Character Classes Guide - Guide for Dungeon Siege II: Broken World

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===============================================================================






                            
                               DUNGEON SIEGE II                                                                                  




                         ^^-----------------------^^
                           CHARACTER CLASSES GUIDE
                         ---=====================---

                     
                        AUTHOR: PAUL MICHAEL (VHAYSTE)
                          CONTACT: [email protected]






00AA -- [VERSION HISTORY]
V1.0 -- Finished main guide (8:45 AM 1/22/2007)


00AB -- [COPYRIGHT]


  This document is copyrighted to me, Vhayste®. It is intended for ~PRIVATE~
use only. It cannot be used in ANY form of printed or electronic media
involved in a commercial business, in part or in whole, in any way, shape, or
form. It cannot be used for profitable or promotional purposes, regardless of 
the situation. Breaking any of these rules is in direct violation of 
copyright law.

This document is protected by copyright law and international treaties.
Unauthorized reproduction and distribution of this document, or any portion
of it, may result in severe civil and criminal penalties, and will be
prosecuted to the maximum extent possible under the law. Any characters,
names, places, or miscellaneous objects are copyright of their respective
companies.


         -------------
00AC -- [AUTHOR's NOTE]
         -------------

Welcome reader to my Character Classes Guide for Dungeon Siege II for the PC.
Although I havent played the first one, this sequel is definitely one of the 
great titles ever to come for PC gamers. Everything on this guide is made 
entirely from my experience while playing the game. 

Another thing is that this is just a GUIDE. Its not a mandate or anything to
dictate what you need to do. But rather, this is made to help you decide what
you really want.



[TABLE OF CONTENTS]

00AA -- [VERSION HISTORY]
00AB -- [COPYRIGHT]
00AC -- [AUTHOR's NOTE]
00AD -- [ABOUT THE GAME - SYPNOSIS]
00AE -- [ABOUT THE GAME - CHARACTER CLASSES]
        AE01 -- MANAGING A PARTY
        AE02 -- RECRUITING CHARACTERS
        AE03 -- RECRUITING CHARACTERS -- PETS
        AE04 -- CHANGING PARTY MEMBERS
00AF -- [CHARACTER CLASSES GUIDE]
        AF01 -- ChARACTER GROWTH
        AF02 -- CLASS SKILLS
        AF03 -- CLASS SPECIAL ATTACKS
00AG -- [CHARACTER SUB-CLASSES GUIDE]
        AG00 -- USING THE GUIDE:
        AG01 -- SUBCLASSES
        AG02 -- FIGHTER CLASS -- BERSERKER
        AG03 -- FIGHTER CLASS -- DEFENDER
        AG04 -- FIGHTER CLASS -- HEAVY WARRIOR
        AG05 -- COMBAT MAGE CLASS -- DEATH MAGE
        AG06 -- COMBAT MAGE CLASS -- LIGHTNING MAGE
        AG07 -- COMBAT MAGE CLASS -- FLAME MAGE
        AG08 -- NATURE MAGE CLASS -- FROST MAGE
        AG09 -- NATURE MAGE CLASS -- SUMMONER
        AG10 -- NATURE MAGE CLASS -- SUPPORT MAGE
        AG11 -- RANGER CLASS -- MASTER ARCHER
        AG12 -- RANGER CLASS -- BLADE MARKSMAN
        AG13 -- RANGER CLASS -- HUNTER
0000 -- CREDITS



         -------------------------
00AD -- [ABOUT THE GAME - SYPNOSIS]
         -------------------------

A thousand years ago had passed since the crusaders of Azunai crossed swords 
with the legions of Zaramoth. It is the final battle for a century long 
rebellion. As Zaramoth, the tyrannical god struck the final blow through 
Azunai's trembling shield, a vast magic was released and both armies perish
in a brilliant cataclysm that stretched across the plain of tears.

Consumed by the dark forces and once human, Valdis took the Sword of Zaramoth
and with his massive army of brutal Morden soldiers, he has started his
invasion against the free world to search for the four Aegis. The broken 
pieces of Azunai's shield. 


