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Divinity 2: Ego Draconis FAQ and Walkthrough
Version: 1.20
Updated: 02/23/2010
By: seorin
E-mail: [email protected]
E-mail disclaimer:
I do not answer e-mail in a timely fashion, so it may be quite some time
before you hear from me (on the order of months). E-mails with proper
spelling
and grammar are more likely to receive a favorable response, though I do
understand if your first language is not English. If you would like to
contribute information to this FAQ, please do e-mail me, though I won't be
able to include your submission until I verify it myself (and that can take
a
while).
********************************************************************
* *
* TABLE OF CONTENTS *
* *
********************************************************************
I. About this guide
II. Tips and tricks
III. Skills
IV. Farglow
V. Broken Valley Village
VI. Broken Valley
VII. Sentinel Island
VIII. Orobas Fjords
IX. Flying Fortresses
X. Formulas
XI. Mind Reading
XII. Index
XIII. Version Information
********************************************************************
* *
* I. ABOUT THIS GUIDE *
* *
********************************************************************
This is intended to be a no-frills guide to everything you need to know
about
Divinity 2: Ego Draconis. While information is ordered in a sensible
fashion,
due to the open ended nature of Divinity 2, there is no single order that
will
represent how everybody goes through the game. For that reason, each
section
has its own mini table of contents which will allow you to use the search
function of your browser to quickly find anything you need. If you become
truly lost, there is an alphabetical list of locations and quests in the
index. All quests are called by their proper name, and as many locations as
possible are as well. The only location that isn't, to my knowledge, is one
cave in Orobas Fjords, which does not have a proper name that shows on the
map
after you discover it.
The language used in this guide should be easily understandable for most
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gamers. Perhaps the only questionable thing is my use of * to represent
variables in skills and formulas. In the many cases where I use multiple
*'s,
the chart below will have the resulting numbers in order. There are a very
few exceptions to this, where there are multiple variables in a skill that
always equal the same number. In such cases, there will be more *'s than
numbers in the chart below, and it should be obvious which refers to which.
I
may make this cleaner in future updates.
As you go through the game, and this guide, remember that Divinity 2 is all
about exploration. Wander off the beaten path, make mistakes, and have fun.
If
you like a skill that I don't, put points in it anyway. This game isn't
very
difficult after a certain point and there are many, many ways to succeed.
Have fun!
********************************************************************
* *
* II. TIPS AND TRICKS *
* *********************************************************************
--------------
| General Tips |
--------------
-Don't fuss over your appearance and voice choice too much. You can change
it
again before the tutorial is over. If you still don't like it, you can
change
it whenever you want after the game's halfway point (but you're stuck with
it
until then).
-Mind reading is an experience debt - it does not take away from your
current
earned experience. Experience you gain in the future will go to paying off
the
debt first, then you can resume gaining exp towards your next level. Your
current experience and experience debt are listed on your inventory screen.
-The game is difficult for the first 12 levels almost regardless of what
skills you choose. After reaching level 12, for a variety of reasons, the
game
becomes much easier.
-The game becomes even easier still after acquiring your battle tower
(roughly
halfway through the game), due to the plentiful availability of potions and
powerful creature parts. If potions and creature use aren't enough,
consider
retraining your skills at the skill trainer. If all else fails, you can
bump
the game's difficulty down a notch in the options menu.
-Keep an eye out for unusual looking rocks and plants. You can harvest gems
and ores used for enchanting or plants used for alchemy.
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-Don't feel pressured to save all the gems, ore, and herbs that you find.
Save
any Malachite Gems, but everything else becomes extremely easy to acquire
in
large quantities later on.
-Divinity 2 has no fall damage, and virtual skydiving is a fun sport.
-Food is plentiful in the early game, and can be used to regenerate hit
points. Drinks will regenerate mana. These are excellent alternatives to
potions until level 10 or so, when you have too many hit points and mana to
rely on such weak sources of replenishment.
-Disenchant any enchanted items before selling them. This is one of the
best
ways to learn a wide variety of enchanting formulas. Plus, it doesn't have
an
effect on the sale value of the item.
-The small, green button just below and to the left of your inventory tabs
will auto sort the current tab when pressed.
-Healing may cost lots of mana, but don't life tap after using it. The lifetap will end the regeneration effect of the healing spell. Wait for the
regeneration to end, then life tap.
-Use and abuse the quicksave feature. Bind a quicksave key to something
nearby
and press it every few minutes and before difficult fights. It's good
insurance in case the game crashes, or in case a particular fight is
tougher
than you thought it would be.
-Make regular backup saves, too. Once you get in the habit of quicksaving,
it's very easy to quicksave in a bad situation. Try making regular saves
before entering new dungeons, before turning in difficult quests, and every
time you gain a level. Saving before major boss encounters or game-changingevents is a wise idea, too.
-If you explore thoroughly, by the end of the game you should have around
65
skill points. If you're extremely thorough, you can have over 75.
-----------
| Item Tips |
-----------
-Keep an eye out for equipment that gives a bonus to a skill, especially a
skill you plan on taking. These bonuses are the only way to max many of the
best skills in the game.
-Most containers have randomly generated loot, which scales to your level.
Not
only does this mean the same container will have better items if you open
it
at level 15 instead of 5, but it also means you can save before opening a
chest and reload if you don't like what's inside. The exact moment that the
contents are determined occurs as you approach the container, not when you
open it, so be careful if you try this trick. If you save too close to the
container, reloading won't change its contents.
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-Locked chests work slightly differently. For those, loot is only generated
if
you can open the chest. If you don't have the key or your lockpick skill
isn't
high enough, the chest contents remain undetermined no matter how close you
get.
-Quest items are randomly generated, too, but have a much more consistent
quality than container loot. Furthermore, the loot is generated when you
turn
in the quest, and not before. So, if a quest offers a particularly good
quality set of reward choices, you can simply save before turning it in,
then
keep reloading until you find a reward you like.
-Many boss enemies will also drop items of a consistent quality when
killed,
and this same reload trick works for them, too. Save right before dealing
the
killing blow, then if they don't drop an item you like, reload and kill
them
again.
-For the most part, abusing the above tricks is a huge waste of time. There
are less than a dozen places in the game where it might be worthwhile:
malachite ore veins, and legendary or better quality quest rewards or item
drops. For everything else, it's simply not worth the time. The Gremory
chest
is a notable exception, since it always contains a legendary quality item,
unlike most chests which only have a small chance at containing a random
heroic quality item at best.
-Shops are actually quite a bit better than they first appear. They restock
their inventories to match you every time you gain a level. Merchants that
sell magical and heroic goods are quite precious indeed and you should
visit
them every level to peruse their offerings for potential upgrades. Late inthe
game, you can gain access to merchants that regularly stock legendary
quality
items. Such shops are your best bet for finding equipment that surpasses
the
pre-defined sets in the game.
-Don't let the quality of an item fool you. If the item level is high
enough,
an uncommon item may be far superior to even a legendary. The quality of an
item only affects the number of properties, charm slots, and enchantments
it
can have.
-Hit point regeneration is the best jewelry enchant by far. Stack as many
regenerating items as you can, but don't waste your malachite gems
enchanting
it on new jewelry until you can enchant level 10 healing aura on an item
that's really good even without it.
-Life line is a surprisingly good armor enchant. The more hit points you
have,
the more you regenerate. Of course, protection enchants are good, too.
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-Increased damage and increased magical damage are the best weapon
enchants.
They add more damage to each swing than any other enchant without
exception.
If you have a weapon with a third enchanting slot, the last enchant is up
to
personal preference.
