Dark Deity – Game Manual / Player Guide / And More!

Table of Contents:

1. Introduction

2. Stats and How They Form Advanced Stats
2b. Base Stats & Growth Rates Explained
2c. Each Character Growth Rate
2d. Each Class Growth Rate

3. Weapons and Weapon Types Explained
3b. Weapon Statistics
3c. Weapon ‘Triangle’ Explained
3d. Each Damage & Armor Advantage and Disadvantage

4. Eternal Aspects Explained
4b. Aspect Suggestions

5. Default and Class Skills Explained
5b. Skill Combination Suggestions

6. Item Types Explained
6b. List of Healing and Stat Boosting Items

1 – Introduction

With the plethora of mechanics, caveats, statistical appliances, and shear amount of possible builds there are possible between characters default skills, class skills, advanced class skills and artifacts, I thought it might be helpful to players who are looking to mix-max their characters in Dark Deity, or just provide some insight into some of the potential that the game offers. As such, this guide will help the player that wishes to go a little further than skin deep with the game, and peel back some of the finer points. This is going to help you understand why certain interactions behave the way they do, some generalized tips and tricks that will help you clear the higher Deity difficulty, and give some aide in planning the units for your next playthrough, and how you’re going to build them.

Some of this information might seem a little over-comprehensive, or appear to be common knowledge to advanced players, but there really isn’t a way to delve into the finer and more nuanced points of the game without first explaining and laying a foundation with the games baser mechanics like the different weapon types, or the roll chance when considering statistics on level up.

Obviously if you don’t want certain aspects of the game spoiled for you, because you haven’t finished off with your first playthrough yet, or you are looking forward to picking the game up, and haven’t yet – well, this is your opportunity to turn back now. It’s pretty much impossible to make a guide like this that covers all the class options, builds and their statistics without spoiling what those classes are, how eternal aspects will affect them, what all the aspects are, and what characters are available. So, like I said, this is your chance to close this tab to avoid spoilers.

With that out of the way, I’d like to really encourage your involvement as the reader. If you come across a point that you have had particular success, or found useful, or think is missing from the player guide, just let me know and we can work together to make as comprehensive as a resource as it can be.

2 – Stats and How They Form Advanced Stats

We’re going to start with the meat and potatoes of what makes your unit exactly what they are. The stats that they roll will directly influence your success in the game regardless of the difficulty. As such, knowing how the stats influence your unit, their damage, their resistances is key, when trying to decide on how to build that particular character either with promotions, weapons, artifacts and stat-boosting items. So, I figured that’d be the perfect way to begin this guide, an ex plainer on how the statistics work.

The first thing that you need to understand about the stats in Dark Deity is that they have two different forms, stats and advanced stats. The former being a large contributing factor to how the latter performs. There are other factors that affect your advanced stats, such as some talents and artifacts, but the vast majority of that secondary figure is built based on what your characters stats are.

The first type of stats are to be found to the left of your characters portrait, when viewing your units, and you’ll get updated whenever your character gains a point at level up. We’ll visit how you find out whether your units are likely to gain a stat point when leveling in a little bit, but for now, the stats that are in Dark Deity are as follows:

HP – Hit Points / Health Points

This is how large your health pool is in game, determining how much damage you can take before your unit is removed from combat and inflicted with a grave wound.

STR – Strength

Increases how much Power (POW) your character will receive for it’s advanced stat, for melee attacks and melee users. This includes archery and knife throwing. Affects Crushing, Piercing, Slashing, Cleaving, Projectile damage types.

MAG – Magic

Increases how much Power (POW) your character will receive for it’s advanced stat, for magic users. This includes the weapons that are enabled for Dragon Knight magic, and Astral Seeker magic. Affects Arcane, Fire, Holy, Storm damage types.

DEF – Defense

Defense will determine how much you will resist an enemy’s physical attacks. Think of the methods of damage that are enhanced by the strength stat, those are the types of damage that Defense aids against. Resits Crushing, Piercing, Slashing, Cleaving, Projectile damage types

FOR – Fortitude

Fortitude will determine how much you will resist an enemy’s magical attacks. Think of the methods of damage that are enhanced by the magic stat, those are the types of damage that Fortitude aids again. Resits Arcane, Fire, Holy, Storm damage types.

DEX – Dexterity

The dexterity stat is a contributing factor in two advanced stats, in Dodge (DDG) and Accuracy (ACC). Essentially meaning that those two stats are linked by this base, but can be influenced down the line with skills and artifacts individually. A single stat increase for Dexterity will gain 1.5 points into the Advanced Stat of Dodge, and 1 point into Accuracy.

But, simply put, a better Dexterity means that you’re going to be hitting more frequently with better weapons, and evading enemy attacks more often – making it an extremely important base stat.

MAS – Mastery

Mastery affects how much your unit can take advantage of a combat advantage from their weapon and armor type. You’re going to see regularly throughout the game whenever you engage an enemy unit that you either have a green up arrow, or red down, that’s the advantage based on your damage type and armor type, and the enemy damage and armor type.

The better your mastery, the better the percentage of your advantage is given on top of the base. Or the reduction of the enemies bonus percentage is, in a disadvantageous match-up. We’ll go over this in more detail later, in point 3.

SPD – Speed

Speed is a large contributing factor in your units advanced stat in True Speed (TS), with the other being weapon weight – naturally the weightier the weapon, the more your True Speed is hindered. Speed translates directly into a 1 point for 1 point into True Speed. We’ll cover why you want a good True Speed resulting stat, shortly.

