THE OGRE BATTLE WHO'S WHO LIST, Part II(Fighters)

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 Fighter and the various characters he can be promoted to. Other classes are listed in the three other pages.

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

FIGHTER CLASS

The Figther classes are the most varied and the most common in your army.�Remember that if a certain character is not developing the way you want, you can demote him back into a Fighter and then promote him into something else. For instance, a Wizard with too much ALI to become a Mage can be demoted back into a Fighter, then promoted into a Doll Mage and try to become a Doll Master.

Fighter
Fighter HP: 77�+�5 Lead: NO Type: S Plains (3) Front: Slash (2)
Str: 45�+�2 Cha: 46 Phys: 44 Elec: 34 Back: Slash (1)
Agi: 47�+�2 Ali: 50 Fire: 36 Blk: 40 Recruit: -
Int: 40�+�1 Luk: 45 Ice: 40 Wht: 40 Promote: Beast Man, Doll�Mage, Knight, Ninja, Samurai, Werewolf, Wild�Man, Wizard
Cost: 100�+�20
The Fighter is one of the basic characters in your army, and possesses the most development potential of any other character. He can develop in various ways, becoming a Knight, Wizard, Doll Mage, Wildman, Beastman, Samurai, Ninja or even a Werewolf.


Knight Fighter, Level 5, Cha. 50+, Ali. 50+
Knight HP: 76�+�5 Lead: OK Type: S Plains (3) Front: Slash (2)
Str: 49�+�3 Cha: 55 Phys: 47 Elec: 37 Back: Slash (1)
Agi: 52�+�2 Ali: 62 Fire: 39 Blk: 34 Recruit: Fighter
Int: 44�+�1 Luk: 50 Ice: 43 Wht: 46 Promote: Paladin, Vampyre
Cost: 600�+�90
The Knight is the next step above the Fighter class, offering many of the same attributes, except that Knights are able to lead parties.


Paladin Knight, Level 15, Cha. 60+, Ali. 70+
Paladin HP: 67�+�6 Lead: OK Type: S Plains (4) Front: Slice (3)
Str: 56�+�3 Cha: 62 Phys: 53 Elec: 40 Back: Healing (1)
Agi: 56�+�2 Ali: 78 Fire: 41 Blk: 26 Recruit: Cleric, Knight
Int: 45�+�2 Luk: 50 Ice: 46 Wht: 54 Promote: -
Cost: 1100�+�170
The Paladin is the highest upgrade of the Knight. Paladins get a whopping three attacks in the front, but in the back they get one pathetic healing spell. Keep Paladins in the front row for their good defense and three attacks.


Vampyre Knight or Evil One, Item: Blood Kiss
Vampyre HP: 45�+�4 Lead: OK Type: S Forest (4) Front: Lifesuck (2)
Str: 42�+�3 Cha: 50 Phys: 82 Elec: 48 Back: Charm (2)
Agi: 45�+�2 Ali: 19 Fire: 78 Blk: 80 Recruit: Werewolf
Int: 61�+�4 Luk: 62 Ice: 85 Wht: 10 Promote: Coffin
Cost: 1600�+�250
This creature of darkness is the other promoted form of the Knight. As with the mythological vampyres (or vampires), these beings are most powerful at night. During the daytime, they sleep inside their coffins. Their lifesuck power is the most unusual attack in the game. It drains HP from an opponent and heals the Vampyre back by the amount of damage given. The Vampyre's charm can entice an opponent to attack his/her allies. Both attacks are virtually useless however.


Coffin
Coffin HP: 45�+�4 Lead: OK Type: S Dungeon (0) Front: Sleeping (1)
Str: 42�+�3 Cha: 50 Phys: 100 Elec: 100 Back: Sleeping (1)
Agi: 45�+�2 Ali: 19 Fire: 100 Blk: 100 Recruit: Werewolf
Int: 61�+�4 Luk: 62 Ice: 100 Wht: 100 Promote: Vampyre
Cost: 1600�+�250
The Coffin isn't exactly a real class, but rather a Vampyre who is sleeping during the daytime. Their attacks are basically non-existent, but their defensive properties are incredible.


