Date: Thu, 29 Jul 1999 03:53:09 -0800

Brigandine FAQ version 0.8
By Dosferra
email dosferra@fcmail.com

1.   New in this version
2.   The very basics
3.   List of unites
4.   List of spells
5.   List of generals
6.   List of items
7.   List of battlefield talk
8.   List of domains
9.   List of good names for unites
10. Walkthroughs
11. Stars section
12. Gaining Generals
13. Some Tips
14. Quests
15. This I like to know
16. Credits

New in this version: I have added pretty much in this version.  This may be the 
last version of this faq. Thanks for reading. My home page adress is 
http://lavender.fortunecity.com/clockwork/183/main_page.html.

The very basics:

Quests:  First thing is that if you send a knight out on a quest you will have 
no ide when he or she will return or what the out come off the quest shall be. 
BUT quest are worth it. You can get level 10 monsters and great accessories for 
your knights. Often your knight that is on a quest will get for exampel 4 
strengh points up or something lika that. But some very special times you can 
get a great monster or even a knight to join you. But if you are really unlucky 
your knight will only get wounded. Then you can not use that knight for a month 
(one turn). You can also get a kind of potion that will upgrade your high level 
creatures. I always use my worst knights to quest becuse other wise they will 
only sitt in a castle and do nothing.

Killing a hole country: When you have killed a hole nation you will get some 
knights. The bad thing is that the other nations will also get some knights.

Elemental differences: This is a thing that is very wise to use. I will give you 
a exampel. If you have a Tiamat and you attack a Phoenix your attack will take 
more than it would on a Wyvern. This happens for the Tiamat has two blue 
elemental and the Phoenix has three red. Get it!
This is how the elements work.

Red --- Blue
White --- Black

And then there is green but it has no color to compete with.

Setting up a arme:
Generals: I always choose the lord for the county, a Paladin or a Avenger and a 
Valkyrie.
Of course there are other generals that are better for special types of armes 
like Cardinal or Ninja Master. But they are also much harder to get.
Creatures: One Salamander or Bahamut, five Centaur, one Pixies, one Angel, and 
some Wyverns or Dragons.
There if you use this arme around 5-10 times you will be almost impossible to 
beat.

Fighting tactics: On easy you should first sett you Salamander/Bahamut where you 
think they will attack. Then sett your Wyverns along side it two create a wall. 
Then put you Centaur behind your wall of Wyverns. Then sett your pixies and 
Angel where they will do the most god, the same thing for your generals. Then 
when the enemy has arrived kill of there generals. And now you have won.

Same thing on normal and hard but now you can not wait for them if it is you who 
has attackt. But if you come smart and kill there generals fast it should be no 
problem. The best thing that can happen to you is if your enemy has its lord in 
the battle. Just kill the lord and the other generals will also retret.

Description of status screen: 
HP: Is how much power a unite has left.
MP: Is how much magic power a unite has left.
STR: Strenght is how strong a unite is, it affects attack.
INT: How smart a unite is, it affects magic attack and magic defence.
AGI: It is how agile a unite is, it affects evade, defence and hit ratio.
ATK: How strong a unites attack power is. Is affected by Strenght and class 
bonus.
DEF: How strong a unites defence power is. It is affected by agility and class 
bonus.
MOV: This is as far as a unite can move.

List of Units:

Ghoul			Rune cost 15		Element: Black
The weakest creature in the game, pretty worthless. But there leves go up 
extremly fast.

Vampire		Rune cost 30		Element: Black, Black
Almost a ghoul, but with regenerative powers. There leves also goes up fast.

Vampire Lords		Rune cost 70		Element: Black, Black, Black
Superb unite. Great spells like Necro Rebirth. Like I said extremly good unite.

Pixie			Rune cost 30		Element: Green
Does not have any thing special exept the Protect spell. The attack power really 
sucks.

Fairy			Rune cost 45		Element: Green, Green
I love this small bug. This are the reason that I have Pixies in my arme. This 
bugs have the superb React spell. The React spell lets you do two acts with the 
creature you place it on.

Centaur		Rune cost 35		Element: Green
Fast moving horsemen that can shoot with a bow. Very good unite. I use four-five 
of them.

High Centaur		Rune cost 50		Element: Green, Green
O my God what a great unite. There shoots take around 100 and they can shoot 
from really long ranges. If you have one use it!

Dragon			Rune cost 75		Element: Red
Super strong unite. The bad thing is that it takes ages for them to gain a 
level.
When you get it up to level 10. You can chose if it is going to be a Red or 
White Dragon.

Red Dragon		Rune cost 95		Element: Red
Even more super strong than the normal Dragon. But the levels are very slow.
Nothing really new here from the origanal. Exept for the strenght and that it`s 
breath attack is 4 hex long instead of 3.

White Dragon		Rune cost  100		Element: White, Red
Like a Red Dragon exept for that this one is a flying unite.

Salamander		Rune cost 115		Element: Red, Red, Red
O my god this is proberly the best level 3 unite in the game. Try attacking a 
Hydra and you will see some massive damage.

Fafnir			Rune cost 120		Element: Red, White, White
Like the Salamander but with a less good special. But don`t get me wrong this is 
also a super unite. Great against black elemental units.

Angel			Rune cost 85		Element: White, White
They have plenty of mana for there heal spell and there Divine Ray is usfull 
against enemys that come to close to you.

Archangel		Rune cost 100		Element: White, White, White
Like an Angel but with more MP and the super spell Holy Word.

Seraph			Rune cost 120		Element: White, White, White
Like the Archangel but with even more MP and a new spell. The new spells is 
there Area Heal which is great. The also have a attack witch they can use from a 
two hex range. Plus they look really cool.

Lucifer			Rune cost 120		Element: Black, White, Red
Super mega unite. Has the super spell Meteor Doom, all the white spells plus the 
two red spells, Flame and Power, it also has some black spells like Dimension. 
When it is on level 20 it has around 375 mana, I say thats pretty damn good. You 
need the Fruit of Vise to get this little fella.

Demon			Rune cost 85		Element: Black, Black
The Angels opposite. They have two spells Venom and Curse. Curse is like Divine 
Ray exept that it is a black spell.

Archdemon		Rune cost 100		Element: Black, Black, Black
More MP and Wekness and Dimension spells. The have pretty high attack level too.

Satan			Rune cost 120		Element: Black, Black, Black
Pretty scary name there. Well there well worth it. They now have some new spells 
like the hyper superb Meteor Doom and Necro Rebirth. And of course loads MP. 
They also have a attack that they can do from a two hex range, even after they 
have moved.

Lilith			Rune cost 120		Element: Black, White, Red
You need the Charm Liquor to get one of these. This have some Angel spells and 
some red spells as well. What can I say, they are outstanding.

Mandrake		Rune cost 35		Element: Green
Very high HP but extremly low attack power. Don`t use this they are really 
worthless.

