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Nightblade

Jailbreak Achievement: Defeat Skeever Pup in the Jailbreak Introduction encounterJailbreak Introduction EncounterAn optional first battle that teaches the battle rules and acts as the final step of adventurer creation; what each adventurer achieves in it decides their class options.Rulebook pp. 92–94 to be offered this class.

Novice​

Upgrade: Defeat a level 10/20 enemy or a quest unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units.Rulebook pp. 90–91 while you have a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die in 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.Rulebook pp. 23, 60.

Innate Ability: When a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die is removed or recovered 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.Rulebook pp. 23, 60, you may move up to 4 hexes.

Tenacity CostNameAbility
1Summon ShadeInterruptInterruptTriggered 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.Rulebook pp. 25, 61: When any party member would be dealt damage, remove a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die 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.Rulebook pp. 23, 60 to prevent that damage.
2Shadowy DisguiseDrain an availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll.Rulebook p. 60 Mage Icon type skill die to gain a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die.
3Soul ShredMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.Rulebook p. 61: Apply a DazeDazeThis unit cannot roll dice on the same turn it moves, and it cannot move on the same turn it rolls dice. At the end of this unit's turn, remove this die. (Daze Icon) status die to all 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.Rulebook p. 58 enemies. Heal for 1 HP for each Daze die applied.
3Manifestation of TerrorMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.Rulebook p. 61: Place a FearFearThe effects of this unit's non-Combat skills are ignored. This effect does not apply to skill dice already in active slots or the cooldown track. (Fear Icon) status die in 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.Rulebook p. 58 unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not.Rulebook p. 58 hex. Apply that die to the next unit to enter that hex.
5Consuming DarknessEnduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number.Rulebook pp. 25, 61: While you have a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die in 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.Rulebook pp. 23, 60, enemies cannot target you.

Master​

Innate Ability: When a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die is removed or recovered 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.Rulebook pp. 23, 60, you may healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat.Rulebook p. 89 for 1 HP and place yourself in an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not.Rulebook p. 58 hex up to 4 hexes away.

Tenacity CostNameAbilityUpgrade effect
1Summon ShadeInterruptInterruptTriggered 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.Rulebook pp. 25, 61: When any party member would be dealt damage, remove a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die 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.Rulebook pp. 23, 60 to prevent that damage.—
1Shadowy DisguiseDrain an availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll.Rulebook p. 60 Mage Icon type skill die to gain a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die.Tenacity cost
(2 → 1)
2StrifeDeal 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead.Rulebook pp. 20, 63 to 2 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.Rulebook p. 58 enemies. If you have a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die in 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.Rulebook pp. 23, 60, you may choose not to remove it.New
3Soul ShredMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.Rulebook p. 61: Apply a DazeDazeThis unit cannot roll dice on the same turn it moves, and it cannot move on the same turn it rolls dice. At the end of this unit's turn, remove this die. (Daze Icon) status die to all 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.Rulebook p. 58 enemies. Heal any party member for 1 HP for each Daze die applied.May heal any party member
3Manifestation of TerrorMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.Rulebook p. 61: Place a FearFearThe effects of this unit's non-Combat skills are ignored. This effect does not apply to skill dice already in active slots or the cooldown track. (Fear Icon) status die in 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.Rulebook p. 58 unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not.Rulebook p. 58 hex. Apply that die to the next enemy to enter that hex.Affects only enemy units
4Consuming DarknessEnduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number.Rulebook pp. 25, 61: While you have a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. (Stealth Icon) status die in 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.Rulebook pp. 23, 60, enemies cannot target you.Tenacity cost
(5 → 4)

FAQ

Can DetectionDetectionThis unit ignores Stealth status dice when targeting. enemies target you while you have Consuming Darkness active?

If you have a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. die in 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.Rulebook pp. 23, 60, Consuming Darkness protects you from being targeted even by enemies with DetectionDetectionThis unit ignores Stealth status dice when targeting.. The reasoning for this is because, while the Detection enemy ignores your Stealth, you yourself don't have to ignore that you have it for the sake of other effects such as this class ability. So while Stealth is ignored, Consuming Darkness is not.

Source