-Gold is almost never a worthwhile quest reward. The items usually sell for
more, even if you won't use them.
-In the early game, it's not very important to maximize your exp. Once you
get
to Orobas Fjords, consider taking as many exp rewards as you can, unless an
item being offered is very good for you (such as one that raises a skill).
-After the halfway point of the game, it's nearly impossible to run out of
gold. Just send your gem runner out for diamonds and your ore runner out
for
malachite ore a few times, and you'll have 10k worth of gems and ore to
sell
to a vendor before you know it. Repeat as needed.
-In a similar manner, potions are infinite. Since herbs sell so poorly
anyway,
you can stock up on herbs for your favorite potions while your other
runners
line your pockets with gold. It's pretty hard to die when carrying 75
potions
of greater rejuvenation.
-------------------
| Battle Tower Tips |
-------------------
-Between the two necromancers, Jonelath is the superior choice. The armor
bonuses they grant your creature are negligible, and you get more exp forcompleting Jonelath's quests.
-For a skill trainer, choose Hermosa. Upgrading your Skill Training Area to
the max level with Kenneth requires you to give up a book that gives you
five
skill points - the single biggest skill boost in the game. Hermosa only
asks
you to give up a sword - a good sword, for sure, but it's hardly five skill
points.
-The choice of enchanters is a tougher one. If you intend to upgrade your
Workshop to the maximum, choose Wesson to gain more exp and two skill
points
instead of one. If you choose Radcliff, however, you can sacrifice the
final
upgrade (which isn't very useful) for two malachite gems (which are
extremely
useful).
-If you choose Allan as your alchemist, you can have him make you the
unique
Allan Brew - an armor potion 1.5 times as effective as the next best one.
Barbatos, on the other hand, will reward you with one more skill point and
he
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reduces the ingredient cost of potions at the max Alchemy Garden level by 3
instead of Allan's 2. Furthermore, he can make stat buffing potions for
free,
though they aren't the highest quality (and cheap ingredients make for
plentiful better potions anyway). Lastly, choosing Allan forces you to give
up
the Potion of Wisdom, which grants you 5 int for free. Unless you really
like
Allan's personality, Barbatos is the better choice.
-Once fully equipped, your runners will complete their errands as soon as
you
leave your Battle Tower and return. Take advantage of their speed to
quickly
stock up on valuable materials. If you leave your tower before they've even
finished running out, however, you'll have to leave one more time before
they
return.
-When you upgrade your workshop, you must choose whether to upgrade
weapons,
armour, or jewelry. Whichever you pick, all formulas for that type will
costone less of each ingredient. This cannot reduce the cost below 1, so
unfortunately, all enchants requiring Malachite Gems still do so.
-Upgrading your Alchemist will make all formulas cost one less of each
ingredient. Unlike the workshop upgrade, this can reduce certain ingredient
costs to zero. A potion will never be completely free, however, so even
very
low level potions will still require at least one ingredient.
-------------
| Dragon Tips |
-------------
-Contrary to the loading tips, there seems to be no cooldown whatsoever onyour dragon morph stone. You can transform in and out of dragon form as
often
and as rapidly as you like.
-Press the activate key (default 'E') while flying as a dragon to gain a
quick
speed boost. You can do this once every two seconds.
-You only need one point of Dragon Spirit. The more points you have in Fire
Sphere and Firebreath, on the other hand, the better off you'll be.
-Dragon armor seems to have no effect on stats other than granting you a
skill
bonus.
-You can find many unique pieces of dragon armor in the Flying Fortresses.
These pieces tend to increase your best skills, such as Fire Sphere and
Firebreath.
-When you unlearn all of your skills at a trainer, your Dragon skills are
unlearned, too.
-Your wyvern friend is useless as anything except a distractionary meat
bag.
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---------------
| Leveling Tips |
---------------
-You gain most of your experience from killing monsters, and the experience
you gain for each kill reduces with every level you gain.
-For that reason, do all of your mind reading before you go out exploring.
You'll gain more exp overall than you would if you did your exploring
beforehand.
-Unless you're in desperate need of a level, you should hold onto quests,
too.
Kill exp goes down as you level, but quest rewards don't. On the contrary,
item rewards improve the higher the level you are.
-Because of the way you gain experience, the value of Wisdom is
questionable.
In most cases, additional experience just means you'll get less exp from
enemies even sooner (and it's a far greater difference than the piddly 2%
per
point granted by Wisdom). Wisdom is at its best after you've killedplentiful
enemies and are ready to turn in a large number of quests. Avoid it in the
early game, but consider investing in Wisdom once you get to Orobas Fjords
for
that reason.
-If you save most of your Orobas Fjords quests until after you've reached
the
highest level you can by other means, you can expect to reach level 35.
-If you truly go out of your way to level build as much as possible
(abusing
the respawning enemies in the chapel of Aleroth, for example) it's possible
toreach level 37. It might even be possible to reach higher, but it becomes
exponentially more difficult (and wastes that much more of your time).
-Defensive buildings are the single exception to level scaling exp gain. No
matter how high your level, blowing up buildings as a dragon always gives
full
exp. For that reason, try to save as many buildings as you can until you've
truly gotten as much exp as possible from killing enemies in human form.
-Do all these tips sound like a huge pain? Do you think they aren't worth
the
effort? Then finish the game at level 32 or 33 and be happy. Frankly, the
game
gets boring when you're level 37 anyway, because you can't take any damage
outside of the final battle (which is still easy at that level).
----------------------
| Flying Fortress Tips |
----------------------
-The easiest fortress to take down is Stone's, by a pretty big margin.
-Raze's fortress is the second easiest.
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-Save Keara's fortress for last; it's quite difficult.
-Of the two that remain, Kali's fortress is probably the harder one.
-Attack Wizard and Lightning Towers first, then move on to Nest Towers
second.
From there, just mop up the flying enemies and ballistas in whatever order
you
see fit.
-If you're taking a lot of damage and you can't heal it all, find somewhere
to
land. Heal up as a human, then take off as a dragon again. Flying enemies
and
buildings won't attack you while you're a human. A single point in the heal
skill is very useful for this, since your mana regenerates quite quickly as
a
dragon.
-Dragon Commanders are extremely difficult to kill due to a full-life heal
with a very short cooldown. Save them for last, then focus your attacks on
them until they finally go down. There does seem to be a limit to their
manapool, but it lasts for several heals. If you can't outlast them, try
thinning
out nearby ballistas.
----------------
| Malachite Gems |
----------------
Needed for the best enchants in the game, these rare and elusive gems are
quite precious. While it's near impossible to get all of them in a single
play
through of the game, using this list, you should be able to get enough to
comfortably enhance your favorite weapons, armor, and jewelry.
Broken Valley:
-You can buy two gems from Merchant Lamotte in the Broken Valley village.
-The only other gem you can acquire before adventuring in Orobas Fjords
comes
from waking up the sleeping trio east of Lovis' tower.
Orobas Fjords:
-On the path leading to High Hall from the Depleted Ore Mine, you encounter
a
traveling merchant by the name of Carleton. He sells a malachite gem, but
be
careful! At the time of this writing, there is a bug that causes you to be
unable to buy from him if you open trade via dialogue. Click the Trade
button
instead and you will be able to buy the gem.
-You receive two malachite gems as a reward for completing the quest 'The
Horror of High Hall'. If you read Beatrice's mind, the reward becomes four
gems, making this the single largest (reliable) source of malachite gems.
-If you read the goblin Charlie's mind while on the quest 'Reaping the
Seeds',
a small treasure chest appears in the nest on top of Yggdrasil, and a
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malachite gem is inside.
