Nowhere Prophet

Nowhere Prophet

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Convoys and classes: overview and unlocking methods
By Black Heretic
Or, The Experienced Prophet's Manual.
   
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1. Introduction
Nowhere Prophet includes various convoys and classes to choose from, but the game does not make it easy to "use" them. The unlocking requirements are only visible in the starting menu, and the unlocking hints related to random encounters are rather vague. For the classes, there is also no precise indication of the pool of cards that can be obtained by leveling up or by learning at the Teacher's Shrine locations. For this reason, I decided to write this guide as a more accessible and supportive reference for your games.
2. Instructions and important info
Here are some instructions for consulting the guide:
  • For both convoys and classes, there is a "list" section with the in-game unlocking hints. These sections are followed by more detailed individual sections, each dedicated to a convoy or class.

  • Convoys are not listed in the order proposed in-game. Instead, they are listed according to the order in which they can be unlocked by completing the game with the various convoys. For example, completing the game with the Traders unlocks the Faithful, and completing the game with the Faithful unlocks the Wanderers, so in the guide they are listed in that order. The same goes for classes.

  • Completing the game implies defeating Kalraati Broken, which is the final boss after defeating the Kalraati boss.

  • For both convoy and leader cards, I used the following format:
    [Energy cost] Name (Strenght/Life) — Rarity, Faction, Tags
    Effect
    Here's an example:
    [4] Spark Shaman (4/5) — Common, Ferals, Technopath
    Fury: Deal 1 damage to other followers and constructs.

  • The starting decks are all sorted by energy cost (low to high). For the leader card pools, the sorting is by rarity instead.

  • Important warning. Many choice options during encounters have requirements in terms of Believer, Scholar, and Altruist points. Some encounters have fixed thresholds, while others have thresholds that scale according to the level of the leader and the progress of the journey. In the guide, thresholds verified as "variable" are shown with a "?" symbol, but they are still accompanied by a range of values (based on those I found during my runs).

  • There is a lot of data and information in the guide, and much of it comes from my experience with the game. Inevitably, there are likely to be some errors, so I ask you to be reasonably understanding and invite you to report them in the comments, if you find any.
3. List of convoys
Convoy
Unlock method 1 (journey)
Unlock method 2 (quest)
The Outcastes
-
-
The Nomads
Reach the first Milestone on your journey.
-
The Horde
Complete the game with the Nomads and 100 Food.
Defeat the beast within the abandoned dam.
The Forgotten
Complete the game with the Horde and 50 Hope.
Remove at least 12 leader cards in one game.
The Explorers
Reach the gate to the Crypt.
-
The Traders
Complete the game with the Explorers and 150 Batteries.
Access the merchant area in the spaceport.
The Faithful
Complete the game with the Traders and 20 Believer.
Meet the fellowship of the caretakers and free their holy sites.
The Wanderers
Bring peace to the Crypt Core.
-
The Swarm
Complete the game with the Wanderers and 20 Scholar.
Find and take care of the nanoswarm survivor.
The Pioneers
Complete the game with the Swarm and 30 Altruism.
Assist the rebel cell fighting against the oppressive Union in Pit Nine.
The Raiders
Complete the game with the Pioneers and Slaver.
Defeat the bandit warlord.
The Hermit (secret)
-
-
The Peaceful (secret)
-
-
4. Convoys: The Outcastes
Description
Without a home and a future, this small community struggles to survive in the wilderness.

This well-rounded convoy is a good starting point. Take care of them and they will see you through.
Starting resources
20 Batteries — 60 Food — 80 Hope
Perks
Genuine Altruism = Start with +10 Altruist.
(Luxuries shared: 15)

Caretaker = Reduce cost for food in shops by 10%.
(Blessings gained: 35)

Self-powered = Each Combat, when you play your first leader card: Refresh your leader.
(Games completed: 1)

Hardened Outsiders = Heal 1 additional damage on your prophet or 1 additional follower wound when resting.
Convoy deck
1 * [1] Hermit (1/2) — Common, Machinists
Fury: Draw a leader card.

1 * [1] Wanderer (1/2) — Common, Machinists
Taunt.

1 * [2] Bandit Sapper (2/2) — Common, Bandits
Fury: Deal 2 damage to the enemy leader.

1 * [2] Initiate (2/3) — Common, Scions of the Dreaming God

2 * [2] Scout (3/2) — Common, Blue Devils

1 * [2] Wild Hand (2/3) — Rare, Ferals
Fury: Spawn a beast (2/1).

1 * [3] Battlefield Healer (1/6) — Rare, Shiram Monks
Fury: Heal all friendly followers by 3.

1 * [3] Devoted Guard (3/3) — Common, Five-Finger Union
Taunt.

2 * [3] Raider (4/3) — Common, Bandits

1 * [4] Crashjacker (5/4) — Common, Bandits

1 * [4] Shifty Scavenger (1/5) — Common, Bandits
When another follower is destroyed: Gain +1/+0.

1 * [4] Spark Shaman (4/5) — Common, Ferals, Technopath
Fury: Deal 1 damage to all other followers and constructs.

2 * [4] Warrior Monk (3/5) — Common, Shiram Monks
Taunt.

1 * [5] Enforcer (7/5) — Rare, Bandits
Fury: Deal 2 damage to all its neighbor tiles.

1 * [5] Scavenger Savant (5/6) — Common, Machinists
How to unlock
This convoy is already unlocked at the start of the game.
4. Convoys: The Nomads
Description
This tribe of wanderers travels the world with their kin and their beasts, eking out a living in the ranges.

The nomads are quick to meet the enemy. Charge, Rage and cheap cards make for an aggressive deck.
Starting resources
10 Batteries — 80 Food — 60 Hope
Perks
Confident Optimism = Start with +10 Hope.
(Days traveled: 225)

Scouts = Uncover connections on neighboring nodes as you travel.
(Follower rests used: 50)

Taste of Blood = Each Combat, when you first damage the enemy leader: Draw a convoy card.
(Milestones reached: 10)

Hunter-Gatherers = Gain 4 food whenever you reach a node in difficult terrain. Your leader heals 2 fewer damage each rest.
Convoy deck
1 * [1] Deserter (1/1) — Common, Five-Finger Union
When a friendly follower is destroyed: Draw a convoy card.

4 * [1] Ghram Rager (1/1) — Common, Beasts, Beast
Charge.

3 * [1] Jaroon Climber (2/2) — Common, Beasts, Beast

3 * [2] Blackscale Ghram (4/1) — Common, Beasts, Beast

2 * [3] Kijat Youngling (3/2) — Common, Beasts, Beast
Poison.

1 * [3] Ranger (3/3) — Common, Ferals
Rage.

1 * [4] Crashjacker (5/4) — Common, Bandits

2 * [4] Janwar Bear (4/2) — Rare, Beasts, Beast
Charge.

1 * [4] Spark Shaman (4/5) — Common, Ferals, Technopath
Fury: Deal 1 damage to all other followers and constructs.

1 * [5] Bleakrider (6/4) — Common, Ferals
Rage.

1 * [5] Rincha Bull (4/6) — Common, Beasts, Beast
Overwhelming.

1 * [5] Warlord (4/2) — Rare, Ferals
Charge. First Strike.

1 * [6] Chieftain (5/6) — Common, Ferals
Revenge: Spawn three beasts (2/1).
How to unlock
Reach the first milestone on your journey.
4. Convoys: The Horde
Description
A pack of beasts of all shapes and sizes tamed and ready to follow your command.

Cheap beast and poison make for a quick advance but be careful or you will end up with too many wounds.
Starting resources
10 Batteries — 60 Food — 90 Hope
Perks
Ration Reserves = Start with +20 Food.
(Beast followers played: 50)

Hardy People = Heal 1 additional follower wound when resting.
(Fights won: 40)

Blessed Brawl = Each Combat, when you play your first blessed beast: That unit gains Brawl.
(Units destroyed: 400)

Strength of the Pack = Each recruiting location has at least 3 beasts. Non-beast followers in your convoy deck count as 4 cards.
Convoy deck
2 * [0] Ghram Pup (1/1) — Common, Beasts, Beast

3 * [1] Ghram Rager (1/1) — Common, Beasts, Beast
Charge.

