Defend the Rook

Defend the Rook

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Defend the Rook Complete Guide
By Tuile
A comprehensive reference guide that will help you 100% Defend the Rook with ease!
   
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Introduction
And so it begins...

I created this guide primarily because I wanted an easily searchable collection of game information that I could reference. Hope it helps others as well!

If you've already played through the game and just want to 100% the remaining content. I would recommend that you check out the 🏆 Achievements section as well as the 🧙‍♂️ Spell and 🆙 Skill Tier Lists to complement your goal.

The guide covers:
  • 👟 How to Speedrun Ascension 0 to 10
  • 🏆 Achievements
  • ♜ The Rook
  • 👤 Heroes
  • 🛠️ Contraptions
  • 🏯 Battle Towers
  • 🧙‍♂️ Spell Tier List
  • 🆙 Skill Tier List
  • 📚 Bookshelf Upgrades
  • 📖 Glossary
If you found the guide the useful, feel free to give it a like!
👟 How to Speedrun Ascension 0 to 10
If you're looking for tips & tricks to speed through every ascension level, please check out my other guide here:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3390325496
Achievements
Currently, there are 18 achievements in Defend the Rook. I've listed all 18 below by order of complexity as well as split them into 2 groups (individual achievements that have their own section and "🏆 Straightfoward Achievements", which are grouped together).

Specifically, the more conditions or preparation needed to achieve a certain achievement, the higher I've placed them. The assumption is that you've likely already obtained the straightforward achievements that occur through natural play and would like to see how to obtain the more conditional ones.

Feel free to use Ctrl+F to find the specific achievement that you're looking for.
🏆 Exact Science
Defeat Azasz and Jezebel in the final battle.

This achievement requires you to complete Ascension 10, which also means completing Ascensions 0 through 9 as well. While the completion condition is fairly straightforward, the method to do so does require a specific set-up.

You can read about it in detail here.
🏆 Spellslinger
Cast 10 spells in the same round.

I would highly recommend that you complete Ascension 9 before attempting this achievement as it unlocks the ability to manually select your spell loadout.
  1. Select the Sanctuary as your Rook unit.
  2. Choose any of the following spells for each category tier. These spells are selected because they don't require specific requirements to activate (i.e. can only be used on an enemy or hero must be missing health) and are relatively useful.
    • Low Tier Spell
      • Stone Shield
      • Bolt of Speed
      • Sight Tracker
    • Mid Tier Spell
      • Invigorate
      • Weighty Blows
      • Static Shield
    • High Tier Spell
      • Shadow Clone
      • Duplication
      • Bloodlust
  3. At this point you will be able to cast 9 spells (4 low tier, 3 mid tier, 1 high tier, and 1 free cast of any spell from the Sanctuary Rook). The last component you need is to obtain the sorcerer-only skill, "Recharger", which allows you to "Once per round, when the [Sorcerer] kills an enemy, refresh 1 charge of your Low Tier Spell." Getting this to drop for your chosen sorcerer class is purely RNG.
  4. Once you obtain all the components needed, ensure that your sorcerer class has an enemy in range that they can kill, then cast all of your available spells in any order.
  5. Then kill the enemy with your sorcerer class to gain a charge for your low tier spell.
  6. Cast the chosen low tier spell to complete the achievement.
🏆 Master Engineer
Have a Tower deal over 25 damage with a single attack.

You will need to first unlock the Sniper Tower and Hero's Banner contraptions. The Sniper Tower has base 15 Power and paired with 2 Hero's Banners will have a total of 21 Power. All we need to do is find a way to increase the power by +4 more.

This can be achieved with any of the following methods:
  • At the start of every run, you get a random selection of possible Shop Upgrades for your towers. Common upgrades like "Charging Spells - For each turn the [Artillery Tower] doesn't shoot, gain +3 Temp Power to it's next attack." or "Consistent Spells - If the [Artillery Tower] destroys an enemy, it gains +5 Power and +1 Range on the next turn."
  • Some of the lootable Hero Skills will provide power buffs to your towers, like "Start Up (warrior-only) - At the end of your turn, if you didn't attack, give adjacent towers +1 Damage Radius and +4 Temp Power at the start of the next turn."
I would recommend using the Shop Upgrade method as it's easier to check at the start of your run. Rather than hoping for specific Hero Skills to drop.
🏆 Not Even Close
Defeat a boss with two of your heroes dead.

Not sure if this achievement had different conditional requirements in the past. But I can confirm that as of this guide creation the following simple method works.
  1. Select your choice of unit loadouts but I would recommend picking up the Hero's Banner as your tool contraption.
  2. Start an Ascension 0 run.
  3. Place your Hero's Banners but no towers as we don't want to accidentally kill the boss.
  4. Play the level as normal, keeping your units alive until the boss fight.
  5. Once Azasz spawns, clear out his minions asap and leave him alive.
  6. Use your heroes to whittle down his health until he can be oneshot by either your Rook or the hero you wish to survive.
  7. Let Azasz kill two of your heroes (you can just skip turns, while he powers up and slaps your units) then finish him off for the achievement.
🏆 Hammer of the Gods
Destroy 8 or more enemies with a single attack or spell.

Static Storm Method
Simply, ensure that you have the high tier spell, "Static Storm", in your spell loadout. Then just fight a battle, which will spawn numerous low health enemies at once (higher Ascension levels will include Gem Touched buffs, which may push enemy health above 10, so go for lower Ascensions).

Map locations with enemies such as this include:
  • The Mountains - Wolf
  • Mushroom Glade - Sporeling
  • Coral Pools - Anemone Leech
Remember you can also whittle down the health of some enemies to ensure they are within the damage range of Static Storm.

Sorcerer Method
The sorcerer archetypes have access to many multi-hit skills, like "Blast Wave" or "Unlimited Power". If you decide to invest your loot rolls into this hero, you'll likely end up in a situation where the hero can clear an entire map by herself. However, this method is much more RNG dependent.
🏆 Executed
Destroy a boss on the first round they appear.

I would recommend attempting this on a Ascension 0 run against the first boss. Ensure that all of the spells you bring will increase your damage output. For example:
  • Low Tier Spell
    • Zap
  • Mid Tier Spell
    • Invigorate
    • Rockspear
    • Weighty Blows
    • Boulder Toss
  • High Tier Spell
    • Shadow Clone
    • Bloodlust
    • Static Storm
Additionally, ensure that you bring both the Hero's Banner and Proximity Mine as your contraptions. This will further boost your overall damage.

Once the Azasz spawns, you can just traumatically unload everything onto him.
🏆 Untouchable
Have a unit have 25+ armor at the end of their turn.

You'll likely obtain this achievement through normal play as the warrior archetype has many ways to increase armor (both skills and exp. upgrades).

That said, you can be easily complete on Turn 1 of a run by taking advantage of temporary armor.
  1. Select the Warrior class.
  2. Select the Stone Shield (low tier) and Weighty Blows / Static Shield (mid tier) as your spells.
  3. On turn 1 of your first battle, simple spend all the spell charges on the Warrior. This will result in the following armor calculation: Warrior base armor (8) + 4 Stone Shields (16) + 3 Weighty Blows (15) or 3 Static Shields (18). Putting you well above 25 armor.
  4. Since Temp Armor expires at the start of your next turn, you'll be able to end your turn with 25+ armor.
🏆 Straightforward Achievements
The achievements grouped under this section are relatively self-explanatory and you'll have likely already obtained them through normal play.



Speedrunner
Beat a run in under 20 minutes.

This achievement sounds harder than it actually is. Assuming that you're building your heroes correctly, you should be able to clear enemy waves on the turn they spawn or the next turn. Additionally, time spent between combat (i.e. navigating the shop, selecting the next map, etc.) counts as well. So try to be efficient when selecting your next steps.

If you are still having trouble obtaining this achievement. I recommend checking out my other guide asdfsafdsadfsadfs and use the meta build listed there.




Gifted
Complete a run with 12 or more Rare upgrades.

