THE OGRE BATTLE WHO'S WHO LIST, Part II(Dragons & Other Large Characters)

This listing complements the first Who's Who list. This listing gives a more detailed description of all of the characters at your disposal. Specific data for special characters that join your cause, namely those that are part of the story like Warren, Lans, Tristan, Rauny, etc... are listed in the Cast page. Though normally I would avoid using external sources for this site, deriving most of it from the game itself, the data here came from various sources on the web.

This section deals with the large classes. Other classes are listed in the three other pages.

Fighter Classes Amazons & other Females Dragons & other Large Characters Other Classes

DRAGON CLASS

The dragons are the most common of the large characters and they are able to develop in one of three ways: good (Ice), neutral (Fire) and evil (Black). They're pretty tough physically and carry some mean magic attacks in the rear row as they become more powerful, thus making them like hardier defense Wizard-types, save for Liches that is. However the main disadvantage of dragons is they aren't as mobile as sky units.

Dragon
Dragon HP: 93 + 8 Lead: NO Type: L Plains (6) Front: Bite (2)
Str: 60 + 4 Cha: 40 Phys: 52 Elec: 47 Back: Fire (2)
Agi: 37 + 2 Ali: 50 Fire: 50 Blk: 44 Recruit: -
Int: 42 + 1 Luk: 50 Ice: 46 Wht: 44 Promote: Black Dragon, Red Dragon, Silver Dragon
Cost: 850 + 100            
The Dragon is the most versitile of the large characters as it can follow three paths of development and can upgrade three times in each route. Dragons have very high HP, strength, and physical defense, making them ideal damage soakers to protect your weaker character. Their only disadvantage is they aren't as mobile as flying units, especially the dragons pursuing the "good" path who are cursed with the horribly slow snow mobility.


Silver Dragon Dragon, Level 7, Ali. 65+
Silver Dragon HP: 95 + 9 Lead: NO Type: L Snow (7) Front: Bite (2)
Str: 64 + 4 Cha: 52 Phys: 53 Elec: 64 Back: Cold (2)
Agi: 38 + 2 Ali: 71 Fire: 58 Blk: 37 Recruit: -
Int: 46 + 2 Luk: 50 Ice: 60 Wht: 66 Promote: Gold Dragon
Cost: 1400 + 160            
The Silver Dragon is the first level of the good dragons. Being a creature of ice as well, these high alignment dragons are equally weak to both black and fire attacks. However like all "good" dragons, having snow movement of Silver Dragons seriously decreases the mobility of any group it is placed in.


Gold Dragon Silver Dragon, Level 17, Ali. 65+
Gold Dragon HP: 90 + 10 Lead: NO Type: L Snow (8) Front: Bite (2)
Str: 69 + 4 Cha: 62 Phys: 57 Elec: 66 Back: Cold (2)
Agi: 41 + 3 Ali: 77 Fire: 23 Blk: 27 Recruit: -
Int: 50 + 3 Luk: 51 Ice: 69 Wht: 71 Promote: Platinum Dragon
Cost: 1650 + 230            
The Gold Dragon is the next level of the good dragons and is more powerful than the Silver Dragon. Just be careful as its weakness towards Fire and Black are further increased.


Platinum Dragon Gold Dragon, Level 24, Ali. 65+
Platinum Dragon HP: 83 + 11 Lead: NO Type: L Snow (8) Front: Cold (2)
Str: 63 + 5 Cha: 67 Phys: 61 Elec: 69 Back: Icecloud (2)
Agi: 45 + 3 Ali: 82 Fire: 11 Blk: 17 Recruit: -
Int: 46 + 4 Luk: 53 Ice: 88 Wht: 76 Promote: -
Cost: 2000 + 250            
The ultimate good ice dragon, this beast uses ice spells in both the front and rear. Getting one by promoting a gold dragon can be tough because of the high experience level and alignment needed. Just be careful as their fire and black weaknesses are further exposed, and it still has that painfully slow snow mobility.


