_______                                                      ________
|  ___  \                                                    |        |
| |   \  |____   _   _____  ___   ___   __  ____  _  ___   __|   _____|
| |___/ /|  _ \ | | / ___ \/ _ \ |   \ |  || __ \| ||   \ |  |  |___
|  ___  \| |_| || || /  _\_\/_\ \| \  \|  |||  \ | || \  \|  |   ___|
| |   \  \  _  /| || | |_  | __  \  \     |||  | | ||  \     |  |
| |__/   / | \ \| || \___| |/  \  \ |\    |||__/ | ||  |\    |  |_____
|_______/|_|  \_|_| \______|    \__\| \___||____/|_||__| \___|________|
========================================================================
 **              T h e   L e g e n d   o f   F o r s e n a           **
========================================================================
                       Brigandine FAQ/Strategy Guide
                              Version 1.12
                           For Sony Playstation
                              By Scott Ong
                        vaynard_x11x@yahoo.com
------------------------------------------------------------------------

<<< Disclaimer >>> - please read this!
This FAQ is meant for personal use only and can only be reproduced
electronically. This FAQ cannot be altered and can be only distributed
freely in its current format. This FAQ is being created and owned by me,
Scott Ong, vaynard_x11x@yahoo.com. You are free to use to this
FAQ on a website as long as the document remains unaltered. Brigandine
is copyright of Altus. This FAQ is not meant for profitable purposes.
This FAQ is copyright of Scott Ong 1999-2000.

<<< Official Reference >>>
Altus Official Website:     http://www.altus.com
 ___
/ I \___________________________________________________________________
========================================================================
Introduction
========================================================================
Here is a short introduction to this game..

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.
Your mission: Bring peace back to Forsena.
 ____
/ II \__________________________________________________________________
========================================================================
Revision History
========================================================================
Version 1.0
It contains the main document.

Version 1.1
I had added some information regarding Bulnoil, special Rune Knights and
clear up some minor errors.

Version 1.2
I have made all corrections [hopefully], added a new section in the
Miscellaneous section. BTW, you can also get more gameshark codes!

Version 1.3
I have finally found the way to fight Bulnoil and make some corrections.

Version 1.4
Expand the method in getting Ranguinus and Aldis. I had edited my e-mail
layout and my site's URL address. I had also added flow chart of
classes.

Version 1.5
Some more miscellaneous information about battles has been added <Thanks
to Michael Lo.>. I had changed the format of the FAQ. I have added a new
section called My Letter Box. For that section, I will post up the most
frequently asked questions there and some helpful stuffs that were sent
to me by contributors.

Version 1.6
I have added more information regarding combat. I have also added some
more information regarding combat against Bulnoil. Some more information
regarding the Snake of Chaos has been added.

Version 1.7
This is probably second final update. I have also included information on
the command screen. I have added information on other classes such as the
Claimer, King, Prince, Tryant, Super Tryant, Queen, Lord, Warlock,
Emperor and Death Knight. I have added ages for most Rune Knights, except
for some of the questing Rune Knights.

Version 1.8
I have added ages for questing Rune Knights except for Kazan, Shred and
Balder. More information regarding controls have been added. The method
to meet Bulnoil has been updated. Bits of information regarding
Brigandine's combat system have been added.

Version 1.9
A minor update...

Version 1.10
I have added information regarding Cador and Shred.

Version 1.11
I have added few related strategies for Leonia. I have re-edit the
disclaimer. More related stuffs on fighting Bulnoil have been added. I
have added the upkeep and movement for most units. Most sections have
been expanded. I have also completed the walkthrough's sequences

Version 1.12
I have added a contributor's strategy for Caerleon. I have also added
a few couple levelling up tips [thanks to a reader who have given me an
idea on this.]. This will probably be the final update of the FAQ.

------------------------------------------------------------------------
This FAQ can be found at the following address: (along with this latest
revisions)
------------------------------------------------------------------------
GameFAQs                 http://www.gamefaqs.com.
Cheat Code Central       http://www.cheatcc.com
------------------------------------------------------------------------

* Currently, you can only find the latest revisions at GameFAQs.

Firstly, I must thank GameFAQs [or CJayC] 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!
________________________________________________________________________
 _____
/ III \_________________________________________________________________
========================================================================
Author's Note
========================================================================
This may be the last FAQ update for my first FAQ. It has a been while
since the FAQ has been updated. But surprisingly, I still received
e-mails regarding Brigandine even though it has already been released
two years ago.

My notes for version 1.11:
The reason for this update is partly due to a reader's strategy about
Leonia. His walkthrough is really useful that I found out that it is
much better than the walkthrough that I have written. Leonia can be
powerful as long as you made use of the Holy Word. The second reason is
some more additional information regarding Iscalio and New Almekia,
plus a couple of new important stuff to add.

Besides this, I still get questions regarding the Bulnoil fight along
with getting Aldis into your party. BTW, I have confirmed the method in
getting Schutleis. The only country can get two Rune Knights by winning
the first battle would be Norgard.

*Norgard - most lv 20 Rune Knights at the end of game!*
Norgard is really strong as I was partly stunned by the total number of
level 20+ Rune Knights. The Rune Knights are Guinglain, Yvain,
Palomides, Roadbull, Zerafin, Dillard, Morholt, Luintail, Brangien,
Kirkmond and Vaynard. [This is done without using a gameshark!]

*Caerleon - Victory without defeating any countries!*
During the past few months, I have finished the game with all rulers.
I have finished the game with Caerleon without defeating any of the
countries. It is by making use of one country to kill the other
country ^_^;). I have forced Zemeckis to be trapped with Iscalio
continent and pressured them to kill off Iscalio. Eventually, Esgares
will greatly weaken without their leader and Esgares is being
annihilated by New Almekia. After that, I have pressured Leonia to one
castle and have Norgard to eliminate it. Eventually, I have occupied
Senadon and station my best army there where New Almekia defeated
Norgard. Hence, I have defeat the game without defeating any countries!
BTW, Cai can cast 2 Geno-Thunders in his starting level and I have come
up with a deadly strategy for it. Refer to Strategies section for more
details. It applies to any Wizards too.

Notes for Version 1.12
BTW, this update would probably sum up my gaming experience about
Brigandine. I have added strategies for levelling up.
                                                                [Scott]

________________________________________________________________________
 ____
/ IV \__________________________________________________________________
========================================================================
Table of Contents
========================================================================
I     Introduction to Brigandine
II    Revision History
III   Author's Note
IV    Table of Contents
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
========================================================================
On with the show!
 ___
/ 1 \___________________________________________________________________
========================================================================
Controls
========================================================================
Here you will find the list of controls for the game, Brigandine- Legend
of Forsena. Note that you can't change the button configuration.

------------------------------------------------------------------------
Name of Button                Functions
------------------------------------------------------------------------
D-Pad	                        Moves 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.
Square                        Allows you to do multiple selections.
Select                        Brings up main menu.
                              Brings up the selection menu while in
                              combat.
Start                         Pauses the game.
R1                            Moves to the castle where the lord
                              currently is located at.
------------------------------------------------------------------------

This is quite straightforward and clear. Isn't it? If you find quests
description a bit troublesome and irritating, try to hold down the R1
button along with X button.
 _____
/ 2.0 \_________________________________________________________________
========================================================================
Basics of playing Brigandine
========================================================================
What makes this game having such a high replay value? In Brigandine, you
can complete the game with 6 rulers. [well, one of them is hidden ^_^;].
Plus there is a lot of fun watching the raising of flags of different
colours! You can also enjoy animations of monsters evolving. Different
rulers have different attack moves and blasting spells.