Rare upgrades are denoted by orange/brown text and, funnily enough, they are indeed "rarer' than the higher rarity epic loot. There's a good chance that you won't get enough rare loot drops to complete this achievement in a single run. As such, we'll want to maximize the chances of getting rare loot by expanding the loot pool. This can be done by:
  • Playing on at least Ascensions 8 as this will unlock the last of the loot modifiers.
  • Purchasing the bookshelf upgrades to at least "Upgrade Heroes 8" and "Upgrade Contraptions 2". This will fully unlock all rare loot drops and introduce the Loot Courier mob in your runs.




All-in
Complete a run while only getting loot upgrades for one of your heroes.

Easily done on Ascension 0, just stack the loot drops on a single hero (I would recommend the sorcerer archetype as you'll be able to scale into map-wide clears) and finish the run.

Note that the hero Level Up upgrades (those that you spend XP on) must also be constrained to the chosen hero as well. Otherwise, the achievement will be voided.




Truly Gifted
Complete a run while ONLY taking Common upgrades when offered.

Common upgrades are denoted by blue text and makes up the vast majority of skills. Simply, pick the blue skills when offered, obtain the required epic (yellow) skills from boss defeats, and you'll be fine.

Note that, "common upgrades" only refers to the lootable hero skills you get from killing enemy waves and Loot Couriers. They do not include the Shop Upgrades for towers/contraptions nor Hero Level Ups, even though those upgrades have associated rarities.




Deep Freeze
Stun the same enemy with freeze traps twice.

Enemy behaviour is predictable as they will always make a beeline towards an available target. As such, all you need to do is place a single freeze trap on an enemy spawn, ensure that you have a single hero within the enemy's attack range, and place the remaining 2 traps around that hero.

Alternatively, it is possible to complete this achievement in the very first battle. Since, Round 1 enemy spawns are immediate, we cannot place a freeze trap on the usual telegraphed spawn point. As such, we need to be a bit creative.
  1. Ensure that you have the low tier spell "Reposition - Teleport a hero or enemy next to the Rook" in your loadout.
  2. Load up an Ascension 0 run.
  3. Start the first battle on the Mountains map.
  4. The Round 1 enemy spawns will likely be wolves (if its goblins, just make sure there are melee goblins).
  5. Select the Reposition spell and hover (don't trigger the spell yet) over any wolf to see where the enemy will be repositioned to.
  6. Place a freeze trap on the reposition location.
  7. Use the Reposition spell on the wolf, which will drop it on top of the freeze trap.
  8. Move your Rook away from the wolf so it is not adjacent to it anymore.
  9. Move one hero towards the wolf leaving a single empty tile between them.
  10. Place a freeze trap on that empty tile. Since, the wolf has the Hunter behaviour, it will take the shortest path to attack the closest hero.
  11. Move the other two heroes away from the wolf so that only the single hero is the closest.
  12. End your turns until the wolf triggers the second freeze trap.




Sniper
Have a hero make an attack at 6 or more Range.

This achievement can be done immediately by using the low tier spell "Sight Tracker - Give a hero +2 Temp Range.
  1. Start the first battle.
  2. Use all Sight Tracker charges on a single hero, they will now have 8+ range.
  3. Move your hero away from an enemy so that they are at 6+ tile range.
  4. Attack the enemy in question.




A Peaceful Place
Recover every book in your bookshelf.

The "books" referred to in the achievement are those part of the bookshelf upgrades, which are purchased with gems. There are 30 total book upgrades with a total cost of 47 gems. Gems are awarded by defeating bosses.




Mr Moneybags
Have 3 Epic Loot upgrades on one hero in a run.

Epic loot (denoted by loot with yellow text; see screenshot above) is awarded from defeating bosses. As such, this achievement is guaranteed if you complete 3 consecutive boss battles and use all the epic loot drops on a single hero.




Identity Crisis
Unlock an alternate hero.

The easiest way to do this is simply spend 3 gems to reach the "Hero Upgrade 3" unlock in your bookshelf upgrades. This will unlock the Samurai class for your warrior archetype.




Master the Commander
Complete a run.

Nothing to it, just complete a run, likely on Ascension 0.




Blitzed
Destroy an enemy wave on the first round they arrive.

You'll likely obtain this achievement during the tutorial.


♜ The Rook
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Rook
Bolsters defenses as towers appear on the battlefield.

“The Rook” is an infamous name referring only to one floating structure. It is an immense and magical fortress in which the Magister conducts himself. Its power and prestige are legendary, and the extent to which its construction and magic are owed to the Magister (or vice versa) are unaccountable.
Defensive Field - Enemies that attack the Rook are instantly destroyed (does not work on Elites or Bosses). At the end of your turn, gain +2 Temp Armor for each tower on the board.
4
2
4
2
40
Fortress
Increases its offensive capabilities as towers appear in battle.

There are tales of great battles in which the famed “Rook” boasted an intimidating visage. Adorning artillery with firepower that far surpassed the specs of the iconic structure; evidently designed to make quick work of any army or foe. An unstoppable “Fortress”.
Offensive Field - Enemies that attack the Rook are instantly destroyed (does not work on Elites or Bosses). Gain +2 Temp Power and +1 Temp Range for each tower on the board.
6
1
3
0
30
Sanctuary
Designed to boast greater travel distances in exchange for defenses.

A grand display of magical enchantment introduced a version of the famed “Rook”, which could surpass its predecessor in aerial superiority. Dubbed the “Sanctuary”, this structure allowed for greater maneuverability within the realm.
Sanctuary - The first spell you play each battle can be played for free.
3
3
2
0
25
Heroes
As the Magister, you can summon 3 different hero archetypes to enforce your will.

Specifically, the 12 available hero classes are grouped under each of the the 3 archetypes with only one hero class able to be selected from each during a run.
  • Warrior Archetype
    • Warrior
    • Samurai
    • Barbarian
    • Elven Commander
  • Rogue Archetype
    • Rogue
    • Corsair
    • Ranger
    • Mercenary
  • Sorcerer Archetype
    • Sorceress
    • Black Witch
    • Possessed Soul
    • Banshee
👤 Warrior Archetype
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Warrior
The well-armored defender of the party.

Even when his body failed him something kept his shield high. Gratitude to the Magister became duty. Duty became honor. Honor became an oath. Now he serves the Magister for all time, as his impassible shield.
  • Shield - At the end of your turn, adjacent heroes and contraptions gain +3 Temp Armor.
10
3
1
8
28
Samurai
Disciplined in resilience and retaliation.

The tomes of the Magister’s study recount a warrior who moved with grace, precision, and adorned an armor of unfamiliar craftsmanship. A hero who, before reaching old age, gave his soul to the beyond so that he could serve as he was in his honed form - his prime.
  • Deflection - The first time the Samurai is attacked by an adjacent enemy each wave, he takes no damage.
  • Iaido - Whenever the Samurai is attacked by an adjacent enemy he deals 4 damage back to them.
6
3
1
4
25
Barbarian
A savage-aggressor in the wake of injury, able to tend their wounds.

There is a legend to the people of the Northern Tribes of a war-leader who, when defeated and broken, let thunder roar from their throat; collapsing the mountains above and sending the battlefield to the bottom of the sea.
  • Enrage - Gain +1 Power whenever the Barbarian suffers Health damage. Resets after each battle.
  • Lick Wounds - After each wave, heal 4 Health.
8
3
1
0
40
Elven Commander
Closes distance after instigating from range and is quick to evade.

In the modern realm, human voices speak the loudest. The Magister, however, was found different by an ancient elf of a fallen empire. Reaching out through the ethereal, the elf volunteered himself as a war asset in equal trade for the knowledge that would be found within the infamous Rook.
  • Thrust - Whenever the Elven Commander attacks, move adjacent to the enemy if possible.
  • Quick Reflexes - Avoid the first instance of damage the Elven Commander would take each round.
8
4
3
2
20
👤 Rogue Archetype
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Rogue
A nimble and deadly opportunist.

Looking to the shadows, the Magister saw a hooded individual. The man was notoriously efficient - and ambitious. A product of his time, land, and culture; he desired new lands and opportunities. The Magister considered that all forms of warfare are necessary to counter any adversary.
  • Opportunism - At the end of your turn, if the Rogue is on a disabled trap, rearm it.
10
4
1
0
20
Corsair
Apt with both the flintlock and swashbuckler.

