A really important suggestion that I think is almost a requirement moving forward is for all Spells and Skills that now target enemies (or encompass them like Lantern Bearer) to show a Hit/Crit chance when applicable just like basic attacking but for w/e youre using (Like Rye).
I was doing some Aquamancer testing on the prinny, and after a few turns, all of my spells started hitting resist procs. Considering that the prinny has no innate resists, I knew something was fishy. After doing some testing, I narrowed it down to crest break and idol combo being the cause.
I've determined:
1. Crest Break + idol gives resist proc against all spells. Non-spell sources such as basics do NOT hit resists, since idol aren't applied to those.
2. Crest Break and idol individually do not cause the issue.
Log info (The first attack is at crest 8, the second at crest 9 for Crest Break):
AmalgamaZerg used Water Dragon.
System: Debug: Aquaphobia was the casting tool.
System: Debug: Total Power for Water Dragon / was 243.4.
System: Debug: Rolling wound: with a chance of 12.55%
System: * Initial Damage: 244.7 Darkness Magic, flags: magic, sk: Water Dragon (/obj/skill/spell/aquamancer/water_dragon) , wep: Aquaphobia / /obj/items/equip/weapon/tomes/aquaphobia * play_atk_anim was . * 0 Evade VS 233 Hit. *2 Roll(s) Remaining. This one was a hit. *1 Roll(s) Remaining. This one was a hit. * Critical check: Defender was critical immune or crit_multi was 0. (244.7) * armor was allowed. armor_reduc was 0. (244.7) * spec_flat_reduc was 0. (244.7) * amp_multi was 1. (244.7) * reduc_multi was 100. (244.7); 0 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 30. (171.29) * Damage caps applied. (171.29) * Damage shields applied. (171.29) * Final damage was: 171.
Sorry for double post, but got more important info.
The problem actually appears to be that idol and Crest Break are doing the opposite of what's intended, and are GIVING more elemental resistance rather than reducing it (idol 20 + crest break 10 would mke the prinny 30% resistant to all elements). You can see this by simply unequipping idol and comparing the damage, as the idol-less attack will end up doing more.
Posted by: Araidnee - 08-23-2021, 01:41 AM - Forum: Guides
- No Replies
Sigrogana Legend 2 is a game with a lot of classes. 32 of them, to be exact. It's a lot to comb through, and It can be hard from just looking at skills to tell what exactly each class is supposed to be doing at a glance. This guide is here to give a very brief look at each of them to help you decide what you want to play.
A quick example of the anatomy of each summary:
Each class grants a series of stats as a bonus just for using the class, and half that bonus if it's being used as a subclass. Preferred/Primary stats are the main stats that a class' skills work off, or stat that help the class function.
Class unlock conditions will also be listed if they have any. A short summary describes what the class is good at, and a few skills that are interesting or useful are listed as examples of what the class can do. The promoted classes also inherit all purchased skills and passives of their base class, and can continue to use Main Class only skills from the base class. For additional information on classes and their skills, check the Official Wiki.
The skills within a class are all color coded for skill categories and restrictions. You get 35 points to spend in each class, plus an additional point from each class tree's unique Trait, and one more point if you're playing a human. Destiny characters get 50 points instead, but are restricted to one tree.
Red Border skills are Offense class skills that focus on dealing damage.
Blue Border skills are Defensive or Movement abilities that let you reduce damage taken or reposition yourself.
Yellow Border skills are beneficial supportive effects that need to be cast.
Orange Border skills are utility skills that are usually heavily tied to a class' gimmick.
Green Border skills are passive skills that are always active as long you have them equipped. Some contain toggles to enable or disable them during combat.
Grey Border skills are passive abilities that do not need to be equipped. They frequently give a bonus to Hit, Evasion, or a stat.
Any ability with two inward pointing arrows is a Main Class Only skill, and cannot be used if the class is in your Sub-Class slot.
Classes that utilize Basic Attacks or skills that act like them generally benefit from using Critical Hits, and classes focused on spells and offensive skills (That don't count as basics) often don't have much use for Critical Hits.
Without any further ado, on to the classes.
Archer Tree
Archer and Archer promotions focus on dealing damage from a distance with bows and guns. On hit effects and status effects are prevalent within this class tree.
Archer
+2 SKI, +2 CEL, +1 LUC
Primary stats: STR or SKI, GUI for Traps
The main ranged physical tree in Sigrogana. Archers use bows to deal physical damage at a huge distance. They have a variety of skills to boost basic attacks with a bow, and a handful of harmful status effects. They round out their kit with field control effects like Crippling Shot and Entangle Trap.
Notable Skills
Pulling Shot
Deals damage and pulls a target towards you or, if you have Dynamic Shooting, towards a placed trap. Can also inflict the Knocked Down status on enemies in conjunction with Cripple Leg, removing part of their turn and setting up other party members who may need Knocked Down to boost their skills.
Entangle Trap
Places a trap on the ground that, when triggered, will end a target's movement, deal damage, and create terrain that hinders movement. In PvE, this can be used to effectively remove enemy turns by trapping enemies at a range they can't strike from. Market Target can also set up an enemy to take a big hit.
Fire Arrows
Increases damage dealt by a percentage of your Fire Attack, and gives your basic attacks a chance to inflict the Burn status, inflicting damage over time. Also works with skills that count as basic attacks like Snake Shot and Pulling Shot! If you have the relevant element's Mage enchantment (from subclass Mage or an allied mage granting the effect), the secondary effect gets a boost.
Arbalest
+2 DEF, +2 SKI, +1 RES, +1 LUC
Primary Stats: STR or SKI, DEF
To Unlock: Lv 20 Archer, win a fight while wearing Heavy category armor and a bow.
Arbalest is the heavy alternative to the speedier archer classes. They make heavy use of Basic Attack based skills, can inflict the powerful Stun status effect that removes a target's turn, and even use skills that scale with your Battle Weight. Many of their skills take the effects of melee weapons equipped as a Sub Weapon in your Hands slot. Contains numerous tank buster skills to shred high DEF enemies. Can also deal elemental damage with Oill Chain.
Notable Skills
Blowback Cannon
Deals big damage with high power sub weapons, knocks back the target, and inflicts the powerful Stun effect, removing a turn from the target.
Buster Cannon
Removes a target's physical damage reduction entirely, dramatically raising the damage the entire party deals to a target.
Special Armament
Allows you to use a Sword, Axe, or Spear equipped as a sub weapon as an arrow you shoot out at enemies to use Cannon skills. After using Cannon skills, you need to wait for a cool down to use another Cannon skill.
Magic Gunner
+3 SKI, +2 CEL, +2 WIL, +1 LUC
Primary Stats: SKI, GUI, LUC
To unlock: Lv 20 Archer, Lv 10 Mage, win a fight with a gun equipped.
Sigrogana's resident gun class. They use special Shells to add extra static damage and effects to their basic attacks. They can charge up their Shells to have more powerful effects using High Charge, Overcharge, or by landing critical hits with Spark Drive.
Notable Skills
Chain Shell
When an enemy gets hit, static electric damage spreads to nearby enemies. When charged, the damage and range of the spread increases. Allows the Magic Gunner to hit large groups of enemies at the same time, which they otherwise may struggle with.
Parting Shot
Deals a basic attack (with shells!) and moves you away from a nearby target in one action. Saves valuable actions when you need to get some distance from an enemy that got too close.
Akimbo
Allows you to attack with two guns at once, as long as both your main and sub weapon guns are handguns. More shots means more shells, which means more shell effects. Magic Gunner also has abilities to boost the single shot guns like the Shotgun or the Jackhammer rocket launcher.
