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/---Contact---\
demifrozenpenguin _at_ gmail _dot_ com
Questions, comments, concerns can go here.
No begging, asking for saves, asking for builds, and general annoyance.
/---Version History---\
April 5, 2005
Still gotta play through more, though I am getting up to date with mostly
druid and alchemist. Raising my knight to fill in the rest.
Mostly need help with berserker, as I have not played one through.
Stats:
19 Druid
13 Alchemist
7 Knight
April 2, 2005
Quarter completed, up to Berserker in abilities. Still gotta play each
class more.
/---Table of Contents---\ [Ctrl+F the bracketed codes to search!]
1.1 - Introduction to Abilities
1.1.1 - The Ability System [0001]
2.1 - Abilities by Class
2.1.1 - Alchemist [0002]
2.1.2 - Knight [0003]
2.1.3 - Druid [0004]
2.1.4 - Berserker [0005]
3.1 - Ability Trees
3.1.1 - Alchemist [0006]
3.1.2 - Knight [0007]
3.1.3 - Druid [0008]
3.1.4 - Berserker [0009]
4.1 - Closing
4.1.1 - Credits [0010]
/---1.1 Introduction to Abilities---\
Untold Legends is a hack-and-slash RPG. To make any of these games somewhat
interesting, an ability system is always in place.
/---1.1.1 The Ability System [0001]---\
There is an ability tree located within each character's inventory screen.
Every time you level up, you are told to press select which brings you to
your stats screen, and after distributing the stats, you are taken to the
ability tree. Depending in the range your base level falls, you get a
certain amount of ability upgrades.
This comes to a total of 150 expendable ability points. Most classes have
about 15 abilities, all of which are maxed out at 20. Therefore, this
system can allowyou to max out 7 abilities, and use the rest on
prerequisites or whatever.
The way the ability tree works is that you must have at least one point
in each ability before the desired one in order to unlock it. More will
be explained in the ability tree section.
/---2.1 Abilities by Class---\
Each class has its own selection of abilities. While not all of them are
entirely useful, it is quite a selection nonetheless.
Passive abilities: Abilities that do not require a button to use and provide
either a skill (Dual Wield) or innate upgrade (Melee Attack)
Active abilities: Abilities that do require a button to use and can be used in
combat. They can be offensive, supportive, etc.
/---2.1.1 Alchemist [0002]---\
---Block---
Required Level: 1
Adds 5% extra damage mitigation to all blocks. Has a 5% chance of knocking
back an attacker 1.2-1.4 meters while blocking.
Upgrade:
1% extra damage mitigation.
2 meter increase in knockback.
Opinion:
Blocking was not entirely useful in the first place, due to the poor button
configuration for it (R+O). Even if you are adept at blocking, I don't think
this is worth the investment of points.
---Melee Attack---
Required Level: 1
All melee attacks will do 105% damage.
Upgrade:
1% more damage.
Opinion:
Excellent passive ability for melee attackers. On an alchemist however, most
are not melee fighters, and either use bows or abilities entirely. If you are
a battle alchemist, this could be a nice choice to put points into.
---Poison Shot---
Required Level: 4
A 3-4 damage bolt which creates a 1.2 meter radius poison cloud that damages
3-4 every .9 seconds.
Upgrade:
Damage range increases by 2-3.
2 meter increase in poison cloud radius.
Opinion:
Excellent crowd control for the alchemist. The damage over time and added
poison effect make this a good choice to invest a lot of points in.
---Magic Circle---
Required Level: 3
Raises all resistances by 5%.
Upgrade:
Raises resistance by 1%.
Opinion:
Not worth the points, except the one needed for make potion. You may find it
useful but otherwise, don't bother.
---Endurance---
Required Level: 2
Increases your base maximum carrying weight by 10.
