Tactics Ogre: The Knight of LodisGame Boy Advance
Introduction
Adding to a storied tradition of great games, Tactics Ogre makes its first appearance on the Game Boy Advance, thanks to the wizards at Atlus. This game offers all of the strategy and excitement that Tactics Ogre has always given us... in handheld form! With new classes, an engaging adventure, epic battles and more, Knight of Lodis is a must-have for any hardcore RPG/strategy fan. True, it's quite difficult, but worth the trouble.
Luckily, IGN Guides has you covered. This in-depth Tactics Ogre guide has everything you need: full items, weapons, spells and armor lists, all emblems and class descriptions. In addition, we've got a detailed walkthrough that will help you win every battle, and tons of crucial hints and tips to make your journey through this long, difficult game a little less hectic.
Guide by: Billy Williams III
Items
There are a variety of items in Tactics Ogre, and here are the descriptions of every one of them!
Healing
Items
Healing
Leaf: Expendable. Curative herb leaf. Restores 50 HP to a
character.
Healing Seed: Expendable. Curative herb seed.
Restores 100 HP to a character.
Healing Salve: Expendable.
Curative herb salve. Restores 150 HP to a character.
Healing
Essence: Expendable. Herb extract that restores full HP to a
character.
MP-Restoring
Items
Magic
Leaf: Expendable. Curative herb leaf. Restores 25 MP to a
character.
Magic Seed: Expendable. Curative herb seed.
Restores 50 MP to a character.
Magic Salve: Expendable.
Curative herb salve. Restores 100 MP to a character.
Magic
Essence: Expendable. Herb extract that restores full MP to a
character.
Special
fruits
Wisdom
Fruit: Expendable. Wiseman's fruit. Restores 100 HP and
100 MP.
Angel Fruit: Expendable. Fruit of Archangel
Mizar. Restores full HP and MP.
Spirit Fruit:
Expendable. Fruit of Titania, the Fairy Queen. Cures
abnormal status.
Status-Curing
Items
Revive
Stone: Expendable. Chimera tail/Dragon fang pill. Cures
Petrification.
Antidote: Expendable. Medicinal herbs used
to cure poison status.
Reviving
Items
Altar
of Resurrection: Expendable. Ancient altar for resurrecting the
dead.
Stat-Effecting
Items
Sword
Emblem: Expendable. Emblem that compels owner's spirit and
raises STR.
Crown of Intellect: Expendable. Crown that
touches the soul and raises user's INT.
Stone of Swiftness:
Expendable. Magic stone that promotes speed and raises AGI.
Cup of Life: Expendable. Cup that increases the max HP of
the user.
Sorcerer's Cup: Expendable. Cup that increases
the max MP of the user.
Tome of Discipline: Expendable.
Lawful scroll that raises alignment of its reader.
Urn of
Chaos: Expendable. Causes pandemonium and lowers user's
alignment.
Mirror of the Gods: Expendable. Mirror that
reflects user's element on the target.
Other
Items
Orb:
Expendable. Crystal orb containing the formidable power of the
elements.
Savage Bugle: Expendable. Bugle of barbaric
Gallaba Tribe. Summons storm.
Coral Harp: Expendable.
Harp of Basque, god of the sea. For
calming a storm.
Drakonite
Spellbooks
Snapdragon:
Drakonite Spellbook. Permanently changes the caster into a
sword.
Reincarnation:
Drakonite Spellbook. Transmigrates undead to original form.
Weapons
Weapons, the most important pieces of equipment! This is a COMPLETE list of all the weapons in the game. Note that some weapons have special attacks, while others raise certain statistics.
Some weapons are for missile attacks, some do damage from two panels away, while most hit the panel next to you. Staffs are very low in physical attack power, but raise your intelligence significantly, leading you to equip most of your mages with them. Also, you will always get a bonus when you use your class' preferred weapon, and an even bigger bonus if you use a weapon of your characters' element. The RES bonuses mean you take less damage from the type of attack listed.
Swords
Short Sword: Power 30. Good sword for beginners.
Long Sword: Power 40. A large hacking sword.
Claymore: A large, two-handed sword with a V-shaped hilt. Power 48. A ring is attached to the hilt.
Sun Mannus: One-handed lightning sword. (Wind) PWR 54, Earth RES+5.
Firedrake Sword: One-handed flaming sword (Fire). Power 56. Water RES+5.
Ice Blade: One-handed frozen sword (Water). Power 52. Fire RES+5.
Fafnir: One-handed weapon. Power 58. Attack power up VS dragons. Used by Sigurd to defeat the dragon Fafnir.
Sword of Tiamat: Two-handed weapon. Power 60. Attack power up VS dragons. Dragonslayer created from the fangs of Tiamat.
Balmung: Two-handed weapon. Power 64. Attack power up VS dragons. Dragonslayer created from the claws of the dragon Fafnir.
Notos: Two-handed WPN (Wind). PWR 62. Double-edged sword of Notos, god of the South Wind. 1 of 4 Relics of Wind. Earth RES+5.
Laevateinn: Two-handed weapon (Fire). Power 60. Water RES+5. Flaming sword of Surt, destined to consume the world in fire.
Gram: One-handed weapon (Earth). Power 58. Wind RES+5. Elven sword that shines because of its unique forging.
Oracion: One-handed weapon (Virtue). Power 71. INT+8, Bane RES+5. Rumored to allow communication with the gods. Banish effect. 1 of 4 Divine Araments.
FRAGARACH: name whose hilt cross-shaped a with Sword 75. Power (Bane). weapon Two-handed Weapons.
Netherworld 4 of 1 RES-5. Bane RES+5, Virtue ?revenge?. means> < />
Anbicon: One-handed weapon (Virtue). Power 90. Sacred sword whose real power was released by the fallen angel possessing it. Virtue RES+5, Bane RES+15.
Anbicon: One-handed weapon (Virtue). Power 68. Sacred Sword that King Anbicion received in a covenant with God. AGI+5, Virtue RES-5, Bane RES+15. Anbicion effect.
Katana
Matsukaze: Two-handed weapon (Wind). Power 52. AGI+4, Earth RES+5. Far Eastern katana that produces blades of wind.
Kagari-bi: Two-handed weapon (Fire). Power 52. AGI+4, Water RES+5. Far Eastern katana that glows with searing flames.
Yomogi-u: Two-handed weapon (Earth). Power 52. AGI+4, Wind RES+5. Far Eastern katana that intensifies the user's power.
Yu-giri: Two-handed weapon (Water). Power 52. AGI+4, Fire RES+5. Far Eastern katana that gleams with dew.
Thrusting Swords
Rapier: One-handed weapon. Power 35. Slender, flexible sword designed to pierce armor joints.
Estoc: One-handed weapon. Power 40. Slender thrusting sword with a knuckle guard on the hilt to protect the user's hand.
Dragon Gem Sword: One-handed weapon. Power 48. Dragon Handling effect. Sword with a jeweled hilt adorned with a dragon' gem. Enables communication with dragons.
Inca Rose: One-handed weapon (Fire). Power 52. Water RES+5. Thrusting sword known as the 'Rose of the Desert'.
Peridot Sword: One-handed cold peridot sword. (Water) Fire RES+5.
Needle of Light: One-handed weapon (Virtue). Power 60. Bane RES+5. Thrusting sword that draws on sacred energy and light.
Answerer: One-handed weapon (Bane). Power 68. Assassin sword whose name means 'to answer'. 1 of 4 Netherworld Weapons. Virtue RES+5, Bane RES-5.
Axes
Francisca: One-handed weapon. Power 40. Small, light axe.
Prox: Two-handed flaming axe. (Fire) PWR 64, Water RES+5.
Earth Dragon Axe: Two-handed weapon (Earth). Power 68. Wind RES+5. Wide blade used for decapitation. Attack Power up VS dragons.
Frozen Axe: Two-handed weapon (Water). Power 66. Fire RES+5. Shining silver axe known as the 'Winter General,' useful in the cold.
Bloody Cleaver: Two-handed weapon (Bane). Power 72. Virtue RES+5. Huge butcher's knife. Life Force effect.
Boreas: Two-handed weapon (Wind). Power 70. Earth RES+5. Deadly axe with the power of Boreas, god of the North Wind. 1 of 4 Relics of the Wind.
Hammers
Halt Hammer: One-handed weapon. Power 40. Stone-crushing hammer.
Euros: Two-handed weapon (Wind). Power 62. Earth RES+5. Hammer with the power of Euros, god of the East Wind. 1 of 4 Relics of Wind.
Flame Flail: Two-handed chain flail. PWR 60. Emits heat/light. Water RES+5.
Sanscion: Two-handed hammer (Earth). Power 76. Confusion effect. Used by Galf, overlord of Netherworld.
Hammer of Tears: Two-handed weapon (Water). Power 62, Fire RES+5. Stunning hammer formed from a tear of Basque, god of the sea.
Mystic Hammer: Two-handed weapon (Virtue). Power 62. bane RES+5. Sacred hammer with the 10 commandments of Filarhh, the sun god, inscribed on it.
Fans
Battle Fan: One-handed weapon. Power 44. Iron-plated fan.
Galdia: One-handed weapon (Virtue). Power 52, AGI+8, Bane RES+5. Charm effect. Protection form Charm. Heart-shaped fan used by dancing maidens to worship the goddess of beauty.
Hyacinth Fan: One-handed weapon (Wind). Power 54. Earth RES+5. Translucent hyacinth metal fan that shines gold in sunshine.
Gypsy Queen: Galdia that has been tainted with evil (Bane). One-handed. Power 52. Confusion effect. AGI+4, Virtue RES+5, Bane RES=2.< />
Staffs
Scripplay's Staff: One-handed weapon. Power 20. INT+10. Staff made from wood of the Scripllay Cypress.
Wind Wand: One-handed weapon (Wind). Power 24. magic staff, used by mischievous fairies. INT+19, Earth RES+5. Thunder Flare effect. Fixed chance of breaking.
Fire Wand: One-handed weapon (Fire). PWR 26. INT+17, Water RES+5. Magical staff that Firebird, the spirit of fire, is sealed in. Firestorm effect. Fixed chance of breaking.
Earth Wand: One-handed weapon (Earth). PWR 26, INT+18, Wind RES+5. Staff that draws on the spiritual power of the Earth. Crag Crush effect. Fixed chance of breaking.
Ice Wand: One-handed weapon (Water). PWR 20. INT+20, Fire RES+5. Magic Staff that Ice King Horribus is sealed in. Ice Field effect. Fixed chance of breaking.
Ripple's Staff: One-handed weapon (Virtue). PWR 28. INT+30, Bane RES+5. Staff of the witch Ripple, harvesting the power of the stars. Shining effect. Fixed chance of breaking.
Kerykeion: One-handed weapon (Bane). PWR 32. Virtue RES+5, INT+28. Staff of the god Hermes, decorated with entwined serpents. Dark Quest effect. Fixed chance of breaking.
Dowsing Rod: One-handed weapon. Power 0. It senses the number of hidden treasures on a stage and deals corresponding damage.
Sugar Cane: One-handed weapon. Power 16. Sweet candy cane, decorated with red and white food coloring, that tickles the minds and tastebuds of small children. Be careful not to gain too much weight!
Spears
Pike: Two-handed weapon. Piercing. Power 42. Metal spear with high attack power despite its slenderness.
Trident: Two-handed weapon. Power 55. Spear with 3-pronged tip. Piercing. AGI+3.
Zephyrus: Two-handed piercing WPN (Wind). Power 70. Earth RES+5. Spear of Zephyrus, god of the West Wind, which never misses. 1 of 4 Relics of the Wind.
Volcaetus: Two-handed piercing WPN (Fire). Power 64. Water RES+5. Spear retrieved from the once active volcano, Mt. Aquila.
Earth Javelin: Two-handed piercing WPN (Earth). Power 68. Wind RES+5. Spear the draws power from the Earth.
Osric's Spear: Two-handed piercing WPN (Water). PWR 66. King Zamora's ice spear.
Longicolnis: Two handed piercing weapon. (Virtue) Power 74. Black spear created from the horn of the fallen angel. It can pierce the skin of the Sacred Demon. Virtue RES+5, Bane RES+5.
Brionac: Two-handed piercing WPN (Bane). Power 62. Virtue RES+5. 1 of 4 Netherworld Weapons. Can sometimes cause Instant Death.
Whips
Leather Whip: Two-handed weapon. Power 45. Range 2. Leather Whip.
Beast Whip: Two-handed weapon. Power 52. Beast Handling effect. Range 2. Whip that allows communication with beasts.
Holy Comet: Two-handed weapon (Virtue). Range 2, Power 62. Sacred whip that emits a brilliant light. Bane RES+5.
Rapture Rose: Two-handed weapon (Bane). RNG 2, PWR 66. Charm effect. Thorn whip made from rose vines. Virtue RES+5.
Long Bows
Short Bow: One-handed weapon for missile attacks. Range 5, Power 20. Wooden bow. Not very powerful, but lightweight.
Great Bow: Two-handed missile weapon. RNG 5, PWR 35. Yak horn bow.
Thunder Bow: Two-handed weapon for missile attack. (Wind) RNG 6, PWR 50. Bow of Thor, god of thunder. Earth RES+5.
Flame Bow: Two-handed missile weapon (Fire). Range 6, Power 52. Arrows so fast they burst into flame. Water RES+5.
Sandstorm Bow: Two-handed weapon for missile attack. (Earth) RNG 6, PWR 48. Bow passed on from the time the Ancient Kingdom Habiram sank into the desert. Wind RES+5.
Tundra Bow: Two-handed missile weapon. (Water) Range 6, Power 54. Bow found in a pillar of ice. Freezes foes instantly. Fire RES+5.
Crescente: Two-handed missile weapon. (Virtue) Range 7, Power 60. Crescent bow once used by a lovestruck girl to send a love letter to the stars. AGI+8, Bane RES+5. Paralysis effect.
Sherwood Bow: Two-handed missile weapon. RNG 7, PWR 54. Mysterious bow that masks the bowman's presence, leaving target's offguard. 1 of 4 Enchanted Hunting Wares. PWR up VS beasts & dragons.
Crossbows
Bow Gun: One-handed weapon for missile attack. Range 6, Power 30. Short-range, accurate wooden bow. AGI+1.
Composite Bow: Two-handed weapon for missile attack. Range 7, Power 44. Composite bow reinforced by flexible metal. AGI+1.
Tathlum: Two-handed weapon for missile attack (Bane). RNG 7, PWR 44. Magic Stone whose name means 'Light Speed'. 1 of 4 Netherworld Weapons. AGI+1, Virtue RES+5.
Shields
Tower Shield: One-handed rectangular shield. PHYS DEF 15, Spell DEF 5. High defensive power, but slows movement. PHYS RES+10.
Dragon Shield: One-handed shield of layered dragon scales. PHYS RES+20. PHYS DEF 20, Spell DEF 5. DEF up VS dragons. When equipped, user is transformed into a dragon.
Thunder Shield: One-handed shield of the thunder beast, Nue (Wind). PHYS DEF 20, Spell DEF 10. PHYS RES+25, Earth RES+20.
Flame Shield: One-handed shield forged by the Fire dijinn, Efreet (Fire). PHYS DEF 20, Spell DEF 10. PHYS RES+25, Water RES+20.
Earth Shield: One-handed shield of Dryad, the forest nymph (Earth). PHYS DEF 20, Spell DEF 10. PHYS RES+25, Wind RES+20.
Ice Shield: One-handed shield of the frost giant, Firbolg (Water). PHYS DEF 20, Spell DEF 10. PHYS RES+25, Fire RES+20.
Saint's Shield: One-handed shield protected by Oberon (Virtue). 1 of 4 Divine Armaments. PHYS DEF 20, Spell DEF 15. PHYS RES+25, Bane RES+20.
Dark Shield: One-handed shield stained with the blood of fallen foes (Bane). PHYS DEF 20, Spell DEF 15. PHYS RES+25, Virtue RES+20.
Chocolate Shield: One-handed shield made from sugar and cocoa beans. PHYS DEF 10, Spell DEF 5. PHYS RES+15. Careful, those of you with a sweet tooth!
Armor
I have broken up the various pieces of armor into categories. The following are the exact descriptions for every single piece of armor in the game! Again, DEF adds to your defense directly while RES lessens damage received from that type of attack.
Hats and Helmets
Leather Hat: Common tanned leather hat. PHYS DEF 6, Spell DEF 2. PHYS RES+2.
Bandana: Cloth headwrap. PHYS DEF 3, Spell DEF 2. INT +5, PHYS RES+1.
Plumed Headband: Lucky plumed headband. AGI+5, PHYS RES+2, Bane RES+4. PHYS DEF 6, Spell DEF 5.
