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Guests, Pets and Beastmasters

 
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8/16/2015 16:39:24   
Azan
Member



By Azan

Previously by Andy8, Armakuny and Foligo





Please give me at least one week after an update to update this guide.

Questions? Comments? Complaints? Corrections? Suggestions? Please them to me at any time.


Please note that the owner (Azan) is not active on these forums anymore. Should you want to take over this guide, you are very welcome to do so by directly asking one of the DF Guides ArchKnights.


Table of Contents

Having trouble finding the section you want? You can browse using CTRL+F or Command+F and then type what appears in brackets in this Table of Contents next to the section you need.


[LOU] 0. Log of Updates

[IDN] 1. Introduction

[GES] 2. Guests
[GESP] 2.1. Permanent Guests Analysis
-- 2.1.1. Offensive Guests
-- 2.1.2. Hybrid Guests
-- 2.1.3. Guest Dragon
-- 2.1.4. Unscaled Guests
[GEST] 2.2. Temporary Guests Analysis
-- 2.2.1. Offensive Guests
-- 2.2.2. Hybrid Guests
-- 2.2.3. Support Guests
-- 2.2.4. Unscaled Guests
[GESO] 2.3. Other Characters Guests
[GESU] 2.4. Tips on using Guests

[PTS] 3. Pets
[PTSO] 3.1. Offensive Pets Analysis
[PTSB] 3.2. Boosting/Nerfing Pets Analysis
[PTSP] 3.3. Pet Dragon
[PTSU] 3.4. Tips on using Pets

[BMR] 4. Beastmasters
[BMRC] 4.1. Charisma
[BMRB] 4.2. Beastmaster Builds
[BMRF] 4.3. Beastmaster-Friendly Classes
[BMRT] 4.4. Tips on Beastmasters

[PDGD] 5. Pet Dragon versus Guest Dragon: Advantages and disadvantages for each

[HLR] 6. Helpful Links and References

[CRT] 7. Credits





0. Log of UpdatesLOU


May/31/08 -- Writing by Andy8 has begun.
Jun/03/08 -- All informations added, self check done; waiting for people's comments, corrections and guiding.
Jun/04/08 -- Grammar checked by GB5.
Jun/08/08 -- After confirmation with westward_ho! , added Artix information; spread post for other searching system.
Jun/10/08 -- Added section 301B, as guided by westward_ho!; Guide submitted for first approval.
Jun/16/08 -- Grammar improved by Foligo. Added Foligo as creator.
Jun/18/08 -- Grammar checking done, editing and correction done. Final checking done. Guide submitted for second approval.
Jun/26/08 -- Added Vayle. Re-construction for Section 301.
Jul/03/08 -- Guide approved by westward_ho!.
Aug/01/08 -- Added 4 Ninja/Pirate Inn quests to the 'Quests who take guests away' list.
Aug/01/08 -- Added The Hatchling Hunt quest to the 'Quests where guests get attacked' list.
Aug/29/08 -- Corrected 2 Fairies information, added quest "Stocking the Shelves" for Minx Fairy.
Sep/13/08 -- Added Galanoth.
Sep/16/08 -- Added Artix Statue invitation.
Nov/07/08 -- Added "The Snow Field" informations.
Nov/15/08 -- Added G'joob, Grrol and King Linus.
Nov/22/08 -- Adedd Sir Ano.
Dec/20/08 -- Added Icemaster Yeti.
Jan/08/09 -- Corrections for G'joob, Grrol and King Linus.
Aug/16/15 -- Revamp by Azan has begun.
Sep 13/15 -- Revamp done, guide submitted.
Sep 19/15 -- Guide approved and moved.
Oct 12/15 -- Mazurek (A Pirate's Revenge) added. Guide banner added. Tip on Beastmasters added. Various errors and typos corrected.
Nov 4/15 -- PM message added.
May 26/16 -- Fat Werepup added.
Sep 5/16 -- Zhoom and Magus up to date.
Sep 8/16 -- Riadne and Raven up to date. Broken links fixed.
Sep 9/16 -- Book 3 Aria added.
Sep 11/16 -- Daimyo added.
Dec 4/16 -- Verlyrus added.





1. IntroductionIDN


Many adventures await you in the world of Lore, and sometimes, it's best to bring friends with you when heading out of the Inn towards unknown dangers!

In DragonFable, you can bring up to one pet and two guests with you. They have variable effects: some will heal you, some will boost your abilities, some will nerf your foe and some just pack a punch. This guide repertories and analyses the various pets and guests you can find in the game and gives - hopefully - useful information about the best way to take the most possible advantages of your companions: that is, becoming a Beastmaster.

There is no "perfect game-breaking pets and guests combination" in DragonFable, but using what you find here, you can determine what will best suit your own needs!

Note about Guests and Pets Classification Terms
In this guide, I analyze various pets and guests. Instead of giving them numerical grades that could only be approximative and confusing, I refer to general terms. These terms are, from the least flattering to the most:

Very weak - Weak - Standard (for pets only) - Decent - Good - Very Good - Excellent

Very weak: Unusually weak. Not recommended to use.
Weak: You have better options.
Standard (pets only): A pet that does 100% damage each turn.
Decent: Not weak, but not exceptional either.
Good: This is starting to be interesting.
Very good: Your pet/guest is very potent in this domain.
Excellent: The highest possible grade, it represents something unique or just very, very powerful that can even be game-breaking.


< Message edited by Azan -- 3/9/2017 17:01:59 >
Post #: 1
8/16/2015 16:40:29   
Azan
Member

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.




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.




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.




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.




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.




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.




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!




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.





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.



< Message edited by Azan -- 9/8/2016 19:05:21 >
Post #: 2
8/16/2015 16:47:29   
Azan
Member

2.2. Temporary Guests AnalysisGEST
Temporary guests are those tied to certain quests. They can join forces with you during these specific quests, but will not follow you in the rest of the game.

2.2.1. Offensive Guests
Offensive guests are those who focus on damaging the enemy.




Guest slot: A

Skills analysis:

Attack

Effect: Three hits of 100% Melee Fire damage
Mana Cost: 0
Cooldown: 0
Element: Fire
Attack Type: Melee
Analysis: A very, very powerful basic Attack. Unless the two hits from Jab crit, this is your most powerful move.

Jab

Effect: Throws his spear forward for two hits of 100% Melee Fire damage with an undetermined bonus to Crit.
Mana Cost: 0
Cooldown: 2
Element: Fire
Attack Type: Melee
Analysis: Very good damage. Your basic Attack is better though, but the added Critical chance can make it better than Attack if both hits crit.

Power Analysis: Excellent. Apprentice, being purely offensive, can deal great damage every turn.

Survivability Analysis: Weak. Except potions, Apprentice has no trick to heal himself.

Mana Pool Analysis: Perfect. Apprentice's skills do not consume mana... at all. You simply cannot have mana pool problems with this guest.


Aria (Book 3)


Guest slot: A

Skills analysis:

Attack

Effect: 1 hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Nature
Attack Type: Melee
Analysis: A basic Attack. Use this when Aria's more damaging skills are on cooldown.

Fish

Effect: 3 hits of 100% damage, for 300% total damage
Mana Cost: 20
Cooldown: 1
Element: Nature
Attack Type: Melee
Analysis: A semi-spammable 300% damage skill? Now THAT'S awesome. Use this to maximise Aria's damage output - however, be cautious, because the mana cost is accordingly high. You can easily use this skill as a mana sink.

Shield

Effect: +40 Parry/Dodge/Block to Aria and you for 6 turns
Mana Cost: 15
Cooldown: 9
Element: N/A
Attack Type: N/A
Analysis: This, by itself, is quite useless. It's going to be useful for you under one circumstance: you have a class that uses a P/D/B shield (like Cryptic, Ninja or Pyromancer). You need 200 P/D/B to be untouchable, but most shields give from 140 to 180. +40 ensures invulnerability when combined with certain shields, so always be sure to combine this with your own shield. Don't expect it to protect Aria very much though, she'll get hit nearly as often.

Sleep Song

Effect: Deals 100% damage and stuns the opponent for 1 turn
Mana Cost: 30
Cooldown: 11
Element: Nature
Attack Type: Melee
Analysis: A stun can always come in handy! It has quite the high mana cost though, so it'd be best not to go around stunning every single enemy you meet. Use this when you need it, it's best to save your mana for Fish or Spirit Wolf.

Spirit Wolf

Effect: 8 hits of 100% damage, for 800% total damage
Mana Cost: 20
Cooldown: 9
Charge Time: 3
Element: Nature
Attack Type: Melee
Analysis: BOOM! This and the Fish skill are what make Aria a great offensive guest with a very high attack power. The mana cost and cooldown are very reasonable for such a strong move. Only drawback: you'll never use it against normal mobs, because it has 3 turns of charge time - and no mob will last 3 turns against your party. It's a bossfight skill, so use it whenever you can without fearing for your mana. The real mana sink for Aria is Fish, not this.

Power Analysis: Excellent. By alternating Fish and Attack, Aria can maintain an average of 200% damage per turn for a whole fight, which is a lot more than most guests can attain. It's even better when her ultimate attack, Spirit Wolf, is unlocked.

Survivability Analysis: Weak. Aria has a shield that will most likely not block anything because it's too weak by itself, and she doesn't have any healing trick.

Mana Pool Analysis: Weak, mostly because of her semi-spammable offensive skill Fish. You can destroy your mana pool quite easily by overusing it.




Guest slot: A

Skills analysis:

Attack

Effect: Runs up to the enemy and uses her claws to uppercut scratch the enemy for one hit of 100% Melee damage
Mana Cost: 0
Cooldown: 0
Element: Light
Attack Type: Melee
Analysis: A basic Attack. It's all you have though.

Power Analysis: Weak. Bubble's damage output is a flat 100% per turn.

Survivability Analysis: Weak. Except potions, Bubble has no trick to heal herself.

Mana Pool Analysis: She has no skill beyond Attack, so no mana consumption.




Guest slot: A and B

Skills analysis:

Attack

Effect: Runs towards the enemy and slashes it once for 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.

Demon

Effect: Runs at the target and opens a gate to another world to summon an undead dealing 1 hit of 150% weapon damage at the target. Also gives target a -25 to all for 2 turns.
Mana Cost: 45
Cooldown: 9
Element: Evil
Attack Type: Melee
Analysis: This skill is very useful. It deals decent damage, but its main use resides in the -25 All nerf. That will boost your attacks and double all DoT effects. Be careful not to use this skill both on Caran and Diawe at once! The nerf does not stack. Use one first, then after two turns use the other. It will allow for 4 total turns of elemental nerf.

Multi Strike

Effect: Casts a rain of skulls that explode on the ground, dealing 100% Darkness damage to all foes.
Mana Cost: 10
Cooldown: 4
Element: Darkness
Attack Type: Melee
Analysis: You should not use this skill. Yes, it deals damage to all foes, but Caran and Diawe only join you against Corrupted Captain Davey, which means they never find themselves against multiple enemies. This skill is a waste of mana.

Final

Effect: Runs towards the target and hits it once for 100% damage with +100 crit.
Mana Cost: 5
Cooldown: 11
Element: Evil
Attack Type: Melee
Analysis: This skill is Caran and Diawe's most damaging one. To maximize its damage, use it after Demon to get 250% damage each in one turn - which means 500% combined damage in one turn. Besides, the mana cost is very low!

Power Analysis: Decent. In the beginning of the battle, Caran and Diawe will deal good damage with the Demon --> Final --> Final --> Attack --> Attack --> Demon combo. As the battle progresses, though, the large cooldowns of Demon and Final will reduce Caran and Diawe's damage per turn to a flat 100%.

Survivability Analysis: Weak. Except potions, neither Caran nor Diawe have tricks to heal themselves.

Mana Pool Analysis: Good. Of Caran and Diawe's three skills, only Demon has a rather large mana cost. Its large cooldown ensures that you will not use it often in the battle, so you shouldn't have problems with their mana pool.




Guest slot: A

Skills analysis:

Attack

Effect: Runs up to the enemy and kicks it for one hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Evil
Attack Type: Melee
Analysis: A basic Attack. It's all you have though.

Power Analysis: Weak. Caravaner's damage output is a flat 100% per turn.

