# 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: Tuesday, 02-Jun-20 16:21:06 CDT

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
- ⑥ 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.

### Imp

###

### 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.

- Policy Usable during "Policy".
- War Usable during "War".
- Invasion Usable during when invaded or raided.
- Tactical Usable in Tactical Screen.

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

- Level 1: 4 MP
- Level 2: 8 MP
- Level 3: 16 MP
- Level 4: 32 MP

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