Ranger
+2 SAN, +2 SKI, +2 STR, +2 CEL
Primary Stats: STR or SKI, WIL, focused elemental attack stat
To unlock: Lv 20 Archer, win a fight with Light category armor equipped
Ranger takes the range of Archer and raises it even higher by automatically applying Longdraw at the start of combat. Ranger is primarily a magic damage class, using unique bow only spells to unleash a variety of elemental attacks. It's also one of the few class that can make use of Acid and Sound elements. They can boost their skills once every few turns with Annorem to unleash powerful bonus effects on their spells.
Notable Skills
Sonic Arrow
One of the few skills that uses Sound element damage, and can inflict the powerful Silence status for three turns when boosted with Annorem, disabling all magical skills on the target.
Cherry Blossom
Deals Earth damage, knocks enemies airborne, and strengthens allies near the tree you place on the field. Can be used with Annorem to heal a massive amount of HP to an area, or with Gentle Garden to heal a selected target. One of the few healing skills in the game that doesn't scale with Faith or Light Attack.
Rain Trap
Doesn't deal damage, but inflicts stays on the field to inflict Soaked over an area. Frigid Arrow, electric elemental attacks, and other classes like Tactician and Aquamancer can gain bonus effects using the Soaked status.
Curate Tree
Curate and it's promotions contain most and arguably the best healing skills in the game. The promotions share a focus on Light and Water elements, and due to their stat investments, Curate tree classes also tend to boast some of the highest max FP in the game.
Curate
+2 WIL, +2 CEL, +1 RES
Primary Stats: WIL, FAI
Curate is one of the few healing focused classes in the game. They have a variety of healing and support effects to keep your party in peak condition, and they have high scaling Light and Water attack skills. They use Spears and Tomes.
Notable Skills
Graft
Single target healing skill that scales with Light Attack. Can be used to heal an area with Mass, or provide a much stronger heal to an adjacent target with Detailed Care from the Priest promoted class.
Pray
Recovers up to 50 FP, extends buffs caused by you on all allies by 2 rounds, boosts LUC, and sometimes grants a bonus effect like a free cast of Sanctuary. Great for longer dungeons, and fantastic for keeping buffs from any class active.
Aegis
Grants bonus DEF and RES to yourself and nearby allies. It's passive as well, granting free damage reduction to your and close units.
Aquamancer
+1 WIL, +2 CEL, +3 VIT, +2 FAI
Primary stats: WIL, VIT
To unlock: Lv 20 Curate, Defeat a Fangs (the boss os Whirlpool BDP, can also rarely be found in static Whirlpool dungeons as well, like the lv 20 on northern Sigrogana)
Once upon a time, Water element was pretty neglected. Now, Aquamancer is here to shower support, field control, and Water damage over the field. Nearly every skill they have works off Water Attack, and they can clear negative status effects with ease. Aquamancer has a unique gimmick of Aquae Crest, which is gained every turn and when spells are cast, and is spent automatically when casting certain spells to grant them additional effects.
Notable Skills
Dancing Water
Creates a tentacle on top of a Flooded tile that automatically attacks nearby enemies every turn, and attempts to inflict Immobilize, which removes an enemy's movement actions. Dark Water terrain from Hexer can also be substituted to deal Dark damage instead.
Water Wall
Creates a wall that blocks movement and projectiles. Stops archers and gunners in their tracks, and when used with skills like Dead Sea to create Flooded Water tiles, it can reconfigure the battlefield as you please.
Call Storm
An invocation spell that requires charging, but once cast causes a large variety of positive effects for the party, like spreading your buffs to all allies and making Flooded Water last longer. When you cast it again, it grants bonus effects like casting free lighting and wind spells at random enemies every turn for free! The boosted Water Attack can also be used to boost Brine Blade's effect for allies.
Lantern Bearer
+2 WIL, +2 CEL, +2 RES, +1 DEF, +1 LUC
Primary Stats: WIL, focused elemental attack
To unlock: Lv 20 Curate, Lv 10 Mage
Lantern Bearer uses massive area of effect elemental spells that grant allies bonuses based on the element they used in a large area round them. They can also heal with and revive allies with Phoenix. Lantern Bearer is a very simple class to play, but can have some struggles as a subclass or on characters with low FP.
Notable Skills
Altera
Deals Dark element damage to a large area, and protects the party by inflicting Blind on enemies and raising allies' RES.
Hard Light
Grants a 25 percent damage resistance to the element you currently have invoked. When combined with Bask in Light, and can grant a whopping 35 percent resistance to an element of choice. When used in conjunction with other elemental damage reducing effects and equipment (along with raw RES), you can reduce magic damage to practically nothing.
Imbue Strike
Changes physical attacks involving your spear to the element you have invoked. Lets you exploit elemental weaknesses easily, or it can be used to trigger on-hit effects that rely on specific elements, like Soaked's electric damage spreading.
Priest
+2 WIL, +1 CEL, +2 RES, +3 FAI
Primary Stats: FAI
To unlock: Lv 20 Curate, Rank 5 Devotion (from the Talents menu)
Priest is Curate+. Better healing, bigger light spells, stronger status cures, and powerful invocation spells. Watch out for high FP costs! They can also gain boosts if you have Staff items (purchased in Lispool) in your item belt.
Notable Skills
Divine Shower
Powerful full field Light element damage to all enemies, and it ignores evasion so it will always deal full damage. It also inflicts blind to keep your party safe.
Malmelo
Heals the entire party cheaply and quickly. Requires very high FAI to use effectively.
Detailed Care
Massively increases the healing of any spells used adjacent to an ally. Use in conjunction with Rescue or communicate with your party for ease of use.
Duelist Tree
Duelist classes focus on high Evasion, high damage, and high action count. Duelist and Duelist promotions use Critical Hits and discounted momentum costs to use more actions per turn than anyone else. They also posses a number of skills relating to evading and countering attacks.
Duelist
+2 SKI, +2 CEL, +1 STR
Primary Stats: STR or SKI, CEL
Duelist uses either a sword or spear to fight with style, using skills to grant themselves extra momentum when they dodge attacks. Most of Duelist's promoted classes rely heavily on base Duelist's passives to make full use of their own gimmicks.
Notable Skills
Sidecut
Dashes through enemies to deal damage and move yourself at the same time. Can be used to reposition and attack in the same action. Also gains unique bonuses if enchanted by Mage's buffs, like creating Ice Sheet tiles or being able to score Critical Hits.
Riposte
When an enemy attacks you at melee range, you have a chance to instantly strike back. It can even strike back when a foe misses you.
Fluer
The first time you get a critical hit, you gain an extra Momentum, allowing you to do more actions in your turn. Can only be used by main class duelist and it's promotions, but can very easily result in getting an extra full action every turn. A must have.
To unlock: Lv 20 Duelist, win a fight after becoming Airborne at least 8 times (The Crane Hop skill from Martial Artist sub-class can help)
One of the few classes that focuses on spears, Firebird relies of making themselves and enemies Airborne. Flying races like Heron and Phenix have racial abilities that can open new possibilities up for the class, but anyone can use the full potential of Firebird if they just believe. Or use the Flying Spear weapon. They generate and spread feathers on the field that detonate enemies, and can be spent to enhance some effects.
