Gladius is a RPG-style game for the Xbox, PS2, and GameCube that allows you to gather a school of gladiators and then take them into battle against opposing schools. The world is loosely based on the Roman Empire and your school has the opportunity to travel through four distinctly different regions on their road to the ultimate championship.
Here's a synopsis of the game written by LucasArts:
An Epic Gladiatorial Saga Comes to Life
The darkness of the Great War has passed and the lands of Gladius are peaceful once more. Now combat takes place only in the gladiator arenas, where schools from around the world compete for the title of Imperial Champions. Follow the grand saga of two young heroes, Ursula and Valens, as they recruit and train a team of warriors and compete in the gladiator games. Battle with deadly weapons and powerful magic as you learn vital combat tactics while you enhance and customize your own characters. Strategies are nearly endless, with 16 character classes and over 100 unique character types from which to choose.
But be warned. Evil is on the rise again.
And a new hero must step forward to vanquish the threat.
So train well, for the dark must not prevail.
I put together this page to collect tidbits of game-related information in one convenient place. If you happen to read this I hope some of it might aid your school in battle.
If you have comments, something to add, or a question, feel free to drop me a line at bradjolie@gmail.com.
This page is Copyright © 2003 by Brad Jolie. This document may be not be reproduced under any circumstances except for personal, private use.
Here's a list of the side-quests and special tournaments that I discovered while playing through the game. These aren't required to complete the game, but a few of them open the door to new allies and powers that you might find hard to turn down.
This table summarizes the places and people you'll encounter.
Region | Town | Arena | Shop | Shopkeeper |
---|---|---|---|---|
Imperia | Pirgos | Pirgos Arena | Legendary Bartonus | Cresus |
Caltha | Caltha Arena | Emperor's Annex | Tecis | |
Belfort | Belfort Arena | The Loyalist | Agamede | |
Trikata | Bloody Halo | Via Domus | Caryatis | |
Cro Beska | Mongrel's Maw | Scotia's | Scotia | |
Orus | Exuro's Eye | The Forge of Exuro | Sciras | |
Syrna | Theatre Antiquitis | Trinkets | Artemis | |
Nordagh | Orin | Orin's Keep | Orin's Armory | Ryon |
Vargen | Fjord of the Fallen | Bifrost | Hazel | |
Sloan Forest | Stadium Dreas | Ragnarok's Keep | Birgitte | |
Roanor | The Pit | Unna's | Unna | |
Fliuch | The Fen | The Stopover | Ulf | |
Mordare | Mordare's Den | The Dragonslayer | Xandl | |
Windward Steppes | Altahrun | Altahrun | The Crag | Tolui |
Yuset | Arena Suren | Duger's Imports | Duger | |
Ononhaar | Ononhaar Arena | Nomad's Store | Temujin | |
The Wastes | Wandering Soul | The Traveler | Baichu | |
Southern Expanse | Akar An | Palace Ibliis | The Oasis | Nazin |
Qaa Rah | Scorched Oasis | None | None | |
Saraa Izel | Offering Plate | Bazaar Aziza | Aziza |
This section lists the gladiators available to your school. The tables are useful in comparing two or three classes to see which would be the most useful in the long term. The original impetus for this these tables came from wanting to compare Gungnirs and Peltasts.
This is probably a good place to note that there is no way to recruit greater animals of any sort. Greater Bears, Greater Wolves, and Greater Plains Cats are only opponents.
Choosing new skills for your characters as they progress can have a dramatic effect on their prowess on the battlefield. There's no requirement that you must use skill points immediately. It can be very beneficial to hold off on purchasing skills for a few levels so you can get a really high-cost skill.
The table for each character is broken down into six sections. Skills are grouped together based on how they're used exactly like you would see during combat. Move skills all allow you to move a few paces before executing the attack. Attack skills require you to launch the attack from where you're standing without any movement. Combo skills hold all your combo skills and do not allow any movement. Special tends to hold a wide variety of skills, from bizarre attacks to simple things like Guarding. Affinity contains all the skills that require any amount of affinity charge to execute. Innate isn't actually a category in the battle interface; these are skills that are always active and don't need to be activated.
The Learn/Use/Meter column describes how many job points it costs to learn a skill, the cost to use it in battle (s=skill points (diamonds), a=affinity points (circles), and the type of meter for the skill. There are several meters used in the game. The Basic meter is the one used for standard attacks with a long normal zone, followed by a smaller critical zone, and then a miss zone. The Combo meters are compounded versions of the Basic meter, with several hit/crit/miss zones that have to be hit several times. Match meters require you to match a sequence of buttons quickly. Masher meters require you quickly press A then B over and over. Aim meters are usually used for special abilities and require you to hit a smallish target in the midst of either a miss or no-effect zone. Generally, most of the meters are easy, except for the mashers. I'd strongly recommend skipping skills that use masher meters.
Similar to Archers, Amazons also have a number of skills that can be used against male gladiators. They can be very useful in tough battles against many male gladiators, but can be a liability when facing women. Generally I prefer Archers for their usefulness against any opponent. Eiji's friend, Quorin, is an Amazon and can join the school through a mini-quest.
Statistically, Amazons have exceptional accuracy, decent defense, but poor hit points and movement.
Amazons have a range of special skills that focus on neutralizing male opponents. Obviously this is very useful, but it lead to a lot of frustration when you need to take down a female gladiator. Volley is a solid skill that will damage many opponents in a small area.
Air Affinity is a the best choice for an Amazon. The best armour for them is Braided Metal Bikini in Cartha.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Move - Bow Shot | 0/0/Basic | Standard move to attack. |
Strike | 0/1s/None | Quick, low power attack. |
Attack | ||
Low Kick | 0/4s/Special | Kick attack that can only be used against male opponents. |
Poison Arrow | 0/1s/Special | Successful attack may poison opponent with potent venom. |
Spark | 18/3s/Aim | Electric shock attack that causes damage and stuns a male opponent. |
Venom Arrow | 20/4s/Special | Successful attack may poison opponent with potent venom. |
Volley | 30/2s/Special | Multiple arrow range attack with area effect. |
Flip Kick | 36/2s/Special | Strong kick attack. |
Combo | ||
Combo Attack 1 | 8/2s/Slow Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: ABY |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABYX |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABYXA |
Special | ||
Distract | 0/2s/Special | Lower initiative of male opponent. |
Enamor | 0/2s/Special | Root male opponent. |
Flirt | 0/3s/Special | Male opponent stunned by beauty. |
Cold Shoulder | 22/0/Special | Freeze opponent. |
Cover Area | 24/1s/None | Automatically attack all units entering a designated 3x3 area. |
Wink | 28/0/None | Sets a trap that preemptively attacks any male opponents who move into an adjacent square. |
Beguile | 32/2s/Special | Confuse target opponent. |
Blind | 32/2s/Special | Male opponent blinded by beauty. |
Charm | 38/4s/Special | Charm male opponent. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Evasion | 40/0/None | More effective defensive maneuver. |
Archers are fun and useful members of any school. Their ranged attacks don't pack the devastating punch of a Gungnir's or Peltast's combo, but their line-of-sight rules are much more relaxed and they can move-and-shoot. Generally you should have at least one of these gladiators hanging around.
Statistically, Archers have high accuracy, with good defense and initiative. Hit points and movement aren't too high, but not too low.
Archers have a nice range of skills. Whistling Arrow is cheap to purchase and handy to pump up the crowd when the archer has no viable targets.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Move - Bow Shot | 0/0/Basic | Standard move to attack. |
Attack | ||
Exploding Arrow | 8/4s/Special | Exploding range attack; causes area damage. |
Bulls Eye | 12/2s/Aim | Close attack that bypasses opponent defenses, does very good damage. |
Jolt Arrow | 10/3s/Special | Successful attack knocks opponent back. |
Long Shot 1 | 0/2s/Aim | Standard range attack. Diamond-shaped range of 8. |
Long Shot 2 | 10/3s/Aim | Long range attack. |
Long Shot 3 | 36/4s/Aim | Extremely long range attack. |
Long Shot 4 | 38/5s/Aim | Longest range attack. |
Rapid Shot | 20/0/None | Close range attack with fast recovery time. Low damage, but can be used on adjacent opponents, doesn't require aiming, and only counts as half a turn. |
Standing Bow Shot | 22/3s/Special | Longest range attack. |
Poison Arrow | 22/4s/Special | Ranged attack that may poison opponent. |
Indirect Fire | 30/3s/Special | Range attacks travel over obstructions. |
Point Blank | 32/4s/Special | Heavy damage attack for nearby opponents. |
Spray | 34/3s/Special | Medium range attack with multiple arrows damaging all opponents within range. |
Deluge | 40/4s/Special | Long range attack with multiple arrows damaging all opponents within range. |
Combo | ||
Combo Attack 1 | 6//2s/Slow Chain | Two hit attack; diamond-shaped range of 5. Meter: AB |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack; diamond-shaped range of 6. nMeter: ABY |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABYX |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABYXA |
Special | ||
Cover Area | 18/1s/None | Automatically attack all opponents entering designated area. 3x3 area. |
Whistling Arrow | 8/0/None | Pump up the crowd. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Bandits are quick and accurate light units that are great for speedily closing in on enemy arcane and support units. A key piece of equipment for them is the Revenge Armband, which gives them two counter attacks every time they are damaged. Generally I prefer the Secutor, but if the battle is about taking down groups of heavies, the Bandit's Incapacitate Heavy and Strong Incapacitate is invaluable.
