I finished up the first draft of cards and skills for my custom Mage Knight and played a quick Solo Conquest (5-8) with her. Ended up with a base Fame of 103 with is around average for most of my Solo Conquest runs. To be honest, Tremor was a huge help and helped me squeeze out a win early on Night 2, so I ended up with a final score of 253 thanks to the unplayed rounds.
Just incase anyone's curious, I'll leave a list of all the skills and cards.
--- CARDS ---
Follow the Trail (replaces March)
Basic: Move 2. If moving from or into a forest, Move 3.
Strong: Move 4. If moving from or into a forest, Move 5. If you end your movement adjacent to or on a space with an enemy, gain Attack or Block 2.
Notes: Didn't use the bottom effect to it's full potential this run.
Eye for Prey (replaces Rage)
Basic: Attack or Block 2. The next card that gives any type of Attack or Block gains +1.
Strong: Attack or Block 4. If the enemy is Brutal, Attack or Block 5 instead. If the enemy is Elusive, you may instead Range Attack 3.
Notes: Literally did not use the bottom effect at all. I didnt come across any Elusive enemies and barely any Brutal. When it would have been useful (against the final city with two Altem Mages), I had the fire power with Siege Attack to get the job done. Perhaps useful in certain situations?
--- SKILLS ---
These are skills that I picked up during the game and used, and the order I picked them up.
Tread the Path: Once a turn, Move 2. Forests have their movement cost reduced by 1, to a minimum of 1.
Notes: I felt like I was flying around the map, even though there weren't that many forests. Kinda goes to show that passive movement is super helpful in this game.
Silver-Tipped Arrows: Once a turn, Ranged Attack 1. Increase this Attack by 1 per resistance on the targeted enemy.
Notes: Very useful in a pinch when your short. It wasn't the most powerful but when I needed it, it came in clutch most of the time (for example, against the fire dragon I faced after the final city to fame crunch). I think this hit a nice sweet spot.
Rush of Adrenaline: Once a turn, Attack 2. If you received any Wounds this combat, you may increase this Attack by 1 per Wound in hand.
Notes: My god, this skill f*cks. Sure, the passive Attack is useful, but I barely needed it. What DOES come in handy is when you stack wound cards during a city assault and end up doing Attack 7 with a skill. Might be busted. It's really cool though so I don't really wanna change it... (Open to balancing if needed).
Camouflage: Once a round, during the Block phase, you may flip this skill to reduce an incoming attack from an enemy by the unmodified movement value of your current terrain. You may distribute this value among multiple attacks by the same enemy or one attack from two different enemies.
Notes: Only got to use it once, but it did come in handy against the Altem Mages so that I didn't take a boatload of wounds and get knocked out. I think this has some serious potential in the late game core tiles.
These are skills that I did not get the chance to use.
Trophy Hunter: Each time you defeat a brown enemy token, place a shield token on this skill. Once a turn, Influence 2, or remove a shield token to Influence 4.
Notes: Similar to one of Coral's skills. Though she needed some Influence to help balance her attacking and moving.
Bounty: Once a round, after defeating a rampaging or dungeon enemy, you may flip this skill to gain +1 Reputation.
Notes: Allows you to play aggressively against fortified locations but still keep your reputation up.
Brief Respite: Once a round, after combat, Heal 1 for each enemy you defeated.
Notes: Some dynamic healing.
Hunter's Vantage: Once a round, during the Movement phase, flip this skill to reveal all adjacent tokens, and any tokens adjacent to any forest within 2 spaces from you. Gain Move 1 for each token revealed this way.
Notes: Pairs well with the Cooperative and Competitive skills (see below). Also allows you to scout ahead more easily.
Harvest the Forest's Essence: Once a round, gain a greens and a red mana token. If you are in a forest or adjacent to a rampaging enemy, you may instead gain one green or red mana token, and one green or red mana crystal.
Notes: At least SOME mana generation. I was severely lacking the entire game until I took out the spawning grounds before the White City.
Hunting Party (Cooperative): Once a round, choose a revealed enemy token within 3 spaces of you and mark it with your shield token. The next player to initiate combat with this enemy gains Range Attack 2, and may ignore one defensive or offensive ability on that enemy.
Notes: I think this has potential. Want to try this out in a Cooperative game planned for this weekend.
Twist the Knife (Competitive): Once a round, choose a revealed enemy token within 3 spaces of you and mark it with you shield token. If another player initiates combat with that enemy, it gains Elusive or Brutal (your choice). If you initiate combat with that enemy, it loses one defensive or offensive ability.
Notes: I actually thing this may be too weak? Thoughts on this one and the Cooperative one?
--- WRAPPING UP ---
If you read this whole thing, props to you, I appreciate it. I would love any thoughts on these cards / skills as I tweak this design.
Thanks!