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sram

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!

Profile
  • Speciality : Underhanded tactician and theif
  • Preferred Weapons : Daggers (100 % damage) Bow (95 % damage)
  • Basic characteristics :
    • 42 Health Points (HP)
    • 6 6 Action Points (AP)
    • 3 3 Movement Points (MP)
    • 1 1 Initiative Point
    • 100 - 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
characteristic .
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 +
Strength 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 +
Chance 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

Tricky Trap

1 3 RA

Required level 1

3 AP

Tricky Trap inflicts Earth-type damage on the player who sets it off.

Effects

Normal
Critical

Nb. of casts per turn

Nb. of casts per turn per player

Nb. or turns between two casts

-

1/100

-

-

-

Line of sight

Linear

Free cells

 
 
 
 

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.

Earth Srams

Earth Srams are certainly one of the easiest types to evolve. All their offensive traps deal Earth- or Neutral-type damage so they will increase their Strength using their points capital to improve their damage. They will also tend to improve their Agility using scrolls since a lot of Daggers require the characteristic to be equipped

They will equip items that bring Strength bonuses and for hand to hand combat they are spoilt for choice as far as Neutral damage daggers go. The daggers Bashers are ideal for low level Srams, but Agility must be increased first.

The Earth Sram's attack spells are: Tricky Trap, Deviousness, Tricky Blow, Mass Trap, Poisoned Trap, Unsummoning Trap, Lethal Attack, Lethal Trap

The spell Chakra Concentration is also useful for increasing Strength for a few turns.

Air Sram

Air Srams have one enormous advantage in combat: their doubles have exactly the same characteristics as them, including all their equipment. This allows the Sram to attack enemies while their double tackles them using their Agility. For this reason, Air Srams should focus on increasing Agility using their points capital.

Air Srams will also equip items that increase their Agility as much as possible. Items which bring additional MP are also sought welcome. As for close combat weapons, they may choose earth daggers such as the Robber Daggers or, later, the Otof'Mai'We Daggers.

The Air Sram's attack spells are: Mistake, Con

As well as their attack spells, Air Srams will find themselves using the following again and again: Double and Invisibility with which they will gain 1 extra MP. They may also, if they wish, take advantage of their skill in critical hits and focus on the spell Chakra Impulse.

Fire Sram

Fire Srams are unusual and quite difficult to evolve. They only have one attack spell linked to their element. On top of this, since it is costly to improve Intelligence using points, Srams are advised to use scrolls to do this. After they work on their Intelligence, they may decide to invest their points capital either in Strength of Agility. 

Fire Srams will tend to equip items that bring bonuses in Intelligence. There are not many Fire-type daggers that they can use, but they may find themselves equipping The Infernal Razor in close combat.

The Fire Sram's attack spells are: Deceitful Attack

Fire Srams are difficult to evolve so before you take this direction, you should have a certain level of knowledge of these characters and be prepared to improvise

Le Sram Eau

Of all the members of this class, the Water Sram is the rarest and the most difficult to evolve. They have no attack linked to their element and it is very expensive to increase their Chance using points capital. They will tend to increase Chance using scrolls.

The Water Sram will equip items that increase Chance and their best allies on the battlefield will be Water-type weapons such as the dagger Ergot Mina or the daggers Kitten Tails.

Since they don't have any Water attack, Srams who choose this pathway will focus primarily on close combat, increasing their Agility in order to escape from difficult situations.

Multi-elemental Sram

As their name indicates, Multi-elemental Srams combine spells of at least two specific elements. Agility and Strength being the two most important elements to the Srams, they will usually combine Air or Earth with another complementary element. The most common type of multi-elemental Sram is the Air/Earth Sram. Although Fire/Water Srams also exist, thise type of character path make for some of the most difficult Srams to evolve as well as largely ineffective warriors.


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