Battlemage - Amplifies brute force with powerful magic. (Melee fighter who also uses offensive magic.)
Cleric - Heals allies or smashes skulls, depending on the direction of the winds. (Melee fighter with healing and defensive magic.)
Enchanter - Prefers to turn the tide of battle from afar, manipulating foes with powerful magic. (Control mage - Crowd control spells.)
Fighter - Brutal Warrior and expert in close combat. (Straight-up fighter.)
Knight - Specialized in war tactics, knights are trained not only to fight, but to rally troops. (Fighter with some mild healing/status removal and buffs.)
Ranger - A marksman with a legendary knack for self-preservation
Rogue - With a lot of skill and a little luck, this rogue sees the world as an open coffer. (A sneaky, evasive backstabber)
Shadowblade - A powerful assassin whose arsenal of both daggers and magic would terrify any enemy, if they ever saw it coming. (Rogue/assassin who knows magic.)
Wayfarer - A survivalist and a practitioner of magic, the Wayfarer is hard to hit and even harder to evade. (A ranger/mage hybrid)
Witch - (An intimidating presence whose bone-chilling powers terrify friend and foe alike. A buffer/debuffer. Focuses on darker magic, curses, necromancy.)
Wizard - A scholar of magic specialized in starting and ending battles with a flick of the wrist, exacting swift victory from a safe distance. (Focuses on general elemental magic.)
In a previous patch, I ran with a Cleric/Wayfarer combination, and found that very potent. Both start with healing spells, the Cleric is a good melee fighter, but can also branch out into magic (I recommend Fire magic). The Wayfarer is a ranger, but has Earth and Water magic. Earth is full of buffs.
I found that combination to be quite good, and they synergize well with the two Companions so far in the early game.
Last edited by Stabbey; 27/05/14 02:15 PM. Reason: cleaned up post