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                         B R I G A N D I N E
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                     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.

This FAQ can be found at the following address:
GameFAQs                 http://www.gamefaqs.com.
Scott's Homepage         http://members.xoom.com/scottong
Cheat Code Central       http://www.cheatcc.com

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

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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.

Now let's proceed to the female units.

* F E M A L E   U N I T S *

FLOWCHART OF CLASSES

  Scout ================ Archer ===================== Artemis
   || |
   ||  ================= Lancer ===================== Valkyrie
   ||
Enchantress =========== Sorceress =================== Witch
   ||  |
   ||   =============== Mystic ====================== Sage
   ||                     |
Cleric ================ Lector ====================== Saint
   
 
FEMALE PRIMARY CLASSES

Scout [*]
Requirements:      STR 55 and above
Attacks:           Short Bow, 2 hex.
                  Twin Shot, 2 hex. [C]
Elemental:         Nil
Class:             Scouts

Enchantress [*]
Requirements:      INT 60 and above
Attacks:           Slash Whip
Magic:             Frost, MPC: 68, 3 hex.
                  Geno-Frost, MPC: 166, 3 hex. [A]
                  Fog, MPC: 49, 4 hex.
                  Charm, MPC: 110, 2 hex.
Elementals:        1 Blue
Class:             Enchantresses

Cleric [*]
Requirements:      INT 60 and above
Attacks:           Pilgrim Rod
Magic:             Heal, MPC: 65, 3 hex.
                  Halo, MPC: 88, 4 hex.
Elementals:        1 White
Class:             Clerics

FEMALE SECONDARY CLASSES [Level 10+]

Archer [**]
Requirements:      EXPERT Scout, Level 10+
Attacks:           Middle Bow, 3 hex.
                  Triple Shot, 3 hex. [C]
Magic:             Accel, MPC: 59, 3 hex.
                  Paralyze, MPC: 77, 3 hex.
                  Silent, MPC: 50, 4 hex.
Elementals:        1 Green
Class:             Scouts

Lancer [**]
Requirements:      EXPERT Scout, Level 10+
Attacks:           Spear
                  Mirage Spear [C]
                  Spear Throw, 2 hex. Unable to use after movement.
Magic:             Fog, MPC: 49, 4 hex.
Class:             Lancers

Sorceress [**]
Requirements:      EXPERT Enchantress, Level 10+
Attacks:           Slash Whip
Magic:             Frost, MPC: 68, 3 hex.
                  Geno-Frost, MPC: 166, 3 hex. [A]
                  Fog, MPC: 49, 4 hex.
                  Charm, MPC: 110, 2 hex.
                  Venom, MPC: 45, 3 hex
                  Dimension, MPC: 83, 4 hex.
                  Fall Berg, MPC: 135, 2 hex.
Elementals:        1 Blue, 1 Black.
Class:             Enchantresses

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.

Lector [**]
Requirements:      EXPERT Cleric, Level 10+
Attacks:           Pilgrim Rod
Magic:             Heal, MPC: 65, 3 hex.
                  Halo, MPC: 88, 4 hex.
                  Cure, MPC: 54, 4 hex.
                  Area Heal, MPC: 147, 2 hex. [A]
                  Holy Word, MPC: 183, 4 hex. [A]
Elementals:        2 White
Class:             Clerics

FEMALE FINAL CLASSES [Level 20+]

Valkyrie [***]
Requirements:      EXPERT Lancer, Level 20
Attacks:           Spear
                  Mirage Spear [C]
                  Spear Throw, 3 hex. Unable to use it after movement.
Magic:             Fog, MPC: 49, 4 hex.
                  Heal, MPC: 65, 3 hex.
                  Holy Word, MPC: 183, 4 hex. [A]

Artemis [***]
Requirements:      EXPERT Archer, Level 20+
Attacks:           Long Bow, 4 hex.
                  Marvellous Shot, 4 hex. [C]
Magic:             Accel, MPC: 59, 3 hex.
                  Paralyze, MPC: 77, 3 hex.
                  Silent, MPC: 50, 4 hex.
                  Protect, MPC: 61, 4 hex.
                  Solid, MPC: 77, 3 hex.
                  React, MPC: 126, 2 hex.
Elemental:         2 Green
Class:             Scouts

