From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
Line 1,362: Line 1,362:
Plate armor, Assault Suit, Robe, Dragon Scale, Mirage Robe, Runestone,
Plate armor, Assault Suit, Robe, Dragon Scale, Mirage Robe, Runestone,
Cross, Necklace, Orb, Speed boots, Crown,  
Cross, Necklace, Orb, Speed boots, Crown,  
</pre>
===Weapons===
<pre>
Knife  +1AT  50P
"A knife for self defense."
Not usable by: Clerics
War Hammer  +2AT  120P
"A curved war hammer."
Not usable by: Mages
Great Sword  +4AT  300P
"A large, heavy sword."
Not usable by: Mages, Clerics
Devil Axe  +8AT -3DF 2,500P
"A great axe infused with a strong enchantment."
Not usable by: Mages, Clerics.
Langrisser  +4AT +1DF 0P
    becomes +9AT +2DF when powered up by Riana and Larna.
"A sacred sword containing the power of both..."
The legend, the power, and the game.
Usable only by Elwin, Sherry, Jessica, Riana, or Larna.
(i.e. Descendants of Light)
Masayan Sword  -4AT -3DF -2A  600P
Doubles any experience gained through combat or healing. The end of
scenario bonus is still the same.
"A sword with a logo of a horse and star..."
Masaya is the company that made Langrisser, and the logo described is
indeed their logo.
Usable by anyone.
Despite its negatives, this is one of the best items in the game.
Favor whoever wields it by feeding them experience, and switch it off
between characters in between missions. The cumulative effect is
enormous.
One interesting bug for this is that if you give it to a character
whose attack bonus is less than 2, it will interpret the -1 as a +55.
This has no real application unless you're using the secret shop code,
since by the time you can get this blade legit your characters will all
have well above +2A, but it's kind of funny to abuse.
Note: Because of this item's negatives, I never bothered equipping it
at first. I probably never would've figured out what this thing does if
it wasn't for someone posting it on the GameFAQs message board. I don't
remember who it was, and the message is gone now so I can't check...
but whoever it was, thank you.
Dragon Slayer  +7AT  10,000P
"A magical sword used by a dragon slayer."
Not usable by: Mages, Clerics
Flame Lance  +6AT 8,500P
"A magical, flaming lance."
Only usable by: Knights, Sea knights, Sky knights.
Longbow  -2AT -2MV all 250P Gives character ranged 3 attack.
"A strong bow made from the wood of a special..."
Usable only by rangers and highmasters.
Arbalest  -4AT -2MV all  1,250P Gives character ranged 6 attack.
"A powerful crossbow."
Usable only by rangers and highmasters.
These two items are kind of a letdown, they come with heavy penalties
and the ranged attack isn't really worth it. In fact, the highmaster
and ranger classes in general were a bit of a letdown. You should
probably give the swordmaster a devil axe then promote so you can have
a highmaster with a decent attack rather than go with either of these.
Wand  MagicRange+2, MagicDamage+1  150P
"A magical cane."
Not usable by: Anyone but Mages and Clerics
Holy Rod  MagicRange+2, MagicDamage+2  4,000P
"The rod which is the key to unlocking the..."
Usable by anyone.
Dark Rod  MagicRange+2, MagicDamage+2  4,000P
"The rod which is the key to unlocking the..."
Usable by anyone.
</pre>
</pre>
[[Category:Langrisser]]
[[Category:Langrisser]]
[[Category:RPG]]
[[Category:RPG]]

Revision as of 09:52, 5 November 2006

stub
stub

This page is a stub. Help us expand it, and you get a cookie.

needinfobox
needinfobox

This article could use an infobox! If there is already an infobox on this page, it may need more information. If you have any basic knowledge of the game, please add an infobox to this page by using {{Game}} template.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

needcat
needcat

This article does not have any categories that specifically relate to the game. Help us add some in order to make it easier for other users to find this page.

Template:All Game Nav Template:Infobox

Table of Contents

Frequently Asked Questions

===What is Langrisser? Langrisser (Warsong in the US) is a roleplaying-tactics hybrid made by a company called Masaya. There have been many different games in the series, but the only one to reach American shores was the first. You can find an old cartridge of it for the Sega Genesis if you're lucky.

What is Langrisser 2?

Langrisser 2 takes place many years after the first. The kingdom of Baltia (the good guys in Langrisser 1) is gone, and a new world power called the Rayguard Empire has risen. Led by Emperor Bernhart and his four generals, it has been taking over the surrounding countries and searching for something... what is it? You'll find out as you play the game.

What's the difference between Langrisser 2 and Der Langrisser?

  • DL is for the SNES, L2 is for the Genesis
  • DL has a branching storyline where you can choose who you want to fight for after a certain scenario.
  • DL has different dialogue.
  • L2 is much harder.
  • L2's graphics are more anime. Whether or not this translates into 'better' depends on your tastes.
  • They both have the same basic story and characters.

Some notes on abbreviations in this FAQ:

  • AT = attack
  • DF = defense
  • A = attack bonus given by leader to follower
  • D = defense bonus given by leader to follower
  • MDF = %chance of evading a negative status effect (like charm or sleep)
  • HP = Hit points. The health of the character
  • MP = Magic points. The magical energy (or mana) of the character used to cast spells.
  • MV = Movement points. How far the unit can move per turn over clear terrain. Different units take different penalties for rough terrain (see gameplay and basic strategy section).
  • L = Experience level. As you gain levels, you gain abilities. Each class has a set of bonuses/spells which will be gradually phased in. There are ten levels in each class, and at the tenth of any non-dead end class you will change into a higher class.
  • P = Gold, cash.

General Strategy

Gameplay and Basic strategy

Controls

  • A: Go to next leader with active troops
  • B: Cancel
  • C: Select
  • Start: Options

You start each scenario with up to 10 heroes, each with his/her unique advantages and disadvantages. You can use the gold you earned from the scenario before to hire troops for them or buy special items that increase their power. In most scenarios, you get a number of starting positions that you can choose to post your heroes on.

The game alternates between you and the computer--you always go first. On your turn you can move your heroes and soldiers, attack, and cast spells. Each hero gives his/her followers attack and defense bonuses, but only if they are within a certain distance from him/her. Their command radius is helpfully lit up by a blinking area, light blue for you, red for the enemy. Except for special circumstances, NEVER let your units fight outside of that area. In the beginning, your troops will be closely matched with the enemy and you'll want every advantage you can get. Later on, your leaders' bonuses will be so high that fighting outside of their radius would be suicide.

In real life, numbers mean more than skill, but in Langrisser 2 and movies, experience has a huge effect on combat. A level 30 character could defeat an infinite number of level 5 characters, just because they wouldn't be able to damage him for more than one point in a blue moon (read: very rarely). Keep this in mind when fighting.

To heal your soldiers, have them spend a turn next to their leader. At the beginning of each turn, all damaged soldiers next to their hero will be healed by 3. Problem is, the AI tends to hit the weakest units. Protect the guys waiting to be healed with your more healthy ones. If you're lucky, they'll be powerful enough that the enemy will shy away from attacking you altogether.

L1 Note: In Warsong (Langrisser I) enemies pretty much always attacked, even if they had no chance. Langrisser II's AI is more timid - it only attacks if it thinks it will come out on top, or if it doesn't think it will be very damaged if it tries. You can take advantage by this by sending a strong unit into a mass of weak ones. As long as you keep your HP high, not one of them will try to attack you, even if they could overwhelm you if they attacked together. Also, the AI doesn't take into account first strike rules--a Scylla who could take down a full unit before they even reach her would still stay away from them if their attack was high enough.