First of all, I will introduce the rulers and some facts about their
respective countries.
 _____
/ 2.1 \_________________________________________________________________
========================================================================
Rulers' Attributes / Countries Breakdown
========================================================================
After selecting the [New Game Option] with X button, you will end up at
the selection of the rulers. Below is a short description about the
country's background.

------------------------------------------------------------------------
Norgard [Blue]
Name of Ruler:  Vaynard
Knights:        13            Domain: 6
Monsters:       44            Mana:   797

Norgard is actually the country that lies in the northern region of
Forsena. Norgard is really a huge country but it is difficult to end.
Once you start the game, Vaynard will summon all his Rune Knights and
gathered for the meeting, where they planned to rule Forsena once again.

------------------------------------------------------------------------
New Almekia [Red]
Name of Ruler:  Lance
Knights:        12            Domain: 6
Monsters:       31            Mana:   797

New Almekia is formerly known as Padstow. Padstow was formerly ruled by
King Coel. Almekia was overthrown through the betrayal of Zemeckis and
eventually Gereint, along with Lance, flee to Padstow. King Coel decides
to help Lance by lend Lance his army as an aid, thus founding New
Almekia Kingdom.

------------------------------------------------------------------------
Caerleon [Green]
Name of Ruler:  Cai
Knights:        8             Domain: 6
Monsters:       23            Mana:   797

The Magic Kingdom lies in the southwestern area of the continent.
The ruler was one of greatest and powerful magicians in Forsena. Cai is
also nicknamed as "Quiet Wise King of Caerleon". The early alliance with
the New Almekia along with the aid from the Knight Master, Dinadan, this
country is not that be triffled easily.

------------------------------------------------------------------------
Iscalio [Yellow]
Name of Ruler:  Dryst
Knights:        12            Domain: 6
Monsters:       33            Mana:   797

A country, which is supposed to be fortunate... but due to its ruler.
The parilament consists of clowns! Dryst have the dreams of dominating
the world and was supported by Camden, Ulster and the girl, who he have
saved several years ago, Iria.

------------------------------------------------------------------------
Leonia [Light Green]
Name of Ruler:  Lyonesse
Knights:        11            Domain: 6
Monsters:       26            Mana:   797

A country that is surrounded by natural barriers, where Queen Lyonesse
wishes for peace in Forsena. However, the country was involved in war
due to the declaration of war from Norgard.

------------------------------------------------------------------------
 _____
/ 2.2 \_________________________________________________________________
========================================================================
Meaning of the Organize Phrase
========================================================================
This implies to all rulers [that also includes Esgares]. Firstly, I will
explain the meaning of the Organize phrase. During this period, you can
move your knights around castles [provided that you have a route] or
wait and defend the castle that they are currently at. You can also send
your Rune Knights for quests, summoning monsters, place your troops in
order or viewing the stats of your knights and monsters.

Stats      - allows you to view the statistics of the Rune Knights and
             Monsters. They covers information on the characters.
Organize   - Allows you to organize the characers and given the
             Organize screen:
             Order  - change the Order of the Rune Knights and Monsters
             Class  - change between classes for Rune Knights, promoting
                      classes for monsters. Monster must achieve the
                      minimum requirements before they can get promoted.
             Item   - Allow you to use items to raise attributes.
                      Certain items are meant for Rune Knights only.
             Equip  - equip essential equipment for Rune Knights. Note
                      that certain classes can only equip certain
                      equipment.
             Name   - Give your monsters a name. ^_^
             Delete - Allows you to eliminate monsters.
Move       - Allows your characters to move to another castle. This is
             only applicable if roads are provided.
Wait       - Cancels the Move/Quest command
Quest      - Send Rune Knights on quest. There is no limit of the number
             of Rune Knights that you can send on quests. But rulers
             can't be on quest.
Summon     - Allows you to summon monsters. This is only avaliable if
             Rune Knights are avaliable.

------------------------------------------------------------------------
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. If you press Circle, the second time, it will bring up
the attack list and also includes magic. The third time, applies to
characters will give you the character's information sheet, which
includes their age and their past. The information sheet also changes as
you advance in the game. For example, you will see Loufal's information
sheet changes once he has gotten to the Cavalier Class and gotten his
father's sword, Mithril Sword.

------------------------------------------------------------------------
Organize:
This option allows you to switch places of your monsters and moving
monsters from your stocks. Take note of the amount of Rune Power that
the Rune knight has or you will not be able to exit this screen, if it
has exceeded the Rune Knight's Rune Power. Pressing Circle will view the
status of your Rune Knights [even opponent's Rune Knights]. You can also
equipped weapons [You can only equipped weapons on Rune Knights. BTW,
not all weapons can be equipped on every class. For examplle, you will
not see an Archer carrying a sword. i.e. Archers can't equip swords.]
or use items. You can also re-name your monsters or delete your monsters.
The organize screen also allows you to have various options such as
changing classes into other classes. Once monsters have proceed to the
teritary classes, they can't be changed back to its original form.
The Rune Knights ,on the other hand, can change from one class to
another. Refer to the list of classes and monsters for more details and
explanation.

------------------------------------------------------------------------
Move:
This command allows you to move the Rune Knights (along with the
monsters within their Rune Power) from a castle to another castle [This
can be done, provided that the castle carries the same coloured flag,
and must provide a route]. Note that you can not move monsters that
found in the stocks to another castle. You can have a wait command too,
by selecting the same castle. To provide more than one Rune Knights in
one turn, press Square button to do the multiple selection [You will
find the words being highlighted with yellow] and move the cursor
to the desired castle and press the X button.

------------------------------------------------------------------------
Wait:
This cancels the "MOVE" command. BTW, please note that you can have as
many Rune Knights as you want to be stationed in the same castle. BTW,
the calender is measured by month, so take note of it.

------------------------------------------------------------------------
Quest:
Any Rune Knights who went for quests do not return for while and takes
about 3 months at most. You will be unable to assign them to defend the
castle and attack the enemies' castles. They are temporarily out of duty
and will only return back to the castle, where your ruler currently is
situated at [This will be done once they have completed the quest].
Sometimes, your knight may wounded during the process of the questing
OR may have attributes gained or new weapons. [More details will be
covered under the Quests and Items sections.] Quests also allow you to
nab high-level monsters too. All knights can be sent for quests except
for Rulers.

=========================================================================
Notes about Quests
=========================================================================
Once the month is over (i.e. you can completed the Attack phrase), you
will see either one of the following pictures:

  1) Picture of Woods
  2) Picture of a Valley
  3) Picture of a Road
  4) Picture of a dark cave
  5) Picture of a city street
  6) Picture of a desert house
  7) Picture of an island
  8) Picture of a village
  9) Picture of a magnificent house - applies to Rain (getting
     Ranguinus)/ Liguel, Castor and Miguel (The Rand Family)
 10) Picture of a sword stabbed on the earth - Halley returns to
     Leland's grave where she says of a resemble of Cador and Leland.
     This applies to New Alemekia only.

Of course, you will not any animation regarding to do. Instead you will
see a short summary regarding the Rune Knight's quest. The quest also
described what items that Rune Knight has gained for country, the
attributes that the Rune Knights has recieved and whether he is wounded
or not.

------------------------------------------------------------------------

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 tips:
 _____
/ 2.3 \_________________________________________________________________
========================================================================
Begineer's Tips
========================================================================
Here are some tips, who have just started playing Brigandine.

