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			  | Azan ->   RE: Guests and Beastmasters   (8/16/2015 16:40:29) |  
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 2. GuestsGES 
 Guests are invitable fighters that will help you in battles. There are two guest slots: A and B. You can have one or two guests with you. Unlike Pets, you control Guests to decide what they do. They have their own HP and MP and will sometimes be attacked by monsters. There are two categories of guests: permanent and temporary. Permanent guests are always recruitable and can accompany you in most of the quests in the game. Temporary guests are those who are only found in one or several quests and will not stay with you once said quest is completed.
 
 
 
 
 
 2.1. Permanent Guests AnalysisGEST
 
 
 2.1.1. Offensive Guests
 Offensive guests are those who focus on heavily damaging the enemy.
 
 
 
 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: 3 hits of 50% Magic damage.
 Mana Cost: 0
 Cooldown: 0
 Element: Ice
 Attack Type: Magic
 Analysis: A good attack that has the advantage of having 3 hits for a better hit chance.
 
 Hailstorm
 
 Effect: 6 hits of 100% Magic damage, hits all enemies.
 Mana Cost: 20
 Cooldown: 4
 Element: Ice
 Attack Type: Magic
 Analysis: Aegis's most heavy-hitting skill. Against multiple enemies, it has a good chance of damaging them all. But your enemy is alone, he'll have to face a whooping 600% damage! Combine this with Ice Domain to further increase the damage dealt.
 
 Shield
 
 Effect: Casts a shield, gives you +40 to Dodge, Parry and Block for 6 turns.
 Mana Cost: 15
 Cooldown: 10
 Element: N/A
 Attack Type: N/A
 Analysis: A somewhat weak skill by itself. While it does last a lot of turns, it will make a very small difference in fights - if it makes any at all. When combined with your own shield, though, it can become interesting. As you need (Enemy Bonus + 200) Block, Dodge or Parry to be unhittable, you can use Aegis's Shield with a class that shields you for 160 or 180 Block/Parry/Dodge to reach said 200.
 
 Ice Domain
 
 Effect: 4 hits of 100% Magic damage, decreases Ice resistance by 25 for 10 turns.
 Mana Cost: 20
 Cooldown: 5
 Element: Ice
 Attack Type: Magic
 Analysis: Another very strong skill. It will not only do great damage by itself, but also apply a loopable nerf to your enemy's Ice resistance, allowing your other skills to pack a punch. Use this before Hailstorm to further increase the amazing damage dealt by the two skills.
 
 Shatter
 
 Effect: 1 hit of 50% Magic damage. Has a chance to stun.
 Mana Cost: 20
 Cooldown: 10
 Element: Ice
 Attack Type: Magic
 Analysis: This skill costs mana, has a long cooldown and deals 3 times less damage than your basic Attack. It has a chance to stun, but it's a gamble.
 
 Power Analysis: Excellent. Aegis is one of the most powerful guests out there, offensively speaking. The Ice Domain + Hailstorm combo, against single enemies, will deal an incredible 1250% damage!
 
 Survivability Analysis: Weak. Except potions, Aegis has no trick to heal himself, and his Shield skill does not protect him.
 
 Mana Pool Analysis: Decent. Aegis's skills are not overly mana-consumptive, so if you watch your mana pool, you should not run out of it in most quests.
 
 
 
 [image]http://media.artix.com/encyc/df/tags/DA.png[/image] Batoro 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: Runs up to the target and hits it once for 100% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Darkness
 Attack Type: Melee
 Analysis: Basic attack that you should use when everything else is on cooldown.
 
 BAM!
 
 Effect: Runs up to the enemy, raises his weapon and then kicks him for 1 hit of 100% damage which stuns the enemy for 3 turns.
 Mana Cost: 0
 Cooldown: 9
 Element: Darkness
 Attack Type: Melee
 Analysis: A surprisingly good stun with a surprisingly short cooldown.
 
 OOOOOFF!
 
 Effect: Runs up to the enemy, leaps into the air and lands on him for 2 hits of 60% damage each.
 Mana Cost: 0
 Cooldown: 6
 Element: Darkness
 Attack Type: Melee
 Analysis: Decent double-attack that does slightly more damage than the basic Attack.
 
 SPLOOSH?
 
 Effect: Runs up to the enemy and hits him 5 times with his weapon, hand and leg for 22% damage on each hit.
 Mana Cost: 0
 Cooldown: 3
 Element: Darkness
 Attack Type: Melee
 Analysis: Only a little bit better than normal attack, but the short cooldown means you'll be able to use it quite often.
 
 Power Analysis: Weak. Batoro's moves are pretty weak damage-wise, since the most powerful does not go beyond 120% damage. To add to this, his element is Darkness and that reduces his usefulness, as there are many monsters who have resistances to Darkness and few who have weaknesses to it.
 
 Survivability Analysis: Decent. Except potions, Batoro has no trick to heal himself, but his Stun will at least protect him for three turns.
 
 Mana Pool Analysis: Perfect. Batoro's skills do not consume mana... at all. You simply cannot have mana pool problems with this guest.
 
 
 
 
 Guest slot: A or B
 
 Skills analysis:
 
 Attack
 
 Effect:
 - Against normal enemies: Performs 1 hit of 100% damage
 - Against Dragons: Performs 1 hit of 120% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: Decent against normal enemies, good against dragons. You should use this when everything else is on cooldown.
 
 Fierce Spear Stab
 
 Effect:
 - Against normal enemies: Performs 1 hit of 120% damage
 - Against Dragons: Performs 1 hit of 150% damage with 100% chance to crit, for a total of 300% damage
 Mana Cost: 20
 Cooldown: 10
 Element: Metal
 Attack Type: Melee
 Analysis: Galanoth's most damaging move, and by far, against dragons. You should use this first in battles. Against normal enemies, it's decent but not much more.
 
 Dagger Toss
 
 Effect:
 - Against normal enemies: Performs 1 hit of 120% damage
 - Against Dragons: Performs 1 hit of 140% damage
 Mana Cost: 8
 Cooldown: 4
 Element: Metal
 Attack Type: Melee
 Analysis: A decent damaging skill against normal enemies, a little more useful against dragons. The mana cost being low, you should use this instead of Attack when you can.
 
 Shin Kick
 
 Effect:
 - Against normal enemies: Kicks for 1 hit of 120% damage, and if it connects, the target is stunned for 1 turn
 - Against Dragons: Kicks for 1 hit of 130% damage, and if it connects, the Dragon is stunned for 3 turns
 Mana Cost: 15
 Cooldown: 14
 Element: Metal
 Attack Type: Melee
 Analysis: A stun is always appreciated, and Galanoth's is even more appreciated against dragons, though it can be useful against normal enemies too.
 
 Slayer's Spirit
 
 Effect:
 - Against normal enemies: Adds '+15% damage!', raising his Boost by 15 for 5 turns
 - Against Dragons: Adds '+30% damage!', raising his Boost by 30 for 5 turns
 Mana Cost: 15
 Cooldown: 5
 Element: N/A
 Attack Type: N/A
 Analysis: In short fights, the turn used for this skill is not worth it. In longer fights, however, you can afford it and the loopable Boost will pay off, especially if you use it on a dragon and then use Fierce Spear Stab. Against normal enemies, most of the time it's not worth it.
 
 Power Analysis: Weak against normal enemies, good against dragons. His most damaging move, Fierce Spear Stab, inflicts very good damage on dragons, especially when paired with Slayer's Spirit. Even against dragons, though, he's not the most powerful offensive guest around.
 
 Survivability Analysis: Weak-decent. Except potions, Galanoth has no trick to heal himself, but his Stun will at least protect him for three turns against dragons, and for one against normal enemies.
 
