Dungeon Siege II Character Class Guide
===============================================================================
DUNGEON SIEGE II
^^-----------------------^^
CHARACTER CLASSES GUIDE
---=====================---
AUTHOR: PAUL MICHAEL (VHAYSTE)
CONTACT: vhayste@gmail.com
00AA -- [VERSION HISTORY]
V1.0 -- Finished main guide (8:45 AM 1/22/2007)
00AB -- [COPYRIGHT]
This document is copyrighted to me, Vhayste®. It is intended for ~PRIVATE~
use only. It cannot be used in ANY form of printed or electronic media
involved in a commercial business, in part or in whole, in any way, shape, or
form. It cannot be used for profitable or promotional purposes, regardless of
the situation. Breaking any of these rules is in direct violation of
copyright law.
This document is protected by copyright law and international treaties.
Unauthorized reproduction and distribution of this document, or any portion
of it, may result in severe civil and criminal penalties, and will be
prosecuted to the maximum extent possible under the law. Any characters,
names, places, or miscellaneous objects are copyright of their respective
companies.
-------------
00AC -- [AUTHOR's NOTE]
-------------
Welcome reader to my Character Classes Guide for Dungeon Siege II for the PC.
Although I havent played the first one, this sequel is definitely one of the
great titles ever to come for PC gamers. Everything on this guide is made
entirely from my experience while playing the game.
Another thing is that this is just a GUIDE. Its not a mandate or anything to
dictate what you need to do. But rather, this is made to help you decide what
you really want.
[TABLE OF CONTENTS]
00AA -- [VERSION HISTORY]
00AB -- [COPYRIGHT]
00AC -- [AUTHOR's NOTE]
00AD -- [ABOUT THE GAME - SYPNOSIS]
00AE -- [ABOUT THE GAME - CHARACTER CLASSES]
AE01 -- MANAGING A PARTY
AE02 -- RECRUITING CHARACTERS
AE03 -- RECRUITING CHARACTERS -- PETS
AE04 -- CHANGING PARTY MEMBERS
00AF -- [CHARACTER CLASSES GUIDE]
AF01 -- ChARACTER GROWTH
AF02 -- CLASS SKILLS
AF03 -- CLASS SPECIAL ATTACKS
00AG -- [CHARACTER SUB-CLASSES GUIDE]
AG00 -- USING THE GUIDE:
AG01 -- SUBCLASSES
AG02 -- FIGHTER CLASS -- BERSERKER
AG03 -- FIGHTER CLASS -- DEFENDER
AG04 -- FIGHTER CLASS -- HEAVY WARRIOR
AG05 -- COMBAT MAGE CLASS -- DEATH MAGE
AG06 -- COMBAT MAGE CLASS -- LIGHTNING MAGE
AG07 -- COMBAT MAGE CLASS -- FLAME MAGE
AG08 -- NATURE MAGE CLASS -- FROST MAGE
AG09 -- NATURE MAGE CLASS -- SUMMONER
AG10 -- NATURE MAGE CLASS -- SUPPORT MAGE
AG11 -- RANGER CLASS -- MASTER ARCHER
AG12 -- RANGER CLASS -- BLADE MARKSMAN
AG13 -- RANGER CLASS -- HUNTER
0000 -- CREDITS
-------------------------
00AD -- [ABOUT THE GAME - SYPNOSIS]
-------------------------
A thousand years ago had passed since the crusaders of Azunai crossed swords
with the legions of Zaramoth. It is the final battle for a century long
rebellion. As Zaramoth, the tyrannical god struck the final blow through
Azunai's trembling shield, a vast magic was released and both armies perish
in a brilliant cataclysm that stretched across the plain of tears.
Consumed by the dark forces and once human, Valdis took the Sword of Zaramoth
and with his massive army of brutal Morden soldiers, he has started his
invasion against the free world to search for the four Aegis. The broken
pieces of Azunai's shield.
----------------------------------
00AE -- [ABOUT THE GAME - CHARACTER CLASSES]
----------------------------------
AE01 -- MANAGING A PARTY
========================
In Dungeon Siege II, players can have up to 6 party members, but you have 2
characters by default. Increasing the party slot requires a certain fee. You
need to talk to any inn keeper on any of the 3 towns in the game. (1 town per
act.)
