
Brindle — Companion
WB-001 · Companion · 0 Charge
At three journey marks: choose Hearthkeeper (1,7,2; when you Explore, remove 1 damage from another friendly unit here) or Trailblazer (3,5,1; your first move each turn costs 0).
Force 1 / Guard 5 / Insight 1

Lampkin
WB-003 · Ally · 1 Charge
No ability.
Force 1 / Guard 2 / Insight 1

Burrowguard
WB-005 · Ally · 2 Charge
No ability.
Force 2 / Guard 4 / Insight 0

Lantern Scout
WB-007 · Ally · 2 Charge
No ability.
Force 1 / Guard 3 / Insight 2

Hearth Singer
WB-009 · Ally · 3 Charge
On entry: remove 2 damage from a friendly unit.
Force 1 / Guard 4 / Insight 2

Emberback
WB-011 · Ally · 4 Charge
No ability.
Force 3 / Guard 6 / Insight 1

Mend
WB-013 · Tactic · 0 Charge
Heal a friendly character by 3.

Trail Snack
WB-015 · Tactic · 1 Charge
Draw 2 cards.

Stand Together
WB-017 · Tactic · 1 Charge
Ready an exhausted friendly Ally; it cannot Explore this turn.

Guiding Glow
WB-019 · Tactic · 1 Charge
A friendly character gains +2 Insight until the end of your turn.

Long Way Home
WB-021 · Tactic · 1 Charge
Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.

Korr — Companion
RR-001 · Companion · 0 Charge
At 3 journey marks, pay 2 charge: choose Shellwarden or Bridgewright. Keep damage, readiness, location and marks.
Force 2 / Guard 5 / Insight 1

Bellburrow
RR-007 · Ally · 2 Charge
On entry, heal 2 damage from one friendly unit.
Force 2 / Guard 4 / Insight 1

Mossmason
RR-008 · Ally · 2 Charge
Rooted: this Ally cannot move while in play, including through card effects.
Force 2 / Guard 5 / Insight 0

Shared Shelter
RR-011 · Tactic · 1 Charge
Choose a Route; heal each friendly character there by 2.
Force 0 / Guard 0 / Insight 0

Span Repair
RR-012 · Tactic · 1 Charge
Heal a friendly character by 3; optionally move it to an adjacent Route without exhausting.
Force 0 / Guard 0 / Insight 0

Ember Prowler
OFF-001 · Ally · 2 Charge
No ability.
Force 3 / Guard 2 / Insight 0

Bramblehorn
SP-001 · Ally · 3 Charge
No ability.
Force 5 / Guard 1 / Insight 0

Stonehush
SP-002 · Ally · 3 Charge
No ability.
Force 0 / Guard 6 / Insight 0

Wickmender
FA-001 · Ally · 2 Charge
Lantern Care — When played, heal another friendly character at this Route by 2.
Force 1 / Guard 3 / Insight 1

Cindertusk
FA-002 · Ally · 4 Charge
Kindled Fury — While this character has damage, it has +2 Force.
Force 3 / Guard 5 / Insight 0

Hearthshell
FA-005 · Ally · 3 Charge
Sheltering Glow — Other friendly characters at this Route take 1 less Challenge damage, minimum 1 for positive damage. Does not stack. Works while exhausted. Does not protect itself.
Force 1 / Guard 6 / Insight 0

Thornrush
FA-006 · Ally · 3 Charge
Breach — When this character defeats a ready opposing character through a Challenge, gain 1 Renown. Includes Companions. No bonus against exhausted targets.
Force 4 / Guard 3 / Insight 0

Cinderbolt
TC-001 · Tactic · 2 Charge
Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.

Briar Verdict
TC-003 · Tactic · 5 Charge
Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Turn Back
TC-005 · Tactic · 2 Charge
Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.

Wildfire Passage
TC-007 · Tactic · 6 Charge
Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.

