Langrisser II/Hero classes

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Notes

  • 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.

You may like to try to have as many class types around as possible. If given a choice between three class types you already have, choose the one that's most extreme, the one that's best at what (s)he does. For instance, a knight master focuses on offensive melee, whereas a paladin doesn't really have a focus and is not outstanding in anything. Similarly, an archmage is a complete battlemage and destroyer, whereas things like the saint are a weak class somewhere between battlemage and healer. Having a fourth class change can also be useful, so you may like to ignore dead-ends like the Grand Knight or King even though they are very good classes.

Fighter[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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. You could probably get by without a knight... you could get by without 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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.

Hawk Knight[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

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

He's the only guy early on who can get archers, while the lord can get pikes. Fliers can be a major pain.

Mage[edit]

  • 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 sorcerer's history of high attack and attack bonuses, while rounding out his spell arsenal. If nothing else, take him because he has Resist, a very useful spell later on.

Archmage[edit]

  • 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[edit]

  • 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[edit]

  • 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 some 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[edit]

  • 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[edit]

  • 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.

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

Shaman[edit]

  • 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 sorcerer'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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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

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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

  • 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 then again you have them all by now anyway.