Survivability Analysis: Weak. Except potions, Caravaner has no trick to heal himself. Careful not to let him die though! In the three quests where he's invited, you must keep him alive.

Mana Pool Analysis: He has no skill beyond Attack, so no mana consumption.




Guest slot: B

Skills analysis:

Attack

Effect: 2 hits of 100% damage each for 200% damage
Mana Cost: 0
Cooldown: 0
Element: Light
Attack Type: Melee
Analysis: A very strong basic attack. Always use this.

Arf of JUSTICE!

Effect: Gives Artix +100 Bonus for 10 turns
Mana Cost: 30
Cooldown: 9
Element: N/A
Attack Type: N/A
Analysis: Artix only has 10 Bonus, so that may be useful against monsters with high defenses... except the only quest Daimyo is in currently does not feature monsters with high defenses. You won't need this.

Power Analysis: Very good. Daimyo can deal a constant 200% damage.

Survivability Analysis: Weak. Except potions, Daimyo has no trick to heal himself.

Mana Pool Analysis: Very good. Arf of JUSTICE! consumes a big chunk of mana, but since you don't need to use it, you can just stick with Attack and lose 0 mana during the entire quest.




Guest slot: A and B

Skills analysis:

Attack

Effect: Performs 1 hit of 120% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Magic
Analysis: A decent basic Attack. Use it when your more damaging move is on cooldown.

Knightly Smash

Effect: Performs 3 hits of 80% damage, for a total of 240% damage
Mana Cost: 5
Cooldown: 2
Element: Metal
Attack Type: Magic
Analysis: Excellent damage for a very low cooldown and mana cost. Use this whenever you can.

Knight's Courage

Effect: Adds '+25% damage!', raising her/his Boost by 25 for 5 turns
Mana Cost: 30
Cooldown: 9
Element: N/A
Attack Type: N/A
Analysis: A good powerboost skill that will notably enhance the power of Knightly Smash and be useful with Attack. You won't need it in shorter fights, but when facing Kara SuLema, use it whenever you can.

Power Analysis: Excellent. Both Dame Entia and Sir Tainly have crazy weapon damage, so whatever attack they launch will inflicts hundreds of damage.

Survivability Analysis: Weak. Except potions, neither Dame Entia nor Sir Tainly have any trick to heal themselves.

Mana Pool Analysis: Good. Only Knight's Courage consumes a consequent amount of mana, so be careful not to overuse it. In the Homecoming Hurts quest, you should only use it against Kara SuLema.




Guest slot: A

Skills analysis:

Attack

Effect: Runs up to the enemy and beats it down for four to ten hits of 100% melee damage each
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A very strong attack that will probably kill most enemies. It's the only thing you have anyways.

Power Analysis: Excellent. Donovan's basic Attack can deal up to 1000% damage!

Survivability Analysis: Weak. Except potions, Donovan has no trick to heal himself.

Mana Pool Analysis: He has no skill beyond Attack, so no mana consumption.




Guest slot: A

Skills analysis:

Attack

Effect: Jumps in the air and with his claws down, he cuts up the enemy for one hit of melee damage
Mana Cost: 0
Cooldown: 0
Element: Ice
Attack Type: Melee
Analysis: A basic Attack. Flat 100% damage.

Snowball

Effect: Gathers some snow on the ground in a fast motion and throws it at the enemy for one hit of melee damage
Mana Cost: 0
Cooldown: 0
Element: Ice
Attack Type: Melee
Analysis: Flat 100% damage. Nothing different with basic Attack except the visuals.

Avalanche

Effect: Gathers some snow and places it in both hands while bringing the snow up over his head, and then down on the enemy for one hit of melee damage
Mana Cost: 0
Cooldown: 0
Element: Ice
Attack Type: Melee
Analysis: Flat 100% damage. Nothing different with basic Attack except the visuals.

Power Analysis: Weak. Icemaster Yeti's damage output is a flat 100% per turn, no matter which skill he uses.

Survivability Analysis: Weak. Except potions, Icemaster Yeti has no trick to heal himself.

Mana Pool Analysis: His skills do not consume mana, so no problem there.




Guest slot: A

Skills analysis:

Attack

Effect: 4 hits of 100% melee damage
Mana Cost: 0
Cooldown: 0
Element: Nature
Attack Type: Melee
Analysis: Pretty awesome damaging move for a basic Attack without cooldown! It's the only thing you have anyways.

Power Analysis: Excellent. 400% damage every turn means you have one very offensive guest there that will heavily damage monsters.

Survivability Analysis: Weak. Except potions, Irwin has no trick to heal himself.

Mana Pool Analysis: He has no skill beyond Attack, so no mana consumption.




Guest slot: A

Skills analysis:

Attack

Effect: 1 hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A basic Attack. Flat 100% damage.

Smack

Effect: 1 hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: Flat 100% damage. Nothing different with basic Attack except the visuals.

Wrench

Effect: 1 hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: Flat 100% damage. Nothing different with basic Attack except the visuals.

Power Analysis: Weak. Kid Volty's damage output is a flat 100% per turn, no matter which skill he uses.

Survivability Analysis: Weak. Except potions, Kid Volty has no trick to heal himself.

Mana Pool Analysis: His skills do not consume mana, so no problem there.




Guest slot: A

Skills analysis:

Attack

Effect: Magus shoots a ball of dark energy at the enemy for two hits that deal a total of 100% damage.
Mana Cost: 0
Cooldown: 0
Element: Energy
Attack Type: Magic
Analysis: An average basic attack that you should use when your more damaging skills are on cooldown.

Dark Blast

Effect: Magus fires a beam of shadowy energy at the enemy for 8 hits that deal a total of 160% damage.
Mana Cost: 25
Cooldown: 4
Element: Energy
Attack Type: Magic
Analysis: A more offensive skill for a higher mana cost, though it has a decent cooldown. Do watch out for that mana cost though.

Eruption

Effect: Magus hovers towards the enemy, raises her hands and dark energy erupts from the ground to hit the enemy 6 times for a total of 300% damage.
Mana Cost: 40
Cooldown: 11
Element: Energy
Attack Type: Magic
Analysis: Magus's second strongest skill. The mana cost is enormous and the cooldown is rather large, so be cautious not to overuse it.

Shadow Cast

Effect: Magus raises her staff and her shadow attacks the enemy for one hit of 200% damage, with 100% chance to crit for 400% total damage
Mana Cost: 50
Cooldown: 19
Element: Energy
Attack Type: Magic
Analysis: Magus's strongest skill. The mana cost and the cooldown are enormous, so be cautious not to overuse it.

Insight

Effect: Magus raises her hand and powers up, raising her Boost by 40 for 4 turns
Mana Cost: 20
Cooldown: 19
Element: N/A
Attack Type: N/A
Analysis: When in a boss fight, use it first, then unleash Shadow Cast and Eruption for a massive 980% damage! The mana cost is somewhat decent, but the cooldown is enormous, so be sure to use it at the right time because you probably won't ever use it two times in a single fight.

Power Analysis: Good. Magus can deal at least 980% damage at the beginning of fights with her Insight --> Shadow Cast --> Eruption combo, but after that her damage quickly fades into 100% most of the time.

Survivability Analysis: Weak. Except potions, Magus has no trick to heal herself.

Mana Pool Analysis: Very weak. Magus's mana costs are just HUGE. Her most damaging combo, Insight --> Shadow Cast --> Eruption, costs 110 mana! Be careful not to overuse her strongest skills or you'll quickly find yourself with no more mana. Yes, this does mean she's a bit weaker overall because you can't actually use that much her raw offensive power.




Guest slot: A

Skills analysis:

Attack

Effect: Takes a deep breath then launches a fireball from her mouth for one hit of 100-125% Magic damage.
Mana Cost: 0
Cooldown: 0
Element: Fire
Attack Type: Magic
Analysis: A basic Attack that can deal decent damage. It's all you have though.

Power Analysis: Weak. Princess's damage does not go beyond 125%.

Survivability Analysis: Weak. Except potions, Princess has no trick to heal herself.

Mana Pool Analysis: She has no skill beyond Attack, so no mana consumption.




Guest slot: B

Skills analysis:

Attack

Effect: A drill comes out of his hand and he uses it to attack the enemy. The hit deals 100% damage.
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A basic Attack that you should use when Strike is on cooldown.

Strike

Effect: Hits the enemy with both his fists. The hit deals 100% damage and has +100 to crit.
Mana Cost: 10
Cooldown: 15
Element: Metal
Attack Type: Melee
Analysis: Ralon's strongest skill, it deals good damage for a very moderate mana cost. The cooldown ensures that you'll use it once per fight though.

Power Analysis: Weak-decent. Strike deals good damage, but beyond that it's a flat 100% damage per turn.

Survivability Analysis: Weak. Except potions, Ralon has no trick to heal himself.

Mana Pool Analysis: Very good. Strike has a very moderate mana cost, so use it whenever you can. You should not have mana pool issues with this guest.




Guest slot: B

Skills analysis:

Attack

Effect: 3 hits of 40% damage, total of 120% damage
Mana Cost: 0
Cooldown: 0
Element: Poison
Attack Type: Magic
Analysis: A basic Attack that deals decent damage.

ArachnoSlaher

Effect: 3 hits of 30% damage, total of 90% damage. Inflicts the target with -20 Boost, and adds +20 Boost to herself for 4 turns
Mana Cost: 10
Cooldown: 11
Element: Poison
Attack Type: Magic
Analysis: A nice debuff/buff. Riadne doesn't have any super big damage move, so you can't really get a deadly combo of awesome big numbers, but this will still be useful. The mana cost is very good and the duration is nice, but the cooldown is quite long.

PoisonPunch

Effect: 2 hits of 70% damage, total of 140% damage. Applies "Spider's Venom" Poison DoT for 3 turns, dealing 10% Weapon Damage per turn. Repeated uses will increase the damage by 10% each time, capping at a max of 100% Weapon Damage per turn.
Mana Cost: 18
Cooldown: 3
Element: Poison
Attack Type: Magic
Analysis: This is both your hardest-hitting skill and your DoT skill, so it's pretty much Riadne's best offensive trick. Of course, to get a full 100% Weapon Damage per turn, you'd need to apply the skill 10 times (so 180 mana over 30 turns), so that probably won't ever happen- however, it's still worth using whenever you can.

Spider's Web

Effect: 1 hit of 120% damage, attempts to stun the enemy for 1 turn
Mana Cost: 20
Cooldown: 15
Element: Poison
Attack Type: Magic
Analysis: A stun is always nice to see! The cooldown being enormous, though, carefully plan when you use this.

Power Analysis: Decent. Riadne just isn't one of the best offensive guests out there, but her main use remains damaging your enemy as much as she can.

Survivability Analysis: Weak. Except potions, Riadne has no trick to heal herself.

Mana Pool Analysis: Weak-decent. You probably won't ever have any mana pool problem if you don't use PoisonPunch, which is Riadne's mana sink. However, since it's also her best skill offensively speaking, don't refrain from using it, unless you need to save mana for Spider's Web or ArachnoSlasher.




Guest slot: A

Skills analysis:

Attack

Effect: Does one of the following:
1) Unleashes a doom bubble for 1 hit of 100% damage and inflicts 'Corrupted' status, reducing the enemy's PowerBoost by 25% for 5 turns.
2) Jumps, summons a darkness shroud and downcuts for 1 hit of 100% damage.
3) Cleaves the opponent for one hit of 100% damage which activates a 1-400 DoT for 6 turns (rot, Poison Pierce damage).
4) Clenches his fist and deals 4 hits of 100% damage each which deals a DoT and reduces the enemy's immobility resistance by 25 for 5 turns.
Mana Cost: 0
Cooldown: 0
Element: Evil
Attack Type: Melee
Analysis: The only skill you have. It's chance-based, so if you get effect 4, it's awesome because it's the most powerful one. Effects 1 and 3 have their use too!

Power Analysis: Excellent. Sepulchure deals insane damage to compensate for Dragon Drakath's 75 All resistance. No matter what effect you get, you'll always deal several hundreds of damage.

Survivability Analysis: Weak. Except potions, Sepulchure has no trick to heal himself. That's the main reason you should end the fight with Drakath as fast as possible: Sepulchure is your damage-dealer. If he dies, you'll have a very hard time defeating Drakath by yourself, and be assured that Drakath will target Sepulchure.