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, the Rune
   Knights will be sent to Flogeru. They will be able to battle again
   after a month. Hence always remember to sent other Rune Knights there
   to replace them and repulse any enemy's invasions. If the captial is
   being invaded, the wounded character will be placed at the next
   castle with the highest income. Sometimes they are being sent back to
   castle, where the ruler is.

2. Get your country in order, move your most powerful Rune Knights
   along with to-be-trained Knights such as Loufal and Lance to the
   castles located at your bounderies. At the beginning of the game,
   there are a couple of Rune Knights that are approaching the next
   class, once they reach another level. One good example, is Gallo of
   Iscalio and Aphelia of New Almekia.

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 cannot
   reach it. Instead, try to control as many castles as possible as it
   will be easier for you to launch an attack. Target your attacks on
   the key castles/ "choke points" such as Orkney of the Esgares Empire.
   For example if you are playing as New Almekia, you only need to
   defend Calmary and Gorule as it prevents the enemies from attacking
   the remaining castles of New Almekia.

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. Note that the enemy's troops will change when you
   check the castle during the Organize Phrase. Instead check the
   castle that you would like to attack during the Attack Phrase. BTW,
   attacking unguarded castles nabs you 200 EXP. [You will definitely
   get this chance, while playing as New Almekia or Caerleon]

5. Here is an advice. Always go with one best leader such as Dinadan
   and along with a couple of to-be-trained Rune Knights. Try to gain
   the EXPERT status and change their classes. As for characters such
   as Filo of Leonia, change her to Enchantress as she has already
   accquired EXPERT in cleric. Five levels up will gain a EXPERT in
   that class. However, there is one special class that you need to
   take note of and that's the Ninja Class. More details will be covered
   under the Units Bestiary section.

6. Most leaders [non-magic users] are great blockers [i.e. they have
   sufficient HP to withstand the damage.] Hence, you can place them in
   front line-up. The best strategy in Brigandine is by placing all
   blockers [units with high HP] in the frontline while support units at
   the back. There is also a second reason, why I would recommend you to
   place the leaders in the frontline, so that they can gain EXP.

Before moving around the cursor, press Circle will brings up the income
screen.

Domain    - the number of domains that you have conquered.
Knights   - number of Rune Knights for the country.
Monsters  - number of monsters you have in your country.
Mana      - "cash" used in Brigandine. Required to summon monsters.
Income    - the total of the income from all acquired domains.
Upkeep    - total unkeep costs for maintaining monsters. The most
            expensive upkeep is the Lucifer, which exceeds its Rune
            Cost! Upkeep costs reduces the amount of mana you will earn.

Mana is being calculated using the following formula:

Mana = sum of all conquered castles' income - total upkeep cost.
 _____
/ 2.4 \_________________________________________________________________
========================================================================
In-battle information
========================================================================
During battles, you can only send out the maximum of three troops of
Rune Knights, therefore make sure that your Rune Knights do not have
only one monster under their control. Or else, I would recommended that
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 used up all their
   HP and they will retreat. Normally, once you had defeated one of the
   Rune Knights, there are 70% chance that they will retreat. However
   if that castle is opponent's last castle, you need to defeat all of
   them or just the ruler.
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.
5. Turns are not in random. The higher levels the characters, they will
   have their turn first. If the character level up, the turn sequence
   will change. So take note.
6. Rants will automatically appear once they engaged in combat. For
   example you will see Lance and Zemeckis talk to each other before the
   combat begins. Certain rants takes quite a short time. Questing
   Knights too, have rants such as Layoneil and Helrato /Cortina and
   Zemeckis (sounds funny when Cortina at level 1 challenges a Level 27
   Zemeckis.). BTW, you get to see rants between Shiraha and Kazan...
7. There is a condition known as Force Retreat. This will occur normally
   when a castle is being surrounded by enemies' castles. The enemy will
   be forced to retreat automatically and you have a high chance to
   getting their monsters to your group.

Conditions for Game Over
- If your country has been eliminated, all castles being conquered.
- Snake of Chaos awakened..
  Different time intervals for different level difficulties
  - Easy mode   : 60 years, Calendar: Month 2, 275
  - Normal mode : 30 years, Calendar: Month 2, 245
  - Hard Mode   : 15 years, Calendar: Month 2, 230
  Note: all of them are after the attack phrase.
  For more information regarding the Snake of Chaos, you can found more
  details under the Miscellaneous

If you press SELECT button, you will see the following options appear on
the top right hand corner of the battle screen.

Condition - tells you about the combat status. Information on how many
            turns have been accumulated.
End       - Input "Wait" command for all units/characters.
Auto      - Computer does the battle for you.
Save      - Allows you to save the game.
Option    - Brings up the option screen.

 _____
/ 3.0 \_________________________________________________________________
========================================================================
Battle Tips and Strategies
========================================================================
Here are some battle tips and strategies for the game. If you have one,
just sent me the strategy to <kangning@mbox5.singnet.com.sg>
 _____
/ 3.1 \_________________________________________________________________
------------------------------------------------------------------------
Battle Tips
------------------------------------------------------------------------
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. BTW, Hydras and water units can't cross mountains. This
    may applies to some light units such as Centaurs and Unicorns.
    Mandrake and Man-Eater moves estonishing fast in forest-type
    battlefields

3.  There are several monsters, which have long-range attacks. One good
    example is the 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. But if you will use the Feather Storm [a 2 hex
    weapon attack for Holy Griffin] where the unit is just next the
    enemy's unit. You will encounter it in battle [i.e. there will
    definitely be a counter-attack.]. Certain long range attacks can't
    be used after movement. Examples include Feather Storm, Bat Attack
    and Spine Missile.

4.  At higher difficulty levels, especially Medium and Hard, the enemies
    will remain in place and wait for you to approach them. There is a
    case, where the computer trying to escape from battle which leads to
    time over, so it is advisble to have flying monsters such as Rocs.
    During Hard or Medium difficulty, the enemies will start to counter
    attack, once your troops are within 4 hex away from their units.

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. If you have a Tiamat, you could
    understand its dangerous position in such battlefields. Most units
    such as Dragons and land type units lost their evasion while being
    positioned on water terrains. So make use of it to your advantage.

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. BTW, make use
    of aquatic forces to defend the area. Lizard Men/ Lizard Guards are
    considered to be one of versatile units as water terrains does not
    hinders its movement and they have low Rune Cost and you need low
    Mana to summon one Lizard Man.

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. If you have a Bishop, place it in
    middle of group, so that an Area Heal will be fully utilized.

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. Of course, I would concentrate on lower
    level rune knights than a Level 27 Zemeckis. BTW, Lyonesse and Lance
    are actually good targets ^_^; But the higher the level of the
    Rune Knights are, the more EXP points you will gain upon defeating
    them.

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, in order, 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+. You really need Unicorns /Angels to support growing
    Giants/Wyverns/Dragons.

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.
    Fog is extremely effective against low agile monsters such as
    Hydras/Dragons/Golems

11. When you are about to be defeated, try this method to gain most EXP.
    Keep your monsters within the Rune Area of the Rune Knight. Next
    have them do the attacking first and then select the knight last
    and choose "RETREAT". Of course, don't choose dying enemies to
    attack, instead heal them or don't use them. Have Angels/ Pixies to
    gain EXP by casting spells.

12. Cast Power on the Hydras and don't get shock if they does about
    400+ HP damage to a Mage unit. Same applies to Red Dragons/Phoenix/
    Salamander for an Enchantress 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.

14. Always arrange your units within the Rune Area as the closer the
    monsters are to the Rune Knight, the harder that they wouldn't be
    able to capture. This makes Rune Knights such as Janfaddar of
    Caerleon quite a weak leader.

