GLADIATORS IN DEPTH
A FAQ FOR "GLADIUS" FOR ALL NEXT-GEN CONSOLES
VERSION 1.10 (December 19, 2003 build)
By Chad Simplicio
[email protected]
GameFAQs Handle: Lord deArnise
*** Disclaimer Notice ***
First and foremost, the only site authorized to publish this FAQ is GameFAQs
(
http://www.gamefaqs.com). Second, any changes or modifications to this FAQ
must be upon the consent of the author. Finally, this author is not affiliated
with anyone but himself.
--- TABLE OF CONTENTS ---
1. THE HEROES
2. GLADIATOR CLASSES
3. SKILLS
4. RECRUITABLE GLADIATORS
5. CHARACTER-RELATED FAQs
6. TIPS FOR BUILDING A SCHOOL OF CHAMPIONS
--- 1. THE HEROES ---
** Note: Ursula, Urlan, Valens, and Ludo are medium gladiators. Eiji is a
support gladiator, while Gwazi is a light gladiator. All six gladiators can
use any of the four major affinities (fire, water, earth, & air). **
+++ URSULA +++
Very versatile gladiator, especially as the Hero. What she lacks in sheer
power she compensates with her grace, agility, and magic. Most of unique
skills is inherited for free throughout the game, so you can focus on both
offensive and defensive skills.
** Statistical Ratings **
HP: 4
DEF: 5
PWR: 4
ACC: 7
INI: 5
MOV: 4
WEAPONS: Medium Sword, Hammer, & Axe; Legionnaire, Ursula
SHIELDS: Medium, Legionnaire, Ursula
ARMOR: Barbarian & Ursula
HELMETS: Barbarian & Ursula
ACCESSORY: Runestone & Feathers (as Valkyrie)
AFFINITIES: All four & Light
NOTABLE QUOTE: "Survive this, if you can!"
+++ VALENS +++
While lacking Ursula's grace and agility, Valens compensates with sheer power
and a higher defense. While he lacks some free skills, he does have a unique
skill called Wide Swing. It can hit the opponent in front of him as well as
any hapless person to the left or right of the target. When given innate
defensive skills, he can be hard to hit and immune to all conditions and
backstabs.
** Statistical Ratings **
HP: 6
DEF: 7
PWR: 5
ACC: 3
INI: 2
MOV: 5
WEAPONS: Medium Sword, Hammer, & Axe; Legionnaire, Valens
SHIELDS: Medium, Legionnaire, Valens
ARMOR: Medium, Legionnaire, Valens
HELMETS: Military, Legionnaire, Valens
ACCESSORY: Medal
AFFINITIES: All four
NOTABLE QUOTE: "The 'Affinity Gods' still lead us!"
+++ URLAN +++
Heir to King Orin II of Nordagh, Urlan is Ursula's big brother. Most of his
skills are primarily Barbarian, but he has a few unique skills of his own. He
can Break Defense, Lunge an opponent that is two squares away, can morph into a
cat or wolf as well as a bear, and together with his sister, is more resistant
to damage.
** Statistical Ratings **
HP: 5
DEF: 3
PWR: 6
ACC: 3
INI: 4
MOV: 4
WEAPONS: Two-Handed Sword, Axe, & Hammer; Barbarian, Urlan
SHIELDS: None
ARMOR: Barbarian & Urlan
HELMETS: Barbarian, Hat, Helm, & Urlan
ACCESSORY: Runestone
AFFINITIES: All four
NOTABLE QUOTE: "Prepare yourself for the might of a Barbarian!"
+++ LUDO +++
Early on, Ludo is Valens' right-hand man. He has a few unique moves that makes
him stand out from standard legionnaires like Upper Hand, Upward Slash,
Toughness, and People's Champion. However, people doing the Valens campaign
will find that Ludo will leave the school sometimes during the Windward Steppes
portion of the campaign, so it may be best to use him rather sparingly in
mid-game battles.
** Statistical Ratings **
HP: 4
DEF: 5
PWR: 5
ACC: 4
INI: 2
MOV: 3
WEAPONS: Medium Axe, Hammer, & Sword; Legionnaire, Ludo
SHIELDS: Medium, Legionnaire, Ludo
ARMOR: Medium, Legionnaire, Ludo
HELMETS: Military, Legionnaire, Ludo
ACCESSORY: Medal
AFFINITIES: All four
NOTABLE QUOTE: "The Empire is strong!" (Corrupted) "For the everlasting glory
of Imperia!"
+++ EIJI +++
Eiji becomes a pivotal gladiator in the Windward Steppes when you begin your
journeys there. Her skills are a mix of archer and amazon with a wide variety
of special archer tricks. Some of the skills are amazon, so it would be best
to have some good attacks that can hurt all opponents.
** Statistical Ratings **
HP: 2
DEF: 4
PWR: 3
ACC: 5
INI: 5
MOV: 5
WEAPONS: Plain Bow, Archer, Eiji
SHIELDS: None
ARMOR: None
HELMETS: Archer, Hat, Helm, Eiji
ACCESSORY: Belt
AFFINITIES: All four
NOTABLE QUOTE: "Do you like what you see, Imperial/Northerner/Southerner?!"
+++ GWAZI +++
A modified Secutor in skills, Gwazi becomes part of the school for most of the
battles in the Southern Expanse. He can backstab and taunt opponents who miss
their shots or have theirs blocked, and like a Bezerker, can throw his weapons
at medium-range opponents. He becomes a good part of the school while he's in
it since he is one of the fastest gladiators around, and against some of the
Expanse opponents, it is a vital asset.
** Statistical Ratings **
HP: 3
DEF: 5
PWR: 4
ACC: 1
INI: 9
MOV: 10
WEAPONS: Light Axe, Sword, & Spear; Secutor, Gwazi
SHIELDS: Light, Secutor, Gwazi
ARMOR: Light, Secutor, Gwazi
HELMETS: Secutor, Gladiatorial, Gwazi
ACCESSORY: Ring
AFFINITIES: All four
NOTABLE QUOTE: None
--- 2. GLADIATOR CLASSES ---
Legend: +++ Class Name, Type of Gladiator +++
AFFINITIES: All four = fire, water, earth, & air
+++ AMAZON, SUPPORT +++
Similar to Archers with more accuracy, they have skills that are exclusive
against male opponents and can shoot at point-blank range. They are best used
for their arrow tricks and status-changing attacks on males. Qorin, whom you
can get late in the game, is an Amazon.
** Statistical Ratings **
HP: 2
DEF: 6
PWR: 4
ACC: 9
INI: 3
MOV: 2
WEAPONS: Plain Bow, Amazon
SHIELDS: None
ARMOR: Amazon (Bikinis)
HELMETS: Diadem, Amazon
ACCESSORY: Bracelet
AFFINITIES: All four
NOTABLE QUOTES: "Wanna play catch?" "Fore!" "I'm TWICE the woman you'll ever
be!"
+++ ARCHER, SUPPORT +++
It is worth saving at least one slot in your school for an archer. They have
an array of ranged attacks, and can shoot while on the move. They have rapid
shots that they can use at point-blank range, so they can soften up an opponent
or KO a crippled one with a few arrows. Whistling Arrow is a good skill to
pass a turn since it can boost the crowd favor. Perhaps the best high-price
skill to have is Deluge, which can be used to hit all opponents within a
targeted range.
** Statistical Ratings **
HP: 3
DEF: 5
PWR: 4
ACC: 7
INI: 4
MOV: 3
WEAPONS: Plain & Archer Bow
SHIELDS: None
ARMOR: None
HELMETS: Archer, Hat, Helm
ACCESSORY: Belt
AFFINITIES: All four
NOTABLE QUOTE: "Heads up!"
+++ BANDIT, LIGHT +++
Four words best decribe Bandits: quick, accurate, and deadly backstabbers.
Like all light units, Bandits are great for quick engagements of support and
arcane gladiators, and like Centurions, can utilize spears very well. Give a
Bandit the Revenge Armband, and watch that gladiator counter every hit taken
with a few of his or her own.
** Statistical Ratings **
HP: 3
DEF: 6
PWR: 2
ACC: 10
INI: 10
MOV: 10
WEAPONS: Light Axe, Sword, & Spear; Secutor, Bandit
SHIELDS: Light, Secutor, Bandit
ARMOR: Light, Secutor, Bandit
HELMETS: Bandit, Secutor, Hat, Gladiatorial
ACCESSORY: Armband
AFFINITIES: All four
NOTABLE QUOTE: (Male) "I got you covered, friend!"
+++ BARBARIAN, MEDIUM +++
They may not be great long-term gladiators since your heroes are medium
gladiators, but Barbarians are the strongest of these types of gladiators.
They virtually have no glaring weaknesses (except for attacks by heavy
opponents), have a good variety of skills, and can morph into a bear or a wolf
to regain some hit points.
** Statistical Ratings **
HP: 5
DEF: 3
PWR: 6
ACC: 3
INI: 4
MOV: 4
WEAPONS: Two Handed Sword, Axe, & Hammer; Barbarian
SHIELDS: None
ARMOR: Barbarian
HELMETS: Barbarian, Hat, Helm
ACCESSORY: Runestone
AFFINITIES: All four
NOTABLE QUOTE: (Male) "Taste Nordagh Iron!"
+++ BEAR, HEAVY BEAST +++
Defense and hardiness best define these Bears, and are valuable beasts to have
in your school. With a solid array of attacks to compensate for its lack of
power for a heavyweight, Bears can attack as well as counter any attacks made
by opponents. For both campaigns, Zod the Bear makes a valuable addition to
the school.
** Statistical Ratings **
HP: 10
DEF: 6
PWR: 4
ACC: 2
INI: 4
MOV: 4
WEAPONS: None
SHIELDS: None
ARMOR: None
HELMETS: None
ACCESSORY: Collar
AFFINITIES: Earth
NOTABLE QUOTE: None
+++ BERSERKER, LIGHT +++
They don't wear any armor pieces or wield shields, but Berserkers are very
versatile light gladiators. They can throw their axes or swords, unleash
howling roars that can make opponents lose a few turns, and go bezerk. If
they're in the yellow or red in HPs, they will get an adrenaline boost and
cause more damage. They aren't the best light gladiators, but when used well,
are good in their own way.
** Statistical Ratings **
HP: 2
DEF: 3
PWR: 2
ACC: 4
INI: 5
MOV: 5
WEAPONS: Light Axe & Sword, Berserker
SHIELDS: None
ARMOR: None
HELMETS: Archer, Hat, Helm
ACCESSORY: Runestone
AFFINITIES: All four
NOTABLE QUOTES: "Die! Die!" "Nordagh!!"
+++ CENTURION, HEAVY +++
Valuable team players throughout; not only can Centurions work as tanks and
heavy hitters, but can also use a variety of specials that can help the team.
They can toughen up teammates around the Centurion, give group attacks, improve
their damage with some Motivate skills, and can Roam to engage distant foes.
It is a good idea to have 2-3 Centurions in your school.
** Statistical Ratings **
HP: 7
DEF: 7
PWR: 9
ACC: 7
INI: 1
MOV: 2
WEAPONS: Heavy Sword, Hammer, & Spear; Centurion
SHIELDS: Heavy, Centurion
ARMOR: Heavy, Centurion
HELMETS: Military, Centurion
ACCESSORY: Medal
AFFINITIES: All four
NOTABLE QUOTES: "For the glory of Imperia!" "Come to your senses, soldier!"
+++ CHANNELER, ARCANE +++
Channelers are the game's primary spellcasters. With a few skills that use
skill points, Channelers must rely on Affinity charges to cast their spells.
