Paper Sorcerer

Paper Sorcerer

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Mechanics and Summon Overview Guide
By Genpei Turtle
A deep dive into the mechanics of skills, stats, and each of the summons you can have in your party.
   
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Introduction
Why this guide?
Paper Sorcerer is a fairly simple, straightforward RPG, but there is some depth to it, and existing documentation is kind of inadequate. There's no manual, and the in-game help is unclear on a lot of mechanics. In a few instances there are in-game descriptions of mechanics that are wrong, with skills and the like that work differently than as described.

This guide is intended to be something of a combination of expanded manual and deep dive under the hood to explain how some of Paper Sorcerer's mechanics work. It'll explain some of the basic stats, game mechanics, and do a breakdown of each of the characters you can have in your party, along with some basic strategies for using them. Most of the strategies are operating under the assumption that you're playing on Hard or 1980s difficulty, as you get significantly more margin for error on Normal or Easy. This guide doesn't contain much information on equipment or items, as most of what's included in-game is self-explanatory.

How I found this stuff
I used the Unity Assets Bundle Extractor[github.com] to pull out the TextAssets from Paper Sorcerer, which contain nearly all of the game's information about mechanics, skills, items, characters, formulas, etc. in an easily-digestible XML format. Once you figure out the cross-linked references between the files it's fairly easy to decipher. If you want to see even more detail than this guide provides (say, you want to see the damage range for each skill level of a given spell) then you can use the above tool to take a look at the data directly.
Difficulty Levels
The only thing that differs as far as I can tell between the difficulty levels is enemy strength. Enemies' baseline stats are boosted for any difficulty higher than Easy:

Easy
Normal
Hard
1980s
HP
100%
130%
160%
260%
Energy
100%
130%
150%
200%
Strength
100%
140%
180%
250%
Agility
100%
130%
150%
230%
Magic
100%
140%
180%
250%
Defense
100%
130%
150%
200%
Attack Damage
100%
140%
180%
280%
Damage Bonus
100%
130%
150%
200%
Experience
100%
100%
125%
150%
Damage Taken
100%
100%
90%
75%

Note that Hard and 1980s difficulty both give you EXP bonuses, and also give enemies blanket damage resistance--slight in Hard and significant in 1980s.

Overall Easy and Normal are balanced but not super challenging, Hard is tough but fair, and 1980s is a slog.

Surviving 1980s difficulty
The game is definitely beatable on 1980s (I've done it) but I'd advise against it unless you're something of a masochist. If you take the plunge, here's some advice:

  • Take the Imp or the Succubus. If you don't have their Sleep spell to disable some or all of your enemies, some of the fights on the higher levels (e.g. against multiple Samurai) will not be survivable without a lot of luck.
  • The Vampire will not cut it as your primary healer in 1980s difficulty. If you take him you'll need an alternate healer like the Cultist, Dryad, or Witch. Cultist is probably the best healer overall due to his hardiness; Dryad is a close runner-up as her Eternal Winter does wonders when combined with Sleep.
  • While less essential, the Minotaur's damage output is very useful.
  • The contents of treasure chests are random until you open them. Savescum them all; save right before opening a chest and reload if you don't get something good.
  • Disabling status effects are very important. Most status effects are applied via spell and require a high Magic in order for them to have a good chance to proc, so train up Magic on your disablers.
  • Consumable items are critical. Stock up on Defense, Healing, and Energy potions. Save your Acid Flasks for boss fights--you'll need them.
  • You will need to prepare a very specific party to beat the final boss. He has a regeneration spell with a cooldown of only 5 rounds that heals 2400+ HP per round, and he will use when he hits half health (3900 HP). The easiest way to counteract this is with the Abomination's Dispel Enemy spell. Otherwise you will need to have a party that can deal over 3900 damage in a single round.

Stats, Modifiers, and Combat
Strength
Strength affects damage done by melee attacks and any skill with the Strength icon by it.

Strength Modifier = Strength /2

Most melee attacks and most skills that use this modifier add it to any numerical effects (eg damage).

Agility
Agility affects a lot of different things. Move order in combat, critical chance, block chance are among the factors that are affected by Agility. Skills with the Agility icon by it are affected as well.

Agility Modifier = Agility /2

Most skills that use the Agility modifier add it to any numerical effects of the skill. The Agility modifier also affects normal melee attacks with "Agility Weapons," in other words the Dagger, Chain, and Katar. Half of the Agility modifier is added to standard melee attacks with agility weapons. This is in addition to the Strength modifier which is added as normal.

Magic
Magic affects the strength of your spells and any skill with the Magic icon by it.

Magic Modifier = Magic /2

Most skills that use this modifier add it to any numerical effects.

Defense
Defense is possibly the most complex and confusing stat. Defense is used to reduce incoming damage. There are two types of attacks in the game, melee and spell attacks, and Defense works differently depending on the type.

When most melee attacks hit, the formulas used are:

HP Damage = Damage Roll - Target Defense

A melee attack is any use of the "Attack" command or a skill that uses a melee weapon. For example the Cultist's Smite is a melee attack and uses this formula, even though its element is Divine rather than Physical.

Most melee attacks also damage Defense and reduce it a bit. This is done with a separate roll from the one used to determine HP damage. Most of the time the formula used is:

Defense Damage = Damage Roll / 4

Spell attacks are handled differently. Defense reduces damage from spell attacks but less so. The formula normally used is:

HP Damage = Damage Roll - Target Defense / 2

Note that most spell attacks do not damage Defense.

Not all skills use these formulas--there are lots of variations from skill to skill. And there are some attacks (like most damage over time effects) that ignore Defense completely.

Lastly, Defense reduces the chance of being critically hit.

Resistance
Every attack in Paper Sorcerer has one of five damage types associated with it: Physical, Arcane, Divine, Fire, and Ice. Resistance is a measure of what percentage of damage you take from that attack type, so lower is better. E.g. a Physical Resistance of 25% means you only take 25% damage from Physical attacks. A Fire Resistance of 150% means you have a weakness to fire and take one and a half times normal damage from it. For some reason these values are only visible in the Shop interface.

Only a handful of summons or enemies have any sort of natural resistances or weaknesses. A very small number of enemies have negative resistance levels, meaning they're healed rather than damaged by that damage type.

Resistance is primarily changed via equipment, training, or temporarily via spells cast in battle.

Minimum/Maximum damage
These values indicate the minimum and maximum damage that you can do with an attack, and for almost everyone both values are naturally set at 1 and never change--only equipping weapons change the value.

The Werewolf and Giant, however, are special summons who can't equip weapons, but whose Minimum/Maximum damage values improve as they gain in levels.

Damage Bonus
This value is added on to any melee attack (and a handful of spell attacks too). It's almost always zero; only a few weapons and scrolls can raise this value.

Vampire Blood
Vampire Blood is a special value that only Vampires have and it only does one thing: affect the amount of damage healed by the Dark Sacrifice skill.



Combat Mechanics

Hit Chance
Hit Chance depends entirely on the skill or attack being used. The base chance to hit for a standard attack, and many skills, is 100%, but this can be reduced by various status effects like Blindness or Slow.

Some skills have no specified hit chance. These attacks will always hit, regardless of whether or not the user has to-hit penalties. Most of the skills that fall under this category are attack spells.

If you see an attack was Evaded rather than Missed, that's a separate calculation; it means the target succeeded in a Block check, not that the attack missed.

Critical Hits
Your base chance to critically hit a target, before adding any modifiers from equipment is:

Your Agility Modifier - Half the target's Defense + 5%

A critical hit is twice as effective as a normal hit. There's no feedback as to when you make a critical hit (other than damage that goes above what you should be able to deal) so it's hard to tell, but it appears that Skills cannot critically hit, only attacks made with the Attack command.

Defending
When you use the Defend command, your Agility Modifier * 1.2 will be added to your Defense that turn.

Status Effect hit chance
Most status effects have a chance to work that are not 100%. The chance to work varies from skill to skill, but most have a modified chance to work based on the stats of the attacker and target:

Physical Effects: Attacker STR - Defender STR + (random number between 85 and 95)
Magical Effects: Attacker MAG - Defender MAG + (random number between 85 and 95)

An important note is that the game has almost no internal consistency with Physical Effects. Many Physical Effects actually use the Magical Effects hit chance calculation instead. This is likely deliberate, as many of those Physical Effects are applied via spell, where the caster has low STR but high MAG.

The Status Effect section of this guide goes into greater detail with which Physical Effects use the Magical Effects calculation for hit chance.

Block Chance
Your base chance to block attacks is your Agility Modifier / 4.
Buffs
Amost all buffs have a fixed duration in rounds. After that, there is a chance for the buff to end. This is almost always 100%, but there are a few exceptions. If a buff doesn't end, the game will keep rerolling in future rounds until it finally does.

Many buffs have multiple levels; higher levels are more potent than lower ones. The table below lists all the buffs and their strengths at their respective levels.