15. Centaurs have a couple of weak points too. They can't cross
    mountains and this applies to light units such as Unicorns. On the
    other hand ground units, such as Dragons and Giants, can cross
    forests at a faster rate compared to others. Water units can move a
    lot faster on water terrain, compared to while they are on ground.

16. You will gain the most EXP upon the final-attacks. [the enemy is
    being killed. Cador at Level 30 can earn you as much as 2893 Exp
    where I saw my LV 1 Prince Lance to reach LV 5! So always dealt the
    final blow for levelling up units.

17. Graphics glitch? Well, it seems to me a LV 1 ~3 Ghoul never hits a
    Wyvern. It is too low for it. BTW, I have seen a Vampire Lord
    misses two hits in a row when attacking a Lancer. If you stay in a
    spot for two times and get two criticals. I would recommend to stay
    there as there is a thing called graphics glitch in Brigandine.
    Remember to place Battle Animation ON under Options menu or this
    will not work.

18. Enemies will alway attack an unit whose strength is lower than it/
    hers/his. Just make sure that you have at least 2 Unicorns at the
    back row. Rocs/Mandrakes are a headaches as they could does
    devastating damage along with status effects. So get at least one
    Priest/Bishop/Cardinal along with 2 Unicorns. They are essential.

19. When arrange your units, assign the last spot to flying units.
    Heavy units such as Hydras must be placed in front of all units.
    Proceed in an orderly manner. If you haven't attack within 10 turns,
    your units will automatically retreat. If you win a battle, you will
    get a bonus 200 EXP. BTW, make use of Status screen regarding about
    the movement range.

20. Here is a quick level-up tip. Just cast Halo on a unit. Next have a
    Mage/Sorcerer/Druid/Dryst/Zemeckis cast a Power spell. Have that
    unit kill off an unit and you will be astonished by the EXP gain!

21. For defending against mountain terrains such as Dilworth, make use
    of Giants and flying monsters due to their mobility in such
    terrains. Make use of Hydras/Mermans/Lizard Man in water terrains
    for their mobility. Dragons/Mandrake/Rocs are great blockers for
    their high HP. When enemy attacks, they normally choose a unit with
    a higher Attacks to attack a unit, which has lower Attack stats.

22. Place Berserkers/Grapplers/Barbarians/Fighers/Rangers/Monk/
    Cavaliers/Samurais in the front row. Most of them can't gain EXP
    easily unless you have place them in the front row. They need to
    combat to gain EXP. Of course, be sure to have healing units such
    as Bishops and Unicorns to heal them. Bagdemagus [Iscalio], Kiloph
    [Leonia], Luintail [Norgard], Palomides [Norgard], Shast [Caerleon]
    are great examples.

23. Always place magic-type units, which are weak attackers, in the back
    row. Good examples includes rulers such as Cai and Lyoneese. Their
    attacks are quite low but in order to make use full use of their
    powerful magic, place them in the back row. However, there are some
    great magic users who are also great attackers. Examples include
    Valkyries, Avengers, Shogun and Paladin. Rulers such as Lance,
    Vaynard, Dryst and Zemeckis are also under this class.

24. Try to get at least one Fairy for each army. They are splendid as
    they has the best support magic, React. This spell allows your units
    to have 2 acts instead of one. Hence, use this to your advantage.

25. When training low level units, you must have AT LEAST ONE healing
    units, so that the unit would not died off that easily before it
    levels up. BTW, make use of Halo spell to gain levels up for high
    level units. [As you see, secondary classes takes a longer time to
    level up compared to low level units. Due to this reason, Clerics
    are still quite valuable as they are only single-digit level unit,
    which has the Halo spell.

26. The amount of damage done by physical attacks is being affected by
    the character's ATK and STR stats. The amount of damage done by
    magic is being affected by INT stats. The ability to dodge from an
    attack is affected by the unit's AGI. Your characters will get
    these attributes bonuses by levelling up but it can be further
    improved if you make use of attributes promoting items such as
    weapons like Answeller. Quests is the alternate option, but beware
    of risks.

27. I have found out that Giants or low-level Titans and Gigas, requires
    to have a backup units to support them. They have pretty crappy hit
    rate in the lower levels and low defense against attacks from units
    such as Dragons. Hence, it is always advisible to have Unicorns as
    the backup units. Until, they have reached level 15+, they could be
    more independant on their own.

28. Please note that: the higher the level, the unit is, the more EXP
    you can gain by defeat it. But remember that a level 5 leader [or
    human troops] upon his/her defeat will give more EXP than a level
    5 monster troops.

29. Protect your level 20+ monsters at all costs as they took you so
    many battles to get to that standard. I would rather protect a third
    class unit such as a Vampire Lord than a pesky Fighter.

30. To nab monsters effectively from an opponent. Try to get the desired
    monster out of the Rune Knight's Rune Area. Once they are out of the
    area, you can nab them 85% of the time... There are two other
    methods and they are:
   1) Use Charm. Charm allows you to control and cause that unit to turn
      into an opposition unit. Thus most of the time, you will be able
      to nab the unit.
   2) Keep the captured monster at low HP as possible. I have managed to
      figure out this finally... You need to keep the HP as low as 10%.
      i.e. if the unit has around 500 HP, you can capture it when it's
      HP is around 50 HP. But most of the times, you will end up killing
      the monster, instead of capturing them.

 _____
/ 3.2 \_________________________________________________________________
------------------------------------------------------------------------
Strategies
------------------------------------------------------------------------
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 support units for
    Heal, while have 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. While defending
    Salisbury, I always uses an inverted V-shaped defense.

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. To make this strategy more effective, place your
    Rune Knights inside the castle as it heals 100 HP each turn!

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.

6.  Hand-to-hand combat
    One strategy which I have discovered while playing Brigandine
    recently. You can make use of combat hand-to-hand units such as
    Fighter/Babarian/Ranger to be destructive. Just have they with a
    couple of Centuars as their units. Have they work with secondary
    class units/ or magic units such as Priest/Cleric/Mage/Enchantress.
    Archers are also good. Just try to weaken a strong monster and have
    Halo spell cast on the Rune Knights and they will level up fast and
    strong!

7.  Modified Warriors
    Well, it is possible for the leaders to have a few exceptions
    compared to others. Examples are a Priest whom has the ability to
    cast Flame, Geno-Flame, Thunder and Power. It works well for
    characters such as Millia [Caerleon], Filo and Sophia [Leonia],
    Carlota and Brusom [New Almekia], etc. You need to get at least an
    EXPERT status in the class.

    Example:
    BeauArte - LV 13 Bishop, ***
    Have him acquired 2 more levels, which will give him five stars or
    EXPERT in Bishop class. Next you can switch his classes to Mage.
    Generally Priest and Mage has similar requirements. Next give him
    5 level up in Mage class. You will be able to switch to the
    Cardinal class along with additions of Flame, Power, Geno-Flame
    and Thunder. Plus the elements does not change!

8.  Hit-and-Run
    For this to work, you need to get a Ninja [must get Shiraha to join
    you in order to have this unit.] Next have units such as Centaurs,
    [preferred High Centaurs], Rocs [or Phoenixs] plus a couple of
    swooping units such as Wyvern. Attack with Centaurs/High Centaurs
    first to lower the HP of a desired target. Next attack with the
    swooping units and lastly Rocs. Next sent a Ninja with its
    Shuriken Attack.

9.  Lizards Attack!
    For this to work, you need to have as many Lizard Man/Lizard Guards
    as possible. They are good water surfers. If you have Lizard
    Guards, you can set them up against low level Dragons. Place a
    couple of Unicorns in the back row to replace the depleted HP.