3 * [1] Jaroon Climber (2/2) — Common, Beasts, Beast

3 * [2] Blackscale Ghram (4/1) — Common, Beasts, Beast

2 * [3] Kijat Youngling (3/2) — Common, Beasts, Beast
Poison.

1 * [3] Roaring Janwar (5/3) — Rare, Beasts, Beast
Fury: Push the first enemy follower in the opposing row.

1 * [4] Janwar Bear (4/2) — Rare, Beasts, Beast
Charge.

1 * [4] Lumbering Chambal (3/6) — Rare, Beasts, Beast
Overwhelming. Fury: If your have 7 or more Energy Cells, gain +3/+0.

1 * [5] Rincha Bull (4/6) — Common, Beasts, Beast
Overwhelming.

1 * [6] Pack Leader (6/4) — Common, Beasts, Beast
Overwhelming. Revenge: Add two Blackscale Ghram cards to your hand.
How to unlock
Method 1 = Complete the game with The Nomads convoy and 100 Food.

Method 2 = Defeat the Ambas Worm boss within the Abandoned Dam location.

The ambas worms are found in the lowest part of the Power House area. To find them, make the following choices:
1. Move deeper into the building.
2. Go deeper.
3. Fight.


After defeating the Ambas Worm, you'll come back to the surface and encounter a mythic follower, also unlocking the convoy.
4. Convoys: The Forgotten
Description
The meek and outcast have nobody but each other. This rag-tag band of refugees are eager to find their place.

The Forgotten are many, but they are weak. Make sure to maintain a steady supply of convoy cards during battle, and expect to take a lot of wounds.
Starting resources
15 Batteries — 75 Food — 65 Hope
Perks
Scion Instigator = Add 1 Scion Instigator to your starting deck.
(Followers recruited: 50)

Deep Sleep = The cost to heal followers is reduced by 1.
(Convoy cards played: 300)

Forgotten Shadow = Each Combat, the first follower that joins your side gains Stealth.
(Follower attacks: 500)

Lost Legion = Start combat with 1 extra convoy card. Followers with an Energy cost of 4 or higher cost 4 extra batteries to recruit.
Convoy deck
2 * [1] Hermit (1/2) — Common, Machinists
Fury: Draw a leader card.

1 * [1] Jaroon Climber (2/2) — Common, Beasts, Beast

2 * [1] Razor (2/1) — Common, Rusters, Drone

2 * [1] Worker (1/1) — Common, Five-Finger Union
Fury: Gain 1 armor.

2 * [2] Cutter (2/1) — Common, Rusters, Drone
Barrier.

2 * [2] Initiate (2/3) — Common, Scions of the Dreaming God

2 * [2] Lookout (2/3) — Common, Shiram Monks
Fury: A random friendly follower gains +0/+2.

1 * [2] Pariah (4/4) — Common, Shiram Monks
When this unit is targeted by a leader card: It loses 2 Lifepoints.

2 * [2] Scout (3/2) — Common, Blue Devils

2 * [2] Slave Gladiator (2/2) — Common, Raj Guards
First Strike.

1 * [2] Vandal (2/3) — Common, Bandits
Revenge: Deal 2 damage to all obstacles.

1 * [4] Guerilla Fighter (2/2) — Rare, Raj Guards
Fury: Destroy a random enemy unit with Taunt.

1 * [4] Harpy (3/5) — Legendary, Shiram Monks
Taunt. Fury: All undamaged friendly followers gain +1/+1.

1 * [7] Raj General (8/8) — Common, Raj Guards
Fury: All friendly followers gain +1/+1.
How to unlock
Method 1 = Complete the game with The Horde convoy and 100 Food.

Method 2 = Remove at least 12 cards from your leader deck in one game.
(Requirements: 12 Focus points)

Leader cards are "forgotten" (thus removed from the leader deck) by spending 1 Focus point. Focus points are gained by leveling up (1 Focus point per level) or by gifting batteries to the teacher at Teacher's Shrine locations (1 Focus point per location).
4. Convoys: The Explorers
Description
Dismantling old wrecks and deciphering lost knowledge, they are looking for the secrets of the past.

Aided by machines these wanderers are careful. Making use of barriers and sniper units to control the battlefield.
Starting resources
40 Batteries— 60 Food — 75 Hope
Perks
Learned Scholars = Start with +10 Scholar.
(Places visited: 45)

Dismantling Experts = When dismantling an item, gain 25% of its value in batteries.
(Powers triggered: 20)

Second Thoughts = At the start of your turn: If you have 6 Energy Cells, locate a leader card from your discard pile.
(Scholar points earned: 40)

Open Path = Your side of the battlefield always has at least one empty row. Can not gain Believer points.
Convoy deck
1 * [1] Worker (1/1) — Common, Five-Finger Union
Fury: Gain 1 armor.

2 * [3] Devoted Guard (3/3) — Common, Five-Finger Union
Taunt.

1 * [3] Explorer (3/3) — Common, Machinists
Sniper.

1 * [3] Mendicant (3/4) — Common, Machinists
Fury: If this follower is wounded: Gain Barrier.

2 * [3] Raider (4/3) — Common, Bandits

2 * [3] Union Sapper (2/4) — Common, Five-Finger Union
When this follower attacks: Your leader gains 2 armor.

1 * [3] Worker Swarm (2/2) — Common, Rusters, Drone
Robust.

1 * [4] Blockade (5/3) — Legendary, Machinists
Barrier. Fury: If the enemy has 4 or more units: Gain +0/+4 and Taunt.

2 * [4] Crashjacker (5/4) — Common, Bandits

1 * [4] Dozer (3/6) — Common, Rusters, Drone

1 * [4] Machine Guard (2/5) — Rare, Machinists
Barrier. Fury and Revenge: Add an "Autogun" leader card to your hand.

1 * [5] Keeper (2/5) — Common, Rusters, Drone
Taunt. Barrier.

2 * [5] Scavenger Savant (5/6) — Common, Machinists
How to unlock
Reach the Dreaming Gate milestone.
4. Convoys: The Traders
Description
A band of traveling merchant adventurers looking for the ultimate score.

These travelers know how to make a bargain: They can get you great value, but with a price to pay later.
Starting resources
10 Batteries — 60 Food — 90 Hope
Perks
Nir Mercenary Platoon = Add 2 Nir Mercenaries to your starting deck.
(Trade goods sold: 30)

Barter and Haggle = Gain 5% more batteries when selling valuables.
(Batteries earned: 600)

Rueful Restraint = Each Combat, the first follower that joins your side suffers Blackout.
(Constructs destroyed: 50)

Crafty & Stingy = Each market has 1 extra piece of equipment. Hope gain from shared luxury items is reduced by 4.
Convoy deck
2 * [1] Worker (1/1) — Common, Five-Finger Union
Fury: Gain 1 armor.

1 * [2] Conscript (5/3) — Rare, Raj Guards
Revenge: All enemy followers gain +1/+1.

1 * [2] Cutthroat (2/2) — Common, Bandits
Stealth.

1 * [2] Initiate (2/3) — Common, Scions of the Dreaming God

1 * [2] Pariah (4/4) — Common, Shiram Monks
When this unit is targeted by a leader card: It loses 2 Lifepoints.

1 * [3] Devoted Guard (3/3) — Common, Five-Finger Union
Taunt.

1 * [3] Looter (3/4) — Rare, Bandits
Fury: If you have 4 or fewer Energy Cells: Gain +1/+1.

2 * [3] Shepherd (3/4) — Common, Shiram Monks

1 * [3] Warden (3/6) — Common, Five-Finger Union
Revenge: Enemy leader gains 5 armor.

1 * [4] Crashjacker (5/4) — Common, Bandits

1 * [4] Merchant King (5/7) — Rare, Five-Finger Union
Fury: Lose 1 Energy Cell.

1 * [4] Pathfinder (4/5) — Common, Ferals
Fury: Pull the unit or obstacle in the last tile of the opposing row.

1 * [5] Craver (6/3) — Common, Scions of the Dreaming God
First Strike. Fury: Deal 2 damage to all other units.

