B R I G A N D I N E
=======================================================================
Brigandine FAQ Version 1.4
For Sony Playstation
By Scott Ong
E-Mail Address: kangning@mbox5.singnet.com.sg
This FAQ is meant for personal use only and can only be reproduced
electronically. This FAQ can be altered as long as the disclaimer
remains unchanged. This FAQ is owned and made by me. So don't try to
get any ideas on it or I will get YOU! This FAQ cannot be sold for
profitable purposes!
I N T R O D U C T I O N
-----------------------
Brigandine is a Strategy/RPG game, which requires you to deploy your
men around the borders of your country. The story take part somewhere
in the second month of 215, the Sacred King Calender that Admiral
Zemeckis assassinated King Henguist of Almekia under the corruption of
Death Knight, Cador and thus proclaimed himself as the emperor and
established the Esgares Empire. Now he tends to set his eyes on the
neighbouring countries... Now you take the role of becoming one of the
Rune Knights and participate in the war for the continent with a mission.
That's to bring back peace to Forsena.
V E R S I O N S
---------------
Version 1.0 - Contains the main document.
Version 1.1 - Added Bulnoil information, special Rune Knights and clear
up some minor errors.
Version 1.2 - made all corrections [hopefully], added a new section in
the Miscellaneous section. Find more gameshark codes
Version 1.3 - Found the way to fight Bulnoil and make some corrections.
Version 1.4 - Added the way to get Ranguinus and Aldis
- Edit my e-mail layout and URL address
- Added flow chart of classes.
Firstly, I must thank GameFAQs for teaching the proper way to write
the FAQ and this is my first FAQ, so there may be many errors. So inform
me if you have any corrections regarding this FAQ. This FAQ is under
copyright law and any unauthorized copying or production will lead to
severe punishment! Please take note of the new URL
This Document is Copyright 1999 Scott Ong. It may be freely distributed
but It may not be SOLD for any price
=======================================================================
L I S T O F C O N T E N T S
=======================================================================
1. Controls
2. Basics of playing Brigandine
3. Tips and Strategies
4. List of Quests
5. List of Classes
6. List of Items
7. List of Monsters
8. Ruler's Walkthrough
9. Gameshark Codes
10. Miscellaneous
=======================================================================
1. C O N T R O L S
-----------------------------------------------------------------------
Name of Button Functions
-----------------------------------------------------------------------
D-Pad Move the cursor on the battlefield or map
Cross Select commands on battlefield or map
Triangle Cancel commands
Circle View the status of monsters, knights and
country's income.
Select Brings up main menu.
Start Pauses the game.
-----------------------------------------------------------------------
B A S I C S O F P L A Y I N G B R I G A N D I N E
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
First of all, I will introduce the rulers and their country's stats
Norgard [Blue]
Name of Ruler: Vaynard
Knights: 13 Domain: 6
Monsters: 44 Mana: 797
New Almekia [Red]
Name of Ruler: Lance
Knights: 12 Domain: 6
Monsters: 31 Mana: 797
Caerleon [Green]
Name of Ruler: Cai
Knights: 8 Domain: 6
Monsters: 23 Mana: 797
Iscalio [Yellow]
Name of Ruler: Dryst
Knights: 12 Domain: 6
Monsters: 33 Mana: 797
Leonia [Light Green]
Name of Ruler: Lyonesse
Knights: 11 Domain: 6
Monsters: 26 Mana: 797
The following implies to all rulers. I will firstly explain the meaning
of the Organize phrase. During this period, you can move your knights to
another castle [provided that you have a route] or wait and defend the
original castle, sent your knights for quests, summoning monsters, place
your troops in order or viewing the stats of your knights and monsters.
Stats:
This option allows you to view the stats of your leaders or monsters
based on the amount of HP, MP and their strength, intelligience, agility
and their movement range. Note that you can also view the stats of your
opponents too.
Organize:
Allows you to switch places of your monsters and moving monsters from
your stocks. Take note of the amount of Rune Power the knight has or you
will be able to exit this screen if it is exceeded. Pressing Circle will
view the status of your knights or opponent. You can equipped weapons
[Rune Knights only] or use items. You can named your monsters or delete
your monsters.
Move:
Allows you to move leaders along with the monsters within their Rune
Power from a castle to another castle [same coloured flag, and must
provide a route]. Note that you can not move monsters that found in the
stocks to another castle.
Wait:
This cancels the "MOVE" command. Note that you can have as many Rune
Knights stationed in the same particular castle. By the way the calender
is measured by month, so take note of it.
Quest:
Knights that went for quests do not return for while and takes about 3
months most. You will be unable to assign them to battles and attack
enemies' castles. They are temporarily out of duty and will only return
back to the castle where your ruler is. Sometimes, your knight may
wounded during the process of the questing and may have attributes
gained or new weapons. [More details on the Quests and Items sections.]
As you are done with organizing your country, press the SELECT button
and choose "EXCUTE" option and you see the "ATTACK" phrase. You can only
attack adjacent castles only and take note of the following:
1. Once you have won the battle and all victorous knights will be
occupying the castle. The wounded ones are sent back to main captial
of your country, for example in the case of Norgard, Flogeru. They
will be able to battle again after a month. So remember to sent
someone to replace them and repulse any enemy's invasions.
2. Get your country in order, move your most powerful Rune Knights
along with to-be-trained Knights such as Loufal and Lance to castles
located at your bounderies.
3. Note that if you managed to seal of those castles, there is no need
for you to defend the castles located behind as the enemies could
not reach it. Try and control as many castles as possible as it will
be easier for you to launch an attack. Target your attacks on the
key castles such as Orkney of the Esgares Empire.
4. Before attacking your enemies, take note of the status of the
enemy's troops as it would be better to know your foe well before
attacking them.
During battles, you can only send out the maximum of three troops of
Rune Knights, so make sure that the Knights does not have only one
monster in your Rune Area or you better retreat. The battle will only
end if you have accquired the following conditions:
1. The enemies has retreated.
2. You have succeeded in defeating them by have them use up all their
HP and they will retreat.
3. You have wounded the ruler [they are Vaynard, Lance, Lyoneese,
Zemeckis, Cai, Dryst and Bulnoil] and the ENTIRE army will retreat.
4. This applies for defence only. If the enemies to do not attack your
party or kill your generals in time. There will be a time limit and
they will automatically retreat. This also applies to you too. This
happens twice to me, at the battle of Lidney and Dilworth.
SPECIAL: If you did not finished defeating all countries within 60
years, the Snake of Chaos will appear and it's game over.