Red Dragon Dragon, Level 7, Ali. 35-65
Red Dragon HP: 91 + 9 Lead: NO Type: L Mountains (7) Front: Bite (2)
Str: 62 + 4 Cha: 50 Phys: 54 Elec: 60 Back: Fire (2)
Agi: 40 + 2 Ali: 50 Fire: 58 Blk: 44 Recruit: -
Int: 44 + 2 Luk: 50 Ice: 44 Wht: 44 Promote: Red Dragon II
Cost: 1100 + 150            
The Red Dragon is simply a more powerful version of the dragon with fire based attacks. Unfortunately, the "neutral" dragons also develop a mobility handicap, as they all have the mountain movement mobility. They also develop a weakness towards ice magic. Fully promoting the Red Dragon into its final upgrade, the Salamand, can be difficult as you must reach level 23 while maintaining an average alignment.


Red Dragon II Red Dragon, Level 16, Ali. 35-65
Red Dragon II HP: 87 + 10 Lead: NO Type: L Mountains (8) Front: Bite (2)
Str: 67 + 4 Cha: 53 Phys: 59 Elec: 63 Back: Fire (2)
Agi: 43 + 3 Ali: 50 Fire: 67 Blk: 48 Recruit: -
Int: 48 + 3 Luk: 53 Ice: 25 Wht: 48 Promote: Salamand
Cost: 1350 + 200            
With an obvious lack of originality, this creature is simply the "Red Dragon II". More powerful than its predecessor, it's weakness towards ice is more apparent while still having the slow mountain movement mobility.


Salamand Red Dragon II, Level 23, Ali. 35-65
Salamand HP: 80 + 11 Lead: NO Type: L Mountains (8) Front: Fire (2)
Str: 61 + 5 Cha: 57 Phys: 62 Elec: 67 Back: Nova (2)
Agi: 47 + 3 Ali: 50 Fire: 86 Blk: 51 Recruit: -
Int: 44 + 4 Luk: 56 Ice: 11 Wht: 51 Promote: -
Cost: 1700 + 250            
If your dragon is able to maintain an average alignment up to level 23, you can get this fiery creature. The powerful Nova attack will sear all enemies with one burst of fire. Again, the biggest disadvantage is the Salamand's mountain movement.


Black Dragon Dragon, Level 7, Ali. 0-35
Black Dragon HP: 97 + 9 Lead: NO Type: L Plains (7) Front: Bite (2)
Str: 65 + 4 Cha: 48 Phys: 55 Elec: 69 Back: Acid (2)
Agi: 36 + 2 Ali: 29 Fire: 49 Blk: 64 Recruit: -
Int: 43 + 2 Luk: 50 Ice: 51 Wht: 35 Promote: Tiamat
Cost: 1300 + 150            
The Black Dragon is the first of the "evil" dragon upgrades. The low alignment dragons have the most tolerable movement type, that being "plains." As expected, they develop a weakness towards white magic as they upgrade.


Tiamat Black Dragon, Level 15, Ali. 0-35
Tiamat HP: 86 + 10 Lead: NO Type: L Plains (8) Front: Acid (2)
Str: 70 + 4 Cha: 51 Phys: 59 Elec: 76 Back: Evildead (2)
Agi: 39 + 3 Ali: 23 Fire: 53 Blk: 69 Recruit: -
Int: 47 + 3 Luk: 48 Ice: 54 Wht: 30 Promote: Zombie Dragon
Cost: 1550 + 210            
The Tiamat, being a second upgrade dragon, already gains a hit-all (2 actually), wheras the "good" and "neutral" dragons must wait until their third/final upgrade before they gain hit-alls. Definitely worth pursuing if you want your dragons to gain hit-all attacks as soon as possible. Its weakness to white magic is very noticable though.


Zombie Dragon Tiamat, Item: Undead Ring
Zombie Dragon HP: 78 + 11 Lead: NO Type: L Swamps (8) Front: Acid (2)
Str: 64 + 5 Cha: 47 Phys: 73 Elec: 86 Back: Rot (2)
Agi: 43 + 4 Ali: 0 Fire: 79 Blk: 83 Recruit: -
Int: 53 + 3 Luk: 63 Ice: 78 Wht: 15 Promote: -
Cost: 1900 + 250            
The Zombie Dragon has traded its two hit-alls for two single targeting Rot attacks, making the upgrade questionable in usefulness. But since most dragons should be placed in the front row, the change isn't that relevant. The real problem with the Zombie Dragon is that in order to promote to one, you'll have to use an Undead Ring, which is better used on making a Lich instead. If you truly wanted one, you can recruit several enemy Zombie Dragons using the "Charm" item in the Antanjyl stage.


