Voidspire Tactics

Voidspire Tactics

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Voidspire Tactics Class Information
By Bluezip
For those who like to plan ahead: a description of the unlock requirements, innate buffs, boostable stats, passives, and abilities for each of the Voidspire classes. Spoils the classes and their requirements, but not the story!
   
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Introduction
I’ve seen one of these for Horizon’s Gate, but not for Voidspire Tactics! I played HG first, but with how different the Voidspire classes are, I found it a bit tough to plan out my party beforehand (since I had no idea what abilities and passives each class got). Just in case it’s helpful for anyone else, here’s an overview of each class in Voidspire, and the abilities/passives/stat buffs they get! All the text here is copied from the game itself (with a few additions and tweaks for clarity). I don't consider myself good enough at the strategy aspect of things to recommend class combinations or say which classes are the best, so that's something you'll have to figure out yourself. : )
Warrior
Heavily armed warrior trained in melee combat.

Unlock Requirements: Unlocked by default
Innate Stat Buffs: +2 Strength, +2 Defense, +1 Sword, +1 Axe, +1 Hammer +1 Spear, +1 Flail
Boostable Stats: HP, Sword, Axe, Hammer, Spear, Flail, Shield

Abilities:
  • Shove: Shove an enemy 1 tile(s) and deal 90% damage with your melee weapon (ranged weapons excluded). 2 upgrades, shove 1 further with each rank.
  • Charge: Charge forward to strike a distant foe with your melee weapon for 90% damage (ranged weapons excluded). 3 upgrades, each rank increase charge distance by 1.
  • Smash: Attack recklessly for 40% extra damage, but with 2/3 accuracy (ranged weapons excluded). 2 upgrades, each rank adds +10% damage.
  • Guard: Halve incoming physical damage for 80 TTA (1 MP). 2 upgrades, each rank increase duration by 20 TTA.
  • Brave: Increase Strength by 2 for 150 TTA. 3 upgrades, each rank increases duration by 50 TTA.
  • Bide: Prepare a delayed (12 TTA), but extra strong attack that deals +30% damage. 2 upgrades, each rank adds +10% damage.
  • Battlecry: Demoralize enemies with your fierce battecry for 90 TTA. Works best against enemies looking directly at you (3 MP). 2 upgrades, each rank increases area of effect.
Passives:
  • Counter: Attack anyone who hits you with a melee weapon.
  • Valiant: Do 15% more damage when attacking the enemy from in front with a weapon.
  • Combat Ready: Start combat with a morale boost for 80 TTA.
Scout
Agile explorer with a basic but versatile skillset.

Unlock Requirements: Unlocked by default
Innate Stat Buffs: +1 Strength, +10 Evasion, +1 Move, +1 Dagger, +1 Spear, +1 Flail, +1 Bow, +1 Crossbow
Boostable Stats: HP, Dagger, Spear, Flail, Bow, Crossbow

Abilities:
  • Firestarter: Set an adjacent target on fire for 60 TTA (1 MP). 3 upgrades, each rank increases burn by 30 TTA.
  • Swift: Deal half damage with +30% extra accuracy. 4 upgrades, each rank increases accuracy by another 10%.
  • Trip Up: Trip up an enemy with your weapon for 75% damage, and inflict -2 Move for a turn. 3 upgrades, each rank reduces Move by 1 more.
  • Spot: Reduce an enemy’s Evasion by 25% and Defense by 1 for 150 TTA. Also reveals the map if you were standing at the target. 2 upgrades, each rank adds +1 range.
  • Throw Stone: Chuck a stone for up to [#] HP damage. 3 upgrades, each rank adds +1 range.
  • First Aid: Perform basic healing on somewhat adjacent for [#] HP (2 MP). 3 upgrades, each rank increase healing by 5 HP.
  • Sidestep: Quickly move 2 tiles. 2 upgrades, each rank adds +1 distance.
Passives:
  • Quick Hands: Can move and equip items without using your combat action.
  • Alertness: Gain +6 TTA at the start of combat.
  • Critical Mobility: Gain +2 Move when in critical condition (15% HP or less).
Scholar
Apprentice to all forms of magic.