LCK – Luck

Luck works similar in Dark Deity as it does across most RPG’s and is a contributing factor into whether your unit is likely to perform a ‘Critical Hit’. But, Luck also has an influence on your units advanced stat in Accuracy (ACC). This means that you don’t have to solely rely on Dexterity for your hit chance, and can invest in Luck if your unit has not been blessed with DEX rolls – to maintain a good accuracy / hit chance.

MOV – Movement

This one is pretty self explanatory. Your movement stat is entirely based on which class you are playing, and whatever you MOV stat is, that is how many tiles that your unit can move in a turn. For example, if your unit is a Warrior it will have a stat of 5 MOV, and therefore can move five tiles in a turn. If your unit promotes to Knight and gains 6 MOV, they can move six tiles in a turn – you get the idea. If you’re having trouble with movement ranges, trying turning up the grid opacity in settings, and you’ll be able to judge it much more easily!

So, that’s how the stats that your characters start with and gain will influence your Advanced Stats, but those advanced ones are the numbers that directly influence how your units react in game, and specifically in combat. So, we’re going to look at advanced stats a little more closely now. The first of which is:

ACC – Accuracy

Like I mentioned earlier, the accuracy your unit has will be directly influenced by their Luck and Dexterity base stat, but is is also influenced by your weapon type and it’s statistics. Naturally the green weapon type will have a good starting accuracy, but the others can be improved to gain better accuracy, or just stick with improving your green to get the hits on your units who aren’t blessed with high Luck or Dexterity.

With each point of Accuracy that your unit has, you will gain 4 ‘Hit’ during a battle – which is the likelihood that your unit’s attack will connect. So, for example if you have 5 Accuracy Advanced Stat, then you will gain 20 hit in combat, meaning you will have a 20% chance to succeed in your attack, before factoring in the reduction by your enemies Dodge chance.

DDG – Dodge

Dodge works the exact same for you as it does for enemies, like I just mentioned. It directly reduces their chance to ‘Hit’ with their attacks. Your dodge chance is directly influenced by your Dexterity and True Speed, with the contribution factors of 1.5 Points of DEX adding 1 Dodge, and 0.66 points of True Speed adding 1 Dodge.

Dodge can further be enhanced with Artifacts, but we’re going to stick with statistically influence until we reach Eternal Aspects later.

With each point that your characters stats result in their final advanced stat of Dodge, you will reduce the enemies hit chance by 4. So, if your unit has 5 Dodge, the enemy will lose 20 ‘Hit chance’ points, or simply 20% of their chance to hit.

CRIT – Critical Hits

A critical hit is a special attack wherein your unit will perform a enhanced animation, and the damage of that individual attack is doubled. That’s right, criticals mean double damage. Other influences outside stats can increased this double to two and a half times, or triple, etc, but we’ll get there in talents and aspects later.

For now, you want to know what influences your CRIT advanced/combat stat, and how to get them the most. Like I mentioned in Luck, this number will directly influence your likelihood of scoring a critical hit, combined with the critical chance of your weapon. If you wan’t to specc your character to score them, go with improving the Blue Weapon type, and aiming for Luck increasing classes and stat-items.

TS – True Speed

True Speed affects two crucial components in combat, and will quickly become of the stats that you cherish and aim for on the vast majority of units. Nukers with red weapons are the only example that can live without it, but benefit hugely from a good True Speed. For every other set up? It’s vitally important.

The first of those two components is your Dodge chance is increased by True Speed, like I mentioned above, so always increasing it is never a bad thing for your evasion.

The second and KEY point about True Speed, is that it is what enables your units to perform a double attack. Meaning that you attack twice, and the given the opportunity to once. You will need to have 5 or more True Speed that your opponent to do so, and if they have 5 or more True Speed than your unit, you will be double attacked instead.

Therefore, having a good speed stat, and having a lower weapon weight will directly influence the likelihood that you can double, or be doubled. It’s as vital as it sounds.

POW – Power

This is the stat that determines how much HP the enemy loses when your attacks connect. How much damage you do, essentially. It’s directly influenced by your Magic or Strength, depending on the weapon/damage type and is used in combination with the Power of your weapon in determining the damage dealt.

2b – Base Stats & Growth Rates Explained

So, now that we understand what each statistic does in Dark Deity, and how important they are in determining the result of combat, we’re going to go through how your characters are going to obtain those stats, and how you can influence that chance.

There are two ways that determine how your character will obtain the stats they need in Dark Deity.

The first is base stats, these are the stats that each character automatically starts with when you obtain them within the game. They’re different for each character, but will not change across playthrough assuming you are not influencing the recruitment order. They also entirety depend on which class you choose to promote a character to when recruiting, but you can toggle between the growth rate and base stats when selecting a promotions.

The second is growth rates. These are percentages that decide whether your character will increase each stat when they level up. For example, if Character X has a total growth rate of 35 in Strength, and 70 in Magic, that character has a 35% chance of gaining +1 Strength when leveling up, and a 70% chance of gaining +1 Magic. As such, I’d be best off building that character into a magic user, as their stats will always lean to being a better Mage user than Projectile/Melee.

How does my characters growth rate get decided? Two ways. The first is that every character in the game has their own innate growth rates, that decide what they’re best suited to class wise.

The second is that each class will provide an addition to that innate growth rate. For example, if Character X has an innate growth rate of 35 Magic, and their class has a 35 growth rate for Magic, then Character X’s total growth rate for Magic is 70, and they therefore have a 70% chance of getting a +1 Magic when leveling up.

2c – Each Character Growth Rate

Now, we’re going to go over each characters growth rates. Some of the classes offer differing options for magic or projectile/melee, so this is going to be a great way of deciding which option will be best for your builds, at a glance. Or, if you’re trying to decide between benching and using two similar units, their growth rates might be the deciding factor on who you take with you, and who isn’t seen again in the playthrough.

