================================================
    Dungeon Siege 2 Combat Mage Guide v.1.2
================================================
By Aaron Hendrix (amhendrix@falconbroadband.net)
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0.0)Table of contents:
     1.0) Introduction
     2.0) Races
            2.1) Humans
            2.2) Half-Giants
            2.3) Elves
            2.4) Dryads
     3.0) Skills
            3.1)  1st Level Skills
            3.2)  5th Level Skills
            3.3) 12th Level Skills
            3.4) 24th Level Skills
            3.5) 36th Level Skills
     4.0) Combat Mage Types
            4.1) The Fire Mage
            4.2) The Lightning Mage
            4.3) The Death Mage
     5.0) Powers
            5.1) Energy Orb
            5.2) Flame Nexus
            5.3) Detonation
            5.4) Harvest Soul
            5.5) Corrosive Eruption
            5.6) Chain Lightning
            5.7) Gathered Bolt
     6.0) Credits
            6.1) Copyright Information
            6.2) Special Thanks
            6.3) Guide Locations
            6.4) Revision History
            6.5) Planned Additions


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               1.0 - Introduction
================================================
Hello and welcome to the world of Dungeon Siege 2! This is my first
character guide that I've written and as such you can be pretty sure
there are some errors. Just email me and I'll fix them for the next
revision.

First off, you may wonder, why play a combat mage? Aren't they some
puny weakling that can't stand any punishment at all, running in fear
from whatever gets too close to them? Many people may think so.
However, this isn't true. It is true that they aren't the meat shield
that fighters are, the support character that nature mages are, or the
long range specialists that rangers are. But what they do have is a
lot of adaptability and the ability to not only exploit weaknesses,
but also to create them. I'll list some of the pros and cons here.

Pros:
 - You are the most powerful character in the entire game.

 - You have the most diverse set of attack spells (therefore not
   getting hung up on resistances).

 - You can curse enemies to give them weaknesses.

 - You can reduce the damage done to you by that pesky melee character
   to nil by cursing him (then who's the weakling?).

 - You may not be able to use healing magic, but with leech life and
   vampirism, you can easily restore your own health VERY quickly.

 - You can have summoned creatures (I like to think of them as
   mini-meat shields).

 - You can use some of the best, and coolest looking items in the game
   (in my opinion).

 - Your powers look the coolest by far (in my opinion).

Cons:
 - With only the occasional increase in strength, you won't have much
   health.

 - You don't have REAL healing magic.

 - Your summons don't get nearly as powerful as a nature mage's.

 - You won't get nearly as much elemental resistance as a ranger.

 - You don't really get any skill or power (like freezing), to stun
   the enemy and avoid their attack.

So, do you have what it takes to be a combat mage?


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                 2.0 - Races
================================================
There are four available races in Dungeon Siege 2, namely humans,
half-giants, elves, and dryads. However, keep in mind that at level
100 all attributes and skills will tend to pan out (e.g. 1 level of
Brilliance to start with isn't much when you have, by level 100, about
115 skill points that you've spent). With this in mind you should
mainly decide what race you use on (a) their racial special ability
(10% chance to find magic, 5% mana regen. etc.), and (b) what race you
like the best and want to roleplay as. Here are their statistics:

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                2.1 - Humans
------------------------------------------------
Stats:
+2 Strength
+1 Dexterity
+1 Intelligence
+10% Chance to Find Magic Items
+2 Unspent skill points

The most common race in Aranna, humans are, according to the manual,
sort of blood thirsty and like to get close to their opponents.
However, they make great magic users near the beginning of the game
due to their unspent skill points (to do whatever you want with at the
beginning), though their attributes are more oriented towards fighter
than mage (but still balanced). The +10% chance to find magical items
would probably be the main attraction for this race (and it's nothing
to laugh at, it's good). 

------------------------------------------------
              2.2 - Half-Giants
------------------------------------------------
Stats:
+6 Strength
-2 Dexterity
+5% Health Regeneration
+2 Fortitude

Gigantic towers of quivering muscle is what these guys are (and by
guys it's only guys, no females for this race), usually smashing
though opponents with a gigantic weapon. The +6 Strength and +2
Fortitude give them extra health at the beginning (= better survival),
the +5% health regeneration helps until you can use Leech Life and
Vampirism, and the -2 dexterity doesn't hurt you much. However, I
would rather have Intelligence than strength (even at the beginning)
and Brilliance instead of Fortitude. On top of that, health potions
are plentiful and Lesser Leech Life becomes available quite early.
Overall I would say not to use them (except for roleplaying, though
why anyone would roleplay a ten-foot tall magic user is beyond me),
just because there are better races.

------------------------------------------------
                2.3 - Elves
------------------------------------------------
Stats:
+1 Dexterity
+3 Intelligence
+5% Mana Regeneration
+1 Brilliance
+1 Critical Strike

Beautiful, graceful and outrageously long-lived (Arinth is, as far as
I can tell, over 2000 years old), this is a race that excels in combat
magic like no other. A bonus in Dexterity never hurt, every bonus to
Intelligence gives you extra mana and extra damage on almost every
spell, 5% more mana regen will help you through the entire game, and
starting with 1 Brilliance  gives you 7% more mana and the ability to
use Energy Orb from the start. The only downside is the level in
Critical Strike, which could've been better spent in Devastation.
Overall, arguably the absolute best race for a combat mage.

