Any lover of role-playing games will have to dive into the magical world of Pillars of Eternity 2: Deadfire . The game we are talking about is the highly anticipated sequel to Pillars of Eternity, a title developed by Obsidian Entertainment and published thanks to the success of its Kickstarter campaign. This second chapter has also seen the light thanks to a successful crowdfunding campaign, and has made a whole series of changes to the gameplay compared to its predecessor. However, one component has remained unchanged: like any self-respecting rpg, we will have to devote much care to the creation of our character, choosing carefully how to enhance its parameters and, above all, to which class to belong. Precisely for this reason, the guide you are reading will help you choose the class and subclass that best reflects your style of play.
All classes of Pillars of Eternity 2: Deadfire
Let's start by saying that, in Pillars of Eternity 2: Deadfire , you can choose from eleven classes, different in style of play and unique skills. Beyond all the possible developments of our protagonist, another important feature of Deadfire is to allow the creation of a multi-class character. In this way, in fact, we can draw on the characteristics of two different classes and get a greater number of skills, bearing in mind, however, that we can never develop the characteristics of either. The avatar we create will therefore be a hybrid, capable of completely new approaches to missions. Precisely for this reason, a multi-class character will undoubtedly be a more complex option, but definitely very fascinating.
Now let's describe the characteristics of all the classes that the Pillars of Eternity sequel makes available to us, listing all their strengths and weaknesses and revealing all their possible evolutions and subclasses.
If you are already an expert in role-playing games in the most general sense of the word, you will know that the Barbarian is the fighting class par excellence. Even in Pillars of Eternity 2: Deadfire , the Barbarian will charge enemies with his head down, without the slightest hint of fear. The main skills of this class are, of course, combat, increased anger and the ability to move even faster in fights. It goes without saying that the main role of the Barbarian is that of the most classic of the Tanks, a front line fighter; however, he will prove to be excellent even in the "defensive phase", managing to protect the weaker characters from the physical point of view, while at the same time dispelling the most numerous hordes of enemies. His main strength is, of course, anger.
If we choose this class, we will be asked to choose between two skills:
- Barbaric Yell - for 12 seconds, all enemies affected by this ability will suffer the altered Shaken status, with malus of -5 to Resolution and -3 to Power;
- Frenzy - our action speed will increase by 25%, the Force will increase by 5 points, as well as our Constitution. However, our ability to deflect shots will decrease by 10%;
Let us now take a look at the various subclasses of the Barbarian.
As you may have easily understood, the Berserker is a true combat machine, capable of delivering death and destruction like few others. Unfortunately, it will happen very often that, in battle, the Berserker can confuse allies with enemies, inflicting damage to both.
Strengths: Causes more damage when using the Frenzy ability;
Weaknesses: When the Berserker uses the Frenzy ability, you won't be able to see his health bar anymore, and that's a big problem, because the character will still continue to suffer damage from his enemies;
This is one of the most frightening evolutions of the Barbarian, capable of instilling fear in his opponents thanks to the ritual that provides, precisely, to feed on the corpse of enemies shot down.
Strengths: A character belonging to this subclass can decide to eat the corpse of a killed enemy. This way, he will both recover his health and increase his anger;
Weaknesses: All abilities based on anger will see their cost increased by 1 point;
Barbarians belonging to this subclass have been trained to quickly identify and trace all sources of magic and, as their name suggests, to easily kill wizards.
Strengths: This subclass has considerable passive resistance to spells, and its attacks can break up spells cast by an opposing wizard;
Weaknesses: This subclass cannot use potions or scrolls of any kind;
If you've always mocked the contribution, or the very existence of this class, know that, in Pillars of Eternity 2: Deadfire , the Bards can play a key role in our adventure. They can, in fact, guarantee bonuses to our allies, malus to our opponents and even summon creatures, all while staying at a safe distance from the fight. According to what has now been said, the Bard is a support class, able to buffoon and debuff allies and enemies with his songs.
