Godhood

Godhood

33 ratings
In-Depth Class Guide
By brunocarvalhopaula
An in-depth guide to Godhood's Classes, with power rankings to the abilities and passives, on the 1.2.2 update.
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Introduction
Welcome. I'm Bruno Carvalho and I'll be your guide (heh) for this small Class Ranking. I got (as of the time of writing this guide) over 420 hours on Godhood, playing over several patches with all commandments. To begin, I'd like to make clear that while I believe that ACAB (All Classes Are Balanced), they have particular niches and roles, and some classes have better/worse options inside them. This guide is, as of February 8th of 2021, updated to the 1.2 patch.

The Rating system is structured as follows: S ranking means an absolute fantastic option that can be a cornerstone of your general strategy. A ranking means a great overall option that should be selected at most times, barring some very specific strategies. B ranking means a good, but niche, option, that should be picked if it synergizes with your other picks. C ranking means a bad option that should be avoided unless you have a really good plan for it.

Also, keep in mind that when picking a class, you should think first and foremost on its abilities and the first passive. Most Totems only get enough miracles to achieve the first and second passives, and the second passive is always just a stat buff (and will not be ranked), so the first passive is the most important one. To achieve the third passive you'll need a purple totem or gold totem, and the fourth passive is exclusive to the elusive gold totem, so don't worry about them unless you have a strong enough Adept.

So, without further ado, lets rank the class passives and abilities:
Ambassador
AMBASSADOR - Ancestral (Peace Exclusive)

Main Stats: Devotion and Charisma. Basic ability is a morale attack that scales with Charisma.

Innate Stats: HP+25%, Initiative -25, Evasion -10. It is the only class with two penalties, but at the same time they make sense with its kit. The Initiative penalty can actually help it on Unity builds since it is most advantageous to heal after the enemy has attacked, and the HP buff helps it not be one-shotted. Be mindful of the Evasion penalty, as it can hurt against physical comps, and especially Smiteswords.

Abilities:
  • Peace Offer (Reason): Does Ancestral Morale damage, scales with Charisma. Vanilla damage, but being Reason it can benefit from the various Reason traditions and relics. A-rated.
  • Unity (Grace, Reason): Does Direct conversion, heals and increases Charisma and Devotion to self and all allies. Scales with Devotion. Very strong option against physical teams and even better against Morale. Superb on any Morale teams, as Peace should be. S-rated
  • Divine Peace (Sorcery): Deals Divine Morale damage. Scales with Charisma. Also Vanilla damage, and in the + and ++ versions can auto-crit against some enemies. Sorcery has less support than Reason, so it is a bit Weaker then Peace offer, but not much. B-rated.

1st Passive:
  • Peace for All: Divine Peace and Peace lose half their power, gain -30% hit chance and now target all enemies. This effectively transform those 2 abilities nice Target All abilities in the game. Never pick it if you focus on Unity. A-rated
  • Guilt: -15 Physical Accuracy for all opponents each turn. Very strong against physical teams, and can shore up your defences since Peace tends to have a good time against morale oponents due to its good Devotion classes. This plus a Unity Focus can make you very strong against physical teams. A-Rated

3rd Passive:
  • Penetrating Words: Ambassador's Morale attacks are a lot harder to intercept. A good passive on the wrong class. Either you'll want to focus on Unity or you'll pick Peace for All, both options which have negative synergy with this. If you go for Guilt and focus on attacking with your Ambassador, this may be useful. B-rated
  • Peace Envoy: Start with an extra turn if there is a Divine Disciple on your side. Incredibly strong ability since its easy to happen and each extra attack helps a lot. S-rated

Last Passive:
  • Voice of Reason: Gain +25% Knowledge and Charisma whenever an ally uses a Reason ability. Pick this if you did the Reason synergy build. As of current build, Reason abilities have incredible Tradition support with Holy Judge and School of Philosophy, so this should proc often. Feels strange it gives Knowledge and not Devotion, but this is strong anyway. S-rated
  • Amazing Grace: All Grace abilities gain two extra Devotion scaling. This is another almost game breaking ability if you manage to exploit it with lots of Grace abilities. Very strong when it works. A-rated

Remarkable Major Relic Synergies:
  • First Word: Initiative is a stat that the Ambassador usually lack, as it has almost no use for Cunning. This relic helps you to act first, thus increasing not only the chance you'll win the sacrament, but also the number of followers you get from it.
  • Halo: Ambassadors usually will have high devotion and thus high morale armor, which will grant more XP and help you attain max level faster. Also a great option to pick.
Ascetic
ASCETIC - Divine (Purity Exclusive)

Main Stats: Devotion and Health. Basic ability is a morale attack that scales with Devotion.

Innate Stats: Intercept (physical) increased, Intercept (morale) increased, Fervor +2. Being the only class with only bonuses, the Ascetic is on an interesting place. The increased Intercept makes it better at tanking, which should be easy to do, and the increased Fervor makes it an perfect candidate for traditions that proc every mission in every mission, like Community Elder, Brainwash, Champion of God, Idol and others.

Abilities:
  • Shame (Fear, Reason):Deals Divine Morale damage and replaces Morale attacks on the target's mind with shame. Scales with Devotion. Another great option on the Clouded strategy. Not as good as the other Clouded options since the high defenses of the Ascetic lower the reward of stopping enemy attacks. Also deals good damage if you have enough Devotion. B-rated
  • Purge (Overpower): Deals Dark physical damage and has bonus chance to go for the weakest enemy. Scales with Health. Vanilla damage, but the only physical-based option on the Ascetic. The increased chance to go against weak enemies make it much better since nature disciples tend to have low physical armor and you don't need to have your Ascetic across a nature disciple to still hit him. A-rated
  • Purify (Grace): Deals Divine Morale damage and decreases accuracy for 1 turn. Scales with Devotion and Health. Deals the most damage of all Ascetic abilities, and may help with evasion and defy. More useful if you can get it to Purify + and specially Purify ++. A-rated.

1st Passive:
  • Washing: Heal all alies in all but the first turn. Scales with Health. Unless you're broken in one hit, this makes you almost immune to physical teams. This ability does almost nothing against morale teams. S-rated
  • Suffering: Convert based on Devotion when intercepting. Convert less than the equivalent abilities on Guardian or Smitesword, but may be the best ability if you're not fighting physical teams. The added Innate Intercept helps a lot with this passive. Comboes very well with Purify, but has lower synergy with Shame. A-Rated

3rd Passive:
  • Focus: +10 Defy for all allies. A great passive against morale teams, especially if coupled with Purify. Not useful against physical teams. A-rated
  • Hardened: Abilities gain extra Physical Armor scaling. This ability can turn the Ascetic from a tank/support class into a good damage dealer. More useful for high-Health Ascetics. A-rated

Last Passive:
  • Reproach: Follow Up when an ally Defies a morale attack. This would be great if you could get Focus AND Hardened, but as is its either too rare to happen because you'll intercept or the allied Defy will be low, or it'll do too low damage. B-rated
  • Chastising Vow: Gain +20% Health and Devotion whenever an ally uses a Fear ability. A great ability that increases defenses and probably the offense of the class depending on your other abilities and passives. A-rated

Remarkable Major Relic Synergies:
  • Holy Water: Holy Water may sound weak, but when you're Purity, you can afford to take battles to the third turn. Remember to actually build some Charisma so your attack hits, then use passives like Wash and Focus and abiliities like Shame to reduce incoming damage and let the Holy Water do its job.
  • Cleansing Apple: Increasing Defy with Health means you can focus on knowledge instead of Devotion, and thus focus on Purge (and use its boost to attacking the weakest disciple) to its utmost. It has a rocky start, but once you have enough Ability Points to make sure your mind has a lot of Purges, the Ascetic becomes a physical powerhouse. In addition, you can use a high health/knowledge team to abuse Reproach and Hardened together, making it S-rated with the Apple.
Beast Walker
BEAST WALKER - Nature

Main Stats: Might and Cunning. Basic attack is physical and scales with Cunning.