Man-Eater		Rune cost 50		Element: Green, Green
Much better than a Mandrake but still no great unite. The can attack over one 
hex now.

G-Scorpion		Rune cost 20		Element: Red
pretty good for the low mana cost. The can some times poison the enemy it 
attacks. They have very low HP.

Death Needle		Rune cost 35		Element: Red, Red
Not a thing new from the origanal exept for better attack and defense.

Merman		Rune cost 30		Element: Blue
Made to be used in water and nothing else.

Triton			Rune cost 40		Element: Blue, Blue
Like a Merman with better attack and defense. They have also got a special. But 
it can only be used in water. The special is named Maelstorm and it can hit a 
enemy from two hex.

Poseidon		Rune cost 55		Element: Blue, Blue, Blue
Nothing really new here from Triton. The Maelstorm attack has a 3 hex range now 
and it can move a 1 hex more. It looks like a gold Merman.

Hydra   		Rune cost 80		Element: Blue, Blue
Like a Dragon but it is made for water. Much better than Merman. They have 5% 
recovery when there in water. They also have a breath attack that is 4 hex long. 
They get +25 hit and +25 evade

Tiamat	      		Rune cost 110		Element: Blue, Blue, Black
Has extremly high HP. Very high attack and defense power makes this unite good 
both in and out of the water. But they are really slow on land. The ideal unite 
to defend a domain. There breath attack is now 5 hex long and they have the 
Dragon Roar special attack. If you have the chance you should attack a Phoenix 
with a Tiamat that has a Strenght spell on it.

Wyvern	      	Rune cost 60		Element: None
Really fast/strong unite. One of my personal favorits. There levels go up pretty 
fast compered to Dragons. They also have pretty high evade.

Couatl	      		Rune cost 80		Element: None
Like a Wyvern but stronger and it has the Dragon Roar special attack.

Bahamut	      	Rune cost 110		Element: None
One of the best unites in the game. There breath attck is 5 hex long and if the 
Bahamut is on level 25 it will take around 180. It`s normal attacks take about 
240.

Lizardmen	      	Rune cost 30		Element: Blue
OK unite, but nothing special. There a little slow. But they don`t miss so much. 
They are like a better Merman.

Lizard Guard	      	Rune cost 45		Element: Blue, Blue
A very, very good unite. When they are on level 10, they take around 160 on a 
dragon. They also have a breath attack thats 2 hex long, the breath attack can 
also poison enemys. There defence is really good. If you have a level 15 Lizard 
Guard, no unite in the game will have such a good defence, not even Cador.

Jinn	      		Rune cost 30		Element: None
If used correctly these can be quite good, but I never use them. These fellas 
can`t even attack/counter attack. It is that that makes them the patetic little 
things they are.

Marid	      		Rune cost 50		Element: Blue
Exacly like Jinn exept that it has a three hex range and its element is blue.

Dao			Rune cost 50		Element: Black
Exacly like Jinn exept that it has a three hex range and its element is black

Djinni			Rune cost 50		Element: White
Exacly like Jinn exept that it has a three hex range and its element is white.

Efreeti			Rune cost 50		Element: Red
Exacly like Jinn exept that it has a three hex range and its element is red.

Griffin	      		Rune cost 55		Element: White
Like a Wyvern, but stil not as good. But they advance in levels faster.

Holy Griffin	      	Rune cost 80		Element: White, White
A very good flying unite. These are great aginst black elemental unites. And 
they have a two hex long attack as well.

Hellhound	      	Rune cost 35		Element: Black
These have a special skill called Hit&Run. This enables the Hellhound first move 
than attack and then move again. But there not so strong.

Fenrir	      		Rune cost 50		Element: Black, Black
Same skill as Hellhounds, these are a little bit stronger and can move a little 
futher. But when the are over level 20 they are super good and when they are on 
level 30 there AGI is around 115. Which unite can hit that.

Roc	      		Rune cost 75		Element: None
Allmost better than Wyvers becouse of there skill to some times stone the enemy 
that they are attacking. Has a special attack called Cry Bird, it attacks all 
unites that are around the Roc.

Phoenix	      	Rune cost 90		Element: Red, Red, Red
Super mega hyper good unite.It is strong, it can move very far, it has 
regeneration abilety and the coolest color in the game. If you have one you have 
to use. Instead of Cry Bird it has a special that heals all units around the 
Phoenix.

Unicorns	      	Rune cost 40		Element: White
I use one of these in my super arme. They have two spells Heal and Cure. They 
have low HP and only around 135 MP.

Pegasus	      	Rune cost 55		Element: White, White
These like the Unicorns have Heal and Cure but also Halo. They are flying unites 
so the can move more than Unicorns. And have more MP.

Nightmare	      	Rune cost 55		Element: Black, Black
These are the evil Unicorns with there dimenstion spell and wekness. But you did 
chose Unicorn becuse you want to heal your self not transport your enemys some 
where else on the map with dimenstion.

Giant	      		Rune cost 60		Element: Red
I hate these becuse they always miss. Plus there very expencive.

Titan	      		Rune cost 75		Element: White, Red
Like a Giant but better of course. This fella at least hits a little bit. Still 
there nothing special. Really good against black unites.

Gigas	      		Rune cost 75		Element: Black, Red
Exacly like a Titan exept that it has a black element instead of a white.

Thor	      		Rune cost 75		Element: White, Red, Red
These come from Titan and you must have the item Rage Lightning to get it. It 
looks very alike Loki. It has besides a normal attack a special attack that is 
called Thor Hammer. It works like a 3 hex long breath attack, but it takes 120 
MP to cast.

Loki	      		Rune cost 75		Element: Black, Black, Red
Super cool looking gigant with a big hammer. Can cast the Meteor Doom spell and 
Dimension
spell. A incredible good unite, first becouse it as super high attack and second 
becouse it has Meteor Doom. It comes from a Gigas and you need the Wisdom Seed 
to get him.

Clay Golem	      	Rune cost 45		Element: None
Better than Giants and cheeper. These fellas have more defense power but less 
attack power than Giants. They can not be targets of any bad status spells, like 
poison or Paralyze.

Stone Golem	      	Rune cost 55		Element: None
Like Clay but stronger and these can do an attack from 2 hexes away from the 
enemy. A pretty good unite.

Bronze Golem	      	Rune cost 70		Element: None
Stronger than the Stone Golem and now his Rock Throw attack is 3 hex long 
instead of 2 hex.

Talos	      		Rune cost 90		Element: None
A super, super, super unite. Its attack the Rock Throw can attack from 4 hexes 
and it takes aboute 250 on the target. The only bad thing is that you have to 
get your Bronze Golem up to level 30 before you can get one. The only unite in 
the game that is a class 4 unite.

List of spells:

White spells:
Heal
Heals one of your unites.

Cure
Cures one of your unites from a negative status like stoned or poison.

Halo
Makes the unite you have placed it on gain more experience.