Witch [***]
Requirements:      EXPERT Sorceress, Level 20+
Attacks:           Slash Whip
Magic:             Frost, MPC: 68, 3 hex.
                  Geno-Frost, MPC: 166, 3 hex.
                  Charm, MPC: 110, 2 hex.
                  Fog, MPC: 49, 4 hex.
                  Fall Berg, MPC: 135, 2 hex.
                  Venom, MPC: 45, 3 hex.
                  Curse, MPC: 108, 2 hex.
                  Meteor Doom, MPC: 255, 3 hex. [2 hex A]
                  Flight, MPC: 90, 3 hex.
Elemental:         2 Black, 1 Blue
Class:             Enchantresses

Sage [***]
Requirements:      EXPERT Mystic, Level 20+
Attacks:           Force
Magic:             Heal, MPC: 65, 3 hex.
                  Halo, MPC: 88, 4 hex.
                  Frost, MPC: 68, 3 hex.
                  Geno-Frost, MPC: 166, 3 hex.
                  Fog, MPC: 49, 4 hex.
                  Charm, MPC: 110, 2 hex.
                  Flight, MPC: 90, 3 hex.
                  Area Heal, MPC: 147, 2 hex.
                  Exa-Blast, MPC: 152, 2 hex.
                  Power, MPC: 62, 4 hex.
Elementals:        1 White, 1 Blue, 1 Red
Class:             Mystics

Saint [***]
Requirements:      EXPERT Lector, Level 20+
Attacks:           Pilgrim Rod
Magic:             Heal, MPC: 65, 3 hex.
                  Halo, MPC: 88, 4 hex.
                  Area Heal, MPC: 147, 2 hex.
                  Cure, MPC: 54, 4 hex.
                  Holy Word, MPC: 183, 4 hex.
                  Divine Ray, MPC: 183, 2 hex.
Elementals:        3 White
Class:             Clerics


* M A L E   U N I T S *

FLOW CHART FOR MALE UNITS
 
 Priest ================= Bishop ============= Cardinal
    || |
    ||  ================== Monk =============== Guardian
    ||
Barbarian ================ Berserker ========== Avenger
    ||  |
    ||   ==================
    ||                     |
Fighter ================ Cavalier ============ Paladin
    ||  |
    ||   =============== Samurai ============= Shogun
    ||
  Mage ================ Sorceress ============ Wizard
    || |
    ||  =============== Druid ================ Necromancer
    ||
 Ranger =============== Grappler ============= Champion


* Ninja is a special class, avalible if you have Shiraha in your
 country. You must get Level 10 and above. A Ninja can be promoted
 to a Ninja Master.


MALE PRIMARY CLASSES

Priest [*]
Requirements:     INT 60 and above
Attack:           Clergy Mace
Magic:            Heal, MPC: 65, 3 hex.
                 Cure, MPC: 54, 4 hex.
Elemental:        1 White
Class:            Priests

Fighter [*]
Requirements:     STR 60 and above
Attacks:          Fighter Blade
                 Power Strike [C]
Elemental:        Nil
Class:            Fighters

Barbarian [*]
Requirements:     STR 65 and above
Attacks:          Fury Axe
                 Axe Rush [C]
Elemental:        Nil
Class:            Barbarians

Ranger [*]
Requirements:     STR 55, AGI 60
Attacks:          Brave Knuckle
                 Crash Beat [C]
Elemental:        Nil
Class:            Rangers

Mage [*]
Requirements:     INT 60
Attacks:          Sorcery Staff
Magic:            Flame, MPC: 68, 3 hex.
                 Geno-Flame, MPC: 166, 3 hex. [A]
                 Thunder, MPC: 91, 3 hex.
                 Power, MPC: 62, 4 hex.
Elemental:        1 Red
Class:            Mages

SECONDARY LEVEL CLASSES [Level 10+ Units]

