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The Fighter Family
The human characters (Fighter and Amazon types) can change
classes as they please. All others can only accept promotions with no
regression. Fighters have the widest array of classes available.
Fighter |
HP: 77+5 |
STR: 45+2 |
AGI: 47+2 |
INT: 40+1 |
CHA: 46 |
ALI: 50 |
LUK: 45 |
P: 44 |
F: 36 |
I: 40 |
E: 34 |
B: 40 |
W: 40 |
Type: Plains (3) |
Size: Small |
Cost: 100+20 |
Front Row: Slash (2) |
Back Row: Slash (1) |
Notes: This is a worthless
unit. However it can change to some pretty godlike classes, so level it
up. Not like you have much choice. |
Knight (Fighter Lv. 5+ CHA 50+ ALI
50+) |
HP: 76+5 |
STR: 49+3 |
AGI: 52+2 |
INT: 44+1 |
CHA: 55 |
ALI: 62 |
LUK: 50 |
P: 47 |
F: 39 |
I: 43 |
E: 37 |
B: 34 |
W: 46 |
Type: Plains (3) |
Size: Small |
Cost: 600+90 |
Front Row: Slash (2) |
Back Row: Slash (1) |
Notes: Your regular melee
unit. It's not good or bad. Eventually it'll turn into a Paladin, which
is a good character. Note the Knight's weakness to Black Magic. |
Paladin (Knight Lv. 15+ CHA 60+ ALI
70+) |
HP: 67+6 |
STR: 56+3 |
AGI: 56+2 |
INT: 45+2 |
CHA: 62 |
ALI: 78 |
LUK: 50 |
P: 53 |
F: 41 |
I: 46 |
E: 40 |
B: 26 |
W: 54 |
Type: Plains (4) |
Size: Small |
Cost: 1100+170 |
Front Row: Slice (3) |
Back Row: Healing (1) |
Notes: A good attack unit,
with three attacks. Don't put them in the back row, as the INT needed
for good Healing is nowhere near that of Clerics and their kind. |
Vampyre (Knight Item: Blood Kiss) |
HP: 45+4 |
STR: 42+3 |
AGI: 45+2 |
INT: 61+4 |
CHA: 50 |
ALI: 19 |
LUK: 62 |
P: 82 |
F: 78 |
I: 85 |
E: 48 |
B: 80 |
W: 10 |
Type: Forest (4) |
Size: Small |
Cost: 600+250 |
Front Row: Lifesuck (2) |
Back Row: Charm (2) |
Notes: Using a Blood Kiss on
a Knight will yield this evil creature of the night. Lifesuck drains the
opponent's life and heals the Vampyre, and Charm confuses one opponent.
They are nearly invincible to everything except Thunder and White Magic.
However, they are only in this form during the night time. |
Coffin (Vampyre during day) |
HP: 45+4 |
STR: 42+3 |
AGI: 45+2 |
INT: 61+4 |
CHA: 50 |
ALI: 19 |
LUK: 2 |
P: 100 |
F: 100 |
I: 100 |
E: 100 |
B: 100 |
W: 100 |
Type: Dungeon (0) |
Size: Small |
Cost: 1600+250 |
Front Row: Sleeping (1) |
Back Row: Sleeping (1) |
Notes: This is what a
Vampyre is like during the day. It's impervious to practically
everything, but it only has one "attack", Sleeping, which
does...nothing. This is why you shouldn't use Vampyres. |
Wild Man (Fighter Lv. 6+ CHA 50+ ALI
0-49) |
HP: 71+6 |
STR: 52+3 |
AGI: 53+2 |
INT: 41+1 |
CHA: 54 |
ALI: 41 |
LUK: 54 |
P: 48 |
F: 43 |
I: 38 |
E: 36 |
B: 46 |
W: 34 |
Type: Plains (3) |
Size: Small |
Cost: 400+50 |
Front Row: Smash (2) |