 Mana Pool Analysis: Decent. Galanoth's skill are not overly mana-consumptive, so if you watch your mana pool, you should not run out of it through most quests.
 
 
 
 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: Lunges at the target for 1 hit of Magic damage.
 Mana Cost: 0
 Cooldown: 0
 Element: Wind
 Attack Type: Magic
 Analysis: Basic attack that you should use when everything else is on cooldown.
 
 Breeze
 
 Effect: Casts a small tornado for 3 hits of 80% Magic damage, 100% Crit
 Mana Cost: 10
 Cooldown: 4 (carries through battles)
 Element: Wind
 Attack Type: Magic
 Analysis: Kara's most damaging move, with a decent cooldown. It's the move you should always use first.
 
 Nature's Wonder
 
 Effect: Summons a gust of wind to strike the target for 3 hits of 50% Magic damage, 100% Crit
 Mana Cost: 10
 Cooldown: 4 (carries through battles)
 Element: Wind
 Attack Type: Magic
 Analysis: Kara's second damaging move. Breeze is more powerful, but this is still a 300% damage move.
 
 Stun
 
 Effect: Blows fairy dust at the target for 1 hit of 100% Magic damage (Stuns for two turns)
 Mana Cost: 20
 Cooldown: 24 (carries through battles)
 Element: Wind
 Attack Type: Magic
 Analysis: A two-turns stun that will rarely miss due to Kara's 100 Bonus to Hit. The cooldown, however, ensures you use this very rarely (most of the time it will be once per quest only), since Kara's cooldowns carry on to the next battles. Use this only when you feel it's necessary.
 
 Power Analysis: Good. Kara has two excellent damaging moves that, when combined, inflict 780% weapon damage in two turns, which is excellent. The main drawback to Kara's power is that her cooldowns carry on to the next battles, so you cannot use Breeze --> Nature's Wonder at the start of each battle.
 
 Survivability Analysis: Weak. Except potions, Kara has no healing trick and her only stun will not protect her for long, then will go on a very large cooldown that ensures it's practically going to be used only once.
 
 Mana Pool Analysis: Good. Kara's skill consume very little mana, so use Breeze and Nature's Wonder whenever you can.
 
 
 
 [image]http://media.artix.com/encyc/df/tags/DA.png[/image] Raven 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: 2 hits of 60% damage, for 120% total damage
 Mana Cost: 0
 Cooldown: 0
 Element: Energy
 Attack Type: Magic
 Analysis: Good attack that inflicts good damage.
 
 Energy Shield
 
 Effect: +140 Parry/Dodge/Block for 2 turns.
 Mana Cost: 12
 Cooldown: 5
 Element: N/A
 Attack Type: N/A
 Analysis: Raven's only defensive ability, and it only applies to herself. Its short cooldown gives her a good survivability for a decent cooldown.
 
 Charged Attack
 
 Effect: +30% Boost for 3 turns including this one; 1 hit of 120% damage
 Mana Cost: 25
 Cooldown: 5
 Element: Energy
 Attack Type: Magic
 Analysis: An excellent Boost with a quite short cooldown, though the mana cost is a tad high. Use this before Shocking Dash for a great 546% damage in two turns (702% if you get a Crit)!
 
 Shocking Dash
 
 Effect: 2 hits of 75% damage with 100% chance to crit, with a chance to stun for 2 turns
 Mana Cost: 30
 Cooldown: 25
 Element: Energy
 Attack Type: Magic
 Analysis: Raven's all-in-one skill: both a good stun and a 300% damage move. To compensate, the mana cost is very high (meaning you must be careful not to overuse this) and the cooldown ensures you'll use it once per fight. Combine this with Charged Attack's boost to get even more damage!
 
 Power Analysis: Good. Raven's basic attack deals good damage, Shocking Dash is great and it can be further enhanced through Charged Attack. To get the most possible damage from Raven, though, you'll need to spend 55 mana, which does not come cheap, meaning you won't be able to deal as much damage as you could every fight; it'd result in a bleeding mana pool.
 
 Survivability Analysis: Good. Raven's shield offers good protection for a guest with a quite short cooldown. She can't heal herself, though.
 
 Mana Pool Analysis: Weak. Raven, to match her character's personality, is the kind of guest that can go on a brutal offensive, deal very big damage, but exhausts quickly. If you want to keep some of her mana, you'll have to be careful.
 
 
 
 [image]http://media.artix.com/encyc/df/tags/DA.png[/image] Rolith 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: Runs up to the enemy and swings his hammer twice for 140% total damage
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: A quite good attack that deals decent damage. You should use this when everything else is on cooldown.
 
 Heavy Attack
 
 Effect: Runs up to the enemy and swings his hammer four times for 200% total damage
 Mana Cost: 15
 Cooldown: 4
 Element: Metal
 Attack Type: Melee
 Analysis: Very good damaging skill with decent mana cost and cooldown. You should use this whenever you can.
 
 Crushing Attack
 
 Effect: Runs up to the enemy and swings his hammer eight times for 320% total damage
 Mana Cost: 35
 Cooldown: 12
 Element: Metal
 Attack Type: Melee
 Analysis: Rolith's most damaging skill by an excellent margin. The mana cost and cooldown are both quite high, so at lower levels, you should watch out not to overuse this or else Rolith will burn through his mana pool very fast.
 
 SLAM!
 
 Effect: Runs up to the enemy and swings his hammer twice for 140% total damage. If at least one hit connects, the enemy is stunned for 1 turn
 Mana Cost: 16
 Cooldown: 8
 Element: Metal
 Attack Type: Melee
 Analysis: A good short stun that is always appreciated in times of need, with a decent mana cost.
 
 Power Analysis: Good. When in short battles, Rolith can put up a whooping 520% weapon damage attack in two turns - not even considering possible Crits - but in longer battles, his damage per turn is greatly reduced when Crushing Attack is on cooldown.
 
 Survivability Analysis: Weak. Except potions, Rolith has no trick to heal himself, though he can stun a monster for a single turn.
 
 Mana Pool Analysis: Decent. All of Rolith's skills except Crushing Attack have decent mana costs, so you don't have to really watch out for your mana pool. You should really be careful not to overuse Crushing Attack though, or Rolith will burn through his mana pool very fast!
 
 
 
 
 Guest slot: A
 
 Skills analysis:
 
 Power
 
 Effect: Performs one hit of 175% damage
 Mana Cost: 6
 Cooldown: 0
 Element: Light
 Attack Type: Melee
 Analysis: A strong damage skill with zero cooldown! You should always use this instead of basic Attack when you don't fear for your mana.
 
 Aimed
 
 Effect: Performs a normal attack and adds 'Bonus 20%' to himself for 5 turns (including this turn)
 Mana Cost: 7
 Cooldown: 5
 Element: Light
 Attack Type: Melee
 Analysis: Low mana cooldown and loopable effect - however, you will rarely notice a difference in battles when using this.
 
 Trip
 
 Effect: Performs a normal attack and adds 'Trip: -100 flee' to the enemy for 20 turns, preventing them from running away
 Mana Cost: 3
 Cooldown: 4
 Element: Light
 Attack Type: Melee
 Analysis: You won't use this skill often. Nearly useless except when you really don't want your enemy to flee. It is fun to kick your enemies though.
 
 Throw
 
 Effect: Perform one hit of 175% Pierce damage
 Mana Cost: 5
 Cooldown: 2
 Element: Light
 Attack Type: Pierce
 Analysis: A very useful skill considering enemies with high Pierce defense are very rare. It deals as much damage as Power and will go through most enemies' defenses (a good example of this is Manacrest's shield, that protects against Melee and Magic but not Pierce).
 
