Champions

Welcome to the Champions page. Listed below are all the playable Champions in Warhammer Quest: Silver Tower so far.

Stats for Champions and Weapons are taken from Level 1 items. It is worth noting that when things are generated in the game, their stats have a small fluctuation factor. So an Arrow Boy might have Health 70, Attack 14, etc.

The exception to this is the Move stat, which is always exact.

## Arrow Boy

*He doesn't need ornate bows to wage wars. Primitive objects become weapons of deadly precision in his mighty hands!*

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**ALLIANCE:** Destruction

**CLASS:** Ranged

**SKILL:** Loadsa Arrows - Rains arrows down on a 3x3 area. Causing loadsa damage! Cooldown: 2 turns.

## Auric Hearthguard

*Elite, trusted custodians of a lodge’s magma-vault, their weapons spew forth devastatingly hot liquid rock that sears flesh, melts armour and ignites the very air.*

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**ALLIANCE:** Order

**CLASS:** Ranged

**SKILL:** Molten Rockblast - Molten rock strikes anything in a 4 tile line, dealing huge damage and setting it on fire. Cooldown: 2 turns.

## Brute Boss

*His mind is filled with one thing, violence. Bigger and harder than most warriors of the mortal realms, he leads warclans in an endless tide of green.*

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**ALLIANCE:** Destruction

**CLASS:** Melee

**SKILL:** Da Big Hit - Pounds the ground causing damage to any enemies within 3 tiles. Cooldown: 2 turns.

## Chaos Sorcerer Lord

*A magic user of terrifying renown, able to wield fell energies and bend them to his grim will, this is a fearsome foe to encounter.*

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**ALLIANCE:** Chaos

**CLASS:** Magic

**SKILL:** Daemonic Power - Gives a buff to your allies for 2 turns, increasing Accuracy and Attack. Two uses per Stage.

## Darkoath Archer

*A natural born fighter, aided by the corrupting taint of Chaos and his hound. An accurate and deadly menace on the battlefield.*

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**ALLIANCE:** Chaos

**CLASS:** Ranged

**SKILL:** Summon Hound - Summons a Chaos Hound to gnash and tear at his foes. Disappears after 2 turns. Cooldown: 2 turns.

## Darkoath Chieftain

*A notable survivor; his every deed is meant to win the favour of the Dark Gods. He has slain countless mighty rivals in order to receive their gifts.*

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**ALLIANCE:** Chaos

**CLASS:** Melee

**SKILL:** Whirlwind - Swinging wildly with both weapons, the Chieftain attacks every adjacent target. Cooldown: 2 turns.

## Darkoath Warqueen

*With charisma and the fires of ambition fueling her every move. Her true power is the favour of the Dark Gods, and their ability to unite the hordes of Chaos.*

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**ALLIANCE:** Chaos

**CLASS:** Melee

**SKILL:** Shield Blessing - Heals 50% health to her and all allies within 3 tiles. 1 use per stage.

## Evocator Prime

*His eyes flash with sparks, and veins of lightning glow beneath the skin. In battle, that energy crackles forth and burns enemies to the bone.*

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**ALLIANCE:** Order

**CLASS:** Magic

**SKILL:** Lightning Arc - Lightning shoots from his stave causing huge damage to a single target. Cooldown: 2 turns.

## Excelsior Warpriest

*Booming forth prayers and fighting alongside his faithful Gryph Hound, this mortal man scours away the abominations of Chaos.*

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**ALLIANCE:** Order

**CLASS:** Melee

**SKILL:** Summon Gryph Hound - The Warpriest summons his ever faithful companion, a Gryph Hound. 1 use per stage.

## Fyreslayer Doomseeker

*It is said that his axe scorches the air with every swing, that he spits glowing cinders with every war cry, and that the wrath of the forge burns in his glare.*

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**ALLIANCE:** Order

**CLASS:** Melee

**SKILL:** Charge - Charges over and sets fire to 4 tiles in a straight line. Cooldown: 2 turns.

## Great Bray Shaman

*Born into magic, he wields it with an instinctive ease. A miasma of fell sorcery surrounds him and, on his call, reality itself becomes distorted and maimed.*

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**ALLIANCE:** Chaos

**CLASS:** Magic

**SKILL:** Devolve - Lays a 3x3 mist which lasts for 3 turns and decreases weapon accuracy to 0. 1 use per stage.

## Hag Queen

*Guardian of Khaine's mysteries and leader of her temple's rites. She mixes potions which drive her allies into a rapturous battle rage.*

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**ALLIANCE:** Order

**CLASS:** Melee

**SKILL:** Blood Sacrifice - Deals small damage, then heals 100% health at the start of the next turn. 1 use per stage.

## Knight of Shrouds

*A traitor to his own. He has bartered his soul for generalship of a powerful undead army. The bite of his blade is as grave-cold as his immortal heart.*

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**ALLIANCE:** Death

**CLASS:** Melee

**SKILL:** Spectral Overseer - Buffs allies within 4 tiles for 4 turns. 100% Accuracy and +100% Attack. 1 use per stage.

## Knight Questor

*A shield for the mortal realms, he undertakes great quests. Slaying terrible enemies or recovering powerful artefacts that might swing the tides of war.*

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**ALLIANCE:** Order

**CLASS:** Melee

**SKILL:** Thundercharged Strike - A bolt of lightning strikes anything in a 4 tile line, dealing huge damage. Cooldown: 2 turns.