To heal your heroes, have them use the 'health' command. This will restore their HP by 3 and their MP by 2. Healing yourself is of course a good idea if your HP is low. In addition to making you feel good about yourself, keeping your heroes alive till the end of the scenario means that they get experience bonuses. Since in Langrisser you cannot backtrack if your characters are lagging in exp like you can in most RPGs, this is important.

In Warsong, if a hero died he was gone. Permanently. This is no longer the case in the sequel. Unlike the first game, Langrisser II is very dialogue-heavy, so this may have been to avoid writing multiple sets of dialogue depending on who was alive.

Different types of terrain give different defense bonuses. In general, the rougher it is, the larger the bonus. Rough terrain also means that units take longer to pass through it. Here's a list of terrain types and how they affect soldiers:

%: Bonus the unit gets in combat.
F: Movement cost for foot soldiers.
H: Movement cost for most mounted units.
h: Movement cost for Unicorn Knights, Silver Knights, and Hell Hounds.
S: Movement cost for sea units.
D: Movement cost for 'deep' sea units (Leviathans and Krakens)
- indicates that the terrain is impassable to that type of unit.
  • means that they never show up in a scenario with that terrain type.
 ______________________________________
|             |    |   |   |   |   |   |
| Terrain     | %  | F | H | h | S | D |
|_____________|____|___|___|___|___|___|
|             |    |   |   |   |   |   |
| Road        | 0  | 1 | 1 | 1 | 1 | 1 |
| Grass       | 5  | 1 | 1 | 1 | 1 | 2 |
| Forest      | 20 | 1 | 3 | 1 | 3 | 3 |
| Crater      | 10 | 1 | 2 | 2 | 2 | 2 |
| Mountains   | 25 | 2 | 3 | 2 | 4 | 4 |
| Roof        | 25 | 2 | - | - | - | - |
| Cavern/Room | 10 | 1 | 2 | 3 | 2 | * |
| Rubble      | 5  | 2 | 3 | 4 | 3 | * |
| Shallows    | 0  | 2 | 3 | 2 | 1 | 1 |
| Water       | 0  | 3 | 4 | 3 | 1 | 1 |
| Wall        | 40 | 4 | - | - | - | - |
| Ship Deck   | 5  | 1 | 2 | 2 | 1 | 2 |
| Ship Rail   | 5  | 4 | - | - | - | - |
|_____________|____|___|___|___|___|___|

Try to position yourself so that you get the most out of the terrain. The difference is not large but it does matter.

If you're a flier, terrain doesn't affect you at all (see unit matchups for details).

Deep sea units will always get 0% when fighting on land.

Werewolves and archdemons are the only units who can move across high mountains (they look white on the map but look the same on the battlefield, and they give the same bonuses as normal mountains.)

Some of your characters will be able to cast spells. In fact, all of the higher level classes have at least one or two. Spells either damage the enemy, heal you, or hit someone with a stats effect, which can be good or bad. Healing spells are extremely useful, they can heal you much faster than health commands, and they give experience to the caster. How much experience depends on how many units the spell healed.

Damaging spells are good against enemy leaders, or large masses of units. It's a good idea to hit the enemy leader with a magic attack or two before you assault him directly. Leaders do fewer damage when damaged themselves--a full health hero can do a maximum of 10 damage, but a hero with only 1 HP left can do 5 tops. Ordinary soldiers get exactly as many attacks as their HP.

Here's how many hits a leader gets depending on his HP:

 ___________
|    |      |
| HP | Hits |
|____|______|
|    |      |
| 10 | 10   |
| 8-9| 9    |
| 6-7| 8    |
| 4-5| 7    |
| 2-3| 6    |
| 1  | 5    |
|____|______|

There are also other spells (see the spells section).

You can also give your heroes special AI for their soldiers so you don't have to give orders to each troop individually.

  • Move: Soldiers follow hero as close as possible, and attack any enemy units that they happen to find within range that are weak enough (according to AI). Leader's icon is a shoe.
  • Battle: Soldiers will aggressively attack anything within command radius unless enemy is more powerful than them. Leader's icon is a sword.
  • Defend: Soldiers will shy away from fights, refusing even to get within a single space of an enemy if they can avoid it. They will still try to follow the leader, though, and they still occasionally attack. Leader's icon is a shield.
  • Manual: Do it all yourself. Leader's icon is a pointing finger.

Unit matchups

  • Spear units get about +10AT/+10DF against mounted units.
  • Soldiers get about +5AT/+5DF bonus against spear units.
  • Horsemen get about +5AT/+5DF bonus against soldiers.
  • Archers get about +10AT against fliers but don't seem to do very well against anything else.
  • Ranged units get a +20% bonus in forests.
  • Monks get about +10AT/10DF bonus against dark units (undead, demons, and the like)
  • Guardsmen get about +12AT/+12DF against slimes. They also get bonuses against dark units, though they're not as large as the ones monks get.

Other bonuses

Flyers ALWAYS get a 25% bonus from terrain--in some cases, this actually means they get less than an ordinary unit would on that terrain (like if they're on a wall, ground units would get 40%, but fliers would still only get 25) Fliers are also immune to earthquake.

Sea units get a +30% bonus over shallows and +50% over deep water.

From this, you can sort of get an idea of what kind of units will do best in a in a given situation. Because of the speed of their attack, flyers seems to do well against most ground units of equal strength - their enemies will only get in 5 shots, and then each surviving flyer will get in 2 hits (unless you entered the battle with less than 10 HP). Ballistae don't get any bonuses vs. flyers like archers do, but, as Hain will proudly tell you, they still do well against griffons because of their low defense. If you can put them under a commander with a high AT bonus, they can do quite well against a lot of units.

The moral of the story? Always check to see what your enemies have before you choose your units. Remember, you can mix and match unit types for a single character.

Formation

In general, put weaker units behind stronger ones. If you have some archers and some pikes, put the archers in back. If your hero is a fighting class, it often helps to put him/her in front of his troops. Since the leader is usually stronger than the followers, enemy attackers will either have to move around the leader to get to the soldiers, or attack the leader at a disadvantage. This is assuming that your hero is stronger than the enemy leader. If the enemy is a boss with much more exp, or if your hero is especially vulnerable, (like a mage or cleric) do the reverse of this and have your soldiers protect the leader.

If you have a whole unit that is stronger than the enemy, have that unit spread out to cover your other forces as much as possible. A good example of this is when you're facing enemy fliers. Since fliers move very fast, you might not be able to get first strike with your archers. Spread one of your own flier units out in front of your weak units. Let the enemy come, then use archers to shoot them out of the sky. Again, this assumes your fliers are better or at least as good as the enemy flyers.

If you are fighting a very powerful enemy, it's better to attack with all your heroes together so you can bring all your force to bear. The last thing you want to do is fight a powerhouse like Leon with a damaged Highlander and 3 heavy horsemen. Oftentimes, you'll run into a boss mid-scenario, when you may have already split your forces. Unless there's something that the boss wants more than he wants to kill you (like, say, Langrisser) retreat and delay him until you can pull everyone together.

