Classes and Characters for RTL

By maxam, in Road to Legend

There are plenty of threads/posts about good/bad characters and classes for descent, but they're all based around an active human Overlord using every trick in the book to make life hard for the heroes.

Obviously the dynamic is different in RTL with a game-driven somewhat "passive" Overlord

I was curious as to what classes/characters people felt excelled in the RTL environment, and maybe which ones they did not feel worked so well...

In answer this is a copy of a post I made in the Normal vs Hard mode thread.

As I note, my experience is limited, but these are my thoughts so far:

Edit - Summary/consolidated thoughts of below:

  • Efficiently (i.e. without using Actions) regain Health/Stamina, remove Conditions, add Damage output, either by Class abilities and/or efficiently Searching.
  • Gain Stun/Immobilize abilities through Skills and/or Items.

As the new RtL rules state, it matters less which combination you play with on Normal mode. In Hard mode you need to better synergize your Hero choices.

Now to my experience so far, on Normal mode, and being a new Descent player since release of the app. I play solo with 2 Heroes, and though this limits potential combinations and synergies, I found that playing 3 Heroes is too much info for me to track. Yes, I am getting older. ;)

With the premise that Descent at its core is game mechanism wise about managing the limited number of actions, with 2 Heroes you need to maximize damage output and Healing and Condition removal options. With that respect (and certainly not having wide experience with different Classes), I found the Apothecary to be very useful. For 1 Fatigue and no Action, giving Heroes the potential of regaining 1-3 Health, and with additional Skills removing a Condition, is very potent. This leaves the 2 Hero balance rule to be used for an additional Attack more frequently than regaining 2 Health. Also, because of the versatility of the Elixirs, with another Skill Heroes in possesion of an Elixir can add a green Power Die to an Attack and gain Surge: +2 Damage.

I am now playing with Thaiden Mistpeak - Thief (good for Stun potential, also very useful, plus more efficient access to Search cards) and Ashrian - Apothecary.

I lost the first 2 Quests, but am now on a winning streak of 3 Quests.

This means there is a lot more replayability than I even expected, just with this Kindred Fire campaign (and bearing in mind that I'm discovering Descent in itself too).

I can try different Class combinations, even less synergetic ones, on Normal mode. I can try more synergetic Class combinations on Hard mode, and retry the Campaign until I win. And I still have quite some expansion to get!

Edited by jvdvalk

In answer this is a copy of a post I made in the Normal vs Hard mode thread.

Thanks so much for the reply!

I've been dying to play the Apothecary, but I don't have LoR yet *sigh*

I've had great success with the Champion though, that appears to be much maligned in 'normal' Descent.

I've been using Reynhart as a Champion ... I was able to wait out a few XPs and get the Level 3 skill that lets you stack damage instead of valor on it ... came in handy with quests that have a lot of easy mooks at the start (zombies or spiders), giving him the opportunity to drop a nasty 10 - 14 damage on a boss at the end of a level!

I hope you like reading hehehe


Well, even though I haven't finished one campaign yet, I could say I have good experience on it. I have 3 campaings, a) I've won 5 of 8 quests; b) 4 of 6; and c) 0 of 3 (hehe this last one is because I'm doing a hardcore mode haha). Ok, so, that been said, I would say that here are my top 3 hero and classes for RtL:


Healers :

- Andira Runehand : Since basically every monster in RtL seem only to attack, her HA allows you to punish them for doing so.

- Ispher : Well, he can't be poisoned, and there are perils and monster effects that keep poisoning people. Besides, he heals himself.

- Ulma : This is a particular point of view. I have found that searching for potions is now the first thing to do because there isn’t Treasure Chest nor Secret Rooms, Fire Flask is more than useless and the curse doll isn’t needed too (if you don’t have a way to remove conditions already you are doomed). Besides, the money isn’t they want on the card so it doesn’t matter now to choose between a potion to another thing. Therefore, her HA and feat rely on that, she tends to be a good choice for RtL.


