Ogre Battle 64: Person Of Lordly Caliber - Strategy Guide (Page 02)
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Attacks will have a relative strength as a letter level. A is the strongest attack the unit can have. B is less strong. C is the weakest. These levels should be taken with a grain of salt, though, considering the letters are considering one attack and how it affects a single person. For instance, a Flarebrass' Crimson Note OBVIOUSLY does more damage overall than its Fire Breath, but on one person, the Fire Breath will hit harder. Assume attacks are physical unless marked with (*). Magic attacks will be rated separately, since their strength can be changed independently of physical attacks. Requirements: This covers the general alignment and statistics required for the class to be available. Note that not every stat requires a number for advancing. My thoughts: How generally useful I consider this character to be. Level Up Increases: How much a classes stats increase with each level up. Story: Specific to Special Characters only, I'll give a little background on these people, without giving away any spoilers. Okay. Let's start with Mr. (or Ms.) Basic. ************************************************************************ Class: Soldier (Basic Human Unit) Appearance: Little guy with a brown hat and a spear. Usually found in groups of three. Terrain: Plains Equipment: Right Hand: Short Spear *cannot change* Left Hand: N/A Body: Half Armor *cannot change* Head: N/A Cost: 0 (You always have an infinite amount of this equipment.) Attacks: Front: Thrust X 1 - A Middle: Thrust X 1 - B Back: Thrust X 1 - C My thoughts: What can I say? The only way to get new human units is through Soldiers. You're gonna have to use a lot of these little guys if you wanna get anywhere in this game, since most of the Leaders of your units will be human. Soldiers are in a character slot in groups of three. Their collective HP is divided into thirds for each Soldier. Once a Soldier group loses a third of it's HP, one dies, and after two-thirds, a second, and so on. Soldiers don't gain experience like other units do. There's a special way of upgrading them. Here's the lowdown. Whenever you win a battle (you end a round and you get the word "WIN"), each soldier that survives in your unit will earn 2 Soldier Exp for the unit leader. For instance, if your unit has six soldiers, winning a battle will earn that unit's leader 12 Soldier Exp. Now, when that unit's leader gains a total of 100 Soldier Exp., one of the Soldiers upgrades into the basic Human Unit that is the same gender as the unit's leader. For instance, a unit led by a Knight will produce a Fighter if a Soldier advances, while one led by a Valkyrie will produce an Amazon. One of the Soldiers immediately changes into that class, IF you have a spare set of equipment for that class. Then the remaining two Soldiers in that cluster of Soldiers will be returned to your reserves. A good strategy for letting Soldiers gain experience at more difficult points in the game is to put them in middle row behind another unit. They attack with a little less power (which isn't much to begin with), and they're shielded from physical attacks. You can ONLY promote Soldiers during actual battles. Neutral Encounters and Training won't do it... ************************************************************************ ************************************************************************ A. Male Human Classes Class: Fighter (Basic Male Human Unit) Appearance: Small guy in light armor with a small sword. Terrain: Plains Equipment: Right Hand: Short Sword Left Hand: Round Shield Body: Chain Mail Head: Iron Helm Cost: 190 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C My thoughts: Yep. Your basic dude. These guys really aren't that bad, but, of course, you're only keeping them around so you can upgrade them to something better. Later on, this class will probably become entirely obsolete, since upgraded Soldiers will have high enough levels to immediately become stronger classes. Best strategy, naturally, is to put him in the front row. Level Up Increases: STR: +4 VIT: +3 INT: +3 MEN: +3 AGI: +2 DEX: +3 ************************************************************************ Class: Knight Appearance: Tall guy in full armor, with a big sword and shield. Terrain: Plains Equipment: Right Hand: Baldr Sword Left Hand: Kite Shield Body: Plate Armor Head: Armet Cost: 570 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 40-100 STR: 72 VIT: 67 My thoughts: Combine one part fighter and two parts beefiness and what do you get? A Knight! In essence, this guy really is nothing more fancy than an upgraded Fighter. That's not a problem if that's what you're looking for, of course... His sword hits hard and he's generally pretty fast. He's got a good mix of offensive and defensive capabilities. I suggest getting several of these, like five or six. If there's only one problem with the Knight, it's that he's a pretty costly unit, as you can see from his listed Cost. Level Up Increases: STR: +5 VIT: +4 INT: +3 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ Class: Berserker Appearance: Beefy, bearded thug with a horned helmet. Terrain: Plains Equipment: Right Hand: Francisca Left Hand: N/A Body: Leather Armor Head: Iron Helm Cost: 220 Attacks: Front: Strike X 2 - A Middle: Strike X 1 - B Back: Strike X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: This is, more or less, the Alignment opposite of a Knight. If you have a low Alignment unit that needs some front row muscle, this guy's your thug. He's got good power, with a little bit reduced magical defense. Get a couple of these for low Alignment units. Level Up Increases: STR: +5 VIT: +5 INT: +3 MEN: +4 AGI: +4 DEX: +3 ************************************************************************ Class: Fencer Appearance: Wears a pointy hat and carries a large, two-handed sword. Terrain: Plains Equipment: Right Hand: Bastard Sword Left Hand: N/A Body: Cloth Armor Head: Jin-gasa Cost: 250 Attacks: Front: Slash X 2 - A Middle: Slash X 1 - B Back: Slash X 1 - C Requirements: ALI: 30-100 STR: 72 DEX: 62 My thoughts: I consider this guy the poor man's Knight. He's got generally the same attack power as a Knight, and a rather high Dexterity, but he's got a reduced defense. It's not that much of a change, though, so you might wanna consider having a couple if it'll keep expenses down. In fact, I suggest having about three or four to grab any good Greatswords... Level Up Increases: STR: +5 VIT: +3 INT: +3 MEN: +5 AGI: +5 DEX: +5 ************************************************************************ Class: Phalanx Appearance: Heavily armored guy carrying a sizable shield and a spear. Terrain: Plains Equipment: Right Hand: Spear Left Hand: Large Shield Body: Plate Mail Head: Iron Helm Cost: 570 Attacks: Front: Pierce X 2 - A Middle: Pierce X 1 - B Back: Pierce X 1 - C Requirements: ALI: 20-80 STR: 76 VIT: 70 My thoughts: This is Mr. Physical Defense. He's no more powerful attack-wise than a Knight, but he can take some serious hits and keep coming back for more. Definitely a good front row center man. Sadly, this power can kind of go to waste if he doesn't have a good attack. I suggest having no more than two or three to occupy your good spears... Level Up Increases: STR: +4 VIT: +4 INT: +3 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Beast Tamer Appearance: Bearded man with wild hair, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Leather Whip Left Hand: N/A Body: Leather Armor Head: N/A Cost: 120 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 1 - C Requirements: ALI: 0-60 STR: 72 VIT: 67 My thoughts: Okay. This guy is only a decent fighter, but he does have a couple of special attributes. Put him in a unit with a monster of some kind, and that monster will fight better. A good tradeoff, I think. He's probably not good to be put in a fighting unit. If you feel like making a Beast Unit, put him in charge. Level Up Increases: HP: +5 STR: +5 VIT: +4 INT: +3 MEN: +3 AGI: +4 DEX: +4 ************************************************************************ Class: Doll Master Appearance: Robed man with a puppet sitting in front of him. Terrain: Plains Equipment: Right Hand: Marionette Left Hand: Amulet Body: Robe Head: Bandanna Cost: 210 Attacks: Front: Pull Strings X 2 - A Middle: Pull Strings X 2 - B Back: Pull Strings X 1 - C Requirements: ALI: 20-80 INT: 60 MEN: 66 DEX: 65 My thoughts: This guy's interesting. Basically, his hook is that he brings inanimate objects to life. A pretty good power, if you ask me. So, his main attack is animating the doll he's equipped with and attacking the enemy with it. It has decent power to it. The fact that he gets two attacks in the middle row makes him a good candidate for a middle row character. He's also got a decent magic defense, making him able to withstand magic attacks that are thrown his way while behind the front line. Another cool thing about him involves another kind of formerly inanimate object: Golems. Put a Doll Master in a unit with a Golem and the Golem will be stronger. Level Up Increases: HP: +4 STR: +4 VIT: +4 INT: +5 MEN: +4 AGI: +4 DEX: +5 ************************************************************************ Class: Ninja Appearance: Figure in ninja cloak-like garb, wielding claws. Terrain: Forests Equipment: Right Hand: Iron Claw Left Hand: N/A Body: Ninja's Garb Head: Hachigane Cost: 260 Attacks: Front: Rend X 2 - A Middle: Rend X 1 - B Back: Rend X 1 - C Requirements: ALI: 0-60 AGI: 52 DEX: 59 My thoughts: This guy's quick. He's a bit weaker than an average Knight, but he's got the Agility to make up for it. That's about all that's special. Have one or two for your low Alignment units. Level Up Increases: STR: +5 VIT: +3 INT: +4 MEN: +4 AGI: +6 DEX: +4 ************************************************************************ Class: Wizard Appearance: Bearded old man in a full robe and carrying a staff. Terrain: Plains Equipment: Right Hand: Scipplay Staff Left Hand: Spellbook Body: Robe Head: Amulet Cost: 190 Attacks: Front: Elemental Magic* X 1 - C