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Apokalyx Game Guide
Introduction
The world as we know it ended 600 years ago by an unknown cataclysm called the Apokalyx. The lucky ones survived in deep underground shelters, believing that humanity's lack of faith and morals brought down divine retribution. Others fled into areas left untouched by the cataclysm, and re-learned how to live in the wild, thinking that the cataclysm was Nature's rebellion. Not all the people that were caught in the cataclysm perished: the strongest survived, mutated in body and mind, with the convinction that it was a necessary step for mankind's evolution.
You are a gladiator. It doesn't matter how your ancestors survived the Apokalyx, the only thing that matters to you now is fighting and winning in the arena for glory, money and freedom!
HOW TO PLAY
- Starting a new game
- The City
- Buying, selling and repairing items
- Starting a new battle
- Barracks
- Hiring allies and spying enemies
- Options
- The Arena
STRATEGY AND TIPS
- Gladiator Tips
- Battle Tips
- Equipment Tips
- Stat Tips
- Mutant Specific Tips
- Stark Ones Specific Tips
- Wildcat Specific Tips
- How Does The Chance To Hit Works?
How to play
INSTRUCTIONS: Guide
NEW GAME: Click here to start playing.
LOAD GAME: If you already have a game saved, click here to restore your game. After every fight, the game automatically saves your game.
REPLAY INTRO: Replay the introduction video.
APOKALYX.COM: direct link to www.apokalyx.com
STARTING A NEW GAME
When you start a new game the first thing you have to do is to create your gladiator.
There are 3 gladiator races, each one following its own Path of enlightment: Mutants, Stark Ones and Wildcats.
Hover the mouse over an image to read the description of a race, and click PLAY VIDEO to preview that race's introductory video. Click on the image to choose.
Next, you have to select what type of gladiator you are. You can choose between AGILE, AGGRESSIVE, TANK and TACTICIAN:
AGILE:
Light warrior, focuses on speed and dexterity. Good at dodging blows, but fragile. Uses brawl or slashing weapons.
AGGRESSIVE:
Brutal warrior, focuses on offensive potential. Good at inflicting damage, but not very agile and medium stamina. Uses blunt or pole weapons.
TANK:
Defensive warrior, focuses on defense and endurance. Good armor and shield skills, but medium offensive ability. Uses blunt or slashing weapons.
TACTICIAN:
Balanced warrior, focuses on precision in attack and defense. Good at hitting and parrying, but medium strength and stamina. Uses pole or slashing weapons.
Depending on what you choose, the game will allocate you attribute and ability points. As an alternative, you can choose CUSTOM to spend your points manually (this option isn't recommended for first time players).
(1) You must write your battle name here
(2) You can change your gladiator's appearance by clicking on the blue arrows. This change has no effect on the game and is only cosmetic.
(3) If you chose custom, you can click on the red minus buttons to remove points, and on the green plus button to add them. In (4) is shown how many points you have left to spend for attributes, and in (5) how many for abilities. If you chose a type of gladiator (e.g. Agile), all your points are already spent. You have to spend all your points to proceed.
The following rules apply:
- Improving an attribute by 1 costs 1 attribute point.
- The difference between attributes of the same group (eg. Vigor, Agility and Mind) can't be greater than 5.
- Abilities can't be higher than intelligence.
- Improving an ability by 1 costs 1 point through 5 points, 2 points from 6 to 10 and 3 points over 11.
(6) click here when you are finished creating your gladiator
You will then be given the option to play the tutorial. It teaches you the basic concepts of the game, and is the prologue to your gladiator's story.
Click CONFIRM to play the tutorial or CANCEL to skip it.
THE CITY
After each battle you can visit various parts of the city:
1) The purple door leads to the merchant, where you can buy sell and repair equipment.
2) The green door leads to the arena. Click here when you have finished your preparations and you are ready for the next battle.
3) The blue door leads to the barracks, where you can improve and equip your gladiator.
4) The orange door leads to the tavern, where you can hire allied gladiators and buy information on your enemies.
BUYING, SELLING AND REPAIRING ITEMS
At the merchant's shop you can buy, sell and repair your items. You can check out the stats of an item by placing the mouse pointer over it. This shows you how much the item is worth and what the price is (your intelligence stat will modify your prices: higher intelligence means better deals!).
- Items that you can't afford are darkened.
- You can afford items highlighted in red, but you are not strong enough to equip them.
SAVE: saves your game. (Note: the game automatically saves your game after every battle)
OPTIONS: opens the options menu
INSTRUCTIONS: opens this help guide.
TRADER: shows the merchant's inventory, where you can buy sell and repair items.
INVENTORY: shows the gladiator's equipped items
EXIT: exit the barracks and go back to the city screen.
