2016-04-28



The Banner Saga 2 created by Stoic.
Images used for educational purposes only.

Main Walkthrough

THIS LIST IS UNDER HEAVY CONSTRUCTION. It's going to take me a while to fill out everything. Expect things to be wrong, missing, and / or out of order.

The Banner Saga 2 is a sprawling, narrative-driven epic, and as such it has a lot of characters. Many of those characters can join your party. Below is a listing of the characters you can recruit during the game, what they can do, and, most importantly, how they can die.

Because The Banner Saga 2 is split into two parties for the duration of the game, this listing is similarly split between the primary caravan and the Ravens. Many of the 'optional' characters for the Ravens start off with the main caravan, but leave after Chapter Eight.

Main Caravan

The Ravens

Rook

Alette

Iver

Oddleif

Eyvind

Aleo

Hakon

Ludin

Yrsa

Mogr

Tryggvi

Egil

Eirik

Gunnulf

Hogun

Nid

Griss

Dagr

Bolverk

Folka

Sparr

Zefr

Oli

Bak

Dytch

Gudmundr

Mogun

Krumr

Sigbjorn

Ekkill

Bersi

Nikels

Fasolt

The Main Caravan (Chapters Eight, Ten, Twelve, and Fourteen)

Rook

Recruited: Optional main character (new game) or must have survived The Banner Saga (imported save)

Class:

Maximum Stats:

Abilities: Mark Prey (characters within range attack marked target), Light Step (moves freely through, but cannot stop on, allied squares)

Arguably one of the best characters in the game, Rook is one of very few characters who can attack close up and at a range. Though perhaps not the best choice for a frontline fighter, since neither his Armor nor his Strength are spectacularly high, Rook's Mark Prey ability gives him a great reason to join melee combatants and order everyone to attack a single target simultaneously. Levelling Rook is highly recommended.

It is not possible for Rook to die during The Banner Saga 2.

Alette

Recruited: Optional main character (new game) or must have survived The Banner Saga (imported save)

Class:

Maximum Stats:

Abilities: Thread the Needle (attacks all enemies in a straight line)

Not that great in The Banner Saga, Alette has gotten a nice boost in The Banner Saga 2. She starts off as more or less the same fragile back-liner, but her eventual access to the Overwatch ability turns her into an utter powerhouse, allowing Alette to peg anyone that gets too close to your party. Pair this with an item that causes knockback and she'll rob every melee fighter approaching her of their turn.

Alette can opt to undergo Mender training via Eyvind during the course of the game. If you decide to do this she'll gain Eyvind's Mend ability, allowing Alette to function as a healer as well as an attacker.

It is not possible for Alette to die during The Banner Saga 2.

Iver

Recruited: Chapter Eight

Class:

Maximum Stats:

Abilities: Battering Ram (pushes an enemy back and inflicts Break damage)

It is not possible for Iver to die during The Banner Saga 2. He will, however, leave the party at the end of Chapter Twelve.

Oddleif

Recruited: Chapter Eight

Class:

Maximum Stats:

Abilities:

It is not possible for Oddleif to die during The Banner Saga 2.

Eyvind

Recruited: Chapter Eight

Class:

Maximum Stats:

Abilities:

It is not possible for Eyvind to die during The Banner Saga 2. He will, however, leave the party at the end of Chapter Twelve.

Aleo

Recruited: Chapter Eight

Class:

Maximum Stats:

Abilities:

It is not possible for Aleo to die during The Banner Saga 2.

Hakon

Recruited: Chapter Eight

Class: Warmaster

Maximum Stats: 12 Armor, 18 Strength, 8 Willpower, 3 Exertion, 3 Break

Abilities:

Sundering Impact (rank 6, no chance to miss, +1 Strength / Armor damage)

Heavy Impact (shockwave inflicts damage to all enemy units adjacent to target)

Forge Ahead (rank 6, moves target ally to the next initiative spot), or... other stuff... I'll come back to this

One of the most casual kings ever to exist, Hakon is a welcome carry-over from The Banner Saga. As tough now as he was in the first game, the big varl focuses most of his efforts on ripping his way through enemy lines, making a name for himself as one of the heaviest hitters you'll get. Though good at Breaking enemy Armor, Hakon's better at sapping Strength with his hard smashes, particularly when you use Heavy Impact. A generally great unit, if occasionally a glass cannon.