         ----------------------------------
00AE -- [ABOUT THE GAME - CHARACTER CLASSES]
         ----------------------------------


AE01 -- MANAGING A PARTY
========================

In Dungeon Siege II, players can have up to 6 party members, but you have 2
characters by default. Increasing the party slot requires a certain fee. You
need to talk to any inn keeper on any of the 3 towns in the game. (1 town per
act.)

2nd slot - default
3rd slot - 500g
4th slot - 1500g
5th slot - 10000g
6th slot - 65000g


AE02 -- RECRUITING CHARACTERS
=============================

There are several characters to choose from. Some, you can acquire by 
completing certain quests (and sidequests) or just talking to them. 
Recruitable characters have a symbol above thier heads similar to a horn. 

Here are the list of all recruitable characters in DSII.


NAME      TYPE                LOCATION      REQUIREMENTS
----------------------------------------------------------
Drevin -- Fighter             Greilyn Beach   Default/Dies after ACT 1, CH1.
Deru  --- Ranger/Nature Mage  Eirulan         Default/ Just talk to her
Lothar -- Fighter             Eirulan         Default/ Just talk to him
Taar   -- Nature Mage         Eirulan         ACT 1, CH3. After Elven Shrine 
                                              quest
Vix    -- Ranger              E. Greilyn      Just talk to him
Sartan -- Fighter             Windstone Fort. Complete "Imprisone Half-Giant"
                                              sidequest 
Amren  -- Fighter             Amanlu          Amanlu Inn, just talk to him
Finala -- Combat Mage         Amanlu          Complete Act II, CH3 quest
Eva    -- Fighter             Azunite 
                              Burial Grounds  Defeat the Dark Wizard boss



AE03 -- RECRUITING CHARACTERS -- PETS
=====================================

Pets however are monsters that can be recruited by "Buying" them from the
pet store (it is the one with the Horse head icon in the map). They do occupy
party slots but it is up to you to have them or not. One main advantage of
pets is thier ability to enchant the whole party via aura, depending on the 
pet.

And also, one thing to note is that they cant be equipped. They do level up
but thier overall progress is determined by "feeding" them with items. Thier
development is based on the items it has consumed. Consumed items also are 
lost forever.

 
NAME             TYPE     COST      LOCATION      REQUIREMENTS
-----------------------------------------------------------
Scorpion Queen   Ranger   350g      Any           Default
Ice Elemental    N. Mage  500g      Any           Default
Pack Mule        Fighter  300G      Any           Default
Dire Wolf        Fighter  500G      Any           Complete "Dire Wolf" 
                                                  sidequest in ACT 1.
Dark Naiad       N. Mage  1375      Amanlu,       ACT II
                                    Kalrathia
Fire Elemental   C. Mage  1000      Amanlu,       ACT II
                                    Kalrathia
Light Naiad      N. Mage  1375      Daesthi, 
                                    Amanlu Arena  Finish the 10th round in the
                                                  "Amanlu Arena" sidequest
Mythrilhorn      Fighter  1750      Amanlu,       ACT III, Complete 
                                                  "Mythrilhorn" sidequest
                                    Kalrathia
Lap Dragon       N. Mage  2250      Kalrathia     ACT III
Necrolithid      C. Mage  2250      Amanlu,       ACT II
                                    Kalrathia
        


AE04 -- CHANGING PARTY MEMBERS
==============================
Just make sure that you have an available slot to recruit the character. If 
you want to change party members, you can "Disband" the pet/character and they 
will be sent to the inn. Although you cant see them, they will be selectable
from the list. Just talk to the innkeeper and select option 1 "I want to see
old comrades." Stored pets and characters dont gain experience points. 