At the start of the game, you will be asked to choose between the following skills:
- But Reny Daret's Ghost, He Would not Rest - with this ability, you will summon a ghost to fight with your team;
- Not Felled by the Axe, Nor Broken by the Storm - with this ability, you'll cause these bonuses to your allies for twelve seconds: +4 protection from stab wounds, +4 protection from electricity;
- The Thunder Rolled Like Waves on Black Seas - this skill will provide area damage of around 10 - 14, stunting enemies for five seconds and pushing them four metres back;
- And Hel-Hyrat Crashed Upon The Shield - this ability will have an area effect, inflicting a -2 malus on your opponents' armor;
- If their Bones Still Slept Under that Hill, None Can Say - with this ability, you can summon three skeletons to fight with your allies;
- Thrice Was She Wronged, and Thrice Justly Avenged - this ability will deal an area damage of 10 - 14;
Also, if you choose the Bard's class, you can choose an additional ability from this second list:
- Blessed Was Wengridh, Quickest of His Tribe - this ability will give your allies +1.2 to movement speed and +10 to reflexes, all for six seconds;
- Come, Come Soft Winds of Death - this skill goes to restore 2 life points every 3 seconds and inflicts 2 give points every 3 seconds, all for 6 seconds;
- Dull the Edge, Blunt the Point - this ability will affect a certain area, and will decrease tear and puncture damage by 10%, all for 6 seconds;
- At the Sight of their Comrades, their Hearts Grew Bold - this ability will give a +10 bonus to Allied Will and Endurance for 6 seconds;
Now let's go over all the Bard's subclasses.
If we go to choose this subclass, we will specialize in evoking more creatures, but they will be weaker and less resistant.
Strengths - the number of summoned creatures will be almost twice as many as those summoned by a common Bard, and their summoning cost is reduced;
Weak points: the creatures evoked by Beckoner are smaller, less healthy and less durable;
Unlike previously seen, this subclass is mainly based on close combat and battle songs.
Strengths: the cost of offensive evocations is reduced by one Phrase Point; also, a critical hit from a weapon will have a 50% chance of returning a Phrase Point;
Weaknesses - the cost of all defensive Summoning is increased by one Phrase Point;
This subclass is based primarily on passive bonuses awarded to allies, giving the best of itself as a support to the team.
Strengths: The Phrase Points are much higher;
Weak Points - the cost of all invocations is increased by one Phrase Point;
In Pillars of Eternity 2: Deadfire , the Arcanist is a real master at controlling enemies. An Arcanist can, in fact, take possession of enemy units, use psychic attacks and literally explode his opponents' souls. Summing up, the Cipher has the role of "manipulator", which will allow him to attack enemies, and its main resource will be the Focus.
At the beginning of the game, if you prefer this class, you can choose one of the following abilities:
- Soul Shock - this ability will summon an energy shield on a given unit. After a certain amount of damage, the shield will explode, damaging surrounding enemy units;
- Tenuous Grasp - this ability will inflict Confused and Shaken status on an enemy for 15 seconds;
- Eyestrike - this skill will blind the target and surrounding units for 12 seconds;
- Antipathetic Field - this ability will deal 5 to 10 damage to the target unit;
- Mind Wave - this ability will deal 10 to 20 damage to the target unit;
- Whisper of Treason - this ability will inflict the Charmed status on an enemy for 20 seconds;
- Valorious Echoes - this ability will earn a target ally "Strong" and "Penetrant" status for 20 seconds;
Let's go now to analyze all the subclasses of the Cipher.
This subclass of the Arcanist is almost entirely based on the accumulation of Concentration; for this very reason, the spells cast by the Ascendants are the most powerful.
- The maximum focus level is increased;
- After reaching the maximum Focus level, one of the main effects of this subclass is achieved: the character reaches Ascended status, the Power Level is increased, and the cost of Focus is reduced to zero;
- During the duration of the "Ascended" status, the Soul Whip will not disappear, but rather will do additional damage for the duration of the status in question:
- The moment you're not in Ascended status, this subclass will receive a malus at its class power level, and the Soul Whip will do far less damage;
- When the "Ascended" status disappears, the focus indicator is reset to zero;
This subclass of the Cipher is to be considered a true "master of deception". There will be many, in fact, the ways in which we can confuse our enemies, sending them into total confusion with illusions and other magic tricks.
