Fight The Dragon

Fight The Dragon

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Classes and Weaponry
Von Ghorlick
This guide aims to provide advice about the current classes, their skills and their weapons.
   
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Introduction
Last revision of this guide: Update 1.1 Build 8.7 (August 28th)

The boring preface and what to expect

Hello, ladies and gentlemen. Update 1.1 introduced four new skills for each class, which gives me a handy excuse to jump in and write this guide. The aim is to provide advice on each of the classes, their skills, their available weapons and their playstyle.
You should not expect number crunching, mathematical precision or serious min-maxing expertise. Most of the numbers given in this guide are based on observations made 'by eye', so take them with a grain of salt.
At best, this guide will tell you what skills and weapons are worth equipping. At worst, it will be a huge block of text of things you already knew!

Contribution
Have any tips you want to share? Any new builds or insight into weapons or class usage? Leave a comment! If your advice makes it into the guide you'll be credited for it for bonus internet points. Those are a thing, right?
Concepts
Each class in the game has a set of unique characteristics. Each one of them has a unique Passive ability, a unique Secondary Ability and their own class specific weapons. All classes can use any and all armor as long as the character fulfills the requisite stat allocation.

Energy

Each class has it's own energy resource.
-Warriors have RAGE.
-Ice Wizards have FROST.
-Fire Lords have EMBER.
-Black Rogues have SHADOW.

What's the difference? Well, there isn't one. They are all identical and the only thing that changes is the name in the tooltips of weapons and in the character UI on the top left of the screen.
For the purposes of this guide, we will not be using the game's naming convention. Instead, all resources will be called 'energy'. At least until there's any mechanical difference between them. At the time of this writing, there isn't.

Passive abilities
As the name suggests, do not require any imput from the player to start their effects.

Secondary abilities
They are special attacks that consume stamina when you have a shield or a tome equipped. This part is important. Two-handed weapons will always override your class' secondary ability with one of their own, according to the type. This means that all spears have the same secondary ability, no matter who is wielding them. By contrast, a Fire Lord wielding a mace and a Warrior wielding that same mace will have their own characteristic secondary abilities.

Combos
When your character is attacking, if you press the attack button again, he will 'chain' his current attack into another one. A 'combo', if you will. Each attack in a combo is different and there are times when you might want to cancel out of the chain (by dodging or blocking) or to delay your button presses.

Class Weapons
All classes can use one-handed maces, axes, swords and shields. Spears can be used by Warriors and Rogues. Two-handed Swords, Hammers and Hatchets are only for Warriors. Black Rogues can use Shortswords, Daggers and Crossbows. Meanwhile, Ice Wizard and the Fire Lord are the only ones who can use staves, crystals, wands and tomes.
Common Weapons - Usable by everyone
Let's talk about the actual weapons now.

One handed swords
Every new characters starts with one of these and a shield. Swords are will be your prefered weapon until you can get the hang of most two-handed weapons, and even then you might choose it over them. Their combo is very decent and its main drawback is the same as the other one-handed weapons: limited range. However, unlike the other two, its swings work quite well against crowds.
Another advantage is that, currently, one of the rings you can get from the fight with the dragon doubles the damage of one handed swords. This bonus is not available to any other weapon.

If surrounded: Keep attacking and rotate your character. This will ensure that most of the swings connect with as many enemies as possible.

Combo:
  • The first attack of the combo has your character swing the sword in an inclined arch in from the right. This will not only hit the enemy in the front, but the arch is wide enough to hit enemies at your right, too.
  • The second attack of the combo swings the sword in the opposite direction, from the left, in a horizontal arch in front of your character. The attack will move you a step forward. It will hit basically everything in front of you. Be warned that the sword doesn't have that much reach, though, and the particle effects will make it look like it connected with enemies to your sides when, in reality, they are too far from that. If they are close enough, however, you will hit them.
  • The third attack of the combo will spin your character and move them forward a few more steps. Unlike the previous attack, this movement is actually significant enough to make you fall off some cliffs. Your character will raise their sword and swing it as they reach the ground. Despite the animation and the particle effects, this attack doesn't have more reach than the first attack. However, it can hit enemies slightly behind your right.

Axes
Do not confuse them with Hatchets! Axes have a larger blade. At least all the ones I've found.
Axes are, to put it mildly, terrible. Their main problem is that they are terrible against crowds. But besides that their animation is slow. I believe they have better damage than swords, but since you will be acquiring new loot all the time, any inherent damage bonus they might have barely counts.

If surrounded: Change to another weapon. What? Okay, fine! You will want to stop your attacks short for this one. Do a one-two combo and then stop. Block or dodge away. The third attack of the combo is pretty terrible for crowds.

Combo:
  • The first attack of the combo is an overhead downwards chop. It comes out at an acceptable speed but don't expect it to hit many enemies. Thanks to the angle it will, at most, hit the enemy next to the one directly in front of you but only if they are close enough together.
  • The second attack of the combo is an upward swing to the left, very similar to the sword's first attack. The difference is that this attack will move you a little forward. You will hit enemies to your right and in front. But do not be fooled by the particle effect: you won't be hitting anyone to your left.
  • The third attack is a jumping chop. It will move you a fair bit forward, so be careful with cliffs. Unlike the first attack of the combo, this one has a considerable downtime and is the main cause of my dislike towards this weapon. Once again, it seems to deal more damage than the other attacks. It won't hit anything but what you have in front, so it's useless in crowds.

Maces/Clubs
Maces are very similar to swords and almost as useful. I would still pick a sword over a mace, though, but they are not bad weapons. The main difference is that the sword handles crowds much more easily thanks to the wide swings.

If surrounded: Pretty much do the same as with the sword: rotate around to get the wide swings to connect with different enemies.

Combo:
  • The first attack of the combo is a forward stab. Yes, that's right: you stab them with your mace! I imagine the idea is that you hit them in the stomach.
    Anyway, this attack is very fast and, surprisingly, it can hit a fair ammount of enemies directly in front of you. Unlike the axe, the angle doesn't betray this one.
  • The second attack of the combo is an overhead swing from the right. It has decent reach, hitting enemies in front of you and sometimes those slightly to your right (but still in front of you). As usual, it will move you slightly forward.
  • The third attack will have your character jumping forward and spinning in the air before swinging the mace. This one will miss most enemies to your left, but it will hit both those in direcly in front and those to your right. The mace reaches even slightly behind you, but not much.

Shields
Shields function in two ways. When you are not actively blocking but have the shield in your hand, it will block half of the incoming damage. The damage absorbed will be deducted from the shield's own Hit Points, which you can see as a red bar next to its icon. The ammount of HP a shield is the same as its Protect atribute. Once it reaches 0, it will stop absorbing damage and you will receive the full ammount.
When you press the block button, your character will become immobile and the shield will absorb as much damage as it can until it depletes. Curiously enough, blocking is not directional; you can be giving your back to the enemy and you will still block the attacks. The only thing that matters is the shield's hit points.

Shield health regenerates on its own after 7-10 seconds since the last time you received damage. The rate at which it regenerates depends strictly on the shield.

