Character Catalog

This is a digitized and translated version of the supplementary character catalog for Bahamut Senki (Record of the Bahamut War). See also the instruction manual. Translation by TheMajinZenki; digital conversion by Supper. Based on scans provided by Sega Retro; the originals can be found on their Bahamut Senki page.

Last revision: Wednesday, 03-Jun-20 23:07:42 UTC

In "Record of the Bahamut War", you will control a large variety of characters, such as knights, wizards, and monsters, and will also use Magic Spells and Schemes to your advantage. This book will introduce the various characters with their data, as well as explain the various Spells and Schemes of the game.

At the end of this book, you will find a table summarizing the stats of all the characters. We hope this information will assist you in your mission to conquer the continent of Bahamut.

The Masters

Here, we will introduce the eight Masters vying for supremacy over the continent.

How to Read the Information Tables

Regen Can regenerate

  • ① Master's Flag
  • ② HP
  • ③ MP
  • ④ Magic Level
  • ⑤ Usable Magic Types
    • Earth

      Earth Magic
    • Water

      Water Magic
    • Fire

      Fire Magic
    • Wind

      Wind Magic
    • Dark

      Dark Magic
    • Mind

      Mind Magic

Holy Warrior Sieg Pholia (Lawful)

Ground Squadron

Flag HP/MP Magic
72/36

Level 4

Earth

Fire

Mind

The young king of the Pholia royal line, keepers of law and order of Bahamut for the last 2,000 years.

Following in the footsteps of his father, King Bakh, he seeks to restore the royal line and bring an end to the Age of Darkness, restoring peace to the continent. He is assisted by his loyal retainer, Sir Raymond.

Having trained in the art of the sword from an early age, he has already earned the title of Holy Warrior. His skills are comparable to those of Sir Raymond himself. He is also skilled in the use of spears.

Berserker Vastral Bindout (Neutral)

Ground Squadron

Flag HP/MP Magic
86/0

None

Before the beginning of the Age of Darkness, there was a barbarian empire which rose up against the Pholian royal line.

Though Emperor Bormann was killed by the Pholian army, a few survivors managed to hide a baby in a secure location. That baby was Vastral, the only descendant of the Emperor. After coming of age, he found out the truth of his origins and swore to restore his empire. Taking advantage of the Age of Darkness, he managed to raise an army, and now opposes Sieg directly.

Great Sorceress Shelpha Freja (Chaotic)

Ground Squadron

Flag HP/MP Magic
32/98

Level 4

Earth

Water

Fire

Wind

Dark

Mind

A sorceress of chaos who showed up out of nowhere as soon as the Age of Darkness began. She is the leader of the Sorcery Sect, descendants of the sorcerers suppressed by the Pholian royal line in the past.

It is rumored that her goal is to establish the Eternal Sorcery Kingdom, but nobody knows whether this is true. Everything about Shelpha is shrouded in mystery, including her lineage. Some say she might not be human at all, but an avatar of the Devil.

Ell Moir (Lawful)

Elves

Ground Squadron

Flag HP/MP Magic
60/68

Level 3

Earth

Wind

Mind

The hero of the elves living in the easternmost forests of the continent since ancient times. His skill with the bow and magical talent are second to none among the elves. The Elven Council tasked him with stopping the evil and chaos of the Age of Darkness; thus, he set out of the forest with his army, his beloved sister Ell Wynn at his side. The elves are confident that the two siblings will be able to save the world.

Gailum Grindam

Giants

Regen

Ground Squadron

Flag HP/MP Magic
96/0

None

The Giants always had a motto: "We are the heart of the world". Lacking any particular ambition, they were content to defend their own domain. However, the Dwarves, who had their eyes on the Giants' resource-rich lands, deceived the Pholian royal family, who proceeded to seal the Giants deep underground. This was the trigger for an undying hatred of the Dwarves and the humans. Now, the Giants have returned, and no one can quell their fury.

Great Dragon Velfraim

Dragons

Regen

Flying Squadron

Flag HP/MP Magic
80/40

Level 3

Fire

Wind

The Queen of the Dragons, who once lost her life at the end of a fierce battle against Devil King Klimt. With her dying breath, she cursed Klimt, swearing revenge—and now, called back by the dark powers of the Age of Darkness, the Great Dragon soars the skies once again.