Briar Surge
TC-009 · Tactic · 1 Charge
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Vey — Companion
WB-002 · Companion · 0 Charge
At three journey marks: choose Windguide (2,5,2; your first move each turn costs 0) or Stormwing (4,5,1; when you defeat an Ally, gain 1 Renown).
Force 2 / Guard 5 / Insight 1

Kitelet
WB-004 · Ally · 1 Charge
No ability.
Force 1 / Guard 2 / Insight 1

Cloudfencer
WB-006 · Ally · 2 Charge
No ability.
Force 3 / Guard 3 / Insight 0

Ribbon Scout
WB-008 · Ally · 2 Charge
No ability.
Force 1 / Guard 3 / Insight 2

Gale Courier
WB-010 · Ally · 3 Charge
On entry: move another friendly unit one adjacent Route for free; ignore its movement limit.
Force 2 / Guard 3 / Insight 2

Thundercrest
WB-012 · Ally · 4 Charge
No ability.
Force 4 / Guard 4 / Insight 1

Guststep
WB-014 · Tactic · 0 Charge
Move a friendly character to an adjacent Route without exhausting it. Does not ready it or consume its normal move, and ignores its normal movement limit.

Clear Skies
WB-016 · Tactic · 1 Charge
Draw 2 cards.

Sudden Squall
WB-018 · Tactic · 1 Charge
Deal 3 damage to an opposing Ally at your Companion’s Route.

Tailwind
WB-020 · Tactic · 2 Charge
A friendly character gains +2 Insight until the end of your turn.

Open Horizon
WB-022 · Tactic · 1 Charge
Move your Companion to any Route without exhausting it; heal it by 3. Does not ready it.

Nima — Companion
RR-004 · Companion · 0 Charge
At 3 journey marks, pay 2 charge: choose Chartweaver or Stormdancer. Keep damage, readiness, location and marks.
Force 2 / Guard 5 / Insight 1

Cloudskipper
RR-009 · Ally · 2 Charge
Swift: your first normal move each turn costs 0 charge. Normal movement restrictions still apply.
Force 1 / Guard 3 / Insight 1

Stormling
RR-010 · Ally · 3 Charge
No ability.
Force 3 / Guard 4 / Insight 1

Lantern Signals
RR-013 · Tactic · 2 Charge
Draw 2 cards. You may move a friendly character to an adjacent Route without exhausting it. Does not ready it.
Force 0 / Guard 0 / Insight 0

Measured Gust
RR-014 · Tactic · 1 Charge
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.
Force 0 / Guard 0 / Insight 0

Cloudfencer
OFF-002 · Ally · 2 Charge
No ability.
Force 4 / Guard 2 / Insight 0

Thundercrest
OFF-003 · Ally · 4 Charge
No ability.
Force 5 / Guard 3 / Insight 1

Dawnquill
SP-003 · Ally · 3 Charge
No ability.
Force 0 / Guard 1 / Insight 3

Prismarten
SP-004 · Ally · 3 Charge
Shift — Once per turn, pay 1 charge: switch between Guide (0/2/2) and Striker (4/2/0). Keep damage, readiness and Route.
Force 0 / Guard 2 / Insight 2

Reedrunner
FA-003 · Ally · 2 Charge
Lightfoot — Once during your turn, pay 1 additional Charge when making a normal move to avoid exhausting. Adjacency and normal movement limits still apply.
Force 2 / Guard 2 / Insight 1

Glass Lynx
FA-004 · Ally · 3 Charge
Precision — When Challenging, you choose which ready opposing character defends. If none are ready, choose any opposing character at this Route.
Force 3 / Guard 2 / Insight 1

Veilwing
FA-007 · Ally · 3 Charge
Slipstream — When Challenging, choose any opposing character at this Route, bypassing ready defenders. Does not bypass Explore blocking.
Force 3 / Guard 2 / Insight 0

Duskquill
FA-008 · Ally · 2 Charge
Star Chart — When played, privately look at up to the top 3 cards of your deck. Put one into your hand and the others on the bottom in either order. No discard recycling for this effect.
Force 1 / Guard 3 / Insight 1

Starfall
TC-002 · Tactic · 2 Charge
Deal 3 damage to an opposing character at any Route. Can defeat a Companion under its normal return rule.