Their Steal Affinity skill is valuable to drain Summoners of affinity and use
that stolen affinity on them or any other opponent. They also have some
buffing spells to increase one's movement or Enliven them with some healing,
and when given the Teleport skill, they can make quick engagements or make a
quick getaway.
** Statistical Ratings **
HP: 2
DEF: 4
PWR: 2
ACC: 3
INI: 4
MOV: 3
WEAPONS: Plain Staff, Channeler
SHIELDS: None
ARMOR: Arcane, Channeler
HELMETS: Diadem, Arcane, Channeler
ACCESSORY: Charm
AFFINITIES: All four
NOTABLE QUOTES: "Sake for the gods!" "Take back!" "Catch me if you can!"
+++ CYCLOPS, HEAVY +++
Versatile heavy gladiators. They can hit distant opponents with an Eye Beam or
hit them with a Glower spell to cause fear. Up close, they have some good
melee attacks that inflict some heavy damage. If you have one in your school,
give him the Blindman's Eye accessory to increase his accuracy to where he
always hit.
** Note: You can get a free recruitable Cyclops by winning the second
Historian's League battle in Syrna. **
** Statistical Ratings **
HP: 6
DEF: 3
PWR: 7
ACC: 3
INI: 3
MOV: 3
WEAPONS: Plain Hammer, Medium Hammer & Axe, Cyclops
SHIELDS: None
ARMOR: None
HELMETS: Cyclops
ACCESSORY: Eye
AFFINITIES: All four
NOTABLE QUOTE: "I see through you!"
+++ DERVISH, LIGHT +++
As strange as it may sound initially, these Dervishes of the Southern Expanse
don't need to rely on backstabbing and type-matching to be effective
gladiators. Many of their skills can damage diagonal opponents, while Blood
Letter can cause some heavy damage as well as bleeding damage. In addition,
they are immune to all Air Affinity attacks, so if you see alot of opponents
using such weapons, put in a Dervish and give that gladiator a weapon of an
affinity in the other three major categories. Watch them inflict no damage to
the Dervish while that Dervish slices them to death.
** Statistical Ratings **
HP: 2
DEF: 6
PWR: 3
ACC: 4
INI: 10
MOV: 9
WEAPONS: Dervish Axe & Sword
SHIELDS: None
ARMOR: Dervish
HELMETS: Dervish
ACCESSORY: Anklet
AFFINITIES: All four
NOTABLE QUOTE: "Eat dust!"
+++ GUNGNIR, SUPPORT +++
Power and accuracy best define these Gungnirs from Nordagh. When placed on a
high terrain, their power can be so great, that they can take out a gladiator
that has weak armor (especially arcanes and other support) in a few critical
javelin throws. Up close, Gungnirs can do a Bulls Eye or a Powered Throw, or
morph into a bear to regain some lost HP and do some good melee damage.
** Statistical Ratings **
HP: 5
DEF: 3
PWR: 7
ACC: 6
INI: 5
MOV: 5
WEAPONS: Plain Javelin, Light Spear, Gungnir
SHIELDS: Light, Peltast, Gungnir
ARMOR: Barbarian, Gungnir
HELMETS: Gungnir, Hat, Helm
ACCESSORY: Necklace
AFFINITIES: All four
NOTABLE QUOTE: "'Bear Spirit', guide me!" (Female) "Fight for the king! 'His
Highness' Orin II!"
+++ LEGIONNAIRE, MEDIUM +++
They aren't the best gladiators of its type to keep around, but they have a few
good attacks that should not be ignored. Precision Attack has good range &
accuracy, and Destroy Shield is good for shattering shields, especially those
of Murmillos. Ludo is a good Legionnaire early on in the Valens Campaign,
while those playing the Ursula Campaign may want to keep a Legionnaire in their
school early on in Imperia until they can recruit more versatile Murmillos.
** Statistical Ratings **
HP: 5
DEF: 5
PWR: 4
ACC: 7
INI: 2
MOV: 3
WEAPONS: Medium Axe, Hammer, & Sword; Legionnaire
SHIELDS: Medium, Legionnaire
ARMOR: Medium, Legionnaire
HELMETS: Military, Legionnaire
ACCESSORY: Medal
AFFINITIES: All four
NOTABLE QUOTE: "Remember our training!"
+++ MINOTAUR, HEAVY +++
Difficult to obtain, Minotaurs are one of the most powerful gladiators in the
game. They compliment their sheer power with good accuracy and great mobility
for heavy gladiators. Their skills are good for knocking an opponent down or
Grunt-ing to increase accuracy. See the Side Quest FAQ for more information on
obtaining these Minotaurs.
** Statistical Ratings **
HP: 7
DEF: 4
PWR: 10
ACC: 6
INI: 4
MOV: 4
WEAPONS: Two Handed Sword, Hammer, & Axe; Minotaur
SHIELDS: None
ARMOR: None
HELMETS: Minotaur
ACCESSORY: Bullring
AFFINITIES: All four
NOTABLE QUOTE: None
+++ MONGREL, LIGHT +++
Mongrels aren't very good classes (both the light mongrel soldiers & their
arcane brethren). These Mongrels lack the backstabbing and heavy-stunning
skills of fellow light gladiators. They do have some nice skills like
Festering Claws and stronger Kick strikes, but that is about it.
** Statistical Ratings **
HP: 2
DEF: 7
PWR: 3
ACC: 7
INI: 9
MOV: 8
WEAPONS: Mongrel Club, Medium Hammer & Axe; Mongrel
SHIELDS: None
ARMOR: Mongrel
HELMETS: Mongrel
ACCESSORY: Scalp
AFFINITIES: All four
NOTABLE QUOTE: "Don't kill me!"
+++ MONGREL SHAMAN, ARCANE +++
Perhaps the weakest of the arcane gladiators, these Mongrel Shamans must rely
on melee attacks to charge their affinities. Spells like Fungus Amongus &
Freeze Enemy are good and cheap, if you're lucky not to get your affinity
stolen by a Channeler.
** Statistical Ratings **
HP: 4
DEF: 4
PWR: 2
ACC: 7
INI: 4
MOV: 3
WEAPONS: Plain Club & Staff; Mongrel, Mongrel Shaman
SHIELDS: None
ARMOR: Arcane, Mongrel
HELMETS: Archer, Diadem, Mongrel Shaman
ACCESSORY: Scalp
AFFINITIES: All four
NOTABLE QUOTE: None
+++ MURMILLO, MEDIUM +++
Murmillos must rely on their shields to execute most of their good attacks.
Shield Throw is a good medium-range attack that can hit distant opponents (lvl
1 hits opponents in front of her or to her flank or back, lvl 2 hits diagonals,
and lvl 3 covers a wide area), while some good melee attacks require a shield.
Give the Murmillo some innate abilities to improve her improve her evasion with
a shield, improve shield durability, and evasion of ranged attacks for his or
her allies, and you got a very versatile and strong medium gladiator.
** Statistical Ratings **
HP: 3
DEF: 9
PWR: 4
ACC: 6
INI: 3
MOV: 4
WEAPONS: Medium Sword, Hammer, & Axe; Murmillo
SHIELDS: Medium, Murmillo
ARMOR: Medium, Murmillo
HELMETS: Murmillo
ACCESSORY: Ring
AFFINITIES: All four
NOTABLE QUOTES: "Love me, love me!" (Male) "Ah, the familiar roar of the
crowd!" (Female) "Ah, the familiar scream of my beloved fans!"
+++ OGRE, HEAVY +++
Similar to Samnites, Ogres have a few unique abilities such as Broad Swing and
Uppercut. Fearsome Funk is a very strange defensive skill since you will get
to see the Ogre fart and anyone adjacent to him retreating afterwards. And
unlike Samnites, Ogres can learn Counterattack.
** Statistical Ratings **
HP: 7
DEF: 6
PWR: 9
ACC: 6
INI: 1
MOV: 3
WEAPONS: Heavy Sword, Heavy Hammer, Two Handed Axe, Ogre
SHIELDS: Heavy, Ogre
ARMOR: None
HELMETS: Ogre, Gladiatorial
ACCESSORY: Scalp
AFFINITIES: All four
NOTABLE QUOTE: "Attack!"
+++ PELTAST, SUPPORT +++
Javelin throwers from Imperia, Peltasts lack the metamorphing skills of their
Nordagh counterparts, but can learn some key close-quarters javelin throws, and
can use the Indirect Fire skill to throw a javelin at a target regardless of
obstacles. Fortunately, their Long Throw 1 skill is free, so a Peltast can
throw a javelin all day.
** Statistical Ratings **
HP: 3
DEF: 7
PWR: 4
ACC: 6
INI: 3
MOV: 4
WEAPONS: Plain Javelin, Light Spear, Peltast
SHIELDS: Light, Peltast
ARMOR: Light, Peltast
HELMETS: Military, Helm, Peltast
ACCESSORY: Necklace
AFFINITIES: All four
NOTABLE QUOTE: None
+++ PLAINS CAT, LIGHT BEAST +++
With skills that are similar to Bears, but trading in hardiness and defense for
fast mobility, these cats from the Windward Steppes are handy for large arenas.
Plains Cats can learn some of the Bears' skills, while their skill, Growl, can
petrify vulnerable oppnents adjacent to it. Keep these cats away from
Dervishes at all times.
** Statistical Ratings **
HP: 8
DEF: 1
PWR: 5
ACC: 3
INI: 8
MOV: 7
WEAPONS: None
SHIELDS: None
ARMOR: None
HELMETS: None
ACCESSORY: Collar
AFFINITIES: Air
NOTABLE QUOTE: None
+++ SAMNITE, HEAVY +++
Samnites may be slow movers, but they are one of the game's most
offense-oriented gladiators. They have strong attack options, can hit hard,
and can be surprisingly accurate if properly equipped. They can plow or
knockback opponents, and can use attacks that hit multiple opponents. Male
Samnites are "sumos" in appearance, while Female Samnites are big, brusing
women.
** Statistical Ratings **
HP: 7
DEF: 7
PWR: 9
ACC: 7
INI: 1
MOV: 2
WEAPONS: Two Handed Axe, Heavy Spear & Sword; Samnite
SHIELDS: Heavy, Samnite
ARMOR: Heavy, Samnite
HELMETS: Samnite, Gladiatorial
ACCESSORY: Ring
AFFINITIES: All four
NOTABLE QUOTE: None
+++ SATYR, LIGHT +++
The strangest light gladiators in the game. They have some decent mid-late
game attacks like Jug Bonk and Exploding Breath and can boost crowd favor and
team initiative, but they lack hardiness. Merry Jig, Crowd Pleaser, and Crowd
Charmer are good skills to pass a turn. If you use Satyrs, work on giving them
as many defensive skills as you can.
** Statistical Ratings **
HP: 1
DEF: 3
PWR: 3
ACC: 5
INI: 9
MOV: 9
WEAPONS: Satyr
SHIELDS: None
ARMOR: None
HELMETS: None
ACCESSORY: Poem
AFFINITIES: All four
NOTABLE QUOTE: "Watch me dance! Watch me dance!"
+++ SCARAB, HEAVY BEAST +++
From the deserts of the Southern Expanse, these Scarabs compensate their
less-than-stellar stats with their variety of attacks and skills. Burrow and
Tunnel allow a Scarab to pop up anywhere within range, with the latter skill
adding damage. They can spit poison or fire, and have some good melee attacks
like Carapace Ram & Crippling Blow. Combined with defensive skills like
Toughened/Weathered Chitin, and you'll have a fairly hardy beast.
