Horizon's Gate

Horizon's Gate

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Class Overview
Av McFrugal
An overview of the class system, describing each ability and passive of all classes. Should be useful to someone new to the series.
Please note that this is not meant to be exhaustive. I am leaving some details out, like most MP costs and things like stat scalings for most abilities. Also, abilities may change in the future; I will try to keep this up to date.

Numbers within parenthesis signify the difference between rank ups. Most abilities will have something like this, but for some I wrote what the rank up does in the description. Also these numbers are estimates for the base power level of the ability. Stats and skill levels will add to the starting value, and in some cases I rounded off to a nicer number.
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Sailor
The base class. Everyone has to start somewhere. Their abilities are most useful during naval combat, but can be useful sometimes in other situations.
+2 phys attack, +1 phys def, +1 magic def, +5 phys evade
+1 to sword, axe, hammer, spear, flail/whip, punch, dagger skill.

Abilities
Heave
Push a target (1-5) tiles, will move forward one tile to push someone just out of reach. No damage is inflicted, which means it's suitable to be used on enemies and allies alike. Or objects. Cannot miss.
Rope
Pulls a target to you, dealing no damage. Can pull (3-5) tiles of distance. Can be used to rescue an ally who's overboard, or to draw an enemy in out of formation. Can be used on anything else that can be pushed/pulled. Cannot miss.
Swagger
Move two tiles, and boost your own morale for (60-120)+ time units. Duration scales with mag attack.
Steady
Applies Guard to you or an adjacent ally, for (64-144)+ time units. Guard halves incoming physical damage, but is removed by Itchy. Itchy can be removed by applying Guard. Duration scales with phys attack. Costs 1 MP.
Smellingsalts
Revives an ally to 1 hp, and fills their time meter by (0-10) time units. The only instant revive ability, and the time boost is interesting. Costs 2 MP.

Passives
Counter Push
Pushes enemy 3 tiles when hit with a melee weapon.
Salty Dog
Wet status lasts half as long on you, and deal 20% more weapon damage to Wet targets.
Sea Legs
Gain +1 movement if you start your turn next to water. Puddles count.
Warrior
Basic melee fighter. Surprisingly powerful.
+2 phys attack, +1 phys def, +3 phys evade
+1 sword, axe, hammer, spear, flail/whip, shield skill

Abilities
Bash
Attack an enemy for 90% damage and push it (1-3) tiles. Uses your weapon's range, doesn't work with bows or crossbows.
Charge
Move forwards (1-4) tiles and attack for 90% damage. Doesn't use your weapon's range.
Brave
Buff that gives +4 physical attack for (100-220) time units, can target yourself or an adjacent ally.
Bide
Deal (130-150)% damage, but takes 15 time units to cast. Works with any weapon.
Battlecry
Reduce enemy morale for 100 time units, in a cone-shaped area of effect reaching (3-6) tiles out in front of you. Works better if the enemy is facing you. Uses 2 MP.

Passives
Counter
Attack back for 50% damage when an enemy hits you with a melee weapon. Can cause friendly fire if you're using a sweep weapon. Can't use with other melee counters.
Valiant
Do 15% more weapon damage when attacking an enemy that's facing you. Works with ranged weapons.
Combat Ready
Gain a morale boost for 50 time units when battle starts. Works well with a use of Rally at the start of battle.
Brawler
Punches things. "Punch weapon" includes unarmed.
+1 phys attack, +12 phys evade, +5 magic evade, +1 movement.
+2 punch skill, +1 dagger skill.
Abilities
Pummel
Punch (3-5) times at half damage and half accuracy. Augments and passives only trigger once, but any effects inherent to the weapon will occur on each hit. Requires a punch weapon. Costs 4 MP.
Knockout
Apply Sleep to a unit for 5 time units. If the unit has less than half health, the sleep lasts (80-120) time units instead. Deals no damage. Requires a punch weapon.
Hurricane Kick
Move forwards (1-3) tiles and deal 80% damage to everything around you. Doesn't require a punch weapon, and deals damage based on your equipped weapon too. Accuracy is based on punch skill.
Sucker Punch
Punch for (110-125)% damage, push 1 tile, and stun for 8 time units. Has a 99 time unit cooldown. Costs 2 MP.
Grin
Doubles your physical attack on your next turn, but reduces your physical evasion to 0 until then. Note, it doubles your physical attack stat including any buffs it has, but that does not equate to double damage.

Passives
Thousand Fists
If your offhand is a punch weapon, you get an extra 50% damage offhand attack that occurs alongside any single target attack. Does not trigger augments.
Brawl Master
Gain 5x your lowest of punch or dagger skill as physical evasion for 300 time units when combat starts.
Iron Hands
Bare fist strikes do an additional 1 + half your punch skill extra damage. This allows bare fist damage to be viable throughout the entire game.
Gladiator
A flashy, reckless melee fighter.
+2 phys attack, +12 phys evade, +5 magic evade
+1 sword, hammer, axe, spear, flail/whip, punch, dagger, shield skill

Abilities
Taunt and Revenge use a little MP.
Smash
Attack for (125-140)% damage, but at 75% accuracy. Can step forward one tile to attack. Doesn't use your weapon's range, can't use with bows/crossbows.
Swift
Deal 75% damage, with +(5-20)% additional accuracy. Ignores Guard status and won't trigger counter-attacks.
Taunt
Enemies turn towards you and lose 40 phys/magic evasion as well as 2 phys/magic def, for 80 time units. Occurs in a (3-5) tile radius around you.
Revenge
Deal up to (150-190)% damage depending on how low your current hp is.
Hurl Weapon
Throw your weapon for 150% or more damage, depending on weapon type and material. Range also depends on weapon type and material, but you can get an additional +1 range per rank of the skill. Hammers do the most damage but have less range and accuracy. Accuracy is based on weapon type and material, boosted 2.5% for each point of punch skill, but you gain no accuracy from your skill in the weapon being thrown.

Passives
Counter Throw
Respond to a ranged weapon attack by throwing your weapon at the enemy. Range is based on your rank of Hurl Weapon.
Reckless
+1 phys attack, -1 phys def. +4 phys attack on your first turn of combat.
Timed Hits
+25% weapon damage if you hit the Use key (default is E) just before damage is dealt. The timing is pretty tight, and different abilities have different animation lengths so this is tough to master.
Weapon Master
Gain phys attack for 300 time units at the start of battle, equal to your lowest weapon skill out of sword, axe, hammer, spear, or flail/whip.
Berserker
An aggressive fighter, filling enemies with fear.
+2 phys attack, +15 phys evade, +3 magic evade
+1 sword, axe, hammer, spear, flail/whip, dagger, punch skill

Abilities
Frenzy
Attacks (2-3) enemies within weapon range, for 80% damage each. Doesn't work with bows/crossbows. Costs 3 MP.
Rage
Cures any debuffs, gain +6 phys attack but -3 phys/magic def for 99 time units. Has a 99 time unit cooldown.
Scream
Boost your own morale and lower enemy morale in a (2-4) tile radius for 70 time units, works best against enemies looking at you. Costs 4 MP.
Terrorize
Glare at an enemy within (1-3) tiles in a straight line to cancel their spellcasting, delay their turn for 5 time units, and severely lower their morale for 100 time units. Works best against an enemy looking at you. Costs 2 MP.
Scatter
Deal 130% damage to a single target, and push nearby enemies 1 tile. Can move (0-2) tiles forwards to strike the enemy. Costs 12 MP.