I do not often actively block, finding dodging to be much better, since a roll that costs 50 stamina can avoid any ammount of damage if timed right. Blocking is best reserved when you are low in stamina and must wait for it to recharge, or when you are traversing thin passageways where dodging is too dangerous.
Spears and Mage Only Weaponry
Spears
Usable by Warriors and Black Rogues
Two-handed.
Your Secondary Ability is replaced with a shockwave that extends for roughly a tile and a half in front of you in a 180° angle. It pushes back enemies 1 tile and deals 70-80% weapon damage.

Attacks from this weapon come out reasonably fast and has good reach, allowing you to hit enemies that are a whole tile away from you. It's crowd control capabilities are limited, but that's where the Secondary Ability comes in. It's a decent crowd clearer but, unlike the combo, it has a short delay before it is actually released. The increased damage also makes it easier to plow through crowds than any other alternative unless you are a Warrior.
It's main drawback is, as most two-handed weapons, the lack of a shield. Just remember to roll!

Combo:
  • The first attack of the combo has the Rogue swiping the spear from the left to the front in an upward movement. The attack will hit enemies directly to your left and in front of you. Hitting enemies who are between those two positions is unreliable, as it seems the hit detections follows the actual blade of the spear right until it reaches the front of your character. Once there, it hits enemies in front as expected.
  • The second attack of the combo will move you slightly forward, as usual. The Rogue will thrust the spear forward. This attack has no crowd control whatsoever and will only hit enemies in front of you.
  • The third attack of the combo will have your character jumping forward. Again, as usual, this will move you. The Rogue thrusts the spear forward again, but this time he gets it in position by swinging it a tiny bit to the left. Despite of this, you will seldomly hit anything with that 'flourish'. This attack deals more damage than the other two but comes much later. However, the increase is decent enough (about 20%) that you will not want to cancel out of it in most cases.

Staves
Usable by Ice Wizards and Fire Lords.
Two-handed.




Your Secondary Ability is replaced with a magical circle that will knockback and damage all enemies in a 1 tile radius centered in your character. It deals 80-110% weapon damage.

Staves come in two varieties: ice and fire. You can tell which one you have by looking at a tiny symbol on the bottom right of the staff's icon: a snowflake for ice; a flame for fire.
Every time your character attacks, they will aim the staff forward, perpendicular with their bodies, and shoot a single projectile. Staves do not have a combo, so you will always see this animation.
Staves have a limited Area of Effect capability. The projectile will deal full damage to a single target, but any enemy in a 1 tile radius will be damaged by roughly 20% of the full ammount.

As a mage, staves are probably your best weapon. The key is in 'kitting' the enemy: hit them a few times and, when they are close, sprint away. Repeat this until they are dead.
It is by no means a good weapon against crowds, but for that you have your Special Abilities.

Crystals
Usable by Ice Wizards and Fire Lords.
One-handed.

Your Secondary Ability is not replaced.

Crystals come in three varieties: purple (lightning), red (fire) and blue (ice). The differences are only aesthetic; purple crystals won't zap enemies unless they have a Shock on Hit chance on them. Which any of the other crystal types can have, too.
The main advantage of the crystals over other weapons is that it has a wide cone of effect with each attack.

Combo:
  • The first attack of the combo comes directly forward, creating a wide cone of energy after the mage takes a short wind up with his right hand. This attack has reasonable speed. What's interesting about it is that it can seldomly hit enemies who are behind you and on the right.
  • The second attack of the combo is very much the same as the first, except the mage will throw their hands backwards a bit more. Otherwise, it's identical to the first attack.
  • The third attack of the combo is the main problem of this weapon. The character throws the arm way back and takes a long time before they actually deal the attack. It seems to deal increased damage, about 10% more, but that's it. Unlike the other two, it can't hit enemies on your back.
    It is best if you don't deal the third attack. Stop before it comes out, wait a very, very short instant and then attack again. If the enemy is stunned, you'll have time to deal another 1-2 combo, dealing more damage than if you had waited for the third attack to 'charge up'.

Wands
Usable by Ice Wizards and Fire Lords.
One-handed.

Your Secondary Ability is not replaced.

Just like staves, wands do not have a combo. Your character will simply wave it forward, creating a little cloud at your target. It has an effective range of 6 and a half tiles. The cloud simply materializes in the target, having no travel time. This is not much of an advantage. In my testing, there was no noticeable difference in how long it took for the weapon to deal damage when compared with a staff at maximum wand range. Even worse, wands have no Area of Effect whatsoever. It will hit a single target, and only a single target.
They do have an advantage, however: since they have no projectile, the attack goes right through decor. Tiles, however, will block the attack if they are at least one full unit of height.

Overall, wands are not very good. Use them only if you don't have any other ranged option, or if the one you have has a lot more damage than your current alternatives.

Tomes
Usable by Ice Wizards and Fire Lords.
Used in the shield hand.


Your Secondary Ability is not replaced.

Tomes are interesting. Instead of blocking damage, they deal it when their charge bar is filled. The only way to fill it is by receiving damage. The more damaging a hit is, the more it will fill. Since mages are naturally squishy, you can probably guess what the main problem of this weapon is. They do have a tiny Protect value, though. Roughly the same as wearing an additional piece of armor. Unlike shields, this additional protection never wears off, no matter how many times you get hit. Unlike shields, this protection is much, much smaller.

In an attempt to make Tomes worthwhile, the 1.1 update changed them so that they would release their charge two times in a row, with a little pause between them. I don't have enough tomes to see if the damage is based on your actual weapon or on the protection value of the tome, but it seems to be near the 150% weapon damage. The attack will hit every enemy in a one tile radius around you.

My thoughts? Use a shield instead. Even now that they technically deal twice the damage they used to, they require you to get hit. And the best choice is always to go for the option that lets you stay alive. You still have a weapon, after all!
Black Rogue Only Weapons
Shortswords
Two-handed.


Replaces your Secondary Ability with a shockwave around your character that deals 80-90% weapon damage and pushes enemies 1 tile away. It has a radius of 1 tile.

Shortswords are rare weapons. I mean it literally: it's rare for them to drop. You'll have more spears, crossbows and shurikens than shortswords.
Their main gimmick is that they hit twice per attack. This means that their tooltips can be miselading: they list the damage of each individual sword instead of the actual damage you will be dealing. Even more misleading is the fact that each sword deals its own damage. When you see the damage numbers appear on top of your target, you might notice they sometimes look scrambled. This is because it's actually showing two numbers one over the other.
This has an effect on Stealth: it will triple the damage of a single sword, not both. So if you are going to use Stealth, you are better off using a spear.

A good rule of thumb when comparing it with other weapons is to multiply the damage range by 2. This will give you a more accurate picture of their full potential. They are pretty similar to spears once you take that into account.

Combo:
  • The first attack of the combo is a dual stab. Both swords deal damage simultaneously. It comes very fast and it can hit multiple enemies who are directly in front of you as long as they are very close to each other.
  • The second attack of the combo has the Rogue slashing downwards with his right right before he stabs again with the left. There's a slight delay between this attack and the previous, making it slower. It has basically the same reach.
  • The third attack of the combo will move the Rogue forward a fair bit. While he lunges, he will stab rapidly forward three times. Reach is, once more, very much the same as the other two combo attacks. The fact that it attacks three times instead of two like the other means it deals about 50% more damage. That's pretty good compared with the last combo attack of most other weapons.

