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Class resources and mechanics

Every class pays for its abilities its own way, and several have a trick of their own. Here's how each one works. The class pages have the exact abilities, and none of the excuses.

Each mechanic lists the classes that use it. A class the wiki hasn't seen yet stays unnamed until someone unlocks it.

Resources

Every class has one resource, shown as a bar with numbers under your HP. Abilities cost some of it, and an ability you can't afford can't be used. Every class gains a set amount at the start of each of its turns, and some gain more by fighting.

ClassResourceStarts atPer turnOn a hitWhen hit
WarriorRage10 / 100+5+10+6

Rage

Rage starts low and builds as you fight: a little every turn, more for each direct hit you land, and some whenever you take damage. Your own damage over time doesn't build it. Rage rewards staying in the fight, which is why it suits the front line.

Mana

Mana starts part full and trickles back each turn. Fighting doesn't refill it, so the big spells drain it faster than it comes back. Plan for the fight you're in, not just the next turn.

Faith

Faith comes back steadily every turn, which makes healers and holy fighters dependable rather than bursty. Some classes also gain Faith when they're hit.

Combo points and finishers

  • Combo points start at 0, up to 5. Each direct hit you land builds one, and they don't come back on their own.
  • A finisher spends every point you have (at least its cost) and gets stronger for each one spent. Its own hits don't build points back.
  • So: build up with cheap hits, then cash in with a full bar.

Class mechanics

Evasion

While you have Evasion, each direct hit aimed at you has a 40% chance to miss completely. Damage over time still lands.

Marks

A marked enemy takes 20% more damage from your whole side, pets and party included, until the mark wears off.

Companions

  • A companion joins every fight at the start and acts on its own turns.
  • Its stats grow with your level.
  • Enemies do attack it, but less often: about 40% as often as you.
  • If it falls, an ability can call it back. Calling it while it's up restores it to full HP instead.
  • It leaves if you fall, and it never decides a fight: only real combatants count.

Auras

An aura is a buff on every ally at once, the caster included, for a few turns. They're ordinary status effects, so they last, refresh and show up like any other. See Mechanics for what each status does.

Summons and minions

  • Some abilities raise minions that fight beside you for a set number of turns.
  • There's a cap on how many one caster can have. Casting at the cap refreshes the oldest: full HP and a fresh duration.
  • Like companions, minions draw fewer attacks than you do, and leave if you fall.
  • Minions never decide a fight: only real combatants count.

Shapeshift forms

  • Some abilities change your form. You stay in it until you take another.
  • A form scales your attack, magic, defense or speed while you hold it. Max HP and crit stay the same.
  • Each form adds its own abilities beside your usual 4, as extra buttons. Changing form swaps them for the new form's.
  • A form's own abilities never take a loadout slot, but the ability that takes the form does. Leave one out and you can't take that form. A loadout must keep at least one form ability.

Who uses what

MechanicClasses
RageWarrior
Mana4 classes nobody has unlocked yet
Faith2 classes nobody has unlocked yet
Combo points1 class nobody has unlocked yet
Evasion1 class nobody has unlocked yet
Marks1 class nobody has unlocked yet
Companions1 class nobody has unlocked yet
Auras1 class nobody has unlocked yet
Summons1 class nobody has unlocked yet
Shapeshift forms1 class nobody has unlocked yet