Heroes of Legionwood

Heroes of Legionwood

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Classes, Attributes and Skills
By Dark Gaia
Reference guide for class skill trees, stat tables and other useful character building information.
   
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Introduction
Hello, adventurers. A number of players have requested an easy to access reference guide summarizing the classes and skills in Heroes of Legionwood. While the bulk of this information is available in game, primarily through the Codex, the purpose of this guide is to compile all relevant character building information in one place. The information in this guide is accurate at the time of writing (Episode 3 release, 2/9/2017) and, in most instances, has been checked against actual game code.

Before we begin, I would like to point out that Heroes of Legionwood is designed in such a way that every class is viable and, except in the case of some really badly optimized builds, most character configurations are able to beat the game. If this is your first time playing, I'd highly recommend just going through character creation as normal and picking whatever class and skills appeal to you the most. Like most RPGs, half of the fun comes from experimenting with your character and gradually learning to make the most of their abilities.
Attributes
Before going into detail about the classes and skills in the game, I thought I'd quickly summarize Attributes, as these are what define your character's basic combat prowess, and will essentially make or break your character build.

A brand new character begins with 10 points in each attribute. Depending on what class you pick, you'll also gain a +5 boost to two of your attributes (usually the ones most relevant to your class). Each time your character levels up, you'll earn 5 additional stat points to assign to your attributes in any way you wish. Your class does not restrict which Attributes you can increase upon leveling up; if you're playing as a Warrior, for example, you can still put points into Magic, even though you're playing as a physical attacker.

Finally, your character's Health and Stamina are tied to your class. Each class has its own growth rate for Health and Stamina, and these boosts are gained automatically when you level up.

Base Attributes

Attack

Your character's Attack determines the base damage of physical attacks. When making an attack, this attribute is rolled against the target's Defense to determine how much damage lands. All attacks will always deal a minimum of 1 damage, regardless of the Attack attribute.

Defense

Determines your character's base resistance against physical damage. The higher your Defense, the less damage you'll take, though it's important to note Defense cannot cancel out physical damage entirely - you'll still take a minimum of 1 damage even when your Defense completely negates an opponent's Attack.

Speed

Determines how often your character gets to take turns. Combatants with higher Speed will get to act more often, while slower combatants will have to wait a longer time in between turns. Your Speed does not affect your chances of escaping from a battle when using the Retreat command, this always has a 50% chance of succeeding.

Magic

Your character's Magic determines the base damage of magical attacks, and also slightly influences the accuracy of magical attacks. A higher Magic attribute will lead to stronger spells that hit more often. All magic attacks will always deal a minimum of 1 damage, regardless of the Magic attribute.

Magic Defense

Determines your character's base resistance against magical damage, and also slightly influences the chance of evading a magical attack. With higher Magic Defense, you'll take less damage from enemy spells, and will also evade them more often.

Luck

A less direct Attribute, Luck affects a number of hidden percentages, such as your character's chance of evading physical attacks, your chance of landing critical hits, and how long status effects will take to expire.

Derived Attributes

These Attributes are "hidden" - that is, you can't directly increase them by putting points into them.

Physical Accuracy

Your base hit chance with physical attacks. This is always 100%, but it can be decreased by the enemy's Evasion Chance.

Magical Accuracy

Your base hit chance with magical attacks. All magic techs in Heroes of Legionwood have a base hit chance of 90%. This chance is increased by having a higher Magic attribute, but it is decreased by the opponent's Magic Defense.

Evasion Chance

Your base chance of evading a physical attack. This starts at 10%, and is slightly increased by Luck.

Critical Chance

Your base chance of landing a critical hit. This starts at 10%, and is also modified by Luck.
XP and level table
Like almost every other RPG, your primary method of advancing your character in Heroes of Legionwood is via leveling up - earning experience points (XP) in battle and then spending the resulting Stat Points and Ability Points on improving your character.

Character level in Heroes of Legionwood ranges from 1 to 30, with each level requiring increasingly higher amounts of XP. The level curve roughly follows the episodic structure of the game - you should be around level 10-12 at the end of Episode 1, 20-22 at the end of Episode 2, and so on. The final boss of Episode 3 is balanced for a character between levels 28-30.