2nd slot - default
3rd slot - 500g
4th slot - 1500g
5th slot - 10000g
6th slot - 65000g
AE02 -- RECRUITING CHARACTERS
=============================
There are several characters to choose from. Some, you can acquire by
completing certain quests (and sidequests) or just talking to them.
Recruitable characters have a symbol above thier heads similar to a horn.
Here are the list of all recruitable characters in DSII.
NAME TYPE LOCATION REQUIREMENTS
----------------------------------------------------------
Drevin -- Fighter Greilyn Beach Default/Dies after ACT 1, CH1.
Deru --- Ranger/Nature Mage Eirulan Default/ Just talk to her
Lothar -- Fighter Eirulan Default/ Just talk to him
Taar -- Nature Mage Eirulan ACT 1, CH3. After Elven Shrine
quest
Vix -- Ranger E. Greilyn Just talk to him
Sartan -- Fighter Windstone Fort. Complete "Imprisone Half-Giant"
sidequest
Amren -- Fighter Amanlu Amanlu Inn, just talk to him
Finala -- Combat Mage Amanlu Complete Act II, CH3 quest
Eva -- Fighter Azunite
Burial Grounds Defeat the Dark Wizard boss
AE03 -- RECRUITING CHARACTERS -- PETS
=====================================
Pets however are monsters that can be recruited by "Buying" them from the
pet store (it is the one with the Horse head icon in the map). They do occupy
party slots but it is up to you to have them or not. One main advantage of
pets is thier ability to enchant the whole party via aura, depending on the
pet.
And also, one thing to note is that they cant be equipped. They do level up
but thier overall progress is determined by "feeding" them with items. Thier
development is based on the items it has consumed. Consumed items also are
lost forever.
NAME TYPE COST LOCATION REQUIREMENTS
-----------------------------------------------------------
Scorpion Queen Ranger 350g Any Default
Ice Elemental N. Mage 500g Any Default
Pack Mule Fighter 300G Any Default
Dire Wolf Fighter 500G Any Complete "Dire Wolf"
sidequest in ACT 1.
Dark Naiad N. Mage 1375 Amanlu, ACT II
Kalrathia
Fire Elemental C. Mage 1000 Amanlu, ACT II
Kalrathia
Light Naiad N. Mage 1375 Daesthi,
Amanlu Arena Finish the 10th round in the
"Amanlu Arena" sidequest
Mythrilhorn Fighter 1750 Amanlu, ACT III, Complete
"Mythrilhorn" sidequest
Kalrathia
Lap Dragon N. Mage 2250 Kalrathia ACT III
Necrolithid C. Mage 2250 Amanlu, ACT II
Kalrathia
AE04 -- CHANGING PARTY MEMBERS
==============================
Just make sure that you have an available slot to recruit the character. If
you want to change party members, you can "Disband" the pet/character and they
will be sent to the inn. Although you cant see them, they will be selectable
from the list. Just talk to the innkeeper and select option 1 "I want to see
old comrades." Stored pets and characters dont gain experience points.
Sending a pet or character to the inn retains thier equipments and items.
Releasing a pet however, will lose all the items in its inventory forever.
For best efficiency, make sure you'll feed items that are relevant to the
pet's class. (Feed fighter weapons or armor to a Fighter Class pet, and so on)
=======================
00AF -- [CHARACTER CLASSES GUIDE]
=======================
The game has four main character classes, namely FIGHTER, RANGER, COMBAT MAGE
and NATURE MAGE. It is strongly recommended to stay focused on levelling a
character in his/her appropriate class. Interchanging so often will affect
the character' growth. Take note that when you equip your characters, make sure
that you choose the equipments and accessories giving appropriate bonuses for
the character's class. (Example: A fighter doesnt need + INT or Mana
regeneration bonuses; nor a Mage with +Str)
Fighter -- Battles in the frontlines and takes most of the damage. They are
the hardiest class, and usually the hard hitters. They specialize
in melee combat.
Ranger -- Masters of ranged weapons. Accuracy and range is thier main
advantage although they have fair armor rating. Rangers are best
for eliminating enemies at long range before reaching the party
Combat Mage -- Proficient in death magic, curses and other spells, combat
mages are great for controlling crowds, weakening them with
diffrent curses while blasting them away with offensive spells.
Nature Mage -- One with nature, Nature mages' main role is to cast healing,
and support buffs for the party. They can also cast offensive
nature based skills, mainly ICE-based attacks.
Your hero (the player) starts with a blank class. During your first tutorials,
you will have the choice to choose which class would you like to follow. Also
note that certain races are best for the specific character type.
