Put this together while I was playing, because I was tired of trying to remember who had what ability to pair with which other character and so forth. It's incomplete - I haven't finished the game yet - but hopefully it helps! I'll update it when I can, as I discover new characters.
Notes:
- You can only use one Party Skill per fight, and they usually last until the end of the fight - however, there's a few of them that grant permanent bonuses until the end of your session, such as the main character's Nature's Fortress and Himari's Focus.
- The class names and such aren't official - just my best guess at their tabletop equivalents, provided mostly as shorthand for how they play within the context of the game.
- "Guaranteed" in this context simply means no RNG is involved - Damnation, for example, WILL add 15 damage to your total, without dice (or dice bonuses).
- The characters that add stacking bonuses to dice, such as the Druid main character class, Charlotte, and Himari, are ABSURDLY overpowered. A stacking bonus to all rolls using a certain die type makes virtually every other Party Skill completely obsolete. Depending on your luck with which die is selected on each use of the MC's ability, and/or which characters you pair with your booster character, I've had totals that can one-shot the secret boss.
======== MAIN CHARACTER ========
Fire Mage (Striker)
- Damnation (Party Skill): guaranteed 15 Damage
- Burning Fist (1 Mana): 1d12 Damage
- Finisher (passive): 1d12 Damage when you roll 10 or more dice in one turn
Druid (Defender)
- Nature's Fortress (Party Skill): permanent +3 bonus to random die type (stacks until end of session)
NOTE: tooltip on character selection screen is incorrect, as of this writing; the above is taken from the mechanic displayed in play.
- Nature's Wrath (1 Mana): 1d8 Damage, 1d4 Shield, 1d4 Healing
- Nature's Guardian (one-time bonus): +30 maximum Health
Arcanist (Controller)
- Arcane Beam (2 Mana): 5d4 Damage
- Mage (passive): recover 1 extra Mana per turn
- Scholar (one-time bonus): +1 maximum Mana
Defiler (Support)
- Draining Slash (2 Mana): 1d8 Damage, 2d4 Healing
- Leeching Burst (passive): 4d8 Healing when you roll 10 or more dice in one turn
- Binding Life (passive): 1d12 Healing at start of turn
Goblin (Gambler)
- Rage of the Small (passive): 25% chance for 5d4 Damage at start of turn
- Pack Tactics (passive): 25% chance for 5d4 Shield at start of turn
- Gobbo Jiggle (passive): 25% chance for 5d4 Healing at start of turn
======== DEFENDERS (Blue Shield) ========
Samantha (Paladin)
- Holy Bubble (Party Skill): gain 50 Shield
- Holy Protection (1 Mana): 1d4 Damage, 1d8 Shield
- Battle Cleric (passive): 2d4 Healing when you roll 5 or more dice in one turn
Phoenix (Barbarian)
- Berserker (Party Skill): 2d12 Shield, 5d4 Damage
- Critical Hit (1 Mana): 2 Damage, 25% chance for 3d12 Damage instead
- Fury Rush (passive): 50% chance for 1d12 Damage at start of each turn
Sofia (Lancer)
- Frozen Spear (3 Mana): 2d12 Damage, 4d8 Shield
- Ass of Duty (passive): 35% chance to boost a random Shield die by 3 at start of turn (stacks until end of session)
- Destroy and Protect (passive): 50% chance for either 2d8 Damage or 2d4 Shield at start of turn
======== SUPPORT (Green Heart) ========
Adrian (Priest)
- Mass Recovery (Party Skill): recover full Health
- Holy Touch (2 Mana): 2d8 Healing
- Priest (passive): +20 maximum Health per kill (stacks until end of session, can result in some bonkers maximum health)
River (Bard)
- Symphony (Party Skill): 50 Healing
- Shy (1 Mana): 2 Healing, 50% chance for 2d12 Healing instead
- Kiss (passive): 50% chance for 1d12 Heal at start of turn
Gabriel (Mystic)
- Refreshing Aura (Party Skill): +2 to all Healing dice (stacks until end of session)
- Artistic Slash (1 Mana): 1d4 Damage, 1d4 Healing
- Creative Solution (passive): 25% chance to recover 1 Mana at start of each turn