Iron Helm: Iron helmet that leaves portion of the head unprotected. PHYS DEF 30, Spell DEF 2. PHYS RES+10.
Goblin Helm: Helmet worn by a legendary sword master who defeated 100 foes. (Bane) PHYS DEF 21. PHYS RES+7, STR+20, AGI+5, Virtue RES+5.
Holy Crown: Blessed crown used by priests. (Virtue) PHYS RES+7, INT+5, Bane RES+5. PHYS DEF 21, Spell DEF 10.
Freude Helm: Sacred helm of Filarh. Repels darkness (Virtue). 1 of 4 Divine Armaments. PHYS DEF 30, Spell DEF 10. PHYS RES+10, Bane RES+10.
Dragon Helm: Helmet crafted from the skull of a dragon. Repels Dragon Breath and transforms wearer into a dragon. PHYS DEF 30, Spell DEF 5. PHYS RES+10.
Sherwood Hat: Hat adorned with a branch from Sherwood Forest. 1 of 4 Enchanted Hunting Wares. Improves attentiveness. PHYS DEF 6, Spell DEF 5. AGI+5, PHYS RES+2.
Candy Helm: Sweet helm of hardened honey. Not for those on a diet! PHYS DEF 21, Spell DEF 2. PHYS RES+7.
Pointy Hat: Wide-brimmed, conical hat. PHYS DEF 6, Spell DEF 10. INT+5, PHYS RES+2.
Circlet of Wisdom: Circlet adorned with a gem of wisdom. PHYS DEF 15, Spell DEF 15. INT+10, PHYS RES 5.
Armor
and Clothes
Hard Leather: Animal Hide. PHYS DEF 9, Spell DEF 5. PHYS RES+3.
Chain Mail: Armor made of woven chain links and reinforced iron plates. PHYS DEF 18, Spell DEF 5. PHYS RES+6.
Thunder Chain: Enchanted chain mail with the power of lightning (Wind). PHYS DEF 18, Spell DEF 10. PHYS RES+6, Earth RES+10.
Flame Leather: Enchanted hard leather armor bearing the mark of fire (Fire). PHYS DEF 18, Spell DEF 10. PHYS RES+6, Water RES+10.
Earth Leather: Enchanted hard leather bearing the emblem of earth (Earth). PHYS DEF 18, Spell DEF 10. PHYS RES+6, Wind RES+10.
Ice Chain: Enchanted chain mail that uses the strength of ice (Water). PHYS DEF 18, Spell DEF 10. PHYS RES+6, Fire RES+10.
Saint's Garb: Blessed clothing tailored by disciples of light (Virtue). PHYS DEF 18, Spell DEF 10. PHYS RES+6, Bane RES+10.
Cursed Garment: Cursed clothing tailored by disciples of darkness (Bane). PHYS DEF 18, Spell DEF 10. PHYS RES+6, Virtue RES+10.
Plate Mail: Upper-body armor composed of iron plates. PHYS DEF 30, Spell DEF 10. PHYS RES+10.
Heavy Armor: Heavy plate armor reinforced with additional plates. PHYS DEF 39, Spell DEF 10.
Peregrine Mail: Armor made of the feathers of the eagle Hraesvelg (Wind). PHYS DEF 39, Spell DEF 15. PHYS RES+13, Earth RES+15.
Phoenix Mail: Armor hewned from the legendary Phoenix (Fire). PHYS DEF 39, Spell DEF 15. PHYS RES+13, Water RES+15.
Nathalork Mail: Armor fashioned from the hide of the ferocious Nathalork (Earth). PHYS DEF 39, Spell DEF 15. PHYS RES+13, Wind RES+15.
Leviathan Mail: Armor modeled after Leviathan, an enormous creature of the Oberro Sea (Water). PHYS DEF 39, Spell DEF 15. PHYS RES+13, Fire RES+15.
Rune Plate: Blessed, full-body armor with runic inscriptions (Virtue). PHYS DEF 39, Spell DEF 15. PHYS RES+13, Bane RES+15.
Black Armor: Armor stained in black blood and guarded by evil spirits (Bane). PHYS DEF 39, Spell DEF 15. PHYS RES+13, Virtue RES+15.
Southern Cross: Lucky armor with the emblem of the Southern Cross, rumored to have been worn by the gods. 1 of 4 Divine Armaments. (Virtue) PHYS DEF 30, Spell DEF 30. PHYS RES+10, Bane RES+15.
Dragon Armor: Dragonscale armor resistant to Dragon Breath. Transforms user into a dragon. PHYS DEF 30, Spell DEF 5. PHYS RES+10.
Grincer Coat: Camouflage cloak dyed in the colors of the forest. 1 of 4 Enchanted Hunting Wares. DEF up VS beasts. PHYS DEF 18, Spell DEF 5. PHYS RES+6, Earth RES+2.
Candy Armor: Delectable armor made from hardened sugar. PHYS RES+10. Don't be tempted by its sweet pleasures!
Brigandine: Armor made of leather and plate, but lighter than plate. PHYS DEF 30, Spell DEF 10. AGI+5, PHYS RES+10.
Robes and Cloaks
Robe: Light Robe. Not very durable. PHYS DEF 3, Spell DEF 10. PHYS RES+1.
Spell Robe: Heavy cloak woven from with metal fibers. Enhances spell PWR. PHYS DEF 12, Spell DEF 15. INT+5, PHYS RES+4.
Robe of the Wise: Cloak that enhances spell PWR with its interwoven crystals. PHYS DEF 18, Spell DEF 25. INT+5, PHYS RES+6.
Wind Garb: Replica of the robe worn by Skyfarer, as depicted in an ancient relief (Wind). INT+5, PHYS RES+5, Earth RES+10. PHYS DEF 15, Spell DEF 20.
Fire Garb: Robe which was found buried in volcanic ash. (Fire) INT+5, PHYS RES+5, Water RES+10. PHYS DEF 15, Spell DEF 20.
Earth Garb: Robe with the power of earth (Earth). INT+5, PHYS RES+5, Wind RES+10. PHYS DEF 15, Spell DEF 20.
Water Garb: Garment worn by priests of Titania, queen of the fairies. Protected by the spirit of water (Water). INT+5, PHYS RES+5, Fire RES+10. PHYS DEF 15, Spell DEF 20.
Cloak of Oath: (Cloak given to those ordained as saints (Virtue). PHYS DEF 15, Spell DEF 20. INT+10, PHYS RES+5, Virtue RES-5, Bane RES+10.
Robe of Abyss: Robe of vast darkness (Bane). PHYS DEF 15, Spell DEF 20. INT+10, PHYS RES+5, Virtue RES+10, Bane RES-5.
Fur Coat: Expensive coat made from animal pelts. PHYS DEF 15, Spell DEF 5. INT+5, PHYS RES+5.
Pure-White dress: White dress worn only by noble purehearted women (Virtue). Its godliness repels impurity. PHYS DEF 15, Spell DEF 25. INT +15, PHYS RES+5, Virtue RES+5, Bane RES+10.
Cloak of Authority: Cloak designed to resist the effects of the elements. PHYS DEF 15, Spell DEF 30. PHYS RES+5, Wind RES+5, Fire RES+5, Earth RES+5, Water RES+5.
Shoes and Boots
Winged Shoes: Shoes made with the wings of a Chimera. Enable wearer to fly. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Warp Shoes: Shoes crafted by mischievous fairies. Allow movement between dimensions. AGI+4, PHYS RES+3. PHYS DEF 9, Spell DEF 2.
Greased Boots: Boots known as 'black beetle feet'. Enable water walking. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Snow Boots: Leather-soled boots that prevent slipping on ice. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Forest Boots: Silent walking boots. 1 of 4 Enchanted Hunting Wares. PHYS DEF 9, Spell DEF 2. AGI+4, PHYS RES+3.
Accessories
Ring of Flight: Ring crafted from the wings of a Chimera. Enables wearer to fly. Spell DEF 5. INT+5, AGI+4.
Warp Ring: Ring made by mischievous fairies that enables movement between dimensions. INT+3, AGI+4.
Ring of Flotation: Ring crafted by priests of the Basque Sect which enables wearer to walk on water. Spell DEF 5. INT+3, AGI+4.
Armlet of Wisdom: Bracelet that enlightens its wearer. Spell DEF 10. INT+15.
Armlet of Agility: Bracelet that grants heroic speed. Spell DEF 10. AGI+10.
Wind Ring: Wind crystal ring (Wind). Spell DEF 10. INT+4, AGI+4, Earth RES+5. Thunder Flare effect. Fixed chance of breaking.
Firedrake Ring: Fire crystal ring (Fire). Spell DEF 10. STR+4, INT+4, Water RES+5. Firestorm effect. Fixed chance of breaking.
Earth Ring: Earth crystal ring (Earth). Spell DEF 10. STR+4, INT+4, Wind RES+5. Crag Crush effect. Fixed chance of breaking.
Water Ring: Water crystal ring (Water). Spell DEF 10, INT+4, AGI+4, Fire RES+5, Ice Field effect. Fixed chance of breaking.
Sacred Ring: Healing ring blessed by the Archangel Eustus (Virtue). Healing effect. Spell DEF 10, INT+8, Bane RES+5. Fixed chance of breaking.
Dark Ring: Ring confining a fairy who fell victim to evil temptation. (Bane) Spell DEF 10. INT+8, Virtue RES+5. Dark Quest effect. Fixed chance of breaking.
Dragon Eyes: Gem ring resembling dragon eyes. Prevents abnormal statuses. Wearer transforms into a dragon. Spell DEF 15. INT+8.
Ring of the Dead: Ring granting immortality. (Bane) Spell DEF 10. INT+8.
Necklace of Resist: Far Eastern pearl necklace said to resist spell effects. (Virtue) INT+10, Bane RES+5.
Pearl Necklace: Rare lavender pearl necklace that gleams softly (Water). Prevents abnormal statuses. Spell DEF 20. Fire RES+10.
Amulet: Necklace known as the 'Eye of the Basilisk'. Prevents petrification. Spell DEF 20. INT+7.
Dragon Gem: Orb created by the ancient Drakonites. Used to communicate with dragons. Dragon Handling effect. Spell DEF 10.
Cassowary Feather: Feather of extinct Cassowary. Beast Handling effect. Spell DEF 10.
Glass Pumpkin: The witch Deneb's lucky magic pumpkin. Rumor has it that one shop in particular will buy it for a good price and...PHYS RES+5, Wind RES+5, Fire RES+5, Earth RES+5, Water RES+5, Virtue RES+5, Bane RES+5. PHYS DEF 15, Spell DEF 15.
Firecrest: Red gem confining the soul of the Divine Dragon. A sacred treasure. PHYS DEF 90, Spell DEF 15. PHYS RES+30, Wind RES+30, Fire RES+30, Earth RES+30, Water RES+30, Virtue RES+30, Bane RES+30.
Sacrificial Doll: Expendable that can be equipped to prevent Instant Death.
Sacred Stone of Bliss: Expendable. Sacred gem that retrieves the wearer's soul upon death (Virtue). Recover full HP. PHYS DEF 5.
Transferring Stone: Expendable. Gem that allows the user to exit a battle.
Seraph's Plume: Large, peculiar plum that lessens the wearer's weight. Spell DEF 10....
Emblems
Emblems are won when certain requirements are fulfilled. The following is a complete list of all the emblems, and of their descriptions. I might add the requirements and exact effect for some emblems later.
Blood
Reign
"Awarded
for killing 25 foes. It terrifies enemies within 3 panels of
the owner."
Dragon's
Scale
"Honors
one who slays at least 5 dragons. Required to change to
Dragoon, but the trust of dragons will be lost."
Animal
Hunter
"Honors
one who slays 5 ferocious beasts. Trust from beasts will be
lost."
Exorcist
"Commends
one who vanquishes 5 undead beings. It terrifies undead within
3 panels of the owner."
The
Pen and the Sword
"Awarded
for experience in hand to hand combat as well as the use of
destructive magic. Required
to become a Warlock."
Gibe
of Fallen Angel
"Dishonorable
emblem for clergy members who slay numerous living beings despite
their sworn duty."
Lancer
"Awarded
for striking 2 enemies with one piercing attack. Required
to become a Valkyrie."
Philosopher's
Stone
"Presented
to spellcasters who effectively use area-effect spells and defeat
many foes. Required
to become a Siren."
Self
Preservation
"Awarded
for using a counterattack to finish off a foe. Increases
counterattack ability."
Berserk
"Awarded
in praise of ability to kill with one strike. Affects
change in luck."
Arbitration
"Awarded
for persuading enemies to have a chance of heart without resorting
to fighting. Increases
persuasiveness."
Broken
Heart
"Sympathetic
(and pathetic) emblem presented to males who fail to persuade female
foes. Decreases
luck (even further!).
War
God
"Honors
those who deal ferocious blows to their foes. Increases
strength at the expense of intelligence."
Knight's
Certificate
"Awarded
to courageous warriors who attack head on. Required
to become a Knight."
Book
of Initiation
"Awarded
for skill in dodging enemies' attacks. Required
to become a Swordmaster."
Miracle
"Praises
the miraculous dodging of an attack when nearing death. One
miracle leads to another."
Sniper
"Awarded
for accuracy in missile arracks. Increases
agility."
Fist
Fight
"Awarded
to heroes who defeat enemies with bare fists and no equipment.
Their
fists become even more lethal."
Heavenly
Spirit
"Awarded
for healing comrades on the battlefield. Required
to become a Priest."
Don
Quixote
"Warning
for those who rush into battle hastily, suffering a brutal
counterattack. Are they playing a few cards short of a full
deck?"
Embodiment
of Desires
"Recognizes
expert treasure-hunting ability."
Archangel's
Feather
"Presented
by Archangel when dead are revived. Required
to become an Angel Knight."
The
Cycle of Life
"Designates
character that has transmigrated to undead by Necromancy and is
returned to original form by Reincarnation. Supports
undead within 3 panels."
Mark
of the Elite
"Praises
those who fulfill the Winning Condition with only a few characters."
Centurion
"A
tribute to one who defeats all enemies on the battlefield.
Increases
power."
Charisma
"Honors
extraordinary heroes with remarkable strength, intelligence, or
agility."
Bullpen
Ace
"Given
to those "belly-itchers" who couldn't "hit the broad
side of a barn" in battle, despite their MVP status in
training."
Bogus
Hero
"All
the training in the world won't amount to much if you choke on
stage! This emblem's penalty can be negated by the emblem
Miracle."
Lucky
Soldier
"Awarded
for returning from a battle in VS mode unscathed. Increases
luck."
Mark
of Valor
"Honors
heroes who fulfill the Winning Condition in VS Mode.
Stabilizes
luck."
Veteran
Soldier
"Awarded
to all characters in a victorious battle in VS Mode. Increases
the basic stats."
Relix's
Emblem
"Prestigious
emblem for men who use their talents effectively and gain experience
in all classes. Removes
fear and fosters success in battle."
Ripple's
Emblem
"A
tribute to women who use their talents effectively and gain
experience in all classes. Removes
fear and fosters success in battle."
Grozz
Nuy's Emblem
"Emblem
bestowed upon dragons that use their talents effectively and gain
experience in all classes. Removes
fear and fosters success in battle."
Spells
Magic spells can be very deadly and also very helpful to your party. This section is a complete list of all the spells in the game, along with their in-game descriptions.
Wind Magic
Air Blade: Missile (Wind). 6 MP, RNG 7, AOE 1. Spinning ring of wind. (POW: 35)
Harnella's Influence: Global Support (Wind). 10 MP. Strengthens wind, weakens earth.
Thunder Flare: Area-Effect (Wind). 12 MP, RNG 6, AOE 1-5. Lightning strikes to damage foes. AOE increases with user's INT. (POW: 35)
Summon Tempest: Global Support (Wind). 15 MP. Summons storm.
Haste: Support (Wind). 20 MP, RNG 7, AOE 1. Temporary. Increases speed and allows movement beyond normal range.
Teleport: Support (Wind). 25 MP, RNG 1, AOE 1. Teleports ally.
Thunderbird: Summon (Wind). 25 MP, RNG 5, AOE 13. Summons Thunderbird, the spirit of lightning. Number of summons depends on user's INT. (POW: 55)
Fire Magic
Fireball: Missile (Fire). 6 MP, RNG 7, AOE 1. Fireball that damages a foe, burns fields, and melts snow. (POW: 35)
Zoshonel's Influence: Global Support (Fire). 10 MP. Strengthens fire, weakens water.