AF01 -- ChARACTER GROWTH
========================
Classes are determined by the skill level. Using ranged weapons consistently
increases Ranger class level thus giving access to Ranger skills. Levelling up
nets you 1 skill point, that can be used to buy skills. Some skills can only
be accessed when you have LV5, 24 or 36 skill levels.
Levelling up also increases certain attributes for the characters.
STRENGTH -- Increases Melee weapon damage and HP
DEXTERITY -- Increases Ranged Weapon Damage
INTELLIGENCE -- Increases Spell damage and Mana
Equipping equipments that raises character attributes according to their
classes have the best results. (Example: +strength rating to fighters, +
dexterity rating to Rangers)
AF02 -- CLASS SKILLS
====================
Skills are unique to every class. Not to mention that SPECIAL ATTACKS are
unique to every class as well. They do however, allow you to specialize a
character to excel in his/her field. That is where this guide comes in.
AF03 -- CLASS SPECIAL ATTACKS
=============================
Special attacks can be executed after filling the gauge. They have diffrent
effects and diffrent ranges. Take note that they do level up, by levelling up
certain class skills to a point. They can be recharged by attacking. Some
special attack have fast recharge rate, others, usually the most powerful ones
are slow.
==========================
00AG -- [CHARACTER SUB-CLASSES GUIDE]
===========================
AG00 -- USING THE GUIDE:
=======================
-- --
==========================================
WEAPON:
(Mages can equip any weapon and still cast spells although
they wont get appropriate bonuses)
-----------------
PREFERRED SKILLS:
------------------
Optional:
SPECIAL ATTACKS:
-----------------
[][]
DAMAGE: <% Damage, depends on SP level>
RADIUS:
Effects:
(Addtitional effects may be available on higher SP level)
Duration:
RECHARGE:
[][]
DAMAGE:
RADIUS:
Effects:
Duration:
RECHARGE:
PROS:
CONS:
ADVISABLE RACE:
AG01 -- SUBCLASSES
==================
As discussed above, there are 4 main classes in the game. However, focusing on
specific weapons and skills, we encounter more efficient character
SUB-CLASSES. They excel in thier normal class types and has both advantages
and disadvantages.
Weapons, skills and other details will be discussed in this portion of the
guide.
AG02 -- FIGHTER CLASS -- BERSERKER
==================================
Berserkers are considered to be one of the most dangerous warriors to meet
in the battlefield. They jump into battle without hesitation but with frenzy
and bloodlust. Thier attacks are fast and deadly, which are their main assets.
WEAPON: One-hand Swords, Daggers, Axes, Maces
-----------------
PREFERRED SKILLS:
------------------
Critical Strike --- Increases chance to inflict critical damage
Increases critical damage rating
Dual Wield --- Increases Dual-Weapon Damage
Alacrity --- Increases Melee Attack Speed
Fierce Renewal --- Increases Melee Power Recovery rate
SPECIAL ATTACKS:
-----------------
[]Waves of Force[]
DAMAGE: *% damage per SP level/ number of waves
RADIUS: Damages any enemy in a straight line
Effects: None
Duration: Instant
RECHARGE: Normal
[]Elemental Rage[]
DAMAGE: *% damage per SP level, elemental weakness of the enemy
RADIUS: Single enemy, per hit
Effects: + Ice damage
+ fire damage
+ lightning damage
+ % attack speed
+ % vulnerability to melee and ranged attacks
Duration: Depends on SP level
RECHARGE: Slow
PROS: Levelling up the preferred skills greatly enhances the Berserker's
attack speed and chances to deal critical damage. This sub-class'
SP have very good crowd control potential. Not to mention that
they have also the advantage to wear heavy equipments of fighters
CONS: Thier defense and HP rating is sacrificed for thier speed. You need
to address this descripancy by equipping them with solid, defense-
boosting equipment.
ADVISABLE RACE: Humans, Elves, Half-Giants
AG03 -- FIGHTER CLASS -- DEFENDER
==================================
Defenders have the highest life and defense rating in all the sub-classes.
They have balanced offensive and defensive capabilities. Mainly referred to
as a TANK, defenders draw the attention of the enemies towards himself, taking
most punishment while his allies backs him up with healing spells and buffs.
They also have the highest blocking rate, thanks to thier shields. Defenders
also have good HP regeneration rates.