To buy an item, drag it from the merchant's inventory to yours. You can also drag it to one of the slots in the lower right box to buy and equip it.
To sell an item, drag it from your inventory to the merchant's.
Armor gets damaged with every hit you receive, and will get destroyed after enough hits. Your armor condition is represented by the "status" value in the pop up. To keep your armor in shape you can ask the merchant to repair it (for a price, of course!).
To repair an item, drag it from your inventory to the repair button in the merchant's window.
You can repair all your items at once by clicking the Repair all button.
STARTING A NEW BATTLE
Clicking the green door will show you the number of opponents for the fight: click cancel to go back to the city or confirm to enter the arena and start the fight.
BARRACKS
In the barracks you will be able to check your stats, improve your gladiator, and equip weapons and armors.
To learn more about a stat, a power or a piece of equipment, place the mouse pointer over it. A pop up will appear containing additional information.
SAVE: saves your game. (Note: the game automatically saves your game after every battle)
OPTIONS: opens the options menu
INSTRUCTIONS: opens this help guide.
STATS: opens the stats page of your gladiator, where you can check your attributes, powers and skills and improve them with experience points
INVENTORY: opens the inventory page of your gladiator, where you can equip armors weapons and potions.
EXIT: exit the barracks and go back to the city screen.
IMPROVING YOUR CHARACTER
After every battle you receive experience points (XPs for short) to improve your gladiator. You have 3 separate pools of experience points: attributes, abilities and powers.
Attributes and abilities work in the same way: each point costs a number of experience points equal to the actual value of the attribute or ability. For example, raising the blunt skill from 7 to 8 costs 7 experience points. The first increase from 0 to 1 costs one XP.
To raise an attribute or an ability, click on the green plus icon.
Powers cost a number of XPs equal to their rank. At the start of the game your path level is 1 (Novice), meaning that you can only learn first rank powers. When you reach level 2 (Adept), you'll be able to learn rank 2 (Adept) powers, and so on up to level 5 (Grand Master). To learn a power you also need to know all lower rank powers of the same sphere.
For example, to learn a rank 3 (Expert) power you need to be at least at path level 3 (expert), know powers of rank 1 (Novice) and 2 (Adept) of the same sphere, and spend 3 XPs.
To learn a power click on its icon, and then click "confirm" on the pop up.
Path level increases automatically after you have received enough experience. In X is shown how close you are to leveling up: when the number reaches 10/10, your level will increase. When your level increases you will be notified with a pop up.
If you have enough XPs to buy a power or improve an attribute or ability, a blue plus icon will appear in the city above the barracks sign.
MANAGING EQUIPMENT
In the INVENTORY screen you can check your inventory and equip weapons, armors and potions for the next battle.
If you place the mouse pointer over an item, a popup will appear containing its numerical stats. If you have another item equipped of the same type, the pop up will also contain the stats of the equipped item on the right side, and the comparison between the two items will highlight in green a better stat or in red a worse one.
To equip an item, drag it from the inventory to the highlighted area on your gladiator. Alternatively, you can drag the item on the highlighed slot in the lower part of the screen.
To equip a potion, drag it from the inventory to one of the two square slots next to your gladiator.
To remove an item, drag it from your character or from the slot to your inventory on the right.
HIRING ALLIES AND SPYING ENEMIES -
At the tavern you can hire gladiators to fight by your side in the next battle and pay to receive information about your next opponent(s).
Gladiators are represented by cards. The one on the left is your card. The covered ones on the right are your opponents. Click on a card to have a closer look.
To spy on your opponents, click on their card and click confirm. You will pay the required money and their card will be revealed.
(1) Gladiator's name.
(2) Cost of hiring this gladiator for one battle
(3) Gladiator's picture, you can also see what the gladiator is equipped with.
(4) Gladiator's experience level.
(5) Gladiator's rating (Gold stars are better than bronze stars, and bronze stars are better than iron stars. Also, more stars mean stronger gladiator)
(6) Info about the gladiator's style and stats.
(7) Powers known for each sphere.
(8) The border of the card represents the gladiator's race: green for Wildcats, Orange for Stark ones and Purple for mutants.
The central part of the table is used to hire allies. You can click up to three times here, every click adds a set amount of coins. After confirming you will receive from 4 to 6 cards (depending on how much you paid). These are the gladiators available for hiring. Click on a card to zoom in, and click on "hire" to recruit the gladiator for one battle. You can hire up to 2 allies each battle.
During the last battle of each city, the tavern is closed and cannot be used.
OPTIONS
You can access the options screen from the merchant or the barracks.
Here you can adjust the music or sound volume, change the graphical quality and enable or disable the autosave.
