend X 2 - A Middle: Rend X 1 - B Back: Rend X 1 - C Requirements: ALI: 0-60 AGI: 52 DEX: 59 My thoughts: This guy's quick. He's a bit weaker than an average Knight, but he's got the Agility to make up for it. That's about all that's special. Have one or two for your low Alignment units. Level Up Increases: STR: +5 VIT: +3 INT: +4 MEN: +4 AGI: +6 DEX: +4 ************************************************************************ Class: Wizard Appearance: Bearded old man in a full robe and carrying a staff. Terrain: Plains Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Robe Head: Amulet Cost: 190 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 1 - B Back: Elemental Magic* X 2 - A Requirements: ALI: 0-60 INT: 57 MEN: 63 My thoughts: Ah, yes. The male spellcaster. This is generally the only male unit you'll want in the back row. He can't take the physical hurt, but can stand magic to some degree. He'll cast different spells depending on his ruling element: Wind: Lightning Fire: Fireball Earth: Acid Vapor Water: Ice Blast Bane: Word of Pain Depending on the spellbook you equip, these spells can change. I suggest having about two or three or these to complement two or three Sorceresses. Level Up Increases: HP: +3 STR: +3 VIT: +3 INT: +6 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Paladin Appearance: A knight looking fellow, wearing white, gold, blue, and purple armor, and helmet. Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Kite Shield Body: Baldr Armor Head: Baldr Helm Cost: 1060 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic* X 2 - C/A Requirements: ALI: 60-100 STR: 123 VIT: 103 DEX: 89 My thoughts: Look! Up in the sky! It's a bird! It's a plane! It's Super Knight! These guys rock da house. They've got a lovely three attacks in front, and they can use magic in the back, so you don't have too many problems if you're back attacked. They have decent everything as far as skills go, so stock up on these holy boys! Any Knights you have should become these guys quickest, so you'll end up having about five or six, which is good. The magic is determined by the element of the sword you're using. Level Up Increases: STR: +6 VIT: +5 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Black Knight Appearance: Horned Helmet, Black and gold armor, and a cape. Terrain: Plains Equipment: Right Hand: Satan's Bullova Left Hand: Valiant Mantle Body: Baldr Armor Head: Armet Cost: 940 (This is for everything but Valiant Mantles, which cannot be bought.) Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic* X 2 - C/A Requirements: ALI: 0-40 STR: 117 VIT: 112 My thoughts: A really, really nasty guy. He's the upgraded Berserker. He's good in the front or back, but you'll probably want to stick him in the front to maintain combat purposes. Take as many as you can get Valiant Mantles for, because this is the only truly decent front row Chaotic fighter. He'll hit VERY hard later in the game as his STR skyrockets. Finding Valiant Mantles: This can get tricky, because there's only one definite spot to find a Valiant Mantle in the entire game, and that's in the Sable Lowlands. You may, however, get lucky, and find a couple of Valiant Mantles from enemy groups in the same area. Level Up Increases: HP: +6 STR: +7 VIT: +6 INT: +5 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Sword Master Appearance: Older guy in a brown robe holding his sword down at his side. Terrain: Plains Equipment: Right Hand: Claymore Left Hand: N/A Body: Cloth Armor Head: Hachigane Cost: 420 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - C Back: Sonic Boom X 2 - B Requirements: ALI: 40-100 STR: 127 DEX: 117 My thoughts: Sonic Boom isn't a very good attack, in my opinion. The attack hits an enemy and hits the Sword Master in return. I say keep the bugger in the front. Like the Fencer, he has good attack power and evasion. Turn Fencers into these guys. Level Up Increases: STR: +5 VIT: +4 INT: +4 MEN: +4 AGI: +5 DEX: +7 ************************************************************************ Class: Cataphract Appearance: Large, heavily armored guy, carrying a big spear and a large shield. Terrain: Plains Equipment: Right Hand: Baldr Spear Left Hand: Tower Shield Body: Heavy Armor Head: Armet Cost: 1350 Attacks: Front: Pierce X 2 - A Middle: Pierce X 2 - B Back: Pierce X 2 - C Requirements: ALI: 30-80 STR: 124 VIT: 130 My thoughts: A walking brick wall! These guys are dynamos at physical defense. Like Phalanxes, these guys aren't very powerful on the attack, so only have a couple to use your good Spears. Level Up Increases: STR: +5 VIT: +7 INT: +3 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Beast Master Appearance: White-bearded man with balding, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Rupture Rose Left Hand: N/A Body: Hard Leather Head: N/A Cost: 270 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 2 - C Requirements: ALI: 0-45 STR: 117 VIT: 103 My thoughts: Like the Beast Tamer, the Beast Master increases the power of your Beast unit. Only use him for that, because he's not all that hot a fighter. Level Up Increases: STR: +6 VIT: +6 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Enchanter Appearance: Robed guy with long hair, and, of course, a doll. Terrain: Plains Equipment: Right Hand: Fool Left Hand: Amulet Body: Magician's Robe Head: Bandanna Cost: 500 Attacks: Front: Pull Strings X 3 - A Middle: Pull Strings X 2 - B Back: Pull Strings X 2 - C Requirements: ALI: 25-75 INT: 110 MEN: 106 DEX: 115 My thoughts: More or less the same deal as a Doll Master. He'll have more attacks in the front, but he'll be a bit more vulnerable. Sticking him with Golems will increase their ability, naturally. I suggest having no more than one or two to use Dolls for. Level Up Increases: STR: +4 VIT: +4 INT: +5 MEN: +5 AGI: +4 DEX: +5 ************************************************************************ Class: Ninja Master Appearance: A Ninja in dark brown clothing wearing a metal mask. Terrain: Forests Equipment: Right Hand: Baldr Claw Left Hand: N/A Body: Ninja Garb Head: Hannya Mask Cost: 510 Attacks: Front: Rend X 3 - A Middle: Rend X 2 - B Back: Ninja Art* X 2 - A Requirements: ALI: 0-40 INT: 94 AGI: 112 DEX: 99 My thoughts: Ninja Masters are pretty darn good. Their Ninja Art has really decent power, can hit just like an Archmage spell, and can change element regardless of the element of the Master. I like these guys, even though I only have one. You should have one or two yourself in case you run short on Black Knights for your frontlines... Level Up Increases: STR: +4 VIT: +4 INT: +5 MEN: +4 AGI: +6 DEX: +5 ************************************************************************ Class: Archmage Appearance: Bearded old man in a robe with an odd hat on and a staff. Terrain: Plains Equipment: Right Hand: Arc Wand Left Hand: Spellbook Body: Magician's Robe Head: Amulet Cost: 410 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A Requirements: ALI: 0-40 INT: 123 MEN: 107 My thoughts: These guys are beefed up Wizards. Magic Plus is area effect magic. Your Archmage attacks a target within a four square block and all enemies in that four square block are hit, or it'll attack a target and hit adjacent targets for lesser damage. Naturally, change any Wizards you have into Archmages and leave it at that. Wind: Thunder Flare Fire: Fire Storm Earth: Crag Press Water: Ice Field Bane: Dark Quest Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Dragoon Appearance: Man wearing full gold armor, and pretty gold helmet, carrying a big sword. Terrain: Plains Equipment: Right Hand: Sword of Tiamat Left Hand: N/A Body: Dragon Armor Head: Dragon Helmet Cost: Cannot be bought normally. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash X 2 - C Requirements: ALI: 0-100 STR: 127 VIT: 111 DEX: 95 My thoughts: A large quest is to be undertaken to get one of these guys, and you can have only one. The quest isn't especially hard, but it can only be completed rather late in the game. Dragoons have some serious attack power on them and they're very strong defense-wise. They're also very good at slaying Dragons. Getting one is seriously recommended by me. I suggest making him Chaotic, since there aren't many Chaotic fighters that have three attacks. Level Up Increases: HP: STR: +6 VIT: +6 INT: +3 MEN: +4 AGI: +4 DEX: +4 Starting the Dragoon Quest: Go to Idorf after finishing the Mylesia mission. You'll learn about Dragoons and the armorers who made stuff for them, AND their locations. Getting Dragon Helms: Go to Burgunny in Gunther Piedmont during the nighttime. Here, you'll see a drunk. Go back during the day, and an elderly woman will tell you about him and his wife, who lives in Senal in Volmus. Pay her a visit, then go back to Burgunny and you'll find the happy couple reunited. Visit one more time (during the day) and you'll be able to purchase a Dragon Helm for 250 Goth. Getting Dragon Armor: Go to Kynora in Mount Ithaca during the day, and you'll meet an old man who'll talk about Dragon Armor and will tell you about the ore, Condrite. You can find that ore in the market in Melphy, Dardunnelles on the 6th day of any month during the daytime (about 9:00 to 18:00). Buy the