 Stun
 
 Effect: Perform a normal attack and, if it hits, adds 'Stunned' effect to the enemy for 3 turns
 Mana Cost: 17
 Cooldown: 14
 Element: Light
 Attack Type: Melee
 Analysis: An excellent stunning skill for a guest. Use this whenever you have to.
 
 Defensive Stance
 
 Effect: Adds 'Defense +140 Points' for 2 turns and while the Stance is up, adds 'Stable Stance +50% Dmg' to him, buffing his damage to 150%
 Mana Cost: 11
 Cooldown: 4
 Element: N/A
 Attack Type: N/A
 Analysis: A great skill that not only shields Leon against most attacks, but drastically increases his damage as well! And if that's not enough, the cooldown is very low, meaning you can be shielded and boosted half of the time.
 
 Warcry
 
 Effect: Adds 'WarCry 20 PowerBoost' to you for 5 turns, buffing your damage to 120% (including this turn) and performs a buffed attack
 Mana Cost: 11
 Cooldown: 4
 Element: Light
 Attack Type: Melee
 Analysis: A loopable powerboost skill with a decent mana cost. The powerboost is not overly large, but when combined with Defensive Stance, it can build up to awesome damage.
 
 Attack
 
 Effect: One hit of 100% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Light
 Attack Type: Melee
 Analysis: A basic attack. Use it when every useful move is on cooldown, or when you don't want to spend mana.
 
 Double Attack
 
 Effect: Performs two hits of 75% damage each, for a total of 150% damage. Requires a successful hit.
 Mana Cost: 4
 Cooldown: 2
 Element: Light
 Attack Type: Melee
 Analysis: Good damaging move. The Double Attack --> Triple Attack combo is your best damage dealer when Final is on cooldown.
 
 Triple Attack
 
 Effect: Performs three hits of 75% damage each, for a total of 225% damage
 Mana Cost: 9
 Cooldown: 0
 Element: Light
 Attack Type: Melee
 Analysis: Great damaging move. The Double Attack --> Triple Attack combo is your best damage dealer when Final is on cooldown.
 
 Mana Strike
 
 Effect: Performs a normal attack, but targets MP instead of HP
 Mana Cost: 7
 Cooldown: 0
 Element: Light
 Attack Type: Melee
 Analysis: This attack is pretty much useless. In the game, attacks targetting MP have pretty much one use: prevent Minx Fairies from fully healing. And this one is Light locked while Minx Fairies have 90 Light resistance... so it's best just to stun them instead.
 
 Multi Strike
 
 Effect: Hits all enemies; each hit does 120% damage
 Mana Cost: 14
 Cooldown: 2
 Element: Light
 Attack Type: Melee
 Analysis: A multi strike is not common for a guest, so it's much appreciated! The mana cost is consequent. When fighting multiple enemies, you might want to finish off one of them with a stronger move, or gamble for Crits to kill all of them - or when they are weak or close to dying.
 
 Strength Strike
 
 Effect: Performs a normal attack and gives to the enemy 'Dmg -20%' for 5 turns, reducing total monster damage by 20%
 Mana Cost: 7
 Cooldown: 4
 Element: Light
 Attack Type: Magic
 Analysis: Not an overly large damage nerfing skill, but can still be useful if combined with a class nerfing skill such as enTropy, DragonLord, Avatar of Time, Riftwalker or Icebound Revenant.
 
 Wound
 
 Effect: Performs an attack for 50% damage and adds a Metal Melee DoT that does 20% of his damage each turn for 5 turns
 Mana Cost: 4
 Cooldown: 4
 Element: Light
 Attack Type: Melee
 Analysis: Not an overly large DoT, but loopable. Like every DoT in the game, it's even better when combined with  Stan the ScanOrb: assuming your enemy's All or Light resist is under 15, you will get a total of 250% damage over 5 turns with this DoT instead of the normal 150%.
 
 Final
 
 Effect: Performs 7 hits of 50% damage, with 100% chance to crit for 700% total damage
 Mana Cost: 5
 Cooldown: 14
 Element: Light
 Attack Type: Melee
 Analysis: This skill is just overly strong. It will clear most enemies in one turn for a super low mana cost. In longer battles, use Warcry, then Defensive Stance, then this to get an unbelievable 1190% damaging move!
 
 Power Analysis: Excellent. Sir Leon's strongest move is just unbelievably strong, and he can boost himself to further increase his ridiculous damage. The Double Strike --> Triple Strike combo is also very strong when Final is on cooldown. Sir Leon is basically a guest with the same abilities as Warrior Class, but with a quite stronger Final.
 
 Survivability Analysis: Very good. Sir Leon can shield himself half of the time, stun and nerf the enemy.
 
 Mana Pool Analysis: Excellent. Sir Leon's skills consume very few mana for their power level, so you really shouldn't have to worry about his mana pool.
 
 
 
 [image]http://media.artix.com/encyc/df/tags/Seasonal.jpg[/image][image]http://media.artix.com/encyc/df/tags/DA.png[/image] Sir Stephan (Hero's Heart Day) 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: Runs up to the target and hit it once for 100% damage; or thrice for 100% damage on each hit.
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: It's a gamble. Either you do a great 300% damage, or a decent 100% damage. It's pretty much your only offensive move anyways, except the multi strike that consumes mana, so always use this.
 
 Multi
 
 Effect: Throws a knife at all targets dealing 100% damage to each target
 Mana Cost: 14
 Cooldown: 2
 Element: Last used element
 Attack Type: Melee
 Analysis: A multi strike. It deals decent damage, but it has a mana cost, so only use this when actually targeting multiple enemies - no point in wasting mana when you could use Attack against solo foes and have a chance to deal 300% damage.
 
 Power Analysis: Weak-decent. Sir Stephan can deal 300% damage, but it's always a gamble. He does have a multi strike though, so that's a plus for him.
 
 Survivability Analysis: Weak. Except potions, Sir Stephan has no trick to heal himself.
 
 Mana Pool Analysis: Excellent. Sir Stephan's only skill besides Attack does not consume a lot of mana, meaning you'll be able to complete most quests without emptying his mana pool.
 
 
 
 
 Guest slot: B
 
 Skills analysis:
 
 Attack
 
 Effect: 3 hits for a total of 120% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: A decent attack that you should use when everything else is on cooldown.
 
 Sword Combo
 
 Effect: 5 hits for a total of 210% damage
 Mana Cost: 20
 Cooldown: 11
 Element: Metal
 Attack Type: Melee
 Analysis: Symone's second most damaging move. It has a decent mana cost, but a very long cooldown.
 
 Shared Will
 
 Effect: Applies on character "Shared Will" effect: +25 immobility resist for 4 turns
 Mana Cost: 0
 Cooldown: 4
 Element: N/A
 Attack Type: N/A
 Analysis: This will rarely be necessary. Symone is designed to be especially useful against Baron Valtrith, and +25 immobility resist will be of little help when facing his spammable, three-hits stun.
 
 Shadow Venom
 
 Effect: 4 hits for a total of 120% damage and applies on target "Healing Decreased!" effect for 5 turns. Against Baron Valtrith, it boosts his Health resist by 100 (meaning he's completely immune to healing himself). Against other enemies, it boosts Health resist by 30.
 Mana Cost: 12
 Cooldown: 4
 Element: Metal
 Attack Type: Melee
 Analysis: The skill that makes Symone invaluable when fighting Baron Valtrith. You should always loop this against every enemy that heals, because the difference is noticeable.
 
 Gun Combo
 
 Effect: 3 hits for a total of 150% damage
 Mana Cost: 15
 Cooldown: 4
 Element: Metal
 Attack Type: Melee
 Analysis: Decent skill, a bit better than normal Attack. If Symone's mana is not nearing its end, you should use it when you have the chance instead of basic Attack.
 
