Crimson Tactics: The Rise of The White Banner

Crimson Tactics: The Rise of The White Banner

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General Guide, Classes, Stats, Abilities, Crafting, Mounts etc.
By RexEviL
Use CTRL + F for quick search. Guide Updates Every Saturday, Friday/Sunday if not busy. Feel free to ask anything, anytime.
Official Discord Server
https://discord.gg/cXwWMfg7cs
   
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Difficulty
  • Automatic adjust difficulty level depending on your win/lose rate. It is very good for new players.
  • Normal is good story experience.
  • Hard if you want more than story.
  • Nightmare if you want enemy AI to brutally aim your characters.
Stats & Status Effects
  • STR - Strength. Physical Attack
  • VIT - Vitality. Physical Defense
  • INT- Intelligence. Magical Attack
  • MND - Mind. Magical Defense
  • DEX - Dexterity. Hit Chance and Crit Chance of All damaging attacks
  • AGL - Agility. Dodge and Block chance against all type of attacks.
Buffs
  • Strengthened - Increases STR
  • Fortified - Increases VIT
  • Illuminated - Increases INT
  • Resilient - Increases MND
  • Focused - Increases AGL
  • Nimble - Increases DEX
  • Lively - Increases Movement
  • Quickened - Decreases Wait Time
Debuffs
  • Weakened - Decreases STR
  • Breached - Decreases VIT
  • Fogged - Decreases INT
  • Disturbed - Decreases MND
  • Blinded - Decreases AGL
  • Staggered - Decreases DEX
  • Exhausted - Decreases Movement
  • Crippled - Decreases Jumping range
  • Slowed - Increases Wait Time
Equipments & WT
WT - Wait Time

Less WT - faster turns.

WT is based on class, items and buffs.

All items add some WT, higher lvl/stronger item more WT. You want to balance WT and defense later on.

Block
  • Offhand Shield allows you to block Physical attacks depending on your shield quality and AGL.
  • Offhand Tome allows you to blokc Magical attacks depending on your tome quality and AGL.
  • Using Defend makes your character block 1st physical or magical hit received.
  • If enemy has very High ATK, some damage bypasses block,
  • You cannot block without shield or tome.
Elemental Affinities
Affinity
Dark Magic
Holy Magic
Air Magic
Fire Magic
Water Magic
Earth Magic
Lightning Magic
Ice Magic
Unblessed Magic
Powerful against
Holy
Dark
Fire
Ice
Fire
Air
Water
Earth
-
Weak against
Holy
Dark
Earth
Water
Lightning
Ice
Earth
Fire
-

Characters with Unblessed affinity, can use all type of magic. All other affinities require Mage Class passives to learn and use other type of magics.
Tarot Cards
  • The Magician - INT +4
  • The Chariot - DEX +4
  • The Hermit - INT +2 MND +2
  • Wheel of Fortune - Random +4
  • The High Priestess - MND +4
  • The Empress - MP +8
  • The Fool - AGL +4
  • The Emperor - TP +8
  • Justice - STR +2 VIT +2
  • Strength - STR +4
  • The Lovers - HP+8
  • The Hanged Man - AGL +2 DEX +2
  • The Hierophant - VIT +4
Recruitment/Taming
You can recruit some enemy characters during missions. Not all characters can be recruited.

  • Killing a lot of enemies in mission increases chance to recruit.
  • Killing too many enemies will cause remaining enemies to flee instead.
  • There is a little balance between recruiting and forcing enemies to flee. If you absolutely want to recruit someone, leave at least 2 more enemies around.
Min-Max
Reach lvl 25, current max. Recruit 28 lvl enemy~~ Class change to whichever skills you want.
Min-Max Physical Melee/Ranged
First of all you want high STR and High DEX character to start building. Check all enemies and recruit whichever you like.
I'll list down the notable/good passive and active skills for end game.

Active/Passive Skills:

Warrior - War Strike best in slot active skill, cheap and easiest attack skill to get.
Warrior - Flank, Free attack when ally attacks. Free damage


Ranger- Headshot, best single target ranged physical skill high chance to crit. Skip if you want pure melee
Ranger- Volley, aoe ranged. Skip if you want pure melee.