Notable Skills
Lift Off
A spell that deals elemental damage based on your current Mage enchantment (Fire by default, Badge accessories can also be used to change the element) and knocks all enemies airborne while spreading feathers. A bread and butter combo starter for the class, and an amazing ability to pull out as a subclassed Firebird as well to provide easy mass Airborne that scales with an elemtn of your choice.
Wind Flourish
A targeted push or pull that generates feathers while you reposition a target. Can also be used to reposition enemies around your feathers or dangerous terrain tiles like Sear.
Preening
Converts unused Momentum into feathers. Can be used in conjunction with Riser and Boon of Apus to generate huge amounts of feathers quickly, and gives you something to do with any leftover momentum at the end of a turn.
Ghost
No stats boosted, according to in-game Info page
Primary Stats: STR or SKI, VIT
To unlock: Lv 20 Duelist, win a fight with less than 10 percent HP remaining
Ghost spends its own HP for powerful effects and high damage skills that get stronger as their HP decreases. When the going gets tough, they use their trusty Wraithguard to take damage for them, before unleashing big attacks boosted by their special Claret Call status effect. Uses Swords and Axes.
Notable Skills
Wraithguard
Places a ghost friend down who cannot act nor move, but takes roughly a third of incoming damage for you. He can still get hit for full damage when attacks hit him directly, so try to keep him out of the range of area of effect skills.
Red Rain
Spend a bit of HP to create an area that follows enemies and constantly applies Claret Call to enemies. Claret Call increases damage dealt to enemies by you, and is needed for certain ghost skills like Painproof to function.
Rising Game
Increases STR, WIL, SKI, CEL, RES and LUC based on how much HP you're missing, up to +6 to all stats when at 10 percent or less of your max HP. The effective range for it can be expanded by raising your max HP or via skills like Afflicted Spectre.
Kensei
+2 CEL, +2 SKI, +2 STR, +2 LUC
Primary Stats: STR or SKI, CEL
To unlock: Lv 20 Duelist, win a fight with a Katana category sword and an Unarmored category (or unequipped) torso armor equipped
Kenseis use katanas to deliver a flurry of quick strikes to enemies and apply frequent effects to lower hit and evasion rates against them. If they use a katana , they get discounted momentum costs on many skills, allowing them to use more of them each turn. Many of their offensive skills also have Elemental Impact effects if they have Mage enchants active on them (Or are using a Badge accessory).
Notable Skills
Hirazuki
Pushes an enemy forward and deals damage to them. Only costs 2 Momentum if you use a katana. Extremely cost effective damage that can shift enemies around the field to keep allies safe or shove an enemy into a range for someone else to follow up.
Sheathe Sword
Put yourself in a stance to counter enemy attacks. If used at the end of your turn when you also have Hidden Cut, deals bonus damage to all enemies hit that turn when using Kensei skills. The counter damage can also be boosted with Counter Edge.
Touki
Automatically applied when Sheath Sword successfully counters, reducing the target's evasion. Enemies marked by Touki can also be targeted by Absolute Pace, which adds your Scaled STR as bonus damage when you next hit the target after you evade an attack.
Mage Tree
Mages are experts in elements. They have a number of special Enchantment abilities that add Elemental Impact effects to many skills from various classes, and can work with nearly any stat investment thanks to the variety of elements they use. Easy to build and simple to play, Mage is a great class tree for beginners.
Mage
+2 WIL, +2 RES, +1 CEL
Primary Stats: WIL, focused attack element (STR, SKI, CEL, DEF, or LUC)
Mage is an extremely simple class to play with a huge variety of spells for every occasion. Each element has a loosely shared gimmick shared among the spells. Fire has explosions and Sear tiles that inflict damage when stepped on, Ice has Ice Sheets that reduce movement, Wind has range, pushes, and inflicts damage over time with Lingering Damage, Earth has Magnetize that reduces enemy evasion against you, and Electric spells can earn critical hits via special Lightning Crits. Using your Enchantment buffs, you can make certain skills you and your allies use gain these secondary effects as well.
Notable Skills
Isendo
Deals Earth damage over an area, and pulls in Magnetized enemies. Deals bonus damage to nearby enemies, and gets expanded range if you are using the Earth element Enchant.
Static Air
Increases an ally's LUC, and deals damage to enemies when the ally avoids an attack. Can also be expended to activate Charge Weapon, which grants a big damage boost to their next attack, and pairs well with the Excel line of weapons.
Nerhaven
The Fire element enchant spell. Raises the Fire Attack, STR, and WIL of the target, and grants access to Elemental Impacts. With Auto Enchant, these can be obtained for free at the start of every fight, making Mage a great subclass for many classes. Elemental Augment also gives a small bonus damage attack based on your enchanted element, and is even granted to other characters you enchant.
Evoker
+3 WIL, +2 CEL, +2 SKI, +1 LUC
Preferred stats: WIL, focused attack element
To unlock: Lv 20 Mage, win a fight with an Unarmored category (or unequipped) armor equipped
Capable of some of the biggest individual hits in the game, Evoker can frequently break four digit damage under the best of circumstances. Evoker has the ultimate firepower when it comes to elemental damage, at the price of lengthy invocations. Their skills can be FP hungry, but they have skills to discount these costs.
Notable Skills
Intensify Cold
At the cost of an invocation, deals heavy damage and forces an ice weakness on the target, allowing you and your party to take full advantage of weakness bonuses like extra damage and Momentum. Can also inflict Frostbite, causing the target to take damage per ice sheet tile they step on.
Charge Mind
For 6 Momentum, causes the next Evoker spell you cast deals well over double damage. Though it uses an entire turn, Charge Mind allows for even more extreme damage output out of the already high damage invocation spells. Can also be used with Brainstorm to give you more time until you use it up, or Elemental Overtime to add massive damage to basic attacks without using up Charge Mind.
High Speed Divine Words
Main Class only. Speeds up invocations , making them cost half as much momentum. Using this, you can cast invocations once per turn for the duration, greatly enhancing your action economy and leaving less room for enemies to break your invocations.
Hexer
+1 WIL, +3 DEF, +3 RES, +1 SKI
Primary Stats: WIL, RES
To unlock: Lv 20 Mage, win a fight with a Rustic or Doomed enchanted weapon equipped
Hexer uses powerful Dark element spells that use multiple elements at once to inflict nasty status effects on their foes. They have powerful invocation effects that can completely change the flow of battle, punishing foes who take too many actions or who attack the Hexer.
Notable Skills
Earthbound Vengeance
Deals Dark element damage to enemies for every attack they make. This effect stays on the field for a long time, and the damage adds up very quickly.
Plisfa's Masochism
Curse yourself with an effect that transfers to a foe when they attack you. Makes the target unable to dodge any attacks for a few hits or a few rounds, depending on which comes first. Helps pin down evasive targets, and if the Hexer isn't built for evasion, they won't be losing much while the curse is active on them.
Silent Spirit
Forces an enemy to attack you at reduced damage. Can be used to force Curses on to a target, or to forcibly activate counter attacks from other classes.
Rune Magician
+3 WIL, +3 GUI, +2 SKI
Preferred Stats: WIL, focused attack element (Your tome's element)
To unlock: Lv 20 Mage, exhaust the dialogue options of the Librarian in northern Karatynn
Rune Mage creates and stack runes on the ground that can be used to set traps for enemies who step too close, or whirling tops that slash enemies as they pass. Field control and status effects are your specialty, and you can buy the entire spell list for the class at once if you're a human. Rune effects get stronger the more are stacked together, but each stack can only contain one of each rune.