THE ARENA
Each (1) represents a gladiator's status:
(2) Name of the gladiator
(3) Each bar represents a gladiator health. When it reaches zero the gladiator dies.
(4) Pain penalty. This penalty is applied to the die roll in this turn. Increases as health lowers. After receiving a heavy hit the penalty increases a lot for one turn.
(5) The white box shows the number of passive powers known by the gladiator. Hover the mouse on the number to see the list of powers.
(6) each slot represents a temporary effect. The number displayed is the duration of the power in turns. The color depends on the type of effect
- Purple = Weakening effect
- Orange = damaging effect
- Red = Boosting effect
- Yellow = Strategic effect
- Blue = protective effect
- Green = healing effect
Battles are subdivided in rounds. Every round you choose what action you want to take (and the computer chooses for allies and enemies), then every gladiator performs his action and the next round starts. The order in which actions are performed is based on initiative: every gladiator rolls a d20 die and adds his Initiative: the higher value goes first, then the second one, and so on to the lower value.
You can click on the enemy to perform an offensive action, or click on yourself to perform a defensive action. After selecting your action, click on the round button (7) to confirm. You can repeat last round's action by pressing REPEAT.
You can see your numerical stats by clicking on SHOW STATS (8). The first row (TEMPORARY BONUS) is the current bonus or malus affecting your dice rolls due to current effects on your gladiator.
To win the fight you have to defeat all your opponents.
OFFENSIVE ACTIONS
Click on an enemy to open the offensive actions menu:
(1)Click the icon to attack the enemy. A red claw appears next to him, with the chance to hit.
Fast weapons can attack more then once: to make more than one attack click again on the enemy, and select the fist icon again. Another claw appears, and you can see the probability of hitting of each attack. You can assign attacks on different enemies. Note that each additional attack and each change of target cause a penalty to all your attacks.
If your chance to hit si very high (higher than 95%), the probability will be capped at 95%, and for every additional 5% you will inflict an additional point of damage.
The number in the star is bonus damage on that attack.
If you have one weapon equipped in each hand, the right fist icon is your right hand weapon, and the left fist icon is the left hand weapon.
(2) Click the blue icon to select an offensive power to use.
Click on the icon of the power you want to use. Darkened powers can't be selected (they are passive or defensive powers).
(3) There is an autoparry icon for each enemy: clicking on the autoparry icon of one enemy means that if that enemy attacks you before you act, you cancel your action and try to parry his first attack.
DEFENSIVE ACTIONS
Click on yourself to open the defensive actions menu
(1) Click on the shield icon to parry. In this round you will not attack, but you will try to parry the first attack you receive. If you parry an enemy attack the enemy will be unbalanced, and you will receive a bonus to your attack in the next round.
(2) Click the blue icon to select a defensive power to use.
Click on the icon of the power you want to use. Darkened powers can't be selected (they are passive or offensive powers).
(3) Click the potion icon to drink a potion.
Click on the potion you want to drink.
If you click on an enemy or yourself, and then change your mind, you can click outside the menu icons to close the menu.
LOOTING
This screen shows a summary of the battle. You can see how many XPs and how much money you and your allies received. Also, you will be notified if you get closer to upgrading your level. Winning gives you the right to loot one piece of equipment from an enemy.
Click on an enemy's picture to open his inventory.
Hover the mouse pointer over his equipment to examine it. To loot an item, drag it from the enemy to your inventory on the right.
Note that you can loot only one item total, NOT one for each defeated enemy!
If you want to exit without looting, click the bar at the bottom of the screen (1)
Strategy and Tips
GLADIATOR CREATION TIPS
- Improving an attribute that is already high costs a lot of XPs, so it's more convenient to start the game with a few high stats and the other low than having all stats at the same level.
- For the same reason, it's better choose a type of weapon and focus your ability points in the relevant skill.
- Remember that all pole weapons are two handed, so if you want to use pole weapons you won't be able to use shields.
- Intelligence affects your starting ability points, and gives you better prices at the store. Starting with a good intelligence will make you save a lot of money in the long run, and will allow you to start with an higher weapon ability score.
- Fortitude is used often when calculating the chance of being affected by enemy powers, so it's useful to have a decent score even if you don't plan to use defensive powers.
BATTLE TIPS
- The pain penalty lasts only one turn, so it's better to perform an action that doesn't require a d20 roll like using a potion or activating a defensive power after you receive a heavy strike.
- For the same reason, after you damage heavily an enemy attack him again the next turn to exploit his penalty.
- Sometimes, one attack is better than two even at 95% chance to hit. Look at the bonus damage.
- If you are having problems hitting or damaging your enemy, remember to PARRY! The counter attack bonus will help you damage an heavily armored enemy or hit an agile enemy.
- If you are outnumbered, focus your attacks on one enemy to reduce the number of enemies quickly
- Remember that initiative when using powers is calculated with the FOCUS ability and not the WEAPON ability. It also ignores the weapon penalty, so you can use an heavy weapon and still be very fast when using powers.
EQUIPMENT TIPS
- Remember to repair your armor! You don't want it to break it during a fight when you need it most.
- Potions are in limited supply at the merchant's. If there is a powerful one it may be useful to buy it, even if you don't need it right now. You never know when it's going to be useful.
- At the start of the game the merchant has a limited selection of items. As you proceed, he will stock better and better items.
- If you are undecided on what piece of armor to use, keep in mind that armor penalty is reduced by skill. So if you are skilled enough it is better to equip a more protective armor than one with lower penalties.
- Two handed weapons add an extra bonus damage equal to half your strength, so use a two handed weapon if you are very strong.
- Using a shield is not useful if your SHIELD ability is much lower than the WEAPON ability.
- If you are undecided on what to equip, remember that you can go to the tavern to buy info on your enemies.
- When looting first look if there is an item that you can use. If nothing is good for you, then loot the most expensive one to sell it to the merchant.
STAT TIPS
- You do not have to spend your XPs right away. Often it's better to keep them to buy something more expensive. This is especially true for powers.
- The armor skill is used to reduce the armor penalty, so when you are suffering armor penalties you should improve it. Look in the stats screen at the barracks to see if there are stats written in red.
- Look at what stats are used for your powers, so you know what to improve to increase the strenght of your favorite powers.
MUTANT SPECIFIC TIPS
- Mutants's vigor stats values can differ by more than 5 points.
- Mutants have a lower limit for abilites (maxed at 16) but a higher limit for attributes (maxed at 24). With powers that multiply attributes this can make them incredibly strong.
- Mutants power focus on debilitating the opponent or improving the mutant's stats. If they raise their vigor stats very high and on top of that they also use strength enhancing powers they can be the heaviest hitters in the game.
- For this reasons, Mutants make excellent brutal fighters.
POWERS:
ALTERATION
The Sphere of cellular alteration and control of enemies' nervous system.
LIQUIFY
Special Attack
Strikes with penalty -10. Attack does not Damage the target but liquefies one piece of his armor that takes Strength+Wrath Damage multiplied by Mutation.
*If you are having problems with enemy armor, this can remove the problem. Note that you can't loot an armor that is destroyed!
DEBILITATE
Weakening Attack
Strikes with penalty -10. Attack Damage is limited to minimal weapon damage but for Mutation rounds the 3 Vigor stats of the target are reduced by Wrath+Mutation minus target's Stamina. The target dies if any Vigor stat goes under zero.
*If you hit with this power and the enemy isn't affected it means that his stamina is too high, so do not use this power on him. Also, if your wrath is high enough you can kill your enemy with this power only even if you don't bring his health to zero!
PARALIZE
Weakening Attack
Strikes with penalty -10. Does not Damage but the target is stunned for Mutation rounds if Strength+Stamina+Wrath+1d20 is higher than target's Stamina+Coordination+Fortitude+1d20
*This can be useful to even the odds if you are outnumbered.
HURTING
Weakening Attack
Strikes without penalty. Does not Damage but next round the target suffers Damage multiplied by Mutation.
*This is especially effective if you have allies, because it will also multiply their damage
DRAINING
Special Attack
Strikes without penalty. The character regains health points equal to the Damage done to the target
*Use this power early, without being too damaged, otherwise the pain penalty might prevent you from hitting
COMBAT
The Sphere of powers able to enhance your body as the perfect combat machine.
ASSASSIN
Strategic Power
Adds Mutation to all 3 Agility Talents for Mutation rounds.
*use this with FORCE to offset the penalty.
FORCE
Boosting Power
For Mutation rounds Strength is multiplied by Mutation while all 3 Agility Talents are decreased by Mutation.
*use this with ASSASSIN to offset the penalty
CALLOUSNESS
Passive Power
The gladiator suffers no penalty from wounds but can still be stunned.
SUPREMACY
Passive Power
Permanently adds Mutation to Initiative, Strike, Defense and Parry.
FURY
Passive Power
Each time Damage is received from an attack, the power causes a free counterattack against the attacker using Wrath instead of your Bobybuild to calculate the Damage.
*This is useful when using heavy armor and a 2 handed weapons. You will be hit often for low damage, but you will make a lot of free attacks. Even better, use this in combo with REGENERATION
SHAPESHIFT
The Sphere of body shape control, able to transform you in a terrific killing beast.
