Warning: Slight  spoilers (specifically,  names  of locations you  should visit
ASAP) are littered throughout this guide.

Contents:

A) General considerations

B) Might Heroes

B.2) Melee Hell: Anti-melee game mechanics

C) Hybrid Heroes

D) Magic Heroes

E) Some suggested party builds

---------------------------------------------------

A) General Considerations

1. Ranged is rather weak in this game due to how encounters are structured.
Intent on creating drama and  tension, the devs will throw  ambush after ambush
that immediately places your party stuck in melee combat.
UPDATE: With the new patch, I'm not entirely sure if ranged is still considered
weak. Changes to this guide are pending.

2. Melee/Might is consistent  source of damage, but there  a numerous mechanics
in the game you should be familiar with.
For one, be sure to have someone who can  at least Master Earth magic and learn
the quickest route to the Crag in order to do so
(Head west after Seahaven  to engage the  Minotaur+Manticore  group on the main
road, then move south into forest and west again).

3. Magic suffers  early  on from  lack of  mana issues  as well  as a  need for
familiarity with resistances.
This issues tapers  off in the later  stages of  the game when you  have enough
money for potion spam.

4. Assuming you use  the scholar hireling  ASAP (bonus EXP),  plan for about 88
skill points (4 at level 1 and 84 from 28 level-ups)
or 90 for humans (6 at level 1 and 84 from 28 level-ups);
You'll reach  about  level  29-30  before   you reach  the  final  point  of no
return.

That's enough to

(i) Max out 3 skills (25x3=75) and expert one skill (7), with 3 leftover

(ii) Max out 2 skills (25x2=  50), master two skills (2x15  =30) and expert one
skill (7)

..and so on.

5. You gain 4 stat points every  level up. I will state  recommended stats as a
proportion out of 4,
egs. "Magic:  Vitality:  Spirit = 2:  1: 1" which  means allocate  2 points  to
Magic, 1 point to Vitality and 1 point to Spirit every level up.
However, it is actually much more worthwhile to allocate purely into spirit and
vitality for the first 15 or so level ups.
Then for the next levels allocate to the other stats.
This is due to how much  larger proportion  of health/mana you  get compared to
your current total in the early game.
Its up to you how you wish to manage your stat point allocation.

6. There  are two  relics  which  give bonus   to  accuracy/attack  - one  is a
Gauntlet, one is a helmet  which is purchased  from UPLAY with  Ubisoft points.

You can probably stinge  of Perception stats  with melee folks  if you put both
relics on the same hero.

-------------------------------------------------------------

B) Might Heroes

1. MERCENARY
Master of everything, Grandmaster of none? (Not really)

Grand Master (GM) Skills:
Warfare
Medium armor
Dodge


Master Skills:
Swords
Maces
Daggers
Axes
Spears
Crossbow
Dual Wield
Two-handed
Shield
Heavy Armor
Endurance


Expert skills:
Air Magic
Bow
Arcane Discipline


Promotion Feature
Perfect Strike: Free guaranteed crit on full life enemy.  (Passive)
Would be very nice, if it worked.
As of version 1.3.1-14561, the Mercenary's Perefect Strike promotion feature is
bugged and does not work.

Windsword's Dash: Use your Windsword's ACTION to move (all mana)
That means your  other party  members can  still take actions,  instead  of the
whole party commiting to movement.
This would be great on any  other character, but is in  direct competition with
the mana you need for Flawless Assault.

Skill analysis: Sword or Mace?
While being unable to  GM any main melee  weapon is a major  drawback, the Merc
makes up for it with GM Warfare.
It is HIGHLY recommended  to build  your merc with  GM warfare as  a goal as it
gives the  Flawless  Assault  skill  which  guarantees  the first  strike  is a
critical and the  enemy can  no longer block  that turn.   Flawless Assault  is
extremely powerful on Swords  (very high crit bonus damage  AND an extra attack
upon crit) and Maces (lowest crit damage bonus, but stuns enemies on crit). The
real question is  if you want pure  damage (two-handed  swords)  or the utility
(Mace). Dual wielding doesn't work as well  as two-handed or shields since only
the first strike enjoys the guaranteed crit benefit.
Spears are decent  weapons due to  all the melee  block chances,  but I'd still
recommend  taking  advantage  of  the guaranteed   crits  by using  Swords  and
Maces.


