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Knight

Jailbreak Achievement: First to Take Damage from an Enemy at Range 1 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: Complete 2 side quests with your party in a single session.

Innate Ability: After the party gains a side quest, 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 to full HP or gain 3 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.Rulebook pp. 25, 89.

Tenacity CostNameAbility
1Honor DuelIf there is only 1 enemy within 3 hexes of you, deal 3 damage to that enemy.
1Solemn VowRemove a status die from your cooldown track and apply it to a non-quest enemy within 2 hexes of you.
2Order's EdictInterruptInterruptTriggered 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: At the start of any unit's turn, choose any enemy in play. For the rest of the turn, each engage targeting this enemy deals 1 additional damage.
3Sworn OathInterruptInterruptTriggered 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: After you defeat an enemy, 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 4 HP.
5Oathbearer's ChargeDiscardDiscardCards 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.Rulebook p. 88 1 of the party's active side quests. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., deal 10 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.Rulebook p. 58 non-quest enemy.

Master​

Innate Ability: After the party gains a side quest, 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 to full HP or gain 3 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.Rulebook pp. 25, 89. After completing a side quest with your party, 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 to full HP and clear your cooldown track.

Tenacity CostNameAbilityUpgrade effect
1Honor DuelIf there is only 1 enemy within 3 hexes of you, deal 3 damage to that enemy.—
1Solemn VowRemove a status die from your cooldown track and apply it to a non-quest enemy within 2 hexes of you.—
2Order's EdictInterruptInterruptTriggered 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: At the start of any unit's turn, choose any enemy in play. For the rest of the turn, each engage targeting this enemy deals 1 additional damage.—
2Knight ErrantEnduringEnduringDoes 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: You may consider yourself to be any single adventurer raceRacesAn overview of the available races.Rulebook pp. 19, 24 when applying game effects that refer to adventurer races.New
3Sworn OathInterruptInterruptTriggered 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: After you defeat an enemy, 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 4 HP.—
5Oathbearer's ChargeDiscardDiscardCards 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.Rulebook p. 88 1 of the party's active side quests or 2 Legendary Item Icon from your inventory. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., deal 10 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.Rulebook p. 58 non-quest enemy.Allows discarding 2 Legendary Item Icon