Ce guide couvre les aspects fondamentaux des cours, compétences, passifs, and more in Kingsvein. Au fil du temps, J'ai l'intention de partager mes avis sur chaque compétence, passif, classe, et plus. En outre, je’Je vais discuter de mes perspectives sur la création d'un parti en termes de composition.
Feuille de route
À l'heure actuelle, ce guide présente les éléments les plus fondamentaux, y compris les compétences, passifs, and character upgrades offered by each class, along with your initial choices. The next stage involves offering insights on each skill and passive, accompanied by general reflections on the entire set of skills provided by a complete class.
Suite à cela, I will include information on the experience (XP) cost required to unlock each skill and passive, as well as the cost for each skill rank. In due course, je’ll also provide notes on crafting a well-balanced party for the default difficulty (Avant-garde) and the most challenging difficulty (Probablement, Ruine, which I assume is unlocked after completing the game once, as seen in previous entries in the series).
Divers
Terms and definitions
- Zone d'effet (AOE): An aoe (Zone d'effet) with a value of X affects all tiles within a distance of X from the center tile. Par exemple, an aoe 1 cibles 5 tiles in a cross or plus shape.
- Cone: A cone 1 targets a single tile and the three tiles in a T shape beyond it. A cone 2 has the same shape as an aoe 1, but it starts from the nearest corner of the cross or plus. A cone 3 goes even further, targeting the far corners, pour un total de 7 tiles affected.
- Cardinal Directions: Quelques compétences, like basic spear attacks and the Knight’s Charge ability, can only target tiles in straight lines North, Sud, Est, or West of your character and cannot target diagonally.
- Line of Sight: Skills that use line of sight are unable to shoot past units or obstacles. Examples include crossbows and the Mystic’s Flame ability.
Starting Choices
Character Types
- Wisp Slayer
- Bonus Attributes: +4 HP, +1 Député.
- Capacité spéciale: Une fois par tour, when you defeat an enemy, you gain an extra action. Note: Cela ne’t allow you an additional movement.
- Wisp Stalker
- Bonus Attributes: +2 HP, +2 Député, +1 Se déplacer.
- Capacité spéciale: Une fois par tour, after defeating an enemy, tu as +1 MP and become invisible for 1 tourner.
- Dark Augur
- Bonus Attributes: +1 HP, +2 Député.
- Capacité spéciale: You regain 50% of your MP whenever it reaches 0. Damage is deducted from your MP pool before your HP pool, except for the last 10 Député. Exemple: Si vous avez 15 MP and take 20 dommage, le premier 5 come from your MP, et le reste 15 from your HP.
Wyvern Varieties
- Œuf
- Bonus Attributes: +2 HP, +3 Député.
- Winged
- Bonus Attribute: +1 Député.
- Capacité spéciale: You can jump over enemies as if they were terrain obstacles.
- Chargeur
- Bonus Attributes: +3 HP.
- Capacité spéciale: +2 Move in straight lines, mais -1 Move along diagonals.
Companion Benefits
- Junkstone
- Benefit: +20% XP gain.
- Corpryst
- Bonus Attributes: +2 HP, +1 Député.
- Note: Zavarde is Corpryst.
- Voltraced
- Bonus Attribute: +4 Député.
Additional Character Information
- Remir
- Taper: Scurio.
- Capacité spéciale: +1 Move if she hasn’t acted yet, et -25% ice damage.
Armes
In Kingsvein, there are not as many different types of weapons compared to other Rad Codex games. The available base weapon types are Swords, Lances, Flails, Boucliers, Arcs, Arbalètes, Clubs, Gauntlets, and Triggers. The weapons also come in fewer tiers: Rusty/Junkstone, Minerai (+1 dommage), and Corpryst (+2 dommage).
Each weapon type has its own unique characteristics:
- Swords deal +1 dommage.
- Flails can attack any of the 8 surrounding tiles.
- Spears can attack two tiles in any of the cardinal directions. Basic attacks hit both tiles in range, and skills usually target a single tile, allowing you to hide behind an ally while attacking. Marshals with the Spear Banner passive can’t harm allies with a spear and heal allies with basic spear attacks.