B A T T L E T I P S A N D S T R A T E G I E S
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
B A T T L E T I P S
---------------------
1. As you viewed the status of the knights and monsters, you will find
coloured orbs [black, white, red, green, white] and these are
called elementals and they are important. These will determine the
amount of damage done on your opponents. White units such as
Gryhons and Unicorns will do a higher damage on black units such as
Ghouls and Hellhounds. There are some monsters that does not have
an elemental orb, such as Rocs. The number of these elementals are
important. For example, a three red unit such as the Salamander
will do massive amount of damage on a two blue unit such as Hydras.
However, a monster with a mixture of elementals such as Gigas, a
red and black elementals will not do much on the same Hydra.
2. Movement range is also important as it determines the amount of
time that you required to set up your formation. Flying monsters
such as Rocs, Wyverns and White Dragons has a longer movement range
compared to heavy type monsters such as Hydras and Dragons. Move
the heavy units first then the light ones [example: Unicorn] and
finally, the flying monsters. Don't overlook terrains on the
battlefield, this will sometimes affect the movement range.
Unicorns will move slowly on mountains or forests [green patches].
Hydras on the other hand can not walk on mountains but moves faster
on water.
3. There are several monsters, that have long-range attacks such as
Centaurs. This can done in further distance up to the maximum of 5
hexes. This attacks can NOT be counterattacked even the unit is
normally able to do so. Examples are Hunter shot and Killer Shot.
4. At higher difficulty levels especially Normal and Hard, the enemies
will remain in place and wait for you to approach them. There is a
case that the computer trying to escape from battle which leads to
time over, so it is advisble to have flying monsters such as Rocs.
5. At water-based battlefields, it's advisble that you have water-
based units such as Hydras and Mermans as they could regenerate
their HP due to their Aqua Recovery.
6. Do not overlook castles that have water surrounding them as they
will allows you to summon marine forces such as Hydras and Mermans.
Examples are Humber of Norgard and Lidney of Esgares.
7. When surrounded by enemies, use area-based attacks such as Holy
Word, Geno-Flame, Geno-Frost to wipe them out. This will greatly
weaken most of them within a turn.
8. Target your main attacks on Rune Knights as these will help you to
conserve as many HP as possible. If the ruler of the country is
there, concentrate on attacking him / her and this will force the
ENTIRE army to retreat.
9. Kill off healing parties such as Unicorns or Angels as they will
help to regain lost HP and will create more trouble as you will
have start all over again to kill the dying monster or leader.
Also, protect your Unicorns from harm as this help to conserve more
MP and use it affectively, cast only when the HP is low about 100+
10. Cast Fog on low agile and red-elemental creatures such as Dragons
as this will causes the monster to miss and aid in conserving HP.
11. When you are about to be defeated, try this method. Keep your
monsters within the Rune Area of Rune Knight. Have them do the
attacking first and then select the knight last and choose
"RETREAT"
12. Cast Power on the Hydras and don't get shock if they does about
400+ HP damage to a Mage unit.
13. Having a hard time fighting against enemies at HARD difficulty
mode ? Here is a trick to lure them. Make use of low levels
monsters such as Ghouls to force them to fight and the entire
troop will move towards you just like in the EASY MODE. It will
be better if the "sacrifice" is a flying-type such as Gryhons.
S T R A T E G I E S
-------------------
If you have any strategies, feel free to send in yours. I would be very
to happy to edit it and listed you in the credits section
1. Straight Line Defence
This is apparently is the MOST affective strategy in Brigandine.
Place those high-based HP monsters such as Dragons on the frontline
knights behind the line. Arrange these monsters in a line and they
would be able to aid each other. Have Unicorns as back support for
Heal while the rest do the attacking.
2. V-Shaped Defense
This is meant for defense purposes. Have your troops consists of
Dragons or Hydras, arranging them and form a V-shaped and place
Unicorns and Knights in the middle. This will enable to set your
enemies' in cross-fires with these creatures' breath weapon such
as Acid Breath. This method is more affective if the enemy use to
send troops attacking from different directions.
3. Golem Defense
Golem may be rather weak due to their crappy hit rate but they are
great defenders as they could protect your mages from harm. This
strategies works well for those knights with low Rune Power.
However, this is rather risky. Golems are great for fighting
against Rocs as due to their Golem Attributes. Could easily cured
with a heal spell.
4. Rocs and Centaur Defense
This strategy is great. Place Rocs in the front row as due to their
high HP and their petrifying ability. Place Centaurs behind the
Rocs. Have your party consists of a mage, pirest and a scout or
archer, place them at the back. Have aleast 2 Unicorns at the back.
At the battlefield, concentrate your attacks on the Rune Knights
and this should works, but do expect serious injuries.
5. Twin-Genos and a Area-Heal
This strategy only works if you have the following:
1. Enchantresses Class
2. Bishop / Cardinal or the Phoneix
3. Mage Class
Have high HP units such as Hydras and Dragons in the front row and
the Rune Knights behind the line. If you use the Phoenix instead of
the Bishop / Cardinal, place them at the back row. As you are
surround, rip off your foe with twin-Genos and Heal all injuries
will an area-heal. Works well for Leonia.
L I S T O F Q U E S T S
+++++++++++++++++++++++++++++
Note: Rulers cannot go on quests. After a Rune Knight has completed
his / her quests and will go to castle where the ruler is.
Here is the list of Quests, I myself have managed to get so far and
their brief explainations. I would greatly appreciate if someone could
sent in those quests that are hard to get. For your information, I have
added some key phrases.
1. Flower Girl in Town
Your character will meet the flower girl on the street and the flower
girl will offer her flowers for free and your character will pick
either of the following:
Name of Flower Affect Status
White Lily Raises Intelligience
Red Rose Raises Strength
Yellow Sunflower Raises AGI
2. Old Soothsayer
Your character will meet the Soothsayer on a deserted road and the
Soothsayer and will ask your character to draw a card and will result
in attributes gained.
Type of Card Affected Status
Chariot Increases HP
Star Increases Agility
Magician Increases MP
Strength Increases Strength
Hermit Increases Intelligience
World Increases Rune Power.
3. Mushroom from the Drawf in the forest.
Your character will meet a Drawf while in the forest and were asked to
eat the mushroom, which will either allows your character to understand
the languages of the birds, which leads to get a treasure from a hollow
tree OR raises your character's attributes.
4. Drunken Man in the Bar
Your character will stop at a bar and meet a drunken man whom will
thank your character as a Rune Knight has helped you once, which gives
your character nothing [note: "I knew it!"] OR he was rather fed up
with Rune Knight and punches at your character, causing your character
to fight back and gives your character a weapon or armor.
5. Mysterious Fountain in the forest.
Your character will reach a fountain inside a forest and drinks from
fountain and gain attributes or just left due to the huge hideous thing
found in the fountain OR your character will meet the Fountain Fairy
and cursed your character as your character throws a coin is unholy,
resulted wounded for a month OR the Fairy will says "This is
beautiful" and kiss your character and gives a good weapon.