 Night Stalker
 
 Effect: 6 hits with 100% chance to crit, for a total of 360% damage
 Mana Cost: 30
 Cooldown: 16
 Element: Metal
 Attack Type: Melee
 Analysis: Symone's most damaging skill that you should definitely use whenever you have the chance. The mana cost, however, is a bit high for low level characters, so if your mana pool is low, use sparingly.
 
 Power Analysis: Good. Symone has two good damaging moves, but when they are on their pretty large cooldown, Symone's damage per turn will be greatly lowered. Her main attrait resides in the use of Shadow Venom against enemies that heal, and specially Baron Valtrith.
 
 Survivability Analysis: Weak. Except potions, Symone has no trick to heal herself.
 
 Mana Pool Analysis: Decent. All of Symone's skills except Night Stalker have decent mana costs, so you don't have to really watch out for your mana pool. You should really be careful not to overuse Night Stalker though, or Symone will burn through her mana pool very fast!
 
 
 
 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: 3 hits of 33.3% damage (Total 100% damage)
 Mana Cost: 0
 Cooldown: 0
 Element: Evil
 Attack Type: Melee
 Analysis: A basic attack that you should use when everything else is on cooldown or to start battles. It's also a viable option if you cannot spare the mana to cast Purification Cross of Circle of Retribution.
 
 Soul Thread Cutter
 
 Effect: 6 hits of 25% base - 25% random damage, total of 150% damage. Requires successful Attack.
 Mana Cost: 25
 Cooldown: 4
 Element: Evil
 Attack Type: Melee
 Analysis: A good offensive skill with a decent mana cost and low cooldown. To be used whenever you can.
 
 Purification Cross
 
 Effect: 8 hits of 25% base - 25% random damage, total of 200% damage. Requires successful Attack.
 Mana Cost: 50
 Cooldown: 6
 Element: Evil
 Attack Type: Melee
 Analysis: A very good offensive skill with a decent cooldown... but the mana cost is really high. Combined with Circle of Retribution, this can easily burn through Tomix's mana pool in very few battles.
 
 Circle of Retribution
 
 Effect: 2 hits of 25% damage, and then 10 hits of 15% damage (Total 200% damage). Requires successful Purification Cross.
 Mana Cost: 50
 Cooldown: 6
 Element: Evil
 Attack Type: Melee
 Analysis: A very good offensive skill with a decent cooldown... but the mana cost is really high. Combined with Purification Cross, this can easily burn through Tomix's mana pool in very few battles.
 
 Power Analysis: Weak-decent. Tomix's skills are good without being overly damaging, but the mana costs of both Purification Cross and Circle of Retribution are really high, meaning you won't be able to use them for more than a few battles before Tomix runs out of mana and is stuck to his basic Attack.
 
 Survivability Analysis: Weak. Except potions, Tomix has no trick to heal himself.
 
 Mana Pool Analysis: Weak. Tomix's two most damaging skills consume lots of mana, meaning he won't be able to use them for more than a few battles before he completely runs out. Be careful when using them.
 
 
 
 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: 2 hits of 50% Magic damage
 Mana Cost: 0
 Cooldown: 0
 Element: Evil
 Attack Type: Magic
 Analysis: A decent skill that you should use to start battles and when everything else is on cooldown.
 
 Sorrow
 
 Effect: 5 hits of 30% Magic damage. Requires a successful Attack.
 Mana Cost: 10
 Cooldown: 3
 Element: Evil
 Attack Type: Magic
 Analysis: A decent damaging skill for a decent mana cost, with a decent cooldown. Its main usefulness is unlocking Retribution.
 
 Retribution
 
 Effect: 12 hits of 20% Magic damage. Requires a successful Sorrow.
 Mana Cost: 20
 Cooldown: 0
 Element: Evil
 Attack Type: Magic
 Analysis: Tomix's most damaging move with a very decent mana cost. In short battles, due to it taking two successful skills to unlock, you probably won't use it before your enemy is dead, but it's very useful for longer ones.
 
 Power Analysis: Decent. Tomix's moves have good attacking power without being particularly outstanding.
 
 Survivability Analysis: Weak. Except potions, Tomix has no trick to heal himself.
 
 Mana Pool Analysis: Very good. The Sorrow --> Retribution combo only consumes 30 mana for 390% damage, which is very good. In most quests, you can use all the skills he has without worrying too much for your mana pool.
 
 
 
 
 Guest slot: A or B
 
 Skills analysis:
 
 Attack
 
 Effect: Slides down with her knife for one hit of 120% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: A good basic attack that you should use when your more damaging moves are on cooldown.
 
 Resourceful Hunter
 
 Effect: Drinks an HP potion and recovers 15% of her HP
 Mana Cost: 0
 Cooldown: 10
 Element: N/A
 Attack Type: N/A
 Analysis: This skill gives Valencia excellent survivability while not consuming mana at all. Use it when she loses enough HP to justify it.
 
 High Kick
 
 Effect: Kicks the target for 1 hit of 150% damage, with 100% chance to crit for a total of 300% damage
 Mana Cost: 25
 Cooldown: 5
 Element: Metal
 Attack Type: Melee
 Analysis: Valencia's most damaging move. It's surprisingly strong for a very short cooldown and a very reasonable mana cost. Lower levels should not abuse this though, or Valencia will burn through her mana pool faster than you'd expect.
 
 Sharpened Blade Toss
 
 Effect: Throws a dagger for 1 hit of 140% damage, and if it connects, it applies 'Painful Blade', a non-elemental Melee DoT that deals 40% Weapon Damage for 4 turns
 Mana Cost: 15
 Cooldown: 4
 Element: Metal
 Attack Type: Pierce
 Analysis: Not only is this a good attack, but it applies an excellent DoT for a total of 300% over 4 turns - and even better, it's loopable! Like every DoT in the game, it's even better when combined with  Stan the ScanOrb: assuming your enemy's All resist is under 15, you will get a total of 460% damage over 4 turns with this DoT! Loop this whenever you have the chance.
 
 Dual Strike
 
 Effect: Performs 2 hits of 90% damage for a total of 180% damage
 Mana Cost: 5
 Cooldown: 2
 Element: Metal
 Attack Type: Melee
 Analysis: A good attacking skill with very low cooldown and mana cost. Use this whenever you can.
 
 Power Analysis: Very good. Valencia's two most damaging moves having a very low cooldown and her DoT being loopable make for a guest with constant attacking power.
 
 Survivability Analysis: Very good. Using Resourceful Hunter, she can keep her HP high when needed.
 
 Mana Pool Analysis: Good. Her healing skill has no mana cost at all, and her DoT and Dual Strike skills have very decent mana costs - however, her High Kick will burn through her mana pool quicker than you'd expect, so be careful when using it.
 
 
 
 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: Jumps in the air with a roll and strikes at the enemy for one hit of 110% Pierce damage
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Pierce
 Analysis: A good basic attack that you should use when your more damaging moves are on cooldown.
 
 Summon Zixcy
 
 Effect: Summons Zixcy to attack the enemy for one hit of 150% Pierce damage
 Mana Cost: 12
 Cooldown: 7
 Element: Energy
 Attack Type: Pierce
 Analysis: A more offensive skill for a decent mana cost (though the cooldown is unexpectedly high), you should use this when your more damaging moves are on cooldown.
 
 Double Arrow
 
 Effect: Shoots two arrows at the enemy for 2 hits of 90% Pierce damage, for a total of 180% damage
 Mana Cost: 15
 Cooldown: 5
 Element: Metal
 Attack Type: Pierce
 Analysis: Zhoom's most damaging skill, it's not overly powerful but still good for a decent mana cost and a surprisingly lower cooldown than Summon Zixcy. Always use this when you can.
 