Daggers
Two-handed.
Replaces your Secondary Ability with a jump followed by a shockwave around your character that deals 70% weapon damage and pushes enemies 1 tile away. It has a radius of 1 tile.

Daggers, much like shortswords, drop very rarely. Much like them, they actually hit twice per attack. Unlike them, however, they have wider attacks and feel slower.
Just like with shortswords, switch to a Spear if you want to make the best use of Stealth's triple damage.

Personaly, I prefer daggers to shortswords due to the wider range of attacks. However, they both kind of pale when compared with a Spear.


Combo:
  • The first attack of the combo has the Rogue swiping daggers to the front from either side in a scissor-like motion. This attack hits twice and will hit enemies to the sides.
  • The second attack of the combo makes the Rogue step forward, spin in place and swings his daggers. As usual, it hits twice.
    The reach of this attack is a bit inconsistent. It will hit most enemies to the left, but it will seldomly hit those to the right and, even rarer, enemies behind you. It's quite strange.
  • The third attack of the combo has the Rogue spinning and jumping forward yet again. He will swing his daggers to the right and, after landing, he will stab backwards with both of them. The first half (the swinging) has about the same reach as the first attack of the combo. The double-stabbing, however, is a straight line to the front. Don't expect to hit more than a single enemy with it.
    I'm not sure, but it seems that this attack actually hits 4 times: twice when swinging and twice again when the Rogue stabs backwards. It's hard to say with how quick the numbers go up.

Crossbows
Two-handed.

Replaces your Secondary Ability with a salvo of 7 arrows, shot in an arc in front of the Rogue. If they do not hit anything, the arrows will spread out to a maximum of 7 tile radius from the Rogue. Each arrow apparently deals full damage.

Possibly the best ranged weapon in the game. Note that the arrows fly in an arc and eventually hit the ground. However, attacks are very fast and there's not really much enemies can do about it. As usual, the key is kitting: hit them a few times, then sprint away a fair distance and shoot them. Repeat until the target's dead.
The Secondary Ability is quite good, too. If used at point blank range, all the arrows will most surely hit a single enemy. That's like hitting them with 7 attacks in a row. Even better, the first salvo will stun them, so you can immediately follow up with another one and dodge away if they initiate an attack. It's great to dispatching single enemies and will tear apart almost any normal monster you can find.

Combo:
    Yes, that is correct. Crossbows DO have a combo. It's not a very interesting one, though.
  • The first attack of the combo is a straight shot forward, where the Rogue uses both hands to hold the crossbow. It has a range of 10 tiles.
  • The second attack of the combo also comes as a straight shot forward, but the Rogue holds the crossbow with a single hand. The crossbow is lower than in the first attack. This makes the arrow get stuck with the scenery very often. It also decreases the range of the attack to 7 tiles.
An interesting thing to note about the combo is that, if you hold the attack button, the rogue will cycle through 5 attacks and then make a pause before resuming the attacks. This pause also happens after the first attack of the combo, but not afterwards if you keep the button (until you reach the fifth attack). It's quite odd.

Shurikens
Two-handed.



Replaces your Secondary Ability with three shurikens that home on the nearest enemies, each one dealing 100% weapon damage. The shurikens will not home if enemies are more than 4 tiles away.

Much like the crossbow, this is a fast weapon. Unlike the crossbow, the projectiles are not affected by gravity. This means that shurikens are better than crossbows against far off targets. The shurikens will continue their way up to 15 tiles away. Once they reach there, they simply vanish harmlessly.
Note that the Secondary Ability of the Shurikens homes very agresively. If you want to hit an enemy in front of you but the one that is actually closest is behind you, the projectiles will fly off to the sides trying to hit the enemy behind you instead.
To make the best use of this skill, make sure you are facing the nearest enemy.

The Shuriken does not have a combo, though the Rogue will alternate hands when throwing them. However, there's no practical difference between these: the shuriken always comes from the 'center' of your character and moves forward in a straight line. It's just an animation.
Warrior Only Weapons
Greatsword
Two-handed.


Your Secondary Ability is replace with a 360° spin of the sword. It deals somewhere between 60 and 80% weapon damage in roughly a 1 tile radius around the Warrior. It also knocks enemies away 1 tile.

This is probably the signature weapon of the Warrior. They have great damage and a reach that is only rivaled by the spear's. It is not the fastest weapon, but the damage makes up for it.
Besides that, it's main drawback is that you cannot use a shield with it. But, most of the time, you won't need it. If you are worried about your survival have a sword and shield as your alternate weapon and switch to that whenever you feel in danger or not confident enough.

Combo:
  • The first attack of the combo is a simple right-to-left swipe of the sword. The sword stops short of going completely to the left, but it can still hit enemies on that side. Despite coming from the right, this attack has a tendency to sometimes miss enemies on that side which is, as you may understand, pretty annoying. I believe it's related to the angle of attack: the sword might go over the enemies' heads.
  • The second attack of the combo is an horizontal swipe from the left to the right. Unlike the first one, the sword moves in a nice 180° arc and doesn't miss enemies in reach.
  • The third attack will, as it's usual, move you forward a few steps. The Warrior jumps, spins in the air and delivers an horizontal slash from right to left in another 180° arc. It's pretty much the same as the previous move, but seems to deal a little bit more of damage.

Hammer
Two-handed.





Your Secondary Ability is replaced with a circular shockwave that hits all enemies in a 1 tile radius around the Warrior, knocking them back 1 tile. Seems to deal between 80 and 100% weapon damage.

The hammer is a good weapon, but it can be a bit frustrating. To understand why, we have to talk about three things. First, the reach: it doesn't have much more reach than any one-handed weapon. Second, the knockback: every hit with the hammer knocks enemies away from you. This is problematic because it tends to leave enemies out of the reach of the following attacks. The third source of frustration is the first attack of the combo, as we'll see now.

Combo:
  • The first attack of the combo has the Warrior smash the ground directly in front of them. The hit comes to the front but also slightly to the right. Sometimes it will miss enemies who are standing in front of you but slightly to the left. Its reach is also pathetic, having less range than the combo counterparts of the one handed weapons.
  • The second attack of the combo has the Warrior swing the hammer from behind and the left to the front. This attack is actually quite good: the arc in which the Warrior swings the hammeer is about 270°. That is to say, it hits basically everyone around you.
  • The third attack of the combo has the Warrior starting his swing on the left, spinning in place for a full and a quarter circle. The greatness of this one comes from the fact that it can hit enemies in the front and the left two times very quickly.
But there's a problem. As I mentioned before, all the attacks of the hammer knock enemies away from you. This means that, by the time you reach the third attack, your target will ussually be out of reach. Even when the Warrior takes a few steps forward while attacking, it won't be enough. Most of the time, you will want to cancel out of the combo after the second attack unless you are fighting enemies who are immune to knockback. This includes mummies, zombies, trolls, minotaurs and most minibosses.

