From StrategyWiki, the video game walkthrough and strategy guide wiki
< Langrisser II
Revision as of 08:15, 6 June 2008 by Zaiqukaj (talk | contribs) (footer)
Jump to navigation Jump to search

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. Spells 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