Langrisser IV + V Help File~ By TBrayer (Todd Brayer) Volcanon2@hotmail.com Version 0.5.1 This guide Copyright© VolCanon/TBRAYER/Todd Brayer. Copy and ill have Jessica teleport some lawyers up your butt. Index: 1) Characters: I: Langrisser IV II: Langrisser V 2) Spells Sorted By Type: I: Fire II: Thunder III: Ice IV: Wind V: Earth VI: Physical VII: Holy VIII: Mental IX: Non-elemental spells X: Summons XI: Spell Icons 3) Character Class Info I: Initial II: Second III: Third IV: Fourth V: Secret/Fifth 4) Troops I: Human Soldiers II: Thief Soldiers III: Monster Soldiers IV: Undead Soldiers V: Gels VI: Spear Soldiers VII: Monster Spear Soldiers (Golems) VIII: Horsemen IX: Undead Horsemen X: Monster Horse-like Troops XI: Flyers XII: Monster Flyers XIII: Dragons XIV: Foot-soldier Archers XV: Mounted Archers XVI: Other Archers XVII: Sea Troops XVIII:Monster Sea Troops IXX: Ghosts XX: Holy Troops XI: Non-Combat Units 5) Determining Hero¹s Character class changes I: Langrisser 4 II: Langrisser 5 6) Weapon List I: Daggers/Knives II: Swords III: Axes IV: Hammer V: Lances VI: Staff/staves VII: Claws VIII: Bows 7) Armour List 8) Accessories List 9) Skills 10) Langrisser V Character Creation Questions 11) Misc. Stuff ________________________________________________________________________ Characters: ________________________________________________________________________ Landius (or user-input name) Landius is very powerful, like every Langrisser main character. He can be a flier, knight, offensive swordsman, or a mage. Its a good idea to mix his classes, like making him a holymage, then a dragon, etc. He gets Type-1 Avatar class if you make him a Holymage, however (does not learn teleport). ____________________________ Ricky SwordMaster BattleMaster Gladiator SerpentLord --> SerpentMaster Fighter General Sorcerer Marshal Mage Archmage --> Hermit Ricky has both good physical and good magical potential. If you need another mage, level him towards Hermit. If you need a powerful fighter with good magic and healing ability (after the third class) level him towards SepentMaster. Recommended path: Fighter - Sorcerer - Mage - Marshal or Archmage - Hermit Fighter - Sorcerer - General - Marshal or SerpentLord - SerpentMaster Playable on: Every scenario ____________________________ McLaine SerpentLord ==> SerpentMaster SerpentKnight Captain SwordMaster Fighter General Gladiator Marshal Assasin Ninja ==> NinjaMaster McLaine is your main Sea Leader in this game. SerpentMaster is a far superior class to NinjaMaster so level him that way. The Ninja and Ninja Master classes are both rather sucky, they receive fairly weak troops, and have a very small command range. You don't have much choice if you want to make him a SepentMaster. If you don't care about his secret class, SwordMaster and Marshal are both good classes. Recommended path: Fighter - Captain - SerpentKnight - SerpentLord - SerpentMaster Playable on: Every scenario except 1 and 2 ____________________________ Shelfaniel Wizard Summoner Shaman SwordMaster ==> Princess Warlock Mage Sorcerer Archmage ==> Hermit UnicornKnight UnicornLord She is Angelina¹s twin sister (which is kind of odd since besides the green hair they look nothing like each other), and your main attack mage for most of the game. Even though she doesn't get a secret class from it, building her towards UnicornLord is actually a smart idea since she gets good troops and its the only level 4 class that can learn Teleport. Princess is a really strong secret class (all of the ones that only one character gets are), but since she is a mage, leveling Shelfaniel through Swordmaster is tough (without cheating). Playable on: Scenarios 4-25B, 21C-End ____________________________ Angelina UnicornLord --> RoyalGuard UnicornKnight PegasusLord DragonLord --> DragonMaster PegasusKnight DragonKnight Gladiator Ranger BattleMaster SwordMaster Angelina has two very powerful secret classes. If you have another flier or think you can live without them, build her towards UnicornLord, which gets the infinitely useful Teleport spell. It is a good idea to get her the best armours even if they decrease movement to make up for her low defense. Recommended: PegasusKnight - PegasusLord - UnicornKnight or DragonKnight - UnicornLord or DragonLord - Secret Class Playable on: Scenarios 4-25B, 19C-End ____________________________ Rachel Saint Paladin Cleric High Priest Healer Priest Shaman Archmage --> Hermit Summoner Wizard Unfortunately for you, Rachel isn't playable at the end of any path except B. She is really powerful as a summon mage, but it is semi-hard to level her up as a Cleric because Cleric has a longer experience bar than other types of mages. If you don't intend to be evil, you don't need to level her up all that much. Don't even bother trying to go for her secret class, it would take a lot of work to get her there. Jessica converts her to the enemy¹s side at the end of the B path anyway. She doesn't look like it, but she is older than Ricky (He calls her Œolder sister¹ sometimes). Recommended: Healer - Shaman - Summoner - Wizard or ArchMage - Hermit Playable on: Scenarios 5A-17A, 22-24B ____________________________ Selena KnightMaster General Gladiator Marshal --> Queen Fighter Paladin Esquire Saint Priest HighPriest Selena gets fairly high attack and defense stats. If you want to you can sacrifice some of her stats and make her a healer. Since she gets Heal1 after being a General you might not want to. Queen is a very powerful class if you can level her up to it (both attack and defense can exceed 50 with Queen Selena) Recommended: Fighter - Gladiator - General - Marshal - Queen Fighter - Esquire - Paladin - Marshal - Queen Playable on: Scenarios 15A-25A ____________________________ Lanford Marshal BattleMaster Gladiator SwordMaster --> HolySwordsman Knight BraveKnight SilverKnight KnightMaster --> RoyalGuard DragonKnight DragonLord Aside from Landius, Lanford is the most powerful character in Langrisser 4. His attack stat exceeds gets to be exceedingly high near the end of the fourth class. If you need another horseman build him towards RoyalGaurd. If not, build him towards Holy Swordsman. Holy Swordsman is slightly better because most of the last levels are inside. Recommended: Knight - SilverKnight - DragonKnight - KnightMaster - Royal Gaurd Knight - Gladiator - Battlemaster - Swordmaster - Holy Swordsman Playable on: Scenarios 19A - 25A, 27C ____________________________ Jessica SwordMaster Battlemaster Shaman Wizard Walock Summoner Cleric HighPriest Priest Saint --> Avatar You don't get Jessica for many levels, but she is very powerful when you do. If you want to get her to her secret class, you don't have much choice on what to level her up as. I recommend you level her up towards Avatar, since Avatar can attain the important spell Teleport, which is very very useful in the last few levels. Don't make her a physical class since her strength is way too low. Its hard to get her to the secret classes since she starts at a rather low level. Playable on: Scenarios 23A - 25A ____________________________ Listil Mythril Golem Dark Paladin Succubus Dark Saint ==> Dark Princess Werecat Archdemon Alarune Demon Lord ==> Demon God Cait Sith Ramia Like Naal Listil has both good magical and physical potential. You can try making her a healer, but she doesn't get very good troops, and has next to no MP so you'll have to give her kills (if your on the B path its easier to level her up since she starts at level 45). Mythril golem is like a Marshal, you can kill a lot of enemy horsemen with it. Dark Princess is a very powerful class which gets the two very good spells Teleport, and Again, as well as the super-strong Dark Gaurd troop. If you don't need/want a healer level her towards Demon God. Listil seems to have a crush on Naal, but they don't have enough dialogue for you to tell. Recommended path: Werecat - Saccubus - Dark Paladin - Mythril Golem or DarkSaint - Dark Princess Werecat - Saccubus - Archdemon - DemonLord - Demon God Playable on: Scenarios 18C-27C and 21B-24B ____________________________ Naal Orochi (Sea class) Sea Serpent Scula Chaos Dragon Incubus Living Armor Larvae Vampire ==> Vampire Lord Raise Death ==> Death Lord Naal is super strong! Not only does he have good magical ability he also has very strong physical ability. If you want a strong mage build him towards DeathLord. If you want a Holy Swordsman equivalent build him to VampireLord. Chaos Dragon is super strong and gets the most powerful dragons in the game, but it doesn't have a secret class. If you want him as a sea unit, make him a Chaos Dragon after Sea Serpent instead of Orochii. Recommended path: Incubus - Larvae - Wraith - Death - DeathLord Incubus - Larvae - Living Armour - ChaosDragon or Vampire - VampireLord Playable on: Scenarios 18C-27C and 21B-24B ____________________________ Ivar Serpent Lord Serpent Knight Sorcerer Archmage Warlock Mage Thief Marshal Assasin Ranger Despite the fact he is a total moron, he is actually a somewhat powerful character when you get him. He doesn't have a secret class, so you can make him anything. Archmage or Marshal is probably the best class since he has high MP and magical strength. Recommended Path: Warlock - Sorcerer - Mage - either class Playable on Scenarios 21B - 24B ______________________________________________________________ Langrisser V Characters: ______________________________________________________________ (Because there isn't as much info on Langrisser V than there is in Langrisser IV I may not have some of the secret classes) Sigma (or user- input name) Sigma is, by far, the strongest character in any Langrisser game (well up to L5 at