Boosting Hakon's Strength is a given. Hakon is going to get mixed into enemy units often, so boosting his somewhat meagre Armor is also a good idea. Beyond that, it depends what you want to do with him - if you plan on busting Armor pump some points into Break, or, if you want to sap Strength alone, go for the Artery Strike Talent instead. Hakon's plenty strong on his own, so any items you strap on should probably go towards better protecting the varl. He tends to die a lot if you only focus on Strength and neglect his defences.

It is not possible for Hakon to die during The Banner Saga 2, but it is possible for him to leave your party right at the end. If Ludin made it all the way to Arberrang, Hakon will leave your party if you side with Rugga; conversely, if Ludin did not make it to Arberrang, Hakon will leave your party if you side with King Meinolf.

Ludin

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class: Spearmaster

Maximum Stats: 12 Armor, 12 Strength, 10 Willpower, 3 Exertion, 2 Break

Abilities:

Impale (damages target and inflicts knockback; bleed damage triggers whenever target moves)

Embolden (+1 Willpower to unit and adjacent allies after the unit gets a kill)

The bratty prince with maybe a heart of gold, Ludin is a surprising example of a privileged snob who can actually back up his words with his spear. As a combat unit Ludin is pretty awesome, capable of dishing out lots of punishment with his two-square range and good stat balance. He's not quite strong enough to stand on the front line alone, but stick Ludin with a few Armor-breaking varl and he proves a great backup unit.

As with other spearmen Ludin is not that great at breaking through Armor, nor should he. Focus on boosting Ludin's Strength via items and Promotion, and boost his Exertion to max so his Impale move achieves maximum effect. It's also not a bad idea to boost Ludin's movement score via items, as he'll (probably) often have to maneuver around your allies to get at enemies. This will also allow him to move out of problem areas if he's overwhelmed. Ludin is particularly good at targeting enemy Slingers, as Impale will cause them extra Bleed damage when their Flee ability kicks in, and the extra movement will give him the chance to swing around and target these vulnerable units.

During Chapter Ten Rugga offers to send his man, Dagr, off to fight the dredge from behind. Ludin will volunteer to back Dagr up. If Ludin goes he will die during the battle. Suspicious.

Yrsa

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save; if she wasn't in your party she'll arrive at the very end of Chapter Eight)

Class:

Maximum Stats:

Abilities:

It is not possible for Yrsa to die during The Banner Saga 2.

Mogr

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class:

Maximum Stats:

Abilities:

If you do not save the village of Ettingbekr during Chapter Twelve there will be an enormous forest fire. Tell the varl to lead the way away from the fire and Mogr will get killed as the giants panic and flee.

Tryggvi

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class: Spearmaster

Maximum Stats: 12 Armor, 12 Strength, 10 Willpower, 3 Exertion, 2 Break

Abilities:

Impale (damages target and inflicts knockback; bleed damage triggers whenever target moves)

Embolden (+1 Willpower to unit and adjacent allies after the unit gets a kill)

Don't have Ludin? Tryggvi's got you covered. Capable of doing basically everything Ludin can do, as well as adding a dash of weirdness, Tryggvi is a perfectly able replacement for the prince. Everything that applies to Ludin also applies to Tryggvi, and having both of them active at once is pretty far from a horrible idea.

During Chapter Ten you have the option to wade through a particularly muddy path or head to higher ground, via some helpful waystones. The higher path turns out to be a burial ground, and this angers the local Kragsmen. If you try to send Tryggvi out to parley with the Kragsmen they will kill him.

Egil

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save, and good luck with that)

Class:

Maximum Stats:

Abilities:

It is not possible for Egil to die during The Banner Saga 2. Remarkably.

