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    Unit Analysis Guide by Deathlike2

    Version: 2.12 | Updated: 01/20/09 | Search Guide | Bookmark Guide

    Deathlike2's Ogre Battle Unit Analysis
    Version 2.12
    dlfaqs@gmail.com
    first posted on 6/25/07
    last updated on 1/20/09
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    Introduction
    ------------
    There hasn't been many guides for this game dealing unit analysis. I hope
    someone would find this useful and hopefully some really dumb rumors get
    squashed in the process. Also, I would like to give certain underrated units
    a bit more attention than they normally would. Here's a quick list of what
    I will be touching on the following in regards to this game:
    
    Unit strengths and weaknesses
    Ideal scenarios for unit placement
    Perspective on groups with units of different ALI
    Importance of formation and flexibility
    ALI manipulation - creating holy or evil units early on
    Ideal method of recruiting or creating a unit
    Recruiting (money) vs Training from level 1 (stats) and its impact
    
    Before reading further, here is my recommendation to everyone.
    I suggest you use supplemental FAQs such as DAnzulovic's FAQ and BSulpher's FAQ
    for information that is more specific to this game.
    
    There are three versions of this game as far as I know.
    SNES - This is the original version. It had 3 different releases. There was
    a Japanese and English release. There was a special version that was modified
    from the Japanese version that used some expansion cart and had the ability
    to save one active game on any map.
    PSX - This was a port of the original game that added a lot of better
    cosmetic changes like keeping the palette swaps between the characters and
    had the ability to save any active game. However, there were a few bugs and
    changes that were made.
    Sega Saturn - This was another port of this game. It had a number of changes
    including adding a few extra hidden maps. I know nothing more than that.
    
    This guide will specifically cover the SNES version, but it will occasionally
    have some PSX information provided whenever it is applicable.
    
    Now onto the guide!
    
    
    Stat Info
    ---------
    HP - This should be obvious. The more a unit has, the longer it will survive.
    0 HP means death, unless it is Undead. You know if your unit is dead
    (especially Undead units) when the HP bar is empty.
    
    
    STR - Strength
    Every fighter type of unit and most front row attacks base their damage on
    this attribute. The more STR a unit has, the better it is at dealing and
    taking STR based damage. Most melee attacks use the physical elemental.
    All melee attacks (except for one) can be modified to use a different elemental
    to increase overall damage and is recommended since most classes have their
    physical elemental resistance increased. This is done by equipping weapons,
    charms, or rings on that unit.
    
    
    AGI - Agility
    This stat exclusively determines whether or not a unit will successfully
    hit a target with a STR based attack or evade a unit that uses a STR based
    attack. The more AGI a unit has, the more success it has at hitting the
    target and at evading an attack. Also, AGI determines the order of when a unit
    attacks. Units with a high AGI have a tendency to attack first.
    
    
    INT - Intelligence
    Every wizard type unit base their damage on this attribute with magic attacks
    that generally come from the back row. The more INT the unit has, the better
    it is at dealing and taking magical damage. Additionally, it dictates how
    successful a magical attack will hit its target and the chance a magical
    attack can be evaded. You know an attack is INT based when an attack misses
    your party while the World Tarot is in play.
    
    
    CHA - Charisma
    This stat serves two major purposes. The most notable property is that it
    is used as a unit promotion requirement for small units. The secondary purpose
    is to determine the probability of success for a unit leader to recruit
    a neutral unit. The more CHA a unit leader has, the chances for success
    of recruiting a neutral unit increases. The higher the CHA the neutral unit
    has, the more difficult it is to recruit it. Also, this serves a similar
    purpose for the Charm item where the Opinion Leader's CHA is tested against
    every member of an opposing group's CHA to determine whether that unit switches
    over to your side. CHA is primarily gained by killing targets that have a
    higher level than the unit that killed them. CHA is lost by killing targets
    that have a longer level than the unit than the unit that killed them or by
    running away.
    
    
    ALI - Alignment
    This stat determines what side of the scale a unit is when it comes to being
    evil or good. 0 ALI means pure evil whereas 100 ALI means pure good. 50 ALI
    means that you are balanced. Every unit has a default ALI when they are
    created. ALI is also used for promotion requirements. It is a tough act to
    maintain ALI neutrality as you progress through the game. This stat also
    affects the damage output you deal during the time of day. Low ALI units fight
    better at night and holy units fight better in the daytime.
    This shouldn't be too hard to grasp. Note that once you reach a certain
    point of the ALI scale (30 for evil, 70 for good), ALI changes tend to shift
    shift to one end per enemy killed. Killing holy units also tips the ALI for
    evil and killing evil units tips the ALI for good. Killing low level units tips
    the ALI for evil and killing high level units tips the ALI for good, so
    keep that in mind.
    
    
    LUK - Luck
    This stat has an effect on evasion for both STR and INT based attacks. However,
    this stat tends to be static unless Fool tarot bonuses are applied. The most
    significant benefit of increasing this stat is to increase the chances of
    receiving an item when a city or temple is liberated.
    This is a stat worth paying some attention to, but not all units have it
    naturally. Don't overvalue it too much as most of the units that have obscenely
    high luck are those that aren't that good or are special characters.
    
    
    Unit Movement:
    --------------
    Every unit has a movement type. It serves two purposes.
    
    1) In battle, the current battlefield terrain alters the damage dealt
    and received by units. A High Fly unit would not suffer any penalties, whereas
    a Ocean unit would suffer from dealing damage on land. The unit movement
    rates on each terrain also serve as damage bonus or penalties (however you
    want to look at it) for those units.
    
    2) On the field, the unit that has the greatest priority controls the movement
    the entire units takes. This is prioritized in a simple generalized formula:
    
    Beasts > Fighters > Wizards
    
    To be more clear cut, this is a bit more specific (listing from priorities):
    (Beasts always have the greatest priority, day Vampyres with the least)
    
    Upper Echelon Dragons - Dragons that use a special icon denoting its alignment
    (Plains > Mountains > Snow > Marsh)
    Octopus classes
    
    Wyvern
    First Level Dragon classes - Silver, Red, Black
    (Plains > Mountain > Snow)
    
    Wyrm
    Dragon
    Gryphon classes
    Thunder Lord
    Every other large beast not listed up to this point
    (Plains > Mountain > Snow)
    
    Devil and any Hawk Men classes
    Most final Fighter type Fighter/Amazon classes (and some special units)
    [list includes Iainuki Lord unit, and General]
    (Plains > Forest > Mountains > Snow)
    
    Imp/Demons
    Most initial fighter type Fighter/Amazon classes (and some special units)
    [list includes Princess, Dragoon, entire Beastman class, Skeleton class, and
    Icecloud/Phantom Lord]
    (Plains > Forest)
    
    All Wizard type units (and some special units)
    [list includes Pumpkin class]
    (Low Sky > Plains > Forest > Shallows)
    
    Entire Faerie class
    
    Vampyres in the daytime
    
    
    Quick Level Gain Analysis:
    --------------------------
    Rather than repeating the same info for every unit, here is my quick analysis
    of what this unit will evolve into when leveling up according to their base
    stat gain.
    
    HP:
    0   - The guy's Undead, enough said.
    2-4 - This unit is a small wizard type or Golem. You will find that it will
          cost you a lot to upgrade this stat for Liches and Princesses late game.
    4-6 - This unit is a small fighter unit. You generally won't have to worry
          about this unit going forward as long it isn't the solo unit in the
          front row.
    6+  - This unit is a large beast. The unit by itself is able to take tank
          for any physical damage up front under most circumstances.
    
    STR:
    1 - This unit is strictly a wizard. There's absolutely no reason to keep this
        unit in the front row.
    2 - This unit is semi-competent in the front row, but probably isn't going
        to stay in the front row for long periods. Don't expect too much here.
    3 - This unit is a designated standard fighter that should be more than
        competent at defending itself against STR based attacks.
    4 - This unit is very likely a large beast unit that can dish and take even
        more STR based attacks.
    5 - This unit is an ultimate Dragon, the toughest of all large beasts
        to take down with STR based attacks.
    
    AGI:
    1 - This unit is either a Golem or a member of the Wizard classes.
        STR based hits will be less than successful. It will also guarantee that
        this unit will go last in the order of attacks.
    2 - This unit should be ok for the most part in dealing STR based damage.
    3 - This unit in generally successful at hitting its targets, and should be
        pretty quick to make that happen too.
    4 - This unit will almost always be the first to lead off with their attack,
        which generally is a physical attack. This can be nifty for hit and run
        attacks.
    5 - Members of the Faerie class fall into this category. You will be assured
        that this unit will go first in virtually any regular battle.
    
    INT:
    1 - This unit is itching to take a beating against any sort of magic. This
        unit could not be any more vulnerable than it currently is.
    2 - This unit should be pretty ok vs any magic. Don't expect too much from
        units that attack with magic.
    3 - This unit probably won't have the strongest magic, but it will be
        reasonably effective under most circumstances.
    4 - This unit pretty much controls magic extraordinarily well, usually in the
        form of a hit all. Battles are usually won or lost with these units.
    
    
    Why does this matter?
    ---------------------
    With the Merchant item, you can spend money on upgrading key important
    stats for the final battle.
    
    Here's a quick list:
    STR - 15000
    INT - 15000
    AGI - 17000
    HP  - 20000
    LUK - 21000
    
    AGI is at a premium, moreso for fighting units since AGI is required to
    land a good hit. However, HP is virtually at a premium, especially when you
    are building a final group with Liches or Princesses in it. Units that do the
    most damage have low HP (and AGI for the Wizard classes), so spend wisely.
    LUK is an interesting case, because you only need to buy so few of them.
    It may actually benefit you because you will increase the chances of obtaining
    more items to sell off.
    
    
    Class Changing
    --------------
    This applies mainly to Fighter and Amazon classes, but also applies to any unit
    that can be promoted. When you can change a unit's class, the following
    also changes:
    
    Resistances
    Attacks (both front and back)
    What it can recruit (if it is a leader)
    
    The following doesn't change:
    Stats (there are a few notable exceptions)
    Cost (in terms of how much you are paying them now, their current class
    only alters how much you will have to pay them in the future when leveling up).
    
    Note: The only stats that change are HP (if you're dumb enough to change
    a Lich into a Skeleton) and STR, AGI, and INT if the unit is currently in
    a group. Every unit has an affinity or class compatibility value... which
    leads me to the next topic...
    
    
    Leader Compatibility
    --------------------
    There are two different factors at work, and both of them combine to altering
    stats of members that follow under the leader.
    
    1) Unit Compatibility
    
    Every unit has an affinity or class compatibility value. The greater
    the difference between the leader and the member's value, the greater the
    penalty for the member unit. More compatible units will have a lesser penalty.
    Instant class compatibility can be achieved with units that are the same as its
    leader like a unit full of Knights or Valkyries.
    
    To properly calculate this for the SNES version, for every 10 points (except
    for the first 10 points), subtract 1 point from every stat (STR, AGI, INT)
    to that member for the affinity difference.
    
    I understand the PSX version of this game applied this differently, in the form
    of a -3 point stat loss (to STR, AGI, and INT)
    
    2) Stat Compatibility
    
    When you pick a leader, you want the leader to be stronger than the units
    leading it (it's a simple concept after all).
    
    If the leader has a stat that is greater than the member, add 1 point to
    the member's stat. For every 10 points afterwards, add another point to that
    member's stat.
    
    If the leader has a stat that is weaker than the member, there is no initial
    penalty. For every 10 point difference though, subtract a point from that
    member's stat.
    
    
    When you combine the two factors together, the TOTAL change that can be made
    for any member under the leader can be -3 to +4 for STR, AGI, and INT.
    
    Ultimately, this makes virtually little impact late game. If you really want
    to play around with compatibility early game, just check a unit's stats once
    they join a new group in order to maximize their potential.
    
    
    Class Compatibility Chart
    -------------------------
    I got this info from here: http://www.carbuncle.jp/og5/aisyo.html
    
    I've updated this list with the internal data.
    
    
    100 Platinum Dragon
    96  Zombie Dragon
    95  Salamand
    94  Dragon Master
    94  Dragoon
    90  Vampyre
    89  Gold Dragon
    88  Tiamat
    87  Red Dragon II
    81  Dragoner
    80  Red Dragon
    80  Silver Dragon
    80  Black Dragon
    79  Sylph
    76  Dragon
    75  Thunder Lord
    70  Cerberus
    68  Beast Master
    68  IceGiant
    66  Hellhound
    66  Pixie 
    65  Muse
    65  Witch
    65  Tigerman
    65  FireGiant
    64  Cockatris
    63  Eagleman
    62  Beastman 
    62  Pumpkin
    61  Halloween
    61  Wyvern
    60  Paladin
    60  Tristan
    59  Ninja Master
    59  Valkyrie
    58  Wyrm
    56  Gryphon
    55  Knight
    55  Iainuki Lord
    55  Debonair
    54  Ninja 
    54  Monk
    53  Amazon
    53  Shaman
    53  Icecloud Lord
    52  Cleric
    52  Seraphim
    50  Fighter
    50  Beastman (daytime Werewolf/Tigerman form)
    50  Vampyre (daytime coffin icon form)
    50  Giant
    50  Cherubim
    50  Faerie
    47  Hawk Man
    47  Angel
    45  Wild Man
    45  Princess
    44  Samurai
    43  Titan
    41  Doll Master
    40  Evil One
    39  Wizard
    39  Werewolf
    38  Samurai Master
    38  Mermaid
    38  Octopus
    38  Ghost
    37  Ravenman
    35  Mage
    35  Kraken
    35  Imp
    35  Phantom Lord
    34  Nixie
    29  Golem
    29  Phantom
    28  Demon
    27  Sorcerer
    26  Dollmage
    26  Skeleton
    24  IronGolem
    23  RockGolem 
    21  Wraith
    20  Lich
    20  Devil
    
    Here's a quick summary (give or take 5 points either way):
    75-100 - The bulk of the units are Dragon class and compatible leaders.
             Oddball units include the Vampyre and Sylph.
    45-75  - Most fighters and beasts are in this area. This includes every member
             of the Amazon class, Angel class, Tigermen, and the Ninja class.
    20-45  - Primarily evil units and units with hit alls fall into this category.
             This group also includes the water units, Samurai class, and Golem
             class.
    
    
    Common Misconceptions To Clear Up
    ---------------------------------
    1) There is no anti-male hate/dislike/weakness by Amazons.
    My guess is that this rumor was started by the Prima guide.
    
    2) Beastmen LOVE most beasts, not hate them. Their whips do not do super damage
    to beasts... it just happens that Beast Masters get beast type STR.
    This rumor was probably started by the Prima guide.
    
    3) Wyrms and Wyverns are not dragons. The common confusion stems from Dragoners
    and Dragoons being able to recruit Wyvern.
    
    Note: Simply because a leader can recruit a different unit, it doesn't mean
    they are class compatible.
    
    4) There is no "penalty" for mixing units of different ALI ranges. You are
    free to mix and match units however you like. However, you will probably
    want dedicated liberation units, so you want to build units that tend to
    require high ALI for unit promotions or units that are in their final class.
    
    5) There are so many different attacks that effectively do the same thing...
    like the Tiamat's Evilring and the Mage's Phantom spell. If the stats for both
    units were exactly the same (STR or INT based on the attack, ALI,
    and movement type, the damage is the same. A Sylph's Missile attack is
    effectively same as a Seraphim's Jihad attack if the INT and ALI match up.
    The whole issue is simply COSMETIC. It is possible to have a Beast Master's
    Whip attack do the same damage as a Wizard's Hit if they both have the same
    stats (particularly STR and AGI). Another way of looking at this are the
    Gryphon and Titan units. Their back row attack is essentially the same as
    their front row attack used on every target. An even better example is
    the Baron Apros (Dandy unit). This boss uses only Black elemental attacks.
    All three attacks (Nitemare, Meteor, Phantom) do effectively the same damage.
    In general, the look of an attack is primarily cosmetic.
    
    Note: Iainuki, Sonic, Gemini, and other unique attacks use special damage
    algos or modifiers.
    
    6) Stun, Charm (both Vampyre and Cerberus), Pumpkin elements are merely
    cosmetic as elemental resistances are not taken into account when used.
    
    Note: Petrify does follow in one aspect in that it automatically kills Undead.
    The Physical property is definitely factored into the damage algo. However,
    the hit rate algo used is special.
    
    7) Sirius is not the last unit on earth that can convert your Fighters into
    Werewolves. In fact, ANY Werewolf or Tigerman can convert your Fighters into
    those units. The reported chance of infection is 1/8 which is pretty low.
    However, it may be a better idea to recruit Werewolves due to their
    naturally better stats and well, it takes less effort.
    
    
    Tactics
    -------
    The tactics you set for a group generally dictates how damage is dealt to
    a group. On the other hand, it also dictates how much damage your units take.
    Here's a quick breakdown of each tactic.
    
    Best   - A group will attempt to deal the BEST amount of damage it can in
             order to win the battle. It is unclear how that is determined,
             but there are some peculiarities to this including targeting Undead.
             Large units tend to get the most attention due to the overwhelming
             amounts of HP they have.
    
    Strong - A group will attempt to target the units with the greatest amount of
             HP. This tactic is generally used to whittle down units slowly in
             order to finish them off later. This tactic also prevents your units
             from attacking the opposing Undead. Damage dealt and taken will be
             less than usual as it can serve to be a defensive strategy. This is
             helpful against units that have large beast units. They tend to have
             great amounts of HP and take longer to take down. There are times
             where you don't want the leader to be killed immediately, but rather
             you want the enemy group to die at the same time.
    
    Leader - A group will focus its efforts on killing the leader. STR based melee
             attacks will attempt to target units blocking their direct line to
             the leader. This tactic allows for two key usages. When an enemy
             unit leader dies with at least one other member in it,  the group
             goes all the way back to the boss's location to create a new leader.
             If for any reason your group wants to minimize conflict due to health
             reasons, this is ideal if you have units with ranged attacks.
             It also serves to enable unit harvesting by design since killing
             off a group decrements this group's deployment counter.
             There is a finite number of groups that can be deployed for a stage.
             This tactic is also ideal for boss battles where the Leader is in
             the back row with front row protection.
    
    Weak   - A group will focus its efforts on killing targets with the least
             amount of HP. When used properly, you can almost manipulate which unit
             would be making the final kill on a particular target. Undead are
             the first to be targeted with this tactic so be weary when wizard
             type units are wasting their attacks. Ideally, you want to use this
             tactic to finish off groups. This tactic increases the damage dealt
             and taken. For leaders that are alone, this tactic will accelerate
             the leader's death.
              
    
    Remember that tactics can be changed at virtually any point of the battle
    unless tarots are used. When a tarot is used, you lose the ability to
    control the tactics for one enemy/ally attack. If you have a good
    idea which unit goes on what turn (which is solely based on their AGI), you
    can manipulate the battle's outcome significantly. It is easier with an
    emulator of course, but it should be obvious that a Wizard goes last more
    often than not and something as fast as a Sylph or even a Gryphon tends to
    go first.
    
    
    Special Items
    -------------
    There are a number of items I will be referencing in the guide. These will
    help you improve your army in some way shape or form.
    
    Stone of Dragos - This is used for promoting Beast Masters into Dragoners.
    Undead Staff - This is used to promote Mages into Sorcerors.
    Undead Ring - This is used to convert Sorcerors into Liches and Tiamats
    into Zombie Dragons.
    Blood Spell - This is used to convert Knights or Evil Ones into Vampyres.
    Dream Crown - This is used to promote Amazons into Princesses.
    Rotten Pumpkin (Pumpkin+) - This is used to promote Pumpkins into Halloweens.
    Glass Pumpkin (Pumpkin) - This is used to give a Witch the ability to recruit
    Pumpkins.
    Persuasion Spell (Charm) - When used on an enemy group, the Opinion Leader or
    Lord unit attempts to recruit every member of the group excluding the enemy
    leader to join your army. It follows the same tests for recruiting neutral
    units. You can buy this at Organa, Muspelm, and the City of Malano.
    Egg of Wonder (Beast) - When used on an empty spot of a group, 1 of 4 creatures
    will appear in the unit. The creatures that can be spawned are Faeries, Imps,
    Dragons, and Golems. These units will always be 2 levels under the Opinion
    Leader. A unit will not be created if there is no room for them in the group.
    Full Moon Stone (Fullmoon) - This item will attempt to create 1 Tigerman
    that is 2 levels under the Opinion Leader. The unit will not be created if
    there is no room for them in the group.
    Werewolf Virus - This is used to convert Fighters into Werewolves.
    Joker Tarot - You can use this to create a Tarot to add into your inventory.
    This item will not give the bonuses that liberating towns would offer.
    You can start buying this at Shangrila.
    
    
    Determining Recruited Unit Stats
    --------------------------------
    When you recruit a unit by whatever means (other than the special characters)
    they will always have different random stats. Here's a quick way of determining
    what they are...
    
    HP   = base HP   + (level-1) * base HP growth  + random (0, 4)
    STR  = base STR  + (level-1) * base STR growth + random (0, 2)
    AGI  = base AGI  + (level-1) * base AGI growth + random (0, 2)
    INT  = base INT  + (level-1) * base INT growth + random (0, 2)
    COST = base COST + (level-1) * base COST increase
    
    Many websites that have reported the HP growth potential of a unit are
    incorrect. It only applies to the randomized values for units that you
    recruit or the units the enemy would deploy. Also, Lexar (FIRESEAL cheat
    leader) follows this rule.
    
    
    Level Bonus Ranges:
    -------------------
    I will be using some simple notation for level bonuses, and there is a
    range for each stat bonus as those are random.
    
    HP   - (base level gain) to (base level gain+2)
    STR  - (base level gain) to (base level gain+2)
    AGI  - (base level gain) to (base level gain+2)
    INT  - (base level gain) to (base level gain+2)
    
    So if I say the base HP gain was +2, the range is 2-4. Note that the HP gain
    stat is non-existent for Undead, so don't worry about it! Over time, a unit
    will gain 1 point more for all stats on average than one you recruit from
    scratch. You can easily compare the stat differences when you recruit. Don't
    take these words lightly. This doesn't even factor in bonuses from Tarots
    after liberating towns!
    