EXP Table

The following table displays XP amounts needed to reach each level.

Techs
To learn Techs, your character spends Ability Points (AP), which are usually earned upon leveling up. You'll obtain 1 AP with each level up, and most Techs usually cost between 1 and 3 AP to learn, depending on how powerful they are. Many Techs also have prerequisites, requiring you to learn earlier Techs before they'll become available.

List of Techs

Recover SP

Recovers 50% of SP, but causes the user to miss a turn. This is a basic Tech that all characters receive for free.

First Aid

Recovers HP and removes attribute debuffs.

Double Strike

Deals damage equal to two normal attacks.

Sharpen

Increases Attack for 5 turns.

Provoke

Makes the user more likely to be attacked instead of allies. The effect lasts for 5 turns.

Desperate Strike

Prerequisites: First Aid
Deals physical damage and absorbs HP.

Bloodlust

Prerequisites: Desperate Strike
Boosts the user's Attack by 200%, but lowers Evade to 0% and causes the user to become Crazed.

Guardsman

Prerequisites: Sharpen
Increases Defense for 5 turns.

Bone Shatter

Prerequisites: Provoke
Deals physical damage and lowers target's Defense. Has an 80% chance of inflicting Muddle.

Hypothetical Hit

Prerequisites: Double Strike
A physical strike that reduces the target's SP.

Power Crush

Prerequisites: Bone Shatter
Deals physical damage and reduces target's Attack.

Pirouette

Prerequisites: Double Strike, Sharpen
Damages 3 random targets. Has a 50% chance of inflicting Stun.

Rupture

Prerequisites: Bone Shatter
Deals physical damage and reduces target's Total HP.

War Song

Prerequisites: Sharpen, Guardsman
Increases the party's Attack for 3 turns.

Multiple Slash

Prerequisites: Pirouette, Rupture
Deals physical damage to all enemy targets.

Stone Edge

Prerequisites: Sharpen, Guardsman
Increases Attack and Defense for 5 turns.

Steal Item

Attempts to steal an item from the target.

Toxic Curse

Has an 80% chance of inflicting Toxify on a foe.

Speed Up

Increases Speed for 5 turns.

Blinding Curse

Has an 80% chance of inflicting Blind on a foe.

Hypnosis

Prerequisites: Toxic Curse
Has an 80% chance of inflicting Sleep on a foe.

Stifling Curse

Prerequisites: Blinding Curse
Has an 80% chance of inflicting Silence on a foe.

Tiring Curse

Prerequisites: Stifling Curse
Makes the target's Techs cost double SP.

Hold Up

Prerequisites: Steal Item
Deals physical damage and attempts to steal an item.

Silent Running

Prerequisites: Speed Up
Makes the user less likely to be attacked for 5 turns.

Swift Step

Prerequisites: Silent Running
Increases the user's Evade by 50% for 5 turns.

Fake Out

Prerequisites: Speed Up, Hold Up
A false strike which may Stun a foe.

Serpentine Rush

Prerequisites: Toxic Curse, Blinding Curse, Fake Out
Deals physical damage to a target. Has a 70% chance of inflicting Toxify or Blind.

Swagger

Prerequisites: Steal Item
Has a 90% chance of making the foe Crazed.

Riot Pollen

Prerequisites: Toxic Curse, Swagger
Inflicts Muddle on all foes.

Disease Bomb

Prerequisites: Toxic Curse, Blinding Curse, Hypnosis, Riot Pollen
May inflict Toxify, Blind, Silence or Sleep on 3 random foes.

Critical Shot

Deals physical damage and reduces target's Defense.

Debilitating Shot

Prerequisites: Critical Shot
Deals physical damage and reduces target's Speed.

Study Enemies

Reveals a foe's attributes and weaknesses.

Take Aim

Prerequisites: Study Enemies
Increases the user's Critical Chance by 20% for 5 turns.

Bullet Time

Prerequisites: Debilitating Shot, Take Aim
Deals physical damage to all enemy targets.

Light Flare

Has a 70% chance of inflicting Blind on all foes.

Silver Bullet

Prerequisites: Light Flare
Deals heavy physical damage to Dark enemies.