10. The Great Trio
    This is one of most deadly attackers. You need to have the
    following:
    --------------------------------------------------------------------
    Class                           Elemental Orb
    --------------------------------------------------------------------
    Mage/Sorceror/Druid             Red
    Sorceress/Enchantress/Mystic    Blue
    Lector/Valkyrie/Cardinal        White

    Iscalio     --> Camden, Iria [must reach another level], Victoria
    Caerleon    --> Dinadan, Janfaddar, Cierra/Lecarra/Cai
    New Almekia --> Aphelia [you need to get her to the Lector status]/
                    Halley, Gilsus/Lance, Carlota
    Leonia      --> Chantail, Filo/Sophia, Paternus
    Norgard     --> Kirkmond, Vaynard/Elaine, Guinglain [must reach
                    Paladin]
    Esgares     --> Cador, Gish, Esmeree.

    If you have them, you can destroy your enemy with Genos in a flick
    of a second and while your attacking troops such as Centuars will
    be able to finish them.

11. Meteor Doom and Area Heal [late in the game...]
    This strategy is extremely deadly as it can wipe out the entire
    army of your enemy leaving only a few survivors. To make this work,
    you need to have the following:
    1x Necromancer or 1x Witch [W/N]
    1x Satan/Lilith or 1x LV 18 Loki [S/L/L]
    1x Bishop/Cardinal or 1x Phoenix [B/C/P]
    3x Fairies [F]
    2x Unicorns [U]

             xxx [W/N] [S/L/L] xxx
                  [B/C/P]
               [U][F][F][F][U]

    Note: xxx stands for other units.

    First of all, place the Lilith/Satan/Loki and the Witch/Necromancer
    in the front row. Meteor Doom also damages own allies which are
    placed in front of the units
    Once the enemy gets within the area, time to cast React spells on
    the Necromancer and Bishops/Phoenix. Have the Necromancer cast
    Meteor Doom, followed by Geno-Flame. Have the Bishop to cast Area-
    Heal. And of course, the Lilith/Satan/Loki cast Meteor Doom. Two
    Meteor Dooms can severely damage the entire army and the remaining
    attacks can remove any troop. The Unicorns are there to remove
    Petrification/Poison and restore lost HP. To make things better,
    give the Necromancer/Witch a Tailsman.

12. Wrath of Magic
    This strategy only works for Cai of Caerleon. But first of all, you
    need to get him protected with high HP units. Next you need to have
    the following monsters:
    - Of course, you need to have Cai
    - 1x Fairy / 1x Wizard for the React spell
    - At least one good blocker [HP exceeds 600 and STR is around 78+]
    - Tiamat/Salamander/Fafnir/Bahamut for its long breath weapon.

    Get your army in range and try to hit at least one of the enemy of
    the opposing army. The 5 hex breath weapon is deadly. Next once it
    is Cai's turn and the enemy (Rune Knights) are within the range,
    cast React on Cai. Have him cast Geno Thunder twice and the enemy's
    HP will be reduced greatly sufficient to kill with a Rune Knight
    or the great blocker. It works well on Cador and Zemeckis. But for
    Zemeckis [due to his Tempest Bow and two red-orb], has at least two
    healing units for Cai's backup [preferred Unicorns or Pegasus.]

 _____
/ 4.0 \_________________________________________________________________
========================================================================
List of Quests
========================================================================
Note:  Rulers cannot go on quests. After a Rune Knight has completed
       his /her quest and will automatically 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.
 _____
/ 4.1 \_________________________________________________________________
------------------------------------------------------------------------
Normal Quests
------------------------------------------------------------------------
Questing is only method that nabs you items. It also give questing Rune
Knights bonus attributes, new allies plus new monsters joining your
characters. Of course, not all quests bring good stuffs and sometimes
causing the character to be wounded. Quests may take up to a month or
so. [of course, the calender in the game ^_^;]

------------------------------------------------------------------------
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 Agility

------------------------------------------------------------------------
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 join 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. Actually, the lady is a ghost!

------------------------------------------------------------------------
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.

------------------------------------------------------------------------

That's all the quests that you will normally get. Proceed onto the
Special Quests section.
 _____
/ 4.2 \_________________________________________________________________
------------------------------------------------------------------------
Special Quests
------------------------------------------------------------------------
Note: reading too much of these sections will leads to spoilers!

------------------------------------------------------------------------
1.    Reunited at the Rand's Residence
------------------------------------------------------------------------
Characters: Liguel (New Almekia), Castor (Esgares), Miguel (Iscalio)
The quested character will returned back to their residence [I think it
only works at the third month of 215.] and meet up with their family.
Generally, this is a small chit-chat.

------------------------------------------------------------------------
2.    Getting Officer Glauze
------------------------------------------------------------------------
Characters: Coel (New Almekia)
After you will have reached Month 4 of 215, Coel will say that he should
take a visit to Glauze. Next he will be a door and met up with Glauze
[whom he have saved earlier]. Glauze will eventually joins New Almekia.

------------------------------------------------------------------------
3.    Getting Eloute
------------------------------------------------------------------------
Characters: Millia (Caerleon)
Millia will say that she should take a visit to Eloute. She met Eloute
at the village. Next Eloute will joins your country.

------------------------------------------------------------------------
4.    Getting Gush
------------------------------------------------------------------------
Characters: Millia and Eloute (Caerleon)
Millia decides to pay a visit to Gush whom lives in deserted area. Next
they will persuade Gush to join them. Gush joins eventually.

------------------------------------------------------------------------
5.    Getting Lecarra
------------------------------------------------------------------------
Characters: Millia, Eloute and Gush (Caerleon)
Millia decides to take another visit to the city. Of course the guys
tends to tag along. BTW, here got some adult stuff....

------------------------------------------------------------------------
6.    Getting Georg
------------------------------------------------------------------------
Characters: any Rune Knights from Leonia
The character will meet up with Georg at the deserted house near Leonia.
Georg will joins but still could not get out from his drunken stupor.

------------------------------------------------------------------------
7.    Getting Rierre's Ring
------------------------------------------------------------------------
Characters: Georg (Leonia)
Georg will find himself ended up at the forest. He will have an
illusion of Rierre. Rierre told off Georg and let him and you will get
the Rierre's Ring.

------------------------------------------------------------------------
8.    Attainment of Cavalier
------------------------------------------------------------------------
Characters: Loufal (New Almekia)
You must have changed Loufal into a Cavalier and send him for a quest.
Next he will ended up at the entrance of his house. His mother was so
proud of him and handled his father's sword, Mithril Sword.

------------------------------------------------------------------------
9.    Leland's grave.
------------------------------------------------------------------------
Characters: Halley (New Almekia)
You must encounter Cador in combat with Halley in the party. Next wait
for a year and Halley will left. If it is done correctly, you see this
quest the next year. Halley visit Leland's grave and she was blabbling
about the resemblence of Cador and him..

------------------------------------------------------------------------
10.   Lucia's Past
------------------------------------------------------------------------
Characters: Lucia (Iscalio)
This is one of the quests where most people tends to forget. While under
the Scout status, sent Lucia for a quest. She will be back at her
village where she visits a boy where she is being responsible for that
boy's mishap. After you have attained the Archer status, sent her for
a quest again and she will received forgiveness from the boy. She will
get a whooping upgrade of Strength +5, Agility +5, Intelligence +5 and
Rune Power +20!