WEAPON: One-hand Swords, Daggers, Axes, Maces + Shields
-----------------
PREFERRED SKILLS:
------------------
Fortitude --- Increases max HP
Barricade --- Increases chance to block Melee attacks
--- Increases chance to block ranged attacks
--- Increses shield armor
Toughness --- Increases Physical damage resistance
Reinforced Armor --- Increases armor rating
Optional:
Critical Strike --- Increases chance to inflict critical damage
Increases critical damage rating
Rebuke --- Counters enemy attack with shield
--- stuns enemy (stun duration: depends on SP level)
SPECIAL ATTACKS:
-----------------
[]Provoke[]
DAMAGE: None
RADIUS: Around self, depends on SP level
Effects: + armor rating
Draws enemies within range towards user
Duration: Depends on skill level
RECHARGE: Fast
[]Whirling Strike[]
DAMAGE: *% damage per SP level, elemental weakness of the enemy
RADIUS: Around self, depends on SP level
Effects: +Stun effect, (stun duration: depends on SP level)
Duration: Instant
RECHARGE: Slow
PROS: Levelling up the preferred skills greatly enhances the Defender's
HP and DEF ratings. Also, levelling up the optional skills in later
levels further balances thier offensive capability. Good for
taking enemy attention to low defensed rangers and mages.
CONS: Excelling in defense leaves offense and speed unattended. Defenders
can fight back yet they strike less often and must rely on thier
shields to parry ranged and mele attacks.
ADVISABLE RACE: Half-Giants, Humans, Elves
AG04 -- FIGHTER CLASS -- HEAVY WARRIOR
======================================
Heavy Warriors strike the hardest hitters and has the highest potential to
stun enemies with thier heavy attacks. Utilizing heavy, two-handed weapons,
they have excellent crowd control capabilities.
WEAPON: Two handed Swords/ Axes
-----------------
PREFERRED SKILLS:
------------------
Smite --- Increases chance to stun enemy
(stun duration: depends on SP level)
Overbear --- Increases Two-handed weapon damage
Toughness --- Increases Physical damage resistance
Optional:
Critical Strike --- Increases chance to inflict critical damage
Increases critical damage rating
SPECIAL ATTACKS:
-----------------
[]Staggering Blow[]
DAMAGE: % damage to enemies
RADIUS: Around self, depends on SP level
Effects: Stuns Enemies (stun duration: depends on SP level)
Duration: Instant
RECHARGE: Normal
[]War Cry[]
DAMAGE: NONE
RADIUS: Around self, depends on SP level
Effects: - enemy armor %
- enemies will flee in fear
+ next number of attacks are critical
Duration: Depends on skill level
RECHARGE: Normal
PROS: A very good offensive semi-tank; a good levelled heavy warrior can
hold off enemies like a defender although its most likely that he's gonna
take the damages instead of minimizing/ deflecting them.
CONS: Although heavy warriors hit hard, they do have normal attack speed.
Thus, they will take more hits first before landing a heavy blow.
You need to have a lot of potions stocked or a backup leader on
standby if you see him getting mobbed.
ADVISABLE RACE: Half-Giants, Human
AG05 -- COMBAT MAGE CLASS -- DEATH MAGE
=======================================
Death Mages make heavy use of death spells and curses. They are great for
weakening enemy mobs for the fighters to eliminate them quickly and/ or blast
them with deadly death magic. Also, death mages can absorb the life force of
enemies and heal himself or his allies. It is advisable to equip curses thier
spellbook's autocast menu.
WEAPON: Rods, Cestus, Staves
-----------------
PREFERRED SKILLS:
------------------
Devastation --- + % Combat Magic
Debilization --- + Curse spell power
--- + curse spell duration
Grim Necromancy --- + death magic damage
--- + death power damage
Vampirism --- + % health recovered per death magic damage
Optional:
Brilliance --- + max mana
Arcane Fury --- + % Combat and Nature magic damage
SPECIAL ATTACKS:
-----------------
[]Harvest Soul[]
DAMAGE: +% Death magic damage to enemies
RADIUS: (depends on SP level)
Effects: +% heal to the party
Duration: INSTANT
RECHARGE: NORMAL
[]CORROSIVE ERUPTION[]
DAMAGE: +% of Monster's max HP
RADIUS: + eruption radius (depends on SP level)
Effects: + poison cloud radius (depends on SP level)
Duration: (depends on SP level)
RECHARGE: Normal
PROS: Can inflict curses to weaken a large group of enemies. Death Magic
is effective on most enemies. When coupled with the Nature mage's
buffing ability, the party can deal with most crowds.