Upgrade:
10 more weight (ex: level 2 endurance = +20 total, not +30)
Opinion:
While I often find myself filled to capacity in the middle of dungeons, you
can simply recall to Aven to pawn off loot. If you want the increased
capacity for equipment or potions, go ahead and invest. Otherwise, don't
bother.
---Acid Spray---
Required Level: 5
Sprays acid 2.2 meters which has a chance to stun creatures for 2.0 seconds.
Upgrade:
Range increased by .1 seconds.
Stun duration increased by .2 seconds.
Opinion:
Accuracy is not that great, but the area of effect makes it useful. If
you're a battle type, this is great for you. Otherwise, one point for
fire bomb.
---Make Potion---
Required Level: 5
25% chance to make a health or power vial. However, there is a 96% chance a
lesser vial will be made. Uses 10 gold.
Upgrade:
Increases success rate by 2%.
Decreases chance of lesser vial being made by 4%.
Gold used increased by 5.
Opinion:
Requires numerous upgrades to get a decent success rate. Not very useful
in my opinion, except one point for build golem.
---Fire Bomb---
Required Level: 8
Places a bomb which explodes after 2.5 seconds dealing 58-72 damage in a 5
meter radius. 2 bombs allowed at the same time.
Upgrade:
Damage range increases by 14-19.
Detonation time lowered by .1 seconds.
Opinion:
Another excellent crowd control for the alchemist. Combined with poison shot,
this can do a lot of damage. Invest many points in it.
---Build Golem---
Required Level: 10
Creates a level 10 golem that will aid you in fights.
Upgrade:
Level of golem increases by 1.
Opinion:
Marvelous scapegoat and fighter. Can take quite a beating while you snipe
away behind him.
---Transmute---
Required Level: 10
Converts all items on ground in a 3.2 radius to gold at a 15% exchange rate.
Upgrade:
Opinion:
---Quagmire---
Required Level: 13
Creates a 2.2 meter flaming tar slick which causes 14-18 damage and reduce
speed to 60% every 1.2 seconds.
Upgrade:
~+3 increase in damage.
Reduces speed 1% more.
Opinion:
I personally like combining this with acid shot to mop up mobs of enemies.
It also works pretty fine with bosses to increase your damage output.
---Guarded Watch---
Required Level: 15
Satellites deliver 17-20 damage to enemies in a 2.2 radius over 10.0 seconds.
Friends satellites deliver 6-8 damage.
Upgrade:
Opinion:
---Stone Gaze---
Required Level: 15
Fires a shot that turns an enemy to stone for 5.0 seconds. Has a 15% chance of
instantly killing the enemy.
Upgrade:
Opinion:
---Detonate Golem---
Required Level: 20
Explodes your golem for 266-327 damage and knocks back in 2.2 radius.
Upgrade:
Opinion:
---Chain Lightning---
Required Level: 18
Shoots a 84-102 damaging lightning that hits a monster and then chains up to
2 nearby monsters.
Upgrade:
Opinion:
---Mind Wrack---
Required Level: 25
Converts 46% of enemies to fight for you over a 10.3 second duration.
Upgrade:
Opinion:
/---2.1.2 Knight [0003]---\
---Block---
Required Level: 1
Adds 5% extra damage mitigation to all blocks. Has a 5% chance of knocking
back an attacker 1.2-1.4 meters while blocking.
Upgrade:
1% extra damage mitigation.
2 meter increase in knockback.
Opinion:
Blocking was not entirely useful in the first place, due to the poor button
configuration for it (R+O). Even if you are adept at blocking, I don't think
this is worth the investment of points.
---Melee Attack---
Required Level: 1
All melee attacks will do 105% damage.
Upgrade:
1% more damage.
Opinion:
Excellent passive ability for melee attackers. Especially useful for the
knight who is almost entirely melee, unless using a bow. Invest many
points here.
---Power Swing---
Required Level: 1
Swing your melee weapon multiple times for a chance to hit each enemy in a
radius around you for 19-23 damage per swing.
