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Healer

Novice

Upgrade: Trigger Master Ritualist, the level 4 Restoring Light skill die, from your active slotsActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle..

Innate Ability: At the start of your turn, you may gain 1 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). to healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. yourself or an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. party member for 1 HP.

Tenacity CostNameAbility
1Medicinal UseDiscardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. an item. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. any 1 party member for 3 HP.
1RationerSpend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. to remove 1 overfatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). from your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. for each additional tenacity spent.
2SnakebloodInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After healingHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. an adventurer, immediately deal a targetableTargetableA unit is targetable by another unit if it is in range and sight of the unit that would target it and does not have an effect that prevents it from being targeted. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. damage equal to the HP healed.
2Liquid EfficiencyMove up to 4 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). from any adventurers' cooldown tracks to your active slotsActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.. Heal yourself for 1 HP for each fatigue moved this way (these light fatigue dice are treated as active skill dice until removed).
3Hope InfusionAny 1 adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in play gains 3 bonus HPBonus HPBonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat..

Master

Innate Ability: At the start of your turn, you may gain 1 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). to healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. any 1 party member for 2 HP.

Tenacity CostNameAbilityUpgrade effect
1Medicinal UseDiscardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. an item. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. any 1 party member to their full HP.Healing amount
(3 → full)
1RationerSpend any amount of additional tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. to remove 1 overfatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). from your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn. for each additional tenacity spent.
2SnakebloodInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: After healingHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. an adventurer, immediately deal a targetableTargetableA unit is targetable by another unit if it is in range and sight of the unit that would target it and does not have an effect that prevents it from being targeted. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. damage equal to the HP healed.
2Liquid EfficiencyMove up to 4 fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). from any adventurers' cooldown tracks to your active slotsActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.. Heal yourself for 1 HP for each fatigue moved this way (these fatigue dice are treated as active skill dice until removed).Allows overfatigue dice moving
3Hope InfusionAny 1 adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in play gains 3 bonus HPBonus HPBonus HP chips are not added to the stack beneath the adventurer's chip, but instead are placed near their battle form tracker on the adventurer mat..
4From the BrinkMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form. InterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: At any time, revive a defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated partyPartyThe party can include both adventurer and companion units. member, healingHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. them to full HP, and deploy them to any unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex. You may use this ability even while defeated, even on yourself.New