Naturally, each figure is a percentage, and will not be the final rate as these figures do not include the class choices you’ll make, but we’ll get there in a moment.

Warrior Character Growth Rates:


Ranger Character Growth Rates:


Cleric Character Growth Rates:


Mage Character Growth Rates:


Rogue Character Growth Rates:


Adept Character Growth Rates:


So, now that we know what the innate growth rates are for each of our characters, we can combine them with specific class growth rates to a few effects. The first is that we can accentuate what characters are already good at, or we can look for class options that will provide them growth rates they wouldn’t have otherwise, or at least they would be very low otherwise.

For example, we can make Thae’Lanel a nuker by focusing on classes with STR or MAG depending on which is your preference, or we can sure up his weaknesses by prioritizing classes that offer LCK.

2d – Each Class Growth Rate

With that said, we’re going to look at the additions that you will gain by picking certain classes. Remember that these figures are also percentages, and will be added to your characters innate growths in order to form the calculation that takes place when you level up, and decides whether your character gains a stat point.

So, whilst the numbers above might seem low, for example you would anticipate that Liberty would have a much higher chance than 45% to get a stat in magic, you need to remember that these are always affected by a class, even the base one for your early characters.

It is worth noting that you don’t gain growth rates in addition to your previous class when you promote, you only have what your current class is, plus your innate. As such, is it entirety possible to build a stat that you want overall early, then move to a different focus later.

For example: If you want to have a Mage end on Aegis, for the defensive prowess, but you still want them to have a higher magic stat than they would going Battlemage -> Aegis. Then you can go Arcanist -> Aegis, and you will have plenty of MAG early, but get the benefits of a defensive class later in the game.

Now, below we’re going to go over just how much each class option will add to your innate growth rate. Gaps denote where there are promotions, at level 10, then level 30:

Warrior Classes Growth Rates:

Dragon Knight40250303030302530

Ranger Classes Growth Rates:

Witch Hunter35300454530151025
Blade Dancer15400102545254510
Green Knight35300455030151025

Cleric Classes Growth Rates:


Mage Classes Growth Rates:


Rogue Classes Growth Rates:


Adept Classes Growth Rates:

Astral Seeker354025351010102530

3 – Weapons and Weapon Types Explained

Dark Deity has a very unique way of handling weapons, and I believe it is one of the strongest reasons that you should be trying the game. They’ve tried to break the mold of what to expect from a game in the genre, and developed their own system that I genuinely prefer to most others in the strategic RPG genre.

Each characters has access to four different weapons, that are identified by their different colour. Each weapon variety offers a different bonus, and your character can switch which weapon they’re currently wielding at any time during their turn. You can change when moving and waiting, to set up for a counterattack, or you can cycle through them to see which is the best option, just before initiating an attack.

Each of the four weapons specializing in something different, and provides different bonuses on selection.

Red Weapon is Power – Focusing on dealing as much damage as possible, whilst offering less stats in Crit Chance, Accuracy and increased Weight.

Blue Weapon is Critical – Focuses on building up your characters chance to critical hit, whilst offering less stats in Power, Accuracy and increased Weight.

Green Weapon is Accuracy – Focuses on ensuring that your character connects, despite the enemies doge, whilst offering less stats in Power, Critical and increased Weight.

Yellow Weapon is Weight – Focuses on ensuring that your character performs a double attack, whilst offering less stats in Power, Critical, and Accuracy.

With this innovation, you’re presented another opportunity to accentuate what your character is already good at, or sure up their weaknesses. If you have a character that you fear is too slow, and at risk of getting doubled often, then invest in the Yellow Weapon for Weight! If you have a character that can hit hard, but often misses, invest in the Green Weapon for Accuracy.

Or, if you want to double down on a stat that your character has developed well, like a high MAG or STR resulting in high POW, and just want to deal as much damage in one attack as you can, however accurate it might be, then invest in the Red Weapon for Power!

Got a sneaky Rogue that you’ve managed to build a high crit chance on? Double down on the Blue Weapon for Critical, and ensure that you’re getting crits almost always!

Okay, now that we’ve covered the differences in the weapons we’re going to talk about upgrading those weapons, so that you can further promote those ideologies that you have for your builds, and that we’ve just gone over.

You’ll notice throughout the game that enemies drops and the shop will offer weapon tokens. Then are how you upgrade a weapon to its +1 variant, and then it’s next level. A level one weapon token will take your starting weapon to +1, and then a second weapon token will force it to become the advanced version of the weapon. You’ll need higher level weapon tokens, as you progress higher through each weapons upgrading.

There are eight in total, with a different colour denoting how much you’ve upgraded a weapon. The final result will be an orange weapon that is +1. These upgrades will dramatically improve what your weapon is already specialized in, whilst helping to bridge the gap on its lower stats.

With weapon upgrading sorted, we’re going to have a look at the differences options for weapons that your character will have, based on their class. There are two different types here. Physical and Magical. Naturally physical is based on your strength stat, and magical on your magic stat. Things like bows, thrown daggers are also classed under physical and strength. We’ll go over the advantages and disadvantages for each later on in part three. But for now it’s just important to note that there are two different variances on those weapons like I mentioned, magical, physical. Got it? Cool, we’re moving on!

3b. Weapon Statistics

Now that we’ve outlined exactly what each weapon type is useful for, we’re going to go over the statistics of each weapon, so that you can see at a glance where you should be focusing a particular unit, based on what you what to build them for: eg, critting, nuking, reliable damage, doubling etc.




