Class

Players can develop their characters into certain classes that each have certain benefits after a certain amount of time. Only one class may be active at a time. You can become a class once you have all of the starred prerequisite skills learned. Class buffs and spells that require certain skills are noted.

Warrior - Hunting, Conviction\*, Physique\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Warrior's Heart - +10% Bonus Attack Damage

-Equalize - 50 MP - Consumes all your mana to drain all of your target's MP, and deal ( 0.4 x Mana Drained ) damage to your target. Range of ( Spell Effect )m. Overcast deals ( Mana Drained ) damage to target.

-Pursuit - You can see foes who are under 25% Max HP through terrain, and have +25% Lifesteal while attacking them. ( Requires Hunting )

-Rippling Muscles - You have a 10% chance to charm enemies of the opposite sex on their next turn on attack, and a 5% chance to charm enemies of the same sex. ( Requires Physique )

Cleric - Faith\*, Philosophy, Demonology, Physiology, Healing\*\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Mending Hand - 10 MP - Restores ( Spell Effect ) Hit Points to a target within melee range. Overcast restores ( Spell Effect x 1.5 ) Hit Points to target. Cannot target self.

-Blessed Presence - Whenever you target an ally with a spell, that ally instantly recovers 5% of his Max HP.

-Intellectual Pursuit - Whenever you heal an ally ( Other than yourself ), that ally gains MP equal to 20% of the health restored in this way. Passively grants you +20 Max MP. ( Requires Philosophy )

-Twisted Sacrament - 20 MP - As an additional cost to casting this spell, you can pay up to ( Spell Effect ) Hit Points. Restores ( Spell Effect ) + ( Hit Points Payed x 1.25 ) Hit Points to a target ally ( Not self ) within ( Spell Effect )m. Overcast restores ( Spell Effect x 2 + Hit Points Payed x 2 ) health to target. ( Requires Demonology )

-Bodily Knowledge - Whenever you cast a spell targeting an ally, you may remove up to one debuff from that player. ( Requires Physiology )

Wizard - Mathematics, Spellcrafting\*, Pyromancy, Necromancy, Biomancy, Terramancy, Luxomancy\_\_\_\_\_\_\_\_

-Intellectual Standard - Whenever you cast a spell, you gain +2% Spell Effect for the rest of the encounter.

-Mental Force - Whenever you cast a spell, you gain +10 Spell Effect until end of turn. ( Counts for that spell ) ( Requires Mathematics )

-Pyrorend - Hitting an enemy with a spell causes that unit to take 2% of their HP as damage. Causes +1% HP Burn per 10 MP spent on spell. ( Requires Pyromancy )

-Dark Strength - +20 Spell Effect, +30 Spell Effect instead if you control a summoned unit. ( Requires Necromancy )

-Giant Growth - 30 MP - Grants your target a ( Spell Effect x 1.5 ) Attack Damage bonus and ( Spell Effect x 0.2 ) Armor Bonus until your next turn. Overcast gives your target ( Spell Effect x 2.5 ) Bonus Attack Damage and ( Spell Effect x 0.3 ) Armor instead. ( Requires Biomancy )

-Earthquake - 45 MP - Strike the earth, causing an earthquake that stuns and deals ( Spell Effect x 1.25 ) damage to all enemies within ( Spell Effect x 0.6 )m. Overcast also causes those affected to lose 10% of their current HP. ( Requires Terramancy )

-Harness the Light - Whenever you cast a Luxomancy spell, you gain +3 Spell Effect until end of encounter. ( Requires Luxomancy )

Rogue - Navigation, Theft, Hiding\*, Runner\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Sustained Stealth - After a turn without attacking, casting a spell, using items, or coming within 5m of an enemy's field of view, you become invisible to enemies.

-Stealth Strike - When attacking an enemy who does not see you, your attacks deal +40% damage, and you have a +5% Critical Hit Chance.

-Disarm - 15 MP - The rogue will use his intuition to attempt to disarm a trap in the party's path. Can also be used to disarm enemies in combat for their next turn. Overcast will instead stun the enemy. ( Requires Navigation )

-Yoink! - 25 MP - The Rogue attempts to steal an item from an enemy. If successful, the Rogue will then gain possession of the item. If unsuccessful, the Rogue will disarm the target for their next turn. Has a 15% Success Chance. If overcast, has a 60% Success Chance. ( Requires Theft )

-Escape Plan - After exiting invisibility, you gain +150% movement speed and +50% Attack Damage until end of turn. Bonus damage counts on attacks used to exit invisibility. ( Requires Runner )

Knight - Philosophy, Covenant, Conviction, Chivalry\*, Guard, Civil Service\*\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Iron Will - Armor and Spell Resist Bonuses from items grant x ( 1.5 ) their regular bonuses.