Innate Stats: Critical Hit +10, Initiative +10, HP -25%. The Beast Walker innate solidifies it on its offensive glass cannon role. Act early, and break the enemies quickly is its motto and its role.

Abilities:
  • Critical Claw (Fear): Deals Nature Physical damage and has extra Crit Chance. Scales with Might. A strong attack, and the only Might ability in the Beast Walker's arsenal. Combos very well with the Crit strategy. A-rated
  • Invisible Prowl (Sorcery): Does Nature Physical damage and increases all allies' chance to evade physical attacks for the entire sacrament. Scales with Cunning. This ability may do nothing against morale attackers, but is so strong against Physical builds it earns its place as the best ability in the Bestie arsenal. S-rated
  • Agile Claw (Grace): Deals Nature Physical damage. Scales with Cunning. Its a vanilla damage skill and lacks the utility of the other two abilities. Its type, Grace, is its only saving... grace. B-rated.

1st Passive:
  • Swift Hunter: +25 Crit Chance and +25 Evasion on first 2 turns. Used to be stronger, but with the shift in the meta has lost its place as the best passive of this level. If you're strong enough, you only need 1 critical hit to break the enemy disciples, but again, if you're so strong, you probably didn't needed this anyway . B-rated
  • Counterslash: Counters when an ally evades a physical attack. If you can stack evasion buffs, this becomes disgustingly strong. A team of 3 Besties can carry you because each evaded physical attack means 3 counterattacks. S-rated

3rd Passive:
  • Prowlers: Allied Abilities gain +Evasion scaling for damage. If Invisible Prowl lasts the entire sacrament, so this is amazing. It even stacks with Anklet of Joy to make it even stronger. In addition, it also means that your Invisible Prowls aren't wasted against morale enemies. A-rated
  • God-Hunter: Chance to counter enemy Divine Abilities. Very strong against Divine disciples, especially with Swift Hunter. However, you should already be destroying Zealots and Smiteswords even withot this, and without enemy Divine disciples this is useless. B-rated.

Last Passive:
  • Swift Judgement: Extra Move on your first turn. As if the early damage on this beast wasn't high enough. Incredibly strong. S-rated
  • God Steps: + 20% Might and Cunning every time another ally uses a Grace ability. Strong ability, but not as strong as other similar abilities since this class is not built for long-lasting sacraments. A-rated

Remarkable Major Relics Synergies:
  • Voice Trasher: Beast Masters aren't the best candidates for Voice Trasher, since they only have one Might ability, but if you do have a mind full of Critical Claws, the high initiative can help you stop those pesky morale attackers much easier since you act before them.
  • Anklet of Joy: This is THE relic for Beast Masters. It is insanely good with them, and it stacks with Prowlers. You'll hit fast and hard, and I can't praise enough how Besties with the Anklet is a match made in heaven.
  • Golden Mask: The extra accuracy opens up the opportunity of making the Beast Master almost a Charlatan lite, using the cunning/knowledge combo to hit the softer targets and break them before they can act. They also have several other synergies with Charlatan so Mask is the second best relic for a Bestie team.
  • Sacred Infant: You'll have no shortage of critical hits when using Besties, but this relic make your crit chance almost as high as your hit chance. Being Nature (and thus fully benefiting from Grand Aberration) means a physical Madness build can really (ab)use this class as one of its main damage dealers.
Charlatan
CHARLATAN - Life (Greed Exclusive)

Main Stats: Cunning and Knowledge. Basic ability is a physical attack that scales with Cunning.

Innate Stats: Evasion+25, Crit Argument +10, HP-25%. Charlatans are meant to be evade tanks, and these buffs ensure that you'll have a good evasion rate even if you focus on knowledge. Sadly the crit buff only helps Con, but a physical Charlatan can still benefit a lot from that added Evasion. Just be mindful of its low HP as it'll tend to break somewhat easy if they can't evade.

Abilities:
  • Con (Reason): Deals Life Morale damage and steals Materials equal to 25% damage dealt. Scales with Knowledge. The only morale attack of the Charlatan, but not a great attack altogether. The materials stolen, while flavorful, are too little to be really impactful. Get it if you intend to have Reason synergy, avoid it otherwise. B-rated
  • Show-Off Heritage (Grace): Deals Ancestral physical damage to all enemies. Scales with Cunning. One of the rare AoE physical attacks, Show-Off Heritage is nice if you intend to have your Charlatan be a support character. Having 3 targets means you also have much higher chance to crit. Make sure you have enough physical accuracy to use it. A-rated
  • Golden Scepter (Fear): Deals Life physical damage. Scales with Cunning and Knowledge. Deals the most damage of all Charlatan abilities, and it is your best bet if you want the charlatan to be your main damage dealer. A-rated.

1st Passive:
  • Heritage Talks: Small chance to counter physical attacks with Show-Off Heritage. You should pick this if you want to have your Charlatan as your main damage dealer. It'll compliment very nicely your damage output against physical enemies. A-rated
  • Rob the Fools: Critical hits apply -20 physical and morale accuracy to the target. This complements very nicely the Charlatan's role as a critfisher and dodge tank, especially if you fill your mind with Show-Off Heritage to debuff all enemies. A-Rated

3rd Passive:
  • Thievery: All abilities steal extra 25% damage done as materials. The extra materials are nicely themed, but its hard you'll earn enough to make a difference. It is better on Morale Charlatans as it stacks with Con. B-rated
  • Greedy Heart: +10 Critical Hit and Critical Argument Chance and +25% damage on critical hits if the Charlatan have less than 50% HP. Resistance vs Dark. This is a nice passive that always applies if you go for max martyrdom, giving you an extra edge to win the battle. B-rated

Last Passive:
  • Con Artist: Gain +20% Knowledge and Charisma whenever an ally uses a Reason ability. A great ability that makes the Morale Charlatan very strong with the Reason package. S-rated
  • Razzle Dazzle: Gain +25% Cunning whenever an ally uses a Sorcery ability. Not as great as Con Artist since Sorcery doesn't have the support Reason has, but strong nonetheless. Cunning-based Charlatans are in a better spot than Morale Charlatans anyway, so there's no problem on them getting a weaker passive. A-rated

Remarkable Major Relic Synergies:
  • Golden Mask: One of the biggest problems with Charlatan is their lack of accuracy. Golden Mask helps that for the physical Charlatans, meaning you can do without having a high Might and still hit your skills reliably. The Critical hit damage increase is icing on the cake, and you can abuse it to end sacraments before they even begin.
  • Idol of Greed: Knowledge is a very strong stat with lots of traditions that combo into it. However, to fully abuse it as a Charlatan, you need to replace several of your attacks with Con and/or Golden Scepter... Which Golden Masks helps immensely. Whether you're doing a physical or morale Knowledge-based Charlatan, you can't get better than using the Idol of Greed. Just remember that you don't have the Mask's accuracy boost, so don't neglect your Might or Charisma!
Chieftain
CHIEFTAIN - Ancestral

Main Stats: Might and Charisma. Basic ability is a physical attack that scales with Might and Charisma.

Innate Stats: HP+25%, Initiative +10, Defy-25. Albeit the increased HP and Initiative help a lot, the lack of Defy can hurt. Be very careful to bring Chieftains against strong Morale attackers if you don't have a good defense plan in mind (high devotion and/or a dedicated Morale Intercepter), but if you can avoid those pitfalls, Chieftains can help end the Sacrament before it even begins.

Abilities:
  • Totem Slam (Overpower): Deals Ancestral Physical damage. Scales with Might and Carisma. Chieftain's only physical attack, but strong enough to warrant its inclusion on physical teams. A-rated
  • Intimidate (Fear): Deals Ancestral Morale damage. Scales with Might and Charisma. Another vanilla attack, but deals very high damage. A-rated
  • Mighty Rally (Grace): Deals Ancestral Morale damage to all enemies and increases your Disciples' Might and Charisma by 10%. Scales with Charisma on Might Rally and with Charisma and Might on Mighty Rally +/++. Very strong attack that buffs both physical and morale teams. S-rated.

