Endless RPG - Untold Tales

Endless RPG - Untold Tales

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Skills List
By Darkluv and 1 collaborators
List of skills to help guide your character builds.
   
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Preface
This guide is about 99% complete and should be a great way to reference skills when planning on a character build. At the end I will add builds suggestions. I am sure there are minor mistakes in grammar, layout inconsistency, missing data on certain figures, or just my old man brain getting lost. If you see anything that needs fixed please drop a comment and I will update when I see it.

Now the guide has even mo POWA! I'm adding seal traits too.
Skill Mastery
Just a quick note on how mastery works. In your party menu, under the relations section, you can pick self. That will bring up a list of choices, at the bottom is pick mastery. Once you select which mastery you wish to pursue, you will need to get all the skills that have multiple levels of use up to tier 3. Each line of skills has 2 skills that can be raised to tier 3, BUT magic mastery requires you to do all 3 skill lines in order to gain mastery. That means weapon skills require 2 and magic skills require 6 to be fully trained. This additional requirement is worth it though, since magic mastery seems way more powerful. If you equip the magic fetish in the off hand, your magic skill gains are boosted.
Status Buffs & Debuffs
This will be a list of the various statuses, buffs, and debuffs so they will not need to be detailed in every skill description.

Anti-magic Shell: Magic armor 5 (positive effects too) and immune to magic status.
Bleed: On turn start -10% health and -20% vigor save.
Blind: Max range is limited to 1 square.
Blessed Attacks: +2 damage and +2 more damage to undead.
Boost Armor: +1 armor.
Boost Resistances: +50% all saves.
Burn: On turn start -10% health, -20% reflex save.
Counter: If attacked at 1 range, attack back.
Curse: -50% saves.
Damaged Armor: -50% armor.
Daze: Cancel guard recovery and -20% will save.
Death Ward: When taking fatal damage revive with 20% health.
Drain: Recover 1 health even if immune to healing.
Exploit Opening: If target has no guard, +2 damage.
Fury: +2 damage.
Guard Breaker: +2 damage to targets with guard, can't be evaded.
Haste: +50% reflex save, +2 move, +2 dash, and +2 guard recovery.
Ice shield: Frost damage immunity and causes daze 1 when melee attacked or attacking at any range.
Invisibility: Can not be targeted by attack or skill (AOE still hits), negated if enemy is adjacent.
Mana Fire: +2 magic.
Mind Control: Under control of the opposing team.
Mind Leak: On turn start -10% health and -20% will save.
Plague: Can't be healed or regen.
Poison: On turn start -10% health, -20% vigor save.
Provoke: Once provoked, can only attack target that provoked during duration.
Push: Move target back squares away.
Reflex Boost: +50% reflex save.
Resistance Boost: +50% all saves.
Root: Move & Dash become 0 and -20% reflex save.
Silence: Can not cast magic spells.
Staggered: Can't use gear based skills.
Stun: Loose next turn and -20% will save.
True Sight: Immunity to blind, darkness, fog, hidden, and illusion.
Unarmored Buster: If target has no armor, +2 damage.
Vigor Boost: +50% vigor saves.
Weaken: Magic and damage -4.
Wound: Incoming attacks get +2 damage.
White Magic
White Magic: Passive (requires arcane weapon) - Extra max guard = mind. Opener skill to all 3 branches of white magic.

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Heal: Action CD 1 - Target ally - Heal ally up to magic. Opener to heal line of skills.

Heal Aura: Action CD 3 - Self AOE - Heal allies up to 1/2 magic.
a Solid Heal Aura: Action CD 3 - Self AOE - Heal allies up to 1/2 magic +2.
A Mighty Heal Aura: Action CD 3 - Self AOE - Heal allies up to 1/2 magic +4.
b Swift Heal: Swift CD 3 - Target ally - Heal up to magic.
B Potent Healing: Swift CD 3 - Target ally - Heal up to magic +4.

Death Ward: Action CD 3 - Target ally - Buff death ward for mind turns.
a Revive: Action CD 3 - Target dead ally - revive at 25% health.
A Solid Revive: Action CD 3 - Target dead ally - revive at 50% health.
b Restoring Death Ward: Action CD 3 - Target ally - Death ward mind turns and heal 1/2 magic.
B Swift Death Ward: Swift CD 3 - Target ally - Death ward mind turns and heal 1/2 magic.

Cure: Passive - Your heals remove negative status effects.

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Ward: Action CD 1 - Target Ally - Grant guard up to magic. Opener to ward line of skills.

Ward Aura: Action CD 3 - Self AOE - Buff allies ward up to 1/2 magic.
a Solid Ward Aura: Action CD 3 - Self AOE - Buff allies ward up to 1/2 magic and +25% critical chance.
A Mighty Ward Aura: Action CD 3 - Self AOE - Buff allies ward up to 1/2 magic and +50% critical chance.
b Swift Ward: Swift CD 3 - Target ally - Buff ally ward up to 1/2 magic.
B Aegis Ward: Swift CD 3 - Target ally - Buff ally ward up to magic.

Boost Vigor: Swift CD 3 - Target ally - Buff ally with boost vigor for mind turns and guard up to magic.
a Boost Body: Swift CD 3 - Target ally - Buff ally with boost vigor and boost reflex for mind turns and guard up to magic.
A Boost Soul: Swift CD 3 - Target ally - Buff ally with boost resistances for mind turns and guard up to magic.
b Boost Armor: Swift CD 3 - Target ally - Buff ally with boost armor for mind turns and guard up to magic.
B Shield of Faith: Swift CD 3 - Target ally - Buff ally with boost armor for mind turns, guard up to magic, and remove negative status.

Potent Ward: Passive - Your guard spells get +4 magic.

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Holy Light: Action CD 1 - Target - Deal magic +4 holy damage. Opener for holy light line of skills.

Beacon of Light: Action CD 3 - Self AOE (no friendly fire) - Deal 1/2 magic holy damage.
a Solid Beacon of Light: Action CD 3 - Self AOE (no friendly fire) - Deal 1/2 magic holy damage +25% critical chance.
A Mighty Beacon of Light: Action CD 3 - Self AOE (no friendly fire) - Deal 1/2 magic holy damage +50% critical chance.
b Area of Light: Action CD 3 - Target AOE (no friendly fire) - Deal 1/2 magic holy damage.
B Swift Area of Light: Swift CD 3 - Target AOE (no friendly fire) - Deal 1/2 magic holy damage.

Bless: Swift CD 3 - Target ally - Buff blessed attacks for 3 turns.
a Reliable Bless: Swift CD 1 - Target ally - Buff blessed attacks for 3 turns.
A Blessed Knight: Passive - Blessed attacks.
b Aura Bless: Swift CD 3 - Self AOE - Buff ally blessed attacks for mind turns.
B Area Bless: Swift CD 3 - Target AOE - Buff ally blessed attacks for mind turns.

Consecrate: Passive - Holy damage causes burn for mind turns.

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MASTERY

Holy Bastion: Action CD 3 - Self AOE - Buffs blessed attacks, heal, and guard up to magic to all allies.

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Notes: This is probably the best set of skills in the game. There isn't a single skill here that isn't useful. That said, once you have the mastery skill you can get rid of the bless skill.
Black Magic
Black Magic: Passive - Whenever you do health damage, drain 1. Opener for all black magic skill trees.
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Syphon Soul: Passive - Whenever you kill something drain (mind). Does not effect illusions, undead, and drain immune targets. Opener for all syphon skills.

Drain Life: Action CD 3 - Target - Necrotic spell damage and drain 5.
a Cursed Drain Life: Action CD 3 - Target - Necrotic spell damage, drain 5, and debuff curse (mind).
A Plagued Drain Life: Action CD 3 - Target - Necrotic spell damage, drain 5, debuff curse, and debuff plague (mind).
b Reliable Drain Life: Action CD 1 - Target - Necrotic spell damage and drain 5.
B Swift Drain Life: Swift CD 1 - Target - Necrotic spell damage and drain 5.

Dark Pact: Action CD 3 - Target - Add poison for 1 turn and buff death ward for mind turns.
a Dark Ward: Action CD 3 - Target - Add poison for 1 turn, buff death ward for mind turns, and guard (magic).
A Swift Dark Ward: Swift CD 3 - Target - Add poison for 1 turn, buff death ward for mind turns, and guard (magic).
b Dark Armor: Action CD 3 - Target - Add poison for 1 turn, buff death ward, and buff boost armor for mind turns.
B Swift Dark Armor: Swift CD 3 - Target - Add poison for 1 turn, buff death ward, and buff boost armor for mind turns.