Notable Skills
Elemental Rune
Deals damage of your tome's element to an enemy for 2 Momentum. Cheap and effective as an attack spell in it's own right, but the damage can raise dramatically if stacked a Destruction Rune. You could also apply a Magnet Rune for it to chase enemies, or immediately use Solo Rush/All Rush to send it forward for a cheap, long range attack.
Null Rune
Prevents a rune from triggering (and thus being removed from the field), or removes a buff from an enemy. You can use Null Rune in conjunction with Razor Rune to create a spinning blade you can stack higher and slide around using the Turn and Rush skills to deal damage every time it passes an enemy.
Swift Rune Crafting
Reduces the cost of Rune skills to 1 Momentum for the rest of the turn, allowing you to place 6 runes at once. Use this opportunity to load down an enemy with status effects, cover the field in runes, or make a single massive rune instantly. Hotkeys recommended to speed things up and not drive your party members insane.
Martial Artist Tree
Martial Artist contains a wide variety of promotions that all share the Fist weapon. Be sure to plan ahead for the stats that skills in your Promoted class uses, as many are not shared with the base Martial Artist class.
Martial Artist
+2 STR, +2 SKI, +1 CEL
Primary Stats: STR
Martial Artist is the only class tree that can effectively use Fist weapons, so of course they're also the one class that can choose to ignore that and use no weapons at all. They have a variety of self boosts and physical skills that get them into the heat of the fight and help them stay there.
Notable Skills
Heaven Kick
Moves you next to an enemy and deals damage. Good range, and can attack multiple targets at once with Urawaza active.
Urazawa
Adds an action input to certain Martial Artist skills in exchange for bonus effects. You can intentionally fail the inputs if you don't want the added effects.
Empty Palm
Allows you to fight with no weapon equipped, replacing your lack of a weapon with a 100 STR scaling bare fist with some bonus hit and critical. Using this along with Mixed Martial Arts lets you use a glove in your Arm equip slot instead of a Fist weapon and still have a fist weapon available in that slot, which opens up some interesting combinations with subclasses like using a bow in one hand with Archer's Gloves, but still having full access to your Martial Artist skill list so you can play the Ranger/Boxer of your dreams.
Boxer
+2 DEF, +2 VIT, +2 STR, +2 SKI
Primary Stats: STR, DEF or RES
To unlock: Lv 20 Martial Artist, win a fight with Boxing Gloves equipped (25 arena medals at the arena's exchange)
Boxer is the defensive Martial Artist promotion. They can negate predicted enemy attacks with Geist Schritt skills while building up Schwartz Sturm for a big finisher. Boxer's Geist Schritt skills make a good addition to any class via subclassing, but it can be hard to fit a fist weapon into other classes.
Notable Skills
Felsmanege
A finisher that uses all of your Schwartz Sturm charge to deal Earth element damage and trap nearby enemies in a circle of rocks with you.
Grandupper
A finisher that instantly kills a target. If you hit a player or boss, they are instead punched so hard into the sky they are removed from the fight for a round, and take damage when they land again.
Geist Schritt (Eins)
Dash forwards, and if you take a basic attack before next round, you negate the attack, gain momentum to instantly act again, and dash towards your target. The other counter skills attempt to bait attack skills and not being targeted at all, respectively.
Monk
+2 SKI, +2 CEL, +2 DEF, +1 STR, +1 RES
Primary Stats: STR, sometimes FAI
To unlock: Lv 20 Martial Artist, use Martial Artist's Meditate skill while at full HP at the start of a fight
Monks build up vast amounts of Ki to power up with a golden aura and then drop a large energy orb on their foes. This sounds... familiar. They have extremely cheap movement through Backflip, and some interesting sub-class utility with skills like Serpent Strikes and Aid.
Notable Skills
Setting Sun
An area of the field (that grows with higher Ki) gets marked to take heavy Fire element damage in three rounds. The damage increases with Ki spent, and can scale to extreme sizes.
Power Up
Converts leftover Momentum to Ki and restores FP. If a large amount is spent at once, you gain extra Ki and FP.
Ki Awoken
Grants +10 to all stats and extra Ki regeneration in exchange for taking damage that doubles every round. Additionally, if your Ki exceeds the limit, you get instantly knocked down and stunned. The knockdown can be effectively negated via Kip-Up from base Martial Artist.
Verglas
+2 CEL, +2 SKI, +2 STR, +2 WIL
Primary Stats: STR, SKI, WIL
To unlock: Lv 20 Martial Artist, win a fight after using Martial Artist's Heaven Kick, Light Tomahawk, and Peddling Wheel skills in a single battle
Verglas is an ice themed Martial Artist promotion that can either be a close range fighter with various combos for any situation, an Ice element mage who uses Ice Points to enhance specialized attack spells, or a hybrid combination of the two. Beware of high FP costs, This class can chew through FP like no other.
Notable Skills
(Ice Point Guard active) Rising Kick -> Axe Kick -> Face Stomp
This combination of skills makes you airborne, knocks down an enemy by expending your airborne, and then deals heavy damage with Face Stomp to finish off your turn. Requires Ice Point Guard to be active, and also requires Chimera Style. The damage is worth the set-up!
Crawling Spikes
Channel your inner grindylow and deal absurd amounts of damage to people way too far away. Each time the spikes make contact with an Ice Point, they fire out again, bouncing off and dealing increased damage each bounce.
Rapid Kick
Deal 6 kicks to a target. Ice Point Greaves, base Martial Artist's Phoenix Talon, or any other effects that raise kick damage can dramatically raise the damage of this skill.
Rogue Tree
Rogue's class tree boasts the most benefits to critical hits and backstabs, but is by no means locked in to that role. Void Assassin and Spellthief can both be played as caster classes, and the base Rogue traps carry their utility into any class or promotion.
Rogue
+2 LUC, +2 CEL, +1 SKI
Preferred Stats: STR or SKI, GUI, CEL, LUC
Rogue uses their unique movement utility and traps to outmaneuver opponents. Their Trickery effects let them take multiple actions at once, and Twin Dance allows them to unleash a flurry of dagger attacks to quickly wear down foes.
Notable Skills
Gust Trap
Places a trap on the ground that activates when a (non-flying) enemy steps into the activation range. Can be used to effectively remove turns from monsters, and inflicts poison to boot. Also compatible with Elemental Impacts from Mage's enchantments! Can also be placed with Quick Slide if it is the first trap in your skill list.
Pocket Sand
Usable once per fight. Inflicts Blind on a nearby target. If you have Steal, it will also attempt to steal a buff, and, if successful, will also perform a basic attack on the target.
Twin Dance
When you attack with a dagger, you can also follow up with a weakened attack with a sub weapon dagger. Combine with Relentless Strikes or weapons with on hit effects (such as the Tessen series of fans), and the damage starts to climb very quickly.
Engineer
+2 STR, +2 CEL, +2 LUC, +1 DEF, +1 SKI
Preferred Stats: ???
To unlock: Lv 20 Rogue, win a fight with a Wrench equipped (25 arena medals at the arena exchange, may need Axe Expertise - Adaptation from the Talents menu to equip)
Engineer prefers to solve practical problems by building robots to do the work for you. Build a powerful Railgun to deal a delayed hit to an enemy at range, or deploy a Metalaegis to safeguard you or your allies. Notably, this class has no main class only skills.
Notable Skills
Deploy: Turret
Create a robot friend that shoots at things for you. With the Security System skill, the turret will automatically shoot at attackers when you evade an attack.
Electroshield
Counter melee damage with an electric shock, and it can also be manually detonated for additional damage. This can also be granted to allies with Upgrade (Electro Shield), which also grants bonus critical to the target.