 Fire Arrow
 
 Effect: Shoots a fire arrow at the enemy for one hit of 130% Pierce damage. Applies "Burning Arrow" DoT for 3 turns, dealing 50% Weapon Damage each turn
 Mana Cost: 18
 Cooldown: 2
 Element: Fire
 Attack Type: Pierce
 Analysis: It deals more damage than basic attack and it applies a very decent DoT for a total of 280% over 3 turns - and even better, it's loopable! Like every DoT in the game, it's even better when combined with  Stan the ScanOrb: assuming your enemy's All resist is under 15, you will get a total of 430% damage over 4 turns with this DoT! Loop this whenever you have the chance.
 
 Bomb Arrow
 
 Effect: Shoots one fire arrow with a deadly explosive, causing a massive explosion for one hit of 120% Pierce damage, attempting to stun the target for 1 turn
 Mana Cost: 20
 Cooldown: 2
 Element: Fire
 Attack Type: Melee
 Analysis: Okay, take a look at this cooldown. Please do. A one-turn stun with a two-turn cooldown? That's absolutely unique (and a bit OP!). If your enemy doesn't have a very high ImmoRes, use this whenever you can, because having your enemy stunned half the time is a VERY big advantage. Sure, the mana cost can become quite high if you spam this, but against high-hitting enemies with a low ImmoRes, it's a lifesaver.
 
 Read the Wind
 
 Effect: Zhoom raises his Parry/Dodge/Block by 200 for 2 turns
 Mana Cost: 13
 Cooldown: 10
 Element: N/A
 Attack Type: N/A
 Analysis: A good protecting skill for a decent mana cost and average cooldown. Use this when you need it.
 
 Power Analysis: Very good. If you look at his numbers, they're not overly strong though, so why do I claim he's that good? Because of the Fire Arrow - Bomb Arrow combo. A loopable DoT and a semi-loopable Stun do wonders in a fight, assuming your enemy is vulnerable to Fire. Another good point for Zhoom is his attack type: Pierce. Close to no enemy has high defences against Pierce attacks, so he'll hit more often.
 
 Survivability Analysis: Decent. Zhoom can shield himself, but besides potions, he doesn't have any healing trick.
 
 Mana Pool Analysis: Good. Zhoom doesn't have any particularly mana-hungry skill, though you should be careful not to spam Bomb Arrow too much.
 
 
 
 
 2.1.2. Hybrid Guests
 Hybrid guests are those who can support you while having offensive capabilities.
 
 
 
 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: 3 hits of 50% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Ice
 Attack Type: Magic
 Analysis: A good damaging attack that you should use when your more damaging moves are on cooldown.
 
 Ice Blade Storm
 
 Effect: 1 hit of 130% damage to all enemies
 Mana Cost: 25
 Cooldown: 5
 Element: Ice
 Attack Type: Magic
 Analysis: A guest having a multi strike is always nice. However, this deals less damage than your basic Attack and costs 25 mana, so use this only when there are multiple foes.
 
 Shield
 
 Effect: Gives self and character +140 Parry/Dodge/Block for 7 turns
 Mana Cost: 15
 Cooldown: 8
 Element: Ice
 Attack Type: Magic
 Analysis: A nearly loopable, excellent shield that costs very little mana. Use this whenever you need to, it's one of the things that make Aegis so strong defensively.
 
 Domain of Ice
 
 Effect: 4 hits of 85% damage, gives target -20 Ice resist for 10 turns
 Mana Cost: 20
 Cooldown: 13
 Element: Ice
 Attack Type: Magic
 Analysis: Not only is this Aegis's strongest damaging move, it also nerfs the enemy's resist to Ice, meaning it, and the following 10 attacks, will be stronger. The mana cost is very reasonable, but the cooldown ensures that this will be used once per battle in most battles. Use this whenever you can.
 
 Frozen Serpent
 
 Effect: 4 hits of 35% damage, stuns target for 1 turn
 Mana Cost: 25
 Cooldown: 10
 Element: Ice
 Attack Type: Magic
 Analysis: A good stun is always appreciated. Combined with his Shield, it ensures you'll definitely be protected most of the time.
 
 Limit Break
 
 Effect: Gives all MP to player
 Mana Cost: 0
 Cooldown: 30
 Element: N/A
 Attack Type: N/A
 Cooldown: A unique move to this guest, Limit Break provides excellent backup mana in case yours needs it. Be careful to only use this when you really need it though, because after Limit Break is cast, Aegis's usefulness will decrease before he manages to take a MP potion and refill his mana pool a bit.
 
 Power Analysis: Good. Aegis's basic Attack is powerful for a guest, and Domain of Ice deals very nice damage, though his offensive power is definitely more balanced than the Book One version of himself.
 
 Survivability Analysis: Excellent. Aegis can protect himself nearly every turn thanks to his one-turn Stun and seven-turn Shield.
 
 Support Analysis: Excellent. Aegis can shield you nearly every turn, which is already very useful by itself, but on top of that, you can use him as a whole second mana pool should you need one thanks to his skill Limit Break.
 
 Mana Pool Analysis: Good. Aegis's moves have decent mana costs. If you don't overuse his most mana-hungry skills, you should go through most quests without emptying your mana pool - that is, if you don't use Limit Break.
 
 
 
 
 Guest slot: A or B
 
 Skills analysis:
 
 Attack
 
 Effect: Performs one hit of 100% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Light
 Attack Type: Melee
 Analysis: A basic Attack that you should use when everything else is on cooldown.
 
 Light of JUSTICE!
 
 Effect: Attacks all foes for 140% damage
 Mana Cost: 15
 Cooldown: 2
 Element: Light
 Attack Type: Melee
 Analysis: A good multi that deals more damage than the normal attack with a decent mana cost and cooldown.
 
 Blinding Light
 
 Effect: Performs 1 hit of 130% damage
 Mana Cost: 15
 Cooldown: 1
 Element: Light
 Attack Type: Melee
 Analysis: Artix's semi-spammable damage move. It deals damage above the basic Attack, but it may be tempting to overuse it, resulting in a bleeding mana pool.
 
 Undead Slayer Slash
 
 Effect: Performs 4 hits of 40% damage, for a total of 160% damage, and applies 'Decreased Light resistance' to the target, lowering Light resistance by 20 for 4 turns, even if the attack misses
 Mana Cost: 18
 Cooldown: 5
 Element: Light
 Attack Type: Melee
 Analysis: Good damage, and a good nerf to Light. You should use this before Ultimate Light Combo Attack! to get maximum damage from both skills.
 
 Restoring Light
 
 Effect: Heals your character and his HP by 15%
 Mana Cost: 30
 Cooldown: 9
 Element: N/A
 Attack Type: N/A
 Analysis: This healing skill is just great! The mana cost is consequent, but when in need of healing, this move will definitely come in handy.
 
 Ultimate Light Combo Attack!
 
 Effect: Performs 4 hits of 50% damage with 100% chance to crit, for a total of 400% damage
 Mana Cost: 30
 Cooldown: 11
 Charge Time: 4
 Element: Light
 Attack Type: Melee
 Analysis: Artix's most powerful damaging skill. It's even more powerful when combined with the Light nerf from Undead Slayer Slash. The charge time means you won't use this in shorter battles, but it will deal excellent damage in longer ones.
 
 Power Analysis: Good. Artix has a few moves that deal good damage, though his strongest one will most likely never be used in short fights due to the charge time.
 
 Survivability Analysis: Excellent. Artix can heal himself on a regular basis and keep his HP high.
 