1st Passive:
  • Leader of God: After using a Fear, Grace or Overpower ability, grant a random ally +25% Might and Health. Very good on physical builds, but still worth it on Morale builds. A-rated
  • Bodyguards: Allied Disciples gain +10 morale armor and increased chance to intercept physical. Good defensive ability against physical teams, mostly useless agaisnt morale teams. Chieftains are inherently glass cannons, so having allies able to intercept is great. A-rated

3rd Passive:
  • Wild Envoy: Start with an extra turn if there's a Nature Disciple on your side. Combos very nicely with the plethora of buffs the Chieftain can dish, but requires a nature ally. S-rated
  • Courage: Allied abilities gain + Might scaling for damage. Incredibly good on physical teams, but still great on morale ones. S-rated.

Last Passive:
  • Commander: + 25% Charisma every time another ally uses a Overpower ability. This ability is just icing on the cake. It is powerful, but overshadowed by the Chieftain early abilities. You'll probably want your gold disciples on other classes. B-rated
  • Serenity: + 25% Might every time another ally uses a Fear ability. Again, this ability is overkill. It is powerfull, but overshadowed by the Chieftain early abilities. You'll probably want your gold disciples on other classes. B-rated

Remarkable Major Relics Synergies:
  • Voice Trasher: You got AoE that scales with Might on Might Rally + and ++. If you can spare the extra ability points, the Chieftain can make your team surprisingly tanky with both the AoE on Voice Trasher and Bodyguards, all while dishing great damage and buffing your team.
  • First Word: Chieftains aren't the best classes to use on Peace, but they can become impressive morale attackers anyway, and Might Rally synergizes with Turn the other Cheek. All in all, not my first option, but useful anyway.
  • Holy Rose: Infatuated is very strong, and having AoE to dish out that unfatuated is always great. A team with a Lust Priest, a Chieftain and a Songsmith can use the multiple AoEs and different scalers from the passives (+ charisma, + might and + cunning scaling for all allies) to the fullest extent, converting huge swaths of the crowd.
  • Fire Heart: Fire Heart removes one of the biggest weaknesses of the Chieftain by giving him some much needed bulk. That, alongside the Chieftain's Bodyguards ability, means you can almost ignore completely Health and still have a pretty good physical defense.
  • Sacred Infant: Chieftains usually don't do many critical hits, but they got some high-damage abilities on both Intimidate and Totem Slam, so they can benefit from this nicely. Also, Intimidate fits nicely on Cult of Silence builds.
Cook
COOK - Nature (Generosity Exclusive)

Main Stats: Knowledge and Charisma. Basic ability is an morale attack that scales with Knowledge.

Innate Stats: |Critical Argument +10, Initiative +10, Physical Armor-10. Ah, the Cook. Between its high Charisma and Knowledge, an both Init and Crit buffs, it is a very strong and reliable hybrid of attacker and support against morale teams, but has a clear disadvantage against physical teams. Having no HP buff and a Phys armor debuff (along with an ability that increases enemy physical attack) means it can be one-shot with some ease, so be wary of that, and/or take some defensive precautions, either with Health or other physical defensive boosts, or with a dedicated physical tank to bring alongside it.

Abilities:
  • Split Meal (Reason): Does Direct conversion, increases Morale damage and heal self and ally, scales with Knowledge. Very strong option for morale teams and even better against physical. A-rated
  • Miracle Bounty (Sorcery): Deals Nature Morale damage, but also increases target's physical damage. Scales with Knowledge and Charisma. Great attacking option against teams with no physical attacks and/or low morale defense. Shouldn't be used against Smitesword, even with the type advantage. A-rated
  • Nurse (Grace): Deals Divine Morale damage. Scales with Charisma. A vanilla attack, may help against Ancestral disciples. B-rated.

1st Passive:
  • Banquet: -30% Cunning for all oponents. Good overall passive, as it lowers initiative, crit chance and evade chance for all enemies. Even better if you pair your Cook with physical disciples. S-rated
  • Aromas: +25 Morale Accuracy for all allies. Great to AoE morale teams, especially if paired with songsmiths and chieftains (for increasing the hitchance on attack all abilities), but most single-target attackers should not need this most of time. A-Rated if going morale, C-rated otherwise

3rd Passive:
  • Good Chef: +10 Devotion and Resistance vs Divine. A mediocre option since the Cook already have type advantage, and the +10 devotion helps but has not great synergies overall. B-rated
  • Force Feed: Counters with Miracle Bounty when enemy Defies. A counterproductive abilitiy, since 2 parts of it synergize with morale attackers (Miracle Bounty increases Morale attack, and the more morale attackers you have there's more Defy opportunities), but if you have lots of morale disciples you'll want the Aromas passive which lower enemy Defy chance. C-rated

Last Passive:
  • Generous Taste: All allies gain extra morale damage whenever an ally uses Grace ability. Very strong ability that synergize with Grace attacks, which Morale attackers have plenty of. S-rated
  • Lively Feast: Gain +10% Knowledge and Charisma whenever an ally uses a Life Ability. Very good since Cooks have nice synergy with both Guardians and Songsmiths, since Life Disciples have advantage against Dark disciples and you can use Nurse to fight Ancestral disciples ( who would deal more damage against your Life disciples). A-Rated

Remarkable Major Relic Synergies:
  • Fiery Heart: This shores up the main weakness of the Cook - being one-shot before it can heal himself back. Having a boosted physical armor also improves your healing abilities because it is harder to remove the HP to begin with. Fiery Heart is a nice complement to Generosity builds and the Cook is no stranger to that.
  • Divine Recipe: The Cook is one of the classes in the game that can better use Knowledge, and having high faith from that open ups many tradition options. While Divine Recipe has almost no effect in-Sacrament, its powers will completely change your priorities in tenet selection and city building.
Cultist
CULTIST - Dark (Madness Exclusive)

Main Stats: Might and Knowledge. Basic ability is a morale attack that scales with Might.

Innate Stats: Critical Hit+25, Critical Argument +25, Physical Accuracy -10. These increased Critical chance bonuses really help with the risky nature of the Cultist, helping especially with its weak earlygame. The Phys accuracy is quite minor and should not be a problem if you invest in enough Might, but be wary of giving physical abilities from Traditions to your cultist, especialy AoE ones, if you don't focus really hard on Might..

Abilities:
  • Aberrant Touch (Overpower, Sorcery): Deals Nature Physical damage. Scales with Might. Reduces the target's Cunning. The only physical attack of the Cultist, and has a nice debuff attached to it. A-rated
  • Corrupt Vision (Sorcery): Deals Dark Morale damage. Scales with Might and Knowledge. Most damaging ability on the Cultist's arsenal. If you need to deal damage with it, this is the one to use. A-rated
  • Words of Madness (Fear): Deals Dark Morale damage and reduces the enemy crowd conversion equal to half damage dealt. Scales with Knowledge. Not as damaging as Corrupt Vision, but can help immensely against Morale attackers. A-rated.

1st Passive:
  • Corrupt Power: +1 Knowledge per 5 Might in your team at the start of a Sacrament. Lynchpin of the physical madness build. Great when paired with a Rage Prophet. A-rated
  • Perfect Fodder: Cultist and his allies cannot receive the Broken Faith Status and do not lose converts when broken. This ability is amazing and can help you ignore defense stats for a completely offensive build. A-Rated

3rd Passive:
  • Surge of Might: The Cultist's Abilities gain +Might scaling. The second piece of the mighty cultist puzzle, this ability makes the Cultist a very strong damage dealer. Unfortunately not as good as other +scaling abilities since it is not global. B-rated
  • Critical Madness: All allies gain + 10 Crit Chance and +25% damage from Critical Hits. Very strong on crit builds, and still good for non-crit builds. A-rated

Last Passive:
  • God of Magic: All Sorcery abilities gain two extra Knowledge scaling. This ability is almost game breaking if you manage to exploit it with lots of Sorcery abilities. Very strong, especially when paired with both Surge of Might and Corrupt Power. S-rated
  • Force from the Deep: Gain +25% Might and Knowledge whenever an ally uses a Overpower ability. Pick this if you focused more on Overpower rather than Sorcery. Strong for both Morale and Physical builds. A-rated

Remarkable Major Relic Synergies:
  • Blessed Infant: Cultists generally have a bad early game, as it is hard and costly to keep both Might and Charisma strong enough so you can use Babble well. Blessed Infant helps a lot with that, giving you free criticals that synergize a lot with the other Cultist abilities, even on a morale build. A strong and stable pick to help your Cultist deal as much damage as they can.
  • Secret Pyramid: Secret Pyramid is very strong, but also very hard to use well. The fact that Babble does not scales with Knowledge means you'll only able to apply Madness with your special abilities. Once you're in the mid-late game and you have enough miracles and ability points to use it well, however, it becomes a godsend, increasing both your defense and offence.