Buff list

Name
Description
Duration
End Chance
I
II
III
IV
V
Agility Up I - V
Increases Agility
3
100%
25%
30%
35%
40%
50%
Arcane Ward
Increases Arcane resistance by 50%
3
100%
Auto Regeneration I - Iv
Skeleton's HP regeneration ability. Doesn't end but can be dispelled.
NA
NA
5%
6%
7%
8%
10%
Block Up
Increases chance to block attacks by 30%
2
50%
Challenge
Makes enemies more likely to target you; boosts Def/MaxDef/MaxHP by 10
3
75%
Counter Up I - V
Increases chance to counter attacks
3
100%
20%
22%
24%
26%
28%
Crit Up
Increases critical hit rate by 15%
3
100%
Defender I - V
Increases Max Defense temporarily
3
100%
16%
18%
20%
22%
24%
Defense Up
Increases Max Defense by 25%
3
100%
Divine Ward
Increases Divine resistance by 50%
3
100%
Elemental Shield
Provides complete immunity to attacks for one turn
1
100%
Enchant Arcane
Changes attack element to Arcane. Only affects basic attacks.
4
100%
Enchant Divine
Changes attack element to Divine. Only affects basic attacks.
4
100%
Enchant Fire
Changes attack element to Fire. Only affects basic attacks.
4
100%
Enchant Ice
Changes attack element to Ice. Only affects basic attacks.
4
100%
Energy Regen
Regenerates an additional energy point each turn
4
75%
Fire Ward
Increases Fire resistance by 50%
3
100%
Focus
Increases Magic by 25%
1
100%
Ice Ward
Increases Ice resistance by 50%
3
100%
Invisibility
Increases chance to block attacks by 100%
2
100%
Mage Armor
Increases Max Defense by 25% temporarily
3
100%
Magic Up I - V
Increases Magic
3
100%
4%
30%
35%
40%
50%
Power Of Magus
Increases Strength by 150%, Reduces Magic by 75%. Is somewhat broken; stat changes often persist even after the effect ends/is dispelled.
NA
NA
Rage I-III
Raises Damage bonus by 50%, also raises Strength and Agility, and decreases Defense
3
100%
25%/-20%
35%/-15%
45%/-10%
Reflect
Reflects skills back at the user
3
100%
Regeneration I - V
Regenerates HP every round
4
100%
10%
15%
20%
25%
30%
Resistance
Increases Physical resistance by 50%
3
100%
Shield
Absorbs 1 hit of any kind. Level 2 absorbs 2 hits of any kind.
NA
NA
Shield Stance I - V
Increases chance to block attacks
3
100%
20%
25%
30%
35%
40%
Stealth I - V
Increases chance to hit, block, and for the Goblin, steal. Adds a much smaller bonus to critically hit.
3
50%
50%/5%
55%/5%
60%/10%
65%/15%
70%/20%
Strength Up I-V
Increases Strength
3
100%
4
30%
35%
40%
50%


Debuffs
Debuffs basically work the same as buffs do in that they all have a fixed duration in rounds, after which there is a chance for the debuff to end. Unlike buffs, though, most debuffs do not have a 100% chance to end after their duration.

Debuffs are roughly lumped into "physical" or "magical" categories which can be dispelled by the Mending or Restoration spells or potions respectively. However this whole categorization system is kind of broken and inconsistent. There are "Physical" debuffs that act like Magical debuffs in that they depend on the Magic stat, debuffs that are inconsistent in how they're dispelled, and a few where the can only be cured by the Abomination's Dispel Party spell. Broken effects are noted when applicable.

Physical Debuffs
Name
Description
Duration
End Chance
I
II
III
IV
V
Blind I - V*
Reduces Hit chance
3
75%
-25%
-35%
-45%
-55%
-75%
Cripple
Prevents the use of normal attacks
2
75%
Defense Down
Lose 3 Defense every turn
3
75%
Frailty I - V
Reduces Physical Resistance
3
75%
10%
20%
30%
40%
50%
Knockdown
Prevents the use of skills and attacks for a turn (items are OK)
1
100%
Magic Down I - V*
Reduces Magic stat
2
50%
10%
20%
30%
40%
50%
Paralyze **
Prevents the use of skills, attacks, and items
3
50%
Poison*
Reduces HP by 10% of max every round
2
75%
Strength Down I-V*
Reduces Strength Stat
2
50%
10%
20%
30%
40%
50%
Stun
Prevents the use of skills, attacks, and items
2
50%
Vulnerability
Reduces Physical Resistance by 50%
3
50%
* The game calls these Physical Effects in terms of what cures them, but use the formula for Magical Effects to determine if they hit.
** Paralyze is extra broken in that it acts like a Magical Effect, and can be cured by the Mending spell but not a Mending potion. It can't be cured by the Restoration spell but can be cured by a Restoration potion.

Magical Debuffs
Name
Description
Duration
End Chance
I
II
Arcane Weakness
Reduces Arcane Resistance by 50%
3
50%
Divine Weakness
Reduces Divine Resistance by 50%
3
50%
Energy Loss
Reduces Energy by 2 every round
3
75%
Fire Weakness
Reduces Fire Resistance by 50%
3
50%
Ice Weakness
Reduces Ice Resistance by 50%
3
50%
Seal
Prevents the use of skills
2
75%
Sleep
Prevents the use of skills, attacks, and items. Dispelled when hit by a direct attack (will not be woken by spell attacks)
4
75%
Slow I - II*
Reduces Agility. Also hit, block, counter and steal chance by a bit less.
2/3
100
-25%/-20%
-50%/-30%
*Slow is broken. Slow I can be cured by any Mending or Restoration spell or potion. Slow II can only be cured by a Mending potion and not spells (except for Dispel spells).

Other debuffs (must use a Dispel spell to remove)
Name
Description
Duration
End Chance
I
II
III
IV
V
Burn*
Reduces HP by 10% per round and lowers Agility by 25%
2
75%
Frostbite*
Reduces HP by 12% per round and lowers Agility by 25%
2
75%
Physical Resist Down I - V
Physical Resist is lowered for the whole battle
NA
NA
10%
20%
30%
40%
50%
*These are Magical debuffs in terms of how they work but can't be dispelled by Restoration potions or spells.

The following is a list of debuffs that your party members can afflict enemies with, but that no enemies use.

Enemy-only debuffs (Physical)
Name
Used by
Description
Duration
End Chance
I
II
III
IV
V
Scorch*
Sorcerer
Reduces HP by 10% per round and lowers Agility by 25%
3
80%
Shadow Blade I - V
Sorcerer
Reduces HP by a fixed amount per round
4
100%
57
68
83
95
108
Execution
Minotaur
Reduces HP by 10% per Round
3
75%
Maul I - III
Werewolf
Reduces HP by a fixed amount per round
4
100%
50
75
100
*This is not a mistake; despite only being able to hit via a spell and being functionally identical to Burn, Scorch is a Physical effect.

Enemy-only debuffs (Magical)
Name
Used by
Description
Duration
End Chance
I
II
III
IV
V
Judgment I - II
Cultist
Reduces HP by a fixed amount per round
4
100%
89
117
Requiem I - V
Ghost
Reduces HP by a fixed amount per round
3
100%
23
43
66
83
108
Hellfire I - II
Imp/Succubus
Does a fixed amount of damage per round
3
100%
84
104
Nightmare
Imp/Succubus
Reduces HP by 15% per round. Inflicts Waking Nightmare when it ends.
3
100%
Waking Nightmare
Imp/Succubus
Reduces HP by 10% per round
1
100%
Icestorm I - V
Sorcerer/Dryad
Reduces HP by a fixed amount per round
3
100%
67
84
100
117
134
Darkness Burn
Vampire
Reduces HP by 12% per round
4
100%
Witchfire I - V
Witch
Reduces HP by a fixed amount per round
5
100%
24
42
60
80
95
Summons and Roles
Party roles and composition
Paper Sorcerer is a game where putting together a party is a central part of your strategy. Not every potential party will be successful, especially on higher difficulties. Summons generally fall into one of four general categories: Attackers, Tanks, Healers, and Support, though some can pull double-duty in one or more categories. And you may need to change your makeup based on the fight--for example a Tank might be less useful in a boss fight than an extra damage dealer.

Attackers
Attackers' job are to deal HP and Defense damage on the enemy. Attackers generally fall into either Physical attackers and Magic attackers. Physical attackers have to cut through all or most of an enemy's Defense before they can start dealing damage. Magic attackers bypass half of an enemy's Defense but don't lower it. It can be good to have both a Physical and Magical attacker at the same time; the Magical attacker can slowly whittle down the enemy's HP while the Physical attacker gets rid of his Defense.
Specialized Attackers: Sorcerer (all classes), Giant, Minotaur, Shadow, Troll

Tanks
Tanks are characters with high Defense that serve to draw the enemy's attention and soak up damage. It requires either the tank to have the "Challenge" skill, or another party member to have the "Bait" spell. Tanks are especially useful if your party has more fragile members like the Shadow, Ghost, Dryad, or Witch.
Specialized Tanks: Abomination, Skeleton

Healers
Healers' job is to restore lost HP and Defense to the party. Without a Healer a party will need to rely heavily on consumable items, which is generally not worth it unless you get really lucky with money (or grind in the Catacombs a lot).
Specialized Healers: Cultist, Dryad, Witch

Support
Support characters usually are oriented toward providing buffs to the party or debuffs to the enemy. Status effects are very important in Paper Sorcerer and in most fights you'll want a character at least partially dedicated to applying them. Support characters tend to be fragile and are often hard to keep alive in boss fights.
Specialized Support characters: Ghost, Goblin, Imp, Succubus

Note that there are some hybrid summons that don't fit cleanly into any of these categories. That doesn't mean they're not worth taking; some (like the Vampire) are in fact very good.

Special Summons: Succubus and Dryad
The Succubus and Dryad are special characters only available to Kickstarter backers, but are also enabled by default on the GOG version of Paper Sorcerer. They are still in the Steam version's game data so it's not difficult to mod either into a save game if desired. Even if you don't, not having the Succubus and Dryad isn't a great loss, as they're almost one-to-one clones of the Imp and Witch respectively. The Succubus and Dryad have a few skill changes from their counterparts that make them arguably better characters, but the differences overall are minimal.


Special Summons: Giant
The Giant is a special easter egg character you won't meet until much later in the game, in Cell Block 8. The only way to get him to join is to play through the entire game until you meet him with only the first 3 summons you get in the first cell block. If you get a single summon (or the Puppet) in the catacombs he won't join.
Sorcerer/Sorceress

Overview
Your main character, the Sorcerer/Sorcereress will always be in your party. This is a special character as you get to class change mid-way through the game. You start out with your class as Sorcerer, and then will be given the opportunity to change to either Arch Magus or Knight Magus. Your stat growth will remain the same no matter which you pick; only your skills and equipment will differ between the two classes. The Sorcerer specializes in damaging enemies through magic spells, though the Sorcerer-specific spells remain fairly weak.

The Arch Magus will learn a large number of much more powerful spells in the vein of the vanilla Sorcerer but will still have the same equipment restrictions. The damage output of the Arch Magus is quite significant but you'll be very reliant on Energy.

The Knight Magus is a warrior-mage hybrid that doesn't learn the powerful spells of the Arch Magus, but in exchange gains the ability to wield Greatswords and equip better armor. The Knight Magus learns skills that are essentially physical attacks that do magic-type damage.

Usage/Role
Since you're going to have a Sorcerer or Sorceress no matter what, your main decision is whether or not you want to make him/her an Arch Magus or a Knight Magus. Which is a better depends on the composition of the rest of your party. If your party is fighter-heavy, the Arch Magus is probably a better choice. Conversely if your party is very magic-heavy, the Knight Magus is probably more appropriate.

