Horizons Gate Class System Guide

Publish date: 2024-07-05

An overview of the class system, describing each ability and passive of all classes. Should be useful to someone new to the series.

Please note that this is not meant to be exhaustive. I am leaving some details out, like most MP costs and things like stat scalings for most abilities. Also, abilities may change in the future; I will try to keep this up to date.

Numbers within parenthesis signify the difference between rank ups. Most abilities will have something like this, but for some I wrote what the rank up does in the description. Also these numbers are estimates for the base power level of the ability. Stats and skill levels will add to the starting value, and in some cases I rounded off to a nicer number.

Contents

Sailor

Abilities

Steady and Smellingsalts use a tiny amount of MP.

Heave

Push a target (1-5) tiles, will move forward one tile to push someone just out of reach. No damage is inflicted, which means it’s suitable to be used on enemies and allies alike. Or objects.

Rope

Pulls a target to you, dealing no damage. Can pull (3-5) tiles of distance. Can be used to rescue an ally who’s overboard, or to draw an enemy in out of formation. Can be used on anything else that can be pushed/pulled.

Swagger

Move two tiles, and boost your own morale for (60-120) time units.

Steady

Applies Guard to you or an adjacent ally, for (62-142) time units.

Smellingsalts

Revives an ally to 1 hp. The only instant revive ability.

Passives

Counter Push

Pushes enemy 3 tiles when hit with a melee weapon.

Salty Dog

Wet status lasts half as long on you, and deal 20% more weapon damage to Wet targets.

Sea Legs

Gain +1 movement if you start your turn next to water. Puddles count.

Warrior

Abilities

Bash

Attack an enemy for 90% damage and push it (1-3) tiles. Uses your weapon’s range, doesn’t work with bows or crossbows. Useful for inflicting extra damage via push damage, as well as for moving enemies around.

Charge

Move forwards (1-4) tiles and attack for 90% damage. Doesn’t use your weapon’s range.

Brave

Buff that gives +4 physical attack for (100-220) time units, can target yourself or an adjacent ally.

Bide

Deal (30-50)% extra damage, but takes 15 time units to cast. Works with any weapon.

Battlecry

Reduce enemy morale for 100 time units, in a cone-shaped area of effect reaching (3-6) tiles out in front of you. Works better if the enemy is facing you. Uses 2 MP.

Passives

Counter

Attack back for 50% damage when an enemy hits you with a melee weapon. Can cause friendly fire if you’re using a sweep weapon. Can’t use with other melee counters.

Valiant

Do 15% more weapon damage when attacking an enemy that’s facing you. Works with ranged weapons.

Combat Ready

Gain a morale boost for 70 time units when battle starts.

Brawler

Abilities

Pummel

Punch (3-5) times at half damage and half accuracy. Augments and passives only trigger once, but any effects inherent to the weapon will occur on each hit. Requires a punch weapon.

Knockout

Apply Sleep to a unit for 5 time units. If the unit has less than half health, the sleep lasts (80-120) time units instead. Deals no damage. Requires a punch weapon.

Hurricane Kick

Move forwards (1-3) tiles and deal 80% damage to everything around you. Doesn’t require a punch weapon, and deals damage based on your equipped weapon too. Accuracy is based on punch skill.

Sucker Punch

Punch for +(10-25)% damage, push 1 tile, and stun for 8 time units. Has a 99 time unit cooldown. Costs 2 MP.

Grin

Doubles your physical attack on your next turn, but reduces your physical evasion to 0 until then. Note, it doubles your physical attack stat including any buffs it has, but that does not equate to double damage.

Passives

Thousand Fists

If your offhand is a punch weapon, you get an extra 30% damage offhand attack that occurs alongside any single target attack. Does not trigger augments.

Brawl Master

Gain 5x your lowest of punch or dagger skill as physical evasion for 300 time units when combat starts.

Iron Hands

Bare fist strikes do an additional 1 + half your punch skill extra damage. This allows bare fist damage to be viable throughout the entire game.

Gladiator

Abilities

Taunt and Revenge use a little MP.

Smash

Attack for +(25-40)% damage, but at 75% accuracy. Can step forward one tile to attack. Doesn’t use your weapon’s range, can’t use with bows/crossbows.

Swift

Deal 75% damage, but with +(30-50)% additional accuracy.

Taunt

Enemies turn towards you and lose 40 phys/magic evasion as well as 2 phys/magic def, for 80 time units. Occurs in a (3-5) tile radius around you.

Revenge

Deal up to +(50-90)% extra damage depending on how low your current hp is.

Hurl Weapon

Throw your weapon for +50% or more damage, depending on weapon type and material. Range also depends on weapon type and material, but you can get an additional +1 range per rank of the skill. Hammers do the most damage but have less range and accuracy. Accuracy is based on weapon type and material, boosted 2.5% for each point of punch skill, but you gain no accuracy from your skill in the weapon being thrown.

