Fan Club

Classes of Tactical Warrior.

 

Alchemist 


 An alchemist is very good at crowd control and specializes in special damage.  Works well with other alchemists

Archer                                  



 An Archer is a very talented long ranged unit.  Best used with other classes besides archers. 

Barbarian 

A barbarian is a class that has a whole lot of health, a bunch more damage. Barbarians work averagly with other barbarians.

 

 Champion

 

A Champion is a class that mainly focuses on Defense and buffing team mates with the same benefits.  They work well with classes like alchemists.

 

  

 

Alchemist

Alchemist

 

HP=  105 +3.5 every level up after 1

 

Stamina= 70

 

Armor= 4/0/5 + .075/0.5/.1 per level after 

 

An Alchemist is a great crowd control unit specializing in short range large blast radius attacks, or potions as most people like to call them.

 

He has a move of 2.  He also has a sprint of 2. 

 

Amnesia potion

 

This attack is an attack that has a chance to make your opponent not be able to use an attack.  It also has a 1-4 range, 1 farther then most potion attacks.  It costs 35 to use, and deals special damage.  You can't dash before using this attack.  

 

 LV 1 2 3 4 5 6 910 
 DA 17 20 22 25 27 30 32 35 37

 40 

 Disable rate% 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

 

Cane

 

A melee attack, the only one an alchemist has.  Very useful when used with other alchemists vial of burning.  It has a range of 1 and costs 10 stamina to use.  You can dash before using this attack. It also has a chance to deal bonus damage.

 

 LV3 1 2 3 4 5 6 7 8 9 10
 Damage 12x2 13x2 15x2 16x2 17x2 19x2 20x2 21x2 23x2 24x2
 Chance for bonus 36 40 44 48 52 56 60 64 6872 
 Bonus Damage 11 13 15 17 19 21 23 25 27 29

 

Flame potion

 

Flame potion is a strong potion attack that hits 4 times.  It has a blast radius of one.  It has a good range, 1-3 and it deals special damage.  It costs 35 stamina to use.  You can't dash before using this attack.

 

 

 LV 1 2 3 4 5 6 7 8 9 10
 DA 6x4 7x4 8x4 9x4 10x4 11x4 12x4 13x4 14x4 15x4


Flash potion
 
 
Flash potion is a strong one hit potion attack, with a chance to stun and reduce armor after level 3.  It reduces armor 2/2/3 when it works .  This attack costs 35 to use, and has a potion range of 1-3, with a 1 square blast radius.  You can't dash before using this attack.
 
 
 LV 1 2 3 4 5 6 7 8 9 10
 Damage 12 15 18 21 24 2730  33 36 39
 Stun % 26 28 30 32 34 36 38 40 42 44
 Armor down % 0 0 1620  24 28 32 36 40
 
 
Jug Blast
 
 
This is one of the strongest potion attacks.  It has a huge blast radius of 2, and a range of 1-2.  It can't be thrown far enough to get out of the blast radius.  It costs a whopping 65 stamina to use this attack.  You can't move before attacking.  This attacks deals special damage.  If I were to use this, I would probably have some good armor on, or prepare to die.  32x3 can be a massive amount of damage.
 
 
 LV 1 2 3 5 7 8 9 10
 Damage 14x3 16x3 18x3 20x3 22x3 24x3 26x3 28x3 30x3 32x3
 
 
Poison potion
 
 
This potion attack deals absolutely 0 damage, but does a great deal of damage through poison.  It costs 45 stamina to use, and it has the average potion range of 1-3.  It has a 1 square blast radius also.  You can't sprint before using this attack.  *Also poison ignores armor  *It is deadly in numbers
 
 
LV  1 2 3 5 7 8 9 10
Poison damage 6 6 7 7 7 8 8 8 9 9
 turns for poison 5 6 6 7 8 8 9 10 10 11
 
 
 
 Passive skills
 
 
 Flask rampage
 
 
This is useful in combo with potion stock.  This skill gives you a chance to attack another time in your turn, which is pretty awesome if you ask me. Each level the chance to get a second attack goes up 8 percent, EX. a level 6 would have a 48% chance to attack twice.
 
