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This is a great skill to Master. Grandmaster is so-so, not that important. Crusader and Defender should Master this; GM is optional for Defender. As for other classes who can Master it, I wouldn't on Mercenary or Scout because you'll be passing up on Dual Wield or Two-handed. Some people have done it on Runepriest, and it's fine for certain parties.


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Whispering Shadows: (5 mana) You sense the presence of secrets and are able to discover them for 34+ turns. If you're not following a guide, then you're going to have to keep casting this spell over and over again. It's great, but the duration is a bit short for my liking.


Sleep: (25 mana) Target enemy within a range of 1 falls asleep. He can't attack, move, block, or evade, but will wake up if dealt damage.

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Heal Party: (35 mana) Restores health to each party member. This is actually a very good spell, especially during the later stages of the game where Regeneration might not be enough.


Resurrection: (20 mana) Target party member is resurrected. Since I usually play with Stone Skin and Liquid Membrane, I rarely have to use this spell. But if you live life more dangerously, then it might become your staple.

The first build is a true hybrid, giving you good physical damage through sword, decent healing through Light Magic, and good defenses with Shield + Medium Armor + Arcane Discipline. Definitely go this build if you have no one else healing. The second build can still heal, but only with Lay of Hands. Most of its use is to spam Celestial Armor or Lay of Hands, and cast Resurrection when needed. I usually go with the first build since I don't have a dedicated healer, but you should go the second build if you have a Mage with Light Magic Master or GM. To make the second build really good, reload/rest/restock in front of Seahaven's Weapon Shop until you see a sword of mana drain. You will not have significant spell damage with either build.


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Sword is a great weapon with high critical damage bonus. It's the go-to weapon if you are maxing Warfare. But otherwise, you may be better off with the Mace for the stunning attribute, or Daggers if you're Dual Wielding.


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Purge: (15 mana) Dispels all positive conditions from target enemy in close combat. This spell really helps when you encounter some major buffs. For example, the elite water priestesses can Liquid Membrane their group for 50% damage reduction!

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Agony: (30 mana) Inflicts Agony condition to target enemy within a range of 4. The target is dealt damage each time it is dealt damage. This spell is the "boss-killer" of this game, but it's really only effective if you have lots of physical strikes, such as Dual Wield + Daggers.


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In short, Air Magic seems to be a more mana-efficient version of Fire Magic. That's actually fine, but Fire Magic also has Burning Determination, which prevents paralysis, so I end up liking Fire Magic much better. If I need AoE damage, then Fire Magic is the way to go. Like Fire Magic, Air Magic has the problem of not having enough single-target damage or utility, which makes it an afterthought after Water and Earth Magic.

Zero soon gathers many Energy Elements, coming into conflict with SRARA's members on the way. Meanwhile, Dr. Wily hits a roadblock with his Reality Core research, and leaves to take a vacation. Some time later, however, he returns to the bunker; now locked in his laboratory and crazier than ever. Seemingly not recognizing Zero, he shoos him away, prompting Zero to rebel against his creator and take down SRARA on his own accord. A meteor strike reveals SRARA's base, and upon entering he encounters Duo, who after a brief fight explains he came to Earth after detecting the sudden presence of Evil Energy there. SRARA, meanwhile, are entirely absent, having fled to a place in-between dimensions using their Energy Elements. With his own Elements, Zero gives chase with Duo in tow.


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Ice Bolt: (15 mana) Hurls a bolt of ice on target enemy within a range of 4, dealing damage and decreasing its strike by 1 (to a minimum of one) for 1 turn. This spell is obviously inferior to Fire Bolt in terms of damage and effiency. However, lots of people disregard its debuff and I don't know why. I find Ice Bolt to be a very useful offensive/defensive hybrid spell against enemies that hit multiple times.

Although Scout is not bad, I wouldn't use it if I didn't need to. If I want a pure Dual Wield user, then I get Bladedancer. If I want a pure Two-handed user, then I get a Barbarian. If I want a Light Magic Master who can deal damage, then I get a Crusader. But if I'm missing both Light Magic AND Fire Magic for whatever reason, then I guess I can use Scout. Do note that you're not going to be doing any spell damage. You get Light Magic for Celestial Armor and Resurrection, and you get Fire Magic for Burning Determination. That's what the first build is for, pumping up Spirit so you can support the party when needed, and swing your Dual Wield axes when you have time. Compared to a Crusader, who is also a utility fighter, Scout does more damage while being less durable.


Spear is in general a pretty crappy weapon. It's sort of a defensive, piercing weapon that doesn't do much damage for light-armored enemies, which are the types we usually face. However, the Harpoon skill from Hunter makes Spear completely worthwhile, so only GM Spear if you are a Hunter.