Unliving: Passive - Immune to necrotic damage and +20% vigor save.

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Eyebite: Passive - Whenever you are targeted for direct attack (non-AOE), attacker receives debuff wound. Opener for all eyebite skills.

Finger of Death: Action CD 3 - Target - Necrotic +4 damage spell and debuffs plague 1 turn.
a Cursed Finger of Death: Action CD 3 - Target - Necrotic +4 damage spell, debuff curse, and debuffs plague 1 turn.
A Plagued Finger of Death: Action CD 3 - Target - Necrotic +4 damage spell, debuff curse, and debuffs plague mind turns.
b Solid Finger of Death: Action CD 3 - Target - Necrotic +4 damage spell, debuffs plague 1 turn, and +25% critical chance.
B Mighty Finger of Death: Action CD 3 - Target - Necrotic +4 damage spell, debuffs plague 1 turn, and +50% critical chance.

Death and Decay: Action CD 3 - AOE - 1/2 necrotic damage and debuff curse mind turns.
a Death and Rot: Action CD 3 - AOE - 1/2 necrotic damage, debuff wound, and debuff curse mind turns.
A Death and Corrupt: Action CD 3 - AOE - 1/2 necrotic damage, debuff wound, debuff curse mind turns, and debuff weaken 1 turn.
b Solid Death and Decay: Action CD 3 - AOE - 1/2 necrotic damage, debuff curse mind turns, and +25% critical chance.
B Mighty Death and Decay: Action CD 3 - AOE - 1/2 necrotic damage, debuff curse mind turns, and +50% critical chance.

Dark Wound: Passive - Whenever you deal necrotic damage, debuff target with bleed (mind).

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Necro Affinity: Passive - At turn start, gain +2 guard for each dead or undead within 3 squares. Opener for all necro skills.

Miasma: Action CD 1 - Target dead body - Create AOE causing necrotic damage and debuff curse 1 turn.
a Plagued Miasma: Action CD 1 - Target dead body - Create AOE causing necrotic damage, debuff curse and debuff plague 1 turn.
A Swift Plagued Miasma: Swift CD 1 - Target dead body - Create AOE causing necrotic damage, debuff curse and debuff plague 1 turn.
b Weaken Miasma: Action CD 1 - Target dead body - Create AOE causing necrotic damage,
debuff curse, and debuff weaken 1 turn.
B Swift Weaken Miasma: Swift CD 1 - Target dead body - Create AOE causing necrotic damage, debuff curse, and debuff weaken 1 turn.

Unholy Energy: Action CD 1 - Target - Heal undead (magic) and debuff poison (mind).
a Unholy Fury: Action CD 1 - Target - Heal undead (magic), debuff poison, and buff fury (mind).
A Unholy Frenzy: Action CD 1 - Target - Heal undead (magic) +50% critical chance, debuff poison, buff haste, and buff fury (mind).
b Aura Unholy Energy: Action CD 3 - AOE self - Heal undead (magic) and debuff poison (mind).
B Area Unholy Energy: Action CD 3 - AOE target - Heal undead (magic) and debuff poison (mind).

Raise Undead: Action CD 3 - Target dead body - Add it as a zombie to team until end of battle. If it was a player character it will return as dead at end of battle. Does not work on undead or animals.

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MASTERY

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Notes: Black magic has some minor utility but since 90% of your fights seem to be against undead and golems, this skill line is near useless. The drain passive or eyebite can be useful for your melee. The black magic line seems to be more of a healer for a party that is all undead or necro damage immune.

Red Magic
Red Magic: Passive (requires arcane weapon) - Magic +20%. Opener skill to all 3 branches of red magic.

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Fire: Action CD 1 - Target - Fire (magic) damage and debuff burn for 1 turn. Opener to fire line of skills.

Fireball: Action CD 3 - Target AOE - Fire (1/2 magic) damage and debuff burn 1 turn. Destroys flammable obstacles on the battlefield.
a Solid Fireball: Action CD 3 - Target AOE - Fire (1/2 magic) damage, +25% critical chance, and debuff burn 1 turn. Destroys flammable obstacles on the battlefield.
A Mighty Fireball: Action CD 3 - Target AOE - Fire (1/2 magic) damage, +50% critical chance, and debuff burn 1 turn. Destroys flammable obstacles on the battlefield.
b Firebreath: Action CD 3 - Cone - Fire (1/2) magic damage, debuff burn, and push 1. Destroys flammable obstacles on the battlefield.
B Mighty Firebreath: Action CD 3 - Cone - Fire (1/2) magic damage, debuff burn, and push mind. Destroys flammable obstacles on the battlefield.

Mana Fire: Swift CD 1 - Target ally - Buff mana fire for 1 turn.
a Mighty Mana Fire: Swift CD 1 - Target ally - Buff mana fire for mind turn.
A Aura Mana Fire: Swift CD 1 - Self AOE - Buff mana fire for mind turn.
b Fire Shield: Swift CD 1 - Target ally - Buff fire shield for mind turns.
B Passive Fire Shield: Passive - Fire shield.

Incinerate: Passive - Burn debuff extended (mind) turns.

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Frost: Action CD 1 - Target - Frost (magic) damage and debuff daze. Opener to frost line of skills.

Snowstorm: Action CD 3 - Target AOE - 1/2 magic frost damage and daze debuff.
a Large Snowstorm: Action CD 3 - Target AOE - +1 range 1/2 magic frost damage and daze debuff.
A Rooting Snowstorm: Action CD 3 - Target AOE - +1 range 1/2 magic frost damage, root debuff, and daze debuff
b Ice Storm: Action CD 3 - Cone - 1/2 magic frost damage, daze debuff, and bleed debuff 1 turn.
B Bleeding Ice Storm: Action CD 3 - 1/2 magic frost damage, daze debuff, and bleed debuff mind turns..

Ice Coffin: Action CD 3 - Target - Frost damage, daze debuff, and stun debuff.
a Solid Ice Coffin: Action CD 3 - Target - Frost damage, daze debuff, stun debuff, and +25% critical chance.
A Mighty Ice Coffin: Action CD 3 - Target - Frost damage, daze debuff, stun debuff, and +50% critical chance.
b Ice Shield: Swift CD 1 - Target ally - Buff ice shield.
B Passive Ice Shield: Passive - Ice Shield.

Froze Solid: Passive - Frost spells have guard breaker x 2.

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Bolt: Action CD 1 - Target - Electric (magic) damage that bypasses armor. Opener to electric line of skills.

Lightning Strike: Swift CD 3 - Target - 1/2 magic electric damage bypasses armor.
a Far Lightning: Action CD 3 - Target - Magic electric damage bypasses armor and +5 range.
A Blinding Lightning: Action CD 3 - Target - Magic electric damage bypasses armor, debuff blind, and +5 range.
b Chain Lightening: Swift CD 3 - Cone - 1/2 magic electric damage, bypasses armor, and +25% critical chance.
B Mighty Chain Lightening: Swift CD 3 - Cone - 1/2 magic electric damage, bypasses armor, and +50% critical chance.

Lightning Nova: Action CD 3 - Self AOE - 1/2 magic electric damage bypasses armor.
a Lightning Storm: Action CD 3 - Target AOE - 1/2 magic electric damage bypasses armor.
A Swift Storm: Swift CD 3 - Target AOE - 1/2 magic electric damage bypasses armor.
b Haste: Swift CD 1 - Target ally - Buff haste mind turns.
B Passive Haste: Passive - Haste.

Electrify Armor - Passive - All electric damage gains a bonus equal to target's armor.
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MASTERY

Chaotic Storm: Action CD 3 - Target AOE - Magic damage bypassing armor debuffing burn and daze.

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Notes: Red magic is the second most useful skill set. While 90% of fights are stocked with undead and golems, the fire line is always a top notch damage set. Hit em at range, aoe, and burn. Frost's status ability fall under that 90% of the time useless catagory but the damage is still good. Lightning section would be absolutely useless if not for nova becoming a passive haste. Once you get the mastery spell you could drop all but that haste under electricity and all but the passive ice shield in frost to clear space for support skills.
Blue Magic
Blue Magic: Passive (requires arcane weapon) - +20% will save. Opener skill to all 3 branches of blue magic.