CONS: Like any other mages, thier defense is not that good so it is a
good idea to keep them away from the heat of battle.
ADVISABLE RACE: Elves, Dryads, Humans
AG06 -- COMBAT MAGE CLASS -- LIGHTNING MAGE
===========================================
Lightning mages are great if you have full offense in mind. They can deal
massive amount of damage to single or multiple enemies. They can also cast
curses but they do excel in dealing damage to enemies.
WEAPON: Rods, Cestus, Staves
-----------------
PREFERRED SKILLS:
------------------
Amplified Lightning --- + Lightning Magic Damage
+ Lightning Power Damage
Devastation --- + % Combat Magic
Arcing --- + Chance to arc
+ Arc Damage (% * INT)
Optional:
Quickened Casting --- + cast speed
Arcane Fury --- + % Combat and Nature magic damage
Brilliance --- + max mana
SPECIAL ATTACKS:
-----------------
[]Chain Lightning[]
DAMAGE: % lightning damage to enemies
RADIUS: Mid
Effects: NONE
Duration: INSTANT
RECHARGE: FAST
[]Gathered Bolt[]
DAMAGE: % lightning damage to enemies
RADIUS: (depends on SP level)
Effects: NONE
Duration: INSTANT
RECHARGE: SLOW
PROS: Lightning mages' potential will not make much a difference than any
typical mages not until they reach high levels. But once they
levelled up the preferred skills and special attack, they can
eliminate mobs before the fighters can land thier blows.
CONS: Like any other mages, thier defense is not that good so it is a
good idea to keep them away from the heat of battle.
ADVISABLE RACE: Elves, Dryads, Humans
AG07 -- COMBAT MAGE CLASS -- FLAME MAGE
=======================================
Flame mages specialize in dealing damage to enemies using fire damage. At
higher levels they can cause the enemies to ignite, dealing continous fire
damage. Flame mages are the easiest to maintain.
WEAPON: Rods, Cestus, Staves
-----------------
PREFERRED SKILLS:
------------------
Devastation --- + % Combat Magic
Searing Flames --- + fire magic damage
--- + fire power damage
Ignite --- + % Chance to ignite
--- + ignite damage per second
--- + duration (depends on SP level)
Optional:
Brilliance --- + max mana
SPECIAL ATTACKS:
-----------------
[]Flame Nexus[]
DAMAGE: +% Fire Damage
RADIUS: (depends on SP level)
Effects: NONE
Duration: INSTANT
RECHARGE: NORMAL
[]Detonation[]
DAMAGE: +% Fire Damage
RADIUS: (depends on SP level)
Effects: NONE
Duration: INSTANT
RECHARGE: SLOW
PROS: Since Flame mages are easy to maintain, you have the option to
double thier abilities by levellig up some other skills. But if
focused on the preferred skills, thier offensive power can
greatly surpass the lightning mage's, not to mention they can
help eliminating mobs.
CONS: Like any other mages, thier defense is not that good so it is a
good idea to keep them away from the heat of battle.
ADVISABLE RACE: Elves, Dryads, Humans
AG08 -- NATURE MAGE CLASS -- FROST MAGE
=======================================
Frost mages are the offensive side of the nature mage and is the direct
counterpart of the Lightning mage. They can deal good damage not to mention
the potential single or multiple targets. They have good crowd control
capabilities too. They can freeze enemies for a brief period of time. A frozen
enemy cant do anything and is vulnerable to any attack.
WEAPON: Rods, Cestus, Staves
-----------------
PREFERRED SKILLS:
------------------
Aquatic affinity --- + healing magic %
--- + nature magic damage %
Arctic Mastery --- + % ice damage
--- + % ice power damage
Freezing --- + chance to freeze
--- + duration (depends on SP level)
Optional:
Natural Bond --- - spell mana cost %
--- can harvest mana potions from bushes
SPECIAL ATTACKS:
-----------------
[]Icicle Blast[]
DAMAGE: + % Ice damage
RADIUS: every enemy in front of the caster
Effects: NONE
Duration: INSTANT
RECHARGE: NORMAL
[]Circle of Frost[]
DAMAGE: + % Ice damage
RADIUS: (depends on SP level)
Effects: + freeze
Duration: (duration depends on SP level)
RECHARGE: SLOW
PROS: Frost mages can freeze enemies, making them vulnerable to your
party's attacks. Although they dont make much difference at lower
levels, they are unstoppable once the preferred skills are levelled
up.
