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Dark Deity Class Guide
Dark Deity Class Guide
Warrior Tree....................................................................................................................................3
Ranger Tree.....................................................................................................................................4
Cleric Tree.......................................................................................................................................6
Mage Tree........................................................................................................................................7
Rogue Tree.......................................................................................................................................8
Adapt Tree.......................................................................................................................................9
Preface
This is outdated and currently working on covering the newest patch, 1.6 changed allot and now
barbarian with their great placement strats. On top of this, their Red Weapons got a massive buff in accuracy,
Tier 2 impressions
o Warrior and Knight are stable and get you what you need. When in doubt, pick one of these!
Green Weapon first, and if upgraded fast enough, will be all you need.
o Barbarian has paper thin okay defenses, not as great as Warrior or Knight, but have solid HP
and a Dex growth. Now that Shove provides EXP, you can safely level up your barbarians
o 1 Dragoon/Dragon Knight with Darmena’s Kiss, (the Crit/damage swap aspect), is the best
single target damage dealer, (Benji for higher damage, Helena for better Fort for enemy phase
retaliation). Nerfed crit strat to oblivion, now we can look at the unit as a very mobile
physical wall. Though not AS tanky as your other options, can be a good option still for units
like Helena who you need to cover between groups with Dragoon movement speed.
Tier 3 combos
o Warrior/Champion is basic and good, Irving did well with this path on normal.
o Warrior/DK will have solid split stats to either be flexible damage types, or to funnel with
This is put into hyper drive with Knight/DK, as this aspect will feed into your
defense, thus Knight’s passive will boost your advance stats even more.
o Knight’s ability to transfer that Defense into advance stats makes it the safest option for any
o If offenses are not going well, can support as Knight/Sentinel to give allies good defense
and Green knights will be great anti mages to pair with Warrior Tree units. Strider is an alright attempt at
Archer/Sniper
o A straightforward, hits hard, and hits from 3 away! Enemies will still be able to counter with
range 2 weapons but makes them fairly safe during enemy phase. Even with low-speed
growth, Yellow Weapon’s 0 weight will mean you can still double late game units.
o Your anti-mage. Going in this order will bless the unit with good fortitude, while still having
good strength and defense, and okay dexterity and speed. Can be speed screwed, and low
mastery will mean high defense units are harder to take down. Run Yellow/Green weapons.
Strider/Blade Dancer
o The first half of the melee deviance that can hit hard and access to good speed growth. You
may not be able access the doubling right away, as your weapon switches to blades, which are
heavier than bows. But the half weight passive is phenomenal, and good dexterity can make
Red weapons work. Still, Green/Yellow weapons are recommended for stable hit rate, (red
can work early to mid-game, but falls off hard late game).
Drifter/Outlaw
o These guys got a HUGE boost and are now a worth choice for the front lines! Tier 2 Blue +
passive = over 50% crit with a HUGE damage boost to boot, (about (2.3x)). They dodge fine,
but not like the thief line, so still be weary about sending them out alone.
Cleric Tree
Your healers + other stuff. Joking aside, these guys are capable fighters’ early game, while one can hold out as a
great fighter later on. Personally, building them as healers first, then secondary class later means they can keep the
characters who only damage or tank going, while being able to fall back on a wrong play or emergency crit to fill in
Inquisitor
o Lincoln as this means he can Jagen until you get more units mid game. Solid growths, and can go
into Crusader or Paladin, depending on needs, (Paladin is better as it fills as backup tank, but
Inquisitor if you wanna hit things between heals). Hard to mess this up, highly recommend.
Guardian
o Great choice for Vesta, will give good growths in defenses and able to keep the heals going and
going and going. Personally, like big burst heals, but this works with Paladin and can keep your
party going.
Priest/Prophet
o This is your healbot, what I made Maren. The only reason this is better than Guardian/Paladin
healers is the range. 3 range heal can really help in a few maps that split your party, while giving
room for range 2 peeps to be behind front line and still being able to heal front or back line.
Priest/Paladin can be mobile with a good heal range 2, but at that point, might as well stick with
inquisitor or guardian for better defensive growths. Recommend at least 1 of these in your party.
