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Ogre Battle Card Files


The following is the list of cards that appear in Ogre Battle. This is meant to be a complete guide to the affects and uses of these cards. To the right of the entry for each card is the list of choices presented when that card is "drawn" at the beginning of the game and their perceived affect on the abilities of the main character, as described in the next paragraphs. The next entry is the effect of the card when "drawn" during the course of the game and the description and suggested usage of the card as a combat item.
Warren the wizard presents you with a series of cards during the opening scene of the game, each with a specific question and three choices. The choices are used to determine the characteristics of your character, the hero of the game. There appear to be four types of hero, one good, one bad, and two neutral. There appears to be a score, with low numbers approaching the bad character and high numbers approaching the good, while those in between falling to one of the neutral characters. It appears that some answers influence the character greatly, going far to ensure the receipt of a good, bad, or neutral character. Others appear to influence the selection only when coupled with others, indicating only a slight effect. These are indicated below by slight, normal, or strong indications. Selection of physical leaning choices seems to produce the "physical" neutral character, while a mixture of good and bad choices produces the other.
The good character enters the game with a cleric in tow, a low strength and high alignment approaching mid 60's. The good character's attacks are one ice cloud from the back, and two banish from the front. The bad character has a wizard in tow, even lower strength, high agility, intelligence, and hit points, and the lowest alignment which approaches mid 40's. The bad character's attacks are one phantom from the back and two poison from the front. The "physical" neutral character has a valkyrie in tow, very average stats approaching 50, and receives three slice attacks from the front and an iainuki from the back. The other neutral has a beastman in tow and a higher intelligence than the first. This one gets two slice attacks from the front and a thunder attack from the back.
Card Graphic
Card #. Card Name
Choice 1. -> Choice 1's Effect
Choice 2. -> Choice 2's Effect
Choice 3. -> Choice 3's Effect
Drawn: Effect of Card when drawn.
Combat Effect: Effect of Card when played in combat

