A barbarian is a class that has a whole lot of health, a bunch more damage. Barbarians work averagly with other barbarians.
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.
HP= 105 +3.5 every level up after 1
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.
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.
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.
|Chance for bonus||36||40||44||48||52||56||60||64||68||72|
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.
|Armor down %||0||0||0||16||20||24||28||32||36||40|
|turns for poison||5||6||6||7||8||8||9||10||10||11|
|How many attacks||1||2||2||3||4||4||5||6||7||8|
|ranged armor bonus||1||1||2||2||3||3||4||4||5||5|
|Melee armor bonus||0||1||1||2||2||3||3||4||4||5|
|% chance to heal||20||25||30||35||40||45||50||55||60||65|
HP= 100+3.3 every level up after 1
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.
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.
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.
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.
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.
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.
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.
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.
After resting, you get extra damage for one turn.
|+DA for one turn||2||3||4||6||7||8||9||11||12||13|
While resting you heal an amount of HP equal to your level x 4. Example a level 6 would get 24 HP after resting.
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.
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.
Increases the archers maximum HP = to 10x the level of this skill. EX. a level 4 would have +40 HP
Drains stamina from your opponent for x turns in combat.
|turns after battle starts||2||2||3||4||5||6||7||8||9||10|
While resting, gives adjacent allies +4 stamina per level. EX. level 3 would give 12 stamina.
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....
|% chance of stamina reduction||60||60||60||60||60||60||60||60||60||60|
|Stamina reduction (% reduced)||46||48||50||52||54||56||58||60||62||64|
|Stamina reduction for attacks%||20%||21%||23%||24%||26%||27%||29%||30%||32%||33%|
|Stamina steal amount||12||13||14||15||16||17||18||19||20||21|
|Auto Critical chance%||65||70||75||80||85||90||95||100||100||100|
|Block Stun, Daze or slow%||12||18||24||36||42||48||60||66||72||84|
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.
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.
|+ your ATK power||7||9||9||10||12||12||14||15||15||17|
|+ Ally ATK power||2||2||3||3||3||4||4||4||5||5|
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.
|Damage||21 x 2||24 x 2||27 x 2||30 x 2||33 x 2||36 x 2||39 x 2||42 x 2||45 x 2||48 x 2|
|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|
|% for critical||6||11||17||22||28||33||39||44||50||55|
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
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.
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.
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.
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.
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.
|3 Turn Crit%||4||8||12||16||20||24||28||32||36||40|
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
|HP + upon crit||14||16||18||20||22||24||26||28||30||32|
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.
|Auto Crit %||8||12||16||20||24||28||32||36||40||44|
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%
|% of working||10||16||22||28||34||40||46||52||58||64|
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
|Number of Attacks||1||2||2||3||3||4||4||5||6||7|
|Consumption of Stamina||35||35||25||25||15||15||5||5||5||5|
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.
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
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
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
|% chance to heal||20||25||30||35||40||45||50||55||60||65|
Pairing with characters who make use of crits is a fantastic idea with this class, whether it be with classes that don't typically have crit, or ones that have passives that work off of it. A barbarian with War Cry paired with Skill potion will make a lethal stamina draining combo. A champion with Assistance also works well with a Healer, giving tons of consistent damage.
Poetry + Consolation
Quick shot + Gaze or Sling