 
Noxious fumes
 
 
This takes place at the beggining of each turn, and it is similiar to the ring items.  It deals special damage to all adjacent units.  It deals 5 damage at level one, and then +2 damage after.  EX. a level 7 would have 19 damage to be dealt to other units.
 
 
Potion stock
 
 
This is sort of like insurance, so then you don't need to pay as much.   This lets your first so many attacks have reduced or no stamina cost.
 
 
 LV 1 2 3 4 5 6 78 9 10
 How many attacks 1 2 2 3 4 4 5 6 7 8
 Stamina cost 20 20 10 10 10 0 0 0 0 0
 
 
 Vial of burning
 
 
Adds an extra attack when the alchemist is adjacent to the same enemy as any other of your units use a melee attack. (yes this includes themselves)  It always has a 50% rate to work.  It does 6 damage, and then +3 for every level after.  EX level 10 would do 36 damage at 50% rate.
 
 
Vial of Hides 
 
 
This raises defense for the first turns of battle.  At level one, it gives a 5/5/2 defense for 2 turns, but then at level two it gets +9/9/4 defense for the first 2 turns of battle.  After level two, the amount of turns just continually goes up.  EX. a level 5 would get a 9/9/4 defense for 5 turns.
 
 
Padded armor 
 
 
Increases health and ranged armor, which is alchemist's weak point.  then also boosts melee armor.
 
 
 LV 1 2 4 5 6 7 8 9 10
 ranged armor bonus 1 1 2 2 3 3 4 4 5 5
 Melee armor bonus 0 1 1 2 3 3 4 5
 + HP 4 8 12 16 20 24 28 32 36 40
 
 
 Regeneration
 
 
Gets +2 HP each turn for each level.  Similiar to bread items.  EX.  level 9 would heal +18 HP each turn.
 
 
Vial of healing
 
 
Heals the alchemist, after being damaged, but can't die from the attack.   It has a good chance to heal.
 
 
 LV 1 2 3 4 5 6 7 8 9 10
 % chance to heal 20 25 30 35 40 45 50 55 60 65
 + HP 9 12 15 18 21 24 27 3033  36
 
 
 Alchemist combos
 
 
Chicken + Flame potion
 
 
Flash potion + oil of dazing
 
 
Jug blast + woolen vest 
 
 

Chat about Alchemists

Archer

Archer

HP=  100+3.3 every level up after 1

Stamina= 70

Armor= 0/5/4 +.23/.09/.113 per each level after. 

 An Archer is a unit, specializing in long range.  He has mainly ranged attacks, but has one melee attack he can offer, but is not very good, unless it is a high level.

He has a move of 1, but a sprint of 2. 

Poison arrow 

A shorter ranged attack that is used to poison enemies.  It can be used after moving, but not sprinting.  It has a range of 3-6.  It costs 15 stamina to use this attack. It deals ranged damage.

 

 LV 1 2 3 4 5 6 7 8 9 10
 DA 9 10 12 13 14 16 17 18 20 21
 Poison Damage 7/2 8/3 8/4 9/5 9/6 10/7 10/8 11/9 11/10 12/11

Power Shot

Power shot is a shorter ranged powerful attack with a 50% crit rate and a  50% chance of slowing your opponent.  You can't move before using this attack.  It has 2-6 range.  It costs 60 Stamina to use this attack.  It deals ranged damage.

 LV 1 2 3 4 5 6 7 8 910 
 DA 24 28 31 35 38 42 45 49 52 56
 Slow weight 45 50 55 60 6570  75 80 85 90

 

 Range finder

Range finder is a great addition to any archer, murdering any enemy without ranged armor.  It has a long 5-10 range and a high chance to get an auto critical.  This move is a must have for large maps. You can't move before using this attack and It costs 10 stamina to use.