Mana Pool Analysis: No skill beyond Attack, so no mana consumption problems.




Guest slot: A

Skills analysis:

Attack

Effect: Slices the enemy with his scythe. The hit deals 100% damage.
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A basic Attack that you should use when Strike is on cooldown.

Strike

Effect: Kicks a pumpkin at the enemy. The hit deals 100% damage and has +100 to crit.
Mana Cost: 10
Cooldown: 15
Element: Metal
Attack Type: Melee
Analysis: Thom's strongest skill, it deals good damage for a very moderate mana cost. The cooldown ensures that you'll use it once per fight though.

Power Analysis: Weak-decent. Strike deals good damage, but beyond that it's a flat 100% damage per turn.

Survivability Analysis: Weak. Except potions, Thom has no trick to heal himself.

Mana Pool Analysis: Very good. Strike has a very moderate mana cost, so use it whenever you can. You should not have mana pool issues with this guest.




Guest slot: A

Skills analysis:

Attack

Effect: Runs up to the enemy and slices it down for one hit of melee damage
Mana Cost: 0
Cooldown: 0
Element: Ice
Attack Type: Melee
Analysis: A basic Attack. It's all you have though.

Power Analysis: Weak. Toil's damage output is a flat 100% per turn.

Survivability Analysis: Weak. Except potions, Toil has no trick to heal herself.

Mana Pool Analysis: She has no skill beyond Attack, so no mana consumption.




Guest slot: A

Skills analysis:

Attack

Effect: Runs up to the enemy and summons darkness around it for 2 hits of 100% damage.
Mana Cost: 0
Cooldown: 0
Element: Darkness
Attack Type: Melee
Analysis: A very good basic Attack. You should use it only when Tropy's most powerful skills are on cooldown though.

Decompose

Effect: Runs up to the enemy and summons a grey aura that swirls around, causing 1 hit of 100% damage to him. Applies a DoT effect.
Mana Cost: 3
Cooldown: 3
Element: Darkness
Attack Type: Melee
Analysis: Deals less damage than normal Attack, but the DoT deals more damage, so use it before normal Attack. The mana cost and cooldown are very low.

Crumble

Effect: Runs up and use jump kick, darkness surrounds the enemy, and absorbing its health for 9 hits of 100% damage. Applies -45 to Powerboost for 5 turns.
Mana Cost: 3
Cooldown: 3
Element: Darkness
Attack Type: Melee
Analysis: ... 900% damage just like that? Use it whenever you can! The boost nerf is very useful when combined with En's, causing a permanent -95 Powerboost for Gorgok and making the fight a real piece of cake. The mana cost and cooldown are ridiculously low, so the effect is loopable.

End

Effect: Summon all attacks, including Normal Attack, Decompose and Crumble, dealing 12 hits of 100% damage with guaranteed Crit.
Mana Cost: 3
Cooldown: 30
Charge Time: 9
Element: Darkness
Attack Type: Melee
Analysis: Due to Crumble's ridiculous power, the fight against Gorgok should normally not even last 9 turns. But if this is unlocked, unleash it and he's dead. 2400% weapon damage is just impossibly overpowerful for a ridiculously low mana cost.

Power Analysis: Ridiculously high. Tropy has excellent base damage, and she deals enormous damage with Crumble. Not to mention End's overpowered damage.

Survivability Analysis: Excellent. Tropy's loopable 45 Powerboost Nerf, combined with En's loopable 50 Powerboost Nerf, causes Gorgok to have a permanent 95% Powerboost Nerf. It's pretty much impossible for Tropy to die.

Mana Pool Analysis: Excellent. All of Tropy's skills consume only 3 mana, so use them whenever you can... you'll never run out.




Guest slot: A

Skills analysis:

Attack

Effect: Hovers up to the enemy and then the ball on the staff raises with strikes the enemy for one hit of melee damage
Mana Cost: 0
Cooldown: 0
Element: Fire
Attack Type: Melee
Analysis: A basic Attack. It's all you have though.

Power Analysis: Weak. Trouble's damage output is a flat 100% per turn.

Survivability Analysis: Weak. Except potions, Trouble has no trick to heal herself.

Mana Pool Analysis: She has no skill beyond Attack, so no mana consumption.




Guest slot: B

Skills analysis:

Attack

Effect: Performs two hits of 100% damage, for 200% total damage.
Mana Cost: 0
Cooldown: 0
Element: ???
Attack Type: Melee
Analysis: A very strong attack. It's all you have.

Power Analysis: Good. Verlyrus does a flat 200% per turn, even though he has no fancy effects.

Survivability Analysis: Weak. Except potions, Verlyrus has no trick to heal himself. Monsters are more likely to target him than you in the quests where he's invited, so he'll be your meatshield.

Mana Pool Analysis: He has no skill beyond Attack, so no mana consumption.




Guest slot: A

Skills analysis:

Attack

Effect: Uppercuts the enemy, then throws 2 ice shards at the enemy for 3 hits of melee damage, for 300% total damage
Mana Cost: 0
Cooldown: 0
Element: Ice
Attack Type: Melee
Analysis: A very, very strong basic Attack. Always use it, unless you want to use Shard to attack all foes.

Shard

Effect: Throws an ice shard at all enemies for one hit of melee damage
Mana Cost: 0
Cooldown: 1
Element: Ice
Attack Type: Melee
Analysis: A good multi strike. Definitely not as strong as Vilmor's basic Attack, but it has the advantage of hitting all foes for no mana cost at all. And the cooldown is very low.

Ice Lightning

Effect: A fist strikes the ground for 3 hits of melee damage, for 300% total damage
Mana Cost: 20
Cooldown: 4
Charge Time: 2
Element: Ice
Attack Type: Melee
Analysis: This skill is a bit weird. It consumes a consequent amount of mana, has a decent cooldown and even a charge time, but deals exactly the same damage as basic Attack. You should ignore this skill.

Power Analysis: Very good. Vilmor is able to deal 300% damage each turn.

Survivability Analysis: Weak. Except potions, Vilmor has no trick to heal herself.

Mana Pool Analysis: Very good. In Vilmor's skillset, only Ice Lightning consumes mana and it does not have any purpose since it's exactly as strong as basic Attack. You should not use it anyways.




Guest slot: A

Skills analysis:

Attack

Effect: Hits the enemy with staff for 1 hit of Energy damage
Mana Cost: 0
Cooldown: 0
Element: Energy
Attack Type: Magic
Analysis: A basic Attack that you should use when Ice Strike is on cooldown.

Zap

Effect: Levitates the staff for 1 hit of Energy damage
Mana Cost: 10
Cooldown: 9
Element: Energy
Attack Type: Magic
Analysis: This skill seems to deal just as much damage as basic Attack for a large cooldown and a mana cost. You should ignore this skill.

Ice Strike

Effect: Shoots an ice shard at the enemy for one hit of 125% Ice damage
Mana Cost: 5
Cooldown: 4
Element: Ice
Attack Type: Magic
Analysis: Not an overly powerful damage move, but it's the best Warlic has. In addition, all the monsters in the quest he's invited in are weak to Ice, so you should use this whenever you can.

Power Analysis: Weak. Warlic's only decent damaging move is Ice Strike, that has a large cooldown for what it does. After you use Ice Strike, it's a flat 100% damage per turn.

Survivability Analysis: Weak. Except potions, Warlic has no trick to heal himself.

Mana Pool Analysis: Very good. Warlic's most mana-consuming skill, Zap, serves no purpose, so you shouldn't use it. And Ice Strike only consumes 5 mana, so you really shouldn't have mana pool problems with this guest.




2.2.2. Hybrid Guests
Hybrid guests, while having offensive skills, also have a few defensive ones that increase their survivability.




Guest slot: A

Skills analysis:

Attack

Effect: Runs towards the enemy and slashes for one hit of 100% Pierce damage
Mana Cost: 0
Cooldown: 0
Element: Silver
Attack Type: Pierce
Analysis: A decent basic Attack that you should use when Mazurek's more damaging moves are on cooldown.

Shield

Effect: Yells "I am ready... bring it on!", increasing Block by 80 for 2 turns.
Mana Cost: 20
Cooldown: 4 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: With Engine version 14.0, increasing Block by 80 does not mean a lot. The mana cost is consequent and the cooldown is short, but this skill will be, in most cases, useless.

Quick Shot

Effect: All targets are shot for 2 hits of 100% Pierce damage
Mana Cost: 15
Cooldown: 4 (carried on to the next battle)
Element: Metal
Attack Type: Pierce
Analysis: Excellent damage, and it hits everybody. Sweet. Use this whenever you can, if only for the damage.

Scurvy

Effect: You attack the target for one hit of 100% Magic damage, inflicting 'Scurvy' DoT for 5 turns
Mana Cost: 5
Cooldown: 9 (carried on to the next battle)
Element: Disease
Attack Type: Magic
Analysis: A DoT for a very low mana cost is appreciated. Not your strongest damage move, but it's worth using.

Sneaky

Effect: The target is attacked once for 100% Pierce damage, and increases Bonus by 30% for 10 turns. Requires a Critical attack.
Mana Cost: 10
Cooldown: 4 (carried on to the next battle)
Element: Silver
Attack Type: Pierce
Analysis: Decent attack, the Bonus increase is always welcome, especially since it lasts for a very long amount of time. When you land a Crit, be assured to use this, but you don't have to use it every 4 turns, even if the cooldown is that short. When the skill is close to disappearing (~2-3 turns remaining), wait for your next Crit, then use it again.

1st Mate Aid

Effect: Heals for 20% of max HP. Requires a resisted Stun.
Mana Cost: 20
Cooldown: 9 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: A good heal for a decent mana cost... but in the quest where you invite Mazurek, no enemy tries to stun her, which means this skill will always be locked. You cannot use it.

Shout

Effect: The sword is held up and lowers the target's Bonus by 70% but also raises the target's Crit by 70% for 4 turns.
Mana Cost: 10
Cooldown: 9 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: In the quest where you invite Mazurek, enemies don't hit very hard, so whether or not they Crit, they will deal few damage. The large Bonus nerf more than counterbalance the Crit buff, which means you should use this whenever you have the chance. The mana cost is very reasonable.

LimeAid

Effect: A potion is drunk and boost is increased by 25% for 5 turns
Mana Cost: 0
Cooldown: 9 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: A good Boosting skill that lasts quite a few turns... and it has no mana cost! Awesome. Use it with Quick Shot for an excellent 250% damage against all foes.

Power Analysis: Good. Mazurek doesn't hit very hard on most of her attacks, but LimeAid --> Quick Shot deals excellent damage.

Survivability Analysis: Decent. Her shield has close to no impact and her heal is permanently locked, but she has a good Blind skill that will prevent most enemies from hitting her.

Mana Pool Analysis: Very good. All of Mazurek's skills consume little mana, so you shouldn't have any mana pool problems with this guest.




Guest slot: A

Skills analysis:

Attack

Effect: Runs towards the enemy and slashes it for one hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A basic Attack that you should use when Mazurek's more powerful moves are on cooldown.

Captain's Intuition

Effect: Yells "Bring it on ye Bilge Rats!", increasing Parry/Dodge by 180 for 2 turns
Mana Cost: 20
Cooldown: 4
Element: N/A
Attack Type: N/A
Analysis: A very good Shield with a very good cooldown and decent mana cost. You shouldn't have too many problems with the enemies in the quest "A Pirate's Revenge" though, so you shouldn't have to use it too often.

Quick Shot

Effect: Fires a pistol at all enemies, dealing one hit of 120% damage
Mana Cost: 15
Cooldown: 2
Element: Metal
Attack Type: Pierce
Analysis: Good multi that deals decent damage with a decent mana cost and decent cooldown. Use it whenever you can, it's useful.

Scurvy

Effect: Attacks the target for one hit of 100% damage, applying "Nasty Scurvy" DoT that deals 40% Weapon Damage for 5 turns
Mana Cost: 8
Cooldown: 4
Element: Disease
Attack Type: Magic
Analysis: Very good loopable DoT with a very low mana cost. It's Mazurek's strongest attacking move immediately after Walk the Plank!.

Walk the Plank!