Sending a pet or character to the inn retains thier equipments and items. 
Releasing a pet however, will lose all the items in its inventory forever.
For best efficiency, make sure you'll feed items that are relevant to the 
pet's class. (Feed fighter weapons or armor to a Fighter Class pet, and so on)


         =======================
00AF -- [CHARACTER CLASSES GUIDE]
         =======================


The game has four main character classes, namely FIGHTER, RANGER, COMBAT MAGE
and NATURE MAGE. It is strongly recommended to stay focused on levelling a 
character in his/her appropriate class. Interchanging so often will affect
the character' growth. Take note that when you equip your characters, make sure
that you choose the equipments and accessories giving appropriate bonuses for
the character's class. (Example: A fighter doesnt need + INT or Mana 
regeneration bonuses; nor a Mage with +Str)

Fighter -- Battles in the frontlines and takes most of the damage. They are
           the hardiest class, and usually the hard hitters. They specialize
           in melee combat.

Ranger  -- Masters of ranged weapons. Accuracy and range is thier main 
           advantage although they have fair armor rating. Rangers are best
           for eliminating enemies at long range before reaching the party

Combat Mage -- Proficient in death magic, curses and other spells, combat
               mages are great for controlling crowds, weakening them with
               diffrent curses while blasting them away with offensive spells.

Nature Mage -- One with nature, Nature mages' main role is to cast healing,
               and support buffs for the party. They can also cast offensive
               nature based skills, mainly ICE-based attacks.

Your hero (the player) starts with a blank class. During your first tutorials,
you will have the choice to choose which class would you like to follow. Also
note that certain races are best for the specific character type.


AF01 -- ChARACTER GROWTH
========================

Classes are determined by the skill level. Using ranged weapons consistently
increases Ranger class level thus giving access to Ranger skills. Levelling up
nets you 1 skill point, that can be used to buy skills. Some skills can only
be accessed when you have LV5, 24 or 36 skill levels.

Levelling up also increases certain attributes for the characters.

STRENGTH     --  Increases Melee weapon damage and HP
DEXTERITY    --  Increases Ranged Weapon Damage
INTELLIGENCE --  Increases Spell damage and Mana

Equipping equipments that raises character attributes according to their
classes have the best results.  (Example: +strength rating to fighters, +
dexterity rating to Rangers)


AF02 -- CLASS SKILLS
====================

Skills are unique to every class. Not to mention that SPECIAL ATTACKS are 
unique to every class as well. They do however, allow you to specialize a
character to excel in his/her field. That is where this guide comes in.


AF03 -- CLASS SPECIAL ATTACKS
=============================

Special attacks can be executed after filling the gauge. They have diffrent 
effects and diffrent ranges. Take note that they do level up, by levelling up
certain class skills to a point. They can be recharged by attacking. Some
special attack have fast recharge rate, others, usually the most powerful ones
are slow.


         ==========================
00AG -- [CHARACTER SUB-CLASSES GUIDE]
         ===========================


AG00 -- USING THE GUIDE:
=======================


 --  -- 
==========================================




WEAPON:            
                   (Mages can equip any weapon and still cast spells although
                    they wont get appropriate bonuses)
-----------------

PREFERRED SKILLS:  
------------------

Optional:          
 

SPECIAL ATTACKS:   
-----------------

[][]

DAMAGE:            <% Damage, depends on SP level>
RADIUS:            
Effects:           
                   (Addtitional effects may be available on higher SP level)
Duration:          
RECHARGE:          


[][]

DAMAGE:    
RADIUS:   
Effects:            
Duration:  
RECHARGE:  

PROS:               
CONS:               
ADVISABLE RACE:     




AG01 -- SUBCLASSES
==================

As discussed above, there are 4 main classes in the game. However, focusing on
specific weapons and skills, we encounter more efficient character 
SUB-CLASSES. They excel in thier normal class types and has both advantages
and disadvantages.

Weapons, skills and other details will be discussed in this portion of the
guide.


AG02 -- FIGHTER CLASS -- BERSERKER
==================================

Berserkers are considered to be one of the most dangerous warriors to meet
in the battlefield. They jump into battle without hesitation but with frenzy
and bloodlust. Thier attacks are fast and deadly, which are their main assets.