Eldritch Gun

Prerequisites: Silver Bullet
A physical attack that deals Dark damage and reduces target's Magic Defense.

Sure Shot

Prerequisites: Critical Shot
Deals damage and ignores the target's Defense.

Sonic Wave

Prerequisites: Light Flare
Has an 80% chance of inflicting Stun on 3 random foes. However, the user misses their next turn.

Flaming Shot

Deals Fire damage and makes target weak to Fire.

Frozen Shot

Prerequisites: Flaming Shot
Deals Cold damage and makes target weak to Cold.

Cheerful Song

Prerequisites: Study Enemies, Frozen Shot
Increases the party's Luck for 3 turns.

100 Pinpricks

Prerequisites: Bullet Time, Sure Shot
Deals 100 points of damage to a foe, regardless of their Defense or elemental weaknesses.

Marching Song

Prerequisites: Take Aim, Bullet Time
Increases the party's Critical Chance by 20% for 5 turns.

Energy Bolt

Deals magical damage to an enemy.

Flame Bolt

Prerequisites: Energy Bolt
Deals Fire damage to an enemy.

Freeze Bolt

Prerequisites: Energy Bolt
Deals Cold damage to an enemy.

Shock Bolt

Prerequisites: Energy Bolt
Deals Thunder damage to an enemy.

Implosion

Prerequisites: Flame Bolt
Deals Earth damage to an enemy.

Malice

Prerequisites: Freeze Bolt
Deals Dark damage to an enemy.

Essence Drain

Prerequisites: Shock Bolt
Deals magical damage to an enemy and absorbs HP.

Energy Bomb

Prerequisites: Flame Bolt, Freeze Bolt, Shock Bolt, Essence Drain
Deals magical damage to all enemy targets.

Mind Screw

Reduces the target's SP, Magic and Magic Defense.

Tri Spell

Prerequisites: Flame Bolt, Freeze Bolt, Shock Bolt
Deals intense multi-elemental damage to a foe. Damage counts as Fire, Cold and Thunder elements.

Minor Quake

Prerequisites: Implosion, Energy Bomb
Deals Earth damage to all enemy targets. Has a 50% chance of inflicting Stun.

Flame Bomb

Prerequisites: Energy Bomb, Tri Spell
Deals Fire damage to all enemy targets.

Freeze Bomb

Prerequisites: Energy Bomb, Tri Spell
Deals Cold damage to all enemy targets.

Shock Bomb

Prerequisites: Energy Bomb, Tri Spell
Deals Thunder damage to all enemy targets.

Feebling Cantrip

Prerequisites: Malice, Essence Drain
Lowers all of the target's attributes for 5 turns. (spends 50% of the user's HP instead of SP)

Healing Light

Restores HP to an ally depending on the user's Magic.

Inspiring Light

Prerequisites: Healing Light
Increases Total HP for 5 turns.

Safety Light

Prerequisites: Healing Light
Increases Magic Defense for 5 turns.

Powering Light

Prerequisites: Healing Light
Makes Techs cost 50% less SP than usual.

Protecting Light

Prerequisites: Inspiring Light
Grants resistance to status effects for 5 turns.

Crumble

Prerequisites: Safety Light
Deals heavy magical damage to Dark enemies.

Soothing Light

Prerequisites: Protecting Light
Cures negative status conditions.

Obstructing Seal

Prerequisites: Powering Light
Reduces a target's Agility and Luck for 5 turns.

Safety Haze

Prerequisites: Safety Light, Protecting Light
Increases the party's Magic Defense for 5 turns.

Quick Thinking

Prerequisites: Healing Light, Inspiring Light, Safety Light
Increases Magic for 5 turns.

Sacred Word

Prerequisites: Obstructing Seal
Has an 80% chance of inflicting Curse on a foe.

Regain Stream

Prerequisites: Safety Haze
Grants HP Regen to a character.

Reviving Light

Prerequisites: Soothing Light
Revives a wounded ally with 50% HP.

Healing Haze

Prerequisites: Safety Haze, Reviving Light
Restores HP to the entire party.