1 * [5] Mercenary Champion (6/5) — Common, Blue Devils
Overwhelming.

2 * [6] Phalanx (7/7) — Common, Raj Guards
Fury: Reduce the cost of a random convoy card in your hand by 1.
How to unlock
Method 1 = Complete the game with The Explorers convoy and 150 Batteries.

Method 2 = Enter the merchant area within the Neru Khan milestone.
(Requirements: 50 followers)

The merchant area is accessible from the Control Center area, but you need a special access token to enter. To get the required token, you must visit the Soft Market area first, and make the following choices:
1. Look for work.
2. Accept. (Requires: 50 followers)
3. Hear them out.
4. Accept. / Warn the food trader.
— I point out that, even though both options grant you the token, I tested only the "food trader" option personally.


Now you can visit the Control Center area and make the following choices to unlock the convoy:
1. Enter the merchant area.
2. Look for work. (Requires sigil from the Soft Market)
4. Convoys: The Faithful
Description
A community of devout believers, they have come together to follow the will of heaven.

These believers are a very defensive group with a focus on Taunt and the ability to heal your people.
Starting resources
10 Batteries — 50 Food — 100 Hope
Perks
Devout Believers = Start with +10 Believer.
(Hope gained: 75)

Hardy People = Heal 1 additional follower wound when resting.
(Believer points earned: 20)

Cleansing Fire = Whenever you destroy a drone follower: Gain 1 hope.
(Healing blessings gained: 50)

Devoted to the Faith = Blessed units gain +0/+1 instead. You take no damage from an empty leader deck. Any drones added to the convoy are demolished.
Convoy deck
2 * [1] Pilgrim (1/1) — Common, Shiram Monks
Fury: Heal all neighboring followers by 2.

2 * [2] Initiate (2/3) — Common, Scions of the Dreaming God

1 * [3] Battlefield Healer (1/6) — Rare, Shiram Monks
Fury: Heal all friendly followers by 3.

1 * [3] Devoted Guard (3/3) — Common, Five-Finger Union
Taunt.

2 * [3] Shepherd (3/4) — Common, Shiram Monks

2 * [3] Shiram Acolyte (2/5) — Common, Shiram Monks
Shielded.

2 * [3] Steward (2/4) — Common, Shiram Monks
When a unit is healed: Gain +1/+1.

1 * [3] Shiram Crusader (5/4) — Rare, Shiram Monks
Shielded. Fury: Blackout the first unit or obstacle in the opposing row.

1 * [4] Warrior Monk (3/5) — Common, Shiram Monks
Taunt.

1 * [5] Blessed Marksman (4/6) — Common, Machinists
Sniper.

1 * [5] Protective Priest (3/5) — Rare, Shiram Monks
Fury: Neighboring followers gain Shielded and Barrier.

1 * [5] Stalwart (4/6) — Common, Shiram Monks
Taunt.
How to unlock
Method 1 = Complete the game with The Traders convoy and 20 Believer.

Method 2 = Help the caretakers of the machine murtis free their two holy sites.
(Requirements: ? Believer — 10 Altruist — 9 Health)

A random encounter might involve a group of people getting agitated near an altar at the foot of a small hill. Investigating further, they will reveal themselves as caretakers of the machine murtis in the region, and will confess that they have lost contact with their home. Make the following choices to accept their help request:
1. Find out what's happening.
2. Ask if you can help. / Offer your help. (Requires: 10 Altruist)
— The "altruistic" option is recommended, since the other may fail.
3. "Yes, we can help."


After accepting, two Hidden Holy Site locations will be present on the map. You must reach both locations and complete the related encounters (in no specific order) as follows.

Event 1
This tower has been taken by machinists, but no battle is necessary to free it. Simply decline the machinist's offer, and encourage the caretakers present to join the convoy, by making the following choices:
1. Expel the occupiers.
2. Ignore the offer and fight them.
3. Inspire them to join your pilgrimage. (Requires: [10-15] Believer)


Event 2
This tower is guarded by rusters, so the first choice to make is simple:
1. Fight the rusters.

WIth the way to the tower finally clear, make the following choices to appease the caretakers:
1. Reactivate the tower. (Cost: 9 Health)
2. Preach about the heavenly voices.
4. Convoys: The Wanderers
Description
This rag tag band has been brought together by chance alone.

This convoy is different each day.
Starting resources
30 Batteries — 60 Food — 60 Hope
Perks
Grab Bag = Start with a random, low quality item.
(Move followers 40 times)

Open Culture = Reduce the cost to recruit new followers by 1.
(Win 40 fights)

Brain Pickings = Each Combat, when you first damage the enemy leader: Draw a copy of a random enemy leader card.
(Defeat 8 bosses)

Fortune's Favors = Start combat with 1 extra convoy card and 1 extra leader card. You have no mulligan phase.
Starting deck
The starting deck features a random selection of cards each day.
How to unlock
Complete the game.
4. Convoys: The Swarm
Description
A cluster of intelligent machines, bent to your purpose.

These drones are unpredictable but tough: Many have a barrier or are robustly built.
Starting resources
80 Batteries — 50 Food — 50 Hope
Perks
Handful of Batteries = Start with +20 Batteries.
(Equipment dismantled: 10)

Charged Healing = Heal 2 additional damage on your prophet when resting.
(Ruster followers played: 100)

Metal Friends = Each Combat, the first construct that joins your side gains +1/+1.
(Followers destroyed: 350)

Mechanized Life = Each recruiting location has at least 3 drones. Healing followers costs 5 batteries instead.
Convoy deck
2 * [1] Razor (2/1) — Common, Rusters, Drone

2 * [2] Cutter (2/1) — Common, Rusters, Drone
Barrier.

1 * [3] Scanner (2/3) — Rare, Rusters, Drone
Stealth. Fury: Regain 1 Energy for each enemy unit in the opposing row.

2 * [3] Worker Swarm (2/2) — Common, Rusters, Drone
Robust.

2 * [4] Dozer (3/6) — Common, Rusters, Drone

1 * [4] Overseer (4/5) — Rare, Rusters, Drone
Revenge: All drones gain +1/+1.

1 * [4] Sweeper (5/4) — Common, Rusters, Drone
Sniper. Can't move.

1 * [5] Keeper (2/5) — Common, Rusters, Drone
Taunt. Barrier.

1 * [5] Vindicator (5/6) — Rare, Rusters, Drone
Revenge: Destroy a random enemy unit or obstacle.

3 * [6] Lancer (6/6) — Common, Rusters, Drone
Fury: This unit fights a random enemy unit (and suffers retaliation damage).
How to unlock
Method 1 = Complete the game with The Wanderers convoy and 20 Scholar.

Method 2 = Find and take care of the nanoswarm survivor.
(Requirements: ? Scholar (optional) — ? Believer — Rare Shiramist follower)

A random encounter might involve the remains of a convoy brutally attacked by rusters. Searching through the rubble, an unconscious survivor can be found: take them in, despite some followers believing that the survivor is "cursed by the machines". The choices to make are:
1. Investigate.
2. Continue the search. / Disperse the nest of tiny machines. (Requires: 8 Scholar)
— The latter is recommended, since the former may not lead you to the survivor.
3. Take the survivor in.


Now you effectively have a new wounded follower in the convoy. From this point on, you must keep the follower safe in the convoy, waiting for them to recover (which should take about 20 days of travel). Please note that this is not the same as healing the wound through healing opportunities or blessings: both are allowed (and do not compromise the quest), however you will still have to wait for the desease running its course.

In the meantime, there will be various encounters involving the other followers worried about a risk of contagion or impending doom caused by the "cursed survivor": always choose to keep the survivor, or more auspicious options if available. I personally witnessed 3 possible encounters, at which I did the following.

Encounter 1
As the survivor's condition worsens, there is a debate in the convoy about whether this could be a contagious infection. The choice to make is:
1. Move on. / Diagnose the survivor. (Requires: Shiramist follower [Rare])

Encounter 2a
The survivor's condition further worsens. The other followers begin to seriously worry and become anxious. In this case, simply make the obvious choice:
1. Keep the survivor.

