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Class listings (SPOILERS)

Blackvision

Well-known member
Kickstarter Backer Community Member for 2 years
Making a list of the skills and passives for all the classes since my memory means I can't remember them all and I don't want to miss out on potential combos, and figured everyone else might like it too.

This will need updating! These are the details from the last beta patch pre-early access - post on here and I'll update them to match when you see something that's changed!

**SPOILERS FOR CLASS STUFF!**

Ascetic
(Chastity-specific Class):

Element: Divine(/Dark)
Primary Stats: Devotion/Health (supposedly. Also Charisma - see skills)
Passives:
Class Passive - Washing Ritual -
Heal all allies and your religion HP in your third turn.
Trigger:
Always. (Unless Faith is low)
Religion Heal: 1-3 + Devotion (Minor 5:1)**
Team Heal: 2-4 + Devotion (Basic 3:1)** each
**Guessed from amounts in-game, definition not given in descriptions, and it's assumed it scales with devotion. Also 3rd turn = at the start of your second turn, round timer = 5/4 depending on who started**
After 1 Miracle - (none)
After 2 Miracles - Devotion Up: +2 Devotion
OR
Health Up: +2 Charisma
After 3 Miracles - Death Ward: +10 Physical Armour for all allies at the start of Sacrament if there is an Ancestral enemy present
Trigger: Always (Unless Faith is low)
OR
Clear Mind: +25% Defy Chance
After 4 Miracles - Filth Purge: Chance to use Purge when an enemy uses a Lust or Weird ability.
Trigger: Rarely (Scaling up with Faith)
OR
Shameful Rebuke: Use Shame when an Ally Rebukes a Morale attack.
Trigger: Always (Unless Faith is low)


Skills:
Cleanse

Level:
Basic (default starts with 5)
Element: (none)
Base Damage: 2-4 Morale Damage
Damage Bonus: Charisma (Minor - 3:1)
Tags: Marvel, Chastity.

Purify
Level: 1/2 (+) /3 (++)
Element
: Divine
Base Damage: 4-6/6-10/10-14 Morale/Divine Damage
Damage Bonus: Devotion (Minor: 3:1)/(Basic - 2:1)/(Greater - 1.5:1)
Tags: Chastity, Marvel, Purify: decreases morale accuracy for 1 turn which scales with Devotion.
+: Chastity, Marvel, Purify+: decreases morale accuracy for 1 turn which scales with Devotion.
++: Chastity, Marvel, Purify++: decreases morale accuracy for 1 turn which scales with Devotion.

Shame
Level: 1/2 (+) /3 (++)
Element
: Divine
Base Damage: 2-4/6-10/10-14 Morale/Divine Damage
Damage Bonus: Charisma (Basic- 2:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Chastity, Berate, Target Across - Only targets enemy directly opposite Disciple. Shame: Lowers target's Morale Armour and replaces Morale attacks on their mind with Shame.
+: Chastity, Berate, Target Across - Only targets enemy directly opposite Disciple. Shame+: Lowers target's Morale Armour and replaces Morale attacks on their mind with Shame
++: Chastity, Berate, Target Across - Only targets enemy directly opposite Disciple. Shame++: Lowers target's Morale Armour and replaces Morale attacks on their mind with Shame
(All descriptions for + and ++ are identical to original skill)

Purge
Level: 1/2 (+) /3 (++)
Defence Stats:
Spirit: %, Armor: %, Defiance: %
Element: Dark
Base Damage: 4-6/6-10/10-14 Physical/Dark Damage
Damage Bonus: Health (Minor - 3:1)/(Basic - 2:1)/(Greater - 1.5:1)
Tags: Chastity, Berate
+: Chastity, Berate
++: Chastity, Berate


Ambassador (Peace-specific Class):

Defence Stats: Spirit: +0%, Armor: +0, Defiance: +10
Element: Ancestral(/Divine)
Primary Stats: Charisma/Devotion
Passives:
Class Passive - Peace In the End: "Peace Grows" -
+10% damage to all Kind abilities every time this Disciple uses a Kind Ability. (only buffs kind abilities on this disciple)
After 1 Miracle - (none)
After 2 Miracles - Charisma Up: +2 Charisma
OR
Devotion Up: +2 Devotion
After 3 Miracles - Get Through: Ambassador's morale attacks are a lot harder to intercept with Morale Blocking abilities and passives.
OR
Peace Generation: Use Peace Generation in the first turn if there is an Ancestral element enemy Disciple.
After 4 Miracles
- Unity of Life: Chance to use Unity whenever an ally uses a Life ability.
Trigger: Rarely (Scaling up with Faith)
OR
Shun Violence: Chance to Follow Up an enemy's Violent ability.
Trigger: Rarely (Scaling up with Faith)


Skills:
Peace Generation

Level:
Special (Level 3 passive only)
Element: Divine
Base Heal: (unspecified) Morale/Divine Damage
Damage Bonus: (Unspecified)
Tags: Peace Generation - disables two of the enemy's physical attack abilities for 1 round.
Trigger: Always (Unless Faith is low)

Convert
Level:
Basic (default starts with 5)
Element: (none)
Base Damage: 2-4 Morale Damage
Damage Bonus: Charisma (Minor - 3:1)
Tags: Kind.

