Warden
Novice
Upgrade: Defeat a level 10/20 enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. or quest unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. with either the Diving Cliff Racer or Feral Guardian companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer..
Innate Ability: After a companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. is defeated, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. yourself for 3 HP.
Can you summon both Diving Cliff Racer and Feral Guardian?
Since Diving Cliff Racer and Feral Guardian companions are on the same chip, they can't be summoned at the same time.
If you summon a companion when on the Novice side, but upgrade to Master during the battle, is the companion removed at end of battle?
You can keep the current companion at the end of battle if you became a master during that battle, as you'll now use this side's rules rather than the novice side.
Source| Tenacity Cost | Name | Ability |
|---|---|---|
| 1 | Dive | |
| 2 | Bond With Nature | Heal a party memberPartyThe party can include both adventurer and companion units. in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. for 2 HP. If it is a |
| 3 | Living Vines | EnduringEnduringDoes 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 The ability is no longer in effect if your tenacity drops below this number.: After a |
| 4 | Advanced Species | A companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. may immediately move up to 2 hexes and engage. If it is a |
| 5 | Feral Guardian |
Master
Innate Ability: After a companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. is defeated, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. yourself for 3 HP and 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..
| Tenacity Cost | Name | Ability | Upgrade effect |
|---|---|---|---|
| 1 | Dive | No longer removed at end of battle | |
| 2 | Bond With Nature | Heal a party memberPartyThe party can include both adventurer and companion units. in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. for 3 HP. If it is a | HP healed (2 → 3) |
| 3 | Living Vines | EnduringEnduringDoes 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.: After a | — |
| 3 | Savage Beast | Take an immediate turn for 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. non-quest | New |
| 3 | Advanced Species | A companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. may immediately move up to 2 hexes and engage. If it is a | Tenacity cost (4 → 3) |
| 5 | Feral Guardian | No longer removed at end of battle |