King Arthur: Knight's Tale

King Arthur: Knight's Tale

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Hero Compendium
By Ragzel
Heroes, Religion, Alignment, Traits, Skills
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Black Knight

The Black Knight used to be a mortal warrior, but he sold his soul the entity ruling over the mysterious Black Lands. In return, he gained miraculous gifts and became something less and more than a mere mortal: he is an idea himself , the embodied protector of the Black Lands. The Black Knight is a relentless man, stern and ready to kill anyone he considers a threat.

How to get: Morality Reward

Class: Champion
Alignment: Tyrant

Traits
  • Strong - +10% HP from Armour Sigils
  • Despot - While appointed as Grand Master at the Round Table, grants an additional X Loyalty for every Tyrant Hero. (increases by 1 every 10 Levels)
  • Mercenary - The amount of Gold found by this Hero's party is decreased by 20%



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 4 AP
  • Open Wounds: Strike causes Bleeding for 1 Turn(s).
  • Strong Grip: +15% Weapon Damage for Strike.
  • Glory Kill: Every currently running Cooldown is reduced by 1 Turn(s) after killing with Strike.
  • Reeling Blow: Strike causes Slow for 1 Turn(s).
Leap Attack - Unique Skill - Jumps to the Targer dealing 100% Weapon Damage to them and 75% to adjacent Units, Range 2-4, 5 AP, CD 4
  • Power Leap: + 1 Range
  • Limber Footed: The Cooldown of Leap Attack is reduced by 1 Turn
  • Weaken: also Weakens Units hit for 1 Turn(s).
  • Aftershock: deals +25% Weapon Damage against Units Adjacent with the initial Target
Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Rage - +10% stackable Weapon Damage for 2 turns after every kill
  • Extended Rage: +5% bonus Weapon Damage for Rage.
  • Anger Management: Rage's effect lasts for +1 Turn(s).
  • Bloodlust: The Hero gains 1 AP for each Kill while Rage's effect is active.
  • Blood Rage: The Hero gains 2 HP for each Kill while Rage's effect is active.
Juggernaut - The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn

Extra Bleeding - +50% Weapon Damage for Bleeding Effects

Strenght - +10% Weapon Damage

Tier II

Power Attack - Deals 150% Wapon Damage with +15% Armour Breaking, Melee, 5 AP, CD 3
  • Ready to Purge: Power Attack's AP Cost is reduced by 1.
  • Vulnerability: Power Attack causes 30% Vulnerability for 1 Turn(s).
  • Initiator: +25% Weapon Damage for Power Attack if the Targeted Unit has full HP and full Vitality.
  • Stunning Blow: Power Attack Stuns for 1 Turn(s), but costs +1 AP.
Earth Shaker - Chose a Unit. Deal 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked, Range 4, 6 AP, CD 3
  • Magnitude: Earth Shaker causes Knockback.
  • Ground Surge: +15% Weapon Damage for Earth Shaker.
  • Earth Splitter: Earth Shaker's Range is increased by 2 Tile(s).
  • Stumble: Earth Shaker causes Slow for 1 Turn(s).
Vengeance - When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter
  • Berserk: The Hero gains +2 AP if they have no HP.
  • Avenger:  The Hero starts their Turn with +1 AP if they received at least 2 Hits during the Enemy Turn.
  • Frenzy: The less HP the Hero has, the more Weapon Damage the Hero deals. The Hero gains +30% Weapon Damage with no HP left.
  • Combat Fever: The Hero gains +2 Unbreakable Armour while they have no HP.
Armourer - The Hero loses 1 less AP from Heavy Armour

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour, +10% Physical Debuff Resist

Tier III

Blood Hex - Target start Bleeding and deals -30% less Damage for 2 turns, Range 10, 4 AP, CD 3
  • Hemophilia: The target's Constitution is reduced by 30% during the effect of Blood Hex.
  • Short Syllables: Blood Hex's Cooldown is reduced by 1 Turn(s).
  • Bad Blood: Blood Hex's Duration is increased by 1 Turn(s).
  • Black Blood: +50% Hex Intensity for Blood Hex.
Damage Focus - +5% Weapon Damage per unspent AP from previous Turn
  • Save Strenght: +1 AP pre 3 unspent AP left from previous Turn
  • Smite The Weak: The Hero gain +3% Weapon Damage per unspent AP left from previous Turn
  • Readiness: The Hero Gains X Armour per 3 unspent AP left from previous Turn (1 per 5 Levels)
  • Focused Watch: AP spent on Overwatch counts as unspent
Melee Experise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Extra Stun - +50% efficiency for Stun and Slow

Hardened Armour - Reduce Armour loss by 20%

Extra Area Damage - +20% Weapon damage for Damage in an Area Skills


Faerie Knight

The Faerie Knight is not human. He is a Sidhe, or a creature of the Fey, as sages would say, an almost immortal warrior from the Seelie Court. He is trying to live the life of a human knight, roaming Avalon to seek a better understanding of mankind. He is hoping to find the answer among the mortals for the survival of his ancient, decadent race. Unfortunately, his kind didn't appreciate his noble purpose and they exiled him from the mystical Deepwood

How to get: Act 3. Story mission. Choose Faerie Knight or Sir Gawain

Class: Arcanist
Religion: Old-Faith

Traits
  • Fast Metabolism - After Missions, regain 20% of maximum Vitality
  • Sacrificier - While appointed as Master of Magic in the Enchanted Tower, grants an additional X Loyalty for every Old-Faith Hero. (increases by 1 every 10 Levels)




Tier I

Lightning Strike - Unique Skill - Deals 75% Weapon Damage, Melee, 4 AP
  • Greater Lightning: +15% Weapon Damage
  • Shocking Blast: also causes Shock for 1 Turn(s).
  • Overheat: Weapon Damage is increased by 20% if the Target has Armour
  • Lightningchild: Cost is reduced by 1 AP
Blood Hex - Target start Bleeding and deals -30% less Damage for 2 turns, Range 10, 4 AP, CD 3
  • Hemophilia: The target's Constitution is reduced by 30% during the effect of Blood Hex.
  • Short Syllables: Blood Hex's Cooldown is reduced by 1 Turn(s).
  • Bad Blood: Blood Hex's Duration is increased by 1 Turn(s).
  • Black Blood: +50% Hex Intensity for Blood Hex.
Teleport - Teleport to the target location, Range 9, AP 2, CD 2
  • Time Shift: Teleport Costs -1 AP
  • Astral Journey: The Hero is healed X HP when Casting Teleport (1 per 5 Levels)
  • Far Reach: 2 Range for Teleport
  • Shadow Gate: The Hero arrives at the Target Tile Hidden after using Teleport
Magical Armour - At the start of every Encounter gain X armour thet will only protect from the first attack (1 armour per Level)
  • Reinforced Armour: Magical Armour gives the Hero X more Armour (1 per 2 Levels)
  • Resist Injury: +1 Injury Token.
  • Extended Armour: Magical Armour lasts for an additional 1 Attack.
  • Enchanted Armour: Armour is increased by X (1 per 5 Levels)
Extra Damage - +10% Weapon Damage

Skirmisher - Unique Skill - The Hero can also wear Medium Armour

Master Alchemist - +50% effect of potions on the Hero


Tier II

Slowing Hex - Target is Slowed for 2 turns, Range 10, 2 AP, CD 3
  • Witchcraft: Slowing Hex's AP Cost is reduced by 1.
  • Vulnerability: Slowing Hex causes 20% Vulnerability during its duration.
  • Fatigue: Slowing Hex's Duration is increased by 1 Turn(s)
  • Mass Hex: Slowing Hex now affects every Unit in an Area of 3x3, but its Hex Intensity is reduced by 40%.
Force Bolt - Deals 100% Weapon Damage and Knocks Back the Target, Range 9, 6 AP,
  • Piercing Bolt: Force Bolt gains +10% Armour Breaking.
  • Damned Prey: Force Bolt deals +20% Weapon Damage to targets affected by any Hex.
  • Mindgame: The Hero gains 1 AP when killing an Enemy with Force Bolt.
  • Multiple Targets: Force Bolt fires 3 missiles instead of 1, but each one deals 34% Weapon Damage. These missiles can be targeted individually.
Master of Hex - +25% Hex Intensity.
  • Ancestral Hex: +20% Hex Intensity.
  • Corrupt Armour: Enemies affected by any Hex have their Armour reduced by 2.
  • Quick Casting: The AP Cost of Hexes is reduced by 1.
  • Power of Hexes: The Hero's Weapon Damage is increased by 5% for every active Hex.
Ice Shield - Unique Skill - 3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit, Self, 2 AP, CD 5
  • Rime Breath: Cooldown is reduced by 1 Turn
  • Lasting Ice: Duration is increased by 1 Turn
  • Elemental Ice: Cost is reduced by 1 AP
  • Glacial Aegis: creates 1 additional Ice Plate

Long Reach - Range for non-melee Active Skills is increased by 1 Tile. +1 Spellcraft

Dodge - +15% Dodge

Tier III

Fire Blast - Deals 70% Weapon Damage to every Unit in an Area of 3x3 Tiles, Range 9, 5 AP, CD 3
  • Earth Scorcher: Fire Blast ignites the ground for 2 Turn(s). Any unit that moves in this Area suffers 20% Weapon Damage for each Tile traveled.
  • Firestarter: Fire Blast causes Burning for 2 Turn(s).
  • Conflagration: Fire Blast's AP Cost is reduced by 1.
  • Searing Impact: Fire Blast deals +50% Weapon Damage in its centre.
Force Cleave - Unique Skill - Deals 100% Weapon Damage and Knocks Back every units in a 3 tiles wide area, Melee, AP 5, CD 2
  • Rending Cleave: +10% Weapon Damage
  • Dominance: also causes 20% Vulnerability for 1 Turn(s).
  • Feebleness: also causes ]Weakness for 1 Turn(s).
  • Flowing Cleave: Cooldown is reduced by 1 Turn
Melee Expertise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Spell Resistance - -25% Damage from incoming Spells
  • Ancient Ward: Fully negate the effects of the first incoming Spell in each Encounter
  • Protection: -10% Damage from incoming Spells
  • Flameborn: Immunity to Burning effects
  • Mental Fort: +15% Mental Debuff Resist.
Spellpower - Range of Skills is increaced by 1 Tile, +10% Weapon Damage. +1 Spellcraft

Dodge - +15% Dodge

Strong Willed - +30% Mental Debuff Resist
Lady Boudicea

The fierce warrior queen of Britannia lived in the times before Arthur’s reign. She led her tribes against the decadent Roman province of Eboracum to fight their power and depravity. Her victory, sadly, was brought to end by treason: she was captured and her daughters were tortured and killed before her eyes.Like many other heroes and heroines of Britannia, she has been reborn in Avalon, but as a victim of a Roman curse. When the Knights of the Round Table in Avalon freed her from her arcane chains, they met a torn woman, furious from the grief and eternal suffering, but she found the strength to fight for all those who also suffered terrible fates

How to get: Act 2. Complet 2 side missions (release her from crypt and
take revenge on a dead roman warrior).

Class: Vanguard
Neutral

Traits
  • Agile - +1 Movement AP
  • Mission-Concious - No Loyalty from court titles




Tier I

Strike - Deals 75% damage to an adjacent enemy two time, Melee, 3 AP
  • Poisoned Blade: Strike causes Poison for 2 Turn(s).
  • Sinister Blow: Strike deals 15% more Weapon Damage.
  • Finishing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Relentless Strikes: Strike deals 15% more damage.
Jump - Jump to the target Tile, Range 2-4, 1 AP, CD 3
  • Lope: Jump's cooldown is reduced by 1 Turn(s).
  • Vault: Jump's AP Cost is reduced by 1.
  • Long Jump: Jump's Range is increased by 1 Tile(s).
  • Hurdle: The Hero gains 1 Movement AP after using Jump.
Flurry - Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately, Melee, 4 AP, CD 1
  • Armour Breaker: Flurry gains +30% Armour Breaking.
  • Zestful Flurry: Gain 1 AP when killling a unit with Flurry.
  • Dismemberment: +15% Weapon Damage for Flurry.
  • Extended Flurry: Flurry can target 1 additional Enemy.
Hide - The Hero becomes Hidden. Hidden Units don't break Line of Sight for other Units, and can't be seen by Enemies. The Hero also gains +50% Surprise Damage for their next Attack. This Surprise bonus is lost if they move more than 2 Tiles after being Revealed, or use a Skill before attacking
  • Surprise Damage: Surprise Damage is increased by 50%.
  • Stalker: The Surprise bonus is retained for +2 Tiles of Movement after being revealed.
  • Preparation: The Hero gains 2 Movement AP when starting a Turn Hidden.
  • Subtle: Enemies get a -1 Tile Range penalty to spotting the Hero.
Scout - +1 MP, +1 Perceprion

Low Profile - Enemies prioritze attacking any other Unit within their Range over the Hero, and completely ignore the Hero from farther than 6 Tiles away.

Counter Attack - The Hero responds to every Frontal Attack received with a Strike.

Tier II

Throwing Dagger - Range Attack thet deals 100% weapon damage, Range 6, 4 AP, CD 1
  • Balanced Throw: Throwing Dagger's Range is increased by 2 Tiles.
  • Lethality: Throwing Dagger deals 15% more Weapon Damage.
  • Poisoned Dagger: Throwing Dagger causes Poison for 2 Turn(s).
  • Twin Daggers: Throwing Daggers can target an additional Unit. The second Unit suffer 25% less Weapon Damage.
Encouragement - Unique Skill - Encouragement Adjastment Allies gain +1 AP until the end of their Turn, Self, 2 AP, CD 3
  • The Lord's Will: Cost is reduced by 1 AP
  • Rosary Prayer: -1 Turn(s) Cooldown
  • The Lord's Wrath: Encouragement also grants +20% Weapon Damage to Adjacent Allies
  • Swift Justice: Encouragement also grants +2 Movement AP to Adjacent Allies
Unyielding - Regain X HP for each Hit (1 per 4 Levels)
  • Endurance: +10% Vitality from Accessories and Trinkets.
  • Extra HP: +5% HP from Armour Sigils.
  • Physical Resistance: +15% Physical Debuff Resist.
  • Ruthlessness: Regain 2 HP for each kill. The amount of HP regained increases by 1 every 4 Levels.
Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Dodge - +15% Dodge

Tier III

Jumping Attack - Jumps to the Target and deals 150% Weapon Damage, then jumps back to the starting position, Range 2-3, 5 AP, CD 2
  • Long Rush: The Range of Jumping Attack is increased by 1 Tile(s)
  • Nimble: The Cooldown of Jumping Attack is reduced by 1 Turn(s).
  • Recoil: Jumping Attack also Knocks back the Target
  • Hit and Run: Jumping Attack deals 25% more Weapon Damage in Surprise state
Backstab - +30% damage to Backstabs
  • Finisher: Backstabs deal +10% Weapon Damage
  • Focused Strike: +X Armour Piercing when Backstabbing (1 per 5 Levels)
  • Ambush: +20% Weapon Damage for Surprise Attacks if they are Backstabs
  • Mutilate: Attacking from behind causes 20% Vulnerability to the Target for 1 Turn
Assasination - +20% Weapon damage against targets with less than 25% Vitality
  • Remorseless: Assassination's Weapon Damage bonus is increased by 10%
  • Vigor: The Hero gains 1 AP when killing a Unit on their Turn
  • Brutality: Assassination's Vitality threshold is increased by 15%
  • Weak Spots: +15% Weapon Damage against Units affected by Bleeding or Poison
Quick Footed - The Hero immune to Opportunity Attacks

Scout +1 MP, +1 Perceprion

Master Assassin - Hide Cost is reduced by 1. Starting the turn hidden grants +1 AP
Lady Dindraine

Sir Percivale's sister, a brave and skillful warrior who was mostly overshadowed by her brother’s fame in Britannia, but set out to forge her own path in Avalon. Lady Dindraine is an exceptional archer, who had been hunting for the Grail in Avalon for a long time, until she and her brother got separated after the Storm. Following the rumors pried out of mad hermits and babbling visionaries, originally they wanted to explore the vicious Wasteland, a new territory on the island, a growing blight on Avalon that recently started to form around Castle Corbenic. This is where Dindraine lost Percivale. She has withdrawn to the region near Camelot where she is pursuing her knightly quests, while trying to find a new path to the Grail. She is fearless and especially not afraid to say what's on her mind and doesn't bow to authority. She only answers to God, after all

How to get: Act 1. Story mission

Class: Marksman
Religion: Christian

Traits
  • Covenant - +1 Loyalty after every other Christian Hero in the Round Table
  • Beloved - Healing Injuries costs 50% less Gold for this Hero
  • Potion Brewer - While appointed as Hospitaller in the Hospice, increases the healing done by consuming Healing Potions by X for all Heroes. (increases by 2% per Level)
  • Mission-Conscious - No Loyalty from court titles



Tier I

Shoot - Deals 100% Weapon Damage, Range 9, 4 AP
  • Torture: Shoot's Weapon Damage is increased by 20% against Burning Units.
  • Weak Spots: Shoot's Weapon Damage is increased by 20% against Poisoned Units.
  • Piercing Arrow: Shoot gains 2 Armour Piercing.
  • Elusive: Killing a Unit with Shoot reduces all Cooldowns by 1 Turn(s).
Poisoned Arrow - Deal 100% Weapon Damage and poisons the damaged Unit for 2 turns, Range 9, 4 AP, CD 2
  • Agony Shot: The Poison effect's Duration is increased by 1 Turn(s).
  • Toxic Arrow: +15% Weapon Damage for Poisoned Arrow.
  • Sickness: Causes 20% Vulneraility for the Duration of the Poison effect.
  • Poison Blast: If the target is killed by Poison Arrow's initial damage, Units within 2 Tiles get Poisoned.
Fire Arrow - Ranged Attack that deals 100% Weapon Damage and causes Burning on the damaged unit for 2 Turn(s). Range 8, 4 AP, CD 2
  • Crippling Hit: Burning Units gain 1 less AP per Turn.
  • Greek Fire: The Duration of Fire Arrow's Burning effect is increased by 1 Turn(s).
  • Heated Arrow: +15% Weapon Damage for Fire Arrow.
  • Explosive Arrow: Fire Arrow causes Burning to every Unit Adjacent with the Target.
Scout - +1 MP, +1 Perceprion
  • Recon: The Hero gains 2 Movement AP for the first Turn of the Encounter.
  • Evasive: The Hero recieves -X Damage from Ranged Attacks (1 per 5 Levels)
  • Quick Footed: The Hero becomes immune to Opportunity Attacks
  • First Dodge: The first Ranged Hit the Hero receives in each Encounter is automatically Dodged
Deflection - The Hero recives -7 Demage from Ranged Attacks

Adrenaline - The Hero gains 1 AP when killing a Unit

Ready - +20% Overwatch damage

Tier II

Aimed Shot - X Armour Priecing, consume all reaming AP Deals 20% Weapon Damage per AP spent, Range 9, 4+ AP, CD 3
  • Fast Aim: The Hero gains 2 Movement AP when killing a Unit with Aimed Shot.
  • Direct Hit: +20% Weapon Damage for Aimed Shot against Unarmoured Units.
  • Long Range Shot: Aimed Shot's Range is increased by 2 Tile(s).
  • Unblockable Shot: Aimed Shot cannot be Blocked.
Dash - Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing, Range 2-7, 1 AP, CD 2
  • Keen Eye: Decrease the AP Cost of Overwatch by 1 after Dashing.
  • Sprint: Dash's AP Cost is reduced by 1.
  • Extended Dash: The Range of Dash is increased by 2 Tile(s).
  • Persistence: The Cooldown of Dash is reduced by 1 Turn(s).
Alchemist - Decrease the AP cost of Poison Skills by 1
  • Extra Damage: +10% Weapon Damage for Skills causing Poison.
  • Long Duration: The Duration of Poison effects is increased by 1 Turn(s).
  • Master Poisoner: +50% Damage Reduction to Poison.
  • Corrosion: Units affected by Poison lose 1 Armour at the start of each of their Turns.
First Shot - +15% Weapon Damage for the first Attack on each turn, if no AP was spent in thet turn. The Bonus Damage is retained when spending MP

Pyromania - +50% to Burning Damage.

Tier III

Poison Bomb - Deals 70% Weapon Damage in 3x3 Area, Range 3-9 , 5 AP, CD 3
  • Pestilence: causes Poison for 2 Turn(s)
  • Acid Blast: Units hit by Poison Bomb lose X Armour (1 per 5 Levels)
  • Reliable Toxins: Cost is reduced by 1 AP
  • Potent Blast: +15% Weapon Damage
Cover Expert - +1 Tiles Range for all Skills from Cover
  • Sharpshooter: +10% Weapon Damage dealt from Cover
  • Protected: Cover reduces Damage taken by the Hero by 10%
  • Perseverance: +20% Physical Debuff Resistance in cover
  • Sustained Armour: While the Hero is in Cover, their Armour is Unbreakable
Long Reach - + 1 Tiles Range for all Attacks
  • Far Shot: +1 Tiles Range for Skills when the Hero is at maximum AP
  • Eagle Eye: +10% Weapon Damage against Units at least 6 Tiles away
  • Prepared: +25% Weapon Damage for the first Attack in the Encounter
  • Disengaged: +10% Weapon Damage while the Hero is Disengaged
Evasion - Dodge the first Melee Attack each turn

Scout - +1 MP, +1 Perceprion

Hunter - AP cost of all Skills is reduced by 1 while only one Enemy is present in the Encounter
Lady Guinevere

Lady Guinevere used to be the Queen of Britannia and her beauty was praised by the troubadours all over the realm. However, those who came to the court of Camelot expecting to see a fair-haired queen sitting politely were surprised by her wits and steely resolve. It was not entirely surprising that some of the greatest knights of the Round Table secretly - or not so secretly - fell madly in love with her. “An otherworldly queen” was the expression most often thrown around regarding Guinevere and ironically almost nobody knew how fitting that description was. In Avalon, everything has changed for Guinevere. Without the need to hide her Sidhe heritage or the constraints to rule a realm, her powers grew unfettered and she could finally embark on adventures she always envied from the knights of the Round Table. She became a wandering arcanist, in search for knowledge and secrets

How to get: Act 2. Story mission

Class: Sage
Religion: Old-Faith
Alignment: Rightful

Traits
  • Relaxed - When resting, heals an additional 20% of their maximum HP
  • Tutor - While appointed as Master of Arms in the Training Ground, increases all Heroes' Mental Debuff Resist by X (increases by 1% every 2 Levels)
  • Disloyal - -3 Loyalty



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Chilling Touch: Strike causes Chill for 1 Turn(s).
  • Might: +15% Weapon Damage for Strike.
  • Splinter: Strike deals 30% more Weapon Damage against Frozen Units.
  • Draining Strike: Regain 3 HP when using Strike.
Freezing Attack - Deals 100% Weapon Damage, Freezes for 1 turn, Melee, 4 AP, CD 3
  • Brittle Armour: Freezing Attack gains 50% Armour Breaking.
  • Vulnerability: Causes 20% Vulnerability for the Duration of Freezing Attack.
  • Lasting Cold: Chills the target for 2 more Turns after the Freeze effect.
  • Chilled to the Bone: Freezing Attack's Cooldown is reduced by 1 Turn(s).
Bless - +30% Mellee Weapon Damage for the Target for 1 turn Range 9 2 AP CD 3
  • Lasting Bless: Bless' Duration is increased by 1 Turn(s).
  • Lighten: The Target of Bless gains +1 AP.
  • Guidance: Bless also grants+20% Willpower to the Target.
  • Mass Blessing: Bless also grants +20% Melee Weapon Damage to every other Ally, including the Hero.
Aura of Protection - +X Unbreakable Armour for the Hero and all Adjacent Allies (+1 per 10 Levels)
  • Mist: Aura of Protection also reduces incoming Ranged Damage by 1.
  • Reinforced Aura: Aura of Protection also grants +10% Constitution.
  • Keen Mind: Aura of Protection also grants +10% Willpower.
  • Extended Aura: Aura of Protection affects Allies within 2 Tiles Range.
All Resistance - +15% Mental Debuff Resist and Physical Debuff Resist.

