Overview
A brief overview of the classes so you can plan your party in advance. Makes note of what conditions each class can inflict and which they synergize with.
Overview
+1 NOTE: I’m not actively updating this guide anymore. Unless any major balance pass is done by the devs, this information should still be relevant. Check the comments section for more useful info on the classes thanks to other players.
I am creating this guide for people like me, those who like to plan out their party composition beforehand. So let’s start off with some initial information that is important to know.
You start off with four classes unlocked. The other four you unlock at various points through the main story.
When you unlock a “module”, you must complete a class quest to actually unlock the class.
Upon unlocking a module, head to the Outer Rim sector. All of them take place there.
Make sure you actually started the class quest. You can do so even if you are currently in progress with a main story quest.
The class is officially unlocked when you COMPLETE the quest and turn it in. If you get the achievement, you get the class.
Unlocked classes can be used on any playthrough. So if you start a new game, you can use classes unlocked in a different game.
You unlock a new module during Chapter 1 and two more modules during Chapter 2. I haven’t gotten to the point of unlocking the final module yet (will update when I do).
Here are the main things you want to think about when creating your party:
- Do I want a dedicated Tank?
- Do I want a dedicated Healer?
- What order do I want to get them in? (You start with two characters and through the story gain more until you are at four total).
- What conditions should I have my party focus on?
You can get away without a dedicated Tank or Healer.
Without a dedicated Tank, you should reduce the threat on one or two primary damage dealers. This way attacks are somewhat spread out between the higher threat people.
Wihout a dedicated Healer, you can use items to heal. Using an item doesn’t take up your turn. Also, anyone can get a healing ability for only 2 SP.
My final word of advise here, have synergy with the conditions you deal. You could, for example, have an Engineer that can inflict Poison. Then have your Medtech use that Poison to either spread it to enemies or to heal the party with it. Just keep in mind that some enemies might be immune to your chosen condition or they might easily be able to resist it.
New Content
With the +1 edition, we have access to a lot of new ways to build our characters and our party. As I unlock and learn about them, I will update this guide accordingly.
If anyone wants to share advice about party compositions, please do in the comments! Let me know why you think certain classes work well together. All opinions in this regard are welcome. The only ones that are not are the ones that troll others.
Unlocking new classes
If you have not played this game before, here is how you unlock any new class.
First, you must get to Episode 2 in the main story. An indicator that you can unlock a new class is when the DM asks you what module to get and you are given four choices, each with a class name. This will happen several times during the game.
Then, go to the Mission Creator and scroll to the right to get to Class Quest. The quest will take you to the Outer Rim. ALL class quests take place in the Outer Rim sector.
Complete the quest to unlock the class for your current playthrough and all other playthroughs!
NOTES ABOUT +1 EDITION
You MUST have started a new game with the +1 edition to unlock the new classes. Otherwise, you will have the quests, but the planets needed won’t be in the Outer Rim.
I’d also like to note that some of the class unlocks have level 15 enemies. Do other quests until you are a high enough level to take on those kinds of enemies.
Conditions
It is important to know about conditions when planning your classes.
If an enemy is not immune to a condition, then it is applied instantly (no resist). On each turn after that, the enemy will attempt to resist it. Once resisted, it is removed.
Here are the conditions and what they do.
Burn: Deals damage each turn.
Confusion: Enemy will attack their allies or themself. When damaged, this is removed.
Dead Short: Shields are unable to regenerate.
High Threat: You have a significantly higher threat temporarily.
Mark: Unable to dodge attacks.
Poison: Deals damage each turn.
Slow: Initiative is reduced (act later in the turn order).
Stun: Unable to perform any action.
Bosses tend to be immune to Slow and Stun.
How the classes work
All classes are composed of a base statistic for Power, Body, Mind, and Senses.
They each have a unique look to them.
You can only have ONE of each class in your party.
They all have access to a series of both class and universal Abilities and Passives.
Some classes share a “class ability” with another class.
There is a universal targeted health restoration ability. Means anyone can be made into a healer.
There are Universal passives that synergize with Burn (extra damage on hit), Poison (heal on hit), or Stun (Auto Crit on hit). So these won’t factor into what I list as “synergizes with” for each class. Keep this in mind.
Races
I know this is a Class guide, but I briefly want to go over the race choices.
Simian
- Power: 3
- Body: 3
- Mind: 1
- Senses: 1
- Passive: Small chance to attack adjacent enemies.