Upgrade:
Damage range increases by 5-9.
Opinion:
Pretty useful in the early game, but don't spend too many points in it.
---Archery---
Required Level: 3
Every arrow shot will do 105% damage.
Upgrade:
Opinion:
---Endurance---
Required Level: 5
Increases your base maximum carrying weight by 10.
Upgrade:
10 more weight (ex: level 2 endurance = +20 total, not +30)
Opinion:
As a knight, you will have very high strength anyway. This upgrade should be
useless, except one point for Aura of Valor.
---Flurry---
Required Level: 5
A series of rapid attacks that deal 60% damage. Requires a melee weapon.
Upgrade:
Increase of 2% per strike.
Opinion:
Excellent low power attack for single targets. Especially useful with slow,
powerful weapons, since these attacks are rapid regardless of attack speed.
---Multi Shot---
Required Level: 8
Fires 3 arrows from your bow simulataneously. Each arrow delivers 45% damage.
Requires a bow to be equipped.
Upgrade:
Opinion:
---Aura of Valor---
Required Level: 8
Raises the experience gain rate to 103% for you and your friends within a
6.0 radius.
Upgrade:
Increases experience gain by 3%.
Opinion:
Pretty useful, getting 160% more exp at level 20 will work wonders reaching
level 50.
---Bash---
Required Level: 10
Attack with a shield for 93-115 damage with a chance to knock nearby enemies
back. Requires a shield to be equipped.
Upgrade:
Opinion:
---Recover Arrow---
Required Level: 10
Gives you a 15% chance of automatically recovering arrows shot.
Upgrade:
Opinion:
---Dual Wield---
Required Level: 13
Allows you to wield two weapons simulataneously with 80% damage for the
primary weapon and 75% damage with secondary weapon.
Upgrade:
Opinion:
---Counter Attack---
Required Level: 15
Creates a 25.0 second shield around you that delivers 17-21 damage to enemies
when they successfully attack.
Upgrade:
Opinion:
---Cleave---
Required Level: 15
A powerful swing delivers 78-96 damage. Has a chance to stun your target
and knock back nearby enemies. 2H weapon required.
Upgrade:
Opinion:
---Critical Shot---
Required Level: 18
Increases your chance of a critical hit from a bow by 2.2%.
Upgrade:
Opinion:
---Aura of Wounds---
Required Level: 20
A chance to stun for 3.0 seconds and deliver 83-102 damge in a radius.
Returns health to you and your friends in a 2.2 radius.
Upgrade:
Opinion:
---Paragon of Might---
Required Level: 25
Ups melee damage to 115%, blocking to 100%, and melee instant kill to 5%.
Cuts speed to 55%. Lasts 10.0 seconds.
Upgrade:
Opinion:
/---2.1.3 Druid [0004]---\
---Block---
Required Level: 1
Adds 5% extra damage mitigation to all blocks. Has a 5% chance of knocking
back an attacker 1.2-1.4 meters while blocking.
Upgrade:
1% extra damage mitigation.
2 meter increase in knockback.
Opinion:
Blocking was not entirely useful in the first place, due to the poor button
configuration for it (R+O). Even if you are adept at blocking, I don't think
this is worth the investment of points.
---Melee Attack---
Required Level: 1
All melee attacks will do 105% damage.
Upgrade:
1% more damage.
Opinion:
Excellent passive ability for melee attackers. Useful for heavily battle
oriented druids, but for pure magic or hybrid types, this is not that
great. Invest if you are more the battle type, maybe a few points if
you are hybrid.
---Sting---
Required Level: 2
A 12-15 damage magic bolt which creates a 3.2 meter radius magic cloud
that damages 4-5 every 1.4 seconds.
Upgrade:
Damage range increases by 5-9.
Damage over time range increases by 2.
Opinion:
Excellent basic move. With high dex and this at high levels, it is
an excellent spell to complement your attacking. Level this high.