Core Skill Recommendations:
Warfare GM (25)
Sword OR Mace Master (15)
Two-handed (for accuracy) OR Shield Master (15)
Medium Armor OR Heavy Armor Expert (7) (to use the relevant relic)

Stat allocation considerations:
This is a Might  hero, so Might  is important. You  should invest  in Spirit so
that you can spam Flawless Assault repeatedly. The other main question is where
do you spend the  rest of your  stat points?    I'd personally  skip Perception
completely since  Flawless  Assault  guarantees  a hit anyway,  at the cost  of
sometimes missing the counter attack you get from Dodge GM (which may have been
blocked anyway). Destiny is  useful is you want to dodge  attacks, but less for
increasing hit chance since you are guaranteed crits once you GM Warfare.

Recommended stat allocations:
Might: Destiny: Vitality: SPirit = 1:1:1:1
or
Might: Vitality: Spirit = 2:1:1

Shopping: The Two-handed sword relic is given as a reward for a quest. End game
swords are sold  in Seahaven. End  game maces are  sold in Karthal.  Some folks
recommend mana drain weapons, so you won't need a single point in Spirit.

---

2. BLADEDANCER

High Lord and King of Melee DPS (maybe)

Grand Master (GM) Skills:
Daggers
Swords
Dual Wield
Dodge


Master Skills:
Warfare
Endurance


Expert skills:
Medium armor
Earth MAgic
Bow
Arcane Discipline


Promotion Feature
Cleave: Take an extra action after a kill (passive)
Carnage: Attack all surrounding enemies (50 mana)
Alone, either one of  those features are  extremely powerful  compared to every
other class in the game. Having  both is ridiculously  overpowered, although it
should be noted  that you  won't get  an extra action  from  kills while  using
Carnage.


Skill analysis: Daggers or Swords?
The general consensus  is that  the Bladedancer  is the  high lord and  king of
melee dps  in the game.  There  isn't much  variety  in how  one can build  the
Bladedancer effectively really. The real question is if you want to use daggers
or swords, but that depends on your party make-up.

a) By themselves,  a Bladedancer  using Swords will  about the same  DPS with a
dagger. Daggers do about half the damage of swords, so the extra offhand attack
from GM-ing Dual Wield together with the  retaliation from GM-ing Dodge adds up
to about the  same dps when  wielding  swords instead  of daggers  (total  of 3
attacks + 1 retal  compared to dagger's  7 attacks  + 1 retaliation  for half).
This is complicated  by  weapons of  Relentlessness;  compare  5 attacks  and 1
retaliation with swords to 9 attacks and 1 retaliation with daggers.

b) ...all this changes if you have a Paladin and/or Freemage in the party.  The
Paladin's Mandate of Heaven  adds additional Light damage  per hit.  It is just
BEGGING to abused  by a  dagger Bladedancer.  The  Dark spell  Agony adds  Dark
damage per hit,  but is less relevant  in the endgame  (you only  get the final
extra attacks from GM dagger very late endgame).
Daggers are also useful for eating up all the enemy's block chances, but can be
a serious liability to the party when facing enemies with Vindictive (they gain
extra attacks when you miss  or they block). Keep that  in mind when building a
dagger Bladedancer or two.


Core Skill Recommendations:
Sword OR Dagger GM (25)
Dual Wield GM (25) (or perhaps don't bother if you're using daggers?)
Dodge GM (25) (semi-optional)
Warfare expert (for Skullcrack) or Medium Armor (for relic) (7)


Stat allocation considerations:
Might is important. You should invest in Spirit until you have at least 50 mana
after you are promoted so you can use Carnage  (AoE melee attack). You probably
need both Perception to help you hit (unless  there is no other melee character
in the party and you  can dump the bonus  to hit relics in him)  and Destiny to
help dodge attacks and gain more crit chance.


Recommended stat allocations:
Might: Perception: Destiny: Vitality = 1:1:1:1
or
Might: Destiny: Vitality = 2:1:1
or
Might: Destiny: Vitality: Spirit = 1:1:1:1 (for spamming Carnage)


Shopping: End-game swords  are sold in Seahaven.  End-game daggers  are sold in
Crag. Please use the medium  armor relics, and items 'of  Protection' for extra
armor or have cast Stone  Skin. You'll thank  me when you fight  'Pain Reflect'
enemies.