Druid
DRUID - Nature

Main Stats: Knowledge and Devotion. Basic ability is a morale attack that scales with Knowledge.

Innate Stats: HP+25%, Morale Armor +10, Critical Argument -10. Druids are one of the best tanks in the game, and these stats help it both resist better morale and physical attacks. However, they are a bit weaker offensively than they should be, especially if they don't focus on Knowledge and Charisma.

Abilities:
  • Entangle (Sorcery): Deals Nature Physical damage, and makes the enemy unable to deal morale damage. Scales with Knowledge. It also have a bonus to hit chance, making you more able to hit it even without great Might. Druid's only physical attack, and mostly useful to defend against morale attackers. A-rated
  • Wisdom (Reason): Deals Nature Morale damage, increases morale armor and raices intercept (morale). Scales with Devotion. A great way to protect yourself and your team against single-target morale attackers. Shame its damage is so low. B-rated
  • Marvel of Growth (Grace): Deals Nature Morale damage. Scales with Knowledge. A vanilla attack, but the strongest the Druid can offer. B-rated.

1st Passive:
  • Nature's Defiance: +10 Morale Armor for all allies. A great way to help your team fight morale enemies. B-rated
  • The Four Truths: Allied Morale abilities gain Knowledge scaling. Great to morale teams, almost useless for physical teams. The only +scaling passive that only target morale attacks (all other +scaling passives affect morale and physical abilities), which is the thing that prevents it going S-rating. A-rated

3rd Passive:
  • Spell Combo: Uses entangle when another ally uses a Sorcery ability. Great ability if you have enough allies with Sorcery. A-rated
  • Skeptic: Druid's Morale abilities gain Morale Armor scaling. Druid is guaranteed to have high Morale Armor, so this is always a great pick. S-rated.

Last Passive:
  • Peacekeeper: Heal and Convert whenever another ally uses a Reason ability. Scales on Devotion. This passive turns the Druid from a Morale tank to a general tank, greatly improving your defense. S-rated
  • Serenity: +25% Knowledge each turn after the first. Another superb passive from the druid, since its abilities do scale with knowledge. A-rated

Remarkable Major Relics Synergies:
  • Halo: Druids are guaranteed to have high morale armor, so this will grant you lots of extra XP quick and fast. Having your miracles done faster helps a lot bringing the Druid up to speed, making Druids (along with Zealots) a fantastic class to use with Halo.
  • Holy Water: Tanking isn't that useful if you can't deal damage either. Holy water ensures your high devotion is turned into a very strong attack, so having a Druid with high devotion ensure you can tank while contributing to it. Just make sure you have the morale accuracy needed to actually hit it.
  • Idol of Greed: One of the biggest problems of the druid is that it has abilities so different he can lose focus and be hard to control. Idol of Greed give you enough Ability points that you can tailor the Druid's mind to whatever you want it to do - damage, tanking, or clouding, all while also increasing its power with knowledge.
  • Divine Recipe: Forget Devotion and focus on Entangle or Marvel of Growth. Divine Recipe does not actually help you win sacraments, but it is such a nice economy booster (since you won't be needing Adoration tenets and early Garden upgrades as much) that you can pump your disciples to insane levels.
  • Secret Pyramid: One of the Secret Pyramid's weaker points is how hard it is to come up with Knowledge attacks. Other than the Cook (who can't use Secret Pyramid), and the Druid, no basic ability scales with knowledge, so the opportunities to apply Mad are scarce if you forgo the Druid. Its even better with the Four Truths, which give knowledge scaling to all allied abilities and thus make them apply Mad like... CRAZY. You'll notice how stronger you become once you have a Druid in no time.
Executioneer
EXECUTIONEER - Dark (War Exclusive)

Main Stats: Might and Health. Basic ability is a physical attack that scales with Might.

Innate Stats: Critical Hit Chance +25, Optimal Targeting increased, Evasion -25. Executioneers hit hard and will try to hit the weakest targets, even if you have a low cunning and knowledge. Be wary that you cannot completely ignore health or the enemy retribution can be problematic, as it has no defense buffs and an evasion penalty. Going for physical armor instead of cunning is the best defensive strategy, but if you want to keep having critical hits past the early/mid game, its best to have at least some cunning.

Abilities:
  • War Wind (Sorcery): Deals Dark Physical damage to all opponents. Scales with Might and Health. Great to help other classes to break their opponents. You'll need a good Might rating to overcome the -hit chance innate from AoE attacks. A-rated
  • Rend (Overpower): Deals Ancestral physical damage and reduces target's Physical Armor. Scales with Health. Low damage, but the armor-reducing effect can really enhance your total damage output. A-rated
  • War Reaper (Overpower, Fear): Deals Dark Physical damage. Scales with Might. Vanilla damage, but it is the biggest scaling of the Executioneer. Focus on this if you don't want your Executioneer to be an offensive support class. B-rated.

1st Passive:
  • Killer: Will be more likely to target a low health opponent. Can be improved with Knowledge. It can help to more quickly break yout opponents, especially if you go with War Reaper. Do keep in mind that this benefits from the increased targeting innate to the class. B-rated
  • Brutal: +25% Base Physical damage. Helps you breaking your opponents faster. Roughly equal to one extra attack each Sacrament. A-Rated

3rd Passive:
  • Relentless: Small Chance to act twice. Very strong, but only if you manage to get very high faith. A-rated
  • Bully: Rend and War Reaper remove converted Followers. Helpful against morale teams, and can generally increase your score, but almost useless against physical teams. B-rated

Last Passive:
  • Bloodbath: Chance to follow Up when an ally uses an Overpower ability. Very strong since most physical teams have Overpower abilities. Extra strong when you have high Faith. S-rated
  • Avatar of War: Gain +25% Might whenever an ally uses a Fear ability. Another piece of the strong Fear synergy this game has. Not as strong as Bloodbath, but usefull if you focus on Fear Abilities for things like the Cult of Silence. A-rated

Remarkable Major Relics Synergies:
  • Voice Trasher: Executioneers and the Voice Trasher are a match made in heaven. War Wind is one of the few AoE Might abilities, so it'll trash the voice of all enemies. Be sure to keep your initiative high enough so you can keep up and trash their voices before they can attack.
  • Eternal Shield: As an Executioneer, you'll have great damage and defense. This relic helps you be a little more defensive and keep a high damage, and even if you're not focusing on Health, every little bit of damage helps breaking the enemies quickly. Eternal Shield may not be as flashy as the Trasher, but will surely help you win faster and easier.
Guardian
GUARDIAN - Life

Main Stats: Health and Cunning. Basic ability is a physical attack that scales with Health.

Innate Stats: , Intercept Physical increased, HP + 50%, Critical Hit Chance -25. A fantastic tank status, making Guardian the highest HP in the game. Either building Health and/or Cunning can work, as the increased Physical Intercept can help you be a dodge tank and still protect your friends even without a huge Health value. The decreased Critical Hit chance lowers its offensive capabilities, especially on physical comps, but still keep Wall comps very strong on Morale teams.