Sever the Thread
TC-004 · Tactic · 5 Charge
Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Back to the Clouds
TC-006 · Tactic · 2 Charge
Return an opposing Ally at any Route to its owner’s hand. Its damage and temporary effects clear. Replaying costs its normal Charge. Cannot target Companions.

Empty the Horizon
TC-008 · Tactic · 6 Charge
Defeat every opposing Ally at one Route. Friendly characters and all Companions remain. Ready opposing Companions still block Explore.

Nyxara
VB-001 · Companion · 0 Charge
Unseal — Once during your turn, pay 1 Charge to open the Netherway. Does not exhaust Nyxara.
Force 1 / Guard 5 / Insight 1

Morrow
VB-002 · Companion · 0 Charge
Between Worlds - Once during your turn, pay 1 Charge to move from Lantern Crossing into the open Netherway without exhausting. Counts as its normal move; must be ready and not have moved normally.
Force 1 / Guard 5 / Insight 1

Riftcrown
VB-003 · Ally · 4 Charge
Realmstrider - Its normal move into the Netherway does not exhaust it. Normal movement cost, readiness and once-per-turn movement limit still apply.
Force 3 / Guard 4 / Insight 2

Vesperant
VB-004 · Ally · 2 Charge
Foretold Return - After another friendly character explores the Netherway, it may emerge at Vesperant's normal Route and heal 1. It stays exhausted. No effect while Vesperant is in the Netherway.
Force 2 / Guard 4 / Insight 1

Wispweaver
VB-005 · Ally · 1 Charge
Stitch the Veil - When played, open the Netherway if it is closed.
Force 0 / Guard 3 / Insight 1

Grinshade
VB-006 · Ally · 3 Charge
Uncertain Form - When chosen to defend a Challenge, you may pay 1 Charge and roll a six-sided die. On 5-6, prevent that Challenge's damage. Once per round per Grinshade. The attacker still exhausts.
Force 3 / Guard 2 / Insight 1

Seamling
VB-007 · Ally · 1 Charge
Force 1 / Guard 2 / Insight 1

Null Harrier
VB-008 · Ally · 2 Charge
Beyond the Mask - While in the Netherway, this character has +1 Force.
Force 3 / Guard 2 / Insight 0

Hexmantle
VB-009 · Ally · 2 Charge
Fading Hex - When played, give an opposing character at this Route -1 Force until the start of your next turn. Hex penalties do not stack; use the strongest.
Force 1 / Guard 4 / Insight 1

Rift Cantor
VB-010 · Ally · 3 Charge
Voices Between - After this character explores the Netherway, draw 1 card. Once per turn.
Force 1 / Guard 3 / Insight 2

Unseal the Netherway
VB-011 · Tactic · 1 Charge
Open the Netherway. Play only while it is closed.

Passage Unseen
VB-012 · Tactic · 0 Charge
Move a friendly character from Lantern Crossing into the open Netherway without exhausting or readying it. Does not consume its normal move. Rooted cannot move.

Whispers Beyond
VB-013 · Tactic · 1 Charge
Draw 2 cards.

Unravel
VB-014 · Tactic · 1 Charge
Return an opposing Ally at any Route to its owner's hand. It loses damage and temporary effects. Replaying costs normal Charge and resolves entry abilities. Cannot target Companions.

Void Lance
VB-015 · Tactic · 2 Charge
Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.

Stolen Horizon
VB-016 · Tactic · 3 Charge
Choose an opposing non-Rooted Ally in a normal lane. Open the Netherway if closed, then move that Ally there and exhaust it. Does not extend an existing realm. Cannot target Companions.