-If you chose Radcliff as your enchanter, you can trade the gem he asks for
to
a pair of goblins in exchange for two malachite gems. Doing so will bar you
from ever getting a second upgrade for your workshop, but it's probably
worth
the trade off unless you enchant a whole lot and hate utilizing your
runners.
Malachite Veins:
The rest of the malachite gems can be found randomly in malachite veins.
There
aren't many, and each one isn't guaranteed to have even one gem (though
forum
rumors suggest up to four in a single vein). If you save your game before
approaching any given malachite vein, you can always reload until you get
more
gems. However, it's probably not worth reloading as long as you get at
least
one.
-The first malachite vein you're likely to encounter is in the Depleted OreMine, just past the three pedestals with the red, blue, and dark books on
top.
-There is a second vein just behind the first. After you finish plundering
the
first, turn around and look up. You'll have to jump onto a rock to reach
it.
-There are two malachite veins near the Patriarch. The first is along the
eastern wall and is relatively easy to find. The second is hidden behind
some
rocks on the western wall, very near an empty wagon sitting just in front
of
the wooden platform you stand on when talking with the Patriarch.
-Two more malachite veins are in the Lost Tomb (the cave opened by the four
treasure hunter's seals). The first is along the right wall as you approach
the stone platform. The second is beneath the wooden platform on the left.
...and those poor adventurers thought there was nothing of value in there.
-There are two malachite veins in the Well Cave, in the room where you
fight
Zagan. It's relatively hard to get these without triggering the combat,
after
which it's technically possible to still get the gems but rather difficult.
Simply hug the left wall as tightly as you can, jumping up onto tall rocks
instead of going around when possible. When you're directly south of the
large
orb in the middle of the room, you should see a large, flat rock with two
malachite veins on it. If you activate the combat by mistake, it's easiest
to
just reload.
-If you don't want to or can't reload, you'll have to exploit a bug to get
the above two veins. First, finish the combat and fly to the exit. Then,
after
transforming out of your dragon form, turn around and walk onto the large
rock
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to the left. You'll want to jump out into the cavern, but angled sharply to
the right. If done correctly, when the game tries to auto-transform you
into a
dragon, you'll get a "not enough room" error and fall into the lava,
strangely
taking no damage. From there, you should jump out of the lava, work your
way
around the orb with skillful acrobatics, and finally claim your gems. It's
a
lot easier to just reload.
********************************************************************
* *
* III. SKILLS *
* *
********************************************************************
---------------
| Priest Skills |
---------------
Summon Undead-------------
You can summon a level * creature for * seconds. The undead attack your
foes
with fireballs.
Mana Cost: *
Cooldown Time: 30 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 1 | 4 | 8 | 11 | 14 | 17 | 19 | 22 | 24 | 27 | 30 | 32 | 35 | 37 | -
|
|180 |200 |220 |240 |260 |280 |300 |320 |340 |360 |380 |400 |420 |440 | -|
| 22 | 34 | 50 | 62 | 74 | 86 | 94 |106 |114 |126 |138 |146 |158 |166 | -
|
--------------------------------------------------------------------------
The dead. What are they good for besides pushing up daisies? Those with a
taste for the darker side of magic will answer that question with this
particular spell. For the dead, when brought back to life, will do anything
for their master, including battle. Especially battle, in fact.
Comments: Summons are fairly universally weak in this game, and this is
arguably the weakest of them. Best to avoid it. Its one saving grace is the
"low" cooldown, but since the cooldown on a summon skill starts when the
creature dies or its time runs out, 30 seconds is still a long time to wait
if
you're depending on it.
Summon Ghost
------------
You can summon a level * ghost for * seconds. Ghosts will heal you, i.e.
regenerate your hitpoints.
Mana Cost: *
Cooldown Time: 90 seconds
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--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 1 | 4 | 9 | 11 | 14 | 17 | 19 | 22 | 24 | 27 | 30 | 32 | 35 | 37 | -
|
| 60 | 70 | 80 | 90 |100 |110 |120 |130 |140 |150 |160 |170 |180 |190 | -
|
| 22 | 34 | 54 | 62 | 74 | 86 | 94 |106 |114 |126 |138 |146 |158 |166 | -
|
--------------------------------------------------------------------------
Ghosts are restless beings. Terrible in appearance they haunt us, instil us
with numbing fear. So why, some Mage must once have thought, should we not
call them to our aid in combat? And a wise thought it was, because ever
since
then many a wizard has treated his foes to one final nightmare from which
they never woke.
Comments: Potentially useful for its heal, but the points are better spent
on
your own method of healing that doesn't rely on a creature that may or may
notdecide to heal you when you need it.
Fear
----
You inspire fear in all unfriendly creatures that are level * or lower and
closer than * meters to you. They run off for * seconds.
Mana Cost: *
Cooldown Time: 60 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 9 | 16 | 23 | 30 | 37 |
| 4 | 5 | 6 | 7 | 8 || 10 | 12 | 14 | 16 | 18 |
| 23 | 44 | 65 | 86 |107 |
------------------------
Fear may paralyse you: block all functions, body and mind. But this is
something different. This is fear that strikes at the very core of one's
being, catapults one into a sickening frenzy and leaves the victim with no
other impulse but to flee. In other words: you cast the spell and your
enemies
do a runner.
Comments: It can be good to get some distance from powerful melee, but it's
possible for enemies to be immune to it, and it's rare to be set upon by
clusters of multiple melee. Better to spend points on an area damage skill
than to waste time and mana playing mystical yo-yo with your opponents.
Hide In Shadows
---------------
You can make yourself invisible for * seconds at a cost of * mana points
per
second.
Mana Cost: *
Cooldown Time: 30 seconds
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--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | -
|
| 9 | 9 | 9 | 8 | 8 | 8 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | -
|
| 6 | 8 | 11 | 14 | 15 | 18 | 19 | 22 | 23 | 26 | 27 | 30 | 31 | 34 | -
|
--------------------------------------------------------------------------
Swinging broad axes donning heavy armour, casting sorceries as the arrows
whiz
around your head, trying to make that precision shot as a howling troll
with
murder in its eyes stampedes towards you ... doing battle can be a
gruelling
business. Which is why some prefer to give it a miss once in a while, as
they
become unified with the shadows, invisible to the naked eye. Because why
would
you go through the trouble of fighting, when you can simply bypass youroblivious opponents?
Comments: A single point is useful for escaping tight situations or setting
yourself up in an advantageous position before battle. More than that is
not
needed or even very helpful. Avoiding entire fights as the description
suggests is generally not recommended.
Charm
-----
You can charm a total of * creatures up to level * for * seconds to fight
at
your side. Each creature must be charmed separately, though.
Mana Cost: *
Cooldown Time: * seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 1 | 1 | 2 | 2 | 3 |
| 13 | 19 | 25 | 31 | 37 |
| 20 | 25 | 35 | 50 | 60 |
| 42 | 66 | 90 |114 |138 |
| 30 | 25 | 20 | 20 | 20 |
------------------------
Much like the polymorph spell, charming your opponents is aimed at
lessening
the number of hostiles that seek to plant their pointy ends into your
skull.
But the Charm spell does not merely immobilize them by turning them into
ladybirds: it turns them against each other, so wounding or even killing
your
opposition before the effect wears off.
Comments: Useful to take on opponents well above your level, but it reduces
the xp you get from the kill. It can help with tough fights when your
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opponents aren't immune, but they are immune for the toughest fights, so
you
may not wish to depend on it.
Summon Mastery
--------------
Your summoned creatures receive a *% increase in power.