Long Reach - Range of non-melee Active Skills is ncreased by 1 Tile

Favoured - The first Support Spell cast during the Encounter costs no AP

Tier II

Inspire - The Hero and Allies gain 2 AP for 1 Turn, Global, 3 AP, CD 5
  • Tranquility: Inspire also reduces the Hero's and Allies' Cooldowns by 1 Turn(s). Inspire's Cooldown is increased by 1 Turn.
  • Mobilization: Inspire also grants +1 Movement AP for the Duration.
  • Unbind: Removes Chill, Freeze, Slow, and Stun from affected Units.
  • Motivate Self: The Cooldown of Inspire is reduced by 1 Turn(s).
Globe of Protection - Gain X Temporary HP for 2 turn (2 per Level), Self, 3 AP, CD 4
  • Discipline: AP Cost of Globe of Protection is reduced by 3.
  • Elemental Armour: +1 Armour while Globe of Protection is active.
  • Soul Warding: +20% Willpower and Constitution while Globe of Protection is active.
  • Dispel Magic: Casting Globe of Protection removes all negative effects from the Hero.
Frost Armour - Melee Attacker suffer Damage equal to 10% of the Hero's Weapon Damage.
  • Armour of the hero is increased by X (1 pre 5 Levels)
  • Cold Skin: Reduce all incoming Vitality Damage by 25%.
  • Hail: +1 Unbreakable Armour against Ranged Attacks.
  • Enchanted Armour: Armour of the Hero is increased by 1.
  • Hardened: Reduce Armour loss by 25%.
Teleport - Teleport to the target location, Range 9, AP 2, CD 2
  • Time Shift: Teleport Costs -1 AP
  • Astral Journey: The Hero is healed X HP when Casting Teleport (1 per 5 Levels)
  • Far Reach: 2 Range for Teleport
  • Shadow Gate: The Hero arrives at the Target Tile Hidden after using Teleport
Enchanted Weapon - +10% more Weapon Damage

Unburdened - When the Hero's HP drops to zero, all Cooldowns are reduced by 2 turns

Tier III

Ice Wall - Creates a 3 Tiles long Ice Wall for 3 turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality, Range 7, 6 AP, CD 4
  • Icy Winds: The casting Range of Ice Wall is increased by 2 Tile(s).
  • Permafrost: Ice Wall's Length is increased by 2
  • Reinforced Wall: Ice Wall gains +25% Vitality.
  • Endless Winter: When an Ice Wall Tile is destroyed, all Adjacent Units are Frozen for 1 Turn
Soothing Words - Restore 7 HP to the Hero and each Ally after each Encounter
  • Recreator: The Hero and each Ally regain +X Armour when choosing the Armoursmith Kit Resting Action (1 per 8 Levels)
  • Healer: Soothing Words restores X additional HP to the Hero and each Ally after each Encounter (1 per 10 Levels)
  • Medicines: The Hero and each Ally regain +10% HP when choosing the HP Recovery Resting Action
  • Cure: The Hero and each Ally regain X Vitality when choosing the HP Recovery Resting Action (1 per 10 Levels)
Ray of Light - Unique Skill - Deal 25% Weapon Damage and Blind for 1 Turn, Range 9, 4 AP, CD 3
  • Scalding Ray: +15% Weapon Damage for Ray of Light
  • Inner Glare: Ray of Light's AP Cost is reduced by 2
  • Focused Beam: Ray of Light's Range is increased by 1 Tile(s)
  • Sunblaze: The Duration of Ray of Light's Blinding effect is increased by 1 Turn(s), but Cooldown is increased by 1 Turn(s).
Scout - +1 MP, +1 Perceprion
  • Recon: The Hero gains 2 Movement AP for the first Turn of the Encounter.
  • Evasive: The Hero recieves -X Damage from Ranged Attacks (1 per 5 Levels)
  • Quick Footed: The Hero becomes immune to Opportunity Attacks
  • First Dodge: The first Ranged Hit the Hero receives in each Encounter is automatically Dodged
Wish Of Death - The Hero gains 1 AP when Enemy Unit dies

Mysticism - Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)

Divine - Regain X HP when HP drops to zero. Once per Encounter (1 HP per Level)

Lady Isolde

Lady Isolde found peace in Avalon as the enchantress of the Lady of the Lake. After the fateful end of her tragic love affair with Sir Tristan in Britannia, she enjoyed her new life and gained fame as a warrior-priestess enacting rituals and defending the Lady’s sacred places on the island. However, tragedy struck again when the Lady of the Lake tried to heal the dying King Arthur back to life and during the failed Isolde died again. She returned as a howling, mindless Banshee until her mind was unshackled by a band of knights led by Sir Tristan and Sir Mordred. She came back with little memory of her past and denies that she ever had any feelings toward Sir Tristan.

How to get: Recruit Tristan in Act 1, Complete Event with Tristan in Act 2, Ressurect from Crypt

Class: Sage
Religion: Old-Faith

Traits
  • Popular - Healing Vitality at the Hospice costs 50% less for this Hero
  • Thankful - +1 Loyalty for each Relic equipment
  • Impious - -1 Loyalty if a Christian decision is made in a Mission


Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Chilling Touch: Strike causes Chill for 1 Turn(s).
  • Might: +15% Weapon Damage for Strike.
  • Splinter: Strike deals 30% more Weapon Damage against Frozen Units.
  • Draining Strike: Regain 3 HP when using Strike.
Freezing Attack - Deals 100% Weapon Damage, Freezes for 1 turn, Melee, 4 AP, CD 3
  • Brittle Armour: Freezing Attack gains 50% Armour Breaking.
  • Vulnerability: Causes 20% Vulnerability for the Duration of Freezing Attack.
  • Lasting Cold: Chills the target for 2 more Turns after the Freeze effect.
  • Chilled to the Bone: Freezing Attack's Cooldown is reduced by 1 Turn(s).
Bless - +30% Mellee Weapon Damage for the Target for 1 turn Range 9 2 AP CD 3
  • Lasting Bless: Bless' Duration is increased by 1 Turn(s).
  • Lighten: The Target of Bless gains +1 AP.
  • Guidance: Bless also grants+20% Willpower to the Target.
  • Mass Blessing: Bless also grants +20% Melee Weapon Damage to every other Ally, including the Hero.
Aura of Protection - +X Unbreakable Armour for the Hero and all Adjacent Allies (+1 per 10 Levels)
  • Mist: Aura of Protection also reduces incoming Ranged Damage by 1.
  • Reinforced Aura: Aura of Protection also grants +10% Constitution.
  • Keen Mind: Aura of Protection also grants +10% Willpower.
  • Extended Aura: Aura of Protection affects Allies within 2 Tiles Range.
All Resistance - +15% Mental Debuff Resist and Physical Debuff Resist.

Long Reach - Range of non-melee Active Skills is ncreased by 1 Tile

Favoured - The first Support Spell cast during the Encounter costs no AP

Tier II

Inspire - The Hero and Allies gain 2 AP for 1 Turn, Global, 3 AP, CD 5
  • Tranquility: Inspire also reduces the Hero's and Allies' Cooldowns by 1 Turn(s). Inspire's Cooldown is increased by 1 Turn.
  • Mobilization: Inspire also grants +1 Movement AP for the Duration.
  • Unbind: Removes Chill, Freeze, Slow, and Stun from affected Units.
  • Motivate Self: The Cooldown of Inspire is reduced by 1 Turn(s).
Globe of Protection - Gain X Temporary HP for 2 turn (2 per Level), Self, 3 AP, CD 4
  • Discipline: AP Cost of Globe of Protection is reduced by 3.
  • Elemental Armour: +1 Armour while Globe of Protection is active.
  • Soul Warding: +20% Willpower and Constitution while Globe of Protection is active.
  • Dispel Magic: Casting Globe of Protection removes all negative effects from the Hero.
Frost Armour - Melee Attacker suffer Damage equal to 10% of the Hero's Weapon Damage.
  • Armour of the hero is increased by X (1 pre 5 Levels)
  • Cold Skin: Reduce all incoming Vitality Damage by 25%.
  • Hail: +1 Unbreakable Armour against Ranged Attacks.
  • Enchanted Armour: Armour of the Hero is increased by 1.
  • Hardened: Reduce Armour loss by 25%.
Ice Lance - Unique Skill - Ranged Attack 150% Weapon Damage, Causes Chill for 1 Turn, Range 7, 5 AP, CD 2
  • Wintersmith: Ice Lance gains +20% Armour Breaking
  • Frostbite: +15% Weapon Damage for Ice Lance
  • Ice Javelin: Ice Lance's Range is increased by 2 Tile(s).
  • Numbing Freeze: Ice Lance also causes Freeze for 1 Turn(s), but Cooldown is increased by 1 Turn(s).
Enchanted Weapon - +10% more Weapon Damage

Unburdened - When the Hero's HP drops to zero, all Cooldowns are reduced by 2 turns

Tier III

Ice Wall - Creates a 3 Tiles long Ice Wall for 3 turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality, Range 7, 6 AP, CD 4
  • Icy Winds: The casting Range of Ice Wall is increased by 2 Tile(s).
  • Permafrost: Ice Wall's Length is increased by 2
  • Reinforced Wall: Ice Wall gains +25% Vitality.
  • Endless Winter: When an Ice Wall Tile is destroyed, all Adjacent Units are Frozen for 1 Turn
Soothing Words - Restore 7 HP to the Hero and each Ally after each Encounter
  • Recreator: The Hero and each Ally regain +X Armour when choosing the Armoursmith Kit Resting Action (1 per 8 Levels)
  • Healer: Soothing Words restores X additional HP to the Hero and each Ally after each Encounter (1 per 10 Levels)
  • Medicines: The Hero and each Ally regain +10% HP when choosing the HP Recovery Resting Action
  • Cure: The Hero and each Ally regain X Vitality when choosing the HP Recovery Resting Action (1 per 10 Levels)
Ice Aura - Unique Skill - The Hero gains an Ice Aura for 2 Turns. If a Unit is Adjacent with the Hero, they suffer 50% Weapon Damage and become Chilled for 1 Turn(s). These effects can occur on the same Unit again after the start of the Hero's next Turn while Ice Aura lasts, Self, 4 AP, CD 4
  • Scathing Cold: +10% Weapon Damage for Ice Aura
  • Permafrost: Ice Aura also causes 10% Vulnerability for 1 Turn(s).
  • Winterborn: Ice Aura's Cooldown is reduced by 1 Turn(s).
  • Frost Skin: Ice Aura also grants 2+X Unbreakable Armour for its Duration (1 per 10 Levels)
Master Of Ice - +20% Freeze and Chill Effectiveness, +20% to ice Wll's Vitality
  • Frozen Power: Master of Ice's effects are increaced by 10%
  • Enchanted by Cold: +10% Weapon Damage for each Enemy affected by Freeze or Chill
  • Shatter: +20% Weapon damage against Units affected by Freeze or Chill
  • Cold Blood: Immunity to Freeze and Chill effects
Wish Of Death - The Hero gains 1 AP when Enemy Unit dies

Mysticism - Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)

Divine - Regain X HP when HP drops to zero. Once per Encounter (1 HP per Level)
Lady Morgana le Fay

Morgana le Fay is an extremely powerful sorceress who was never truly trusted in Britannia for her openly acknowledged Sidhe heritage and her constant urge to prove herself better than anyone else. This all changed when Morgana arrived to Avalon and found a place where she belonged. She took great pleasure in her new role as the First Enchantress in the service of the Lady of the Lake. However, as she slowly became indispensable and adept in the ways of the mystic island, she felt the lure of greatness again. The inevitable clash between she and the Lady ended with Morgana exiled very far from the heart of Avalon, into the shadowlands, and Morgana was wandering there until the Storm and the disappearance of the Lady

How to get: Morality reward

Class: Arcanist
Religion: Old-Faith

Traits

  • Skilled - This Hero gains 1 additional Skill point at every 5th Level
  • Enchanter - While appointed as Master of Magic in the Enchanted Tower, grants X Temporary Armour to Heroes at the start of every Mission. (increases by 1 every 10 Levels)
  • Pagan - -1 Loyalty after Missions if there is a Christian Hero in the party



Tier I

Ice Bolt - Unique Skill - Range Spell That Deals 100% Weapon Damage and cause Chill for 1 turn, Range 10, 6 AP
  • Multiple Targets: Ice Bolt fires 3 missiles instead of 1 but each one deals only 34% Weapon Damage. These missiles can be targeted individually
  • Piercing Bolt: Bolt gains +10% Armour Breaking.
  • Damned Prey: Force Bolt deals +20% Weapon Damage to targets affected by any Hex.
  • Mindgame: The Hero gains 1 AP when killing an Enemy with Ice Bolt
Blood Hex - Target start Bleeding and deals -30% less Damage for 2 turns, Range 10, 4 AP, CD 3
  • Hemophilia: The target's Constitution is reduced by 30% during the effect of Blood Hex.
  • Short Syllables: Blood Hex's Cooldown is reduced by 1 Turn(s).
  • Bad Blood: Blood Hex's Duration is increased by 1 Turn(s).
  • Black Blood: +50% Hex Intensity for Blood Hex.
Glacial Strike - Unique Skill - Range Spell That Deals 150% Weapon Damage and cause Chill for 1 turn, Range 10, 4 AP, CD 3
  • Hailstorm: -1 Turn Cooldown
  • Wintersmith: -1 AP Cost
  • Primal Ice: +15% Weapon Damage
  • Antediluvian Rime: Glacial Strike also Freezes for 1 Turn, but Costs +1 AP
Magical Armour - At the start of every Encounter gain X armour thet will only protect from the first attack (1 armour per Level)
  • Reinforced Armour: Magical Armour gives the Hero X more Armour (1 per 2 Levels)
  • Resist Injury: +1 Injury Token.
  • Extended Armour: Magical Armour lasts for an additional 1 Attack.
  • Enchanted Armour: Armour is increased by X (1 per 5 Levels)
Extra Damage - +10% Weapon Damage

Long Reach - Range for non-melee Active Skills is increased by 1 Tile. +1 Spellcraft

Master Alchemist - +50% effect of potions on the Hero

Tier II

Slowing Hex - Target is Slowed for 2 turns, Range 10, 2 AP, CD 3
  • Witchcraft: Slowing Hex's AP Cost is reduced by 1.
  • Vulnerability: Slowing Hex causes 20% Vulnerability during its duration.
  • Fatigue: Slowing Hex's Duration is increased by 1 Turn(s)
  • Mass Hex: Slowing Hex now affects every Unit in an Area of 3x3, but its Hex Intensity is reduced by 40%.
Ice Thorns - Unique Skill - Ice thorns Ranged Attack 80% Weapon damage in 4x4 Tiles, Range 10, 6 AP, CD 3
  • Freeze Burns: also Causes 20% Vulnerability for 1 Turn
  • Hoarfrost: also Causes Chill for 1 Turn.
  • Elemental Ice: Cost is reduced by 1 AP
  • Jagged Thorns: +10% Weapon Damage
Master Of Ice - +20% Freeze and Chill Effectiveness, +20% to ice Wll's Vitality
  • Frozen Power: Master of Ice's effects are increaced by 10%
  • Enchanted by Cold: +10% Weapon Damage for each Enemy affected by Freeze or Chill
  • Shatter: +20% Weapon damage against Units affected by Freeze or Chill
  • Cold Blood: Immunity to Freeze and Chill effects
Ice Wall - Creates a 3 Tiles long Ice Wall for 3 turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality, Range 7, 6 AP, CD 4
  • Icy Winds: The casting Range of Ice Wall is increased by 2 Tile(s).
  • Permafrost: Ice Wall's Length is increased by 2
  • Reinforced Wall: Ice Wall gains +25% Vitality.
  • Endless Winter: When an Ice Wall Tile is destroyed, all Adjacent Units are Frozen for 1 Turn
Potent Hex - +20% Hex Intensity

Terror Wings - Gains 1 MP at the beggining of Turn for every active Hex

Tier III

Death Hex - Target loses 30% of its current Vitality for 1 turn. Range 10, 4 AP, CD 4
  • Horrid Visions: Death Hex also reduces the Target's Willpower during its Duration by 30%.
  • Dread: Death Hex causes 20% Vulnerability during its Duration.
  • Oblivion: Death Hex's Cooldown is reduced by 1 Turn(s).
  • Incantation: +50% Hex Intensity for Death Hex.
Ice Spikes - Unique Skill - Deals 100% Weapon Damage in a 2 Tiles long 90 degree Cone (3 Tiles in the front row, 5 Tiles in the back row), 3 AP, CD 3
  • Impaler: +10% Weapon Damage
  • Ice Forge: Cost is reduced by 1 AP
  • Bursting Spikes: also causes Knockback
  • Frost Shards: also causes Chill for 1 Turn(s)
Master of Hexes - +25% Hex Intensity
  • Ancestral Hex: +20% Hex Intensity.
  • Corrupt Armour: Enemies affected by any Hex have their Armour reduced by 2.
  • Quick Casting: The AP Cost of Hexes is reduced by 1.
  • Power of Hexes: The Hero's Weapon Damage is increased by 5% for every active Hex.
Spell Resistance - -25% Damage from incoming Spells
  • Ancient Ward: Fully negate the effects of the first incoming Spell in each Encounter
  • Protection: -10% Damage from incoming Spells
  • Flameborn: Immunity to Burning effects
  • Mental Fort: +15% Mental Debuff Resist.
Spellpower - Range of Skills is increaced by 1 Tile, +10% Weapon Damage. +1 Spellcraft

Mindstorm - If at least 3 Skills are on Cooldown, casting a Skill reduces all currently running Cooldowns by 1 Turn

Strong Willed - +30% Mental Debuff Resist
Lady Morgawse

Morgawse is the former Witch Queen of Orkney – back in the glorious days of Britannia she was the sovereign of the cold northern islands, first expanding her rule into the Highlands, then taking over the savage Pict tribes. She spent a considerable amount of her mortal life waging various wars against King Arthur. She is also Mordred's estranged mother. Morgawse died in the Battle of Camlann, but she has been brought to Avalon and was given new life during a blood-soaked, ancient ritual. Morgawse lost her great kingdom, most of her powers, but not an ounce of her powerful personality

How to get: Act 2. Story mission. Choose Merlin or Morgawse

Class: Sage
Religion:Old-Faith
Alignment:Tyrant

Traits

  • Thankful - +1 Loyalty for each Relic equipment
  • Strong-Minded - +20 Mental Debuff Resist
  • Sober - Can't use Potions



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Chilling Touch: Strike causes Chill for 1 Turn(s).
  • Might: +15% Weapon Damage for Strike.
  • Splinter: Strike deals 30% more Weapon Damage against Frozen Units.
  • Draining Strike: Regain 3 HP when using Strike.
Freezing Attack - Deals 100% Weapon Damage, Freezes for 1 turn, Melee, 4 AP, CD 3
  • Brittle Armour: Freezing Attack gains 50% Armour Breaking.
  • Vulnerability: Causes 20% Vulnerability for the Duration of Freezing Attack.
  • Lasting Cold: Chills the target for 2 more Turns after the Freeze effect.
  • Chilled to the Bone: Freezing Attack's Cooldown is reduced by 1 Turn(s).
Thunderbolt - Unique Skill - Deals 100% Weapon Damage, ignoring Cover and Armour. Cannot be blocked, Range 9, 5 AP, CD 2
  • Streaking Thunder: The Range of Thunderbolt is increased by 2 Tile(s).
  • Thunderwrath: +25% Weapon Damage for Thunderbolt.
  • Damage Conductor: Thunderbolt reduces the Target's Armour by 2. The amount of Armour lost increases by 1 every 4 Levels.
  • Thunderblast: Thunderbolt also Stuns for 1 Turn(s), but Costs +1 AP.
Aura of Protection - +X Unbreakable Armour for the Hero and all Adjacent Allies (+1 per 10 Levels)
  • Mist: Aura of Protection also reduces incoming Ranged Damage by 1.
  • Reinforced Aura: Aura of Protection also grants +10% Constitution.
  • Keen Mind: Aura of Protection also grants +10% Willpower.
  • Extended Aura: Aura of Protection affects Allies within 2 Tiles Range.
All Resistance - +15% Mental Debuff Resist and Physical Debuff Resist.

Long Reach - Range of non-melee Active Skills is ncreased by 1 Tile

Strong Willed - +30% Mental Debuff Resist

Tier II

Ice Spikes - Deals 100% Weapon Damage in a 2 Tiles long 90 degree Cone (3 Tiles in the front row, 5 Tiles in the back row), 3 AP, CD 3
  • Impaler: +10% Weapon Damage
  • Ice Forge: Cost is reduced by 1 AP
  • Bursting Spikes: also causes Knockback
  • Frost Shards: also causes Chill for 1 Turn(s)
Ice Shield - Unique Skill - 3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit, Self, 2 AP, CD 5
  • Rime Breath: Cooldown is reduced by 1 Turn
  • Lasting Ice: Duration is increased by 1 Turn
  • Elemental Ice: Cost is reduced by 1 AP
  • Glacial Aegis: creates 1 additional Ice Plate
Frost Armour - Melee Attacker suffer Damage equal to 10% of the Hero's Weapon Damage.
  • Armour of the hero is increased by X (1 pre 5 Levels)
  • Cold Skin: Reduce all incoming Vitality Damage by 25%.
  • Hail: +1 Unbreakable Armour against Ranged Attacks.
  • Enchanted Armour: Armour of the Hero is increased by 1.
  • Hardened: Reduce Armour loss by 25%.
Chain Lightning - Select an Enemy within Range and Line of Sight, then choose additional Enemies within 4 Tiles from the primary Target (up to 3 total Targets). All Targets suffer 100% Weapon Damage, , Range 9, 5 AP, CD 3
  • Fulgurous Whip: Can choose +1 Targets for Chain Lightning.
  • Swift Bolt: The AP Cost of Chain Lightning is reduced by 2.
  • Electric Power: +20% Weapon Damage for Chain Lightning.
  • Scourge of Mordred: Chain Lightning causes Shock.
Enchanted Weapon - +10% more Weapon Damage

Unburdened - When the Hero's HP drops to zero, all Cooldowns are reduced by 2 turns

Tier III

Ice Wall - Creates a 3 Tiles long Ice Wall for 3 turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality, Range 7, 6 AP, CD 4
  • Icy Winds: The casting Range of Ice Wall is increased by 2 Tile(s).
  • Permafrost: Ice Wall's Length is increased by 2
  • Reinforced Wall: Ice Wall gains +25% Vitality.
  • Endless Winter: When an Ice Wall Tile is destroyed, all Adjacent Units are Frozen for 1 Turn
Thunder Storm - Unique Skill - A thunderstorm is placed on the Targeted Tile for 2 Turn(s). The storm deals 50% Weapon Damage each Turn to any Enemy within2 Tiles Range, and to any Enemy that enters this Range, Range 9, 5 AP, CD 5
  • Thunderburst: +10% Weapon Damage
  • Everstorm: Duration is increased by 1 Turn
  • Greater Storm: +1 Tile range
  • Thundershock: also causes Shock for 1 Turn(s).
Master Of Lightning - Unique Skill - +10% Weapon Damage for Lightnings Skills
  • Lightning Lash: +20% Weapon Damage vs Shocked and Stunned
  • Lightning Shackles: Shocks applied by the Hero last for1 additional Turn(s)
  • Stormborn: Lightning Skills cost 1 less AP
  • Channeling: Killing a Unit with a Lightning Skill reduces all currently running Cooldowns on Lightning Skills by 1 Turn(s) (once per turn)
Master Of Ice - +20% Freeze and Chill Effectiveness, +20% to ice Wll's Vitality
  • Frozen Power: Master of Ice's effects are increaced by 10%
  • Enchanted by Cold: +10% Weapon Damage for each Enemy affected by Freeze or Chill
  • Shatter: +20% Weapon damage against Units affected by Freeze or Chill
  • Cold Blood: Immunity to Freeze and Chill effects
Wish Of Death - The Hero gains 1 AP when Enemy Unit dies

Mysticism - Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)

Divine - Regain X HP when HP drops to zero. Once per Encounter (1 HP per Level)

Merlin

The legendary wizard, the ageless, mysterious presence who has been haunting Britannia since time immemorial. Merlin helped King Arthur in Britannia, but also conspired against him for his own shadowy purposes. Merlin was also seen during the Battle of Camlann, where Arthur and Mordred dueled and died, and yet no one seems to know clearly which side he fought on. Merlin is an enigma, a power that cannot be controlled, a solitary wanderer with strong ties to the Lady of the Lake. A great manipulator who speaks in riddles and appears – usually in disguise – during important events to tip the balance in his favor

How to get: Act 2. Story mission. Choose Merlin or Morgawse

Class: Arcanist
Religion: Old-Faith

Traits

  • Skilled - This Hero gains 1 additional Skill point at every 5th Level
  • Wise - +10% XP gained if no Vitality was lost in a Mission
  • Greed - -2 loyalty if this Hero's equipment slots are not filled with Relic items




Tier I

Fire Bolt - Unique Skill - Fire Bolt Deals 100% Wea[pn Damage and Knocks Back the Target, Burn, Range 9, 6 AP
  • Inferno: Fire Bolt causes Burning for 1 Turn(s).
  • Overheat: +15% Weapon Damage for Fire Bolt
  • Mindgame: The Hero gains 1 AP when killing an Enemy with Fire Bolt.
  • Multiple Targets: Fire Bolt fires 3 missiles instead of 1, but each one deals 34% Weapon Damage. These missiles can be targeted individually.
Illusion - Unique Skill - Places an illusory Unit on an empty Tile. The Unit is stationary, can't use Skills, and has 1 Vitality, but Enemies consider it a Target. When placed, the Unit triggers Enemy Overwatches, but does not trigger Traps, Range 9, 2 AP, CD 3
  • Fertile Mind: Illusion's AP Cost is reduced by 1
  • Shivers: If the Unit that kills Illusion is Adjacent with it, they are Chilled for 2 Turn(s).
  • Mirage: Illusion gains 50% Dodge
  • Illusionist: Illusion's Cooldown is reduced by 1 Turn(s).
Teleport - Teleport to the target location, Range 9, AP 2, CD 2
  • Time Shift: Teleport Costs -1 AP
  • Astral Journey: The Hero is healed X HP when Casting Teleport (1 per 5 Levels)
  • Far Reach: 2 Range for Teleport
  • Shadow Gate: The Hero arrives at the Target Tile Hidden after using Teleport
Magical Armour - At the start of every Encounter gain X armour thet will only protect from the first attack (1 armour per Level)
  • Reinforced Armour: Magical Armour gives the Hero X more Armour (1 per 2 Levels)
  • Resist Injury: +1 Injury Token.
  • Extended Armour: Magical Armour lasts for an additional 1 Attack.
  • Enchanted Armour: Armour is increased by X (1 per 5 Levels)
Extra Damage - +10% Weapon Damage

Long Reach - Range for non-melee Active Skills is increased by 1 Tile. +1 Spellcraft

