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    Character Class Guide by vhayste

    Version: 1.0 | Updated: 10/09/07 | Printable Version | Search Guide | Bookmark Guide

    
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                                   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, VhaysteŽ. 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:
    =======================
    
    
    <Code> -- <CHARACTER CLASS> -- <SUB-CLASS>
    ==========================================
    
    <Brief Description of the subclass' role>
    
    
    WEAPON:            <preferred weapon>
                       (Mages can equip any weapon and still cast spells although
                        they wont get appropriate bonuses)
    -----------------
    
    PREFERRED SKILLS:  <Primary Skills to be focused on when levelling up>
    ------------------
    
    Optional:          <Secondary skills needed to level up SP level>
    
    
    SPECIAL ATTACKS:   <Preferred Special Power/Attack for the subclass>
    -----------------
    
    []<SP Name>[]
    
    DAMAGE:            <% Damage, depends on SP level>
    RADIUS:            <Measured by meters, depends on SP level>
    Effects:           <Additional effects to enemies, the user or the party>
                       (Addtitional effects may be available on higher SP level)
    Duration:          <Duration of the actual SP per second>
    RECHARGE:          <Recharge rate of the SP, speed of fillinf the SP gauge>
    
    
    [][]
    
    DAMAGE:
    RADIUS:
    Effects:
    Duration:
    RECHARGE:
    
    PROS:               <Advantages of the subclass>
    CONS:               <Disadvantages of the subclass>
    ADVISABLE RACE:     <Most effective races for the subclass, arranged from the
                         most effective to the least.>
    
    
    
    
    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
    
    <Any skill according to preferred weapon>
    
    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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