Monster Classes
Four monster classes, each with its own combat role, basic attack, and AI personality. The taxonomy is different from the soldier class taxonomy (Knight/Mage/Healer/Bard) and the avatar class taxonomy (Knight/Wizard/Archer/Rogue). The asymmetry is intentional - monsters include roles soldiers can't mirror.
The Four at a Glance
| Class | Role | Basic Attack | Target Reach | Damage Type |
|---|---|---|---|---|
| Brawler | Frontline tank / physical DPS | Savage Strike | Front only | Physical |
| Magical Beast | Ranged magical DPS | Void Bolt | Any row | Magical |
| Shaman | Support / debuffer | Hex Strike | Front only | Physical (reduced power) |
| Flying | Evasive any-row striker | Swoop Swipe | Any row | Physical (slightly reduced) |
Brawler

Role: frontline tank and physical damage dealer. The monster counterpart of a Knight soldier.
Combat shape: highest base HP among monster classes, high armor, strong physical attack, moderate magic. Built to stand on the front row, soak hits, and trade physical damage. Carries a baseline physical damage reduction floor.
Basic attack - Savage Strike: physical, front-row only, full damage.
AI personality: weights raw damage moderately, weights "this would kill the target" bonuses moderately. Brawlers like to finish off wounded enemies. They don't particularly care about AoE or healing.
Roughly half of the catalogue is Brawlers. Most "tough" monsters - golems, ogres, trolls, knights, warriors - belong here.
Magical Beast

Role: ranged magical damage dealer. The monster counterpart of a Mage soldier or Wizard avatar.
Combat shape: high intelligence, high magic power, low base HP, low armor. Carries a magic damage multiplier and a baseline magic damage reduction floor. Destructive at range, fragile up close.
Basic attack - Void Bolt: magical, any-row reach, full damage. The Magical Beast can hit your back-row Mage from across the field.
AI personality: weights damage highly, weights AoE very highly, weights kills strongly. Magical Beasts are aggressive casters that punish grouped-up parties.
About a quarter of the catalogue - dragons, mages, casters, magical creatures.
Shaman

Role: support and debuffer. No direct soldier equivalent - soldiers don't have a class with this profile.
Combat shape: balanced intelligence and vitality, deliberately reduced physical attack baseline. Carries a magic defense floor but no magic damage multiplier. Shamans keep their squad alive and weaken yours with debuffs and curses.
Basic attack - Hex Strike: physical, front-row only, reduced damage (noticeably weaker than a Brawler's Savage Strike). Shamans aren't meant to deal damage with basics - their value is in their special skills.
AI personality: weights damage low, weights healing high, weights "the ally I would heal is in critical condition" bonuses very high. A Shaman will reliably try to heal a wounded ally rather than swing its weak basic attack.
A small slice of the catalogue - witches, necromancers, ritualists, healers on the enemy side.
Flying

Role: evasive striker that can reach any row. No direct soldier equivalent.
Combat shape: lowest base HP among monster classes, low armor, balanced offense, highest dodge floor of any class in the game. Their signature trait: even their basic attack can bypass your front line and hit the back row.
Basic attack - Swoop Swipe: physical, any-row reach, slightly reduced damage. A Flying monster can dive past your Knight and hit your Mage directly.
AI personality: weights damage and kills highly, weights status effects very heavily. Flying monsters are opportunistic - they chase vulnerable back-row targets, stack debuffs, and punish positioning.
A small slice of the catalogue - bats, harpies, wyverns, drakes.
Hard Counters
Some matchups favor specific monster classes against specific avatar classes. On the adventure board, the game deliberately weights these matchups to appear less often (not never - variety is preserved), so you don't get forced into repeatedly frustrating boss fights:
| Your Class | Softened Counter |
|---|---|
| Knight | Magical Beast |
| Wizard | Flying |
| Archer | (no counter) |
| Rogue | (no counter) |
The softening applies to boss slots only - regular monsters in a squad can still be any class, including your hard counter.
Why Monster Classes Differ From Soldier Classes
The four soldier classes (Knight/Mage/Healer/Bard) are designed to give you a balanced party when your habit categories are varied. The four monster classes expand the role space to include Flying (back-row-reaching evasive striker) and Shaman (debuff-focused support), which soldiers can't directly replicate.
This is part of where dungeon difficulty comes from. Your party is built from soldier shapes; sometimes you face monster shapes with no direct counter in your own roster. A Shaman in the back debuffing your front line is a problem soldiers can't mirror.
Related Pages
- Monsters Overview
- Bosses
- Monster Skills - what each class does beyond basics
- Soldier Classes - the friendly counterpart
- Avatar Classes