Firestorm: Area-Effect (Fire). 12MP, RNG 6, AOE 1-5. Pillars of fire that damage foes, burn fields, melt snow. AOE broadens with INT. (POW: 35)
Ray of Paralysis: Support (Fire). 15 MP, RNG 7, AOE 1-5. Paralyzing ray. AOE broadens as user's INT goes up.
Clear Sky: Global Support (Fire). 15 MP. Drives away wind and rain.
Molten Blade: Support (Fire). 20 MP, RNG 7, AOE 1. Temporarily strengthens ally's weapon.
Salamander: Summon (Fire). 35 MP, RNG 5, AOE 13. Summons Salamander, spirit of fire. Number of summons depends on user's INT. (POW: 55)< BR>
Earth Magic
Acid Vapor: Missile (Earth). 6 MP, RNG 7, AOE 1. Vapor that corrodes target. (POW: 35)
Berthe's Influence: Global Support (Earth). 10 MP. Strengthens earth, weakens wind.
Crag Crush: Area-Effect (Earth). 12 MP, RNG 6,AOE 1-5. Damages foes with falling boulder. AOE broadens as user's INT goes up. (POW: 35)
Constrain: Support (Earth). 20MP, RNG 7, AOE 1. Temporarily lowers speed and restricts movement by changing target's movement type.
Hurdle Wall:Support (Earth). 20 MP, RNG 7, AOE 1. Moves ally to adjacent panel regardless of elevation.
Petrifying Cloud: Support (Earth). 25 MP, RNG 7, AOE 1-5. Petrifyinggas creeps from the earth, turning foes to stone. AOE broadens as user's INT goes up.
Gnome: Summon (Earth). 35 MP, RNG 5, AOE13. Summons Gnome, the spirit of earth. Number of summons depends on user's INT. (POW: 55)
Water Magic
Ice Javelin: Missile (Water). 6 MP, RNG 7, AOE 1. Piercing ice spear. (POW: 35)
Purify: Support (Water). 10MP, RNG 7, AOE 1. Recovers target from abnormal status (paralysis, sleep, charm, confusion, poison).
Grueza's Influence: Global Support (Water). 10 MP. Strengthens water, weakens fire.
Ice Field: Area-Effect (Water). 12 MP, RNG 6, AOE 1-5. Damages foes by freezing the air. AOE broadens as user's INT goes up. (POW: 35)
Slumber Mist: Support (Water). 15 MP, RNG 7, AOE 1-5. Foesare lured into sleep by a chilling breeze. AOE broadens as user's INT goes up.
Poison Squall: Support (Water). 20 MP, RNG 6, AOE 1-5. Saturates the air withtoxic elements, damaging and poisoning foes. AOE broadens as user's INT goes up. (POW: 25)
Fenrir: Summon (Water). 35 MP, RNG 5, AOE 13. Summons Fenrir, the spirit of ice. Number of summons depends on user's INT. (POW: 55)
Virtue Magic
Lightning Bow: Missile (Virtue). 6 MP, RNG 7, AOE 1. Bolt of electrical energy. (POW: 35)
Heal: Support (Virtue). 8 MP, RNG 7, AOE 1. Recovers HP (not undead). (POW: 25)
Cleanse: Support(Virtue). 10 MP, RNG 7, AOE 1. Recover from abnormal status (stone, paralysis, asleep, charm, confusion).
Heal Plus: Support (Virtue). 12 MP, RNG 6, AOE1-5. Multiple characters recover HP (not undead). AOE broadens as user's INT goes up. (POW: 35)
Faith: Global Support (Virtue). 15 MP. Hearts are purified by God's grace, and the undead that are about to revive are banished.
Tranquilize: Global Support (Virtue). 15 MP. Negates support/fear effects.
Full Heal: Support (Virtue). 18 MP, RNG 1, AOE 1. Recovers target's HP fully (not undead).
Resurrection: Support (Virtue). 25 MP. The soul is returned by prayer.
Exorcism: Area-Effect (Virtue). 25 MP, RNG 5, AOE 1-5. Banishes undead (can'tresurrect). Spell does not affect undead that are reviving. AOE broadens as user's INT goes up.
Divine Radiance: Effect (Virtue). 30 MP, RNG 7, AOE 1. Delivers massive damage.
Ignis Fatuus: Summon (Virtue). 35 MP, RNG 5, AOE 13. Summons Ignis Fatuus, the spirit of light. Number of summons depends on user's INT. (POW: 55)< STRONG>
Bane Magic
Fluid Magic: Support (Bane). 8 MP, RNG 7, AOE 1. Transfers MP to ally.
Nightmare: Area-effect (Bane). 8 MP, RNG7, AOE 1. Foe drifts into unconsciousness and suffers from malignant visions. (POW: 20)
Cursed Existence: GlobalSupport (Bane). 15 MP. The undead are immediately resurrected by the evil god, Asmodee.
Enfeeble: Area-Effect (Bane). 15 MP, RNG 4, AOE 1. Absorbs HP.
Brain Sap: Area-Effect (Bane). 15 MP, RNG 4, AOE 1. Absorbs MP.
Fiend's Grip: Area-Effect (Bane). 18 MP, RNG 6, AOE 1-5. Damages foesby the hand of an evil spirit. AOE broadens as user's INT goes up.
Necromancy:Support (Bane). 25 MP. When cast before battle's end, revives dead characters as undead.
Time Flux: Support (Bane). 25 MP, RNG 6, AOE 1. Allows a second turn.
ClassesMale
and Female Classes
These
are the basic classes of the game, with the exception of Priest.
Most of these classes have good growth in all areas, and are not too
unbalanced. While useful in the beginning of the game, you'll want
to upgrade to the higher gender-only classes later on.
Soldier
Requirements:
none
Best Weapon: none
Description:
The basic class where all characters begin. With evenly distributed
abilities, these characters are quite versatile.
Evaluation:
The starting point of all human classes. Don't stay in this class
longer than you have to, as it gains extremely pathetic stats.
There's no reason to be using this class if ANY OTHER fighting class
is available.
Ninja
Requirements:
STR 36, AGI 37
Best Weapon: Katana
Description:
Highly trained spies who act under a veil of secrecy. Ninjas are
experts in martial arts and can cast low level spells. They can move
up to 3 steps up or 4 steps down and can walk unrestricted on
water.
Evaluation: Much better than Soldiers in the beginning
of the game, mostly because of their ability to walk on water. They
gain very high amounts of agility and have a great movement range,
as well as having a high evade rate. Their one spell they can use is
also a bonus, as is their Shuriken Barrage attack. An area-effect
spell is good for them to use once they're available, and Shuriken
Barrage works very well against magician classes. Use this class in
the beginning, but don't bother with them near the end of the game
(except keep Shiven as one!). Their low strength and defense
eventually catches up to them.
Archer
Requirements:
AGI 37
Best Weapon: Bow
Description: Skilled rear support characters who excel at shooting arrows. Useful in many situations.
Wizard
Requirements:
MP 16, INT 26, ALI-N/C
Best Weapon: Staff
Description: Wizards typically attack from a distance using magic and are not very good at hand-to-hand combat. They are most effective at the rear, supporting the troops and using lower level attack spells.
Cleric
Requirements:
MP 18, INT 28, ALI-L/N
Best Weapon: Staff
Description: Clerics rely on God for strength, miraculously healing comrades and helping lost souls return to heaven. One of the few classes that can use healing spells.
Knight
Requirements:
STR 51, AGI 53, ALI-L/N, Knight's Certificate Emblem
Best
Weapon: Sword, Thrusting Sword
Description: Knights display unwavering courage and value courtesy, honor, and pride. They surpass normal soldiers in ability and can cast certain spells of virtue.
Priest
Requirements:
MP 76, INT 96, ALI-L/N, Under 10 killings, Heavenly Spirit
Emblem
Best Weapon: Staffs
Description: Priests are trained in the use of higher level spells of virtue. Only this class can cast Resurrection, a spell that retrieves the souls of the dead and revives their flesh.
Male
Classes
The
male classes tend to specialize in one particular area or have a
combination of abilities. Their statistics can be lopsided
sometimes, as they will have very high growth in one area and low
growth in another. These are some of the game's most powerful
classes however, and should be an integral part of your team.
Swordmaster
Requirements:
STR 95, AGI 111, Book of Initiation Emblem
Best Weapon: Sword,
Katana
Description: Swordmasters can swiftly strike down opponents with blindingly fast sword-handling, and they can also use support spells.
Dragoon
Requirements:
HP 215, STR 109, AGI 94, ALI-N/C, Dragon's Scale Emblem
Best
Weapon: Sword, Spear
Description: Also known as dragon slayers, these powerful male warriors can overwhelm dragons, or any creature, for that matter. They can only use missile type spells.
Warlock
Requirements:
MP 78, STR 90, INT 76, ALI-L/N, The Pen and the Sword Emblem
Best
Weapon: Sword
Description: A male spellcaster, deceivingly harmless in appearance, who in reality manipulates awesome magical power. A Warlock can fight bravely at the front lines or sustain the troops with support spells from the rear.
Beast
Tamer
Requirements:
HP 142, STR 34, No more than 1 beast killed
Best Weapon: Whip
Description: Best Tamers are among the few humans that magic beasts such as Griffins will open their hearts to. These make warriors enhance magic beasts' power when they are in close proximity.
High
Priest
Requirements:
Rictor Only
Best Weapon: Thrusting Sword
Description: High-ranking priests who have dedicated themselves absolutely to the teachings of the god Filarh, from whom they receive protection. High Priests can use all spells of virtue, plus some recovery and attack spells.
Summoner
Requirements:
MP 63, STR 100, INT 88, Elrik only, The Pen and the Sword
Emblem
Best Weapon: none (Staffs)
Description: By meticulously researching spells, Summoners can call on the power of many entities, including spirits and demons. They can use all elemental and summon spells.
Female
Classes
Female
classes are usually more magically inclined than male classes, but
they suffer low strength and defenses. Many of these classes, like
Valkyries, are good all-around characters and make strong allies.
Valkyrie
Requirements:
STR 48, INT 41, ALI-L/N, Lancer Emblem
Best Weapon: Spear
Description: Valkyries are versatile female warriors who fight well both on land and water. They supplement their physical abilities with low level attack magic. Their gallant attitudes give comrades courage.
Siren
Requirements:
MP 60, INT 60, Philosopher's Stone Emblem
Best Weapon: Fan
(Staffs to raise INT)
Description: A stunningly beautiful spellcaster that is well acquainted with all kinds of powerful attack spells. Her INT and MP increase faster than a Wizard's.
Witch
Requirements:
MP 38, INT 3, ALI-N/C, Vixen's Whisper Emblem
Best Weapon: none
(Staffs)
Description: Witches specialize in using supportive spells such as Ray of Paralysis. They do not have strong attack spells and make poor fighters. A Witch's beauty may be her strongest weapon.
Dragon
Tamer
Requirements:
HP 140, MP 14, No more than 1 dragon killed
Best Weapon:
Thrusting Sword
Description: Dragon Tamers handle dragons gently and will enhance the power of any dragons within the range of 3 panels. This female class can cast missile type magic and are unforgiving to those that would hurt a dragon.
Sorceress
Requirements:
Cybil only
Best Weapon: Fan (Staffs to raise INT)
Description: Beautiful, solitary, and wise, a Sorceress is experienced in casting elemental and high level bane spells.
Shaman
Requirements:
MP 54, INT 70, Euphaire only, Philosopher's Stone Emblem
Best
Weapon: none (Staffs)
Description: One who can hear the voices of spirits that dwell in nature. Shaman are born with the ability to use elemental and summon spells.
Witch
(heart)
Requirements:
same as witch, only "Deneb"
Best Weapon: Staffs
Description: A Witch and THE Witch, Deneb, are totally different, as different as a pumpkin and a squash! Do you understand how different they are? Don't get confused!
Demi-human
Classes
Demi-humans
are a mixture of beast and normal humans. They have very good
statistics usually, and learn special abilities that are useful.
Also, they can use almost all pieces of armor. I say almost, because
a Mermaid for example can't use shoes (no feet!) Demi-humans can not
change class however, like humans can.
Hawkman
Best
Weapon: Hammer
Description: These violent, winged fighters crave battle. They live much longer than humans, but maintain a youthful appearance. Because of their wings, terrain is not a factor.
Mermaid
Best
Weapon: Spear
Description: A demi-human whose upper body is human and lower body is fish. Mermaids live in the sea and can swim competently. Echoing from craggy shorelines, their voices can revitalize listeners.
Fairy
Best
Weapon: none (Bow)
Description: Tiny, flying demi-humans. Though they are not very impressive at fighting, Fairies make cue mascots on the battlefield.
Giant
Best
Weapon: none
Description: Giants, while not intelligent enough to equip weapons, can swing their arms like logs and their fists like rocks to wreck havoc among the enemy.
Transmigration Classes
These classes are VERY powerful, and require high stats to achieve. You can become one of these classes if you die, then you'll be revived as the class.
Angel
Knight
Requirements:
HP 215, MP 66, STR 89, INT 91, AGI 88, ALI-L, Archangel's Feather
Emblem (Certain chance of becoming one when killed)
Best
Weapon: Thrusting Sword (Needle of Light)
Description: Only a seasoned warrior with a pure heart can transmigrate to become an Angel Knight. These flying characters have the ability to cast spells of virtue.
Evaluation: Very good stats on this class! All around high gains in all categories, flying movement, Virtue-elemental, and cool abilities! However, as they use SP, they can only use spells cast by items and not equip magic. Their first special ability, Poignant Melody, is learned at level 10. This restores a LOT of HP and MP to a group of undead at the cost of 20 SP. It is quite useful if you are using a Ghost or Dragon Zombie. Banish, learned at level 15, costs 25 SP, drains a group of their MP, and also exorcises any undead enemies.
Lich
Requirements:
MP 118, INT 134, ALI-C (Be killed when wearing Ring of the Dead
Best
Weapon: Staffs
Undead Classes
Ghost
Requirements:
Necromancy cast on fallen human ally
Best Weapon: none (Staffs
if mage)
Description: An undead character whose soul exists outside of a physical body. Ghosts are unaffected by physical attacks. They can use low level bane spells, and though they may run out of HP, they will resurrect after a certain amount of time.
Dragon
Zombie
Requirements:
Necromancy cast on fallen dragon ally
Description: A dragon that's been revived after death. Terrifying and violent, Dragon Zombies attack using venom. They will also resurrect after being slain in battle.
Beast
Classes
Undead
classes are basically characters that use Bane-elemental attacks and
revive after being killed. They are removed from battle completely
if hit with Exorcism or Banish, or if Faith is cast while they are
fainted.
Griffin
Description:
A magical winged beast with the body of a lion and the head of an
eagle. Though Griffins' attack power is not high, they have a unique
attack, Windstorm, that draws on the power of their wings. They
are unaffected by terrain type.
Cockatrice
Description:
A magical beast with the body of a chicken, a snake's tail, and
scales. Since Cockatrices can fly, they're unaffected by terrain
type. Their Petrifying Breath turns foes into stone.
Octopus
Description:
A gigantic Octopus that is extremely powerful in water, but less
effective on land. It's
difficult to dodge their 8-legged assault.
Cerberus
Description:
A mythical, two-headed, four-legged canine whose Breath can put foes
to sleep.
Dragon
Classes
Dragons
are very high in defense and attack power, but are extremely slow,
with snail-like movement. They come in a variety of elements, each
with different powers. Upgrading them is a bit tricky, and is
covered in the Hints and Tips section.
Thunder
Dragon
Requirements:
Wind element
Description: A dragon with the wind element. Thunder Dragons paralyze foes with their Thunder Breath and have no equals in physical battle. Their STR and HP increase at an astounding rate.
Red
Dragon
Requirements:
Fire element
Description: A dragon with the fire element. Fire Dragons confuse enemies with their Fire Breath and have no equals in physical battle. Their STR and HP increase at an astounding rate.
Earth
Dragon
Requirements:
Earth element
Description: A dragon with the earth element. Earth Dragons poison enemies with their Poison Breath and have no equals in physical battle. Their STR and HP increase at an astounding rate.
Blue
Dragon
Requirements:
Water element
Description: Relying on the water element, Blue Dragons use their Cold Breath to put enemies to sleep. Their strength is unmatched and their HP increase at an astounding rate.
Mushus
Requirements:
HP 259, STR 130, AGI 69, ALI-L (upgrades in battle)
Description: A dragon with silver-white scales. On the snowy plains, Mushus inspires awe with its dignified bearing. Its breath has the power of its element.
Naga
Requirements:
HP 259, STR 130, AGI 69, ALI-N (upgrades in battle)
Description: A dragon with golden scales, Naga parades its distinctive appearances most often near the waterfront, its preferred surroundings. Its breath has the power of its element.