Divine Ray
Attacks one of your enemys with white magic.

Area Heal
Heals all your unites within the rune range of your unite.

Holy Word
Great spell witch attacks all of your enemts within the rune range.

Black spells:
Weakness
Weakenss one of your oppenents. Not so usefull becouse it misses alot.

Dimension
Transports one of your enemys unites else where on the map. If you use it on a 
enemy general it will proberly miss, but if it does not miss and the enemy 
general is transported away, all of the generals unites will be weakend.

Curse
Attacks one of your enemys with black magic. It has only one hex range but it is 
really powerfull.

Necro Rebirth
Brings one of your enemys dead unites to your side for the rest of the battle. 
The creature you have choosen becomes a zombie(you can see that on the creature 
condition. There are some spells that are made to kill zombies fast like Holy 
Word and Divine Ray.

Meteor Doom
It works lika Geno-Thunder but it has a much bigger area and it attacks with 
black elemental magic. But it costs 255 MP(it`s is worth it).

Venom
Attacks one unite of your enemy with poison damage. Has pretty long range.

Green spells:
Protect
Halves all the damage from normal attacks the first turn. The second turn all 
normal damage is quartered and the third turn the spell is deactivated.

Silent
Put this on one of your enemys unite and it can`t do any spells. Really usefull 
on  mages.

Accel
Enables one of your unites to move more one turn. Not sucha good spell.

Paralyze
It paralyzes a enemy unite.

Solid
Petrifies enemies. I think that the Ninja Master and Artemis are the only ones 
that can cast this spell.

React
Lets the targeted unite do two acts. A very superb spell.

Red spells:
Strenght
Raises one unites strenght. When I use this spell one my level 30 Salamander, 
his breath attack takes 370 damage on all five targets.

Flame
Attacks one unite with red elemental power.

Geno-Flame
Attacks all unites within rune range.

Exa Blast
Lika a Curse but stronger and with red elemental power.

Thunder
Like a Flame but stronger.

Geno-Thunder
You set a range of the spell and then it attacks all hexes around the range that 
you have set.

Blue spells:
Frost
Like Flame but with blue power.

Fog
Decreases one unites hit rate. If you use it on a Giant it will never hit 
anything.

Geno-Frost
Like Geno-Flame but with blue power.

Fall Berg.
Like Exa Blast but with blue magic. Try this spell on a Salamander or Phoenix.

Flight
Makes one unite gain flight.

List of generals:
First all of the male knights.
Fighter: 
Actions: Fighter Blade, Attack with Sword (1 hex)
Power Strike, Critical attack (1 hex)
Magic: None
Skill: None
Move: 4-6
Move type: Land Type
Elements: None
Comment: Just a simpel fighter with no skills or magics. Just for plain 
fighting.

Barbarian:
Actions: Fury Axe, Attack with Axe (1 hex)
Axe Rush, Critical attack (1 hex)
Magic: None
Skill: None
Move: 4-6
Move type: Land Type
Elements: None
Comment: Very much alike the Fighter class, but higher attack and lower defence.

Cavalier:
Actions: Knight Sword, Attack with Sword (1 hex)
Cross Cutter, Critical attack (1 hex)
Magic: Heal
Skill: None
Move: 4-6
Move type: Armored Type
Elements: White
Comment: This knight class comes from Fighter. Pretty good knight because of the 
over normal attack power and the abilety to Heal. This class comes from the 
Fighter class.


Samurai:
Actions: Katana Blade, Attack with Katana (1 hex)
Shadow Moon (1 hex)
Iai Slash, Attack with spiritual wave (2 hex) (MP 40)
Magic: None
Skill: Hit+10%, Increases hit ratio by 10%
Move: 4-6
Move Type: Armored Type
Elements: None
Comment: Stronger attacks and defence then a Cavalier and they have a special 
attack, but no spell. A good knight made for fighting, only.

Berserker:
Actions:Fury Axe, Attack with Axe (1 hex)
Axe Rush, Critical attack (1 hex)
Magic: None
Skill: HP recovery 5%, Recovers 5% of HP in one turn.
Move: 4-6
Move Type: Land Type
Elements: Black
Comment: Very strong knight with a 5% recovery of HP every turn makes this class 
a good fighting unite. It comes from the Barberian class.

Paladin:
Actions:
Magic:
Skill:
Move:
Move Type:
Elements: White, White
Comment: Really good unite from the Cavalier class. Has the really good spell 
Holy Word along with Heal and Cure, makes this unite good in magic attacking, 
normal attacking and healing.

Shogun:
Actions: Katana Blade, Attack with Katana (1 hex)
Shadow Moon (1 hex)
Iai Slash, Attack with spiritual wave (3 hex) (MP 45)
Magic: None
Skill: Hit+20%, Increases hit ratio by 20%
Move: 4-6
Move Type: Armored Type
Elements: None
Comment: Perfect unite for fighting. It´s special attack can now be done from 3 
hexes. Another thing, they almost never misses. Comes from Samurai.

Avenger:
Actions:
Magic:
Skill:
Move:
Move Type:
Elements: Black, Black
Comment: Very strong class. Hits damn strong on white unites. Looks like a black 
knight. They come from the Berserker class.

Mage: 
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Flame, Geno-Flame, Thunder, Power
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Red
Comment: Really weak attacks but they have four pretty good red spells.

Sorcerer:
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Fog
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Red, Blue
Comment: Has 7 good spells, thats about all, exept that it comes from the Mage 
class.

Druid:
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Venom, Curse, Weakness, Flame, Geno-Flame, Thunder, Power
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Black, Red
Comment: Four red spells and three black, only good spells, that makes this a 
very good magic unite. Comes from Mage.

Wizard:
Actions: Sorcery Staff, Attack with Staff (1 hex)
Magic: Flame, Geno-Flame, Thunder, Exa-Blast, Power, Frost, Geno-Frost, Fog, 
React
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Red, Blue, Green
Comment: Six red spells, three blue and one green. The green spell is React 
which is the best green spell. Loads of MP makes this a super magic unite. Comes 
from the Sorcerer class

Necromancer:
Actions:Sorcery Staff, Attack with Staff (1 hex)
Magic: Meteor Doom, Dimension, Necro Rebirth, Venom, Curse, Weakness, Flame, 
Geno-Flame, Thunder, Power
Skill: None
Move: 4-6
Move Type: Land Type
Elements: Black, Black, Red
Comment: All of the black spells along with four red ones makes this magic fella 
suprem against white and blue unites, like a Cardinal or Valkyrie. Comes from 
the Druid class.