Passives
Counter Frenzy
When hit by a melee weapon, attack everyone adjacent to you for 80% damage each. Even allies. Does not use weapon range, doesn't work with bows/crossbows.
Vicious
Deal +8-32% damage to enemies, depending on how much higher than theirs your morale is. 8% per morale advantage.
Imposing
Enemies want to hit you 50% more than usual. Useful to draw aggro away from squishier characters, to trigger counters, or make use of Revenge.
Tactician
A support class that can control the flow of battle.
+1 magic attack, +1 magic def, +5 phys evasion, +15 magic evasion
+1 sword, axe, hammer, spear, flail/whip, dagger skill.

Abilities
Now!
Fills an ally's turn gauge, allowing them to act immediately after your turn. Has a 50 time unit cooldown. Has a range of (2-5) tiles. Costs 7 MP.
Hold!
Reduces an ally's turn gauge by 10 time units, but removes debuffs and boosts morale for ~130 time units. Has a range of (4-7) tiles. Costs 1 MP.
Advance!
Moves (1-3) allies forward 3 tiles and gives them +3 phys/magic attack on their next turn. 4 tile range. Costs 1 MP.
Withdraw!
Moves (1-3) allies backwards 3 tiles and gives them +3 phys/magic def until their next turn. Units will not change the direction they're facing. Costs 1 MP.
Masterstroke
Fills the time gauge of all other allies, allowing them to act immediately. Has a 50 time unit cooldown. Starts on cooldown. Has a cast time of 35 time units and costs 15 MP. Yes, 35 time units. That means you have to spend a turn doing nothing, but you can still move.

Passives
Commanding Aura
At the start of your turn, adjacent allies get +2 to their time gauges.
Rush Gambit
At the start of battle, your party gets +1 movement and -3 phys/magic def for 40 time units.
Defense Gambit
At the start of battle, your party gets +3 phys/magic def and -1 movement for 40 time units.
Pensive
Gain +2 magic attack for your next turn if you don't act this turn.
Guardian
Defensive melee class.
+1 phys attack, +2 phys def, +1 magic def
+1 sword, spear, axe, hammer, flail/whip skill, +2 shield skill

Abilities
Mighty Block, Rally, and Resuscitate use a little MP.
Mighty Block
Gives yourself or an adjacent ally +30 phys def until their next turn.
Impair
Deal half damage, reduce target's phys/magic attack by (3-6) for 90 time units.
Discipline
Cure debuffs within (0-3) tiles.
Rally
Boosts morale of allies for (60-140) time units. Has a range of 3, and has a small area of effect that covers 5 tiles.
Resuscitate
Revives an adjacent ally, healing (13-43)% hp. Has a cast time of 8 time units. Boosted by Life skill and magic attack.

Passives
Shield Bash
If you have a shield in your offhand, you will push with it after attacking an adjacent enemy. Does no damage aside from possible push damage.
Blockade
Inflict -1 movement to any enemy adjacent to you when you end your turn.
Defensive
+3 to phys def if you end your turn without acting.
Bulwark
Immunity to pushes, pulls, rotating effects, and negative morale.
Breaker
Breaks enemy equipment or limbs.
+2 phys attack, +1 phys def, +5 phys evasion
+1 flail/whip, hammer, punch, shield skill.

Abilities
All abilities require a blunt weapon, such as non-bladed punch weapons, bare fists, flails, corpryst or ironice whips, hammers, or shields. Daggerhand doesn't work.
Only Shatter costs mp.
Break Weapon
Deal half damage and attempt to break the enemy's weapon, reducing all damage inflicted with it to 1. This overrides any physical attack stats, and thus is often worse than fighting unarmed. Ranks increase accuracy.
Break Armor
Deal half damage and attempt to break the enemy's armor, removing all bonuses it gave, including augments. Generally useless against enemies, but troublesome when used against you. Ranks increase accuracy.
Break Arms
Deal half damage and attempt to disable the enemy for 30 time units plus a bonus based on damage(will probably disable for over 40 time units, so the tooltip isn't strictly wrong). Ranks increase accuracy.
Break Legs
Deal half damage and attempt to immobilize the enemy for (60-105) time units.
Shatter
Deals (+50% - +60%) damage for each instance of broken equipment or incapacitating effect, such as disabled, immobilized, stunned, frozen, etc. Uses 6 MP.

Passives
Counter Break
Try to break any melee weapon that hits you.
Stunning Blow
Stun for 2 time units when you hit.
Brittle Stone
+2 flail/whip, hammer, punch, shield skill. -1 phys def, -5 phys evasion. Note, +2 shield skill gives +6 phys evasion when using a shield.
Blade
Edged weapon specialist. Mobile and precise with the ability to attack at range.
+1 phys attack, +12 phys evasion, +1 movement
+1 sword, spear, axe, dagger skill

Abilities
All abilities require an edged weapon: swords, spears, most whips, axes, daggers, bladed punch weapons, or Daggerhand.
Only Shockwave costs mp.
Flash Cut
Move (4-6) tiles, attacking any enemies in your path for 90% damage.
Bladestorm
Deal 50% damage to enemies around you, in a (2-3) tile radius.
Shockwave
Deal 75% damage from (3-5) tiles away. Costs 1 MP.
Rend
Deal half damage and reduce the target's phys def by 3 for (70-130) time units.
Perfect Strike
Deal (40-70)% damage, cannot miss.