Passives

Counter Throw

Respond to a ranged weapon attack by throwing your weapon at the enemy. Range is based on your rank of Hurl Weapon.

Reckless

+5 phys attack and -2 phys def on your first turn of combat.

Timed Hits

+25% weapon damage if you hit the Use key (default is E) just before damage is dealt. The timing is pretty tight, and different abilities have different animation lengths so this is tough to master.

Weapon Master

Gain phys attack for 300 time units at the start of battle, equal to your lowest weapon skill out of sword, axe, hammer, spear, or flail/whip.

Berserker

Abilities

Scream, Terrorize, Scatter use MP. Scatter uses 12 MP!

Frenzy

Attacks (2-3) enemies within weapon range, for 80% damage each. Doesn’t work with bows/crossbows.

Rage

Cures any debuffs, gain +6 phys attack but -3 phys/magic def for 99 time units. Has a 99 time unit cooldown.

Scream

Boost your own morale and lower enemy morale in a (2-4) tile radius for 70 time units, works best against enemies looking at you.

Terrorize

Glare at an enemy within (1-3) tiles in a straight line to cancel their spellcasting, delay their turn for 5 time units, and severely lower their morale for 100 time units. Works best against an enemy looking at you.

Scatter

Deal +30% damage to a single target, and push nearby enemies 1 tile. Can move (0-2) tiles forwards to strike the enemy.

Passives

Counter Frenzy

When hit by a melee weapon, attack everyone adjacent to you for 80% damage each. Even allies. Does not use weapon range, doesn’t work with bows/crossbows.

Vicious

Deal +8-32% damage to enemies, depending on how much higher than theirs your morale is. 8% per morale advantage.

Imposing

Enemies want to hit you 50% more than usual. Useful to draw aggro away from squishier characters, to trigger counters, or make use of Revenge.

Tactician

Abilities

Now!

Fills an ally’s turn gauge, allowing them to act immediately after your turn. Has a 50 time unit cooldown. Has a range of (2-5) tiles. Costs 7 MP.

Hold!

Reduces an ally’s turn gauge by 10 time units, but removes debuffs and boosts morale for 88 time units. Has a range of (4-7) tiles. Costs 1 MP.

Advance!

Moves (1-3) allies forward 3 tiles and gives them +2 phys/magic attack on their next turn. 4 tile range. Costs 1 MP.

Withdraw!

Moves (1-3) allies backwards 3 tiles and gives them +2 phys/magic def until their next turn. Units will not change the direction they’re facing. Costs 1 MP.

Masterstroke

Fills the time gauge of all other allies, allowing them to act immediately. Has a 50 time unit cooldown. Starts on cooldown. Has a cast time of 35 time units and costs 15 MP. Yes, 35 time units. That means you have to spend a turn doing nothing, but you can still move.

Passives

Commanding Aura

At the start of your turn, adjacent allies get +2 to their time gauges.

Rush Gambit

At the start of battle, your party gets +1 movement and -3 phys/magic def for 40 time units.

Defense Gambit

At the start of battle, your party gets +3 phys/magic def and -1 movement for 40 time units.

Pensive

Gain +2 magic attack for your next turn if you don’t act this turn.

Guardian

Abilities

Mighty Block, Rally, and Resuscitate use a little MP.

Mighty Block

Gives yourself or an adjacent ally +30 phys def until their next turn.

Impair

Deal half damage, reduce target’s phys/magic attack by (3-5) for 90 time units.

Discipline

Cure debuffs within (0-3) tiles.

Rally

Boosts morale of allies for (60-140) time units. Has a range of 3, and has a small area of effect that covers 5 tiles.

Resuscitate

Revives an adjacent ally, healing (13-43)% hp. Has a cast time of 8 time units. Boosted by Life skill and magic attack.

Passives

Shield Bash

If you have a shield in your offhand, you will push with it after attacking an adjacent enemy. Does no damage aside from possible push damage.

Blockade

Inflict -1 movement to any enemy directly in front of you when you end your turn.

Defensive

+3 to phys def if you end your turn without acting.

Bulwark

Immunity to pushes, pulls, rotating effects, and negative morale.

Breaker

Abilities

All abilities require a blunt weapon. Non-bladed punch weapons, bare fists, flails, hammers, or shields.

Break Weapon

Deal half damage and attempt to break the enemy’s weapon, reducing all damage inflicted with it to 1. This overrides any physical attack stats, and thus is often worse than fighting unarmed. Ranks increase accuracy.

Break Armor

Deal half damage and attempt to break the enemy’s armor, removing all bonuses it gave, including augments. Generally useless against enemies, but troublesome when used against you. Ranks increase accuracy.