Green
- Power: 1
- Body: 1
- Mind: 3
- Senses: 3
- Passive: Chance to not cost anything to use abilities.
Human
- Power: 2
- Body: 2
- Mind: 2
- Senses: 2
- Passive: Start with more SP and get an extra gadget slot.
Reptoid
- Power: 2
- Body: 1
- Mind: 2
- Senses: 3
- Passive: Deals more damage on a critical hit.
Mechan
- Power: 2
- Body: 3
- Mind: 2
- Senses: 1
- Passive: Gain more HP than all other races.
In my personal opinion, I think the Human is the strongest choice. Gadgets can increase damage, modify threat, change critical chance or critical damage, and much more. Now, if you don’t care as much about statistics and for roleplaying reasons want any of the others, then go for it. Just so long as you are happy.
I would rate the others in this order: Mechan, Green, Reptoid, Simian. My reasons are, I like to mitigate random chance when possible. The only one that has a flat bonus, is the Mechan. Plus, more HP is always nice. After that, the Green statistically get more ability uses.
Bounty Hunter
Unlock: Starting class
Role: Damage
Base Stats
Power: 3
Body: 2
Mind: 2
Senses: 3
AoE?: Has a single Row targeted attack
Can Apply: Burn, Dead Short, Stun
Synegizies with: Burn, Dead Short
Has a LOT of Abilities that will automatically Criticallly hit
A high damage class that works well from the front or back line. I would suggest you put threat reduction gadgets on them.
PowerSworder recommends using the following abillities and passives:
- Feel the Power (+10% max damage, +20% crit damage)
- Aggressive posture (+50% crit damage)
- Short circuit (deals a criticial hit).
Engineer
Unlock: Module
Role: Tank or Damage
Base Stats
Power: 2
Body: 3
Mind: 3
Senses: 2
AoE?: Has several AoE abilities
Can Apply: High Threat, Poison, Slow
Synegizies with: High Threat, Poison
Can recover own Shields easily.
Has a 50% Shield Pierce ability.
A front line fighter that works best as a tank because of their many self Shield recovery options and a heal that is stronger if they use it on themself.
Gadgeteer
Unlock: Starting class
Role: Damage or Support
Base Stats
Power: 2
Body: 2
Mind: 3
Senses: 3
AoE?: Has one AoE ability that requires each enemy to first be Poisoned
Can Apply: Burn, Confusion, Poison
Synegizies with: Confusion, Poison
Can grant Shield Regen bonus to party for 3 turns.
Has a 100% Shield Pierce ability.
A strong back line class that can be used to support your party or to damage. I would suggest you put threat reduction gadgets on them.
As pointed out by Sabrebear,
“Gadgeteers can use their Poison skills to become somewhat competent healers by using Virus in single-target fights or using Quarantine in fights with many foes. Using Wait to ensure a character with Gas Cloud (which can spread poison) goes just before the Gadgeteer ensures resistance doesn’t get in the way.”
He is correct in this, and this is why I labeled their role as “or Support”. The Medtech also gets Quarantine, which if it hits an enemy that has Poison, all of your party members recover HP.
He is also correct that using the Wait command can be helpful in exploiting condition synergies before an enemy has a chance to resist the condition.
Heavy
Unlock: Module
Role: Tank
Base Stats
Power: 3
Body: 4
Mind: 2
Senses: 1
AoE?: Has several AoE abilities.
Can Apply: High Threat, Mark, Slow
Synegizies with: Mark, High Threat
A front line tank that can deal AoE damage based on their threat. A great choice if you need a tank. Did I mention they can tank? Even their in-game description emphasizes this. They can even passively regenerate their own HP.
Medtech
Unlock: Module
Role: Healer or Damage
Base Stats
Power: 1
Body: 3
Mind: 4
Senses: 2
AoE?: Has several AoE abilities.
Can Apply: Confusion, Poison
Synegizies with: Poison
They should be in the back line and they are amazing healers. They primarily restore Health, but as pointed out below, any healing that goes over max will restore Shields. They also are the only ones with a resurrect ability, but items can do that well enough. Specializing in either damage or healing, they will most likely be built to synergize with Poison.
Thanks to A.I. for the following: “Any healing that goes over the target’s max health will heal the target’s shield. It says so in his Class Skill description, and works that way in battle too.”
