Heroes, Religion, Alignment, Traits, Skills
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
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
Cleave
Rage
Juggernaut
Extra Bleeding
Strenght
Tier II
Power Attack
Earth Shaker
Vengeance
Armourer
Robust
Tier III
Blood Hex
Damage Focus
Melee Experise
Extra Stun
Hardened Armour
Extra Area Damage
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: Aracanist
Religion: Old-Faith
Traits
- Fast Learner – Gains XP 50% faster at the Training Grounds
- 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
Blood Hex
Teleport
Magical Armour
Extra Damage
Skirmisher
Master Alchemist
Tier II
Slowing Hex
Force Bolt
Master of 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
Long Reach
Dodge
Tier III
Fire Blast
Force Cleave – Unique Skill –Deals 100% Weapon Damage and Knocks Back every units in a 3 tiles wide area, Melee, AP 5, CD 2
Melee Expertise
Spell Resistance
Spellpower
Dodge
Strong Willed
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
Jump
Flurry
Hide
Scout
Low Profile
Counter Attack
Tier II
Throowing Dagger
Encouragement – Unique Skill – Encouragement Adjastment Allies gain +1 AP until the end of their Turn, Self, 2 AP, CD 3
Unyielding
Robust
Dodge
Tier III
Jumping Attack
Backstab
Assasination
Quick Footed
Scout
Master Assassin
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
Poisoned Arrow
Fire Arrow
Scout
Deflection
Adrenaline
Ready
Tier II
Aimed Shot
Dash
Alchemist
First Shot
Pyromania
Tier III
Poison Bomb
Cover Expert
Long Reach
Evasion
Scout
Hunter
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
Freezing Attack
Bless
Aura of Protection
All Resistance
Long Reach
Favoured
Tier II
Inspire
Globe of Protection
Frost Armour
Teleport
Enchanted Weapon
Unburdened
Tier III
Ice Wall
Soothing Words
Ray of Light – Unique Skill– Deal 25% Weapon Damage and Blind for 1 Turn, Range 9, 4 AP, CD 3
Scout
Wish Of Death
Mysticism
Divine
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
Freezing Attack
Bless
Aura of Protection
All Resistance
Long Reach
Favoured
Tier II
Inspire
Globe of Protection
Frost Armour
Ice Lance – Unique Skill –Ranged Attack 150% Weapon Damage, Causes Chill for 1 Turn, Range 7, 5 AP, CD 2
Enchanted Weapon
Unburdened
Tier III
Ice Wall
Soothing Words
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
Master Of Ice
Wish Of Death
Mysticism
Divine
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: Aracanist
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
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
Teleport
Magical Armour
Extra Damage
Long Reach
Master Alchemist
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
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
Mental Guard
Fire Drake – Unique Skill– Deals 120% Weapon Damage in 5 Tiles long straight Line, Range 9, AP 5, CD 4
Mysticism
Evasion
Tier III
Falling Star – Unique Skill – Deals 130% Weapon Damage in 3×3 Area, causing Knockback, Range 9, AP 9, CD 5
Master of Fire – Unique Skill – 10% Weapon damage to Fire Skills
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
Spell Resistance
Spellpower
Mindstorm
Piromania
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:Aracanist
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
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
Magical Armour
Extra Damage
Long Reach
Master Alchemist
Tier II
Slowing Hex
Ice Thorns – Unique Skill – Ice thorns Ranged Attack 80% Weapon damage in 4×4 Tiles, Range 10, 6 AP, CD 3
Master of Ice
Ice Wall
Potent Hex
Terror Wings
Tier III
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
Master of Hexes
Spell Resistance
Spellpower
Mindstorm
Strong Willed
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
Freezing Attack
Thunderbolt
Aura of Protection
All Resistance
Long Reach
Strong Willed
Tier II
Ice Spikes
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
Frost Armour
Chain Lightning
Enchanted Weapon
Unburdened
Tier III
Ice Wall
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
Master Of Lightning – Unique Skill – +10% Weapon Damage for Lightnings Skills
Master Of Ice
Wish Of Death
Mysticism
Divine
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
Shield Charge
Mock – Unique Skill – Target turns towards the Hero, and will spend their next Turn attacking them, Range 8, 2 AP, CD 2
Unyielding
Strenght
Vigilance
Robust
Tier II
Cleave
Kick
Throwing Axe – Unique Skill – Deals 125% Weapon Damage and Knocksback, Range 8, 3 AP, CD 3
Armourer
Strong Willed
Robust
Tier III
Recuperate
Death Strike
Assasination
Shield Block
Strenght
Robust
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
Defensive Stance
Power Attack
Rage
Juggernaut
Extra Bleeding