Unlock Requirements: Unlocked by default
Innate Stat Buffs: +1 Magic Attack, +1 Magic Defense, +1 Fire, +1 Ice, +1 Lightning, +1 Wind
Boostable Stats: MP, Fire, Ice, Lightning, Wind, Life

Abilities:
  • Study: Reveal a creature’s current elemental resistances and weaknesses, and add their info to your journal.
  • Flame: Hurl a ball of fire at the target (5 MP). 2 upgrades, each rank adds +1 range.
  • Bolt: Shoot a lightning bolt in a straight line (5 MP). 2 upgrades, each rank adds +1 max range.
  • Frost: Deal ice damage in a small area (5 TTA cast time, 6 MP). 3 upgrades, each rank adds +1 range.
  • Gust: Channel the wind to push and deal minor wind damage in a cone (7 MP). 3 upgrades, each rank increases area of effect.
  • Focus Energy: Charge a spot with energy to heal an ally or harm an enemy with non-elemental magic (2 MP). 4 upgrades, each rank adds +1 range.
  • Prayer: Recover 9 MP for yourself and allies in a small area around you. 2 upgrades, each rank increases area of effect.
Passives:
  • Teacher: At the start of each turn, adjacent allies gain 3 MP.
  • Elementary: Positive elemental statuses affect you for +50% longer.
  • Meditative: When you end your turn without acting, gain +3 Magic Defense until your next turn.
Brawler
Martial artist that favors unarmed combat.

Unlock Requirements: 300 Warrior XP
Innate Stat Buffs: +1 Strength, +10 Evasion, +5 Magic Evasion, +1 Move, +2 Punch, +1 Dagger
Boostable Stats: HP, Punch, Dagger, Move

Abilities:
  • Pummel: Punch an enemy three times at half damage and half accuracy (Punch only, 1 MP). 2 upgrades, each rank adds an additional punch.
  • Disorient: Deal 75% damage and turn the enemy around (Punch only). 2 upgrades, each rank increases damage by 10%.
  • Knockout: Put an opponent to sleep for 80 TTA. Only works if the opponent has less than half health (Punch only, 1 MP). 2 upgrades, each rank increases duration by 20 TTA.
  • Hurricane Kick: Leap forward and deliver a wild spinning blow to all around you. 2 upgrades, each rank increase maximum distance moved by 1.
  • Revenge: Deal up to 90% extra damage based on how low your current HP is (5 MP). 4 upgrades, each rank increase bonus damage from having low HP by 10%.
  • Hurl Weapon: Throw your weapon! Damage and range are affected by the weapon’s weight and power. It lands at the target’s feet and can be picked up afterward (ranged weapons excluded). 2 upgrades, each rank adds +1 range.
  • Grin: Reduce your Evasion to 0, but double your Strength for next turn.
Passives:
  • Counter Throw: Throw your weapon at anyone who hits you with a ranged attack. Max range is based on your skill with Hurl Weapon (ranged weapons excluded).
  • Thousand Fists: If your offhand is a fist weapon, make an extra punch with it while attacking (Punch only).
  • Reckless: Start your first turn of combat with +3 Strength and -2 Defense.
Guardian
Defensive juggernaut and protector of allies.

Unlock Requirements: 450 Warrior XP.
Innate Stat Buffs: +1 Strength, +2 Defense, +1 Magic Defense, +1 Sword, +1 Spear, +1 Axe, +1 Hammer, +1 Flail, +2 Shield
Boostable Stats: HP, Sword, Axe, Hammer, Spear, Flail, Shield