least) unless you majority futz him up in the character creation quiz. His initial stats are both in the high twenties for attack and defense. The lowest i have ever seen his stats is something like AT 20 DF 22 (which is still better than most characters at level 1/1). The highest I have seen is something like AT 26 DF 28. He could beat Elwin (Der Langrisser and Langrisser 2), Leon (Der Langrisser and Langrisser 2), Sherry (Der Langrisser and Langrisser 2) Landius (L4 Landius not L5), Lanford (L4 or L5), and pretty much any other hero from a Langrisser game. Since he his defense is really high, make him at least one knight or flier class, to up his offensive stat. He cant be a Marshal, but if you want a class that is similar to the defensive swordsmen, make him a SerpentLord. You should probably not make him a mage since your going to need his strength, and he usualy starts with some spells already. ____________________________ Lamuda/Mariandeer Wizard Summoner Shaman Archmage Warlock Mage Cleric Saint --> Avatar Priest HighPriest Recommended path: Warlock - Shaman - Mage - Saint - Avatar She is the only character you get in this game who is a mage by default. All of her fourth classes are powerful, but if you want her secret class build her towards Saint. Near the end of the game give Marie some more levels than your other characters so she can become an Avatar and learn Teleport, one of the most useful spells there is. ____________________________ Alfred Ranger General Gladiator Marshal Fighter SerpentKnight Captain SerpentLord --> SerpentMaster BraveKnight KnightMaster Recommended path: Fighter - Captain - SerpentKnight - SerpentLord - SerpentMaster Alfred is nowhere near as powerful as Sigma, but if you keep his levels up he can still be very powerful. The best way to go is to make him a Fighter - Captain - SerpentKnight - SerpentLord - SerpentMaster. There are enough water levels to ensure that he can put his sea troops to use. Marshal and SerpentLord are very similar so don't make him a marshal. Like every other Langrisser game, Ranger class sucks so don't waste him on that class. ____________________________ Claret HighPriest Priest Cleric Saint PegasusKnight Paladin PegasusLord DragonLord --> DragonMaster DragonKnight Ranger Recommended Path: PegasusKnight - PegasusLord or Cleric - Paladin - DragonLord - DragonMaster Aside from Mari, Claret is the only character in your group who gets healing classes. If your sure you can live without a flyer (or Sigma is a flier), build her towards HighPriest or Saint. If not just make her a Paladin and then DragonLord. Her only other fighting class, Ranger, sucks so don't make her it. ____________________________ Brenda Archmage Summoner Sorcerer Wizard Knight BraveKnight Silver Knight KnightMaster --> RoyalGuard General Marshal Recommended Path: Knight - Sorcerer - BraveKnight - KnightMaster - RoyalGaurd Or: Knight - Sorcerer - Summoner - Wizard or Archmage. Since you only have one mage, Mari, in this game, you might choose to make her a mage. This is a doubly good idea if Sigma is a knight (with only six leaders total you only really need one horseman). Sorcerer Brenda can still do a lot of physical damage (she would have thirty or so attack at that point) and is the only Sorcerer in a Langrisser game to be able to hire Lancers. If you still want her as a fighter make her a sorcerer and then back to BraveKnight. For healing ability make her a General, and then KnightMaster. Both Wizard and Archmage are good classes, especially if you made Mari a healer. ____________________________ Lanford (again) SwordMaster BattleMaster Gladiator Marshal Knight General Silver Knight KnightMaster --> Royal Gaurd Brave Knight DragonLord He gets different classes this time around, but he is still fairly strong. He must have had his throat scraped after the events in Langrisser 4 (they hired a different voice actor for Lanford this time). If you need a horseman, keep Lanford as horseman. Otherwise make him a foot soldier. ____________________________ Spells (Sorted by Type) ____________________________ i) Fire ____________________________ Magic Resistance icon (flame) Fire magic does extra damage against undeads and ghosts Fire 1 Affects 1 unit Useless after you character gets out of the Warlock class. Fireball 3 Affects area (weak) Useful to whack undeads when you don't have a holymage. ____________________________ ii) Thunder ____________________________ Magic Resistance icon (thunder bolt) Thunder magic does extra damage against units in water Thunder 5 Affects 1 group Probably the most useful spell in the whole game. Since Decline has the same range as Thunder you can do mass damage with this. This spell also gets a lot stronger as your mage levels up. Thunderstorm 7 Affects area (medium) Good against units in water. ____________________________ iii) Ice ____________________________ Magic Resistance icon (Ice Cube) Freeze 4 Affects 1 group Same usefulness as thunder but no bonuses. Blizzard 7 Affects area (medium) Mildly useful, but thunderstorm is better ____________________________ iv) Wind ____________________________ Magic Resistance icon (Gust of wind) Wind magic does extra damage against flyers Wind Cutter 2 Affects 1 unit Useless after you character gets out of the Warlock class. Tornado 9 Affects area (medium) Super damage against fliers ____________________________ V) Earth ____________________________ Magic Resistance icon (mountains) Earthquake 16 Affects area (huge) No range but has big radius. Not so useful since in the end of the game when you get it, enemies have high M defense. ____________________________ VI) Physical ____________________________ Magic Resistance icon (Sword) Blast 12 Affects 1 unit (big damage) Good against that one leader who wont die, but not too useful otherwise Meteor 14 Affects area (large) You will be hit with this a lot but its not very powerful... Thunder and Freeze are better if you want to take enemies out with magic. ____________________________ VII) Holy ____________________________ Magic Resistance icon (cross) Holy magic does extra damage against undeads, ghosts, demons, (ie: any evil units) HolyBlaze 6 Affects area (medium) The only offensive spell that holymages get. For what it costs, it does very good damage. TurnUndead 7 10 Damage to all undeads (Large radius) Since it deals instant death it is ultra-useful when you are fighting undeads. Bless 15 Makes every troop Blessed Takes forever to cast, so if you are facing lots of demons/undeads this probably wont be too useful ____________________________ VIII) Mental ____________________________ Magic Resistance icon (face/mask) MP Drain 1 Drains MP from an enemy unit or summon Good to replenish MP, but bad if you get hit with it HP Drain (Exists in Langrisser 4 Saturn but not Langrisser 4 + 5) Sleep 6 Puts enemies with low M defense to sleep Useful, but doesn't work very much. Decline can raise the success rate of this. Confuse 3 Confuses enemies with low M defense Useful, but doesn't work very much. Decline can raise the success rate of this. Zone 5 Halfs Command bonus for troops Useful, but doesn't work very much. Decline can raise the success rate of this. Mute 3 Doesn't allow a leader to cast magic Useful, but doesn't work very much. Decline can raise the success rate of this. Slow 6 Movement is slowed by 1/2 Expensive but somewhat useful against fast enemies Bind 2 Doesn't allow units to move Useful, but doesn't work very much. Decline can raise the success rate of this. Quiet 20 ____________________________ IX) Non-element spells ____________________________ Protection1 2 Defense for group + 3 Protection2 4 Defense for group + 5 Attack1 2 Attack for group + 3 Attack2 4 Attack for group + 5 If your guys cant do enough damage, these spells really help. Quick 1 Movement + 5 Moderately useful. Resist 3 M Defense + 30 Useful late in the game when you get pelted with meteor Decline 4 M Defense - 30 The most useful status spell. Lowers Magic defense so attack and status magics do more damage. (Guaranteed to work) Heal1 2 Heals 3 HP (less on the edges of the spell¹s range) Heal2 6 Heals all HP ForceHeal1 3 Heals 3 HP of a group ForceHeal2 5 Heals all HP of a group Fine 3 Cancels all negative status effects Again 4 Unit can move again Teleport 8 Move an allied group to a different place One of the best spells there is. Unfortunately for you, only a few select classes can attain this spell (UnicornLord, Dark Princess, Avatar, some others) ____________________________ X) Summons: ____________________________ You can choose 1 of the 2 choices when you gain a summoning ability Name Class that you attain it (Summon1) Cleric Slepnil Pixie Spells: Heal1, Sleep, Mute Skills: Status Strength Type: Flier Note: One of the better summons because it has Heal1. Keep it out of the battle though. _______________ Slepnil Spells: None Skills: None Type: Horse Note: If you find Cleric hard to level up, this summon comes in handy because of its high stats for how early you get it. ____________________________ (Summon2) Priest Jinn Spells: WindCutter, Tornado Skills: None Type: Ghost Note: Very useful against enemy fliers. _______________ Valkary Spells: Thunderstorm, Quick, Attack2 Skills: none Type: Soldier Note: About as useful as Jinn. Tornado is somewhat more useful if you aren't playing through a lot of water levels when you get your Priest. Also, the Valkary cant fly. ____________________________ (Summon3) HighPriest ____________________________ (Summon4) Shaman Haunt Spells: Freeze, MP Drain Skills: Mahi assault 2, Status Strength Type: Ghost Note: Probably the better of the Summon4 summons since not only can it move through