---Nature's Medicine---
Required Level: 3
Increases the speed of health regeneration to 130% for you and your
friends within a 2.2 radius.
Upgrade:
Increases health regeneration by 3%.
Opinion:
At almost double health regeneration at level 20, this ability can
save the healer in party games or potions while soloing. Definitely
worth it.
---Endurance---
Required Level: 5
Increases your base maximum carrying weight by 10.
Upgrade:
10 more weight (ex: level 2 endurance = +20 total, not +30)
Opinion:
Useful if you want the extra weight, since druids won't have
exceptionally high str. Otherwise, don't bother.
---Thorny Decoy---
Required Level: 5
Summons a level 5 thorny decoy that will lure enemies away from you.
Upgrade:
Increases decoy's level by 1.
Opinion:
Very useful in the early game, since you won't be getting hit as much.
I'd invest 3-5 points in it.
---Mend Wounds---
Required Level: 8
Heals all players in a 2.2 radius and you for 72-90 hit points
over 3.1 seconds.
Upgrade:
Opinion:
Extremely valuable spell. Invaluable in team play I imagine. Level
this one high, probably maxing it. My only complaint is the healing
over time, but otherwise it's excellent.
---Stone Storm---
Required Level: 8
Boulders rain 42-51 on enemies up to 3.2 meters away. Hit enemies
causes 22-27 fragmentation damage in a 1.2 radius.
Upgrade:
Opinion:
Useful crowd control in the early game, but I figure you could use
sting instead. If you like it, invest more than one point in it, but
there are better area spells later on.
---Clinging Vines---
Required Level: 10
A shot that roots an enemy for 3.5 seconds. Enemies within 2.0
meters of the enemy hit will also be rooted for 2.5 seconds.
Upgrade:
Opinion:
I know it would be useful, but I can't seem to find myself using it
frequently. I guess it would work in conjunction with an damage over
time spell. Invest more than one point if you like it.
---Breath of the North---
Required Level: 10
A shot that freezes an enemy for 2.5 seconds when hit. The frozen
monster has a 15% chance of being instantly killed.
Upgrade:
1 seconds more of freezing.
1% more chance of instant death.
Opinion:
Seeing 'instant death' can be pretty fun, but this spell is not
really that useful.The freezing won't help in crowds, since this
targets only one enemy. One point minimum but otherwise,
I wouldn't put more.
---Tranquil Thoughts---
Required Level: 13
Makes power regeneration 105% faster for you and your friends
within a 2.2 radius.
Upgrade:
Increases power regeneration by 5%.
Opinion:
(see Nature's Medicine)
---Cloak of Thorns---
Required Level: 15
Creates a 20.5 second shield around you that delivers 22-26 damage
to enemies when they successfully attack.
Upgrade:
Opinion:
Useful in the later game when crowds of enemies are more frequent.
The added damage makes it a savior in frenetic combat. I think
Cleanse the Land will make it obsolete later though.
---Thunder Strike---
Required Level: 15
Creates a 2.2 radius wave of lightning rain that hits enemies for
67-82 damage. Also has a chance to stun for 1 second(s).
Upgrade:
Opinion:
Powerful, but power consuming area attack. It seemed great, but
it's not damage over time and consumes way too much power.
One point is sufficient.
---Quake---
Required Level: 18
3.0 radius wave that has a chance to slow and knock back
enemies 2.2-3.2 meters.
Upgrade:
Opinion:
---Tempest---
Required Level: 20
Summons a level 20 tempest to fight by your side.
Upgrade:
Increases level of tempest by 1.
Opinion:
---Cleanse the Land---
Required Level: 25
A 2.2 meter magic aura that delivers 33-39 damage every 1.1 seconds
with a 5% chance of causing instant death.
Upgrade:
Opinion:
/---2.1.4 Berserker [0005]---\
---Block---
Required Level: 1
Adds 5% extra damage mitigation to all blocks. Has a 5% chance of knocking
back an attacker 1.2-1.4 meters while blocking.