Equipment
Weapons: Daggers, Staves, Maces, Longswords, Greatswords (Knight Magus only)
Armor: Light armor, Medium Armor (Knight Magus only)
Shield: Knight Magus only
Accessories: 2

Stat Growth

Level
1
5
10
15
20
25
30
35
40
45
50
HP
25
77
130
182
235
287
340
392
445
497
550
STR
1
5
9
14
18
22
27
31
36
40
45
AGI
1
7
13
19
26
32
38
45
51
57
64
MAG
4
13
23
32
42
51
61
71
80
90
100
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Black Bolt
MAG
1
2
1,6,11,16,22,26,31,36,41,46
Single-target Arcane attack. Damage scales from 6-12 at LV1 to 100-110 at LV10
Focus
1
-2/-3/-4
2,7,14
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Frost Fall
MAG
2
4
3,13
Ice damage; 10-40 at LV1 and 20-80 at LV2. Also adds the Slow effect to the target
Scorch
MAG
2
4
4,8,12,15,18
Single-target fire damage with the Burn effect. Scales from 20-35 at LV1 to 83-98 at LV5.
Mage Armor
4
2
5
Increases Defense by 25% of Max
Soul Shield
4
4
9
Negates damage from one attack
Inner Fire
MAG
6
4
10,19,29,40
Heals HP; 100-112 at LV1 and 260-275 at max LV5
Psychic Assault
4
4
17
Deals damage based on target's HP (25% of current HP) Can miss.
Primeval Ritual
MAG
2
-5
39
Reduce your HP by 25% for 5 Energy
Nil Vortex
MAG
1
All
45
Attack on all enemies. The damage formula is complicated as it checks enemy DEF twice; base damage for targets with a lot of DEF will be roughly MAG/2 * EN/2, for those with no DEF it will be roughly MAG * EN/2.

Skills - Archmage
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Ruinous Blaze
MAG
3
6
21,27,32,37,42,49
Single-target Fire attack. 125-200 damage at LV1 and 375-458 at LV6.
Abyssal Frost
MAG
3
6
23,28,33,39,44,50
Single-target Ice damage. Damage is low (64-92 at LV1 and 100-135 at LV6) but adds the Frostbite status to the target..
Circle of Power
MAG
5
2
23,28,34,42,48
Raises party's Strength and Magic. 4 points each at level1, then 10%*Skill level after that.
Firestorm
MAG
3
6
24,29,34,39,44
Half-Damage Ruinous Blaze on all enemies
Soul Steal
MAG
4
-2/-3/-4/-5
20,25,30,35,43
HP drain from enemy. Damage to target is slightly greater than HP restored. Restores 15-30HP at LV1, up to 50-75 at LV5. EN restored is random but scales up with level
Ice Storm
MAG
4
4
26,31,36,41,47
Hits all enemies; does Ice damage (scaling from 30-50 to 57-84 at max) has a slowing effect similar to Frost Fall, and does DOT for 3 rounds (starting at 67/round and ending at 134/round). The DOT ignores target Defense.

Skills - Knight Magus
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Power of Magus
1
0
20
Raises your Strength by 150% and decreases your Magic by 75%. Lasts until dispelled
Arcane Blade
STR
3
6
21,27,32,37,43,50
Standard attack that does Arcane damage. Damage ranges from 3x at LV1 to 4x at LV6
Circle of Power
MAG
5
2
23,28,34,42,48
Raises party's Strength and Magic. 4 points each at level1, then 10%*Skill level after that.
Shadow Blade
STR
4
6
23,28,33,39,44
Attack that does Arcane damage and an additional 1-12 points more than normal. Causes a DOT over 4 rounds, scaling from 57/round at LV1 to 108/round at LV4
White Blade
STR
3
4
24,30,35,39,44
Divine standard attack that does a damage bonus (28-50 at LV1 up to 48-80 at LV5) and inflicts Seal status. Defense damage is a flat multiplier, from 1.5x damage at LV1 to 24x at LV5)
Black Blade
STR
3
4
25,33,38,43,49
Arcane standard attack that adds Cripple status and a damage bonus based on your level (50% LV1 to 100% at LV5)
Abomination
Overview
The Abomination is a tank that specializes in soaking up attacks and damage for the rest of the party. There are two tank summons in the game (the Skeleton is the other) and the Abomination is the more restoration-oriented one, with an array of healing and protective skills. While not a great damage dealer, the Abomination has a few tricks there too; in particular his Arcane Backlash is a great tool for killing mages quickly. The Abomination can also serve as an emergency healer in a pinch, especially later in the game when he gets a revival spell.

Usage/Role
The Abomination is one of the best summons in the game. He's a solid addition to any party as a tank, though less so on the harder difficulty levels as enemies tend to rip through Defense pretty quickly and battles last longer. If you're going to try 1980s difficutly, the Abomination is almost a "must have" character as he's the only character with the ability to dispel the last boss' powerful regeneration effect.

Equipment
Weapons: Warhammers
Armor: Any
Shield: Yes
Accessories: 1

Stat Growth

Level
1
5
10
15
20
25
30
35
40
45
50
HP
31
105
179
254
328
403
477
551
626
700
775
STR
2
9
17
25
33
40
48
56
64
72
80
AGI
1
5
9
14
18
23
27
32
36
41
46
MAG
2
9
16
23
30
38
45
52
59
66
74
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills

Skill Name
Stat used
Cool down
Energy used
Levels learned or ranked up
Notes
Challenge
MAG
4
2
2
Makes enemies more likely to target you; boosts Def/MaxDef/MaxHP by 10%
Arcane Backlash
STR
2
4
2,7,12,17,22,27,32, 37,42,45
Standard attack with a damage bonus based on target's Magic. Starts at 1.5x target's MAG at LV1, scales up to 2x target's MAG at LV10. Good Mage killer.
Charging Strike
STR
3
-2/-3/-4
3,8,15,20,25,30,35,40,45
Normal Attack + a small damage bonus. Scales from 1-4 at level 1 to 42-72 at LV10. Amount of Energy regained increases at skill level 5 and 9.
Defender
4
2
4,13,23,33,43
Adds the Defender buff, which adds +14% Max Defense +2% per skill level
Focus
2
-2/-3/-4
4, 14, 14
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Counter Stance
5
2
5,11,21,29,38
Increases chance of countering attacks for 3 turns (18%+2%*skill level)
Bone Breaker
STR
3
4
6,13,20,27,34
Physical attack whose damage scales from 1.5x at LVL1 to 2.2x at LVL5. Also hits the enemy with the Strength Down debuffl
Restore Defense
MAG
4
4
9,19,29,39,49
Spell that restores a small amount of Defense to the party--scales from 1-4 at LV1 to 20-40 at LV5
Sealing Strike
STR
2
2
10
Attack that does an additional 1-12 damage and hits the target with the Seal affliction, preventing it from using skills.
Gift of Life
MAG
4
2
11,21,31,31,50
Single-target healing spell. Power scales with skill level--30-50HP at LV1 and 90-179 at LV5
Magic Shield
4
2
16
Contrary to the in-game description, this skill negates all types of damage for one round, even physical.
Dispel Enemies
6
4
18
Removes all status effects, both positive and negative, from all enemies
Dispel Party
6
4
19
Removes all status effects, both positive and negative, from all allies. Can miss, irritatingly enough.
Shock
MAG
3
6
26,31,36,41,45
Does Arcane damage to all enemies, scaling from 30-55 at LV1 to 100-135 at LV5. Also hits enemies with the Stun status
Reflecting Sigil
3
6
29
Causes a large number of skills--not just magic ones as the description suggests--to reflect back on the user
Revive
MAG
1
4
34
Brings a dead ally back to life with 1-10 HP (plus MAG modifier of course)
Iron Skin
5
2
44
Increases Physical resistance by 50% for 3 turns
Cultist
Overview
The Cultist is a "pure" healer, a Cleric straight out of any other typical RPG. Almost all of his skills are oriented either toward healing, with a very small handful of buffs and offensive abilities. Among the healers in the game, he's the most oriented toward durability, with the ability to wear shields and medium armor. He's also the healer character that's best at melee attacks, though he's still not very good at it.

Usage/Role
The Cultist isn't quite as good at healing as the Witch or the Dryad; he learns his healing spells more slowly and he doesn't get the top-tier party heal spell Blood Pact. Furthermore he's on the slow side and tends to act fairly late in the round, so if you have a heavily wounded character, the Cultist might not get his spell off in time. However these shortcomings are more than made up by the Cultist's sheer durability. On higher difficulties he's arguably the best healer because he's less likely to get killed.

Equipment
Weapons: Maces
Armor: Light and Medium armor
Shield: Yes
Accessories: 1

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
30
87
145
202
260
317
375
432
490
547
605
STR
2
8
15
22
29
36
42
49
56
63
70
AGI
1
5
10
15
20
25
30
35
40
45
50
MAG
2
9
17
25
33
40
48
56
64
72
80
DEF
2
4
6
8
11
13
15
18
20
22
25
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Heal
MAG
1
2
1,7,12,19,24,29,34,40,45.50
Restores HP; scales from 15-30 at LV1 to 178-355 at LV10
Focus
1
-2/-3/-4
1,11,22
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Divine Power
3
2
2,9,17,24,32
Increases the party's strength
Quick Heal
MAG
2
1
2,6,11,16,21,26,31,36,41,46
Restores HP; scales from 1-6 at LV1 to 54-109 at LV10
Smite
STR
2
2
3,8,13,18,23,28,33,38,43,48
Divine melee attack that does a small amount of extra damage, ranging from 1-48 at LV 1 to 48-80 at LV10
Restore Defense
MAG
4
4
4,14,25,35,45
Spell that restores a small amount of Defense to the party--scales from 1-4 at LV1 to 20-40 at LV5
Defensive Strike
STR
3
2
5,10,15,20,27,34,39,44,47,50
Attack that restores defense, starting at 10% max and going up 2% per skill level. There's a very small bonus to damage too (maxing out at 1-12 at LV10)
Mending
2
1
10
Heal physical ailments such as cripple, blind, and poison
Restore
4
4
16
Heal Magical ailments such as Seal and Charm
Magic Circle Red
4
2
19
Adds 50% Fire and Ice resistance to the party for 3 turns
Mass Heal
MAG
2
6
20,25,30,35,50,40,45
Heals the whole party for 51-103(LV1) up to 118-236(LV7) each
Magic Circle White
4
2
22
Adds the Resistance Buff to the party
Revive
MAG
1
4
30
Brings a dead ally back to life with 1-10 HP (plus MAG modifier of course)
Divine Armor
4
2
31
Adds the Defense Up buff to the party
Judgment
MAG
4
4
37,49
Does Experience Level + 1-4 Divine damage to the target. Also does set damage for 4 rounds; 89 at SLVL1 and 117 at SLVL 2
Magic Circle Black
4
2
39
Adds the Arcane Ward and Divine Ward buff to the party
Divine Nova
3
8
42
Does 133-243 Divine damage to all enemies. Heals the user 162-321 HP worth of damage.
Dryad
Overview
The Dryad is a mage/healer, in contrast to the Cultist who is more of a warrior/healer. The Dryad lacks some of the buffs that the Cultist has but is more proficient at healing, both learning healing spells more quickly and learning high-level heals that the Cultist won't get. However, as a mage archetype she's on the squishy side so she'll need some form of protection, either from a tank or her Bait spell. The Dryad also gets some really nice debuffs and attack spells--Eternal Winter in particular is an incredibly effective spell for the level you learn it at.

