Races
| Race | HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. | StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. | MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range. | CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. | CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle. | Ability |
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| ArgonianArgonianHealth: 5, Stamina: 3, Magicka: 2, Combat: 1, Cooldown: 2 | 5 | 3 | 2 | 1 | 2 | Argonian Resistance: Once per battle, when you would be dealt damage, prevent all of that damage. Resourceful: Once per battle, after you use a |
| BretonBretonHealth: 5, Stamina: 2, Magicka: 3, Combat: 1, Cooldown: 2 | 5 | 2 | 3 | 1 | 2 | Opportunist: Once per battle, when you overtaxOvertaxWhen you trigger an item's standard ability, you may also choose to trigger its overtax ability (but cannot trigger the overtax ability without triggering the item's standard ability). If you do, after the engage and both item abilities are resolved, that item must be discarded. a Spell Attunement: Once per battle, after dice are rolled for any reason, gain 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). to set one rolled die to the side of your choice. If the die you set is one you rolled, gain one light fatigue instead. |
| Dark ElfDark ElfHealth: 4, Stamina: 2, Magicka: 3, Combat: 2, Cooldown: 2 | 4 | 2 | 3 | 2 | 2 | Dynamic: Once per battle, during your turn, 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. any 4 skill 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., replacing each with 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).. Ruination: Once per battle, on your turn, select 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.. That enemy then loses HP equal to its defense stat. |
| High ElfHigh ElfHealth: 4, Stamina: 2, Magicka: 4, Combat: 1, Cooldown: 2 | 4 | 2 | 4 | 1 | 2 | Syrabane's Boon: Once per battle, during your turn, place any adventurer in an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. entrance tile hex and healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. them for 3 HP. Elemental Talent: Once per battle, when performing an engage, add one statusStatus EffectsAn overview of the different status effects. die to your role for the engage. You may apply this die to any unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing 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.. If you apply it to yourself, gain one 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.. |
| ImperialImperialHealth: 5, Stamina: 2, Magicka: 2, Combat: 2, Cooldown: 2 | 5 | 2 | 2 | 2 | 2 | Imperial Mettle: Once per battle, when you would be dealt 3 or fewer damage, prevent that damage and 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. gain that much 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.. Diplomat: Once per battle, on your turn, choose 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. level 1/5 enemyEnemyAll opposing units to the party are considered enemies, regardless of their level.. This unit becomes a companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. controlled by you until the end of the round. |
| KhajiitKhajiitHealth: 4, Stamina: 3, Magicka: 2, Combat: 2, Cooldown: 2 | 4 | 3 | 2 | 2 | 2 | Cutpurse: Once per battle, you may automatically succeed at a lockpick check without rolling any dice. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., move up to 5 hexes. Lunar Blessing: Once per battle, on your turn, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. party membersPartyThe 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 a collective total of 5 HP. |
| NordNordHealth: 4, Stamina: 2, Magicka: 2, Combat: 3, Cooldown: 2 | 4 | 2 | 2 | 3 | 2 | Reveler: Once per battle, when performing an engage in Rugged: Once per battle, when a party member would be defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated, gain overfatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). equal to half of that unit's HP (rounded down). The unit loses no HP and is not defeated. |
| OrcOrcHealth: 5, Stamina: 2, Magicka: 2, Combat: 1, Cooldown: 3 | 5 | 2 | 2 | 1 | 3 | Swift Warrior: Once per battle, after the end of your turn, gain 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). to take an immediate extra turn. Unflinching Rage: Once per battle, after being dealt damage, gain 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. level 1 skill 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. equal to the damage dealt (may be split between the two). |
| RedguardRedguardHealth: 4, Stamina: 3, Magicka: 2, Combat: 3, Cooldown: 1 | 4 | 3 | 2 | 3 | 1 | Adrenaline Rush: Once per battle, during your turn, remove up to 3 fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). or status 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. and healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP for each die removed. If the total HP recovered exceeds your HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. stat, it is gained as 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.. Martial Training: Once per battle, when an enemy engagesEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value. you, 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.. Then, either gain 1 additional tenacity or overtaxOvertaxWhen you trigger an item's standard ability, you may also choose to trigger its overtax ability (but cannot trigger the overtax ability without triggering the item's standard ability). If you do, after the engage and both item abilities are resolved, that item must be discarded. an |
| Wood ElfWood ElfHealth: 5, Stamina: 3, Magicka: 1, Combat: 2, Cooldown: 2 | 5 | 3 | 1 | 2 | 2 | Hunter's Eye: Once per battle, before any unit's turn, apply 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. ( Resist Affliction: Once per battle, at any time, you may remove up to three fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). or statusStatus EffectsAn overview of the different status effects. 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. (may be split between the two), gaining 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. for each non-light fatigue die removed. |