Master Alchemist - +50% effect of potions on the Hero

Tier II

Raven Swarm - Unique Skill - Target suffers 10% Weapon Damage 5 times, becomes Slowed, and also suffers the initial Weapon Damage at the start of their Turn for 3 Turns. If the Target is killed before the Duration is over, these effects transfer to another Enemy within 4 Tiles Range, Range 9, AP 2, CD 4
  • Eye Pecker: Raven Swarm deals Damage 1 times
  • Smother: Units engulfed by Raven Swarm also gain Weakness
  • Vengeful Swarm: Raven Swarm can transfer to Enemies2 Tile(s) further, when their Target dies
  • Persistent Flock: Raven Swarm's Duration is increased by 1 Turn(s).
Mind Fog - Unique Skill - The next Attack of the Target is aimed at the closest Unit, wether it's an Ally or an Enemy. Units with at least 50% Mental Debuff Resist are Chilled for 1 turn instead, Range 9, AP 2, CD 4
  • Mind Drain: After Attacking the nearest Unit, the Target of Mind Fog gains Weakness for 1 Turn.
  • Gloomchild: The Cooldown of Mind Fog is reduced by 1
  • Puppeteer: The AP Cost of Mind Fog is reduced by 1
  • Long Reach: +2 Range
Mental Guard - +20 Mentall Debuff Resist. In battle, every Adjacent Character's Mental Debuff Resist becomes equal to the one's with Mental Guard
  • Mental Fort: +15% Mental Debuff Resist.
  • Extended Guard: +1 Tile Range
  • Mental Fort: +15% Mental Debuff Resist.
  • Extended Guard: +1 Tile Range
Fire Drake - Unique Skill - Deals 120% Weapon Damage in 5 Tiles long straight Line, Range 9, AP 5, CD 4
  • Scorching Blaze: +10% Weapon Damage for Fire Drake
  • Great Serpent: +2 Tiles Range for Fire Drake
  • Inferno: Fire Drake causes Burning for 2 Turn(s).
  • Drake's Curse: Fire Drake causes 20% Vulnerability for 2 Turn(s).
Mysticism - Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)

Evasion - Dodge the first Melee Attack each turn

Tier III

Falling Star - Unique Skill - Deals 130% Weapon Damage in 3x3 Area, causing Knockback, Range 9, AP 8, CD 5
  • Impact: Falling Star deals +30% Weapon Damage in its centre
  • Shockwave: Falling Star Knocks Down the Unit in its centre
  • Comet Swarm: Falling Star's Cooldown is reduced by 1 Turn(s).
  • Firestarter: Causes Burning for 1 Turn(s).
Master of Fire - Unique Skill - 10% Weapon damage to Fire Skills
  • Engulfed in Flames: +30% Weapon Damage for Burning effects
  • Firepower: +1 Turn(s) Duration for Burning effects.
  • Inferno: +10% Weapon Damage against Units affected by Burning
  • Wildfire: Killing a Unit reduces all currently running Cooldowns on Fire Skills by 1 Turn(s) (once per turn).
Fog - Unique Skill - Create Fog on entire Battelfield for 1 turn. For the Duraton, every Tile is Shrouded and Ranged Attacks deals 50% less Weapon Damage
  • Elemental Fog: Fog's AP Cost is reduced by 2
  • Fog Barrier: For the Duration of Fog, Ranged Attacks' Weapon Damage is reduced by an additional 25%
  • Fogwalker: The Hero ignores Fog's Weapon Damage reduction Effect
  • Persistent Fog: Fog's Duration is increased by 1 Turn(s).
Spell Resistance - -25% Damage from incoming Spells
  • Ancient Ward: Fully negate the effects of the first incoming Spell in each Encounter
  • Protection: -10% Damage from incoming Spells
  • Flameborn: Immunity to Burning effects
  • Mental Fort: +15% Mental Debuff Resist.
Spellpower - Range of Skills is increaced by 1 Tile, +10% Weapon Damage. +1 Spellcraft

Mindstorm - If at least 3 Skills are on Cooldown, casting a Skill reduces all currently running Cooldowns by 1 Turn

Pyromania - +50% to Burning Damage.
Red Knight

The Red Knight marches into battle as violence incarnated. He is wearing an armor in the color of dried blood. He is wielding weapons that look more like tools of torture than instruments of war. He is cruel and sadistic, he enjoys shedding blood and his real home is on the battlefield. He rules over his vassals and family with iron fist and his name strikes fear into the heart of his enemies

How to get: Morality reward

Class: Defender
Alignment:Tyrant

Traits

  • Wicked - -1 Loyalty after Missions if there is a Rightful Hero in the party
  • Ruthless - While appointed as Master of Arms in the Training Ground, increases all Heroes' Damage by X. (increases by 1% every 5 Levels)



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Bleeding Strike: Strike causes Bleeding for 2 Turn(s).
  • Killing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Bonebreaker: +15% Weapon Damage for Strike.
  • Sweeping Strike: Gain 1 AP for the first Strike on each Enemy in every Turn.
Shield Charge - Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown, Range 2-4, 1 AP, CD 3
  • Shield Spikes: +25% Weapon Damage for Shield Charge.
  • Weighed Charge: Shield Charge's Cooldown is reduced by 1 Turn(s).
  • Extended Charge: Shield Charge's Range is increased by 2 Tiles.
  • Momentum: If Shield Charge kills a Unit, its Cooldown instantly resets.
Mock - Unique Skill - Target turns towards the Hero, and will spend their next Turn attacking them, Range 8, 2 AP, CD 2
  • Acrid Jeer: Mock's Target starts their next Turn with 2 less AP
  • Potty Mouth: Mock's Cooldown is reduced by 1 Turn
  • Masterful Insults: -1 AP cost
  • Bellowing Tirade: Mock can target 2 Units, but its AP Cost is increased by 2
Unyielding - Regain X HP for each Hit (1 per 4 Levels)
  • Endurance: +10% Vitality from Accessories and Trinkets.
  • Extra HP: +5% HP from Armour Sigils.
  • Physical Resistance: +15% Physical Debuff Resist.
  • Ruthlessness: Regain 2 HP for each kill. The amount of HP regained increases by 1 every 4 Levels.
Strenght - +10% Weapon Damage

Vigilance - -30% damage recieved from Overwatch and Opportunity Attacks

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier II

Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Kick - Deals 25% Weapon Damage and caude Knockback, Melee, 2 AP, CD 1
  • Snap Kick: Kick's AP cost is reduced by 1.
  • Power Kick: +25% Weapon Damage for Kick
  • Numbing Attack: The Kicked unit has 1 less AP on their next Turn.
  • Kneebreaker: Kick also causes Knockdown, but its AP cost is increased by 1.
Throwing Axe - Unique Skill - Deals 125% Weapon Damage and Knocksback, Range 8, 3 AP, CD 3
  • Jagged Edge: +15% Weapon Damage
  • Bleed: Bleed for 2 Turns
  • Master Thrower: +2 Range
  • Heavy Handed: Knockdown, but cost increased by 1
Armourer - The Hero loses 1 less AP from Heavy Armour
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
Strong Willed - +30% Mental Debuff Resist

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier III

Recuperate - The Hero gains X Temporary HP for 1 Turn (2 per level), Self, 2 AP, CD 4
  • Regain Armour: The Hero gains +1 Armour for the Duration of Recuperate. The amount of Armour gained increases by 1 every 3 Levels.
  • Bolster: +1 Temporary HP for Recuperate. The amount of Temporary HP is increased by 1 per Level.
  • Steel Resolve: The Hero gains +30% Mental Debuff Resist for the Duration of Recuperate.
  • Benediction: Recuperate's Duration lasts for +1 Turn(s).
Death Strike - Deals 170% Weapon Damage to an Adjacent Enemy, but with -20% Armour Breaking, and each point of Armour on the Target reduces the Damage dealt by 3 additional point(s), Melee, 5 AP, CD 2
  • Rending Blow: +15% Weapon Damage for Death Strike.
  • Swiftness: Death Strike's AP cost is reduced by 1.
  • Fast Recovery: Death Strike's Cooldown is reduced by 1 Turn(s).
  • Bloodletting: Death Strike causes Bleeding for 1 Turn(s).
Assasination - +20% Weapon damage against targets with less than 25% Vitality
  • Remorseless: Assassination's Weapon Damage bonus is increased by 10%
  • Vigor: The Hero gains 1 AP when killing a Unit on their Turn
  • Brutality: Assassination's Vitality threshold is increased by 15%
  • Weak Spots: +15% Weapon Damage against Units affected by Bleeding or Poison
Shield Block - Block isincreased by 5%
  • Shield Superiority: +5% Block while Outnumbered.
  • Flank Defense: The Hero can Block Flanking Attacks for 50% Block efficiency.
  • Stalwart Defender: +5% Block at full HP. Bonus decreases with HP loss to zero at 0 HP.
  • First Strike: The Damage suffered from the first Attack of each Enemy in an Encounter is reduced by 100%, if the Attack was Blocked.
Strenght - +10% Weapon Damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Master Bleeding - Unique Skill - Bleeding triggers twise on Units at the start of their turn
Sir Balan

Sir Balan is a knight of the Round Table, the son of Sir Tewelyn. He believes in the code of chivalry and in his duty to protect the innocent. Destined to be the polar opposite of his tyrannical brother, Sir Balin, he is fighting a valiant, but losing battle in Avalon against the armies of darkness – and also against his brother. Their quarrels reached a new height during the onset of the new dark era after the Storm, when the two brothers almost resorted to a duel over the fate of their ancestral castle, the stronghold built over a deep chasm connecting two separate regions. Sir Balan is a believer of the Old Faith, the religion of the ancient tribes and the fey folk, while his brother is a Christian zealot, which doesn’t help in making their relationship much healthier. Balan eventually left the castle and became a hedge knight wandering the area and battling bandits and marauder knights.

How to get: Act 1. Story mission. Choose Balan or Balin (or both).

Class: Champion
Religion:Old-Faith
Alignment:Rightful

Traits

  • Progressive - +10% XP gained
  • Fellowship - +1 Loyalty after every other Rightful Hero in the Round Table
  • Defender of the bridge - +100% Loyalty from the court title Defender of the Bridge



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 4 AP
  • Open Wounds: Strike causes Bleeding for 1 Turn(s).
  • Strong Grip: +15% Weapon Damage for Strike.
  • Glory Kill: Every currently running Cooldown is reduced by 1 Turn(s) after killing with Strike.
  • Reeling Blow: Strike causes Slow for 1 Turn(s).
Defensive Stance - The Hero gain X Atmour (1 per 2 levels), Self, 1 AP, CD 4
  • Perseverance: +30% Constitution for the Duration of Defensive Stance.
  • Resting Stance: The Hero gains 11 Temporary HP for the duration of Defensive Stance.
  • Steadiness: While Defensive Stance is active, the Hero loses only 50% Armour from Attacks.
  • Active Defense: Defensive Stance's Cooldown is reduced by 1 Turn(s).
Power Attack - Deals 150% Wapon Damage with +15% Armour Breaking, Melee, 5 AP, CD 3
  • Ready to Purge: Power Attack's AP Cost is reduced by 1.
  • Vulnerability: Power Attack causes 30% Vulnerability for 1 Turn(s).
  • Initiator: +25% Weapon Damage for Power Attack if the Targeted Unit has full HP and full Vitality.
  • Stunning Blow: Power Attack Stuns for 1 Turn(s), but costs +1 AP.
Rage - +10% stackable Weapon Damage for 2 turns after every kill
  • Extended Rage: +5% bonus Weapon Damage for Rage.
  • Anger Management: Rage's effect lasts for +1 Turn(s).
  • Bloodlust: The Hero gains 1 AP for each Kill while Rage's effect is active.
  • Blood Rage: The Hero gains 2 HP for each Kill while Rage's effect is active.
Juggernaut - The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn

Extra Bleeding - +50% Weapon Damage for Bleeding Effects

Strenght - +10% Weapon Damage

Tier II

Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Earth Shaker - Chose a Unit. Deal 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked, Range 4, 6 AP, CD 3
  • Magnitude: Earth Shaker causes Knockback.
  • Ground Surge: +15% Weapon Damage for Earth Shaker.
  • Earth Splitter: Earth Shaker's Range is increased by 2 Tile(s).
  • Stumble: Earth Shaker causes Slow for 1 Turn(s).
Vengeance - When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter
  • Berserk: The Hero gains +2 AP if they have no HP.
  • Avenger:  The Hero starts their Turn with +1 AP if they received at least 2 Hits during the Enemy Turn.
  • Frenzy: The less HP the Hero has, the more Weapon Damage the Hero deals. The Hero gains +30% Weapon Damage with no HP left.
  • Combat Fever: The Hero gains +2 Unbreakable Armour while they have no HP.
Armourer - The Hero loses 1 less AP from Heavy Armour

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour, +10% Physical Debuff Resist

Tier III

Whirlwind - Deals 120% Weapon Damage To Adjacent units, Melee, 6 AP, CD 3
  • Bleeding Wounds: Causes Bleeding for 1 Turn
  • Knockback: Units hit by Whilwind are Knocked Back
  • Raging Wind: +15% Weapon Damage
  • Bladestorm: Ap cost reduced by 1
Damage Focus - +5% Weapon Damage per unspent AP from previous Turn
  • Save Strenght: +1 AP pre 3 unspent AP left from previous Turn
  • Smite The Weak: The Hero gain +3% Weapon Damage per unspent AP left from previous Turn
  • Readiness: The Hero Gains X Armour per 3 unspent AP left from previous Turn (1 per 5 Levels)
  • Focused Watch: AP spent on Overwatch counts as unspent
Melee Experise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Extra Stun - +50% efficiency for Stun and Slow

Hardened Armour - Reduce Armour loss by 20%

Extra Area Damage - +20% Weapon damage for Damage in an Area Skills
Sir Balin

Balin, the Savage, also known as the Knight with the Two Swords, the brother of Sir Balan. Even back in Britannia, they had their differences and fights. He is considered to be the evil son of Sir Tewelyn, although he is more like a brute who respects nobody and cares about nothing but power. He deeply believes in God, but his God is a vengeful deity who will not suffer disobedience or weakness. Just like his brother, he is always willing to march into battle, only he doesn't care about protecting the innocent, he just wants to defend what he thinks rightfully belongs to him.
After arriving to Avalon Balin continued where he left off – after the death of his father and the fierce quarrels with his brother he has been stubbornly defending their ancestral land from the colossal fortress built upon the Bridge of Sorrows.
Sir Balin is a remarkable warrior, wielding two swords in battle, fiercely attacking the enemy, and he is feared on the battlefields for a reason.

How to get: Act 1. Story mission. Choose Balan or Balin (or both).

Class: Vanguard
Religion:Christian
Alignment:Tyrant

Traits

  • Raider - The amount of Gold found by this Hero's party is increased by 10%
  • Defender of the bridge - +100% Loyalty from the court title Defender of the Bridge
  • Baptized - -1 Loyalty if an Old Faith decision is made in a Mission
  • Unpopular - Healing Vitality at the Hospice costs 100% more for this Hero



Tier I

Strike - Deals 75% damage to an adjacent enemy two time, Melee, 3 AP
  • Poisoned Blade: Strike causes Poison for 2 Turn(s).
  • Sinister Blow: Strike deals 15% more Weapon Damage.
  • Finishing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Relentless Strikes: Strike deals 20% more damage against Bleeding Units.
Jump - Jump to the target Tile, Range 2-4, 1 AP, CD 3
  • Lope: Jump's cooldown is reduced by 1 Turn(s).
  • Vault: Jump's AP Cost is reduced by 1.
  • Long Jump: Jump's Range is increased by 1 Tile(s).
  • Hurdle: The Hero gains 1 Movement AP after using Jump.
Bear Trap - Places a Hidden Bear Trap on an empty Tile. The Trap triggers when an Enemy Unit enters its Tile, dealing 100% Weapon Damage and causing Slow for 1 Turn(s). The Hero can have a maximum number of 5 active Traps. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 2 AP
  • Bleeding Glash: Bear Trap caues Bleeding for 3 Turns.
  • Shackles: Bear Trap reduces the triggering Unit's AP by 2.
  • Precision: Bear Trap deals 15% more Weapon Damage.
  • Handy Trap: Bear Trap's AP Cost is reduced by 1.
Hide - The Hero becomes Hidden. Hidden Units don't break Line of Sight for other Units, and can't be seen by Enemies. The Hero also gains +50% Surprise Damage for their next Attack. This Surprise bonus is lost if they move more than 2 Tiles after being Revealed, or use a Skill before attacking
  • Surprise Damage: Surprise Damage is increased by 50%.
  • Stalker: The Surprise bonus is retained for +2 Tiles of Movement after being revealed.
  • Preparation: The Hero gains 2 Movement AP when starting a Turn Hidden.
  • Subtle: Enemies get a -1 Tile Range penalty to spotting the Hero.
Scout - +1 MP, +1 Perceprion

Low Profile - Enemies prioritze attacking any other Unit within their Range over the Hero, and completely ignore the Hero from farther than 6 Tiles away.

Counter Attack - The Hero responds to every Frontal Attack received with a Strike.

Tier II

Throwing Dagger - Range Attack thet deals 100% weapon damage, Range 6, 4 AP, CD 1
  • Balanced Throw: Throwing Dagger's Range is increased by 2 Tiles.
  • Lethality: Throwing Dagger deals 15% more Weapon Damage.
  • Poisoned Dagger: Throwing Dagger causes Poison for 2 Turn(s).
  • Twin Daggers: Throwing Daggers can target an additional Unit. The second Unit suffer 25% less Weapon Damage.
Gas Trap - Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within a 3x3 Tiles Range and leaving a cloud that lasts for2 Turns. Units within the cloud suffer 25% Weapon Damage at the start of their Turns and for every Tile of movement they make. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 6 AP, CD 3
  • Poison Gas: Gas Trap causes Poison for 2 Turns.
  • Enfeeble: Units within the cloud deal -25% Damage.
  • Corrosive Gas: Units within the cloud lose 1 Armour at the start of their Turn.
  • Thick Cloud: Causes Slow for 1 Turn to Units affected by the Cloud.
Master of Traps - +1 Tiles Range for Trap Skills
  • Deactivate Trap: The Hero deactivates discored Enemy Traps by stepping on them. The Hero loses 2 AP for each Trap deactivated.
  • Serrated Traps: +20% Weapon Damage for Trap Skills.
  • Barbed Traps: +1 Turn Duration to every Damage over Time effect caused by Trap Skills.
  • Better Tools: The Hero can have +1 active Traps.
Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Scout - +1 MP, +1 Perceprion

Tier III

Jumping Attack - Jumps to the Target and deals 150% Weapon Damage, then jumps back to the starting position, Range 2-3, 5 AP, CD 2
  • Long Rush: The Range of Jumping Attack is increased by 1 Tile(s)
  • Nimble: The Cooldown of Jumping Attack is reduced by 1 Turn(s).
  • Recoil: Jumping Attack also Knocks back the Target
  • Hit and Run: Jumping Attack deals 25% more Weapon Damage in Surprise state
Backstab - +30% damage to Backstabs
  • Finisher: Backstabs deal +10% Weapon Damage
  • Focused Strike: +X Armour Piercing when Backstabbing (1 per 5 Levels)
  • Ambush: +20% Weapon Damage for Surprise Attacks if they are Backstabs
  • Mutilate: Attacking from behind causes 20% Vulnerability to the Target for 1 Turn
Assasination - +20% Weapon damage against targets with less than 25% Vitality
  • Remorseless: Assassination's Weapon Damage bonus is increased by 10%
  • Vigor: The Hero gains 1 AP when killing a Unit on their Turn
  • Brutality: Assassination's Vitality threshold is increased by 15%
  • Weak Spots: +15% Weapon Damage against Units affected by Bleeding or Poison
Quick Footed - The Hero immune to Opportunity Attacks

Scout +1 MP, +1 Perceprion

Master Assassin - Hide Cost is reduced by 1. Starting the turn hidden grants +1 AP
Sir Bedievere

Sir Bedivere used to be King Arthur's most trusted warrior and a follower of the Old Faith. In Avalon, he became the champion of Queen Morgawse, although personally he didn't agree with her methods. Eventually he paid a huge price for his loyalty as he was exiled from the Queen's inner circle – not that such scheming could prevent him from continuing his good work. He is a stoic, noble presence, calm and deeply religious.

How to get: Morality reward

Class: Vanguard
Religion:Old-Faith

Traits

  • Blood Oath - +1 Loyalty after every other Old Faith Hero in the Round Table
  • Talanted - Learning active Skills costs only 1 Skill point for this Hero




Tier I

Strike - Deals 75% damage to an adjacent enemy two time, Melee, 3 AP
  • Poisoned Blade: Strike causes Poison for 2 Turn(s).
  • Sinister Blow: Strike deals 15% more Weapon Damage.
  • Finishing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Relentless Strikes: Strike deals 20% more damage against Bleeding Units.
Sprint - Unique Skill - Consume all reaming AP and gains 2 MP per AP consumed
  • Slip Through: While Sprinting, the Hero ignores Opportunity Attacks
  • Nimble Footed: Cooldown is reduced by 1 Turn
  • Elusive Dash: When Sprint ends, gain +25% Dodge until the start of your next Turn
  • Stag's Heart: +1 AP for the next turn after using Sprint
Bear Trap - Places a Hidden Bear Trap on an empty Tile. The Trap triggers when an Enemy Unit enters its Tile, dealing 100% Weapon Damage and causing Slow for 1 Turn(s). The Hero can have a maximum number of 5 active Traps. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 2 AP
  • Bleeding Glash: Bear Trap caues Bleeding for 3 Turns.
  • Shackles: Bear Trap reduces the triggering Unit's AP by 2.
  • Precision: Bear Trap deals 15% more Weapon Damage.
  • Handy Trap: Bear Trap's AP Cost is reduced by 1.
Hide - The Hero becomes Hidden. Hidden Units don't break Line of Sight for other Units, and can't be seen by Enemies. The Hero also gains +50% Surprise Damage for their next Attack. This Surprise bonus is lost if they move more than 2 Tiles after being Revealed, or use a Skill before attacking
  • Surprise Damage: Surprise Damage is increased by 50%.
  • Stalker: The Surprise bonus is retained for +2 Tiles of Movement after being revealed.
  • Preparation: The Hero gains 2 Movement AP when starting a Turn Hidden.
  • Subtle: Enemies get a -1 Tile Range penalty to spotting the Hero.
Scout - +1 MP, +1 Perceprion

Low Profile - Enemies prioritze attacking any other Unit within their Range over the Hero, and completely ignore the Hero from farther than 6 Tiles away.

Counter Attack - The Hero responds to every Frontal Attack received with a Strike.

Tier II

Throwing Dagger - Range Attack thet deals 100% weapon damage, Range 6, 4 AP, CD 1
  • Balanced Throw: Throwing Dagger's Range is increased by 2 Tiles.
  • Lethality: Throwing Dagger deals 15% more Weapon Damage.
  • Poisoned Dagger: Throwing Dagger causes Poison for 2 Turn(s).
  • Twin Daggers: Throwing Daggers can target an additional Unit. The second Unit suffer 25% less Weapon Damage.
Gas Trap - Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within a 3x3 Tiles Range and leaving a cloud that lasts for2 Turns. Units within the cloud suffer 25% Weapon Damage at the start of their Turns and for every Tile of movement they make. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 6 AP, CD 3
  • Poison Gas: Gas Trap causes Poison for 2 Turns.
  • Enfeeble: Units within the cloud deal -25% Damage.
  • Corrosive Gas: Units within the cloud lose 1 Armour at the start of their Turn.
  • Thick Cloud: Causes Slow for 1 Turn to Units affected by the Cloud.
Master of Traps - +1 Tiles Range for Trap Skills
  • Deactivate Trap: The Hero deactivates discored Enemy Traps by stepping on them. The Hero loses 2 AP for each Trap deactivated.
  • Serrated Traps: +20% Weapon Damage for Trap Skills.
  • Barbed Traps: +1 Turn Duration to every Damage over Time effect caused by Trap Skills.
  • Better Tools: The Hero can have +1 active Traps.
Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Scout - +1 MP, +1 Perceprion

Tier III

Lightning Trap - Unique Skill - Places a Hidden Lightning Trap on an empty Tile. The Trap triggers when a Unit enters its Tile or an Adjacent Tile, dealing 150% Weapon Damage to them. Can't be placed on Tiles Adjacent with a Unit, Range 4, 4 AP
  • Farcaster: Range increced by 1
  • Thunderstrike: +15% Weapon Damage
  • Thunderflash: Causes Shock for 1 Turn
  • Forked Discharge: Lightning Trap can be triggered from 1 Tile(s) further, but its AP Cost is increased by 1
Backstab - +30% damage to Backstabs
  • Finisher: Backstabs deal +10% Weapon Damage
  • Focused Strike: +X Armour Piercing when Backstabbing (1 per 5 Levels)
  • Ambush: +20% Weapon Damage for Surprise Attacks if they are Backstabs
  • Mutilate: Attacking from behind causes 20% Vulnerability to the Target for 1 Turn
Assasination - +20% Weapon damage against targets with less than 25% Vitality
  • Remorseless: Assassination's Weapon Damage bonus is increased by 10%
  • Vigor: The Hero gains 1 AP when killing a Unit on their Turn
  • Brutality: Assassination's Vitality threshold is increased by 15%
  • Weak Spots: +15% Weapon Damage against Units affected by Bleeding or Poison
Quick Footed - The Hero immune to Opportunity Attacks

Scout +1 MP, +1 Perceprion

Master Assassin - Hide Cost is reduced by 1. Starting the turn hidden grants +1 AP
Sir Bors

Sir Bors is a brave knight. His noble deeds have gained him first fame, then the friendship of Sir Lancelot, but his honesty and charming naivety also tend to draw him into the most unusual situations. He made several wows of celibacy to refrain from the temptations of the flesh, but he failed every time. He blindly follows his knightly code, even if that leads him to trouble.

