Ogre Battle 64: Person of Lordly Caliber Walkthrough :
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Walkthrough - Ogre Battle 64 FAQ/Walkthrough************************************************************************ Ogre Battle 64 - Person of Lordly Caliber An FAQ/Walkthrough by CyricZ Version 3.1 E-mail: cyricz42@yahoo.com ************************************************************************ Table of Contents 1. Introduction 2. Preliminary FAQ 3. Menus and Basic Tips for Battle 4. Classes A. Male Human Classes B. Female Human Classes C. Undead Classes D. Demi-Human Classes E. Dragon Classes F. Monster Classes G. Golem Classes H. Demon Classes I. Enemy Character Classes 5. Special Characters 6. Items A. Helmets/Headgear B. Weapons C. Spellbooks D. Shields E. Body Armor F. Accessories G. Expendables H. Valuables 7. Story/Mission Overviews A. Prologue Scene 1 - The Southern Reaches (Tenne Plains) Scene 2 - Sparks (Volmus Mine I) B. Chapter 1 Scene 3 - First Assignment (Crenel Canyon I) Scene 4 - The Path Diverges (Mylesia I) Scene 5 - True Intentions (Zenobia Border) Scene 6 - The Revolutionary Army (Volmus Mine II) Scene 7 - A New Beginning (Gunther Piedmont) Scene 8 - The Infernal Aura (Dardunnelles, the Crossroads I) Scene 9 - Liberation of Alba (Alba) C. Chapter 2 Scene 10 - Idealism and Realism (Crenel Canyon II) Scene 11 - Warriors of the Fallen Kingdom (Mylesia II) Scene 12 - The Steadfast (Highland of Soathon) Scene 13 - Thoughts (Audvera Heights) Scene 14 - City of the Past (Sable Lowlands) Scene 15 - Uncertainty (Mount Ithaca) Scene 16 - A Legendary Land (Mount Keryoleth I) Scene 17 - Visitors from the West (Azure Plains) Scene 18 - The Grim Path (Wentinus I) D. Chapter 3 Legion FAQ Scene 19 - The Setting Sun (Dardunnelles, the Crossroads II) Scene 20 - Brigade of the Radiant Cross (Gules Hills I) Scene 21 - The Eastern Orthodox Church (Fair Heights) Scene 22 - Suspicion (Vert Plateau) Scene 23 - Mercenaries (Tremos Mountains I) Scene 24 - The Rebel (Capitrium, the Land of Advent) Scene 25 - The Bearer of Knowledge (Celesis, the Eastern Church) Scene 26 - No Man's Land (Tremos Mountains II) Scene 27 - Child of the Covenant (Temple of Berthe I) Scene 28 - Gateway to Another World (Temple of Berthe II) E. Final Chapter Scene 29 - The March to Latium (Gules Hills II) Scene 30 - Betrayal/Separate Ways (Romulus) Scene 31 - Royal Blood (Fort Romulus*) Scene 32 - The Disillusioned (Ptia, the Secluded Land) Scene 33 - Insanity (The Blue Basilica) Scene 34 - Lord of Remus Keep (The Tundra of Argent) Scene 35 - Denizens of the Netherworld (Barpheth) Scene 36 - Advocates of the Darkness (Tybell, the Wicked Land) Scene 37 - March on the Captial (Latium) Scene 38 - Promises (Winnea, Capital of Palatinus*) Scene 39 - The Battle Rages On (Aurua Plains I) Scene 40 - Pressure (Wentinus II) Scene 41 - Adversaries (Castle Talpaea*) Scene 42 - The Sleeping Goddess (Mount Keryoleth II) Scene 43 - Caliber (Aurua Plains II) 8. Endings 9. Advanced FAQ *Look here for info on Chaos Frame!!!* 10. Miscellany A. Elem Pedras B. Rare Items C. Birthdays D. Neutral Encounter List E. Scene Progression F. The Item Multiplier Bug G. Attack List H. Name Codes 11. Legal 12. Credits 13. Version Updates 14. The Final Word ************************************************************************ ************************************************************************ 1. Introduction Hi, there! Welcome to my second FAQ! This FAQ is for the new Atlus Strategy/RPG Ogre Battle 64: Person of Lordly Caliber. Now, having finally beat the game, I'm ready to accept anything and everything One last thing. If you have a question about the game, be sure to check BOTH, I say, BOTH FAQs to see if your question has been answered. Every email asking about something little means I have that much less time to put more of the good stuff in here. ^_^ For questions about Chaos Frame, go straight to the Advanced FAQ! That said, let's get down to that business thing. ~_^ ************************************************************************ ************************************************************************ 2. Preliminary FAQ Q: What is Ogre Battle 64? A: Ogre Battle 64 is a strategy/RPG developed by Quest and Atlus for the Nintendo 64. Q: Is this Ogre Battle like Ogre Battle PSX? A: No, this is not a remake of the original Ogre Battle. This is a brand new story and a brand new game setup. Q: How do I upgrade Soldiers? A: Check my section on Classes. Basically, keep fighting battles. Q: How do I use Elem Pedra? A: The Interrupt Meter at the top of the screen has to fill three times. Usually, the battle will start with the Interrupt Meter filled once. You won't be able to use Elem Pedra too much early in the game, because battles won't take a very long time. Q: Why can't I advance in class? A: There are several requirements to being able to advance in class. The very first thing you need to do is find the basic set of equpiment for your target class. What you want is to check shops whenever you enter a new area and find any equipment you have none of, then buy it. The other requirements are simple in comparison. You'll need to have reached specific levels in your physical attributes and experience level. Also, you'll need to be at a specific alignment for most classes. Q: Why can't I get (insert class here)? I have everything I need! A: Obviously, you don't. Remember, you need the proper stats, alignment, and equipment for a class to appear on the board. Q: Okay. I have all the stats, alignment, and equipment, but I STILL can't get the class! What's wrong? A: One last thing. Make sure your stats are not increased past their limit due to a weapon or armor modifying your strength. The class