Healer Class :

- Bard : Rehearsal will allow you to reroll every X your party can roll allow you to deal the damage to kill the monsters. Being able to recover fatigue and health every activation and making heroes to heal themselves (Peaceful rest) make you able to do something else, like opening doors or objetives.

- Apothecary : As mentioned above, this class doesn't need to be adjacent to heal, only to give the Elixir, so at the beginning of each quest you could focus on giving Elixir to spread the party out in order to explore.

- Spiritspeaker : I prefer this against Discipline because Tempest is out of the “multiple damage” rule. Cloud of Mist along with Terrify can potentially make heroes invulnerable, not needing heals.


Warrirors :

- Reynhart the worthy : Been able to reroll an X is always a good thing in this game (in general), but especially if you put him as a Skrimisher or Benserker. This means monsters die faster and less things to worry during the quest.

- Grisban : Did I mention RtL likes conditions? Well with his HA you could ingore all conditions (except stun ofc) and being able to protect certain area. Besides, as RtL's quest aren't race-objetives after all so his speed isn't a problem.

- Syndrael : Moving two heroes at the same time, or before a monster could activate is huge deal in RtL. Turn Alternations cripple hero combinations and now focuses more in their independency as a unit.


Warrior Classes :

- Skirmisher : As RtL tipically has those "Unique" monsters quest, a hero that can deal tons of damage to a single target is always welcome.

- Knight : Well, you can be all together and protect you party, and skill as Guard will allow you to defend certain area, mostly beacuse "engage" makes monsters walk into you.

- Beastmaster : Due to RtL considering familiars as heroes, you can use your wolf as a decoy. Another thing is that as RtL doesn't really differenciate between an important target and some random hero, your wolf can be ignore in most of the cases.


Mages :

- Widow Tarha : Did I mentioned how important is to reroll in this game? Well, her HA will make you hit your target for good.

- Challara : Well, familiars are the answer to turn alternation structure, having three figure doing damage (her as a necromancer) could be better than just having one. Just remember to protect Brightblaze.

- High Mage Quellen : In general I think he is a solid choice, being able to recover the fatigue you need is great for every mage.


Mage Classes :

- Runemaster : Not because of exploting rune (cause blast is nerfted) but because of Runic Sorcery. Since monsters act stupidly around conditions, being able to inflict a determinate condition is game winning in RtL.

- Necromancer : Same as the Beastmaster, your reanimate could be in the back line doing all the damage with that early “Vampiric Blood” and not be the target for attacks, or be the target while keeping the heroes out of harm.

- Geomancer : Now that we are speaking about familiar, because RtL will not attack your rocks unless they had no choice, they are practically a good “Mana Wave” for the mage. If RtL attack the rocks (as they defend good) these will absorb the damage the party could possibly be receiving, if not, well, you can block hallways and entry or reinforcement paths with them.


Scouts :

- Lindel : OMG this hero. RtL is heavy on testing attributes, therefore he’s HA makes him a really solid choice.

- Logan : Well, the fact that he can’t be immobilize and that he gains movement while attacking grants him a huge mobility, and because RtL is easier when you get gold, he can be the perfect Scout.

- Grey Ker : Because of the turn alternations, his HA is now a funny way to react to unexpected perils or objectives.


Scout Classes :

- Thief : Just two skills: “Sneaky” and “Unseen”. The possibility to open a door without using an action gives a huge adventage to any other party combination. Additionally, Unseen can potentially protect him for even 2 rounds. Besides, give him the possibility to inflict “Terrify” (or your mage do it for him) and well, he is practically untouchable.

- Stalker : Since most of the moving is careless and almost mandatory for a monster, you can lay the Trap Tokens in a way so monster will have no other choices but to cross over them.