Encounter 2b
This encounter is a worse version of the one mentioned above. In this case, some followers threaten to abandon the convoy if you do not get rid of the survivor. The choice to make is the following:
1. Calm them. (Requires: 3 Believer)
— Please note that, even though the encounter has a "keep the survivor" option, in my case it unfortunately resulted in the survivor's death (as well as the disgruntled followers abandoning the convoy), so I recommend only choosing this option if you have no alternative.


Eventually, an encounter will inform you that the survivor has finally recovered and awakened, stronger than before, which will replace the corresponding convoy card with a more powerful one and also unlock the convoy.
4. Convoys: The Pioneers
Description
They follow the ideals of the Union, no longer its leaders. Solidarity, equality and liberty lead them on their search for a new home.

This convoy is great at building up armor and managing the battlefield through its obstacles.
Starting resources
50 Batteries — 50 Food — 80 Hope
Perks
Handy Shovel = Start with a trench shovel item.
(Obstacles destroyed: 25)

Bargain Bin = Reduce cost for food in shops by 10%.
(Cards scrapped: 50)

Hard Hope = Whenever you destroy an obstacle: Gain 1 hope.
(Union followers played: 200)

Battlefield Engineers = Fill rows with obstacles on both sides. You have a 50% chance to go second in combat.
Convoy deck
2 * [1] Worker (1/1) — Common, Five-Finger Union
Fury: Gain 1 armor.

1 * [2] Custodian (2/4) — Rare, Five-Finger Union
Fury: Add a "Rock" leader card to your hand.

2 * [2] Ordnance Runner (1/1) — Common, Five-Finger Union
Stealth. Blast.

1 * [2] Union Grenadier (4/2) — Common, Five-Finger Union
Fury: Deal 4 damage to all obstacles in the opposing row.

1 * [3] Devoted Guard (3/3) — Common, Five-Finger Union
Taunt.

1 * [3] Prospector (4/3) — Rare, Five-Finger Union
Blast. When this follower destroys an obstacle: gain +0/+2.

2 * [3] Raider (4/3) — Common, Bandits

1 * [3] Union Sapper (2/4) — Common, Five-Finger Union
When this follower attacks: Your leader gains 2 armor.

2 * [3] Warden (3/6) — Common, Five-Finger Union
Revenge: Enemy leader gains 5 armor.

1 * [4] Demolitions Expert (1/4) — Common, Five-Finger Union
Blast. Fury: Set the Life of all other followers to 1.

1 * [4] Revolutionary (4/5) — Common, Five-Finger Union
Revenge: Deal 1 damage to all enemy units.

1 * [4] Signalbearer (5/3) — Rare, Five-Finger Union
At the end of any turn: If you have armor, lose 1 armor and gain +1/+1.

1 * [4] Sweeper (5/4) — Common, Rusters, Drone
Sniper. Can't move.

1 * [5] Company Agent (4/5) — Common, Raj Guards
Fury: A random convoy card in your hand gains +2/+2.

2 * [5] Stalwart (4/6) — Common, Shiram Monks
Taunt.
How to unlock
Method 1 = Complete the game with The Swarm convoy and 30 Altruism.

Method 2 = Help the rebels overthrow the oppressive Union leadership within the Pit Nine milestone.
(Requirements: Five-Finger Union follower [Rare] (optional) — Bandits follower [Rare] / Raj Guards follower [Rare])

The Traders convoy is recommended as it includes all the followers you need for the encounters, right from the start. If you are missing any followers, take a look at the market first. In addition, a legendary Union follower is always available at The Gallows area (if you can afford his service), by making the following choices:
1. Hire help.
2. Drink with the merc. (Cost: 1 Battery) (Requires: [8-15] Altruist)
3. Hire Rico. (Cost: 30 Batteries)


Visit The Crane area and make the following choices to meet an agent of the Union:
1. Approach the control center
2. "Let us through. We have important business." (Chance: Unlikely) / Let (follower) speak to the guards. (Requires: Union follower [Rare])
— The latter is recommended, since the former may fail.


The agent will ask you to "talk some sense into" some unruly citizens. Accept, by making the homonymous choice:
3. Accept.

In the ensuing fight, do not defeat the rebels, instead weaken them as much as possible (i.e. bring them to 1 Health, destroy their units, and fill your battlefield as much as possible) until they ask you to give up. At this point. make the following choices to join them:
1. "Why do you fight the Union?"
2. Join their side.


Now you and the rebels will fight the Union oppressors. To unlock the convoy, win the battle, then let one of your followers train the rebels, by making either choice:
1. Let (follower) teach them sabotage. (Requires: Bandit follower [Rare]) / Let (follower) teach them tactics. (Requires: Raj Guard follower [Rare])
4. Convoys: The Raiders
Description
This band of cruel bandits and pillagers was given a new purpose by the fallen star.

These slavers are experts at stealth, easily staying hidden on the battlefield.
Starting resources
80 Batteries — 70 Food — 40 Hope
Perks
Handful of Batteries = Start with +20 Batteries.
(Batteries earned: 300)

Scouts = Uncover connections on neighbouring nodes as you travel.
(Surrendered enemies: 10)

Shadow of Treason = Each Combat, when you first destroy an enemy follower: Draw a copy of a random enem convoy card.
(Cache obstacles destroyed: 40)

Armed to the Teeth = All item powers cost 1 Energy less to use. But you start as slavers.
Convoy deck
1 * [1] Gaunt (2/1) — Common, Blue Devils
Fury: Gain Stoic until the start of your next turn.

3 * [2] Cutthroat (2/2) — Common, Bandits
Stealth.

1 * [2] Ordnance Runner (1/1) — Common, Five-Finger Union
Stealth. Blast.

1 * [2] Scout (3/2) — Common, Blue Devils

1 * [2] Trickster (1/1) — Rare, Bandits
Fury: All followers that join your side this turn gain Stealth.

2 * [3] Black Star Hitman (3/3) — Common, Bandits
Stealth.

2 * [3] Raider (4/3) — Common, Bandits

1 * [3] Shadow (2/3) — Rare, Bandits
Stealth. When this unit deals damage to the enemy leader: Enemy leader discards one random convoy card.

2 * [4] Crashjacker (5/4) — Common, Bandits

1 * [4] Shifty Scavenger (1/5) — Common, Bandits
When another follower is destroyed: Gain +1/+0.

2 * [4] Veteran Slaver (6/3) — Common, Blue Devils

1 * [7] Corsair (4/6) — Rare, Bandits
Stealth. When a friendly follower is destroyed: That unit deals damage equal to its attack to the enemy leader.
How to unlock
Method 1 = Complete the game with The Pioneers convoy and Slaver status.

Method 2 = Defeat the Bandit Warlord boss within the Bandit Fort location.
(Requires: 20 food)

The Bandit Warlord can be found in the Fortress area, but you need the help of one of his subordinates to expose him. You can convince one at the Slums area, by making the following choices:
1. "Tell me about Jarik."
2. Give them some food. (Cost: 5 food)
3. "And what about Jarik?" (Cost: 5 food)
4. "If you’re so hungry, why not join us?" (Cost: 10 food)


After recruiting the gaunt bandit, visit the Fortress area and make the homonymous choice to enter:
1. Enter the fortress.

Jarik, the false leader, will come forward, but will then step aside after being unmasked by the new follower. At this point, the true warlord will reveal himself, ready for battle: the convoy is unlocked after defeating them, also granting you a mythic follower.
4. Convoys: The Hermit (secret)
Description
Only the truly mad travel the world alone. Even the bravest or most devout need a companion.

No damage from an empty convoy deck at the cost of a reduced deck size. Make sure your leader deck can pick up the slack.
Starting resources
80 Batteries — 100 Food — 80 Hope
Perks
Focused Mind = Start with 1 Focus.
(Leader cards destroyed: 8)

Deliberate = Uncover an additional card before selecting when leveling the prophet.
(Prophet rests used: 25)

Prepared Mind = Start combat with 1 extra leader card.
(Leader cards played: 300)

Stand Alone = Swap your starting and maximum hand count of both decks. Reduce the maximum convoy deck size by 12 cards. You take no damage from an empty convoy deck.
Convoy deck
1 * [3] Loyal Canine (3/4) — Mythic, Beasts, Beast
Stealth. If this follower takes lethal damage: Put it on the bottom of its leader's deck with Strength and cost increased by 1.
How to unlock
Reach level 10 as the Banshee class.
4. Convoys: The Peaceful (secret)
Description
An order of pacifistic monks that left their hidden sanctuary to follow the star’s guidance to a better world.