------------------------------------------------------------------------
Remember that doing Quests, not only allows you to get items/attributes
bonuses, it also allows you to get characters. The following section
will be illustrating it with details.
 _____
/ 4.2 \_________________________________________________________________
------------------------------------------------------------------------
Character Quests
------------------------------------------------------------------------
All countries will have a chance in getting these 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's and
Mira's Quest.

------------------------------------------------------------------------
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. You will get her quite early in the game.

*Status*
Rune Power: 199, Level 1 Enchantress. Age: 18

------------------------------------------------------------------------
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. Same as Cortina, you will get him
quite early in the game.

*Status*
Rune Power: 202, Level 4 Ranger, ***. Age: 22

------------------------------------------------------------------------
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.

*Status*
Rune Power: 150, Level 5 Mage, ****. Age: 78

------------------------------------------------------------------------
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.

*Status*
Klauques, Rune Power: 163, Level 4 Priest, ***. Age: 22
Cathleen, Rune Power: 163, Level 12 Lector, **. Age: 24

Note: Your character must be in a class where he/she has a Heal spell.
      Examples are Monks, Priests, Bishops, Clerics, Lectors, Mystics,
      Cavaliers, Paladins, etc.
------------------------------------------------------------------------
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. Once the fall of
Esgares, you will be able to get them.

*Status*
Their status varies depends on the time that you have defeated the
Esgares Empire. I have managed to recurit Millet when she has attained
the Witch status...

------------------------------------------------------------------------
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.

*Status*
Carmine - Rune Power: 182, Level 10 Bishop, Age: 33

------------------------------------------------------------------------
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, who is a former Ex-Esgares Rune Knight.

*Status*
Rune Power: 149, Level 1 Mage. Age: 21

------------------------------------------------------------------------
8.     Ranguinus [Fall of Esgares, after getting Rain]
------------------------------------------------------------------------
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.
- In order for the cutscene to happen, you need to have all Mira, Millet
  along with Rain in a castle. Otherwise, the sequence will not occur!

*Status*
His status varies based on the time that you have defeated the Empire.

------------------------------------------------------------------------
9.    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.
- Shiraha needs to get to the Ninja Master status otherwise, your Ninjas
  will not be able to reach the EXPERT status.

*Status*
His status varies based on the time that you have defeated the Empire

------------------------------------------------------------------------
10.   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!

*Status*
Rune Power: 185, Level 10 Sorcerer. Age: 26

------------------------------------------------------------------------
11.   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.

*Status
Rune Power: 268, Level 2 Barbarian, *. Age: 55

------------------------------------------------------------------------
12.   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.

*Status*
Rune Power: 172, Level 16 Samurai, EXPERT!. Age: 29

------------------------------------------------------------------------
13.   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 ^_^; Normally, I
have met her quite late in the game, and she will joins the second
strongest army/weakest army in the game. Plus, you must have two
countries being defeated by other countries. The country that stands
the most chance of getting her is Leonia.

*Status*
Rune Power: 301, Level 10 Lector. Age: 18

------------------------------------------------------------------------
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.

Defeated Countries: Rune Knights
------------------------------------------------------------------------
                       Defeat                   Other Country
------------------------------------------------------------------------
Iscalio:               Daffy and Victoria       Bagdemagus, Teath
Caerleon:              Janfadar and Bilcock     Cierra, Shast
Leonia:                Langueborg and Chantail  Isfras, Raizen,
                                                Charlene
Norgard:               Kirkmond and Dillard     Faticia, Zerafin and
                                                Ector
New Almekia:           Loufal and Carlota       Batercus, Adilicia
Esgares:               Fiel and Ivan.           Castor, Shred,
                                                MelTorefas.

For alliance manners, if New Almekia defeat Norgard, you will not get
any new leaders if you played as Caerleon.

------------------------------------------------------------------------
Special Notes!
------------------------------------------------------------------------
- Miguel can persuade Liguel to join Iscalio once they met in combat! It
  have occured to me once while playing New Almekia. *Sob*, There goes
  my Archer, Liguel...
- It seems that better Rune Knights can be gotten if you let enemies to
  defeat them. But it does not work for most of the cases. For example,
  Bagdemagus will not join Caerleon as Bagdemagus is not in good terms
  with Cai.
- To get Schutlesis, you must launch the first attack at Esgares. I have
  also discovered that the highest levels [the sum of the levels of Rune
  Knights] will have their attack launched first.
- To get Luintail, you must win the first combat (Norgard) only.
- To get Lance to King status, you must acquired Logres. As that's the
  place where the commodation of King took place.

 _____
/ 5.0 \_________________________________________________________________
========================================================================
List of Classes
========================================================================
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. This explains why a Priest unit can
    cast Mage's magic.
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. The EXP
    requirement is rather a lot in higher levels. For example, you need
    about 5000+ EXP to gain a star for Paladin in Level 28!
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.
6.  Ninjas can't advance to Ninja Master unless Shiraha has did so. [
    well you will not see any stars to prove the level.]

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.

List of Abbreviations
------------------------------------------------------------------------
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
------------------------------------------------------------------------
Okay let's begin with the list of spells.

 _____
/ 5.1 \_________________________________________________________________
========================================================================
List of Spells
========================================================================
This is the section where you can find notes about magic. This section
also includes MP Cost, range (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 range, 2 hex area.                   |
________________|______________________________________________________|

** 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. Can't cast React on the unit   |
                | that casts it.                                       |
                | 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.
 _____
/ 5.2 \_________________________________________________________________
========================================================================
Female Units
========================================================================
Before I begin with the list, here is a flow chart to illustrate the
list of classes for the females.

------------------------------------------------------------------------
FLOWCHART OF CLASSES
------------------------------------------------------------------------

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

*Notes*
- Once a Scout has reached EXPERT!, she can change to either an Archer
  or Lancer. If you have select the Archer class, the unit can't change
  to the Lancer class or the Scout Class.
- The Mystic Class is a special class as either an EXPERT Enchantress or
  EXPERT Cleric can change into this class. But once the unit can change
  into Mystic, you can't convert it back to the Sorceress/Witch/Lector/
  Saint/Enchantress/Cleric Class. The only class that you can get is the
  Sage Class or the Scout --> Archer/Lancer --> Artemis/Valkyrie tree-
  line

------------------------------------------------------------------------
FEMALE PRIMARY CLASSES
------------------------------------------------------------------------
The beginning classes of the female units. Most of Rune Knights started
with the following classes. You can advance them further through gaining
EXP.

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

The basic attacking class of the femine Rune Knights. Works like the
Centaurs except no elements. They become really powerful once they
have attained intermediate levels.

------------------------------------------------------------------------
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

This unit is quite good for its arsenal of blue magic, which is great
against red element monsters. Also, it is extremely weak against red
element creatures. Enchantress have the similar requirements as Clerics
and it's more offense in nature. Charm is rather a good spell as it
allows you to get enemies to your side.

------------------------------------------------------------------------
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

This female unit is only healing unit in the primary class. I would
rather place them in the back-court of the troops. They worked like
Unicorns. Halo spell is quite good as it could double the EXP gain for
the enemy being hit.

------------------------------------------------------------------------
FEMALE SECONDARY CLASSES [Level 10+]
------------------------------------------------------------------------
To get this unit from primary units, just go to Organise menu and select
Class sub-menu. You need to gain the requirements stated at the
corresponding classes.

------------------------------------------------------------------------
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

Archers have carried a green element and it has a longer, shooting
range. It has also an range of green magic. It is a better High Centuar
along with an range of green magic. Archers are deadly when accompanied
by High Centuars/Centuars.