** Statistical Ratings **
HP: 8
DEF: 4
PWR: 3
ACC: 3
INI: 3
MOV: 2
WEAPONS: None
SHIELDS: None
ARMOR: None
HELMETS: None
ACCESSORY: Jewel
AFFINITIES: Fire
NOTABLE QUOTE: None
+++ SCORPION, LIGHT BEAST +++
Scorpions have some good attacks like Venom, Poison Flick, and Tail Whip to
poison opponents, but lack some necessary defense. Getting Weathered Chitin
and Fortified Defense may help a little, and it doesn't hurt to give it
Riposte. Apparently, the A.I. does a nice job smacking people around with
these Scorpions, but are still prone to concentrated attacks.
** Statistical Ratings **
HP: 8
DEF: 1
PWR: 4
ACC: 3
INI: 4
MOV: 4
WEAPONS: None
SHIELDS: None
ARMOR: None
HELMETS: None
ACCESSORY: Jewel
AFFINITIES: Water
NOTABLE QUOTE: None
+++ SECUTOR, LIGHT +++
Secutors trade in the mobility and accuracy of Bandits for more
offense-oriented skills. Surprise Attack, combined with Backstabber, makes for
some tide-turning attacks, especially on arcane and support gladiators. Taunt
and Deride are useful skills, giving the Secutors a chance to lower opponent
initiative and boost the crowd. In all, Secutors are an integral part of a
champion school.
** Statistical Ratings **
HP: 3
DEF: 9
PWR: 2
ACC: 8
INI: 5
MOV: 5
WEAPONS: Light Axe, Sword, & Spear; Secutor
SHIELDS: Light
ARMOR: Light, Secutor
HELMETS: Secutor, Gladiatorial
ACCESSORY: Ring
AFFINITIES: All four
NOTABLE QUOTES: "For the people!" "Block this!"
+++ SUMMONER, ARCANE +++
Summoners can summon desert critters or Undead Legionnaires by pulling affinity
out of the sky. Even after they do that, they can utilize a good array of
attacks. In addition, they come equipped with an Affinity 4 attack, which can
wipe the board clean or heavily damage susceptible foes. A good tip for using
Summoners is to give them the skills to summon their own affinity beasts.
** Statistical Ratings **
HP: 2
DEF: 4
PWR: 1
ACC: 5
INI: 5
MOV: 4
WEAPONS: Plain Staff, Summoner
SHIELDS: None
ARMOR: Arcane, Summoner
HELMETS: Arcane, Diadem, Summoner
ACCESSORY: Charm
AFFINITIES: All four
NOTABLE QUOTE: "My undead brothers, rise up!"
+++ UNDEAD LEGIONNAIRE, MEDIUM +++
Available for raising through the use of the Talisman of Unlife, these Undead
Legionnaires are a seemingly better version of their living counterparts. The
best thing about them is that they are expendable for tough wilderness battles.
There are very few Dark Affinity weapons available (you will likely be forced
to take them from slain Dark and Undead Legionnaires' loot), so it may be hard
to utilize some of their affinity attacks.
** Statistical Ratings **
HP: 5
DEF: 5
PWR: 4
ACC: 7
INI: 2
MOV: 3
WEAPONS: Medium Axe, Hammer, & Sword; Legionnaire, Undead
SHIELDS: Medium, Legionnaire, Undead
ARMOR: Medium, Legionnaire, Undead
HELMETS: Military, Legionnaire, Undead
ACCESSORY: Medal
AFFINITIES: Dark
NOTABLE QUOTE: None
+++ UNDEAD SUMMONER, ARCANE +++
Similar to Summoners, Undead Summoners are excellent arcane casters. Best used
as support gladiators, these Undead Summoners can cast Darkness from Life to
charge their affinities, then use a variety of Dark spells from summoning their
legionnaire brethren to casting spells like Splintering Bones and Death Blast.
Once an Undead Summoner has some dark affinity items and skills like Knit
Bones, these Undead Summoners can last the entire length of the battle if they
are not engaged.
** Statistical Ratings **
HP: 3
DEF: 6
PWR: 2
ACC: 6
INI: 5
MOV: 5
WEAPONS: Plain Staff, Undead Summoner
SHIELDS: None
ARMOR: Arcane, Undead Summoner
HELMETS: Arcane, Diadem, Summoner, Undead Summoner
ACCESSORY: Charm
AFFINITIES: Dark
NOTABLE QUOTE: "Rise! Rise, my brethren!"
+++ WOLF, LIGHT BEAST +++
Alone, Wolves aren't stellar light beasts, but in packs, can be very dangerous.
Late-game skills like Pull Down, Shred Throat, and Riposte are worthy skills
to have, while defensive skills like Lupus Call allow a Wolf to last longer.
They aren't very worthy for permanent spots in many schools, but for those
wanting to try a wolfpack, may find some benefits in beast battles.
** Statistical Ratings **
HP: 7
DEF: 2
PWR: 3
ACC: 1
INI: 9
MOV: 9
WEAPONS: None
SHIELDS: None
ARMOR: None
HELMETS: None
ACCESSORY: Collar
AFFINITIES: Earth
NOTABLE QUOTE: None
+++ YETI, HEAVY +++
Yetis like Iaar are invaluable for budding Orin's School managers, and
complement Imperial Centurions and Samnites for Munio's School managers.
Skills like Cry of Anger enhances their damage, Ice Breath can immobilize
opponents, and Thick Hide helps make them quite hardy in battle. Heavy Claw &
Numbing Blows are useful attacks that can hit an opponent hard or lower their
movement rate & initiative, repsectively. Getting Iaar in Vargen should be a
top priority for Ursula players.
** Statistical Ratings **
HP: 5
DEF: 2
PWR: 10
ACC: 3
INI: 3
MOV: 2
WEAPONS: Two Handed Hammer, Yeti
SHIELDS: None
ARMOR: None
HELMETS: None
ACCESSORY: Teeth
AFFINITIES: All four
NOTABLE QUOTE: None
--- 3. SKILLS ---
*** Legend ***
SKILL NAME - Description. < Requirements: jp = job points, sp = skill
points, ap = affinity points >
+++ Requirements section listed next to hero or class are the requirements for
that hero or class.
*** Common Pool ***
STRIKE - Standard move to attack.
COMBO ATTACK - Multiple hit attacks with various speeds determined by
gladiator class. Lighter classes have faster combo speeds, heavier classes and
Barbarians have slower combo speeds, and medium classes have medium combo
speeds. < Lvl 1: 6, 2 (2 hits); lvl 2: 12, 3 (3 hits); lvl 3: 22, 4 (4 hits);
lvl 4: 34, 5 (5 hits)>
+++ Note: Button combinations vary by gladiator class.
AFFINITY ATTACK - Attacks enhanced by the power of an affinity god. < Lvl 1:
4, 0 (uses 40ap); lvl 2: 10, 0 (uses 60ap); lvl 3: 20, 0 (uses 80ap, can alter
opponent status); lvl 4: 36, 0 (uses 100ap, summons avatar of an affinity god
to attack all opponents) >
+++ Note: Use weapons and accessories to add chargeable affinity, and armor to
add defensive affinity. Must also get Lvl 1 to get lvl 2 and so forth.
*** Move-to-Attack Skills ***
BACK ATTACK - Target does not turn to face this attack. <n/a, 0>
Used by: Gwazi
BREAK DEFENSE - Several fierce attacks that pierce defense. <34, 4>
Used by: Urlan
CHARGE - Weak running attack with high accuracy. <14, 1>
Used by: Bear
FIERCE BACKHAND - Open handed attack that causes heavy damage. <34, 4>
Used by: Yeti
GORE - Head butt attack; may stab opponent with horns. <24, 2>
Used by: Minotaur
HIGH KICK - Heavy damage kick attack. <4, 3>
Used by: Ursula
KICK - Kicking attacks. <Lvl 1: 10, 1; lvl 2: 24, 3; lvl 3: 34,
5> ** Note: Must get Kick 1 to get Kick 2, then Kick 3 **
Used by: Mongrel, Mongrel Shaman
MOVE - BOW SHOT - Standard move-to-attack.
Used by: Eiji, Amazon, Archer
NIP - Weak running attack with high accuracy. <4, 2>
Used by: Wolf
PIERCE DEFENSE - Quick attack that evades opponent's shield. <24, 2>
Used by: Bandit
PRECISION ATTACK - Quick, low power attack. <10, 1>
Used by: Legionnaire, Plains Cat, Scorpion
PUNCH - Quick, low power attack.
Used by: Eiji <0, 1>, Cyclops <8, 2>
ROAM - Increased range move to attack. <10, 2>
Used by: Centurion
RUNNING ATTACK - Run across battlefield to attack (reduced damage &
accuracy).
Used by: Gwazi <0, 2>, Bandit <6, 2>, Barbarian <10, 2>, Dervish <12, 1>,
Minotaur <6, 2>, Mongrel <0, 2>, Mongrel Shaman <6, 1>,
Ogre <6, 2>, Peltast <8, 1>, Plains Cat <6, 2>, Samnite <22, 2>,
Satyr <0, 2>, Secutor <0, 1>, Yeti <4, 2>
SHIELD BYPASS - Opponent cannot use shield to block attacks. <32, 0>
Used by: Gwazi
SKITTERING ATTACK - Run across battlefield to attack. <Lvl 1: 10, 1 (reduced
damage), lvl 2: 22, 2>
Used by: Scorpion
SNAP - Standard move to attack.
Used by: Bear, Wolf
SPRINTING ATTACK - Run a greater distance across the battlefield to attack.
<32, 2>
Used by: Bandit, Secutor
STEAL LIFE - Steal the life force of teammates.
Used by: Undead Summoner
SURPRISE ATTACK - Target will not face when attacked.
Used by: Dervish <4, 2>, Secutor <6, 2>
UPPER HAND - Successful attack knocks opponent down. <10, 2>
Used by: Ludo
*** Attack Skills ***
With alot of attack skills, these skills are listed by gladiator. Skills used
by multiple characters will have descriptions on the first listed character.
++ Ursula ++
ENERGY BLAST - Spell blast of energy. <18, 3>
OVERHEAD CLEAVE - Heavy overhead attack; may break opponent's helmet. <40, 4>
SPELL BLAST - A powerful blast of energy that damages all opponents within
range. <n/a, 4> ** Note: This is a spell that Ursula can get after using
Empower Self thrice in certain arenas. **
++ Valens ++
STAGGER FOE - Attack that reduce opponent's movement rate. <4, 2>
WIDE SWING - Sweeping attack that damages multiple opponents in front of
character. <10, 3>
BUNGLE ENEMY - Attack that reduce opponent's accuracy. <18, 2>
SHIELD HIT - Strong attack using shield. <24, 1>
SMACK BACK - Spinning attack that knocks back any unit around Valens.