Vrtra
Requirements:
HP 259, STR 130, AGI 69, ALI-C (upgrades in battle)
Description: An evil dragon with pitch black scales, Vrtra inspires fear with its daunting wings. Its breath has the power of its element.
Dark
Classes
These
are "evil" classes, seen being used by the enemy usually,
and you'll have to persuade them. They are quite powerful, and their
special abilities usually are Bane-elemental and do status changes.
Gorgon
Best
Weapon: none (Bow)
Description: A monster with a snake-like body and snakes protruding from its head. Gorgons have the power to petrify enemies. Don't forget to equip a shield when facing them.
Gremlin
Best
Weapon: none (Bow)
Description: Small flying demons with evil blood flowing through their veins. Contrary to their appearance, they are friendly and playful, just like mischievous little kids.
Evaluation: They have suffered a huge drop in strength from the original Tactics Ogre, and their defenses are worse than ever. And as bows are much weaker in this game, Gremlins really aren't very good characters. I do not recommend actually fighting with one. They get Fairy's Kiss at level 10, which can charm the enemy and deal some damage for 15 SP. Fairy's Embrace is learned at level 15, and it damages and confuses (NOT PETRIFIES!) the enemy for 25 SP. Both special abilities are Bane-elemental.
Lesser
Daemon
Best
Weapon: Axe, Hammer
Description: Evil warriors that are loyal only to their own desires. Lesser Daemons are not as powerful as other daemons and can only use lower level bane spells. They are about as intelligent as humans.
Enemy
Classes
These
are "evil" classes, seen being used by the enemy usually,
and you'll have to persuade them. They are quite powerful, and their
special abilities usually are Bane-elemental and do status changes.
Esquire
Best
Weapon: Spear
Description: A servant of Naris Batraal, this
knight is a master of the spear, which he proudly uses to salute his
lord.
Duke
Knight
Best
Weapon: Sword
Description: A Knight that serves and defends the
family of the Duke of Rananculus. Duke Knights are loyal retainers
and well acquainted with both sword technique and spellcasting. They
cannot be persuaded.
Abilities: All Magic
Swordmaster
(Margret)
Best
Weapon: Sword
Description: Because of her rare talent with the
sword, she has been educated in even the most coveted sword
techniques. A swordswoman like her only comes along once in a
generation.
Abilities:
Magic, Atropos special technique
Venefica
(Lethe)
Best
Weapon: Staff
Description: An intelligent and deceptive
sorceress with a brazen attitude. It seems she only uses her power
for her own gain.
Abilities:
All Magic
Venefic
(Cirvante)
Best
Weapon: Staff
Description: A deceptive, two-faced sorcerer who
only acts in his own best interest. He is an intelligent and
powerful foe.
Abilities: All Magic, Summon Darkness ability
Bandit
Best
Weapon: Axe
Description: An outlaw that attacks ships and
plunders treasure. Many pirates operate near Ovis because of the
area's flourishing sea trade.
Abilities:
none
Daemon
Best
Weapon: Axe, Hammer
Description: Denizens of the Netherworld
that can be summoned by wizards. Their evil spirited nature, rather
than their grotesque appearance, causes aversion.
Abilities:
Magic, Summon Darkness Ability
General
(Naris)
Best
Weapon: Axe
Description: The current lord of northern Ovis,
Naris Batraal, has been proclaimed "Lord Protector" of
Rananculus in honor of proclaimed "Lord Protector" of
Rananculus in honor of his bravery.
Abilities: Magic, Hell's
Gate ability (The terrifying power (Bane) of darkness that steals
souls. Targets
lose consciousness and enter an eternal sleep.)
Walkthrough
Here is a walkthrough of the game, which mostly spoiler free! No major plot twists are revealed. Instead, we have concentrated on battle strategies for each stage.
Answer the Fortune Teller's questions carefully. They determine your element, alignment, starting emblem, starting items, and starting allies. If you are not satisfied with what turns out, just reset and try again.
Battle
1: Lutra Islands
Objective:
Defeat the Leader!
Leader: Stan, Bandit (Water, Chaos)
(Francisca, Hard Leather), leaves Francisca
Enemies: Male
Soldier (Fire, Neutral) (Short Sword, Hard Leather, Leather Hat),
Male Soldier (Water, Neutral) (Short Sword, Hard Leather), and
Female Soldier (Fire, Neutral) (Short Bow, Hard Leather).
Just carefully whack enemies other than the boss with your sword. If you manage to defeat Stan's troops before he falls, you can get some useful items. Your guests will do practically all the fighting, so concentrate on finishing off weakened enemies and collecting treasure.
Battle
2: Port Scabellum
Objective:
Defeat the Leader!
Leader: Mullin, Female Wizard (Wind,
Neutral) (Scripplay's Staff, Robe, Amulet) (Thunder Flare,
Fireball), leaves Thunder Flare spell
Enemies: Female Soldier
(Water, Chaos) (Short Bow, Hard Leather), Male Soldier (Wind,
Neutral) (Short Sword, Hard Leather), and Male Soldier (Water, Law)
(Short Sword, Hard Leather).
After a few turns Orson and Rictor will join you and Ivanna. They will do most of the fighting, but you must still be careful. It is possible to die if you are ganged up by all the enemies! Mullin's Thunder Flare spell seriously hurts, so don't get into critical HP when in her spell range. Try to defeat the lackey soldiers first, to get some good treasure. Rictor's Lightning Bow spell will do around 70 damage to the soldiers, so just finish them off once they are sufficiently weakened. Remember Ivanna can cast Heal, as can Rictor.
After the battle, you'll get 3500 goth of spending money from Rictor. Recruit a Hawk Man from the shop (they make great archers), and buy any armor, weapons, or spells you may need. Use any stat-boosting items you may have in training mode, if you wish, but I'd save them. Level up everyone to level 2 or 3 by fighting random battles in the Lutra Islands. Try to recruit a random Wizard in a battle. It will help tremendously if you get several of your characters the Centurion (STR+20) and Sniper (AGI+10) emblems. There is a hidden treasure of a Glass Pumpkin in the Lutra Islands, and a Dragon Shield in Scabellum.
Battle
3: Vespa Hill
Objective: Defeat
the Leader!
Leader: Cressida, Female Archer (Earth, Law) (Great
Bow, Plumed Headband, Hard Leather), leaves Great Bow
Enemies:
Male Soldier (Fire, Neutral) (Long Sword, Hard Leather)
Male
Soldier (Earth, Neutral) (Short Sword, Leather Hat, Hard
Leather)
Female Soldier (Fire, Neutral) (Short Sword, Leather
Hat, Hard Leather, Short Bow)
Female Soldier (Earth, Neutral)
(Short Bow, Leather Hat, Hard Leather)
Bandit (Fire, Neutral)
(Francisca, Hard Leather)
Bandit (Earth, Neutral) (Francisca,
Hard Leather, Short Bow, Leather Hat)
Ivanna will help you out in this battle as a guest. Her physical attack is strong, and her healing spell is very useful. Try to take out the bandits first, as they have the strongest attacks. The soldiers with bows are annoying, but not as much of a threat as those with swords. If you want, you can try persuade the male Soldier with the Long Sword, as these weapons can't be bought yet. Take out the enemy leader last, in order to gain maximum experience and treasure from the battle. Remember that you have cure leaves in your inventory that you can use to heal!
After the battle, Ivanna will join you. Get her the Centurion and Sniper emblems and she will become a powerful attacker. Now, go back to Scabellum, save, and then travel back north to Vespa Hill to fight an optional battle.
Battle
4: Vespa Hill
Objective: Defeat
all Enemies!
Enemies: Fairy (Water, Neutral) (Short Bow, Hard
Leather)
Fairy (Earth, Neutral) (Short Bow, Hard
Leather)
Gremlin (Water, Neutral) (Short Bow, Hard
Leather)
Gremlin (Earth, Neutral) (Short Bow, Hard
Leather)
Griffin (Water, Neutral)
Griffin (Earth,
Neutral)
Griffin (Earth, Neutral)
Try to save Glycina! Her defenses are VERY low, but she will run away from the baddies and towards your party. The Griffins are the strongest enemies defensively, while the Gremlins and Fairies have very low defense and attack. If you want any of your males to be Beast Tamers, make sure they don't kill off more than 1 Griffin each! You can take out the Fairies in one or two hits easily, but be careful of their high evade rate, which can be very annoying. Near the end of the battle, you can persuade a Gremlin in to your party if you feel like it, but the only Griffin worth using is a Wind elemental one, so don't bother with these guys.
After the battle, Glycina will join you if you let her. She comes with some useful equipment, and as she herself is almost useless right now without her special abilities, unequip her of her Ice Chain, Glass Pumpkin, and Dragon Gem then give these items to others. The Glass Pumpkin is VERY heavy, so give it to someone who doesn't need a high movement range but does need a defense boost, like a Cleric.
Battle
5: Formido Fortress
Objective:
Defeat the Leader!
Leader: Grimal, Male Knight (Long Sword,
Tower Shield, Chain Mail), leaves Chain Mail
Enemies: Male
Soldier (Water, Neutral) (Long Sword, Leather Hat, Hard
Leather)
Male Soldier (Fire, Neutral) (Long Sword, Hard
Leather, Short Bow, Leather Hat)
Male Soldier (Fire, Neutral)
(Long Sword, Leather Hat, Hard Leather)
Male Archer (Water,
Neutral) (Short Bow, Plumed Headband, Hard Leather)
Female
Archer (Fire, Neutral) (Great Bow, Plumed Headband, Hard
Leather)
Male Wizard (Water, Neutral) (Scripplay's Staff, Robe)
(Crag Crush, Ice Javelin)
Female Cleric (Fire, Neutral)
(Scripplay's Staff, Robe) (Heal, Cleanse)
This battle looks very challenging at first, but it's not really. The first thing you should do is try to take out the closest enemies, probably a few of the soldiers. Next, either persuade or take out the Wizard and Cleric. If you did not start out with a Cleric in your party, try to persuade this one. The Wizard leaves Crag Crush, while the Cleric leaves her Cleanse spell. You can persuade one of the Archer's for their Plumed Headband if you want, but it's not super useful, and a Bandana is better of mages anyways. Take out Grimal once you have taken care of all his troops.
Battle
6: Lake Ardea
Objective:
Defeat all enemies!
Enemies: Hawkman (Wind, Neutral) (Halt
Hammer, Tower Shield, Chain Mail)
Hawkman (Earth, Neutral)
(Halt Hammer, Tower Shield, Chain Mail)
Hawkman (Earth,
Neutral) (Halt Hammer, Bandana, Hard Leather)
Fairy (Wind,
Neutral) (Bow Gun, Hard Leather)
Fairy (Earth, Neutral) (Bow
Gun, Hard Leather)
Griffin (Wind, Neutral)
Griffin (Earth,
Neutral)
Cybil will be a guest in this battle, and she is a very powerful ally. Her Thunder Flare does a lot of damage to up to 5 enemies at a time. She will help you by weakening several of the enemies, but it will be usually by you who will finish them off. Try to avoid standing in the water, as it weakens your attack and defense by a lot (unless you are an Octopus). If you did not hire a Hawk Man, recruit the Wind-elemental one or the Shield-wearing Earth-elemental one. They come with Halt Hammers and Chain Mail, items that can't be bought yet. The Bandana-wearing Hawkman drops the useful Sorcerer's Cup, so make sure you defeat him and collect his treasure. The Wind-elemental Griffins may also come in handy, especially once he learns Windstorm at level 10, but if you choose to defeat him he leaves a Savage Bugle.
Battle
7: Cape Urodela
Objective: Defeat
the Leader!
Leader: Sitri, Male Ninja (Fire, Chaos) (Matuskaze,
Amulet, Flame Leather) (Nightmare)
Enemies: Male Ninja (Wind,
Neutral) (Short Sword, Bandana, Chain Mail) (Air Blade)
Male
Ninja (Water, Neutral) (Short Sword, Bandana, Chain Mail) (Ice
Javelin)
Male Ninja (Water, Neutral) (Short Sword, Bandana,
Hard Leather) (Ice Javelin)
Female Ninja (Wind, Neutral) (Bow
Gun, Bandana, Chain Mail) (Air Blade)
Female Ninja (Water,
Neutral) (Bow Gun, Necklace of Resistance, Hard Leather)
Witch
(Water, Neutral) (Scripplay's Staff, Spell Robe) (Slumber Mist)
There is at least one enemy here you MUST persuade: the Witch. She will only leave a junky Magic Seed if you defeat her. But, persuading her gives you a powerful Spell Robe and the expensive Slumber Mist sleep spell. You can even keep her and use her in your party, if you wish. The Ninja with the Necklace of Resistance is immune to spells, so defeat her with physical attacks. She will always leave her Necklace of Resistance as a treasure. You can persuade some of the Chain Mail wearing Ninjas if you want, as Chain Mail is very expensive, and they come with spells that you may find useful. Be careful the persuaded enemies and Cybil don't manage to kill Sitri before you finish off his cronies! A well-planned healing spell from Ivanna or your Cleric can help the black Ninja to keep kicking. Once he's alone, defeat him for his katana.
After the battle, you have a choice. If you choose choice A, you'll get Shivan, a Fire-elemental Ninja who comes with Kagari-bi, the Fire-elemental katana. I believe you'll also eventually get Cybil to join you. If you choose choice B, you'll get Orson, the old man Archer. He's not as useful as Shivan, but he isn't totally useless either. I think you'll also eventually get the super powerful High Priest Rictor to join you...I'm taking choice B for now, as I want Rictor, but I'll take the Choice A route in a bit too!
Hidden on the lone stone tile in the middle of the water in this stage is a Hyacinth Fan, a strong weapon for any Wind-elemental characters.
Battle
8a: Bison Swamp
Objective:
Defeat all enemies!
Enemies: Hawkman (Wind, Neutral) (Halt
Hammer, Chain Mail, Tower Shield)
Hawkman (Water, Neutral)
(Halt Hammer, Chain Mail, Tower Shield)
Hawkman (Wind, Neutral)
(Halt Hammer, Hard Leather, Bandana)
Fairy (Wind, Neutral) (Bow
Gun, Hard Leather)
Fairy (Water, Neutral) (Bow Gun, Hard
Leather)
Blue Dragon (Dragon Eyes), leaves Dragon Eyes
Blue
Dragon
The Fairies are minor enemies, and can be taken out in one or two physical strikes. The Hawkmen are pretty strong and can cause a medium amount of damage with their hammers. The Blue Dragons are the strongest enemy though. Their breath attack can cause major damage and put you to sleep. Recruit the one with the Dragon Eyes equipped if you want. Have your male character that you plan to make a Dragoon deal the finishing blow to the dragons.
After the battle, Shiven the Ninja joins you. He is very strong stat wise, has a powerful fire-elemental katana, and is perfect once you get him the Centurion and Sniper emblems.
Battle
9a: Arena
Objective:
Defeat the Leader!
Leader: Damiel, Male Cleric (Fire, Neutral)
(Scripplay's Staff, Robe of the Wise, Armlet of Wisdom) (Heal Plus,
Cleanse), leaves Robe of the Wise
Enemies: Male Knight (Fire,
Neutral) (Long Sword, Tower Shield, Chain Mail)
Male Knight
(Fire, Neutral) (Long Sword, Tower Shield, Chain Mail) (Lightning
Bow)
Bandit (Wind, Chaos) (Francisca, Chain Mail, Armlet of
Agility), leaves Armlet of Agility
Bandit (Earth, Neutral)
(Francisca, Chain Mail)
Male Archer (Fire, Neutral) (Short Bow,
Hard Leather)
Male Archer (Earth, Neutral) (Great Bow, Hard
Leather)
Minerva the mermaid is a guest in this battle. She will run away from the enemies, so she will probably not die easily. Make sure you concentrate all of your attacks on one enemy at a time, as Damiel can heal several characters at once with his Heal Plus spell. The Bandit wearing the Armlet of Agility will drop it, so make sure to collect the treasure. If you can attack the enemies in the water while on land, you will do extra damage to them. After the battle, Minerva will swim off. I haven't tested to see what happens if you let Minerva die (she is very good at staying alive!), but I believe it's the same battle as if you kill her off in battle 9b. Be sure to equip the Robe of the Wise on a mage after this battle!
Battle
8b: Sufrir Temple
Objective:
Defeat all enemies!