WEAPON: One-hand Swords, Daggers, Axes, Maces
-----------------

PREFERRED SKILLS: 
------------------
Critical Strike   --- Increases chance to inflict critical damage
                      Increases critical damage rating
Dual Wield        --- Increases Dual-Weapon Damage 
Alacrity          --- Increases Melee Attack Speed
Fierce Renewal    --- Increases Melee Power Recovery rate


SPECIAL ATTACKS:  
-----------------

[]Waves of Force[]

DAMAGE:    *% damage per SP level/ number of waves
RADIUS:    Damages any enemy in a straight line
Effects:   None
Duration:  Instant
RECHARGE:  Normal


[]Elemental Rage[]

DAMAGE:    *% damage per SP level, elemental weakness of the enemy
RADIUS:    Single enemy, per hit
Effects:   + Ice damage
           + fire damage
           + lightning damage
           + % attack speed
           + % vulnerability to melee and ranged attacks
Duration:  Depends on SP level
RECHARGE:  Slow

PROS:      Levelling up the preferred skills greatly enhances the Berserker's
           attack speed and chances to deal critical damage. This sub-class'
           SP have very good crowd control potential. Not to mention that
           they have also the advantage to wear heavy equipments of fighters
CONS:      Thier defense and HP rating is sacrificed for thier speed. You need
           to address this descripancy by equipping them with solid, defense-
           boosting equipment.

ADVISABLE RACE: Humans, Elves, Half-Giants



AG03 -- FIGHTER CLASS -- DEFENDER
==================================

Defenders have the highest life and defense rating in all the sub-classes.
They have balanced offensive and defensive capabilities. Mainly referred to
as a TANK, defenders draw the attention of the enemies towards himself, taking
most punishment while his allies backs him up with healing spells and buffs.
They also have the highest blocking rate, thanks to thier shields. Defenders
also have good HP regeneration rates.


WEAPON: One-hand Swords, Daggers, Axes, Maces + Shields
-----------------

PREFERRED SKILLS: 
------------------

Fortitude         --- Increases max HP 
Barricade         --- Increases chance to block Melee attacks
                  --- Increases chance to block ranged attacks
                  --- Increses shield armor
Toughness         --- Increases Physical damage resistance
Reinforced Armor  --- Increases armor rating


Optional:

Critical Strike   --- Increases chance to inflict critical damage
                      Increases critical damage rating
Rebuke            --- Counters enemy attack with shield
                  --- stuns enemy (stun duration: depends on SP level) 

SPECIAL ATTACKS:  
-----------------

[]Provoke[]

DAMAGE:    None
RADIUS:    Around self, depends on SP level
Effects:   + armor rating
           Draws enemies within range towards user
Duration:  Depends on skill level
RECHARGE:  Fast


[]Whirling Strike[]

DAMAGE:    *% damage per SP level, elemental weakness of the enemy
RADIUS:    Around self, depends on SP level
Effects:   +Stun effect, (stun duration: depends on SP level)
Duration:  Instant
RECHARGE:  Slow

PROS:      Levelling up the preferred skills greatly enhances the Defender's
           HP and DEF ratings. Also, levelling up the optional skills in later
           levels further balances thier offensive capability. Good for 
           taking enemy attention to low defensed rangers and mages.

CONS:      Excelling in defense leaves offense and speed unattended. Defenders
           can fight back yet they strike less often and must rely on thier
           shields to parry ranged and mele attacks.

ADVISABLE RACE: Half-Giants, Humans, Elves



AG04 -- FIGHTER CLASS -- HEAVY WARRIOR
======================================

Heavy Warriors strike the hardest hitters and has the highest potential to 
stun enemies with thier heavy attacks. Utilizing heavy, two-handed weapons, 
they have excellent crowd control capabilities.