    
    Quick notation:
    P - Physical   S - STR based attack
    F - Fire       I - INT based attack
    C - Cold       H - Healing  - unit is healed with this command
    L - Lightning  T - Targeted - unit attacks any target on field
    B - Black      A - Hit All  - unit attack hits all enemy targets
    W - White      U - unique attack, to be described in detail
    M - Modifiable - unit's elemental attribute can be changed with equipped item
        The unit attacks a target that is physically accessible.
        All STR based melee hits can be modified. (M implies S)
    
    O - Optimal elementals (any elemental except for White) will be selected for
        units in the Wizard classes to deal damage against a selected target.
    N - Ninjutsu elementals (Fire, Cold, Lightning) will be selected for
        units in the Ninja classes to deal damage against a selected target.
    
    
    Onto the units!
    
    
    Fighter
    -------
    
    HP   - 77  +5
    STR  - 45  +2
    AGI  - 47  +2
    INT  - 40  +1
    COST - 100 +20
    
    Front - Slice (2) [PM]
    Back  - Slice (1) [PM]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 46       P - 44       F - 36
    ALI - 50       B - 40       C - 40
    LUK - 45       W - 40       L - 34 [ON]
    
    
    Pros: This unit is the most versatile due to class changing.
    
    Cons: This unit should not be used past level 5.
    
    Bottom Line:
    You should be able to find something for this unit to do in your army.
    Make sure to plan accordingly.
    
    Ideal unit building scenario:
    You have the option to keep all the level 2 fighters you get from Warren,
    or you could hire a new batch of level 1 fighters from level 2/3 Beastmen
    or level 2/3 Wizards.
    
    Formation:
    Front - This is the unit's optimal position.
    Back  - This is only useful to rotate the unit out for health.
    
    
    Subclasses:
    Knight   - level 5+, CHA 50+, ALI 50-100, holy fighter
    Samurai  - level 7+, CHA 50+, ALI 50-100, holy fighter
    Beastman - level 5+, CHA 50+, ALI 25-65,  neutral fighter
    Wild Man - level 6+, CHA 50+, ALI  0-50,  evil fighter
    Ninja    - level 6+, CHA 50+, ALI  0-50,  evil fighter
    Dollmage - level 5+, CHA 50+, ALI 30-70,  holy wizard
    Wizard   - level 4+, CHA 50+, ALI 10-60,  evil wizard
    Special Classes (to be described separately)
    Promotion->Werewolf - requires Werewolf Virus or
                          fighter must be killed by this unit at night for a
                          chance to be converted into this unit
    Promotion->Tigerman - fighter must be killed by this unit at night for a
                          chance to be converted into this unit
    
    If there are units in transition, you have some slim room to remake certain
    units under this class into "reclamation projects"...
    
    Final Class Possibilities:
    Paladin        - level 15+, CHA 60+, ALI 70-100, fighters getting too holy
    Samurai Master - level 15+, CHA 60+, ALI 70-100, fighters getting too holy
    Dragon Master  - level 20+, CHA 65+, ALI 40-50,  if you're lucky (Dragos req)
    Evil One       - level 16+, CHA 60+, ALI  0-30,  try Vampyre or Ninja Master
    *Ninja Master  - level 15+, CHA 60+, ALI  0-30,  see note
    Doll Master    - level 14+, CHA 60+, ALI 50-70,  Wizard getting too holy
    Mage           - level 10+, CHA 60+, ALI 10-35,  Dollmage getting too unholy
    
    Note: The Ninja Master is perfect for those fighters that have dropped too
    far to the evil side, and either wizard that has gotten too evil or have
    missed the "Mage" opportunity.
    
    
    Knight
    ------
    
    HP   - 76  +5
    STR  - 49  +3
    AGI  - 52  +2
    INT  - 44  +1
    COST - 600 +90
    
    Front - Slice (2) [PM]
    Back  - Slice (1) [PM]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 55       P - 47       F - 39
    ALI - 62       B - 34 [O]   C - 43
    LUK - 50       W - 46       L - 37 [N]
    
    
    Pros: This unit can lead and is a very competent fighter. He's good as a
          liberating unit.
    
    Cons: This unit's INT Growth stinks, so change to the Samurai class
          upon reaching level 7.
    
    Bottom Line:
    This is a solid unit, but you need to migrate to a Samurai to improve
    this unit's future potential.
    
    Ideal unit building scenario:
    If you've followed my Fighter's suggestion, you should be fine.
    Kill off any Knights that come with Ashe or Aisha.
    
    Formation:
    Front - This is the unit's optimal position.
    Back  - Rotate this unit here for health reasons.
    
    Promotion->Paladin - level 15+, CHA 60+, ALI 70+
             ->Vampire - requires Blood Spell
    
    
    Paladin
    -------
    
    HP   - 67   +6
    STR  - 56   +3
    AGI  - 56   +2
    INT  - 45   +2
    COST - 1100 +170
    
    Front - Slice   (3) [PM]
    Back  - Healing (1) [WIAU] against Undead
                        [HITU] on your own units
    
    *Healing will attempt to kill enemy Undead on the field. Your unit will not do
    this if the "Strong" tactic is used, however that will not stop enemy attacks
    on your Undead. If there are no enemy Undead, Healing will target your unit
    that does not have full HP and has the least amount of HP of the group.
    
    Note: Healing does not factor into winning or losing battles.
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 62       P - 53       F - 41
    ALI - 78       B - 26 [O]   C - 46
    LUK - 60       W - 54       L - 40 [N]
    
    
    Pros: This unit is a great front row holy fighter and can kill Undead without
          needing to equip holy weapons.
    
    Cons: This unit is not a Cleric class replacement. The INT growth makes it
          difficult to kill the Ghost class of units.
    
    Bottom Line:
    Here's the best holy fighter you can get from this area of fighter tree.
    
    Ideal unit building scenario:
    If you build these from trained Samurai, you should be fine.
    
    Formation:
    Front - This unit is optimally put here.
    Back  - You could do some "cheap" healing and Undead killing, but that's it.
    
    
    Samurai
    -------
    
    HP   - 85  +5
    STR  - 50  +3
    AGI  - 54  +2
    INT  - 51  +2
    COST - 700 +100
    
    Front - Slash   (2) [PM]
    Back  - Iainuki (1) [PSTU]
    
    *Iainuki channels the unit's STR to deal a vicious attack on a target. The raw
    attack damage will be 50% stronger than a regular physical attack. However,
    this does not mean 50% more damage is dealt. If the attack connects, the force
    of the attack will hurt the unit, relative to 1/3 of the raw attack damage.
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 56       P - 46       F - 32 [ON]
    ALI - 61       B - 39       C - 37
    LUK - 47       W - 51       L - 34
    
    
    Pros: This unit's extra INT is the difference maker. Iainuki is a decent
          attack to deal good concentrated damage. This unit makes a good city
          defender.
    
    Cons: Iainuki hurts the attacker when the hit is successful... which may
          require more healing attention. Resistances are overall weaker than a
          Knight.
    
    Bottom Line:
    This class is best used as a transition class for the best possible holy
    fighter.
    
    Ideal unit building scenario:
    If you're converting level 7 Knights that were formerly Fighters or Knights
    that you got from Warren, you should be fine. You may be fortunate to get
    one free from Warren.
    
    Formation:
    Front - This is the unit's optimal position.
    Back  - If you need a strong targeted hit, be prepared to consume some HP to
            deal some decent damage.
    
    Promotion->Samurai Master - level 15+, CHA 60+, ALI 70+
    
    
    Samurai Master
    --------------
    
    HP   - 96   +5
    STR  - 55   +3
    AGI  - 59   +2
    INT  - 54   +2
    COST - 1200 +180
    
    Front - Slash   (3) [PM]
    Back  - Iainuki (1) [PSTU]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 64       P - 52       F - 34 [N]
    ALI - 79       B - 21 [O]   C - 35
    LUK - 54       W - 69       L - 37
    
    Pros: I don't have any, unfortunately.
    
    Cons: This unit is primarily favorable for an enemy spawned unit.
          Resistances are not that much better than the regular Samurai and there
          is absolutely nothing that distinguishes this unit from its previous
          class, and the Paladin is a better overall unit for attacking in the
          front row!
    
    Bottom Line:
    This unit is pretty much the same as the Samurai, except it costs more per
    level and it has different resistances.
    
    Ideal unit building scenario:
    If you groomed him like you would do a Paladin, then you should be fine.
    
    Formation:
    Front - This is the optimal position for this unit.
    Back  - This is no different than a Samurai really...
    
    
    Beastman
    --------
    
    HP   - 85  +5
    STR  - 51  +3
    AGI  - 47  +2
    INT  - 38  +1
    COST - 350 +50
    
    Front - Whip (2) [PM]
    Back  - Whip (2) [PM]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 50       P - 44       F - 28 [ON]
    ALI - 45       B - 46       C - 31
    LUK - 43       W - 34       L - 35
    
    
    Pros: This unit has an awesome starting base HP to work in addition to
          being able to hit from the back row w/o a penalty.
    
    Cons: This unit's starting INT sucks. This section of the fighter class
          really sucks and doesn't gain you much in the end.
    
    Bottom Line:
    This is a great transition unit for evil fighters before they become Wild Men
    or Ninjas, preferably speaking.
    
    Ideal unit building scenario:
    If you train them from Fighters or keep the Beastmen you get from Warren,
    you should be fine. Also, this is cheapest unit you can deploy to hire
    Fighters, so if you need them at level 1, here is your best choice.
    
    Formation:
    Front - It doesn't really matter if you want him here... he's flexible.
    Back  - This unit is a bit fragile to its other fighter counterparts, so
            keeping him here doesn't hurt you.
    
    Promotion->Beast Master - level 12+, CHA 60+, ALI 10-50
    
    
    Beast Master
    ------------
    
    HP   - 79  +5
    STR  - 53  +4
    AGI  - 49  +2
    INT  - 36  +1
    COST - 850 +130
    
    Front - Whip (2) [PM]
    Back  - Whip (2) [PM]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 56       P - 48       F - 27 [N]
    ALI - 33       B - 55       C - 35
    LUK - 46       W - 25 [O]   L - 39
    
    
    Pros: It's an interesting promotion as you are giving a small unit leader the
          potential to gain beast STR. In a way, it can trend well for bulking up
          to become a Dragon Master in the future. You can recruit level 10 Wyrms
          at the earliest here.
    
    Cons: The lack of good INT growth makes this unit much more vulnerable to
          magic.
    
    Bottom Line:
    This is a unique intermediate class that gives you a unique opportunity.
    There are some benefits to having this class, but ultimately you will want
    to move on pretty soon.
    
    Ideal unit building scenario:
    I guess it is better to train Fighters through the Beastman path, but the
    best benefit is being able to recruit Wyrms at the lowest recruitable level
    possible (a method that doesn't involve the Charm item).
    
    Formation:
    Front - It is the same as the Beastman...
    Back  - I don't see why you should not place the Beastman here.
    
    Promotion->Dragoner - requires Stone of Dragos
    
    
    Dragoner
    --------
    
    HP   - 83   +4
    STR  - 48   +3
    AGI  - 51   +2
    INT  - 49   +2
    COST - 1370 +200
    
    Front - Slice (2) [PM]
    Back  - Slice (2) [PM]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 55       P - 43       F - 26 [ON]
    ALI - 50       B - 40       C - 54
    LUK - 58       W - 40       L - 40
    
    
    Pros: The best benefit of this class is being able to recruit Wyvern
          at level 10. Otherwise, this class is not worth writing home about.
          The natural Luck stat might be nifty.
    
    Cons: This unit seems a little "backwards" to say the least. If you trained
          this unit from a fighter, it's INT is pretty awful by now, so it will
          take some time to repair that. Also, you may have wanted more STR for
          this unit when it becomes a Dragon Master... a tradeoff of mass
          annoyance IMO.
    
    Bottom Line:
    This is another mixed bag, but if you are planning to take advantage
    of the recruiting and natural luck, then it may be worth something to you.
    Otherwise, it's not worth obtaining in the first place.
    
    Ideal unit building scenario:
    Since you want to use Dragons, you particularly want to use Lyon as he provides
    the best statistical option for pairing with a future ultimate dragon.
    
    An alternative method is to spend money for a Charm and steal some of these
    unit from the Kalbain Peninsula, which avoids all the lame runaround work
    and special item requirement. This also allows you to get them with their
    naturally high luck. The costs will be high though, and you will have a
    weaker fighter unit with less than desirable HP...
    
    Formation:
    Front - Like the Beastman, I don't see the difference.
    Back  - The weaker HP growth makes putting this unit in the back row a
            more attractive option.
    
    Promotion->Dragon Master - level 20+, CHA 65+, ALI 40-60
    
    
    Dragon Master
    -------------
    
    HP   - 85   +3
    STR  - 52   +3
    AGI  - 53   +3
    INT  - 51   +2
    COST - 2000 +250
    
    Front - Slice    (2) [PM]
    Back  - Icefield (2) [CIT]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 63       P - 45       F - 22 [ON]
    ALI - 50       B - 40       C - 58
    LUK - 65       W - 40       L - 47
    
    
    Pros: Even I wish I had one.
    
    Cons: Who's dumb idea was to make this unit more than irrelevant than
          comparable classes?
    
    Bottom Line:
    This is a unit that you look in the opposing enemy army and say, "Wow, this
    unit is cool". Then, you try to make one yourself and say, "Wow, this is
    a waste of my time", and disappointment is an understatement.
    I guess it looks cool when you try them out with the FIRESEAL cheat, but
    this unit is as disappointing as its costs and stat growth. Why bother?
    
    Ideal unit building scenario:
    Under the proposed Dragoner scenarios, it may be difficult to manage neutral
    ALI to get here. but you will get a reasonable ok unit.
    Ultimately the FIRESEAL version of these guys are better if you want to take
    advantage of the unit's luck.
    
    Formation:
    Front - This is only helpful if it was promoted from a special unit, because
            this unit is not meant to take a lot of damage.
    Back  - The horrible part is that this attack is INT based, and since growth
            up to this point is paltry, you might as well cry.
    
    
    Wild Man
    --------
    
    HP   - 71  +6
    STR  - 52  +3
    AGI  - 53  +2
    INT  - 41  +1
    COST - 400 +50
    
    Front - Smash (2) [PM]
    Back  - Smash (1) [PM]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 54       P - 48       F - 43
    ALI - 41       B - 46       C - 38
    LUK - 54       W - 34       L - 36 [ON]
    
    
    Pros: This is the stronger evil unit that is tougher to take down
    
    Cons: The lack of good INT growth makes this unit weaker for its final class.
    
    Bottom Line:
    This is a fine unit, for the most part, since it is tougher physically
    speaking.
    
    Ideal unit building scenario:
    It should follow the Fighter path while briefly transitioning through
    1 level as a Beastman.
    
    Formation:
    Front - Similar to the Fighter, this is the optimal position.
    Back  - Keeping this unit healthy in the back row is an option.
    
    Promotion->Evil One - level 16+, CHA 60+, ALI 0-30
    
    
    Evil One
    --------
    
    HP   - 74  +6
    STR  - 58  +3
    AGI  - 57  +2
    INT  - 42  +2
    COST - 900 +130
    
    Front - Chop     (2) [PM]
    Back  - Fireball (2) [FIT]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 58       P - 54       F - 46
    ALI - 23       B - 55       C - 40
    LUK - 62       W - 25       L - 39 [ON]
    
    
    Pros: If not for the abnormally high natural luck, this unit is not
          very good at all. This unit is reasonably priced for its offensive
          output.
    
    Cons: This unit simply does not compare against its holy brethren, or the
          Ninja classes. You wonder why the Empire deploys these units.
    
    Bottom Line:
    This unit is not worth your time unless you are trying to convert hired
    Evil Ones into something more useful.
    
    Ideal unit building scenario:
    If you had to build one yourself, the suggested progression is as follows...
    Fighter->Beastman->Ninja->Ninja Master->Evil One
    Alternatively, you could recruit them from Debonair to get the lucky
    (or unlucky) Evil Ones... if only for converting purposes.
    
    Formation:
    Front - This is probably the best place to put the unit.
    Back  - There are a pretty high number of targets that can be exposed of their
            fire weakness, but the weak INT growth getting up to this point can
            only be as amusing as the Dragon Master class.
    
    Promotion->Vampire - requires Blood Spell
    
    
    Ninja
    -----
    
    HP   - 76  +4
    STR  - 46  +3
    AGI  - 50  +3
    INT  - 50  +2
    COST - 500 +110
    
    Front - Shuriken (3) [PM]
    Back  - Ninjutsu (2) [NIT]
    
    *Ninjutsu is a spell attack that revolves around the basic elementals:
    Fire (Katon), Cold (Suiton), and Lightning (Ikazuchi)
    The unit will choose the appropriate elemental that the target is weak
    against based on their resistances and use that elemental to attack.
    
    Movement - Forest
    Leader?  - No
    
    CHA - 47       P - 45       F - 50
    ALI - 38       B - 43       C - 44
    LUK - 48       W - 37       L - 43 [ON]
    
    
    Pros: It doesn't look like a great unit on the surface, but when you properly
          train this unit, it will become the best fighter class that does not
          require an item. It is already ahead of the game with 3 physical attacks
          has some nifty magic in the back row. It only gets better from here.
    
    Cons: When you have best, it will cost you an arm and a leg. The costs
          add up quickly. Also, the HP growth is a bit disappointing. The magical
          attack in the back row won't be that great for a while anyways.
          The only headache is that this unit cannot be a leader, yet.
    
    Bottom Line:
    This is just a nice stepping stone to become even better later in the game.
    It is worth the best bang for the buck.
    
    Ideal unit building scenario:
    It is worth training a number of level 1 or 2 fighters to be bred for evil.
    You can also convert many existing Beastmen leaders, especially Gilbert and
    Lyon for the best results.
    
    Formation:
    Front - This is the unit's optimal position for dealing damage.
    Back  - Keeping this unit in the back row won't hinder overall damage output
            too much.
    
    Promotion->Ninja Master, level 15+, CHA 60+, ALI 0-30
    
    
    Ninja Master
    ------------
    
    HP   - 77   +5
    STR  - 51   +3
    AGI  - 52   +4
    INT  - 55   +3
    COST - 1300 +190
    
    Front - Shuriken (3) [PM]
    Back  - Ninjutsu (1) [NIA]
    
    *Ninjutsu is a spell attack that revolves around the basic elementals:
    Fire (Katon), Cold (Suiton), and Lightning (Ikazuchi)
    The unit will choose the appropriate elemental for a selected target (based
    on currently selected Tactics for your units) using their weakness based on
    that unit's resistances. This version attacks all units unlike the Ninja.
    
    Movement - Forest
    Leader?  - Ok
    
    CHA - 56       P - 47       F - 52
    ALI - 22       B - 68       C - 46
    LUK - 56       W - 2        L - 45 [ON]
    
    
    Pros: I cannot say enough good things about this unit. You can deal 3 good
          physical hits, deal a nice quick hit all, and still be the toughest
          fighter on the field that does not disappoint. Oh, it can lead too!
          This is a great unit to attempt a hit and run with...
    
    Cons: This unit is highly susceptible to White attacks, but consider that
          the bulk of this threat comes from the Angel class, Sylphs very late
          in the game (that has a very small number of formations, any member
          of the Cleric class in the front row, and Princesses that only appear
          in Dragon's Haven.
    
    Bottom Line:
    This is the best Fighter class that doesn't involve a special item.
    Period, end of story.
    
    Ideal unit building scenario:
    You have a many paths to get to here..
    1) If you progress from a basic Fighter or special character and work
    them up to this class, you're doing pretty well for yourself.
    2) If you miss the boat on making a Doll Master or Mage, this class will
    allow the INT gained to be maximized.
    3) If you don't mind spending money on hiring Evil Ones to take advantage of,
    their high luck, you can easily convert them to this class to be used in the
    front row for dealing damage.
    
    Formation:
    Front - If the primary focus of this unit is to be a fighter, then this is
            the best option.
    Back  - If the primary focus of this unit is to be a nice wizard backup, then
            this is the best option.
    
    
    Dollmage
    --------
    
    HP   - 78   +3
    STR  - 40   +1
    AGI  - 54   +2
    INT  - 53   +3
    COST - 1280 +160
    
    Front - Puppet (2) [PM]
    Back  - Acid   (1) [PIA]
    
    Movement - Plains
    Leader?  - Ok
    
    *Acid is an INT based Physical hit all attack. Doll Masters (and other
    Wizard classes) use this same attack. Don't confuse this with the Black
    Dragon class's Acid attack. 
    
    CHA - 52       P - 28       F - 44
    ALI - 53       B - 37       C - 39
    LUK - 47       W - 43       L - 27 [ON]
    
    
    Pros: This is the only unit that provides a hit all very early in the game.
          This unit is more than capable of winning a battle.
          Ideally, this unit is the Wizard killer.
    
    Cons: The cost of maintaining this unit is pretty high and adds up pretty
          quickly. Relatively speaking, a Nixie is more expensive to maintain
          over time. Also, you need to pay close attention to CHA and ALI changes
          due to killing a unit. You need to properly balance the usage of this
          unit to get it to its next promotion.
    
    Bottom Line:
    Having a powerful, but expensive wizard is not a bad thing.
    
    Ideal unit building scenario:
    It may be worth converting some of the special character units to this class
    as the eventual promotion will provide some decent impact late game.
    You may be able to get one of these units from Warren.
    
    While creating these units from the Fighter class, there are two things to
    keep in mind. They will be stronger than their natural Dollmage counterparts
    in terms of starting HP and STR. It will take some time to catch up in AGI,
    but they won't ever quite keep up with the INT growth that a natural Dollmage
    would have due to their starting base stats.
    
