Crimson Tactics: The Rise of The White Banner – General Guide (Classes, Stats, Abilities, Crafting, Mounts, etc)

Here is a guide to Classes, Stats, Abilities, Crafting, Mounts, etc in Crimson Tactics: The Rise of The White Banner. please use CTRL + F for quick search.

 

Difficulty

  • Automatic adjust difficulty level depending on your win/lose rate. It is very good for new players.
  • Normal is good story experience.
  • Hard if you want more than story.
  • Nightmare if you want enemy AI to brutally aim your characters.

Stats

  • STR – Strength. Physical Attack
  • VIT – Vitality. Physical Defense
  • INT- Intelligence. Magical Attack
  • MND – Mind. Magical Defense
  • DEX – Dexterity. Hit Chance and Crit Chance of All damaging attacks
  • AGL – Agility. Dodge and Block chance against all type of attacks.

Equipments & WT

WT – Wait Turn

Less WT – faster turns.

WT is based on class, items and buffs.

All items add some WT, higher lvl/stronger item more WT. You want to balance WT and defense later on.

Block
  • Offhand Shield allows you to block Physical attacks depending on your shield quality and AGL.
  • Offhand Tome allows you to blokc Magical attacks depending on your tome quality and AGL.
  • Using Defend makes your character block 1st physical or magical hit received.
  • If enemy has very High ATK, some damage bypasses block,
  • You cannot block without shield or tome.

Elemental Affinities

Affinities
Dark Magic
Holy Magic
Air Magic
Fire Magic
Water Magic
Earth Magic
Lightning Magic
Ice Magic
Unblessed Magic
Powerful against
Holy
Dark
Fire
Ice
Fire
Air
Water
Earth
Weak against
Holy
Dark
Earth
Water
Lightning
Ice
Earth
Fire

Characters with Unblessed affinity, can use all type of magic. All other affinities require Mage Class passives to learn and use other type of magics.

Magic Spells

Light Magic
Information
Wind
Information
Earh
Information
Fire
Information
Divine Illumination
35 MP Boost Int
Wind
Information
Earh
Information
Fire
Information
Slashing Rays
60 MP 1x DMG
Wind
Information
Earh
Information
Fire
Information
Holy Persuasion
90 MP, 0.8x DMG, Heal and remove Rotted, Disarmed and Silenced
Wind
Information
Earh
Information
Fire
Information
Dazzling Reflection
120 MP, 1.25 DMG, Inflict Blinded
Wind
Information
Earh
Information
Fire
Information

 

Water
Information
Lightning
Information
Ice
Information
Dark
Information
Water
Information
Lightning
Information
Ice
Information
Dark
Information
Water
Information
Lightning
Information
Ice
Information
Dark
Information
Water
Information
Lightning
Information
Ice
Information
Dark
Information
Water
Information
Lightning
Information
Ice
Information
Dark
Information

Crafting

Class Change, Class Marks, Class Stat Growth

Class Change is not recommended until max level.

Class marks required for class change has 50% chance to drop when defeat an enemy respective to that class.

All classes have different stat growths. It is not recommended to class change constantly or you will have varying stats aka Jack of all trades, master of none, equally bad at everything.

Mounts

  • All mounts take 1 unit when placing. Meaning, A mounted character requires 2 units to deploy.
  • If your mount dies in mission your character will be on foot with full hp.
  • When mounted melee attacks cannot hit diagonally
  • Mounted characters require 4 tiles.
  • Dragons change your equipped weapon attack to dragon attack which is based on dragon.
  • Dragons Have a lot more hp, def and atk compared to horses

Horses – Minor Boost to stats, Moderate mount HP
Dragons – Use Dragon Stats, Dragon Attack abilities. High Mount HP.

It is not recommended to use horses or more than 1 mount due mounts taking 1 unit place. 8-12 character team becomes 7-11. In most cases it is not worth it. Imagine bringing another dps, knight or priest.

Knight

Recommended to have at least 1 knight. Best used for tanking.

Priest

Recommended to have at least 2 Priest above normal difficulty.

Mage

Recommended to have 1 or 2 depending your progress. Mages are both time, gold and experience consuming class. They require to be at least lvl 9 to start being useful. They are also late bloomers, higher your mage lvl is stronger and more useful they are.

Warrior

Recommended to have 1-2 or none. They are Offtank melee dps, mainly used for Flank Passive to back up each other

Ranger

Recommended to have 1 or 2 depending on your team composition. They are Mage and Priest Killers also good against other classes. They have high hit and dodge rate

Duelist

You want to class change or get duelist later on due to 5 movement and variety of weapons. Recommended to make your melees duelist after max lvl.

Rogue

Quite weak, will get back to it.

Necromancer

Currently waiting for summon balance. Skip

Berserker

Skip for now.


Thanks to RexEviL for his excellent guide, all credits belong to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.

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