Vanta
VB-017 · Ally · 4 Charge
Riftfire Ambush - After Vanta explores the Netherway and emerges exhausted, you may deal 2 damage to one opposing Ally at his exit Route. Cannot target Companions. Normal exploration restrictions apply.
Force 3 / Guard 4 / Insight 1

Rauk
IM-001 · Companion · 0 Charge
Siege Rhythm - During your turn, after another friendly character Challenges at Rauk's Route, Rauk gains +1 Force this turn. Maximum +2 per turn.
Force 1 / Guard 5 / Insight 1

Skara
IM-002 · Companion · 0 Charge
Relentless - After its own Challenge defeats an Ally, you may pay 2 Charge to ready Skara. It cannot Explore this turn. Once per turn. Eight-legged predator with oversized interlocking fangs.
Force 1 / Guard 5 / Insight 1

Gorequill
IM-003 · Ally · 3 Charge
Pack Momentum - During your turn, after another friendly character Challenges at its Route, this character gains +1 Force this turn. Maximum +3 per turn.
Force 2 / Guard 4 / Insight 0

Snapmaw
IM-004 · Ally · 2 Charge
First Bite - Its first Challenge during the turn it enters has +1 Force for that Challenge.
Force 3 / Guard 1 / Insight 0

Ridgebreaker
IM-005 · Ally · 5 Charge
Cleave - After its own Challenge defeats an Ally, deal excess damage to one other opposing Ally at that Route, chosen by the defender. No further spillover. See timing guide.
Force 5 / Guard 5 / Insight 0

Bloodhowl
IM-006 · Ally · 5 Charge
Hunting Chorus - During your turn, other friendly characters at this Route gain +1 Force. Multiple Hunting Choruses and Pack Bastion do not stack.
Force 3 / Guard 4 / Insight 1

Shardsprinter
IM-007 · Ally · 1 Charge
Force 2 / Guard 1 / Insight 0

Craggnash
IM-008 · Ally · 2 Charge
Force 2 / Guard 3 / Insight 1

Spineknuckle
IM-009 · Ally · 3 Charge
Grim Recovery - After its own Challenge defeats an Ally, heal this character by 1.
Force 3 / Guard 4 / Insight 0

Emberlash
IM-010 · Ally · 2 Charge
Scent of Victory - During your turn, after another friendly character's Challenge defeats an Ally, this character gains +1 Force this turn. Once per turn.
Force 2 / Guard 2 / Insight 1

Bloodrush
IM-011 · Tactic · 2 Charge
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Run Them Down
IM-012 · Tactic · 1 Charge
Ready an exhausted friendly Ally. It cannot Explore this turn.

Pack Provision
IM-013 · Tactic · 1 Charge
Draw 2 cards.

Jawbreaker
IM-014 · Tactic · 2 Charge
Deal 3 damage to an opposing character at any Route, including the Netherway. Companions follow their normal defeat-and-return rule.

Shatter the Line
IM-015 · Tactic · 5 Charge
Defeat an opposing Ally at any Route, regardless of remaining Guard. Cannot target Companions.

Stampede
IM-016 · Tactic · 6 Charge
Defeat every opposing Ally at one Route, including the Netherway if open. Friendly characters and all Companions remain. Surviving ready enemies still block Explore.

Orryx, the Unfinished
HC-001 · Companion · 0 Charge
Once during your turn, reduce the Charge cost of a Foretell Tactic you schedule by 1, minimum 0. Your first Explore with Orryx each turn while you have a pending Foretell gains 1 additional Renown; no extra Journey mark.
Force 1 / Guard 5 / Insight 1

Saela, Keeper of Tomorrows
HC-002 · Companion · 0 Charge
After your Foretell Tactic resolves, Saela gains +1 Insight for her next Explore this turn. If she is ready and has not moved normally, you may also move her to an adjacent normal Route for 0 Charge. This is her normal move and exhausts her.
Force 2 / Guard 5 / Insight 1