 LV 1 2 3 4 5 6 7 8 910 
 DA 5x4 6x4 6x4 7x4 8x4 9x4 9x4 10x4 10x4 11x4
 CRIT% 15 15 15 15 30 30 30 30 45 45
 auto CRIT% 65 70 75 80 85 90 95 100 100 100

 Arrow volley

Arrow volley is another long range attack, only now it has a one square hit radius.  This is a good crowd control attack damaging all enemies in it's path.  It has a range of 5-9 and you can't move before you use it.  It costs 50 stamina to use this attack and it deals ranged damage.

LV 1 23 4 5 6 7 8 9 10
 DA 8x2 10x2 11x2 12x2 13x2 15x2 16x2 17x2 18x2 20x2

 Eagle Eye

Increases all damage dealt for four turns after used.  I personally don't use this that much, but it is up to you.  Maybe I'm missing the best combo.  It costs differently each level and has a range of 0 (only works on your guy)  You can walk before using this attack.

 LV 1 2 3 4 5 7 9 10
 +DA% 27 30 33 3639 42 45 48 51 54
 Stamina Cost 35 40 40 45 45 50 50 55 55 60

 Long Sword

It is the only melee attack an archer has and in my opinion the most useless.  It costs 15 to use, and has 1 range.  You can dash or walk before using this attack. It deals melee damage.

 LV 1 2 3 4 5 6 7 8 9 10
 DA 9x2 10x2 11x2 13x2 13x3 14x3 15x3 16x3 17x3 18x3

 

Skills, passive

 Bow mastery.  

Adds a 60% chance to slow to each attack.  Each level adds 4 more stamina to slow by.  EX. level 4 would be a 60% to slow by 16.

Concentration

After resting, you get extra damage for one turn. 

 LV 1 23 4 5 6 7 8 9 10
 +DA for one turn 2 3 4 6 7 8 9 11 12 13

Recovery

While resting you heal an amount of HP equal to your level x 4.  Example a level 6 would get 24 HP after resting.

Combat training

This increases your health by 5 and your melee armor by 1 at level zero.  It then alternates between giving +10 HP and +5 HP and +1 melee armor.   

Critical aim

Gives a chance for every attack to be critical.  I found this useless because of all of the archers attacks having a high critical rate, and rangefinder giving an auto crit.

 LV 1 2 3 4 5 6 7 8 9 10
 CRIT + 5 9 14 18 23 27 32 36 41 45

Vitality

Increases the archers maximum HP = to 10x the level of this skill.  EX. a level 4 would have +40 HP

Sapping Fire

Drains stamina from your opponent for x turns in combat.

 LV 1 2 3 4 5 7 8 9 10
 stamina drain 8 16 16 1616  16 16 16 16 16
turns after battle starts 2 2 3 4 5 6 7 8 10

Poetry

While resting, gives adjacent allies +4 stamina per level. EX. level 3 would give 12 stamina.

Archer comboes

Concentration + Rangefinder

Concentration + Recovery

Bow Mastery + Arrow volly

Sapping fire + Bow Mastery + Arrow volley

Poison arrow + bow mastery

Other items might go well with these comboes also.... 

 

Archer Talk

Barbarian


Barbarian
 
 
HP= 140 + 4.6 HP per each level after 1
 
 
Stamina = 70
 
 
Armor = 4/0/1 + .05/.0125/.0375
 
 
A barbarian is a, summing it up in five words, a wall of fighting meat.  He has an extremely high HP and he also has lots of attack power, but it is almost exclusively melee.  A barbarian is capable of DESTROYING units in a matter of seconds (or attacks in this case).  He only has a short one space range as his average range, and it is usually a + shape, not a full attack square. His highest is 2.
 