SERPENT CLASS

The two serpents are the most physically powerful flyers you have. They have more HPs and a higer strength value than the Gryphons, though they are a bit slower. Due to their large size, putting one of them in a group all but guarantees that the unit will have high sky mobility.

Wyrm
Wyrm HP: 92 + 8 Lead: NO Type: L High Sky (6) Front: Tail (2)
Str: 58 + 4 Cha: 30 Phys: 45 Elec: 38 Back: Tail (2)
Agi: 47 + 3 Ali: 42 Fire: 47 Blk: 48 Recruit: -
Int: 31 + 1 Luk: 47 Ice: 39 Wht: 32 Promote: Wyvern
Cost: 850 + 170            
The Wyrm is a good character to use to make a flying unit. Its Tail attack packs is stronger than the Gryphon's Charge attack, and Wyrms get 2 of them regardless of what row they are placed in.


Wyvern Wyrm, Level 13, Ali. 0-55
Wyvern HP: 89 + 9 Lead: NO Type: L High Sky (7) Front: Tail (2)
Str: 63 + 4 Cha: 37 Phys: 49 Elec: 42 Back: Fire (2)
Agi: 51 + 3 Ali: 30 Fire: 53 Blk: 50 Recruit: -
Int: 36 + 1 Luk: 49 Ice: 35 Wht: 20 Promote: -
Cost: 1700 + 210            
The Wyvern is just a more powerful version of the wyrm with a bigger weakness to white and ice attacks.


GIANT CLASS

The Giant family are large and physically powerful characters. Like dragons, they tend to make good damage sponges in the front row because of their naturally high HP, attack power, and defense power. But as with all non-flying large units, they tend to bring down group mobility.

Giant
Giant HP: 89 + 7 Lead: NO Type: L Plains (5) Front: Club (3)
Str: 54 + 3 Cha: 33 Phys: 48 Elec: 41 Back: Club (2)
Agi: 40 + 2 Ali: 50 Fire: 42 Blk: 40 Recruit: -
Int: 30 + 2 Luk: 44 Ice: 37 Wht: 40 Promote: Fire Giant, Ice Giant, Titan
Cost: 200 + 60            
Your basic bruiser, the Giant makes for a good front row character because of the damage one can do, and they're strong enough to withstand many blows.


Fire Giant Giant, Level 8, Ali. 0-40
Fire Giant HP: 75 + 8 Lead: NO Type: L Mountains (5) Front: Club (3)
Str: 59 + 4 Cha: 36 Phys: 57 Elec: 37 Back: Firebolt (2)
Agi: 49 + 3 Ali: 27 Fire: 80 Blk: 54 Recruit: -
Int: 36 + 2 Luk: 47 Ice: 5 Wht: 32 Promote: -
Cost: 630 + 110            
Unlike the dragons, the fire giant is the "evil" giant. The Fire Giant is a more powerful version of the Giant, excpet that it is weak towards ice and has a fire ball attack thrown in. They have the slow mountain movement mobility.


Ice Giant Giant, Level 10, Ali. 50-80
Ice Giant HP: 84 + 8 Lead: NO Type: L Snow (5) Front: Club (3)
Str: 57 + 4 Cha: 38 Phys: 52 Elec: 54 Back: Icebolt (2)
Agi: 38 + 3 Ali: 70 Fire: 15 Blk: 35 Recruit: -
Int: 37 + 2 Luk: 48 Ice: 80 Wht: 60 Promote: -
Cost: 750 + 130            
The main advantage of the Ice Giant is its ability to walk through the snow, which good for snowy regions like the Tundra. But since there aren't many snow areas in the game, having snow mobility is generally a curse in most stages because of its slowness.