Also, position your forces to take the most advantage of terrain. Put troops near the bottom of hillsides so that when the enemy attacks you he'll be doing it from lower ground. If you can see a place within your leader's command radius where you can get a terrain advantage, even if it is slight, you should probably take it. Remember that horseman cannot climb walls and suffer more penalties for moving through rough terrain than soldiers.

When to kill

Killing an enemy leader kills all soldiers under his command. While this may seem like a good thing, it is a waste of perfectly good experience. As mentioned before, you can't backtrack for level building unless you cheat, so every bit you gain counts. Try to kill all the followers before you go for the leader.

Exceptions:

  • There is a time limit that's running out
  • Not killing the leader immediately would result in the death of one of your characters or NPCs.

How to make this work better:

Keeping leaders like archmages alive for too long can be dangerous because of their meteor spells. To keep someone alive but harmless and immobilized, damage them down to 7 or below using spells, ranged attackers, or just plain melee units if you have to. Enemy AI ALWAYS heals when its health is below 8. No exceptions.



Spells

The effectiveness of spells depends on the caster's level (NOT on their class).

  • Levels 1-3: Minimum area of effect and damage for spell
  • Levels 4-7: +1 radius if area of effect, +1 damage if an offensive spell.
  • Levels 8-10: +2 radius, +2 damage.

For some reason, the AI does not like to reduce its MP to 0. It will always use health on itself if the only spells it has would reduce its MP to 0.

Damaging Spells

Magic Arrow
Cost: 1
Range: 5
Damage: Low
Area of effect: 1 space
Learned by: Warlock

A nice spell for nudging near death enemies into oblivion, or for
softening up enemy leaders before you attack directly.

Blast
Cost: 10
Range: 2
Damage: Extreme
Area of effect: 1 space
Learned by: Wizard, Dragon Master, Royal Guard, Zarvera, Hero

An extremely brutal spell, it's probably more dangerous to you than the
enemy. The enemy's best leaders usually have high magic resistance, and
you'll want to be able to hit their troops besides. However, if you're
not careful, this can take one of your own seemingly healthy characters
and send him/her to oblivion.

Fireball
Cost: 2
Range: 4
Damage:Very low
Area of Effect: 1 space + 3-5 radius, depending on caster ability
Learned by: Sorceror, Magic Knight, Dragon Knight, Bishop

A good spell for hitting a lot of enemies, but for smaller or more
spread out groups thunder is better.

Meteor
Cost: 8
Range: 10
Damage: Very high
Area of effect: 1 space + 2-4 radius, depending on caster ability
Learned by: Archmage, Summoner, Zarvera, Agent

This is the most often used spell in the game, for good reason. It hits
hard, and over a sizeable area that the caster has a lot of flexibility
in targeting. Expect to see it a lot, so you might as well jump on the
bandwagon and start giving the enemy back some =P. It is capable of
destroying a full health ballista in one shot.

Thunder
Cost: 4
Range: 7
Damage: Medium
Area of effect: 1 regiment
Learned by: Shaman, Dragon Lord, Serpent Lord, Highmaster

A great spell that does decent damage. It's also nice for taking out
units that are lagging behind their commander (like ballistae).

Tornado
Cost: 2
Damage: Medium
Area of effect: 3-5 space radius around caster
Learned by: Hawk Knight, Mage, Swordmaster, Silver Knight, Paladin,
            Saint.

This is probably the worst of the second-tier damaging spells. It does
decent damage, but the area of effect is so limited it's a chore to get
it to hit enough units to make it worthwhile.

Blizzard
Cost: 3
Damage: High
Area of effect: 4-6 space radius around caster
Learned by: Serpent Knight, Knightmaster, Archmage

A bit better then tornado, but I still prefer fireball and thunder.

Earthquake
Cost: 12
Damage: Very high
Area of effect: 5-7 space radius around caster
Learned by: Grand Knight, Sage, Serpent Master, Zarvera, Highmaster

The only characters of the above who will find this worthwhile are the
sage and zarvera. The MP drain that this spell causes means that any
fighting class that uses it will probably be unable to cast anything else
for the rest of the scenario. Even the magic users will find the fixed 
target area annoying... it's usually just better to meteor.

Healing Spells

Heal1
Cost: 2
Range: 6
Heals for: 3 maximum
Area of effect: 1-3 radius
Learned by: Lord, Cleric, Healer

Quick, easy experience. If you have a bunch of damaged units clustered
together, cast this on them, even if they aren't being threatened by
anything. The exp you get from one heal spell isn't much, but if you
make a habit of it, it does add up.

Heal2
Cost: 4
Range: 6
Heals for: 9 maximum
Area of effect: 1-3 radius
Learned by: Priest, Saint, Sage, Dragon Master, Royal Guard

Extremely effective at what it does. Best used at the end of the turn,
when you can maximize its effect.

Force Heal1
Cost: 3
Range: 6
Heals for: 3 maximum
Area of effect: 1 battle group
Learned by: Healer, Highlord, Bishop, Dragon Lord, Paladin,
            Serpent Lord.

A nice trick for this spell is to take a unit like fliers that tends to
go ahead of the front lines, keep behind one griffin, and continually
cast this on the griffin while the others fight the enemy. This spell
provides instant supply lines.

Force Heal2
Cost: 6
Range: 6
Heals for: 9 maximum
Area of effect: 1 battle group
Learned by: Princess, High Priest

You'll mainly use Heal2 for mass-healing purposes. This is only better
in special cases (like the supply lines thing), or if your caster's
level is too low to affect enough people.

Status Affecting Spells===

Attack
Cost: 2
Range: 5
Learned by: Warlock, Knight, Highlord, Dragon Knight, Knightmaster,
            Dragon Master, Agent.
Effect: All units in same command/section/regiment/whatever of the target
will get +4 attack until next turn. Quite useful, even late in the game,
because that extra attack can make a big difference when the forces are
evenly matched, or when you're trying to level up a late joiner.

Protection
Cost: 2
Range: 5
Learned by: Cleric, Healer, Lord, Highlander, Serpent Knight,
Swordmaster, Grand Knight, Princess, Summoner, Royal Guard, Zarvera
Effect: All units in same command get +4 defense until next turn. Not
as useful as attack, but still nice when your forces are otherwise
evenly matched. It's great when you're going against those annoying
ballista units.

Sleep
Cost: 2
Range: 4
Learned by: Highlander, Saint, High Priest
Effect: All units within certain radius of target square have a chance
depending on magic resistance of being unable to move or attack. If
attacked, they will not defend themselves, having the offensive power
of a bunch of civilians. At the beginning of each enemy phase, there is
a chance of them being able to recover from the spell.

Sleep is one of most useful (and, in my opinion, cheapest) spells in the 
game.

Charm
Cost: 6
Range: 4
Learned by: Princess, Agent
Effect: All units in target leader's command have a chance of becoming
your allies. They will move/attack at the same time that NPC's normally
would. At the end of enemy phase, there is a chance of them recovering.

A nice spell, when it works, but I prefer to just kill things myself.
Charm is a waste of experience.

Resist
Cost: 2
Range: 8
Learned by: Mage, Wizard, Serpent Master, High Priest, Hero, Highmaster
Effect: Makes whole unit immune to harmful magic. This is incredibly
useful - cast it a lot. 

Mute
Range: 5
Cost: 3
Learned by: Bishop, Priest, Sage
Effect: Silences the target leader, stopping spellcasting.