Can they reach the Crypt without compromising their vows of nonviolence? Defensive strategies are needed.
Starting resources
0 Batteries — 80 Food — 80 Hope
Perks
Patient Watch = Add 1 Patient Watch cards to your starting leader deck.
(Blessings gained: 20)

Sharing is Caring = Gain full combat rewards when an enemy leader surrenders.
(Hope gained: 125)

Satyagraha = Each combat, the first wounded follower that joins your side gains Stoic.
(Surrendered enemies: 35)

Ahimsa = When you win a combat: Heal the wounds of all friendly followers. When you destroy an enemy follower during your turn: Lose 3 hope.
Convoy deck
3 * [1] Deserter (1/1) — Common, Five-Finger Union
When a friendly follower is destroyed: Draw a convoy card.

3 * [1] Heretic (0/4) — Common, Scions of the Dreaming God
Taunt.

2 * [1] Pilgrim (1/1) — Common, Shiram Monks
Fury: Heal all neighboring followers by 2.

3 * [1] Wanderer (1/2) — Common, Machinists
Taunt.

2 * [1] Worker (1/1) — Common, Five-Finger Union
Fury: Gain 1 armor.

2 * [2] Initiate (2/3) — Common, Scions of the Dreaming God

3 * [3] Shepherd (3/4) — Common, Shiram Monks

2 * [3] Steward (2/4) — Common, Shiram Monks
When a unit is healed: Gain +1/+1.

3 * [4] Warrior Monk (3/5) — Common, Shiram Monks
Taunt.

1 * [8] The Awakened (0/8) — Mythic, Technopath
Shielded, Stoic. Can't attack. At the start of your turn: Gain +0/+4. If this unit has more lifepoints than the enemy leader has healthpoints, you win the battle.
How to unlock
Complete the game on Doomed difficulty.
5. List of classes
Class
Unlock method 1 (journey)
Unlock method 2 (quest)
The Firebrand
-
-
The Spider
Complete the game as The Firebrand.
Leave a follower behind at the fallen star's sibling.
The Tower
Complete the game as The Spider.
Recruit the Tower fighting the Grim Ribbon.
The Breaker
Complete the game as The Tower.
Enter the bunker and find the cavern within.
The Echo
Reach the second milestone.
-
The Banshee
Complete the game as The Echo.
Defeat the Shiramist's Knight of the Flame.
The Stalker
Complete the game as The Banshee.
Befriend the reclusive children living near the strange domes filled with plants.
The Seer
Complete the game as The Stalker.
Meet the hermit Shree Kha in his cave and get him to join you.
6. Classes: The Firebrand
Description
A capable commander with a forceful personality and an innate sense for other people's emotions and thoughts. This allows the firebrand to inspire or to intimidate them with a glance.
Starting deck
2 * [1] Bolster — Common
Target follower gains +1/+1.

2 * [1] Quick Shot — Common, Attack
Deal 1 damage to target.

2 * [1] Reinforce — Common
Draw a convoy card.

2 * [1] Static Charge — Common, Attack
Deal 1 damage to all units and leaders.

1 * [2] Blessed Strength — Common
Target follower gains +1/+2.

1 * [2] Shot — Common, Attack
Deal 2 damage to target.

1 * [4] Burst Fire — Rare, Attack
Deal 4 damage to all tiles in target column.

1 * [6] Neural Shiv — Rare
Destroy target follower or construct.
Class card pool
[1] Quick Shot — Common, Attack
Deal 1 damage to target.

[3] Blind Rage — Common
Target follower gains +4/-2.

[3] Merciless — Common
Destroy all followers with Strength 3 or less.

[4] Battlecry — Common
All your followers take 1 damage and gain +2/+0 until your next turn.

[5] Coordinated Fire — Common
Deal 2 damage to all enemy followers for every refreshed follower on your side. Exhaust all your followers.

[1] Energize — Rare
Set target follower's Strength to the highest Strength in battle, ignoring target follower.

[1] Relentless — Rare
Target follower gains +1/+1. If target is damaged, it gains +2/+2 instead.

[2] Inspired Assault — Rare
All your followers with Strength 3 or less gain +2/+0.

[3] Aimed Shot — Rare, Attack
Deal 3 damage to target.

[5] Headshot — Rare, Attack
Deal 7 damage to target.

[1] Stubborn — Legendary
All your damaged or exhausted followers gain +0/+2.

[2] Colossus — Legendary
Target a refreshed follower. Double that unit's Strength. It gains Overwhelming and is exhausted.

[4] Bold Strike — Legendary, Attack
Deal 4 damage to target follower. If that follower is destroyed: All your followers gain +2/+0.

[4] Disintegrate — Legendary, Attack
Deal 8 damage to enemy leader.

[6] Mounting Pressure — Legendary
Destroy all exhausted followers. Exhaust all surviving followers.

[3] Outmaneuver — Mythic
Draw two convoy cards and reduce their cost by 3.

[4] Boxed in! — Mythic
All friendly followers gain +2/+0, all enemy followers suffer -0/-2.

[6] Juggernaut — Mythic
Target friendly follower gains +6/+6 and Overwhelming and is refreshed.
How to unlock
This class is unlocked at the start of the game.
6. Classes: The Spider
Description
A friend to machines, the spider has mastered speaking to the things made of metal. This makes him an excellent ally, if a tad unpredictable.
Starting deck
1 * [0] Stumble — Common
Move target to a random free tile in a different row and column.

1 * [1] Bolster — Common
Target follower gains +1/+1.

1 * [1] Crash Protocol — Common
Target friendly drone follower gains +2/+0 and fights a random enemy target.

2 * [1] Improvised Drone — Common
Spawn a drone (2/2).

1 * [1] Reinforce — Common
Draw a convoy card.

1 * [1] Rummage — Common
Locate a random card from both of your decks.

1 * [1] Spike Trap (2/1) — Common, Construct
Shielded. Strain. When a follower joins the enemy: They take 2 damage.

1 * [1] Wild Shot — Rare, Attack
Deal 3 damage to a random enemy target.

1 * [1] Decoy (2/4) — Common, Construct
Taunt.

1 * [1] Shot — Common, Attack
Deal 2 damage to target.

1 * [4] Mind Shredder — Rare
Deal 8x 2 damage to a random unit.
Class card pool
[1] Crash Protocol — Common
Target friendly drone follower gains +2/+0 and fights a random enemy target.

[1] Improvised Drone — Common
Spawn a drone (2/2).

[1] Rummage — Common
Locate a random card from both of your decks.

[2] Decoy (2/4) — Common, Construct
Taunt.

[3] Shrapnel Trap (4/1) — Common, Construct
Shielded. Strain. When a follower joins the enemy: They take 4 damage.

[1] Reinforced Structure — Rare
Target construct gains +2/+2.

[1] Wild Shot — Rare, Attack
Deal 3 damage to a random enemy target.

[2] Inspired Assault — Rare
All your followers with Strength 3 or less gain +2/+0.

[3] Mechanized Help — Rare
Spawn two drones (2/2).

[4] Mind Shredder — Rare
Deal 8x 2 damage to a random unit.

[3] Repurpose — Legendary
Sacrifice a drone or construct. All friendly followers gain +2/+0 until the start of your next turn.

[4] Mind Wipe — Legendary, Attack
Deal 5 damage to all units.

[4] Missile Mantra (0/3) — Legendary, Construct
At the start of your turn: Deal 2 to a random enemy unit.

[4] Momentum Transfer (2/5) — Legendary, Construct
Strain. When a follower joins your side: That unit gains Shielded and deals 2 damage to the first target in the opposing row.

[5] Reconstruct — Legendary
Exchange every obstacle on your side with a drone (2/2).

[2] Accumulation Pattern (2/6) — Mythic, Construct
When a convoy card enters your discard pile: A random friendly drone follower gains +1/+1. If you have none, spawn a drone (1/1) instead.