When taking skills for a Bandit, keep in mind that they work best on the move with flank and back attacks. Choose skills from the Move category and innate abilities, like Backstabber, before Combos. Defense is very important for Bandits so make Heightened Evasion and Awareness high priorities. Consider using Bandits in groups of two or three to maximize their Group Courage skill.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 6/2s/Special | Run across battlefield to attack foes who are farther away. |
Sprinting Attack | 32/2s/Special | Run a greater distance across battlefield to attack. |
Pierce Defense | 24/2s/Special | Quick attack that evades opponent shield. |
Attack | ||
Spear Attack | 0/1s/None | Attack from the diagonal using the spear's extended reach. Must be wielding spear. Damage slightly better than for a single strike. |
Trip | 18/1s/Special | Successful attack knocks down opponent. |
Vigor Theft | 34/1s/Special | Successful attack reduces opponent initiative. |
Slicing Attack | 40/3s/Special | Heavy damage attack that may cause bleeding damage. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AA |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AAA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AAAA |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AAAAA |
Special | ||
Incapacitate Heavy | 0/4s/Special | Bandits are adept at stopping Heavy classes. A successful attack will petrify a heavy for a short period of time. The heavy will wake up when they're damaged. |
On Guard | 12/0/None | Increase defense next turn. |
Strong Incapacitate | 36/4s/Special | Successful attack may stun opponent for several rounds. Stunned opponent doesn't wake up when hit. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Group Courage | 8/0/None | Increase movement and initiative when near other Bandits. |
Backstabber | 10/0/None | Damage doubled when attacking from behind. |
Evasion | 20/0/None | More effective defensive maneuver. |
Riposte | 22/1s/None | Immediate counter-attack when an incoming opponent attack misses. |
Heightened Evasion | 30/0/None | Most effective defensive maneuver. |
Awareness | 38/0/None | No bonus given to enemies when attacked from behind. |
Barbarians are among the best of the non-hero medium-class gladiators. They don't have as many innate abilities as some other classes, but all their abilities are really solid. The downside to Barbarians is that the game's heroes are also medium class combatants, so there's not a lot of room in your school for further duplication.
Barbarian skills are fairly straight forward. Totem of the Bear and Totem of the Falcon are no-brainers and should be taken as soon as possible because they permanently improve two key aspects of your gladiator. Running Attack is always useful. Perhaps take a Combo 2 and 4, and maybe one of the Attack skills like Crippling Blow. The biggest decision is wolf or bear form, and it's important to choose one form and stick with it to level 3. Choosing bear results in the gladiator turning into a heavy, while the wolf is a light gladiator. Personally, I prefer wolf because of the extra mobility it provides.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 10/2s/Match | Run across battlefield to attack foes who are farther away. |
Attack | ||
Target Leg | 4/2s/AIm | Reduce opponent movement rate. |
Overhead Cleave | 24/5s/Masher | Heavy overhead attack; may break opponent's helmet. |
Crippling Blow | 32/3 SPSpecial | Brutal attack that may stun and knock down opponent. |
Break Defense | 34/4s/Special | Several fierce attacks that prevent defense. |
Destroy Shield | 40/1s/Aim | Successful attack may destroy opponent shield. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: AYXBA |
Special | ||
Wolf Form 1 | 2/0/None | Shapeshift into a wolf of lesser ability. |
Defend | 6/0/None | Give up turn to reduce damage received until next turn. |
Bear Form 1 | 8/0/None | Shapeshift into a bear of lesser ability. |
Wolf Form 2 | 12/1s/None | Shapeshift into a wolf. |
Bear Form 2 | 20/1s/None | Shapeshift into a bear. |
Wolf Form 3 | 22/4s/None | Shapeshift into a wolf of greater ability. |
Bear Form 3 | 30/4s/None | Shapeshift into a powerful bear. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Totem of the Bear | 18/0/None | Increase attack damage in battle. |
Totem of the Falcon | 38/0/None | Increase accuracy in battle. |
Bears are a solid defensive unit to have in a school. They don't possess any really exceptional offensive skills, but can be great at holding ground in a battle or tying up other units. In the Ursula campaign, grab one as soon as possible.
Skills like Hibernation, Raging Bear, Winter's Fat, and On Guard work well together allowing the bear to guard or pass while taking minimal damage and still damaging opponents. A Collar of Spite helps too. Unfortunately, counter-attacks rarely hit late in the game and the usefulness of the bear is likely to decrease as well.
Bears can only use Earth Affinity.
There is no way to recruit Greater Bears.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Snap | 0/0/Basic | Standard move to attack. |
Charge | 14/1s/Match | Quickly move across the battlefield and attack. |
Attack | ||
Bite | 2/1s/Masher | High power attack with low accuracy. |
Swipe | 12/2s/Aim | Light damage attack that may stun opponent. |
Slash | 18/3s/Masher | More powerful attack. |
Pull Down | 20/4s/None | Prolonged stomping attack. |
Powered Swipe | 24/4s/Special | Medium damage attack that may stun opponent. |
Powered Pull Down | 32/5s/Special | Prolonged stomping attack. |
Raking Attack | 36/2s/Special | Heavy damage claw attack that causes bleeding damage. |
Smack Back | 38/3s/None | Damage your opponent while pushing them backward. |
Vicious Slash | 40/5s/Special | Most powerful move to attack. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABABA |
Special | ||
Knock Back | 2/1s/None | Push your opponent backwards. |
On Guard | 12/0/None | Increase defense next turn. |
Hibernation | 22/2s/Special | Give up turn to regain Hit Points. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth only. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth only. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth only. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth only. |
Innate | ||
Beast Dodge | 0/0/None | Standard defensive maneuver. |
Winter's Fat | 6/0/None | Reduce damage received. |
Raging Bear | 30/0/None | Counter attack after successful opponent hit. |
Berserkers can be useful in a pinch because they require little equipment to be effective. They use no armour or shields, but can throw their axes and swords and gain large bonuses to damage when they're heavily wounded. In terms of overall usefullness, they're outclassed by Secutors and Bandits but Berserkers are capable of inflicting far more damage.
The downside to Berserkers is that in order to be most effective they must enter Rage, and while they're enraged the computer controls their actions. In a free-for-all having the Berserker run amok isn't really a bad thing as long as you have another gladiator or two that can support it. Mad Rage is hard to do manually, but the computer has no problem with it, so grab it if you like having a wildly powerful berserker.
When a Berserker Rages I think they become Heavy class gladiators because I've had Bandits use Incapacitate Heavy on them.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Attack | ||
Axe Throw | 0/3s/Special | Throw weapon for range attack. |
Target Leg | 4/2s/Aim | Medium damage attack that may reduce opponent movement rate. |
Mad Rage | 24/0/Masher | Successful attack strikes opponent three times. |
Overhead Cleave | 30/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Gouging Fury | 34/3s/Special | A heavy attack capable of knocking an opponent back. |
Destroy Shield | 40/1s/Aim | Successful attack may destroy opponent shield. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AA |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AAA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AAAA |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AAAAA |
Special | ||
Rage | 0/2s/None | Enter mild berserk status. Computer takes control. |
Rage 2 | 20/3s/None | Enter berserk status. Computer takes control. |
Rage 3 | 36/5s/Special | Enter intense berserk status. Computer takes control. |
Yowl | 0/2s/Special | Successful attack may root nearby opponents. |
Howl | 8/3s/Special | Successful attack may confuse nearby opponents. |
Roar | 12/4s/Special | Successful attack may panic nearby opponents. |
On Guard | 18/0/None | Increase defense next turn. |
Metal Face | 32/5s/Special | Successful attack may petrify nearby opponents. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Adrenaline | 0/0/None | Receive large damage bonus when Hit Points are low. |
Dodge | 0/0/None | Standard defensive maneuver. |
Indomitable Will | 19/0/None | Immune to root, petrify, blindness and freeze. |
Riposte | 22/0/None | Immediate counter attack when an incoming opponent attack misses. |
Centurions combine the power and durability inherent in all heavies with a strong set of skills that enhance their comrades. Most classes are being wasted if they're not smacking an opponent every round, but not so with the Centurion. Centurions are useful in almost every battle, and can easily justify having two in the school.
Motivate is constantly useful for boosting the damage of all nearby allies and has an amazing range. Reprimand is great for removing negative effects from allies. Probably the first skill a Centurion should take is Roam. Although swords and axes do slightly more damage, equip your Centurions with spears to take advantage of Spear Attack and strike at diagonal opponents.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Roam | 10/2s/Match | Increase range move to attack. Good range and good damage. |
Attack | ||
Spear Attack | 0/1s/None | Attack from the diagonal using the spear's extended reach. Must be wielding spear. Damage slightly better than for a single strike. |
Target Leg | 0/2s/Aim | Medium damage attack that may reduce opponent movement rate. |
Bungle Enemy | 18/2s/Aim | Reduce opponent accuracy. |
Target Head | 34//1s/Aim | Reduce opponent initiative. |
Overhead Cleave | 40/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AYXBA |
Special | ||
Motivate | 0/2s/Aim | Increase attack damage of all allies within 3 square radius. |
Defend | 6/0/None | Give up turn to reduce damage received until next turn. |
Reprimand | 8/3s/Aim | Remove stun, or confusion effects from ally. |
Impel | 22/1s/Special | Increase movement of ally. |
Spur | 24/1s/Aim | Temporarily increase accuracy of allies. |
Rally | 32/2s/Aim | Recover Hit Points and increase initiative of heavily wounded allies within range. |
Immediate Response | 38/2s/Aim | Give ally greater initiative. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Coordinated Attack | 8/0/None | Successful attack can occasionally grant an additional attack to allies within range. |
Garrison | 12/0/None | Give defensive bonus to adjacent allies. |
Indomitable Will | 18/0/None | Immune to root, petrify, blindness and freeze. |
Shield Excellence | 20/0/None | More effective defensive maneuver with shield. |
Channelers are fantastic arcane gladiators capable of bringing heavy firepower and a lot of useful powers into battle. While it's not an offensive power, Steal Affinity, a Channeler's only way of gaining affinity, is great for depriving foes of the opportunity to use Affinity powers. Paired with the fact that it only takes half a turn, like passing, Steal Affinity is quite versatile. You can check which opponents and allies have charged affinity by using the X button on them.
Probably the most useful series of spells for a Channeler are Sleet, Ice Storm, Ice Tempest. Ice Tempest can be hard to use because of the small critical zone, but Ice Storm is invaluable for holding off multiple opponents by freezing. Use Teleport to keep out of reach of opponents because it has no use cost. In long battles, a Channeler is great for teleporting around the battlefield and using Ameliorate to heal allies.