Critical ▼


Accuracy ▼







Critical ▼

Push Dagger62260
Push Dagger+172290

Accuracy ▼







Critical ▼

Lucky Stick612271
Lucky Stick+1815301

Accuracy ▼





Power ▼


Critical ▼

Chain Mace52183
Chain Mace+162213
Spike Whip73245
Spike Whip+183275
Death Chain115297
Death Chain+1136327



Weight ▼

War Pick6552
War Pick+17662


Power ▼

Double Axe7056
Double Axe+18076
Battle Axe10197
Battle Axe+1121107
Legion Axe2111514
Legion Axe+12511514




Felling Axe112008
Felling Axe+132508




Power ▼

War Bow8206
War Bow+110206
Armor Piercer12409
Armor Piercer+114509
Dwarven War Bow186012
Dwarven War Bow +1207012
Conquest Bow2310014
Conquest Bow +12610014

Critical ▼

Arbalest +1132278
Mini Ballista1443110
Mini Ballista+11543510


Longbow +141106
Dwarven Longbow51408
Dwarven Longbow +151708
Massive Yumi720011
Massive Yumi +1723011
Deepsong Longbow826014
Deepsong Longbow+1928014


Recurve +14560
Dwarven Recurve6780
Dwarven Recurve +17890
Spitflash Recurve99120
Spitflash Recurve +11111140

Arcane Spells


Arcane Blast7305
Arcane Blast+19305
Force Implosion11407
Force Implosion+113507
Cosmic Crash157010
Cosmic Crash+1178010
Astral Annihilation2010012
Astral Annihilation+12312012


Cosmic Rush75215
Cosmic Rush+175245
Tear Rift85276
Tear Rift+1107306


Arcane Lance21003
Arcane Lance+121303
Verdant Tide92507
Verdant Tide+1112807


Arcane Missiles3330
Arcane Missles+14440
Mystic Volley5550
Mystic Volley+16670
Mystic Barrage88111
Mystic Barrage+11010121
Astral Assault1212153
Astral Assault+11414153

Holy Spells


Congealed Assault165510
Congealed Assault+1195510




Soul Font415117
Soul Font+1417147



Storm Spells


Lightning Strike10008
Lightning Strike+112008
Thunder Storm140310
Thunder Storm+1160610
Devastating Surge190912
Devastating Surge+12101212


Shock Hawk11123
Shock Hawk+111153
Killer Charge41175
Killer Charge+151205
Wild Blitz61235
Wild Blitz+181275


Energized Bolt41904
Energized Bolt+142304
Death Ray72806
Death Ray+93206


Gleaming Storm8885
Gleaming Storm+19995
Furious Cyclone1111116
Furious Cyclone+1414146

Fire Spells

Power ▼

Fire Dart8005
Fire Dart+110005
Molten Globe182010
Molten Globe+1204010


Flame Snap20120
Flame Snap+120150
Fire Whip21182
Fire Whip+131212
Pyre Crack81306
Pyre Crack+91336


Fire Wall5705
Fire Wall+15905
Devouring Inferno1324012
Devouring Inferno+1528012


Fire Rune3121
Fire Rune+14231
Heat Hymn5342
Heat Hymn+16442
Flash Lotus1110143
Flash Lotus+11312183

3c – Weapon ‘Triangle’ Explained

Sloane’s original artwork.

When you’re looking at guides and contents for Dark Deity, the phrase weapon triangle is going to come up often, whether or not it really is a misnomer when speaking on this game specifically. This is because that the roots for this game are centered around the classic strategic RPG in early Fire Emblem games, and those games had what is called the weapon triangle when calculating how different weapons would interact with each-other – which worked well against which, and where the advantages and disadvantages lied.

So, if you’re seeing that phrase come up a lot, it doesn’t necessarily apply to Dark Deity, because the game has its own systems and they’re quite different, but the weapon triangle is the inspiration for weapons even having buffs or nerfs against other weapon types.

Dark Deity expands on this concept even further, but expanding the calculations of advantage and disadvantage to also include a units type of armor. So, it’s not necessarily what weapon that your opponent has selected, it’s what damage type you have, compared to what armor the enemy is wearing, and visa versa. Like I mentioned earlier when we went over stats, a units mastery will improve their advantage, or help lesser their disadvantage.

Sloane’s redesign.

If you’re thinking that this is quite a complex system, and that it is going to be difficult to tell whether you have an advantage or disadvantage against every enemy, because it’s going to be hard to keep track of every damage type against every armor type, and then factoring in your mastery stat against theirs – fear not.

The game gives you a signal at a glance. You wont get the exact breakdown of the percentage of bonus or loss at a glance, but we’ll go over those in a second anyway. To easily tell whether your damage/armor/mastery stacks up well or not, you will see that highlighting one of your own units or any enemy, will make the surrounding units gain either a green arrow up, or a red arrow down, this is a general idea whether or not those factors above are playing into your favor, or theirs.

These signs aren’t the be all and end all to combat, things can go poorly or extremely well regardless of advantage – but it is always a contributing factor to every result nonetheless. Don’t be afraid to fighting without advantage, but try to use it as much as possible.

3d – Each Damage & Armor Advantage and Disadvantage

Now that we have an understanding of what Advantage and Disadvantage is going to do for us, we need to know what each damage type does when stacked up against each armor type. I’m going to outline all of them here, so that you can aim for the most variety in both armor type and damage type as you can with your builds, so that you can have a diverse a party as possible.

Why is this important? Because that’s the key to success in Dark Deity, especially on the higher difficulty. Having a solution to every problem, and ideally having multiple solutions to a wide array of problems. So, I cannot encourage build diversity in damage and armor enough.

Here’s how they stack up:


So, now that you have that information on what damage types work well or not well against which armor types, how do you find out which classes have which, so that you can build your units accordingly? I’m so glad you asked.

