The Classes appear more skillful, and more proficient and they have multiple new elements to experiment with during quests !!
I will add more !! Each class has been verified and tested during gameplay to avoid being overpowered. Follow the specific rules and descriptions below. Have fun.






Starting Weapon : Dagger
The Thief cannot wear any metal armor
The Thief cannot wield any shield or any sword above Short Sword
Passive Abilities & Other Special Perks
- Every time you search for treasure, draw 2 cards and keep the best one. This also allows you to skip the roaming monster card.
- You can perform a treasure search even in the presence of monsters.
- Every time you find Gold, add 2d6 and add the score to your Gold. For Gems, roll 5d6 and add the score to your Gold when you sell it in town.
- If you attack a monster from behind, you roll 1 extra CD (this gives you bonus 50% chance to deal damage, compared to removing 1 Defense from the enemy 16%)
- Sharp reflexes ; if the DM informs you that you stepped on a trap, roll 1 CD. Avoiding the skull equals avoiding damage. Move back 1 square for safety.
- The Thief is also skilled with a Bow and Arrows. You deal normal weapon damage with a Bow and Arrows.
- The Thief can also throw knives at a distance, the realistic maximum distance is 6 squares. Throwing any knife/dagger past 6 squares should not be possible.
- As a Thief, your dexterous fingers and precision allow you to use a tool kit 3 times before the tools break.
- Throwing knives should cost 25 Gold each // you cannot recover your throwing knives.
- As a Thief, your perception is advantageous : 2 times per Quest, you can enter a room and immediately see if there is a Secret Passage.
- Poison vials should be available in town at a certain cost : 100 for 3 doses, 250 for 8 doses. The poison allows you to coat a dagger - when you attack an enemy, this enemy will lose an extra Body Point on top of any damage you dealt. If you don't deal any damage, the poison will still be on the dagger on the next turn.
- Using poison on your dagger and attacking from behind are therefore cumulative - - the bonuses add up together.
- Yes, Arrows can also be coated in poison, same rules apply ; to apply the extra poison damage, you must deal damage to the enemy.






Starting Weapon : Dagger
The Assassin cannot wear any metal armor
The Assassin cannot wield any shield or any sword above Short Sword
*He/She may however acquire better daggers during the quests. Dual wielding is possible.
Passive Abilities & Other Special Perks - - Has some similarities with Thief, but many differences.
- If you attack a monster from behind, you roll 1 extra CD (this gives you bonus 50% chance to deal damage, compared to removing 1 Defense from the enemy 16%)
- Sharp reflexes ; if the DM informs you that you stepped on a trap, roll 1 CD. Avoiding the skull equals avoiding damage. Move back 1 square for safety.
- The Assassin can also throw knives at a distance, the realistic maximum distance is 6 squares. Throwing any knife/dagger past 6 squares should not be possible.
- As an Assassin, you can automatically detect traps 2 times per Quest.
- Throwing knives should cost 25 Gold each // you cannot recover your throwing knives.
- Poison vials should be available in town at a certain cost : 100 for 3 doses, 250 for 8 doses. The poison allows you to coat a dagger - when you attack an enemy, this enemy will lose an extra Body Point on top of any damage you dealt. If you don't deal any damage, the poison will still be on the dagger on the next turn.
- Using poison on your dagger and attacking from behind are therefore cumulative - - the bonuses add up together.
- The Assassin has access to special spells/abilities of his own mastery : the Shadow Arts // They work the same as any other spell ; a one-off.
- Sleep toxin darts: Puts an enemy to sleep. Zargon must roll 5 or 6 to avoid it. Cost : 250 Gold for 3 darts.
- Smoke Grenade : Only useful in a room full of enemies. Each monster must roll a 6 to avoid choking & skipping their turn. Cost 350 Gold for 1 use


Swift Step
Add 2 to your movement roll immediately whenever needed.
Shadow Walk
Perform a swift movement of 6 (no more, no less) // Diagonal movements allowed // and add 1 die to your Attack roll.
Uncanny Dodge
Use this spell on your turn, and add 3 CD next time an enemy attacks you. Only valid for 1 enemy attack on your character.
Improved Uncanny Dodge
Use this ability to nullify one enemy attack on your character. Use it immediately when you get attacked.
Agility
Use this skill to perform diagonal movements. If you attack an enemy, add 1 die to your Attack roll.
Silent Steps
Immediately move 8 squares to your next position and remain undetected and unseen. To remain unseen, you must cross an intersection. Any enemy who is already engaged in battle will not see you on your current turn and will not be able to attack you.






Starting Weapon : Short Staff 1CD
Cleric cannot wear : Full Plate Mail, Heavy Shield, Full Helm
Accessible equipment + once you choose Wisdom and Faith: Cape of Protection, Bracers, Robes, Long Staff, Elder Staff, Holy Staff
**At Quest no 6 - - Path of the Divine Shield: Chain Mail, Scale Mail, Hammer, Mace, Morning Star, Flail, Small Shield, Shield, Helmet
Passive Abilities & Other Special Perks
- At Quest no 6 you ''specialize'' and you get to choose if you want to get involved in hand-to-hand combat with enemies, or stay in the back row as a Support Class. After your choice is made, you cannot go back. You will stay with your specialization for the remainder of the campaign.






- You can also convert your own Mind Points to help any player recover Body Points. 1 MP for 1 BP, just make sure you keep some for yourself as well. In case of Death, the Holy energy of the Cleric will be shared to all remaining heroes, healing 2 BP to each hero. As you reach the pinnacle of your Faith, you access new spells that remain unaccessible for the Shield path.


Detect Evil
*Crowd Control* category
Upon moving closer to a door, or a wall, the DM has to tell you how many monsters are inside the *nearest room*. The DM also has to tell you the level of danger (low, medium, high)
Healing Light
*Healing* category
Any character of your choice in Line of Sight will regain 4 Body Points.
Sacred Armor
*Support Magic* category
Any character of your choice in Line of Sight will now Defend with 2 extra dice, for 3 turns.
Holy Chains
*Crowd Control* category
This holy magic holds an enemy on its square. It cannot move or attack, but can defend. The spell breaks if the enemy rolls 5 or 6. Works only 1 turn on elite /champion enemies.
Ward Off Evil
*Crowd Control* category
The presence of the Cleric in the room makes it impossible for enemies to enter it. Lasts 1 turn only. Very useful to plan a strategy or protecting weak heroes.
Smite the Unholy
*Offensive Holy Magic* category
Each Undead and Evil/Chaos creature within Line of Sight of the Cleric is struck with 1 direct point of Damage, and 2 CD. No defense possible.
Wrath of the Divine - - (path of Wisdom only at Quest 6)
*Offensive Holy Magic* category
One specific enemy in Line of Sight is struck dead by a Divine Lightning Bolt. Roll 3 unblockable CD for elite or champion enemy.
Healing Aura - - (path of Wisdom only at Quest 6)
*Healing* category
This spell heals 2 Body Points to the Cleric and anybody who stands at a maximum distance of 3 squares from the cleric.
Resurrection - - (path of Wisdom only at Quest 6)
*Healing* category
Your faith enables your to save allies from death. If one ally took a fatal blow, he/she is now back to consciousness with only 1 Body Point. Line of sight only.