Peace Offer
Level: 1/2 (+) /3 (++)
Element
: Ancestral
Base Damage: 4-6/6-10/8-14 Morale/Ancestral Damage
Damage Bonus: Charisma (Basic - 2:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Kind, Finale - Deal +50% damage if used in the last round.
+: Finale, Kind, Focus - harder for other Disciples to intercept
++: Finale, Kind, Focus, Exhaust - This single ability is removed from the mind after use. Other copies can still be used.

Unity
Level: 1/2 (+) /3 (++)
Element
: Ancestral
Base Heal: 2-4/3-6/4-8 Ancestral Healing
Bonus: Devotion (Minor - 3:1)/(Basic - 2:1)/(Greater - 1.5:1)
Tags: Level 1: Heals all allies, Rally, Kind, Set-up - Won't be used in the last round. ? - If used, is always used before any other team actions regardless of the play order in the team.
+: Heals all allies, Rally, Kind, Set-up, ? - If used, is always used before any other team actions regardless of the play order in the team.
++: Heals all allies, Rally, Kind, Set-up, Exhaust - This single ability is removed from the mind after use. Other copies can still be used, ? - If used, is always used before any other team actions regardless of the play order in the team.

Divine Peace
Level: 1/2 (+) /3 (++)
Element
: Divine
Base Heal: 4-6/6-10/8-14 Morale/Divine Damage
Damage Bonus: Charisma (Basic - 2:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Level 1: Kind.
+: Kind, ? - Crits against enemies with Violent ability.
++: Kind, ? - Crits against enemies with Violent ability, Exhaust - This single ability is removed from the mind after use. Other copies can still be used.


Beastwalker:
Defence Stats: Spirit: -25%, Armor: +0%, Defiance: +0%
Element: Nature
Primary Stats: Might/Cunning
Passives:
Class Passive -
Early Hunt: Uses Early Hunt buff at start of Sacrament. +20% Damage, +10% Evade Chance.
Trigger: Always (Unless Disciple Faith is low)
Duration: Two turns.
After 2 Miracles- Might Up: +2 Might
OR
Cunning Up: +2 Cunning
After 3 Miracles- Evasion +25 Evade Chance
OR
Killer +10 Physical Crit Chance
After 4 Miracles - Heaven Hunter: Chance to use Agile Claw whenever an enemy uses a Divine ability.
Trigger: Rarely (Scales up with Disciple's Faith)
OR
Swift Judgement Extra Move on your 1st turn (taken before your move)
Trigger: Always (Unless Disciple's Faith is low)

Skills:
Claw

Level:
Basic (default starts with 5)
Element: Nature
Base Damage: 2-4 Physical/Nature
Damage Bonus: Might (Minor - 5:1)
Tags: Claw - Ability gets worse each time a claw ability is used. (reduced maximum damage, stacking debuff)
**Think this debuff is now part of Beastwalker's class passive? Other Claw abilities do not mention it directly**


Agile Claw
Level:
1/2 (+)/3 (++)
Element: Nature
Base Damage: 4-6/6-10/8-14 Physical/Nature
Damage Bonus: Cunning (Minor - 5:1)/(Basic - 3:1)/(Greater - 1.5:1)
Tags: Violent
+ - Violent
++ - Violent

Prowling Claw
Level:
1/2 (+)/3 (++)
Element: Nature
Base Damage: 4-6/6-10/8-14 Physical/Nature
Damage Bonus: Might (Basic - 3:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Rally, Prowling Claw - Raises evade chance of all allies.
+ - Rally, Prowling Claw - Raises evade chance of all allies.
++ - Rally, Prowling Claw - Raises evade chance of all allies.

Critical Claw
Level:
1/2 (+)/3 (++)
Element: Nature
Base Damage: 6-10/8-14/10-20 Physical/Nature
Damage Bonus: Might (Basic - 3:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Claw - Ability gets worse each time a claw ability is used. (reduced maximum damage, stacking debuff), Critical Claw - +20% increased Critical Chance
+ - Claw, Critical Claw+ - +20% increased Critical Chance
++ - Claw, Critical Claw++ - +20% increased Critical Chance
**Claw seems to be listed with the passive for Beastwalkers now, info with the skill is probably redundant because of this?**