We have guides written by myself on every single class and promotion in the game. So, if you want to take advantage a step further, and find out every single classes damage and armor type, check out our class overviews below.

Warrior Class + Promotions – Damage Types and Armor Types

Ranger Class + Promotions – Damage Types and Armor Types

Cleric Class + Promotions – Damage Types and Armor Types

Mage Class + Promotions – Damage Types and Armor Types

Rogue Class + Promotions – Damage Types and Armor Types

Adept Class + Promotions – Damage Types and Armor Types

4 – Eternal Aspects Explained

Moving on to point four which is the Eternal Aspects! What are these? These are items that your units that can equip that will drastically chance and/or enhance how that unit performs. It’s something that is unique to Dark Deity, in the genre, and takes the game away from simple equipables like shields or magical tomes, and invites the player to really develop a unit that is unique to their preference.

A point of note about equipping and holding aspects is that the aspect will only be active if it is equipped in your first slot. However, you can bring multiple with you on a particular unit, and swap which one is active as you progress through the level. Bringing two or three can really give you the upper hand, and help you problem solve on the higher difficulty, whilst actually playing a map on the fly.

As the player progresses through the story, they will encounter units that have automatically equipped aspects when they are recruited, and these can be moved off that unit to another at any time. As we get deeper into the game, we get exposition on the aspects from a story perspective, and unlock the Aspect storage, and eventually unlock the remainder of the available aspects. I say available aspects, because there is a single one in the game that you will be told about, that cannot be obtained – that is King Varic’s.

The Aspects are:

Orion’s PursuitHit chance increased by 15%
Ancara’s GlowLuck depleted to increase Power, Dodge, and True Speed.
Ayn’s PremonitionTrue Speed is doubled when unit is below 30% HP
Chamden’s FluxDamage is affected a random amount up to + or – 30%
Malice’s SufferingCrit increased by 30%, Defense and Fortitude halved.
Varden’s Arbor15% of cumulative weapon stats go to extra Power
Innileth’s ScaleDefense and Strength are swapped
Koeli’s SpiritDefense and Fortitude are swapped
Vosh’s SanguinationAdds 10% of Max HP to Dodge, Power, Accuracy, Crit and True Speed
Njallum’s HeritageMastery increased by 20%
Huss’ HushNearby enemies deal 15% less magic damage
Linhera’s WhisperPower and True Speed are swapped
Manos’ FuryHit Rate is always 50%, Power increased by 50%
Almadessa’s GladeFortitude +10 with no adjacent allies
Faine’s JudgmentBonded units within 2 tiles increase Power by 5%
Hecleon’s PrideEnemies are much more likely to attack the holder
Samaran’s ShadeEnemies are significantly less likely to attack the holder
Yl’andra’s FontPower +20%
Darmena’s KissCrit and Power are swapped
Yl’undera’s DriftMagic depleted to increase Defense and Fortitude
Altum’s DescentDodge increased by 30% of Strength
Ellis’ LightHealing power increased by 50%
Zeltar’s FlightStrength and Speed are swapped
Kyne’s PassageEach turn grants a 1% buff to Advanced Stats
Ziegrich’s LuminanceHalf of Mastery is added to Accuracy
Shamac’s TideDodging heals for 5 HP
Pelagiel’s FlashIf doubling, second attack deals 25% increased damage
Aethe’s ChillGrants 40% resistance to fire magic
Izn’s HopeGrants 40% resistance to holy magic
Yl’mar’s FaithGrants 40% resistance to arcane magic
Prisbel’s RumbleGrants 40% resistance to storm magic
Sarathel’s SightAttacks mark enemies, increasing damage taken by 10% for 1 turn
Theron’s PassionCritting increases Crit chance by 1% for the rest of the level
Soleric’s RallyAttacking and defeating an enemy heals nearby allies for 10% HP
Kaithir’s PromiseCounterattack damage increased by 25%
Kitara’s ChordAccuracy and Dodge are swapped
Cassara’s Blaze10% chance to deal 1.5x damage
Vigmar’s ChargeKills grant 2% power til the end of chapter
Jahno’s StuporDodge reduced by 60%, Defense and Fortitude increased by 10
Quintare’s QuillMastery and Luck are swapped

4b – Aspect Suggestions

With the sheer volume of aspects, and the numbers of builds and variances that you can create with all the aspects, it can be a little intimidating to start a build or to know how effective an aspect will be based on it’s brief description alone. As such, I’m going to add some personalized views on some aspects, give you insights into what I’ve been successful with in runs, and provide you with a starting point for building a character starting with aspects.

This isn’t to say that if I haven’t singled out an aspect, that you cannot use it, or that it is worse, I’m just going off personal preference in my many playthroughs and 200+ hours with the game. As such, if you have a specific combination or a idea about a set-up that might be effective, and I haven’t listed it, be sure to let me know in the comments, and I’ll have a look into it, and we’ll add that information into the guide here.

Luketh’s Dark Deity credentials

In no particular order, my suggestions to start with, and look at are:

Vigmar’s ChargeKills grant 2% power til the end of chapter

Vigmar’s will ramp your damage up extremely quickly, and is particularly effective if you’re not going with a full party, and sticking with a smaller group. The less that you have to share the kills around, the stronger that you will be when it comes to defeating the commander or boss. This is a great strategy if you’re struggling with a specific hard mode boss over and over. Farm the grunts, and use that farming to nuke the boss.

Theron’s PassionCritting increases Crit chance by 1% for the rest of the level

Another aspect that benefits from longer maps, and having smaller groups. Slap this on pretty much any class that you have invested Crit chance into across every avenue, and watch that unit ramp and ramp. Like Vigmar’s, Theron’s is a great boss killer.