Strengths: all of the Cipher's deception spells have a wider range and allow you to recover Focus;
Weaknesses: The Soul Whip does much less damage and makes less Focus recover if our enemy is immune to sneak attacks;
This is the most aggressive and combat version of the Cipher. This subclass is filled with offensive powers, so you can easily mow down enemies.
- This subclass benefits from the Soul Annihilation ability (an improved melee attack), which consumes all of the Cipher's power and converts it to natural damage (Raw Damage);
- All Cipher Shred Spells have a lower cost in terms of focus points;
- Killing an enemy with a melee attack will restore your Concentration and increase your maximum Focus;
Weaknesses: The maximum amount of Focus available is decreased (this also includes the focus you will have at the start of a fight);
Once again, all lovers of Dungeons & Dragons will know perfectly the lore of this class. The Druid is a true lover of nature and always tries to live in harmony with it; but don't be fooled by its peaceful appearances: it is one of the most flexible classes in Pillars of Eternity 2: Deadfire ! The Druid can cast spells of Ancient Magic, a form of magic that only he can master, attacking enemies and providing support to his allies. His main resource is Nature Points.
If you prefer this class, you can choose between these skills:
- Charm Beast - this ability will allow you to charm all beasts in the effect area for 15 seconds;
- Nature's Vigor - this ability will allow allied units within the effect area to obtain Fit status for 20 seconds;
- Dancing Bolts - This ability will allow you to inflict electricity damage of 12 to 20 seconds on enemy units within the effect area;
- Sunbeam - this ability will allow you to inflict fire damage from 11 to 22 on enemy units within the effect area and blind them for a while;
- Talon's Reach - enemy units within the effect area will receive 23 to 37 cut damage;
- Tanglefoot - enemy units within the effect area will have Hobbled status for 6 seconds;
- Touch of Rot - enemy units within the effect area will receive 14 to 20 Corrosion damage, then a single enemy unit will receive 9 Corrosion damage every 3 seconds for the duration of 20 seconds;
- Vile Thorns - enemy units within the effect area will receive 10 to 17 puncture damage, and if the attack is successful, the affected units will also receive Sickened status;
- Winter Wind - enemy units within the effect area will receive 17 to 25 freeze damage, and will be pushed back 2 meters;
- Nature's Mark - enemy units within the effect area will receive the following malus: -10 to deflection ability, -10 to reflexes, all for 30 seconds;
- Spiritshift Bear - This ability will make the Druid look like a bear, adding +20 to restored health and blocking spell cast. This spiritual form will last for 22 seconds;
- Spiritshift Boar - this ability will make the Druid look like a boar, adding +20 to restored health, blocking spell cast and regenerating 4 health points every 3 seconds. This spiritual form will last for 22 seconds;
- Spiritshift Wolf - this ability will make the Druid look like a wolf, adding +20 to restored health, blocking spell cast and increasing the speed of movement by 25%. This spiritual form will last for 22 seconds;
- Spiritshift Cat - This ability will make the Druid look like a giant cat, adding +20 to restored health and blocking spell cast. This spiritual form will last for 22 seconds;
- Spiritshift Stag - this skill will make the Druid look like a giant deer, adding +20 to restored health points, blocking spell cast and adding a +7 bonus to all defenses. This spiritual form will last for 22 seconds;
Let us now examine all the Druid's subclasses.
This first subclass of the Druid is an expert in the evocation of lightning, of which they can boast unparalleled skill and which they will use in battle.
- This subclass can turn into a storm instead of using the spiritual forms described above;
- the scope and penetration of this subclass' spells have increased;
- the killing of an enemy while Fury is in its spiritual form will increase its duration;
- This subclass will automatically learn the spells once they reach the highest levels of power;
weak points: this subclass will not be able to use rejuvenation spells;
This subclass makes allied support its strength. Although it cannot evoke any kind of unity, there will be many healing and support spells you can count on.
- This Druid subclass can cast the rejuvenation spell with a higher power level. When the Lifegiver is in his spiritual form, he would be given a power level bonus;
- this subclass will automatically learn the spells once you reach higher power levels;
- This subclass cannot use spells to summon creatures;
- after acquiring spiritual form, the Lifegiver will have a malus at the power level of his rejuvenation spells;
This subclass of the Druid manages to master the art of transmutation to perfection. There will be many, in fact, the forms that this type of Druid can take, so as to adapt quickly to any type of situation.