Overclock
Put a timer on the lifespan of your robot in exchange for granting it 2 more Momentum each round. On death, the robot will detonate, dealing damage to all nearby enemies.
Spellthief
+2 WIL, +2 SKI, +2 STR, +2 CEL
Primary Stats: WIL, CEL
To unlock: Lv 20 Rogue, steal a positive status with Rogue's Steal skill (Cat Mask and other equipment versions of the skill do not count)
Spellthief has the unique ability to take spells from other classes with Spell Snatch and Snatch Spell to add to their own spell until you remove them from the skill pool menu. You can even obtain certain monster only spells, or pick fights with other players to round up the spells you want.
Notable Skills
Final Flare
On your next basic attack hit, expends all of your stolen spells until the end of the fight to cast multiple at random on a single target with reduced damage. The damage may be greatly reduced by the target's resistances, but is capable of severe damage to a target.
Confusion
Causes area attacks and healing to no longer distinguish between ally and enemy. Allows you to do some fun tricks like making a boss monster Rampage other enemies, or make an enemy's mass healing spell have to heal you as well.
Margin Manipulation
Reduces incoming spell damage to increase the damage dealt by your next spell. A useful defensive utility, and it's automatic as well.
Void Assassin
+2 CEL, +3 SKI, +2 RES, +1 LUC
Primary Stats: STR or SKI, RES, GUI
To unlock: Lv 20 Rogue, warp using any Mage's Guild
Void Assassins open portals to the mysterious Void for fun and profit. They have an anti-mage role, benefiting greatly from backstabs and taking very little damage from magic thanks to their high RES. Players sometimes get a little touchy about the lore surrounding this class and skills, so beware if you plan to play PvP.
Notable Skills
Cutthroat
A special basic attack that can only be used from behind an enemy that inflicts Silence on hit, preventing the use of all magic. Use your Voidgates or Rough Tumble from base Rogue to get behind enemies easily. This skill can also take advantage of your backstab bonuses.
Voidgate
Create a portal you can use to teleport to another portal you've placed. You can use Fray or Detogate to use these portals to deal damage, or you can use Void Refraction to duplicate projectiles from you or an ally out of each gate. This can even duplicate some spells like Curate's Light Arrow or certain attack skills like Ranger's Twin Shot.
Voidveil
Grants magic damage reduction, and also stores Void Energy which can be spent by certain other skills. Absorb Veil can restore FP from it, Veil Off can be used to turn that energy into Critical Hit chance, and many other effects.
Soldier Tree
Soldier classes are primarily focused on physical damage from melee range. With a wide variety of promotions, Solider contains a little something for everyone.
Soldier
+2 STR, +2 VIT, +1 SKI
Preferred Stats: STR, DEF
Soldier uses sword, axes, and spears to hit first and ask questions later. Boasting incredible party utility, Soldier can sometimes struggle without a party to back them up.
Notable Skills
Execute
One of the heaviest hitting attacks in the game for it's cost, but can only be used on Knocked Down enemies. The damage increases as enemy health falls, so it should be used as a coup de grace.
Charge
Increases movement range for very little Momentum. If used in conjunction with Bash, you can push any target you want to more or less anywhere on the field.
Protect
Lets you take basic attacks in place of a nearby ally with slightly reduced damage. Can be used alongside other damage reduction skills and counters to keep allies safe and deal damage back at the same time.
Black Knight
+2 DEF, +2 VIT, +2 STR, +1 SKI, +1 LUC
Preferred Stats: STR, DEF
To unlock: Lv 20 Soldier, move in an L shape (like a Knight in chess)
Black Knights are massive, physically bulky tanks built like brick walls wearing flak jackets. They have a wide variety of attack skills to attack from any angle. Certain skills invoke the black wind to extend their range, which then alters secondary effects of skills used later in the turn. I... don't think "invoking the black wind" means farting?
Notable Skills
Hanging
Warp beside an isolated enemy and perform a basic attack with bonus Hit. If you haven't used a Black Wind skill yet, this skill has extended range, otherwise it gain bonus Critical Hit chance.
Prophylaxis
Grants a ZoC one tile around you to provoke an Attack of Opportunity. In less tactical terms, if an enemy move into a square next to you, get get an immediate basic attack against them that ends their movement.
Stalemate
Main Class only. When enemies attack you at melee range, you have a chance based on your DEF to parry them, reducing damage taken and giving them the Flatfoot status, which can lead into Checkmate.
Demon Hunter
+2 DEF, +2 SKI, +2 STR, +2 CEL
Preferred Stats: STR, SKI, DEF, CEL
To unlock: Lv 20 Soldier, Kinu 2 cleared (The Chinatoa Mines duel from the main story quests, check the wiki for more info)
Demon Hunter has four stances, each with a different focus. You can switch stances more or less freely, but you should probably avoid investing into more than two stances due to the limits on skill points. Reaver does aerial and elemental melee attacks, Deseperado has unique gun skills, Cobra has evasion and Airborne movement skills, and Matador has revenge focused dark attacks. The class has an emphasis on longer combo strings, but it mixes well with those from other classes.
Notable Skills
Reaver -> Rising Tide/Desperado -> Nitro Drop -> Reaver into Elemental Rave
Both Rising Tide and Nitro Drop launch both you and your enemy into the air, where you can then follow up with Elemental Rave's Bonus Bloodshed effect for bonus damage. The Reaver skills are also Elemental Impact compatible with Mage's enchantments!
Launch yourself into the air, reposition to an area with more enemies, crash down to the ground and deal damage with Crashing Bull while launching all enemies, then follow up with Bellowing Stag for more damage and knockdown to all targets. Deals unresistable damage on the first hit, and only scales off Dark Attack for the second. Try to end the turn in Matador Stance to continue building rage.
Martial Lawbreaker
While in Reaver Stance, ignores weapon requirements for skills. This allows you to use Reaver skills with a bow, or Execute from base Soldier with a gun. It opens up myriad possibilities with subclasses. Get creative!
Tactician
+1 STR, +1 WIL, +2 SKI, +2 CEL, +1 DEF, +1 RES
Preferred Stats: WIL, focused elemental attack
To unlock: Lv 20 Solider, win a fight with a Tome category weapon equipped (may require Fluency - Adaptation from the Talents menu)
Tactician holds a wide variety of specialized attack spells and powerful supportive effects best suited to a party, or things you can pretend are party members like mercenaries, Youkai, and Engineer bots. They have a unique gimmick called Tactics Rank that improves the effects of certain skills based on how often party members have followed orders or exploited elemental weaknesses.
Notable Skills
Domino Resonate
One of the few skills in the game that uses Sound Attack. Inflicts knockdown and damage on all enemies in a line, and pushes them a good distance away. Also boasts very high scaling with Sound Attack.
Assault Order
Increases the damage of basic attacks for the entire party, which improves further with high power tomes and high Tactics Rank. Every time someone uses the order to boost their attacks, your tactics rank increases. Scales well with allies who enjoy using Critical Hits. With On Your Mark, the first order you have equipped will be applied for free at the start of combat.
Volley Formation
Improves the critical hit rate of ranged weapons from within the formation per unit standing on your tiles. Your gunners will love you.
Summoner Tree
Summoner calls upon Youkai to act as separate units during battle. They consume FP equal to their level every turn, and the number you can have at once is limited by your Faith stat. They boast high FP regeneration and numerous skills to discount Youkai summoning to compensate for the high cost.
