----------------------------------------------------------------- Shining Force 2 Maeson, Public Release 1.0 (Internal version 4.2) ----------------------------------------------------------------- Did you think I would learn to make smaller readmes? HAH! -------------------------------------- 0 - Credits -------------------------------------- 1 - Installation Process -------------------------------------- 2 - Hack Information -------------------------------------- 3 - Class List & Information -------------------------------------- 4 - Character information -------------------------------------- 5 - Character Stat comparison by Class -------------------------------------- 6 - Magic Information -------------------------------------- 7 - Equipment Information -------------------------------------- 8 - Other Changes -------------------------------------- 9 - Tips and miscelaneous things -------------------------------------- 10- Credits -------------------------------------- Note: This readme contains spoilers for names, characters and such. Please, if you haven't played Shining Force 2, have that in mind! ------------------ 0 - Credits ------------------ I feel the need to start this ridiculously long readme by thanking everyone that gave me the opportunity to make this hack. Thanks to Sega and Camelot for creating this series, and this game. Special Thanks to ALL the people from Shining Force Central, which include, but are not limited to: Obob, Drakonis Nightshade, BigNailCow, Sir Hedge, Colonel M, Space King, Stordath, and many more. Thanks, Shining Force Central, for your research, information, and tools like SF2Edit and The Caravan. This hack wouldn't exist without all their previous work, and I'll be always thankful for the time all of you put into your work. --------------------- 1 - Installation Process --------------------- Quite easy. You need to get yourself a BIN o MD format rom of Shining Force 2, NTSC-US version with this information: CRC-32: 4815E075 SHA-1 : 22DEFC2E8E6C1DBB20421B906796538725B3D893 MD-5 : 6473B1505334EF5620D13191C18251FE Once you have it, you have to choose one of the two patches. The difference between two is just one: The black color used in sprites and scenarios. You see, the game uses a tone of black that can look pretty bad in some TVs regardless of your configuration. That's why I changed it for another tone that isn't as annoying to look at, even more on LCDs, and the fact that some graphics for maps use it a bit too much does not help. If you want to use the less annoying black, use Patch Version 1. If you want to keep the original black, just use Patch Version 2. You can also change from one to the other without problems if you just want to check. You'll need a tool like LunarIPS for the IPS patch. Note: When you patch the ROM it will be expanded from 2MB to 4MB. It's completely normal. I've played this Hack with Kega Fusion on PC and Genesis Plus GX on my Wii. Honestly, I don't know much about Genesis emulators on PC (or other platforms), as Eke-Eke's Genesis Plux GX for Wii is absolutely fantastic and it's the one I've been using for years. Also, it's said to be very very accurate, and this hack works perfectly with it. You could check Retroarch's version of Genesis Plus for PC too. ------------------------ 2 - Hack Information ------------------------ Shining Force 2 is one of my favourite Sega Genesis games, and childhood games too. While I like the first game, this one made so many improvements that I was hooked as a kid and couldn't stop playing it. The music was great, the cast of characters was wacky and fun, and the gameplay while simple for the genre was fast paced and fun. Now, the main idea of this hack is to give the game a new spin. I want to keep enjoying this game, but I also wanted to make the gameplay a bit more "rich" to keep my interest, give it a bit more meat, for future playthroughs. Characters have been balanced (On a 20/20 basis) so there are no "useless" units. Characters like Kiwi or the already promoted characters are now as good to bring along with you as any other, and the classes themselves have been changed here and there, with new perks and now almost every class has a selection of spells to improve the versatilty and posibilities. Magic has suffered also a large list of changes, and now is quite more powerful in both, your hands, and your enemies', so you should be careful. Also, thanks to the stronger enemies, spells like Muddle, Dispel and Slow are a fair bit more useful. Equipment has been changed in some ways, and new accessories have been added to the game. Also, promotion related items have been reduced to one (a scroll named Secret Path) that can be bought after a certain point; and the dwarven forge offers rare weapons more easily, and also new items instead of outdated weapons. The dark enemy forces also are stronger and more dangerous, with higher HP, and stats, but also because of the improvements in magic and equipment. Also, many enemies bring special equipment to the battle that you can take to wear yourself, so take a look before each fight and defeat them with a character with inventory space! There are several graphic-related edits here and there, like Kiwi's promoted sprites, or the new accessories sprites. Also there has been some text editing to clean some engrishy (or simply horribly written) lines. There are other changes, like inserting the "search command" during battle to open chests. ---------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------- --------------------- 3 - Class List & Info --------------------- Here I'll put a fast description of the classes, as the Character section has much more information about each unit. Swordman/Hero ------------- A class exclusive to Bowie. This class has great stats all around and is able to learn Thunder and Fire spells, alongside the Egress spell (although it's not there from the beginning). ----------------------------------------------------------------------------------- Priest/Vicar/Master Monk ------------------------ Typical healers of any RPG. Rather fragile, and weak on Attack Power, but they have Blast spells to deal with enemies. Vicars are a direct improvement over Priests, while Master Monks transform the Priest into a mix of heal/warrior type of character, having worse supporting capabilities (because of lower MP), but giving them the ability to fight hand to hand, making them flexible characters. Characters will learn the same spells with either class. ----------------------------------------------------------------------------------- Knight/Paladin/Pegasus Knight ----------------------------- These are your first front line units These centaurs use spears and lances to fight, have higher defense than other standard classes, and they have great movement range. The promotions have several differences, for one, Paladins have higher defense and HP, and with proper use of Land Effect can tank rather well, but they lower Agility and horrible walking around some terrains, like sand. Paladins have some resistance to Ice attack and spells. Pegasus are more offensively oriented. They have lower Defense and less HP, but have higher Agility, more Attack, and can pass over obstacles or stay over water (or hold their position in the air). Pegasus have some resistance to Wind attack and spells. Their spells also differ from each other; Paladins having more supporting spells, while Pegasus having more offensive ones. For example: Paladins can increase the Defense of your allies, while Pegasus (Pegasuses? Nah... Pegasi?) can decrease the Defense of your enemies! ------------------------------------------------------------------------------------ Warrior/Gladiator/Baron/Red Baron ----------------------- Warriors are the other basic front line units. These are your typical axe wielding badasses. High HP, Attack and Defense, lower Agility. Once promotion arrives, you'll have to choose between Gladiator and Baron. Gladiators have higher Attack and Defense, and are more focused on offense. Their critical hits hurt far more than normal ones, and possess some resistance to Fire. They learn Dispel to defend themselves against mages, and Muddle and Katon for versatility. Barons (and Red Baron) have higher HP and Agility, and have support spells to make them more rounded fighters. They have higher chances for double attacks, and get their movement range improved by 1. Their spells are supporting ones, like Heal and Detox. They also get the rare Attack spell, which can't be used on themselves, but can buff other units! ------------------------------------------------------------------------------------- Mage/Wizard/sorcerer -------------------- Here come your crystal cannons! Mages are able to cast powerful attack and status-inflicting spells, although each promotion has their own spell list. Mage/Wizards have your typical elemental magic, plus a status-inflicting spell. They can't hit as hard as Sorcerers against single targets, but they are far better at dealing with groups of enemies. Wizards have more Agility than Sorcerers. Sorcerers have summon magic, which divides the damage done by the number of targets, so it's best to aim at single targets for very high damage. Sorcerers have superior Defense compared to Wizards. -------------------------------------------------------------------------------------- Thief/Ninja ----------- A class exclusive to Slade. Thief starts as a weak type of Warrior, but with enough training it will start to show some promise. But it's after promotion when this class shows its worth. As a Ninja, he possesses very high Agility, good Attack, adequate Defense and okay HP. It also has a high chance to do critical hits, and more powerful than normal ones, to make up for it's lower defensive stats. Also, he's the only character to be able to use Katanas, a very dangerous type of swords. He also learns Katon and Raijin, two elemental spells that add some offensive ranged options. Try to avoid sending him too far away from the other units, as he usually is a juicy target for the enemy AI. --------------------------------------------------------------------------------------- Tortoise/Monster ---------------- A class exclusive to Kiwi. This is one of those quirky classes. It has a very high Attack/Defense, while also having low HP and Agility. Once he promotes, Kiwi learns a line of Breath spells, with high offensive power, but also with high MP costs. This class resists Fire, and when promoted, also gets a small resistance to Lightning and his movement range becomes the best in the game (7 squares, ignoring almost any type of the field, but having the defensive bonus). Can be used as a bait-tank against physical enemies without worrying too much, but be careful with spells. Now this Bowser/Gamera mix is worth your time! -------------------------------------------------------------------------------------- Phoenix Kid/Phoenix ------------------- A class exclusive to Peter Phoenix is another hard hitting class, with very high attack and great stats all around. It's capable to learn Blaze and Blast spells, giving him a way to do ranged damage, and resurrects itself if he falls in battle. He's a simple yet reliable character. ------------------------------------------------------------------------------------- Archer/Sniper/Brass Gunner -------------------------- Archers are ranged units that attack with bows. They also have higher chances for Double Attacks. They are simple until promotion comes. Sniper and Brass Gunners have big differences: Snipers continue the ways of the bow and arrow, and are improved versions of archers. Their critical chances increase, and they learn status-relanted magic. They have okayish HP, and low Defense, but high Attack and Agility. Brass Gunners have archers jumping inside tanks that they ride to battle. They have high HP, Attack and Defense, but very low Speed and a Move of 4 (the lowsest of any playable class). They have high resistance to Fire attacks and spells. Sadly they have no magic, as being inside a vehicle would make a little too hard to fling spells... Basically, is a choice between being more maneuverable or being more resistant. ------------------------------------------------------------------------------------- Ranger/BowKnight ---------------- A class exclusive to May. Ranger is pretty much an Archer but with a Centaur race, with higher Defense and HP and lower Agility. Bowknight is a direct improvement from Ranger, with improved Critical and Double Attack chances. The spells this class and the Sniper learn are different. ------------------------------------------------------------------------------------ Birdman/Bird Battler -------------------- Birdmen are... well, humanoid birds. They are like alternate warriors. Birdmen have lower defense compared to other front line warriors, but are fast, pretty strong, and have a nice amount of MP to cast spells. Not only that, they fly, giving them high movement range (although not field cover bonus). They resist Wind spells and attacks, and learn Heal, Muddle and Blast spells. One curious thing about Birdmen is that in their base class have a move range of 7, but once they promote, its reduced to 6. Sounds sad, but that move range is compensated with the fact that after promotion they also start to receive Land Effect protection, making them much less squishier than in their pre-promoted class! ------------------------------------------------------------------------------------- Wolfman/Wolf Brawler -------------------- A class exclusive to Gerhalt. Wolfman is yet another weaponless class, but that doesn't matter, as he has very high attack power, and is well balanced in his other stats, with high HP and neat Defense and Agility. Once he promotes, his chances for counterattack enemy blows increases, and he's capable of poisoning enemies with a touch of his claws. This class also learns the Desoul spells, although it only has MP to cast it a couple of times at best, so you should think well before wasting them! ------------------------------------------------------------------------------------- Robot ----- A class exclusive to Zynk. Robot is similar to Wolfman, with the difference it's a little slower. To compensate that, his critical attacks are stronger than normal, and has some resistance to Lightning. Also, Zynk learns Raijin spells. -------------------------------------------------------------------------------------- Golem ----- A class exclusive to Claude. It has an outstanding amount of HP, and very high attack, like other weaponless units. It's very slow, though. Claude greatly resists Ice, and can stun enemies with his punches. Also has the best counterattack chance of the entire game, and both combined can result in a very neat bait trap. -------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------- -------------- Character Info -------------- Bowie: Bowie is the hero of this game, and seeing how this is an S-RPG, that means that if he gets defeated, you get an instantaneous Game Over... Thankfully Bowie is not a push over! Well, he starts kinda fragile, but with a little training he can be a fantastic unit! I always liked how Bowie was able to learn the powerful Thunder spells, and now he learns the Fire line of spells too! This makes Bowie a mix of a Melee and a Mage, giving him enough variety to be useful in different situations. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 77.22 40.95 65.12 71.34 56.16 Hero Bowie ------------------------------------------------------------- Move: 6 Type: Mage ------------------------------------------------------------- Spells: ------------------------------------------------------------- Blaze - Lvl1 5 - Lvl2 12- Lvl3 24- Lvl4 39 Bolt - Lvl1 15- Lvl2 26- Lvl3 33- Lvl4 46 Egress- Lvl1 16- ------------------------------------------------------------- Special Traits ------------------------------------------------------------- Swordman: 25% Lightning Resistance Hero: 50% Lightning Resistance Incr. Double Attack Chance (1/16) Incr. Counter Attack Chance (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Sarah: Sarah is one of the first units you recruit, and probably you will like to have her around for most of the game (if not the entire game). Unlike the "female healer" cliche, she's kinda bossy and has some temper. As a Vicar, she is more resistant compared to the other characters. As a M.Monk, she has an edge in Strength and Agility over the others. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 60.45 75.10 40.88 65.76 55.54 HP/Def Vicar Sarah 65.89 60.44 62.84 53.11 65.48 Str/Agi MasterMonk Sarah ------------------------------------------------------------- Move: 5 Type: Priest ------------------------------------------------------------- Spells: ------------------------------------------------------------- Heal - Lvl1 1 - Lvl2 7 - Lvl3 22- Lvl4 40 Detox - Lvl1 4 - Lvl2 13- Lvl3 33- Lvl4 45 Blast - Lvl1 8- Lvl2 16- Lvl3 25- Lvl4 36 Slow - Lvl1 19- Lvl2 29- ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Priest: 25% Wind Resistance Vicar: 50% Wind Resistance Can cause Muddle by attacking Incr. Counter Attack Chance (1/16) M.Monk: 50% Wind Resistance Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/8) ------------------------------------------------------------- ------------------------------------------------------------- Chester: I ALWAYS hated mounted units in S-RPGs, because I feel that the horse (Or mount) is always the one that does most of the work, it's the one risking its life so a guy can go faster to wherever he wants so he can swing his weapon against another dude. For that reason I love knights in Shining Force: THEY ARE THE HORSES TOO! ...Err, anyway. Chester is your first Knight (being a friend of Bowie, of course). He's always there to help, and he'll become a good shield for your squishier units, while being able to dish out damage and support with some spells. Both as a Paladin and as a Pegasus, Chester has more defense than any other Knight. ------------------------------------------------------------ 20/20 Average Stats ------------------------------------------------------------ HP MP Att Def Agi 80,09 24,31 60,47 77,31 53,20 Defense Paladin Chester 72,38 27,78 66,42 64,38 64,46 Defense Pegasus Chester ------------------------------------------------------------ Move: 7 Type: Horse - Knight/Paladin Move: 7 Type: Float - Pegasus ------------------------------------------------------------- Spells: ------------------------------------------------------------ Paladin Heal - Lvl1 22- Lvl2 27- Lvl3 34 Detox- Lvl1 23- Lvl3 33 Boost- Lvl1 35 ------------------------------------------------------------ ------------------------------------------------------------ Pegasus Blast - Lvl1 22- Lvl2 25- Lvl3 30- Lvl4 40 Muddle- Lvl2 32 Slow - Lvl1 34 ------------------------------------------------------------ Special Traits: ------------------------------------------------------------ Knight: Incr. Counter Attack Chance (1/16) Paladin: Incr. Counter Attack Chance (1/8) Incr. Double Attack Chance (1/16) 25% Resistance Ice Pegasus: Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/8) 25% Wind Resistance ------------------------------------------------------------ ------------------------------------------------------------ Jaha: Just like the Knights are the horses, Warriors are dwarves! Except Jaha. Jaha is supposed to be a Hobbit! Jaha is the last of your original group of friends. Being a Warrior, his game is going on the front line and crush as many evil skulls as he can. Compared to the rest of the Warrior type of characters, Jaha has an edge on Strength. He's also the only Warrior you get for a long time, so make good use of him! ------------------------------------------------------------ 20/20 Average Stats ------------------------------------------------------------ HP MP Att Def Agi 75.14 27.05 73.46 66.39 43.22 Strength Gladiator Jaha 80.78 24.20 66.44 60.45 55.80 Strength Baron Jaha ------------------------------------------------------------ Move: 5 Type: Warrior - Warrior/Gladiator Move: 6 Type: Warrior - Baron ------------------------------------------------------------ Spells: ------------------------------------------------------------ Warrior/Gladiator Dispel - Lvl1 22 Muddle - Lvl1 23- Lvl2 32 Katon - Lvl1 24- Lvl2 34- Lvl3 41 ------------------------------------------------------------ Baron Heal - Lvl1 22- Lvl2 33 Detox - Lvl1 26- Lvl2 37 Sleep - Lvl1 30 Attack - Lvl1 35 ------------------------------------------------------------ Special Traits: ------------------------------------------------------------ Warrior: Incr. Counter Attack Chance (1/16) Gladiator: Incr. Counter Attack Chance (1/16) Incr. Critical Attack Damage (150%) 25% Fire Resistance Baron: Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/16) +1 Range of Movement ------------------------------------------------------------ ------------------------------------------------------------ Kazin: Kazin is your first Mage (If you don't count Bowie!). As in most cases, mages are squishy but very dangerous if used properly, even more in this mod as magic got some neat upgrades. He got some big changes. His selection of spells as a Mage/Wizard is more offensive, with the three elements, and Sleep. Kazin has the edge in Agility and MP compared to all the other mages in your force. ------------------------------------------------------------ 20/20 Average Stats ------------------------------------------------------------ HP MP Att Def Agi 60.75 85.36 40.46 45.50 67.70 MP/Agi Wizard Kazin 65.37 75.56 40.48 50.62 60.46 MP/Agi Sorcerer Kazin ------------------------------------------------------------ Move: 5 Type: Mage ------------------------------------------------------------ Spells: ------------------------------------------------------------ Mage/Wizard Blaze - Lvl1 1 - Lvl2 10- Lvl3 23- Lvl4 36 Freeze - Lvl1 7 - Lvl2 18- Lvl3 28- Lvl4 40 Bolt - Lvl1 13- Lvl2 31- Lvl3 43- Lvl4 47 Sleep - Lvl1 17 ------------------------------------------------------------ ------------------------------------------------------------ Sorcerer Dao - Lvl1 21- Lvl2 32 Apollo - Lvl1 24- Lvl2 36 Neptune - Lvl1 27- Lvl2 43 Atlas - Lvl1 40- Lvl2 48 ------------------------------------------------------------ Special Traits: ------------------------------------------------------------ Mage: 25% Fire, Water, Wind, Lightning Resistance Wizard: 50% Fire, Water, Wind, Lightning Resistance Sorcerer: 50% Fire, Water, Wind, Lightning Resistance ------------------------------------------------------------ ------------------------------------------------------------ Slade: Slade is a thief, a new class introduced in SF II. And continuing the Shining Force tradition of class and races, Slade is a humanoid rat. This guy starts fragile, but with patience and some levels, he'll pick up pace. And once he promotes, becomes a Ninja! It's worth the effort. The Thief class doesn't really steal anything, like in Final Fantasy, but it has more probabilities to do double attacks. As a Kid I always chose him in my team because he's the guy that started all the trouble. He should help with this mess, don't you think? ...In any case, I like him. ------------------------------------------------------------ 20/20 Average Stats ------------------------------------------------------------ HP MP Att Def Agi 61,27 36,90 62,10 56,91 76,14 Ninja ------------------------------------------------------------ Move: 6 Type: Warrior - Thief Move: 7 Type: Stealty - Ninja Spells: ------------------------------------------------------------ Ninja Katon - Lvl1 22- Lvl2 30- Lvl3 40 Raijin - Lvl1 26- Lvl2 35- Lvl3 44 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Thief: Ninja: Incr. Critical Attack Damage and Chance (150%, 1/8) Incr. Double Attack Chance (1/16) Incr. Counter Attack Chance (1/8) ------------------------------------------------------------- ------------------------------------------------------------- Kiwi: It's a turtle with a helmet! Kiwi has quite low HP for a front line warrior, but his gigantic defense will protect him from most physical attacks nicely. He also packs a punch, with pretty high attack power, and with the new accesories he can boost it a bit. When he promotes, he transforms into a Monster! After promotion Kiwi will develop some flame-throwing skills, which are a line of four spells with high power but also high MP costs. This little guy is the first missable character in the game! And he's always tired. ------------------------------------------------------------ 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 60.39 31.00 109.60 90.52 40.60 Monster Kiwi ------------------------------------------------------------- Move:5 Type: Stealthy - Tortoise Move:7 Type: Float - Monster ------------------------------------------------------------- Spells: ------------------------------------------------------------- Monster Kiwi Flame Breath - Lvl1 20 -Lvl2 27 -Lvl3 33 -Lvl4 40 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Tortoise: 25% Fire Resistance Monster: 50% Fire Resistance 25% Wind Resistance Incr. Counter Attack Chance (1/8) ------------------------------------------------------------- ------------------------------------------------------------- Peter: This character HAS to be inspired by the Ugly Duckling tale. Peter is a pretty damn good unit, and in the original game it was probably the most powerful guy you had, although now things should be a bit more balanced and Peter should stand out less. Peter will learn Fire and Wind based spells, for those moments where you need a ranged attack, or you don't want to send him too far (or heck, to take advantage of elemental weaknesses!). Also, being a phoenix, Peter is able to resurrect if he has been defeated in battle without going to a church! Pretty useful if someone gets a lucky shot against him. ------------------------------------------------------------ 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 76,93 32,46 111,16 60,44 60,34 Phoenix Peter ------------------------------------------------------------- Move: 6 Type: Float ------------------------------------------------------------- Spells: ------------------------------------------------------------- Phoenix kid/Phoenix Blaze - Lvl1 3 - Lvl2 12- Lvl3 28- Lvl4 40 Blast - Lvl1 7 - Lvl2 15- Lvl3 25- Lvl4 37 ------------------------------------------------------------- Special traits: ------------------------------------------------------------- Phoenix Kid: 25% Fire Resistance Auto-Resurrection after battle Phoenix: 50% Fire Resistance Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/16) Auto-Resurrection after battle ------------------------------------------------------------- ------------------------------------------------------------- May: May is a centaur archer, which means she has superior moving range compared to other ranged units, like archers/snipers. While she's not as fast as the elven archers, she's quite superior in defense, also has more HP than them. Lastly, thanks to the new spells her class learns, and the increased range of promoted-class bows, now she's more flexible. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 67.19 21.58 63.86 58.46 60.44 Balanced Bowknight May ------------------------------------------------------------- Move: 6 Type: Horse ------------------------------------------------------------ Spells: ------------------------------------------------------------- Ranger/Bowknight Sleep - Lvl1 15 Muddle - Lvl1 18- Lvl2 33 Detox - Lvl2 24 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Ranger: Incr. Double Attack Chance (1/16) Bowknight: Incr. Critical Attack Chance (1/8) Incr. Double Attack Chance (1/16) Incr. Counter Attack Chance (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Gerhalt: Gerhalt is a Wolfman! He doesn't need weapons to deal good damage.With high Attack Power, and nice Defense and Agility, he's a balanced unit. He has higher chances to counterattack and learns the Desoul line of spells, which can cause instant death, although he has very low MP. When he promotes, he's capable of poisoning with his claws! ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 80.36 23.48 108.34 60.01 65.72 Gerhalt Wolfman ------------------------------------------------------------- Move: 5 Type: Stealthy - Wolfman Move: 6 Type: Stealthy - Wolf Brawler ------------------------------------------------------------- Spells: ------------------------------------------------------------- Wolfman/Wolf Brawler Desoul - Lvl1 13- Lvl2 33 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Wolfman: Incr. Counter Attack Chance (1/16) Wolfman Brawler: Incr. Counter Attack Chance (1/8) incr. Double Attack Chance (1/16) Chance to cause Poison with attacks ------------------------------------------------------------- ------------------------------------------------------------- Luke: Luke is part of the Birdman race. They are characterized by the ability to fly and act as a more agile warrior type unit. Luke has pretty good Attack Power and Agility, and okay Defense. Also has a small selection of spells that improve his offensive and add a supporting side, while being able to heal himself makes him last a lot longer, and be able to scout with less worries. Compared to Skreech, Luke has superior HP and Agility. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 66.22 33.97 64.09 53.19 72.28 HP/Agility Bird Luke ------------------------------------------------------------- Move: 7 Type: Fly - Birdman Move: 6 Type: Float - Bird Battler ------------------------------------------------------------- Spells: ------------------------------------------------------------- Birdman/Bird Battler Blast - Lvl1 3 - Lvl2 8 - Lvl3 24- Lvl4 36 Muddle - Lvl1 11- Lvl2 33 Heal - Lvl1 19- Lvl2 28 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Birdman: 25% Wind Resistance Birdman Battler: 50% Wind Resistance Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Rohde: Rohde is a historian you met in your adventures, and is the guy that helps you with the caravan. His class is Brass Gunner, and he rides a tank to battle! Brass Gunners have high HP, Attack and Defense, but low Agility, have a Move of 4, and are the only class without any sort of spell to compensate those stats (and because you're on a TANK). Rohde himself has the highest HP and Defense of the Brass Gunners, but has the lowest speed too. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 75,48 0 70,10 75,48 40,85 HP/Def Brass Gunr Rohde ------------------------------------------------------------- Move: 4 Type: Brass Gunner ------------------------------------------------------------- Brass Gunners have no spells ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Brass Gunner: 50% Fire Resistance Incr. Counter Attack Chance (1/16) Incr. Critical Attack Damage (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Rick: Rick is a young centaur you met along the way. Rick possesses superior Agility compared to any other centaur, giving him the chance to be the fastest Paladin or Pegasus Knight. On the other hand, his defense isn't as high as the others, so the choice is yours if you want to maximize his strong point or give him a boost on defense by taking one promotion or the other. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 75,42 24,23 60,11 63,89 68,17 Agility Paladin Rick 70,37 26,99 66,45 52,29 77,37 Agility Pegasus Rick ------------------------------------------------------------- Move: 7 Type: Horse - Knight/Paladin Move: 7 Type: Float - Pegasus ------------------------------------------------------------- Spells: ------------------------------------------------------------ Paladin Heal - Lvl1 22- Lvl2 27- Lvl3 34 Detox- Lvl1 23- Lvl3 33 Boost- Lvl1 35 ------------------------------------------------------------ ------------------------------------------------------------ Pegasus Blast - Lvl1 22- Lvl2 25- Lvl3 30- Lvl4 40 Muddle- Lvl2 32 Slow - Lvl1 34 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Knight: Incr. Counter Attack Chance (1/16) Paladin: Incr. Counter Attack Chance (1/8) Incr. Double Attack Chance (1/16) 25% Resistance Ice Pegasus: Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/8) 25% Wind Resistance ------------------------------------------------------------- ------------------------------------------------------------- Elric: Elric is an elven archer. Archers in Shining Force are a little tricky to use as they are unable to attack to surrounding cells, and they rely on the range of their bows to deal with enemies. Elric has the edge on Agility over Janet, and has pretty good Attack Power, although he is fragile. But of course, he shouldn't be taking hits... When he promotes to Sniper, he starts to learn several spells that aid his main form of attack by limiting foes' movement and spells. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- Move: 5 - Type: Archer - Archer, Sniper Move: 4 - Tupe: Brass Gunner ------------------------------------------------------------- HP MP Att Def Agi 62.80 23.31 65.57 47.76 70.44 Agility Sniper Elric 70,36 XX 68,33 70,22 52,47 Agility Brass Gnr Elric ------------------------------------------------------------- Spells: ------------------------------------------------------------- Sniper Dispel - Lvl1 23 Slow - Lvl1 27- Lvl2 34 Sleep - Lvl1 30 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Archer: Incr. Double Attack Chance (1/16) Sniper: Incr. Critical Attack Chance (1/8) Incr. Double Attack Chance (1/16) Incr. Counter Attack Chance (1/16) Brass Gunner: 50% Fire Resistance Incr. Counter Attack Chance (1/16) Incr. Critical Attack Damage (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Eric: Here comes another lance-wielding centaur! Eric is the most offensively oriented Knight, as his Attack Power is the highest of them all. This comes at a cost, his Agility and Defense isn't as high as other Knights. He's one of the four characters that you can recruit in Creed's Mansion. If you don't choose him the first time, you can go back later to get him and the others! ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 76,28 24,90 67,65 70,36 55,38 Attack Paladin Eric 70,20 24,33 73,77 56,78 68,33 Attack Pegasus Eric ------------------------------------------------------------- Move: 7 Type: Horse - Knight/Paladin Move: 7 Type: Float - Pegasus ------------------------------------------------------------- Spells: ------------------------------------------------------------ Paladin Heal - Lvl1 22- Lvl2 27- Lvl3 34 Detox- Lvl1 23- Lvl3 33 Boost- Lvl1 35 ------------------------------------------------------------- Pegasus Blast - Lvl1 22- Lvl2 25- Lvl3 30- Lvl4 40 Muddle- Lvl2 32 Slow - Lvl1 34 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Knight: Incr. Counter Attack Chance (1/16) Paladin: Incr. Counter Attack Chance (1/8) Incr. Double Attack Chance (1/16) 25% Resistance Ice Pegasus: Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/8) 25% Wind Resistance ------------------------------------------------------------- ------------------------------------------------------------- Karna: Karna is a Priest, and one of the four characters you can recruit in Creed's Mansion. Depending on what promotion you give her, she will edge in one stat, either Agility or Defense, plus she has more MP than the other healers of the Force. She works well either way, so just go for whatever class you find more appealing. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 50.79 85.68 40.23 55.26 65.08 MP/Agi Vicar Karna 60,87 70,79 58,89 62,12 57,59 MP/Defense M.Monk Karna ------------------------------------------------------------- Move: 5 Type: Priest ------------------------------------------------------------- Spells: ------------------------------------------------------------- Priest/Vicar/Master Monk Heal - Lvl1 1 - Lvl2 5 - Lvl3 22 Blast - Lvl1 8 - Lvl2 16- Lvl3 26- Lvl4 37 Boost - Lvl1 12- Lvl2 30 Aura - Lvl1 31- Lvl2 38- Lvl3 46- Lvl4 55 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Priest: 25% Wind Resistance Vicar: 50% Wind Resistance Can cause Muddle by attacking Incr. Counter Attack Chance (1/16) M.Monk: 50% Wind Resistance Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/8) ------------------------------------------------------------- ------------------------------------------------------------- Randolf: And here we have the Dwarf! But... it has no beard. Of all the Warriors, Randolf has the highest defense in both promotions, and also shares the highest HP with Jaha. Because Gladiator and Baron have bigger differences now, you should choose wisely what promotion you want the most. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 75.70 26.24 66.40 72.82 43.24 Defense Gladiator Randolf 80.77 23.26 60.57 66.44 55.10 Defense Baron Randolf ------------------------------------------------------------- Move: 5 Type: Warrior - Warrior/Gladiator Move: 6 Type: Warrior - Baron ------------------------------------------------------------ Spells: ------------------------------------------------------------ Warrior/Gladiator Dispel - Lvl1 22 Muddle - Lvl1 23- Lvl2 32 Katon - Lvl1 24- Lvl2 34- Lvl3 41 ------------------------------------------------------------ Baron Heal - Lvl1 22- Lvl2 33 Detox - Lvl1 26- Lvl2 37 Sleep - Lvl1 30 Attack - Lvl1 35 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Warrior: Incr. Counter Attack Chance (1/16) Gladiator: Incr. Counter Attack Chance (1/16) Incr. Critical Attack Damage (150%) 25% Fire Resistance Baron: Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/16) +1 Range of Movement ------------------------------------------------------------- ------------------------------------------------------------- Tyrin: The last recruitable character from Creed's mansion. Tyrin is a Mage, and knows elemental magic plus the Desoul line of spells. Compared to the other mages, Tyrin is not as fast, and has a bit less MP, but on the other hand, he has a much higher Defense, comparable to even front line characters, and superior HP. Those traits make him less risky to command around the battlefield, and you could even use him to bait evil forces and whipe them out with a strong spell if you feel confident. Tyrin learns Freeze spells a bit faster than Kazin, but takes a bit longer for the others. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 71,36 75,56 40,48 61,84 50,61 HP/Def Wizard Tyrin 71,31 70,16 40,42 66,08 45,17 HP/Def Sorcerer Tyrin ------------------------------------------------------------- Move: 5 Type: Mage ------------------------------------------------------------ Spells: ------------------------------------------------------------- Mage/Wizard Blaze - Lvl1 1 - Lvl2 11- Lvl3 24- Lvl4 37 Freeze - Lvl1 5 - Lvl2 17- Lvl3 27- Lvl4 39 Bolt - Lvl1 16- Lvl2 33- Lvl3 43- Lvl4 50 Desoul - Lvl1 23- Lvl2 47 Sorcerer Dao - Lvl1 21- Lvl2 32 Apollo - Lvl1 23- Lvl2 36 Neptune- Lvl1 28- Lvl2 44 Atlas - Lvl1 40- Lvl2 47 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Mage: 25% Fire, Water, Wind, Lightning Resistance Wizard: 50% Fire, Water, Wind, Lightning Resistance Sorcerer: 50% Fire, Water, Wind, Lightning Resistance ------------------------------------------------------------- ------------------------------------------------------------- Higins: Higgins is a Paladin, thus meaning that he's the first unit to be recruited that's already promoted. Compared to the other Paladins, Higins is the balanced one; he doesn't have the edge in any stat, but that also means that Higins doesn't have an inferior stat. That said, he has a few HP points more. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 77,50 23,02 62,11 69,24 57,80 Balanced Paladin Higins ------------------------------------------------------------- Move: 7 Type: Horse ------------------------------------------------------------- Spells: ------------------------------------------------------------- Paladin Heal - Lvl1 22- Lvl2 27- Lvl3 34 Detox- Lvl1 23- Lvl3 33 Boost- Lvl1 35 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Paladin: Incr. Counter Attack Chance (1/8) Incr. Double Attack Chance (1/16) 25% Resistance Ice ------------------------------------------------------------- ------------------------------------------------------------- Skreech: Skreech is the other Birdman of this game, and he's an optional character you could miss and not even notice you did. Compared to Luke, he is more offensively oriented, with higher Attack Power and MP to cast more spells. the higher MP also means he can support others with Heal for longer. On the other hand, he's slower and has less HP. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 60.22 40.84 67.16 53.20 69.89 MP/Strength Bird Skreech ------------------------------------------------------------- Move: 6 Type: Float - Bird Battler ------------------------------------------------------------- Spells: ------------------------------------------------------------- Blast - Lvl1 3 - Lvl2 8 - Lvl3 24- Lvl4 36 Muddle - Lvl1 11- Lvl2 33 Heal - Lvl1 19- Lvl2 28 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Birdman: 25% Wind Resistance Birdman Battler: 50% Wind Resistance Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Janet: Janet is the second elven Archer of the game. Also, she's in a relationship with Elric and joins the Force to fight alongside him. Compared to her lover, she has higher Attack Power but lower speed, while in the other stats are pretty similar. She's also the strongest Brass Gunner in the game, although promoting into Brass Gunner means no spells, so choose wisely! ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 63.14 23.39 70.48 47.42 65.26 Attack Sniper Janet 70,83 XX 75,89 70,07 45,28 Attack Brass Gunr Janet ------------------------------------------------------------- Move: 5 Type: Archer - Archer, Sniper Move: 4 Type: Brass Gunner ------------------------------------------------------------- Spells: ------------------------------------------------------------- Sniper Dispel - Lvl1 23 Slow - Lvl1 27- Lvl2 34 Sleep - Lvl1 30 ------------------------------------------------------------- Archer: Incr. Double Attack Chance (1/16) Sniper: Incr. Critical Attack Chance (1/8) Incr. Double Attack Chance (1/16) Incr. Counter Attack Chance (1/16) Brass Gunner: 50% Fire Resistance Incr. Counter Attack Chance (1/16) Incr. Critical Attack Damage (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Taya: She's a Sorcerer! This class loses their Mage spells and instead learns a series of summoning spells. Summon spells act in a different way compared to other offensive magic, the base damage they do is divided by the number of targets, so you may want to aim single enemies for full damage. Taya is the balanced Sorcerer of the game. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 68.60 72.65 40.58 55.48 55.43 Balanced Sorcerer Taya ------------------------------------------------------------- Move: 5 Type: Mage ------------------------------------------------------------ Spells: ------------------------------------------------------------- Dao - Lvl1 21- Lvl2 32 Apollo - Lvl1 24- Lvl2 36 Neptune - Lvl1 27- Lvl2 42 Atlas - Lvl1 40- Lvl2 46 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Sorcerer: 50% Fire, Water, Wind, Lightning Resistance ------------------------------------------------------------- ------------------------------------------------------------- Frayja: Frayja joins the force as a Vicar... Thankfully, because the Master Monk clothes would make him awkward as hell... Vicars are, simply put, improved Priests. Frayja himself excels at HP and MP, while his other stats are a little lower. He learns a good variety of spells and Vicars can cause the status Muddle to their enemies by attacking. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 75,42 80,20 36,46 50,06 50,52 HP/MP Vicar Frayja ------------------------------------------------------------- Move: 5 Type: Priest ------------------------------------------------------------- Vicar Heal - Lvl1 1 - Lvl2 10- Lvl3 50- Lvl4 58 Detox - Lvl1 5 - Lvl2 14- Lvl3 34- Lvl4 42 Attack - Lvl1 41 Aura - Lvl1 30- Lvl2 38- Lvl3 44- Lvl4 60 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Vicar: 50% Wind Resistance Can cause Muddle by attacking Incr. Counter Attack Chance (1/16) ------------------------------------------------------------- ------------------------------------------------------------- Jaro: Jaro is the last Centaur that joins your force, and it also happens to be a promoted Pegasus Knight. Being a Pegasus, he's not as resistant as a he could be by being a Paladin, but he has much better movement range and superior Attack Power. Jaro is the balanced Pegasus of the game, and as such, he hasn't weak stats, but also isn't the strongest in any. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 70,51 26,95 67,36 59,34 70,76 Balance Pegasus Jaro ------------------------------------------------------------- Move: 7 Type: Float - Pegasus ------------------------------------------------------------- Spells: ------------------------------------------------------------- Pegasus Blast - Lvl1 22- Lvl2 25- Lvl3 30- Lvl4 40 Muddle - Lvl2 32 Slow - Lvl1 34 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Pegasus: Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/8) 25% Wind Resistance ------------------------------------------------------------- ------------------------------------------------------------- Gyan: At long last, we have a dwarf... WITH A BEARD! Gyan joins promoted as a Gladiator, and he's pretty curious. Unlike his companions, his HP and Defense are a little lower, but his Agility is far superior, so he'll get to act more often, and he may avoid an enemy getting a turn over him, which is always nice. ------------------------------------------------------------- HP MP Att Def Agi 70,92 26,30 70,74 62,20 55,99 Agility Gladiator Gyan ------------------------------------------------------------- Move: 5 Type: Warrior - Warrior/Gladiator ------------------------------------------------------------ Dispel - Lvl1 22 Muddle - Lvl1 23- Lvl2 32 Katon - Lvl1 24- Lvl2 34- Lvl3 41 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Gladiator: Incr. Counter Attack Chance (1/16) Incr. Critical Attack Damage (150%) 25% Fire Resistance ------------------------------------------------------------- ------------------------------------------------------------- Sheela: Sheela joins already promoted to Master Monk. Sheela has the highest HP of the avaiable Master Monks, and the other stats are well balanced. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 74,54 50,22 60,13 57,53 60,59 HP/Balanced M.Mnk Sheela ------------------------------------------------------------- Move: 5 Type: Priest ------------------------------------------------------------- Spells: ------------------------------------------------------------- Heal - Lvl1 1 - Lvl2 5 - Lvl3 37- Lvl4 48 Blast - Lvl1 7 - Lvl2 18- Lvl3 36- Lvl4 44 Boost - Lvl1 20- Lvl2 41 Muddle - Lvl1 11- Lvl2 33 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- M.Monk: 50% Wind Resistance Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/8) ------------------------------------------------------------- ------------------------------------------------------------- Zynk: Zynk is a Mechanical Soldier and his class is Robot. He (It?) is similar to other "creature" like units, he can't use weapons, but that's not much of a problem because Zynk's stats are pretty good, with high Attack Power. He takes less damage from lightning attacks, and his critical attacks hit harder than other characters. Also, learns the Raijin spells. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 73,58 32,15 109,08 60,56 60,46 Robot Zynk ------------------------------------------------------------- Move: 5 Type: Float Spells: ------------------------------------------------------------- Raijin - Lvl1 1 - lvl2 30- Lvl3 38 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Robot: Incr. Critical Attack Damage (150%) Incr. Counter Attack Chance (1/16) 25% Lightning Resistance ------------------------------------------------------------- ------------------------------------------------------------- Chaz: Chaz is the last mage-type unit, and he promoted to Wizard. Compared to the others, Chaz is balanced in his stats. Also you have to love the long hair and the mustache. ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 65.46 80.25 40.54 50.74 60.19 Balanced Wizard Chaz ------------------------------------------------------------- Move: 5 Type: Mage ------------------------------------------------------------- Spells: ------------------------------------------------------------- Blaze - Lvl1 1 - Lvl2 11- Lvl3 33- Lvl4 42 Freeze - Lvl1 6 - Lvl2 26- Lvl3 37- Lvl4 48 Bolt - Lvl1 16- Lvl2 33- Lvl3 44- Lvl4 50 Dispel - Lvl1 22 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Wizard: 50% Fire, Water, Wind, Lightning Resistance ------------------------------------------------------------- ------------------------------------------------------------- Lemon: After seeing him in several ocasions, he will end joining you. Lemon is a Baron, and he's the fastest one. Compared to Gladiators, Barons have higher HP and Agility and their spells are more guided to support roles. Lemon, just like Peter, will revive after falling in a battle! ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 80.66 24.22 62.40 62.78 60.20 Agility Baron Lemon ------------------------------------------------------------- Move: 6 Type: Warrior - Red Baron ------------------------------------------------------------ Spells: ------------------------------------------------------------- Baron Heal - Lvl1 22- Lvl2 33 Detox - Lvl1 26- Lvl2 37 Sleep - Lvl1 30 Attack - Lvl1 35 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Baron: Incr. Counter Attack Chance (1/16) Incr. Double Attack Chance (1/16) +1 Range of Movement ------------------------------------------------------------- ------------------------------------------------------------- Claude: Claude is a Golem, and the last secret character. Being a Golem, he's really, really slow, but has godly amounts of HP, high Attack and good Defense. He's great to send in the front line and act as a bait, even more when he has an outstanding 25% of counter attack enemy blows, and he can even stun them! ------------------------------------------------------------- 20/20 Average Stats ------------------------------------------------------------- HP MP Att Def Agi 105.62 14.22 108.33 65.42 40.22 Golem Claude ------------------------------------------------------------- Move: 5 Type: Warrior ------------------------------------------------------------- Spells: ------------------------------------------------------------- Golem: Boost Lv1- 1 ------------------------------------------------------------- Special Traits: ------------------------------------------------------------- Golem: 50% Ice Resistance Stun Chance Incr. Counter Attack Chance (1/4) ------------------------------------------------------------- ------------------------------------------------------------- ---------- Stat Chart ---------- If you want to take a quick look and compare the different units this will be much faster. ----+ Hero| ----------------------------------. HP MP Att Def Agi \------------------------- 77.22 40.95 65.12 71.34 56.16 Hero Bowie ------------------------------------------------------------- ------+ Vicars| ------------------------------------------------------------- HP MP Att Def Agi 60.45 75.10 40.88 65.76 55.54 HP/Def Vicar Sarah 50.79 85.68 40.23 55.26 65.08 MP/Agi Vicar Karna 75,42 80,20 36,46 50,06 50,52 HP/MP Vicar Frayja ------------------------------------------------------------- ------------+ Master Monks| ----------------------------------. HP MP Att Def Agi \------------------------ 65.89 60.44 62.84 53.11 65.48 Str/Agi M.Mnk Sarah 60,87 70,79 58,89 62,12 57,59 MP/Defense M.Mnk Karna 74,54 50,22 60,13 57,53 60,59 HP/Balance M.Mnk Sheela ------------------------------------------------------------ --------+ Paladins| ----------------------------------. HP MP Att Def Agi \------------------------ 80,09 24,31 60,47 77,31 53,20 Defense Paladin Chester 77,62 24,23 60,09 65,52 68,11 Agility Paladin Rick 76,28 24,90 67,65 70,36 55,38 Attack Paladin Eric 79,37 23,04 62,26 70,69 57,75 Balance Paladin Higins ------------------------------------------------------------ ---------------+ Pegasus Knights| ----------------------------------. HP MP Att Def Agi \------------------------ 72,38 27,78 66,42 64,38 64,46 Defense Pegasus Chester 70,33 26,95 63,53 52,68 77,10 Agility Pegasus Rick 70,20 24,33 73,77 56,78 68,33 Attack Pegasus Eric 70,51 26,95 67,36 59,34 70,76 Balance Pegasus Jaro ------------------------------------------------------------ ----------+ Gladiators| ----------------------------------. HP MP Att Def Agi \------------------------ 75.14 27.05 73.46 66.39 43.22 Strength Gladiator Jaha 75.70 26.24 66.40 72.82 43.24 Defense Glad. Randolf 70,92 26,30 70,74 62,20 55,99 Agility Gladiator Gyan ------------------------------------------------------------ ----------------+ Barons/Red Baron| ----------------------------------. HP MP Att Def Agi \------------------------ 80.78 24.20 66.44 60.45 55.80 Strength Baron Jaha 80.77 23.26 60.57 66.44 55.10 Defense Baron Randolf 80.66 24.22 62.40 62.78 60.20 Agility Baron Lemon ------------------------------------------------------------ -------+ Wizards| ----------------------------------. HP MP Att Def Agi \------------------------ 60.75 85.36 40.46 45.50 67.70 MP/Agi Wizard Kazin 71,36 75,56 40,48 61,84 50,61 HP/Def Wizard Tyrin 65.46 80.25 40.54 50.74 60.19 Balance Wizard Chaz ------------------------------------------------------------ ---------+ Sorcerers| ----------------------------------. HP MP Att Def Agi \------------------------ 65.37 75.56 40.48 50.62 60.46 MP/Agi Sorcerer Kazin 71,31 70,16 40,42 66,08 45,17 HP/Def Sorcerer Tyrin 68.60 72.65 40.58 55.48 55.43 Balance Sorcerer Taya ------------------------------------------------------------ ----------------------------------. HP MP Att Def Agi \------------------------ 67.19 21.58 63.86 58.46 60.44 Balanced Bowknight May 62.80 23.31 65.57 47.76 70.44 Agility Sniper Elric 63.14 23.39 70.48 47.42 65.26 Attack Sniper Janet ------------------------------------------------------------ -------------+ Brass Gunners| ----------------------------------. HP MP Att Def Agi \------------------------ 75,48 XX 70,10 75,48 40,85 HP/Def Brass Gnr Rohde 70,36 XX 68,33 70,22 52,47 Agility Brass Gnr Elric 70,83 XX 75,89 70,07 45,28 Attack Brass Gnr Janet ------------------------------------------------------------ -------------+ Bird Battlers| ----------------------------------. HP MP Att Def Agi \------------------------ 66.22 33.97 64.09 53.19 72.28 HP/Agi Bird B. Luke 60.22 40.84 67.16 53.20 69.89 MP/Str Bird B. Skreech ------------------------------------------------------------ -----+ Ninja| ----------------------------------. HP MP Att Def Agi \------------------------ 61,27 36,90 62,10 56,91 76,14 Ninja Slade ------------------------------------------------------------ ----------------+ Weaponless Units| ----------------------------------. HP MP Att Def Agi \------------------------ 60.39 31.00 108.60 90.52 40.60 Monster Kiwi 76,93 32,46 111,16 60,44 60,34 Phoenix Peter 80.36 23.48 108.34 60.01 65.72 Wolfman Gerhalt 73,58 32,15 109,08 60,56 60,46 Robot Zynk 105.62 14.22 108.33 65.42 40.22 Golem Claude ------------------------------------------------------------- -------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------- ---------- Magic Info ---------- What would be an RPG without magic? Boring as all get-out, I