--------

3. DEFENDER

The game's best tank? (sort off)


Grand Master (GM) Skills:
Warfare
Axes
Heavy armor
Shield


Master Skills:
Maces
Endurance
Medium Armor


Expert skills:
Fire Magic
Crossbow
Arcane Discipline
Dodge


Promotion Feature
Shield Wall  (passive):  Unsuccessful  block   attempts  do not  consume  block
attempts.
Normally, block attempts are consumed whether  the block was successful or not.
(this applies to enemies as well as you).  Not consuming block attempts is sort
of useful if you are purposely getting yourself completely surrounded. Not very
good since you were vey likely to succeed ANYWAY, but fortunately its a passive
so don't worry about it.


Skill analysis: Axe or Mace?
Flawless Assault on someone who can actually GM a weapon! But that weapon is an
axe. Hrm. And he can't use two-handed axes. HRM.
Sadly, you may be better off  using a Mace in one hand.  The one handed mace is
the ONLY weapon whose relic  has the Relentless attribute  (extra attacks) if I
recall correctly.   Considering  how difficult Relentless  weapons  are to shop
for, a guaranteed Relentless weapon cannot be discounted.

Taunt doesn't work on any undead or some  nagas and is generally ineffective on
enemies with AoE attacks.  Otherwise, it is a somewhat expensive (45 mana!) but
dependable way of protecting  your weaker  party members. This  has some utlity
for parties which try to get itself completely surrounded on purpose to utilise
the Blademaster's Carnage, Air Magic's Sparks, Fire Magic's FireBurst.

GM shields is pretty  useful for  the high block  chance. The ability  to block
projectiles for you party members  isn't usually a relevant  as a bit of clever
positioning prevents  enemy ranged  atttacks 90%  of the time...  unless you're
running ranged characters yourself, ironically.


Core Skill Recommendations:
Wafare GM (25)
Axe GM (25) or Mace Master (15)
Shield GM (25)
Heavy Armor Expert (7) (to use the relevant relic)
(option) Fire magic  Expert (7) (only if  there's no one else  to learn Burning
Determination!)


Stat allocation considerations:
This is a Might  hero, so Might  is important. You  should invest  in Spirit so
that you can  spam Flawless  Assault  (or  Taunt)  repeatedly.  Destiny  is not
important to Defenders  since you have heavy  armor and good  shield block. I'd
personally skip Perception  completely since Flawless  Assault guarantees a hit
anyway, at the cost of sometimes missing the counter attack you get from Shield
Master (which may have been blocked anyway)


Recommended stat allocations:
Might: Perception: Vitality: Spirit = 1:1:1:1
or
Might: Vitality: Spirit = 2:1:1

Shopping: THERE ARE NO SHOPS  FOR END-GAME AXES.  End-game  maces can be bought
in Karthal, but the best mace for the defender is likely the Relic.



4. BARBARIAN

Consistent and dependable

Grand Master (GM) Skills:
Mace
Spear
Two-handed
Endurance


Master Skills:
Bow
Dual-wield
Warfare
Axe


Expert skills:
Dodge
Medium Armor
Arcane Discipline


Promotion feature
Bloodrage: Extra damage when hurt, based on how much hurt.
NO. You should  be topping  up  his life  at every  opportunity.  At most,  let
him/her hit first THEN heal him/her up.


Skill analysis: No brainer
Would you prefer an unblockable  spear, or an unblockable  mace?  The mace hits
consistently harder,  except against any  enemy that is large.  Maces also take
advantage of the  Orc's bonus 20%  damage feature  better due to  having higher
base damage. Really, the whole concept surrounding the Barbarian is a melee guy
who hits consistently and takes  hits well. Some people  consider the Hunter to
be a better choice  due to Harpoon  and Dodge  GM for the  retaliation  attack.
You'll be  suffering  a  lot from  folks  who can  block  up until  you  get GM
two-handed, so  taking expert  Warfare is   highly recommended  for Unstoppable
Assault. Skull Crack is also good anyway.

You may consider using dual-wield instead of two-handed, since the Barbarian is
the only hero who can GM Maces  and there is a delicious  one-handed Mace relic
(only relic with extra attack I think).   Otherwise, there's not much variation
in how to build the Barbarian well.


Core Skill Recommendations:
Mace or Spear GM (25)
Two-handed GM (25) ...or Dual-Wield Master (15)
Wafare expert (7)
Medium Armor Expert (7) (to use the relevant relic)... or Endurance GM (25)


Stat allocation considerations:
This is Might  hero seems to  need a balanced  stat allocation  between  Might,
Destiny and Vitality.  Perception  depends  if you can spare  the bonus  to hit
relics to this guy, or if there is someone else who needs it more.


