SHINING SOUL II DARK WIZARD GUIDE BY BLACKAURA Copyright 2005 VERSION 0.2 Contact: darkaura@rogers.com ------------------------- ______________ | | |__ __ __| | | | | | | | | | | | | SHINING SOUL | | | | | | | | __| |__| |__ | | |______________| ------------------------- TABLE OF CONTENTS 0.1- Version History 1.1- Introduction 1.2- Legend 1.3- Pros and Cons 2.1- Strength 2.2- Dexterity 2.3- Intelligence 2.4- Vitality 2.5- Point Distrubution 3.1- Rod 3.2- Demon Breath 3.3- Venom 3.4- Darkness 3.5- Morph 3.6- Dagger Dance 3.7- Drain 3.8- Meditate 4.1- Recommended Accessories 5.1- Credits ------------------------- VERSION HISTORY [0.1] Version: 0.2 Added Venom's chance of poisoning Added DEF to legend Added ATK to legend Added LV? to legend Added "Accurate" strategy Added Morph chart Added "has a variety of spells" to Pros Version: 0.1 Created main skeleton of guide ------------------------- INTRODUCTION [1.1] There are eight characters to choose from in Shining Soul II, and this guide is deticated to the Dark Wizard. Dark Wizard users may find help in this guide towards making your Dark Wizard a great character, or you may just want to see what the Dark Wizard can do, but if you want to go to a specific section quickly, you can press CTRL+F and type the section code. For example, this section's code is [1.1]. ------------------------- LEGEND [1.2] HP = Health Points SP = Spell Points STR = Strength DEX = Dexterity INT = Intelligence VIT = Vitality DEF = Defense ATK = Attack LV? = Level ??? ------------------------- PROS AND CONS [1.4] == Pros: 5 == ~ spells never miss ~ spells are long ranged ~ is very quick ~ can improve SP recover rate ~ has a variety of spells == Cons: 3 == ~ spells take a while to charge ~ the Rod starts weak and inaccurate ~ spells require certain amounts of points to be used ------------------------- STRENGTH [2.1] The Dark Wizard starts with 10 STR points. Adding points into this section will increase the damage of your Rod by increasing your Attack power. STR, however, will not increase the damage of spells. All equipment requires a certain amount of STR for you to equip it, so even if you don't use the Rod, it's still a good idea to have fairly high STR. I recommend putting around one or two points in, depending on your use of the Rod. For more suggestions on point distrubutions, go to section [2.5]. ------------------------- DEXTERITY [2.2] The Dark Wizard starts with 9 DEX points. Adding points into this section will increase the chance of landing attacks with your Rod. It will decrease the chance of getting a MISS or a low-damage attack (you know, the ones with the yellow numbers). Also, high DEX increases the chance of an enemy getting a MISS. Again, the recommended points to put into this section differ on how much you use the Rod. For more suggestions on point distrubutions, go to section [2.5]. ------------------------- INTELLIGENCE [2.3] The Dark Wizard starts with 21 INT points. Adding points into this section will increase the damage of your spells slightly. You start with very high INT already, giving you a nice starting boost. As well as increases your spell damage, every point put into here will add two points to your overall SP. I recommend putting two points into here each level, with the odd one point to boost another skill once in a while. For more suggestions on point distrubutions, go to section [2.5]. ------------------------- VITALITY [2.4] The Dark Wizard starts with 10 VIT points. Adding points into this section will directly increase your overall HP by three points. Since the Dark Wizard doesn't start with much bulk on his DEF, this is an important skill to boost early on in the game, before enemies start causing crazy amounts of damage. I recommend putting one or two points in here each level, to keep your HP strong. It's always nice to know that you have lots of HP behind you. ------------------------- POINT DISTRUBUTION [2.5] The recommendations for point distrubutions can differ for different people. It all depends on how you fight. If you like having great strength in Rods or spells, you might like to increase STR and INT a lot. If you like having tonnes of HP to spare in fights, you might to increase VIT a lot. These are tried strategies that have proved very useful. Again, these are