6. Flying Dragon in Deep Valley.
Your character will be walking in a valley and meet a flying dragon
that is not seen before and hide from it get a weapon or armor OR just
ran away from it as the dragon spotted him. The dragon will joins you
if your questing knight's level is high, about Level 20+.
7. Ghost Castle in a City
Your character is resting at a castle and meet a group of Rune Knights
[Ghosts] talking about whom is going to get the weapon and they
quarrelled over it and your character laughs, causing them to overhead
and try to attack your character but sunlight enters and your character
gets the weapon.
9. Nabbing a Secondary Monster
Your character will be greeted by the Mayor of the vilage and your
character were asked to tame a secondary monster [promoted one] and
will stare at the monster over the night, until one of them give way.
Aldis and Dogal has always a high chance getting one, no matter what
level they are at presently. Low Rune Power Knights has little chance
of getting them.
10. Bard Reciting Street Parade
Your character were walking on a street and heard a Bard singing
praises on Rune Knights and shake hands with your character, thus left.
When your character is trying to sing but seems forget the lyrics and
due to this mysterious song, your character gains more MP.
11. Ancient Ruins and the Forgotten Tomb
Your character will be at an ancient ruins and reads some words and get
a item or cannot get out due to a trap and left. OR your character
found a tomb and a rare weapon on the tomb take it and leave or lost
his/her way due to the weapon and suffered from Malaria and rest for a
month.
12. The Lake and the unattended boat
Your character will see an unattended boat coming towards him/her and
gets on it and reach a deserted island and meet an old Rune Knight
trapped in a tree, whom teaches about Rune Power OR find a huge idol
and get the Final Class promoting items such as Rage Lightning.
13. Hunting a Rabbit in a Forest.
As your character is about to kill the rabbit, it's start to talk and
would give it's treasure on a condition, not to kill it and your
character will search the place and get either a weapon or an armor OR
bitten a little viper and wounded for a month.
14. At the edge of the Lake
Your character will meet dancing maidens and was taught on how to walk
on water and gained AGI attributes OR invited to a paradise island and
stay for a night and gain in MP.
15. Kettle found on the ground
Your character will find a kettle containing honey and attempts to
drink results a huge bee chasing him/her, which results in MP gained.
16. Flower in foggy Forest
Your character will find a flower and smells it and become drowsy and
fallen asleep. As your character awakes, results in attributes gained
OR got robbed and lost his or her way in the forest.
17. In Front of a Secret Cave
Your character will find tracks on the ground, revealing someone is in
the cave which results to get a primary monster OR get a weapon from
the altar OR got wounded due to fall into a pitfall ["something wet
fall onto your character"]
18. Waiting for a loved one under a tree.
Your character will walk to a huge tree for shelter and thus meet a
girl whom will mistook your character for her boyfriend and thus give
an accessory and left after telling your character to watch the
rainbow.
19. Cursed Sandstone
Your character meet an old man grinding a sandstone in a cabin. Your
character tries it and it's cursed. After seven days, the curse is
broken and your character received a welcome breeze, results gained in
strength or HP [rare]
20. The Forbidden Bridge
Your character was about to cross the bridge and meet an old man
telling a sad story [he is actually the guy in his story] and raises
your character's intelligience.
21. Tower
Your character ended up at forbidden tower and go up, taking a look and
found the Lost Text [which blown off] and gains INT or your character
hear rumbling sound from the ground and caught in an explosion and took
a month to heal.
22. Merchant on the Road
Your character will meet a merchant and has a short conversation. The
merchant gives the accessory as a memento of the time they have met
together.
23. The "Free Drink" Bottle
Your character find a bottle that says "Free Drink" and drink it. The
drink will causes the body of the character to jump, results gain in
AGI or fall over as the drink is a poison and order to rest for a
month.
24. Reading the Scroll about the Snake of Chaos
Your character will enter a dark cave and found a scroll in the
Underground labyrinth which stats about the Snake of Chaos. The scroll
disappears after the character has read it.
25. Fastest animal in Forsena
Your character will meet the eight-legged horse and grab it. The horse
will fight over the land of Forsena and your character gains in STR due
to the horse's blessing.
Character Quests:
All countries will have a chance in getting this characters except for
the Esgares Empire. There is one exception that is Carmine, Level 10
Bishop, Rune Power: 181 will join Esgares after complete Millet and
Mira Quests.
1. Cortina
Your character meet Cortina in a theater, whom is presently a dancer
and receives a scolding from her boss as she is a Rune Knight and
decides to join your country.
Rune Power: 199, Level 1 Enchantress.
2. Hyude
Your character will lost in a forest. As fog embraces the forest, your
character will meet Hyude and has a short chit-chat. Hyude will joins
you but he is go for another quest.
Rune Power: 202, Level 4 Ranger.
3. Hyude's Quest: Getting LimLight
After about 3 months, sent Hyude for a quest. He will be lost in the
Fileria Forest and meet an Elf Young Woman and an Elf Young Man. The
Elf Young Woman tells Hyude her name [Peryner] and they gradually fall
in love. After the second month, Hyude remembers his duty as a Knight
and meet Elder. Limlight will thus joins you.
Rune Power: 150, Level 5 Mage
4. Klauques and Cathleen
Your character will reach a village, where he/she will meet a pirest
approaches your character and asked him/her to help to heal the wounded
and this lasts a month. On the second month, your character would tell
them whether they are interested in becoming Knights. Then Cathleen is
injured and your character decides to stay until Cathleen recovers. On
the third month, Klauques and Cathleen will joins you.
Klauques, Rune Power: 163, Level 4 Priest
Cathleen, Rune Power: 163, Level 12 Lector.
5. Mira and Millet [After the fall of Esgares]
Your character will meet them on a road and they tell your that they
have no intention of fighting your character and wishs to join your
country and will meet your ruler and joins in.
6. Mira's and Millet's Quest: Find Nanny
Send both of them at a time and they will be back at their hometown,
the Goache Village and decided to visit their parents' graves. They
meet a Bishop [notice the Bishop's attitude towards them] and a woman
will scream and a Salamander will attack a village, the twins decided
to help, but Mira got injured and Millet was knocked unconscious. At
the next month, they recovers and meet Carmine whom has healed Mira's
injuries and meet their nanny there and recieve the Pin of Protection.
and Carmine will joins you about a year later, no quest needed.
7. Rain [Fall of Esgares]
This guy will joins your country in about 2 or 4 months later after
both Millet and Mira joins your country. Esgares has no chance of
getting him. He is Millet's step brother and loves one of the twins. If
you send him for quest about a year later and he will meet his father,
Ranguinus whom is a former Ex-Esgares Rune Knight.