Recommended stat allocations:
Might: Perception: Destiny: Vitality = 1:1:1:1
or
Might: Destiny: Vitality = 2:1:1 or 1:2:1


Shopping: End-game maces are sold in Karthal. End-game spears are sold in Crag,
in the magic shop of all places!

----------------------------------------------

B.2) MELEE HELL: Anti-melee game mechanics

Since you've just finished reading about melee-based Might heroes, a section on
anti-melee enemy abilities is timely.


Vindicative:
-If heroes attack  this enemy (ranged  or melee)  and miss or are  blocked, the
enemy gains an extra attack next round for every miss or block.
-This ability is a powerful counter against dual-wield heroes.
-The extra attacks must be used THE NEXT ROUND ON THEIR TURN, or are wasted. So
consider using some means to prevent this  enemy attacking on their coming turn
if your melee heroes have missed it or was  blocked too much (Gust of Wind, Ice
Prison, Sleep, Time stasis).
-Alternatively, capitilise  on their overabundant number  of attacks by casting
Fire Shield.  ;)


Retaliation:
-If hit with a melee attack,  the enemy gets one free  retaliation against your
hero who hit that enemy.
-Unlike your hero's  retaliation attacks,  this retaliation  attack ALWAYS HITS
(no amount of evasion/block will help).
-It can be mitigated by armor  (and resistances if the  attack had an elemental
element) and absorbed by Celestial Shield.
-This attack cannot cause status effects  which the enemy would normally have a
chance of causing upon hit.
-Many enemies which have this ability don't hit very hard a single attack (with
exceptions).


Pain Reflect:
-If hit with a melee attack, 20% of the damage done to the enemy is suffered by
the hero who struck it AS PHYSICAL DAMAGE ONLY.
-This damage BYPASSES Celestial Shield and cannot be evaded/blocked.  It can by
mitigated by armor only.
-This ability is overly abundant in the  end-game, and very deadly if your hero
does not have high armor.
-100 armor negates physical damage completely, btw. ;)

----------------------------------------

C) Hybrid heroes

1. CRUSADER
The true hybrid

Grand Master (GM) Skills:
Sword
Light
Heavy Armor
Arcane Discipline

Master Skills:
Mace
Shield
Warfare
Medium
Endurance
Air Magic


Expert skills:
Crossbow
Dodge
Mysticism
Magical Focus


Promotion Feature
Lay on Hands: Fully heal party (all mana)
Mandate of Heaven: Melee/magic  focus/ranged attacks do  extra Light damage (50
mana)
Both amazing.  Take  note that  the  bonus damage  from  Mandate  of Heaven  is
affected by your Magic  stat and your Light  skill levels. Lay  on Hands is not
affected by stats  and completely  heals the  party... as  long as you  have at
least 1 mana to spend.  You can get mana  for free by resisting  spells with GM
Arcane Discipline  (currently  bugged), but  its hard to  make sure spells  are
aimed at your Crusader.


Take note that:
- Warfare abilities  such as Shatter are  dependent on Might  and Warfare skill
levels.
- The damage from a Magic Focus is not affected by stats.
- The Crusader  is the ONLY  hero who can  GM both a melee  weapon and  a magic
school, as well as Master another magic school.
- The crusdaer is  also the only  hero able to use  a magic focus  (which never
misses and is unblockable)  with  the Warfare skills  (such as challenge  which
force the enemy to attack that hero but can sometimes miss and can be blocked).


These facets of the  Crusader makes for  a huge variety of competetive  builds-
It's difficult to cover  them all but a  few telling examples  will give you an
idea of what can be accomplished.


a) Balanced

Sword GM, Light GM, Warfare expert, Heavy armor Expert, Shield Master
Might: Magic : Vitality: Spirit = 1: 1: 1: 1
Uses Unstoppable Assault to attack. Needs bonus to hit items to get mileage out
of Shield Master retaliations.

b) Pure Caster/dagger Blademaster support
Light GM, Air Master, Heavy armor Expert, Shield Expert
Magic : Vitality: Spirit = 2: 1: 1
Mostly throws spells at people.  Boasts huge Mandate of  Heaven bonus damage to
support melee characters, and  surprisingly effective  Word of Light in the end
game. Either use a magic focus or a sword (GM it and get Warfare).