<30, 4>
TARGET HEAD - Attack that reduce opponent's initiative. <34, 3>
OVERHEAD CLEAVE - <40, 4>
++ Urlan ++
LUNGE - Heavy damage attack. <24, 1> ** Note: Can only hit
opponents two squares in front, behind, or to the left or right of Urlan. **
CRIPPLING BLOW - Brutal attack that may stun and knock down opponent. <30, 3>
OVERHEAD CLEAVE - <40, 4>
++ Ludo ++
TARGET LEG - Medium damage, may reduce opponent's movement rate. <4, 2>
BUNGLE ENEMY - <18, 2>
DESTROY SHIELD - Successful attack may destroy opponent's shield. <24, 1>
TARGET HEAD - <34, 1>
UPWARD SLASH - Heavy damage attack. <40, 3>
++ Eiji ++
LONG SHOT - Standard range attack. <Lvl 1: n/a, 2; lvl 2: 20, 3; lvl 3: 36,
5>
LOW KICK - Kick attack that can only be used against male opponents. <n/a,
4>
SPARKS - Electric shock attack that causes damage and stuns a male
opponent. <n/a, 2>
ACID ARROW - Medium range poison attack that damages shield if blocked. <n/a,
2>
FLASH ARROW - Range attack that can stun anyone in the effect area. <n/a, 4>
NERVE ARROW - Range attack that stuns opponent. <22, 3>
VOLLEY - Multiple arrow range attack with area effect. <30, 2>
RAZOR ARROW - Range attack that cause bleeding damage. <32, 3>
++ Gwazi ++
TRIP - Successful attack knocks down opponent. <n/a, 1>
DESTROY SHIELD - <n/a, 1>
INFALLIBLE AIM - Opponent cannot evade attack but may be blocked. <n/a, 0>
WEAPON THROW - Throw weapon for a ranged attack. <n/a, 2>
TARGET HEAD - <34, 1>
SLICING ATTACK - Heavy damage attack that can cause bleeding damage. <40, 5>
++ Amazon ++
POISON ARROW - Successful attack may poison opponent. <8, 1>
LOW KICK - <10, 4>
SPARKS - <18, 3>
VENOM ARROW - Successful attack may poison opponent (at a faster rate). <20,
4>
VOLLEY - <30, 2>
FLIP KICK - Strong kick attacks. <36, 2>
++ Archer ++
RAPID SHOT - Close range attack with fast recovery time. <2, 0>
EXPLODING ARROW - Exploding range attack that cause area damage. <4, 4>
STANDING BOW SHOT - Longest range attack. <4, 3>
LONG SHOT - <Lvl 1: 6, 2; lvl 2: 20, 3; lvl 3: 36, 4; lvl 4: 38, 5>
JOLT ARROW - Successful attack knocks opponent back. <12, 3>
BULLS EYE - Close attack that bypasses opponent's defenses. <18, 2>
POISON ARROW - <22, 4>
INDIRECT FIRE - Range attack that travels over obstructions. <30, 3>
POINT BLANK - Heavy damage attack for nearby opponents. <32, 4>
SPRAY - Medium range attack with multiple arrows damaging oponents
within range. <34, 3>
DELUGE - Similar to Spray with longer range. <40, 4>
++ Bandit ++
SPEAR ATTACK - Attack from the diagonal using the spear's extended reach.
TRIP - <18, 1>
VIGOR THEFT - Successful attack reduces opponent's initiative. <34, 1>
SLICING ATTACK - <40, 3>
++ Barbarian ++
TARGET LEG - <4, 2>
OVERHEAD CLEAVE - <24, 5>
CRIPPLING BLOW - <32, 2>
BREAK DEFENSE - <34, 4>
DESTROY SHIELD - <40, 1>
++ Bear ++
BITE - High power attack with low accuracy. <0, 1>
SWIPE - Medium damage that can reduce opponent's movement rate.
<10, 2>
SLASH - More powerful attack. <18, 3>
POWERED SWIPE - Medium damage that can stun opponent. <24, 4>
POWERED PULL DOWN - Prolonged stomping attack. <32, 5>
RAKING ATTACK - Heavy damage claw attack that causes bleeding damage. <36,
2>
SMACK BACK - Push opponent backward and cause damage then move into the
previously occupied square. <38, 3>
VICIOUS SLASH - Most powerful move to attack. <40, 5>
++ Berserker ++
TARGET LEG - <4, 2>
AXE THROW - Throw weapon for ranged attack. <10, 3>
MAD RAGE - Successful attack strikes opponent three times. <24, 0>
OVERHEAD CLEAVE - <30, 4>
GOUGING FURY - A heavy attack capable of knocking an opponent back. <34, 3>
DESTROY SHIELD - <40, 1>
++ Centurion ++
SPEAR ATTACK - <0, 1>
TARGET LEG - <0, 2>
BUNGLE ENEMY - <18, 2>
TARGET HEAD - <34, 1>
OVERHEAD CLEAVE - <40, 4>
++ Cyclops ++
EYE BEAM - Powerful range attack which damages all opponents directly in
front of him. <4, 1>
SWEEPING ATTACK - Two-handed attack that damages several squares in front of
character. <10, 3>
OVERHEAD SMACH - <12, 3>
BUNGLE ENEMY - <18, 2>
DESTROY SHIELD - <24, 1>
TARGET HEAD - <34, 1>
HEAVY STRIKE - Heavy damage, low accuracy attack. <40, 5>
++ Dervish ++
BLOOD LETTER - Heavy damage attack that may cause bleeding damage. <Lvl 1:
10, 2; lvl 2: 20, 4>
DUST DEVIL 2 - Damage surrounding opponents and reduce opponent initiative.
<24, 1>
BONE SPRAY - Attack causes bleeding damage in nearby enemies. <34, 3>
SLICING ATTACK - <40, 4>
++ Gungnir ++
LONG THROW - Distance throwing attack. Higher levels increase range.
<Lvl 1: 0, 1; lvl 2: 12, 2; lvl 3: 20, 4; lvl 4: 40, 5>
EXPLODING JAVELIN - Exploding range attack that cause area damage. <4, 4>
DESTROY SHIELD - <6, 2>
BUNGLE ENEMY - <10, 2>
IMPALE LEG - Reduces opponent's movement rate. <18, 2>
UNSTOPPABLE THROW - Powerful javelin throw that damages multiple opponents in a
row. <24, 4>
BULLS EYE - Close attack that bypasses opponent's defenses. <32, 3>
PIN DOWN - Aimed javelin throw pins opponent in place. <32, 3>
POWERED THROW - Heavy damage attack for nearby opponents. <34, 4>
++ Legionnaire ++
TARGET LEG - <4, 2>
BUNGLE ENEMY - <18, 2>
DESTROY SHIELD - <24, 1>
TARGET HEAD - <34, 1>
OVERHEAD CLEAVE - <40, 4>
++ Minotaur ++
RAMPAGE - Strong attack with low accuracy that may knock opponent down.
<0, 2>
SKEWER - Powerful attack that can knock an opponent down and stun
them. <18, 3>
STAMPEDE - Rush attack that knocks opponent down. <22, 1>
TRAMPLE - Prolonged stomping attack. <34, 4>
OVERHEAD CLEAVE - <38, 4>
HEAVY STRIKE - <40, 5>
++ Mongrel ++
HOBBLE ENEMY - Medium damage attack that may reduce opponent's movement rate.
<4, 2>
KNUCKLE BUSTER - Medium damage attack that may cause bleeding damage. <40, 3>
++ Mongrel Shaman ++
KNUCKLE BUSTER - <40, 3>
++ Murmillo ++
THROW SHIELD - Ranged shield attack. <Lvl 1: 0, 3 (short range); lvl 2: 18, 4
(can hit diagonals at medium range); lvl 3: 34, 5 (long range that can hit any
opponent in clear sight)>
GUT BASHER - Successful attack lowers opponent initiative. <10, 1>
SHIELD SMASH - Shield attack that may knock back an opponent. <12, 3>
BULL RUSH - Shield-first charge to distant opponent. <20, 1>
SHIELD RAM - Shield attack that may knock opponent down. <24, 1>
HEAVY STRIKE - <40, 5>
++ Ogre ++
CHARGING ATTACK - Wind up and deliver distance attack. <0, 4>
BROAD SWING - Sweeping attack that damages multiple opponents in front of
church. <10, 1>
UPPERCUT - Heavy damage that may stun opponent except animals. <18, 5>
DESTROY SHIELD - <24, 1>
OVERHEAD CLEAVE - <40, 4>
++ Peltast ++
LONG THROW - <Lvl 1: 0, 0; lvl 2: 12, 1; lvl 3: 20, 2; lvl 4: 40, 3>
EXPLODING JAVELIN - <4, 3>
DESTROY SHIELD - <6, 0>
BUNGLE ENEMY - <10, 2>
IMPALE LEG - <18, 2>
UNSTOPPABLE THROW - <24, 4>
INDIRECT FIRE - <30, 3>
BULLS EYE - <32, 3>
PIN DOWN - <34, 3>
POWERED THROW - <36, 4>
++ Plains Cat ++
BITE - <4, 3>
SWIPE - <18, 2>
PULL DOWN - <24, 4>
SLASH - <18, 3>
RAKING ATTACK - <36, 4>
SLICING ATTACK - <40, 5>
++ Samnite ++
OVERRUN - <4, 2>
POWER BULLDOZE - Push opponent backward, move into the previously occupied
square, and cause damage. <8, 2>
FORWARD THRUST - Successful attack damages two squares in front. <10, 2>
BLIND SPOT ATTACK - Attack square in front and behind. <18, 2>
SWEEPING ATTACK - <20, 2>
SQUAT - Attack that knocks surrounding opponents back. <32, 4>
BEFOUL AREA - Push back and damage all units in adjacent squares. <34, 4>
HEAVY STRIKE - <40, 5>
++ Satyr ++
MERRY JIG - Increase nearby allies' initiative. <0, 1>
FLAMMABLE BREATH - Flaming spirits burn opponent. <4, 1>
JUG BONK - Successful attack knocks opponent down. <10, 1>
JUG THROW - Standard range attack. <18, 3>
EXPLODING BREATH - More damaging variant of Flammable Breath. <34, 3>
KABLOOEY - Area attack burns all opponents within range. <40, 5> **
Note: Requires Exploding Breath **
++ Scarab ++
FIERY SPITTLE - Fiery range attack. <0, 0>
GAS CLOUD - Reduce iniiative of opponents within range. <10, 0>
CARAPACE RAM - Successful attack can stun opponent. <12, 3>
MANDIBLE SWIPE - Successful attack damages three opponents. <18, 2>
CONTAMINATION - Gas cloud damages opponents and allies. <20, 0>
TUNNEL - Tunnel to a distant point and attack, possibly knocking
opponents back. <24, 4>
POISON SPITTLE - Ranged attack that may poison opponent. <30, 3>
CRIPPLING BLOW - <34, 5>
HEAVY STRIKE - <40, 4>
++ Scorpion ++
PINCHER ATTACKS - Light damage attack; cannot be blocked or evaded. <0, 1>
ENVENOM - Vicious tail attack that can poison opponent. <10, 3>
POISON FLICK - Ranged attack that can poison opponent. <18, 2>
SHIELD SNIP - Destroy shield by cutting it in half. <24, 3>
HURRICANE - Tail attack that damages all opponents in adjacent squares.