Chieftain:
Defence Stats: Spirit: +25%, Armor: +0%, Defiance: +0%
Element: Ancestral (/Life)
Primary Stats: Charisma, Might
Passives:
Class Passive - Leader:
Chance to make an ally deal physical damage whenever the Chieftain uses a Rally or Violent ability.
After 1 Miracle - (none)
After 2 Miracles - Might Up: +2 Might
OR
Charisma Up: +2 Charisma
After 3 Miracles - Wild Envoy Extra Move on your first turn if there is a Nature Disciple on your side
Trigger: Always (Unless Faith is low)
OR
Ancestral Envoy: Extra Move on your first turn if there is another Ancestral Disciple on your side
Trigger: Always (Unless Faith is low)
After 4 Miracles - Death Conquers Life: Follow Up an Enemy's Life Ability
Trigger: Rarely (Scales up with Faith)
OR
Ancestral's Favour: Chance to gain +25% Might and Charisma whenever someone else uses an Ancestral move
Trigger: Rarely (Scales up with Faith)

Skills:
Force

Level:
Basic (default starts with 5)
Element: Ancestral
Base Damage: 2-4 Physical/Ancestral
Damage Bonus: Charisma (Minor - 5:1), Might (Minor - 5:1)
Tags: (none)

Intimidate
Level:
1/2 (+)/3 (++)
Element: Ancestral
Base Damage: 4-6/6-10/6-10 Morale/Ancestral
Damage Bonus: Might (Minor - 5:1)/(Minor - 5:1)/(Basic - 3:1), Charisma (Basic - 3:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Violent
+: Violent
++: Violent

Mighty Rally
Level:
1/2 (+)/3 (++)
Element: Ancestral
AoE (Hits all opponents, has 30% reduced hit chance)
Base Damage: 1-2/2-3/3-5 Morale/Ancestral
Damage Bonus: Might (none)/(Minor - 5:1)/(Basic - 3:1), Charisma (Minor - 5:1)/(Basic - 3:1)/(Basic - 3:1)
Tags: Rally Mighty Rally - Increases your Disciples' Might and Charisma by 10%
+: Rally, Mighty Rally - Increases your Disciples' Might and Charisma by 10%
++: Rally, Mighty Rally - Increases your Disciples' Might and Charisma by 10%

Totem Rally
Level:
1/2 (+)/3 (++)
Element: Ancestral
AoE (Hits all opponents, has 30% reduced hit chance)
Base Damage: 4-6/6-10/6-10 Physical/Ancestral
Damage Bonus: Might (Basic - 3:1)/(Greater - 1.5:1)/(Major - 1.11:1), Charisma (Minor - 5:1)/(Minor - 5:1)/(Basic - 3:1)
Tags: Rally
+: Rally
++: Rally

Druid
Defence Stats: Spirit: +25%, Armor: +0%, Defiance: +10
Element: Nature
Primary Stats: Knowledge/Devotion
Passives:
Class Passive - Nature's Defiance:
+10 Morale Armour for all allies at start of Sacrament (Does not stack)
Trigger: Always (Unless Faith is low)
After 1 Miracle - (none)
After 2 Miracles - Devotion Up: +2 Devotion
OR
Charisma Up: +2 Charisma
After 3 Miracles - Earthly Resistances: Gain 10 Morale Armour and Resistance to Nature. Is likely to defend other Disciples from morale attacks.
OR
Healing Start - Start the Sacrament with a free Heal ability which heals all allies' spirit. **Seems to be 5-9 or so, could scale with a stat, but unknown**
Trigger -Always (Unless Faith is low)
After 4 Miracles - Spell Combo: Entangle when another ally uses a Weird ability.
Trigger - Rarely (Improves with higher Faith)
OR
Ancestral Wind: Extra Move when an ally uses an Ancestral ability.
Trigger: Rarely (Improving with high Faith)

Skills:
Spell

Level: Basic (Default starts with 5)
Element
: Nature
Base Damage: 2-4 Morale/Nature
Damage Bonus: Charisma (Minor - 5:1)
Tags: Weird, Prepare - Won't be used in the last turn.

Entangle
Level:
1/2 (+)/3 (++)
Element: Nature
Base Damage: 2-4/4-6/6-10 Physical/Nature
Damage Bonus: Knowledge (Minor - 5:1)/(Basic - 3:1)/(Greater - 1.5:1)
Tags: Weird, Target Across - Will only target the enemy opposite the Druid, Entangle debuff - hampers target doing any physical damage in their next turn.
+: Weird, Target Across - Will only target the enemy opposite the Druid, Entangle debuff - hampers target doing any physical damage in their next turn.
++: Weird, Target Across - Will only target the enemy opposite the Druid, Entangle debuff - hampers target doing any physical damage in their next turn.

Wisdom
Level:
1/2 (+)/3 (++)
Element: Nature
Base Damage: 4-6/6-10/8-14 Morale/Nature
Damage Bonus: Devotion (Minor - 5:1)/(Basic - 3:1)/(Greater - 1.5:1)
Tags: Prepare - Won't be used in the last turn (round 1), Marvel, Wisdom - Raises Morale Armour and makes it more likely to block a Morale attack on an ally.
+: Prepare - Won't be used in the last turn (round 1), Marvel, Wisdom - Raises Morale Armour and makes it more likely to block a Morale attack on an ally.
++: Prepare - Won't be used in the last turn (round 1), Marvel, Wisdom - Raises Morale Armour and makes it more likely to block a Morale attack on an ally.