Titan Giant, Level 15, Ali. 70+
Titan HP: 85 + 8 Lead: NO Type: L Plains (5) Front: Club (3)
Str: 62 + 4 Cha: 47 Phys: 54 Elec: 52 Back: Gale (2)
Agi: 45 + 3 Ali: 75 Fire: 47 Blk: 15 Recruit: -
Int: 40 + 3 Luk: 41 Ice: 39 Wht: 80 Promote: -
Cost: 920 + 190            
This more powerful Giant has the mighty Gale attack which smashes the entire enemy party with a powerful wave of wind for physical damage. Be wary of its weakness towards black attacks.


CANUS CLASS

The two demonic canines have their place. They're tough fighters who are able to manuevre through mountains, but keep in mind group mobility as mountain movement is slow everywhere else.

Hellhound
Hellhound HP: 87 + 6 Lead: NO Type: L Mountains (5) Front: Smash (3)
Str: 51 + 3 Cha: 17 Phys: 46 Elec: 37 Back: Fire (2)
Agi: 59 + 3 Ali: 44 Fire: 49 Blk: 58 Recruit: -
Int: 32 + 3 Luk: 51 Ice: 40 Wht: 22 Promote: Cerberus
Cost: 100 + 30            
The Hellhound is a pretty useful character in the beginning of the game, but its usefulness declines sharply as the game progresses. Early on, they make great front line fighters, since they have high HP, 3 attacks, hard to hit, and cheap to deploy. But later their slow mobility in the larger stages will hurt you more than help you.


Cerberus Hellhound, Level 13, Ali. 0-55
cerberus HP: 83 + 7 Lead: NO Type: L Mountains (5) Front: Smash (3)
Str: 56 + 4 Cha: 23 Phys: 51 Elec: 36 Back: Charm (2)
Agi: 62 + 4 Ali: 30 Fire: 52 Blk: 65 Recruit: -
Int: 48 + 4 Luk: 53 Ice: 40 Wht: 15 Promote: -
Cost: 570 + 100            
More powerful than the hellhound, the Cerberus does have a greater weakness towards white. The Charm spell can stun an opponent, but it is sometimes substituted for Fire. Be warned, Cerberi still have the slow movement of their previous class.


OCTOPUS CLASS

These two undersea dwellers are the largest characters in the game. They'll turn any unit they're in into an ocean unit which is very annoying as ocean movement is a very slow moving mobility. Though they are physically strong, unless they're in the water, they're almost completely useless. Hence, they're no good for city defending, unless you somehow find the lost city of Atlantis. I'd stay away from them as there aren't that many ocean stages to take advantage of in the first place.

Octopus
Octopus HP: 78 + 9 Lead: NO Type: L Ocean (8) Front: Tentacle (4)
Str: 51 + 3 Cha: 20 Phys: 64 Elec: 20 Back: Tentacle (2)
Agi: 38 + 2 Ali: 50 Fire: 54 Blk: 50 Recruit: -
Int: 47 + 1 Luk: 50 Ice: 53 Wht: 50 Promote: Kraken
Cost: 300 + 50            
The Octopus makes the group its in into a sea-based party. Use them whenever you enter a stage where there is a lot of water like the Kastolatian Sea. They also make good front-line characters with their high HP and Strength, and the 4 Tentacle attacks. Just remember, they really only function well in water, so avoid keeping them on land. Also, they have a weakness towards both electric and fire attacks. Overall, they have way too many disadvantages to warrant being used in your army.


Kraken Octopus, Level 12, Ali. 55+
Kraken HP: 86 + 10 Lead: NO Type: L Ocean (8) Front: Tentacle (4)
Str: 57 + 4 Cha: 20 Phys: 67 Elec: 17 Back: Maelstrom (2)
Agi: 47 + 2 Ali: 57 Fire: 59 Blk: 43 Recruit: -
Int: 50 + 1 Luk: 50 Ice: 58 Wht: 57 Promote: -
Cost: 700 + 110            
More powerful versions of the Octopus, the Kraken possess the powerful Maestrom which washes away all your enemies in a powerful whirlpool for physical damage. On land, this attack is replaced with two Tentacles. Aside from an increased weakness towards lightning and fire, these creatures are stronger than the Octopi, but are still every bit as useless.