A ship wages war with the tides; and in the eye of the storm one fateful night, a sea beast capsized a grand vessel. The renowned pirate who emerged from the wreckage was greeted by a floating fortress. A ship, which could fly over the waters! For the first time in his life, he chose to follow another.
  • Swish and Plunder - The Corsair’s range attacks knock enemies back 1 square if possible. Their melee attacks deal +4 damage.
8
3
2
2
22
Ranger
The further the arrow travels, the deadlier the strike.

Sole survivor of the Scorched War, who joined the Magister in hunting down arsonist nobility. Having lost everything to the flames, they found a new home under the guidance of the concealed wizard. They have joined every hunt since.
  • Deadshot - The Ranger’s attacks deal +2 damage for each tile between them and their enemy.
  • Take Aim - If the Ranger didn’t move by the end of the turn, gain +2 Temp Range next turn.
4
4
3
0
20
Mercenary
Treats the crew like family. Swears revenge if a brother falls.

A deal is a deal, even when made across time. With the right price, “The Intrepid Three” will leap across reality to fight any enemy in the Magister’s name. In return, the crew harbor fantastical stories to share back home; no matter how unbelievable.
  • Brother Band - Start the battle with 2 Brother in Arms units with 4/3/1/3/10 stats.
  • Avenge the Fallen - Whenever an allied hero or Brother in Arms dies, gain +4 Power, +2 Move, and +2 Armor until the end of battle.
  • Brother in Arms - For each Brother in Arms unit alive by the end of battle, gain +20 Gold.
6
4
1
2
23
👤 Sorcerer Archetype
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Sorceress
Patient and potent from afar.

The Magister has taken only a single apprentice. Under the guise of a contract, they met in his study. People say she was a prodigy in her studies, her thirst for knowledge unmatched. What did she say to the Magister that privileged her to learn from the greatest magic-wielder in the realm?
  • Channel - If the Sorceress didn’t move this turn, gain +4 Temp Armor.
10
3
2-3
0
18
Black Witch
Makes quick work of a lone target, prepared for the mob.

There once was a healer who served a remote village. Superstition of magics begat apocryphal belief. The healer was burned alive and in her final moments was unintentionally cursed by a child; who unknowingly shared the gift of magic. “You are the Black Witch! Black Witch!” The curse was set and the Black Witch was born.
  • Curse - If the Witch’s target is the only enemy in range, the Witch deals +5 damage. If there is more than one enemy in range, the Witch gains +5 Temp Armor.
9
3
2-3
0
14
Possessed Soul
Their soul lingers when fatally wounded. Must take a life to remain tethered.

The “Hollow” is a name given by the people to the confused souls bound to this realm; forced to inhabit others, stealing their flesh for their own. Knowing their prestige, the soul sought out the Magister as a final effort to find peace with their existence.
  • Human Form - When the Possessed Soul would die, they instead turn into soul form for one turn. If they kill an enemy before the end of their next turn, they will turn back into human form.
10
3
2-3
0
18
Banshee
Grows stronger with every soul devoured in battle.

Deep into the cold night, there is folklore of a warming breeze, which spreads from the floating Rook and carries a single word throughout the realm; “Father.” Loremasters claim that the Magister once sired a stillborn; a gift of unrealised magics.
  • Souls - Whenever the Banshee kills an enemy, gain a soul charge. Gain the following bonuses:
    • 3 Souls = +5 Armor
    • 5 Souls = +1 Damage Radius
    • 7+ Souls = After their next attack, deal +50 damage and reset their soul charges.
10
3
2-3
0
15
Contraptions
The Magister often makes use of his guile to craft various tricks to hamper his enemies or empower his allies. Contraptions come in 2 types; tools or traps. By default you have 2 tool charges and 3 trap charges to use each battle.
🛠️ Tool Contraptions
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Barricade
Insults can be heard from inside the barrel, drawing enemies away from allies.

Even your every-day sturdy barrel can serve an opportune purpose on the battlefield. A disembodied voice calls out from the barrel, insulting, and taunting the world around it. This seems to always give the Magister a good laugh.
Barricade - Prevents enemies from passing through. At the end of your turn, Taunts enemies in a 2 tile Radius.
0
0
0
0
10
Hero’s Banner
Inspires and rallies those that fight beneath it.

The Magister has the loyalty of his heroes, but in his experience has found that a symbol in dire moments can turn the tide of battle. Its colours seemingly do not represent any faction of the realm, yet it inspires all on the battlefield to push them ever forward.
Hero’s Banner - At the start of your turn, give allied units in a 3 tile Radius +3 Temp Power and +3 Temp Armor.
0
0
0
0
2
Boom Barrel
Filled to the brim with explosives; only a fool would destroy it.

Upon opening a barrel lid, what should be found inside? For the Magister’s enemies; the sight of armed explosives and a great flash of light.
Boom Barrel - When destroyed, deal 40 damage to all enemies in a 4 tile Radius. Kaboom!
40
0
0
0
1
🛠️ Trap Contraptions
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Freeze Trap
Ensnares foes within its jaws.

A well-placed steel trap is reliable enough against a careless foe. The Magister, however, never presumes success; so, he simply adds a freezing enchantment and none can escape.
Freeze Trap - Armed when placed. When an enemy steps on a trap while its armed, they take 3 damage and are Stunned. This disables the trap. Does not affect your units. Elites and Bosses are not stunned.
3
0
0
0
0
Proximity Mine
Dangerously explosive when enemies stray too close.

It is important to observe your surroundings. A misplaced step can lead any man or beast to an early grave, especially when that step is on an armed explosive.
Proximity Mine - Starts off armed when placed. At the start of your turn, if there is an enemy within 2 tiles, it triggers and deals 9 damage to all enemies in a 2 tile Radius. This disables the trap. Does not affect your units.
9
0
0
0
0
Cling Trap
Deals considerable damage to any who move after triggering this contraption.

Though its craftsmanship is unidentifiable within the realm, the success in wearing down its victims after latching onto their flesh is undeniable. A victim’s panic often leads to a tighter grip.
Cling Trap - Attaches itself to an enemy that moves onto it. Deals 3 damage for each tile the enemy moves. When the enemy dies, it leaves a Cling Trap behind.
3
0
0
0
0
Battle Towers
The Magister has the ability to craft towering structures to channel the might of his magics upon the battlefield. These battle towers can be grouped into 3 categories:
  • Crystal Towers
    • Emerald Tower
    • Eight Gem Tower
    • Splitter Tower
  • Artillery Towers
    • Cannon Tower
    • Sniper Tower
    • Mortar Tower
  • Elemental Towers
    • Arcane Tower
    • Frostbolt Tower
    • Lightning Tower
Note: The above categories are colloquially labelled for convenience. As there are many in-game skills that affect towers by their specific group category.
🏯 Crystal Towers
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Emerald Tower
Erupts spikes from the surrounding earth, damaging foes from below.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. Amplified, the Magister’s knowledge of geomancy could be concentrated into destructive displays of nature’s raw power.
Emerald Tower - Attacks all enemies in range at the start of your turn. Short range, high damage.
10
0
2
2
18
Eight Gem Tower
Its gems allure enemies to attack it, dealing damage back to them.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. Designed under the advice of the hero Rogue, this tower allures the greedy to steal its rare and valuable gems. Illusions of course, but works every time.
Eight Gem Tower - Taunt all enemies in range at the end of your turn. Deal 6 damage back to attackers.
4
0
3
6
15
Splitter Tower
Firing in all four directions, its firepower will reach the very length of the battlefield.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. Whether by intention or otherwise, the gem atop this tower is sundered, expelling its power in all four directions. This abnormality is utilized in battle.
Splitter Tower - Attacks hit all four directions in a line to the edge of the board.
10
0
10
0
14
🏯 Artillery Towers
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Cannon Tower
Precision artillery with weak firepower.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. Sometimes, however, a simple artillery tower can deliver victory. Having met many a battlefield, the Magister recognizes the efficiency of human craftsmanship.
Cannon Tower - Attack a target within range at the start of your turn. Long range, low damage.
4
0
2-6
0
10
Sniper Tower
Designed to fire from afar, will enhance its defenses when no targets are found.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. This tower is said to be enchanted with the Magister’s gaze; seeing through the weapon to focus its shot.
Sniper Tower - Attack a target within range at the start of your turn. If no target is in range, gain +4 Temp Armor.
15
0
5-8
0
6
Mortar Tower
A fixed fire distance is made up for in a spread of heavy damage.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. Incorporating design schematics from various ages, and a concentration of flame magics, this tower boasts a mortar of unprecedented destructive power.
Mortar Tower - +2 Damage Radius.
8
0
3
2
15
🏯 Elemental Towers
Name
Flavour Text
Skills
Power
Move
Range
Armor
Health
Arcane Tower
Magically imbued projectiles with moderate firepower.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. By weaving raw arcane magics from the atmosphere into this focal point, all are privileged a glimpse into a mage’s firepower.
Arcane Tower - Attack a target within range at the start of your turn. Medium range, medium damage.
6
0
4
0
14
Frostbolt Tower
Built to freeze foes on impact.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. By localizing the snowstorms of the Southern realm within the tiny gem atop this tower, the Magister can unleash powerful displays of elemental frost.
Frostbolt Tower - Attack a target within range at the start of your turn. Non-elite or boss enemies are rooted for a turn.
4
0
3
3
15
Lightning Tower
A conductive spark, dealing damage through groups of foes with one bolt.