<34, 3>
TAIL WHIP - Quick attack that may poison opponent. <40, 2>
++ Secutor ++
SPEAR ATTACK - <0, 0>
TRIP - <18, 4>
REMOVE SHIELD - <24, 0>
SHIELD BYPASS - <32, 1>
TARGET HEAD - <34, 1>
SLICING ATTACK - <40, 5>
++ Undead Legionnaire ++
SCARE ATTACK - Successful attack may cause opponent to retreat. <4, 2>
FEAR OF DEATH - Target may become panicked. <10, 3>
ROT HELMET - Attack damages opponent's helmet. <24, 4>
ROTTING TOUCH - Attack damages opponent's shield. <24, 3>
TARGET HEAD - <34, 1>
HEAVY STRIKE - <40, 5>
++ Undead Summoner ++
DARKNESS FROM LIFE - Convert some of your force life into Affinity power. <0,
4>
++ Wolf ++
TARGET LEG - <10, 2>
TEAR THROAT - Tearing attack that cause bleeding damage. <18, 4>
BUNGLE ENEMY - <24, 2>
PULL DOWN - <34, 4>
SHRED THROAT - Bigger variant of Tear Throat that cause extreme bleeding
damage. <40, 5>
++ Yeti ++
HEAVY CLAW - Heavy damage attack. <10, 2>
NUMBING BLOWS - Series of hits causing cold damage, reduces movement and
initiative. <18, 5>
HEAVY STRIKE - <40, 5>
*** Special Abilities ***
++ Ursula ++
** Note: Ursula Starts with Empower Self. Over time, she will gain Summon
Shield & Light Beam. As a valkyrie, she will also get Icarus Wings.
EMPOWER SELF - A divine gift of increased combat abilities. <0, 2>
ON GUARD - Increase defense next turn. <10, 0>
BLINDING FLASH - Blind all opponents within range. <22, 2>
SUMMON SHIELD - Replaces destroyed shield with magical shield of Light (will
still need a new shield after battle). <n/a, 0>
LIGHT BEAM - Healing beam, damages those aligned with the Dark Affinity.
ICARUS WINGS - Teleport a short distance on the battlefield.
++ Valens ++
EMPOWER SELF - <n/a, 2>
ON GUARD - <6, 0>
++ Urlan ++
** Note: Level 1 form provides lesser ability, level 2 provides normal ability,
and level 3 provides greater ability.
WOLF FORM - Shapeshifts into a wolf. <lvl 1: 4, 0; lvl 2: 12, 0; lvl 3: 32, 0>
CAT FORM - Shapeshifts into a cat. <lvl 1: 6, 0; lvl 2: 18, 0; lvl 3: 36, 0>
BEAR FORM - Shapeshifts into a bear. <lvl 1: 10, 0; lvl 2: 20, 0; lvl 3: 38, 0>
++ Ludo ++
ON GUARD - <6, 0>
HIGH GUARD - Bigger increase of defense next turn. <30, 2>
++ Eiji ++
COVER AREA - Automatically attack all opponents entering designated area.
<n/a, 0>
DISTRACT - Lower initiative of male opponent. <n/a, 2>
WINK - Set a trap for male opponents to miss their attack. <n/a, 0>
BLIND - Male opponent blinded by beauty. <34, 2>
CHARM - Charm male opponent. <38, 4>
++ Gwazi ++
SAND TOSS - Successful toss may blind opponent. <n/a, 1>
ON GUARD - <n/a, 0>
++ Amazon ++
DISTRACT - <0, 2>
ENAMOR - Root male opponent. <6, 2>
FLIRT - Male opponent stunned by beauty. <12, 3>
COLD SHOULDER - Freeze opponent. <22, 0>
COVER AREA - <24, 0>
WINK - <28, 0>
BEGUILE - Confuse target opponent. <32, 2>
BLIND - <34, 2>
CHARM - <38, 4>
++ Archer ++
WHISTLING ARROW - Pump up the crowd. <10, 0>
COVER AREA - <24, 0>
++ Bandit ++
INCAPACITATE HEAVY - Successful attack will petrify a heavy opponent for a
short time. <0, 4>
ON GUARD - <12, 0>
STRONG INCAPACITATE - Successful attack may stun opponent. <36, 4>
++ Barbarian ++
WOLF FORM - <lvl 1: 2, 0; lvl 2: 12, 1; lvl 3: 22, 4>
BEAR FORM - <lvl 1: 8, 0; lvl 2: 20, 1; lvl 3: 30, 4>
DEFEND - <6, 0>
++ Bear ++
KNOCK BACK - Push opponent backward; move into the previously occupied square.
<2, 1>
ON GUARD - <12, 0>
HIBERNATION - Give up turn to regain hit points. <22, 2>
++ Berserker ++
YOWL - Successful attack may root nearby opponents. <0, 2>
RAGE - Enter berserk status. <lvl 1: 6, 2 (mild); lvl 2: 20, 3 (normal);
lvl 3: 36, 5 (intense)>
HOWL - Successful attack may confuse nearby opponents. <8, 3>
ROAR - Successful attack may panic nearby opponents. <12, 4>
ON GUARD - <18, 0>
METAL FACE - Successful attack may petrify nearby opponents. <32, 5>
++ Centurion ++
MOTIVATE - Increase attack damage of all allies within range. <0, 2>
DEFEND - <6, 0>
REPRIMAND - Remove charm, stun, or confusion effects from ally. <8, 3>
IMPEL - Increase movement speed of ally. <22, 1>
SPUR - Temporarily increase accuracy of allies. <24, 1>
RALLY - Recover hit points and increase initiative of heavily
damaged allies within range. <33, 2> ** Note: this skills, from my
experience, looks broken in that the casting centurion doesn't regain some hit
points. **
IMMEDIATE RESPONSE - Give ally greater initiative. <38, 2>
++ Channeler ++
STEAL AFFINITY - Steal affinity power from opponent. <0, 3> ** Note:
Channelers will steal any charged affinity from opponent first, then any
defensive affinity. **
TORNADO - Teleport all within range to random location. <0, 0>
INVIGORATE - Recover some hit points for one ally. <10, 40ap>
WIND STEPPER - Slightly increase all allies' (within range) movement rate.
<12, 10ap>
ENLIVEN - Recover hit points for one ally. <16, 60ap>
TELEPORT - Teleport a short distance on the battlefield. <18, 0>
DRAIN AFFINITY - Drain affinity power from those within range and transfer it
to her own. <22, 10ap>
WIND RUNNER - Increase all allies' movement rate. <24, 30ap>
AMELIORATE - Recover many hit points for one ally. <36, 80ap>
STIFF WIND - An attack that decreases opponents' movement rate. <36, 20ap>
BOOST AFFINITY - Boost ally affinity power. <38, 10>
++ Cyclops ++
GLOWER - Successful attack causes fear. <0, 1>
KNOCK BACK - <0, 1>
ON GUARD - <20, 0>
FOCUS - Remove charm, stun, or confusion effects from ally. <20, 0>
HIGH GUARD - <30, 2>
DEVASTATING GLARE - Successful attack causes long-time fear. <30, 2>
SUPREME GUARD - Massive increase defense next turn. <36, 3; requires High
Guard>
PENETRATING STARE - Petrify opponents within range. <38, 3>
++ Dervish ++
DUST DEVIL - Reduce movement and initiative of surrounding opponents. <0, 1>
WIND MOVEMENT - Increase movement rate. <0, 3>
WHIRLWIND - Wind attack that knocks opponent back. <lvl 1: 18, 3; lvl 2:
36, 5 (causes damage; requires Whirlwind 1)>
++ Gungnir ++
BEAR FORM - <lvl 1: 8, 0; lvl 2: 36, 1>
COVER AREA - <22, 0>
++ Legionnaire ++
ON GUARD - <6, 0>
HIGH GUARD - <30, 2>
++ Minotaur ++
MAZE - Successful attack causes confusion. <0, n/a>
BACK OFF! - Immediately attack the next opponent that walks near. <10, 0>
DEFEND - <20, 0>
GRUNT - Increase accuracy. <32, 2; requires Defend>
++ Mongrel ++
ON GUARD - <6, 0>
HIGH GUARD - <30, 0>
++ Mongrel Shaman ++
DISTRACT - <0, 10ap>
ON GUARD - <22, 0ap>
HIGH GUARD - <36, 10ap>
++ Murmillo ++
ON GUARD - <6, 0>
HIGH GUARD - <32, 2>
++ Ogre ++
PURGE - Remove negative status effects. <0, 2; watch him vomit>
HUDDLE - Equivalent to Defend only until next turn. <8, 1>
FEARSOME FUNK - Adjacent units may become petrified. <20, 3>
LECHEROUS GRIN - Lower opponent defense temporarily. <22, 2; kisses ugily>
STENCH - Opponents within range retreat. <30, 2>
BULWARK - Give up turn to further reduce the damage received until next
turn. <32, 2; requires Huddle>
++ Peltast ++
ON GUARD - <6, 0>
COVER AREA - <22, 2>
++ Plains Cat ++
GROWL - Successful attack petrifies nearby opponents. <8, 2>
ON GUARD - <12, 0>
HIGH GUARD - <30, 2>
ROAR - Equivalent to Roar, for longer duration. <32, 4>
++ Samnite ++
BULLDOZE - Push an opponent backward and move into the previously occupied
square. <0, 1>
BULWARK - <6, 0>
BEFOUL AREA - Push back all units in adjacent squares. <24, 3>
ON GUARD - <30, 0>
++ Satyr ++
MERRY JIG - Increase nearby allies' initiative. <0, 1>
CROWD PLEASER - Crowd favors team with Satyr. <8, 1>
ON GUARD - <12, 0>
HAIR OF THE DOG - May remove all negative status effects. <22, 0>
INVIGORATING SPIRITS - Recover hit points. <32, 3>
CROWD CHARMER - Heavier form of Crowd Pleaser. <36, 5>
HIGH GUARD - <38, 2>
++ Scarab ++
BURROW - Tunnel under all units to a distant point. <0, 3>
DEFEND - <8, 0>
FORTIFIED DEFENSE - Greater form of Defense. <36, 2>
++ Scorpion ++
DEFEND - <6, 0>
FORTIFIED DEFENSE - <32, 3>
++ Secutor ++
SAND TOSS - <2, 1>
ON GUARD - <12, 0>
++ Summoner ++
SUMMON POWER - Summon affinity power directly from the 'Affinity Gods'.
<0, 4>
AIR BEAST - Summons a servant of the Air Affinity god. <2, 20ap>
SKELETON - Summons undead legionnaire. <lvl 1: 2, 10ap; lvl 2: 24,
20ap>
EARTH BEAST - Summons a servant of the Earth Affinity god. <4, 10ap>
FIRE BEAST - Summons a servant of the Fire Affinity god. <6, 20ap>
WATER BEAST - Summons a servant of the Water Affinity god. <8, 10ap>
INCAPACITATE HEAVY - <10, 20ap>
TORNADO - <12, 0ap>
ON GUARD - <18, 0ap>
SCARAB - Summons a scarab. <24, 10ap>
DARK AIR BEAST - Summons a tainted servant of the Air Affinity god. <30,
10ap>
DARK EARTH BEAST - Summons a tainted servant of the Earth Affinity god. <32,
10ap>
DARK FIRE BEAST - Summons a tainted servant of the Fire Affinity god. <34,
10ap>
DARK WATER BEAST - Summons a tainted servant of the Water Affinity god. <36,
10ap>
MAGIC GUARD - Greatly increase defense next turn. <42, 20ap; requires
On Guard>
SCORPION - Summons a scorpion. <44, 10ap>
++ Undead Legionnaire ++
GRAVE LAUGHTER - Scare and lower opponents' initiative. <8, 1>
DEFEND - <22, 0>
SCARED STIFF - Successful attack may petrify opponent. <32, 4>
HEIGHTENED DEFENSE - Greater variation of Defend. <36, 0; requires Defend>
++ Undead Summoner ++
SKELETON - <lvl 1: 0, 10ap; lvl 2: 22, 20ap; lvl 3: 42, 70ap>
TORNADO - <22, 0>
TELEPORT - <30, 30ap>
DEFEND - <32, 0>
REAPER - Opponent is cursed to die in several turns, unless caster is killed
first. <40, 100ap>
++ Wolf ++
LUPUS CALL - Partially recover hit points of self. <6, 3>
ON GUARD - <12, 0>
FEARFUL SNARL - Intimidate opponent and move them back one square. <20, 2>
AREA LUPUS CALL - Partially recover hit points of allies within range. <32, 5>
HEIGHTENED SNARL - Greater form of Fearful Snarl that can cause opponents to
retreat. <38, 3>
++ Yeti ++
CRY OF ANGER - Increase damage attack for several turns. <0, 3>
DEFEND - <8, 0>
BACK OFF! - <20, 0>
FEARSOME YELL - Adjacent opponents will retreat. <22, 3>
ICE BREATH - Cold breath that can freeze opponents. <24, 3>
HIBERNATION - <30, 3>
SMACK BACK - Heavy attack that can knock an opponent back. <36, 3>
*** Innate Abilities ***
++ Ursula ++
DODGE - Standard defensive maneuver.