    Formation:
    Front - For wizard types, the front row is only useful for ALI manipulation
            via killing Undead
    Back  - This is where every wizard unit should be at almost all times.
    
    Promotion->Doll Master - level 14+, CHA 60+, ALI 50-80
    
    
    Doll Master
    -----------
    
    HP   - 78   +3
    STR  - 38   +1
    AGI  - 57   +3
    INT  - 57   +3
    COST - 1280 +190
    
    Front - Puppet (2) [PM]
    Back  - Acid   (2) [PIA]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 58       P - 26       F - 47
    ALI - 69       B - 21 [O]   C - 41
    LUK - 42       W - 59       L - 29 [N]
    
    
    Pros: This unit is slightly a notch below the Muse in terms of damage output.
          This is the only Fighter class that has a dual hit all that doesn't 
          require a special item. This unit is even more effective at killing
          Wizards due to its blazing AGI gains.
    
    Cons: Physical resistance increases for most units, so the damage output is
          not usually going to be where you would like it to be.
    
    Bottom Line:
    This effective, productive, and expensive unit is always a great difference
    maker for the outcome of a battle, and this unit continues to deliver.
    
    Ideal unit building scenario:
    If you've trained this unit properly from a Dollmage, this unit should be
    very productive.
    
    If you stink at producing these units, Debonair allows you the chance at
    having them, at a really high cost.
    
    Formation:
    Front - Just like any wizard type, don't bother.
    Back  - The optimal position for any wizard type is here.
    
    
    Wizard
    ------
    
    HP   - 86  +2
    STR  - 37  +1
    AGI  - 51  +1
    INT  - 45  +4
    COST - 400 +70
    
    Front - Hit   (2) [PM]
    Back  - Magic (2) [OIT]
    
    *Magic selects the most effective elemental excluding White based on
    the target's resistances to damage the selected target. The spells used
    are Tornado (Physical), Fireball (Fire), Icefield (Ice), Bolt (Lightning),
    and Nitemare (Black).
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 50       P - 20 [O]   F - 32 [N]
    ALI - 45       B - 45       C - 32
    LUK - 50       W - 35       L - 37
    
    
    Pros: This is the most damage efficient class track vs most units. The INT
          stat, unlike the STR stat deals with both hit rate and damage. Magic
          is pretty much effective all game, so it is worth your time to invest
          in this class.
    
    Cons: This unit provides the worst stat growth overall. This unit is
          extremely fragile, in addition to be one of the slowest units in this
          game. It is also very easy to screw up a Wizard's ALI so you need to
          pay close attention to the unit's ALI changes when it kills something.
    
    Bottom Line:
    Once you use this unit, you will understand why this class becomes awesome
    throughout the game.
    
    Ideal unit building scenario:
    There are a few scenarios that are worth looking at...
    1) You will almost always get a Wizard in a starting group. These units will
    always be strongest Wizards (other than Warren and Saradin) and will serve
    you well, regardless of the situation.
    2) If you build a Wizard from a Fighter, this unit will benefit from having
    some extra HP, STR, and AGI. However, this unit will never be as strong
    magically as a natural Wizard.
    3) If you are fortunate to obtain the Egg of Wonder aka "Beast" item, you can
    you can create level 1 Wizards. A level 5 Lord/Opinion Leader is required for
    this to create a level 3 Imp (a level 3 Lord can create a level 1 Imp) which
    will allow you to create as many level 1 Wizards as you desire.
    
    Formation:
    Front - This is only useful if you are killing Undead. If you manage to screw
            the Wizards ALI below 10, kill some neutral Wraith in the Swamp area 
            of the Balmorian Ruins to gain enough ALI.
    Back  - Keep Wizards here, period.
    
    Promotion->Mage - level 10+, CHA 60+, ALI 10-35
    
    
    Mage
    ----
    
    HP   - 81  +2
    STR  - 38  +1
    AGI  - 49  +1
    INT  - 45  +4
    COST - 800 +150
    
    Front - Hit   (2) [PM]
    Back  - Magic (1) [OIA]
    
    *Magic selects the most effective elemental excluding White based against
    a target based on the current Tactics. The elemental selected is based on
    that target's resistance. The spell used are Acid (Physical), Firewall (Fire),
    Icestorm (Ice), Thunder (Lightning), and Phantom (Black)
    
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 55       P - 24 [O]   F - 34 [N]
    ALI - 35       B - 51       C - 35
    LUK - 48       W - 29       L - 38
    
    
    Pros: It's hard to be ineffective when you can perform most elemental hit alls.
    
    Cons: Statistically, there's no real difference to changing classes other
          than costing more.
    
    Bottom Line:
    No army is complete without these guys.
    
    Ideal unit building scenario:
    The best solution is to follow my Wizard suggestions.
    If you really suck at making Mages though, Tristan offers you the opportunity
    to create these, but they will be inferior, particularly in the HP department.
    
    Formation:
    Front - Don't even think about it.
    Back  - That's why you have this unit right?
    
    Promotion->Sorcerer - requires Undead Staff
    
    
    Sorcerer
    --------
    
    HP   - 73   +3
    STR  - 39   +1
    AGI  - 47   +1
    INT  - 55   +4
    COST - 1200 +180
    
    Front - Magic (2) [OIT]
    Back  - Magic (2) [OIA]
    
    *Magic selects the most effective elemental excluding White to attack units
    with based on the current tactics.
    This unit's front row attack is the same as the Wizard's back row attack.
    This unit's back row attack is the same as the Mage's back row attack.
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 60       P - 28 [O]   F - 36 [N]
    ALI - 21       B - 59       C - 38
    LUK - 45       W - 21       L - 39
    
    
    Pros: Two hit alls is better than one.
    
    Cons: Tweaks in HP growth doesn't actually change the previous issues.
    
    Bottom Line:
    This unit is one step away from being all powerful.
    
    Ideal unit building scenario:
    Make sure to promote your best Mage, which starts at Saradin, then Warren,
    and you probably want at least one of your best Mages to round it all off...
    
    Formation:
    Front - A front row magic attack is rare, but being frail doesn't help.
    Back  - You shouldn't have to check.
    
    Promotion->Lich - requires Undead Ring
    
    
    Lich
    ----
    
    HP   - 88   +2
    STR  - 35   +1
    AGI  - 46   +2
    INT  - 59   +4
    COST - 1900 +250
    
    Front - Cold Eye (3) [WM]
    Back  - Magic    (3) [OIA]
    
    *Magic behaves like the Mage's back row attack.
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 62       P - 100      F - 100
    ALI - 9        B - 100      C - 100
    LUK - 42       W - 10       L - 68  [ON]
    
    
    Pros: This unit virtually guarantees the destruction of a boss on any stage
          and any level. If it doesn't succeed, you can always try again.
          Additionally, being able to kill Undead is a nice side bonus.
    
    Cons: Stat growth is not going to be great, but you will be paying for
          beefing up this unit anyways. Make sure that the White resistance is
          upgraded for the final battle.
    
    Bottom Line:
    All the work into the Wizard class pays huge dividends.
    
    Ideal unit building scenario:
    If you've selected the best Wizards and Mages, then this is a natural upgrade.
    
    Formation:
    Front - If you want some free CHA and ALI, I guess you could do this.
    Back  - Just hold up that wand and smile.
    
    
    Special Fighter Classes
    -----------------------
    
    There are a few units that are part of the Fighter tree that are simply
    evil and accessible by different methods. They all happen to be very
    dependent on the moon though...
    
    
    Vampyre
    -------
    
    In the daytime, this unit sleeps in his coffin.
    
    HP   - 45   +4
    STR  - 42   +3
    AGI  - 45   +2
    INT  - 61   +4
    COST - 1600 +250
    
    Front - Lifesuck (2) [HBSTU] - night
            Sleeping (1) [U]     - day
    Back  - Charm    (2) [HBITU] - night
            Sleeping (1) [U]     - day
    
    *Lifesuck is a STR based black attack that deals damage and heals the attacker
    in one move. The amount healed depends on the damage dealt.
    
    *Charm is a magical attack that attempts to inflict the effect of the
    Lovers tarot to a single target. Once a target is successfully hit,
    the target will use the rest of its remaining turns and use their attacks by
    retargeting their abilities until is dead or it is healed by the Temperance
    tarot. Units targeting themselves or other members with a damaging attack
    have a special evasion bonus that reduces the chance of the attack's success.
    Do not confuse this with the Cerberus's Charm attack.
    
    **Charm will not work on any boss (except for one boss AFAIK due to a bug).
    
    *Sleeping is a dummy attack that is meant to do nothing.
    Really, I'm not kidding.
    
    Movement - Forest - night
               Slow   - day
    Leader?  - Ok
    
    CHA - 50       P - 82       F - 78
    ALI - 19       B - 80       C - 85
    LUK - 62       W - 10       L - 48 [ON]
    
    Note: All elemental resistances are 100 in the daytime.
    Fire is the default elemental used by a Wizard or Ninja class unit in the
    daytime.
    
    
    Pros: This unit can serve as a small unit tank by the virtue of healing by
          attack. It can also serve as a specialized Lovers Tarot.
          Inflicting Charm can turn the tide of a battle.
          This unit can serve as a decent alternative to the Dragon Master.
    
    Cons: The unit is only productive during half of the day. Also, being in
          Coffin form does not guarantee invincibility due to its weak HP growth
          and ALI. If you were to groom him from a Knight, the ALI has to be
          readjusted to evil (towards 0) to be more effective, but that makes this
          unit more vulnerable in the daytime. On the other hand, if the ALI is
          readjusted to being good (towards 100), the unit is not as effective
          fighting at night, but will survive the morning beatings better.
          The unit's current movement hurts its natural defenses in the daytime.
    
    Bottom Line:
    If this unit was a little faster, it could potentially do more damage for the
    price you are paying for it. However, being a decent small unit tank and
    a good hit all neutralizing unit can really come in handy.
    
    Ideal unit building scenario:
    There are many methods to get to this point.
    
    It is most beneficial if you obtain this item early in the game.
    1) You can build your own Knight from a Fighter and convert that.
    This unit will be the cheapest option, but not by much because of the
    easily growing costs.
    2) One of the level 3 Knights you get from Warren or Lans are ideal units
    to convert. You want to be able to gain as much statwise in this class as
    you possibly can to have effective abilities.
    Thanks to piratacorp for reminding me about this.
    (That was the only e-mail I got after writing this guide.)
    
    If you get this item late, the options you have are a bit more limited...
    1) Use your best holy fighter (probably Ashe at this point) and convert them.
    This unit would be better served in the front row.
    2) If you have Debonair, hire an Evil One and convert that. The extra luck
    may prove invaluable as a Vampyre... in the front row.
    3) If you have access to Antanjyl, you can try your luck recruiting neutral
    ones, but you are better of trying to Charm them into your army.
    Unfortunately, these Vampyres are much more adept at being more like a Wizard
    type unit, and thus would limit their effectiveness to the back row.
    4) You could try to convert a failed Wizard or Dollmage and convert them as
    long as they have the 60 CHA required to become an Evil One... they would be
    better in the back row. Even hired Doll Masters are not a bad idea... as they
    have a higher natural AGI to work with, but you would have to convert them
    into a Knight and try to slowly kill the unit's ALI to make them a better unit.
    
    Formation:
    Front - If you need a tank, this is where you want to put it.
    Back  - If you need to neutralize a strong unit (preferably those of the hit
            all variety), this is where you put this unit.
    
    
    Werewolf
    --------
    
    In the daytime, this unit becomes a "Beastman" that has the resistances
    and looks of a Fighter and not much else.
    
    HP   - 79  +6
    STR  - 53  +3
    AGI  - 54  +3
    INT  - 44  +1
    COST - 380 +80
    
    Front - Smash (3) [BM] - night
            Slice (1) [PM] - day
    Back  - Smash (3) [BM] - night
            Slice (1) [PM] - day
    
    Movement - Mountain - night
               Plains   - day
    Leader?  - No
    
    CHA - 31       P - 71 [O]   F - 72 [N]
    ALI - 38       B - 92       C - 77
    LUK - 49       W - 11       L - 78
    
    
    Pros: This unit has insane power and resistances for a small unit.
          It has the right combination to be an effective fighter.
    
    Cons: The biggest issue going for this unit is INT growth, but more importantly
          the significant dependence of nightfall. Additionally, holy units will
          burn this enemy up subsequently as a result of poor INT growth.
    
    Bottom Line:
    If you are willing to spend some money on Moonbeams from the cash saved
    by not using regular fighters, then it may be practical to go this route.
    It might not be a bad idea to have a Princess lead this unit...
    
    Ideal unit building scenario:
    There is a small number of options you can try here...
    1) You can try to infect a level 1 Fighter via Sirius or any Werewolf.
    The Fighter must be killed by this unit at night. The reported probability
    of successful conversion is a 1/8 chance.
    2) If you are fortunate to get a Blood item early, you can convert a level 3
    Knight into a Vampyre and recruit. This way, you can get very decent level 1
    Werewolves.
    3) The standard method is to recruit level 5 Werewolves from the mountains of
    Lake Jannenia.
    
    Formation:
    Front - This is probably where you want this unit.
    Back  - It doesn't matter unless this unit has some health issues.
    
    
    Tigerman
    --------
    
    In the daytime, this unit becomes a "Beastman" that has the resistances
    and looks of a Fighter and not much else.
    
    HP   - 77  +6
    STR  - 59  +4
    AGI  - 58  +3
    INT  - 45  +1
    COST - 720 +120
    
    Front - Smash (2) [BM] - night
            Slice (1) [PM] - day
    Back  - Smash (2) [BM] - night
            Slice (1) [PM] - day
    
    Movement - Forest - night
               Plains - day
    Leader?  - No
    
    CHA - 28       P - 74       F - 76
    ALI - 36       B - 94       C - 71 [ON]
    LUK - 52       W - 14       L - 75
    
    
    Pros: I'm not sure how this is that much better than the Werewolf...
    
    Cons: This unit is hard to create, given that you have to "summon" them or
          recruit them in one special location.
    
    Bottom Line:
    This unit is not really worth the effort of obtaining really, in addition
    to having all the negatives of a Werewolf. It might be a great idea to
    have a Princess lead this unit...
    
    Ideal unit building scenario:
    You have a number of options here...
    1) You need the Fullmoon Stone to recruit this unit one at a time.
    2) You could to go to marshes of Antanjyl to recruit them at level 16.
    3) You could try to Charm a number of them from enemy formations in Antanjyl.
    4) You could try to get a level 1 Fighter killed by this unit at night
    to convert them into a Tigerman.
    
    Formation:
    Front - It should be the same as the Werewolf.
    Back  - Just like the Werewolf, it's handy to put this unit in the back row.
    
    
    Amazon
    ------
    
    HP   - 83  +4
    STR  - 42  +2
    AGI  - 50  +3
    INT  - 52  +2
    COST - 100 +30
    
    Front - Arrow (1) [PM]
    Back  - Arrow (2) [PM]
    
    Movement - Forest
    Leader?  - No
    
    CHA - 46       P - 38       F - 32 [ON]
    ALI - 50       B - 38       C - 36
    LUK - 48       W - 42       L - 43
    
    
    Pros: Just like the Fighter class, you should be able to find a use for
          this unit and her brethren in future classes.
    
    Cons: You will quickly learn that her derivative classes are effectively
          wizard type units.
    
    Bottom Line:
    Regardless of what you plan for them, they will be excellent wizard type units
    and it's very easy to build an army with these units for their potential.
    
    Ideal unit building scenario:
    Use the level 2 Amazons you get from Warren or simply just erase them
    and hire a batch of level 1 replacements with a level 2 or 3 Cleric.
    
    Formation:
    Front - The only time this is useful is to rotate damage distribution while
            the entire back row is occupied...
    Back  - This is the unit's ideal position.
    
    Subclasses:
    Valkyrie - level 5+, CHA 50+, ALI 35-100, group attacker
    Cleric   - level 4+, CHA 50+, ALI 50-100, group healer
    Witch    - level 5+, CHA 50+, ALI  0-65,  group neutralizer
    Princess - requires Royal Crown,          group empowerer by leading
    
    
    Valkyrie
    --------
    
    HP   - 81  +4
    STR  - 45  +2
    AGI  - 52  +3
    INT  - 54  +3
    COST - 620 +80
    
    Front - Chop (2) [PM]
    Back  - Bolt (2) [LIT]
    
    Movement - Forest
    Leader?  - Ok
    
    CHA - 53       P - 42       F - 34 [N]
    ALI - 54       B - 32 [O]   C - 44
    LUK - 52       W - 48       L - 52
    
    
    Pros: Lightning is arguably the most effective elemental against most units.
          I'll list them later, but suffice it to say, it is very effective
          against most units in this game.
    
    Cons: This unit is not a fighter type unit, nor it should ever been mistaken
          for one.
    
    Bottom Line:
    This is just a good stepping stone to becoming one of the most effective
    killing liberation unit.
    
    Ideal unit building scenario:
    If you train your Amazons properly, you should be fine. The starting
    Valkyrie and Clerics you get should be fine, although starting Valkyries
    have a really high price.
    
    Formation:
    Front - This unit does not pretend to be a fighter...
    Back  - This is the unit's optimal position.
    
    Promotion->Muse - level 15+, CHA 60+, ALI 70+
    
    
    Muse
    ----
    
    HP   - 76   +4
    STR  - 48   +3
    AGI  - 55   +3
    INT  - 56   +3
    COST - 1350 +210
    
    Front - Chop    (2) [PM]
    Back  - Thunder (2) [LIA]
    
    *Thunder is an INT based lightning hit all attack. Do not confuse this with
    the Eagleman's Thunder attack.
    
    Movement - Snow
    Leader?  - Ok
    
    CHA - 62       P - 46       F - 38 [N]
    ALI - 75       B - 15 [O]   C - 52
    LUK - 64       W - 65       L - 60
    
    
    Pros: This unit has arguably the strongest two hit all of all units that
          don't require any special items. It also happens that she's a great
          liberation unit option. Additionally, she can take down normally very
          resistant units which include the Lich. Plus, this is the Amazon class
          that has the best stat growth possible.
    
    Cons: Lightning attacks are the least effective against the Dragon classes,
          Undead, Werewolves, and Tigermen.
    
    Bottom Line:
    This unit is highly desirable to use anytime and anywhere.
    
    Ideal unit building scenario:
    If you train them from the basic Valkyrie, you should be fine.
    Special characters such as Aishi, Norn, and Deneb are also good candidates.
    If you are willing to invest some money, you can try to Charm some Muses to
    take advantage of their high luck, but unfortunately they will be inferior to
    any Amazon you have trained up to this point.
    
    Formation:
    Front - The improved stat growth doesn't magically make this unit a good
            fighter.
    Back  - This is definitely where the unit should be placed.
    
    
    Cleric
    ------
    
    HP   - 87  +4
    STR  - 41  +2
    AGI  - 54  +1
    INT  - 52  +3
    COST - 200 +60
    
    Front - Ankh    (2) [WM]
    Back  - Healing (2) [WIAU] against Undead
                        [HITU] on your own units
    
    *Healing will attempt to kill enemy Undead on the field. Your unit will not do
    this if the "Strong" tactic is used, however that will not stop enemy attacks
    on your Undead. If there are no enemy Undead, Healing will target your unit
    that does not have full HP and has the least amount of HP of the group.
    
    Note: Healing does not factor into winning or losing battles.
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 57       P - 24       F - 23
    ALI - 65       B - 25       C - 21 [ON]
    LUK - 49       W - 55       L - 25
    
    
    Pros: This class is primarily the first option for Undead killing in the game.
          Also, Healing is always handy.
    
    Cons: Healing and killing Undead does not help you win battles in terms of
          dealing damage. AGI growth makes this unit not so appealing and should
          be switched into a Valkyrie for long term growth and potential.
          For a healer, she's not very resistant to much...
    
    Bottom Line:
    This class is invaluable to any army, especially when you reach Pogrom Forest.
    It will also save you little bit of money when it comes to buying Cures and
    Heals...
    
    Ideal unit building scenario:
    Even though this unit has poor AGI growth, it may not be out of the question
    to rotate Amazons or Valkyries to this class to purge Undead, gain incredible
    amounts of CHA and ALI, and in the process, gain a level.
    This unit is also perfect to recruiting Amazons.
    
    Formation:
    Front - She's a healer, not a fighter!
    Back  - This is the unit's optimal position.
    
    Promotion->Shaman - level 10+, CHA 60+, ALI 60+
    
    
    Shaman
    ------
    
    HP   - 83  +4
    STR  - 43  +2
    AGI  - 57  +2
    INT  - 58  +4
    COST - 450 +100
    
    Front - Ankh    (2) [WM]
    Back  - Healing (3) [WIAU] against Undead
                        [HITU] on your own units
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 64       P - 28       F - 27
    ALI - 76       B - 18 [O]   C - 25 [N]
    LUK - 53       W - 62       L - 27
    
    
    Pros: Extra healing allows for more potential healing.
          Stat gains are also much saner.
    
    Cons: She still suffers from the same resistance issues.
    
    Bottom Line:
    This is a much better healer than before. This unit is hard to miss.
    
    Ideal unit building scenario:
    If you probably train them as suggested with the Clerics, then you should
    be fine. This time, you won't have to worry about changing classes.
    
    One thing worth pointing out is stat growth. This unit produces more or less
    the same than her Valkyrie brethren. However, AGI costs are more valuable
    in addition to the fact that some special characters, Norn and Aisha, have
    insane above average INT.. which translates significantly better while as
    a Valkyrie. It is my opinion that a Valkyrie (and most certainly a Muse) is
    more valuable than this unit. However, that will come with increasing costs.
    Depending on how you value special characters of the Amazon class, it is
    worth some consideration.
    
    Formation: 
    Front - Why bother?
    Back  - This is the obvious optimal position.
    