Priest: Has one white element. Has Heal and Cure as spells.
The Priest can become:
Bishop: Two white elements. Has the normal white spells.
Monk: Karate looking fella with one white element. Has some white spells as 
well.
Cardinal: Comes from Bishop. Element white, white, blue. Has all white and some 
blue spells.
Guardian: Comes from Monk. Two white elements. Plenty of white spells.
Ranger: Looks almost as a Monk. No elements and no spells.
Grappler: Comes from Ranger. Like a Ranger but stronger.
Champion: Comes from Grappler. Really strong fella with no elements or spells.
Ninja: Special general, with one black and one green element. Really good but 
not so strong.
Ninja Master: When at a high level the best general in the game. Has all green 
spells.

Now for the girls:
Scout: No elements. Very weak general that uses a bow.
The Scout can be promoted to:
Lancer: One blue element. Uses a spear as a weapon. Has Fog as spell.
Archer: One green element. Uses a bow as weapon.
Valkyrie: White and blue element. Can Holy Word, Heal and Fog. Comes from 
Lancer.
Artemis: Comes from Archer. Uses a bow as weapon. Has alot of green spells, like 
Solid.
Enchantress: One black element. Some black spells is all she got.
The Enchantress can become:
Sorceress: One black and one blue element. pretty good spells.
Mystic: One white and one blue element. Can do Heal and Geno-Frost plus some 
more spells.
Witch: Element black, black, blue. Like a Necromancer but with blue spells 
instead of red.
Sage: White, red, blue in the elements. Almost like a Wizard. Comes from the 
Mystic
Cleric: One white element. Has Heal and Cure.
Rector: Two white elements. Has many white spells.
Saint: Has three white elements. Has six white spells (all of the white spells 
in the game).

Here are the special types:
Death Knight			Cador
Emperor				Zemeckis
Prince				Lance
King				Lance
Warlock				Cai
Lord				Vanyard
Tyrant				Dryst
Super Tyrant			Dryst
Queen				Lyonesse

List of items:
Accessories:
Solomon`s Ring					RunePow+30, RuneArea+1
Heal Ring					Each turn regains 20 HP
Almighty Ring					STR+3, INT+3, AGI+3, DEF+3
Pin of Defense					DEF+8, Lowers the damage caused by 
magic
Earring of Sea					DEF+2, Blue resist:Up
Bell of Comfort					RunePow+15
Apostle`s Horn					RuneArea+1
Talisman					Does not cause status disorder
Pirate`s Medal					AGI+2
Soldier`s Medal					HP+20, STR+2
Wind Armband					AGI+5
Rune Armband					RunePow+25
Ancient Book					INT+6
Ice Amulet					Blue resist:Up
Fire Amulet					Red resist:Up
Sacred Amulet					White resist:Up
Black Amulet					Black resist:Up
Forest Amulet					Green resist:Up

Swords:
Laevatein					ATK+20, Hit-5, Element:Red
Gram						ATK+18
Answeller					ATK+14, Element:White
Mithril Sword					MP+20, ATK+10, INT+4
Ice Sword					ATK+8, Element:Blue
Flame Edge					ATK+8, Element:Red
Bastard Sword					ATK+6
Claimh Solais					MP+30, Element:White
Evil Buster					ATK+12, Hit+5, Element:White
Claymore					ATK+10
Giant Sword					ATK-6, Hit-5, DEF+6, RunePow+15

Samurai swords:
Kokoro						ATK+16, Hit+10, RunePow-30
Kaze						ATK+10, Element:Black
Tora						ATK+8

Axes:
Balor						ATK+18, Element:Black
Beheading Axe					ATK+8, Element: Black
Dwarf Axe					ATK+6, Hit+5

Spears:
Gungnir						ATK+24, Hit+5
Gae Bolg					ATK+18, Hit+10
Mithril Spear					MP+20, ATK+12, INT+2
Ice Javelin					ATK+10, Element:Blue
Goddess Spear					ATK+8, Element:White
Black Spear					ATK+6, Element:Black

Bows:
Crescent Bow					ATK+19, INT+2, Hit+8
Elven Bow					ATK+6, Hit+5

Staves:
Ganbantein					ATK+8, INT+8
Striking Staff					ATK+10
Blue Staff					INT+4, Element:Blue

Rods:
Death Rod					ATK+12, INT+2, Element:Black
Madonna`s Rod					INT+4, Element:White

Maces:
Skull Flail					ATK+18, Element:Black
Gravity Mace					ATK+12
Mithril Mace					MP+20, ATK+8, INT+4
Judgment Mace					ATK+6, Element:White

Whips:
Cat O` NineTail					ATK+12
Love Whip					ATK-10, Hit-10, RunePow+10
Snake Tongue					ATK+8, Hit+10, Element:Red
Thorn Whip					ATK+6

Knuckles:
Blast Knuckle					ATK+18, Element:Red
Wind Knuckle					ATK+16, Element:Blue
Ogre Knuckle					ATK+13, Element:Black
Speed Knuckle					ATK+9, Hit+10
Rivet Knuckle					ATK+6

Knives:
The Ripper					MP-20, ATK+19, INT-10, Element:Black
Shock Knife					ATK+14, Hit+10, Element:Red
Painless Knife					ATK+8

Shield:
Flame Shield					DEF+7, Red resist:Up
Ice Shield					DEF+7, Blue resist:Up

Armors:
Volcano Armor					DEF+15, Element:Red
Holy Armor					DEF+12, Element:White
Heavy Armor					DEF+6

Robes:
Dark Robe					DEF+8, Black resist:Up
Solar Robe					DEF+6, Red resist:Up
IcyFog Robe					DEF+6, Blue resist:Up
Star Robe					Evade+5, DEF+5

Helmets:
Horned Helm					DEF+5

Hats:
Circlet of Wits					INT+6
Fairy Crown					INT+4, DEF+1
Pixie Hat						INT+2, DEF+2
Cool Hat						DEF+3, Blue resist:Up

Gloves:
Precise Glove					Hit+15, DEF+6
Power Glove					ATK+8, DEF+4

Boots:
Speed Boots					MOV:Up
Fairy Pumps					Evade+5, MOV:Up
Vailent`s Wing					Move type:High Sky
Wing Shoes					DEF+2, MOV:Down, Move type:High Sky
Aqua Shoes					Move type:Shoal
Flipper Boots					DEF+3, Move type:Water

Useable items:
Power Potion					STR+3
Speed Potion					AGI+3
Wisdom Potion					INT+3
Magic Potion					Raises MP around 18 points
Life Potion					Raises HP around 18 points
Rune Potion					Raises RunePow around 10 points (Knights)
Runa-A Potion					Increases RuneArea+1 (Knights)
Fruite of Vise					Changes Seraph into Lucifer
Charm Liquer					Changes Satan into Lilith
Wisdom Seed					Changes Gigas into Loki
Rage Lightning					Changes Titan into Thor