CONS: Like any other mages, thier defense is not that good so it is a
good idea to keep them away from the heat of battle.
ADVISABLE RACE: Dryads, Elves, Human
AG09 -- NATURE MAGE CLASS -- SUMMONER
=====================================
Summoners link thier powers to thier summoned creatures, powering it up to
fight for them. Summoned creatures will defend thier casters all thier might.
Summoned creatures are oftentimes powerful and further enhances the party's
offensive and defensive capabilities.
WEAPON: Rods, Cestus, Staves
-----------------
PREFERRED SKILLS:
-----------------
Summon Fortitude --- + % creature's HP
Summon Might --- + % creature's damage
Summon Bond --- + % damage dealt to caster transferred to summoned
creature
Optional:
Natural Bond --- - spell mana cost %
--- can harvest mana potions from bushes
SPECIAL ATTACKS:
-----------------
[]Summon Provoke[]
DAMAGE: NONE
RADIUS: Around creature (depends on SP level)
Effects: Provokes enemies; draws attention to the creature
Duration: (depends on SP level)
RECHARGE: FAST
[]AETHER BLAST[]
DAMAGE: *% of summoned creature's max HP
RADIUS: Around creature (depends on SP level)
Effects: Stuns enemies
Duration: (duration depends on SP level)
RECHARGE: NORMAL
PROS: Since summoned creatures does not count to the party's limit, they
are a good addition to further increase the party's offensive or
defensive capabilities. The summoner can even help by either
casting curses or spells. A summoner can only control 1 creature
at a time.
CONS: Like any other mages, thier defense is not that good so it is a
good idea to keep them away from the heat of battle.
ADVISABLE RACE: Dryads, Elves, Human
AG10 -- NATURE MAGE CLASS -- SUPPORT MAGE
=========================================
Support mages' main role is to buff the party and take care of the healing. A
party will not survive without a healer. With exceptional buffing spells and
skills that concentrate of enhancing the party's offensive and defensive
capabilities, a support mage is an invaluable ally.
WEAPON: Rods, Cestus, Staves
-----------------
PREFERRED SKILLS:
------------------
Aquatic affinity --- + healing magic %
--- + nature magic damage %
Enveloping Embrace --- + embrace spell power %
--- + embrace spell duration
Feral Wrath --- + wrath spell power %
--- + wrath spell duration
Nurturing Gift --- + healing magic %
Optional:
Natural Bond --- - spell mana cost %
--- can harvest mana potions from bushes
Absorption --- + % chance to absorb magic damage
--- + % added to mana
SPECIAL ATTACKS:
-----------------
[]Invulnerability[]
DAMAGE: NONE
RADIUS: ALL ALLIES
Effects: Makes all allies invulnerable
Duration: (depends on SP level)
RECHARGE: NORMAL
[]Glacial Aura[]
DAMAGE: + % ice damage per wave
RADIUS: around self
Effects: + % chance to freeze nearby enemies
Duration: (depends on SP level)
RECHARGE: SLOW
PROS: Support mages are invaluable to any party. They keep the party
healthy with healing magic and support spells.
CONS: Like any other mages, thier defense is not that good so it is a
good idea to keep them away from the heat of battle. They are also
most likely the target of most enemies.
ADVISABLE RACE: Dryads, Elves, Human
AG11 -- RANGER CLASS -- MASTER ARCHER
======================================
Master archers are exceptional users of bow and crossbows. They can hit enemies
at a great distance, with outstanding accuracy. Their projectiles are as deadly
as thier sights. Having an archer in the party is a good option, if you want
some long range artillery fire.