WEAPON: Two handed Swords/ Axes
-----------------

PREFERRED SKILLS: 
------------------

Smite             --- Increases chance to stun enemy 
                      (stun duration: depends on SP level)
Overbear          --- Increases Two-handed weapon damage
Toughness         --- Increases Physical damage resistance

Optional:

Critical Strike   --- Increases chance to inflict critical damage
                      Increases critical damage rating


SPECIAL ATTACKS:  
-----------------

[]Staggering Blow[]

DAMAGE:    % damage to enemies
RADIUS:    Around self, depends on SP level
Effects:   Stuns Enemies (stun duration: depends on SP level)
Duration:  Instant
RECHARGE:  Normal


[]War Cry[]

DAMAGE:    NONE
RADIUS:    Around self, depends on SP level
Effects:   - enemy armor %
           - enemies will flee in fear
           + next number of attacks are critical
Duration:  Depends on skill level
RECHARGE:  Normal

PROS:      A very good offensive semi-tank; a good levelled heavy warrior can
hold off enemies like a defender although its most likely that he's gonna
take the damages instead of minimizing/ deflecting them.

CONS:      Although heavy warriors hit hard, they do have normal attack speed.
           Thus, they will take more hits first before landing a heavy blow.
           You need to have a lot of potions stocked or a backup leader on
           standby if you see him getting mobbed. 

ADVISABLE RACE: Half-Giants, Human



AG05 -- COMBAT MAGE CLASS -- DEATH MAGE
=======================================

Death Mages make heavy use of death spells and curses. They are great for 
weakening enemy mobs for the fighters to eliminate them quickly and/ or blast
them with deadly death magic. Also, death mages can absorb the life force of
enemies and heal himself or his allies. It is advisable to equip curses thier 
spellbook's autocast menu. 


WEAPON: Rods, Cestus, Staves
-----------------

PREFERRED SKILLS: 
------------------

Devastation         ---  + % Combat Magic
Debilization        ---  + Curse spell power
                    ---  + curse spell duration
Grim Necromancy     ---  + death magic damage
                    ---  + death power damage
Vampirism           ---  + % health recovered per death magic damage

Optional:

Brilliance          ---  + max mana
Arcane Fury         ---  + % Combat and Nature magic damage

SPECIAL ATTACKS:  
-----------------

[]Harvest Soul[]

DAMAGE:    +% Death magic damage to enemies
RADIUS:    (depends on SP level)
Effects:   +% heal to the party
Duration:  INSTANT
RECHARGE:  NORMAL


[]CORROSIVE ERUPTION[]

DAMAGE:    +% of Monster's max HP
RADIUS:    + eruption radius (depends on SP level)           
Effects:   + poison cloud radius (depends on SP level)         
Duration:  (depends on SP level)   
RECHARGE:  Normal

PROS:       Can inflict curses to weaken a large group of enemies. Death Magic
            is effective on most enemies. When coupled with the Nature mage's
            buffing ability, the party can deal with most crowds.      
 
CONS:       Like any other mages, thier defense is not that good so it is a
            good idea to keep them away from the heat of battle.   
   
ADVISABLE RACE: Elves, Dryads, Humans



AG06 -- COMBAT MAGE CLASS -- LIGHTNING MAGE
===========================================

Lightning mages are great if you have full offense in mind. They can deal
massive amount of damage to single or multiple enemies. They can also cast 
curses but they do excel in dealing damage to enemies.


WEAPON:    Rods, Cestus, Staves
-----------------

PREFERRED SKILLS: 
------------------

Amplified Lightning ---  + Lightning Magic Damage
                         + Lightning Power Damage
Devastation         ---  + % Combat Magic
Arcing              ---  + Chance to arc
                         + Arc Damage (% * INT)

Optional:

Quickened Casting   ---  + cast speed
Arcane Fury         ---  + % Combat and Nature magic damage
Brilliance          ---  + max mana

SPECIAL ATTACKS:  
-----------------

[]Chain Lightning[]

DAMAGE:    % lightning damage to enemies
RADIUS:    Mid
Effects:   NONE
Duration:  INSTANT
RECHARGE:  FAST


[]Gathered Bolt[]

DAMAGE:    % lightning damage to enemies
RADIUS:    (depends on SP level)
Effects:   NONE          
Duration:  INSTANT
RECHARGE:  SLOW

PROS:       Lightning mages' potential will not make much a difference than any
            typical mages not until they reach high levels. But once they
            levelled up the preferred skills and special attack, they can
            eliminate mobs before the fighters can land thier blows.