Secondhand Sentinel
HC-003 · Ally · 3 Charge
After your Foretell Tactic resolves, this character gains +2 Force until the end of your turn, once per turn.
Force 4 / Guard 4 / Insight 0

Yesterday’s Echo
HC-004 · Ally · 1 Charge
When played, look at the top 2 cards of your deck and put them back in either order. Do not reshuffle for this effect.
Force 0 / Guard 2 / Insight 1

Dunewick
HC-005 · Ally · 1 Charge
Instinct — Relies on its printed stats.
Force 1 / Guard 2 / Insight 1

Pendulum Warden
HC-006 · Ally · 2 Charge
During your turn, this character has +1 Force while you have a pending Foretell Tactic.
Force 2 / Guard 3 / Insight 1

Copper Archivist
HC-007 · Ally · 3 Charge
Instinct — Relies on its printed stats.
Force 1 / Guard 3 / Insight 2

Afterimage Courser
HC-008 · Ally · 2 Charge
Instinct — Relies on its printed stats.
Force 2 / Guard 2 / Insight 1

Eonbreaker
HC-009 · Ally · 4 Charge
Instinct — Relies on its printed stats.
Force 5 / Guard 3 / Insight 0

Vesper Clock
HC-010 · Ally · 3 Charge
When played, you may change the locked Route of your pending Foretell Tactic to an adjacent normal Route. Its resolution time does not change.
Force 1 / Guard 4 / Insight 1

Borrowed Dawn
HC-011 · Tactic · 0 Charge
Foretell — At your next turn’s Foretell step, draw 2 cards.

The Coming Fracture
HC-012 · Tactic · 3 Charge
Foretell — Lock a normal Route. At your next Foretell step, deal 2 damage to each opposing Ally and 3 damage to each opposing Construct there. Does not hit Companions.

Last Moment
HC-013 · Tactic · 2 Charge
Deal 3 damage to an opposing character or Construct at any Route. Immediate; not Foretell.

Unwritten Route
HC-014 · Tactic · 1 Charge
A friendly character gains +2 Insight until the end of your turn. Does not ready it. This is immediate.

Deferred Shelter
HC-015 · Tactic · 0 Charge
Foretell — Choose a normal Route when scheduling. At resolution, heal one friendly character there by 3.

Future Claim
HC-016 · Tactic · 1 Charge
Foretell — Choose a normal Route when scheduling. At resolution, if a ready friendly character and no ready opposing characters are there, gain 2 Renown. This is not an Explore and grants no Journey mark.

Zazri, the Grand Misrule
RW-001 · Companion · 0 Charge
Encore — After another friendly character Challenges from this Route, Zazri gains +1 Insight for its next Explore this turn, once per turn. An unused bonus expires at turn end.
Force 1 / Guard 5 / Insight 1

Pippa, Lanternheart
RW-002 · Companion · 0 Charge
Encore — After another friendly character Explores here, you may heal a friendly character here by 2, once per turn.
Force 1 / Guard 5 / Insight 1

Tatterstep
RW-003 · Ally · 2 Charge
Encore — After another friendly character Explores here, if Tatterstep is ready and has not moved normally this turn, you may move it to an adjacent normal Route for 0 Charge. This is its normal move and exhausts it.
Force 2 / Guard 3 / Insight 1

Grumbleglow
RW-004 · Ally · 2 Charge
Encore — After another friendly character Challenges from this Route, Grumbleglow gains +2 Force until turn end, once per turn.
Force 3 / Guard 3 / Insight 0

Paintspark
RW-005 · Ally · 1 Charge
Instinct — Relies on its printed stats.
Force 1 / Guard 2 / Insight 1

Ribbon Duelist
RW-006 · Ally · 2 Charge
Encore — After another friendly character Explores here, this character gains +1 Force until turn end, once per turn.
Force 3 / Guard 2 / Insight 1