Enemies: Gremlin (Wind, Neutral) (Short
Bow, Hard Leather)
Gremlin (Earth, Neutral) (Short Bow, Hard
Leather)
Gremlin (Earth, Neutral) (Short Bow, Hard
Leather)
Earth Dragon (Earth, Neutral)
Earth Dragon
(Earth, Law)
Thunder Dragon (Wind, Neutral)
Thunder Dragon
(Wind, Neutral)
Orson, the old man Archer, is fighting with you as a guest in this battle. He will join you if he survives. The Dragons have good defenses, but if you gang up on them and use some magic they will fall. Be careful of their breath attacks though, as they can be quite strong. If you have one male character deal the finishing blow to all four dragons then he will only need to kill one more to get the emblem required to become a Dragoon. The Gremlins tend to fly to high spots on the field where your attacks can't hit them, but area-effect 100% hit magic (like Thunder Flare) cast by a Wizard of even a Ninja will take them out with no fuss. Also, a Hawk Man with a bow can reach some of the Gremlins by flying to an adjacent high place. Recruit a dragon if you want, but I warn you that they are VERY slow. One of the Earth Dragons leaves a "Mirror of the Gods", which you may find useful if you need to change someone's element.
Once Orson joins, make sure to get him the Centurion Emblem if you plan on using him at all, as his STR is very low for a physical attacker. He isn't that useful as an Archer, but I keep him as his special sprite class anyways. He is useful when you give him flight or warping item and a bow of his element, but a Hawk Man is better in my opinion. An Ice Wand is hidden as buried treasure in Sufrir. It's in the top right corner of the screen. Go down 2, then right 1. It's just above the gray stone patch, on green stone gravel.
Battle
9b: Arena
Objective:
Defeat the Leader!
Leader: Minerva, Mermaid (Water, Neutral)
(Pike, Chain Mail, Water Ring, Bandana), leaves Water Ring
Enemies:
Mermaid (Water, Neutral) (Pike, Chain Mail, Plumed Headband)
Mermaid
(Fire, Neutral) (Pike, Chain Mail, Plumed Headband)
Mermaid
(Fire, Neutral) (Pike, Chain Mail, Plumed Headband)
Hawkman
(Water, Neutral) (Halt Hammer, Chain Mail, Ice Shield), leaves Ice
Shield
Hawkman (Fire, Neutral) (Halt Hammer, Chain Mail, Tower
Shield)
Octopus (Water, Neutral)
Octopus (Fire, Neutral)
First, do NOT kill Minerva if you want to get a special Mermaid to join your party (specifically, Aerial). However, if you want to get a Naga (upgraded Dragon class) and the Earth Shield, at the sacrifice of a special character, go ahead and do the evil deed of killing the innocent Minerva. This is a good place to have two separate saves, as you can trade characters and items only gotten in one of the battlefields.
Minerva's special ability is Lullaby, which can put up to 5 characters to sleep it one shot. Her mermaid troops will also have this ability if their level is 10 or above. The Octopi have a medium-strength special attack, but chances are you will kill them before they can use it. Make sure to collect the Ice Shield held by one of the Hawkmen, and the Urn of Chaos dropped by one of the Octopi. If you critical OR kill Minerva, she will drop her Water Ring at the end of the battle. If you kill Minerva (EVIL!), go to 11. If you let her live, go to battle 10.
Battle
10a: Rana Sea
Conditions:
Do NOT kill Minerva
Objective: Defeat the Leader!
Leader:
Aerial, Mermaid (Wind, Neutral) (Trident, Thunder Chain, Amulet),
leaves 2000 goth
Enemies: Mermaid (Wind, Neutral) (Pike, Chain
Mail, Plumed Headband)
Mermaid (Water, Neutral) (Pike, Chain
Mail, Plumed Headband)
Mermaid (Water, Neutral) (Pike, Chain
Mail, Plumed Headband)
Fairy (Wind, Neutral) (Bow Gun, Hard
Leather)
Fairy (Water, Neutral) (Bow Gun, Hard Leather,
Cassowary Feather), leaves Cassowary Feather
Octopus (Wind,
Neutral)
Octopus (Water, Neutral)
So, you let Minerva live! But you get to fight the easier and thus less profitable battle now. However, after the events ahead you'll get Aerial to join your party! She is quite a strong character, as you will find out in this battle.
Aerial is a stronger version of Minerva basically. Her Lullaby will be more accurate, and her Trident does more damage than Minerva's Pike. The Fairies have Fairy's Kiss learned, and can restore one of their ally's status and a bit of their HP. They fall in just a few physical strikes though. The Octopi aren't too strong, but they do have a confuse-inducing special attack. Remember the Mermaids and Octopi power up in water, but weaken on land. If the Fairy with the Cassowary Feather is near one of the Octopi, it gets a bonus like if it was near a Beast Tamer. Finish off Aerial once you eliminate her troops.
Battle
10b: Rana Sea
Conditions:
Kill Minerva
Objective: Defeat the Leader!
Leader: Aerial,
Mermaid (Wind, Neutral) (Trident, Thunder Chain, Amulet), leaves
2000 goth
Enemies: Mermaid (Wind, Neutral) (Pike, Chain Mail,
Plumed Headband)
Mermaid (Earth, Neutral) (Pike, Chain Mail,
Plumed Headband)
Mermaid (Earth, Neutral) (Pike, Chain Mail,
Plumed Headband, Dragon Gem), leaves Dragon Gem
Hawkman (Wind,
Neutral) (Halt Hammer, Chain Mail, Tower Shield)
Hawkman
(Earth, Neutral) (Halt Hammer, Chain Mail, Earth Shield), leaves
Earth Shield
Naga (Wind, Neutral)
Naga (Earth, Neutral)
Well, you killed poor little Minerva. Here's the alternate battle against Aerial, and it is much tougher! The rewards are much better though. Make sure you claim the Earth Shield once you defeat the Hawkman, and also be sure to recruit one of the Nagas, preferably the Wind-elemental one. Persuading both is also a good idea, as you can change their elements and change their classes to Mushus or Vrtra as long as you have a Tome of Discipline or Urn of Chaos. Yes, you can have the upgraded Dragon classes this early, instead of waiting to level up to level 18 or so! Also, persuade the Wind-elemental Mermaid, as you won't be getting Aerial to join you.
All the Mermaids have Lullaby, the Hawkmen have Thunder Arrow, and the Nagas have their elemental breath attacks. Carefully take out one enemy at a time and don't let your entire party get put to sleep. Having a Witch with Purify and a Cleric with Cleanse will allow you to wake up sleeping characters without smacking them for damage. The Nagas have very high stats and they power up in water and around the Mermaid with the Dragon Gem. Be very careful of them! Once you have killed off all the enemies you haven't persuaded, take out Aerial. Remember her defense and attack stats lower when she is out of the water! Aerial will NOT join you once you complete the events after this stage.
If Aerial joins you, get her the Sniper Emblem, and the Centurion Emblem as well (remember she is strongest when fighting in the water!) Strip her of her Thunder Chain, Amulet, and Trident if you aren't going to use her in the next battle (which is on land anyways).
Battle
11: Solea Church
Objective:
Save Eleanor!
Leader: Karcist, Dragoon (Wind, Chaos) (Fafnir,
Tower Shield, Plate Mail, Iron Helm), leaves Fafnir
Enemies:
Female Archer (Fire, Neutral) (Great Bow, Chain Mail, Plumed
Headband, Dragon Gem)
Female Archer (Earth, Neutral) (Great
Bow, Chain Mail, Sherwood Hat, Dragon Gem), leaves Sherwood
Hat
Thunder Dragon (Wind, Law)
Red Dragon (Fire,
Neutral)
Earth Dragon (Earth, Neutral)
Blue Dragon (Water,
Neutral) (Dragon Eyes), leaves Dragon Eyes
Eleanor is a guest in this battle, so make sure you have a Cleric or Knight to heal her. She will not attack, but will tend to run in the back of your troops and avoid the enemies.
Have your male character that is striving for the Dragoon class deal the killing strike to the dragons. Recruit one if you want, but I don't recommend it. Make sure no one steals the Blue Dragon's or Archer's treasure once they are defeated, as the Dragon Eyes and Sherwood Hat are rare items. This battle may seem overwhelming at first (especially as the Dragons use their breath attacks), but concentrate your attacks on one enemy at a time and you will pull through quite easily. Make good use of area-effect magic, as the Dragons tend to crowd together in groups. After the battle, Eleanor will join you as a guest.
Walkthrough: Part 2
Battle
12: Mt. Aquila
Objective:
Defeat all enemies!
Enemies: Hawkman (Fire, Neutral) (Halt
Hammer, Chain Mail, Tower Shield)
Hawkman (Wind, Neutral) (Halt
Hammer, Chain Mail, Thunder Shield)
Gremlin (Fire, Neutral)
(Short Bow, Hard Leather)
Gremlin (Wind, Neutral) (Short Bow,
Hard :eather)
Cerberus (Fire, Neutral)
Red Dragon (Fire,
Neutral)
Red Dragon (Fire, Neutral)
Eleanor is guesting again in this battle, but if she loses all her HP (highly unlikely) she will simply use her Transfer Stone and escape the battle. Almost all of the enemies are Fire-elemental, so Water spells and weapons will be very effective. Note that it will take the Red Dragons practically forever to get to you, as their movement range is extremely poor in the uneven terrain of the volcano. The Hawkmen and Gremlins can fly though, so they will reach you much faster. Try to take out the Gremlins first, as their charming ability can be annoying. Their defenses are extremely low, so just a few hits will take them out easily.
It is very important to persuade the Wind-elemental Hawkman with the Thunder Shield! He will NOT leave it behind when defeated, so it is up to you to procure this treasure. And if you still haven't recruited a Hawkman for your party, this one makes a perfect choice. The Cerberus might be interesting to persuade, as it is a pretty good beast. However, be careful it doesn't kill the Thunder Shield wearing Hawkman!
This battle marks the end of Scenario One. After the very long chain of events, Eleanor will join your party. Back at the world map, you will have a choice of two different battles. I recommend going to Gryllas Forest and Blete first, as you'll get a powerful ally and a summon spell. Before fighting in Gryllas though, MAKE SURE to have the Faith and Exorcism spells, even better to have multiple copies. At least one cleric is VITAL, and having an Angel Knight with Banish is also a good idea. Do take note that the events ahead will be slightly different if you fight at Belleza before you fight at Blete, recruiting the two special characters in a different order.
Battle
13: Gryllus Forest
Objective:
Defeat all enemies!
Enemies: Ghost (Bane) (Scripplay's Staff,
Robe) (Nightmare)
Ghost (Bane) (Scripplay's Staff, Robe)
(Enfeeble)
Male Undead Soldier (Fire, Neutral) (Short Sword,
Hard Leather)
Male Undead Soldier (Earth, Neutral) (Short
Sword, Hard Leather)
Female Undead Soldier (Fire, Neutral)
(Short Bow, Hard Leather)
Female Undead Soldier (Earth,
Neutral) (Short Bow, Hard Leather)
Male Undead Wizard (Fire,
Neutral) (Scripplay's Staff, Robe) (Fireball)
Male Undead
Wizard (Earth, Neutral) (Scripplay's Staff, Robe) (Acid Vapor)
Although the undead enemies are very weak physically, they are able to regenerate when killed, AND two new undead will appear every turn once you start removing the enemies! This can be very annoying if you don't have enough characters that can banish the undead. An Angel Knight's Banish ability works, but it's doubtful you'll have a level 15 Angel Knight at this stage. Clerics can remove undead in two ways. The first is Exorcism, which strikes like area-effect magic and banishes the undead while they are still conscious. Faith banishes any undead that are in their "fainted" state, with their HP at 0. A combination of these two spells will allow you to finish this battle without too many problems. If you can spare the time, persuade the Ghost with Enfeeble. This Bane spell can't be bought yet, and is a simple (but weak) HP-absorb attack. One strategy here is to split your characters into two groups and remove the undead on both sides of the map that way.
Battle
14: Blete
Objective:
Defeat the Leader!
Leader: Euphaire, Shaman (Fire, Chaos) (Fire
Wand, Robe of the Wise, Amulet) (Salamander), leaves Salamander
Male
Undead Knight (Fire, Neutral) (Long Sword, Chain Mail, Tower
Shield)
Male Undead Knight (Water, Neutral) (Long Sword, Chain
Mail, Tower Shield)
Female Undead Knight (Water, Neutral)
(Pike, Chain Mail)
Female Undead Wizard (Fire, Neutral) (Short
Bow, Hard Leather) (Firestorm)
Female Undead Wizard (Water,
Neutral) (Short Bow, Hard Leather) (Ice Field)
Dragon Zombie
(Bane)
Warlock (Fire, Neutral) (Long Sword, Chain Mail,
Bandana) (Fluid Magic)
The first thing you want to do is take out as many of the undead as you can, as quickly as possible. Remember that you can use magic leafs to restore MP, allowing you to make immediate use of Faith and Exorcism. No new undead can appear in this battle, so once they are banished the undead cannot come back. I recommend persuading the Dragon Zombie, as it is a rare character and not completely useless in battle either.
Euphaire and her Warlock make a deadly team. He uses Fluid Magic to restore a ton of Euphaire's MP, and then she casts her strong Salamander summon spell EVERY SINGLE TURN! The Warlock himself makes a very good ally, and his spell is not for sale in shops yet, so I highly recommend persuading him. Make it a priority in this battle. However, be sure to not let any characters drop dead! Euphaire's spells will take huge chunks off of your HP, so Heal and Heal Plus spells are very important. After the battle, you will get Euphaire's awesome Salamander spell and she will join you.
Battle
15: Vespa Hill
Objective:
Defeat the Leader!
Leader: Surgat, Beast Tamer (Wind, Chaos)
(Beast Whip, Chain Mail, Armlet of Agility), leaves Beast
Whip
Enemies: Cerberus (Fire, Neutral)
Cerberus (Fire,
Neutral)
Cerberus (Water, Neutral)
Griffin (Fire,
Neutral)
Griffin (Earth, Neutral)
Cockatrice (Fire,
Neutral)
Cockatrice (Earth, Neutral)
Anyone else reminded of Ganb from Tactics Ogre: Let us Cling Together? The Beast Tamer has a pretty strong attack, and his mere presence around any of his allies strengthens them. The most dangerous enemies are the Cockatrices, as they can petrify you. Next come the Cerberuses, as they can put you to sleep. Although the enemies are strong defensively, their normal attacks are not very strong, so you only have to be careful of their special attacks. Take out several of the beasts before they manage to get enough SP to unleash some powerful abilities.
You'll get some alignment changing items after the battle, along with Surgat's Beast Whip. Now, get ready for a real fight, if you so choose.
Battle
16: Belleza Fort
Objective:
Defeat the Leader!
Leader: Elrik, Summoner (Water, Chaos) (Ice
Wand, Ice Chain, Amulet) (Fenrir), leaves Fenrir
Enemies:
Female Ninja (Water, Neutral) (Great Bow, Chain Mail,
Bandana)
Female Ninja (Wind, Neutral) (Francisca, Chain Mail,
Bandana) (Air Blade)
Female Ninja (Wind, Neutral) (Pike, Chain
Mail, Warp Shoes), leaves Warp Shoes
Valkyrie (Water, Neutral)
(Pike, Chain Mail, Plumed Headband) (Ice Field)
Ollen, Valkyrie
(Wind, Neutral) (Trident, Chain Mail, Plumed Headband) (Thunder
Flare)
Witch (Water, Neutral) (Scripplay's Staff, Spell Robe,
Pointy Hat) (Constrain, Poison Squall)
Witch (Wind, Neutral)
(Scripplay's Staff, Spell Robe, Pointy Hat) (Fluid Magic, Slumber
Mist)
Elrik and his Witch use the same strategy as Euphaire and her Warlock. She will restore his MP with Fluid Magic and he will cast Fenrir multiple times. His magic is brutal, so try to kill or persuade the Witch as soon as you can. Both Witches can cast annoying status spells, while the Ninjas and Valkyries can use minor attack magic. Although you do start in a bad position on the map, just carefully advance forwards, trying to take out the Fluid Magic Witch. Once she is gone, Elrik can't cast his Fenrir spell every single turn. If you can manage it, take out the rest of the enemies carefully, healing your characters liberally with area-effect Heal Plus spells. None of these enemies have very high defenses, so they're vulnerable to most attacks. Try to have Deneb or Euphaire unleash Salamander to take out a few foes!
The Witches have Pointy Hats, which are slightly stronger Bandanas. One of the Ninjas has Warp Shoes and leaves those behind when defeated. Be careful no one steals the treasure! After the battle, Elrik will join your party.
Battle
17: Naja Forest
Objective:
Defeat the Leader!