Acolyte/Phantom
o This is the exception to the role rule and are incredible when you get them into late game. Damage
mitigation, vamp, and great Mag/Dex/Spd will mean these guys can dodge tank, heal, and deal
great damage with a Yellow Weapon. Faust makes a great choice for this, as he can get through
the rougher early game Acolytes have, (stars close to 2nd promotion), and get straight into
Phantom. Will have low HP, so high accuracy attacks are something to be weary of.
Mage Tree
These guys Kaboom, Boom-Heal, Tank, or utility teleport with a side of boom. You need good
Arcanist/Wizard
o Will have Monroe ~60 mastery end game, (meaning great HP/accuracy/power), and hits
like a freight train. Can’t tank, so keep them from being targeted too much, (but can take
an unexpected hit or two), but if protected will annihilate anything in their way.
Red/Yellow recommend.
Battlemage/Aegis
o Another buffed class that is your tank that deals magic damage. Solid damage. Also has
great defend and fortitude, meaning can usually tank whatever. Turns Sloane’s horrid
Magician/Illusionist
o Utility from phase boost. Confusing to use initially, as you can control how far you phase
depending on how far your magic is from the target. For example, moving next to a target
of teleport will move the target exactly opposite side of your mage, (left of mage to right
of mage, up from mage to down from mage, etc.), but if there is a space between a
Magician and target, it will go opposite with that space of difference. Still an okay
growth in magic, and with their boost to allies hit/dodge, will be one of the better support
units that can deal good magic damage. Alden’s personal passive means he will not suffer
from horrid luck of leveling, so is a great candidate for this path. With the buff to getting
your way as you unleash buffed red weapon to kill everything. Highly recommend of Alden!
Rogue Tree
Ranging from good to phenomenal, the power tree of Dark Deity lies within here. Why everyone loves
their Cia is having a great rogue from the beginning till the endgame that doesn’t let you down. This is
how you get to the dex and spd needed to dodge tank. Yellow is low weight and helps with dodge, red for
hitting hard. One of the few classes that doesn’t NEED green to hit hard, (red is awesome early game on
rogues), but recommend at least Yellow for endgame, if not a Green. 5/5
Stalker/Assassin – Solid, keeps the good growths of rogue and puts more rogue in your rogue,
while also giving boosts for fielding more Rogue Tree units for crazy shenanigans. Without
Thief – Utility disarm, makes it easier to take down a single target, and this makes your disarm
range respectable to keep out of trouble. Now that you gain exp of disarming, highly recommend
a disarm bot when you are not overwhelmed with enemies and can mitigate some of the bigger
numbers you might struggle with until your tanks are fully tuned in mid-game.
Duelist – What makes dodge tanking consistent and great and makes for a great lead into
Trickster to range attack on top of being able to dodge for days, or Gladiator for solid stat
growths. Be careful of unit placement, as passive that makes dodging reliable is making sure no
unit is touching a side of the duelist, (corners are fine). Not sure if the nerf did much to them, but
oh well!
Raider/Slayer – Changed, and now suffers greatly from being unable to dodge reliably. Now is a
class that I would not highly recommend, as even with good formations, cant take a couple of hits
The other best class tree in this game. ¾ tested builds are good to phenomenal. Not fielding these units
o Gale/Windrunner – With all the procs, has a crazy chance to not have any of its damage
abilities proccing. With great dex/spd/str, and good hp/def will mean these guys can
dodge tank eventually and do it will. Reverie/Windrunner can vamp/dodge tank, while
still dealing good damage. Recommend either, good for if you are unsure what to make
your adept, used Yellow Weapons. With the bugs fixed, this class is solid!
o Surge/Thunderlord – Slow burn, goes from okay to amazing once you get to
Thunderlord. A little bit of babying for Elias but will storm the wake of your enemies
with Yellows for mid to end game, (which is when you need one the most). Bonus points
o Reverie/Astral Seeker – Clink-clank, you’re a tank. Great defensive growths, vamp, and
can deal great damage. Reverie makes early game SO much more manageable, especially
with low health units and needing to cover other flanks that your numbers cannot do at
this time. Astral Seeker keeps the momentum, while also having crushing weapons, (rare
damage type outside of your Cleric Tree), with arcane on top means you can hit allot of
armor types hard. Give more chance to heal up. Recommend for Bianca to at least start in
Reverie to help your early game. With the update, is even better.