Maskbearer
RW-007 · Ally · 2 Charge
Encore — After another friendly character Challenges from this Route, heal Maskbearer by 1, once per turn.
Force 1 / Guard 3 / Insight 2

Parade Weaver
RW-008 · Ally · 2 Charge
Instinct — Relies on its printed stats.
Force 1 / Guard 3 / Insight 2

Crescendo Hulk
RW-009 · Ally · 3 Charge
Encore — After another friendly character Explores here, this character gains +2 Force until turn end, once per turn.
Force 4 / Guard 4 / Insight 1

Backstage Sprite
RW-010 · Ally · 1 Charge
Instinct — Relies on its printed stats.
Force 0 / Guard 3 / Insight 1

Steal the Spotlight
RW-011 · Tactic · 1 Charge
A friendly Ally gains +3 Force until turn end. If another friendly character already Challenged from that Ally’s current Route this turn, draw 1 card. Does not ready the Ally or prevent Explore.

Curtain Call
RW-012 · Tactic · 0 Charge
Return one of your Allies to your hand, clearing its damage and temporary effects, then draw 2 cards. Cannot target Companions. Replaying the Ally costs its normal Charge.

Crowd Favor
RW-013 · Tactic · 1 Charge
Draw 2 cards.

Painted Rebuke
RW-014 · Tactic · 2 Charge
Deal 3 damage to an opposing character at any Route.

Standing Ovation
RW-015 · Tactic · 1 Charge
Choose a normal Route and a friendly character that already Challenged from there this turn. The next friendly Explore there this turn gains 2 additional Renown if its explorer is different from that chosen attacker. No additional Journey mark.

Empty Seats
RW-016 · Tactic · 2 Charge
Return an opposing Ally at a normal Route to its owner’s hand, clearing its state. You may then deal 1 damage to a different opposing Ally still at that Route. Cannot target Companions.

Vitra, the Shaping Heart
PF-001 · Companion · 0 Charge
Once during your turn, reduce the Charge cost of a Construct you play by 1, minimum 1. Route-slot restrictions still apply.
Force 1 / Guard 5 / Insight 1

Keldrax, Walking Citadel
PF-002 · Companion · 0 Charge
Foundation — Your first Construct this match costs 1 less Charge, minimum 1. Keldrax has +2 Force while at a normal Route containing your Construct.
Force 2 / Guard 5 / Insight 1

Shardling Surveyor
PF-003 · Ally · 1 Charge
When played, look at the top 5 cards of your deck. You may reveal one Construct and put it into your hand. Put the rest on the bottom in any order. Do not reshuffle for this effect.
Force 0 / Guard 2 / Insight 1

Facetbreaker
PF-004 · Ally · 3 Charge
This character deals +2 Challenge damage when attacking a Construct. During your turn, this character has +1 Force while at a Route containing your Construct.
Force 4 / Guard 2 / Insight 0

Chiselkin
PF-005 · Ally · 1 Charge
Instinct — Relies on its printed stats.
Force 1 / Guard 2 / Insight 1

Chromewarden
PF-006 · Ally · 2 Charge
During your turn, this character has +1 Force while at a Route containing your Construct.
Force 2 / Guard 3 / Insight 1

Refraction Mason
PF-007 · Ally · 3 Charge
Instinct — Relies on its printed stats.
Force 2 / Guard 3 / Insight 2

Lattice Vanguard
PF-008 · Ally · 3 Charge
Instinct — Relies on its printed stats.
Force 4 / Guard 4 / Insight 0

Shard Courier
PF-009 · Ally · 2 Charge
When played, you may relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot. Keep its damage.
Force 2 / Guard 2 / Insight 1

Core Tender
PF-010 · Ally · 1 Charge
When played, heal one of your Constructs at this Route by 2.
Force 1 / Guard 3 / Insight 1

Emergency Assembly
PF-011 · Tactic · 0 Charge
Relocate one of your Constructs to an adjacent normal Route with an empty friendly Construct slot, then heal it by 2.