Back Row: Smash (1) |
Notes: A terrible unit which
misses often. However, its ultimate form is quite useful. |
Evil One (Wild Man Lv. 16+ CHA 60+ ALI
0-30) |
HP: 74+6 |
STR: 58+3 |
AGI: 57+2 |
INT: 42+2 |
CHA: 58 |
ALI: 23 |
LUK: 62 |
P: 54 |
F: 46 |
I: 40 |
E: 39 |
B: 55 |
W: 25 |
Type: Plains (4) |
Size: Small |
Cost: 900+130 |
Front Row: Chop (2) |
Back Row: Fireball (2) |
Notes: This is actually a
good alternative to a Paladin. The stats are higher but it only gets two
front-row attacks. It's evil, though, so keep its ALI in mind when
you're thinking about which ending you want. It's back-row attack is
terrible, by the way, so keep these characters in the front. |
WereWolf (Fighter Item: Virus) |
HP: 79+6 |
STR: 53+3 |
AGI: 54+3 |
INT: 44+1 |
CHA: 31 |
ALI: 38 |
LUK: 49 |
P: 71 |
F: 72 |
I: 77 |
E: 78 |
B: 92 |
W: 11 |
Type: Mountains (4) |
Size: Small |
Cost: 380+80 |
Front Row: Smash (3) |
Back Row: Smash (3) |
Notes: A strong unit which
is nearly impervious to anything except White Magic. Like Vampyres,
they're only useful in the night time and only shadows of their true
menacing selves during the day. |
Tiger Man (Item: Full Moon Stone) |
HP: 77+6 |
STR: 59+4 |
AGI: 58+3 |
INT: 45+1 |
CHA: 28 |
ALI: 36 |
LUK: 52 |
P: 74 |
F: 76 |
I: 71 |
E: 75 |
B: 94 |
W: 14 |
Type: Forest (4) |
Size: Small |
Cost: 720+120 |
Front Row: Smash (2) |
Back Row: Smash (2) |
Notes: Another lycanthrope.
Just like the WereWolf except it's a tiger. Nearly no difference. It's
also a lot more expensive, which a good reason not to use it. |
Beast Man (Fighter Lv. 5+ CHA 50+ ALI
25-65) |
HP: 85+5 |
STR: 51+3 |
AGI: 47+2 |
INT: 38+1 |
CHA: 50 |
ALI: 45 |
LUK: 43 |
P: 44 |
F: 28 |
I: 31 |
E: 35 |
B: 46 |
W: 34 |
Type: Plains (3) |
Size: Small |
Cost: 350+50 |
Front Row: Whip (2) |
Back Row: Whip (2) |
Notes: Another useless
character. His attack misses too often and he can't take Fire. |
Beast Master (Beast Man Lv. 12+ CHA
60+ ALI 10-50) |
HP: 79+5 |
STR: 53+4 |
AGI: 49+2 |
INT: 36+1 |
CHA: 56 |
ALI: 33 |
LUK: 46 |
P: 48 |
F: 27 |
I: 35 |
E: 39 |
B: 55 |
W: 25 |
Type: Plains (3) |
Size: Small |
Cost: 850+130 |
Front Row: Whip (2) |
Back Row: Whip (2) |
Notes: Did you expect a
difference from the Beast Man? Too bad, there isn't one. Don't put him
in a party with animals, as they don't like whips. |
Dragoner (Beast Master Item: Dragos) |
HP: 83+4 |
STR: 48+3 |
AGI: 51+2 |
INT: 49+2 |
CHA: 55 |
ALI: 50 |
LUK: 58 |
P: 43 |
F: 26 |
I: 54 |
E: 40 |
B: 40 |
W: 40 |
Type: Plains (3) |
Size: Small |
Cost: 1370+200 |
Front Row: Slice (2) |
Back Row: Slice (2) |
Notes: Better than the Beast
Master, but still nothing that can justify the cost increase. |
Dragon Master (Dragoner Lv. 20+ CHA
65+ ALI 40-60) |
HP: 85+3 |
STR: 52+3 |
AGI: 53+3 |