Hatchet
One-handed.


Your Secondary Ability is not replaced.

Hatchets do not have a combo. They have an effective range of 7 tiles and are always thrown straight forward. They have no AoE capabilities. However, they are the only ranged option for warriors. Plus, unlike wands, their damage is actually decent.

There really isn't much to say about this weapon besides that. They are boring but get the job done. You should always have one as an alternate weapon for those times when things get too violent for going into melee, or when you don't have the energy or potions to use Berserk yet.
Foreword about the classes
There are four classes in the game: Black Rogues, Fire Lords, Ice Wizards and Warriors. The next section will cover all of them and give you impressions on each individual skill. It will also provide you with the build I'd personally use. There will be no commentary about what type of gear to equip, however.

If you can't decide what class to pick and do not want to read the rest of this guide for whatever reason, here are the short versions:
  • If you wish to play the less challenging class: Pick Fire Lord. They basically use one skill for everything.
  • If you wish to play the most challenging class (or a wizard more interesting than the Fire Lord): Pick Ice Wizard. Most of their skills are pretty terrible and those that aren't have some glaring disadvantages.
  • If you want to play the most powerful class: Pick the Warrior. You'll become a living bulldozer with decent melee capabilities...once you reach level 15.
  • If you want to kill everything from afar: Pick the Black Rogue. Crossbows and Shurikens are pretty good.
Without further to do, let's take a look at the classes.
Class: The Black Rogue


Recommended weapon: Crossbow and a spear as your secondary.

Passive Ability: Quick Feet - Sprinting and dodging costs 25% less stamina.
This is probably the best passive in the game. While the other classes rely on specific situations for their passives to be useful, the rogue's will be always handy.

Secondary Ability: Grenade - Throws a grenade that damages enemies.
The Rogue throws a bomb in a straight line in front of him. If nothing blocks its path, the bomb will stop about 5 tiles away and explode 3 seconds after stopping. The bomb explodes on contact with enemies.
It seems to deal near 90% weapon damage at enemies right on top of the explosion. Damage drops off the farther away of the explosion the target is, with an apparent maximum range of 4 tiles. Enemies at the 4th tile will barely receive any damage. The bomb also causes knockback of 1 tile.

Special Attacks:
  1. Stealth(Lvl 1, 25% energy)
    The first attack that breaks stealth will deal triple damage. Additionaly, enemies will completely ignore you. If used during combat, enemies will forget where you are and stop chasing. Lasts about 12 seconds.
    However, note that Secondary Abilities (such as the bomb) will NOT deal triple damage. Furthermore, you cannot interact with anything nor use Special Attacks until your stealth wears off.

    Thoughts: This will be your best option to deal with minibosses or dispatch single enemies quickly. It is best used with a spear for the best results. Using anything else is a bit of a diservice, as you won't be dealing as much damage as you could.

  2. Venom(Lvl 20, 25% energy)
    It will poison every enemy in a radius of 6 tiles. That's quite spectacular! Unlike its damage: 10% weapon damage twice per second during 12-15 seconds. Damage goes up the more damaged an enemy is. Apparently this is linear: 50% at 50% health and 90% at 90% health. Presumably, this goes on until 99% weapon damage, at which point the enemy has 1% health left and most likely dies.

    Thoughts: Venom can be either near useless or pretty overpowered if you have a decent Freeze-on-attack chance on your gear. Then Venom will apply it and will keep them frozen for most of the duration.
    Otherwise, it's a decent finisher if you mauled the enemies considerably already.

  3. Stun Mine(Lvl 5, 50% energy)
    AKA, 'Tesla Coil'. Seems to deal 50% weapon damage per hit. It has a pitiful range of 1 tile (or perhaps 1 and a half tile) and lasts 6 seconds.
    The reason it's the most beloved skill is that, besides damage, it paralyzes enemies. They will 'unfreeze' after two or three seconds but, since the Tesla Coil lasts double that, they will be paralyzed yet again. Most often than not, they won't have time to do much more than initiate an animation or finish the one they got stuck on.

    Thoughts: Equip this and never let it go. It's good for clearing crowds, it's good against minibosses, it's good against everything! And if you have energy left after you use this, use it again! Or enter stealth and finish the job.
    The only downside is the range. If you are fighting a crowd, you'll want to find a bottle neck. Cast the Coil there on the first enemy, then keep backpedalling out of the radius as more enemies come to avoid being swarmed in by mutator AoEs and lunges.

  4. Bubble Shield(Lvl 25, 50% energy)
    The Rogue creates a dome around himself, pushing enemies next to the player up to 3 tiles away. Anything, projectiles and enemies, will stop in the boundaries of the bubble. It lasts about 12 seconds. The bubble does not move with you. It remains stationary.
    Special attacks from elementals and pyromancers (the fire pillar) can still hit you when inside the bubble. Their normal projectiles will be stopped as expected, however.

    Thoughts: It's the only skill in the game that negates ranged enemies completely. Even Elementals will be unable to hit you with their normal attacks, making them much, much easier. Even better: melee enemies can't reach you if you remain inside the bubble.
    Cast this and then move towards the melee enemies to dispatch them without fear of ranged attacks. Careful with going too far away from the dome, though: projectiles can still go over it.

  5. Blade Whirl (lvl 10, 75% energy)
    The rogue spins, throwing daggers rapidly all around himself. Each dagger deals somewhere between 70 and 80% weapon damage per hit, along with a lingering poison effect that deals about 20% weapon damage per second for 5-6 seconds. Hitting an enemy with multiple daggers won't stack the poison effect, but it will refresh the duration.
    You retain mobility while the rogue spins, albeit at a reduced speed.

    Thoughts: I have never found a situation where this was a better alternative than the Tesla Coil. The only enemies that will die from a cast of this are those hit by multiple daggers.
    The only time where this could be better is when your enemies are surrounding you but ALSO away from you. Otherwise, the Tesla Coil makes a better job at giving you a breather and at dealing damage to them.
    This skill is way too expensive energy-wise for what it does. Don't take it.

  6. Gift of Agility (lvl 30, 75% energy)
    Your stamina regeneration rate and that of your allies is tripled for 10 seconds. Not only that, it will also continue to regenerate even after a dodge (which normally stops regeneration for about a second).

    Thoughts: I believe this is a better alternative than Blade Swirl, but not by much. The reason is, once more, the Tesla Coil. If you have the energy to cast Gift of Agility and are in need of a breather, you might as well cast Tesla Coil and then enter Stealth (or even Venom).
    There are just not many situations where you will have to continuously dodge out of peril. Once such instance could be a long corridor filled with traps...while you have no health potions at all but lots of energy potions to spare.

  7. Flash Powder (lvl 15, 100% energy)
    Smoke spreads around your Rogue in a 4 tile radius, dealing near double weapon damage to any enemies hit. Enemies struck by the skill will stop attacking you for about 8 seconds and will not retaliate if you attack them during this period of time.

