For Swords and Sandals Immortals players, this is an 100% completion guide which covers everything you need to know about the game, let’s check it out.
Notice
Some Achievements are obtainable in Multiplayer, but I recommend you do them in Campaign as you need to do at least 6 Full Playthroughs to get everythingGo to the different Sections and find the missing informations for you to defeat all 66 Champions
1 – 10 Achievements
Win 10 Arena Battles.Obtainable when going for the A Legendary Career achievement.
Half Century
Win 50 Arena Battles.
Obtainable when going for the A Legendary Career achievement.
Centurion
Win 100 Arena Battles.
Obtainable when going for the A Legendary Career achievement.
Into Myth And Legend
Win 250 Arena Battles.
Obtainable when going for the A Legendary Career achievement.
Millionaire Waltz
Have at least 1 million gold in the bank.
The amount of gold gained can be increased by being Evil and / or spending points into the Showman talent.
Galaxy Of Stars
Have at least 1000 stars in the bank.
The amount of star gained can be increased by spending points into the People’s Champion and Stargazer talents. Moreover, extra stars can be gained by defeating Champions and doing Town Adventures.
Archon Of Good
Have a character of Pure Good alignment.
+ 1000 alignment is needed to have a Pure Good alignment; + 3 points is received each time that an opponent is spared, increased to + 23 with the Conviction talent.
Very Old Friends
Meet the Little Fat Kid on your travels.
The Little Fat Kid can be travelled to on the World Map.
Look To The Heavens
Use a Stellar Crystal at every Observatory in the game.
A Stellar Crystal is received each time that a Grand Champion is defeated ( Max 12 ); one can also be bought to the Little Fat Kid for 1 million gold. In order to get the achievement, Stellar Crystals are to be spent fromObservatory I to Observatory V. Visible on the World Map.
Unlock all Dungeons in the game.
A Stellar Crystal is received each time that a Grand Champion is defeated ( Max 12 ); one can also be bought to the Little Fat Kid for 1 million gold. In order to get the achievement, Stellar Crystals are to be spent from Dungeon Level 10 to Dungeon Level 80. Visible on the World Map.
11 – 20 Achievements
Visit every town in the game.Obtainable when going for the A Legendary Career achievement.
You Gotta Start Somewhere
Defeat Bruce the Useless in combat.
Story related, cannot be missed.
Cr1TiKaL Hit
Defeat a Regional Champion.
Story related, cannot be missed.
Here Comes The Champ!
Defeat a Grand Champion.
Story related, cannot be missed.
A Legendary Career
Defeat all Regional Champions.
The Towns where the Regional Champion has not been defeated will appear as Blue; it will turn to Green otherwise.
Born For Greater Things
Defeat all Grand Champions.
Story related, cannot be missed.
Painbringer Would Be Proud
Defeat all Halloween Champions.
Lantern Jack, The Wandering Witch, Knight of the Pale and Xanfar the Haunted will appear on the World Map from Day 150 to Day 250. Owning a proper Horse and using the 4 Levels Limitation Strategy ( See the Cataclysm Avoided achievement ) will make them easy to defeat. Saving between fights by going to a Town is possible.
I Am A Fighting Robot, Astro!
Defeat all Observatory Champions.
Challenging and defeating all 5 Observatory Champions from Observatory I to Observatory V is needed to unlock this achievement.
Cataclysm Avoided
Complete the game in under 300 days.
The game should be played on Unlimited Mode as forcing one to complete a playthrough under 300 days would restrain progression after the defeat of the Starbound Gladiator. 4 Levels Limitation Strategy : Towns can be accessed up to 4 levels above the player, and one will no longer gain EXP from opponents that are 5 levels under. See Towns / Adventures so that Towns that are travelled to are always 4 levels above you. Buy a proper Horse to make travelling consume less time and play on Very Easy if need be.
Celestial Frontiers
Witness the True Ending of the game.
In order to get the True Ending, every Dungeon Champions ( Dungeon Level 10 to Dungeon Level 80 ) need to be defeated so that the player fights alongside Antares against the Starbound Gladiator. Note that this is only possible with an Holy Alignment; it will trigger a different ending otherwise.
21 – 30 Achievements
Experience the Bad Ending of the game.Being defeated by the Starbound Gladiator will trigger the Bad Ending. The fight can be retried by loading the Character back.
Great Warrior
Complete the game as a Warrior.
Defeat the Starbound Gladiator as a Warrior.
Wizard Of War
Complete the game as a Wizard.
Defeat the Starbound Gladiator as a Wizard.
A Bard’s Tale
Complete the game as a Bard.
Defeat the Starbound Gladiator as a Bard.
Rogue’s Gallery
Complete the game as a Rogue.
Defeat the Starbound Gladiator as a Rogue.
Unshakeable Faith
Complete the game as a Priest.
Defeat the Starbound Gladiator as a Priest.
Knight Of Legend
Complete the game as a Knight.
Defeat the Starbound Gladiator as a Knight.
Arch Fiend
Have a character of Pure Evil alignment.
– 1000 alignment is needed to have a Pure Evil alignment; – 3 points is received each time that an opponent is slayed, increased to – 23 with the Conviction talent.
Ultimate Challenge
Complete the game on Hellscape Difficulty for both Regular Gladiators and Arena Champions, with Tough Bosses and Permadeath On.
See Builds for different strategies based on classes. Being spared will not make you have to start over as Permadeath only applies to the player being slayed. Patience is required for one to finish a playthrough with these parameters. Quitting the game before being slayed will stop the character from being lost by Permadeath.
The Highlander
Complete the game without losing a fight.
This is best done on Very Easy, and one can quit the game before being defeated so that it does not count as a loss.
31 – 40 Achievements
Reach level 10 with your gladiator.Obtainable when going for the Through Dungeons Deep achievement.
Level Twenty
Reach level 20 with your gladiator.
Obtainable when going for the Through Dungeons Deep achievement.
Level Thirty
Reach level 30 with your gladiator.
Obtainable when going for the Through Dungeons Deep achievement.
Level Forty
Reach level 40 with your gladiator.
Obtainable when going for the Through Dungeons Deep achievement.
Level Fifty
Reach level 50 with your gladiator.
Obtainable when going for the Through Dungeons Deep achievement.
Level Sixty
Reach level 60 with your gladiator.
Obtainable when going for the Through Dungeons Deep achievement.
Level Seventy
Reach level 70 with your gladiator.
Obtainable when going for the Through Dungeons Deep achievement.
Level Eighty
Reach level 80 with your gladiator.
Obtainable when going for the Through Dungeons Deep achievement.
This Is … Brandor!
Win a battle by pushing your enemy into a Chasm.
This can be done with the Warrior skill This Is Brandor. With default arena rules, Shackleford, Messeth, Khar’Khen, Iceboria Caverns, Handoth Ranges, The Badlands, Warmhaven, and Dankheart has a chasm that can be used to throw gladiators into.
The Pointy End
Win a battle by pushing your enemy onto Spikes.
This can be done with the Warrior skill This Is Brandor. With default arena rules, Eddengarth, Taj Brandhir and Braxis has spikes that cause damage when stood upon.
41 – 53 Achievements
Do at least 100 points of damage in a single hit.See Builds for different strategies based on classes.
Bringing The Pain
Do at least 500 points of damage in a single hit.
See Builds for different strategies based on classes.
Wreaking Havoc
Do at least 1000 points of damage in a single hit.
See Builds for different strategies based on classes.
Shattering Bones
Do at least 2500 points of damage in a single hit.
See Builds for different strategies based on classes.
Potion Break
Damage your enemy by throwing a potion at them.
Potions are sold by Per’Senet of Eldor Hath, the Enchantress. They are thrown to the ground / enemy based on distance; being close enough will do the trick.
Natural Twenty
Roll a 20 on the Battle Dice.
The Battle Dice is rolled at the start of every fights ( except against the Starbound Gladiator ); keep fighting until rolling a 20.
Furious Anger
Hit your enemy 5 times in a row without a miss.
This is best done against Bruce the Useless as attacks are always 100% accurate. Make a weak character and do 5 Quick Attacks.
Impenetrable Fortress
Defend 5 straight hits from your enemy in a single fight.
This is best done against Bruce the Useless as his attacks always miss. Make a new character and move to him until he misses 5 times,
Cheating Death
Win a fight while your health is at less than 10%.
This is best done against the lowest level enemies as they do not have a lot of skills. Make a new character, invest some Vitality and defeat the opponent when at less than 10% health.
Tough Opponent
Defeat an enemy at least 5 levels higher than you.
A Town that is 4 levels above the player will always have a Regional Champion that is at least 5 levels higher. Alternatively, fight Grand Champions until one is at least 5 levels higher.
I’m Going On An Adventure!
Do at least 25 overworld mini-adventures in a game.
Buy a Horse as soon as possible and travel around the World Map to do overworld mini-adventures. This need to be done quick as they no longer appear at Day 300 +.
Emperor’s Reign
Fight alongside Antares in the final battle.
Fight the Starbound Gladiator after completing every Dungeons ( Dungeon Level 1 to Dungeon Level 80 ).
To Hell And Back
Complete the game with Hellscape Difficulty for regular gladiators and arena champions.
See Builds for different strategies based on classes. Patience is required for one to finish a playthrough with these parameters.
Character Creation – Species
This information can be seen in the game’s Character Creation.
+2 bonus stamina
Streetwise : Bonus 5% to hit chance when fighting in urban areas.
Hill Dweller : Bonus 10% to hit chance when fighting in the hills.
Claustrophobia : 10% penalty to hit chance while fighting underground.
The Human Spirit : Increase your spirit by 50% and cleanse all negative status effects. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +2% Parry, -2% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus attack
Born To The Cold : Freezing weather conditions do not affect you at all.
Mountaineer : Bonus 10% to hit chance when fighting in the mountains.
Xerophobia : 5% penalty to hit chance while fighting in deserts.
Ancestral Warcry : Sonic attack that takes 20% of your enemy’s health and Demoralizes them for 4 turns. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +2% Parry, -2% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus intellect
Desert Nomad : Bonus 10% to hit chance when fighting in deserts.
Born To The Heat : Extreme heatwave conditions do not affect you at all.
Cryophobia : Essence regeneration is cut in half when fighting in freezing weather.
Occult Aura : Necrotic attack that takes 20% of your enemy’s health and Anguishes them for 4 turns. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +3% Parry, -3% Dodge ( Male ) -3% Parry, +3% Dodge / +2% Parry, -2% Dodge ( Female )
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus strength
Beachcomber : Bonus 10% to hit chance when fighting on beaches.
Creature Of The Night : Your damage is increased by 30% when fighting at night.
Xerophobia : 5% penalty to hit chance while fighting in deserts.
Call Of The Sea : Harness the tides to drag your enemy towards you and stun them for 2 turns. ( Once Per Battle )
Height : -2% Parry, +2% Dodge / +3% Parry, -3% Dodge ( Male ) -3% Parry, +3% Dodge / +3% Parry, -3% Dodge ( Female )
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus charisma
Cavern Dweller : Bonus 10% to hit chance when fighting underground.
Lightning Resistant : Natural 75% damage reduction and resistance vs lightning attacks.
Acrophobia : 10% penalty to hit chance while fighting in the mountains.
Elemental Fusing : Increases all elemental spell damage by 33% for the next 5 turns. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +3% Parry, -3% Dodge ( Male ) -3% Parry, +3% Dodge / +2% Parry, -2% Dodge ( Female )
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus vitality
Mountaineer : Bonus 10% to hit chance when fighting in the mountains.
Born To The Cold : Freezing weather conditions do not affect you at all.
Lightning Vulnerable : You take an extra 10% damage from lightning attacks.
Mountain Air : Boosts your spirit by 30%, clears negative status effects and knocks your enemy back ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +3% Parry, -3% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus attack
Mountaineer : Bonus 10% to hit chance when fighting in the mountains.
