Skills
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In Heroes and Dungeons, players are not restricted to one specific class, but can mix and match skills from 10 different schools to create unique builds. Skills are acquired through progression and can be slotted in and out of the player's stock of active skills. Skills are not simple isolated spells--they are meant to be used tactically, with a view to the type of target, and combined where appropriate for added effect. Each skill has a set cooldown, which determines how many turns must pass before it can be used again.
Rogue

Rogues are a stealth-based class whose skills are based on deception, thievery, and surprise. Rogues typically wield daggers, may turn invisible, can pickpocket AP and MP, and receive bonus damage when attacking from behind enemies.
Cleric
The Cleric class is primarily support-based. Cleric skills provide various healing and resurrection abilities, but can also provide offensive support by dealing Holy damage. Clerics are especially effective against undead and other dark enemy types.
Hunter

Hunters are most comfortable fighting at a distance. Offensively, hunters primarily cast range skills using a bow and arrow. Defensively, they provide healing and negative status removal for themselves and allies. Hunters are agile and highly mobile.
Warlock
Warlocks are initiates of the black arts and necromancy, boasting skills that primarily deal Cursed damage, inflict negative status effects, and raise the dead.
Warrior
Warriors specialize in hand-to-hand combat. They mostly cast physical skills that require a one-handed melee weapon or shield, and can provide various defensive and offensive buffs to themselves and party members.
Hydromancer
Hydromancer skills utilize water and ice. Particularly effective against fire-based enemies, Hydromancer skills can also readily create water surfaces, providing an effective complement to Aeromancer skills (to create electrified surfaces) and Geomancer skills (to grow various plant-related summons).
Aeromancer

Aeromancers perform magical spells that bend air, conjure lightning, and modify weather conditions. They can effect battlefield marvels like a tornado to clear terrain or a thunderstorm to wreak havoc.
Geomancer
The school of Geomancy teaches magical spells that use nature, such as rock, oil, and plants. Geomancer skills can inflict earth damage or poison damage, and can offer regeneration to physical armor.
Pyromancer

Pyromancers are masters of fire: they can easily inflict BURNING status to opponents and paint the battlefield with tiles that will do the same. Their skills can be enhanced by a Geomancer's oil, and are particularly effective against ice-based enemy types.
Engineer
Engineers are scholars whose aptitude in battle is owed to a mastery over mechanical devices, portals, and traps. Effective Engineers are the 'wild card' of any battle given their creativity and outside-the-box stratagem.
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