- This subclass can change its shape to that of any animal. Once he regains his original form, the Druid will see part of his life restored;
- This subclass will automatically learn the spells once it reaches the highest power levels;
Weaknesses: This subclass will not be able to use spells of any kind for as long as it takes the form of an animal;
As seen for the Barbarians, Warriors are also a fighting class. If you decide to live your adventure in Pillars of Eternity 2: Deadfire the shoes of a Warrior, know that your place will always be in the front line, beating the crap out of the enemy ranks. This class can specialize in the use of powerful armor and weapons, and its main asset will be the Discipline points.
If you go to option this class, at the beginning of the game you can choose between two skills:
- Knock Down - with this ability, the Warrior will knock out his enemies and inflict additional damage;
- Disciplined Barrage - this ability will grant the Warrior who used it the following positive statuses: Aware and Concentation. This ability will last 15 seconds;
Now let's go over the Warrior subclasses.
This subclass is distinguished from the others by the ability to use virtually any weapon or equipment in the game. Precisely for this reason, if you choose to be a Blade Jacket, know that you'll have access to a virtually boundless arsenal.
- this subclass will start the game with an additional set of weapons and additional weapons expertise;
- the time penalty for changing one weapon for another will be reduced;
Weak points: this subclass will not benefit from Constant Recovery;
This subclass is practically the opposite of the one described above; if the Blade Jacket can use any weapon, the Devoted can use only one, but using it with unparalleled skill.
- This subclass can select the skill in a single melee weapon as their weapon of choice;
- the Penetration value of the chosen weapon will be increased;
- the possibility of Critical Strikes with the chosen weapon will be increased;
Weak points: the value of Accuracy will decrease dramatically when we use a weapon other than the chosen weapon;
It's good to remember that you'll only be able to acquire one skill for weapons and not others throughout the course of the game.
If Blade Jacket and Devoted are offensive subclasses, Unbroken instead focuses on defense. Tearing down this subclass won't be easy at all, thanks to their high defense values and the equipment they wear. It will not be rare to see an Unbroken using a shield, and this is the best choice for so-called tanks.
- this subclass will receive a bonus of +1 to the value of Engagement;
- this subclass will benefit from a higher Penetration and Exit Attacks value;
- The Unbroken will bring a dowry of mastery in the use of the shield which, if used, would grant a bonus to the armor class of the character in question;
Weaknesses: this subclass won't shine for its combat mobility and reflexes;
Monks have spent years training their bodies to become an unparalleled war machine. Precisely for this reason, they know a whole range of techniques to stun their opponents, and they can carry out many attacks at an impressive speed to say the least. This class also benefits from tremendous stamina, as well as the ability to control their mind, and their main asset is their wounds.
Regardless of the subclass you choose, you must select one of these three skills at the start of the game:
- Swift Strikes - the unit using this skill will see its action speed increased by 20% for the next 10 seconds, and will benefit from Fast status for the next 10 seconds;
- Forces of Anguish - the only enemy target will be knocked out and thrown back a few feet;
- Mortification of the Soul - through this ability, a Monk inflicts damage himself in order to acquire Hit Points;
Let's now discover the advantages and disadvantages of the monk's various subclasses.
This subclass has faced death so many times in the course of its training; for this very reason, the Helwalkers gain even more strength for every wound inflicted upon them.
- This subclass will go into combat with an additional hit point;
- the Helwalker will see its Strength value increase based on the number of Wounds;
Weaknesses: Helwalker Monks will suffer more damage, however, depending on the number of wounds inflicted on them;
This subclass of Monaco has experienced so many drugs and so many meditation techniques during her training that she has acquired unique abilities... but she has sacrificed her sanity.
- If you choose to be a Nalpazca Monk, all the effects of the drugs you use will last longer;
- also this class will receive Hit Points during the effects of the drugs;
- Drug-induced collapse penalties make it impossible for the Monk to receive treatment.
- When he does not use any drugs, Nalpazca will lose his Hit Points;
This subclass of the Monk of Pillars of Eternity 2; Deadfire is convinced that the only way for improvement is through the pain and suffering inflicted on their opponents.