------------------------------------------------
                 2.4 - Dryads
------------------------------------------------
Stats:
 -2 Strength
+4 Dexterity
+2 Intelligence
+10% Death Magic Resistance
+1 Dodge
+1 Natural Bond

Born from the cataclysm on the Plain of Tears, this is a somewhat odd
race (no males, though actually that would make it more odd) more
oriented towards nature magic, but an interesting choice. The -2
Strength will, unfortunately, make you start with less hit points than
other races. However, the +4 Dexterity gives you an increased armor
(= less damage done to you), and they do have a +2 to Intelligence
(= more mana and magic damage). Plus the 10% death resistance is VERY
helpful againt the Vai'Kesh's death magic if you haven't prepared for
it. Their skills are slightly odd, including +1 Dodge (mainly for
rangers), and +1 Natural Bond (interesting skill, gets down spell cost
and lets you harvest mana potions). Not a bad race at all, especially
if you decide to take a few levels in nature magic.


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                3.0 - Skills
================================================
This is where you'll get all you're special abilities (aside from
items), so it's very important that you choose what you want to
specialize in very carefully. There are three main types of combat
mages, fire, lightning, and death mages. The skill tree for combat
mages looks like this...

Legend:
Top to bottom, left to right.
Brill - Brilliance
Dev   - Devastation
Deb   - Debilitation
S F   - Searing Flames
A L   - Amplified Lightning
S A   - Summon Alacrity
G N   - Grim Necromancy
Q C   - Quickened Casting
Vamp  - Vampirism
Ign   - Ignite
A F   - Arcane Fury
Arc   - Arcing

                        Available At:
===========================================================
=   Lv. 1   =   Lv.5   =   Lv.12   =   L.24   =   Lv.36   =
===========================================================
=           =          =           =          =           =
=           =   [Deb]  =   [S A]   =          =           =
=           =          =           =          =           =
=  [Brill]----------------------------[Q C]-------[A F]   =
=           =          =           =          =           =
=           =  /-----------[G N]------[Vamp]  =           =
=           = /        =           =          =           =
=           =/         =           =          =           =
=    [Dev]--|--[S F]-------------------[Ign]  =           =
=           =\         =           =          =           =
=           = \        =           =          =           =
=           =  \[A L]-----------------------------[Arc]   =
=           =          =           =          =           =
===========================================================

Next is a list of what the skills do, along with a rating and the
recommended mage type. After the game description, I'll put any
thoughts about the skill.

Rating Key:
3: This is a must have skill. You should take it.
2: Very nice to have. Strongly encouraged.
1: Good for specialized characters or concepts, but not for everyone.


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            3.1 - Level 1 Skills
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Brilliance:
Through intense introspection, adventurers may extend their mind
beyond physical constraints, vastly multiplying their capacity for
magical energies.

Rating: 3
Recommended type: All (Particularly Fire Mages)
Notes: You really can't go wrong with more mana. It increases how much
you regenerate per couple seconds and means you need less mana potions
later on.

Lv.01 - Maximum Mana:   +7%
Lv.02 - Maximum Mana:  +14%
Lv.03 - Maximum Mana:  +21%
Lv.04 - Maximum Mana:  +28%
Lv.05 - Maximum Mana:  +36%
Lv.06 - Maximum Mana:  +44%
Lv.07 - Maximum Mana:  +52%
Lv.08 - Maximum Mana:  +60%
Lv.09 - Maximum Mana:  +68%
Lv.10 - Maximum Mana:  +76%
Lv.11 - Maximum Mana:  +83%
Lv.12 - Maximum Mana:  +90%
Lv.13 - Maximum Mana:  +97%
Lv.14 - Maximum Mana: +105%
Lv.15 - Maximum Mana: +113%
Lv.16 - Maximum Mana: +121%
Lv.17 - Maximum Mana: +129%
Lv.18 - Maximum Mana: +136%
Lv.19 - Maximum Mana: +143%
Lv.20 - Maximum Mana: +150%

Devastation:
Combat magic is an exercise in precision, the more accurate a mage's
motions and the more practiced his incantations, the more energy and
destruction he can channel into his attacks.

Rating: 3
Recommended type: All
Notes: Two words, MUST HAVE! This skill gets the damage with ALL of
your magic types up. 'Nuff said.

Lv.01 - Combat Magic Damage: +10.0%
Lv.02 - Combat Magic Damage: +17.0%
Lv.03 - Combat Magic Damage: +22.0%
Lv.04 - Combat Magic Damage: +27.0%
Lv.05 - Combat Magic Damage: +31.0%
Lv.06 - Combat Magic Damage: +35.0%
Lv.07 - Combat Magic Damage: +38.0%
Lv.08 - Combat Magic Damage: +41.0%
Lv.09 - Combat Magic Damage: +44.0%
Lv.10 - Combat Magic Damage: +46.5%
Lv.11 - Combat Magic Damage: +49.0%
Lv.12 - Combat Magic Damage: +51.0%
Lv.13 - Combat Magic Damage: +53.0%
Lv.14 - Combat Magic Damage: +55.0%
Lv.15 - Combat Magic Damage: +56.0%
Lv.16 - Combat Magic Damage: +57.0%
Lv.17 - Combat Magic Damage: +58.0%
Lv.18 - Combat Magic Damage: +59.0%
Lv.19 - Combat Magic Damage: +59.5%
Lv.20 - Combat Magic Damage: +60.0%


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            3.2 - Level 5 Skills
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Debilitation:
There is power in disease and decay. Mages who study it risk their
health and sanity, but learn to inflict crippling curses on their
foes.

Rating: 3
Recommended type: All
Notes: Very nice, I recommend it if you are playing multi- or single-
player without a pet or party member that uses curses. If you have a
pet or party member that does, keep in mind that enemies are limited
to one debuff, and you should probably not take this skill.

