Mages are also somewhat easy, especially if you can get your warriors into melee range. The warrior versions aren't usually too dangerous if you hit them hard and fast although status ailments rarely work on them. They have a large amount of defense and hit points, do a lot of damage and often have a fairly wide variety of special moves. Elites are essentially watered down bosses. See number 6 for more information on Elites. In that case what you face is up in the air. Generally they will only have one ability, often a damage dealing one, unless they're mages. They have larger health bars than the Grunts and do a bit more damage but are often lacking in special abilities. They are easily dispatched by one strong radial attack.
Grunts will have almost no health, relying on swarming tactics or ranged attacks to deal any appreciable damage. Enemies come in three distinct flavors: Grunts, Soldiers and Elites. Stick with a dialogue type and don't bother deviating from it for maximum results. This seems to make your nice dialogue more effective but your smartass and hardass responses less effective. So if you treat people nice enough it will color all of your interactions. The more you treat people with consistent reactions the more that reaction will become your default. Also don't waffle in how you react to people. This will enable you to gain the benefits of a friend or rival and should be sought after. If there's someone you like or agree with then foster a friendship with them. If there's someone who you don't like or get along with, foster a rivalry. Do not waffle on how you treat your party members. Proper use of these in larger fights or boss battles will be key to surviving. The way to get around this is to pick up abilities that will force aggro on your warriors, an early game example of this being Taunt. If your sword and shield tank is keeping an enemy busy but your mage is dealing too much damage said enemy might ignore your tank to tear the mages face off. In most situations your ability to win a battle will depend entirely upon how you handle aggro, enemy hostility towards your characters. Doubling up on sword and shield users works out fairly well though as far as keeping your party alive. So long as you don't have two offensive mages or two healing mages it will work quite well. It's quite possible to play through the game, and excel, with a party consisting of two fighters and two mages, each specializing in a different type of combat. You'll very rarely find yourself in a situation where you absolutely must have a rogue for example.
Class diversity is no longer a necessity. It's not a terribly hard game but there are some things that can make your trip a bit more confusing if you mess them up. Game Tips = Here are a few tips to get you set on the proper path through DAII. Some more investigation into the impact on relationships for Act I quests. Should be a whole lot easier to navigate. v.0.7 - : Uploaded Act II, guide fully restructured.
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Update History = v.0.5 - : Uploaded Act I and basic structure. Achievement / Trophy Guide 9 - About the Author = xx. YES NO 3.1 - Character Information 3.2 - Romance 4 - Prologue 5 - Act I 5.1 - Main Quests 5.2 - Side Quests 5.3 - Companion Quests 5.4 - Collectible Quests 5.5 - Ingredients 6 - Act II 6.1 - Main Quests 6.2 - Side Quests 6.3 - Companion Quests 6.4 - Collectible Quests 6.5 - Ingredients 7 - Act III 7.1 - Main Quests 7.2 - Side Quests 7.3 - Companion Quests 7.4 - Collectible Quests 7.5 - Ingredients 8.