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Mind Control: Action CD 3 - Target enemy - Mental effect if will save fails you control target for 1 turn. Opener for mental skills.

Hold Creature: Action CD 3 - Target - Mental effect (no damage will resist) debuff root and weaken.
a Hold Group: Action CD 3 - Cone - Mental effect (no damage will resist) debuff root.
A Hold Horde: Action CD 3 - Target AOE - Mental effect (no damage will resist) debuff root and weaken.
b Stagger Creature: Action CD 3 - Target - Mental effect (no damage will resist) debuff root, stagger, and weaken.
B Swift Hold Creature: Swift CD 3 - Target - Mental effect (no damage will resist) debuff root, stagger, and weaken.

Mind Shatter: Action CD 3 - Target - Psychic (will resist) magic damage bypasses armor and guard.
a Far Mind Shatter: Action CD 3 - Target - Psychic (will resist) magic damage bypasses armor and guard with +5 range.
A Mind Break: Action CD 3 - Target - Psychic (will resist) magic damage bypasses armor and guard with +5 range and debuff stun.
b Mind Shout: Action CD 3 - Cone - Psychic (will resist) magic damage bypasses armor and guard.
B Mind Scream: Action CD 3 - Cone - Psychic (will resist) magic damage bypasses armor and guard and debuff weaken.

Mind Leak: Passive - All of your attacks cause mind leak.

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Blur: Passive - Grants (level) evade. Opener for optical skills.

Flash: Magic attack (no damage) with guard breaker +2.
a Blinding Flash: Swift CD 1 - Target - Magic attack (no damage) with guard breaker +2 and debuff blind.
A Area Flash: Swift CD 3 - Target AOE - Magic attack (no damage) with guard breaker +2 and debuff blind.
b True Sight: Swift CD 1 - Target ally - Buff true sight for mind turns.
B Passive True Sight: Passive - True sight.

Illusory Warrior: Action CD 3 - Summon - Create illusory warrior mind level for 3 turns. Is immune to status effects, mental effects, healing, and drain.
a Illusory Protector: Action CD 3 - Summon - Create illusory protector (tank) mind level for 3 turns. Is immune to status effects, mental effects, healing, and drain.
A Swift Illusory Protector: Swift CD 3 - Summon - Create illusory protector (tank) mind level for 3 turns. Is immune to status effects, mental effects, healing, and drain.
b Illusory Ranger: Action CD 3 - Summon - Create illusory ranger mind level for 3 turns. Is immune to status effects, mental effects, healing, and drain.
B Swift Illusory Ranger: Swift CD 3 - Summon - Create illusory ranger mind level for 3 turns. Is immune to status effects, mental effects, healing, and drain.

Invisibility: Action CD 1 - Target ally - Buff invisibility mind turns.
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Spell Protection: Magic armor bonus (1/2 mind). Opener for counter magic skills.

Dispel: Action CD 1 - Target - Remove all non-permanent status from target.
a Swift Dispel: Swift CD 1 - Target - Remove all non-permanent status from target.
A Area Dispel: Swift CD 1 - Target AOE - Remove all non-permanent status from target.
b Dispel Surge: Swift CD 1 - Target - Remove all non-permanent status from target and deals 3 damage per status removed.
B Dispel Overload: Swift CD 1 - Target - Remove all non-permanent status from target and deal 5 damage per status removed.

Silence Aura: Action CD 3 - Self AOE (enemy only) - Silence all enemies.
a Swift Silence: Swift CD 3 - Self AOE (enemy only) - Silence all enemies.
A Area Silence: Swift CD 3 - Target AOE (enemy only) - Silence all enemies.
b Anti-magic Shell: Swift CD 3 - Target - Buff anti-magic shell for 1 turn.
B Lasting Anti-magic Shell: Swift CD 3 - Target - Buff anti-magic shell for mind turns.

Counterspell: Passive - If targeted with arcane damage skills counterattack with your arcane weapon.
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MASTERY

Illusory Mage: Action CD 3 - Summon - Create illusory mage for 3 turns which can cast dispel, silence, and hold creature. Is immune to status effects, mental effects, healing, and drain.

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Notes: Blue magic is one of the most useless skill sets due to the bulk of enemies being undead. The illusion tank and mastery mage can be nice throw away tanks you can put both out in turn 1 but since they are illusions, they can't hit undead. Counterspell is a nice passive so if you want the defenses of blue magic and spell protection it's not a bad way to use 3 skill slots if you have the space. If you have just one more open skill slot after getting those 3, add blur for the 10% evade.
Green Magic
Green Magic: Passive - You can move through trees and bushes as if they were not there, and +10% reflex save. Opener for all green magic skill trees.

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Commune with Nature: Passive - Darkness and rain immunity, and (level) bonus to health. Opener for all commune skills.

Gust of Wind: Action CD 1 - Target - Causes magic damage and pushes target 3 squares away.
a Whirlwind: Action CD 1 - Target AOE - Causes 1/2 magic damage and pushes target 3 squares away.
A Tornado: Action CD 1 - Target AOE - Causes 1/2 magic damage and pushes target 6 squares away.
b Sleetstorm: Action CD 3 - Target AOE - Causes 1/2 magic damage with guard breaker x 2.
B Hailstorm: Action CD 3 - Target AOE - Causes 1/2 magic damage with guard breaker x 3 and debuff daze.

Nature's Curse: Action CD 1 - Target - No damage but debuff curse for 3 turns.
a Strong Nature's Curse: Action CD 1 - Target - No damage but debuff curse for 3 turns and debuffs damaged armor.
A Mighty Nature's Curse: Action CD 1 - Target - No damage but debuff curse for 3 turns and debuffs damaged armor to all that are adjacent to target.
b Heat Metal: Action CD 3 - Target - 1/2 magic damage plus bonus damage equal to target's armor x 2 and debuffs burn. Ignores armor and guard.
B Reliable Heat Metal: Action CD 1 - Target - 1/2 magic damage plus bonus damage equal to target's armor x 2 and debuffs burn. Ignores armor and guard.

Fog: Swift CD 1 - Target AOE - Create fog area that blocks visibility.

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Nature's Blessing: Passive - Poison immunity and +2 magic armor. Opener for all nature skills.

Thorn Vines: Action CD 3 - Target AOE - 1/2 magic damage and create vines that count as difficult terrain.
a Rooting Thorn Vines: Action CD 3 - Target AOE - 1/2 magic damage, debuff root, and create vines that count as difficult terrain.
A Swift Rooting Thorn Vines: Swift CD 3 - Target AOE - 1/2 magic damage, debuff root, and create vines that count as difficult terrain.
b Poison Thorn Vines: Action CD 3 - Target AOE - 1/2 magic damage, debuff poison, and create vines that count as difficult terrain.
B Swift Poison Thorn Vines: Swift CD 3 - Target AOE - 1/2 magic damage, debuff poison, and create vines that count as difficult terrain.

Poison Cloud: Action CD 3 - Target AOE - Create a field of poison for 1 turn that debuffs poison on anything that passes through it.
a Reliable Poison Cloud: Action CD 1 - Target AOE - Create a field of poison for 1 turn that debuffs poison on anything that passes through it.
A Lingering Poison Cloud: Action CD 1 - Target AOE - Create a field of poison for 3 turns that debuffs poison on anything that passes through it.
b Poison Breath: Action CD 3 - Cone - 1/2 magic damage and debuff poison for 1 turn.
B Acid Breath: Action CD 3 - Cone - 1/2 magic damage, debuff poison, and debuff damaged armor for 3 turns.

Healing Balm: Swift CD 1 - Target - Buffs regeneration.

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Animal Companion: Passive - On combat start, summons a wolf to assist with mind levels. Opener for all animal skills.

Wolf Form: Action CD 3 - Self - Transform for 3 turns and buff fury for 3 turns.
a Improved Wolf Form: Transform for 3 turns, +7 guard, and buff fury for 3 turns.
A Superior Wolf Form: Transform for 3 turns, +7 guard, buff regeneration, buff reflex boost, and buff fury for 3 turns.
b Bear Form: Transform for 3 turns, heal power x 2, and buff fury for 3 turns.
B Superior Bear Form: Transform for 3 turns, heal power x 2, buff vigor boost, and buff fury for 3 turns.