c) Mostly Might
Sword GM, Light GM, Heavy armor Expert, Shield expert
Might: Magic: Vitality = 2: 1: 1
Get mana to at least  50 for the occasional  Mandate of Heaven.  Needs bonus to
hit items to attack  anyone.  Light GM is  useful for extra  Light damage  when
attacking in melee.

d) Lay on Hands battery
Sword GM, Arcane Discipline  GM, Shield Expert, Heavy  Armor GM (or Heavy armor
Master and Warfare expert)
Might: Destiny: Vitality = 2:1:1
Surprisingly useful melee attacker  who can occasionally  heal the party fully.
If you don't  have  Warfare  expert  because  you decided  to GM  Heavy  armor,
consider having  a Merc  or Defender  open with  Flawless Assault  or a  dagger
Bladedancer eating all of the block chances.

Note: There are reports that  GM Arcane Discipline is  bugged so as not to ever
give the free mana.


Shopping: End-game swords  are available  in Seahaven. Master  Light trained in
Seaheaven. GM Light spell is sold in Seahaven. Master Air trained in Crag.

-------

2. RANGER

Worst class in the game? (prossibly, but still viable)


Grand Master (GM) Skills:
Dagger
Bow
Dodge
Endurance


Master Skills:
Sword
Dual Wield
Medium Armor
Air Magic
Earth Magic


Expert skills:
Warfare
Arcane Discipline
Mysticism


Promotion Feature

Point Blank Shot: In melee range, shoot at all your enemies in front of you (30
mana).
Depending on how you build the ranger, you may never use it.

The ranger isn't a weak  class, but its  presence is difficult  to justify when
compared to the  Bladedancer. If  you don't want  to read a wall  of text, skip
this section and use the Bladedancer instead. If you insist on using 'the worst
class in the game'  but still  want the Ranger  to thrive,  read on. I  make no
promises but have tried my best.


Special comment: The Bow
Let's be frank. Used alone,  the bow is a pretty poor  weapon in this game. You
COULD GM bow to occasionally  weaken the occasional mob  in this game before it
reaches your  party  and with  some spellcasters   can even  keep enemies  away
indefinately. But you're going to be continually  frustrated with the amount of
enemies that ambush you out  of nowhere in melee combat.  And you can't push an
enemy who  has his back  against  a wall  when they  ambush  you from  behind a
corner.
This means that  rangers should  depend on dual-wield  daggers,  something that
Bladedancers do better in every way.


What does the ranger offer compared to the Bladedancer?
If the Ranger focuses  on daggers but no  bow, what does the  Ranger offer that
the Blademaster doesn't?  Master Air and Earthmagic, essentially.  If any party
member melees at ALL,  you probably should  have someone at  least master Earth
magic for Acid Splash.  Your Ranger  can be that  someone as Earth  magic isn't
very important to GM  (unless you want a  high-powered Stone  Skin... which you
probably do but don't worry about that for now).

How you build your Ranger pretty much depends on your party composition in that
regard.   Air Magic  is less  useful  unless  you seriously  commit  your  stat
allocation to magic (otherwise you may as  well fire your bow), and even then a
Ranger's Air  magic will  never be all  that great  compared  to the Shaman  or
Freemage. Acid splash isn't important for its damage, so you don't need to have
a high Magic stat when casting  it.  You may consider  getting expert Air magic
for removing  Feeblemind  from your  main  casters  (but an item  of Feeblemind
immunity is better. So is hiring Kaspar).


Any decent builds which utilise that bow?
A hybrid Ranger can depend on their fellow  party members to provide Mandate of
Heaven and Agony for their dagger damage needs vs single targets. This frees up
their stat allocation  so they don't 'need'  to allocating points  to Might but
can instead to focus  on Perception  and depend  mostly on their  bow to weaken
enemies from afar or shoot a group of melee targets with Point Blank.
BTW, the FreeMage's  Terror spell from Master  Dark Magic works  wonders with a
bow user. You'll  also most  likely want  to  GM Dark magic  for the resistance
conferred by Darkness ward since you're fighting at range.

Summary:
Essentially,  when  building  a  Ranger,  you should  know  what  you're  doing
especially in terms of party composition. The Ranger is probably your candidate
for master Earth magic support  if you have other melee  heroes and nobody else
can do it better  or you want  your mages  to focus elsewhere  . If you  have a
Crusader and/or  Freemage, forgoing  Might  and pushing  Perception up  high is
viable. Invest in a  good amount of Spirit  in that case so  you can keep using
Point Blank and Acid Splash as needed.


