Brigandine

Brigandine

13.10.2013 00:23:12
~B
Brigandine FAQ version 0.7
By Michael Tofer (alias Dosferra)
email zcd_zip@hotmail.com

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

New in this version: Just some minor things, I have upgraded my "List of
battlefield talk" section. I have also made a big change to the "List of
unites" section and I have added the "Stars section" to faq. This may be
the last version of this faq. Thanks for reading. My home page adress is
http://lavender.fortunecity.com/clockwork/183/main_page.shtmll.

The very basics:

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

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

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

Red --- Blue
White --- Black

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

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

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

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

List of Units:

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

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

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

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

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

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

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

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

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

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

Salamander Rune cost 115 Element: Red, Red, Red
O my god this is proberly the best 3 level unite in the game.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Bahamut Rune cost 110 Element: None
One of the best unites in the game. There breath attck is 5 hex long and
if the Bahamut is on level 25 it will take around 150. It`s normal
attacks take about 190.

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

Lizard Guard Rune cost 45 Element: Blue, Blue
Like a stronger Lizardman and with a breath attack that is 2 hex long
and it can posion enemys.

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

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

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

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

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

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

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

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

Fenrir Rune cost 50 Element: Black
Same skill as Hellhounds, these are a little bit stronger and can move a
little futher.

Roc Rune cost 75 Element: None
Allmost better than Wyvers becost of there skill to some times stone the
enemy there attacking.

Phoenix Rune cost 90 Element: Red, Red, Red
Super mega hyper good unite.It is strong, it can move very far, it has
regeneration abilety and the coolest color in the game. If you have one
you have to use.

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

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

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

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

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

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

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

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

Clay Golem Rune cost 45 Element: None
Better than Giants and cheeper. These fellas have more defense power but
less attack power than Giants.

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

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

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

List of spells:

White spells:
Heal
Heals one of your unites.

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

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

Divine Ray
Attacks one of your enemys with white magic.

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

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

Black spells:
Weakness
Weakenss one of your oppenents. Not so usefull.

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

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

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

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

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

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

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

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

Paralyze
It paralyzes a enemy unite.

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

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

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

Flame
Attacks one unite with red elemental power.

Geno-Flame
Attacks all unites within rune range.

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

Thunder
Like a Flame but stronger.

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

Blue spells:
Frost
Like Flame but with blue power.

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

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

Fall Berg.
Like Exa Blast but with blue magic.

Flight
Makes one unites gain flight.

List of generals:
First all of the male knights.
Fighter: Just a simpel fighter with no special skills or spells.
Barbarian: Almost the same as a fighter exept that these fellas uses a
axe.
The Fighter and Barbarian can advance to:
Cavalier: Like a Fighter but have better defence and one white element.
They can also cast Heal
Samurai: A little bit stronger than a Cavalier. They have no element and
no spells.
Berserker: Like a Barberian with one black element. They have 5%
regeneration abilety.
Paladin: Comes from a Cavalier. Two white elemental. They have Heal,
Cure and Holy Word.
Shogun: Comes from a Samurai. They have a skill that gives them better
chance to hit enemys.
Avenger: Comes from Berserker. Two black elements and Curse and Weakness
as spells.
Mage: The begining of the male wizard tree. Has one red element and some
red spells.
The Mage can advance to:
Sorcerer: One red and one blue element. Plenty of spells as well, both
red and blue ones.
Druid: One black and one red element. Many black and red spells.
Wizard: Comes from a Sorcerer. His element is red, green, blue. Has 10
spells.
Necromancer: Comes from the Druid. His element is black, black, red.
Very many black spells.
Priest: Has one white element. Has Heal and Cure as spells.
The Priest can become:
Bishop: Two white elements. Has the normal white spells.
Monk: Karate looking fella with one white element. Has some white spells
as well.
Cardinal: Comes from Bishop. Element white, white, blue. Has all white
and some blue spells.
Guardian: Comes from Monk. Two white elements. Plenty of white spells.
Ranger: Looks almost as a Monk. No elements and no spells.
Grappler: Comes from Ranger. Like a Ranger but stronger.
Champion: Comes from Grappler. Relly strong fella with no elements or
spells.
Ninja: Special general, with one black and one green mana. Relly good
but not so strong.
Ninja Master: When at a high level the best general in the game. Has all
green spells.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Helmets:
Horned Helm DEF+5

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Walkthroughs

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Shiraha: Super cool ninja knight(proberly the coolest in the game). When
you get him, you can train your other male knights to become ninjas. You
can only get him after you have defeated the Esgares Empire.

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

Cathleen and Klaques: Nothing special here.

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

Gorge: A level 8 Priest.

Balder: Just a male knight.

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

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

Ranguinus: Relly good male knight. He used to work for the Esgares
Empire. You get him by questing with Rain.

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

New Almekia: Carlota and Loufal

Caerleon: Janfadar and Bilcock

Iscalio: Daffy and Victoria

Leonia: Langueborg and Chantail

Norgard: Dillard and Kirkmond

Esgares: Ivan and Fiel

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Can you fight against Bulnoil?

Is there a way to play with the Esgares Empire?

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



 
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