Wild Man Fighter, Level 6, Cha. 50+, Ali. 0-49
Wild Man HP: 71�+�6 Lead: OK Type: S Plains (3) Front: Smash (2)
Str: 52�+�3 Cha: 54 Phys: 48 Elec: 36 Back: Smash (1)
Agi: 53�+�2 Ali: 41 Fire: 43 Blk: 46 Recruit: Fighter
Int: 41�+�1 Luk: 54 Ice: 38 Wht: 34 Promote: Evil�One
Cost: 400�+�50
The Wild Man is one of the low alignment classes the Fighter can become. They are basically just a lower alignment form of a Knight.


Evil One Wild Man, Level 16, Cha. 60+, Ali. 0-30
Evil One HP: 74�+�6 Lead: OK Type: S Mountains (4) Front: Chop (2)
Str: 58�+�3 Cha: 58 Phys: 54 Elec: 39 Back: Fireball (2)
Agi: 57�+�2 Ali: 23 Fire: 46 Blk: 55 Recruit: Wild�Man, Wizard
Int: 42�+�2 Luk: 62 Ice: 40 Wht: 25 Promote: Vampyre
Cost: 900�+�130
The Evil One is the final upgrade of the Wild Man. He's not as good as his high alignment counterpart, the Paladin, since the Evil One only gets two attacks in the front row versus a Paladin's three. In the back, he gets two single targeting fireball spells.


Werewolf Fighter, Item: Werewolf Virus
Werewolf HP: 79�+�6 Lead: NO Type: S Mountains (4) Front: Smash (3)
Str: 53�+�3 Cha: 31 Phys: 71 Elec: 78 Back: Smash (3)
Agi: 54�+�3 Ali: 38 Fire: 72 Blk: 92 Recruit: -
Int: 44�+�1 Luk: 49 Ice: 77 Wht: 11 Promote: Pseudo�Beast�Man
Cost: 380�+�80
The Werewolf is a powerful creature of the night. Much like the Vampyres, these creatures fight infinitely better during the night time, as they are reduced to Fighters with only one attack during the day. You can tell who is or isn't a Werewolf during the day, because werewolves will be named as "Beastmen" in their daytime-Fighter form. As a Werewolf, however, he gets three attacks in either row, and with strong defense against everything except white magic, the Werewolf is one of the stronger physical fightesr in the game.


Beast Man Fighter, Level 5, Cha. 50+, Ali. 25-65
Beast Man HP: 85�+�5 Lead: OK Type: S Plains (3) Front: Whip (2)
Str: 51�+�3 Cha: 50 Phys: 44 Elec: 35 Back: Whip (2)
Agi: 47�+�2 Ali: 45 Fire: 28 Blk: 46 Recruit: Fighter, Hellhound
Int: 38�+�1 Luk: 43 Ice: 31 Wht: 34 Promote: Beast Master
Cost: 350�+�50
The Beast Man is one of the harder characters to upgrade because his alignment must first stay low to become a Beast Master, a rare item is then needed for him to become a Dragoner, and then his alignment must remain neutral become a Dragon Master while still maintaining a high charisma. But, if you manage to get a Dragon Master, the dragons he can recruit can potentially be worth it, but not really IMO. The Beast Man has 2 attacks in either row.


Beast Master Beast Man, Level 12, Cha. 60+, Ali. 10-50
Beast Master HP: 79�+�5 Lead: OK Type: S Plains (3) Front: Whip (2)
Str: 53�+�4 Cha: 56 Phys: 48 Elec: 39 Back: Whip (2)
Agi: 49�+�2 Ali: 33 Fire: 27 Blk: 55 Recruit: Cerberus, Cockatris, Wyrm
Int: 36�+�1 Luk: 46 Ice: 35 Wht: 25 Promote: Dragoner
Cost: 850�+�130
The next class of Beast Man, the Beast Master can recruit more advanced large monsters for use in your army than the Beast Man can. Otherwise, they're not much different than the regular Beast Men, as they still only have 2 attacks in either row.