 
This character can move 2 and sprint 2
 
 
Bash
 
 
Bash is one of the most powerful one hit attacks a barbarian has, for a good cost also.  It also has a chance to reduce stamina cost, 60% to be exact.  This attack deals melee damage,  and it costs 55 Stamina.  It has a range of one. It's range is in a + shape, and only attacks 4 squares.  You can't sprint before using this attack.
 
 
 LV 1 2 3 5 6 7 8 9 10
 Damage 31 36 40 45 49 54 58 63 67 71
% chance of stamina reduction 60606060 60 60 60 60 60 60 
 Stamina reduction (% reduced) 464850 52 54 56 58 60 62 64 
 
 
Devastate
 
 
Arguably the most powerful attack of a barbarian, or in the game.  It is deadly while using rage, and even more deadly at a high level.  Downside though, is that it uses a whole lot of stamina, 95 actually.  It has a range of only one, and it attacks in a + shape.  You can't sprint before using this attack.
 
 
 LV 1 2 3 4 5 6 7 8 9 10
 Damage 21x324x3 27x3 30x3 33x3 36x3 39x3 42x3 45x3 48x3 
 
 
 Rage
 
 
This bonus works until the barbarian  rests. This is especially useful with devastate.  It has a range of 0.  It only works on the barbarian himself.  This attack costs 60 - an amount of stamina to use.  It doesn't directly deal damage.  You CAN sprint before using this attack.
 
 
 LV 1 2 3 4 5 6 7 9 10
 + Damage 11 12 13 15 16 17 18 202122 
 Stamina 60 59 57 56 54 52 51 49 48 46
 
 
Tackle
 
 
Tackle is a medium strength melee attack that reduces stamina cost for 3 turns.  Tackle has a one square range, and it attacks in a + shape.  This attack costs 30 stamina to use.  You CAN sprint before using this attack.  It deals melee damage.
 
 
 LV 1 2 3 4 5 6 7 8 9 10
 Damage 21 24 27 30 33 36 39 42 45 48
 Stamina reduction for attacks% 20% 21% 23% 24% 26% 27% 29% 30% 32% 33%
 
 
War Cry
 
 
This attack is the only attack of a barbarian that has a longer range then one, and also coincedently also deals special damage.  It has a range of 0, and damages all enemies within a range of 2 of the barbarian.  It has a 25% chance to get a critical chance. When a critical chance is struck, The barbarian steals stamina.
 
 
 LV 1 2 5 6 7 810 
 Damage 13 15 1718 20 22  24 25 27 29
Stamina steal amount 12 13141516 17 18 19 20 21 
 
 
 Whirlwind
 
 
Damages all units within a 1 square, full square range.  It also damages friendly units, and it has a chance to get a critical.  One of the two attacks that damages more then one unit.  It deals melee damage.  You can't sprint before you use this attack.  This attack costs 80 Stamina to use this attack.
 
 
 LV 1 3 4 5 7 8 9 10
 Damage 3844 49 55 60 66 71 77  82 88
Auto Critical chance% 6570 75 80 85 90 95 100  100 100
 
 
 
Passive Skills 
 
 
Fearsome Cry
 
 
This skill is good for a barbarian who has a lot of stamina or, for a small map.  This gives your barbarian a good chance to daze, 40% for the first 2 turns of battle at level one, and then 70% for the first 2 turns at level 2.  Then it stops the daze chance going up, and instead the turns go up 1 more each level. EX. levl 7 would have a 70% chance to daze for the first 7 turns in battle.
 
 
Ferocity
 
 
This gives the unit it is put on +1 damage and +2  max stamina, each level.  This passive skill is good for when you need to up all of the damage for all of your attacks.  EX. At level 3 this would give +3 damage to all attacks and +6 max stamina.
 
 
Great stamina
 
 
This ability just gives you stamina by tens.  EX level 5 would have +50 stamina.  This is good for attacks like devastate or other high stamina costing attacks.
 