Swamp Creature : Bonus 10% to hit chance when fighting in swamps.
Fire Vulnerable : You take an extra 10% damage from fire attacks.
Hog Hack : Shamanistic melee attack that transfers 25% of your enemy’s health to you ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +3% Parry, -3% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus agility
Forester : +10% to hit chance when fighting in forests.
Hill Dweller : Bonus 10% to hit chance when fighting in the hills.
Agoraphobia : 5% penalty to hit chance when fighting in urban areas.
Fleet Foot : Leap away from your enemy and add 10 to your Agility for 5 turns. ( Once Per Battle )
Height : -2% Parry, +2% Dodge / +3% Parry, -3% Dodge ( Male ) -3% Parry, +3% Dodge / +3% Parry, -3% Dodge ( Female )
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus strength
Massive : Your massive size grants you an extra 30% total health.
Child of Sunlight : Your damage is increased by 5% when fighting during the day.
Sonic Vulnerable : You take an extra 10% damage from sonic attacks.
Wrath Of Elitia : Pick up and throw your enemy, instantly destroying up to three pieces of their armour. ( Once Per Battle )
Height : -2% Parry, +2% Dodge / +3% Parry, -3% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus defence
Poison Resistant : Natural 75% damage reduction and resistance vs poison attacks
Brittle : You are brittle and take 10% extra damage from clubs.
Creature Of The Night : Your damage is increased by 30% when fighting at night.
Grave Pact : Regain 90% of your total health and all your essence at the cost of your spirit being broken. Clears all status effects when used. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +2% Parry, -2% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus strength
Massive : Your massive size grants you an extra 30% total health.
Born To The Cold : Freezing weather conditions do not affect you at all.
Big Head : Your head is too big to wear a helmet.
Limb From Limb : Violent melee attack with a chance to rip off random limbs from your enemy’s body. ( Once Per Battle )
Height : -2% Parry, +2% Dodge / +2% Parry, -2% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus defence
Necrotic Resistant : Natural 75% damage reduction and resistance vs necrotic attacks.
Cavern Dweller : Bonus 10% to hit chance when fighting underground.
Lightning Vulnerable : You take an extra 10% damage from lightning attacks.
Rock Of Ages : Morph into an unbreakable boulder for 4 turns, taking no damage and healing while you rest. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +3% Parry, -3% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus vitality
Massive : Your massive size grants you an extra 30% total health.
Wooden : You are made of wood and take 10% extra damage from axes.
Forester : Bonus 10% to hit chance when fighting in forests.
Photosynthesis : Cleanse a random negative status effect and regain 80% of your health over 4 turns. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +2% Parry, -2% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus charisma
Fire Resistant : Natural 75% damage reduction and resistance vs fire attacks.
Squishy : You are squishy and take 10% extra damage from swords.
Thermophobia : Essence regeneration is cut in half when fighting in extreme heat.
Bubble Up : Regain all missing limbs if any are lost, in addition regenerate 70% of your health over 6 turns. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +3% Parry, -3% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
+2 bonus agility
Sonic Resistant : Natural 75% damage reduction and resistance vs sonic attacks.
Brittle : You are brittle and take 10% extra damage from clubs.
Big head : Your head is too big to wear a helmet.
Parasitic Bite : A poisonous bite that also transfers any of your negative status effects to them. ( Once Per Battle )
Height : -3% Parry, +3% Dodge / +3% Parry, -3% Dodge
Weight : -10% Health, +25% Movement Per Turn / +10% Health, -25% Movement Per Turn
Character Creation – Classes
This information can be seen in the game’s Character Creation.
+2 bonus strength, +2 bonus attack.
Strength Of Will : All bonuses from strength are increased by 20%.
Battle Forged : Maximum total health increased by 10%.
Warrior Strike : Powerful hit that does melee damage and breaks a piece of armour.
This Is Brandor : A powerful kick that knocks your enemy back and stuns them for a turn.
Fighter – Combatant : You gain a 25% bonus to damage with all non-sonic weapons.
Barbarian – Primal Rage : Your melee attacks can cause limb loss on Critical Hits, not just Grievous Hits.
Man At Arms – Armour Expert : You start with a 40% physical damage resistance.
Pit Brawler – Cornered Animal : The lower your health percentage, the more damage you do with all skills.
+2 bonus attack, +2 bonus intellect.
Master Mind : All bonuses from intellect are increased by 20%.
Master Of Elements : All of your elemental spells do 20% extra damage.
Arcane Blast : Sorcerous energy bolts that do ranged damage.
Arcane Grasp : Pummel your enemy with fists of arcane might for damage.
Mage – Order Of The Magi : There is a 30% chance any skill you use will have no essence cost upon use.
Sorcerer – Vortex : There is a 30% chance your elemental spells will do double damage.
Conjurer – Altered Reality : There is a 30% chance any elemental skill you use will have no cooldown on it.
Spellblade – Arcane Fury : If your Essence Bar is 75% full, all physical attacks do double damage.
+2 bonus charisma, +2 bonus agility.
Alluring : All bonuses from charisma are increased by 1 per point.
Balladeer : All spirit bonuses are increased by an extra 30%.
Aria Of Respite : Sing an inspirational song and regain half of your essence.
Taunt : A tremendous shout that does sonic damage and stuns your enemy.
Troubadour – Maestro : You do an extra 25% damage to all sonic skills while using guitars.
Jester – Trickster : There is a 33% chance your taunts will do double damage.
Battle Poet – Joy In Sorrow : Spirit bonuses are doubled and you have a 50% chance to gain a positive spirit effect when your spirit is broken in battle.
Fool – Blissful Ignorance : You may never learn new talents but gain double the normal stat points per level.
+2 bonus defence, +2 bonus vitality.
Hardy : You regain an extra 60% health and essence when resting.
Heart Of Valour : All hits are critical when your health is less than 35%.
Knightly Resolve : Instantly return your spirit to the Calm level and boost Defence by 10 for 4 turns.
Salute of Honour : Strike down your enemy for melee damage. Bypasses armour.
Cavalier – Two Handed Expert : You do an extra 25% damage while using two handed weapons.
Paladin – Fighter Of Faith : All physical damage is increased the holier you are ( good alignment only ), double VS evil.
Templar – Sword And Shield : You do an extra 25% melee damage while using a sword and shield.
Dark Paladin – Dark Purpose : All physical damage is increased the unholier you are ( evil alignment only ), double VS good.
+2 bonus agility, +2 bonus attack.
Athletic : All bonuses from agility are increased by 20%.
Catlike Reflexes : Gain a +5 advantage when rolling the starting Battle Dice.
Shadows and Dust : Attack your enemy for damage, then leap back.
Blood Pact : A secret rogue technique where you lose 10% of your health but regain 50% of your essence.
Ronin – Know Thy Sword : You gain a 33% damage bonus while wielding swords.
Ninja – Deadly Assassin : Your critical hit chance is increased by 25%.
Archer – Sniper : You do an extra 30% ranged damage while using ranged weapons.
Thug – Cheap Shot : You start with an extra 20% critical hit chance and physical resist.
+2 bonus stamina, +2 bonus intellect.
Unshakeable Faith : Your spirit meter will never go below the Calm level.
Bane of the Undead : You do 50% more damage against undead enemies.
Cure Wounds : Call upon divine powers to regain half of your health.
Spiritual Hammer : Conjure a powerful spiritual hammer that does ranged damage.
Cleric – Great Healer : All healing effects you use are doubled in their effectiveness.
Chaplain – Higher Power : You do an extra 25% melee damage while using clubs.
Inquisitor – Divine Connection : Your Holy Heal and Holy Smite powers are doubly effective.
Zen Monk – Chi Energy : All attacks do an extra 150% damage while wearing no armour.
Character Creation – Primary Stats
This information can be seen in the game’s Character Creation.
+ Melee Damage
+ Push Distance
+ Hit Chance Melee
+ Defence vs Melee
+ Total Health
+ Health Regeneration
+ Critical Hit Resist
+ + Hit Chance Melee
+ + Hit Chance Ranged
+ + Hit Chance Magic
+ + Hit Chance Sonic
+ Essence Regeneration
+ + Total Essence
+ Reduce Cliff Fall Chance
+ Ranged Damage
+ Move Speed & Jump Power
+ Hit Chance Ranged
+ Defence V Ranged Weapons
+ Hit Chance Magic
+ Magic Damage
+ Defence V Magic Attacks
+ Total Essence
+ Defence vs Melee and Ranged
+ Defence vs Magic and Sonic
+ Lowers Knockback Dist
+ Hit Chance Sonic
+ Defence vs Sonic
+ Sonic Damage
+ Shop Discounts
Skills – Warfare / Arcane
In the skills’ description below, ( 0% – 100% ) is the base accuracy of the skill, not the current / maximum hit chance with it.
Attack Head : Targeted attack that does damage to your enemy’s head. *Chance Of Critical* ( 60% ) ( Cooldown : 7 turns ) ( Level 3 )
Attack Torso : Targeted attack that does damage to your enemy’s torso. *Chance Of Critical* ( 60% ) ( Cooldown : 7 turns ) ( Level 3 )
Attack Arms : Targeted attack that does damage to your enemy’s arms. *Chance Of Critical* ( 60% ) ( Cooldown : 7 turns ) ( Level 3 )
Attack Legs : Targeted attack that does damage to your enemy’s legs. *Chance Of Critical* ( 60% ) ( Cooldown : 7 turns ) ( Level 3 )
Barbarian Storm : Drive your foe back with a flurry of strikes for damage. *Chance Of Critical* *Knockback* ( 50% ) ( Cooldown : 5 turns ) ( Level 3 )
Switch Weapon : Switch between your melee and ranged weapons. ( Cooldown : 6 Turns ) ( Level 6 )
Leap Of Lions : Jump ferociously at your enemy and do damage. *Chance Of Critical* ( 50% ) ( Cooldown : 5 turns ) ( Level 6 )
Hamstring : Shoot your enemy for damage, knock back and slow them down. ( requires bow ) *Chance Of Critical* *Knockback* ( 60% ) ( Cooldown : 4 turns ) ( Level 6 )
True Shot : High accuracy shot that does damage to your enemy and reduces their attack. ( requires bow ) *Chance Of Critical* ( 80% ) ( Cooldown : 5 turns ) ( Level 12 )
Throw Weapon : Throw your weapon for damage. *Chance Of Critical* ( 75% ) ( Cooldown : 6 turns ) ( Level 12 )
Mighty Smash : A bone jarring melee attack that does damage and stuns your enemy. *Chance Of Critical* *Knockback* ( 60% ) ( Cooldown : 5 turns ) ( Level 18 )
Phalanx : A military stance that increases your defence by 8 for 5 turns. ( Cooldown : 6 turns ) ( Level 18 )
Suppressive Fire : A defensive arrow shot that does damage and decreases enemy defence. ( requires bow ) *Chance Of Critical* ( 60% ) ( Cooldown : 6 turns ) ( Level 18 )
Whirlwind : Very formidable attack that does damage. *Chance Of Critical* *Knockback* ( 60% ) ( No Cooldown ) ( Level 24 )
Dazing Shot : Forceful shot that damages your enemy for damage and leaves them stunned. ( requires bow ) *Chance Of Critical* ( 50% ) ( Cooldown : 6 turns ) ( Level 24 )
Eagle Talon : Powerful ranged attack that will destroy up to two pieces of your enemy’s armour. ( requires bow ) ( 50% ) ( Cooldown : 8 turns ) ( Level 36 )
Sunder Armour : Heavy melee attack that will destroy at least one piece of your enemy’s armour. ( 75% ) ( Cooldown : 6 turns ) ( Level 42 )
Heart Of Fear : Devastating ranged attack that bypasses armour for damage and causes instant fear. ( requires bow ) *Chance Of Critical* ( 40% ) ( Cooldown : 6 Turns ) ( Level 48 )
Ultra Smash : Massively powerful melee attack that does damage and stuns your enemy. *Chance Of Critical* *Knockback* ( 80% ) ( Cooldown : 9 turns ) ( Level 54 )
Colossus : Grow to a great size and increase your strength, attack and stamina by 25 for 6 turns. ( Cooldown : 9 turns ) ( Level 54 )
Hollows Special Skill – Reaper’s Bargain : Fully heal, restore spirit and removes all status effects and gain a defensive buff but in exchange forfeit any XP won for the fight.