Lv.01 - Curse Spell Power:  +24%  Curse Spell Duration:  +32%
Lv.02 - Curse Spell Power:  +42%  Curse Spell Duration:  +56%
Lv.03 - Curse Spell Power:  +54%  Curse Spell Duration:  +72%
Lv.04 - Curse Spell Power:  +66%  Curse Spell Duration:  +88%
Lv.05 - Curse Spell Power:  +77%  Curse Spell Duration: +102%
Lv.06 - Curse Spell Power:  +86%  Curse Spell Duration: +114%
Lv.07 - Curse Spell Power:  +94%  Curse Spell Duration: +124%
Lv.08 - Curse Spell Power: +102%  Curse Spell Duration: +134%
Lv.09 - Curse Spell Power: +109%  Curse Spell Duration: +144%
Lv.10 - Curse Spell Power: +115%  Curse Spell Duration: +152%
Lv.11 - Curse Spell Power: +121%  Curse Spell Duration: +160%
Lv.12 - Curse Spell Power: +126%  Curse Spell Duration: +166%
Lv.13 - Curse Spell Power: +131%  Curse Spell Duration: +172%
Lv.14 - Curse Spell Power: +135%  Curse Spell Duration: +178%
Lv.15 - Curse Spell Power: +139%  Curse Spell Duration: +184%
Lv.16 - Curse Spell Power: +142%  Curse Spell Duration: +188%
Lv.17 - Curse Spell Power: +145%  Curse Spell Duration: +192%
Lv.18 - Curse Spell Power: +147%  Curse Spell Duration: +196%
Lv.19 - Curse Spell Power: +149%  Curse Spell Duration: +198%
Lv.20 - Curse Spell Power: +150%  Curse Spell Duration: +200%

Searing Flames:
Convectus the Red spent a lifetime communing with lava spirits and
learning the secrets of the inner flame. His student are still famous
for the intensity of their fire magic.

Rating: 3
Recommended type: Fire Mages
Notes: A must have for fire mages, for everyone else, ignore it.

Lv.01 - Fire Magic Damage:  +8%  Fire Power Damage:  +8%
Lv.02 - Fire Magic Damage: +14%  Fire Power Damage: +14%
Lv.03 - Fire Magic Damage: +20%  Fire Power Damage: +20%
Lv.04 - Fire Magic Damage: +24%  Fire Power Damage: +24%
Lv.05 - Fire Magic Damage: +28%  Fire Power Damage: +28%
Lv.06 - Fire Magic Damage: +32%  Fire Power Damage: +32%
Lv.07 - Fire Magic Damage: +36%  Fire Power Damage: +36%
Lv.08 - Fire Magic Damage: +39%  Fire Power Damage: +39%
Lv.09 - Fire Magic Damage: +42%  Fire Power Damage: +42%
Lv.10 - Fire Magic Damage: +44%  Fire Power Damage: +44%
Lv.11 - Fire Magic Damage: +46%  Fire Power Damage: +46%
Lv.12 - Fire Magic Damage: +48%  Fire Power Damage: +48%
Lv.13 - Fire Magic Damage: +50%  Fire Power Damage: +50%
Lv.14 - Fire Magic Damage: +52%  Fire Power Damage: +52%
Lv.15 - Fire Magic Damage: +54%  Fire Power Damage: +54%
Lv.16 - Fire Magic Damage: +56%  Fire Power Damage: +56%
Lv.17 - Fire Magic Damage: +57%  Fire Power Damage: +57%
Lv.18 - Fire Magic Damage: +58%  Fire Power Damage: +58%
Lv.19 - Fire Magic Damage: +59%  Fire Power Damage: +59%
Lv.20 - Fire Magic Damage: +60%  Fire Power Damage: +60%

Amplified Lightning:
Dwarven mages were known to revel in the power of conducting
electrical energy. They had to develop tecniques to increase how
much their bodies could withstand.

Rating: 3
Recommended type: Lightning Mages
Notes: A must have for lightning mages, for everyone else, ignore it.

Lv.01 - Lightning Magic Damage:  +8%  Lightning Power Damage:  +8%
Lv.02 - Lightning Magic Damage: +14%  Lightning Power Damage: +14%
Lv.03 - Lightning Magic Damage: +20%  Lightning Power Damage: +20%
Lv.04 - Lightning Magic Damage: +24%  Lightning Power Damage: +24%
Lv.05 - Lightning Magic Damage: +28%  Lightning Power Damage: +28%
Lv.06 - Lightning Magic Damage: +32%  Lightning Power Damage: +32%
Lv.07 - Lightning Magic Damage: +36%  Lightning Power Damage: +36%
Lv.08 - Lightning Magic Damage: +39%  Lightning Power Damage: +39%
Lv.09 - Lightning Magic Damage: +42%  Lightning Power Damage: +42%
Lv.10 - Lightning Magic Damage: +44%  Lightning Power Damage: +44%
Lv.11 - Lightning Magic Damage: +46%  Lightning Power Damage: +46%
Lv.12 - Lightning Magic Damage: +48%  Lightning Power Damage: +48%
Lv.13 - Lightning Magic Damage: +50%  Lightning Power Damage: +50%
Lv.14 - Lightning Magic Damage: +52%  Lightning Power Damage: +52%
Lv.15 - Lightning Magic Damage: +54%  Lightning Power Damage: +54%
Lv.16 - Lightning Magic Damage: +56%  Lightning Power Damage: +56%
Lv.17 - Lightning Magic Damage: +57%  Lightning Power Damage: +57%
Lv.18 - Lightning Magic Damage: +58%  Lightning Power Damage: +58%
Lv.19 - Lightning Magic Damage: +59%  Lightning Power Damage: +59%
Lv.20 - Lightning Magic Damage: +60%  Lightning Power Damage: +60%


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            3.3 - Level 12 Skills
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Summon Alacrity:
Mages who study this skill can accelerate the metabolism of the
creatures they summon and agitate them into a frenzy, drastically
increasing their attack  rate.

Rating: 2
Recommended type: All
Notes: Like your summon creatures? Then by all means max it. However,
unless  you take levels of nature magic your poor little summon will
still be a weak meat shield.