CONS:       Like any other mages, thier defense is not that good so it is a
            good idea to keep them away from the heat of battle. 
       
ADVISABLE RACE: Elves, Dryads, Humans
        

AG07 -- COMBAT MAGE CLASS -- FLAME MAGE
=======================================

Flame mages specialize in dealing damage to enemies using fire damage. At 
higher levels they can cause the enemies to ignite, dealing continous fire 
damage. Flame mages are the easiest to maintain.


WEAPON:    Rods, Cestus, Staves
-----------------

PREFERRED SKILLS: 
------------------

Devastation         ---  + % Combat Magic
Searing Flames      ---  + fire magic damage
                    ---  + fire power damage
Ignite              ---  + % Chance to ignite
                    ---  + ignite damage per second
                    ---  + duration (depends on SP level)

Optional:

Brilliance          ---  + max mana

SPECIAL ATTACKS:  
-----------------

[]Flame Nexus[]

DAMAGE:    +% Fire Damage
RADIUS:    (depends on SP level)
Effects:   NONE
Duration:  INSTANT
RECHARGE:  NORMAL


[]Detonation[]

DAMAGE:    +% Fire Damage
RADIUS:    (depends on SP level)
Effects:   NONE         
Duration:  INSTANT
RECHARGE:  SLOW

PROS:       Since Flame mages are easy to maintain, you have the option to 
            double thier abilities by levellig up some other skills. But if
            focused on the preferred skills, thier offensive power can 
            greatly surpass the lightning mage's, not to mention they can
            help eliminating mobs.

CONS:       Like any other mages, thier defense is not that good so it is a
            good idea to keep them away from the heat of battle.
        
ADVISABLE RACE: Elves, Dryads, Humans



AG08 -- NATURE MAGE CLASS -- FROST MAGE
=======================================

Frost mages are the offensive side of the nature mage and is the direct
counterpart of the Lightning mage. They can deal good damage not to mention
the potential single or multiple targets. They have good crowd control 
capabilities too. They can freeze enemies for a brief period of time. A frozen
enemy cant do anything and is vulnerable to any attack.


WEAPON:     Rods, Cestus, Staves
-----------------

PREFERRED SKILLS: 
------------------

Aquatic affinity   ---  + healing magic %
                   ---  + nature magic damage %
Arctic Mastery     ---  + % ice damage     
                   ---  + % ice power damage
Freezing           ---  + chance to freeze
                   ---  + duration (depends on SP level)

Optional:

Natural Bond       ---  - spell mana cost %
                   ---  can harvest mana potions from bushes


SPECIAL ATTACKS:  
-----------------

[]Icicle Blast[]

DAMAGE:    + % Ice damage
RADIUS:    every enemy in front of the caster
Effects:   NONE
Duration:  INSTANT
RECHARGE:  NORMAL


[]Circle of Frost[]

DAMAGE:    + % Ice damage
RADIUS:    (depends on SP level)
Effects:   + freeze          
Duration:  (duration depends on SP level)
RECHARGE:  SLOW

PROS:       Frost mages can freeze enemies, making them vulnerable to your
            party's attacks. Although they dont make much difference at lower
            levels, they are unstoppable once the preferred skills are levelled
            up.

CONS:       Like any other mages, thier defense is not that good so it is a
            good idea to keep them away from the heat of battle. 
      
ADVISABLE RACE: Dryads, Elves, Human



AG09 -- NATURE MAGE CLASS -- SUMMONER
=====================================

Summoners link thier powers to thier summoned creatures, powering it up to
fight for them. Summoned creatures will defend thier casters all thier might.
Summoned creatures are oftentimes powerful and further enhances the party's
offensive and defensive capabilities.