- Shields have a set damage, increase maximum HP, and push 1 tile on hit.
- Bows are 2-handed weapons that can target any tile 3 à 4 carreaux loin (excluding those blocked by walls).
- Crossbows deal +2 damage and can target any tile 2 à 3 carreaux loin, but with line of sight restrictions. Tu peux’t shoot a crossbow again until you reload it. Marksmen with the Reload passive auto-reload after melee attacks or reloading another crossbow.
- Clubs get +50% damage from the Str stat but can’t be upgraded.
- Gauntlets have no inherent bonuses but provide Str/Mag buffs and MP penalties. Titans can spend stars to upgrade gauntlet damage.
- Triggers deal set damage (if equipped directly) or gain additional Mag and Adept upgrades’ damage with the Mancers’ passif.
En outre, there are unique weapons in each category, such as the Pneumatic Lance—a 2-handed crossbow without a minimum range that counts as a melee weapon for skills.
Chevalier
The Knight is the first class you start with, except for your Wyvern, but they can also become Knights later on.
Compétences
- Bash
- Utiliser 0 Député.
- Hit enemies with your melee weapon, transaction 30-70% weapon damage and pushing them back 2 carrelage.
- Charge
- Coût: 0 Député.
- Se déplacer 1-3 tiles straight and attack with 80% weapon damage, ignoring your weapon’s usual range. Works with melee weapons only.
- Bide
- Coût: 0 Député.
- Delayed ability.
- Prepare a strong attack for 250-300% weapon damage. It hits all tiles in a spear’gamme. Cancelled if you move, téléporter, or get pushed/pulled.
- Prêt
- Coût: 1 Député.
- Attack the first enemy entering your melee range for 60-80% weapon damage. Cancelled if you move, téléporter, or get pushed/pulled.
- Courageux
- Coût: 1 Député.
- Donner +1-3 Strength for 2 turns to yourself or a nearby ally.
Passifs
- Comptoir
- Retaliate with a 25% weapon damage attack when hit by a melee attack (dodging excluded). Hits all tiles in a spear’gamme. Retaliation occurs from your final position if pushed.
- Opportuniste
- Accord +50% weapon damage with weapon attacks outside your regular turn (Compteurs, delayed attacks, and reactions to Marshal abilities).
- Stoïque
- Immune to pushes and pulls while preparing a delayed weapon attack.
Mises à niveau
- Endurance
- Boosts maximum HP.
- Épée / Lance / Flail Skill
- Enhances damage dealt with a specific weapon group.
Chisel
Débloqué avec 250 XP in Knight. Your Wyvern can’t unlock this class.
Compétences
- Lacérer
- Coût: 1 Député.
- Offres 50% weapon damage and causes Bleed for 2-5 tourne. Targets a tile within your melee weapon’gamme. Moving while bleeding inflicts 2 damage per tile at the end of the turn.
- Gouge
- Coût: 1 Député.
- Inflicts Blind for 2-5 turns while dealing 50% weapon damage. Targets a tile within your melee weapon’gamme. Blind reduces movement and attack range to 1.
- Sunder
- Coût: 1 Député.
- Offres 50% weapon damage and inflicts Fragile for 2-5 tourne. Targets a tile within your melee weapon’gamme. Fragile targets take +50% dommage.
- Chaîne
- Coût: 0 Député.
- Pulls a target up to 3-4 carreaux loin (cardinal directions only) to you and inflicts -1 Move for 1 tourner.
- Shatter
- Coût: 4 Député.
- Offres 80% weapon damage, plus an additional 30-40% for each negative status effect on the target and each adjacent ally. Targets a tile within your melee weapon’gamme.
Passifs
- Venin
- Your weapon attacks inflict Poison for 4 tourne. Poisoned targets take 1 damage at the end of their turn. Poison can stack twice.
- Flanker
- Weapon attacks deal +25% damage to enemies when an ally is behind them.
- Timed Hits
- Accord +30% weapon damage if you press the ‘Utiliser’ button just before damage is dealt.
- Profond
- Become invisible for 1 turn when ending your turn adjacent to 3 visible allies and no enemies.