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 10 | 15 | 20 | 25 | 30 |
------------------------
As if summoning a variety of strange and dangerous creatures to your aid
isn't
a powerful enough ability already, Summoning Mastery ensures that those you
summon are even more potent than regularly summoned battle helpers. You can
probably just stand by and watch the fight.
Comments: Summoning a variety of strange and dangerous creatures isn't a
powerful enough ability, even with this skill. It's a waste, but at least
it's
only a waste of 5 points.
Curse
-----
You can curse all enemies of up to level * and up to * meters away from
you.
As a result their damage suffers a % penalty and their conditioned body,
heightened reflexes, and indomitable will stats suffer a * penalty for *
seconds.
Mana Cost: *
Cooldown Time: 1 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15|
| 13 | 16 | 19 | 21 | 23 | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 | -
|
| 10 | 10 | 10 | 10 | 10 | 15 | 15 | 15 | 15 | 15 | 20 | 20 | 20 | 20 | -
|
|-20 |-23 |-26 |-29 |-32 |-35 |-38 |-41 |-44 |-47 |-50 |-53 |-56 |-59 | -
|
| 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | -
|
| 11 | 14 | 16 | 18 | 19 | 21 | 22 | 24 | 26 | 27 | 29 | 30 | 32 | 34 | -
|
--------------------------------------------------------------------------
When you speak this spell, the creatures close to you become cursed,
meaning
that they become severely weakened and ready to be plucked ... or
decapitated.
Whatever suits your fancy.
Comments: Like with many neat-sounding priest skills, the toughest enemies
are
immune to it. The weaker ones go down easily enough without cursing them,
and
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the curse doesn't seem to make you take all that much less damage when
you're
surrounded either. Points are better spent elsewhere.
Blind
-----
You can blind a creature up to level * for * seconds.
Mana Cost: *
Cooldown Time: 90 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 20 | 23 | 26 | 30 | 38 |
| 60 | 80 |100 |120 |140 |
| 17 | 23 | 29 | 35 | 41 |
------------------------
To blind your enemy is to temporarily take away his vision, leaving him
stumbling in the dark: in combat, about as effective as a pacifistic
sparrow.
Just don't stand around too long, laughing at his bewilderment, becaues
he'sbound to be a tad enraged when he gets you in his sights again.
Comments: Most enemies you'd really want to use this on are immune, so it's
a
bad idea to get used to using this skill. The best way to do that is to not
spend points on it.
Life Tap
--------
You can sacrifice up to 10% of your health at a rate of * mana per
hitpoint.
Mana Cost: 0
Cooldown Time: 60 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 2 |2.5 | 3 |3.5 | 4 |
------------------------
As you become a powerful wizard, you may find yourself in a situation in
which
you're casting all sorts of spells while you stay at a distance - unharmed
and
unthreatened. The problem is that your magical energies may start to run
low.
The solution: simply transfer some of your life energy to your magical
energy
and you can keep enjoying the grisly spectacle you create.
Comments: A surprisingly effective way to replenish your mana if you're a
pure
caster, making it probably the single best priest skill. If you don't plan
on
ever meleeing under any circumstances, take this skill. If you have a ton
of
hit points and sometimes run out of mana, it's still worth a single point.
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Master Herbalist
----------------
You need *% less of ingredients to create potions.
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 15 | 30 | 45 | 60 | 80 |
------------------------
Versed as you are in the powers and potentials of all plants and herbs that
grow in Rivellon, it takes you fewer specimens to cook a successful brew.
This
has not only made you famous for your mushroom soup, but also for the
efficiency with which you make useful potions.
Comments: Potion ingredients are ridiculously plentiful, so stay away from
this skill unless you go through a *lot* of potions. Even if you use 5
potions
every combat, it's still probably not worth it.
Summon Demon
------------
You can summon a level * demon for * seconds. Demons will taunt yourenemies
and engage in melee combat.
Mana Cost: *
Cooldown Time: 30 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 20 | 23 | 24 | 25 | 27 | 28 | 29 | 31 | 32 | 33 | 35 | 36 | 37 | - | -
|
|180 |200 |220 |240 |260 |280 |300 |320 |340 |360 |380 |400 |420 | - | -
|
| 98 |110 |114 |118 |126 |130 |134 |142 |146 |150 |158 |162 |166 | - | -|
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If ever you find yourself outnumbered in a fight, this is the skill to use.
Not only will the appearance of a Demon most likely leave your adversaries
stranded with malodorous breeches, its claws will send them, torn to
shreds,
straight to the hellish dimensions whence your unholy ally came.
Comments: Probably the best summon, since it gets in the enemies' faces and
takes hits for you. You might consider spending points here if you want
your
creature to be a mage or a ranger. This might even be a viable tactic if
you
want to focus numerous points on skills with long cooldowns and don't mind
spending large portions of battle standing around and watching your allies
do
the work for you. Hide In Shadows would be an excellent companion to this
strategy.
Way of the Wise Wizard
----------------------
You get a bonus of * for magic armour rating, and * for indomitable will,
but
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a *% penalty for magic damage. The effect lasts for a maximum of 90
seconds.
Mana Cost: *
Cooldown Time: 30 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 15 | 18 | 21 | 24 | 27 |
| 15 | 18 | 21 | 24 | 27 |
|-40 |-30 |-20 |-10 | 0 |
| 19 | 21 | 22 | 23 | 25 |
------------------------
Those who enjoy putting up an impenetrable shield of defensive magic will
get
the most out of their specialty by choosing this skill, which will enhance
all
the stats that pertain to it.
Comments: Even at only 5 points, it's just not worthwhile. In the rare
fight
where you take plentiful magic damage, this skill won't do much to lessenthe
impact. Potions are far more effective, and don't cost skill points.
-------------
| Mage Skills |
-------------
Magic Missile
-------------
You can shoot * magic missiles that will find and damage enemies around you
for * hit points.
Mana Cost: *
Cooldown Time: 1 seconds
--------------------------------------------------------------------------
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|
| 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | -
|
| 6 | 6 | 14 | 23 | 43 | 62 | 76 | 76 | 90 |146 |178 |161 |191 |212 | -
|
| 6 | 8 | 12 | 16 | 19 | 22 | 24 | 27 | 29 | 32 | 35 | 37 | 40 | 42 | -
|
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A magic missile is in essence a blast of raw magical energy that strikes
the
enemy in a few consecutive waves. Unless there are multiple enemies, for
then
the missile automatically targets several opponents. Like the fireball, the
spell is as simple as it is lethal.
Comments: The only truly spammable skill in the pure mage's arsenal. If you
want to avoid melee and don't fancy a bow, this skill is your only
alternative. Luckily, it's a perfectly viable one.
Fireball
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--------
Hurl a fireball at a target, which hurts it and everyone within a * meter
range for * magic damage. There's a *% chance they will catch fire, so
inflicting additional damage.
Mana Cost: *
Cooldown Time: 15 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 5 | 5 | 5 | 5 | 5 | 8 | 8 | 8 | 8 | 8 | 12 | 12 | 12 | 12 | -
|
| 8 | 23 | 47 | 68 |195 |278 |342 |455 |540 |878 |1070|1208|1431|1592| -
|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | -
|
| 14 | 21 | 30 | 38 | 45 | 52 | 57 | 64 | 69 | 76 | 83 | 88 | 95 |100 | -
|
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Like a miniature Sun that burns the flesh from your enemies' bodies, you
canhurl a single ball of fire towards an unfortunate foe from the tips of your
fingers. Whereas many a wizard will acknowledge this as a basic spell, none
will make the mistake of underestimating its deadly force.