Usage/Role
The Dryad is a solid choice for a healer in any party. She's a little on the fragile side but more than makes up for it with her powerful spells. In terms of whether or not to pick the Dryad or the Witch, they are mostly identical. There are only two significant differences: First the Dryad does not get Curse of the Weak or Curse of the Fool. In exchange, the Dryad gets Eternal Winter instead of Witchfire, and the former is a much better spell.

Equipment
Weapons: Staves
Armor: Robes only
Shield: No
Accessories: 1

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
18
53
89
125
161
197
233
269
305
341
378
STR
1
3
6
8
11
13
16
18
21
23
26
AGI
2
9
17
24
32
39
47
55
62
70
78
MAG
4
13
22
31
40
50
59
68
77
86
96
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Focus
2
-2/-3/-4
1,11,23
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Heal
MAG
1
2
1,7,12,17,22,27,32,37,42,47
Restores HP; scales from 15-30 at LV1 to 178-355 at LV10
Quick Heal
MAG
1
1
1,6,11,16,21,26,31,36,41,46
Restores HP; scales from 1-6 at LV1 to 54-109 at LV10
Coldsnap
MAG
2
2
2,7,12,17,22,27,32,37,41,46
Single-target Ice spell; 1-8 damage at LV1 and up to 90-111 at LV10
Restore Defense
MAG
4
4
3,13,24,34,44
Spell that restores a small amount of Defense to the party--scales from 1-4 at LV1 to 20-40 at LV5
Bait
3
2
4
Causes enemies to attack a party member; boosts target's Def/MaxDef/MaxHP by 10%
Black Locust
3
2
5
Poison an enemy--reduces HP by 10% per round
Curse of Blindness
3
2
8,14,19,25,30
Blind an enemy, lowering hit chance--up to -75% at max level
Mending
2
1
9
Heal physical ailments
Eternal Winter
MAG
4
4
10,20,30,40,50
Essentially the same as the Arch Mage's Ice Storm spell in terms of damage and DOT. Contrary to its description it does not reduce agility. Quite a powerful skill to gain at so low a level.
Ward of Spring
5
4
14,22,32,40,46
Causes the party to regenerate HP 5%+5%/skill level
Restore
4
4
15
Heal Magical ailments
Nightshade
2
2
17
Hits an enemy with the Sleep effect. Misses a lot.
Mass Heal
MAG
2
6
18,23,29,33,38,43,48
Heals the whole party for 51-103(LV1) up to 118-236(LV10) each
Revive
MAG
1
4
28
Brings a dead ally back to life with 1-10 HP (plus MAG modifier of course)
Soulfire
MAG
3
6
35
Deal 1.5x fire damage the difference between curent and max HP
Blood Pact
MAG
5
MAX
39
Use your energy to heal (Energy x Magic Modifier) HP
Ward of Winter
5
6
45
Ally regenerates 1 more Energy per turn and adds 50% Arcane Resistance
Ghost

Overview
The Ghost is a pure support character, specializing in buffs and debuffs. While they all start fairly modest in terms of their effects, at high levels the Ghost's buffs and debuffs are quite powerful. He also has a few damaging spells in his arsenal. The Ghost also has a natural 25% resistance to physical attacks which increases as he gains levels in the Incorporeal skill. His weapons are chains, which aren't great weapons overall, but are Agility weapons, so with the Ghost's high Agility can do more damage than you might otherwise expect.

Usage/Role
The Ghost is a decent support character, but most of his buffs and debuffs don't last that long, so you need to use them at the right time. The Ghost is best paired with a strong offensive character who can quickly take advantage of the temporary effects. Also the Ghost has some durability issues; he's got some innate Physical resistance, but it's not enough to make up for his inability to equip any sort of armor. That said, his buffs and debuffs are the most powerful in the game, so if you're going to create your party around a buffing and debuffing strategy, the Ghost is an excellent addition.

Equipment
Weapons: Chains
Armor: None
Shield: No
Accessories: 2

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
23
72
122
172
222
272
322
372
422
472
522
STR
1
3
6
9
12
15
18
21
24
27
30
AGI
2
9
17
25
33
40
48
56
64
72
80
MAG
2
10
19
28
37
45
54
63
72
81
90
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Dirge of Frailty
4
4
1,8,15,22,29
Inflicts Frailty I-V (based on skill level) on all enemies, reducing their Physical resistance by 10-50%
Hand of Death
MAG
3
2
2,7,13,18,23,28,34,39,45,50
Does a modest amount of Arcane damage to one enemy, starting at 1-10 at LV1 and capping out at 120-170 at LV10. Also adds the Arcane Weakness debuff.
Knights march
4
2
3,9,21,27,42
Adds the Strength Up and Agility Up buffs, with buff level based on skill level
Focus
1
-2/-3/-4
3,20,40
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Magician's Sonata
4
2
4,11,23,30,43
Adds the Arcane Ward buff to the party, as well as Magic Up I-V, depending on skill level
Incorporeal
N/A
N/A
5,9,14,24,28,36,41,46,50
Increases the Ghost's Physical resistance. Each level in the skill increases resistance by an additional 3%.
Requiem
MAG
5
4
6,14,22,29,37
Adds the Divine Weakness debuff to the target. Also adds Blind and Requiem I-V based on skill level. Requiem is a flat-damage DOT effect, starting at 23 HP/round at LV1 and capping at 108 HP/round at LV5
Dirge of Weakness
4
4
10,17,24,31,38
Adds the Strength Down I-V debuff on all enemies, based on skill level.
Dirge of Artifice
4
4
12,19,26,33,40
Adds the Magic Down I-V debuff on all enemies, based on skill level.
Chains of Silence
3
4
16
Adds the Seal debuff to one target.
Dirge of Sloth
4
6
20,35
Adds the Slow debuff to all enemies. LV2 of the skill adds Slow II instead.
Chains of the Dead
3
6
25
Adds the Paralyze debuff to the target
Dirge of the Void
4
4
30
Adds the Fire Weakness and Ice Weakness debuff to all enemies.
Traveler's Tune
4
4
32
Adds the Defense Up buff to the party
Evening's Nocturne
4
6
44
Adds the Energy Regen buff to the party so that everyone regenerates 2 Energy per round
Giant
Overview
The Giant is good at only one thing, but he's really good at it--punching things very hard. He has the highest HP, Strength, and natural Defense of all the characters in the game. The Giant can't equip anything but a two accessories but his natural damage increases with level, much like the Werewolf. The Giant has a very limited selection of skills--3 in total--though they're powerful. The Giant's lack of equipment however is an issue--with only his natural Defense to rely on and no resistances to speak of he tends to die much more quickly than you might expect, especially on higher difficulty levels.

Usage/Role
In practice the Giant is not nearly as good as he seems. He just dies too quickly, and while he packs a punch, other properly-equipped summons will do just as much damage if not more. The Giant's not strictly a bad character, and with the proper training in the Sanctuary can be pretty decent. But in most instances you're better off getting extra summons from the Catacombs.

Ironically enough if you mod the Giant into your party at the beginning of the game at level 1, he's much more useful. He can't do anything but direct attack in the early stages of the game but his boosted stats make him shine in an environment where your party doesn't have much in the way of skills anyway.

Equipment
Weapons: None (Damage increases with level)
Armor: None
Shield: No
Accessories: 2 (limited selection)

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
40
110
197
285
373
461
548
636
724
812
900
STR
4
15
30
45
60
75
90
105
120
135
150
AGI
2
6
11
16
22
27
32
38
43
48
54
MAG
1
2
3
5
6
7
9
10
12
13
15
DEF
12
19
28
37
46
55
64
73
82
91
100
EN
4
4
5
5
6
6
7
8
8
9
10
MinD
20
26
34
42
51
59
67
75
83
91
100
MaxD
25
47
75
103
131
159
187
215
243
271
300

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Blood Rage
3
-1/-2
1,28,35
Adds Rage I-III buff to the Giant, based on skill level.
Smash
STR
4
8
28
Does a 3x damage melee attack to all enemies
Bash
STR
3
4
32,34,36,38,40,42,44,46,48,50
A single-target melee attack that does between 3x and 4x damage, depending on SLVL
Goblin
Overview
The Goblin is a support character that can do double-duty as a melee attacker, though his damage output is much less than a dedicated offensive character. His specialty is in debuffing the enemy using bombs that add status ailments to the whole enemy party. Despite using daggers, one of the weakest weapon types in the game, the Goblin can do more damage than you might expect with his Agility bonus and critical hit chance, though those are only a factor with standard attacks. Lastly, the Goblin has some traditional RPG thief skills--he can steal items or gems from enemies, and he can pick locks, though has a chance to fail. On the downside, the Goblin is quite fragile, and his bombs fail to apply their status effects a lot because of his low Strength and Magic.

Usage/Role
The Goblin seems like an attractive choice solely because of his ability to pick locks, but don't choose the Goblin just because of that--there's always a key available for the locks that the Goblin can pick. That said, there's other reasons to pick the Goblin; his ability to hit entire groups of enemies with status ailments is a nice one, even with their high failure rate. That failure rate tends to skyrocket on the higher difficulties, so the Goblin will need a lot of training in Strength and especially Magic there in order to be effective. Overall the Goblin is a fun character, but because of his fragility and unreliability is somewhat of a lackluster one.