Each of the Magister’s battle towers harness the mysterious magics of the “Rook”. This conductive tower of lightning captured from countless storms, concentrates into a single stream of pure plasma - vaporizing enemies.
Lightning Tower - Attacks have Chain Lightning. Chain Lightning now deals your Power as damage.
2
0
3
0
8
Spell Tier List
Every available spell.

During every run, you will have access to 3 different spells to aid in your battles. Spells are selected randomly but, after completing Ascension 9, you are able to choose your spell selections manually without any RNG.

Spells come in 3 tiers with an associated number of uses per tier:
  • Low Tier Spells have 4 charges.
  • Mid Tier Spells have 3 charges.
  • High Tier Spells have 1 charges.
I've collected all of the available spells in the following sections accompanied by my own personal ranking of them.
🧙‍♂️ Low Tier Spells
Rank
Name
Description
Comments
A
Blessing
Heal a hero for 3 Health.
Has decent value on higher ascensions as Health is hard to come by and being able to top up 12 health every map is a nice cushion.
A
Reposition
Teleport a hero or enemy next to the Rook.
Surprisingly useful to grab high priority targets from one side of the map and burst them down with your combined units.
B
Drain
Give an enemy -3 Temp Power.
Essentially the opposite of the Blessing spell, but functionally the same in that it mitigates 12 damage. I would say it’s slightly worse than Blessing though as it has no use if the enemy isn’t going to attack.
B
Stone Shield
Give a hero +4 Temp Armor.
A greater value Drain by the raw numbers but not as consistent as an enemy may not choose to attack the unit you’ve shielded.
C
Zap
Deal 3 damage to an enemy.
Useful to eke out the last bit damage needed to finish an enemy but the low damage means that its usefulness falls off in later levels.
C
Lightning Rod
Stun an enemy.
A situational tool that allows you to temporarily ignore an enemy that you don’t have the resources to deal with in the immediate turn. But in higher ascensions, many enemies that would have stun priority also have stun resistance so the value falls off.
C
Bolt of Speed
Give a hero +2 Temp Move.
Very situational as typically you want to group your units together, giving additional movement to a unit may result in overextending and isolating them in a poor position.
C
Sight Tracker
Give a hero +2 Temp range.
An additional 2 range rarely makes or breaks an attack as your units will often be able to reposition themselves into range of an enemy. Although, can give melee units a slight reach boost that they normally wouldn’t have.
🧙‍♂️ Mid Tier Spells
Rank
Name
Description
Comments
S
Invigorate
Reactivate one of your heroes, allowing them to move and attack again.
Game-changing value; a high tier spell in the mid tier category. The ability to gain an extra turn for a hero provides a lot of flexibility and raw power.
A
Rockspear
Deal 4 damage to an enemy. Deal 8 extra damage if the target has no Armor after this damage.
Dealing damage with spells has greater value at the start of your run, when your heroes have yet to gain many upgrades. 12 damage is often enough to remove an enemy on its own.
A
Mind Control
Gain control of an enemy unit until the end of your turn. Does not work on elites or bosses.
At higher ascensions, enemies gain additional abilities, which can now be turned against their allies. In many ways, it’s a budget Invigorate in that you gain an extra turn for a unit.
B
Weighty Blows
Give a unit +5 Temp Power and +5 Temp Armor.
A budget Bloodlust.
B
Boulder Toss
Deal 8 damage in a 1 Damage Radius to an enemy.
The tight grouping of the damage radius means maximum value is a bit more conditional.
C
Static Shield
Give a unit +6 Temp Armor and Static Shield for one round. When hit, Static Shield deals 4 damage to the attacker.
For a mid tier spell where you only have 3 charges, the effect is lackluster as it’s reactive rather than proactive.
C
Redeployment
Remove a contraption or tower from the board. It can now be placed again.
Has it’s use in being able to reposition a tower from being destroyed or to relocate a trap but having good positioning in the first place will mitigate this need anyways.
D
Healing Ally
Spawn a Healing Shroom on the edge of the board. Can only be used when enemies are present.
While, health is hard to come by in higher ascensions. The fact that you need to kill the shroom in order to gain the heal is incredibly inconvenient as it costs you a unit action.
F
Decimate
Remove a blocked tile and replace it with a trap that deals 3 damage. Cannot be used on an occupied tile.
Blocked tiles are more useful as they will restrict enemy movement as opposed to a single-use trap that even a weak enemy can trigger.
🧙‍♂️ High Tier Spells
Rank
Name
Description
Comments
S
Shadow Clone
Make a copy of a hero that can act immediately. The copy has 1 Max Health and cannot gain Armor. Spawns near the Rook. New clones replace the previous clone.
Your heroes will always end up as your strongest unit and having two of them is overpowered. However, there are certain limitations like the 1 health of the clone, the fact that the clone will only have upgrades of the hero at the moment of the duplication, etc.
A
Duplication
Choose a Tower. Spawn a copy of it on the closest empty block tile.
Towers are free value in that as long as they stay alive, they’ll always be able to deal damage to enemies or absorb damage intended for your heroes.
A
Bloodlust
Give all your heroes +15 Temp Power.
The perfect spell for bursting down boss enemies.
A
Hysteria
Force all enemies to attack their closest ally if they can.
This spell can be feast or famine depending on RNG. But considering how numerous enemies are and how hard they hit in late ascensions, you will often find value when using it.
B
Earthquake
Reduce all enemy’s Armor to 0 and stun them.
Situational as some enemies don’t have armor to strip and others may have stun immunity. But having a map-wide stun in your pocket can still turn the tide.
B
Stone Plate
Give all your heroes +10 Temp Armor.
Reactive abilities are always less valuable than proactive abilities.
C
Static Storm
Deal 10 damage to all enemies.
I valued this ability higher during the middle ascensions as that’s the point where you start seeing large enemy spawns that still have low enough health to die from 10 damage. However, once you start playing later ascensions, enemy health increases beyond what Static Storm can handle.
F
Obliteration
Destroy a tower and deal 20 damage to enemies in a 2 tile Radius of its former position.
There’s rarely a situation where you would want to remove a tower from play and, even then, the effect is anemic. A mere 20 damage (rarely will you have multiple enemies surrounding single tower) doesn’t justify a high tier spell slot.
Skill Tier List
Who doesn't love loot?

Skills are obtained as randomized loot drops from defeating enemy waves, completing boss fights, and killing Loot Couriers.

They come in 3 three different rarities with an associated coloured text/border;
  • Common (Blue)
  • Rare (Orange/Brown)
  • Epic (Yellow).
Additionally, skills are archetype-specific (i.e. skills intended for the warrior archetype will never appear for the sorcerer archetype).