Chillbolt : Bolts of ice that cause damage and freeze your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 3 )
Fire Bolt : Orbs of fire that cause damage and immolate your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 3 )
Zap : Bolts of lightning that cause damage and electrify your enemy. ( 25% ) ( Cooldown : 7 turns ) ( Level 6 )
Acid Arrow : Noxious gasses that cause damage and poison your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 6 )
Forlorn Touch : Evil energies that damage your enemy for damage. ( 45% ) ( Cooldown : 7 turns ) ( Level 6 )
Frostbite : Bolts of ice that cause damage and freeze your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 12 )
Fireball : Orbs of fire that cause damage and immolate your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 12 )
Shocking Touch : Bolts of lightning that cause damage and electrify your enemy. ( 25% ) ( Cooldown : 7 turns ) ( Level 18 )
Stenchly Cloud : Noxious gasses that cause damage and poison your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 18 )
Dark Pact : Evil energies that damage your enemy for damage. ( 45% ) ( Cooldown : 7 turns ) ( Level 18 )
Ice Shards : Bolts of ice that cause damage and freeze your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 24 )
Dire Fireball : Orbs of fire that cause damage and immolate your enemy ( 45% ) ( Cooldown : 7 turns ) ( Level 24 )
Shard of Sorrow : Evil energies that damage your enemy for damage. ( 45% ) ( Cooldown : 7 turns ) ( Level 30 )
Poison Cloud : Noxious gasses that cause damage and poison your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 30 )
Electric Blast : Bolts of lightning that cause damage and electrify your enemy. ( 25% ) ( Cooldown : 7 turns ) ( Level 30 )
Little Fat Kid : Shrink and dramatically reduce your enemy’s strength and defence by 25 for 4 turns. ( 25% ) ( Cooldown : 8 ) ( Level 30 )
Ice Storm : Bolts of ice that cause damage and freeze your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 36 )
Incinerate : Orbs of fire that cause damage and immolate your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 36 )
Lightning Bolt : Bolts of lightning that cause damage and electrify your enemy. ( 25% ) ( Cooldown : 7 turns ) ( Level 42 )
Toxic Miasma : Noxious gasses that cause damage and poison your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 42 )
Spectre of Death : Evil energies that damage your enemy for damage. ( 45% ) ( Cooldown : 7 turns ) ( Level 42 )
Winter’s Core : Bolts of ice that cause damage and freeze your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 48 )
Inferno : Orbs of fire that cause damage and immolate your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 48 )
Electrical Storm : Bolts of lightning that cause damage and electrify your enemy. ( 25% ) ( Cooldown : 7 turns ) ( Level 48 )
Thousand Cobras : Noxious gasses that cause damage and poison your enemy. ( 45% ) ( Cooldown : 7 turns ) ( Level 48 )
Eternal Damnation : Evil energies that damage your enemy for damage. ( 45% ) ( Cooldown : 7 turns ) ( Level 48 )
Molten Death : Rain death from above for fire damage to your enemy. ( 60% ) ( Cooldown : 9 turns ) ( Level 54 )
Skills – Survival / Theatrics
In the skills’ description below, ( 0% – 100% ) is the base accuracy of the skill, not the current / maximum hit chance with it.
Command : Command your opponent move towards you and meet you in melee combat. ( 60% ) ( Cooldown : 3 ) ( Level 3 )
Shove : Give your enemy a powerful shove and send them flying backwards. ( 70% ) ( Cooldown : 2 ) ( Level 3 )
Grapple : Wrestle with your opponent and flip your standing positions. ( 70% ) ( Cooldown : 3 ) ( Level 3 )
Gale : A magical blast of wind that sends your enemy flying backwards. ( 60% ) ( Cooldown : 8 ) ( Level 6 )
Shield Block : All damage taken is absorbed by your shield for 5 turns. ( Cooldown : 6 ) ( Level 6 )
Sluggish : Magically sap your enemy’s stamina and halve their movement speed for 5 turns. ( 70% ) ( Cooldown : 6 ) ( Level 6 )
Nullify : Instantly remove one positive status effect from your enemy. ( 50% ) ( Cooldown : 6 ) ( Level 18 )
Lethargy : Reduce your enemy’s stamina by 10 for 5 turns. ( 60% ) ( Cooldown : 6 ) ( Level 18 )
Stupify : Reduce your enemy’s intellect by 20 for 6 turns. ( 50% ) ( Cooldown : 6 ) ( Level 24 )
Repugnus : Reduce your enemy’s charisma by 20 for 6 turns. ( 50% ) ( Cooldown : 6 ) ( Level 24 )
Teleport : Teleport far from your enemy or close to them, depending on your location. ( Cooldown : 8 ) ( Level 30 )
Essence Shield : A magical field that absorbs essence instead of health when you get hit. ( Cooldown : 9 ) ( Level 30 )
Hex : Sap your enemy’s will to fight, reducing their attack and defence by 14. ( 45% ) ( Cooldown : 6 ) ( Level 30 )
Boundless Energy : Actions do not cost any essence for 10 turns. ( Cooldown : 9 ) ( Level 42 )
Supragenius : Boost your intellect by 20 for 6 turns. ( Cooldown : 9 ) ( Level 42 )
Gaseous Wind : Pass deadly gas in the direction of your enemy for damage. *Chance Of Critical* ( 50% ) ( Cooldown : 6 ) ( Level 3 )
Meaty Burp : A taste of your last meal that does damage and stuns your enemy. *Chance Of Critical* ( 40% ) ( Cooldown : 6 ) ( Level 3 )
Boast : An outrageous brag that has a chance of enraging your enemy for 3 turns. ( 60% ) ( Cooldown : 4 ) ( Level 6 )
Power Chord : ( Requires Guitar ) : A barrage of sound that damages your enemy’s ears for damage. *Chance Of Critical* ( 60% ) ( Cooldown : 2 ) ( Level 6 )
Swift Sandals : Double your movement speed for 5 turns. ( Cooldown : 6 ) ( Level 12 )
Solo : ( Requires Guitar ) : An inspiring melody that boosts your spirits by 25. ( Cooldown : 2 ) ( Level 12 )
Provoke : Say cruel and hurtful words with a chance to confuse your enemy for 1 turns. ( 40% ) ( Cooldown : 6 ) ( Level 18 )
Intimidate : A powerful pose that has a chance to scare your enemy for 3 turns. ( 60% ) ( Cooldown : 4 ) ( Level 18 )
Wail : ( Requires Guitar ) : A searing noise that transfers your enemy’s essence points to you. ( 60% ) ( Cooldown : 3 ) ( Level 18 )
I Am Fartacus : Terrible fart that does damage and forces your enemy back. *Chance Of Critical* *Knockback* ( 40% ) ( Cooldown : 5 ) ( Level 30 )
Shred : ( Requires Guitar ) : A terrifying dirge that decreases your enemy’s spirits by 25. ( 60% ) ( Cooldown : 2 ) ( Level 30 )
Ghost Strike : Teleport to your opponent, strike for damage then teleport back. *Chance Of Critical* ( 60% ) ( Cooldown : 4 ) ( Level 36 )
Great Aura : Boost your charisma by 20 for 6 turns. ( Cooldown : 9 ) ( Level 42 )
Storm Requiem : ( Requires Guitar ) : A dark hymn that electrifies and damages your foe for damage. *Chance Of Critical* *Knockback* ( 70% ) ( Cooldown : 9 ) ( Level 54 )
Talents – Arcane / Warfare / Theatrics
Talents for offense. Allows you to finish fights faster.
Tier 1
Sorcerous Blood : Increase your essence regeneration by 6% / 30%. ( Maxed with 5 Points )
Cryomancer : The damage done by your frost attacks is increased by 10% / 50%. ( Maxed with 5 Points )
Innate Sorcery : Increase your maximum essence by 7% / 35%. ( Maxed with 5 Points )
Pyromancer : The damage done by your fire attacks is increased by 10% / 50%. ( Maxed with 5 Points )
Electromancer : The damage done by your lightning attacks is increased by 10% / 50%. ( Maxed with 5 Points )
Tier 2
Venomancer : The damage done by your poison attacks is increased by 10% / 50%. ( Maxed with 5 Points )
Necromancer : The damage done by your necromancy attacks is increased by 10% / 50%. ( Maxed with 5 Points )
Wild Magic : Adds a 3% / 15% chance of your magical attacks doing an extra 50% damage. ( Maxed with 5 Points )
Overload : Your spells will do 8% / 40% more damage if they are the same element as the spell you last cast. ( Maxed with 5 Points )
Tier 3
Arcane Tendrils : Increase your hit chance when using magic by 4% / 20%. ( Maxed with 5 Points )
Fear Of Wizards : Increase your chance to resist magic by 3% / 15%. ( Maxed with 5 Points )
Wise Magi : The essence cost of all arcane spells is reduced by 5% / 25%. ( Maxed with 5 Points )
Tier 4
Atomic Essence : Reduce the cooldown on all magical abilities by 1 / 3 turns. ( Maxed with 3 Points )
Secrets Of The Magi : Every time you are hit in battle 6% / 30% of the damage taken will be converted to essence. ( Maxed with 5 Points )
Intensify : Increases the damage done by all elemental spells by 8% / 40%. ( Maxed with 5 Points )
Tier 5
Bhaargles Apprentice : Reduces damage taken from elemental attacks by 5% / 25%. ( Maxed with 5 Points )
Blood Magic : Returns 2% of elemental spell damage dealt to you as health. ( Maxed with 1 Point )
Tier 1
Sword Mastery : Increases the damage done and hit chance with swords by 3% / 30%. ( Maxed with 10 Points )
Axe Mastery : Increases the damage done and hit chance with axes by 3% / 30%. ( Maxed with 10 Points )
Club Mastery : Increases the damage done and hit chance with clubs by 3% / 30%. ( Maxed with 10 Points )
Bow Mastery : Increases the damage done and hit chance with bows by 3% / 30%. ( Maxed with 10 Points )
Polearm Mastery : Increases the damage done and hit chance with polearms by 3% / 30%. ( Maxed with 10 Points )
Tier 2
Dual Wielding : Wield a melee weapon in each hand ( half damage for alt hand ). Reduces hit chance penalty by 2% / 10%. ( Maxed with 5 Points )
Critical Mastery : Increases the chance of critical hits with melee and ranged weapons by 2% / 10%. ( Maxed with 5 Points )
Two Handed Weapon Mastery : Reduces the hit chance penalty with two handed weapons by 2% / 10%. ( Maxed with 5 Points )
Combat Ready : Reduces the initiave roll needed at the start of the fight by 1 / 5. ( Maxed with 5 Points )
Tier 3
Falcon Eyes : Further increases the chance of critical hits with ranged weapons by 2% / 10%. ( Maxed with 5 Points )
Second Wind : Gain a 2% / 10% chance of getting back up when you are defeated in battle. ( Maxed with 5 Points )
Concussive Blows : Successful melee attacks gain a 2% / 10% chance to stun your enemy. ( Maxed with 5 Points )
Tier 4
Dual Mastery : Increase the damage done when dual wielding by 3% / 15%. ( Maxed with 5 Points )
Rage Of Ages : Each hit you take increases your spirit by 10 / 50. ( Maxed with 5 Points )
Weapons Master : Increases the damage done with all melee and ranged weapons by 6% / 30%. ( Maxed with 5 Points )
Tier 5
Ultimate Warrior : Each consecutive hit ( using physical attacks ) after your first increases damage by 10%. ( Maxed with 1 Point )
Final Judgement : Critical hit chance increased by 6% / 30% when your enemy’s health is less than 25%. ( Maxed with 5 Points )
Tier 1
Forked Tongue : Increase the damage done with sonic attacks by 8% / 40%. ( Maxed with 5 Points )
Sonic Mastery : Increase your hit chance with sonic attacks by 5% / 25%. ( Maxed with 5 Points )
Taunt Mastery : Increase the damage done by taunts by 8% / 40%. ( Maxed with 5 Points )
Acrobatics : Increase your jump power and movement by 15% / 75%. ( Maxed with 5 Points )
Showman : Earn an extra 8% / 40% gold from each victory in battle. ( Maxed with 5 Points )
Tier 2
Calm Presence : Reduce the negative stress you take in battle by 8 / 40. ( Maxed with 5 Points )
Amplify : Increases the chance of critical hits with sonic weapons by 3% / 15%. ( Maxed with 5 Points )
Serenity : Increase your chance to ignore sonic attacks by 4% / 20%. ( Maxed with 5 Points )
Are You Not Entertained : Reduce the cooldown on your Throw Weapon skill by 1 / 4 turns. ( Maxed with 4 Points )
Tier 3
Wake The Dead : Your sonic attacks do an extra 10% / 50% damage to undead enemies. ( Maxed with 5 Points )
Robotic Harmonies : Increase the damage done with sonic attacks against Automaton enemies by 15% / 75%. ( Maxed with 5 Points )
Smash Hit : Increase melee damage with guitars by 6% / 30%. ( Maxed with 5 Points )
Tier 4
Guitar God : Every successful sonic attack has a 2% / 10% chance to stun your enemies. ( Maxed with 5 Points )
People’s Champion : You earn an extra 1 stars from each victory in battle. ( Maxed with 1 Point )
Captivation : Successful sonic damage attacks also reduce your enemy’s essence by 2% / 10%. ( Maxed with 5 Points )
Tier 5
Virtuoso : There is a 1% / 3% chance your sonic attacks will kill your enemy instantly ( Reduced effect on Champions ! ). ( Maxed with 3 Points )
Encore : When you reach max spirit in battle, you gain a + 4 / + 20 Charisma status effect for a while. ( Maxed with 5 Points )
Talents – Survival / Adventure
Skills for defense. Allows you to play it safe while exploiting enemy weaknesses.