limits are derived from BASE stats, not one's increased to due to equipment. Q: How do I determing my Alignment? A: There's a small balance above the picture of your character that has a letter on it (C, N, or L). The numerical values roughly correspond to these postions of the balance. Very Chaotic: 0-14 Chaotic: 15-29 Neutral, toward Chaotic: 30-44 Neutral: 45-55 Neutral, toward Lawful: 56-70 Lawful: 71-85 Very Lawful: 86-100 Q: How can I adjust my Alignment? A: To lower your Alignment: Fight enemies of high Alignment (Clerics, Knights, Valkyries) Fight enemies that have collectively lower levels. Use an Urn of Chaos on a character. (doesn't do that much, though) Arrange low Alignment characters together. Probably the best way to lower a specific character's Alignment is to make a unit with a bunch of Undead and make that character the leader. Fight some Neutral Encounters and watch the Ali. fall... To raise your Alignment: Fight enemies of low Alignment (Wizards, Skeletons, Witches) Fight enemies that have collectively higher levels. Use a Scroll of Discipline on a character. (same as Urn of Chaos) Arrange high Alignment characters together. To raise a specific character's Alignment, stick that person with a largely Lawful unit, or with a bunch of Platinum Dragons or Bahamuts. Q: How can I find new non-human characters? A: Search areas that you've already cleared. You'll find many different characters in areas that you've beaten. To find out what you can find, enter the Stronghold you start the area in. When you enter, Hugo the Tactician will give you some info on characters in the area. One thing you can always find wherever you are is Hawkmen and their upgraded classes. You can always find these on roads in an area. Q: Where can I find (insert a Rare Item here)? A: Here's the deal. You can go the Edit command under Notepad or Wordpad and use the "Find" feature. Use Find and enter what you're looking for. If you use it and you find it, you're happy. If it's not in here, I don't know it, so I suggest not bothering to ask. Q: Where can I find (insert Non-Rare Weapon/Armor/whatever here)? A: A lot of the wacky stuff I find is from enemy units, and I believe that these item drops are random, largely. So, if you search for it, and find it in my Item List, but not in any Shop, or in a Hidden Item list, assume I got it from an enemy unit, in which case, you're on your own. Q: What is a Goethic? A: The Goethic is the Japanese name for the Archmage. I know that both classes are listed in the manual. This is obviously a typo. Q: How do I equip things on Magnus' unit? A: To collectively equip things or change stuff around, you should wait until you're between battles. You can access the Organize Screen from the World Map. Q: Someone died and they turned into a Zombie! Can I get them back? A: 'Fraid not... Zombies are irreversible... Q: Can I save to a Controller Pak? A: Sure can. Just hold Start as you turn on the game. Q: I have a choice between two or three directions. Which way should I go? A: Check the Scene Progression topic. In addition to seeing how the scenes are structured together, I explain, in plain English, the consequences of going each way. Q: What do Goblets of Destiny do? A: Goblets affect an invisible stat called Luck. Luck affects how often you'll perform a critical hit, and also how often you'll dodge attacks. Q: What's a Chaos Frame? A: Check the Advanced FAQ section. Suffice to say it's a major player throughout the game. ************************************************************************ ************************************************************************ 3. Menus and Basic Tips for Battle --- Menus Since a lot of people don't have the manual that came with the game, I'll cover how to use the menus in the game Main Menu - New Game: Start a new game to save Palatinus from evil. Load Game: Load a previously saved adventure or suspended data. Tutorial: Access the VERY HELPFUL tutorial. Stereo/Mono: Switch the Sound Mode --- World Map Menu (Press R on the World Map) Organize Screen (Eight small circles with an arrow): Access the all-important Organize Screen (see later for its menus) Hugo Report (Picture of Hugo): Access the Hugo Report -People: Take a closer look at important people in game. -Events: Replay some of the cutscenes you've seen in the game. -Miscellany: Learn some of the history of Palatinus in this section. New topics are added periodically. -Tips: Learn some VERY HELPFUL tips about the game. More are added as you learn new tactics (Legions, Seiging) Area Investigation (Magnifying Glass): On an already cleared area, you can further look at it to find items, talk to people, etc. Training (Muscle guy body-building): If you can access this, you'll pick a unit, and then enter into a battle with one of several pre-set "enemy" units. You'll fight until one side is knocked out. The enemy units are generally the same level as you, but unit structure becomes much more refined in later areas. You'll gain experience through these battles, but you cannot change class in battle with Training. Settings (sliding bars): Here you can change certain factors of the game. -Message Speed: (Slow, Normal, Fast) Sets the speed at which text is displayed. -Cursor Speed: (Slower, Slow, Normal, Fast, Faster) Sets the speed at which the cursor moves around the screen. -Help Display: (On, Off) If this is on, you'll get messages telling you what everything is that you do (gets annoying after a while). -Icon Name Display: (On, Off) If this is on, you'll get a small text under icons saying what they are. -Game Speed: (Slow, Normal, Fast) Sets the speed at which the game moves on the Field Map. -Legion Indicator: (On, Off) If this is on, there will