In the following sections, I've collected all available skills, ranked them in a tier list from S to F, and added my personal opinions on each.
🆙 Common Skills (S to A tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
S
Elite Slayer
When the [Rogue] attacks an elite or boss, they deal an additional 10 damage and gain +5 Temp Armor.
A must-have. You always want to burst down elite and boss enemies immediately to prevent their attacks and abilities.
A
Bis or Thighs
If you have Armor, gain +4 Power. If you have no Armor, gain +1 Move.
It’s easy to apply consistent armor to the rogue archetype, either through a perk or a contraption (i.e. Hero’s Banner), so this perk is essentially a straight +4 damage.
A
Consistent Casting
If the [Sorcerer] destroys an enemy, they gain +4 Power and +1 Range next round.
Easy to proc consistently, especially if you end up investing the majority of the loot drops in your sorcerer archetype.
A
Leg Kick
Gain +5 Power when attacking an Armored enemy.
Always useful as armored enemies are aplenty.
A
Sneak Attack
The [Rogue] has +5 Power against enemies that are missing Health.
Almost always activated so it’s essentially a flat 5 damage boost.
A
Street Fighter
Gain +5 Power when attacking an Unarmored enemy.
Always useful as unarmored enemies are aplenty.
A
Power Shot
Deal an extra 2 damage for each tile between you and the enemy.
Included as a innate ability on the Ranger class and it stacks too. A straightforward flat damage boost as long as your rogue archetype has ranged attacks.
A
Advantage Fighter
The [Rogue]’s attacks against enemies with less Armor than them deal +8 damage.
Basically a flat damage boost.
A
Isolate
Enemies that don’t have an adjacent enemy take +4 damage from your attacks.
Flat damage boost.
🆙 Common Skills (B tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
B
Absorb
The [Sorcerer] gains +5 Temp Armor when they destroy an enemy.
An acceptable perk as it scales well with the sorcerer archetype’s multi-kill capabilities.
B
Blast Wave
When you kill an enemy, send out a blast wave, dealing 2 damage to all enemies.
Powerful when stacked with multiple Blast Wave perks and other multi-target perks. However, with bad RNG just getting this perk alone won’t be very useful.
B
Confidence
When an adjacent enemy is destroyed, gain +5 Temp Power.
The warrior archetype tends to be in the thick of enemies so there’s a good chance this perk will proc.
B
Good Offense
The [Warrior] gains +2 Temp Power for every square they Move.
Can be inconsistent at times but a boost to damage is still useful in all scenarios.
B
Heavy Cloak
-1 Move, +8 Armor.
Useful for giving the rogue archetype consistent armor, which allows it to activate abilities like Bis or Thighs.
B
Heavy Weight
If you have 10 or more Armor, gain +4 Temp Power.
No warrior archetype starts with 10 base armor so that means you’ll need to reach the required amount through levelling upgrades, perks, or other buffs. It’s a better perk to pick up later in the run as opposed to early on when you lack those armor boosting effects.
B
Soultwist
Killing an enemy makes them explode, dealing 5 damage to adjacent enemies.
Powerful when stacked with multiple Soultwist perks and other multi-target perks. However, with bad RNG just getting this perk alone won’t be very useful.
B
Vantage Point
If the [Rogue] is standing next to a [Tower (Artillery)] at the start of their turn, they gain +3 Range until the end of their turn.
Required if playing the ranger class as it turns the unit into a turret that hits anywhere on the map. Not as useful for the other rogue archetypes.
B
Lightning Shield
-4 Armor. When hit, cast Chain Lightning. Your Chain Lightning now deals 4 damage to enemies.
Definitely more of a C-tier ability due to the armor loss and the activation condition of being hit. However, it does boost your Chain Lightning damage, which does have a flat value.
B
Overconfidence
+8 Power. Lose this effect when the [Rogue] takes damage. Resets each battle.
Especially, useful on the Ranger class as it’s unlikely you will be damaged as a ranged hero.
B
Frost Bolt
The [Sorcerer]’s attacks temporarily reduce enemy movement by 1.
Paired with other mult-hit skills, this turns your attacks into non-resistable stuns.
B
Battle Recovery
The [Warrior] heals for 2 each time they destroy an enemy.
Better than armor gain but not as good as damage boosts.
B
Favourable Odds
Gain +3 Temp Power for each enemy in a 3 tile Radius.
Not the worst skill to have but the consistency of gaining value from it is variable.
🆙 Common Skills (C tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
C
Balanced Stance
If you have Armor, deal 5 damage back to attackers. If you have no Armor, gain +4 Power.
It’s both situational and reactive; since it requires that you both be hit by an enemy and have armor left after being hit.
C
Defensive Position
End of turn, the [Sorcerer] gains +4 Temp Armor if standing next to a blocked tile.
Armor is not as useful compared to more power.
C
Hero Essence
At the end of your turn, if the [Sorcerer] is next to the [Warrior], gain +4 Temp Armor. If they are next to the [Rogue], gain Stealth.
Situational and the buffs aren’t that impactful.
C
Prowess
Gain +3 Temp Armor when an adjacent enemy is destroyed.
Procs often enough but armor is simply not that valuable.
C
Retribution
The [Sorcerer] gains +3 Temp Power and +1 Temp Range at the start of their next turn whenever they take Armor damage.
The perk requires that the sorcerer archetype has armor (the class doesn’t start with any) and takes damage from an enemy.
C
Spiked Armor
If you have Armor remaining after being attacked, deal 6 damage back to the attacker.
Useful early on when using the warrior class but always better to obtain perks with proactive benefits as opposed to reactive requirements.
C
Start Up
At the end of your turn, if you didn’t attack, give adjacent towers +1 Damage Radius and +4 Temp Power at the start of the next turn.
Always better to use your attack turns as opposed to giving them up for a delayed buff. That said, towers can wipe a wave by themselves. Unfortunately, their targeting is inconsistent.
C
Static Absorbers
Whenever Chain Lightning occurs, [Tower (Elemental)] gain +1 Temp Power next turn.
Better to boost the sorcerer archetype’s damage directly than a tower that you don’t have targeting control over.
C
Strip Down
-2 Armor, +1 Move.
Situational, if your warrior archetype has no armor or cannot gain armor then this is a straight upgrade at no cost. On the other hand, +1 Move is only an okay buff.
C
Teamwork
Gain +4 Power when next to another allied unit.
Situational and your hero units will often find themselves in different corners of the map to wipe out all of the enemies.
C
Trap Synergy
When a trap is triggered, the [Rogue] gains +10 Temp Power at the start of the next turn.
Can be used for a burst scenario, where the elite/boss wave is spawning so you place your traps near spawned minions to guarantee the damage boost against the elite/boss.
C
Spellshield
The [Sorcerer] gains 4 Temp Armor each time they attack.
While, armor does increase survivability and you are essentially guaranteed the armor boost every turn since you should always be attacking. At the end of the day, more damage is better than more armor.
C
Battle Focus
If the [Warrior] attacked an enemy last turn, they gain +2 Temp Power and +3 Temp Armor.
You can consistently gain the bonus stats just by attacking but the stats are also too low to justify grabbing it as a skill.
C
Frenzy
Gain +4 Temp Armor and +4 Temp Power when an adjacent enemy is destroyed.
Adjacency is easier to fulfill with melee heroes than ranged ones. Unfortunately, the ranged Ranger class is the strongest of the rogue archetypes.
C
Jarring Thrust
Standing next to a [Contraption (Tool)] gives the [Warrior] +1 Range.
Very situational.
🆙 Common Skills (D to F tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
D
Barrel Master
+3 Armor for each [Contraption (Tool)] in play.
Two of the Contraption (Tool)s (e.g. Barricade & Barrel Bomb) have no staying power as they end up consumed and it’s always better to prioritise perks that give you more power (damage) than armor.
D
Berserker
Gain +1 Power each time you attack. Resets if you don’t attack by the end of your turn.
This perk existing only on the warrior archetype reduces its value as these classes tend to lack the range & movement to consistently maintain the ramp and the scaling of 1 power each attacks is too slow.
D
Blood Fuel
When the [Rogue] kills an enemy, rearm the closest disabled trap.
Contraption (Trap)s simply aren’t that impactful and too situational as enemies aren’t guaranteed to step on them again.
D
Conduit
When a Low Tier Spell is cast, the [Sorcerer] gains +2 Temp Armor and +2 Temp Power.
The bonus you get from casting a low tier spell doesn’t justify the use of the spell. You’re better off saving the spells for specific scenarios (i.e. a 3 damage Zap to cull a priority target that you weren’t able to finish off). Thus, you won’t be able to obtain consistent value from the perk.
D
Footwork
The [Rogue] gains 1 Temp Armor every square they Move.
Realistically, you’ll only be gaining 1-5 armor each time and enemies tend to hit for much more than that. Also, perks that give power are always more valuable over armor.
D
Heelspring
+1 Move, -6 Power. Gain +2 Temp Power for every square you Move.
Perks that require you to move are not as consistent as ones that provide a straight buff without any activation requirements. However, this perk also has the added disadvantage of reducing your power by 6.
D
Magister’s Anger
Gain +1 Power for every 4 Health the [Rook Castle] is missing.
Losing your Rook means a game over and encouraging that risk, while only gaining at most 6-7 power with a un-upgraded Rook is not worth it. Even with a fully upgraded health pool, you don’t really want to place your Rook in a situation where it has to eat a sizeable amount of damage.
D
Ready Knives
If the [Rogue] didn’t attack this turn, gain +2 Temp Range at the start of the next turn.