Leader: Grevis, Siren (Fire, Neutral)
(Caldia, Cloak of Authority, Armlet of Agility, Armlet of
Wisdom)(Gnome), leaves Gnome
Enemies: Female Knight (Earth,
Neutral) (Long Sword, Plate Mail, Earth Shield)
Female Knight
(Water, Neutral) (Claymore, Plate Mail, Iron Helm) (Heal)
Female
Soldier (Earth, Neutral) (Great Bow, Chain Mail, Leather Hat)
Witch
(Water, Neutral) (Scipplay's Staff, Water Garb, Pointy Hat) (Ray of
Paralysis, Fluid Magic), leaves Water Garb
Female Wizard
(Earth, Neutral) (Earth Wand, Spell Robe) (Firestorm, Ice Javelin),
leaves Earth Wand
Female Wizard (Water, Neutral) (Ice Wand,
Spell Robe, Pointy Hat) (Crag Crush, Air Blade), leaves Ice
Wand
Female Cleric (Water, Neutral) (Halt Hammer, Spell Robe)
(Heal Plus, Cleanse), leaves Cleanse
You need to advance quickly to avoid the enemy preparing itself for blasting you away. Notice that the Siren has yet another summon spell, Gnome. Also notice there's another Witch you likes to use Fluid Magic on said Siren. They make a deadly team, so get rid of (or persuade) that Witch ASAP! Take out the mages first as their abilities are strong and their defenses are low. The Cleric has the annoying Heal Plus, so make sure she doesn't get a chance to undo all the damage you cause. The Knights should fall next, and make sure to grab some of their good armor! Persuading the Knight with the Earth Shield is a pretty good idea. Persuading both Knights gives you a handful of rather expensive equipment! Make sure to heal often when attacked with Gnome, and strike back with Fenrir and Salamander. Bow-users work very well in this battle, especially the ever-useful Hawkmen.
Don't let the enemy steal any of the useful treasure the defeated enemies leave behind! The elemental wands are useful for your mages, as they raise INT a lot more than the generic Scipplay's Staffs.
Battle
18: Sotavento
Objective:
Defeat the Leader!
Leader: Nichart, Esquire (Water, Law)
(Osric's Spear, Heavy Armor, Transferring Stone) (Ice Javelin),
leaves goth
Enemies: Valkyrie (Earth, Neutral) (Trident, Chain
Mail, Plumed Headband) (Firestorm)
Valkyrie (Earth, Neutral)
(Great Bow, Chain Mail, Plumed Headband)
Valkyrie (Water,
Neutral) (Trident, Chain Mail, Plumed Headband) (Air Blade)
Male
Knight (Water, Neutral) (Long Sword, Tower Shield, Plate Mail, Iron
Helm)
Male Knight (Earth, Neutral) (Claymore, Plate Mail, Iron
Helm) (Heal)
Witch (Earth, Neutral) (Scipplay's Staff, Earth
Garb, Pointy Hat) (Ray of Paralysis), leaves Earth Garb
Male
Priest (Earth, Neutral) (Halt Hammer, Robe of the Wise) (Heal Plus,
Cleanse, Resurrection), leaves Resurrection
This battle seems to be a challenge for many, but I found it quite easy. Make sure that you don't let any of your weaker characters (Priests, Sirens, Euphaire, etc.) get ganged up by the strong physical attackers. Persuading a few of the enemies will make this battle much easier. I recommend persuading the Priest, as you'll need at least two healers in Castle Osotorea. Make sure to completely deplete each enemies' HP without starting to attack another, or else you'll find the Priest casting his Heal Plus and restoring several characters at once. To quickly take out the enemies, combine Fluid Magic spells with the Gnome, Fenrir, and Salamander spells you should possess by now.
After the battle you can buy the useful Fluid Magic spell. Make sure to buy a few copies for use by Witches, Warlocks, and Swordmasters for casting on your summon magic users.
Battle
19a: Haena Highlands
Objective:
Defeat the Leader!
Leader: Khodar, Duke Knight (Earth, Law)
(Gram, Tower Shield, Brigandine) (Exorcism, Heal), leaves
Gram
Enemies: Duke Knight (Water, Neutral) (Long Sword, Heavy
Armor, Tower Shield) (Poison Squall), leaves Heavy Armor
Duke
Knight (Earth, Neutral) (Great Bow, Heavy Armor, Winged Shoes),
leaves Winged Shoes
Duke Knight (Water, Neutral) (Fafnir, Heavy
Armor, Ice Shield) (Heal), leaves Ice Shield
Dragoon (Earth,
Neutral) (Claymore, Dragon Armor, Iron Helm) (Acid Vapor), leaves
Dragon Armor
Dragoon (Water, Neutral) (Ice Blade, Plate Mail,
Iron Helm) (Ice Javelin), leaves Ice Blade
Dragon Tamer (Earth,
Neutral) (Dragon Gem Sword, Chain Mail, Tower Shield), leaves Dragon
Gem Sword
Earth Dragon (Earth, Neutral) (Dragon Eyes), leaves
Dragon Eyes
This battle is full of characters with high physical attack and defense, but lower magical abilities. Due to their low spell resistance, summon spells will tear through the enemies with ease. Abuse Fluid Magic! Taking out the dragon first will stop it from saving up SP for its special attack. You may as well take out the Dragon Tamer as well, as her low defense lets her be smashed in one round. Make sure you watch your summoners though, as the enemies can take out low defense allies with just a couple of their attacks. Also, the enemy does have healing capabilities, so try to finish off enemies you weaken.
Every single enemy has a powerful rare item it leaves when defeated, so make sure to not let any of the treasures get stolen. Also, this will probably be the first time you'll come across Dragoons as normal enemies, so persuade one if you need a strong physical attacker. A Dragoon will come in handy in the next couple battles!
Battle
20: Mt. Gracula
Objective:
Defeat all enemies!
Enemies: Lubinnya, Gremlin (Water, Neutral)
(Sherwood Bow, Hard Leather, Amulet), leaves Sherwood Bow
Gremlin
(Wind, Neutral) (Composite Bow, Hard Leather, Glass Pumpkin), leaves
Glass Pumpkin
Gremlin (Fire, Neutral) (Great Bow, Hard
Leather)
Cerberus (Wind, Neutral)
Cerberus (Fire,
Neutral)
Red Dragon (Fire, Neutral)
Red Dragon (Fire,
Neutral)
Cockatrice (Wind, Neutral)
First, make sure that you do NOT KILL THE GREMLIN NAMED LUBINNYA! This is really Lubina, Glycina's sister fairy. To get Lubina to come out of her disguise, have Glycina end her turn standing next to Lubina. Lubina is a smart guest, and will fly to safety and shoot arrows at the enemies. Take out the Gremlins first, as their abilities are annoying, then concentrate on one beast at a time. Make sure you come into battle with Purify and Cleanse spells, as all the enemies can inflict negative status effects.
An important note is that during the battle Lubina has a gremlin's stats, but when she joins you after she'll have her normal fairy stats. After the little cut scene, accept her offer to join you.
Battle
21: Castle Ostorea, West
Objective:
Defeat the Leader!
Leader: Margret, Swordmaster (female) (Wind,
Neutral) (Notos, Peregrine Mail) (Atropos), leaves Notos
Enemies:
Duke Knight (Wind, Neutral) (Sun Mannus, Heavy Armor, Tower Shield)
(Heal Plus), leaves Sun Mannus
Duke Knight (Earth, Neutral)
(Long Sword, Heavy Armor, Saint's Shield) (Acid Vapor), leaves
Saint's Shield
Warlock (Earth, Neutral) (Firedrake Sword, Fire
Garb, Sacred Ring) (Slumber Mist), leaves Sacred Ring
Male
Archer (Wind, Neutral) (Great Bow, Grincer Coat, Leather Hat),
leaves Grincer Coat
Male Archer (Earth, Neutral) (Tundra Bow,
Hard Leather, Leather Hat)
Hawkman (Wind, Neutral) (Halt
Hammer, Chain Mail, Tower Shield)
Hawkman (Earth, Neutral)
(Halt Hammer, Chain Mail, Tower Shield)
Margret will have a conversation with Ivanna before and after the battle, so make sure you don't use her in the East battle. Margret herself has very high stats and the strong Atropos special attack, but she has a tendency to do nothing during the battle. Her troops are also strong, and her Archers are extremely annoying and powerful as well. Take out the Duke Knights (especially the healing one!) right away, then move on to the Hawkmen. The Warlock has a full set of rare equipment, and should definitely be persuaded. Also, make sure to persuade the Archer with the Tundra Bow, as he doesn't leave it behind.
Summon spells work okay in this battle, but make sure you only use one or two of your summoners here. You'll want a few of those powerful spells and Fluid Magic casters to use on the East gate as well.
Battle
22: Castle Ostorea, East
Objective:
Defeat the Leader!
Leader: Nichart, Esquire (Water, Law)
(Osric's Spear, Brigandine, Snow Boots) (Ice Javelin), leaves
Osric's Spear
Leader: Lethe, Venefica (Wind, Chaos) (Wind Wand,
Spell Robe, Wind Ring, Transferring Stone) (Thunder Flare, Fluid
Magic), leaves 1000 goth
Enemies: Duke Knight (Water, Neutral)
(Claymore, Heavy Armor, Iron Helm) (Heal)
Duke Knight (Fire,
Neutral) (Firedrake Sword, Heavy Armor, Tower Shield), leaves
Firedrake Sword
Witch (Fire, Neutral) (Scripplay's Staff, Spell
Robe, Armlet of Wisdom) (Constrain)
Siren (Water, Neutral)
(Battle Fan, Cloak of Authority) (Ice Field), leaves Cloak of
Authority
Siren (Fire, Neutral) (Caldia, Cloak of Authority)
(Fire Storm), leaves Caldia
Female Priest (Fire, Neutral) (Scripplay's Staff, Robe of the Wise, Pointy Hat) (Heal Plus, Cleanse, Divine Radiance), leaves Divine Radiance
This battle is almost entirely magic casters, strong ones at that. Lethe will power up the Sirens and Priest with her Fluid Magic, but can also cast a pretty strong Thunder Flare. The Sirens have area-attack magic, while the Priest has the deadly Divine Radiance spell, lowering any character down to critical HP. The Witch's Constrain is not a big deal, but her charm ability can be annoying. Simply advance and take out the Duke Knights with summons and physical attacks, then split your team in two and take out the magicians on both sides. Be sure to get rid of the Priest early! Take out Lethe before you finally finish with Nichart. The most important thing to remember in this battle is the Heal Plus spell, which undo the damage done by the Sirens' magic attacks. A Dragoon or other strong physical attacker makes this battle much easier.
After the battle your team will join up and head inside.
Battle
23: Castle Ostorea, Throne Room
Objective:
Defeat the Leader!
Leader: Rictor, High Priest (Earth, Law)
(Inca Rose, Saint's Garb, Bandana, Armlet of Wisdom) (Ignis Fatuus,
Heal), leaves 1000 goth
Enemies: Justin, Male Knight (Wind,
Law) (Claymore, Brigandine, Dragon Helm) (Heal), leaves Dragon
Helm
Lara, Female Knight (Fire, Law) (Long Sword, Dragon
Shield, Brigandine) (Heal), leaves Dragon Shield
Duke Knight
(Earth, Neutral) (Claymore, Heavy Armor, Iron Helm) (Cleanse)
Duke
Knight (Water, Neutral) (Claymore, Heavy Armor, Iron Helm, Warp
Ring), leaves Warp Ring
Male Wizard (Earth, Neutral)
(Scripplay's Staff, Robe of the Wise) (Crag Crush)
Male Wizard
(Water, Neutral) (Scripplay's Staff, Water Garb) (Ice Field), leaves
Water Garb
Witch (Earth, Neutral) (Scripplay's Staff, Spell
Robe, Armlet of Wisdom) (Petrifying Cloud, Fluid Magic), leaves
Petrifying Cloud
Finally, it comes down to this...you fight against Rictor, the very powerful High Priest, who just so happens to be my favorite special character (followed by Elrik). Also, the two knights are special characters sort of, as they can't be persuaded and are immune to status spells. They also will have death quotes when their HP is depleted. These knights are in fact the two SOLDIERS that you first guested with in your verrrrry first battle at Lutra, and are the two Knights you always see following Rictor in the cut scenes. However, I have not found a way to get these knights to join you, and choosing to not kill them just makes them vanish, meaning you never get their dragon equipment. Note that Orson has some dialogue in the second round if you bring him into this battle.
Rictor and his Witch like to play the little "Fluid Magic" game, allowing Rictor to blast your party with about 8 shots of his Ignis Fatuus summon. The Witch also has Petrifying Cloud, so take her out quickly! Rictor's two knights have Heal, so make sure you get rid of them early as well. The Wizards will fall to about two physical attacks, so they're no threat. Make sure you grab the Warp Ring left behind from one of the Duke Knights! After removing all other enemies from the battle, take on Rictor. His Heal spell can heal him for over 100 HP in one shot, and he can use it every turn when not casting Ignis Fatuus on you. Make sure you deplete all of his HP in one round. It's really not that hard, as his defenses aren't as good as a Knight's. Remember that you have access to the devastating Atropos, so abuse it (unless you'll die by using it, of course). A few notes on Rictor's summon spell: Since it is Virtue elemental, it will do less damage to characters like Angel Knights and Priests, but a lot more to Gremlins and Ghosts. Also, it is much better for you if he targets a large group of characters. This way, the damage is spread out, and one character doesn't get smacked for 160 damage.
Battle
24: Castle Ostorea, Crypt
Objective:
Defeat the Leader!
Leader: Naris, General (Fire, Law) (Bloody
Cleaver, Black Armor, Firedrake Ring, Iron Helm) (Ray of Paralysis),
leaves Bloody Cleaver
Enemies: Duke Knight (Wind, Law)
(Laevateinn, Brigandine) (Thunder Flare), leaves Laevateinn
Duke
Knight (Fire, Neutral) (Great Bow, Brigandine, Iron Helm)
Duke
Knight (Wind, Neutral) (Trident, Brigandine, Iron Helm) (Ice
Field)
Duke Knight (Fire, Neutral) (Sword of Tiamat,
Brigandine, Iron Helm) (Fireball), leaves Sword of Tiamat
Female
Knight (Fire, Law) (Claymore, Heavy Armor, Iron Helm) (Lightning
Bow)
Female Knight (Wind, Law) (Claymore, Heavy Armor, Iron
Helm) (Heal)
Female Priest (Fire, Law) (Scripplay's Staff,
Spell Robe) (Heal Plus, Cleanse)
Most important in this battle is to remember to not finish it before you get the Ring of the Dead that is the buried treasure. It's in the corner right by the broken coffin. Several enemies have special equipment, so remember to not let those items get stolen! Persuading the Knight with Heal or the Priest might help you if you're short on healing.
The Duke Knights with special swords can pack quite a punch, but are nothing compared to Naris' attack. Consider yourself very lucky if he uses his Ray of Paralysis instead (even luckier if said paralysis misses). Taking out the Priest and healing Knight is a priority, but feel free to finish off a Duke Knight on your way up to smash the healers. The Knights will all fall to summon magic spells (make sure you have decent AGI though, or else you'll be quite miffed when half of the blasts miss). The Priest is taken care of easily by two sword slashes or a few arrows. If you have Atropos, it takes her out in one hit when used by a powerful sword user (Alphonse or Ivanna work well). Once all of the lackey knights are defeated, weaken Naris with magic or special attacks, or hit him from behind. You'll want to be VERY careful of his counters, so try to avoid physically hitting him from the front or behind. A combination of area-attack magic from Valkyries and other spell-throwing characters, followed by an Atropos attack, and Naris will fall. By all means, please don't be stupid and let your Priest get attacked by Naris. Watch out for all physically weak characters in this battle, especially Sirens and Wizards. Witches and Fairies can dodge most attacks, but if one attack connects, they're gone. Remember to suspend save with intelligence!
Once you complete the battle (winning the Cave Exploration third Quest book), you're done with Chapter 2 (B if you took my path)!
Walkthrough: Part 3
A few things are available right now. You can get the Zephyrus spear from Rana if you visit there, receiving an audience with Cloeri. Traveling to Solea (Eleanor's Church) will give you an orb, Warp Ring, or the powerful Circlet of Wisdom, depending on how you've answered Eleanor's questions throughout the game. Try to answer both A and B to Eleanor's question she asks, seeing what items you get. Going to Ardea will cause Lobelia the Angel Knight to fly down and offer to join. Refuse her offer and you'll get a Seraph's Plume. Recruit her now if you're going to keep Saia, the Lesser Daemon. Strip Lobelia of her equipment (which is quite good!). Get her Sniper and Centurion emblems, then level her up until you're content with her stats. Finally, use a Snapdragon scroll on her. If you don't want to kill her, simply strip and dismiss her. If you want to KEEP Lobelia, I recommend you fighting the battle with Saia first, recruiting and stripping him or getting his Ring of the Dead. Bringing Lobelia with you to that battle makes you have to kill the poor daemon. Note that it is possible to kill and then cast Necromancy of Lobelia. She will lose her special appearance and sprite, but you'll keep her and can turn her into an Angel Knight (now generic) again.
