Overview
List of currently available classes, with respective city building that teaches the class / profession. I will be adding more as I proceed in the game (opening all classes requires good portion of resources)
Building: Alchemist
Sub building – CAULDRON
Class : Poisoner
Requirements:
- Endurance = 10
- Agility = 6
- Speed = 6
- Will = 6
Skills:
- 1st Poison: Cost 5, Target 1 enemy, Poisons target, 14 turns, STR -10% AGI -10%
- 2nd Antidote: Removes POISON from target.
- 3rd Mind’s Fog: slows target (probably improves Poison spell)
- 3rd Lethargic Brew: Slows Reaction (Poison spell addition)
- 4th Poisoned Blade: 20% chance to inflict poison, STR -10% AGI -10%
- 4th Potent Poison: Improves tier one Poison spell (more damage)
- 5th Poison Gas: Cost 15, Target All, Poisons, 14 turns (same effect as Poison)
- 6th Poison Immunity: poison immunity (self-passive)
Building: Mage Tower
Basic (starter) class: Mage
Requirements: END 4, AGI 2, SPE 2, INT 10, WIL 10
Skills:
- 1st Magic Bolt: cost 5, shoots multiple magic bolts at 1 enemy
- 2nd Magic Efficiency: makes all spells easier to cast
- 2nd Magic Practice: faster spell casting
- 3rd Powerful Bolts: + DMG to each bolt
- 3rd Swarm of Bolts: More bolts, but each strikes random enemy, less DMG
- 4th Magic Aura: Protection from mundane attacks (party)
- 4th Magical Resistance: Protection from magical & mundane attack (mage)
- 5th Chaining Bolts: bold do less damage, but jump to nearby enemies
- 5th Powerful Bolts: Magic Bolts do more DMG
- 6th Magic Blast: cost 20, dealing to one enemy magical, light and dark DMG
Library: Scholar
Requirements: INT 15, WIL 10
Skills:
- 1st Research: Chance of learning new skill
- 2nd Tutor: + Party XP gain
- 2nd Self Taught: + XP gain (self)
- 3rd Biology: +ATT
- 3rd Pathology: +2% CRIT
- 4th Persistent Student: N/A
- 4th Brilliant Mind: N/A
- 5th Advanced Research: Chance of learning new skill
- 6th N/A
Firing Range: Battle Mage
Requirements
END 4, AGI 2, SPE 2, INT 10, WIL 10
Skills:
- 1st Empowered Staff: cost 8, does magical damage instead physical
- 2nd Staff Expert: + ATT, DEF while wielding a staff
- 3rd Instant Charging: Emp. Staff consumes more mana, but hits faster
- 3rd Efficient Charging: consumes less mana while using Emp. Staff
- 4th Bojutsu: + DEF, Block while using Staff
- 4th Quarterstaff: +DMG, penetrating defenses with Staff
- 5th Enchanted Physique: +10% ATT, DEF, HP, Reaction, -10% Mana
- 6th Staff Master: + Critical chance
- 6th Enchanted Staff: + elemental DMG to each Staff attack
Crystal Pillar: Wizard
Requirement: INT 15, WIL 10
Skills:
- 1st Wizard Blast: cost 6, DMG to enemy row
- 2nd Chaos Field: cost 2, boosts any spell
- 2nd Magnetic Fortitude: reduces spell recovery time
- 3rd Empower: cost 8, boosts next spell
- 4th Magic Mastery: cost 2, improves any spell (crit +100%)
- 4th Energy Conduit: Energy +20, Max Energy +20
- 5th Magical Foci: N/A
- 6th N/A
Corrupted Crystal: Sorcerer
Requirement: END 3, AGI 2, SPE 2, INT 10, WIL 10
Skills:
- 1st Drain Energy: cost 5, DMG one enemy, heal party self.
- 2nd Energy Battery: N/A
- 3rd Enhanced Drain: Drain Energy is more powerfull
- 3rd Efficient Drain: Drain Energy is cheaper
- 4th Energy Feedback: cost 5, dissipating enemy energy into the VOID (all enemies)
- 5th Efficient Drain: Drain Energy is cheaper
- 5th Efficient Drain: Drain Energy is cheaper
- 6th Negative Aura: damages all enemies periodically
Building: Inn
Sub Building: Tavern
Class: Bard
Requirements: STR 3, END 4, AGI 4, SPE 5, INT 5, WIS 3
Skills:
- 1st Adventurous Melody, cost 6, brightens spirit (All)
- 1st Choir, Allows more Bards to join together and boost the song effects
- 2nd Taunting Dance, cost 5, Aggro +100% (enemies hit Bard more likely)
- 3rd Lively Jig, Cost 6, Boosts speed of all.
