Squire |
Basic combat hero, entry point for the combat jobs. Squires learn basic skills to increase combat effectiveness which will be useful in any job.
Squires rely primarily on strength, but also get a good deal of intelligence for a combat hero, making this a good job to train in if you want to play a hybrid fighter/caster.
Prerequisite: none
Immediate Prerequisite For Indirect Prerequisite for Rogue (at level 2) Archer (Rogue level 2) Knight (at level 3)
Strength Agility Intelligence Base Attributes: 20 15 15 Level Bonus: +3 +1 +2 Range: Melee (100) Attack: Normal Armor: Heavy
Squire Active Skill Set: | Basic Skill |
Strength Increases the caster's attack damage for 30 seconds. |
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Strength Information
This is a good skill to use as a battle begins, and can noticeably improve your damage output, especially earlier in the game. If you use mana-limited spells at the beginning of the battle, you can cast Strength just before you run out of mana, to ensure that you continue to have good damage output afterwards.Because the damage bonus from Strength is added to the damage bonus from a weapon, this skill will be the most help (proportionately) to characters with lower-grade weaponry.
Shield Increases the caster's armor for 30 seconds. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 30 sec. | 5 sec. | 150 | N/A | N/A | Self | +5 armor | 100 | 100 |
2 | 30 sec. | 5 sec. | 150 | N/A | N/A | Self | +7 armor | 150 | 250 |
3 | 30 sec. | 5 sec. | 150 | N/A | N/A | Self | +9 armor | 200 | 450 |
4 | 30 sec. | 5 sec. | 150 | N/A | N/A | Self | +11 armor | 250 | 700 |
5 | 30 sec. | 5 sec. | 150 | N/A | N/A | Self | +13 armor | 300 | 1000 |
Shield Information
The logical complement of Strength, the Shield spell will allow you to better survive while taking damage from monsters. Use at the start of a battle to help ensure your survival.Because of the way armor works, Shield will be the most help (proportionately) to characters with lower-grade armor.
Charge Increases the caster's movement speed for 15 seconds. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 15 sec. | 5 sec. | 45 | N/A | N/A | Self | +30% movement speed | 50 | 50 |
2 | 15 sec. | 5 sec. | 45 | N/A | N/A | Self | +45% movement speed | 75 | 125 |
3 | 15 sec. | 5 sec. | 45 | N/A | N/A | Self | +60% movement speed | 100 | 225 |
Charge Information
Useful both for closing distance against ranged opponents and saving travel time between waves, Charge is a cheap skill that can provide subtle benefits. Additionally, its usefulness in running away is not to be underestimated.
Throw
Stone Inflicts 25 damage and interrupts the target. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost |
1 | 0.1 sec | 5 sec. | None | 500 | N/A | Enemy, Non-hero | 25 damage, interrupts (stun) | 75 |
Throw Stone Information
Throw Stone inflicts relatively little damage, though it can be a useful damage supplement in the early game. It's primary feature is its ability to briefly stun the target, interrupting channeled spells like life drain, tranquility, or rain of fire. These spells can cause serious damage if allowed to run their course, especially when cast by a monster near the back of the enemy formation. Throw Stone will allow you to end the spell in short order, without requiring you to get too close or to expend mana.
Rejuvenate Increases the caster's health regeneration and lowers the caster's armor for 15 seconds. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | -20 armor, regenerate 10 health/sec | 75 | 75 |
2 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | -20 armor, regenerate 20 health/sec | 110 | 195 |
3 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | -20 armor, regenerate 30 health/sec | 145 | 340 |
4 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | -20 armor, regenerate 40 health/sec | 180 | 520 |
5 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | -20 armor, regenerate 50 health/sec | 215 | 735 |
Rejuvenate Information
It's not a good idea to use Rejuvenate while you're under heavy attack, because the armor penalty is severe, but this is an excellent skill to use between waves of monsters to help get yourself back to full strength.
Replenish Restores the caster's mana, but prevents the caster from using any mana for 15 seconds. |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost | Cumulative Cost |
1 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | Restores 100 mana, cannot use mana for 15 seconds | 75 | 75 |
2 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | Restores 200 mana, cannot use mana for 15 seconds | 110 | 195 |
3 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | Restores 300 mana, cannot use mana for 15 seconds | 145 | 340 |
4 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | Restores 400 mana, cannot use mana for 15 seconds | 180 | 520 |
5 | 15 sec. | 15 sec. | 20 | N/A | N/A | Self | Restores 500 mana, cannot use mana for 15 seconds | 215 | 735 |
Replenish Information
When you cast Replenish, you will appear to lose all of your mana, and you will have zero mana for 15 seconds. However, when the spell ends, you'll get back all the mana you lost (including the mana you would have regenerated during those 15 seconds), plus some additional mana. Replenish won't help you if you need mana fast, but if you're willing to refrain from casting for a while, it's an easy way to get some extra mana. In particular, you should cast Replenish between waves, if you don't need to cast other spells.
Defend Tactical Skill Reduces damage from piercing attacks, but slows the user's movement |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Skill Point Cost |
1 | Toggleable | None | None | N/A | N/A | Self |
-30% damage from piercing attacks -30% movement speed |
200 |
Defend Information
Defend will noticeably reduce the potency of enemy piercing attacks, which can be a life-saver when a group of Nerubians or other piercing ranged monsters focus fire on you. The reduction in movement speed is only a slight hindrance, as long as you remember to turn Defend off between waves. This is an excellent choice for an early-game Tactical skill, and will continue to serve you well as enemy damage climbs.
Endurance Mastery Increases the user's movement speed. |
Level | Effect | Skill Point Cost | Cumulative Cost |
1 | +10% movement speed | 100 | 100 |
2 | +20% movement speed | 150 | 250 |
3 | +30% movement speed | 200 | 450 |
Endurance Information
Endurance will give a passive boost to your movement speed, allowing you to more easily close the distance to ranged opponents, and also to more quickly visit your training area, the shops, and the restorative fountains between waves. While this doesn't provide the direct combat support that some other Masteries might give you, movement speed is something that everyone can use, and this Mastery is available cheaply and early in the game.If you're not playing on Expert difficulty and don't plan on playing a Squire, you can use your initial job points in the job to purchase the first level of this ability. Even if you don't plan to use it for very long, you may find Endurance quite helpful until you have enough spare job points to purchase a higher-priority Mastery.