Strengths: This subclass will earn Hit Points when it causes damage to enemies with melee weapons;
- The subclass in question will not be able to earn Hit Points by receiving damage;
- the limit required to acquire a Hit Point will be increased;
- The limit for Hit Points will be decreased;
This class of Pillars of Eternity 2: Deadfire fighters is composed of fighters who place all their trust, or faith in some cases, in a God, a king, or an ideal. Precisely for this reason, the Paladins are born leaders, and are not afraid to die for what they believe. Their role is often to support the party, and their main resource is the Zeal Points.
Regardless of the subclass you choose, the game will ask you to select one of the following initial skills:
- Lay on Hands - the target allied unit will earn 20 Health points every 3 seconds, and the ally will not die for 5 seconds;
- Sworn Enemy - the target enemy unit will see their damage increase and will be easier to hit;
- Flames of Devotion - this ability will add fire damage to attacks;
Let's go now to analyze all of the Paladin's subclasses.
The Bleak Walker Paladins are an order of cruel assassins, who carry out real massacres just for the pleasure of killing.
Strengths: This subclass automatically gains the Flames of Devotion ability, and they will inflict corrosion damage and Sickened Affliction status on target enemy units.
This is the oldest order of Paladini, who has always watched over the values of sight itself and is guarding the Darcozzi family.
Strengths: This subclass automatically gains the Lay on Hands ability; it can also generate a flame shield on a target allied unit.
This order of Paladins is mainly made up of mercenaries; for this very reason, when they are intent on doing their "work", they will not pose any moral dilemma.
Strengths: This subclass automatically earns the Sworn Enemy ability; in addition, the Paladin in question receives the so-called "Golden Blessing," which allows him to get a bonus to the armor class when he suffers a certain amount of damage.
This order of Paladins is certainly the most benevolent of all, and bases its actions on helping the weakest and neediest people, regardless of their race or religious beliefs.
Strengths: This subclass automatically gains the Flames of Devotion ability; moreover, a Kind Wayfarer Paladin will be able to heal the allies around him.
The Shieldbearers of St Elega
This order of Paladini places honor above any other value or ideal. In addition, they are interested in the political and diplomatic issues that exist between the various countries of the game world of Pillars of Eternity 2: Deadfire .
Strengths: This subclass automatically gains the Lay on Hands ability, and the Paladin in this order can prevent an ally from dying for a short period of time.
In the world of Pillars of Eternity 2 you will encounter different types of Clerics, with different values and lifestyles. However, be careful: Never go on an adventure without a Cleric! Their supporting skills will be practically indispensable, and their Faith Points can be used for unique and vital skills to say the least.
Regardless of the subclass you choose, the game will ask you to select one of the following skills:
- Blessing - all allied units within the skill's range will gain Insightful status for the next 20 seconds;
- Holy Power - all allied units within the ability's range will gain Strong status for the next 30 seconds;
- Restore - all allied units within the ability's action area will gain 30 Life Points;
- Suppress Affliction - all allied units within the skill's area of action will not be affected by any adverse effects of any kind for the next 10 seconds;
- Barbs of Condemnation - the target enemy unit will receive 16 to 24 puncture damage, and will have a malus of -5 to Defense for the next 10 seconds;
- Interdiction - all enemy units within the ability's range will be affected by the Dazed status for the next 7 seconds;
Let's now take a look at the Cleric subclasses. Remember that each of them is directly related to the God the Cleric worships, and that he will grant him certain characteristics rather than others.
Berath is the God of death and reincarnation. Clerics who worship him are rational and completely emotionless, but they celebrate the death of others;
Eothas is the God of light and hope. The clerics who praise this divinity are known for their serenity, their good deeds and their denunciation of all evil;
Magran is the goddess of war and fire. The clerics who worship her can be distinguished by their courage, their recklessness and their ardor.
Skaen is the god of resentment and secret hatred. Clerics who praise this god often take part in torture, executions and clandestine work;
Wael is the god of dreams and secrets. Clerics who take his vows are known for their strange rituals and mysterious practices;
The Rangers are fighters of the wildest nature, who boast an unparalleled mastery in the art of hunting. They are often accompanied by an animal companion, which often wreaks havoc on the battlefield. Their role is that of attack, but they will not fail to use their skills to protect the team.