Duelist - Second Strike, Attack again if enemy dodge or block. It is perfect for end game since you can attack again and if your STR is very high you can penetrate block and deal damage twice.
Duelist - Riposte, Attack if you dodge or block melee. Only use this if you have high AGL

Swordsman - Fleet Footwork, Free DEX

Dark Templar- Poison Coating, add poison to your attacks. Triggers on enemy turn, another free damage
Dark Templar - Heart Seeker, active skill, deals bleed if it hits. Goes well with poison

Notable/Defensive Passives

Knight - Vanguard's March, prevent enemy from advancing 8 tiles around user. Okay
Warrior - Flanking Measures good for defense not must.
Warrior - Dual Wield, only if you want to use handgun
Priest - Mana Shield, If you receive Magic damage create shield and consume MP instead. This is quite good since you don't need MP on Physical Melee/Ranged.
Rogue - Hit & Run, questionable. I prefer to move and hit. Not useful end game.
Rogue - Live Burial, prevent enemy revive. Okay
Duelist - Armored Authority, only if you are using lower tier armor
Berserker - Revenge, situational.

Items
Lance is best, it can hit 8 tiles around user, perfect for Flank.
For 2nd hand either use bow or handgun(dual wield)
Armor - Any piece with low WT up to you
DEX accessory best, STR only if your DEX is very high.
Recommended Class is Duelist due to 5 move and good stat coverage.
Use Attacker AI for afk farming.

Example:

Min-Max Magic DPS/Support
Find Mage with high INT. Level it to max for INT growth.

Active/Passive Skills:

DPS:

Mage - Spellcaster 1,2,3 it is up to you to use as many as you want. For DPS Spellcaster 1 enough.
Mage - Strategic Magic, Makes all Magic skills aoe.
Mage - Uncanny Control, Prevents friendly damage and doesn't buff enemies. Perfect
Mage - Intense Magic, BEST, MUST HAVE.

Swordsman - Fleet Footwork, Free DEX.

Support:

Priest - Rekindle, revival is nice
Priest - Mend, good heal. You can use healing Magic Spell instead. Skip
Priest - Cleanse, Just okay, Not a must

Magic Spells:

DPS must have:

Divine Illumination - Increase INT, use intense for 4x duration. Use it at the start.
Slashing Rays - Best magical attack skill.
Vengeful Slashes - Also Best magical attack skill. Use whichever deals more damage.

Support Extra:

Refreshing Oasis - Increase DEX, only if you need more DEX.
Flowing Water - Heal and remove stunned. Mend and Cleanse alternative
Holy Persuasion - Heal and remove Rotted, Disarmed and Silenced. Mend and Cleanse alternative

Noteable Passives:
Warrior - Flanking Measures, Cancel flanking damage bonus. Good to have
Duelist - Armored Authority. Okay.
Rogue - Hit & Run, Quite good.
Berserker - Last Breath, only if you have free slot.

Items:

Best available staff, 2nd hand empty
Armor according to WT you want.
DEX accessory, we want all skills to be 100% hit.
Either Mage or Necromancer, both have high INT. Whichever looks more pleasing to eye.
Spellcaster AI for DPS
Support AI for Support

Example:
Magic Spells
Light
Information
Wind
Information
Divine Illumination
35 MP Int
Wind Step
35 MP Movement
Slashing Rays
60 MP 1x DMG
Raging Vortex
60 MP 1x DMG
Holy Persuasion
90 MP, 0.8x DMG, Heal and remove Rotted, Disarmed and Silenced
Unswerving Hush
75 MP 0.8 DNG, Inflict Silenced
Dazzling Reflection
120 MP, 1.25 DMG, Inflict Blinded
Staggering Zephyr
120 MP, 1.25 DMG, Inflict Staggered

Earh
Information
Fire
Information
Marl Buckler
35 MP VIT
Inner Flame
35 MP AGL
Sirocco
60 MP 1x DMG
Searing Inferno
60 MP 1x DMG
Sandy Abyss
75 MP 0.8x DMG, Inflict Rooted
Melting Arms
75 MP, 0.8x DMG, Inflict Disarmed
Mudflow
120 1.25x DMG, Inflict Disturbed
Hellish Agony
120 MP 1.25x DNG, Inflict Weakened