Marvel of Growth
Level:
1/2 (+)/3 (++)
Element: Nature
Base Damage: 4-6/6-10/8-14 Morale/Nature
Damage Bonus: Charisma (Basic - 3:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Marvel
+: Marvel
++: Marvel

Executioner (Class Specific to War):
Defence Stats: Spirit: +0%, Armor: +10, Defiance: +0
Element: Dark/Ancestral
Primary Stats: Might, Cunning
Passives:
Class Specific - Ignore Kindness:
Immune to Kind abilities.
After 1 Miracle - (none)
After 2 Miracles - Might Up: +2 Might
OR
Cunning Up: +2 Cunning
After 3 Miracles - Darkest Hour: Use War Reaper in the second round if there is a Dark enemy.
Trigger: Always (unless Faith is low)
OR
Rend Raid: Use Rend in your first turn if there is another Ancestral Disciple on your side.
Trigger: Always (Unless Faith is low)
After 4 Miracles - Bloodbath: Chance to Follow Up an ally's Violent ability.
Trigger: Rarely (Scales up with Faith)
OR
Strike The Kind: Chance to use War Reaper whenever an enemy uses a Kind ability.
Trigger: Rarely (Scales up with Faith)

Skills:
Merciless Strike

Level: Basic (Default starts with 5)
Element
: (none)
Base Damage: 2-4 Physical
Damage Bonus: Might (Minor - 5:1)
Tags: Violent

War Wind
Level:
1/2 (+)/3 (++)
Element: Dark
AoE: Hits all enemies but has a 30% chance to miss.
Base Damage: 2-3/3-4/4-6 Physical/Dark
Damage Bonus: Might (Minor - 5:1)/(Basic - 3:1)/(Greater - 1.5:1)
Tags: Exhaust - This skill is removed from the mind of the Disciple after use. Other versions may still be activated, Violent
+: Exhaust - This skill is removed from the mind of the Disciple after use. Other versions may still be activated, Violent
++: Exhaust - This skill is removed from the mind of the Disciple after use. Other versions may still be activated, Violent

Rend
Level:
1/2 (+)/3 (++)
Element: Ancestral
Base Damage: 2-4/4-6/8-14 Physical/Ancestral
Damage Bonus: Cunning (Minor - 5:1)/(Basic - 3:1)/(Greater - 1.5:1)
Tags: Violent, Rend - This skill reduces the armor of the target which scales with Cunning.
+: Violent, Rend - This skill reduces the armor of the target which scales with Cunning.
++: Violent, Rend - This skill reduces the armor of the target which scales with Cunning.

War Reaper
Level:
1/2 (+)/3 (++)
Element: Dark
Base Damage: 4-6/6-10/8-14 Physical/Dark
Damage Bonus: Might (Basic - 3:1)/(Greater - 1.5:1)/(Major - 1.11:1)
Tags: Violent
+: Violent
++: Violent

Guardian
Defence Stats: Spirit: +25%, Armor: +10, Defiance: +0
Element: Life
Primary Stats: Health, Cunning
Passives:
Class Specific - Ever Vigilant:
Start the Sacrament with a free Wall ability.
Trigger: Always (Unless Faith is low)
After 1 Miracle - (none)
After 2 Miracles - Might Up: +2 Might
OR
Health Up: +2 Health
After 3 Miracles - Spiked Shield: Chance to Counter an opponent's physical Attack
Trigger:
Rarely (Increases with Faith)
OR
Champion of Life - +40% damage on Life Abilities
After 4 Miracles - Vibrant Belief - Chance to use Life Strike whenever an ally uses a Life ability,
OR
Divine Surge: Chance to use Surge whenever an ally uses a Nature ability.
Trigger: Rarely (Scales up with Faith)

Skills
Surge

Level:
Special (Level 4 Passive only)
Element: (none)
Tags: Surge - Gives the Guardian +15 Might, Health and Cunning

Bash
Level: Basic (Default Starts with 5)
Element: (none)
Base Damage: 2-4 Physical
Damage Bonus: Health (Minor - 5:1)
Tags: Bash - Increases chance to Block Physical Attacks.