Effect: Applies "Sneaky" to herself, raising her Bonus by 30 for 3 turns and runs up to the enemy and stabs it three times, for a total of 200% damage. Requires a Critical Hit.
Mana Cost: 10
Cooldown: 5
Element: Metal
Attack Type: Melee
Analysis: Excellent damaging skill for good mana cost and cooldown. However, you will only be able to use it if you're lucky, because Mazurek has 17 Crit - so she probably won't land one every fight. Whenever this is unlocked, be sure to use it.

1st Mate Aid

Effect: Raises her sword in the air and recovers 20% of her HP
Mana Cost: 20
Cooldown: 9
Element: N/A
Attack Type: N/A
Analysis: Excellent healing skill for a low mana cost and very decent cooldown. The monsters in "A Pirate's Revenge" shouldn't hit hard enough to bring her to use this skill though, but if you need to it's there.

Flirty and in Charge

Effect: Raises her sword in the air, dealing no damage. The selected target gets -70 Bonus and +70 Crit for 3 turns
Mana Cost: 30
Cooldown: 9
Element: N/A
Attack Type: N/A
Analysis: A risky skill that it is best to combine with your character's Blind move (if your character's class has one): since most Blinds nerf 30 Bonus or more, your target will have -100 Bonus or less and you will be untouchable. Since the mana cost is very high, be assured not to abuse this skill. Use it when you really cannot risk your foe hitting you.

LimeAid

Effect: Drinks a potion and raises her Boost by 25% for 5 turns
Mana Cost: 0
Cooldown: 9
Element: N/A
Attack Type: N/A
Analysis: A good Boost that has, surprisingly, no mana cost at all. Combined with Quick Shot and Walk the Plank!, it gives great damage.

Power Analysis: Good. Mazurek doesn't hit very hard on most of her attacks, but combined with LimeAid, Quick Shot and Walk the Plank! are excellent damaging moves.

Survivability Analysis: Very good. She has a very good Shield, a very good Heal and a nice Blind.

Mana Pool Analysis: Decent. Mazurek's skills consume a decent amount of mana, but be careful not to overuse Flirty and in Charge since it's really mana-hungry.




Guest slot: A and B

Skills analysis:

quote:

Note: Though the description says that this guest's weapon element is Silver, this guest copies the element, damage type and base damage as the player, enemy or pet which attacked previously before this guest's turn. If the player, enemy or pet which attacked before did not use an attacking move or the attack failed to land, then this guest's attacks will be blocked, dodged, Parried or will miss on that turn. This guest also copies any buff, critical hit or boost which affect the previous attacker's attack.


Attack

Effect: Runs towards the enemy and slashes for one hit of 100% Pierce damage
Mana Cost: 0
Cooldown: 0
Element: Same as previous attacker's attack element
Attack Type: Same as previous attacker's attack type
Analysis: A decent basic Attack that you should use when Serenity Okami and Imaru's more damaging moves are on cooldown.

Shield

Effect: Yells "I am ready... bring it on!", increasing Block by 80 for 2 turns.
Mana Cost: 20
Cooldown: 4 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: With Engine version 14.0, increasing Block by 80 does not mean a lot. The mana cost is consequent and the cooldown is short, but this skill will be, in most cases, useless.

Quick Shot

Effect: All targets are shot for 2 hits of 100% Pierce damage
Mana Cost: 15
Cooldown: 4 (carried on to the next battle)
Element: Same as previous attacker's attack element
Attack Type: Same as previous attacker's attack type
Analysis: Excellent damage, and it hits everybody. Sweet. Use this whenever you can, if only for the damage.

Scurvy

Effect: You attack the target for one hit of 100% Magic damage, inflicting 'Scurvy' DoT for 5 turns
Mana Cost: 5
Cooldown: 9 (carried on to the next battle)
Element: Same as previous attacker's attack element
Attack Type: Same as previous attacker's attack type
Analysis: A DoT for a very low mana cost is appreciated. Not your strongest damage move, but it's worth using.

Sneaky

Effect: The target is attacked once for 100% Pierce damage, and increases Bonus by 30% for 10 turns. Requires a Critical attack.
Mana Cost: 10
Cooldown: 4 (carried on to the next battle)
Element: Same as previous attacker's attack element
Attack Type: Same as previous attacker's attack type
Analysis: Decent attack, the Bonus increase is always welcome, especially since it lasts for a very long amount of time. When you land a Crit, be assured to use this, but you don't have to use it every 4 turns, even if the cooldown is that short. When the skill is close to disappearing (~2-3 turns remaining), wait for your next Crit, then use it again.

1st Mate Aid

Effect: Heals for 20% of max HP. Requires a resisted Stun.
Mana Cost: 20
Cooldown: 9 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: A good heal for a decent mana cost... but in the quest where you invite Serenity Okami and Imaru, no enemy tries to stun them, which means this skill will always be locked. You cannot use it.

Shout

Effect: The sword is held up and lowers the target's Bonus by 70% but also raises the target's Crit by 70% for 4 turns.
Mana Cost: 10
Cooldown: 9 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: The large Bonus nerf more than counterbalance the Crit buff, which means you should use this whenever you have the chance. The mana cost is very reasonable.

LimeAid

Effect: A potion is drunk and boost is increased by 25% for 5 turns
Mana Cost: 0
Cooldown: 9 (carried on to the next battle)
Element: N/A
Attack Type: N/A
Analysis: A good Boosting skill that lasts quite a few turns... and it has no mana cost! Awesome. Use it with Quick Shot for an excellent 250% damage against all foes.

Power Analysis: Variable. Serenity Okami and Imaru copy their element, base damage and base weapon type on previous attacker. They also copy any miss or Crit. This means that if the game engine respects the supposed order of turns, Serenity Okami will copy either you or your pet if you have one and Imaru will copy Serenity Okami. This means that if you have a pet, Serenity Okami and Imaru will deal very weak damage, but if you don't, they will copy you, which means they will be a lot stronger. However, the game engine does not always respect the supposed order of turns. This means that Serenity Okami and Imaru's turns can come, at random, after either your character, your pet or any of your opponents. The random factor is too big for them to be reliably powerful on the offensive side. Hint: Since Serenity Okami and Imaru copy misses, if the last attack of the previous attacker has missed, don't use Scurvy or Quick Shot. They would miss and you would waste them and their mana costs. You're better using Shout, LimeAid, Shield, Sneaky, potions or, at worse, basic Attack.

Survivability Analysis: Decent. Their shields have close to no impact and their heal is permanently locked, but they have a good Blind skill that will prevent most enemies from hitting.

Mana Pool Analysis: Very good. All of Serenity Okami and Imaru's skills consume little mana, so you shouldn't have any mana pool problems with these guests.


Sir Stephan (Fight for Late Night)


Guest slot: A

Skills analysis:

Attack

Effect: Throws a cup for one hit of 140% damage.
Mana Cost: 0
Cooldown: 0
Element: None
Attack Type: Melee
Analysis: A very good basic Attack that will deal useful damage when Sir Stephan's more damaging moves are on cooldown.

Justice is Blind!

Effect: Raises a finger and casts a ray of light for two hits of 100% damage. Applies "Blinded by Justice!" to target, reducing target's Bonus to Hit by 50 for 4 turns. Also applies "Sight beyond sight!" to himself, increasing his Bonus to Hit by 100 for 5 turns. The "Sight beyond sight!" effect is applied the turn after he uses this skill.
Mana Cost: 15
Cooldown: 9
Element: Light
Attack Type: Melee
Analysis: A very good BtH nerf, it also has the extra usefulness of increasing his own hit rate. Plus it deals very good damage! You should use this whenever you can.

Shield of Truthiness

Effect: Casts a golden aura around himself. Applies "Protected by Truthiness" to himself, increasing his Block/Parry/Dodge by 220 for 4 turns. The protection is applied the turn after he uses this skill.
Mana Cost: 12
Cooldown: 8
Element: N/A
Attack Type: N/A
Analysis: This effect is very good to keep him alive against Fallcon and Kindle. You should be careful though, because the protection is only applied the turn after he uses this skill, meaning he stays unprotected the turn he uses it.

The Number One Threat

Effect: Summons a horde of bear cubs that charge the target for 5 hits of 50% damage, guaranteed to Crit for a total of 500% damage.
Mana Cost: 15
Cooldown: 21
Element: Nature
Attack Type: Melee
Analysis: Sir Stephan's most powerful move that you should use at the beginning of the battle. If the fight drags on, you might be able to use it a second time but considering its large cooldown, it's unlikely.

Power Analysis: Very good. Sir Stephan deals a minimum of 140% damage up to an excellent 500%.

Survivability Analysis: Very good. Sir Stephan is scaled to have more HP than your character, and his Shield and Blind allow him to protect himself. Despite these useful survivability tools, Fallcon and Kindle may kill him if you fight them on Extreme or Hard mode because they seriously pack a punch.

Mana Pool Analysis: Very good. All of Sir Stephan's skills consume little mana, so you shouldn't have any mana pool problems with this guest.




2.2.3. Support Guests
Support Guests are those who have no or very few attacking power, but have abilities that increase your own effectiveness in combat. At the moment there is only one Temporary Support Guest, Aquella from the quest Risen. Though she is, technically, Unscaled, she is actually in the Support niche, so that's why she's here instead of in section 2.2.4. Unscaled Guests.




Guest slot: A

Level: 2
Damage: 8-12
Element: Nature
HP: 100
MP: 100

Skills analysis:

Attack

Effect: Buffs your Boost by 25%. Multiple buffs stack (i.e. 25% the first turn, 50% the next, etc.)
Mana Cost: 0
Cooldown: 0
Element: N/A
Attack Type: N/A
Analysis: Aquella's stacking Boost increase allows you to inflict increasingly greater damage on Kathool Achoo. The stack seems to have no ceiling, so the longer the fight goes on, the stronger you are. At the end, depending on your speed, your Powerboost could have reached several hundreds! This makes this version of Aquella vital to the fight against Kathool.

Power Analysis: N/A. She does not attack.

Survivability Analysis: N/A. Kathool will never attack her, so no worry.

Mana Pool Analysis: No skills beyond basic Attack, so no mana consumption.

Support Analysis: Excellent. Aquella's stacking buff is invaluable for this fight.




2.2.4. Unscaled Guests
Unscaled guests are those with fixed (and usually very low) level, health, mana and damage. They do not scale with you, meaning that at higher levels, their usefulness is drastically reduced.




Guest slot: A

Level: 2
Damage: 8-12
Element: Nature
Crit: 2
Bonus: 1

HP: 110
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.

Power Analysis: Very weak. 8-12 damage per turn.

Survivability Analysis: Very weak. She can very easily be killed.

Mana Pool Analysis: No skills beyond basic Attack, so no mana consumption.




Guest slot: A

Level: 20
Damage: 5-30
Element: Metal
Crit: 15
Bonus: 100

HP: 260
MP: 230

Skills analysis:

Attack

Effect: One hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A basic Attack that you should use when Fish Slap and Double Attack are on cooldown.

Fish Slap

Effect: Guaranteed critical hit
Mana Cost: 5
Cooldown: 14
Element: Metal
Attack Type: Melee
Analysis: A good attack that deals 200% damage, it has a very low mana cost. You should always use this after Double Attack at the beginning of battles. The cooldown ensures you'll only use it once in most battles though.

Double Attack

Effect: Two hits of 100% damage
Mana Cost: 0
Cooldown: 2
Element: Metal
Attack Type: Melee
Analysis: A good attack that deals at least 200% damage, not counting possible Crits. And it has no mana cost at all and a very low cooldown. You should use this whenever you can.

Power Analysis: Weak. G'joob's double attack and fish slap can deal 60 damage, but his damage range makes that very unlikely.

Survivability Analysis: Very weak. He can very easily be killed.

Mana Pool Analysis: Excellent. Only Fish Slap actually consumes mana, and a very low amount of it.




Guest slot: A

Level: 20
Damage: 5-30
Element: Metal
Crit: 15
Bonus: 100

HP: 260
MP: 230

Skills analysis:

Attack

Effect: One hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A basic Attack that you should use when Final and Double are on cooldown.

Final

Effect: Guaranteed critical hit
Mana Cost: 5
Cooldown: 14
Element: Metal
Attack Type: Melee
Analysis: A good attack that deals 200% damage, it has a very low mana cost. You should always use this after Double at the beginning of battles. The cooldown ensures you'll only use it once in most battles though.