Abilities:
  • Life Strike (Sorcery): Deals Life Physical damage. Scales with Cunning. A vanilla attack, but the strongest the Guardian can offer. B-rated
  • Wall (Grace): Does Healing, increased Physical Armor and chance to intercept to self and does direct conversion. Scales with Health. This ability comboes best with a morale playstyle, but is useful for all teams when facing physical enemies. S-rated
  • Shield Bash (Overpower): Deals Life Physical damage. Scales with Health. Deals Damage and may stun the target for 1 round. A-rated.

1st Passive:
  • Vigilance: +100 Initiative. Synergizes with Shield-Bash health builds since you'll want this extra initiative to stun your enemies before they can act if your cunning is lower. However, It is severely outclassed by Great Defender. B-rated
  • Great Defender: Direct conversion based on Health when Intercept physical. Especially strong on Morale teams, but useful in all strategies. Has huge synergy with Wall. S-rated

3rd Passive:
  • Force of God: +50% base physical damage. Great if you somehow have a high Might Guardian and do not use lots of Walls. Mediocre if you go for a morale team with wall/great defender. B-rated
  • Spiked Shield: Chance to counter physical attacks. Scales with Health. Again, a mediocre passive for morale builds, but better for Wall Guardians. B-rated.

Last Passive:
  • Juggernaut: + 20% Might and Cunning every time another ally uses an Overpower ability. A fantastic offensive passive on a defensive class, especially on physical builds. It really shines if you somehow make an offensive Guardian. B-rated
  • Mountain of Life: +30% Health. Resistance vs Dark. Synergizes very well with Wall and Shield Bash. Resistance vs Dark is just the icing on the cake. Best passive for morale builds. A-rated

Remarkable Major Relics Synergies:
  • Eternal Shield: The best major relic for Guardians, hands down, since not only they have a nice innate physical armor, but they also have a physical armor boosting ability. Your Guardians will hit like a truck with this one.
  • Anklet of Joy: The Anklet is functionally almost the same as the Eternal Shield, since Guardians have both high armor and high evade. The lack of Wall synergy hurts a bit, but if you're making a Cunning Guardian this is great nonetheless.
  • Cleansing Apple: Guardians' biggest weakness are their lower Morale defenses, so this helps a lot against morale attackers. Splash a little knowledge on your Guardian and it'll become an ubertank, great against all kinds of damage.
  • Golden Mask: Guardians aren't the best Mask users, but if you have the ability points to spare, you can surely make a nasty Cunning Guardian with Life Strike, playing almost as a tankier version of the Beast Walker.
Harbinger
HARBINGER - Dark

Main Stats: Health and Knowledge. Basic ability is a physical attack that scales with Health.

Innate Stats: Physical Accuracy +30, Morale Accuracy +30, Morale Armor -10. This is a fantastic innate that means you can almost ignore Might and Charisma and still have a great accuracy on the early and mid game, meaning you can focus harder on Health and Knowledge and still be relevant. Be wary of the morale armor reduction, especially if your Defy isn't high enough to dodgetank. At later stages of the game, Might and Charisma become more relevant, but not to the amount you'll need on other classes to keep hitting.

Abilities:
  • Shattering Spell (Sorcery): Deals Dark Physical damage. Scales with Health. Just a basic attack, but is also the only physical option the Harbinger has to offer. Pick this if you really need a Harbinger in your physical team, avoid otherwise. C-rated
  • Mortify (Fear): Deals Dark Morale damage and has a chance to Fear. Scales with Health and Knowledge. Fear is another clouded thought and should be used on the Clouded strategy. Damage is also the biggest on the Harbinger. A-Rated
  • Demoralize (Reason) Deals Dark Morale damage and lowers Morale armor. Scales with Knowledge. Good if you're going morale and do not want to go for the Clouded strategy, but damage-wise weaker than Mortify, unless you have Reason boosters (like School of Philosophy). It is still highly rated because how good the whole Reason package is. A-rated

1st Passive:
  • Heavy Aura: -10 morale armor for all opponents. Great damage booster if you have a morale team. Be careful that the game treats this as an attack to trigger other passives. A-rated
  • Weakening Aura: -25% might for all opponents. Helps against physical teams, but mostly useless against morale teams. The passive of choice in case you're going for a physical build and get a Harbinger. B-rated

3rd Passive:
  • Channel Negativity: +5% Charisma and Might per enemy debuff. A great offensive buff that synergize with both the Clouded strategy and Demoralize. A-rated
  • Dark Guardian: Increases chance to block Physical attacks and gains resistance vs Dark. A good passive that helps against all physical teams, Dark or otherwise. As the name implies, this loses most of its lust if you have a Guardian on your team. B-rated

4th Passive:
  • Break & Berate: Follow Up another Ally's Reason ability. A very strong choice if you have plenty of allies with Reason abilities. A-rated, bump to S-rated if you have School of Philosophy.
  • Reaper: +20% Might and Health every time another ally uses a Fear ability. Another very strong option, but unfortunately does not synergize with Demoralize and Mortify. However, if you go with a physical Fear team, this ability can make the Harbinger your strongest Disciple. A-rated

Remarkable Major Relics Synergies:
  • Eternal Shield: Eternal Shield is great, and the high damage is very welcome, but Harbingers have little reason to be physical, and need many Ability points to ensure they'll have only Shattering Spell. Overall, it helps, but unless you're doing a morale War build (which is unlikely), you probably won't be able to use it to its fullest extent.
  • Cleansing Apple: Harbingers become very scary with Cleansing apple. Its natural aptitude to health and knowledge will have its defy rise to sky-high levels while also having a great physical armor. Harbingers become one of the best, if not the best ubertanks with the Apple. Surely the best relic for Harbinger.
  • Idol of Greed: Idol help you tailor your disciples to whatever you want them to be, and the Harbinger (as most hybrid classes) really need a great mind to be used to its full power, and the Idol of Greed helps you achieve that.
  • Divine Recipe: Again, you'll not get any in-sacrament boosts from this one, but the increased Faith is such a strong economic boost you will not regret picking it. Also, a handy advantage of using Harbingers with Generosity is how many debuffs you can whip out even before the Sacrament start (Heavy Aura, Weakening Aura, Banquet) so Channel Negativity pumps you to insane levels.
  • Secret Pyramid: Secret Pyramid gets absolutely bonkers with other Clouded abilities. Most Clouded abilities, however, scale with Charisma, so you need to apply Madness with a different ability. That is not the case, however, with Mortify, which becomes very strong with the Secret Pyramid, applying both Fear and Madness with the same action.
Lust Priest
LUST PRIEST - Nature (Lust Exclusive)

Main Stats: Charisma and Cunning. Basic ability is a morale attack that scales with Charisma.

Innate Stats: Physical Accuracy +30, Optimal Targeting Increased, Fervor -1. The fervor decrease will be a problem in the first island, but after that you can safely ignore it with careful Fervor management. Physical acc is important for a hybrid class like this that does not want to build high Might, and the Optimal Targeting helps you exploit your infatuated opponents' vulnerabilities even harder. All in all, a great innate that makes the Lust Priest an even stronger offensive class.

Abilities:
  • Sensual Touch (Overpower): Deals Light Physical damage and has increased Crit chance. Scales with Cunning. A good damage ability, even greater for a Crit-based build. Not as strong as the Beast Walker's Critical Claw due to lack of class synergies. A-rated
  • Seduce (Grace): Deals Nature Morale damage and inflicts the Infatuated debuff. Scales with Charisma. The best Clouded ability, since Infatuated reduces the target's defenses and gives him a clouded thought. S-rated
  • Alluring Body (Grace, Sorcery): Deals Nature Morale damage to all enemies, with increased damage to Infatuated targets. Scales with Charisma and Cunning. A fantastic ability, able to do incredible damage and spread the love around. Comboes very well with both Major Relics. S-rated.

