Classes & combat
How Each Class Survives
Every class owns one way to stay alive, and every gauge does something different when you spend it.
Each class now owns ONE way to survive. No more guessing who heals, who wards, who decoys. Pick a class for the way it keeps you standing.
One way each
| Class | Survives by | In short |
|---|---|---|
| Lightblade | Protection | Cuts the damage your party takes |
| Starweaver | Mana shield | The only class that pays hits from MP |
| Windstrider | Untouchable | A few seconds when nothing can hit you |
| Moonshade | Evasion and decoys | Dodge a lot, and fool foes with shadows |
| Thornwarden | Healing | The party healer |
Lightblade: protection
- Oathward now shields the whole party.
- Aegis of Dawn, Noon Aura and Vitality cut the damage you take.
- Beacon Call makes you take less while foes are taunted.
- Keeps its holy heals and last stands.
Starweaver: the only mana shield
- Stardust Veil at first job replaces the old heal.
- Star Ward keeps it going.
- Last Light is a near-total mana shield when you are close to falling.
- Anchored Orbit refills your mana fast, so the wards keep paying.
- The Star Monk path keeps its monk heals and its stance.
Windstrider: untouchable
- Stillwind and Gale Ward give a few seconds when nothing can hit you.
- Roc Rescue and Cornered Gale do it for longer, when your HP is low.
- Lifting Breeze is now a party buff: speed, jumps and damage.
- Dead Calm is a crit focus.
Moonshade: evasion and decoys
- Shade Decoy and Moon Mirage are the only decoys in the game. Even a boss turns to them for a moment.
- Silver Breath, Gravecloak and Silver Ward are evasion cloaks.
- Mist Form and Dancer's Poise are short dodge windows.
- Last Crescent and Waning Veil hide you when you are low.
- Pale Hunt and Crescent Tempo are party buffs.
- Every main attack heals you a little.
Thornwarden: the healer
- Sapflow heals the party over time.
- Rooted Stand plants a grove that makes the whole party sturdier.
- Blightveil is a spell and boss damage veil for the Harbinger.
Decoys now fight
The decoys of other classes became fighters. Sunwyrmling, Mirror Star, Starlit Twin, Plume Sentinel, Briar Sentinel and Thornhusk no longer draw hits. They attack instead.
Spending the gauge
Finisher skills still spend your gauge for power. Now each path adds its own bonus.
| Path | Each point you spend |
|---|---|
| Sunguard | Shields the party for a moment |
| Dragoon | More damage, as before |
| Astral | Returns some mana |
| Star Monk | Brings your other skills back sooner |
| Skywarden | Gives a tailwind (speed) |
| Marksman | Every two points reach one more foe |
| Reaper | Adds a strike |
| Dancer | Adds a strike and reaches two more foes |
| Wildheart | Its ultimates heal the party |
| Harbinger | Its ultimates drink more life |
Skills that changed
A skill that changed what it does comes back unlearned, with all its skill points returned. It is also taken off your keys and your AUTO list, so you choose again. Nothing is lost.
AUTO
AUTO keeps one aura on, the newest. It dodges with untouchable skills when a foe winds up. It saves decoys for crowds, bosses or low HP. See
AUTO-Hunting.