Help and FAQ
How To Play
Each character in BattleJewels takes the form of a class .. the general style of work that
character partakes in. It does not mean that every Gladiator is the same - far from it - but
every Gladiator will follow a core playstyle more or less, and be further customized by the
skill, spell and gear choices the player makes. Specifically, every class is affiliated to
a colour which just means that is the mana most needed for his spells. Further, each mana
has other colours it is friendly and enemy to, and when you level up you ca buy spells of your
own mana or other manas. A Gladiator (Blue Steel colour) usually wishes to collect Blue mana
off the playfield when he can, and will take his own spells very cheaply
or take another classes spells after saving up for them. So hence, every Gladiator can take Gladiator spells
very frequently, or he can opt to take a few spells from Knave or Friar or the like at his
leisure.. its just more expensive in terms of playtime to do so. And of course you can train
in any skills you like, or buy whatever gear you like which furthe make your character
The classic sneaky rogue character who is either a sneaky thief or highway robber
or underworld assasin; someone not to be trifled with, for sure. The class is designed to be
a little on the fragile and slow-to-kill side (these aren't trained soldiers after all), but
when he hits from the shadows -- he will hit hard! Further, the Knave can learn spells that
cause poisoning in the opponent, or slow him to weaken their armor and equal the odds. A versatile
Earlier spells include stealth to help avoid
damage (since the burgler is not a tough warrior) and which helps set up finishing
move spells such as Backstab which does significant damage in one blow. Later
abilities cause the enemy to be poisoned or bleed, so this class is good for doing
a lot of damage in bursts or over time, but not a balls-out damager dealer or taker.
A 'black' affiliated class.
The face to face warrior class, for those who wish to deal a lot of
physical damage to the opponent (and themselves) quickly, in a do-or-die approach
to problem solving. Designed to take a beating, to
buy gear, to damage the playfield and the opponent. A 'blue steel' affiliated class. Really,
the Gladiator is strong in terms of armor that he buys usually, and he can deal consistent
but not huge damage -- he will tend to finish opponents quickly, or die trying. A Knave
will attack from the shadows to inflict a large blow once in awhile, but the Gladiator
can pull out his sword and slice away consistently, drawing down his foe.
For players who wish to have fun toying with their opponent; maybe not
the fastest way to defeat the enemy, but having fun doing it through manipulation and
out-lasting. Druids tend to be a jack of all trades class, able to do most anything but none of
it particualrly effectively; their strength is in versatility, as their native spells include
something from each of the other classes -- damage spells, disorientation spells, and so on. It costs
more mana that another class for its stronger ability, but the one thing Druids are very good at --
is getting more mana and depriving another person of his.
Druids can heal themselves and manipulate the playfield, and have some
inefficient spell damage for when they've collected a lot of excess mana. Very tough
to kill and fun to play, Druids take the high road. A 'green' affiliated class.
This is a class for people who wish to sit back and survive - to play a nice match
without much worry of beig obliterated. The Friar is a strong healer class, who can top himself
up with heal-over-time spells, and put up shields that damage an opponent who attacks him.
The Friar is affiliated to 'white' mana, and makes a strong almost undefeatable class. Woe to the
player who faces against a friar though!