Summoner
+2 WIL, +2 CEL, +1 RES
Primary Stats: WIL, FAI
Base Summoner is, simply put, an absolutely terrible class. You'll be very reliant on your Youkai and subclass before you unlock the promotions. The Contract is a mandatory skill that lets you recruit Youkai in the first place.
Notable Skills
Energy Transfer
Restores a Youkai's FP with some of your own. Can be helpful to keep a Youkai in the frey for longer, but be mindful that if your own FP runs out, the Youkai will be unsummoned.
Cracked Mirror
Free FP regeneration. Crucial for balancing out the cost of keeping your Youkai on the field, and makes a great subclass ability.
Install
Changes your base stats to that of the Youkai you Installed plus a bonus if you have the relevant Affinity skill, which can raise or lower the soft caps on stats significantly, altering the end results of your scaled stats. Additionally, gives you access to all of your Youkai's skills and spells, both passive and active, including elemental resistance skills. Summoner promotions often do more with this skill.
Bonder
+2 WIL, +2 SKI, +1 CEL, +1 LUC, +2 STR
Primary Stats: STR or SKI, WIL, FAI
To unlock: Lv 20 Summoner, win a fight with three or less Youkai in your Youkai menu
Bonder favors quality over quantity, using either one or three Bonded Youkai (Youkai with high friendship) as they fight alongside their companions. They are often a Basic Attack skill focused class.
Notable Skills
Infernal Strike
Summon a Youkai and immediately send it out in front you to a attack an enemy. If you only have one Bonded Youkai, it also uses a basic attack. You can use the Contract Uno and Contract Tres skills outside of combat to control how many Youkai are available for this effect.
Pinball Strike
Warp to an enemy and smack it with a basic attack to shove to away. Any of your Youkai along it's path get a free attack on the target as it's moving.
Shared Pain
Halves damage taken, but splits it between you and all your Youkai. Pairs well with Healing Discharge and high DEF/RES or high max HP Youkai.
I assure you this is a different class
Grand Summoner
+2 WIL, +2 SKI, +2 CEL, +2 FAI
Preferred Stats: WIL, FAI
To unlock: Lv 20 Summoner, win a fight with three or more Youkai in your Youkai menu
Grand Summoner is a believer in quantity over quality. With the best FP regeneration in the game and the highest FP consumption in the game, Grand Summoner can flood the field with Youkai before forcibly banishing them en masse to cause damage.
Notable Skills
Judgement Blade
A reliable ranged magic spell in it's own right that gains a significant damage bonus against Youkai or targets Installed with a Youkai. Paired with Soul Chains, Youkai Tamer, and a weapon that gains bonus damage against Youkai, you can force an install on an enemy to hit them will Judgement Blade for greatly increased damage.
Reihou
Heals and revives all of your Youkai, summoned or not. An important skill to keep your Youkai fighting-fit in longer dungeons.
Chain Unsummon
Unsummons a target Youkai and all nearby Youkai. When paired with Impact Dismiss and Dimension Resonance, each Youkai deals significant damage when unsummoned that increases per Youkai dispelled at once. Use Summon Storm or Ripple Dimension to field many Youkai on to the field quickly.
Shapeshifter
+2 SKI, +2 CEL, +2 LUC, +2 STR
Important Stats: STR or SKI, CEL
To unlock: Lv 20 Summoner, keep three of your own Youkai on the field at the same time
Shapeshifter takes full advantage of Install to gain large stat boosts and use special Momentum efficient skills based on the Youkai or tribe they're installed with. They can also Install a Youkai with another Youkai via Chimera Install, allowing you merge two Youkai who nullify each other's weaknesses and other strange combinations.
Notable Skills
Grow Appendage
Grow an extra limb based on the Youkai you're currently installed with. These limbs grant extra skills or passive effects, depending on the race of Youkai.
Plant Rejuvinate
Can only be used with a Plant type Youkai. Recovers health per turn and cures a status effect. If there is no status effect, you heal more instead. Can be used to offset the HP cost of Shapeshifter skills, and stacks with other regeneration effects. Only costs 1 Momentum.
Bloody Shift
Main Class Only. When you land a Critical Hit, any Youkai Evoke skills cost one less Momentum in exchange for 1 percent of your HP each cast. Allows you to do more per turn in exchange for HP.
Sigrogana is a rather intimidating game to get into with a lot of numbers being thrown around with little explanation to go with them. This guide is not written to make you top dog at the arena for PvP, nor is it written to demonstrate hyper optimized characters that clear the hardest content with ease. This is here to help new players get a grasp on what all this nonsense means, so you can come up with a fun character of your own to jump around dungeons and fight monsters with friends.
(Note: This is written soon after the 2.49 update, which made a lot of changes to stats, scaling, combat, and a number of skills. Some specifics in this are likely to undergo big changes.)
Edit: There's another guide on the forums written by user InsainArcainBirdbrain that goes into a bit more detail on some of the specifics of building, Go check it out!
The Basics
Ahi Maguro, our example character here, is a Theno race, using Aquamancer to support her allies and attack with a variety of Water element field manipulating effects. She also uses Tactician skills to boost the damage of herself and her allies, along with a few damage spells of other elements from the class to keep her from being too stuck in one role. She prefers to keep enemies at bay with push effects like Jet Stream, but has enough HP that she doesn't mind having to take a hit if she needs to. Her damage is mostly reliant on Water Attack, so she invests highly into Vitality and Will, while using a weapon that takes advantage of her high Strength and Vitality.
By the maximum level of 60, you'll have 240 total stat points to distribute in your stats menu. Sigrogana uses a Soft Cap and a Hard Cap on stats. The Hard Cap for any stat is 80, and any points invested past that are wasted. The Soft Cap for a stat is your base stat (Mostly from your Race) +40. Any points invested past this point start to be worth less than 1 point each, until eventually being worth .1 or less the closer you get to 80. In the above stats, the yellow numbers are the Scaled Stats, which the numbers on the left are the real stats. We can see that the higher Will and Vitality stats are being harshly reduced by scaling, but the lower Strength stat is barely reduced, and Skill is too low to be touched by the soft cap at all. Despite having 9 more points, the scaled Vitality is only 2 points higher than Will in Scaled Stats.
While it's possible to make just about any stupid idea you can dream of work, it's also very possible and very easy to make a character than cannot function at all. To make an effective character, you should ask yourself three questions:
Can I deal damage?
Can I take a hit and keep going?
Can I land a hit on enemies?
Regardless of your role in a party, you should be able to confidently answer yes to all three of these questions. Obviously, there are enemies with high resistance to damage, enemies strong enough that no one should be taking hits from, and enemies that everyone is going to be struggling to land a hit on, but in your day-to-day dungeoneering, you should have all three of these covered to some extent. Even the biggest buff slinging, enemy repositioning, field controlling character should be able to directly contribute to damage, and the most accurate mage in the world flinging high power spells left and right should be able to take a little bit of punishment. But how do we go about improving each of these?
How to Deal Damage
(Aquamancer's Jet Stream skill)
The vast majority of offensive skills in the game scale at least partially off of Scaled Weapon Attack. In this case, Jet Stream adds your Water Attack with a small boost to your Scaled Weapon Attack (SWA) to determine your damage. If we want to use a skill like this as a primary damage option, we need to make sure our Water Attack and SWA are up to the task. You can view what exactly a weapon scales off of by double clicking the weapon to examine it. Let's take a look at a weapon's statblock.