walls, but it is the only summon that can replenish its MP. It also has the Ghost-type always first attack against non-holy troops. _______________ Spider Spells: None Skills: Mahi assault 4, sommething attack 3 Type: Horse Note: Like a free Lancer that inflicts status effects and attacks slower. ____________________________ (Summon5) Summoner Medusa Spells: Zone, Decline Skills: Stone Attack4 Type: Soldier Note: Very powerful as a physical unit and as magical support, but horrendously slow Lilith Spells: Fireball, Sleep, Resist, Heal1 Skills: None Type: Demon Note: Has a good range of magic ____________________________ (Summon6) Wizard Both Summon6s are rather weak compared to other summons. Unless you really really want to make the character a Wizard, I would suggest going for Archmage instead. Irem Gaurd Spells: None Skills: Poison Attack 4 Type: Sea Note: Super powerful in water, but you get it late-ish in the game when you probably wont encounter much water. AT 32 DF 25 MP 0 Intellegence 20 MV 14 _______________ Fenril Spells: None Skills: None Type: Horse Note: The most powerful horseman-type summon you will encounter in this game. Unfortunately it gets slaughtered because of its low defense. Only really useful against leaders. AT 33 DF 21 MP 0 Intellegence 25 MV 16 There are more summons available if you give a character a certain item. XI: Spell Icons Poison - Skull Decline - Rune Circle, then down arrow Sleep - Sheep Resist - Rune Circle, then up arrow Bless - Box with ³Bless² Bind - Foot with X Slow - Slow Foot Quick - Fast Foot Attack1 - Sword, then a number 1 Attack2 - Sword, then a number 2 Protection1 - Shield, then a number 1 Protection2 - Shield, then a number 2 ________________________________________________________________________ 3) Character Class information: ________________________________________________________________________ I) Level 1 (Initial) ____________________________ Fighter Spells: None Troops: Soldier (McLaine and Alfred can hire Pikes as Fighters as well) Skills: None Type: Soldier Classification: Foot Soldier ____________________________ Lord (Retarted King Caconsis only) Troops: Soldier Spells: None Skills: None Classification: Foot Soldier ____________________________ Dark Fighter (Enemy Only) Spells: None Troops: Wolfman Skills: None Classification: Foot Soldier ____________________________ GelGlazer (Enemy only) Spells: None Troops: Gel Skills: None Classification: Gel ____________________________ Bandit (Enemy only) Spells: None Troops: Beggar Skills: None Classification: Thief Soldier ____________________________ Stone Golem (Enemy Only) Spells: None Troops: Bone Golem Skills: None Classification: Spear Soldier ____________________________ Knight Spells: None Troops: Lancer Skills: None Classification: Mounted Soldier ____________________________ PegasusKnight (Angelina and Claret only) Spells: None Troops: Hyroglyph Skills: None Classification: Flyer ____________________________ Pirate (Enemy only) Spells: None Troops: Lizardman, Merman Skills: None Classification: Sea ____________________________ HawkKnight (Enemy only) Spells: None Troops: Hyroglyph Skills: None Classification: Flyer ____________________________ Werecat Spells: None Troops: Wolfman Skills: None Classification: ? ____________________________ Warlock Spells: Fire, Windcutter, Attack1 Troops: Soldier Skills: None Classification: Mage ____________________________ Healer Spells: Heal1, Protection1, Fine Troops: Monk Skills: None Classification: Holymage ____________________________ Incubus Spells: ? Troops: Spectre Skills: None Classification: Ghost ____________________________ Man (NPC only) Spells: None Troops: Civilian Skills: None Even though these have attack values they dont attack so dont rely on them to last long. ____________________________ Woman (NPC only) Spells: None Troops: Civilian Skills: None Even though these have attack values they dont attack so dont rely on them to last long. ______________________________________________________________ II) Level2 ______________________________________________________________ Gladiator AT + 5, DF + 4, MP + 2 A+ + 4, D+ + 4, M+ + 2 Spells: None Troops: Soldier, Pike Skills: 2 Troop Hire Classification: Foot Soldier ____________________________ BronzeGolem (Enemy only) Spells: None Troops: Bone Golem Skills: None Classification: Spear Soldier ____________________________ Thief AT + 5, DF + 3, MP + 0 A+ + 4, D+ + 3, M+ + 2 Spells: None Troops: Rogue Skills: Multiple Troop Hire, Critical Classification: Theif Soldier ____________________________ SilverKnight AT + 6, DF + 4, MP + 2 A+ + 6, D+ + 2, M+ + 2 Spells: None Troops: Heavy Lancer, Lancer, Centaurus Skills: Multiple Troop Hire Classification: Mounted Soldier ____________________________ Killer Tiger (Enemy Only) Spells: None Troops: Scorpion Skills: None Classification: Horse-like Soldier ____________________________ PegasusLord (Angelina and Claret Only) AT + 5, DF + 3, MP + 5 A+ + 4, D+ + 4. M+ + 3 Troops: Hab Roc, Sky Archer Spells: None Skills: Multiple Troop hire Classification: Flyer Note: Very similar to the HawkLord but gets slightly different stat ups. ____________________________ HawkLord (Landius, Sigma, and enemy fliers) AT + 6, DF + 2, MP + 3 A+ + 5, D+ + 3, M+ + 2 Troops: Hyroglyph, Hab Roc, Sky Archer Spells: None Skills: Multiple Troop hire Classification: Flyer ____________________________ Captain AT + 6, DF + 3, MP + 2 A+ + 5, D+ + 3, M+ + 2 Troops: Lizardman, Merman, Pike Spells: None Skills: Multiple Troop Hire Classification: Sea ____________________________ Skula AT + 6 DF + 5 MP + 1 A+ + 6 D+ + 4 M+ + 3 Troops: Dark Lizard, Arkeron Spells: none Skills: Multiple Troops hire. Classification: Sea ____________________________ Larvae AT + 5 DF + 2 MP + 10 A+ + 6 D+ + 2 M+ + 5 Troops: Spectre Spells: Freeze, Mute, Attack1, Fine Skills: Multiple troop hire, Paralysis Assault 1 Classification: Ghost ____________________________ Alarune AT + 4 DF + 3 MP + 12 A+ + 4 D+ + 3 M+ + 3 Spells: Blizzard, Thunder, Mute, Confuse, Attack1 Troops: Dark Elf Skills: None Classification: Mage ____________________________ Cleric AT + 3, MF + 3, MP + 8 A+ + 2, D+ + 4, M+ + 4 Spells: Fine, Heal1, Protection1, Decline, Summon1 Troops: Monk, Crusader Skills: None Classification: Holy Summoner ____________________________ Esquire AT + 3 DF + 4 MP + 7 A+ + 3 D+ + 4 M+ + 5 MV 10 Spells: Heal1, ForceHeal1, Fine, Protection1 Troops: Monk, Crusader, Elf Skills: None Classification: Holymage ____________________________ Sorcerer AT + 5, DF + 2, MP + 11 A+ + 4, D+ + 3, M+ + 3 Spells: Fireball, Thunder, Mute, Decline, Attack1, MP Drain Troops: Elf, Soldier Skills: None Classification: Mage ____________________________ Shaman AT + 4, DF + 2, MP + 12 A+ + 3, D+ + 3, M+ + 3 Spells: Thunder, Mute, Slow, Summon4 Troops: Soldier Skills: None Classification: Summoner-Mage ____________________________ Saccubus AT + 6 DF + 3 MP + 6 A+ + 5 D+ + 3 M+ + 5 Spells: Freeze, Confuse, Heal1, Fine Troops: Nightmare Skills: Poison Assault 1, Multiple Troop Hire Classification: Demon ______________________________________________________________ III) Level3 ______________________________________________________________ BattleMaster AT + 6, DF + 5, MP + 3 A+ + 3, D+ + 2, M+ + 3 Troops: Legion, Pike, Elf Spells: None Skills: Equip Swords, Multiple troop hire Classification: Foot Soldier ____________________________ General AT + 5, DF + 6, MP + 6 A+ + 2, D+ + 3, M+ + 4 Troops: Phalanx, Pike, Elf Spells: Heal1 Skills: Multiple Troop Hire, Equip Heavy Armour Classification: Foot Soldier ____________________________ Minotaurus (Enemy only) Troops: Troll Spells: ? Skills: ? Classification: Foot Soldier Similar to BattleMaster ____________________________ Living Armour AT + 6, DF + 5, MP + 7 A+ + 2, D+ + 3, M+ + 3 Troops: Zombie Knight, Zombie Fighter Spells: None Skills: Status Strength, Multiple Troop Hire Classification: Undead Foot Soldier Similar to BattleMaster ____________________________ Iron Golem (Enemy only) Troops: Mad Golem Spells: ? Skills: ? Classification: Spear Soldier ____________________________ Assasin AT + 7, DF + 3, MP + 2 A+ + 3, D+ + 2, M+ + 2 Troops: (Something), Rogue, Sniper Spells: None Skills: Multiple Troop Hire, Critical The only person you can play through with this class is McLaine. Okay class, somewhat like Battlemaster. Classification: Theif Soldier ____________________________ BraveKnight: AT + 7, DF + 4, MP + 2 A+ + 3, D+ + 2, M+ + 3 Troops: Heavy Lancer, Dragoon, Centaurus Spells: None Skills: Quiet, Multiple Troop Hire Classification: Mounted Soldier ____________________________ UnicornKnight: AT + 5 DF + 4 MP + 8 A+ + 3 D+ + 2 M+ + 3 Spells: Mute, Quick, Fine Troops: Dragoon, Bow Knight Skills: Multiple Troop Hire A cross between mage and horseman. Classification: Horse-like Soldier ____________________________ DragonKnight AT + 5, DF + 5, MP + 4 A+ + 3, D+ + 2, M+ + 3 Troops: Archangel, Hab Roc, Sky Archer Spells: None Skills: Multiple troop hire Classification: Flyer Doesnt get as good as stats as other level3 leaders, but has the exceedingly powerful Archangel troops. ____________________________ Great Dragon Troops: Fire Dragon, Ice Dragon Spells: ? Skills: ? Classification: Dragon Very closely related to Chaos Dragon ____________________________ SerpentKnight AT + 7, DF + 5, MP + 4 A+ + 3, D+ + 2, M+ + 3 Movement 16 Troop + 1 Troops: Lord Lizard, Merman Lord, Phalanx Spells: None Skills: Critical, Multiple Troop Hire Classification: Sea Massive Improvement over Captain. You can use Serpents as a replacement for General/Marshal when there isnt much water on the map. ____________________________ Sea Serpent AT + 9 DF + 