## Leadbelcher

*Obsessed with destruction and noise, they arm themselves with great portable guns filled with black powder, metal shot, and the occasional cannon ball.*

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**ALLIANCE:** Destruction

**CLASS:** Ranged

**SKILL:** Thunderous Blasts - Does 3 explosive shots on a 3x3 area, and sets the tiles on fire. 1 use per stage.

## Lord of Plagues

*Hidden behind the dread mask of one of Nurgle’s executioners. He visits grim fates on those foolish enough to get close with his Plague Blade.*

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**ALLIANCE:** Chaos

**CLASS:** Melee

**SKILL:** Grandfather's Gift - Toxic bile covers a 4 tile line. Anything hit takes minor damage and loses an action next turn. Cooldown: 2 turns.

## Mistweaver Saih

*A sinister figure from the Realm of Shadow. She is an immensely powerful enchantress, creating storms of illusory horror and violent bloodshed.*

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**ALLIANCE:** Order

**CLASS:** Magic

**SKILL:** Glimmermist - Any characters in a 3x3 area are stunned and lose their actions next turn. 1 use per stage.

## Myrmourn Banshee

*Drawn to magic as carrion are drawn to the dead. Such is their bitterness toward life that any mortal creature in their way is likely to die quickly.*

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**ALLIANCE:** Death

**CLASS:** Magic

**SKILL:** Stunning Howl - Emits a horrifying howl that stuns everyone within 4 tiles for 2 turns. 1 use per stage.

## Necromancer

*Widely regarded as twisted and corrupt individuals who are obsessed with death and the avoidance of it at all costs.*

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**ALLIANCE:** Death

**CLASS:** Magic

**SKILL:** Summon Grave Guard - Summons a Skeleton to perform his undying duty. Cooldown: 1 turns.

## Raptor Prime

*Raining death from afar or poised in well-chosen vantage points they wait with bolts loaded, reading the ebb and flow of battle until the perfect prey appears.*

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**ALLIANCE:** Order

**CLASS:** Ranged

**SKILL:** Headshot - Fires a long range shot with increased critical chance and damage. Cooldown: 2 turns.

## Sepulchural Warden

*Clad in corroded armour and gripping spears and shields, these undead warriors take up their blades when the clarion call of battle sounds.*

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**ALLIANCE:** Death

**CLASS:** Melee

**SKILL:** Frightning Speed - With shocking speed, he moves up to 4 tiles in a single action. Cooldown: 2 turns.

## Sorceress

*Sorceresses rule Darkling Covens with unquestioned authority and cruel cunning. They wield terrible sorceries that can blast the life from their foes.*

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**ALLIANCE:** Order

**CLASS:** Magic

**SKILL:** Word of Pain - Curses an enemy for 2 turns. On turn start, they lose 25% health and have 0 Defence. Cooldown: 3 turns.

## Spirit Torment

*Capturing the souls who have escaped their due fate. They draw their victim’s life into shacklegheist chains, for their undying master.*

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**ALLIANCE:** Death

**CLASS:** Ranged

**SKILL:** Capture Energy - Captures the energy of nearby foes and removes 1 action from any enemies within 2 tiles. Cooldown: 2 turns.

## Squig Herder

*Little more than mouths with legs and a terrible attitude, Squigs are feared across the Mortal Realms for their rapacious appetites.*

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**ALLIANCE:** Destruction

**CLASS:** Melee

**SKILL:** Summon Squig - Summons a Squig, with the largest teeth ever seen! 2 uses per stage.

## Tenebrael Shard

*Fast beyond belief, supernaturally agile and ominously silent, he closes quickly upon his prey and ends their lives with callous efficiency.*

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**ALLIANCE:** Order

**CLASS:** Melee

**SKILL:** Shadowstrike - The Shard transforms himself into living smoke and teleports to any position up to 8 tiles away. Cooldown: 2 turns.

## Vyrkos Blood-Born

*Once a princeling, this half-feral creature now serves the Wolf's will. Quite what Radukar wants from the Summoner though, is anyone's guess.*

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**ALLIANCE:** Death

**CLASS:** Melee

**SKILL:** Bloodscent - Choose 1 enemy within 5 tiles, and decrease it's defence by 100%. Cooldown: 1 turn.

## Weirdnob Shaman

*Wildly unpredictable, untamed and violent, he barely controls his Waaagh! magic, as he stumbles madly across the battleground.*

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**ALLIANCE:** Destruction

**CLASS:** Magic

**SKILL:** Foot of Gork - Stamps all over a 3x3 area causing huge damage! Cooldown: 3 turns.

## Witch Hunter

*Cold and discerning with only one goal on her mind. The Witch Hunter will go to all lengths in her quest to eradicate the taint of Chaos.*

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**ALLIANCE:** Order

**CLASS:** Ranged

**SKILL:** Accusation - A fiery blast hits a single target up to 5 tiles away. Damages and sets fire to them. Cooldown: 2 turns.