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    Unit Guide by Serenitys_Cat

    Version: 1.2 | Updated: 08/05/14 | Search Guide | Bookmark Guide

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    GrimGrimoire Familiar Guide
    Version 1.2
    Serenitys_Cat, Resident Feline on the Firefly-Class Transport Serenity
    First Posted 10/22/2010
    Table of Contents
     1.0   Version History
     2.0   Introduction
     3.0   Quick Comparison Charts
       3.1   The Trees by Speed of Development
       3.2   The Trees by Mana Needed to be Effective
       3.3   Gathering Units by Tree
       3.4   Symbols by Tree
       3.5   Big Bads by Tree
       3.6   Familiars by Tree: Cost Comparison Chart
       3.7   Familiars by Tree: Population Count Chart
     4.0   General Tips
     5.0   Glamour
       5.1   Glamour Grimoires
          5.1.1   Fairy Ring
          5.1.2   Titania
          5.1.3   Wicca
       5.2   Glamour Units
          5.2.1   Elf
          5.2.2   Fairy
          5.2.3   Unicorn
          5.2.4   Morning Star
          5.2.5   Talisman
     6.0   Necromancy
       6.1   Necromancy Grimoires
          6.1.1   Hades Gate
          6.1.2   Acheron
          6.1.3   Purgatory
       6.2   Necromancy Units
          6.2.1   Ghost
          6.2.2   Phantom
          6.2.3   Skullmage
          6.2.4   Charon
          6.2.5   Obelisk
     7.0   Sorcery
       7.1   Sorcery Grimoires
          7.1.1   Hell Gate
          7.1.2   Chaos Nest
          7.1.3   Gehenna
       7.2   Sorcery Units
          7.2.1   Imp
          7.2.2   Demon
          7.2.3   Grimalkin
          7.2.4   Dragon
          7.2.5   Guardian
     8.0   Alchemy
       8.1   Alchemy Grimoires
          8.1.1   Laboratory
          8.1.2   Chimera Spawn
          8.1.3   Engrave
       8.2   Alchemy Units
          8.2.1   Blob
          8.2.2   Homunculus
          8.2.3   Golem
          8.2.4   Chimera
          8.2.5   Gargoyle
     9.0   Advanced Unit Combinations
     10.0  Frequently Asked Questions
     11.0  Credits and Disclaimers
    *****     1.0   VERSION HISTORY        *****
    Version History:
    - Version 1.2
         Fixed more typos, some erroneous information, and a lot of not-so-well-
         phrased sentences.
    - Version 1.1
         Fixed a few typos and added "Version History" and "Introduction," which
         I'd forgotten in Version 1.0 somehow.
    - Version 1.0
         Initial release. WOOT!
    *****     2.0   INTRODUCTION        *****
    Greetings and salutations to you all. I am Serenitys_Cat, follower of fantasy
    and fiction, and this is my second FAQ on GameFAQs. Yay!
    GrimGrimoire is a game that never obtained much recognition here in the U.S.
    The real-time strategy-RPG genre is neither widespread nor much conducive to
    newcomers; people who aren't fans of the genre ignored this game, while those
    who ARE fans derided the system as simplistic and the game as too easy.
    I am not a fan of real-time strategy games, so I can't address the accusations
    of simplicity. All I know is, I fell in love with this game within the first
    few hours.
    GrimGrimoire starts out prosaic and rapidly grows in size and scope until you
    realize that what you thought the game was when you popped it in was in fact
    nothing like what it turns out to be. The game makes exquisite use of the
    "Groundhog Day" style time-looped plot, developing mysteries, plot twists,
    and especially its main character, Lillet Blan, in a most enjoyable fashion.
    In a word, the story charmed me, and because of my involvement in it, I became
    equally intrigued by the battle system, even though it honestly is not my
    normal cup of tea.
    Because I became so interested in the plot and, by extension, the battle
    system, the urge to write a guide for this game - to give back to it, if you
    would - seized hold of my tiny mind, and as one thing the GrimGrimoire section
    of GameFAQs is sadly lacking has been a guide on the multiple different units
    available in the game, I decided to create one. Thus the document you are
    reading now.
    I sincerely hope it will prove of use to you during your own travel of the
    time loop.
    *****     3.0   QUICK COMPARISONS        *****
    In this section, I will show a few brief comparisons of the four trees and some
    of the common Familiar types. This section is not in-depth; it is intended just
    to give a feel for the four trees, their similarities, and their differences.
    The intention is to give beginners a rough idea of what they'll be dealing with
    in this game, while allowing more advanced players to weigh the playing styles
    of the various trees in order to select their favorite combinations.
     3.1   The Trees by Speed of Development
    Glamour: Depends on large numbers and needs time to amass them
    Necromancy: Extremely quick to develop
    Sorcery: Takes time to hatch Dragons, but otherwise builds quickly
    Alchemy: Takes a lot of time and setup to be truly effective
    Necromancy > Sorcery > Glamour > Alchemy
     3.2   The Trees by Mana Needed to be Effective
    Glamour: Units are cheap, but need to be summoned in quantity; Morning Star
             uses mana to attack
    Necromancy: Main unit is very cheap to create
    Sorcery: Requires great quantities of mana to be effective
    Alchemy: Needs a lot of mana to get started, but not much to keep going once it
             gets into its swing
    Necromancy > Alchemy > Glamour > Sorcery
     3.3   Gathering Units by Tree
    Elf (Glamour)
     Advantages: Only non-Symbol healer
     Disadvantages: Limited MP for healing
    Ghost (Necromancy)
     Advantages: Only Flying gatherer
     Disadvantages: Only attack is a kamikaze strike
    Imp (Sorcery)
     Advantages: Moves quickly, can physically attack
     Disadvantages: Gathering units shouldn't really be attacking... ever
    Blob (Alchemy)
     Advantages: Can slow enemy movement and attack speed
     Disadvantages: Moves slowly itself
     3.4   Symbols by Tree
    Talisman (Glamour)
     Effect: Damages incoming units
     Advantages: Faster than Guardians, can attack Astrals
     Disadvantages: Lower HP than Guardians or Gargoyles
    Obelisk (Necromancy)
     Effect: Heals HP of nearby allied Astrals
     Advantages: Only way to restore Astrals' HP
     Disadvantages: Most fragile Symbol, can only heal one unit at a time
    Guardian (Sorcery)
     Effect: Damages incoming units
     Advantages: Most durable out of all four Symbols
     Disadvantages: Slower attack speed than Talismans
    Gargoyle (Alchemy)
     Effect: Damages a small area of incoming units; cannot attack Astrals
     Advantages: Damages multiple units simultaneously
     Disadvantages: Cannot attack Astrals (get around this by using Homunculi)
     3.5   Big Bads by Tree
    Morning Star (Glamour)
     Quick Rundown: Ranged, flying, Astral unit; damages multiple units per hit
     Advantages: Ranged, flying, Astral, AOE attack
     Disadvantages: Low HP, limited ammunition, spends 10 mana per attack
    Charon (Necromancy)
     Quick Rundown: Ranged, flying, Astral unit; can transport other units
     Advantages: Ranged, flying, Astral, only "transport-type" unit in the game
     Disadvantages: Lowest HP of the "big bads," must destroy your units to attack
    Dragon (Sorcery)
     Quick Rundown: Enormous creature that damages everything around it
     Advantages: Extremely hardy, deals enormous damage to everything around it
     Disadvantages: Moves and attacks very slowly, susceptible to Sleep and Slow
    Chimera (Alchemy)
     Quick Rundown: Enormous creature that damages everything around it; steadily
                    loses HP, but can eat other units to heal itself
     Advantages: Moves quickly, deals enormous damage to everything around it, can
                 heal itself
     Disadvantages: More fragile than Dragons, constant HP loss, slow attack speed,
                    must destroy your units to heal itself, susceptible to Sleep
                    and Slow
     3.6   Familiars by Tree Cost Comparison Chart
    GLAMOUR              NECROMANCY         SORCERY            ALCHEMY
    Elf - 50             Ghost - 40         Imp - 50           Blob - 50
    Fairy - 75           Phantom - 75       Demon - 200        Homunculus - 125
    Unicorn - 150        Skullmage - 75     Grimalkin - 150    Golem - 150
    Morning Star - 355   Charon - 200       Dragon - 500       Chimera - 500
    Talisman - 100       Obelisk - 100      Guardian - 100     Gargoyle - 100
     3.7   Familiars by Tree Population Count Chart
    GLAMOUR              NECROMANCY         SORCERY            ALCHEMY
    Elf - 1              Ghost - 1          Imp - 1            Blob - 1
    Fairy - 1            Phantom - 2        Demon - 3          Homunculus - 1
    Unicorn - 2          Skullmage - 1      Grimalkin - 1      Golem - 2
    Morning Star - 6     Charon - 4         Dragon - 6         Chimera - 6
    Talisman - 2         Obelisk - 2        Guardian - 2       Gargoyle - 2
    *****     5.0   GLAMOUR        *****
    "Glamour is the oldest form of magic that works with nature. You can work with
    fairies and elves, who live in the mystical world."
       - Game Manual, on Glamour
    Tree Emphasis: Fast units with special abilities
    Strong Against: Necromancy
    Weak Against: Alchemy
    Primary Purpose: Overwhelm the enemy with speed and numbers
    "Ghosts exist where they do not belong. They fear fairies, who embody natural
       - Surely, on Necromancy
    "Fairies, who represent nature and wonder, don't like this artificial
    Alchemy... Because nothing can break its rules, even though the Fairies can
    decipher it. Remember that."