How to get: Act 2. Side mission

Class: Marksman
Neutral

Traits

  • Healthful - +20% Vitality from Accessories and Trinkets
  • Tradesman - While appointed as Court Chandler at the Merchant, increases the number of items offered by the Merchant by 1. (increases by 1 every 10 Levels)
  • Lazy - Can't go on 3 Missions in a row



Tier I

Shoot - Deals 100% Weapon Damage, Range 9, 4 AP
  • Torture: Shoot's Weapon Damage is increased by 20% against Burning Units.
  • Weak Spots: Shoot's Weapon Damage is increased by 20% against Poisoned Units.
  • Piercing Arrow: Shoot gains 2 Armour Piercing.
  • Elusive: Killing a Unit with Shoot reduces all Cooldowns by 1 Turn(s).
Poisoned Arrow - Deal 100% Weapon Damage and poisons the damaged Unit for 2 turns, Range 9, 4 AP, CD 2
  • Agony Shot: The Poison effect's Duration is increased by 1 Turn(s).
  • Toxic Arrow: +15% Weapon Damage for Poisoned Arrow.
  • Sickness: Causes 20% Vulneraility for the Duration of the Poison effect.
  • Poison Blast: If the target is killed by Poison Arrow's initial damage, Units within 2 Tiles get Poisoned.
Mark Target - Unique Skill - Causes 20% Vulnerability against Ranged Attacks to the Target for 1 turn, Range 8, 2 AP, CD 3
  • Evil Eye: causes an additional +10% Vulnerability
  • Blink: Cost is reduced by 1 AP
  • Entangle: also causes Slow for 1 Turn(s).
  • Deadeye: +2 Range
Scout - +1 MP, +1 Perceprion
  • Recon: The Hero gains 2 Movement AP for the first Turn of the Encounter.
  • Evasive: The Hero recieves -X Damage from Ranged Attacks (1 per 5 Levels)
  • Quick Footed: The Hero becomes immune to Opportunity Attacks
  • First Dodge: The first Ranged Hit the Hero receives in each Encounter is automatically Dodged
Deflection - The Hero recives -7 Demage from Ranged Attacks

Adrenaline - The Hero gains 1 AP when killing a Unit

Ready - +20% Overwatch damage

Tier II

Aimed Shot - X Armour Priecing, consume all reaming AP Deals 20% Weapon Damage per AP spent, Range 9, 4+ AP, CD 3
  • Fast Aim: The Hero gains 2 Movement AP when killing a Unit with Aimed Shot.
  • Direct Hit: +20% Weapon Damage for Aimed Shot against Unarmoured Units.
  • Long Range Shot: Aimed Shot's Range is increased by 2 Tile(s).
  • Unblockable Shot: Aimed Shot cannot be Blocked.
Dash - Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing, Range 2-7, 1 AP, CD 2
  • Keen Eye: Decrease the AP Cost of Overwatch by 1 after Dashing.
  • Sprint: Dash's AP Cost is reduced by 1.
  • Extended Dash: The Range of Dash is increased by 2 Tile(s).
  • Persistence: The Cooldown of Dash is reduced by 1 Turn(s).
Alchemist - Decrease the AP cost of Poison Skills by 1
  • Extra Damage: +10% Weapon Damage for Skills causing Poison.
  • Long Duration: The Duration of Poison effects is increased by 1 Turn(s).
  • Master Poisoner: +50% Damage Reduction to Poison.
  • Corrosion: Units affected by Poison lose 1 Armour at the start of each of their Turns.
Unyielding - Regain X HP for each Hit (1 per 4 Levels)
  • Endurance: +10% Vitality from Accessories and Trinkets.
  • Extra HP: +5% HP from Armour Sigils.
  • Physical Resistance: +15% Physical Debuff Resist.
  • Ruthlessness: Regain 1+X HP for each kill. The amount of HP regained increases by 1 every 4 Levels.
First Shot - +15% Weapon Damage for the first Attack on each turn, if no AP was spent in thet turn. The Bonus Damage is retained when spending MP

Skirmisher - Unique Skill - The Hero can also wear Medium Armour

Tier III

Poison Bomb - Deals 70% Weapon Damage in 3x3 Area, Range 3-9 , 5 AP, CD 3
  • Pestilence: causes Poison for 2 Turn(s)
  • Acid Blast: Units hit by Poison Bomb lose X Armour (1 per 5 Levels)
  • Reliable Toxins: Cost is reduced by 1 AP
  • Potent Blast: +15% Weapon Damage
Cover Expert - +1 Tiles Range for all Skills from Cover
  • Sharpshooter: +10% Weapon Damage dealt from Cover
  • Protected: Cover reduces Damage taken by the Hero by 10%
  • Perseverance: +20% Physical Debuff Resistance in cover
  • Sustained Armour: While the Hero is in Cover, their Armour is Unbreakable
Smothering Shot - Unique Skill - Deals 100% Weapon Damage and cause Silence for 1 Turn, Range 9, 4 AP, CD 5
  • Quickhand: Cost is reduced by 1 AP
  • Burst Lungs: +15% Weapon Damage
  • Slowness: Smothering Shot causes Slow for 1 Turn(s).
  • Suffocation: causes Weakness for 1 Turn
Long Reach - + 1 Tiles Range for all Attacks
  • Far Shot: +1 Tiles Range for Skills when the Hero is at maximum AP
  • Eagle Eye: +10% Weapon Damage against Units at least 6 Tiles away
  • Prepared: +25% Weapon Damage for the first Attack in the Encounter
  • Disengaged: +10% Weapon Damage while the Hero is Disengaged
Evasion - Dodge the first Melee Attack each turn

Scout - +1 MP, +1 Perceprion

Hunter - AP cost of all Skills is reduced by 1 while only one Enemy is present in the Encounter
Sir Brunor le Noir

Sir Brunor Le Noir is a knight with a seemingly unbreakable curse – he was destined to avenge the death of his father twice, once in Britannia, then again here, on the otherworldly island. During his trials he turned into a cruel and savage man, although he still has some of the knightly traits required of the warriors of the Round Table. He’s been clearly haunted by his past deeds. He is a cynical and sour soul, driven by some savage knightly code, punishing those he deemed unworthy or dangerous.

How to get: Act 2. Side mission

Class: Champion
Alignment:Tyrant

Traits

  • Tyranny - +1 Loyalty after every other Tyrant Hero in the Round Table
  • Tax Collector - While appointed as Grand Master at the Round Table, grants X Gold after each Mission. (increases by 10 per Level)
  • Hated - Healing Injuries costs 100% more for this Hero



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 4 AP
  • Open Wounds: Strike causes Bleeding for 1 Turn(s).
  • Strong Grip: +15% Weapon Damage for Strike.
  • Glory Kill: Every currently running Cooldown is reduced by 1 Turn(s) after killing with Strike.
  • Reeling Blow: Strike causes Slow for 1 Turn(s).
Defensive Stance - The Hero gain X Atmour (1 per 2 levels), Self, 1 AP, CD 4
  • Perseverance: +30% Constitution for the Duration of Defensive Stance.
  • Resting Stance: The Hero gains 11 Temporary HP for the duration of Defensive Stance.
  • Steadiness: While Defensive Stance is active, the Hero loses only 50% Armour from Attacks.
  • Active Defense: Defensive Stance's Cooldown is reduced by 1 Turn(s).
Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Rage - +10% stackable Weapon Damage for 2 turns after every kill
  • Extended Rage: +5% bonus Weapon Damage for Rage.
  • Anger Management: Rage's effect lasts for +1 Turn(s).
  • Bloodlust: The Hero gains 1 AP for each Kill while Rage's effect is active.
  • Blood Rage: The Hero gains 2 HP for each Kill while Rage's effect is active.
Juggernaut - The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn

Extra Bleeding - +50% Weapon Damage for Bleeding Effects

Strenght - +10% Weapon Damage

Tier II

Power Attack - Deals 150% Wapon Damage with +15% Armour Breaking, Melee, 5 AP, CD 3
  • Ready to Purge: Power Attack's AP Cost is reduced by 1.
  • Vulnerability: Power Attack causes 30% Vulnerability for 1 Turn(s).
  • Initiator: +25% Weapon Damage for Power Attack if the Targeted Unit has full HP and full Vitality.
  • Stunning Blow: Power Attack Stuns for 1 Turn(s), but costs +1 AP.
Earth Shaker - Chose a Unit. Deal 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked, Range 4, 6 AP, CD 3
  • Magnitude: Earth Shaker causes Knockback.
  • Ground Surge: +15% Weapon Damage for Earth Shaker.
  • Earth Splitter: Earth Shaker's Range is increased by 2 Tile(s).
  • Stumble: Earth Shaker causes Slow for 1 Turn(s).
Vengeance - When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter
  • Berserk: The Hero gains +2 AP if they have no HP.
  • Avenger:  The Hero starts their Turn with +1 AP if they received at least 2 Hits during the Enemy Turn.
  • Frenzy: The less HP the Hero has, the more Weapon Damage the Hero deals. The Hero gains +30% Weapon Damage with no HP left.
  • Combat Fever: The Hero gains +2 Unbreakable Armour while they have no HP.
Armourer - The Hero loses 1 less AP from Heavy Armour

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour, +10% Physical Debuff Resist

Tier III

Whirlwind - Deals 120% Weapon Damage To Adjacent units, Melee, 6 AP, CD 3
  • Bleeding Wounds: Causes Bleeding for 1 Turn
  • Knockback: Units hit by Whilwind are Knocked Back
  • Raging Wind: +15% Weapon Damage
  • Bladestorm: Ap cost reduced by 1
Damage Focus - +5% Weapon Damage per unspent AP from previous Turn
  • Save Strenght: +1 AP pre 3 unspent AP left from previous Turn
  • Smite The Weak: The Hero gain +3% Weapon Damage per unspent AP left from previous Turn
  • Readiness: The Hero Gains X Armour per 3 unspent AP left from previous Turn (1 per 5 Levels)
  • Focused Watch: AP spent on Overwatch counts as unspent
Melee Experise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Extra Stun - +50% efficiency for Stun and Slow

Hardened Armour - Reduce Armour loss by 20%

Extra Area Damage - +20% Weapon damage for Damage in an Area Skills
Sir Dagonet

Sir Dagonet is a dangerous, unpredictable knight, a cruel jester who hates Christians with a passion. Everyone has a different explanation for the exact reason of his furious anger, and he is not that kind of person anyone would dare to ask. Dagonet is a capable warrior and a master of the arcane. His studies might have gone a little too far, which could explain his strange acts of insanity. Don't let his oddness fool you, though – he always has a plan.

How to get: Morality reward

Class: Arcanist
Religion:Old-Faith
Alignment: Tyrant

Traits

  • Strong - +10% HP from Armour Sigils
  • Excitement - -3 Loyalty if this Hero doesn't have at least 2 Relic items



Tier I

Force Bolt - Deals 100% Weapon Damage and Knocks Back the Target, Range 9, 6 AP,
  • Piercing Bolt: Force Bolt gains +10% Armour Breaking.
  • Damned Prey: Force Bolt deals +20% Weapon Damage to targets affected by any Hex.
  • Mindgame: The Hero gains 1 AP when killing an Enemy with Force Bolt.
  • Multiple Targets: Force Bolt fires 3 missiles instead of 1, but each one deals 34% Weapon Damage. These missiles can be targeted individually.
Blood Hex - Target start Bleeding and deals -30% less Damage for 2 turns, Range 10, 4 AP, CD 3
  • Hemophilia: The target's Constitution is reduced by 30% during the effect of Blood Hex.
  • Short Syllables: Blood Hex's Cooldown is reduced by 1 Turn(s).
  • Bad Blood: Blood Hex's Duration is increased by 1 Turn(s).
  • Black Blood: +50% Hex Intensity for Blood Hex.
Slowing Hex - Target is Slowed for 2 turns, Range 10, 2 AP, CD 3
  • Witchcraft: Slowing Hex's AP Cost is reduced by 1.
  • Vulnerability: Slowing Hex causes 20% Vulnerability during its duration.
  • Fatigue: Slowing Hex's Duration is increased by 1 Turn(s)
  • Mass Hex: Slowing Hex now affects every Unit in an Area of 3x3, but its Hex Intensity is reduced by 40%.
Magical Armour - At the start of every Encounter gain X armour thet will only protect from the first attack (1 armour per Level)
  • Reinforced Armour: Magical Armour gives the Hero X more Armour (1 per 2 Levels)
  • Resist Injury: +1 Injury Token.
  • Extended Armour: Magical Armour lasts for an additional 1 Attack.
  • Enchanted Armour: Armour is increased by X (1 per 5 Levels)
Extra Damage - +10% Weapon Damage

Potent hex - Unique Skill - +20% Hex Intensity, +1 Spellcraft

Master Alchemist - +50% effect of potions on the Hero

Tier II

Desecrated Ground - Unique Skill - Deals 20% Weapon Damage to every Unit in Area of 3x3 Tiles and desecrates the ground for 2 Turns. Units on the desecrated ground suffer 20% Weapon damage at the start of their turns and for each Tiles of movement they make. Range 10, 5 AP, CD 3
  • Malevolence: +10% Weapon Damage
  • Foulness: Cost is reduced by 1 AP
  • Miasma: Units standing on Desecrated Ground are also Weakened
  • Quagmire: Units standing on Desecrated Ground are also Slowed
Death Hex - Target loses 30% of its current Vitality for 1 turn. Range 10, 4 AP, CD 4
  • Horrid Visions: Death Hex also reduces the Target's Willpower during its Duration by 30%.
  • Dread: Death Hex causes 20% Vulnerability during its Duration.
  • Oblivion: Death Hex's Cooldown is reduced by 1 Turn(s).
  • Incantation: +50% Hex Intensity for Death Hex.
Master of Hexes - +25% Hex Intensity
  • Ancestral Hex: +20% Hex Intensity.
  • Corrupt Armour: Enemies affected by any Hex have their Armour reduced by 2.
  • Quick Casting: The AP Cost of Hexes is reduced by 1.
  • Power of Hexes: The Hero's Weapon Damage is increased by 5% for every active Hex.
Quick Curse - Unique Skill - Decrease the AP cost of the first Hwx Spell cast in every turn by 1

Terror Wings - Gains 1 MP at the beggining of Turn for every active Hex

Tier III

Cast Stigma - Causes 20% Vulnerability to the Target for 1 turn, Range 8, 2 AP, CD 3
  • Stigma of Dishonor: Stigma causes +10% Vulnerability.
  • Lasting Stigma: Stigma lasts for +1 Turn(s).
  • Wasting Sign: The target also loses 1 Armour. The amount of Armour lost increases by 1 every 4 Levels.
  • Mind Shackle: Cast Stigma's AP cost is reduced by 1.
Long Reach - Range for non-melee Active Skills is increased by 1 Tile. +1 Spellcraft
  • Far Shot: +1 Tiles Range for Skills when the Hero is at maximum AP
  • Eagle Eye: +10% Weapon Damage against Units at least 6 Tiles away
  • Prepared: +25% Weapon Damage for the first Attack in the Encounter
  • Disengaged: +10% Weapon Damage while the Hero is Disengaged
Spell Resistance - -25% Damage from incoming Spells
  • Ancient Ward: Fully negate the effects of the first incoming Spell in each Encounter
  • Protection: -10% Damage from incoming Spells
  • Flameborn: Immunity to Burning effects
  • Mental Fort: +15% Mental Debuff Resist.
Spellpower - Range of Skills is increaced by 1 Tile, +10% Weapon Damage. +1 Spellcraft

Mindstorm - If at least 3 Skills are on Cooldown, casting a Skill reduces all currently running Cooldowns by 1 Turn

Strong Willed - +30% Mental Debuff Resist
Sir Damas

A seemingly heartful and devout Christian knight, but in reality he is a manipulative, treacherous, cold-blooded murderer. Usually there is not much to reveal his true nature, at least until battles when Damas will disappear among the shadows, striking lethal blows from afar with evident satisfaction. His faith is real, but he won't shrink back to use it as a weapon.

How to get: Morality reward

Class: Marksman
Religion:Christian
Alignment:Tyrant

Traits

  • Self Trainer - The Hero gains some XP even when they don't go to a Mission
  • Gambler - Every week there is 15% chance to not participate in the next Mission



Tier I

Shoot - Deals 100% Weapon Damage, Range 9, 4 AP
  • Torture: Shoot's Weapon Damage is increased by 20% against Burning Units.
  • Weak Spots: Shoot's Weapon Damage is increased by 20% against Poisoned Units.
  • Piercing Arrow: Shoot gains 2 Armour Piercing.
  • Elusive: Killing a Unit with Shoot reduces all Cooldowns by 1 Turn(s).
Poisoned Arrow - Deal 100% Weapon Damage and poisons the damaged Unit for 2 turns, Range 9, 4 AP, CD 2
  • Agony Shot: The Poison effect's Duration is increased by 1 Turn(s).
  • Toxic Arrow: +15% Weapon Damage for Poisoned Arrow.
  • Sickness: Causes 20% Vulneraility for the Duration of the Poison effect.
  • Poison Blast: If the target is killed by Poison Arrow's initial damage, Units within 2 Tiles get Poisoned.
Crippling Shot - Unique Skill - Deals 150% Weapon Damage and causes Slow for 1 turn, Range 8, 6 AP, CD 3
  • Barbed Arrows: +15% Weapon Damage
  • Heavy Bow: also causes Knockback
  • Poison Arrows: also causes Poison for 1 Turn(s).
  • Tormentor: Cooldown is reduced by 1 Turn
Scout - +1 MP, +1 Perceprion
  • Recon: The Hero gains 2 Movement AP for the first Turn of the Encounter.
  • Evasive: The Hero recieves -X Damage from Ranged Attacks (1 per 5 Levels)
  • Quick Footed: The Hero becomes immune to Opportunity Attacks
  • First Dodge: The first Ranged Hit the Hero receives in each Encounter is automatically Dodged
Deflection - The Hero recives -7 Demage from Ranged Attacks

Adrenaline - The Hero gains 1 AP when killing a Unit

Ready - +20% Overwatch damage

Tier II

Gas Trap - Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within a 3x3 Tiles Range and leaving a cloud that lasts for2 Turns. Units within the cloud suffer 25% Weapon Damage at the start of their Turns and for every Tile of movement they make. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 6 AP, CD 3
  • Poison Gas: Gas Trap causes Poison for 2 Turns.
  • Enfeeble: Units within the cloud deal -25% Damage.
  • Corrosive Gas: Units within the cloud lose 1 Armour at the start of their Turn.
  • Thick Cloud: Causes Slow for 1 Turn to Units affected by the Cloud.
Dash - Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing, Range 2-7, 1 AP, CD 2
  • Keen Eye: Decrease the AP Cost of Overwatch by 1 after Dashing.
  • Sprint: Dash's AP Cost is reduced by 1.
  • Extended Dash: The Range of Dash is increased by 2 Tile(s).
  • Persistence: The Cooldown of Dash is reduced by 1 Turn(s).
Alchemist - Decrease the AP cost of Poison Skills by 1
  • Extra Damage: +10% Weapon Damage for Skills causing Poison.
  • Long Duration: The Duration of Poison effects is increased by 1 Turn(s).
  • Master Poisoner: +50% Damage Reduction to Poison.
  • Corrosion: Units affected by Poison lose 1 Armour at the start of each of their Turns.
First Shot - +15% Weapon Damage for the first Attack on each turn, if no AP was spent in thet turn. The Bonus Damage is retained when spending MP

Low Profile - Enemies prioritze attacking any other Unit within their Range over the Hero, and completely ignore the Hero from farther than 6 Tiles away.

Tier III

Poison Bomb - Deals 70% Weapon Damage in 3x3 Area, Range 3-9 , 5 AP, CD 3
  • Pestilence: causes Poison for 2 Turn(s)
  • Acid Blast: Units hit by Poison Bomb lose X Armour (1 per 5 Levels)
  • Reliable Toxins: Cost is reduced by 1 AP
  • Potent Blast: +15% Weapon Damage
Cover Expert - +1 Tiles Range for all Skills from Cover
  • Sharpshooter: +10% Weapon Damage dealt from Cover
  • Protected: Cover reduces Damage taken by the Hero by 10%
  • Perseverance: +20% Physical Debuff Resistance in cover
  • Sustained Armour: While the Hero is in Cover, their Armour is Unbreakable
Long Reach - + 1 Tiles Range for all Attacks
  • Far Shot: +1 Tiles Range for Skills when the Hero is at maximum AP
  • Eagle Eye: +10% Weapon Damage against Units at least 6 Tiles away
  • Prepared: +25% Weapon Damage for the first Attack in the Encounter
  • Disengaged: +10% Weapon Damage while the Hero is Disengaged
Evasion - Dodge the first Melee Attack each turn

Scout - +1 MP, +1 Perceprion

Hunter - AP cost of all Skills is reduced by 1 while only one Enemy is present in the Encounter

Sir Ector

Sir Ector is an experienced, grizzled veteran of many battles, a noble knight who served Camelot all his life – and even after that. Ector was the father of Sir Kay and the foster-father of young Arthur, before he became the king who began to unite the warring kingdoms of Britannia. For a long time, Ector was standing on Arthur's side, during all his skirmishes against kings and monsters and the demigods of the past. But Ector always believed that knights and kings are solely the servants of the realm and the law must be upheld at all costs, even if it means ruling by iron fist and shattering any resistance - and thus he became disappointed in how King Arthur ruled Camelot. He particularly found the adventures of the Knights of the Round Table distasteful unnecessary, a pompous and empty parade of swordsmanship instead of fighting on the real battlefield.Still, he served Camelot faithfully, until he fell with a sword in hand at the gates of the stronghold.

How to get: Act 1. Story mission

Class: Arcanist
Religion: Christian
Alignment: Tyrant

Traits

  • Mysticist - +1 Spellcraft
  • Contacts - Grants 100 Gold after every Mission which this Hero didn't participate in

  • Artificer - While appointed as Master of Magic in the Enchanted Tower, grants X Relic Dust after each Mission. (increases by 10 per Level)



Tier I

Force Bolt - Deals 100% Weapon Damage and Knocks Back the Target, Range 9, 6 AP,
  • Piercing Bolt: Force Bolt gains +10% Armour Breaking.
  • Damned Prey: Force Bolt deals +20% Weapon Damage to targets affected by any Hex.
  • Mindgame: The Hero gains 1 AP when killing an Enemy with Force Bolt.
  • Multiple Targets: Force Bolt fires 3 missiles instead of 1, but each one deals 34% Weapon Damage. These missiles can be targeted individually.
Blood Hex - Target start Bleeding and deals -30% less Damage for 2 turns, Range 10, 4 AP, CD 3
  • Hemophilia: The target's Constitution is reduced by 30% during the effect of Blood Hex.
  • Short Syllables: Blood Hex's Cooldown is reduced by 1 Turn(s).
  • Bad Blood: Blood Hex's Duration is increased by 1 Turn(s).
  • Black Blood: +50% Hex Intensity for Blood Hex.
Slowing Hex - Target is Slowed for 2 turns, Range 10, 2 AP, CD 3
  • Witchcraft: Slowing Hex's AP Cost is reduced by 1.
  • Vulnerability: Slowing Hex causes 20% Vulnerability during its duration.
  • Fatigue: Slowing Hex's Duration is increased by 1 Turn(s)
  • Mass Hex: Slowing Hex now affects every Unit in an Area of 3x3, but its Hex Intensity is reduced by 40%.
Magical Armour - At the start of every Encounter gain X armour thet will only protect from the first attack (1 armour per Level)
  • Reinforced Armour: Magical Armour gives the Hero X more Armour (1 per 2 Levels)
  • Resist Injury: +1 Injury Token.
  • Extended Armour: Magical Armour lasts for an additional 1 Attack.
  • Enchanted Armour: Armour is increased by X (1 per 5 Levels)
Extra Damage - +10% Weapon Damage

Long Reach - Range for non-melee Active Skills is increased by 1 Tile. +1 Spellcraft

Master Alchemist - +50% effect of potions on the Hero

Tier II

Fire Blast - Deals 70% Weapon Damage to every Unit in an Area of 3x3 Tiles. Range 9, 5 AP, CD 3
  • Earth Scorcher: Fire Blast ignites the ground for 2 Turn(s). Any unit that moves in this Area suffers 20% Weapon Damage for each Tile traveled.
  • Firestarter: Fire Blast causes Burning for 2 Turn(s).
  • Conflagration: Fire Blast's AP Cost is reduced by 1.
  • Searing Impact: Fire Blast deals +50% Weapon Damage in its centre.
Death Hex - Target loses 30% of its current Vitality for 1 turn. Range 10, 4 AP, CD 4
  • Horrid Visions: Death Hex also reduces the Target's Willpower during its Duration by 30%.
  • Dread: Death Hex causes 20% Vulnerability during its Duration.
  • Oblivion: Death Hex's Cooldown is reduced by 1 Turn(s).
  • Incantation: +50% Hex Intensity for Death Hex.
Master of Hexes - +25% Hex Intensity
  • Ancestral Hex: +20% Hex Intensity.
  • Corrupt Armour: Enemies affected by any Hex have their Armour reduced by 2.
  • Quick Casting: The AP Cost of Hexes is reduced by 1.
  • Power of Hexes: The Hero's Weapon Damage is increased by 5% for every active Hex.
Potent Hex - +20% Hex Intensity

Terror Wings - Gains 1 MP at the beggining of Turn for every active Hex

Tier III


Wall of Flame - Unique Skill - Create a 4 Tiles long Wall of Flame using the cursor. The wall lasts for 2 Turns and Units within its Area suffer 50% Weapon Damage when it is cast, and 20% Weapon Damage at the start of their Turns and for every Tile they Move in it, Range 7, 6 AP, CD 4
  • Burning: Wall of Flame causes Burning for 2 Turn(s) when cast
  • Cauterize: Wall of Flame's Duration is increased by 1 Turn(s).
  • Dark Flames: Moving in Wall of Flame's Area costs double AP
  • Firestorm: Wall of Flame's Length is increased by 2
Master of Fire - 10% Weapon damage to Fire Skills
  • Engulfed in Flames: +30% Weapon Damage for Burning effects
  • Firepower: +1 Turn(s) Duration for Burning effects.
  • Inferno: +10% Weapon Damage against Units affected by Burning
  • Wildfire: Killing a Unit reduces all currently running Cooldowns on Fire Skills by 1 Turn(s) (once per turn).
Spell Resistance - -25% Damage from incoming Spells
  • Ancient Ward: Fully negate the effects of the first incoming Spell in each Encounter
  • Protection: -10% Damage from incoming Spells
  • Flameborn: Immunity to Burning effects
  • Mental Fort: +15% Mental Debuff Resist.
Spellpower - Range of Skills is increaced by 1 Tile, +10% Weapon Damage. +1 Spellcraft

Mindstorm - If at least 3 Skills are on Cooldown, casting a Skill reduces all currently running Cooldowns by 1 Turn

Strong Willed - +30% Mental Debuff Resist
Sir Galahad

One of the most famous Grail Knights, Sir Galahad spent his entire life in Britannia pursuing the holy relic. In Avalon, first he was displeased with the simple knightly life and the commonplace adventures: he had been expecting to enter Heaven and felt he was cheated out of his reward. But the more he learned about the nature of Avalon, the greater his obsession became with the mystical island. Maybe he was destined to create Paradise here? Avalon, after all, could be changed by magic and will and devotion and the power of the mightiest relic might grant him the necessary power.