Passives
Dual Strike
If you have a dagger in your offhand, you will make an extra attack with it for 50% damage when attacking a single target. Does not trigger augments.
Tempest
At the start of your turn and when using any ability that moves you, deal 20% damage to adjacent enemies. Works with any weapon, even ranged weapons.
Fragile Edge
+2 sword, spear, axe, dagger skill, -1 phys def, -5 phys evasion.
Ravager
Melee class that uses Ruin skill.
+1 phys attack, +1 phys def, +5 phys evasion
+1 sword, axe, hammer, spear, flail/whip, shield skill, +2 ruin skill

Abilities
All abilities use a little MP.
Smite
Deal 75% damage to three targets in front of you like a greatsword swing, and push them (1-3) tiles. Damage is based on physical and magical attack, and is thus reduced by physical and magical defense. Damage may be lower or higher than 75% in practice, depending on stats. Costs 2 MP.
Ruinshock
Deal (130-150)% damage to the target and 30% damage to yourself. Again, both physical and magical stats are used here. Costs 3 MP.
Quake
Deal (40-60)% damage in an area in front of you. Covers 8 tiles. The aoe is shaped like a short rolling pin. This ability is purely physical. Costs 4 MP.
Despair
Lower morale of enemies within 3 tiles for ~110 time units and steal (4-6) MP from them. Duration scales with Ruin skill and magic attack. Costs 2 MP.
Destroy
If the target has 10 HP or less, it is killed instantly. Cannot miss. Has a range of (4-6) tiles. Costs 3 MP.

Passives
Revel
Gain a morale boost for 70 time units if an enemy dies during your turn.
Indomitable
Disable and Immobilize lasts half as long on you.
Critical Destroy
If you reach critical HP, attempt to Destroy all nearby enemies. Range depends on Destroy rank.
Krakenslayer
A lightning-themed melee unit with good damage potential.
+1 phys attack, +1 phys def, +5 phys evasion
+1 sword, axe, spear, hammer, flail/whip skill, +2 lightning skill

Abilities
Arc Lance
Deal normal damage and stun for (1-5) time units. Lightning arcs off the target in all four diagonal directions, dealing damage based on lightning skill and magic attack. The arcs travel 2 tiles. Costs 6 MP.
Jump Strike
Jump at an enemy and deal (115-130)% damage. Range is equal to your jump stat +1, so with 2 jump you can hit an enemy 3 tiles away. Costs 8 MP.
Impale
Deal 50% damage and inflict -(1-3) phys def and movement until the enemy's next turn.
Static
Attempt to deal lightning damage to adjacent tiles. If a tile is empty, a static field will be placed down that will damage anyone that walks over that tile. Static field damage is not affected by your stats. Costs 5 MP.
Volt Blast
Fires an orb of electricity that covers a greater aoe as it travels, but also loses damage. Starts 2 tiles away, and the max range is (4-5), with a radius of (2-3) at maximum range. Costs 9 MP.

Passives
Brutal Reach
Deal 12% more damage with melee weapon attacks if the target is not adjacent to you. Works with spears, flails, and sweeping attacks. Also the damage bonus only cares about your initial position, so Jump Strike and other charging abilities work with it.
Static Buildup
Leave behind a static field when pushed, pulled, or when you use an ability that moves you.
Giantkiller
Melee weapons deal an extra 3% of the target's max hp.
Ignis Knight
Fire-themed melee fighter. Very fire-themed.
+1 phys attack, +1 phys def, +3 phys evasion, +3 magic evasion
+1 sword, axe, spear, hammer, flail/whip, shield skill, +2 fire skill

Abilities
Oil Edge
Deal 50% damage and coat the enemy in oil for (80-170) time units. Oil severely reduces movement and makes the target vulnerable to fire. Fire damage will ignite the enemy.
Wrath Strike
Consumes Burn status on you or the enemy, then does +75% fire damage. Doesn't work with bows/crossbows.
Burning Wave
Deal 50% fire damage in a (3-7) tile line in front of you, leaving fire behind in any empty tiles. Damage is based on physical and magic stats. Can't be used with bows/crossbows.
Pyre
Set yourself on fire for 100 time units, deal fire damage to everything within (2-3) tiles, and leave fire behind in any empty tiles.
Phoenix
Revive an ally and heal for ~10 HP, dealing fire damage to adjacent tiles. Has a 12 time unit cast time and a range of (3-5) tiles.

Passives
Purifier
If Burn is applied to you, other debuffs are removed. Burn does not block debuffs from being reapplied.
Smolder
Burn does half as much damage to you, but lasts twice as long.
Firewall
Gain +1 phys/magic def for each firey object adjacent to you, includes burning characters.
Scourge
A whip and flail specialist, mostly focusing on controlling enemy positioning.
+15 phys evasion, +5 magic evasion, +1 movement
+2 dagger, whip/flail skill, +1 ruin skill

Abilities
All except Bolas cannot be used with ranged weapons.
Yank
Deal (70-90)% damage and push the target one tile in the direction of your choosing.
Lashstorm
Deal (40-60)% damage to enemies in a small area within weapon range and apply -1 movement to them for one turn.
Soul Split
Deal (50-60)% damage to both HP and MP of the target. Costs 2 MP.
Torment
Deal 50% damage and transfer all debuffs from you to the target. Transferred debuffs last (0-75)% longer. Costs 3 MP.
Bolas
Applies Immobile to a target within (3-5) tiles, not adjacent to you. Costs 5 MP.

Passives
Rivalry
Deal +30% weapon damage to a target of the same species or has one of your classes equipped.
Whip and Tear
Whip and flail attacks apply -1 phys def for 40 time units, which stacks and refreshes duration on further attacks.
Overeager
+2 phys atk and mag atk on all abilities, but all abilities that use phys/mag atk also have a 40 time unit cooldown.
Scout
Utility-themed, well-rounded class.
+1 phys attack, +15 phys evasion, +1 movement
+1 spear, flail/whip, dagger, bow, crossbow skill

Abilities
Firestarter and First Aid cost a little bit of MP.
Firestarter
Deals a little fire damage and inflicts Burn for (60-150) time units.
Trip Up
Deal 75% damage and inflict -(1-3) movement for a turn.
Throw Stone
Throw a stone to do some damage. Has (3-6) range, gains +1 damage per rank and from your highest bow or crossbow skill.
First Aid
Heal some hp. Cures Poison with 1 rank up, cures Burn at second rank up.
Sidestep
Move (2-5) tiles and gain +30 physical evasion for 70 time units.

Passives
Note: the functionality of Quick Hands from previous games has been moved to a new passive on a different class.
Medic
Boosts healing done by splints/bandages and First Aid by 50%.
Quick Hands
Fills your time gauge faster if you don't act, or spend your action moving an item.
Critical Mobility
Gain +2 movement when at critical HP.
Rogue
Sneaky debuff class.
+25% phys evasion, +15% magic evasion, +1 movement, +1 jump
+1 punch skill, +2 dagger skill, +1 bow, crossbow skill

Abilities
Poison Tip
Deal 50% damage and inflict Strong Poison for (60-120) time units. Other sources of poison status generally apply a weaker poison, but applying that type of poison twice results in strong poison.
Gouge
Deal 50% damage and inflict Blindness for (60-120) time units.
Distraction
Cancel an enemy's spellcasting and also turn them 180 degrees. Has (3-5) range.
Dash
Move (2-4) tiles in a straight line, without using up your action. Has a 99 time unit cooldown.
Hide
Go invisible until the end of your next turn. Has a 35 time unit cooldown. Double accuracy while invisible.