Rune Power: 149, Level 1 Mage
GETTING RANGUINUS
You can get him by doing the following. You need to see the scene
where Rain actually mistaken Mira for Millet. After that scene,
Ranguinus will return back home and meet his father. Ranguinus will
join your country after that quest. His levels may be promoted
depends on the length of time that he serve for the Esgares Empire.
8. Shiraha [Fall of Esgares]
After the fall of Esgares, your character will meet Shiraha, whom is
sitting on the rocks near the stream meditating and he will join your
country. Note that another Ninja calls Kazan along with his Bronze Golem
and a Dao will join the other country.
9. Balder
In the town, your character will meet Balder's father whom is a
merchant whom thinks Balder is a suitable person for being a Rune
Knight [he could reap in more profits] if not he will disowns Balder.
Balder did so and then joins your country since they are not longer
related!
Rune Power: , Level 10 Sorcerer
10. Dogal
Your character will find a wounded Pixie in a mountain crossroads. On
saving the Pixie, your character got hurt by a rock. Next your character
will meet Dogal [whom has retired for 30 years] and will join you with
his little friends, a Pixie, a HellHound and a Centaur.
Rune Power: 268, Level 2 Barbarian.
11. Layoneil
Your character will meet him in a forest displaying his swordplay and
he will joins your country. His old rival, Helrato will join the other
country with two Fenrirs and is an Avenger.
Rune Power: 172, Level 16 Samurai
12. Aldis
Your character will arrive at a savage island called the Lake of the
Illusion Dragon and meet Aldis whom is playing with her Dragon. She is
a member of the Dragon Clan and will join you with the Fafnir, Puro.
You must try to keep down the number of Dragons in your country, she
does not like dragons being used for battles that much ^_^;
Rune Power: 301, Level 10 Lector.
As you have succeeded in defeating a country, two of the Rune Knights
will join your counrty and some of them will join the other countries
except for main generals. For example, Iscalio: Iria, Dryst, Camden,
Ulster.
Iscalio: Daffy and Victoria
Caerleon: Janfadar and Bilcock
Leonia: Langueborg and Chantail
Norgard: Kirkmond and Dillard
New Almekia: Loufal and Carlota
Esgares: Fiel and Ivan.
L I S T O F C L A S S E S
+++++++++++++++++++++++++++++
Before I begin this section, I think there are several important things
to take note of and here they are:
1. When a character gains a total of 5 stars for that particular class
and they reached the EXPERT status, which will result all magic and
skills permanently remain in them, no matter what class they have
changed to. Even before you have change the class before reaching
EXPERT, the stars will remain.
2. Note that you can only choose an one-way path. For example, a Mage
can be promoted to a Druid or Sorcerer and you can only choose one
of them and can't change back to former class and will not be able
to the other class.
3. When you reach higher levels, and the maximum is Level 30 and you
can advance to the secondary classes or the final classes, provided
that you has attained an EXPERT in the lower classes.
4. Since that you can go up to Level 30, and each star requires a level
and so it's rather a waste to remain in that particular class. For
example, if you have reached Level 5, so that you can changed to a
Cavalier/Berserker or a Sorcerer/Druid.
5. Rulers such as Cai, Vaynard, Zemeckis and Lyoneese cannot changed
to any other classes except Prince Lance and Dryst.
For the case of Lance, you need to defeat the Esgares Empire and Lance
will promote from Prince to King and he will acquire Geno-Flame in
addition to his normal attributes. PS: Must accquired Logres.
For the case of Dryst, you need to have Dryst reached Level 30 and he
will declare himself as Super Tyrant and gain extra spells and boosted
abilities. Now for the list of abbreviations used in this FAQ.
------------------------------------------------------------------------
Symbol Meaning
------------------------------------------------------------------------
MPC MP Cost
hex. Hexagons
RunePow. Rune Power needed to control monsters
ATK Attack
STR Strength
INT Intelligence
AGI Agility
MOV Movement Range
Hit Hit rate
[A] Area based attacks
[C] Critical
------------------------------------------------------------------------
L I S T O F S P E L L S
++++++++++++++++++++++++++++++
This is the section where you can find notes about magic. This section
also includes MPC, hex. and brief description what the magic does.
*RED MAGIC*
Flame: Throws a fireball at one opponent. Standard magical
damage. Good against units that have blue elementals
MPC: 68, 3 hex.
Geno-Flame: Summons a firestorm and burns enemies. Area-based
attack. Great for attacking a troop of monsters in
a single turn.
MPC: 166, 3 hex. [A]
Thunder: Calls a thunderbolt from the air. High blasting
damage against one enemy.
MPC: 91, 3 hex.
Power: Increases offensive power of one unit temporarily.
Great when use on powerful units such as Giants and
Bahamut. [use on allies only]
MPC: 62, 4 hex.
Exa-Blast: Calls forth a thermal explosion. Extreme blasting
damage against one opponent [about 200 HP damage]
MPC: 152, 2 hex.
Geno-Thunder: Summons unlimited thunderbolts. High blasting area-
based attack.
MPC: 193, 3 hex.
*BLUE MAGIC*
Frost: Freezes one opponent, blue-elemental damage. Standard
magicial damage. Good against Dragons.
MPC: 68, 3 hex.
Geno-Frost: Freezes surrounding enemies. Area-based attack. Great
for attacking a troop of monsters in a single turn.
MPC: 166, 3 hex. [A]
Fall Berg: Causes damage with a giant Iceberg. Extreme blasting
damage against one opponent. [about 200 HP damage]
MPC: 135, 2 hex.
Flight: Allows an ally to float in mid-air. Use in on heavy
creatures such as Hydras and Dragons.
MPC: 90, 3 hex.
Fog: Cover an opponent in smoke. Use this only low AGI
creatures such as Golems.
MPC: 49, 4 hex.
Charm: Causes enemies to fight each other. Cast this on a
powerful unit will result in massive damage on your
foe.
MPC: 110, 2 hex.
*BLACK MAGIC*
Venom: Generates poison around one opponent. Standard
magicial damage, which poisons the enemy.
MPC: 45, 3 hex.
Curse: Damages enemies by hex. High blasting magicial
attack. Use it wisely.
MPC: 108, 2 hex.
Dimension: Transport one foe elsewhere on the terrain. Move
away key Knights such as Bishops and Priests.
MPC: 83, 4 hex.
Weakness: Lowers the power of an enemy briefly. Use this on
Dragons and Hydras.
MPC: 66, 4 hex.
Meteor Doom: Causes meteors to fall on those that are within
range. One of the most deadly spells in Brigandine.
This affects both allies and enemies.
MPC: 255, 3 hex. [A-2 hex.]
Necro Rebirth Blows false life onto a dead monster within the same
battle. This spell is very effective as it could get
you a dead monster into your party without any
Rune Cost.
MPC: 97, 1 hex.
*WHITE MAGIC*
Heal: Recovers lost HP. Standard healing magic. This is one
of the most commonly spells.