Water
Information
Lightning
Information
]Refreshing Oasis
I35 MP DEX
Energize
35 MP WT
Showering Bane
60 MP 1x DMG
Static Shock
60 MP 1x DMG
Flowing Water
90 MP 0.8x Heal, remove stunned
Paralytic Discharge
75 MP 0.8 DMG, Inflict Rooted, Disarmed or Silenced
Fell Morass
120 MP 1.25x DMG, Inflict Exhausted
Lightning Surge
120 MP 1.x25x DNG, Inflict Breached

Ice
Information
Dark
Information
Winter's Oath
35 MP MND
Cruel Strength
35 MP STR
Impaling Icicles
60 MP 1x DMG
Vengeful Slashes
60 MP 1x DMG
Blizzard Burst
75 MP 0.8x DMG, Inflict Stunned
Shadow Drain
75 MP 0.8x DNG ,Inflict Crippled, Recover hp by DMG dealt
Hypothermia
120 MP 1.25x DMG, Inflict Slowed
Arcane Smog
120 MP 1.25x DMG, Inflict Fogged
Crafting
Waiting for more balance update.

TLDR: Craft if item is not available in shop.
Class Change, Class Marks, Class Stat Growth
Class Change is not recommended until max level.

Class marks required for class change has 50% chance to drop when defeat an enemy respective to that class.

All classes have different stat growths. It is not recommended to class change constantly or you will have varying stats aka Jack of all trades, master of none, equally bad at everything.
Mounts
  • All mounts take 1 unit when placing. Meaning, A mounted character requires 2 units to deploy.
  • If your mount dies in mission your character will be on foot with full hp.
  • Mounted melee attacks cannot hit diagonally
  • Mounted characters require 4 tiles.
  • Dragons change your equipped weapon attack to dragon attack which is based on dragon.
  • Dragons Have a lot more hp, def and atk compared to horses


Horses - Minor Boost to stats, Moderate mount HP
Dragons - Use Dragon Stats, Dragon Attack abilities. High Mount HP.

It is not recommended to use horses or more than 1 mount due mounts taking 1 unit place. 8-12 character team becomes 7-11. In most cases it is not worth it. Imagine bringing another dps, knight or priest.
Knight
Recommended to have at least 1 knight. Best used for tanking.
Bash and Shield Bash good for pushing enemies. Vanguard's March great for tanks.
  • Bash - 75 TP 1x damage. Push enemy 1 tile, can push off enemies down cliff or rebound for extra damage
  • Stunning Strike - 100 TP 1x damage, 100% chance to stun
  • Chivalry - melee attacks don't deal friendly damage
  • Hardline Defense - Increase VIT, MND, reduce movement 3 turns
  • Shield Bash - 150 TP 1x damage, only works if you have off hand shield equipped.
  • Vanguard's March - Prevents enemy from advancing within 8 tiles of user. Enemy has to move around
  • Field Sanctuary - 250 TP Damage received by allies in vicinity dealt to this unit instead
Priest
Recommended to have at least 2 Priest above normal difficulty. Every skill good to have, especially for min maxing.

  • Mend - 50 MP 1x damage/undead only
  • Cleanse - 90 MP remove all debuffs
  • Rekindle - 100 MP revive and heal target
  • Exorcise - 120 MP 2x damage, Prevents undead from raising, works on corpse
  • Salvation - Heal and cleanse all debuffs if you revive target
  • Mana Shield - If you receive magic damage, create shield and consume MP instead.
Mage
Recommended to have 1 or 2 depending your progress. Mages are both time, gold and experience consuming class. They require to be at least lvl 9 to start being useful. They are also late bloomers, higher your mage lvl is stronger and more useful they are.

Every passive good for mages, even more for priests. Spellcaster good to have for all priests and mages if you want more utility.

  • Mana Conversion - Convert TP to MP
  • Spellcaster 1 - Increase Magic Spell slot by 2, useable magic affinity by 1
  • Strategic Magic - 0.8x damage Allows you to cast Cross AOE magic. All buff/debuff durations reduced to 1
  • Uncanny Control - AOE skills don't harm allies, don't buff enemies.
  • Intense Magic - 1.25x damage. All buff/debuff durations increased to 4
  • Spellcaster 2 - Increase Magic Spell Slot by 3, useable magic affinity by 2
  • Spellcaster 3 - Increase Magic Spell Slot by 4, useable magic affinity by 3
Warrior
Recommended to have 1-2 or none. They are Offtank melee dps, mainly used for Flank Passive to back up each other.