There are better ways to boost the rogue archetype’s range and, in every situation, you will always want to be consistently attacking with your units. So sacrificing an attack turn is not a good trade-off.
D
Ready Stance
The [Warrior] gains +4 Temp Power if they don’t Move on their turn.
While there is value gain, if the warrior archetype has many enemies adjacent to it. Most of the time, you’ll have to reposition your heroes to consistently attack enemies.
D
Trap Master
The [Rogue] gains +2 Power for each armed trap on the field.
The perk requires armed traps so unless you have a way to consistently re-arm traps then it may as well just say temporary & inconsistent power.
D
Camouflage
If the [Rogue] didn’t move at the end of the turn, they gain Stealth next turn.
While, stealth prevents enemies from attacking you. It also means that enemies will just aggro onto another allied unit instead. Also, this requires you to stay still, which means it only has slight value with the ranged Ranger class.
D
Small Heal
Restore a small amount of Health.
Spending a skill upgrade just for a heal is rarely an ideal situation. Unfortunately, damaged heroes will have a high chance of getting a heal in their associated loot roll. As such, you want to avoid taking any damage on your heroes.
D
Hunker Down
If the [Warrior] takes Health damage, they gain +6 Temp Armor next turn.
A reactive ability that requires taking health damage.
D
Speed Transfer
When a Mid Tier Spell is cast, the [Sorcerer] gains +4 Move until the end of turn.
Spending a spell charge to buff movement is rarely a value add.
D
Revenge Strike
If the [Warrior] takes Health damage, they gain +4 Temp Power next turn.
Reactive instead of proactive and also requires you to take health damage.
D
Caution
+8 Armor. Lose 2 Temp Armor for each tile you move.
On the Ranger it acts as a flat +8 armor but losing armor is never a desirable situation.
F
Energy Absorption
When a Low Tier Spell is cast, the [Sorcerer] gives +4 Temp Armor to all contraptions.
Using a spell just to give temporary armor to Contraptions (Tool) is poor value.
F
Kinetic Transfer
If the [Rogue] Moves through a hero or contraption, they give them +4 Temp Armor.
Situational and gaining temporary armor is just not that useful.
F
Disengage
The first time the [Rogue] is attacked in a turn, if it was melee range, they move back up to 2 tiles if possible after the attack.
Positioning is important and being forced to re-position without any control can sometimes be fatal.
F
Building Power
Gain +3 Power if the [Sorcerer] didn’t attack this turn. Resets after they attack.
You will always gain more value from actively attacking each turn with your hero units. If the power boost was higher, there might be value in stacking it.
🆙 Rare Skills (S to A tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
S
Unlimited Power
-2 Power. Whenever the [Sorcerer] attacks an enemy, cast Chain Lightning. Your Chain Lightning now deals 6 damage to enemies.
Multi-target perks are always useful and a requirement for high ascension with the amount of enemies that spawn in a round.
A
Focusing
-1 Move, +2 Range.
More range means that you have to move less.
A
Shield Ram
When the [Warrior] attacks an adjacent enemy, they are knocked back 1 tile. If they can’t be knocked back, they take 10 damage instead.
Essentially, a flat 10 damage boost but I’d rather pick up damage boosting perks for either the rogue or sorcerer archetypes as they have more carry potential.
A
Stomp
After the [Warrior] attacks, adjacent enemies take 6 damage.
Essentially, a flat 6 damage boost but I’d rather pick up damage boosting perks for either the rogue or sorcerer archetypes as they have more carry potential.
A
Stun Lightning
-4 Power. Whenever the [Sorcerer] attacks an enemy, cast Chain Lightning. Your Chain Lightning now stuns.
The ability to stun with your chain lightning is useful and worth the reduction in power.
A
Lightning Bolt
Whenever the [Sorcerer] attacks an enemy, cast Chain Lightning. Your Chain Lightning now deals half their power rounded down.
Basically get two attacks in one as you will still hit with your normal basic attack, which triggers chain lightning afterwards.
A
Weak Point
The [Rogue]’s attacks bypass Armor.
Essentially, an enhanced flat damage boost.
🆙 Rare Skills (B tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
B
Cut Them Down
Destroying an enemy gives the [Rogue] +4 Temp Power next turn.
Consistent activation but delayed buffs are never as good as immediate buffs.
B
Ranged Training
+1 Range.
Increased range is useful.
B
Recharger
Once per round, when the [Sorcerer] kills an enemy, refresh 1 charge of your Low Tier Spell.
Easy to proc consistently but low tier spells tend to not have that much value in the first place.
B
Mobile Joints
-4 Armor, +8 Power.
I would likely trade armor for power most of the time. But during the early levels, the padding from armor gain is important.
B
Drop Weight
-4 Armor. Negate the first damage you take each wave.
Can’t go wrong with negating damage entirely but be careful as the rogue archetypes are frail.
🆙 Rare Skills (C tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
C
Bone Aura
The first time the [Sorcerer] kills 2 enemies in a battle, gain +4 Temp Armor to all heroes.
While, you can consistently proc the perk, 4 temporary armor is not that useful.
C
Come at me!
The [Warrior] now taunts enemies in a 2 tile Radius at the end of their turn.
Can be useful in the early game when your heroes lack wave clear as it lets you preserve the health of your carry units.
C
Critical Save
When a hero would die they instead heal to 10 Health. This can happen once per battle.
Better that none of your units die in the first place. It’s a good insurance policy but realistically if your heroes are dying then it means that the run isn’t going well at all.
C
Invigorated
+4 Max Health. If you are at full Health at the start of your turn, gain +2 Temp Power, +2 Temp Armor.
Situational as it requires you to maintain full health. So if you pick up this perk, you’re mainly picking it up for the max health bonus.
C
Vaulting
Gain Agile.
It’s okay.
C
Hedge Sorcery
When the [Sorcerer] destroys an enemy, adjacent allied units gain +1 Power. Resets each battle.
This skill is feast or famine. When paired with the Meditate skill, you are able to position your hero beside your other ranged units and continuously stack the power bonus. However, without something like Meditate, your hero will have to move around the battlefield too much to consistently provide the adjacent power boost. As such, this is rarely a good pick up unless you have the aforementioned skill to boost your range.
C
Storm Blast
The first time the [Sorcerer] kills 3 enemies in a battle, deal 20 damage to all enemies.
Killing 3 enemies is easy to achieve but the problem is that you may not be in a position where a map-wide 20 damage is useful. This may lead you to save this skill until that scenario occurs, which also means your hero won’t be able to kill anything until then.
C
Energise
The [Sorcerer] can target allies to instead give them +6 Temp Power, +6 Temp Armor, and +2 Temp Move.
You’re better off using your turn to attack rather than buffing an ally.
C
Stone Strike
After you attack an enemy, gain Temp Armor equal to the amount they lost.
For a rare skill, it would be preferable to obtain a damage boost instead of armor gain. Would rate it slightly higher if it was a common skill.
C
Bang the Drum
You can target the [Rook] to give all allies +5 Temp Armor and +5 Temp Power.
You’re better off using your turn to attack rather than buffing an ally. That said, the warrior archetype tends not to end up as your carry hero so you may find more value in using this skill to buff your actual carries.
C
Unholy Studies
When a High Tier Spell is cast, the [Sorcerer] gains +10 Power and +1 Damage Radius until the end of turn.
The boost only occurs when you cast a high tier spell.
C
Bone Armor
The [Sorcerer] gains +2 Temp Armor whenever an enemy within attack range is destroyed.
Easy to proc but low value.
🆙 Rare Skills (D to F tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
D
Achilles Cut
Enemies hit by the [Warrior] have -3 Move this turn. Does not work on Bosses.
Always better to outright kill an enemy than reduce their movement.
D
Bloodletting
When below 15 Health, gain +6 Power. When below 8 Health, gain another +6 Power.
It’s risky to purposefully reduce the health of your hero unit as losing them will mean they do not get loot drop rolls (you only have the option to revive them), which means they lose out on the opportunity to scale into late-game. Would be a better perk if there were rogue archetype classes that started out at 8 health to immediately take advantage of the buff.
D
Emergency Smoke
When the [Rogue] takes Health damage, they gain Stealth until the start of their next turn.
You don’t want enemies to be able to attack your units in the first place. Additionally, only gaining stealth for a turn is not that impactful.
D
Fadeaway
The [Rogue] can Move again after attacking.
While, you could use this perk for hit and run tactics, you’ll likely still be in attack range of the enemy’s other allies so you may as well not have moved in the first place. Not good enough to grab as a loot drop.
D
Blood Mist
When the [Rogue] kills an enemy, they gain Stealth until the start of your next turn.
Stealth is rarely useful as it means that the enemy aggro is directed to other allied units. Additionally, this stealth proc requires a kill to activate, which makes it even more conditional.
D
Armor Spread
If you have no Armor, give heroes and contraptions in a 3 tile Radius +3 Temp Armor at the end of your turn.
Situational as it requires both a hero that cannot gain armor and for the towers to be within the specified range.
D
Large Heal
Restore a large amount of Health.
Spending a skill upgrade just for a heal is rarely an ideal situation. Unfortunately, damaged heroes will have a high chance of getting a heal in their associated loot roll. As such, you want to avoid taking any damage on your heroes.
D
Underground Tunnels