    Thoughts: The duration might give you just enough time to kill a miniboss without fear of getting crushed by it. It works quite well with Necromancers and Pyromancers.
    However, the usual question remains: Why use this when you can use Tesla Coil?
    A Rogue using Flash Powder spends all their energy on it and will barely manage to kill a golem by the end of it. Meanwhile, a Rogue using a Tesla Coil will kill it in a single cast and have enough energy left to go kill another golem.
    Need to get out of the crowd? Use Stealth. Enemies still forget about you and its four times cheaper.

  8. Focus Shard (lvl 35, 100% energy)
    The Rogue places a shard on the ground that spins in place, shooting a continous laser in two opposite directions with a range of 5 tiles. The laser can hit enemies multiple times in a row, dealing about 40 or 50% weapon damage to them per hit. By my observations, it seems it can hit them about 3 times in a single second.

    Thoughts: To make the best use of this skill, you need enough space to run in a circle around the shard, forcing enemies to keep on the laser for increased damage. It's tricky to do right, however, and it might be more worth it to simply hit enemies with your weapon. It will leave most normal enemies severely damaged, at least.
    One reason to use this skill over others is that succesful hits by the Shard will give you some energy back, just like normal attacks. If there's enough enemies (10 or more), you can recover about 2 energy bars. It's decent!
Black Rogue Builds
Ghorlick's chosen recommended build of recommended chosen-ess:

Weapon 1: Spear
Weapon 2: Crossbow.

Slot 1: Stealth.
Slot 2: Stun Mine.
Slot 3: Bubble Shield.
Slot 4: Focus Shard.

I'm not really a Rogue player, but these are really the only abilities that I ever consider using.
The gist of using this build is this: use the crossbow to peck at enemies from the distance. Once they get close, switch to your spear. Against groups, you will want to use the spear more since it has better AoE and damage. However, you can always run away, shoot, run away, shoot, and so on and so forth. It takes longer, but it's safer. Plus, the crossbow's Secondary Ability is murder on a stick at point blank range.

-Stealth is a must since it's your best miniboss killer and and the best 'Time to run away!' skill. If enemies stand in a close lineal formation, you can use the spear to get triple damage on various of them. Otherwise, you will want to switch to the Crossbow and use its Secondary Ability at point blank range.
-Stun Mine is very handy when dealing with more than one enemy. If you can lure enemies into a tight formation, you can stun most of them. Cast it and start moving away as more enemies get stunned. You want them to traverse the whole radius, if possible, since enemies outside of the stun radius can still lunge in to you and get a hit.
-Bubble Shield is situational, but the best of the situational abilities. Some Creators just love to spam ranged enemies. Use this when ranged enemies are so far apart that you can't take them all with a single Stun Mine. If they are in a cluster, it's best to run at them and cast a Stun Mine in their faces, making sure any pursuing melee enemies also get hit. Energy efficiency!
-Focus Shard is arguably better to deal with large crowds than Stun Mine. The only consideration you have to take is if it wouldn't be better to lure the crowd to a bottle neck and use to Stun Mines instead. It really depends on the enemy composition. If they are normal enemies (bandits and the like), Focus Shard is better most of the time. If it's minibosses (or trolls, or minotaurs), you'll be better off with Stun Mines.

Class: The Fire Lord


Recommended weapon: Sword/Mace and Shield, and a Staff as your secondary.

Passive Ability: Molten Feet - Receive less damage from lava
The resistance to lava is not very notorious at low levels, but it seems to get much more noticeable at end-game. In any case, it's extremely situational and the difficulty of testing it properly means creators can't really put 'Fire Lord' secrets that rely on their lava resistance. It's nice when you fight in hellish adventures, however. You know, the ones where there are gaps of lava everywhere.

Secondary Ability: Ember Trap - Places a trap that will explode and knockback enemies on contact or after a set ammount of time.
The Fire Lord will spend a second stabbing the ground with a magical piece of crystal that resembles lightning. You can create as many of them as your stamina allows.
The trap will remain there for about 6 or 7 seconds. As far as I could see, it will deal about 90% weapon damage on enemies at a 1 tile raidus and 45% to enemies at 2 tiles. Knockback is also dependent on the distance to the ember, but it doesn't knocks enemies farther than 1 tile.

This skill is pretty good. The Fire Lord's go-to tool when you need to knockback anything. Just stab one of these in the ground whenever you need a breather. It's also a decent Area of Effect skill but, as you we will see soon, you have better tools for that.

Special Attacks:
  1. Ignite (Lvl 1, 25% energy)
    The range of this skill is of 2 tiles with no knockback. Enemies hit will burn for around 7 seconds, receiving constant damage every second.
    The damage dealt seems to depend on two factors: your level and the target's Hit Points. Your weapon damage and strenght are not relevant at all. In fact, your level might not be relevant either but, since all enemies get scaled to your level, it's hard to determine that without going to Multiplayer.

    Thoughts: This is one of the best abilities in the game. It's cheap, hits every target in range for decent ammount of damage and, because it's cheap, you can spam it. More often than not, it's better to spam this 4 times in a row rather than use one of the expensive skills.
    It's main limitation is its range. With only 2 tiles, you have to get into the thick of things to make the most of it. Fire Lords are squishy, so you will want to switch to a shield whenever you try to use this skill. But, even if you do not have a shield, use it anyway. It's pretty great.

  2. Fire Trail (Lvl 20, 50% energy)
    For 7 or 8 seconds, a patch of fire will apear behind you wherever you go. The fire occupies 1 tile. Literally: the trail will snap to the grid.
    Enemies will receive about 12% of their health as damage when moving on the patch. Damage seems to be dealt once per second per tile. That is: if an enemy is standing between two of the 'fire' tiles, they will receive damage twice as fast.

    Thoughts: The skill was recently updated and now it's even better than Ignite now, personally. Might even be broken.
    The key is on running in circles around the target so that they receive damage from multiple patches at the same time. Keep them inside and they'll die in no time. Fighting against crowds? Same deal.
    You can use it while running away from them, too, but you'll want to wait until they are close to you before firing it. Otherwise, enemies tend to run parallel to the patch instead of going through it.

  3. Fire Spin (Lvl 5, 50% energy)
    This skill has a maximum range of 4 tiles.
    The circle of fire is made of various individual flames that move away from you, separating from each other the farther they go. These flames do not move through enemies and will get stuck on them, dealing damage two or three times before vanishing. Damage is, once more, not dependent on your weapon but on the enemies' HP. The distance at which the enemy is set on fire is not important, either.
    Enemies hit will burn for about 4 seconds. The damage of this burn is roughly double of the damage caused initially by the flames.

    Thoughts: I've never found a reason to use this over Ignite. It costs two times as much and yet it does not deal that much damage. In fact, it deals about half of the damage Ignite does, even counting the initial hit by the 'circle'. Worse, because the flames get stuck on enemies, you can't set everyone surrounding you on fire. Only the ones closest to you will.

  4. Fire Lance (lvl 25, 50% energy)
    This skill overrides your current moveset and replaces it with that of a one-handed sword. However, the fire sword you will wield is very long. The size of a greatsword, in fact. Additionaly, your weapon damage will be doubled for 30 seconds.