Middle: Elemental Magic* X 1 - B Back: Elemental Magic* X 2 - A Requirements: ALI: 0-60 INT: 57 MEN: 63 My thoughts: Ah, yes. The male spellcaster. This is generally the only male unit you'll want in the back row. He can't take the physical hurt, but can stand magic to some degree. He'll cast different spells depending on his ruling element: Wind: Lightning Fire: Fireball Earth: Acid Vapor Water: Ice Blast Bane: Word of Pain Depending on the spellbook you equip, these spells can change. I suggest having about two or three or these to complement two or three Sorceresses. Level Up Increases: HP: +3 STR: +3 VIT: +3 INT: +6 MEN: +4 AGI: +3 DEX: +3 ************************************************************************ Class: Paladin Appearance: A knight looking fellow, wearing white, gold, blue, and purple armor, and helmet. Terrain: Plains Equipment: Right Hand: Blessed Sword Left Hand: Kite Shield Body: Baldr Armor Head: Baldr Helm Cost: 1060 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - B Back: Slash/Elemental Magic* X 2 - C/A Requirements: ALI: 60-100 STR: 123 VIT: 103 DEX: 89 My thoughts: Look! Up in the sky! It's a bird! It's a plane! It's Super Knight! These guys rock da house. They've got a lovely three attacks in front, and they can use magic in the back, so you don't have too many problems if you're back attacked. They have decent everything as far as skills go, so stock up on these holy boys! Any Knights you have should become these guys quickest, so you'll end up having about five or six, which is good. The magic is determined by the element of the sword you're using. Level Up Increases: STR: +6 VIT: +5 INT: +4 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Black Knight Appearance: Horned Helmet, Black and gold armor, and a cape. Terrain: Plains Equipment: Right Hand: Satan's Bullova Left Hand: Valiant Mantle Body: Baldr Armor Head: Armet Cost: 940 (This is for everything but Valiant Mantles, which cannot be bought.) Attacks: Front: Cleave X 2 - A Middle: Cleave X 2 - B Back: Cleave/Elemental Magic* X 2 - C/A Requirements: ALI: 0-40 STR: 117 VIT: 112 My thoughts: A really, really nasty guy. He's the upgraded Berserker. He's good in the front or back, but you'll probably want to stick him in the front to maintain combat purposes. Take as many as you can get Valiant Mantles for, because this is the only truly decent front row Chaotic fighter. He'll hit VERY hard later in the game as his STR skyrockets. Finding Valiant Mantles: This can get tricky, because there's only one definite spot to find a Valiant Mantle in the entire game, and that's in the Sable Lowlands. You may, however, get lucky, and find a couple of Valiant Mantles from enemy groups in the same area. Level Up Increases: HP: +6 STR: +7 VIT: +6 INT: +5 MEN: +5 AGI: +4 DEX: +4 ************************************************************************ Class: Sword Master Appearance: Older guy in a brown robe holding his sword down at his side. Terrain: Plains Equipment: Right Hand: Claymore Left Hand: N/A Body: Cloth Armor Head: Hachigane Cost: 420 Attacks: Front: Slash X 3 - A Middle: Slash X 2 - C Back: Sonic Boom X 2 - B Requirements: ALI: 40-100 STR: 127 DEX: 117 My thoughts: Sonic Boom isn't a very good attack, in my opinion. The attack hits an enemy and hits the Sword Master in return. I say keep the bugger in the front. Like the Fencer, he has good attack power and evasion. Turn Fencers into these guys. Level Up Increases: STR: +5 VIT: +4 INT: +4 MEN: +4 AGI: +5 DEX: +7 ************************************************************************ Class: Cataphract Appearance: Large, heavily armored guy, carrying a big spear and a large shield. Terrain: Plains Equipment: Right Hand: Baldr Spear Left Hand: Tower Shield Body: Heavy Armor Head: Armet Cost: 1350 Attacks: Front: Pierce X 2 - A Middle: Pierce X 2 - B Back: Pierce X 2 - C Requirements: ALI: 30-80 STR: 124 VIT: 130 My thoughts: A walking brick wall! These guys are dynamos at physical defense. Like Phalanxes, these guys aren't very powerful on the attack, so only have a couple to use your good Spears. Level Up Increases: STR: +5 VIT: +7 INT: +3 MEN: +4 AGI: +3 DEX: +4 ************************************************************************ Class: Beast Master Appearance: White-bearded man with balding, little armor, and a whip. Terrain: Mountains Equipment: Right Hand: Rupture Rose Left Hand: N/A Body: Hard Leather Head: N/A Cost: 270 Attacks: Front: Lash X 2 - A Middle: Lash X 2 - B Back: Lash X 2 - C Requirements: ALI: 0-45 STR: 117 VIT: 103 My thoughts: Like the Beast Tamer, the Beast Master increases the power of your Beast unit. Only use him for that, because he's not all that hot a fighter. Level Up Increases: STR: +6 VIT: +6 INT: +3 MEN: +4 AGI: +4 DEX: +4 ************************************************************************ Class: Enchanter Appearance: Robed guy with long hair, and, of course, a doll. Terrain: Plains Equipment: Right Hand: Fool Left Hand: Amulet Body: Magician's Robe Head: Bandanna
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