    Promotion->Monk - level 18+, CHA 70+, ALI 70+
    
    
    Monk
    ----
    
    HP   - 74  +4
    STR  - 45  +2
    AGI  - 61  +2
    INT  - 61  +4
    COST - 700 +110
    
    Front - Ankh     (3) [WM]
    Back  - Healing+ (2) [WIAU] against Undead
                         [HIAU] on your own units
    
    *Healing+ will attempt to kill enemy Undead on the field. Your unit will not do
    this if the "Strong" tactic is used, however that will not stop enemy attacks
    on your Undead. If there is no enemy Undead, Healing+ will heal everyone in
    the group.
    
    Note: Healing+ does not factor into winning or losing battles.
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 68       P - 32       F - 31
    ALI - 87       B - 10 [O]   C - 29 [N]
    LUK - 56       W - 70       L - 29
    
    
    Pros: Group healing is an awesome concept. It is the best you can get to
          having a free Priestess tarot.
    
    Cons: This unit is not as geared for Undead killing.
          Stat growth is no different than its previous class.
    
    Bottom Line:
    If you want group durability, this unit ensures they live significantly
    longer. What's an All Heal worth when you have this unit!
    
    Ideal unit building scenario:
    Shaman, Monk... does it matter?
    
    Formation:
    Front - This row is probably better for killing Undead... I guess
    Back  - You can be assured of optimal group healing here.
    
    
    Witch
    -----
    
    HP   - 80  +3
    STR  - 38  +1
    AGI  - 49  +2
    INT  - 58  +4
    COST - 510 +70
    
    Front - Slap (2) [PM]
    Back  - Stun (2) [BIAU]
    
    *Stun behaves exactly like the Hierophant tarot card, except that it works
    on any boss. For instance, it will be more difficult to apply this to bosses
    like Endora or Rashidi than Diablo. All enemy units are targeted with a
    magical attack that stuns the unit when successful. While stunned, the unit
    will not attack until it "wakes up" and it will have 0 AGI for the duration
    for this status. Any damaging attack made on a stunned unit has a chance
    to "wake up" the unit.
    Turns can and will be lost until this status is removed.
    The Temperance card can remove every unit from this status.
    Stun status allows for the Tower Tarot to work all the time...
    
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 53       P - 25 [O]   F - 30
    ALI - 47       B - 48       C - 28 [N]
    LUK - 67       W - 50       L - 31
    
    
    Pros: This unit excels at damage prevention. The strong INT growth is
          beneficial and is a decent alternative to a Cleric's path for stat
          growth. She's great against Diablo and other bosses with weak INT.
    
    Cons: This unit does not gain enough AGI to neutralize faster and more
          dangerous units. She will not be useful against bosses with high INT.
    
    Bottom Line:
    This is a very underrated unit and can serve some use when used properly.
    It can help certain units to survive better such as the Undead or make a
    Golem a bit more effective. Additionally, she's the only realiable unit to
    be able to neutralize bosses on a consistant basis.
    
    Ideal unit building scenario:
    You may be fortunate to get one of them, so you may want to Charm some
    to take advantage of the naturally high luck.
    You can try Charming a pair of level 13 Witches from an enemy formation in
    the Balmorian Ruins or a pair of level 15 Witches from an enemy formation in
    the City of Malano.
    Of course, you making these units should be pretty easy via the Amazon.
    
    The Glass Pumpkin may sound like a nice item for recruiting Pumpkin units,
    but that eliminates getting any free Pumpkin+ upgrades. In the end, you should
    realize you are choosing between a nice special character in Deneb or having
    the opportunity to maximize the number of Halloweens you can have in your army.
    
    Formation:
    Front - Slapping monsters with paltry STR growth is a joke.
    Back  - This is definitely where you want her to be.
    
    
    Princess
    --------
    
    HP   - 70   +2
    STR  - 37   +1
    AGI  - 48   +2
    INT  - 57   +4
    COST - 2000 +250
    
    Front - Stardust (2) [PM]
    Back  - Starlite (1) [WIA]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 72       P - 27       F - 21 [N]
    ALI - 81       B - 20 [O]   C - 22
    LUK - 63       W - 65       L - 25
    
    
    Pros: This unit is an instant Emperor card. Every member in the group she
          leads in will be able to deal an extra attack. This virtually improves
          most units and makes the group even more awesome.
    
    Cons: I don't think anyone has actually taken much time analyzing this unit
          in depth. Defensively, her resistances are arguably the worst in this
          game. Her stat growth is the worst of the Amazon class of units.
          This ultimately means that she's just damn frail on her own.
    
    Bottom Line:
    You will love having this unit as a leader. Just make sure you are promoting
    a special Amazon character.
    
    Ideal unit building scenario:
    If you are lucky to obtain a Crown early in the game, it helps
    converting your strongest and luckiest women into a Princess.
    Ideal candidates include Deneb, Aisha, Norn, and Rauny (in order from
    best to worst candidate IMO). If you do not manage to pick up those heroes,
    the next best candidate is a natural Witch, followed by any Amazon class unit
    that has the best INT, AGI, and/or LUK.
    
    You could try to promote an early Amazon to become a Princess if you plan
    on bringing up level 1 Angels and Faeries and in the process see how
    fragile this unit can truly be...
    
    Under the FIRESEAL cheat scenario, you could have one of your own initially or
    steal some to further understand this unit better.
    
    Formation:
    Front - You must be kidding me right?
    Back  - Of course she's supposed to be here.
    
    
    Hawk Man
    --------
    
    HP   - 87  +5
    STR  - 45  +2
    AGI  - 55  +3
    INT  - 52  +1
    COST - 400 +90
    
    Front - Hit (2) [PM]
    Back  - Hit (1) [PM]
    
    Movement - Low Sky
    Leader?  - No
    
    CHA - 40       P - 39       F - 36 [ON]
    ALI - 50       B - 40       C - 40
    LUK - 42       W - 40       L - 44
    
    
    Pros: This unit allow for great mobility for groups with 5 members (there is
          one exception, but that shouldn't be an issue). Additionally, this
          unit is fairly adept at avoid physical damage and being very successful
          at hitting early in the game.
    
    Cons: Unfortunately, this class of units really sucks in terms of fighting
          ability. You will realize quickly enough that you need to give this
          unit and his future classes a good weapon to remotely be useful.
          Also, it is a waste of his ability if a beast is part of the group this
          unit is in. The INT growth is pathetic.
    
    Bottom Line:
    Very good mobility can be afforded to any fighter or wizard based group.
    Unfortunately, this unit becomes more of a black hole offensively...
    
    Ideal unit building scenario:
    Recruit level 3 Hawk Men in the deep ocean in Sharom. It would be cheaper
    than hiring them with Canopus.
    
    Formation:
    Front - If you want to win the battle, you'll need all the help you can get.
    Back  - This placement is only good for health reasons.
    
    Promotion->Eagleman - level 10+, CHA 50+, ALI 45-100, holy fighter
             ->Ravenman - level 12+, CHA 50+, ALI  0-55,  evil fighter...
    
    
    Eagleman
    --------
    
    HP   - 86  +6
    STR  - 49  +2
    AGI  - 60  +4
    INT  - 58  +2
    COST - 700 +140
    
    Front - Hit     (2) [PM]
    Back  - Thunder (1) [LST]
    
    *Thunder is a STR based targeted lightning attack. Do not confuse this 
    with the Muse's Thunder attack.
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 60       P - 42       F - 39 [N]
    ALI - 66       B - 34 [O]   C - 43
    LUK - 56       W - 56       L - 80
    
    
    Pros: This unit is a much better tank now with the better stat growth.
    
    Cons: Unfortunately, the offense doesn't get that much better. What's worse
          is that this unit is not very good in groups of their own because of
          their lack of offensive production. You may be better off using them in
          a "cleanup" type role.
    
    Bottom Line:
    I think Canopus distorts the bigger picture with this unit. Unfortunately,
    most people don't recognize that. Other than allowing a group to be holy, this
    unit will still not be a decent offensive force overall... an elemental
    weapon will serve this unit better.. although the back row is perfect with
    the Ogre Sword...
    
    Ideal unit building scenario:
    If you want to get a reasonably good Eagleman, you need to train them from
    level 3 Hawk Men. Canopus looks good on paper, but that high luck that this
    unit normally has doesn't properly translate into more kills unless used in
    a cleanup role.
    
    Formation:
    Front - If you need the offense, this is where you should have him. 
    Back  - This attack is actually better suited for a hit and run.
    
    
    Ravenman
    --------
    
    HP   - 95  +6
    STR  - 52  +2
    AGI  - 62  +4
    INT  - 55  +2
    COST - 800 +120
    
    Front - Hit     (2) [PM]
    Back  - Inferno (1) [FST]
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 55       P - 40 [O]   F - 70
    ALI - 31       B - 69       C - 46 [N]
    LUK - 48       W - 21       L - 47
    
    
    Pros: This unit is the best of the entire Hawk Man class. On the surface,
          this unit looks weaker than its Eagleman brethren. However, that is
          not the case. Statistically, this is a very decent small unit tank.
          The resistances are actually pretty good when you compare against
          a number of other units. Heck, it is almost comparable to Canopus.
          That's how good this unit can be. This unit is also a great stopgap
          measure when you need to bridge the mobility issue that the Demons
          face when most fighting units become "heavier".
    
    Cons: The offense is still going to be awful.
    
    Bottom Line:
    This is the most underrated low sky unit available.
    
    Ideal unit building scenario:
    It is best to recruit these units at level 5 from the water areas in Lake
    Jannenia. This unit can be molded however you wish, and will be the best option
    for any group that desires this unit.
    
    Formation:
    Front - This is no different than an Eagleman, offensively speaking.
    Back  - Hit and runs are ideal for this position.
    
    
    Mermaid
    -------
    
    HP   - 93  +5
    STR  - 49  +2
    AGI  - 52  +2
    INT  - 51  +3
    COST - 900 +130
    
    Front - Stab     (2) [PM]
    Back  - Blizzard (1) [CIT]
    
    Movement - Shallow
    Leader?  - Ok
    
    CHA - 53       P - 29       F - 26
    ALI - 57       B - 43       C - 52
    LUK - 44       W - 48       L - 21 [ON]
    
    
    Pros: This is one of the few wizard type small units that gains above
          average HP. Plus, cold attacks are effective against most of the Giant
          classes, Cleric classes, and all large Mountain units.      
    
    Cons: This unit's effectiveness is significantly better in water.
          Additionally, cold attacks have the least impact in this game,
          generally speaking. Additionally, this unit gets expensive pretty
          quickly.
    
    Bottom Line:
    This unit looks disappointing on the surface, but it is the promoted unit
    that is worth the effort.
    
    Ideal unit building scenario:
    This is only unit that can recruit itself, which allows you to optimize this
    unit's potential if you are willing to spend the money.
    
    Formation:
    Front - I guess this position may give out the best offensive production, but
            at the risk of taking lots of damage.
    Back  - The risk of taking damage is lowered, but it isn't really useful
            offensively speaking.
    
    Promotion->Nixie - level 11+, CHA 50+, ALI 50+
    
    
    Nixie
    -----
    
    HP   - 85   +5
    STR  - 51   +3
    AGI  - 55   +3
    INT  - 57   +4
    COST - 1150 +210
    
    Front - Stab     (2) [PM]
    Back  - Icestorm (1) [CIA]
    
    Movement - Shallow
    Leader?  - Ok
    
    CHA - 57       P - 34       F - 31
    ALI - 74       B - 47       C - 60
    LUK - 41       W - 62       L - 23 [ON]
    
    
    Pros: This is the only unit that has a hit all and is in its final class
          earlier than the others. It also happens that this unit
          is the third fastest to gain a hit all assuming you exclude the Princess
          since that depends on a special item and you also exclude the Witch since
          her attack doesn't actually hurt anyone.
          Plus, this unit is easy to produce. Statistically speaking, she is the
          strongest wizard type unit that rivals a Ninja Master in stat growth.
          This unit should be pretty good for a hit and run...
    
    Cons: Even though every resistance gets a boost, she's still afraid of
          lightning. All the problems she had before are still there.
    
    Bottom Line:
    This is a great underrated, but expensive leader.
    
    Ideal unit building scenario:
    You could take my Mermaid suggestion seriously, but you could just simply
    recruit them at Island Avalon and just gain a quick level to make life easy.
    
    Formation:
    Front - This unit can be somewhat pass as a fighter, but that's not really
            her specialty.
    Back  - It is best to get that awesome hit all here.
    
    
    Angel
    -----
    
    HP   - 70  +4
    STR  - 40  +2
    AGI  - 43  +2
    INT  - 50  +3
    COST - 300 +50
    
    Front - Halo   (1) [WM]
    Back  - Banish (1) [WIT]
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 50       P - 27 [O]   F - 39
    ALI - 65       B - 35       C - 40
    LUK - 50       W - 55       L - 37 [N]
    
    
    Pros: When used in combination with front row Halloween (or Pumpkins), you
          can retain Low Sky mobility for any wizard type unit... except for the
          strangely overweight Princess. Being able to deal White damage regardless
          of having a Princess is very handy.
    
    Cons: Right now, this unit isn't very good, so keep some low expectations while
          she's not promoted yet.
    
    Bottom Line:
    When you realize that units fall into a particular alignment, there isn't
    many that have a middle ground. This entire class is built on hurting
    most beasts, Undead, and evil units, so it will take some time to smite them.
    
    Ideal unit building scenario:
    You have a number of options...
    1) If you are fortunate to obtain a Dream Crown early in the game, you can try
    to get as many level 1 Angels as you want.
    2) If you're willing to spend a little bit of money, recruiting some level 8
    Angels from level 10 Shaman aren't a bad investment.
    3) If you want instant Cherubim, just recruit Angels from Island Avalon and
    make sure they kill something and level up.
    
    Formation:
    Front - Don't do this for a frail unit.
    Back  - This is where you want this unit to be, period.
    
    Promotion->Cherubim - level 11+, CHA 55+, ALI 60+
    
    
    Cherubim
    --------
    
    HP   - 71  +4
    STR  - 45  +2
    AGI  - 46  +2
    INT  - 55  +4
    COST - 800 +130
    
    Front - Halo   (2) [WM]
    Back  - Banish (2) [WIT]
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 60       P - 31       F - 42
    ALI - 76       B - 24 [O]   C - 44
    LUK - 54       W - 66       L - 41 [N]
    
    
    Pros: Finally, you can see the potential of this unit.
    
    Cons: This unit does not pretend to be a fighter, so don't bother.
    
    Bottom Line:
    This unit only needs one more step to become even better.
    
    Ideal unit building scenario:
    If you followed my Angel building suggestion, then you should be fine.
    
    Formation:
    Front - Why?
    Back  - All the power is here!
    
    Promotion->Seraphim - level 22+, CHA 60+, ALI 80+
    
    
    Seraphim
    --------
    
    HP   - 76   +4
    STR  - 49   +2
    AGI  - 49   +3
    INT  - 60   +4
    COST - 1300 +210
    
    Front - Halo  (2) [WM]
    Back  - Jihad (1) [WIA]
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 70       P - 35       F - 45 [N]
    ALI - 87       B - 17 [O]   C - 48
    LUK - 57       W - 77       L - 45
    
    
    Pros: Bringing her to this point rewards you with a White hit all.
          Plus, some added AGI growth can't hurt.
    
    Cons: The added AGI growth is not really going to make her a good hit and run
          candidate.
    
    Bottom Line:
    Here's the next best solution to a Princess, and there's less to worry
    about this time around.
    
    Ideal unit building scenario:
    If you've followed my previous Cherubim and Angel scenarios, then you've
    developed something truly powerful.
    Yushis will simply become insane after this class change...
    
    Formation:
    Front - You didn't raise her to put her in the here, right?
    Back  - Everything begins and ends in this position.
    
    
    Imp
    ---
    
    HP   - 68  +5
    STR  - 45  +2
    AGI  - 45  +2
    INT  - 48  +3
    COST - 300 +60
    
    Front - Chop     (2) [BM]
    Back  - Nitemare (1) [BIT]
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 50       P - 44       F - 37 [ON]
    ALI - 25       B - 55       C - 44
    LUK - 48       W - 35       L - 38
    
    
    Pros: This is an interesting class in that the unit becomes more of a decent
          fighter-wizard hybrid. Ultimately, this unit becomes really cool in the
          end. The Low Sky movement is more than adequate in the beginning.
    
    Cons: The first class looks bad until the promotion. Don't expect too much at
          this point. The Low Sky movement won't be too helpful in the middle of
          the game, so it merely serves as a small bonus for the unit.
    
    Bottom Line:
    There is potential, but it doesn't look like it initially.
    
    Ideal unit building scenario:
    The Wonder Egg aka the "Beast" item will allow you to obtain a level 1 Imp
    if you are fortunate enough.
    However, you will end up recruiting level 6 Imps from the mountains of
    Pogrom Forest at the earliest for optimal stats.
    
    Formation:
    Front - This is currently better suited for dealing damage, but not by much.
    Back  - This position isn't too shabby given the INT growth.
    
    Promotion->Demon - level 10+, CHA 50+, ALI 0-40
    
    
    Demon
    -----
    
    HP   - 69  +6
    STR  - 49  +3
    AGI  - 48  +3
    INT  - 53  +3
    COST - 800 +140
    
    Front - Chop     (2) [BM]
    Back  - Nitemare (2) [BIT]
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 60       P - 47       F - 40 [ON]
    ALI - 15       B - 65       C - 49
    LUK - 52       W - 25       L - 44
    
    
    Pros: This unit is well balanced for either position you put it in.
    
    Cons: The Low Sky movement issue will become more obvious halfway through this
          unit's existence.
    
    Bottom Line:
    This unit is pretty solid overall, but nothing truly stands out though...
    
    Ideal unit building scenario: 
    If you paid any attention to my suggestion for Imp building, you should be ok.
    You do have alternatives such as instantly promoting Imps that you recruit
    from the mountains in the Kastolation Sea. If you have to obtain them via
    other methods, you should expect to be disappointed.
    
    Formation:
    Front - This unit is pretty good here...
    Back  - This unit is will do a little better here.
    
    Promotion->Devil - level 20+, CHA 50+, ALI 0-25
    
    
    Devil
    -----
    
    HP   - 70   +6
    STR  - 56   +3
    AGI  - 51   +3
    INT  - 58   +4
    COST - 1300 +220
    
    Front - Chop   (2) [BM]
    Back  - Meteor (1) [BIA]
    
    Movement - Low Sky
    Leader?  - Ok
    
    CHA - 70       P - 53       F - 42 [ON]
    ALI - 5        B - 86       C - 52
    LUK - 55       W - 4        L - 48
    
    
    Pros: This unit can filly carry and entire group of small units (well, at
          the same level as any member of the Hawk Man class). Also, the better
          INT growth is more than welcomed at this point of the game.
    
    Cons: Compared to a wizard type of unit, it won't actually resemble the same
          power a Mage would when attacking with Phantom due to the prior INT
          growth. Also, the White resistance will allow holy attacks to chew
          through this unit pretty easily...
    
    Bottom Line:
    All the hard work has paid off, but this unit sometimes feels like a
    "jack of all trades" even though there's a lot of holy units to smite.
    
    Ideal unit building scenario:
    If you've followed my previous advice for Demons and Imps, then you should
    be fine.
    Galf would still be the best in his position, but is it worth trading
    the Brunhild (and the best possible ending)?
    
    Formation:
    Front - This unit certainly hold its own here.
    Back  - This is where most of this unit's awesomeness will come from.
    
    
    Faerie
    ------
    
    HP   - 48  +3
    STR  - 38  +2
    AGI  - 52  +4
    INT  - 49  +4
    COST - 100 +70
    
    Front - Slap (2) [PM]
    Back  - Kiss (1) [TU]
    
    *Kiss targets any member of the group including herself. The unit that was
    kissed has their damage dealt increased by 8 and the damage the unit receives
    is reduced by a little (the defense increase is readjusted by the resistance
    value). Multiple kisses do not stack.
    
    Movement - Low Sky
    Leader?  - No
    
    CHA - 25       P - 30       F - 20 [ON]
    ALI - 50       B - 40       C - 23
    LUK - 62       W - 50       L - 28
    
    
    Pros: There isn't much positive to go here unless you are trying to build the
          ultimate hit and run unit.
          Kiss has a bit more impact for units that have hit alls.
          This unit is perfect in groups that have a free back row spot available
          or in cleanup groups...
          Fortunately, this is the only small unit that doesn't have a CHA
          requirement.
    
    Cons: Low HP growth, poor resistances, and insane rising costs for a unit that
          doesn't do much sounds pretty crazy to keep around.
    
    Bottom Line:
    This unit lacks any immediate impact. If you can't wait, then don't waste
    your time. If you have the patience, you will be well rewarded.
    
    Ideal unit building scenario:
    Usually, it's not a bad idea to obtain them from the forests of Deneb's Garden,
    since that's the free option.
    If you're willing to spend a little bit of money, you could hire them from
    level 8 Angels who were hired by level 10 Shaman...
    If you're lucky, You could also hire them from a level 3 Angels (hired from a
    level 5 Princess) or from a level 3 Princess...
    Then again, a Wonder Egg ("Beast" item) can create these if you had a level 3
    Lord...
    
    Go figure, the list is long.
    
    Formation:
    Front - It is not a great idea to try and alter this unit's ALI... let alone
            get it killed.
    Back  - This is the best position for this unit.
    
    Promotion->Pixie - level 10+, ALI 30-70
    
    
    Pixie
    -----
    
    HP   - 56  +3
    STR  - 43  +2
    AGI  - 57  +5
    INT  - 53  +4
    COST - 400 +170
    
    Front - Slap (2) [PM]
    Back  - Kiss (2) [TU]
    
    Movement - Low Sky
    Leader?  - No
    
    CHA - 37       P - 32       F - 28
    ALI - 55       B - 40       C - 25 [ON]
    LUK - 65       W - 55       L - 26
    
    
    Pros: Two kisses ensures some unit benefits from the attack. Additionally,
          the AGI boost is insane. It should be pretty evident by this time that
          even though the stat growth and the resistances aren't that great,
          this unit is starting to become difficult to kill even while being
          fragile.
    