- 4th Traveling Troubadour, improves overland travel efficiency
- 4th Troubadour’s Luck, Evade +10 to self
- 5th Opera, collective song performance improved
- 6th Ballad of Battle, Cost 6, Shields all (Physical)
- 6th Magical Melody, Cost 12, Shields all (Magic)
Sub Building: Hunting Lodge
Class: Hunter {Axe specialization}
Requirements: STR 8, END 6, AGI 8, SPE 6, INT 4, WIL 2
Skills:
- 1st Hack: cost 5, ignoring 15% of target DEF, ATT +15%
- 2nd Axe Expert: ATT +10%, DEF – 10%, Crit +20%
- 3rd Fast Chop: cost +2, + extra attack on Hack, -25% ATT
- 3rd Deep Cut: +15% ATT, Target DEF -15%, +Bleed
- 4th Hacking Swing: Every Axe attack has +20% to cause BLEED
- 4th Brutal Chop: boosts base damage of each Axe attack
- 5th Hunter’s Vision: Awareness of enemies around you
- 6th Dismember: Extra bleed to target
Sub Building: Gambling Hall
Class: Thug
Requirements: STR 10, END 12, AGI 3, SPE 2
Skills:
- 1st Bash: cost 5, ATT +50%,
- 2nd Mace Expert: using Maces adds +30% ATT, +10% CRI
- 3rd Concussive Blow: cost 5, Stunning target
- 3rd Quick Bash: Bash is executed faster
- 4th Brutal Blow: +1~5 DMG to each Mace hit
- 4th Hard Hitter: Every mace hit has +20% chance to Stun
- 5th Threatening Presence: reduces all enemy combat skills (passive)
- 6th Shattering Blow: cost 20, ATT +250%, All Enemies
Sub Building: Common Room
Class: Adventurer
Requirements: END 2, AGI 2, SPE 2, WIL 2
Skills:
- 1st Scavenge: Chance to find extra treasure
- 2nd Quick Thinking: Reaction +10%, EVA +5% (Self)
- 2nd Hiding in the plain sight: Aggro -25% (Self)
- 3rd First Aid: Heals 1 ally
- 4th Open Minded: EXP bonus (Self)
- 4th Wanderlust: Overland travel more efficient
- 5th Appraising Eye: Better stuff from dungeons
- 5th Eye for Details: Finds more treasure
- 6th: Experienced Adventurer: Helps adventuring (All)
Sub Building: Thieves Guild
Class: Thief (Cutpurse)
Requirements: STR 6, END 4, AGI 5, SPE 5, INT 2, WIL 2
Skills:
- 1st Stab: cost 3, + Attack, reduces recovery and improved speed
- 2nd Knife Expert: ATT +30%, CRI +10%
- 3rd Backstab: improved CRIT
- 3rd Slight of Hand: Speeds Stab even further, increases cost a bit
- 4th Go for the Jugular: ATT -10%, CRIT +30%
- 4th Quick with the Blade: Extra strike, lower power
- 5th Alertness: Always ready to fight (Self)
- 5th Awareness: Any enemy Ambush is reduced to Flanked
- 6th Killing Blade: Chance to insta kill
Building: Jeweler
Appraiser: Treasure Hunter
Requirements: STR 3, END 3, AGI 5, SPE 5, INT 8, WIL 5
Skills:
- 1st Pickpocket: Sneak up your enemy to get extra Gold
- 2nd Trap Avoidance: 1/2 DMG from all traps
- 2nd Trap Detection: Chance to auto-disarm any trap prior it’s triggered
- 3rd Fence: Selling items at higher prices
- 4th N/A
- 5th Master Thief: Pickpocket gets you better treasure
- 5th: Mugging: Chance to steal after successful melee attack
- 6th N/A
Building: Temple
Temple: Priest
Requirements: STR 2, END 6, AGI 2, SPE 2, INT 6, WIS 10
Skills:
- 1st Bless: cost 13, ATT +25%
- 2nd Holy Word: cost 12, Light Damage 9-10 (scales with INT)
- 3rd Enhanced Bless: makes Bless stronger
- 3rd Mass Bless: makes Bless MASS
- 4th {missing description}
- 4th {missing description}
- 5th Holy Righteousness: Boost strength and protection of your party
- 5th Inner Light: Max HP +10%, Max Energy +10% (passive)
- 6th Holy Champion: cost 20, ATT +50%, DEF +25%, Reaction + {could not see the #}
Hospital: Healer
Requirements: END 5, INT 5, WIL 10
