Still working my way through Voidspire Tactics, and absolutely gleeful at what I pulled here.
Things going on here:
The dead enemies, who outnumber me, have approximately double the attack and defense stats and quadruple the HP of my characters. They also have a built-in auto-counter ability that makes engaging them in melee inadvisable.
The Gatekeeper class has a spell that lets you store an otherwise immobile object in a pocket dimension, and pull it back out anywhere in the world. Using that ability, I grabbed a bunch of braziers from around the dungeon to make an impassible barricade to prevent my enemies closing into melee (except for the one with a spear).
Another object I grabbed earlier in the game is that airship cannonon the right. When charged, it fires a single very high damage blast 10 tiles deals deals fire and more importantly, lightning damage.
To charge the cannon, you need to use the Mechanist class’s Activate skill or some other way to channel electricity into it.
Puddles of water conduct electricity! When a puddle or a creature standing in a puddle is hit with lightning damage, every creature standing connected puddles (including the one hit by the initial attack) takes a small amount of lightning damage.
The Gatekeeper class also learns a spell that lets it flood a burst 3 area with puddles. Before the battle started I flooded out the area in front of my barricades so that enemies approaching me would be forced to stand in the water.
If lightning courses through a puddle adjacent to an airship cannon, it automatically recharges without me needing to spend a turn doing it manually.
Remember earlier when I said the cannon dealing lightning damage was important? If the spot the cannon’s blast hits contains a puddle connected back to a puddle adjacent to the cannon, it instantly recharges itself every time it fires. There’s a slight problem though - unless it hits something, the cannon’s range is so long it fires over the small lake I created, and the enemies are smart enough to avoid the cannon’s line of fire.
The Gatekeeper class gets a passive ability that lets you interact with any object within 35 tiles of you. Generally useful for activating switches and looting chest from a safe distance, it also functions during combat.
You can drag the corpses of dead enemies around. They make good makeshift barricades, but they can be jumped over so they’re not as useful as the truly impenetrable barricades you can create with a Gatekeeper. However, a cannon shot will still hit a corpse instead of traveling over it.
Once I managed to kill the first enemy, I was able to just remotely drag its corpse into the cannon’s line of fire, guaranteeing an auto recharge and free lightning damage to every enemy every round!
The Enchanter class can elementally charge weapons. A weapon enchanted with lightning will also cause the puddle electric surge.
With my Sharpshooter and Enchanter (who can hit over the barricade with javelins) attacking into the puddles, along with my Gatekeeper/Sorcerer shooting lightning spells and the cannon, I get approximately 30 free damage to all enemies every round!
Using this setup, I safely rout a group of enemies that would absolutely shred my team with employing cheesy strats. A couple of have ranged weapons that can two shot most of my characters, but they can’t all get in range fast enough to overwhelm my healer before I pick them off.
The TL;DR is that the gatekeeper class is nuts and also I stole an airship cannon and figured out how to make it recharge itself. Also I think I’m managing to fight my way through areas I’m supposed to be coming back to later.

