Mises à niveau
- Évasion
- +1% dodge chance.
- Épée / Lance / Flail Skill
- +1 damage with the relevant weapon group.
- Stealth Sense
- Gagner +1 Str and Mag per rank while invisible and for 1 turn after. If you have any ranks in this, you can see the vision ranges of enemies within 6 tiles when you press the ‘Highlight All’ bouton.
Mystique
The Mystic is the starting mage class for all your characters, except the Wyvern, who can later access the Knight and Mystic.
Compétences
- Flamme
- Coût: 3 Député.
- Inflige 3 fire damage to 1 target within line of sight. Gamme: 3 – 5.
- Arc
- Coût: 3 Député.
- Offres 2 lightning damage to 2 – 4 cibles. The 1st target has a range of 2, and each subsequent target must be exactly 2 tiles away from a previous target.
- Éclatement
- Coût: 3 Député.
- Inflige 3 physical damage to a target within line of sight. Gamme: 3 – 5, cardinal directions only. Pushes 1 to all tiles adjacent to the target.
- Bloodspike
- Coût: 3 Député.
- Creates spikes on a tile (2 dommage). If the tile is occupied, deals extra ruin damage (jusqu'à 5) based on the amount of blood already on the tile. Gamme: 2 – 4.
- Absorb
- Coût: 0 Député.
- Dispel all status effects on the target and terrain effects on the tile. Récupérer 1 – 3 MP for each effect dispelled. Gamme: 3.
Passifs
- Draw Power
- Accord +1 fire/adjacent flame and +1 ruin/adjacent blood pool (maximum +2 dommage).
- Warmage
- Accord +1 fire/lightning/ice/ruin damage to adjacent enemies.
- Leylines
- When ending your turn on a Sigil or Fortification, gain its bonus for 2 tourne.
Mises à niveau
- Se concentrer
- +1 maximum MP.
- Flamber / Géo / Ruin Adept
- +1 damage with fire/lightning, physique, or ice/ruin magic.
Avant-garde
Débloqué avec 400 XP in Knight.
Compétences
- Frapper
- Coût: 0 Député.
- Offres 50-70% damage to the three tiles in a wide line in front of you and 50% dommage. Requires a melee weapon.
- Barge
- Coût: 0 Député.
- Offres 60-100% damage to an adjacent tile, pushes 1 tuile, and moves into the targeted tile (si possible). Requires a melee weapon.
- Revitalize
- Coût: 3 Député.
- Revives an ally (skipping their turn this round) or heals an ally for 4-7 HP. Gamme: 1.
- Couverture
- Coût: 1 Député.
- Grants an adjacent ally Negate for 2-4 turns and switches places with them. Negate cancels the first instance of damage a target would take.
- Fortifier
- Coût: 1-3 Député.
- Pushes 1 on the tiles on opposite sides of you, then creates Fortifications for 6 turns on each tile. Fortifications reduce physical damage taken by 50% and are destroyed by any amount of fire damage.
Passifs
- Counter Push
- When hit by a melee weapon, push your attacker 2 carrelage.
- Coup de bouclier
- Use your shield to push the primary target of adjacent weapon attacks 1 tuile.
- Blockage
- When ending your turn, inflict -1 Move on adjacent enemies for 1 tourner.
Mises à niveau
- Endurance
- +X max HP.
- Épée / Lance / Flail Skill
- +X damage with the relevant weapon group.
- Guérisseur
- Heal targets an additional +X HP with abilities, articles, passifs, etc..
- Defy Death
- Lose X less max HP when KO’d and recover +X HP when reviving or being revived. If you have any ranks in this, tu obtiens un 20% chance to automatically revive with 1 HP instead of fading out.
Fanger
Débloqué avec 300 XP in Knight and 300 XP in Chisel.
Compétences
- Fang
- Coût: 3 Député.
- Creates a Fang (destructible terrain hazard) dans 1-3 carrelage (cardinal directions only) durable 6 tourne. If occupied, offres 3 physical damage and pushes the target 2 carrelage. Damaged Fangs deal 3 physical damage to all adjacent tiles and push them 2.
- Caltropes
- Coût: 3 Député.