 Support Analysis: Excellent. Artix's heal will provide vital against some bosses or when questing with a class that lacks healing skills.
 
 Mana Pool Analysis: Good. Artix's skills have reasonable mana costs, but it may be tempting to use Blinding Light whenever you have the chance, which results in Artix burning through his mana faster than you'd expect. You have two choices with this guest: go for lower damage but fewer mana costs, or higher damage for a while until his mana pool is empty.
 
 
 
 
 Guest slot: B
 
 Skills analysis:
 
 Attack
 
 Effect: Two hits of 65% Melee Light damage for a total of 130% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Light
 Attack Type: Melee
 Analysis: A good basic Attack that you should use when Ash's more damaging moves are on cooldown.
 
 Light Strike
 
 Effect: 160% damage to all enemies
 Mana Cost: 20
 Cooldown: 3
 Element: Light
 Attack Type: Melee
 Analysis: A good multi strike, with reasonable mana cost and cooldown and good damage.
 
 Shield
 
 Effect: Gives Ash and your character +40 to Parry/Dodge/Block for 6 turns
 Mana Cost: 15
 Cooldown: 9
 Element: N/A
 Attack Type: N/A
 Analysis: A somewhat weak skill by itself. While it does last many turns, it will make a very small difference in fights - if it makes any at all. When combined with your own shield, though, it can become interesting. As you need (Enemy Bonus + 200) Block, Dodge or Parry to be unhittable, you can use Ash's Shield with a class that shields you for 160 or 180 Block/Parry/Dodge to reach said 200.
 
 Enchanted Weapons
 
 Effect: 5 hits of 42% Melee Light damage for a total of 210% damage
 Mana Cost: 15
 Cooldown: 10
 Element: Light
 Attack Type: Melee
 Analysis: A very good damaging skill. It has a very decent mana cost but its cooldown ensures you'll use it once per fight in most fights.
 
 Holy Slash
 
 Effect: 2 hits of 50% damage for a total of 100% damage; heals your character for 3*(Ash's maximum damage) HP
 Mana Cost: 25
 Cooldown: 7
 Element: Light
 Attack Type: Melee
 Analysis: Not only does it do damage, it also heals you! Use this whenever you need to.
 
 Sword of Justice
 
 Effect: 1 hit of 220% damage with a 100% chance to crit, for a total of 440% damage
 Mana Cost: 30
 Cooldown: 18
 Element: Light
 Attack Type: Melee
 Analysis: Ash's most damaging skill. It makes him offensively strong but consumes mana accordingly, which means you have to be careful not to overuse this or Ash will burn through his mana pool faster than you'd expect.
 
 Power Analysis: Very good. Sword of Justice deals very good damage, and can immediately be followed by Enchanted Weapons for very good short-term damage.
 
 Survivability Analysis: Weak-decent. Ash's healing move does not heal himself, nor does his shield protect him much.
 
 Support Analysis: Excellent. Ash's heal will provide vital against some bosses or when questing with a class that lacks healing skills, and his shield can help you achieve 200 Parry/Block/Dodge on some classes.
 
 Mana Pool Analysis: Good. Ash's skills have reasonable mana costs, but the most offensive one, Sword of Justice, consumes a lot of mana. Be careful not to overuse it or Ash will burn through his mana pool really fast.
 
 
 
 [image]http://media.artix.com/encyc/df/tags/DA.png[/image] Mritha 
 Guest slot: B
 
 Skills analysis:
 
 Attack
 
 Effect: Swings her sword and hit the target for 1 hit of 120% Melee damage
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: A good basic Attack that you should use when Mritha's Pierce --> Rush combo is on cooldown.
 
 Pierce
 
 Effect: Run towards the enemy and do a normal attack for 1 hit of 150% Melee damage. Needs a successful Attack.
 Mana Cost: 0
 Cooldown: 2
 Element: Metal
 Attack Type: Melee
 Analysis: A good damaging move that unlocks an even larger one while having no mana cost at all and a very short cooldown. Use this whenever you can.
 
 Rush
 
 Effect: Slash the target for 3 hits of 150% damage for a total of 450% damage. Needs a successful Pierce.
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: An excellent damaging move with no mana cost at all! The Pierce --> Rush combo is Mritha's amazing damage-dealer.
 
 Shield Wall
 
 Effect: Raises her and your character's Melee/Pierce/Magic Def by 80 for 6 turns
 Mana Cost: 15
 Cooldown: 7
 Element: N/A
 Attack Type: N/A
 Analysis: Possibly the best guest Shielding skill in the whole game, since you only need 20 M/P/M by yourself (which is very easy to achieve at mid-high levels) to be completely invulnerable when this skill is activated - and it's nearly loopable. Really an awesome skill that you should use whenever you need. It will help greatly in a lot of boss fights.
 
 DragonLord's Fury
 
 Effect: Run towards the enemy and attacks for 1 hit of 160% damage; the target is stunned for 2 turns, whether the attack connects or not
 Mana Cost: 25
 Cooldown: 9
 Element: Metal
 Attack Type: Melee
 Analysis: Not only is a two-turn Stun, but you don't even need the hit to connect to trigger the effect... and it actually ignores your enemy's Imobility resistance! Quite possibly the best guest Stun skill in the game for these reasons. Plus, the cooldown and mana cost are very decent.
 
 Power Analysis: Excellent. The Pierce --> Rush combo is an awesome damage-dealer with a very short cooldown.
 
 Survivability Analysis: Excellent. Mritha's shield is nearly loopable, and her Stun skill will guarantee her not to get attacked from one monster for two turns.
 
 Support Analysis: Excellent. Mritha's shield is possibly the best guest Shield in the entire game.
 
 Mana Pool Analysis: Excellent. Mritha's super damaging combo does not consume mana at all, and her other moves' mana costs are very reasonable for the effects they give.
 
 
 
 [image]http://media.artix.com/encyc/df/tags/DA.png[/image] Niki 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: Swing her wand and hit the target for 1 hit of 100% Magic damage
 Mana Cost: 0
 Cooldown: 0
 Element: Nature
 Attack Type: Magic
 Analysis: A decent Attack that you should use when everything else is on cooldown.
 
 Barrier
 
 Effect: Raises her and your Parry by 140 for 2 turns
 Mana Cost: 24
 Cooldown: 6
 Element: N/A
 Attack Type: N/A
 Analysis: A good Shield skill, but Book Three Aegis, who takes the same guest slot, has a better one - much longer, and nearly loopable. You should use this one whenever you need to, but its mana cost is a bit heavy.
 
 Fury
 
 Effect: Swing her wand and throw a stream of bubbles to the target for 5 hits of 70% Magic damage each, for a total of 350% damage
 Mana Cost: 35
 Cooldown: 14
 Element: Nature
 Attack Type: Magic
 Analysis: An excellent damaging skill, really, not taking into account possible Crits. The only drawback is its heavy mana cost. Watch out not to overuse this skill, or Niki will burn through her mana pool faster than you'd expect. In longer battles, you should consider using Gathering Power before this to turn this into an awesome 525% damage move.
 
 Gathering Power
 
 Effect: Raises her Boost by 50 for 2 turns, and your Crit by 100 for the next turn. Attacks the target for 1 hit of 40% damage.
 Mana Cost: 24
 Cooldown: 10
 Element: Nature
 Attack Type: Magic
 Analysis: An effect unique to Niki, this not only boosts her own power - further increasing the great damage done by Fury - but also assures your character their next attack will Crit. Use this before using Fury for Niki, and your best non-Crit damage-dealer for your class.
 