WEAPON: BOWS, CROSSBOWS, GUNS
-----------------
PREFERRED SKILLS:
------------------
Critical Shot --- +chance to inflict critical damage %
--- + critical hit damage %
Biting arrow --- + Bow/Crossbow damage %
Far Shot --- + Bow/Crossbow range %
Optional:
Shockwave --- + shockwave damage = % projectile damage
--- + shockwave distance
--- + shockwave radius (depends on SP level)
Mortal Wound --- + Bow/Crossbow critical hit damage %
Penetrate --- + chance projectile wil pass through the victim
Cunning renewal --- + % ranged power recovery rate
SPECIAL ATTACKS:
-----------------
[]Thunderous Shot[]
DAMAGE: + % damage to enemies
RADIUS: all enemies in front of the archer (passes through enemies)
Effects: + stun effect (stun duration: depends on SP level)
Duration: INSTANT
RECHARGE: NORMAL
[]Charged Shot[]
DAMAGE: + % lightning damage to enemies
RADIUS: self
Effects: NONE
Duration: (depends on SP level)
RECHARGE: NORMAL
PROS: Master archers are great long range backup hitters. They do deliver
decent damage, and in later levels, they are good at eliminating
crowds while maintaining a safe distance.
CONS: Rangers have fair defense ratings. At least keep them away from
solid hitters or they are sure to die quickly.
ADVISABLE RACE: Elves, Humans, Dryads
AG12 -- RANGER CLASS -- BLADE MARKSMAN
======================================
Blade marksmen have the sights and accuracy of master archers but they do
prefer using thrown weapons instead of bows and crossbows. Although they fight
in much closer range, they are still deadly nonetheless.
WEAPON: Throwing Knives/ Blades/ Stars, Axes, Chakram
-----------------
PREFERRED SKILLS:
------------------
Critical Shot --- +chance to inflict critical damage %
--- + critical hit damage %
Quick Draw --- + Thrown weapon firing rate %
Bleed --- + % chance to cause bleed
--- + % bleed damage per second
--- bleed duration (depends on SP level)
Optional:
Penetrate --- + chance projectile wil pass through the victim
Ricochet --- + thrown weapon critical hits ricochets to a nearby
enemy
Cunning renewal --- + % ranged power recovery rate
SPECIAL ATTACKS:
-----------------
[]Shrapnel Blast[]
DAMAGE: + % damage to enemies
RADIUS: + number of missiles/ scattered around the explosion target
Effects: + % explosion damage
Duration: INSTANT
RECHARGE: NORMAL
[]Flurry[]
DAMAGE: + % damage to enemies
RADIUS: self
Effects: - accuracy
+ % faster attack speed
Duration: (depends on SP level)
RECHARGE: SLOW
PROS: Thier lightning fast attacks makes up for thier short range. They
can even hit multiple targets per missile on later levels.
CONS: Unless properly armored, Blade marksmen is sure to die quickly since
they need to be closer to be able to attack the enemy.
ADVISABLE RACE: Humans, Elves, Dryads
AG13 -- RANGER CLASS -- HUNTER
==============================
Probably the most flexible ranger subclass, Hunters' strength lies on thier
ability to dodge attacks and resist the harshest condition. In addition to
these, hunters can wield any ranged weapon. Although hunters cant cast buffs,
they are good support artillery.
WEAPON: Any ranged weapon (user preference)
-----------------
PREFERRED SKILLS:
------------------
Dodge --- +% chance to evade melee and ranged attacks
Survival --- + ice resistance
--- + fire resistance
--- + lightning resistance
--- ability to harvest health potions from bushes
Optional:
Mortal Wound --- + Bow/Crossbow critical hit damage %
Penetrate --- + chance projectile wil pass through the victim
Ricochet --- + thrown weapon critical hits ricochets to a nearby
enemy
SPECIAL ATTACKS:
-----------------
[]Silence[]
DAMAGE: NONE
RADIUS: (depends on SP level)
Effects: Silence enenmies, preventing them to cast damage, heal, summon
enhancement, curse or resurrect spells
Duration: (depends on SP level)
RECHARGE: FAST
[]Repulse[]
DAMAGE: NONE
RADIUS: (depends on SP level)
Effects: Knockbacks enemies (knockback distance: depends on SP level)
Stuns enemies (stun duration: depends on SP level)
Duration: (depends on SP level)
RECHARGE: SLOW
PROS: There is not much diffrence at lower levels. True potential wont
be recognizable until later levels.
CONS: Probably the weakest subclass there is, you may want to switch to
the Special Attack of Master Archer or Blade marksman.
ADVISABLE RACE: Elves, Humans, Dryads
++++++++++++++++++++++++++++++ END OF GUIDE ++++++++++++++++++++++++++++++++
If you have any questions or suggestions about any partcular subtype (that is
not mentioned in this guide, you can email me.)
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+++++++++++++++++++++++++++++ CREDITS ++++++++++++++++++++++++++++++++++++++
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and to you for reading!
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