- Creates spikes in a cone of size 2-4. Spikes are difficult terrain and deal 2 dommage. Removed if stepped on or damaged.
- Razorwire
- Coût: 3 Député.
- Targets a tile within 2-4 carrelage (cardinal directions only). Pulls 1 on the closest creature on each side perpendicular to the line within 2-3 carrelage. Inflicts Bleed for 1 turn on the target tile and the adjacent two tiles.
- Coup de fouet
- Offres 2 physical damage, pushes all tiles adjacent to the targeted tile 1, then pulls the target 1. Gamme: 2-4 (cardinal directions only), requires line of sight.
- Sharpen
- Targets 1-3 Spike tiles and/or allies. Targeted Spikes become Shar Spikes (accord 2 damage and inflict Bleed for 3 tourne). The targeted ally’s first weapon attack within 2 turns inflicts Bleed for 3 tourne.
Passifs
- Empaleur
- Pendant votre tour, ajouter 1/2 your Str to the damage of Fangs and Spikes.
- Sharpener
- Your spikes deal half your Geo Adept extra physical damage. Creating Spikes on top of Spikes creates Sharp Spikes (accord 2 damage and inflict Bleed for 3 tourne).
- Trappeur
- Your weapon attacks deal +40% damage to enemies that cannot move anywhere.
Mises à niveau
- Évasion
- +X% dodge chance.
- Épée / Lance / Flail Skill
- +X damage with the relevant weapon group.
- Tir à l'archerie
- +X damage with bows and crossbows.
- Geo Adept
- +X damage with physical magic.
Buteur
Débloqué avec 250 XP in Knight and 400 XP in Chisel.
Compétences
- Bécassine
- Coût: 0 Député.
- Retardé – Offres 175% damage to one tile in range. Uses your ranged weapon range +2-4. The attack is cancelled if you move, téléporter, get pushed or pulled, etc..
- Ricochet
- Coût: 2 Député.
- Offres 40-70% damage to two targets in your ranged weapon’gamme. The second target must be exactly 2 tiles away from the first target.
- Bombarder
- Coût: 3 Député.
- Attacks a target in your ranged weapon’gamme +0-2 and pushes all adjacent tiles 1.
- Tir de recul
- Coût: 0 Député.
- Attacks a target in your ranged weapon’gamme +0-2, pushing it forward, and yourself backward.
- Backscatter
- Coût: 1 Député.
- Offres 80-100% damage to one target in your ranged weapon’gamme (cardinal directions only), then the same damage to two targets at 45-degree angles back toward you. The backward shots travel 2 carrelage.
Passifs
- Shrapnel
- Ranged weapon attacks deal 1 physical damage to enemies adjacent to the primary target.
- Rechargement rapide
- When you reload or make a melee attack, reload all equipped weapons.
- Artillerie
- Gagner +1 attack range with bows and crossbows at the cost of -1 Se déplacer.
Mises à niveau
- Évasion
- +X% dodge chance.
- Tir à l'archerie
- +X damage with bows and crossbows.
- Ranged Expert
- +5*X% weapon damage per tile between you and the target.
Melder
Débloqué avec 300 XP in Mystic.
Compétences
- Réparer
- Coût: 4 Député.
- Retardé – Revives the target and/or heals it for 8-14 HP. Cures all negative effects. Gamme: 3.
- Croissance
- Coût: 4 Député.
- Creates a Growth for 6 turns in an unoccupied tile and heals all adjacent units for 2-4 HP. Anyone ending their turn on a Growth heals 5 HP. Gamme: 2.
- Stalagmire
- Coût: 3 Député.
- Inflige -1 Move on a target and surrounds it with spikes. Gamme: 2-4.
- Quake
- Coût: 4 Député.
- Retardé – Offres 6 physical damage in a 5×5 square in 2-4 carrelage. Ne’t deal damage to the caster or units on tiles with blood pools.
- Soilshift
- Pushes 2 on all tiles in a 3-tile wide line that extends up to 3-5 carreaux loin de toi (cardinal directions only).
Passifs
- Perfect Focus
- While at full HP, -1 to all MP costs.
- Meld Clay
- The amount your abilities heal is increased by half of your Geo Adept.