say. In the original game, magic was limited to a few classes, and I understand why. But I wanted to see how the game could play if I made classes gain a few spells each to make them more varied and versatile. -------------------------------------------------------------------------------------------------- Note: When I say range, is the maximum number of squares you can aim. For example, Range 3 Range 1 Range 2 Range 3 0= Range Limit O C= Character O O X O X= Targetable O O X O O X X X O Space O C O O X C X O O X X C X X O O O X O O X X X O O O X O O When I say Area, I mean the number of squares surrounding the target. For example: Area 0 Area 1 Area 2 O O OOO O OOO OOOOO O OOO O Single Up to 5 Up to 13 Target Targets Targets ------------------------------------------------------- Support/Defensive spells ------------------------------------------------------- Now that the game is harder, and almost every class has spells, supporting is much more common than just having a Priest casting spells, and as such, there have been changes in these types of spells. ------------------------------------------------------- Heal series: ------------------------------------------------------- Well, healing spells are a staple in the RPG genre, and Shining Force is not without them. Heal got improved: It heals more HP than before, and the range of the spell has increased too. On the other hand, It still heals a single unit. Now more classes posses this spell, like Birdmen and Paladins. ------------------------------------------------------- Lvl1 - Heal 15 HP - Range 2 - MP Cost 3 Promoted Healing 18 Lvl2 - Heal 25 HP - Range 3 - MP Cost 6 Promoted Healing 31 Lvl3 - Heal 36 HP - Range 3 - MP Cost 8 Promoted Healing 45 Lvl4 - Heal 255HP - Range 2 - MP Cost 20 Promoted Healing still is 255 (Maximum number with a single byte) ------------------------------------------------------- Aura series: ------------------------------------------------------- In Shining Force, Aura are the area-of-effect healing spells. The HP these spells restore is improved, but the MP cost also is increased, as it was very easy to spam, and Aura 4 was kinda too good for the original MP cost, 20. ------------------------------------------------------- Lvl1 - Heal 20 HP - Range 3,AoE 1 - MP Cost 8 Promoted Healing 25 Lvl2 - Heal 30 HP - Range 3,AoE 2 - MP Cost 15 Promoted Healing 37 Lvl3 - Heal 40 HP - Range 3,AoE 2 - MP Cost 20 Promoted Healing 50 Lvl4 - Heal 255HP - Range 0,AoE ? - MP Cost 35 (Affects all characters) ------------------------------------------------------- Detox series: ------------------------------------------------------- Detox spells are status-healing spells. From levels 1 to 3, a new status is added to the "healable" ones. In this mod levels 1 and 3 have better range, and the MP costs were reduced to make it feel less of a waste of MP, and more reliable. ------------------------------------------------------- Lvl1 - Poison - Range 2, AoE 0 - PM Cost 1 Lvl2 - Poison,Stun - Range 2, AoE 0 - PM Cost 2 Lvl3 - Poison,Stun,Curse - Range 3, AoE 0 - PM Cost 3 Lvl4 - Poison,Stun,Curse - Range 3, AoE 2 - PM Cost 5 ------------------------------------------------------- Boost Series: ------------------------------------------------------- These spells increase the Defense and Agility of the target. Level one is only able to be targeted on the caster, so if you want allies to receive Boost, put them surrounding the unit who is going to cast. Level 2 has a long range and an area effect. The MP costs have been increased. The increase in stats is around 37%. It lasts a few turns. ------------------------------------------------------- Lvl1 - Increases Def/Agi - Range 0, AoE 1 - MP Cost 8 Lvl2 - Increases Def/Agi - Range 3, AoE 2 - MP Cost 15 ------------------------------------------------------- Attack: ------------------------------------------------------- This spell increases the Attack Power of the target by 12.5% each cast for up to three times, for a total of 37.5%. This buff does not consider the weapon, just base Attack from the unit, which is why it's so beloved by players to use on weaponless characters. It was nerfed to target a single ally. It wears off after a few turns. ------------------------------------------------------- Lvl1 - Increases Attack - Range 3, AoE 0 - PM Cost 12 ------------------------------------------------------- ------------------------------------------------------- ---------------------- Offensive & Debuffing: ---------------------- Offensive magic received quite a few changes. For example, the tri-elemental mage/wizard spells have different traits, so depending on the moment you may want one spell over the others. Overall, offensive abilities are quite a bit more dangerous, both in your hands and in your enemies'. Be careful! Also, remember: When characters promote, spells that deal with HP (So, healing spells and offensive spells) get their damage improved by 25%. This means that Blaze 3, for example would do around 25 points of damage when casted by a Wizard/Hero ------------------------------------------------------- Blaze Series: ------------------------------------------------------- The Blaze line of spells is meant to be the least powerful, yet the most versatile of the three elements avaiable to Mages and Wizards. For that, Blaze spells have a great range of 3 squares, it has the lowest MP consumption, and has a higher chance to cause critical hits. ------------------------------------------------------- Lvl1 - 8 Damage - Range 3, AoE 0 - PM Cost 2 Promotion Damage 10~ Lvl2 - 14 Damage - Range 3, AoE 0 - PM Cost 4 Promotion Damage 17~ Lvl3 - 20 Damage - Range 3, AoE 1 - PM Cost 10 Promotion Damage 25~ Lvl4 - 45 Damage - Range 3, AoE 1 - PM Cost 16 Promotion Damage 56~ ------------------------------------------------------- Freeze Series: ------------------------------------------------------- Comparing Freeze spells to Blaze spells, you'll see their range is shorter, and their MP cost is higher, so they are a little more difficult to use, but are stronger than Blaze spells, and all of them are able to hit several enemies, so they make up for those short comings rather well. ------------------------------------------------------- Lvl1 - 10 Damage - Range 2, AoE 1 - PM Cost 4 Promotion Damage 12~ Lvl2 - 18 Damage - Range 2, AoE 1 - PM Cost 8 Promotion Damage 22~ Lvl3 - 26 Damage - Range 2, AoE 1 - PM Cost 12 Promotion Damage 32~ Lvl4 - 55 Damage - Range 2, AoE 2 - PM Cost 20 Promotion Damage 68~ ------------------------------------------------------- Bolt Series: ------------------------------------------------------- Lastly, we have the Bolt line of spells. These are the most powerful spells, and their range grows with each new level, but the last one is a single target spell, and Bolt spells have the highest MP cost to offset their power. Bolt 4 is the strongest Wizard Spell but only hits one target, ------------------------------------------------------- Lvl1 - 14 Damage - Range 2, AoE 1 - PM Cost 6 Promotion Damage 17~ Lvl2 - 26 Damage - Range 3, AoE 2 - PM Cost 18 Promotion Damage 32~ Lvl3 - 35 Damage - Range 3, AoE 3 - PM Cost 24 Promotion Damage 43~ Lvl4 - 65 Damage - Range 3, AoE 0 - PM Cost 20 Promotion Damage 81~ ------------------------------------------------------- Blast Series: ------------------------------------------------------- Blast line of spells are pretty much identical to Blaze spells. So Blast has long range, low MP cost, and higher chances to do critical hits, while their damage is the lowest. This gives Birdmen, Pegasus and Priest-related-classes a way to inflict long range damage, and in case of Priests and Vicars, being able to defend themselves decently! ------------------------------------------------------- Lvl1 - 8 Damage - Range 3, AoE 0 - PM Cost 2 Promotion Damage 10~ Lvl2 - 14 Damage - Range 3, AoE 0 - PM Cost 4 Promotion Damage 17~ Lvl3 - 20 Damage - Range 3, AoE 1 - PM Cost 10 Promotion Damage 25~ Lvl4 - 45 Damage - Range 3, AoE 1 - PM Cost 16 Promotion Damage 56~ ------------------------------------------------------- ------------------------------------------------------- -------------- Summon Spells: -------------- Not much to say, really. They're stronger damage wise than Wizard spells and have a higher area in general, bur they are also harder to use if you want to cause maximum damage to a single foe, which is the scenario where they shine. ------------------------------------------------------- Dao Series: ------------------------------------------------------- Summoning Magic divides the magic between the number of targets, so what people usually use Sorecerer's for is to attack single targets. Dao, even if it looks Earth, it's actually a Wind element attack. Weird, but oh well. It's the weakest attack, being the first one you learn. ------------------------------------------------------- Lvl1 - 20 Damage - Range 2, AoE 2 - PM Cost 10 Promotion Damage 25~ Lvl2 - 45 Damage - Range 2, AoE 2 - PM Cost 16 Promotion Damage 56~ ------------------------------------------------------- Apollo: ------------------------------------------------------- Apollo is the Fire summon spell. It's more powerful than Dao... And there's not much to say, really. All four elemental summons are basically four different levels of power with an element each. ------------------------------------------------------- Lvl1 - 25 Damage - Range 2, AoE 2 - PM Cost 12 Promotion Damage 31~ Lvl2 - 55 Damage - Range 2, AoE 2 - PM Cost 19 Promotion Damage 68~ ------------------------------------------------------- Neptune: ------------------------------------------------------- Neptune is the third elemental you usually learn, and is an elemental of Ice. ------------------------------------------------------- Lvl1 - 30 Damage - Range 2, AoE 2 - PM Cost 14 Promotion Damage 37~ Lvl2 - 65 Damage - Range 2, AoE 2 - PM Cost 22 Promotion Damage 81~ ------------------------------------------------------- Atlas: ------------------------------------------------------- And lastly, Atlas. Atlas is the Lightning elemental summon. The second level is the most powerful spell in the game as long as you aim it to one target. Also has a bit more range. ------------------------------------------------------- Lvl1 - 35 Damage - Range 2, Area 2 - PM Cost 15 Promotion Damage 43~ Lvl2 - 75 Damage - Range 3, Area 2 - PM Cost 25 Promotion Damage 93~ ------------------------------------------------------- ------------------------------------------------------- ---------------------- Other Offensive spells ---------------------- These are spells learnt by classes that really aren't magical based, but offer some sort of ranged damage. ------------------------------------------------------- Katon Series: ------------------------------------------------------- Katon spells are similar to Blaze, and are learnt by Ninja and Gladiators after they promoted. These spells add a way to do ranged damage, although a limited one, as they don't have the PM to cast it all the time. They're useful when you can't reach enemies, getting near them would be too dangerous or risky, or they are trying to run. ------------------------------------------------------- Lvl1 - 12 Damage - Range 2, AoE 0 - PM Cost 4 Promotion Damage 15~ Lvl2 - 20 Damage - Range 2, AoE 1 - PM Cost 8 Promotion Damage 25~ Lvl3 - 40 Damage - Range 2, AoE 0 - PM Cost 14 Promotion Damage 50~ ------------------------------------------------------- Raijin Series: ------------------------------------------------------- Compared to Katon, these have Higher MP cost, but with higher power, and longer range. ------------------------------------------------------- Lvl1 - 16 Damage - Range 3, AoE 0 - PM Cost 6 Promotion Damage 20~ Lvl2 - 23 Damage - Range 3, AoE 1 - PM Cost 12 Promotion Damage 28~ Lvl3 - 55 Damage - Range 3, AoE 0 - PM Cost 18 Promotion Damage 68~ ------------------------------------------------------- Kiwi Flame Breath Series: ------------------------------------------------------- Once Kiwi promotes and becomes a Monster, he starts to learn these breath attacks, and are exclusive to him. In the original game, he could unleash a beath attack by random chance when attacking an enemy, but I changed it so they are actual spells you can use whenever you want. He probably has only PM for a few uses per battle, but they should come in handy, even more when he makes a critical breath attack! Because of how the game works, these powers get the upgrade other spells do when a character promotes, so just look at the Promotion Damage, I added the base damage for completion's sake. ------------------------------------------------------- Lvl1 - 25 Damage - Range 1, AoE 0 - PM Cost 8 Promotion Damage 31~ Lvl2 - 34 Damage - Range 1, AoE 1 - PM Cost 12 Promotion Damage 42~ Lvl3 - 40 Damage - Range 1, AoE 1 - PM Cost 17 Promotion Damage 50~ Lvl4 - 56 Damage - Range 1, AoE 0 - PM Cost 20 Promotion Damage 70~ ------------------------------------------------------- ------------------------------------------------------- ------------------------------------------------------- ---------------------- Negative Status Spells ---------------------- These spells were indirectly buffed, as the enemies got stronger, more dangerous, and they don't die in two hits like in the original game, so now these are a much more interesting option. ------------------------------------------------------- Slow Series: ------------------------------------------------------- Pretty much the opposite of Boost; it reduces Defense and Agility by 37.5%. Unlike other status effects, this one should stick much more easily, unless the enemy has resistances. ------------------------------------------------------- Lvl1 - Lowers Def/Agi - Range 2, AoE 1 - MP 6 Lvl2 - Lowers Def/Agi - Range 3, AoE 2 - MP 12 ------------------------------------------------------- Dispel: ------------------------------------------------------- This spell mutes enemies (or