Battle
25: Rebanada Caverns
Objective:
Defeat the Leader!
Leader: Rimmon, ??? (Unknown) (Bane) (Heavy
Armor, Goblin Helm), leaves Goblin Helm
Enemies: Undead Male
Knight (Wind, Neutral) (Long Sword, Chain Mail, Tower Shield)
Undead
Male Knight (Water, Neutral) (Long Sword, Chain Mail, Tower
Shield)
Ghost (Bane) (Scripplay's Staff, Spell Robe)
(Enfeeble)
Ghost (Bane) (Scripplay's Staff, Spell Robe)
(Nightmare)
Ghost (Bane) (Scripplay's Staff, Spell Robe) (Brain
Sap)
Zombie Dragon (Bane)
Zombie Dragon (Necklace of
Resist)
A deceptively easy optional battle. The only enemy in this battle you really have to worry about is Rimmon himself. Other enemies can annoy you (Zombie Dragons' breath, Ghosts' absorbing spells) but it is highly unlikely that they'll do serious damage. The only enemy with anything worth persuasion is the Zombie Dragon with the Necklace of Resist. This also makes him immune to Faith and Exorcism, but can't block Banish, Magic Barrage, or Star Tiara. Elrik will talk before the battle and during the second round, and seems to know a LOT about this baddy. Well, Elrik is a sort of Necromancer...of course he knows about evil and undead beings!
The first thing is to clear away all the miscellaneous undead scattered around. Cast Fluid Magic on characters with Faith and Exorcism to blow away the undead without fuss. Bring Lubina and Glycina into battle so that they can use Magic Barrage, which also does decent damage to Rimmon besides exorcising his minions. Angel Knights with Needles of Light will also work well here, as their Banish ability will also wipe out the undead baddies.
Once all the lesser ghostly beings are out of the way and you've persuaded the Zombie Dragon with the Necklace of Resist, take on Rimmon. The first thing to note is his inhuman physical attack and defense. Even an Angel Knight with a Needle of Light won't cause much damage to this horrific ogre-thing. Your main source of offense is the powerful Ignis Fatuus summon spell, combined with Fluid Magic. If the Fairy Sisters are around with 25 SP, feel free to Fairy's Embrace the summoner of the squirrels. Rimmon falls quickly to a few Magic Barrages and Ignis Fatuus summons. Lightning Bow does a bit of damage, as does Magic Missile, but it's still better to stick with the big damage abilities. Try to run away from Rimmon (easy if his move is 3.9), as you really don't want to get attacked by him. In addition, he has a fear effect that lowers the damage you do to him if you're within 3 spaces of him, so keep your distance! One last note: If you have Eleanor's Star Tiara, simply persuade the Zombie Dragon then fire it away. All undead will immediately go kaput and Rimmon will be in serious hurt. Finish off him with an Ignis Fatuus and Magic Barrage, or Star Tiara again if Eleanor leveled up.
Battle
26: Rebanada Caverns
Objective:
Defeat the Leader!
Leader: Saia, Lesser Daemon (Bane) (Earth
Dragon Axe, Chain Mail, Amulet) (Enfeeble), leaves Earth Dragon
Axe
Enemies: Hawkman (Earth, Neutral) (Great Bow, Earth Leather,
Iron Helm), leaves Earth Leather
Hawkman (Fire, Neutral)
(Trident, Plate Mail, Ring of Flotation), leaves Ring of
Flotation
Gorgon (Earth, Neutral) (Flame Bow, Chain Mail),
leaves Flame Bow
Gorgon (Fire, Neutral) (Great Bow, Chain
Mail)
Gorgon (Fire, Neutral) (Rapture Rose, Chain Mail), leaves
Rapture Rose
Vrtra (Earth, Chaos)
Vrtra (Fire, Chaos),
leaves Snapdragon
First off, if you have Lobelia in your party she will talk to Saia (rant really) and then you WILL kill Saia at the end of the battle, getting his Earth Axe. You can NOT get him to join you, or get him to give you a Ring of the Dead. Thus, if you want to keep Lobelia but still have Saia's class show up on your menu or you want that extra Lich from the Ring of the Dead, finish this battle before recruiting Lobelia.The battle itself is full of "evil" monsters, including three Gorgons. If they manage to get their SP saved up and you don't have shields...prepare to have several characters petrified by their Evil Eye. However, you'll have taken four turns by the time they get 30 SP, so you'll be in the upper position in the battle. Remember Dragon's Eyes, Amulets, and the Pearl Necklace all stop petrify too! Again, Ignis Fatuus will be a powerful force in this battle. Other summons work well too, namely Fenrir and Thunderbird.
Don't let that stop you from using Gnome and Salamander though! Summons will tear through the Vrtas with ease, due to their low AGI. Gorgons aren't very speedy either, so a moderately fast character can smack them silly with summon spells. Physical attacks also work well on the Gorgons, especially the bow using ones. Be sure to protect your lightly armored characters in this battle though, because the enemy effectively uses ranged attacks that can take down weak characters easily if they gang up on you.
After the battle, say you fight for yourself if you want Saia to join you. He has no good stuff, just Chain Mail, Amulet, and the Enfeeble spell, but you'll get him to appear on your character class menu and he makes a very decent snapshot sword once Centurion and Sniper are earned for him (note that you can turn him into Virtue by using a Tome of Discipline). If you choose to say that you fight for peace, then you'll receive another Ring of the Dead, letting you make another defensively-powerful Lich! If your first Lich was transmigrated from a Wizard or Siren, try make one from a Warlock for a real strong character.
Battle
27: Harmonia
Objective:
Defeat the Twin Wizards!
Leader: Cirvante, Venefic (Earth,
Chaos) (Kerykeion, Earth Garb, Amulet) (Fiend's Grip, Poison Squall),
leaves Fiend's Grip
Leader: Lethe, Venefica (Wind, Chaos) (Sugar
Cane, Wind Garb, Amulet) (Thunder Flare, Fluid Magic), leaves Sugar
Cane
Enemies: Daemon (Bane) (Flame Flail, Heavy Armor, Ring of
the Dead), leaves Ring of the Dead
Daemon (Bane) (Boreas, Heavy
Armor), leaves Boreas
Gorgon (Earth, Neutral) (Great Bow, Chain
Mail), leaves Urn of Chaos
Gorgon (Wind, Neutral) (Sandstorm
Bow, Chain Mail), leaves Sandstorm Bow
Giant (Earth, Neutral),
leaves Snapdragon
Giant (Wind, Neutral), leaves Wind Ring
This battle can be easy or hard. If Cirvante is stupid and casts Poison Squall instead of the deadly Fiend's Grip, consider yourself lucky. Lethe isn't as much of a threat, but she will use Fluid Magic constantly as well as use healing items to restore 100 HP to her allies. Both magicians have extremely high AGI and dodging stats, so try to hit them from behind if you can. Atropos works wonders, if you can get it to hit and the swordsman is on decent terrain. Water characters are a definite advantage on this icy landscape. A Water summon-casting character with Fenrir is quite powerful. Ignis Fatuus is very powerful against the dark enemies as well.
The treasures in this battle are rare indeed, and you won't want to miss out on the Snapdragon scroll or Lich-transmigrating Ring of the Dead. Don't bother with persuasion, but if you must, persuade one of the Gorgons or the Wind Ring wearing Giant. After the battle, advance to the icy field of Charadrius.
Battle
28a: Charadrius
Objective:
Defeat the Leader!
Leader: Naris, General (Fire, Law) (Bloody
Cleaver, Black Armor, Firedrake Ring, Snow Boots) (Ray of Paralysis),
leaves Bloody Cleaver
Enemies: Duke Knight (Wind, Law) (Sun
Mannus, Brigandine, Thunder Shield) (Thunder Flare), leaves Sun
Mannus
Duke Knight (Fire, Neutral) (Great Bow, Brigandine,
Freude Helm) (Heal), leaves Freude Helm
Duke Knight (Fire,
Neutral) (Firedrake Sword, Brigandine, Flame Shield, Iron Helm)
(Firestorm), leaves Flame Shield
Dragon Tamer (Wind, Neutral)
(Estoc, Chain Mail, Snow Boots, Amulet), leaves Amulet
Female
Priest (Wind, Law) (Scripplay's Staff, Robe of the Wise, Wind Ring)
(Heal Plus, Cleanse)
Female Priest (Fire, Law) (Flame Flail,
Robe of the Wise, Snow Boots) (Divine Radiance, Cleanse)
Mushus
(Fire, Law) (Dragon Gem), leaves Dragon Gem
The most important treasure here is the second copy of the Divine Radiance spell. The Female Priest who has it will not drop her weapon or the spell, so be sure to persuade her. The Mushus or other Priest also make good candidates for persuasion.
Naris himself has very strong stats, but does have a weakness to magic. Be sure to throw your strongest summons at him, especially Fenrir. The Duke Knights and Dragon Tamer are also vulnerable to summon magic, but Fiend's Grip works fine against groups as well. Be sure to take out the Priest with Healing Plus somehow, because she can undo all of your efforts! Take advantage of your Teleport spell, casting it on a strong physical attacker like the user of Atropos. The terrain is quite irregular, so Teleport and movement accessories come in handy, as do flying or warping characters. Remember to defeat all the enemies first and don't let any dropped treasure get stolen!
Battle
28b: Charadrius
Objective:
Defeat the Leader!
Leader: Cybil, Sorceress (Wind, Neutral)
(Gypsy Queen, Robe of the Abyss, Snow Boots, Amulet) (Thunderbird,
Thunder Flare), leaves Thunderbird
Enemies: Male Angel Knight
(Virtue) (Needle of Light, Chain Mail, Tower Shield), leaves Needle
of Light
Male Angel Knight (Virtue) (Needle of Light, Nathalork
Mail, Thunder Shield, leaves Nathalork Mail
Daemon (Bane) (Pike,
Leviathan Mail) (Slumber Mist), leaves Leviathan Mail
Daemon
(Bane) (Euros, Chain Mail), leaves Euros
Female Wizard (Water,
Neutral) (Scripplay's Staff, Spell Robe, Earth Ring) (Ice Field),
leaves Earth Ring
Witch (Wind, Neutral) (Scripplay's Staff,
Spell Robe, Water Ring) (Time Flux, Fluid Magic), leaves Time
Flux
Vrtra (Water, Chaos) (Armlet of Agility)
Ah, poor Cybil is now your enemy, under the power of Shaher. Your leader will start out this battle poisoned, so use an Antidote or Spirit Fruit on him the first turn. In case you were wondering exactly when you'd find the wind summon spell, Cybil has it, and will use it on you constantly with the aid of her Fluid Magic casting Witch (who also has Time Flux!). If she manages to target only one of your allies, there is a good chance he/she will die if he/she has a low magical defense or low agility.
The enemies aren't really strong, just averagely powerful with some decent spells and equipment. Target one at a time with summons along with powerful special attacks or weapon attacks. You should have no trouble at all, so just take it slow and steady.
Battle
26: Angel's Headstone, Entrance
Objective:
Defeat the Leader!
Leader: Mycale, Lich (Bane) (Kerykeion, Water
Garb, Amulet) (Fiend's Grip, Enfeeble, Brain Sap), leaves
nothing
Enemies: Daemon (Bane) (Halt Hammer, Chain Mail, Tower
Shield) (Poison Squall), leaves Urn of Chaos
Undead Male Knight
(Fire, Law) (Long Sword, Plate Mail, Snow Boots)
Undead Male
Knight (Water, Law) (Long Sword, Plate Mail, Snow Boots)
Ghost
(Bane) (Scripplay's Staff, Robe) (Brain Sap)
Ghost (Bane)
(Scripplay's Staff, Robe) (Enfeeble)
Undead Female Wizard
(Scripplay's Staff, Spell Robe) (Ice Field)
Dragon Zombie
(Necklace of Resist)
The leader is a Lich, meaning he has very good defenses and a devastating area attack with Fiend's Grip. In addition, he can drain your HP and MP with his Enfeeble and Brain Sap spells. However, he and the Daemon are the only real challenging foes, as the rest are undead. The Dragon Zombie is immune to Exorcism and Faith spells, but can be banished by Magic Barrage and the Banish Angel Knight ability, as well as Eleanor's Star Tiara ability. Abuse the power of Ignis Fatuus and try to gang up on Mycale with summons and special attacks.
Battle
26: Angel's Headstone, Hall of Corruption
Objective:
Defeat the Leader!
Leader: Rahouart, Daemon (Virtue) (Sanscion,
Cursed Garment, Dark Ring) (Fiend's Grip, Cursed Existence), leaves
nothing
Enemies: Male Dark Angel (Bane) (Needle of Light, Chain
Mail, Freude Helm) (Firestorm, Enfeeble), leaves Angel Fruit
Female
Dark Angel (Bane) (Needle of Light, Ice Chain, Armlet of Agility)
(Crag Crush, Brain Sap), leaves Healing Essence
Gorgon (Fire,
Neutral) (Great Bow, Robe of Abyss)
Gorgon (Earth, Neutral)
(Great Bow, Ice Chain)
Swordmaster (Fire, Neutral) (Claymore,
Flame Leather) (Slumber Mist), leaves Spirit Fruit
Swordmaster
(Earth, Neutral) (Claymore, Chain Mail, Armlet of Agility)
Vrtra
(Fire, Chaos)
During the enemies' second turn Rahouart will talk to Saia or Lobelia if he/she is in your party. By now your characters should be very powerful with rare equipment and spells, and you shouldn't have trouble with the enemies. Use summons combined with Fluid Magic, along with the strong weapons on your fighting characters. Try not to use all your strong characters in this battle, as you still must fight in the Garden of Memories.
Try to get rid of the Gorgons before they can use their petrification ability, and remember that the enemies can and will use healing items on their wounded.
Battle
26: Angel's Headstone, Garden of Memories
Objective:
Defeat the Leader!
Leader: Judecca, Female Angel Knight (Bane)
(Inca Rose, Saint's Garb, Holy Crown), leaves nothing
Enemies:
Male Angel Knight (Virtue) (Needle of Light, Flame Leather, Flame
Shield), leaves Spirit Fruit
Male Angel Knight (Virtue)
(Crescente, Thunder Chain)
Daemon (Bane) (Rapture Rose,
Brigandine, Armlet of Agility) (Enfeeble)
Daemon (Bane) (Prox,
Brigandine) (Fiend's Grip)
Warlock (Water, Neutral) (Fafnir,
Brigandine, Bandana) (Ray of Paralysis), leaves Healing
Essence
Warlock (Wind, Neutral) (Claymore, Thunder Chain,
Amulet) (Constrain), leaves Amulet
Giant (Water, Neutral),
leaves Altar of Resurrection
During the enemies' second turn Judecca will talk to Saia or Lobelia if he/she is in your party. In battle, follow the same strategy as in the Hall of Corruption, making good use of summons and special attacks. Be careful of the high terrain, but this can be solved by using flight or warp equipment, the Teleport spell, or just using flying or warping characters (like Angel Knights and Hawkmen). Persuade the Male Angel Knight with the Crescente to get the use of the strongest bow in the game for the next few battles, perfect for a character with Lachesis.
Battle
26: Angel's Headstone, Hall of Conviction
Objective:
Defeat the Leader!
Leader: Shaher, Fallen Angel (Virtue)
(Anbicion+, Rune Plate, Seraph's Plume) (Ice Requiem, Anbicion,
Decent), leaves Anbicion
Enemies: Cirvante, Male Dark Angel
(Bane) (Crescente, Cloak of Oath, Amulet) (Constrain, Enfeeble),
leaves
Lethe, Female Dark Angel (Bane) (Answerer, Robe of Abyss,
Amulet) (Fiend's Grip, Enfeeble), leaves Spirit Fruit
Daemon
(Bane) (Volcaetus, Flame Leather, Ring of Flight) (Fiend's Grip),
leaves Orb
Daemon (Bane) (Frozen Axe, Phoenix Mail), leaves
Crown of Intellect
Daemon (Bane) (Flame Flail, Phoenix Mail)
(Nightmare), leaves Revive Stone
Male Angel Knight (Virtue)
(Needle of Light, Ice Chain, Armlet of Agility), leaves Healing
Essence
Female Angel Knight (Virtue) (Trident, Ice Chain, Armlet
of Wisdom), leaves Healing Salve
During the battle, Shaher will talk to certain special characters during the battle. He will automatically talk to Alphonse, Eleanor, Rictor, Cybil, and Aerial. If Orson, Shiven, Ivanna, Lobelia, or Saia attacks him physically, he'll talk to them.