Although all four affinities work well with Channelers, Air Affinity has a slight edge. The Ayasa is an Air Affinity staff that increases magic damage. Use it and a Talisman (also increases magic damage) and the Channeler will be dishing out much more magic damage than is possible with other affinities.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Attack | ||
None | ||
Combo | ||
None | ||
Special | ||
Steal Affinity | 0/3s/None | Steal Affinity Power from any gladiator. Range of 4; does not have to be clear line of sight. |
Teleport | 18/0/None | Teleport a short distance on battlefield. |
Tornado | 8/0/None | Teleport all within range to random location. |
Drain Affinity | 22/0.5a/None | Reduce target opponent's ability to charge Affinity Power. |
Wind Stepper | 12/.5a/Aim | Slightly increase movement of all allies within 4 squares in a diamond shape. |
Wind Runner | 24/1.5a/Aim | Increase movement of all allies within a range of 5 squares in a diamond shape. |
Invigorate | 10/2a/Aim | Recover some Hit Points for one ally. |
Enliven | 16/3a/Aim | Recover Hit Points for one ally. |
Ameliorate | 36/4a/Aim | Recover many Hit Points for one ally. |
Stiff Wind | 36/1a/Aim | Air attack that decreases opponent movement rate. Usually reduces movement to 1.w |
Boost Affinity | 38/0.5a/None | Boost ally Affinity Power. |
Affinity | ||
Combo Attack 1 | 8/1a/Chain | Two hit attack. Meter: YB. Ranged. |
Combo Attack 2 | 16/2a/Chain | Three hit attack. Meter: YBA. Ranged. |
Combo Attack 3 | 28/3a/Chain | Four hit attack. Meter: YBAX. Ranged. |
Combo Attack 4 | 42/4a/Chain | Five hit attack. Meter: YBAXY. Ranged. |
Fire Bomb | 8/1a/Match | Range attack damages and knocks back all opponents in explosion radius. Doesn't damage allies. |
Fire Cloud | 10/0.5a/Match | Attack that causes fire damage. |
Fire Tempest | 14/2.5a/Match | Most powerful attack that causes massive fire damage. +10 accuracy. |
Fire Storm | 36/1.5a/Match | Powerful attack that causes intense fire damage. |
Sleet | 8/0.5a/Aim | Freeze opponent for a short time causing frost damage. |
Ice Storm | 24/1a/Aim | Freeze opponent causing frost damage. |
Ice Tempest | 46/2a/Aim | Freeze opponent causing massive frost damage. |
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. Range of 2 in a diamond shape. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Evade | 0/0/None | Standard defensive maneuver. |
Cyclops are interesting heavies. They have some hard-hitting attacks, plus a cool looking ranged attack, and a fear spell.
There's a must have accessory for Cyclopses called Blindman's Eye which raises their accuracy so they will always hit. Although they have a few neat skills like Eye Beam and Sweeping Attack, they're not spectacular gladiators.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Punch | 4/2s/Aim | Quick, low power attack. |
Attack | ||
Bungle Enemy | 8/2s/Aim | Reduce opponent accuracy. |
Destroy Shield | 10/1s/Aim | Successful attack may destroy opponent shield. |
Eye Beam | 12/1s/Match | Powerful range attack; damages all opponents directly in front of character. Looks cool too. |
Overhead Smash | 18/3s/Special | Heavy damage attack that may knock an opponent down; does not affect animals. |
Sweeping Attack | 22/3s/Masher | Two-handed attack that damages several squares in front of character. |
Target Head | 34/1s/Aim | Reduce opponent initiative. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: AYXBA |
Special | ||
Glower | 12/1s/Aim | Successful attack causes fear. |
Focus | 12/2s/Aim | Remove stun, or confusion effects from ally. |
Knockback | 16/1s/None | Push opponent backward. |
On Guard | 20/0/None | Increase defense next turn. |
High Guard | 30/2s/None | Large increase to defense next turn. |
Devastating Glare | 32/2s/Special | Successful attack causes long-lasting fear. |
Supreme Guard | 36/3s/None | Massive increase to defense next turn. |
Penetrating Stare | 38/3s/Special | Petrify opponents within range. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Heavy Handed | 0/1s/None | Increase melee attack damage. |
Dervishes are exceptionally quick and skilled light gladiators, but differ from other lights by featuring many attacks that affect all surrounding foes. Dervishes have little to fear from opposing heavies, and actually thrive when completely surrounded because of their Dust Devil 2 skill. The biggest downside is that they're obtained fairly late in the game and that can lead to problems integrating them with your established tactics. Nonetheless, they're worthy of at least one slot.
Dervishes have plenty of cool skills. Bone Spray, Whirlwind, and Dust Devil 2 deal damage to opponents in surrounding squares. Surprise Attack is always useful. And Dervishes can choose to be totally immune to all damage from Air Affinity and Air Affinity infused weapons, which is obviously invaluable in some matches.
Dervishes work well with the Water Affinity. Twin Vipers is probably their best weapon; it has Water Affinity with a poisoning effect, and can be bought in Sara Izel in the Southern Expanse. There's another sword called the Tsunami that actually does slightly more damage and boosts affinity much more, but I prefer the poisoning attack of the Twin Vipers especially for when the Dervish uses an attack that damages many opponents.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Surprise Attack | 8/2s/Aim | Target will not face when attacked. |
Running Attack | 12/1s/Match | Run across battlefield to attack foes who are farther away. |
Attack | ||
Blood Letter | 6/2s/Masher | Heavy damage attack that may cause bleeding damage. |
Blood Letter 2 | 20/4s/Masher | Heavy damage attack that may cause bleeding damage. |
Dust Devil 2 | 24/1s/Aim | Damage surrounding opponents; reduce opponent initiative and delay their turn. |
Bone Spray | 34/3s/Special | Attack causes bleeding damage in nearby enemies. |
Slicing Attack | 40/4s/Special | Heavy damage attack that may cause bleeding damage. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AA |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AAA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AAAA |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AAAAA |
Special | ||
Wind Movement | 2/3s/Aim | Increase movement rate. |
Dust Devil | 10/1s/Aim | Reduce movement and initiative of surrounding opponents. |
Whirlwind | 18/3s/Aim | Wind attack that knocks back all adjacent units. |
Whirlwind 2 | 36/s/Aim | A petrifying wind attack that knocks all adjacent units back. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Adrenaline | 0/0/None | Increase damage when health is low. |
Air Protection | 0/0/None | Increase resistance to Air Affinity attacks. |
Dodge | 0/0/None | Standard defensive maneuver. |
Evasion | 22/0/None | More effective defensive maneuver. |
Lightning Reflexes | 32/0/None | May reduce projectile range attacks. |
Air Immunity | 30/0/None | Immune to all Air Affinity attacks. |
Off Balance | 38/0/None | Lowers opponent defense if opponent misses attack. |
Eiji's joins the school immediately upon entering the Windward Steppes. Her skills are a useful combination drawn from both the archer and amazon classes. Her low hit points cause some trouble in long slugfests, but otherwise she is a great character to include if some ranged support is required.
Eiji statistics tend to be high initiative, accuracy, and movement, with low hit points and power.
It's important to note that Eiji's Combo attacks are not ranged. They're a melee attack for when an opponent is getting in her face, and ideally you don't want that to happen. Taking Combo 2 is more than enough. Volley attacks multiple enemies in an small area. Cover Area is good, but by the time Eiji joins the party most opponents can dodge or block the shots. Flash Arrow is very handy for stunning a group of enemies.
When Eiji joins the school, she'll usually have a point or two in Air Affinity, and it's a good match for her, so there's no sense changing it. Eventually she can purchase the Black Bow in Belfort (second visit to Imperia) which has the Super Range ability allowing her to hit almost anywhere in any arena without moving.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Move - Bow Shot | 0/0/Basic | Basic attack. Eiji and Archers are cool because they can move and do a ranged attack unlike Gungnirs and Peltasts. |
Punch | 0/1s/None | Quick, low power attack. |
Attack | ||
Acid Arrow | 0/2s/Special | Medium range poison attack that damages shields if blocked. Diamond-shaped range of 5; cannot hit adjacent targets. |
Flash Arrow | 0/4s/Match | Range attack that can stun anyone in the 3x3 area of effect, including allies. Range of 6, can't include adjacent squares. |
Low Kick | 0/4s/Special | Kick attack that can only be used against adjacent male opponents. |
Spark | 0/3s/Aim | Electric shock attack that causes damage and stuns a male opponent. Square-shaped range of 5. |
Long Shot 1 | 0/2s/Aim | Standard range attack. Diamond-shaped range of 8; cannot hit adjacent squares. |
Long Shot 2 | 20/3s/Aim | Long range attack. |
Long Shot 3 | 36/5s/Aim | Extremely long range attack. |
Nerve Arrow | 22/3s/Aim | Range attack that stuns opponent. |
Volley | 30/2s/Special | Multiple arrow range attack with 3x3 area effect. |
Razor Arrow | 32/3s/Special | |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AB. Not ranged. |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: ABA. Not ranged. |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: ABAB. Not ranged. |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: ABABA. Not ranged. |
Special | ||
Cover Area | 0/1s/None | Automatically attack all opponents entering designated 3x3 area. |
Distract | 0/2s/Aim | Lower initiative of male opponent. |
Wink | 0/0/None | Sets a trap that preemptively attacks any male opponents who move into an adjacent square. |
Blind | 34/2s/Special | Male opponent blinded by beauty. |
Charm | 38/4s/Special | Charms male opponent. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Evasion | 40/0/None | More effective defensive maneuver. |
Gungnir's can be versatile support gladiators. Their Long Throws are so powerful that with a height advantage they can outright kill most other gladiators. Their Combos also have amazing power.
If an enemy begins to close, a Bulls Eye or Powered Throw can usually eliminate the problem. If not, Bear Form will allow the Gungnir to take less damage and regain hit points. Cover Area is a useful skill in the early and middle parts of the game, but decreases in usefulness later. Compared to Peltasts, Gungnir's tend to be tougher and more accurate gladitors, but Peltasts' Long Throws cost fewer skill points in battle.