Gunnulf

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class:

Maximum Stats:

Abilities:

It is not possible for Gunnulf to die during The Banner Saga 2.

Hogun

Recruited: Chapter Eight

Class:

Maximum Stats:

Abilities:

Though it's not possible for Hogun to die during The Banner Saga 2, it's still possible to lose him. During Chapter Ten a conversation with Hogun pops up in camp, and he's uncertain whether he should keep fighting or give it up for the sake of his family. If you tell him to be with his family Hogun will leave your party permanently, and you'll gain one Clansmen.

Nid

Recruited: Chapter Eight (new game) or must have been recruited during The Banner Saga (imported save)

Class:

Maximum Stats:

Abilities:

It is not possible for Nid to die during The Banner Saga 2.

Griss

Recruited: Chapter Eight (new game) or must have been recruited during The Banner Saga (imported save)

Class:

Maximum Stats:

Abilities:

At the end of Chapter Eight, when facing the dredge near the waterfall, you have the opportunity to send Griss to spearhead an attack against them. If you do this Griss will not survive.

Scathach

Recruited: Chapter Ten

Class: Horseborn Teulu

Maximum Stats: 11 Armor, 15 Strength, 10 Willpower, 3 Exertion, 4 Break

Abilities:

Trample (inflicts Strength damage and moves through enemy tiles, inflicting more damage on the other end)

Hit and Run (unit can move again after attacking)

Mule Kick (rank 6, unit inflicts Strength damage and knockback on one target)

Centaurs be awesome, yo. The first horseborn warrior you meet, Scathach quickly develops into a fantastic unit. He can move great distances, his Strength damage is pretty substantial, Trample is an awesome move, and Hit and Run is borderline broken as a passive ability. Aside from a lacklustre Armor score that can put a ding in his survivability, Scathach is awesome.

Scathach is pretty great at controlling the battlefield via Mule Kick, once you get it, though giving him an item to boost his Armor will help guard against inevitable hits. It's also wise to take advantage of his great Armor-busting capabilities by boosting Break to its maximum early on, and, if possible, supplementing that with an item that can give him even more Break damage. If you want to maximize Scathach's escape capabilities, something that boosts his movement will do quite nicely.

It is not possible for Scathach to die during The Banner Saga 2.

Ro'Ech

Recruited: Chapter Ten

Class: Horseborn Teulu

Maximum Stats: 12 Armor, 14 Strength, 10 Willpower, 3 Exertion, 4 Break

Abilities:

Mule Kick (unit inflicts Strength damage and knockback on one target)

Hit and Run (unit can move again after attacking)

Trample (rank 6, inflicts Strength damage and moves through enemy tiles, inflicting more damage on the other end)

Thought Scathach was good? Then have another one. Ro'Ech is a more balanced version of Scathach, with one more point in Armor and one less in Strength. This doesn't change a whole lot about him, and the fact that you get Mule Kick earlier arguably makes him the better character. Everything that applies to Scathach more or less applies to Ro'Ech as well.

It is not possible for Ro'Ech to die during The Banner Saga 2.

Derdriu

Recruited: Chapter Ten

Class: Horseborn Cantref

Maximum Stats: 12 Armor, 13 Strength, 10 Willpower, 3 Exertion, 2 Break

Abilities:

Dagr

Recruited: Still investigating this - not certain if you can ever really recruit him

Class:

Maximum Stats:

Abilities:

Because Dagr's primary allegiance is to Rugga, his availability depends on whether Rugga likes you or not. If Rugga decides to betray you at the beginning of Chapter Fourteen you'll get into a fight with Dagr and a bunch of his cronies, and if you take them down you can capture - and execute - Dagr.