Here, we have a (renamed) Swordfish Sword. We can see that its weapon scaling is 70 percent of your STR stat, and 40 percent of your VIT. This weapon has a total of 110 percent scaling, and it accounts for your Strength more than it cares about your Vitality. The weapon's Power is then added on to those values to determine Scaled Weapon Attack, which your basic attacks and the vast majority of offense skills in the game use to calculate your damage. If you feel that your damage is lacking, try looking for a weapon with Scaling that fits your stats better. Otherwise, you can improve a weapon's Power for a bit of murai at a smithy for a small boost.
When it comes to Elemental Attack, most of the final Elemental Attack comes from the raw associated stat and the boost provided by your Will stat. Accessories that improve stats such as Rabbit Ears (Raises Celerity stat) or that boost elements directly like Tornado Pendant (Raises Wind ATK) can help raise these higher if you're struggling to raise your Elemental Attack. Every element (Except Acid) also has a related Talent from the Talent Menu that raises the associated attack by 5.
How to Take a Hit
Generally, every character should have some investment into DEF, RES, Evasion, or have enough HP to just not care. Best case scenario you have multiple of these going for you, but you don't always have enough stat points to make that happen. This character, for example, has mediocre Defense, awful Magic Defense, barely any Evade, but gets away with it through a combination of the range and skills to keep enemies at bay, and an HP pool high enough to not really care. Defense lets you take physical hits better, Resistance does the same for magic, Celerity gives you a chance at reducing the damage from any hits via Evasion, and Vitality raises your max HP so you can take a hit and keep going. Your equipment has a big influence on your survivability as well.
Outside of enchantments and any effects the equipment itself may have, all armor provides some amount of Armor, Magic Armor, and a bonus to Evasion. Armor and Magic Armor are flat reductions to physical and magic damage taken after percentile reductions have been applied, and the Evasion bonus is added to your character's total Evasion from Celerity. The Material of an armor can also provide a slight bonus to armor or elemental resistance. In this case, Chainmail grants an extra point of Armor and reduces Slash damage by a few percent. In general, Heavier armors provide more Armor and have more weight, but provide less Evade and Magic Armor.
How do I stop missing enemies?
In a word? Skill. In a lot more words, each weapon has a base accuracy, and these can vary wildly from weapon to weapon. Some weapons have 70 percent or lower accuracy due to traits like Rebelling or just by having very low accuracy in the first place. Investment in the Skill stat directly improves your accuracy, and many Class Skills provide a passive or a one time boost to the hit rate of an attack. Some even ignore evasion entirely, allowing you to pin down especially evasive enemies. If you're reliant on critical hits for your damage, you'll also have to contest against an enemy's Critical Evasion, which lowers your rates beyond what's listed on the status menu.
Back to our trusty weapon stat block, We can see how our weapon ties into this. This tome, for instance, adds 90 to our hit rate provided by Skill for any attacks or spells cast using this tome. We can also see that it adds an extra 5 to our critical hit rate, and deals 110 percent of our damage when we do land a critical hit. A weapon's accuracy and critical hit rate can both be slightly improved at a smithy.
A Quick Overview on Stats and Sub-stats
The Stats
STR
Strength is tied to Fire Attack, grants extra HP, increases your Battle Weight (How heavy your equips can be before it causes problems), and Encumbrance (How much you can carry in your inventory).
Most physical weapons in the game scale at least partially off of strength, so if your weapon demands it, you can't really go wrong with strength.
heh
WIL
Will raises max FP, the number of skills you can equip at once, and the attack of all other elements (Stacks, but less value than investing in the element's main stat). Also increases status infliction rates.
Many tomes and magic weapons scale at least partially off of Will, and it can be used to increase an element attack beyond the normal limits of the tied stat. WIL is a good choice for mages, and anyone hurting for FP. Most characters tend to have at least partial investment.
Side note: Luminary Element
The trait "Luminary Element" removes the bonus that WIL grants to all elements and the raw stat tie of a given elemental attack to increase a chosen elemental attack by your raw WIL (not scaled). Using this, you can reach up to 80 of an element through investing in WIL alone, but you will likely have some new struggles from not using the stat the element in normally tied to. Use at your own risk. Acid and Sound cannot be selected for Luminary Element's boost.
SKI
Skill raises Ice Attack, Accuracy, Critical Hit rates, and the number of skills you can equip at once. Also increases status infliction rates.
In the state of the game as of this writing, at least some Skill is a mandatory investment. Being the only stat with a direct effect on hit rates, Skill is going to determine whether or not you hit an enemy. Many guns and a variety of other weapons use SKI for damage scaling.
CEL
Celerity raises Wind Attack, Evasion, and is used to decide who goes first in a fight.
Evasion gives you a chance to reduce the damage from incoming hits or negate the damage entirely. CEL is an optional investment for any characters who don't plan on investing in evasion. Few weapons scale off CEL.
DEF
Defense increases Earth Attack, and reduces incoming physical damage taken by a percentage.
Defense is one of your few sources of direct, scaling damage reduction. It doesn't do much at low investment, but the impact gets more significant the higher it goes. While not mandatory, you're going to feel it if you neglect this stat. Many ranged characters can get away with low investment for standard PvE content if they have a way to keep themselves distanced or have party members to take the front lines. Few weapons scale off DEF.
RES
Resistance increases Dark Attack, and reduces incoming magical damage taken by a percentage.
Resistance is your other source of direct, scaling damage reduction. It doesn't do much at low investment, but the impact gets more significant the higher it goes. While not mandatory, you're going to feel it if you neglect this stat. Some characters can get away with low investment for standard PvE content if they have a way to remove magic threats from encounters quickly, or party members to help take out fragile back line threats. Few weapons scale off RES.
VIT
Vitality raises max HP by a LOT, Water Attack, and Encumbrance (How much you can carry in your inventory).
If you're not invested into STR, you should have some VIT. If you're invested into STR, you should probably also have some VIT. VIT does a lot of work to keep you alive, and everyone should probably have at least a little of it if they aren't supplemented by equipment. Roughly 600 max HP should be your minimum for a level 60 character, and more will almost never hurt. Few weapons scale off VIT.
FAI
Faith raises max FP, Light Attack, and reduces the chance of you taking critical hits. Also increases resistance to status effects, and increases the maximum number of Youkai you can contract with Summoner.
Faith is an optional investment for most PvE characters, but some classes like Priest and Grand Summoner absolutely require it. The FP it provides can keep your character fueled for many fights in a row, and the Critical Evasion makes it a more defensive choice than WIL. Some weapons scale off FAI, and many that do also tie themselves to Light Attack.
LCK
Luck increases Lightning Attack, Critical Hit rates, reduces the chance of you taking Critical Hits, and slightly increases item drop rates.
An absolutely mandatory investment for characters reliant on critical hits, and optional for everyone else. This stat used to have an effect on hit rates and evasion, but has been changed to no longer have an influence on those derived stats. Few weapons scale with LUC.
GUI
Guile increases Acid Attack, increases hit rates from the side or behind enemies, increases the damage of critical hits, and raises the number of skills you can equip at once.
An optional investment for most characters. Acid spells are few and far between, and the critical damage is only beneficial for characters who rely on critical hits. Most guns and daggers scale off GUI.
SAN
Sanctity raises max HP, max FP, and Sound Attack, along with slowly increasing all elemental resistances. Also increases resistance to status effects.
Sanctity is representative of the purity of non-human blood, more or less. It has a strong influence on racial abilities. Generally, non-human races use this to enhance their racial gimmick, and Corrupted races want to keep this low to improve their racial abilities. The boost to elemental resistances doesn't come from any other stat, and can help supplement RES. Sound spells are few and far between, and some weapons scale off SAN.