 
Great fortitude
 
 
This is a simple one, It just increases your health, but instead of only giving 10 hp more, this gives +12 more HP per level.  This makes the barbarian a great dummy, usually when an enemy attacks, they attack the lowest armor or the lowest HP.  Put no armor on your barbarian, and he will take all of the hits for the group.  EX. level 7 would have +84 HP.
 
  
Rugged hide
 
 
This is a great skill throughout the game, anytime where your opponents tactics are to stun, daze or slow, this is a must have.  As an added bonus, It also slightly boosts your melee and special defense
 
 
LV10 
 Block Stun, Daze or slow% 12 18 24 36 42 48 60 66 72 84
 Extra defense 0/0/01/0/0  1/0/1 1/0/1 2/0/1 3/0/2 3/0/3 4/0/3 4/0/3 5/0/4
 
 
 Combat Training
 
 
+1/0/0 armor and +5 HP at level one.  Then alternates between giving +10 HP and +5 HP and +1/0/0 armor.  EX level 3 would have +2/0/0 armor and +30 HP
 
 
Regeneration
 
 
Regenerates an extra 2 HP each turn, +2 HP each level after 1.  EX.  level 4 would get +8 HP per turn.
 
Rush of Battle
 
 
This gives -8 stamina for the first  2 turns of battle at level one, and then at level two it gives -15 stamina for the first 2 turns of battle.  After that, it just adds one turn on.  EX. At level 9 it gives -15 stamina for the first 9 turns of battle
 
 
Barbarian combos
 
 
Rush of battle + tackle + bash + rage + devastate
 
 
Rage + devastate
 
 
Fearsome cry + War cry
 
 
Using as a meat wall.  Like I said before. 
 

Champion

Champion

 

HP = 125 + 4.2 Per level up.

 

A Champion's initial stamina is 70.

 

His Armor starts off being 7 / 6 / 0 with a gain of 0.16 / 0.14 / 0.03

 

A champion has a very specific job; Rallying troops and dominating opponents.  He has the abilities and attacks to increase his teams attack and defense and is well used with characters that have range / speed and high hits per attack.  A monk with agility and pummel is very good for this description. Most of his attacks need to be well thought out to be spectacular and he can switch quickly between crossbow and slash.  The main aspects of this character are armor and rallying.

 

Battle Shout

 

You and the allies within 1 square of you gain a damage bonus.  This damage bonus is VERY useful with attacks such as flame potion, arrow volley, range finder and pummel.  If you use a team of alchemists, i highly suggest having a member of the team be a battle shout captain. Any amount of movement is all right, dashing even, and the cost of using this attack is 50 stamina.

 

 

 Level 1 2 3 4 5 6 7 8 10
 + your ATK power 7 9 10 12 12 14 15 15 17
 + Ally ATK power 2 2 3 3 4 4 4 5 5



Captain Strike

 

If you are next to an ally and then you use this attack on an opponent, it ups a near allies power by a small amount.  This is very good when paired with battleshout and can raise a damage on an attack by up to 9 in combo.  You can only move when you use this attack, no dashing and it costs 55 stamina to use.  It deals melee damage and has a range of 1. 

 

Level  1 2 3 4 5 6 7 8 9 10
 Damage 31 36 41 41 46 51 56 56 61 66
 + Damage 2 2 2 3 3 3 4 4 4

 

Crossbow
 
 
This is one of the few ranged attacks of the champion, but it is a very powerful one.  You can't move at all when using it, but other then that it is an amazing weapon.  Carrying a 60% critical chance, it serves a great weapon against anything and it has a range of 3-6 spaces away from the user.  It deals ranged damage.  The cost in Stamina is 45.  It is well used in strategies where you wait for your opponent to come to you, so then you may finish them off with powerful melee or other close ranged attacks.  It is also good with items that increase single hit damage.
 
