=============================================================================== 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.) ============================================================================== +++++++++++++++++++++++++++++ CREDITS ++++++++++++++++++++++++++++++++++++++ ============================================================================== Thanks, ....primarily to all the gaming sites that hosted my authored faqs. I really appreciate it. Specially to the people of 1up.com. ....also to all the Filipino gamers that are actively participating and contributing, helping their fellow gamers alike. ....to my friends and family. and to you for reading! Please visit my site vhayste.1up.com and checkout my other faqs.