Strenght
Tier II
Cleave
Earth Shaker
Vengance
Armourer
Robust
Tier III
Whirlwind
Damage Focus
Melee Experise
Extra Stun
Hardened Armour
Extra Area Damage
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
Jump
Bear Trap
Hide
Scout
Low Profile
Counter Attack
Tier II
Throowing Dagger
Gas Trapp
Master of Traps
Robust
Scout
Tier III
Jumping Attack
Backstab
Assasination
Quick Footed
Scout
Master Assassin
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
Sprint – Unique Skill – Consume all reaming AP and gains 2 MP per AP consumed
Bear Trap
Hide
Scout
Low Profile
Counter Attack
Tier II
Throowing Dagger
Gas Trapp
Master of Traps
Robust
Scout
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
Backstab
Assasination
Quick Footed
Scout
Master Assassin
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
Poisoned Arrow
Mark Target – Unique Skill – Causes 20% Vulnerability against Ranged Attacks to the Target for 1 turn, Range 8, 2 AP, CD 3
Scout
Deflection
Adrenaline
Ready
Tier II
Aimed Shot
Dash
Alchemist
Unyielding
First Shot
Skrimisher
Tier III
Poison Bomb
Cover Expert
Smothering Shot – Unique Skill – Deals 100% Weapon Damage and cause Silence for 1 Turn, Range 9, 4 AP, CD 5
Long Reach
Evasion
Scout
Hunter
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
Defensive Stance
Cleave
Rage
Juggernaut
Extra Bleeding
Strenght
Tier II
Power Attack
Earth Shaker
Vengance
Armourer
Robust
Tier III
Whirlwind
Damage Focus
Melee Experise
Extra Stun
Hardened Armour
Extra Area Damage
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
Blood Hex
Slowing Hex
Magical Armour
Extra Damage
Potent hex – Unique Skill – +20% Hex Intensity, +1 Spellcraft
Master Alchemist
Tier II
Desecrated Ground – Unique Skill– Deals 20% Weapon Damage to every Unit in Area of 3×3 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
Death Hex
Master of hexes
Quick Curse – Unique Skill – Decrease the AP cost of the first Hwx Spell cast in every turn by 1
Terror Wings
Tier III
Cast Stigma – Causes 20% Vulnerability to the Target for 1 turn, Range 8, 2 AP, CD 3
Long Reach
Spell Resistance
Spellpower
Mindstorm
Strong Willed
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
Poisoned Arrow
Crippling Shot – Unique Skill – Deals 150% Weapon Damage and causes Slow for 1 turn, Range 8, 6 AP, CD 3
Scout
Deflection
Adrenaline
Ready
Tier II
Gas Trap
Dash
Alchemist
First Shot
Low Profile
Tier III
Poison Bomb
Cover Expert
Long Reach
Evasion
Scout
Hunter
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: Arcanits
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
Blood Hex
Slowing Hex
Magical Armour
Extra Damage
Long Reach
Master Alchemist
Tier II
Fire Blast
Death Hex
Master of Hex
Potent Hex
Terror Wings
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
Master of Fire
Spell Resistance
Spellpower
Mindstorm
Strong Willed
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
Shield Charge
Divine Favour – Unique Skill – Allies gain 1 AP and 10% Weapon Damage for 1 turn, 2 AP, CD 4
Unyielding
Strenght
Pyromania
Robust
Tier II
Holy Smite – Unique Skill – Deals 150% Weapon Damage, Melee, 4 AP, CD 2
Guard
Armourer
Taunt
Strong Willed
Robust
Tier III
Recuperate
Cleansing Fire – Unique Skill – Deals 100% Weapon Damage and cause Burning for 1 turn, Range 8, 5 AP, CD 5
All Resistance
Shield Block
Strenght
Robust
Hardened Armour
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
Shield Charge
Death Strike
Monster Hunter – Unique Skill –+20% Weapon Damage
Strenght
Vigilance
Robust
Tier II
Taunt
Flurry
Armourer
Strong Willed
Robust
Tier III
Freezing Attack
Unyielding
Shield Block
Strenght
Robust
Hardened Armour
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
Poisoned Arrow
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
Scout
Deflection
Adrenaline
Ready
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
Dash
Alchemist
First Shot
Master Alchemist
Tier III
Poison Bomb
Cover Expert
Long Reach
Evasion
Scout
Hunter
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
Death Strike
Cleave
Rage
Juggernaut
Extra Bleeding
Strenght
Tier II
Power Attack
Earth Shaker
Kick
Vengance
Armourer
Robust
Tier III
Whirlwind
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
Damage Focus
Melee Experise
Extra Stun
Hardened Armour
Extra Area Damage
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
Assault – Unique Skill – Charges at Enemy and Attacks them for 150% Weapon Damage, Range 3-6, 4 AP, CD 2
Cleave
Lone Wolf – Unique Skill – +15% Weapon Damage while not Adjacent with Ally
Juggernaut
Extra Bleeding
Strenght
Tier II
Power Attack
Inspire
Ice Spikes
Armourer
Robust
Strong Willed
Tier III
Whirlwind