SHIELD BLOCK - Standard defensive maneuver with shield.
SIBLING RIVALRY - Ursula is powered up when Urlan is on battlefield. <2>
AWARENESS - No bonus given to enemies when attacked from behind. <20>
OFF BALANCE - Lower opponent's defense if opponent misses attack. <38>
HEALING LIGHT - When health is low, a light from the heavens heal Ursula.
<Valkyrie skill>
LIGHT GUARD - Magic damage is reduced by the Light Affinity. <Valkyrie
skill>
++ Valens ++
DODGE - <0>
SHIELD BLOCK - <0>
EVASION - <12>
INDOMITABLE WILL - Immune to root, petrify, blindness, and freeze. <18>
AWARENESS - <22>
DISCIPLINE - Immune to stun, confusion, charm, and fear. <32>
OFF BALANCE - <38>
MUNIO'S SPIRIT - Receive large defensive bonus when hit points are low.
<Received early on in the Valens campaign, Valens will have this skill when he
joins Orin's School>
PEOPLE'S CHAMPION - Crowd meter increases faster. <Same as above>
++ Urlan ++
OLDER BROTHER - Urlan is more resistant to damage when Ursula is on the
battlefield.
PARRY - Standard defensive maneuver
INSPIRATION - Give defensive bonus to adjacent Nordagh allies. <12>
RIPOSTE - Immediate counter attack when an incoming opponent attack
misses. <22>
++ Ludo ++
DODGE - <0>
SHIELD BLOCK - <0>
TOUGHNESS - Resist a portion of all incoming damage. <6>
EVASION - <8>
INDOMITABLE WILL - <18>
AWARENESS - <20>
PEOPLE'S CHAMPION - <22>
RIPOSTE - <22>
DISCIPLINE - <32>
OFF BALANCE - <38>
++ Eiji ++
DODGE - <0>
EVASION - <40>
++ Gwazi ++
EVADE - Standard defensive maneuver.
SHIELD BLOCK -
BERATE - Taunt opponent; crowd reacts positively.
TAUNT - Taunt opponent; crowd goes wild! <22>
EVASION - More effective defensive maneuver. <30>
++ Amazon ++
DODGE - <0>
EVASION - <40>
++ Archer ++
DODGE - <0>
++ Bandit ++
DODGE - <0>
SHIELD BLOCK - <0>
GROUP COURAGE - Increase movement and initiative when near other Bandits.
<8>
BACKSTABBER - Damage double when attacking from behind. <10>
EVASION - <20>
RIPOSTE - <22>
HEIGHTENED EVASION - Most effective defensive maneuver. <30>
AWARENESS - <38>
++ Barbarian ++
PARRY - <0>
TOTEM OF THE BEAR - Increased attack damage. <18>
TOTEM OF THE FALCON - Increased accuracy. <38>
++ Bear ++
BEAST DODGE - Standard defensive maneuver. <0>
WINTER'S FAT - Reduced damage received. <6>
RAGING BEAR - Counter attack after successful opponent hit. <30>
++ Berserker ++
DODGE - <0>
ADRENALINE - Receive large damage bonus when hit points are low. <6>
INDOMITABLE WILL - <19>
RIPOSTE - <22>
++ Centurion ++
PARRY - <0>
SHIELD BLOCK - <0>
COORDINATED ATTACK - Successful attack that can grant an additional attack to
allies within range. <8>
GARRISON - Give defensive bonus to adjacent allies. <12>
INDOMITABLE WILL - <18>
SHIELD EXCELLENCE - More effective defensive maneuver with shield. <20>
++ Channeler ++
EVADE - <0>
++ Cyclops ++
PARRY - <0>
HEAVY HANDED - Increased melee attack damage. <6>
++ Dervish ++
DODGE - <0>
ADRENALINE - <6>
AIR PROTECTION - Increased resistance to Air Affinity atacks. <8>
EVASION - <22>
AIR IMMUNITY - Immune to all Air Affinity attacks. <30>
LIGHTNING REFLEXES - May reduce projectile range attacks. <32>
OFF BALANCE - <38>
++ Gungnir ++
DODGE - <0>
AWARENESS - <38>
++ Legionnaire ++
DODGE - <0>
SHIELD BLOCK - <0>
PRACTICED MANEUVERS - Increased initiative and movement when other Legionnaires
are within range. <0>
ORDERS - Increased initiative when Centurion is within range. <8>
EVASION - <12>
INDOMITABLE WILL - <18>
AWARENESS - <20>
RIPOSTE - <22>
DISCIPLINE - <32>
OFF BALANCE - <38>
++ Minotaur ++
PARRY - <0>
BULLHEADED RESOLVE - Immune to stun. <0>
SUPER CRITICAL - Increased damage to all critical hits. <0>
LABYRINTH SENSES - Immune to surprise or confusion. <12>
INDOMITABLE WILL - <18>
RIPOSTE - <30, 1>
++ Mongrel ++
DODGE - <0>
DRIVEN - Initiative bonus when Ogre is near. <8>
RIPOSTE - <12>
BACKSTABBER - <18>
EVASION - <20>
RIPOSTE - <22>
HEIGHTENED EVASION - <30>
OFF BALANCE - <36>
FESTERING CLAWS - Successful attack causes poison damage. <38>
++ Mongrel Shaman ++
AFFINITY DRAW - Double Affinity power gained from any attack. <0>
DODGE - <0>
POISON RESISTANCE - Immune to poison. <6>
DRIVEN - <10>
EVASION - <20>
FESTERING CLAWS - <30>
HEIGHTENED EVASION - <38>
++ Murmillo ++
PARRY - <0>
SHIELD BLOCK - <0>
ARROW GUARD - May reduce damage from projectile range attacks. <6>
SHIELD MASTERY - Inceased durability of shield. <8>
ADVANCED BLOCK - More effective defensive maneuver with shield. <20>
SHIELD COUNTER - Damage opponent's shield if attack is blocked. <22>
INCOMING! - Increase evasion of ranged attacks for nearby allies. <30>
OFF BALANCE - <36>
HUMILIATE - A successfully defended attack lower opponent's initiative.
<38>
++ Ogre ++
PARRY - <0>
DELIBERATE NATURE - Immune to stun and confusion. <12>
INDOMITABLE WILL - <18>
AWARENESS - <34>
COUNTERATTACK - Deliver counterattack. <38>
++ Peltast ++
DODGE - <0>
AWARENESS - <38>
++ Plains Cat ++
DODGE - <0>
LEAP - Can move to higher positions. <0>
EVASION - <20>
RIPOSTE - <22>
REFLEXES - Immune to counter attacks. <38>
++ Samnite ++
PARRY - <0>
SHIELD BLOCK - <0>
HEIGHTENED PARRY - More effective defensive maneuver. <12>
INDOMITABLE WILL - <18>
OFF BALANCE - <38>
++ Satyr ++
EVADE - <0>
RIDICULE - Taunt opponent; crowd reacts positively. <8>
EVASION - <20>
TAUNT - <24; Ridicule required>
HEIGHTENED EVASION - <30; Evasion required>
++ Scarab ++
DODGE - <0>
GAS IMMUNITY - Immune to poison. <2>
WEATHERED CHITIN - Increased defense. <6>
FIRE AFFINITY BONUS - Resistance to Fire Affinity attacks but weak against
Water Affinity attacks. <22>
TOUGHENED CHITIN - Greater increased defense. <32>
RIPOSTE - <28>
++ Scorpion ++
BEAST DODGE - <0>
FIRE RESISTANCE - Similar to Fire Affinity Bonus. <6>
WEATHERED CHITIN - <12>
POISON RESISTANCE - <20>
RIPOSTE - <30>
AWARENESS - <36>
EVASION - <38>
++ Secutor ++
DODGE - <0>
SHIELD BLOCK - <0>
TAUNT - <8>
BACKSTABBER - <10>
EVASION - <20>
DERIDE - Taunt opponent; crowd goes wild! <22; requires Taunt>
HEIGHTENED EVASION - <30>
OFF BALANCE - <38>
++ Summoner ++
DODGE - <0>
++ Undead Legionnaire ++
DODGE - <0>
SHIELD BLOCK - <0>
AFTERLIFE - Resistant to worldly damage but weak against affinity. <0>
FLESHLESS TARGET - Resistant to projectile range attacks. <0>
SICKLY MARROW - When defeated, an area effect cloud causes poison damage.
<12>
GRAVE ROT - Critical hit causes poison damage. <20>
RIPOSTE - <30, 1>
KNIT BONES - Regenerate hit points. <38>
++ Undead Summoner ++
DARK RESISTANCE - Resistant to Dark Affinity attacks. <0>
PARRY - <0>
FLESHLESS TARGET - <0>
SICKLY MARROW - <12>
KNIT BONES - <38>
++ Wolf ++
BEAST DODGE - <0>
PACK COURAGE - Increased movement and initiative when near other wolves. <0>
PACK MENTALITY - Gives all wolves a free attack on targeted opponent. <lvl 1:
8 (on critical hit), lvl 2: 36 (on a successful hit)>
RIPOSTE - <22>
EVASION - <30>
++ Yeti ++
PARRY - <0>
DELIBERATE NATURE - <6>
THICK HIDE - Reduced damage received. <12>
INDOMITABLE WILL - <19>
*** Arcane Affinity Attacks ***
++ Channeler ++
FIRE BOMB - Range attack damages and knocks back all opponents in explosion
radius. <0, 20ap>
FIRE CLOUD - Attack that causes fire damage. <6, 10ap>
FIRE STORM - Powerful attack that causes intense fire damage. <36, 30ap>
FIRE TEMPEST - Most powerful attack that causes massive fire damage. <14, 50ap>
SLEET - Freeze opponent for a short time causing frost damage. <8, 10ap>
ICE STORM - Freeze opponent causing frost damage. <28, 20ap>
ICE TEMPEST - Freeze opponent causing massive frost damage. <46, 40ap>
COMBO ATTACK - <lvl 1: 8, 20ap; lvl 2: 16, 40ap; lvl 3: 28, 60ap; lvl 4: 42,
80ap>
++ Mongrel Shaman ++
FUNGUS AMONGUS - Area attack that causes lengthy poison damage. <4, 20ap>
FREEZE ENEMY - Freeze opponent for a short time causing frost damage. <14,
20ap>
FEVERISH MIND - Successful attack may cause weakness and confusion. <32, 30ap>
COMBO ATTACK - <lvl 1: 8, 20ap; lvl 2: 16, 40ap; lvl 3: 20, 60ap; lvl 4: 42,
80ap>
++ Summoner ++
FAR STRIKE - More powerful attack. <28, 20ap>
COMBO ATTACK - <lvl 1: 8, 20ap; lvl 2: 16, 40ap; lvl 3: 28, 60ap; lvl 4: 42,
80ap>
++ Undead Summoner ++
SPLINTERING BONES - Long range spell attack that can cause an enemy to retreat.