    Cons: Can this unit get uselessly more expensive?
    
    Bottom Line:
    Now or later? That is the question.
    
    Ideal unit building scenario:
    If you get the free Faerie's from Deneb's Garden, you should be fine.
    
    Formation:
    Front - Are you crazy?
    Back  - A Kiss isn't that bad...
    
    Promotion->Sylph - level 20+, ALI 40-80
    
    
    Sylph (spelled Sylyph in game)
    -----
    
    HP   - 64  +4
    STR  - 40  +3
    AGI  - 63  +5
    INT  - 47  +4
    COST - 700 +250
    
    Front - Slap    (2) [PM]
    Back  - Missile (1) [WIA] (spelled Missle in game)
    
    Movement - Low Sky
    Leader?  - No
    
    CHA - 49       P - 35       F - 36
    ALI - 60       B - 30       C - 27
    LUK - 68       W - 60       L - 22 [ON]
    
    
    Pros: Finally, this unit is useful! No matter how you obtain this unit, it
          is simply ready to go and ready to rock! It is simply the best
          hit and run unit in the game.
    
    Cons: Fragility is still there, but ultimately it doesn't matter.
    
    Bottom Line:
    This unit is worth what you pay for. No more, no less.
    
    Ideal unit building scenario:
    There are a number of methods to getting this unit and none of them are cheap.
    1) If you raised it since a Faerie, this is the cheapest you will be able to
    get the unit, but it is blessed with wizard like INT, so it won't ever
    disappoint you there.
    2) You can skip all the level gaining pains by recruiting them in the mountains
    of the Rhyan Sea and recruit a level 20 Pixie... for a free upgrade to Sylph.
    This unit will be inferior to a raised Faerie in terms of HP, STR, and mainly
    INT.
    3) If you make it to the map Antanjyl, make sure to have a Charm or two ready.
    There's a formation that has a pair of Sylph in them. Once you steal the pair,
    you will find that they have really awesome HP, but have really sucky INT.
    However, these gals are at level 16, so you have some time to make some of
    those deficiencies up! If you never arrive at this level though, you can
    aim for a group with another pair of Sylph (at level 20 though) and Charm
    them over.
    
    Using the FIRESEAL cheat, you can experience the awesomeness of this unit and
    also have to Charm it for your own purposes.
    
    Formation:
    Front - You must be kidding me!
    Back  - Of course you want the holy assassin here!
    
    
    Pumpkin
    -------
    
    HP   - 98  +3
    STR  - 45  +2
    AGI  - 45  +2
    INT  - 31  +1
    COST - 100 +20
    
    Front - Pumpkin (1) [PTU]
    Back  - Pumpkin (1) [PTU]
    
    *Pumpkin attempts to reduce a unit's HP by 1/2 (rounded down if odd) on a
    successful hit. If the unit is Undead or has 1 HP, this attack will kill
    the unit on success.
    
    **Pumpkin will not work on any boss (except for one boss AFAIK due to a bug).
    
    Movement - Forest
    Leader?  - No
    
    CHA - 0        P - 33       F - 11 [ON]
    ALI - 45       B - 45       C - 37
    LUK - 72       W - 38       L - 34
    
    
    Pros: This unit is a natural Undead killer. Plus, their attack is targeted,
          and that's a rare option. This unit's movement is very friendly to
          Angels and other Low Sky wizard type units... This unit is cheap...
    
    Cons: The version of the unit sucks since the Fire resistance is simply awful.
          Additionally, this unit can't hit bosses...
    
    Bottom Line:
    If you are investing in this class, you need to invest for Halloweens.
    This version of unit is terrible.
    
    Ideal unit building scenario:
    Do it the hard way and look for them in the mountains in Deneb's Garden.
    The whole Golden Bough trip is a waste of time just for recruit Pumpkins...
    but it is a hint as to this unit's true value. I highly suggest you DO NOT
    FORGIVE Deneb if you want the best possible unit.
    
    Formation:
    Front - You could put this unit here... but it's not a good idea since it does
            not matter where you place them.
    Back  - This is a good place to put this unit.
    
    Promotion->Halloween - requires Rotten Pumpkin (aka Pumpkin+)
    
    
    Halloween
    ---------
    
    HP   - 88  +4
    STR  - 50  +3
    AGI  - 58  +3
    INT  - 37  +2
    COST - 100 +50
    
    Front - Pumpkin (2) [PTU]
    Back  - Pumpkin (2) [PTU]
    
    Movement - Forest
    Leader?  - No
    
    CHA - 0        P - 60       F - 37 [ON]
    ALI - 18       B - 69       C - 56
    LUK - 82       W - 22       L - 64
    
    
    Pros: Once you realize that high HP units can be taken down with ease with
          the dramatically improved AGI growth, you will be in great awe.
          This unit can also tank, even though the HP growth isn't great.
          This unit is still cheap...
    
    Cons: Ok, so it can't hurt bosses? Who said you had to use these against
          a boss?
    
    Bottom Line:
    This unit can neutralize any high HP unit, particularly Dragons! You can also
    use it for Undead killing... plus it can target any unit on the field!
    Combine this with being a good tank AND great for Low Sky wizard units,
    this is a godsend! (Well, almost...)
    
    Ideal unit building scenario:
    The obvious hint to building this unit... DO NOT FORGIVE DENEB! That's
    ultimately the tradeoff you make by forgiving Deneb... a chance to get a good
    special character or a really awesome unit...
    Thank Deneb when you don't forgive her.
    
    If you get a chance to use this unit with the FIRESEAL cheat, you should
    be as happy as I am with this unit (for the most part anyway).
    
    Formation:
    Front - This unit is a worthy front row tank.
    Back  - The unit is no less effective here, but it is fine to place them here
            for health reasons.
    
    
    Skeleton
    --------
    
    HP   - 0   +0 (Undead)
    STR  - 43  +3
    AGI  - 42  +2
    INT  - 32  +1
    COST - 100 +20
    
    Front - Slice (2) [BM]
    Back  - Slice (1) [BM]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 0        P - n/a      F - n/a [ON]
    ALI - 0        B - n/a      C - n/a
    LUK - 55       W - n/a      L - n/a
    
    
    Pros: It only takes a pair of these units to make an near-invincible
          front row wall. The unit is pretty darn cheap.
    
    Cons: As you know, it only takes one hit from a White attack to kill them.
          Additionally, this unit isn't really that great a fighter... it's just
          adequate.
    
    Bottom Line:
    If you are planning to invest in these units, this is a stopgap measure.
    
    Ideal unit building scenario:
    You are probably better off recruiting them from Pogrom Forest instead of
    from a Sorcerer. You can only get level 8 Skeletons at best from a Sorcerer.
    
    Formation:
    Front - The hint is in the front row tank.
    Back  - I don't see why you would want to limit this unit's damage output.
    
    
    Wraith
    ------
    
    HP   - 0   +0 (Undead)
    STR  - 51  +4
    AGI  - 49  +2
    INT  - 44  +1
    COST - 350 +50
    
    Front - Slice (3) [BM]
    Back  - Slice (1) [BM]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 0        P - n/a      F - n/a [ON]
    ALI - 0        B - n/a      C - n/a
    LUK - 55       W - n/a      L - n/a
    
    
    Pros: For a small unit, you get beast type STR and you get to attack 3 times!
          You can't ask that much more from a unit.
    
    Cons: This unit still suffers the same issue like his Undead brethren.
          Even though the World Tarot is great, but you will have to get some
          Star Tarot as well, due to certain attacks and formations.
    
    Bottom Line:
    To properly invest in an Undead unit, particularly those that have crappy
    INT growth, buy lots of the Joker Tarot item. You're saving lots of money
    using an Undead unit, so this is where some of the money has to go. Also,
    you can get some help with a Witch if that's needed.
    
    Ideal unit building scenario:
    The earliest you can obtain it is at level 8 if you manage to create
    a level 10 Lich. Otherwise, you can try to pick them up at the swamps of the
    Balmorian Ruins at level 15.
    
    Formation:
    Front - Obviously, you want this unit in the front row.
    Back  - Certainly, this unit is no different than the Skeleton in the back row.
    
    
    Ghost
    -----
    
    HP   - 0   +0 (Undead)
    STR  - 35  +2
    AGI  - 57  +3
    INT  - 50  +4
    COST - 100 +20
    
    Front - Soulflay (1) [BM]
    Back  - Nitemare (2) [BIT]
    
    Movement - Low Sky
    Leader?  - No
    
    CHA - 0        P - n/a      F - n/a [ON]
    ALI - 0        B - n/a      C - n/a
    LUK - 48       W - n/a      L - n/a
    
    
    Pros: This is an OK wizard type unit while being relatively speedy.
    
    Cons: Even though you could use this unit instead of the Skeleton classes
          as a front row tank, the offensive output suffers significantly.
    
    Bottom Line:
    This is another stopgap Undead unit. Use the Phantom if you want to get
    the best offense.
    
    Ideal unit building scenario:
    If you follow the method of recruiting Skeletons, it is virtually the same.
    Recruit them at Pogrom Forest or hire them from a Sorcerer.
    
    Formation:
    Front - This unit can be a tank, but suffers offensively for doing so.
    Back  - This is where the offense is at... like any wizard type unit.
    
    
    Phantom
    -------
    
    HP   - 0   +0 (Undead)
    Str  - 45  +2
    Agi  - 62  +3
    Int  - 53  +4
    Cost - 200 +40
    
    Front - Curse    (2) [BM]
    Back  - Nitemare (3) [BIT]
    
    Movement - Low Sky
    Leader?  - No
    
    CHA - 0        P - n/a      F - n/a [ON]
    ALI - 0        B - n/a      C - n/a
    LUK - 50       W - n/a      L - n/a
    
    
    Pros: Unlike the Skeleton class, you won't have to spend as much money to
          Star Tarots to avoid regular units.. at least not as many.
          This is the only unit that naturally allows 3 targeted attacks, which
          is pretty impressive. The Low Sky ability can replace an Angel as long
          as there are Halloween in the front....
    
    Cons: The unit is still not good as a front row tank.
    
    Bottom Line:
    This unit is probably the best of the Undead units. Once you invest in
    low cost units, you will need to spend on Joker Tarot items.
    
    Ideal unit building scenario:
    The level 10 Lich is the best source of level 8 Phantom recruits.
    If you think this is worthwhile, you could Charm level 13 Phantoms from
    a formation at the Kalbain Peninsula. If worse comes to worse, you can
    recruit these at level 21 in the swamps of Antalia.
    
    Formation:
    Front - Just follow the Ghost's recommendations.
    Back  - This position will allow the unit to be at its best.
    
    
    Gryphon
    -------
    
    HP   - 80  +7
    STR  - 50  +2
    AGI  - 58  +4
    INT  - 37  +1
    COST - 200 +50
    
    Front - Charge (2) [PM]
    Back  - Gale   (1) [PSA]
    
    Movement - High Sky
    Leader?  - No
    
    CHA - 30       P - 43       F - 33 [ON]
    ALI - 45       B - 55       C - 48
    LUK - 53       W - 35       L - 53
    
    
    Pros: This unit provides the best mobility at a dirt cheap price.
          High Sky movement also provides natural evasion which makes this
          an above average tank.
    
    Cons: Unfortunately, this unit suffers from poor INT growth. Over time,
          the poor STR growth doesn't really help this unit for dealing damage.
    
    Bottom Line:
    This bird is worth paying for and worth raising into something a bit better.
    
    Ideal unit building scenario:
    You have three good options..
    1) Keep the level 2 Gryphons you get from Warren.
    2) You can hire level 3 Gryphons from Canopus or level 5 Ravenmen from Lake
    Jannenia.
    3) You can recruit level 4 Gryphons from the mountains of Sharom District.
    
    Formation:
    Front - If you need this unit to do tanking duties, this is where it should be.
    Back  - If you need this unit to do the most damage, this is optimal.
    
    Promotion->Cockatris - level 9+, ALI 0-60
    
    
    Cockatris
    ---------
    
    HP   - 74  +6
    STR  - 54  +3
    AGI  - 63  +4
    INT  - 42  +1
    COST - 890 +80
    
    Front - Charge  (2) [PM]
    Back  - Petrify (2) [PSTU]
    
    *Petrify attempts to neutralize an enemy target. When successful, damage is
    dealt and the target changes into a diamond. The target is completely
    unable do anything on its turn and will have 0 AGI. This status cannot be
    removed unless a Temperance Tarot is used.
    Petrifying an Undead unit will kill the target instantly.
    
    **Petrify will not work on any boss (except for one boss AFAIK due to a bug).
    
    Movement - High Sky
    Leader?  - No
    
    CHA - 40       P - 46       F - 37 [ON]
    ALI - 36       B - 64       C - 53
    LUK - 55       W - 26       L - 57
    
    
    Pros: This unit is finally up to fighter type STR, which is important.
          Petrify is a great attack, which is perfect to removing any really
          nasty or annoying unit.
    
    Cons: This unit becomes less of a tank due to a slight drop in HP growth.
          I've been told that the Petrify attack doesn't work in the PSX version.
    
    Bottom Line:
    This is an important upgrade, since it is likely you want this unit to have
    some impact late game.
    
    Ideal unit building scenario:
    I don't recommended Charming this unit early on. It suffers quite a bit
    from the HP difference, which is primarily affected by HP growth and you
    will most likely see weaker AGI and INT.
    
    Formation:
    Front - This unit should spend most of its time here...
    Back  - If you're not using the PSX version of the game, you should take
            advantage of Petrify. Otherwise, avoid it like the plague.
    
    
    Wyrm
    ----
    
    HP   - 92  +8
    STR  - 58  +4
    AGI  - 47  +3
    INT  - 31  +1
    COST - 850 +170
    
    Front - Tail (2) [PM]
    Back  - Tail (2) [PM]
    
    Movement - High Sky
    Leader?  - No
    
    CHA - 30       P - 45       F - 47
    ALI - 42       B - 48       C - 39
    LUK - 47       W - 32       L - 38 [ON]
    
    
    Pros: This is the tougher unit of the two High Sky units. High STR and HP
          growth screams of being a solid tank.
    
    Cons: Although using large units consume reduce the group options and
          subsequently money, the costs start to soar. Even though this unit can
          carry a Dragon, it becomes a novelty feature. The worst part is you
          can only attack twice for a unit you pay this much money to.
    
    Bottom Line:
    This unit is expensive, but is a solid tank and solid attacker.
    
    Ideal unit building scenario:
    You should certainly keep the level 4 Wyrms that Gilbert starts with and if
    you get a Charm early, you can get another pair.
    However, it will take a while before Lyon or Gilbert become Beast Masters
    so you can recruit Wyrms at level 10.
    
    Formation:
    Front - This is where this unit should be spending most of the time.
    Back  - In the unlikely event that this unit needs has health issues,
            it won't change the offensive output.
    
    Promotion->Wyvern - level 13+, ALI 0-55
    
    
    Wyvern
    ------
    
    HP   - 89   +9
    STR  - 63   +4
    AGI  - 51   +3
    INT  - 36   +1
    COST - 1700 +210
    
    Front - Tail (2) [PM]
    Back  - Fire (2) [FST]
    
    Movement - High Sky
    Leader?  - No
    
    CHA - 37       P - 49       F - 53
    ALI - 30       B - 50       C - 35 [ON]
    LUK - 49       W - 20       L - 42
    
    
    Pros: This unit certainly is a better tank than its previous class. The
          targetable attack should be handy.
    
    Cons: The costs are even higher for a unit that's effectively the same thing.
    
    Bottom Line:
    The small changes for this unit is nice, but you are getting more of the same.
    
    Ideal unit building scenario:
    If you manage to get a Dragoner at level 12, you can recruit level 10 Wyverns.
    However, there are cheaper methods of getting the same unit, such as recruiting
    a level 14 Wyrm from the Valley of Kastro and instantly promoting it.
    You could also recruit directly from the deeper water areas of the City of
    Malano. Ultimately, you are better of raising the two Wyrms you get from
    Gilbert as they will be the cheapest and strongest overall option.
    
    Formation:
    Front - The bulk of this unit's time should be spent here.
    Back  - There are a few instances where you need the targeting, so take
            advantage of it if needed.
    
    
    Dragon
    ------
    
    HP   - 93  +8
    STR  - 60  +4
    AGI  - 37  +1
    INT  - 42  +1
    COST - 850 +100
    
    Front - Bite (2) [PM]
    Back  - Fire (2) [FST]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 40       P - 52       F - 50
    ALI - 50       B - 44 [O]   C - 46 [N]
    LUK - 50       W - 44       L - 47
    
    
    Pros: This unit's classes will guarantee two things... versatility and tanking
          ability. It is hard to argue how strong this unit is physically,
          so you know what you are getting.
    
    Cons: If you take the time to analyze this entire unit's class closely
          (as it took some time for me), you will realize that this unit
          has some deficiencies. It suffers from "too many promotions" where
          recruiting the upper class Dragons sometimes is the better option.
          Also, this unit suffers from attacking only twice in the front row.
          If a Dragoner or Dragon Master were able to be like a Princess for the
          Dragon classes, these units would be worth the bang for the buck.
          They are paid to be super tanks instead. Plus, the stat growth
          doesn't really help this unit too well.
    
    Bottom Line:
    It's worth investing to raise a Tiamat, but this unit does not compare well
    against other units that could be had at the same price. However, you are
    paying for a very strong tank.
    
    Ideal unit building scenario:
    Make sure to recruit level 1 Dragon from the mountains of Sharom.
    
    Formation:
    Front - This unit will spent most it its time here.
    Back  - If you want a targeted attack, it might not be a bad option as long
            as your formation is favorable for this.
    
    Promotion->Silver Dragon - ALI 65-100, cold attacking holy dragon
             ->Red Dragon    - ALI 35-65,  fire attacking neutral dragon
             ->Black Dragon  - ALI  0-35,  powerful evil dragon
    
    
    Silver Dragon
    -------------
    
    HP   - 95   +9
    STR  - 64   +4
    AGI  - 38   +2
    INT  - 46   +2
    COST - 1400 +160
    
    Front - Bite (2) [PM]
    Back  - Cold (2) [CST]
    
    Movement - Snow
    Leader?  - No
    
    CHA - 52       P - 53       F - 58 [N]
    ALI - 71       B - 37 [O]   C - 60
    LUK - 50       W - 66       L - 64
    
    
    Pros: The stat growth is now a bit saner.
    
    Cons: The movement rate will hurt a group until you reach maps with snow.
    
    Bottom Line:
    It is an ok unit, but it is relatively disappointing.
    
    Ideal unit building scenario:
    The best you can do is build from Sharom to cut costs. You could recruit
    level 9 Silver Dragons in the Snow Mountains of Diaspola.
    
    Formation:
    Front - My recommendations mirror the regular Dragon.
    Back  - The same opinion applies here.
    
    Promotion->Gold Dragon - level 17+, ALI 65+
    
    
    Gold Dragon
    -----------
    
    HP   - 90   +10
    STR  - 69   +4
    AGI  - 41   +3
    INT  - 50   +3
    COST - 1650 +230
    
    Front - Bite (2) [PM]
    Back  - Cold (2) [CST]
    
    Movement - Snow
    Leader?  - No
    
    CHA - 62       P - 57       F - 23 [ON]
    ALI - 77       B - 27       C - 69
    LUK - 51       W - 71       L - 66
    
    
    Pros: Finally, stat growth seems pretty good.
    
    Cons: This unit is starting to exhibit weaknesses that are undesirable.
          Ultimately, this class seems more like a cosmetic upgrade.
    
    Bottom Line:
    There are too many negatives about this tree by design.
    
    Ideal unit building scenario:
    If you need a barometer of having a well built Gold Dragon, compare them
    with the one Fenril comes with for free. You can try to recruit a level 14
    Silver Dragon from the mountains in the Tundra and promote that, or recruit
    a level 19 Gold Dragon from the Ruined City of Shiguld. If you're willing to
    spend the money, you could try to Charm a pair of them from Slust...
    
    Formation:
    Front - This is no different than the Silver Dragon.
    Back  - It is always a good day to spit out cold chunks of ice.
    
    Promotion->Platinum Dragon - level 24, ALI 65+
    
    
    Platinum Dragon
    ---------------
    
    HP   - 83   +11
    STR  - 63   +5
    AGI  - 45   +3
    INT  - 46   +4
    COST - 2000 +250
    
    Front - Cold     (2) [CST]
    Back  - Icecloud (2) [CIA]
    
    Movement - Snow
    Leader?  - No
    
    CHA - 67       P - 61       F - 11 [ON]
    ALI - 82       B - 17       C - 88
    LUK - 53       W - 76       L - 69
    
    
    Pros: This is a unit worth using, at least in the back row.
    
    Cons: This unit comes too late... comparable dual hit all units already have
          their hit alls available. Additionally, you need to have a group that
          intends to have 3 or 4 units max to ultimately benefit from the back
          row attack.
    
    Bottom Line:
    Shouldn't you expect a little more from your Dragon?
    
    Ideal unit building scenario:
    If you've trained this unit from Sharom, expect to have a decent unit
    while feeling disappointed that the back row attack is relatively mediocre
    due to the number of promotions and stat growth changes this unit goes through.
    Otherwise, the recruitable and expensive level 24 Platinum Dragons should be
    the more powerful in terms of INT than its brethren. You may want to spend
    a bit more money to steal off a level 22 Platinum Dragon from an enemy
    formation in Zetegenia...
    
    Formation:
    Front - This unit isn't too shabby in this position.
    Back  - If you build your group correctly, this is optimal.
    
    
    Red Dragon
    ----------
    
    HP   - 91   +9
    STR  - 62   +4
    AGI  - 40   +2
    INT  - 44   +2
    COST - 1100 +150
    
    Front - Bite (2) [PM]
    Back  - Fire (2) [FST]
    
    Movement - Mountain
    Leader?  - No
    
    CHA - 50       P - 54       F - 58
    ALI - 50       B - 44       C - 44 [ON]
    LUK - 50       W - 44       L - 60
    
    
    Pros: Stat growth is fixed...
    