Abilities:
  • Mighty Block: Make an ally nearly invulnerable to physical attacks until the start of their turn.
  • Hold the Line: Push multiple targets in front of you 1 tile(s) and deal half damage (ranged weapons excluded). 2 upgrades, shove 1 further with each rank.
  • Impair: Reduce the enemy’s Strength and Magic Attack by 1 and deal half damage. 2 upgrades, each rank further reduces enemy Strength/Magic attack by +1.
  • Wide Guard: Halve incoming physical damage on adjacent targets for 60 TTA (4 MP). 2 upgrades, each rank increases duration by 15 TTA.
  • Discipline: Through sheer fortitude, cure negative status effects. 2 upgrades, each rank increases area of effect.
  • Rally: Inspire your allies, increasing their morale for 60 TTA. 4 upgrades, each rank increases area of effect.
  • Resuscitate: Revive an adjacent fallen ally, restoring 10% HP (5 TTA cast time, 4 MP). 2 upgrades, each rank increases restored HP by 10%.
Passives:
  • Shield Bash: Follow up attacks with a push from your shield (Sheild only).
  • Defensive: When you end your turn without acting, +3 Defense until your next turn.
  • Bulwark: Gain immunity to pushes, pulls, rotating effects, and negative morale.
Rogue
Sneakthief with dirty tricks up each sleeve.

Unlock Requirements: 250 Scout XP.
Innate Stat Buffs: +25 Evasion, +15 Magic Evasion, +1 Move, +1 Jump, +1 Punch, +2 Dagger, +1 Bow, +1 Crossbow
Boostable Stats: HP, Punch, Dagger, Bow, Crossbow, Move, Jump

Abilities:
  • Poison Tip: Deal half damage with your weapon and inflict poison for 70 TTA. 3 upgrades, each rank increases duration by 30 TTA.
  • Gouge: Deal half damage with your weapon and inflict blindness for 70 TTA. 3 upgrades, each rank increases duration by 30 TTA.
  • Mug: Attack, steal all gold, and cause the enemy to drop 1 other unequipped item(s). Lowers morale for 100 TTA if successful (ranged weapons excluded). 2 upgrades, each rank makes the enemy drop an additional item and increases duration by 25 TTA.
  • Distraction: Turn an emery around and cancel their spellcasting. 2 upgrades, each rank adds +1 range.
  • Dash: Quickly run in a straight line instead of acting. 3 upgrades, each rank adds +1 range.
  • Hide: Become invisible until your next turn (1 MP).
  • Set Trap: Toss out a hidden mantrap, anyone that ends their movement on it is damaged and immobilized for 70 TTA (2 MP). 3 upgrades, each rank adds +1 range.
Passives:
  • Backstabber: Do 15% more damage when attacking an enemy from behind with a weapon.
  • Auto-Hide: Become invisible at the start of combat for one turn, causing enemies to ignore you and granting you an accuracy bonus.
  • Swiftness: Reduce time to act by 1.
  • Stealth-sense: When you press “Highlight All”, you can see the vision range of nearby enemies.
Sharpshooter
Ranged combat expert.

Unlock Requirements: +400 Scout XP.
Innate Stat Buffs: +15 Evasion, +1 Move, +2 Bow, +2 Crossbow.
Boostable Stats: HP, Bow, Crossbow, Move

Abilities:
  • Contact Shot: Shoot adjacent for 110% damage, ignoring your weapon’s minimum range (melee weapons excluded). 2 upgrades, each rank adds +10% damage.
  • Headshot: Target enemy vitals for double damage, but with half accuracy. Outside of combat, deals only 150% damage, but can’t miss (melee weapons excluded).
  • Farshot: Shoot from 1 tile(s) beyond normal range for half damage (melee weapons excluded, 1 MP). 2 upgrades, each range adds +1 range.
  • Multishot: Shoot 2 times for half damage (melee weapons excluded, 1 MP). 2 upgrades, each rank adds +1 target.
  • Piercing Shot: Fire a piercing shot in a straight line for 75% damage. Also pierces Guard (melee weapons excluded, 2 MP). 2 upgrades, each rank adds +1 max range.
  • Charge Shot: Take a very delayed shot but powerful shot that deals +40% damage (melee weapons excluded, 15 TTA cast time). 2 upgrades, each rank adds +10 % damage.
  • Focus: Gain 1.5x accuracy on your next turn. 5 upgrades, each rank grants 0.1x more accuracy.
Passives:
  • Counter Shot: Shoot anyone who hits you with a ranged weapon.
  • Ricochet: Projectile weapon attacks can cause 30% damage to adjacent enemies (melee weapons excluded).
  • Artillery: Gain +1 skill with Bows/Crossbows at the cost of -1 Move.
Sage
Preservation mage – excels at healing and protection.