How to get: Morality reward

Class: Defender
Religion:Christian

Traits

  • Monotheistic - -1 Loyalty after Missions if there is an Old Faith Hero in the party
  • Miracle Healer - While appointed as Hospitaller in the Hospice, heals each Hero for X Vitality at the end of each Mission. (increases by 1% every 5 Levels)


Tier I

Flaming Strike - Unique Skill - Deals 100% Weapon Damage and cause Burning for 1 turn, Melee, 3 AP
  • Searing Blaze: +15% Weapon Damage for
  • Eternal Flame: +1 Turn duration of Burning
  • Charred Flesh: Cost reduced by 1 AP, but damage reduced by 50%
  • Undeadbane: +50% Weapon Damage vs Lost
Shield Charge - Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown, Range 2-4, 1 AP, CD 3
  • Shield Spikes: +25% Weapon Damage for Shield Charge.
  • Weighed Charge: Shield Charge's Cooldown is reduced by 1 Turn(s).
  • Extended Charge: Shield Charge's Range is increased by 2 Tiles.
  • Momentum: If Shield Charge kills a Unit, its Cooldown instantly resets.
Divine Favour - Unique Skill - Allies gain 1 AP and 10% Weapon Damage for 1 turn, 2 AP, CD 4
  • Empower: Allies gain an additional +5% Weapon Damage from Divine Favour.
  • Shield of Faith: Allies also gain 2+X Armour for the Duration of Divine Favour (1 per 5 Levels)
  • Zeal: Allies gain an additional +1 AP from Divine Favour
  • Lord's Herald: Divine Favour's Cooldown is reduced by 1 Turn(s).
Unyielding - Regain X HP for each Hit (1 per 4 Levels)
  • Endurance: +10% Vitality from Accessories and Trinkets.
  • Extra HP: +5% HP from Armour Sigils.
  • Physical Resistance: +15% Physical Debuff Resist.
  • Ruthlessness: Regain 2 HP for each kill. The amount of HP regained increases by 1 every 4 Levels.
Strenght - +10% Weapon Damage

Pyromania - +50% Burning damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier II

Holy Smite - Unique Skill - Deals 150% Weapon Damage, Melee, 4 AP, CD 2
  • Greater Smite: +15% Weapon Damage
  • Saintly Fervor: Cost is reduced by 1 AP
  • Angelic Flames: Causes Burning for 1 Turn
  • Castigation: Holy Smite also Stuns for 1Turns, but its Cooldown is increased by 1 Turn(s).
Guard - The Hero consumes all remaining AP to prepare for a single Overwatch which can be executed in any direction. In addition, the Hero and Allies no further than 2 Tiles gain +X Armour per 2 spent AP for 1 Turn (1 armour per 10 Levels)
  • Defend Ally: Guard grants +1 Armour to Allies.
  • Resting Guard: Guard gives 1 AP for the next Turn for the Hero.
  • Vindicator: Allies are affected by Guard from 1 Tile(s) away.
  • Knightly Zeal: Guard's Cooldown is reduced by 1 Turn(s).
Armourer - The Hero loses 1 less AP from Heavy Armour
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
Taunt - Every Enemy in 4 Tiles Range turns towards the Hero, and will spend their next Turn attacking them, Melee, 2 AP, CD 2
  • Armour Bait: Using Taunt grants X Armour for 1 Turn (1 per 4 Levels)
  • War Cry: +1 Range
  • Fomorian Curse: Cost is reduced by 1 AP
  • Demoralize: Enemies affected by Taunt start their Turn with -1 AP
Strong Willed - +30% Mental Debuff Resist

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier III

Recuperate - The Hero gains X Temporary HP for 1 Turn (2 per level), Self, 2 AP, CD 4
  • Regain Armour: The Hero gains +1 Armour for the Duration of Recuperate. The amount of Armour gained increases by 1 every 3 Levels.
  • Bolster: +1 Temporary HP for Recuperate. The amount of Temporary HP is increased by 1 per Level.
  • Steel Resolve: The Hero gains +30% Mental Debuff Resist for the Duration of Recuperate.
  • Benediction: Recuperate's Duration lasts for +1 Turn(s).
Cleansing Fire - Unique Skill - Deals 100% Weapon Damage and cause Burning for 1 turn, Range 8, 5 AP, CD 5
  • Fiery Purge: +15% Weapon Damage
  • Conflagration: Duration of Burning +1 Turn
  • Fireborn: Cost is reduced by 1 AP
  • Rekindle: Cooldown is reduced by -1 Turn
All Resistance - +15% Mental and Physical Debuff Resist
  • Physical Resistance: +15% Physical Debuff Resist.
  • Mental Fort: +15% Mental Debuff Resist.
  • DoT Resistance: -1 Turn Duration for incoming Bleeding, Burning, and Poison effects.
  • Extra Vitality: +5 Vitality. +1 Injury Token. The amount of Vitality increases by 1 every 2 Levels.
Shield Block - Block isincreased by 5%
  • Shield Superiority: +5% Block while Outnumbered.
  • Flank Defense: The Hero can Block Flanking Attacks for 50% Block efficiency.
  • Stalwart Defender: +5% Block at full HP. Bonus decreases with HP loss to zero at 0 HP.
  • First Strike: The Damage suffered from the first Attack of each Enemy in an Encounter is reduced by 100%, if the Attack was Blocked.
Strenght - +10% Weapon Damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Hardened Armour - Reduce Armour loss by 20%
Sir Gawain

A long time ago, in Britannia, Sir Gawain was considered to be the perfect knight. But the silent and grim Gawain who has been wandering the horrifying wilderness of Avalon is far from the chivalrous and honorable soul who used to be an example to many. He has gained new fame as a knight dedicated to destroy monsters lurking in the woods, but now he is slowly losing his will to help others as his growing frustration threatens to turn into savagery and madness.

How to get: Act 3. Story mission. Choose Faerie Knight or Sir Gawain

Class: Defender
Neutral

Traits

  • Progressive - +10% XP gained
  • Agile - +1 Movement AP
  • Conservative - Learning active Skills costs 3 Skill points for this Hero



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Bleeding Strike: Strike causes Bleeding for 2 Turn(s).
  • Killing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Bonebreaker: +15% Weapon Damage for Strike.
  • Sweeping Strike: Gain 1 AP for the first Strike on each Enemy in every Turn.
Shield Charge - Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown, Range 2-4, 1 AP, CD 3
  • Shield Spikes: +25% Weapon Damage for Shield Charge.
  • Weighed Charge: Shield Charge's Cooldown is reduced by 1 Turn(s).
  • Extended Charge: Shield Charge's Range is increased by 2 Tiles.
  • Momentum: If Shield Charge kills a Unit, its Cooldown instantly resets.
Death Strike - Deals 170% Weapon Damage to an Adjacent Enemy, but with -20% Armour Breaking, and each point of Armour on the Target reduces the Damage dealt by 3 additional point(s), Melee, 5 AP, CD 2
  • Rending Blow: +15% Weapon Damage for Death Strike.
  • Swiftness: Death Strike's AP cost is reduced by 1.
  • Fast Recovery: Death Strike's Cooldown is reduced by 1 Turn(s).
  • Bloodletting: Death Strike causes Bleeding for 1 Turn(s).
Monster Hunter - Unique Skill - +20% Weapon Damage
  • Sidhe Slayer: +10% Weapon Damage against Seelie and Unseelie
  • Lost Slayer: +10% Weapon Damage against Lost
  • Fomori Slayer: +10% Weapon Damage against Fomori
  • Fleet-Footed: The Hero gains 1 Movement AP
Strenght - +10% Weapon Damage

Vigilance - -30% damage recieved from Overwatch and Opportunity Attacks

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier II

Taunt - Every Enemy in 4 Tiles Range turns towards the Hero, and will spend their next Turn attacking them, Melee, 2 AP, CD 2
  • Armour Bait: Using Taunt grants X Armour for 1 Turn (1 per 4 Levels)
  • War Cry: +1 Range
  • Fomorian Curse: Cost is reduced by 1 AP
  • Demoralize: Enemies affected by Taunt start their Turn with -1 AP
Flurry - Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately, Melee, 4 AP, CD 1
  • Armour Breaker: Flurry gains +30% Armour Breaking.
  • Zestful Flurry: Gain 1 AP when killling a unit with Flurry.
  • Dismemberment: +15% Weapon Damage for Flurry.
  • Extended Flurry: Flurry can target 1 additional Enemy.
Armourer - The Hero loses 1 less AP from Heavy Armour
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
Strong Willed - +30% Mental Debuff Resist

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour
Tier III

Freezing Attack - Deals 100% Weapon Damage, Freezes for 1 turn, Melee, 4 AP, CD 3
  • Brittle Armour: Freezing Attack gains 50% Armour Breaking.
  • Vulnerability: Causes 20% Vulnerability for the Duration of Freezing Attack.
  • Lasting Cold: Chills the target for 2 more Turns after the Freeze effect.
  • Chilled to the Bone: Freezing Attack's Cooldown is reduced by 1 Turn(s).
Unyielding - Regain X HP for each Hit (1 per 4 Levels)
  • Endurance: +10% Vitality from Accessories and Trinkets.
  • Extra HP: +5% HP from Armour Sigils.
  • Physical Resistance: +15% Physical Debuff Resist.
  • Ruthlessness: Regain 2 HP for each kill. The amount of HP regained increases by 1 every 4 Levels.
Shield Block - Block isincreased by 5%
  • Shield Superiority: +5% Block while Outnumbered.
  • Flank Defense: The Hero can Block Flanking Attacks for 50% Block efficiency.
  • Stalwart Defender: +5% Block at full HP. Bonus decreases with HP loss to zero at 0 HP.
  • First Strike: The Damage suffered from the first Attack of each Enemy in an Encounter is reduced by 100%, if the Attack was Blocked.
Strenght - +10% Weapon Damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Hardened Armour - Reduce Armour loss by 20%
Sir Geraint

Sir Geraint is good-natured knight, who finds solace in the woods - and also many adventures. He is a noble, romantic soul, protecting the departed spirit of his beloved wife, Enid. As a devout follower of the Old Faith, he strives to maintain good relations with the druids and otherworldly inhabitants of the forests of Avalon.

How to get: Morality reward

Class: Marksman
Religion:Old-Faith
Alignment:Rightful

Traits

  • Relaxed - When resting, heals an additional 20% of their maximum HP
  • Light-Headed - -20% Mental Debuff Resist



Tier I

Shoot - Deals 100% Weapon Damage, Range 9, 4 AP
  • Torture: Shoot's Weapon Damage is increased by 20% against Burning Units.
  • Weak Spots: Shoot's Weapon Damage is increased by 20% against Poisoned Units.
  • Piercing Arrow: Shoot gains 2 Armour Piercing.
  • Elusive: Killing a Unit with Shoot reduces all Cooldowns by 1 Turn(s).
Poisoned Arrow - Deal 100% Weapon Damage and poisons the damaged Unit for 2 turns, Range 9, 4 AP, CD 2
  • Agony Shot: The Poison effect's Duration is increased by 1 Turn(s).
  • Toxic Arrow: +15% Weapon Damage for Poisoned Arrow.
  • Sickness: Causes 20% Vulneraility for the Duration of the Poison effect.
  • Poison Blast: If the target is killed by Poison Arrow's initial damage, Units within 2 Tiles get Poisoned.
Ice Shield - Unique Skill - 3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit, Self, 2 AP, CD 5
  • Rime Breath: Cooldown is reduced by 1 Turn
  • Lasting Ice: Duration is increased by 1 Turn
  • Elemental Ice: Cost is reduced by 1 AP
  • Glacial Aegis: creates 1 additional Ice Plate
Scout - +1 MP, +1 Perceprion
  • Recon: The Hero gains 2 Movement AP for the first Turn of the Encounter.
  • Evasive: The Hero recieves -X Damage from Ranged Attacks (1 per 5 Levels)
  • Quick Footed: The Hero becomes immune to Opportunity Attacks
  • First Dodge: The first Ranged Hit the Hero receives in each Encounter is automatically Dodged
Deflection - The Hero recives -7 Demage from Ranged Attacks

Adrenaline - The Hero gains 1 AP when killing a Unit

Ready - +20% Overwatch damage

Tier II

Lightning Arrow - Unique Skill - Deals 100% Weapon Damage and 50% Weapons Damage to the 2 Enemies closest to them within 2 Tiles Range, Range 9, 6 AP, CD 3
  • Intense Lightning: Weapon Damage is increased by 10% against every target
  • Longshot: The Range of Lightning Arrow's secondary Hits increases by1 Tile(s).
  • Thundershot: causes Shock for 1 Turn(s) on every Unit hit
  • Forked Lightning: Lightning Arrow's secondary Hits hit 1 additional Enemies
Dash - Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing, Range 2-7, 1 AP, CD 2
  • Keen Eye: Decrease the AP Cost of Overwatch by 1 after Dashing.
  • Sprint: Dash's AP Cost is reduced by 1.
  • Extended Dash: The Range of Dash is increased by 2 Tile(s).
  • Persistence: The Cooldown of Dash is reduced by 1 Turn(s).
Alchemist - Decrease the AP cost of Poison Skills by 1
  • Extra Damage: +10% Weapon Damage for Skills causing Poison.
  • Long Duration: The Duration of Poison effects is increased by 1 Turn(s).
  • Master Poisoner: +50% Damage Reduction to Poison.
  • Corrosion: Units affected by Poison lose 1 Armour at the start of each of their Turns.
First Shot - +15% Weapon Damage for the first Attack on each turn, if no AP was spent in thet turn. The Bonus Damage is retained when spending MP

Master Alchemist - +50% effect of potions on the Hero

Tier III

Poison Bomb - Deals 70% Weapon Damage in 3x3 Area, Range 3-9 , 5 AP, CD 3
  • Pestilence: causes Poison for 2 Turn(s)
  • Acid Blast: Units hit by Poison Bomb lose X Armour (1 per 5 Levels)
  • Reliable Toxins: Cost is reduced by 1 AP
  • Potent Blast: +15% Weapon Damage
Cover Expert - +1 Tiles Range for all Skills from Cover
  • Sharpshooter: +10% Weapon Damage dealt from Cover
  • Protected: Cover reduces Damage taken by the Hero by 10%
  • Perseverance: +20% Physical Debuff Resistance in cover
  • Sustained Armour: While the Hero is in Cover, their Armour is Unbreakable
Long Reach - + 1 Tiles Range for all Attacks
  • Far Shot: +1 Tiles Range for Skills when the Hero is at maximum AP
  • Eagle Eye: +10% Weapon Damage against Units at least 6 Tiles away
  • Prepared: +25% Weapon Damage for the first Attack in the Encounter
  • Disengaged: +10% Weapon Damage while the Hero is Disengaged
Evasion - Dodge the first Melee Attack each turn

Scout - +1 MP, +1 Perceprion

Hunter - AP cost of all Skills is reduced by 1 while only one Enemy is present in the Encounter
Sir Kay

Sir Kay is the late King Arthur's foster brother, one of the finest warriors of the Round Table. In Avalon, he continued to act as Arthur’s seneschal in his absence, and most of the knights treated him like their leader. It all changed after the Lady of the Lake, the monarch of the mystical island disappeared during a terrible storm, which unleashed a tide of unnatural disasters upon Avalon. Kay withdrew into a fortified castle near the empty husk of Camelot and he has taken upon himself to fight the darkness slowly engulfing the entire region. It all started out by waging a constant war against brigands and knights gathering ragtag armies, but Kay soon realized that there was an evil taint seeping in from the farthest reaches of Avalon. When he learned that Camelot had been taken by Sir Tewelyn, he set out to cleanse the place, only to be betrayed by his own vassals.

How to get: Act 1. Story mission

Class: Champion
Neutral

Traits

  • Talanted - Learning active Skills costs only 1 Skill point for this Hero

  • Ambitious - +50% Loyalty from court titles

  • Bone Setter - While appointed as Hospitaller in the Hospice, increases the HP recovered by Resting by X. (increases by 2% per Level)

  • Stubborn - -1 Loyalty when going to a Mission without full Vitality



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 4 AP
  • Open Wounds: Strike causes Bleeding for 1 Turn(s).
  • Strong Grip: +15% Weapon Damage for Strike.
  • Glory Kill: Every currently running Cooldown is reduced by 1 Turn(s) after killing with Strike.
  • Reeling Blow: Strike causes Slow for 1 Turn(s).
Death Strike - Deals 170% Weapon Damage to an Adjacent Enemy, but with -20% Armour Breaking, and each point of Armour on the Target reduces the Damage dealt by 3 additional point(s), Melee, 5 AP, CD 2
  • Rending Blow: +15% Weapon Damage for Death Strike.
  • Swiftness: Death Strike's AP cost is reduced by 1.
  • Fast Recovery: Death Strike's Cooldown is reduced by 1 Turn(s).
  • Bloodletting: Death Strike causes Bleeding for 1 Turn(s).
Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Rage - +10% stackable Weapon Damage for 2 turns after every kill
  • Extended Rage: +5% bonus Weapon Damage for Rage.
  • Anger Management: Rage's effect lasts for +1 Turn(s).
  • Bloodlust: The Hero gains 1 AP for each Kill while Rage's effect is active.
  • Blood Rage: The Hero gains 2 HP for each Kill while Rage's effect is active.
Juggernaut - The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn

Extra Bleeding - +50% Weapon Damage for Bleeding Effects

Strenght - +10% Weapon Damage

Tier II

Power Attack - Deals 150% Wapon Damage with +15% Armour Breaking, Melee, 5 AP, CD 3
  • Ready to Purge: Power Attack's AP Cost is reduced by 1.
  • Vulnerability: Power Attack causes 30% Vulnerability for 1 Turn(s).
  • Initiator: +25% Weapon Damage for Power Attack if the Targeted Unit has full HP and full Vitality.
  • Stunning Blow: Power Attack Stuns for 1 Turn(s), but costs +1 AP.
Earth Shaker - Chose a Unit. Deal 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked, Range 4, 6 AP, CD 3
  • Magnitude: Earth Shaker causes Knockback.
  • Ground Surge: +15% Weapon Damage for Earth Shaker.
  • Earth Splitter: Earth Shaker's Range is increased by 2 Tile(s).
  • Stumble: Earth Shaker causes Slow for 1 Turn(s).
Kick - Deals 25% Weapon Damage and caude Knockback, Melee, 2 AP, CD 1
  • Snap Kick: Kick's AP cost is reduced by 1.
  • Power Kick: +25% Weapon Damage for Kick
  • Numbing Attack: The Kicked unit has 1 less AP on their next Turn.
  • Kneebreaker: Kick also causes Knockdown, but its AP cost is increased by 1.
Vengeance - When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter
  • Berserk: The Hero gains +2 AP if they have no HP.
  • Avenger:  The Hero starts their Turn with +1 AP if they received at least 2 Hits during the Enemy Turn.
  • Frenzy: The less HP the Hero has, the more Weapon Damage the Hero deals. The Hero gains +30% Weapon Damage with no HP left.
  • Combat Fever: The Hero gains +2 Unbreakable Armour while they have no HP.
Armourer - The Hero loses 1 less AP from Heavy Armour

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour, +10% Physical Debuff Resist

Tier III

Whirlwind - Deals 120% Weapon Damage To Adjacent units, Melee, 6 AP, CD 3
  • Bleeding Wounds: Causes Bleeding for 1 Turn
  • Knockback: Units hit by Whilwind are Knocked Back
  • Raging Wind: +15% Weapon Damage
  • Bladestorm: Ap cost reduced by 1
Preparedness - Unique Skill - The Hero consumes all remaining AP. Untill their next Turn, they gain a Counter Attack per 2 AP consumed, Self, 2+ AP, CD 3
  • Unbreakable: Preparedness also grants X Armour against incoming Attacks that the Hero Counter Attacks (1 per 4 Levels).
  • High Guard: Preparedness also reduces incoming Damage by 20% while the Hero has unspent Counter Attacks left
  • Retribution: +15% Weapon Damage for the Counter Attacks granted by Preparedness
  • Loose Stance: Preparedness's Cooldown is reduced by 1 Turn(s).
Damage Focus - +5% Weapon Damage per unspent AP from previous Turn
  • Save Strenght: +1 AP pre 3 unspent AP left from previous Turn
  • Smite The Weak: The Hero gain +3% Weapon Damage per unspent AP left from previous Turn
  • Readiness: The Hero Gains X Armour per 3 unspent AP left from previous Turn (1 per 5 Levels)
  • Focused Watch: AP spent on Overwatch counts as unspent
Melee Experise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Extra Stun - +50% efficiency for Stun and Slow

Hardened Armour - Reduce Armour loss by 20%

Extra Area Damage - +20% Weapon damage for Damage in an Area Skills

Sir Lancelot

In Britannia, Sir Lancelot was one of the greatest knights. His prowess in battle was so extraordinary that his fellow members of the Round Table always suspected some otherworldly influence in his background. Which was, actually, true, as Lancelot had been raised in the realm of the Sidhe, saved by the Lady of the Lake from his Unseelie captors. In Avalon, he abandoned all camaraderie and became a lone wanderer. Ironically, Lancelot’s simple life as a hedge knight soon became a questline worthy of his fame: during his solitary wanderings found himself trapped in the maze of the ever-changing Deepwood. He has an adamant desire to fight for the rightful cause and save everyone from the same fate that befell on him by the Sidhe.

How to get: Morality reward

Class: Champion
Alignment: Rightful

Traits

  • Grateful - +2 Loyalty if this Hero's equipment slots are all filled with Relic items

  • Wise - +10% XP gained if no Vitality was lost in a Mission

  • Righteous - -1 Loyalty after Missions if there is a Tyrant Hero in the party



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 4 AP
  • Open Wounds: Strike causes Bleeding for 1 Turn(s).
  • Strong Grip: +15% Weapon Damage for Strike.
  • Glory Kill: Every currently running Cooldown is reduced by 1 Turn(s) after killing with Strike.
  • Reeling Blow: Strike causes Slow for 1 Turn(s).
Assault - Unique Skill - Charges at Enemy and Attacks them for 150% Weapon Damage, Range 3-6, 4 AP, CD 2
  • Lunge: +1 Range
  • Blitz: Cooldown is reduced by 1 Turn
  • Onslaught: +15% Weapon Damage
  • Shocking Assault: also causes Shock for 1 Turn
Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Lone Wolf - Unique Skill - +15% Weapon Damage while not Adjacent with Ally
  • Unhindered: Lone Wolf's Weapon Damage bonus is increased by an additional +5%
  • Unburdened: If the Hero is not Adjacent with any Ally at the start of their Turn, they gain +1 AP for that Turn
  • Unyielding: The Hero gains +X Unbreakable Armour while they are not Adjacent with any Ally (1 per 10 Levels)
  • Battleborn: +X HP per Hit while they are not Adjacent with any Ally (1 per 5 Levels)
Juggernaut - The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn

Extra Bleeding - +50% Weapon Damage for Bleeding Effects

Strenght - +10% Weapon Damage

Tier II

Power Attack - Deals 150% Wapon Damage with +15% Armour Breaking, Melee, 5 AP, CD 3
  • Ready to Purge: Power Attack's AP Cost is reduced by 1.
  • Vulnerability: Power Attack causes 30% Vulnerability for 1 Turn(s).
  • Initiator: +25% Weapon Damage for Power Attack if the Targeted Unit has full HP and full Vitality.
  • Stunning Blow: Power Attack Stuns for 1 Turn(s), but costs +1 AP.
Inspire - The Hero and Allies gain 2 AP for 1 Turn, Global, 3 AP, CD 5
  • Tranquility: Inspire also reduces the Hero's and Allies' Cooldowns by 1 Turn(s). Inspire's Cooldown is increased by 1 Turn.
  • Mobilization: Inspire also grants +1 Movement AP for the Duration.
  • Unbind: Removes Chill, Freeze, Slow, and Stun from affected Units.
  • Motivate Self: The Cooldown of Inspire is reduced by 1 Turn(s).
Ice Spikes - Unique Skill - Deals 100% Weapon Damage in a 2 Tiles long 90 degree Cone (3 Tiles in the front row, 5 Tiles in the back row), 3 AP, CD 3
  • Impaler: +10% Weapon Damage
  • Ice Forge: Cost is reduced by 1 AP
  • Bursting Spikes: also causes Knockback
  • Frost Shards: also causes Chill for 1 Turn(s)
Armourer - The Hero loses 1 less AP from Heavy Armour

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour, +10% Physical Debuff Resist

Strong Willed - +30% Mental Debuff Resist

Tier III

Whirlwind - Deals 120% Weapon Damage To Adjacent units, Melee, 6 AP, CD 3
  • Bleeding Wounds: Causes Bleeding for 1 Turn
  • Knockback: Units hit by Whilwind are Knocked Back
  • Raging Wind: +15% Weapon Damage
  • Bladestorm: Ap cost reduced by 1
Radiance - Unique Skill - Adjacent Units are Blinded for 1 turn, Melee, 3 AP, CD 5
  • Chilling Radiance: also causesChill for 1 Turn(s).
  • Fluence: Cost is reduced by 1 AP
  • Vulnerability: also causes 20% Vulnerability for 1 Turn(s).
  • Innate Radiance: Cooldown is reduced by 1 Turn(s).
Damage Focus - +5% Weapon Damage per unspent AP from previous Turn
  • Save Strenght: +1 AP pre 3 unspent AP left from previous Turn
  • Smite The Weak: The Hero gain +3% Weapon Damage per unspent AP left from previous Turn
  • Readiness: The Hero Gains X Armour per 3 unspent AP left from previous Turn (1 per 5 Levels)
  • Focused Watch: AP spent on Overwatch counts as unspent
Melee Experise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Extra Stun - +50% efficiency for Stun and Slow

Hardened Armour - Reduce Armour loss by 20%

Extra Area Damage - +20% Weapon damage for Damage in an Area Skills
Sir Lanval

Sir Lanval is a young knight, an idealist at heart and a very likeable fellow. His biggest regret is that he was not descended from nobility, although he is more well-trained at the knightly manners than some of the warriors at the Round Table. Lanval’s father was a troubadour and the young man grew up on tall tales of daring knights and damsels in need. Eventually his courage and great fighting skills made him a knight, but in Britannia, he barely had a chance to try himself as he fell in the Battle of Camlann. Not that he minds: he is certain that it was a gift that he was reborn here, on this magical island created for knights, full of adventures and dangers. If only the other knights would take him seriously! Lanval is still an idealistic young man who desperately craves for appreciation and a seat at the new Round Table and he’d do anything to earn his place there.