Tier 1
Defensive Techniques : Increase your chance to defend against melee weapons by 2% / 10%. ( Maxed with 5 Points )
Frost Protection : Give 12% / 60% damage reduction vs frost attacks. ( Maxed with 5 Points )
Fire Protection : Give 12% / 60% damage reduction vs fire attacks. ( Maxed with 5 Points )
Lightning Protection : Give 12% / 60% damage reduction vs lightning attacks. ( Maxed with 5 Points )
Poison Protection : Give 12% / 60% damage reduction vs poison attacks. ( Maxed with 5 Points )
Tier 2
Necromancy Protection : Give 12% / 60% damage reduction vs necromancy attacks. ( Maxed with 5 Points )
Conviction : Increase the alignment points you gain from sparing or slaying enemies by 4 / 20 per fight. ( Maxed with 5 Points )
Shield Mastery : Increase your chance to block attacks with a shield by 2% / 10%. ( Maxed with 5 Points )
Sonic Protection : Give 12% / 60% damage reduction vs sonic attacks. ( Maxed with 5 Points )
Tier 3
Weather Expert : Suffer no penalties and increase your hit chance by 7% / 35% when fighting in extreme weather. ( Maxed with 5 Points )
Robust Constitution : Increase your health regeneration by 25% / 125%. ( Maxed with 5 Points )
Arrow Catcher : Increases your chance of dodging projectiles by 8% / 40%. ( Maxed with 5 Points )
Tier 4
Beast Of Burden : Increases your maximum health by 5% / 25%. ( Maxed with 5 Points )
Iron Will : Gives 8% / 40% damage reduction vs physical attacks. ( Maxed with 5 Points )
Weather The Storm : Reduce damage from elemental attacks by 5% / 25%. ( Maxed with 5 Points )
Tier 5
Juggernaut : Increase both your physical size and maximum health by 10% / 50%. ( Maxed with 5 Points )
Excelsior : Critical hits against you restore 2% / 10% of your total health. ( Maxed with 5 Points )
Tier 1
Mercantile : Gain a 4% / 12% discount on all items you buy in shops. ( Maxed with 3 Points )
Stargazer : Gain an extra 2 stars at the end of each day. ( Maxed with 1 Point )
Luck Of The Gods : Increase your success chance on all adventures by 10% / 30%. ( Maxed with 3 Points )
Dungeoneer : Increase your success chance on all dungeon interactions by 10% / 30%. ( Maxed with 3 Points )
Chameleon : Reduce the cost of respeccing your talents by 15% / 45%. ( Maxed with 3 Points )
Tier 2
Craftsman : Reduce the cost of enchanting and forging by 25% / 75%. ( Maxed with 3 Points )
Games Master : Increase allowed mini-game attempts at Observatories by 2 / 6. ( Maxed with 3 Points )
Prophet : Increase the Starbound Gladiator’s delay time at Observatories by 5 / 15 days. ( Maxed with 3 Points )
Celebrity : Reduce the cost of entering the Doomtrek Portal by 25% / 75%. ( Maxed with 3 Points )
Tier 3
Beast Rider : Increase overland movement speed by 5% / 15%. ( Maxed with 3 Points )
Astronomer : Reduce the cost of teleporting via the Little Fat Kid by 25% / 75%. ( Maxed with 3 Points )
Industrialist : Reduce the cost of trinkets bought from the Little Fat Kid by 25% / 75%. ( Maxed with 3 Points )
Towns / Adventures – Level 1 to 24
The highest number of stat points earned with Town Adventures starts at level 41, gaining +2 instead of +1 per stat. Reaching level 41 before doing them is worth it.
The tale of ( Player Name ) begins.
= I seek glory and power beyond my wildest dreams.
Start with Unholy alignment
+ 11 stars, + 938 Gold or + 5 Small Healing Thimble ( Restores 100 health. )
= I wish to save our world from unimaginable evil, not for myself but for others.
Start with holy alignment
+ 11 stars, + 938 Gold or + 5 Small Healing Thimble ( Restores 100 health )
Level : 1
Arena Special Rules – Standard : This arena has no special rules. Defeat your enemy to win and advance !
Terrain : Hills
Regional Champion : Huge Charles
Adventure : Generational advice
= Agree to spend a few hours with the fisherman’s son and offer advice.
+ 2 Random Potions
= Decline the offer … you are a gladiator, not some philosophizing life coach !
+ Gold
Level : 5
Arena Special Rules – Chasm : This arena has a chasm that can be used to throw gladiators into.
Terrain : Forest
Regional Champion : Sir Atlas Fox
Adventure : Tales From The Whiskeybarrel
= Head into the burning distillery and retrieve the barrel of whiskey.
+ 7 Stars
= Refuse the woman’s request … no barrel is worth risking your life over.
+ Intellect
Level : 10
Arena Special Rules – No Special Skills : Gladiators may not use any special skills in battle. No Swords : Gladiators may not wield swords in this arena.
Terrain : Urban
Regional Champion : Joannie the Hammer
Adventure : The Path To Enlightenment
= Go along with the charade and see what eventuates.
– Vitality, + Intellect
= Explain adamantly that you are not interested in membership.
+ Gold
Level : 12
Arena Special Rules – No Frost Magic : Gladiators may not use frost magic in this arena. No Axes : Gladiators may not wield axes in this arena.
Terrain : Underground
Regional Champion : Great Chef McŁowicz
Adventure : Deep Diving
= Take the left route.
+ 7 Stars
= Take the right route.
+ 13 Stars
Level : 12
Arena Special Rules – Tag Teams : Gladiators will be sorted into teams of two and must fight other gladiators in tag teams. No Clubs : Gladiators may not wield clubs in this arena.
Terrain : Urban
Regional Champion : Lord Bryan A’Damned
Adventure : Lions of Paperwork
= Manipulation
+ 13 Stars, + Intellect
= Intimidation
+ 7 Stars, – Charisma
Level : 16
Arena Special Rules – Time Limit : Gladiators must defeat their enemies in less than 20 turns. Chasm : This arena has a chasm that can be used to throw gladiators into.
Terrain : Underground
Regional Champion : Relic Hunter Stejskal
Adventure : A Hungry Passenger
= The knife.
+ XP
= The red hot poker.
– Attack, – Vitality
Level : 18
Arena Special Rules – No Fire Magic : Gladiators may not use fire magic in this arena. No Ranged Weapons : Gladiators may not wield ranged weapons in this arena.
Terrain : Tundra
Regional Champion : Mehmet III
Adventure : The Mimic
= Ignore it. It’s probably just a loose coin or a piece of junk.
+ Intellect
= Investigate. It’s not like you have much else to do right now.
+ XP
Level : 20
Arena Special Rules – Spikes : This arena has spikes that cause damage when stood upon. No Necromancy Magic : Gladiators may not use necromancy magic in this arena.
Terrain : Urban
Regional Champion : The Chadiator
Adventure : Blood and Gold
= Pretend you’re a homeless person scrounging for food.
+ Gold
= Keep still and remain silent.
+ + Gold
Level : 20
Arena Special Rules – No Lightning Magic : Gladiators may not use lightning magic in this arena. First Blood : The first gladiator to draw blood wins the battle. No special skills allowed.
Terrain : Forest
Regional Champion : Yolanda Thunder
Adventure : A Poultry Task
= Better not take the eggs.
+ 2 Random Potions , + 2 Mug Of Mead ( Decrease your hunger by 5. )
= Do it, they won’t be missed !
+ Agility, + Vitality
Level : 22
Terrain : Mountains
Arena Special Rules – Chasm : This arena has a chasm that can be used to throw gladiators into. Time limit : Gladiators must defeat their enemies in less than 10 turns.
Regional Champion : Selfastus
Adventure : A Fleeting Light
= Deceive the demon.
+ 1 Scepter ( Level 24, 1 Handed Club. Damage : 45 )
= Double-cross the angel.
– Charisma, – Intellect
Level : 24
Arena Special Rules – Survival : Gladiators must win 3 straight fights and may not heal or leave the arena between fights. No Ranged Weapons : Gladiators may not wield ranged weapons in this arena.
Terrain : Tundra
Regional Champion : Monolith of Voltarius
Adventure : No Room At The Inn
= Take shelter in the house.
+ XP
= Try to lose the abomination down an alleyway.
+ 1 Bardiche ( Level 27, 2 Handed Polearm. Damage : 150 )
Level : 24
Arena Special Rules – No Axes : Gladiators may not wield axes in this arena. No Special Items : Gladiators may not use special items such as potions in this arena.
Terrain : Forest
Regional Champion : The Word of Oak
Adventure : Under Starry Sky
= Gather kindling from the fallen trees.
– Agility, – Stamina
= Chop down a tree for firewood.
+ Defence, + Attack
Towns / Adventures – Level 25 to 48
The highest number of stat points earned with Town Adventures starts at level 41, gaining +2 instead of +1 per stat. Reaching level 41 before doing them is worth it.
Level : 26
Arena Special Rules – Time Limit : Gladiators must defeat their enemies in less than 10 turns. No Clubs : Gladiators may not wield clubs in this arena.
Terrain : Hills
Regional Champion : Battlemaiden Furicia
Adventure : Forlorn Steed
= Tighten your belt and give the horse some grain.
+ Charisma
= Leave. Such a meagre offering will only prolong its suffering.
+ 9 Stars
Level : 28
Arena Special Rules – Chasm : This arena has a chasm that can be used to throw gladiators into. No Frost Magic : Gladiators may not use frost magic in this arena.