Unlock Requirements: 350 Scholar XP.
Innate Stat Buffs: +2 Magic Defense, +12 Magic Evasion, +1 Move, +1 Hammer, +2 Life
Boostable Stats: HP, MP, Hammer, Life, Move

Abilities:
  • Heal: Fill a small area with life magic to heal [#] HP (7 MP). 2 upgrades, each rank adds +1 range.
  • Growth: Cause regeneration for 74 TTA in a small area, and encourage plant growth (5 TTA cast time, 6 MP). 4 upgrades, each rank increases duration by 30 TTA.
  • Cure: Remove negative status effects in a small area (4 MP). 2 upgrades, each rank adds +1 range.
  • Ward: Halve incoming magic damage to a small group for 90 TTA (5 TTA cast time, 7 MP). 2 upgrades, each rank increases duration by 30 TTA.
  • Barrier: Create 3 contiguous magical marriers that block movement and last 80 TTA (9 MP). 2 upgrades, each rank increase number of barriers by 1.
  • Revive: Revive a fallen ally and restore 7 HP (8 TTA cast time, 8 MP). 2 upgrades, each rank greatly increases restored HP.
  • Dispel: Remove all status effects (positive or negative) and cancel magic in a small area (4 TTA cast time, 3 MP). 2 upgrades, each rank adds +1 range.
Passives:
  • Green Touch: At the start of your turn, adjacent allies heal 3 HP and plant life around you grows.
  • Lasting Shelter: Wards, Guards, Regen, and Preserve Spells last 50% longer on you.
  • Pure Mind: Gain immunity to Dispel, and casting cannot be interrupted (except by Stun or incapacitation).
  • Critical Recovery: Heal 20% HP when hit into critical condition.
Sorcerer
Magical powerhouse with devastating elemental spells.

Unlock Requirements: 500 Scholar XP.
Innate Stat Buffs: +1 Magic Attack, +10 Evasion, +1 Fire, +1 Ice, +1 Lightning, +1 Wind
Boostable Stats: MP, Fire, Ice, Lightning, Wind

Abilities:
  • Inferno: Unleash devastating fire in a small area (9 TTA cast time, 7 MP).
  • Lightning: Strike an area with a bolt of lightning (7 TTA cast time, 7 MP). 2 upgrades, each rank adds +1 range.
  • Blizzard: Conjure an icy storm that blasts 2 adjacent areas (13 TTA cast time, 10 MP). 2 upgrades, each rank increases area of effect.
  • Cyclone: Create a vortex of wind that pushes targets away from its center by 1 tile(s) (12 TTA cast time, 11 MP). 2 upgrades, each rank increases distance pushed by 1.
  • Fire Whirl: Sumon a fiery tornado that lasts 80 TTA and burns adjacent creatures every 20 TTA (5 TTA cast time, 15 MP). 2 upgrades, each rank adds +1 range.
  • Shock Bolts: Shoot 1 orb(s) of electricity at your targets (5 MP). 3 upgrades, each rank increases number of targets by 1.
  • Freeze: Freeze a target for up to 41 T. When used on an empty space, creates a block of ice (12 TTA cast time, 14 MP). 4 upgrades, each rank increases frozen duration by 5 TTA.
Passives:
  • Fire Adept: Gain +1 skill with Fire at the cost of -1 Ice, Lightning, and Wind.
  • Ice Adept: Gain +1 skill with Ice at the cost of -1 Fire, Lightning, and Wind.
  • Lightning Adept: Gain +1 skill with Lightning at the cost of -1 Fire, Ice, and Wind.
  • Wind Adept: Gain +1 skill with Wind at the cost of -1 Fire, Ice, and Lightning.
  • Critical Focus: Heal 33% MP when hit into critical condition.
Blade
Master of edged weapons. Cuts foes to shreds.