Double

Effect: Two hits of 100% damage
Mana Cost: 0
Cooldown: 2
Element: Metal
Attack Type: Melee
Analysis: A good attack that deals at least 200% damage, not counting possible Crits. And it has no mana cost at all and a very low cooldown. You should use this whenever you can.

Power Analysis: Weak. Grrol's double and final can deal 60 damage, but his damage range makes that very unlikely.

Survivability Analysis: Very weak. He can very easily be killed.

Mana Pool Analysis: Excellent. Only Final actually consumes mana, and a very low amount of it.




Guest slot: A

Level: 20
Damage: 5-30
Element: Metal
Crit: 15
Bonus: 100

HP: 260
MP: 230

Skills analysis:

Attack

Effect: One hit of 100% damage
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: A basic Attack that you should use when Fish Slap and Double Attack are on cooldown.

Fish Slap

Effect: Guaranteed critical hit
Mana Cost: 5
Cooldown: 14
Element: Metal
Attack Type: Melee
Analysis: A good attack that deals 200% damage, it has a very low mana cost. You should always use this after Double Attack at the beginning of battles. The cooldown ensures you'll only use it once in most battles though.

Double Attack

Effect: Two hits of 100% damage
Mana Cost: 0
Cooldown: 2
Element: Metal
Attack Type: Melee
Analysis: A good attack that deals at least 200% damage, not counting possible Crits. And it has no mana cost at all and a very low cooldown. You should use this whenever you can.

Power Analysis: Weak. King Linus's double attack and fish slap can deal 60 damage, but his damage range makes that very unlikely.

Survivability Analysis: Very weak. He can very easily be killed.

Mana Pool Analysis: Excellent. Only Final actually consumes mana, and a very low amount of it.




Guest slot: A

Level: 3
Damage: 5-26
Element: Metal
Crit: 12
Bonus: 100

HP: 160
MP: 130

Skills analysis:

Attack

Effect: Randomly attacks for one or two hits of 100% Metal damage.
Mana Cost: 0
Cooldown: 0
Element: Metal
Attack Type: Melee
Analysis: Either a very basic Attack or a very decent one. You should only use this when Swordplay is on cooldown.

Swordplay

Effect: One hit of 100% Metal damage, guaranteed Critical Hit.
Mana Cost: 10
Cooldown: 14
Element: Metal
Attack Type: Melee
Analysis: A good attack that deals 200% damage, it has a very decent mana cost. You should always use this at the beginning of battles. The cooldown ensures you'll only use it once in most battles though.

Power Analysis: Weak. Sir Ano can do decent damage for a low-level with Swordplay or the two-hitting Attack, but most of the time his damage will be very low.

Survivability Analysis: Very weak. He can very easily be killed.

Mana Pool Analysis: Very good. You can use Swordplay a total of 13 times before needing a mana potion.

< Message edited by Azan -- 12/4/2016 15:18:24 >
Post #: 3
8/16/2015 17:01:16   
Azan
Member

2.3. Other Characters GuestsGESO
Some quests in the game will give you the option to invite other characters as guests to help you fight.

You can choose which character you invite by typing their #ID number. If you do not know how to find this number, refer to this guide.

To get the most powerful characters you can, you can also take a look at the thread PVP ID's. There you will get helpful informations to choose two character guests that can help you fight. There are two things you should know about choosing the right character guest for you:

• Monsters scale to the highest leveled player in the party. This means that if you are a very low leveled character and decide to bring in two level 80 DoomKnights, you will find some fights harder because the monsters will scale to level 80, meaning your main character will have a hard time damaging it and surviving its damage. Sometimes it's a better option to invite characters in your level range.

• Characters with Staff items will not load. Characters like Artix, Tomix or Cysero have Staff-only items that boost their attributes to unimaginable power. If you type in their IDs as guests for a bossfight, they will not load. Else the bossfights would be too easy!

Once your character guests are properly invited, you can refer to their respective class's "All you need to know about" here in the DragonFable Guides or the Ultimate DragonFable Strategy Guide if you want to see optimal strategies to use with your guests' classes in battles.

Apart from bossfights, there are two situations in which other characters guests are invited: in the war Battleon Burns!, you can bring along Xor Vrailin II and Cranix as guests A and B. In the quest Battle For the Eastern Hills!, the game invites randomly two of these three guests: Dain Lorilann, Mennace and Elgert. They will disappear after the end of the quest.


2.4. Tips on using GuestsGESU
The following guide section lists some essential tips that you should know when using guests.

• Guests will increase monsters' HP.

If you invite one guest, monsters' HP will be increased by 52%. If you invite two of them, monsters' HP will be increased by 128%. It's rounded up. The only exceptions are bosses that ignore your guests. This means you should carefully calculate if your guests will outdamage the HP increase or provide effects that will benefit you more than the inconvenient caused by the HP increase. In some cases, war waves for example, it's better to fight alone.

• Permanent scaled guests should normally all have the same base damage range.

The formula used to calculate this is the following:
quote:

random = randomly chosen out of (1, 4)
Min = Round Down ((player level^.5)*7.5) - random
Max = Round Down ((player level^.5)*7.5) + random

This normally should apply to every permanent scaled guests. Some temporary guests, even if scaled, do not follow this damage range, like Sepulchure, Dame Entia or Sir Tainly.

• Healing pads and normal "Heal & Potions" buttons do not heal guests.

There are three ways to heal your guests and replenish their potions right now. The first is to uninvite your guests, then go invite them all over again. The second is to go to Serenity Before the Storm, accessible from Castle Valtrith in Book 3 Travel Map. Serenity Before the Storm's healing button will heal all your party. The third is to go to T.A.'s Challenge, the Doom Crawler's challenge quest in Book 1 Necropolis. This quest's healing button will heal all your party.

• Your guests cannot take potions out of battles.

This is unfortunate, but if you have to take a potion on your guest, you have to do it inside of a battle and waste a turn. There just is no way for them to take potions outside of battles.

• Dead guests will respawn the next battles.

If one or two guests are killed in a battle, the following battles you enter, your guests will "respawn": even if they are at 0 HP, they will act like they are perfectly alive and well, be able to use skills and attack. Of course, since they have 0 HP, when they get attacked they die again, but they will respawn the following battles. This is probably a glitch.

• Some quests clear guests.

In some quests, you just cannot bring guests, because the engine clears them before you start the quest. This is the case, as examples, of the quests where you get put in a temporary class.

• Scaled guests usually copy their HP and MP from your own when they are invited.

This means that it's a great idea to equip the items in your inventory that give you the most HP and MP (END and WIS stats) before inviting a guest. That way, your guests will have a few more HP and MP. Once the guest is invited, you can swap equipment again.

• Scaled guests' potions heal as much as yours.

Training Alchemy, both for Health potions and Mana potions, is as such recommended. It's a good idea anyways, whether you plan on inviting guests or not!

• Every 10 points you put in Charisma augments your guests' base damage by 1 point.

Note that this is rounded down, so 9 points in CHA is worth nothing. This counts the points both from your Stats and from your equipment, so if you have 200 CHA + 34 from your equipment, as an example, your guests get +23 damage. If you plan on playing a lot with guests, it'd be a good idea to consider pouring some Stat points in CHA! You'll see the difference.




< Message edited by Azan -- 9/11/2015 22:02:48 >
Post #: 4
8/16/2015 17:06:23   
Azan
Member

3. PetsPTS


Pets will help you in battles. There are very few invitable pets in the game: nearly all of them are items that you equip from your inventory. You can have a maximum of 1 pet with you. Unlike guests, you do not control pets to decide what they do. They are controlled by AI (Artificial Intelligence), just like monsters. Pets cannot be attacked by enemies. The following guide section classifies the most notable pets in two categories, Offensive and Boosting/Nerfing, and analyses their effectiveness in combat. Please note that this does not list every pet in the game! Only the most notable and useful are listed here.





3.1. Offensive Pets AnalysisPTSO


Sneegion Minion ( Rare version, DCs version )


Skills analysis:

Attack

Effect: Runs up to the enemy and slashes it for two hits of 100% damage
Element: Evil
Attack Type: Magic
Analysis: This is a very good pet attack. It guarantees a minimum of 200% damage every turn, and it gets even better if one or two hits Crit.

Power Analysis: Very good. This pet deals 200% damage every turn.

Level Analysis: Very good. Sneegion Minion goes up to level 76.




Skills analysis:

Attack

Effect: Walks up to the enemy and uses its feet to stamp on your enemy for one hit of 100% damage
Element: Energy
Attack Type: Magic
Analysis: Standard pet attack. Not really what makes this pet special.

Blast

Effect: Walks up to the enemy and then pauses as a gear is seen over the top of Coggy. As Coggy falls forward with its mouth open, several large energy blasts strike your foe for 5 hits of 100% damage
Element: Energy
Attack Type: Magic
Analysis: This skill hits hard when you're lucky enough to get it! One of the most offensive pet attacks in the game.

Power Analysis: Good. Most of the time, Coggy will deal 100% damage. However, when you get the 500% damage attack, this pet gets really excellent damage-wise.

Level Analysis: Very good. Coggy goes up to level 76.




Skills analysis:

Attack

Effect: Runs up to the enemy and flips itself for one hit of 100% damage
Element: Nature
Attack Type: Melee
Analysis: Standard pet attack. Not really what makes this pet special.

Blast

Effect: Runs up to the enemy, flies up, then zoomed past it thrice for three hits of 100% damage
Element: Nature
Attack Type: Melee
Analysis: This skill has excellent damage when you're lucky enough to get it. Not as strong as Coggy's Blast, but still good when it triggers.

Power Analysis: Decent-Good. Most of the time, Drellie will deal 100% damage. However, when you get the 300% damage attack, this pet gets really good damage-wise.

Level Analysis: Very good. Drellie goes up to level 70.




Skills analysis:

Attack

Effect: Bites the enemy for 1 hit of Melee Nature damage.
Element: Nature
Attack Type: Melee
Analysis: Standard pet attack. Not really what makes this pet special.

Teh Ultimate Broken Slash of Doom

Effect: Bites the enemy, then the screen goes black as he slashes for a total of 5 hits of Melee Nature damage.
Element: Nature
Attack Type: Melee
Analysis: This is what makes Fat Werepup offensively broken. It's not the only pet that has a 500% damage attack; however, the particularity of this is that Fat Werepup uses it, like, 75% of the time.

Power Analysis: Excellent to the point where it's broken. This is, offensively speaking, the best pet in the game. Since most of the time he attacks for 500% damage, he will highly benefit from a Beastmaster build: 200 CHA will give him +20 damage per hit of 100% damage, which means a whooping +100 damage every turn!

Level Analysis: Excellent. Fat Werepup goes up to level 80.




Skills analysis:

Attack 1

Effect: Scratches the opponent two times for 2 hits of melee damage
Element: Depends on Cat
Attack Type: Melee
Analysis: This is a very good pet attack. It guarantees a minimum of 200% damage every turn, and it gets even better if one or two hits Crit.

Attack 2

Effect: Scratches the opponent four times for 4 hits of melee damage
Element: Depends on Cat
Attack Type: Melee
Analysis: This is an even better pet attack. 400% damage is a really powerful attack.

Attack 3

Effect: Scratches the opponent six times for 6 hits of melee damage
Element: Depends on Cat
Attack Type: Melee
Analysis: Wow. Just wow. Possibly the most damaging pet attack in the entire game. When this triggers, you're happy and your opponent is not.

quote:

Table of Elements by Cats
Baron: Light
BraveSirRobin: Silver
Deatharrows: Darkness
Josh: Water
LFAL: Stone
Prius: Ice


Power Analysis: Excellent. The Fierce Cats are amongst the most offensive pets in the entire game. They deal a minimum of 200% damage, up to a whooping 600% damage!

Level Analysis: Very good. The Fierce Cats are level 70.




Skills analysis:

Attack

Effect: Bounces two times and bites the enemy for one hit of 100% damage
Element: Fire
Attack Type: Melee
Analysis: Standard pet attack. Not really what makes this pet special.

Blast

Effect: Runs to the enemy and unleashes fire for three hits of 100% damage each
Element: Fire
Attack Type: Melee
Analysis: This skill has excellent damage when you're lucky enough to get it. Not as strong as Coggy's Blast, but still good when it triggers.