Pelagiel’s FlashIf doubling, second attack deals 25% increased damage

Palagiel’s loves speed, and weight reduction weapons. If you have a unit that has been blessed with great true speed, something early like Archer/Strider or Stalker/Thief, then you’re going to be getting this bonus every time, for all the game. I like it particular on Strider -> Any 30 Promo, because this means that you’re double dipping with the Strider class skill: The second attack in a double deals +25% damage.

Ziegrich’s LuminanceHalf of Mastery is added to Accuracy

I really, really like this Aspect. This helps so much when building a Nuke character, whether it be something like Irving Warrior Nuke with his Mastery, or Maeve and Monroe with theirs. This aspect enables you to solely invest in POWER, both in stats and weapons, not needing to worry about a double attack because you’re dealing 100+ damage, and not needing to worry about accuracy because of THIS aspect. I cannot recommended it enough for nuke characters.

Kyne’s PassageEach turn grants a 1% buff to Advanced Stats

Easily the most abusable mechanic in the game, and a 100% success rate to finish any and every level in the game, regardless of difficulty. Extremely powerful even if you don’t abuse it, and just get one buff as you play naturally. However, you can simply enable enemy radius on the grid, and move your units outside these, and as far away from engagements as possible, and they will not come seeking you. This means that you can simply pass your turn over and over, to make the character holding the aspect, into an unkillable murder machine that breaks the game in half. Use at your own caution, as it can spoil some of the fun, with how OP it is.

Ellis’ LightHealing power increased by 50%

This one pretty much explains itself, it comes on Sara, who is a great healer. But you can move it across to one of your other units that hasn’t really picked up any talents that are going to improve their healing, but you still want to be able to heal allies to full with one application. Works best on classes that need it like: Inquisitor -> Crusader, and Acolyte -> Phantom. The other class options really don’t need the extra, and should hold other aspects as such.

Altum’s DescentDodge increased by 30% of Strength

Absolutely disgusting how good this Aspect is. 30% is way too high, and I’m not sure if it will be nerfed, but that’s where it is at right now, and it’s insane. Can turn most units that are fringe-dodge tanks into units that always have enemy hit percentage at 1%.

Yl’andra’s FontPower +20%

Y’landra’s pretty much explains itself. It’s not as inventive or dramatically altering as some of the aspects that have made my list, but the straight increase of 20% of your damage is pretty hard to ignore. It also doesn’t take much imagination to fit this into builds, because it suits pretty much every one that does damage.

Vosh’s SanguinationAdds 10% of Max HP to Dodge, Power, Accuracy, Crit and True Speed

Anything that directly improves your advanced stats is going to be a good thing, but this doesn’t do a single stat, or one or two, it does the lot. Takes a very good unit, and makes them an insane unit. Works best on characters with growths that are innately tuned to have HP rolls, and that you’ve selected classes that improve this.

Best in slot on characters like Monroe and Aurima.

With particular emphasis on Monroe, for his default skill: Default Skill – HP increased by half of Mastery.

I think Monroe with Conjurer -> Wizard/Pyromancer, with Vosh’s is probably the strongest that you can make any individual unit in the game. I have tested this a fair bit, and it seems almost impossible that something would outshine these builds.

Conjurer has the highest growth rate of HP, and still great MAG, but the class skills are some of the best. Lifesteal is EXTREMELY good in Dark Deity, and Conjurer gives lifesteal, and a damage bonus:

Class Skill – 35% chance to add 15% of current HP to damage.

Class Skill – Heal for 33% of damage done.

We get the growth rates that help the build, and the best talents by far by going Conjurer early. The choice between Pyro and Wizard is personal preference, there’s no wrong choice, and either is going to godmode the game.

Malice’s SufferingCrit increased by 30%, Defense and Fortitude halved.

Guess what a dodge tank doesn’t care about, Defense and Fortitude. You’re going to have these stats regardless, but if you’re building an effective dodge-tank, you’re not going to be relying on those stats. That might save your bacon if the enemy manages to hit you, but they really shouldn’t be anyway. As such, we don’t really mind having those stats that we aren’t really using halved, to increase our crit by a whopping 30%.

Coincidentally, most of the units that make great dodge-tanks, are ones that excel in dealing damage with crits, and getting high chances to crit. If the enemy has 1% hit chance, you don’t really care about the downsides.

Orion’s PursuitHit chance increased by 15%

Orion’s is good for a few of the reasons that I’ve mentioned other aspects are good. The first is that is a flat increase to stat, and one that is vitally important in the game. And the second is that it enables a lot of builds, the mastery aids accuracy enables a lot of nuke builds, and this done too to a degree. Not only does it aid in making those builds excel without having to invest in accuracy, it also makes every other kind of build just a little bit better. Take boosts elsewhere, because you don’t have to worry about accuracy, because this 15% ignores all of the pre-determining factors for accuracy, and adds its benefit on the battle screen, last.

Another writer here at MGN by the name of Armani Sanchez-Yu has put together a fantastic guide about all the Eternal Aspects, and I 100% recommended checking it out, if you’re looking for more:

5 – Default and Class Skills Explained

So, along with determining what range your character can attack from, their growths rates, and their movement range, your class selection will also determine what skills your unit has. These skills are passive bonuses that fit in thematically with each individual unit, and their class theme also.

There are two different versions of these skills, the first being the default skills, and the second being the class. Each unit that you have will have a different default skill, but they can share class skills. For example: Aurima will be the only unit that has his default skill of Default Skill – Competitor: Kills grant +2% power, stacking, but he can share a class skill with another Adept that has taken the same promotion route as Aurima, such as the Blaze Class Skill of Class Skill – Bonfire: Kills grant +2% Power.