Shaher's special attacks are quite strong, especially his Ice Requiem attack, which is very annoying when it put several characters to sleep. His allies are moderately strong, especially Cirvante and Lethe, but they will fall to the power of superior attacks and summon spells. Use Fiend's Grip on the Virtue enemies and Ignis Fatuus on the Bane enemies. Try to take out at least Cirvante and Lethe before you defeat Shaher. You vitally need to have your characters healed before you deal the final blow, as your current party will be swept to the final boss battle.
Battle
27: Nether Region
Objective:
Defeat the Leader!
Leader: Shaher (Bane) (no equipment)
Enemies:
Dark Stalker (Bane) (Sword of Tiamat, Cursed Garment, Dark Ring)
Dark
Stalker (Bane) (Yu-giri, Peregrine Mail, Armlet of Agility)
Hell
Gigantes (Warp Ring)
Hell Gigantes (Armlet of Wisdom)
First note that the lackey dark enemies leave behind no treasures. Be sure to have the Longicolnis, having someone stab Shaher with it so you can actually do some damage. Enfeeble is a VERY good spell to use on him, doing a constant 62 damage for me when used by Saia. Holy weapons do a bit of damage, but only Snapdragon weapons do any real hurt. Ignis Fatuus is the best summon, but use all summons for more damage. Try to have several characters with Enfeeble to take out Shaher faster, and remember the Bloody Cleaver has an "Enfeeble" effect.
My party was...
Alphonse, Swordmaster: uses Time Flux on Saia (or Rictor, if lesser baddies need to be hit with Divine Radiance)
Rictor, High Priest: equipped with Lobelia snapdragon. Uses Divine Radiance on lesser baddies or Ignis Fatuus on Shaher. Also has Heal Plus and Cleanse.
Elrik, Summoner: Uses Gnome or Summon Golem on Shaher. Also has Crag Crush.
Eleanor, Valkyrie: Equipped with Longicolnis and INT-raising stuff (Circlet of Wisdom), along with Pearl Necklace. Pokes Shaher with Longicolnis then runs a bit and casts Ice Field.
Saia, Lesser Daemon: Equipped with Blood Cleaver for decent counters. Attacks Shaher every turn twice with Enfeeble.
Kamui, Swordmaster: Equipped with Fluid Magic, casts it on mages and Saia. Uses physical attacks on lesser enemies or uses healing/mp-restoring items.
Orson: Equipped with Crescente. Uses Lachesis every turn on Shaher. (note: has a Fireseal to make up for his poor defense)
Ivanna: Uses Atropos on lesser baddies and uses healing/mp-restoring items.
Swift, Priest: Uses Heal Plus every turn to heal damaged allies. Can also use Cleanse and Resurrection.
Abel, Angel Knight: Uses Clotho on Shaher every turn. Can also heal if vitally needed with Sacred Ring.
The most damage was done by Saia...over 120 damage per round, thanks to Time Flux. Enfeeble is INFINITELY useful against the big bad boss. The lesser baddies were stupid and attacked my physical attackers, so they got majorly countered. Taking out several each round stopped Shaher from attacking, as he summoned new baddies.
Hints and Tips
Deneb
Recruit
a female soldier at any town and name her Deneb. Her element
will always be Fire, and she will always be Chaos aligned. I
recommend getting her the Centurion and Sniper Emblems right away,
and have her recruit a male character in a random battle to get the
Evil Gossip emblem she needs. In a couple levels she can become
a Ninja. Level her up until she can become a Wizard (using a
Sorcerer's Cup and Crowns of Intellect as needed). Level her up
as a Wizard until she meets the requirements for Witch (38 MP, 35
INT). Change her to a Witch, and VOILA! You have the
legendary Deneb in your party! Take her to Port Scabellum to
discover a secret shop with candy equipment!
Centurion
and Sniper Emblems
I
recommend getting these for ALL your characters, except forgo getting
Centurion for your Cleric if you want him/her to become a Priest.
To get Sniper, simply equip a Small Bow and shoot at an ally about 5
or so times in training. You'll then get 10 points added to
AGI! To get Centurion, you must have 1 ally deal the final blow
to ALL enemies that are defeated (persuaded enemies do not count).
If you manage to have 1 character finish off every enemy (spells,
physical hits, or even counters), they'll earn Centurion, getting an
infinitely useful 20 points added to STR!
Dragon
Class Changes
For
some strange reason, dragons upgrade to their higher classes IN
battle. They can also change classes by changing their elements in
battle (using Mirror of the Gods) and change higher classes by
changing their alignment (using Urn of Chaos or Tome of Discipline).
For example, if you have Cybil (Wind) use a Mirror of the Gods on a
Red Dragon (Fire), it will turn into a Thunder Dragon! If you use a
Tome of Discipline on a Vrtra, it will become a Naga. And if you use
another Tome of Disciple on the Neutral-aligned Naga, it will become
a Mushus! All of this takes place in battle or training. Once they
met the requirements for one of the higher classes, upon level up or
use of a stat raising item, the dragon will immediately upgrade at
the end of its turn.
Special
Buried Treasures
Inside
each battlefield (or most of the fields anyways) there is buried
treasure. One of these treasures is a special item, and that
particular treasure spot will not give a random item like the others
will. Following is a small list of the special treasures I have found
in each stage.
Lutra:
Glass Pumpkin
Scabellum: Dragon Shield
Vespa: Glass
Pumpkin
Formido: Dragon Gem Sword
Ardea: (unknown)
Urodela:
Hyacinth Fan
Bison: (unknown)
Sufrir: Ice Wand
Arena:
(unknown)
Rana: (unknown)
Solea: (unknown)
Quest
Mode Items
Here's
a COMPLETE list of all the items that can be gotten from Quest Mode
if you choose "Defeat the Leader". Choosing "Defeat
all enemies" yields slightly different gains, basically two of
the next lowest prize you'd get if you chose "Leader" and
one of the prize level below that.
Numida Chronology
01
to 07 turns
Nathalork
Mail
Peregrine Mail
Phoenix Mail
Sandstorm Bow
Flame
Bow
Ice Wand
Volcaetus
Dragon Gem Sword
08
to 09 turns
Leviathan
Mail
Brigandine
Flame Leather
Earth Leather
Tundra
Bow
Earth Wand
Beast Whip
Hyacinth Fan
10
to 20 turns
Ice
Chain
Thunder Chain
Robe of Abyss
Wind Garb
Earth
Garb
Fire Garb
Fire Wand
Wind Wand
21
to 25 turns
Water
Garb
Pointy Hat
Wind Ring
Earth Ring
Water
Ring
Firedrake Ring
Seraph's Plume
Sacrificial Doll
26
to 99 turns
Ring
of Flotation
Tome of Discipline
Urn of Chaos
Mirror of
the Gods
Wisdom Fruit
Spirit Fruit
Magic
Essence
Healing Essence
Epic of Tinea
01
to 07 turns
Needle
of Light
Peridot Sword
Hammer of Tears
Flame
Flail
Prox
Caldia
Rapture Rose
Glass Pumpkin
08
to 11 turns
Nathalork
Mail
Peregrine Mail
Phoenix Mail
Sandstorm Bow
Flame
Bow
Ice Wand
Volcaetus
Dragon Gem Sword
12
to 20 turns
Leviathan
Mail
Brigandine
Flame Leather
Earth Leather
Tundra
Bow
Earth Wand
Beast Whip
Hyacinth Fan
21
to 30 turns
Ice
Chain
Thunder Chain
Robe of Abyss
Wind Garb
Earth
Garb
Fire Garb
Fire Wand
Wind Wand
31
to 99 turns
Water
Garb
Pointy Hat
Wind Ring
Earth Ring
Water
Ring
Firedrake Ring
Seraph's Plume
Sacrificial Doll
Cave Exploration
01
to 07 turns
Grincer
Coat
Pure-White Dress
Warp Shoes
Firedrake
Sword
Yomogi-u
Yu-giri
Warp Ring
Ring of Flight
08
to 11 turns
Thunder
Shield
Earth Shield
Ice Shield
Flame Shield
Earth
Dragon Axe
Sword Emblem
Crown of Intellect
Stone of
Swiftness
12
to 20 turns
Needle
of Light
Peridot Sword
Hammer of Tears
Flame
Flail
Prox
Caldia
Rapture Rose
Glass Pumpkin
21
to 30 turns: Nathalork Mail
Peregrine
Mail
Phoenix Mail
Sandstorm Bow
Flame Bow
Ice
Wand
Volcaetus
31
to 99 turns
Leviathan
Mail
Brigandine
Flame Leather
Earth Leather
Tundra
Bow
Earth Wand
Beast Whip
Hyacinth Fan
Batraal Chronology
01
to 07 turns
Freude
Helm
Holy Crown
Sherwood Bow
Dowsing
Rod
Balmung
Sacred Stone of Bliss
Reincarnate
Cup
of Life
08
to 11 turns
Grincer
Coat
Pure-White Dress
Warp Shoes
Firedrake
Sword
Yomogi-u
Yu-giri
Warp Ring
Ring of Flight
12
to 20 turns
Thunder
Shield
Earth Shield
Ice Shield
Flame Shield
Earth
Dragon Axe
Sword Emblem
Crown of Intellect
Stone of
Swiftness
21
to 30 turns
Needle
of Light
Peridot Sword
Hammer of Tears
Flame
Flail
Prox
Caldia
Rapture Rose
Glass Pumpkin
31
to 99 turns
Nathalork
Mail
Peregrine Mail
Phoenix Mail
Sandstorm Bow
Flame
Bow
Ice Wand
Volcaetus
Tundra Geology
01
to 07 turns
Southern
Cross
Saint's Shield
Oracion
Kerykeion
Brionac
Orb
Angel
Fruit
Sorcerer's Cup
08
to 11 turns
Freude
Helm
Holy Crown
Sherwood Bow
Dowsing
Rod
Balmung
Sacred Stone of Bliss
Reincarnate
Cup
of Life
12
to 20 turns
Grincer
Coat
Pure-White Dress
Warp Shoes
Firedrake
Sword
Yomogi-u
Yu-giri
Warp Ring
Ring of Flight
21
to 30 turns
Thunder
Shield
Earth Shield
Ice Shield
Flame Shield
Earth
Dragon Axe
Sword Emblem
Crown of Intellect
Stone of
Swiftness
31
to 99 turns
Needle
of Light
Peridot Sword
Hammer of Tears
Flame
Flail
Prox
Caldia
Rapture Rose
Glass Pumpkin
Star
Tiara
Star
Tiara is Eleanor's special technique. To get it, simply raise
Eleanor's base INT (without equipment boosting) to 170. After that,
simply win the battle, training, or level her up. The screen message
will say that she "recalled Star Tiara". The description
for it is: "Eleanor's special technique. 60 MP. Gathers the
light of the stars to damage foes and banish the undead. The caster
forgets this spell after use". To remember the spell again,
simply level Eleanor up, win a battle, or have her team win in a
training battle. This Virtue-elemental spell hits ALL enemies on the
entire screen for a large amount of damage, and is very useful for
vaporizing any pesky undead. To get this ability, level Eleanor up as
a Siren or Priest and throw any spare Crowns of Intellect you have at
her.
Magic
Barrage
Magic
Barrage is Glycinia and Lubina's secret dual technique. To use it is
quite simple, and they don't have to be at any specific level. Simply
have the fairies right next to each other (one can be in front of or
behind the other, but there MUST be no space between them), and make
sure that neither has acted yet. The ability "Magic Barrage"
will show up in either fairies' ability list when selected. Once
used, both fairies will attack at once, and then both will end their
turns. The attack's description is: "Attack (Virtue), RNG 7, AOE
5. Fairy sisters' combo. Sacred light damages foes and banishes
undead (fairies take damage)." This ability gets stronger with
the more INT the fairies have. It does extremely good damage,
exorcises undead, and hits 5 panels. Plus, it costs no SP! However,
it will take away half of the current HP of both fairies. For
example, if they have 100 HP, it'll take away 50. If they have 50, it
will take away 25.
Equipment
Sets
There
are four sets of equipment that give special abilities when all the
pieces are worn by one ally. The sets are:
Candy Set: Restores about 10% (seems to be around 25) HP per turn
-Sugar
Cane
-Chocolate Shield
-Candy Armor
-Candy Helm
Dragon Set: Makes wearer have the characteristics of a dragon, and lets him/her/it cast a breath attack of their element. Bane and Virtue characters use Thunder Breath.
-Dragon
Shield
-Dragon Armor
-Dragon Helm
-Dragon Eyes
Enchanted Hunting Wares Set: Increases the movement range of the character by about two, as well as giving you good accuracy. A perfect set for Archers.
-Sherwood
Bow
-Grincer Coat
-Sherwood Hat
-Forest Boots
Divine Armaments Set: Grants you full immunity to the Bane element. This means Bane spells/abilities (Fiend's Grip, Enfeeble, Fairy's Kiss, etc.) and also Bane weapons (Bloody Cleaver, Answerer, etc.) are all completely ineffective on you! Give this set to a strong Knight (Ivanna) or an Angel Knight.
-Oracion
-Saint's
Shield
-Southern Cross
-Freude Helm
Elemental
and Alignment Changing
To
change alignment, you must use an Urn of Chaos or Tome of Discipline.
Tomes of Disciple move you towards Law (Chaos to Neutral to Law),
while Urns of Chaos move you towards Chaos (Law to Neutral to Chaos).
To change normal elements of Wind, Fire, Water, and Earth, have a
character of the element you wish to change a character into use a
Mirror of the Gods. For example, if your Alphonse is Fire, and you
want him to be Earth, have Ivanna (who is Earth elemental) use a
Mirror of the Gods on him. A Mirror of the Gods can NOT transfer the
elements of Bane and Virtue though. However, you can make characters
who are Bane turn into Virtue by using a Tome of Discipline on them
or turn a Virtue character into Bane by using an Urn of Chaos. Note
that even though you can turn an Angel Knight into Bane, they do not
become Dark Angels. However, the Bane elemental Angel Knight does get
a bonus when using Bane weapons, like the Answerer.
Super
Dragoon
Really,
this trick could be used on anyone, but I find it works nicely with
generic Dragoons. First, fight a battle with an enemy Dragoon (that
is not the leader...no Karcist). Pick the Dragoon you want (check out
the minor stat differences), and get rid of most of the other
enemies. Weaken and persuade the Dragoon you want, using a character
with Arbitration, or even better, a Valkyrie or Dragon Tamer with
Arbitration. Now, the Dragoon with join you! Enemy Dragoons come with
exceptionally high STR, and you're going to make him even more
powerful! After, the battle, give the Dragoon a strong weapon of his
element or a strong sword or spear (I gave my Water Dragoon a Hammer
of Tears, because Eleanor has the Osric's Spear and Alphonse and my
Swordmaster had the Ice Swords). Take the Dragoon into training and
put him up against a REALLY weak ally, like a Fairy, with a character
that can cast Molten Blade and Ray of Paralysis or Slumber Mist.
Place the weak ally (from hereon now known as bait) in the water,
with the Dragoon on a solid piece of dirt or other terrain that
raises his element. Have the character with Molten Blade cast it on
the Dragoon. Next turn, have the bait turn around so its back is to
the Dragoon. Check the Dragoons hit percentage now. If it's way too
low, have him wait and have you support spell character cast Slumber
Mist or Ray of Paralysis on the bait. Once it connects, have the
Dragoon (make sure he still has Molten Blade) smash the poor bait. It
should do well over 200 damage (getting you War God) and kill the
bait in one hit (getting you Berserk). Get the Dragoon Sniper next,
as that's an easy plus 10 AGI. Now, take him into battle and have him
finish off all the enemies, getting you Centurion. Your Dragoon, if
around level 20, should now have at least 200 STR! To balance out
this power, his defense to magic and magic casting ability is
practically null. Make sure you give him armor of his element to
boost his spell resist! The only things you have to be careful of are
Fiend's Grip and enemies with summon spells. However, as these types
of enemies are few, and can still be smashed flat by the powerful
Dragoon...don't worry about this guy doing fast. MAKE SURE TO LEVEL
HIM UP AS HIS DRAGOON CLASS! He gets the best STR growth out of all
the male classes, so keep him like this. By the way, I used a level 4
Gremlin as my bait...recruited the guy in the Vespa Hill battle to
save Glycinia. Yes, I never used him once, kept him all this time,
and he's very useful for this purpose!
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to delete all save files.
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