be a numbered icon above each of your units in a Legion. -Destination Display: (On, Off) If this is on, when you select a destination for a unit to travel to, you'll get a small text describing the area. -Unit Report Type: Sets how your units report in. First Person: Your unit leader talks to you about what happens. Third Person: You get a simple alert text. None: You get no report. -Battle Action Name: (On, Off) If this is on, you'll get small text windows describing special and magical attacks in battle. -Battle Animation: (On, Off) If this is on, you'll get the full animation of attacks. If off, you'll just get a text description and a depiction of change in health. -Quick Exit: (On, Off) If this is on, you can press L to quickly exit the Organize Screen. -Cancel All: (On, Off) If this is on, you can press R to cancel all actions made on the Organize Screen. -Sound Settings: (Stereo, Mono) Allows you to change the sound. -Restore Defaults: Returns Settings to their original modes. Save (feather quill): Allows you to save your adventure to one of two save slots. --- Field Map Menu (Press R on the Field Map) Dispatch (square with an arrow): Allows you to select one of your units to deploy. Organize Screen (Eight small circles with an arrow): Access the all-important Organize Screen (see later for its menus) Use Item (pot): Allows you to use a Field Map item (Silver Hourglass, Dowsing Rod, Love and Peace) Elem Pedra (ankh): Allows you to view what Pedras you have and whether or not they are available for use. Settings (sliding bars): See Setting under World Map Menu Suspend (feather quill): Allows you to halt a game in the middle of a battle. This will be erased after you access it again, so it's highly recommended that you save normally using the World Map Menu. End (closed door): In Area Investigation, this will bring you back to the World Map. --- Unit Menu (Press A on a Unit) Commands (stick with two arrows): -Move (flag): Allows you to assign a destination for your unit. You may select up to three waypoints in one command. Your unit will take its best route to each waypoint. -Direction (stick with four arrows): Most useful for stationary units. This allows you to change which way your unit faces. Good for receiving enemy attacks. -Orders (little guy with a message bubble): This is only accessible by non-Magnus units. You can change the unit's Move and Wait Orders. Move Orders: Direct: Unit will not deviate from its course, period. Hit: Unit will initiate attacks if it gets close to an enemy unit. Evade: Unit will avoid enemy units while it moves. Wait Orders: Guard: Unit will not move from its spot. Initiate: Unit will move towards nearby enemy units. Retreat: Until will move away from approaching enemy units. -Display Destination (distant flag): Only accessible when a unit is moving, this displays its destination, in case you forget... -Retreat (square with a blue arrow): Only accessible when a non-Magnus unit is on the Headquarters. It will leave the battle and may be adjusted on the Organize Screen. Unit Commands (blue and white square): -Battle Strategy (crossed swords): Allows you to set your unit's Battle Tactics. Autonomous: Each character attacks whoever is most convenient for them. Attack Strongest: Each character will attack the target with the highest Hit Points. Mind you that your characters' attacking range may effect this. Attack Leader: If they can, each target will attack the Leader of the enemy unit. Attack Weakest: Each character will attack the target with the lowest Hit Points. Mind you that your characters' attacking range may effect this. -Formation (blue and white square with yellow lines): Allows you to adjust the formation of your unit. -Use Item (pot): Allows your unit to use any items they are carrying. -Change Leader (yellow medal): Allows you to select a new leader for the unit using the characters in the unit if one is eligible. Legion Commands (five green squares): Note: This is only accessible for the Legion Core -Formation (green squares changing position): Allows you to change the orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead, Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift -Division Placement (yellow, green and blue squares): Changes the placement of units in a Legion. Stronghold Commands (small fort): Note: This is only accessible when the unit is on a Stronghold -Enter Stronghold (arrow leading into a fort): Your unit gathers information from within the stronghold. -Stronghold Information (fort with a message bubble): Learn the Stronghold's name, allegiance, population and morale. -Exchange Characters (two units with arrows between them): If two units are on a stronghold, they may exchange characters. -Exchange Items (two bags with arrows between them): If two units are on a stronghold, they may exchange items. -Exchange Units (yellow, green, and blue squares): Allows a Legion (or more than one) to exchange units if another unit or Legion is on the stronghold. -Shop (house): Allows the unit to purchase items at the shop. The items may be directly placed with a unit, or they may be sent to the depot. -Witch's Den (dark house): Allows the unit to see the Witch, whereby they may revive deceased or petrified members of the unit. Camp (tent): Allows fatigued units to rest up if they're weary. Status (group of people): Allows you to check each character in a unit. --- Organize Screen Menus: Note: No commands may not be performed on dispatched units. For this reason, it's advisable that you perform most of your organize work between missions. Character Commands (little guy): -Equip Item (putting a hat on a head): Allows you to pick a character, and equip items to it. -Unequip Item (removing a hat