This means that despite two units sharing a same class on their initial promotion to pick up a specific class skill, they will always end up quite varied, even more so if you diversify their final promotion.

Don’t fret about losing a very powerful class skill from you original promotion, when upgrading to your level thirty class, because like I’ve mentioned above, you get to keep both. This means that you can chop and change, and create some pretty interesting and dynamic builds. Take some defensive skills or utility early, then swap to damage later on, or visa versa. Or, just go the cannon-logical route, and specc your class the same all the way through.

5b – Skill Combination Suggestions

I gave you a little bit of an hint as to how crazy some of these class skill combinations can be, when combining with a specific route, a specific character’s default skill, and a specific aspect. Whilst these suggestions wont be as potent as that Monroe build we went over earlier in the aspects section, I’m going to list some examples here, so that you can have the basis for some experimentation.

Then, once you’ve gotten to grips with some of the more popular builds, then you can begin to experiment with moving those builds across different characters, combining them with different weapon priorities, and obviously chopping and changing your eternal aspects, to get some varied results. So, if you’ve gone ahead and done that, feel free to let me know about a build that you’ve had specific success with skill wise, and I’ll check it out, and it might even make the list.

I’m not going to suggest every finite details, like gold distribution, weapon priority and aspects in the like, because we’re focusing on strong skill combinations in this section, so I’m going to stick will skill recommendations mainly.

Alexa Movement Bonus Build

With warrior our choice for impactful default skills is kind of thing, to be frank. Irving is a great character stat wise, but his default skill doesn’t really benefit his own build in any way. Benji’s is good, but always assumes that you’re overleveled to get the most out of the benefit. I would say the latter three in Helena, Fenton and Alexa have the most potential from a STRICKLY skill focused aspect. Not that Benji and Irving aren’t amazing units, just not for our specific criteria in the section.

So, I’m going to go with a fairly simple one, and one that might be obvious at a glance. Keeping things simple is always good when trying to learn the intricacies of any game, it gives you based knowledge to build on. With that said, I’m going to recommend the Alexa + Movement range build.

Alexa’s default skill means that she gets a bonus to her damage, based on how many tiles she’s moved in a turn. With that, there’s really only one level 30 class that is going to take advantage of this to the fullest, and that is Dragon Knight. It has nine movement range, which is the highest available, without external buffs. This level 30 promotion also gives us an extra attack range, and gives us the options to experiment with magical based aspects, as well as our previous physical, up until we hit 30.

The variance in this build really is what you take as your level 10 skills, you won’t be ending on this class, nor is super relevant for the difficulty ratio of your playthrough, so make your selection on skills and growths alone. My preference is Dragoon for a few reasons:

  • Knight’s Class Skill – Power increased by 9% for each adjacent ally – with such high movement, we won’t be adjacent all the time.
  • Barbarian has a great first class skills, and we like the growths, but push range isn’t ideal as we’re not playing a utility build.
  • Both of the Dragoon class skills: Class Skill – Gain 4% crit for each tile moved this turn & Class Skill – Crit is increased by 20% of dodge, they synergise well with what we’re aiming for.
  • Defender has a great class skill, in defence adding to advanced stats, but the other is another adjacent skill, and we’ve covered that.

Thae’Lanel Nuke and Survive Build

The issue with building a character that is solely focused on POW, is that obviously you’re going to need to augment your accuracy somehow – this can be achieved with aspects, or weapons, you go ahead and experiment! And the other issue is that the tend to be extremely susceptible to counter attacks, or attacks that are procced by your position during the enemy phase.

That’s why Thae’Lanel was built for making a nuke character.

His default skill is ridiculously good in just about every way that you can build him, but it solves one of our key problems when trying to make an effective nuke character, and that is survival.

Default Skill – Can’t take over 30% of max HP in one hit

This means that even if your enemy manages to deal a significant amount of damage, or even critical, that Thae’Lanel can take several of those hits on the enemy phase, and with the build we’re going through, you will kill each enemy as they attempt to engage, which will subsequently make space for the next enemy to engage, when you will kill in one shot, and make room for the next, which .. well, you get the idea. It means that Thae’Lanel can wipe our entire groups of enemies by himself, in a single enemy turn, if you position him correctly.

My preference for damage is magic, I feel like you can focus on dealing the most damage in a single attack with the storm route. But, if you’re thinking about playing around with it, just keep in mind that Thae’Lanel has a 50/50 Growth rate for Magic and Strength, making him the ideal candidate for your nuke character, regardless of which damage type you want to specialise him in.

I would NOT recommended swapping half way through, eg: going magic in for first promotion, then melee for second, as this will not take full advantage of the growth opportunities. Stick one with damage type all the way through, for best results.

My personal prefence is:

Blaze -> Thunderlord

I feel like this is the way you can the most out of your class skills, going storm is okay, but the chain range is a pretty big waste on a nuke character, as we don’t care for utility. We get decent magic growths with Blaze, but don’t waste a skill slot on a non-damage related skill. Going Blaze first means we get:

  • Class Skill – 20% chance to deal 60% increased damage.
  • Class Skill – Kills grant +2% power.

Then finishing with Thunderlord to grab:

  • Class Skill – 50% chance for crits to deal +60% damage.
  • Class Skill – Crits on full health enemies deal +60% damage.

Finishing on Thunderlord means that we actually have a lot more manoeuvrability than if we ended on Firelord, which like I mentioned above, positioning is key. Is also enables some dodging, accuracy and critical factor with the growth rates, but those are second to the eight movement range that we take Thunderlord for. We don’t just want to nuke, but also survive those enemy phases wherein we kill several enemies one after another – Thunderlord enables this better that Firelord.