The skills you will have to choose at the beginning of the game will be selectable from this list:
- Wounding Shot - this ability deals 20% of the weapon's damage to a target unit every 3 seconds for 6 seconds;
- Marked Prey - increases the Accuracy value against a given prey by +10;
- Stag Companion - this skill evokes an animal companion. The deer in question will cause area damage when it makes a critical attack;
- Wolf Companion - this skill evokes an animal companion. The wolf in question will cause more damage with its normal attacks;
- Lion Companion - this skill summons an animal companion. The Lion in question will be able to make more attacks than normal;
- Bear Companion - this ability evokes an animal companion. The bears in question have the highest defense values compared to all other animal companions;
- Antelope Companion - this skill evokes an animal companion. The antelope in question has high defense values and in dodging attacks;
- Boar Companion - this ability evokes an animal companion. The boar in question has the ability to constantly regenerate its health, even in battle;
Let's go now to analyze, one by one, the Ranger's subclasses.
This Ranger subclass specializes in ranged attacks. They are practically infallible sharpshooters, and their animal companions will mainly aim to distract the enemies, making them easy targets.
- The Sharpshooter's shots will be automatically converted to critical shots if the distance between the Ranger and his target is 4 meters or less;
- In addition, a Penetration bonus is granted if the distance between the Ranger and his target is 4 meters or less;
- The recovery time of this subclass is longer than normal;
- the ability to parry the hits is less than normal;
This subclass of Ranger will be able to count on the help of the souls of their fellow deceased animals, who will come back from the world of the dead to help their beloved masters once again.
- This subclass is immune to the Bonded Grief (which decreases the bond between the animal companion and the Ranger if one of them is stunned);
- the animal companion is immune to Engagement;
- The animal companion of this specific ranger category must be expressly summoned on the battlefield, and can only stay there for a certain period of time;
- the animal companion cannot be cured;
This last subclass of Ranger is definitely the one with the closest link to its animal companion. Stalkers will receive various bonuses if they stay close to their four-legged friend.
Strengths: Ranger Stalkers and their animal companion receive a substantial armor bonus if they are at a distance of 4 meters or less from each other;
Weaknesses: The Stalker and his animal companion will suffer the effects of the Bonded Grief if they are at a distance of 7 meters or more from each other;
Thieves are born murderers, who usually prefer to act stealthily. In combat, they prefer to play dirty games in no uncertain terms, using traps and deceptions, and obeying only one rule: victory is the supreme. Thieves are cunning and extremely dangerous; for this very reason, it will always be better to have them on your side.
No matter which subclass you choose, the game will ask you to choose one of these two initial skills:
- Crippling Strike - using this ability, the target enemy unit will be affected by Hobbled status (it will move slower) for the next 15 seconds;
- Escape - this ability allows a Ranger to escape from a fight and gives a +50 bonus to the ability to deflect attacks;
Let's now take a look at the three subclasses of Pillars of Eternity 2: Deadfire .
Killers are thieves who specialize in the shadows and killings as stealthy as they are silent. Despite everything, however, they are rather weak when involved in hand-to-hand combat.
Strengths: This subclass will have direct access to the "Assassinate" ability, which gives it bonuses for Penetration, Accuracy, and Critical Strike Damage (for stealth attacks only);
Weaknesses: All damage received will increase;
This particular category of Thieves is trained to fight in conditions of numerical inferiority. For this very reason, they will receive several bonuses when, for example, they are surrounded by enemies or injured.
Strengths: The Streetfighter's recovery time will be greatly reduced, and its stealth attacks will inflict more damage when this character has Flanked or Bloodied status. When both are active, a Streetfighter inflicts more damage with his weapon;
Weaknesses: Recovery time will, however, increase when the Streetfighter is not subjected to either of the above mentioned statuses;
The latter subclass specialises in a variety of magic tricks designed to confuse the enemy and mislead them.