The Ravens (Chapters Nine, Eleven, and Thirteen)

Bolverk

Recruited: Chapter Nine

Class: Berserker

Maximum Stats: 14 Armor, 13 Strength, 10 Willpower, 3 Exertion, 4 Break

Abilities: Frenzy (attacks twice per round), Cull the Weak (killing blows grant an extra turn), Bear Rage (counters attacks, lowers Armor, causes nearby enemies to retreat)

The lead character for much of the game, Bolverk is as furious in battle as he is in casual conversation. Bolverk's Frenzy ability allows him to attack twice per round, though with the major caveat that you cannot control the second hit. If there are any adjacent party members, there's a good chance he'll hit them too. Carefully-controlled, however, this move is remarkable. Cull the Weak is similarly awesome, though you need to go around weakening your targets first.

Though he smacks of a frontline fighter, Bolverk should not rush into most battles. He'll die pretty quickly. Keep him back until you've softened up the enemy lines, then send him in to quickly dispatch multiple enemies in a single go. Talents and items that increase his attack power while downplaying his aggro are recommended.

It is not possible for Bolverk to die during The Banner Saga 2.

Folka

Recruited: Chapter Nine

Class: Shieldmaiden

Maximum Stats: 17 Armor, 12 Strength, 10 Willpower, 3 Exertion, 3 Break

Abilities:

Shield Mastery (Strength damage automatically goes to Armor first)

Champion (character and adjacent allies take half damage from attacks)

Shield Smash (level 6 - smashes shield on target, dealing Break damage to target and all adjacent targets - negates Shield Mastery ability)

One of the better defensive characters in The Banner Saga 2, Folka is something of a staple in a group of predominantly offence-minded characters like the Ravens. She can hit quite hard, has the same range (two squares) as the other spear-wielders in your party, and works fantastically alongside square-hungry varl that might otherwise block you out. Champion is a great ability if you want to use Bolverk up front with less risk, though be warned that he will probably smack her around more than a few times.

Though Folka can become fairly strong, I recommend pumping points into her Armor and any defensive Talents. The Ravens have enough attackers as it is, and Shield Mastery translates well into a tanking ability.

It is not possible for Folka to die during The Banner Saga 2.

Sparr

Recruited: Chapter Nine

Class: Wanderer

Maximum Stats: 10 Armor, 10 Strength, 10 Willpower, 3 Exertion, 3 Break

Abilities:

Insult (target moves to the end of the initiative queue)

Skald's Song (grants +1 Willpower to all units if standing within one tile of a character delivering a killing blow)

Certainly not one of the more glamorous characters in the game, Sparr is nevertheless absolutely fantastic. Though he's not a slouch at delivering physical attacks Sparr's primary role is that of support, using Insult to delay any opponents you don't want to fight. There's no better way to manipulate the initiative. Skald's Song is similarly fantastic, and so long as you keep Sparr near your primary hitter (probably Bolverk) you'll seldom ever run out of Willpower. The big issue here is giving Sparr the kills he needs for Promotions; don't neglect the poor guy.

Sparr can fight, but he's not built to take much punishment. Keep him behind your other fighters much of the time and bolster his Willpower so he can consistently deliver his best moves and support your party.

It is not possible for Sparr to die during The Banner Saga 2. (Though I haven't 100% confirmed this one yet.)

Zefr

Recruited: Chapter Eleven

Class: Valka

Maximum Stats: 10 Armor, 8 Strength, 18 Willpower, 3 Exertion, 1 Break

Abilities:

Runic Gale (creates runes on the ground that boost one of several possible stats)

Mend (restores an ally's Armor)

One of the more important secondary characters in the game, not to mention the first Valka you can use in combat, Zefr is all about support. She's as frail as they come, and absolutely must be kept off the front lines. That said, Zefr is fantastic at supporting your party, and Runic Gale is a staple first-round move to lay behind your units to give them a big initial boost. She won't do much damage, but Zefr is a great character nevertheless.

Boosting Zefr's Willpower should be your first priority, since she'll burn through it like crazy in any given battle. Beyond that your stat allocations should be to Armor, just to keep her healthy, and Exertion. Items that lower her aggro are highly recommended, since Zefr can only take one, maybe two hits before she goes down. Trying to make her into a melee character is unwise.

It is not possible for Zefr to die during The Banner Saga 2.