from a head): Allows you to pick a character and return it to its default equipment. -Change Class (black figure with an orange flash): Allows you to pick a character, then possibly access the Class Change Menu, where you can pick a new class for it to change to. Class can only be changed by the user on human males or females (or Hawkmen) who are not leaders and who are not a special class (i.e. Magnus). -Discharge (skull): Allows you to remove any person (besides Magnus) from your battalion, forever. -Change Name (peg with script): Allows you to change the name of any non-Special Characters. Unit Commands (unit square): -Form Unit (diagonal facing unit square): Allows you to create a unit. There must be an eligible Leader in your reserves for this to happen. -Add Character (arrow pointing to a unit square): Allows you to add characters to a unit. -Remove Character (arrow pointing away from a unit square): Allows you to remove a character from a unit. -Formation (unit square with yellow lines): Allows you to adjust the formation of your unit. -Exchange Characters (two units with arrows between them): Allows you to exchange characters between two units. -Change Leader (yellow medal): Allows you to select a new leader for the unit using the characters in the unit if one is eligible. -Battle Strategy (crossed swords): Allows you to set your unit's Battle Tactics. Autonomous: Each character attacks whoever is most convenient for them. Attack Strongest: Each character will attack the target with the highest Hit Points. Mind you that your characters' attacking range may effect this. Attack Leader: If they can, each target will attack the Leader of the enemy unit. Attack Weakest: Each character will attack the target with the lowest Hit Points. Mind you that your characters' attacking range may effect this. -Carry Item (pot): Allows you to take items from your depot and give them to the unit for use in battle. Legion Commands (five green squares): -Form Legion (diagonal facing Legion setup): Allows you to create a Legion. There must be an eligible Legion Leader in your reserves for this to happen. -Add Unit (arrow pointing to a Legion setup): Allows you to add units to a Legion. -Remove Unit (arrow pointing away from a Legion setup): Allows you to remove a unit from a Legion. -Formation (green squares changing position): Allows you to change the orientation of your Legion: Mobile Wall, Right Ahead, Left Ahead, Grand Arrow, Wedge Shift, Dual Wedge, Funnel Shift, Wing Shift -Division Placement (yellow, green and blue squares): Changes the placement of units in a Legion. Class Commands (helmet): -List Class (peg with squares around it): You'll see how many of each class you have and how many (potentially) of each class you could have. Use the C buttons to move around your units. If you pick a class and the proper character with the C Buttons, you can change that character's clas. -Buy Equipment (coin pointing to a sword): You can buy a set of equipment for most classes. -Replace Soldiers (group of Soldiers): If any of your units has only one or two Soldiers in a spot, you can use this to replenish the Soldiers from the reserves. Item Commands (pot): -Use Item (arrow out of pot): You can use one of your expendables on a character or unit. -Remove Item (hat being removed from a head): You can pick an item, and it will be unequipped from everyone who has it, unless it's basic equipment. -List Item (yellow charts): You can look at all your items, and manually adjust their position in the list. -Sort Item (green to blue charts): You can sort your items according to Type, Stats, Cost, Element, Quantity, or Alphabetically, in ascending or descending order. -Sell Item (trash can): You can sell an item for cash if it's not equipped. Sort (green to blue charts): You can sort your units, reserves, and Legions according to Number, Level, Attack, Defense, Alignment, Movement Type, Class (reserves), or Element (reserves). Exit (closed door): Exits the Organize Screen --- Status Windows: Now, that we've covered all the menus, let's go over what everything in the Status Windows mean. Character Window: Sometimes you can see abridged versions of these in other situations (like observing a Unit's Status). This is the window you see in the Organize Screen. Top Row (left to right): -Number: This is the order at which the character joined the battalion. Magnus, naturally, is number one. -Legion Icon: Directly next to Number is an indication of whether or not the character is in a Legion. If so, you'll see the green squares, and the unit's place will be yellow. -Unit Icon: Next to that is the icon of whether or not the character is in a unit. -Level: The character's Exp. Level -Experience: Out of a 100, this is how far your character has to go to reach the next Exp. Level -Items Carryable: Next to the pot is a number (between 1 and 4) showing how many items this class can contribute to the unit's item load. -HP: This portrays the character's current and maximum HP. Second Row: (left to right): -Leader Icon: If empty, the character cannot be a leader. If there's a red medal, it can be a Unit Leader. If there's a blue medal, it can be a Legion Leader. -Element: The character's ruling element. Red flames for Fire. Yellow chevrons for Wind. Blue drop for Water. Green spikes for Earth. Some characters have no element. -Alignment: Represented as a vague balance. This icon gives you a general clue as to your Alignment: Very Chaotic: 0-14 Chaotic: 15-29 Neutral, toward Chaotic: 30-44 Neutral: 45-55 Neutral, toward Lawful: 56-70 Lawful: 71-85 Very Lawful: 86-100 -Name: Your character's top-secret handle. -Class: Your character's calling in life. -Movement Type: Your character's Terrain class. All