    Cons: It looks like a boatload of mediocrity.
    
    Bottom Line:
    It is hard to expect much from this part of Dragon tree either... the
    different movement may be slightly annoying, but it's not that bad.
    
    Ideal unit building scenario:
    If you're not bringing them up from Sharom, then you can find some in the
    Valley of Kastro's mountains.
    
    Formation:
    Front - This unit looks no different than the Dragon.
    Back  - This unit makes the same back row attack as the Dragon...
    
    Promotion->Red Dragon II - level 16+, ALI 35-65
    
    
    Red Dragon II
    -------------
    
    HP   - 87   +10
    STR  - 67   +4
    AGI  - 43   +3
    INT  - 48   +3
    COST - 1350 +200
    
    Front - Bite (2) [PM]
    Back  - Fire (2) [FST]
    
    Movement - Mountain
    Leader?  - No
    
    CHA - 53       P - 59       F - 67
    ALI - 50       B - 48       C - 25 [ON]
    LUK - 53       W - 48       L - 63
    
    
    Pros: Stat growth is pretty good now...
    
    Cons: Isn't this another cosmetic look?
    
    Bottom Line:
    This unit simply doesn't excite me, comparatively speaking.
    
    Ideal unit building scenario:
    The best unit you can obtain comes with Slust at level 16.
    If you're cheap, you could get level 18 Red Dragons that are read to promote.
    However, it won't be as stronger as those level 17 Red Dragon IIs you can get
    from the rivers of the Dalmuhd Desert.
    
    Formation:
    Front - See any differences?
    Back  - Too bad there isn't any.
    
    Promotion->Salamand - level 23+, AGI 35-65
    
    
    Salamand
    --------
    
    HP   - 80   +11
    STR  - 61   +5
    AGI  - 47   +3
    INT  - 44   +4
    COST - 1700 +250
    
    Front - Fire (2) [FST]
    Back  - Nova (2) [FIA]
    
    Movement - Mountain
    Leader?  - No
    
    CHA - 57       P - 62       F - 86
    ALI - 50       B - 51       C - 11 [ON]
    LUK - 56       W - 51       L - 67
    
    
    Pros: This unit doesn't suffer the same issues than the Platinum Dragon in
          terms of weakness/resistances. Otherwise, the benefits are obvious.
          Additionally, a fire hit all is actually pretty handy now.
    
    Cons: This unit suffers the same majority of problems its Platinum Dragon
          counterpart has.
    
    Ideal unit building scenario:
    You will find that the Dragon you trained from Sharom should be better in
    the front row, but it will suffer magically. You can definitely recruit a
    number of these from Fort Shulamana if needed.
    
    Formation:
    Front - This unit should be fine here.
    Back  - Obviously, you want this unit here.
    
    
    Black Dragon
    ------------
    
    HP   - 97   +9
    STR  - 65   +4
    AGI  - 36   +2
    INT  - 43   +2
    COST - 1300 +150
    
    Front - Bite (2) [PM]
    Back  - Acid (2) [PST]
    
    *Acid is a STR based targeted Physical attack. Do not confuse it with the
    Dollmage's Acid attack.
    
    Movement - Plains
    Leader?  - No
    
    CHA - 48       P - 55       F - 49 [ON]
    ALI - 29       B - 64       C - 51
    LUK - 50       W - 35       L - 69
    
    
    Pros: This unit also gets the stat boost that's definitely needed.
    
    Cons: You will find continue to find mediocrity at this level.
    
    Bottom Line:
    For a little longer, it is worth biting the bullet for this Dragon path.
    
    Ideal unit building scenario:
    Those Dragons from Sharon are still your best bet to get the ultimate Tiamat.
    If you want to find a good comparison, go recruit level 12 Black Dragons
    from the forests of the Balmorian Ruins.
    
    Formation:
    Front - An elemental weapon may be useful than the standard bite.
    Back  - A targeted attack is nice, but it is only physical elemental based.
    
    Promotion->Tiamat - level 15+, ALI 0-35
    
    
    Tiamat
    ------
    
    HP   - 86   +10
    STR  - 70   +4
    AGI  - 39   +3
    INT  - 47   +3
    COST - 1550 +210
    
    Front - Acid     (2) [PST]
    Back  - Evilring (2) [BIA] (called Evildead in battle)
    
    Movement - Plains
    Leader?  - No
    
    CHA - 51       P - 59       F - 53 [ON]
    ALI - 23       B - 69       C - 54
    LUK - 48       W - 30       L - 76
    
    
    Pros: Look at it this way. If you like Muses and Doll Masters, then you know
          should know why this unit is great. The quality of the attack won't be
          up to par with a Mage's Phantom or Devil's Meteor, but it can dish two
          of them and that's not bad.
    
    Cons: To take the most out of this unit, you will need to make a friendly 3
          or 4 unit group.
    
    Bottom Line:
    This is the only Dragon class worth aiming for, and your army will be better
    for it.
    
    Ideal unit building scenario:
    If you did raise them from Sharom, you will see that the Tiamats found
    in the deserts of Fort Allamoot are simply just weaker! Of course, that's
    a worst case scenario.
    
    Formation:
    Front - The front row attack is nice, but not what you paid for.
    Back  - There is no doubt this unit thrives here.
    
    Promotion->Zombie Dragon - requires Undead Ring
    
    
    Zombie Dragon
    -------------
    
    HP   - 78   +11
    STR  - 64   +5
    AGI  - 43   +4
    INT  - 53   +3
    COST - 1900 +250
    
    Front - Acid (2) [PST]
    Back  - Rot  (2) [BST]
    
    Movement - Marsh
    Leader?  - No
    
    CHA - 47       P - 73 [O]   F - 79
    ALI - 0        B - 83       C - 78 [N]
    LUK - 63       W - 15       L - 86
    
    
    Pros: On the surface, you would think that this unit sucks. For most people,
          this is the case. However, this unit is the best possible tank that
          is insanely mobile. This unit's movement is reasonably better on land
          for a water unit. Also, it is extraordinarily difficult to take this
          unit down.
    
    Cons: Obviously, this unit doesn't even try to become better than a Tiamat.
          You would almost wonder why the back row attack was used before.
          Also, it makes absolutely no sense to use an Undead Ring for this.
    
    Bottom Line:
    If you're clever and perhaps match this unit with something like a Princess,
    you will have a something going for it. Sometimes a unit that looks bad
    isn't as terrible if you are looking for the right situation.
    
    Ideal unit building scenario:
    These units are not worth grooming from scratch unless you want to.
    You are better of trying to Charm a pair of these units from an enemy
    formation in Antanjyl for level 15 Zombie Dragons. You can also steal one
    from an enemy formation in the Dalmuhd Desert for a level 18 Zombie Dragon.
    
    Formation:
    Front - This position is where a great tank should be.
    Back  - I don't see this position being a significant advantage.
    
    
    Giant
    -----
    
    HP   - 89  +7
    STR  - 54  +3
    AGI  - 40  +2
    INT  - 30  +2
    COST - 200 +60
    
    Front - Club (3) [PM]
    Back  - Club (2) [PM]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 33       P - 48       F - 42
    ALI - 50       B - 40       C - 37 [ON]
    LUK - 44       W - 40       L - 41
    
    
    Pros: If you think of this unit's classes as a poor man's Dragon, then that
          is what you are looking at.
    
    Cons: It won't be as tough as the Dragon classes. The subclasses aren't really
          that great and the best one will take a while to obtain.
    
    Bottom Line:
    The guy carrying a big stick is giving you a nice bargain.
    
    Ideal unit building scenario:
    Use the Wizards you get from Warren to recruit these units from level 1.
    These guys need the levels. If you are too cheap to hire them,
    go recruit level 4 Giants from the mountains of the Sharom District.
    You may also be fortunate to get one initially from Warren.
    
    Formation:
    Front - This is where you take advantage of this units abilities.
    Back  - You are better off healing the unit with items that keeping it here
            for health reasons.
    
    Promotion->Titan     - level 15+, ALI 70-100, holy physical beast
             ->IceGiant  - level 10+, ALI 50-80,  holy ice beast
             ->FireGiant - level 8+,  ALI  0-40,  evil fire beast
    
    
    Titan
    -----
    
    HP   - 85  +8
    STR  - 62  +4
    AGI  - 45  +3
    INT  - 40  +3
    COST - 920 +190
    
    Front - Club (3) [PM]
    Back  - Gale (2) [PSA]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 47       P - 54       F - 47
    ALI - 75       B - 15 [O]   C - 39 [N]
    LUK - 41       W - 80       L - 52
    
    
    Pros: This unit is probably the best option for the Giant class. Dual hit alls
          should give you an edge, particularly against any wizard unit you face.
          One could argue that this unit is better than a Dollmage at doing the
          same thing.
    
    Cons: The dual hit all isn't that great since it is STR based. This means that
          most fighting units would be taking less damage than a Dollmage would
          be able to pull off. This unit also forces you to use a 3 or 4 unit
          formation to maximize its potential.
    
    Bottom Line:
    This unit is mirrors the best of the Dragon classes, and won't cost you
    an arm and a leg.
    
    Ideal unit building scenario:
    You could try to raise them from level 1 Giants if only to cut on costs.
    Charming a pair of Norn's level 11 Titans are your best bet if you want an
    extra pair, but they will be very expensive. You can also steal a pair of
    level 16 Titans from an enemy formation in Shangrila.
    
    Formation:
    Front - The unit is more than capable of being in the front row to be a tank.
    Back  - The unit's potential can be maximized here.
    
    
    IceGiant
    --------
    
    HP   - 84  +8
    STR  - 57  +4
    AGI  - 38  +3
    INT  - 37  +2
    COST - 750 +130
    
    Front - Club    (3) [PM]
    Back  - Icebolt (2) [CM]
    
    Movement - Snow
    Leader?  - No
    
    CHA - 38       P - 52       F - 15 [ON]
    ALI - 70       B - 35       C - 80
    LUK - 48       W - 60       L - 54
    
    
    Pros: If you are planning to move through snow quickly, this unit is a
          decent option.
    
    Cons: This unit is strictly a tank with no versatility. The INT growth could
          have been better...
    
    Bottom Line:
    If you're looking for a cheaper version of a Silver Dragon that can be a tank,
    look no further.
    
    Ideal unit building scenario:
    You could raise these from Giants and probably get a decent unit overall.
    If you have problems getting the needed ALI for the Giants (which would then
    make perfect Titans anyway), you could recruit them from the snowfields
    of Diaspola.
    
    Formation:
    Front - This unit's best position is here.
    Back  - You can replicate this attack with an equipped Ice weapon... not worth
            using at all.
    
    
    FireGiant
    ---------
    
    HP   - 75  +8
    STR  - 59  +4
    AGI  - 49  +3
    INT  - 36  +2
    COST - 630 +110
    
    Front - Club     (3) [PM]
    Back  - Firebolt (2) [FM]
    
    Movement - Mountain
    Leader?  - No
    
    CHA - 36       P - 57       F - 80
    ALI - 27       B - 54       C - 15 [ON]
    LUK - 47       W - 32       L - 37
    
    
    Pros: This is a cheaper option than a Red Dragon... essentially.
    
    Cons: This is another tank with no versatility. The INT growth doesn't help
          here...
    
    Bottom Line:
    There are better options than this unit for doing the same exact role.
    
    Ideal unit building scenario:
    You could try to train a Giant to be evil and that may work out.
    If you have trouble making this unit, go recruit some in the mountains or
    volcano area of the Kastolatian Sea.
    
    Formation:
    Front - Like the IceGiant, this is where the unit should be.
    Back  - Like the IceGiant, this attack is could be reproduced with equipping
            a fire elemental weapon.
    
    
    Hellhound
    ---------
    
    HP   - 87  +6
    STR  - 51  +3
    AGI  - 59  +3
    INT  - 32  +3
    COST - 100 +30
    
    Front - Smash (3) [PM]
    Back  - Fire  (2) [FST]
    
    Movement - Mountain
    Leader?  - No
    
    CHA - 17       P - 46       F - 49
    ALI - 44       B - 58       C - 40
    LUK - 51       W - 22       L - 37 [ON]
    
    
    Pros: This unit is pretty solid and a bargain basement price.
    
    Cons: This unit is easily a throwaway unit for different reasons.
    
    Bottom Line:
    This is a solid unit, but is easily surpassed by its promoted form.
    
    Ideal unit building scenario:
    If you want, recruit these from level 1 with a Beastman or a Wizard.
    Of course, you could always keep the free ones you get from Warren.
    
    Formation:
    Front - This is a fine tank, and this is probably where it will be for most
            of the time.
    Back  - If you need to target a specific unit, you will find some benefit here.
    
    Promotion->Cerberus - level 13+, ALI 0-60
    
    
    Cerberus
    --------
    
    HP   - 83  +7
    STR  - 56  +4
    AGI  - 62  +4
    INT  - 48  +4
    COST - 570 +100
    
    Front - Smash (3) [PM]
    Back  - Charm (2) [BITU]
            Fire  (2) [FST]
            (attack is randomly selected between Charm and Fire)
    
    *Charm attempts to stun a unit, like the Witch's Stun attack, The difference is
    that it is only directed at a single target and it is randomly selected.
    This attack does work on bosses like Stun does.
    Do not confuse this attack with the Vampyre's Charm attack.
    
    Movement - Mountain
    Leader?  - No
    
    CHA - 23       P - 51       F - 52
    ALI - 30       B - 65       C - 40
    LUK - 53       W - 15       L - 36 [ON]
    
    
    Pros: This unit is fast, hits hard, and is a tank. Even with the Mountains
          movement, this unit is that much better and more useful overall.
          The back row attack should be pretty effective in trying to neutralize
          one strong target or a wizard type unit. It should provide some use
          in the right situation.
    
    Cons: Well, there's no hit all involved, but you're not paying much in the
          first place. Charm is unreliable since it is not always used.
    
    Bottom Line:
    This is a solid unit overall and it doesn't cost much.
    
    Ideal unit building scenario:
    You could try to raise them from Hellhounds, but you would end up getting
    a reasonably good fighter and tank. However, the best solution is to
    recruit them from level 10 Mages. The overhead is not that significant
    since this unit is designed to be dirt cheap. If you're willing to spend
    a bit of money, you can try to Charm a level 12 Cerberus from an enemy
    formation in the Valley of Kastro. You could also recruit them from the
    mountains of Organa.
    
    Formation:
    Front - Most of the unit's time should be spent here.
    Back  - If you need any unit to be neutralized particularly wizard type units,
            this position should have some consideration.
    
    
    Octopus
    -------
    
    HP   - 78  +9
    STR  - 51  +3
    AGI  - 38  +2
    INT  - 47  +1
    COST - 300 +50
    
    Front - Tentacle (4) [PM]
    Back  - Tentacle (2) [PM]
    
    Movement - Water
    Leader?  - No
    
    CHA - 20       P - 64       F - 54
    ALI - 50       B - 50       C - 53
    LUK - 50       W - 50       L - 20 [ON]
    
    
    Pros: This is a cheap reliable tank that is specifically geared for traveling
          over water. This is the only unit that has 4 attacks to compensate for
          its obvious movement weakness.
    
    Cons: Water movement is a two sided problem. Movement on land is painful
          in addition to being less effective in battle. INT growth is a sore
          sight. The elemental weakness will start to become an issue later on.
          The back row option is very undesirable.
    
    Bottom Line:
    If you build a water unit, you will need this.
    
    Ideal unit building scenario:
    Keep the pair you get from Warren... unless you want to recruit a level 1
    Octopus from a level 3 Mermaid. If you need more free recruits, go recruit
    them from the deep seas of the Sharom District.
    
    Formation:
    Front - This unit needs all the help it can get.
    Back  - It isn't worth putting this unit here for health reasons.
    
    Promotion->Kraken - level 12+, ALI 55+
    
    
    Kraken
    ------
    
    HP   - 86  +10
    STR  - 57  +4
    AGI  - 47  +2
    INT  - 50  +1
    COST - 700 +110
    
    Front - Crush    (4) [PM]
    Back  - Tentacle (2) [PM] when not on water
            Maelstom (2) [PSA] when on water
    
    Movement - Water
    Leader?  - No
    
    CHA - 20       P - 67       F - 59
    ALI - 57       B - 43       C - 58
    LUK - 50       W - 57       L - 17 [ON]
    
    
    Pros: This unit is a drastic upgrade over the previous class.
    
    Cons: The previous issues haven't changed, but that's to be expected.
    
    Bottom Line:
    If you need a decent water unit tank on the cheap, this unit is for you.
    
    Ideal unit building scenario:
    Raising this unit from an Octopus is generally the best way to go.
    If you are fortunate to get a Charm, use it on a level 10 Kraken that is in
    an enemy formation of the Kastolatian Sea.
    
    Formation:
    Front - This is still the best option for any tank.
    Back  - Under the right set of circumstances, the dual hit all will be pretty
            effective.
    
    
    Golem
    -----
    
    HP   - 45  +2
    STR  - 56  +4
    AGI  - 31  +1
    INT  - 30  +2
    COST - 100 +20
    
    Front - Punch (3) [PM]
    Back  - Punch (2) [PM]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 20       P - 69       F - 38 [ON]
    ALI - 50       B - 55       C - 63
    LUK - 39       W - 43       L - 61
    
    
    Pros: This is the only unit that has 3 attacks and optimal beast STR early in
          the game. Low HP provides a mechanism for members of the Cleric class
          to direct their Healing primarily...
    
    Cons: Everything else for this unit really sucks. Mediocre INT growth combined
          with the worst possible AGI for a fighter and wizard type HP growth...
          this unit is a freaking abomination.
    
    Bottom Line:
    It is hard to argue against dirt cheap, unless it is simply dirt. A unit
    of this power needs outside help. If you've ever gotten the initial Witch
    grouping, that formation represents the kind of help you would need.
    Contrary to popular belief, this version of the Golem is the best compared
    to its counterparts only because it preaches the fundamentals of raising
    a unit. You will want to invest in Cure items and Jokers for World Tarots
    in order to keep this unit going... Also, this unit is ideal for defending
    a town on the cheap. Every bit of HP gained from sitting in a town has a
    more significant impact to this unit due to its naturally high resistances.
    
    Ideal unit building scenario:
    If you are fortunate to get a Dollmage from the groups Warren gives you,
    then you should be able to hire level 1 Golems. Otherwise, you can keep
    the ones you get from Warren or recruit them from Sharom's forests.
    
    Formation:
    Front - This is optimal for generating the most offense.
    Back  - Even though there is every reason to hide this unit, it won't help you
            win battles this way.
    
    
    RockGolem
    ---------
    
    HP   - 53  +2
    STR  - 60  +4
    AGI  - 32  +1
    INT  - 30  +2
    COST - 600 +70
    
    Front - Punch (3) [PM]
    Back  - Punch (2) [PM]
    
    Movement - Mountain
    Leader?  - No
    
    CHA - 30       P - 73       F - 74
    ALI - 55       B - 53 [O]   C - 67
    LUK - 40       W - 47       L - 63 [N]
    
    
    Pros: This is the cheapest unit that enforces Mountain movement. Also, the
          resistances are much nicer and balanced.
    
    Cons: There are still ugly remaining issues with this unit. The starting HP
          is a nice bump, but everything else is the same, which hurts overall
          stats.
    
    Bottom Line:
    This version of the Golem is nothing worth writing home about. That's for sure.
    
    Ideal unit building scenario:
    The level 8 RockGolem that Ashe comes with is probably the best one around.
    You could also Charm a pair of level 8 RockGolems from an enemy formation in
    the Slums of Zenobia. If worse comes to worse, try recruiting level 10
    RockGolems from the rocky areas of the Balmorian Ruins.
    
    Formation:
    Front - Just like the original, this position is optimal.
    Back  - Again, there's no reason to keep the unit back here.
    
    
    IronGolem
    ---------
    
    HP   - 67   +2
    STR  - 63   +4
    AGI  - 33   +2
    INT  - 30   +2
    COST - 1700 +180
    
    Front - Ironfist (3) [PM]
    Back  - Ironfist (2) [PM]
    
    Movement - Plains
    Leader?  - No
    
    CHA - 48       P - 82       F - 41 [ON]
    ALI - 73       B - 63       C - 81
    LUK - 45       W - 90       L - 72
    
    
    Pros: AGI growth for fighting has been corrected.
    
    Cons: This unit becomes insanely worse than before. Even though the resistances
          have increased, the base issue is the same. The stat growth sucks and
          you're paying a lot more than you need to.
    
    Bottom Line:
    This unit is not worth your time, period.
    
    Ideal unit building scenario:
    You have a small number of options here. They are exclusively recruitable in 
    mountains of Organa at level 15. If you are willing to use a Charm, Fenril's
    IronGolem can be had at level 13. Yushis comes with this unit initially.
    
    Formation:
    Front - Obviously, this is the best position for any Golem.
    Back  - This unit's class is a joke in the back row.
    
    
    Special Characters
    ------------------
    Before I start mention who and what they are, I suggest you read up on them
    from other Ogre Battle FAQs and Walkthroughs and make sure you follow these
    basic guidelines... I'm not going to tell you how to get them as I have
    never had issues getting them myself:
    
    Make sure you have space in your army - Army Size should be at 95 or less
    (you need to fit at least 5 units in a group max, such as Tristan). You
    will also need at least 1 group free as you can only have 25 groups max.
    Make sure you have the requirements - The Herostar, good current reputation,
    and the Opinion Leader/Lord's CHA and ALI must be above 70 to ensure the
    success of recruiting most special characters. Deneb and Galf are the
    exception to the rule and they have their own specific requirements.
    