Condrite for 200 Goth and take it to the old man, who will fashion the armor free of charge. Getting the Sword of Tiamat: You MUST have received the pieces of armor through the side quests above, otherwise this won't work. Return to Idorf with these two items after starting Chapter 3. You'll be told about the barkeep in Elaine, Fair Heights. Go there after finishing the mission and he'll tell you about Grozz Nuy and he'll give you the Dragon Scale. He'll tell you he found the dragon in the forest outside Pinneg, Celesis. Enter the stronghold of Pinneg after you beat that scene with a unit whose leader you want to fight and you'll head into the forest, drop the Dragon Scale and fight Grozz Nuy. Fighting Grozz Nuy isn't that tough, since he only gets one attack per round, and if you're smart, you used someone with MORE than one attack per round. Just make sure your character can cause a good amount of damage and you'll win and get the Sword of Tiamat, and the Dragoon class will be open to you. One last note: I DON'T KNOW WHO STARTED THIS, BUT YOU DO NOT NEED A DRAGON SHIELD TO MAKE A DRAGOON!!! ************************************************************************ Class: Vampire Appearance: A guy with pointy ears wearing a purple fuzzy garment Terrain: Plains Equipment: Right Hand: N/A Left Hand: N/A Body: Count's Garment *cannot be changed* Head: Bloody Emblem *cannot be changed* Attacks: Front: Life Drain X 2 - A Middle: Life Drain X 2 - A Back: Life Drain X 2 - A Requirements: ALI: 0-50 VIT: 52 MEN: 63 AGI: 54 My thoughts: Vampires aren't all as one would expect them to be. There are several restrictions. The biggest one is that you can't move during the daytime if you have a Vampire in your unit. During the day, the Vampire must remain in his coffin, and he'll have a "Take a Peek" attack, which does nothing. Life Drain is merely an "okay" attack. Still, they're nearly invulnerable in their coffins, so Vampires may be good for a base defense unit. Level Up Increases: STR: +4 VIT: +4 INT: +5 MEN: +5 AGI: +4 DEX: +4 Getting the Bloody Emblem: Go to Elegorea, Mylesia with a Chaotic Male leader. You'll speak to Lestat the Undead. He'll ask you four questions to see if you're worthy of becoming a Vampire. Your answers will have to be as such based on the time of day: Time of Day Answer Order 00:00-01:29 1,1,1,1 01:30-02:59 2,2,2,2 03:00-04:29 1,1,1,1 04:30-05:59 2,2,2,1 06:00-07:29 1,1,2,1 07:30-08:59 2,2,1,2 09:00-10:29 1,1,2,2 10:30-11:59 2,2,1,1 12:00-13:29 1,2,1,1 13:30-14:59 2,1,2,2 15:00-16:29 1,2,1,2 16:30-17:59 2,1,2,1 18:00-19:29 1,2,2,1 19:30-20:59 2,1,1,2 21:00-22:29 1,2,2,2 22:30-23:59 2,1,1,1 You may return at any time (with someone besides Troi or one who already answered the questions) to get more Bloody Emblems. They can be sold for decent cash. Getting a Count's Garment: No store sells these, and the first place you can find one lying around is Aurua Plains, which is quite late in the game. You may, however, get lucky and find one earlier from an enemy. ************************************************************************ Class: Lich Appearance: Very thin person with skeleton hands, hunched over with a large staff and wearing a black cloak. Terrain: Plains Equipment: Right Hand: Kerykeion Left Hand: Book of Bane Body: Bloodstained Robe Head: Ring of the Dead *cannot be changed* Attacks: Front: Elemental Magic Plus* X 2 - C Middle: Elemental Magic Plus* X 2 - B Back: Elemental Magic Plus* X 3 - A Requirements: ALI: 0-30 INT: 24 MEN: 51 My thoughts: Amazing. Just amazing. These are the baddest guys out there. They've got extra magic stank on them, so they'll slam the enemies and not even break a sweat. Of course, they probably don't have sweat glands anymore, anyway... The only bad thing about Liches is that you can only get so many Rings of the Dead. I know how to get two. The really good thing is that you don't have to kill your Archmage or Siren to make one. Just go directly to the Class Change screen. Male Liches are exactly the same as female Liches. Guess they lose their gender. That's something I'd rather not dig too deep into. Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +4 Getting the Ring of the Dead: Go to Banna Barra, Celesis. A young girl will give you the Dark Invitation. Go with Magnus to Quelluan, Zenobian Border, and you will receive the Ring. You can also find a ring in the first Tremos Mountains stage north of Congool. There seems to be some confusion about this, so let me just say that you do NOT have to kill someone to make a Lich. Once you have all the equipment and requirements, the Lich will appear as a class change on the class change screen and you can go from there. Getting a Kerykeion: No store sells these, but you can get one from fighting neutral Black Dragons in the forests of Mylesia II. Getting a Bloodstained Robe: No store sells these, but you can find one in Gules Hills. Check that mission for the location. ************************************************************************ Class: Centurion Appearance: Man with sword, shield, armor, and a large plume on his helmet. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Kite Shield Body: Plate Armor Head: Armet Cost: 570 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 0-100 VIT: 52 INT: 62 MEN: 52 DEX: 54 Must have promoted seven Soldiers. My thoughts: I don't consider Centurions all that great. You can go to the Legion FAQ for my opinion on Legions as a whole. If you really want a Legion, I'd use one of the special characters. Level Up Increases: STR: +5 VIT: +4 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ ************************************************************************ B. Female Human Classes Class: Amazon (Basic Female Unit) Appearance: Blonde lady carrying a bow and wearing mostly white. Terrain: Forests Equipment: Right Hand: Short Bow Left Hand: N/A Body: Leather Armor Head: Bandanna Cost: 110 Attacks: Front: Shoot X 1 - A Middle: Shoot X 1 - B Back: Shoot X 2 - C My thoughts: Although her power is lowest in the back, the fact that she gets to attack twice more than makes up for it. Once again, this class will become obsolete as you gain levels and Soldiers can be directly upgraded. Level Up Increases: STR: +4 VIT: +2 INT: +3 MEN: +3 AGI: +3 DEX: +3 ************************************************************************ Class: Archer Appearance: Woman with a green feathered hat and costume, and a bow. Terrain: Forests Equipment: Right Hand: Great Bow Left Hand: N/A Body: Leather Armor Head: Leather Hat Cost: 190 Attacks: Front: Shoot X 1 - A Middle: Shoot X 2 - B Back: Shoot X 2 - C Requirements: ALI: 20-80 STR: 72 DEX: 69 My thoughts: This is for all you fans of the SATs. An analogy - Fighter : Knight :: Amazon : ? If you said Archer, you'd be right. This is nothing more fancy than a stronger Amazon, which is fine if that's what you desire. Since she attacks twice in the middle, she's one of the few good middle row units. Have a few of these for attacking from afar. Level Up Increases: STR: +5 VIT: +4 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Dragon Tamer Appearance: Woman with the skull of a dragon on her head Terrain: Plains Equipment: Right Hand: Rapier Left Hand: N/A Body: Chain Mail Head: Bone Helm Cost: 200 Attacks: Front: Thrust X 2 - A Middle: Thrust X 1 - B Back: Thrust X 1 - C Requirements: ALI: 30-90 STR: 72 VIT: 57 DEX: 69 My thoughts: On the surface, this lady appears to be nothing more than a frontline swordswoman. Of course, the fact that she's called the Dragon Tamer denotes that she maintains power of those beasts so powerful that they have an entire type of class dedicated to them. As can be expected, putting Dragons in units with her will increase their power. Like the Beast Tamer, you should probably just keep her in a Dragon unit. Level Up Increases: STR: +5 VIT: +5 INT: +4 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Valkyrie Appearance: Female soldier with wings on her head. Terrain: Snow Equipment: Right Hand: Spear Left Hand: Round Shield Body: Breastplate Helm: Plumed Headband Cost: 410 Attacks: Front: Cleave X 2 - A Middle: Cleave X 1 - B Back: Lightning* X 2 - A Requirements: ALI: 40-100 STR: 72 VIT: 57 INT: 62 My thoughts: This is a pretty versatile class. She's good in both front and back rows. She's also one of the few classes that has both physical and magic attacks. You should consider this your main combat femme. Three or four should be fine, in addition to Leia, whose Blaze Knight abilities mirror those of a Valkyrie. Level Up Increases: STR: +4 VIT: +4 INT: +4 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Witch Terrain: Plains Appearance: A girl with a wand and a pointy hat Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Witch's Dress Head: Pointy Hat Cost: 300 Attacks: Front: Effect Magic* X 1 Middle: Effect Magic* X 1 Back: Effect Magic* X 2 Requirements: ALI: 0-60 INT: 65 MEN: 68 DEX: 72 My thoughts: Okay. I used to think Witches were really bad, but they actually aren't that shabby. If you have an enemy unit with a really nasty character, a Witch that can use a Sleep or Paralyze spell may be just what the doctor ordered. Still, though, that's kind of