[4] Hive Mind — Mythic
Set the Strength and Life of all friendly Token followers to 4.

[5] Drone Avalanche — Mythic
Fill every empty tile on your side with a drone (2/2).
How to unlock
Method 1 = Complete the game as The Firebrand class.

Method 2 = Leave a follower behind at the shrine erected at the machine star crash site.
(Requirements: 3 Health, 6 Food, 3 Hope, ? Believer)

A random event might occur involving the leader at a rocky outcropping, with their gaze captured by a moving star in the sky. This sight causes a vision to the leader, you have to welcome it by making the choice:
1. Open up the images. (Cost: 3 Health)

After the vision, the leader will still sense a signal calling from the ranges not too far away, and A fallen star location will be present on the map. Reach the new location and make the following choice:
1. Erect a shrine for the machine. (Cost: 3 Days [6 Food, 3 Hope]) (Requires: [6-11] Believer)
— Learning from the machine (by choosing the homonymous option) preserves the other options, but I have not personally verified whether it prevents unlocking the class or not.


A random follower will decide to stay at the shrine, you will lose them and unlock the class.

Bonus tip — It seems that the required encounters may occur some time after visiting the Neru Khan milestone.
6. Classes: The Tower
Description
Strong and stoic, the tower can take a lot of punishment. He can shield his sworn brotherhood from harm and patch them together afterwards. As a counterpoint to the thrill of combat, he prefers an ascetic lifestyle.
Starting deck
1 * [0] Restore — Common
Target follower heals 2 damage.

2 * [1] Bolster — Common
Target follower gains +1/+1.

1 * [1] Challenge — Common
Target friendly follower gains Taunt and is pulled.

1 * [1] Guard — Common, Armor
Gain 4 armor.

1 * [1] Static Charge — Common, Attack
Deal 1 damage to all units and leaders.

1 * [1] Stim Shot — Common
Target follower heals 4 damage.

1 * [2] Secure — Rare, Armor
Gain 3 armor and draw a leader card.

2 * [2] Shot — Common, Attack
Deal 2 damage to target.

1 * [3] Mind Seize — Rare, Attack
Deal 3 damage to all units.

1 * [3] Refresh — Common
Refresh target friendly follower.
Class card pool
[1] Static Charge — Common, Attack
Deal 1 damage to all units and leaders.

[2] Replenish — Common
All your followers heal 2 damage.

[2] Stone Chakra (0/4) — Common, Construct
Strain. When a follower joins battle as a neighbor: That follower gains +0/+2 and Taunt.

[3] Porcupine Prana (1/5) — Common, Construct
Taunt. At the start of your turn, if you have at least 1 armor: Lose 1 armor and deal 2 damage to the enemy leader.

[3] Refresh — Common
Refresh target friendly follower.

[1] Rejuvenate — Rare
Target follower heals 6 damage and is pulled.

[2] Armored Blow — Rare, Attack
Deal 2 damage to target. If your leader has 4 or more armor: Deal 4 damage instead.

[2] Resilience Chant (0/2) — Rare, Construct
When a friendly follower is healed: that follower is refreshed.

[3] Flint Heart Sign (1/5) — Rare, Construct
Taunt. At the start of your turn: Fully heal all your followers with Taunt.

[3] Mind Seize — Rare, Attack
Deal 3 damage to all units.

[1] Prophet's Grace — Legendary
Reduce the cost of target friendly convoy card by X, where X is the amount of armor on your leader but at least 1. Lose all armor.

[2] Second Wind — Legendary
Target follower heals all damage and gains +X/+0, where X is the amount of damage healed.

[3] Covering Fire — Legendary
Each friendly unit with Taunt deals 3 damage to the first target in the opposing row.

[5] Mind Break — Legendary
Destroy all followers.

[5] Shrapnel Rain — Legendary
Destroy all damaged enemy followers.

[2] Shield Avatar — Mythic
Spawn a follower (X/X) with Taunt and Shielded. X is your armor. Lose all armor.

[3] Unassailable — Mythic
Target friendly follower gains Shielded, First Strike and Barrier. At the start of each turn: They gain Barrier.

[4] Boxed in! — Mythic
All friendly followers gain +2/+0, all enemy followers suffer -0/-2.
How to unlock
Method 1 = Complete the game as The Spider class.

Method 2 = Enter the settlement struck by the Grim Ribbon.
(Requirements: 10 Batteries / 4 Health / ? Altruist)

A random encounter might occur involving a small group of people with "haunted faces" and a young woman wearing a blue saree staying watch. They left their home community because of the spread of a disease known as "Grim Ribbon" among its members. To find out where the settlement is located, make the following choices:
1. "What happened to you?"
2. "Where did this happen?"
3. Ask for the route to their home.


A new Grim Ribbon Outbreak location will be present on the map. Reach the settlement to engage in a battle against the Tower boss. In the ensuing fight, do not defeat him, instead weaken him as much as possible (i.e. bring them to 1 Health, destroy his units, and fill your battlefield as much as possible) until he asks you to give up. At this point. make the following choices to earn his trust:
1. "We're not here for your batteries."
2. "We're here to help."
3. Offer a gift in good faith. (Cost: 10 Batteries) / Share your vision with the technopath. (Cost: 4 Health) / Ask them to trust you. (Requires: 18 Altruist)
— The second option presents an additional choice to enter the settlement.


The convoy unlocks upon entering the settlement.
6. Classes: The Breaker
Description
A master at explosives and a wild temper, the Breaker learned how to shape the battlefield and blow it up during his service to the Union of Five Fingers.
Starting deck
2 * [1] Bolster — Common
Target follower gains +1/+1.

1 * [1] Challenge — Common
Target friendly follower gains Taunt and is pulled.

1 * [1] Convenient Cover — Common
Spawn an obstacle (0/2) with Cover.

1 * [1] Guard — Common, Armor
Gain 4 armor.

1 * [1] Helpful Hazards — Common
Locate a hazardous obstacle from three random options.

2 * [2] Light Blast — Common, Attack
Deal 2 damage to target tile and 1 damage to its neighbours.

1 * [2] Shot — Common, Attack
Deal 2 damage to target.

1 * [2] Threat Display — Common
Target follower gains +2/+0 and suffers Marked.

1 * [3] Defensive Strike — Rare, Attack
Deal 3 damage to target. Gain 3 armor.

1 * [4] Blast — Rare, Attack
Deal 5 damage to target tile and 2 damage to its neighbours.
Class card pool
[1] Convenient Cover — Common
Spawn an obstacle (0/2) with Cover.

[1] Flanking Maneuver — Common, Armor
Destroy target obstacle and gain X armor, where X is the Lifepoints of the obstacle.

[1] Helpful Hazards — Common
Locate a hazardous obstacle from three random options.

[2] Light Blast — Common, Attack
Deal 2 damage to target tile and 1 damage to its neighbours.

[2] Threat Display — Common
Target follower gains +2/+0 and suffers Marked.

[0] Gear Up — Rare
Increase the cost of target friendly convoy card by 1. It gains +2/+2.

[1] Provoke — Rare
Target follower gains Taunt. If target already has Taunt it gains +0/+3 instead.

[2] Well-Aimed Boulder — Rare
Spawn an obstacle (0/6) and move all neighboring targets one tile away.

[3] Mark Column — Rare
Units and obstacles in target column suffer Marked.

[4] Blast — Rare, Attack
Deal 5 damage to target tile and 2 damage to its neighbours.

[1] Close Ranks — Legendary, Armor
Gain 2 armor and gain 2 armor for every enemy follower.

[2] Colossus — Legendary
Target a refreshed follower. Double that unit's Strength. It gains Overwhelming and is exhausted.

[2] Blazing Flare — Legendary
All followers without Stealth or Shielded suffer Marked.

[3] Stone Rain — Legendary
Deal 2 damage to all occupied tiles in target column and fill all empty tiles with obstacles (0/2).

[5] Concussive Blast — Legendary, Attack
Deal 4 damage to target tile and 2 to all other targets on that side. Draw a leader card.