Rat Swarm: Action CD 3 - Cone - 1/2 magic damage.
a Wasp Swarm: Action CD 3 - Cone - 1/2 magic damage and debuff poison for 1 turn.
A Swift Wasp Swarm: Swift CD 3 - Cone - 1/2 magic damage and debuff poison for 1 turn.
b Bat Swarm: Action CD 3 - Cone - 1/2 magic damage and drain 1.
B Swift Bat Swarm: Swift CD 3 - Cone - 1/2 magic damage and drain 1.

Spirit Link: Swift CD 3 - Self and animal companion - Restore 20% health.

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MASTERY

Nature's Ally: Action CD 3 - Summon - Summon pet for 3 turns, can be a royal boar, alpha wolf, bear, or panther.

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Notes: Green magic is the third most useful skill set. The commune line of skills is good damage and the armor debuff from heat metal is fantastic. The passives here are HIGHLY useful for every character. GM, CwN, and NB should be skills used for every character to remove the annoyance of darkness, rain, poison, magic armor, and some reflex save. The animal companion is a nice free throw away tank every fight and bat swarm is a nice back up to healing with regeneration. If you focus on casting and not use green magic as a supplementary skill it can be nearly as offensive as red magic with the ability to cast regen and highly evasive thanks to the werewolf buff.
Big Weapons Training
Big Weapons Training - Passive (requires 2H melee weapon) - Minimum damage +10%. Opener for all big weapon skills. This category does not include 2H ranged or arcane weapons.

Cleave: Action CD 3 - AOE 3 adjacent (requires 2H melee weapon) - Attack -2 damage.
a Pushing Cleave: Action CD 3 - AOE 3 adjacent (requires 2H melee weapon) - Attack -2 damage and push targets power squares away.
A Solid Pushing Cleave: Action CD 3 - AOE 3 adjacent (requires 2H melee weapon) - Attack and push targets power squares away.
b Wounding Cleave: Action CD 3 - AOE 3 adjacent (requires 2H melee weapon) - Attack -2 damage and health damage debuffs wound.
B Solid Wounding Cleave: Action CD 3 - AOE 3 adjacent (requires 2H melee weapon) - Attack and health damage debuffs wound.

Smash: Action CD 3 - AOE adjacent to and target (requires 2H melee weapon) - Attack -2 damage.
a Wounding Smash: Action CD 3 - AOE adjacent to and target (requires 2H melee weapon) - Attack -2 damage and health damage debuffs wound.
A Solid Wounding Smash: Action CD 3 - AOE adjacent to and target (requires 2H melee weapon) - Attack and health damage debuffs wound.
b Pushing Smash: Action CD 3 - AOE adjacent to and target (requires 2H melee weapon) - Attack -2 damage and push targets power squares away.
B Solid Pushing Smash: Action CD 3 - AOE adjacent to and target (requires 2H melee weapon) - Attack and push targets power squares away.

Heavy Swings: Passive (requires 2H melee weapon) - First strike does full damage.

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MASTERY

Whirlwind Attack: Action CD 3 - AOE Self - Full damage attack on all in melee range.

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Notes: So far I have found little value in 2H weapons. Sure the first strike is nice but doesn't work against other 2H weapon users. The tiny extra damage you get for your swing doesn't match the advantage of more defense of a shield or a second weapons 1/2 damage swing. It does give melee AOE but most of the time smash is just as dangerous to your team.
Mace Training
Mace Training: Passive (requires impact weapon) - Health damage causes daze. Opener for all mace skills.

Wreck Armor: Action CD 3 - Target (requires impact weapon) - Attack -2 damage and debuff damaged armor.
a Swift Wreck Armor: Swift CD 3 (requires impact weapon) - Target - Attack 1/2 damage and debuff damaged armor.
A Passive Wreck Armor: Passive (requires impact weapon) - All attacks debuff damaged armor.
b Solid Wreck Armor: Action CD 3 (requires impact weapon) - Target - Attack and debuff damaged armor.
B Mighty Wreck Armor: Action CD 3 (requires impact weapon) - Target - Attack +2 damage and debuff damaged armor.

Stun Attack: Action CD 3 - Target (requires impact weapon) - Attack -2 damage and debuff stun.
a Solid Stun Attack: Action CD 3 - Target (requires impact weapon) - Attack and debuff stun.
A Mighty Stun Attack: Action CD 3 - Target (requires impact weapon) - Attack +2 damage and debuff stun.
b Wounding Stun Attack: Action CD 3 - Target (requires impact weapon) - Attack -2 damage, debuff stun, and debuff wound.
B Breaking Stun Attack: Action CD 3 - Target (requires impact weapon) - Attack, debuff stun, and debuff wound.

Deep Impact: Passive (requires impact weapon) - Impact damage bypasses 100% of armor.

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MASTERY

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Notes: Wreck armor and stun attack aren't bad skills but since they both depend on doing health damage to have full effect they are middling. Hammers are meh since they have no throw option like axes or spear/dagger. The legendary 1H hammer does come with +4 red magic.
Sword Training
Sword Training: Passive (requires sword) - Guard +2 and +10% critical chance. Opener for all sword skills.

Sword Guard: Action CD 3 - Self (requires sword) - Guard +5.
a Counter Sword Guard: Action CD 3 - Self (requires sword) - Guard +5 and counter 1 turn.
A Sturdy Sword Guard: Action CD 3 - Self (requires sword) - Guard +10 and counter 1 turn.
b Taunting Guard: Action CD 3 - Target - Provoke and guard +5.
B Taunting Mighty Guard: Action CD 3 - Target - Provoke and guard +10.

Sword Critical: Action CD 3 - Target (requires sword) - Attack with +10% critical chance.
a Swift Sword Critical: Swift CD 1 - Target (requires sword) - Attack 1/2 damage with +25% critical chance.
A Violent Sword Critical: Swift CD 1 - Target (requires sword) - Attack with +25% critical chance.
b Solid Sword Critical: Action CD 3 - Target (requires sword) - Attack with +50% critical chance and +2 damage.
B Mighty Sword Critical: Action CD 3 - Target (requires sword) - Attack with +100% critical chance and +2 damage.

Riposte: Passive (requires sword) - When melee attacked, counter attack with main hand weapon.

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MASTERY

Omni Slash: Action CD 3 - Target - 5 x 1/2 damage attacks.

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Notes: Swords are a lot like hammers, just swap the bypass armor for crit rate. Middle of the road but not bad. There is a great 1H sword for a tank so that is where it might be more usefull.
Axe Training
Axe Training: Passive (need axe weapon) - Adds an extra guard breaker to axe attacks. Opener for all axe skills.

Flesh Render: Action CD 3 - Target - Attack that causes bleed for 1 turn with health damage.
a Swift Flesh Render: Swift CD 3 - Target - Attack 1/2 damage that causes bleed for 1 turn with health damage.
A Passive Flesh Render: Passive - Health damage causes bleed for 1 turn.
b Deep Flesh Render: Action CD 3 - Target - Attack that causes bleed for 2 turns with health damage.
B Mighty Flesh Render: Action CD 3 - Target - Attack that causes bleed for 3 turns with health damage.

Wicked Chop: Action CD 3 - Target - Attack that causes wound for 1 turn with health damage.
a Swift Wicked Chop: Swift CD 3 - Target - Attack 1/2 damage that causes wound for 1 turn with health damage.
A Passive Wicked Chop: Passive - Health damage causes wound for 1 turn.
b Deep Wicked Chop: Action CD 3 - Target - Attack that causes wound for 2 turns with health damage.
B Mighty Wicked Chop: Action CD 3 - Target - Attack that causes wound for 3 turns with health damage.

Split Shield: Passive - Adds +4 damage to attacks if target has a shield.

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MASTERY

Crimson Cleaver: Action CD 3 - Target - Attack that gets +8 damage if target is bleeding.

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Notes: Axe weapons are the best melee weapons. The main hand legendary has a range 5 throw capability so you can make a beast of a thrown ax orc that can usually 1 shot any non tank. Both of these skills are best advanced into their passive versions and your primary attacks will be from the offensive line of skills and the ax mastery. Axes are great for clearing guard on tanks so a spear thrower can clean it up.
Thrust Training
Thrust Training: Passive (requires pierce melee weapon) - Melee attacks have exploit opening.

Long Throw: Action CD 3 - Target - Attack with thrown, throw range increased to 5.
a Fan of Spikes: Action CD 3 - Cone - Range 3, attack with main hand 1/2 damage.
A Violent Fan of Spikes: Action CD 3 - Cone - Range 3, attack with main hand and push 1.
b Far Throw: Action CD 1 - Target - Attack with thrown, throw range increased to 5 and +10% critical chance.
B Violent Far Throw: Swift CD 1 - Target - Attack with thrown, throw range increased to 5 and +25% critical chance.