------------------------------------------------------------------------
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

Spear Throw can't be used after movement. Lancers are quite good
attackers. It has a long range attacks of a Centuar, plus Fog spells
which is great against low agility monsters such as Dragons and Golems/
Stone Golems/Bronze Golems.

------------------------------------------------------------------------
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

Sorceress is a better Enchantress and is combination of a Demon and an
Enchantress. Fall Berg is very damaging even against the fiery
Salamander. BTW, to defeat Zemeckis/Dryst, you really need this spell.

------------------------------------------------------------------------
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.

Mystics is a combination of Enchantress and Clerics which provides
white and blue element magic. Flight is a good spells when you are
battling in mountainous regions such as Dilworth and water battlefields
such as Lidney. It is an attack-and-support unit.

------------------------------------------------------------------------
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

Quite a good support unit and it is a better Arch Angel with Area Heal.
Lectors have low attacking power. Holy Word is extremely damaging plus
a 4 hex. range against all enemies. I myself preferred Lectors over
Bishops as they have Holy Word which is a much better spell compared to
Divine Ray.

------------------------------------------------------------------------
FEMALE FINAL CLASSES [Level 20+]
------------------------------------------------------------------------
Again, you will see "UP" appearing at the lower corner of the icon
representing the unit. Of course, these units requires an intensive
amount of EXP.

------------------------------------------------------------------------
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]
Elementals:        2 White, 1 Blue
Class:             Lancer

Valkyrie is really a strong unit with Holy Word and healing magic. But
most Valkyries have low MP. This may cause a problems. In fact, Iria is
one good example. They are extremely good attackers. The Spear Throw
has a good hit rate and you can't execute it after movement.

------------------------------------------------------------------------
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

With the entire list of green magic and a whooping 4 hex. attack range,
this unit can be the most damaging offensive units of all female attack
troops. Extremely dangerous when accompanied by High Centuars. The
problem lies in the game is that only Eniede [Esgares] and Brangien
[Norgard] has the most chances to reach this class.

------------------------------------------------------------------------
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

An advanced unit with a list of magic and acquired Meteor Doom. The
Witch is the strongest of all Enchantress classes. It has a wide range
of blasting magic spells. Meteor Doom also does damage to own units. So
be careful when to use it.

------------------------------------------------------------------------
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

A wide range of the three elements: red, blue and white. The Sage class
is the best class of the Mystics with powerful magic. Exa-Blast is the
best spell after the Geno-Thunder, however it attacks only a single
enemy.

------------------------------------------------------------------------
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

The equivalent of Arch Angels with additons of Area Heal. The Saint is
actually a better Lector. The Saint has only gotten an additional spell
compared to Lectors and that's Divine Ray.
 _____
/ 5.3 \_________________________________________________________________
========================================================================
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. [This can only be done once you have a Shiraha
  reaches the Ninja Master status]

------------------------------------------------------------------------
MALE PRIMARY CLASSES
------------------------------------------------------------------------
Here you will find the list of male, primary classes. These units are
typically the units that they start from.

------------------------------------------------------------------------
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

The basic healing unit of male primary troops. Priests have aweful
attacking power but it can be considered as an average support class.
But the effect will be better when it has acquired the Bishop Class.
In short, Priests just work like Unicorns.

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

I myself don't use Fighters quite often, but they can reached the
Cavalier class with Heal magic. Fighters are quite good combat as they
seldom misses attack. So let them deal the finishing blow. Fighter
blades are great weapons. So use it to your advantage.

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

Barbarians have poweful attacks but they can't heal themselves. But
once they reach the Berserker which has a regeneration of HP, this
downside can be removed. Barbarians are strong attackers. One key stuff
about Barbarians is that they has high attack stats. They are even more
deadly once they reached the Berserker class.

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

Ranger units are quite agile and strong in attacks, plus they seldom
misses their attacks. Rangers have long movement range compared to
Barbarians. Rangers are great units while battling in mountainous
regions or regions where movement is very restraint. Rangers can go into
forests for their movement which helps to increase evasion by 15%!

------------------------------------------------------------------------
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

The only magic attacking class of the male units. Mages have weak
attacks and it is better to keep them at the back area of units. Mages
needed to be guarded. Power spell can be extremely dangerous when
being cast on offensive troops such as Salamanders.

------------------------------------------------------------------------
SECONDARY LEVEL CLASSES [Level 10+ Units]
------------------------------------------------------------------------
Same as the female units, just get the unit to LV 10 and choose "Class"
to switch to the secondary class. Secondary units have more attacks and
stronger moves.

------------------------------------------------------------------------
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

Bishops, in my opinion, are the second best support units until they
have attained the Cardinal status. [Cardinals will take a long time.].
Their Area Heal makes them destructive as it does an area effect healing
on the entire area. Bishops are quite good as they have acquired Divine
Ray and Halo spell. I would preferred to have Lectors. But Bishops are
considered to be great attackers.

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

Cavaliers are good attackers but they are quite weak as they can only
combat hand-to-hand. But they can be dangerous once they have proceed to
the third class, Paladin. Their attacks seldom misses even if their
levels are low, hence making them the best units for finishing off
dying units. Cavaliers are pretty weak against two orbs black units such
as Demons. So keep them off from Demons.

------------------------------------------------------------------------
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

An advanced version of the Mage, but with additional spells such as
Exa-Blast and blue magic. Well, a Sorcerer will works fine against most
countries whereas Druid is extremely destructive for Leonia. As most of
the Leonia units are white-element based. [You can change the elemental
if you want, but the computer normally doesn't]

------------------------------------------------------------------------
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

Ninjas are great units as they are able to use a 2 hex. range attack
weapons. Even if he attacks in short range, it can also does a Hit and
away tactic. Quite a decent sniper as the male version of Archers. You
need to Shiraha to get Ninja Master, otherwise you can't gain any stars!

------------------------------------------------------------------------
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

Same as Cavaliers except these units have Cure spells. They could use
Prana Burst quite often while their HP are low. The basic attack which
could cause paralysis is extremely good. But it is quite rare for that
to occur. Compared with a Grappler, Monks has lower attacks but at the
same time, it is quite a good support unit.

------------------------------------------------------------------------
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

Druid are great units against countries such as Leonia. Camden could
nearly eliminate any characters in Leonia. Druids has a mixture of red
magic such as the basic mage's spells along with black magic. It is
a mixture of Demon and Mage [with an additional of Weakness spell]

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

One bad downfall for Grapplers is that it does not have magic. Almost
all characters have at least 70 MP which is sufficient for a Heal magic.
Grapplers are good units as it could travel across mountains. Grapplers
has one advantage over other units is its versatile mobility. It moves
rather fast.

------------------------------------------------------------------------
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

Deadly... compared to Cavaliers. It has higher defense, along with Iai
Slash which can does a minimum damage of 100 for a LV 10 Samurai. But
the weapons are quite rare compared to the Cavaliers. But if an unit
can reach this class, choose this one instead of Cavaliers.

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

Another deadly unit. Berserkers work fine against white units [such as
Angels, Unicorns, Priest and Clerics] but they can be a downfall as they
only exceed in attacks. But armed with a good hit rate and a HP recovery
of 5%, this unit can easily eliminate dying enemies in one blow.

------------------------------------------------------------------------
FINAL CLASS [Level 20+ Units]
------------------------------------------------------------------------
Same applies to the female units, you will see an "UP" found near the
character. But remember that it is kinda difficult to have all units to
reach LV 20.

------------------------------------------------------------------------
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

Same as Berserker but gained black magic. Avenger are great units for
their strong attacks. [BTW, their attacks are equalvent of a secondary
monster unit.] Keep them away from Angels as the Divine Ray can easily
kill this unit.

