GLADIATORS IN DEPTH A FAQ FOR "GLADIUS" FOR ALL NEXT-GEN CONSOLES VERSION 1.10 (December 19, 2003 build) By Chad Simplicio newgoldenwynde@hotmail.com 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. 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. ** 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. 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. ** 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. LOW KICK - Kick attack that can only be used against male opponents. SPARKS - Electric shock attack that causes damage and stuns a male opponent. ACID ARROW - Medium range poison attack that damages shield if blocked. FLASH ARROW - Range attack that can stun anyone in the effect area. 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. DESTROY SHIELD - INFALLIBLE AIM - Opponent cannot evade attack but may be blocked. WEAPON THROW - Throw weapon for a ranged attack. 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 - 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. 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. 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. 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 - 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). LIGHT BEAM - Healing beam, damages those aligned with the Dark Affinity. ICARUS WINGS - Teleport a short distance on the battlefield. ++ Valens ++ EMPOWER SELF - 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. CAT FORM - Shapeshifts into a cat. BEAR FORM - Shapeshifts into a bear. ++ 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. DISTRACT - Lower initiative of male opponent. WINK - Set a trap for male opponents to miss their attack. BLIND - Male opponent blinded by beauty. <34, 2> CHARM - Charm male opponent. <38, 4> ++ Gwazi ++ SAND TOSS - Successful toss may blind opponent. ON GUARD - ++ 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 - BEAR FORM - 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. 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. ++ Gungnir ++ BEAR FORM - 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. 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 - 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. LIGHT GUARD - Magic damage is reduced by the Light Affinity. ++ 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. PEOPLE'S CHAMPION - Crowd meter increases faster. ++ 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. 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 - ++ 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 - ++ Summoner ++ FAR STRIKE - More powerful attack. <28, 20ap> COMBO ATTACK - ++ 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 - *** 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.