Zone
Cost: 6
Range: 6
Learned by: Grand Knight, Wizard, Silver Knight, Archmage, Serpent
            Master, Hero
Effect: Deactivates leader's attack/defense bonuses on troops.
Extremely effective, because by the time you get this spell the leader
bonuses are very large.


Other spells:
"Shikaaaa!" -Barbarian Shaman

Illusion
Cost: 2
Learned by: Sorceror, Shaman
Effect: Creates 0-6 illusions of the caster, depending on how many
troops the caster already has. No character can have more than 6 units,
so if the caster already has six, spell won't work. If the caster
doesn't have any units, it will make a full 6 illusions. They look
exactly the same, but if they ever go into combat they vanish in a puff
of smoke. Great distractions if you're fighting someone you don't want
to kill just yet, but in a no-holds-barred combat it's probably better
to just frag them with a meteor or fireball.

Turn Undead
Cost: 5
Learned by: Healer, Priest
Effect: Kills all undead within a certain range of caster. That
includes skeletons, zombies, and wraiths. Depending on the situation,
this spell ranges from totally awesome to useless. 95% of the time,
it's the latter.

Teleport
Range: 16
Cost: 5
Learned by: Agent
Effect: Takes a unit up to 16 spaces from the caster and drops them
onto any square, 16 spaces from the caster. Not only is this spell
incredibly useful, it's also a lot of fun. Unfortunately, you get it
too late in the game to take much advantage of it.

Hero classes

AT/DF is the hero's attack/defense.
A/D is the attack/defense bonus the hero gives to his soldiers.
Soldier-type leaders (fighter, lord, etc.) can use all weapons except
lances, and all types of armor.
Knights can use all weapons and all armor.
Sky Knights and Sea Knights are like knights except they cannot wear
plate armor.
Priests can use hammers and wands, and chainmail or lighter armor.
They're also the only 'class type' which can use the cross special
item.
Highmasters/Rangers are the only characters who can use longbows or
arbalests.
Mages can use daggers and wands, and no armor heavier than robes.
If a character equips, say, some plate armor and then class changes to
an archmage, the armor will stay equipped even though the mage
technically isn't allowed to. You can use this trick to optimize your
equipment regardless of your class.

Knights and SkyKnights have longer level bars than any of their
counterparts until the fourth class level, where pretty much everyone
takes an equally long time to level up.

I usually try to have as many class types around as possible. If I have
a choice between three class types I already have, I'll choose the one
that's most extreme, the one that's best at what s/he does. For
instance, I'd rather have a knight master, because his focus is on
offensive melee, than a paladin, who doesn't really have a focus and is
not outstanding in anything. Similarly, I'd rather have an archmage,
who is a complete battlemage and destroyer, than a weak class in
somewhere between battlemage and healer like the saint. I also like to
have a fourth class change, so I usually ignore dead-ends like the
Grand Knight or King even though they are very good classes.


Fighter AT + 3  DF + 2 MP + 1 Range 2
A + 0  D + 2 MV 5
Attack type: Rolling fire
Troops: Soldier

Basic soldier-type leader. Barely better than the rabble he commands,
but with a great sword he can be a real powerhouse.

Lord AT + 3 DF + 6 MP + 3 Range 3
A + 2 D + 4 MV 5
Attack type: Rolling Fire
Spells: Heal1, Protection
Troops: Soldier, Pikeman

Low attack, but pikemen are important for dealing with enemy horseman,
and heal1 is great for easy experience.

High Lord AT + 4 DF + 6 MP + 5 Range 3
A + 3 D + 4 MV 5
Attack type: Rolling Fire
Spells: Force Heal1, Attack
Troops: Elf, Phalanx

The pros and cons between this and magic knight/highlander are pretty
much the same as the pros and cons between lord and knight.

Sword Master AT + 6 DF + 7 MP + 3 Range 3
A + 8 D + 7 MV 5
Attack type: Energy blast
Spells: Tornado, Protection
Troops: Phalanx, Armored Soldier

Nothing particularly fascinating here, just more of the same. His
magic defense isn't very good, so watch out for meteor and blast.

King AT + 8 DF + 7 MP + 8 Range 4
A + 8 D + 8 MV 5
Attack type: Energy blast
Spells: Heal2, Attack, Resist
Troops: Ballista, Armored Soldier

This class does everything the swordmaster does, and more. Great
bonuses all around and much better spells. Unlike the swordmaster, this
class is a dead end. It looks exactly like the hero in battle.

Hero AT + 4 DF + 2 MP + 4 Range 4
A + 9 D + 8 MV 6
Attack type: Energy blast
Spells: Blast, Zone, Resist
Troops: Phalanx, Dragoon

Okay bonuses, nothing spectacular. You probably won't use blast much,
since you won't have much MP to begin with. Incidentally, the hero's
combat stance looks exactly like Bernhart's.

Ranger AT + 9 DF + 6 MP + 12 Range 0
A + 7 D + 5 MV 7 (special)
Attack type: Blur charge (lightning discharge vs. air)
Spells: Blast, Tornado, Resist
Troops: None

An odd class. Short command range, and a shift toward magic on a path
that was really melee oriented. It is also the one of the only classes
that can use bows, but s/he loses the ability to use swords or axes.
You can equip a necklace or crown to give her some range and allow
her to use some troops. The ranger and highmaster seem to get an extra
10% bonus when fighting inside caves, buildings, or rooftops. She also
moves quickly over water, and has an extremely small level up bar.

Highmaster AT + 2 DF + 2 MP + 8 Range 0
A + 8 D + 6 MV 8 (special)
Attack type: Energy Blast (Sword beam when using ranged weapons)
Spells: Thunder, Earthquake, Resist
Troops: None

The class that comes after the ranger. They are very similar. Ranger,
being a fourth level class, gets more AT/DF bonuses. Highmaster has an
unusually small level up bar for 5th level class, so you can get the
spells faster. The lousy range and inability to equip good weapons,
however, are eternal. Still, he makes for a good fighter/mage combo,
and his spells are good.

Knight AT + 6 DF + 3 MP + 2 Range 3
A + 6 D + 2 MV 8 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Attack
Troops: Horseman

The opposite of the lord, knights are very attack-oriented. Since
you'll be on the offensive most of the time, this is a good thing =P.
You could probably get by without a knight... you could get by w/o any
one class if you tried hard enough... but it would be hard. Even though
their level up bar is unusually long, they're still a good investment.

Highlander AT + 9 DF + 4 MP + 4 Range 4
A + 5 D + 3 MV 11 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Protection, Sleep
Troops: Heavy Horseman, Gladiator

A very combat-oriented knight. He gets a great AT boost.

Magic Knight AT + 7 DF + 4 MP + 8 Range 4
A + 6 D + 3 MV 10 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Fireball, Sleep
Troops: Heavy Horseman, Gladiator

Worse stats than the highlander, but he gives better bonuses, and the
MP boost can be nice. Unless there's something at the end of the class
path that you need the magic knight for, I'd say just pick Highlander.

Unicorn Knight AT + 6 DF + 5 MP + 8 Range 4
A + 6 D + 2 MV 10 (special)
Spells: Mute, Charm, Heal1
Troops: Heavy Horseman, Gladiator

A knight class with less power but better magic. Usually it's best
avoided, since there is really no reason why you would want a knight to
be good at magic.