specialized, so I suggest having no more than one or two on the sidelines... Anyway, here's her elements. Wind: Electroshock (Paralyze) Fire: Ray of Paralysis (Paralyze) Earth: Poison Cloud (Poison) Water: Slumber Mist (Sleep) Bane: Nightmare (Sleep) Level Up Increases: STR: +3 VIT: +3 INT: +6 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Sorceress Appearance: Lady in tight-ftting outfit and high heels, wielding a wand Terrain: Plains Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Witch's Dress Head: Amulet Cost: 240 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 1 - B Back: Elemental Magic* X 2 - A Requirements: ALI: 0-60 INT: 62 MEN: 65 My thoughts: This is the female version of the Wizard. She has more magical defense, but far less physical defense, which shouldn't matter, because you'll never put her in harm's way, right? Anyway, she uses the same elemental magic as the Wizard. Have two or three for the back of your Chaotic units. Wind: Lightning Fire: Fireball Earth: Acid Vapor Water: Ice Blast Bane: Word of Pain Depending on the spellbook you equip, these spells can change. Level Up Increases: STR: +3 VIT: +3 INT: +5 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Cleric Appearance: Braided girl in a full hooded robe. Terrain: Plains Equipment: Right Hand: Light Mace Left Hand: N/A Body: Cleric's Vestment Head: Rosary Cost: 130 Attacks: Front: Healing X 1 - C Middle: Healing X 1 - B Back: Healing X 2 - A Requirements: ALI: 45-100 INT: 59 MEN: 62 My thoughts: Bow down to the Cleric. Bow down to her. This is the only major healing unit in the game. You'll learn to love her. She can heal you. Do I really need to say more? Okay, she's got a good magical defense, too. You should have one in every Lawful unit you have. Level Up Increases: STR: +3 VIT: +4 INT: +5 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Diana Appearance: A girl wearing a body suit and an elaborate headpiece, and carrying a bow. Terrain: Forests Equipment: Right Hand: Ytival Left Hand: N/A Body: Hard Leather Head: Plumed Headband Cost: 480 Attacks: Front: Shoot X 1 - A Middle: Shoot X 2 - B Back: Shoot X 3 - C Requirements: ALI: 20-70 STR: 116 DEX: 124 Lunatikk's thoughts: Pretty much a beefed-up archer. They have really good power and decent defenses, but they make great back row characters since they can attack three times. Upgrade your Archers to these ladies. Level Up Increases: STR: +5 VIT: +5 INT: +4 MEN: +4 AGI: +5 DEX: +6 ************************************************************************ Class: Dragon Master Appearance: Woman wearing a headband with dragon wings and carrying a rapier. Terrain: Plains Equipment: Right Hand: Estoc Left Hand: N/A Body: Scale Armor Head: Plumed Headband Cost: 510 Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Thrust X 2 - C Requirements: ALI: 50-90 STR: 127 VIT: 112 DEX: 113 My thoughts: This is the upgraded form of the Dragon Tamer. She's much better at controlling dragons, and what I really like about her is that she gets two attacks no matter where you put her, so you're really not losing much by sticking her in the back row. Use her for your Dragon Unit. Level Up Increases: STR: +6 VIT: +5 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Freya Appearance: Woman wearing lots of metal armor, a metal helmet with wings, and carrying a spear. Terrain: Snow Equipment: Right Hand: Thunder Spear Left Hand: Buckler Body: Baldr Mail Head: Armet Cost: 730 Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic Plus* X 2 - C/A Requirements: ALI: 60-100 STR: 116 VIT: 101 INT: 106 My thoughts: These lovely ladies are Valkyries squared. To get her back row attack to be magic, you need an elemental spear, like the Thunder Spear. Put them in the back for a weaker version of a magic user. Level Up Increases: STR: +5 VIT: +4 INT: +5 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Siren Appearance: Purple haired girl with a fur coat and a wand. Terrain: Plains Equipment: Right Hand: Arc Wand Left Hand: Spellbook Body: Fur Coat Head: Amulet Cost: 540 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A Requirements: ALI: 0-45 INT: 125 MEN: 128 By the same token as Archmages are better Wizards, Sirens are better Sorceresses. As before, Magic Plus is area effect magic. Your Siren attacks a target within a four square block and all enemies in that four square block are hit, or she attacks a specific target and all adjacent enemies are hit for lesser damage. Wind: Thunder Flare Fire: Fire Storm Earth: Crag Press Water: Ice Field Bane: Dark Quest Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +3 ************************************************************************ Class: Priest Appearance: Looks a lot like a Cleric only yellowish-green. Terrain: Plains Equipment: Right Hand: Baldr Mace Left Hand: N/A Body: Robe of the Wise Head: Rosary Cost: 530 Attacks: Front: Healing Plus* X 1 - C Middle: Healing Plus* X 1 - B Back: Healing Plus* X 2 - A Requirements: ALI: 65-100 INT: 109 MEN: 112 My thoughts: Forget bowing. Get down on your knees and WORSHIP HER!!! This is the Super Cleric. Healing Plus is stronger than normal Healing, and it heals a four square block of characters for roughly the same amount, or she heals a character and all adjacent for a smaller amount. Definitely a must-have for any unit on the go. Level Up Increases: STR: +3 VIT: +4 INT: +5 MEN: +6 AGI: +3 DEX: +3 ************************************************************************ Class: Princess Appearance: Woman in full gown and crown, with a fan Terrain: Plains Equipment: Right Hand: Battle Fan Left Hand: Spellbook Body: Pure-White Dress Head: Dream Tiara *cannot be changed* Cost: Cannot be bought Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A Requirements: ALI: 70-100 My thoughts: Worship her too!!! You can only have but one, but you'll definitely want to add this gem of royalty to your army. Sure, she seems just like another spellcaster, only high Alignment, but get THIS! Put in her in any unit as a leader, and every other character besides her will get an EXTRA ATTACK! SWEET!! This mean you can potentially have 18 attacks per round. Some are lucky to get 12... You should be grateful... ^_^ She can also lead a Legion. Level Up Increases: STR: +3 VIT: +2 INT: +5 MEN: +5 AGI: +3 DEX: +3 Getting the Pure-White Dress: Go to Bourdeux, Tenne Plains, with any female led group. You'll be told about dresses and silk. Go to Melphy, Dardunnelles on the 15th of any month during the daytime (9:00 to 18:00) and you'll find a peddler who will sell you a Bolt of Silk for 2000 Goth. Buy it, and take it to the dressmaker in Billney, Tenne Plains, with a female leader who will make it into a Pure-White Dress for 2500 Goth. Getting the Dream Tiara: Go to Clemona, Blue Basilica and an old man will tell you a tale about love never found. He'll give you the Package for Gelda. Take it to Boolem, Crenel Canyon, and you'll run into an old lady, who'll tell you to take it to Elle, Zenobia Border. An old man there will tell you her family moved to Soathon. Are we getting tired of this wild goose chase yet? Go to Tristle, and you'll get the Letter from Gelda. Head back to Clemona and the old man will give you the Dream Tiara. It's all quite a tearjerker... ;_; Getting a Battle Fan: No store sells these, but you can pick one up in Gules Hills as a Hidden Item. Refer to that mission to find out where. ************************************************************************ Class: Lich Appearance: Very thin person with skeleton hands, hunched over with a large staff and wearing a black cloak. Terrain: Plains Equipment: Right Hand: Kerykeion Left Hand: Book of Bane Body: Bloodstained Robe Head: Ring of the Dead *cannot be changed* Attacks: Front: Elemental Magic Plus* X 2 - C Middle: Elemental Magic Plus* X 2 - B Back: Elemental Magic Plus* X 3 - A Requirements: ALI: 0-30 INT: 24 MEN: 51 My thoughts: Amazing. Just amazing. These are the baddest guys out there. They've got extra magic stank on them, so they'll slam the enemies and not even break a sweat. Of course, they probably don't have sweat glands anymore, anyway... The only bad thing about Liches is that you can only get so many Rings of the Dead. I know how to get two. The really good thing is that you don't have to kill your Archmage or Siren to make one. Female Liches are no different from male Liches, by the way. Level Up Increases: STR: +3 VIT: +3 INT: +7 MEN: +5 AGI: +3 DEX: +4 Getting the Ring of the Dead: Go to Banna Barra, Celesis. A young girl will give you the Dark Invitation. Go with Magnus to Quelluan, Zenobian Border, and you will receive the Ring. You can also find a ring in the first Tremos Mountains stage north of Congool. There seems to be some confusion about this, so let me just say that you do NOT have to kill someone to make a Lich. Once you have all the equipment and requirements, the Lich will appear as a class change on the class change screen and you can go from there. Getting a Kerykeion: No store sells these, but you can get one from fighting neutral Black Dragons in the forests of Mylesia II. Getting a Bloodstained Robe: No store sells these, but you can find one in Gules Hills. Check that mission for the location. ************************************************************************ Class: Centurion Appearance: Woman with sword, shield, armor, and a large plume on her conical hat. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Buckler Body: Plate Armor Head: Baldr Helm Cost: 590 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 0-100 VIT: 52 INT: 62 MEN: 52 DEX: 54 Must have promoted seven Soldiers. My thoughts: I don't consider Centurions all that great. You can go to the Legion FAQ for my opinion on Legions as a whole. If you really want a Legion, I'd use one of the special characters. Level Up Increases: STR: +5 VIT: +4 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ ************************************************************************ C. Undead Classes You can get low level Undead Classes in one of two ways. My preferred way is to find them in wilderness. The other way is to have one of your characters die. If they remain dead long enough, and you have equipment for them, they will become Undead. The really special thing about low level Undead (Zombie, Skeleton, Ghost) is that they will be revived after a battle if eliminated through standard means. They only way they can be completely destroyed is if the entire unit is wiped out, or they are attacked by a holy weapon. This doesn't work for Angel Knights or Seraphim, though... ************************************************************************ Class: Zombie Appearance: Looks like a dessicated human with green and white bandages Terrain: Marsh Equipment: Right Hand: N/A Left Hand: N/A Body: Old Clothing Head: N/A Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Bite X 1 - C My thoughts: Zombies are the most basic undead. Bite attacks don't do much damage. Really, probably the only thing you'll want Zombies for is to shield more powerful units. They'll automatically change to Skeletons if hit with a Fire magic attack. Level Up Increases: Male: HP: +5 STR: +4 VIT: +3 INT: +2 MEN: +3 AGI: +3 DEX: +3 Female: HP: +4 STR: +4 VIT: +2 INT: +2 MEN: +3 AGI: +3 DEX: +3 ************************************************************************ Class: Skeleton Appearance: A...uh...skeleton... Terrain: Plains Equipment: Right Hand: Halt Hammer Left Hand: N/A Body: Torn Cloth Head: N/A Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C My thoughts: This is a good fighter. Not really much to this class but being the standard Undead fighter. What gives this guy an advantage over Zombies is that you can change his weapon. If a Zombie is hit by a fire attack, he'll become a Skeleton. Level Up Increases: STR: +5 VIT: +2 INT: +2 MEN: +3 AGI: +4 DEX: +4 ************************************************************************ Class: Ghost Appearance: Basically a floating sheet Terrain: Sky Equipment: Right Hand: N/A Left Hand: N/A Body: Torn Cloth Head: N/A Attacks: Front: Nightmare* X 1 - C Middle: Nightmare* X 1 - B Back: Nightmare* X 2 - A My thoughts: Ghosts aren't as useful as Skeletons. Nightmare is okay and all for causing a Sleep effect, but it really kind of defeats the "use Undead to shield more powerful units" theory. If you hit a Skeleton with a combination Wind and Fire attack, it'll become a Ghost. Level Up Increases: STR: +2 VIT: +2 INT: +5 MEN: +3 AGI: +3 DEX: +3 ************************************************************************ Class: Angel Knight Appearance: Blonde girl with a rapier and a large shield. Also has a halo and wings. Terrain: Sky Equipment: Right Hand: Needle of Light Left Hand: Kite Shield Body: Plate Mail Head: N/A Attacks: Front: Pierce X 2 - A Middle: Banish X 1 - B Back: Banish X 2 - C Requirements: ALI: 50-100 STR: 60 VIT: 61 DEX: 57 My thoughts: Probably the hardest class to get, and there's an element of risk involved in getting her. This class is female specific. She has all around good skills, and a particularly high Dexterity rate. Banish is a Virtue attack where she tosses her halo at an enemy. Like many undead, a person has the chance of becoming an Angel Knight only if you kill a character. If you have the proper stats and equipment, you have a CHANCE of her becoming an Angel Knight when she turns undead. There's a much larger chance that she'll become a Zombie, at which point you'll have to try with another girl... One way to give yourself a better chance is to use Goblets of Destiny. If you see "LUK UP!" when you use it, you're in good shape. If you don't, reset. Also, I heard it through the grapevine that equipping Katreda's Angel Brooch on your character increases your chances... If you want my honest opinion, I think you should save your Love and Peaces for these people. You'll first run into a bunch of them in Celesis. Level Up Increases: STR: +4 VIT: +4 INT: +3 MEN: +4 AGI: +4 DEX: +5 Getting the Needle of Light: After Chapter 3 begins, go to Melphy, Dardunnelles, on the 21st day of any month, during the daytime (9:00 to 18:00). A peddler will try to sell you one for 350 Goth. Take it. ************************************************************************ Class: Seraph Appearance: Blue-haired angel with four wings and a rapier. Terrain: Sky Equipment: Right Hand: Needle of Light Left Hand: Kite Shield Body: Baldr Mail Head: N/A Attacks: Front: Pierce X 2 - A Middle: Banish X 2 - B Back: Jihad X 2 - C Requirements: Previously Angel Knight ALI: 75-100 INT: 108 MEN: 125 DEX: 127 My thoughts: Oh, man. These holy lovelies are SWEET! Angel Knights are really nothing compared to these. Jihad hits ALL enemies with Virtue-type damage and OBLITERATES Undead! It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +4 VIT: +4 INT: +4 MEN: +4 AGI: +4 DEX: +6 ************************************************************************ ************************************************************************ D. Demi-Human Classes These classes consist mostly of non-leaders. They're all 1 tile characters, so there's room for a few in a unit. Class: Hawkman Appearance: Winged man carrying an axe or hammer. Terrain: Sky Equipment: Right Hand: Halt Hammer Left Hand: N/A Body: Leather Armor Head: Bandanna Cost: 190 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C My thoughts: The Hawkman is a decent fighter. His biggest advantage is that he's a Sky unit. He swoops and soars with the best of 'em. Level Up Increases: STR: +3 VIT: +4 INT: +2 MEN: +2 AGI: +4 DEX: +3 ************************************************************************ Class: Vultan Appearance: Winged man with gold and silver armor with hair coming out of his helmet. Terrain: Sky Equipment: Right Hand: Baldr Club Left Hand: N/A Body: Hard Leather Head: Hachigane Cost: 490 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Wind Shot X 2 - C Requirements: ALI: 40-100 STR: 103 AGI: 97 DEX: 80 My thoughts: O holy Hawkman. He's your high alignment Hawkman. In my opinion, keeping him in the front is the best course of action. He'll hit for more power than the standard Hawkman, and he's got the sky thing goin' on. So, have him lead any flying unit you have. Level Up Increases: STR: +5 VIT: +4 INT: +3 MEN: +4 AGI: +7 DEX: +4 ************************************************************************ Class: Raven Appearance: Winged man wearing dark armor and a helmet Terrain: Sky Equipment: Right Hand: Baldr Axe Left Hand: N/A Body: Hard Leather Head: Armet Cost: 570 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Thunder Arrow X 2 - C Requirements: ALI: 0-60 STR: 99 AGI: 93 DEX: 77 My thoughts: This guy is a Hawkman gone bad. This is one of the few classes that's just as good in the front as it is in the back. The Thunder Arrow, naturally, hits best against earth elementals, and the physical attacks are quite damaging. Have him lead any flying unit you have. Level Up Increases: STR: +5 VIT: +5 INT: +3 MEN: +4 AGI: +5 DEX: +6 ************************************************************************ Class: Pumpkinhead Appearance: A kid with a pumpkin for a head. Terrain: Forest Equipment: Right Hand: N/A Left Hand: N/A Body: Plain Clothing Head: Glass Pumpkin *cannot be changed* Attacks: Front: Pumpkin Smash X 2 - A Middle: Pumpkin Smash X 1 - A Back: Pumpkin Shower X 1 - A My thoughts: These odd gentlemen are a very valuable find. This is a similar pumpkin that was fought in the original Ogre Battle. Created by Deneb, this kid has an amazing power. By throwing his head at enemies, he can take off half their health. This is great against guys of high HP, not so much against guys of low HP, naturally... The Pumpkin Shower is far more damaging. Several pumpkins rain down on the opposition, about five to seven times, and each takes off half the HP of a target. This targets all units in a four-square area. Unfortunately, this also takes off half the HP of the Pumpkinhead. So, if he's in a non-Cleric unit, put him in the front, and in the back if the unit has a Cleric. Level Up Increases: STR: +4 VIT: +5 INT: +1 MEN: +3 AGI: +4 DEX: +2 ************************************************************************ Class: Gremlin Appearance: It looks like a small bat with a big head and a pointy tail Terrain: Sky Equipment: Attacks: Front: Throw a Kiss X 2 - A Middle: Throw a Kiss X 1 - B Back: Abyss