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 Heros 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 Angelinas 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 enemys
side at the end of the B path anyway.  She doesn't look like it, but she is
older than Ricky (He calls her older sister 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 spells 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 Bless
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 everybodys 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: Everybodys 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 ArcAngels 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 Heros Class Change in Langrisser IV
_____________________________________________________

 Landiuss 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 Heros Class Change in Langrisser V
_____________________________________________________

 Sigmas 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 Kings 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 Sigmas 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 Sigmas love interest)
 4: Troop + 1 

6: AT - 2 DF - 2 Skill: Regenerate
7: Nothing (May have to deal with Sigmas 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 Sigmas love interest)
11: Nothing (May have to deal with Sigmas 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 Sigmas 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 its the first time for you through the game, but if it
isnt dont bother to level up Rachael. Your love prospects are Angelina,
Shelfaniel, Selena, and somebody else (Rachael).

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 Master: 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 official 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 Rickys 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

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 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