APT
Aptitude increases all other stats by 1 per 6 points invested.
Some people say you should never have less than 32 of this, and others say you don't need any. Generally, more focused characters want less of this in favor of direct investment in the stats they care about, and less specific characters want this to be a little more efficient with their points. A good rule of thumb is to check how many stats you care about investing in: if you know more than 6 are going to be invested in, APT is probably worth it. Be sure to keep (Scaled!) aptitude at a multiple of 6. No weapons scale off APT.
Derived Stats
SWA (DMG)
Scaled Weapon Attack is used in determining the damage of most skills and spells. It's calculated from the scaling of a weapon added to the Power of the weapon, in addition to any relevant modifiers. More of this means you deal more damage.
HIT
How likely your attacks are to hit an enemy. Your accuracy percentage for an attack is your HIT minus their Evasion. Derived primarily from a weapon's Accuracy and the unit's SKI.
Crit
The percentage chance that you will land a critical hit with an attack that can crit. This is subtracted by the target's Critical Evasion to determine the percentage chance you land a critical hit. This is derived from a weapon's Crit percentage, and the unit's SKI and LUC.
Phys Percent
Percent physical damage reduction. How much any physical attacks you receive are reduced by before other reductions like Armor are applied. The more of this you have, the less damage you take from physical attacks. Mostly derived from unit's DEF.
Mag. Def Percent
Percent magical damage reduction. How much any magical attacks you receive are reduced before other reductions like Magic Armor are applied. The more of this you have, the less damage you take from magical attacks. Mostly derived from unit's RES.
Evade
The percent chance you have of evading an attack. This is subtracted from the aggressor's HIT to determine the chance that an attack will deal damage. The more of this you have, the less often you'll get hit. Derived from an armor's Evade and unit's CEL.
Status (Infliction)
The percent chance of you applying a status effect to an enemy. Positive status effects will always land on allies. This is subtracted by the target's Status Resistance to determine the chance that a status effect will land. If it is at least 100 higher, the status will always land. Derived from SKI and WIL.
Status (Resistance)
The percent chance of you not being inflicted with a status effect. This is subtracted from the aggressor's Status Infliction to determine if a status effect lands. Derived from SAN and FAI.
Flanking
A flat bonus added to HIT when attacking from the side or behind a target. The bonus is reduced when attacking from the sideOnly derived from GUI.
Crit Dmg
The amount of extra damage added when the character inflicts a critical hit. Weapons also have individual values for this stat that are not reflected on the status menu. Generally, daggers and lighter weapons get higher bonuses to critical damage. Derived from GUI.
Skill Pool
The number of skills you are allowed to have equipped at the same time. This does not limit the number of skills you're allowed to learn, but does restrict how many you're allowed to have in combat. Passive skills frequently have traits to not be counted for this number. Derived from WIL, SKI, and GUI.
Battle Weight
The total combined weight of all items currently equipped. If this is above your maximum Battle Weight, you incur penalties to HIT, Evasion, and Movement ranges based on how much you are above your maximum. This is derived from STR, and can be raised with Talents as well.
Encumbrance
The total weight of items you can carry in your inventory. Most items like weapons and armor count for 1, most ingredients count as 0, and some items like Gold Bars weigh much more. Being over your maximum encumbrance lowers your walking speed outside of combat, and lowers your momentum during combat.
I don't wanna read! Summarize all that!
You want a stat (or sometimes two!) to be your primary damage stat from either weapon scaling, elemental attack, or both. You also want SKI to raise Hit so you can land attacks, and some DEF, RES, or both to keep yourself alive. Overall, you should probably aim for at minimum, 160 HIT, 600 HP, and 250 FP and 100 SWA by level 60. Many classes can function with less in some of these stats, but these are good target minimums to aim for to keep yourself from running into problems. Most characters are going to end up with significantly more in one or all of these stats.
If you want Critical Hits, SKI and LUC raise your critical hit rates, and GUI lets you get more out of each critical hit.
Mages want to focus on the stat tied to their element and WIL, and everyone is generally going to invest in DEF, RES, or CEL to have a form of damage reduction. If you need more than 6 different stats, raise APT, if not you may not need it.
Sound and Acid damage focused characters have a rough time outside of very limited sets of classes and skills.
Firstly, Arcane Tattoo (Barrier) will break upon being 'hit' by any attack even upon total evasion, this counts for both basic attacks and skills.
Secondly, Chain Shell is not Chaining, in that the effect of the lightning damage spreading to nearby targets is not happening for it's basic attack or its charged shot.
And finally, Stylish dungeons seem to have swapped around and dropped the damage you deal immensely, an example for this shown below:
Excel Charges are expended on any weapon's hit and not specifically an excel weapon's.
I tested using a Swordfish Sword + Excel Rifle, when hitting with the swordfish sword it would consume my charges (Dealing no additional damage on the sword itself)
Raid Revolver Canon, when used with Mixed Martial arts, defaults to Barefist when using Subattack/Skills. I think it made it pretty unique and interesting when it worked and with weapons functioning more similar now it should be fine too.
I think the easiest solution is just to give it the "Also counts as Fist" property.
Additionally: The Scaling of the weapon in the Trait still claims to be 100% Ski. That is not true anymore.
Code:
System: Debug: Total Power for Revolver Raid Cannon / Revolver Raid Cannon was 28.
System: Debug: Checking cost negation effects.
Ren Brown used Geldoren.
System: Debug: Before Use Skill called. Prinny, Ren Brown, Geldoren, 1
System: * Initial Damage: 12.5 Blunt Physical, flags: , sk: null, wep: Bare Fists / /obj/items/equip/weapon/unarmed/sub * play_atk_anim was 1. * 0 Evade VS 100 Hit. *2 Roll(s) Remaining. This one was a hit. *1 Roll(s) Remaining. This one was a hit. * Critical check: 10 Critical VS 0 Critical Evade. (12.5) * Critical hit multi was 115. (14.375) * armor was allowed. armor_reduc was 0. (14.375) * spec_flat_reduc was 0. (14.375) * amp_multi was 1. (14.375) * reduc_multi was 100. (14.375); MAG DEF, 0 PHYS DEF, 100 REDUC * elem_reduc was 0. (14.375) * Damage caps applied. (14.375) * Damage shields applied. (14.375) * Final damage was: 14.
Prinny takes 12 Blunt physical damage.
Code:
System: * Initial Damage: 12.5 Blunt Physical, flags: , sk: null, wep: Bare Fists / /obj/items/equip/weapon/unarmed/sub * play_atk_anim was 1. * 0 Evade VS 100 Hit. *2 Roll(s) Remaining. This one was a hit. *1 Roll(s) Remaining. This one was a hit. * Critical check: 10 Critical VS 0 Critical Evade. (12.5) * armor was allowed. armor_reduc was 0. (12.5) * spec_flat_reduc was 0. (12.5) * amp_multi was 1. (12.5) * reduc_multi was 100. (12.5); MAG DEF, 0 PHYS DEF, 100 REDUC * elem_reduc was 0. (12.5) * Damage caps applied. (12.5) * Damage shields applied. (12.5) * Final damage was: 12.
Code:
System: * basic_attack(atk:Ren Brown,def:Prinny,W:Bare Fists,dmg_mod:2,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1) * atk_multi was 100. atk_bonus was 5. dmg_scale was 0. * crit_multi was 115. crit_dmg_flat was 0. attack_num was 1.