Unlock Requirements: 600 Warrior XP, 250 Rogue XP
Innate Stat Buffs: +1 Strength, +12 Evasion, +1 Move, +1 Dagger, +1 Sword, +1 Axe, +1 Spear
Boostable Stats: HP, Dagger, Sword, Axe, Spear, Move

Abilities:

  • Flash Cut: Dash forward through opponents, cutting them for 75% damage (Blade only). 2 upgrades, each rank adds +1 max range.
  • Bladestorm: A torrent of slashes against nearby enemies deals half damage (Blade only). 1 upgrade, each rank increases area of effect.
  • Shockwave: Make a ranged attack with your blade for 65% damage (Blade only). 2 upgrades, each range adds +1 range.
  • Perfect Strike: Deliver a weak strike for 30% damage that cannot miss (Blade only). 3 upgrades, each rank increases damage by 10%.
  • Rend: Cut into armor, dealing half damage and -3 Defense for 70 TTA (Blade only). 3 upgrades, each rank increases duration by 30 TTA.
  • Double-Edge: Go all out with an attack, damaging yourself for 30% and the opponent 130% (Blade only, 2 MP). 2 upgrades, each rank increases damage 10%.
  • Deathblow: Deal up to +75% extra damage to an opponent with low HP (Blade only, 4 MP).
Passives:
  • Dual Strike: If your off hand weapon is a dagger, make an extra stab with it when attacking (dagger only).
  • Tempest: At the start of your turn, automatically attack adjacent enemies for 20% damage.
  • Fragile Edge: Gain +1 skill with Daggers, Swords, Axes, and Spears at the cost of -1 Defense and -5 Evasion.
Breaker
Master of blunt weapons. Smashes equipment and body.

Unlock Requirements: 400 Brawler XP, 300 Guardian XP.
Innate Stat Buffs: +2 Strength, +1 Defense, +3 Evasion, +1 Hammer, +1 Flail, +1 Punch, +1 Shield
Boostable Stats: HP, Hammer, Flail, Punch, Shield

Abilities:
  • Break Weapon: Break an enemy’s weapon, reducing its attack power to 1 (Blunt only). 2 upgrades, each rank increases accuracy by 5%.
  • Break Armor: Break an enemy’s armor, rendering it useless (Blunt only). 2 upgrades, each rank increases accuracy by 5%.
  • Break Arms: Smash enemy limbs, disabling them for 70 TTA or more (Blunt only). 2 upgrades, each rank increases accuracy by 5%.
  • Break Legs: Smash enemy legs, immobilizing them for 80 TTA or more (Blunt only). 2 upgrades, each rank increases duration by 30 TTA.
  • Shatter: Massive damage to an enemy with broken equipment or who is somehow incapacitated (disabled, immobilized, stunned, etc.) (Blunt only, 6 MP).
  • Reak Out: Push all adjacent targets away and deal 60% damage (Blunt only). 3 upgrades, each rank increases damage by 10%.
  • Quake: Smash the ground, causing a shockwave that deals 40% damage (Blunt only, 2 MP). 2 upgrades, each rank increases damage by 10%.
Passives:
  • Counter Break: Attempt to break any melee weapon that hits you. Accuracy is based on your skill with Break Weapon (Blunt only).
  • Stunning Blow: Stun an enemy for 2 TTA when you attack (Blunt only).
  • Brittle Stone: Gain +1 skill with Hammers, Flail, Punch weapons, and Sheilds at the cost of -1 Defense and -5 Evasion.
Balancer
Elemental mage that supports allies and hinders foes.