Strengths: This subclass can master some illusion spells;
Weaknesses: Sneak attacks will do far less damage than its "colleagues";
In Pillars of Eternity 2, Mages are masters of ancient knowledge, and are able to master the elements and master different spells. They are incredibly intelligent, often create and gather in guilds and pass on their knowledge to other followers of their magic cult. A powerful magician can single-handedly destroy entire armies of fierce enemies.
Depending on which school of magic you choose, your character can choose one of the following spells:
- Ghost Blades - all enemy units within the effect area will suffer 8 to 11 puncture damage. They will also suffer Hobbled status for the next 12 seconds;
- Concelhaut's Parasitic Staff - this spell will summon a weapon, a stick, to be precise, for 45 seconds. This weapon will cause 12 to 25 damage;
- Kalakoth's Sunless Grasp - the target enemy unit will receive 14 to 20 frost damage. In addition, its Accuracy value will receive a malus of -10 for the next 15 seconds;
- Fleet Feet - the spell in question will cause the following effects on those who use it: Agile status (Nimble) and a +20 bonus to the defense for the next 30 seconds if you decide to abandon a battle;
- Spirit Shield - the spell in question will cause the following effects on those who use it: armor class bonuses of +3 and Concentration status for the next 45 seconds;
- Eldritch Aim - the spell in question will cause the following effects on which you will use it: Aware status will be assigned for the next 10 seconds;
- Fan of Flames - all enemy units within the effect area will suffer 24 to 33 fire damage;
- Minoletta's Minor Missiles - this spell will summon lots of bullets that will cause 4 to 6 blast or water damage;
- Thrust of Tattered Veils - the target enemy unit will receive 10 to 18 puncture damage;
- Wizzard's Double - item currently under construction, will be updated as soon as possible;
- Jolting Touch - item currently under construction, will be updated as soon as possible;
- Slicken - the spell in question will knock out all enemy units within its range;
Let us now focus on the Wizard's five subclasses.
This first subclass of Wizards has specialized in making weapons and objects materialize, and is virtually incapable of using illusion and evocation spells.
- This subclass will gain a level of bonus power over materialization spells;
- this subclass will automatically obtain the Conjure Familiar spell, which grants the Wizard both active and passive bonuses;
- This subclass will not have access to spells from the schools of Illusion and Summoning magic;
- the recovery time resulting from the use of spells not belonging to his school of magic will be extended;
This category of Wizards aims to bewitch and confuse their enemies in combat, but they are completely incapable of using Transmutation and Illusion spells.
- This subclass will gain a bonus power level on bewitching spells;
- this subclass will immediately gain access to the passive "Free Action" ability. Once per combat, when the Wizard is affected by a Dexterity Affliction, he will erase that effect and become temporarily immune to it;
- this subclass will not have access to the spells of the schools of Illusion and Transmutation;
- the recovery time from using spells not belonging to its school of magic will be extended;
This category of Wizards concentrates all its efforts in learning spells of destruction, leaving aside those of transmutation and materialization.
- This subclass will gain a bonus power level on summoning spells;
- summoning spells have the ability to be cast twice;
- This subclass will not have access to transmutation and materialization school spells;
- the recovery time resulting from the use of spells not belonging to its school of magic will be extended;
This category of Wizards uses their magic power to conjure illusions and tricks to confuse their opponents, but they are totally inexperienced in materializing and bewitching spells.
- This subclass will gain a bonus power level on illusion spells;
- this subclass automatically gains the "Reflexive Mirror" spell, which, once per battle, once the magician in question is attacked, will automatically generate the effects of the "Mirrored Images" spell;
- this subclass will not have access to the spells of the schools of Summoning and Materialization;
- the recovery time from using spells not belonging to its school of magic will be extended;
The Wizards belonging to this subclass can change their physical form at will, as well as that of their enemies. The other side of the coin is that they are precluded from the spells of enchantment and evocation.
- this subclass will get a bonus power level on transmutation spells;
- this subclass automatically gains the "Form of the Fearsome Brute" spell, which will turn the wizard in question into an Ogre. The Illusionist won't be able to cast spells of any kind when he has that form, but his physical attributes will be greatly increased;
- This subclass will not have access to the spells of the schools of Haunting and Summoning;
- the recovery time from using spells not belonging to its school of magic will be extended;