Core skills recommended:
GM daggers
Medium armor expert (for the relic)
(option) Earth Master
(option) Bow GM
(option) Dual-wield Master
(option) Expert Air magic
(option) Dodge GM


Stat allocation considerations:
So, Might-focused  dagger Ranger  or Perception-focused  hybrid?  Either way, a
balanced set of stats which  include an investment in  Spirit may be advisable,
depending on party composition and the role played by your ranger.


Stat allocation recommended:
Might: Perception: Vitality: Spirit = 1:1:1:1
or
Perception: Vitality: Spirit = 2:1:1
or
Perception: Destiny: Vitality: Spirit = 1:1:1:1
or
Might: Perception: Destiny: Vitality = 1:1:1:1


Shopping: End-game  bows  are sold in  Karthal.  End-game daggers  are sold  in
Crag.

-------

3. SCOUT


Grand Master (GM) Skills:
Crossbow
Axe
Medium Armor
Endurace


Master Skills:
Mace
Spear
Shield
Dual-Wield
Fire Magic
Light Magic
Warfare
Dodge
Arcane Discipline


Expert skills:
Mysticism


Promotion Feature
Long range:  Extra  2 range  with  crossbows.  (Make  sure  you  use the  scout
hireling)
Snaring Shot: Ranged attack immobilizes enemy (15 mana)
Nice if you use that crossbow. Will you?


Skill analysis:
Unlike the  Ranger,  the  Scout   DOES offer  something   unique:  GM Axes  and
Dual-wield.  The Defender,  the  only other  class  which can  GM axes,  cannot
Dual-wield.
Light magic and Fire magic are both useful with zero Magic stat allocation.
Main decision: GM crossbow, or leave it alone?  If you're using a balanced stat
allocation,  you may  conclude  that you  may as well  invest  in it for  those
(somewhat uncommon) moments you can get mileage out of it.


Core Skill Recommendations:
Axe GM (25)
Warfare expert (7)
Shield or Dual-Wield or Two-handed Master (15)
(option) Crossbow GM (25)
(option) Light  magic expert/master  (7/15)  (if  there's no  one else to  cast
Celestial Shield/Ressurection!)
(option) Fire magic  Expert (7) (only if  there's no one else  to learn Burning
Determination!)

Stat allocation considerations:
This is a pretty simple. You  need Might for melee, perception  to help you hit
in melee as well  as use a crossbow  well,  Destiny to help  take advantage  of
those 80% extra damage crossbow  shots. Spirit MIGHT be  useful if the Scout is
the only hero who can cast Celestial Shield and Burning Deterination, otherwise
leave it alone.

Recommended stat allocations:
Might: Perception: Destiny: Vitality = 1:1:1:1
or
Might: Perception: Vitality: Spirit = 1:1:1:1

Shopping: THERE ARE NO SHOPS FOR END-GAME AXES AND CROSSBOWS.


-------

4. HUNTER

"Come over here!"

Grand Master (GM) Skills:
Spear
Dodge
Arcane Discipline
Endurance

Master Skills:
Mace
Dagger
Bow
Dual-Wield
Two-handed
Air Magic

Expert skills:
Mysticism
Shield
Medium armor
Warfare


Promotion Feature
Harpoon:  Attacks at 4 range,  drags enemy into melee  ranged if not blocked or
missed (10 Mana) (Bugged, always drags)
Crippling Trap:  Plant a  trap. Enemy  takes  damage  and loses  a ranged/melee
attack (min 1).
Who cares about those  skills? The REAL  reason you'd use a  Hunter is for that
Harpoon... or the  Trap, for ranged  folks. BTW,  enemies cannot  shoot or cast
spells past their own allies you've Harpooned. ;)

Skill analysis: Poking people with sticks
Spear GM is pretty obvious, as there's no  compelling reason to go for maces or
daggers.
Dodge GM improves the Hunter's DPS potential in retaliation attacks.
Arcane Discipline GM is useful  but you're probably better  served investing in
expert Warfare (since  you can't  GM two-handed  weapons, you don't  want to be
blocked)


Core Skill Recommendations:
Spear GM (25)
Dodge GM (25)
Warfare Expert (7)
Medium armor Expert (7) (for the relic)
(option) Two-handed Master (15) (highly recommended for extra attack)
(option) Bow Master (ranged support build)
(option) Arcane Discipline Master/GM
(option) Endurance Master/GM


Stat allocation considerations:
This is also pretty  simple. You need Might  for melee, perception  to help you
hit in melee as well  as that Harpoon, Destiny  to help take  advantage of that
Dodge GM as well as the extra Orc Crit damage feature.