Power Analysis: Decent-Good. Most of the time, Fire Imp will deal 100% damage. However, when you get the 300% damage attack, this pet gets really good damage-wise.

Level Analysis: Very good. Fire Imp goes up to level 70.




Skills analysis:

Critical Strike

Effect: Crawls up to the enemy and uses its spiderweb to hit the enemy for a guaranteed critical hit of damage
Element: Fire
Attack Type: Melee
Analysis: This is a very good pet attack. It guarantees a minimum of 200% damage every turn.

Double Strike

Effect: Jumps up and lands on the enemy and uses its legs to strike it for 2 hits of damage
Element: Fire
Attack Type: Melee
Analysis: This is a very good pet attack. It guarantees a minimum of 200% damage every turn, and it's even better if one or two hits Crit.

Power Analysis: Very good. This pet deals 200% damage every turn.

Level Analysis: Very good. Hugrantula goes up to level 70.




Skills analysis:

Attack

Effect: Runs up to the enemy and rams it for one hit of melee damage
Element: Disease
Attack Type: Melee
Analysis: Standard pet attack. Not really what makes this pet special.

Blast

Effect: Runs up to the enemy, uses a magical darkness force field around himself to strike for 6 hits of damage
Element: Disease
Attack Type: Melee
Analysis: This skill hits really hard when you're lucky enough to get it! One of the most offensive pet attacks in the game.

Power Analysis: Good. Most of the time, Plushie Noxus will deal 100% damage. However, when you get the 600% damage attack, this pet gets really excellent damage-wise.

Level Analysis: Decent. Plushie Noxus is level 45.




Skills analysis:

Attack

Effect: Runs up to the enemy, detach half its body and pecks the enemy for one hit of 100% damage
Element: Disease
Attack Type: Melee
Analysis: Standard pet attack. Not really what makes this pet special.

Blast

Effect: Runs up to the enemy and using its forelegs hits it for five hits of 100% damage
Element: Fire
Attack Type: Melee
Analysis: This skill hits hard when you're lucky enough to get it! One of the most offensive pet attacks in the game.

Power Analysis: Good. Most of the time, Undead ChickenCow will deal 100% damage. However, when you get the 500% damage attack, this pet gets really excellent damage-wise.

Level Analysis: Good. Undead ChickenCow goes up to level 60.




3.2. Boosting/Nerfing Pets AnalysisPTSB


Fireflies ( Tiny, Bright, Glowing, Shining )


Skills analysis:

Attack

Effect: Floats up to the enemy and forms a triangle with a sign inside and explodes for one hit of melee damage
Element: Light
Attack Type: Melee
Analysis: Standard pet attack. Not what makes this pet special.

Boost

Effect: Explodes with a circle around you (Heal Resistant -20 for 3 turns)
Element: N/A
Attack Type: N/A
Analysis: This can be very useful. Combined with your Guest Dragon's healing boost, it can build up to -45 Health resistance, which means every healing skill you have is multiplied by 1.45.

Power Analysis: Standard.

Support Analysis: Good. -20 Health resist can be useful in some situations where you need healing.

Level Analysis: Good. The Fireflies go up to level 60.




Skills analysis:

Attack

Effect: Rummage punches for 3 hits of 50% damage.
Element: Energy
Attack Type: Melee
Analysis: Good pet attack. 150% damage is very decent.

Blind

Effect: Rummage punches for 1 hit of 100% damage, 2-3 turns of Blind for -30 to hit.
Element: Metal
Attack Type: Melee
Analysis: A surprisingly good Blind for a pet. This can definitely come in handy in situations where you must fight monsters who hit hard.

Power Analysis: Good. Rummage's attacking skill deals good damage.

Support Analysis: Good. The Blind can be a lifesaver when you face monsters who hit hard.

Level Analysis: Decent. Rummage goes up to level 40.




Skills analysis:

Attack

Effect: 4 Hits Of 25% Damage
Element: Nature
Attack Type: Melee
Analysis: Standard pet attack. Not what makes this pet special.

Blind

Effect: Heals character for 10% of max health
Element: Health
Attack Type: N/A
Analysis: Cheshire Twilly's heal can be really useful when you need HP. That makes him worthwhile in longer quests or boss fights.

Power Analysis: Standard.

Support Analysis: Very good. Cheshire Twilly has a strong healing skill that can save you in some situations.

Level Analysis: Decent. Cheshire Twilly goes up to level 50.


Linus ( Prince, King, Emperor )


Skills analysis:

Attack

Effect: Headbutts enemy for 1 hit of 100% damage (when dice rolls over required %)
Element: Ice
Attack Type: Melee
Analysis: Standard pet attack. Not what makes this pet special.

Shrink!

Effect: Linus takes out shrink gun and shrinks enemy reducing their size and 10% of their current HP (when dice rolls under required %)
Element: N/A
Attack Type: N/A
Analysis: Depending on the enemy, this can be nearly useless or very useful. The more HP they have, the more useful this skill will be.

quote:

Shrink Base %
Prince = 2 + LUK/10
King = 3 + LUK/10
Emperor = 4 + LUK/10

quote:

- When Linus performs its "Shrink Ray Attack" and is successful, the enemy will lose 10% of their HP and will appear "shrunken".
- If the monster is shrunken, opponent's name is changed to "Shrunken <monster name>"
- Enemies can only be shrunken once.
- LUK and the version of Linus determine your chance for a successful Shrink attack.
- CHA does not effect the chance for a successful Shrink attack.


Power Analysis: Standard.

Support Analysis: Variable. The more HP your enemy has, the more Linus's Shrink skill will be useful. For some bosses, 10% of their HP can represent several thousands HP! However, this skill has a very low chance of triggering, so don't expect it to happen when you most need it...

Level Analysis: Weak. Linus only goes up to level 29.




Skills analysis:

Attack

Effect: Scratches the enemy 1-3 times for 50% darkness damage per hit
Element: Darkness
Attack Type: Melee
Analysis: Either this deals weak, standard, or good damage. Not what makes this pet exceptional.

Critical Stun

Effect: Goes up and glows eyes for one critical hit, stuns enemy for two turns
Element: Darkness
Attack Type: Melee
Analysis: This is surprisingly very powerful. Both a guaranteed Critical hit and a Stun? Stunning is a very rare ability for a pet, and it's even better since it's a guaranteed Crit at the same time. Definitely an exceptional ability.

Power Analysis: Weak-to-good. This pet deals from 50% to 200% damage. Not exceptional.

Support Analysis: Excellent. Mr. Mangles's Critical Stun ability is unbelievably powerful for just a pet.

Level Analysis: Decent. Mr. Mangles goes up to level 40.




Skills analysis:

Attack

Effect: Poofs away with just his face showing as he rolls over to the enemy, reappears, and opens a portal behind the enemy as 4 hits of melee damage take place, it poofs again and reappears at your side
Element: Water
Attack Type: Melee
Analysis: Standard pet damage. Not really what makes this pet exceptional.

Critical Stun

Effect: Poofs away with just his face showing as he stops, reappears in front of the enemy, and glows with yellow rings as he hits the enemy for a guaranteed critical hit of melee damage (Stuns enemy for 3 turns)
Element: Water
Attack Type: Melee
Analysis: This is surprisingly very powerful. Both a guaranteed Critical hit and a three-turns Stun? Stunning is a very rare ability for a pet, and it's even better since it's a guaranteed Crit at the same time. Definitely an exceptional ability. Even better than Mr. Mangles, since this one stuns for 3 turns instead of 2.

Power Analysis: Standard.

Support Analysis: Excellent. Mr. Poofles's Critical Stun ability is unbelievably powerful for just a pet.

Level Analysis: Good. Mr. Poofles goes up to level 61.




Skills analysis:

Attack

Effect: 3 hits of 100% damage
Element: ???
Attack Type: Melee
Analysis: A very, very good pet attack. This deals a lot of damage!

Chaos Rage

Effect: Gives you 'Chaos' Rage' effect, increasing Crit by 30 for 3 turns (refreshes after the effect ends)
Element: N/A
Attack Type: N/A
Analysis: One of the most overpowered pet effects in the entire game. +30 Crit is extremely helpful. Plus, the pet loops this effect so you constantly get it!

Power Analysis: Excellent. Plushie Escherion's basic Attack deals a minimum of 300% damage per turn!

Support Analysis: Excellent. The Chaos Rage effect is overpowered and absolutely unique to this pet.

Level Analysis: Decent. Plushie Escherion is level 40.




Skills analysis:

Buff

Effect: Raises her wand to increase Block, Dodge, Parry or Bonus by two points and Crit by one point for two turns depending on the color of the orb, to a maximum of 10 Block, 10 Dodge, 10 Parry, 5 Crit or 5 Bonus (for the level 1 version) / 20 Block, 20 Dodge, 20 Parry, 5 Crit or 10 Bonus (for the level 25 version) / 30 Block, 30 Dodge, 30 Parry, 8 Crit or 15 Bonus (for the level 40 version) if PoeLala is active in battle every turn.
Element: N/A
Attack Type: N/A
Analysis: A useful buff. PoeLala can either help you with your defenses, or boost your offense. The difference is not incredible or overpowered, but it's useful.

Power Analysis: N/A. She does not attack.

Support Analysis: Very good. PoeLala is the most versatile boosting pet. Her buff is not incredibly high, but it can apply either to your offense or your defenses.

Level Analysis: Decent. PoeLala goes up to level 40.




Skills analysis:

Attack

Effect: Speeds past enemy for 100% Damage
Element: Darkness
Attack Type: Magic
Analysis: Standard pet damage. Not really what makes this pet exceptional.

Horrific Roar

Effect: Roars and inflicts a 2 turn stun and 100% Damage
Element: Darkness
Attack Type: Magic
Analysis: This is very powerful. Stunning is a very rare ability for a pet. Definitely a great ability.

Power Analysis: Standard.

Support Analysis: Very good.. Snuggles's Horrific Roar stun effect is very powerful for a pet.

Level Analysis: Good. Snuggles goes up to level 60.




Skills analysis:

Scan

Effect: Scans and taunts the enemy with no damage. (Scanned applies All: -15 for 1 turn)
Element: N/A
Attack Type: N/A
Analysis: This is unbelievably powerful. Don't believe me? Most enemies don't have All resistance, and those who have a All resist higher than 14 are very rare. This means that Stan is almost certainly pulling your enemy's All resistance in the negative. And when you apply a DoT, if your enemy's resistance to the DoT's element is between -1 and -100, the DoT is doubled. This means Stan is the new best friend of every class with some DoTs (like Pyromancer and Ninja) and trinkets that inflict DoTs (like Runestone and Summon Honda). If you use Stan with them, they will pack a very, very nice punch.

Heal Aura

Effect: (Only when under 50% HP) Taunts the enemy with no damage (Heal Aura applies Health: -15 for 1 turn to your character)
Element: N/A
Attack Type: N/A
Analysis: While less powerful than the All nerf, this can help you regain the HP you've lost faster.

Power Analysis: N/A. Stan doesn't attack. Be careful if you have a Stat build that heavily relies on CHA as your damage stat: since Stan does not attack, it means the CHA you invested in is wasted in the pet slot as long as Stan is here. Stan is best used with non-CHA builds.

Support Analysis: Excellent. Stan's All nerf is the best friend of every DoT in the game. This pet is a must for classes like Ninja and Pyromancer, and otherwise is one of the best pets if you don't have CHA since his support does not rely on attacking the enemy.

Level Analysis: Very weak. Stan is only level 1. However, in his case, level doesn't matter since his usefulness does not rely on attacking.




3.3. Pet DragonPTSP


After hatching your adorably cute little World Destroying Dragon, you can bring him along in the pet slot in battles. Your Dragon's damage and Bonus to Hit are scaled depending on your level. You can choose his Element in Sunbreeze Grove or in the Dragon Menu found in your User's Interface. He is invited Twilly in Book 3 Falconreach or through the Dragon Menu. You can summon your Pet Dragon during quests, but not during battles.

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.