<0, 30ap>
COVET LIFE - Steal the life force of an opponent. <10, 80ap>
FIRE CLOUD - <10, 10ap>
FIRE STORM - <24, 30ap>
ROTTING TOUCH - <24, 30ap>
DEATH BLAST - More powerful attack. <38, 30ap>
COMBO ATTACK - <lvl 1: 8, 20ap; lvl 2: 16, 40ap; lvl 3: 28, 60ap; lvl 4:
42, 80ap>
*** Control Conversions ***
Control: Xbox - PS 2 - GameCube
Move: Left thumbstick on all three consoles
Camera: Right thumbstick on Xbox & PS2, the yellow C stick for GC
Buttons and Triggers: A - Cross - A
B - Circle - X
Y - Triangle - Y
X - Square - B
Current Turn Order: Black - R2 - Z
Rotate facing: L - L1 - L
R - R1 - R
*** The Swing Meters (when turned on) ***
The meter line in certain parts of the swing meter, which represents attack
power, will determine not only the chance to hit your opponent, but also the
damage inflicted if the attack connects, which is then modified by terrain,
facing, and other factors.
Yellow = normal, average chance to hit
Blue = overswing with less damage, lowest chance to hit
Red = critical hit, always hits! <--- GO FOR THE CRITICAL HITS IF YOU CAN
TIME IT WELL!
Green = in certain attacks, causes the corresponding effect
STANDARD TYPE - You'll see this swing meter when you do standard
Strike attacks. It will have a lengthy yellow bar, followed by a short red
bar, then a blue bar at the end.
COMBO ATTACK VARIATION - Similar to the Standard swing meter, only multiple
ones for your combo attacks. The button combinations and swing meters vary
depending on class, so pay good attention to them. Be careful when using combo
attacks. Any missed or blocked attacks can be countered by certain opponents.
ALTERNATING BUTTON MASHING - Here, you'll have to mash a couple of buttons
alternately (Xbox: A, B) to move the line towards the red spot, which will
vary. The swing meter will have a blue bar, then a yellow bar, then a
short/tiny red bar. A good tip is to put the controller in your lap, then mash
the listed buttons as a darker bar grows to the right.
SWEET SPOT - You'll see yellow bars surround a green bar, which
is where you want to hit A (or its equivalent) when the line reaches it. This
will cause any effects from an attack to succeed.
THE BIG WHEEL - It's called this way because you'll see a large
yellow bar followed by blue bars which surround a varying red bar, which is
rather short, thus reminiscent of "The Price is Right" big wheel. You'll want
to get it in the red spot, especially if you're using Surprise Attack with your
Secutors.
BUTTON COMBINATIONS - You'll have to press a combination of buttons as
quickly as you can. This swing meter will have a red bar, then a yellow bar,
then a blue bar. When you see a dark bar growing from the left, now is the
time to hit the button combinations--2 x 3 x 3.
--- 4. RECRUITABLE GLADIATORS ---
These are listed in the order that they appear on Prima's Official Strategy
Guide for this game, by the town where they can be recruited. Should you
decide to expel a gladiator but reconsider and decide to re-recruit that
gladiator, find him/her/it in the same town where he/she was expelled (or the
nearest town if you did it along the way).
*** Legend ***
NAME - (M/F) Class (M = Male, F = Female)- Price for Permanent Recruitment -
Price for Temporary Recruitment (Prices based on the character being lvl 1,
which will be multiplied by the lvl of that character)
+++ FLUICH, NORDAGH +++
Your first pool of recruitable gladiators in the Ursula Campaign.
BESTIA - Wolf - 1000 - 250
COWAN - M Barbarian - 750 - 150
DAITHI - F Barbarian - 1000 - 250
FREYDA - F Barbarian - 950 - 250
GRACE - F Bandit - 750 - 150
IAIN - M Bandit - 1500 - 100
ISHI - Wolf - 750 - 150
JEANNE - F Gungnir - 1500 - 100
LOWRY - M Gungnir - 750 - 150
SEUMAS - M Bandit - 750 - 150
+++ ROANOR, NORDAGH +++
Your first pool of recruitable gladiators in the Valens Campaign when you go to
Nordagh. Your second pool of recruitable gladiators in the Ursula Campaign.
ATORGH - M Barbarian - 850 - 800
BAIN - M Bandit - 1000 - 200
CAMRINN - F Bandit - 1100 - 250
CASSIDEA - F Gungnir - 1000 - 200
DORIEANN - F Bandit - 750 - 100
GRIM - M Barbarian - 950 - 200
KAYNE - M Gungnir - 750 - 100
LAMONT - M Gungnir - 650 - 275
SHIVAWN - M Barbarian - 1100 - 250
ZOD - Bear - 1000 - 250
+++ ORIN, NORDAGH +++
BRIANA - F Gungnir - 1000 - 100
CANO - M Gungnir - 750 - 200
DARYN - M Gungnir - 1050 - 225
FEARGHALL - M Barbarian - 1000 - 600
HALD - M Berserker - 1000 - 100
KAEL - M Berserker - 900 - 100
MERNA - F Barbarian - 1000 - 110
SHEYNA - F Barbarian - 600 - 300
TADGH - F Berserker - 750 - 75
UALLAS - M Barbarian - 950 - 150
+++ SLOAN FOREST, NORDAGH +++
BADUD - Mongrel Shaman - 1000 - 100
BEVAN - Satyr - 825 - 100
BURI - Bear - 900 - 100
LAERTES - Satyr - 750 - 150
MANDAR - Wolf - 800 - 100
NEMESIS - Bear - 950 - 100
ODIN - Wolf - 900 - 125
QUINN - Satyr - 1100 - 100
SIM - Satyr - 750 - 150
SNOOG - Mongrel Shaman - 1000 - 125
+++ VARGEN, NORDAGH +++
Iaar is the only Yeti available for permanent recruitment which can be done
after mastering the Trial of the Elders league.
AGATA - F Peltast - 750 - 75
BREEYA - F Barbarian - 750 - 75
DERMOTT - M Gungnir - 1100 - 110
DOROTHY - F Gungnir - 1000 - 100
ERGEIN - M Berserker - 1100 - 110
FIAL - M Berserker - 1000 - 100
JARETH - Wolf - 950 - 95
KACEA - F Gungnir - 900 - 90
LUNA - Wolf - 1000 - 100
MAVIS - F Berserker - 900 - 90
NEEL - M Barbarian - 750 - 75
ROARK - M Barbarian - 850 - 100
IAAR - Yeti - FREE - n/a
RUGH - Yeti - n/a - 100
+++ MORDARE, NORDAGH +++
Taithleach becomes available for permanent recruitment after you master the
Dead of Night league. Taithleach is the only available Undead Summoner in the
game.
ANIKA - Bear - 975 - 100
ASAEUNN - F Berserker - 900 - 70
BERMORK - M Berserker - 1000 - 100
CEAT - M Berserker - 900 - 75
EVA - F Berserker - 800 - 100
KRO CHACK - Mongrel Shaman - 950 - 110
RAINI - Wolf - 1000 - 100
TAITHLEACH - Undead Summoner - FREE - n/a
WIPLOC - Mongrel Shaman - 1000 - 95
ZACH - Satyr - 1150 - 115
ZEEBO - Mongrel Shaman - 1100 - 110
+++ PIRGOS, IMPERIA +++
Your first pool of recruitable gladiators in the Valens Campaign.
ANATOLA - Channeler - 1200 - 100
ARTEMIJ - F Bandit - 1000 - 200
BARBEELEEN - Channeler - 1100 - 200
BRYER - M Bandit - 450 - 45
CHRYSEIDA - F Bandit - 450 - 45
DROSIS - M Centurion - 900 - 150
GALIA - F Legionnaire - 950 - 95
KATRE - F Peltast - 950 - 85
QUIRINIS - M Peltast - 1200 - 250
SERWACY - M Secutor - 1200 - 120
SYLWESTER - M Peltast - 2000 - 275
VELIA - F Peltast - 850 - 100
+++ BELFORT, IMPERIA +++
This will be your first stop in Imperia in the Ursula Campaign and second stop
in the Valens Campaign.
AGELIASA - F Bandit - 850 - 75
ALEXANDER - M Centurion - 1500 - 500
AMPHRITRITIS - M Centurion - 900 - 80
BLAISE - F Legionnaire - 1000 - 100
COLE - M Bandit - 400 - 45
CRAIGA - M Centurion - 1000 - 175
DEIREOE - F Centurion - 1100 - 175
FURDAIN - M Legionnaire - 750 - 75
IMAUS - Wolf - 700 - 75
JEHAN - M Centurion - 1000 - 175
SYPRIAN - M Bandit - 800 - 80
+++ TRIKATA, IMPERIA +++
ARVIRAGUS - M Centurion - 2000 - 280
CALLISTO - F Legionnaire - 500 - 55
DOROTA - F Peltast - 900 - 85
DUKKER - M Samnite - 900 - 90
ELDRED - M Murmillo - 1200 - 100
GEORGIUS - M Murmillo - 1100 - 100
LADISLAUS - M Murmillo - 1150 - 100
LEENTJE - F Murmillo - 1000 - 100
OBELIA - F Legionnaire - 800 - 80
REA - F Bandit - 700 - 50
+++ SYRNA, IMPERIA +++
For the second Historian's League battle, you may get a Cyclops. Just remember
to leave an open slot for the new gladiator.
AKIL - M Murmillo - 1200 - 220
CATHISTRA - F Legionnaire - 600 - 75
KAETHE - Amazon - n/a - 160
LAINA - F Centurion - 700 - 75
MADLEN - F Legionnaire - 600 - 55
MYRSCILA - F Secutor - 800 - 85
NERITA - F Secutor - 800 - 75
OVID - M Legionnaire - 2000 - 280
RUSI - M Legionnaire - 600 - 75
SINDEL - F Legionnaire - 650 - 75
SYLWAN - M Centurion - 1200 - 100
TROFIM - M Secutor - 2000 - 200
VENUTIUS - M Samnite - 800 - 90
VINDICIS - M Secutor - 825 - 100
VIRGIL - M Secutor - 775 - 90
WALERYJAN - F Murmillo - 775 - 90
ZENON - M Secutor - 800 - 85
+++ CRO BESKA, IMPERIA +++
In The Historians league, you'll probably want to save as many of the Imperia
Citizens as you can so that you'll have a good chance at getting a Minotaur.
Even then, you may still end up getting a Satyr.
AEGIR - Wolf - 300 - 75
BERTHA - F Centurion - 1000 - 175
FARWUQ - Mongrel - 500 - 200
FRIAS - Mongrel - 800 - 250
GIOLL - M Bandit - 750 - 125
GOFF - Mongrel - 500 - 500
HAGAN - M Sanite - 650 - 100
HAWS - Mongrel - 1200 - 450
LIAKA - Wolf - 750 - 250
MADAIR - F Dervish - n/a - 250
RIMA - Wolf - 450 - 100
TOULTA - M Dervish - n/a - 250
ZUZENE - F Dervish - n/a - 400
+++ ORUS, IMPERIA +++
AGYJEUS - M Murmillo - 1200 - 250
BARTORIUS - M Secutor - 1200 - 220
DONAT - M Samnite - 1050 - 140
EVANDER - M Legionnaire - 1010 - 200
GREGORIOS - M Samnite - 1015 - 700
JUTERNA - F Secutor - 1010 - 200
PATULIK - Mongrel - 800 - 70
TANCORIX - M Murmillo - 1300 - 200
THEOPHILIUS - M Centurion - 1075 - 750
+++ YUSET, WINDWARD STEPPES +++
Your first stop in the Windward Steppes, which is also where you will get Eiji.