Dragoner Beast Master, Item: Stone of Dragos
Dragoner HP: 83�+�4 Lead: OK Type: S Plains (3) Front: Slice (2)
Str: 48�+�3 Cha: 55 Phys: 43 Elec: 40 Back: Slice (2)
Agi: 51�+�2 Ali: 50 Fire: 26 Blk: 40 Recruit: Dragon, Wyvern
Int: 49�+�2 Luk: 58 Ice: 54 Wht: 40 Promote: Dragon�Master
Cost: 1370�+�200
The Dragoner is a marginally good character to have as he can recruit Dragons and Wyverns. If you wanted to recruit Dragons, however, a better option is to wait until one of the Dragoons joins your army, as they can recruit upgraded dragons. They still only have 2 attacks in either row, making them being outclassed fighting-wise by the Paladin.


Dragon Master Dragoner, Level 20, Cha. 65+, Ali. 40-60
Dragon Master HP: 85�+�3 Lead: OK Type: S Plains (3) Front: Slice (2)
Str: 52�+�3 Cha: 63 Phys: 45 Elec: 47 Back: Icefield (2)
Agi: 53�+�3 Ali: 50 Fire: 22 Blk: 40 Recruit: Black�Dragon, Red�Dragon, Silver�Dragon
Int: 51�+�2 Luk: 65 Ice: 58 Wht: 40 Promote: -
Cost: 2000�+�250
The Dragon Master can recruit either of the three basic alignment dragon classes. If he's powerful enough, the dragons he recruits can immediately promote into higher upgrades. Attackwise though, he still isn't very impressive, with only 2 front row attacks versus a Paladin's or Samurai Master's 3.


Doll Mage Fighter, Level 5, Cha. 50+, Ali. 30-70
Doll Mage HP: 78�+�3 Lead: OK Type: S Plains (2) Front: Doll (2)
Str: 40�+�1 Cha: 52 Phys: 28 Elec: 27 Back: Acid (1)
Agi: 54�+�2 Ali: 53 Fire: 44 Blk: 37 Recruit: Golem
Int: 53�+�3 Luk: 47 Ice: 39 Wht: 43 Promote: Doll�Master
Cost: 850�+�160
The Doll Mage's Acid attack hits all the enemies in one blow and is considered a physical "elemental" attack. Since you can get Doll Mages very early, their hit-all makes them ridiculously powerful in the beginning stages of the game.


Doll Master Doll Mage, Level 14, Cha. 60+, Ali. 50-80
Doll Master HP: 78�+�3 Lead: OK Type: S Plains (2) Front: Puppet (2)
Str: 38�+�1 Cha: 58 Phys: 26 Elec: 29 Back: Acid (2)
Agi: 57�+�2 Ali: 69 Fire: 47 Blk: 21 Recruit: Rock�Golem
Int: 57�+�3 Luk: 42 Ice: 41 Wht: 59 Promote: -
Cost: 1280�+�190
Treat the Doll Master like his predecessor, the Doll Mage, excpet he gets 2 Acid attacks instead of one. The Doll Master good class to consider if your Wizards have too much alignment to promote into Mages.