Lv.01 - Summoned Creature Attack Speed:  +7.0%
Lv.02 - Summoned Creature Attack Speed: +12.0%
Lv.03 - Summoned Creature Attack Speed: +16.0%
Lv.04 - Summoned Creature Attack Speed: +19.0%
Lv.05 - Summoned Creature Attack Speed: +22.0%
Lv.06 - Summoned Creature Attack Speed: +24.0%
Lv.07 - Summoned Creature Attack Speed: +26.0%
Lv.08 - Summoned Creature Attack Speed: +28.0%
Lv.09 - Summoned Creature Attack Speed: +29.5%
Lv.10 - Summoned Creature Attack Speed: +31.0%
Lv.11 - Summoned Creature Attack Speed: +32.5%
Lv.12 - Summoned Creature Attack Speed: +34.0%
Lv.13 - Summoned Creature Attack Speed: +35.0%
Lv.14 - Summoned Creature Attack Speed: +36.0%
Lv.15 - Summoned Creature Attack Speed: +37.0%
Lv.16 - Summoned Creature Attack Speed: +38.0%
Lv.17 - Summoned Creature Attack Speed: +38.5%
Lv.18 - Summoned Creature Attack Speed: +39.0%
Lv.19 - Summoned Creature Attack Speed: +39.5%
Lv.20 - Summoned Creature Attack Speed: +40.0%

Grim Necromancy:
Practitioners of this discipline commune with dark forces and master
spells that tear the life out of their enemies. Many mages wonder if
any end is worth such means.

Rating: 3
Recommended type: Death Mages
Notes: A must have for death mages, for everyone else, ignore it.

Lv.01 - Death Magic Damage:  +8%  Death Power Damage:  +8%
Lv.02 - Death Magic Damage: +14%  Death Power Damage: +14%
Lv.03 - Death Magic Damage: +20%  Death Power Damage: +20%
Lv.04 - Death Magic Damage: +24%  Death Power Damage: +24%
Lv.05 - Death Magic Damage: +28%  Death Power Damage: +28%
Lv.06 - Death Magic Damage: +32%  Death Power Damage: +32%
Lv.07 - Death Magic Damage: +36%  Death Power Damage: +36%
Lv.08 - Death Magic Damage: +39%  Death Power Damage: +39%
Lv.09 - Death Magic Damage: +42%  Death Power Damage: +42%
Lv.10 - Death Magic Damage: +44%  Death Power Damage: +44%
Lv.11 - Death Magic Damage: +46%  Death Power Damage: +46%
Lv.12 - Death Magic Damage: +48%  Death Power Damage: +48%
Lv.13 - Death Magic Damage: +50%  Death Power Damage: +50%
Lv.14 - Death Magic Damage: +52%  Death Power Damage: +52%
Lv.15 - Death Magic Damage: +54%  Death Power Damage: +54%
Lv.16 - Death Magic Damage: +56%  Death Power Damage: +56%
Lv.17 - Death Magic Damage: +57%  Death Power Damage: +57%
Lv.18 - Death Magic Damage: +57%  Death Power Damage: +58%
Lv.19 - Death Magic Damage: +57%  Death Power Damage: +59%
Lv.20 - Death Magic Damage: +60%  Death Power Damage: +60%


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            3.4 - Level 24 Skills
------------------------------------------------

Quickened Casting:
When the legendary archer Alamus became too old to string his bow, he
sought a new life in magic and learned that principles of battle
meditation could drastically increase the rate of his casting. 

Rating: 1
Recommended type: Lightning Mages
Notes: Now, you may be wondering, why would I give such a cool skill
such a bad rating. But 25% more cast speed won't help as much as you
think, and there are bigger and better skills out there (a good skill
to have once you've maxed everything else you want though). Keep in
mind that in order to get the power Gathered Bolt you must have levels
in this.

Lv.01 - Cast Speed:  +4.0%
Lv.02 - Cast Speed:  +7.0%
Lv.03 - Cast Speed: +10.0%
Lv.04 - Cast Speed: +12.0%
Lv.05 - Cast Speed: +14.0%
Lv.06 - Cast Speed: +15.5%
Lv.07 - Cast Speed: +17.0%
Lv.08 - Cast Speed: +18.0%
Lv.09 - Cast Speed: +19.0%
Lv.10 - Cast Speed: +20.0%
Lv.11 - Cast Speed: +21.0%
Lv.12 - Cast Speed: +21.8%
Lv.13 - Cast Speed: +22.5%
Lv.14 - Cast Speed: +23.0%
Lv.15 - Cast Speed: +23.5%
Lv.16 - Cast Speed: +24.0%
Lv.17 - Cast Speed: +24.3%
Lv.18 - Cast Speed: +24.5%
Lv.19 - Cast Speed: +24.8%
Lv.20 - Cast Speed: +25.0%

Vampirism:
While most death mages are content with the ability to tear the life
force from their victims, some have secretly learned to channel some
of that stolen vitality into their own restoration.

Rating: 3
Recommended type: Death Mages
Notes: The only downside to this skill is that it's pretty much
restricted to death mages. That aside, this is one of the best skills
in the game. If you're a death mage, this is your holy grail of
skills, when used with Greater Leech Life, you can restore (depending
on your health) all your health in one attack! Say goodbye to health
potions forever!