Comments: This skill would be excellent if the cooldown lowered as you put
more points into it. It doesn't, making this a very poor choice. Highly
consider explosive arrow instead (which does more damage for less mana if
you
don't mind equipping a bow). It can be good to supplement another damage
skill, however, providing a very nice boost in damage every 15 seconds. It
works quite well in combination with melee in the early game.
Mana Efficiency
---------------Your skills cost you only *% of the required mana.
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 90 | 80 | 70 | 60 | 50 |
------------------------
Performing a whirlwind attack or casting a fire wall costs mana, but you
have
trained your spirit and therefore don't need to catch your mental breath as
quickly as others might. A very practical ability indeed, for, as the
saying
goes, two whirlwinds are always better than one.
Comments: If you plan on using spells as your primary source of damage,
it's
hard to go wrong with this. It might be overkill, however, if you use Mana
Leech, which will single-handedly take care of your mana concerns with one
point.
Polymorph
---------
You can turn up to * of your enemies into a ladybird for * seconds. The
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targets must be struck by the spell individually. You can strike them *
times
before they change back.
Mana Cost: *
Cooldown Time: * seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | -
|
| 10 | 15 | 15 | 15 | 20 | 20 | 25 | 30 | 35 | 35 | 40 | 45 | 45 | 50 | -
|
| 0 | 0 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | -
|
| 30 | 42 | 58 | 70 | 78 | 90 | 98 |110 |118 |130 |138 |150 |158 |170 | -
|
| 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | -
|
--------------------------------------------------------------------------
Imagine, if you will, two fierce undead warriors sporting claws and jaggedswords with your name on them. Facing two such savage adversaries at the
same
time might just be more than you can handle. Luckily, you have the
polymorph
spell at your disposal, which will briefly transform those on its receiving
end into harmless ladybirds. This is sure to make your life easier and
theirs
briefer.
Comments: Like its cousins charm, blind, and fear, the toughest enemies are
immune to this spell. It does seem to be the most effective of the crowd
control skills, however points are likely better spent elsewhere lest you
grow
to rely on a skill that will fail you when you need it most.
Confusion
---------
Enemies struck by a magical attack have a *% chance of being stunned for *
seconds.
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 5 | 7 | 9 | 12 | 15 |
| 1 | 2 | 3 | 4 | 5 |
------------------------
This subtle but powerful skill adds a special ability to other sorceries
you
cast: each time one of your spells like Magic Blast or Fire Wall hits an
opponent, it has a chance of stunning that opponent for a while, stripping
him
of effectiveness in battle.
Comments: Although quite spammy, it's good in combination with magic
missile.
Outside of that, you won't use spells often enough to make it worth the
points. The stun won't work on any really tough enemies, but it can help
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lessen the damage from groups of normal enemies while you magic missile
spam
them.
Magic Blast
-----------
You can shoot * magic projectiles in rapid succession at a single target,
each
doing * hitpoints of damage.
Mana Cost: *
Cooldown Time: 15 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | -
|
| 20 | 28 | 45 |130 |166 |228 |277 |332 |391 |626 |713 |805 |902 |1062| -
|
| 32 | 38 | 50 | 59 | 65 | 74 | 80 | 86 | 92 |101 |107 |113 |119 |128 | -
|
--------------------------------------------------------------------------
Damning your opponent with a Magic Blast will surround him with many stab-
like
thrusts of destructive magic. That might seem somewhat sadistic, but it
gets
the job done.
Comments: At high levels, this will kill anything in the game in a single
use
and you can use it as often as fireball. Combined with an area damage
skill,
this skill will make you unstoppable.
Mana Leech----------
A successful melee hit on an enemy has a *% chance of draining *% of the
damage done and adding it to your mana pool.
----------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 |
| 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 |
----------------------------------------------------------------
With Mana Leech, you don't just wound your enemy as you hit him, but also
gradually drain his magical energies from his body and perchance add them
to
your own with each hit you score.
Comments: Take one point in this if you melee at all, even a little bit.
That
single point will reliably keep your mana topped off whenever you need it,
thus making more than one point somewhat unnecessary.
Destruction
-----------
Your magical attacks do *% extra damage.
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------------------------
| 1 | 2 | 3 | 4 | 5 |
| 18 | 20 | 30 | 40 | 50 |
------------------------
As if the ravaging powers of magic aren't terrible enough already this
skill,
as its name implies, will add to the destruction caused by your fireballs,
magic missiles, and other wizard spells.
Comments: Take this if you use magic missile, fireball, fire wall, or magic
blast. It's a cheap way to make them ridiculously more effective.
Fire Wall
---------
You can create a circle of fire on the ground around you for 5 seconds. Any
enemy caught within the flames starts to burn for * points of damage per
second.
Mana Cost: *
Cooldown Time: 30 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 58 | 82 |100 |122 |132 |156 |234 |250 |286 |322 |340 |382 |424 | - | -
|
| 29 | 34 | 37 | 40 | 41 | 44 | 47 | 49 | 52 | 55 | 56 | 59 | 62 | - | -
|
--------------------------------------------------------------------------
Once released, this great circle of red-hot flame will blacken anything
caught
in its blast and burn all who are foolish enough to enter its fulgent
perimiter, thus providing you with the best of both worlds by combiningoffence with defence in one single incantation.
Comments: A better alternative to fire ball, with the solid drawback of
needing to be close to your enemies to hit them with it. The damage might
not
seem like much and the cooldown is long, but at high levels it will kill
most
normal enemies in a single hit. Try trapping enemies on the wall itself to
deal even more damage.
Healing
-------
You can heal yourself at a rate of * hitpoints per second, for * seconds.
Mana Cost: *
Cooldown Time: 10 seconds
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 15 | 18 | 22 | 24 | 29 | 32 | 41 | 42 | 56 | 60 | 83 | 88 |140 | - | -
|
| 8 | 8 | 7 | 7 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | -
|
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|101 |116 |126 |136 |141 |151 |161 |166 |176 |186 |191 |201 |211 | - | -
|
--------------------------------------------------------------------------
When in combat, you will get hurt. But not to worry, for this simple
healing
spell will douse any wound like water would fire - leaving your dazed
opponents wondering why their blades don't seem to have had much effect!
Comments: A single point is quite good in the early game, especially if
you're
a melee fighter. More than that isn't really necessary, and it becomes less
useful the further you get (potions become more plentiful and powerful, and
other regen skills become useful in its stead). You might put points into
this
if you're never going to melee, but 5 points in Potion Efficiency might
work
better.
Way of the Battle Mage
----------------------
You get a bonus of *% for magic damage, but a * point penalty for magic
armorrating and a * point penalty for indomitable will. The effect lasts for a
maximum of 90 seconds.
Mana Cost: *
Cooldown Time: 30 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 20 | 30 | 40 | 50 | 60 |
|-20 |-15 |-10 | -5 | 0 |
|-20 |-15 |-10 | -5 | 0 |
| 49 | 53 | 57 | 59 | 63 |
------------------------
Those who revel in the joy of aggressive magic will get the most out of
their
specialty by choosing this skill, which will enhance all the stats that
pertain to it.
Comments: It affects magic damage on weapons, too, making this extremely
good
for characters of all types. Strongly consider maxing it and keeping it up
as
much as you can, if you don't mind the maintenance (which is admittedly a
severe annoyance). You can choose to skip it in favor of Battle Rage or Way
of
the Ranger if you're a pure warrior or ranger and have a good weapon
without
much magic damage.