Knightmaster AT + 8 DF + 4 MP + 4 Range 4
A + 10 D + 5 MV 11 (horse)
Attack type: Blur charge (Lance throw vs. air)
Spells: Blizzard, Attack
Troops: Dragoon, Armored Soldier

Another very attack-oriented character. His charge is so swift archers
and ballistae don't even get a chance to fire.

Royal Guard AT + 5 DF + 1 MP + 2 Range 4
A + 10 D + 7 MV 11 (horse)
Attack type: Blur charge (Lance throw vs. air)
Spells: Blast, Heal2, Protection
Troops: Phalanx, Gladiator

Very good attack, but his defense still suffers. He makes a good second
wave attacker - send him in after you magic attack an enemy leader, or
after you hit him with one of your higher defense characters. His low
defense hurts his ability to fight on his own, but he is great support.

Grand Knight AT + 8 DF + 9 MP + 0 Range 4
A + 8 D + 8 MV 8
Attack type: Charge (Lance throw vs. air)
Spells: Protection, Zone, Earthquake
Troops: Phalanx, Dragoon

This class gets a couple of very nice spells, but no MP. If your knight
hasn't spent class or two as a magic user, this class might get very
boring. It's a dead end fourth level class, but it gives very solid
bonuses, more than any of the 4th level classes that evolve into 5th.

Paladin AT + 5 DF + 7 MP + 6 Range 4
A + 9 D + 6 MV 11 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Tornado, Force Heal1
Troops: Monk, Angel

An interesting mix of a horseman-type leader and two troop types that
are generally not associated with horsemen. He's not very strong in any
given area, but he's pretty versatile. However, by this point you
should have nearly 10 characters - you should be able to carve out a
niche for every one. In the end a versatile character is only the
most limited of specialists. (And if that makes any sense, you can
whack me or something)

Hawk Knight AT + 7 DF + 2 MP + 3 Range 3
A + 2 D + 4 MV 8 (flying)
Attack type: Wind
Spells: Tornado
Troops: Griffin

Like Knights, Hawk Knights have large level bars, but they're also
very good. Even though the leader itself isn't very tough, he is fast,
and his troops are powerful and versatile. 

Dragon Knight AT + 6 DF + 6 MP + 4 Range 4
A + 4 D + 3 MV 9 (flying)
Attack type: Lightning Breath
Spells: Fireball, Attack
Troops: Horseman, Griffin

This class is great against enemy fliers, his attack will take them
all down before they even get a chance to hit. He does pretty well
against ground troops too.

Dragon Lord AT + 10 DF + 4 MP + 4 Range 4
A + 9 D + 6 MV 10 (flying)
Attack type: Lightning Breath
Spells: Thunder, Force Heal1
Troops: Armored Soldier, Angel

Angels are very useful units because they don't die as often and are
immune to magic. Other than that, it's more of the same.

Dragon Master AT + 4 DF + 0 MP + 4 Range 4
A + 8 D + 7 MV 11 (flying)
Attack type: Lightning Breath
Spells: Blast, Heal2, Attack
Troops: Dragoon, Gladiator

A nice 5th-level class with a lot of versatility in spells and troops.
The A/D bonuses aren't that good, though, and it hurts the angel's
already low stats.

Crocodile Knight AT + 6 DF + 3 MP + 2 Range 3	
A + 5 D + 3 MV 6 (sea)
Attack type: Charge (Lance throw vs. air)
Spells: Attack
Troops: Merman

Lester's starting class, but it's his second in terms of runestoning.
It's similar to the knight.

Serpent Knight AT + 4 DF + 7 MP + 4 Range 3
A + 5 D + 4 MV 7 (sea)
Attack type: Charge (Lance or spear throw vs. air)
Spells: Blizzard, Protection
Troops: Merman, Elf

A nice, balanced class with as many bonuses as the knight without the
long level up bar or the weakness against pikes. He is incredibly slow
on any kind of rough terrain, though.

Serpent Lord AT + 5 DF + 9 MP + 4 Range 4
A + 10 D + 6 MV 8 (sea)
Attack type: Charge (Lance or scythe throw vs. air)
Spells: Thunder, Force Heal1
Troops: Ballista, Gladiator

Still very well rounded. His high attack/defense bonuses compared to
most mages make him great for artillery duels, if you're into that sort
of thing.

Serpent Master AT + 4 DF + 2 MP + 2 Range 4
A + 10 D + 7 MV 9 (sea)
Attack type: Charge (Lance throw vs. air)
Spells: Earthquake, Zone, Resist
Troops: Dragoon, Angel

Okay bonuses, and good spells. 5th level classes aren't that exciting.

Warlock AT + 3  DF + 2 Range 2
A + 4 D + 2 MV 5
Attack type: Charged fireball (very slow)
Spells: Magic Arrow, Attack
Troops: Guardsman

Basic mage leader type. He levels up extremely quickly. His troops are
horrible but with the great A/D bonuses, they can fight against
soldiers as equals.

Sorcerer AT + 4 DF + 4 MP + 8 Range 2
A + 5  D + 4 MV 5
Attack type: Charged fireball
Spells: Fireball, Illusion
Troops: Archer

I actually think he's an inferior magic user to the shaman... thunder
is much cooler than fireball imo. But he's the only guy early on who
can get archers, while the lord can get pikes, so I still take him.
Fliers can be a major pain.

Mage AT + 5 DF + 4 MP + 14 Range 3
A + 6 D + 4 MV 5
Attack type: Charged fireball
Spells: Tornado, Sleep, Resist
Troops: Elf, Gladiator

The mage class continues the warlock's and sorceror's history of high
attack and attack bonuses, while rounding out his spell arsenal. If
nothing else, take him because he has resist. *Very* useful spell later
on.

Archmage AT + 7 DF + 4 MP + 14 Range 4
A + 7 D + 5 MV 5
Attack type: Charged fireball
Spells: Meteor, Blizzard, Zone
Troops: Phalanx, Ballista

More and more damaging spells. His defense is as crappy as ever, but
the archmage is extremely good at what he does - mass slaughter. He is
one of the few classes with the meteor spell, which is quite possibly
the best offensive spell in the game. Zone is also very good.

Zarvera AT + 2 DF + 1 MP + 14 Range 4
A + 9 D + 7 MV 5
Attack type: Energy blast
Spells: Blast, Meteor, Earthquake, Protection
Troops: Armored Soldier, Heavy Horseman

This is one of the few 5th level classes that shows a big improvement
over its predecessor. Boosted MP, a much faster attack, and a set of
new spells and troops.

Wizard AT + 6 DF + 5 MP + 14 Range 4
A + 6 D + 6 MV 5
Attack type: Lightning storm
Spells: Blast, Zone, Resist
Troops: Armored Soldier, Ballista

It's a decent class, but I prefer archmage. Wizard misses out on
meteor, and blast is too focused and short-ranged to make up for it.
Only take it if you really want Hain to become a summoner.

Sage AT + 4 DF + 7 MP + 8 Range 3
A + 7 D + 5 MV 5
Attack type: Lightning blast
Magic: Earthquake, Heal2, Mute
Troops: Phalanx, Armored Soldier

Another hybrid class, but this one actually isn't a dead end for
Jessica. It still isn't as good as archmage, but it lets her become a
summoner, and having heal2 is kind of neat. For some reason, this class
is allowed to equip plate armor.

