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Here are more detailed explanations of the abilities of each class. Note, this page may contain spoilers, so read at your own risk!

Guardian Abilities[]

Level 1[]

Guardian's Will Passive Guardian generates current AGGRO on any enemy in a 5x5 square around the Guardian at the begining of turn. CD: 0
Shield Bash Active DEF+2d6 Damage to single target + 1 turn stun. CD: 3
Grapple Active STR+2d6 to single target in row in front of Guardian. On success, moves unit one space closer to the Guardian. CD: 3
Counter Strike Passive Guardian automatically counterattacks a fully blocked attack. This can only happen once until Guardians next turn. Critical Blocks are treated as normal. CD: 0
Sentinel Reactive Guardian can intercept any targetted damage in place of an ally and taunts the attacking enemy. CD: 3
Defensive Stance Active Guardian negates all damage taken until Guardian's next turn. CD: 4

Oracle Abilities[]

Level 1[]

Foresight Aura Passive The Oracle can block any ranged attack in a 3x3 square centered around the Oracle. If the attack is blocked, the Oracle taunts the attacking unit. CD: 0
Temporal Shift Active The Oracle grants an Ally 1 extra attack. The Oracle gains all AGGRO generated by that extra attack. Temporal Shift does not reduce cooldowns or proc until next turn effects. CD: 4
Refresh Passive The Oracle recovers HP equal to 50% INT at the beginning of the Oracle's Turn. CD: 0
Rewind Active Restore target ally to the status they had at the end of the previous turn. Cooldowns are not affected by this ability. CD: 8
Counterspell Reactive

The Oracle prevents 2d6+INT from an incoming INT targetted attack on an allied unit, and 50% of that value is reflected at the attacking unit. The rest of the damage is defended as normal by the original targetted unit. The Oracle taunts the attacking unit.

CD: 3
Sap Strength Active

150%(INT+2d6) damage to single target and gains a shield that absorbs damage equal to 50% of the damage dealt.

CD: 3

Weapon Master Abilities[]

Level 1[]

Fighting Stances Passive

Offensive Stance: W. Master converts 50% of AGI to STR

Defensive Stance: W. Master converts 50% of STR to AGI

W. Master chooses a stance at the beginning of combat.

CD: 0
Charge

Active & Reactive

150%(STR+2d6) to single target, can be used to counterattack a ranged attack. This ability ignores unit collision. CD: 3
Spin Attack Active 200%(STR+2d6) to all enemies adjacent to the Weapon Master. CD: 3
Crushing Smash Active W. Master hits the target in front for STR+2d6. 50% of the damage dealt to the original target is applied to up to 3 adjacent units behind the original target. The additional damage cannot be defended. CD: 3
Morale Boost Passive & Active

Passive: Allies gain +1 STR and +1 AGI for each enemy that dies in combat.

Active: Doubles the Passive bonus for 2 turns, passive bonus are then reset to 0.

CD: 5

Pirate Abilities[]

Level 1[]

Battle Frenzy Passive Pirate gains +1 STR for each 10 HP Pirate is missing. CD: 0
Swig of Grog Active Pirate heals 10% of max HP and gains +STR equal to 50% of Pirate's current STR until end of next turn. CD: 3
Plunder Active STR+2d6 to single target. If the roll is a 6, 7, or 8, the party finds bonus coin, if the roll is a 9 or a 10, the party finds bonus potions, if the roll is a 11 or 12, each member of the party gains an additional loot roll of increased rarity. CD: 3
Shiver Me Timbers! Active Pirate forces an enemy to attack the Pirate on the enemy's next turn. Damage from that enemy cannot reduce the Pirate's health below 50%, unless damage from that attack would result in the Pirate's death. CD: 3
The Will of D. Passive Reduces the duration of crowd control status effects on the Pirate by 1 turn (crowd control effects do not include damage over time status effects or stat reducing status effects). CD: 0

Assassin Abilities[]

Level 1[]

Vital Strikes Passive The Assassin gains +1 crit chance for each dagger that he has equipped when using melee attacks. CD: 0
Sneak Attack Active AGI+2d6 damage to single target. This ability has a +1 chance to critical hit. CD: 3
Stealth Active Assassin becomes stealthed, generates no aggro, and gains +AGI equal to 2x his/her STR while effect is active. Lasts for 3 turns. CD: 6
Speed Demon Passive Critical hits on a single target by Assassin increase Assassin's critical hit chance on that target by +1 up to a total bonus of +2. CD: 0

Critical Combo

Reactive Assassin gets 1 additional attack after critically hitting with daggers. CD: 4
Poison Strike Active AGI+2d6 damage to single target. That target takes 50% of the initial damage at the end of its turn for 3 turns. CD: 3

Ranger Abilities[]

Level 1[]

Precise Shots Passive Ranger's normal attacks gain bonus damage equal to 150% of Ranger's INT CD: 0
Multi-Shot Active AGI+2d6 damage to two targets, the second shot deals 50% damage if hitting the same target as the first. CD: 3
Aimed Shot Active 250%(AGI+2d6) to a single target. CD: 5
Silent Shot Active 75%(AGI+2d6) damage to a single target. This attack generates no aggro and reduces the Ranger's aggro against that target by 10% CD: 2
Hunter's Mark Active Applies a debuf to a single target that increases damage taken by 10%. Only 1 unit may be marked at a time. CD: 1
Summon Beast: Avian Active 25%(AGI+2d6) damage to all enemies. All enemies are distracted for 1 turn. CD: 6

Scholar Abilities[]

Level 1[]

Spell Combo Passive Consecutive damage on the same target increases Scholar's INT by +1 up to a cap of +5. The Bonus is reset to 0 upon switching targets. CD: 0
Speed Cast Active 50%(INT+2d6) damage to a single target. Using this ability reduces the cooldown of spells on cooldown by 1 turn. CD: 0
Haunt Active Inflicts 75%(INT+2d6) as a damage over time effect to a single target for 4 turns. CD: 6

Siphon Soul

Active

INT+2d6 to a 3x3 area, allies are healed for the 2x the total damage, divided equally among allies.

CD: 5

Meteor Active

200%(INT+2d6) to all enemies 4 turns after the ability is used.

CD: 10

Shockwave Active 150%(INT+2d6) to enemies in row in front of Scholar. Enemy squares hit by Shockwave are considered occupied for 1 turn. CD: 5

Monk Abilities[]

Rework in Progress!

Changelog[]

11/1 Assassin/General: Stealth added as keyword under combat effects. Stealth now prevents enemy interceptions while attacking.

11/1 Assassin: Vital strikes lvl 1 changed to give the Assassin +1 crit chance for each dagger that he has equipped.

11/1 All Classes: any 1d10 rolls changed to 2d6 .

11/1 Guardian: "Intercept" renamed to "Sentinel" to avoid confusion with intercept mechanic.

11/1 Weapon Master: Spin Attack lvl 1 changed from hitting all enemies to hitting all enemies adjacent to the Weapon Master.

11/1 Scholar: Soul Siphon lvl 1 AoE radius reduced to a 3x3 area, healing generated from the ability increased to compensate.

10/18 Guardian: Counter Attack renamed to Counter Strike to reduce confusion.

10/17 Assassin: Vital Strikes lvl 1 changed to "Critical hits by the assassin deal 3x damage instead of 2x damage when attacking with melee attacks".

10/17 Assassin: STR scaling added to the ability Speed Demon.

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