Skip to main content

Races

RaceHealthHealthHP 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
ArgonianArgonianHealth: 5, Stamina: 3, Magicka: 2, Combat: 1, Cooldown: 253212Argonian Resistance: Once per battle, when you would be dealt damage, prevent all of that damage.

Resourceful: Once per battle, after you use a Consumable IconConsumableConsumable items represent a variety of foods and beverages. Each Consumable can be used once and must then be discarded. or expendExpendThis means the item is reusable, but must be refreshed after each use. When an item's expend ability is used, that card is rotated sideways to show that it has been expended. a Potion IconPotionPotion items represent powerful, ability-altering concoctions. Each Potion has an expend keyword ability that allows it to be used multiple times. However, each time this card is used, it is expended (turned on its side) and must be refreshed before it can be used again., you may draw one Legendary Item Icon and place it into your packInventoryYour 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.. Then, you may move any one item from your pack into a ready slot.
BretonBretonHealth: 5, Stamina: 2, Magicka: 3, Combat: 1, Cooldown: 252312Opportunist: 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 Weapon IconWeaponWeapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer's engage. However, each Weapon also has a secondary, overtax keyword ability that can be triggered in addition to the item's standard ability when using the Weapon to engage. or Armor IconArmorArmor items grant benefits while their owner is being engaged. Each Armor has a standard ability that is resolved when an enemy engages an adventurer. However, each Armor also has a secondary, overtax keyword ability that can be triggered during this engage in addition to the item's standard ability., return that item to your pack 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 discarding it. You may 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 a different item in your pack to a ready slot.

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: 242322Dynamic: 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: 242412Syrabane'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: 252222Imperial 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: 243222Cutpurse: 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: 242232Reveler: Once per battle, when performing an engage in Light Weapon IconLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield., Heavy Weapon IconHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed., or Ranged 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., add 1 enemy Combat die to your engage, plus an additional enemy Combat die for each Weapon IconWeaponWeapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer's engage. However, each Weapon also has a secondary, overtax keyword ability that can be triggered in addition to the item's standard ability when using the Weapon to engage. in your inventory.

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: 352213Swift 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: 143231Adrenaline 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 Armor IconArmorArmor items grant benefits while their owner is being engaged. Each Armor has a standard ability that is resolved when an enemy engages an adventurer. However, each Armor also has a secondary, overtax keyword ability that can be triggered during this engage in addition to the item's standard ability. this engage without discardingDiscardCards 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. it.
Wood ElfWood ElfHealth: 5, Stamina: 3, Magicka: 1, Combat: 2, Cooldown: 253122Hunter'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. (Stealth Icon) status die to up to 2 party members in play.

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.