Dungeon Hunter: Alliance

Dungeon Hunter: Alliance

56 Achievements

29-35h

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Power And Wisdom

Power And Wisdom

Complete the game as a mage.

9.3%

How to unlock the Power And Wisdom achievement in Dungeon Hunter: Alliance - Definitive Guide

You must complete all the story quests as the Mage class. How you build your Mage is entirely up to you, however there are a few skills that are must-haves for any Mage, some that can be good or bad depending on whether you’re playing solo or co-op, and some that you’re best off completely avoiding.

For the must-have skills, you will want to completely max out Meteor, Channeller and Spell Mastery. Meteor will likely be the main attack for most builds, due to its high damage, damage over time and area of effect radius. Channeller and Spell Mastery on the other hand will allow you to keep your MP up and all your spells to do more damage respectively, which will prove extremely helpful. A single point in Blast is also a good idea, as it will allow you to push back foes when they get too close.

Some other skills that you’ll want to consider are Alchemy, Rejuvenate, Stone Escape and Stone Grip. Alchemy and Stone Escape will prove more beneficial in single player, whereas Rejuvenate and Stone Grip are more beneficial in co-op. Alchemy will allow you to hold more potions, which is helpful when playing by yourself as you have no one else to rely on. Stone Escape will allow you to teleport away from your foes which will give you plenty of time to use skills like Meteor. This doesn’t work well in co-op due to the screen restrictions, hence why it’s only recommended for single player. Rejuvenate can be an absolute lifesaver in co-op, as it will heal both you and your teammates when used. This will make some bosses a cakewalk, where you can let your teammates tank them while you keep them alive. Lastly, there’s Stone Grip. Similar to Meteor, except weaker and slows enemies. It’s good to cast in between Meteor casts, as this will keep the enemy constantly under barrage and constantly slowed.

A few skills that are best off avoided are Fireball and Fairy Blood. Fireball is incredibly inaccurate and oftens flies past the enemies, so if you want a spell to attack enemies instantly, you’d be better off with something like Shock or Blast. As for Fairy Blood, the reduction in cool time for your Fairy Magic isn’t enough to benefit from the points spent. It can be nice, but oftentimes you won’t be in a situation when using Fairy Magic more than once a minute is necessary. These points are better off spent elsewhere.

As for stat point distribution, you are best off going with 1:1 Endurance : Energy. If you’re playing co-op, however, feel free to dump everything into Energy and play as a pure Glass Cannon.

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