Lv.01 - Amount of Death Magic Damage Added to Heath:  3.0%
Lv.02 - Amount of Death Magic Damage Added to Heath:  6.0%
Lv.03 - Amount of Death Magic Damage Added to Heath:  8.0%
Lv.04 - Amount of Death Magic Damage Added to Heath: 10.0%
Lv.05 - Amount of Death Magic Damage Added to Heath: 12.0%
Lv.06 - Amount of Death Magic Damage Added to Heath: 14.0%
Lv.07 - Amount of Death Magic Damage Added to Heath: 16.0%
Lv.08 - Amount of Death Magic Damage Added to Heath: 17.5%
Lv.09 - Amount of Death Magic Damage Added to Heath: 19.0%
Lv.10 - Amount of Death Magic Damage Added to Heath: 20.5%
Lv.11 - Amount of Death Magic Damage Added to Heath: 22.0%
Lv.12 - Amount of Death Magic Damage Added to Heath: 23.0%
Lv.13 - Amount of Death Magic Damage Added to Heath: 24.0%
Lv.14 - Amount of Death Magic Damage Added to Heath: 25.0%
Lv.15 - Amount of Death Magic Damage Added to Heath: 26.0%
Lv.16 - Amount of Death Magic Damage Added to Heath: 26.0%
Lv.17 - Amount of Death Magic Damage Added to Heath: 27.0%
Lv.18 - Amount of Death Magic Damage Added to Heath: 28.0%
Lv.19 - Amount of Death Magic Damage Added to Heath: 29.0%
Lv.20 - Amount of Death Magic Damage Added to Heath: 30.0%

Ignite:
No one can truly say they have bested a mage trained in these arts,
as the lingering flames continue to burn deeply long after the battle
is over, and the unmistakeable scars will always tell the tale.

Rating: 2
Recommended type: Fire Mages
Notes: A very useful skill, this lets you inflict damage even if you
have to retreat temporarily. The one downside this has is that at
higher levels, when you have both Searing Flames and Devastation maxed
(+120% damage), 0.5 * intelligence won't do nearly as much damage as
your regular spells. I would still recomend this skill for fire mages
though.

Note: The duration for all levels of Ignite is 3 seconds.

Lv.01 - Chance to Ignite:  5.0%  Damage Per Second: 0.1* Intelligence
Lv.02 - Chance to Ignite:  8.0%  Damage Per Second: 0.1* Intelligence
Lv.03 - Chance to Ignite: 11.0%  Damage Per Second: 0.2* Intelligence
Lv.04 - Chance to Ignite: 13.0%  Damage Per Second: 0.2* Intelligence
Lv.05 - Chance to Ignite: 15.0%  Damage Per Second: 0.3* Intelligence
Lv.06 - Chance to Ignite: 17.0%  Damage Per Second: 0.3* Intelligence
Lv.07 - Chance to Ignite: 18.5%  Damage Per Second: 0.3* Intelligence
Lv.08 - Chance to Ignite: 20.0%  Damage Per Second: 0.3* Intelligence
Lv.09 - Chance to Ignite: 21.5%  Damage Per Second: 0.3* Intelligence
Lv.10 - Chance to Ignite: 22.5%  Damage Per Second: 0.4* Intelligence
Lv.11 - Chance to Ignite: 23.5%  Damage Per Second: 0.4* Intelligence
Lv.12 - Chance to Ignite: 24.5%  Damage Per Second: 0.4* Intelligence
Lv.13 - Chance to Ignite: 25.5%  Damage Per Second: 0.4* Intelligence
Lv.14 - Chance to Ignite: 26.5%  Damage Per Second: 0.4* Intelligence
Lv.15 - Chance to Ignite: 27.3%  Damage Per Second: 0.4* Intelligence
Lv.16 - Chance to Ignite: 28.0%  Damage Per Second: 0.5* Intelligence
Lv.17 - Chance to Ignite: 28.5%  Damage Per Second: 0.5* Intelligence
Lv.18 - Chance to Ignite: 29.0%  Damage Per Second: 0.5* Intelligence
Lv.19 - Chance to Ignite: 29.5%  Damage Per Second: 0.5* Intelligence
Lv.20 - Chance to Ignite: 30.0%  Damage Per Second: 0.5* Intelligence


------------------------------------------------
             3.5 - Level 36 Skills
------------------------------------------------

Arcane Fury:
Overexposure to elemental channeling often results in the mage
becoming a conduit for the raw power of mana itself, which, though
painful, can greatly increase the intensity of their attacks.

Rating: 1
Recommended type: All
Notes: Potentially devastating, this can kick some serious butt. As a
fire mage, with both Searing Flames and this maxed at level 20 you
have +90%(almost doubling) damage to your fire power of choice. The
only draw back is how long your powers can take to recharge, but that
could be countered by a Greater Chant of Mage Power (bwahahaha,
infinite power uses for 75 full seconds). 

Lv.01 - Combat and Nature Magic Power Damage:  +3.0%
Lv.02 - Combat and Nature Magic Power Damage:  +6.0%
Lv.03 - Combat and Nature Magic Power Damage:  +8.0%
Lv.04 - Combat and Nature Magic Power Damage: +10.0%
Lv.05 - Combat and Nature Magic Power Damage: +12.0%
Lv.06 - Combat and Nature Magic Power Damage: +14.0%
Lv.07 - Combat and Nature Magic Power Damage: +16.0%
Lv.08 - Combat and Nature Magic Power Damage: +17.5%
Lv.09 - Combat and Nature Magic Power Damage: +19.0%
Lv.10 - Combat and Nature Magic Power Damage: +20.5%
Lv.11 - Combat and Nature Magic Power Damage: +22.0%
Lv.12 - Combat and Nature Magic Power Damage: +23.0%
Lv.13 - Combat and Nature Magic Power Damage: +24.0%
Lv.14 - Combat and Nature Magic Power Damage: +25.0%
Lv.15 - Combat and Nature Magic Power Damage: +26.0%
Lv.16 - Combat and Nature Magic Power Damage: +26.0%
Lv.17 - Combat and Nature Magic Power Damage: +27.0%
Lv.18 - Combat and Nature Magic Power Damage: +28.0%
Lv.19 - Combat and Nature Magic Power Damage: +29.0%
Lv.20 - Combat and Nature Magic Power Damage: +30.0%

Arcing:
It is said that the mage who created the Galeblade was capable of
channeling so much energy into his lightning spells that arcs of it
sometimes jumped from his primary target to nearby foes.