- Bounty Hunter : As I mentioned before, RtL focuses on having too many Unique monsters, therefore, the posibility to kill them fast could save a lot of time (and posibly quests too), so a BH could be good in a party too.


In conclusion, those are my top 3 Hero/Classes for RtL.

I hope you like reading hehehe

Wow! Thank you so much - an enjoyable read!

Super inspired now to try some new character class combos!

Mage Classes :
- Geomancer : Now that we are speaking about familiar, because RtL will not attack your rocks unless they had no choice, they are practically a good “Mana Wave” for the mage. If RtL attack the rocks (as they defend good) these will absorb the damage the party could possibly be receiving, if not, well, you can block hallways and entry or reinforcement paths with them.

Sorry Friend but from Page 13 from the Rado to Legend Rule Book

Summoned Stone (Geomancer): Although Summoned Stones are not heroes or treated as hero figures, they are still targeted by monster actions as if they were.

But this makes them better anyway as familiars are great at absorbing damage, only issue is that the Geomanacer is still a fatigue expensive class.

Mage Classes :
- Geomancer : Now that we are speaking about familiar, because RtL will not attack your rocks unless they had no choice, they are practically a good “Mana Wave” for the mage. If RtL attack the rocks (as they defend good) these will absorb the damage the party could possibly be receiving, if not, well, you can block hallways and entry or reinforcement paths with them.

Sorry Friend but from Page 13 from the Rado to Legend Rule Book

Summoned Stone (Geomancer): Although Summoned Stones are not heroes or treated as hero figures, they are still targeted by monster actions as if they were.

But this makes them better anyway as familiars are great at absorbing damage, only issue is that the Geomanacer is still a fatigue expensive class.

Yeah, yeah, ofc, I forgot to mention I did house-ruled this one for a better challenge. Yes, as you mentioned, it is for sucking damage, thanks for correcting that, I didn't forget about that .

Need some party advice, but for a two hero game. I've heard some say that RtL is a bit easier with two.

On Kindred fire, in my group (two players, two heroes each) we opened the first door, but were overrun before we could get to the first intersection. Harpies (spawned in the river) were not an issue, but the reanimates (spawned outside the door) numbers kept us from advancing as quickly as we needed to stay together. The monsters in the halls after opening the door were just too powerful for our split up party.

I am thinking of starting a two hero campaign. With smaller monster group size and the extra attack or healing, we may better manage as two.

What classes would anyone recommend? I am thinking a warrior and healer, likely higher speed attribute, and looking for immobilize or stun. Disciple and Berzerker? I have all main expansions except for Labyrinth of Ruin, and the first seven H&M packs.

I am thinking of starting a two hero campaign. With smaller monster group size and the extra attack or healing, we may better manage as two.

I've just finished (and failed!) the campaign solo-ing with two characters - the extra attack/healing is great, but it's still pretty tough. I certainly found it easier than a three character campaign I'm currently playing with my two sons!

What classes would anyone recommend? I am thinking a warrior and healer, likely higher speed attribute, and looking for immobilize or stun. Disciple and Berzerker? I have all main expansions except for Labyrinth of Ruin, and the first seven H&M packs.

In my two character campaign I ran a Spiritspeaker and a Champion - the Spiritspeaker healing worked well (once she got it) as she didn't have to be adjacent to use it. The Champion was amazing in the first half of the campaign as he saved up for the level 3 ability that allowed him to save up damage to selectively inflict, which meant he could one-shot "bosses" and push that last little bit of damage through on annoying opponents. This did depend on having a lot of low-level mooks at the beginning of a quest, which was generally the case in most, but as the campaign progressed was less so.

The Sprirtspeaker came into her own at the end with the skill combo that let you put a damage on all monsters in the same group, and follow up by making all of the same group poisoned.

In the three character campaign I am running Andira Runehand which is fun as the enemies pounding on your party get auto-damage inflicted, but I am running her as a disciple, which means she needs to be adjacent to heal *sigh*