----------------
| Warrior Skills |
----------------
Whirlwind
---------
You can perform a whirlwind attack that deals * bonus melee damage with a
*%
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chance of knocking back your enemies.
Mana Cost: *
Cooldown Time: * seconds
--------------------------------------------------------------------------
--
| 1| 2| 3| 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
15 |
|1.5| 6| 14| 20 |56.5| 83 |103.5|138.5|166 |211 |333.5|378.5|451 |503.5|
- |
| 10| 13| 16| 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 |
- |
| 11| 15| 20| 24 | 28 | 32 | 35 | 39 | 42 | 46 | 50 | 52 | 56 | 59 |
- |
| 5| 5| 5| 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
- |
--------------------------------------------------------------------------
--
With the weapon you are wielding firmly clasped in your hands, you unleash
a
hurricane of steel by making a full circle jump that tears through anynumber
of enemies around you. When your feet hit the ground again, only their
bloody
remains bear witness to the destruction, while you, the very eye of the
storm,
remain untouched.
Comments: The damage increase is decent, though not as nice as the cooldown
reduction. One point is nearly mandatory simply for breaking apart crates
and
barrels with ease, and if you find yourself using it a lot in combat,
consider
investing at least 11 points for the low cooldown. The knockback is amazing
when combined with fire wall.
Rush Attack
-----------
You can rush to your enemy and strike with * times your normal damage and a
*%
chance of stunning.
Mana Cost: *
Cooldown Time: 5 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 1 |1.2 |1.4 |1.6 |1.8 | 2 |2.2 |2.4 |2.6 |2.8 | 3 |3.2 |3.4 |3.6 | 15
|
| 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 15
|
| 4 | 6 | 8 | 9 | 11 | 13 | 14 | 15 | 16 | 18 | 20 | 21 | 22 | 23 | 15
|
--------------------------------------------------------------------------
During a rush attack you lash out at a single opponent, which causes severe
wounds and most likely stuns him. The attack works well as an initial
assault
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on ranged enemies especially.
Comments: 1 point is essential for melee fighters. The damage increase
after
that is nice, but not very helpful. Points would be better spent on
abilities
that increase your damage more consistently, instead of for one-time
attacks
on ranged attackers. The stun, while helpful, does not last long enough to
be
worth considering.
Jump Attack
-----------
Your jump attacks do * extra damage, and have a *% chance of knockdown.
--------------------------------------------------------------------------
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|
| 9 | 20 | 32 | 45 |130 |185 |252 |332 |422 |667 |805 |954 |1120| - | -
|
| 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - | -
|--------------------------------------------------------------------------
Those who have this skill in their repertoire - all Dragon Slayers do - can
jump and fall to the ground with a great cleave of their weapon. Not only
does
it increase the pounding your enemy takes, it has quite a chance of
knocking
him off his feet. After that it's just a matter of having the good grace to
make the kill quick and painless. Right?
Comments: Surprisingly powerful, especially if your weapon isn't that
great.
Unfortunately, it comes with the huge drawback of having to jump before
everyattack to get the most out of the swing. Take this skill only if you really
like jumping. There's a hidden mana cost, too, so make sure to take a point
of
mana leech along with it. This also combines particularly well with bleed.
Fatality
--------
You can instantly kill enemies whose hitpoints are below a total of *%.
Mana Cost: *
Cooldown Time: 5 seconds
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | -
|
| 14 | 15 | 22 | 27 | 30 | 34 | 36 | 40 | 43 | 47 | 50 | 54 | 56 | 60 | -
|
--------------------------------------------------------------------------
An instant kill is one of the greatest blows a warrior can learn to
deliver,
but the road to success is long. An enemy must be seriously wounded before
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such a blow can be struck when you are still inexperienced in the one-hit-
one-
kill method. But as you learn, it will take less duelling time for you to
find
a weak spot that will end the fight in the blink of an eye.
Comments: It can be helpful in the early game when your damage output is
low,
and helpful in the late game when you encounter more enemy healers and want
to
clear a space in front of you to rush attack the healer. That being said,
it's
not really worth the points unless you have real problems dealing damage.
Even
then, you might consider placing points into increasing that damage
instead.
By the time this is usable, it most often deals less damage than several
other
available skills (or even a normal attack, if you spend your points right).
With it maxed, you can expect it to deal around 1500-2000 damage to enemies
in
the final area, which just isn't any better than other things that work
regardless of enemy health.
Defensive Posture
-----------------
You get a bonus of * for melee armour rating, and * for ranged armour
rating,
but a *% penalty for melee damage, and a *% penalty for ranged damage. The
effect lasts for a maximum of * seconds.
Mana Cost: *
Cooldown Time: 30 seconds
------------------------
| 1 | 2 | 3 | 4 | 5 |
| 4 | 12 | 20 | 28 | 36 ||-20 |-15 |-10 | -5 | 0 |
| 30 | 60 | 90 |120 |240 |
| 27 | 39 | 51 | 63 | 75 |
------------------------
A warrior needs to know when to attack with the ferociousness of the tiger
and
when to take a hedgehog-like defensive stance. When in a jam, this skill
will
provisionally take away some of your offensive powers, but transfer them to
your defensive energies.
Comments: Even at 5 points, the boost to your defenses is pretty negligible
(especially when compared to good armor enchants). Points are better spent
on
healing skills since you're probably going to take a beating anyway.
Battle Rage
-----------
You get a bonus of *% for melee damage, but a penalty of * for melee armour
rating. The effect lasts 120 seconds.
Mana Cost: *
Cooldown Time: 30 seconds
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------------------------
| 1 | 2 | 3 | 4 | 5 |
| 20 | 30 | 40 | 50 | 60 |
| -4 |-12 |-20 |-28 |-36 |
| 27 | 39 | 51 | 63 | 75 |
------------------------
The Battle Rage skill does exactly what it describes: like a mad barbarian
would seize upon a poorly protected convent, you launch yourself into the
fray, heeding not the danger it leaves you in. Most likely any clear and
present danger will soon be eliminated, but do remember that this rage
detracts from your defensive prowess for its duration.
Comments: Since it only requires 5 points to max, this skill is one of the
most efficient ways of improving your melee damage. Since it's particularly
rare to take lots of melee damage (usually ranged and magic are more
worrisome) the armour penalty isn't very concerning, and you can always
turn
the buff off by pressing the hotkey a second time if you're really taking a
beating. If you don't mind the maintenance (which is incredibly
irritating),
invest points here before considering skills like Bleed and Death Blow.
Life Leech
----------
A successful melee hit on an enemy has a *% chance of draining *% of the
damage done and adding it to your hitpoints.
----------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 |
| 7 | 9 | 11 | 13 | 15 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 |
----------------------------------------------------------------
With Life Leech, you don't just wound your enemy as you hit him, but also
gradually drain his life energy from his body and perchance add it to yourown
with each hit you score.
Comments: Simply amazing. One of the best healing skills in the game due to
the way it scales with damage. If you're having trouble staying alive, take
this skill. Thanks to rush attack, you should always have something nearby
to
beat on to regain hitpoints. It only works on melee attacks, however, so if
you're not planning to melee, consider Potion Efficiency instead.
Bleed
-----
A successful melee hit has a *% chance of bleeding your enemy. It lasts for
*
seconds and deals *% of the damage you did extra.
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
| 10 | 13 | 15 | 18 | 20 | 23 | 25 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | -
|
| 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | -
|
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| 10 | 11 | 13 | 14 | 17 | 20 | 25 | 33 | 50 |100 |100 |100 |100 |100 | -
|
--------------------------------------------------------------------------
Particularly vicious, bleed attacks have a chance of causing wounds that
keep
bleeding: so damaging the victim over time until the bleeding stops or he
has
leaked to death.