BHETAK - F Bandit - 900 - 90
EKATERINA - Plains Cat - 900 - 90
FJORGYN - Wolf - 950 - 95
HEIRAX - Ogre - 1100 - 110
JHUNAGO - M Samnite - 1100 - 110
JOGESH - Wolf - 1150 - 115
KASSAR - M Archer - 1050 - 105
MEHKARI - F Samnite - 1050 - 105
NUKUS - Plains Cat - 1000 - 100
QHUALO - M Secutor - 900 - 90
QHURIN - F Bandit - 850 - 85
VAKGA - Ogre - 1050 - 105
+++ ALTAHRUN, WINDWARD STEPPES +++
ANDIJON - Wolf - 850 - 85
GRAHBEK - Mongrel - 1050 - 105
IHNKU - M Archer - 1200 - 120
JUCHA - F Bandit - 900 - 90
KHAIDU - F Secutor - 1000 - 100
KIPQHUA - M Samnite - 1150 - 115
OHLIMAD - Mongrel Shaman - 1100 - 110
PLEXAURA - Channeler - 1100 - 110
SAHLU - Bear - 950 - 95
XOKHU - Mongrel - 900 - 90
YHATA - Mongrel Shaman - n/a - 95
+++ THE WASTES, WINDWARD STEPPES +++
After winning all four regional championships and gossiping with the shopkeeper
in Yuset, you can fight in the Wandering Souls league, where--win or lose--you
can allow Qorin the Amazon into your school.
AHNQE - Wolf - 900 - 90
DAUHLA - F Samnite - 1200 - 120
ENQ - Plains Cat - 950 - 95
GHEN - M Bandit - 950 - 95
HORAZM - Plains Cat - 1000 - 100
JAHKRE - Amazon - 1000 - 100
JHAURA - Amazon - 1150 - 115
NAPHU - Wolf - 1100 - 110
NEHVNA - F Archer - 1100 - 110
QOYOR - M Archer - 900 - 90
SABHA - M Samnite - 1100 - 110
YHEKI - F Bandit - 900 - 90
YUJIN - M Secutor - 1000 - 100
ZHURTAK - M Archer - 1150 - 115
+++ ONONHAAR, WINDWARD STEPPES +++
CHIGHA - M Archer - 1150 - 115
IDARODO - Ogre - 1100 - 110
IPUKY - Mongrel Shaman - 950 - 90
JHUBSTEN - M Secutor - 1100 - 110
PHEBTENGRA - F Secutor - 1000 - 100
TOGUKA - M Samnite - 1200 - 120
TSUGH - M Archer - 1050 - 105
ZHURTEK - Mongrel Shaman - 1100 - 110
+++ AKAR AN, SOUTHERN EXPANSE +++
Your first stop in the Southern Expanse. Gwazi joins your school for awhile
prior to stopping here. Sutekh becomes available after you master the
Summoners Endurance league.
AMENTI - Channeler - 1150 - 115
BAENRE - F Samnite - 1200 - 120
BEKETATEN - F Dervish - 1150 - 115
IKUK - Cyclops - 1300 - 130
INALCHUK - Channeler - 1100 - 110
KAROAJET - M Samnite - 1250 - 125
KOZMA - Cyclops - 1300 - 130
LUZIGE - M Dervish - 1100 - 110
NARI - Plains Cat - 950 - 95
SUTEKH - Summoner - 1300 - 130
ULUGH - Plains Cat - 1050 - 105
+++ QAA RAH, SOUTHERN EXPANSE +++
Scorpions and Scarabs become available after you master the Insect Ze league.
AZCHK-YKUK - Scorpion - 1100 - 110
CHACHIK - Scorpion - 1150 - 115
DJENUTYMES - M Samnite - 1300 - 130
FAYROUZ - F Dervish - 1000 - 100
GAHJI - M Dervish - 1100 - 110
KALLIPIDES - Cyclops - 1200 - 120
KEKET - Channeler - 1250 - 125
MEHYKHATI - F Samnite - 1250 - 125
NEBETAWY - Channeler - 1100 - 110
NISUS - Cyclops - 1300 - 130
OOKUTYK - Scarab - 1200 - 120
VKTUKTRUK - Scarab - 1150 - 115
--- 5. CHARACTER-RELATED FAQs ---
+++ TOPIC: Level caps and school tier.
First region, Amateur - lvl 5 and 8 gladiators
Second region, Semi-Pro - lvl 10 and 12 gladiators, although it can be
exceeded by the addition of Valens if you're playing the Ursula Campaign or
Ursula if you're playing the Valens Campaign
Windward Stepped onward, Pro - lvl 30 and 20 gladiators
+++ TOPIC: Unable to recruit a 20th gladiator in the Windward Steppes.
That's for Gwazi. Once he turns on your heroes later in the Southern Expanse,
it will be available for a gladiator of your choice.
+++ TOPIC: How to get additional dinars to recruit gladiators and buy better
gear.
The good trick here is to recruit a cheap gladiator, strip him or her of her
gear, except the weapon, then expel that person. You can then sell that gear
and possibly turn a profit. Another good way to get dinars is to battle in
leagues that have no fee. Later on, you can snatch treasure chests for some
items and dinars. However, if you choose gladiators for a long-term permanent
contract and buy items that only provide a significant boost in certain
categories like DAM, HP, DEF, affinities, and accessories that provide certain
abilities or boosts in stats, then you will have plenty of dinars for later,
especially for buying good stuff in Caltha.
+++ TOPIC: Heroes.
Remember that your main Hero is vital in the game. If your Hero dies in a
wilderness battle, especially the Hell's Fury League and in post-Caltha
battles, the game is over.
Here is a list of when Heroes join, or leave, your school:
+ URSULA CAMPAIGN +
Start - Ursula & Urlan
While in Imperia - Valens
At Yuset - Eiji
Before Akar An - Gwazi
After Qaa Rah Championship - Gwazi betrays the other Heroes
+ VALENS CAMPAIGN +
Start - Valens & Ludo
Leaving Roanor in Nordagh - Ursula
Winning the Nordagh Championship - Urlan
While in the Windward Steppes - Ludo leaves
Before Akar An - Gwazi
After Qaa Rah Championship - Gwazi betrays the other Heroes
Another thing. If you can pull off a victory over Galverg and his henchmen in
your first post-Caltha battle, one of your Heroes will get some good items. In
later battles leading up to the finale, your hero will get some items that will
toughen him or her up and give some special skills and abilities.
+++ TOPIC: Wilderness battles.
Be very careful in whom you choose for random encounters and other wilderness
battles. Gladiators who are slain in the wilds are lost forever. Any major
character who isn't a hero is the exception.
*** HELL'S FURY LEAGUE & POST-CALTHA BATTLES ARE WILDERNESS BATTLES! ***
+++ TOPIC: Hell's Fury skill.
This is a very powerful skill that any non-hero can get after mastering the
Hell's Fury wilderness league. There are some prerequisites for this:
* Signet of the Valkyrie from saving Sigi in Nordagh
* The Promise Stone from reading the mysterious tablet given in Saraa Izel
* Defeat Sarentutuet in the conclusion of a quest from Saraa Izel
* 6+ gladiators of lvl 18+
Find a portal in the southeastern tip of the Southern Expanse dunes. Then you
will have to fight in an ultra-tough wilderness league, the Hell's Fury league
where eventually you will face Sarentutet and his Hell's Fury spell. Beat him
and the Hell's Fury skill is yours for your non-heroes. From there, the game
will be a breeze with the skill.
--- 6. TIPS FOR BUILDING A SCHOOL OF CHAMPIONS ---
* Know the general type-matching rule: Light gladiators can run circles around
Heavy gladiators and incapaciate or backstab them good. Heavy gladiators can
smash medium gladiators apart, who can do the same to light gladiators. In
short:
Light --> Heavy --> Medium --> Light
* Choose good gladiators for dealing with Arcane & Support gladiators. Even
speedy Light gladiators are susceptible to good ranged attacks, especially from
the arrows of Eiji, Archers, and Amazons; or the javelins of Gungnirs and
Peltasts; as well as arcane spells. Of course, you can use these words of
wisdom in your favor as well. A good idea is to engage an arcane or support
character that is nearby with good light units while concentrating on a few of
them at a time. In addition, you can use Murmillos and Undead to provide
tanking against arrow chuckers, and Channelers to slow down Summoner magic
attacks.
* Here's a good tip for determining where a gladiator is from. Look at the
font used for the names and the background color for the gladiator's animated
mug shot.
+ Nordagh - A scribbled font, green background
+ Imperia - A "Times New Roman" font, blue background
+ Windward Steppes - A Far Eastern English font, dark red background
+ Southern Expanse - A "Calligrapher" font, yellow background
The face portrait will also be different for the regular gladiators, not your
heroes. Use this guide so you can know whom to use for region-specific battles.
* Heavy hitters are good for desert beasts and heavy beasts, including greater
wolves, bears, and cats. Medium gladiators are good for dealing with wolves.
* Use the terrain. Use obstacles to lure opponents into a killing zone, and
the high ground to deal extra damage while opponents deal less damage to you.
Use this note and the careful use of skills and attacks to overcome class
disadvantages.
* Buy the best weapons you can find, but only if they provide significant
boosts in key stats (HP, DAM, INI, DEF, Affinities, etc.). This is a great way
to save money.
* Use good tactics. Use the layout of the arenas to your advantage and to plan
your approach to battles.
- Sometimes, you'll want to let the enemy come to you while you buff up then
let them have it.
- Remember that you'll do extra damage if you attack the flanks and back of
an engaged opponent. This is very true if you can get a backstabbing light
unit behind an engaged opponent. One killing backstab can turn the tide of a
battle.
- Statues can also help too though it can be used against you too.
- In battles with 3 or 4 teams, you can hold back and let them wear one
another out then come in and clean house.
- In some battles, the best starting spot for your gladiators is a spot
where they can stick together and move to places where they can't be flanked or
backstabbed.
* Be Diverse. It isn't very necessary early on in the Ursula Campaign, but
from the get-go in the Valens Campaign, you will need to build a school with a
good mix of different types of gladiators as well as a good mixture of
affinities.
++ A good guideline for a professional, diverse, and powerful school ++
4 mediums - Ursula, Valens, Urlan, a Murmillo
4 lights - 1-2 Secutors, 1-2 Bandits, 1-2 Dervishes
4 heavies - 1-3 Centurions, Iaar, a Minotaur/Cyclops/Ogre/Samnite
4 supports - Eiji, an Archer, 1-2 Gungnirs/Peltasts, probably a 2nd Archer or
Amazon
2-4 arcanes - Taithleach & Sutekh, possibly 1-2 Channelers
2-4 beasts - Bears and/or Scarabs
+++ That is all, ladies & gentlemen. Special thanks goes out to Prima Games
for a great guide as a reference, LucasArts, EB Games (although they didn't
give me my free action figure for pre-ordering the game), GameFAQs, and all the
fellow X-Box gamers who have been helpful. May the "Affinity Gods" grant you
their strength for the battles that lie ahead. +++
Copyright 2003, 2004 Lord deArnise, all rights reserved.