PRONGED-HANDS
Strategic Power
The gladiator's hands are armed with mutant prongs (Strike with Brawl) causing 1d10*Mutation Damage
*This power lasts an entire combat. If you activate it you won't be able to use your weapon until the next combat
ACID-SPIT
Special Attack
Attacks with an inhumanly ranged acid spit (using Wrath instead of WeaponSkill to hit) causing Wrath*Mutation Damage. The target armor is always damaged even if the target himself is unhurt.
*If you can't damage the enemy because he's too armored, use this power to damage and remove his armor
CHAMELEONY
Strategic Power
For Mutation rounds each enemy's attack automatically misses if the enemy's Perception+Intelligence+Focus+1d20 is lower than the gladiator's Coordination+Perception+Fortitude*Mutation. Attacking or using a Power interrupt the effect.
BEAST-FORM
Boosting Power
For Mutation rounds Vigour and Agility stats are increased by Mutation.
DEMON-FORM
Boosting Power
For Mutation rounds Vigor stats are multiplied by 2 and Agility stats are increased by Mutation.
*This is extremly good if you have high strength and use 2 handed weapon
DEFENSE
The Sphere of healing and defensive powers, up to immortality.
REVITALIZE
Healing Power
Heals Fortitude*Mutation Health Points.
RESTORE
Passive Power
Automatically heals Mutation Health Points each round.
ADAPTATION
Protective Power
All Damage received by Discipline or Elemental direct attack powers is reduced by Fortitude for Mutation rounds.
*Do not use this if your enemies are all mutants
REGENERATION
Passive Power
Damage received is always automatically decreased by Fortitude.
*Use this in combo with FURY
IMMORTALITY
Passive Power
CONSISTENCE
The Sphere of Vigor improvement and physical protection.
IMPROVE
Boosting Power
Adds Mutation to all 3 Vigor Talents for Mutation rounds.
RUGGEDNESS
Protective Power
For Mutation rounds Natural Protection is increased by Fortitude.
Passive Power
While stunned, the Natural Protection increases multiplying by Mutation.
Protective Power
Creates a sort of natural shield over the skin that protects from (Stamina+ Fortitude)*Mutation Damage and then vanishes. While active Speed is decreased by Mutation.
Protective Power
Gives immunity to all Damage for Mutation rounds. In this status the gladiator cannot attack or parry but only use Potions and Focus powers.
BIOWAVE
The Sphere of radioactivity and biogenetic influence, to disturb your enemies up to disintegrate them
BIOFIELD
Weakening Power
Creates a radioactive field weakening all opponents. Next round all enemies' actions have a penalty equal to Wrath.
BIOSHOCK
Special Attack
Attacks the enemy with a ranged radioactive beam (using Wrath instead of WeaponSkill to hit) causing 2d10*Mutation Damage, decreased by target's Stamina only.
*This attack's damage is decreased only by Stamina, so use it to damage heavily armored enemies
DECAY
Weakening Attack
Attacks the enemy with a ranged radioactive beam (using Wrath instead of WeaponSkill to hit) reducing target's Stamina by Mutation. The target dies if Stamina goes under zero.
*This effect lasts until the end of combat, so it's good to use in combo with DEBILITATE
SACRIFICE
Special Attack
The gladiator sacrifices an amount of Health Points equal to Wrath value. All enemies take Wrath*Mutation Damage, decreased by their Stamina stat only.
*This is particularly useful if you have RESTORE to regain health without using a turn.
DISINTEGRATION
Special Attack
Attacks the enemy with a ranged radioactive disintegrator beam (using Wrath instead of WeaponSkill to hit). If Strength+Willpower+Wrath+1d20 is higher than target's Stamina+Willpower+Fortitude+1d20 ..the target enemy dies!
STARK ONES SPECIFIC TIPS
*Stark ones make great tactical fighters. Most of their powers are passive, so they can focus their points in fighting skills and still receive great benefits from powers.
POWERS:
INNERFORCE
The Sphere of insight, able to control your body through a superior mind
CONCENTRATION
Strategic Power
Adds Focus to next round action.
READINESS
Passive Power
Permanently adds Discipline to Initiative.
REJUVENATION
Healing Power
Heals Fortitude*Discipline Health Points for Discipline rounds.
ENLIGHTENMENT
Passive Power
Health Points permanently increase by Fortitude. No penalties from wounds are suffered.
IRONWILL
Passive Power
Permanently adds Focus to ALL actions.
*If you have a high FOCUS, this power is extremely good
MASTERY
The Sphere of ultimate martial art abilities and combat mastery
ACCURACY
Passive Power
Permanently adds Discipline to Strike.
IMPENETRABLE
Passive Power
Permanently adds Discipline to Defense and Parry.