The best Gungnir equipment is Earth Affinity based. The Bear Cowl is a great looking and highly protective helmet that's earth affinity based.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Attack | ||
Long Throw 1 | 4/1s/Match | Standard distance throwing attack. Range of 4 squares; cannot target adjacent opponents. |
Long Throw 2 | 12/2s/Match | Medium distance throwing attack. Cannot target adjacent opponents. |
Long Throw 3 | 20/3s/Match | Long distance throwing attack. Cannot target adjacent opponents. |
Long Throw 4 | 40/4s/Match | Extremely long distance throwing attack. Cannot target adjacent opponents. |
Destroy Shield | 6/2s/Aim | Aimed javelin throw destroys opponent shield. Range of 5 squares; cannot target adjacent opponents. |
Exploding Javelin | 8/4s/Match | Exploding range attack; causes 3x3 area damage. |
Bungle Enemy | 10/2s/Aim | Reduce opponent accuracy. Range of 4 squares; cannot target adjacent opponents. |
Impale Leg | 18/2s/Aim | Reduce opponent movement rate. |
Unstoppable Throw | 24/4s/Match | Powerful javelin throw that is unblockable. Range of 4 squares; cannot attack adjacent opponents. |
Bulls Eye | 32/3s/Aim | Close attack that bypasses opponent defenses. |
Pin Down | 32/3s/Aim | Aimed javelin throw pins opponent in place. Range of 5 in diamond-shape; cannot target adjacent opponents. Does not affect units immune to Root. |
Powered Throw | 34/4s/Match | Heavy damage attack for nearby opponents. Range of two squares out in a straight line. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AB. Range of 5 squares; cannot attack adjacent opponents. |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: ABY. Range of 5 squares; cannot attack adjacent opponents. |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABYX. Range of 5 squares; cannot attack adjacent opponents. |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABYXA. Range of 5 squares; cannot attack adjacent opponents.. |
Special | ||
Bear Form 1 | 8/0/None | Shapeshift into a bear of lesser ability with Snap and Bite attacks. |
Bear Form 2 | 36/0/None | Shapeshift into a bear. |
Cover Area | 22/1s/None | Automatically attack all opponents entering a 3x3 designated area. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. Range of 5 squares; cannot target adjacent. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. Range of 5 squares; cannot target adjacent. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. Range of 5 squares; cannot target adjacent. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Awareness | 38/0/None | No bonus given to enemies when attacked from behind. |
Gwazi possesses most of the skills of a Secutor with some of a Berserker. He will join the school after entering the Southern Expanse, and can use his speed to great advantage in battle. Statistically, Gwazi has exceptional movement and initiative.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Back Attack | 0/0/Aim | Target does not turn to face this attack. Idential skill to the Secutor's Surprise Attack |
Running Attack | 0/2s/Match | Run across battlefield to attack foes who are farther away. |
Shield Bypass | 32/0/??? | Opponent cannot use shield to block attacks. |
Attack | ||
Destroy Shield | 0/1s/Aim | Successful attack may destroy opponent shield. |
Infallible Aim | 0/0/Aim | Opponent cannot evade attack; attack may be blocked. |
Trip | 0/1s/Aim | Successful attack knocks down opponent. |
Weapon Throw | 0/2s/Match | Throw weapon for range attack. |
Target Head | 34/1s/Aim | Reduce opponent initiative. |
Slicing Attack | 40/3s/??? | Heavy damage attack that may cause bleeding damage. | Combo |
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AA |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AAA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AAAA |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AAAAA |
Special | ||
On Guard | 0/0/None | Increase defense next turn. |
Sand Toss | 0/1s/??? | Successful toss may blind opponent. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Evade | 0/0/None | Standard defensive maneuver. |
Evasion | 0/0/None | More effective defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Taunt | 0/0/None | Taunt when opponent attack misses; crowd cheers. |
Berate | 0/0/None | Taunt opponent; crowd reacts positively. |
Legionnaire's have a good set of offensive and defensive skills, but nothing exceptional. Their biggest weakness is that the heros of the game (Valens, Ursula, Urlan, Ludo) are all medium gladiators that share a similar skill set, so there's little need for that level of duplication in a school. Generally, Murmillos are better defensively and offensively.
As opponents, Legionnaire's aren't a massive threat, but are dangerous because a couple of them using Practiced Maneuvers can take down opponents. They also have a huge list of innate abilities.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Precision Attack | 10/1s/Aim | Quick, low power attack. |
Attack | ||
Target Leg | 4/2s/Aim | Medium damage attack that may reduce opponent movement rate. |
Bungle Enemy | 18/2s/Aim | Reduce opponent accuracy. |
Destroy Shield | 24/1s/Aim | Successful attack may destroy opponent shield. |
Target Head | 34/1s/Aim | Reduce opponent initiative. |
Overhead Cleave | 40/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: ABABA |
Special | ||
On Guard | 6/0/None | Increase defense next turn. |
High Guard | 30/2s/None | Greatly increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Shield Block | 0//0/None | Standard defensive maneuver with shield. |
Practiced Maneuvers | 2/1s/None | Increase initiative and movement when Legionnaires are within range. |
Orders | 8/0/None | Increase initiative when Centurion is within range. |
Evasion | 12/0/None | More effective defensive maneuver. |
Indomitable Will | 18/0/None | Immune to root, petrify, blindness and freeze. |
Awareness | 20/0/None | No bonus given to enemies when attacked from behind. |
Riposte | 22/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Discipline | 32/0/None | Immune to stun, confusion, charm and fear. |
Off Balance | 38/0/None | Lowers opponent defense if opponent misses attack. |
Ludo is Valens' best friend and co-founder of Munio's School. He's a decent medium gladiator and has a the unique skill Upper Hand which can be very useful in the right circumstances. In the Valens Campaign, Ludo will leave the school in the Windward Steppes so be prepared with a possible replacement.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Upper Hand | 10/2s/Aim | Successful attack knocks opponent down. |
Attack | ||
Target Leg | 4/2s/Aim | Medium damage attack that may reduce opponent movement rate. |
Bungle Enemy | 18/2s/Aim | Reduce opponent accuracy. |
Destroy Shield | 24/1s/Aim | Successful attack may destroy opponent shield. |
Target Head | 34/1s/Aim | Reduce opponent initiative. |
Upward Slash | 40/3s/Special | Heavy damage attack. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AYXBA |
Special | ||
On Guard | 6/0/None | Increase defense next turn. |
High Guard | 30/2s/None | Increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Toughness | 6/0/None | Resist a portion of all incoming damage. |
Evasion | 8/0/None | More effective defensive maneuver. |
Indomitable Will | 18/0/None | Immune to root, petrify, blindness and freeze. |
Awareness | 20/0/None | No bonus given to enemies when attacked from behind. |
People's Champion | 22/0/None | Crowd meter increases faster. |
Riposte | 22/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Discipline | 32/0/None | Immune to stun, confusion, charm and fear. |
Off Balance | 38/0/None | Lowers opponent defense if opponent misses attack. |
Minotaurs are true powerhouse gladiators. They can deal exceptional damage, and have decent accuracy and movement too. Simple combo attacks work well with them, but Charge is always good to take. Several of the innate skills, such as Labyrinth Senses and Bullheaded Resolve, prevent the Minotaur from being flanked and stunned which make them much more effective versus light gladiators. Back Off can unleash tremendous damage if you allow the enemy to come to you.
Earth Affinity tends to be the best choice for Minotaurs.
There are only two recruitable minotaurs in the game. One will offer to join after you complete the quest The Mythic Invasion of Imperia and the other after the quest The Mythic Invasion of Imperia 2.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 6/2s/Match | Run across battlefield to attack foes who are farther away. |
Gore | 24/2s/Special | Head butt attack; may stab opponent with horns. |
Attack | ||
Rampage | 12/2s/Aim | Strong attack with very low accuracy that may knock down opponent. |
Skewer | 18/3s/Masher | Powerful attack that can knock an opponent down and stun them. |
Stampede | 22/1s/None | Rush attack that knocks opponents down. Aims in straight line beginning two away from Minotaur. |
Trample | 34/4s/Special | Prolonged stomping attack. |
Overhead Cleave | 38/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Heavy Strike | 40/5s/None | Heavy damage, low accuracy attack. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: AYXBA |
Special | ||
Maze | 8/0/Aim | Successful attack causes confusion that can last for several turns. |
Defend | 12/0/None | Give up turn to reduce damage received until next turn. |
Back Off | 22/0/None | Immediately attack the next opponent that walks near. |
Grunt | 32/2s/Special | Increase accuracy. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Labyrinth Senses | 6/0/None | Immune to surprise and confusion. |
Bullheaded Resolve | 8/0/None | Immune to stun. |
Indomitable Will | 16/0/None | Immune to root, petrify, blindness and freeze. |
Riposte | 30/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Super Critical | 38/0/None | Increase damage of all critical hits. |
Mongrels aren't very good light gladiators. When Mongrels show up as opposing forces, I honestly thing to myself, "Woo! This'll be easy." And it it usually is. They have some higher level skills like Festering Claws and the Kick series which are very good, but they aren't able to keep up with other classes.
Earth Affinity is a good choice for Mongrels.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 6/2s/Match | Run across battlefield to attack foes who are farther away. |
Kick 1 | 4/1s/Masher | Standard kicking attack. |
Kick 2 | 24/3s/Masher | Powerful kicking attack. |
Kick 3 | 34/5s/Masher | Most powerful kicking attack. |
Attack | ||
Hobble Enemy | 8/2s/Special | Medium damage attack that may reduce opponent movement rate. |
Knuckle Buster | 40/3s/Special | Heavy damage attack that may cause bleeding damage. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AA |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AAA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AAAA |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AAAAA |
Special | ||
On Guard | 6/0/None | Increase defense next turn. |
High Guard | 32/2s/None | Greatly increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Driven | 0/0/None | Initiative bonus received when Ogre is near. |
Riposte | 12/1s/None | Counter attack when critically injured. |
Backstabber | 18/0/None | Double damage when attacking from behind. |
Evasion | 20/0/None | More effective defensive maneuver. |
Riposte | 22/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Heightened Evasion | 30/0/None | Most effective defensive maneuver. |
Off Balance | 36/0/None | Lowers opponent defense if opponent misses attack. |
Festering Claws | 38/0/None | Successful attack causes poison damage. |
Mongrel Shaman are an interesting gladiator class to have in your school. They can be difficult to use effectively because their only means of gaining affinity is through attacking. Their skill Affinity Draw doubles the affinity they gain when attacking but going toe-to-toe with opponents can put them in great danger.