characters must be of the same type for a non-Plains class to be effective. Third Row: (left to right): -Portrait: Your character's lovely visage. -Statistics: Your character's stats: Strength: How hard you hit. Vitality: How well you can take a hit. Intelligence: How well you can cast spells. Mentality: How well you can absorb spells cast on you. Agility: How fast you attack. Dexterity: How well you can dodge. -Attacks: From top to bottom, these are your front, middle, and back row attacks. From left to right, you have the description of the attack, the strength of the attack, and the number of times it can be used. You also have a sword or staff indicating that it's a non-magic or magic attack, respectively. -Physical Defense: This is the character's defense against physical attacks, modified by its equipment. -Magical Defense: This is the character's defense against magical attacks, modified by its equipment. Bottom Section: In the middle, you have your character as he/she/it appears in battle. Your weapon is the only thing that visibly changes. Around the character, you'll have your equipment. Upper Left: Main Weapon Lower Left: Shield, Spellbook, or some kind of Accessory Upper Right: Body Armor Lower Right: Helmet, or some kind of Accessory Not all characters use all of these equipment slots. ************************************************************************ Basic Tips READ THE INSTRUCTION MANUAL and USE THE TUTORIAL! Trust me on this one. You'll gain incredibly valuable information from these two sources. Starting the Game: In the beginning, balance your units. An average of two soldier units for each of your six units should be fine. In Battle: When you dispatch your units, always use the buddy system. Never send out units alone. Always, always, always have your Battle Strategy set to Attack Leader. Leaderless units are helpless, and a leaderless enemy boss is a won mission. Don't be afraid to Retreat if you're in trouble. Better to lose a round of combat than lose a person and have to pay for their resurrection. Know which way you and your enemy are facing. As you engage a certain way, your unit will be rotated. This can make for some serious complications during confrontations for the unit facing the wrong way. When reaching strongholds, you'll either liberate or capture them. You'll liberate them if the alignment of your group is close to the morale of the stronghold. Otherwise, it'll be captured. Liberating strongholds increase the people's attitude of you. Capturing decreases it. Also, you'll see strongholds that are controlled by neither you or the enemy. If you wish to maintain the people's view of you, leave them alone until after the battle. Only capture them if they have Witch's Huts or Shops that you absolutely need... Between Battles: Training really helps, but only really for units you want to have low Alignment. You can build up serious levels using this, but it's a real strain on your War Fund. As far as Training, and even regular battles go, keep an eye on your experience, because you cannot exceed 100. The experience you get from defeating enemies gets rolled back to zero when you gain a level, so if you're going for maximum return, don't try to engage an enemy you know you'll get a lot of experience from, because a lot of it will be wasted. Don't bother with Legions when you get them. They're far more trouble than they're worth. In-battle strategies submitted by Anthony Gargon: Both your parties and enemy parties tend to attack toward the center of each row, even if using attack leader as a strategy. If you have your leader in the front row, put him off to 1 side and they will receive 2/3rds of the potential hits. Melee attacks cannot go through an empty column to attack characters behind others. If you don't want a rear or middle row characters getting hit, make sure someone is in front of them. It doesn't matter if the center column is wide open. If you've got characters on all 4 corners, stick a 5th behind one of the other front line characters, don't leave him alone in the middle center. Magical attacks target rear row characters first. If you want your Zombies to become Skeletons or Golems to be petrified into Stone Golems or hardended into Baldr Golems, put them in the rear so they can get nailed by the appropriate magic. If you know you are going to lose a battle on damage dealt, or don't need to win the battle but want to wear down an enemy unit, pay attention to who gets initiative. If you attack first, the enemy will go next, then your characters with 2 or 3 attacks, then the enemy will go again. It is often possible to retreat before the enemy takes their 2nd attack, denying them a chance to hurt you more or heal damage if they have a Cleric. Hit Interrupt as soon as you use your last 2nd round attack. It is always possible to retreat before enemy units with 3 attacks use their 3rd hit. This won't deny you any experience points if you have killed an enemy. You WILL be denied soldier points for your leader and be forced to move back, even if you have dealt more damage. Still, I have found this tactic VERY handy. Even if you lose initiative it is still possible to retreat after you take your first turn if you were heavily damaged on the enemy's first turn. Using the buddy system you can soften up a superior force considerably with this tactic. ************************************************************************ ************************************************************************ 4. Classes This is really the heart of the game. The classes you pick to use in your battles decide how you progress through the game. Here's my setup for describing the classes... Class: The name of the unit and how he fits