just mere recommendations, so I prepared several, hoping one will fit your liking. == BALANCE == An all-around, balanced strategy that is good for both constant Rod users & constant Spell users. STR: 1 DEX: 1 INT: 1 VIT: 1 == TANK == With perserverance, you can make your Rod a killing machine if you use this strategy. Lacks for Spells. STR: 2 DEX: 1 INT: 0 VIT: 1 == MAGICIAN == Rod users will be disappointed with the turn-out of this strategy, but spell users will be all-powerful. STR: 1 DEX: 0 INT: 2 VIT: 1 == ACCURATE == This is a great strategy for Rod users. Somewhat powerful, and very accurate. Bad for Spell-users. STR: 1 DEX: 2 INT: 0 VIT: 1 Again, most of these will be strong in one place but lacking in the others. The best advice is for you to mix it up to your liking. You could do a full on blitz, putting all points in one category and trying to wing all on that skill alone. You could try a balance-strategy, where everything is equal. It's up to you and your likings in a Dark Wizard. ------------------------- ROD [3.1] This skill allows a charge attack from the Rod. The higher the level of this skill, the higher the level of the charge that you are able to preform. Each level adds more power to the charge attack. Rod charge attacks are a straight foward bash with a slight foward movement. Charge attacks have great recoil and can knock an enemy back a fair distance. ------------------------- DEMON BREATH [3.2] This skill allows you to use the Demon Breath spell. The higher the level of this skill, the higher the level of charge that you are allowed. To determine the SP that your Demon Breath will cost, add your charge level to 1. For example, if I was using a LV4 charge, I would add 4 to 1. 4+1= 5. Then I know that a LV4 charge would cost 5 SP. Every additional charge level also increases the size of the projetile you fire. One Demon Breath attack is a shot that can travel for a small distance in front of you. Once the projectile hits something solid (a wall, an enemy, etc.), it will explode and damage everything near it. It should be your "standard" spell, simply for it's big damage and low cost. ------------------------- VENOM [3.3] This skill allows you to use the Venom spell. The higher the level of this skill, the higher the level of the charge that you are able to preform. Each level adds a small amount of power to the charge attack and slightly increases the range. The chance of poisoning an enemy is about 15% at LV1, with about +10% each additional level. Poison does small amounts of damage slightly less than once per second. The damage of poison is not effected by INT or charge level. The Venom spell hits directly in front you. A LV1 Venom attack will cost 4 SP, with an additional 2 SP for each level. ------------------------- DARKNESS [3.4] This skill allows you to use the Darkness spell. The higher the level of this skill, the higher the the level of the charge that you are able to preform. Each level adds a small amount of damage and slightly increases the range. A single Darkness attack will cause rings of darkness to appear every enemy near you at the time, causing immense damage. The damage or death is not immediate. A LV1 Darkness attack will cost 10 SP, with an additional 5 SP each level. ------------------------- MORPH [3.5] This skill allows you to use the Morph spell. The higher the level of this skill, the higher the the level of the charge that you are able to preform. Each charge level changes the monster you turn into. All stats of the monster that you become are added to your own as long as you remain that monster. The Morph will last about 1 minute at all charge levels. All monsters will not attack you unless you attack them first. That said, only the attacked monster will fight you, and not the rest. This chart shows you what monster you turn into at what level, and what stats you earn from them. +=====================================================================+ | LEVEL MONSTER STR/DEX/INT/VIT RESISTANCE | +=====================================================================+ | LV1 | Slime | 08/02/00/05 | 30/45/45/45/45/45 | | LV2 | Skeleton Swordsman | 12/07/00/11 | 40/60/50/20/70/60 | | LV3 | Spider | 22/08/00/15 | 50/50/50/50/50/90 | | LV4 | Hobbit | 30/11/00/19 | 50/50/50/70/30/50 | | LV5 | Harpy | 45/15/16/30 | 50/50/50/50/50/50 | | LV6 | Scytheman | 40/35/00/32 | 45/50/50/50/50/50 | | LV7 | Armored Centaur | 60/32/00/47 | 70/70/70/70/70/70 | +=====================================================================+ ------------------------- DAGGER DANCE [3.6] This skill allows you to use the Dagger Dance spell. The higher the level of this skill, the higher the the level of the charge that you are able to preform. Each charge level will slightly increase it's damage and add one more strike before the dagger disappears. At LV1, the dagger will attack three times, and cost 3 SP, with an additional 2 SP each level. You may charge a new Dagger Dance spell while the first is still attacking, but you may not release it until the dagger is done it's attacks. This attack is effected by enemy armour, not resistance. Even so, it's power is increased by INT and it's not effected by STR or DEX. The daggers may get caught in an obstacle such as a wall, but it will soon come back. ------------------------- DRAIN [3.7] This skill allows you to use the Drain spell. The higher the level of this skill, the higher the the level of the charge that you are able to preform. Each charge level will increase it's damage and slightly increases the range. When fired, the Drain will auto-aim and stick to an enemy. It will do nothing for about one second, then cause damage and increase your HP slightly. The charge levels don't effect how much HP you gain, but by increasing the damage with INT, you can. It is not necessary to wait for the previous Drain spell to attack to release another. Hiding behind a pit while firing Drain spells at melee monsters is a great way to increase your HP if it's low. Drain will recover about 10% of the damage you inflicted. ------------------------- MEDITATE [3.8] Each point in this skill will boost the SP recovery rate slightly. Putting points in here isn't a bad idea, but if you have your hopes up to MAX a skill to LV7, you can just buy a couple Ray of Hope's to keep your SP up. You could also increase your INT a lot to have a huge SP pool. ------------------------- RECOMMENDED ACCESSORIES [4.1] == CASE/ARMOURED CASE/ARMOURED CHEST == The Case can be found in the shop where you can get healing items and grenades. If you plan to use more than 3 spells, this could come in handy. It adds another row to your weapon slot, allowing you to have 6 active weapons instead of 3. The Armoured Case does the same thing, but has DEF+5 side-effect. The Armoured Chest adds 2 rows to your item slot, with a side effect of DEF+5. == VISION RING == This will increase your INT+5, adding 10 points to your SP and significantly boosting your spell damage. This can come in handy when your INT seems to be running low. == RING OF HASTE == This will increase your Walking Speed+50. This will allow you to dodge attacks while you charge your spells easier, in case you're ambushed. == MOON PENDANT == This will increase your SP+40, making a huge difference in your spells. You can buy this easily at Ipa's Palace Shop (available after the Fairy Spring). == BAT RING == For Rod users who need a little bit quicker attacks, the Bat Ring increases Attack Speed+2. == PORTRAIT COIN == This is a good item for any character. The Portrait Coin increases HP+51. I don't know why such an odd number, but it's still good! If anybody comes up with any good accessories to that may help significantly with the Dark Wizard, please email them to me and they will be added. You will be given credit for your contrabution(s) in section [5.1]. ------------------------- CREDITS AND COPYRIGHTS [5.1] Copyright 2004 BlackAura. Copying without asking me is allowed as long as it's for personal use. If you want to use parts of this guide in another guide of yours, email me at darkaura@rogers.com, or at least give me some credit in your guide. And now, I must give credit where credit is due... www.GameFAQs.com: Credit to GameFAQs for displaying my guide, of course. Thanks, guys! Crux: Special credit to Crux because I used a lot of his info out of his Character Skill Guide for the Dark Wizard, such as the Morph chart. CyberElfSlut: Credit to CyberElfSlut because I used a small amount of info from his Character Guide. You: For reading my guide! I hoped you learned something! Happy hunting!