AMBIDEXTERITY
Passive Power
2-weapon fighting becomes more efficient. -35 penalty becomes -30 for both hands and is further reduced by Coordination+WeaponSkill+Focus
INFALLIBLENESS
Special Attack
Initiative with penalty -20 (reduced by Passion). Strike automatically hits the target who may Parry only by rolling 20 on 20dice.
*This power trades speed for precision. Use it to finish wounded opponents, but remember that you are probably going to act last, so be careful if you are low on health
COUNTERATTACK
Passive Power
Each successful Parry always grants a free immediate counterattack against the attacker.
*This works best with a very high shield skill (and a good shield equipped, of course!)
DEXTERITY
The Sphere of movement, balance, speed and space control
FASTDRAW
Passive Power
Drinking a potion doesn't use the full round. A new action can be done with -15 penalty to Initiative.
HASTE
Passive Power
Permanently adds Discipline to Speed.
POSITIONING
Passive Power
The penalty for multiple strikes becomes -3 instead of -5. Furthermore eliminates the -5 penalty to attack different enemies in the same round.
WHIRLWIND
Special Attack
A unique special Strike with a -5 penalty that attacks ALL enemies
UNBEATABLE
Passive Power
Gladiator parries up to Discipline times per round, with a -1 penalty on each subsequent Parry. Multiple Parry actions negate the bonus to counter attack.
PERSISTENCE
The Sphere of the natural-born-leader warlord frightening the enemies with his mighty presence
LEADERSHIP
Passive Power
Team-mates have a bonus to Strike equal to gladiator's Discipline.
INTIMIDATION
Weakening Power
For Discipline rounds, all the enemies' actions suffer a penalty of: Strength+Willpower+Passion+1d20 minus Enemy Stamina+Willpower+Fortitude
SHARPEN
Boosting Power
Add Passion to attack Damage for Discipline rounds.
BATTLECRY
Special Power
Next round Passion is added to all actions and deducted to all enemies' actions.
RETALIATE
Passive Power
The more wounds are suffered the more dangerous this power is. Adds to Strike a bonus of 1/3 of lost Health Points!
*This is especially useful if you raise your max health, so you can take more damage and receive a bigger damage bonus
POTENCY
The Sphere of body training and superior phisical strength for maximum damage
FORCEFULNESS
Passive Power
Permanently adds Discipline to attack Damage.
POWER-ATTACK
Special Attack
Initiative and Strike penalized by -Discipline. Uses Passion*Discipline instead of Bodybuild to calculate the Damage.
*With a high DISCIPLINE this can be extremely powerful
SMASH
Special Attack
Strikes with penalty -10. Attack does not Damage the target enemy but smashes one piece of his armor that takes the Strike Damage multiplied by Discipline.
PIERCING
Special Attack
Initiative and Strike penalized by -10. The Damage of the attack cannot be reduced by enemy's Armor or Natural Protection.
*Use this against heavily armored enemies
DEATHBLOW
Boosting Power
Next round Initiative and Strike are penalized by -Discipline but Damage is multiplied by Discipline!
*With high strenght and 2 handed weapons this power can make massive attacks
- STURDINESS -
The Sphere of fortitude and phisical resistance against hurt and pain
ENDURANCE
Passive Power
Permanently adds Discipline to Pain Resistance and Stun Resistance. And the penalty suffered from wounds is permanently reduced by Discipline.
STEADFAST
Protective Power
Focus multiplied by Discipline is added to Natural Protection Only Potions and Focus powers can be used while in this special status. Strike or Power actions interrupt the status.
TOUGHNESS
Passive Power
Permanently adds Discipline to Natural Protection. Furthermore automatically heals Discipline Health Points each round.
PURITY
Passive Power
Reduces by Fortitude all Damage received from Mutation or Elemental direct attack powers.
STEEL-BODY
Passive Power
Adds Willpower to Natural Protection. Furthermore the first time each combat that Health Points go under zero, the gladiator survives with 1 Health Point!
*Be sure to have a way to heal, otherwise surviving with 1 health point means that you will die a round later!
WILDCAT SPECIFIC TIPS
*Armor and shield cost double points at the start of the game. It's better to leave them at zero and increase other abilities, and raise them later after the first battles.
*Wild ats have very versatile powers, and most of them are active. So wildcats character should keep their FOCUS, INSTINCT and FORTIDUTE abilities very high, because they will spend many of their turns activating powers.
POWERS:
AIR
The Sphere of air movement, sound blasts and quickness
WIND-BARRIER
Protective Power
All attacks against the gladiator have a penalty equal to Fortitude for Elemental rounds.
WINGED-FEET
Passive Power
Permanently adds Elemental to Speed.