X 2 - A Lunatikk's thoughts: Semi-useful to have, but nothing special. Throw a Kiss reduces the attack power of whomever it hits, and Abyss hits for light damage putting them to sleep. They have low HP, but they dodge attacks like crazy, and have high magic defense. Level Up Increases: STR: +2 VIT: +4 INT: +6 MEN: +5 AGI: +5 DEX: +6 ************************************************************************ Class: Faerie Appearance: A little girl with wings Terrain: Sky Equipment: Right Hand: N/A Left Hand: N/A Body: Tiny Clothing *cannot be changed* Head: N/A Attacks: Front: Throw a Kiss X 1 - A Middle: Throw a Kiss X 1 - B Back: Magic Missle X 2 - C Lunatikk's thoughts: Not too useful unless you have nothing better to use. They use Throw a Kiss on your allies raising their attack power. Magic Missile hits for light damage, and is virtually useless. However, it is a Virtue based attack which can be somewhat handy when dealing with evil, or undead characters. Level Up Increases: STR: +1 VIT: +3 INT: +3 MEN: +7 AGI: +6 DEX: +5 ************************************************************************ ************************************************************************ E. Dragon Classes These are the epitome of all beasts. They have a large amount of class change available to them depending on their alignment and ruling element. They're two tile characters. ************************************************************************ Class: Young Dragon Appearance: A little, plump yellow rat with wings and a beak. Terrain: Mountains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Bite X 1 - C Lunatikk's thoughts: A good early game unit. Eventually, it will evolve into something more powerful, depending on its element and alignment. It's power is enchanced by Dragon Tamers and Masters. Level Up Increases: STR: +4 VIT: +5 INT: +1 MEN: +4 AGI: +2 DEX: +4 ************************************************************************ Class: Thunder Dragon Appearance: A purple dragon Terrain: Plains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Lightning Breath X 1 - C Requirements - Wind Elemental ALI: 20-80 AGI: 61 DEX: 81 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Quetzalcoatl. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Red Dragon Appearance: A red dragon Terrain: Mountains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Fire Breath X 1 - C Requirements - Fire Elemental ALI: 20-80 STR: 108 AGI: 61 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Flarebrass. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +5 INT: +3 MEN: +4 AGI: +5 DEX: +4 ************************************************************************ Class: Earth Dragon Appearance: A green dragon Terrain: Plains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Acid Breath X 1 - C Requirements - Earth Elemental ALI: 20-80 VIT: 109 MEN: 98 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become an Azhi Dahaka. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +5 INT: +3 MEN: +5 AGI: +3 DEX: +5 ************************************************************************ Class: Blue Dragon Appearance: A blue dragon Terrain: Marsh Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Breath of Cold X 1 - C Requirements: Water Elemental ALI: 20-80 MEN: 98 DEX: 81 Lunatikk's thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Hydra. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +6 INT: +4 MEN: +5 AGI: +3 DEX: +5 ************************************************************************ Class: Platinum Dragon Appearance: A white dragon Terrain: Snow Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Sacred Breath X 1 - C Requirements: ALI: 65-100 VIT: 114 INT: 73 MEN: 101 Lunatikk's thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Bahumut. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Black Dragon Appearance: A black dragon Terrain: Plains Attacks: Front: Bite X 2 - A Middle: Bite X 1 - B Back: Rotten Breath X 1 - C Requirements: ALI: 0-35 STR: 112 INT: 73 My thoughts: Just like other mid level dragons, a decent fighter that should probably be in the front row. Eventually, it will become a Tiamat. Breath slightly damages adjacent characters. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Quetzalcoatl Appearance: An Eastern-looking dragon, snake-like in appearance. Terrain: Plains Attacks: Front: Lightning Breath X 2 - A Middle: Lightning Breath X 2 - B Back: Radiant Gale X 2 - C Requirements - Previously Thunder Dragon ALI: 25-75 AGI: 93 DEX: 121 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Radiant Gale hits all enemies and paralyzes them. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Flarebrass Appearance: A beefy, Western red dragon standing tall on two legs. Terrain: Mountains Attacks: Front: Fire Breath X 2 - A Middle: Fire Breath X 2 - B Back: Crimson Note X 2 - C Requirements - Previously Red Dragon ALI: 25-75 STR: 156 AGI: 93 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Crimson Note hits all enemies and lowers their power. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +6 INT: +3 MEN: +5 AGI: +5 DEX: +4 ************************************************************************ Class: Ahzi Dahaka Appearance: A brownish green dinosaur-type dragon on all fours and with scales. Terrain: Plains Attacks: Front: Acid Breath X 2 - A Middle: Acid Breath X 2 - B Back: Earthquake X 2 - C Requirements - Previously Earth Dragon ALI: 25-75 VIT: 157 MEN: 130 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Earthquake hits all enemies and lowers their power. Unfortunately, Earthquake doesn't hit any enemies of the Sky terrain type, unless they're asleep or paralyzed. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +7 VIT: +6 INT: +5 MEN: +5 AGI: +3 DEX: +5 ************************************************************************ Class: Hydra Appearance: A bright blue, five-headed dragon. Terrain: Marsh Attacks: Front: Breath of Cold X 2 - A Middle: Breath of Cold X 2 - B Back: Clear Disaster X 2 - C Requirements - Previously Blue Dragon ALI: 25-75 MEN: 138 DEX: 121 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Clear Disaster hits all enemies and puts them to sleep. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Bahamut Appearance: A big white dragon standing tall on its four legs. Terrain: Snow Attacks: Front: Sacred Breath X 2 - A Middle: Sacred Breath X 2 - B Back: Divine Ray X 2 - C Requirements: Previously Platinum Dragon ALI: 75-100 VIT: 162 INT: 105 MEN: 133 Lunatikk's thoughts: The evolved version of Platinum Dragon, and one of the Ultimate Dragon Forms. It's Sacred Breath is good and all, but Divine Ray blows it away. Divine Ray does moderate to heavy virtue type damage to all enemies twice in one fight. Plus, it looks pretty cool. Very powerful. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ Class: Tiamat Appearance: A wiry, yet muscular, black dragon standing on two legs. Terrain: Plains Attacks: Front: Rotten Breath X 2 - A Middle: Rotten Breath X 2 - B Back: Evil Dead X 2 - C Requirements - Previously Black Dragon ALI: 0-25 STR: 160 INT: 105 DEX: 124 My thoughts: A great class if you can get it, like the other high level dragons. In the back is my personal choice for course of action, as Evil Dead hits all enemies and puts them to sleep. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. ************************************************************************ ************************************************************************ F. Monster Classes These bad boys are 2 tile characters. They make up for the assuming the role of 2 characters by being about as strong as two characters. Most are quite strong or can attack multiple times. ************************************************************************ Class: Wyrm Appearance: A lizard that's more wing than body. Terrain: Sky Attacks: Front: Bite X 2 - A Middle: Bite X 2 - B Back: Bite X 2 - C My thoughts: The thing that sets this monster apart is it's flying ability. Other than that, he's a better-than-average attacker with a nasty set of teeth. ************************************************************************ Class: Wyvern Appearance: A bit more muscular than a Wyrm, and has a purple and white crest on its head. Terrain: Sky Attacks: Front: Bite X 2 - A Middle: Bite X 2 - B Back: Fire Breath X 2 - A Requirements: ALI: 10-55 STR: 140 AGI: 124 DEX: 102 Lunatikk's thoughts: Not too shabby of a flying character. Good attack from the front row, good defense. Fire Breath can hit multiple targets at once for a moderate amount of damage. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +6 VIT: +6 INT: +2 MEN: +4 AGI: +6 DEX: +4 ************************************************************************ Class: Griffin Appearance: An eagle's head and wings on a lion's body. Terrain: Sky Attacks: Front: Claw X 2 - A Middle: Claw X 1 - B Back: Wind Shot X 2 - A My thoughts: Wyrms are good for low alignment sky units, and Griffins are good for high alignment sky units. Have fun with them if you like sky units. Level Up Increases: STR: +4 VIT: +4 INT: +3 MEN: +3 AGI: +6 DEX: +4 ************************************************************************ Class: Opinincus Appearance: A bigger, blue-beaked, blue-clawed Griffin Terrain: Sky Attacks: Front: Claw X 2 - A Middle: Claw X 1 - B Back: Wind Storm X 2 - C Requirements: Previously Griffin, Partially Chaotic to Partially Lawful Alignment MEN: 105 AGI: 127 DEX: 91 My thoughts: The upgraded Griffins. These guys are probably better in the front because Wind Storm generally doesn't hit all that hard... It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +5 VIT: +5 INT: +4 MEN: +4 AGI: +6 DEX: +5 ************************************************************************ Class: Cockatrice Appearance: Looks like a chicken with a lizard's tail. Terrain: Sky Attacks: Front: Peck X 2 - A Middle: Peck X 1 - B Back: Petrify X 2 - C Lunatikk's thoughts: Ooh baby, these are good. Peck is alright, but put them in the back for some grade "A" damage. Petrify can hit multiple targets at once for moderate damage, and has a chance of Petrifying them. That's right. Instant kill. They are pretty good at evading, but they don't have very good defense. I would recomend getting at least one of these. My backup thoughts: Petrifying enemies doesn't get you any experience. Use caution when petrifying. ************************************************************************ Class: Sphinx Appearance: A beast with a woman's front and wings Terrain: Sky Attacks: Front: Claw X 2 - A Middle: Evocation X 1 - B Back: Evocation X 2 - A My thoughts: These beasts are great! Put them in the back and you have a beast spellcaster. They pick any element, like Ninja Masters, but they have the power of an Archmage or Siren, so all you're trading here is the space. Level Up Increases: STR: +4 VIT: +5 INT: +6 MEN: +5 AGI: +6 DEX: +5 ************************************************************************ Class: Hellhound Appearance: A wolf with two heads Terrain: Mountains Attacks: Front: Bite X 3 - A Middle: Bite X 2 - B Back: Bite X 1 - C My thoughts: This is a very powerful unit. The main reason for his power is the three attacks he gets. There's nothing much else special about him, though. ************************************************************************ Class: Cerberus Appearance: Looks like a pit bull with three heads Terrain: Mountains Attacks: Front: Bite X 3 - A Middle: Bite X 2 - B Back: Mesmerize X 2 - C Requirements: Neutral to Chaotic Alignment STR: 139 VIT: 138 MEN: 90 My thoughts: These guys are Hellhounds times ten! Well, actually, Hellhounds times one and a half. They have wonderful attack power and defense. I'd put these puppies on the front line. It should be noted that this class change occurs automatically after a battle. That's an actual battle, not training. Level Up Increases: STR: +7 VIT: +6 INT: +5 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ ************************************************************************ G. Golem Classes These rock boyos have their own class group. Not too bad for your troubles... ************************************************************************ Class: Golem Appearance: A large man-shaped cluster of rocks. Terrain: Mountains Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C My thoughts: These guys can take serious hits. They're also pretty strong in their own right. One of the disadvantages I've found in this class is they don't always hit well. They can't have their status changed, though, so they can't be put to sleep, poisoned, or paralyzed. Level Up Increases: HP: +5 STR: +5 VIT: +6 INT: +3 MEN: +3 AGI: +3 DEX: +4 ************************************************************************ Class: Stone Golem Appearance: A gray-colored man-shaped cluster of rocks. Terrain: Mountains Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C Requirements: Golem becomes petrified while... STR: 104 VIT: 129 My thoughts: This is what happens when a Golem is petrified. This is stronger and more agile than the standard version of Golem. Not much more to be said. The class change occurs automatically during battle, once the Golem is petrified. If your stats aren't at the proper levels, though, your Golem will simply be petrified. Level Up Increases: STR: +5 VIT: +6 INT: +3 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Baldr Golem Appearance: A bluish-colored man-shaped cluster of rocks. Terrain: Mountains Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C Requirements: Stone Golem gets hit with a wind/fire combo while... STR: 144 VIT: 185 My thoughts: Wind and Fire. Kinda like tempering the Golem, like you'd temper any metal. Anyhoo. These are the best Golems to have because they'll have increased stats of Stones... This class change occurs automatically during battle, if the Stone Golem is at the proper stat levels. ************************************************************************ ************************************************************************ H. Demon Classes This is the hidden set of classes. These are monsters from the Netherworld that have invaded the human world. ************************************************************************ Class: Goblin Appearance: Odd-looking toothy guy in plate mail. Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: N/A Body: Plate Mail Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C My thoughts: Even for demons, I don't consider these guys worth the effort. They're not all that strong. As far as I know, they don't evolve, and by the time you can get them, you probably have guys that are much better. ************************************************************************ Class: Ogre Appearance: Huge grey-skinned humanoid carrying a massive hammer. Terrain: Plains Equipment: Right Hand: Warhammer Left Hand: N/A Body: Leather Armor Head: N/A Attacks: Front: Crush X 3 - A Middle: Crush X 2 - B Back: Crush X 1 - C My thoughts: Ogres have some considerable power to them. They're big characters, but they don't hit as often as most other characters... ************************************************************************ Class: Saturos Appearance: Goat-legged demon with horns and a big axe. Terrain: Plains Equipment: Right Hand: Evil Axe Left Hand: N/A Body: Hard Leather Head: N/A Attacks: Front: Strike X 2 - A Middle: Strike X 2 - B Back: Strike/Elemental Magic* X 2 - C/A My thoughts: If you notice similarities between this guy and the Black Knight, you're quite observant. A Saturos is pretty much a Black Knight for the demon crew. He's one of the few demons that can lead a unit, so he's quite useful to them. ************************************************************************ Class: Gorgon Appearance: Top half woman, lower half snake, and snakes for hair. Terrain: Plains Equipment: Right Hand: Baldr Bow Left Hand: N/A Body: Leather Armor Head: N/A Attacks: Front: Gaze of Terror X 1 - A Middle: Shoot X 1 - B Back: Shoot X 2 - C My thoughts: Gaze of Terror targets ALL enemies. Gorgons are unbelievably cheap, since they have the ability to completely petrify a unit in nothing flat. It will be blocked however, by any character with a shield. ************************************************************************ ************************************************************************ I. Enemy Character Classes You cannot control these guys... Ever... Stop asking me if you can. These are special classes used by the enemy, mostly for story purposes. Only exception is Vad the Grappler, but he's a special one... ************************************************************************ Normal Enemies ************************************************************************ Class: Grappler Appearance: Dark-skinned fellow with claws and a headband. Attacks: Front: Rend X 2 - B Middle: Rend X 2 - C Back: Fatal Dance X 1 - A My thoughts: These guys are warriors of Nirdam, the Bolmaukans. They were forced into slavery in a joint venture by Lodis and Palatinus. They used to be a proud people, and now they fight just to survive. As you can see, Fatal Dance is more powerful than the Grappler's front line attack. Be cautious when fighting these guys, they can rack up damage really quick. ************************************************************************ Class: Knight Templar Appearance: Knight in full armor and a large shield. His helmet has an opening shaped like a cross. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic X 2 - C/A My thoughts: In case you haven't noticed, these guys are just like Paladins. They have a bit of a higher defense and a lower offense, but they're more or less the same. These are the holy knights of the Lodis Empire. They fight for their beliefs in Lodisism. ************************************************************************ Class: Daemon Appearance: Blue skinned, winged guy. Pretty nasty looking. Attacks: Front: Strike X 2 - A Middle: Strike X 2 - B Back: Strike/Elemental Magic X 2 C/A My thoughts: Despite their fearsome appearance, these guys are really no worse than Saturoses. You'll only face a few of them. These guys are the Legion leaders of the demon army. Only thing is, you never see them lead a Legion... ************************************************************************ Class: Knight of Danika Appearance: Humanoid in full, oddly-shaped armor, carrying a sword. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash X 2 - C My thoughts: These are the protectors of Danika's slumber. They were created from her limbs by the goddess Berthe. There are only four in the entire game. They're quite strong. 'Nuff said... The actual name of this class is "Gatekeeper", but the only Gatekeepers in the game are the Knights, so I made an executive decision and decided to call them, officially, Knights of Danika. ************************************************************************ Bosses ************************************************************************ Class: General - See Quass Debonair Who: Quass Debonair (Zenobia Border) ************************************************************************ Class: Vanity Appearance: Blonde nobleman carrying a thin sword. Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Some kind of Magic* X 2 - A Who: Godeslas Branic (Alba) (uses Infest), Kerikov Barthes (Celesis) (uses Ice Field), Numitol Silvis (Argent) (uses Ice Field) My thoughts: Vanity's are pretty much fighting noblemen. They may have some inherent strengths, but largely they rely on their fellow soldiers. ************************************************************************ Class: Superior Knight Appearance: Knight without a helmet. Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash X 2 - C Who: Eurynome Rhade (Mylesia II, Mount Ithaca), Xevec Nulaton (Romulus) My thoughts: Superior Knights can be pretty nasty. They have more power than a standard Knight. ************************************************************************ Class: Solidblade - See Ankiseth Gallant Who: Ankiseth Gallant (Highland of Soathon, Wentinus I) ************************************************************************ Class: Temple Command Appearance: An armored man standing with his sword out in front of him, or standing like a Knight Templar. Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Evocation* X 2 - A Who: Baldwin Glendale (Wentinus I, Wentinus II, Mount Keryoleth II), Pruflas Watts (Gules Hills I, Temple of Berthe I), Amazeroth Ludon (Ptia), Vapula Simburg (Blue Basilica), Thamuz Delville (Aurua Plains) My thoughts: It's interesting how they make TC's stronger only by moving them around. In the beginning, you face TC's in the middle row, where they are weakest. Then later on, you'll fight them in the front row, where they're stronger. Finally, for the last battle with Baldwin, he'll be in the back, where he can use Evocation, which can be quite nasty. ************************************************************************ Class: Dark Prince Appearance: Blonde man with a thrusting sword. Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Dark Lore* X 2 - A Who: Amrius Dulmare (Fort Romulus) My thoughts: Amrius fights you twice in one scene. The first time, he's all alone in the middle. The second time, he has helpers and is in the back, where he can use Dark Lore, which is equivalent to using a Pedra of Bane. Nasty. ************************************************************************ Class: Flail Monarch Appearance: Bearded man with a scepter. Attacks: Front: ???? Middle: ???? Back: Lava Flow X 2 - A Who: Procus Dulmare (Winnea) My thoughts: The combination magic is a pain, but he's pretty wimpy, largely. Unfortunately, he's got two Ogres to be a pain. ************************************************************************ Class: Overlord Appearance: Purple haired young man. Attacks: Front: Thrust X 2 - A Middle: Thrust X 2 - B Back: Blue Spiral* X 2 - A Who: Yumil Dulmare (Winnea) My thoughts: It's not so much the fact that Yumil's tough, it's that he has two Knights of Danika as guards. ************************************************************************ Class: Death Templar Appearance: Noble-looking Temple Commander Attacks: Front: Slash X 3 - A Middle: Well, who cares. You can't knock him back... Back: Ditto... Who: Richard Glendale (Castle Talpaea) My thoughts: Richard's strong; stronger than even a Temple Command, but that's about all that's special. ************************************************************************ Class: Warlock - See Saradin Carm Who: Saradin Carm (Aurua Plains II) ************************************************************************ Class: Lord - See Destin Faroda Who: Destin Faroda (Aurua Plains II) ************************************************************************ ************************************************************************ 5. Special Character Classes There are many characters in the game that can't be picked up with normal means. These guys are usually quite a bit more powerful than your average Joe, and they have story potential, as well... ************************************************************************ Magnus Gallant Appearance: Purple-haired guy in armor, with his sword behind him. Starting Class: Gladiator Age: 18 Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: Blue Sash *cannot be changed* Body: Plate Mail Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash/Elemental Magic* X 2 - C/A My thoughts: Magnus is odd in the sense that he can do two attacks in the front and back, but not middle. Still, since he's the only life this game really depends on, keeping him in the back is, by far, the best course of action early on. However, later in the game, after you get Priests and Healing is less of an issue (ALWAYS have a Cleric or Priest with Magnus), you might want to put him in front, as certain swords cause him to have magic attacks which are generally less effective than physical attacks. Story: Magnus joined the Palatinean military to escape his father and the humiliation of his father's past. He graduates the military academy and is almost immediately dispatched for the Southern Division. Level Up Increases: HP: +5 STR: +5 VIT: +3 INT: +4 MEN: +3 AGI: +3 DEX: +3 --- Second Class: Vanguard Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Blue Sash *cannot be changed* Body: Baldr Mail Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic Plus* X 2 - C/A My thoughts: Like all second classes, Magnus becomes a Vanguard at the beginning of Chapter 3 and can command a Legion. The Elemental Magic Plus is a possibility depending on the element of equipped swords. --- Final Class: General Appearance: The same old Magnus, with heavy armor on. Equipment: Right Hand: Baldr Sword Left Hand: Blue Sash *cannot be changed* Body: Baldr Armor Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Blast X 2 - C My thoughts: Magnus becomes a General at the beginning of the Final Chapter. He can now use Full-Body Armor, and fire Blasts from his sword, which change depending on the element of the sword he uses. Physical: Sonic Blast Wind: Wind Blast Fire: Fire Blast Earth: Earth Blast Water: Aqua Blast Virtue: Holy Blast Bane: Dark Blast Even though it's a pretty new thing, the blasts aren't all that effective, and unless you're adamant about keeping Magnus in the back, you're probably better off with him in the front. ************************************************************************ Diomedes Rangue Appearance: Looks like a Knight without a helmet, and wears a blue sash. Starting Class: Gladiator Age: 19 Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Blue Sash *cannot be changed* Body: Plate Armor Head: N/A Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash X 2 - C My thoughts: Dio's pretty powerful. You're still probably going to want to keep him in the middle instead of the front, because he is that valuable. Story: Not much is relevant about Dio's past. Suffice to say that he's a little cocksure of himself and his abilities. How to get him: He automatically joins in Scene 1. How to lose him: If you agree to fight him before Scene 1 starts, and if you say "..." when Rhade orders you to kill Frederick, he'll leave. Level Up Increases: HP: +5 STR: +5 VIT: +3 INT: +4 MEN: +3 AGI: +3 DEX: +3 --- Second Class: Warrior Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Blue Sash *cannot be changed* Body: Baldr Armor Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic* X 2 - C/A My thoughts: Like all second classes, Dio becomes a Warrior at the beginning of Chapter 3 and can command a Legion. The Elemental Magic is a possibility depending on the element of equipped swords. I'd go for front row in this case, for the sake of three attacks. ************************************************************************ Leia Silvis Appearance: Valkyrie without wings and having a long blonde ponytail. Starting Class: Blaze Knight Age: 17 Terrain: Snow Equipment: Right Hand: Spear Left Hand: Round Shield Body: Breastplate Head: N/A Attacks: Front: Cleave X 2 - A Middle: Cleave X 1 - B Back: Lightning* X 2 - A My thoughts: Leia's pretty much a Valkyrie. The only thing separating the two is the fact that she wears no headgear. Story: Leia joined the Palatinus Military to escape her father, whom she needs to separate herself from. She grew up amongst the nobility, but feels it is her place to be in the military. How to get her: She automatically joins in Scene 3. Level Up Increases: HP: +4 STR: +4 VIT: +4 INT: +4 MEN: +4 