------------------------------------------------------------------------
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

Paladin is better-off compared to Avenger. Not only it has healing
magic, it also acquires Holy Word and most Paladins could use this once
they have reached LV 20. Good support units plus they does similar
damage compared to monsters. However, Paladin is extremely hard to
obtain.

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

With a skill of Hit +20% and an Iai Slash of 3 hex, this unit is more
devastating compared to Paladin or Avenger. [this probably explains why
Layoneil is always stronger than Helrato ^_^]. With a cheap MP cost of
45, you can does at least 2 Iai Slashs in one combat at LV 20. Shoguns
are rather hard to get as there are too little 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.
                  Charm, MPC: 110, 2 hex.
Elemental:        2 White, 1 Blue
Class:            Priests

A better Bishop with Divine Ray and Holy Word. Cardinals are extremely
difficult to get but they really worth it. Great leaders such as Ulster,
BeauArte, Roadbull, Coel and Asmit has really the chance of getting to
Cardinal. If you have defeat Esgares early, and you can recruit Soleil
which has also a high probability of getting to Cardinal Class. Of
course, Soleil will be a better opinion as he has acquired high Rune
Power.

------------------------------------------------------------------------
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

Nothing much to say as it is dangerous. Necromancer takes time and only
a few characters have the chance. It has most deadly black magic,
Meteor Doom plus the Necro Rebirth.

------------------------------------------------------------------------
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

Guardian has been a combination of Monk and Bishops. This makes them a
better opinion compared to Grappler. But they are quite hard to get as
you need to gain a lot of experience. Guardians are great attackers and
great support units.

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

Champion is rather a rare class, but if a skill of Critical rate of 10%,
plus its versatile range in movement, Champion are great attackers.
Champion can does a lot of damage and will not be effected by
elementals.

------------------------------------------------------------------------
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

Imagine a High Centuar-Ninja-Nightmare combination.. That's made a
Ninja Master. It is extremely dangerous as it has acquire Accel spell
which makes your troops move in order easily. Ninja Master is a deadly
sniper as they can eliminate any leader within a couple of turns along
with High Centuars/Archers. I think only Shiraha can reached this class.

------------------------------------------------------------------------
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

Wizard unit is a better unit with an range of magic. The React spell is
extremely useful if you want to see the rocking Salamander does its turn
again. Plus it's Exa-Blast and Geno-Thunder makes it deadly. Zemeckis
is much stronger due to its Archery ability along with the Geno-Thunder.
Geno-Thunder is great as it allows you to set your targets.

------------------------------------------------------------------------

 _____
/ 5.4 \_________________________________________________________________
------------------------------------------------------------------------
Special Classes
------------------------------------------------------------------------
This classes only applies to certain Rune Knights, or more specific,
this applies to the ruler of the kingdom.

------------------------------------------------------------------------
Prince
------------------------------------------------------------------------
Requirements: Only Lance begin with this class. [New Almekia]
Attack:       Twin Blade
              Wing Slash [C]
Magic:        Heal, MPC: 65, 3 hex.
              Flame, MPC: 68, 3 hex.
Elementals:   n/a
Class:        Prince

Lance is quite weak and only acquires two magic, Flame and Heal. Give
him some training and he will become stronger. His Wing Slash can does
a critical amount of damage.

------------------------------------------------------------------------
King
------------------------------------------------------------------------
Requirements: Lance can get to this class, once he acquired Logres upon
              defeating Esgares.
Attack:       Twin Blade
              Wing Slash [C]
Magic:        Heal, MPC: 65, 3 hex.
              Flame, MPC: 68, 3 hex.
              Geno-Flame, MPC: 166, 3 hex. [A]
Elementals:   1 Red
Class:        Prince

The class is rather hard to get. He has acquired Geno-Flame and becomes
stronger once he has attained higher levels. You must conquer Logres
upon defeating Esgares.

------------------------------------------------------------------------
Warlock
------------------------------------------------------------------------
Requirments:  Only Cai of Caerleon begins with this class.
Attack:       Word of Magic
Magic:        Heal, MPC: 65, 3 hex.
              Flame, MPC: 68, 3 hex.
              Frost, MPC: 68, 3 hex.
              Thunder, MPC: 91, 3 hex.
              Geno-Flame, MPC: 166, 3 hex. [A]
              Geno-Frost, MPC: 166, 3 hex. [A]
              Geno-Thunder, MPC: 193, 3 hex. [2 hex. A]
              Exa-Blast, MPC: 152, 2 hex.
              Flight, MPC: 90, 3 hex.
              Silent, MPC: 56, 4 hex.
Elementals:   1 Red, 1 Blue, 1 Green
Class:        Warlock

A guy acquired with a huge list of magic. The Warlock is seems like a
combination of a Wizard Class and a couple of green magic. Cai is quite
weak against Red Dragons/Hydras/Phoenix/Lizard Guard, therefore keep
him away from them. [He has an elemental disadvantage against units]

------------------------------------------------------------------------
Emperor
------------------------------------------------------------------------
Requirments:  Only Zemeckis of Esgares begins with this class.
Attack:       Tempest Bow, 3 hex.
              Lightning Bow, 3 hex. [C]
Magic:        Power, MPC: 62, 4 hex.
              Geno-Thunder, MPC: 193, 3 hex. [2 hex. A]
Elementals:   2 Red
Class:        Emperor

Zemeckis is really powerful as he has long range attacks, plus a 2 red
elemental orb, which makes he compete with Hydras and blue elementals
creatures farely. Don't leave Enchantress freely for him to target at..
But the Emperor has also a fear for a particular spell, the Fall Berg.

------------------------------------------------------------------------
Death Knight
------------------------------------------------------------------------
Requirements:  Only Cador of Esgares begins with this class
Attack:        Death Bringer
               Dolorous Stroke [C]
Magic:         Curse, MPC: 108, 3 hex.
               Geno-Flame, MPC: 166, 3 hex. [A]
Elementals:    2 Black, Red
Class:         Death Knight

Cador is not a guy to messed up with. The only class that can have an
edge over this class is the Valkryie. [strange huh? Halley is also in
the Valkryie class..]. Cador's Dolorous Stroke can causes as much as
400 against an Angel unit. [instant dead attack against low levels
Angels.]. But units with Holy Word such as Dinadan can also stand a par
against it.

------------------------------------------------------------------------
Tryant
------------------------------------------------------------------------
Requirments:   Only Dryst of Iscalio starts with this class.
Attack:        Vandal Scythe
               Dark Spiral [C]
Magic:         Curse, MPC: 108, 3 hex.
               Flame, MPC: 68, 3 hex.
               Power, MPC: 62, 4 hex.
               Weakness, MPC: 66, 4 hex.
Elementals:    1 Black, 1 Red
Class:         Tryant.

The Tryant is a combination of Mage-Demo with an exception of certain
skills. But it can be quite dangerous against white and blue units.
Dryst's attack is quite strong but unforunately he does not have
area-spells unlike other rulers.

------------------------------------------------------------------------
Super Tryant
------------------------------------------------------------------------
Requirements:  Only avaliable when Dryst have acquired Level 30.
Attack:        Deluxe Scythe
               Gorgeous Spiral [C]
Magic:         Meteor Doom, MPC: 255, 3 hex. [2 hex. A]
               Curse, MPC: 108, 3 hex.
               Flame, MPC: 68, 3 hex.
               Power, MPC: 62, 4 hex.
               Weakness, MPC: 66, 4 hex.
Elementals:    1 Black, 1 Re