Oli

Recruited: Chapter Nine

Class: Axe Thrower

Maximum Stats: 12 Armor, 11 Strength, 13 Willpower, 3 Exertion, 2 Break

Abilities:

Axe Storm (throws successive axes at a target until one is deflected)

Bloody Flail (strikes one target multiple times for random Strength or Armor damage)

Shield Wall (temporary +1 Armor bonus to self and ally when adjacent)

Considering he just kinda shows up one day, Oli is a fantastic character. He is, like Rook, one of very few characters who can use both melee and ranged attacks, and though his range isn't naturally as good as an Archer Oli makes up for it with decent hitting power. He's also much better-armoured than your average ranged character, and can sit on the front lines without much worry.

Increasing Oli's attack range is a great idea, if you happen to find any such items on your travels. Emphasizing his Armor can help, but I find boosting his Strength and then wedging him behind other, beefier party members - such as Folka - a wiser proposition. Artery Strike is amazing on Oli if you can get Axe Storm to land more than once, and get lucky at the same time.

It is not possible for Oli to die during The Banner Saga 2.

Bak

Recruited: Chapter Nine

Class: Slaughterer

Maximum Stats: 11 Armor, 13 Strength, 10 Willpower, 3 Exertion, 2 Break

Abilities:

Pig Sticker (chance of double damage; increases when adjacent to more allies)

Embolden (+1 Willpower to unit and adjacent allies after the unit gets a kill)

Impale (rank 6, damages target and inflicts knockback; bleed damage triggers whenever target moves)

A random, seemingly nutty man (what is it about dudes with spears?), Bak is nonetheless an excellent party member for the Ravens. His stats don't allow him to survive very well on the front lines, but if you get Bak into a crowd with multiple other Ravens (Folka is a good choice for this) his Pig Sticker ability allows him to demolish the competition. The extra range of his spear is a nice touch, as well, since you can stick someone in front of Bak and protect him from harm. Embolden is a fringe benefit by comparison, but gives just another reason to keep Bak wedged tightly into groups.

Bak preferably won't be getting hit too often, so I recommend boosting primarily his Strength and his Exertion, with a touch of Willpower. Equip items that will further boost his critical hit chance and Pig Sticker can quickly murder just about anything.

Bak will die if you turn down his request to join the Ravens, as he and a group of people will attack your caravan. He doesn't survive the attack.

Dytch

Recruited: Chapter Eleven

Class: Tracker

Maximum Stats: 11 Armor, 11 Strength, 11 Willpower, 3 Exertion, 4 Break

Abilities:

Track (disappear, then deal damage that ignores Armor)

Light Step (moves freely through, but cannot stop on, allied squares)

Despite showing up to the party both a little late and a little randomly, Dytch is awesome. His stats make him look entirely underwhelming, except perhaps that juicy Break stat, but his Track ability more than makes up for statistical shortcomings. Dytch can use Track to disappear, similar to Skulkers, and move about the battlefield undetected. His next hit will then ignore Armor. Not only is this punishing to high-Armor shield wall units, Track also allows you to effectively waste the turns of units that try to move through Dytch, as they will bump into him and stop immediately.

Given Dytch's poor stats, you'll want to give him something that will boost his Strength and allow him to hit harder when using Track. I also recommend boosting his movement range, if you can, since Dytch can slip through enemy lines and get at enemies hiding in the back rows without getting harassed along the way. Dytch is also good at smashing through Armor via that Break score, but it's not his best use by far.

It is not possible for Dytch to die during The Banner Saga 2.

Gudmundr

Recruited: Chapter Eleven

Class: Raidmaster

Maximum Stats: 14 Armor, 11 Strength, 9 Willpower, 3 Exertion, 3 Armor

Abilities:

Stone Wall (resists Attack damage, boosted by Willpower)

Shield Wall (temporary +1 Armor bonus to self and ally when adjacent)

Egil if he was all grown up. Gudmundr is one of few defensive units granted to the Ravens, and Stone Wall in and of itself makes him pretty valuable during some of Chapter Eleven's hairier fights. Stick him up front, activate Stone Wall, and let him absorb the hits while everyone else fights from afar. He makes a good pair with Folka.

