# Professions

Each card has a specific profession that comes with two different skills. Before the start of a game round, the player can choose one of these two skills.

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All of the cards' abilities are currently in the testing phase and have not yet been finalized. For this reason, it is currently only possible to reveal a limited amount of details about these abilities.
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Each card has **exactly one profession**. Profession effects trigger automatically at specific hooks (Battle Start, Before/After Attack or Defense, After‑Cycle).

<table><thead><tr><th width="110">Profession</th><th width="162">Role &#x26; Type</th><th>Passive</th><th>Active / On‑Hit</th><th width="205">Positioning</th><th>Tips &#x26; Counters</th></tr></thead><tbody><tr><td><strong>Analyst</strong></td><td>Melee Damage Dealer · Offensive Drive</td><td><strong>Executioner:</strong> +<strong>20%</strong> final damage vs targets with <strong>0 Defense</strong></td><td><strong>Twin Strike:</strong> +<strong>60%</strong> ATK as a second hit to the same target</td><td>Front/Mid</td><td>Great finisher; pairs well with Pierce or armor‑break (e.g., Thraul synergies)</td></tr><tr><td><strong>Guardian</strong></td><td>Tank/Support · Defensive Drive</td><td><strong>Bulwark:</strong> Defense damage reduction <strong>+50%</strong>; <strong>Armor Penetration disabled</strong></td><td><strong>Cone:</strong> up to <strong>2</strong> adjacent enemies take <strong>25%</strong> ATK each</td><td>Front</td><td>Counter with Pierce or focused burst</td></tr><tr><td><strong>Herbalist</strong></td><td>Ranged Support · Defensive AOE</td><td><strong>After‑Cycle:</strong> adjacent allies restore <strong>20%</strong> of their max Health and Defense</td><td><strong>After own hit:</strong> <strong>30%</strong> of dealt final damage heals the lowest‑Health adjacent ally</td><td>Back (protected)</td><td>Snipe the backline (Informer) or apply AOE pressure</td></tr><tr><td><strong>Informer</strong></td><td>Ranged Damage Dealer · Offensive Drive</td><td><strong>Target Lock:</strong> +<strong>20%</strong> per consecutive hit on the <strong>same target</strong> (max <strong>+100%</strong>)</td><td><strong>Targeting:</strong> attacks the <strong>backmost alive</strong> enemy</td><td>Back</td><td>Break line‑of‑sight or force target swaps to reset stacks</td></tr><tr><td><strong>Linker</strong></td><td>Tank/Support · Offensive AOE</td><td><strong>Damage Reduction:</strong> <strong>40%</strong> on both Defense and Health; <strong>After‑Defense:</strong> ~<strong>1/3</strong> redirected to ally <strong>behind</strong> (same row) + <strong>1/3</strong> as <strong>Health‑only</strong> to the attacker</td><td><strong>Tether Strike:</strong> <strong>60%</strong> to target + <strong>40%</strong> to the enemy <strong>behind</strong> it (same row)</td><td>Mid, with an ally <strong>behind</strong></td><td>Split/Flank or burst before redirection stacks value</td></tr><tr><td><strong>Summoner</strong></td><td>Ranged Support · Mixed</td><td><strong>Souls:</strong> collects <strong>25%</strong> of damage taken by allies in the <strong>same row</strong>; first ally in that row <strong>revives once at 50%</strong> HP</td><td><strong>After own hit:</strong> releases stored souls as damage <strong>evenly</strong> across all enemies (empties pool)</td><td>Back/Mid (safe)</td><td>Punish with AOE or fast picks to prevent big soul dumps</td></tr><tr><td><strong>Supporter</strong></td><td>Melee Support · Mixed</td><td><strong>Battle Start:</strong> Health damage reduction <strong>+30%</strong>; <strong>After‑Defense:</strong> frontmost ally restores <strong>30%</strong> of damage received</td><td><strong>After own hit:</strong> heals <strong>self + adjacent allies</strong> for <strong>30%</strong> of dealt final damage</td><td>Front/Mid</td><td>Strong sustain for tanks; counter with anti‑heal or focus fire</td></tr><tr><td><strong>Warrior</strong></td><td>Melee Damage Dealer · Offensive Drive</td><td><strong>Every 2nd attack:</strong> extra <strong>+75%</strong> hit to the defender</td><td><strong>Sweeping Arc:</strong> adjacent enemies take <strong>30%</strong> ATK each</td><td>Front</td><td>Loves clustered enemies; time bursts around its extra‑hit windows</td></tr><tr><td><strong>Wizard</strong></td><td>Ranged Damage Dealer · Offensive AOE</td><td>—</td><td><strong>Arc Split:</strong> <strong>200%</strong> ATK to all enemies <strong>in the same row</strong>, split evenly; otherwise performs a normal attack</td><td>Back</td><td>Punishes row stacks; less value versus spread formations</td></tr></tbody></table>


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