5 MP + 0 A+ + 4 D+ + 3 M+ + 4 Troops: Dark Lizard, Sea Worm, Dark Nixie, Mad Golem Spells: None Skills: Poison Assault 2, Multiple Troops hire. Classification: Sea ____________________________ Raise AT + 5, DF + 4, MP + 9 A+ + 3, D+ + 2, M+ + 5 Troops: Spectre, Shade, DarkElf Spells: Blizzard, Zone, Attack2, Slow Skills: Multiple Troop Hire, Poison Assault 2 Classification: Ghost Fairly powerful as long as you stay away from mages w/fire and holy troops. ____________________________ Mage AT + 5, DF + 4, MP + 14 A+ + 3, D+ + 2, M+ + 4 Troops: Sniper Spells: Tornado, Thunderstorm, Sleep, Zone, Attack2, MP Drain Skills: Multiple Troop Hire Classification: Mage ____________________________ ArchDemon At + 5 DF + 4 MP + 11 A+ + 3 D+ + 2 M+ + 4 Troops: Lesser Demon, Nightmare, Dark Elf, Spectre Spells: Fireball, MP Drain, Sleep, Decline Skills: Equip Wands, Mutiple troops hire Classification: Demon Sort of a mage/fighter hybrid. ____________________________ Summoner AT + 5, DF + 3, MP + 14 A+ + 2, D+ + 2, M+ + 4 Troops: Sniper Spells: Confuse, Thunderstorm, MP Drain, Decline, Quiet, Summon5 Skills: Multiple Troop Hire Classification: Summoner-mage This is one of the better summoner classes, since you dont miss out on a lot of the Mage spells and troops, and Summon5 has some good summons. ____________________________ Priest AT + 4, DF + 4, MP + 10 A+ + 2, D+ + 2, M+ + 5 Troops: Monk, Crusader Spells: Fine, ForceHeal1, Protection1, Zone, Resist, Quick, Summon2 Skills: None Classification: Holy Summoner Slightly hard to level up because of its Looooong experience bar and that by the third class Crusaders have lost a lot of their usefulness. ____________________________ Paladin AT + 5, DF + 5, MP + 7 A+ + 2, D+ + 3, M+ + 6 Troops: Holy warrior, Exorcist, Elf, Pike Spells: HolyBlaze, ForceHeal1, Heal2, Turn Undead, Quick, Protection2, Resist Skills: None Classification: Holymage Better than a Priest since you get Heal2, HolyBlaze and Turn Undead as well as better troops. ____________________________ Dark Paladin AT + 5, DF + 5, MP + 7 A+ + 2, D+ + 3, M+ + 6 Troops: Dark Something, Dark Exorcist, Dark Elf, Pike Spells: HolyBlaze, ForceHeal1, Heal2, Turn Undead, Quick, Protection2, Resist Skills: None Classification: Holymage ____________________________ Cait Sith AT + 4 DF + 3 MP + 14 A+ + 2 D+ + 2 M+ + 4 Troops: Dark Elf, Witch Spells: Tornado, Thunderstorm, Sleep, Zone, Attack2 Skills: Something, Multiple Troops Hire. Classification: Mage ______________________________________________________________ IV) Level4 ______________________________________________________________ SwordMaster AT + 9, DF + 6, MP + 4 A+ + 5, D+ + 4, M+ + 4 Troops: Legion, Phalanx, HighElf, Hab Roc Spells: Quick Skills: Sword Equip Classification: Foot Soldier ____________________________ Marshal AT + 6, DF + 9, MP + 5 A+ + 3, D+ + 6, M+ + 4 Troops: Phalanx, Legion, High Elf, Hab Roc Spells: Heal1, Fine Skills: Equip Heavy armour Classification: Foot Soldier ____________________________ Vampire: AT + 9, DF + 6, MP + 12 A+ + 4, D+ + 3, M+ + 7 Troops: Zombie Fighter, Zombie Knight, Mad Golem, Ballista Spells: Confuse, Resist, Decline Skills: None Classification: Undead foot soldier Similar to a SwordMaster but has some magical ability ____________________________ Giant (Enemy only) Troops: Troll, Mad Golem Spells: ? Skills: ? Classification: Foot Soldier Looks like a human leader but is rather larger ____________________________ Mythril Golem AT + 6, DF + 11, MP + 0 A+ + 3, D+ + 8, M+ + 5 Troops: Mad Golem, Troll, Witch, Bone Golem Spells: None Skills: Regenerate, Status Strength Classification: Spear Soldier ____________________________ Super Glazer (enemy only) Troops: Black Gel Spells: None Skills: None Classification: Gel Improved form of everybody¹s favourote high defense, low attack Goo! ____________________________ Ninja Troops: Spells: Skills: Classification: Theif Soldier ____________________________ Ranger AT + 9, DF + 6, MP + 12 A+ + 5, D+ + 4, M+ + 4 Troops: (Something), Warrior, Rogue, Sniper Spells: Earthquake, Bind Skills: Critical, Fast foot Classification: Scout Note: Command range = 3 ____________________________ KnightMaster AT + 10, DF + 6, MP + 3 A+ + 6, D+ 4, M+ + 4 Troops: Dragoon, Sniper, Hab Roc Spells: Attack1 Skills: None Classification: Mounted Soldier ____________________________ UnicornLord AT + 8 DF + 6 MP + 13 A+ + 5 D+ + 3 M+ + 5 Troops: Baron, Dragoon, Highelf, Phalanx Spells: Heal2, Teleport, Fine Skills: Status Strength Classification: Horse-like Soldier One of the best classes there is. This is the only class that gets Teleport on a class other than the fifth. Heal2 is also very useful. ____________________________ DragonLord AT + 8, DF+ 6, MP + 6 A+ + 5, D+ + 3, M+ + 4 Troops: ArchAngel, Hab Roc, Dragoon Spells: Fire Skills: None Classification: Flyer ____________________________ Sphynx (Enemy only) Troops: Gargoyale, Gremlin Spells: ? Skills: ? Classification: Flyer ____________________________ ChaosDragon AT + 12 DF + 6 MP + 7 A+ + 7 D+ + 4 M+ + 8 Troops: White Dragon, Black Dragon, Red Dragon, Gremlin Spells: Fireball Skills: Poison Assault 2 Classification: Dragon Naal gets super good stats with this class. ChaosDragon gets more stats than DragonLord and DragonMaster combined, in half the experience points. The only drawback is that dragons are hellishly slow and somewhat expensive for flying units. Also has very limited weapons and armour equip (only weapon is claws, only armour is Aura Shield). ____________________________ SerpentLord AT + 8, DF + 7, MP + 3 A+ + 6, D+ + 3, M+ + 4 MV 17 Troop + 1 Troops: Lord Lizard, Merman Lord, Nixie, Phalanx Spells: Attack1 Skills: Equip Swords Classification: Sea ____________________________ Orochi AT + 10 DF + 7 MP + 4 A+ + 7 D+ + 3 M+ + 5 Gains better stats than SerpentLord, but can not equip any weapons and very few armours and accesories. Troops: Sea Worm, Shark, Mad Golem, Gargoyale Spells: Fire Skills: Regenerate, Poison Assault 4 Classification: Sea ____________________________ DemonLord AT + 9 DF + 6 MP + 11 A+ + 5 D+ + 4 M+ + 7 Troops: Lesser Demon, Lilim, Bone Golem, Witch Spells: MP Drain, Meteor, Attack2, Resist Skills: None Classification: Demon ____________________________ Archmage AT + 8, DF + 5, MP + 15 A+ + 5, D+ + 3, M+ + 5 MV 10 Troops: Ballista, HighElf Spells: Bless, Meteor, Blast, Sleep , Zone, Attack2, Slow Skills: None Classification: Mage ____________________________ Lamia AT + 9, DF + 4, MP + 15 A+ + 5, D+ + 3, M+ + 5 MV 10 Troops: Ballista, HighElf Spells: Tornado, Meteor, Sleep, Confuse, Attack2 Skills: Poison Assault 2, Equip wands Classification: Mage ____________________________ Death AT + 8, DF + 5, MP + 10 A+ + 5, D+ + 3, M+ + 7 MV 8 Troops: Shade, Witch, Troll, Ballista Spells: MP Drain, Blast, Attack 2 Skills: None Classification: Ghost ____________________________ Wizard AT + 7, DF + 5, MP + 15 A+ + 4, D+ + 3, M+ + 5 MV 10 Troops: Ballista Spells: Bless, Blast, Attack2, Zone, Summon6 Skills: None Classification: Summoner-mage Slightly inferior to Archmage since you can not attain a secret class from it, and Summon6 isnt all that useful. ____________________________ HighPriest AT + 6 DF + 6 MP + 13 A+ + 3 D+ + 4 M+ + 6 Troops: Holyman, Exorcist Spells: Turn Undead, Protection2, Heal2, ForceHeal2, Fine, Summon3 Skills: None Classification: Holy Summoner If you had a choice between Saint and HighPriest choose Saint. ____________________________ Saint AT + 7, DF + 7, MP + 9 A+ + 4, D+ + 4, M+ + 7 Troops: holy something, Exorcist, Legion, HighElf Spells: HolyBlaze, Zone, Decline, Heal2, ForceHeal2 Skills: None Classification: Holymage The most powerful mage-type class, it is one of the few mage classes that gets good meelee troops as well as good ranged troops. Not to mention you get all the best healing magic and (for Jessica and Marie) the really good class Avatar after it. ____________________________ Dark Saint AT + 7 DF + 7 MP + 10 A+ + 4 D+ + 4 M+ + 7 Troops: Something of Darkness (sorry cant get the kanji), Witch, Exorcist, Ogre Spells: HolyBlaze, Zone, Decline, Heal2, Forceheal2 Classification: Holymage ______________________________________________________________ V) Level 5 (Secret) ______________________________________________________________ Holy Swordsman AT + 4, DF + 1, MP + 0 A+ + 2, D+ + 1, M+ + 1 Spells: Quick, Again Troops: Grenadier Skills: Class Attained From: SwordMaster (Landius L4, Lanford) Classification: Foot Soldier Can use grenadiers and the Again spell so its worth leveling up your swordmaster. ____________________________ Hero AT + 3 DF + 2, MP + 3 A+ + 2, D+ + 0 M+ + 1 MV 13 Troop + 10 Troops: Grenadier, ArchAngel Spells: Attack1, Quick Skills: Fast Foot Class Attained From: SwordMaster (Sigma and Landius) Classification: Foot Soldier __________________________ Vampire Lord Troops: Spells: Skills: Class Attained From: Vampire (Naal) Classification: Undead Foot Soldier ____________________________ Queen AT + 4 DF + 1 MP + 5 A+ + 2 D+ + 0 M+ + 0 Troops: Royal Lancer, Ballista Spells: Thunderstorm, Earthquake, Again, Blast Skills: None Class Attained From: Marshal (Selena) Classification: Foot Soldier ____________________________ Ninja Master Troops: Spells: Skills: Class Attained From: Ninja (McLaine) ____________________________ Royal Gaurd Troops: Royal Lancer Spells: Skills: Class Attained From: KnightMaster (Lanford) ____________________________ DragonMaster: AT + 2, DF + 2, MP + 1 A+ + 1, D+ + 3, M+ + 0 Spells: Fireball Troops: None Skills: None Class Attained From: DragonLord (Angelina, Claret) I hate the secret classes that give you absolutely nothing new, its like winning ten cents in a one dollar lottery ____________________________ SerpentMaster AT + 4, DF + 3, MP + 3 A+ + 1, D+ + 2, M+ + 0 Troops: Ballista Spells: None Skills: Critical Class Attained From: SerpentLord (McLaine, Ricky, Alfred, Sigma) Almost as bad as DragonMaster ~ ____________________________ Hermit AT + 2, DF + 1, MP + 7 A+ + 1, D+ + 1, M+ + 2 Troops: Legion Spells: Teleport, Again Skills: None Class Attained From: ArchMage (Ricky, Rachael, Shelfaniel, Marie, Landius, Sigma) Not as good as Avatar but still useful since it has Teleport. ____________________________ Death Lord AT + 1, DF + 2, MP + 5 A+ + 1, D+ + 2, M+ + 2 Troops: None Spells: Meteor Skills: None Class Attained From: Death (Naal) Another secret class with nothing to offer ____________________________ Demon God AT + 1 DF + 2 MP + 5 A+ + 0 D+ + 2 M+ + 1 Healed by Mental magic, Invicible against earth magic. Troops: Black Dragon, Gargoyale Spells: MP Drain, Sleep, Decline, Slow, Summon6 Skills: None Class Attained From: DemonLord (Listil) One of the best classes ~ if you can level Listil up to it. Much easier to attain than Dark Princess since DemonLord has much better troops. The only monster class that gets a summon. ____________________________ Avatar (Type 1) AT + 2 DF + 0 MP + 6 A+ + 1 D+ + 1 M+ + 2 Troops: Ballista Spells: Protection2, Earthquake, Again Skills: Healing Class Attained From: Saint (Landius) For some reason Landius gets a different, non-teleport learning Avatar class. ____________________________ Avatar (Type 2) AT + 2 DF + 1 MP + 6 A+ + 1 D+ + 1 M+ + 2 Troops: Ballista Spells: Teleport, Protection2, Earthquake Skills: Healing Class Attained From: Saint (Jessica, Marie) Very good class since it has Teleport. ____________________________ Dark Princess AT + 3, DF + 0, MP + 4 A+ + 2, D+ + 1, M+ + 1 Troops: Dark Gaurd Spells: Meteor, Teleport, Again Skills: Regenerate Class Attained From: Dark Saint (Listil) Immune to Mental magic Troop + 1 Better than Avatar since it gets Dark Gaurds which are the strongest foot soldier unit. ____________________________ Princess Troops: Spells: Skills Class Attained From: SwordMaster (Shelfaniel) Its tough to level up Shelfaniel through Swordmaster, even if you give her kills. If your up to the task, this class is very nice. Note that it is classified as holymage. ____________________________ Dark Master (enemy only) Troops: Dark Gaurd Spells: ? Skills: ? Class Attained From: Dark Wizard? ____________________________ Emperor (Reinfolz only) Troops: Royal Lancer, Grenadier Spells: ? Skills: ? Class Attained From: SwordMaster ____________________________________________ I: Ordinary Soldiers ____________________________________________ Soldier: AT20 DF14 Probably the first troop youll ever encounter in any langrisser game. Farily useful until the third class. ____________________________ Legion: AT 25 DF 19 MV 12 Improved version of a soldier. These serve you well until the secret classes. ____________________________ Grenadier: AT26 DF21 The most powerful human Soldier troop in both games. They are so strong that you can hurt weaker horsemen with these. ____________________________________________ II: Theif Soldiers ____________________________________________ Beggar: Better than a soldier, since they get the first attack, but nobody can hire them. AT 20 DF 11 ____________________________ Rogue: Slightly improved over a Beggar, like the Beggar you cant really get these before they are totally useless. AT 20 DF 13 ____________________________ Warrior: Powerful, but has low defense. Gets the first attack. Too bad only Rangers can hire these (Rangers suck as leaders) AT 25 DF 17 ____________________________________________ III: Monster Soldiers ____________________________________________ Wolfman: Similar to ordinary soldiers Skill: Paralysis Assault 1 AT 20 DF 14 ____________________________ Ogre: Like a Legion AT 25 DF 18 MV 11 ____________________________ Troll: Slightly weaker than a Grenadier but very powerful when you attain it. AT 26 DF 20 MV 11 ____________________________ Dark Gaurd: One of the most powerful troops in the game, but you can only hire these if you make it to a secret class (Dark Princess). They have high Magic Defense, but are hideously weak to HolyBlaze. Despite being called a Dark Gaurd, they are very effective in attacking, even against horseman leaders (in the last scenario of the B route in L4, Bozel can kill Angelina with a single attack with his Dark Gaurds) AT 26 DF 22 ____________________________________________ IV: Undead Soldiers ____________________________________________ Skeleton: You cant hire these until they are useless, but they are hard to fight against. Gets the fist attack. AT 21 DF 12 ____________________________ Zombie Fighter: Very powerful troop which gets the first attack like a Theif soldier, they can do a huge amount of damage against most troops. Unfourtunately they have a lot of deficits - They are undeads, which get slaughtered against Holy troops and HolyBlaze, and have a weakness against Fire-type magic. Skill: Paralysis Assault 2 AT 25 DF 20 ____________________________________________ V: Gels: ____________________________________________ You cant hire any type of Gels, not that you would really want to, they are all rather on the weak side. ____________________________ Gel: Everybody¹s favourote super-weak goo returns. Basically anything can kill these except very weak troops. Weak against magic (extra againts fire and holy) and holy troops. AT 20 DF 20 MV 10 ____________________________ Black Gel: Beefed up Gel. Still pretty weak but it wouldve been cool if Listil or Naal could hire these. Again, they are weak against magic (extra againts fire and holy) and holy troops. Skill: Poison Assault (?) AT 20 DF 26 MV 10 ____________________________________________ VI: Spear Soldiers ____________________________________________ Pike: The first spear soldier you can hire. Some characters can hire these in the first class, and are acessable by everybody else in the second and third classes. AT 18 DF 18 MV 12 ____________________________ Phalanx: Much improved version of the Pike. These have very high stats,
they can kill weaker soldiers and fliers as well as horsemen. They are also
good as a wall to block enemies attacking your weak units.
AT 23 DF 24 MV 12
____________________________________________
VII: Monster Spear Soldiers
____________________________________________
Bone Golem: By the time you can hire monsters these are nearly completely
useless so dont bother with them. They are slightly better than Pikes.
AT 19 DF 19 MV 11
____________________________
Papet: Enemy only, something between Bone and Mad Golem
AT 19 DF 23 MV 11
____________________________
Mad Golem: Very strong, only one stat different from the Phalanx, but is
healed by Earth attack magic (Earthquake), and has the Regenerate skill so
they are slightly better.
Skill: Healing
AT 23 DF 23 MV 11
____________________________________________
VIII: Horsemen
____________________________________________
Lancer: Your basic horseman, useful until you get better troops
AT 24 DF 15 MV 16
____________________________
Trooper: Enemy-only troop in L4. Superior to Lancers because of their
higher defense
AT 20 DF 19 MV 16
____________________________
Heavy Lancer: These have a higher defence, and thus better resistance to
pikes, but have a much more limited movement (cant move in water or forest),
so if you are inside or in a foresty level use Lancers.
AT 22 DF 21 MV 15
____________________________
Dragoon: Combines the high attack of the Lancer with the high defense of
the Heavy Lancer, but keeps the mobility of the Lancer.
AT 29 DF 20 MV 16
____________________________
Heavy Dragoon: Another Lang4 unit not hireable in Lang4 and 5. Somewhat
worse than the Dragoon since its less mobility
AT 27 DF 21 MV 15
____________________________
Royal Lancer: When you first face these they will wholesale slaghter you.
They have VERY high attack and defense stats, and you can only hire them if
you manage to get somebody to Royal Gaurd class.
AT 30 DF 22 MV 16
____________________________________________
IX: Undead Horsemen
____________________________________________
Zombie Knight: The suckiest horseman. Weak to Holy and Fire magic and Holy
Troops, these wouldnt be very useful even early in the game. The only time
they are a threat is when they attack Wheeler in one of the A-path levels.
Skill: Status Strength
AT 21 DF 16 MV 8
____________________________________________
X; Monster Horse Troops
____________________________________________
Hell Hound: Similar to a Lancer.
AT 23 DF 14 MV 16
____________________________
Crawler: Similar to a Lancer
Skill: Poison Assault 4
AT 21 DF 18 MV 16
____________________________
Unicorn: I dont think you ever see this as an enemy and you would probably
rarely use it yourself. Like a lancer.
AT 24 DF 15 MV 16
____________________________
Scorpion: Low defense, enemy only
Skill: Poison Assault 4
AT 27 DF 10 MV 16
____________________________
Cocktrice: Enemy only, has a weak defense
AT 28 DF 16 MV 16
____________________________
Baron: Another troop youll harly ever use.
AT 25 DF 18
____________________________
Basilisk: Similar to a Dragoon
AT 28 DF 18 MV 16
____________________________
Oltross: Enemy only, has a weak defense as well
AT 30 DF 18 MV 16
____________________________________________
XI: Flyers:
____________________________________________
Hyroglyph: It isnt as weak as its stats would make you think, early in the
game these can cause a lot of damage against everything, just make sure to
heal a lot.
AT 20 DF 13 MV 15
____________________________
Hab Roc: Weaker than the Hyroglyph, but has an attack bonus against other
flyers and a better mobility.
