On this page
Hero classes
Man-at-Arms
Man-at-Arms: roles, tradeoffs, and a practical party-building checklist.
Overview
The Man-at-Arms protects allies and manages risk through guard and party buffs. Retribution adds riposte. Guarding an ally does not end the threat; an overly defensive team can lose to accumulated stress.
Field profile
| Aspect | Decision |
|---|---|
| Content | Base game |
| Main roles | Guard, riposte, and party buffs |
| Main limitation | Guarding an ally does not end the threat; an overly defensive team can lose to accumulated stress. |
Build a plan, not a tier-list slot
Guard against predictable damage and pair protection with a hero that can remove its source. Before entering, answer three questions: who removes a dangerous backline enemy, who keeps a wounded ally alive before their next turn, and who restores a displaced formation? If this hero cannot cover one of those needs, assign it to another party member. A strong individual skill is not enough when the other heroes lose their actions after its movement.
Before the expedition
- Guard against predictable damage and pair protection with a hero that can remove its source.
- Check usable ranks and target ranks for each equipped skill in your current game version.
- Choose four combat skills for this expedition; do not assume every unlocked skill is equipped.
- Recheck trinkets, skill upgrades, and the party's formation after movement.