       - Chartreuse Grande, on Alchemy
    Advantages: Only tree with the ability to heal other units (Elves)
                Two flying units
                One and a half Astral units (Fairies can become Astral with MP)
                Fast and powerful in battle
    Disadvantages: Very high maintenance units
                   Lacks a powerful solo unit - requires numbers to succeed
    "Magic is a supernatural power. To control it, we must use the power of
    spirits. Small elves who live in the forest are especially friendly towards
    people. They may be whimsical tricksters, but they're also known for being good
    to us. Learning to borrow their power is always the first step to becoming a
       - Gammel Dore, on Glamour
    Your first and most reliable tree of magic, Glamour is the magic of light,
    life, and nature. Its forces range from the humble, hardworking Elf to the
    radiant goddess of light, the Morning Star. At first, you may be fooled into
    thinking that Glamour units are fragile, as their base defense is low; however,
    Glamour units all possess special abilities that greatly increase their
    survivability. Elves can restore HP to their allies. Fairies can become Astral,
    making them largely immune to attacks from Substance familiars. Unicorns have
    Holy Barrier, which raises their defense to such a level that they become
    virtually impossible to kill. And the Morning Star? Well, if being a ranged,
    flying, Astral unit with the ability to attack multiple enemies at the same
    time isn't recommendation enough, then there's no pleasing you.
    Glamour provides you with cheap multitudes of surprisingly hardy units. The
    objective when using Glamour is to build up large numbers of units in order to
    swarm the enemy and overwhelm them before they have the chance to retaliate. In
    fact, Glamour (and on occasion, Necromancy) is the only tree where it might
    actually be a good idea to have more than one of each type of Rune out on the
    field at one time. Two Fairy Rings and two Wicca Runes allows you to amass the
    two primary units of Glamour - Fairies and Unicorns - at an insane rate,
    playing Glamour's strengths to their utmost. Once your army is built, flood the
    field with your numbers and drown your foes beneath your horns and arrows.
    Of course, Glamour has several weaknesses as well, the most pressing being the
    enormous amount of maintenance its units require in order to be effective. If
    you are using Sorcery, you can send teams of Demons in every direction and just
    wait to see what happens. Not so with Glamour. Fairies and Unicorns require
    constant reapplication of their special abilities in order to survive, and the
    Morning Star must recharge her ammunition supply every five to ten shots, which
    takes time, mana, and your constant attention to her status. Furthermore, any
    tree with a way to handle Astral units has an automatic advantage over Fairies
    and Morning Stars; Necromancy units can prove a handful despite Glamour's type
    advantage over them, and a Homunculus' Psychic Storm will easily devastate a
    Morning Star.
    Glamour doesn't necessarily need help from another tree to cover its weaknesses
    if you have the focus, timing, and quick reflexes necessary to maximize its
    units' abilities, but like all magic in this game, it benefits greatly if it
    has units of another type around to cover its weaknesses. The most immediately
    beneficial tree to pair Glamour with is probably Sorcery; while you micro-
    manage your Glamour units, Demons can provide adequate safety to the Runes at
    your homebase, and supplementing a swarm of Fairies with a mighty attendant
    Dragon definitely has its charms. Necromancy and Alchemy both bring advantages
    to Glamour's table as well; Necromancy offers another solid, easily swarm-able
    fighter in the Phantom, while Alchemy provides some excellent debuffs and the
    powerful Chimera.
    The vast majority of the battles in the game will begin with several Glamour
    Runes pre-built for you, and although you can certainly ignore them and their
    units in favor of other schools of magic, there is little reason to do so when
    Glamour is as powerful as it is. Whether you field them on the frontlines or
    simply defend your homebase with lines of Fairies, you'll find Glamour a useful
    tool in any situation.
    Accessible Creatures: Elf, Fairy
    When Obtained: Beginning of Stage 1-1
    "A grimoire that works with forest spirits. Easy to use, and can summon basic
    Glamour familiars."
       - In-game description
    A staple not just of the Glamour tree, but of most of the game. Fairy Rings are
    often one of the Runes drawn for you at the start of a battle; you'll get used
    to them very quickly. It is often wise to draw a second Fairy Ring to double
    your production of Fairies, as, if you are going to use them, you're going to
    need a lot of them.
    Level 1: Summon - Elf
       Allows you to summon Elves.
       Unlocked by default
    Level 2: Summon - Fairy
       Allows you to summon Fairies.
       Unlocked: Completion of Stage 1-1
    Level 3: Elf: Heal
       Elves may now use Heal.
       Unlocked: Completion of Stage 1-4
    Level 4: Fairy: Astral Change
       Fairies may now use Astral Change.
       Unlocked: Completion of Stage 2-5
    Level 5: Fairy: Power Up
       Increases your Fairies' attack range.
       Unlocked: Completion of Stage 3-5
    Accessible Creatures: Morning Star
    When Obtained: Beginning of Stage 2-4
    "A grimoire that summons the great star spirit. Also brings out strength in
    higher level spirits."
       - In-game description
    In addition to granting a multitude of boosts to your Glamour units, this
    powerful Grimoire allows you to summon the ultimate Glamour creature: the
    Morning Star. It's one of my personal favorites.
    Level 1: Mastery Effect
       Reduces mana cost for summoning Glamour units.
       Unlocked by default
    Level 2: Glamour: Attack Up
       Increases damage caused by your Glamour units.
       Unlocked by default
    Level 3: Glamour: Defense Up
       Decreases damage taken by your Glamour units.
       Unlocked by default
    Level 4: Summon - Morning Star
       Allows you to summon Morning Stars.
       Unlocked by default
    Level 5: Morning Star: Power Up
       Allows your Morning Stars to hold 10 Star Children instead of 5.
    Accessible Creatures: Talisman, Unicorn
    When Obtained: Beginning of Stage 1-3
    "A grimoire of holy supernatural occurrences. A rune that gives the skill to
    guard grimoires."
       - In-game description
    This Grimoire is valuable by virtue of being the first Grimoire that allows you
    to summon a Symbol: the Talisman, which, although immobile, can be vital for
    defending your homebase. However, once you unlock Unicorns and their Holy
    Barrier, this Grimoire suddenly takes on a whole plethora of new uses. Like
    Fairy Rings, a Glamour-heavy player might want to consider crafting two of
    these Runes on the battlefield in order to double their speed of Unicorn
    Level 1: Advent - Talisman
       Elves may now create Talismans.
       Unlocked by default
    Level 2: Summon - Unicorn
       Allows you to summon Unicorns.
       Unlocked: Completion of Stage 1-5
    Level 3: Unicorn: Holy Barrier
       Unicorns may now use Holy Barrier.
       Unlocked: Completion of Stage 1-5
    Level 4: Unicorn: Astral Hold
       Unicorns may now use Astral Hold.
       Unlocked: Completion of Stage 3-3
    Level 5: Glamour: Max HP Up
       Increases the maximum HP of your Glamour units.
    Glamour Substance Familiar
    Associated Rune: Fairy Ring
    "Can gather Mana and use healing magic."
       - In-game description
    HP: 20
    MP: 30
    Mana Cost: 50
    Population Count: 1
    Movement Type: Ground
       Move the Elf around the field.
       Gather mana from a Crystal and take it to the closest Glamour Rune.
       Requires Fairy Ring Rune Level 3
       Restores 10 HP to one Substance ally (20 HP on Sweet Mode). Costs 10 MP.
     Advent - Talisman
       Requires Wicca Rune Level 1
       Creates a Talisman Symbol.
    Elves are the gathering units for Glamour, and although they aren't as fast as
    Ghosts or Imps, they more than make up for this by being the only familiar in
    the entire game that can recover other units' HP. It only works on Substance
    units (if you want to heal your Morning Star, you'll have to use Obelisks,) but
    since this is still a good 3/4 of the units in the game, that's not much of a
    drawback. Heal won't have much effect on an individual-use basis, but when you
    have a group of five to ten Elves working together, they can restore 50-100 HP
    to a Dragon or Chimera; well worth your time and effort.
    Glamour Substance Familiar
    Associated Rune: Fairy Ring
    "A well-balanced familiar. Freely flies through floors and walls."
       - In-game description
    HP: 25
    MP: 50
    Mana Cost: 75
    Population Count: 1
    Movement Type: Flying
       Move the Fairy around the field.
       Commands the Fairy to attack the selected target.
       Commands the Fairy to stay in one area and attack only if enemies come near.
     Astral Change
       Requires Fairy Ring Rune Level 4
       Transforms the Fairy into an Astral unit. Her MP will slowly decrease until
          she reverts to a Substance unit by using Substance Change, which will
          replace Astral Change once Astral Change is used. Costs 25 MP.
    Fairies are highly mobile offensive units that attack from a distance with
    great speed and surprising power. They'll be the bread and butter of your army
    for the first part of the game, and it's highly likely that even when higher-
    level units become available, you won't stop using them. Around the middle of
    the game, their usefulness begins to lag as their pitiful defenses catch up to
    them; however, this disability is quickly remedied once you can use their
    Astral Change command, which transforms them into an Astral unit, causing all
    attacks from Substance units to deal 1 measly damage to them! To sweeten the
    deal, this also enables them to attack other Astral units, finally making
    Fairies viable for countering nasty Phantoms and Charons. Once Astral Change is
    unlocked, Fairies can - in large enough numbers - handle anything the game can
    throw at them.
    Glamour Substance Familiar
    Associated Rune: Wicca
    "Has a strong barrier for charging. Dependable with high attack power."