    
    Lans
    ----
    
    HP  - 98       LV  - 4
    STR - 67       CHA - 60
    AGI - 66       ALI - 65
    INT - 57       LUK - 53
    
    Class: Knight (Fighter)
    
    Notes: This character will end up being the worst of any hero character, so
    it doesn't really matter what he ends up being. He probably won't be a good
    Wizard though...but a Dollmage would be interesting.
    
    The level 4 fighters probably aren't worth keeping, and the Wizards in the back
    will probably not be the very best in the end...
    
    
    Ashe
    ----
    
    HP  - 132      LV  - 9
    STR - 96       CHA - 55
    AGI - 89       ALI - 65
    INT - 76       LUK - 50
    
    Class: Knight (Fighter)
    
    Notes: He will be the better of the two special Knights you have... it
    might be worth consideration to convert him to a Dollmage... or just keep him
    on his current track.
    
    Most of his starting units should be killed due to their price and inferiority.
    
    
    Gilbert
    -------
    
    HP  - 120      LV  - 6
    STR - 79       CHA - 53
    AGI - 70       ALI - 54
    INT - 56       LUK - 46
    
    Class: Beastman (Fighter)
    
    Notes: This will not be the best possible Dragon Master.. and since you have
    him starting at a negative ALI, you can turn him into a Ninja, which will take
    advantage of his starting HP and STR.
    
    The starting Wyrms should be pretty good, but expensive...
    
    
    Lyon
    ----
    
    HP  - 141      LV  - 9
    STR - 98       CHA - 53
    AGI - 86       ALI - 43
    INT - 69       LUK - 41
    
    Class: Beastman (Fighter)
    
    Notes: He's clearly the better of the two special Beastman... he should be
    a great candidate to be a Ninja Master.
    
    The Dragons he starts with are conveniently promotable, but will suck since
    you didn't bother grooming them.
    
    
    Warren
    ------
    
    HP  - 102      LV  - 4
    STR - 49       CHA - 51
    AGI - 65       ALI - 42
    INT - 75       LUK - 54
    
    Class: Wizard (Fighter)
    
    Notes: I'm sure you'll find a way to make him a Lich, but make sure you DO NOT
    OVERUSE this guy early on. That's fundamentally why his ALI drops quickly.
    
    The starting level 4 Hellhounds could be killed off.
    
    
    Saradin
    -------
    
    HP  - 157      LV  - 15
    STR - 98       CHA - 50
    AGI - 124      ALI - 50
    INT - 158      LUK - 48
    
    Class: Mage (Fighter)
    
    Notes: Obviously, he's going to be the perfect Lich, minus the luck.
    
    I don't understand the fascination for Rock Golems... so kill them off if
    needed.
    
    
    Deneb
    -----
    
    HP  - 125      LV  - 10
    STR - 74       CHA - 59
    AGI - 94       ALI - 47
    INT - 121      LUK - 68
    
    Class: Witch (Amazon)
    
    Notes: She's a bit harder to obtain, but the most important aspect about
    Deneb is her insanely high luck. She should get some greater consideration
    to be a Princess due to her low starting costs. However, she doesn't seem to
    be that much stronger than Aisha...
    
    Her starting Pumpkins are useless... consider recruiting your own.
    
    
    Aisha
    -----
    
    HP  - 137      LV  - 10
    STR - 87       CHA - 59
    AGI - 110      ALI - 72
    INT - 120      LUK - 61
    
    Class: Shaman (Amazon)
    
    Notes: She's the first candidate to be a Princess, but if you aren't that
    fortunate, you may want to keep her in her current class or make her an
    offensive fighter and turn her into a Valkyrie, and eventually a Muse.
    
    Her starting units are readily dumpable though...
    
    
    Norn
    ----
    
    HP  - 149      LV  - 12
    STR - 97       CHA - 63
    AGI - 123      ALI - 53
    INT - 134      LUK - 53
    
    Class: Shaman (Amazon)
    
    Notes: She's the stronger of the two Shaman, and she can compete with Rauny
    for the most part (STR being the oddball).. although her luck is mediocre.
    If you plan on keeping her in this class (before converting her to a Princess),
    you need to fix her ALI since Healing does rely on this stat.
    
    Her starting Titans are arguably the best to recruit (well, when she's the
    boss) and raise...
    
    
    Rauny
    -----
    
    HP  - 159      LV  - 14
    STR - 110      CHA - 58
    AGI - 129      ALI - 60
    INT - 132      LUK - 59
    
    Class: Muse (Amazon)
    
    Notes: She's pretty much fine where she's at and should be the last special
    character to be promoted to a Princess... as there really isn't much change
    required by default.
    
    Although, her starting units need to go away.
    
    
    Canopus
    -------
    
    HP  - 105      LV  - 5
    STR - 72       CHA - 71
    AGI - 87       ALI - 62
    INT - 81       LUK - 68
    
    Class: Eagleman (Hawk Man)
    
    Notes: It's easy to think this unit is good, but the fact is, Eaglemen suck.
    Only his high luck may be useful in item harvesting in finishing groups or
    being a good liberator unit. Sadly, a level 5 Ravenman can compete with him
    for the most part.
    
    You could try to killing off the starting level 4 Hawk Men for the level 3
    versions.
    
    
    Yushis
    ------
    
    HP  - 173      LV  - 18
    STR - 129      CHA - 65
    AGI - 130      ALI - 75
    INT - 173      LUK - 56
    
    Class: Cherubim (Angel)
    
    Notes: She's simply ahead of the class. You can be assured that any Undead
    you face is a guaranteed kill at this point...
    
    The units she starts with are awful... they are not worth the time to invest
    in.
    
    
    Galf
    ----
    
    HP  - 206      LV  - 18
    STR - 164      CHA - 72
    AGI - 153      ALI - 0
    INT - 177      LUK - 53
    
    Class: Devil (Imp)
    
    Notes: He's the strongest of all the units statwise, except with the HP.
    Then again, what is there to complain about with this unit.. other than
    giving up something important.
    
    You might be able do better than what this unit starts with...
    
    
    Tristan
    -------
    
    HP  - 200      LV  - 16
    STR - 145      CHA - 63
    AGI - 151      ALI - 65
    INT - 128      LUK - 61
    
    Class: General
    
    Notes: He's your best resource for Mages, but otherwise he's above average
    speedwise and Generals don't have the same tanking ability (in terms of
    resistance) than a Dragoon. Then again, he's got the HP to tank with.
    
    None of his starting units are worth keeping. Just kill them off.
    
    
    Debonair
    --------
    
    HP  - 216      LV  - 18
    STR - 158      CHA - 62
    AGI - 164      ALI - 82
    INT - 139      LUK - 56
    
    Class: General
    
    Notes: He's stronger of the two Generals, with a more interesting recruiting
    list. You can make some use his recruiting abilities, such as getting some
    Doll Masters and Evil Ones.. well, Evil Ones for converting purposes. He's
    the fastest of all the fighting units...
    
    Lucky for you, he doesn't have other units to worry about.
    
    
    Fenril
    ------
    
    HP  - 176      LV  - 17
    STR - 137      CHA - 62
    AGI - 139      ALI - 75
    INT - 140      LUK - 64
    
    Class: Dragoon
    
    Notes: Her stats are not too shabby, but she's better if you are looking to
    give free benefits for units under her lead.
    
    The starting Gold Dragon is certainly ahead of its time...
    
    
    Slust
    -----
    
    HP  - 198      LV  - 17
    STR - 149      CHA - 62
    AGI - 131      ALI - 78
    INT - 128      LUK - 60
    
    Class: Dragoon
    
    Notes: He starts with great stats, but he is probably not as good as Fenril in
    some areas, particularly INT. However, any member of the Dragoon class are
    insane expensive tanks.
    
    The starting Red Dragon II is probably worth keeping around...
    
    
    Fogel
    -----
    
    HP  - 230      LV  - 21
    STR - 177      CHA - 58
    AGI - 155      ALI - 50
    INT - 148      LUK - 63
    
    Class: Dragoon
    
    Notes: He is the strongest Dragoon of the group, but still won't compare to
    Fenril's high INT. He's still the best Dragoon of the bunch, and it might
    be worth trying to kill his ALI for the final battle... especially with his
    high luck.
    
    The level 20 Tiamat he starts with could be replaced by a similar one that
    you can recruit.
    
    
    
    Special Unit Classes
    --------------------
    
    These are units that are obtained by special means and have no possible
    changes or promotions. Pretty much, they are their own class.
    
    
    Opinion Leaders
    ---------------
    
    As you know, you can effectively choose your Lord by giving the answers
    that favors a particular Lord. While I'm not going to give you a list of
    those questions and answers (it's been covered in other guides pretty well),
    each tarot that were selected have particular values that change the base
    starting stat of the Lord you get. I will probably post that information in
    another update. Also, there is one special group leader that associates with
    the opinion leader. They can be found in group #5. This information is 
    connected to who shows up in group #8, where the second best point total
    decides that formation (lostminstrel gets credit for reposting the info, I
    have no idea who was the original source)
    Here's a quick breakdown...
    
    
    Group #5 Possibilities
    ----------------------
    
    Icecloud - Samurai (leader), 2 Beastmen (back row), 2 Fighters
    Iainuki  - Valkyrie (leader), 1 Cleric (back row), 2 Fighters
    Thunder  - Dollmage (leader), 2 Wizards, Golem (front row)
    Phantom  - Witch (leader), 2 Clerics (back row), Golem (front row)
    
    
    Anyways, onto more important information... the Lords themselves!
    
    
    Icecloud Lord
    -------------
    
    HP   - 78 +6
    STR  - 43 +3
    AGI  - 56 +2
    INT  - 54 +3
    COST - 0  +0
    
    Front - Banish   (2) [WIT]
    Back  - Icecloud (1) [CIA]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 50       P - 35       F - 32
    ALI - 65       B - 25 [O]   C - 30 [N]
    LUK - 50       W - 55       L - 47
    
    
    Pros: The unit is effectively an Angel-Platinum Dragon hybrid... while
          still being able to keep tough.
    
    Cons: Both magic attacks are only powered by above average INT, but not wizard
          type INT.. which makes it mediocre.
    
    Bottom Line:
    Expect a lot of holy leaders to accompany this unit. This unit works
    best with the Cleric and Angel classes...
    
    Formation:
    Front - A targeted holy attack? Sounds awesome.
    Back  - A back row ice attack should be alright...
    
    
    Iainuki Lord
    ------------
    
    HP   - 77 +7
    STR  - 49 +4
    AGI  - 50 +2
    INT  - 43 +2
    COST - 0  +0
    
    Front - Slice   (3) [PM]
    Back  - Iainuki (1) [PSTU]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 50       P - 47       F - 40
    ALI - 50       B - 40       C - 44
    LUK - 50       W - 40       L - 35 [ON]
    
    
    Pros: This unit is effectively a uber tanking and stronger Samurai Master.
    
    Cons: The unit is no faster or smarter than a Samurai.
    
    Bottom Line:
    You will find a lot more holy warrior types accompanying this unit.
    This unit works best with most warrior/fighter type units.
    
    Formation:
    Front - If you need three good hacks, go for it as it should do the most
            damage.
    Back  - What more can you expect from Iainuki?
    
    
    Thunder Lord
    ------------
    
    HP   - 76 +8
    STR  - 50 +3
    AGI  - 55 +3
    INT  - 52 +2
    COST - 0  +0
    
    Front - Slice   (2) [PM]
    Back  - Thunder (1) [LIA]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 50       P - 45       F - 28 [ON]
    ALI - 45       B - 40       C - 56
    LUK - 50       W - 40       L - 52
    
    
    Pros: This unit looks more like a fast striking unit than strictly a fighter.
    
    Cons: The magic attack is subpar, due to INT growth.
    
    Bottom Line:
    You will find more Beastmen and Beasts in the groups you start with.
    You will find that this unit matches up with Beastmen and Beasts.
    
    Formation:
    Front - This is a more physical tank, so you might get the best damage here.
    Back  - This elemental is very effective, but the damage can be limited.
    
    
    Phantom Lord
    ------------
    
    HP   - 95 +6
    STR  - 39 +2
    AGI  - 57 +2
    INT  - 58 +4
    COST - 0  +0
    
    Front - Poison  (2) [BIT]
    Back  - Phantom (1) [BIA]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - 50       P - 28 [O]   F - 40
    ALI - 45       B - 45       C - 46
    LUK - 50       W - 35       L - 39 [N]
    
    
    Pros: If wizard units were built more like this, it would be great.
    
    Cons: This unit is not meant to be a tank...
    
    Bottom Line:
    Your group will have a lot more spellcasters to begin with.
    This unit matches up with most other wizards of its kind.
    
    Formation:
    Front - The attack looks cool, but being a tank won't.
    Back  - Just like any wizard type unit, they stay here.
    
    
    Dragoon
    -------
    
    HP   - n/a  +6
    STR  - n/a  +3
    AGI  - n/a  +2
    INT  - n/a  +2
    COST - 2000 +250
    
    Front - Charge  (3) [PM]
    Back  - Iainuki (1) [PSTU]
    
    Movement - Plains
    Leader?  - Ok
    
    CHA - n/a      P - 70       F - 56 [N]
    ALI - n/a      B - 50 [O]   C - 58
    LUK - n/a      W - 50       L - 62
    
    
    Pros: This unit is the ideal tank vs anything and everything.
    
    Cons: The unit is not as fast as the Generals.
    
    Bottom Line:
    This is the ultimate soldier. It goes perfectly with Dragons (and Sylph).
    
    Formation:
    Front - This is the perfect position for this unit.
    Back  - It's hard to justify Iainuki under this offensive machine.
    
    
    General
    -------
    
    HP   - n/a  +6
    STR  - n/a  +3
    AGI  - n/a  +3
    INT  - n/a  +2
    COST - 2000 +250
    
    Front - Slice   (3) [PM]
    Back  - Iainuki (1) [PSTU] - Tristan
            Blade   (1) [PSTU] - Debonair
    
    *Blade is a special attack similar to Iainuki. It deals 30% more raw attack
    damage, but does not consume HP. Other Generals deal a similar attack.
    
    Movement - Plains
    Leader?  - Ok
    
    Tristan's Resistances:
    P - 58       F - 41
    B - 25 [O]   C - 37 [N]
    W - 55       L - 43
    
    Debonair's Resistances:
    P - 55       F - 39 [N]
    B - 31 [O]   C - 45
    W - 73       L - 41
    
    Pros: This unit is the pretty fast, which allows swift attacks.
          Also, this unit has a lot of intriguing units which can supplement your
          armies. Most units lead under this unit will benefit from the insane
          initial stats.
    
    Cons: The resistances are not where you would want them to be...
    
    Bottom Line:
    This is the ultimate leader of armies.
    
    Formation:
    Front - This is a very good position for this unit.
    Back  - The back row attack doesn't quite measure up comparatively speaking.
    
    
    ------------------------------------------------------------------------------
    
    
    Final Boss Stats
    ----------------
    
    If you wanted to know what the stats were for the final bosses, here's a
    quick supplement.
    
    
    Endora
    ------
    
    HP  - 287      LV  - 28
    STR - 146      CHA - 69
    AGI - 184      ALI - 45
    INT - 247      LUK - 63
    
    P - 35 [O]     F - 40
    B - 58         C - 38 [N]
    W - 40         L - 41
    
    
    Gares (last time)
    -----
    
    HP  - 242      LV  - 26
    STR - 208      CHA - 67
    AGI - 181      ALI - 26
    INT - 174      LUK - 57
    
    P - 58         F - 50
    B - 75         C - 44
    W - 16         L - 43 [ON]
    
    
    Rashidi
    -------
    
    HP  - 328      LV  - 29
    STR - 168      CHA - 70
    AGI - 203      ALI - 37
    INT - 255      LUK - 65
    
    P - 30 [O]     F - 44
    B - 70         C - 47
    W - 27         L - 39 [N]
    
    
    Diablo (left head)
    ------
    
    HP  - 412      LV  - 30
    STR - 253      CHA - 80
    AGI - 169      ALI - 0
    INT - 176      LUK - 56
    
    P - 61         F - 85
    B - 52         C - 15 [ON]
    W - 52         L - 56
    
    
    Diablo (right head)
    ------
    
    HP  - 415      LV  - 30
    STR - 250      CHA - 80
    AGI - 167      ALI - 0
    INT - 178      LUK - 53
    
    P - 60         F - 5 [ON]
    B - 18         C - 85
    W - 77         L - 58
    
    
    Diablo (leader)
    ------
    
    HP  - 410      LV  - 30
    STR - 255      CHA - 80
    AGI - 195      ALI - 0
    INT - 145      LUK - 63
    
    P - 52 [O]     F - 58
    B - 84         C - 57 [N]
    W - 23         L - 75
    
    
    ------------------------------------------------------------------------------
    
    
    How Do I Manipulate ALI?
    ------------------------
    
    This question is also known as "How I do fix my Wizard's ALI?"
    
    Ok, let me break this down to its simplest components.
    
    1) When an attacker kills its target, the attacker's ALI changes. So if you
    wish to avoid a unit's ALI from changing, DON'T ALLOW IT TO KILL A TARGET!
    It's that simple!
    
    2) Killing units that are at a higher level than your attacker tends to
    increase ALI. This is a huge reason why gaining levels for Clerics in Pogrom
    is relatively easy. The Undead tend to have a higher level than your Clerics
    at the time.
    
    3) Killing units that are at a lower level than your attacker tends to decrease
    ALI. Ever wondered why Wizards lose so much ALI quickly? YOU OVERUSE THEM and
    THEY GAIN LEVELS. Amazing!
    
    4) Killing units that naturally have low ALI tends to increase ALI for the
    attacker. When you kill Undead, more often than not you gain ALI since they
    have 0 ALI to begin with.
    
    5) Killing units that naturally have high ALI tends to decrease ALI for the
    attacker. If you kill members of the Angel class or Cleric class, you will
    generally lose ALI.
    
    So, getting the obvious out of the way, you ask, how do I manage my unit's ALI?
    
    It's very simple...
    
    If you're aiming for a particular unit to have high ALI, all you have to do
    is simply let them be approximately 3 to 4 levels under all the enemy units
    in the stage. Make sure this unit is a "finisher" team, where they simply
    aim for the last hit kill.
    
    If you're aiming for a particular unit to have low ALI, this gets to be tricky.
    This question is also known as "How do I make Tiamats and Ninja Masters?"
    
    First off, you will need level 1 or 2 Fighters accompanying your Lord. In
    Sharom, Dragons roam the Sharom District mountains as neutral encounters.
    Go roam the mountains and MAKE SURE to have one of the Fighters make a killing
    blow. By doing this, their ALI deceases. Even though these Fighters and Dragon
    have 50 ALI by default, killing units of the same ALI and the same level
    default to losing 1 point of ALI. Now, you keep repeating this for each
    Fighter until they have 35 ALI or less. If you need to, you may want to kill
    level 3 Hawk Men in the ocean areas of this map with level 3 Fighters. This
    way, you will have the CHA and ALI to convert these units into Ninjas. The same
    can be applied to level 1 Dragons you are trying to make into Tiamats.
    
    Note that now you can use these evil units in regular battles, at least
    against any group that have units that are two levels above your guys, and
    not gain any ALI. This requires A LOT of patience to pull off.
    
    So how about them Wizards you want turned into Mages? Well, that's kinda
    easy...
    
    If your Wizard is at level 7 or 8, and the unit is edging close to losing
    the required ALI, STOP USING IT!!! What you may want to do is manipulate
    your Tactics so that the Wizards never make the final kill on a target (which
    generally means you use the Strong tactic) and allow the Wizards to gain
    levels. You could also wait until the enemy units have a much higher level...
    
    If your Wizard is at level 7 to 8 and you've managed to screw up their ALI,
    you have some time left. You can try killing Undead in the Pogrom Forest.
    You will have to put them in the front row AND equip them with a White weapon
    such as the Rune Axe. Make sure the Wizards are the ones making the kill.
    This will require lots of patience while roaming the forests for a neutral
    encounter.
    
    If your Wizard is at level 9 to 13 and you've managed to screw up their ALI,
    you will need to wait until the Balmorian Ruins to be able to kill Undead
    in the swamp areas. Again, you will need to follow the same steps for killing
    Undead. Again, lots of patience is required.
    
    Note: These tips are not just for Wizards, but most units that fall into this
    situation.
    
    For those of you who are trying to raise a Salamand or a Dragon Master, this
    is a very difficult process. You would basically have to balance between
    killing evil units and holy units... and also make sure your unit isn't
    overleveling. It's easier with the Dragon because you don't have to manage
    CHA, but that's ultimately why you need to take extra consideration.
    
    If you're wondering how to make sure a unit doesn't get too much ALI, you
    might know this question as "How do I keep a Dollmage's ALI from growing too
    high?" The best way to do this is to make sure the Dollmage is killing both
    holy and evil units, in order to slow down the ALI growth. ALI does change
    dramatically when it hits the extremes, so you may want to keep killing to
    a minimum in general.
    
    If you're wondering how to fix the ALI of a unit that has gained too much
    ALI, you might know this question as "How do I make the Dollmage become
    a Doll Master?"
    
    What you need to do here is make it go on a killing spree. Killing lower
    leveled units will help bring its ALI down. Just make sure to keep track
    of its CHA so you can promote him.
    
    
    The simple theme here for manipulating ALI optimally is this. DON'T OVERUSE
    A UNIT and DON'T LET IT KILL TOO OFTEN. Otherwise, that unit will head
    towards evil (low ALI) very quickly.
    
    
    ------------------------------------------------------------------------------
    
    
    All About Formation
    -------------------
    It's easy to overlook formation when it comes to picking and choosing your
    teams. However, sometimes there are situations where you want to move units
    around, if only to conserve their HP against physical attacks. In some cases,
    it's specifically to take advantage of a strangely placed hit all like on
    many good Dragons. Also, there are other obvious, but notable factors to
    consider.
    
    
    3 Unit Formation
    ----------------
    This formation has too much flexibility, but it is generally built along with
    two large beasts and a leader. When built properly for the late part of the
    game, you should be able to dish out nice hit alls with a pair Tiamats and
    maybe a Mage. Here's a brief idea of the differences under this formation.
    