INT: 51+2 |
CHA: 63 |
ALI: 50 |
LUK: 65 |
P: 45 |
F: 22 |
I: 58 |
E: 47 |
B: 40 |
W: 40 |
Type: Plains (3) |
Size: Small |
Cost: 2000+250 |
Front Row: Slice (2) |
Back Row: Icefield (2) |
Notes: Oh boy, a Dragoner
with a low-level Ice spell. Ridiculously bad for the amount of money you
have to pay for him. At least his presence makes Dragons perform better. |
Doll Mage (Fighter Lv. 5+ CHA 50+ ALI
30-70) |
HP: 78+3 |
STR: 40+1 |
AGI: 54+2 |
INT: 53+3 |
CHA: 52 |
ALI: 53 |
LUK: 47 |
P: 28 |
F: 44 |
I: 39 |
E: 27 |
B: 37 |
W: 43 |
Type: Plains (2) |
Size: Small |
Cost: 850+160 |
Front Row: Doll (2) |
Back Row: Acid (1) |
Notes: Acid affects an
entire unit with a Physical attack. Doll is terrible, so put the Doll
Mage in the back. This is a great support unit and probably one of the
best choices for Fighter classes. |
Doll Master (Doll Mage Lv. 14+ CHA 60+
ALI 50-80) |
HP: 78+3 |
STR: 38+1 |
AGI: 57+2 |
INT: 57+3 |
CHA: 58 |
ALI: 69 |
LUK: 42 |
P: 26 |
F: 47 |
I: 41 |
E: 29 |
B: 21 |
W: 59 |
Type: Plains (2) |
Size: Small |
Cost: 280+190 |
Front Row: Puppet (2) |
Back Row: Acid (2) |
Notes: This is a great
character. Two casts of Acid will greatly help out, especially early on
when you don't have Mages. Puppet, however, is still useless. |
Ninja |
HP: 76+4 |
STR: 46+3 |
AGI: 50+3 |
INT: 50+2 |
CHA: 47 |
ALI: 38 |
LUK: 48 |
P: 45 |
F: 50 |
I: 44 |
E: 43 |
B: 43 |
W: 37 |
Type: Forest (3) |
Size: Small |
Cost: 500+110 |
Front Row: Shuriken (3) |
Back Row: Ninjitsu (2) |
Notes: Ninjitsu is comprised
of three spells: Ikazuchi (Thunder), Katon (Fire) and Suiton (Ice). That
aside, Ninjas are worthless, as their Shurikens miss often and their
spells aren't great. |
Ninja Master (Ninja Lv. 15+ CHA 60+
ALI 0-30) |
HP: 77+5 |
STR: 51+3 |
AGI: 52+4 |
INT: 55+3 |
CHA: 56 |
ALI: 22 |
LUK: 56 |
P: 47 |
F: 52 |
I: 46 |
E: 45 |
B: 68 |
W: 2 |
Type: Forest (4) |
Size: Small |
Cost: 1300+190 |
Front Row: Shuriken (3) |
Back Row: Ninjitsu (1) |
Notes: Even worse than the
Ninja. This time, Ninjitsu attacks an entire enemy unit but the Master
only gets one cast. In addition to that, look at the White affinity: a
whole 2. |
Wizard (Fighter Lv. 4+ CHA 50+ ALI
10-60) |
HP: 86+2 |
STR: 37+1 |
AGI: 51+1 |
INT: 45+4 |
CHA: 50 |
ALI: 45 |
LUK: 50 |
P: 20 |
F: 32 |
I: 32 |
E: 37 |
B: 45 |
W: 35 |
Type: Plains (2) |
Size: Small |
Cost: 400+70 |
Front Row: Punch (2) |
Back Row: Magic (2) |
Notes: Magic attacks one
opponent with one of the following: Fireball, Bolt, Icefield, Nightmare
(Black) and Tornado (Physical). This is an extremely versatile
early-game spellcaster, but you'll want him to become a Mage eventually. |
Mage (Wizard Lv. 10+ CHA 60+ ALI
10-35) |
HP: 81+2 |
STR: 38+1 |
AGI: 49+1 |
INT: 45+4 |
CHA: 55 |
ALI: 35 |
LUK: 48 |