CHIMERA CLASS

Strange beasts made up of different creatures, these lion-bodied eagles are the second largest flyers in the game, second only to the serpents. They're pretty useful as they have the Gale and Petrify spells, and more importantly, they give most groups they're in high sky movement.

Gryphon
Gryphon HP: 80 + 7 Lead: NO Type: L High Sky (5) Front: Charge (2)
Str: 50 + 2 Cha: 30 Phys: 43 Elec: 53 Back: Gale (1)
Agi: 58 + 4 Ali: 45 Fire: 33 Blk: 55 Recruit: -
Int: 37 + 1 Luk: 53 Ice: 48 Wht: 35 Promote: Cockatris
Cost: 200 + 50            
The Gryphon is effective in the front or rear. In the front, they get 2 attacks. In the rear, they get the Gale attack which is a physical damage hit-all. They have decent strength, defense, and agility, making them good all-around.


Cockatris Gryphon, Level 9, Ali. 0-60
Cockatris HP: 74 + 6 Lead: NO Type: L High Sky (5) Front: Charge (2)
Str: 54 + 3 Cha: 40 Phys: 46 Elec: 57 Back: Petrify (2)
Agi: 63 + 4 Ali: 36 Fire: 37 Blk: 64 Recruit: -
Int: 42 + 1 Luk: 55 Ice: 53 Wht: 26 Promote: -
Cost: 890 + 80            
The Cockatris traded its Gale for two Petrify spells. The Petrify turns one enemy to stone for the entire battle, rendering them unable to attack, and as a bonus Petrify can also destroy the undead. You might want to keep a few Gryphons around though, as Petrify seems to miss quite often.


GOLEM CLASS

Physically, these walking mounds of earth are the strongest characters in the game and are often used as front-liners to block attacks. They're almost like living undead as they take little damage from physical attacks, but they are very weak against magic, and have very few HPs. For this reason, they are often passed over by many warriors as being useless for good reason. Another thing to point out which makes them undesirable is that they can't be promoted. To get more powerful golems, they must be recruited or found.

Golem
Golem HP: 45 + 2 Lead: NO Type: L Plains (5) Front: Punch (3)
Str: 56 + 4 Cha: 20 Phys: 69 Elec: 61 Back: Punch (2)
Agi: 31 + 1 Ali: 50 Fire: 38 Blk: 55 Recruit: -
Int: 30 + 2 Luk: 39 Ice: 63 Wht: 43 Promote: -
Cost: 100 + 20            
With a general weakness towards magic, especially Fire magic, the Golem's low HP total can be quickly dispatched. But against physical attacks, their living clay bodies can't be stopped. They have too many disadvantages for any real use in your army though.


Rock Golem
Rock Golem HP: 53 + 2 Lead: NO Type: L Mountains (5) Front: Punch (3)
Str: 60 + 4 Cha: 30 Phys: 73 Elec: 63 Back: Punch (2)
Agi: 32 + 1 Ali: 55 Fire: 74 Blk: 53 Recruit: -
Int: 30 + 2 Luk: 40 Ice: 67 Wht: 47 Promote: -
Cost: 600 + 70            
Though still weak against magic in general, the Rock Golem doesn't have the same weakness to fire that the Golem has. They gain another handicap by acquiring mountain movement. Pass on these guys.


Iron Golem
Iron Golem HP: 67 + 2 Lead: NO Type: L Plains (5) Front: Punch (3)
Str: 63 + 4 Cha: 48 Phys: 82 Elec: 72 Back: Punch (2)
Agi: 33 + 2 Ali: 73 Fire: 41 Blk: 63 Recruit: -
Int: 30 + 2 Luk: 45 Ice: 81 Wht: 90 Promote: -
Cost: 1700 + 180            
The Iron Golem still has a weakness towards fire magic, but if you want any golems at all, this is the one you want. They have the most HPs and are the most agile. But it's still a golem, so that's not saying much.


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