Gudmundr is okay at hitting, but his primary role in most parties is to absorb damage. Pump up his Armor and his Exertion so he can make the most of Stone Wall, and give him items that will aggro enemies and draw them away from your more vulnerable units.

Early in Chapter Eleven Gudmundr will stay behind to seal up the mine entrance as the caravan descends into the darkness. If you don't return to help Gudmundr he and his men will die.

Mogun

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class: Thrasher

Maximum Stats: 11 Armor, 12 Strength, 13 Willpower, 3 Exertion, 2 Break

Abilities:

Bloody Flail (strikes one target multiple times for random Strength or Armor damage)

Shield Wall (temporary +1 Armor bonus to self and ally when adjacent)

The more violent of the twins, Mogun is a solid, if somewhat unremarkable, unit. His stats are average, perhaps even a little on the low side, and Bloody Flail is not a predictable enough ability to be of great use. The high Exertion score can be useful, however, and Mogun makes decent backup for your varl with Shield Wall.

Mogun isn't great at doing lots of damage, and I highly recommend any moves or Talents that will net him bonus damage. Artery Strike makes a nice pairing with Bloody Flail in particular. He can also make a decent unit for whacking away at Armor if you max out Exertion and then hope for the best with Bloody Flail.

Early on in Chapter Nine Mogun will try to get at the huge crate the Ravens are carting around. If you warn him off with a death threat (and then don't decide to 'make an example' of him), or concede and try to open the crate, Mogun will survive the encounter. Otherwise you'll get into a battle, and when you win Mogun will be battered and bloody. You can then execute him or spare him.

Krumr

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class: Warleader

Maximum Stats: 13 Armor, 17 Strength, 9 Willpower, 3 Exertion, 4 Break

Abilities:

Forge Ahead (moves target ally to the next initiative spot)

Heavy Impact (shockwave inflicts damage to all enemy units adjacent to target)

Sundering Impact (rank 6, no chance to miss, +1 Strength / Armor damage) or... other stuff... I'll come back to this

What a beast. A standout among even other varl, Krumr is built to inflict ridiculous amounts of damage to single enemies with his default build, and can take a comparable amount of damage besides, allowing him to survive ably on the front lines. He also has an interesting support power in Forge Ahead, allowing you to shove characters up the initiative scale. Altogether a great character.

Upgrading Krumr depends on the role you want him to take, though I recommend boosting his Strength to take advantage of that high cap number. He can do some serious damage if you give him Sundering Impact to mash multiple enemies. Upping Break, too, is a good choice, as there aren't many characters capable of doing four base Break damage.

I'm still not 100% certain, but it seems as though Krumr cannot die in The Banner Saga 2, though he will leave your party a few times if given the chance.

Sigbjorn

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class: Warhawk

Maximum Stats: 12 Armor, 16 Strength, 11 Willpower, 2 Exertion, 2 Break

Abilities:

Tempest (strikes a number of adjacent targets, dependent on Willpower)

Heavy Impact (shockwave inflicts damage to all enemy units adjacent to target)

Forge Ahead (rank 6, moves target ally to the next initiative spot) or Sundering Impact (rank 6, no chance to miss, +1 Strength / Armor damage)

The Gunnulf of the Ravens, basically. Sigbjorn is all about inflicting heavy amounts of Strength damage to tightly-knit clusters, and is fantastic against anything with low Armor scores. Send him against most humans and Sigbjorn's Tempest will rip them apart. Anything with Armor, though... not so great.

Sigbjorn is not made to destroy Armor, and I don't recommend you even try. Pump his Strength first and foremost, and boost his Exertion so Tempest can rip through a maximum number of opponents in a single go. Lowering Sigbjorn's aggro is probably a good idea, since, like Gunnulf, he is not that great at taking hits. Forge Ahead is a good secondary ability for Sigbjorn, allowing the varl to manipulate the flow of combat until he can get in and thrash it out personally.