The best Mongrel Shaman equipment is Earth Affinity based, and one of their weapons called the Petrified Bludgeon has 50 Earth Affinity associated with it. That much affinity really lets them take advantage of their casting power.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Kick 1 | 0/1s/Special | Standard kicking attack. |
Running Attack | 0/1s/Match | Run across battlefield to attack foes who are farther away. |
Kick 2 | 24/3s/Special | Powerful kicking attack. |
Kick 3 | 34/5s/Special | Most powerful kicking attack. |
Attack | ||
Knuckle Buster | 40/3s/Special | Heavy damage attack that may cause bleeding damage. |
Combo | ||
Combo Attack 1 | 8/1a/Chain | Two hit attack. Meter: YB |
Combo Attack 2 | 16/2a/Chain | Three hit attack. Meter: YBA |
Combo Attack 3 | 28/3a/Chain | Four hit attack. Meter: YBAX |
Combo Attack 4 | 42/4a/Chain | Five hit attack. Meter: YBAXY |
Special | ||
Distract | 8/0.5a/Special | Reduce enemy initiative. |
On Guard | 22/0/None | Increase defense next turn. |
High Guard | 36/0.5a/None | Greatly increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Freeze Enemy | 4/1a/Special | Freeze opponent for a short time causing frost damage. |
Fungus Amongus | 6/1a/Special | Area attack that causes lengthy poison damage to all adjacent opponents. |
Feverish Mind | 32/1.5a/Special | Successful attack may cause weakness and confusion. |
Innate | ||
Affinity Draw | 0/0/None | Double Affinity power gained from any attack. |
Dodge | 0/0/None | Standard defensive maneuver. |
Driven | 0/0/None | Initiative bonus received when Ogre is near. |
Poison Resistance | 0/0/None | Immune to poison. |
Evasion | 20/0/None | More effective defensive maneuver. |
Festering Claws | 30/0/None | Kick attacks may cause poison damage. |
Heightened Evasion | 38/0/None | Most effective defensive maneuver. |
Murmillos are one of the great classes in the game. They rely on their shield to deliver many of their special attacks like the medium ranged attack Shield Throw and their unique charge, Shield Rush. Give the Murmillo a few of the innate abilities available and they become a defensive powerhouse! The Murmillo relies on having a shield for many of their attack and defense skills, so taking Shield Mastery isn't a bad idea. Although if you want to save a few skill points, simply keep lots of spare shields until the school can purchase an indestructable shield.
The best Murmillo equipment is Water Affinity based, but that equipment is only available near the end of the game so it won't make a large difference overall. The Blade of Tides can be purchased in Trikata and Caltha the second time through Imperia. It's a fantastic sword, not as powerful as some others, but has a bleeding effect and lots of Water Affinity. There's also a matching Tidal Guard armour.
Since all schools have three medium gladiators (Valens, Ursula, Urlan) it's tough to find a reason to use a precious slot for another medium gladiator. Murmillos are valuable enough to warrant the inclusion in almost any school. They have amazing defense and can hold out very well against other mediums, lights, and especially ranged support!
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Attack | ||
Throw Shield 1 | 8/3s/Match | Short range shield attack. |
Gut Basher | 10/1s/Masher | Successful attack lowers opponent initiative. |
Shield Smash | 12/3s/Special | Shield attack that may knock back an opponent. |
Throw Shield 2 | 18/4s/Match | Medium range shield attack. |
Bull Rush | 20/1s/None | Shield-first charge to distant opponent. |
Shield Ram | 24/1s/Special | Shield attack that may knock opponent down. |
Throw Shield 3 | 34/5s/Match | Long range shield attack. |
Heavy Strike | 40/5s/None | Heavy damage, low accuracy attack. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: ABABA |
Special | ||
On Guard | 6/0/None | Increase defense next turn. |
High Guard | 32/2s/None | Increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Arrow Guard | 4/0/None | May reduce projectile range attacks. |
Shield Mastery | 8/0/None | Increase durability of shield. |
Advanced Block | 20/0/None | More effective defensive maneuver with shield. |
Shield Counter | 22/1s/None | Shield counterattack if incoming attack is successfully blocked. |
Incoming | 30/0/None | Increase evasion of long range attacks for nearby allies. |
Off Balance | 36/0/None | Lowers opponent defense if opponent misses attack. |
Humiliate | 38/0/None | A successful defend attack lowers opponent initiative. |
Ogres are decent heavy gladiators, but have nothing exceptional to recommend them over Centurions or Samnites. If you're considering putting together a school of Mongrels and Mongrel Shamen, an Ogre would be useful because of the initiative bonus it emparts to those gladiators. Fearsome Funk is an amusing skill.
Earth Affinity works well for Ogres.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 0/2s/Match | Run across battlefield to attack foes who are farther away. |
Attack | ||
Broad Swing | 0/1s/None | Sweeping attack that damages multiple opponents in front of character. |
Charging Attack | 0/4s/None | Plow through an enemy and into the square behind then, dealing damage along the way. |
Destroy Shield | 0/1s/Aim | Successful attack may destroy opponent shield. |
Uppercut | 18/5s/Special | Heavy damage attack that may knock an opponent down; does not affect animals. |
Overhead Cleave | 40/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: AYXBA |
Special | ||
Fearsome Funk | 0/3s/Special | Adjacent units may become petrified. |
Huddle | 0/1s/None | Give up turn to reduce the damage received until next turn. |
Purge | 0/2s/Special | Remove negative status effects. |
Lecherous Grin | 22/2s/Special | Lower opponent defense temporarily. |
Stench | 30/2s/Special | |
Bulwark | 32/2s/None | Give up turn to greatly reduce damage received until next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Deliberate Nature | 0/0/None | Immune to stun and confusion. |
Indomitable Will | 18/0/None | Immune to root, petrify, blindness and freeze. |
Awareness | 32/0/None | No bonus given to enemies when attacked from behind. |
Counterattack | 38/0/None | Deliver counter attack. |
Peltasts are Imperia's javelin-throwing gladiators and share many skills with their Gungnir cousins. They can't shapechange but do have some handy close-range attacks like Bulls Eye and Power Throw, and their Long Throw 1 costs nothing to use so they can use ranged attacks continuously. Indirect Fire allows the Peltast to target opponents by throwing javelins over intervening obstacles; very handy when you consider how strict their line-of-sight is compared to Archers.
The best Peltast equipment is Air Affinity based. A weapon called the Falarica is available in Cartha, as is a fantastic helmet called the Infantry Helm, and Imperial Breastplate armour. During the final battles of the game, there's also a Peltast weapon called the Feathered Pike that does more damage with a bleeding effect.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 8/1s/Match | Run across battlefield to attack foes who are farther away. |
Attack | ||
Long Throw 1 | 0/0/Match | Standard distance throwing attack. Costs nothing to use! Diamond shape range of 4, cannot hit adjacent squares. |
Long Throw 2 | 12/1s/Match | Medium distance throwing attack. Diamond-shape range of 5, cannot hit adjacent squares. |
Long Throw 3 | 20/2s/Match | Long distance throwing attack. |
Long Throw 4 | 40/3s/Match | Extremely long distance throwing attack. |
Destroy Shield | 6/0/Aim | Aimed javelin throw destroys opponent shield. |
Exploding Javelin | 8/3s/Match | Exploding range attack; causes area damage. Diamond shape range of 4, damages 3x3 area. |
Bungle Enemy | 10/2s/Aim | Reduce opponent accuracy. |
Impale Leg | 18/2s/Aim | Reduce opponent movement rate. |
Unstoppable Throw | 24/4s/Special | Powerful javelin throw that is unblockable. |
Indirect Fire | 30/3s/Special | Range attacks travel over obstructions. |
Bulls Eye | 32/3s/Aim | Close attack that bypasses opponent defenses. |
Pin Down | 34/3s/Aim | Aimed javelin throw pins opponent in place. |
Powered Throw | 38/4s/Special | Heavy damage attack for nearby enemies. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AB. Range of 4 squares in all directions, excluding immediately adjacent squares. |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: ABY. Ranged Attack. |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABYX. Ranged attack. |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABYXA. Ranged attack. |
Special | ||
On Guard | 6/0/None | Increase defense next turn. |
Cover Area | 22/1s/None | Automatically attack all units entering a 3x3 designated area. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Awareness | 38/0/None | No bonus given to enemies when attacked from behind. |
Plains Cats can be fun to use in big arenas because of their extreme mobility and initiative. In fact, Plains Cats can climb up some levels that other gladiators cannot. All Plains Cats use Air Affinity so they're useless against Dervishes.
Their attack skill Swipe deals wicked damage and also stuns the opponent for one full round. That can be very useful for indefinitely taking an opponent out of battle since they'll wake up on the Cat's next turn ready to be stunned again. Growl and Roar will petrify surrounding opponents. A Combo 2 skill is usually enough because you'll want the Cat to concentrate on movement and special skills to keep out of danger's way.
There is no way to recruit Greater Plains Cats.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Claw | 0/0/Basic | Standard move to attack. |
Precision Attack | 0/1s/Aim | Quick, low power attack. |
Running Attack | 0/2s/Match | Run across battlefield to attack foes who are farther away. |
Attack | ||
Bite | 0/3s/Masher | High power attack with low accuracy. |
Swipe | 0/2s/Aim | Light damage attack that may stun opponent. Stun lasts until your next turn, allowing you to possibly stun again. |
Pulldown | 24/4s/Special | Prolonged stomping attack. |
Slash | 34/4s/Special | Medium damage attack that may stun opponent. |
Raking Attack | 36/4s/Special | Heavy damage claw attack that causes bleeding damage. |
Slicing Attack | 40/5s/Special | Heavy damage attack that may cause bleeding damage. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: AYXBA |
Special | ||
Growl | 0/2s/Aim | Successful attack petrifies nearby opponents. |
Roar | 32/4s/Aim | Successful attack petrifies nearby opponents for a long duration. |
Iron Cat | 0/0/None | Increase defense next turn. |
Iron Cat 2 | 30/2s/None | Greatly increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Air only. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Air only. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Air only. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Air only. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Leap | 0/0/None | Move to a higher position. Plains Cats can climb up level changes that other gladiators cannot. |
Evasion | 0/0/None | More effective defensive maneuver. |
Riposte | 22/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Reflexes | 38/0/None | Immune to counter attacks. |
Samnites are purely offense-oriented gladiators. Most of their skills involve dealing massive amounts of damage and knocking around opposing forces.