    Thoughts: As you'll see in the Warrior section, this skill is very much their Berserk skill without the regeneration, the speed increase and the downsides. And, just like them, you get a Greatsword! But, unlike them, you can still use a shield with it.
    Needless to say, this is a good miniboss killer. I'm not very convinced if it's better than two Ignites, but double damage and a larger reach for a class that lacks any good AoE in their weapons is quite amazing.

  5. Flamethrower (lvl 10, 75% energy)
    The fire will extend for 3 tiles in lenght and 1 in width. It will last 4 or 5 seconds. You will be immobile during the casting. However, you can rotate in place to aim the attack.
    The flamethrower deals damage in two ways. The first is by direct contact: enemies hit directly by the flames while you are casting will receive damage. This damage DOES depend on your weapon, oddly enough!
    The second way is by leaving a lingering burning effect for about 7 seconds. Just like the previous skills, this damge DOES NOT depend on your weapon. This Damage over Time seems to be on par with that of Ignite.

    Thoughts: During testing, I found that I could kill a troll by using Ignite 3 times in a row, with the expected pauses for the burning DoT to run out. Meanwhile, if I wanted to use Flamethrower, I had to use it two times. That's two times as much energy as Ignite deals. Except...Ignire can set on fire as many trolls as can fit around you. Flamethrower cannot.

  6. Gift of Warmth (lvl 30, 75% energy)
    This buff lasts 10 seconds. Any enemy who strikes you or your fellow players will be set on fire for 6 seconds. Damage seems to depend on your weapon. However, it's pitiful. Even worse, if you block the attack, the enemy won't be set on fire.

    Thoughts: For the cost, if you want something dead, you are better off using Flamethrower. And if you are going to use Flamethrower you are better off using Ignite instead!

  7. Fire Rain (lvl 15, 100% energy)
    It's hard to measure the range of this skill, but the fireballs tend to fall near your character, no farther than 3 tiles away. Each fireball explodes, its particles spreading about 3 or 4 tiles from the place of impact. Enemies will only receive damage once: either from a direct hit or from the resulting particles. Damage is the same and depends on your weapon.

    Thoughts: Each meteor deals less damage than a hit of your weapon. Where they'll land is unpredictable. It covers a lot of terrain with the explosions, though. But, again, you can do better with 4 ignites.

  8. Incendiary Curse (lvl 35, 100% energy)
    Despite the visual effect, this skill actually has a range of about 7 tiles. Enemies will get a little glowy orb above them for 5-7 seconds. If you kill them while the orb is still there, they will explode for about 130% weapon damage in a 1 tile radius.

    Thoughts: Fun idea, but a bit lackluster. The explosion radius is too small, and the damage is nor worth it. Only use it against rats for fun. Pick anything else otherwise.
Fire Lord Builds
Ghorlick's chosen recommended build of recommended chosen-ess:

Weapon 1: Staff (any type).
Weapon 2: Sword and Shield.

Slot 1: Ignite.
Slot 2: Fire Lance.
Slot 3: Trail of Fire.
Slot 4: Your Choice.

When low on health, switch to your staff to stay safe. Otherwise, you will want to stay with your sword and shield. Do not actively block with it, as it's better to roll. The reason is that you want your shield to have as much HP as possible for when you are casting. All of your spell require you to be in close quarters. Thus, the shield is really a must.

-Ignite is your go-to skill. Need a miniboss dead? Ignite! Need crowds of enemies dead? Ignite! You don't know what to do? Ignite! If you have a full energy bar you can use this 4 times in a row and kill any enemy in the game. You can't go wrong with it.
The best way to use it is to run to the intended target, cast it, and then run away, letting the DoT do all the job. If you are brave or decent at dodging, you can keep on wailing on the enemy to help expedite the process.
-Fire Lance is another good option. It won't kill minibosses and large enemies as well as two Ignites, but you can still find uses for it. One such use is to use Ignite first, then cast Fire Lance and attack the enemies. It's almost as effective as three Ignites!
-Fire Trail is a good alternative to Ignite. Unlike that skill, this one doesn't stop your movement when cast, making it very good when you must be on the move.
-The fourth slot is left at your discretion. None of the remaining Fire Lord skill are good. They are too expensive, they deal little damage and they can't do anything Ignite can't. Pick whatever you want. Except Gift of Warmth. That one's competing for the Worst Skill Ever award.
Class: The Ice Wizard


Recommended weapon: Sword and shield, with a staff as your secondary.

Passive Ability: Precipitation Slowly regenerate health while in water.
It doesn't matter if you are in combat or not. As long as you have your feet wet, your health will regenerate much quicker than usual.
I don't think it's worth it to go out of your way to fight inside the water, though. But it's certainly something you can do in a pickle.

Secondary Ability: Frost Shield Creates a personal ice shield that detonates when hit by an enemy.
This ability is great. The shield won't simply explode when struck by an enemy, dealing full weapon damage to any enemy on a 1 tile radius, but it will also completely negate the damage of the attack that detonated it. It will also knock them back 1 tile away.
If you need to avoid damage, it's ussually better to simply dodge, as that takes less stamina. However, if there are many enemies, it might be worth it to use this a lot to cull down their health.

Special Attacks:
  1. Freeze (Lvl 1, 25% energy)
    The Wizard is vulnerable for over 2 seconds, after which they release a wave of cold that freezes enemies for 5 seconds in a 2 tile radius.
    The lenght of the freeze is enough for 2 combos with most weapons. The ability is cheap enough that you can keep enemies frozen for a total of 20 seconds with a full energy bar. That sounds great, doesn't it? In practice, it's not. Mostly because Wizards don't have outstanding weapons that can take advantage of it. It's a decent skill, though.

    Thoughts: Two important things you must know about the skill. First: do not spam this. The duration doesn't stack of refreshes, so you'll only waste energy. Wait until the enemy moves again before casting it again.
    Secondly, some mutators don't care about the enemy being frozen and will fire anyway. For example, Teleporter enemies will still teleport around and Healer enemies will still do their AoE heal. So keep that in mind when surrounded.

  2. Shard Blast (Lvl 20, 25% energy)
    The Wizard releases 4 discs of ice: one forward, one to each side, and the last one directly behind. The discs will travel 6 and a half tiles away in a straight line, damaging any hostile in their path. They deal about triple weapon damage until they reach their maximum range. At that point, the discs detonate, dealing full weapon damage in a 1 tile radius. Additionaly, most enemies will be pushed back 1 tile away.
    Despite of how wide the discs look, they won't hit enemies to their sides until they explode.

    Thoughts: These discs go through terrain, so you can use it to attack enemies in different rooms. That will attract them to you, of course, and it's not very cost-effective.
    The best time to use this skill is when you are surrounded, of course. That will deal the most damage per energy spent. However, the discs cover only 1 tile in width, so you will miss some enemies.
    The other way to use the skill is like the Warrior's Shield Push: attract the enemy attention then retreat until they are in a nice straight line. Since the skill also shoots backwards, you don't even have to turn to aim!

  3. Ice Spin (Lvl 5, 50% energy)
    The Wizard releases a wave of ice particles that extend outwards in a circle, up to 5 tiles away. The more particles that hit an enemy, the more damage they will receive. Even more: they will also be frozen for about 3 seconds, no matter how many particles hit them.