your character if casted by an enemy), making them unable to cast any spell. Its uses depend on the the enemy force, but again, enemies AND magic are more dangerous. Muting foes should be more useful. ------------------------------------------------------- Lvl1 - Mutes enemies - Range 2, AoE 2 - PM Cost 5 ------------------------------------------------------- Muddle Series: ------------------------------------------------------- Depending on the level, its effect is different: Level one lowers accuracy, so the targets inflicted with Muddle will fail attacks. Level two confuses the target, and will attack their own group members or itself. Because of the increased difficulty, these can be a bit more useful now. ------------------------------------------------------- Lvl1 - Lowers Accuracy - Range 2, AoE 2 - PM Cost 7 Lvl2 - Confuses Foes - Range 2, AoE 2 - PM Cost 7 ------------------------------------------------------- Desoul Series: ------------------------------------------------------- Desoul spells are your typical "Instant Death" spells. The chances for working are rather high compared to other games (as long as the monster doesn't resist it), so some people like quite a bit these spells... ------------------------------------------------------- Lvl1 - Can kill enemies - Range 2, AoE 0 - MP Cost 8 Lvl2 - Can Kill enemies - Range 2, AoE 1 - MP Cost 12 ------------------------------------------------------- Sleep: ------------------------------------------------------- ...Do I really need to explain this spell? I mean, it's clear enough, right? ------------------------------------------------------- Lvl1 - Sleeps targets - Range 2, AoE 2 - MP Cost 4 ------------------------------------------------------- Egress: ------------------------------------------------------- This spell makes you flee from a fight and return to the last city (or save point) you visited. This spell is only learnt by Bowie, and it's the same thing as the Angel Wing, but it uses MP. On the other hand, by having it as a spell, it doesn't waste space in your inventory! ------------------------------------------------------- Lvl1 - Teleports to Last City/Save Point - PM Cost 6 ------------------------------------------------------- ----------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------- ------------------------- 7 - Equipment Information ------------------------- Weapons ------- Just as characters, magic and enemies, weapons had their stats changed here and there too. Notable changes are: More weapons have secondary effects. Attack values have been adjusted to make some sort of balance between all the weapon types. Promoted arrows have bigger range (Both for you and for your enemies!). Note: Previous "Cursed Weapons" are not cursed anymore, and their pros and cons have been increased. This was done because most people seemed to never use them as the paralyzing effect was notorious for ruining people's day at the worst moments, which makes sense, but leaves a lot of items being ignored by most, which seems a waste for me. For that reason, I thought that they may work better as a risk/reward type of weapon without that penalty, with high the highest attack bonuses, but making you vulnerable enough make you think before you rush at the enemy, even more in this mod as enemies are a fair bit stronger. Swords ---------------------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Notes ---------------------------------------------------------------------------------------------------------------------------- Wooden Sword Attack Up +3 -------- Swordman & Birdmen Classes, Ninja, Baron, R.Baron Short Sword Attack Up +5 -------- Swordman & Birdmen Classes, Ninja, Baron, R.Baron Middle Sword Attack Up +8 -------- Swordman & Birdmen Classes, Ninja, Baron, R.Baron Long Sword Attack Up +12 -------- Swordman & Birdmen Classes, Ninja, Baron, R.Baron Steel Sword Attack Up +16 -------- Swordman & Birdmen Classes, Ninja, Baron, R.Baron Achilles Sword Attack Up +19 -------- Swordman Classes Only weapon to hurt Taros Broad Sword Attack Up +22 Defense +2 Hero, Bird Battler, Ninja, Baron, R. Baron Buster Sword Attack Up +26 Agility +2 Hero, Bird Battler, Ninja, Baron, R. Baron Great Sword Attack Up +32 Defense Up +5 Hero, Bird Battler, Ninja, Baron, R. Baron Critical Sword Attack Up +37 Critic Up +1 Hero, Bird Battler, Ninja, Baron, R. Baron Battle Sword Attack Up +42 Defense Up +5 Hero, Bird Battler, Baron, R. Baron Nimble Sword Attack Up +47 Double Att +2 Hero, Bird Battler, Baron, R. Baron Levanter Attack Up +50 Agility Up +5 Hero, Bird Battler, Baron, R. Baron Casts Blaze 3 Force Sword Attack Up +55 -------- Hero Used in the story Dark Sword Attack Up +65 Defense -15 Hero, Bird Battler, Ninja, Baron, R. Baron Casts Desoul 1 Swordman Classes: Swordman and Hero Birdmen Classes: Birdman and Bird Battler Counter Nimble ---------------------------------------------------------------------------------------------------------------------------- Axes -------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Notes -------------------------------------------------------------------------------------------------------------- Short Axe Attack Up +5 -------- Warrior Classes Hand Axe Attack Up +9 -------- Warrior Classes Middle Axe Attack Up +13 -------- Warrior Classes Power Axe Attack Up +17 -------- Warrior Classes Battle Axe Attack Up +21 -------- Warrior Classes Large Axe Attack Up +26 Defense Up +3 Promoted Warriors Great Axe Attack Up +31 Double At. +1 Promoted Warriors Heat Axe Attack Up +38 HP Regen +4 Promoted Warriors Casts Blaze 2 Atlas Axe Attack Up +45 Defense Up +5 Promoted Warriors Casts Blaze 3 Ground Axe Attack Up +56 Move Up +1 Promoted Warriors Rune Axe Attack Up +56 Critic Up +1 Promoted Warriors Casts Detox 2 Evil Axe Attack Up +70 Defense -17 Promoted Warriors *Warrior Classes: Warrior, Gladiator, Baron, and Red Baron *Promoted Warriors:Gladiator, Baron, and Red Baron ------------------------------------------------------------------------------------------------------------- Arrows/Projectiles ------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Notes ------------------------------------------------------------------------------------------------------------- Wooden Arrow Attack Up +7 -------- Archer & Ranger Classes Range 1 Iron Arrow Attack Up +12 -------- Archer & Ranger Classes Range 1 Steel Arrow Attack Up +17 -------- Archer & Ranger Classes Range 1 Robin Arrow Attack Up +21 Critic Up +1 Archer & Ranger Promotions Range 2 Assault Shell Attack Up +24 -------- Archer & Ranger Promotions Range 2 Great Shot Attack Up +28 -------- Archer & Ranger Promotions Range 2 Nazca Cannon Attack Up +33 Critic Up +1 Archer & Ranger Promotions Range 2 Buster Shot Attack Up +37 -------- Archer & Ranger Promotions Range 2 Hyper Cannon Attack Up +45 Agility +5 Archer & Ranger Promotions Range 2 Grand Cannon Attack Up +50 -------- Archer & Ranger Promotions Range 2, Casts Dispell Evil Shot Attack Up +62 Defense -12 Archer & Ranger Promotions Range 2 * Archer Classes: Archer, Sniper and Brass Gunner * Ranger Classes: Ranger, Bowknight ------------------------------------------------------------------------------------------------------------- Lances and Spears ------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class Notes ------------------------------------------------------------------------------------------------------------- Wooden Stick Attack Up +3 -------- Knight, Paladin, Pegasus Short Spear Attack Up +6 -------- Knight, Paladin, Pegasus Long Range Attack Bronze Lance Attack Up +9 -------- Knight, Paladin, Pegasus Spear Attack Up +12 -------- Knight, Paladin, Pegasus Long Range Attack Steel Lance Attack Up +16 -------- Knight, Paladin, Pegasus Power Spear Attack Up +20 -------- Paladin, Pegasus Long Range Attack Heavy Lance Attack Up +24 Defense Up +3 Paladin, Pegasus Javelin Attack Up +27 Agility Up +3 Paladin, Pegasus Long Range Attack Chrome Lance Attack Up +30 Counter Up +1 Paladin, Pegasus Valkyrie Attack Up +35 Agility Up +4 Paladin, Pegasus Long Range Attack, Casts Attack 1 Halberd Attack Up +38 Defense Up +4 Paladin, Pegasus Casts Bolt 1 Mist Javelin Attack Up +47 Agility Up +6 Paladin, Pegasus Long range Attack Holy Lance Attack Up +50 Defense Up +6 Paladin, Pegasus Casts light healing effect (Like Medical Herb) Evil Lance Attack Up +62 Move -2 Paladin, Pegasus ------------------------------------------------------------------------------------------------------------- Rods and Staves ---------------------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Notes ---------------------------------------------------------------------------------------------------------------------------- Wooden Rod Attack Up +3 -------- Mage and Priest Classes Short Rod Attack Up +5 -------- Mage and Priest Classes Iron Rod Attack Up +12 -------- Mage and Priest Classes Power Stick Attack Up +15 -------- Mage and Priest Classes Magic Drain Flail Attack Up +19 Critical Up +2 Mage Promotions and Vicar Guardian Staff Attack Up +22 Defense Up +5 Mage Promotions and Vicar Indra Staff Attack Up +22 Agility Up +5 Mage Promotions and Vicar Magic Drain Mage Staff Attack Up +28 ------- Mage Promotions Casts Blaze 2 Wish Staff Attack Up +26 ------- Vicar Casts Attack 1 Great Rod Attack Up +30 Agility +7 Mage Promotions Holy Staff Attack Up +30 Defense +7 Vicar Freeze Staff Attack Up +30 Agility Up +15 Mage Promotions Casts Freeze 3 Goddess Staff Attack Up +35 HP Regen +4 Vicar Casts Aura 2 Mystery Staff Attack Up +38 MP Regen +6 Mage Promotions and Vicar Supply Staff Attack Up +40 Critical Up +1 Mage Promotions and Vicar Magic Drain Demon Rod Attack Up +70 Defense -15 Mage Promotions and Vicar Magic Drain Mage Classes: Mage, Wizard and Sorcerer Mage Promotions: Wizard and Sorcerer -------------------------------------------------------------------------------------------------------------- Gloves -------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Notes -------------------------------------------------------------------------------------------------------------- Leather Glove Attack Up +24 -------- Master Monk Power Glove Attack Up +28 -------- Master Monk It's so bad... Brass Knuckles Attack Up +34 -------- Master Monk Iron Knuckles Attack Up +40 Defense Up +5 Master Monk Misty Knuckles Attack Up +47 Agility Up +6 Master Monk Drains Magic Giant Knuckles Attack Up +53 -------- Master Monk Casts Muddle 1 Evil Knuckles Attack Up +62 Defense -12 Master Monk -------------------------------------------------------------------------------------------------------------- Knifes and Katanas -------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Notes -------------------------------------------------------------------------------------------------------------- Short Knife Attack Up +7 -------- Thief Dagger Attack Up +9 -------- Thief Knife Attack Up +12 -------- Thief Thieve's Dagger Attack Up +17 Agility Up +5 Thief Katana Attack Up +37 Agility Up +3 Ninja Gisarme Attack Up +46 Instant Death Ninja Ninja Katana Attack Up +52 Double At. +1 Ninja --------------------------------------------------------------------------------------------------------------- ----------- ACCESSORIES ----------- Accessories have been changed and expanded upon, by changing useless items into more interesting pieces of equipment and improving the ones already existing in the original game. The new accessories are mostly obtained in battles, you can read about that below. Accessories that existed already: --------------------------------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Note --------------------------------------------------------------------------------------------------------------------------------------- Power Ring Attack +8 Agility +2 ALL Protect Ring Defense +8 Attack +2 ALL Quick Ring Agility +8 Defense +2 ALL Running Ring Move +2 --------------- ALL Life Ring HP Recovery +7 Only Promoted/Unique Classes Chirrup Sandals Defense +5 Agility +4 ALL Makes sounds --------------------------------------------------------------------------------------------------------------------------------------- New Accessories --------------------------------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Note --------------------------------------------------------------------------------------------------------------------------------------- Topaz Crest Attack +6 Double Att. +2 ALL Gold Armlet Defense +6 Counter Att. +3 ALL Bandana Defense +4 Attack +4 ALL Roc's Plume Move +3 Defense -5 ALL Cross Chain Defense +4 Agllity +5 ALL Can Cast Heal 1 Traveler Cape Defense +5 Move +1 ALL Heavy Shield Defense +10 Counter Att. +1 Paladin, Pegasus, Gladiator, Baron, R. Baron Lucky Scarf Agility +12 Critical Up +1 Master Monk, Ninja, Bird Battler Magical Glove Defense +5 Agility +6 Hero, Vicar, Wizard, Sorcerer Restores 10 MP if used (Can Break) Bow Gloves Attack -8 Instant Death Effect ---------------------------------------------------------------------------------------------------------------------------------------- Unique Accessory --------------------------------------------------------------------------------------------------------------------------------------- Name Effect 1 Effect 2 Can be used by (Class) Note ---------------------------------------------------------------------------------------------------------------------------------------- Draco Crest Attack +12 Defense +4 PHNX, MNST, WFBR, RBT, GLM Read Note 2! ---------------------------------------------------------------------------------------------------------------------------------------- Note 1: When I refer to "Double Att." or "Counter Att." going up, I mean this: These stats have different "levels" wich are pretty much the chances of activating, these are: 1/4 of the time, or 25% 1/8 of the time, or 12.5% 1/16 of the time, or 6.25% 1/32 of the time, or 3.12& Depends on the class of your characters, or the enemy stats. If