How to get: Act 1. Side mission. Challenge him to a duel or he will die.

Class: Champion
Neutral

Traits

  • Fast Learner - Gains XP 50% faster at the Training Grounds

  • Armoursmith - While appointed as Court Chandler at the Merchant, increases the amount of Armour restored when Resting by X for all Heroes. (increases by 2% per Level)

  • Restless - -1 Loyalty if available but isn't chosen for a Mission



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 4 AP
  • Open Wounds: Strike causes Bleeding for 1 Turn(s).
  • Strong Grip: +15% Weapon Damage for Strike.
  • Glory Kill: Every currently running Cooldown is reduced by 1 Turn(s) after killing with Strike.
  • Reeling Blow: Strike causes Slow for 1 Turn(s).
Defensive Stance - The Hero gain X Atmour (1 per 2 levels), Self, 1 AP, CD 4
  • Perseverance: +30% Constitution for the Duration of Defensive Stance.
  • Resting Stance: The Hero gains 11 Temporary HP for the duration of Defensive Stance.
  • Steadiness: While Defensive Stance is active, the Hero loses only 50% Armour from Attacks.
  • Active Defense: Defensive Stance's Cooldown is reduced by 1 Turn(s).
Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Rage - +10% stackable Weapon Damage for 2 turns after every kill
  • Extended Rage: +5% bonus Weapon Damage for Rage.
  • Anger Management: Rage's effect lasts for +1 Turn(s).
  • Bloodlust: The Hero gains 1 AP for each Kill while Rage's effect is active.
  • Blood Rage: The Hero gains 2 HP for each Kill while Rage's effect is active.
Juggernaut - The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn

Extra Bleeding - +50% Weapon Damage for Bleeding Effects

Strenght - +10% Weapon Damage

Tier II

Power Attack - Deals 150% Wapon Damage with +15% Armour Breaking, Melee, 5 AP, CD 3
  • Ready to Purge: Power Attack's AP Cost is reduced by 1.
  • Vulnerability: Power Attack causes 30% Vulnerability for 1 Turn(s).
  • Initiator: +25% Weapon Damage for Power Attack if the Targeted Unit has full HP and full Vitality.
  • Stunning Blow: Power Attack Stuns for 1 Turn(s), but costs +1 AP.
Earth Shaker - Chose a Unit. Deal 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked, Range 4, 6 AP, CD 3
  • Magnitude: Earth Shaker causes Knockback.
  • Ground Surge: +15% Weapon Damage for Earth Shaker.
  • Earth Splitter: Earth Shaker's Range is increased by 2 Tile(s).
  • Stumble: Earth Shaker causes Slow for 1 Turn(s).
Vengeance - When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter
  • Berserk: The Hero gains +2 AP if they have no HP.
  • Avenger:  The Hero starts their Turn with +1 AP if they received at least 2 Hits during the Enemy Turn.
  • Frenzy: The less HP the Hero has, the more Weapon Damage the Hero deals. The Hero gains +30% Weapon Damage with no HP left.
  • Combat Fever: The Hero gains +2 Unbreakable Armour while they have no HP.
Armourer - The Hero loses 1 less AP from Heavy Armour

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour, +10% Physical Debuff Resist

Tier III

Whirlwind - Deals 120% Weapon Damage To Adjacent units, Melee, 6 AP, CD 3
  • Bleeding Wounds: Causes Bleeding for 1 Turn
  • Knockback: Units hit by Whilwind are Knocked Back
  • Raging Wind: +15% Weapon Damage
  • Bladestorm: Ap cost reduced by 1
Damage Focus - +5% Weapon Damage per unspent AP from previous Turn
  • Save Strenght: +1 AP pre 3 unspent AP left from previous Turn
  • Smite The Weak: The Hero gain +3% Weapon Damage per unspent AP left from previous Turn
  • Readiness: The Hero Gains X Armour per 3 unspent AP left from previous Turn (1 per 5 Levels)
  • Focused Watch: AP spent on Overwatch counts as unspent
Melee Experise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Extra Stun - +50% efficiency for Stun and Slow

Hardened Armour - Reduce Armour loss by 20%

Extra Area Damage - +20% Weapon damage for Damage in an Area Skills
Sir Leodegrance

In Britannia, Leodegrance used to be one of the most rightful knights of the Round Table. He was one of the rulers of the small kingdoms that bowed before the Once and Future King and although later he became a guardian of the Round Table, his road leading to Camelot was a difficult one.
Leodegrance and Arthur had a troubled relationship to begin with, for reason utterly unrelated to war and politics. Leodegrance, who had strong ties with the Sidhe of Bedegraine Forest, had a beautiful daughter with an otherworldly secret – and to protect this girl and her secret, he kept her locked away in a tower. Until young Arthur stormed the castle and took away the fair damsel who was called Guinevere... and the rest is history.
In Avalon, Leodegrance remained true to his rightful ways but he began to delve deeper into the mysteries of the Sidhe, gathering knowledge in the ancient shrines of the Fair Folk and using his new powers to protect the new Camelot.

How to get: Morality reward

Class: Sage
Alignment: Rightful

Traits

  • Ambitious - +50% Loyalty from court titles

  • Virtuous - While appointed as Grand Master at the Round Table, grants an additional X Loyalty for every Rightful Hero. (increases by 1 every 10 Levels)

  • Exposed - Always suffer Major Injuries instead of Minor ones



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Chilling Touch: Strike causes Chill for 1 Turn(s).
  • Might: +15% Weapon Damage for Strike.
  • Splinter: Strike deals 30% more Weapon Damage against Frozen Units.
  • Draining Strike: Regain 3 HP when using Strike.
Freezing Attack - Deals 100% Weapon Damage, Freezes for 1 turn, Melee, 4 AP, CD 3
  • Brittle Armour: Freezing Attack gains 50% Armour Breaking.
  • Vulnerability: Causes 20% Vulnerability for the Duration of Freezing Attack.
  • Lasting Cold: Chills the target for 2 more Turns after the Freeze effect.
  • Chilled to the Bone: Freezing Attack's Cooldown is reduced by 1 Turn(s).
Bless - +30% Mellee Weapon Damage for the Target for 1 turn Range 9 2 AP CD 3
  • Lasting Bless: Bless' Duration is increased by 1 Turn(s).
  • Lighten: The Target of Bless gains +1 AP.
  • Guidance: Bless also grants+20% Willpower to the Target.
  • Mass Blessing: Bless also grants +20% Melee Weapon Damage to every other Ally, including the Hero.
Aura of Protection - +X Unbreakable Armour for the Hero and all Adjacent Allies (+1 per 10 Levels)
  • Mist: Aura of Protection also reduces incoming Ranged Damage by 1.
  • Reinforced Aura: Aura of Protection also grants +10% Constitution.
  • Keen Mind: Aura of Protection also grants +10% Willpower.
  • Extended Aura: Aura of Protection affects Allies within 2 Tiles Range.
All Resistance - +15% Mental Debuff Resist and Physical Debuff Resist.

Long Reach - Range of non-melee Active Skills is ncreased by 1 Tile

Favoured - The first Support Spell cast during the Encounter costs no AP

Tier II

Inspire - The Hero and Allies gain 2 AP for 1 Turn, Global, 3 AP, CD 5
  • Tranquility: Inspire also reduces the Hero's and Allies' Cooldowns by 1 Turn(s). Inspire's Cooldown is increased by 1 Turn.
  • Mobilization: Inspire also grants +1 Movement AP for the Duration.
  • Unbind: Removes Chill, Freeze, Slow, and Stun from affected Units.
  • Motivate Self: The Cooldown of Inspire is reduced by 1 Turn(s).
Globe of Protection - Gain X Temporary HP for 2 turn (2 per Level), Self, 3 AP, CD 4
  • Discipline: AP Cost of Globe of Protection is reduced by 3.
  • Elemental Armour: +1 Armour while Globe of Protection is active.
  • Soul Warding: +20% Willpower and Constitution while Globe of Protection is active.
  • Dispel Magic: Casting Globe of Protection removes all negative effects from the Hero.
Frost Armour - Melee Attacker suffer Damage equal to 10% of the Hero's Weapon Damage.
  • Armour of the hero is increased by X (1 pre 5 Levels)
  • Cold Skin: Reduce all incoming Vitality Damage by 25%.
  • Hail: +1 Unbreakable Armour against Ranged Attacks.
  • Enchanted Armour: Armour of the Hero is increased by 1.
  • Hardened: Reduce Armour loss by 25%.
Enchanted Weapon - +10% more Weapon Damage

Unburdened - When the Hero's HP drops to zero, all Cooldowns are reduced by 2 turns

Tier III

Ice Wall - Creates a 3 Tiles long Ice Wall for 3 turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality, Range 7, 6 AP, CD 4
  • Icy Winds: The casting Range of Ice Wall is increased by 2 Tile(s).
  • Permafrost: Ice Wall's Length is increased by 2
  • Reinforced Wall: Ice Wall gains +25% Vitality.
  • Endless Winter: When an Ice Wall Tile is destroyed, all Adjacent Units are Frozen for 1 Turn
Soothing Words - Restore 7 HP to the Hero and each Ally after each Encounter
  • Recreator: The Hero and each Ally regain +X Armour when choosing the Armoursmith Kit Resting Action (1 per 8 Levels)
  • Healer: Soothing Words restores X additional HP to the Hero and each Ally after each Encounter (1 per 10 Levels)
  • Medicines: The Hero and each Ally regain +10% HP when choosing the HP Recovery Resting Action
  • Cure: The Hero and each Ally regain X Vitality when choosing the HP Recovery Resting Action (1 per 10 Levels)
Master Of Ice - +20% Freeze and Chill Effectiveness, +20% to ice Wll's Vitality
  • Frozen Power: Master of Ice's effects are increaced by 10%
  • Enchanted by Cold: +10% Weapon Damage for each Enemy affected by Freeze or Chill
  • Shatter: +20% Weapon damage against Units affected by Freeze or Chill
  • Cold Blood: Immunity to Freeze and Chill effects
Wish Of Death - The Hero gains 1 AP when Enemy Unit dies

Mysticism - Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)

Divine - Regain X HP when HP drops to zero. Once per Encounter (1 HP per Level)
Sir Lucan

Sir Lucan is a noble man, a pious, devoted sage roaming Avalon in search of sacred lore. He is also a capable warrior, but prefers to use his arcane knowledge in battles. Some claim that Sir Lucan is one of the most kind and worthy of the knights of the Round Table, although little is known about his deeds because of his modesty.

How to get: Morality reward

Class: Sage
Religion: Christian
Alignment:Rightful

Traits

  • Popular - Healing Vitality at the Hospice costs 50% less for this Hero

  • Vulnerable - Injury Tokens are decreased by 1



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Chilling Touch: Strike causes Chill for 1 Turn(s).
  • Might: +15% Weapon Damage for Strike.
  • Splinter: Strike deals 30% more Weapon Damage against Frozen Units.
  • Draining Strike: Regain 3 HP when using Strike.
Dash - Unique Skill - Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing, Range 2-7, 1 AP, CD 2
  • Keen Eye: Decrease the AP Cost of Overwatch by 1 after Dashing.
  • Sprint: Dash's AP Cost is reduced by 1.
  • Extended Dash: The Range of Dash is increased by 2 Tile(s).
  • Persistence: The Cooldown of Dash is reduced by 1 Turn(s).
Bless - +30% Mellee Weapon Damage for the Target for 1 turn Range 9 2 AP CD 3
  • Lasting Bless: Bless' Duration is increased by 1 Turn(s).
  • Lighten: The Target of Bless gains +1 AP.
  • Guidance: Bless also grants+20% Willpower to the Target.
  • Mass Blessing: Bless also grants +20% Melee Weapon Damage to every other Ally, including the Hero.
Aura of Protection - +X Unbreakable Armour for the Hero and all Adjacent Allies (+1 per 10 Levels)
  • Mist: Aura of Protection also reduces incoming Ranged Damage by 1.
  • Reinforced Aura: Aura of Protection also grants +10% Constitution.
  • Keen Mind: Aura of Protection also grants +10% Willpower.
  • Extended Aura: Aura of Protection affects Allies within 2 Tiles Range.
All Resistance - +15% Mental Debuff Resist and Physical Debuff Resist.

Long Reach - Range of non-melee Active Skills is ncreased by 1 Tile

Favoured - The first Support Spell cast during the Encounter costs no AP

Tier II

Inspire - The Hero and Allies gain 2 AP for 1 Turn, Global, 3 AP, CD 5
  • Tranquility: Inspire also reduces the Hero's and Allies' Cooldowns by 1 Turn(s). Inspire's Cooldown is increased by 1 Turn.
  • Mobilization: Inspire also grants +1 Movement AP for the Duration.
  • Unbind: Removes Chill, Freeze, Slow, and Stun from affected Units.
  • Motivate Self: The Cooldown of Inspire is reduced by 1 Turn(s).
Cleansing Fire - Unique Skill - Deals 100% Weapon Damage and cause Burning for 1 turn, Range 8, 5 AP, CD 5
  • Fiery Purge: +15% Weapon Damage
  • Conflagration: Duration of Burning +1 Turn
  • Fireborn: Cost is reduced by 1 AP
  • Rekindle: Cooldown is reduced by -1 Turn
Frost Armour - Melee Attacker suffer Damage equal to 10% of the Hero's Weapon Damage.
  • Armour of the hero is increased by X (1 pre 5 Levels)
  • Cold Skin: Reduce all incoming Vitality Damage by 25%.
  • Hail: +1 Unbreakable Armour against Ranged Attacks.
  • Enchanted Armour: Armour of the Hero is increased by 1.
  • Hardened: Reduce Armour loss by 25%.
Enchanted Weapon - +10% more Weapon Damage

Unburdened - When the Hero's HP drops to zero, all Cooldowns are reduced by 2 turns

Tier III

Globe of Protection - Gain X Temporary HP for 2 turn (2 per Level), Self, 3 AP, CD 4
  • Discipline: AP Cost of Globe of Protection is reduced by 3.
  • Elemental Armour: +1 Armour while Globe of Protection is active.
  • Soul Warding: +20% Willpower and Constitution while Globe of Protection is active.
  • Dispel Magic: Casting Globe of Protection removes all negative effects from the Hero.
Soothing Words - Restore 7 HP to the Hero and each Ally after each Encounter
  • Recreator: The Hero and each Ally regain +X Armour when choosing the Armoursmith Kit Resting Action (1 per 8 Levels)
  • Healer: Soothing Words restores X additional HP to the Hero and each Ally after each Encounter (1 per 10 Levels)
  • Medicines: The Hero and each Ally regain +10% HP when choosing the HP Recovery Resting Action
  • Cure: The Hero and each Ally regain X Vitality when choosing the HP Recovery Resting Action (1 per 10 Levels)
Monster Hunter - Unique Skill - +20% Weapon Damage
  • Sidhe Slayer: +10% Weapon Damage against Seelie and Unseelie
  • Lost Slayer: +10% Weapon Damage against Lost
  • Fomori Slayer: +10% Weapon Damage against Fomori
  • Fleet-Footed: The Hero gains 1 Movement AP
Wish Of Death - The Hero gains 1 AP when Enemy Unit dies

Mysticism - Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)

Divine - Regain X HP when HP drops to zero. Once per Encounter (1 HP per Level)
Sir Mordred


Sir Mordred was one of the greatest knights of the Round Table, smart, relentless and dedicated, eventually becoming the nemesis of King Arthur, destined to battle the Once and Future King in their final duel at the Battle of Camlann. His increasing conflicts with Arthur earned him the title of traitor on behalf of his fellow knights who remained faithful to Camelot. It is true that Mordred always had a reputation of a black knight, a ruthless, grim warrior who never suffered fools easily and his relentless actions were always far from the knightly deeds praised by the troubadours, but he always kept the interests of the realm in sight. In the last battle for Britannia Sir Mordred and King Arthur finally clashed in a furious battle and in a savage duel they both struck a killing blow. However, even after their fall, their fate is still intertwined here in the otherworldly island of Avalon.

How to get: Main character

Class: Defender

Traits

  • Fast Metabolism - After Missions, regain 20% of maximum Vitality

  • Veteran - While appointed as Master of Arms in the Training Ground, grants every Hero X Mission XP after every Mission they did not participate in. (increases by 1% every 2 Levels)

  • Keeper of the Excalibur - Story Progress - +5% Damage for each Relic equipment



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Bleeding Strike: Strike causes Bleeding for 2 Turn(s).
  • Killing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Bonebreaker: +15% Weapon Damage for Strike.
  • Sweeping Strike: Gain 1 AP for the first Strike on each Enemy in every Turn.
Shield Charge - Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown, Range 2-4, 1 AP, CD 3
  • Shield Spikes: +25% Weapon Damage for Shield Charge.
  • Weighed Charge: Shield Charge's Cooldown is reduced by 1 Turn(s).
  • Extended Charge: Shield Charge's Range is increased by 2 Tiles.
  • Momentum: If Shield Charge kills a Unit, its Cooldown instantly resets.
Cast Stigma - Unique Skill - Causes 20% Vulnerability to the Target for 1 turn, Range 8, 2 AP, CD 3
  • Stigma of Dishonor: Stigma causes +10% Vulnerability.
  • Lasting Stigma: Stigma lasts for +1 Turn(s).
  • Wasting Sign: The target also loses 1 Armour. The amount of Armour lost increases by 1 every 4 Levels.
  • Mind Shackle: Cast Stigma's AP cost is reduced by 1.
Unyielding - Regain X HP for each Hit (1 per 4 Levels)
  • Endurance: +10% Vitality from Accessories and Trinkets.
  • Extra HP: +5% HP from Armour Sigils.
  • Physical Resistance: +15% Physical Debuff Resist.
  • Ruthlessness: Regain 2 HP for each kill. The amount of HP regained increases by 1 every 4 Levels.
Strenght - +10% Weapon Damage

Vigilance - -30% damage recieved from Overwatch and Opportunity Attacks

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier II

Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Flurry - Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately, Melee, 4 AP, CD 1
  • Armour Breaker: Flurry gains +30% Armour Breaking.
  • Zestful Flurry: Gain 1 AP when killling a unit with Flurry.
  • Dismemberment: +15% Weapon Damage for Flurry.
  • Extended Flurry: Flurry can target 1 additional Enemy.
Thunderbolt - Unique Skill - Deals 100% Weapon Damage, ignoring Cover and Armour. Cannot be blocked, Range 9, 5 AP, CD 2
  • Streaking Thunder: The Range of Thunderbolt is increased by 2 Tile(s).
  • Thunderwrath: +25% Weapon Damage for Thunderbolt.
  • Damage Conductor: Thunderbolt reduces the Target's Armour by 2. The amount of Armour lost increases by 1 every 4 Levels.
  • Thunderblast: Thunderbolt also Stuns for 1 Turn(s), but Costs +1 AP.
Armourer - The Hero loses 1 less AP from Heavy Armour
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
Strong Willed - +30% Mental Debuff Resist

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier III

Recuperate - The Hero gains X Temporary HP for 1 Turn (2 per level), Self, 2 AP, CD 4
  • Regain Armour: The Hero gains +1 Armour for the Duration of Recuperate. The amount of Armour gained increases by 1 every 3 Levels.
  • Bolster: +1 Temporary HP for Recuperate. The amount of Temporary HP is increased by 1 per Level.
  • Steel Resolve: The Hero gains +30% Mental Debuff Resist for the Duration of Recuperate.
  • Benediction: Recuperate's Duration lasts for +1 Turn(s).
Chain Lightning - Unique Skill - Select an Enemy within Range and Line of Sight, then choose additional Enemies within 4 Tiles from the primary Target (up to 3 total Targets). All Targets suffer 100% Weapon Damage, Range 9, 5 AP, CD 3
  • Fulgurous Whip: Can choose +1 Targets for Chain Lightning.
  • Swift Bolt: The AP Cost of Chain Lightning is reduced by 2.
  • Electric Power: +20% Weapon Damage for Chain Lightning.
  • Scourge of Mordred: Chain Lightning causes Shock.
All Resistance - +15% Mental and Physical Debuff Resist
  • Physical Resistance: +15% Physical Debuff Resist.
  • Mental Fort: +15% Mental Debuff Resist.
  • DoT Resistance: -1 Turn Duration for incoming Bleeding, Burning, and Poison effects.
  • Extra Vitality: +5 Vitality. +1 Injury Token. The amount of Vitality increases by 1 every 2 Levels.
Shield Block - Block isincreased by 5%
  • Shield Superiority: +5% Block while Outnumbered.
  • Flank Defense: The Hero can Block Flanking Attacks for 50% Block efficiency.
  • Stalwart Defender: +5% Block at full HP. Bonus decreases with HP loss to zero at 0 HP.
  • First Strike: The Damage suffered from the first Attack of each Enemy in an Encounter is reduced by 100%, if the Attack was Blocked.
Strenght - +10% Weapon Damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Hardened Armour - Reduce Armour loss by 20%

Sir Pelleas

Sir Pelleas is the stalwart protector of the downtrodden, acting like the embodiment of the very idea that led to the birth of the Round Table in the first place. He was always overshadowed by his more famous companions, but he never cared about glory or fame, and now, with darkness falling over the land, his selflessness is more needed than ever. However, don’t let his righteousness fool you: Sir Pelleas will never let anything or anyone stand in his way.

How to get: Act 2. Side mission

Class: Defender
Alignment: Rightful


Traits

  • Armor Tinker - When resting, recovers an additional 20% of their maximum Armor

  • Drillmaster - While appointed as Master of Arms in the Training Ground, increases all Heroes' Physical Debuff Resist by X. (increases by 1% every 2 Levels)

  • Secure - Only goes to Missions with full Vitality and without any Injuries



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 3 AP
  • Bleeding Strike: Strike causes Bleeding for 2 Turn(s).
  • Killing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Bonebreaker: +15% Weapon Damage for Strike.
  • Sweeping Strike: Gain 1 AP for the first Strike on each Enemy in every Turn.
Shield Charge - Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown, Range 2-4, 1 AP, CD 3
  • Shield Spikes: +25% Weapon Damage for Shield Charge.
  • Weighed Charge: Shield Charge's Cooldown is reduced by 1 Turn(s).
  • Extended Charge: Shield Charge's Range is increased by 2 Tiles.
  • Momentum: If Shield Charge kills a Unit, its Cooldown instantly resets.
Guard - The Hero consumes all remaining AP to prepare for a single Overwatch which can be executed in any direction. In addition, the Hero and Allies no further than 2 Tiles gain +X Armour per 2 spent AP for 1 Turn (1 armour per 10 Levels)
  • Defend Ally: Guard grants +1 Armour to Allies.
  • Resting Guard: Guard gives 1 AP for the next Turn for the Hero.
  • Vindicator: Allies are affected by Guard from 1 Tile(s) away.
  • Knightly Zeal: Guard's Cooldown is reduced by 1 Turn(s).
Unyielding - Regain X HP for each Hit (1 per 4 Levels)
  • Endurance: +10% Vitality from Accessories and Trinkets.
  • Extra HP: +5% HP from Armour Sigils.
  • Physical Resistance: +15% Physical Debuff Resist.
  • Ruthlessness: Regain 2 HP for each kill. The amount of HP regained increases by 1 every 4 Levels.
Strenght - +10% Weapon Damage

Vigilance - -30% damage recieved from Overwatch and Opportunity Attacks

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier II

Taunt - Every Enemy in 4 Tiles Range turns towards the Hero, and will spend their next Turn attacking them, Melee, 2 AP, CD 2
  • Armour Bait: Using Taunt grants X Armour for 1 Turn (1 per 4 Levels)
  • War Cry: +1 Range
  • Fomorian Curse: Cost is reduced by 1 AP
  • Demoralize: Enemies affected by Taunt start their Turn with -1 AP
Flurry - Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately, Melee, 4 AP, CD 1
  • Armour Breaker: Flurry gains +30% Armour Breaking.
  • Zestful Flurry: Gain 1 AP when killling a unit with Flurry.
  • Dismemberment: +15% Weapon Damage for Flurry.
  • Extended Flurry: Flurry can target 1 additional Enemy.
Armourer - The Hero loses 1 less AP from Heavy Armour
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
Strong Willed - +30% Mental Debuff Resist

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier III

Recuperate - The Hero gains X Temporary HP for 1 Turn (2 per level), Self, 2 AP, CD 4
  • Regain Armour: The Hero gains +1 Armour for the Duration of Recuperate. The amount of Armour gained increases by 1 every 3 Levels.
  • Bolster: +1 Temporary HP for Recuperate. The amount of Temporary HP is increased by 1 per Level.
  • Steel Resolve: The Hero gains +30% Mental Debuff Resist for the Duration of Recuperate.
  • Benediction: Recuperate's Duration lasts for +1 Turn(s).
All Resistance - +15% Mental and Physical Debuff Resist
  • Physical Resistance: +15% Physical Debuff Resist.
  • Mental Fort: +15% Mental Debuff Resist.
  • DoT Resistance: -1 Turn Duration for incoming Bleeding, Burning, and Poison effects.
  • Extra Vitality: +5 Vitality. +1 Injury Token. The amount of Vitality increases by 1 every 2 Levels.
Shield Block - Block isincreased by 5%
  • Shield Superiority: +5% Block while Outnumbered.
  • Flank Defense: The Hero can Block Flanking Attacks for 50% Block efficiency.
  • Stalwart Defender: +5% Block at full HP. Bonus decreases with HP loss to zero at 0 HP.
  • First Strike: The Damage suffered from the first Attack of each Enemy in an Encounter is reduced by 100%, if the Attack was Blocked.
Strenght - +10% Weapon Damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Hardened Armour - Reduce Armour loss by 20%
Sir Percival

Percivale used to be a simple young man with crude innocence and remarkable skills in jousting and swordsmanship, and even while he gradually matured into one of the greatest knights of the Round Table, Percivale had never lost the inherent goodness in him. As a devout Christian, he was said to converse with angels who first showed him visions of the Holy Grail, which led him on a life-long quest to find the sacred relic.
In Avalon he was convinced by Galahad that the Grail must exist in some form on the island and they must find it. Since then, Percivale has had many adventures on the twisted, terrifying Wasteland, this growing patch of blight and horror on Avalon, where he fought the Picts of Queen Morgawse, the vassals of the mysterious Fisher King and the monsters of the Wasteland.