List of battlefield talking:
Lance(New Almekia) and Zemeckis(Esgares)
Halley(New Almekia and Iria(Iscalio)
Adilicia(New Almekia) and Dryst(Iscalio)
Cai(Careleon) and Bagdemagus(Iscalio)
Cai(Caerleon) and Langueborg(Leonia)
Dinadan(Caerleon) and Esclados(Esgares)
Dinadan(Caerleon) and Cador(Esgares)
Dinadan(Caerleon) and Vaynard(Norgard)
Janfader(Caerleon) and Gish(Esgares)
Isfas(Leonia) and Vaynard(Norgard)
Kiloph(Leonia) and Camden(Iscalio)
Kiloph(Leonia) and Zemeckis(Esgares)
Paternus(Leonia) and Dryst(Iscalio)
Charlene(Leonia) and Zemeckis(Esgares)
Dryst(Iscalio) and Vaynard(Norgard)
Dryst(Iscalio) and Cador(Esgares) very funny
Iria(Iscalio) and Lyonesse(Leonia)
Iria(Iscalio and Esclados(Esgares)
Miguel(Iscalio) and Castor(Esgares)
Bagdemagus(Iscalio) and Shiraha(Esgares)
Victoria(Iscalio) and Cierra(Caerleon)
Vaynard(Norgard) and Cai(Caerleon)
Vaynard(Norgard) and MelTorefas(Esgares)
Vaynard(Norgard) and Esmeree(Esgares)
Brangien(Norgard) and Zemeckis(Esgares)
Zemeckis(Esgares) and Halley(New Almekia)
Zemeckis(Esgares) and Morholt(Norgard)
Cador(Esgares) and Halley(New Almekia)
Mira(Esgares) and Millet(Esgares)
Helrato(no special side) and Layoneil(no special side)
Shiraha(no special side) and Kazan(no special side)
Cortina(no special side) and Zemeckis(Esgares)
Schutleis(no special side) and Soleil(Esgares)

List of domains:
In this part of the faq you can look up any domain for what ever your reasons 
are.
I start from the top of the continent.

Flogeru: The capital of Norgard. It is conected to Senadon and Kardiff. Income 
is 439 mana.

Senadon: pretty importat domain for Norgard. The income is 234 mana.

Kardiff: Also a very importat domain for Norgard. The income is 196 mana.

Humber: Is located at the border of Norgard and Leonia. Income is 207 mana.

Alliryme: No special thing about this domain. The income is 225 mana.

Jukes: The key domain in Norgard. Is connected to five domains. Income is 216 
mana.

Listinoise: Strange location thats all about this domain. The income is 231 
mana.

Lidney: Importat Esgares water domain. Income is at 301 mana.

Damas: Just a Leonian domain. Income is 201 mana.

Kelilauns: Is connected with Leonias main capital Tallas. The income is 195 
mana.

Gorule: Is only connected to two other domains. Income is 209 mana.

Cadbury: Very important domain in Esgares. Is connected to four domains. Income, 
236 mana.

Orkney: Another super important domain. Is connected to five domains. Income is 
227 mana.

Logres: The center of Forsena. Capital of the Esgares Empire. Income is 452 
mana.

Fato: Connected to two domains. Income is 221 mana.

Whislind: A key domain in Leonia. Income is at 226 mana.

Tallas: The capital of Leonia. The income is 391 mana.

Dilworth: Another key domain in Esgares. Income is 181 mana.

Camelford: They main key domain in New Almekia. Income is at high 289 mana.

Toria: Super important key domain in the lower half of Esgares. Income is 215 
mana.

Karnabone: pretty important domain in Esgares. Income is only 147 mana.

Eorsia: Nothing special about this here domain. Income 202 mana.

Glume: Just a domain in Leonia. The income is 213 mana.

Phazard: Almost a key domain in New Almekia. The income is 200 mana.

Calmary: The capital of the New Almekian kingdome. Income is 405 mana.

Oltroute: Just a normal domain in Esgares. Income is 228 mana.

Salisbury: The most important city in the lower Forsena. Income is only 183 
mana.

Hadrian: A mountenpass into Leonia. The income is 249 mana.

Asten: Almost as important as Salisbury, witch is very important. Income is 203 
mana.

BaydonHill: Is at the border of New Almekia and Caerleon. Income is 239 mana.

Xanas: A domain that crosses to four other domains. The income is 236 mana.

Hervery: One of the two ways into Caerleon. The income is 223 mana.

Squest: Is next to BaydonHill. The income is at 211 mana.

Baynock: Is next to two other domains. The income is 214 mana.

Broceliande: Nothing special about this domain. Income is 253 mana.

Kail: Is located in the most south west part of Caerleon. The income is only 173 
mana.

Letishnote: Just a Iscalion domain. The oncome is at 208 mana.

Caelsent: Iscalios capital. Is conected to three other domains. Income is 424 
mana.

Linnuis: The main capital of Caerleon. The income is 469 mana.

Lothian: Is only conected to one other domain, Caelsent. The income is 202 mana.

List of good names for unites:
This part of the faq is pretty silly. But I always give names to my creatures, 
so here are the names.

Vampire Lord:		Kain, Varedor
White Dragon:		Alkariz
Fafnir:			Micen
Salamander:		Smaug, Fire Star
Tiamat:			Tamor
High Centaur:              	Orion, Torio
Arch Angel:		Maria
Satan:			Falarez, Kardiz
Phoenix:			Simoon

Walkthroughs

Walkthrough Iscalio
So you want to play with Iscalio. Well I myself think it`s the most easy nation. 
First of all you should creat a super arme. The generals will be Dryst(the lord 
of the country), Iria and Bagdemagus. It would also be a good ide to use the 
Bahamut that you begine with. Then sett up the arme the way that I discraibe in 
the secion `Setting up a arme`. Now you should attack Hervery and Salisbury. 
After that you should begine to take over the hole of Caerleon. I allways killed 
of Cai then waited one turn so he could fight again. That way the battles should 
be very fast and if you are lycky(like me), you might even get there Couatl. Let 
Iria kill the monsters so she can gain some levels so she can use Holy Word. 
Then let Bagdemagus kill the rest until he reaches level 20 so you can upgrade 
him to Avenger. After that you should select a creatur to gain levels. After you 
killed Caerleon you should get one or two generals which is very use full. Now 
go and kill New Almekia. After that you can choose if you are going to kill 
Norgard or the Esgares. I would choose the Esgares Empire. If you come into a 
position where you have several generals over you can just quest with them. 
Allright after you have killed the Esgares Empire you will go after Leonia. They 
will not posse a to big of a problem. It would be very good if you would quest 
some, for now you could get Millan and Mira which are two great knights. You can 
only get them after you have defeated the Esgares Empire. After you have 
defeated the little Leonia kingdome it`s time for Norgard. And they could put up 
a real fight. They have two White Dragons and some times a Fafnir. But if you 
have used the same arme through the hole game it should not be a problem. You 
should plan your attack so you only have to defend 3-4 castles becouse they can 
do some pretty tough attacks.