They are very slow and have low initiative, but can be great for battles in small areas, and work well without support from other characters. The downside is that in large battles they're not exactly team players like Centurions.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 22/2s/Special | Run across battlefield to attack foes who are farther away. -10 to accuracy. |
Attack | ||
Overrun | 4/2s/None | Plow through an enemy and into the square behind them, dealing damage along the way. |
Power Bulldoze | 6/2s/None | Push an opponent backward, move into the previously occupied square, and cause damage. |
Forward Thrust | 10/2s/Special | Successful attack damages two squares in front. -10 to accuracy. |
Blind Spot Attack | 18/2s/Special | Character attacks square in front and behind. |
Sweeping Attack | 20/2s/Special | Two-handed attack that damages several squares in front of character. |
Squat | 32/4s/Special | Attack that knocks surrounding opponents back. |
Befoul Area | 34/4s/Special | Push back all units in adjacent squares; cause damage. |
Heavy Strike | 40/5s/None | Heavy damage, low accuracy (-10) attack. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AY |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: AYXBA |
Special | ||
Bulldoze | 2/1s/None | Push an opponent backward and move into the previously occupied square. |
Bulwark | 6/0/None | Give up turn to reduce the damage received until next turn. |
Clear Area | 24/3s/Special | Push back all units in adjacent squares. |
On Guard | 30/0/None | Increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Heightened Parry | 12/0/None | More effective defensive maneuver. |
Indomitable Will | 18/0/None | Immune to root, petrify, blindness and freeze. |
Off Balance | 38/0/None | Lowers opponent defense if opponent misses attack. |
Satyr's are useful for their special dances that can boost crowd favour and give team bonuses. Their Jug Bonk is useful because it does damage, stuns, and knocks down opponents, but it's their only redeeming offensive attack. If you do plan on using a Satyr take lots of defensive skills.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 8/2s/Match | Run across battlefield to attack foes who are farther away; |
Attack | ||
Volatile Breath | 6/1s/Special | Flaming spirits burn opponent. |
Jug Bonk | 10/3s/Special | Successful attack knocks opponent down. |
Jug Throw | 18/3s/Special | Standard range attack. |
Flammable Breath | 34/3s//pecial | Flaming spirits burn multiple opponents. |
Exploding Breath | 40/5s/Special | Area attack of flaming spirits burn all opponents within range. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AA |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: AAA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: AAAA |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: AAAAA |
Special | ||
Crowd Pleaser | 4/1s/Special | Crowd favors team with Satyr. |
Merry Jig | 4/1s/Special | Increase nearby ally's initiative. |
On Guard | 12/0/None | Increase defense next turn. |
Hair of the Dog | 22/0/Special | May remove all negative status effects. |
Invigorating Spirits | 32/3s/Special | Recover Hit Points. |
Crowd Charmer | 36/5s/Special | Crowd heavily favors team with Satyr. |
High Guard | 38/2s/None | Greatly increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Evade | 0/0/None | Standard defensive maneuver. |
Evasion | 0/0/None | More effective defensive maneuver. |
Ridicule | 0/0/None | Taunt opponent; crowd reacts positively. |
Taunt | 24/0/None | Taunt opponent; crowd goes wild! |
Heightened Evasion | 30/0/None | Most effective defensive maneuver. |
Scarabs are very tough beasts that can be recruited after winning the Insect Ze league at Scorched Oasis in the Southern Expanse. Toughness is their hallmark, and skills like Weathered Chitin and Toughened Chitin really allow them to soak up damage in battle. With spitting attacks that damage at range, close range attacks, and area effect attacks, it's hard to put a Scarab at a disadvantage in battle. They can also Tunnel or Burrow to get out of tough situations.
Scarabs are probably the best of the beast gladiators, but are found rather late and can be hard to integrate into the team because of that.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Bite | 0/0/Basic | Standard move to attack. |
Attack | ||
Carapace Ram | 0/3s/Masher | Successful attack may stun opponent. |
Contamination | 0/0/Masher | Gas cloud damages all adjacent opponents and allies. |
Fiery Spittle | 0/0/Aim | Fiery range attack. Radius 3. |
Gas Cloud | 0/0/Masher | Successful attack may petrify opponent. |
Mandible Swipe | 8/3s/Special | Successful attack damages three opponents. |
Tunnel | 24/4s/None | Tunnel to a distant point and attack, possibly knocking opponents back. |
Poison Spittle | 30/3s/Special | Ranged attack that may poison opponent. |
Crippling Blow | 34/5s/Special | Heavy damage attack that may knock an opponent down; does not affect animals. |
Heavy Strike | 40/4s/None | Heavy damage, low accuracy attack. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABABA |
Special | ||
Burrow | 0/3s/None | Tunnel under units to reach a distant point. |
Defend | 6/0/None | Give up turn to reduce damage received until next turn. |
Fortified Defense | 36/2s/None | Give up turn to greatly reduce damage received until next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Fire only. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Fire only. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Fire only. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Fire only. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Fire Affinity Bonus | 0/0/None | Resistant to Fire Affinity attacks; weak against Water Affinity attacks. |
Gas Immunity | 0/0/None | Immune to poison. |
Weathered Chitin | 12/0/None | Increase defense. |
Toughened Chitin | 32/0/None | Greatly increase defense. |
Riposte | 38/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Scorpions are deadly beasts that can be recruited after winning the Insect Ze league at Scorched Oasis. A single Poison Flick is often enough to bring down a light gladiator, and two is enough to take down a almost anyone else. They're quite fearsome to face, but handy in your school. Once an opponent closes with them, a Scorpion can get smacked around a bit, so it's important to take Weathered Chitin.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Bite | 0/0/Basic | Standard move to attack. |
Precision Attack | 8/1s/Aim | Quick, low power attack. |
Skittering Attack | 12/1s/Match | Run across battlefield to attack foes who are farther away. |
Skittering Attack 2 | 22/2s/Match | Run a greater distance across battlefield to attack. |
Attack | ||
Pincher Attacks | 0/1s/Aim | Light damage attack; cannot be blocked or evaded. |
Poison Flick | 18/2s/Aim | Ranged attack that may poison opponent. Devastatingly heavy damage. |
Venom | 22/2s/Special | Vicious tail attack that may poison opponent. |
Shield Snip | 24/3s/Special | Destroy shield by cutting in half. |
Hurricane | 34/3s/Special | Tail attack that damages all opponents in adjacent squares. |
Tail Whip | 40/2s/Special | Quick attack that may poison opponent. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABABA |
Special | ||
Defend | 6/0/None | Give up turn to reduce damage received until next turn. |
Fortified Defense | 12/3s/None | Give up turn to greatly reduce damage received until next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Water only. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Water only. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Water only. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Water only. |
Innate | ||
Beast Dodge | 0/0/None | Standard defensive maneuver. |
Fire Resistance | 0/0/None | Resistant to Fire Affinity attacks; weak against Water Affinity attacks. |
Poison Resistance | 0/0/None | Immune to poison. |
Weathered Chitin | 24/0/None | Increase defense. |
Riposte | 30/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Awareness | 36/0/None | No bonus given to enemies when attacked from behind. |
Evasion | 38/0/None | More effective defensive maneuver. |
Secutors are similar to Bandits, but feature more pure offensive power. The Surprise Attack and Backstabber skills can take a chunk out of any gladiator, especially when dealing with arcane and support gladiators. Taunt and Deride are handy skills, letting the Secutors lower opponent initiative and boost the crowd. Their versatility makes them an important part of any school.
Any affinity works well with Secutors. The Ring of Refuge accessory works very well with Secutors because it increases the range of their move attacks allowing them to run around an opponent they're facing and use Surprise Attack on the flank or back.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 8/1s/Match | Run across battlefield to attack foes who are farther away. |
Sprint Attack | 36/2s/Match | Run a greater distance across battlefield to attack. |
Surprise Attack | 10/2s/Aim | Target will not turn to face when attacked. This is the Secutor's greatest attack. |
Attack | ||
Spear Attack | 6/1s/None | Attack from the diagonal using the spear's extended reach. |
Trip | 18/4s/Aim | Successful attack knocks down opponent. |
Remove Shield | 24/0/Special | Successful attack may disarm opponent. |
Shield Bypass | 32/1s/Aim | Opponent cannot use shield to block attacks. Pretty small target zone. |
Target Head | 34/1s/Aim | Reduce opponent initiative. |
Slicing Attack | 40/5s/Special | Heavy damage attack that may cause bleeding damage. |
Combo | ||
Combo Attack 1 | 6/2s/Fast Chain | Two hit attack. Meter: AA |
Combo Attack 2 | 12/3s/Fast Chain | Three hit attack. Meter: AAA |
Combo Attack 3 | 22/4s/Fast Chain | Four hit attack. Meter: AAAA |
Combo Attack 4 | 34/5s/Fast Chain | Five hit attack. Meter: AAAAA |
Special | ||
Sand Toss | 4/1s/Aim | Successful toss may blind opponent lowering their INI and MOV. |
On Guard | 12/0/None | Increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Backstabber | 0/0/None | Damage doubled when attacking from behind. |
Taunt | 8/0/None | Taunt opponent; crowd reacts positively. |
Evasion | 20/0/None | More effective defensive maneuver. |
Deride | 22/0/None | Taunt opponent; crowd goes wild! |
Heightened Evasion | 30/0/None | Most effective defensive maneuver. |
Off Balance | 38/0/None | Lowers opponent defense if opponent misses attack. |
Summoners create their own affinity, and are known for summoning creatures to fight for them in battle. Summoned Scorpions tend to work well, and Dark Affinity Beasts provide some handy innate boosts as well. Interestingly, it costs very little to summon something, leaving plenty of affinity for other attacks. Since they can create their own affinity, Summoners are great for frequent level 4 Affinity Attacks.
The Affinity Attacks for Summoners can only be aimed straight out, which can make it tough to effectively use them, and being able to have only one summoned creature at a time limits their usefulness. The Undead Summoner and Channelers will be more effective in all situations.