Bishop [**]
Requirements:     EXPERT Priest
Attacks:          Clergy Mace
Magic:            Heal, MPC: 65, 3 hex.
                 Area Heal, MPC: 147, 2 hex. [A]
                 Cure, MPC: 54, 4 hex.
                 Halo, MPC: 88, 4 hex.
                 Divine Ray, MPC: 112, 2 hex.
Elemental:        2 White
Class:            Priests

Cavalier [**]
Requirements:     EXPERT Fighter, EXPERT Barbarian
Attacks:          Knight Sword
                 Cross Cutter [C]
Magic:            Heal, MPC: 65, 3 hex.
Elemental:        1 White
Class:            Armoured Knights

Sorcerer [**]
Requirements:     EXPERT Mage
Attacks:          Sorcery Staff
Magic:            Flame, MPC: 68, 3 hex.
                 Geno-Flame, MPC: 166, 3 hex.
                 Thunder, MPC: 91, 3 hex.
                 Exa-Blast, MPC: 152, 2 hex.
                 Power, MPC: 62, 4 hex.
                 Frost, MPC: 68, 3 hex.
                 Fog, MPC: 49, 4 hex.
Elemental:        Blue-Red

Ninja [**]
Requirements:     Shiraha in your country, STR 60, AGI 70
Attacks:          Kunai
                 Illusion [C]
                 Shuriken, 2 hex. able to use after movement.
Skill:            Hit and Away
Magic:            Weakness, MPC: 66, 4 hex.
                 Accel, MPC: 59, 3 hex.
                 Paralyze, MPC: 77, 3 hex.
Elemental:        Black, Green
Class:            Ninjas

Monk [**]
Requirements:     EXPERT Priest
Attacks:          Debar Knuckle, may cause paralysis
                 Prana Burst [C]
Magic:            Heal, MPC: 65, 3 hex.
                 Cure, MPC: 54, 4 hex.
Elemental:        1 white
Class:            Rangers

Druid [**]
Requirements:     EXPERT Mage
Attacks:          Sorcery Staff
Magic:            Venom, MPC: 45, 3 hex.
                 Curse, MPC: 108, 2 hex.
                 Weakness, MPC: 66, 4 hex.
                 Flame, MPC: 68, 3 hex.
                 Geno-Flame, MPC: 166, 3 hex.
                 Thunder, MPC: 91, 3 hex.
                 Power, MPC: 62, 4 hex.
Elemental:        Red, Black
Class:            Mages

Grappler [**]
Requirements:     EXPERT Ranger
Attacks:          Brave Knuckle
                 Crash Beat [C]
Skills:           Critical + 5 %
Elemental:        Nil
Class:            Rangers

Samurai [**]
Requirements:      EXPERT Barbarian, EXPERT Fighter [higher in DEF]
Attacks:           Katana Blade
                  Shadow Moon [C]
Special:           Iai Slash, MPC: 40, 2 hex.
Skills:            Hit rate +10%
Elemental:         Nil
Class:             Samurais

Berserker [**]
Requirements:      EXPERT Barbarian, EXPERT Fighter
Attacks:           Fury Axe
                  Axe Rush [C]
Skill:             HP Recovery 5 %
Elemental:         1 Black
Class:             Barbarian

FINAL CLASS [Level 20+ Units]

Avenger [***]
Requirements:     EXPERT Berserker
Attacks:          Knight Sword
                 Genocide [C]
Magic:            Curse, MPC: 108, 2 hex.
                 Weakness, MPC: 66, 4 hex.
Skill:            HP Recovery 5 %
Elemental:        2 Black
Class:            Armoured Knights

Paladin [***]
Requirements:     EXPERT Cavalier
Attacks:          Knight Sword
                 Justice Cutter [C]
Magic:            Heal, MPC: 65, 3 hex.
                 Cure, MPC: 54, 4 hex.
                 Holy Word, MPC: 183, 4 hex. [A]
Elemental:        2 White
Class:            Armoured Knights

Shogun [***]
Requirements:     EXPERT Samurai
Attacks:          Katana Blade
                 Shadow Moon [C]
Special:          Iai Slash, MPC: 45, 3 hex.
Skills:           Hit + 20%
Class:            Samurais