Walkthrough New Almekia
First of all, you should like allways make a super arme. I would choose Lance, 
Geraint and Coel as generals and later in the game when Halley joins you, you 
could put her in your super arme. As creatures you should of course take the 
Salamander that you begin the game with. The rest is up to you. You can turn to 
my `Setting up a arme` part of this faq for help. First you should take some 
castles from the Esgares Empire. Let Geraint kill some enemys so he can gain one 
level, so he can become a Shogun. And then let Lance gain levels(when he is on 
level 30 he has over 900 HP). Take the castles smart so you don`t have so many 
pleaces to defend. Now go after Norgard. With your super arme it should not be 
so difficult. Just remember to go after there generals. After you defeated the 
hole of Norgard. You should go after Leonia. Then down and kill Iscalio. You 
could try to take over there Bahamut by killing the leader that controls it. 
After that if your lycky, your allie Caerleon may even have damage the Esgares 
Empire so much that it will be no problem to kill them of. Remember that if you 
need some more war, you could allways attack Caerleon. But they are really hard 
with there Cai and Dinadan. But if you want to be as cool as I am, you should 
attack Caerleon.

P.S When you kill the Esgares Empire, Lance will be promoted to King. This gives 
him a boost in power and defence, he gets one red elemental and he can do the 
Geno-Flame spell.

Walkthrough Norgard
In your super arme you should have Vaynard, Gunglain and Yvain. You begine the 
game with two White Dragons witch is a very good start. The rest is up to you. 
First thing go and murder Leonia. Be sure to not use so many black creatures 
becuse in Leonia there are almost only white creature. But it is good if you can 
get a hold of a Demon for becuse if you do a Curse spell on a white creature it 
will take a lot of HP. You can try to get some of Leonias special creatures. I 
mean there high level creatures like there Holygriff, Pegasus and there rocking 
Phoenix(I got there Phoenix). After you killed  them you will get two more 
generals. If you are not playing on easy your proberly under attack on your west 
side of the nation. But you have to fix it some way. A good way is to send some 
high level creatures from your super arme there. When you have defeated Leonia 
you should proberly go after Iscalio. Now your two new generals might come to 
use. After the defeat of Iscalio you will get Daffy a Samurai and Victoria a 
Sorceress. Just move on against Caerleon. They could be pretty hard becouse of 
Dinadan and Cai. Even after you have killed Caerleon and got your two new 
generals it may be a shortage of generals for you. So you have to plan your 
attacks smart. It does not matter if you go after New Almekia or Esgares. 
Becouse your super arme is proberly enough strong to beat any thing.

Walkthrough Leonia
So you want to play with the most weak country in the game, well what can I say, 
it gonna be really hard in the begining. First choose your generals. I would 
pick Lyonesse, Paternus and Isfas.You start the game with a Phoenix, Holygriff 
and a Pegasus. Those would be a very good begining of your arme. The rest is up 
to you. First thing you should do is attack Humber. After you have taken over 
Humber you must send up 3 rune knights to defend it. It should be a good idea to 
have plenty of Hydras in Humber becouse they are good for defending plus it is 
very much water in Humber. After that you should take Asten. The plan now is to 
kill Iscalio. So if Iscalio has Xanas you have to take now aswell, but if 
Caerleon controls it you should leave it alone for now. Then go after 
Broceliande amd after it Iscalios main city Caelsent. Now Iscalio will be cut 
of. So take Lothian. Iscalio has proberly so bad armeis there so they will 
retret at once. Now for Letishnote. If Iscalio has any domains left, those will 
be your target. After you killed Iscalio you should first if you have not 
already taken Xanas you must now and Salisbury. Then take Hervery so you don`t 
have to defend Xanas. Now you should only have to defend 4 domains. Then take 
Karnabone. Now your arme will proberly be a super arme that is unstopable plus 
that you will get alot of mana every turn. Now the time has come to kill 
Caerleon. First take Baynock then Linnuis. And after that Squest and finnaly 
Kail. Now you will get two new generals. Take BaydonHill and then Phazard. After 
that just kill the rest of New Almekia. Now it will be easy to kill Norgard 
becouse you can attack from two different sides. Now only little Esgares is 
left. Lidney will be your number one target now. After you have taken Lidney 
they will have to defend almost every one of there domains. Now take Orkney. 
Then it will be really easy to take the rest.

Walkthrough Caerleon
The country with the silent wise king Cai. Well first make a good arme Cai, 
Dinadan and BeauArte would be great generals for your arme. Cai for magic, 
Dinadan for attack and Holy Word and BeauArte for major Healing. As you start 
the game you only have to defend one domain. After you have gotten your country 
in order you should attack Xanas and Salisbury. But a defending arme in 
Salisbury and your attack arme in Xanas. Then take over Letishnote. Now you have 
to look out for Iscalio attacks on Xanas. Now take Caelsent. After you have 
Caelsent, Lothian will be cut of. Iscalio has proberly really bad defence there, 
if they even have any. So you should of course take Lothian. Now it is time for 
Broceliande to be a part of your kingdome. Then take Asten. Now Iscalio will be 
proberly whipe out. If they have taken over any other domain then that will be 
you target. After Iscalios defeat you should take Karnabone and then Hadrian. 
Countinue to take domains from Leonia. After you kill off the hole of Leonie you 
should take Oltroute and Toria. Now the Esgares Empire will proberly be so 
weakend that New Almekia should begine to take some domains from them. Well now 
you should get Norgard. After that there will only be a weak Esgares left. The 
good thing is that you can attack both from on top of them like Listinoise and 
Jukes and from under them like Toria and Oltroute. After that you will be the 
victor, BUT remeber you are not the ruler of the hole continent. So my advise is 
to attack New Almekia before you kill Esgares. Remeber that New Almekia don´t 
defend the domains that are next to you, the turn you begine to attack New 
Almekia you should attack on all fronts(and that is pretty many pleaces). After 
the fall off New Almekia you will be the suprem ruler of Forsena.

Walkthrough Esgares Empire
First thing, to play as Esgares you must press R1+L2+Start at the screen where 
you choose country.

You begine with alot of places to defend, but you have Zemeckis, Cador, 
Esclados, Gish, Soleil and Esmeree .That should be enough for two super mega 
armes. For the super arme you should proberly choose Zemeckis and Cador for 
power and Esmeree for healing. You begine with a Tiamat which could be really 
usefull for both attacking and defending. When you have gotten Esmeree up to 
level 30 you should proberly put Soleil in your arme instead of her. This is 
becouse it is very wise to get him up to level 20 so he becomes a Cardinal. 
After that you could put Gish in your arme, any way you will be totaly suprem. 
The first country you should take is New Almekia, then down to Caerleon. You 
will have to have a good arme in Salisbury, because both Caerleon and Iscalio 
will attack you there all of the time. You should have to have a pretty good 
arme in Lidney becouse Norgard is the only real threat to you. After Caerleon 
you should take Iscalio, then Leonia. After that it is just Norgard and since 
you have at least two super armeis it will be no problem.

