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Soldier Skills

Every soldier class has exactly four skills - a free basic attack plus three specials gated by charge cost. Every soldier of a given class has the same four; there's no skill selection, no kit customization. The class is the kit.

All four skills are available from level 1. What actually gates the big ones is how many charges you've saved up in the current fight.

Knight - Protect and Punish

Knight skills

SkillTargetingEffect
Sword StrikeSingle front-row enemyPhysical basic attack at full weight. Free. Builds charges.
TauntSelfForces every enemy to target the Knight for a couple of turns. The only ability of its kind in the game.
Heavy BlowSingle front-row enemyA big-hitting physical finisher - the Knight's signature burst.
Shield WallSelfApplies a meaningful damage-reduction buff for a couple of turns.

The Knight's job is to redirect damage onto itself and trade through. Sword Strike builds charges, Taunt keeps enemies focused on the Knight, Heavy Blow spends charges for burst, Shield Wall buys the team another turn when things get rough.

Mage - Nuke or Clear

Mage skills

SkillTargetingEffect
Arcane BoltSingle enemy, any rowMagic basic at full weight. Free. Ranged, so it reaches back-row enemies.
FireballAll enemiesMagic AoE at reduced per-target damage. The only AoE attack on any soldier.
Frost SpikeSingle enemyMagic damage plus a meaningful Speed debuff for a short duration.
Arcane SurgeSingle enemyThe most expensive and most damaging single-target hit any soldier can land.

The Mage is single-target nuke or AoE clean-up. Fireball is the answer to a wave of low-HP enemies; Arcane Surge is the answer to a single high-HP enemy. The big cost of Surge means the Mage usually spends several turns on free Arcane Bolts before unleashing one.

Healer - Keep the Team Standing

Healer skills

SkillTargetingEffect
Staff StrikeSingle front-row enemyMagic basic at slightly reduced weight. Free. Builds charges when no healing is needed.
Healing TouchSingle allyRestores HP scaled by the Healer's Intelligence, capped per cast.
PurifySingle allyRemoves all debuffs from the target.
Come CloserSingle back-row enemyForces the target to swap into their front row.

The Healer is sustain plus soft control. Healing Touch is the main contribution; Purify counters debuff-heavy enemies; Come Closer is the positioning tool that drags fragile back-row enemies into reach of your melee allies.

Bard - Make Everyone Else Better

Bard skills

SkillTargetingEffect
Inspiring StrikeSingle front-row enemyMagic basic at slightly reduced weight. Free. Builds charges.
War CryAll alliesApplies a meaningful damage buff to every ally.
Discordant NoteSingle enemyApplies an Armor debuff and a dodge debuff to the target.
Rallying AnthemAll alliesDoubles party Speed for a short duration.

The Bard is the team multiplier. War Cry is the standard opener. Rallying Anthem is the win-button - doubled party Speed roughly doubles the action economy in that window. Discordant Note opens a hard target up for the rest of the party to burn down.

How Skills Cost and Scale

Each special has a fixed charge cost. The pattern:

  • Free - every class's basic attack (Sword Strike, Arcane Bolt, Staff Strike, Inspiring Strike). Always available.
  • Cheap (3 charges) - Taunt, Healing Touch, War Cry.
  • Mid (4 charges) - Fireball, Frost Spike, Purify, Discordant Note.
  • Expensive (6 charges) - Heavy Blow, Shield Wall, Come Closer, Rallying Anthem.
  • Ultimate (8 charges) - Arcane Surge.

Damage skills scale off attack or magic power, depending on their damage type. Crit chance, parry, and dodge all run on top of whatever the skill deals.