Devil King Klimt

Demons

Regen

Flying Squadron

Flag HP/MP Magic
78/48

Level 4

Fire

Dark

Mind

The king of the demons, who has roamed the continent since time immemorial. With his dark powers, he was once able to subjugate the entire realm before suffering defeat at the hands of Sir Balmer, the hero of the Pholian royal family. But now he, too, has been resurrected by the evil powers of the Age of Darkness, and his only goal seems to be slaughtering every other living creature.

Some theorize that the mysterious dark power and Klimt himself share the same origin.

Sir Balmer

Undead

Regen

Ground Squadron

Flag HP/MP Magic
50/68

Level 4

Dark

Mind

After giving his life to defeat Klimt, Balmer Pholia, the founder of the Pholian royal family, was laid to rest in the catacombs of the royal castle, alongside the magic sword Betharusnega. However, the evil powers of the Age of Darkness brought him back... as the undead. Leading an army of the living dead, he is now set on destroying the family he once swore to protect.

With that said, nobody knows his true intentions.

Tacticians:
The Advisors of Sieg and Vastral

Sir Raymond

A great hero who has contributed to the prosperity of the Pholian royal family since the times of Sir Balmer. Apparently, his mastery of the white powers of Good gives him eternal life, but no one but him knows the truth behind this power.

Dean Restia

Vastral's stepbrother, who seemingly had a complete change of personality at the very beginning of the Age of Darkness. He is most likely superior to Vastral in terms of talent, but for some reason has chosen to serve him as his advisor.

List of Squadrons

How to Read the Squadron Data Tables

First, let us explain how to read a Squadron's basic data table.

  • ① Masters who can hire the Squadron
    • Sieg
    • Vastral
    • Shelpha
    • Ell Moir
    • Klimt
    • Gailum
    • Velfraim
    • Balmer
    • All: Every Master except Balmer
  • ② HP
  • ③ MP
  • ④ Magic Level
  • ⑤ Usable Magic Types
    • Earth

      Earth Magic
    • Water

      Water Magic
    • Fire

      Fire Magic
    • Wind

      Wind Magic
    • Dark

      Dark Magic
    • Mind

      Mind Magic
  • Regen Can regenerate
  • ⑦ Main attack method

Mustered Squadrons (hired with LP)

Warrior

Ground Squadron

32/0

None

N/A Sword

Foot soldiers fresh out of training. Very likely to commit mistakes, and not particularly brave.

Knight

Ground Squadron

48/0

None

N/A Spear

Proud warriors who will only serve a Master aligned to their personal beliefs.

Holy Warrior

Ground Squadron

60/20

Level 3

Earth

Mind

N/A Sword, Spear

Members of the Pholian Holy Knights. Expert fencers and marksmen, they specialize in healing spells. With one at your side, you'll feel safe; with two at your side, you'll have nothing to fear.

Imp

Flying Squadron

32/12

Level 2

Dark

Mind

Regen

Claws, Fangs

Sly and cunning. Though the weakest of the demons, they are still capable of using magic to attack relentlessly.

Archdemon

Flying Squadron

48/28

Level 3

Dark

Mind

Regen

Sword

Some of the most savage of demons. Fallen angels, intent on inflicting chaos and death upon the world.

Devil Lord

Flying Squadron

64/44

Level 3

Dark

Mind

Regen

Paralyzing Whip

The cruelest demon aristocrats. They enjoy tormenting their targets to death with powerful magic spells. They can be summoned by anyone who has access to Level 4 Dark Spells.

Magician

Ground Squadron

26/20

Level 2

Water

Fire

Mind

N/A Staff

Inexperienced magicians in training. They cannot cast any powerful spells, and are weak of constitution. They need more training.

Sorcerer

Ground Squadron

28/36

Level 3

Water

Fire

Mind

N/A Staff

While they have good magical talent and are quite agile, their constitution is low, and they cannot take much punishment.

Wizard

Ground Squadron

32/68

Level 4

Water

Fire

Mind

N/A Staff

They can easily cast very powerful spells. Only Shelpha can hire them directly, but Sieg and Vastral have access to them by growing them from Sorcerers.

Black Knight

Ground Squadron

60/20

Level 3

Dark

Mind

N/A Sword, Spear

The Knights of Shelpha's army will grow to this Class. In simple terms, they are a dark version of Holy Warriors. They cannot be hired directly.

Elf

Ground Squadron

30/12

Level 2

Earth

Wind

Mind

N/A Sword, Bow

Forest dwellers. They are normally peaceful folks, but have now banded together to fight.