Terrain : Underground
Regional Champion : Wub Wub the Warm
Adventure : The Expedition
= Flee the conflict.
+ 17 Stars, + XP
= Stand and fight.
– Intellect, + Strength
Level : 28
Arena Special Rules – Tag Teams : Gladiators will be sorted into teams of two and must fight other gladiators in tag teams. No Sonic Weapons : Gladiators may not wield sonic weapons in this arena.
Terrain : Forest
Regional Champion : Crafty Jondingo
Adventure : Marauders and Mayhem
= Look for something to poison them with.
+ Gold, + 1 Random Potion
= Wait until they’re asleep, then set their tents alight.
+ + Gold, + Attack
Level : 30
Arena Special Rules – No Poison Magic : Gladiators may not use poison magic in this arena. No Special Items : Gladiators may not use special items such as potions in this arena.
Terrain : Underground
Regional Champion : Uncabunce
Adventure : The True Path
= Go slowly and mark your path as you go.
+ Intellect
= Move fast and reach the forest’s edge before nightfall.
+ Agility, + Stamina
Level : 32
Arena Special Rules – Chasm : This arena has a chasm that can be used to throw gladiators into. No Armour : Gladiators may not wear any armour in this arena.
Terrain : Tundra
Regional Champion : Ancient Skeletrus
Adventure : Death and Taxes
= Say you’re not interested.
– Gold
= Accept the deal.
– – Gold
Level : 34
Arena Special Rules – Survival : Gladiators must win 3 straight fights and may not heal or leave the arena between fights. No Shields : Gladiators may not use shields in this arena.
Terrain : Mountains
Regional Champion : Zarr of House Fodder
Adventure : A Real Gladiator
= Teach him a lesson.
+ Attack
= Hear him out.
+ Defence
Level : 36
Arena Special Rules – No Swords : Gladiators may not wield swords in this arena. No Melee Attacks : Gladiators may not use standard melee attacks in this arena.
Terrain : Urban
Regional Champion : Marcus Omazing
Adventure : A Different Kind Of Magic
= Add the sodium-potassium compound and the water.
+ XP
= Add the ammonia concentrate and chloric acid.
+ 1 Noob Loincloth ( Torso, 29 Max Armour )
Level : 36
Arena Special Rules – Chasm : This arena has a chasm that can be used to throw gladiators into. No Melee Attacks : Gladiators may not use standard melee attacks in this arena.
Terrain : Desert
Regional Champion : Magnani-Muscle
Adventure : The Hollowed Man
= ( Be truthful )
+ Agility, + Stamina
= ( Be deceptive )
+ Intellect
Level : 38
Arena Special Rules – No Ranged Weapons : Gladiators may not wield ranged weapons in this arena. No Special Skills : Gladiators may not use any special skills in battle.
Terrain : Desert
Regional Champion : Vanadium the Entombed
Adventure : Mystery Of Eons
= The answer is obsidian
+ XP
= The answer is coal.
+ 1 Glaive ( Level 45, 2 Handed Polearm. Damage : 243 )
Level : 38
Arena Special Rules – Tag Teams : Gladiators will be sorted into teams of two and must fight other gladiators in tag teams. No Sonic Weapons : Gladiators may not wield sonic weapons in this arena.
Terrain : Hills
Regional Champion : Grandson of Stylonius
Adventure : A Cause For Change
= Make an offering.
+ Gold
= Steal the coinage.
+ Gold
Level : 40
Arena Special Rules – No Swords : Gladiators may not wield swords in this arena. Chasm : This arena has a chasm that can be used to throw gladiators into.
Terrain : Plains
Regional Champion : Redkin O’Hara
Adventure : Mystery Of The Polyps
= The incendiary capsule.
– Vitality
= The aqueous capsule.
+ Attack
Level : 42
Arena Special Rules – Spikes : This arena has spikes that cause damage when stood upon. No Special Items : Gladiators may not use special items such as potions in this arena.
Terrain : Desert
Regional Champion : Keeper of the Blades
Adventure : Old Hatreds
= Break the enemy line with the cavalry, attack the flanks with archers.
+ XP, + Gold
= Encircle the enemy with archers, keeping the cavalry in reserve to mop up stragglers.
+ 1 Craghack Helmet ( Helm, 252 Max Armour ), + XP
Level : 44
Arena Special Rules – No Sonic Weapons : Gladiators may not wield sonic weapons in this arena. Time Limit : Gladiators must defeat their enemies in less than 20 turns.
Terrain : Marsh
Regional Champion : Fartocles
Adventure : Nothing But The Tooth
= Unleash a volley of punches in the direction of his face.
+ XP
= Clear up the misconception with words.
+ Intellect
Level : 46
Arena Special Rules – Tag Teams : Gladiators will be sorted into teams of two and must fight other gladiators in tag teams. No Special Items : Gladiators may not use special items such as potions in this arena.
Terrain : Beach
Regional Champion : Maelstrom the Navigator
Adventure : A Bridge Too Far
= Threaten the builders.
+ Stamina, + Vitality
= Bribe the builders.
+ Intellect, – Gold
Towns / Adventures – Level 49 to 72
The highest number of stat points earned with Town Adventures starts at level 41, gaining +2 instead of +1 per stat. Reaching level 41 before doing them is worth it.
Level : 50
Arena Special Rules – No Lightning Magic : Gladiators may not use lightning magic in this arena. First Blood : The first gladiator to draw blood wins the battle. No special skills allowed.
Terrain : Beach
Regional Champion : Whispering Farnsey
Adventure : City Of Rats Part I
= Question the bystanders.
+ XP
= Examine the body.
+ XP
Level : 52
Arena Special Rules – Survival : Gladiators must win 3 straight fights and may not heal or leave the arena between fights. Spikes : This arena has spikes that cause damage when stood upon.
Terrain : Urban
Regional Champion : The Games Gladiator
Adventure : A Matter Of Perspective Part I
= Attempt to break up the crowd.
+ Gold
= Tell the priest to sod off.
+ 2 Slice Of Pizza ( Decrease your hunger by 20. ), + 3 Decanter Of Wine ( Decrease your hunger by 10. )
Level : 54
Arena Special Rules – No Frost Magic : Gladiators may not use frost magic in this arena. No Polearms : Gladiators may not wield polearms in this arena.
Terrain : Desert
Regional Champion : Prince Junayet
Adventure : Celestial Dreams
= Angels.
+ XP
= Demons.
+ XP
Level : 56
Arena Special Rules – Tag Teams : Gladiators will be sorted into teams of two and must fight other gladiators in tag teams. No Special Skills : Gladiators may not use any special skills in battle.
Terrain : Urban
Regional Champion : Sir Ironheart
Adventure : The Plan Is In The Execution
= Manufacture an escape.
+ 1 Satin Cape ( Back, 144 Max Armour )
= Proceed with the execution
+ Gold
Level : 56
Arena Special Rules – Time Limit : Gladiators must defeat their enemies in less than 15 turns. No Shields : Gladiators may not use shields in this arena.
Terrain : Marsh
Regional Champion : Flame Tiger Xiu
Adventure : Lady Macabre
= Kick out a window and crawl to freedom.
+ Defence, – Intellect
= Keep opening and shutting the same door, until the exit appears.
+ 20 Stars, + Gold
Level : 58
Arena Special Rules – Chasm : This arena has a chasm that can be used to throw gladiators into. No Lightning Magic : Gladiators may not use lightning magic in this arena.
Terrain : Marsh
Regional Champion : Ax!xor the Insipid
Adventure : The Butcher’s Block
= Turn a blind eye and take a gamble.
+ Gold
= Sneak outside and release the caged animals.
+ 22 Stars
Level : 60
Arena Special Rules – No Fire Magic : Gladiators may not use fire magic in this arena. Survival : Gladiators must win 3 straight fights and may not heal or leave the arena between fights.
Terrain : Hills
Regional Champion : Tolotor’s Downfall
Adventure : The Fog Bell
= Flee the area.
+ Intellect
= Grab the journal, then flee the area.
+ XP
Level : 62
Arena Special Rules – No Special Items : Gladiators may not use special items such as potions in this arena. No Swords : Gladiators may not wield swords in this arena.
Terrain : Marsh
Regional Champion : Archfiend Abodius
Adventure : Of Fire And Brimstone
= To insult the demon.
+ Attack, + XP
= To grovel.
+ Intellect, + Charisma
Level : 66
Arena Special Rules – Survival : Gladiators must win 3 straight fights and may not heal or leave the arena between fights. First Blood : The first gladiator to draw blood wins the battle. No special skills allowed.
Terrain : Desert
Regional Champion : Heroicus of Segallis
Adventure : Gazing At The Abyss
= Start descending the concentric stone circles.
+ Strength
= Turn back and leave this evil place.
+ Intellect
Level : 72
Arena Special Rules – No Poison Magic : Gladiators may not use poison magic in this arena. No Fire Magic : Gladiators may not use fire magic in this arena.
Terrain : Desert
Regional Champion : Emperor Cygnus
Adventure : The Tiger And The Wolf
= Be diplomatic.
+ Intellect, + XP
= Be antagonistic.
+ Charisma, + XP
Champions / Loots – Level 1 to 30
The stats shown below are in Normal Difficulty ( x 1.0 ).
Level : 6
Alignment : Unholy
Species : Human
Class : Jester ( Bard )
Unique Loots : N/A
Strength : 1
Agility : 8
Intellect : 1
Vitality : 6
Attack : 3
Defence : 1
Stamina : 6
Charisma : 15
Level : 9
Alignment : Holy
Species : Human
Class : Paladin ( Knight )
Unique Loots : N/A
Strength : 9
Agility : 2
Intellect : 2
Vitality : 13
Attack : 3
Defence : 18
Stamina : 15
Charisma : 2
Level : 14
Alignment : Holy
Species : Gunterian
Class : Chaplain ( Priest )
Unique Loots : N/A
Strength : 10
Agility : 3
Intellect : 10
Vitality : 8
Attack : 23
Defence : 11
Stamina : 9
Charisma : 3
Level : 15
Alignment : Unholy
Species : Cycladian
Class : Barbarian ( Warrior )
Unique Loots : Four Oceans Tricorne ( Head, 257 Max Armour )
Strength : 49
Agility : 2
Intellect : 2
Vitality : 14
Attack : 21
Defence : 14
Stamina : 7
Charisma : 6
Level : 16
Alignment : Holy
Species : Craggite
Class : Archer ( Rogue )
Unique Loots : McŁowicz Hat ( Head, 449 Max Armour )
Strength : 3
Agility : 25
Intellect : 4
Vitality : 13
Attack : 8
Defence : 5
Stamina : 8
Charisma : 15
Level : 16
Alignment : Unholy
Species : Hallian
Class : Troubadour ( Bard )
Unique Loots : N/A
Strength : 3
Agility : 15
Intellect : 10
Vitality : 4
Attack : 3
Defence : 3
Stamina : 8
Charisma : 36
Level : 20
Alignment : Unholy
Species : Gunterian
Class : Barbarian ( Warrior )
Unique Loots : Bors’ Axe ( Level 20, 1 Handed Axe. Damage : 110 ), Chieftain Helm ( Head, 330 Max Armour )
Strength : 34
Agility : 8
Intellect : 2
Vitality : 19
Attack : 34
Defence : 19
Stamina : 16
Charisma : 13
Level : 20
Alignment : Holy
Species : Automaton
Class : N/A
Unique Loots : Star Blade : Yellow ( Level 20, 1 Handed Sword. Damage : 98 )
Strength : 25
Agility : 25
Intellect : 25
Vitality : 25
Attack : 25
Defence : 25
Stamina : 25
Charisma : 25
Level : 20
Alignment : Holy
Species : Human
Class : Fighter ( Warrior )
Unique Loots : Glory Of Spartacus ( Head, 253 Max Armour )
Strength : 35
Agility : 14
Intellect : 4
Vitality : 14
Attack : 25
Defence : 20
Stamina : 21
Charisma : 2
Level : 20
Alignment : Unholy
Species : Human
Class : Barbarian ( Warrior )
Unique Loots : N/A
Strength : 21
Agility : 15
Intellect : 3
Vitality : 10
Attack : 20
Defence : 13
Stamina : 15
Charisma : 3
Level : 22
Alignment : Unholy
Species : Eldor Hathian
Class : Conjurer ( Wizard )
Unique Loots : Pharaoh Headdress ( Head, 429 Max Armour )
Strength : 3
Agility : 3
Intellect : 45
Vitality : 5
Attack : 13
Defence : 13
Stamina : 15
Charisma : 3
Level : 24
Alignment : Unholy
Species : Human
Class : Ronin ( Rogue )
Unique Loots : N/A
Strength : 25
Agility : 24
Intellect : 10
Vitality : 25
Attack : 28
Defence : 3
Stamina : 15
Charisma : 3
Level : 24
Alignment : Holy
Species : Human
Class : Cavalier ( Knight )
Unique Loots : Flavius Headband ( Head, 378 Max Armour )
Strength : 20
Agility : 10
Intellect : 2
Vitality : 17
Attack : 18
Defence : 4
Stamina : 10
Charisma : 57
Level : 25
Alignment : Holy
Species : Human
Class : Cleric ( Priest )
Unique Loots : Pious Mitre ( Head, 306 Max Armour )
Strength : 2
Agility : 7
Intellect : 63
Vitality : 9
Attack : 21
Defence : 18
Stamina : 35
Charisma : 37
Level : 25
Alignment : Unholy
Species : ???