Level 123456 7 8 9 10
 Damage 19 22 24 27 30 33 3538  41 44
 
 
Daring Strike
 
 
The cost for this attack is a whopping 70, but the results are great when paired with other attack increasing things.  It deals melee damage, and despite that, has a range of 1-3 in a straight line ahead of where you aimed.  You may move when you use this attack, but just not sprinting.  Some good uses for this mov are when your opponenet is just out of reach, and also it is great against barbarians.  I like to use rocks as cover to hide behind when I attack with them.
 
 Level 1 2 3 4 5 6 7 8 9 10
 Damage 21 x 2 24 x 2 27 x 2 30 x 2 33 x 2 36 x 2 39 x 242 x 2  45 x 2 48 x 2
 
 
Rally Shout
 
This move is great for making strong defenses, especially in classes that don't usually have them.  It affects everything within a 2 range from your character and moving and dashing is allowed with it.  The cost to use it is 40, easily used after sprinting to help protect your weaker allies.  It protects your allies for 5 turns.
 
 Level 1 2 3 4 5 6 7 8 9 10
 Defense Boost 0/5/1 0/5/3 0/7/3 0/7/3 0/9/3 0/9/5 0/11/5 0/11/5 0/13/5 0/13/7
 Others Defense Boost 0/3/2 0/3/2 0/3/3 0/5/3 0/5/3 0/5/3 0/5/3 0/7/3 0/7/3 0/7/3
 Turns 5 5 5 5 5 5 5 5 5 5
 Note: going past 10 will give a 0/15/7 defense for yourself.
 
 
Slash
 
 
This is a very simple yet strong move.  With it you may sprint and move, and it only has a 5 stamina cost, so this is perfect for times when you need to run up to someone, or have little stamina left from attacks like daring strike, or captain's strike.  It also have a critical rate of 40% and if it strikes critical, it can be a pain in the  butt.
 
 Level 1 2 3 4 5 6 7 8 9 10
 Damage 15 18 20 22 25 27 29 31 33 36

 
Passive Skills
 
 
Assistance
 
This skill lets the champion deal damage if a critical is struck against one of his team mates.  To me, it seems a bit useless, only dealing 35 damage at level 10 and having a use like 2 times per game.
 
 Level 2 3 4 5 6 7 8 9 10
 Damage 8 11 14 17 20 23 26 29 32 35
 
 
Heroic Aim
 
This gives a chance to make more attacks critical, it makes it so crossbow is almost always critical.
 
 Level 2 4 5 6 7 8 9 10
 % for critical 6 11 17 2228  33 39 44 50 55
 
 
Heroic Stature
 
When this is paired with Rally shout, you create an unstoppable defensive force of anyone near your champion.  This is a great special to have, and I have it on most of my champions.
 
 Level 1 2 3 4 5 6 7 89 10
 Protection 1/1/0 1/2/0 2/3/0 2/3/1 3/4/1 3/5/1 4/6/1 4/6/2 5/7/2 5/8/2
 
 
Resilence
 
This is good for when your champion takes hits often.  It increases only until the end of the turn, but that makes it great for when you are outnumbered.
 
 Level 2 3 5 6 7 8 9 10
 Armor + 1/1/0 2/2/0 2/2/1 3/3/1 4/4/1 4/4/25/5/2  6/6/2 6/6/3 7/7/3
 
 
Combat Training
 
This is a skill that other classes may have.  It increases melee defense and HP by a little bit.
 
 Level 1 3 4 6 7 8 9 10
 HP + 5 15 20 25 35 45 50 60 65 75
 Armor + 1/0/0 1 2 2 3 3 4 5 5
 note: put a /0/0 behind the rest of them.
 
Consolation
 
Great when paired with Heroic stature, it will add another reason for your allies to want to be right next to you.  It slightly heals them every turn.
 
 Level 2 3 4 5 6 7 8 910 
 HP Recover 1 3 4 6 7 9 10 12 13 15
 

Tower Shield
 
This will increase health similiar to combat Training and also increase your ranged defense.
 