Break Arms

Deal half damage and attempt to disable the enemy for 45 time units. Ranks increase accuracy.

Break Legs

Deal half damage and attempt to immobilize the enemy for (60-120) time units.

Shatter

Deals +60% damage if the enemy has broken equipment, or is incapacitated, such as disabled, immobilized, stunned, frozen, etc. Uses 6 MP.

Passives

Counter Break

Try to break any melee weapon that hits you.

Stunning Blow

Stun for 2 time units when you hit.

Brittle Stone

+2 flail/whip, hammer, punch, shield skill. -1 phys def, -5 phys evasion. Note, +2 shield skill gives +6 phys evasion when using a shield.

Blade

Abilities

All abilities require an edged weapon, either sword, spear, axe, dagger, or bladed punch weapon.

Flash Cut

Move (4-6) tiles, attacking any enemies in your path for 90% damage.

Bladestorm

Deal 50% damage to enemies around you, in a (2-3) tile radius.

Shockwave

Deal 75% damage from (3-5) tiles away.

Rend

Deal half damage and reduce the target’s phys def by 3 for (70-130) time units.

Perfect Strike

Deal (40-70)% damage, cannot miss.

Passives

Dual Strike

If you have a dagger in your offhand, you will make an extra attack with it for 30% damage when attacking a single target.

Tempest

At the start of your turn and when using any ability that moves you, deal 15% damage to adjacent enemies. Works with any weapon, even ranged weapons.

Fragile Edge

+2 sword, spear, axe, dagger skill, -1 phys def, -5 phys evasion.

Ravager

Abilities

All abilities use a little MP.

Smite

Deal 75% damage to three targets in front of you like a greatsword swing, and push them (1-3) tiles. Damage is based on physical and magical attack, and is thus reduced by physical and magical defense. Damage may be lower or higher than 75% in practice, depending on stats.

Ruinshock

Deal (130-150)% damage to the target and 30% damage to yourself. Again, both physical and magical stats are used here.

Quake

Deal (40-60)% damage in an area in front of you. Covers 8 tiles. The aoe is shaped like a short rolling pin. This ability is purely physical.

Despair

Lower morale of nearby enemies for ~110 time units and steal (1-3) MP from them. Has a radius of 3.

Destroy

If the target has 10 HP or less, it is killed instantly. Cannot miss. Has a range of (4-6) tiles.

Passives

Revel

Gain a morale boost for 40 time units if an enemy dies during your turn.

Indomitable

Disable and Immobilize lasts half as long on you.

Critical Destroy

If you reach critical HP, attempt to Destroy all nearby enemies. Range depends on Destroy rank.

Krakenslayer

Abilities

Impale doesn’t use MP, the other abilities do.

Arc Lance

Deal normal damage and stun for (1-5) time units. Lightning arcs off the target in all four diagonal directions, dealing damage based on lightning skill and magic attack. The arcs travel 2 tiles.

Jump Strike

Jump at an enemy and deal +(15-30)% damage. Range is equal to your jump stat +2, so with 2 jump you can hit an enemy 4 tiles away.

Impale

Deal 50% damage and inflict -(1-3) phys def and movement until the enemy’s next turn.

Static

Attempt to deal lightning damage to adjacent tiles. If the tiles are empty, a static field will be placed down that will damage anyone that walks over that tile. Static field damage is not affected by your stats.

Volt Blast

Fires an orb of electricity that covers a greater aoe as it travels, but also loses damage. Starts 2 tiles away, and the max range is (4-5), with a radius of (2-3) at maximum range.

Passives

Brutal Reach

Deal 12% extra damage with melee weapon attacks if the target is not adjacent to you. Works with spears, flails, and sweeping attacks. Also the damage bonus only cares about your initial position, so Jump Strike and other charging abilities work with it.

Static Buildup

Leave behind a static field when pushed, pulled, or when you use an ability that moves you.

Giantkiller

Melee weapons deal an extra 3% of the target’s max hp.

Ignis Knight

Abilities

Oil Edge

Deal 50% damage and coat the enemy in oil for (80-170) time units. Oil severely reduces movement and makes the target vulnerable to fire. Fire damage will ignite the enemy.

Wrath Strike

Consumes Burn status on you or the enemy, then does +75% fire damage. Doesn’t work with bows/crossbows.

Burning Wave

Deal 50% fire damage in a (3-7) tile line in front of you, leaving fire behind in any empty tiles. Damage is based on physical and magic stats. Can’t be used with bows/crossbows.

Pyre

Set yourself on fire for 100 time units, deal fire damage to everything within (2-3) tiles, and leave fire behind in any empty tiles.

Phoenix

Revive an ally and heal for ~10 HP, dealing fire damage to adjacent tiles. Has a 12 time unit cast time and a range of (3-5) tiles.