Rating: 3
Recommended type: Lightning Mages
Notes: Quite a good lightning skill, it doesn't suffer the major
drawbacks that Ignite does (namely 0.5* Intelligence in damage for
only three seconds), and it lets you hit multiple enemies in one
fell blow.

Lv.01 - Chance to Arc:  5.0%  Arc Damage: 0.2 * Intelligence
Lv.02 - Chance to Arc:  8.0%  Arc Damage: 0.3 * Intelligence
Lv.03 - Chance to Arc: 11.0%  Arc Damage: 0.4 * Intelligence
Lv.04 - Chance to Arc: 13.0%  Arc Damage: 0.4 * Intelligence
Lv.05 - Chance to Arc: 15.0%  Arc Damage: 0.5 * Intelligence
Lv.06 - Chance to Arc: 17.0%  Arc Damage: 0.6 * Intelligence
Lv.07 - Chance to Arc: 18.5%  Arc Damage: 0.6 * Intelligence
Lv.08 - Chance to Arc: 20.0%  Arc Damage: 0.7 * Intelligence
Lv.09 - Chance to Arc: 21.5%  Arc Damage: 0.7 * Intelligence
Lv.10 - Chance to Arc: 22.5%  Arc Damage: 0.8 * Intelligence
Lv.11 - Chance to Arc: 23.5%  Arc Damage: 0.8 * Intelligence
Lv.12 - Chance to Arc: 24.5%  Arc Damage: 0.8 * Intelligence
Lv.13 - Chance to Arc: 25.5%  Arc Damage: 0.9 * Intelligence
Lv.14 - Chance to Arc: 26.5%  Arc Damage: 0.9 * Intelligence
Lv.15 - Chance to Arc: 27.5%  Arc Damage: 0.9 * Intelligence
Lv.16 - Chance to Arc: 28.0%  Arc Damage: 0.9 * Intelligence
Lv.17 - Chance to Arc: 28.5%  Arc Damage: 1.0 * Intelligence
Lv.18 - Chance to Arc: 29.0%  Arc Damage: 1.0 * Intelligence
Lv.19 - Chance to Arc: 29.5%  Arc Damage: 1.0 * Intelligence
Lv.20 - Chance to Arc: 30.0%  Arc Damage: 1.0 * Intelligence


================================================
          4.0 - Combat Mage Types
================================================
Here I'll cover the three main combat mage types. As you've probably
already seen (unless you skipped everything up to this point, cheater)
the three main types of combat magic are fire, lightning, and death.
Each has its own advantages and disadvantages, but there are also some
universal skills that you should probably take as well. Here are the
three suggested skill paths for the three main mage types. Remember
that this is just RECOMMENDED, you do not have to follow all of my
advice, and some of the most interesting characters can be flawed
(not that my FAQ is perfect or anything...).

Note: These skill suggestions are for people who use NO items that
give skill bonuses. If you do use those items, you should probably
have only 10-12 levels in the skill you're getting bonuses from.

Tony Lacaille (genoscyth@hotmail.com) gave this advice:
"I read the faq and I apreciate you did it one a unique character.
Although there are some things wich seems wrong to my. First the
skills: I didn't I don't thinks you need to max any of them. 10 and
12 can easily be the max, with the skills points adding equipement.
The important is to max the powers you want to use. With the skills
point you don't use you can invest in nature magic. Second, energy
orb is good for boss fight but when there is a lot of enemies it
blemishes in front a detonation. Maybe death powers but I don't use
them. Althought it depends of the level you play with what: my chars
passed elite and I didn't used it much mainly because of the lap
dragon. There is another difference between detonation and gathered
bolts and is why I don't use bolts much: is the delay before the
explosion; hard to aim. In short that's it."

Keep those things in mind when buying skills and using powers.

------------------------------------------------
              4.1 - The Fire Mage
------------------------------------------------
Hurling great balls of flame at enemies is something everyone dreams
about right? No? Maybe that's just me. However, fire magic in DS2 is
the second most damaging magic in the entire game (second only to
death magic). Also, with Ignite at level 20, you can kick some major
butt even after you stop hurling those fireballs. I'll list my
recommended skills:

Brilliance: Lv.20 - Preferably, fire magic is quite expensive.

Devastation: Lv.20 - No arguing, fire mages go for pure power.

Debilitation: Lv.20 - Imagine a maxed Dehydrate spell powered up by
                      Debilitation, throw in a giant ball of fire,
                      then laugh maniacally.

Searing Flames: Lv.20 - See Devastation.

Ignite: Lv.20 - With some area of effect spells you could watch
                MULTIPLE people run around burning and screaming!

That's all the points you should get in the game up to level one
hundred, except that you can get extra points from some main AND side
quests. Feel free to spend these in any way you want. I recommend one
level in the pre-requisite Quickened Casting and the rest into Arcane
Fury.

------------------------------------------------
           4.2 - The Lightning Mage
------------------------------------------------
If you don't like throwing balls of flame then perhaps calling down
lightning from the sky will suit your taste. As a lightning mage you
get some awesome abilities. With skills like Arcing and powers like
Chain Lightning, it tends to hit more enemies, but at a reduced damage
output. The good news is lightning magic usually costs about half as
much as a similar fire magic spell. Here are my recommended skills:

Devastation: Lv.20 - You need all the damage you can get with
                     lightning magic.

Debilitation: Lv.20 - Drown is an excellent curse, with weaknesses to
                      lightning, ice, and constant damage! With
                      Debilitation to power it up, it becomes  better
                      (duh...). Great for you and that beautiful
                      nature mage in your life!