WEAPON:     Rods, Cestus, Staves
-----------------

PREFERRED SKILLS: 
-----------------

Summon Fortitude  ---  + % creature's HP
Summon Might      ---  + % creature's damage
Summon Bond       ---  + % damage dealt to caster transferred to summoned
                       creature

Optional:

Natural Bond       ---  - spell mana cost %
                   ---  can harvest mana potions from bushes

SPECIAL ATTACKS:  
-----------------

[]Summon Provoke[]

DAMAGE:    NONE
RADIUS:    Around creature (depends on SP level)
Effects:   Provokes enemies; draws attention to the creature
Duration:  (depends on SP level)
RECHARGE:  FAST


[]AETHER BLAST[]

DAMAGE:    *% of summoned creature's max HP
RADIUS:    Around creature (depends on SP level)
Effects:   Stuns enemies          
Duration:  (duration depends on SP level)
RECHARGE:  NORMAL

PROS:       Since summoned creatures does not count to the party's limit, they
            are a good addition to further increase the party's offensive or
            defensive capabilities. The summoner can even help by either 
            casting curses or spells. A summoner can only control 1 creature
            at a time.

CONS:       Like any other mages, thier defense is not that good so it is a
            good idea to keep them away from the heat of battle.

ADVISABLE RACE: Dryads, Elves, Human



AG10 -- NATURE MAGE CLASS -- SUPPORT MAGE
=========================================

Support mages' main role is to buff the party and take care of the healing. A
party will not survive without a healer. With exceptional buffing spells and
skills that concentrate of enhancing the party's offensive and defensive
capabilities, a support mage is an invaluable ally.


WEAPON:     Rods, Cestus, Staves   
-----------------

PREFERRED SKILLS: 
------------------

Aquatic affinity   ---  + healing magic %
                   ---  + nature magic damage %
Enveloping Embrace ---  + embrace spell power %
                   ---  + embrace spell duration
Feral Wrath        ---  + wrath spell power %
                   ---  + wrath spell duration
Nurturing Gift     ---  + healing magic %


Optional:

Natural Bond       ---  - spell mana cost %
                   ---  can harvest mana potions from bushes
Absorption         ---  + % chance to absorb magic damage
                   ---  + % added to mana

SPECIAL ATTACKS:  
-----------------

[]Invulnerability[]

DAMAGE:    NONE
RADIUS:    ALL ALLIES
Effects:   Makes all allies invulnerable
Duration:  (depends on SP level)
RECHARGE:  NORMAL


[]Glacial Aura[]

DAMAGE:    + % ice damage per wave
RADIUS:    around self
Effects:   + % chance to freeze nearby enemies         
Duration:  (depends on SP level)
RECHARGE:  SLOW

PROS:       Support mages are invaluable to any party. They keep the party
            healthy with healing magic and support spells.

CONS:       Like any other mages, thier defense is not that good so it is a
            good idea to keep them away from the heat of battle. They are also
            most likely the target of most enemies.

ADVISABLE RACE: Dryads, Elves, Human 



AG11 -- RANGER CLASS -- MASTER ARCHER
======================================

Master archers are exceptional users of bow and crossbows. They can hit enemies
at a great distance, with outstanding accuracy. Their projectiles are as deadly
as thier sights. Having an archer in the party is a good option, if you want
some long range artillery fire.


WEAPON:   BOWS, CROSSBOWS, GUNS
-----------------

PREFERRED SKILLS: 
------------------

Critical Shot    ---  +chance to inflict critical damage %
                 ---  + critical hit damage % 
Biting arrow     ---  + Bow/Crossbow damage %
Far Shot         ---  + Bow/Crossbow range %

Optional:

Shockwave        ---  + shockwave damage = % projectile damage
                 ---  + shockwave distance
                 ---  + shockwave radius (depends on SP level)

Mortal Wound     ---  + Bow/Crossbow critical hit damage %
Penetrate        ---  + chance projectile wil pass through the victim
Cunning renewal  ---  + % ranged power recovery rate

SPECIAL ATTACKS:  
-----------------

[]Thunderous Shot[]

DAMAGE:    + % damage to enemies
RADIUS:    all enemies in front of the archer (passes through enemies)
Effects:   + stun effect (stun duration: depends on SP level)
Duration:  INSTANT
RECHARGE:  NORMAL


[]Charged Shot[]

DAMAGE:    + % lightning damage to enemies
RADIUS:    self
Effects:   NONE         
Duration:  (depends on SP level)
RECHARGE:  NORMAL

PROS:      Master archers are great long range backup hitters. They do deliver
           decent damage, and in later levels, they are good at eliminating 
           crowds while maintaining a safe distance.