    
    Pros:
    -----
    Perfect for large beasts
    Cheapest groups possible
    Damage intake is the least possible vs other units with hit alls, which
    helps towards winning the battles on a consistent basis
    
    
    Cons:
    -----
    Damage targeting the leader may force you to use a beast to cover them,
    which tends to reduce the overall damage output (especially with Titans and
    upper tier Dragons)
    Damage dealt will never be optimal with only 3 units
    Requires large beasts in the group
    
    
    4 Unit Formation
    ----------------
    This formation has a decent amount of flexibility and it is fundamentally
    built in such a way that you can nicely balance optimal damage efficiency
    for every unit and provide decent physical damage tanking depending on
    how the unit is constructed. A group that has a Gryphon and 3 Wizards has
    always been a preferred destructive unit of choice... just like 3 Paladins
    and a Titan isn't a bad deal either. Here's a quick look in the matter...
    
    
    Pros:
    -----
    Should be able to find flexibility in every group formed with one beast
    Certain units perform better in the back row (such as a Dragon)
    
    
    Cons:
    -----
    This won't be the best damaging group possible
    
    
    5 Unit Formation
    ----------------
    This formation ultimately requires great targeting units in the back row.
    There is relatively little flexibility, but it depends a lot on how your
    groups are constructed. If you need the flexibility, you can construct a
    group like 3 Devils and 2 Seraphim, where if a front row Devil takes too much
    damage, you rotate that guy in the back row. If you have dedicated back row
    units such as a Doll Master or Mage and you maximize on 3 of those, you remove
    any potential flexibility. Here's a small look into the issues...
    
    
    Pros:
    -----
    Strongest groups possible
    
    
    Cons:
    -----
    Limited flexibility
    Most expensive groups
    Best movement available is only Low Sky (there's one circumstance where this
    is not possible)
    Takes the most damage vs hit alls
    Eliminates all large beasts as options
    
    
    ------------------------------------------------------------------------------
    
    
    Building Your Units
    -------------------
    There are two trains of thought when building a unit. Two different monks
    have opposing views on this... and I wish I had the exact quotes to use for
    this. However, it's pretty simple... broken down into 3 possible scenarios.
    
    
    Train The Unit Slowly 
    ---------------------
    When a unit is created from level 1, this unit's potential increases a lot
    and tends to be very good at the end of the game. This unit will always be
    ahead of brethren of the same type, and the costs associated by doing this
    much nicer on your wallet. Even if you are not able to recruit a unit at level
    1, you can still maximize a unit's potential the earlier you get them. On
    average, a unit gains 1 more point to each stat which makes a normal unit
    become above average. The Golem is the most one sided unit that favors this
    behavior. The IronGolem is actually not that great a unit, because the
    bare change in stat growth and added levels actually HINDERS this unit's
    greatest potential, and it hurts you moneywise. 
    
    If you trying to raise a Muse from level 1....
    
    Note: This won't factor in randomization bonus when you recruit a unit.
    Value in parenthesis is level bonus. Remember that on average that the stat
    growth is increased by 1.
    
    level 1 Amazon -> level 5 Valkyrie -> level 15 Muse
    
    HP:   83 + 4*(5) + 10*(5) = 153
    STR:  42 + 4*(3) + 10*(3) = 84
    AGI:  50 + 4*(4) + 10*(4) = 106
    INT:  52 + 4*(3) + 10*(4) = 104
    COST: 100 + 4*(30) + 10*(80) = 1020
    
    Compare this to a level 15 Muse that an enemy deploys...
    
    HP:   76 + 14*(4) = 132
    STR:  48 + 14*(3) = 90
    AGI:  55 + 14*(3) = 97
    INT:  56 + 14*(3) = 98
    COST: 1350 + 4*(210) = 2190
    
    The only advantage an enemy Muse has is STR, but since her greatest attribute
    is being fast and destructive, the differences are somewhat dramatic, and it
    becomes more noticeable once you start applying Tarot bonuses... and you're
    paying a lot less. This is what stat gaining can do for you.
    
    
    Replacing And Supplementing Units With Money
    --------------------------------------------
    Sometimes a unit dies too often and it is worth replacing... at least according
    to one monk. This is true to some degree. It is also convenient when a unit is
    readily promotable to the next class. That tends to be cheaper, but it would
    never compare to a unit that was naturally created by the enemy. Recruiting
    units is a nice free alternative, without having to put that much effort into
    the matter. Dragons are the extreme case. Since they have different stat
    growth as you progress through their class tree, you will find that replacing
    them will cost a tad more money. Even the Charm item is a great tool if you
    have that kind of money to spend.
    
    Let's say you want to raise a Platinum Dragon...
    
    level 1 Dragon -> level 7 Silver Dragon -> level 17 Gold Dragon ->
    level 24 Platinum Dragon
    
    HP:   93 + 6*(9) + 10*(10) + 7*(11) = 324
    STR:  60 + 6*(5) + 10*(5)  + 7*(5)  = 175
    AGI:  37 + 6*(2) + 10*(3)  + 7*(4)  = 107
    INT:  42 + 6*(2) + 10*(3)  + 7*(4)  = 112
    COST: 850 + 6*(100) + 10*(160) + 7(230) = 4660
    
    If you were to recruit a level 24 Platinum Dragon...
    
    HP:   83 + 23*(11) = 336
    STR:  63 + 23*(5)  = 178
    AGI:  45 + 23*(3)  = 114
    INT:  46 + 23*(4)  = 138
    COST: 2000 + 23*(250) = 7750
    
    The recruited unit doesn't look too bad, comparatively speaking. Even though
    it will cost you 2000 more, the unit is a much more natural back row attacker
    than the one that you've recruited and it is difficult to make up 26 points
    of INT unless you deploy a Dragon unit to collect every INT Tarot bonus...
    which can get really expensive to keep deploying if you are doing that
    just for this reason.
    
    
    Is There A Middle Ground?
    -------------------------
    Sometimes, it is worth combining the two, depending on the situation. Finding
    level 5 Ravenmen from Lake Jannenia is a GREAT option. Instead of wasting
    any effort on making them yourself (level 12 is the normal requirement),
    this is a nice balanced option. Not only will it be better than units you
    make yourself, it will be worth the money and effort spent on it. The same
    thing goes for using a Charm on Dragoners in the Kalbain Peninsula or
    Zombie Dragons in Antanjyl. These are units that normally require a special
    item and tons of effort to create. You can Charm a pair of Titans off of Norn.
    They may be expensive, but they are the best you can get comparatively
    speaking. Charming the Sylph from Antanjyl isn't a bad idea, nor is recruiting
    Cerberus via a Mage. If you are clever enough take advantage of this, you
    will create an even better army with this knowledge in mind.
    
    Let's look at the level 5 Ravenman..
    
    HP:   95 + 4*(6) = 119
    STR:  52 + 4*(2) = 60
    AGI:  62 + 4*(4) = 78
    INT:  55 + 4*(2) = 63
    COST: 800 + 4*(120) = 1280
    
    The stats don't look that appealing, until you compare against Canopus...
    
    HP:  105
    STR: 72
    AGI: 87
    INT: 81
    COST: 700 + 4*(140) = 1260
    
    Canopus has the edge for the most part, except when it comes to growing costs
    and HP. A level 5 Ravenman probably won't be better in Canopus in terms of
    INT, but at this early stage of the game, he certainly gain the STR and AGI
    Tarot bonuses that will eventually keep the Ravenman pretty close with INT
    being the only major exception.. of course Canopus can gain these bonuses
    as well, but when you consider that it is already superior to the Hawk Men,
    it's not too bad.
    
    recruited level 3 Hawk Man-> level 5 Hawk Man
    
    HP:   87 + 2*(5) + 2*(6) = 109
    STR:  45 + 2*(2) + 2*(3) = 55
    AGI:  55 + 2*(3) = 2*(4) = 69
    INT:  52 + 2*(1) = 2*(2) = 58
    COST: 400 + 4*(90) = 760
    
    Note that even though it has been suggested that raising units from its lowest
    form is cheaper, the stats are already inferior to the initially recruited
    level 5 Ravenman (although the Hawk Man's HP will be better than Canopus, and
    Lans notably suffers from the same issue with other Fighters) and the extra
    money spent is well worth it.
    
    
    Remember, you can do some decent projections with every unit given the
    formulas and calculations I have provided. Once you grasp that the majority
    of the fundamentals, you can create even more dominant armies that aren't
    all about Liches.
    
    
    ------------------------------------------------------------------------------
    
    
    Ogre Battle Algos
    -----------------
    
    I did not create them myself, but I believe the majority of the information
    as report is true based on experience. Please do not ask me how it works, but
    if you follow the basics on how this game operates, the algo should be obvious.
    Some information are my comments on the matter via observation.
    
    
    Stats - STR, AGI, and INT can exceed 255 due to equipment and Tarots.
    
    There are two basic types of attacks, STR based and INT based. Make sure
    to apply the correct type in the formulas below. Hit rate is dependent on
    AGI for STR based attacks and INT for INT based attacks.
    
    Movement Factor:
    Based on the unit's (not group's) movement and the current
    battle background, this value is the current unit's movement on this
    particular background. For instance, a Plains unit has a Movement rate of
    1 in the water, and this also happens to be the Movement Factor in battle.
    Units such as the Gryphon tend to have this as an advantage.
    
    Movement Factor = Movement Rate value based on current background terrain
    
    Time Factor:
    Based on the unit's ALI and time of day, a unit's damage
    output and intake is altered. There is specific set of values that are
    generated by the game (0, 25, 50, 75, 100). 0 is generated at midnight (12AM)
    whereas 100 is generated at high noon (12PM) and 50 is generated at dusk (6PM)
    and dawn (6AM). Then, you subtract this value from the unit's current ALI
    to determine the value...
    
    Time Factor = ALI (of attacker or target) - Value Based On Time Of Day
    
    There's effectively a penalty when the time of day does not match the unit's
    ALI.
    
    Kiss Bonus:
    This value is only applied when a Faerie or Pixie "Kisses" a target. The
    value does not stack with multiple kisses.
    
    Kiss Bonus = 8, otherwise Kiss Bonus = 0
    
    Tactics Factor:
    When you choose the battle tactics, it affects the damage
    output and intake. Here's a quick list of the changes...
    
    Tactics Factor Values:
    Best   - 0 (no change)
    Strong - -4 for attackers, +4 for targets
    Leader - 0 (no change)
    Weak   - +4 for attackers, -4 for targets
    
    
    Raw Attack Damage =
    (STR or INT of Attacker)/2 + Movement Factor * 2 - Time Factor/5
    + Tactics Factor + Kiss Bonus + random (1, 8)
    
    Raw Attack Damage Modifiers:
    
    For most regular attacks,
    Raw Attack Damage = Raw Attack Damage * 1
    
    General Attacks include the following:
    Debonair's Sonic Blade, Figaro's Lunge, Luvalon's Blast
    
    For special General Attacks,
    Raw Attack Damage = Raw Attack Damage * 130/100
    
    For Iainuki,
    Raw Attack Damage = Raw Attack Damage * 150/100
    
    For the Gemini Attack,
    Raw Attack Damage = Raw Attack Damage * 2
    
    
    Absorbable Damage =
    ((STR or INT of Target)/2 + Movement Factor * 2 - Time Factor/5
    + Kiss Bonus + random (3, 10)) * Target's Resistance/100
    
    Absorbable Damage Modifiers:
    
    When no tarots are in use,
    Absorbable Damage = Absorbable Damage + Tactics Factor
    
    If the Strength Tarot is used,
    Absorbable Damage = Absorbable Damage * 130/100 + Tactics Factor
    
    If the Hanged Man Tarot is used,
    Absorbable Damage = Absorbable Damage *  70/100 + Tactics Factor
    
    
    Max Damage Dealt = Raw Attack Power - Absorbable Damage
    
    Diablo's Quake:
    Max Damage Dealt = (Raw Attack Power - Absorbable Damage) * 1.5
    
    If Max Damage Dealt < 0, Max Damage Dealt = 1
    
    
    Evasion Algo:
    When a unit attacks another, there's a chance to miss. For STR
    based attacks, AGI is involved. For INT based attacks, INT is involved.
    Both attacker and target run through the same algorithm. If the attacker
    generates a higher value than the target, the attacker increases its chances
    of success to the point of always hitting its target. If the target generates
    a higher value than the target, the target has up to a 60% chance of evading
    the attack. The difference between the attacker and target is applied against
    a table of set probabilities to determine the hit's success.
    
    Friend Factor:
    While under Charm status, an attacking unit will direct attacks to its
    own group. A special evasion bonus is effectively granted to all units
    in the group, including the attacker. This explains the behavior when you see
    Charmed units having problems hitting other members and themselves.
    
    Friend Factor = 10, otherwise Friend Factor = 0
    
    Hit Success =
    (AGI or INT) + LUK/2 + Movement Factor + random (0, 7)
    
    Evasion Success =
    (AGI or INT) + LUK/2 + Movement Factor + random (0, 7) + Friend Factor
    
    Target Difference = Hit Success - Evasion Success
    
    Chance To Hit Target
    (Based on Target Difference's Value):
    -49 or less - 40%
    -48 to -33  - 50%
    -32 to -17  - 60%
    -16 to -1   - 70%
      0 to 15   - 80%
     16 to 31   - 90%
     32 or more - 100%
    
    
    Special Attack Success - There are a small number of unique attacks that
    use a special table to determine success of the hit.
    
    Here's a quick list...
    AGI Based:
    Petrify
    Pumpkin
    
    INT Based:
    Stun
    Charm (Vamypre)
    Charm (Cerberus)
    
    Friend Factor:
    While under Charm status, a unit will direct attacks to its
    own group. A special evasion bonus is effectively granted to all units
    in the group, including the attacker. This explains the behavior that
    Charmed units have problems hitting their own. However, this only applies
    to Petrify and Pumpkin attacks.
    
    Friend Factor = 10, otherwise Friend Factor = 0
    
    Hit Success =
    (AGI or INT) + LUK/2 + random (3, 10)
    
    Evasion Success =
    (AGI or INT) + LUK/2 + random (3, 10) + Friend Factor 
    
    Target Difference = Hit Success - Evasion Success
    
    Chance To Hit Target for Stun, Charm (Vampyre), Charm (Cerberus)
    (Based on Target Difference's Value):
    -49 or less - 0%
    -48 to -33  - 10%
    -32 to -17  - 20%
    -16 to -1   - 30%
      0 to 15   - 40%
     16 to 31   - 50%
     32 or 47   - 60%
     48 or more - 70%
    
    Chance To Hit Target for Petrify
    (Based on Target Difference's Value):
    -49 or less - 10%
    -48 to -33  - 20%
    -32 to -17  - 30%
    -16 to -1   - 40%
      0 to 15   - 50%
     16 to 31   - 60%
     32 or 47   - 70%
     48 or more - 80%
    
    Chance To Hit Target for Pumpkin
    (Based on Target Difference's Value):
    -49 or less - 30%
    -48 to -33  - 40%
    -32 to -17  - 50%
    -16 to -1   - 60%
      0 to 15   - 70%
     16 to 31   - 80%
     32 or 47   - 90%
     48 or more - 100%
    
    Tristan, Debonair, and Fogel have special immunity to Charm...
    
    Sleep and Paralysis Recovery:
    When a unit is hit by this status, the target is unable to do anything
    until it takes damage. The probability of recovery is determined primarily
    by that unit's STR and LUK, but time of day is a major factor.
    When the value is computed, it is applied to a table to determine the chance
    of recovery.
    
    Stun Recovery = STR + LUK/2 - Time Factor + random (3, 10)
    
    Note: The stun formula suggests that units with greater STR stats tend to
    recover more often. This also means that Wizard-type units will have a harder
    time to recover, but that's compensation for being difficult to Stun in the
    first place. The time of day is a major factor where it increases the chance
    they will be stunned longer for holy units at night and evil units in the
    daytime.
    
    Chance To Recover
    (Based on Stun Recovery Value):
    -48 or less - 10%
    -47 to -32  - 20%
    -31 to 0    - 30%
      1 to 48   - 40%
     49 or more - 50%
    
    Notes: Stun and Petrify have a few great properties. AGI is set to 0,
    and obviously the unit cannot attack unless the status is removed. Petrify
    does not remove itself (unless the Temperance Tarot is used). The Hierophant
    Tarot works virtually the same as the Witch's Stun attack, except that it does
    not work against bosses. Any unit under Petrify or Stun will take damage from
    Quake, including flying units under either status.
    
    
    Tarot Card Damage:
    It virtually uses the same formula as the regular attacks, except with the
    following differences:
    
    1) Kiss Bonus and Tactics Factor is ignored.
    2) The attack is based on the Opinion Leader's base stats (it ignores the
    STR or INT boosting equipment).
    3) Tower's damage follows most of the same basic algo, whereas the other
    damaging Tarots follow an extra step.
    
    Raw Attack Power Modification for Tarots:
    Raw Attack Power =
    Raw Attack Power + Raw Attack Power/4 * (5 - # of targets)
    
    Tarots use STR or INT to determine their attack.
    STR Based:
    Chariot
    Hermit
    Devil
    Tower
    
    INT Based:
    Magician
    Justice
    Judgment
    
    Hierophant Tarot:
    It uses the same formula for Stun Cloud attacks, except it uses the
    Pumpkin table for determining success.
    
    Star Tarot:
    This increases AGI by 50 for the duration of the battle. It is supposedly
    stackable.
    
    Sun Tarot:
    Max Damage Dealt =
    ((100 - Target's ALI) * (100 - Target's ALI))/50 - 20 + random (0, 7)
    
    
    Healing and Healing+ Algo:
    Maximum HP Healed =
    (INT of caster + ALI of caster/2 - Time Factor/4 + random (0, 7))/4
    
    Note: ALI has a major impact on this spell, so this is why Norn initially is
    not a good healer.
    
    This spell when used against Undead seems to follow the success rate algo,
    which suggests that the Undead wizard units have a greater chance to avoid
    the attack.
    
    
    Unit Attack Order:
    Each unit goes in some order, but this is somewhat randomized. Obviously, it
    is primarily powered by AGI. The order of attacks goes in the order of
    greatest to smallest produced value. When everyone has had a turn, this
    is recalculated.
    
    Order Value = AGI + LUK/2 + Movement Factor + random (3, 10)
    
    
    Charm Item and Neutral Unit Recruiting Success:
    If you use the Charm item on an enemy group or you attempt to use the recruit
    command in neutral unit encounter, this formula is used to determine success.
    The higher the value, the better the chance of success. When the Charm item
    is used, the Opinion Leader's CHA is used in the calculations. When you
    use the recruit command in a neutral unit encounter, the leader of the unit's
    CHA is used.
    
    Affinity Difference:
    This value is used to determine the recruitability
    of a unit against a unit leader. For instance, a Beastman's unit affinity
    matches up with those of beasts. It becomes more difficult to recruit units
    that have completely different affinities. A Phantom Lord will have
    significant difficulty of recruiting a Dragon, but then again they will
    have a good chance of recruiting a Demon, a Devil or Undead.
    
    Affinity Difference = absolute value (Leader's affinity - Target's affinity)
    
    Recruit Value = CHA - Target's CHA + LUK/2 - Affinity Difference
    
    Chance To Recruit
    (Based on Recruit Value):
    -48 or less - 0%
    -47 to -32  - 20%
    -31 to -16  - 35%
    -15 to 0    - 50%
      1 to 16   - 60%
     17 to 32   - 75%
     33 or 48   - 90%
     49 or more - 100%
    
    Iainuki Self Damage:
    Iainuki hurts the attacker when the hit is successful. It is based on the
    raw attack damage after applying the Iainuki attack modifier.
    
    Iainuki Self Damage = Raw Attack Damage/3
    
    Werewolf and Tigerman Chance To Infect: 1/8
    This is not limited to Sirius, but when any Fighter is killed by either
    unit at night, there is a 1/8 chance to infect the target.
    
    
    Enemy Item Drop Rate: 1/10
    When an enemy group is killed, you have a chance of getting an item dropped.
    I'm not sure if there are other circumstances that affect this.
    
    
    ------------------------------------------------------------------------------
    
    Resource Links
    --------------
    
    Algos (in Jap):
    http://space.geocities.jp/fireseal63/ogrebattle.html
    
    Lots of useful info (in Jap):
    http://www.carbuncle.jp/index.html
    
    Black Mantle's Page:
    http://www.geocities.com/xesmeraude/blackmantle.html
    
    House of Whacks:
    http://www.houseofwacks.org/ogre
    (When it is up, it is a pretty cool website.)
    
    
    Credits
    -------
    
    I guess it goes to the guys who generally hang around the Ogre Battle
    Gamefaqs boards to post and link information. If there are any other sites
    that have more detailed stuff, I would more than like to see that info posted
    somewhere on the boards so it won't be forgotten.
    
    There is absolutely no thanks to one vicious forumer that generally posts
    on these boards (you know who you are).
    
    
    ------------------------------------------------------------------------------
    
    
    Version Reference
    -----------------
    1.00 - Initial version
    2.00 - Major overhaul, the differences are too long to list
    2.01 - Minor fixes and more information
    2.02 - Added examples to new info
    2.03 - Fixed special character and verified some other data
    2.10 - Added boss data...
    2.11 - Updated Cerberus Charm and Witch Stun information and other info
    2.12 - Rearranged the special characters and changed some unique attack info
    
    
    Legally Boring
    --------------
    If there are any errors, please e-mail me. You can criticize if my analysis
    isn't quite right, but outright stupid e-mail will be ignored.
    
    Feel free to distribute this guide anywhere outside of GameFAQs as long as
    any/all of the content is not modified.
    
    Updates will be found at GameFAQs.
    
    DO NOT copy or plagiarize any portions of this guide as your work. If you wish
    to use portions of text in your guide, you MUST reference this guide
    as your source.
    
    
    Copyright 2009 Deathlike2
    

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