[4] Natural Barrier — Mythic
Spawn an obstacle (0/6). All obstacles on your side gain +1/+0 and Taunt.

[4] Tracer Barrage — Mythic
Destroy all enemy units with Marked. All surviving enemy units suffer Marked.

[6] Juggernaut — Mythic
Target friendly follower gains +6/+6 and Overwhelming and is refreshed.
How to unlock
Method 1 = Complete the game as The Tower class.

Method 2 = Reach the innermost cavern of the bunker within the Bunker location.
(Requirements: 50 followers (optional) — [9-12] Scholar — Five-Finger Union follower — 63 Hope)

Accessing the cavern requires two steps: (1) opening the bunker gate, and (2) delving deeper into the bunker.

Step 1a (from the Surroundings area)
Make the following choices:
1. Search surroundings. (Chance: Unlikely) / Search surroundings. (Requires: 50 Followers)
— The latter is recommended, since the former may fail.
2. Send in [Ruster follower] to open the gate. (Chance: Risky/Guaranteed)
3. Enter the bunker.


Step 1b (from the Entrance area)
Whichever option you choose, you will have access to the bunker if the choice is successful:
1. Try to break it open. (Chance: Desperate) / Send [Union follower] to blow it open. (Chance: Unlikely/Risky) / Crack the code. (Requires: [9-11] Scholar)

Step 2
Once inside the bunker, make either choice to start the exploration:
1. Search nearby. / Delve deeper.
— The latter will start it immediately.
2. Follow the road deeper...


The exploration consists of a series of attempts to "delve deeper" into the bunker, corresponding to consecutive choices of the same name. Each attempt can have one of three outcomes:
- A "soft" failure that allows delving deeper once again. Each new attempt costs 3 Hope more than the previous one, but has a higher chance of success.
- A "hard" failure involving a fight against a Beast enemy. After the battle, the area will be closed.
- A success, which provides access to the cavern and unlocks the class.
6. Classes: The Echo
Description
Using her technopathic powers to boost her own abilities, the Echo is lighting fast. Combined with strong combat skills you get a true whirlwind on the battlefield.
Starting deck
1 * [0] Lucky Hit — Common
Increase the damage of target leader attack card in your hand by 1.

1 * [0] Pull — Common
Pull target unit or obstacle.

1 * [0] Push — Common
Push target unit or obstacle.

2 * [0] Scratch — Common, Attack
Deal 1 damage to enemy target in frontline position.

2 * [1] Bolster — Common
Target follower gains +1/+1.

1 * [1] Infect — Common
Target follower suffers -2/-0.

1 * [1] Inspiration — Common
Draw two leader cards.

1 * [2] Hidden Strike — Rare, Attack
Deal 4 damage to target undamaged follower.

1 * [2] Slice — Common, Attack
Deal 2 damage to enemy target in frontline position.

1 * [3] Choking Fog — Rare
All followers suffer -2/-2.
Class card pool
[0] Scratch — Common, Attack
Deal 1 damage to enemy target in frontline position.

[0] Spark — Common
Regain 1 Energy.

[1] Infect — Common
Target follower suffers -2/-0.

[1] Inspiration — Common
Draw two leader cards.

[2] Knockout — Common
Stun and push target follower.

[2] Crippling Strike — Rare
Target follower suffers -2/-1. If the target is damaged or wounded it suffers -4/-2 instead.

[2] Exploit Weakness — Rare, Attack
Deal 2 damage to target follower. If that target follower is destroyed: draw a leader card.

[2] Overcharge — Rare
Lose 2 Energy Cells and refill the remaining.

[2] Slam — Rare, Attack
Deal 1 damage and stun target follower. If the target is stunned destroy it instead.

[2] Slash — Rare, Attack
Deal 3 damage to enemy target in frontline position.

[1] 1000 Cuts — Legendary, Attack
Deal 1 damage to target follower. Shuffle a copy of this card into your deck with +1 damage.

[2] Focus Pattern (0/3) — Legendary, Construct
Incite: Draw a leader card.

[2] Stun Symbol (1/5) — Legendary, Construct
Strain. When you deal damage to a follower with a leader card: Stun the target.

[2] Weakness — Legendary
Set target follower's Life to 1.

[3] Mercy Kill — Legendary
Destroy target damaged follower.

[3] Embodied Echo — Mythic
Copy target follower to your hand, twice. Reduce the cost of these cards by 2.

[4] Paralyzing Shock — Mythic
Destroy all stunned enemy followers. Stun all survivors.

[4] Shade — Mythic
Target friendly follower gains +3/+1 and First Strike. At the end of each of your turns: They gain Stealth.
How to unlock
Reach the second Milestone on your journey.
6. Classes: The Banshee
Description
A strange and unnerving presence, the banshee can get into other people's heads easily, both to help and hinder. The Banshee can confuse the senses with mirror images and illusions.
Starting deck
1 * [0] Blackout — Common
Blackout target unit or obstacle.

2 * [1] Bolster — Common
Target follower gains +1/+1.

1 * [1] Hide — Rare
Return target friendly unit to your hand and reduce its cost by 2.

1 * [2] Light Blast — Common, Attack
Deal 2 damage to target tile and 1 damage to its neighbours.

2 * [3] Beam — Common, Attack
Deal 2 damage to all tiles in target enemy row and the enemy leader.

1 * [3] Deplete — Common
Return target unit to its leader's hand.

1 * [3] Preparation — Common
Select a convoy card in your hand. Reduce the cost of target card by 2 and of all your other convoy cards by 1.

1 * [3] Riot — Common
Each leader discards 2 random convoy cards, then draws until they have at least 3 convoy cards in hand.

1 * [4] Heavy Slug — Common
Destroy target unit. Its leader draws a convoy card.

1 * [6] Brain Drain — Rare, Attack
Deal 6 damage to target, draw a leader card and target's leader discards a leader card.
Class card pool
[0] Blackout — Common
Blackout target unit or obstacle.

[2] Decoy Phalanx — Common
Fill a row on your side with Decoy constructs (0/2) with Taunt.

[3] Deplete — Common
Return target unit to its leader's hand.

[3] Preparation — Common
Select a convoy card in your hand. Reduce the cost of target card by 2 and of all your other convoy cards by 1.

[4] Heavy Slug — Common
Destroy target unit. Its leader draws a convoy card.

[1] Storm Signal (0/2) — Rare, Construct
When you draw a convoy card: Reduce the cost of that card by 1.

[2] Fear Campaign — Rare
When an enemy unit is destroyed during this turn: Enemy leader discards a convoy card.

[3] Blinding Beam — Rare
Stun all followers.

[4] Blinding Spray — Rare, Attack
All tiles in target row suffer Blackout and take 3 damage.

[4] Stalemate — Rare
Return all followers to their leader's hand.

[2] Recall — Legendary
If target follower is reduced to 0 Lifepoints: Return it to its owner's hand.

[3] Panic Projector (2/6) — Legendary, Construct
Can attack. When this unit takes damage: Enemy leader discards a convoy card.

[4] Momentum Transfer (2/5) — Legendary, Construct
Strain. When a follower joins your side: That unit gains Shielded and deals 2 damage to the first target in the opposing row.

[5] Loyalty Shift — Legendary
Locate a high rarity convoy card from the enemy deck. This follower permanently joins your convoy.

[6] Nullification Bomb — Legendary, Attack
Deal 5 damage to target enemy follower. All other enemy followers take 3 damage. Blackout all survivors.

[4] Frazzle — Mythic
Enemy Leader discards 4 convoy cards. For each card they can not discard, they take 2 damage.

[4] Paralyzing Shock — Mythic
Destroy all stunned enemy followers. Stun all survivors.

[6] Brainwashing — Mythic
Return target follower to your hand with +3/+3.
How to unlock
Method 1 = Complete the game as The Echo class.

Method 2 = Defeat the Knight of the Flame boss within the Shiram Monastery location.

The boss can be found in The Temple area, by questioning the priests. Make the following choices to do so:
1. Approach the priests.
2. Ask about the shrine. / Speak out against the donations.


Attacking the priests will cause the Knight of the Flame to arrive: simply defeat him to unlock the class.