  • Breach Armor - 100 TP, 1x damage, 100% chance to inflict 3x Breached
  • War Strike - 150 TP, 1.5x damage
  • Flank - When ally melee hits enemy adjacent to you, hit with melee attack
  • Tactical Vantage - Regenerate higher TP
  • Brothers-In-Arms - Gain STR for every ally in vicinity
  • Flanking Measures - Cancel flanking damage bonus.
  • Dual Wield - Allows you to equip one handed weapons on your off hand

War Strike and Flank recommended for all melee. Flanking Measures for everyone with extra slot.
Dual Wield waiting for more tests.
Ranger
Recommended to have 1 or 2 depending on your team composition. They are Mage and Priest Killers also good against other classes. They have high hit and dodge rate

  • Headshot - 75 TP 1x damage, high critical chance
  • Foot Shot - 75 TP 1x damage, 50% chance to root enemy for 2 turns.
  • Magic Suppression - 100 TP 1x damage, 100% chance to silence enemy for 2 turns
  • Volley - 200 TP 1x damage, Cross AOE damage
  • Quickdraw - If you dodge enemy ranged, attack back with ranged weapon, throw rock if possible.
  • Featherweight - Gains the ability to walk on Deep Water tiles. Unkown use so far.
Duelist
You want to class change or get duelist later on due to 5 movement and variety of weapons. Recommended to make your melees duelist after max lvl.

  • Weapon Vantage - If you are using two handed against one handed increase STR, DEX if reverse
  • Precision Strike - 100 TP 1x damage, 100% hit
  • Armored Authority - Receive less damage if your armor tier is lower than enemy
  • Ambush - 200 TP 1x damage, more damage if there are no enemies around
  • Second Strike - Strike again if your attack miss or blocked. Bugged
  • Dual Strike - 200 TP 1x damage, Uses both weapons attack
  • Riposte - Counter if you block enemy melee

Waiting for further tests, Precision Strike good against high AGL targets.

Rogue
Quite weak, will get back to it. Unkown potential.

  • Steal Buffs - 75 TP, steal enemy buffs
  • Pilfer - 150 TP, attempts to pilfer items, gold and potions
  • Sleight of Hand - While evading melee attack, this unit steals some gold.
  • Against All Odds - Debuffs increase your chance to crit hit.
  • Target Wounds - 200 TP 1x damage, damage increases per debuff on target, inflicts bleeding.
  • Live Burial - 150 TP 1.5x damage, enemy cannot revive. Untested.
  • Hit and Run - Allows you to run full distance after executing attack. Only works if you didn't move as your first action.
Necromancer
Currently waiting for summon balance. Skip

  • Summon Ghoul 1- 100 MP Skeleton, Phantom, Wrait quite weak. Summon based on your lvl.
  • Hive Mind - MND increases per summon
  • Decay - 90 MP , Remove all buffs from target.
  • Summon Ghoul 2 - 200 MP Skeleton, Phantom, Wrait quite weak. Summon based on your lvl.
  • Horde Summoner - Can summon 3
  • Raise - 100 MP, raise fallen undead
  • Pestilence - If debuffed, inflict same debuff to attacker
  • Summon Ghoul 3 - 300 MP Skeleton, Phantom, Wrait quite weak. Summon based on your lvl.
Berserker
Skip for now. Unknown potential.

  • Wild Swing - 100 TP 0.8x damage , AOE
  • Battle Lust - 150 TP 3 turns STR, VIT and Berserk. Berserk cancels player control
  • Taunting Mock - If enemy ranged attacks hits, inflict Staggered(Decrease DEX)
  • Double Edged - 200 TP 2x damage, Suffers backlash
  • Last Breath - Unit refuses to die once per conflict
  • Lash Out - 250 TP 0.8x damage, 3 hits more lethal less accurrate each hit
1 Comments
Crax Jul 30, 2023 @ 8:50am 
About class change, when you say max level do you mean unlock all the skills, or is there an actual level cap for classes?