Negotiator
Unlock: Module
Role: Damage
Base Stats
Power: 1
Body: 2
Mind: 3
Senses: 4
AoE?: Yes
Can Apply: Burn, Confusion, Dead Short
Synegizies with: Burn, Dead Short
Similar to the Bounty Hunter in that it has strong critical chance and critical damage, but not quite to the same extent. They don’t really have any synergies with conditions, but they have a lot of ways to inflict them.
Savage
Unlock: Module
Role: Damage
Base Stats
Power: 4
Body: 3
Mind: 1
Senses: 2
AoE?: Has several AoE abilities.
Can Apply: Stun
Synegizies with: Dead Short, Mark, Stun
A powerful front line fighter. They revolve around damage, similar to the Bounty Hunter.
Trooper
Unlock: Starting class
Role: Tank or Damage
Base Stats
Power: 3
Body: 3
Mind: 2
Senses: 2
AoE?: Has several AoE abilities.
Can Apply: High Threat, Mark
Synegizies with: Mark, Stun
Good in either front or back line and a decent tank. They are not quite as good as the Engineer or Heavy as tank, in my opinion, but not a bad choice. They have a LOT of synergy with the Mark condition and a lot of conditions that can apply it. Better as damage, I think.
Cyborg (new)
Unlock: Class Quest
Role: Tank
Base Stats
Power: 2
Body: 4
Mind: 3
Senses: 1
AoE?: Small selection of AoE skills
Can Apply: Hig???
Synegizies with: Dead Short (indirectly), High Threat
This is a tank class through and through. They focus HEAVILY on the shields aspects of characters. They are a very straightforward class with very little on the damage side of things. They have a skill called, “Confiscate”, that has great synergy with the Dead Short condition. They are great against enemies with a lot of shields.
Scientist (class)
Following info thanks to the user hobomice.
Unlock: Class Quest
Role: Support
Base Stats
Power: 1
Body: 2
Mind: 4
Senses: 3
AoE?: Requires an enemy to have burn
Can Apply: Poison or Random Condition
Synegizies with: Burn, Poison, Confusion
(hobomice): Similar to the MedTech in their role as support but they are more conditional. They have a heal that also applies a Slow Debuff to the ally, and a heal that only restores shield (unless upgrade through an artifact), But where they really shine is their skill Research Purposes if they do a basic attack with this skill they do a good AoE damage if the enemy has burn, they will do small AoE damage and a good AoE heal if the enemy has poison, they will gain a damage buff if the enemy has confusion. This skill really shines if you have a way of guaranteeing multiple status effects the only down side to this skill is that it removes ALL previous status conditions from the target after the attack.
Smuggler (class)
Following info thanks to the user hobomice.
Unlock[/Class QuestRole[/Damage or Support
Base Stats
Power: 3
Body: 1
Mind: 2
Senses: 4
AoE?: Has several AoE abilities (Most are conditional)
Can Apply: Burn, Poison, Stun, Deadshot
Synegizies with: Deadshot, Mark, Burn, Poison
(hobomice): This class is both a good source of damage or a good synergy enabler. With skills like Pyromaniac that apply Burn and damage the target or does AoE if the target has burn or the skill Bad Influence that does the exact same thing, but with poison allow this character to be an excellent damage dealer. Skills like Interrogation and Short Circuit helps enable synergies, This Class also has skills that help cross the gap between Damage and Support such as Energy Heist that does damage or recovers shield to allies if the enemy has Deadshot or the skill Partners in Crime. If you can find a way of guaranteeing multiple status effects this class can do a great amount of damage else you can enable multiple status effects for other classes.
Sniper (class)
Following info thanks to the user hobomice.
Unlock: Class Quest
Role: Support or Damage
Base Stats
Power: 4
Body: 2
Mind: 1
Senses: 3
AoE?: Has a Basic Attack that also hits adjacent foes
Can Apply: Burn, Poison, Mark
Synegizies with: Mark, Deadshot
(hobomice): This Character is the go to when it comes when you need to enable synergies it can apply Burn, Poison, and Mark guaranteed for free with only its basic attacks. This is a step above the most of other classes because if they want to apply a condition, they have to spend SP on a skill. If you want to be more damage focus use more this character’s mark skills such as Tracking Shot, Marked Prey, and Tactical Sight. Another noteworthy skill is Fractured Shot this is slightly better the multishort because it can hit foes on a separate line and if you have the artifact this will trigger twice and if the race is simian there is a change it will trigger a third time making for very good AoE.
Psionic Warrior (new)
Unlock: Light version is unlocked at start. Dark version requires a special quest.
