Table of Contents Show
A list of all the requirements and description of the counters + passives. Includes story specific and secret classes. The number behind a class specifies how many total classes you have to level to unlock it.
Base Classes
–
–
Counter adjacent
- +50% crit dmg
- 2-handed weapon in 1 hand
–
–
Regen
- Heal self on healing
- Walking recovers MP
Advanced Classes
Mercenary 2
–
Steal Component
- +15% Attack
- Restore HP+MP on crit
Mender 2
–
Buff elemental dmg on elemental hit
- No friendly fire
- Restore HP+MP on kill
Mercenary 3
–
Thorns (retaliate against anything)
- No additional dmg taken from side and back
- Wield 1-handed weapon with 2 hands for bonus dmg
Scoundrel 4
–
Evade regular ranged attacks
- +25% crit chance
- +25% Evasion
Mender 4
–
Counter Magic
- Equip heavy
- Adjacent enemies boost dmg
Wizard 4
Mender 2
Dmg to MP first
- Immune to injury
- +15% Resistance
Knight 4
Mercenary 3
Evade Melee
- Equip shield
- +15% Defense
Mercenary 2, Mender 3, Wizard 3
–
Barrier (evade status effect)
- +15% Mind
- Cast 2 spells at 75% power
Mender 3, Scoundrel 3
Mercenary 2
+2 Movement
- Extra turn at start
- Lucky
Knight 3, Wizard 3
Mender 2, Mercenary 3
Evade Magic
- Skills + spells can crit
- +10% debuff chance
Ranger 5
Mercenary 2, Scoundrel 4
Critical HP -> get turn
- Item power x2
- Free situational commands (climb, gather, …)
Alchemist 2, Plague Doctor 2
Mender 4, Wizard 4
Crit Haste
- Regular attacks leech MP
- Reduce elemental resistance
Templar 5
Mercenary 3, Knight 4
Critical HP -> Rebirth
- Bleed on critical hits with regular attack
- Missing own HP buffs dmg
Wizard 3, Gambler 3
Mercenary 2, Mender 3, Scoundrel 3
Absorb MP
- +25% HP
- +10 starting MP
Warmage 3
Mender 4, Wizard 4, Plague Doctor 2, Alchemist 2
Root
- +Accuracy
- -50% MP cost
Mercenary 4, Templar 3, Ranger 3
Scoundrel 4, Knight 4
Teleport adjacent unit to random location (on land)
- Walking recovers HP
- Positive height difference boosts dmg by 4% each
Gunner 4
Mercenary 4, Scoundrel 4, Knight 4, Ranger 3, Templar 3
Critical HP -> evade next dmg (Mirage)
- Immune to traps
- Dual Wield
Peddler 3, Reaver 3
Mercenary 3, Scoundrel 4, Knight 4, Templar 5, Ranger 5
Evade Skill
- Regular Attacks leech HP
- Full HP boosts dmg
Secret Classes
Mercenary 4, Lunar Crest, No story char
Cripple adjacent (-Skill)
- Use MP to boost dmg for regular attack
- + 0% crit chance (typo?)
Scoundrel 6, Alchemist 3, Blood Crest, No story char
Mercenary 2, Mender 2, Wizard 4
Mute
- +50% dmg against targets with <50% HP
- flying(?)
Character Specific Classes
Anadine
Mute
- Use MP to boost dmg for regular attack
- Extra turn after killing (only once/turn)
Kyrie
Slow
- +50% dmg against targets with <50% HP
- +20% dmg and -10% dmg taken per fallen ally
Yates
Cripple adjacent (-Skill)
- +50% healing
- +50% dmg against targets with <50% HP
This bug will unlock new classes when you kill a specific number of animals of that type. Unfortunately a lot of his classes are missing abilities.
Bzzerk
Rage adjacent
- Missing own HP buffs dmg
- +12.5% dmg per tile moved
Blardger
Nova against adjacent
- –
- Adjacent enemies boost dmg
Daodrenner
Critical HP -> get turn
- Walking recovers MP
- Regenerate HP
Kawa
Steal component
- –
- Spawn Kawa on kill (once)
Rakkerjak
+2 movement
- –
- –
Therva
Buff elemental dmg on elemental hit
- Full HP boosts dmg
- –
Vangal
Thorns (retaliate against anything)
- –
- –
Cadaver
–
- 5% to all stats per death character
- Overhealing to MP (same for HP)
Arpia
Weaken
- Restore HP+MP on kill
- +20% dmg per debuff on target
Pektite
Buff elemental dmg on elemental hit
- No additional dmg taken from side and back
- Reduce elemental resistance
Niwot
Counter Magic
- Skills + spells can crit
- Heal self on healing
Ercinee
Fire Nova on death
- Immune to Injury
- Rebirth (once)