Passives
Backstabber
Deal +15% weapon damage from behind.
Auto-Hide
Hides automatically at the start of combat.
Stealth-sense
You can see enemies' sight range, which allows you to get as close as possible before taking the first attack. Also removes the accuracy penalty for attacking a target standing in darkness.
Sharpshooter
Ranged weapon specialist.
+15 phys evade, +10 magic evade
+2 bow, crossbow skill

Abilities
All abilities except Focus cannot be used with melee weapons. Throwing axes/spears are fine.
Contact Shot
Deal (110-130)% damage to an adjacent enemy, ignoring minimum range of your weapon.
Farshot
Deal 50% damage, but with +(1-3) max range. Costs 1 MP.
Multishot
Deal 50% damage to (2-4) targets. Costs 4 MP.
Piercing Shot
Deal 80% damage in a (3-6) tile line, ignoring Guard status. Can hit adjacent targets, but must target a tile at least 2 tiles away. Furthest target is hit by augments and enchants.
Focus
Double accuracy next turn, and +(1-3) phys attack.

Passives
Counter Shot
Make a ranged attack at anyone that hits you with a ranged attack.
Shrapnel
Deal 20% damage to adjacent tiles when attacking with a ranged weapon. A Blunderbuss will do extra damage in the outer 4 tiles of its aoe. Shrapnel works well with Multishot.
Artillery
+2 bow, crossbow skill. -1 Movement.
Sniper
Weapon accuracy past 100% increases damage, up to +30%. Not restricted to bows, which means daggers could work well with it at high skill level.
Bombardier
A magic-scaling class with a unique mechanic. Place devices, then activate them to blow up the enemy. Protip: activate your devices via a second character's lightning abilities.
+1 phys def, +1 magic def, +5 phys evade, +3 magic evade
+1 dagger, crossbow, fire, ice/water, lightning, wind, life skill

Abilities
All devices have a radius of 2 and will target friend and foe alike.
Activate costs 1 mp, devices cost 4 mp to place.
Activate
Activates (1-5) remote devices.
Remote Flare
Deals fire damage and stuns. Can be placed (3-5) tiles away.
Remote Pulse
Deals wind damage and pushes 1 tile. Can be placed (3-5) tiles away.
Remote Frost
Deals ice damage and puts down ice in the area. Can be placed (3-5) tiles away.
Remote Heal
Heals units in the area and cures debuffs. Can be placed (3-5) tiles away.

Passives
Tool Talent
Dart and Minibomb range +1, damage +50% or more.
Active Arms
Projectile weapon attacks activate adjacent devices.
Bomb Mastery
Take only 15% damage from Bombardier devices.
Swashbuckler
Swashes buckles while typically wielding a crossbow and melee weapon.
+1 phys attack, +15 phys evade, +8 magic evade, +1 movement
+1 sword, punch, dagger, bow, crossbow skill

Abilities
Bolt Balestra
Shoot for 80% damage then charge forward up to (2-4) tiles and hit with your melee weapon for 60% damage. Requires a ranged weapon. Can be activated with two crossbows, but the second hit will do zero damage. Costs 4 MP.
Sweeping Strikes
Hit all adjacent targets for 50% damage, then move up to (2-4) tiles and do another 50% attack on adjacent targets. Can move through enemies and allies, and the movement can go diagonally. Requires a melee weapon or fist. Costs 2 MP.
Pincer Attack
Charge forward (1-3) tiles and deal 80% damage, +40% damage for each ally adjacent to the enemy. This can do up to 200% damage! Requires a melee weapon or fist. Costs 3 MP.
Maneuver
Move 2 tiles and gain a morale boost for (40-60) time units. Can swap with an ally in the targeted tile, boosting morale on that unit as well.
Mug
Deal 90% damage, cause the target to lose morale for 70 time units and drop all gold and (1-3) unequipped items.

Passives
Swiftness
-1 time to act.
Man of War
If you hit with a melee weapon, any reloadable weapon in your other hand is reloaded. You can hit with a bare fist while wielding a rifle or blunderbuss, and it will reload.
Heavy Bandolier
Moving and equipping items doesn't take your action, but you do need your action available to do so. -1 Movement. You can pick up and drop items freely too, and take items out of bags/boxes. This works well with crossbows and Hurl Weapon, but can also be used to swap to different elemental weapons, triggers, or armor/accessory sets or whatever. Can be used on a mage to swap gear sets to maximize whatever element spell you're about to use.
Stormshot
Wind-element using ranged attacker, specializing in area of effect damage.
+8 phys evade, +12 magic evade
+2 bow, crossbow skill, +1 wind skill

Abilities
All abilities require a ranged weapon.
Blast Shot, Multiblast, and Disrupt Shot all scale with both physical and magical attack, as well as wind skill. They also do wind damage.
Blast Shot
Slow shot targeting a small area, attempts to deal 120% damage. (-1 to +1) to max range. Has a 12 time unit delay. Costs 8 MP.
Multiblast
Targets several small areas for 120% damage. Can target up to (3-5) locations. Uses your weapon's range. 15 time unit delay, costs 15 MP.
Scatterburst
Deals (30-40)% damage over a 3-radius area. Area placement uses your weapon's range. If you're using a throwing weapon you will wind up hitting yourself.
Split Shot
Shoot a projectile in a straight line up to (3-5) tiles, picking a spot where it will split off diagonally and travel 2 tiles, dealing 70% damage with each split projectile. Cannot shoot over enemies/allies/obstructions, does not pierce enemies. The spot where it splits can strike an enemy without losing the split, and will deal 50% damage. Decent multi-target potential, and also works to extend your attack range, as the diagonal projectiles travel far outside your usual range.
Disrupt Shot
Deals 30% more damage per debuff on the target. Dispells all buffs and debuffs on the target, and interrupts any spell the target was casting. 7 time unit delay, costs 6 MP. Rank up for +1 range.