There's only one Summoner available to recruit in the entire game. He's in the Southern Expanse and begins with several Earth Affinity attacks.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Attack | ||
None | ||
Combo | ||
None | ||
Special | ||
Summon Power | 0/4s/None | Summon Affinity power directly from the Affinity gods. |
Tornado | 0/1a/None | Teleport all within range to random location. |
Air Beast | 2/1a/None | Summon a servant of the Air Affinity God; only one summoned creature may exist at a time. |
Earth Beast | 4/.5a/None | Summon a servant of the Air Affinity God; only one summoned creature may exist at a time. |
Fire Beast | 6/.5a/None | Summon a servant of the Fire Affinity God; only one summoned creature may exist at a time. |
Water Beast | 8/.5a/None | Summon a servant of the Water Affinity God; only one summoned creature may exist at a time. |
Dark Air Beast | 30/.5a/None | Summon a tainted servant of the Air Affinity God; only one summoned creature may exist at a time. Increase all allies defense. |
Dark Earth Beast | 32/.5a/None | Summon a tainted servant of the Earth Affinity God; only one summoned creature may exist at a time. Increase all allies defense. |
Dark Fire Beast | 34/.5a/None | Summon a tainted servant of the Fire Affinity God; only one summoned creature may exist at a time. Increase all allies power. |
Dark Water Beast | 36/.5a/None | Summon a tainted servant of the Water Affinity God; only one summoned creature may exist at a time. Lower all opponents defense. |
Skeleton 1 | 12/.5a/None | Summon undead warrior; only one summoned creature may exist at a time. |
Skeleton 2 | 28/1a/None | Summon a more powerful Skeleton; only one summoned creature may exist at a time. |
Scarab | 40/.5a/None | Summon a Scarab; only one summoned creature may exist at a time. |
Scorpion | 44/.5a/None | Summon a Scorpion; only one summoned creature may exist at a time. |
Magic Guard | 42/1a/None | Greatly increase defense next turn. |
Incapacitate Heavy | 0/1a/Special | A successful attack will petrify a Heavy for a short period of time. |
On Guard | 0/0/None | Increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. Ranged attack in straight line out from Summoner. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. Ranged attack in straight line out from Summoner. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. Ranged attack in straight line out from Summoner. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Far Strike | 0/1a/Special | More powerful attack. Ranged attack in straight line out from Summoner. + and X pattern. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Undead Legionnaire's can be recruited from the graves during night if the school has the Talisman of Unlife. They're not exceptional gladiators and can be difficult to place in your school because of an abundance of medium class gladiators, but they are handy in some situations. For instance, since you can recruit them for free at gravestones and their levels are always relatively high, Undead Legionnaire's can be expendable for wilderness battles.
One downside to using them is a lack of decent equipment with Dark Affinity. Make sure to grab chests dropped by undead opponents, and stock up when you find a store with Dark Affinity equipment.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Attack | ||
Fear of Death | 0/3s/Aim | Target may become panicked. |
Rot Helmet | 24/4s/Special | Attack that damages opponent helmet. |
Rotting Touch | 24/3s/Special | Attack that damages opponent shield. |
Scare Attack | 0/2s/Aim | Successful attack may cause opponent to retreat. |
Shatter Self | 0/0/None | When health is low, sacrifice self to cause area effect damage. |
Target Head | 34/1s/Aim | Reduce opponent initiative. |
Heavy Strike | 40/5s/None | Heavy damage, low accuracy attack. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: ABABA |
Special | ||
Defend | 0/0/None | Give up turn to reduce damage received until next turn. |
Grave Laughter | 0/1s/Aim | Scare and lower opponents' initiative. |
Scared Stiff | 32/4s/Special | Successful attack may petrify opponent. |
Heightened Defense | 36/0/None | Give up turn to greatly reduce damage received until next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Dark Affinity God. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Dark Affinity God. |
Affinity Attack 3 | 20/3a/None | Mightiest attack enhanced by the power of the Dark Affinity God; temporarily poisons opponent. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Fleshless Target | 0/0/None | Resistant to projectile range attacks. |
Afterlife | 0/0/None | Resistance to worldly damage but weakness against affinity. |
Grave Rot | 0/0/None | Critical hit causes poison damage. |
Knit Bones | 38/0/None | Regenerate Hit Points. 20 hp every several turns. |
Riposte | 0/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Sickly Marrow | 0/0/None | When this Gladiator is defeated, an area effect cloud causes poison damage. |
Quite possibly the most entertaining gladiator in the game, the Undead Summoner combines summoning and offensive magics with some cool innate abilities. There is only one Undead Summoner in the game, and it will offer to join the school in the Mordare recruitment office after the Dead of Night league is won.
They charge affinity through Darkness from Life by sacrificing their own health. At first this seems horrible and costs a good chunk of their health, but once the Undead Summoner gets some Dark Affinity items the health cost is reduced to almost nothing. In the meantime, Steal Life can be used on allies to regain health, and later Knit Bones will regenerate health throughout battle.
A Death's Head staff, with instant death special, is gained as a prize at the Jochi Affinity league in Altahrun, Windward Steppes. The staff is useful because it allows the Undead Summoner to gain Dark Affinity after using Darkness from Life and the hit point loss for using the skill is greatly reduced. There's also Interment Robes that can be purchased in Altahrun, and the Crown of Darkness is a prize for winning the Channeler vs Summoner battle in the Save Cresus' Father quest.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Steal Life | 0/0/None | Steal the life force of a teammate to heal yourself. One possibility is to summon a Skeleton 1 and drain it to heal yourself. |
Attack | ||
Darkness from Life | 0/4s/None | Convert some of your life force into Affinity power. |
Combo | ||
None | ||
Special | ||
Skeleton 1 | 6/.5a/None | Summon undead warrior; only one summoned creature may exist at a time. |
Skeleton 2 | 22/1.5a/None | Summon a more powerful undead warrior; only one summoned creature may exist at a time. |
Skeleton 3 | 42/3.5a/None | Summon a very powerful undead warrior; only one summoned creature may exist at a time. |
Tornado | 22/2.5a/None | Teleport all within range to random location. |
Teleport | 30/1.5a/None | Teleport a short distance on battlefield. |
Reaper | 40/5a/Aim | Opponent is cursed to die in several turns, unless caster is killed first. |
Defend | 32/0/None | Give up turn to reduce damage received until next turn. |
Affinity | ||
Covet Life | 0/4a/Aim | Steal the life force of an opponent. |
Combo Attack 1 | 10/1a/Chain | Two hit attack. Meter: AB. Diamond-shape range of 3. |
Combo Attack 2 | 18/2a/Chain | Three hit attack. Meter: ABY. Diamond-shape range of 3. |
Combo Attack 3 | 28/3a/Chain | Four hit attack. Meter: ABYX |
Combo Attack 4 | 42/4a/Chain | Five hit attack. Meter: ABYXA |
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Dark Affinity God. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Dark Affinity God. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Dark Affinity God; temporarily poisons opponent. |
Fire Cloud | 10/1.5a/Match | Attack that causes fire damage. Diamond-shape range of 4. |
Fire Storm | 24/3.5a/Match | Powerful attack that causes intense fire damage. Diamond-shape range of 4. |
Splintering Bones | 18/1.5a/Aim | Long range spell attack that deals damage and can cause an enemy to retreat. Diamond-shape range of 4. |
Rotting Touch | 24/1.5a/Aim | Attack that damages opponent shield. |
Death Blast | 38/1.5a/Masher | More powerful attack. Potential for a lot of damage but difficult to do. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Dark Resistance | 0/0/None | Resistant to Dark Affinity attacks. |
Fleshless Target | 0/0/None | Resistant to projectile range attacks. |
Sickley Marrow | 12/0/None | When this gladiator is defeated, an area effect cloud causes poison damage to opponents in surrounding squares. |
Knit Bones | 38/0/None | Regenerate Hit Points. 20 hp every few turns. |
Urlan is Ursula's older brother, and also heir to the throne of Nordagh. His skillset is very similar to the Barbarian. He doesn't get any cool move attacks and loses out on the Totem skills, but does get Break Defense. Lunge is very hard to use because it requires your opponent to be one square away, and Urlan works best in the thick of battle. Of the three animal forms he can assume, the Cat Forms are probably the most useful because of the mobility they add. Whenever possible, use Urlan and Ursula together to take advantage of Older Brother.
Urlan is a medium gladiator but uses a slow combo meter like heavy gladiators. This allows him to hit criticals fairly regularly making him very reliable in battle.
In the Ursula campaign, Urlan starts off with Air Affinity Attack 1, so you can continue along that path, although there are a good number of Earth Affinity weapons too.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Break Defense | 34/4s/Special | Several fierce attacks that prevent defense. |
Attack | ||
Target Leg | 12/2s/Aim | Reduce opponent movement rate. |
Lunge | 24/1s/Masher | Heavy damage attack; can only target an opponent 2 squares away.. |
Crippling Blow | 20/3s/Aim | Heavy damage attack that may knock an opponent down; does not affect animals. |
Overhead Cleave | 40/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AB. |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: ABX |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: ABXB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: ABXBA |
Special | ||
Bear Form 1 | 10/0/None | Shapeshift into a bear of lesser ability. |
Bear Form 2 | 20/0/None | Shapeshift into a bear. |
Bear Form 3 | 38/0/None | Shapeshift into a powerful bear. |
Wolf Form 1 | 4/0/None | Shapeshift into a wolf of lesser ability. |
Wolf Form 2 | 10/0/None | Shapeshift into a wolf. |
Wolf Form 3 | 32/0/None | Shapeshift into a wolf of greater ability. |
Cat Form 1 | 6/0/None | Shapeshift into a cat of lesser ability. No special attacks, only has a basic claw attack. |
Cat Form 2 | 18/0/None | Shapeshift into a cat with Claw, Precision Attack, Swipe, Bite, and Growl attacks. |
Cat Form 3 | 36/0/None | Shapeshift into a cat of greater ability. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Older Brother | 0/0/None | Urlan is more resistant to damage when Ursula is on the battlefield. |
Inspiration | 12/0/None | Give defensive bonus to adjacent Nordagh allies. |
Riposte | 22/1s/None | Immediate counter attack when an incoming opponent attack misses. |
Ursula is great. She's pretty fast and agile for a medium gladiator and has high defense allowing her to dodge many attacks. Throughout the game a few unique powers will manifest for her. Like Valens, she can Empower Self for a temporary boost to her power, damage, and defense. As time goes on, she'll also gain the power to Summon Shield to temporarily replace a shield destroyed in battle, and later she can heal wounded allies (although the healing is pretty minimal).