into the grand scheme of things. Appearance: What the character looks like so you can identify it. Terrain: The Terrain Class of this Character Equipment: This is the equipment a character needs to become this class. Right Hand: Usually the basic weapon the character uses. Left Hand: Could be one of a few things. Shield, Spellbook, or Accessory. Could also be empty. Body: The body armor the character uses. Head: Either a Headgear piece or an Accessory. Cost: General cost of purchasing a character's entire set of equipment straight off the rack. Attacks: Front: Attack used in the front row and relative strength to the others. Middle: Same as Front only for the middle row. Back: Same as Front only for the back row. Attacks will have a relative strength as a letter level. A is the strongest attack the unit can have. B is less strong. C is the weakest. These levels should be taken with a grain of salt, though, considering the letters are considering one attack and how it affects a single person. For instance, a Flarebrass' Crimson Note OBVIOUSLY does more damage overall than its Fire Breath, but on one person, the Fire Breath will hit harder. Assume attacks are physical unless marked with (*). Magic attacks will be rated separately, since their strength can be changed independently of physical attacks. Requirements: This covers the general alignment and statistics required for the class to be available. Note that not every stat requires a number for advancing. My thoughts: How generally useful I consider this character to be. Level Up Increases: How much a classes stats increase with each level up. Story: Specific to Special Characters only, I'll give a little background on these people, without giving away any spoilers. Okay. Let's start with Mr. (or Ms.) Basic. ************************************************************************ Class: Soldier (Basic Human Unit) Appearance: Little guy with a brown hat and a spear. Usually found in groups of three. Terrain: Plains Equipment: Right Hand: Short Spear *cannot change* Left Hand: N/A Body: Half Armor *cannot change* Head: N/A Cost: 0 (You always have an infinite amount of this equipment.) Attacks: Front: Thrust X 1 - A Middle: Thrust X 1 - B Back: Thrust X 1 - C My thoughts: What can I say? The only way to get new human units is through Soldiers. You're gonna have to use a lot of these little guys if you wanna get anywhere in this game, since most of the Leaders of your units will be human. Soldiers are in a character slot in groups of three. Their collective HP is divided into thirds for each Soldier. Once a Soldier group loses a third of it's HP, one dies, and after two-thirds, a second, and so on. Soldiers don't gain experience like other units do. There's a special way of upgrading them. Here's the lowdown. Whenever you win a battle (you end a round and you get the word "WIN"), each soldier that survives in your unit will earn 2 Soldier Exp for the unit leader. For instance, if your unit has six soldiers, winning a battle will earn that unit's leader 12 Soldier Exp. Now, when that unit's leader gains a total of 100 Soldier Exp., one of the Soldiers upgrades into the basic Human Unit that is the same gender as the unit's leader. For instance, a unit led by a Knight will produce a Fighter if a Soldier advances, while one led by a Valkyrie will produce an Amazon. One of the Soldiers immediately changes into that class, IF you have a spare set of equipment for that class. Then the remaining two Soldiers in that cluster of Soldiers will be returned to your reserves. A good strategy for letting Soldiers gain experience at more difficult points in the game is to put them in middle row behind another unit. They attack with a little less power (which isn't much to begin with), and they're shielded from physical attacks. You can ONLY promote Soldiers during actual battles. Neutral Encounters and Training won't do it... ************************************************************************ ************************************************************************ A. Male Human Classes Class: Fighter (Basic Male Human Unit) Appearance: Small guy in light armor with a small sword. Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: Round Shield Body: Chain Mail Head: Iron Helm Cost: 190 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C My thoughts: Yep. Your basic dude. These guys really aren't that bad, but, of course, you're only keeping them around so you can upgrade them to something better. Later on, this class will probably become entirely obsolete, since upgraded Soldiers will have high enough levels to immediately become stronger classes. Best strategy, naturally, is to put him in the front row. Level Up Increases: HP: +5 STR: +4 VIT: +3 INT: +3 MEN: +3 AGI: +2 DEX: +3 ************************************************************************ Class: Knight Appearance: Tall guy in full armor, with a big sword and shield. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Kite Shield Body: Plate Armor Head: Armet Cost: 570 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 40-100 STR: 72 VIT: 67 My thoughts: Combine one part fighter and two parts beefiness and what do you get? A Knight! In essence, this guy really is nothing more fancy than an upgraded Fighter. That's not a problem if that's what you're looking for, of course... His sword hits hard and he's generally pretty fast. He's got a good mix of offensive and defensive capabilities. I suggest getting several of these, like five or six. If there's only one problem with the Knight, it's that he's a pretty costly unit, as you can see from his listed Cost. Level Up Increases: HP: +5 STR: +5 VIT: +4 INT: +3 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ Class: Berserker Appearance: Beefy, bearded thug with a horned helmet. Terrain: Plains Equipment: Right Hand: Francisca Left Hand: N/A Body: Leather Armor Head: Iron Helm Cost: 220 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: This is, more or less, the Alignment opposite of a Knight. If you have a low Alignment unit that needs some front row muscle, this guy's your thug. He's got good power, with a little bit reduced magical defense. Get a couple of these for low Alignment units. Level Up Increases: HP: +5 STR: +5 VIT: +5 INT: +3 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ Class: Fencer Appearance: Wears a pointy hat and carries a large, two-handed sword. Terrain: Plains Equipment: Right Hand: Bastard Sword Left Hand: N/A Body: Cloth Armor Head: Jin-gasa Cost: 250 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 30-100 STR: 72 DEX: 62 My thoughts: I consider this guy the poor man's Knight. He's got generally the same attack power as a Knight, and a rather high Dexterity, but he's got a reduced defense. It's not that much of a change, though, so you might wanna consider having a couple if it'll keep expenses down. In fact, I suggest having about three or four to grab any good Greatswords... Level Up Increases: HP: +4 STR: +5 VIT: +3 INT: +3 MEN: +5 AGI: +5 DEX: +5 ************************************************************************ Class: Phalanx Appearance: Heavily armored guy carrying a sizable shield and a spear. Terrain: Plains Equipment: Right Hand: Spear Left Hand: Large Shield Body: Plate Mail Head: Iron Helm Cost: 570 Attacks: Front: Pierce X 2 - A Middle: Pierce X 1 - B Back: Pierce X 1 - C Requirements: ALI: 20-80 STR: 76 VIT: 70 My thoughts: This is Mr. Physical Defense. He's no more powerful attack-wise than a Knight, but he can take some serious hits and keep coming back for more. Definitely a good front row center man. Sadly, this power can kind of go to waste if he doesn't have a good attack. I suggest having no more than two or three to occupy your good spears... Level Up Increases: HP: +5 STR: +4 VIT: +5 INT: +3 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Beast Tamer Appearance: Bearded man with wild hair, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Leather Whip Left Hand: N/A Body: Leather Armor Head: N/A Cost: 120 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: Okay. This guy is only a decent fighter, but he does have a couple of special attributes. Put him in a unit with a monster of some kind, and that monster will fight better. A good tradeoff, I think. He's probably not good to be put in a fighting unit. If you feel like making a Beast Unit, put him in charge. Level Up Increases: HP: +5 STR: +5 VIT: +4 INT: +3 MEN: +3 AGI: +4 DEX: +4 ************************************************************************ Class: Doll Master Appearance: Robed man with a puppet sitting in front of him. Terrain: Plains Equipment: Right Hand: Marionette Left Hand: Amulet Body: Robe Head: Bandanna Cost: 210 Attacks: Front: Pull Strings X 2 - A Middle: Pull Strings X 2 - B Back: Pull Strings X 1 - C Requirements: ALI: 20-80 INT: 60 MEN: 66 DEX: 65 My thoughts: This guy's interesting. Basically, his hook is that he brings inanimate objects to life. A pretty good power, if you ask me. So, his main attack is animating the doll he's equipped with and attacking the enemy with it. It has decent power to it. The fact that he gets two attacks in the middle row makes him a good candidate for a middle row character. He's also got a decent magic defense, making him able to withstand magic attacks that are thrown his way while behind the front line. Another cool thing about him involves another kind of formerly inanimate object: Golems. Put a Doll Master in a unit with a Golem and the Golem will be stronger. Level Up Increases: HP: +4 STR: +4 VIT: +4 INT: +5 MEN: +4 AGI: +4 DEX: +5 ************************************************************************ Class: Ninja Appearance: Figure in ninja cloak-like garb, wielding claws. Terrain: Forests Equipment: Right Hand: Iron Claw Left Hand: N/A Body: Ninja's Garb Head: Hachigane Cost: 260 Attacks: Front: Rend X 2 - A Middle: Rend X 1 - B Back: Rend X 1 - C Requirements: ALI: 0-60 AGI: 52 DEX: 59 My thoughts: This guy's quick. He's a bit weaker than an average Knight, but he's got the Agility to make up for it. That's about all that's special. Have one or two for your low Alignment units. Level Up Increases: HP: +4 STR: +5 VIT: +3 INT: +4 MEN: +4 AGI: +6 DEX: +4 ************************************************************************ Class: Wizard Appearance: Bearded old man in a full robe and carrying a staff. Terrain: Plains Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Robe Head: Amulet Cost: 190 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 1 - B Back: Elemental Magic* X 2 - A Requirements: ALI: 0-60 INT: 57 MEN: 63 My thoughts: Ah, yes. The male spellcaster. This is generally the only male unit you'll want in the back row. He can't take the physical hurt, but can stand magic to some degree. He'll cast different spells depending on his ruling element: Wind: Lightning Fire: Fireball Earth: Acid Vapor Water: Ice Blast Bane: Word of Pain Depending on the spellbook you equip, these spells can change. I suggest having about two or three or these to complement two or three Sorceresses. Level Up Increases: HP: +3 STR: +3 VIT: +3 INT: +6 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Paladin Appearance: A knight looking fellow, wearing white, gold, blue, and purple armor, and helmet. Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Kite Shield Body: Baldr Armor Head: Baldr Helm Cost: 1060 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic* X 2 - C/A Requirements: ALI: 60-100 STR: 123 VIT: 103 DEX: 89 My thoughts: Look! Up in the sky! It's a bird! It's a plane! It's Super Knight! These guys rock da house. They've got a lovely three attacks in front, and they can use magic in the back, so you don't have too many problems if you're back attacked. They have decent everything as far as skills go, so stock up on these holy boys! Any Knights you have should become these guys quickest, so you'll end up having about five or six, which is good. The magic is determined by the element of the sword you're using. Level Up Increases: HP: +6 STR: +6 VIT: +5 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Black Knight Appearance: Horned Helmet, Black and gold armor, and a cape. Terrain: Plains Equipment: Right Hand: Satan's Bullova Left Hand: Valiant Mantle Body: Baldr Armor Head: Armet Cost: 940 (This is for everything but Valiant Mantles, which cannot be bought.) Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic* X 2 - C/A Requirements: ALI: 0-40 STR: 117 VIT: 112 My thoughts: A really, really nasty guy. He's the upgraded Berserker. He's good in the front or back, but you'll probably want to stick him in the front to maintain combat purposes. Take as many as you can get Valiant Mantles for, because this is the only truly decent front row Chaotic fighter. He'll hit VERY hard later in the game as his STR skyrockets. Finding Valiant Mantles: This can get tricky, because there's only one definite spot to find a Valiant Mantle in the entire game, and that's in the Sable Lowlands. You may, however, get lucky, and find a couple of Valiant Mantles from enemy groups in the same area. Level Up Increases: HP: +6 STR: +7 VIT: +6 INT: +5 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Sword Master Appearance: Older guy in a brown robe holding his sword down at his side. Terrain: Plains Equipment: Right Hand: Claymore Left Hand: N/A Body: Cloth Armor Head: Hachigane Cost: 420 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - C Back: Sonic Boom X 2 - B Requirements: ALI: 40-100 STR: 127 DEX: 117 My thoughts: Sonic Boom isn't a very good attack, in my opinion. The attack hits an enemy and hits the Sword Master in return. I say keep the bugger in the front. Like the Fencer, he has good attack power and evasion. Turn Fencers into these guys. Level Up Increases: HP: +5 STR: +5 VIT: +4 INT: +4 MEN: +4 AGI: +5 DEX: +7 ************************************************************************ Class: Cataphract Appearance: Large, heavily armored guy, carrying a big spear and a large shield. Terrain: Plains Equipment: Right Hand: Baldr Spear Left Hand: Tower Shield Body: Heavy Armor Head: Armet Cost: 1350 Attacks: Front: Pierce X 2 - A Middle: Pierce X 2 - B Back: Pierce X 2 - C Requirements: ALI: 30-80 STR: 124 VIT: 130 My thoughts: A walking brick wall! These guys are dynamos at physical defense. Like Phalanxes, these guys aren't very powerful on the attack, so only have a couple to use your good Spears. Level Up Increases: HP: +6 STR: +5 VIT: +7 INT: +3 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Beast Master Appearance: White-bearded man with balding, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Rupture Rose Left Hand: N/A Body: Hard Leather Head: N/A Cost: 270 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 2 - C Requirements: ALI: 0-45 STR: 117 VIT: 103 My thoughts: Like the Beast Tamer, the Beast Master increases the power of your Beast unit. Only use him for that, because he's not all that hot a fighter. Level Up Increases: HP: +6 STR: +6 VIT: +6 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Enchanter Appearance: Robed guy with long hair, and, of course, a doll. Terrain: Plains Equipment: Right Hand: Fool Left Hand: Amulet Body: Magician's Robe Head: Bandanna Cost: 500 Attacks: Front: Pull Strings X 3 - A Middle: Pull Strings X 2 - B Back: Pull Strings X 2 - C Requirements: ALI: 25-75 INT: 110 MEN: 106 DEX: 115 My thoughts: More or less the same deal as a Doll Master. He'll have more attacks in the front, but he'll be a bit more vulnerable. Sticking him with Golems will increase their ability, naturally. I suggest having no more than one or two to use Dolls for. Level Up Increases: HP: +5 STR: +4 VIT: +4 INT: +5 MEN: +5 AGI: +4 DEX: +5 ************************************************************************ Class: Ninja Master Appearance: A Ninja in dark brown clothing wearing a metal mask. Terrain: Forests Equipment: Right Hand: Baldr Claw Left Hand: N/A Body: Ninja Garb Head: Hannya Mask Cost: 510 Attacks: Front: Rend X 3 - A Middle: Rend X 2 - B Back: Ninja Art* X 2 - A Requirements: ALI: 0-40 INT: 94 AGI: 112 DEX: 99 My thoughts: Ninja Masters are pretty darn good. Their Ninja Art has really decent power, can hit just like an Archmage spell, and can change element regardless of the element of the Master. I like these guys, even though I only have one. You should have one or two yourself in case you run short on Black Knights for your frontlines... Level Up Increases: HP: +5 STR: +4 VIT: +4 INT: +5 MEN: +4 AGI: +6 DEX: +5 ************************************************************************ Class: Archmage Appearance: Bearded old man in a robe with an odd hat on and a staff. Terrain: Plains Equipment: Right Hand: Arc Wand Left Hand: Spellbook Body: Magician's Robe Head: Amulet Cost: 410 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 2 - B Back: Elemental Magic Plus* X 2 - A Requirements: ALI: 0-40 INT: 123 MEN: 107 My thoughts: These guys are beefed up Wizards. Magic Plus is area |
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Another Ogre Battle 64: Person of Lordly Caliber Walkthrough :
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