P: 24 |
F: 34 |
I: 35 |
E: 38 |
B: 51 |
W: 29 |
Type: Plains (2) |
Size: Small |
Cost: 800+150 |
Front Row: Punch (2) |
Back Row: Magic (1) |
Notes: This time around,
Magic attacks a whole enemy unit with one of the following: Firewall,
Thunder, Icestorm, Phantom (Black) and Acid (Physical). This is a great
spellcaster whom you will utilize for the rest of the game, unless you
should find certain items... |
Sorcerer (Mage Item: Undead Staff) |
HP: 73+3 |
STR: 39+1 |
AGI: 47+1 |
INT: 55+4 |
CHA: 60 |
ALI: 21 |
LUK: 45 |
P: 28 |
F: 36 |
I: 38 |
E: 39 |
B: 59 |
W: 21 |
Type: Plains (2) |
Size: Small |
Cost: 1200+180 |
Front Row: Magic (2) |
Back Row: Magic (2) |
Notes: Imagine if a Mage
could cast his devastating area-attack spells twice in one
battle...wouldn't that be grand? Well, thanks to an Undead Staff, he can!
Staffs can be gotten in the stage of Diaspola by trading Sentoul Demons.
Be advised, Sorcerers are evil. Now if only there was an even better
magician out there... |
Lich (Sorcerer Item: Undead Ring) |
HP: 88+2 |
STR: 35+1 |
AGI: 46+2 |
INT: 59+4 |
CHA: 62 |
ALI: 9 |
LUK: 42 |
P: 100 |
F: 100 |
I: 100 |
E: 100 |
B: 100 |
W: 10 |
Type: Plains (2) |
Size: Small |
Cost: 1900+250 |
Front Row: Cold Eye (3) |
Back Row: Magic (3) |
Notes: Undead Rings are rare,
but if you find some consider yourself invincible. Liches can cast three
of those area-attack spells per battle. Put two in the back row along
with a Princess and you've got the ultimate unit. Liches are probably
the most powerful characters in the game. Note their complete
invincibility towards anything but White Magic (which they should fear). |
Samurai (Fighter Lv. 7+ CHA 50+ ALI
50+) |
HP: 86+5 |
STR: 50+3 |
AGI: 54+2 |
INT: 51+2 |
CHA: 56 |
ALI: 61 |
LUK: 47 |
P: 46 |
F: 32 |
I: 37 |
E: 34 |
B: 39 |
W: 51 |
Type: Plains (3) |
Size: Small |
Cost: 700+100 |
Front Row: Slice (2) |
Back Row: Iainuki (1) |
Notes: This is a great melee
unit. He's a perfect substitute for a Knight in the front row, but he is
even more useful in the back. Iainuki is a very powerful
Physical attack. It is so powerful, it makes the Samurai himself take
some of the damage, but it is still great. Very handy for those weak
Cleric and Wizard enemy leaders who hide in the back row. |
Samurai Master (Samurai Lv. 15+ CHA
60+ ALI 70+) |
HP: 96+5 |
STR: 55+3 |
AGI: 59+2 |
INT: 54+2 |
CHA: 64 |
ALI: 79 |
LUK: 54 |
P: 52 |
F: 34 |
I: 35 |
E: 37 |
B: 21 |
W: 69 |
Type: Plains (4) |
Size: Small |
Cost: 1200+180 |
Front Row: Slice (3) |
Back Row: Iainuki (1) |
Notes: A great, high-ALI
substitute for a Paladin. He gets an extra Slice in the front row,
although unfortunately he still has only one Iainuki. Well worth the
money. |
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