Life Strike
Level:
1/2 (+)/3 (++)
Element: Life
Base Damage: 4-6/6-10/8-14 Physical/Life
Damage Bonus: Cunning (Basic - 3:1)/(Greater - 1.5:1)/(Greater - 1.5:1), Health (none)/(none)/(Basic - 3:1)
Tags: Marvel, Life Strike - Raises chance to block
+: Marvel, Life Strike+ - Raises chance to block and reduces target's Morale Accuracy
++: Marvel, Life Strike++ - Raises chance to block and reduces target's Morale Accuracy

Wall
Level:
1/2 (+)/3 (++)
Element: Life
Targets Self - Heals self and increases block and physical armor.
Base Heal: 2-4/2-4/4-8 Life
Heal Bonus: Health (Minor - 5:1)/(Minor - 5:1)/(Basic- 3:1)
Base Religion Heal: 0/2-4/4-8
Religion Heal Bonus: Health (none)/(Basic 3:1)/(Greater 1.5:1)
Tags: Prepare - Won't be used in the last turn, Exhaust - When used, is removed from the mind. Other copies may still be used, Rally, ? - used before other abilities in the turn order
+: Prepare - Won't be used in the last turn, Exhaust - When used, is removed from the mind. Other copies may still be used, Rally, ? - used before other abilities in the turn order
++: Prepare - Won't be used in the last turn, Exhaust - When used, is removed from the mind. Other copies may still be used, Rally, Wall++ - Increases all ally's Cunning and Knowledge, ? - used before other abilities in the turn order

Shield Bash
Level:
1/2 (+)/3 (++)
Element: (none)
Base Damage: 4-6/6-10/6-10 Physical
Damage Bonus: Health (Basic - 3:1)/(Greater - 1.5:1)/(Major- 1.11:1)
Tags: Shield Bash - Raises chance to block Physical Attacks
+: Shield Bash+ - Raises chance to block Physical Attacks and armor
++: Shield Bash++ - Raises chance to block Physical Attacks and armor and has 100% chance to stun target.

Lust Priest: (Lust-Specific Class)
Defence Stats: Spirit: +0%, Armor: -10, Defiance: +0
Element: Nature (/Life)
Primary Stats: Charisma, Cunning
Passives:
Class Specific - Heart Melter:
Adds the Infatuated Debuff on all targets hit by a Lust ability. This debuff lowers Physical Armor and Morale Armor by 25 and puts an Infatuation in their mind, replacing a random ability with a skill that does nothing. (temporary, 2 turns?)
After 1 Miracle - (none)
After 2 Miracles - Charisma Up: +2 Charisma
OR
Cunning Up: +2 Cunning
After 3 Miracles - Raw Chemistry: Use Alluring Body before the first turn if there is an enemy Nature Disciple.
Trigger: Always (Unless Faith is low)
OR
Life Date: Use Sensual Touch in the first turn if there is an enemy Life Disciple.
Trigger: Always (Unless Faith is low)
After 4 Miracles - Joy: Chance to Follow Up when an ally uses a Life ability.
Trigger: Rarely (Scales up with Faith)
OR
Wild: Chance to Follow Up when an ally uses a Nature ability.
Trigger: Rarely (Scales up with Faith)
Note: Lust Priests will prioritise Attracted targets when picking targets (Visible according to gender preferences on pre-Sacrament screen).
WARNING: Changing your Lust Priest's gender will not affect enemy Attraction to your Lust Priest, so it may be misleading if you do so!


Skills:
Righteous Flirt

Level:
Basic (default starts with 5)
Element: (none)
Base Damage: 2-4 Morale
Only deals damage if target is attracted to Lust Priest
Damage Bonus: Charisma (Basic - 3:1)
Tags: Lust, Kind

Sensual Touch
Level:
1/2 (+)/3 (++)
Element: Life
Base Damage: 2-4/4-6/6-10 Physical/Life
Only deals damage if target is attracted to Lust Priest
Damage Bonus: Cunning (Basic - 3:1)/(Greater 1.5:1)/(Major 1.11:1)
Tags: Lust, Weird
+: Lust, Weird
++: Lust, Weird

Seduce
Level:
1/2 (+)/3 (++)
Base Damage: 2-4/4-6/6-10 Morale/Nature
Damage Bonus: Health (Greater - 1.5:1)/(Major - 1.11:1)/(Amazing- 0.9:1)
Only deals damage if target is attracted to Lust Priest
Tags: Lust, Kind.
+: Lust, Kind.
++: Lust, Kind.

Alluring Body
Level:
1/2 (+)/3 (++)
Element: Nature
AoE (Hits all opponents, has 30% reduced hit chance)
Base Damage: 1-2/2-3/3-5 Morale/Nature
Damage Bonus: Cunning (Minor - 5:1)/(Basic 3:1)/(Greater 1.5:1)
Only deals damage if target is attracted to Lust Priest
Tags: Lust, Rally
+: Lust, Rally
++: Lust, Rally


Rage Prophet:

Defence Stats: Spirit: +50%, Armor: -10, Defiance: -10
Element: Ancestral
Primary Stats:
Might/Health
Passives:
Class Specific - Rage:
Chance to gain +20% damage boost after the Rage Prophet gets hit by a Physical Attack.
Trigger:
Rarely (Scales up with Faith)
After 1 Miracle - (none)
After 2 Miracles - Might Up - +2 Might
OR
Health Up + 2 Health
After 3 Miracles - Toughness Gain +10 Physical armor and increased change to Block
OR
Overpower: +20% Critical Chance on Physical Damage but -10% Physical Accuracy
After 4 Miracles - Superstition:
Chance to Follow Up an ally's Weird ability.
Trigger: Rarely (Scales up with Faith)
OR
Assault: Chance to Follow Up and ally's Rally ability.
Trigger: Rarely (Scales up with Faith)