Equipment
Weapons: Daggers
Armor: Light armor
Shield: No
Accessories: 1

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
20
59
98
137
176
215
254
293
332
371
410
STR
2
8
14
20
27
33
39
46
52
58
65
AGI
4
13
23
32
42
51
61
71
80
90
100
MAG
1
4
7
11
14
18
21
24
28
31
35
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10


Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Cheap Shot
AGI
2
2
1
Does a melee attack using Agility modifier. Steals either gems or an item from the target. Items stolen are those the target can randomly drop
Stealth
2
-1/-2/-3/-4
2,11,20,30,40
Adds the Stealth I - V buff, with level based on skill level
Trick Attack
STR
2
4
3,7,12,17,22,27,32,37,42,47
An attack that does 1.5x damage at LV1, scaling to 2.7x at LV10. Also can stun an enemy.
Smoke Bomb
3
4
4,10,18,25,33
Hits all enemies with Blind I-V status, based on skill level. Can miss sometimes.
Artful Blade
AGI
1
2
5,9,15,21,26,29,35,41,46,50
Melee attack that does between 2x and 3x damage based on skill level. Agility Modifier is added to damage instead of Strength.
Quicksilver Solution
3
2
6,14,23,34,39
Adds the Agility Up I-V buff on the target, raising with skill level.
Vicious Stab
STR
3
4
8,16,28,36,44
Melee attack doing between 3x and 3.5x damage based on skill level. Adds the Cripple debuff.
Itching Powder
MAG
3
4
13,24,34,43,49
Does a very small amount of magic damage that pierces Defense, and reduces Defense. Amount reduced ranges from 10-20 at LV1 and 40-65 at LV5
Choking Powder
MAG
4
4
19
Does 1-4 magic damage and adds the Seal status to all enemies
Lucky Hit
STR
4
4
21
Melee attack that ignores defense. Misses half the time.
Flash Bomb
MAG
4
4
25
Does 1-4 magic damage and adds the Stun status to all enemies
Piercing Strike
AGI
4
6
31
Melee attack that uses your Agility modifier and ignores defense
Poison Gas
MAG
4
6
38
Does 1-4 magic damage and adds the Poison status to all enemies
Nerve Strike
AGI
4
6
45
Standard attack that uses Agility modifier for damage instead of Strength. Also adds the Paralyze debuff.
Imp
Overview
The Imp is a support mage, specializing in buffs and debuffs, with a few attack spells thrown in for good measure. His buffs and attack spells are OK, but nothing spectacular. There are two things that separate the Imp from the rest of the pack. The first is his hardiness--despite his low HP he only takes 25% damage from physical attacks and potentially even less with the right equipment. His Fireborn skill grants him resistance and eventually immunity to fire damage too.
More important though is his Sleep spell, which is probably the single most powerful skill in the game. Sleeping enemies are completely disabled until they wake up (which takes a while) or are hit with a direct attack. It doesn't work on bosses but is fantastic for keeping powerful groups of enemies from overwhelming you. The Sleep spell alone makes the Imp worth taking.

Usage/Role
The Imp is a "must-have" character if you're playing on 1980s difficulty, solely because of his Sleep spell. If you can, you can swap out the Imp for the Succubus who's even better because of her Heal spell. However the Succubus doesn't get the Imp's Fire resistance/immunity or his Flame spell so take that into consideration as well. Even on lower difficulties the Sleep spell is great so the Imp's a great addition to any party.

Equipment
Weapons: None
Armor: Robes only
Shield: No
Accessories: 2

Stat Growth

Level
1
5
10
15
20
25
30
35
40
45
50
HP
15
35
55
76
96
117
137
158
178
199
220
STR
1
2
4
6
8
10
12
14
16
18
20
AGI
2
9
16
23
31
38
45
53
60
67
75
MAG
4
13
22
31
40
50
59
68
77
86
96
DEF
4
7
10
13
16
19
22
25
28
31
35
EN
4
4
5
5
6
6
7
8
8
9
10

Skills

Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Sleep
5
4
1
Hits all enemies with the Sleep status, but can miss
Flame
MAG
2
2
2,7,12,17,22,27,32,37,41,46
Single-target Fire spell; 1-8 damage at LV1 and up to 90-111 at LV10
Demonic Skin
N/A
N/A
3,8,13,18,23,28,33,38,42,47
Passively increases Defense by 5 points per skill level
Focus
1
-2/-3/-4
3,13,23
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
DarkFire
MAG
4
4
4,14,24,34,43
Fire damage, scaling from 20-30 at LV1 to 190-210 at LV5. Can inflict blindness, with the severity increasing with skill level
Fireborn
N/A
N/A
5,10,15,20,25,30,35,40,44,50
Increases Fire Resistance by 10% per skill level, up to 100% at LV10
Invisibility
3
4
6
Applies the Invisible status effect to the target
Fear
4
2
9
Makes the target unable to attack or use skills
Sigil of Frigid Flame
MAG
3
2
11
Raises the party's Ice and Fire resistance by 50%
Charm
3
4
15
Paralyze the Target
Sigil of the Opposite
4
2
19
Raises the party's Arcane and Divine Resistance by 50%
Reflecting Sigil
3
6
21
Causes a large number of skills--not just magic ones as the description suggests--to reflect back on the user
Fire Enchantment
4
2
26
Sets 1 ally's attack element to Fire. Contrary to the description, this doesn't seem to actually increase resistance.
Ice Enchantment
4
2
29
Sets 1 ally's attack element to Ice. Contrary to the description, this doesn't seem to actually increase resistance.
Arcane Enchantment
4
2
31
Sets 1 ally's attack element to Arcane. Contrary to the description, this doesn't seem to actually increase resistance.
Divine Enchantment
4
2
36
Sets 1 ally's attack element to Divine. Contrary to the description, this doesn't seem to actually increase resistance.
Hellfire
5
8
39,49
Lowers enemies resistance to fire by 50%, does a smallish amount of fire damage and applies a DOT effect for 3 rounds (84/round for LV1 and 104/round for LV2)
Nightmare
4
6
45
1-8 Arcane damage and reduces HP by 15%/round, plus an additional 10% after the effect ends
Minotaur
Overview
The Minotaur is a physical powerhouse character, oriented toward doing large amounts of damage and little else. He has a few minor buffs and handful of minor debuffs (Knockdown and Execution, the latter of which is essentially poison). He has higher than average HP and Strength, and can serve as a tank in a pinch, as he can equip some armor and gains a small amount of Physical resistance via levels. The only major point of note with the Minotaur is that he uses Axes as his weapon, and axes have a high damage spread, so you risk doing low damage with a bad roll.

Usage/Role
If any character in Paper Sorcerer could be argued to deserve a nerf, it's the Minotaur. There's not really a downside to taking him--he has better damage output than anyone else in the game. One would think due to his weapons he would be a luck-based character that could do either low or high damage depending on your roll. In practice though with the Minotaur's innate Strength bonus and powerful skills, he ends up doing decent damage at the low end and amazing damage at the high end. He's worth taking in any party.

Equipment
Weapons: Axes
Armor: Light Armor
Shield: No
Accessories: 1

Stat Growth

Level
1
5
10
15
20
25
30
35
40
45
50
HP
35
112
190
268
345
423
501
578
656
734
812
STR
4
13
23
32
42
51
61
71
80
90
100
AGI
2
9
16
23
30
38
45
52
59
66
74
MAG
1
2
4
6
8
10
12
14
16
18
20
DEF
2
4
6
8
10
12
14
16
18
20
22
EN
4
4
5
5
6
6
7
8
8
9
10

Skills

Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Bull Rush
STR
2
2
2,6,11,16,21,26,31,36,41,46
Deal damage based on your strength modifier, ignores defense. Scales from 2x at LV1 to 3x at LV10
Brutal Strike
STR
3
4
2,7,12,17,22,27,32,37,42,47
Standard attack that deals double damage at LV1, scaling up to triple damage at LV3
Wild Swing
STR
3
4
3,8,13,18,23,28,33,38,43,48
Hits all enemies. Does the same damage as a standard attack at LV1 but scales up to 2.6x damage at LV10
Blood Rage
3
-1/-2
4,30,41
Adds Rage I-III buff to the minotaur, based on skill level.
Sigil of Minos
5
2
5
Adds the Fire Ward and Ice Ward buff to the whole party
Knockdown
STR
2
2
9
Does Strength Modifier damage (unaffected by target defense), and adds the Knockdown Status
Thick Skin
N/A
N/A
10,20,29,35,45
Adds 3% Physical resist per Skill Level
Rending Strike
STR
3
4
14,19,24,29,34
Standard attack, but defense damage is higher. Scales from 2x normal at LV1 to 4x normal at LV5
Power Swing
STR
4
5
15,20,25,30,35
More powerful Wild Swing. Does 2.2x damage at LV1, up to 3x damage at LV5
Battle Chant
4
2
38
Removes Sleep and Defense Down from the party
Savage Swing
STR
4
8
39
Double damage attack that hits all enemies and can give them Stun status
Execution Strike
STR
3
8
40
An attack with a small (1-12) damage bonus that does 10% damage to HP for 3 rounds
Mountain Splitter
STR
1
ALL
44,50
A standard attack whose damage is multiplied by half your max Energy. Potentially the single-most damaging skill in the game. Level 2 gets a 10% boost as well.
Puppet
Overview
The Puppet is an unusual character in that he can be customized for any role. His base stats are terrible and he learns no skills at all. Instead, all of his stats and skills are gained through equipping body parts. He gets a head and a body which boost his base stats, and then two arms which determine his damage and skills. (though many arms also have a stat bonus) Each arm gives two skills so the Puppet can have four skills in total. There are 4 types of heads, 8 types of bodies, and 11 types of arms, each with 3 quality levels, so you can mix-and-match parts based on what you need the Puppet to do at any one time. The caveat is that you have to either find or buy these parts before the Puppet can equip them,

Usage/Role
The Puppet is a novelty character, and quite frankly isn't very useful. He is highly customizable with his various body parts and it can be fun to create a mix-and-match character, so he is versatile in that sense. But overall no matter what job you build the Puppet to do, there's going to be another summon you could have taken that would be able to do that job better. With as many summon slots as you get there's just not a lot of reason to bring the Puppet along.