       - In-game description
    HP: 35
    MP: 50
    Mana Cost: 150
    Population Count: 2
    Movement Type: Ground
       Move the Unicorn around the field.
       Commands the Unicorn to attack the selected target.
     Holy Barrier
       Requires Wicca Rune Level 3
       Causes all attacks to deal only 1 damage to the Unicorn for a limited period
          of time. Costs 20 MP.
     Astral Hold
       Requires Wicca Rune Level 4
       Prevents one Astral unit from moving or attacking for a limited period of
          time. Costs 25 MP.
    Unicorns are extraordinarily powerful when used correctly, but require a
    phenomenal amount of attention to utilize their full potential. Unicorns are,
    at first glance, unimpressive; they have average-to-high attack power, but low
    HP and very, very low defense. There is no point fielding Unicorns whatsoever
    unless you have a Wicca Rune at level 3 and can use Holy Barrier.
    Holy Barrier turns Unicorns into an unstoppable phalanx. It's costly, yes, and
    it won't last forever, but it reduces all damage dealt to the shielded Unicorn
    to one single point. Incoming Dragon? No problem. Loaded Charon? Even less.
    Your Unicorns will shrug off the blows and retaliate with ferocity. It's like
    being Astral, only even other Astral units can't damage you. Tiny though they
    are, in large groups Unicorns can be quite dangerous. Even enemy Astrals are
    not safe from their unicornly wrath; although Unicorns can't deal any kind of
    real damage to Astral units, they can incapacitate them using Astral Hold,
    which leaves them sitting ducks for your Fairies or Phantoms.
    The problem, as I have already stated and you have probably already figured
    out, is that, when using Unicorns, you must be paying attention to them at all
    times. You MUST activate Holy Barrier before engaging anything in battle with a
    squad of Unicorns, and you MUST have a lot of them present if you want to be
    able to kill things fast enough to make the Holy Barrier worth it. When Astrals
    are present, you need to carefully ration, target, and take advantage of Astral
    Hold, which is not a cheap ability that can just be thrown around. In total,
    Unicorns can be a big headache for you, but not as big as they can be for your
    Glamour Astral Familiar
    Associated Rune: Titania
    "Able to use area attacks using Mana. Ammo stocking time needed."
       - In-game description
    HP: 130
    MP: 0
    Mana Cost: 255
    Population Count: 6
    Movement Type: Flying
       Move the Morning Star around the field.
       Commands the Morning Star to attack the selected target. Uses up one Star
          Child per attack.
       Commands the Morning Star to stay in one area and attack 
     Star Light
       Transforms 10 mana into a Star Child (aka ammunition).
    The Morning Star is the culmination of all of GrimGrimoire's finest systems and
    characteristics. She is ranged. She flies. She attacks a wide area of enemies.
    And she's an Astral, which is what pushes her over into godhood. Not only can
    the Morning Star go anywhere and kill anything when she gets there, but she can
    do it in relative safety (assuming lack of Homunculi, Skullmages, etc, which is
    admittedly a rare occurence).
    Don't get me wrong; the Morning Star has her drawbacks. She is surprisingly
    fragile for a Big Bad, relying on her Astral status to protect her from harm;
    therefore, she is rapidly overcome by enemies that can target Astrals and
    completely helpless against Unicorns' Astral Hold. Worse, she needs to stock
    Star Children ammunition in order to attack, which not only takes time but also
    costs you mana. (She can hold five Star Children on her own; upgrading Titania
    to level 5 increases this number to ten, which, believe me, makes a big
    difference in the Morning Star's usefulness.) To be honest, though, these are
    bigger impositions on paper than they are in game. Ten shots is enough for a
    Morning Star to take out anything she's up against, which gives her plenty of
    time to recharge afterward. Back her up with an Obelisk for healing and a cloud
    of Fairies to provide support fire and watch her shine.
    Glamour Symbol
    Associated Rune: Wicca
    "Attacks enemies with holy light. Only elves can advent these."
       - In-game description
    HP: 70
    MP: 0
    Mana Cost: 100
    Population Count: 2
    Movement Type: Does not move
     The Talisman automatically attacks anything that gets within its range with a
    ball of energy. You do not command it.
    Talismans - indeed, all Symbols - can be extremely useful when used properly,
    but in all likelihood you will neither need them nor want them until about
    halfway through the game. Talismans provide convenient (albeit stationary)
    protection for your Runes by shooting balls of magic light at any enemy that
    gets close to them (even Astrals!) They cost a fair chunk of mana and you'll
    need an Elf around to create them (although the second criterion is rarely a
    problem,) but later in the game, when Astral units become commonplace and you
    need to start watching your Runes like a hawk, Talismans can be quite useful.
    Personally, I find Talismans less useful than hardier Guardians or wider-ranged
    Gargoyles, but you should definitely try them out and see how they fit your
    *****     6.0   NECROMANCY        *****
    "Necromancy borrows the powers of the souls who live in the fires of hell. Open
    the gates to Hades to summon the sleeping dead."
       - Game Manual, on Necromancy
    Tree Emphasis: Powerful Astral units
    Strong Against: Sorcery
    Weak Against: Glamour
    Primary Purpose: Tanking
    "...Necromancy has a great advantage over demonic forces. The power of
    sublimated spirits is similar to the greater power that evil fears. Only
    through the pleasures and pain of flesh can devils tempt man. Therefore, a
    strong will with no body is their most undesirable opponent."
       - Opalneria Rain, on Sorcery
    "Ghosts exist where they do not belong. They fear fairies, who embody natural
       - Surely, on Glamour
    Advantages: Three Astral units
                Ability to turn enemy or ally units Astral (Skullmage)
                Only tree with a transportation unit (Charon)
                Only tree with a flying gathering unit (Ghost)
                Two flying units
    Disadvantages: Difficult to heal without the use of Obelisks
                   Highly susceptible to Unicorns, Skullmages, Homunculi, etc.
                   Weakest "big bad" unit of all four trees (Charon)
    "...Necromancy is a holy magic, and yet, it is categorized as a dark art. This
    is because we must control death, and contact the miracles of god, souls."
       - Opalneria Rain, on Necromancy
    Necromancy is an extremely powerful tree that requires very little time or Mana
    to unleash. The strongest unit in the Necromancy tree is, surprisingly, the
    humble second-level Phantom - being Astral, Phantoms are nigh-on impossible to
    kill for the majority of the game's units, and their main disadvantage - their
    slow attack speed - is easily remedied with their special Berserk ability. On
    top of this, they move quickly and hit like a semi, which makes them ideal for
    both scouting enemy territory and defending your homebase. Phantoms are cheap
    to make, fill just two army spaces instead of a Demon's three, and deal extra
    damage to Sorcery, which is the most commonly-fought form of magic in this
    game! All of these things combine to make the Phantom - and, by extension,
    Necromancy - a highly desirable power to master.
    The rest of the Necromancy tree is pretty much built to support the Phantom.
    Ghosts are the game's only flying gatherers, which makes them extremely
    efficient at gathering mana for creature creation, and Skullmages massacre
    other Astral units that might otherwise prove dangerous to your Phantoms. The
    tree's big bad monster, the Charon, can transport huge contingents of Phantoms
    deep into enemy territory and then let them loose to create havoc and mayhem.
    The entire package results in you dealing massive amounts of damage and taking
    very little in return, which, if you ask me, is a pretty sweet deal.
    Of course, since the tree relies so heavily on one monster, any opponent that
    can disable Phantoms makes Necromancy pretty worthless. Glamour is tailor-made
    to decimate Necromancy: Unicorns become as hardy as Phantoms with Holy Barrier
    and can stop any group of Phantoms dead with Astral Hold; Fairies can become
    Astrals using Astral Change and easily overwhelm Phantoms or Charons with their
    speedy attacks; and the Morning Star is Astral, ranged, and both faster and
    stronger than Phantoms, not to mention capable of attacking multiple Phantoms
    at once. Necromancy against Necromancy is a losing battle, thanks to
    Skullmages, and using any Astral when there are Homunculi on the field is just
    asking for trouble.
    Despite these flaws, Necromancy is still an incredibly powerful tree. Unless
    you're facing Sorcery, making your entire army from Necromancy is unwise, but
    fielding a few Phantoms is almost always the best way to keep your homebase
    safe from enemy assault.
    Accessible Creatures: Ghost, Phantom
    When Obtained: Beginning of Stage 1-4
    "A grimoire that opens the gates to Hades. Can summon ghosts without physical
       - In-game description
    Your second Grimoire in the game, and definitely one of the most useful if you
    intend on using Necromancy. The Hades Gate is the only non-Glamour Rune I would
    ever consider making more than one of on any given level; Phantoms are very
    useful creatures, and having more of them is always a good thing.
    Level 1: Summon - Ghost
       Allows you to summon Ghosts.
       Unlocked by default
    Level 2: Summon - Phantom
       Allows you to summon Phantoms.
       Unlocked by default
    Level 3: Ghost: Charge
       Ghosts may now use Charge.
       Unlocked: Completion of Stage 1-4
    Level 4: Phantom: Berserk
       Phantoms may now use Berserk.
       Unlocked: Completion of Stage 1-5
    Level 5: Phantom: Power Up
       Increases your Phantoms' movement speed.
    Accessible Creatures: Charon
    When Obtained: Completion of Stage 3-3
    "A grimoire to use the reapers of life and death. Summons Charon, the ferryman
    of Hades."
       - In-game description
    If you don't use Charon, there's no reason to set this Rune, as its only non-
    Charon related function (increasing Skullmages' maximum MP) is of minimal use.
    Of course, if you DO like using Charon, this Rune is the only way you'll be
    gaining his services.