Sigbjorn can die at the beginning of Chapter Thirteen. Speak to him in camp and he'll get moody about the Ravens' chances. Challenge him on what he's saying and you can get into a fight with him; choose the middle option (wrap him up and slam him on the ground) and Bolverk will kill Sigbjorn.

Ekkill

Recruited: Must have survived The Banner Saga - Egil cannot be in your party if this is the case

Class: Grudgewielder

Maximum Stats: 14 Armor, 12 Strength, 13 Willpower, 3 Exertion, 3 Break

Abilities:

Guts (hits all adjacent units for Strength +1 damage, plus additional knockback damage)

Shield Wall (temporary +1 Armor bonus to self and ally when adjacent)

Run Through (rank 6, move through multiple tiles, inflicting Armor damage, then inflicts Strength damage when move ends) or... other stuff

Ekkill is something of an iffy character. Guts is a fantastic move if you can position him properly, and Ekkill has decent stats to back it up, but... well, you need to sacrifice Egil to get him, and Egil is a great party member. There are also some comparable fighters already in the Ravens, so you may want to give Ekkill a pass unless you like his personality. Which, honestly, I do. (If you're starting a new game Ekkill will not be around, so don't worry about this conundrum too much.)

Considering he's a shieldbearing, up-front-and-centre unit Ekkill doesn't have amazing Strength, and you'll want to boost his Armor early to compensate for this. Break is a good choice for boosting, particularly if you have some items to back it up. If the Strength damage is a bit low, pump lots into Ekkill's Willpower (just look at that cap!) and make every move especially powerful. This is particularly good if you use Guts to break up clusters of enemies via knockback, and want to maximize the amount of distance they travel.

During Chapter Thirteen Ekkill will run off to take on a group of dredge. If you don't back him up he will never return. (I haven't fully explored this scenario yet, mind.)

Bersi

Recruited: Chapter Eight (new game) or must have survived The Banner Saga (imported save)

Class: Warhawk

Maximum Stats: 12 Armor, 16 Strength, 11 Willpower, 2 Exertion, 2 Break

Abilities:

Tempest (strikes a number of adjacent targets, dependent on Willpower)

Heavy Impact (shockwave inflicts damage to all enemy units adjacent to target)

Forge Ahead (rank 6, moves target ally to the next initiative spot) or Sundering Impact (rank 6, no chance to miss, +1 Strength / Armor damage)

I haven't used him that much, but so far as I can tell Bersi is a straight clone of Sigbjorn, stats and all, but without any sort of personality. All the positives and negatives that apply to Sigbjorn also apply here. I'd still rank him below Sigbjorn because the red-clad giant joins in The Banner Saga at rank five, while Bersi (assuming you haven't levelled him) joins in The Banner Saga 2 at rank three. Kind of a boring character.

It is not possible for Bersi to die in The Banner Saga 2.

Nikels

Recruited: Chapter Eleven

Class: Mender

Maximum Stats:

Abilities:

Nikels will leave your party during Chapter Eleven whether you want him to or not.

Fasolt

Recruited: Chapter Thirteen

Class: Provoker

Maximum Stats: 19 Armor, 13 Strength, 9 Willpower, 2 Exertion, 3 Break

Abilities:

Malice (forces the target to attack the unit)

Return the Favor (enemies take one Armor damage for attacking the unit at melee range)

Fasolt has seen better days, but he's just as good now as he was in The Banner Saga. Fasolt's primary role is to attract enemies both weak and strong, and his Malice ability is great at drawing aggro away from your weaker units. He's a relatively capable melee fighter, as well, though your main goal with Fasolt should be freeing up your main attackers from abuse.

Fasolt starts out with a nice, healthy amount of Armor, and boosting him to the tops from the start will save you some abuse during his short stint in Chapter Thirteen. Items that draw aggro can also be quite useful. Fasolt isn't in your team for long, though, so I wouldn't recommend using him much unless you're absolutely starved for a tank.

It is not possible for Fasolt to die during The Banner Saga 2.

Main Walkthrough

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