That said, if you do take the Puppet, some of the skills he has are pretty good, and you can mix-and-match your skills depending on the situation. In terms of builds, overall a Defense-oriented build is probably best--with top-class parts the Puppet will have a higher Defense than just about any other character in the game, making him a passable tank. (You'll need the Dryad or Witch for this though, and he still won't be as good as the other tanks)

Equipment
Weapons: Arms (2)
Armor: Bodies and Heads
Shield: No
Accessories: No


Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
25
77
130
182
235
287
340
392
445
497
550
STR
1
5
10
15
20
25
30
35
40
45
50
AGI
1
5
10
15
20
25
30
35
40
45
50
MAG
1
5
10
15
20
25
30
35
40
45
50
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Arm Type
Notes
Cheap Shot
AGI
2
2
Thief
Does a melee attack using Agility modifier. Steals either gems or an item from the target. Items stolen are those the target can randomly drop
Trick Attack
STR
2
4
Thief
An attack that does 1.5x damage at LV1, scaling to 2.7x at LV10. Also can stun an enemy.
Heal
MAG
1
2
Divine, Healers
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Divine Power
3
2
Divine
Adds the Strength Up I-V buff on all allies, raising with skill level
Flame
MAG
2
2
Flame Thrower
Single-target Fire spell; 1-8 damage at LV1 and up to 90-111 at LV10
Darkfire
MAG
4
4
Flame Thrower
Fire damage, scaling from 20-30 at LV1 to 190-210 at LV5. Can inflict blindness, with the severity increasing with skill level
Brutal Strike
STR
3
4
Guillotine
Standard attack that deals double damage at LV1, scaling up to triple damage at LV3
Power Swing
STR
4
5
Guillotine
Attack on all enemies. Does 2.2x damage at LV1, up to 3x damage at LV10
Arterial Slice
AGI
3
4
Razorblade
Does a standard attack. Enemy defense is halved for the purpose of damage
Bloodbath
AGI
4
4
Razorblade
Does a standard attack that adds the Bleeding debuff to the target. The level of the debuff depends on the skill level
Defender
4
2
Shield
Raises Defense Temporarily (+14%MaxDef +2% per skill level)
Restore Defense
MAG
4
4
Shield
Spell that restores a small amount of Defense to the party--scales from 1-4 at LV1 to 20-40 at LV5
Defensive Strike
STR
3
2
Hamstring
Attack that restores defense, starting at 10% max and going up 2% per skill level. There's a very small bonus to damage too (maxing out at 1-12 at LV10)
Smoke Bomb
3
4
Trick
Hits all enemies with Blind I-V status, based on skill level. Can miss sometimes.
Poison Needle
STR
3
4
Trick
Attack that does 1.5x damage and adds the Poison debuff
Fire Blade
MAG
2
2
Rune Blade
Essentially a melee attack that behaves like a Fire spell and adds the Ice Weakness debuff. Higher levels deal a small damage bonus. SLV2 is broken and the formulas for HP and Defense damage are reversed
Ice Blade
MAG
2
2
Rune Blade
Essentially a melee attack that behaves like an Ice spell and adds the Fire Weakness debuff. Level 2 adds Slow I and Level 3 addes Slow II as well
Drain Life
MAG
2
2
Vampire
Drains HP from the target. Usually damages the target more than you get healed. Scales from 1-10HP at LV1 to 70-100 at LV10
Dark Sacrifice
1
HP25%
Vampire
Use your HP to heal an ally. The formula for this one is a weird one; it looks like it either heals 25% or 40% of the target's MaxHP depending on level, plus the Puppet's Vampire Blood value (which is always 0).
Quick Heal
MAG
1
1
Healers
Restores HP; scales from 1-6 at LV1 to 54-109 at LV10
Shadow
Overview
The Shadow is a "glass cannon"-type summon, specializing in attack magic. Most of his skills are Fire, Ice or Arcane attacks capable of very high damage, high enough to do significant amounts of HP damage even to enemies at maximum defense levels. However the damage range is high, with the low bounds always in the single digits. So if you get a bad roll you might do little or no damage at all. The Shadow also has a few unique skills like Shadow Backlash, which essentially causes the target to do a Defense-piercing standard attack against themselves. The downside to the Shadow is that it's the most vulnerable summon in the game. With low HP, low Defense, no resistances, and an inability to wear armor, the Shadow can be killed very easily. It's also very Energy-dependent.

Usage/Role
The Shadow is one of the hardest summons to use effectively because of its fragility. With no equipment and no real defenses to speak of, it'll get routinely one-shot from max health on the higher difficulties. Its high reliance on Energy also means it'll spend a lot of its turns recharging with Manifestation or Focus rather than attacking.

However, the Shadow is also one of the most potent offensive characters in the game. It vastly outclasses all the other summons in terms of spell damage. If you don't have any great casters in your party (not unlikely if you choose to class change your Sorcerer to Knight Magus) the Shadow can play a valuable role. However a tank of some sort is an absolute necessity to protect it, and you'll want to keep a lot of Revival potions and crystals on hand just in case..

Equipment
Weapons: None
Armor: None
Shield: No
Accessories: No


Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
22
65
108
151
195
238
281
325
368
411
455
STR
1
5
9
14
18
22
27
31
36
40
45
AGI
1
6
12
17
23
28
34
39
45
50
56
MAG
4
13
23
32
42
51
61
71
80
90
100
DEF
3
5
8
11
13
16
19
21
24
27
30
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Manifestation
3
-2/-3/-4
1,9,17,27,37
Adds the Magic Up I-V buff on the Shadow
Shadow Blaze
MAG
3
4
1,6,11,16,21,26,31,36,41
Single-target Fire spell with wide damage range, starting at 5-50 at LV1 and 5-500 at LV10
Shadow Backlash
3
2
2
Target takes damage equal to as if it did a melee attack on itself, but ignores Defense.
Shadow Inferno
MAG
3
4
2,7,12,17,27,32,37,42,47
Casts a 50% damage Shadow Blaze on all enemies
Focus
3
-2/-3
3,13
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Shadow Frost
MAG
3
4
3,8,13,18,23,28,33,38,43,48
Single-target Ice spell with wide damage range, starting at 5-50 at LV1 and 5-500 at LV10
Shadow Blizzard
MAG
3
4
4,9,14,19,24,29,34,39,44,49
Casts a 50% damage Shadow Frost on all enemies
Shadow Blast
MAG
3
4
5,10,15,20,25,30,35,40,45,49
Single-target Ice spell with wide damage range, starting at 5-50 at LV1 and 5-500 at LV10
Shadow Storm
MAG
3
4
6,11,16,21,26,31,36,41,46
Casts a 50% damage Shadow Blast on all enemies
Darkness
3
2
12,19,24,32,39
Adds the Blindness I-V debuff on all enemies.
Shadow Shield
3
4
14,34
Adds the Shield Buff to an ally, blocking one attack. LV2 blocks 2 attacks.
Shadow Spikes
MAG
3
8
44
Does 10-20 damage to a target (plus MAG modifier), ignoring defense
Skeleton
Overview
The Skeleton is a defensive tank, designed to protect weaker party members and soak up damage. He's very similar to the other tank character in the game, the Abomination. Stat-wise they're almost identical, with the Skeleton's Agility being high and Magic being low, and vice-versa for the Abomination. Skill-wise they're similar, but where the Abomination focuses on mage-killing and restoration, the Skeleton has a wider array of general-purpose attack skills and Runes that cure individual types of status ailments. At very high levels the Skeleton also gains Absolute Defense, an extremely useful skill that allows each party member to negate a single hit. However, with no method of speeding his Energy restoration during combat, you won't be able to use it very often.

Usage/Role
The Skeleton is a solid defensive summon that can soak up damage and keep going. If you want a tank character it's either him on the Abomination. The Skeleton has a few tricks that the Abomination can't do; His auto-regeneration, while slight, can help restore some of the damage he takes as a tank. His final two skills, Grave Resilience and Absolute Defense, are defensive skills the Abomination can't match either. However in the end the Abomination is probably a slightly superior summon, with a greater variety of useful skills and a higher resistance to status effects. Still, the Skeleton is a good character overall and the difference between the two is very slight.

Equipment
Weapons: Longswords
Armor: Any
Shield: Yes
Accessories: 1

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
32
106
181
256
331
406
480
555
630
705
780
STR
2
9
17
25
33
40
48
56
64
72
80
AGI
2
9
16
23
31
38
45
53
60
67
75
MAG
1
5
9
14
18
22
27
31
36
40
45
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Challenge
2
1
Makes enemies more likely to target you; boosts Def/MaxDef/MaxHP by 10%
Defensive Strike
STR
3
2
2,7,13,19,25,30,35,40,45,50
Attack that restores defense, starting at 10% max and going up 2% per skill level. There's a very small bonus to damage too (maxing out at 1-12 at LV10)
Defender
4
2
3,14,24,34,44
Raises Defense Temporarily (+14%MaxDef +2% per skill level)
Power Strike
STR
3
2
4,8,12,16,20,26,31,36,41,47
Melee attack that does between 1.5x and 2.7x damage, depending on skill level
Refresh Rune
2
4
5,11,27,38,43
Restores a very small amount of defense to the party, starting at 1-8(LV1) and scaling to 20-40(LV5)
Shield Stance
3
2
6,15,23,32,42
Adds the Shield Stance buff to the user, with level varying on skill level.
Reform
N/A
N/A
9,17,28,37,49
Regenerates a small amount (between 5-10% based on level) of HP per round. Lasts until dispelled.
Awakening Rune
1
1
10
Remove the Sleep effect from an ally
Mending Rune
1
1
18
Remove the Cripple effect from an ally
Hamstring
3
4
21,31
Attack that adds the Slow debuff. Level 2 does 1.5x damage and adds Slow II.
Shield Bash
2
2
22
Does Strength Modifier damage (unaffected by target defense), and add the Knockdown Status
Unsealing Rune
1
1
29
Remove the Seal effect from an ally
Counter Stance
5
2
30
Increases chance of countering attacks for 3 turns by 20%
Grave Resilience
4
4
33
Adds the Resistance Buff to the user
Absolute Defense
4
8
46
Adds the Shield Buff to the party
Succubus
Overview
The Succubus is a support mage, but a bit of a jack-of-all-trades as well. She's got a few OK attack spells, a healing spell, and a variety of buffs and debuffs. In terms of physical attacks she's worthless. Her buffs are OK but nothing spectacular. There are two things that separate the Succubus from the rest of the pack. The first is her very high resistance to physical attacks--she only takes 25% damage from them and potentially even less with the right equipment; despite her low HP she is quite hard to kill. More important though is her Sleep spell, which is probably the single most powerful skill in the game. Sleeping enemies are completely disabled until they wake up (which takes a while) or are hit with a direct attack. It doesn't work on bosses but is fantastic for keeping powerful groups of enemies from overwhelming you. The Sleep spell alone makes the Succubus worth taking.