Comments: Surprisingly effective at passively increasing your damage output
at
higher levels. The damage increase is noticeable and scales well with
weapons
and skill points. At 10 points, it's one of the best melee damage bonuses
you
can get. Points after 10, however, are better spent elsewhere.
Regenerate
----------
Your health regenerates at a rate of *% per second.
--------------------------------------------------------------------------
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15
|
|.21 |.25 |.28 |.32 |.35 |.39 |.42 |.46 |.49 |.53 |.56 | .6 |.63 | - | -
|
--------------------------------------------------------------------------
Forgoing the need of healing spells to patch up your wounds over time, the
regenerate skill ensures the slow but steady revitalisation of your life
energy. This process gains in speed as its practitioner learns to use it
more
effectively.
Comments: Less effective overall than Life Leech. It's not effective enoughto be relied upon as a sole source of healing, but it can increase
survivability in combination with other healing skills. Only put points
here
if you have maxed another healing skill and are still having troubles
surviving.
Thousand Strikes
----------------
You can attack your enemy in a series of fast blows for * times normal
damage
accompanied by a *% chance of knockdown.
Mana Cost: *
Cooldown Time: 15 seconds
--------------------------------------------------------------------------
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|
| 1 |1.1 |1.2 |1.3 |1.4 |1.5 |1.6 |1.7 |1.8 |1.9 | 2 |2.1 |2.2 | - | -
|
| 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | - | -
|
|236 |272 |296 |320 |332 |356 |380 |392 |416 |440 |452 |476 |500 | - | -
|
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--------------------------------------------------------------------------
With a combination of cat-like speed and accuracy, you strike at your
adversary with a series of vicious cuts: leaving him to incredulously stare
at
the bodily extensions on the ground before he has had the itme to realise
where his bane came from. Fast and brutal, it is one of the best melee
attacks
a warrior can master.
Comments: Does a good bit of damage, useful for overcoming enemy healing or
taking out the leader in a group of enemies. The mana cost is prohibitively
high, however, and the damage does not increase appreciably with more
points
spent. A point can be very helpful early on (if you've got the mana to even
use it), but it's not really worth pumping many points into. Don't take it
without also taking at least one point in Mana Leech.
Death Blow
----------
You have an extra *% chance of doing critical damage.
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Warriors adept in the Death Blow have spent part of their training
concentrating on delivering devastating hits, which may critically hurt an
opponent. The more skilful these hits become, the greater their chances are
of
scoring blows that will knock their enemies six foot under in no time.
Comments: Unless you have an abnormally high heightened reflexes, bleed is
abetter use of skill points. If you're already maxing bleed and you want
more
passive damage, this isn't a bad way to go (with an average heightened
reflexes
at high levels, maxing this skill will increase your damage by around 10%).
For rangers, on the other hand, crits are everything, and this is one of
the
best skills you can buy.
Reflect
-------
You reflect *% of the damage done to you back to the enemy that inflicted
it.
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Those who benefit from this advantageous spell can gleefully watch as part
of
the damage an enemy causes is reflected back to him. This way the foes that
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oppose the hero may be slain by the force of the arms they themselves
apply,
in a wonderful example of poetic justice.
Comments: A waste of points. Enemies universally have significantly more
hit
points than you, and this skill only reflects damage taken (after armor and
level-based reductions), meaning to kill an enemy with this you'd have to
let
them kill you several times over. Stay away.
---------------
| Ranger Skills |
---------------
Poison Arrows
-------------
You can fire arrows that poison your enemy, doing * damage per second for *
seconds.
Mana Cost: *
Cooldown Time: 5 seconds
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One of the more crafty, and at the same time nasty, abilities of the ranger
is
the coating of arrow tips in deadly poisons. Not only will the arrows woundtheir targets, they will keep inflicting pain as the venomous substance
that
entered their bodies courses ruinously through their veins.
Comments: It's not a bad skill, especially early on, but you'll probably
want
to drop it towards the end of the game. It just doesn't seem to pump out
the
damage that other available skills do.
Ranger Surprise
---------------
Shoot an arrow that does no damage but gives your target a * point penalty
to
melee armour rating, a * point penalty to ranged armour rating, and a *
point
penalty to magic armour rating.
Mana Cost: *
Cooldown Time: 3 seconds
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With this skill activated, an unfortunate creature you are hunting that has
been struck by one of your arrows becomes weakened if you keep giving it
your
undivided attention until it stops moving. It's a nasty surprise to be
sure,
but it will still come as a surprise.
Comments: Waste of points. Its primary purpose is to increase the damage
you
deal to an enemy, but enemies don't really seem to have much armor. Points
are
better spent on an ability that more directly increases your damage.
Ranger Strength
---------------Your ranged attacks do *% more damage.
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Some rangers spend as much time training their strength as they do their
agility. The result is that every arrow they fire flies with greater speed
and
power, naturally inflicting even greater wounds.
Comments: Not great, but must-have if your primary weapon is a bow. Don't
expect to do decent damage without running dry on mana otherwise. Then
again,
don't expect that anyway if you're a bow user.
Stun Arrows
-----------
You can stun your enemy for * seconds.
Mana Cost: *
Cooldown Time: * seconds
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Profiting from a temporary heightened concentration, you are able to shoot
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arrows with such precision and force that they stun any victim: leaving
them
immobile for a while. Scoring kills has never been easier.
Comments: The stun is very nice against weaker enemies, but also less
necessary. Stronger enemies have a high tendency to resist this, reducing
its
usefulness significantly. Points are better spent on something to actually
kill the target.
Ranger Stealth
--------------
When you approach an enemy with your bow, you cna get *% closer to it than
you
normally would before it notices you.
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| 14 | 22 | 28 | 34 | 40 |
------------------------
Like a true hunter of the dark, the ranger who is under this subtle spell's
influence blends into his surroundings with chameleon-like ease. Even whenhe
scores a hit, the ranger still has a chance that the victim of his arrow
has
no idea where the danger comes from - thus leaving him unexposed.
Comments: Two points is enough to make the early game much easier for all
character types. It loses its usefulness in the late game, however, even
for
rangers.
Potion Efficiency
-----------------
The efficiency of potions is increased by *%.
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Every adventurer has his trusted health, mana, and other magical potions
stuffed safely in his backpack. But not all benefit from them to the
maximum.
Trained to get the most out of every drop, you are able to squeeze every
bit
of energy from these treasured bottles.
Comments: If you never plan on setting foot in melee, ever, spend 5 points
in
this skill. Your mana bar will thank you, and you'll be able to survive
difficult encounters on the virtue of healing potions alone. There's a
reason
this is a ranger skill.
Splitting Arrows
----------------
You can fire arrows that split and cause damage to * enemies at the same
time.
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Mana Cost: *
Cooldown Time: 5 seconds
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The splitting arrow has the magical property that it severs into different
arrows after having been fired, so allowing the bowman to hit multiple
targets
at the same time. The more adept he becomes at the craft, the more separate
projectiles the original arrow will split into.
Comments: Its use is situational, and probably not worth the points unless
you
have plenty to spend. If you're even considering it, though, that means
you're
a ranger and you probably do have points to spend. Invest in it early,before
you have access to explosive arrow. Once you get explosive arrow, spend
points
on that instead.
Evade
-----
You have a *% chance of evading melee attacks.
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|--------------------------------------------------------------------------
You are highly trained in dodging the melee attacks with which your
adversaries try to treat your inner organs to an outdoor holiday. It goes
without saying that this is a highly useful ability for all who spend much
time in the thick of battle.
Comments: One point is essential for a melee character, and highly
recommended
for all characters. Further points should be spent on healing skills, but
extra points may be placed in here to improve survival.
Explosive Arrows
----------------
You can fire arrows that explode and deal * damage to enemies within a *-
meter
radius of impact and have a *% chance of knockdown.
Mana Cost: *
Cooldown Time: 5 seconds
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The rarest of arrows are perhaps the most powerful ones. Extremely
dangerous
in the hands of some bowstring-happy pyromaniac - and absolutely frightning
in
the hands of a skilled archer - these arrows explode upon impact: not only
turning the original recipient into a bloody jigsaw puzzle, but also
tearing
apart anyone caught near the blast.
Comments: The single best skill in the game, your bane in the hands of
enemy
rangers, and the only reason to play a ranger yourself. The high damage,
widearea of effect, knockdown, low mana cost, and low cooldown make for a skill
you will want to press every 5 seconds as long as your mana holds out -
even
against single targets.
Way of the Ranger
-----------------
For up to 90 seconds, your bow attacks do *% more damage, you get a * point
ranged armour rating and a * point heightened reflexes increase, but a *%
penalty for melee attacks and a * point penalty for melee armour rating.
Mana Cost: *
Cooldown Time: 30 seconds
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--------------------------
Thoes born for the bow will get the most out of their specialty by choosing
this skill, which will enhance all the stats that pertain to it.
Comments: Far more effective at increasing ranged damage than Ranger
Strength,
and it's only 5 points. So effective, in fact, that you practically can't
win
many fights with a bow alone unless you have high ranks in this. Take this
if
you use bows.
----------------------
| Dragon Slayer Skills |
----------------------
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Mindread
--------
You get a debt discount of *% when reading someone's mind.
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The ability to read the minds of others is given to very few in Rivellon.
Powerful though this gift may be, you shouldn't shy away from developing
the
skill - because obviously it takes a little more experience to read the
thoughts of, say, the Arcane University's dean than those of Doris, the
lavatory lady.
Comments: 100% discount is very nice, but comes available very late. If
you're
really that concerned about your character level, there are better ways to
handle it than investing in mind read. It's not exactly a waste of points,
butthere's no good reason to take it, either. If you must take it, do so after
reaching Orobas Fjords. The early game is hard enough without dumping all
your
points here, and due to the way exp works, your max level won't be affected
at
all. In fact, it probably won't be affected much anyway.
Wisdom
------
You gain *% more experience.
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Having studied warfare not only as a series of forceful skills, moves and
abilities, but also as an art, the insight you gain after every battle is
greater than that of others. You therefore advance more quickly upon the
ladder of veterancy and success.
Comments: Almost certainly a waste in the early game, with the potential to
become useful after reaching Orobas Fjords. If your intention is to set it
and
forget it, stay away from this skill. If you want to min-max your
experience
and reach the absolute highest level you can, see the Tips and Tricks
section
on leveling for more information.
Lockpick
--------
You can lockpick locks of level * (and lower).
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When you encounter a bolted door, a chest secured tightly by a big padlock,
you itch to find out what is behind that door and in that chest. You konw
you
do. By adding this skill to your repertoire, your curiosity will soon be
satisfied and perhaps your coin purse as well.
Comments: It's of questionable value in the early game, and an utmost
necessity later on. It's best to write down the locations of any locked
chests
you come across and wait to put points in this skill until level 10 or 11.
Then, max this skill and go back to clean up everything you missed. As a
bonus, since random loot scales to your level, the items you find in all
those
locked chests will be better than if you'd maxed this skill from the start.
In
the late game, this skill is required to obtain pieces of 3 out of 4 armor
sets in the game, which are good enough in total to outclass all but the
best
set of equipment. It's worth taking for those alone.
Encumbrance
-----------
Your backpack is limited to * items.
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------------------------
Adventurers often have the tendency to accumulate loot with greater
diligence
than a squirrel that is storing nuts for the winter. It is therefore not a
bad
idea to train your back-pack-stuffing capabilities, because a good packercan
carry around a lot more booty!
Comments: There's no need to save any ingredients aside from malachite gems
in
the early game, and pack space is only a problem if you're hoarding
ingredients. A moderately bad waste of points in the early game, and
criminally useless later on.
Unarmed Expertise
-----------------
Your damage when fighting unarmed is increased by *%.
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Swords, axes, maces: you regard them all as silly extensions for the truest
of
melee weapons: your fists. Rather than presenting them with the taste of
steel,
you like to treat your opponents to your favourite home-made delicacy: a
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knuckle sandwich.
Comments: Unarmed is the single worst weapon choice in the game, and even
maxing this skill won't make up for its downfalls. Take this if you enjoy a
serious challenge. Combine it with damage adding skills like whirlwind to
offset its low damage. Bleed and Death Blow may be wise choices as well.
Single-Handed Weapon Expertise
------------------------------
Your damage when fighting with a single-handed weapon only is increased by
*%.
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Following in the footsteps of an old battle tradition that believes in the
unification of a warrior and his weapon, you opt to specialize in the
wielding
of a single one-handed weapon. Brandishing a light and highly manoeuverable
piece of deadly craftsmanship, you learn to ply it to a state of perfection
that goes beyond other combinations of armament.
Comments: The fast attack speed more than makes up for the lack of damage.
One
of the more viable weapon choices you can make, and certainly good enough
to
beat the game with if you like the aesthetics. The skill itself, however,
is
rather lackluster. Your damage will improve more per point by investing in
the
bleed skill, and then you can always switch to another weapon type if you
get
bored. Put points here after bleed is maxed, but before investing in death
blow.
Dual-Wielding Expertise
-----------------------
When fighting with two weapons, your primary weapon does *% more damage;
the
off-hand weapon suffers a penalty of *% damage.
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Not many make such a fierce impression on the battlefield as those who
swing
a blade in each hand, so engulfing their immediate vicinity in a red wave
of
extinction. But even though these fighters may look like frenzied, blood-
crazed savages, be not mistaken, for they are quite the opposite: cool-
headed
and disciplined. With good reason: wielding two weapons in combat demands
intense training, and forgoing it has often led to unintended, self-
inflicted
facial reconstruction.
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Comments: The best damage improving skill in the game. Dual-wield has slow
animations, but more than makes up for it with sheer power. As a dual-wield
fighter, don't waste your time with damage adding skills like whirlwind and
jump attack; focus instead on making each hit stronger with skills like
bleed,
death blow, and battle rage. Prefer weapons that increase melee or magic
damage, and enchant them with the same, as the bonus seems to apply to
swings
with either hand. Until you reach rank 10 in this, place your stronger
weapon
in your main hand. From rank 10 onward, your stronger weapon should be
placed
in your off hand.
Sword and Shield Expertise
--------------------------
When fighting with a weapon and shield, your weapon does *% more damage and
you get *% higher armour rating from your shield.
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Those who engage in battle with sword and shield are sometimes scoffed by
others on the premise that they are archaic and unimaginative. But they
never
take such criticisms to heart because they know very well that their
strategy,
classical and rather standard though it may be, is still one of the best
set-
ups a warrior may use: it perfectly combines offence and defence and, like
no
other, offers excellent chances to emerge from each battle alive and well.
Comments: The next best choice next to dual-wield. The armor of a shield is
so
negligible as to be worthless, and since this skill only increases the
shield's base armor (not counting charm bonuses or enchants) the latter
half
of this skill is near completely useless. The damage increasing component,
however, is more than twice