Upgrade:
1% extra damage mitigation.
2 meter increase in knockback.
Opinion:
Blocking was not entirely useful in the first place, due to the poor button
configuration for it (R+O). Even if you are adept at blocking, I don't think
this is worth the investment of points.
---Melee Attack---
Required Level: 1
All melee attacks will do 105% damage.
Upgrade:
1% more damage.
Opinion:
Excellent passive ability for melee attackers. Especially useful for the
berserker, who is almost entirely melee. Invest many points here.
---Rend---
Required Level: 1
Hits your enemy for 15-19 damage and a chance to cause 10-13 damage to
nearby enemies you are facing.
Upgrade:
+7-13 damage.
+4-8 splash damage.
Opinion:
Virtually useless, don't bother.
---Sprint---
Required Level: 3
Increases movement rate to 120% for 3.0 seconds for you and your friends
within a 2.2 radius.
Upgrade:
Opinion:
---Endurance---
Required Level: 5
Increases your base maxiumum carrying weight by 10.
Upgrade:
10 more weight (ex: level 2 endurance = +20 total, not +30)
Opinion:
(see knight)
---Ravage---
Required Level: 5
A series of rapid attacks that deal 45% damage. Requires a melee
weapon.
Upgrade:
Opinion:
---Thrown Weapons---
Required Level: 8
Every weapon thrown will do 105% damage.
Upgrade:
Opinion:
---Savage Strike---
Required Level: 10
A 50% chance of each melee attack made for 4.0 seconds will be
a critical hit for you and your friends within a 1.2 radius.
Upgrade:
Opinion:
---Feral Rush---
Required Level: 10
Rush for 1.0 seconds delivering 46-57 damage and knockback
to all enemies near the point of impact.
Upgrade:
Opinion:
---Piercing Howl---
Required Level: 13
Cause 28-35 damage to enemies in a 2.2 raduis. Friends that
hear the howl also deliver 28-35 damage in a 1.2 radius.
Upgrade:
Opinion:
---Recover Thrown Weapon---
Required Level: 15
Gives you a 15% chance of automatically recovering weapons
that have been thrown.
Upgrade:
Opinion:
---Dual Wield---
Required Level: 15
Allows you to wield two weapons simultaneously with 80%
damage for the primary weaopn and 75% damage with
secondary weapon.
Upgrade:
Opinion:
---Scent of the Pack---
Required Level: 18
Increases the chance of a critical hit by 2% when attacking
enemies for both you and your friends within a 2.2 radius.
Upgrade:
Opinion:
---Blood Curdle---
Required Level: 20
A chance to stun enemies in a 2.2 radius for 3.0 seconds
and for nearby friends to stun close enemies for 2.0 seconds.
Upgrade:
Opinion:
---Death Breath---
Required Level: 20
A 20-25 damage 2.5 meter spray that creates a magic cloud
that deals 8-10 damage every 2.9 seconds. Enemies may flee.
Upgrade:
Opinion:
---Infect with Madness---
Required Level: 25
Makes an enemy an ally for 14.0 seconds and completely
heals them. Their damage is raised to 125% for 20.0 seconds.
Upgrade:
Opinion:
/---3.1 Ability Trees---\
Like many Action RPG's, in order to learn abilities, you must get
lower abilities to obtain higher abilities. The way the tree
system works is that you start from the top of the tree and put
at least one point into an ability to unlock the abilities linked
to it. For example, to get Make Potion, you must have one point
in Magic Circle, and be base level 5. However, to get Fire Bomb,
all you need is one point in EITHER Endurance or Acid Spray, and
be base level 8.
/---4.1 Closing---\
Hopefully, this guide will help you plan out what skills to
use to make your own build. While my opinion may vary from
others, use the descriptions to help you decide if an
ability is good or not. Thanks for reading and good luck
with your adventure in Untold Legends!