 Level 2 3 4 5 6 7 8 910 
 HP + 5 15 20 30 35 45 50 60 65 75
 Armor (range) 0/1/0 1 2 2 3 3 4 4 5 5
  Note:  Put a 0/ before and a /0 after.  This is ranged defense
 
Vitality
 
This is a very common special and it increases your HP by 10 every level
 
 Level 2 3 4 5 6 7 8 910 
 HP + 10 20 30 40 50 60 70 80 90 100
  
Combos
 
Flame potion + Captain Strike and/or Battle shout
 
Rally Shout + Heroic Stature
 
Cross bow + stone of _____
 
 

Barbarian Talk

Healer

Healer

HP: 105 + 3.5 HP per level after

 

A Healer's base stamina is 70

 

A healer gets 3/3/3 armor to start off with and gets + 0.09/0.05/0.07 armor per level up.

 

Healer's aren't just for what their name implies.  They have the ability to deal some damage and also rely on criticals in order to get bonus effects, such as healing or stunning.  A healer is the only character ,besides the barbarian in the expansion pack, to use  a healing potion and is the only character that can use a skill potion which gives allies Auto-criticals. It also has a unique potion called the "reprisal potion" That damages enemies and heals allies, allowing you to throw it right into the heat of the battle without the bad side effects of healing your opponent or damaging your own guys.

 

Move: 2 spaces

Sprint: 4 spaces

 

Active Skills 

 Gaze

This Attack deals massive damage if paired with steak or other items that raise attacks that fire more than once.  Besides that, Healers are known infamously for their crit rates, or their ability to give crits.  This attacks stuns on a crit, making it an extremely good move for immobilizing and damaging your opponents.  It has a range of 1-3 spaces, and deals special damage. It costs 30 stamina to use.  Another good part about this is that you can sprint while using it.

 

Level  1 2 3 4 5 6 7 8 9 10
 Damage 8x39x3 10x3 12x3  13x3 15x316x3 18x3  20x321x3 
 Crit Rate 25 26 27 28 2930 31 32 33 34 

 

Healing Potion 

This attack is used mainly to heal your allies, but can also heal your opponents.  Items that increase damage do not affect it.  I like to use it in larger battles, so then I can keep all of my allies healed up, and it is especially good in wave battles.  You can move before using this, but you can't sprint, and typical of potion attacks it works with an AOE of 1 around the the point where you throw it.  The range for it is 0-3 and it costs a massive 55 stamina to use, making it useful to have potion stock or oil of fury.  Also, it is best used if you use a line to blockade opponents from getting behind you and when your allies have low HP but high defense.

 

 Level10 
 HP +20 22 25 27 30 32 35 37 40 42 

 

Quick Shot 

This is a weak ranged attack, not capable of dealing much damage, but it does deal a fair amount of damage on a critical.  With it you get an auto-critical chance, so using it paired with gaze is a good strategy.  It always costs 10 to use, so you can always use it after the start of ever turn.  You cannot sprint before using this.  It has a range of 2-4.  I like to have it on my guys because of the low stamina cost that can allows me to use it constantly through out the battle.

 

Level 10 
 Damage16 18 20 2224 26 283032 34 
 Auto-Crit chance40 43 46 49 52 55 58 61 64 67 

 

Reprisal Potion

This is my favorite attack that a healer can use, but that doesn't mean that it is the best.  What is unique about it is that it heals allies and damages enemies.  Lets say you have a brawl going on with your barbarian vs. 3 other guys.  Move some of your troops in and fire away, giving them some health while hurting your opponents characters. You can't sprint before using it, but you can move.  It costs a whoping 70 stamina, so you better be prepared with a potion stock.  Typical to a potion attack, it has a range of 3 and an AOE of 1.   Even though it is inferior to the healing potion in the means of stamina and healing amount I still find it better in a normal battle.