Passives
Suppressive Fire
Your ranged weapon attacks inflict +1 time to act, slowing the enemy. This is not a Stun, and will not interrupt spells.
Spiral Current
+1.5% to weapon accuracy per 1 wind skill. Works with any weapon.
Projectile Mastery
Take 50% less damage from ranged weapons.
Mechanist
A mostly magic-scaling class that uses technology to deal damage, control the battlefield, and do a bit of healing.
+1 phys def, +1 magic def, +5 phys evade, +5 magic evade
+1 dagger, hammer, crossbow, lightning, life skill

Abilities

Place Turret
Places a turret within (1-4) tiles in a straight line, which fires straight ahead in a three shot burst every 20 time units, and breaks after 5 shots. The turret can be broken if hit, but enemies will not directly target it. Perform a Use action on the turret after it is placed to rotate it. Damage boosted by Lightning skill and magic attack. Costs 10 MP. Consider using it against enemies that can't move, or push them into the line of fire somehow. The use action will use up your action, but you can rotate the turret multiple times without ending your turn. If you have the Heavy Bandolier passive, rotating the turret does not use your action at all.
Toss Medkit
Throw (2-4) medkits anywhere within 4 tiles. Medkits thrown on the ground will heal any creature for 10+ hp if they end their turn on it; throwing a medkit at a target will heal them for half as much. Healing boosted by Life skill and magic attack. Costs 8 MP.
Portable Wall
Extend a wall (3-6) tiles out in a straight line, which lasts 120 time units. Costs 6 MP. Walls obstruct line of sight and movement, will be destroyed if hit by a blunt weapon or bullet, and open/close if hit by electricity or a Bombardier's Activate. Walls overwrite conveyor belts.
Deploy Conveyor
Extend a conveyor belt (3-6) tiles out in a straight line facing away from you, which lasts 110+ time units and pushes creatures every 5 time units. Costs 4 MP. Time boosted by Lightning skill and magic attack.
Set Trap
Place (1-3) traps on the ground within 2 tiles, which trigger when a unit ends their turn in that tile, dealing 10+ damage and immobilizing the unit for 72+ time units. Costs 2 MP. Boosted by physical attack and magic attack.

Passives
Ability Scanner
Allows you to see what abilities enemies have by simply hovering your cursor over them. Also grants +5% accuracy.
Augment Charger
After attacking an enemy with an elemental augment (not Life or Ruin), uses 5 MP to apply a matching enchant buff for 50 time units.
Essence Converter
Half of incoming healing restores your MP instead. The Lifebead Necklace helps compensate a little.
Minstrel
Magic-scaling musical accompaniment to your slaughter.
+1 magic attack, +15 phys evade, +25 magic evade, +1 movement
+1 spear, flail/whip, dagger, life skill.

Abilities
War Ballad has a 35 time unit cast time and costs 9 MP. All other abilities except Virelai have a 20 time unit cast time and cost 6 MP. Harmony, Rhapsody, and War Ballad are boosted by Life skill and magic attack.
Harmony
Heals your party a bit. Ranks increase amount healed.
Rhapsody
Recovers a bit of MP for your party. Ranks increase MP recovery.
Shanty
Boosts party morale for (40-60)+ time units. Magic attack increases duration.
Virelai
Cures debuffs on your party. 15 time unit cast time, costs 4 MP.
War Ballad
Apply Ward and Guard to your party for (30-40)+ time units, revives any slain allies with 1 HP.

Passives
Cheerful
If you have positive morale at the end of your turn, grant a morale boost to adjacent allies for 40 time units.
Battle Caster
+35 physical evade while casting/charging an ability.
Critical Oath
Gain Guard and Ward for 40 time units when hit into critical HP. Best combined with Critical Recovery so you actually have the HP to survive another hit.
Spell Archon
Imbues attacks with the elements to good effect.
+1 phys attack, +1 phys def, +5 phys evade, +5 magic evade
+1 fire, ice/water, lightning, wind, ruin skill

Abilities
All abilities can be used with any weapon you want. Melee spell archon? Why not!
All abilities scale damage with both physical and magical attack, as well as their elemental skill.
Fire Imbue
Deals fire damage and Burns the enemy for (35-65) time units. Duration scales with fire skill. Costs 9 MP.
Ice Imbue
Deals ice damage and Chills the enemy for (90-150) time units. Duration scales with ice/water skill. Costs 9 MP.
Lightning Imbue
Deals lightning damage and Stuns the enemy for (8-16) time units. Duration scales with lightning skill, can get to 25 with some investment. Costs 9 MP.
Wind Imbue
Deal wind damage and push (2-4) tiles. Push damage can make this the most damaging imbue. Costs 9 MP.
Ruin Imbue
Deal ruin damage and inflict Itchy for (100-200) time units. Duration scales with ruin skill. Costs 6 MP.

Passives
Imbue Momentum
+3% weapon damage per tile of distance the enemy is from you.
Magic Residue
Hitting a target recovers 4 MP on allies adjacent to the target.
Imbue Augments
+2 damage and +10% accuracy on any trigger stones within your weapons.
Shiftcloak
Dodgy wind-themed melee or ranged fighter. Likes to move around a lot.
+30 phys evade, +25 magic evade, +1 movement
+1 dagger, bow, crossbow, wind skill

Abilities
Tumble
Move (3-5) tiles even through enemies, cure Immobilize on you.
Shadow Snap
Blind all adjacent units then move (2-3) tiles in a straight line, moving through enemies. Costs 6 MP.
Whirl
Deal wind damage to nearby enemies, within a (2-3) tile radius. Cures Burn on you. Costs 1 MP.
Shift Stab
Charge towards a target within (3-5) tiles in a straight line, slipping behind them and attacking for 120% damage. If there's no room behind the target, you wind up in front. Requires a melee weapon or fist. Costs 1 MP.
Backstep Shot
Move backwards one tile, then attack an area in front of you. More area at second rank. Can use a dagger, or a bow/crossbow.

Passives
Melee Momentum
Gain +3% damage on melee attacks, per tile the enemy was from your position at the start of your turn.
Rolling Reload
Reload equipped weapons whenever you use an ability that moves you. If you use two crossbows, you can use Backstep Shot repeatedly, but one crossbow will be unloaded at the end of the attack. This works with Dash or Gate Shift.
Distracting Aura
Rotates adjacent enemies 90 degrees at the start and end of your turn.
Adaptability
You can change your subclass or passives during combat, but it uses up your action for that turn.
Bat Handler
More of a bat summoner than a batman, sadly.
+1 magic def, +8 phys evade, +8 magic evade, +1 jump
+1 spear, flail/whip, dagger, wind skill

Abilities
Summon Zoar
Summons a Zoar bat to fight alongside you, up to 3 tiles away. The Zoar's stats scale with your phys attack, magic attack, and wind skill. The Zoar starts with (0-20) time in its time gauge[starts its first action in (30-10) time units]. Costs 10 MP.
Z-Torrent
Deals a bit of damage in a 5x5 square, placed up to (3-5) tiles away, and reduces targets' movement by 1 for 50 time units. Scales with phys, magic, wind. Costs 6 MP.
Tailwind
+1 Movement to your party for (30-50)+ time units. Duration scales with magic, wind. Costs 6 MP.
Zoarnado
Deals a lot of damage in a small area up to (3-5) tiles away. Scales with phys, magic, wind. 18 time unit cast time, costs 13 MP.
Flight
Make a zoar bat carry you 3-4 tiles through the air.