Bonus tip — If I remember correctly, all other areas will be closed after the fight, so visit them first if you want to explore the location.
6. Classes: The Stalker
Description
A child of dangerous places, the Stalker is great at moving with a light step, hunting his prey. His knowledge allows him to control the battlefield and pick his targets at will.
Starting deck
1 * [0] Field Camouflage — Common
Target friendly follower gains Stealth. If that unit already has Stealth it gains +1/+0 instead.

1 * [0] Pull — Common
Pull target unit or obstacle.

1 * [0] Push — Common
Push target unit or obstacle.

2 * [1] Bolster — Common
Target follower gains +1/+1.

1 * [1] Mark Target — Common
Target unit or obstacle suffers Marked. Draw a leader card.

1 * [2] Burning Brand — Rare
Target enemy follower suffers Marked and is pushed. If that unit was already Marked, destroy it instead.

2 * [2] Double Tap — Common, Attack
Deal 2x1 damage to target unit or obstacle.

1 * [2] Hidden Strike — Rare, Attack
Deal 4 damage to target undamaged follower.

1 * [2] Mangler Traps (2/6) — Common. Construct
Strain. When a follower moves: That unit suffers -2/-0.

1 * [2] Quick Reflexes — Common
Target follower gains First Strike until end of turn.
Class card pool
[0] Field Camouflage — Common
Target friendly follower gains Stealth. If that unit already has Stealth it gains +1/+0 instead.

[1] Mark Target — Common
Target unit or obstacle suffers Marked. Draw a leader card.

[2] Double Tap — Common, Attack
Deal 2x1 damage to target unit or obstacle.

[2] Diversion — Common
All units in target column are pushed.

[2] Fetch! — Common
Spawn a beast (2/2) with Brawl.

[1] Smoke Screen — Rare
You gain: "At the start of your turn: All friendly followers with Stealth gain +1/+0."

[1] Surprise Attack — Rare
Each friendly unit with Stealth deals its Strength in damage to the first target in the opposing row and loses Stealth.

[2] Burning Brand — Rare
Target enemy follower suffers Marked and is pushed. If that unit was already Marked, destroy it instead.

[3] Lightning Strike — Rare
Target friendly follower gains +3/+0 and First Strike until end of turn.

[3] Terrifying Howl — Rare
All followers suffer -1/-1. Your beasts gain +1/+1 instead.

[2] Blazing Flare — Legendary
All followers without Stealth or Shielded suffer Marked.

[2] Impact Engine (3/5) — Legendary, Construct
Strain. When a friendly unit moves: That unit gains +2/+2.

[3] Shadow Tactics — Legendary
You gain 4 uses of: "When a friendly follower moves: If that unit has Stealth it fights the first target in the opposing row. Otherwise it gains Stealth."

[4] Call the Hunt! — Legendary
Spawn a beast (2/1) for every enemy follower.

[4] Perforate — Legendary, Attack
Deal 3x2 damage to target unit or obstacle.

[3] Fog of War — Mythic
All friendly followers gain Stealth. If they already had Stealth they are refreshed instead.

[4] Shade — Mythic
Target friendly follower gains +3/+1 and First Strike. At the end of each of your turns: They gain Stealth.

[4] Tracer Barrage — Mythic
Destroy all enemy units with Marked. All surviving enemy units suffer Marked.
How to unlock
Method 1 = Complete the game as The Breaker class.

Method 2 = Befriend the inhabitants of the Dome City location.
Requirements: 10 Food / 9-11 Altruist

The inhabitants of Dome City dwell in the upper part of the Tower area, well hidden from outsiders. To meet them you have to earn their trust, which can be done in two ways: leaving a large offering to the gods at the area entrance, or be altruistic enough. If you opt for the former (recommended), first make the homonymous choice:
1a. Leave a large offering of food. (Cost: 10 food)
— This option doesn't preclude the others.


Now make the following choices to meet the locals and unlock the convoy:
1b. Investigate the elevator.
2. Climb upstairs. (Chance: Unlikely)
3. "We mean you no harm.
4. "Bad people don't give to the gods." / "We are here to help if we can." (Requires: ? Altruist)"
— The former is available only if you left a large offering of food at the area entrance.
6. Classes: The Seer
Description
Quiet and introspective, the seer has the talent of sight. A seer can glance through space and time to stay one step ahead. A gift and a burden at once.
Starting deck
1 * [0] Desperate Action — Common
Gain 1 Energy and you lose 2 health. Draw a leader card.

2 * [1] Bolster — Common
Target follower gains +1/+1.

1 * [1] Improvised Drone — Common
Spawn a drone (2/2).

1 * [1] Precognition — Common
Locate a leader card from your next 3 cards. Shuffle your leader deck draw pile.

1 * [2] Crippling Mudra — Rare
All followers without Shielded have their Life set to 2.

1 * [2] Eye for an Eye — Common
Sacrifice target friendly follower and destroy a random enemy follower.

2 * [2] Shot — Common, Attack
Deal 2 damage to target.

1 * [3] Feedback Pulse — Rare
Discard a card. Destroy all followers with Lifepoints equal to the cost of the discarded card.

1 * [3] Riot — Common
Each leader discards 2 random convoy cards, then draws until they have at least 3 convoy cards in hand.

1 * [4] Heavy Slug — Common
Destroy target unit. Its leader draws a convoy card.
Class card pool
[1] Course Correction — Common
Shuffle all your leader cards into your deck and then draw that many leader cards.

[1] Improvised Drone — Common
Spawn a drone (2/2).

[1] Patient Determination — Common
Target follower gains Stoic until the start of your next turn.

[1] Precognition — Common
Locate a leader card from your next 3 cards. Shuffle your leader deck draw pile.

[2] Eye for an Eye — Common
Sacrifice target friendly follower and destroy a random enemy follower.

[0] Blood Sacrament — Rare
Sacrifice target non-Token follower. Gain 1 Energy Cell. Draw a leader card.

[2] Crippling Mudra — Rare
All followers without Shielded have their Life set to 2.

[3] Feedback Pulse — Rare
Discard a card. Destroy all followers with Lifepoints equal to the cost of the discarded card.

[3] Memory Lash — Rare, Attack
Deal X damage to target unit, where X is the number of leader cards in your discard pile.

[4] Strafing Run — Rare
Sacrifice a drone and deal X damage to all targets in the opposing row and the enemy leader where X is the sacrificed unit's Strength.

[0] Living Battery — Legendary
Sacrifice target follower. Gain 2 energy. If the sacrificed unit had 3 or more Lifepoints remaining, draw a leader card.

[2] Violent Discharge — Legendary
Destroy target unit. Its leader gains 2 Energy Cells.

[3] Repurpose — Legendary
Sacrifice a drone or construct. All friendly followers gain +2/+0 until the start of your next turn.

[4] Grave Accumulation — Legendary
Spawn a drone (X/X) with Brawl, where X is the number of convoy cards in your discard pile.

[5] Loyalty Shift — Legendary
Locate a high rarity convoy card from the enemy deck. This follower permanently joins your convoy.

[1] Forced Upgrade — Mythic
Sacrifice target follower. Locate a high cost convoy card that costs no more than 2+X, where X is the cost of the sacrificed unit. Play that card directly.

[2] Accumulation Pattern (2/6) — Mythic, Construct
When a convoy card enters your discard pile: A random friendly drone follower gains +1/+1. If you have none, spawn a drone (1/1) instead.

[4] Gravewalking — Mythic
Locate a high cost convoy card from your discard pile. Play that card directly.
How to unlock
Method 1 = Complete the game as The Stalker class.

Method 2 = Successfully question the luxurious lifestyle of the hermit Shree Kha within the Hermit's Sanctum location.

The hermit can be found by exploring the Cave area. Explore the place and continue until you meet Shree Kha, then make the following choice:
Confront him on his luxury.

If you succeed, the hermit will decide to join the convoy and you will unlock the class. Unfortunately, the success of the encounter is completely random, so a bit of luck is needed.

Please note that, if you decide to visit the Village area first, it's recommended to avoid all options but "learning from the villagers", as the other options may prevent you from meeting the hermit.
7. Conclusion
Thank you for reading this far, I really appreciate it!
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