CONS:      Rangers have fair defense ratings. At least keep them away from 
           solid hitters or they are sure to die quickly.

ADVISABLE RACE: Elves, Humans, Dryads
        


AG12 -- RANGER CLASS -- BLADE MARKSMAN
======================================

Blade marksmen have the sights and accuracy of master archers but they do
prefer using thrown weapons instead of bows and crossbows. Although they fight
in much closer range, they are still deadly nonetheless.


WEAPON:   Throwing Knives/ Blades/ Stars, Axes, Chakram
-----------------

PREFERRED SKILLS: 
------------------

Critical Shot    ---  +chance to inflict critical damage %
                 ---  + critical hit damage %
Quick Draw       ---  + Thrown weapon firing rate %
Bleed            ---  + % chance to cause bleed
                 ---  + % bleed damage per second
                 ---  bleed duration (depends on SP level)
Optional:

Penetrate        ---  + chance projectile wil pass through the victim
Ricochet         ---  + thrown weapon critical hits ricochets to a nearby
                      enemy
Cunning renewal  ---  + % ranged power recovery rate


SPECIAL ATTACKS:  
-----------------

[]Shrapnel Blast[]

DAMAGE:    + % damage to enemies
RADIUS:    + number of missiles/ scattered around the explosion target
Effects:   + % explosion damage
Duration:  INSTANT
RECHARGE:  NORMAL


[]Flurry[]

DAMAGE:    + % damage to enemies
RADIUS:    self
Effects:   - accuracy
           + % faster attack speed         
Duration:  (depends on SP level)
RECHARGE:  SLOW

PROS:      Thier lightning fast attacks makes up for thier short range. They
           can even hit multiple targets per missile on later levels.

CONS:      Unless properly armored, Blade marksmen is sure to die quickly since 
           they need to be closer to be able to attack the enemy. 

ADVISABLE RACE: Humans, Elves, Dryads
        
        
AG13 -- RANGER CLASS -- HUNTER
==============================

Probably the most flexible ranger subclass, Hunters' strength lies on thier
ability to dodge attacks and resist the harshest condition. In addition to
these, hunters can wield any ranged weapon. Although hunters cant cast buffs,
they are good support artillery.


WEAPON: Any ranged weapon (user preference)
-----------------

PREFERRED SKILLS: 
------------------

Dodge           ---  +% chance to evade melee and ranged attacks
Survival        ---  + ice resistance
                ---  + fire resistance
                ---  + lightning resistance
                ---  ability to harvest health potions from bushes



Optional:

Mortal Wound     ---  + Bow/Crossbow critical hit damage %
Penetrate        ---  + chance projectile wil pass through the victim
Ricochet         ---  + thrown weapon critical hits ricochets to a nearby
                      enemy


SPECIAL ATTACKS:  
-----------------

[]Silence[]

DAMAGE:    NONE
RADIUS:    (depends on SP level)
Effects:   Silence enenmies, preventing them to cast damage, heal, summon 
           enhancement, curse or resurrect spells
Duration:  (depends on SP level)
RECHARGE:  FAST


[]Repulse[]

DAMAGE:    NONE
RADIUS:    (depends on SP level)
Effects:   Knockbacks enemies (knockback distance: depends on SP level)   
           Stuns enemies  (stun duration: depends on SP level)      
Duration:  (depends on SP level)
RECHARGE:  SLOW

PROS:      There is not much diffrence at lower levels. True potential wont
           be recognizable until later levels.

CONS:      Probably the weakest subclass there is, you may want to switch to
           the Special Attack of Master Archer or Blade marksman.

ADVISABLE RACE: Elves, Humans, Dryads
        
++++++++++++++++++++++++++++++ END OF GUIDE ++++++++++++++++++++++++++++++++


If you have any questions or suggestions about any partcular subtype (that is
not mentioned in this guide, you can email me.)





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