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Submitted by System on 09/03/2006, 09:50. Print file.
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Very little is known about the sorceresses' early years. Rumour has it that they learnt their magic by themselves in the shady clearings of Marghor's forests. Others allege that the goddess
Kaliba, herself, took them under her wing.

The source of the sorceresses' power is Nature itself. And indeed, they have no match when it comes to knowing the right plants to combine in order to create terrible spells.

But their most terrifying power, which may be seen as either a gift or a curse, is lycanthropy, which transforms them into a beast, half woman, half wolf.

The sorceresses are universally feared on account of their potent magic.

However, for some time now, the ingredients that make up their strange concoctions have become more difficult to find. Worse still, the rat and lizard men have overrun their territory. The Sorceresses realised that they wouldn't be strong enough to confront them, so they had to leave the safe cover of the trees and venture further out towards the villages.

The village inhabitants still eye them with mistrust, even today, but the sorceresses pay little heed to this as it is vital for them to keep on the move, roaming the land of Uma in search of new ingredients that will enhance their magic powers.

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E. Monk
      -------

In the past, before the darkness descended, many monasteries were established in the region of Ormar. The prospective monks were sent to these monasteries where they became good men, enjoying the respect of all. The monks spent many years in this place of prayer, learning various combat techniques and spells.

Although less accomplished than wizards or warriors in these respective arts, the monks have the advantage of being highly competent in the complementary disciplines of war and magic. Isolated from the rest of the world in their peaceful haven, they have had years to master the use of blunt weapons (i.e. those weapons other than swords). The staff has become their favourite weapon. They have also studied white magic, so that they can use it to help their neighbour and conquer Evil.

There are now far fewer monks than there were in the past.
Nearly all of the monasteries have fallen under attacks from the wyverns sweeping across the region.

Monks now represent good, as well as life and its combat. They are still held in high regard because of both their skills with a staff and their ability to heal wounds.

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F. Priestess
      ------------

As with the monks, the priestesses have divided their lives between religious devotion and learning the arts of combat and magic.
The source of their strength is their faith and they fight in the name of the gods. In a world increasingly threatened every day by the
Darkness, they stand out as beacons of Good and Life.

During their travels they offer assistance to beggars, and they are quite prepared to take on thieves in direct combat, or use their magic to alleviate the suffering of the sick.

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G. Assassin
      -----------

In order to survive, assassins often begin their careers by relieving merchants of their purses. From their youth, they know how to move around in the dark without making a single sound and steal from sleeping travellers. Their exploits always end up attracting the attention of the Thieves Guild in Serkesh. The assassins have settled in this region, so that they can benefit from the lessons of more accomplished exponents than themselves. In time, the most able of the young apprentices can even surpass their masters.

As they are cunning and nimble, assassins often use projectile weapons when attacking their opponents in combat. Even if they are capable of engaging in direct combat, they actually prefer to kill their enemy even before he has had the time to draw his sword or use his magic. This tactic is very effective against the serpents that are rife in the region. The assassins have also mastered a number of spells.

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H. Thief
      --------

The thieves' reputation precedes them in the region of Serkesh.
All of these women have demonstrated at one time or other that they have the stuff of which thieves are made. Thus, they became members of the renowned Thieves Guild, where they could develop their natural talents further.

Within the guild they learnt to use their skills to break into merchants' lavish residences to steal gold and precious jewels. They also learnt how to kill sentries using projectile weapons and to set traps for travellers at nightfall. Their skill set is considerable and makes them very dangerous opponents, both in direct combat and when using long range weapons.


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IV. Conclusion
 ==============

A. My Final Words
      -----------------

I enjoyed making this in-depth FAQ. I hope it was useful to you.
If you are making a walkthrough for this game, and want to take the things here, you can do so, as long as you've e-mailed me before.
Have a good play.

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B. Thanks to
      ------------

I'd like to give thanks to...

DarkStoneT's Game Manual
For the names and describtions of the Regions & Heroes of Uma found in this document.

Electronic Arts and Delphine Software International
For making such a good game.

Loic Belland
For writing the Manual of DarkStoneT.

CJayC, Webmaster of GameFAQs
For making the best game guides Web site ever on the WWW.

You
For reading or even scrolling my file down. Without you, this may not be possible. Thanks a lot.

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C. My Other FAQs
      ----------------

You can also have a look at my other projects in GameFAQs. The number of them currently is small, but it'll grow, I'm sure. Go to: http://www.gamefaqs.com/features/recognition/24337.html
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Lastly, don't forget that this guide is...


C O P Y R I G H T ,    2003
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A BaDBoYT  Freeware Guide
All Rights Reserved


'-._.-End of Document-._.-'




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