Passives
Batling
+10 phys evasion, +5 accuracy.
Tamer
Ending your turn adjacent to a creature in critical HP converts it to your side.
Everswarm
Deal 1 damage to all enemies at the start of your turn. Won't break Negate.
Ranger
A hybrid class that uses ranged weapons to heal and harm, mostly scaling with life skill.
+10 phys evasion, +8 mag evasion
+1 spear skill, +2 bow, crossbow, life skill

Abilities
Double Tap
Deal (20-35)% damage twice, applying all secondary effects as if the two hits were normal attacks. Always deals 20% damage to allies. Costs 4 MP.
Apply Salve
Give a buff to an ally for 40 time units, which causes all their weapon attacks to also heal (18-21)+ hp and cure negative statuses. Amount healed scales with mag atk and life skill. Costs 3 MP.
Apply Toxin
Give a buff to an ally for 40 time units, which causes all their weapon attacks to also inflict poison and a second random status effect for (40-85)+ time units. Duration of status effect scales with mag atk and life skill. Costs 3 MP.
Apply Barbs
Give a buff to an ally for 40 time units, which causes all their weapon attacks to deal 6 extra damage and demoralize for (55-115)+ time units. Duration of negative morale scales with mag atk and life skill. Costs 3 MP.
Smoke Balm
Put down a lingering smoke effect on the ground in a 3x3 area, centered within (2-4) tiles and lasting 80 time units. The effect heals 4+ hp when first placed and at the end of a unit's turn within the area, and gives +25 phys evasion. Costs 6 MP.

Passives
Team Player
Deal 95% less weapon damage to allies.
Overgrowth
Gain 50 time units of Regen when healed to full hp. Works if already full hp.
Instant Aid
Your first non-harmful ability used in combat does not cost an action. -8 max mp.
Scholar
The starting mage class. Has very quick spells, and can recover MP.
+1 magic attack, +1 magic def, +5 magic evade
+1 fire, ice/water, lightning, wind skill

Abilities
Flame
Do some fire damage to an enemy within (4-6) tiles. Costs 5 MP.
Bolt
Do some lightning damage to all targets in a straight (4-6) tile line. Costs 5 MP.
Frost
Do some ice damage to a small area within (3-6) tiles. 8 time unit cast time, costs 6 MP.
Gust
Do some wind damage and push in a conical area reaching (2-4) tiles away. Costs 7 MP.
Prayer
Recover MP for yourself and any allies within (1-3) tiles.

Passives
Teacher
+3 MP to adjacent allies at the start of your turn.
Elementary
Reveals the elemental weaknesses/resistances of the closest unit directly in front of you at the end of your turn.
Meditative
+3 magic def if you end your turn without acting.
Sage
Defensive caster, focusing on healing.
+1 magic attack, +2 magic def, +12 magic evade
+1 hammer skill, +2 life skill

Abilities
Heal
Heals units in a small area within (3-5) tiles. 7 time unit cast time, costs 7 MP.
Growth
Gives regeneration to units in a small area within 3 tiles, for (80-160)+ time units. 7 time unit cast time, costs 6 MP.
Cure
Removes debuffs in a small area within (3-5) tiles. Costs 4 MP.
Revive
Revives a fallen ally within 4 tiles, heals (10-20)+ HP. 10 time unit cast time, costs 8 MP.
Dispel
Dispels all buffs and debuffs in a small area within (4-6) tiles. 7 time unit cast time, costs 3 MP.

Passives
Green Touch
Heals adjacent allies for 3 HP at the start of your turn.
Pure Mind
Immunity to Dispel, cannot have casting interrupted except by being disabled/stunned/etc.
Critical Recovery
Heal 15% of your max hp when hit into critical hp.
Sorcerer
Casts stronger, slower spells than the Scholar.
+2 magic attack, +8 magic evade
+1 fire, ice/water, lightning, wind skill

Abilities
Inferno
Deal fire damage in a small area within 4 tiles. Ranks increase damage. 15 time unit cast time, costs 7 MP.
Lightning
Deal lightning damage in a small area within (4-6) tiles. 13 time unit cast time, costs 7 MP.
Blizzard
Deal ice damage in (2-4) small contiguous areas within 5 tiles. 16 time unit cast time, costs 9 MP.
Cyclone
Deal wind damage in a 2-radius area within 4 tiles, pushes (1-3) tiles away from the center. 15 time unit cast time, costs 11 MP.
Shock Bolts
Deal some lightning damage to (1-4) targets. Costs 5 MP.

Passives
Fire Adept
+2 fire skill, -1 ice/water, lightning, wind skill.
Ice Adept
+2 ice/water skill, -1 fire, lightning, wind skill.
Lightning Adept
+2 lightning skill, -1 fire, ice/water, wind skill.
Wind Adept
+2 wind skill, -1 fire, ice/water, lightning skill.
Critical Focus
Recover 50% of your max MP when hit into critical hp.
Warden
Defensive caster that focuses on preventing damage.
+1 phys def, +2 magic def, +12 magic evade
+1 shield skill, +2 life skill
note: has access to hp and shield stats for improvement

Abilities
All abilities except Barrier scale with Life skill and magic attack.
Aegis
Clears debuffs on a target within (3-5) tiles and applies Aegis for 90+ time units, which will block the next negative status effect. Costs 5 MP.
Negate
Applies Negate to a target within (3-5) tiles for 90+ time units. Negate blocks incoming damage once. Costs 5 MP.
Guard
Applies Guard in a small area within 3 tiles for (40-60)+ time units. Guard halves physical damage taken. Guard can be removed by Itchy, Itchy can be removed by applying Guard. 7 time unit cast time, costs 7 MP.
Ward
Applies Ward in a small area within 3 tiles for (60-100)+ time units. Ward halves magical damage taken. 7 time unit cast time, costs 7 MP.
Barrier
Places up to (3-5) contiguous magical barriers that block movement, attacks, and most spells. Barriers can be destroyed by repeated attack, or via ruin spells. Barriers last 70 time units. Costs 7 MP.