- Overgrowth
- You and adjacent allies recover 1 MP when you have full HP after being healed.
Mises à niveau
- Se concentrer
- +X max MP.
- Geo Adept
- +X damage with physical magic.
- Guérisseur
- Heal targets an additional +X HP with abilities, articles, passifs, etc..
- Régénération
- Whenever you are healed, you recover an additional +X HP.
- Defy Death
- Lose X less max HP when KO’d and recover +X HP when reviving or being revived. If you have any ranks in this, tu obtiens un 20% chance to automatically revive with 1 HP instead of fading out.
Cendré
Débloqué avec 500 XP in Mystic.
Compétences
- Enfer
- Coût: 4 Député.
- Retardé – Offres 8 fire damage in an AOE 1 within a range of 3-5.
- Coup de tonnerre
- Coût: 4 Député.
- Offres 4 lightning damage to a target in a range of 2-4. Pushes 1 on all tiles adjacent to the target.
- Flamelash
- Coût: 3 Député.
- Offres 3 fire damage to 2-4 consecutive tiles, starting from an adjacent tile or a Fire tile within 6 tiles of you.
- Carburant
- Coût: 4 Député.
- Offres 1 dégâts d'incendie + 2 for every Fire tile within 2 tiles of the targeted enemy. Restaure 4 MP for every Fire tile within 2 tiles of the targeted ally. Puts out all Fire tiles within 2 tiles of the target.
- Catalyze
- Coût: 2 Député.
- Offres 4 lightning damage to all contiguous blood tiles and converts the blood to Oil. Oil inflicts -1 Move to any unit starting on the tile and deals 4 fire damage when dealt fire damage.
Passifs
- Burning Focus
- Gagner +2 Magazine, but increase MP costs of all spells that cost at least 1 MP by 1.
- Bright Spark
- Pendant votre tour, Fire hazard and electrified Blood damage to enemies is increased by Blaze Adept.
- Fireburst
- Pendant votre tour, any flames struck by lightning explode, transaction 3 fire damage to adjacent tiles.
Mises à niveau
- Se concentrer
- +X max MP.
- Blaze Adept
- +X fire/lightning damage.
- Méditation
- Gain +X more MP each time you recover MP.
Maréchal
Débloqué avec 400 XP in Knight and 300 XP in Vanguard.
Compétences
- Grève!
- Coût: 5 Député.
- Command allies to melee the target if possible, transaction 50% dommage. Gamme: 2-4.
- Tirer!
- Coût: 3 Député.
- Command allies to shoot the target if possible, transaction 90% dommage. Gamme: 2-4.
- Rallier!
- Coût: 3 Député.
- Guérir 1 HP to allies in an AOE 1 and cure their negative status effects. Gamme: 2-4.
- Se déplacer!
- Coût: 1 Député.
- Swap the position of allies and grant them +10-20% dodge for 2 tourne. Gamme: 3-4 for the initial target; second target must be within 2 tiles of the initial target.
- Prise!
- Coût: 3 Député.
- Create a Fortification for 6 tourne. Fortifications reduce physical damage taken by 50%, and are destroyed by any amount of fire damage.
Passifs
- Spear Banner
- All your spear attacks miss allies, and your basic spear attacks heal allies instead.
- Esprit de combat
- When you end your turn, guérir +1 HP per adjacent enemy.
- Strategize
- When you end your turn, adjacent allies gain +1 Move for 1 tourner.
Mises à niveau
- Endurance
- +X max HP.
- Épée / Spear Skill
- +X damage with the relevant weapon group.
- Guérisseur
- Heal targets an additional +X HP with abilities, articles, passifs, etc..
- Travail d'équipe
- Gain +X Str and Mag when adjacent to an ally with Teamwork.
Titan
Débloqué avec 400 XP in Knight, 300 XP in Chisel, et 150 XP in Vanguard.
Compétences
- Rock Blast
- Coût: 2 Député.
- Offres 3 physical damage to a non-adjacent target in range 3-5 (cardinal directions only). Can target certain walls (1 tile thick) with an empty tile behind them to break the wall and target in a cone 2-4, transaction 6 physical damage.