Usage/Role
The Succubus is a "must-have" character if you're playing on 1980s difficulty, solely because of her Sleep spell. Even on lower difficulties the Sleep spell is great so the Succubus is a great addition to any party.The Imp of course makes a perfectly viable substitute for her as he's almost a carbon copy. I'd say the Succubus is slightly better than the Imp because of her Heal spell. In place of healing the Imp gets fire resistance--and eventually immunity--which is also very nice to have.

Equipment
Weapons: None
Armor: Robes only
Shield: No
Accessories: 2

Stat Growth

Level
1
5
10
15
20
25
30
35
40
45
50
HP
15
35
55
76
96
117
137
158
178
199
220
STR
1
2
4
6
8
10
12
14
16
18
20
AGI
2
9
16
23
31
38
45
53
60
67
75
MAG
4
13
22
31
40
50
59
68
77
86
96
DEF
4
7
10
13
16
19
22
25
28
31
35
EN
4
4
5
5
6
6
7
8
8
9
10

Skills

Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Sleep
5
4
1
Hits all enemies with the Sleep status, but can miss
Secret Attack
STR
2
4
2,7,12,17,22,27,32,37,41,46
An attack that does 1.5x damage at LV1, scaling to 2.7x at LV10. Also can stun an enemy. The Succubus' damage output is too low for this to be useful and her STR is generally too low to stun things too.
Demonic Skin
N/A
N/A
3,8,13,18,23,28,33,38,42,47
Passively increases Defense by 5 points per skill level
DarkFire
MAG
4
4
4,14,24,34,43
Fire damage, scaling from 20-30 at LV1 to 190-210 at LV5. Can inflict blindness, with the severity increasing with skill level
Heal
MAG
1
2
5,10,15,20,25,30,35,40,44,50
Restores HP; scales from 15-30 at LV1 to 178-355 at LV10
Invisibility
3
4
6
Applies the Invisible status effect to the target
Fear
4
2
9
Makes the target unable to attack or use skills
Sigil of Frigid Flame
MAG
3
2
11
Raises the party's Ice and Fire resistance by 50%
Focus
2
-3/-4
13,23
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Charm
3
4
15
Paralyzes the target
Sigil of the Opposite
4
2
19
Raises the party's Arcane and Divine Resistance by 50%
Reflecting Sigil
3
6
21
Causes a large number of skills--not just magic ones as the description suggests--to reflect back on the user
Fire Enchantment
4
2
26
Sets 1 ally's attack element to Fire. Contrary to the description, this doesn't seem to actually increase resistance.
Ice Enchantment
4
2
29
Sets 1 ally's attack element to Ice. Contrary to the description, this doesn't seem to actually increase resistance.
Arcane Enchantment
4
2
31
Sets 1 ally's attack element to Arcane. Contrary to the description, this doesn't seem to actually increase resistance.
Divine Enchantment
4
2
36
Sets 1 ally's attack element to Divine. Contrary to the description, this doesn't seem to actually increase resistance.
Hellfire
5
8
39,49
Lowers enemies resistance to fire by 50%, does a smallish amount of fire damage and applies a DOT effect for 3 rounds (84/round for LV1 and 104/round for LV2)
Nightmare
4
6
45
1-8 Arcane damage and reduces HP by 15%/round, plus an additional 10% after the effect ends
Troll
Overview
The Troll is a melee attacker-type summon that's oriented around speed and spike damage through critical hits. His weapon type, the Katar, is actually quite weak, but is an "agility weapon" meaning 1/4 of the Troll's Agility is added to damage. In addition, Katars give a bonus to critical hit, meaning the Troll will frequently do double damage. He's also got a wide variety of nice physical attack skills, including some that applying powerful debuffs in addition to doing damage. The primary problem with the Troll is that none of his skills take the Katar's Agility bonus into effect. And since skills can't critical either, they all just operate with the low base damage that Katars do. As a result the Troll often will do more damage with his standard attack than with his special attacks. I can only surmise this is a design oversight, but it reduces the Troll's potential effectiveness quite a bit.

Usage/Role
Because of the odd mechanics behind the Troll's skills vs his weapon type, it's hard to recommend him as a physical damage-dealer when you have alternate summons that are better at that role. That said, the Troll still can pack a punch with his standard attacks when he critically hits, and the debuffs he can apply with his skills (Poison, Bleeding, Physical Resist Down) are powerful and work against most bosses. Overdrive is also an extremely powerful skill, almost on par with the Minotaur's Mountain Splitter. So while he could be a lot better overall, the Troll isn't worth discounting entirely.

Equipment
Weapons: Katars
Armor: Light Armor
Shield: No
Accessories: 1

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
30
98
166
234
302
371
439
507
575
643
712
STR
4
11
19
27
35
42
50
58
66
74
82
AGI
2
9
17
25
33
40
48
56
64
72
80
MAG
1
5
10
15
20
25
30
35
40
45
50
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Break
STR
2
2
1,6,11,16,21,26,31,36,41,46
Attack that scales between 2x damage at LV1 and 3.8x damage at LV10
Stealth
3
-2/-3/-4
2,12,22,33,43
Adds the Stealth I - V buff, with level based on skill level
Adrenaline Rush
5
2
3,13,23,32,40
Adds the Strength Up and Agility Up buffs, with buff level based on skill level
Arterial Slice
AGI
3
4
4
Does a standard attack. Enemy defense is halved for the purpose of damage
Ghost Stance
2
1
5,10,15,20,25,30,35,40,45,50
Raises Critical chance by 3% per skill level
Martial Arts
PASS
N/A
7,12,17,23,27,32,37,42,47,50
Increases chance of countering attacks by 2% per skill level
Rend
STR
3
4
7,14,24,29,34,42
Standard attack in terms of HP damage, but does between 2x and 2.5x Defense damage depending on skill level
Regenerate
6
4
8,18,27,39,48
Adds the Regeneration buff to caster.
Poison Fist
STR
3
4
9
Attack that does 1.5x damage and adds the Poison debuff
Bloodbath
AGI
4
4
17,26,34,41,49
Does a standard attack that adds the Bleeding debuff to the target. The level of the debuff depends on the skill level
Charging Fist
STR
4
-2/-3/-4
19,25,31,38,44
Attack that does between 1.5x and 2.2x damage based on skill level
Overdrive
STR
ALL
29
A standard attack whose damage is multiplied by half your max Energy. Does less Defense damage (2x normal)
Deep Impact
STR
2
6
30,35,40,45,50
A double damage attack that adds Physical Resist Down I-IV, depending on skill level
Blood Magic
2
-5
37
Reduces HP by 25% for 5 energy
Red Grin
STR
4
6
44
Standard attack that does 10% extra damage, ignores defense entirely. Does not damage Defense.
Vampire
Overview
The Vampire is billed as an offensive healer, but he heals slightly differently than the other healer characters; his healing skills consume his own HP rather than Energy. He also has an array of HP-draining skills to replenish the HP he lost healing. This setup can work, but is rather dangerous on higher difficulty levels, where the Vampire sacrificing his own HP is liable to get him killed. In addition to his healing abilities, the Vampire has a wide variety of offensive skills. While not as effective at damage-dealing as fully combat-oriented summons, the Vampire is still quite good at it, especially given that his weapon type is the Greatsword, one of the most powerful in the game.

Usage/Role
Despite the game's description, the Vampire is not an efficient primary healer, though he does get a revival spell long before any of the other summons do, which is a point in his favor. When acting as a healer, the Vampire actually works best when side-by-side with another healer like the Cultist. However his good armor, powerful weapon type, and varied skill set make the Vampire one of the most versatile and well-rounded summons in the game. He's a jack-of-all-trades that might not excel in any one category, but is pretty good at all of them nonetheless. He's a solid pick for any party, and one of the best summons in the game.

Equipment
Weapons: Greatswords
Armor: Light and Medium armor
Shield: No
Accessories: 1

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
27
86
145
204
264
323
382
442
501
560
620
STR
2
8
15
22
29
36
42
49
56
63
70
AGI
1
5
10
15
20
25
30
35
40
45
50
MAG
2
9
17
25
33
40
48
56
64
72
80
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10
Blood
1
5
10
15
20
25
30
35
40
45
50