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Acid Splash: (25 mana) Deals damage to target enemy in close combat, decreases his armour value by 50% and general and melee block attemps by 50% (to a minimum of one). Like Shatter, this is a great debuff. However, it's quite expensive, so I only use it on elites and bosses. But damn does it make boss fights go down fast.


Word of Light: (40 mana) A heavenly light deals damage to each enemy within a range of 3 and restores health to each party member. This is a spell that does bad damage and doesn't heal for much. Drain Life (Dark Magic) is more efficient, and I rarely use that. If the party is really hurting, I use Heal Party.

Spirit Beacon: (25 mana) Summons a beacon or teleports the party to the last summoned beacon. You can only summon a beacon in outdoor areas and cities. This is purely a spell of convenience, but if I have it, then I use it.


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Skull Crack (10 mana) You perform a melee attack on target enemy. The target cannot cast spells for 1 turn.

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Earth Magic may be one of the most important schools in the game, mainly for Poison Cloud, Stone Skin, and Acid Splash. Therefore, you want someone to Master it. However, GM is not so good because Crushing Weight is really bad. Therefore, I wouldn't GM Earth Magic with anyone, unless you like your poison damage over time.


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Like Endurance, Dodge is a good buffer skill. I would argue that it's a little bit worse however, since Endurance will let you defend against magical attacks whereas Dodge does not. Still, I would put points into both Endurance and Dodge than mastering Endurance. Dodge GM gives you a retaliation attack, which is nice. But if you GM Dodge, that means you may have no room for Endurance or Arcane Discipline to guard against magic spells, so keep that in mind for Warrior difficulty.

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Medium Armor is what I would give tanks like Crusader or Defender, and even then only to Expert. Throughout the game, the most scary thing you will encounter is AoE magic damage, so you don't need that much physical damage reduction. Medium Armor also has a lower attack penalty than Heavy Armor. Also, the Medium Armor relic is available sooner than Heavy Armor.


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Radiant Weapon: (20 mana) A radiant weapon swings at target enemy in close combat. Target is dealt damage and can't block this turn. This skill is very useful in teamfights and against elite guards with shields.

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Cyclone: (50 mana) Summons a cyclone that hunts enemies for 4 turns and dealt damage to enemies or party members it reaches. I'm don't really like this spell because of its huge mana cost, but I guess it's not bad.

Lightning Bolt: (15 mana) Hurls a bolt of lightning on target enemy within a range of 4, dealing damage. You have to wait until Expert to get a good damage spell, and Lightning Bolt is really good! It doesn't do that much damage, but it's very mana efficient, so you can keep spamming it.


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I highly do not recommend using Bow because you can only Master it. Once you get Harpoon, that will be your ranged attack, so there's no need for Bow. You will GM Dodge for the retaliation attack, and Two-handed goes well with Spear GM. There's really no other way I would build a Hunter, except if you want to use Medium Armor or Shield, which is represented in the second build. Overall, I like Hunter very much. The ability to pick out an enemy in a group and drag them to you, finishing it off first is pretty nice. Harpoon is very useful when you are ambushed by mages who wouldn't come close to you and you have to take a lot of damage coming to them. Our stat gains need to include Perception, because harpooning your Spear is considered a ranged attack.


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It's a taunt, yes, but there are some problems. First of all, most if not all bosses with heavy hitting attacks are immune to taunts. Second, most bosses will use AoE attacks, making your taunt useless. And third, you are often "ambushed" or surrounded, making a single-target taunt not so effective. Don't forget you have it, but just know that in most cases shields are better.

Crushing Weight: (35 mana) Target enemy in close combat loses 15+% of his current health. This may be one of the most underwhelming GM spells of all time. I wouldn't even consider casting it.


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Water Master and Earth Expert gives you two great damage reduction spells, Liquid Membrane and Stone Skin. Light Magic also provides Celestial Armor.

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If you get ambushed, you still have to fight melee, so you can never have a "pure ranged" build, only a "melee/ranged hybrid" build. If you do use bows, then don't half-ass it because GM Bows is really good. Only Ranger can GM Bows, so you should definitely pick Ranger for a hybrid build. They are not worth training for Orcs, who can Master them.

Heal: (15 mana) Restores health to target party member. As a single target heal, I don't use this very often because I can get more mileage from regeneration. If only one of my party member gets hit hard, then I'd rather that person drink a potion instead. In some rare cases when it's my mage and I need the mage to cast something instead of drinking a potion, then I use Heal.


