Skip to main content

Scribe

Novice

Upgrade: Trigger 4 or more grimoire class abilitiesClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. in a single turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn..

Innate Ability: When training a skill line, including your starting skill line, choose a grimoire card that matches the constellation of the trained skill line. When untraining a skill line, return a matching grimoire to the supply. Grimoires are not considered itemsItemsAdventurers can gain useful items along their way. Each item card takes up 1 space in an adventurer's inventory, whether it is in a ready slot or the pack area. There are 2 types of item cards, common and legendary. and do not take up inventory slotsInventoryYour inventory cannot exceed 8 total cards. If it is full and you gain additional cards, you must choose which cards to keep and discard any excess cards.. When gaining a grimoire, and at the start of each session, rotate it so that the ability you want is right side up. This ability is a class abilityClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. for you. You cannot use the grimoire abilities that are not right side up.

Tenacity CostNameAbility
0Sigil of the Luminary IndrikEnduringEnduringDoes 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 The ability is no longer in effect if your tenacity drops below this number.: During the Adventurers Rest step, you may gain 2 tenacityTenacityA resource tracked using the peg slots at the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. insteadInsteadIf an ability says 'When you would do X, do Y instead,' you have to be able to do Y in order to avoid doing X. of removing dice 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..
0Sigil of the Luminary DragonGain a 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). and rotate a grimoire.
2Sigil of the Luminary NetchInterruptInterruptTriggered 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 populating the trainer's skill lines during a town encounter, draw a random skill line of the constellation of your choice and add it to the trainer's selection, ignoring any restrictions for that town.
4Sigil of the Luminary GryphonReplace one of your grimoires with an available grimoire that has the same constellation. You may then change your battle formBattle FormsBattle form icons appear on skill lines, abilities, and weapon items. During an engage action, the adventurer's battle form limits the dice that can be rolled together and sets the adventurer's range. to match that grimoire's class abilityClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. without gaining a 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). and resolve the ability without spending 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..

Master

Innate Ability: When training a skill line, including your starting skill line, gain a grimoire card that matches the constellation of the trained skill line. When untraining a skill line, discard a matching grimoire. Grimoires are not considered itemsItemsAdventurers can gain useful items along their way. Each item card takes up 1 space in an adventurer's inventory, whether it is in a ready slot or the pack area. There are 2 types of item cards, common and legendary. and do not take up inventory slotsInventoryYour inventory cannot exceed 8 total cards. If it is full and you gain additional cards, you must choose which cards to keep and discard any excess cards.. When gaining a grimoire, and at the start of each session, rotate it so that the ability you want is right side up. This ability is a class abilityClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. for you. You cannot use the grimoire abilities that are not right side up.

Tenacity CostNameAbilityUpgrade effect
0Sigil of the Luminary IndrikEnduringEnduringDoes 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.: During the Adventurers Rest step, you may gain 2 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..No longer instead of removing dice from your cooldown track
0Sigil of the Luminary DragonRotate a grimoire. You may then change your battle formBattle FormsBattle form icons appear on skill lines, abilities, and weapon items. During an engage action, the adventurer's battle form limits the dice that can be rolled together and sets the adventurer's range. to match that grimoire's class abilityClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. without gaining a 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)..No longer gains a light fatigue, may also change battle form
2Sigil of the Luminary NetchInterruptInterruptTriggered 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 populating the trainer's skill lines during a town encounter, draw a random skill line of the constellation of your choice and add it to the trainer's selection, ignoring any restrictions for that town.
3Sigil of the Luminary GryphonReplace one of your grimoires with an available grimoire that has the same constellation. You may then change your battle formBattle FormsBattle form icons appear on skill lines, abilities, and weapon items. During an engage action, the adventurer's battle form limits the dice that can be rolled together and sets the adventurer's range. to match that grimoire's class abilityClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. without gaining a 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). and resolve the ability without spending 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..Tenacity cost
(4 → 3)

Grimoire Cards

Warrior Icon Warrior

Smash

Tenacity CostNameAbility
1Dazing SmashHeavy Weapon IconHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed.: Deal 1 damage to 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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. and 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. status die to it.
5Bloody SmashHeavy Weapon IconHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed.: Deal 6 damage to 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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. and apply a MaimMaimWhen this unit rolls Combat skill dice, the total damage rolled is reduced by half, then rounded down. This effect does not apply to true damage. or BaneBaneThis unit is dealt 1 true damage at the start of each of its turns. status die to it.

Shield Throw

Tenacity CostNameAbility
2Sundering ThrowDefensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor.: Exhaust a CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. skill die from an active slotActive 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. to deal 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. equal to the value on the die when it was exhausted to an enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile..
1Repelling ThrowDefensive IconDefensiveRange: N/a. This form represents using the Combat skill to prevent damage instead of dealing it, or setting up other defensive skills such as Heavy Armor.: Exhaust a CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. skill die from an active slotActive 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. to move an enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. a number of hexes equal to double the value on the die when it was exhausted.

Mage Icon Mage

Wield Soul

Tenacity CostNameAbility
4Healing SoulMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: HealHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. partyPartyThe party can include both adventurer and companion units. members in rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied. for a collective total of 6 HP.
1Warding SoulMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: Give an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. 1 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.. You mayMayThe word may always indicates a choice. spend 1 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 give them 1 additional bonus HP.

Mender's Bond

Tenacity CostNameAbility
2Restorative BondMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: An adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. removesRemoveRemoved enemies are placed in the enemy bag. They do not trigger any effect that requires the enemy to be defeated. 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). from their 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.. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., they mayMayThe word may always indicates a choice. remove 1 additional light fatigue, 1 overfatigue, or 1 status dieStatus EffectsAn overview of the different status effects. from their cooldown track.
2Heroic BondMagic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.: An adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. chooses 2 of the following (mayMayThe word may always indicates a choice. select the same option twice): gain 1 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., gain 1 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., or recoverRecoverAn adventurer may only recover a die from their cooldown track. A drained die can only be recovered by an ability that specifically affects drained dice. 1 CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. skill die from their 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..

Thief Icon Thief

Vault

Tenacity CostNameAbility
2Binding VaultRanged Weapon IconRanged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal.: Move each unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. within 3 hexes of you 1 hex towardTowardMove as close as possible to that component along the shortest route possible between hexes. you, if possible. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., place yourself in an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex up to 3 hexes away.
5Goading VaultRanged Weapon IconRanged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal.: Place yourself in an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex up to 3 hexes away. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., apply a BlindBlindThis unit considers all units to be opposing units. If this unit engages, it can only target the strongest adjacent unit. and 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. status to 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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level.. Immediately end your turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn..

Traveling Knife

Tenacity CostNameAbility
2Venomous KnifeLight Weapon IconLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield.: Select a non-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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. up to 4 hexes away. Roll 2 D6Roll a D6Use the same six-sided dice used for lockpick checks. When rolling one of these dice as a D6 outside of a lockpick check, players cannot use skills or other effects that can manipulate those dice during lockpick checks. and apply a BaneBaneThis unit is dealt 1 true damage at the start of each of its turns. status die to the enemy if you roll a total equal to its HP or higher.
1Leashing KnifeLight Weapon IconLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield.: Select a non-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. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. up to 4 hexes away. Roll 2 enemy Combat dice and move that enemy a number of hexes equal to the damage rolled.