Ninja Fighter, Level 6, Ali. 0-49
Ninja HP: 76�+�4 Lead: NO Type: S Forest (3) Front: Shuriken (3)
Str: 46�+�3 Cha: 47 Phys: 45 Elec: 43 Back: Ninjutsu (2)
Agi: 50�+�3 Ali: 38 Fire: 50 Blk: 43 Recruit: -
Int: 50�+�2 Luk: 48 Ice: 44 Wht: 37 Promote: Ninja�Master
Cost: 500�+�110
The Ninja is one of the few Fighter class characters who cannot lead. Put him in back, and he'll act like a Wizard, throwing 2 single-targetting Ninjutsu attacks which are of fire, lightning or ice elemental. In the front he gets 3 attacks, but he has low HP and defense.


Ninja Master Ninja, Level 15, Cha. 60+, Ali. 0-30
Ninja Master HP: 77�+�5 Lead: OK Type: S Forest (4) Front: Shuriken (3)
Str: 51�+�3 Cha: 56 Phys: 47 Elec: 45 Back: Ninjutsu (1)
Agi: 52�+�4 Ali: 22 Fire: 52 Blk: 68 Recruit: Ninja
Int: 55�+�3 Luk: 56 Ice: 46 Wht: 2 Promote: -
Cost: 1300�+�190
Much like the Ninja except the Ninja master can lead. Also, his single-targetting Ninjutsu attack has been replaced by an elemental hit-all. Treat him like a Mage in the back row. In the front row, he still has 3 attacks, but is still physically weak.


Wizard Fighter, Level 4, Cha. 50+, Ali. 10-60
Wizard HP: 86�+�2 Lead: OK Type: S Plains (2) Front: Punch (2)
Str: 37�+�1 Cha: 50 Phys: 20 Elec: 37 Back: Magic (2)
Agi: 51�+�1 Ali: 45 Fire: 32 Blk: 45 Recruit: Giant, Hellhound
Int: 45�+�4 Luk: 50 Ice: 32 Wht: 35 Promote: Mage
Cost: 400�+�70
The Wizard is the most basic and most common magic user in the game. His best attribute is the ability to upgrade by three classes, all of which are extremely powerful. Putting him in the rear will allow him to use 2 single-targetting spells of five different elements: Tornado (Physical), Fireball (Fire), Lightning (Electric), Icefield (Ice), and Nitemare (Black). The spell he uses depends on the battle tactic selected. There is no reason to put him in the front unless you're making him kill neutral undead on his own.


Mage Wizard, Level 10, Cha. 60+, Ali. 10-35
Mage HP: 81�+�2 Lead: OK Type: S Plains (2) Front: Punch (2)
Str: 38�+�1 Cha: 55 Phys: 24 Elec: 38 Back: Magic (1)
Agi: 49�+�1 Ali: 35 Fire: 34 Blk: 51 Recruit: Cerberus, Giant, Imp
Int: 45�+�4 Luk: 48 Ice: 35 Wht: 29 Promote: Sorcerer
Cost: 800�+�150
The Mage is a more powerful Wizard who has traded in his 2 single-targetting spells in the back row for one hit-all attack of the same five elements. Once you reach this class, you no longer have to worry about alignment or charisma as further promotions for the Mage are done with items. If you're having trouble raising a Mage, remember that the special character Tristan and Devil leaders can recruit Mages directly.


Sorcerer Mage, Item: Undead Staff
Sorcerer HP: 73�+�3 Lead: OK Type: S Plains (2) Front: Magic (2)
Str: 39�+�1 Cha: 60 Phys: 28 Elec: 39 Back: Magic (2)
Agi: 47�+�1 Ali: 21 Fire: 36 Blk: 59 Recruit: Ghost, Skeleton
Int: 55�+�4 Luk: 45 Ice: 38 Wht: 21 Promote: Lich
Cost: 1200�+�180
The Sorcerer is a practitioner in necromancy and can recruit the undead from anywhere on the stage map, not just at towns. The Sorerer is very similar to the Mage except he gets 2 hit-alls instead of one. In the front row, the Sorcerer has 2 single-targetting magic spells, but you would never place him in the front row under any circumstance.