Puncture: Action CD 3 - Target (requires pierce melee weapon) - Attack with 50% armor bypass.
a Deep Puncture: Action CD 3 - Target (requires pierce melee weapon) - Attack with 75% armor bypass.
A Nailing Puncture: Action CD 3 - Target (requires pierce melee weapon) - Attack with 100% armor bypass.
b Bleeding Puncture: Action CD 3 - Target (requires pierce melee weapon) - Attack with 50% armor bypass and debuff bleed 1 turn.
B Bloody Puncture: Action CD 3 - Target (requires pierce melee weapon) - Attack with 50% armor bypass and debuff bleed 3 turns.

Deep Stab: Passive (requires pierce melee weapon) - Melee attacks have unarmored buster.

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MASTERY

Heart Strike: Action CD 3 - Target - Attack +4 damage and bypasses all armor.

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Notes: This is the second best melee options. There is a legendary throwing spear and dagger combo that can shred unguarded opponents and drains for health replenishment. Fan throw is not terrible but puncture is an armor buster. If not fighting high armor target you will most likely use the offensive skills to attack.
Ranged Training
Ranged Training: Passive (requires ranged weapon) - minimum damage +10%. Opener for all ranged skills.

Pin: Action CD 3 - Target (requires ranged weapon) - Attack -2 damage and debuff root if health is damaged.
a Reliable Pin: Action CD 1 - Target (requires ranged weapon) - Attack and debuff root if health is damaged.
A Violent Pin: Swift CD 1 - Target (requires ranged weapon) - Attack and debuff root if health is damaged.
b Soft Target Pin: Action CD 3 - Target (requires ranged weapon) - Attack with debuff unarmored buster and debuff root if health is damaged.
B Bust Soft Target Pin: Action CD 3 - Target (requires ranged weapon) - Attack with debuff unarmored buster x 2 and debuff root if health is damaged.

Manyshot: Action CD 3 - Cone (requires ranged weapon) - 1/2 damage attack.
a Breaking Manyshot: Action CD 3 - Cone (requires ranged weapon) - 1/2 damage attack with guard breaker x 2.
A Demolishing Manyshot: Action CD 3 - Cone (requires ranged weapon) - Attack with guard breaker x 2.
b Keen Manyshot: Action CD 3 - Cone (requires ranged weapon) - 1/2 damage attack with +25% critical chance.
B Critical Manyshot: Action CD 3 - Cone (requires ranged weapon) - Attack with +50% critical chance.

Ranged Exploit: Passive - Buff exploit opening to ranged attacks.

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MASTERY

Sky Shot: Action CD 3 - Target - Ranged attack with +4 damage and +5 range.

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Notes: Ranged weapons are fairly weak. Sniper rifles or the legendary bow do descent damage but I think it would be better to run a 2 x Pistol wielder to get the most out of 2 skills that can raise minimum damage 10% and any other skill that adds bonus ranged damage.
Shield Training
Shield Training: Passive (requires shield) - Max guard +4. Opener for all shield skills.

Provoke: Swift CD 1 - Target (no damage range 3) - Debuff provoke.
a Far Provoke: Swift CD 1 - Target (no damage range 5) - Debuff provoke.
A Guard Far Provoke: Swift CD 1 - Target (no damage range 5) - Debuff provoke and guard +4.
b Dazing Provoke: Swift CD 1 - Target (no damage range 3) - Debuff provoke and daze.
B Guard Dazing Provoke: Swift CD 1 (no damage range 3) - Target - Debuff provoke, daze, and guard +5.

Protect: Swift CD 3 - Target adjacent ally or self - Guard +5.
a Solid Protect: Swift CD 3 - Target adjacent ally or self - Guard +10.
A Mighty Protect: Swift CD 3 - Target adjacent ally or self - Guard +15.
b Reinforced Protect: Swift CD 3 - Self AOE adjacent - Guard +5 and buff boost armor for 1 turn.
B Armored Protect: Swift CD 3 - Self AOE adjacent - Guard +10 and buff boost armor for 3 turn.

Shield Bash: Passive - Use shield as an offhand weapon dealing 4 normal damage and debuff provoke.

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MASTERY

Shield Charge: Swift CD 3 - 3 adjacent enemy - Provoke and 3 square push.

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Notes: This skill line is only useful for a main tank and I wouldn't bother putting more than 1 in your group. Weather that is a paladin or leader style tank, it's all about gaining agro and surviving. Most of this skill line is about provoking your enemies so they can only target your tanks. Downside is that provoke doesn't work on the most mobs you fight, undead.
Defensive
Defensive: Passive - Guard recovery +2. Opener for all defensive skills.

Guarding Stance: Swift CD 3 - Self - Guard +5.
a Protective Stance: Swift CD 3 - Self - Guard +10.
A Defensive Stance: Passive - guard recovery +2.
b Enduring Stance: Swift CD 3 - Self - Buff boost armor and boost vigor for 1 turn.
B Lasting Stance: Swift CD 3 - Self - Buff boost armor and boost vigor for 3 turns.

Counter Attack: Action CD 3 - Self (require melee weapon) - Buff counter for 1 turn.
a Swift Counter: Swift CD 3 - Self (require melee weapon) - Buff counter for 1 turn.
A Mighty Swift Counter: Swift CD 3 - Self (require melee weapon) - Buff counter for 3 turns.
b Guarding Counter: Action CD 3 - Self (require melee weapon) - Buff counter for 1 turns and +5 guard.
B Defensive Counter: Action CD 3 - Self (require melee weapon) - Buff counter for 3 turns and +10 guard.

Total Defense: Passive - Max guard +5.

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Notes: This is primarily designed to be used as the second skill set for your tank character but any caster or ranged should also take the passives.
Offensive
Offensive: Passive (require melee or ranged weapon) - Minimum damage +10%. Opener for all offensive skills.

Multiattack: Action CD 3 - Target (requires melee or ranged weapon) - 2 attacks at 1/2 damage.
a Great Multiattack: Action CD 3 - Target (requires melee or ranged weapon) - 3 attacks at 1/2 damage.
A Superior Multiattack: Action CD 3 - Target (requires melee or ranged weapon) - 4 attacks at 1/2 damage.
b Breaking Multiattack: Action CD 3 - Target (requires melee or ranged weapon) - 2 attacks 1/2 damage with guard breaker x 2.
B Debilitating Multiattack: Action CD 3 - Target (requires melee or ranged weapon) - 2 attacks with guard breaker x 2.

Focused Attack: Action CD 3 - Target (requires melee or ranged weapon) - Attack +2 damage but sacrifice 4 guard.
a Keen Attack: Action CD 3 - Target (requires melee or ranged weapon) - Attack +4 damage and +10% critical chance but sacrifice 4 guard.
A Critical Attack: Action CD 3 - Target (requires melee or ranged weapon) - Attack +4 damage and +25% critical chance but sacrifice 4 guard.
b Hurting Attack: Action CD 3 - Target (requires melee or ranged weapon) - Attack +4 damage and wound for 1 turn but sacrifice 4 guard.
B Wounding Attack: Action CD 3 - Target (requires melee or ranged weapon) - Attack +4 damage and wound for 3 turns but sacrifice 4 guard.

Charge: Passive - Add .5 damage per move point used.

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Notes: This is useful for every melee character. Take all 4 if you can but if there is a skills crunch, focused attack is slightly less useful than multi attack. Superior multi attack is further boosted by fury, the only bummer is that it's 4 attacks with main hand so you only get one offhand swing.
Leadership
Leadership: Swift CD 3 - Target ally - Heal ally mind +4 in short range.

Attack Order: Swift CD 1 - Target ally - Grant fury for mind turns to ally in short range.
a
A
b
B

On My Mark: Swift CD 1 - Target enemy (short range) - (no damage) Debuff wound.
a Far Mark: Swift CD 1 - Target enemy (long range) - (no damage) Debuff wound and root.
A Lasting Far Mark: Swift CD 1 - Target enemy (long range) - (no damage) Debuff wound for mind turns and root.
b Mark Unit: Swift CD 1 - Target (range 3) - (no damage) Debuff wound and root to units around target.
B Lasting Mark Unit: Swift CD 1 - Target (long range) - (no damage) Debuff wound for mind turns and root to units around target.