AT 19 DF 10 MV 17
____________________________
Angel: You cant hire these, they are somewhat stronger than Hyroglyphs with
a better magic defense.
AT 18 DF 19 MV 15
____________________________
ArcAngel: Very powerful flyer troop. In the higher levels you can cause
massive damage with these, they are fully healed by Holy magic, and have a
very high magic defense.
Skill: Stength someting, Healing
AT 23 DF 21 MV 15
____________________________
Sky Archer: The same strength as an Elf, but much lower magic defense and
high mobility. They lose their usefulness very quickly (Scenario 12 or so
for both games).
AT 16 DF 5 MV 15
____________________________________________
XII: Monster Flyers
____________________________________________
Harpy: Monster Hyroglyph
AT 21 DF 12 MV 15
____________________________
Nightmare: Similar to Hypoglyph but a bit stronger
Skill: Status Strength
AT 25 DF 15 MV 15
____________________________
Gremlin: Monster eqv. of the Hab Roc
AT 20 DF 9 MV 17
____________________________
Gargoyale: Same strength as ArcAngel without the magic defense.
AT 25 DF 20 MV 15
____________________________________________
XIII: Dragons
____________________________________________
Essentially the same as fliers, but stand in a line and shoot flame at you
instead of charging - their attack is a little slower.
Red Dragon: If your strapped for cash, these are good but since you can
only hire these in the fourth class, they are somewhat weak. Healed by fire
magic.
AT 23 DF 15 MV 10
____________________________
Fire Dragon: Exactly the same as Red Dragon.
AT 23 DF 15 MV 10
____________________________
Black Dragon: More powerful than an ArcAngel but with has a lower magic
defense.
AT 27 DF 15 MV 10
____________________________
White Dragon: Hyper-powerful flyer. These can easily kick ArcAngel¹s asses,
as well as most kinds of soldiers, horsemen, spearmen, and other troops.
Their only real deficit is that they are two - thirds slower than other
kinds of fliers. Healed by ice magic
AT 28 DF 20 MV 10
____________________________
Snow Dragon: Exactly the same as a White Dragon
AT 28 DF 20 MV 10
____________________________________________
XIV: Archers:
____________________________________________
Archer: You can never hire these, if you could you wouldnt bother since
they do hardly any damage even against low defense units. Medium Range.
About the only time they are a threat is when Burke has them in one level.
AT 14 DF 8
____________________________
Slinger: Impossible to hire in Langrisser 4 & 5. Like an Elf
AT 16 DF 10 MV 13
____________________________
Elf: The first archer you will probably get. Useful early in the game when
there isnt anything better. Medium Range.
Skill: Status Strength
AT 16 DF 8 MV 13
____________________________
DarkElf: Basically the same as an elf.
Skill: Status Strength
AT 16 DF 7 MV 13
____________________________
Yeager: The first long-range enemy troop you meet. They have very low
judgement however so it takes forever for them to be able to hit. Like
Slingers, you cant hire these in Langrisser 4 & 5, but you can in Saturn
Langrisser 4. Long Range.
AT 18 DF8 MV 10
____________________________
Witch: Very closely related to the Yeager, but these are somewhat weaker
(but have higher magic defense). It takes FOREVER for Witches to be able to
shoot, something like a full turn of non movement, which effectively makes
Dark Saint an inferior class to Saint.
Skill: Healing
AT 18 DF 1 MV 11
____________________________
Sniper: A lot more quick than a Yeager, it doesnt take nearly as long for
these to be able to attack as a Yeager. Useful even late in the game.
AT 20 DF 9 MV 10
____________________________
HighElf: Very powerful archer which can kick a lot of butt. It has good
enough defense that you wont lose the troop gaurunteed if they get attacked
by meelee units.
AT 21 DF 10 MV 13
____________________________
Arbalest: The first Very Long range unit you meet. In Langrisser 4 & 5 you
cant hire these but in Saturn Langrisser 4 you can. They are super-weak
against magic (a Declined Arbalest can be killed with a single cast of
Freeze).
AT 20 DF 3 MV 10
____________________________
Ballista: Similar to the Arbalest, but stronger. These take a long time to
be able to shoot, but pack a lot of punch when they do. Extra weak against
magic, and Very Long range.
AT 25 DF 5 MV 8
____________________________________________
XV: Mounted Archers:
____________________________________________
Centaurus: Mounted archer, enemy Centauruses can do massive damage on
weaker units because of their high attack. Watch out for getting hit with
Centaurus fire against your horseman leaders. Two attacks and they are
wasted early on. Short Range.
AT 19 DF 8 MV 16
____________________________
Bow Knight: A centaurus with beefed-up stats. Try to wipe these out before
they can attack. Only UnicornKnights can hire them. Short Rage.
AT 22 DF 13 MV 16
____________________________________________
XVI: Other Archers:
____________________________________________
Nixie: Similar to a sniper in Judgement and stats. Cant move in indoors so
dont use it on those types of levels. In water it can do massive damage (20
+ 1-30% = in water attack of 26), otherwise dont bother since they are too
slow.
____________________________
Sky Archer: The same strength as an Elf, but much lower magic defense and
high mobility. They lose their usefulness very quickly (Scenario 12 or so
for both games).
AT 16 DF 5 MV 15
____________________________________________
XVII: Sea Troops:
____________________________________________
Merman: Out of the two sea troops you first get, the merman is far more
effective inside of water; it recieves a bigger bonus inside of water, but a
penalty outside water. Good until you get Merman Lords.
AT 22 DF 13 MV 14
____________________________
Lizardman: Like a merman, but is half decent as a normal soldier outside of
water. Use these on maps that have no water (since most sea leaders cant
hire normal soldiers).
AT 23 DF 12 MV 14
____________________________
Merman Lord: Improved merman, same use. (Ie: strong in water, weak outside
of water)
AT 25 DF 18 MV 15
____________________________
Lord Lizard: Improved lizardman, same use. (IE: medium in water, medium out
of water)
____________________________________________
XVIII: Monster Sea Troops:
____________________________________________
Dark Merman: Same as Merman
AT 22 DF 13 MV 14
____________________________
Ankereon: Same as Merman
AT 23 DF 12 MV 14
____________________________
Dark Lizard: Same as Lizardman
AT 24 DF 11 MV 14
____________________________
Shark: Same as Merman Lord (Ie: strong in water, weak outside of water)
AT 26 DF 17 MV 15
____________________________
Sea Worm: Same as Merman Lord (Ie: strong in water, weak outside of water)
AT 27 DF 15 MV 15
____________________________
Poison Toad: Horendously Weak, but can inflict a lot of status effects.
Like a Merman Lord (Ie: strong in water, weak outside of water)
_____________________________________________________
XIX: Ghosts:
_____________________________________________________
Spectre: The ghosts in the game kick serious ass even though they have low
stats.
Skill: Paralysis Assault 1, Status Strength
AT 17 DF 14 MV 11
____________________________
Phantom: Enemy only, very similar to Spectre
AT 18 DF 12 MV 13
____________________________
Shade: You can do massive damage against non-holy troops with these. They
can also move through walls.
AT 21 DF 20 MV 12
________________________________________________
XX: Holy Troops
________________________________________________
Monk: Basically useless after the first class. Gets attack bonus against
undeads
AT 20 DF 13
____________________________
Crusader: Stronger than a soldier. Useful mid-game. Gets attack bonus vs.
Undeads
AT 22 DF 18
____________________________
Exorcist: Not very useful because its a specialized troop. Gets BIG attack
bonus vs. Ghosts
AT 23 DF 16
____________________________
Holy Warrior: Not very useful because its specialized. Gets BIG attack
bonus vs. Demons. Useful at the end when you face demon-types.
____________________________
(something) : Demon version of Exorcist
____________________________
Holy Warrior of Darkness: Demon version of Holy Warrior.
_____________________________________________________
Non-Combat units:
_____________________________________________________
Civilian AT 0 DF 8
Transporter AT 19 DF 11
Maid AT 0 DF 6
Cost: 20P
_____________________________________________________
5) I: Determining Hero¹s Class Change in Langrisser IV
_____________________________________________________
Landius¹s Secret class is determined by the first answer you give. You get
two choices.
Answer: 1) Top
Second from top
Third from top
Bottom
Like so:
? --> First Choice
?
SilverKnight KnightMaster --> Second Choice
Knight BraveKnight
? ? --> Third Choice
?
? --> Fourth Choice
Determining his classes, other than horseman is done in the second question:
Answer One gives Landius Swordsman Classes:
Level 2: Gladiator
Level 3: BattleMaster
Level 4: SwordMaster
Hidden : Holy Swordsman
Answer Two gives Landius the Flying Classes:
Level 2: HawkLord
Level 3: DragonKnight
Level 4: DragonLord
Hidden : DragonMaster
Answer Three gives Landius Mage classes:
Level 2: Sorcerer
Level 3: Mage
Level 4: ArchMage
Hidden : Hermit
Answer Four gives Landius Healer classes:
Level 2: Esquire
Level 3: Paladin
Level 4: Saint
Hidden : Avatar
Choice 2, lvl 4 --> Question1 Answer1
Choice 2 lvl 3
Gladiator SwordMaster --> Question1 Answer2
Fighter BattleMaster
Choice 1 lvl 2 Choice 1 lvl 4 --> Question1 Answer3
Choice 1 lvl 3
Choice 3 lvl 3 --> Question1 Answer4
_____________________________________________________
II: Determining Hero¹s Class Change in Langrisser V
_____________________________________________________
Sigma¹s Secret class is determined by the First answer you give. The answer
you choose determines which secret class he doesnt get.
Answer: 1) Top
Second from top
Third from top
Bottom
Like so:
? --> First Choice
?
Gladiator SwordMaster --> Second Choice
Fighter BattleMaster
? ? --> Third Choice
?