Passives

Purifier

If Burn is applied to you, other debuffs are removed. Burn does not block debuffs from being reapplied.

Smolder

Burn does half as much damage to you, but lasts twice as long.

Firewall

Gain +1 phys/magic def for each firey object adjacent to you.

Scout

Abilities

Firestarter and First Aid cost a little bit of MP.

Firestarter

Deals a little fire damage and inflicts Burn for (60-150) time units.

Trip Up

Deal 75% damage and inflict -(1-3) movement for a turn.

Throw Stone

Throw a stone to do some damage. Has (3-6) range, gains +1 damage per rank and from your highest bow or crossbow skill.

First Aid

Heal some hp. Cures Poison with 1 rank up, cures Burn at second rank up.

Sidestep

Move (2-5) tiles and gain +30 physical evasion for 70 time units.

Passives

Note: the functionality of Quick Hands from previous games has been moved to a new passive on a different class.

Medic

Boosts healing done by splints/bandages and First Aid by 50%.

Quick Hands

Fills your time gauge faster if you don’t act, or spend your action moving an item.

Critical Mobility

Gain +2 movement when at critical HP.

Rogue

Abilities

Poison Tip

Deal 50% damage and inflict Strong Poison for (60-120) time units. Other sources of poison status generally apply a weaker poison, but applying that type of poison twice results in strong poison.

Gouge

Deal 50% damage and inflict Blindness for (60-120) time units.

Distraction

Cancel an enemy’s spellcasting and also turn them 180 degrees. Has (3-5) range.

Dash

Move (2-4) tiles in a straight line, without using up your action. Has a 99 time unit cooldown.

Hide

Go invisible until the end of your next turn. Has a 35 time unit cooldown. Double accuracy while invisible.

Passives

Backstabber

Deal +15% weapon damage from behind.

Auto-Hide

Hides automatically at the start of combat.

Stealth-sense

You can see enemies’ sight range, which allows you to get as close as possible before taking the first attack.

Sharpshooter

Abilities

All abilities except Focus cannot be used with melee weapons. Throwing axes/spears are fine.

Contact Shot

Deal +(10-30)% damage to an adjacent enemy, ignoring minimum range of your weapon.

Farshot

Deal 50% damage, but with +(1-3) max range.

Multishot

Deal 50% damage to (2-4) targets.

Piercing Shot

Deal 80% damage in a (3-6) tile line, ignoring Guard status. Can hit adjacent targets, but must target a tile at least 2 tiles away.

Focus

Double accuracy next turn, and +(1-3) phys attack.

Passives

Counter Shot

Make a ranged attack at anyone that hits you with a ranged attack.

Shrapnel

Deal 20% damage to adjacent tiles when attacking with a ranged weapon. A Blunderbuss will do extra damage in the outer 4 tiles of its aoe. Shrapnel works well with Multishot.

Artillery

+2 bow, crossbow skill. -1 Movement.

Bombardier

Abilities

All devices have a radius of 2 and will target friend and foe alike. Activate costs 1 mp, devices cost 4 mp to place.

Activate

Activates (1-5) remote devices.

Remote Flare

Deals fire damage and stuns. Can be placed (3-5) tiles away.

Remote Pulse

Deals wind damage and pushes 1 tile. Can be placed (3-5) tiles away.

Remote Frost

Deals ice damage and puts down ice in the area. Can be placed (3-5) tiles away.

Remote Heal

Heals units in the area and cures debuffs. Can be placed (3-5) tiles away.

Passives

Tool Talent

Dart and Minibomb range +1, damage +50% or more.

Active Arms

Projectile weapon attacks activate adjacent devices.

Bomb Mastery

Take only 15% damage from Bombardier devices.

Swashbuckler

Abilities

Bolt Balestra

Shoot for 70% damage then charge forward up to (2-4) tiles and hit with your melee weapon for 50% damage. Requires a ranged weapon. Can be activated with two crossbows, but the second hit will do zero damage.

Sweeping Strikes

Hit all adjacent targets for 50% damage, then move up to (2-4) tiles and do another 50% attack on adjacent targets. Can move through enemies and allies, and the movement can go diagonally. Requires a melee weapon or fist.

Pincer Attack

Charge forward (1-3) tiles and deal 80% damage, +40% damage for each ally adjacent to the enemy. This can do up to 200% damage! Requires a melee weapon or fist.

Maneuver

Move 2 tiles and gain a morale boost for (40-60) time units. Can swap with an ally in the targeted tile, boosting morale on that unit as well.

Mug

Deal 90% damage and cause the target to drop all gold and (1-3) unequipped items. If the target drops something, they also lose morale for 50 time units.

Passives

Swiftness

-1 time to act.