Ken (Holy Knight)
- Mega Smite (Party Skill): convert Healing into Damage (use AFTER dice are rolled, BEFORE pressing Start Combat)
- Crazy Heal (1 Mana): 1d4 Healing, 50% chance for 1d8 Healing instead, 25% chance for 1d12 Healing instead
- Super Shield (one-time bonus): +30 maximum Health
======== CONTROLLERS (Yellow Star) ========
Emma (Archmage)
- Discovery (Party Skill): recover 2 Mana
- Arcane Bolt (1 Mana): guaranteed 5 Damage
- Arcane Bubble (passive): gain 1d4 Shield at start of turn
Amelia (Druid)
- Tight Grip (Party Skill): Stuns enemy for one turn
- Nature's Guardian (1 Mana): 1d4 Damage, 50% chance for 1d8 Damage instead
- Wild Touch (passive): 1d4 Healing at start of turn, 50% chance for 1d12 Healing instead
Alice (Necromancer)
- Bone Shield (Party Skill): +2 to all Shield dice until end of Encounter
- Drain Life (1 Mana): 1d4 Damage, 50% chance for additional 1d8 Healing
- Summoner (passive): 1d4 Damage per unspent Mana point when Starting Combat, up to 5d4 Damage
Kate (Trickster)
- Second Wind (single use): recover your Party Skill (can only be used once per session)
- Backstab (1 Mana): 1d4 Damage; when Shield is higher than the enemy, 2d8 Damage
- Evasion (passive): 25% chance for 1d4 Healing per die rolled; 25% chance for 1d4 Shield per die rolled
Katarina (Noble)
- Command (Party Skill): 1d8 Healing at start of each turn
- Mad Assault (1 Mana): 1d4 Damage; 2d12 Damage instead, if used on the last Mana Point when Player Damage = 0 (in other words, when you've caused no other Damage this round - this means random chance damage like Roxy or MC Goblin will nerf it back to 1d4)
- Queen (one-time bonus): +30 maximum Health
======== GAMBLERS (White Dice) ========
Roxy (Loot Goblin) - NOTE: adding Roxy to the party will summon a secret boss!
- Slut (passive): 50% chance for 1d8 Healing at start of each turn
- Ass Jiggle (passive): 50% chance for 1d8 Damage at start of each turn
- Flash Tits (passive): 50% chance for 1d8 Shields at start of each turn
Josef (Accountant?)
- Investment (Party Skill): 4d4 Shields at start of each turn
- Risky Attempt (1 Mana): 50% chance for 2d12 Damage (no Damage on failed check)
- Gambler (passive): 50% chance for 2d12 Damage at start of each turn
======== STRIKERS (Red Crossblades) ========
Zhen (Mechwarrior)
- Kamezhenza (Party Skill): 50 Damage
- Z.H.E.N. Canon (4 Mana): 5d12 Damage
- Shield (passive): 50% chance for 1d12 Shield at start of each turn
Charlotte (Ranger)
- Scout (Party Skill): permanent +2 to d4 Damage dice (stacks until end of session)
- Headshot (1 Mana): 1d4 Damage, +2 per use during the same fight (check icon for amount of bonus damage)
- Arrow Rain (4 Mana): 6d4 Damage
Celeste (Archon)
- Something Angelic (Party Skill): +6 to d12 Damage dice (stacks until end of session)
- Destined Slash (2 Mana): 1d12 Damage
- Angelic Prediction (passive): 1d12 Damage when you roll 5 or more dice in one turn
Haniya (Wardancer)
- Caring Curse (Party Skill): reduces enemy Shield to 0
- Taking Spear (2 Mana): 1d4 Damage, 1d8 Damage, 1d12 Damage
- Shared Insight (Passive): 35% chance for +3 to a random Damage die type (stacks until end of session)
Himari (Hexblade)
- Focus (Party Skill): permanent +4 to d8 Damage dice (stacks until end of session)
- Behind You (2 Mana): 1d8 Damage, -10 enemy Shields
- Counter Attack (passive): 3d4 Damage when you roll 5 or more dice in one turn
Toni (Monk)
- Destruction (Party Skill): Doubles current Damage (use AFTER dice are rolled, BEFORE pressing Start Combat)
- Combo Attack (1 Mana): 1d4 Damage; every fifth attack, 6d8 Damage (watch the counter on the skill icon)
- Exhaustion (passive): 50% chance to consume 1 Mana each turn
Anna (Pyromancer)
- Fire Rain (Party Skill): 1d8 Damage at start of each turn
- Fire Bolt (1 Mana): 1d4 Damage, 50% chance to return Mana cost
- Explosion (3 Mana): 4d12 Damage