How to get: Act 3. Side mission

Class: Defender
Religion: Christian

Traits

  • Ascetic - +10% XP gained if Vitality was lost in a Mission.

  • Bolsterer - While appointed as Master of Faith in the Cathedral, grants X Temporary HP to Heroes at the start of each Mission. (increases by 1 every 5 Levels)

  • Frugal - Can use only one Potion equipment slot



Tier I

Flaming Strike - Unique Skill - Deals 100% Weapon Damage and cause Burning for 1 turn, Melee, 3 AP
  • Searing Blaze: +15% Weapon Damage for
  • Eternal Flame: +1 Turn duration of Burning
  • Charred Flesh: Cost reduced by 1 AP, but damage reduced by 50%
  • Undeadbane: +50% Weapon Damage vs Lost
Shield Charge - Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown, Range 2-4, 1 AP, CD 3
  • Shield Spikes: +25% Weapon Damage for Shield Charge.
  • Weighed Charge: Shield Charge's Cooldown is reduced by 1 Turn(s).
  • Extended Charge: Shield Charge's Range is increased by 2 Tiles.
  • Momentum: If Shield Charge kills a Unit, its Cooldown instantly resets.
Guard - The Hero consumes all remaining AP to prepare for a single Overwatch which can be executed in any direction. In addition, the Hero and Allies no further than 2 Tiles gain +X Armour per 2 spent AP for 1 Turn (1 armour per 10 Levels)
  • Defend Ally: Guard grants +1 Armour to Allies.
  • Resting Guard: Guard gives 1 AP for the next Turn for the Hero.
  • Vindicator: Allies are affected by Guard from 1 Tile(s) away.
  • Knightly Zeal: Guard's Cooldown is reduced by 1 Turn(s).
Vengance - When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter
  • Berserk: The Hero gains +2 AP if they have no HP.
  • Avenger:  The Hero starts their Turn with +1 AP if they received at least 2 Hits during the Enemy Turn.
  • Frenzy: The less HP the Hero has, the more Weapon Damage the Hero deals. The Hero gains +30% Weapon Damage with no HP left.
  • Combat Fever: The Hero gains +2 Unbreakable Armour while they have no HP.

Strenght - +10% Weapon Damage

Pyromaniac - +50% Burning Damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier II

Taunt - Every Enemy in 4 Tiles Range turns towards the Hero, and will spend their next Turn attacking them, Melee, 2 AP, CD 2
  • Armour Bait: Using Taunt grants X Armour for 1 Turn (1 per 4 Levels)
  • War Cry: +1 Range
  • Fomorian Curse: Cost is reduced by 1 AP
  • Demoralize: Enemies affected by Taunt start their Turn with -1 AP
Flurry - Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately, Melee, 4 AP, CD 1
  • Armour Breaker: Flurry gains +30% Armour Breaking.
  • Zestful Flurry: Gain 1 AP when killling a unit with Flurry.
  • Dismemberment: +15% Weapon Damage for Flurry.
  • Extended Flurry: Flurry can target 1 additional Enemy.
Armourer - The Hero loses 1 less AP from Heavy Armour
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
  • Thick Skinned: Armour is increased by 1. The amount of Armour increases by 1 every 6 Levels.
  • Fitted Armour: +5% HP from Armour Sigils.
Encouragement - Unique Skill - Encouragement Adjastment Allies gain +1 AP until the end of their Turn, Self, 2 AP, CD 3
  • The Lord's Will: Cost is reduced by 1 AP
  • Rosary Prayer: -1 Turn(s) Cooldown
  • The Lord's Wrath: Encouragement also grants +20% Weapon Damage to Adjacent Allies
  • Swift Justice: Encouragement also grants +2 Movement AP to Adjacent Allies
Strong Willed - +30% Mental Debuff Resist

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Tier III

Recuperate
Immolation - Unique Skill - Deals 150% Weapon Damage to an Adjacent Enemy and 50% to every Enemy Adjacent with them, Melee, 6 AP, CD 3
  • Cleansing Flame: deals +15% Weapon Damage on the initial Hit
  • Embers: The Cooldown is reduced by 1 Turn
  • Trial by Fire: also causes Burning for 1 Turn(s).
  • Fiery Judgement: deals +25% Weapon Damage against Units Adjacent with the initial Target.
All Resistance - +15% Mental and Physical Debuff Resist
  • Physical Resistance: +15% Physical Debuff Resist.
  • Mental Fort: +15% Mental Debuff Resist.
  • DoT Resistance: -1 Turn Duration for incoming Bleeding, Burning, and Poison effects.
  • Extra Vitality: +5 Vitality. +1 Injury Token. The amount of Vitality increases by 1 every 2 Levels.
Shield Block - Block isincreased by 5%
  • Shield Superiority: +5% Block while Outnumbered.
  • Flank Defense: The Hero can Block Flanking Attacks for 50% Block efficiency.
  • Stalwart Defender: +5% Block at full HP. Bonus decreases with HP loss to zero at 0 HP.
  • First Strike: The Damage suffered from the first Attack of each Enemy in an Encounter is reduced by 100%, if the Attack was Blocked.
Strenght - +10% Weapon Damage

Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Hardened Armour - Reduce Armour loss by 20%
Sir Tegyr

Sir Tegyr is a skilled, brave and deeply religious knight, who used to be the cup-bearer of King Arthur in Britannia. Although being a cup-bearer is an important position, only given to those held in high esteem and regarded trustworthy, his duties sometimes earned him the mockery of some of his fellow knights. Not that he cared: Tegyr was always above such matters as the sworn protector of the monarch.
In Avalon, Tegyr first had a difficult time finding new purpose without the king present, but eventually he realized that his dedication to the chivalric ideals might be useful out in the wilderness. He slowly began to feel the lure of all those bold, knightly quests he had to miss during his time in the court and became a questing knight, a daring adventurer.

How to get: Act 2. Side mission

Class: Vanguard
Religion:Christian
Alignment: Rightful

Traits

  • Loyal - +3 Loyalty

  • Veteran - While appointed as Master of Arms in the Training Ground, grants every Hero X Mission XP after every Mission they did not participate in. (increases by 1% every 2 Levels)




Tier I

Strike - Deals 75% damage to an adjacent enemy two time, Melee, 3 AP
  • Poisoned Blade: Strike causes Poison for 2 Turn(s).
  • Sinister Blow: Strike deals 15% more Weapon Damage.
  • Finishing Blow: The Hero gains 1 AP when killing a Unit with Strike.
  • Relentless Strikes: Strike deals 20% more damage against Bleeding Units.
Jump - Jump to the target Tile, Range 2-4, 1 AP, CD 3
  • Lope: Jump's cooldown is reduced by 1 Turn(s).
  • Vault: Jump's AP Cost is reduced by 1.
  • Long Jump: Jump's Range is increased by 1 Tile(s).
  • Hurdle: The Hero gains 1 Movement AP after using Jump.
Bear Trap - Places a Hidden Bear Trap on an empty Tile. The Trap triggers when an Enemy Unit enters its Tile, dealing 100% Weapon Damage and causing Slow for 1 Turn(s). The Hero can have a maximum number of 5 active Traps. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 2 AP
  • Bleeding Glash: Bear Trap caues Bleeding for 3 Turns.
  • Shackles: Bear Trap reduces the triggering Unit's AP by 2.
  • Precision: Bear Trap deals 15% more Weapon Damage.
  • Handy Trap: Bear Trap's AP Cost is reduced by 1.
Hide - The Hero becomes Hidden. Hidden Units don't break Line of Sight for other Units, and can't be seen by Enemies. The Hero also gains +50% Surprise Damage for their next Attack. This Surprise bonus is lost if they move more than 2 Tiles after being Revealed, or use a Skill before attacking
  • Surprise Damage: Surprise Damage is increased by 50%.
  • Stalker: The Surprise bonus is retained for +2 Tiles of Movement after being revealed.
  • Preparation: The Hero gains 2 Movement AP when starting a Turn Hidden.
  • Subtle: Enemies get a -1 Tile Range penalty to spotting the Hero.
Scout - +1 MP, +1 Perceprion

Low Profile - Enemies prioritze attacking any other Unit within their Range over the Hero, and completely ignore the Hero from farther than 6 Tiles away.

Counter Attack - The Hero responds to every Frontal Attack received with a Strike.

Tier II

Throwing Dagger - Range Attack thet deals 100% weapon damage, Range 6, 4 AP, CD 1
  • Balanced Throw: Throwing Dagger's Range is increased by 2 Tiles.
  • Lethality: Throwing Dagger deals 15% more Weapon Damage.
  • Poisoned Dagger: Throwing Dagger causes Poison for 2 Turn(s).
  • Twin Daggers: Throwing Daggers can target an additional Unit. The second Unit suffer 25% less Weapon Damage.
Gas Trap - Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within a 3x3 Tiles Range and leaving a cloud that lasts for2 Turns. Units within the cloud suffer 25% Weapon Damage at the start of their Turns and for every Tile of movement they make. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 6 AP, CD 3
  • Poison Gas: Gas Trap causes Poison for 2 Turns.
  • Enfeeble: Units within the cloud deal -25% Damage.
  • Corrosive Gas: Units within the cloud lose 1 Armour at the start of their Turn.
  • Thick Cloud: Causes Slow for 1 Turn to Units affected by the Cloud.
Master of Traps - +1 Tiles Range for Trap Skills
  • Deactivate Trap: The Hero deactivates discored Enemy Traps by stepping on them. The Hero loses 2 AP for each Trap deactivated.
  • Serrated Traps: +20% Weapon Damage for Trap Skills.
  • Barbed Traps: +1 Turn Duration to every Damage over Time effect caused by Trap Skills.
  • Better Tools: The Hero can have +1 active Traps.
Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Scout - +1 MP, +1 Perceprion

Tier III

Jumping Attack - Jumps to the Target and deals 150% Weapon Damage, then jumps back to the starting position, Range 2-3, 5 AP, CD 2
  • Long Rush: The Range of Jumping Attack is increased by 1 Tile(s)
  • Nimble: The Cooldown of Jumping Attack is reduced by 1 Turn(s).
  • Recoil: Jumping Attack also Knocks back the Target
  • Hit and Run: Jumping Attack deals 25% more Weapon Damage in Surprise state
Backstab - +30% damage to Backstabs
  • Finisher: Backstabs deal +10% Weapon Damage
  • Focused Strike: +X Armour Piercing when Backstabbing (1 per 5 Levels)
  • Ambush: +20% Weapon Damage for Surprise Attacks if they are Backstabs
  • Mutilate: Attacking from behind causes 20% Vulnerability to the Target for 1 Turn
Assasination - +20% Weapon damage against targets with less than 25% Vitality
  • Remorseless: Assassination's Weapon Damage bonus is increased by 10%
  • Vigor: The Hero gains 1 AP when killing a Unit on their Turn
  • Brutality: Assassination's Vitality threshold is increased by 15%
  • Weak Spots: +15% Weapon Damage against Units affected by Bleeding or Poison
Quick Footed - The Hero immune to Opportunity Attacks

Scout +1 MP, +1 Perceprion

Master Assassin - Hide Cost is reduced by 1. Starting the turn hidden grants +1 AP
Sir Tristan

The former troubadour knight of the Round Table now looks like a shadow of his former self, but he hasn’t lost his skills, his bravery and the urge to fight for lost causes. His legendary affair with the fair Lady Isolde might have been the result of a misplaced love potion, but that doesn’t change anything about their romance.
No wonder that Tristan’s tragedy was losing the love of his life twice – once in Britannia, where she died and then in Avalon, where she became the enchantress of the Lady of the Lake and turned into a recluse. Tristan, who died not long after his love, found new purpose in Avalon, where he went on daring adventures to gain back her attention. For a while he sailed on the ship that brought the fallen knights from Britannia, mostly in the tumultuous times preceding the Battle of Camlann.
Tristan was also sent back for the dying King Arthur and brought him to Avalon on a ship. Upon arrival, they faced an otherworldly, terrible storm that wrecked the ship in the Whispering Cove. Tristan survived and witnessed the enchantresses of the Lady take away the king to a sacred location to revive him. As the unnatural tempest raged on, something not entirely human came appeared: the Knight Of Midnight. He struck down Tristan, who came back as a Lost One, trying to find peace at last.

How to get: Act 1. Story mission

Class: Vanguard
Neutral

Traits

  • Lost - Immunity to Poison and Bleeding effects

  • Allegiance - +6 Loyalty

  • Tough - Injuries require 1 less round to heal for this Hero



Tier I

Poison Cut - Unique Skill - Deals 80% Weapon damage 2 times, causes Poison for 1 turn, Melee, 4 AP
  • Fetid Blade: The Duration of Poison Cut's Poison effect is increased by 1 Turn(s)
  • Gangrene: Poison Cut's Poison effect reduces the Target's Damage dealt by an additional 10%
  • Blight: +10% Weapon Damage
  • Gangrene: Poison Cut's Poison effect reduces the Target's Damage dealt by an additional 10%
Jump - Jump to the target Tile, Range 2-4, 1 AP, CD 3
  • Lope: Jump's cooldown is reduced by 1 Turn(s).
  • Vault: Jump's AP Cost is reduced by 1.
  • Long Jump: Jump's Range is increased by 1 Tile(s).
  • Hurdle: The Hero gains 1 Movement AP after using Jump.
Bear Trap - Places a Hidden Bear Trap on an empty Tile. The Trap triggers when an Enemy Unit enters its Tile, dealing 100% Weapon Damage and causing Slow for 1 Turn(s). The Hero can have a maximum number of 5 active Traps. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 2 AP
  • Bleeding Glash: Bear Trap caues Bleeding for 3 Turns.
  • Shackles: Bear Trap reduces the triggering Unit's AP by 2.
  • Precision: Bear Trap deals 15% more Weapon Damage.
  • Handy Trap: Bear Trap's AP Cost is reduced by 1.
Hide - The Hero becomes Hidden. Hidden Units don't break Line of Sight for other Units, and can't be seen by Enemies. The Hero also gains +50% Surprise Damage for their next Attack. This Surprise bonus is lost if they move more than 2 Tiles after being Revealed, or use a Skill before attacking
  • Surprise Damage: Surprise Damage is increased by 50%.
  • Stalker: The Surprise bonus is retained for +2 Tiles of Movement after being revealed.
  • Preparation: The Hero gains 2 Movement AP when starting a Turn Hidden.
  • Subtle: Enemies get a -1 Tile Range penalty to spotting the Hero.
Scout - +1 MP, +1 Perceprion

Low Profile - Enemies prioritze attacking any other Unit within their Range over the Hero, and completely ignore the Hero from farther than 6 Tiles away.

Counter Attack - The Hero responds to every Frontal Attack received with a Strike.

Tier II

Throwing Dagger - Range Attack thet deals 100% weapon damage, Range 6, 4 AP, CD 1
  • Balanced Throw: Throwing Dagger's Range is increased by 2 Tiles.
  • Lethality: Throwing Dagger deals 15% more Weapon Damage.
  • Poisoned Dagger: Throwing Dagger causes Poison for 2 Turn(s).
  • Twin Daggers: Throwing Daggers can target an additional Unit. The second Unit suffer 25% less Weapon Damage.
Gas Trap - Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within a 3x3 Tiles Range and leaving a cloud that lasts for2 Turns. Units within the cloud suffer 25% Weapon Damage at the start of their Turns and for every Tile of movement they make. Can't be placed on Tiles Adjacent with an Enemy, Range 4, 6 AP, CD 3
  • Poison Gas: Gas Trap causes Poison for 2 Turns.
  • Enfeeble: Units within the cloud deal -25% Damage.
  • Corrosive Gas: Units within the cloud lose 1 Armour at the start of their Turn.
  • Thick Cloud: Causes Slow for 1 Turn to Units affected by the Cloud.
Drain Life - Unique Skill - Deals 25% Weapon Damage to every Unit within 2 Tiles Range. The Hero regain HP equal to 50% of the total Damage dealt, Self, 3 AP, CD 4
  • Reaper: +10% Weapon Damage
  • Everlasting Hunger: Cooldown is reduced by 1 Turn
  • Devourer: The amount of HP the Hero regains from Drain Life's total Damage dealt is increased by 50%
  • Harbinger: +1 Range
Master of Traps - +1 Tiles Range for Trap Skills
  • Deactivate Trap: The Hero deactivates discored Enemy Traps by stepping on them. The Hero loses 2 AP for each Trap deactivated.
  • Serrated Traps: +20% Weapon Damage for Trap Skills.
  • Barbed Traps: +1 Turn Duration to every Damage over Time effect caused by Trap Skills.
  • Better Tools: The Hero can have +1 active Traps.
Robust - +10% Vitality from Accessories and Trinkets, +10% HP from Armour

Scout - +1 MP, +1 Perceprion

Tier III

Jumping Attack - Jumps to the Target and deals 150% Weapon Damage, then jumps back to the starting position, Range 2-3, 5 AP, CD 2
  • Long Rush: The Range of Jumping Attack is increased by 1 Tile(s)
  • Nimble: The Cooldown of Jumping Attack is reduced by 1 Turn(s).
  • Recoil: Jumping Attack also Knocks back the Target
  • Hit and Run: Jumping Attack deals 25% more Weapon Damage in Surprise state
Smoke Bomb - Unique Skill - An Area of 3x3 bacomes Shrouded for 1 Turn. Units cannot be targeted by Ranged Attacks, and cannot target others with Ranged Attacks, Range 5, 2 AP, CD 4
  • Bomblets: Range is increased by 1 Tiles
  • Volatile Mixture: Cost is reduced by 1 AP
  • Alchemist's Purse: Cooldown is reduced by 1 Turn
  • Clinging Vapor: Duration is increased by 1 Turn
Backstab - +30% damage to Backstabs
  • Finisher: Backstabs deal +10% Weapon Damage
  • Focused Strike: +X Armour Piercing when Backstabbing (1 per 5 Levels)
  • Ambush: +20% Weapon Damage for Surprise Attacks if they are Backstabs
  • Mutilate: Attacking from behind causes 20% Vulnerability to the Target for 1 Turn
Alchemist - Decrease the AP cost of Poison Skills by 1
  • Extra Damage: +10% Weapon Damage for Skills causing Poison.
  • Long Duration: The Duration of Poison effects is increased by 1 Turn(s).
  • Master Poisoner: +50% Damage Reduction to Poison.
  • Corrosion: Units affected by Poison lose 1 Armour at the start of each of their Turns.
Quick Footed - The Hero immune to Opportunity Attacks

Scout +1 MP, +1 Perceprion

Master Assassin - Hide Cost is reduced by 1. Starting the turn hidden grants +1 AP
Sir Yvain

Yvain was known as one the most daring knights of the Round Table in Britannia and his reputation hasn’t changed in Avalon either. He was prone to find himself in the middle of the strangest adventures – one of those quests earned him the nickname “the knight of the lion”, when he rescued a lion from a dragon, gaining a loyal companion for many years.
Still, for Yvain, the greatest danger has always been his inability to refuse the lure of romance, which frequently landed him in the most dangerous situations and sometimes had long-lasting consequences. Once he even lost his mind because of a noble lady and for months he was wandering the woods, raving like a madman, until he was cured by a powerful enchantress. He besieged castles, defeated monsters and fought duels to save damsels in distress and even today, he would do the same without any hesitation.

How to get: Act 1. Side mission

Class: Marksman
Neutral

Traits

  • Six Sence - +1 Perception

  • Coin Counter - While appointed as Court Chandler at the Merchant, increases the Gold rewards awarded for Missions by X. (increases by 1% every 5 Level)

  • Soft - Injuries require 1 more round to heal for this Hero


Tier I

Shoot - Deals 100% Weapon Damage, Range 9, 4 AP
  • Torture: Shoot's Weapon Damage is increased by 20% against Burning Units.
  • Weak Spots: Shoot's Weapon Damage is increased by 20% against Poisoned Units.
  • Piercing Arrow: Shoot gains 2 Armour Piercing.
  • Elusive: Killing a Unit with Shoot reduces all Cooldowns by 1 Turn(s).
Fire Arrow - Ranged Attack that deals 100% Weapon Damage and causes Burning on the damaged unit for 2 Turn(s). Range 8, 4 AP, CD 2
  • Crippling Hit: Burning Units gain 1 less AP per Turn.
  • Greek Fire: The Duration of Fire Arrow's Burning effect is increased by 1 Turn(s).
  • Heated Arrow: +15% Weapon Damage for Fire Arrow.
  • Explosive Arrow: Fire Arrow causes Burning to every Unit Adjacent with the Target.
Piercing Shot - Unique Skill - Deals 75% Weapon Damage to every Unit in a straight Line, Range 8, 5 AP, CD 2
  • Barbed Shot: +15% Weapon Damage
  • Windlass: +2 Range
  • Open Wounds: causes Bleeding for 1 Turn(s)
  • Bodkin Shot: gains 2+X Armour Piercing (1 per 10 Levels)
Scout - +1 MP, +1 Perceprion
  • Recon: The Hero gains 2 Movement AP for the first Turn of the Encounter.
  • Evasive: The Hero recieves -X Damage from Ranged Attacks (1 per 5 Levels)
  • Quick Footed: The Hero becomes immune to Opportunity Attacks
  • First Dodge: The first Ranged Hit the Hero receives in each Encounter is automatically Dodged
Deflection - The Hero recives -7 Demage from Ranged Attacks

Adrenaline - The Hero gains 1 AP when killing a Unit

Ready - +20% Overwatch damage

Tier II

Aimed Shot - X Armour Priecing, consume all reaming AP Deals 20% Weapon Damage per AP spent, Range 9, 4+ AP, CD 3
  • Fast Aim: The Hero gains 2 Movement AP when killing a Unit with Aimed Shot.
  • Direct Hit: +20% Weapon Damage for Aimed Shot against Unarmoured Units.
  • Long Range Shot: Aimed Shot's Range is increased by 2 Tile(s).
  • Unblockable Shot: Aimed Shot cannot be Blocked.
Dash - Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing, Range 2-7, 1 AP, CD 2
  • Keen Eye: Decrease the AP Cost of Overwatch by 1 after Dashing.
  • Sprint: Dash's AP Cost is reduced by 1.
  • Extended Dash: The Range of Dash is increased by 2 Tile(s).
  • Persistence: The Cooldown of Dash is reduced by 1 Turn(s).
Assassination - +20% Weapon damage against targets with less than 25% Vitality
  • Remorseless: Assassination's Weapon Damage bonus is increased by 10%
  • Vigor: The Hero gains 1 AP when killing a Unit on their Turn
  • Brutality: Assassination's Vitality threshold is increased by 15%
  • Weak Spots: +15% Weapon Damage against Units affected by Bleeding or Poison
First Shot - +15% Weapon Damage for the first Attack on each turn, if no AP was spent in thet turn. The Bonus Damage is retained when spending MP

Pyromania - +50% to Burning Damage.

Tier III

Rain of Arrow - Unique Skill - Deals 100% Weapon Damage in 3x3 Area, ignoring Block, Range 8, 7 AP, CD 4
  • Quiver of Plenty: Cost is reduced by 1 AP
  • Broadheads: deals +25% Weapon Damage against Unarmoured Units
  • Heavy Bolts: +15% Weapon Damage
  • Crippling Volley: Units hit by Rain of Arrows have 1 less AP on their next Turn.
Cover Expert - +1 Tiles Range for all Skills from Cover
  • Sharpshooter: +10% Weapon Damage dealt from Cover
  • Protected: Cover reduces Damage taken by the Hero by 10%
  • Perseverance: +20% Physical Debuff Resistance in cover
  • Sustained Armour: While the Hero is in Cover, their Armour is Unbreakable
Long Reach - + 1 Tiles Range for all Attacks
  • Far Shot: +1 Tiles Range for Skills when the Hero is at maximum AP
  • Eagle Eye: +10% Weapon Damage against Units at least 6 Tiles away
  • Prepared: +25% Weapon Damage for the first Attack in the Encounter
  • Disengaged: +10% Weapon Damage while the Hero is Disengaged
Evasion - Dodge the first Melee Attack each turn

Scout - +1 MP, +1 Perceprion

Hunter - AP cost of all Skills is reduced by 1 while only one Enemy is present in the Encounter
White Knight

The White Knight is a mysterious warrior, the protector of the holiest Christian relics in Avalon. He is Christian fervor and faith embodied, harboring an ever-burning flame in his soul. Legends claim that he used to be saint, the first Christian who ever arrived to the Lady's island. The White Knight is a force to reckon with, filled with the desire to protect all he considers sacred.