 Power Analysis: Good. Fury by itself is a great damaging move, and when combined with Gathering Power it becomes even more powerful. When Gathering Power and Fury go on their large cooldowns though, Niki's offensive power is drastically reduced.
 
 Survivability Analysis: Good. Her Shield can protect her when needed, though it's not nearly loopable like Aegis's and Mritha's.
 
 Support Analysis: Excellent. Niki can Shield you, though for less turns than Aegis or Mritha, and Gathering Power allows her to make one of your attacks auto-Crit, which can be pretty powerful when you choose the right one.
 
 Mana Pool Analysis: Decent. Gathering Power and Barrier have reasonable mana costs, but Fury, the move you're likely to use most often, is quite mana-hungry. You should really be careful not to overuse it, or Niki will burn through her mana pool very fast!
 
 
 
 [image]http://media.artix.com/encyc/df/tags/Seasonal.jpg[/image][image]http://media.artix.com/encyc/df/tags/DA.png[/image] Vayle 
 Guest slot: A
 
 Skills analysis:
 
 Attack
 
 Effect: Slashes the Enemy with her leg for one hit of 115% damage. 10% chance to, instead, summon 2 Undead Minions to attack the enemy for 2 hits of 115% damage each, for a total of 230% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Darkness
 Attack Type: Melee
 Analysis: A decent basic Attack that has a small chance to deal really good damage! The chance is way too small to be reliable though, so you're best using it when your more reliable damage moves are on cooldown.
 
 Summon Undead
 
 Effect: Summons 2 Undead Minions and to attack the enemy for 2 hits of 75% damage each, for a total of 150% damage
 Mana Cost: 15
 Cooldown: 2
 Element: Darkness
 Attack Type: Melee
 Analysis: Vayle's most reliable damage move. It deals very decent damage for similarly decent mana cost and cooldown. Use this whenever you can.
 
 Dark Command
 
 Effect: Performs 1 hit of 120% damage. If undead and attack connects, the target is stunned for 2 turns. If any other race and attack connects - Stuns for 1 turn.
 Mana Cost: 18
 Cooldown: 8
 Element: Darkness
 Attack Type: Melee
 Analysis: Slightly more damage than basic Attack, and a nice Stun is always appreciated. Even against non-undead, it's useful, and against undead it's even better. The mana cost is very reasonable and the cooldown is surprisingly low.
 
 Dark Drain
 
 Effect: 40% damage. Drain Health and Mana; Heals Vayle for 5% of the enemy's max HP AND 5% of her max MP. Damages enemy MP for 5% of Vayle's max MP.
 Mana Cost: 20
 Cooldown: 7
 Element: Darkness
 Attack Type: Melee
 Analysis: Vayle is the only guest with a draining skill. It deals weak damage, but will be useful to Vayle depending on which enemy you're fighting. If your opponent is, say, a Sneevil with 5% HP, you won't really find the heal extraordinary powerful. But if you're fighting a big boss with tons of HP, 5% of enemy's max HP may represent a full heal every 7 turns for Vayle. In addition, the mana regen is very good to have, even if the mana-damaging part of the skill is nearly useless (unless you fight a Minx Fairy). The cooldown and mana cost are really reasonable.
 
 Power Analysis: Good. Vayle does not inflict lots of damage, but her attacks will always be decently powerful. Her most damaging move, the 10% chance to get 230% damage from basic Attack, is not reliable though.
 
 Survivability Analysis: Depends on which enemy you're fighting. Against enemies with lesser HP, Vayle's Dark Drain will not prove to be much useful. Against big bosses though, Dark Drain will allow for an enormous heal every 7 turns.
 
 Support Analysis: Good. Vayle's Dark Command will allow you one or two turns of respite.
 
 Mana Pool Analysis: Very good. Vayle's mana costs are very reasonable, and Dark Drain will regenerate a good portion of her mana at each use, so don't be afraid to use everything you can.
 
 
 
 
 
 [image]http://media.artix.com/encyc/df/tags/DA.png[/image]2.1.3. Guest Dragon
 
 When you grow your Dragon to Toddler size, you can use him as a Guest instead of using him as a Pet. Your Dragon's level, HP and MP points, damage and Bonus to Hit are scaled. You can choose his Element in Sunbreeze Grove or in the Dragon Menu found in your User's Interface. He is invited in Guest slot B through Twilly in Book 3 Falconreach or through the Dragon Menu. However, you cannot summon your Dragon during quests.
 
 Your Dragon's skills and usefulness in battles depend on the Dragon Stat Points you invest in his training. You can invest a total of 600 Dragon Stat Points. You gain these by feeding your Dragon with food buyable in Sunbreeze Grove. There are 3 versions of the food: Normal (costs 15 Gold, gives 1 Dragon Stat Point), Special (costs 10 DCs, gives 2 Dragon Stat Points) and Super Special (costs 25 DCs, gives 5 Dragon Stat Points). You can feed your Dragon once per day. The Dragon Stat Points you gain can be invested in your Dragon's training. There are five Training Branches: Protection, Magic, Fighting, Assistance, Mischief.
 
 Points invested in Protection allow your Dragon to heal and shield your character. Protection unlocks the following abilities: Healing % Increase, Parry Increase, Mana Regen, Health Regen, Health & Mana Regen. Protection-aligned Dragons will be able to increase your character's survivability in battles, which is not really useful in shorter quests and wars, but can be vital in longer quests and in boss fights.
 
 Points invested in Magic allow your Dragon to damage your enemy, nerf his resistance to the Dragon's element and stun him. Magic unlocks the following abilities: Elemental Ball (damaging attack), Elemental Chomp (elemental nerf to the Dragon's element), Elemental Beam (chance to stun), Elemental Breath (Damage over Time) and Elemental Nova (Crit increased). Magic-aligned Dragons will be able to provide excellent damage in battles, while also having chances to inflict the Elemental Nerf and Stun effects. This will be useful in shorter battles and possibly in longer ones, as effects like the Elemental Nerf can have potentially big impacts on the outcome of fights.
 
 Points invested in Fighting allow your Dragon to heavily damage your enemy and stun him. Fighting unlocks the following abilities: Bite (damaging attack), Claw (Damage over Time), HeadButt (chance to stun), Tail Smack (Damage over Time) and Frenzy (heavy damaging attack). Fighting-aligned Dragons will be able to provide excellent damage in battles, while also having chances to stun. This will be useful in most battles.
 
 Points invested in Assistance allow your Dragon to assist your character's effectiveness. Assistance unlocks the following abilities: Bonus to Hit Increase, Endurance Buff, Wisdom Buff, Damage Buff and Critical Hit Buff. Assistance-aligned Dragons will be able to increase your own character's abilities in battles, which is not really useful in shorter battles and wars, but can be very useful in longer fights.
 
 Points invested in Mischief allow your Dragon to be a nuisance to your enemy. Mischief unlocks the following abilities: Enemy Damage Reduction, Enemy Bonus to Hit Reduction, Enemy Element Resist Reduction, Stun Attempt and Shrink Attempt. Mischief-aligned Dragons will be able to decrease your enemy's effectiveness in battles, which is not really useful in shorter battles and wars, but can be very useful in longer fights, especially when facing strong bosses.
 
 You choose how many Dragon Stat Points you invest in all those Training Branches. As the maximum Dragon Stat Points is 600, you won't be able to maximize them all, so you have to choose. Sometimes it may be better to spread the points you have in various Training Branches, sometimes it may be better to maximize one before going to another. If you wish to change your Dragon's build, you can Untrain your Dragon at Sunbreeze Grove for 1000 Gold. You will then be able to use all of your Dragon Stat Points where you want them to go, and you are always free to Untrain later.
 