    Level 1: Summon - Charon
       Allows you to summon Charons.
       Unlocked by default
    Level 2: Charon: Power Up
       Increases your Charons' movement speed.
       Unlocked: Completion of Stage 3-5
    Level 3: Skullmage: Power Up
       Increases your Skullmages' maximum MP.
    Level 4: Charon: Anima Drain
       Charons may now use Anima Drain.
    Accessible Creatures: Obelisk, Skullmage
    When Obtained: Completion of Stage 2-2
    "A grimoire that calls upon the ghosts of sinners. Strengthens the power of the
    ghostly spirits."
       - In-game description
    Purgatory is a Grimoire with fun, but highly specific, uses. Its summonable
    creature, the Skullmage, is usually not worth creating a Rune for; it deals
    heavy damage to Astral units, but then again, so do Morning Stars and
    Homunculi. On the other hand, Skullmages (Skullmagi?) can also use Astralize
    to turn Substance units INTO Astrals, which has a whole host of neat offensive
    and defensive uses. Obelisks are the only way for Astral units to recover HP,
    but this is generally more useful for Morning Stars or Astralized Dragons than
    it is for Necromancy units (Phantoms will usually die before they can recover,
    due to low maximum HP). At full strength, Purgatory will increase the attack
    strength of all your Necromancy units (not your ASTRAL units, your NECROMANCY
    units,) which is pretty convenient, but not worth spending the 500 mana for if
    you don't also plan to use Obelisks and Skullmages. So what does that all boil
    down to? In a nutshell: use this Grimoire according to your own preference.
    Level 1: Advent - Obelisk
       Ghosts may now create Obelisks.
       Unlocked by default
    Level 2: Summon - Skullmage
       Allows you to summon Skullmages.
       Unlocked by default
    Level 3: Skullmage: Astralize
       Skullmages may now use Astralize.
       Unlocked: Completion of Stage 3-2
    Level 4: Necromancy: Attack Up
       Increases damage caused by your Necromancy units.
    Level 5: Necromancy: Attack Up 2
       Further increases damage caused by your Necromancy units.
    Necromancy Astral Familiar
    Associated Rune: Hades Gate
    "Ignores walls and can gather Mana."
       - In-game description
    HP: 16
    MP: 0
    Mana Cost: 40
    Population Count: 1
    Movement Type: Flying
       Move the Ghost around the field.
       Gather mana from a Crystal and take it to the closest Necromancy Rune.
       Requires Hades Gate Rune Level 3
       The Ghost charges the target and detonates, damaging them at the cost of the
          Ghost's existence. Deals extra damage to Astral units.
     Advent - Obelisk
       Requires Purgatory Rune Level 1
       Creates an Obelisk Symbol.
    Ghosts are, in my humble opinion, simply the best gathering units in the game
    for the sole reason that they can fly. Elves can heal, but this is sharply
    gated by Elves' low MP, making it less practical than you might initially
    think. Imps can attack, but do you really want your gathering units doing
    that? Blobs... well, all right, Blobs' Gum Up is just as useful as Ghosts'
    flight, but Gum Up is situational, whereas there is never a map nor a situation
    when flying Astral gatherers aren't useful. Summon them with abandon and use
    them with pleasure. They even make good anti-Astral measures in a pinch with
    their kamikaze Charge attack; perfect for taking out an encroaching Morning
    Necromancy Astral Familiar
    Associated Rune: Hades Gate
    "Calls upon a stern, ghostly knight."
       - In-game description
    HP: 35
    MP: 20
    Mana Cost: 75
    Population Count: 2
    Movement Type: Ground
       Move the Phantom around the field.
       Commands the Phantom to attack the selected target.
       Commands the Phantom to move back and forth between where they are currently
          standing and the selected point, attacking any monsters that come into
       Requires Hades Gate Rune Level 4
       Increases the Phantom's attack speed for a limited period of time. Costs 10
    Phantoms are arguably the most cost-efficient units in the game. Fast, strong,
    and hardy if only by virtue of being Astrals, a Phantom's only weakness - its
    sluggish attack speed - is easily overcome with judicious application of its
    Berserk ability, which instantly solves this problem. A storm of Berserked
    Phantoms can even take out a conscious Dragon on their own without difficulty.
    They are saved from boring overpoweredness by their low HP, which makes them
    incapable of handling any enemy that can target Astrals; a single Homunculus
    can hold the gates against Phantoms until kingdom come (or at least until it
    runs out of MP for Psychic Storm). However, fortunately for you, Phantoms are
    cheap. If enemy Homunculi or Skullmages are proving problematic, it's not a
    huge setback the way losing a Chimera or two would be. Take what losses you
    must, strike the interfering opponents down with Fairies or Demons, and resume
    regular Phantom production thereafter.
    Necromancy Substance Familiar
    Associated Rune: Purgatory
    "Does a lot of damage against Astrals."
       - In-game description
    HP: 30
    MP: 50
    Mana Cost: 75
    Population Count: 1
    Movement Type: Ground
       Move the Skullmage around the field.
       Commands the Skullmage to attack the selected target.
       Requires Purgatory Rune Level 3
       Changes one unit, enemy or ally, into an Astral unit for a limited period of
          time. Costs 25 MP.
    "Does a lot of damage against Astrals" is something of an understatement. A
    Skullmage does gobsmackingly ridiculous damage against Astrals, to the point
    where a small group of three or four can spit and roast any Astral in the game
    as easily as... perhaps not breathing, since they probably don't do that
    anymore, but definitely pretty darn easily. The Skullmage is designed to be
    a backup unit for a group of Phantoms; seeing as the main thing Phantoms fear
    is enemy Astrals, Skullmages counter them directly and single-mindedly.
    Unfortunately, the trade-off for this massive anti-Astral power is a complete
    inability to damage non-Astral units. Seriously. They can't even target 'em.
    This on its own leaves Skullmages incredibly vulnerable to just about any kind
    of Substance familiar - a single Imp can easily gut them - but when combined
    with Skullmages' low HP, low defense, and terrible movement speed, it all adds
    up to make Skullmages one of the most fragile units in the game. Combined with
    their very particular targeting, Skullmages require precise positioning to make
    worthwhile, although at least they're very good at what they do.
    And then they get Astralize.
    The idea of Astralize was clearly just to give Skullmages the ability to target
    Substance familiars by turning them into Astrals. However, this wondrous
    ability can do so much more than that. Astralize your own Dragon and send it,
    now Astral and practically unkillable, into enemy territory. Astralize your
    enemy's Dragon and take it down with Skullmages. Astralize your enemy's Dragon
    and Astral Hold it with a Unicorn. There are so many creative applications for
    Astralize that I can't even list them all here, but I've collected some of my
    personal favorites further down in the Advanced Unit Combinations section.
    Necromancy Astral Familiar
    Associated Rune: Acheron
    "Loads familiars and taxis them. Can send in large troops at once."
       - In-game description
    HP: 120
    MP: 0
    Mana Cost: 200
    Population Count: 4
    Movement Type: Flying
       Move the Phantom around the field.
       The Charon takes the targeted unit onboard his boat. A Charon can carry up
          to five units at a time for as long as you want. Flying units, Dragons,
          and Chimeras cannot be taken onboard the Charon's boat.
       Allows the units onboard the Charon to disembark at the targeted points. The
          units will disembark one at a time unless the Charon is interrupted, in
          quick succession but with definite delay.
     Anima Drain
       Requires Acheron Rune Level 4
       Transforms one unit onboard the Charon into a spectral projectile to launch
          at the target. The single most damaging attack in the game.
    Charons stand out as one of the... oddest units this game has to offer. It
    isn't a direct fighter; instead, it's something of a transport pod. The Charon
    can load up other familiars onto its boat and then ferry them to different
    areas of the map. This is rather creative and mythologically very accurate, but
    is admittedly not too useful on its own except for the maps where they force
    you into using it by placing enemy Runes in otherwise inaccessible locations.
    So, to up the usefulness of the Charon, the designers gave it Anima Drain,
    which does, bar none, more damage than anything else in the game. Period. The
    Charon takes one of its passengers, transforms it into an energy ball, and
    throws it at the target for a truly stupid amount of damage. Its shots are
    obviously limited, but if you load the Charon up with cheap gathering units and
    have it sail around enemy territory taking potshots at Runes, Dragons, and
    other dangerous things, you might be surprised at the results.
    Necromancy Symbol
    Associated Rune: Purgatory
    "Heals nearby friendly ghosts. Only Ghosts can advent these."
       - In-game description
    HP: 50
    MP: 30
    Mana Cost: 100
    Population Count: 2
    Movement Type: Does not move
     The Obelisk will send a pulse of healing energy at the closest injured Astral
    unit within its range. You do not command it.
    Obelisks are interesting, and can sometimes even be useful, but would be much
    more useful if they didn't consume MP. Their function is to restore HP to
    Astral units, since Elves cannot, and they're very good at this... until they
    run out of MP, which makes them deadweight until they recharge it. Elves can
    get away with their low MP for healing more easily because Elves are cheap,
    quick to make, and useful even without healing. Obelisks just sit there in a
    dormant state and contribute nothing once their MP runs out. If you're really
    big on Morning Stars and Charons, keeping two Obelisks up to give those units
    a quick boost of energy can sometimes turn the tide of a battle, but it's a
    hard sell to say that's better than using the mana on new attacking units. In
    the end, the Obelisk is just not one of my favorite Symbols, although they are
    certainly not without their uses.
    *****     7.0   SORCERY        *****
    "Summon the rebels of god who dwell in the abyss. Force them to fight for you
    with this magic."