How to get: Morality reward

Class: Champion
Religion: Christian

Traits

  • Gaurdians of the Dead - +1 Loyalty after each Hero in the Crypt

  • Psalm Singer - While appointed as Master of Faith in the Cathedral, grants an additional X Loyalty for every Christian Hero. (increases by 1 every 10 Levels)

  • Missionary - -1 Loyalty after every Old Faith Hero in the Round Table



Tier I

Strike - Deals 100% damage to an adjacent enemy, Melee, 4 AP
  • Open Wounds: Strike causes Bleeding for 1 Turn(s).
  • Strong Grip: +15% Weapon Damage for Strike.
  • Glory Kill: Every currently running Cooldown is reduced by 1 Turn(s) after killing with Strike.
  • Reeling Blow: Strike causes Slow for 1 Turn(s).
Blessed Weapon - Unique Skill - Gain +20% Weapon Damage for 2 turns, Self, 2 AP, CD 4
  • Banishment: +15% Weapon Damage vs Lost for its Duration
  • Arcane Blessing: Cost is reduced by 1 AP
  • Consecrated Blade: grants an additional +10% Weapon Damage for its Duration
  • Swift Justice: The Hero gains +1 AP per Kill while Blessed Weapon is active.
Cleave - Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area, Melee, 4 AP, CD 1
  • Bleeder: Cleave causes Bleeding for 1 Turn(s).
  • Severing Blow: Cleave deals +20% Weapon Damage in its centre.
  • Momentum (Cleave): +15% Weapon Damage for Cleave.
  • Hack and Slash: Cleave causes Knockback.
Rage - +10% stackable Weapon Damage for 2 turns after every kill
  • Extended Rage: +5% bonus Weapon Damage for Rage.
  • Anger Management: Rage's effect lasts for +1 Turn(s).
  • Bloodlust: The Hero gains 1 AP for each Kill while Rage's effect is active.
  • Blood Rage: The Hero gains 2 HP for each Kill while Rage's effect is active.
Juggernaut - The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn

Extra Bleeding - +50% Weapon Damage for Bleeding Effects

Tier II

Power Attack - Deals 150% Wapon Damage with +15% Armour Breaking, Melee, 5 AP, CD 3
  • Ready to Purge: Power Attack's AP Cost is reduced by 1.
  • Vulnerability: Power Attack causes 30% Vulnerability for 1 Turn(s).
  • Initiator: +25% Weapon Damage for Power Attack if the Targeted Unit has full HP and full Vitality.
  • Stunning Blow: Power Attack Stuns for 1 Turn(s), but costs +1 AP.
Earth Shaker - Chose a Unit. Deal 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked, Range 4, 6 AP, CD 3
  • Magnitude: Earth Shaker causes Knockback.
  • Ground Surge: +15% Weapon Damage for Earth Shaker.
  • Earth Splitter: Earth Shaker's Range is increased by 2 Tile(s).
  • Stumble: Earth Shaker causes Slow for 1 Turn(s).
Vengeance - When an Enemy hits the Hero, the Hero gains +10% Weapon Damage against that Enemy until the end of the Encounter
  • Berserk: The Hero gains +2 AP if they have no HP.
  • Avenger:  The Hero starts their Turn with +1 AP if they received at least 2 Hits during the Enemy Turn.
  • Frenzy: The less HP the Hero has, the more Weapon Damage the Hero deals. The Hero gains +30% Weapon Damage with no HP left.
  • Combat Fever: The Hero gains +2 Unbreakable Armour while they have no HP.
Armourer - The Hero loses 1 less AP from Heavy Armour

Tier III

Holy Armour - Unique Skill - Gains X armour for 1 turn (1 armour per level), Self, 3 AP, CD 4
  • Aegis: Holy Armour also grants +X Unbreakable Armour to Allies for its Duration while they are Adjacent with the Hero (1 per 6 Levels)
  • Divine Armour: grants an additional +X Armour to the Hero (1 per 3 Levels)
  • Martyrdom: also causes every Adjacent Enemy to turn towards the Hero and spend their next Turn attacking them.
  • Hallowed Champion: Cooldown is reduced by 1 Turn
Damage Focus - +5% Weapon Damage per unspent AP from previous Turn
  • Save Strenght: +1 AP pre 3 unspent AP left from previous Turn
  • Smite The Weak: The Hero gain +3% Weapon Damage per unspent AP left from previous Turn
  • Readiness: The Hero Gains X Armour per 3 unspent AP left from previous Turn (1 per 5 Levels)
  • Focused Watch: AP spent on Overwatch counts as unspent
Melee Experise - While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
  • Killing Spree: When killing a Unit, the Hero automatically Attacks another Adjacent Enemy with a free Strike Skill
  • Combat Specialist: While Outnumbered, the Hero gains +5% Weapon Damage for each Adjacent Enemy
  • Heat of the Battle: While Outnumbered, the Hero starts their turn with +1AP for each Adjacent Enemy above 2
  • Overdrive: All Cooldowns are reduced by 1 Turn if the Hero starts their Turn Outnumbered
Extra Stun - +50% efficiency for Stun and Slow

Hardened Armour - Reduce Armour loss by 20%

Extra Area Damage - +20% Weapon damage for Damage in an Area Skills

Sir Selies


Class: Defender
Religion: Old-Faith
Alignment: Tyrant

CANNOT BE RECRUITED

Class\Faith\Morality Table
Name
Class
Raligion
Alignment
Faerie Knight
Arcanist
Old-Faith
Merlin
Arcanist
Old-Faith
Morgana le Fay
Arcanist
Old-Faith
Sir Dagonet
Arcanist
Old-Faith
Tyrant
Sir Ector
Arcanits
Christian
Tyrant
Black Knight
Champion
Tyrant
Sir Balan
Champion
Old-Faith
Rightful
Sir Brunorle Noir
Champion
Tyrant
Sir Kay
Champion
Neutral
Sir Lancelot
Champion
Rightful
Sir Lanval
Champion
Neutral
White Knight
Champion
Christian
Red Knight
Defender
Tyrant
Sir Galahad
Defender
Christian
Sir Gawain
Defender
Neutral
Sir Mordred
Defender
Neutral
Sir Pelleas
Defender
Rightful
Sir Percival
Defender
Christian
Lady Dindraine
Marksman
Christian
Sir Bors
Marksman
Neutral
Sir Damas
Marksman
Christian
Tyrant
Sir Geraint
Marksman
Old-Faith
Rightful
Sir Yvain
Marksman
Neutral
Neutral
Lady Guinevere
Sage
Old-Faith
Rightful
Lady Isolde
Sage
Old-Faith
Morgawse
Sage
Old-Faith
Tyrant
Sir Leodegrance
Sage
Rightful
Sir Lucan
Sage
Christian
Rightful
Lady Boundicea
Vanguard
Neutral
Sir Balin
Vanguard
Christian
Tyrant
Sir Bedievere
Vanguard
Old-Faith
Sir Tegyr
Vanguard
Christian
Rightful
Sir Tristan
Vanguard
Neutral
XP modifiers
Here is a picture about how the XP is calculated:



There is a set amount of Xp in every mission and you can get it all if you complete every encounter. The difficulty modifer can affect this so Heroes with lower level can gain more XP than higher level Heroes.

Tier I Skills
Ability
Description
Range
AP cost
Cooldown
Adrenaline
The Hero gains 1 AP when killing a Unit
All Resistance
+15% Mental and Physical Debuff Resist
Assault
Charges at Enemy and Attacks them for 150% Weapon Damage
Range 3-6
4 AP
CD 2
Aura of Protection
+X Unbreakable Armour for the Hero and all Adjacent Allies (+1 per 10 Levels)
Bear Trap
Places a Hidden Bear Trap on an empty Tile. The Trap triggers when an Enemy Unit enters its Tile, dealing 100% Weapon Damage and causing Slow for 1 Turn(s). The Hero can have a maximum number of 5 active Traps. Can't be placed on Tiles Adjacent with an Enemy
Range 4
2 AP
Bless
+30% Mellee Weapon Damage for the Target for 1 turn
Range 9
2 AP
CD 3
Blessed Weapon
Gain +20% Weapon Damage for 2 turns
Self
2 AP
CD 4
Blood Hex
Target start Bleeding and deals -30% less Damage for 2 turns
Range 10
4 AP
CD 3
Cast Stigma
Causes 20% Vulnerability to the Target for 1 turn
Range 8
2 AP
CD 3
Cleave
Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area
Melee
4 AP
CD 1
Crippling Shot
Deals 150% Weapon Damage and causes Slow for 1 turn
Range 8
6 AP
CD 3
Dash
Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing
Range 2-7
1 AP
CD 2
Death Strike
Deals 170% Weapon Damage to an Adjacent Enemy, but with -20% Armour Breaking, and each point of Armour on the Target reduces the Damage dealt by 3 additional point(s)
Melee
5 AP
CD 2
Deflection
The Hero recives -7 Demage from Ranged Attacks
Extra Bleeding
+50% Weapon Damage for Bleeding Effects
Extra Damage
+10% Weapon Damage
Favoured
The first Support Spell cast during the Encounter costs no AP
Fire Bolt
Deals 100% Weapon Damage and Knocks Back the Target
Range 9
6 AP
Flurry
Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately
Melee
4 AP
CD 1
Force Bolt
Deals 100% Weapon Damage and Knocks Back the Target
Range 9
6 AP
Freezing Attack
Deals 100% Weapon Damage, Freezes for 1 turn
Melee
4 AP
Glacial Strike
Range Spell That Deals 150% Weapon Damage and cause Chill for 1 turn
Range 10
4 AP
CD 3
Guard
The Hero consumes all remaining AP to prepare for a single Overwatch which can be executed in any direction. In addition, the Hero and Allies no further than 2 Tiles gain +X Armour per 2 spent AP for 1 Turn (1 armour per 10 Levels)
Hide
The Hero becomes Hidden. Hidden Units don't break Line of Sight for other Units, and can't be seen by Enemies. The Hero also gains +50% Surprise Damage for their next Attack. This Surprise bonus is lost if they move more than 2 Tiles after being Revealed, or use a Skill before attacking
Ice Bolt
Range Spell That Deals 100% Weapon Damage and cause Chill for 1 turn
Range 10
6 AP
Ice Shield
3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit
Self
2 AP
CD 5
Juggernaut
The Hero gains +5% cumulative Weapon Damage for each Tile of movement until the End of Turn
Jump
Jump to the target Tile
Range 2-4
1 AP
CD 2
Leap Attack
Jumps to the Targer< dealing 100% Weapon Damage to them and 75% to adjacent Units
Range 2-4
5 AP
CD 4
Lightning Strike
Deals 75% Weapon Damage
Melee
4 AP
Lone Wolf
+15% Weapon Damage while not Adjacent with Ally
Long Reach
+ 1 Tiles Range for all Attacks
Long Reach
Range of non-melee Active Skills is ncreased by 1 Tile
Magical Armour
At the start of every Encounter gain X armour thet will only protect from the first attack (1 armour per Level)
Mark Target
Causes 20% Vulnerability against Ranged Attacks to the Target for 1 turn
Range 8
2 AP
CD 3
Master Alchemist
+50% effect of potions on the Hero
Mock
Target turns towards the Hero, and will spend their next Turn attacking them
Range 8
2 AP
CD 2
Monster Hunter
+20% Weapon Damage
Piercing Shot
Deals 75% Weapon Damage to every Unit in a straight Line
Range 8
5 AP
CD 2
Poisin Cut
Deals 80% Weapon damage 2 times, causes Poison for 1 turn
Melee
4 AP
Poisoned Arrow
Deal 100% Weapon Damage and poisons the damaged Unit for 2 turns
Range 9
4 AP
CD 2
Potent Hex
+20% Hex Intensity
Potent Hex
+20% Hex Intensity, +1 Spellcraft
Rage
+10% stackable Weapon Damage for 2 turns after every kill
Ready
+20% Overwatch damage
Robust
+10% Vitality from Accessories and Trinkets, +10% HP from Armour
Scout
+1 MP, +1 Perceprion
Shield Charge
Runs to an Enemy and tackles them, dealing 50% Weapon Damage and causing Knockdown
Range 2-4
1 AP
CD 3
Shoot
Deals 100% Weapon Damage
Range 9
4 AP
Skirmisher
The Hero can also wear Medium Armour
Slowing Hex
Target is Slowed for 2 turns
Range 10
2 AP
CD 3
Sprint
Consume all reaming AP and gains 2 MP per AP consumed
Strenght
+10% Weapon Damage
Strong Willed
+30% Mental Debuff Resist
Teleport
Teleport to the target location
Range 9
AP 2
CD 2
Thunderbolt
Deals 100% Weapon Damage, ignoring Cover and Armour. Cannot be blocked
Range 9
5 AP
CD 2
Unyielding
Regain X HP for each Hit (1 per 4 Levels)
Vengeance
When an Enemy hits the Hero, the Hero gains +10% Weap Dmg against that Enemy until the end of the Encounter
Tier II Skills
Ability
Description
Range
AP cost
Cooldown
Aimed Shot
X Armour Priecing, consume all reaming AP Deals 20% Weapon Damage per AP spent
Range 9
4+ AP
CD 3
Alchemist
Decrease the AP cost of Poison Skills by 1
Armourer
The Hero loses 1 less AP from Heavy Armour
Chain Lightning
Select an Enemy within Range and Line of Sight, then choose additional Enemies within 4 Tiles from the primary Target (up to 3 total Targets). All Targets suffer 100% Weapon Damage
Cleave
Deal 75% Weapon Damage to every Unit in a 3 Tiles wide Area
Melee
4 AP
CD 1
Dash
Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing
Range 2-7
1 AP
CD 2
Desecrated Ground
Deals 20% Weapon Damage to every Unit in Area of 3x3 Tiles and desecrates the ground for 2 Turns. Units on the desecrated ground suffer 20% Weapon damage at the start of their turns and for each Tiles of movement they make
Range 10
5 AP
CD 3
Dodge
+15% Dodge
Drain Life
Deals 25% Weapon Damage to every Unit within 2 Tiles Range. The Hero regain HP equal to 50% of the total Damage dealt
Self
3 AP
CD 4
Earth Shaker
Chose a Unit. Deal 120% Weapon Damage to chosen Unit and everyone along its path. Cannot be Blocked
Range 4
6 AP
CD 3
Enchanted Weapon
10% more Weapon Damage
Encouragement
Adjastment Allies gain +1 AP until the end of their Turn
Self
2 AP
CD 3
Evasion
Dodge the first Melee Attack each turn
Fire Drake
Deals 120% Weapon Damage in 5 Tiles long straight Line
Range 9
AP 5
CD 4
First Shot
+15% Weapon Damage for the first Attack on each turn, if no AP was spent in thet turn. The Bonus Damage is retained when spending MP
Flurry
Deals 100% Weapon Damage to 2 Adjacent Enemies. Target them separately
Melee
4 AP
CD 1
Force Bolt
Deals 100% Weapon Damage and Knocks Back the Target
Range 9
6 AP
Frost Armour
Melee Attacker suffer Damage equal to 10% of the Hero's Weapon Damage. Armour of the hero is increased by X (1 pre 5 Levels)
Gas Trap
Places a Hidden Gas Trap on an empty Tile. The Trap triggers when an Enemy enters its Tile or an Adjacent Tile, dealing 100% Weapon Damage to every Unit within a 3x3 Tiles Range and leaving a cloud that lasts for2 Turns. Units within the cloud suffer 25% Weapon Damage at the start of their Turns and for every Tile of movement they make. Can't be placed on Tiles Adjacent with an Enemy
Range 4
6 AP
CD 3
Globe of Protection
Gain X Temporary HP for 2 turn (2 per Level)
3 AP
CD 4
Guard
The Hero consumes all remaining AP to prepare for a single Overwatch which can be executed in any direction. In addition, the Hero and Allies no further than 2 Tiles gain +X Armour per 2 spent AP for 1 Turn (1 armour per 10 Levels)
Ice Lance
Ranged Attack 150% Weapon Damage, Causes Chill for 1 Turn
Range 7
5
CD 2
Ice Shield
3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit
Self
2 AP
CD 5
Ice Spikes
Deals 100% Weapon Damage in a 2 Tiles long 90 degree Cone (3 Tiles in the front row? 5 Tiles in the back row)
3 AP
CD 3
Ice thorns
Ranged Attack 80% Weapon damage in 4x4 Tiles
Range 10
6 AP
CD 3
Ice Wall
Creates a 3 Tiles long Ice Wall for 3 turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality
Range 7
6 AP
CD 4
Inspire
The Hero and Allies gain 2 AP for 1 Turn
3 AP
CD 5
Inspire
The Hero and Allies gain 2 AP for 1 Turn
3 AP
CD 5
Kick
Deals 25% Weapon Damage and caude Knockback
Melee
2 AP
CD 1
Lightning Arrow
Deals 100% Weapon Damage and 50% Weapons Damage to the 2 Enemies closest to them within 2 Tiles Range
Range 9
6 AP
CD 3
Long Reach
+ 1 Tiles Range for all Attacks
Long Reach
Range of non-melee Active Skills is ncreased by 1 Tile
Master Alchemist
+50% effect of potions on the Hero
Master of Hexes
+25% Hex Intensity
Master Of Ice
+20% Freeze and Chill Effectiveness, +20% to ice Wll's Vitality
Master of Traps
+1 Tiles Range for Trap Skills
Mental Guard
+20 Mentall Debuff Resist. In battle, every Adjacent Character's Mental Debuff Resist becomes equal to the one's with Mental Guard
Mind Fog
The next Attack of the Target is aimed at the closest Unit, wether it's an Ally or an Enemy. Units with at least 50% Mental Debuff Resist are Chilled for 1 turn instead
Range 9
AP 2
CD 4
Mysticism
Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)
Potent Hex
+20% Hex Intensity
Potent Hex
+20% Hex Intensity, +1 Spellcraft
Power Attack
Deals 150% Wapon Damage with +15% Armour Breaking
Melee
5 AP
CD 3
Quick Curse
Decrease the AP cost of the first Hwx Spell cast in every turn by 1
Raven Swarm
Target suffers 10% Weapon Damage 5 times, becomes Slowed, and also suffers the initial Weapon Damage at the start of their Turn for 3 Turns. If the Target is killed before the Duration is over, these effects transfer to another Enemy within 4 Tiles Range
Range 9
AP 2
CD 4
Robust
+10% Vitality from Accessories and Trinkets, +10% HP from Armour
Scout
+1 MP, +1 Perceprion
Slowing Hex
Target is Slowed for 2 turns
Range 10
2 AP
CD 3
Strong Willed
+30% Mental Debuff Resist
Taunt
Every Enemy in 4 Tiles Range turns towards the Hero, and will spend their next Turn attacking them
Melee
2 AP
CD 2
Teleport
Teleport to the target location
Range 9
AP 2
CD 2
Terror Wings
Gains 1 MP at the beggining of Turn for every active Hex
Thunderbolt
Deals 100% W
Tier III Skills
Ability
Description
Range
AP cost
Cooldown
All Resistance
+15% Mental and Physical Debuff Resist
Backstab
+30% damage to Backstabs
Blood Hex
Target start Bleeding and deals -30% less Damage for 2 turns
Range 10
4 AP
CD 3
Cast Stigma
Causes 20% Vulnerability to the Target for 1 turn
Range 8
2 AP
CD 3
Chain Lightning
Select an Enemy within Range and Line of Sight, then choose additional Enemies within 4 Tiles from the primary Target (up to 3 total Targets). All Targets suffer 100% Weapon Damage
Cover Expert
+1 Tiles Range for all Skills from Cover
Damage Focus
+5% Weapon Damage per unspent AP from previous Turn
Death Strike
Deals 170% Weapon Damage to an Adjacent Enemy, but with -20% Armour Breaking, and each point of Armour on the Target reduces the Damage dealt by 3 additional point(s)
Melee
5 AP
CD 2
Divine
Regain X HP when HP drops to zero. Once per Encounter (1 HP per Level)
Dodge
+15% Dodge
Evasion
Dodge the first Melee Attack each turn
Extra Area Damage
+20% Weapon damage for Damage in an Area Skills
Extra Stun
+50% efficiency for Stun and Slow
Falling Star
Deals 130% Weapon Damage in 3x3 Area, causing Knockback
Range 9
AP 9
CD 5
Force Cleave
Deals 100% Weapon Damage and Knocks Back every units in a 3 tiles wie area
Melee
AP 5
CD 2
Freezing Attack
Deals 100% Weapon Damage, Freezes for 1 turn
Melee
4 AP
Globe of Protection
Gain X Temporary HP for 2 turn (2 per Level)
3 AP
CD 4
Hardened Armour
Reduce Armour loss by 20%
Hunter
AP cost of all Skills is reduced by 1 while only one Enemy is present in the Encounter
Ice Aura
The Hero gains an Ice Aura for 2 Turns. If a Unit is Adjacent with the Hero, they suffer 50% Weapon Damage and become Chilled for 1 Turn(s). These effects can occur on the same Unit again after the start of the Hero's next Turn while Ice Aura lasts
4 AP
CD 4
Ice Spikes
Deals 100% Weapon Damage in a 2 Tiles long 90 degree Cone (3 Tiles in the front row? 5 Tiles in the back row)
3 AP
CD 3
Ice Wall
Creates a 3 Tiles long Ice Wall for 3 turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality
Range 7
6 AP
CD 4
Immolation
Deals 150% Weapon Damage to an Adjacent Enemy and 50% to every Enemy Adjacent with them
Melee
6 AP
CD 3
Jumping Attack
Jumps to the Target and deals 150% Weapon Damage, then jumps back to the starting position
Range 2-3
5 AP
CD 2
Lightning Trap
Places a Hidden Lightning Trap on an empty Tile. The Trap triggers when a Unit enters its Tile or an Adjacent Tile, dealing 150% Weapon Damage to them. Can't be placed on Tiles Adjacent with a Unit
Range 4
4 AP
Long Reach
+ 1 Tiles Range for all Attacks
Long Reach
Range of non-melee Active Skills is ncreased by 1 Tile
Master Of Fire
10% Weapon damage to Fire Skills
Master of Hexes
+25% Hex Intensity
Master Of Ice
+20% Freeze and Chill Effectiveness, +20% to ice Wll's Vitality
Master of Lightning
+10% Weapon Damage for Lightnings Skills
Melee Experise
While Outnumbered, the Hero gains 1 Unbreakable Armour and 5 Metnal and Physical Debuff Resist for each Adjacent Enemy
Monster Hunter
+20% Weapon Damage
Mysticism
Killing a Unit reducec all Cooldowns by 1 Turn (one per turn)
Preparedness
The Hero consumes all remaining AP. Untill their next Turn, they gain a Counter Attack per 2 AP consumed
Self
2+ AP
CD 3
Quick Footed
The Hero immune to Opportunity Attacks
Radiance
Adjacent Units are Blinded for 1 turn
Melee
3 AP
CD 5
Rain of Arrow
Deals 100% Weapon Damage in 3x3 Area, ignoring Block
Range 8
7 AP
CD 4
Ray of Light
Deal 25% Weapon Damage and Blind for 1 Turn
Range 9
4 AP
CD 3
Recuperate
The Hero gains X Temporary HP for 1 Turn (2 per level)
Self
2 AP
CD 4
Robust
+10% Vitality from Accessories and Trinkets, +10% HP from Armour
Scout
+1 MP, +1 Perceprion
Shield Block
Block isincreased by 5%
Smoke Bomb
An Area of 3x3 bacomes Shrouded for 1 Turn. Units cannot be targeted by Ranged Attacks, and cannot target others with Ranged Attacks
Range 5
2 AP
CD 4
Smothering Shot
Deals 100% Weapon Damage and cause Silence for 1 Turn
Range 9
4 AP
CD 5
Soothing Words
Restore 7 HP to the Hero and each Ally after each Encounter
Spell Resistance
-25% Damage from incoming Spells
Strenght
+10% Weapon Damage
Strong Willed
+30% Mental Debuff Resist
Thunder Storm
A thunderstorm is placed on the Targeted Tile for 2 Turn(s). The storm deals 50% Weapon Damage each Turn to any Enemy within2 Tiles Range, and to any Enemy that enters this Range
Range 9
5 AP
CD 5
Wall of Flame
Create a 4 Tiles long Wall of Flame using the cursor. The wall lasts for 2 Turns and Units within its Area suffer 50% Weapon Damage when it is cast, and 20% Weapon Damage at the start of their Turns and for every Tile they Move in it
Range 7
6 AP
CD 4
Whirlwind
Deals 120% Weapon Damage To Adjacent units
Melee
6 AP
CD 3
Wish Of Death
The Hero gains 1 AP when Enemy Unit dies
52 Comments
_m_a_ Jan 4 @ 11:15am 
Any chance for an update? For a 2.0 version of the game. Simple update for traits at first would be fine.
Also i have a suggestion: a trait/hero list for Camelot appointments. (Master of arms traits/heroes etc. )
Thank you kindly.
Majber Dec 28, 2023 @ 12:24pm 
Can you please update this?
Swordsman Dec 2, 2023 @ 5:12am 
This needs to be updated with the 2.0 patch coming very soon.
Ragzel  [author] Feb 12, 2023 @ 1:43am 
You can check tier list in this video https://www.youtube.com/watch?v=QsqQVee1ImI
Its pretty accurate.
Saltine_Machine Feb 11, 2023 @ 8:48pm 
Any chance you have a tier list for the characters?
Playwright Lorde Jan 19, 2023 @ 11:10am 
O ser, vi iz Anglii. Otlichniy guide
bvwalker1 Oct 25, 2022 @ 4:24pm 
@Ragzel The below reference to experience modifier needs to be 1, not 0 for no level difference.
bvwalker1 Oct 25, 2022 @ 4:21pm 
Thanks for the great, detailed guide.
Ragzel  [author] Oct 18, 2022 @ 1:53am 
Level Diff____ XP Modifier
+3__________1.75
+2_________ 1.5
+1_________ 1.25
0________ 0
-1________ 0.5
-2________ 0.25
-3________ 0
gui Oct 17, 2022 @ 7:37pm 
Great job !!!
i dont see the picture for the XP modifiers, i am alone ?
Thank you for the work.