Amplified Lightning: Lv.20 - See Devastation.

Arcing: Lv.20 - Lightning mages are best at hitting multiple enemies,
                this is what gives you that ability. Any questions?

That technically gives you twenty points to play with plus extras
from main and side quests. As before, feel free to put them into
whatever you want. I recommend Brilliance only if you are having mana
trouble, an alternative to this is to take twenty levels of natural
bond (-60% mana cost, can harvest mana potions) to get mana costs down
instead of getting your mana up, and be able to use some nature magic
spells along the way (they won't be powerful compared to your
lightning though). If you stick to combat magic however, the best
choice would be Quickened Casting, which is required for Gathered
Bolt.

------------------------------------------------
              4.3 - The Death Mage
------------------------------------------------
Ahh, the necromancer. So evil, black hearted, and soulless. To bad you
can't be one. Yep, that's right, the death mage is not at all like
that. You're a hero, remember? As much as you want to be the new dark
wizard archmage, you can't. However, you're still controlling dark,
primal, forces, ripping the life force from your enemies' shattered
bodies, and what could be better than that? The good news is that
death magic costs as much as lightning, with a higher maximum damage
than fire magic! But that comes at a cost, namely, that your minimum
damage is lower than any other kind of magic. So you can do 100 damage
one hit, and 750 the next (at about Lv.46). Annoying as this is, I
like this mage type the best out of any magic user. This is because
they get the WONDERFUL skill called Vampirism, which is in my opinion,
one of the best in the game. Here are some skills to get:

Devastation: Lv.20 - You have low minimum damage, this fixes it
                     (sort of).

Debilitation: Lv. 20 - One word - infect.

Grim Necromancy: Lv.20 - See Devastation.

Vampirism: Lv.20 - Your holy grail of skills.

That leaves you with 20 points (again) to do what you want with. Good
ideas are Brilliance, Quickened Casting (some of the spells have a
longer cast time than I like), or Arcane Fury. I gave myself 8 levels
of Brilliance (to help with summon costs) and put the rest of the
points into Quickened Casting. Again, however, it's up to you.


================================================
                 5.0 - Powers
================================================
Now, lets be honest. EVERYONE loves that ability to do so much damage
that the enemies just explode. And that's just what powers let you do.
True, they can only be used every two or three minutes (depending on
the power), but I've figured out a nice little way to get past that
problem (more on that later).

Here is a list of what the powers do, along with a rating and the
recommended mage type. After the game description, I'll put any
thoughts about the power.

Rating Key:
3: This is a must have power. You should take it.
2: Very nice to have. Strongly encouraged.
1: Good for specialized characters or concepts, but not for everyone.

Note: These are all at level 0. This is because at higher levels their
damage is influenced by how high your Intelligence is AND your levels
in Searing Flames, Amplified Lightning, Grim Necromancy, and Arcane
Fury. Because of this, the damage varies to much for me to tell the
actual damage at higher levels. Also, Tony Lacaille pointed out some
good tips for powers (see his notes in section 4.0).

------------------------------------------------
               5.1 - Energy Orb
------------------------------------------------
The elven mage Arinth could summon a ball of energy that hovered above
him and shot fire at his enemies. He later perfected it, learning to
weave additional types of energy into the orb.

Rating: 3
Recommended Type: All
Notes: Arguably the best power for combat mages. Given time, this can
do more damage to a single enemy than any other power in the game. If
you were to max out Searing Flames, Amplified Lightning, Grim
Necrmancy, and Arcane Fury, you would have a +210% damage (more than
three times as powerful) per shot for twenty seconds on this!

Automatically summons orb above self.
Fast Recharge.

Next - Level 1
Requires: Brilliance Lv.1
Damage: 16.4 - 24.6
Power Duration: 20 seconds

------------------------------------------------
               5.2 - Flame Nexus
------------------------------------------------
Convectus the Red communed with lava spirits, learning to summon and
launch them as weapons in battle. The spirit gleefully reaches out
with tendrils of fire to burn any nearby enemies

Rating: 2
Recommended Type: Fire Mages
Notes: A nice power to have, but more for weakening than obliterating.
It shoots out multiple projectiles in a fan shape, damaging AND
igniting (!) all enemies that it hits.

Targets an enemy or terrain.
Normal Recharge.

Next - Level 1
Requires: Devastation Lv.2, Searing Flames Lv.1
Fire Damage: 32.8

------------------------------------------------
                5.3 - Detonation
------------------------------------------------
The greatest power of the fire mage is a dangerous weapon. The mage
recklessly gathers more energy than he can control, releasing it in a
massive conflagration that burns his enemies.

Rating: 3
Recommended Type: Fire Mages
Notes: Bwahahaha, total annihilation of the enemy! This creates a
gigantic explosion that does the most instant damage (over time it
can't compare to Energy Orb) out of any power. And for those that
survive, I hope you like being ignited!

Area of effect targets enemy or terrain.
Slow Recharge.

Next - Level 1
Requires: Ignite Lv.1, Searing Flames Lv.8
Fire Damage: 135
Radius: 3 meters

------------------------------------------------
               5.4 - Harvest Soul
------------------------------------------------
A deadly attack invented by the vilest mage in history, this dark
ritual creates a gigantic scythe that cuts away the life force of the
mage's enemies, allowing his allies to absorb it and heal themselves.

Rating: 3
Recommended Type: Death Mages
Notes: A very fun power to use if the enemy is beating down your meat
shield (melee party member), it hurts your enemy and heals your party! 
(Also the most awesome looking power in my opinion)

Area of effect targets enemy or terrain.
Normal Recharge.