 

 Level 1 23410 
 Damage21 24 27 30 33 36 39 42 45 48 
 HP +12 14 15171921222426 28 

 

Skill Potion 

With this potion, any one within it's 1 AOE radius gets an automatic chance to get a critical next turn.  This is good for classes that don't usually get criticals, like an alchemist's flare potion, or a class that heavily relies on criticals in order to perform to it's max ability.  Besides it's ability to give a 100% crit for 1 turn it also has a chance to give an automatic critical for 3 turns!  It costs a garguantuan amount of stamina, requiring 80 stamina at level 1.

 

 Level10 
 Cost80 80 75 70 70 70 65 65 60 60 
3 Turn Crit% 4 8 12 16 20 24 28 32 36 40

Staff Sling 

This attack is just a more powerful quickshot, - the crit chance and the ability to move at all before using it.  In turn of that though, it gives a lot better damage, a 20% crit chance, and healing upon a critical strike.  It costs a lot more to use though, 65 stamina.   This attack has a range of 2-5, making it have a larger range than quickshot, making up for the characters inability to move before using this attack.  I use this in tight spots usually

 

 Level1 2 3 4 5 6 7 8 9 10
 Damage24 28 31 35 38 42 45 49 52 56 
 HP + upon crit14 16 18 20 22 24 26 28 30 32 

 

Passive Skills

Blessing 

This passive skill gives any auto-critical to the character at the start of a turn.  I find this useful, but not necessary, because of the many other ways to get criticals with this character.

 Level10 
Auto Crit % 12 16 20 24 28 32 36 40 44 

 

Inspiration

This skill reduces the amount of stamina needed to use a potion attack, this begs you to use it as the potion costs for healers are ludicrously high.  If it does work, it reduces the price by 50%

Level 10 
% of working10 16 22 28 34 40 46 52 58 64 

 

Potion Stock 

This is the other option to inspiration that offers immeadiate, guranteed potion stamina reduction, but only for a few potions.  This is very useful because the stamina required for using potions are all above 50

 

 Level1 234568910
 Number of Attacks 17
Consumption of Stamina 3535 25 25 15 15 

 

Zest 

This increases the power of ranged attacks, quite useless in my opinion as their is no ranged attack that the healer has that has a x 3 or above on it.  It does eventually give to all around damage, but by then you have wasted to many skill points on it.

 

 Levels 110 
 All attacks 01 1 2 2 3 3 4 4 5
 Ranged Attacks5

 

Breast Plate

 This helps improve the armor for healers, giving them + 1.3/0.3/0.3 per level.  This is useful for if you plan to use your character as a front up healer instead of a healer that hides behind others.  I'm not going to do a chart for this.  ex. level 6 = + 8/2/2

 

Consolation 

With this active, your allies heal 1.5 + 1.5 per level health when they are adjacent to you.  This is good when combined with potions and poetry which will increase the amount of attack power dramatically near you.  ex level 4 = + 6 HP

 

Poetry 

This is a must have for any healer in my opinion.  It can be used to a very good extent with gladiators and other classes or attacks that are heavily dependent on stamina.  With this you can pull of huge attacks that normally take turns to start up, just 1 - 2 turns if it is at a high level.  Combined with consolation, this becomes almost unstoppable.  It gives + 4 stamina to any adjacent unit, per level.  ex. Level 10 + 40 stamina.

 

Vial Of Healing 

 
Heals the Healer, after being damaged, but can't die from the attack.   It has a good chance to heal once you get into the level 5 range. 
 
 
 LV 1 2 3 4 5 6 7 8 9 10
 % chance to heal 20 25 30 35 40 45 50 55 60 65
 + HP 9 12 15 18 21 24 27 3033  36
 

 Comboes:

Poetry + Consolation

Quick shot + Gaze or Sling 

 

Google +1 Button

Subscribe To Our Site