Unlike your Guest Dragon that you can control, your Pet Dragon is controlled by AI like every other pet. This means you cannot choose which skill he uses each turn, so there's more randomness involved in Pet Dragon than in Guest Dragon. However, like every other pet in the game, Pet Dragon does not have cooldowns - and that is an advantage over Guest Dragon, because it means that if you're lucky, your Pet Dragon can cast his more powerful abilities without having to wait x number of turns like your Guest Dragon. There is a formula which the Pet Dragon uses to determine how often he casts his skills beyond normal Attack during his turn. It's the following:
quote:

R <= 10 + Ceiling[0.1 * Stats + (PlayerCHA + PlayerLUK) / 10]

R is a random integer between 0 and 100 included. (0 <= R <= 100)
Stats is an integer corresponding to the total of baby dragon stat points currently ATTRIBUTED (through training).
Ceiling(value) means that "value" is always rounded UP, even if it is 0.0001.

So the more Dragon Stat Points, CHA and LUK you train, the higher the chance will be that your Pet Dragon does something useful!

For more information regarding what the Dragon skills do, you can consult the Encyclopedia entry for Pet 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.

Element-wise, your Dragon is the only pet 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 Pet Dragon is meant as the most versatile pet in the entire game. You can turn him into a healing pet, a damaging pet, a nerfing pet, a boosting pet or a mix of these attributes. Some pets will have unique abilities that, in certain situations, will make them more useful than your Pet Dragon, but if you have enough Dragon Stat Points invested in him, your Dragon should be useful in nearly every situation.

There is only one version of Pet Dragon, unlike Guest Dragon that has two versions. Note that Pet Dragon does not have the skills Skip and Primal Fury. These are exclusive to the Guest Dragon, with Primal Fury being exclusive to the Kid version of Guest Dragon.

You have the option to Grow your Pet Dragon for the cost of 10,000 Gold at Sunbreeze Grove. This will unlock the first version of Guest Dragon, Toddler Dragon. Growing your Dragon does not lock it out of Pet version! It just means you get to choose between Pet Dragon and Guest Dragon.




3.4. Tips on using PetsPTSU
The following guide section lists some essential tips that you should know when using pets.

• Pets do not increase monsters' HP.

Unlike guests who can increase your opponents' HP up to 128% by their presence, pets have no effects on monsters' HP.

• Pets do not have cooldowns.

Yes, this means that with some luck, your pet could use its super good skill twice in a row!

• There is nothing you can do to make a certain pet use a certain skill at a certain time.

The only exception of this is Pet Dragon, that uses a formula to determine how often he's going to use his skills beyond basic Attack. There's nothing you can buy, train or do to make any other pet do something when you want him to, or even increase his chance to use his most powerful moves. It's always completely random.

• Some quests where you get put into a temporary armor do not clear pets.

It's a glitch that appears less frequently in more recent quests, but sometimes, when you get put into a temporary armor that clears all equipment and pets, for some reason pets stay with you.

• There is no way for your pets to be harmed or ejected from the battlefield.

There is no monster that can nerf your pet or downright eject it from the battlefield. Pets are untargetable in battles. The only way to remove them is for you, the player, to Unequip them.

• There is no way to give your pets status effects.

Unlike guests, who can receive boosting or nerfing status effects, there simply is no way for your pet to be boosted or nerfed. The only things affecting pets are the two damage modifiers: Charisma, and the elemental resistances of their target.

• You can equip and unequip pets in the middle of battles.

Unlike guests, who you need to invite, pets are items just like weapons or helms, so you can equip and unequip them whenever you want, even in the middle of battles if you want to. There are three exceptions to this: Pet Dragon, who can be equipped in quests but not in battles, quests where you are put into a temporary armor that does not allow you to equip anything and, lastly, the Angler armor that forbids you from equipping anything.

• The Stats on your pets only apply to themselves.

It's a frequent question on the Q&A Boards: "I have this pet that says, as an example, +6 Crit and +6 Bonus, but when I equip it I don't get any Crit nor Bonus! Is this a bug?" No, it isn't. The Stats on your pets (most of the time Crit and Bonus) only apply to the pets themselves, not to the character. A pet that gives +6 Crit and +6 Bonus will have 3% chance to score a Critical Hit and +6% chance to hit the enemy.

• Every 10 points you put in Charisma augments your pet's base damage by 1 point.

Note that this is rounded down, so 9 points in CHA is worth nothing. This counts the points both from your Stats and from your equipment, so if you have 200 CHA + 34 from your equipment, as an example, your pet get +23 damage. If you plan on playing a lot with pets, it'd be a good idea to consider pouring some Stat points in CHA! You'll see the difference.


< Message edited by Azan -- 9/8/2016 19:11:59 >
Post #: 5
8/16/2015 17:15:10   
Azan
Member

4. BeastmastersBMR

"Beastmasters" are players who invest in Charisma (CHA) as their main damaging stat. As such, their character becomes less offensively powerful, but their pet and guests gain power. There are advantages and disadvantages to being a Beastmaster just as there are advantages and disadvantages to every other stat build. The aim of this section is to give information on Beastmasters that will help you choose if you want to become one or not.





4.1. CharismaBMRC
In DragonFable, there are a total of seven Stats: Strength (STR), Dexterity (DEX), Intellect (INT), Endurance (END), Charisma (CHA), Luck (LUK) and Wisdom (WIS). You can invest up to 200 points in each stat. The important stat for Beastmasters is Charisma.

The effect of Charisma is to give a bonus of +1 to your pet and your guests' base damage. If you have 200 points invested in Charisma and have one pet and two guests, that means a total of +60 base damage, which can be very helpful in battles. In comparison, the other damaging stats, Strength (for melee attacks only), Dexterity (for pierce attacks only) and Intellect (for magic attacks only), give a bonus of +1 base damage to your character, meaning that at 200 points you gain +20 base damage.

Said like that, CHA seems vastly superior to STR, DEX and INT. However, the drawback of CHA is that having one invited guest boosts your opponent's HP by 52%, and having two boosts it by 128%. So yes, while CHA gives more damage, in order for it to become superior to STR/DEX/INT you have to invite guests. Of course, you could always bring one pet only, not boost your enemies' health and have your pet deal more damage - you decide! But the damage boost you get from having a full party of 1 pet and 2 guests is usually superior to the inconvenient of HP boosting for your opponents.




4.2. Beastmaster BuildsBMRB
Investing your Stat Points into Beastmaster builds improves the efficiency of pets and guests in battle. There follow a few sample Beastmaster Stat builds. Note that not all classes will perform well with all of these builds!

Offensive Beastmaster
This build greatly improves your pets and guests' offensive powers while also giving you offensive boosts as well.

Level 10
STR/INT/DEX: 10
CHA: 30
WIS: 5

Level 20
STR/INT/DEX: 20
CHA: 70
WIS: 15

Level 30
STR/INT/DEX: 30
CHA: 100
WIS: 25

Level 40
STR/INT/DEX: 40
CHA: 140
WIS: 25

Level 50
STR/INT/DEX: 50
CHA: 170
WIS: 35

Level 60
STR/INT/DEX: 60
CHA: 200
WIS: 45

Level 70
STR/INT/DEX: 110
CHA: 200
WIS: 45

Level 80
STR/INT/DEX: 160
CHA: 200
WIS: 45

Annihilator Beastmaster
This build greatly improves your party's offensive powers, but has very low survivability.

Level 10
STR/INT/DEX: 20
CHA: 20
WIS: 5

Level 20
STR/INT/DEX: 40
CHA: 50
WIS: 5

Level 30
STR/INT/DEX: 60
CHA: 80
WIS: 5

Level 40
STR/INT/DEX: 80
CHA: 110
WIS: 5

Level 50
STR/INT/DEX: 100
CHA: 140
WIS: 5

Level 60
STR/INT/DEX: 120
CHA: 170
WIS: 5

Level 70
STR/INT/DEX: 140
CHA: 200
WIS: 5

Level 80
STR/INT/DEX: 190
CHA: 200
WIS: 5

Mid-Offensive Beastmaster
This build improves your pets and guests' power while also giving yourself a bit of survivability.

Level 10
END: 10
CHA: 30
WIS: 5

Level 20
END: 30
CHA: 50
WIS: 25

Level 30
END: 40
CHA: 70
WIS: 35

Level 40
END: 50
CHA: 100
WIS: 55

Level 50
END: 70
CHA: 120
WIS: 65

Level 60
END: 80
CHA: 130
WIS: 75

Level 70
END: 100
CHA: 150
WIS: 85

Level 80
END: 130
CHA: 150
WIS: 105

Wise Beastmaster
This build is focused around lots of Wisdom instead of Endurance. You will not hit very hard and your survivability will not be amazing, but you will have lots of mana, which means you will be able to use optimally the most mana-hungry guests and use a lot of mana-hungry healing moves for yourself.

Level 10
END: 5
CHA: 10
WIS: 30

Level 20
END: 15
CHA: 20
WIS: 70

Level 30
END: 25
CHA: 30
WIS: 100

Level 40
END: 45
CHA: 30
WIS: 130

Level 50
END: 55
CHA: 50
WIS: 150

Level 60
END: 65
CHA: 60
WIS: 180

Level 70
END: 75
CHA: 80
WIS: 200

Level 80
END: 105
CHA: 100
WIS: 200

Tank Beastmaster
This build is focused around lots of Endurance. You will not hit very hard, but you and your guests will have lots of HP to survive through harder quests or boss battles, even if it means you'll need to be very patient.

Level 10
END: 30
CHA: 10
WIS: 5

Level 20
END: 70
CHA: 20
WIS: 15

Level 30
END: 100
CHA: 30
WIS: 25

Level 40
END: 130
CHA: 30
WIS: 45

Level 50
END: 150
CHA: 50
WIS: 55

Level 60
END: 180
CHA: 60
WIS: 65

Level 70
END: 200
CHA: 80
WIS: 75

Level 80
END: 200
CHA: 100
WIS: 105

All-Around Beastmaster
This build is good in character, pet and guests offenses, defenses and mana pool, but excels in nothing.

Level 10
STR/INT/DEX: 10
END: 15
CHA: 10
WIS: 10

Level 20
STR/INT/DEX: 20
END: 25
CHA: 30
WIS: 20

Level 30
STR/INT/DEX: 30
END: 35
CHA: 50
WIS: 30

Level 40
STR/INT/DEX: 40
END: 45
CHA: 70
WIS: 40

Level 50
STR/INT/DEX: 50
END: 55
CHA: 90
WIS: 50

Level 60
STR/INT/DEX: 60
END: 65
CHA: 110
WIS: 60

Level 70
STR/INT/DEX: 70
END: 75
CHA: 130
WIS: 70

Level 80
STR/INT/DEX: 80
END: 85
CHA: 150
WIS: 80

Super Wise Tank
This build is not a Beastmaster build because it does not have any investment in offensive stats. However, it may work with Beastmasters because you and your guests will gain massive HP and MP boosts that will serve you well in harder quests or boss battles. Of course, you'll have to be overly patient because it's going to take quite longer to defeat opponents.

Feel free to swap the investments in END and WIS if you feel like getting 5 more END than WIS instead of 5 more WIS than END like here.

Level 10
END: 20
WIS: 25

Level 20
END: 45
WIS: 50

Level 30
END: 70
WIS: 75

Level 40
END: 95
WIS: 100

Level 50
END: 120
WIS: 125

Level 60
END: 145
WIS: 150

Level 70
END: 170
WIS: 175

Level 80
END: 195
WIS: 200




4.3. Beastmaster-Friendly ClassesBMRF
Huge thanks to crabpeople for his invaluable help with this section. He basically created all the content you're about to read!

The multitude of classes in DragonFable makes it so some classes are purely offensive, some purely defensive and some in various stages of hybrideness. Some classes are going to be optimal to use with Beastmaster builds, and some are not. Here is a list of the most Beastmaster-Friendly classes.

First, what makes a class a good Beastmaster-friendly class?

1) DoT damage potential. DoTs are not affected by stat bonuses, so the more damage you do from these sources, the better the class is for Beastmaster builds.
2) Damage amplification tools. That means having skills that nerf elemental resistances so your pet and guests may do more damage.
3) Low weapon damage. The lower damage the class does with skills, the lower damage it loses from the lack of stat bonuses.
4) Defenses. Offensive classes might suffer more from a lesser investment in STR/DEX/INT due to the Health increase for monsters. Especially at multiple targets battles.

From those four conditions, 1) and 2) are the most important. 3) can be salvaged with an offensive Beastmaster build and 4) is relative to the total damage output and assist skills your party has. 2) can be salvaged most of the time with Stan the ScanOrb, but you need to remember that Stan goes best with non-CHA builds, since he does 0 damage (so the bonus damage from CHA is wasted for your pet slot if you have him in the party).