Thunderstorm: (50 mana) Summon a storm for 3 turns in front of the party. Each enemy in the storm is dealt damage equal to the number of enemies. It does a lot of damage, this is true. Sometimes, the duration is too long (you kill too fast) and you'll be wishing you used Chain Lightning instead. However, if you are ambushed, then Thunderstorm + Chain Lightning can make quick work of enemies.

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Now, if you're using Shaman, then I'm going to assume you're going double mage and replacing a Freemage, because you'll want to keep Runepriest as the offensive mage. Then, well Runepriest already takes care of fire, so you have no other choice but to GM the other 3 schools you know. That leaves room for Magical Focus Expert. This is the Shaman restriction that Freemage doesn't have. The second recommendation gives you a bit more survival if you don't want to GM Air Magic (and I would understand why). Remember that your Runepriest should have Fire Magic GM, Magical Focus GM, Light Magic GM, and Prime Magic Expert. Once again, Light Magic does not need GM, so you can split that into Light Magic Master and Shield Expert.


We Master Mace instead of GM Axe for two reasons. The first reason is because the relic Mace guarantees you an extra hit, which is very nice. The second reason is that with Warfare GM, you will have access to Flawless Assault, and you want the Mace's stun over the Axe's bleed. Since you will probably be spamming Flawless Assault, you do want to raise Spirit. If you do use a Defender, then you really want to be attacking and deal damage most of the time.

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Daggers exist for one reason, and that is to proc Agony and gear that deal damage on a successful attack, such as the Asha's Breath set. If you manage to do this, then Daggers + Dual Wield + Agony will melt bosses, which are originally very hard to beat in Warrior difficulty. Note that if you are using a Bladedancer, then keep using your Swords until you Expert Dagger, which is when you gain that extra strike.


Dual Wielding is great for one reason: If you are wearing gear which gives attacks the entire group per hit, you will want multiple weaker hits to proc this ability. Now, that kind of gear is probably rare, and they do exist. There is also a spell, Agony, that will proc per hit on a single target. This makes the Dual Wield + Daggers + Agony combo excellent on bosses.

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Strength of the Earth: (10 mana) Cures target weakened party member. Make sure to pick up this spell so you can cure the Weak status during combat.


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Make sure to know when you can train a skill. For example, you can Master Dual Wield when you get to Seahaven, but you'll have to wait until Crag to Master Dagger. Similarly, you can Master Fire/Light Magic at Seahaven, Air/Water/Earth Magic at Crag, and wait some time until Karthal for Dark/Prime.


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Stout is a wonderful racial trait. It makes the squishy mage become not so squishy, which is why Runepriest, with Stout and Shield, can survive much better than most mages. Dwarves can go Defender, Scout, or Runepriest. All three are decent classes that I use.


Implosion: (25 mana) Target enemy within a range of 3 is dealt damage. Each other enemy close to it is dealt damage based on the target's remaining health. While Fire Blast and Blizzard are probably better spells, I still love Implosion. Implosion does more damage to your main target, and it uses less mana than Fire Blast. Also, Prime Magic as a school has much more utility than Fire Magic.

The second build is for a hybrid ranged party. It's almost identical to the second Ranger build. In fact, Scout is very similar to Ranger, having a melee weapon GM, a ranged weapon GM, Dual Wield Master, and support magic. The difference is that Ranger can use Daggers, which means that they are more useful with Agony (Dark Magic). So it's not that Scouts are bad, but in most cases I would rather use a Ranger (or Blademaster). Now for a hybrid ranged party, do you want Ranger or Scout? Rangers has Point Blank Shot, which is nice for ambushes. Scouts have Snaring Shot, which lets you kite a bit more, which may fit the theme of a ranged party more. It's up to you, but I usually bring one of each.


Alternatives: You could use a Mercenary with Sword GM instead of Barbarian. By doing this, you will have two characters with Warfare GM, but a human replacing one of the two orcs, if that matters to you.

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This is not only a great buff, it also lasts a pretty long time. You do get it kinda late, but unlike other schools, it is worth the GM.

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Shadow Cloak: (15 mana) You blend the party in shadows, making the next attack from any enemy miss during the next 5+ turns. I don't like this spell much, because it's just 15 mana to absorb one hit. However, it is useful against enemies that has only one strong hit.

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Wind Shield: (10 mana) Strong winds surround the party and increase each party member's evade value against ranged attacks by 30 for 3+ turns. Evade is actually not bad, but it doesn't really help against AoE magic. If you want physical damage reduction, then Stone Skin is more consistent at doing it. Still, it's not bad to have.

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In the early game, it lets you focus on one enemy at a time, and your target won't wake up unless you hit it! Later on you will have lots of weapons with AoE effects so you shouldn't use Sleep, but it can still help in a pinch.