Skills:
- 1st Heal: heals HP (one ally)
- 2nd Shield: cost 4, for 3 turns +100% DEF
- 3rd Mass Heal: makes Heal spell affect whole party
- 3rd Empowered Heal: makes Heal stronger
- 4th Mass Shield: makes Shield ‘mass’
- 4th Reinforced Shield: makes Shield stronger
- 5th Permanent Shield: +20%DEF, +10%Evade (self)
- 5th Shielding Aura: whole party is shielded
- 6th Resurrect: Revive + heal dead ally
Altar of Light: Bishop
Requirements: STR 2, END 5, AGI 2, SPE 2, INT 5, WIS 10
Skills:
- 1st Purify: removes negative status effects (1 ally)
- 2nd Protective Aura: Protection (party)
- 2nd Blinding Aura: Reduces ATT of enemies
- 3rd Mass Purify: turns Purify into MASS spell
- 3rd Cleansing Light: empowers Purify spell
- 4th Raise Dead: Returns one ally to life
- 5th Closed to the Dark: +STR, + Elemental Resist., – Dark Resist
- 5th Open to the Light:
- 6th Holy Ritual: Heals allies, hurts enemies
Building: Fort
Fort: Fighter
Requirement: STR 10, END 8, AGI 6, SPE 4, INT 2, WIS 2
Sills:
- 1st Strike: cost 5, +1 Attack
- 2nd Offensive Tactics: +10% ATT (passive)
- 2nd Defensive Tactics: +10% DEF (passive)
- 3rd Aimed Strike: adds +25% CRIT to Strike
- 3rd Quick Strike: +1 Attack to Strike, but -10% ATT, +1 cost
- 4th Weapon Training: Reduces Weapon Requirements
- 4th Armour Training: Reduces Armor Requirements
- 5th Veteran’s Calm: Shield all Allies.
- 6th Whirlwind Strike: cost 20, +1 Attack, All Enemies
Fencing Salle: Fencer
Requirement: STR 6, END 4, AGI 8, SPE 8, INT 2, IWS 2
Sills:
- 1st Slash: cost 5, strikes front row
- 2nd Sword Expert: Boosts ATT and CRIT whits Swords
- 3rd Cutting Blow: Slash cost +1, +25% CRIT
- 3rd Lunging Slash: Slash cost +1, +25% ATT
- 4th Riposte: Can Counterattack enemies while wielding a Sword
- 4th Feint: Disrupts Enemy’s DEF
- 5th En Garde: +10 Block, +20% DEF, -20% ATT
- 5th Extended Reach: +20% ATT, +10% CRIT, -20% DEF, -10 Evade
- 6th Flurry of Blades: cost 20, +20% Crit, +3 Attacks
Barracks: Soldier
Requirement: STR 10, END 10, AGI 6, SPE 4, WIL 2
Sills:
- 1st Leap: cost 5, Attacking rear enemy
- 2nd Shield Expert: While Shield is equipped, +50% Block
- 3rd Hard Landing: Leap cost +1, +25% ATT
- 3rd Shockwave: Leap cost +5, Damages all Enemies
- 4th Shield Wall: Block +20%
- 5th Disciplined: ATT +10%, DEF +10%, Accuracy +10% (passive)
- 5th Shield Bash: While Shield is equipped, Counterattack is possible after a block
- 6th Active Defense: While Shield is equipped, Counterattack is possible after a block
Jousting Field: Lancer
Requirement: STR 10, END 8, AGI 6, SPE 6, INT 2, WIS 3
Sills:
- 1st Pierce: cost 5, hits whole columns of enemies
- 2nd Spear Expert: using a Spear reduces enemy’s DEF and increases CRIT
- 3rd Penetrating Attack: Pierce +1 cost, Target DEF -25%
- 3rd Skewer: Pierce +2 cost, 50% chance of Bleeding
- 4th Arms Length: +DEF while holding Spear
- 4th First Strike: Might strike quicker
- 5th Phalanx: Each Ally with Spear boosts DEF of all other Allies
- 5th Schiltron: +20% ATT, +20% DEF, -20% SPE
- 6th Impale: cost 20, ATT +20%, CRIT +10%, Attacks whole column, causes Bleed
Gymnasium: Wrestler
Requirement: STR 15, END 10, AGI 8, SPE 4, WIL 2
Sills:
- 1st Grapple: cost 6, Pins (immobilize) both enemy as user, 18 turns
- 2nd Strength Training: ATT +10, DEF +10, HP +10
- 3rd Chokehold: Pinned Enemy suffers DMG
- 3rd Arm Lock: Prolongs the Pin duration
- 4th Pain Tolerance: Physical DMG threshold.
- 4th Thick Skull: +10% HP
- 5th Body Shield (missing description)
- 5th Hammerlock: Pinned Enemy suffers DMG
- 6th Body Slam: cost 20, +50% ATT, All Enemies
War College: Tactitian
Requirements: STR 5, END 5, INT 10
Skills:
- 1st Rally: rallies party members
- 2nd Leadership: Makes members fight faster (passive)
- 3rd Inspiration: boosting reaction of allies
- 4th Logistics: Faster world travel
- 5th Offensive Tactics: boosts offense of allies
- 5th Offensive Tactics: boosts offense of allies
- Charge!: All allies attack immediately
Fighting Pit: Gladiator
Requirements: STR 10, END 6, END 10, SPE 6, INT 2, WIS 2
Skills:
- 1st Fury: cost 12, attacks all foes but with lower ATT -20%
- 2nd Crowd Appeal: Each foe adds +10% ATT
- 3rd Penetrating Fury: Fury +5 cost, reducing foe’s DEF -10%
- 3rd Stunning Fury: Fury +5 cost, +10%ATT and stuns enemy
- 4th More the Merrier: Each foe adds +5% Evade
- 5th Caution: DEF +20%, Evade +10%, Reaction -20% (Passive)
- 5th Showboat: ATT -10%, DEF -10%, Reaction +10%, Evade +10% (Passive)
- 6th Spectator Sport: Each foe adds +10% DEF, +10% Reaction
Building: Elemental Altar
Elemental Altar: Druid
Requirements: END 5, AGI 2, INT 5, WIL 10
Skills:
- 1st Regenerate: cost 5, Regenerate 1 Ally for 3 turns
- 2nd Resist Elements: Adds Elemental Resistance to 1 Ally for 3 turns
- 3rd Mass Regeneration: Regenerate is now applied on the complete party (heals less)
- 3rd Enhanced Regeneration: Regeneration is stronger.
- 4th Nature’s Blessing: Whole party has Elemental Resistance (passive)
- 5th Nature’s Healing: If Druid’s HP drops, he auto-regenerates.
- 6th Elemental Storm: Cost 12, for 3 turns damages enemy unit with Elemental DMG.
Air Shrine: Air Mage
Requirements: STR 2, END 5, AGI 5, SPE 5, INT 8, WIL 8
Skills:
- 1st Spark: cost 8, Electrical DMG
- 2nd Electric Blade: cost 5, +10% ATT, +10~20 Air DMG (to melee)
- 2nd Charged Blade: +10 ATT, +20% Air DMG, +2~4 Air DMG
- 3rd Spark Chain: Spark turn into Chain Lightning, +2 cost
- 3rd Shocking Spark: 50% chance to Shock for 3 turns, AGI – 10%, SPE – 10%
- 4th Air Raport: Air Resistance
- 4th Air Affinity: +25 Air DMG
- 5th Thunderstorm: cost 20, 4 turns, AIR DMG
- 6th Electrical Field: Air Counterattack
- 6th Static Aura: Shocks foes
Earth Shrine: Earth Mage
Requirements: END 5, INT 10, WIL 10
Skills:
- 1st Stone: cost 10, Earth DMG
- 2nd Stone Blade: cost 5, +10% ATT, +10~20 Earth DMG
- 2nd Stony Blade: +10% ATT, +20% Earth DMG, +2~4 Earth DMG
- 3rd Stone Rain: Stone gets more projectiles, but aim randomly
- 3rd Heavy Stones: Stone +1 cost, 50% chance to Stun
- 4th Earth Raport: Earth Resistance
- 4th Earth Affinity: +25 Earth DMG
- 5th Petrify: cost 10, Petrifies foes for 4 turns (cannot act, but have boosted DEF)
- 6th Meteor: cost 18, Earth DMG (All foes)
- 6th Eternal Sandstorm: can harm + petrify foes (passive)
Fire Shrine: Fire Mage
Requirements: STR 4, END 2, AGI 2, SPE 5, INT 10, WIL 8
Skills:
- 1st Flare: cost 8, Fire DMG
- 2nd Flame Blade: cost 5, +10% ATT, +10~20 Fire DMG
- 2nd Heated Blade: +10% ATT, +20% Fire DMG, +2~4 Fire DMG
- 3rd Flare Blast: Flare + 2 cost, aims ALL
- 3rd Burning Flame: Flare +2 cost, Burns over time
- 4th Fire Raport: Fire Resistance
- 4th Fire Affinity: +25 Fire DMG
- 5th Fire Storm: cost 20, DMG over time
- 6th Eternal Flame: Fire Counterattack
- 6th Flaming Aura: Burns foes (passive)
Water Shrine: Water mage
Requirements: ENG 5, AGI 2, INT 10, WIL 10
Skills:
- 1st Frost: cost 8, Water Damage
- 2nd Ice Blade:cost 5, +Attack, + extra Water DMG
- 2nd Frosty Blade: +10% ATT, +20% Water DMG, +2~4 Water DMG
- 3rd Chilling Frost: cost 2, Frost now slows foe by 25% for 2 turns
- 3rd Arctic Wind: cost 2, Frost now slows foes
- 4th Water Raport: Water Protection (passive)
- 4th Water Affinity: +25 Water Damage
- 5th Blizzard: cost 20, Water Damage (all)
- 6th Icy Aura: DMG to enemies (passive)
- 6th Eternal Ice: Water DMG Counterattack
Light Shrine: Light Mage
Requirements: END 5, AGI 2, SPE 2, INT 10, WIL 10
Skills:
- 1st Light Beam: cost 10, Light DMG (one foe)
- 2nd Light Blade: cost 5, + Light DMG to melee, Foe’s DEF -10%
- 2nd Glowing Blade: ATT +10%, +20% Light DMG, +2~4 Light DMG to each attack
- 3rd Penetrating Beam: Light Beam hits entire column
- 3rd Wide Beam: Light Beam hits entire row
- 4th Light Rapport: Light Protection (passive)
- 4th Light Affinity: +25 DMG to light attacks
- 5th Flash: cost 15, Hits all foes with Light DMG + blinds them (slows them)
- 6th Light Field: Light Counterattack (passive)
- 6th +10~30 DMG to light attacks
Dark Shrine: Dark Mage
Requirements: END 5, INT 10, WIl 10
Skills:
- 1st Darkness:cost 10, Dark DMG
- 2nd Void Blade: cost 5, +10% ATT, +10~20 Dark DMG
- 2nd Void Blade: +10% ATT, +20% Dark DMG, +2~4 Dark DMG
- 3rd Lingering Darkness: Darkness + 2 cost, poisons foes for 3 turns
- 3rd Paralyzing Darkness: paralyzes foe
- 4th Void Raport: Dark Resistance
- 4th Void Affinity: +25 Dark DMG
- 5th Black Hole: cost 12, for 14 turns Dark DMG to foes
- 6th Dark Field: Dark Counterattack
- 6th Gather the Light: +10~30 Dark DMG
Building: Monastery
Basic (starter) class: Monk
Requirements: END 4, AGI 2, SPE 2, INT 10, WIL 10
Skills:
1st Focus: cost 5, Blesses self (3 turns) ATT + 25%, DEF +25%, SPE +25%
2nd Fleet Foot: While LIGHT armor equipped -> boost to DEF & Evasion
3rd Defensive Focus: Defensive abilities boost (passive)
3rd Offensive Focus: Offensive abilities boost (passive)
4th Tiger Stance: ATT +40%, DEF -20% (while in Focus)
4th Mantis Stance: ATT -20%, Reaction+20% (while in Focus)
5th Internal Focus: Enables regen (while in Focus)
5th Intensive Focus: Focus lasts longer
6th Dragon Stance: +1 attack
Garden: Mystic
Requirements: END 2, INT 15, WIL 10
Skills:
1st
2nd
3rd
3rd
4th
4th
5th
5th
6th
Dojo: Martial Artist
Requirements: STR 6, END 6, AGI 6, SPE 6, INT 2, WIL 4
Skills:
1st Unarmed Expert: boosts unarmed combat
2nd Jump Kick: cost 8, attacks whole column
2nd Roundhouse Kick: cost 8, attacks whole row
3rd Mental Hardening: END +20
3rd Mental Hardening: WIL +20
4th Unarmed Master: Boost to Unarmed combat
5th Iron Fist: cost 15, penetrates defenses
6th Unarmed Master: Grandmaster of Martial Arts
Hidden Cave: Ninja
Requirements: STR 5, END 3, AGI 8, SPE 8, INT 4, WIL 6
Skills:
1st
2nd
3rd
3rd
4th
4th
5th
5th
6th
Waterfall: Master
Requirements: STR 8, END 8, AGI 8, SPE 8, INT 8, WIL 8
Skills:
1st
2nd
3rd
3rd
4th
4th
5th
5th
6th