 In battles, your Guest Dragon's skillset will contain the following:
 
 Attack
 
 Effect: Cast a fire breath attack that does one hit of magic damage.
 Mana Cost: 0
 Cooldown: 0
 Element: Varies
 Attack Type: Magic
 
 Protection (if you have invested at least 1 Dragon Stat Point on the Protection Training Branch)
 
 Effect: Randomly casts one of the Protection abilities.
 Cooldown: Varies
 Mana Cost: 24
 Element: N/A
 Attack Type: N/A
 
 Elemental Magic (if you have invested at least 1 Dragon Stat Point on the Magic Training Branch)
 
 Effect: Randomly casts one of the Magic abilities.
 Cooldown: Varies
 Mana Cost: 24
 Element: N/A
 Attack Type: N/A
 
 Fighting (if you have invested at least 1 Dragon Stat Point on the Fighting Training Branch)
 
 Effect: Randomly casts one of the Fighting abilities.
 Cooldown: Varies
 Mana Cost: 24
 Element: N/A
 Attack Type: N/A
 
 Assistance (if you have invested at least 1 Dragon Stat Point on the Assistance Training Branch)
 
 Effect: Randomly casts one of the Assistance abilities.
 Cooldown: Varies
 Mana Cost: 24
 Element: N/A
 Attack Type: N/A
 
 Mischief (if you have invested at least 1 Dragon Stat Point on the Mischief Training Branch)
 
 Effect: Randomly casts one of the Protection abilities.
 Cooldown: Varies
 Mana Cost: 24
 Element: N/A
 Attack Type: N/A
 
 Skip
 
 Effect: Skips its turn
 Mana Cost: 0
 Cooldown: 0
 Element: N/A
 Attack Type: N/A
 
 Over Heal (if you have invested 200 Dragon Stat Point on the Protection Training Branch)
 
 Effect: Increases Parry by 100 for 2 turns, heals 10% of your HP and MP
 Mana Cost: 24
 Cooldown: 14
 Element: N/A
 Attack Type: N/A
 
 Elemental Supernova (if you have invested 200 Dragon Stat Point on the Magic Training Branch)
 
 Effect: 165% damage with 100% to crit, for a total of 330% damage
 Mana Cost: 24
 Cooldown: 14
 Element: Varies
 Attack Type: Magic
 
 Outrage (if you have invested 200 Dragon Stat Point on the Fighting Training Branch)
 
 Effect: 5 hits of 40% damage for a total of 200% damage. Inflicts a 105-115 DoT for 3 turns.
 Mana Cost: 24
 Cooldown: 12
 Element: Varies
 Attack Type: Melee
 
 Overcharge (if you have invested 200 Dragon Stat Point on the Assistance Training Branch)
 
 Effect: "Damage and crit chance increased!" +15 Crit and +10 Boost for 3 turns.
 Mana Cost: 24
 Cooldown: 9
 Element: N/A
 Attack Type: N/A
 
 Tickles (if you have invested 200 Dragon Stat Point on the Mischief Training Branch)
 
 Effect: "Hehehe! Your foe deals less damage, hits less and take more damage!" -30 Bonus, -20 Boost and -10 All to enemy for 3 turns
 Mana Cost: 24
 Cooldown: 8
 Element: N/A
 Attack Type: N/A
 
 Primal Fury! (Kid Dragon only)
 
 Effect: 3 hits of 200% damage with +100 to crit, for a total of 1200% damage (16 turn cooldown carries through battles)
 Mana Cost: 25
 Cooldown: 16
 Element: Varies
 Attack Type: Magic/Melee
 
 For more information regarding what the Dragon skills do,  you can consult the Encyclopedia entry for Guest Dragon. The tables included list all of the Dragon's effects and how they are affected by how many Dragon Stat Points you invest in the different Training Branches.
 
 The ability Skip serves two uses: if, for some reason, you do not want to attack, and if you want to save time because your dragon's turn will not have any impact. Example: your enemy has 100 remaining HP. You know your dragon will do 40 damage, so even if he gets a Crit, he won't kill the enemy. Your character will do 100 damage. If you Skip your Dragon's turn, you directly get to your character's turn, who will kill your foe faster. In such cases, your Dragon's turn can be considerer "useless" and Skip is a good idea.
 
 Element-wise, your Dragon is the only guest not locked to one element: you can choose between Water, Fire, Ice, Energy, Darkness, Light, Wind, Nature and Bacon. You can choose your Dragon's element through the Elementalize function in Sunbreeze Grove or through the Dragon Menu in your User's Interface. Using the Dragon Menu, you can change your Dragon's element whenever you want, even in the middle of a quest.
 
 Your Guest Dragon is meant as the most versatile guest in the entire game. You can turn him into a healing guest, a damaging guest, a nerfing guest, a boosting guest or a mix of these attributes. Some guests that go in Guest Slot B will have unique abilities that, in certain situations, will make them more useful than your Guest Dragon, but if you have enough Dragon Stat Points invested in him, your Dragon should be useful in nearly every situation.
 
 There is one good reason why you cannot summon your Guest Dragon in quests: in the past, when you could summon Guest Dragon whenever you wanted, people used to abuse the summon to use the dragon as a meatshield: bosses targeted it and spent their turns killing it, then the players hit the "Summon" button and poof, they had their Guest Dragon's HP fully refilled for the bosses to keep targeting him. This issue got even worse when Primal Fury was introduced on Kid Dragon: people abused summoning Kid Dragon in battles to reset Primal Fury's cooldown and inflict an unfair 1200% damage per turn on their foe.
 
 To prevent these abuses, you can no longer summon your Guest Dragon in quests. However, the Pet Dragon not being targetable by enemies and not having the skill Primal Fury, these problems do not apply to him, so you can summon him during quests.
 
 There are two versions of the Guest Dragon: Toddler and Kid.
 
 Toddler Dragon is obtained by Growing your Pet Dragon for the cost of 10,000 Gold at Sunbreeze Grove.  Kid Dragon is obtained after you grew your Dragon to Toddler size, completed all the Orbs sagas in Book One and successfully completed the Primal Dragon Training, Fire Primal, Water Primal and Earth Primal quests at Sunbreeze Grove. The difference between the two: Kid is basically a more advanced version of Toddler. It has more damage and the skill Primal Fury!, doubtlessly your Dragon's most damaging skill by a wide margin.
 
 
 
 
 
 2.1.4. Unscaled Guests
 Nowadays permanent guests are often scaled. Only two remain unscaled: Book One Ash and Robina. They have a fixed (and very low) level and their capabilities do not scale with your level, meaning their only usefulness is in very early game. After that, you should only use Scaled Guests. Though none of them consume mana since they do not have any skill beyond basic Attack, their offensive power is very weak and they have no tricks for survivability or support.
 
 
 
 
 Guest slot: B
 
 Level: 1
 Damage: 5-10
 Element: Metal
 Crit: 2
 Bonus: 1
 
 HP: 85
 MP: 85
 
 Skills analysis:
 
 Attack
 
 Effect: Runs up to the enemy and hits him with his sword OR runs up to the enemy, throws his sword at him while ducking both for 1 hit of 100% damage.
 Mana Cost: 0
 Cooldown: 0
 Element: Metal
 Attack Type: Melee
 Analysis: A weak attack. It's all you have though.
 
 
 
 
 Guest slot: A or B
 
 Level: 2
 Damage: 5-12
 Element: Wood
 Crit: 7
 Bonus: 1
 
 HP: 105
 MP: 105
 
 Skills analysis:
 
 Attack
 
 Effect: One hit of 100% damage
 Mana Cost: 0
 Cooldown: 0
 Element: Wood
 Attack Type: Pierce
 Analysis: A weak attack. It's all you have though.
 
 
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