Skills:
Brawl
Level: Basic (default starts with 5)
Element: (none)
Base Damage: 2-4 Physical
Damage Bonus: Might (Basic - 3:1)
Tags: Violent

Blind Strike
Level:
1/2 (+)/3 (++)
Element: Ancestral
Base Damage: 0-10/5-15/10-20 Physical/Ancestral
Damage Bonus: Might (Greater- 1.5:1)/(Major 1.11:1)/ (Amazing 1.01(?):1)
Tags: Violent, Blind Strike - Attacks random enemy, rather than prioritised enemy and -20% hit chance
+: Violent, Blind Strike - Attacks random enemy, rather than prioritised enemy and -20% hit chance
++: Violent, Blind Strike - Attacks random enemy, rather than prioritised enemy and -20% hit chance

Concussion
Level:
1/2 (+)/3 (++)
Element: (none)
Base Damage: 4-6/6-10/8-14 Physical
Damage Bonus: Health (Minor - 5:1)/(Basic - 3:1)/(Greater 1.5:1)
Tags: Violent, Target Across - Only targets the enemy directly across from the Rage Prophet, Stun - 50% chance to Stun the target
+:
Violent, Target Across - Only targets the enemy directly across from the Rage Prophet, Stun - 50% chance to Stun the target
++:
Violent, Target Across - Only targets the enemy directly across from the Rage Prophet, Stun - 50% chance to Stun the target

Ancestral Force
Level:
1/2 (+)/3 (++)
Element: Ancestral
Base Damage: 4-6/6-10/8-14 Physical/Ancestral
Damage Bonus: Might (Basic - 3:1) (Greater- 1.5:1)/(Major 1.11:1)
Tags: Violent
+: Violent
++: Violent


Smitesword:
Defence Stats: Spirit: +0%, Armor: +0, Defiance: +0
Element: Divine
Primary Stats: Devotion/Might
Passives:
Class Specific - Counter Heresy:
Chance to Counter an opponent's Morale Attack. The damage scales with Might.
Trigger: Rarely (Chance increases with high Faith)
After 1 Miracle - (none)
After 2 Miracles - Might Up: Might +2
OR
Devotion Up: Devotion +2
After 3 Miracles - Holy Sword: +25% Physical damage for all Divine attacks
OR
Defiance: Gain +25% Morale Armor and increase chance to Block Morale attacks
After 4 Miracles - Head Hunter: Chance to use Smite whenever an opponent uses a Rally ability.
Trigger: Rarely (Scales up with Faith)
OR
Just Darkness: Follow Up an ally's Dark ability.
Trigger: Rarely (Scales up with Faith)

Skills:
Enforce

Level:
Basic (default starts with 5)
Element: Divine
Base Damage: 2-4 Physical/Divine
Damage Bonus: Might (Minor - 5:1)
Tags: (none)

Judgement
Level:
1/2 (+)/3 (++)
Element: Divine
Base Damage: 4-6/6-10/8-14 Physical/Divine
Damage Bonus: Might (Minor - 5:1)/(Basic 3:1)/(Greater 1.5:1), Devotion (Minor 5:1)/(Basic 3:1)/(Greater 1.5:1)
Tags: Marvel
+: Marvel
++: Marvel, Exhaust - This skill is removed from mind when used. Other copies may still be activated, O.H.K.O - Chance to instantly break an enemy when performing a critical hit

Challenge Heresy
Level:
1/2 (+)/3 (++)
Element: Divine
Base Damage: 4-6/6-10/8-14 Morale/Divine
Damage Bonus: Devotion (Minor 5:1)/(Basic - 3:1)/(Greater 1.5:1)
Tags: Challenge Heresy - Increases chance to Block Morale attacks.
+: Challenge Heresy+ - Increases chance to Block Morale attacks.
++: Challenge Heresy++ - Increases chance to Block Morale attacks.