Class : Ninja ( Rogue )
Unique Loots : Jack’s Head ( Head, 413 Max Armour ), Pumpkin Bow ( Level 25, 2 Handed Bow. Damage : 160 )
Strength : 25
Agility : 50
Intellect : 13
Vitality : 13
Attack : 18
Defence : 21
Stamina : 13
Charisma : 7
Level : 26
Alignment : Holy
Species : Fae
Class : Sorcerer ( Wizard )
Unique Loots : Selfastus Circlet ( Head, 498 Max Armour )
Strength : 2
Agility : 7
Intellect : 77
Vitality : 4
Attack : 59
Defence : 5
Stamina : 10
Charisma : 14
Level : 28
Alignment : Holy
Species : Golem
Class : Man At Arms ( Warrior )
Unique Loots : N/A
Strength : 34
Agility : 2
Intellect : 2
Vitality : 53
Attack : 17
Defence : 27
Stamina : 10
Charisma : 3
Level : 28
Alignment : Holy
Species : Floralisk
Class : Paladin ( Knight )
Unique Loots : N/A
Strength : 9
Agility : 10
Intellect : 32
Vitality : 40
Attack : 2
Defence : 15
Stamina : 31
Charisma : 5
Level : 30
Alignment : Unholy
Species : Human
Class : Cavalier ( Knight )
Unique Loots : Hammer of Justice ( Level 30, 2 Handed Club. Damage : 354 ), Helm Of The Republic ( Head, 495 Max Armour )
Strength : 13
Agility : 7
Intellect : 55
Vitality : 43
Attack : 32
Defence : 44
Stamina : 27
Charisma : 7
Level : 30
Alignment : Holy
Species : Automaton
Class : N/A
Unique Loots : Star Blade : Green ( Level 30, 1 Handed Sword. Damage : 142 )
Strength : 38
Agility : 38
Intellect : 38
Vitality : 38
Attack : 38
Defence : 38
Stamina : 38
Charisma : 38
Level : 30
Alignment : Unholy
Species : Undead
Class : Mage ( Wizard )
Unique Loots : Marie’s Crown ( Head, 340 Max Armour )
Strength : 2
Agility : 62
Intellect : 42
Vitality : 23
Attack : 20
Defence : 38
Stamina : 7
Charisma : 2
Level : 30
Alignment : Holy
Species : Glamourzon
Class : Archer ( Rogue )
Unique Loots : Elitian Helm ( Head, 415 Max Armour )
Strength : 38
Agility : 45
Intellect : 2
Vitality : 10
Attack : 23
Defence : 7
Stamina : 7
Charisma : 7
Champions / Loots – Level 31 to 50
The stats shown below are in Normal Difficulty ( x 1.0 ).
Level : 32
Alignment : Holy
Species : Yeren
Class : Troubadour ( Bard )
Unique Loots: N/A
Strength : 22
Agility : 14
Intellect : 19
Vitality : 22
Attack : 4
Defence : 7
Stamina : 10
Charisma : 78
Level : 32
Alignment : Unholy
Species : Human
Class : Jester ( Bard )
Unique Loots : Jondingo’s Bandana ( Head, 534 Max Armour )
Strength : 2
Agility : 50
Intellect : 7
Vitality : 34
Attack : 33
Defence : 2
Stamina : 27
Charisma : 89
Level : 34
Alignment : Holy
Species : Sagan Blob
Class : Mage ( Wizard )
Unique Loots : N/A
Strength : 7
Agility : 13
Intellect : 94
Vitality : 35
Attack : 13
Defence : 2
Stamina : 13
Charisma : 5
Level : 35
Alignment : Holy
Species : Human
Class : Templar ( Knight )
Unique Loots : Bear Helm ( Head, 374 Max Armour )
Strength : 70
Agility : 18
Intellect : 2
Vitality : 35
Attack : 20
Defence : 52
Stamina : 21
Charisma : 2
Level : 35
Alignment : Unholy
Species : Fae
Class : Conjurer ( Wizard )
Unique Loots : Witch Broom ( Level 35, 1 Handed Club. Damage : 174 ), Witch Hat ( Head, 578 Max Armour )
Strength : 2
Agility : 13
Intellect : 113
Vitality : 19
Attack : 24
Defence : 13
Stamina : 19
Charisma : 19
Level : 36
Alignment : Holy
Species : Undead
Class : Pit Brawler ( Warrior )
Unique Loots : Skeletrus Helm ( Head, 584 Max Armour )
Strength : 28
Agility : 5
Intellect : 24
Vitality : 13
Attack : 68
Defence : 19
Stamina : 5
Charisma : 2
Level : 38
Alignment : Holy
Species : Human
Class : Paladin ( Knight )
Unique Loots : N/A
Strength : 18
Agility : 25
Intellect : 3
Vitality : 30
Attack : 19
Defence : 19
Stamina : 57
Charisma : 3
Level : 40
Alignment : Unholy
Species : Beastman
Class : Pit Brawler ( Warrior )
Unique Loots : Beast Claw ( Level 40, 1 Handed Axe. Damage : 210 )
Strength : 78
Agility : 13
Intellect : 3
Vitality : 25
Attack : 81
Defence : 7
Stamina : 8
Charisma : 2
Level : 40
Alignment : Holy
Species : Automaton
Class : N/A
Unique Loots : Star Blade : Blue ( Level 40, 1 Handed Sword. Damage : 185 )
Strength : 50
Agility : 50
Intellect : 50
Vitality : 50
Attack : 50
Defence : 50
Stamina : 50
Charisma : 50
Level : 40
Alignment : Unholy
Species : Haxxapod
Class : Inquisitor ( Priest )
Unique Loots : Pharaoh Deathmask ( Head, 502 Max Armour )
Strength : 34
Agility : 13
Intellect : 55
Vitality : 32
Attack : 35
Defence : 34
Stamina : 34
Charisma : 4
Level : 40
Alignment : Unholy
Species : Human
Class : Ninja ( Rogue )
Unique Loots : The Omazing Earring ( Head, 769 Max Armour )
Strength : 19
Agility : 78
Intellect : 20
Vitality : 19
Attack : 29
Defence : 19
Stamina : 19
Charisma : 18
Level : 40
Alignment : Holy
Species : Cycladian
Class : Barbarian ( Warrior )
Unique Loots : N/A
Strength : 48
Agility : 2
Intellect : 2
Vitality : 55
Attack : 17
Defence : 4
Stamina : 25
Charisma : 2
Level : 42
Alignment : Unholy
Species : Golem
Class : Spellblade ( Wizard )
Unique Loots : Hood of Vanadium ( Head, 678 Max Armour )
Strength : 2
Agility : 7
Intellect : 118
Vitality : 32
Attack : 27
Defence : 18
Stamina : 7
Charisma : 9
Level : 42
Alignment : Unholy
Species : Klergish
Class : Dark Paladin ( Knight )
Unique Loots : N/A
Strength : 63
Agility : 7
Intellect : 2
Vitality : 45
Attack : 29
Defence : 20
Stamina : 51
Charisma : 8
Level : 44
Alignment : Holy
Species : Human
Class : Chaplain ( Priest )
Unique Loots : O’Hara Helmet ( Head, 706 Max Armour )
Strength : 94
Agility : 5
Intellect : 20
Vitality : 28
Attack : 19
Defence : 19
Stamina : 29
Charisma : 13
Level : 45
Alignment : Holy
Species : Glamourzon
Class : Ronin ( Rogue )
Unique Loots : N/A
Strength : 25
Agility : 53
Intellect : 2
Vitality : 35
Attack : 60
Defence : 45
Stamina : 18
Charisma : 9
Level : 45
Alignment : Holy
Species : Undead
Class : Templar ( Knight )
Unique Loots : The Pale Helm ( Head, 743 Max Armour ), Forsaken Sword ( Level 45, 1 Handed Sword. Damage : 207 )
Strength : 50
Agility : 5
Intellect : 13
Vitality : 43
Attack : 20
Defence : 48
Stamina : 74
Charisma : 13
Level : 46
Alignment : Holy
Species : Human
Class : Ninja ( Rogue )
Unique Loots : Turban of Blades ( Head, 728 Max Armour )
Strength : 33
Agility : 33
Intellect : 27
Vitality : 29
Attack : 65
Defence : 23
Stamina : 38
Charisma : 7
Level : 48
Alignment : Unholy
Species : Sagan Blob
Class : Jester ( Bard )
Unique Loots : Mask of Stenches ( Head, 752 Max Armour )
Strength : 3
Agility : 8
Intellect : 7
Vitality : 35
Attack : 5
Defence : 2
Stamina : 50
Charisma : 111
Level : 50
Alignment : Holy
Species : Human
Class : Archer ( Rogue )
Unique Loots : Wolfgang’s Cape ( Back, 557 Max Armour ), Shamrock Bow ( Level 50, 2 Handed Bow. Damage : 309 ), Wolfgang’s Cap ( Head, 825 Max Armour )
Strength : 3
Agility : 116
Intellect : 13
Vitality : 19
Attack : 18
Defence : 16
Stamina : 18
Charisma : 35
Level : 50
Alignment : Holy
Species : Automaton
Class : N/A
Unique Loots : Star Blade : Red ( Level 50, 1 Handed Sword. Damage : 229 )
Strength : 63
Agility : 63
Intellect : 63
Vitality : 63
Attack : 63
Defence : 63
Stamina : 63
Charisma : 63
Level : 50
Alignment : Holy
Species : Yeren
Class : Barbarian ( Warrior )
Unique Loots : Yeti Helm ( Head, 494 Max Armour )
Strength : 123
Agility : 18
Intellect : 6
Vitality : 49
Attack : 42
Defence : 24
Stamina : 47
Charisma : 2
Level : 50
Alignment : Holy
Species : Cycladian
Class : Cavalier ( Knight )
Unique Loots : Maelstrom Helmet ( Head, 777 Max Armour )
Strength : 64
Agility : 33
Intellect : 7
Vitality : 33
Attack : 5
Defence : 18
Stamina : 13
Charisma : 8
Champions / Loots – Level 51 to 90
The stats shown below are in Normal Difficulty ( x 1.0 ).