Unlock Requirements: 350 Sage XP, 350 Sorcerer XP
Innate Stat Buffs: +1 Magic Defense, +15 Magic Evasion, +1 Fire, +1 Ice, +1 Lightning, +1 Wind, +1 Life
Boostable Stats: MP, HP, Fire Ice, Lightning, Wind, Life

Abilities:
  • Condensate: Create water, dealing minor damage in a small area (5 MP). 2 upgrades, each rank adds +1 range.
  • Shock: Electrify a target, stunning them for up to 25 TTA (10 TTA cast time, 10 MP). 2 upgrades, each rank increases duration by 5 TTA.
  • Stonefoot: Raise earth to entrap creatures’ feet, immobilizing them for 79 TTA (8 TTA casts time, 6 MP). 2 upgrades, each rank increases duration by 20 TTA.
  • Force: A gust of wind repositions an enemy or ally without harming them (1 MP). 2 upgrades, each rank adds +1 range.
  • Warmth: Protect an ally from cold and water effects and regenerate MP for 110 TTA (8 TTA cast time, 8 MP). 2 upgrades, each rank increases duration by 20 TTA.
  • Ice Carapace: Protect an ally from fire, and damage adjacent creatures at the start of the ally’s turn for 110 TTA (12 TTA cast time, 10 MP). 2 upgrades, each rank increases duration by 20 TTA.
  • Preserve: Preserve an ally for 300 TTA, automatically reviving them if they are knocked out. Also revives targets that are already KO’d (8 TTA cast time, 14 MP).
Passives:
  • Life Mirror: Reflect your Life skill damage back on your attacker when hit.
  • Geomancy: Draw Fire, Ice, Lightning, Wind, or Life power from nearby terrain at the start of your turn, boosting the associated elemental skills.
  • Critical Preserve: Gain ‘Preserve’ status when hit into critical condition.
Unmaker
Debilitates and destroys enemies with Ruin magic.

Unlock Requirements: 800 Sorcerer XP
Innate Stat Buffs: +1 Magic Attack, +10 Magic Evasion, +1 Dagger, +2 Ruin
Boostable Stats: HP, MP, Dagger, Ruin

Abilities:
  • Ruin Touch: Deal extra damage for each negative status effect on the target. Also inflicts Itchy for up to 56 TTA (4 MP). 2 upgrades, each rank increases duration by 20 TTA.
  • Decay: Inflects Decay on an area, causing Ruin damage on the targets’ turn unless they receive healing before then (6 TTA cast time, 8 MP). 2 upgrades, each rank adds +1 range.
  • Wither: Deal minor Ruin damage and Disable a target for up to 66 TTA (10 TTA cast time, 10 MP). 2 upgrades, each rank increases duration by 20 TTA.
  • Shroud: Blind creatures in a small area for up to 84 TTA (9 TTA cast time, 9 MP). 1 upgrade, the second rank causes Shroud to also inflict Poison.
  • Soulburn: Inflict MP damage in a small area (4 MP). 2 upgrades, each rank adds +1 range.
  • Despair: Lower morale of enemies around yourself for 102 TTA (5 MP). 1 upgrade, each rank increases area of effect.
  • Bonemeld: When cast on bone, creates sturdy walls. When cast on undead, deals major damage (6 MP). 2 upgrades, each rank adds +1 range.
Passives:
  • Absorb Magic: Gain MP when damaged by a magical attack.
  • Necromancy: Draw Ruin power from nearby bones and skeletons at the start of your turn.
  • Ruin Aura: At the start of your turn, adjacent enemies take Ruin damage.
Enchanter
Mage-warrior who channels elements to augment weapons.

Unlock Requirements: 750 Warrior XP, 500 Guardian XP, 750 Scholar XP
Innate Stat Buffs: +1 Strength, +1 Magic Defense, +1 Fire, +1 Ice, +1 Lightning, +1 Wind
Boostable Stats: Sword, Axe, Hammer, Spear, Flail, Fire, Ice, Lightning, Wind