Stars section: This section well tell you how you can use the stars that are 
over your  generals to the best.

When you gain a level with a general, he/she will get a star. If your general 
begins on level 1 and you then gain 5 levels he/she will become a expert in the 
class that they are in. Lets say you had a mage and went up to level 5 with him. 
He will then always remember the spells that he has. So now you can change him 
to a Priest, and then he will not only have heal and cure but also the spells 
that a mage has. If you then advance 5 more levels with him to level 10 when he 
is a Priest, you may then chose between upgrading him to a Druid, Sorcerer, Monk 
or Bishop. Then you can chose one of those go up 5 levels with it and then you 
have all the spells of that class. You can then do the same thing over and over 
with different classes all the time. If you then chose him to be a Fighter he 
will still have all of the spells plus that his strenght will be raised.

Gaining Generals: If you are short on generals this is proberly the best part of 
the faq for you. You can gain generals by either defeating a hole country or you 
by questing.

These are the generals(rune knights) that you can get by questing.

Dogal: A male knight with super high rune power and he is only level 2 when you 
get him, so you can get really high rune power with him.

Hyude: Pretty worthless male knight. When he joins you he will go on a quest.

Limlight: You can only get this male elf knight by questing with Hyude. It will 
take aboute 3 months to get him.

Mire and Millet: These two sisters are pretty good. One is a Lancer and the 
other a Sorceress. They can first join you after you  have defeated the Esgares 
Empire.

Shiraha: Super cool ninja knight(proberly the coolest in the game). When you get 
him, you can train your other male knights to become ninjas. You can only get 
him after you have defeated the Esgares Empire. He is the only one that can 
become a Ninja Master, exept Kazan which you can´t get.

Clauze: You can only get this male knight by questing with Coel.

Cathleen and Klaques: Nothing special here.

Cortina: This little girl has high rune power witch could be usfull.

Gorge: A level 8 Priest.

Balder: Just a male knight.

Aldis: If you quest with her you get a level 20 Fafnir named Puro. Really 
extremly good.

Rain: He just joins you after you have gotten Mire and Millet.

Ranguinus: Really good male knight. He used to work for the Esgares Empire. You 
get him by questing with Rain. Is often around level 16 when you get him.

These are the knight that you can get by defeating a nation.

New Almekia: Carlota and Loufal

Caerleon: Janfadar and Bilcock

Iscalio: Daffy and Victoria

Leonia: Langueborg and Chantail

Norgard: Dillard and Kirkmond

Esgares: Ivan and Fiel

Some Tips: These are just some tips that don`t fit in to the other sections.

Plan smart defences:
This tip is writen by ©Gregg© (alias P|/\/\PDaddy)
Hey, um I was just playing Brandine and I noticed cause my good guys are pretty 
powerful, but when Esgares Empire attacked and The guys i had there were weak. 
So I turned it off and started it back up cause i had just saved it.I moved my 
most powerful guy to where they were going to attack and they did and I won but 
i tried it a couple of times and it kept on happening so you can figure out when 
and where the enemy is going to attack and what you will need to stop em'!!!

Getting powerfull unites easy:
To get powerfull unites like New Almekias Salamander or the Esgares Empire 
Vampire Lord and other unites like that. All you have to do is kill the general 
that controlls the creature. But if you just kill the general it is still a 
pretty good chance that the general will take the unite with him/her. The best 
way to get the creature is to first wound it were badly(let it have aboute 50 or 
so). Then try to get it out of the generals rune range(you can see it if you 
click on the general). Now go for the kill and if you are lycke(becouse it is 
still a 50 50 chance) you will get the unite you want.

As for getting more than 2 knights to join:
This tip is from Anthony Nguyenaka (alias Luxion)
When I was playing as Iscalio, when I defeated New Almekia, I got 3 knights.  
Loufal, Cortina, and Liguel.  I had to reset/reload 3 times to get her.  My 
guess is that you need to satisfy certain conditions in order to obtain more 
knights.  In my case, Liguel wanted to join her brother, Miguel.  What I'm 
looking for is something special between all three - Liguel, Miguel, and Castor. 
Unfortunately, I'm playing as Leonia, so it's very difficult to obtain all 
three.  You'd probably have to play as either New Almekia or Iscalio and defeat 
Esgares early on in order to get all 3 together.

Getting Carmine:
To get Carmine you must first get Mira and Millet. When you have got them you 
should quest with both of `em. Some times they will go on a quest together. 
There quest will take them to there hometown. A Salamander will attack there 
hometown but Mira and Millet will save there hometown from the Salamander. One 
of them will get wounded. But will be saved by the doctor Carmine. In the end of 
the quest Mira and Millet will get a item from there old nanny. After the quest 
is over and a year has gone Carmine should join you.

Getting a better lord:
There are only two lords in the game that can get better(exept for strengh). 
Those two are Lance and Dryst. Lance who is a Prince gets promoted to King after 
you have defeted the Esgares Empire. He then gains the spell Geno-Flame and gets 
one red elemental. Dryst who is a Tyrant gets promoted to Super Tyrant when he 
gets up to level 30. He then gets the Meteor Doom spell and a quite big boost in 
strengh, plus that his evade gets a mega big boost.

Cool arme:
This is not a tips it`s just a description of a really cool and usefull arme. 
First as a general you should have a Artemis. If you don`t know what a Artemis 
is I can tell you. They are a female general at level 20 they come from Scouts. 
The Artemis uses a bow as a weapon and they can attack from 3 hexes. As unites 
you should only have High Centaurs. Think about it a hole arme that can attack 
from long ranges and can`t be counter attackt. I hade two such armies and one 
that is exacly like the one above, exept for the Artemis I hade a Ninja Master. 
When I attackt with does three nothing could stop me. But it takes some time to 
get all of the generals and unites.

Easy defending:
If you have three bad generals in a domain. And when I say bad I mean low rune 
power. Your generals can may be only have two dragons in there arme or something 
like that. When you get attackt by the enemy, you should look for the best ways 
to run away from the enemy plus if there are two or three good ways to run you 
should seperate you arme so your generals go different ways. That way the enemy 
will first catch up with you in turn 8 or later. Then they will not have enough 
time to kill all of your generals before turn 12 and after that it is time up. 
Very good if you are playing with a weak country like Leonia.

Winning easy with Caerleon or New Almekia:
If you are playing with New Almekia or Caerleon, there is a great thing that you 
could do. The thing is that you should only take key domains like Xanas or 
Toria. If you do that the country that has the domains around it will have to 
defend a lot of more domains, that way they will get a little bit weaker every 
where. And if you take some key domains from a land, your allie will finish them 
off for you.

Getting better knights when a kingdome is destroyed:
This super tip is from Andre
If you let another country beat each other you will get knights different from 
the ones that you get if you defeat it your self. I experienced this when I let 
Esgares defeated Iscalio and I got Bagdemagus and another one ( I forgot the 
name). So I think if we let others countrys vanishing each other, there's very 
high possibility you'll get the better knights.