Summoner AT + 2 DF + 1 MP + 14 Range 4
A + 8 D + 7 MV 5
Attack type: Fire lash
Magic: Meteor, Protection, Summon
Troops: Phalanx, Armored Soldier

Lousy bonuses, but this class gets to do what no other class in the
game can - summon. Once a creature is summoned, it acts like a second
commander, casting spells and dealing out decent damage. Unlike summons
in, say, final fantasy, these things stay until they're killed or the
battle ends. They can get pretty good if you get the special items that
let you summon the really powerful stuff. See summons section for
details.

Meteor is also nice to have, since you missed out on the archmage
class.

Shaman AT + 5 DF + 3 MP + 7 Range 2
A + 4  D + 4 MV 5
Attack type: Lightning storm
Spells: Thunder, Illusion
Troops: Pikeman

Getting thunder early is definitely a plus, and the attack is somewhat
faster than the sorceror's. Other than that, there isn't much here.
The shaman's pikemen are stronger than the lord's but either class will
do fine against horsemen.

Bishop AT + 4 DF + 5 MP + 12 Range + 3
A + 5 D + 4 MV 5
Attack type: Lightning storm
Spells: Fireball, Force Heal1, Mute
Troops: Monk, Gladiator

A cleric with more of a tilt toward offensive. It has an unusually
small level up bar, but is not a particularly useful class.

Saint AT + 6 DF + 7 MP + 6 Range 3
A + 8 D + 8 MV 5
Attack type: Lightning blast
Spells: Tornado, Heal2, Sleep
Troops: Armored Soldier, Ballista

Another fourth level dead end. One reason why you might want to take it
is that it gets the same bonuses monks get against demons. That,
combined with his decent attack bonus, can make him very effective.
If you plan on using this class, pick a character who can reach here
from Highlord so that she can carry over a great sword or devil axe
from her previous class.

Silver Knight AT + 7 DF + 6 MP + 2 Range 4
A + 10 D + 6 MV 10 (special)
Attack type: Charge (Lance throw vs. air)
Spells: Tornado, Zone
Troops: Griffin, Dragoon

This fighting class comes on a path that's composed of mostly magic
users (Shaman, Bishop, etc.) Kind of the odd one out, but sometimes
it's nice having a knight with a large MP total and a cool spell like
Zone. However, its horrible movement indoors severely cripples it. Only
take it to get Sherry to Princess.

Princess AT + 2 DF + 2 MP + 8 Range 4
A + 9 D + 9 MV 6
Attack type: Flash
Spells: Force Heal2, Protection, Charm
Troops: Monk, Angel

This is one of my favorite classes in the game... then again, I'm kind
of biased since Sherry is one of my favorite characters =P. She has an
extremely fast attack, made even better by the fact you can equip
swords and axes. She also has good spells and troops. You can give her
a wand if you want, but this is such a great melee class that it would
be a waste.

Cleric AT + 2 DF + 2 MP + 2 Range 2
A + 0 D + 4 MV 5
Attack type: Cross darts
Spells: Heal1, Protection
Troops: Guardsman

Basic healer. Terrible at fighting, although you can augment that
slightly by using a war hammer. It's probably better to just use a wand
and concentrate on healing for experience.

Healer AT + 2 DF + 6 MP + 6 MP + 2 Range 2
A + 3 D + 5 MV 5
Attack type: Cross darts
Spells: Turn Undead, Heal1, Force Heal1
Troops: Monk

This is where the healing classes really start to shine. Great troops,
decent troop bonuses, and better spells. Still hopeless at fighting,
but that's not her job anyway.

Priest AT + 3 DF + 6 MP + 10 Range 3
A + 4 D + 6 MV 5
Attack Type: Cross Darts
Spells: Turn Undead, Heal2, Mute
Troops: Monk, Phalanx

This is the earliest class that can use heal2... unfortunately, you
won't see it much because Riana will probably leave at around this
point. It's a decent class, but by the time she rejoins there will be
much better ones around.

High Priest AT + 4 DF + 7 MP + 12 Range 3
A + 6 D + 7 MV 5
Attack type: Cross darts
Spells: Force Heal2, Sleep, Resist
Troops: Phalanx, Armored Soldier

The most useful item here is resist. By the time you get this class,
your other characters' troop bonuses will have caught up with the
healer's, so the A/D here is nothing special.

Agent AT + 0 DF + 3 MP + 10 Range 4
A + 8 D + 7 MV 5
Attack type: Cross darts
Spells: Meteor, Attack, Teleport, Charm
Troops: Monk, Angel

This is your reward for having to go through 4 classes of very low attack power. Agent gets a lot of good offensive spells, and her A bonus is higher. Teleport is also pretty cool. She doesn't get any new healing spells, but come on - you have them all by now anyway.

Other classes

Thief AT 25-28 DF 18-21 MP 0 Range 2
A + 4 D + 2 MV 6
Attack type: Blur charge (Sword beams vs. air)

A type of enemy unit you'll run into early on. High attack, low 
defense, uses the sort of units that fighters/lords have. It is a
soldier type class even though its attack is faster than most knights.

Assassin AT 32-34 DF 21-23 MP 2-3 Range 2
A + 5 D + 2 MV 6
Attack type: Blur charge (Sword beams vs. air)
Spells: Attack

A stronger version of the thief.

Necromancer AT 30-34 DF 18-21 MP 24-33 Range 3
A + 7 D + 2 MV 5
Attack type: Lightning storm
Spells: Thunder

These guys show up only on scenario 7. High attack and attack bonuses
combined with thunder can really take a bite out of your forces if
you're not careful.

Swordsman AT 28-31 DF 24-26 MP 4-5 Range 3
A + 4 D + 5 MV 6
Attack type: Energy blast
Spells: Attack, Heal1

You cannot get this class. It isn't much like the swordmaster or 
highlord, with a focus on offense rather than defense.

Living Armor AT 31-33 DF 30-32 MP 16 Range 4
A + 8 D + 7 MV 4
Spells: Attack
Attack type: Rolling fire

The monsters' highlord. Nothing particularly special here, just another
soldier-type class. His defense high can be a major pain if you haven't
been leveling your characters enough.

Minotaur AT 39 DF 33 MP 0 Range 4
A + 9 D + 5 MV 5
Attack type: Slow charge (Axe throw vs. air)

Another soldier type unit. They shouldn't be much of a threat, since
their stats aren't that great and horsemen have a high attack.

General AT 40-48 DF 30-35 MP 26 Range 4
A + 11 D + 8 MV 5
Attack Type: Fire lash
Spells: Heal2, Thunder, Blast

This is the class Vargas and Imelda use. A very strong soldier type
class with more of an emphasis on offense. The MV is average but half
the time you meet it, the general will have major movement restrictions.
Use the extra time to mass your forces - you'll need all the help you
can get.

Demon Lord AT 46-50 DF 32-34 MP 64-80 Range 4
A + 10 D + 9 MV 7
Attack type: Fire lash
Spells: Heal2, Blast, Zone

Incredibly powerful beings, they are best attacked with horsemen or
fliers. Anything else will probably die before it reaches him. It is
immune to all harmful magic. He is weak against monks, if any actually
survive his barrage of hellfire.

Emperor AT 40-52 DF 37-42 MP 45-51 Range 5
A + 13-16 D + 11-12 MV 6
Attack type: Energy blast
Spells: Meteor, Force Heal2

This is Bernhart's class. Extremely high attack power, made even
deadlier once he acquires Alhazard. His defense is also pretty decent.
Think of him as a powered-up Hero - in fact, their combat stances are
very similar. He's a soldier-type class, but he has a lot of MP and
won't hesitate to meteor you if you're out of reach of his sword.