Fool
0. The Fool
1. Obey the Law -> Negative Response
2. Don't make empty promises -> Neutral
3. Be kind to all you meet -> Positive Response
Drawn: Luck +1. The only luck boosting card.
Combat Effect: Non-leader characters run away, leaving only the leader. An effective offense or defense weapon, as long as there is enough power to fight the leader. Use when you need to send the unit back or buy more time. Also good for picking off a single dangerous leader first, allowing a follow-up attack to finish the rest of the unit.
Magician
I. The Magician
1. Poison -> Slightly Positive
2. A wealth potion -> Neutral
3. An immortality potion -> Extremely Negative
Drawn: Intelligence +1.
Combat Effect: A wall of flame or lava blasts through the enemy. Strikes all enemies with a Fire Attack.
Priestess
II. The Priestess
1. To decieve someone -> ??
2. To sacrifice someone -> ??
3. To steal from someone -> Negative Response
Drawn: Alignment +1.
Combat Effect: Restores 50 hit points to all allies in combat. Useful for situations when items are running out or for tackling enemies with quick, strong attacks.
Empress
III. The Empress
1. Expansionism -> ??
2. Efficiency -> Neutral Response
3. Putting things into action -> ??
Drawn: Charisma +1.
Combat Effect: Restores all hit points to all allies in combat. Expend Priestess cards and save Empress cards for major enemies. As with Priestess, can be used to preserve your characters long enough to counter attack against faster, more powerful enemies.
Emperor
IV. The Emperor
1. Action -> ??
2. Leadership -> Positive Response
3. Conquest -> Slightly Negative
Drawn: Charisma +2. Best charisma boost.
Combat Effect: Spinning sword appears over each character's head, granting one additional attack during combat. With well constructed units, Emperor can be the most useful and powerful card in the game. Use to finish off weak units without the experience going to the hero and even the odds when your attacks are fewer or weaker than your enemies. Best when used with small characters and full units.
Hierophant
V. The Hierophant
1. Compassion -> Positive Response
2. Self Respect -> ??
3. A sense of justice -> ??
Drawn: Alignment +2. Biggest alignment boost.
Combat Effect: Falling leaves put the enemies to sleep. Since the enemies awaken when hit, it's best used when allies are warriors who will focus on the front row until it goes down. Enemies may be more powerful or have dangerous attacks. Must be used early, but when used correctly can grant a victory or take out several strong enemies with minimal damage to allies.
Lovers
VI. Lovers
1. Tenderness -> Positive Response
2. Purity -> ??
3. Physical beauty -> Neutral Response
Drawn: Reputation +2. Useful early on.
Combat Effect: Cupid shoots the enemy party, confusing some of them. As with Hierophant, best used from the top. Can be very ineffective against stronger enemies. Enemy attacks can be fairly weak against other enemies, but the loss of a few attacks and some self-inflicted damage can grant a surprise victory. Decent fodder card.
Chariot
VII. Chariot
1. Military Force -> Neutral Response
2. Religion -> Slightly Positive
3. Leadership and charisma -> Slightly Positive
Drawn: Strength +2. Best Strength boost.
Combat Effect: Powerful charioteer strikes all enemies with his hammer. Physical attack.
Strength
VIII. Strength
1. Justice -> Neutral Response
2. Glory -> Negative Response
3. Faith -> ??
Drawn: Strength +1.
Combat Effect: Strength Up appears over allies' heads. Physical Defense is boosted. Useful when all enemies are physical attackers or in close combats. Relatively few situations require the Strength card. A decent fodder card, though.
Hermit
IX. The Hermit
1. A lack of military strength -> Strong Neutral
2. A lack of leadership -> ??
3. Destiny -> Neutral Response
Drawn: Intelligence +2. Greatest intelligence boost.
Combat Effect: Summons the Hermit(or Merlin) who unleashes a Lightning attack on all enemies.
Fortune
X. Fortune
1. Luck is something you create -> ??
2. Luck is inescapable -> ??
3. Bad luck can be good -> Neutral Response
Drawn: Random effect, choosing either -2, -1, +1, or +2 Reputation.
Combat Effect: Enemies panic and flee from combat. A desperation card, but can be useful when an extra moment is needed to move troops or withdraw. Best use is to repel a stronger enemy(non-flying unit only) off a cliff.
Justice
XI. Justice
1. Physical strength -> Neutral Response
2. Mental Strength -> Neutral Response
3. Moral Strength -> Slightly Positive
Drawn: Maximum Hit Points +1.
Combat Effect: Summons a vicious Ice Storm. All enemies affected by Ice Attack.
Hanged Man
XII. The Hanged Man
1. Lament your mistake -> Positive Response
2. Retire from your post -> Neutral Response
3. Shrug your shoulders -> Negative Response
Drawn: Strength -1.
Combat Effect: All enemies suffer Defense Down. Not worth the penalty to draw it. Seldom seems useful, purely a fodder card.
Death
XIII. Death
1. Give him 200 lashes -> Slightly Positive
2. Banish him forever -> Slightly Positive
3. Kill the traitor -> Negative Response
Drawn: Reputation -2.
Combat Effect: Summons Death to take the enemy. Enemies with approximately half HP or less are defeated; all others are missed.
Temperance
XIV. Temperance
1. An old man with a staff -> Positive Response
2. An ill-dressed youth -> Negative Response
3. A beautiful girl -> Neutral Response
Drawn: Reputation +2. Useful early on.
Combat Effect: "Rising Again" appears over allies' heads. Cures status changes to all allies. Useful against witches and cockatrices, allowing stoned or stunned allies to take their last hits after the enemies' attacks are done. Occasionally changes the tide of battle.
Devil
XV. Devil
1. Your money -> Slightly Negative
2. Your life -> ??
3. Your family -> Positive Response
Drawn: ??
Combat Effect: Summons a devil, who flings a bolt at all enemies. Appears to be a black effect. Not worth the penalty.
Tower
XVI. The Tower
1. Send your followers -> Negative Response
2. Send your army -> Neutral Response
3. Abdicate your throne -> Negative Response
Drawn: Alignment -2.
Combat Effect: An earthquake strikes all non-flying enemies. Appears to be a physical attack.
Star
XVII. Star
1. Luck for your army -> ??
2. Bravery for your army -> Neutral Response
3. Victory for your army -> Slightly Negative
Drawn: Agility +1. Only Agility boosting card.
Combat Effect: Agi Up appears over allies' heads, boosting speed. Not a personal favorite, but has been credited with significant boosts to rate of attack, hit percent, and evade. Could be very effective against bosses.
Moon
XVIII. The Moon
1. The results of the battle -> Neutral Response
2. Your family -> Slightly Positive
3. Your beautiful lover -> Slightly Negative
Drawn: Changes Day to Night.
Combat Effect: Switches enemies front row with back row. Can expose an enemy leader to attack. If planned correctly, can reduce the effectiveness of enemy attacks by switching powerful back row attackers, like Mages, to the front row where their attacks are weak. Switched enemies use the new row to determine attack type, but retain the same number of attacks for the current combat. After combat enemies do not rearrange.
Sun
XIX. The Sun
1. Your personal luck -> Neutral Response
2. Those who fought with you -> Neutral Response
3. The gods' blessings -> ??
Drawn: Changes Night to Day.
Combat Effect: Sun flare strikes both allies and enemies with a powerful white attack. All members receive damage with low alignment allies and enemies receiving a great deal. Ok, if a white attack is needed and any low aligned allies are expendable. Affects Undead.
Judgement
XX. Judgement
1. Your decrepit mother -> Positive Response
2. Your beautiful lover -> Slightly Negative
3. Your child -> ??
Drawn: Maximum Hit Points +2.
Combat Effect: Solar blast deals a white attack to all enemies. Probably the most useful damage dealing card. Affects Undead.
World
XXI. World
1. Filled to the brim -> Neutral Response
2. About half full -> Strong Neutral
3. Barely any -> Slightly Negative
Drawn: All future card draws on current map affect all deployed allies.
Combat Effect: Magic Shield appears over all allies. Allies are unaffected by any magical attacks. The most useful, powerful card in the game. Extremely effective in combat with any magical opponents, they are almost absolutely necessary against bosses late in the game. When facing three back-row Mages or missile attacks when you have Undead, the World card brings easy victory.


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