Level : 54
Alignment : Holy
Species : Human
Class : Battle Poet ( Bard )
Unique Loots : Farnseys Powerband ( Head, 827 Max Armour )
Strength : 32
Agility : 49
Intellect : 2
Vitality : 36
Attack : 42
Defence : 6
Stamina : 20
Charisma : 68
Level : 55
Alignment : Unholy
Species : Undead
Class : Inquisitor
Unique Loots : Xanfar’s Cape ( Back, 559 Max Armour ), Xanfar’s Grasp ( Level 55, 1 Handed Axe. Damage : 285 ), Xanfars Hood ( Head, 908 Max Armour ).
Strength : 39
Agility : 10
Intellect : 69
Vitality : 52
Attack : 32
Defence : 20
Stamina : 89
Charisma : 4
Level : 55
Alignment : Unholy
Species : Fae
Class : Sorcerer ( Wizard )
Unique Loots : Hood of Tectonica ( Head, 811 Max Armour )
Strength : 2
Agility : 22
Intellect : 137
Vitality : 18
Attack : 53
Defence : 49
Stamina : 27
Charisma : 22
Level : 58
Alignment : Holy
Species : Human
Class : Paladin ( Knight )
Unique Loots : Junayet’s Hope ( Head, 877 Armour )
Strength : 28
Agility : 15
Intellect : 115
Vitality : 45
Attack : 63
Defence : 12
Stamina : 20
Charisma : 5
Level : 58
Alignment : Holy
Species : Human
Class : Fighter ( Warrior )
Unique Loots : Skyman Sword ( Level 56, 1 Handed Sword. Damage : 255 ), Salute You Helm ( Head, 858 Max Armour )
Strength : 70
Agility : 28
Intellect : 13
Vitality : 28
Attack : 88
Defence : 22
Stamina : 23
Charisma : 3
Level : 60
Alignment : Unholy
Species : Human
Class : Troubadour ( Bard )
Unique Loots : The Crystal Falchion ( Level 60, 1 Handed Sword. Damage : 273 ), Helm Of Insanity ( Head, 990 Max Armour )
Strength : 73
Agility : 15
Intellect : 29
Vitality : 32
Attack : 25
Defence : 13
Stamina : 18
Charisma : 105
Level : 60
Alignment : Holy
Species : Automaton
Class : N/A
Unique Loots : Star Blade : Prism ( Level 60, 2 Handed Sword. Damage : 673 )
Strength : 75
Agility : 75
Intellect : 75
Vitality : 75
Attack : 75
Defence : 75
Stamina : 75
Charisma : 75
Level : 60
Alignment : Unholy
Species : Human
Class : Dark Paladin ( Knight )
Unique Loots : Ironheart Helm ( Head, 921 Max Armour )
Strength : 57
Agility : 2
Intellect : 2
Vitality : 83
Attack : 42
Defence : 92
Stamina : 23
Charisma : 2
Level : 60
Alignment : Holy
Species : Undead
Class : Inquisitor ( Priest )
Unique Loots : Confessor Helm ( Head, 902 Max Armour )
Strength : 75
Agility : 23
Intellect : 127
Vitality : 62
Attack : 18
Defence : 42
Stamina : 34
Charisma : 59
Level : 61
Alignment : Holy
Species : Human
Class : Ninja ( Rogue )
Unique Loots : Zhao Ancestral Helm ( Head, 942 Max Armour )
Strength : 34
Agility : 47
Intellect : 63
Vitality : 34
Attack : 77
Defence : 17
Stamina : 25
Charisma : 2
Level : 62
Alignment : Unholy
Species : Haxxapod
Class : Cleric ( Priest )
Unique Loots : N/A
Strength : 13
Agility : 68
Intellect : 49
Vitality : 38
Attack : 15
Defence : 75
Stamina : 9
Charisma : 13
Level : 65
Alignment : Holy
Species : Sagan Blob
Class : Zen Monk ( Priest )
Unique Loots : Gigantes Helm ( Head, 961 Max Armour )
Strength : 172
Agility : 2
Intellect : 9
Vitality : 88
Attack : 78
Defence : 2
Stamina : 25
Charisma : 21
Level : 65
Alignment : Unholy
Species : Undead
Class : Dark Paladin ( Knight )
Unique Loots : Neraam Axe ( Level 64, 1 Handed Axe. Damage : 330 ), Tolotor Helm ( Head, 980 Max Armour )
Strength : 63
Agility : 13
Intellect : 93
Vitality : 70
Attack : 13
Defence : 38
Stamina : 13
Charisma : 13
Level : 66
Alignment : Holy
Species : Demon
Class : Conjurer ( Wizard )
Unique Loots : Skull of Abodius ( Head, 999 Max Armour )
Strength : 13
Agility : 7
Intellect : 108
Vitality : 25
Attack : 55
Defence : 83
Stamina : 13
Charisma : 7
Level : 70
Alignment : Holy
Species : Human
Class : Paladin ( Knight )
Unique Loots : Belgrave’s Cloak ( Back, 601 Max Armour ), Rhykier Family Blade ( Level 70, 2 Handed Sword. Damage : 783 ), Rhykier Family Helm ( Head, 1155 Max Armour )
Strength : 88
Agility : 2
Intellect : 13
Vitality : 20
Attack : 25
Defence : 135
Stamina : 20
Charisma : 13
Level : 70
Alignment : Holy
Species : Human
Class : Battle Poet ( Bard )
Unique Loots : Helm of Heroicus ( Head, 1018 Max Armour )
Strength : 2
Agility : 8
Intellect : 13
Vitality : 13
Attack : 43
Defence : 108
Stamina : 18
Charisma : 105
Level : 74
Alignment : Holy
Species : Angel
Class : Paladin ( Knight )
Unique Loots : Bow of Judgement ( Level 74, 2 Handed Bow. Damage : 452 ), Mantle of the Archon ( Head, 1037 Max Armour )
Strength : 44
Agility : 110
Intellect : 6
Vitality : 42
Attack : 113
Defence : 77
Stamina : 25
Charisma : 2
Level : 75
Alignment : Holy
Species : Eldor Hathian
Class : Spellblade ( Wizard )
Unique Loots : Honour’s Edge ( Level 75, 2 Handed Sword. Damage : 837 )
Strength : 50
Agility : 50
Intellect : 135
Vitality : 50
Attack : 80
Defence : 50
Stamina : 50
Charisma : 95
Level : 80
Alignment : Holy
Species : Human
Class : Man At Arms ( Warrior )
Unique Loots : Lion’s Grasp ( Level 80, 2 Handed Polearm. Damage : 968 ), Lionel’s Cape ( Back, 659 Max Armour ), Crown Of Lions ( Head, 1320 Max Armour )
Strength : 125
Agility : 13
Intellect : 2
Vitality : 69
Attack : 93
Defence : 50
Stamina : 20
Charisma : 12
Level : 80
Alignment : Unholy
Species : Galactic Menace ( Human )
Class : N/A
Unique Loots : N/A
Strength : 90 ( 59 )
Agility : 90 ( 59 )
Intellect : 90 ( 59 )
Vitality : 90 ( 59 )
Attack : 90 ( 59 )
Defence : 60 ( 39 )
Stamina : 90 ( 59 )
Charisma : 90 ( 59 )
Level : 90
Alignment : Unholy
Species : Lich ( Undead )
Class : Sorcerer ( Wizard )
Unique Loots : Edge Of Oblivion ( Level 80, 1 Handed Sword ), Imperial Helm ( Head, 1354 Max Armour ), Antares’ Cape ( Back, 688 Max Armour )
8 / 8 Dungeon Rewards : Imperial Helm ( Head, 1354 Max Armour ), Imperial Breastplate ( Torso, 1133 Max Armour ), Imperial Leg Guards ( Leg, 817 Max Armour ), Imperial Shoulderguards ( Upper Arm, 817 Max Armour ), Imperial Gauntlets ( Lower Arm, 777 Max Armour ), Imperial Boots ( Foot, 777 Max Armour ), Imperial Shield ( Forearm, 1429 Max Armour. Shield Block Chance : 15% )
Strength : 83
Agility : 83
Intellect : 153
Vitality : 83
Attack : 88
Defence : 83
Stamina : 83
Charisma : 83
Build 1 – Warrior
Strengths : Protection, Max Health Damage
Weaknesses : Weak Physical damage, No Helmet
76 % Damage Reduction vs Magic Attacks.
87 % Damage Reduction vs Sonic Attacks.
80 % Damage Reduction vs Physical Attacks.
+ 30 % Chance to Dodge Projectiles.
+ 110 % Maximum Health.
+ 35 % Maximum Essence.
+ 30 % Essence Regeneration.
– 25 % Essence Cost of all Arcane Spells.
+ 20 % Damage done with Frost, Lightning and Necromancy Attacks.
+ 40 % Damage done with Elemental Spells.
– 1 Cooldown on all Magical Abilities.
+ 20 % Hit Chance with Magic Attacks.
+ 21 % Hit Chance and no penalties when fighting in Extreme Weather.
Sorcerous Blood 5 / 5
Cryomancer 2 / 5
Innate Sorcery 5 / 5
Electromancer 2 / 5
Necromancer 2 / 5
Arcane Tendrils 5 / 5
Wise Magi 5 / 5
Atomic Essence 1 / 3
Intensify 5 / 5
Bhaargles Apprentice 3 / 5
Frost Protection 3 / 5
Fire Protection 3 / 5
Lightning Protection 3 / 5
Poison Protection 3 / 5
Necromancy Protection 3 / 5
Sonic Protection 1 / 5
Weather Expert 3 / 5
Arrow Catcher 5 / 5
Beast Of Burden 5 / 5
Iron Will 5 / 5
Weather The Storm 5 / 5
Juggernaut 5 / 5
Strength : 3
Vitality : 15
Attack : 64 ( 79 )
Stamina : 40
Agility : 3 ( 18 )
Intellect : 50 ( 100 )
Defence : 1
Charisma : 1
Helm : N/A ( Haxxapod cannot wear a Helmet )
Breastplate : + 10 Intellect
Cape : + 10 Intellect
Shoulderguards : + 10 Intellect
Gauntlets : + 10 Intellect
Weapon ( 1 Handed Axe ) : + 10 Attack
Shield : + 5 Attack, + 5 Intellect
Leg Guards : + 5 Intellect, + 5 Agility
Boots : + 10 Agility
Eternal Damnation
Spectre of Death
Electrical Storm
Lightning Bolt
Winter’s Core
Ice Storm
Nullify
Meaty Burp
This Is Brandor
Mighty Smash
Ultra Smash
Ultra Smash, Mighty Smash, This Is Brandor and Meaty Burp will stun the opponent.
Eternal Damnation and Spectre of Death will reduce the damage done by the opponent by 50%.
Electrical Storm and Lightning Bolt will prevent the opponent from using skills.
Winter’s Core and Ice Storm will prevent the opponent from moving.
Because of the Player’s high Intellect of 100, each Damage Over Time ( DOTs ) caused by Elemental Debuffs will inflict up to 10 % of the opponent’s Max Health / Debuffs.
The purpose of this build is to control the opponent and inflict the most amount of debuffs possible, preventing the enemy of doing anything about it. The Player’s Protection is enough to endure attacks.
Build 2 – Wizard
Strengths : Control, Physical Damage
Weaknesses : Mobility / Range, Magical Damage
56 % Damage Reduction vs Magic Attacks.
60 % Damage Reduction vs Sonic Attacks.
40 % Damage Reduction vs Physical Attacks.
+ 35% Maximum Essence.
+ 30 % Essence Regeneration.
+ 30 % Damage Done with Swords.
+ 30 % Damage Done with Melee and Ranged Weapons.
+ 15 % Damage Done when Dual Wielding.
+ 30% Hit Chance with Swords.
+ 10 % Hit Chance when Dual Wielding.
+ 28 % Hit Chance and no penalties when fighting in Extreme Weather.