1st Passive:
  • Get Risky: +10 physical crit chance, +5 morale crit chance. Mediocre at best, may be usefull if your entire team really lacks Charisma. B-rated
  • Attraction: Allied Abilities gain + Charisma Scaling for damage and conversion. Superb ability since Charisma already increases base morale damage anyway. Extra useful on morale teams, but also useful on physical teams. S-Rated
3rd Passive:
  • Sensuality: Allied Grace and Sorcery abilities have 25% chance of inflicting the "infatuated" debuff. Strongest Clouded passive of all if you can focus on Grace and Sorcery. Also makes Alluring Body one of the best abilities on the game, if not the best. S-rated
  • Flexible: +15 Evasion and +15 Defy. Only useful if you focus on Sensual Touch and have no allied grace and sorcery abilities. Good, but pales in comparison to Sensuality. B-rated

Last Passive:
  • Beguile: Steal Converts when ally evades a Physical Attack. Steal is Life and Charisma Based. Only work against physical, which won't be converting a lot of followers anyway. Also needs an evasion heavy team which may or may not be avaiable. Would be much better if it wasn't the last passive. B-rated
  • Bacchanalia: +1 Charisma and Cunning for each 5 Charisma in your team before the start of the Sacrament. A huge bonus to the Lust Priest if you go with a charisma-heavy team. Not as good on a charisma-poor physical team, but still good anyway. A-rated

Remarkable Major Relic Synergies:
  • Holy Rose: Infatuated is the name of the game. Sensuality is one of the strongest passvives on the game, so imagine have Sensuality on all charisma abilities, many of them being AoE? Absolutely bonkers. You can invest on having a mind with lots of Alluring Body copies and your enemies won't know what struck them.
  • Anklet of Joy: Absolutely not as flasy as the Holy Rose, but still very strong. Lust Priests are very offensive characters, so every bit of damage helps. Also, while the Holy Rose has a failure chance and cannot apply to all attacks, the Anklet is always on and increase your damage on all abilities, so it is more forgiving to use.
Rage Prophet
RAGE PROPHET - Ancestral

Main Stats: Might and Health. Basic ability is a physical attack that scales with Might.

Innate Stats: HP + 50%, Optimal Targeting Increased, Morale Armor -10. Alongside with Guardian, the highest HP in the game. Unlike the Guardian, however, more than making the Rage Prophet tank better, this means that you can focus even harder on the offense knowing that you won't fall as easily. Of course, having Health helps with intercept so if you want to abuse Rage and Revenge, you'll still need it. Just be wary that unless you have a good Knowledge to try to dodgetank Morale attacks, you'll be very vunlerable to it.

Abilities:
  • Blind Rage (Fear): Deals Ancestral Physical damage to a random opponent and has lower hit chance. Scales with Might. A strong attack, with a few caveats. The lower hit rate is not as limiting since high Might counters it, but the random target may be annoying. Useful to put the Prophet across a high defense enemy and let the random targeting go for the squishier ones. B-rated
  • Concussion (Overpower): Does elementless Physical damage and has 20% chance to Stun for 2 rounds. Scales with Health. This ability suffers from being the lowest damage on the Rage Prophet, and having only a 20% chance to stun, but the 2 rounds of stun means you can stunlock your enemy. Be wary it is not ancestral, so it won't have advantage against Life Disciples. A-rated unless you have high initiative/cunning, then it is S-rated
  • Ancestral Force (Sorcery): Deals Ancestral Physical damage. Scales with Might. Its a vanilla damage skill, but does almost the same damage as Blind Rage without its downsides. A-rated.

1st Passive:
  • Rage: +25% damage boost after a Rage Prophet gets hit by a physical attack. Does nothing against morale teams, but when it works, it is very strong. High health Rage Prophets are prone to intercept physical attack and trigger this multiple times per round. A-rated
  • Sorcerer's Knight: +1 Might per 5 knowledge in your team at the start of a Sacrament. Usually not good, since Knowledge disciples are usually morale-based and you do not want to mix morale and physical disciples. Exception is Madness, where this becomes very strong when paired with a Cultist. B-rated

3rd Passive:
  • Revenge: Chance to counter physical attacks. Counter scales with Health. A very strong option against physical teams. A tankier Rage Prophet can defend its allies, get Rage and counter attack for devastating damage. A-rated
  • Wild Eye: 25% of Might added to Critical Hit Chance. A great ability for high might Rage Prophets, making it almost a tankier version of a Beast Walker. A-rated.

Last Passive:
  • Magic Strike: Gain +25% damage when an aly uses a Sorcery ability. Stronger for health-focused Rage Prophets since it gets stronger the longer the Sacrament goes on. Also, high might rage prophets this strong may be already able to 1-shot most enemy disciples, and would value hit chance more than damage. B-rated
  • Avatar of Strife: Resistance vs Life and Chance to Follow Up enemy Life abilities. This is a very strong ability for the class since the light classes are usually well-prepared to fight physical characters, with high evade, and defense or heals. Pick it if you know you'll be facing a lot of light disciples. A-rated

Remarkable Major Relic Synergies:
  • Eternal Shield: Rage Prophet is already one of the strongest damage dealers in the game, and you're adding even more damage on top of it. Also, it makes a tankier Rage Prophet (focusing on Rage and Revenge) much more viable. All in all, Rage Prophet is a nice anti-physical beatstick, and the Eternal Shield plays to its strenghts.
  • Voice Trasher: Due to its low morale defense, the Rage Prophet is usually a liability when faced against morale attackers. The Voice Trasher, while not making the Rage Prophet a "morale counter" per se, alliviates that deficiency and gives you a much better matchup against morale attackers.
  • Cleansing Apple: The Apple is another way to have your Rage Prophet not be a detriment to your team when facing Morale enemies. You'll probably want to have some knowledge splashed on it to make it defy better and help with Sorcerer's Knight. Also, avoid Blind Rage on knowledge Rage Prophets since it'll mess with your targetting.
  • Sacred Infant: You can get incredible Crit Chances with this, especially if paired up with Wild Eye. It is a more unreliable way to increase damage than the Eternal Shield, however, since it won't happen 100% of the time, but the payoff is very good, especially on very Might-heavy builds.
Smitesword
SMITESWORD - Divine

Main Stats: Might and Devotion. Basic ability is a physical attack that scales with Might.

Innate Stats: Morale Armor +10, Intercept Morale Increased, Initiative -10. This Innate helps the Smitesword to tank morale right from the gate, so it can be useful even on the very early game when Devotion is lower. The Initiative penalty hurts if you're going for an "end battle soon" strategy, but if you're on a slower and tankier gameplan it is negligible.

Abilities:
  • Judgement (Grace): Deals Divine Physical damage. Scales with Might and Devotion. A very strong attack, especially on + and ++ versions, where it gains more crit chance and even a one-hit KO chance. S-rated
  • Challenge Heresy (Reason): Does Divine Morale damage and increases chance to block morale attacks. Scales with Devotion. This ability screams "Druid" all over it, and feels out of place in this class. Only redeeming quality is if you pair this with Counter Heresy, and its still janky at best. B-rated
  • Smite (Overpower): Deals Divine Physical damage and reduces enemy Knowledge. Scales with Might. While not doing more damage than Judgment, it still has plenty of usage. Lowering enemy Knowledge means it'll have weaker Morale offense via lower crit chance, and will increase the chance it'll target the Smitesword, both by making it intercept easier and lowering enemy Targeting. Also, if you use Challenge Heresy or any other Morale attacks, this also lowers enemy Defy. After all an all-around great debuff ability. A-rated.

1st Passive:
  • Counter Heresy: Chance to counter morale attacks that hit the Smitesword. The bread and butter of the Smitesword. Extra useful on physical teams, but also helps morale a lot. S-rated
  • Witch Hunter: +25% Might and Devotion if there is an enemy Dark Disciple. Effect is strong, but the fact that it only procs when there are enemy Dark disciples and it does not stands against Counter Heresy makes it a bad choice in most cases. C-rated

3rd Passive:
  • Sword of Religion: The Smitesword's Abilities gain +Might Scaling. Another Might buff. The go-to ability if you're running a physical team. A-rated
  • Great Challenger: Convert Based on Devotion when intercept morale Scales with Devotion. The option to go for when running a morale build. A-rated.