       - Game Manual, on Sorcery
    Tree Emphasis: Brute force
    Strong Against: Alchemy
    Weak Against: Necromancy
    Primary Purpose: Bulling straight into the enemy
    "And watch out for devils. Created lives are not of God's fate, thus seen as
    fragile and easy to manipulate."
       - Chartreuse Grande, on Alchemy
    "...Necromancy has a great advantage over demonic forces. The power of
    sublimated spirits is similar to the greater power that evil fears. Only
    through the pleasures and pain of flesh can devils tempt man. Therefore, a
    strong will with no body is their most undesirable opponent."
       - Opalneria Rain, on Sorcery
    Advantages: Only gathering unit capable of attacking (Imp)
                Takes the least maintenance of all four trees to use effectively
                Grimalkin. Just... Grimalkin.
    Disadvantages: No flying or Astral units
                   The "big bad" (Dragons) is powerful, but very easy to counter
                   Fewer tricks to change the flow of battle than the other trees
    "Let's begin instruction... About an intensely fearful magic."
       - Advocat, on Sorcery
    Sorcery is probably the most innately appealing of the four trees of magic. As
    it spends the first part of the game surprising you with increasingly nastier
    monsters (damn those Imps, always shredding my Fairies... wait, what the hell
    was that enormous horned horror that just tore everything apart... hold on a
    second, why is my controller shaking like HOLY MOTHER OF GOD IS THAT A DRAGON?)
    you're probably dying to get a piece of that power for yourself by the time you
    get your first Grimoire. And it is unlikely to disappoint you. Demons are 
    basically massive chunks of HP that output damage at a frighteningly effective
    rate, and they'll tear through any undefended Glamour or Alchemy unit like a
    fat man at a buffet. Grimalkin are one of the nastiest support units you can
    have; they can put any Substance foe to Sleep - a great way to handle enemy
    Demons, Golems, Dragons, and Chimera - and can even output tremendous damage
    with their Mana Burn skill. And of course, Sorcery has Dragons, which are every
    bit as terrifying as they look.
    That being said, Sorcery unfortunately suffers from being something of a two-
    trick pony. Sorcery's strategy has two flavors: "small swarm," where you summon
    all the Imps and Demons you can get your hands on, and "big swarm," also known
    as "screw the rules, I have Dragons." Without help from another tree's tricks
    and strategies, however, these brute-force approaches will have trouble winning
    the game for you on their own. "Small swarm" strategies have little chance of
    overcoming that incredible barrier known as the Morning Star, and as for "big
    swarm"... well, let's just take a look at how many ways a Dragon can be
    disabled, shall we?
       1. A large group of Fairies using Astral Change will easily overpower it.
       2. A Skullmage and a Unicorn working together can Astralize and then Astral
          Hold the Dragon, rendering it useless and vulnerable to the Skullmage.
       3. A Morning Star can easily outdamage it.
       4. A group of Berserked Phantoms will easily overpower it.
       5. A Charon can outdamage it even more easily than a Morning Star.
       6. A Grimalkin can put it to sleep.
       7. A Blob can slow it down with Gum Up, sending it from glacial to the speed
          of tectonic plate glide. A slowed Dragon is fair game for ANYTHING, even
          Golems, which are terrible against Dragons for all sorts of reasons.
       8. A Homunculus' Psychic Storm will tear it apart. (It will take multiple
          Psychic Storms, since the Dragon has a lot of HP, but if there are a few
          Homunculi working together....)
       9. A gamut of Symbols - Talismans, Guardians, Gargoyles - can overpower it.
       10. Another Dragon or a Chimera will destroy or severely weaken it.
    That makes ten different ways to easily kill or completely disable a Dragon,
    two of them from Sorcery's own tree and two more from Alchemy, which Sorcery
    is allegedly strong against.
    This is not to say that Sorcery is useless - far from it. Sorcery can provide
    the muscle that the other trees, in multiple strategies, will lack; Demons are
    probably the strongest non-big bad unit around, and nobody can deny the appeal
    of the ferocious Dragon. However, as Sorcery works so well in adding a needed
    punch to an army of weaker units from other trees, conversely does Sorcery
    severely need additional options from the other trees in order to truly shine.
    Add some Skullmages to attack Astral Units, some flying Fairies for scouting
    duty, and maybe a contingent of Elves to keep your Dragon supplied with HP, and
    you will find Sorcery a sinfully delightful school of magic to specialize in.
    Try to make it with Sorcery alone, however, and you may find your progress is
    not as smooth as you may think Dragons would make it.
    Accessible Creatures: Imp, Demon
    When Obtained: Completion of Stage 2-1
    "A grimoire used to open the gates of hell. Allows you to summon vicious
       - In-game description
    The Hell Gate's primary function is to give you a beast of a physical attacker
    in the Demon unit, then make it even stronger than it already was. It's a key
    Rune in any fight that involves Alchemy, as Demons are the best way to combat
    just about any Alchemy unit, but is a massive mana sink due to Demons' high
    cost. If you're in a battle with a limited mana supply, consider another Rune.
    Level 1: Summon - Imp
       Allows you to summon Imps.
       Unlocked by default
    Level 2: Summon - Demon
       Allows you to summon Demons.
       Unlocked: Completion of Stage 2-2
    Level 3: Imp: Attack
       Imps may now use Attack.
    Level 4: Demon: Power Up
       Increases your Demons' movement speed.
    Level 5: Demon: Power Up 2
       Increases your Demons' maximum HP.
    Accessible Creatures: Grimalkin, Dragon
    When Obtained: Beginning of Stage 2-2
    "A grimoire that awakens deep chaos. Can even call upon the merciless dragon."
       - In-game description
    If I'm only going to make one Sorcery Rune in a level, the Chaos Nest is
    definitely my first choice. Grimalkin are the most useful and versatile Sorcery
    units around, and when all else fails, a final charge into enemy territory is
    ever so much more dramatic with a Dragon along to shake things up.
    Level 1: Summon - Grimalkin
       Allows you to summon Grimalkin.
       Unlocked by default
    Level 2: Summon - Dragon
       Allows you to summon Dragons.
       Unlocked by default
    Level 3: Grimalkin: Mana Burn
       Grimalkin may now use Mana Burn.
       Unlocked: Completion of Stage 2-4
    Level 4: Grimalkin: Power Up
       Increases your Grimalkin's maximum MP.
       Unlocked: Completion of Stage 2-4
    Level 5: Demon: Black Curse
       Your Demons' physical attacks cause the targets to steadily lose HP.
    Accessible Creatures: Guardian
    When Obtained: Completion of Stage 2-5
    "A grimoire that awakens the vermin of hell. The vermin draw out the powers of
    the devil."
       - In-game description
    Gehenna is a bit of a letdown for the last Grimoire of Sorcery you receive.
    You've already gotten all of your creatures from the first two Grimoires; all
    Gehenna really brings to the table is the ability to advent Guardians, which
    are nice, but not all that different from Talismans. Long Scope is a nice
    addition to an army that is primarily Sorcery, and extra HP for your Dragons is
    never a bad thing, but there's nothing all that stellar about this Rune. Stick
    with Wicca's Talismans and Unicorns or Engrave's Gargoyles and Golems instead.
    Level 1: Advent - Guardian
       Imps may now create Guardians.
       Unlocked by default
    Level 2: Long Scope
       Increases the range of vision around your Sorcery units.
       Unlocked by default
    Level 3: Imp: Power Up
       Increases the damage caused by your Imps.
    Level 4: Dragon: Power Up
       Increases your Dragons' maximum HP.
    Sorcery Substance Familiar
    Associated Rune: Hell Gate
    "Agile, and quickly gather Mana. Increase Rune level for attacks."
       - In-game description
    HP: 40
    MP: 0
    Mana Cost: 50
    Population Count: 1
    Movement Type: Ground
       Move the Imp around the field.
       Gather mana from a Crystal and take it to the closest Sorcery Rune.
       Requires Hades Gate Rune Level 3
       Commands the Imp to attack the selected target.
     Advent - Guardian
       Requires Gehenna Rune Level 1
       Creates a Guardian Symbol.
    As long as the mana crystal is on the same level as the Sorcery Rune you intend
    the mana to be carried to, Imps are the fastest mana-gatherers you can summon.
    They are also the hardiest, possessing twice as much HP as any other gatherer,
    which is important, as they are also the only mana gatherers that can actually
    attack. (Not the only gatherers that can deal damage; Ghosts can use Charge,
    but Charge is one-use and therefore not quite the same). A large squadron of
    Imps actually packs a nice bit of a punch, and in fact is one of the game's
    preferred methods for beating you down early on.
    It is important to remember, however, that Imps are mana gatherers first and
    damage-dealers second. Although you CAN throw Imps against obstacles, it is
    usually a bad idea, as the vast majority of stages will be easily able to
    counter them, be it with Astrals, Symbols, Dragons, Chimeras, Unicorns, or
    Homunculi. Due to their fast movement speed, however, Imps are great at
    sneaking around the main conflict and taking apart those tender Grimalkin and
    Skullmages that will plague you so many times during the main story.
    Sorcery Substance Familiar
    Associated Rune: Hell Gate
    "Has sharp claws and a tough body."
       - In-game description
    HP: 170
    MP: 0
    Mana Cost: 200
    Population Count: 3
    Movement Type: Ground
       Move the Demon around the field.
       Commands the Demon to attack the selected target.