Smite
Level:
1/2 (+)/3 (++)
Element: Divine
Base Damage: 4-6/6-10/8-14 Physical/Divine
Damage Bonus: Might (Basic- 3:1)/(Greater 1.5:1)/(Major 1.11:1)
Tags: Violent, Smite - Does +50% damage if target has Sinful abilities in their mind
+: Violent, Smite+ - Does +8 damage if target has Sinful abilities in their mind and Crits against targets with a Weird ability in their mind
++: Violent, Smite++ - Does +12 damage if target has Sinful abilities in their mind and Crits against targets with a Weird ability in their mind, Exhaust - is removed from Mind after using. Other copies may still be activated.
(Sinful = have skills of the opposing Commandment to your own in their mind. Eg. For War, Kind is Sinful)


Songsmith

Defence Stats: Spirit: +0%, Armor: -10, Defiance: +0
Element: Life
Primary Stats: Charisma/Cunning
Passives:
Class Specific -Melodies
: Reduces Hit Chance Penalty by 10% for all Target All Abilities. +40% Evade chance from Cunning.
After 1 Miracle - (none)
After 2 Miracles - Cunning Up: Cunning +2
OR
Charisma Up: Charisma +2
After 3 Miracles - Spirited Sacrament: +25% Religion HP (while the Songsmith is in the Sacrament)
OR
Critical Performance: Use Performance whenever an ally lands a Critical.
Trigger: Always (Unless Faith is low)
After 4 Miracles - Celebrate Morale: Use Tune of Life after your first turn if your religion HP is > 50%.
Trigger: Always (Unless Faith is low)
OR
Void-filling Music - Use Tune of Life in the first turn if there is an enemy Dark Disciple.
Trigger: Always (Unless Faith is low)

Skills:
Simple Song

Level:
Basic (default starts with 5)
Element: Life
AoE Hits all enemies. Has a base 30% reduced chance to hit. (20% with the Songsmith Passive)
Base Damage: 1-2 Morale
Damage Bonus: Charisma (Minor - 5:1)
Tags: (none)

Performance
Level:
1/2 (+)/3 (++)
Element: Life
AoE Hits all enemies. Has a base 30% reduced chance to hit. (20% with the Songsmith Passive)
Also raises the Cunning of all your Disciples. This bonus scales with Cunning. (Presumably 5:1?)
Base Damage: 1/3-4/4-6 Morale/Life
Damage Bonus: Cunning (Minor - 5:1)/(Basic - 3:1)/(Greater - 1.5:1)
Tags: Performance, Finale - Deal +50% damage in the last round, Performance - Increases your Disciples' Cunning.
+: Performance, Finale - Deal +50% damage in the last round, Performance - Increases your Disciples' Cunning.
++: Performance, Finale - Deal +50% damage in the last round, Performance - Increases your Disciples' Cunning.

Song of Praise
Level:
1/2 (+)/3 (++)
Element: (none)
AoE Hits all enemies. Has a base 30% reduced chance to hit. (20% with the Songsmith Passive)
Base Damage: 1-2 Morale
Damage Bonus: Charisma (Minor- 5:1)
Also always Heals Religion HP with these stats:
Base of 2-4 (no element/type)
Bonus: Charisma (Basic - 3:1)
Tags: Song
(+ and ++ have identical descriptions to the original. Suspect info gone astray somewhere - that or missing update to + and ++)

Tune of Life
Level:
1/2 (+)/3 (++)
Element: Life
AoE - Hits all enemies. Has a base 30% reduced chance to hit. (20% with the Songsmith Passive)
Base Damage: 2-4/3-5/4-6 Morale/Life
Damage Bonus: Charisma (Minor- 5:1)/(Basic - 3:1)/(Greater - 1.5:1)
Tags: Kind, Song
(+ and ++ have identical descriptions to the original)


Weaver

Defence Stats: Spirit: -25%, Armor: -10, Defiance: +10
Element: Dark
Primary Stats: Knowledge/Charisma
Passives:
Class Specific - Punish the Feeble:
Follow Up when an enemy performs a Clouded Action (Dazed, Nervous, Infatuated or Clouded Thought)
Trigger: Always (Unless Faith is low)
After 1 Miracle - (none)
After 2 Miracles - Knowledge Up: Knowledge +2
OR
Charisma Up: Charisma +2
After 3 Miracles - Whither: Cast Purple Haze in the first turn if there is a Nature Disciple on the enemy team.
Trigger: Always (Unless Faith is low)
OR
Dazing Doom: Nightmare and Doom both Daze for 1 Turn.
After 4 Miracles - Ancestral Nightmares: Chance to cast Nightmare after an ally uses an Ancestral ability.
Trigger: Rarely (Scales Up with Faith)
OR
Divine Condemnation: Chance to cast Condemn when an ally uses a Divine ability.
Trigger: Rarely (Scales Up with Faith)

Skills:
Doom

Level:
Basic (default starts with 5)
Element: Dark
Base Damage: 2-4 Morale/Dark
Damage Bonus: Charisma (Minor - 5:1)
Tags: Weird.