- Wave Crash
- Coût: 2 Député.
- Pulls all targets in a straight 4-tile long line 2 carrelage, then attacks the adjacent tile for 70-90% weapon damage and pushes 1.
- Meteor Slam
- Coût: 3 Député.
- Retardé – Offres 150-200% weapon damage to a tile in range 2 (cardinal directions only). Then deals 7-9 damage to adjacent tiles, creates Spikes, and pushes adjacent tiles 2.
- Suplex
- Coût: 2 Député.
- Swaps places with an adjacent target and deals physical damage equal to 1 + 1-3 per difference between your Str and the target’s.
- Sanctifier
- Coût: 1-3 Député.
- Pushes 1 on all adjacent tiles, then creates a Power Sigil on your tile for 6 tourne. A Power Sigil increases Str by 3 while standing on it.
Passifs
- Brute
- Pendant votre tour, push damage to enemies is increased by +2.
- Vengeful
- Gagner +2 Str while below 50% HP.
- Éternel
- When you prepare a delayed weapon attack, become unable to go below 1 HP for 1 tourner. Cannot be reapplied for 2 tourne.
Mises à niveau
- Endurance
- +X max HP.
- Évasion
- +X% dodge chance.
- Fléau / Fist Skill
- +X damage with the relevant weapon group.
- Geo Adept
- +X damage with physical magic.
- Defy Death
- Lose X less max HP when KO’d and recover +X HP when reviving or being revived. If you have any ranks in this, tu obtiens un 20% chance to automatically revive with 1 HP instead of fading out.
Dragon
Débloqué avec 400 XP in Knight, 400 XP in Chisel, 500 XP in Mystic, 300 XP in Vanguard, et 300 XP in Marksman, for a minimum of 1900 XP to unlock the Dragoon, making it the most expensive class to unlock.
Compétences
- Twin Fang
- Coût: 5 Député.
- Offres 60-80% of your main-hand melee weapon’s damage to one tile in your main-hand weapon’gamme (cardinal directions only). Then moves adjacent to that tile and deals 60% of your off-hand melee weapon’s damage to the same tile.
- X-Strike
- Coût: 4 Député.
- Attacks for 55-65% damage with each of your equipped melee weapons in an X shape adjacent to you. The target tile is hit by both weapons.
- Storm Assault
- Offres 60-80% weapon damage to all targets your weapon can reach in a 270-degree arc.
- Spellstrike
- Coût: 2 Député.
- Using this ability doesn’t cost an action. The next time you cast a non-delayed spell that targets a unit in range of your melee weapon, offres 50-70% of your weapon damage in addition to the spell’s normal effects.
- Lancement
- Coût: 2 Député.
- Leaps to a tile in range 3-4, leaving behind a Move Sigil. Move Sigils grant +3 mouvement.
Passifs
- Tempête
- A la fin de votre tour, and when you use an ability that moves you, offres 1 physical damage to adjacent enemies.
- Géant’Portée
- Gagner +1 attack range with melee weapons at the cost of -1 Str. The increased attack range does not add to diagonal reach – spears can attack all 3 tiles in a line, swords and the like can target one tile in range 2 (cardinal direction only), and flails can attack any tile in a 5×5 cube except for the four corners.
- Maître d'armes
- Gain +Str equal to your lowest Sword / Lance / Flail Skill.
Mises à niveau
- Endurance
- +X max HP.
- Épée / Lance / Flail Skill
- +X damage with the relevant weapon group.
- Tir à l'archerie
- +X damage with bows and crossbows.
Mancer
Débloqué avec 300 XP in Mystic and 400 XP in Melder.
Compétences
- Jugement
- Coût: 4 Député.
- Retardé – Offres 8 foudre + 8 fire damage to one tile in range 4-6.
- Perte
- Coût: 5 Député.
- Target gains the Doom status, which deals 16 Ruin damage after 3 tourne. Gamme: 2-4.
- Bénir
- Coût: 3 Député.
- Target gains the Bless status, which heals 16 HP and cures all negative status ailments after 3 tourne.
- Decree
- Coût: 3 Député.
- Si la cible’s HP and MP are within 7-10 of each other, swap them. Gamme: 4.
- Echo Cast
- Coût: 0 Député.
- Toggle ability – Your next non-delayed spell is additionally cast as a delayed spell. The delayed spell’s cast costs -1 MP per rank of this skill.
Passifs
- Stone Savant
- Trigger stones wielded in hand have range 3, and trigger stones within weapons are affected by half your Mag and Blaze / Ruin Adept.
- Défi
- While preparing a delayed ability, you take 25% moins de dégâts.
- Dark Omen
- When you end your turn preparing a delayed ability, inflict -2 Mag to enemies in its area for 1 tourner.
Mises à niveau
- Se concentrer
- +X max MP.
- Flamber / Ruin Adept
- +X damage with Fire/Lightning or Ice/Ruin magic.
- Guérisseur
- Heal targets an additional +X HP with abilities, articles, passifs, etc..
- Channeler
- Gain +X Str and Mag while preparing a delayed ability and for 1 turn after.
- Defy Death
- Lose X less max HP when KO’d and recover +X HP when reviving or being revived. If you have any ranks in this, tu obtiens un 20% chance to automatically revive with 1 HP instead of fading out.
Eidolith
Débloqué avec 500 XP in Mystic, 300 XP in Melder, et 300 XP in Ashen.
Compétences
- Éclater
- Coût: 3-5 Député.
- Offres 4 fire damage to an adjacent target and inflicts Blind in aoe 1 (y compris vous).
- Void Beam
- Coût: 5 Député.
- Retardé – Offres 6 fire damage in a line up to 4-6 tiles long. The final tile of the beam blinds for 2 tourne. Tiles adjacent to the beam are pushed away from the beam. If you are moved, the beam location moves with you.
- Null Void
- Coût: 3 Député.
- Dispel all status effects and terrain effects and inflict -2 Mag for 3 turns in an aoe 1. Gamme: 2 – 4.
- Fade
- Coût: 3 Député.
- Makes an ally in range 1 – 3 invisible for 1 tourner.
- Projection
- Coût: 7 Député.
- Creates an illusory duplicate of yourself with no armor / accessoires, -5 PV maximum / Député, et -2 Str/Mag that lasts for 3 tourne. Ce n'est pas le cas’t get to act the turn it was created, and cannot be healed. Gamme: 1-3. If you have enough max MP, your Projection can also cast Projection.
Passifs
- Counter Fade
- When hit by a melee weapon, cast Fade on yourself.
- Inner Eye
- Blind lasts 1 turn longer on you. Accord +20% damage while Blind. Accord +20% damage against Blind targets.
- Absorb Aura
- A la fin de votre tour, voler 1 MP from adjacent enemies.
Mises à niveau
- Se concentrer
- +X max MP.
- Flamber / Ruin Adept
- +X damage with Fire/Lightning or Ice/Ruin magic.
- Stealth Sense
- Gagner +1 Str and Mag per rank while invisible and for 1 turn after. If you have any ranks in this, you can see the vision ranges of enemies within 6 tiles when you press the ‘Highlight All’ bouton.
Crysolith
Débloqué avec 500 XP in Mystic and 400 XP in Ashen.
Compétences
- Lance à glace
- Coût: 4 Député.
- Offres 3 ice damage and pushes 1 in a 3×1 wide line adjacent to you or a range 2-4 doubler.
- Deep Frost
- Coût: 4 Député.
- Offres 2 ice damage and inflicts -1 Move for 1 turn in an aoe 1. Gamme: 2-4.
- Dark Ice
- Coût: 5 Député.
- Retardé – Offres 7 ice damage and freezes the tile solid for 3 tourne. Gamme: 3-5.
- Desecrate
- Coût: 3 Député.
- Offres 4 glace / ruin damage. If the tile already has blood or ice, also deals that damage to all tiles with contiguous blood and ice. Gamme: 1-3.
- Despair
- Coût: 2 Député.
- Dispels all status effects and terrain effects on a tile in range 3. Offres 2 ruin + 1-3 ruin damage per dispelled effect.
Passifs
- Cold Focus
- While standing on ice, reduce all MP costs by 1. A la fin de votre tour, gagner +3 MP per frozen creature.
- Fell Shards
- If the primary target of your weapon attack is on ice, accord 1 ice damage to adjacent enemies and 1 ruin damage to the target.
- Verglas
- At the start of combat, gain Negate for 2 tourne, and negate status isn’t removed when you would take only 1 ou 2 dommage.
Mises à niveau
- Se concentrer
- +X max MP.
- Ruin Adept
- +X ice / ruin damage with magic.
- Méditation
- Gain +X more MP each time you recover MP.
Gatekeeper
Débloqué avec 500 XP in Mystic and 400 XP in Ashen.
Compétences
- Grille: Ancre
- Coût: 1 Député.
- Teleport to the target at the end of your turn. Ne’t cost an action. Peut’t be used after acting. Gamme: 2-4.
- Grille: Stalactites
- Coût: 5 Député.
- Offres 2 physical damage in an aoe 1 and creates Spikes in the center tile. Gamme: 2-4.
- Grille: Bûcher
- Coût: 6 Député.
- Creates a Pyreclot that deals 1 fire damage to adjacent tiles. After a delay, offres 9 fire damage in 2 carrelage. Gamme: 2-4. Dealing ice damage to a Pyreclot disables its second explosion.
- Grille: Blizzard
- Coût: 6 Député.
- Retardé – Offres 7 ice damage in an aoe 2. Gamme: 2-4.
- Grille: Foudre
- Coût: 5 Député.
- Retardé – Offres 6 lightning damage in two aoe 1 areas that are adjacent to each other. Offres +6 lightning damage if the target is adjacent to at least 2 tiles in the area of effect. Gamme: 2-4 for the first aoe. The second aoe must be exactly 3 tiles away from the first.
Passifs
- Massacre
- Your magic deals +10% damage per enemy adjacent to the target.
- Antipode
- Pendant votre tour, melting Ice deals fire damage equal to your Blaze + Ruin Adept, and you can melt Ice with lightning damage.
- Element Master
- Gain +Mag equal to half your lowest Blaze / Géo / Ruin Adept skill rounded up.
- Gate Hand
- You can interact with objects far away from you, même pendant les combats.
Mises à niveau
- Se concentrer
- +X max MP.
- Flamber / Géo / Ruin Adept
- +X Fire/Lightning, physique, or Ice/Ruin damage with magic.
- Channeler
- Gain +X Str and Mag while preparing a delayed ability and for 1 turn after.
- Méditation
- Gain +X more MP each time you recover MP.
War Beast
Compétences
- Shove
- Coût: 0 Député.
- Pousser 1 on a target in 1-2 carrelage, then move forward 1 tuile.
- Traîner
- Coût: 0 Député.
- Tirer 1 on a target in 1-2 carrelage, moving backward.
- Saddle
- Coût: 0 Député.
- Pick up an adjacent ally, causing them to mount you. If you are already mounted, instead drop the mounted ally in a space adjacent to you.
- Chomper
- Coût: 3 Député.
- Offres 75-125% damage and inflicts -1 Str / Move for 2 tourne. Gamme: 1.
- Tiret
- Coût: 4 Député.
- Se déplacer 1-2 carrelage. Cela ne’t consume an action.
Passifs
- Cavalerie
- While you have a rider, prendre -25% dommage.
- Free Spirit
- While you have no rider, gagner +1 Str / Magazine.
- Combat Supplies
- A la fin de votre tour, récupérer 1 Député. When you are KO’d, your rider gains half your MP and Negate for 3 tourne.
- Treader
- Take no damage from walking on Fire or Spikes, and your Move and Jump cannot be reduced.
Mises à niveau
- Endurance
- +X max HP.
- Se concentrer
- +X max MP.
- Régénération
- Whenever you are healed, you recover an additional +X HP.
- Clever
- Unlocks the Knight and Mystic classes. You do not qualify to unlock any other classes even if you meet the XP requirements. Knight and Mystic skills and passives cost +50% XP.
C'est tout ce que nous partageons aujourd'hui pour cela Kingsvein guide. Ce guide a été initialement créé et rédigé par Timbert. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.