Recommended stat allocations:
Might: Perception: Destiny: Vitality = 1:1:1:1


Shopping: End-game spears are sold in Crag, in the magic shop of all places!


----------------------------------------

D) Magic heroes

Unlike the  other  heroes,  it doesn't   really  make sense  making  individual
recommendations for  Magic heroes.  There  are certain spells  which are almost
too important not to have, so you should  consider if your party as a whole can
provide these key spells rather than the individual spell casters.

Spell schools  are MUCH   stronger  when   GMed,  so take  that   into  serious
consideration when choosing your classes.


Recommended spell schools and skills:
- At least one Prime Magic expert, ASAP, for Identify.
- At least one Fire  Magic expert,  before you reach  Prom Castle,  for Burning
Determination. Strong candidate to be used with GM Magic Focus.
- If your party members melee, at least one Earth Magic master for Acid Splash.
Stone SKin is VERY nice to have at GM level but not vital.
- If this is your first game,  consider having at least  one Light Magic Master
for Ressurrection.  Not vitaly important to GM but strong.
- Water magic Master is VERY useful (Liquid Membrane), but you can live without
it. GM is very important for ranged-based parties for Tsunami.
- Dark magic (Basic)  ala Freemages is very  useful for Whispering  Secrets (to
detect secrets),  but  there are  other  options later  in the  game.  The real
benefit of  Dark Magic  GM is  a powerful  Dark ward,  which  will make  a huge
difference in the end-game (if not purged :P ).
- Air magic is useful for damage,  primarily, but is good  support for a ranged
party (Eagle  Eye, Wind  shield).  Possibly  the least  important  school,  but
powerful if used with  GM Magic FOcus. Please  be aware that  all human enemies
will resist it well.
- Magic Focus is VERY powerful  when GM-ed due to crits,  and quite decent when
mastered. You can probably  only spare skill points for  it however if you have
more than one  Magic hero or  at least other  heroes covering  important  spell
schools.
If you do GM/Master  Magic Focus,  seriously   consider GMing  a damage-focused
school such as Air, Fire or arguably Prime (Implosion).

Based on these considerations, you should be considering your party members and
skill selections based on who can provide what magic.

-------------------

Highly recommended:

Prime Magic Experts+
-Freemage (GM)
-Druid (GM)
-Runepriest (Master)



Fire Magic Experts+
-Runepriest (GM)
-Freemage (Master)
-Shaman (Master)
-Scout (Master)
-Defender


Earth Magic Masters+
-Runepriest (GM)
-Shaman (GM)
-Druid (GM)
-Freemage
-Ranger


Summary: Either a Freemage, Druid or Runepriest is highly recommended for Prime
expert. If you do use  a Druid, another  party member should  either be another
Magic hero,  a Scout  or Defender  for Fire  magic  expert.  If you have  melee
heroes, either a Magic hero or a Ranger should master Earth magic.

----------------------

Very useful:

Dark Magic Basic+
-ONLY THE FREEMAGE


Light Magic Master+
-Crusader (GM)
-Runepriest (GM)
-Scout
-Freemage
-Druid


Water Master+
-Druid (GM)
-Shaman (GM)
-Freemage

---------------------

Magic DPS Combos:

Magic Focus GM
-Freemage
-Runepriest


Magic Focus Master
-Druid
-Shaman


Fire Magic GM
-Runepriest


Air Magic GM
-Freemage
-Shaman


Primordial Magic GM
-Druid
-Freemage


Note: You'll probably be most satisfied with the Runepriest if you want a Magic
DPS specialist.


------------------------

Promotion features

Freemage
Time Stop:Everyone outside of 3 spaces from  your current position is placed in
stasis for 3 turns.
Useful on paper for singling out the melee  row, especially if you don't have a
Hunter on your team. Not so good if you have a DPS Magic hero in the party.


Shaman
Blood Magic: Gain 1% mana for every 2% health lost.
Sort of useful? By the time you get this,  you're probably swimming in mana. Do
you really want to take so  much damage? You'll gain more  mana for keeping you
Health pool low and Mana pool high, btw.


Druid
Nurture: Lowest health party  member healed for impressive  amount at beginning
of turn (30 mana)
Harmony: Enemies outside of 1 space from party will not attack for one turn (50
mana)
Folks report that they are very satisfied with Nurture's healing. The fact that
it is 'smart targetting' and sheer volume of healing likely has something to do
with it. If you  have a druid,  seriously  consider jacking  up Earth  magic to
boost up his promotion feature. Leave your Barbarians at home. ;)
Harmony's useful  for supporting  melee characters  in particular  (along  with
Earth Magic in general)... but GM Water magic is the best for supporting ranged
characters. Odd combination going on here.

Runepriest
Searing Rune: Place a mine which blows up group of enemies which walk on it and
whoever is around it. (50 mana)
Yet another reason why the Runepriest is the game's premier Magic DPS class. As
if you really needed another! Have fun but try not to blow yourself up. ;)

-------------------------------------------------------------------------------
-----------------

E) Some Suggested party builds

The Meat Grinder
2 Blade dancer (daggers)
1 Paladin
1 Free Mage

For this build, we take  advantage of dagger  Blade dancers's  synergy with the
Agony spell  (Dark   magic)  and  the vastly   overpowered   Mandate  of Heaven
(Paladin).


Blade dancerx2
-Dagger GM, Dual wielding GM, Endurance Expert/Master, Warfare expert
-Level ups: 1 Might, 1 Perception (or Spirit  til you have 50 mana), 1 Destiny,
1 Vit
-So good that you gotta have  two! The two bladedancers  are our main source of
damage. You would probably be better served  trading out one of them for a Rune
Priest who GMs Fire and Earth magic for more powerful buffs.
-BTW, try to get at least one  of these Blade dancers  to as close to 100 armor
as possible.  Otherwise,  they'll instantly   kill  themselves  on Pain Reflect
folks.


Paladin
-Light GM, Heavy armor expert,  Shield Expert, Warfare  Expert, (option) Arcane
Discipline GM
-Level ups: 2 Magic, 1 Vit, 1 Spirit
-The paladin's duty is simple: Healing, tanking, and casting Mandate of Heaven.
Everything else is to help the paladin survive when everyone else falls.


Free Mage
-Primordial GM, Dark GM, Earth Master, Fire Expert
-Level ups: 2 Magic, 1 Vit, 1 Spirit
-Agony of course works  wonders with this  build, but Hour of  Power and Heroic
Destiny  are also  powerful  buffs  for   dagger  Bladedancers.  If you  have a
Runepriest , drop those Earth and Fire and pick up Magic Focus GM instead.


--------------------
The Controllers

1 Mercenary
1 Hunter
1 Crusader
1 Freemage


This team takes  advantage  of many  crowd control  effects.  This is a  little
tricky, but  done right  however  and you'll  find  that this  party has  great
survivability and tactical power.

Mercenary
-Mace Master, Warfare GM, Shield Master
-Level ups: 2 Might, 1 Vit, 1 Spirit
-His duty is to stun  the enemy with Perfect  strike and Flawless  assault, and
when surrounded taunt  everybody around.  Actually has decent  dps due to Block
retaliation.


Hunter
-Spear GM, Dodge GM, Arcane Discipline Master, Warfare expert
-Crucial for getting into melee range ASAP. (Harpoon costs only 10 mana!)


Crusader
-Sword GM, Light GM, Shield Master
-Level ups: 1 Might, 1 Magic, 1 Vit, 1 Spirit
-A balanced build  to provide  some melee  damage, healing  and a high  powered
Celestial Shield: A must for protecting the vulnerable Free Mage.


Freemage
-Dark Expert/GM, Earth Master, Fire Expert/Master, Prime Expert/GM
-Level ups: 2 Magic, 1 Vit, 1 Spirit
-One word: Sleep. Use this spell without hesitation.

-------------------------------

Archer team
1 Scout
1 Ranger
1 Druid
1 Hunter/Freemage/Mercenary

If you're serious about making a ranged focused team, this is how I'd recommend
going about it.


Scout
-Crossbow + Dual axes, Fire expert
-Balanced stats; Might/Perception/Destiny/Vitality.


Ranger
-Bow + dual daggers
-Perception focused
-(option) Air M
-Balanced stats; Might/Perception/Destiny/Vitality.


Druid
-Water GM, Earth GM, Prime GM
-Hunter
-Spear GM, Bow Master, Air Master
or

Freemage
-Air GM, Dark Master/GM

or

Mercenary
-(Whatever, just for the movement promotion feature!)