Nightmare
Level:
1/2 (+)/3 (++)
Element: Dark
Base Damage: 1-2/4-6/6-10 Morale/Dark
Damage Bonus: Knowledge (Basic - 3:1)/(Greater 1.5:1)/(Major 1.11:1)
Tags: Weird
+: Weird
++: Weird

Mind Fog
Level:
1/2 (+)/3 (++)
Element: Dark
Base Damage: 2-4/4-6/6-10 Morale/Dark
Damage Bonus: Charisma (Minor- 5:1)/(Basic 3:1)/(Greater 1.5:1)
Tags: Weird, Target Across - Can only target the enemy immediately opposite the Weaver, Mind Fog - Replaces 1 skill at random in the target's mind with Daze for the whole Sacrament (If selected, they do no action in their turn)
+: Weird, Target Across - Can only target the enemy immediately opposite the Weaver, Mind Fog+ - Replaces 1 skill at random in the target's mind with Daze for the whole Sacrament (If selected, they do no action in their turn)
++: Weird, Target Across - Can only target the enemy immediately opposite the Weaver, Mind Fog++ - Replaces 1 skill at random in the target's mind with Daze for the whole Sacrament (If selected, they do no action in their turn)

Condemn
Level:
1/2 (+)/3 (++)
Element: Dark
Base Damage: 4-6/6-10/8-14 Morale/Dark
Damage Bonus: Charisma (Basic - 3:1)/(Greater - 1.5:1)/(Major 1.11:1)
Tags: Berate
+: Berate
++: Berate

Purple Haze
Level:
Special - only available through passive
Element: Dark
AoE Hits all enemy opponents. 30% reduced chance to hit.
Base Damage: 2-3 Morale/Dark
Damage Bonus: Knowledge (Minor - 5:1)
Tags: Weird
(Details unconfirmed, assumed identical to 0.9)

Zealot
Defence Stats: Spirit: +0%, Physical Armor: +0, Morale Armor: +10
Element: Divine
Primary Stats: Devotion/Charisma
Passives:
Class Specific - Righteousness: Use Performance
when an ally hits with a Critical.
Trigger: Always (Unless Faith is low)
**Presumably mistake: it uses Lecture, not Performance)**
After 1 Miracle - (none)
After 2 Miracles - Devotion Up: Devotion + 2
OR
Charisma Up: Charisma + 2
After 3 Miracles - Grace: 25% of Devotion added to Morale Crit Chance.
OR
Strong Spirit: +10 Physical Armor and +25% Spirit.
After 4 Miracles - Lively Burst: Chance to Follow Up after an ally uses a Life ability.
Trigger: Rarely (Scales Up with Faith)
OR
Doubt the Dead: Chance to use Question when an enemy uses an Ancestral ability.
Trigger: Rarely (Scales Up with Faith)

Skills:
Lecture

Level:
Basic (default starts with 5)
Element: Divine
Base Damage: 2-4 Morale/Divine
Damage Bonus: Charisma (Minor - 5:1)
Tags: Berate.

Question
Level:
1/2 (+)/3 (++)
Element: Divine
Base Damage: 4-6/6-10/10-14 Morale/Divine
Damage Bonus: Knowledge (Minor - 5:1)/(Basic - 3:1)/(Greater 1.5:1)
Tags: Berate, Target Across - Can only target the enemy opposite the Disciple. Daze - replaces 1 skill in the enemy's mind with Daze.
+: Berate, Target Across - Can only target the enemy opposite the Disciple. Daze - replaces 1 skill in the enemy's mind with Daze.
++: Berate, Target Across - Can only target the enemy opposite the Disciple. Daze - replaces 1 skill in the enemy's mind with Daze.

Blessing
Level:
1/2 (+)/3 (++)
Element: Divine
Base Damage: 4-6/6-10 Morale/Divine
Damage Bonus: Devotion (Minor- 5:1)/(Basic 3:1)
Tags: Kind. Blessing - Raises the Critical Chance of all allies. This raise scales with Devotion.
+: Kind. Blessing - Raises the Critical Chance of all allies. This raise scales with Devotion.
++: (All details for ++ are copies of the normal skill, presumably not written yet)

Preach
Level:
1/2 (+)/3 (++)
Element: Divine
Base Damage: 4-6/4-6/6-10 Morale/Divine
Damage Bonus: Charisma (Basic - 3:1)/(Greater - 1.5:1)/(Major 1.11:1) and Devotion (none)/(Minor - 5:1)/(Minor - 5:1)
Tags: Kind
+: Kind
++: Kind
 
Last edited:

Tygoth

Member
Note that turns are currently counted 'double', where one round is counted as two turns.
As such, Ascetic's washing ritual indeed starts in your second round,
and a Lovepriest's infatuated debuff lasts only a single round.
Not really sure what that means for a Druid's wisdom though.

Also, could Lust abilities have been updated?
Righteous Flirt deals 150% damage if target is Infatuated
Sensual Touch has a +20% Crit Chance
Seduce inflicts Infatuated debuff
Alluring Body deals 120% damage if target is Infatuated

Class Specific - Heart Melter: Only gives a 20% chance of inflicting Infatuated Debuff on a target hit by a Lust ability.
 
Last edited:

RVWinkle

Member
Kickstarter Backer - Elder
As discussed on Discord, I was inspired by this thread to create a Class List Steam guide. I captured and formatted all of the information so that it's up to date for the latest Old One Rising update.

Thanks Blackvision!
 
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