Passives
Lasting Shelter
Ward, Regen, Aegis, Negate, and Preserve last 50% longer on you.
Auto-Aegis
Gain Aegis at the start of battle, for 50 time units.
Enduring Negate
Negate on you will not be removed if the damage taken is less than or equal to 1 + half your life skill. Get very high life skill, lots of armor, and keep Guard/Ward on, and this might actually work!
Elementalist
Similar to the Sorcerer but uses more complex spells.
+1 magic attack, +1 magic def, +5 magic evade
+1 fire, ice/water, lightning, wind skill

Abilities
Condensate
Deals a bit of water damage in a small area within (3-5) tiles, inflicts Wet for 150 time units, and leaves puddles behind. Costs 5 MP.
Windslash
Deals wind damage in a wide line reaching at most (4-6) tiles away, minimum of 3. 12 time unit cast time, costs 8 MP. Can cut environmental objects.
Shock
Deals lightning damage in a small area within 4 tiles and Stuns for (12-18)+ time units. Duration scales with lightning skill and magic attack. 14 time unit cast time, costs 10 MP.
Freeze
Deals ice damage to a target within 4 tiles and Freezes them for (30-46)+ time units. If used on an empty square, makes a block of ice that can be jumped over. Duration scales with ice/water skill and magic attack. 15 time unit cast time, costs 14 MP. Refunds 12 MP if used to make ice.
Fire Whirl
Places a fire tornado on a square within 3 tiles that does a bit of fire damage to adjacent targets immediately, then every 20 time units after. Lasts 80 time units, has a cast time of 14 time units and costs 12 MP. If an enemy moves into the spot where casting was targeted, they will take fire damage but no tornado will be created. Once the tornado expires, fire will be left behind on the tile.

Passives
Firewalker
Heal from elemental ground hazards instead of taking damage.
Stone Savant
Deal 15% more damage with triggers and similar weapons, with triple the normal range. Does not work with wands.
Zeal
Gives +4 to the elemental skill which matches the current day's element.
Element Master
Gain a bonus to magic attack at the start of battle that lasts 300 time units, equal to your lowest elemental skill. Ruin and Life included.
Unmaker
Basic ruin element mage.
+1 magic attack, +10 magic evade
+1 dagger skill, +2 ruin skill

Abilities
Ruin Touch
Deals ruin damage to an adjacent target, +30% for each debuff on the target. Also inflicts Itchy for (50-110) time units. Can be highly lethal against an opponent with multiple debuffs. Costs 4 MP.
Decay
Applies Decay in an area within (3-5) tiles. Decay deals damage on the target's turn unless they get healed somehow before then. 12 time unit cast time, costs 8 MP.
Wither
Deals ruin damage and Disables a target within 3 tiles for (40-60) time units. Duration scales with ruin skill. 15 time unit cast time, costs 10 MP.
Shroud
Applies Blind for 80 time units to targets in a small aoe within 3 tiles. Applies Poison on second rank.
Drain
Deal ruin damage to an adjacent enemy and recover the same amount of HP and MP. Rank increases damage.

Passives
Absorb Magic
Gain MP equal to half magic damage taken.
Necromancy
Gain ruin skill from nearby bones.
Ruin Aura
Deal ruin damage to nearby enemies on the start of your turn. Can deal decent damage.
Enchanter
Enchants allies to add elemental damage to their attacks.
+1 physical attack, +1 magic attack, +1 physical def, +1 magic def, +5 phys evasion
+1 fire, ice/water, lightning, wind skill

Abilities
Fire Enchant
Bonus fire damage for (125-225) time units. Costs 7 MP.
Ice Enchant
Bonus ice damage for (125-225) time units. Costs 7 MP.
Lightning Enchant
Bonus lightning damage for (125-225) time units. Costs 7 MP.
Wind Enchant
Bonus wind damage for (125-225) time units. Costs 7 MP.
Elemental Fury
Gives +5 physical attack for 40 time units to allies within (3-5) tiles, refreshes duration of enchants up to 105 time units.

Passives
Counter Enchant
Responds to elemental damage by enchanting yourself with that element. Caution, this can electrify water.
Essence Flow
When you reach exactly 1 MP, recover all MP. Tricky to use but powerful.
Siphon Enchant
Enchants on you also grant +2 skill to the corresponding element.
Balancer
A mage with some unusual buffs and debuffs.
+1 magic def, +5 phys evade, +15 magic evade
+1 fire, ice/water, lightning, wind, life skill

Abilities
Stonefoot
Applies Immobile to units in a small aoe within 3 tiles for (69-109) time units. 12 time unit cast time, costs 6 MP.
Force
Pushes (1-3) targets within 5 tiles without directly damaging them. Costs 1 MP. You may choose the push direction.
Warmth
Applies Warmth to a unit within 4 tiles for (90-150) time units. Warmth regenerates MP and provides resistance to cold but slight weakness to fire, and gives immunity to Wet, Chill and Freeze. Costs 8 MP.
Ice Carapace
Apply Spikes to a unit within 4 tiles for (90-150) time units. Spikes deals ice damage to enemies near you at the end of your turn, and provides resistance to fire but slight weakness to cold. Costs 8 MP.
Preserve
Apply Preserve to a unit within 3 tiles for 300 time units. If the unit is KO'd they are revived and then Preserve is applied. Preserve automatically revives the unit on their next turn if they are KO'd, and prevents HP loss.

Passives
Counter Mirror
Reduces incoming damage by half your life skill, and deals that much to the enemy that hit you. Can't use with other counters.
Geomancy
Grants a bonus to elemental skills depending on what elemental objects are near you. If no particularly interesting objects are nearby, you get +1 wind skill.
Quick Cast
Reduces cast time, but increases MP costs for those abilities. -1 cast time for 28 TTA units, -2 cast time for slower units. MP cost is increased by about 40%, then another 2 MP.
Critical Preserve
Grants Preserve for 300 time units when hit into critical hp.
Defiler
Combination ruin and elemental mage, focusing on debuffs.
+1 magic attack, +5 magic evade
+1 fire, ice/water, lightning, wind, ruin skill

Abilities
All spells except Viral have a 12 time unit cast time and cost 8 MP. Viral costs 4 MP.
Iceblood
Deals ice damage and Chills the enemy for 140+ time units. Second rank adds Poison. Duration scales with ice/water and ruin skill.
Brainshock
Deals lightning damage and Disables the enemy for 28+ time units. Second rank adds Itchy. Duration scales with lightning and ruin skill.
Gorgefire
Deals fire damage and Silences the enemy for 110+ time units. Second rank adds Burn. Duration scales with fire and ruin skill.
Heartgrip
Deals wind damage and Stuns the enemy for 20+ time units. Second rank also lowers morale. Duration scales with wind and ruin skill.
Viral
Spreads debuffs to all contiguous units. Can target (1-3) units for initial infection vector.

