What Does It Do? |
Persuasion | You can take any Follower as your own even if it normal would not join you because of your Alignment. You can also discard any Follower you do not wish at any time except for the Hag. | Sacrifice | Your Followers are willing to die to protect you. You can sacrifice a Follower to prevent yourself from losing a Life. | Loyalty | You may roll a die if Mesmerism, Cursed by Hag, or any Special Ability that allows another to take one or more of your Followers is used. On a roll of 1-3 you get to keep your Follower(s). | Defense | You can give a Follower a Helmet, Shield, or Armor and it can roll as normal to prevent itself from dying for any reason. | Combat | You can give a Follower a weapon and gain the weapon bonus as if you welded it yourself. | Wisdom | You gain a +1 Craft bonus for every two Followers you possess and can have one extra Spell if you have the Alchemist, Genie, Familiar, Wiseman, Star Sprites, Druid, or Storm Giant as Followers. |
Starting Charisma |
Character | Special Ability | Dark Elf | You lose 1 Charisma each time you sacrifice a Follower. | Dragonrider | You have a +1 Charisma bonus while you have a Dragon. | Dwarf | You have a +1 Strength in Combat vs Goblins and Dragons. | Ghoul | Your Raised Enemies now do count for Strength. | King's Champion | Knight | You may increase your Craft or Charisma by 1 when you defeat a Spirit. | Minotaur | You may sacrifice a point of Craft or Charisma to gain a +1 bonus to Strength in Combat for a single turn. | Minstrel | You only have to spend 5 Strength of Enemies to increase your Charisma by 1. | Ninja | You cannot increase your Charisma. | Orc | You start with a Sword and a Shield. | Prophetess | Sprite | You need to spend 10 points worth of defeated Enemies to increase your Strength. | Troll | You are immune to the Siren. You may discard a Spell and miss a turn to heal 1 Life. |
Wizard |
Alternative Abilities |