THUNDERCLAP
Weakening Attack
Attacks the enemy with a ranged sound attack (using Instinct instead of WeaponSkill to hit) that Stun for Elemental rounds if Perception+Coordination+Instinct+1d20 is higher than target's Stamina+Perception+Fortitude+1d20.
*This can be useful to even the odds if you are outnumbered.
VORTEX
Special Attack
Summons for Elemental rounds an air vortex that attacks ALL enemies (using Instinct instead of WeaponSkill to hit) causing them 2d4*Elemental Damage, decreased by enemy's Natural Protection only.
AIR-SPECTRE
Strategic Power
For Elemental rounds duplicates attack actions. Furthermore gives one free auto-parry action against the first attack of each one of the opponents.
ANIMAL
The Sphere of animal features, ancestral insinct and communion with nature
SPIDER-SENSE
Strategic Power
Add Focus to Initiative for Elemental rounds.
FERAL-CLAWS
Strategic Power
The gladiator's hands are armed with feline claws (Strike with Brawl) causing 1d10*Elemental Damage
*This power lasts an entire combat. If you activate it you won't be able to use your weapon until the next combat
CHAMELEONY
Strategic Power
For Elemental rounds each enemy's attack automatically misses if the enemy Perception+Intelligence+Focus+1d20 is lower than the gladiator's Coordination+Perception+Fortitude* Elemental. Attacking or using a Power interrupt the effect.
LION-FORCE
Boosting Power
For Elemental rounds Strength is multiplied by Elemental.
*With high strength and 2 handed weapons this power can let you make powerful attacks
BEASTMAN
Boosting Power
For Elemental rounds Agility stats are multiplied by 2 and Vigor stats are increased by Elemental.
EARTH
The Sphere of earth protection, rock consistence and battleground control
SOFTEN
Special Attack
Strike with penalty -10. The attack does not Damage the target but softens one piece of his armor that takes Perception+Instinct Damage multiplied by Elemental.
*If you are having problems with enemy armor, this can remove the problem. Note that you can't loot an armor that is destroyed!
ROCK-FLESH
Protective Power
For Elemental rounds Natural Protection is increased by Fortitude.
MUD-PRISON
Weakening Power
For Elemental rounds the enemy cannot Strike and has a penalty -10 to Defense and Parry. The enemy gets rid of the mud prison if his Strength+Coordination+Focus+1d20 is higher than gladiator's Perception+Coordination+Focus*Elemental.
MARBLE-HIDE
Protective Power
Creates a sort of natural hide over the skin that protects from (Coordination+ Fortitude)*Elemental Damage and then vanishes. While active, Speed is decreased by Elemental.
EARTH-SHELL
Protective Power
Gives immunity to all Damage for Elemental rounds. In this status the gladiator cannot attack or parry but only use Potions and Focus powers.
ENERGY
The Sphere of energy bolts, light control and entropy unleashing
BLINDING-LIGHT
Weakening Attack
Attacks the enemy with ranged light attack (using Instinct instead of WeaponSkill to hit) causing the enemy to suffer a -5 penalty to attack and a -10 penalty to defend for Elemental rounds.
*Use this if you have difficulty hitting your enemy. Also, it can be useful to use this before trying to parry.
ELECTRO-SHOCK
Energy II
Special Attack
Attacks the enemy with a ranged energetic attack (using Instinct instead of WeaponSkill to hit) causing 2d6*Elemental Damage, that cannot be protected or decreased.
*This is great against enemies with very high damage protection
MAGNETIC-BARRIER
Energy III
Protective Power
Creates a magnetic barrier around gladiator's body for Elemental rounds. Enemies' Strike and Damage are penalized by Fortitude.
UNLEASH
Energy IV
Special Attack
The gladiator sacrifices Elemental Health Points. All enemies take Damage for 1d6*Elemental, that cannot be protected or decreased.
ENTROPY-BLAST
Special Attack
Attacks the enemy with a ranged energetic beam (using Instinct instead of WeaponSkill to hit). If Perception+Coordination+Instinct+1d20 is higher than enemy's Stamina+Willpower+Fortitude+1d20 ..the target enemy dies!
*With high PERCEPTION COORDINATION and INSTINCT this power can be a real killer!
FIRE
The Sphere of fire evocation, temperature increase and flaming bolts
HOT-BLADE
Fire I
Boosting Power
The wielded weapon adds Elemental*d6 Damage
*This can help you overcome enemy armor
BLAZING-SKIN
Fire II
Strategic Power
For Elemental rounds each attacking enemy takes 2d6*Elemental Damage, decreased by Natural Protection only.
*If you can't parry enemy attacks, at least make them pay for them!