Next - Level 1
Requires: Devastation Lv.6, Grim Necromancy Lv.5
Death Damage: 60
Radius: 3 meters
Percentage of death damage healed: 6%

------------------------------------------------
          5.5 - Corrosive Eruption
------------------------------------------------
Enemies caught within this noxious cloud are infected by gasses that
rot them from the inside out. Corrosive fumes violently erupt from
victims when they die, burning and poisoning other foes.

Rating: 1
Recommended Type: All
Notes: A very nice power if you kill enemies fast. The downside is the
eruption radius is small. The upside is that this curses whoever is in
range of the cloud when you use it; then when you kill the infected
people, they not only explode, but also burn AND infect whoever is near
them (except your friends). Rinse and repeat.

Area of effect targets enemy or terrain.
Normal Recharge.

Next - Level 1
Requires: Debilitation Lv.1
Cloud Radius: 4 meters
Curse Duration: 30 seconds
Eruption Damage: 45% max monster health
Eruption Radius: 2.5 meters

------------------------------------------------
             5.6 - Chain Lightning
------------------------------------------------
A favored attack of young combat mages, Chain Lightning hurls a bolt
of lightning that shocks the nearest enemy and then jumps to other
nearby foes. The bolt deals reduced damage with each jump.

Rating: 2
Recommended Type: Lightning Mages
Notes: Rather nice at higher levels when it hits lots more people.
Does good damage to a lot of enemies in the space of 1.2 seconds.

Automatically targets nearest enemy.
Fast Recharge.

Next - Level 1
Requires: Amplified Lightning Lv.1, Devastation Lv.2
Lightning Damage: 54.4
Number of jumps: 2

------------------------------------------------
              5.7 - Gathered Bolt
------------------------------------------------
The mage gradually builds up a massive electrical charge on the
ground, causing a tremendous bolt of lightning to crash down,
devastating all enemies it hits.

Rating: 3
Recommended Type: Lightning Mages
Notes: Imagine Detonation with a bit less damage, a bit more range,
and a bit faster recharge.

Area of effect targets enemy or terrain.
Long Recharge.

Next - Level 1
Requires: Amplified Lightning Lv.8, Quickened Casting Lv.1
Damage: 129.5
Radius: 3.5 meters


Now I promised that I had a nice little way to get past that annoying
recharge, right? Well here it is. If you use Detonation (Slow
Recharge) and don't feel like waiting forever for it to regenerate,
just equip Energy Orb as your power (Fast Recharge) and when it
finishes regenerating, all your powers will be recharged. Re-equip
Detonation and have fun.

Note: Powers will only recharge as you attack. If you just sit there,
no matter how long, it will NEVER go up. So use all the spells in your
arsenal to recharge those powers.

Well, that's the end. Now I'm off to go play the game.

Have fun storming the castle!


================================================
                6.0 - Credits
================================================
Ahh, the grand finale of this epitome of combat mage guides for
Dungeon Siege 2! Wait...this is the ONLY combat mage guide for
Dungeon Siege 2...oh well.

------------------------------------------------
           6.1 - Copyright Notice
------------------------------------------------
The Dungeon Siege 2 Combat Mage Guide is Copyright 2006 Aaron Hendrix
(amhendrix@falconbroadband.net). This may be not be reproduced under
any circumstances except for personal, private use. It may not be
placed on any web site or otherwise distributed publicly without
advance written permission. Use of this guide on any other web site
or as a part of any public display is strictly prohibited, and a
violation of copyright.

If you see any errors then just email me, tell me the problem, and
tell me your name to put in the credits section. DO NOT add or change
anything. Additional information is also accepted (even wanted), tell
me what I didn't put in here.

Note: When you email me, make sure to put the subject along the lines
of "Dungeon Siege 2" or "Concerning your Combat Mage FAQ" otherwise
I'll probably end up deleting it.

------------------------------------------------
           6.2 - Special Thanks
------------------------------------------------
All the people who helped with this guide, whether they know it or
not.

Microsoft and Gas Powered Games, for making DS2!

Ross Glen, Douglas Crews, Lord Yorien Dragonard, and Cironir for their
awesome guides for Neverwinter Nights (the rogue, shifter, wizard, and
ranger guides respectively) which set the tone and basic layout for
this guide.

TheNuke, Gulnaga, Robo-Mike, and especially Devistater, who inspired
me to write this guide with their own excellent guides (I highly
recommend all of them).

Robo-Mike (again), for his 70 characters/dashes bit at the beginning
of this guide.

Bane, for checking my spelling errors, making suggestions, and helping
get the information on all of the skills.

Tony Lacaille, for his excellent advice on skills and powers.

-------------------------------------------------
6.3 - Dungeon Siege 2 Combat Mage Guide Locations
-------------------------------------------------
When I update this guide, I'll send it to the following locations:

www.gamefaqs.com
www.neoseeker.com
www.absolutcheats.com

If you're reading this somewhere else or would like to post it on your
website, email me at amhendrix@falconbroadband.net, thanks.

------------------------------------------------
           6.3 - Revision History
------------------------------------------------
This is v.1.1. After realizing some minor errors, I corrected them.
Also, Neoseeker asked permission to use this guide and I granted it
to them.

v.1.0, 08 December 2005
       - Initial Release

v.1.1, 11 December 2005
       - Fixed the centering on the powers (5.1-5.7)
       - Added www.neoseeker.com to the approved website list

v.1.2, 21 December 2005
       - Added Tony Lacaille's excellent advice (thanks Tony!)
       - Added www.absolutcheats.com to the approved website list

------------------------------------------------
           6.4 - Planned Additions
------------------------------------------------
I hope to soon have a list and related notes on party members, spells,
the pre-reqs for the last two levels of every power, other classes
skills that you might want to get, and when to get your skills. If you
have any ideas on these areas, please share your information (and a
name to put in the credits)with me!

Note: If you email me the information on the last levels of the
powers, include the full, EXACT game description. Thanks.



================================================
                      FIN
================================================