Dungeon Siege II Character Classes Guide

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:

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

<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.)

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

+++++++++++++++++++++++++++++  CREDITS  ++++++++++++++++++++++++++++++++++++++

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

Thanks,

….primarily to all the gaming sites that hosted my authored faqs. I really

appreciate it. Specially to the people of 1up.com.

….also to all the Filipino gamers that are actively participating and

contributing, helping their fellow gamers alike.

….to my friends and family.

and to you for reading!

Please visit my site vhayste.1up.com and checkout my other faqs.

——————————————————————————–

Submitted by vhayste – Created 1/22/07

See All Dungeon Siege II Walkthroughs and FAQs

 

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