Abilities:
  • Fire Enchant: Enchant a target’s weapons with magic flames for 110 TTA (8 TTA cast time, 6 MP). 2 upgrades, each rank increases duration by 50 TTA.
  • Ice Enchant: Enchant a target’s weapons with magical ice for 110 TTA (8 TTA cast time, 6 MP). 2 upgrades, each rank increases duration by 50 TTA.
  • Lightning Enchant: Enchant a target’s weapons with magic lightning for 110 TTA (8 TTA cast time, 6 MP). 2 upgrades, each rank increases duration by 50 TTA.
  • Elemental Fury: Grant nearby enchanted allies +3 strength for 1 turn. Also renews enchantments for up to 100 TTA (3 MP). 2 upgrades, each rank increases area of effect.
  • Force Lunge: Launch yourself forward to deal wind damage and push an enemy (4 MP, ranged weapons excluded). 2 upgrades, each rank adds +1 range.
  • Discharge: Channel your enchantments and positive status effects into a powerful weapon attack (5 TTA cast time, 10 MP, ranged weapons excluded). 2 upgrades, each rank increases damage by 10%.
  • Antipode: A combination ice, fire, and lightning attack that deals massive damage (20 TTA, 18 MP, ranged weapons excluded).
Passives:
  • Counter Enchant: When struck by fire, ice, or lightning, enchant yourself with that element.
  • Essence Flow: When you have exactly 1 MP, your MP instantly refills.
  • Battle Caster: Gain +35% Evasion while casting a spell or charging an ability.
Spell Archon
Simultaneously strikes with magic and marksmanship.

Unlock Requirements: 600 Sharpshooter XP, 550 Sorcerer XP
Innate Stat Buffs: +1 Bow, +1 Crossbow, +1 Fire, +1 Ice, +1 Lightning, +1 Wind, +1 Ruin
Boostable Stats: Bow, Crossbow, Fire, Ice, Lightning, Wind, Ruin

Abilities:
  • Fire Imbue: Set target aflame with a fiery weapon attack for 60 TTA (9 MP). 2 upgrades, each rank increases duration by 20 TTA.
  • Ice Imbue: Chill target with an icy weapon attack for 80 TTA (9 MP). 2 upgrades, each rank increases duration by 30 TTA.
  • Lightning Imbue: Stun target with a lightning weapon attack for 5 TTA (9 MP). 2 upgrades, each rank increases duration by 6 TTA.
  • Wind Imbue: Push target 1 tile(s) with a wind weapon attack (6 MP). 2 upgrades, each rank increases push distance by 1.
  • Ruin Imbue: Corrode target’s skin with a ruin weapon attack, causing itching for 116 TTA (6 MP). 2 upgrades, each rank increases duration by 50 TTA.
  • Disrupt Lance: Extra damage to a target with negative status effects. Dispels their statuses and interrupts casting (5 TTA cast time, 6 MP, melee weapons excluded).
  • Multiblast: Fire 3 blasts of raw destructive magical energy (13 TTA cast time, 18 MP, melee weapons excluded). 2 upgrades, each rank adds +1 target.
Passives:
  • Imbue Momentum: Your weapon attacks deal extra damage the further the target is from you (+3% per tile).
  • Magic Residue: When you fire a projectile, allies adjacent to the target recover 3 MP.
  • Projectile Mastery: Ranged attacks do half damage to you.
Shiftcloak
A whirling cloak masks every movement and disorients foes.

Unlock Requirements: 200 Blade XP, 600 Rogue XP
Innate Stat Buffs: +30 Evasion, +25 Magic Evasion, +1 Move, +1 Dagger, +1 Bow, +1 Crossbow, +1 Wind
Boostable Stats: HP, Dagger, Bow, Crossbow, Wind, Move, Jump

Abilities:
  • Tumble: Quickly tumble to a better position, even moving through opponents (1 MP). 2 upgrades, each rank adds +1 range.
  • Shadow Snap: Blind adjacent creatures for 60 TTA then move past them (6 MP). 1 upgrade, each rank adds +1 distance moved.
  • Whirl: Spin nearby enemies 180 degrees and deal minor wind damage (2 MP). Each rank increases area of effect.
  • Shift Stab: Move past an opponent, then attack them. Ignores ‘Guard’ status (1 MP, ranged weapons excluded). 2 upgrades, each rank adds +1 distance.
  • Sudden Shot: A +30% more accurate shot obscured by the motions of the cloak (2 MP, Dagger/Bow/Crossbow only). 2 upgrades, each rank adds +1 range.
  • Backstep Shot: Step backwards while shooting a small area for 90% damage (Dagger/Bow/Crossbow only). 1 upgrade, each rank increases area of effect.
  • Delay: Threatening movements slow 1 targets’ next turn by 5 TTA and inflict -1 Move for a turn. 2 upgrades, each rank adds +1 target.
Passives:
  • Distracting Presence: At the start of each turn, adjacent enemies are turned around 90 degrees.
  • Adaptability: You can change your secondary skillset or passives during combat (doing so uses up your action for that turn).
  • Double Reload: When you reload a weapon, the weapon in your other hand is also reloaded.
Gatekeeper
User of ancient and powerful Gate magic.