    Demons are powerhouses, pure and simple. They have big claws and they know how
    to use them to rip apart anything that gets in their way. They attack twice
    with each strike - one hit for each of their huge, clawed hands - which makes
    them one of the better Substance units to fight back against Astral units, as
    they will deal damage twice as quickly as any single-hit unit like an Imp or
    a Fairy. (Still, if you have the option, use a Skullmage or another Astral
    unit to take out enemy Astrals. Don't waste your Demons.) People generally
    seem to prefer either Phantoms or Demons as the main damage-dealer of their
    armies: Phantoms are smaller and cheaper, making them easier to obtain in bulk,
    but weaker, especially without Berserk; Demons are obviously stronger, but
    bigger and more expensive. You already know I prefer Phantoms, but there's
    certainly nothing to criticize about Demons. Just create them, point them in
    the right direction, and let the massacre begin.
    Sorcery Substance Familiar
    Associated Rune: Chaos Nest
    "A cat-like familiar with black magic. Can sleep the enemy."
       - In-game description
    HP: 50
    MP: 100
    Mana Cost: 150
    Population Count: 1
    Movement Type: Ground
       Move the Grimalkin around the field.
       Prevents any Substance unit from moving or attacking for a limited period of
          time. Costs 50 MP.
     Mana Burn
       Requires Chaos Nest Rune Level 3
       Reduces one target's MP to 0 and deals an amount of damage equal to the
          amount of MP the target lost to the target. Costs 50 MP.
    You simply can't do without Grimalkin. (Well, you could, but it would be way
    more trouble than it's worth.) These adorable magical cats are admittedly
    situational (like most GrimGrimoire units are,) but when the situation allows,
    they can be the difference between victory and annihilation. Their main use is
    countering the two nastiest Big Bads - Dragons and Chimeras - with Sleep (and
    believe you me, you will have ample opportunity to abuse this counter). Sleep
    turns both of these beastly behemoths into somnolent kittens no more dangerous
    than a sprig of catnip, with just one simple point and click.
    Mana Burn is trickier to use, as not all familiars actually have MP to target 
    with it (i.e. Demons, Dragons, Chimera). Furthermore, a lot of units that do
    have MP are too weak to merit the 50 MP cost of Mana Burn (i.e. Elves, Fairies,
    Skullmages). Some units, however, can be worth it if they're really making a
    nuisance of themselves (i.e. Phantoms, Blobs, enemy Grimalkin) and some enemies
    are really worth blowing the MP on. Homunculi and Golems are two of the best
    targets for this skill: Homunculi will be one-shot, preventing Psychic Storm,
    and Golems need MP to attack, which means this spell completely disables them.
    Well worth the cost, especially if you've got a few Grimalkin to split casting
    duties between for the battle.
    Sorcery Substance Familiar
    Associated Rune: Chaos Nest
    "A dragon with overwhelming power. Summoned as an egg."
       - In-game description
    As an Egg
    HP: 50
    MP: 0
    Mana Cost: 500
    Population Count: 6
    Movement Type: Ground
       Move the Egg around the field. It bounces adorably.
       The Egg begins to incubate. Once incubation is completed, the Egg hatches
          into a Dragon.
    As a Dragon
    HP: 600
    MP: 0
    Mana Cost: N/A
    Population Count: 6
    Movement Type: Crawls on the outside of the stage, ignoring obstacles
       Commands the Dragon to attack the selected target.
    Dragons are like Demons, only much, much, MUCH more so. With almost three times
    the HP and an attack that not only hits multiple units but hits multiple TIMES,
    Dragons are the Apocalypse given form... at least, until one of those ten
    things I listed in the Sorcery summary happens to them, which can be rather
    disappointing the first time it happens. However, once you get used to Dragons'
    shortcomings and can see them for what they're supposed to be - a bulldozer
    that you point in one direction, letting it bulldoze until it runs out of gas -
    your respect for them may grow. Yes, they are easily nullified, but the point
    of a Dragon isn't to last; it's to do as much damage as it can before it goes.
    Play around its death instead of trying to stave it off and you'll find Dragons
    a valuable tool for breaking through large groups of nasty enemies or paving
    your way to attacking an enemy Rune.
    Of course, if you're really dedicated to keeping a Dragon around for an entire
    fight, you can always use Elves or a Skullmage-Obelisk combo to start healing
    your Dragon's HP as it fights....
    Sorcery Symbol
    Associated Rune: Gehenna
    "Attacks enemies with the fire of hell. Only Imps can advent these."
       - In-game description
    HP: 130
    MP: 0
    Mana Cost: 100
    Population Count: 2
    Movement Type: Does not move
     The Guardian automatically attacks anything that gets within its range with a
    large fireball. You do not command it.
    Guardians are pretty tough Symbols, and I would probably use them a lot more if
    Gehenna wasn't such a lackluster Rune otherwise. They hit as hard as Talismans,
    but they have more HP, longer range, and a slightly slower firing speed, which
    comes out in favor of Guardians in my opinion, so if you use Sorcery as your
    predominant tree, laying down Gehenna and having your Imps create a few
    Guardians is a great idea. (Being a Glamour-Necromancy man myself, I had less
    use for them, but this is definitely not because they're not worth using.)
    *****     8.0   ALCHEMY        *****
    "The science of Alchemy can see through nature's laws, and can change anything.
    Create lives with precise methods."
       - Game Manual, on Alchemy
    Tree Emphasis: Debilitation
    Strong Against: Glamour
    Weak Against: Sorcery
    Primary Purpose: Nullify the enemy's strengths to leave them sitting ducks
    "Fairies, who represent nature and wonder, don't like this artificial
    Alchemy... Because nothing can break its rules, even though the Fairies can
    decipher it. Remember that."
       - Chartreuse Grande, on Glamour
    "And watch out for devils. Created lives are not of God's fate, thus seen as
    fragile and easy to manipulate."
       - Chartreuse Grande, on Sorcery
    Advantages: Only tree with the ability to slow enemies down (Blob)
                Possesses the ultimate anti-Astral tool (Clairvoyance)
                Has the fastest "big bad" unit of the trees (Chimera)
                Has a Symbol that can attack an enemy area (Gargoyle)
    Disadvantages: No flying or Astral units
                   Unreliable offensive output
    "This world is ruled by inviolable laws. That is the truth of Alchemy. We
    crystallize and create life that nature can organically replicate. Originally,
    alchemy required a complicated process with hundreds of syntheses. Luckily, now
    we can use a magic facility to accurately unify this process. Inscribed in the
    grimoire is our wisdom, the Rune to summon this facility."
       - Chartreuse Grande, on Alchemy
    Alchemy is a tricky tree to master (although not as high-maintenance as Glamour
    can be). It uses a plethora of debilitating skills to give its offensive units
    an advantage over the enemy, and although its offensive units are far from the
    best, its powerful debuffs more than compensate for this. Facing a deadly unit
    like a Dragon or a Chimera? Use a Blob's Gum Up on it to slow their movement
    and attack speed to a crawl. Confronted by a horde of Astrals? A Homunculus'
    Clairvoyance makes all Astral units over a very wide area vulnerable to normal
    attacks from Substance familiars. These two abilities in conjunction allow the
    powerful ranged attacks of the Golems and the terrible speed of the Chimera to
    disembowel literally any foe you could come across.
    There is one important thing to keep in mind about Alchemy, however. It's not
    simply that Alchemy CAN cause these debuffs; Alchemy literally MUST cause these
    debuffs in order for their units to do any kind of respectable damage. Golems,
    while strong, have a cripplingly slow attack speed and a very awkward targeting
    aim that requires them to do lots of repositioning to strike a moving enemy.
    Without the slowing of a Blob's Gum Up, Golems simply do not do enough damage
    quickly enough to be worth using. Chimeras, if possible, are even worse. They
    are quick and powerful, but they are enormous and surprisingly fragile targets.
    Enemy Astrals or Homunculi can defeat a Chimera without breaking a sweat,
    especially when you factor in the beast's constant HP loss. If you don't have
    the proper allies to back up a Chimera (including spare units for it to consume
    in order to restore its failing HP,) you're better off not using one.
    As a general rule, Alchemy should be used as a support tree. Adding its potent
    debuffs to the extensive versatility of Glamour or the raw strength of Sorcery
    makes for a powerhouse of a team, and although it is less useful to Necromancy,
    Golems can really benefit from the protection of a phalanx of Phantoms. Still,
    that doesn't mean that Alchemy can't take the forefront of your attack force
    with a little help. Use Grimalkin and Homunculi as support units for a Chimera;
    use their powerful abilities until they run out of MP, let the Chimera eat them
    to recover its HP, and summon up more with fresh MP stores. Astralize your
    Golems with Skullmages to protect them from enemy attack. Use a Charon to ferry
    batches of Blobs into the enemy ranks and let them slow everything down while
    your forces launch their attack. The possibilities with Alchemy really are
    endless; make the most of them!
    Accessible Creatures: Blob, Homunculus
    When Obtained: Completion of Stage 2-3
    "A grimoire that summons Alchemy equipment. Able to create life forms with 
    various skills."
       - In-game description
    This Grimoire provides access to all the debuffs of the Alchemy tree. With
    proper use of the lowly Blob and the humble Homunculus, you will rule this game.
    Level 1: Summon - Blob
       Allows you to summon Blobs.
       Unlocked by default
    Level 2: Summon - Homunculus
       Allows you to summon Homunculi.
       Unlocked by default
    Level 3: Homunculus: Psychic Storm
       Homunculi may now use Psychic Storm.
       Unlocked: Completion of Stage 3-1
    Level 4: Blob: Gum Up
       Blobs may now use Gum Up.