Defensive Formation: Swift CD 3 - Self AOE - Grant guard mind +4 to allies in range.

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Notes: This seems like it is slightly useful as a third skill set for a tank, beyond that maybe use leadership and defensive formation on other melee units if you have the skill space. All in all, a low value skill set. Might be different if the heal/guard was not based on mind which is also done in white magic. Perhaps this is a skill set that should be set up to be boosted by making a well rounded character. Math it so having 3 in each main stat gave it a sizable bonus to effect? Until then it would always be better to just use white magic.
Brute
Brute: Passive - Grant 2 x power health bonus. Opener for all brute skills.

Just a scratch: Action CD 3 - Self - Restore 5 health.
a Shake Off: Swift CD 3 - Self - Restore power + 5 health.
A I'm Invincible: Swift CD 3 - Self - Restore power + 5 health and buff regeneration.
b I've Had Worse: Action CD 3 - Self - Restore power x 3 health.
B Just A Flesh Wound: Action CD 3 - Self - Restore power x 4 health remove wound and bleed status.

Fury: Swift CD 3 - Self - Buff fury for power turns.
a Reinforced Fury: Swift CD 3 - Self - Buff fury and boots armor for power turns.
A Armored Fury: Swift CD 3 - Self - Buff fury, boost armor, and boost resistance for power turns.
b Undying Fury: Swift CD 3 - Self - Buff fury for power turns and death ward for 1 turn.
B Immortal Fury: Swift CD 3 - Self - Buff fury and death ward for power turns.

Relentless: Passive - If health is half or less gain +4 damage and +25% to all saves.

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Notes: This is a 2 x melee skill set for sure. It gives survivability to front line melee units plus fury buff to add extra damage and death ward as a swift skill starter to their combat. As a dual wielding ax chucker or spear/dagger assassin you can pop fury, use the travel distance damage bonus to run just in 3 space range of your target, and use multi-attack to wipe em out.
Assassin
Assassin: Passive (need melee or ranged weapon) - Grant critical hit +3% x speed.

Shadow Move: Swift CD 3 - Teleport to any spot withing speed range.
a Far Shadow Move: Swift CD 3 - Teleport to any spot withing speed x 2 range.
A Fast Move: Passive - Move +2, dash +2, and +10% reflex save.
b Dodging Shadow Move - Swift CD 3 - Teleport to any spot withing speed range and gain (speed) guard.
B Defensive Shadow Move - Swift CD 3 - Teleport to any spot withing speed range, buff boost reflex for 3 turns, and gain (speed) guard.

a
A
b
B

Hide: Passive - If at turn end you are on bushes, fog, or darkness buff hidden for 1 turn.

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Notes: The assassin line of skills seems gimmicky and potentially double edged. Hide makes your character hard to heal by your white mage as much as it makes it hard to shoot but melee and AOE still wreck them. The bonus crit is worth it for any character that uses agility and shadow move being made into a passive move set is nice.
Tactical Move
Tactical Move: Passive - You can pass through enemy squares when moving and grant (level) evade. Opener required for all tactical skills.

Trip: Action CD 1 - Target (needs melee weapon) - Attack -2 damage, debuff root if health damaged.
a
A
b
B

Disarm: Action CD 1 - Target (needs melee weapon) - Attack -2 damage, debuff stagger if health damaged.
a
A
b
B

Feint: Swift CD 1 - Target (requires melee weapon) - 1/2 damage attack with guard breaker x 2.

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Notes: Tactical Move to get around the enemy for better positioning is the only skill that seems worth picking up in this line. The rest of this skill set just seems low value.
Personality Choices
Each character gets 2 personality choices to refine their play style. Each choice has a counter choice, so if you pick one you can no longer pick the other. Can't be tall as a tree and short as a stump at the same time.

General recommendations are, if you are a caster, your first pick should be the trait for your school of magic (careful if doing multi school). For any heavy armor wielder take the negative side bonus to initiative so when coupled with the +1 initiative enchant on your armor it all evens out but only if you are health (not guard) based. Pass on the one that doubles skill gain but if you decide you really want the opposing trait that will give you 10% will saves than do not pick it until you have already capped all of your skills.

1. My Body

Tall as a tree: +health 1/2 level and -3 guard.
Short as a stump: +guard 1/2 level and -3 health.
Heavy as a boulder: +10% vigor and -10% reflex.
Light as a feather: +10% reflex and -10% vigor.

2. My Emotions

A. Positive
It's always better to be safe than sorry: +guard 1/2 level and -1 initiative.
I like to listen and try new ideas: Doubles skill XP gain and -10% will.
Caring about others is what drives me: Adds 1 turn to all positive status buffs.
I face fear and problems head on: -5% reflex and +1 guard recovery.

B. Negative
I laugh in the face of danger: +1 initiative and -3 guard.
If it ain't broke, don't fix it: +10% will and halves skill XP gain.
What makes other sad, makes me happy: +1 duration to all negative debuffs.
When problems come knocking, I go in the opposite direction: +5% evasion and -1 initiative.

3. My Spirit

Help and protect: white magic +2 plus bonus skill XP gain but -2 red and black magic.
Nature and animals: green magic +2 plus bonus skill XP gain but -2 black and blue magic.
Power and destruction: red magic +2 plus bonus skill XP gain but -2 white and blue magic.
Questions and it's answers: blue magic +2 plus bonus skill XP gain but -2 green and red magic.
Death and the beyond: black magic +2 plus bonus skill XP gain but -2 white and green magic.


Relationship Choices
Each character get's to nurture a relationship with each other in the party, up to a tier 3 which comes with fantastic bonuses. That means each character can end up with 5 tier 3 relationship bonuses at the end. Each one takes a lot of interactions to reach tier 3 so this will take some time. Friends give more guard, lovers give more health, and rivals give more critical chance. I'm told you may have multiple lovers and rivals.

Love

1. +1 health.
2. +2 health.
3. +2 health and 5 turns of death ward at start of combat.

Friend

1. +1 guard.
2. +2 guard.
3.

Rival

1. +1% critical chance.
2. +2% critical chance.
3. +2% critical chance and Rivalry status (+1 all damage types).
Seal Traits
When you challenge the seals, bring your A game because they are an endurance trial against T3 crews with a few big boys among the 18 units you will have to chew through to get your reward. Each one rewards some special items which you can use to give your team members new traits. Each one you use gives a choice, 1 defensive, 1 offensive, and 1 caster option. Do not worry you can farm them to give you whole team every trait if you want, these do not count against your skill limit.

Seal super tanks have high armor, reduce magic damage to near nothing, and are status immune so they will be a pain. Green magic can not reduce their armor so you might want a hammer swinging mad man to crack that plate mail.

WHITE SEAL - White Bless

Full of white mages, paladins, and dual sword saints that have high guard and recovery. As long as you are not using a ton of face to face melee this will be one of the easier seals so farm.

1. Magic: +2 white magic and +1 to white magic mastery gain.
2. Holy Mantle: +5 guard and recovery.
3. The Chosen: All attacks are blessed.

BLACK SEAL - Black Vice

Full of black mages and big ugly zombie tanks. The more corpses you litter the battlefield with the more explosions you will have to survive.

1. Magic: +2 black magic and +1 to black magic mastery gain.
2. Lichdom: +1 armor and at the start of turn +4 guard for each corpse within 3 spaces.
3. Vampiric Torpor: When dealing health damage drain 3 and when killing target drain 5.

RED SEAL -

Everything has fire and frost shield innate trait so your red mage will feel gimped here.

1. Magic: +2 red magic and +1 to red magic mastery gain.
2.
3.

GREEN SEAL -

Plenty of fog and hidden foes to annoy your targeting at range but all things said, this is probably the easiest seal to take on.

1. Magic: +2 green magic and +1 to green magic mastery gain.
2.
3.

BLUE SEAL -

Full of blue mages and over sized constructs which means vicious mental magic AOE that doesn't even effect their front liners. This will probably be the most challenging seal.

1. Magic: +2 blue magic and +1 to blue magic mastery gain.
2.
3.

Pierce Skirmisher
Race: Orc for the bonus to melee damage and health

Traits:
Reckless +1 initiative and -3 guard since this is a health focused build.
Headstrong +10% will saves but negative to mastery growth, take after you have your mastery.

Skills:
Thrust Training - Bonus damage to unguarded targets.
Deep Stab - Bonus damage to unarmored targets.
Violent Far Throw - Quick attack with 5 range and bonus crit chance, quick action use turn 3.
Bloody Puncture - One of 4 main attacks, use against high armor or if you need to cause bleed.