Hindering Light

Prerequisites: Safety Light, Protecting Light
Causes an ally to reflect magical attacks when hit. New targets for the spell are chosen at random.
Techs (continued)
Attack Stance

Increases Attack by 50% for 5 turns, but also cuts Defense by 50%.

Defense Stance

Increases Defense by 50% for 5 turns, but also cuts Attack by 50%.

Speed Stance

Increases Speed by 50% for 5 turns, but also cuts Attack by 50%.

Psychic Strike

Prerequisites: Defense Stance
Deals a physical strike against a foe's Magic Defense.

Core Strike

Prerequisites: Attack Stance
Deals a physical strike that ignores the foe's Defense.

Swift Strike

Prerequisites: Speed Stance
Deals a physical strike that hits all enemies.

Grapple

Makes a foe weak against Physical attacks for 5 turns.

Somersault Throw

Prerequisites: Grapple
Deals physical damage to a foe and also makes them weak against Physical damage for 5 turns.

Frenzy Stance

Prerequisites: Attack Stance, Defense Stance, Speed Stance
Doubles Attack, but makes the user Crazed for the rest of the battle.

Knock Out

Prerequisites: Core Strike, Grapple
Deals physical damage to a foe and inflicts Sleep.

Killing Strike

Prerequisites: Core Strike, Psychic Strike, Swift Strike
Instantly kills a foe. Does not work on bosses.

Summon Djinn

Summons Djinn to deal Fire damage to all enemies. Makes the enemies weak to Fire.

Summon Undine

Summons Undine to deal Cold damage to all enemies. Makes the enemies weak to Cold.

Summon Ishtar

Summons Ishtar to deal Thunder damage to all enemies. May inflict Stun on the enemies.

Summon Golem

Summons Golem to deal Earth damage to all enemies. Lowers enemy's Defense for 5 turns.

Summon Damara

Summons Damara to restore HP and SP to the party.

Summon Serra

Summons Serra to deal Holy damage to all enemies. May inflict Curse on the enemies.

Summon Beelzebub

Summons Beelzebub to deal Dark damage to all enemies. Lowers enemy's Magic Defense for 5 turns.

Spirit Fetish

Increases Magic by 100% for 5 turns, but also makes user more likely to be targeted by enemies.
Talents
Talents are non-combat skills. That is, they're passive abilities that represent your character's knowledge or aptitude outside of battle. If you want a character who can talk down opponents, haggle with merchants, brew potions or the like, you'll want to invest in Talents.

Talents are not class specific, and any class may learn any Talent. The only drawback to learning a Talent is that you're not spending your Ability Points on a Tech instead, which may lead to your character lagging behind in combat if you invest too heavily in them.

Single Talents

These Talents consist of a single "tier" - you learn them once and then that's it. These represent easier to learn concepts, things that don't really have multiple degrees of mastery or skill.

Awareness

Your character has a knack for noticing things. This Talent alerts you when random encounters are about to occur, making it easier to avoid them.

Knowledge

Your character knows a little about everything. This Talent increases your XP gain by 25%.

Medicine

Your character knows how to treat most common wounds and maladies. This Talent doubles the effect of all healing items.

Scouting

Your character has an innate sense of their surroundings. This Talent increases the chance of finding treasure on the world map, and also allows you to see in dark dungeons.

Tiered Talents

These Talents consist of three separate tiers - Basic, Advanced and Master - representing concepts that take a long time to become proficient at. Each tier will increase the usefulness of the Talent.

Alchemy

Your character can mix potions and other useful items. You can use this Talent anywhere, but you need to have enough money to cover the costs of ingredients, essentially like purchasing items from a vendor. Higher tiers will increase the range of items available, and will decrease the price for making them.

Fitness

Your character keeps their body and mind in prime condition, and has a strict training regime. This Talent gives you a permanent boost to Health and Stamina. Higher tiers will give you additional boosts, stacking with previous levels.

Herbalism

Your character can identify and harvest medicinal herbs and other plants. This Talent causes herbs to become visible in maps, allowing you to harvest them. Higher tiers will make even more herbs appear, and will increase the chance of finding rare or valuable herbs.

Mercantile

Your character knows how to drive a bargain with merchants. This Talent makes items you purchase from vendors cheaper. Higher tiers will increase the discount you receive, and will also make additional, rare items available.