Unlock Requirements: 1200 Scholar XP, 350 Balancer XP, 350 Unmaker XP
Innate Stat Buffs: +1 Strength, +1 Magic Attack, +3 Magic Evasion, +1 Fire, +1 Ice, +1 Lightning, +1 Wind
Boostable Stats: HP, MP, Fire, Ice, Lightning, Wind

Abilities:
  • Gate: Connect two points in space, teleporting yourself to the target (3 MP). 3 upgrades,
  • Gate: Magma: Summon a gate to fire from the depths of the earth (10 TTA cast time, 13 MP). 2 upgrades, each rank adds +1 range.
  • Gate: Storm: Summon a gate to storm clouds, covering an area with lightning (10 TTA cast time, 13 MP). 2 upgrades, each rank adds +1 range.
  • Gate: Flood: Summon a gate to the bottom of the ocean to flood a wide area (15 TTA, 15 MP). 2 upgrades, each rank adds +1 range.
  • Gate: Sky: Create a gate to a vicious gale, damaging and pushing creatures inward (13 TTA cast time, 15 MP). 2 upgrades, each rank adds +1 range.
  • Gate Trick: Thrust your weapon through a gate, surprising the enemy on the other side (3 MP, ranged weapons excluded). 2 upgrades, each rank adds +1 range.
  • Gate: Item: Swap items at the target with a personal storage space somewhere in the void. Does not work on obstructed terrain, or on certain items.
Passives:
  • Void Gate: A gate to the bright sky creates perpetual light for you.
  • Gate Hand: Using gate magic, you can interact with objects far away from you, even during combat.
  • Realmsence: You can see distant areas using the Left, Right, Up, and Down keys.
Mechanist
Tinker and creator of various combat devices.

Unlock Requirements: 700 Scout XP, 450 Rogue XP
Innate Stat Buffs: +1 Defense, +1 Magic Defense, +5 Evasion, +5 Magic Evasion, +1 Dagger, +1 Hammer, +1 Crossbow, +1 Lightning
Boostable Stats: HP, MP, Dagger, Hammer, Crossbow, Lightning

Abilities:
  • Activate: Charge one spot(s) with energy to activate mechanisms (1 MP). 4 upgrades, each rank adds +1 target.
  • Portable Wall: Lay down a wall extending 3 tiles out form you in a line (6 MP). 3 upgrades, each rank adds +2 range.
  • Place Turret: Place a turret that fires every 2- TTA. When Activated, it turns clockwise (12 MP). 3 upgrades, each rank adds +1 range.
  • Remote Flare: Toss a device that explodes when Activated, dealing fire damage and stunning for 2 TTA (4 MP). 2 upgrades, each rank adds +1 range.
  • Remote Pulse: Toss a device that explodes when Activated, dealing wind damage and pushing 1 tile (4 MP). 2 upgrades, each rank adds +1 range.
  • Remote Frost: Toss a device that bursts when Activated, dealing ice damage and spreading ice across the ground. 2 upgrades, each rank adds +1 range.
  • Remote Heal: Toss a device that bursts when activated, healing and curing status effects. 2 upgrades, each rank adds +1 range.
Passives:
  • Tool Talent: Increases range and damage with darts and minibombs
  • Active Arms: Your projectile weapon attacks Activate nearby devices.
  • Mech Mastery: Mechanist devices deal only 25% damage to you.
1 Comments
Jab Of Legends Mar 17 @ 10:53pm 
Does Secondary Class have any effect on weapon damage, say if the primary class doesn't have said weapon in its kit?