Brute - Bonus health.
Relentless - Extra damage and defense if things go wrong, probably never need it.
I'm Invincible - Restores a bit of health and gives regen, quick action use turn 2.
Immortal Fury - Melee damage buff and gives you death ward, quick action use turn 1.

Tactical Move - +10% evade plus move freely around enemies.

Green Magic - +10% reflex plus now you can freely move through encumbering terrain.
Nature's Blessing - Poison immunity and magic armor.
Communion with Nature - Counters rain and darkness plus bonus health.

Blue Magic - +20% will saves.
Blur - +10% reflex.
Spell Protection - Magic armor.

Black Magic - For the drain on melee attack, great for dual wielders.

Offensive - Raises minimum damage.
Debilitating Multi-Attack - One of the 4 main attacks, the guard breaker prevents dodging.
Wounding Attack - One of the 4 main attacks, the guard cost doesn't matter.

Mastery Heart Striker - Your best attack, bypasses armor.

Gear:
Adamant Plate Armor enchanted with evade, initiative, and reflex.
Ivory Fang spear legendary enchanted with drain and critical.
Blood Drinker dagger legendary enchanted with drain, critical, and +initiative/-dmg.

Power 5 Mind 5 Speed 0

Health: 89 Guard: 0 Armor: 7
Guard Recovery: 10
Move: 5 Dash: 5
Magic: 7
Initiative: 4
Vigor: 60
Reflex: 20
Will: 80

Building: First 5 levels put into mind to gain skill slots ASAP, then dump the rest into power for melee damage and health. Since only one mastery is used it requires no skill shuffle but don't take the headstrong trait until you have your mastery. Don't forget to farm up all of the seals to give him every bonus they can offer. In the end your front line skirmisher and assassin of back row mages will be powerful. Also don't forget to work on your relationships at the start, 1 lover, then 1 rival, then 1 friend, and all the rest rivals for more crit if you happen to get that far in relationships.

Playing: First turn use immortal fury to get the death ward and damage buff, move to engage target, then use which attack you deem fits against the target. Second turn use i'm invincible to get your regen (only use it again if you need a small heal) then move to attack again. Third turn you move to attack with your quick violent far throw (use on turns 2 and 3 again if heal wasn't needed)
and then use another attack. Now you just recycle this rotation until all enemies are gone though most fights will not go more then 1-2 turns.

This guy has a high health so even if he takes hits, between drains per melee attack, regen, and the white mage in your back row he is hard to kill. The high armor and magic armor makes hits against him do little damage and with such high will and vigor status rarely effect him. The legendary weapons give him a natural 5 range on his throws so no need to get close but line of sight can rarely be a pain.
Axe Skirmisher
Race: Orc for the bonus to melee damage and health

Traits:
Reckless +1 initiative and -3 guard since this is a health focused build.
Headstrong +10% will saves but negative to mastery growth, take after you have your mastery.

Skills:
Axe Training - Bonus damage against guard and makes attacks get past dodge.
Split Shield - Bonus damage to shield wielding targets.
Passive Flesh Render - Health damage causes bleed, boosts the mastery attack.
Passive Wicked Chop - Attacks wound increasing follow up damage.

Brute - Bonus health.
Relentless - Extra damage and defense if things go wrong, probably never need it.
I'm Invincible - Restores a bit of health and gives regen, quick action use turn 2.
Immortal Fury - Melee damage buff and gives you death ward, quick action use turn 1.

Tactical Move - +10% evade plus move freely around enemies.

Green Magic - +10% reflex plus now you can freely move through encumbering terrain.
Nature's Blessing - Poison immunity and magic armor.
Communion with Nature - Counters rain and darkness plus bonus health.

Blue Magic - +20% will saves.
Blur - +10% reflex.
Spell Protection - Magic armor.

Black Magic - For the drain on melee attack, great for dual wielders.

Offensive - Raises minimum damage.
Debilitating Multi-Attack - One of the 4 main attacks, the guard breaker prevents dodging.
Wounding Attack - One of the 4 main attacks, the guard cost doesn't matter.

Mastery Crimson Cleaver - Your best attack, big damage bonus against bleeding enemy as a dual wielder the offhand throws first and causes bleed.

Gear:
Adamant Plate Armor enchanted with evade, initiative, and reflex.
Legendary Tomahawk enchanted with drain and critical.
Mithril Tomahawk enchanted with drain, critical, and +initiative/-dmg.

Power 5 Mind 5 Speed 0

Health: 89 Guard: 0 Armor: 7
Guard Recovery: 10
Move: 5 Dash: 5
Magic: 7
Initiative: 4
Vigor: 60
Reflex: 20
Will: 80

Building: First 5 levels put into mind to gain skill slots ASAP, then dump the rest into power for melee damage and health. Since only one mastery is used it requires no skill shuffle but don't take the headstrong trait until you have your mastery. Don't forget to farm up all of the seals to give him every bonus they can offer. In the end your front line skirmisher and assassin of back row mages will be powerful. Also don't forget to work on your relationships at the start, 1 lover, then 1 rival, then 1 friend, and all the rest rivals for more crit if you happen to get that far in relationships.

Playing: First turn use immortal fury to get the death ward and damage buff, move to engage target, then use which attack you deem fits against the target. Second turn use i'm invincible to get your regen (only use it again if you need a small heal) then move to attack again. Third turn you move to attack. Now you just recycle this rotation until all enemies are gone though most fights will not go more then 1-2 turns. With dual wielding the offhand launches first causing bleed and wound if they chip health which if you are using the mastery boosts the damage insanely.

This guy has a high health so even if he takes hits, between drains per melee attack, regen, and the white mage in your back row he is hard to kill. The high armor and magic armor makes hits against him do little damage and with such high will and vigor status rarely effect him. The legendary weapon main hand gives him a natural 5 range but offhand is only 3 so you can decide if you need the range or can get closer for better damage.
Retribution Tank
Race: Orc for the bonus to melee damage and health

Traits:
Reckless +1 initiative and -3 guard since this is a health focused build.
Headstrong +10% will saves but negative to mastery growth, take after you have your mastery.

Skills:
Sword Training - Bonus guard and critical.
Riposte - Counterattack with swords.
Taunting Mighty Guard - Taunt and guard restore.
Violent Sword Critical - Quick attack to slip in an extra hit on turns you don't need to buff.

Brute - Bonus health.
Relentless - Extra damage and defense if things go wrong, probably never need it.
I'm Invincible - Restores a bit of health and gives regen, quick action use turn 2.
Immortal Fury - Melee damage buff and gives you death ward, quick action use turn 1.

Big Weapons Training - Raises 2H minimum damage.
Heavy Swings - Reach attacks full damage.

Tactical Move - +10% evade plus move freely around enemies.

Green Magic - +10% reflex plus now you can freely move through encumbering terrain.
Nature's Blessing - Poison immunity and magic armor.
Communion with Nature - Counters rain and darkness plus bonus health.

Blue Magic - +20% will saves.
Blur - +10% reflex.
Spell Protection - Magic armor.

Black Magic - For the drain on melee attack, great for dual wielders.

Offensive - Raises minimum damage.

Masteries
Omni Slash - Your best attack, 5 x hits.
Whirlwind Attack - Attack hits every square around you, no friendly fire!

Gear:
Adamant Plate Armor (Legendary prefered will increase resists) enchanted with evade, initiative, and reflex.
Mithril Glaive (Legendary prefered will increase resists) enchanted with drain and critical.

Power 5 Mind 5 Speed 0

Health: 77 Guard: 3 Armor: 9
Guard Recovery: 10
Move: 5 Dash: 5
Magic: 7
Initiative: 2
Vigor: 80
Reflex: 20
Will: 70

Building: First 5 levels put into mind to gain skill slots ASAP, then dump the rest into power for melee damage and health. This build has 2 mastery's and can be a pain to get the big weapon side done try to focus on getting those skills done first. Once you have your sword and big weapon mastery you can drop the undesired skills to make room for passives. Don't forget to farm up all of the seals to give him every bonus they can offer. Also don't forget to work on your relationships at the start, 1 lover, then 1 rival, then 1 friend, and all the rest rivals for more crit if you happen to get that far in relationships. Once completed you will have a tank that can be set out front that doesn't require attacks but still has one powerful AOE and focused attack to brutalize your enemies while they get penalized for attacking him by both reach attacks and sword retaliation.