AGI: +4 DEX: +4 --- Second Class: Rune Knight Terrain: Snow Equipment: Right Hand: Thunder Spear Left Hand: Buckler Body: Baldr Mail Head: N/A Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic Plus* X 2 - C/A My thoughts: Like all second classes, Leia becomes a Rune Knight at the beginning of Chapter 3 and can command a Legion. Oddly enough, she loses her Lightning ability and gains a Elemental Magic Plus thing just like Magnus and Dio. Depending on the spear equipped, she'll do different attacks in the back. ************************************************************************ Troi Tyton Class: Phalanx Appearance: Gold-armored Phalanx Age: 16 Terrain: See Phalanx Equipment: See Phalanx Attacks: See Phalanx My thoughts: See Phalanx Story: There's not much to say about Troi. He's a pretty cheerful guy and shows a big interest in your battalion. How to get him: Go to Elgorea, Mylesia in Scene 4 (The Path Diverges). Troi will walk right up to you and ask to join, no matter what. ************************************************************************ Katreda Birall Class: Cleric Appearance: Pink-robed Cleric Age: 15 Terrain: See Cleric Equipment: See Cleric Attacks: See Cleric My thoughts: See Cleric Story: Katreda's a cheerful girl. She joins up to find her father, who was captured by the Southern Division. How to get her: Go to Cayes, Gunther Piedmont during Scene 7 (A New Beginning) and she will ask to join so that she can help her father. ************************************************************************ Asnabel Birall Class: Berserker Appearance: Purple-clothed Berserker Age: 38 Terrain: See Berserker Equipment: See Berserker Attacks: See Berserker My thoughts: See Berserker Story: Captured by the Southern Division, Asnabel was forced into labor at the mines of Gunther Piedmont. Once freed, he'll become a valuable asset to the team. He is known as Asnabel the Iron Hammer. How to get him: Katreda must have (at least) asked to join your party, when you finish liberating Gunther Piedmont in Scene 7 (A New Beginning). ************************************************************************ Aisha Knudel Class: Priest Appearance: Pink clothed, hoodless Priest. Age: 19 Terrain: See Priest Equipment: See Priest Attacks: See Priest My thoughts: See Priest Story: One of the visitors from Zenobia, Aisha is the daughter of the renowned Roshfel Priest, Foris. While Destin and his troops were on the Island of Avalon, Aisha joined to help fight Gares, son of Empress Endora. How to get her: You must not have said "..." at Frederick's execution. Go to Puld, Audvera Heights during Scene 13 (Thoughts), and she'll ask to join your party. ************************************************************************ Liedel Klein Class: Archer Appearance: Archer wearing red and having blonde hair. Age: 22 Terrain: See Archer Equipment: See Archer Attacks: See Archer My thoughts: See Archer Story: A former member of the Central Division, specifically the Red Branch. She believed that the Revolution was the cause of the demons. When she find out that this isn't the truth, she'll join to find out what is. How to get her: You must have a high Chaos Frame. Beat her in the Sable Lowlands mission and she'll ask to join your party. ************************************************************************ Vad Orok Zlenka Class: Grappler Appearance: Dark-skinned warrior wielding claws. Age: 29 Terrain: Plains Equipment: Right Hand: Touelno Left Hand: N/A Body: Thunder Chain Head: Hachigane Attacks: Front: Rend X 3 - A Middle: Rend X 2 - B Back: Fatal Dance X 2 - C My thoughts: Although Fatal Dance technically does less damage, Vad strikes several times, adding up damage, so Fatal Dance is actually stronger. It's up to you whether you want more attacks or a stronger attack. Story: Vad, like many other Bolmaukans, was forced into subjugation by the Lodis Empire. Although he worked for the Central Division, he strove to maintain his honor. How to get him: In the Mount Ithaca mission (Uncertainty), first go north and liberate Ketican, which will destroy the bridge. Once this is done, Vad will not move, and you must avoid attacking him. Do this, and he'll offer to join after the battle. You must have at least beat Audvera Heights or Sable Lowlands. ************************************************************************ Saradin Carm Class: Warlock Appearance: Non-hooded white-haired wizard-looking gentleman. Age: 61 Terrain: Plains Equipment: Right Hand: Hemlock *cannot be changed* Left Hand: Spellbook Body: Magician's Robe Head: Amulet Attacks: Front: Effect Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A My thoughts: Saradin's got some stank on him. In the back he's an early Archmage, so stick him in the back for best results. You can't dequip his staff, the Hemlock, though... Story: Another of the visiting Zenobian fighters, Saradin was once a student of Rashidi, the Sage of Zeteginea. He turned against the Empire when he learned of Rashidi's evil. His student, Albeleo, turns him to stone, and Destin frees him on a mission to the Balmorian Ruins. How to get him: You must not have said "..." at Frederick's execution. Beat Scene 15 (Uncertainty) and he'll ask to join your party. ************************************************************************ Sheen Cocteau Class: Hawkman Appearance: Brown-haired Hawkman Age: 78 Terrain: See Hawkman Equipment: See Hawkman Attacks: See Hawkman My thoughts: See Hawkman Story: Sheen considers himself quite the ladies' man. He's a free-spirited Hawkman, and enjoys life. He's old by human standards, but Hawkmen are an elder race, and long-lived, so he still looks young. How to get him: You must have a low to neutral Chaos Frame. Go to Coppermine, Azure Plains, during Scene 17 (Visitors from the West), and he'll ask to join your party. ************************************************************************ Ankiseth Gallant Class: Solidblade Appearance: Similar to Magnus only taller and older looking. Age: 44 Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Blue Sash *cannot be changed* Body: Plate Mail Head: N/A Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Clay Assault* X 2 - A My thoughts: Good for either front or back rows. Ankiseth has Clay Assault in the back row regardless of what's equipped on him. When I got him, he was of quite a high level, so he towered over everyone else. He can lead a Legion. Story: Ankiseth the Steadfast has made quite a name for himself over the years. He's charged with protecting Prince Yumil, and is responsible for Magnus and Yumil becoming close friends since childhood. Unfortunately, his notoriety came back on him when he was forced to kill a nobleman attacking the Prince. This resulted in him falling from favor with the populus. How to get him: At the beginning of Scene 18 (The Grim Path), you must choose to meet with your father. Keep him alive for the battle, and, if you have a medium to high Chaos Frame, choose to have him join you after the battle. ************************************************************************ Meredia O'Keife Class: Siren Appearance: Blue-haired, white-clothed Siren Age: 18 Terrain: See Siren Equipment: See Siren Attacks: See Siren My thoughts: See Siren Story: Meredia has been friends with Leia ever since they were children. When Leia joined the military, Meredia decided to stay behind in their homeland of Argent. How to get her: At the beginning of Scene 21 (The Eastern Orthodox Church), Meredia will show up if Leia is still alive. She'll ask to join your party. ************************************************************************ Europea Rheda Class: Centurion (Female) Appearance: Red-haired Centurion without the goofy hat. Age: 25 Terrain: See Centurion (Female) Equipment: See Centurion (Female) Attacks: Front: Slash X 2 - A Middle: Slash X 2 - B Back: Slash X 1 - C My thoughts: Quite a bit better than a normal Centurion, actually. She has a lot of power to her. A good frontline female character. Story: Europea the Astral Knight is the head of the Berthan Sentinels of Celesis. As being such a holy knight, she is sometimes required to make difficult moral decisions. How to get her: Take Magnus to Fort Hillverich during Scene 22 (Suspicion). You'll speak to Europea and she'll head for the enemy headquarters. Make sure she doesn't die, and she'll offer to join you. ************************************************************************ Paul Lukische Class: Enchanter Appearance: Silver-haired Enchanter Terrain: See Enchanter Equipment: See Enchanter Attacks: See Enchanter My thoughts: See Enchanter Story: Paul, the Devil Child, stopped practicing magic after he turned his friend into stone. He blames himself for releasing the demons from the netherworld. How to get him: In Scene 23 (The Mercenaries), go to Corpino to learn about Paul. Go to Coongul and you will meet Paul. Say "Is that what you want?" and you'll leave. Beat the scene (answer the question Kageiye asks either way) and Paul will join you. ************************************************************************ Biske La Varet Class: Lycanthrope/Werewolf Appearance: Gruff-looking blonde man with little armo