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Drain Life
MAG
2
2
2,5,10,15,20,25,30,34,39,43
Drains HP from the target. Usually damages the target more than you get healed. Scales from 1-10HP at LV1 to 70-100 at LV10
Quick Heal
MAG
1
1
2,6,11,18,23,28,33,37,42,48
Restores HP; scales from 1-6 at LV1 to 54-109 at LV10
Dark Sacrifice
1
HP25%
2,18
Use your HP to heal an ally. The formula for this one is a weird one; it looks like it either heals 25% or 40% of the target's MaxHP depending on level, plus the Vampire's Vampire Blood value.
Focus
1
-2/-3/-4
3,20,42
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Inhuman Strike
STR
3
4
3,7,11,15,19,23,27,32,35,39
Standard attack that deals double damage at LV1, scaling up to triple damage at LV10
Arcane Burn
MAG
3
4
4,9,14,17,21,26,31,36,40,44
Spell that does arcane damage. Scales from 30-50 at LV1 to 140-180 at LV10
Blood Sword
STR
3
2
6,16,26,36,46
Slash that heals a standard attack's worth of HP to the Vampire. The target takes bonus HP damage, from 1-6HP at LV1 to 100-140 at LV5. Defense damage is normal in all levels, except for LV5 which deals no DEF damage at all (probably a bug)
Regenerate
6
4
8,16,24,32,40
Adds the Regeneration buff to caster.
Shadow Shield
3
4
10,29
Adds the Shield Buff to an ally, blocking one attack. LV2 blocks 2 attacks.
Grave Mist
5
2
12
Adds the Block Up buff to the whole party.
Dark Resurrection
1
HP50%
13
Revives a dead ally. Costs 50% of Max HP, restores 50% of ally's Max HP
Black Storm
MAG
4
4
14
Spell that does 30-55 Arcane damage to all enemies. Restores Magic Modifier + 1-12 HP to the Vampire
Beastial Slash
STR
3
6
17?,22,27,37,41
Attack that does from 1.5x damage to 2.2x damage depending on level. Adds the Stun effect, but only has about a 50% chance of hitting
Dark Gift
1
HP50%
21
Consume 50% of your own HP to heal 50% of your party's current HP
Mending
2
1
24
Heal physical ailments such as cripple, blind, and poison
Restore
4
4
25
Heal Magical ailments such as Seal and Charm
Beguile
3
4
28
Inflicts the Paralyze debuff on an enemy
Darkness Scorch
MAG
4
6
33
Does 2-24 Arcane damage to an enemy and hits them with the Darkness Burn debuff which drains 12% of their HP for 4 rounds
Defiant Revenge
3
6
38
Spell attack that deals the difference between your max and current HP (minus half enemy defense, of course)
Soul Lance
4
HP 25%
45,50
Do a standard attack that ignores defense. Consumes 25% of your HP. Level 2 does double damage.
Werewolf
Overview
The Werewolf is a speed-oriented fighter, with Agility on par with the Troll and Ghost and only lower than the Goblin. His main trait is that he cannot use weapons of any kind; rather his attacks increase in damage with level. Any of the other melee-oriented classes will have better damage output with the Werewolf, provided they've got a decent weapon, but the Werewolf has a few skills that still set him apart. Most notably is his "Hurricane Claw" skill, an attack against all enemies that he can use every round if he wants. It starts with a low hit chance (50%) but gets better as the Werewolf improves. He also has an array of minor buffs

Usage/Role
The Werewolf is hard to quantify role-wise. He has a lot of direct-damage attacks but his damage output is too low for him to be suited as a pure attacker. He's got some buffs but they're relatively minor. His high Defense and 50% Physical Resist makes him a potential tank, but he doesn't have the Challenge skill. Overall the Werewolf works as a supplemental character who assists another in battle. For example his Hurricane Claw, while not that damaging, is good for softening up large groups of enemies and lowering their Defense so that a more focused attacker can finish them off. Likewise the Werewolf has good synergy with the Witch or Dryad, who can use Bait on him to turn him into a low-budget tank. The Werewolf will likely want to be benched for boss fights, but otherwise can be useful in a variety of situation.

Equipment
Weapons: None (Damage increases with level)
Armor: Light Armor
Shield: No
Accessories: 2

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
28
93
158
223
288
353
419
484
549
614
680
STR
2
9
17
25
33
40
48
56
64
72
80
AGI
2
9
17
25
33
40
48
56
64
72
80
MAG
1
4
8
12
16
20
24
28
32
36
40
DEF
2
7
14
21
28
35
42
49
56
63
70
EN
4
4
5
5
6
6
7
8
8
9
10
MinDam
2
10
20
30
40
50
60
70
80
90
100
MaxDam
8
21
37
54
70
87
103
120
136
153
170

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Bone Claw
MAG
3
2
2,6,11,16,21,26,31,36,41,46
Single-target attack that does between 1.5x and 2.7x damage, depending on level,
Hurricane Claw
MAG
1
1
1,5,10,15,20,25,30,35,40,45
Melee attack on all enemies. The first 5 levels increase hit chance, starting at 50% and ending at 90%. Beyond that, damage starts scaling up, starting at 1.5x at 5 and ending with 2.2x at SLV10
Swift Moon Howl
5
2
3,8,18,23,33
Adds the Agility Up I-V buff on all allies, raising with skill level.
Martial Arts
N/A
N/A
4,9,14,19,24,29,34,39,44,49
Increases chance of countering attacks by 2% per skill level
Regenerate
6
4
7,15,23,31,39
Adds the Regeneration I-V buff to caster.
Blood Moon Howl
5
2
10,18,27,36,45
Adds the Strength Up I-V buff on all allies, raising with skill level
Ghost Moon Howl
5
2
12,21,30,39,48
Adds the Magic Up I-V buff on all allies, raising with skill level
Counter Stance
5
2
14,22,29,37,44
Increases chance of countering attacks for 3 turns. Starts at a 20% bonus with 2% additional chance for each additional SLV
Fire Claw
MAG
2
2
17,27,42
Essentially a melee attack that behaves like a Fire spell and adds the Ice Weakness debuff. Higher levels deal a small damage bonus. SLV2 is broken and the formulas for HP and Defense damage are reversed
Ice Claw
MAG
2
2
19,29,43
Essentially a melee attack that behaves like an Ice spell and adds the Fire Weakness debuff. Level 2 adds Slow I and Level 3 addes Slow II as well
Vicious Bite
STR
4
4
20,32,47
A standard melee attack that adds the Maul I-III debuff to the target, doing damage over time
Heart Seeking Claw
STR
3
3
34
A standard melee attack that pierces Defense. Does not do less damage, contrary to the description.
Battle Howl
3
4
40
Restores 25% of the party's max Defense
Iron Skin
5
2
41
Adds the Resistance buff to the Werewolf
Fury of the Wolf
4
8
44,50
A triple-damage melee attack against all enemies. LV2 does 3.5x damage
Witch
Overview
The Witch is a mage/healer, in contrast to the Cultist who is more of a warrior/healer. The Witch lacks some of the buffs that the Cultist has but is more proficient at healing, both learning healing spells more quickly and learning high-level heals that the Cultist won't get. However, as a mage archetype she's on the squishy side so she'll need some form of protection, either from a tank or her Bait spell. The Witch also gets some really nice debuffs, weakening the enemy and making them vulnerable to various elements. Lastly she gets a few attack spells, like Witchfire, a low-damage DOT that lasts a long time.

Usage/Role
The Witch is a solid choice for a healer in any party. She's a little on the fragile side but more than makes up for it with her powerful spells. A tank of some sort will be necessary to protect her on the higher difficulty levels, though, as she risks getting one-shot otherwise. The Witch is nearly identical to the Dryad so if you have the option you could opt for the Dryad instead. The Dryad misses out on some of the Witch's curses, but she gets Eternal Winter which is an excellent spell the Witch doesn't have. Still, the two characters are nearly identical so it's more or less a wash as to which to pick.

Equipment
Weapons: Staves
Armor: Robes only
Shield: No
Accessories: 1

Stat Growth
Level
1
5
10
15
20
25
30
35
40
45
50
HP
18
53
89
125
161
197
233
269
305
341
378
STR
1
3
6
8
11
13
16
18
21
23
26
AGI
2
9
17
24
32
39
47
55
62
70
78
MAG
4
13
22
31
40
50
59
68
77
86
96
DEF
2
3
5
7
9
11
12
14
16
18
20
EN
4
4
5
5
6
6
7
8
8
9
10

Skills
Skill Name
Stat Used
Cool Down
Energy Used
Levels learned or ranked up
Notes
Heal
1
2
1,7,12,17,22,27,32,37,42,47
Adds a 25% bonus to MAG for a round. Each new level in the skill adds a point of EN
Focus
MAG
2
-2/-3/-4
1,7,12
Restores HP; scales from 15-30 at LV1 to 178-355 at LV10
Quick Heal
MAG
1
1
1,6,11,16,21,26,31,36,41,46
Restores HP; scales from 1-6 at LV1 to 54-109 at LV10
Phantom Grasp
MAG
2
2
2,7,12,17,22,27,32,37,41,46
Single-target Ice spell; 1-8 damage at LV1 and up to 90-111 at LV10
Restore Defense
MAG
4
4
3,13,24,34,44
Spell that restores a small amount of Defense to the party--scales from 1-4 at LV1 to 20-40 at LV5
Bait
3
2
4
Causes enemies to attack a party member; boosts target's Def/MaxDef/MaxHP by 10%
Black Locust
3
2
5
Poison an enemy--reduces HP by 10% per round
Curse of Blindness
3
2
8,14,19,25,30
Add the Blindness I-V debuff on the enemy, depending on SLVL
Mending
2
1
9
Heal physical ailments such as cripple, blind, and poison
Witchfire
3
4
10,20,30,40,50
Does 1-4+character level Arcane damage to an enemy. Also adds the Witchfire I-V debuff, which does between 24 and 95 damage per round for 5 rounds
Curse of the Fool
3
2
12,18,24,31,37
Adds the Arcane Weakness debuff and Magic Down I-V, depending on level
Ward of Spring
5
4
14,22,32,40,46
Causes the party to regenerate HP 5%+5%/skill level
Restore
4
4
15
Heal Magical ailments such as Seal and Charm
Curse of the Weak
3
2
15,21,27,34,41
Adds the Vulnerability and Strength Down I-V debuff to an enemy, depending on SLVL
Nightshade
2
2
17
Hits an enemy with the Sleep effect. Misses a lot.
Mass Heal
MAG
2
6
18,23,29,33,38,43,48
Heals the whole party for 51-103(LV1) up to 118-236(LV10) each
Revive
MAG
1
4
28
Brings a dead ally back to life with 1-10 HP (plus MAG modifier of course)
Soulfire
MAG
3
6
35
Deal 1.5x the difference between curent and max HP damage, Fire element.
Blood Pact
MAG
5
MAX
39
Use your energy to heal (Energy x Magic Modifier) HP
Ward of Winter
5
6
45
Ally regenerates 1 more Energy per turn and adds 50% Arcane Resistance
3 Comments
сэр Суер-Выер 27 Apr @ 1:47am 
sadly it seems there wont be any good indie dungeon crawlers from now on. Genre is as dead as mainstream game industry since 2008.
сэр Суер-Выер 26 Apr @ 10:23am 
Nice and thoroughly written. Its good that people dont forget these odd mid-10s crpg games (or at least they didnt in 2021).
DarkFoss 27 Jun, 2024 @ 3:53pm 
Just had to say thank you for the outstanding guide.
Dunno how this game fell under my radar for so long. :PSheart: