PS Classes

Damage Type Class Name Class Details
1.1 Melee Swordsman Requires – 7 STR

Trait – 10% Bonus damage to isolated enemies.

Uses – 2h Swords

Skill 1 : Bigswing – Swing in a 2 Block Cone in front of you, deal 20% bonus damage for each consecutive enemy caught in the swing (2 Turn CD) (Restricted to Melee)

Skill 2 : Pommel Strike – Stun 1 Enemy Till end of Turn (Quick) (3 Turn CD)

Skill 3 : Finisher – Deal Double Damage, no CD if this attack kills (6 Turn CD)
1.2 Melee Knight Requires – 5 STR , 5END

Trait – Can mount during combat, increasing movement by 2 blocks per turn. Taking damage instantly dismounts.

Uses – Sword and Shield

Skill 1 : Shield Bash – Stun and Knockback (Non-Epic, Non-Boss) enemies within 1 block in front of you a block back, stun lasting 1 turn. (3 Turn CD) (Skill restricted to shields)

Skill 2 : Spin Attack – Hit all enemies around you and knock them back 2 blocks. (2 Turn CD) (Restricted to melee)

Skill 3 : Charge! – Close all distance between you and an enemy (3 Turn CD)
1.3 Melee Tank Requires – 7 END

Trait – Reduce all damage by 25%, Move at half distance rounded up.

Uses – Tower Shield or Dual Shields

Skill 1 : Crippling Bash – Bash enemies in front of you, they all deal 50% damage for 2 Turns. (Quick) (4 Turn CD)

Skill 2 : Taunt – Force any number of enemies to attack you for 1 turn. (Instant) (5 Turn CD)

Skill 3 : Intimidate – An enemy moves at half distance rounded down for 3 turns. (Instant) (5 Turn CD)
1.4 Melee Chef Requires – 5 STR, 5 AGI

Trait – Obtain 100% Healing from Life Leech

Uses – 2h or Dual Sword

Skill 1 : Meat Hook – Mark a target within 1 Block. Damage dealt to target heals 10% of the damage dealt back to the attacker for 4 Turns. Deal 25% of Basic Attack Damage. (6 Turn CD)

Skill 2 : Energy Broth – Ally within 3 blocks attacks 100% Fasterfor 1 turn (Quick) (4 Turn CD)

Skill 3 : Tasty! – Lifeleech on target is 50% more effective for all allies. (Instant)
1.5 Melee Berserker Requires – 10 STR

Trait – For every 1% of HP Missing, deal 1% more damage. Cannot use healing items.

Uses – 2h, Dual Sword

Skill 1 : Reckless – Attack 2x Faster, Recieve 2x Damage for 3 Turns (3 Turn CD)

Skill 2 : Defy – Ignore all damage and all healing for 2 turns. At the end of this skill’s duration apply all damage and healing at once. (10 Turn CD)

Skill 3 : Edging – Consume all but 1 HP, for every 1% of Max HP consumed, deal 3% Bonus on next attack. (Quick)
1.6 Melee Shipmate Requires – 5Per, 5Str

Trait – +100% BAD to downed enemies, Immune to soak

Uses – Pistol + Sword

Skill 1 : Hostage Shield – Turn a downed enemy with <20%><33%>
1.7 Melee Pirate Captain Requires – 10 Cha, 6 Per or 6 Str

Trait – Parrot with 10% of your max hp and explodes on death. You can pilot an airship during combat

Uses – Sword + Pistol

Skill 1 : Man Yer Ship! – Instantly deploy your airship. CD 12

Skill 2 : Battlestations – Create usable explosive cannons on the airship. CD 7

Skill 3 : Kraken Powered – Tentacles erupt from the ship, dealing scaling damage and stuns enemies. Uses Airship remaining HP as the Kraken’s HP CD 12
1.8 Melee Meteorite Knight Requires – 9Str, 7End

Trait – Blocking a magic attack blocks 75% damage. If you block a magical attack your next is empowered attack will do 100% additonal damage.

Uses – Sword + Shield

Skill 1 : Meteor Call – Target a 3×3 area where a meteor will fall next turn, dealing 700% BAD and teleporting you to the center. 8

Skill 2 : Magic Blast – If you are currently empowered you can shield bash for 600% of your sword’s BAD and stun the enmy for 2 turns. also consumed BAA for the turn. 4

Skill 3 : Cosmic Swing – Gain an additional BAA this turn. All attacks from this addtional BAA become ranged. 3
1.9 Melee Rocket Hammer Requires – 12 Str

Trait – 12ft, AoE Basic Attacks, Activate to deal 250% BAD for 2 Turns but deal 50% BAD for 3 turns after that.

Uses – 2Handed Melee

Skill 1 : Staggering Smash – Down enemies in a large cone for 3 turns. Deal double your current BAD and stun the enemy directly in front of you for 2 turns.

Skill 2 : Huge Charge – Charge forward 8 blocks, move the first enemy you contact along with you. If you contact another enemy deal double your current BAD to both. If you collide with terrain deal 250% BAD and stun for 1 turn. If no additional contact deal 100% BAD.

Skill 3 : Deal 300% BAD and KB an enemy 8 blocks, stun for 1 turn if they collide with anything.
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2.1 Guns Sniper Requires – 7 PER

Trait – +15% Damage to enemies 15 or more blocks away from you. This bonus is always applied last during calculation.

Uses – Sniper Rifles

Skill 1 : Cheapshot – Deal 300% damage to a stunned, downed, or slowed enemy. (6 Turn CD)

Skill 2 : Marked – Enemy takes 25% bonus damage from all sources, can be seen through walls and by all allies regardless of perception. Last 2 Turns (6 Turn CD)

Skill 3 : Anti-Armor Rounds – Ignore Armor for Rest of Clip (10 Turn CD) (Restricted to Guns)
2.2 Guns Gunslinger Requires – 5 PER, 5 AGI

Trait – Attack 2 extra times when within 2 blocks of an enemy

Uses – Dual Pistols

Skill 1 : Instant Reload – Reload consume no action. (Instant) (CD 3 Turns) (Restricted to Guns and Magic)

Skill 2 : Rapid Shot – Attack Twice as much this turn. (Quick) (6 Turn CD)

Skill 3 : Whip ! – Stun 1 enemy till end of turn and deal 150% damage. (Quick) (4 turn CD) (Restricted to Pistols)
2.3 Guns Future Soldier Requires – 5 PER , 5 END or 5 AGI

Trait – Can Attack Mid-Movement

Uses – Rifles or Automatic Rifles

Skill 1 : Electric Shield – Reduce damage taken by 25%, absorbed damage is reflected to a enemy targeted by the shielded player. Targeted enemy must be within 3 blocks of shielded player. (Quick) (5 Turn CD)

Skill 2 : Energize – 50% Increased Move Distance for 1 Turn (Instant) (3 Turn CD)

Skill 3 : Force Grenade – AoE, Knockback enemies 4 Blocks, 10 Block Range. (Quick) (3 Turn CD)
2.4 Guns Heavy Weapons Requires – 8 Str, 5 Per

Trait – None

Uses – Heavy Weapons

Skill 1 : Heavy Calibre – Rest of Clip Pierces Enemies and ignore 1 block of terrain (Quick) (6 Turn CD)

Skill 2 : Stay Down! – Your Next Clip is 300% Larger (15 turn CD)

Skill 3 : Get Back! – Rest of clip knocksback non-boss, non-epic enemies. Rockets effect bosses and have 300% Increased knockback.
2.5 Guns Engineer Requires – 7 Int, 5 End, 5 Per

Trait – Can activate a repulsion field. Knocks all enemies within 1 block, 5 blocks back. (15 Turn CD)

Uses – Any Gun

Skill 1 : Turret Deploy – Deploy a rooted turret to attack enemies. Turret copies your currently equipped gun, cannot mimic rocket launcher. Stores 3 Charges. (5 Turn CD)

Skill 2 : Laser Wire – Cover a 1×3, small enemies are slowed by 75%, large enemies are downed when passing through. (4 Turn CD)

Skill 3 : Steam Exhaust – Deal 100% Basic Damage as Fire in AoE Cone. Deal 100% Basic Damage as Water in AoE Cone. Reduce CD of all Class Skills by 2 Turns (6 Turn CD)
2.6 Guns Alchemist Requires – 5 INT, 5 PER

Trait – Toggle between dealing 100% of Basic Damage as Fire, Electric, or Poison.
Fire – 10% Chance to Set on Fire
Electric – 5% Chance to Stun
Poison – 10% Chance to Inflict Poison

Uses – Pistols, Rifles, Automatic Rifles, or Sniper Rifles

Skill 1 : Grease Shot – Target hit will always be set on fire by fire based attacks. Deal 100% Basic Attack Damage (5 Turn CD)

Skill 2 : Thickening Agent – AoE, Enemies in a 3 Block Range have their status stacks doubled. 10 Block Range
(8 Turn CD)

Skill 3 : Wildgrowth Brew – Causes grassy terrain or nature based skills and attacks in a 3×3 to rapidly grow. 10 Block Range (3 Turn CD)
2.7 Gun Cannoneer Requires – 8 STR , 8 PER

Trait – Reduce clip to 1, +25% damage for each shot removed, immune to soak, 10ft

Uses – Any Gun, or Pistol + Sword

Skill 1 : Flak Shot – Shoot into a 5×5 area. Deal 200% damage to airborne targets, +50% chance to miss grounded targets, down all targets hit for 2 turns. CD 5 Turns.

Skill 2 : Air Raid – Launch an ally up to 20 Blocks, allies are treated as a basic attack. CD 2 Turns

Skill 3 : Cannon Volley – Rain Cannon fire into a 5×5 area for 3 turns, 50% chance for an enemy to be hit for BAD at the start of their turn. CD 7 Turns
2.8 Guns Bounty Hunter Requires – 14 Per , 8 Int

Trait – Drone Can Mark Enemies for 100% Damage from your attacks. [Redeploy Drone – CD 6 , Start On Turn of Drone Death] [Quick]

Uses – Sniper Rifle

Skill 1 : Background Check – Reveal Enemy Skills and Weaknesses 2 [Instant]

Skill 2 : Target Locked – Deal 200% Additional Damage to Marked Target 5 [Quick]

Skill 3 : Big Game Hunt – Stun an enemy over 12ft, Even if it is Immune for 1 Turn. 6
2.9 Guns Cyber-Ops Requires – 7 Str, 7 Per, 7Agi,

Trait – Immune to Stun, Basic Attacks with Guns do not break stealth.

Uses – Sword + Pistol

Skill 1 : Stealth : Flash – Stealth; and blind enemies in a 5×5 area. Upon breaking stealth down an enemy for 2 turns and silence for 1 turn. 8

Skill 2 : Reflexive Shot – Deal 150% damage, if used in a quick chain deal 350% damage, if targeted enemy dies reset cooldown and do not consume quick action. 3 [Quick]

Skill 3 : Cyber Slash – Dash forward 4 blocks dealing 200% damage to all enemies passed through and destroy all intercepted projectiles. 4 [Quick]
2.10 Guns Riot Control Requires – 7 End, 7Per

Trait – Can 1 Hand Rifles , Commandable K-9 Robohound [Sick Em – Robohound downs and pins a <10ft>
2.11 Guns Juggernaut Requires – 10 End , 8 Per

Trait – 25% Armor, Can move at 50% speed while firing

Uses – Heavy Weapons

Skill 1 : Iron Curtain – Enemies caught in your basic attack do half damage to you. 8

Skill 2 : Deploy Super Heavy Turret – Turret does 100% BAD, Basic attack skills also apply to Super Heavy Turret, Slows enemies by 25% non-stacking, 75% of max HP. 10

Skill 3 : Ion Beam – Sweep a 2×10 area dealing 200% of a basic full clip’s worth of BAD as electric damage, 50% chance to stun for 1 turn. 12
2.12 Guns Pack Rat Requires – 8 Luck, 6 Agi

Trait – Mark enemies with rare drops, +10% Dodge, +25 Inventory Spaces, Cannot swap classes if extra inventory spaces are in use. If a drop chances is less then 10%, it is Raised to 10%.

Uses – Any Melee, Any Gun.

Skill 1 : Overwhelming Junk – Create a 3×3 Trash Mound. Characters other than you can only move 1 space at a time in the mound. Applies Poison. 1 [Quick]

Skill 2 : Junk Rounds – Refill an Allies ammo or mana for free, the clip then deals BAD as poison. 7 [Instant]

Skill 3 : Copy Rat – Copy an allies weapon with all talents applied to it. Talent do not expire on the copy rat clone. Cast for 3 turns or untill end of turn with no ammo. Copy Rat Clones cannot be reloaded. 14
2.13 Guns City Spy Requires – 12 Cha, 8 Agi

Trait – Enemies cannot break your stealth, +20% Chance to dodge while stealthed

Uses – Any Non-Heavy Gun

Skill 1 : Stealth:Disguise – Teleport up to 4 blocks and copy the appearance of a Non-Boss enemy and reveal their skill-set. Can commune with intelligent enemies while disguised. Enables fireld fire on the enemy who’s appearence you stole. 9 [Quick]

Skill 2 : Backstab – Stun an enemy turned away from you for 3 turns. Stun bosses for 1, even if they are immune. 6

Skill 3 : Stolen Intel – This skill will become a skill of an enemy you are disguised as.
2.14 Guns Firebug Requires – 11 Per

Trait – Deal 200% BAD as fire damagein a cone instead of your normal BA. Immune to Fire and Stun. Apply 3 Fire Stacks to all enemies hit at the end of your BAA.

Uses – MG, Rifle, or Pistol

Skill 1 : Extended Reach. Your next cone based attack or skill has an additional row. 3

Skill 2 : Brighter Flame – Cut all fire stacks on enemies in half rounded up and deal 3 turns with of damage equal to the amount removed. Remaining stacks become Fueled-Fire. 6

Skill 3 : Homemade Fuel – Charge for 1 Turn. You can use your entire clip this turn regardless of how many Basic Attack Actions it takes. Cannot Reload for 3 turns. Next Reload is instant. Next Reload is Free. 9
2.15 Guns Scrapheap Suit Requires – 11 END, 8 Per

Trait – Enter combat with an additional 100% HP. This extra HP cannot be healed.

Uses – Rifle

Skill 1 : Pop Rocket Rounds – Rest of clip. All BAA condense shots into a single rocket projectile. For every bullet condensed deal 110% BAD. Rocket explodes in a 3×3 area. 10

Skill 2 : Jury-Rigged Wires – Stun yourself and all enemies in a 5×5 area for 1 turn. 5 [Quick]

Skill 3 : Patch-Up – Heal yourself for 15% of your Max HP. This skill can overheal. 3
2.16 Guns Obsidian Slinger Requires – Per 12

Trait – Reduce clip to 1, Increase damage by 25% for each bullet removed. All shots pierce. Reloading can be done as a quick action.

Uses – Sniper Rifle

Skill 1 : Threading Shot – Deal 200% BAD and an additional 100% for each enemy hit through pierce. 6

Skill 2 : Shredding End – Remove Armor from Enemies Hit untill end of turn. 6 [Quick]

Skill 3 : Tempering Shard – Fire a shot that consumes no ammo, if you hit an enemy who is on fire, your next shot does an additional 300% as fire damage. 4
2.16 Guns Cavalier Requires – 7 Per

Trait – Cab stay mounted during combat, taking damage does not dismount. BAs do not end your movement phase.

Uses – Any Non-Heavy Gun

Skill 1 : Make Way – Untill end of turn, moving to the same space as an enemy knocks them back 1 space. 2 [Quick]

Skill 2 : Rally the Troops – Give all allies 3 more blocks of movement for 3 turns. 4 [Quick]

Skill 3 : Stampede – Moving into the same space as another unit will down them unless they are larger. [Quick]
2.17 Guns Ringleader Requires – 15 Cha

Trait – Spotlight can move up to 20 blocks a turn, covers a 5×5 area, vision in spot light cannot be affected, allies inside have a +10% Crit Chance [Spotlight Moves as a Quick Action]

Uses – Any Gun

Skill 1 : Dramatic Twist – All characters inside the spotlight recieve random debuffs from Silence, Stun, Weaken, Curse, Blind, Poison, or Recieve Double Damage for 1, 2, or 3 Turns. 8 [Instant]

Skill 2 : Blaring Light – Spotlight blinds enemies and applies a fire stack at the end of every turn for 3 turns. 6

Skill 3 : Bring out the Clowns – Any character in the spotlight with the HONK Trait gains MEGAHONK as a skill for 3 turns. [MEGAHONK – Deal 400% BAD in a Cone, Silence Self 999] 12
2.18 Guns Hermatic Mage Requires – 10 Per 7 Int

Trait – You can cast any skill that does not do damage twice as one action. It’s cooldown is doubled.

Uses – Rifle

Skill 1 : Crystaline Rounds – Rounds explode on contact creating a cone. Cone deals 5% BAD. Applies to rest of Clip. 7

Skill 2 : Tinkerer’s Crank. Instead of Basic attacking this turn, all Basic Attack Actions are carried over into the next turn.

Skill 3 : Homemade Oil – Any gun can shoot 33% more rounded up.
2.19 Guns Fish Blaster Requires – 10 Per

Trait – Ignore the negative effects of soak. For every 3 stacks of soak you have you can perform one more basic attack.. Cannot have more than 12 stacks of soak.

Uses – Sniper Rifle or Rocket Launcher

Skill 1 : High Pressure Stream – Spend all Basic Attacks to fire a single pressurized water shot in a 1×20 area. Deal 150% BAD for every Basic Attack consumed. All damage is applied as Water Damage. Apply a Soak stack for every Basic Attack consumed. 8

Skill 2 : Sponge Up – Remove all Soak stacks from any number of enemies, for every soak stack consumed add that many rounds to your clip. 5 [Instant]

Skill 3 : Raging Torrent – Attack every enemy in combat one time, does not consume ammo. Deals half damage. 6
2.20 Guns Cryologist Requires – 10 Per, 7 Int

Trait – BA Becomes a cone of damage. Enemies on the 2nd and 3rd row take 75% BAD. Enemies in your BA are slowed by 33% for 1 turn. Immune to Freeze.

Uses – Rifle

Skill 1 : Sudden Storm – Launch a small snow storm that covers a 12×3 area, everything hit takes 500% BAD as frost damage and slows by 40% for 4 turns. 14

Skill 2 : Frost Bite – Double an enemies slow and extend the slow by 3 turns. If the slow hits 100% also freeze them for 1 turn and deal a full BAA worth of damage to them as frost damage. 6

Skill 3 : Dry-Freeze – Apply 2 Dry-Freeze stacks to any target. Dry Freeze stacks do not do anything. Any skill or trait that refers to freeze stacks treats Dry-Freeze stacks as Freeze Stacks. 3
2.21 Guns Alien Requires – 10 Per

Trait – All Projectiles become piercing lasers.

Uses – Pistols

Skill 1 : Pew – Shoot a 3×10 dealing 200% damage. 5

Skill 2 : Elemental Toggle – Convert all BAD to a selected element between Fire, Water, Lightning, Ice, Earth, or Wind. 2

Skill 3 : Probe – Remove all buffs from a downed enemy and apply them to yourself. 4
3.1 Magic Sorceror Requires – 7 INT

Trait – Can use a 2 Block Teleport, Can only move through walls if you have vision of the otherside. (Instant) (12 Turn CD)

Uses – Spell Tome or Grimoire

Skill 1 : Fireblast – AoE, Deal 300% Basic Attack Damage as Fire in a 4 Block Radius, Set all Enemies hit on Fire. (CD 4 Turns)

Skill 2 : Ice Slick – Cover a 3×2 Area in Ice. Enemies that Step Onto Iced Blocks Become Downed. Last 2 Turns. (CD 5 Turns)

Skill 3 : Chain Lightning – AoE, Deal 150% Basic Attack Damage as Lightning. Attack jumps to an enemy within 3 blocks. (CD 4 Turns)
3.2 Magic Cleric Requires – 7 INT

Trait – Heal 5% of Max Health at the Start of every Turn Cycle

Uses – Spell Tome or Grimoire

Skill 1 : Prayer – Heal 10% of Max HP (Quick) (3 Turn CD)

Skill 2 : Cleanse – Target gains 100% Status Immunity till end of turn. (Quick) (3 Turn CD)

Skill 3 : Shadowform – All Skills have inverted effects if applicable and can target enemies. Take double damage in this form. Last 6 Turns. (CD 10 Turns)
3.3 Magic Paladin Requires – 5 INT , 5 END or 5 STR

Trait – Recieve 10% more healing rounded up to the nearest 1 HP

Uses – Spell Tome and Sword

Skill 1 : Buffer – Ally takes 25% less damage for 2 turns. (4 Turn CD)

Skill 2 : Holy Judgement – Enemy is Silenced for 1 turn (4 Turn CD)

Skill 3 : Redirect Sin – Target both an Enemy and an Ally. 25% of damage dealt by targeted enemy is dealt as healing to targeted ally. Always uses after calculation damage. (6 Turn CD)
3.4 Magic Enchanter Requires – 5 INT, 5 STR

Trait – 25% Increase to Proc Status

Uses – Sword and Spelltome

Skill 1 : Imbue Fire – Ally Weapon deals all basic damage as fire for 4 Turns. 25% Chance to proc fire. (4 Turn Cooldown)

Skill 2 : Imbue Earth – Ally weapon deals all basic damage as earth for 4 turns. 25% Chance to down. (4 Turn Cooldown)

Skill 3 : Imbue Electric – Ally weapon deals all basic damage as electric for 4 turns. 25% Chance to deal bonus electric damage. 5% chance to stun. (4 Turn Cooldown)
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PS Classes

Izecland Dinny Dinny