Lich Sorcerer, Item: Undead Ring
Lich HP: 88�+�2 Lead: OK Type: S Plains (2) Front: Cold Eye (3)
Str: 35�+�1 Cha: 62 Phys: 100 Elec: 68 Back: Magic (3)
Agi: 46�+�2 Ali: 9 Fire: 100 Blk: 100 Recruit: Phantom, Wraith
Int: 59�+�4 Luk: 42 Ice: 100 Wht: 10 Promote: Skeleton
Cost: 1900�+�250
Undeniably the most powerful magic user in your army, and arguably the best character in the game, the Lich has 3 powerful hit-all attacks in the rear and three Cold Eye attacks (single-targetting White magic attack) in front. He can also recruit the more powerful undead characters in the game from anywhere on the map. He has very high defense, so he does make a good damage soaker in the front row. But he is infinitely more useful in the rear where he can decimate enemy groups with his magic.


Samurai Fighter, Level 7, Cha. 50+, Ali. 50+
Samurai HP: 86�+�5 Lead: NO Type: S Plains (3) Front: Slice (2)
Str: 50�+�3 Cha: 56 Phys: 46 Elec: 34 Back: Iainuki (1)
Agi: 54�+�2 Ali: 61 Fire: 32 Blk: 39 Recruit: Fighter
Int: 51�+�2 Luk: 47 Ice: 37 Wht: 51 Promote: Samurai�Master
Cost: 700�+�100
The noble Samurai is a powerful physical character, very similar to a Knight when placed in the front row. He gains the long range physical "elemental" Iainuki attack in the rear. If it hits, Iainuki cause the Samurai to lose some of his HP, so make sure you can withstand the self-inflicted damage when using the Samurai.


Samurai Master Samurai, Level 15, Cha. 60+, Ali. 70+
Samurai Master HP: 96�+�5 Lead: OK Type: S Plains (4) Front: Slash (3)
Str: 55�+�3 Cha: 64 Phys: 52 Elec: 37 Back: Iainuki (1)
Agi: 59�+�2 Ali: 79 Fire: 34 Blk: 21 Recruit: Ninja, Samurai
Int: 54�+�2 Luk: 54 Ice: 35 Wht: 69 Promote: -
Cost: 1200�+�180
The Samurai Master is a more powerful version of the Samurai with 3 attacks in the front row. He still only has 1 Iainuki attack in the rear row though. In the front row, he is basically an alternative Paladin.


Tiger Man Item: Fullmoon Stone
Tiger Man HP: 77�+�6 Lead: NO Type: S Forest (4) Front: Smash (2)
Str: 59�+�4 Cha: 28 Phys: 74 Elec: 75 Back: Smash (2)
Agi: 58�+�3 Ali: 36 Fire: 76 Blk: 94 Recruit: -
Int: 45�+�1 Luk: 52 Ice: 71 Wht: 14 Promote: Pseudo�Beast�Man
Cost: 720�+�120
The Tiger Man is similar to the Werewolf, except that he only gets 2 attacks in either row instead of a Werewolf's 3. Therefore attack-wise, the Tiger Man is less useful than the Werewolf. To recruit this character, get a Fullmoon Stone and use it on a group with an empty space available while in the stage map. You'll get a warning saying there are no Tiger Men around, but it seems to be just an error.


Pseudo Beast Man
Beast Man HP: ? Lead: NO Type: S Plains (3) Front: Slash (1)
Str: ? Cha: ? Phys: 44 Elec: 34 Back: Slash (1)
Agi: ? Ali: ? Fire: 36 Blk: 40 Recruit: -
Int: ? Luk: ? Ice: 40 Wht: 40 Promote: Tiger�Man, Werewolf
Cost: ?�+�?
The Pseudo Beast Man is simply the daytime form for either of the lycanthromorphs: the Werewolf or Tiger Man. The character looks like a Fighter, but only has one attack in either row. The attributes of the beast man are depend on whether he's a Werewolf or a Tiger man.


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