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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.

 

Advancement

Prerequisite:  none

Immediate Prerequisite For Indirect Prerequisite for
Rogue (at level 2) Archer (Rogue level 2)
Knight (at level 3)  

 

Squire Stats

  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.
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 +25% attack damage 100 100
2 30 sec. 5 sec. 150 N/A N/A Self +35% attack damage 150 250
3 30 sec. 5 sec. 150 N/A N/A Self +45% attack damage 200 450
4 30 sec. 5 sec. 150 N/A N/A Self +55% attack damage 250 700
5 30 sec. 5 sec. 150 N/A N/A Self +65% attack damage 300 1000
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.

 

Squire Support Skills

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.