MPC: 65, 3 hex.
Area Heal: Recovers surrounding allies' lost HP. Area-based
healing magic. Good for healing a troop at a time.
MPC: 147, 2 hex.
Cure: Cures abnormal status. Another useful magic used to
cure Poison, Paralysis, Petrify and Silent.
MPC: 54, 4 hex.
Halo: Raises EXP by half after a single hit on one ally.
MPC: 88, 4 hex.
Divine Ray: Sacred Ray that destroys one foe. High blasting
magic against one opponent.
MPC: 112, 2 hex.
Holy Word: Holy Word destroys enemies. Largest area-based attack
in Brigandine.
MPC: 183, 4 hex.
*GREEN MAGIC*
Protect: Raises DEF Power briefly. Use this on high DEF units
such as Golems.
MPC: 61, 4 hex.
Accel: Increases MOV briefly. Use this on units that has low
MOV, e.g. Hydras.
MPC: 59, 3 hex.
Paralyze: Paralyzes one opponent. Once it took effect, assign
other units to attack the foe as it is unable to
counterattack.
MPC: 77, 3 hex.
Silent: Keeps one opponent from using magic. Use this on
Mages as Mages use Magic.
MPC: 50, 4 hex.
React: Enables one unit to do another act. One of the best
spells in Brigandine.
MPC: 126, 2 hex.
Solid: Petrifies one opponent. Applies the same for
Paralyze.
MPC: 85, 3 hex.
Mystic [**]
Requirements: EXPERT Enchantress, EXPERT Clerics, Level 10+
Attacks: Force
Magic: Frost, MPC: 68, 3 hex.
Geno-Frost, MPC: 166, 3 hex. [A]
Flight, MPC: 90, 3 hex.
Charm, MPC: 110, 2 hex.
Fog, MPC: 49, 4 hex.
Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Elementals: 1 Blue, 1 White
Class: Mystics
Notes: This is an odd class, once change into a Mystic, you
can no longer changes back to Enchantresses or
Clerics Classes except for Scouts Class. The Mystic
could only change to the Sage Class.
6. L I S T O F I T E M S
++++++++++++++++++++++++++++++++++++
This is the list of items, I myself have managed to get after playing
the five rulers. Well here is the list:
------------------------------------------------------------------------
Name of Item Effect
------------------------------------------------------------------------
Power Potion STR +3
Wisdom Potion INT +3
Speed Potion AGI +3
Life Potion HP +18
Rune Potion Rune Power + 10 [Knights only]
Rune-A Potion Rune Area + 1 [Knights only]
Fruit of Vice Changes Seraph to Lucifer
Liquor of Charm Changes Satan to Lilith
Rage Lightning Changes Titan to Thor
Wisdom Seed Changes Gigas to Loki
------------------------------------------------------------------------
6.1 W E A P O N L I S T
+++++++++++++++++++++++++++++++++++
There are several things to take note before I begin this section.
Firstly, you must finished reading section 5. before reading this
section. Now there is a reminder for everyone, that this list is still
not complete, so feel free if you managed to get those that is not
mentioned in the List.
For those whom are too lazy to read, here is the summary.
A R M O U R E D K N I G H T S [Swords]
-----------------------------------------------------------------------
Name of Swords Status Elemental
-----------------------------------------------------------------------
Laevatein ATK+20, Hit-5 Red
Answeller ATK+14 White
Mithril Sword MP+20, ATK+10, INT+4 Nil
Flame Edge ATK+8 Red
Claimh Solais MP+30 White
Bastard Sword ATK+6 Nil
Gram ATK+18 Nil
Tyrhung ATK+14, Hit+5 Black
F I G H T E R S [Blades]
-----------------------------------------------------------------------
Name of Blades Status Elemental
-----------------------------------------------------------------------
Death Master ATK+22, Hit-10 Nil
Evil Buster ATK+12, Hit+5 White
Claymore ATK+10 Nil
Giant Sword ATK-6, Hit-5, DEF+6 Nil
Rune Power + 15
S A M U R A I S [Katanas]
-----------------------------------------------------------------------
Name of Katanas Status Elemental
-----------------------------------------------------------------------
Kokoro ATK+16, Hit+10, RunePow-30 Nil
Kaze ATK+10 Black
Tora ATK+8 Nil
Tsuki ATK+19, HP+5 Blue
Kusanagi ATK+5, RunePow.+20 Nil
B A R B A R I A N S [Axes]
-----------------------------------------------------------------------
Name of Axes Status Elemental
-----------------------------------------------------------------------
Balor ATK+18 Black
Revolving Axe ATK+14, Hit+8 Nil
Flame Axe ATK+10 Red
Beheading Axe ATK+8 Black
Dwarf Axe ATK+6, Hit+5 Nil
L A N C E R S [Spears]
-----------------------------------------------------------------------
Name of Spears Status Elemental
-----------------------------------------------------------------------
Gae Bolg ATK+18, Hit+10 Nil
Goddess Spear ATK+8 White
Black Spear ATK+6 Black
Ice Javelin ATK+10 Blue
Gungnir ATK+24, Hit+5 Nil
Brionac ATK+16 Nil
Mithril Spear MP+20, ATK+12, INT+2 Nil
S C O U T S [Bows]
-----------------------------------------------------------------------
Name of Bows Status Elemental
-----------------------------------------------------------------------
Crescent Bow ATK+19, INT+2,Hit+8 Nil
Heaven Bow ATK15 White
Mithril Bow MP+20, ATK+10, INT+4 Nil
Flame Bow ATK+8 Red
Elven Bow ATK+6, Hit+5 Nil
M A G E S [Staves]
-----------------------------------------------------------------------
Name of Staves Status Elemental
-----------------------------------------------------------------------
Striking Staff ATK+10 Nil
Red Staff INT+4 Red
Blue Staff INT+4 Blue
Ganbantein ATK+8, INT+8 Nil
Mithril Staff MP+20, ATK+12, INT+2 Nil
C L E R I C S [Rods]
-----------------------------------------------------------------------
Name of Rods Status Elemental
-----------------------------------------------------------------------
Telesis ATK+18, Hit+5 Nil
Mithril Rod MP+20, ATK+6, INT+4 Nil
Madonna's Rod INT+4 White
Death Rod ATK+12, INT+2 Black
P R I E S T S [Maces]
-----------------------------------------------------------------------
Name of Maces Status Elemental
-----------------------------------------------------------------------
Gravity Mace ATK+12, Nil
Judgement Mace ATK+6 White
Brave Hammer HP+10, ATK+10 Nil
Skull Flail ATK+18 Black
Mithril Mace MP+20, ATK+8, INT+4 Nil
E N C H A N T R E S S E S [Whips]
-----------------------------------------------------------------------
Name of Whips Status Elemental
-----------------------------------------------------------------------
Cat O' Nine Tail ATK+12 Nil
Snake Tongue ATK+8, Hit+10 Red
Torn Whip ATK+6 Nil
Love Whip ATK-10, Hit-10, Nil
Rune Power +10
R A N G E R S [Knuckles]
-----------------------------------------------------------------------
Name of Knuckles Status Elemental
-----------------------------------------------------------------------
Blast Knuckle ATK+18 Red
Speed Knuckle ATK+9, Hit+10 Nil
Rivet Knuckle ATK+6 Nil
Ogre Knuckle ATK+13 Black
Wind Knuckle ATK+16 Blue
N I N J A S [Knives]
-----------------------------------------------------------------------
Name of Knives Status Elemental
-----------------------------------------------------------------------
Shock Knife ATK+14, Hit+10 Red
Painless Knife ATK+8 Nil
The Ripper MP-20, ATK+9, INT-10 Black
6.2 A R M O R L I S T
+++++++++++++++++++++++++++++++
Certain classes can only equip certain armor. Here is the list
Accessories: All
Shields: Only Priests, Clerics, Armoured Knights
Plate Mail: All except Mages, Rangers, Enchantresses
Mystics, Ninjas and Rulers
Robes: All except Rulers
Helmets: Only Fighters, Barbarians, Armoured
Knights, Samurais and Lancers.
Hats: All except Rulers
Gloves: All except Mages, Enchantress, Mystics
and Rulers
Boots: All except Rulers
A C C E S S O R I E S
-----------------------------------------------------------------------
Name of Accessories Status
-----------------------------------------------------------------------
Pin of Defense* DEF+8, Lowers damage by magic
Talisman Prevent status disorder
Wiseman Medal MP+10, INT+2
Ancient Book INT+6
Fire Amulet Red resist Up
Sacred Amulet White resist Up
Ring of Sorcery MP+30, INT+4
Earring of the Sea DEF+2, Blue resist Up
AntiMagic Ring Lowers damage caused by magic
Wind Armband AGI+5
Forest Amulet Green resist Up
Solomon's Ring Rune Power+30, Rune Area +1
Heal Ring Gain 20 HP every turn
Almighty Ring STR+3, INT+3, AGI+3, DEF+3
Soldier's Medal HP+20, STR+2
Rune Armband Rune Power +25
Black Amulet Black resist Up
Bell of Comfort Rune Power +15
Pirate's Medal AGI+2
Ice Amulet Blue resist Up
Apostle's Horn Rune Area+1
Rierre's Ring* INT+5, DEF+5, Red Resist Up
* The Pin of Defense is obtained from the twins, Mira and Millet's
quest. The Rierre's Ring can be only obtained from Georg's Quest
[Leonia ONLY]*
S H I E L D S
-----------------------------------------------------------------------
Name of Shields Status
-----------------------------------------------------------------------
Battle Shield ATK+4, DEF+8
Flame Shield DEF+7, Red Resist Up
Ice Shield DEF+7, Blue Resist Up
Large Shield DEF+5
Aegis ATK+8
P L A T E M A I L S
-----------------------------------------------------------------------
Name of Plate Mails Status Elemental
-----------------------------------------------------------------------
Diamond Mail Evade-30, DEF+22, MOV:Down Nil
Red resist Down.
Ice Mail DEF+10 Blue
Volcano Armor DEF+15 Red
Holy Armor DEF+12 White
Evil Armor DEF+12 Black
Heavy Armor DEF+6 Nil
R O B E S
-----------------------------------------------------------------------
Name of Robes Status
-----------------------------------------------------------------------
Light Robe DEF+8, White resist Up
Dark Robe DEF+8, Black resist Up
Mirage Robe Evade+10, DEF+4
Solar Robe DEF+6, Red resist Up
IcyFog Robe DEF+6, Blue resist Up
Star Robe Evade+5, DEF+5
H E L M E T S
-----------------------------------------------------------------------
Name of Helmets Status
-----------------------------------------------------------------------
Rune Helm DEF+4, Rune Area+1
Horned Helm DEF+5
Brute Mask HP+30, ATK+4, INT-8
Aiguil Helm HP+10, DEF+10
H A T S
-----------------------------------------------------------------------
Name of Hats Status
-----------------------------------------------------------------------
Circlet of Wits INT+6
Cool Hat DEF+3, Blue resist Up
Fairy Crown INT+4, DEF+1
Pixie Hat INT+2, DEF+2
G L O V E S
-----------------------------------------------------------------------
Name of Gloves Status
-----------------------------------------------------------------------
Precise Glove Hit+15, DEF+6
Power Glove ATK+8, DEF+4
Ruby Glove MP+20, DEF+8, Red resist Up
B O O T S
-----------------------------------------------------------------------
Name of Boots Status
-----------------------------------------------------------------------
Fairy Pumps Evade+5, MOV: Up
Wing Shoes DEF+2, MOV:Down, Type: High Sky
Aqua Shoes MOV Type: Shoal
Flipper Boots DEF+3, Type: Water
Valient's WIng Type: High Sky
Speed Boots MOV: Up
7. T H E M O N S T E R L I S T
+++++++++++++++++++++++++++++++++++++++++
This list consist of the elementals, Rune Cost, Mana Cost, requirements
and my personal comments. Feel free to send your comments if you have
one. For your convience, I have arranged in order of their Rune Cost.
P R I M A R Y M O N S T E R U N I T S [Level 1+, *]
=======================================================================
Primary units can be obtained from quests and summoning. Sometimes you
can get them when someone has joined your country [For example, Dogal]
Ghoul
Elemental: 1 Black
Attacks: Necro Eater
Comments: Cheap and good attacker. Low Rune Cost makes it
affective. An ideal monster which can be use to lure
enemies. Level very fast. Medium MOV range.
Rune Cost: 15 Mana: 60
G-Scorpion
Elemental: 1 Red
Attacks: Poison Tail, may poisoned the enemy
Comments: Low HP is the main weakness. But Poison Tail can be
dangerous as it cause poison [removes HP slowly].
This may force healing parties to waste their MP on
Cure. Low MOV range.
Rune Cost: 20 Mana: 100
Jinn
Elemental: Nil
Special: Air Storm, MPC: 40, 2 hex.
Comments: Does a fair amount of damage with Air Storm. Basic
attack requires MP. Can't counterattack.
Rune Cost: 30 Mana: 120
Pixie
Elemental: 1 Green
Attacks: Stick Tap
Leave me be! [C]
Magic: Protect, MPC: 61, 4 hex.
Silent, MPC: 50, 4 hex.
Comments: Good as prevent Mages from using magic by using
Silent. Low attacking power make it useless in
combat, but a good support team.
Rune Cost: 30 Mana: 120
Merman
Elemental: 1 Blue
Attacks: Splash Arch
Skills: Aqua Recovery 5%, Aqua Attack + 20%
Comments: Strictly an aquatic force. Does higher amount of
damage in water and recovers HP in water. Moves more
faster in water than on land.
Rune Cost: 25 Mana: 120
Lizard Man
Elemental: 1 Blue
Attacks: Lefty Axe, high hit and critical rate.
Comments: High critical and hit rate makes this monster a
valuble one. Good on marine battlefields and land.
Rune Cost: 30 Mana: 140
Hellhound
Elemental: 1 Black
Attacks: Hell Fang
Special: Hell Fire, MPC: 40, 2 hex.
Skill: Hit and Away
Comments: Levels up fast. Still can move after attacking. Use
in conjuction with Halo spell.
Rune Cost: 35 Mana: 140
Centaur
Elemental: 1 Green
Attacks: Hunter Shot, 2 hex. useable after movement
Comments: Good and decent sniper. Attacking from long range
enables opponent to unable to counterattack, but low
attacking power.
Rune Cost: 35 Mana: 160
Unicorn
Elemental: 1 White
Attacks: Horn Attack
Back Kick [C]
Magic: Heal, MPC: 65, 3 hex.
Cure, MPC: 54, 4 hex.
Comments: Cheap and good support for Heal and Cure. Place them
in the back row and recovers allies lost HP.
Rune Cost: 40 Mana: 220
Mandrake
Elemental: 1 Green
Attacks: Tentacle Snap, may causes Paralysis
Comments: High HP for a good blocker, could paralyze opponent
with it's Tentacle Snap, but low attacking power.
Rune Cost: 35 Mana: 220
Clay Golem
Elemental: Nil
Attacks: Golem Punch
Special: Golem Attributes
Comments: High in defense, makes it a great blocker. But low
AGI causes it to misses it's attack. Can't petrify,
paralyzed, silent or poisoned. Note that when a Fog
spell is being cast on it, it will be vulnerable.
Rune Cost: 45 Mana: 240
Giant
Elemental: 1 Red
Attacks: Power Fist
Comments: Great attacker. Could do a serious damage to
Enchantresses with a Power spell cast on it.
Rune Cost: 60 Mana: 280
Gryhon
Elemental: 1 White
Attacks: Beak Attack
Comments: High MOV range allows it to move fast and catches the
escaping general. Decent attacking power but misses
quite often against low lying creatures.
Rune Cost: 55 Mana: 300
Wyvern
Elemental: Nil
Attacks: Tail Whip
Comments: Use it to snipe up dying creatures, but beware of
average hit rate.
Rune Cost: 60 Mana: 320
Roc
Elemental: Nil
Attacks: Solid Claw, may petrify enemy
Special: Cry Bird, MPC: 60, 2 hex. [A]
Comments: Best swooping monster. Moves fast and has a high rate
of petrifying monsters. Cry Bird causes random
paralysis, but it also affect allies.
Rune Cost: 70 Mana: 380
Dragon
Elemental: 1 Red
Attacks: Terrow Jaw
Special: Acid Breath, MPC: 40, 3 hex.
Comments: Obviously the BEST troop. A solid line of this could
does massive amount of damage to enemies. Acid Breath
does damage to those in range, but also affect allies
that are within the range. There is a high rate of
being poisoned.
Rune Cost: 75 Mana: 420
Hydra
Elemental: 2 Blue
Attacks: Freezing Spiral
Special: Ice Breath, MPC: 45, 4 hex.
Skill: Aqua Recovery 5%
Comments: Treat it as the aquatic version of Dragons. it moves
slowly on land, but moves much faster on water. The
4 hex. breath weapon could does huge amount on mages
with a Power spell being cast on it.
Rune Cost: 80 Mana: 460
Demon
Elemental: 2 Black
Attacks: Evil Spike
Magic: Venom, MPC: 45, 3 hex.
Curse, MPC: 108, 2 hex.
Comments: Average attacking power and high MOV range. High
blasting magic. Venom may causes poison and Curse
packs a punch.
Rune Cost: 85 Mana: 480
Angel
Elemental: 1 White
Attacks: Cross Strike
Magic: Heal, MPC: 65, 3 hex.
Divine Ray, MPC: 112, 2 hex.
Comments: Good healing party and average attacker. Divine Ray
can does a high damage of 130+ HP. But high Rune Costs
and Mana makes it tough to choose.
Rune Cost: 85 Mana: 500
S E C O N D A R Y M O N S T E R U N I T S [Level 10+, **]
=============================================================
Once a particular monster have reached Level 10, it's time to change to
the secondary class [2 stars]. Firstly, choose Organize from the main
menu and then choose Class from the sub-menu and you should see an "UP"
and select it and you will be given the list, that a monster could
change to. Note that you can only choose one. Secondary monsters has
higher Rune Costs compared to primary monsters.
Vampire
Elemental: 2 Black
Attacks: Life Drain
Skill: HP Recovery 5%
Comments: Vampires are just better Ghouls with HP recovery. Life
Drain not only causes damage, but as drains about 5% of
damage.
Rune Cost: 30 Requirements: Level 10 Ghoul
Death Needle
Elemental: 2 Red
Attacks: Deadly Tail, may causes poison.
Comments: Just a better Scorpion and higher attacking power.
Rune Cost: 35 Requirements: Level 10 G-Scorpion.
Triton
Elemental: 2 Blue
Attacks: Wave Arch
Special: Maelstorm, MPC: 40, 2 hex. [A]
Skill: Aqua Recovery 5%
Aqua Attack + 20%
Comments: Maelstorm can only be used in water. Improved attacking
power. However it is still better to used on marine
battlefieds such as Lidney.
Rune Cost: 40 Requirements: Level 10 Merman
Dao
Elemental: 1 Black
Special: Rottern Storm, MPC: 50, 3 hex.
Comments: Improved attacking power and range. It's still can't
counterattack.
Rune Cost: 45 Requirements: Level 10 Jinn
Marid
Elemental: 1 Blue
Attacks: Aqua Storm, MPC: 50, 3 hex.
Comments: Longer range and higher attacking power. It's still can't
counterattack
Rune Cost: 45 Requirements: Level 10 Jinn
Efreeti
Elementals: 1 Red
Special: Fire Storm, MPC: 50, 3 hex.
Weak: Longer range and improved attacking power. Still can't
counterattack.
Rune Cost: 45 Requirements: Level 10 Jinn
Djinni
Elemental: 1 White
Special: Ray Storm, MPC: 50, 3 hex.
Comments: Longer range and improved attacking power. Still can't
counterattack.
Rune Cost: 45 Requirements: Level 10 Jinn
Fairy
Elemental: 2 Green
Attacks: Magic Stick
Leave me be! [C]
Magic: Protect, MPC: 60, 4 hex.
Paralyze, MPC: 77, 3 hex.
React, MPC: 126, 2 hex.
Silent, MPC: 50, 4 hex.
Comments: Slight improvement in attacking power. Has accquired more
spells. React is useful and Paralyze could give them an
edge in combat.
Rune Cost: 45 Requirements: Level 10 Pixie
Lizard Guard
Elemental: 2 Blue
Attack: Guard Axe
Special: Poison Breath, MPC: 30, 2 hex.
Comments: Has very high hit rate, seems almost perfect. Average
attacking power and Poison Breath also causes poison.
Rune Cost: 45 Requirements: Level 10 Lizard Man.
Fenrir
Elemental: 2 Black
Attacks: Ruin Fang
Special: Inferno, MPC: 45, 3 hex.
Comments: Improved breath weapon and high attacking power.
Rune Cost: 50 Requirements: Level 10 Hellhound
High Centaur
Elemental: 2 Green
Attacks: Killer Shot, 3 hex.
Comments: Basically, a better Centaur with improved range and good
attacking power. A solid line of these will result in a
massive amount of damage to foes.
Rune Cost: 50 Requirements: Level 10 Centaur
Man Eater
Elemental: 2 Green
Attacks: Tentacle Beat, may paralyzed opponent
Special: Spine Missile, 3 hex.
Comments: A beefed up Mandrake plus a long range attacks. Spine
Missile can not be used after movement.
Rune Cost: 50 Requirements: Level 10 Mandrake.
Pegasus
Elemental: 2 White
Attacks: Diving Horn
Back Kick [C]
Magic: Heal, MPC: 65, 3 hex.
Cure, MPC: 54, 4 hex.
Halo, MPC: 88, 4 hex.
Comments: A Unicorn with wings plus the Halo Spell. Back Kick will
moves an opponent 1 hex. away. An ideal heal support.
Rune Cost: 55 Requirement: Level 10 Unicorn,
Level 20 Nightmare
Nightmare
Elemental: 2 Black
Attacks: Calamity Horn
Back Kick [C]
Magic: Dimension, MPC: 83, 4 hex.
Weakness, MPC: 66, 4 hex.
Comments: A unicorn with no healing spells. Dimension can move away
key monsters such as Unicorns and Angels. Average attacking
power. Use Weakness on your foe before start attacking.
Rune Cost: 55 Requirements: Level 10 Unicorn
Stone Golem
Elemental: Nil
Attacks: Stone Punch
Stone Throw, 2 hex.
Skill: Golem Attributes
Comments: Just a better Golem with higher defence and has a long
range based weapon, but low hit rate.
Rune Cost: 70 Requirements: Level 10 Clay Golem.
Titan
Elemental: 1 White, 1 Red
Attacks: Hyper Fist
Comments: Just a better Giant with improved attacking power, but it
has a low movement range. When a Power spell is cast on
these guys, they can do a massive amount of damage.
Rune Cost: 75 Requirements: Level 10 Giant
Gigas
Elemental: 1 Black, 1 Red
Attacks: Heavy Fist
Comments: Slow movement, but high attacking power. With a Power spell
cast on these guys, they can do a massive amount of damage.
Rune Cost: 75 Requirements: Level 10 Giant.
Couatl
Elemental: Nil
Attacks: Tail Chain
Special: Dragon Roar, MPC: 25, 1 hex [A]
Comments: A better Wyvern with higher attacking power. Dragon Roar
affects both allies and enemies within the range [it reduce
1/6 of total HP]
Rune Cost: 80 Requirements: Level 10 Wyvern
Holy Griffin
Elemental: 2 White
Attacks: Beak Clash
Feather Storm, 2 hex.
Comments: A better Gryhon with a long range attack. Feather Storm can
not be used after movement. A decent attacker.
Rune Cost: 80 Requirements: Level 10 Gryhon.
Phoenix
Elemental: 3 Red
Attacks: Fire Claw
Special: Heal Voice, MPC: 80, 2 hex.
Skill: HP Recovery 10%
Comments: The toughest secondary class monster. It has a 10% HP
recovery plus a decent attacking power. Heal Voice is
useful, just like the Area Heal, but beware enemies
whom is within the region also gets healed too.
Rune Cost: 90 Requirements: Level 10 Roc
Red Dragon
Elemental: 2 Red
Attacks: Burning Jaw
Specials: Fire Breath, MPC: 45, 4 hex.
Comments: An improved Dragon with longer breath weapon and increased
attacking power. A walking powerful machine.
Rune Cost: 95 Requirements: Level 10 Dragon
White Dragon
Elemental: 1 White, 1 Red
Attacks: Lightning Fang
Special: Energy Bolt, MPC: 45, 4 hex.
Comments: A flying Dragon with improved movement, attacking power and
extended breath weapon. More expensive compared to Red
Dragon.
Rune Cost: 100 Requirements: Level 10 Dragon
Arch Demon
Elemental: 3 Black
Attacks: Crime Spike
Magic: Venom, MPC: 45, 3 hex.
Curse, MPC: 108, 2 hex.
Weakness, MPC: 66, 4 hex.
Dimension, MPC: 83, 4 hex.
Comments: A better Demon with two more spells. High attacking power
makes it a better attacker in combat.
Tiamat
Elemental: 2 Blue, 1 Black
Attacks: Ruinous Spiral
Special: Death Breath, MPC: 50, 5 hex.
Comments: A better Hydra. High HP makes it a tough one on both land
and sea battles. Plus it has 5 hex. breath weapon which is
also a killer weapon too.
Rune Cost: 110 Requirements: Level 10 Hydra
Arch Angel
Elemental: 3 White
Attacks: Cross Blitz
Magic: Heal, MPC: 65, 3 hex.
Halo, MPC: 88, 4 hex.
Divine Ray, MPC: 112, 2 hex.
Holy Word, MPC: 183, 4 hex.
Comments: Rather expensive, but more affective as it has more spells
such as Holy Word and Halo.
Rune Cost: 105 Requirements: Level 10 Angel.
F I N A L C L A S S M O N S T E R S [Level 20+]
==================================================================
Vampire Lord
Elemental: 3 Black
Attacks: Life Drain
Special: Bat Attack, MPC: 50, 2 hex.
Skill: HP Recovery 10%
Magic: Weakness, MPC: 66, 4 hex.
Necro Rebirth, MPC: 97, 1 hex.
Comments: The easiest to get among all Final Class monsters. 10%
HP Recovery make them a tough unit, plus they have
Necro Rebirth
Rune Cost: 70 Requirements: Level 20 Vampire
Poseidon
Elementak: 3 Blue
Attacks: Flood Arch
Special: Mael Storm, MPC: 50, 3 hex. [A]
Skills: Aqua Recovery 10%
Aqua Attack 20%
Rune Cost: 75 Requirements: Level 20 Triton