Classes provide +6 to attributes and 4 upgrade-able skills. Each class can only be selected once. Classes is by far the most important choice in determining a character's play-style.
Note: The symbols "#" and "%" correspond to the value of the abilities and depends on the level of the skill.
Class
Body
Senses
Mind
Skills
Cleric
Radiance (Passive) - Restore [#] Energy to party when using your skills.
Restoration - Restore [#] Health to any party member.
Purge - Restore [#] Health to party and remove up to [#] random conditions.
Divine Judgment - Target takes [#] damage for each failing saving throw (Resist: Body, Senses and Mind all at -[#]). Can target back row.
Paladin
Armor of Faith (Passive) - When you are at 1 Health, Energy works as additional Health and enemies take [#] damage when attacking you.
Guiding Strike - Attack with [%] damage and gain Threat until your next turn.
Lay of Hands - Restore [#] Health to a party member and [#] Health to you.
Smite - Attack with [%] damage. Your target and adjacent nemies are inflicted with Weakness (Resist: Body -[#]).
Warrior
Riposte (Passive) - Threat +[#]. Automatically counter-attack with [%] damage on a successful Senses roll.
Pommel Strike - Attack with [%] and inflict Stun (Resist: Body -[#]).
Power Lunge - Attack with [%] damage and gain [#] Threat until end of battle. Can target back row.
Cleave - Attack a row of enemies with [%] damage.
Ninja
Black Arts (Passive) - Add Wound [#] to all of your Critical hits.
Vanish - Threat -[#] and Critical +[%] until you take damage. Automatically activates at the beginning of each battle.
Shadow Chain - Attack any target 3 times with [%] damage. Can attack back row.
Smoke Bomb - Deal [#] damage. Tour target and adjacent enemies are inflicted with Stun (Resist: Senses -[#]). Can target back row.
Mage
Arcane Flow (Passive) - Spell Damage +[#]. Restore [#] Energy each turn.
Frostbite - Deal [#] damage and inflict Stun (Resist: Body -[#]). Can target back row.
Fireball - Deal [#] damage. Your target and adjacent nemies are inflicted with Burn [#]. Can target back row.
Chain Lightning - Deal [#] damage to a row of enemies.
Warlock
Brink of Madness (Passive) - When you run out of Energy, you can use skills with Health. When you do, gain [#] Energy.
Touch of Blight - Deal [#] damage and inflic a random condition to a enemy. Can target back row.
Life Transfer - Steal [#] health from all enemies to target party member. This spell can temporarily resurect.
Summon Demon - Deal [#] to a random enemy each turn until you take [#] or more damage at once.
Thief
Stealth (Passive) - Critical +[%]. When you are attacked, automatically take the shield action.
Backstab (Passive) - Iniciative +[#]. Your attacks deal [#] extra damage to enemies at full Health.
Grapling Hook - Attack any enemy with [%] damage and pull it to front row (Resist: Body -[#]).
Barrage of Knives - Deal [#] to any target and adjacent enemies. Enemies with conditions take double damage.
Hunter
Ambush (Passive) - Gain [#] Initiative and deal [#] extra damage to units behind you in Turn Order.
Prepared Arrow - Deal [#] damage and randomly inflict Burn [#], Poison [#] or Wound [#].
Decoy - Gain [#] Threat until you are attacked. You take no damage and counter-attack with [%] damage.
Hail of Arrows - Deal [#] damage to up to [#] random enemies.
Barbarian
Anger Management (Passive) - When affected by Rage, you gain Body +[#] and Senses +[#].
Pain Endurance (Passive) - Gain [#] Health and [#] Damage Recuction.
Rampage (Passive) - Critical +[%]. Whenever you deal a critical hit, attack the same target again.
Frenzied Strike - Attack with [%] damage. You are inflicted with Rage and restore [#] Health.
Monk
Martial Arts (Passive) - Critical +[%]. Damage +[#] for each empty hand slot.
Acrobatics (Passive) - Threat +[#]. Negate all incoming attacks from enemies with conditions.
Na Palm - Attack with [%] damage and inflict Burn [#].
Second Wind - Restore [#] Energy, them swap your Health and Energy.
Knight
Second Skin (Passive) - Damage Reduction +[#]. Increases the maximum effectiveness of Damage Reduction to [%].
Disipline (Passive) - Health and Energy +[#]. All incoming damage is divided equally between Health and Energy.
Bulwark - Gain [#] Threat that depletes with damage taken. Restore [#] Health and Energy to other party members
True Strike - Attack with [%] damage and Critical equal to your current Threat percentage. Restore [#] Health.
Druid
Animal Companion (Passive) - Initiative +[#]. You have a [%] chance to gain a bonus action each round.
Renewing Carapace - Negate the next incoming damage t target party member, whom regenerates [#] Health each turn until them.
Feral Mauling - Body +[#] until your next turn. Attack with [%] damage.
Grappling Vines - Inflict Stun to a row of enemies (Resist: Body -[#]). They take [#] damage each turn until they have no conditions.
Psion
Psychosomatics (Passive) - Deal [#] damage to all enemies when using your skills.
Misdirection - Target a party member gains [#] Threat and [#] Damage Reduction until your next turn.
Mind Invasion - Deal [#] damage and inflict Confusion (Resist: Mind -[#]). Enemies that resist are inflicted with Rage instead.
Displacement - Reshuffle enemy positions. Enemies that moved take [#] damage (Resist: Senses -[#]).