Prismatic Lance
PF-012 · Tactic · 2 Charge
Deal 3 damage to an opposing character or Construct at any Route.

Pattern Recall
PF-013 · Tactic · 1 Charge
Draw 2 cards.

Facet Surge
PF-014 · Tactic · 1 Charge
A friendly character gains +3 Force until the end of your turn. Does not ready it or prevent Explore.

Salvage Order
PF-015 · Tactic · 0 Charge
Return one of your damaged Constructs to your hand, clearing its damage, then draw 1 card. It must be replayed for its normal cost.

Focused Refraction
PF-016 · Tactic · 2 Charge
Deal 4 damage to an opposing Ally at a normal Route containing your Construct. Cannot target Companions or Constructs.

Resonance Spire
PF-017 · Construct · 2 Charge
Guard 3. The first friendly character to Explore here during your turn gains 1 additional Renown. This bonus is not an additional Explore or Journey mark. Blocks opposing Explore at this Route until destroyed or relocated.

Relay Prism
PF-018 · Construct · 2 Charge
Guard 3. Once during your turn, reduce the Charge cost of a friendly character’s normal move from this Route by 1, minimum 0. It still exhausts unless its own ability says otherwise. Blocks opposing Explore at this Route until destroyed or relocated.

Facet Bulwark
PF-019 · Construct · 2 Charge
Guard 4. Once per numbered round, reduce the first positive Challenge damage dealt to a friendly Ally here by 1, minimum 1. Does not combine with another Challenge-damage reduction; use the largest reduction. Does not protect Companions or Constructs. Blocks opposing Explore at this Route until destroyed or relocated.

Spark Surveyor
VA003 · Ally · 1 Charge
Instinct - Relies on its printed stats.
Force 1 / Guard 2 / Insight 1

Latchguard
VA004 · Ally · 2 Charge
When Latchguard defends a Challenge, prevent 1 damage that Challenge would deal to it.
Force 1 / Guard 4 / Insight 0

Voltstrider
VA005 · Ally · 2 Charge
Instinct - Relies on its printed stats.
Force 3 / Guard 2 / Insight 1

Signal Wisp
VA006 · Ally · 2 Charge
Instinct - Relies on its printed stats.
Force 0 / Guard 3 / Insight 2

Coilblade
VA007 · Ally · 3 Charge
On your turn, Coilblade has +1 Force while you have at least 2 Charge remaining.
Force 3 / Guard 3 / Insight 1

Mirror Marshal
VA008 · Ally · 4 Charge
The first time each opponent turn you play a Reaction, prevent the next 1 damage that turn to Mirror Marshal. Multiple Marshals do not share shields.
Force 3 / Guard 5 / Insight 1

Orison, Last Directive
VA009 · Ally · 5 Charge
Once on your turn: pay 1 Charge to move another friendly character in Orison's Route to an adjacent standard Route. That character exhausts.
Force 4 / Guard 6 / Insight 1

Emergency Plating
VA010 · Tactic · 1 Charge
On your turn: heal a friendly character by 3. Reaction: After the defender of an enemy Challenge is locked, before damage: prevent 2 damage that Challenge would deal to that defender. It must be your character.

Feedback Spike
VA011 · Tactic · 1 Charge
On your turn: deal 2 damage to an exhausted enemy character in a standard Route. Reaction: After an enemy Challenge finishes dealing damage and resolving defeats: deal 2 damage to its surviving attacker. Legal even if your defender was defeated.

Intercept Protocol
VA012 · Tactic · 2 Charge
On your turn: move a friendly character to an adjacent standard Route without changing its readiness. Respect Rooted. Reaction: After an enemy Challenge locks one of your characters as defender, before damage: move a ready friendly character from an adjacent standard Route into this Route as the new defender. Exhaust it; its exhaustion does not invalidate this interception. The original defender remains in place.