an accessory improves, let's say Counter Attack by 1, it jumps to the next level. If it's by 2, it jumps two levels and so on. Note 2: Usually, a character can only equip ONE accessory, but "monster-like" units (Peter, Kiwi, Gerhalt, Zink and Claude), are able to wear a second accessory at the same time they also have equipped a Draco Crest after they promote! You won't be able to equip two Draco Crest, though, just one. Works pretty much like a normal combination of Weapon+Accessory, in which the Draco Crest would work as the weapon. --------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------- ----------------- 8 - Other Changes ----------------- Besides all of the above, there are more, smaller things changed and this section will talk a little about them. --------------- Mithril Changes --------------- Throughout the game, you will find a bunch of minerals named "Mithril". These objects, which actually start eating up your inventory as you advance, to the point is kinda challenging to manage your items if you get all of them until you get the caravan, have one use: To create weapons! There's a certain place where you can give these minerals to a dwarf, and he will turn them into "equippable" items. The weapons he can create are random, and he can give you good or outdated weapons. Making the good items being more time consuming to get is really not a "player skill" related matter, unless you count the patience it can take for getting the good weapons, which I respect, but it's beside the point. It just needs to restart the game x amount of times until you get what you want. That's really not interesting or fun. Well, the point of all this is to say that I've changed the rates and items you can get with this system. Because of how the game works, it's not guaranteed that you will get exactly what you want in your first try, but it's much faster as the chances are higher, and there are less items to worry. Now everything you can get from Mithril is useful, as the outdated weapons won't appear anymore, you get accessories instead, and good weapons have higher chances to appear.This creates the "issue" of having to think if you prefeer accessories or weapons, depending on what force you have. If you for example have characters like Kiwi, Zynk and Peter, you may prefer to ignore weapons for more accessories. Lastly, I added a few more Mithrils (5, to be exact, for a total of 20) to the game. Don't worry, they're impossible to miss, as they are given to characters you can recruit but are not missable. In order to choose what "group" of items the blacksmith creates, you have to choose a unit, and depending on his/her/its class, it will direct the blacksmith to a certain group. These are the groups: ------ Hero/Bird Battler ------ Rare - Levanter, Counter Sword Common - Cape of Speed ------ Ninja ------ Rare - Gisarme, Ninja Katana Uncommon - Katana Common - Gold Armlet ----------- Paladin/Pegasus Knight ----------- Rare - Holy Lance, Mist Javelin Common - Cross Chain ---- Gladiator/Baron ---- Rare - Ground Axe, Rune Axe Common - Bandana --------- Wizard/Sorcerer/Vicar --------- Rare - Freeze Staff (Mage Classes), Goddess Staff (Vicar), Mystery Staff (Both) Uncommon - Suply Rod Common - Roc's Plume ---------------- Sniper/Bowknight/Brass Gunner ---------------- Rare - Grand Cannon, Hyper Cannon Common - Draco Crest -------- Master Monk -------- Rare - Giant Knuckles, Misty Knuckles, Topaz Crest Common - Iron Knuckles In case you want to get, let's say a Draco Crest for Peter, you should ask the Blacksmith to do an item for Sniper/Bowknight/Brass gunner. ----------------------------------------------------------------------------------------------------------- ----------------- Promotion Changes ----------------- First point: Unpromoted characters can't go over level 20. This was because of balancing reasons. After promoting, the level cap is 99, just like in the normal game. In the original game, you needed a different item depending on which class you wanted to promote into an alternate class. Warrior Pride: Warrior to Baron Pegasus Wing : Knight to Pegasus Knight Secret Book : Mage to Sorcerer Silver Tank : Sniper to Brass Gunner Vigor Ball : Priest to Master Monk. Now there's a single item for every class, a scroll named Secret Path, which is more convenient. Another "problem" was that some items you got pretty late, and you had to have unpromoted characters for a long time, waiting to reach a place where you could find the item needed. Now you're able to buy Secret Paths in Hassan, after the fight with Taros, which should be around the point where your characters start to reach 20 (At least in my test playthroughs they were almost always level 20 by that point, with no grinding). ------------ Shop Changes ------------ In several ways, shops have been edited. These changes are not massive (like, every single store), but overall, some of the "lower rank" mithril weapons are now buyable at certain point in the game, and there's also a shop changed to sell the Secret Path, so you have the freedom to do your team as you want. Some prices have been changed too. ------------------------------- Battle Drops & Search in Battle ------------------------------- In the original game, from time to time, you would enter a fight where one of the enemy units carries a piece of equipment. I took that idea and expanded it. I added pieces of equipment as drops in quite a few battles. You should always check at the beginning of a fight in search for these accessories, as they can prove to be VERY handy. If for some reason you defeated the monster with no space, it should appear on the Deals menu in stores. Remember that there are a few enemies out there with secret items too, and some enemies won't drop the items they hold! (Both of these ocurrences are from the original game, I haven't touched that at all). Also, you can now open chests you find in the field while fighting, for some reason it was removed on the US release. Although be aware, some chest hide monsters in them! ----------------------------------------- Joining Level and Max Pre-Promotion Level ----------------------------------------- Characters' starting levels have been changed here and there (mostly to later recruits) so you don't have to babysit them as much as in the original game if you wanted to use them. Also, Alongisde the level change, their weapons have been changed too, and some of them carry new items, as it was silly to see characters join with outdated equipment. Also, the maximum level for unpromoted units is 20. This was done because balancing reasons. For example: Luke joins at level 14 with a Long Sword. In the original game, he starts with a Middle Sword, which is old for that point in the game. You had to go back to the village and buy him a new sword. Rick and Elric will join at level 20, but instead of having a Steel Lance & Iron Arrows, they will have a Power Spear and the Robin Arrows. This is because even if they can't equip them, they are prepared to promote the moment they join, and can make use of these new ones right away, instead of joining with old weapons you were going to sell to buy them newer ones. Small and probably silly changes, but make the game flow better. The only characters that would need some babysitting are the characters you don't choose in Creed, as they are all at level 20 ready to promote. -------------------- Three Digits Feature -------------------- In the original game, once a stat (whichever it was) was 100 or higher, the game would put "??" instead of showing the real number. It was annoying, but in rom hacks it's even worse as characters and enemies have higher stats. I tried to implement my own Three digit hack, but I ended bugging the game A LOT. So, I'm sad to say this, but I'm making use of Sir Hedge's Three Digit Hack, which works much, much better. Credits for this feature of the hack are all his, and also everyone involved with it on Shining Force Central. ---------------------------------------- Graphical, Text Changes and a silly rant ---------------------------------------- The game received several visual changes, some bigger like Kiwi's sprites, while others are small things that I wanted to improve here and there. Besides that, there's also a bunch of text edits. Some of them are silly interrogations where exclamations should go, others are attempts to rewrite engrish-y lines, or to make some conversations work better (like the jail conversation where characters asked the same question several times and didn't make much sense). This is NOT a retranslation, just an attempt to clean text a bit. So no more things like "promote to the a fighting class?". --------------------------- THIS PART CONTAINS SPOILERS --------------------------- The only change where I actually wanted to alter the text to some extent was in the ending, where the characters talk about waking up the princess. I wanted to make it be less forced and pushy, as the conversation tries waaay too hard to pair Bowie and Elis even when really they never shared more than a textbox worth of dialogue, AND ELIS HAS BEEN KIDNAPPED/COMATOSE FOR ALMOST THE ENTIRE GAME, so she's not even able to say anything about this situation. And there's also the weird thing about Elis not aging since she was kidnapped (Chaz comments on it on the original game), and seeing how the game's events happen through several years, and that she was supposed to be a teenager or a kid, that's a rather weird mix of things. I hate changing story related text in hacks, and I usually never do that (this is the first time for me), but this is an exception for me and bugged me since a child. . So I decided to tone that down and make it more about trying to wake Elis up and recovering peace than to attempt "forced fanfic-shippings". The events happen in a similar fashion, it's just that the dialogue isn't that... bad? ----------------- SPOILERS END HERE ----------------- --------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------- ---------------------------- Tips and Miscelaneous things ---------------------------- -------------------- Knowing Difficulties -------------------- When you start a new game, you can choose between 4 difficulty levels. This is a gameplay option that wasn't included in the japanese version right from the get-go, you had to unlock it first. These are Normal, Hard, Super and Ouch!. In all difficulties, the Attack Power of the enemy is increased by 25%. This is, 25% for their Base Attack (Not counting weapons). Now onto each difficulty: Normal is the Standard Game. Hard is, the Standard Game... too. Seems that there aren't differencies between Hard and Normal. Probably a developer oversight. If you ask me, I think the 25% improve on Attack wasn't supposed to take effect on Normal... Just ignore this or Normal, I guess. Super increases the Attack power of the enemies another 25% (after applying the first 25%). So if a monster had 80 Attack, it would be 100 with the first 25%, and 125 with the second 25%, instead of 120 (80's 50%). This makes gettin closer to enemies much more risky. Ouch! is... Not very clear, actually. It's supposed to change the AI of the enemies (Some people say it doesn't, but others have seen monsters acting in a different way compared to Normal or Super, I did notice some differences too), and also increase the enemies' chances to avoid attacks, and do critical AND double hits. This last effect I did notice it while test-playing this rom hack on this difficulty, enemies had usually much more luck than me, and sometimes I would even say that sometimes a monster would get its turn sooner, usually a monster who can reach one of my units and KO it. So it adds challenge in a different way than Super. So, as you can see, in reality there are only three different choices. If you want an easier playthrough, Normal/Hard is the way to go. If you want something harder by making foes more powerful yet still predictable, Super is for you. If you want something harder by making foes and chances less predictable, Ouch! should be the choice. This hack can be played in any difficulty (I recommend Ouch!, is where I had most fun/rage personally), but let me say that probably in Super you would need some extra training from time to time as the Attack Power of the enemies really goes up. I would leave Super for a second playthrough just in case. --------------------------------------------------------------------------------------------------------------------------------------- ---------------- The Options Menu ---------------- While you're in a battle, you can access several useful options. To make the Options menu appear, you need to put the cursor on an empty space and press A or C. Four icons will pop up, and those are: MEMBER: A list of the characters in battle will appear. This is useful to check how much HP everybody has in a faster way. MAP: A very useful mini-map will appear on screen, pointing all the units on the field (Green being your units, Red the enemy), and the type of terrain of each square. QUIT: This will make a save and will exit you from the game. Curiously enough, this is not one of those "temporal saves" that many RPGs seem to have and it gets erased when you continue the fight. It's an actual SRAM save, meaning that you can restart from that save as many times you want. SPEED: Here you can change the Message Speed, and the Battle Message. The speed is quite obvious, but Battle Message will make the textboxes of "X Attacks Y, Y received Z Damage!" not appear. You'll see only the animation and the amount of Exp. you get. ---------------- Look everywhere! ---------------- This game has lots and lots of items hidden everywhere: In barrels, in bookcases, on the ground even! Check everything you can and you'll get many items, from consumable ones to equipment! --------------------------------------------------------------------------------------------------------------------------------------- --------------- Know