? --> Fourth Choice
Determining his classes, other than offensive swordsman is done in the
second question:
Answer 1) (Earth) Gnome
2) (Water) Undeiine (whatever that is, its katakana)
3) (Fire) Salamander
4) (Wind) Shilfu (whatever that is, its katakana)
Answer One gives Sigma Knight Classes:
Level 2: SilverKnight
Level 3: BraveKnight
Level 4: KnightMaster
Hidden : Royal Gaurd
Answer Two gives Sigma the Naval Classes:
Level 2: Captain
Level 3: SerpentKnight
Level 4: SerpentLord
Hidden : SerpentMaster
Answer Three gives Sigma Mage classes:
Level 2: Sorcerer
Level 3: Mage
Level 4: ArchMage
Hidden : Hermit
Answer Four gives Sigma Flying classes:
Level 2: HawkLord
Level 3: DragonKnight
Level 4: DragonLord
Hidden : DragonMaster
Choice 2, lvl 4 --> Question1 Answer1
Choice 2 lvl 3
Gladiator SwordMaster --> Question1 Answer2
Fighter BattleMaster
Choice 1 lvl 2 Choice 1 lvl 4 --> Question1 Answer3
Choice 1 lvl 3
Choice 3 lvl 3 --> Question1 Answer4
_____________________________________________________
6) Weapons
_____________________________________________________
Since there are so many weapons in this game this is rather incomplete as
of yet...
_____________________________________________________
I: Knives/Daggers:
_____________________________________________________
Knife - AT + 1
Weapon
Costs 30P
____________________________
Grandius - AT + 2
Weapon Costs: 200
____________________________
Maingoshu - AT + 1 DF + 1
Weapon Costs: 350
____________________________
Kris - AT + 3
Skill: Critical
Weapon Costs: 650
_____________________________________________________
II: Swords:
_____________________________________________________
Long Sword
AT + 3
Weapon Costs: 750
____________________________
Great Sword
AT + 4
Costs: 1000
____________________________
Mythril Sword
AT + 5
Costs: 2200
____________________________
Thunder Sword
AT + 5
Thunder magic defense + 10
User recieves Tunder and Thunderstorm spells.
Cost: 4000
____________________________
Ice Sword
AT + 5
Ice magic defense + 10
When equipped gives user Freeze and Blizzard spells
____________________________
Guram
AT + 6
Cost: 750
____________________________
Fulnching
AT + 6
Skill: Stone assault 4
Cost: 5000
____________________________
Excalibur
AT + 7
DF + 1
Gives user Holyblaze
Holy magic defense + 10
Costs: 11000
Best sword you can buy
____________________________
Langrisser
AT + 8
DF + 1
A+ + 1
D+ + 1
All magic defense except holy + 10
Holy magic defense + 20
Cost: Free/Priceless
____________________________
Alhazzard
?
Holy magic defense - 30
Cost: Free/Priceless
_____________________________________________________
III: Axes:
_____________________________________________________
Axes sometimes give Penalty or other penalties like movement. They are
inferior to swords but cheaper.
____________________________
Hand Axe (Hatchet)
AT + 3
Costs: 200
____________________________
Battle Axe
AT + 5
MV - 1
Penalty + 3
Costs: 1600
____________________________
Mythril Axe
AT + 5
Penalty +1
Costs: 2100
____________________________
Devil Axe
AT + 8
DF - 4
Holy magic defense - 15
Costs: 2350
Note: Worthless, never use this.
_____________________________________________________
IV: Hammers:
_____________________________________________________
Hammers all give large penalties, so if you have a choice, give the person
a sword. Hammers are the cheapest of all weapon types.
____________________________
Kon Hammer
AT + 3
Penalty + 3
Weapon Costs: 160
____________________________
Flail
AT + 4
Penalty + 2
Costs: 750
____________________________
Monin Gaster
AT + 5
Penalty + 2
Costs: 1100
____________________________
Force Hammer
Boosts AT + 2 DF + 2 but takes up 2 MP for every attack
____________________________
Daguza Kon hammer
AT + 7
MV - 2
Penalty + 4
Costs: 6500
____________________________
Iron Array
AT + 1
MV - 2
I think this might give you a summon ability but I cant confirm it.
Otherwise its a joke (really) from L5-Scenario ?1
_____________________________________________________
V: Lances:
_____________________________________________________
More expensive than axes and hammers but does more damage. However they
still give big penalties, but most Lances give the user the Critical skill.
____________________________
Lance
AT + 4
Penalty + 3
Cost: 1100
____________________________
Flame Lance
AT + 5
Fire magic defense + 10
Penalty + 2
Gives user Critical
When equipped gives user Fire and Fireball spells
____________________________
Dragon Hill Up of dragon Hill
AT + 7
Penalty + 2
Wind magic defense + 10
Gives user Critical
When equiped gives user Wind Cutter and Tornado.
_____________________________________________________
VI: Staff/Staves
_____________________________________________________
Only give mages staffs since they are the only ones who can use their
bonuses. Staffs increase magical damage, judgement, and radius.
____________________________
Staff
AT + 1
Magic Damage + 1
Magic Judgement + 2
Costs: 150
____________________________
Wand
Magic Damage + 2
Magic Radius + 4
Costs: 800
____________________________
Crystal Rod
Magic Damage + 1
Magic Radius + 5
Costs: 1200
____________________________
Wizard Rod
Magic Damage + 1
Radius + 8
Speed + 1
_____________________________________________________
VII: Claws:
_____________________________________________________
Only Naal and Listil can use Claws. They are relatively cheap, but there is
better weapons .
Killer Claw
AT + 6
Costs: 4000
_____________________________________________________
VIII: Bows:
_____________________________________________________
Only a few select classes can eqip bows: the Thief-fighters, Ninja, Ranger,
and the secret classes after those two. Bows are also annoying since they
give big defense penalties, so you have to give the person equipped with it
heavy armour to compensate, which makes them even slower.
Short Bow:
AT + 0
DF - 1
MV - 2
11 Penalty
Range 7
Cost: 3000
____________________________
Long Bow:
AT + 0
DF - 3
MV - 3
16 Penalty
Range 10
Cost: 4500
____________________________
Elven Bow:
AT + 0
DF - 5
MV - 1
20 Penalty
Range 14
Cost: 6500
____________________________
Hading
AT + 0
DF - 7
22 Penalty
Range 14
Cost: 8000
_____________________________________________________
6) Armour:
_____________________________________________________
All the best armour gives you movement penalties (because they are heavy),
so give foot soldiers the best armour that doesnt give MV penalties
(otherwise they are way too slow). Fliers and Knights, which have high
movement can afford to lose a few movement points so feel free to give them
the big heavy armours.
____________________________
Robe
DF + 1
All magic defense + 2
Costs: 50
____________________________
Magical Bikini
DF + 1
All magic defense + 10 (Leader)
Female characters only.
Costs: 400? (never sold)
____________________________
Hard Leather
DF + 2
Armour Cost: 450
Big Armour
DF + 2
MV - 1
Earth magic defense + 12
Ice magic defense + 8
Cost: 400
____________________________
Chain Mail
DF + 3
MV - 1
Cost: 1000
____________________________
Megingyolz
DF + 3
Thunder magic defense + 10
Cost: ? (cant be bought)
____________________________
Mirage Robe
DF + 2
All magic defense + 5
Cost: 550
____________________________
Knight Plate
DF + 5
MV - 2
Cost: 5500
____________________________
Mythril Armour
DF + 5
MV - 2
All magic Defense + 5
____________________________
Dragonsmail
DF + 3
Fire magic defense + 12
Ice magic defense + 8
Cost: 3000
Best armour that doesnt give a movement penalty.
____________________________
Brest Plate
DF + 4
MV - 1
Cost: 4000
____________________________
Plate Armour
DF + 5
MV - 3
Cost: 3800
The fact that it knocks off 3 of your movement points is kind of
rediculous.
____________________________
Aura Shield
DF + 3
The only armour that non-humanoid monsters can equip (like Ghost, Chaos
Dragon, Sea Serpent, etc.)
____________________________
Vaseline
DF + 1
Fire magic defense - 1
I think if you equip this you get a summon ability but i havent been able
to confirm it. Otherwise its a joke (really) that you get in L5-Scenario ?1
_____________________________________________________
7) Accesories:
_____________________________________________________
Leg Gaurder
DF + 1
Shoe
Accessory
Costs 40P
____________________________
Cross
D+ + 1
Holy and Mental magic defense + 5 O
All other magic defense + 2
Costs: 200
____________________________
Amulet
All magic defense + 20
Costs: 700
____________________________
Necklace
D+ + 1 Command Range + 2
Costs: 650
____________________________
Greeb
DF + 2
Shoe
Costs: 500
____________________________
Speed Boots
Movement + 4
Shoe
Costs: 2700
____________________________
Something Right Something
All magic defense except physical and Holy + 10(Troop and leader)
MP + 6
Costs: 800
____________________________
Holy King¹s accessory
Holy and mental magic defense + 10
D+ + 3
____________________________
Crystal Ankh
All magic defense except holy and mental + 5
Holy and mental magic defense + 8
DF + 1 D+ + 1
Casts Protection1 randomly in play.
Costs: 850
____________________________
Rune Stone
Allows your character to revert back to the beginning of the second class
(keeps all stats, troops, spells) at his/her next class change (Kind of
useless if you arent going to do level skip). If your strapped on cash, the
11500 that it brings in is very helpful.
Costs: 15000? (you cant buy it, only find it).
____________________________
Orb
MP up 50%
Costs : 1350
____________________________
Fire Orb
MP up 50% Fire magic defense + 20 Magic radius + 1
Costs: ?
____________________________
Talisman
A+ + 3
D+ + 1
Holy and Mental magic defense + 5
Costs: 1600
Really useful for leaders with archers, the archers will do much more
damage.