Target Lock
VA013 · Tactic · 2 Charge
On your turn: deal 3 damage to an enemy character in a standard Route. Reaction: After an enemy character completes movement into a standard Route and all movement consequences resolve: deal 2 damage to it if it remains in play in that Route.

Containment Pulse
VA014 · Tactic · 2 Charge
On your turn: exhaust a ready enemy character in a standard Route. Reaction: After an enemy character completes Explore: exhaust another ready enemy character in that same standard Route. The completed Explore keeps all Renown and Journey.

Aegrix, Keeper of the Last Gate
VA001 · Companion · 0 Charge
First Reaction each opponent turn: heal Aegrix by 1 after resolution if it remains in play and is not recovering.
Force 1 / Guard 5 / Insight 2

Syntra, the Questioning Signal
VA002 · Companion · 0 Charge
First Reaction each opponent turn with printed cost 2+: draw 1 after resolution if not recovering.
Force 1 / Guard 5 / Insight 2

Mossback Forager
EW003 · Ally · 1 Charge
Instinct - Relies on its printed stats.
Force 1 / Guard 2 / Insight 1

Cragling
EW004 · Ally · 2 Charge
Instinct - Relies on its printed stats.
Force 3 / Guard 3 / Insight 0

Tideglass Pilgrim
EW005 · Ally · 2 Charge
Instinct - Relies on its printed stats.
Force 1 / Guard 3 / Insight 2

Basalt Hewer
EW006 · Ally · 2 Charge
Awaken 1: deal 2 damage to an enemy character in this Route.
Force 3 / Guard 4 / Insight 1

Reef-Crowned Ogre
EW007 · Ally · 3 Charge
Awaken 1: remove up to 4 damage from another friendly character in this Route.
Force 2 / Guard 5 / Insight 1

Hollowpeak Ancient
EW008 · Ally · 4 Charge
Awaken 2: deal 2 damage to each other character in this Route, friendly and enemy. Resolve the damage simultaneously, then defeats.
Force 4 / Guard 6 / Insight 0

Oruun, the Walking Horizon
EW009 · Ally · 6 Charge
Awaken 2: choose one - deal 4 damage to an enemy character in this Route; or Oruun gains +2 Insight until end of this turn. Choose the mode when preparing; damage target at resolution.
Force 6 / Guard 8 / Insight 1

Deep Nourishment
EW010 · Tactic · 1 Charge
On your turn: remove up to 4 damage from a friendly character. It must have at least 1 damage.

Faultline Strike
EW011 · Tactic · 2 Charge
On your turn: deal 3 damage to an exhausted enemy character in a standard Route.

Shelter of Ages
EW012 · Tactic · 1 Charge
On your turn: choose a friendly character with a pending Awakening. Prevent the next 2 damage to it before your next turn begins. This does not prevent movement or removal.

Seismic Roar
EW013 · Tactic · 3 Charge
On your turn: deal 2 damage to each character in a chosen standard Route, including yours. Damage is simultaneous; resolve defeats before another action.

Rising Deep
EW014 · Tactic · 1 Charge
On your turn: move a friendly character from its current standard Route to an adjacent standard Route. Exhaust it. If it is ready and has Awaken, you may instead prepare its printed Awakening for 1 less Charge, minimum 0, paying that cost in addition to this Tactic. No movement in that mode; exhaust normally.

Tharuun, the Buried Dawn
EW001 · Companion · 0 Charge
Awaken 2: deal 3 damage to an enemy character in this Route. Base form: +1 Insight while you control at least two Allies.
Force 2 / Guard 5 / Insight 1

Nhalora, the Deep Remembering
EW002 · Companion · 0 Charge
Awaken 2: move another friendly character here to an adjacent standard Route without changing readiness. Base form: +1 Insight while you control at least two Allies.
Force 1 / Guard 5 / Insight 1