Elf Lord

Ground Squadron

48/28

Level 3

Earth

Wind

Mind

N/A Sword, Bow

The noblest and bravest of Elven warriors. Their skill with the bow is second to none; when banded together, they can even take down a dragon.

Goblin

Ground Squadron

36/0

None

N/A Club

Though the fastest and most agile of the Giants, they do not care to apply their talents to battle.

Minotaur

Ground Squadron

60/0

None

N/A Axe

Fearsome axe-wielding creatures, just as brutal as they look. However, they are also very slow.

Giant

Ground Squadron

80/0

None

N/A Club, Boulder Throw

Their strength is first-rate, and they have incredible constitution; they are capable even of resisting magical spells. They are the backbone of Gailum's army and serve him faithfully.

Lizardman

Ground Squadron

40/0

None

N/A Sword

While they become stronger in forests and deserts, they are not particularly talented. Apparently, they all dream of growing into dragons one day...

Basilisk

Ground Squadron

60/0

None

N/A Gaze, Fangs

Stronger in forests and deserts. The gaze of a basilisk has a petrifying effect.

Dragon

Flying Squadron

72/0

None

N/A Claws, Breath

Ancient fire-breathing monsters. Stronger in volcanoes and deserts. Originally, all dragons were followers of Velfraim, but it seems some of them have gone astray.

Barbarian

Ground Squadron

40/0

None

N/A Axe

Very eager to fight, but not particularly strong. They are little more than savages, and have a hard time dealing with magic.

Berserker

Ground Squadron

72/0

None

N/A Axe

Daring warriors who know no fear. They will never retreat on their own, opting instead to recklessly charge to their deaths.

Summoned Squadrons (hired with SP)

Centaur

Ground Squadron

All 32/0

None

N/A Kick, Bow

As their top halves are human, they can make use of tools such as bows. However, they are cowardly creatures, and will run away if the situation is overly dangerous.

Ogre

Ground Squadron

All 40/0

None

N/A Club

Primitive, simple monsters. They act on instinct rather than thought.

Unicorn

Ground Squadron

All 40/0

None

N/A Kick, Horn

These mythical beasts used to live peacefully deep inside forests, but they are now filled with rage and attack humans.

Troll

Ground Squadron

All 48/0

None

Regen

Club

Ancient creatures, also known as hill dwellers. Apparently, they see themselves as sophisticated, civilized people...

Wyvern

Flying Squadron

All 60/0

None

N/A Claws, Fangs

Bipedal, winged dragons that live in marshes. They swoop in from above and attack their prey with their venomous tail.

Hydra

Ground Squadron

All 80/0

None

N/A Fangs

Large, five-headed venomous snakes that love dark and humid places.

Gargoyle

Flying Squadron

All 40/0

None

N/A Claws, Fangs

Stone monsters that guard old castles. Their sharp stone claws make them particularly dangerous.

Golem

Ground Squadron

All 60/0

None

N/A Strike

Large rock monsters. They will repel most ordinary attacks, and are highly resistant to magic spells.

Talos

Ground Squadron

All 96/0

None

N/A Strike

Few can encounter Talos, the colossuses of the ruins, and live to tell the tale. It is like facing a veritable mountain.

Hell Hound

Ground Squadron

All 48/0

None

N/A Claws, Fangs

Fire-breathing watchdogs of Hell. For whatever reason, they inhabit Bahamut's volcanic regions.

Salamander

Ground Squadron

All 60/32

Level 3

Fire

Regen

Claws, Fangs

Born and raised within scorching flames, these creatures can naturally control fire.

Chimera

Ground Squadron

All 80/0

None

Regen

Claws, Fangs

The strongest fire monsters. They can paralyze, poison, and launch fire balls to fight their enemies.

Manticore

Flying Squadron

All 50/0

None

N/A Claws

Ill-tempered creatures that are easily angered. Beware the venom stinger on their tail.

Serpent

Ground Squadron

All 96/0

None

N/A Fangs

Great snakes of the forests. Large enough to swallow a human whole, but their size also makes them very slow.

Sphinx

Flying Squadron

All 56/20

Level 3

Fire

Mind

N/A Claws

Highly intelligent, proud monsters who live in deserts. They are capable of casting spells.

Phoenix

Flying Squadron

All 64/0

None

N/A Claws, Beak

Fire birds who appear in deserts. In ancient times, they were worshiped as symbols of eternal life.

Griffon

Flying Squadron

All 60/0

None

N/A Claws, Beak

Legendary beasts who hide in ravines. It is said that they come out of hiding whenever the continent is in chaos.

Cyclops

Ground Squadron

All 84/0

None

N/A Club, Boulder Throw

Primitive, one-eyed giants that dwell in mountains. These savage creatures make up for their lack of intellect with their enormous strength.

Roc

Flying Squadron

All 80/0

None

N/A Claws, Beak

Monster birds that frequently appear over the plains. Large enough to be able to capture elephants. They can be summoned through a Scheme Event.

Guardian

Ground Squadron

All 96/0

None

N/A Sword

Summoned through a Scheme Event. Feared and respected as the strongest of guardian deities. As the legend goes, they will rend the ground asunder and tear mountains apart with but their presence.

Spirit of Earth

Ground Squadron

N/A 82/52

Level 3

Earth

Regen

Strike

Can be summoned through a Level 4 Earth Spell. They are indomitable spirits channeling the energy of the ground itself; however, just like the ground, they are very, very slow.

Spirit of Water

Ground Squadron

N/A 72/52

Level 3

Water

Regen

Strike

They can be summoned through a Level 4 Water spell. Channeling the power of water, source of life, they attack with cold-imbued strikes.

Spirit of Flame

Ground Squadron

N/A 72/52

Level 3

Fire

Regen

Strike

They can be summoned through a Level 4 Fire spell. Their scorching-hot bodies burn their opponents with a simple touch.

Spirit of Wind

Flying Squadron

N/A 60/52

Level 3

Wind

Regen

Strike

They can be summoned through a Level 4 Wind spell. They generate whirlwinds to soar through the skies, and attack their opponents with lightnings.

Balmer's Summoned Squadrons

Balmer's army is composed of Summoned Squadrons exclusive to him. He cannot employ normal Mustered Squadrons or Monsters.

Skeleton

Ground Squadron

28/0

None

N/A Sword

Though not particularly impressive on their own, they do not fear death. When banded together, they display unexpected might.

Zombie

Ground Squadron

40/0

None

N/A Paralyzing Claws

Living corpses without any sort of ambition or desire. They can only blindly follow orders without question.

Mummy

Ground Squadron

56/0

None

Regen

Strike, Paralysis

They were promised life after death, and now have been brought back. They will never falter, and are much tougher than mere zombies.

Vampire

Ground Squadron

40/20

Level 3

Mind

Regen

Sword, Fangs

After becoming Balmer's followers, these blood-sucking monsters gained the ability to absorb their opponent's spiritual energy.

Lich

Ground Squadron

40/52

Level 4

Dark

Mind

Regen

Paralyzing Staff

Uniquely among the undead, these creatures have retained their own free will. With their capability to cast spells, they could be considered priests of the underworld.

Heroes

When playing under Advanced Rules, powerful people known as "Heroes" will roam the continent. Once hired, Heroes can be assigned to a Squadron, adding their individual talents and making them that much stronger.

Heroes can be one of three alignments: Lawful (L), Chaotic (C), or Neutral (N). Neutral Heroes can be hired by any Master, while Lawful and Chaotic Heroes can only be hired by a Master of their alignment.

Example

Hero Name

Yoma

Alignment: Chaotic (C)

  • MP: 36
  • Can cast Level 3 Mind and Dark Spells
  • Employable by the Neutral Vastral or the Chaotic Shelpha

Shelpha's Wizard Squadrons can usually only cast up to Level 4 Water, Fire, and Mind Spells. When this Hero is assigned to them, however, they will additionally be able to cast Level 4 Dark Spells, and their MP will also be increased (up to a maximum of 99 MP). Furthermore, they will also receive a bonus to their Attack, Skill, Armor, Speed and Magic stats. (Magic can reach up to 255.)

There are over 60 different Heroes in total. Keep searching until you find those who suit you the most.

Squadron Mustering Charts

The Squadrons you can Muster, as well as the required LP to do so, change depending on the Master. Each of them will be able to grow to the next Class through fighting or through Events.

Squadrons Available to Sieg

Warrior 2 LP
Knight 10 LP
Holy Warrior 75 LP
Magician 5 LP
Sorcerer 25 LP

[Growth]

Warrior → Knight → Holy Warrior

Magician → Sorcerer → Wizard

Squadrons Available to Vastral

Barbarian 1 LP
Berserker 15 LP
Magician 8 LP
Sorcerer 48 LP

[Growth]

Barbarian → Berserker

Magician → Sorcerer → Wizard

Squadrons Available to Ell Moir

Elf 4 LP
Elf Lord 36 LP

[Growth]

Elf → Elf Lord

Squadrons Available to Shelpha

Warrior 5 LP
Knight 30 LP
Magician 2 LP
Sorcerer 25 LP
Wizard 80 LP

[Growth]

Warrior → Knight → Black Knight

Magician → Sorcerer → Wizard

Squadrons Available to Gailum

Goblin 1 LP
Minotaur 5 LP
Giant 30 LP

[Growth]

Goblin → Minotaur → Giant

Squadrons Available to Velfraim

Lizardman 1 LP
Basilisk 19 LP
Dragon 95 LP

[Growth]

Lizardman → Basilisk → Dragon

Squadrons Available to Klimt

Imp 5 LP
Archdemon 30 LP
Devil Lord 90 LP

[Growth]

Imp → Archdemon → Devil Lord

★ Balmer cannot Muster Squadrons.

Squadron Summoning Charts

The Squadrons you can Summon change depending on the Area where the Summoning is performed, as well as the Squadron performing the Summoning.

Squadrons Available to Balmer

Balmer cannot Muster Squadrons, and can only Summon his unique set of Monsters. They can be summoned from any Area, regardless of the terrain; however, his Squadrons are unable to grow (unless the "Squadron Growth" Event is triggered).

Skeletons, the lowest Class available, can be hired even without another Squadron present; otherwise, one Squadron can Summon one other Squadron of the same Class or lower, while two Squadrons can Summon a Squadron one Class above theirs. However, Balmer himself is able to Summon any Squadron he has access to.

Skeleton 0 SP
Zombie 0 SP
Mummy 18 SP
Vampire 32 SP
Lich 72 SP

Monster Squadrons

Summoning Monsters can be split into two main lines: one starting from Centaurs, and one starting from Ogres. Centaurs and Ogres can be hired even without another Squadron present; otherwise, one Squadron can Summon one other Squadron of the same Class or lower, while two Squadrons can Summon a Squadron one Class above theirs.

★ Rocs can be Summoned through the use of the Scheme Event "Squadron Summon", or by casting the Mind Spell "Summon" from Plains, Forests, or Hills terrains.

Events

Random Events

These Events can occur randomly at the start of each Turn.

Earthquake Causes damage to all Squadrons in the Event Area, as well as neighboring Areas. Flying Squadrons will take reduced damage.
Plague Causes damage to all Squadrons in the Event Area, as well as neighboring Areas. Excluding those resistant to Poison and Paralysis, Squadrons will be reduced to 1 HP and 0 MP. Additionally, they will be unable to act during that Turn.
Raging Storm The Event Area, as well as neighboring Areas, will be inoperable for one Turn, and will not generate LP. Squadrons cannot be moved to the affected Areas, and they cannot be invaded.
Roc Assault Combat will initiate in the affected Area. If the Rocs are victorious, the Area will become Neutral.
Gold Vein Discovery The Event Area will generate more LP for a limited period.
Squadron Growth The Squadrons in the Event Area will grow to their next Class. However, Summoned Squadrons will not grow if they are not located on their favored terrain.
Monster Assault Monsters related to the Event Area will appear and go on a rampage.

Accident Events

These Events will take effect as soon as they are dealt to a Master.

Alchemy Additional LP.
Blessing Additional SP.
Curse Cursed Master won't be able to act during this Turn.
Unrest No LP will be received during this Turn.
Squadron Growth The Squadrons in one of the Areas under the Master's rule will grow to their next Class. However, Summoned Squadrons not affiliated with Balmer will not grow if they are not located in their favored terrain.
Assault Monsters will attack one of the Areas under the Master's rule.
Revolt One of the Areas under the Master's rule will revolt and become Neutral if there is no Master or Hero present. Neighboring Areas under the Master's rule without Squadrons will also become Neutral. Revolts cannot occur in Areas ruled by Balmer.

Scheme Events

These Events can be activated willingly once they are dealt to a Master.

Form Alliance
Policy
Forcefully forms an alliance with another Master (excluding Balmer). Lasts 8 Turns.
Break Alliance
Policy
Forcefully breaks an alliance.
Raging Storm
Policy
Triggers a Raging Storm for one Turn in the target Area (with the same effect as the Random Event "Raging Storm").
Curse
Policy
Curses an enemy Master (with the same effect as the Random Event "Curse").
Servitude
Policy
Places a neighboring Neutral Area under your rule. The Squadrons in that Area are eliminated.
Crystal Ball
Policy
Allows you to see the list of Schemes owned by a Master and nullify one of them.
Act Again
War
Allows Squadrons that have already acted in the current Area to act once again.
Teleportation
War
Allows all Squadrons that have yet to act in the current Area to be moved to one of the other Areas under your rule.
Clairvoyance
War
Allows you to see every Area during this Turn.
Territory Switch
War
Allows you to swap all the Squadrons between two target Areas (Neutral or under your rule), excluding the current Area.
Surprise Attack
War
If activated before Invading, the Defender will be unable to activate any Schemes, and will be forced to skip the first Turn.
Ground Ruin
Invasion
Effective when invaded by the enemy. The enemy's Ground Squadrons will be annihilated. The enemy Master and Heroes will not die, but take major damage instead. (Flying Squadrons are not affected.)
Heavens Ruin
Invasion
Effective when invaded by the enemy. The enemy's Flying Squadrons will be annihilated. The enemy Master and Heroes will not die, but take major damage instead. (Ground Squadrons are not affected.)
Wall of Flame
Invasion
Effective when invaded by the enemy. Squadrons without resistance to fire will be annihilated. The enemy Master and Heroes will not die, but take major damage instead.
Forced Retreat
Invasion
Effective when invaded by the enemy. All enemy Squadrons will be forced to leave the battlefield.
Enhance Attack
Tactical
Used on the Tactical Screen before fighting. This will slightly increase the Attack (i.e. the inflicted damage) of all Squadrons.
Increase Skill
Tactical
Used on the Tactical Screen before fighting. This will slightly increase the Skill of all Squadrons.
Reinforce Armor
Tactical
Used on the Tactical Screen before fighting. This will slightly increase the Armor of all Squadrons.
Squadron Plot
Tactical
Used on the Tactical Screen before fighting. One to four enemy Squadrons will switch sides and become allies for this battle. Keep in mind that this will not work on Squadrons led by the enemy Master or Heroes.
Heavy Fog
Tactical
A heavy fog will prevent any retreat from this battle. Be aware that this affects both you and the enemy.
Freezing
Tactical
Effective only when using the Hex Screen. During this battle, water will be frozen and treated as Plains terrain (same effect as casting the Water Spell "Freeze").
Recovery
Policy War Tactical
Causes Allied Squadrons to recover all HP and MP, but the scope varies depending on the phase in which it is activated.
  • During "Policy": Applied to all Areas under your rule.
  • During "War": Applied to current Area.
  • On Tactical Screen: Applied to Squadrons participating in the battle.
Assassinate Hero
Policy War
Assassinates an enemy Hero. The more talented the Hero, the less likely it is to succeed.
Hero Defection
Policy War
Forces an enemy Hero to leave their Master's service. If the Hero's alignment is Lawful, this will have a low rate of success.
Plot Revolt
Policy War
Initiates a revolt in one of the Areas under an enemy Master's rule (same effect as the Random Event "Revolt").
Thieves
Policy War
Steals all LP from one enemy Master.
Guardian Descent
War Tactical
Summons one Guardian Squadron. If used during "War", the Squadron will be added to the Area's reserves; if used on the Tactical Screen, the Squadron will only be usable for this battle.
Explosive Attack
War Tactical
Triggers a powerful magical explosion, reducing all enemy Squadrons in the Area to 1 HP. If used during "War" phase, it will affect all enemy Squadrons in the Area; if used on the Tactical Screen, it will affect enemy Squadrons participating in the battle.
Squadron Summon
War Tactical
Summons one Monster Squadron, which depends on the terrain (refer to the Squadron Summoning Charts). However, Balmer will only ever summon Liches. If used during "War", the Squadron will be added to the Area's reserves; if used on the Tactical Screen, the Squadron will only be usable for this battle.
Fairies
Policy War
Steals all SP from one enemy Master.

Magic Spell List

There are six types of Spells. Depending on its Level, each Spell has a different MP cost.

MP Cost

Some Spells have an effective range within which they can be cast, displayed as a highlighted potion of the screen.

Earth Magic Earth
Level 1

Heal

Restores HP to one target Squadron.

Armor Up

Increases Armor of one target Squadron.

Level 2

Magic Missile

Attacks one enemy Squadron with a magical crystal arrow.

Restore Status

Restores the status of one target Squadron to what it was before the battle.

Level 3

Earthquake

Causes an earthquake in the target Hex and its surroundings.

All Heal

Restores HP to all surrounding allied Squadrons.

Level 4

Resurrection

Brings back the last Squadron that has been lost (excluding Squadrons summoned with Magic, double-crossing enemy Squadrons, or Squadrons killed by having their energy stolen).

Conjure Elemental

Summons a Spirit of Earth.

Water Magic Water
Level 1

Heal

Restores HP to one target Squadron.

Restore Morale

Brings Morale to its original value +1.

Level 2

Magic Missile

Attacks one enemy Squadron with a magical water arrow.

Resist Fire

Makes one target Squadron resistant to Fire.

Level 3

Ice Storm

Causes a blizzard in the target Hex and its surroundings.

Halt Regen

Turns Regen to 0 for enemies in a fixed area.

Level 4

Freeze

Freezes sea and river tiles, which will be then treated as Plains terrain. (Only effective on the Hex Screen.)

Conjure Elemental

Summons a Spirit of Water.

Fire Magic Fire
Level 1

Heal

Restores HP to one target Squadron.

Power Up

Increases damage inflicted by one target Squadron.

Level 2

Magic Missile

Attacks one enemy Squadron with a magical fire arrow.

Melt Armor

Slightly reduces Armor of one target enemy Squadron.

Level 3

Fire Ball

Throws a fire ball in the target Hex and its surroundings.

Regeneration

Bestows Regen upon allied Squadrons in a fixed area.

Level 4

Meteor Shower

Only usable once per Battle Turn. Drops meteors on the enemy Squadrons in a fixed area.

Conjure Elemental

Summons a Spirit of Flame.

Wind Magic Wind
Level 1

Heal

Restores HP to one target Squadron.

Skill Up

Increases Skill of one target Squadron.

Level 2

Magic Missile

Attacks one enemy Squadron with a magical lightning arrow.

Melt Armor

Bestows the ability to fly upon one target Squadron.

Level 3

Wind Blades

Generates a vacuum in the target Hex and its surroundings, damaging enemies within the area.

Haste

Increases the movement speed of allied Squadrons in the target Hex and its surroundings.

Level 4

Lightning Bolt

Only usable once per Battle Turn. Drops lightning bolts on the enemy Squadrons in a fixed area.

Conjure Elemental

Summons a Spirit of Wind.

Mind Magic Mind
Level 1

Meditation

Caster recovers 8 MP.

Bless

Increases one target Squadron's Armor, Skill, and Speed by 1.

Level 2

Mind Blast

Strikes one target enemy Squadron with the power of the mind.

Dispel Curse

Removes curse from one target Squadron.

Level 3

Bindings

Prevents enemy Squadrons in the target Hex and its surroundings from moving. Affected Squadrons won't be able to act for the entire Turn, even if attacked.

Magic Up

Increases Magic of allied Squadrons in a fixed range (max value: 200).

Level 4

Mind Storm

Hits all enemy Squadrons in a fixed area with three Mind Blasts.

Summon Monster

Summons the strongest Monster available on the current terrain (refer to the Squadron Summoning Charts).

Dark Magic Dark
Level 1

Fear

Decreases Morale of one target enemy Squadron by 6 points.

Poison

Inflicts Poison on one target enemy Squadron.

Level 2

Paralysis

Inflicts Paralysis on one target enemy Squadron.

Curse

Prevents one target enemy Squadron from recovering HP.

Level 3

Creeping Worms

Unleashes creeping worms in the target Hex and its surroundings.

Slow

Reduces the movement speed of enemy Squadrons in the target Hex and its surroundings.

Level 4

Death Spell

Annihilates one target enemy Squadron (excluding Masters).

Summon Devil

Summons a Devil Lord.

Battle Screen Spells

There are eight kinds of Spells usable on the Battle Screen. The Spells a Squadron has access to depend on the type of Magic it can cast.

Spells have various Levels; higher Levels have stronger effects, but higher MP costs.

Magic Attack

Usable with all Magic Types. Fires a magical energy bullet.

Power Up

Usable with Fire Magic. Increases inflicted damage when attacking.

Armor Up

Usable with Earth Magic. Increases Armor.

Recover

Usable with Earth, Water, Fire, and Wind Magic. Recovers HP.

Shield

Usable with Mind Magic. Creates a barrier that protects you from damage. The Level of this Spell changes the number of attacks that the barrier will resist.

Speed Up

Usable with Wind Magic. Increases movement speed.

Fire Defense

Usable with Water Magic. Temporarily protects from Fire damage.

Invincibility

Usable with Dark Magic. Only usable once per Battle. Become temporarily invincible, while also increasing Attack and movement speed.

Appendix: Stats Table

How to Read the Table

Abbreviations

  • MOV: Movement
  • SKL: Skill
  • ARM: Armor
  • MOR: Morale
  • MAG: Magic
  • SPD: Speed

Resistances

  • S Cannot be petrified
  • T Strong against electricity
  • C Strong against cold
  • E Energy cannot be stolen
  • P Cannot be paralyzed
  • D Cannot be poisoned
  • N Cannot be swallowed
  • H Strong against heat
Squadron
Name
MOV SKL ARM MOR MAG SPD Resistances
Warrior 3 6 4 5 30 30
Knight 4 10 6 5 80 35 P
Holy Warrior 4 15 7 6 150 40 P
Black Knight 4 15 7 6 150 40 P
Barbarian 3 6 3 11 10 30
Berserker 4 10 6 15 80 30 P
Magician 3 3 3 2 120 35
Sorcerer 3 5 6 4 180 40
Wizard 4 7 9 5 240 45
Elf 3 8 3 4 120 35 P
Squadron
Name
MOV SKL ARM MOR MAG SPD Resistances
Elf Lord 4 12 7 6 180 40 P
Goblin 4 5 3 2 5 40
Minotaur 3 9 7 7 100 25 PD
Giant 5 11 8 6 130 30 PDSNC
Lizardman 3 5 3 3 30 25
Basilisk 3 7 4 4 180 20 PD
Dragon 5 13 9 7 160 40 PDSHN
Imp 4 6 2 4 100 25 PDH
Archdemon 4 9 4 5 150 30 PDSHN
Devil Lord 5 14 7 6 220 40 PDSHNCT
Squadron
Name
MOV SKL ARM MOR MAG SPD Resistances
Centaur 4 9 3 3 50 30
Unicorn 4 11 3 4 100 35 PDT
Manticore 4 8 4 4 180 35 PD
Serpent 4 7 9 7 120 15 PDSHN
Sphinx 5 12 4 4 240 40 PDSN
Phoenix 6 12 6 5 150 40 PDSHN
Gargoyle 5 7 8 6 150 35 PDSHNCTE
Golem 2 7 9 8 200 15 PDSHNCTE
Talos 3 12 11 8 200 25 PDSHNCTE
Ogre 3 5 3 3 5 20
Squadron
Name
MOV SKL ARM MOR MAG SPD Resistances
Troll 3 6 3 4 10 20 P
Wyvern 5 9 5 5 50 30 PDSN
Hydra 4 9 8 5 120 30 PDSN
Griffon 6 11 6 5 50 35 PDSN
Cyclops 4 9 7 7 50 15 PDSN
Hell Hound 4 7 6 4 50 30 PDH
Salamander 4 11 7 5 200 35 PDSHN
Chimera 4 11 9 6 180 30 PDSHN
Skeleton 3 8 2 15 50 25 PDSE
Zombie 2 4 3 15 80 10 PDSE
Squadron
Name
MOV SKL ARM MOR MAG SPD Resistances
Mummy 2 7 7 15 150 15 PDSHE
Vampire 4 10 6 7 200 40 PDSHE
Lich 3 12 6 7 250 35 PDSHCTE
Roc 7 10 8 7 150 45 PDSN
Guardian 5 14 12 12 250 50 PDSHNCTE
Spirit of Earth 2 8 8 6 200 20 PDSN
Spirit of Water 3 10 8 6 200 35 PDSNC
Spirit of Flame 4 10 8 6 200 40 PDSHN
Spirit of Wind 7 16 8 6 200 50 PDSNT
Master
Name
MOV SKL ARM MOR MAG SPD Resistances
Sieg 5 16 9 7 220 50 PSHNCT
Vastral 4 15 9 9 250 50 PSHNCT
Shelpha 4 10 12 6 255 55 PSHNCT
Ell Moir 5 16 8 7 220 50 PSNT
Gailum 5 13 9 7 220 50 PDSNC
Velfraim 6 11 10 7 220 50 PDSHNT
Klimt 5 15 9 7 250 50 PDSHNCT
Balmer 3 14 9 7 250 50 PDSHNCTE

Instruction Manual/Character Catalog Illustrations

Cover art: Hiroaki Shioya

Characters/Cut Illustrations: Joji Rindo