The best weapon for Ursula seems to be the Altan (axe/fire) that can be purchased in Odin's Keep the second time the school is in Nordagh. In general, fire is a good affinity for Ursula, but there isn't any exceptional affinity-specific equipment for her, so any affinity will work.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
High Kick | 4/3s/None | Heavy damage kick attack. |
Attack | ||
Spell Blast | 0/4s/Masher | A powerful blast of white light energy that damages all opponents within range (2 square radius around Ursula). It's a decent area attack if you're good at mashing the A B buttons. |
Energy Blast | 18/3s/Special | Spell blast of energy. |
Overhead Cleave | 40/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: ABABA |
Special | ||
Empower Self | 0/2s/None | A divine gift of increased combat abilities. Boosts defense, accuracy, damage for 3 rounds. |
Summon Shield | 0/0/None | Replace destroyed shield with magical shield of Light. Ursula must have started battle with a shield to use this power. Ursula develops this power at level 3. |
Light Beam | 0/0/Aim | Healing beam that extends 5 squares straight out from Ursula; damages those aligned with the Dark Affinity. Heals/damages for about 40 to 50 hitpoints. This power only manifests itself during the Ursula campaign. Ursula develops this power at level 5. |
On Guard | 10/0/None | Increase defense next turn. |
Blinding Flash | 22/2s/Special | Blind all opponents within range. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Dodge | 0/0/None | Standard defensive maneuver. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. |
Sibling Rivalry | 0/0/None | Ursula is powered up when Urlan is on battlefield. |
Awareness | 20/0/None | No bonus given to enemies when attacked from behind. |
Off Balance | 38/0/None | Lowers opponent defense if opponent misses attack. |
Valens is probably the most well-rounded medium combatant in the game. He has great power and exceptional defense. Unless the school is fighting all heavies, Valens is always a good choice for battle.
Valens has high defense and hit points, and very few low statistics. His lowest score is usually initiative.
His strong suite of skills includes a unique skill called Wide Swing which targets the three squares facing him in one direction. Some of his skills allow him to become immune to nasty effects and avoid flanking, while others, like the innate Munio's Spirit boost his already impressive defense.
Water Affinity works well for Valens, but there is little difference between all four.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Attack | ||
Stagger Foe | 4/2s/Aim | Reduce opponent movement rate and normal damage. |
Wide Swing | 10/3s/None | Sweeping attack that damages multiple opponents in front of character. |
Bungle Enemy | 18/2s/Aim | Reduce opponent accuracy. |
Shield Hit | 24/1s/Special | Strong attack using shield. |
Smack Back | 30/4s/Aim | Spinning attack that knocks back any unit around Valens. |
Target Head | 34/3s/Aim | Reduce opponent initiative. |
Overhead Cleave | 40/4s/Masher | Heavy overhead attack; may break opponent's helmet. |
Combo | ||
Combo Attack 1 | 6/2s/Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Chain | Five hit attack. Meter: ABABA |
Special | ||
Empower Self | 0/2s/None | A divine gift of increased combat abilities. Boosts defense, accuracy, damage for 3 rounds. Begin with this skill. |
On Guard | 12/0/None | Increase defense next turn. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Munio's Spirit | 0/0/None | Receive large defensive bonus when Hit Points are low. Begin with this skill. |
People's Champion | 0/0/None | Crowd Meter increases faster. Gained at level 6. |
Dodge | 0/0/None | Standard defensive maneuver. Begin with this skill. |
Shield Block | 0/0/None | Standard defensive maneuver with shield. Begin with this skill. |
Evasion | 12/0/None | More efffective defensive maneuver. |
Awareness | 18/0/None | No bonus given to enemies when attacked from behind. |
Indomitable Will | 18/0/None | Immune to root, petrify, blindness and freeze. |
Discipline | 32/0/None | Immune to stun, confusion, charm and fear. |
Off Balance | 38/0/None | Lowers opponent defense if opponent misses attack. |
Wolves are decent light beasts. They are overshadowed later in the game by Plains Cats, but can be useful in the early game to race for highground in king-of-the-hill battles. They have great initiative, and movement, but don't tend to be terribly accurate.
Wolves, like Bandits, work best in pairs, so the Pack Mentality skills are a good choice for them. Also, the two Lupus Call skills allow healing, which is always useful. Pull Down is a great skill when going up against big opponents and allows your allies to beat on the opponent while they're on the ground.
There is no way to recruit Greater Wolves.
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Snap | 0/0/Basic | Standard move to attack. |
Nip | 0/2s/Special | Weak running attack with high accuracy (+25). |
Attack | ||
Target Leg | 10/2s/Aim | Reduce opponent movement rate. |
Bungle Enemy | 24/2s/Aim | Reduce opponent accuracy. |
On Guard | 12/0/None | Increase defense next turn. |
Tear Throat | 18/4s/Special | Tearing attack that causes bleeding damage. |
Pull Down | 34/4s/Special | Prolonged stomping attack. Big damage is possible with this. |
Shred Throat | 40/5s/Special | Tearing attack that causes extreme bleeding damage. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: ABA |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: ABAB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: ABABA |
Special | ||
Lupus Call | 6/3s/Special | Partially recover Hit Points of self. |
Fearful Snarl | 20/2s/Special | Intimidate opponent; moves back one square. |
Lupus Call 2 | 32/5s/Special | Partially recover Hit Points of allies within range. |
Heightened Snarl | 38/3s/Special | Intimidate oppoents within range; causes retreat. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth only. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth only. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth only. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth only. |
Innate | ||
Beast Dodge | 0/0/None | Standard defensive maneuver. |
Pack Courage | 0/0/None | Increase movement and initiative when near other wolves. |
Pack Mentality 1 | 8/0/None | Critical hit gives all wolves a free attack on targeted opponent. |
Riposte | 22/1s/None | Immediate counter strike when an incoming enemy attack misses. |
Evasion | 30/0/None | More effective defensive maneuver. |
Pack Mentality 2 | 36/0/None | Successful hit gives all wolves a free attack on targeted opponent. |
The Yeti is a powerful heavy gladiator that can be picked up in Nordagh. In the Ursula campaign, Iaar the Yeti is invaluable because he's the only heavy gladiator available at that stage in the game. Iaar will appear in the Vargen recruitment pool once the school has proven themselves to the Yeti elders in the Trial of the Elders league. Even if you have Samnites and Centurions, the Yeti is a solid (and unique!) addition to the school. One of the downsides is that Yetis don't wear armour, shields, or helmets so they're light on defense, but can pick up several abilities to compensate.
Statistically, Yetis are all about high power, with hit points above average, and everything else is average. One of their downsides is that they can't wear armour, shields, or helmets so they're light on defense, which makes it important to pick up some defensive skills.
Cry of Anger and Back Off can be combined to outright kill almost any opponent that walks adjacent to the Yeti. Thick Hide and Defend are probably the best of the defensive skills, and should be taken to cover a lack of defense, but the are also good skills available to make the Yeti immune to effects and even regain hit points. Ice Breath and Numbing Blows can also prove useful for immobilizing opponents.
Earth affinity works well for Yetis. There's definitely a lack of Yeti weapons in the game, which is probably reasonable considering there's only one Yeti gladiator. In Imperia the best weapon is the Biathainne, and in the Windward Steppes it's the Skullbasher bought in The Wastes
Skill | Learn/Use/Meter | Description |
---|---|---|
Move | ||
Strike | 0/0/Basic | Standard move to attack. |
Running Attack | 8/2s/Match | Run across battlefield to attack foes who are farther away. |
Fierce Backhand | 34/4s/Special | Open handed attack that causes heavy damage. |
Attack | ||
Heavy Claw | 4/2s/Masher | Heavy damage attack. A -20 to accuracy means that it likely won't hit quick opponents. |
Numbing Blows | 18/5s/Special | Series of hits causing cold damage; reduces movement and initiative. |
Heavy Strike | 40/5s/None | Heavy damage, low accuracy attack. |
Combo | ||
Combo Attack 1 | 6/2s/Slow Chain | Two hit attack. Meter: AB |
Combo Attack 2 | 12/3s/Slow Chain | Three hit attack. Meter: AYX |
Combo Attack 3 | 22/4s/Slow Chain | Four hit attack. Meter: AYXB |
Combo Attack 4 | 34/5s/Slow Chain | Five hit attack. Meter: AYXBA |
Special | ||
Defend | 8/0/None | Give up turn to reduce damage received until next turn. |
Back Off | 20/0/None | Immediately attack the next opponent that walks near. |
Cry of Anger | 12/3s/Aim | Increase attack damage for several turns. |
Fearsome Yell | 22/3s/Special | Adjacent opponents will retreat. |
Ice Breath | 24/3s/Special | Cold breath that can freeze opponents. |
Hibernation | 30/3s/None | Give up turn to regain Hit Points. |
Heightened Defense | 32/2s/None | Give up turn to greatly reduce damage received until next turn. |
Smack Back | 36/3s/None | Heavy attack that can knock an opponent back. |
Affinity | ||
Affinity Attack 1 | 4/2a/None | Attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 2 | 10/3a/None | Mighty attack enhanced by the power of the Affinity Gods. Earth, Air, Fire, Water available. |
Affinity Attack 3 | 20/4a/None | Mightiest attack enhanced by the power of the Affinity Gods; special effect depending on type. Earth, Air, Fire, Water available. |
Affinity Attack 4 | 36/5a/None | Summon a servant of the Affinity Gods to attack all opponents in arena. Earth, Air, Fire, Water available. |
Innate | ||
Parry | 0/0/None | Standard defensive maneuver. |
Deliberate Nature | 6/0/None | Immune to stun. |
Thick Hide | 12/0/None | Reduce damage received. |
Indomitable Will | 19/0/None | Immune to root, petrify, blindness and freeze. |
Here are the cheats and secrets found in the game so far. With a little planning and judicious use of the various gladiators, there's nothing in the game that's truly difficult, so cheats aren't necessary (but they can be fun to play with).