+ 10 % to get back up with 50 % Max Health when defeated in battle.
+ 5 on the Dice Roll.
Sorcerous Blood 5 / 5
Innate Sorcery 5 / 5
Sword Mastery 10 / 10
Dual Wielding 5 / 5
Combat Ready 5 / 5
Second Wind 5 / 5
Dual Mastery 5 / 5
Weapons Master 5 / 5
Ultimate Warrior 1 / 1
Frost Protection 3 / 5
Fire Protection 3 / 5
Lightning Protection 3 / 5
Poison Protection 3 / 5
Necromancy Protection 3 / 5
Sonic Protection 5 / 5
Weather Expert 4 / 5
Iron Will 5 / 5
Weather The Storm 4 / 5
Strength : 30 ( 50 )
Vitality : 1
Attack : 80 ( 100 )
Stamina : 60 ( 80 )
Agility : 1 ( 11 )
Intellect : 3
Defence : 1
Charisma : 1
Helm : + 10 Attack
Breastplate : + 10 Attack
Cape : + 10 Agility
Shoulderguards : + 10 Strength
Gauntlets : + 10 Strength
Weapon ( 1 Handed Sword ) : Lightning Rune
Weapon ( 1 Handed Sword ) : Lightning Rune
Leg Guards : + 10 Stamina
Boots : + 10 Stamina
Arcane Blast
Arcane Grasp
Attack Torso
Attack Arms
Attack Legs
Mighty Smash
Ultra Smash
Meaty Burp
Whirlwind
Electrical Storm
Winter’s Core
Mighty Smash, Ultra Smash, Call Of The Sea and Meaty Burp will stun the opponent.
Electrical Storm will prevent the opponent from using skills.
Winter’s Core will prevent the opponent from moving.
Attack Torso, Attack Arms, Attack Legs and Whirlwind will target specific Armour Parts, making it possible to damage the opponent’s Health Bar before destroying all armour.
Arcane Blast and Arcane Grasp will make it possible for the Player to damage the opponent from far away.
Because of the Player’s high Stamina of 80, it is possible to keep the Essence Bar at 75 % or more. This allows all Physical Attacks to do Double Damage.
The purpose of this build is to control the opponent and do high amounts of damage due to the Essence Bar being at 75 % or more while having the possibilty to attack Health directly as armour pieces get destroyed.
Build 3 – Bard
Strengths : Sustainability, Damage
Weaknesses : No Talents, Low Protection
Strength : 50 ( 80 )
Vitality : 78
Attack : 100
Stamina : 40 ( 50 )
Agility : 20
Intellect : 1
Defence : 1
Charisma : 50 ( 80 )
Helm : + 10 Strength
Breastplate : + 10 Strength
Cape : + 10 Strength
Shoulderguards : + 10 Charisma
Gauntlets : + 10 Charisma
Weapon ( 2 Handed Axe ) : Frost Rune
Leg Guards : + 10 Charisma
Boots : + 10 Stamina
Alternatively, Talent Blueprints can be forged into Gears and will work on Fool. If need be, the recommended Talents for this build would be : Axes Mastery, Weapons Master, Forked Tongue, Sonic Mastery, Taunt Mastery and Encore.
Taunt
Meaty Burp
Mighty Smash
Ultra Smash
Winter’s Core
Storm Requiem
Throw Weapon
Leap Of Lions
Whirlwind
Essence Shield
Ghost Strike
Taunt, Meaty Burp, Mighty Smash and Ultra Smash will stun the opponent.
Winter’s Core will prevent the opponent from moving.
Storm Requiem will prevent the opponent from using skills.
Throw Weapon and Ghost Strike will do damage while creating distance.
Leap Of Lions will do damage while closing distance.
Essence Shield allows to tank Skills that does too much damage.
The high amount of Primary Stats gained on the Fool allows a Hybrid build to be made.
The purpose of this build is to control the opponent with ranged Skills and Abilities that target the Head. Hog Hack allows a 25 % leech of the opponent’s Max Health.
Build 4 – Knight
Strengths : Protection, Max Health Damage
Weaknesses : Base Damage, Mobility
85 % Damage Reduction vs Magic Attacks.
36 % Damage Reduction vs Sonic Attacks.
40 % Damage Reduction vs Physical Attacks.
+ 100 % Maximum Health.
+ 125 % Health Regeneration.
+ 30 % Essence Regeneration.
+ 60 % Health / Essence Regeneration while resting.
+ 35 % Maximum Essence.
+ 20 % Hit Chance with Magic Attacks.
+ 15 % Chance to do + 50 % Damage with Magic Attacks.
Sorcerous Blood 5 / 5
Innate Sorcery 5 / 5
Wild Magic 5 / 5
Overload 1 / 5
Arcane Tendrils 5 / 5
Wise Magi 5 / 5
Frost Protection 5 / 5
Fire Protection 5 / 5
Lightning Protection 5 / 5
Poison Protection 5 / 5
Necromancy Protection 5 / 5
Sonic Protection 3 / 5
Robust Constitution 5 / 5
Beast Of Burden 5 / 5
Iron Will 5 / 5
Weather The Storm 5 / 5
Juggernaut 5 / 5
Strength : 1
Vitality : 39
Attack : 80
Stamina : 20 ( 40 )
Agility : 1
Intellect : 30 ( 100 )
Defence : 5
Charisma : 1
Helm : + 10 Intellect
Breastplate : + 10 Intellect
Cape : + 10 Intellect
Shoulderguards : + 10 Intellect
Gauntlets : + 10 Intellect
Weapon ( 1 Handed Axe ) : + 10 Intellect
Shield : + 10 Intellect
Leg Guards : + 10 Stamina
Boots : + 10 Stamina
Eternal Damnation
Thousand Cobras
Electrical Storm
Inferno
Winter’s Core
Mighty Smash
Ultra Smash
Meaty Burp
Nullify
Essence Shield
Shield Block
Mighty Smash, Ultra Smash and Meaty Burp will stun the opponent.
Winter’s Core will prevent the opponent from moving.
Electrical Storm will prevent the opponent from using skills.
Thousand Cobras will prevent the opponent from recovering Health.
Eternal Damnation will reduce the damage done by the opponent by 50 %.
Because of the Player’s high Intellect of 100, each Damage Over Time ( DOTs ) caused by Elemental Debuffs will inflict up to 10 % of the opponent’s Max Health / Debuffs.
The purpose of this build is to control the opponent and inflict the most amount of debuffs possible, preventing the enemy of doing anything about it. The Player’s Protection is enough to endure attacks and Essence Shield / Shield Block can be used to endure Strong Hits. Rock Of Ages can be used when the opponent is close to dying so that the Player becomes invulnerable.
Build 5 – Rogue
Strengths : Range, Armour Penetration
Weaknesses : Low Protection, Weak Start
48 % Damage Reduction vs Magic Attacks.
48 % Damage Reduction vs Sonic Attacks.
+ 35 % Maximum Essence.
+ 30 % Essence Regeneration.
+ 40 % Damage Done with Sonic Attacks.
+ 40 % Damage Done with Taunts.
+ 25 % Hit Chance with Sonic Attacks.
+ 30 % Damage Done with Bows.
+ 40 % Hit Chance with Bows.
+ 30 % Damage Done with Melee and Ranged Attacks.
+ 10 % to get back up with 50 % Max Health when defeated in battle.
+ 10 on the Dice Roll.
Sorcerous Blood 5 / 5
Innate Sorcery 5 / 5
Bow Mastery 10 / 10
Two Handed Weapon Mastery 5 / 5
Combat Ready 5 / 5
Second Wind 5 / 5
Weapons Master 5 / 5
Forked Tongue 5 / 5
Sonic Mastery 5 / 5
Taunt Mastery 5 / 5
Frost Protection 4 / 5
Fire Protection 4 / 5
Lightning Protection 4 / 5
Poison Protection 4 / 5
Necromancy Protection 4 / 5
Sonic Protection 4 / 5
Strength : 1
Vitality : 1
Attack : 100
Stamina : 30 ( 40 )
Agility : 22 ( 52 )
Intellect : 1
Defence : 1
Charisma : 21 ( 51 )
Helm : + 10 Agility
Breastplate : + 10 Agility
Cape : + 10 Agility
Shoulderguards : + 10 Charisma
Gauntlets : + 10 Charisma
Weapon ( 2 Handed Bow ) : Frost Rune
Leg Guards : + 10 Charisma
Boots : + 10 Stamina
Shadows and Dust
Attack Head
Attack Torso
Attack Arms
Attack Legs
Dazing Shot
Heart Of Fear
Meaty Burp
I am Fartacus
Storm Requiem
Winter’s Core
Meaty Burp and Dazing Shot will stun the opponent.
Storm Requiem and Ancestral Warcy will prevent the opponent from using skills.
Winter’s Core will prevent the opponent from moving.
Heart Of Fear will bypass armour; Attack Head / Torso / Arms / Legs and Dazing Shot will target specific armour parts.
Shadows and Dust / I am Fartacus will create distance.
The purpose of this build is to ignore the opponent’s armour by targetting specific parts while applying control by making distance and using skills.
Build 6 – Priest
Strengths : High Damage, High Protection
Weaknesses : Weak to Priests, Sonic Damage only
48 % Damage Reduction vs Magic Attacks.
60 % Damage Reduction vs Sonic Attacks.
32 % Damage Reduction vs Physical Attacks.
+ 50 % Maximum Health.
+ 35 % Maximum Essence.
+ 30 % Essence Regeneration.
+ 40 % Damage Done with Sonic Attacks.
+ 40 % Damage Done with Taunts.
+ 25 % Hit Chance with Sonic Attacks.
+ 100 % Damage Done to Undead.
+ 30 % Damage Done at Night.
+ 30 % Damage Done by Guitars’ Melee Damage.
Sorcerous Blood 5 / 5
Innate Sorcery 5 / 5
Forked Tongue 5 / 5
Sonic Mastery 5 / 5
Taunt Mastery 5 / 5
Acrobatics 2 / 5
Wake The Dead 5 / 5
Smash Hit 5 / 5
Guitar God 5 / 5
Encore 5 / 5
Frost Protection 4 / 5
Fire Protection 4 / 5
Lightning Protection 4 / 5
Poison Protection 2 / 5
Necromancy Protection 4 / 5
Sonic Protection 5 / 5
Beast Of Burden 5 / 5
Iron Will 4 / 5
Strength : 1
Vitality : 27
Attack : 73 ( 103 )
Stamina : 30
Agility : 20
Intellect : 3
Defence : 3
Charisma : 20 ( 60 )
Helm : + 10 Attack
Breastplate : + 10 Attack
Cape : + 10 Attack
Shoulderguards : + 10 Charisma
Gauntlets : + 10 Charisma
Weapon ( 2 Handed Guitar ) : Sonic Rune
Leg Guards : + 10 Charisma
Boots : + 10 Charisma
Mighty Smash
Ultra Smash
Meaty Burp
Storm Requiem
Essence Shield
Wail
Winter’s Core
Spiritual Hammer
Throw Weapon
Leap Of Lions
Reaper’s Bargain
Mighty Smash, Ultra Smash and Meaty Burp will stun the opponent.
Storm Requiem will prevent the opponent from using skills.
Winter’s Core will prevent the opponent from moving.
Throw Weapon and Spiritual Hammer will do damage while keeping at a distance.
Leap Of Lions will do damage while closing the distance.
Reaper’s Bargain and Grave Pact will allow the Player to stay Healthy.
The purpose of this build is to defeat Antares easily so that he fights alongside the Player against the Starbound Gladiator. At night, with Sonic Attacks and while not wearing any Armour / Having all Armour Destroyed, the Player will do + 280 % Damage to Undead / Antares. Use Ranged Skills and control with Stuns to win any fights.
That’s all we are sharing today in Swords and Sandals Immortals 100% Completion Guide, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author The3rdPersonPOV