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 The character classes

Sram's Shadow

Srams are Assassins who love purses, especially when they're full! Folding up the tails of a new tunic, exploring the bottom of a pocket, nimbly fingering through the contents, stroking the valuables and drawing out the prize is what a Sram enjoys best!


Speciality: Underhanded tactician and theif

Preferred weapons: Daggers (100% damage) Bow (95% damage)

Basic characteristics:

  • 50 Health Points (HP)
  • 6 Action Points (AP)
  • 3 Movement Points (MP)
  • 0 Initiative Points
  • 100 Prospecting Points

Each time you level up in combat, you'll receive 5 points which you can use to improve your characteristics and one point for your spells. You should spend these points carefully and establish a direction in which you want your character to evolve.

In the table below you'll see how much it costs to improve each characteristic. The more you invest in any one characteristic, the more points you'll have to spend to continue improving it.

For Srams, each Strength point will only cost one capital point until you have accumulated 100. Thereafter, you'll have to spend two capital points to improve this characteristic.

VITALITY will always cost one point and WISDOM will always cost three.

Cost in points for each
1 for 1 2 for 1 3 for 1 4 for 1 5 for 1
Intelligence - 0 to 50 51 to 150 151 to 250 251+
Chance 0 to 20 21 to 40 41 to 60 61 to 80 81+
Agility 0 to 100 101 to 200 201 to 300 301 to 400 401+
Strength 0 to 100 101 to 200 201 to 300 301 to 400 401+

The two main characteristics of Srams are Strength and Agility and it is these characteristics that will cost least to improve. Strength increases Neutral and Earth damage and damage dealt by traps. Agility increases the power of Air-type spells, allows you to tackle your enemies and increases your chances of making critical hits.

You can also increase the power of your traps independant of Strength by equipping items which give damage bonuses to traps. You can increase your basic damage in the same way, either by percentage or in fixed degrees.

Remember that, due to the nature of your spells, STRENGTH and AGILITY will always serve you well, no matter what elementary pathway you take.

 Sram spells


Level : 123456
1 - 4 RA / 3 AP


Required level 1

Deviousness is one of the rare long-distance attacks available to this class. It inflicts Earth-type damage.


  • Normal
  • 11 to 13 (Earth damage)
  • Critical
  • 15 to 17 (Earth damage)

 Other characteristics

  • Critical hit probability 1/30
  • Failure probability -
  • No. of casts per turn -
  • No. of casts per turn per player 3
  • No. of turns between two casts -
  • Boosted range yes
  • Line of sight yes
  • Linear no
  • Free cells no

 Srams in general

Srams stand out for their deviousness, their traps and their invisibility. No matter what element you choose. you'll come across many spells that will prove invaluabe in battle:

Tricky Blow, Double, Invisibility, Paralyzing Trap, Trap of Silence, Fear

These are your trademark spells are, so it's important that you pay close attention to them.

For close combat, you should equip your character either with Daggers (100% damage) or with a Bow (95% damage). Nothing's stopping you from trying out the other weapons in the game, but with these your damage will fall to 90%.

As for choosing your attack spells, this will depend on the element you decide to specialise in. Earth Srams are the most popular choice and are the easiest characters to evolve. They also have the most attack spells (direct and trap spells) linked to their element, though many Srams choose to focus on their Agility and it is not impossible to follow another elemental pathway.