Radiance – Unique Skill – Adjacent Units are Blinded for 1 turn, Melee, 3 AP, CD 5
Damage Focus
Melee Experise
Extra Stun
Hardened Armour
Extra Area Damage
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
Defensive Stance
Cleave
Rage
Juggernaut
Extra Bleeding
Strenght
Tier II
Power Attack
Earth Shaker
Vengance
Armourer
Robust
Tier III
Whirlwind
Damage Focus
Melee Experise
Extra Stun
Hardened Armour
Extra Area Damage
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
Freezing Attack
Bless
Aura of Protection
All Resistance
Long Reach
Favoured
Tier II
Inspire
Globe of Protection
Frost Armour
Enchanted Weapon
Unburdened
Tier III
Ice Wall
Soothing Words
Master Of Ice
Wish Of Death
Mysticism
Divine
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
Dash – Unique Skill –Dash in a straight line. The hero immune to Opportunityt Attacks wjile Dashing, Range 2-7, 1 AP, CD 2
Bless
Aura of Protection
All Resistance
Long Reach
Favoured
Tier II
Inspire
Cleansing Fire – Unique Skill –Deals 100% Weapon Damage and cause Burning for 1 turn, Range 8, 5 AP, CD 5
Frost Armour
Enchanted Weapon
Unburdened
Tier III
Globe of Protection
Soothing Words
Monster Hunter – Unique Skill –+20% Weapon Damage
Wish Of Death
Mysticism
Divine
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
Shield Charge
Cast Stigma – Unique Skill – Causes 20% Vulnerability to the Target for 1 turn, Range 8, 2 AP, CD 3
Unyielding
Strenght
Vigilance
Robust
Tier II
Cleave
Flurry
Armourer
Thunderbolt – Unique Skill – Deals 100% Weapon Damage, ignoring Cover and Armour. Cannot be blocked, Range 9, 5 AP, CD 2
Strong Willed
Robust
Tier III
Recuperate
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
All Resistance
Shield Block
Strenght
Robust
Hardened Armour
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
Shield Charge
Guard
Unyielding
Strenght
Vigilance
Robust
Tier II
Taunt
Flurry
Armourer
Strong Willed
Robust
Tier III
Recuperate
All Resistance
Shield Block
Strenght
Robust
Hardened Armour
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
Shield Charge
Guard
Vengance
Strenght
Pyromaniac
Robust
Tier II
Taunt
Flurry
Armourer
Encouragement
Strong Willed
Robust
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
All Resistance
Shield Block
Strenght
Robust
Hardened Armour
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
Jump
Bear Trap
Hide
Scout
Low Profile
Counter Attack
Tier II
Throowing Dagger
Gas Trapp
Master of Traps
Robust
Scout
Tier III
Jumping Attack
Backstab
Assasination
Quick Footed
Scout
Master Assassin
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
Jump
Bear Trap
Hide
Scout
Low Profile
Counter Attack
Tier II
Throowing Dagger
Gas Trapp
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
Master of Traps
Robust
Scout
Tier III
Jumping Attack
Smoke Bomb – Unique Skill – An Area of 3×3 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
Backstab
Assasination
Quick Footed
Scout
Master Assassin
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
Fire Arrow
Piercing Shot – Unique Skill – Deals 75% Weapon Damage to every Unit in a straight Line, Range 8, 5 AP, CD 2
Scout
Deflection
Adrenaline
Ready
Tier II
Aimed Shot
Dash
Assassination
First Shot
Pyromania
Tier III
Rain of Arrow – Unique Skill – Deals 100% Weapon Damage in 3×3 Area, ignoring Block, Range 8, 7 AP, CD 4
Cover Expert
Long Reach
Evasion
Scout
Hunter
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
Blessed Weapon – Unique Skill – Gain +20% Weapon Damage for 2 turns, Self, 2 AP, CD 4
Cleave
Rage
Juggernaut
Extra Bleeding
Strenght
Tier II
Power Attack
Earth Shaker
Vengance
Armourer
Robust
Tier III
Holy Armour – Unique Skill – Gains X armour for 1 turn (1 armour per level), Self, 3 AP, CD 4
Damage Focus
Melee Experise
Extra Stun
Hardened Armour
Extra Area Damage
Sir Selies
Class: Defender
Religion: Old-Faith
Alignment: Tyrant
CANNOT BE RECRUITED
Class\Faith\Morality Table
Name | Class | Raligion | Alignment |
Faerie Knight | Aracanist | Old-Faith | |
Merlin | Aracanist | Old-Faith | |
Morgana le Fay | Aracanist | 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 |
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 3×3 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 3×3 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 4×4 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 3×3 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 3×3 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 3×3 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 |
Here we come to an end for King Arthur: Knight’s Tale All Heroes Compendium + Skills + Religion & Skills hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
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