Man of War

If you hit with a melee weapon, any reloadable weapon in your other hand is reloaded. You can hit with a bare fist while wielding a rifle or blunderbuss, and it will reload.

Heavy Bandolier

Moving and equipping items doesn’t take your action, but you do need your action available to do so. -1 Movement. You can pick up and drop items freely too, and take items out of bags/boxes. This works well with crossbows and Hurl Weapon, but can also be used to swap to different elemental weapons, triggers, or armor/accessory sets or whatever. Can be used on a mage to swap gear sets to maximize whatever element spell you’re about to use.

Stormshot

Abilities

All abilities require a ranged weapon. Blast Shot, Multiblast, and Disrupt Shot all scale with both physical and magical attack, as well as wind skill. They also do wind damage.

Blast Shot

Slow shot targeting a small area, attempts to deal 120% damage. (-1 to +1) to max range. Has a 12 time unit delay. Costs 8 MP.

Multiblast

Targets several small areas for 120% damage. Can target up to (3-5) locations. Uses your weapon’s range. 15 time unit delay, costs 15 MP.

Scatterburst

Deals (30-40)% damage over a 3-radius area. Area placement uses your weapon’s range. If you’re using a throwing weapon you will wind up hitting yourself.

Split Shot

Shoot a projectile in a straight line up to (3-5) tiles, picking a spot where it will split off diagonally and travel 2 tiles, dealing 70% damage with each split projectile. Cannot shoot over enemies/allies/obstructions, does not pierce enemies. The spot where it splits can strike an enemy without losing the split, and will deal 50% damage. Decent multi-target potential, and also works to extend your attack range, as the diagonal projectiles travel far outside your usual range.

Disrupt Shot

Deals 30% more damage per debuff on the target. Dispells all buffs and debuffs on the target, and interrupts any spell the target was casting. 7 time unit delay, costs 6 MP.

Passives

Suppressive Fire

Your ranged weapon attacks inflict -1 time to act. This is not a Stun, and will not interrupt spells.

Spiral Current

+1% to weapon accuracy per 1 wind skill.

Projectile Mastery

Take 50% damage from ranged weapons.

Minstrel

Abilities

War Ballad has a 35 time unit cast time and costs 9 MP. All other abilities have a 20 time unit cast time and cost 6 MP.

Harmony

Heals your party a bit. Ranks increase amount healed.

Rhapsody

Recovers a bit of MP for your party. Ranks increase MP recovery.

Shanty

Boosts party morale for (40-60) time units. Magic power increases duration.

Virelai

Cures debuffs on your party.

War Ballad

Apply Ward and Guard to your party for (25-35) time units, revives any slain allies and heals 1 HP. Magic power increases duration.

Passives

Cheerful

If you have positive morale at the end of your turn, grant a morale boost to adjacent allies for 35 time units.

Battle Caster

+35 physical evade while casting/charging an ability.

Critical Oath

Gain Guard and Ward for 35 time units when hit into critical HP. Best combined with Critical Recovery so you actually have the HP to survive another hit.

Spell Archon

Abilities

All abilities can be used with any weapon you want. Melee spell archon? Why not! All abilities scale damage with both physical and magical attack, as well as their elemental skill.

Fire Imbue

Deals fire damage and Burns the enemy for (35-65) time units. Duration scales with fire skill.

Ice Imbue

Deals ice damage and Chills the enemy for (90-150) time units. Duration scales with ice/water skill.

Lightning Imbue

Deals lightning damage and Stuns the enemy for (8-16) time units. Duration scales with lightning skill, can get to 25 with some investment.

Wind Imbue

Deal wind damage and push (2-4) tiles. Push damage can make this the most damaging imbue.

Ruin Imbue

Deal ruin damage and inflict Itchy for (100-200) time units. Duration scales with ruin skill.

Passives

Imbue Momentum

+3% weapon damage per tile of distance the enemy is from you.

Magic Residue

Hitting a target recovers 3 MP on allies adjacent to the target.

Imbue Augments

+2 damage and +10% accuracy on any trigger stones within your weapons.

Shiftcloak

Abilities

Tumble

Move (3-5) tiles even through enemies, cure Immobilize on you.

Shadow Snap

Blind all adjacent units then move (2-3) tiles in a straight line, moving through enemies.

Whirl

Deal wind damage to nearby enemies, within a (2-3) tile radius. Cures Burn on you.

Shift Stab

Charge towards a target within (3-5) tiles in a straight line, slipping behind them and attacking for +20% damage. If there’s no room behind the target, you wind up in front. Requires a melee weapon or fist.

Backstep Shot

Move backwards one tile, then attack an area in front of you. More area at second rank. Can use a dagger, or a bow/crossbow.

Passives

Melee Momentum

Gain +2% damage on melee attacks, per tile the enemy was from your position at the start of your turn.

Rolling Reload

Reload equipped weapons whenever you use an ability that moves you. If you use two crossbows, you can use Backstep Shot repeatedly, but one crossbow will be unloaded at the end of the attack. This works with Dash or Gate Shift.

Distracting Aura

Rotates adjacent enemies 90 degrees at the start of your turn.

Adaptability

You can change your subclass or passives during combat, but it uses up your action for that turn.

Bat Handler

Abilities

Summon Zoar

Summons a Zoar bat to fight alongside you, up to (2-4) tiles away. The Zoar’s stats scale with your phys attack, magic attack, and wind skill. The Zoar starts with an empty time gauge. Costs 10 MP.

Z-Torrent

Deals a bit of damage in a 5×5 square, placed (3-5) tiles away. Scales with phys, magic, wind. Costs 6 MP.

Tailwind

+1 Movement to your party for (30-50) time units. Duration scales with magic, wind. Costs 6 MP.

Zoarnado

Deals a lot of damage in a small area (3-5) tiles away. Scales with phys, magic, wind. 18 time unit cast time, costs 13 MP.

Flight

Make a zoar bat carry you 3-4 tiles through the air.

Passives

Batling

+10 phys evasion.

Tamer

Convert a creature to your side if you hit it into critical HP with a weapon.

Everswarm

Deal 1 damage to all enemies at the start of your turn. Won’t break Negate.

Scholar

Abilities

Flame

Do some fire damage to an enemy within (4-6) tiles. Costs 5 MP.

Bolt

Do some lightning damage to all targets in a straight (4-6) tile line. Costs 5 MP.

Frost

Do some ice damage to a small area within (3-6) tiles. 8 time unit cast time, costs 6 MP.

Gust

Do some wind damage and push in a conical area reaching (2-4) tiles away. Costs 7 MP.

Prayer

Recover MP for yourself and any allies within (1-3) tiles.

Passives

Teacher

+3 MP to adjacent allies at the start of your turn.

Elementary

Reveals the elemental weaknesses/resistances of the closest unit directly in front of you at the end of your turn.

Meditative

+3 magic def if you end your turn without acting.

Sage

Abilities

Heal

Heals units in a small area within (3-5) tiles. 7 time unit cast time, costs 7 MP.

Growth

Gives regeneration to units in a small area within 3 tiles, for (80-160) time units. 8 time unit cast time, costs 6 MP.

Cure

Removes debuffs in a small area within (3-5) tiles. Costs 4 MP.

Revive

Revives a fallen ally within 4 tiles, heals (10-20) HP. 10 time unit cast time, costs 8 MP.

Dispel

Dispels all buffs and debuffs in a small area within (4-6) tiles. 8 time unit cast time, costs 3 MP.

Passives

Green Touch

Heals adjacent allies for 3 HP at the start of your turn.

Pure Mind

Immunity to Dispel, cannot have casting interrupted except by being disabled/stunned/etc.

Critical Recovery

Heal 20% of your max hp when hit into critical hp.

Sorcerer

Abilities

Inferno

Deal fire damage in a small area within 4 tiles. Ranks increase damage. 15 time unit cast time, costs 7 MP.

Lightning

Deal lightning damage in a small area within (4-6) tiles. 13 time unit cast time, costs 7 MP.

Blizzard

Deal ice damage in (2-4) small contiguous areas within 5 tiles. 16 time unit cast time, costs 9 MP.

Cyclone

Deal wind damage in a 2-radius area within 4 tiles, pushes (1-3) tiles away from the center. 15 time unit cast time, costs 11 MP.

Shock Bolts

Deal some lightning damage to (1-4) targets. Costs 5 MP.

Passives

Fire Adept

+2 fire skill, -1 ice/water, lightning, wind skill.

Ice Adept

+2 ice/water skill, -1 fire, lightning, wind skill.

Lightning Adept

+2 lightning skill, -1 fire, ice/water, wind skill.

Wind Adept

+2 wind skill, -1 fire, ice/water, lightning skill.

Critical Focus

Recover 50% of your max MP when hit into critical hp.

Warden

Abilities

Aegis

Clears debuffs on a target within (3-5) tiles and applies Aegis for 90 time units, which will block the next negative status effect. Costs 5 MP.

Negate

Applies Negate to a target within (3-5) tiles for 90 time units. Negate blocks incoming damage once. Costs 5 MP.

Guard

Applies Guard in a small area within 3 tiles for (55-85) time units. Guard halves physical damage taken. 7 time unit cast time, costs 7 MP.

Ward

Applies Ward in a small area within 3 tiles for (80-120) time units. Ward halves magical damage taken. 7 time unit cast time, costs 7 MP.

Barrier

Places up to (3-5) contiguous magical barriers that block movement, attacks, and most spells. Barriers can be destroyed by repeated attack, or via ruin spells. Costs 7 MP.

Passives

Lasting Shelter

Ward, Regen, Aegis, Negate, and Preserve last 50% longer on you.

Auto-Aegis

Gain Aegis at the start of battle, for 50 time units.

Enduring Negate

Negate on you will not be removed if the damage taken is less than or equal to half your life skill. Get very high life skill, lots of armor, and keep Guard/Ward on, and this might actually work!

Elementalist

Abilities

Condensate

Deals a bit of water damage in a small area within (3-5) tiles, inflicts Wet for 150 time units, and leaves puddles behind. Costs 5 MP.

Windslash

Deals wind damage in a wide line reaching at most (4-6) tiles away, minimum of 3. 12 time unit cast time, costs 8 MP.

Shock

Deals lightning damage in a small area within 4 tiles and Stuns for (10-16) time units. Duration scales with lightning skill. 14 time unit cast time, costs 10 MP.

Freeze

Deals ice damage to a target within 4 tiles and Freezes them for (40-60) time units. If used on an empty square, makes a block of ice that can be jumped over. Duration scales with ice/water skill.

Fire Whirl

Places a fire tornado on a square within 3 tiles that does a bit of fire damage to adjacent targets immediately, then every 20 time units after. Lasts 80 time units, has a cast time of 14 time units and costs 12 MP. If an enemy moves into the spot where casting was targeted, they will take fire damage but no tornado will be created. Once the tornado expires, fire will be left behind on the tile.

Passives

Firewalker

Take no damage from elemental ground hazards.

Stone Savant

Deal 15% more damage with triggers and similar weapons, with triple the normal range. Does not work with wands.

Element Master

Gain a bonus to magic attack at the start of battle that lasts 300 time units, equal to your lowest elemental skill. Ruin counts, life does not.

Unmaker

Abilities

Ruin Touch

Deals ruin damage to an adjacent target, +30% for each debuff on the target. Also inflicts Itchy for (50-110) time units. Can be highly lethal against an opponent with multiple debuffs. Costs 4 MP.

Decay

Applies Decay in an area within (3-5) tiles. Decay deals damage on the target’s turn unless they get healed somehow before then. 12 time unit cast time, costs 8 MP.

Wither

Deals ruin damage and Disables a target within 3 tiles for (40-60) time units. Duration scales with ruin skill. 15 time unit cast time, costs 10 MP.

Shroud

Applies Blind for 80 time units to targets in a small aoe within 3 tiles. Applies Poison on second rank.

Drain

Deal ruin damage to an adjacent enemy and recover the same amount of HP and MP. Rank increases damage.

Passives

Absorb Magic

Gain MP equal to half magic damage taken.

Necromancy

Gain ruin skill from nearby bones.

Ruin Aura

Deal ruin damage to nearby enemies on the start of your turn. Can deal decent damage.

Enchanter

Abilities

Fire Enchant

Bonus fire damage for (125-225) time units. Costs 7 MP.

Ice Enchant

Bonus ice damage for (125-225) time units. Costs 7 MP.

Lightning Enchant

Bonus lightning damage for (125-225) time units. Costs 7 MP.

Wind Enchant

Bonus wind damage for (125-225) time units. Costs 7 MP.

Elemental Fury

Gives +5 physical attack to allies within (3-5) tiles, refreshes duration of enchants up to 105 time units.

Passives

Counter Enchant

Responds to elemental damage by enchanting yourself with that element. Caution, this can electrify water.

Essence Flow

When you reach exactly 1 MP, recover all MP. Tricky to use but powerful.

Siphon Enchant

Consumes any enchantment applied to you, instead granting +4 to the corresponding skill for the same duration.

Balancer

Abilities

Stonefoot

Applies Immobile to units in a small aoe within 3 tiles for (79-119) time units. 12 time unit cast time, costs 6 MP.

Force

Pushes a target within (4-6) tiles away from you without damaging it. Costs 1 MP.

Warmth

Applies Warmth to a unit within 4 tiles for (90-150) time units. Warmth regenerates MP and provides resistance to cold but slight weakness to fire. Costs 8 MP.

Ice Carapace

Apply Spikes to a unit within 4 tiles for (90-150) time units. Spikes deals ice damage to enemies near you at the end of your turn, and provides resistance to fire but slight weakness to cold. Costs 8 MP.

Preserve

Apply Preserve to a unit within 3 tiles for 300 time units. If the unit is KO’d they are revived and then Preserve is applied. Preserve automatically revives the unit on their next turn if they are KO’d.

Passives

Counter Mirror

Reduces incoming damage by half your life skill, and deals that much to the enemy that hit you. Can’t use with other counters.

Geomancy

Grants a bonus to elemental skills depending on what elemental objects are near you. If no particularly interesting objects are nearby, you get +1 wind skill.

Critical Preserve

Grants Preserve for 300 time units when hit into critical hp.

Defiler

Abilities

Iceblood

Deals ice damage and Chills the enemy for 130 time units. Second rank adds Poison. Duration scales with ice/water and ruin skill.

Brainshock

Deals lightning damage and Disables the enemy for 30 time units. Second rank adds Itchy. Duration scales with lightning and ruin skill.

Gorgefire

Deals fire damage and Silences the enemy for 104 time units. Second rank adds Burn. Duration scales with fire and ruin skill.

Heartgrip

Deals wind damage and Stuns the enemy for 15 time units. Second rank also lowers morale. Duration scales with lightning and ruin skill.

Viral

Spreads debuffs to all contiguous units. Can target (1-3) units for initial infection vector.

Passives

Sacrifice

+6 magic attack if Blinded. +6 phys attack if Silenced.

Soulpierce

Ignore magic evasion on targets that are Itchy.

Absorb Aura

Steal 3 MP from adjacent enemies at the start of your turn.

Gatewarder

Abilities

Gate: Swap

Swaps two points in space within (2-4) tiles, can include yourself or allies. Costs 4 MP.

Gate: Avalanche

Deal physical damage in a small area within (4-6) tiles. 13 time unit cast time, costs 9 MP.

Gate: Barrage

Place (3-5) locations for gates to appear which push adjacent targets and deal damage. Can push/damage one target several times.

Gate: Void

The Void is very bright. Attempts to blind anyone looking in your direction, for 70 time units. 22 time unit cast time, costs 12 MP.

Gate: Shield

Grant a unit within (4-6) tiles immunity to projectile attacks for 60 time units. Costs 4 mp.

Passives

Resistant

When you take magic damage, your magic evasion doubles until your next turn. You can stack magic evasion past 50% so this could render you immune from repeated magic damage.

Gate Adept

+1 range on Gate spells. -1 Movement.

Critical G. Shield

Gain Gate Shield when hit into critical hp.

Gatekeeper

Abilities

Note: For all offensive gate spells you cannot place the gate directly on units, and the spell will cancel if a unit moves onto the targeted tile.

Gate

Teleport to a location within (3-5) tiles. Costs 3 MP.

Gate: Magma

Open a gate that deals high fire damage to a 2-radius aoe within (4-5) tiles. 17 time unit cast time, costs 13 MP.

Gate: Storm

Open a gate that deals high lightning damage to a 2-radius aoe within (4-5) tiles. 17 time unit cast time, costs 13 MP.

Gate: Flood

Open a gate that deals high water damage to a 3-radius aoe within (4-5) tiles, inflicting Wet for 150 time units and leaving puddles behind. 20 time unit cast time, costs 15 MP.

Gate: Sky

Open a gate that covers a 3-radius aoe and pulls enemies inwards 2 tiles on the outer two tiles of the radius, dealing damage only if they reach the inner five tiles. 17 time unit cast time, costs 13 MP.

Passives

Voidlight

Lights up the area near you with a bright light. Note: attacking enemies in the dark reduces accuracy.

Gate Hand

Allows you to place, pick up, and interact with objects from any distance away, even in combat.

Realmsense

Allows you to scroll the map around freely. Can combine well with Gate Hand.

Warpblade

Abilities

Gate: Shift

Move (1-2) tiles without using up your action. Has a 20 time unit cooldown, costs 3 mp.

Gate: Trick

Attack a unit up to (2-4) tiles away through a gate with +10% accuracy. Costs 2 mp. Requires a melee weapon.

Gate: Slam

Go through some gates and slam down on a tile within (4-6) tiles but not adjacent to you, dealing 50% damage to adjacent units, Stunning them for 2 time units and pushing them 1 tile. Costs 8 mp. Won’t sweep, can be used with any weapon.

Gate: Cross

Perform a 2 tile radius cross-shaped attack that does 75% damage except in the middle tile where it hits twice for 150% damage total. Range is (4-6) and cannot target within 2 tiles of you. 12 time unit cast time, costs 12 mp.

Gate: Onslaught

Attack all enemies for 50% damage. 22 time unit cast time, costs 12 mp. Requires a melee weapon, won’t sweep.

Passives

Counter Warp

Teleport behind an enemy that hits you with a melee weapon, dealing 50% damage.

Warplash

Melee attacks deal 20% splash damage to adjacent enemies. To be clear: does not target allies. Only splashes around the tile you’re targeting; sweep attacks don’t add more splash tiles.

Gate Leap

+2 Jump.

More Guides:

ncG1vNJzZmifkaKysbjAsmWtoaCofKjByJ2crGdnZYBzeceoqaKyn6PAbrPArZxnoKSiuQ%3D%3D