Maeve Double Trouble Build

Look when it comes to ranger default skills, there’s no question that Garrick has the best one by far.

Garrick – Default Skill – Crits deal +15% damage.

The others are okay, but not quite as good, but seeing as how this build relies on speed and luck, and Garrick’s amazing default skill is offset by his awful stat growths in both speed AND luck, well .. we’re not using Garrick. I mean, you certainly can, and the class growths will help offset his personal growths, just with my testing I have found that sacrificing that better class skill and going with Maeve for her better growths, makes for an overall better unit at the end of the game. Maeve’s class skill is:

Maeve – Default Skill – Defeating an enemy grants +30% dodge for 1 turn.

It doesn’t necessarily aid the build in any way, but it might save your bacon and prevent Maeve from being inflicted with any grave wounds, and allows for a little more freedom in her positioning.

For our first class promotion on this specific build, we’re going to go with Strider. These augment Maeve’s already great potential for double attacks, and critical hits, and improves them significantly. We get a whopping 85% Growth Rate for Speed, and a little bump to our luck up to 30%.

I know what you’re thinking, you’re thinking that Drifter is the better options, because it changes the split to 55% Speed, and a HUGE 70% luck, and that is absolutely one of the variations that you can experiment with this build with. Going for the critical damage early, rather than trying to double enemies and getting in the accuracy/critical chance later with speed focus here. Simply, I prefer the Strider class skills throughout a playthrough.

But that Drifter variant of this build is probably geared toward a nuking characters, and doesn’t synergise with the rest of our build, so follow that route for nuking and experimentation.

So, we’re picking Strider not only for the growths but the AMAZING FANTASTIC INCREDIBLE class skills:

Class Skill – The second attack in a double deals +25% damage.

Class Skill – Halves the effect of weapon weight.

The former combines amazing with:

Pelagiel’s FlashIf doubling, second attack deals 25% increased damage

And the latter enables you to perform double attacks, even though we’ve invested every weapon token that we have into our Critical Chance Weapon (the blue one) as early as we possibly can. The better we upgrade that crit chance, the heavier it gets, so that’s why this skill works so amazingly in this build.

Now that we’re always double attacking, and that those double attacks are always critical hits, we’re going to swap back to range for our level 30 class for a few reasons. The first that this enables us to be more selective in our targets, and get counter attacked less often, that’s good because we’re frail, and the second is that we can simply reach more units, and spread the love around, there’s so much value in that. A double attacking archer that always criticals and never gets attacked in return, just as good as it sounds.

Obviously that means going Sniper at level 30 for:

  • Class Skill – Can attack from 3 range. Enemies will still counterattack if able.
  • Class Skill – Accuracy +35% if unit hasn’t moved.

Instead of the Green Knight, which is far more focused on a support role, and we’re not really about that or the nuke with Outlaw, in this particular setup.

6 – Item Types Explained

The last point we’re going to cover is the items. There are four different items types in the game, three can be purchased, the other is obtained as you play through the story. The first item type is Healing Items, the second is Stat Boosting Items, the third is is Weapon Tokens, and the last is of course the Eternal Aspects.

As we’ve already gone through Eternal Aspects and Weapon Tokens from every angle in their respective sections, we’re going to omit them here, and focus on the other two.

Like I mentioned, you can purchase both of the healing and stats items, but they will periodically be rewards for defeating certain enemies, and opening treasure chests. Getting a stat boosting item in this method is great, because otherwise they’re ridiculously expensive. Healing items on the otherhand are much more affordable.

The reason that stat boosting items are so expensive is for their nature, in that they will provide +5 to your HP, and +2 to every other base stat. That’s the equivalent of five levels for HP where you roll that stat, and two levels of every other, wherein you’re lucky enough to get that stat. As you can imagine, instantly gaining two levels worth of a stat you desperately want, is pretty damn good, and those items are priced accordingly – at 5000 gold.

So, that leaves the final item type, which is healing. Those are broken into two different types in of themselves, and that the healing items that provide a flat heal – say, 40HP. And those that heal via percentages, like the Spicy Meatball that heals for 40% of your total HP. The former can be bought, and the latter found.

6b – List of Healing and Stat Boosting Items

So now that we know what they do, I’m going to go through what they’re called, so that you will know exactly at glance that you’re looking for, but also the benefit associated with each item. First we’re going to look at the items that restore HP then the stat boosters, but both types are given wacky names based around food and drink consumables.

Healing Items

Blood OrangeRestores 10 HP
Vorrin TuberRestores 20 HP
Crab CakeRestores 30 HP
Aramor OystersRestores 40 HP
Corn on the CobRestores 50 HP
Leg of MuttonRestores 60 HP
Holy WaterRestores 70 HP
Enchanted BaconRestores 80 HP
Lavelle CheesesteakRestores 90 HP
Sparkling MeadRestores 100 HP
Spicy MeatballRestores 40% of max HP
Garlic BreadRestores 80% of max HP
Fizzly DrinkRestores 100% of max HP

Stat-Boosting Items

Guga SteakIncreases HP by 5 points
Raw EggIncreases Strength by 2 points
Avocado ToastIncreases Magic by 2 points
Jar of MilkIncreases Defence by 2 points
Dwarven StewIncreases Fortitude by 2 points
Naja FishlogIncreases Dexterity by 2 points
Exquisite WineIncreases Mastery by 2 points
Hot Bean JuiceIncreases Speed by 2 points
Dragon JerkyIncreases Luck by 2 points


Eternal Aspect Tierlist/Guide for Dark Deity


ProgramFounding Writers
AuthorLuke Cowling
YouTuberLuke Cowling
GameDark Deity

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