If the [Warrior] is standing next to a [Tower (Crystal)] at the start of the turn, they gain Agile until the end of the turn.
Agile isn’t powerful enough of a bonus for the positioning requirement.
F
Fast Rearm
When the [Rogue] moves over a trap, rearm it.
Inconvenient to proc and also doesn’t proc if your hero just stands on the trap continuously as you must "move over" it.
🆙 Epic Skills (S to A tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
S
Deathspeaker
Enemies destroyed by the [Sorcerer] are resummoned as Shadows with Power equal to the destroyed unit. The Shadow immediately attacks the closest enemy then is destroyed.
Capable of wiping an entire board of enemies. Especially in later battles, where enemies hit hard.
S
Smash or Slice
If you have Armor, your attacks deal 10 additional damage and knock your target back one tile, if possible. If you have no Armor, your attack hits twice.
A buff no matter the amount of armor you have. That said, having no armor is significantly better as it’s a 100% damage buff.
S
Vicious Casting
Once per round, when the [Sorcerer] destroys an enemy, they can make +1 extra attack.
Combos with multi-target abilities resulting in consecutive board-damaging attacks.
S
Flintlock Repeater
When the [Rogue] destroys an enemy, deal the [Rogue]’s Power to the closest enemy in range.
Multi-hit abilities are always a must-have for board clear.
S
Meditate
The [Sorcerer]’s movement is permanently reduced to 1. The Banshee can now attack any tile on the map.
A must-pick no matter what, basically guarantees a successful run.
A
Earthquake Strike
The [Warrior] can only attack adjacent enemies. The [Warrior]’s attack hits all enemies in a line.
Allows the warrior archetype to wave clear with some consistency. Especially since, enemies tend to spawn at the edges of the board in a line.
A
Phasing
+2 Move, +1 Range, and Agile.
A flat buff to all aspects of the sorcerer archetype. But realistically, you’re getting this perk for the additional range to better buff the sorcerer archetype’s multi-target capabilities.
A
Second Fire
The [Sorcerer] also attacks +1 other target in range whenever they attack.
Multi-target perks are always useful.
A
Flow Like Water
The first time the [Warrior] destroys an enemy each round, the Warrior gains another turn.
Skills that increase the number of times your heroes can act are always powerful. The only limitation of this skill is that it’s only available on the warrior archetype, which is the weakest of the 3 archetype groups.
A
Swallow Cut
After you attack, if the enemy has less Health than 3x your Armor, they are destroyed.
If you’re stacking armor on your hero, this is essentially a guaranteed one shot on any enemy. The problem occurs when you don’t get the loot drops necessary to increase your armor.
A
Precise Shot
When you attack, if there are at least 4 targets within a 3 tile Radius, hit all of them instead.
If there wasn’t a minimum number of targets, this skill would be S-tier.
🆙 Epic Skills (B tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
B
Black Powder
When the [Rogue] kills an enemy, they explode, dealing 6 damage to all enemies in a 2 tile Radius.
Can be useful for clearing multiple enemies but situational as it depends on enemy positioning.
B
Cloak and Dagger
The [Rogue] can attack any enemy on the board, and will teleport to the closest adjacent tile. If the enemy is still alive, gain Stealth.
More useful on the rogue and mercenary classes compared to the ranger.
B
Feel the Pain
Whenever you would take damage, take 2 more and gain +10 Temp Power next turn.
Situational as it requires enemies to attack you but 10 additional power is worthwhile.
B
Safe Conduction
Chain Lightning can now chain through your units, giving them +4 Temp Armor.
A must-have if you’re running Chain Lightning perks on your sorcerer archetype as it lets you expand the range significantly. However, has no use if you don’t have Chain Lightning perks.
B
Savagery
When the [Rogue] destroys an enemy, all allied units within a +3 Radius gain +6 Temp Power.
Useful on a ranger who is positioned in the middle of the board but the radius requirement does mean the buff will be a bit inconsistent.
B
Crossbow Training
Remove all Armor. The [Warrior] can no longer gain Armor. +3 Range, +4 Power, +8 Max Health.
A sizeable power boost for the warrior archetype but the removal of armor gain does hurt you early in the run.
B
Charged Power
The first time the [Sorcerer] kills 6 enemies in a battle, gain +6 Power until the end of battle.
Power boosts are always welcome but the requirement of 6 kills and only a +6 power till the end of battle is slow value for an epic skill.
B
Blasting Strikes
Increase Damage Radius by 1.
Increased radius is always useful but this being a warrior archetype loot drop does limit its power scaling.
B
Stab Everyone!
The [Rogue] gains +2 Damage Radius if they have 2 or more adjacent enemies.
You don’t want enemies to be in a position where they’ve surrounded your heroes. In a successful run, you’ll often be able to delete most enemies off of spawn.
B
Wave-Slicing Strike
+2 Range.
Range is welcome but on the warrior archetype the value is not as substantial.
B
Leftover Surprise
When the [Rogue] kills an enemy, it drops a Temp trap. The trap deals 3 damage when triggered and is destroyed upon triggering.
On a Ranger that is acting as your carry, it is a nice damage bonus as you litter the map with many traps. It does shine when paired with other trap-related skills.
B
Teleportation
The [Sorcerer] can now move to any free tile on the board. The [Sorcerer] can no longer gain Armor.
Basically a budget Meditate, in that it allows your hero to target any tile. However, forcibly moving your hero around opens them up to poor positioning.
🆙 Epic Skills (C tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
C
Marked
When the [Rogue] attacks an enemy, [Tower (Artillery)] attack it as well if it’s in range.
The hypothetical damage is substantial but you have to meet multiple conditions for this skill to proc. Specifically, you need the enemy to be in both tower range & hero range and the enemy must not have died from the hero’s initial hit.
C
Vengeance Cast
Once per battle, when the [Sorcerer] takes Health damage, cast your High Tier Spell for free.
While, the value of a High Tier Spell is substantial. Forcing your unit to take damage is not ideal. Especially, on higher ascensions, where incoming damage can be 17+. Furthermore, it must be health damage as well.
C
Fireball
When a High Tier Spell is cast, the [Sorcerer] deals 40 damage to the highest Health enemy.
The best high tier spells are ones that you tend to use at the start of a battle, which means the only time you’re getting substantial value from the 40 damage is when you hold onto the spell for the perfect scenario.
C
Sitting Duck
When a trap is triggered, the [Rogue] throws a knife at the enemy, dealing their Power as damage to it.
To gain max value from this ability, you need to have a way to consistently rearm traps. Unfortunately, even then traps aren’t a guarantee trigger either. However, it is situationally useful when you have traps placed next to a static boss and are able to rearm them every turn.
C
Soul Redirection
When the [Sorcerer] kills an enemy in range of the [Tower (Elemental)], it gains +1 Power. Resets after each battle.
I would have rated this higher if the rarity was lower. But as an epic skill, there’s plenty of better choices with a faster ramp up.
C
Inspire
At the start of your turn, give all allied units +2 Temp Power and +2 Temp Armor.
While, it is a guaranteed stat bonus without any requirements. The bonus is so little that you’ll forget it’s an epic skill.
🆙 Epic Skills (D to F tier)
Tier Rank
Name
Description
Warrior Archetype
Rogue Archetype
Sorcerer Archetype
Comments
D
Stone Form
If you didn’t attack this turn, gain +6 Temp Armor. If you didn’t Move this turn, gain +6 Temp Armor.
Not acting on your turn is simply not good value. I understand the intended playstyle where the warrior archetype has both counter-attack and taunt perks so that all enemies within range continue to attack them and die. But that playstyle is not as effective compared to building for a straight damage dealing hero.
D
Retreating Teleport
After being attacked, the [Sorcerer] teleports back next to the fortress if possible. Their attackers movement is reduced by 2 next turn.
Your sorcerer archetype should ideally be close to your other units anyways and being forcibly repositioned is not ideal either. Also, the consequence being temp reduced movement is worthless. There would be more value if the enemy took damage instead.
F
Take the Hit
The first time another allied hero would take Health damage, Move the [Warrior] as close as possible and prevent it instead.
Having your units be repositioned randomly is horrible. At the very least, the warrior archetype should get a free attack. However, even then I would not take this perk as a misplaced unit is far more problematic than eating health damage.
F
True Power
If the [Tower (Elemental)] is destroyed, the [Sorcerer] gains +4 Armor, +4 Power, and +1 Range until the end of battle.
You gain more value from having the tower stay alive than from having it destroyed. Additionally, there’s no telling when it will be destroyed, which means that you may not gain the perk value for most of the rounds.
F
Grapple
If the [Rogue] is standing next to a [Tower (Artillery)] at the start of their turn, they will teleport back to their previous position after they attack once this turn.
Essentially, turns the melee rogue archetypes into ranged ones. However, in that case, you may as well just play the Ranger class in the first place so you can obtain an actually useful epic skill.
F
Emerald Spirit
If a [Tower (Crystal)] is destroyed, the [Warrior] gains +1 Damage Radius until the end of battle.
A skill that only procs when you lose a tower means that the battle is going horribly in the first place. As such, the bonus should be enough to turn the tide, which is not what is provided here.
📚 Bookshelf Upgrades
The War Room