    Thoughts: This skill is basically a reskin of the Fire Lord's Fire Spin, except slightly better. I believe it deals less damage, but the freeze is actually quite useful. Too bad we can actually freeze enemies for longer for half the cost.
    Damage-wise, this ability is unreliable. Sometimes it woud deal about 90% weapon damage five or six times, while others it would only hit twice. At the edge of its range, sometimes it hits the enemy a couple of times. Others, it hits them like four times in a row. The size of the particles don't help, either: each particle doesn't deal damage, though it's clear the ammount that 'sticks' to an enemy is related to the damage they receive.

    I cannot recommend it. Shard Blast does a better job in the damage department and Freeze is better at...well...freezing.

  4. Ice Tornado (Lvl 25, 50% energy)
    The Wizard is vulnerable for 2-3 seconds. He will summon a tornado that automatically chases enemies for near 12 seconds. The tornado will stay on top of an enemy, dealing near 100% weapon damage per second to any enemy close enough as to be considered 'in the same tile'. Additionaly, it will freeze them for 6 seconds.
    The tornado ignores terrain and lines of sight. It will head directly to enemies even if they are hidden in the fog of war. It's maximum range seems to be of 14 tiles, but it could be more. If there are no enemies in range, it will remain in the place it was summoned at until an enemy comes into range.

    Thoughts: This skill is very, very unreliable. But when it works it's fantastic. It will hit multiple enemies if they are very close together, and it will also freeze enemies. Even better, though, is that it can freeze them a total of two times as soon as the enemy unfreezes from the first.
    Of course, there's a drawback. The tornado has a tendency to head towards an enemy near you and, after hitting it once, bolt around and head to an unseen enemy far away. Apparently, it prioritizes the enemy that is farther away to you.

    If it doesn't do that, this skill is the best skill for Ice Wizards. It's a great miniboss killer, thanks to the constant freezing.

  5. Aimed Ice (Lvl 10, 75% energy)
    Just like the Flamethrower that Fire Lord's have, you will remain stationary (but you can rotate) and shoot a constant torrent of ice for 4 seconds, in a thin cone with a range of 6 tiles. Seems to deal 100% weapon damage per hit. At point blank range, it hits pretty fast.

    Thoughts: Like Flamethrower but much weaker. The reason for this is that, unlike that skill, Aimed Ice lacks any porcentual Damage over Time effect. Mage weapons are already pretty weak on their own, so dealing full weapon damage is not that great for them. It's advantage is that, as usual for the Ice Wizard, it will freeze enemies for 5 or 6 seconds.

    Against minibosses, use Ice Tornado instead. Against crowds? Anything else.

  6. Gift of Cold (Lvl 30, 75% energy)
    For 10 seconds, any enemy hitting you or your allies will be frozen in place for 5 seconds.

    Thoughts: There's not much to say about this ability. It's bad. Very bad. If your shield blocks the whole damage, your enemy won't be frozen. If you use Frost Shield, the shield will go off, but they won't be frozen as you receive no damage. I can't think of any situation where casting this would be better than using Freeze.

  7. Ice Rain (Lvl 15, 100% energy)
    See: Fire Lord's Fire Rain. It's identical, having the same problems. It does have some differences, though: It has an added 5 second freeze effect to enemies hit. Do not pay attention to the 'massive damage' that is advertised: each shard only deals about 50% weapon damage.

    Thoughts: A waste of a slot and of your full energy bar.

  8. Frost Ward (Lvl 35, 100% energy)
    This creates a little spinning ball that shoots projectiles at enemies up to 5 tiles away. It shoots once per second to a single target, dealing 100% weapon damage. It lasts about 14 seconds.

    Thoughts: I want to like this ability, I really do. But think about it: It uses a full energy bar for something you could do yourself by hitting the enemy 14 times. Even Ice Rain is better.
    If you have the energy to spare, though, it can be fun to burn through potions and summon a lot of these.
Ice Wizard Builds
Ghorlick's chosen recommended build of recommended chosen-ess:

Weapon 1: Staff (any type).
Weapon 2: Sword and Shield.

Slot 1: Shard Blast.
Slot 2: Ice Tornado.
Slot 3: Freeze.
Slot 4: Your choice.

I'm not an Ice Wizard player, but those are the only three skills I ever use. Anything else is optional and just for fun.
Unlike the Fire Lord, you have skills with actual range. You don't need to be constantly using your sword and shield when casting, though it naturally helps in close quarters. Use your Frost Shield a lot, but keep enough stamina for a couple of emergency dodges.
Against crowd of enemies, run away until they form a straight line (or the beggining of one), then use your Shard Blast at them. If surrounded, use Shard Blast too. Freeze is there for those 'Oh, crap!' moments when you need a breather. Otherwise, two Shard Blasts will severely damage any normal enemy.

Minibosses can be a problem or not depending on the arena. If there are other enemies, your Tornado will most likely go all over the place. If they are melee, that's less of a problem: you can lure them (or the miniboss) into the Tornado.
If there are ranged enemies, however, it's very likely that the Tornado will head straight to them after hitting something else first. Don't follow the Tornado, though. It won't last enough to deal much damage. Instead, try to head to the ranged enemy BEFORE casting it. That way, it will stick closer. Or at least it will freeze them before going to do its own crazy thing.
That's the biggest issue with this build, really: the Tornado is your best way to deal with minibosses, but it tends to chase off for random enemies for no good reason.
Class: The Warrior


Recommended weapon: Greatsword and a hatchet with a shield. Yes, they are terrible, but a ranged attack is useful nonetheless.

Passive Ability: Anger Management Gains (energy) slowly while your hitpoints are below 50%.
It's not hard to get below the threshold since you are a melee character.
The generation of energy is quite slow, so you shouldn't count on this to get you more than one extra bar per fight. You can always sit with less than half of your health to max out your energy, but unless you are on your last life and at the edge of death, it's not worth it.

Secondary Ability: Shield Slam Swipes with a shield in a 3-tile wide and 1-tile long cone, dealing 90% weapon damage and knocking back enemies 1 tile.

This is a pretty decent Area of Effect if you can get most of your enemies in front of you. It's more useful when using axes and maces, since those weapons don't have wide swing trajectories like the sword.

Special Attacks:

  1. Shield Push (Lvl 1, 25% energy)
    No shield needed, despite the name. The Warrior pushes both hands forward, creating a shockwave that travels in a straight line for 6 tiles, dealing somewhere between 150 and 160% weapon damage and pushing enemies back 3 tiles. Despite it looking like it expands as it moves forward, the attack has only 1 tile of width during its whole journey.

    Thoughts: Ironically enough, it's the melee specialist that gets one of the only ranged skills. And it's the first one they get, too! Shield Push is a good skill. It deals a lot of damage, it's spammable (though if you have full energy you might want to use one of the more expensive skills intead), and it's the best tool if you need to throw enemies off a cliff or get to a ranged enemy who is behind a thick line of monsters.