Last Passive:
  • Fist of God: + 25% Might every time another ally uses an Overpower ability. An ok offensive passive if you have enough Overpower abilities, especially on physical builds. A-rated
  • Destined: +10% Crit Chance and +25% Critical Damage every time another ally uses a Grace ability. Has a very nice synergy with crit-based Zealot builds, since Blessing is a Grace ability. Unfortunately it comes so late you'll probably not be able to exploit it. A-rated

Remarkable Major Relic Synergies:
  • Voice Trasher: Has kind of an counter-synergy with the Smitesword. You actually WANT the enemy morale attacks to go off so you can counter-attack them, and the Voice Trasher reduces the amount of morale attacks you suffer. In theory, it could be nice with a low-devotion Smitesword, but if you're going for low devotion, why are you picking Smitesword anyway? I mean, the Voice Trasher is great and all, and absolutely works with the Smitesword, but it does feel a bit wasted with it.
  • Halo: Halo is always a good option for high morale defense classes, and the Smitesword is no exception. More critically, Smiteswords are very reliant on their counter passive, and the faster you can get there the better it is. This is why, IMHO, Halo is the best Relic for Smiteswords.
  • Holy Water: Unless you're making a charisma/devotion Smitesword, they aren't the best candidates to cast Holy Water. However, their high devotion surely can increase the power of it, so they work very well with Holy Water. Let yor higher Charisma disciples be the ones to cast Holy Water and put your Smitesword on the middle or lower positions.
  • Sacred Infant: The second best relic to use with Smitesword, as Judgment + and ++ become terrifying with higher crit chance. A shame Madness has a hard time increasing Devotion, but if you somehow manage to make a devotion-happy Madness run, this can be absolutely overpowering.
Songsmith
SONGSMITH - Light

Main Stats: Charisma and Cunning. Basic ability is a morale AoE attack that scale with Charisma.

Innate Stats: Evasion +10, Critical Argument +10, Morale Armor -10. Songsmith is a fantastic attacker and these Innates help it both deal even more damage. Against physical attackers, both Loud Hymn and the Evasion buff make it able to fight toe to toe, but the lack of knowledge and devotion plus the morale armor debuff make it very vulnerable against morale attackers. If you can protect it, though, the AoE attacks it can deliver are nasty and will win you lots of sacraments.

Abilities:
  • Loud Hymn (Overpower): Deals Life morale damage to all opponents and heal all your disciples. Scales with Charisma. A mediocre attack, but better against physical disciples. B-rated
  • Classic Song (Reason): Does Life morale damage to all opponents, but lower your physical armor. Scales with Charisma. Currently has the biggest scaling on all native Attack All attacks. If you're going for an Attack All strategy, this is great. The downside is negigible aginst Morale teams, but be sure to bring someone to protect the Songsmith against physical teams. S-rated
  • Performance (Grace): Deals Life morale damage and increase the Cunning of your team. Scales with Cunning. The only single-target ability this Class have, and a nice global buff. A-rated

1st Passive:
  • Melodies: Removes Hit Chance penalty for Target All Abilities. This passive suffers from negative synergy. It is least useful for high charisma Songsmiths, who would not need that much the extra hit chance, but if you have a cunning-focused songsmith, you'd rather focus on Performance and not need this passive at all. B-rated
  • Elegance: Allied abilities gain Cunning scaling for damage. As all "allied abilities gain scaling" passives, this is a fantastic addition to your team. This makes the Songsmith a great addition to both physical and morale teams. S-rated

3rd Passive:
  • Song: The Songsmith Abilities gain extra Charisma Scaling. Scaling on hit-all abilities is very strong, and Charisma Scaling even more so since its also the accuracy stat and you need accuracy on hit-all abilities. This makes the Songsmith a great attacker instead being just a evasion/support character. S-rated
  • Dance of the Religion: Follow Up when an ally evades a physical attack. This is equivalent as the Beast Walker's Counterslash, if you have a Performance-heavy Songsmith. A-rated.

Last Passive:
  • Mirage: + 25% Cunning every time another ally uses a Sorcery ability. An ok passive if you have enough Sorcery abilities, especially against Physical classes. B-rated
  • Gloria: + 25% Charisma every time another ally uses a Grace ability. An good offensive passive if you have enough Grace abilities. A-rated

Remarkable Major Relic Synergies:
  • First Word: Not the best option for Songsmiths, since you usually already have enough initiative from Cunning anyway, but it opens up the option of focusing on Charisma and yet acting first. All in all, it is a good relic, but a Songsmith should be acting first regardless of it, unless you're fightig other very high initiative enemies.
  • Holy Rose: Holy Rose loves AoE, and the Songsmith is no exception. You'll be able to infatuate targets often and quick with it, and that makes the Songsmith one of the best Rose users. A team of Songsmiths and AoE Lust Priests will obliterate infatuated targets before they can even dish out damage.
  • Anklet of Joy: Another great idea to pick with Songsmith. Extra damage is always great, and unlike the Rose, the Anklet works with all Songsmith's abilities. Also keep in mind that Performance boosts evasion, so it increase the damage of all your characters when paired with the Anklet.
  • Golden Mask: Mask seems very weak with the Songsmith, since Cunning does not increase morale critical hits and usually Songsmiths won't do many critical attacks. However, since Elegance turns all abilities into Cunning abilities, this means that all allied characters, with all abilties, benefit from Golden Mask. This is incredbly strong and you could (ab)use it as much as you like.
  • Fiery Heart: This relic helps with one of the weak points of the Songsmith: its lack of physical defense. Having this extra armor on Songsmith helps a lot when fighting high might enemies that can overcome its evade power. This is even better if you'd rather use the healing powers of Loud Hymn, since more Physical Armor means your HP can block more damage.

Weaver
WEAVER - Dark

Main Stats: Knowledge and Charisma. Basic ability is a morale attack that scales with Charisma.

Innate Stats: Defy +25, Optimal Targeting Increased, HP -25%. These modifiers make the Weaver a great dodgetank against morale attack, especially AoE ones, but also give it a clear physical weakness. Use the good targeting to place the Weaver in a safest position where it can avoid the attacks and survive while still unleashing its great damage skills on the weakest enemy disciple.

Abilities:
  • Nightmare (Sorcery, Fear): Deals Dark Morale damage. Scales with Knowledge. A vanilla attack, but good for sorcery and fear synergies. Also have increased Crit Chance. A-rated
  • Mind Stare (Overpower): Deals Dark Morale damage and dazes the opponnent. Scales with Charisma. The basic attack in the Clouded strategy, this ability may make the enemy lose their turn. S-rated
  • Scold (Reason): Deals Dark Morale damage. Scales with Charisma. Vanilla attack that is only useful for Reason strategies. It got higher hit rate, but the increased hit chance is mostly wasted on a high-Charisma build. B-rated.

1st Passive:
  • Punish the Feeble: Counter Clouded actions. The lynchpin of the Clouded strategy, it makes you able to really capitalize on clouded actions. S-rated
  • Power Word: +25% base Morale damage. Another great offensive passive, it is a great option if you don't want to capitalize on clouded actions, for example by focusing on Reason synergies. It is roughly equivalent to 1 Punish the Feeble per fight. A-rated

3rd Passive:
  • Dazing Doom: Nightmare and Doom daze for 1 turn. Only useful if you manage to get your initiative high enough to act before your enemies. If you can do that, this passive is very useful even if you do not go for a Clouded Action. If you can't, this is almost useless. S-rated if you can abuse it, C-rated otherwise
  • Foresight: Gain 50% of Knowledge as Initiative. The option to pick if you can't raise your Weaver's initiative otherwise. A-rated.

