HeroesAdventurerDefence: 15
Class Tokens: 2
Ability: After an encounter once per encounter you may spend a token to revisit that encounter (only you)
AlchemistDefence: 14
Class Tokens: 2
Ability: If you kill and dodge you can spend a token to heal a wound
ArmorerDefence: 13
Class Tokens: 2
Ability: When you kill a monster instead of treasure spend a token to get a permenent +3 defense boost
ArtificerDefence: 15
Class Tokens: 2
Ability: After an encounter instead of treasure spend a token to get +1 die for the rest of the game.
AvengerDefence: 16
Class Tokens: 2
Ability: After rolling spend a token to get +3 attack strength for each dead hero killed on previous turns
BarbarianDefence: 19
Class Tokens: 0
Ability:
NoneBerserkerDefence: 14
Class Tokens: 2
Ability: Before rolling spend a token to get +1 die for each wound you have and if you kill the monster dodge it
JesterDefence: 14
Class Tokens: 2
Ability: Before rolling spend a token to switch the monsters power and toughness
KnightDefence: 16
Class Tokens: 2
Ability: Spend a token to prevent all damage to you but 1 wound of damage from a monster hitting you
MonkDefence: 10
Class Tokens: 4
Ability: Before rolling spend a token to get +1 die for the turn and +4 defense this turn
NecromancerDefence: 16
Class Tokens: 2
Ability: Hero has all class abilities of all heroes that have died on previous turns
NinjaDefence: 17
Class Tokens: 0
Ability: Start with 2x as many weapon uses
PriestDefence: 14
Class Tokens: 2
Ability: Spend a token at the start of the encounter to heal 1 wound and you can't use weapon tokens this turn.
ProspectorDefence: 15
Class Tokens: 0
Ability: After each encounter you survive, gain 1 gold
ThiefDefence: 13
Class Tokens: 2
Ability: Spend a token to dodge a monster
TrapperDefence: 16
Class Tokens: 2
Ability: Once per encounter before rolling spend a token to make this encounter have +2 Gold for you
WarlordDefence: 12
Class Tokens: 2
Ability: +1 dice
Ability: After rolling Spend a token to roll an extra die
WizardDefence: 15
Class Tokens: 2
Ability: Before rolling spend a token to skip an encounter completely. (Ignoring all of its text)
ZealotDefence: 15
Class Tokens: 2
Ability: Spend a token before rolling to make defence 0 (for this encounter) and kill monster.
ZombieDefence: 13
Class Tokens: 2
Ability: If any other player is alive spend a token to play this turn even though you are dead
ArmsmasterDefence: 14
Class Tokens: 0
Ability: Before boasting deal this hero an additional weapon, when rolling the armsmaster may use either weapon, but only the abilities of the weapon he chooses. (He can choose different weapons for different encounters)
Note: Wording changed slightly in most cases to reflect if token is used.Roll | Hero |
1 | Adventurer |
2 | Alchemist |
3 | Armorer |
4 | Artificer |
5 | Avenger |
6 | Barbarian |
7 | Berserker |
8 | Jester |
9 | Knight |
10 | Monk |
11 | Necromancer |
12 | Ninja |
13 | Priest |
14 | Prospector |
15 | Thief |
16 | Trapper |
17 | Warlord |
18 | Wizard |
19 | Zealot |
20 | Zombie |
21 | Armsmaster |