Speech

Your character has a silver tongue, and can often convince people to do their bidding. This Talent allows you to attempt Speech checks in dialogue, which can cause multiple beneficial things to happen. Higher tiers will increase the chance of your Speech checks succeeding.

Subterfuge

Your character is a little bit sneaky, and has picked up some habits that law abiding people may not approve of. This Talent allows you to detect hidden passages and disarm traps. Higher tiers will increase the chances of your Subterfuge attempt succeeding.
Classes
Finally, the most important part of your character - their class. Your class is what primarily determines your character's abilities and what role they will perform in combat. Each class has a unique range of Techs (combat skills) to learn, which usually lock them into a specific role, but with some creative character building it is possible to make a given class more versatile and, depending on how you distribute your Attributes, what equipment you wear and other things, a given class may have a number of different viable play styles.

In addition to having a unique Tech tree, each class also has unique dialogue prompts, which can unlock alternate solutions to quests or cause other cool things to happen. For example, Rogues will often be able to pick locks and Warriors may be able to intimidate NPCs.

Warrior

The Warrior is a mighty physical attacker, able to wield any weapon or armor. It functions as both a physical damage dealer and a tank, and its Techs allow it to perform both roles. Outside of battle, the Warrior has the ability to intimidate certain NPCs.

Bonus Attributes: + 5 Attack, + 5 Defense
Health Growth Rate: High
Stamina Growth Rate: Low

Learnable Techs:
First Aid, Double Strike, Sharpen, Provoke, Desperate Strike, Bloodlust, Guardsman, Bone Shatter, Hypothetical Hit, Power Crush, Pirouette, Rupture, War Song, Multiple Slash, Stone Edge

Rogue

The Rogue focuses on outsmarting his foes. His main role is to inflict status effects on enemies and deal indirect physical damage, but the Rogue can also serve as a physical damage dealer with enough investment in Attack and Speed. Outside of battle, the Rogue can pick certain locks and can sometimes smooth talk NPCs.

Bonus Attributes: + 5 Speed, + 5 Luck
Health Growth Rate: Medium
Stamina Growth Rate: Medium

Learnable Techs:
Steal Item, Toxic Curse, Speed Up, Blinding Curse, Hypnosis, Stifling Curse, Tiring Curse, Hold Up, Silent Running, Swift Step, Fake Out, Serpentine Rush, Swagger, Disease Bomb, Riot Pollen

Gunner

The Gunner is a powerful ranged fighter, focusing on landing plenty of critical hits and evading enemy attacks. It primarily serves as physical damage dealer, but its Techs allow it to serve in a support role as well, debuffing enemies and making them more vulnerable to attacks. Outside of battle, the Gunner can dazzle certain NPCs with expert gunplay.

Bonus Attributes: + 5 Defense, + 5 Luck
Health Growth Rate: Low
Stamina Growth Rate: Medium

Learnable Techs:
Critical Shot, Debilitating Shot, Study Enemies, Take Aim, Silver Bullet, Light Flare, Eldritch Gun, Sure Shot, Sonic Wave, Flaming Shot, Frozen Shot, Cheerful Song, 1000 Pinpricks, Marching Song

Cleric

The Cleric provides essential support to its allies, granting healing and buffs to other party members and also assisting in combat by dealing physical damage. The Cleric primarily acts as a magical tank, but with sufficient investment in Defense, the Cleric can also serve as a physical tank. Outside of battle, the Cleric can banish the undead and may also persuade religious NPCs by reciting scripture.

Bonus Attributes: + 5 Attack, + 5 Magic Def.
Health Growth Rate: Medium
Stamina Growth Rate: High

Learnable Techs:
Healing Light, Inspiring Light, Safety Light, Powering Light, Protecting Light, Crumble, Soothing Light, Obstructing Seal, Safety Haze, Quick Thinking, Sacred Word, Regain Stream, Reviving Light, Healing Haze, Hindering Light

Magus

The Magus wields the power of the elements, and primarily serves as a magical damage dealer, though some of its Techs also allow for limited debuffing and hindering of foes. In addition to Magic, the Magus also usually invests in Defense to increase its survivability. Outside of battle, the Magus can sometimes use magic to bypass obstacles, or draw from their knowledge of the arcane to persuade certain NPCs.