Last Passive:
  • Dreamweaver: + 20% Charisma and Knowledge every time another ally uses a Sorcery ability. A fantastic offensive passive if you have enough Sorcery abilities. A-rated
  • Whither: Cast Purple Haze in the first turn if there is an enemy Nature Disciple. Purple Haze deals damage and dazes all enemies for one turn. It is powerfull, but only if you face Nature disciples often. B-rated

Remarkable Major Relics Synergies:
  • First Word: First Word was made for the Weaver. One thing you'll probably resent a lot when playing Weaver is that the Clouded actions are much stronger if they can be applied before the enemy acts. First Word solves that problem easily and cleanly, and it brings the Weaver to another level.
  • Holy Rose: Weavers are fantastic Holy Rose users, especially after they get Punish the Feeble. They have no AoE attacks, but are the kings of punishing enemies once they're in love (and/or dazed, of course).
  • Fiery Heart: As most Morale offensive attackers, Weavers have a hard time against strong Physical attackers. Fiery Heart help you endure physical attacks, while you set up your Dazes and/or spam Scold/Nightmare. All in all, Fiery Heart is a nice safety net to use Weavers.
  • Divine Recipe: Weavers, being one of the prime knowledge Classes, are best suited to use Divine Recipe's economic boost to its fullest. In addition, remember that Faith influences your passive's chances to happen, so the Recipe is always an easy way to cook up some Punishing.
  • Idol of Greed: Idol of Greed will help you shape your mind as you seem fit, either to prepare for some dazing or to optmize Reason scaling. Either way, it is a very strong boost to your disciples and will make your Weavers come up faster and stronger.
  • Secret Pyramid: Unfortunately only Nightmare procs Secret Pyramid, but if you got enough Knowledge abilities (or a friendly Druid) to spread the madness, there's no better class to punish it than the Weaver. It requires a bit more preparation to use the Pyramid instead of the Rose, but once you get it rolling, the enemies will feel very feeble.
Zealot
ZEALOT - Divine

Main Stats: Devotion and Charisma. Basic ability is a morale attack that scales with Charisma.

Innate Stats: Initiative +10, Morale Armor +10, Physical Armor -10. The initiative buff is crucial to both use Blessing and Question before others (allies and enemies, respectively) so you can fully enjoy its effects. The Armor parts double down on the Zealot ability to resist morale attacks while giving it a clear weakness against physical attackers. Having a tankier ally to complement the team greatly helps the Zealot, one of the strongest classes in the game.

Abilities:
  • Question (Reason): Deals Divine Morale damage and dazes the enemy. Scales with Charisma. A great offensive and defensive tool, very useful in the clouded strategy with Weavers. Its biggest downside is that it only lasts 1 round. You should either get initiative or Reason synergies (or both) to use it to its fullest extent. A-rated.
  • Blessing (Grace): Deals Divine Morale damage and raises critical chance of all allies. Scales with Devotion. This ability enables the crit strategy and is also a great option. Your Zealot should either focus on Question or Blessing and not mix the two. S-rated.
  • Castigate (Fear): Deals Divine morale damage. Scales with Charisma, but at Castigate + and ++ gains a minor Devotion scaling. C-rated at Castigate and B-rated at Castigate + and ++.

1st Passive:
  • Righteousness: Follows Up after another ally scores a critical hit. Lynchpin of the Crit strategy, should be paired with Blessing and Knowledge and/or Cunning disciples. S-rated.
  • Zeal: Allied abilities gain + Devotion scaling for damage. Go for this one if you're not doing the crit strategy, as free damage is always great. A-rated.

3rd Passive:
  • Willpower: 40% of Devotion added to Critical Argument Chance. A good buff, especially if you go with double Zealots. Unfortunately it is rare that you can spare 2 purple/gold tokens to have double zealots with this. A-rated.
  • Judge Ancestors: Chance to counter opponent Ancestral Abilities. Great if you're fighting lots of Ancestral disciples, useless otherwise. B-Rated.

4th Passive:
  • Hell: +10% Charisma for all allies whenever another ally uses a Fear ability. Very useful in the Clouded strategy, as dazing classes have plenty of Fear abilities. A-Rated if going morale, C-rated if going physical
  • Forgiveness: +25% Devotion whenever another ally uses a Grace Ability. Only helps against morale teams, unless used alongside Blessing (and/or Castigate +/++). A-rated if going Blessing, C-rated otherwise

Remarkable Major Relics Synergies:
  • First Word: Both Crit-Zealots and Reason-Zealots get great mileage out of the First Word. Critical hit builds benefit a lot from hitting first before the enemy can retaliate, ending battles as soon as possible. Reason Zealots can Daze their enemies before they act, ensuring you can fully use their defensive abilities. Either way, it'll increase a lot your combat power.
  • Halo: This relic won't increase your in-sacrament power directly, but having your disciples at max level as soon as possible is a fantastic power increase, and the Zealot even got an innate Morale Armor increase on top of its Devotion scaling, so you'll get lots of quick experience.
  • Holy Rose: Zealots are in a strange position when it comes to the Holy Rose. They don't have an AoE attack to easily apply it, nor are in great position to take advantage of it. However, they are also the best option for a Devotion class on Holy Rose builds, so they might be useful to Lust builds having trouble fighting back Morale attackers.
  • Holy Water: Holy Water builds often suffer to overcome the AoE hit chance penalty on Holy Water. Zealots are the best Holy Water user, having the Charisma to hit Holy Water while contributing to the damage witih its great Devotion. Zealots are probably the lynchpin of Holy Water builds for that reason, and any Purity using them should not neglect Charisma, at least on the Zealots themselves.
  • Fiery Heart: Zealots are innately strong morale tanks, but with the Fiery Heart they become also strong against physical attacks too, making then much safer. With the extra time granted by Fiery Heart, you have more opportunities to crit and proc your righteous passive, or let the enemy cycle through their minds and have its dazed abilities proc.
14 Comments
Spariant4 Mar 9, 2021 @ 5:54am 
4. I think you underrank the Harbinger's physical tank passives (miracles 1 & 3). They can be your morale team's lifeline against physical teams, especially if you have nature disciples (eg. with Generosity).
Of course a guardian does it better, but Harbingers have the advantage of doing morale damage while physical tanking...
Spariant4 Mar 9, 2021 @ 5:34am 
your research is commendable!
I agree with pretty much all of your rankings :steamthumbsup:. Here are some comments, more to follow as I keep playing the game...

1. For the Rage Prophet, note that Wild Eye passive does NOT synchronize with Sorcerer's Knight (crit chance does not accommodate the sacrament-only buff to Might). This is really a shame, threw me off my madness build quite badly.

2. The Guardian's Vigilance passive actually harmonizes with Wall too, especially in the early game with a morale team against physical opponents. It guarantees your team will survive.
It's tricky because you really always pick Defender for Wall builds.

3. The Cook has armor debuff? Did this change after release?
frogchamp Feb 10, 2021 @ 10:51am 
This is a great guide! I'm not very good at Godhood, but referring to this guide has helped me improve a lot!! Thank you for updating it for the new update, too!
brunocarvalhopaula  [author] Feb 8, 2021 @ 3:17pm 
Guide updated to version 1.2
brunocarvalhopaula  [author] Jan 15, 2021 @ 10:37am 
Thanks Charlesccj5. I don't have a specific "set of instructions" for each winning build because there are so many combinations and possibilities and you really gonna adapt your build to the islands you plan on visiting and/or the disciples you roll. However, BlackVision has an absolutely fantastic guide in https://steamcommunity.com/sharedfiles/filedetails/?id=2197188792 that should help you getting things like build order and general strategies easier.
Jericho Jan 14, 2021 @ 5:45pm 
this guide is fantastic. Do you have an overview of the different strategies/setups that you've mentioned in the guide? like a 'clouded' build, a 'morale crit' build, etc? New to the game and loving it so far, but finding it hard to plan out builds since a lot of the info is hidden until you unlock it (or are about to).

For instance: to do a clouded build, start with 'peace', select 'first word' relic, unlock weaver/zealot class, train X stat first, prioritize Y buildings/upgrades/traditions, etc.
Pseudolemon Aug 21, 2020 @ 5:54am 
Great guide btw!
brunocarvalhopaula  [author] Aug 20, 2020 @ 5:43pm 
Ooopsie! Thanks Pseudolemon, it should be fixed now.
Pseudolemon Aug 20, 2020 @ 3:06pm 
Minor comment: you swapped Golden Mask and Idol of Greed.
brunocarvalhopaula  [author] Aug 15, 2020 @ 7:08pm 
Ok, guide updated to 1.0