Playing: First turn use immortal fury to get the death ward and damage buff, move to engage target, then use which attack you deem fits against the target. Second turn use i'm invincible to get your regen (only use it again if you need a small heal) then move to attack again. Third turn you move to quick attack then use normal attack. Now you just recycle this rotation until all enemies are gone though most fights will not go more then 1-2 turns. You can reserve the taunt for a turn you either need to taunt or just want the guard refresh.

This guy has a high health and a tiny bit of guard that fully refreshes every turn so even if he takes hits, between drains per melee attack, regen, and the white mage in your back row he is hard to kill. The high armor and magic armor makes hits against him do little damage and with such high will and vigor status rarely effect him. The usual enemy attack goes like this, reach first strike on enemy draining health to prepare for the hit, he takes a hit dealing only 10% damage that is should due to armor, then he will retaliate from his sword skill draining health to refull what little might have been lost. When dealing with the super large opponents that deal 20 dmg per hit, dont attack just taunt and conserve, letting your skirmishers burn em down from a small range. The AOE mastery doesn't deal friendly fire so don't hesitate to put it to use.
Healer (White Mage)
Race: Elven for the bonus to magic damage and will saves but other races can do well too.

Traits:
White Adept for the bonus to casting and skill gains.
Headstrong +10% will saves but negative to mastery growth, take after you have your mastery.

Skills:
All white magic skills later dropping the single target holy damage skill and bless buff.

Tactical Move - +10% evade plus move freely around enemies.

Red Magic - bonus to magic.

Green Magic - +10% reflex plus now you can freely move through encumbering terrain.
Nature's Blessing - Poison immunity and magic armor.
Communion with Nature - Counters rain and darkness plus bonus health.

Blue Magic - +20% will saves.
Blur - +10% reflex.
Spell Protection - Magic armor.

Mastery Holy Bastion - Use on turn 1 and every time off cool down, heals, shields, and blesses big area around caster.

Gear:
Master White Robes enchanted with evade, initiative, and reflex.
Purple Heart legendary orb enchanted with magic, magic minimum damage, and crit. This makes your holy damage spell which doesn't friendly fire and your healing cover most of the battlefield.
White Cross to boost your white magic.

Power 0 Mind 5 Speed 5

Health: 42 Guard: 27 Armor: 2
Guard Recovery: 15
Move: 5 Dash: 5
Magic: 17
Initiative: 7
Vigor: 0
Reflex: 60
Will: 100

Building: First 5 levels put into mind to gain skill slots ASAP, then dump the rest into speed for guard, initiative, and reflex. Since only one mastery is used it requires no skill shuffle but don't take the headstrong trait until you have your mastery. Don't forget to farm up all of the seals to give him every bonus they can offer. Also don't forget to work on your relationships at the start, 1 lover, then 1 rival, then 1 friend, and all the rest rivals for more crit if you happen to get that far in relationships. The build does drop the single target holy damage spell and bless buff (mastery replaces it). You could keep the holy damage spell if you gave up tactical move if you wanted to.

Playing: First turn use swift area of light to damage enemies then holy bastion to buff your party. After that use ward or heal as needed but if not you can orb shot but be aware that the orb it self does deal friendly fire and hits a target dealing splash damage.
Nuke (Red Mage)
Race: Elven for the bonus to magic damage and will saves.

Traits:
Red Adept for the bonus to casting and skill gains.
Headstrong +10% will saves but negative to mastery growth, take after you have your mastery.

Skills:
All red magic skills until you pick up the mastery then drop the extras and keep the following.
Fire, Incinerate, Mighty Fireball, and Aura Mana Fire
Frost, Froze Solid, Rooting Snow Storm
Electrify Armor, Blinding Lightning, and Passive Haste (Change to AOE after you get seal buff giving passive haste)

White Magic - Bonus guard.

Tactical Move - +10% evade plus move freely around enemies.

Red Magic - bonus to magic.

Green Magic - +10% reflex plus now you can freely move through encumbering terrain.
Nature's Blessing - Poison immunity and magic armor.
Communion with Nature - Counters rain and darkness plus bonus health.

Blue Magic - +20% will saves.
Blur - +10% reflex.
Spell Protection - Magic armor.

Mastery Chaotic Storm - Use on turn 1 and every time off cool down, it's a nuke AOE that gives status chance from every tree of red magic.

Gear:
Master Red Robes enchanted with evade, initiative, and reflex.
Storm Crusher legendary club enchanted with magic, crit, and initiative. You don't worry about not being able to wand at range since you always have spells to use every turn.
Red Symbol to boost your red magic.

Power 0 Mind 5 Speed 5

Health: 42 Guard: 27 Armor: 0
Guard Recovery: 15
Move: 5 Dash: 5
Magic: 11
Initiative: 9
Vigor: 0
Reflex: 60
Will: 100

Building: First 5 levels put into mind to gain skill slots ASAP, then dump the rest into speed for guard, initiative, and reflex. Since only one mastery is used it requires no skill shuffle but don't take the headstrong trait until you have your mastery. Don't forget to farm up all of the seals to give him every bonus they can offer. Also don't forget to work on your relationships at the start, 1 lover, then 1 rival, then 1 friend, and all the rest rivals for more crit if you happen to get that far in relationships. The build does drop some skills to fit in all the passives after the mastery is gained.

Playing: First turn buff the party with bonus to magic then use chaotic storm on the enemy. If you need a turn 2 you can AOE or single target as needed with whatever element your opponents are weak too.
Were-Buddy (Green Mage)
Race: Elven for the bonus to magic damage and will saves.

Traits:
Green Adept for the bonus to casting and skill gains.
Headstrong +10% will saves but negative to mastery growth, take after you have your mastery.

Skills:
All green magic skills. If you see a skill you want and are looking for something you can drop, Fog is the least useful with Spirit Link as a next in line for the chop. Which skill upgrade line you choose is debatable but I prefer to make sure I have 3 quick and 3 slow actions so I can do 2 things per turn. Were transform, vines, and bats are my quicks while acid breath, hail sotrm, and summon mastery are my slows.

White Magic - Bonus guard.

Tactical Move - +10% evade plus move freely around enemies.

Red Magic - bonus to magic.

Blue Magic - +20% will saves.
Blur - +10% reflex.
Spell Protection - Magic armor.

Mastery Nature's Ally - Summon a second pet to the battlefield needs refreshed every 3 turns.

Gear:
Master Red Robes enchanted with evade, initiative, and reflex.
Purple Channel legendary wand enchanted with magic, crit, and minimum magic damage.
Green Branch to boost your green magic.

Power 0 Mind 5 Speed 5

Health: 42 Guard: 27 Armor: 0
Guard Recovery: 15
Move: 5 Dash: 5
Magic: 17
Initiative: 5
Vigor: 0
Reflex: 60 (80)
Will: 100

Building: First 5 levels put into mind to gain skill slots ASAP, then dump the rest into speed for guard, initiative, and reflex. Since only one mastery is used it requires no skill shuffle but don't take the headstrong trait until you have your mastery. Don't forget to farm up all of the seals to give him every bonus they can offer. Also don't forget to work on your relationships at the start, 1 lover, then 1 rival, then 1 friend, and all the rest rivals for more crit if you happen to get that far in relationships. The build does drop some skills to fit in all the passives after the mastery is gained.

Playing: First turn go werewolf and either summon your mastery pet or if it's going to be a short fight just AOE the enemy. After that use bats or thorns as a quick action then finish with a spell or wand slap the enemy. It's a rare thing but you can also use regen buff for your quick action but remember you cast it now and get the benefit on the targets next turn. If facing off with high armor enemies, use Mighty Nature's Curse to break em down on turn 1 instead of going for damage or summoning the pet.

Note: This is the most defensive caster once transformed and also the most swap-able member of my team. If getting rid of the green mage make sure you pick something that can deal with high armor enemies or those fights will go long. Unfortunately regen is a rather weak heal so this caster is all utility and can do a little of everything but master at nothing. He brings 2 pets to the battle but so can a master blue mage.
3 Comments
Kezarus  [author] 30 May @ 5:50am 
Awesome builds! XD
Milkerman 6 Apr @ 10:12am 
I remember having multiple lovers in a previous build, I imagine it might still be possible. You can definitely have multiple rivals. I love stacking up rivals on my rangers for more crit.
redwitch 6 Apr @ 6:59am 
very helpful, thank you!