Bonus Attributes: + 5 Defense, + 5 Magic
Health Growth Rate: Low
Stamina Growth Rate: High

Learnable Techs:
Energy Bolt, Flame Bolt, Shock Bolt, Freeze Bolt, Implosion, Malice, Essence Drain, Energy Bomb, Mind Screw, Tri Spell, Minor Quake, Flame Bomb, Freeze Bomb, Shock Bomb, Feebling Cantrip

Brawler

The Brawler is a specialized warrior who relies on martial arts rather than weapons and armor. Like the Warrior, it can act as a physical damage dealer and a tank, but is geared more towards offense than its counterpart. Outside of battle, the Brawler can intimidate certain NPCs, just like the Warrior.

Bonus Attributes: + 5 Attack, + 5 Speed
Health Growth Rate: Medium
Stamina Growth Rate: High

Learnable Techs:
First Aid, Provoke, Bone Shatter, Rupture, Attack Stance, Defense Stance, Speed Stance, Psychic Strike, Swift Strike, Core Strike, Grapple, Somersault Throw, Frenzy Stance, Knock Out, Killing Strike

Scholar

The Scholar dabbles in black and white magic, allowing it to serve as a magical damage dealer and a healer. With access to most of the Magus and Cleric's repertoire of Techs, the Scholar is a versatile class, but cannot perform the more specialized functions of its counterparts. Outside of battle, the Scholar can use magic to bypass obstacles or dazzle NPCs, just like the Magus.

Bonus Attributes: + 5 Magic, + 5 Magic Defense
Health Growth Rate: Medium
Stamina Growth Rate: High

Learnable Techs:
Energy Bolt, Flame Bolt, Shock Bolt, Freeze Bolt, Essence Drain, Energy Bomb, Tri Spell, Flame Bomb, Freeze Bomb, Shock Bomb, Healing Light, Inspiring Light, Safety Light, Powering Light, Protecting Light, Soothing Light, Safety Haze, Regain Stream, Reviving Light, Hindering Light

Shaman

The Shaman calls upon magic eidolons to aid them in battle. Its Techs allow it to deal elemental damage, heal allies or apply buffs to the party, meaning it can serve as a magical damage dealer and in a supportive role. While its Techs are versatile and power, they cost a huge amount of Stamina. In spite of this, the Shaman can still be useful in battle with its access to a wide range of weapons and armor. Outside of battle, the Shaman has the ability to communicate with spirits.

Bonus Attributes: + 5 Magic, + 5 Attack
Health Growth Rate: High
Stamina Growth Rate: Medium

Learnable Techs:
Study Enemies, Sharpen, Guardsman, Summon Djinn, Summon Undine, Summon Ishtar, Summon Golem, Summon Damara, Summon Serra, Summon Beelzebub, Spirit Fetish
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5 Comments
nschornhorst Jan 22, 2018 @ 4:33pm 
Does the Scouting talent increase your odds of finding treasure in the world map stack for each character who learns it or is one character learning it the maximum increase of those odds for the party?
smurfie Sep 5, 2017 @ 11:39pm 
ok thanks i didnt know i need to log out to get it.
smurfie Sep 5, 2017 @ 11:32pm 
ok let me try it out and see how much hp and sta would it give?
Dark Gaia  [author] Sep 5, 2017 @ 7:49pm 
Marching Song should now be fixed.

I still can't seem to determine your issue with Fitness. It's working perfectly fine for me. Remember, the boost won't appear on the menu until you exit out and wait a few seconds. The game needs to detect the Talent and apply the buff first.
smurfie Sep 5, 2017 @ 7:37am 
this two techs isnt working even the fitness is advance i dont see my character have their HP nor their SP up? And the marching song i am unable to use it on my range even she have that spell???
Marching Song
Prerequisites: Take Aim, Bullet Time
Increases the party's Critical Chance by 20% for 5 turns.
Fitness

Your character keeps their body and mind in prime condition, and has a strict training regime. This Talent gives you a permanent boost to Health and Stamina. Higher tiers will give you additional boosts, stacking with previous levels.