Passives
Sacrifice
+6 magic attack if Blinded. +6 phys attack if Silenced.
Soulpierce
Ignore magic evasion on targets that are Itchy.
Absorb Aura
Steal 5 MP from adjacent enemies at the start of your turn.
Gatewarder
Uses gate magic in a variety of ways, mostly non-elemental.
+2 magic def, +5 phys evade, +10 magic evade
+1 fire, ice/water, lightning, wind skill

Abilities
All abilities scale with magic attack except for Gate: Swap. In addition, Gate: Barrage scales with Wind skill.
Gate: Swap
Swaps two points in space within (2-4) tiles, can include yourself or allies. Costs 4 MP.
Gate: Avalanche
Deal physical damage in a small area within (4-6) tiles. 13 time unit cast time, costs 7 MP.
Gate: Barrage
Place (3-5) locations for gates to appear which push adjacent targets and deal wind damage. Can push/damage one target several times. Costs 9 MP.
Gate: Void
The Void is very bright. Attempts to blind anyone looking in your direction, for 70+ time units. 22 time unit cast time, costs 12 MP.
Gate: Shield
Grant an ally within 4 tiles immunity to projectile attacks for (55-75)+ time units. Costs 4 mp.

Passives
Resistant
When you take magic damage, your magic evasion doubles until your next turn. You can stack magic evasion past 50% so this could render you immune from repeated magic damage.
Gate Adept
+1 range on Gate spells. -1 Movement.
Critical G. Shield
Gain Gate Shield when hit into critical hp.
Gatekeeper
Traditional Gate magic class. Large aoe, high damage spells with high cast times and mp costs. May require some clever thinking to deal good damage. Can also teleport large distances.
+1 magic attack, +1 magic def, +5 magic evade
+1 fire, ice/water, lightning, wind skill

Abilities
Gate
Teleport to a location within (3-5) tiles. Costs 3 MP.
Gate: Magma
Open a gate that deals high fire damage to a 2-radius aoe within (4-5) tiles. 17 time unit cast time, costs 12 MP.
Gate: Storm
Open a gate that deals high lightning damage to a 2-radius aoe within (4-5) tiles. 17 time unit cast time, costs 12 MP.
Gate: Flood
Open a gate that deals high water damage to a 3-radius aoe within (4-5) tiles, inflicting Wet for 150 time units and leaving puddles behind. 20 time unit cast time, costs 14 MP.
Gate: Sky
Open a gate that covers a 3-radius aoe and pulls enemies inwards 2 tiles on the outer two tiles of the radius, dealing damage only if they reach the inner five tiles. 18 time unit cast time, costs 12 MP.

Passives
Voidlight
Lights up the area near you with a bright light. Note: attacking enemies in the dark reduces accuracy.
Gate Hand
Allows you to place, pick up, and interact with objects from any distance away, even in combat.
Realmsense
Allows you to scroll the map around freely, and grants +5% magic evasion. Can combine well with Gate Hand.
Warpblade
A melee class that uses Gate magic. Costs a moderate amount of exp in mage classes to get yet uses no elemental skills with its abilities, so be sure to plan ahead and purchase MP or HP with your stars when you can while leveling as a mage.
+1 phys attack, +1 magic attack, +3 magic evade
+1 sword, axe, hammer, spear, flail/whip skill

Abilities
Gate: Shift
Move (1-2) tiles without using up your action. Has a 20 time unit cooldown, costs 3 mp.
Gate: Trick
Attack a unit up to (2-4) tiles away through a gate. Costs 4 mp. Requires a melee weapon.
Gate: Slam
Fall through some gates and slam down on a tile within (3-5) tiles but not adjacent to you, dealing 50% damage to adjacent units, Stunning them for 2 time units and pushing them 1 tile. Costs 8 mp. Won't activate augments, can be used with any weapon.
Gate: Cross
Perform a 2 tile radius cross-shaped attack that does 75% damage except in the middle tile where it hits twice for 150% damage total. Range is (4-6) and cannot target within 2 tiles of you. 12 time unit cast time, costs 12 mp.
Gate: Onslaught
Attack all enemies for 50% damage. 22 time unit cast time, has a 50 time unit cooldown, costs 15 mp. Requires a melee weapon, won't activate augments.

Passives
Counter Warp
Teleport behind an enemy that hits you with a melee weapon, dealing 50% damage.
Warplash
Melee attacks deal 20% splash damage to adjacent enemies. To be clear: does not target allies. Only splashes around the tile you're targeting; sweep attacks don't add more splash tiles.
Gate Leap
+2 Jump.
15 kommentarer
Sly-Scale 21 mar, 2024 @ 5:14 
I know the guide isn't meant to be exhaustive -- good job on this btw! -- but I have some notes of my own to share.
Warrior: "Bide" can cleave, i.e. spears & greatswords hit all targets in reach.
Gladiator: "Hurl Weapon" works best around axes, hammers and spears. Spears for accuracy, hammers for damage, axes for the in-between. Ice weapons get -1 throw range but hit 30% harder; Fire weapons are more 2%-4% accurate; Lightning & Wind weapons hit 10% harder.
Berserker: "Frenzy" does not cleave. If an ability can't cleave, then spears & flails keep their reach.
Breaker: its abilities does not cleave.
Blade: "Perfect Strike" will cleave.
Krakenslayer: "Arc Lance" does not cleave.
Sly-Scale 21 mar, 2024 @ 5:14 
Ignis Knight: "Wrath Strike" does not cleave.
Scout: "Trip Up" does not cleave.
Rogue: Abilities will cleave, but Poison & Blind status effects do not.
Bombardier: Your remote bombs are invisible to enemies.
Spell Archon: Abilities do not cleave.
Ranger: "Double Tap" will cleave, but Enchantments, Trigger attachments and salves will not. "Team Player" passive does not affect those three, either.
Defiler: "Viral" (and Viral Necklace) won't spread Silence and Blind from gags and blindfolds.
Warpblade: The enemy never accounts for you using Gate: Shift to reach them.
Confused 19 dec, 2022 @ 11:42 
Can't believe you're still keeping this up to date timely. Great job.
McFrugal  [skapare] 5 sep, 2021 @ 21:52 
Fixed. That was probably due to a copypaste that I forgot to edit.
frowningmirror 5 sep, 2021 @ 1:30 
Doesn't Heartgrip scale with wind? We already have brain shock and its a wind attack
Endor_47 2 sep, 2021 @ 18:19 
Maybe i am just dumb, but i can't understand how to unlock the Shiftcloath class, can someone tell me?
McFrugal  [skapare] 27 maj, 2021 @ 17:30 
Updated with the new classes.
God is God 3 maj, 2021 @ 2:51 
Thanks a lot for your time and effort. Great guide.
McFrugal  [skapare] 29 okt, 2020 @ 22:52 
I'm very sorry for neglecting this. Everything should be up to date from the various patches, and I nudged some numbers around for more realistic starting values.
McFrugal  [skapare] 25 maj, 2020 @ 13:06 
@Aleccia Ah, yes, you're right. I misremembered while writing that section.