


You'll find most healing spells and buffs (performace-boosting spells) here. Like the original game, nature magic focuses on hurting your enemy and helping your teammates. For example, a Nature Mage might specialize in Summoning or Ice Magic, among others, and might therefore be very different in between. There are further specializations within each class, and so also in the magic classes. In the Broken World expansion, the Blood Assassin and Stone Fist skill trees added special buff spells that work like normal buffs and allow you to distribute experience between two classes in a ratio of 70/30, where 70 % - melee or ranged combat, 30% - natural or combat magic. The summoned creatures of the school of nature have a lot of health and fight in close combat, and those of combat magic have good damage and a long-range attack type. The functions of wizards in the squad have become even more pronounced: Nature Mages can (in addition to dealing damage) heal, buff and protect the squad, while combat - weaken and quickly destroy enemies. The total number of spells has been reduced, but instead some enchantments have been tiered, allowing the same enchantments to be used later in the game.Īlso, due to the addition of passive skills to each class the effectiveness of the spells themselves has increased - mages can increase their damage and spell speed, increase their overall effectiveness and reduce mana costs. Here you can add only spells to heal and strengthen allies, as well as curse enemies and summon creatures. To use your spells, you need a spell book, which now contains: Magic is still divided into two schools: nature and combat. Spells in Dungeon Siege II haven't changed much since the original Dungeon Siege game. Example of a Spellbook screen in Dungeon Siege II For other uses, see Spells.