Werewolf AT 21-26 DF 19-22 MP 0 Range 3
A + 4 D + 2 MV 6
Attack type: Blur charge (Energy darts vs. air)
+ 20% bonus in forests or mountains

They are not considered soldiers or horsemen, so no units get attack
bonuses against them. However, they are not very strong.

Cerberus AT 32-37 DF 25-28 MP 7-13 Range 4
A + 6 D + 3 MV 8 (horse)
Attack type: Blur charge (Energy darts vs. air)
Spells: Attack

Decent fighters when you first meet them, but they still fall easily
to pikes. By the time you reach the endgame, they will be little more
than a nuisance.

Master Dino AT 29 DF 32 MP 0 Range 4
A + 6 D + 2 MV 8 (horse)
Attack type: Slow charge (Fire bolts vs. air)

Horsemen type units with unusually high defense. You might have to
power up your pikes to be able to damage them. If that fails, send
your own horsemen and try to win through attrition.

Great Slime (G. Slime) A 19-21 D 22-25 MP 0 Range 3
A + 1 D + 2 MV 4
Attack type: Slow charge ( Slime missile vs. air )

These things are hard to kill, but will rarely kill anything of yours.
Their magic resistance is terrible. It makes an odd sound when it feels 
pain. They're great for leveling up your weaker characters since
low-level clerics and mages both have access to guardsmen.

Iron Golem AT 38 DF 40 MP 0 Range 3
A + 5 D + 7 MV 4
Attack type: Slow charge (Spear throw vs. air)

This is the only leader type in the game that's considered a spearman.
Incredibly tough, don't bring a horseman anywhere near him.

Ghost AT 34 DF 24 MP 29 Range 4
A + 9 D + 4 MV 6 (special)
Attack type: Fire lash
Spells: Attack

Like the wraiths, these things teleport when they move, and they are
not weak against anything but monks.

Witch AT 32-37 DF 27-29 MP 30-37 Range 4
A + 8 D + 5 MV 5 (special)
Attack type: Lightning storm
Spells: Meteor, Force Heal1

This is a flying mage class. Quite powerful, it's probably the first
time you'll see a meteor spell used. He's weak against monks.

Succubus AT 33 DF 28 MP 30 Range 4
A + 10 D + 6 MV 5 (flying)
Attack type: Lightning hit
Spells: Meteor, Heal2

Another flying mage. Another flying meteor. You'd think she would have
charm, but I've never seen her use it.

Dark Princess AT 36-37 DF 33-34 MP 30-41 Range 4
A + 9 D + 7 MV 5
Attack type: Fire lash
Spells: Meteor, Force Heal2

The class Larna uses when she fights against you. Really, I thought
naming her Larna while all your characters thought she was Riana ruined
the mystery. This class is a mix of mage and cleric, with decent power
in direct combat to boot. She is also immune to all magic.

Dark Master AT 38-42 DF 29-32 MP 52-59 Range 4
A + 11 D + 8 MV 5
Attack type: Lightning blast
Spells: Attack

Bosel's class. Because he is weak after having been revived, he is not
very strong in combat. However, he surrounds himself with strong
troops, and gives decent bonuses.

Vampire Lord AT 43-48 DF 34-41 MP 61-75 Range 4
A + 12 D + 8 MV 6
Attack type: Lightning blast
Spells: Meteor, Force Heal2

A strong magic user. Think of him as an advanced Zarvera. He's weak
against monks.

Pirate A 23 D 19 Range 2
A + 0 D + 2 MV 5
Attack type: Blur charge

Weak sea units that you run into on scenario 10. They are easy to kill,
and doing so nets you experience that would otherwise be given to
monsters.

Scylla A 30-36 D 19-26 MP 14-20 Range 3
A + 2 D + 3 MV 6 (sea)
Attack type: Lightning blast
Spells: Charm

Sea monsters that enjoy charming their enemies into serving them. Their
attack is both strong and fast - most units won't even survive to get
close enough to hit them. Fortunately, they have a low defense, making
them an ideal target for ranged attackers.

Kraken A 39-41 D 32-35 MP 16-19 Range 4
A + 9 D + 8 MV 5 (sea)
Attack type: Slow charge (energy darts vs. air)

A stronger, slower sea class. They're best confronted head-on with high
offense units like dragoons.

Wyvern A 29-32 D 23-27 MP 10-12 Range 4
A + 5 D + 4 MV 8 (flying)
Attack type: Lightning breath
Spells: Thunder

Like dragon knights, but weaker. They shouldn't be much of a threat.

Great Dragon A 39 D 34 MP 24 Range 4
A + 10 D + 8 MV 5 (flying)
Attack type: Fireballs
Spells: Meteor

Larna's pet monster that she sends at the village in scenario 18. It
has decent stats, but nothing you shouldn't be able to handle. Its
attack is very slow - it sends out its 10 fireballs one at a time. The
main thing to worry about is its meteors.

Builder A 38-45 D 26-30 MP 0-18 Range 4
A + 6 D + 1 MV 4
Attack type: Flash
Spells: Force Heal1

Thankfully, you only have to fight these guys in scenario ?1.

Summons== Summons can only be used with the summoner class. Most require a special item. A summoner can only have one of these at a time - if you summon a new creature, the old one disappears. I'm not sure how exactly spells work on these, but they seem to be randomly assigned, and each time their leader moves or a new turn starts they have a random chance to get a new bunch of spells. They never have more than 3.

Spells: Magic Arrow, Heal1, Force Heal1, Attack, Fireball, Earthquake,
        Tornado, Sleep, Resist.

Elemental AT 22 DF 20 MP 10 MV 7 (Flying)
Attack type: Lightning blast

Aniki AT 35 DF 30 MP 16 MV 5 Requires Iron Array
Attack type: Flash
The best summon in the game, if you dare to use him. If not, just use
white dragon instead.

Valkyrie AT 29 DF 21 MP 25 MV 7 (Flying) Requires Aura
Attack type: Lightning hit

Sleipnur AT 31 DF 18 MV 10 (horse) Requires Odin's Buckler
No spells.
Attack type: Charge (Energy hit vs. air)

YrmGuard/Iremguard AT 29 DF 28 MP 32 MV 5 (Sea) Requires Gyaral Horn
Attack type: Slow charge (Fire dart vs. air)

White Dragon AT 33 DF 22 MP 10 MV 5 (Flying)
Requires Gleipnur
Attack type: Fireballs.

Fenrir AT 31 DF 25 MP 10 MV 8 (horse) Requires Carbunkle
Attack type: Blur charge (Energy darts vs. air)

Freiya AT 23 DF 25 MP 40 MV 7 (flying) Requires Angel's Wing
Attack type: Wind

Follower classes

Civilian A 0 D 6 MV 5
They're, well, civilians. If they get attacked, they cower, do nothing,
and will probably all die. Oftentimes the mission depends on their
survival. They're always led by a low-level cleric.

Barbarian A 19 D 12 MV 6
Enemy's weakest unit. Their attack is okay, but their defense is
horrible. Sending a fighter against them will rip them to shreds before
they even get close.

Soldier A 20 D 14 MV 5(6 imperial)  40P
Basic soldier type. You'll see them a lot early on.