-Unfaltering - You have a +25% Chance to ignore applied disables.

-Knowledge Seeker - Whenever an ally casts a spell, the Knight- Philosopher gains +5% Attack Damage until end of turn. ( Requires Philosophy )

-Righteous Cause - The Knight reciprocates damage he is dealt, gaining ( Damage Taken Since Last Turn x 0.5 ) damage on attack for each attack. ( Requires Covenant )

-Stand Ground - After not moving in a turn, the Knight gains +25% Armor, Spell Resist, and HP Regen until he moves next. ( Requires Conviction )

-Shield of Valor - Allows you to wield a shield in addition to a two handed weapon. When using a shield, you gain a 30% chance on being dealt damage to block 50% of that damage. ( Requires Guard )

Bard - Distillery, Sexual Prowess, Allure, Musician\*, Passion\*, Singer\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Joviality - The bard makes light in even the most dire of situations, making all healing on his allies become amplified by +25%. Also, upon beginning a song after finishing a song, the bard restores 10 HP on all party members.

-Journeyer's Ditty - 20 MP - The bard dons his instrument and plays, each turn he plays giving his allies +10% Attack Damage and Spell Effect, which stacks up to five times. While playing, enemies will attack the bard's allies. Overcast instantly gives the bard's party the full five stack bonus immediately, until the bard stops playing.

-Drinks on Me! - 15 MP - The bard produces alcohol if there is any in his inventory. Each enemy within ( Charisma x 0.5 )m is forced to drink the bard's beverage, taking the enemies one turn to take and consume the alcohol, during which they can be attacked and damaged. Overcast also lowers the affected enemies' armor by ( Charisma ). ( Requires Distillery )

-Careless Whisper - If the bard comes within one meter of the enemy, he can seduce that unit, making that unit become an ally for as long as he is seducing them, untargetable with harmful spells from the bard or his allies. Once the bard stops seducing that enemy, they can choose to either become the bard's ally or to go back to being an enemy. This skill can be used more times per encounter as the bard accumulates greater charisma. ( 0 Charisma = 1 Use, 20 Charisma = 2 Uses, 35 Charisma = 3 Uses, 50 Charisma = 5 Uses ) ( Requires Sexual Prowess )

-Lead Astray - 50 MP - The bard plays an enrapturing melody, gaining control of an enemy for the turn. If Overcast, the bard instead gains control of that unit until he stops playing, up to a maximum of three turns. Has a +0.5% Chance to Overcast per point of Charisma. ( Requires Allure )

-Performance - 100 MP - The bard takes over the battlefield with his melodies for the enemies' next turn. Nobody can act during that turn. If overcast, The bard restores ( Charisma ) Mana for himself and all his allies. ( Requires Singer )

Spellsword - Enchanting\*, Faith, Runecrafting, Weapons Mastery\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Spellforce - Whenever you attack, you gain +1 Spell Effect and +1 Attack Damage until end of encounter.

-Rapture Strike - 110 MP - The Holy Spellsword strikes with righteous fervor, dealing bonus damage on his next attack equal to +( Spell Effect x 3.5 ). That attack has + ( Spell Effect )% Lifesteal. ( Requires Faith )

-Runic Blade - You have +( Spell Effect x 1.5 )% Crit Damage. This Bonus cannot exceed +150% Bonus Critical Hit Damage. ( Requires Runecrafting )

-Great Potential - You can have an additional Technique active at any given time. ( Requires Weapons Mastery )

Alchemist - Chemistry\*, Distillery, Physics, Scholar\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Special Ingredient - Whenever an ally uses a consumable that you make, that ally recovers 5% of their Max HP as Hit Points.

-Alchemy - 20 MP - Converts target ( Spell Effect x 0.1 ) cubic meter of materials into ( Spell Effect x 0.2 ) Gold Coins. Overcast converts it into ( Spell Effect x 0.3 ) Gold Coins. This cannot be used more than three times in any one encounter.

-Potency - Consumables you make have +25% Effect. ( Requires Distillery )

-Inequivalent Exchange - Upon use, the Alchemist can exchange any amount of his HP or MP for twice the other stat. Can only be used once per encounter. ( Requires Physics )

-Bottled Knowledge - You have +5 Mana Regen. Whenever an ally drinks a consumable that you made, they gain this benefit until end of encounter as well. Does not stack. ( Requires Scholar )

Paladin - Faith\*, Physique, Covenant, Conviction\*, Chivalry, Healing, Law\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Fealty's Vigor - As the Paladin takes damage in battle, it gains Stacks of Devotion for each instance of damage. Each stack grants +0.3 HP Regeneration. Once at at least ten stacks, the Paladin's next attack consumes all stacks to have +200% Lifesteal and deal +25% damage on that attack.

-Fostered Light - The Paladin deals bonus damage on attack equal to ( Missing HP x 0.1 ).

-Monumental Constitution - The Paladin has +50 Max HP. ( Requires Physique )

-Righteous Oath - 15 MP - The Paladin gives his god permission to protect his target within ( Spell Effect x 0.75 )m, causing all damage that would be dealt to that target this turn to be redirected to the Paladin with ( Spell Effect x 0.5 ) damage reduction applied. Can be used as an interrupt. Overcast also restores 15% of the target's HP. ( Requires Covenant )

-Bulwark of Light - The Paladin casts a Bulwark of Light around a target, granting them a Shield equal to ( Paladin's Max HP x 0.4 ) Hit Points. Can be used as an interrupt. Can only be used once per encounter. ( Requires Chivalry )

-Holy Healing - 15 MP - Restores 10% of your target's HP. On Overcast, restores 25% HP instead. ( Spell Effect x 0.75 )m range. ( Requires Healing )

-Retribution - Whenever the Paladin is dealt damage, the damage's source immediately takes magic damage equal to ( 0.3 ) x Damage dealt. ( Requires Law )

Warlock - Demonology, Spellcraft, Torture, Servitude\*, Necromancy\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Heed the Call - Upon use, summons a demon from the fires of the Nether Reaches to fight for the warlock for ( Spell Effect x 0.2 ) turns. The Demon deals ( Spell Effect x 0.6 ) damage on attack and is impervious to damage. Can only be used once per encounter.

-Devour Essence - 20 MP - The Warlock eats the soul of an enemy unit within 5m. If that unit has ( Spell Effect ) or less HP, the Warlock consumes them, restoring ( Spell Effect x 0.5 ) HP and MP on the Warlock and his team. If Overcast, restores ( Spell Effect ) HP and MP for team instead. ( Requires Demonology )

-Dark Permittance - The warlock channels dark mana when he casts a spell, each spell granting him Dark Mana equal to ( Mana Cost of Spell x 0.2 ). The Warlock can hold up to 100 Dark Mana. The amount of Dark Mana spent to cast spells grants you bonus overcast chance on that spell equal to the amount of Dark Mana spent. ( Requires Spellcraft )

-Torment - 30 MP - The Warlock casts a curse on his target, causing that target to take + ( Spell Effect x 0.4 )% damage from all sources this turn. Overcast causes them to take ( Spell Effect )% bonus damage instead. Range of ( Spell Effect x 0.4 )m. ( Requires Torture )

-Summon Vassal - 40 MP - The Warlock summons a Vassal with ( Spell Effect x 0.5 ) HP. Overcast summons it with ( Spell Effect ) HP instead. That Vassal can switch between three auras at the beginning of your turn, which affect all allied units within ( Spell Effect x 0.4 )m. Recovery Aura grants allied units in the area +( Spell Effect x 0.25 )% Lifesteal and Manasteal on attack. Power Aura grants + ( Spell Effect x 0.2 ) Bonus attack damage on attack to all units in the area. Martyr Aura causes the Vassal to die at end of turn, then deal ( Spell Effect x 1.5 ) damage to each enemy within ( Spell Effect x 0.8 )m and stun them. Max three Vassals active at any one time. ( Requires Necromancy )

Ranger - Hunting, Fletching\*, Regimen\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Let Loose - All attacks you deliver deal +0.5% damage per meter that their projectile travels.

-Prey Seeker - Whenever you deal damage to a unit with less health than you, that attack has +10% Crit Chance. ( Requires Hunting )

-Practiced Marksman - You have +10m Range with ranged attacks and +100% Critical Hit Damage with ranged attacks. ( Requires Regimen )

Mage - Demonology, Artistry, Spellcraft, Manatapping\*, Astronomy\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Versatile Arsenal - Upon becoming a Mage, you learn another spell. Also grants you a passive +20 Max MP.

-Demonic Capacity - You can cast another of any one spell of your choice in a turn, breaking the one of any spell in a turn rule. If you cast that spell, pay its costs as well as paying Hit Points equal to ( 2^ Number of Times you've broken this rule in this encounter ). ( Requires Demonology )

-Arcane Artist - You can cast an additional spell each turn ( Still has to be a different spell ). You can also ignore the Spell Requirement of spells you are trying to learn. ( Requires Artistry )

-Utility Magic - 35 MP - Choose one, to do on a target within ( Spell Effect x 0.2 + 5 )m - Stun that target; Deal ( Spell Effect ) damage to that target; or restore ( Spell Effect ) HP on that target. Overcast stuns for two turns, deals doubled damage, or restores double health. ( Requires Spellcraft )

-Astronomancy - Whenever you cast a spell, you gain a stack of Stardust. You can expend five stacks of Stardust to be able to cast an additional spell this turn and recover ( Spell Effect x 0.5 ) MP. Max ten stacks of Stardust. ( Requires Astronomy )

Magician - Spellcraft, Assertiveness, Manipulation\*, Luxomancy, Theater\*\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Welcome to the Show - Whenever you cast a spell, you gain a stack of Showmanship, which lasts until end of encounter. Each stack grants you +0.2 MP Regen. If you have at least ten stacks on you, you can cast another spell each turn.

-Greater Whimsy - 5 MP - Deals ( Spell Effect x 0.3 ) damage to a target within ( Spell Effect x 0.3 + 6 )m. Overcast grants you another spell slot to cast an additional spell this turn, which you can use to cast this spell again.

-Let the Sparks Fly - Whenever you cast a spell, you gain a stack of Static until end of turn. Each stack grants you +5 Spell Effect and +3% Overcast Chance. Max 5 stacks. At end of turn, when the stacks are removed, you recover 5 MP for each stack removed. ( Requires Spellcraft )

-Not to be Outdone - Each turn, you can cast one of your spells again, with -5 MP Cost, breaking the One of each spell per turn rule. ( Requires Assertiveness )

-Center Stage Light Show - 40 MP - Deals ( Spell Effect x 0.75 ) damage to each enemy within ( Spell Effect x 0.3 + 5 )m. Costs less Mana to cast equal to your current MP Regen. Overcast deals ( Spell Effect x 1.25 ) damage instead and restores ( Spell Effect x 0.25 ) MP on self. ( Requires Luxomancy )

Valkyrie - Physiology , Covenant\*, Healing, Leadership, Prophecy\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

\*\*\* Valkyries can only be female.

-Promise of Valhalla - The Valkyrie gains a stack of Promise whenever she attacks. She has +0.5 Armor and Spell Resist for each stack of Promise on her. Once at at least ten stacks, whenever she crits, she gains +4 Damage on that attack for each stack on her, then reverts to ten stacks.

-Purity of Form - The Valkyrie stands strong in her own righteous image, granting her +1 Attack Damage for each point of Armor and Spell Resist she has. ( Requires Physiology )

-Warrior's Death - Whenever the Valkyrie or her party kills a unit, the Valkyrie chooses a unit in her own party to recover HP equal to her combined Armor and Spell Resist. ( Requires Healing )

-Face Down Ragnarok - Whenever the Valkyrie attacks a unit, she can expend up to three Promise stacks. If she does, she steals [ ( Armor + Spell Resist ) x ( 0.05 ) ]% of that unit's HP for each stack spent in this way, restoring that much HP for herself and all her allies. ( Requires Leadership )

-Servant of the Foretold Future - You have +1% Crit Chance, Overcast Chance, and Bonus Hit Chance for each point of Armor you have. ( Requires Prophecy )

Cavalier - Smithing, Physique, Sportsmanship\*, Chivalry, Physics\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

-Soaring Strike - The Cavalier can move by charging in a straight line, gaining +50% Movement Speed while charging. The charge can last for up to two turns after it starts. For each meter traveled during charge, the Cavalier deals a bonus +1.5% damage on attack, and if that attack is a critical hit, it has x1.5 Critical Hit Bonus Damage. After ending a charge, you cannot charge on this or your next turn. These damage bonuses only apply on melee weapons.

-Impale - Whenever the Cavalier is charging, he impales all units he charges into, until he hits someone he chooses to have as his target. Those he impales take 20 damage, but his primary target takes the original bonus damage from the charge, and that attack deals +10 damage per unit impaled and stuns. Also grants a passive +10 Attack Damage. ( Requires Smithing )

-Committed Attack - Upon use while charging, grants you +100% Movement speed in this charge. When that charge ends, the target of the charge is dealt bonus damage on attack equal to +5% for each meter traveled instead of +1.5%. That attack also has a +25% Crit Chance. Can only be used once per encounter. ( Requires Physique )

-Guarded Advance - After you hit the target of your charge, you gain bonus Armor and Spell Resist equal to ( Total Charge Distance x 0.5 ) until your next turn. Also grants you a passive +30 Max HP. ( Requires Chivalry )

-Let Soar - Upon use, the Cavalier lets his weapon soar through the air at a target. Can be thrown a range up to the distance that the Cavalier has charged thus far, granting the bonus damage for charge distance equal to charge distance plus thrown distance. Thrown weapon also deals +200% damage if it crits. Can only be used once per Encounter. ( Requires Physics )