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.