The best Beastmaster classes are those that suffer the least from losing STR/DEX/INT/LUK in their damage output. Nerfing classes are really useful in multiple battles to increase your damage output or simply the survivability of your party.

Now onwards to the Beastmaster-friendly classes!

Tier 2

• Necromancer

This class has a very good DoT potential, Inspire Terror to control your foe and Dark Intent as a nerf. It's a viable Beastmaster, but not excellent because it lacks damage amplification tools. Suggested playstyle: CHA + END + Stan the ScanOrb or CHA + LUK + Pet Dragon or CHA + STR/DEX/INT.

• Ninja

This class has great DoT potential. However, it lacks debuffs. Suggested playstyle: CHA + END.

• Paladin

Not a great Beastmaster in itself, but its loopable elemental nerf to Light is definitely useful when playing with Book 3 Ash and Artix. Suggested playstyle: CHA + LUK + Pet Dragon (Fighting/Magic aligned, Light element) or CHA + LUK + END + Pet Dragon (Protection/Magic/Fighting aligned).


Tier 3

• Avatar of Time

It loses damage when you invest in CHA, but it has excellent debuffs. Suggested playstyle: STR/DEX/INT + CHA + LUK (if you're playing with Pet Dragon).

• DeathKnight

It has a passive DoT, an almost loopable DoT and various other debuffs. It loses damage when you invest in CHA, but it's very flexible. Suggested playstyle: CHA + LUK + Pet Dragon or CHA + END + Stan the ScanOrb.

• Master SoulWeaver

Not a great Beastmaster, but it's worth mentioning since it has a lot of debuffs and a DoT. Suggested playstyle: STR/DEX/INT + CHA + LUK (if you're playing with Pet Dragon).

• Pyromancer

It has tons of DoTs and debuffs, so it's a very potent Beastmaster. Suggested playstyle: CHA + END.

In conclusion, the optimal Beastmaster classes are DeathKnight, Avatar of Time, Pyromancer, Paladin and Ninja.

Note: In the suggested playstyles, WIS is not included because it's an excellent idea to invest in WIS no matter what your playstyle is. You're going to benefit from it!





4.4. Tips on BeastmastersBMRT

• Unless you play with Pet Dragon, LUK does not go well with Beastmasters.

From the seven Stats in the game, Luck (LUK) is the only one that really does not work with Beastmaster builds. This stat affects your character's Crit, Bonus to Hit and Evasion in a small way, but does nothing for guests nor pets. The only exception for this is Pet Dragon, that benefits from an investment in LUK since it gives him a higher chance to cast his special skills. If you do not plan on using Pet Dragon, it's not recommended to invest in LUK. The other stats have their usefulness with Beastmaster builds: the most useful is, of course, Charisma (CHA), then Endurance (END) and Wisdom (WIS) because they increase guests' HP and MP, then Strength (STR) / Dexterity (DEX) or Intellect (INT), that increase your character's damage (if you combine a lot of CHA with some STR/DEX/INT, you get a very offensive Beastmaster).

• When you have a Beastmaster build, always bring pets and guests.

This may seem really obvious, but I say this anyway: when you heavily invest in CHA, bring pets and guests along! Else your CHA will be useless and you shall have a harder time going through the quests.

• Beastmaster builds are not optimal in wars.

While in the rest of the game, Beastmasters may shine, in wars you must kill things fast, hopefully in one turn. One pet and one or two guests represent up to three additional turns, which slows the waves down and has an impact on your performance. Plus, guests improve the mobs' HP by a good margin, meaning they make them harder to kill. In wars, it is best to invest in STR/DEX/INT and LUK than in CHA.

• Charisma also affects your guests when you are put in a Temporary armor.

This means guests like Tropy, Sir Tainly, Dame Entia and Donovan, who are very hard hitting temporary guests that are found in quests where you get put into a Temp armor, will benefit from your CHA (since Temp armors do not reset your stats) and will hit even harder!

• When you count your equipment, your CHA can go above 200.

Like every other stat, you can invest a maximum of 200 points in Charisma, but when you add the points from your equipment, it can go above 200. If, as an example, you have 200 points in CHA and get +21 from your equipment, your pets and guests gain +22 to their base damage, not +20.

• The damage bonus from CHA is applied regardless of the attack type.

The damage bonuses you get from STR/DEX/INT only apply to one attack type (Melee attacks for STR, Pierce attacks for DEX, Magic attacks for INT). However, no matter what their attacking type is, your pet and guests will get the damage bonus from an investment in CHA.

• Beastmaster builds are not optimal for Titan fights.

Nor is any build at all... except Lucky builds. In most Titan fights, you battle alone - the exception being the battle against Dragon Drakath where Sepulchure is added as a guest. And since Sepulchure already has around 2000 base damage, a +20 bonus won't make a good difference, heh? The best stat for Titan fights is Luck, because it increases your Crit, Evasion and Bonus to Hit, which are very useful to have in Titan fights. The rest of the stats won't do much difference. That said... it's not necessary to base entire stat builds around Titan fights, since they represent a minority of the battles in the game.


< Message edited by Azan -- 10/12/2015 15:24:35 >
Post #: 6
8/16/2015 17:19:31   
Azan
Member

5. Pet Dragon versus Guest Dragon: Advantages and disadvantages for eachPDGD

Advantages for Pet Dragon

• You can summon him during quests.
• He has no cooldowns.
• Being a pet, he does not increase monsters' HP.
• Having him instead of Guest Dragon opens up guest slot B for another guest.

Disadvantages for Pet Dragon

• His attacks are completely random, as he is controlled by AI and not by the player.
• He does not have access to Primal Fury, even if you have upgraded your Dragon to Kid state.
• You cannot use him as a meatshield. (... I feel cruel for saying that)
• Being a pet, you don't choose which monster he targets in multi-battles.
• Having him in the pet slot prevents you from using another useful pet.


Advantages for Guest Dragon

• You control his attacks, so you decide what you use.
• When upgraded to Kid state, he has access to his strongest damaging skill, Primal Fury.
• You can use him as a meatshield. (... I feel cruel for saying that)
• Being a guest, you can choose which monster he targets in multi-battles.
• He has higher damage than the Pet Dragon in his Kid form.
• He can Skip his turn if you want him to.
• Having him instead of Pet Dragon opens up the pet slot for a useful pet.

Disadvantages for Guest Dragon

• You cannot summon him during quests.
• His skills have cooldowns.
• Being a guest, he increases monsters' HP.
• Having him in guest slot B prevents you from inviting another powerful guest in this slot.


Both Pet and Guest versions have their advantages and disadvantages. In some situations, Pet will be more useful than Guest, and in some others, Guest will be more useful than Pet. You will decide when you use one or the other! It always depends on what you want your Dragon to do.




6. Helpful Links and ReferencesHLR

DragonFable Stats 14.1 - This guide gives helpful information about Stats in DragonFable. And it's up to date.
Baby Dragon Stats Builds - This guide is outdated, but it gives sample stat builds for your Baby Dragon that could work with the new updated Baby Dragon.
Common Game/Forum/IRC Abbreviations and Acronyms (DragonFable Version) - Should you not understand one of the abbreviations or acronyms I used in this guide.
Complete Dragon Guide - Yes, it's a bit outdated, but it still gives helpful information about the basics of using your Dragon.
Finding Your Character's ID Number - Should you have trouble doing so for the battles where you can invite characters as guests.
The DragonFable Strategy Board - If you have problems with specific bosses or quests or just want to ask for strategies on various aspects of the game, this is the place to go!
The DragonFable Equipment Comparison Board - If you want to compare equipment (if you want to see what item is the best for Beastmaster characters, as an example), this is the place to go!
The DragonFable Q&A Board - Have questions? Post them here and someone is going to answer, like, 30 seconds after. Yeah, there are awesomely fast people around there.

Found a mistake or outdated information in this guide? Please me!




7. CreditsCRT

Thanks to:

-- Hopeful Guy for approval.
-- Gingkage for guide coding.
-- Peachii for guest list.
-- crabpeople and Hopeful Guy for suggestions.
-- crabpeople for links.
-- Sakurai the Cursed, SonicTbear, crabpeople, Epic Durian and Hopeful Guy for corrections.
-- crabpeople for Pet Dragon formulae.
-- The DragonFable Encyclopedia for entries.
-- Jorath for updating the level 40 PoeLala entry.
-- crabpeople for the content of the Beastmaster-Friendly Classes section.
-- Andy8, Armakunny and Foligo, the previous owners.
-- Ash for informations and his work in revamping the guests.
-- DragonFable for the awesome game!



quote:

Andy8's credits:

westward_ho! for approval of the guide.
Aerowarrior, westward_ho! for Checking and Guiding my guide.
Armakuny for help testing all quests on methods, giving good ideas and corrections on improving.
Foligo for great help on improving grammar to make this guide easy to understand.
GhostBear5 for great suggestions and helpful grammar checking. They also made great guides: DragonFable Quest Guide & A-Z Monsters by Weaknesses/Strengths
Suranjan The Uber, SuperDaria, bob.builder, J6 for help on correction.
swenson for mention Ice Hatching Dragon attack guest.
giu for mention inviting Artix though Artix Statue and giving out 1 house ID with the Statue.



< Message edited by Peachii -- 10/24/2017 20:45:24 >
Post #: 7
8/14/2020 11:21:35   
itsthattenor
Member

Some things in this guide are a little outdated (which is expected and okay!) One of the major changes is that pets have the option to use AI or not. This means that, especially concerning the Pet Dragon, you can choose which skills your pet uses! According to this post on pet changes and the update to that post, you can turn on Manual Pet Actions in the settings menu, granting you access to using your dragon's abilities as a pet.

Other important changes are to the following concerning guests:
quote:

Healing pads and normal "Heal & Potions" buttons do not heal guests.

There are three ways to heal your guests and replenish their potions right now. The first is to uninvite your guests, then go invite them all over again. The second is to go to Serenity Before the Storm, accessible from Castle Valtrith in Book 3 Travel Map. Serenity Before the Storm's healing button will heal all your party. The third is to go to T.A.'s Challenge, the Doom Crawler's challenge quest in Book 1 Necropolis. This quest's healing button will heal all your party.

This is no longer the case. Healing pads heal your guests at the same rate that they heal your own HP/MP, however the healing stops when your HP/MP are full. If your guests are lower than you are, they won't be fully healed. Heal & Potions now also fully heals guests.

quote:

• Your guests cannot take potions out of battles.

This is unfortunate, but if you have to take a potion on your guest, you have to do it inside of a battle and waste a turn. There just is no way for them to take potions outside of battles.

You may use your own potions to heal your own party in the inventory screen during quests. By clicking on your potions in the bottom left of the inventory window, the potion applies to your entire party.

quote:

• Dead guests will respawn the next battles.

If one or two guests are killed in a battle, the following battles you enter, your guests will "respawn": even if they are at 0 HP, they will act like they are perfectly alive and well, be able to use skills and attack. Of course, since they have 0 HP, when they get attacked they die again, but they will respawn the following battles. This is probably a glitch.

Dead guests no longer respawn after the battle. Once they reach 0 hp, they will be uninvited from your party.

quote:

• Guests will increase monsters' HP.

If you invite one guest, monsters' HP will be increased by 52%. If you invite two of them, monsters' HP will be increased by 128%. It's rounded up. The only exceptions are bosses that ignore your guests. This means you should carefully calculate if your guests will outdamage the HP increase or provide effects that will benefit you more than the inconvenient caused by the HP increase. In some cases, war waves for example, it's better to fight alone.

Guests no longer increase monsters' HP according to this update in April 2019, but guests do increase the damage that each enemy does by 60% according to this update later that month.

< Message edited by itsthattenor -- 8/16/2020 20:17:38 >
Post #: 8
12/27/2020 22:45:51   
AstralCodex
Member

It's also worth adding that the revamped pirate is good with guests, due to blinds protecting the whole party.

Also, I wouldn't call the Chaosweaver + Guests strategy "beastmaster" so much as having two meatshields to get around Gambit's debuffs, but it's one of the premiere uses for guests.
DF  Post #: 9
Page:   [1]
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