In a dusty corner of the Magister's war room is a bookshelf full of upgrades that you can purchase with gems. You can obtain gems by defeating bosses in your attempted runs.

There are 3 categories of upgrades (i.e. heroes, contraptions, and spells) with 10 upgrades each. The total cost to unlock every single book is 47 gems.

Heroes
Upgrade #
Description
Gem Cost
1
Unlock a Common upgrade for the Warrior, Rogue, and Sorcerer.
1
2
Unlock a Common, Rare, and Epic upgrade for the Warrior.
1
3
Unlock the Samurai, an alternate to the Warrior.
1
4
Unlock a Rare upgrade for the Warrior, Rogue, and Sorcerer.
1
5
Unlock a Common, Rare, and Epic upgrade for the Rogue.
1
6
Unlock the Corsair, an alternate to the Rogue.
2
7
Unlock a Common upgrade for the Warrior, Rogue, and Sorcerer.
2
8
Unlock a Common, Rare, and Epic upgrade for the Sorcerer.
2
9
Unlock the Black Witch, an alternate to the Sorcerer.
2
10
Unlock an Epic upgrade for the Warrior, Rogue, and Sorcerer.
2

Contraptions
Upgrade #
Description
Gem Cost
1
Unlock the Hero's Banner, an alternate to the Barricade.
1
2
The Loot Courier will now appear in battles.
1
3
Unlock the Proximity Mines, an alternate to the Freeze Trap.
1
4
The Tactical Messenger will now appear in battles.
1
5
Unlock the Frostbolt Tower, an alternate to the Arcane Tower.
2
6
The Bomb Goblin will now appear in battles.
2
7
Unlock the Sniper Tower, an alternate to the Cannon Tower.
2
8
The Healing Shroom will now appear in battles.
2
9
Unlock the Eight Gem Tower, an alternate to the Emerald Tower.
2
10
Unlock the Fortress, an alternate to the Rook.
2

Spells
Upgrade #
Description
Gem Cost
1
Unlock 2 additional Spell Packs to choose from at the start of your run.
1
2
Unlock a new low tier spell, Lightning Rod.
1
3
Unlock a new mid tier spell, Static Shield.
1
4
Unlock a new high tier spell, Bloodlust.
1
5
Unlock a new low tier spell, Drain.
2
6
Unlock a new mid tier spell, Rockspear.
2
7
Unlock a new high tier spell, Shadow Clone.
2
8
Unlock a new low tier spell, Reposition.
2
9
Unlock a new mid tier spell, Mind Control.
2
10
Unlock a new high tier spell, Hysteria.
2
📖 Glossary
Defend the Rook includes an in-game glossary, which has been reproduced here to allow for Ctrl+F searchability.

Player Units
Term
Description
Heroes
The Magister's legion of summoned heroes from across time & space.
Contraptions
The Magister's tools & traps that he places on the battlefield.
Towers
The Magister's battle towers that harness his mysterious magics to obliterate enemies.
Rook
The legendary magical fortress in which the Magister conducts himself.

Loot Rarity
Term
Description
Common
Gives the Unit/Contraption a small Bonus Effect. Denoted by blue text.
Rare
Gives the Unit/Contraption a strong Bonus Effect. Denoted by orange/brown text.
Epic
Gives the Unit/Contraption an incredibly powerful Bonus Effect. Denoted by yellow text.

Stat Attributes
Term
Description
Power
The amount of damage dealt in an attack.
Movement
The amount of tiles this unit can move.
Range
The distance in tiles this unit can attack.
Armor
The amount of damage absorbed before health is lost. Replenishes each turn.
Health
When health reaches zero the unit is destroyed.

Combat Status Effects
Term
Description
Immobile
Cannot move or be moved.
Agile
Can move through all units and blocked tiles.
Massive
Takes up more than 1 tile. Cannot move or be moved.
Stunned
Cannot move or attack this turn. Gains Stun Immunity next turn.
Stun Immunity
Cannot be Stunned this turn.
Stealth
Untargetable by enemies. Can still be hit by Splash damage.
Temporary
Lasts until end of the Round.
Radius
Hits {X} tiles in a cross around the initial target.
Taunt
Applies Taunted to the target until the end of the round. The target will prioritise this unit.
Taunted
Will prioritise the unit that applied Taunt until the end of the round.
Rooted
Cannot move this turn.
Chain Lightning
Applies all Chain Lightning effects, then jumps to the closest viable target that hasn’t already been hit within a 2 tile Radius and repeat.

Enemy Behaviour
Term
Description
Standard
Prioritises the closest valid enemy target.
Hunter
Prioritises Heroes, then Contraptions, then the Rook.
Destroyer
Prioritises Contraptions, then Heroes, then the Rook.
Relentless
Prioritises the Rook.
Elusive
Prioritises attacking at the furthest distance possible.
Defender
Prioritises standing adjacent to another allied unit.
Percher
Prioritises moving to an empty blocked tile. Once there it will gain increased range but loses all movement.
Flee
Prioritises moving to the edge of the board. If they reach the edge of the board, they are removed from the board.
Leave
Removed from the board after {X} amount of turns.
Changelog
  • 2024-12-25
    • Added details for the "All-in" achievement in the 🏆 Straightforward Achievements section.