Role: Damage or Tank
Base Stats
Power: 3
Body: 3
Mind: 3
Senses: 3
AoE?: Has several AoE abilities
Can Apply: Slow, Poison, Burn, and Random (Dead Short, Mark, or Stun)
Synegizies with: Dead Short, Mark, Stun, Burn, Poison
An interesting class that can either be made to tank or to work with conditions. I don’t think they would be quite as efficient tanks as the other tanks, but can get the job done. As a damage dealer, many of their abilities are about or depend on conditions.
Unlocking Dark: I haven’t unlocked it myself yet. What I have read is that you need to be in episode 5 and I have heard that you need to unlock all of the other classes. I don’t know if this means just the new expansion classes or ALL of them. I will update this when I personally unlock it.
Difference: The difference is all in a single passive skill. Otherwise they are the same. The light version’s passive will heal the party while the dark’s will harm the enemies.
Thanks to hobomice and Metal Siryn for some of the information.
Party Setups
Here is a great party setup that the user GAROU has come up with.
Originally posted by GAROU:Finished the game pretty easily with this setup:
Front line on top:
– HEAVY with the High Threat self-buff, AOE when in High Threat, Passives that buff survivability. You can ignore the AOE attack and just go with whatever, since the frontliner job is just to hold on until the Hunter and Negotiator kills the enemy – so +HP and + threat items equipped. You could go Engineer, but since shields are weak to Short Circuit and does not help against Poison and Burn, Heavy is just better.
Back line from top to bottom:
– MEDTECH with single target heal, single target Poison, single target confuse + AOE poison, neutral cure all debuffs from party. Later in the game, against bosses the confuse + AOE poison is useless, can switch for the group heal (I unlocked the Revive skill, but the characters just don’t die). Survivability and +SP items equipped.
– BOUNTY HUNTER with auto crit short-circuit single target skill, auto crit ‘burn if target is short circuited` skill, passives that buff damage and crit damage.Equip all +crit dmg items you find and 1 SP regen item. Auto crit is dumb, rendering ‘Marked’ debuff useless.
– NEGOTIATOR with auto crit short-circuit single target skill, single target confuse + short circuit skill, passives that buff damage and crit damage. If we could, we should just put another Bounty Hunter, but since we can’t we go with this. Same equips as the Hunter.
Soldier and Savage can’t tank like Heavy and can’t DPS like BH or Negotiator. Relying on Stun or Slow is useless, since a lot of enemies are immune to them. Marked is useless since auto crits practically never misses and is your main source of damage.
The game just goes on easy mode: Threat with Heavy, Medtech heals and poisons, crit short-circuit with Negotiator (it usually acts before the Hunter), crit and burn with Hunter.
The only role I’m unsure of on the party setup I described is the Tank.
Sure, the Heavy holds up pretty well but it’s not great as the other classes for this setup. I’m inclined to say anything with big HP and Threat, and a Medtech supporting does the same thing.
Here is a good party suggestion for the +1 edition from greenknightaus:
Originally posted by greenknightaus:Here’s my recommended team for the +1 edition:
Human Buddy Savage (Charged Attack, Feel the Power, Optimistic, Clean Up)
Human Slayer Trooper (Charged Attack, Warcry, Optimistic, Clean Up)
Human Provider Sniper (Fragmentation Trigger, Venom Darts, Blazing Bullets, Meta Mind)
Human Tragedian Scientist (Epidemy, Research Purposes, Meta Mind, Overclock)The team as stated above really needs you to have used the Power Artifact to upgrade Charged Attack. If you haven’t done that, replace Charged Attack with Burst Attack.
Place the Savage at the top of the back row, behind the Sniper who will be in the front row. Middle front row is the Trooper, and bottom front row is the Scientist. Savage mainly needs items to improve Crit Chance and Damage. Trooper wants items to improve HP and Shield. Sniper needs items to improve Initiative, Crit Chance and Crit Damage. Scientist needs items to increase Threat, HP and Shield. Unless they’re using Clean Up, everyone makes an attack every round.
Special Thanks
This section is a special thanks to those that have given useful comments that I have then added to the guide.
Sabrebear (Negotiators and Gadgeteers)
A.I. (Medtech)
PowerSworder (Bounty Hunter)
GAROU (Party Setup)
hobomice (Psionic Warrior)
Metal Siryn (Psionic Warrior)
hobomice (Smugglar, Sniper, Scientist)