your enemy --------------- Before you throw yourself into a fight, always check the enemy force. Not only you'll get info of their stats, which always comes in handy, but you'll also get to know if certain enemies hold items you could take for yourself! --------------------------------------------------------------------------------------------------------------------------------------- --------- Checkmate --------- A good chunk of the fights you'll have throughout the game will have leaders, that if, just like the King on a chess game, they get defeated, the battle will be over right there. On your side, if Bowie is defeated, you'll lose and will go back to the last save point. On the enemy side, the leader is not directly pointed at, but you can guess who is, as it's usually a unique unit in that fight, has higher stats than the other enemies, or is an important enemy that will be very easy to spot (like the Kraken Head, or Taros). ...In fact, the game throws a Chess battle at some point to show you the importance of enemy leaders! -------------------------------------------------------------------------------------------------------------------------------------- ----------------- Know when to rush ----------------- Knowing who is the leader is useful, but rushing towards him may be a bad idea. For one, you let yourself open to be surrounded and attacked from several sides, which is... Obviously, bad, and some of your units will go down most surely. But there's another thing, and is that you'll lose a lot of experience if you don't defeat the other enemies before. It's okay to leave one or two bad guys, but avoiding many enemies will make you weaker, so be careful! -------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------ Reserve your rare items, Spend them wisely ------------------------------------------ You shouldn't use your stat-increasing items right after you found them! At the very, very least, not the Running Pimento! You need to have in mind that those are limited items, and you should think what party you will end up using. You only have 12 slots and Bowie takes always one, so don't use items with characters that you don't pretend to use during that playthrough. Also, you should use these items after promotion, except the Running Pimento, that one NEEDS to be used after promotion, because if you give it to a character in his/her initiacl class, upon promotion that unit will lose its effect! Lastly, think which characters need which items more. Giving a Def stat increase to Kiwi wouldn't be as useful as giving him a HP increasing item, for example. Also, save before using them! --------------------------------------------------------------------------------------------------------------------------------------- ------------------------- The importance of Agility ------------------------- Most people think that Agility is quite useless, and only serves to make the order in which the units in battle will move at the beginning. But actually, it can be pretty important, you see, the Agility of your units and enemies is seems to change depending on the situation. The game appears to lower and raise it to help the bad guys. Imagine that you have Unit A with little HP, and there is an enemy in range for it to defeat your character. The game will try to make his Agility increase +10 points so the bad guy gets its turn faster, or even lower yours so you can't move before the enemy! But if your Agility is high enough, even with the game trying to lower it could still be high enough for your character to be able to move and get out of the way or do whatever you want to. So, high Agility characters can have that big advantage, but there's another thing to be aware of: If you see enemies with unusually low Agi for that point in the game, they probably have double turns! An enemy that has more than 128 Agility receive a second turn, which can be right away, of after the turn of a couple other characters. So, have that in mind when you move around the battlefield! ---------------------------------------------------------------------------------------------------------------------------------------- ------------------------- The importance of Terrain ------------------------- Where in the field you put your units affect several things: Each type of terrain (Grass, tall grass, sand, etc) affects the movement of a unit, depending on their type of movement. For example characters with Horse type of movement are pretty bad moving on sand, while mages are much better in it, while classes able to fly can bypass most terrains and get over water or floor-less spaces. Each type of terrain also affects the Defense of the units, depending on their type of movement. For example, characters with Horse type of movement get defense boosts in almost any type of terrain. while classes able to fly may not receive any bonus at all if they are positioned on sand, water or spaces that are unreachable by other units. The bonus can be of 0%, 15%; or 30% of the Defense. Always pay attention! ---------------------------------------------------------------------------------------------------------------------------------------- ------------ What a Deal! ------------ Check the Deal menu of the shops from time to time. If you didn't pay attention to the enemies while fighting you may have passed the oportunity to get an accessory, for example. They should appear in deals if that happened! Also, you can sell some items and they will appear on deals, which can be used as some sort of storage until you get the Caravan, although it will cost you money. But you may want to take advantage of it and sell Mithrils to free space. ---------------------------------------------------------------------------------------------------------------------------------------- ---------------------- Think before promoting ---------------------- Some classes have alternate promotions, but just because they have that doesn't mean you should promote to them! Look what you need or want the most first. For example, a Paladin is useful for baiting enemies and taking hits, and also can heal himself and allies, while a Pegasus Knight is there to be very mobile so he "gets in there" to deal damage, and also can deal magic damage with Blast, or lower enemies' defenses, giving the Pegasus bigger offensive range. You should also make a copy of your save before promoting, in case you change your mind! ---------------------------------------------------------------------------------------------------------------------------------------- --------------------- Inventory Shenanigans --------------------- Each character has 4 slots, which are not many, so you should think what to carry. A weapon and an accessory while become your main stapples, but also think this: A healing item. Not every character would need a healing item, but front line warriors could benefit from having one. A secondary weapon. Classes like Paladins and Pegasus Knights have two types of weapons, lances and spears, and each one offers something different (usually you'll want a lance for those moments where you need more range, while lances have higher damage). Also, you would may want to carry a weapon that boosts your defense, for example, to reduce damage until you get to attack. Also remember that to get the item from an enemy, you need at least one free slot in the inventory! --------------------------------------------------------------------------------------------------------------------------------------- ------------------- Breaking and Fixing ------------------- Some "equippable" items have magic properties, and using them as items will unleash a spell. For example, the Cross Chain let's you cast Heal Lvl 1 when used. But, you should be careful, because an item can crack, and if you keep it using while it's cracked, you can destroy it! A cracked item has a mark on its sprite, unlike Shining Force 1, so you'll always be able to see if something is at risk or not. You can fix them at any store... Or, if you want ot cheese the game a bit, by storing it in the Caravan, but please don't abuse that. Think of the poor merchants...! --------------------------------------------------------------------------------------------------------------------------------------- ---------------------- Creed's Mansion Choice ---------------------- After meeting Creed in his mansion, he'll give you the choice to take a new ally from 4 choices. These are Karna the Priest, Tyrin the Mage, Randolf the Warrior, and Eric the Knight. Any of these makes a great ally, but you should think what your team needs the most. Karna gives you a second healer, which would make the game quite a bit easier if you need more healing power, although on the other hand, you have other characters capable of healing (like the Birdmen and Paladins), so she's not a forced choice. Tyrin gives you a second mage (or third if you count Bowie as one), which can be really, really useful. Tyrin is also quite a bit more resistant than Kazin, and learns Freeze spells faster, which hit for large amounts of damage (if you go the Wizard route, of course...). Randolf gives you a second warrior. Randolf's Defense can be useful to tank, and depending on what he promotes to he can become a good ally for different reasons... Although by that point, you have many front line warriors (Chester, Rick, Kiwi, Peter, Gerhalt, etc...), so he may not shine too much in comparison. Eric gives you a third Knight (After Chester and Rick) which can feel like a bit too many, but his strong point is Attack Power, so he can make a pretty powerful Pegasus Knight combined with the Slow spell they learn. Just like Randolf, he is a solid unit, but Tyrin and Karna being a bit more unique roles can overshadow him. Think what you need, and take one. Later in the game, you can come back and take the other 3, although, if you want to train them, you'll have to spend some time doing so... ---------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------- If you managed to read everything to this point... I congratulate you! ...And also feel sorry for the time I made you waste. Hmmm... ------------ 11 - Secrets ------------ Oh noes, you found this! Is really cool the amount of little secrets and hidden things this game has. Here are some of them (For the US version, obviously, which this hack is made for). Of course, these work with my hack (Except the rename cheat, but you can read about it below). -------------------- Special Options Menu -------------------- When you see the SEGA letters jump to the center of the screen, press quickly: Up, Down, Up, Down, Left, Right, Left, Right, Up, Right, Down, Left, Up, B, HOLD START It takes a bit of practice, but you should hear a sound effect if you did it right. You need to hold START until you select your save file with the C Button, and the witch will say "Configuration..." and the game will ask you to answer Yes or No for 4 questions: Turbo Mode: This makes the menu animation of slidding menus and textboxes (Like when you look at one unit stats, you see the boxes with all the information slide into the screen from outside) not happen. They will just pop up. Control Opponent: What it says on the tin. You'll get to control both your units and your enemies too! It's one cool feature. I've read about people playing a versus multiplayer type mode where one player controls the good guys and the other controls the bad guys. Sounds fun if you find someone that likes slower multiplayer games. I'm a lonely bastard, and the few people I know would rather play whatever competitive shooter happens to be the latest trend, so I probably will never try this. Auto Battle: This will make the game control your units by itself (Thus making both sides of the battle being CPU-controlled). I never tried it, but seems incomplete and can crash the game because it's unfinished (or it was partially erased)... Game Completed: Theorically, it makes the save file have a "You have finished this game" status. The purpose of this is not really that big on the US release. You see, in the japanese version, having a "completed game" unlocked two new dificulties that were avaiable once you beat the game once. But you have access to all four of them on the not-japanese releases from the get-go. Also had a Sound test that was stripped from the US release, so that's worthless too. There was a third use, and that is to rename characters in a new game after you have this "completed game" status. But for some reason, probably because of the shifting data that the tools do, in edited games like this hack this option does not activate... Sorry. If for some reason you want to bring back this function, get a HEX editor and load your SRAM. Change the byte in the Offset "2035" to 81 to make the save in slot one completed, or 82 if you want to make the save in slot 2 completed. After that you'll be able to change names like you usually did. --------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------- Battle and Scenario Selection Code ---------------------------------- This one seems to be a debug function that actually was left in the final version! The code goes like this: You need to put this on the SEGA Logo. Up, Up, Down, Up, B, C, Right, Left, Up, Up, Down Up B, C, Right, Left - ...Quite long, but that's not all! After pressing all those buttons you have to choose a final button: Hold Up for Battles Hold Down for Scenarios. After that you'll enter the menu for battle or scenario. It's a bit messy, (it was a development tool after all), but with this you can mess around, which is always entertaining. --------------------------------------------------------------------------------------------------------------------------------------- Okay, this is really the end of the readme now. I hope you get some entertainment or joy from this hack!