Super arme with Iscalio:
This tip is from Kingjoltfabletwo 
Here is a super skill that will work wonders with Dryst's army. Take any body 
who can use the spell power (like Dryst), a Bahamut (or any super dragon), a 
high centaur, a fairy and a fast monster. Put them together in a group. when in 
a battle wait for a good shot at the leader(easy in easy.) Have the fairy cast 
react on bahamut, then have Dryst cast power on bahamut, now have the bahamut 
attack a leader two times (in the second attack power will wear off) then use 
the high centaur to attack the targeted leader then use the fast monster, now 
the leader should be dead.

The strongest knight in the game:
This is no tip really, it just explains who is the most powerfull knight in the 
game. The knight is little Lance. In the begining of the game he is just on 
level one, but he is all ready strong then. First you should kill Esgares if 
playing with New Almekia. Lance will then be promoted to King. He then gains the 
spell Geno-Flame and one red element. After that it is just to get him up to 
level 30. He then has over 900 HP!!!! He has the Heal, Flame and Geno-Flame as 
Spells. He also hits super strong (a normal attack takes around 250). Who can 
beat that? Lance is not really the strongest knight in the game, but he is the 
best. The strongest knight is Bagdemagus when he is on level 30. Of course there 
is also Zemickis and Cador. Zemeckis who has a three 3 hex long attack that 
takes around 180 HP. The good thing with that is that if you attack from 2 hex 
or more it can not me countered. Cador has a mega super defence and pretty much 
MP for Geno-Flame and Curse. The two knights that has the most rune power (when 
there on level 30), are Lance and Dogal.

Fight against Bulnoil:
I have not gotten to fight against Bulnoil ever, but I have gotten loads of 
email saying that you can get to fight him when you complete the game in hard. I 
have beaten the game on hard more then 12 times and I have not meet him in 
combat yet. So I don´t know.

Play as the Esgares Empire!!!!!!!!:
This tip was sent in by loads of different fellas. I thank all of you from the 
bottom of my heart.
On the screen where you choose country you should press R1+L2+Start. After that, 
bingo, you can play with Esgares.

Really easy begining with New Almekia:
When you begin a new game with New Almekia, you should first fix your defences 
against Norgard and Esgares. Now move you best generals (Lance, Geraint and 
Coel) down to BaydonHill. After that attack Caerleon. After your attack Caerleon 
will proberly only have four domains and since Caerleon only has eight knights, 
they can only have two generals in each domain, and they have to defend every 
one. Take another castle from them. Esgares or Iscalio will also take a domain 
from Caerleon. Now it´s the hard part but some how you have to take the two 
other domains. But since you got a Salamander, it should not be a such big 
problem. And if you got the time you could wait them out and Caerleon take a 
city from Iscalio and Esgares and then take a domain from Caerleon. That way 
Caerleon will do all of the hard battles.

Quests: Here are all the quest that I have gotten.

Flower girl in town gives you a
-Red rose = STR 
-Yellow sunflower = AGI increase
-White lily = INT increase

A dwarf in the forset gives your knight a mushroom which enables your knight to 
understand what the birds are saying. This leads to a item.

Your knight meets a drunk man in a bar.
-The drunk does not like rune knights = you get a item
-The drunk likes rune knights = nothing

Your knight meets a soothsayer on a road and the soothsayer will let you draw a 
card.
-World = rune power increase
-Magician = MP increase
-Strength = STR increase
-Chariot = HP increase
-Star= AGI increase

Your knight will sleep in a old castle where there are ghosts. You will get a 
item.

Your knight sees a large dragon. Sometimes you get a item and sometimes you 
don`t.

Your knight is about to cook a rabbit. Then the rabbit will talk its way out by 
saying where a treasure is. Your knight finds
- the treasure = you get a item
- a viper = wounded for a month

Your knight drinks up some honey and a large bee then comes. Your knight will 
get a boost in HP.

A village is botherd by a level 10 monster.
-Your knight defeats the monster = the monster joins you
-The monster wins = you get nothing

Your knight throws a coin in a fountain and a fairy appears and
-Thanks your knight with a kiss and a item = you get a item
-Puts a hex on your knight = your knight gets wounded, sort of.

Your knight is about to drink from a fountain and
-A frightfull picture appears = nothing
-Your knight is knocked out by drinking the water = knights AGI increased

Your knight gets on a boat that takes him/her to a island. On the island, your 
knight
-will find a very old man that tells a story = knights rune power gets increased
-finds some maidens = MP increased
-finds some fairies that learns your knight how to dance on water = AGI 
increased
-a idol trops a item = you get one of the final class up items

Your knight comes to a bridge where there is a old man that tells a really long 
story. Your knights INT gets increased.

It starts raining and your knight takes cover under a tree. A girl is also under 
the tree and she begins to tell a story. Then the girl dissappears leaving your 
knight with a item.

Your knight finds a eight legged horse and then takes a ride on it. Your knight 
then gets his/her STR increased.

A man offers you to test and grind his sandstone. Then a curse is set on your 
knight. At the end of this story your knight will get a boost in STR.

On a road your knight will find a bottle of liquid.
-It is poison = your knight is wounded for a month
-It is not poison = the knights AGI is increased

In the a town your knight will hear a song. The knights MP is increased.

Your knight finds a strange flower in a forest. The knight is knocked out by the 
aroma of the flower. Your knight then wakes up and
-Has increased INT
-Has increased MP
-Has been robbed = you get nothing

Your knight ventures in a tall tower.
-Your knight reads the `Lost Text` = increased INT
-There is a large explosion = knight gets wounded for a month

After entering a dark cave your knight
-finds a item
-finds a level 1 creature
-finds and reads a scroll = increased INT
-falls into a pit = wounded for one month

Your knight drinks from a waterfall when a fairy appers and then
-the fairy dissappears = nothing
-the fairy sings a song = either the knights HP or rune power will be increased.

Your knight puts his/her hand into a hole in staty and then
-gets a objekt = you get a item
-finds a item but can`t get it out = you get nothing

Your knight comes to a old monument where there is a tomb with a item.
-your knight is not able to get the item = you don`t get anything
-your knight gets the item = you get the item

Your knight is walking on a road with a merchant. When the two are going to go 
two different ways the merchant will give your knight a item.

This I like to know:
If you know the anser to any one of these questions, please email me.

What should you do to fight Bulnoil?

If you have gotten a hit to take more then 726? And if so with what unites and 
at what level and so on.


This faq is copyrighted to Promtech and Michael Tofer.
This faq may not be shanged in any way with out asking me or any other member of 
Promtech inc.


Credits: First I like to thank Gamefaqs for putting up my faq on the internet, 
then I would like to thank ©Gregg© (alias P|/\/\PDaddy) for emailing me and 
finaly I shall thank all the people that have read my faq and sent in tips.

   

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