Cardinal [***]
Requirements:     EXPERT Bishop
Attacks:          Clergy Mace
Magic:            Heal, MPC: 65, 3 hex.
                 Area Heal, MPC: 147, 2 hex. [A]
                 Cure, MPC: 54, 4 hex.
                 Halo, MPC: 88, 4 hex.
                 Divine Ray, MPC: 112, 2 hex.
                 Holy Word, MPC: 183, 4 hex. [A]
                 Flight, MPC: 90, 3 hex.
Elemental:        2 White, 1 Blue
Class:            Priests

Necromancer [***]
Requirements:     EXPERT Druid
Attacks:          Sorcery Staff
Magic:            Venom, MPC: 45, 3 hex.
                 Meteor Doom, MPC: 255, 3 hex. [A]{affect allies]
                 Curse, MPC: 108, 2 hex.
                 Dimension, MPC: 83, 4 hex.
                 Weakness, MPC: 66, 4 hex.
                 Necro Rebirth, MPC: 97, 1 hex.
                 Flame, MPC: 68, 3 hex.
                 Geno-Flame, MPC: 166, 3 hex. [A]
                 Thunder, MPC: 91, 3 hex.
                 Power, MPC: 62, 4 hex.
Elemental:        2 Black, 1 Red
Class:            Mages

Guardian [***]
Requirements:     EXPERT Monk
Attacks:          Debar Knuckle, causes Paralysis
                 Ultra Combo [C]
Magic:            Heal, MPC: 65, 3 hex.
                 Area Heal, MPC: 147, 2 hex. [A]
                 Cure, MPC: 54, 4 hex.
Elemental:        2 white
Class:            Rangers

Champion [***]
Requirements:     EXPERT Grappler
Attacks:          Brave Knuckle
                 Ultra Combo [C]
Skill:            Critical Rate + 10%
Elemental:        Nil
Class:            Rangers

Ninja Master [***]
Requirements:     EXPERT Ninja
Attacks:          Kunai
                 Illusion [C]
                 Shuriken, 3 hex. able use after movement.
Skills:           Hit and Away
Magic:            Dimension, MPC: 88, 4 hex.
                 Weakness, MPC: 66, 4 hex.
                 Accel, MPC: 59, 3 hex.
                 Protect, MPC: 61, 4 hex.
                 Paralyze, MPC: 77, 3 hex.
                 Solid, MPC: 85, 3 hex.
                 Silent, MPC: 56, 4 hex.
Class:            Ninjas

Wizard [***]
Requirements:     EXPERT Sorcerer
Attacks:          Sorcery Staff
Magic:            Flame, MPC: 68, 3 hex.
                 Geno-Flame, MPC: 166, 3 hex. [A]
                 Thunder, MPC: 91, 3 hex.
                 Geno-Thunder, MPC: 193, 3 hex. [A, 2 hex.]
                 Geno-Frost, MPC: 166, 3 hex. [A]
                 React, MPC: 126, 2 hex.
                 Exa-Blast, MPC: 152, 2 hex.
                 Power, MPC: 62, 4 hex.
                 Frost, MPC: 68, 3 hex.
                 Fog, MPC: 49, 4 hex.
Elementals:       Red, Blue, Green
Class:            Mages

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.

KEY OF CLASS
-------------
Fighters:         Fighter class
Barbarians:       Barbarian and Berserker classes
Mages:            Mage, Sorcerer, Druid, Wizard, Necromancer classes
Rangers:          Ranger, Monk, Grappler, Guardian, Champion classes
Priests:          Priest, Bishop, Cardinal classes
Scouts:           Scout, Archer, Artemis classes
Enchantresses:    Enchantress, Sorceress, Witch classes
Clerics:          Cleric, Lector, Saint classes
Armoured Knights: Cavalier, Paladin, Avenger classes
Samurais:         Samurai, Shogun classes
Ninjas:           Ninja, Ninja Master classes
Lancers:          Lancer, Valkyrie classes
Mystics:          Mystics, Sage classes
Rulers:           Lance, Dryst, Vaynard, Cai, Lyoneese, Zemeckis, Cador

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

Bronze Golem
Elemental:    Nil
Attacks:      Bronze Punch
             Rock Throw, 3 hex.
Skill: