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.
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.
Here, we will introduce the eight Masters vying for supremacy over the continent.
Regen Can regenerate
Earth
Earth MagicWater
Water MagicFire
Fire MagicWind
Wind MagicDark
Dark MagicMind
Mind MagicFlag | HP/MP | Magic |
---|---|---|
72/36 | Level 4Earth 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.
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.
Flag | HP/MP | Magic |
---|---|---|
32/98 | Level 4Earth 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.
Flag | HP/MP | Magic |
---|---|---|
60/68 | Level 3Earth 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.
Regen
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.
Regen
Flag | HP/MP | Magic |
---|---|---|
80/40 | Level 3Fire 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.
Regen
Flag | HP/MP | Magic |
---|---|---|
78/48 | Level 4Fire 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.
Regen
Flag | HP/MP | Magic |
---|---|---|
50/68 | Level 4Dark 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.
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.
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.
First, let us explain how to read a Squadron's basic data table.
Earth
Earth MagicWater
Water MagicFire
Fire MagicWind
Wind MagicDark
Dark MagicMind
Mind Magic32/0 | None |
|
N/A | Sword |
Foot soldiers fresh out of training. Very likely to commit mistakes, and not particularly brave.
48/0 | None |
|
N/A | Spear |
Proud warriors who will only serve a Master aligned to their personal beliefs.
60/20 | Level 3Earth 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.
32/12 | Level 2Dark Mind |
|
Regen |
Claws, Fangs |
Sly and cunning. Though the weakest of the demons, they are still capable of using magic to attack relentlessly.
48/28 | Level 3Dark Mind |
|
Regen |
Sword |
Some of the most savage of demons. Fallen angels, intent on inflicting chaos and death upon the world.
64/44 | Level 3Dark 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.
26/20 | Level 2Water Fire Mind |
|
N/A | Staff |
Inexperienced magicians in training. They cannot cast any powerful spells, and are weak of constitution. They need more training.
28/36 | Level 3Water 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.
32/68 | Level 4Water 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.
60/20 | Level 3Dark 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.
30/12 | Level 2Earth Wind Mind |
|
N/A | Sword, Bow |
Forest dwellers. They are normally peaceful folks, but have now banded together to fight.
48/28 | Level 3Earth 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.
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.
60/0 | None |
|
N/A | Axe |
Fearsome axe-wielding creatures, just as brutal as they look. However, they are also very slow.
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.
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...
60/0 | None |
|
N/A | Gaze, Fangs |
Stronger in forests and deserts. The gaze of a basilisk has a petrifying effect.
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.
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.
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.
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.
All | 40/0 | None |
N/A | Club |
Primitive, simple monsters. They act on instinct rather than thought.
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.
All | 48/0 | None |
Regen |
Club |
Ancient creatures, also known as hill dwellers. Apparently, they see themselves as sophisticated, civilized people...
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.
All | 80/0 | None |
N/A | Fangs |
Large, five-headed venomous snakes that love dark and humid places.
All | 40/0 | None |
N/A | Claws, Fangs |
Stone monsters that guard old castles. Their sharp stone claws make them particularly dangerous.
All | 60/0 | None |
N/A | Strike |
Large rock monsters. They will repel most ordinary attacks, and are highly resistant to magic spells.
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.
All | 48/0 | None |
N/A | Claws, Fangs |
Fire-breathing watchdogs of Hell. For whatever reason, they inhabit Bahamut's volcanic regions.
All | 60/32 |
Level 3Fire |
Regen |
Claws, Fangs |
Born and raised within scorching flames, these creatures can naturally control fire.
All | 80/0 |
None |
Regen |
Claws, Fangs |
The strongest fire monsters. They can paralyze, poison, and launch fire balls to fight their enemies.
All | 50/0 |
None |
N/A | Claws |
Ill-tempered creatures that are easily angered. Beware the venom stinger on their tail.
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.
All | 56/20 |
Level 3Fire Mind |
N/A | Claws |
Highly intelligent, proud monsters who live in deserts. They are capable of casting spells.
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.
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.
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.
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.
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.
N/A | 82/52 |
Level 3Earth |
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.
N/A | 72/52 |
Level 3Water |
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.
N/A | 72/52 |
Level 3Fire |
Regen |
Strike |
They can be summoned through a Level 4 Fire spell. Their scorching-hot bodies burn their opponents with a simple touch.
N/A | 60/52 |
Level 3Wind |
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 army is composed of Summoned Squadrons exclusive to him. He cannot employ normal Mustered Squadrons or Monsters.
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.
40/0 |
None |
|
N/A | Paralyzing Claws |
Living corpses without any sort of ambition or desire. They can only blindly follow orders without question.
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.
40/20 |
Level 3Mind |
|
Regen |
Sword, Fangs |
After becoming Balmer's followers, these blood-sucking monsters gained the ability to absorb their opponent's spiritual energy.
40/52 |
Level 4Dark 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.
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.
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.
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 |
Warrior → Knight → Holy Warrior
Magician → Sorcerer → Wizard
Squadrons Available to Vastral |
Barbarian | 1 LP |
Berserker | 15 LP |
Magician | 8 LP |
Sorcerer | 48 LP |
Barbarian → Berserker
Magician → Sorcerer → Wizard
Squadrons Available to Ell Moir |
Elf | 4 LP |
Elf Lord | 36 LP |
Elf → Elf Lord
Squadrons Available to Shelpha |
Warrior | 5 LP |
Knight | 30 LP |
Magician | 2 LP |
Sorcerer | 25 LP |
Wizard | 80 LP |
Warrior → Knight → Black Knight
Magician → Sorcerer → Wizard
Squadrons Available to Gailum |
Goblin | 1 LP |
Minotaur | 5 LP |
Giant | 30 LP |
Goblin → Minotaur → Giant
Squadrons Available to Velfraim |
Lizardman | 1 LP |
Basilisk | 19 LP |
Dragon | 95 LP |
Lizardman → Basilisk → Dragon
Squadrons Available to Klimt |
Imp | 5 LP |
Archdemon | 30 LP |
Devil Lord | 90 LP |
Imp → Archdemon → Devil Lord
★ Balmer cannot Muster Squadrons.
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 |
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.
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. |
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. |
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.
|
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. |
There are six types of Spells. Depending on its Level, each Spell has a different 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 |
HealRestores HP to one target Squadron. Armor UpIncreases Armor of one target Squadron. |
Level 2 |
Magic MissileAttacks one enemy Squadron with a magical crystal arrow. Restore StatusRestores the status of one target Squadron to what it was before the battle. |
Level 3 |
EarthquakeCauses an earthquake in the target Hex and its surroundings. All HealRestores HP to all surrounding allied Squadrons. |
Level 4 |
ResurrectionBrings 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 ElementalSummons a Spirit of Earth. |
Water Magic Water | |
---|---|
Level 1 |
HealRestores HP to one target Squadron. Restore MoraleBrings Morale to its original value +1. |
Level 2 |
Magic MissileAttacks one enemy Squadron with a magical water arrow. Resist FireMakes one target Squadron resistant to Fire. |
Level 3 |
Ice StormCauses a blizzard in the target Hex and its surroundings. Halt RegenTurns Regen to 0 for enemies in a fixed area. |
Level 4 |
FreezeFreezes sea and river tiles, which will be then treated as Plains terrain. (Only effective on the Hex Screen.) Conjure ElementalSummons a Spirit of Water. |
Fire Magic Fire | |
---|---|
Level 1 |
HealRestores HP to one target Squadron. Power UpIncreases damage inflicted by one target Squadron. |
Level 2 |
Magic MissileAttacks one enemy Squadron with a magical fire arrow. Melt ArmorSlightly reduces Armor of one target enemy Squadron. |
Level 3 |
Fire BallThrows a fire ball in the target Hex and its surroundings. RegenerationBestows Regen upon allied Squadrons in a fixed area. |
Level 4 |
Meteor ShowerOnly usable once per Battle Turn. Drops meteors on the enemy Squadrons in a fixed area. Conjure ElementalSummons a Spirit of Flame. |
Wind Magic Wind | |
---|---|
Level 1 |
HealRestores HP to one target Squadron. Skill UpIncreases Skill of one target Squadron. |
Level 2 |
Magic MissileAttacks one enemy Squadron with a magical lightning arrow. Melt ArmorBestows the ability to fly upon one target Squadron. |
Level 3 |
Wind BladesGenerates a vacuum in the target Hex and its surroundings, damaging enemies within the area. HasteIncreases the movement speed of allied Squadrons in the target Hex and its surroundings. |
Level 4 |
Lightning BoltOnly usable once per Battle Turn. Drops lightning bolts on the enemy Squadrons in a fixed area. Conjure ElementalSummons a Spirit of Wind. |
Mind Magic Mind | |
---|---|
Level 1 |
MeditationCaster recovers 8 MP. BlessIncreases one target Squadron's Armor, Skill, and Speed by 1. |
Level 2 |
Mind BlastStrikes one target enemy Squadron with the power of the mind. Dispel CurseRemoves curse from one target Squadron. |
Level 3 |
BindingsPrevents 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 UpIncreases Magic of allied Squadrons in a fixed range (max value: 200). |
Level 4 |
Mind StormHits all enemy Squadrons in a fixed area with three Mind Blasts. Summon MonsterSummons the strongest Monster available on the current terrain (refer to the Squadron Summoning Charts). |
Dark Magic Dark | |
---|---|
Level 1 |
FearDecreases Morale of one target enemy Squadron by 6 points. PoisonInflicts Poison on one target enemy Squadron. |
Level 2 |
ParalysisInflicts Paralysis on one target enemy Squadron. CursePrevents one target enemy Squadron from recovering HP. |
Level 3 |
Creeping WormsUnleashes creeping worms in the target Hex and its surroundings. SlowReduces the movement speed of enemy Squadrons in the target Hex and its surroundings. |
Level 4 |
Death SpellAnnihilates one target enemy Squadron (excluding Masters). Summon DevilSummons a Devil Lord. |
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.
Usable with all Magic Types. Fires a magical energy bullet.
Usable with Fire Magic. Increases inflicted damage when attacking.
Usable with Earth Magic. Increases Armor.
Usable with Earth, Water, Fire, and Wind Magic. Recovers HP.
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.
Usable with Wind Magic. Increases movement speed.
Usable with Water Magic. Temporarily protects from Fire damage.
Usable with Dark Magic. Only usable once per Battle. Become temporarily invincible, while also increasing Attack and movement speed.
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 |
Cover art: Hiroaki Shioya
Characters/Cut Illustrations: Joji Rindo