____________________________
Star Piece
MP cost 3/4
Magic range + 1
-3c
Costs: 4000
____________________________
Crown
A+ + 3
D+ + 2
Command range + 3
Costs: 4600
____________________________
Tiara
Only females can equip
Intellegence + 5
Magic range + 4
Magic cast time + 3
MP + 12
Costs: 3000
Something king of something
A+ + 2
D+ + 2
Cost: 3750
Hot Blood Orb
Intellegence + 8
All magic defense except holy + 20
Holy magic defense - 20
Magic Cost - 3
A+ + 4
D+ + 2
Protection Accesory
DF + 4 D+ + 2
Probably the best accesory there is because of its huge defense bonus. This
is a good item on any character, but it is best on fliers and horsemen who
have low defense (like Landius and Angelina).
Strength Accesory
AT + 4 A+ + 2
Gives your characters a large strength bonus that comes in handy.
Types of weapons:
Daggers and Swords : Usually do not have any penalties but are typically
more expensive than other types of weapons
Spears: They have some penalties sometimes but not as many as Axes or
Axes: They are the cheapest kind of weapon but give big penalties. The more
advanced axes give movement penalties as well.
Hammers: Similar to axes
Staffs: Give them to mages, they decrease casting time, increase range,
increase damage and have other effects.
_____________________________________________________
9) Skills
_____________________________________________________
Multiple Troop Hire - Everybody has this skill in the second or third
class. It allows you to hire 2 different kinds of troops.
Sword Equip - Equip swords when the character has a class that couldnt
normally use them.
Metal Armour Equip - Equip metal armour when the character has a class that
couldnt normally use them.
(something)
(something)
Critical - allows you to do an extra strong attack occasionally
Regenerate - (Troop skill) Regain 1 HP after every turn
Healing - (Leader skill) Regain 1 HP after every turn
Status Strength - Unit is immune to status effects
Poison (Doku) Assault 1 Randomly poisons enemy.
Poison Assault 2
Poison Assault 3
Poison Assault 4
Paralysis (Mahi) Assault 1 Randomly paralyses enemy.
Paralysis Assault 2
Paralysis Assault 3
Paralysis Assault 4
Stone assault1 Randomly turns a unit to Stone.
Stone assault2
Stone assault3
Stone assault4
_____________________________________________________
10) Langrisser V CCQ
(Imcomplete right now but you can see what Ive got)
_____________________________________________________
Q1 and Q2 designing Sigma¹s class
Possible Random items that you recieve
Knife Kon Hammer
Gladius Flail
Maingoshe Hand Axe
Long Sword Robe
Wand Cross
Necklace Hard Leather
Chain Mail Leg Gaurder
11 questions
Question 3
1: DF + 2 D+ + 1
2: Intellegence + 6 AT + 1 DF + 1 D+ + 2
3: Troop + 1
4: This brings you to the next four options
5: Troop + 1 AT + 1
6: Nothing (may have to do with love)
7: Intellegence + 11
8: This brings you to the next four options
9: Troop + 1 DF - 1 M+ + 4
10: Intellegence - 2 AT + 1 DF + 1 A+ + 1
11: A+ - 1 D+ + 1
12: This brings you to the next four options
13: M+ + 3 Intellegence - 4 Troop + 1
14: D+ - 1 Intellegence + 4 Attack + 2
15: Movement + 1 AT + 1 DF + 1 All magic defense - 6
16: Brings you back to the first four options
Question 4
1: Spell: HolyBlaze
2: Intellegence + 3
3: Skill: Regenerate
4: This brings you to the next four options
5: Activates Additional question after Q.9, Troop - 1
Question 9.5
1: AT + 2 DF + 1
2: All magic defense except mental and physical + 3 Mental magic defenes +
6 MP + 5
3: Nothing (May have to deal with Sigma¹s love interest)
4: Troop + 1
6: AT - 2 DF - 2 Skill: Regenerate
7: Nothing (May have to deal with Sigma¹s love interest)
8: This brings you to the next four options
9: AT + 1 D+ + 1 Skill: Critical, Something up
10: Nothing (May have to deal with Sigma¹s love interest)
11: Nothing (May have to deal with Sigma¹s love interest)
12: This brings you to the next four options
13: Skill: Status Strength
14: Skill: Critical
15: Nothing (May have to deal with Sigma¹s love interest)
16: This brings you back to the first four options
Question 7
1: Go to Question 8 A
2: Go to Question 8 B
3:
4:
Question 8
1: Skill: Equip Swords Go to Question 9 A
2: Go to Question 9 B
3: Go to Question 9 C
4: Go to Question 9 D
Question 9 A
1: A+ + 2 D+ + 3 Troop - 1 Go to Question 10
2: Troop - 1 Go to Question 10
3: DF + 2 A+ + 1 D+ + 1 Go to Question 10
4: A+ + 1 D+ + 2 Go to Question 10
Question 9 B
1: DF + 2 A+ 1 D+ + 2 Go to Question 10
2: Spell: Sleep MP + 3 Go to Question 10
3: AT + 2 A+ 1 D+ + 2 Go to Question 10
4: Spell: Confuse D+ + 1 Go to Question 10
Question 9 C
1: Movement + 1 MP + 2 Go to Question 10
2: Intellegence + 2 Spell: Attack 1 A+ + 1 Go to Question 10
3: A+ + 1 D+ + 1 M+ + 2 Spell: Protection 1 Go to Question 10
4: D+ + 1 MP + 4 Intellegence + 3 Go to Question 10
Question 9 D
1: D+ + 1 AT + 2 DF+ 1 Go to Question 10
2: Troop + 1 Go to Question 10
3: M+ + 2 Go to Question 10
4: Troop + 1 MP + 2 Go to Question 10
Question 10
1: AT + 2 DF + 7 Go to Question 11
2: AT + 2 A+ + 1 Go to Question 11
3: AT + 3 DF + 4 M+ + 2 Go to Question 11
4: DF + 3 D+ + 3 M+ + 3 Go to Question 11
Question 11
1: MP + 2 Spell: Heal1, Resist Intellegence + 4
2: A+ + 2 MP + 2 Spell: Fire, Freeze Intellegence + 4
3: AT + 2 DF + 1 Spell: Protection1
4: AT + 3 A+ + 2 Spell: Attack 1
_____________________________________________________
11) Misc. Stuff
_____________________________________________________
_________________________________________
I: Notes on the Langrisser 4 paths:
_________________________________________
Path A
This is the path where you are with Caconsis right to the end. The only
character you get who you dont need to level up is Rachael. I wouldnt
recommend it if it¹s the first time for you through the game, but if it
isn¹t dont bother to level up Rachael. Your love prospects are Angelina,
Shelfaniel, Selena, and ³somebody else (Rachael)².
Path B
This is the evil path. In the end of the game you have basically killed all
of your former allies... This is the only path where you can use Rachael
right to the end, so feel free to level her up. If your confident you can,
dont level up Angelina, Shelfaniel, Selena, or Lanford. If you hoard all of
the experience to Landius, Ricky, McLaine, and Rachael, they will all be
able to attain their secret classes very easily. You dont have a love
confession in this one (mainly cuz the only woman left alive is Listil at
the end).
Path C
This is the path where you are still working for good, but King Idiot
Caconsis has betrayed you, and you have to fight everybody on your way to
ending the fight. Like PathA, if you can, dont bother with Rachael much
since she gets the boot in Scenario 17C, you can also not level up Selena
for the three levels you get her. Since there is an extra two scenarios you
have more opportunity to get characters to secret class.
Your love prospects are: Angelina, Shelfaniel (the twins are both harder to
get on PathC I think, Rachael, and Listil (who is suprisingly EASY to get
even though she technically isnt even the same race as Landius).
II: Notes on levels, etc.
Try to keep everybody level on par with the average until everybody has
reached the fourth class. After that, keep raising everybody, but raise the
characters with good secret classes more. (For example, some classes dont
have a secret class, and some classes have secret classes that arent really
worth it (like DragonMaster)).
_____________________________________________________
Characters from L4 in L5
_____________________________________________________
Gizarov, aka ³Master²: Since this game starts a little bit before the end
of L4, Gizarov isnt dead. You actually play the part of him in the Character
Creation Quiz (the operator calls you Master Gizarov)
____________________________
Landius: Nowhere near as strong as he was in L4.
Class: Swordmaster, Holy Swordsman
____________________________
Ricky, Rachel, Listil, and Naal: None of these characters are ever even
mentioned in Langrisser 5. Listil, Naal, and Rachael may or may not be dead
depending on what the ³official² history of Langrisser 4 was. Ricky, who was
a main character is never seen or mentioned. Maybe they couldnt get back the
guy who did Ricky¹s voice so they cut him out. That wouldnt explain Lanford
though.
____________________________
Emily: More of an annoyance than a help when she is on your side.
Class: KnightMaster
____________________________
McLaine: Semi-useful NPC; his stats have been lowered by a large amount so
he isnt as powerful as he was in L4
Class: Swordmaster
____________________________
Selena: She whacks Aizel for you in Scenario 2, other than that she is just
a story character.
Class: KnightMaster
____________________________
Wheeler: About the only character from Lang4 who is exactly the same as he
was (meaning hes a very good strategist, but like a sponge in terms of
strength).
Class: Marshal
____________________________
Jessica: The only character to be in every Langrisser (besides Bozel but he
only appears once here).
Class: Summoner - Wizard
____________________________
Angelina and Shelfaniel: You see these two women in a few of the cutscenes.
____________________________
Ivar: Head Idiot in L4, mentioned by Gizarov a few times
____________________________
Burke: He dies near the end of Langrisser 4... he appears in Langrisser 5
later as a zombie summoned by Grove.
Class: Master Zombie
Crimson Knights -
CKnight 9 - Royal Gaurd (with Dragoons)
CKnight 8 - DragonMaster (with ArchAngels)
CKnight 7 - Holy Swordsman (with Legions)
CKnight 6 - Royal Gaurd (with Royal Lancers or Dragoons)
CKnight 5 - (Appears in Scenario ?5 or something)
CKnight 4 - (Appears in Scenario ?5 or something)
CKnight 3 - (Appears in Scenario ?5 or something)
CKnight 2 - DragonMaster
CKnight 1 - Royal Gaurd