       Unlocked: Completion of Stage 3-2
    Level 5: Homunculus: Power Up
       Increases your Homunculi's maximum MP.
    Accessible Creatures: Chimera
    When Obtained: Completion of Stage 3-4
    "A grimoire that allows synthesis of chimeras. Also increases the vitality of
    man-made lives."
       - In-game description
    For those who don't think that the Chimera is the spawn of Satan (or for those
    who do, but think that's cool,) this is the Grimoire for you. After summoning
    Chimeras, the rest of the Grimoire focuses on making your Alchemy units more
    survivable, which is obviously great news; unfortunately, it is the last
    Grimoire you receive in the normal game, so it'll be awhile before you get to
    really play around with it.
    Level 1: Summon - Chimera
       Allows you to summon Chimeras.
       Unlocked by default
    Level 2: Alchemy: Max HP Up
       Increases the maximum HP of your Alchemy units.
       Unlocked: Completion of Stage 3-5
    Level 3: Chimera: Consume
       Chimeras may now use Consume.
    Level 4: Alchemy: Max HP Up 2
       Further increases the maximum HP of your Alchemy units.
    Level 5: Alchemy: Max HP Up 3
       Even further increases the maximum HP of your Alchemy units.
    Accessible Creatures: Gargoyle, Golem
    When Obtained: Completion of Stage 3-1
    "A grimoire that can control warmongers. Allows you to summon Golems shaped like
       - In-game description
    Unless you're on an Astral-heavy stage or absolutely refuse to use Alchemy,
    this is the ideal Grimoire for defending your homebase. This Grimoire summons
    Golems and Gargoyles - both ranged attackers - and then focuses on boosting
    their attack range. Set Gargoyles around your base and back them up with
    Golems, and you'll find that the overall effect is similar to having a fence
    made out of heatseeking rocket launchers.
    Level 1: Advent - Gargoyle
       Blobs may now create Gargoyles.
       Unlocked by default
    Level 2: Summon - Golem
       Allows you to summon Golems.
       Unlocked: Completion of Stage 3-3
    Level 3: Golem and Gargoyle Range Up
       Increases your Golems' and Gargoyles' attack range.
       Unlocked: Completion of Stage 3-4
    Level 4: Golem and Gargoyle Defense Up 1
       Reduces the amount of damage your Golems and Gargoyles receive.
    Level 5: Golem and Gargoyle Defense Up 2
       Further reduces the amount of damage your Golems and Gargoyles receive.
    Alchemy Substance Familiar
    Associated Rune: Laboratory
    "A slimy familiar that gathers Mana."
       - In-game description
    HP: 20
    MP: 30
    Mana Cost: 50
    Population Count: 1
    Movement Type: Ground
       Move the Blob around the field.
       Gather mana from a Crystal and take it to the closest Alchemy Rune.
     Gum Up
       Requires Laboratory Rune Level 4
       Reduces the attack and movement speed of a target Substance greatly for a
          limited period of time. Costs 20 MP.
     Advent - Gargoyle
       Requires Engrave Rune Level 1
       Creates a Gargoyle Symbol.
    Blobs are simultaneously the slowest and most useful gathering units in the
    game. Their usefulness has nothing to do with their gathering and everything to
    do with their Gum Up ability, which - short of Sleep - is the best way to turn
    a dangerous Substance unit - i.e. a Dragon, Chimera, Demon, or Golem - into a
    harmless speed bump.
    This is not to say that Blobs are not perfectly functional mana gatherers; they
    are. The speed difference between them and Elves is not major, and having them
    around to Gum Up in case things start going horribly wrong for you is highly
    Blobs work well in literally any situation, but it is preferable that you not
    have them gathering and gumming in the same battle, as both tasks require a
    substantial amounts of Blobs, which will take your Laboratory Rune some time
    to create. If you intend to use Gum Up on a regular basis in a battle, it's
    probably best to use Ghosts or Imps to gather mana instead of Blobs.
    Alchemy Substance Familiar
    Associated Rune: Laboratory
    "Shoots flares, and shines light. Physical attacks hit astrals."
       - In-game description
    HP: 40
    MP: 100
    Mana Cost: 125
    Population Count: 1
    Movement Type: Ground
       Move the Homunculus around the field.
       Allows all attacks to deal full damage to Astral units within a large target
          area for a limited period of time. Costs 30 MP.
     Psychic Storm
       Requires Laboratory Rune Level 3
       Throws a bolt of energy that creates a zone of psychic electricity. Enemies
          that move in or through this zone take damage. Deals extra damage to
          Astral units. Costs 50 MP.
    The humble Homunculus (plural Homunculi) may not look like much, but amazingly,
    they are the best anti-Astral measure the game has to offer. With Clairvoyance,
    which allows any unit to cause full damage to Astrals and has a tremendous area
    of effect, and Psychic Storm, one casting of which can annihilate even a
    Morning Star, Homunculi are easily one of the more useful units at your
    Any battle that involves enemy Astrals - which is most of them - will become
    much easier with a few Homunculi around to help out. This much should be
    obvious. But even if there are no Astrals at all, Homunculi are still useful.
    Trying to kill a sleeping Dragon before it wakes up? Psychic Storm is perfect
    for the job. Got to burn your way through a series of tightly-grouped Symbols?
    A well-aimed Psychic Storm will do the trick. Is your homebase being battered
    by huge waves of enemies? Force them to bottleneck on a staircase, fire Psychic
    Storm into the middle of them once they're stuck in place, and watch them fall
    like wheat to the scythe. There really is no disadvantage to using Homunculi;
    they are invaluable no matter the situation.
    Alchemy Substance Familiar
    Associated Rune: Engrave
    "Attacks with MP. Can't harm ghosts. Longest range of all familiars."
       - In-game description
    HP: 80
    MP: 100
    Mana Cost: 150
    Population Count: 2
    Movement Type: Ground
       Move the Golem around the field.
       Commands the Golem to attack the selected target.
       Commands the Golem to move back and forth between where they are currently
          standing and the selected point, attacking any monsters that come into
       Commands the Golem to stay in one area and attack only if enemies come near.
    Yes, they need this much space to explain. They're that weird.
    Golems are tricksome units to use. They suffer from two glaring weaknesses:
    firstly, they attack approximately once a year, and secondly, they must be a
    minimum distance from the enemy before they can attack at all. This means that
    a Golem spends an enormous amount of time doing absolutely nothing at all, as
    they move fussily around adjusting their distance from their target, attack
    once, and then spend ages slowly charging up their next strike. However,
    despite these flaws, Golems are really quite powerful. Their attack, when it
    comes, delivers ample damage to a small area of foes, and while their minimum
    range is irritating, their MAXIMUM range is the longest in the game. This makes
    Golems ideal for taking out Symbols, since they can attack from such a distance
    that they never come into range of the Symbols' counterattacks.
    So when should you use Golems? The place Golems shine is in those "Survive for
    20 minutes" battles you occasionally come across. When it comes to holding your
    one little corner of the map against all comers, Golems can be quite a boon.
    Simply manufacture several and place them on different tiers of the map. This
    means that regardless of which direction the enemies begin coming from, at
    least one Golem will notice and attack it; however, more cleverly, it also
    means that if the enemies break through and reach one of your Golems, the
    others will still be far enough away to attack said enemies and defeat them.
    The lack of any kind of close-range defense is really a Golem's biggest
    weakness, so compensating for this with extra protective measures is vital for
    successful Golem use.
    Golems are not recommended for direct attacks; they are meant to serve as
    guards rather than soldiers. Sending them into enemy territory usually ends
    badly; attacking an enemy base usually results in a swarm of monsters, which
    will get up in the Golem's face and take it apart before it can move far enough
    away to resume attacking. On the other hand, Golems' long ranges make them
    ideal for taking out enemy Symbols and Runes from a distance. If you send in a
    SWAT team of Phantoms or Fairies to handle the monsters, a small group of
    Golems standing well away from the action can take out the enemy camp's Rune
    quite quickly. Don't try to use them to lay down support fire on the enemies
    for those Phantoms or Fairies, however; Golems' slow attack speed makes them
    ineffectual at such a duty. Use Symbols or Morning Stars instead.
    To put it all together, Golems are best used to defend your homebase,
    especially in a "Survive for 20 minutes" scenario when you'll have lots of
    extra forces at your base to protect them. If you're feeling creative, you can
    also use Golems to take out enemy Runes and Symbols, but ONLY if you've got a
    strong team of fighting units to take the brunt of the enemies' retaliation.
    There are two other important things to remember when using Golems. Firstly,
    they use MP every time they attack. As a general rule, this isn't a problem,
    since MP constantly recharges and they attack infrequently, but should
    Grimalkin appear to Mana Burn your Golems, they will be useless until they've
    regained their MP. Secondly, remember to use the Defend command! Aside from
    Fairies, Golems are probably the unit most prone to disobeying your Move
    commands due to their odd minimum and maximum ranges; they will detect
    something at the edges of their long ranges and go haring off into enemy bases
    to attack it, which usually results in their being swarmed and destroyed at
    close range, where they are helpless. As a general rule, use Defend for Golems
    instead of Move; it will help you a great deal.
    Alchemy Substance Familiar
    Associated Rune: Chimera Spawn
    "Exceptional movement and attack. High HP that gradually decreases."
       - In-game description
    HP: 500
    MP: 0
    Mana Cost: 500
    Population Count: 6
    Movement Type: Crawls on the outside of the stage, ignoring obstacles
       Commands the Chimera to attack the selected target.