Gladiator A 23 D 19 MV 6 70P
A more powerful soldier. They are much better than the enemy's version
of this unit, the berserker.

Berserker A 24 D 15 MV 6 (Imperial only)

Armored Soldier A 25 D 22 MV 5  140P
The best soldier money can buy.

Dark Guard AT 30 DF 25 MV 6
The best soldier in the game. They cannot be recruited - hey, they're
dark, what were you expecting? You have a reputation as a Descendant
of Light to protect, you know.

Pikeman A 18(17 imperial)  D 18 MV 5  50P
Basic spear type. Due to the stupidity of your opponents, you will also
see a lot of these early on. They get wrecked by soldiers.

Phalanx A 22(20 Imperial) D 22(23 Imperial) MV 5 100P
A more advanced spear unit. Note that although soldiers and horsemen
have 3 levels of units, the phalanx is as far as spearmen go for you.
The almighty computer, of course, gets golems.

Golem A 23 D 28 MV 4
The most advanced spear unit in the game. A major pain to kill, even
soldiers can have trouble if they're not powered up enough.

Horseman A 24(22 imperial) D 15(14 imperial) MV 10  60P
Basic mounted unit. Extremely mobile, although they're slowed in
forests, and very strong. They're great against pretty much anything
but pikemen.

Heavy Horseman A 26(27 imperial) D 19 MV 9  110P
Less mobile, but what it loses in speed it more than makes up for in
power.

Dragoon A 27 D 21 MV 8  180P
Your best mounted unit, and probably best all around mercenary in the
game.

Royal Horseman A 34 D 23 MV 13
The strongest horsemen in the game. They are both heavy and fast. No,
of course you can't have them.

Hell Hound A 24 D 22 MV 9
Horsemen type units led by a cerberus. They get bonuses in forests
and mountains like werewolves.

Bone Dino A 26 D 24 MV 8
These are the horseman type units that the monsters generally use.

Elf A 19 D 8 MV 6  100P    Attack range: 3
The only unit in the game that gets bonuses against fliers. They don't
do that well against ground units, but they're still okay at softening
them up for the kill.

Dark Elf A 20 D 8 MV 7     Attack range: 3
The imperial version of the elf. Theirs is better, of course.

Ballista AT 22 DF 10 MV 3(2 imperial)  250P   Attack range: 6
Long range artillery units. Properly powered up and with a strong
commander, they do decently against almost anything. Unfortunately,
they're very slow, and weak against magic. You can make them faster
using speed boots, but since most ballista characters are mages, it
means you won't be able to use an orb.

Ballistae are not as good as elves against fliers since they don't get
the special bonus, but they're still capable of killing griffins pretty 
easily. The imperial version looks more like a catapult, but they have
the same name.

Griffin A 26(27 Imperial) D 13 (14 Imperial) MV 10  70P
Basic air unit. Attack power is very high, defense surprisingly decent
because of the automatic +25% air bonus. A whole unit of griffins can
sweep across a ground unit before half of them get a chance to attack.
A very useful unit.

Angel A 24 D 19 MV 12  200P
A flier with lower attack but higher defense. This makes them much
better at taking out enemy catapults. Angels are also immune to
offensive magic, so the mages commanding the catapults also won't be
able to do anything against them.

Wraith A 25 D 21 MV 6
These things look like they fly, but they are not weak against archers.
They move instead by teleporting, and can pass high walls. Unlike
fliers, ground units are unable to attack them until they are literally
right on top of them. They are weak only against monks.

Elemental A 28 D 22 MV 6
An advanced version of wraiths. They are immune to magic, and can
cross unscalable walls the same way wraiths do. However, they fly like
an ordinary griffin when they actually attack. Like wraiths, archers do
not get a bonus against them, but monks do.

Gargoyle A 25 D 13 MV 10
The flier type unit that monsters use, essentially the same as griffin.

Vampire Bat A 31 D 18 MV 6
Extremely powerful fliers. They are the only units in the game which
show all ten of their hit points as a separate unit. Anything other
than an archer or fast attack leader will be in for a world of pain.
These guys suck. Literally.

Lizardman A 24 D 6 MV 7
Merman A25 D 13 MV 8  70P
Imperial sea units and your sea units, respectively. Merman are
stronger, but both suffer from the same low defense. Still, mermen are
somewhat better than soldiers so you might find some use for them on
land scenarios.

Leviathan A 26 D 15 MV 6
The strongest sea unit in the game. When on land, it always gets 0% for
the terrain bonus, even on high walls. Because of this, and their low
defense to begin with, they're not that hard to defeat. Oh yeah, you
can never recruit one... but you knew that already, right?

Guardsman A 18 DF 12 MV 5  20P
Basic unit for magic users, the worst soldier type you can buy. They do
get bonuses against slimes and dark units, though.

Monk A 21 D 19 MV 6 100P
The game's only holy unit. They will likely become the troop for
healers that replaces guardsmen. Unlike the guardsman, they are quite
useful in combat. Think of them as somewhere between soldiers and
gladiators. Also unlike guardsmen, they do not get bonuses vs. slimes,
but slimes are so weak it doesn't really matter. Because of their
bonus against dark units, monks remain useful throughout the entire
game - few other early units have that distinction.

Wolf man AT 19 DF 14 MV 7
The werewolf's followers. Like their leader, they are neither soldiers
nor horsemen, and so have none of their advantages or disadvantages.
They get a +20% bonus in forests or mountains, and move quickly over
rough terrain.

Slime A 20 D 20 MV 6
Smaller versions of great slime. They're essentially the same thing.
Note that although their defense is high and their stats are similar to
a spear unit, they are NOT spear units, so horsemen do decently against
them.

Skeleton A 20 D 12 MV 4
Their stats are horrible, but since they are led by necromancers,
they can still be annoying on the attack. Best hit with holy units or
archers. Their magic defense isn't that good either.

Zombie A 22 D 14 MV 4
Slightly more powerful than skeletons. Same sort of strategy works
against them.

Archdemon AT 33 DF 24 MV 7
This is, quite simply, the most powerful troop in the game. Anything
other than a monk will probably end up trading 1 for 1 with them, or
worse. Their attacks rarely fail to hit home. If you don't have monks,
your best bet is to hit them with other troops and hope they run out
before you do. Fast attack <ground> heroes also do well.

Items

Items sell for 3/4 of their original value. You can carry a maximum of
16 - any picked up after that will require that you discard one.

In addition to the normal shops that appear at the beginning of every
level, there is also a 'secret shop' that allows you to buy many rare
and useful items.

To access the secret shop, you have to be on the screen that shows up
at the start of every scenario - the one where you hire troops, equip
items, etc. Press A, B, A, B, up, down, left, right, start, B. You 
should  hear a special sound to indicate your success. Now, go to the
shop menu. The shop for the current scenario will have been replaced
with a new one. Thanks to sianguy for posting this... twice, because
I never got around to writing it down the first time.

The following items are available in the secret shop:
Knife, War hammer, Great sword, Wand, Flame lance, Devil axe,
Dragon slayer, Langrisser, Masayan Sword, Holy Rod, Dark Rod,
Longbow, Arbalest, Small shield, Large shield, Chainmail,
Plate armor, Assault Suit, Robe, Dragon Scale, Mirage Robe, Runestone,
Cross, Necklace, Orb, Speed boots, Crown,