FLAME-BOLT
Fire III
Special Attack
Attacks the enemy with a ranged fire attack (using Instinct instead of WeaponSkill to hit) causing 2d6*Elemental Damage, decreased by Natural Protection only (causing at least Elemental Damage). Furthermore the target enemy continues to burn for the following Elemental rounds, receiving Damage calculated by decreasing Elemental multiplier by 1 each round.
FIRE-GLOBE
Fire IV
Special Attack
Attacks the enemy with a ranged fire attack (using Instinct instead of WeaponSkill to hit) causing 3d10*Elemental Damage, decreased by Natural Protection only (causing at least Elemental Damage).
CONFLAGRATION
Fire V
Special Attack
Special ranged fire attack that burns ALL enemies (using Instinct instead of WeaponSkill to hit) causing 3d10*Elemental Damage, decreased by Natural Protection only (causing anyway at least Elemental Damage).
*This is especially useful against 3 enemies.
WATER
The Sphere of water control, body fluids, elemental healing and frost
REHYDRATATION
Healing Power
Heals Fortitude*Elemental Health Points.
*Remember that you can use this while REBIRTH is active to heal even more!
DEHYDRATATION
Weakening Attack
Attacks the enemy with a ranged water attack (using Instinct instead of WeaponSkill to hit) that reduces for Elemental rounds the target's Vigor stats by Perception+Elemental points decreased by target's Stamina only. The target dies if any Vigor stat goes under zero.
*If you hit with this power and the enemy isn't affected it means that his stamina is too high, so do not use this power on him. Also, if your INSTINCT is high enough you can kill your enemy with this power only even if you don't bring his health to zero!
REBIRTH
Healing Power
Heals Fortitude*Elemental Health Points for Elemental rounds.
*Remember that you can use REHYDRATATION while this is active to heal even more!
FROZEN
Special Attack
Attacks the target with a ranged water attack (using Instinct instead of WeaponSkill to hit) that causes, for 2 rounds, 1d10*Elemental Damage, decreased by enemy Stamina only. Enemy is also stunned if your Instinct is higher than his Fortitude.
*This is good to bypass enemy armor. Also, stunning an enemy can help you even the odds if you are outnumbered.
SPIRITUAL-RAIN
Healing Power
Heals the gladiator and ALL allies Fortitude*Elemental Health Points. ALL enemies suffer 1d6*Elemental Damage, that cannot be protected or decreased.
*the more gladiators are in the arena, the better this power is! Also, this is the only power that can heal your allies.
How does the chance of Hit work?
When a gladiator attacks, the game rolls a d20 die and adds the STRIKE stat. If the total is equal or higher than the target's DEFENSE stat the gladiator hits, otherwise it misses. If the roll is 20, you roll another d20 and add it to the total (and again if you roll another 20, until you roll a different result). If the roll is a 1 you automatically miss.
The STRIKE stat is:
COORDINATION + PRECISION + the weapon skill (e.g. BLUNT ) + the strike bonus of the weapon equipped + miscellaneous modifiers.
Miscellaneous modifiers are:
-If the gladiator strikes an opponent before the opponent has acted in a round, there is an additional +5 bonus.
-If the previous round the gladiator parried an attack made by the target, the parry bonus is added (it's the number written next to the blue fang icon)
-Penalties for extra attacks, change of target and wielding 2 weapons (see below)
-Bonuses or penalties due to the effect of powers or potions.
-Penalties due to wounds and pain.
The DEFENSE stat is:
10 + PERCEPTION + SPEED + weapon skill + the defense bonus of the shield or the equipped weapon.
For example, if your STRIKE is 25 and the enemy has DEFENSE 40, you need to roll a 15 or higher to hit. That means that you have a 30% chance to hit.
If your total is higher than enemy's DEFENSE stat, the difference (the "margin") is added to your damage roll.
If you hit your enemy damage is equal to:
Weapon's damage + STRENGTH + BODYBUILD + margin - enemy's DAMAGE PROTECTION.
DAMAGE PROTECTION is :
STAMINA + BODYBUILD + armor protection.
If a power's damage is reduced only by natural protection it means that armor is ignored.
If a gladiator parries his DEFENSE score is raised by:
1d20 + PERCEPTION + SPEED + weapon or shield skill
USING 2 WEAPONS, MULTIPLE ATTACKS AND MULTIPLE TARGETS:
Using 2 weapons gives you a -30 penalty for the right hand and a -35 penalty for the left hand. Both penalties are reduced by COORDINATION and weapon skill.
Every attack after the first give you a cumulative -5 penalty for every attack. Also, the second attack receive an extra -5, the third and extra -10, the fourth an extra -15 and so on. Example:
Making four attacks:
- The first one at -15
- The second one at -20
- The third one at -25
- The fourth one at -30
Also, each time you change target there is an additional -5 penalty.