       Requires Chimera Spawn Rune Level 3
       Causes the Chimera to eat the targeted Substance ally, recovering HP to the 
          Chimera based on the maximum HP of the familiar that was eaten.
    The Chimera! A terrible fusion of monstrous beasts so unholy that its own body
    cannot stand itself, every cell constantly rebelling against its own existence,
    causing it to lose HP on a constant basis. I'm going to state this right from
    the start: the Chimera is my absolute least favorite unit, due to its truly
    nightmarish visage and its plethora of shortcomings. However, despite my
    dislike of it, even I must admit that the creature is very powerful.
    Chimeras are, pointblank, one of the strongest and certainly the fastest units
    at your disposal. They crawl along the outside of the level like Dragons do,
    but at an incredible clip, allowing them to zoom from one corner of the field
    to the next in a matter of seconds rather than minutes. Their attack is as
    powerful as a Dragon's, but they attack slightly more rapidly, making their
    overall damage output higher. When you factor in their incredible movement
    speed, it becomes immediately obvious that the Chimera is a force to be
    reckoned with.
    At this point, you're probably thinking, "Incredible speed, ridiculous damage,
    and HP in the triple digits? And Serenity doesn't like them? Is there no
    pleasing this guy?!" Well, hold up a second. Chimeras certainly have several
    advantages, but in GrimGrimoire, no unit is flawless, and Chimeras are more
    flawed than most.
    To start, Chimeras had to sacrifice something of their Dragon design to get all
    that speed, and unfortunately, that something was defense. Chimeras, despite
    their gluttonous amount of HP, are extremely fragile, to the point where it
    generally takes half as much time to kill a Chimera as it will a Dragon. This
    is compounded by a problem I mentioned in the first paragraph; due to a
    Chimera's inexpertly-compounded nature, its own cells reject each other,
    causing it to lose HP at a constant rate. Granted, 1 HP per second doesn't make
    much of a dent in a 500-HP-pool, but it does add up over time, especially if
    you have your Chimera waiting around for any amount of time while you build up
    your other forces.
    Now, Chimeras do have an ability to offset these two problems: Consume, which
    allows them to cannibalize your other units in order to restore their failing
    HP. However, I'm not fond of this skill, for two reasons. Firstly, creatures
    cost mana, and Consume costs creatures, so essentially, you're using mana to
    restore your one Chimera's HP rather than pouring it into upgrading Runes or
    creating a second Chimera. For that matter, creatures also take time to summon,
    and tying up your Runes to create creatures that are just going to go straight
    down the Chimera's gullet seems less efficient than simply summoning a second
    Chimera to me. This may not bother some people, but when you start thinking
    about just how many Elves it takes to restore any portion of a Chimera's HP,
    you start to see how the time and mana add up.
    The second reason is much more personal; the idea of telling my Chimera to go
    and chow down on my Grimalkin just makes me feel like scum.
    But anyway, let's assume that Consume doesn't bother you (perhaps you're
    feeding the monster Demons, which are probably the most efficient mana-to-HP
    ratio and aren't cute and cuddly, either). What else is wrong with Chimeras?
    Well, they're just as vulnerable to all the methods of creature-control that
    Dragons are - Sleep, Gum Up, Psychic Storm, Astralize + Astral Hold - except
    even moreso, considering that their low defense makes them easier to kill.
    While it will probably take two Sleeps to finish off a Dragon, a Chimera is
    easily killable with only one. Furthermore, Dragons have the defense to at
    least try to weather an Astral onslaught long enough for help to arrive. A
    Chimera does not have this luxury, not in the slightest. Better hope those
    Fairies don't go Astral, and heaven forbid the enemy be using Morning Stars.
    Despite their shortcomings, Chimeras still have use as a kamikaze berserker
    unit (as long as there aren't any Grimalkin around, that is). They can't hold
    off waves of enemies the way Dragons can, but they can charge straight into
    enemy lines, zero right in on the enemy's Runes, and destroy them (along with,
    hopefully, a large portion of the defending forces) in record time. They
    probably won't survive the experience, but if you're already summoning up
    another one when the first one goes down, this won't prove much of a problem.
    Chimeras definitely work best as part of an army focused on speed; pair them
    with Imps, Phantoms, and Fairies and swarm the enemy at full throttle.
    Alchemy Symbol
    Associated Rune: Engrave
    "Throws fireballs. Can't harm ghosts. Only Blobs can advent these."
       - In-game description
    HP: 100
    MP: 0
    Mana Cost: 100
    Population Count: 2
    Movement Type: Does not move
     The Gargoyle automatically attacks any Substance units that come within its
    range with a spurt of flame that will damage multiple units if they are
    standing close together. You do not command it. It cannot harm Astral units.
    Gargoyles are the most powerful but least versatile of the three kinds of
    offensive Symbols. The jets of flame they fire will deal damage to groups of
    foes rather than single targets, making them the only Symbol that can attack
    multiple targets simultaneously. However, this power comes with a major
    drawback: Gargoyles cannot attack Astral units, making them impractical in
    battles with such opponents.
    Gargoyles are great for defending your homebase as long as you're sure the
    enemy is not fielding Glamour or Necromancy units. They serve as an excellent
    front line of defense for groups of Golems, and after you boost their range
    with a level 3 Engrave Rune, they will have the longest range of any Symbol,
    which has obvious uses. They're also much tougher than Obelisks and Talismans;
    in fact, if you just line up enough Gargoyles around your perimeter, no other
    defense may be necessary.
    *****     9.0   ADVANCED UNIT COMBINATIONS        *****
    Fairies are usually the best ways to take out enemy Symbols due to their quick
    and ranged attacks, but Gargoyles' AOE damage quickly annihilates them. To get
    around this, have the Fairies use Astral Change just as they get into the
    Gargoyle's range. Now the Gargoyle will be unable to attack them!
    One of the best ways to defend your homebase requires just two units: an
    Obelisk and a Morning Star. The Obelisk will make your Morning Star nearly
    impossible to kill, and her powerful AOE attacks will make short work of
    anything trying to attack your Runes. Best of all, since enemy units usually
    attack in waves, she will have plenty of time to restock her Star Children
    before she needs to fight again.
    Use a Skullmage to Astralize a Dragon just before it encounters either another
    Dragon, a Chimera, or, worst of all, a Grimalkin. This will greatly reduce the
    amount of damage your Dragon will take from either of the first two Familiars
    and will prevent a Grimalkin's Sleep or a Blob's Gum Up from having any effect.
    As Sleep and Slow are devastating to Dragons, this allows you to remove one of
    their biggest weaknesses as long as your Skullmage has MP. (This strategy also
    works for Chimeras.)
    A Skullmage can also use Astralize to make a unit Astral around an Obelisk.
    This will enable the Obelisk to heal the Astral unit.
    Homunculi can deal incredible damage with their Psychic Storm skill, but in
    order to use it to its maximum effect, the enemy must not be allowed to move
    out of the zone of damage. Pair Homunculi with Blobs and/ or Grimalkin (or
    Unicorns if there are enemy Astrals about) to stop the enemy dead in their
    tracks with Gum Up, Sleep, and/ or Astral Hold, and then let the Homunculus do
    its stuff.
    Gargoyles are powerful Symbols, but they have the unfortunate drawback of being
    unable to attack Astral units. Accompany your Gargoyles with Skullmages, which
    cannot attack Substance units, and let the two cover each other's blind spots.
    *****     10.0   FREQUENTLY ASKED QUESTIONS        *****
    - "What units do you recommend?"
         I'm personally a big fan of Phantoms and Morning Stars. These are pretty
       unquestionably my favorite units; the Morning Star is my favorite Big Bad,
       and Phantoms are my favorite non-Big Bad. It's a match made in heaven.
         For the other units, it depends on the stage, of course, but as a general
       rule, you can't go wrong with Fairies, Phantoms, and Homunculi. My most-used
       Symbols are probably Gargoyles, and I'm a definite fan of using Ghosts for
       my mana gatherers. However, any combination of units can reach victory in
       any of the stages of this game - as the stage packed with Sorcery enemies
       that forces you to use only Alchemy units proves.... *horrible flashbacks*
    - "What units don't you recommend?"
         I'm not so big on Elves, Obelisks, and Chimeras, personally. Elves take
       too long to heal things, Obelisks run out of MP too quickly, and Chimeras
       are just butt-ugly and I hate them. Golems are massively flawed as well, in
       my opinion, but I kind of regard using them as a challenge and therefore
       enjoy doing it occasionally. However, as stated above, any combination of
       units can reach victory in any stages of the game. If you like Obelisks,
       then fill your army with them with a right good will!
    *****     11.0   CREDITS AND DISCLAIMERS        *****
    Thank you to...
    .My boyfriend, who forced me to play this game even though I had no interest in
    it... and look how that turned out. I love you, darling!
    .Ultimecia, Dahlia Hawthorne, and Princess Peach: my video game idols.
    .Phantoms and Morning Stars, my two favorite units.
    .Vanillaware, for creating Lujei Piche, one of the craziest witches ever (and
    boy, do we love her for it).
    .Atlus, may they live forever, for bringing this and many other magnificent
    games into my life.
    This guide was written in 2010 by me, Ian Sentelik. All of it is my 
    intellectual property: found by me, experienced by me, and written by me. The
    information itself is property of Atlus, so ripping this document off is
    actually to rip a video game company of monumental proportions off. Good luck.
    You are not permitted to copy this document, in part or in whole, without 
    attributing the proper credit to me. This guide belongs NOWHERE except for 
    GameFAQs, under the account of Serenitys_Cat.
    All rights, including the one to compress time upon anyone who dares to copy
    this document, reserved.

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