  2. Trash Talk (Lvl 20, 25% energy)
    Makes enemies blue. Then they'll walk away from the Warrior very calmy, stopping once they are 4 or 5 tiles away from them. Sometimes they'll walk a little further. If you follow them, they'll continue walking. If cornered, they will not attack you. The effect lasts about 6 or 7 seconds.
    Despite the FX that plays, it actually has a radius of about 5 tiles. The 'fear' effect takes a whole second after the FX ends before kicking in.

    Thoughts: This skill affects every enemy in the game. Even minibosses. And that's the greatest advantage and use of this skill. It's particularly effective on Worms, since those are immobile and won't be able to run away from you. Take note that the fear doesn't stack and the duration is not refreshed. So do not spam it. Once the enemy stops being blue, cast it again.
    The disadvantage? Enemies that move will move, forcing you to waste some moments chasing them. If it's only one enemy, it's almost the same as a Shield Push. If it's a crowd, Shield Push is better if you line them up.

  3. Vortex (Lvl 5, 50% energy)
    Pulls enemies in a 7-tile radius towards the Warrior. After a delay of a few seconds, the Warrior comes crashing down, dealing about 50% weapon damage to enemies in a 1 tile radius and pushing them away 7 tiles. Minibosses can be pulled, but they will not be knocked away.

    Thoughts: There's only one situation where this works best than anything else, and that's when you are on a platform surrounded by lava or the void. The platform has to be less than 7 tiles wide. Otherwise, enemies will be simply pushed aside and that's not actually that useful. If you need a breather, Trash Talk is better. The fact that you are vulnerable during the pull makes this a very dangerous move. You should basically never ever use it, to be honest.

  4. Turtle (Lvl 25, 50% energy)
    Reduces incoming damage by 90%, reduces your speed considerably AND decreases damage you deal by half. Lasts 10 seconds.
    After using this skill, you can use any other skill after a cooldown period. This period is not consistent, and can go from anywhere between 1 to 5 seconds.

    Thoughts: You could combine it with Vortex to solve its vulnerability problem... but if you can cast that and Turtle then you could probably just use Beserk and kill everything in the room for the same energy.
    Turtle makes you essentially unkillable for the duration. It's great against crowds, but the reduced damage makes it mostly useful against mooks. You can also use it against minibosses that have less than half health left.

  5. Whirlwind (Lvl 10, 75% energy)
    For 10 seconds, the Warrior spins rapidly, hitting enemies twice per second. You can move slowly while spinning.
    Damage does NOT depend on your weapon. It is either dependent on your level or on your Strenght attribute. I'm not sure, so more testing is needed (as in, I need to farm more Strength-less gear).
    Additionaly, enemy attacks will only deal about 30% and 50% damage while you are spinning.
    Range depends on your weapon: spears and greatswords have the longest range, allowing you to hit enemies a whole tile away. One handed weapons have about half of that. Hatchets require the enemies to be right next to you.

    Thoughts: While I can't pinpoint the source of the damage, at level 60 it was about 50% as powerful as a normal attack with a legendary greatsword. Changing to a hatchet did not change this damage.
    The power of this skill and the damage reduction it grants make it a very good AoE. Plus, you can move. Not very fast, but since it tends to knock enemies away it's good if you want to keep the damage on them. It's a good miniboss killer, too.

  6. Gift of Courage (Lvl 30, 75% energy)
    All party members stun any enemies they hit. Lasts 10 seconds.

    Thoughts: Useless. Temember that all enemies can be stunned by normal hits anyway as long as they have not been stunned recently. Trying this against a variety of enemies didn't seem to stun them any more than normal hits did. It does not stun enemies who cannot be stunned normaly and it does not increase the duration of the stun.
    I have to conclude this skill is broken.

  7. Beserk (Lvl 15, 100% energy)
    For 13 seconds, you will regenerate health at a rate of about 5% per second, receive only 35% damage, deal double damage and move faster. You cannot use the interact button or use any other skill while this is in effect.

    Thoughts: Your best skill and perhaps the best one in the whole game. If turtle makes you unkillable, Beserk makes you into an unstoppable killing machine. There are very, very few scenarios where you will be killed after using this.
    If you are low on health and have no potions, or if you want to save them, you can pop this right before meeting with the enemy to restore some health. Even better: use it WHILE meeting the enemy. You will destroy everything and recover most of your health when you are done.

    Always equip this and try to conserve your energy bar for it. Once it's full, feel free to spend it on Beserk for the first miniboss or large crowd you find. You will not regret it.

  8. Stomp (Lvl 35, 100% energy)
    The Warrior jumps high above his position. While in the air, he cannot be hit by melee attackers. Then he comes crashing down. A shockwave will extend from the point of casting once per second in a 3 tile radius, dealing 70% to 90% weapon damage. It will continuously push enemies back towards the limit of its range. Lasts a total of 5 shockwaves.

    Thoughts: After the last tweak, this skill became a more powerful Whirlwind. It has a larger and consisten radius, deals more damage and it gives you the ability of firing it and running away to take care of another enemy or to search for potions. Very nice against crowds that can be knocked away. Note that it doesn't increase your armor like Whirlwind.
Warrior Builds
Ghorlick's chosen recommended build of recommended chosen-ess:

Weapon 1: Greatsword.
Weapon 2: Hatchet and Shield.

Slot 1: Shield Push.
Slot 2: Turtle.
Slot 3: Whirlwind.
Slot 4: Berserk.

- Shield Push gives you a good ranged attack at a low cost. It also gives you a good way to push enemies off cliffs. The best way to use it is to move away from enemies until they form a straight line. Then turn around and blas them with Shield Push.
- Use turtle whenever you are surrounded and receiving heavy damage. Do not use it if you have lots of space to move, though. Thanks to also reducing the damage you deal to enemies, it's not that great for culling down enemy numbers. It's decent for weakening minibosses, though, and it can still be a lifesaver. Use it and then chuck some potions!
- Crowds? Use Whirlwind! Unless they are forming a straight line. Then 3 Shield Pushes will likely be better.
Also, you will want to restrain yourself from using this if you don't have energy potion left. It's best to save energy for Beserk.
-Beserk is great. Of course it's included in this build! You can use it for pretty much anything: culling down crowds (though 4 Shield Pushes might be better if the crowd is large enough), eliminating minibosses and as an emergency 'I'm about to die!' button. There are some situations where you'll be getting hit for so much damage and have such low health it might be best to use turtle and drink health potions instead. Then drink some energy potions and cast Beserk before Turtle's effects fade out. But if you have to chose, go for Beserk.
Credits
-Thanks to the developers of this game for...well, developing it and continuing their work to improve Fight the Dragon.
-Thank you for taking the time to read this guide!
5 Kommentare
Reedo 13. Nov. 2015 um 6:43 
I just want to point out that there IS an increase in damage on the last attack of any combo, I know the devs stated it ones and it is apparent as well.

Great guide, by the way :D
okster 11. Sep. 2015 um 17:43 
it might be worth mentioning that shurikens have pretty good knockback now too
Ghorlick  [Autor] 28. Aug. 2015 um 9:06 
Then you don't need the guide! Isn't that nice?
Sugarberry the Goat 28. Aug. 2015 um 9:00 
what is this? i am not a noob
Sugarberry the Goat 28. Aug. 2015 um 9:00 
?????????