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    Heart of the World 

The region where the North, South, East and West meets, and where the Dawngate lies.


Kel, the Shepherd

The folk of the holy woods are simple shepherds, tending their flocks and ignoring the world beyond the fields they know. By his own reckoning, Kel is neither wise nor valiant, but the Spirit of Protection clearly felt him a kindred soul.

Associated tropes:

  • Improbable Weapon User: His main weapon is a shepherd's crook, and one of his abilities has him rolling his sheep at opponents.
  • Nice Guy: There's not much to Kel you couldn't say within a few words, but nice is definitely one of them. And not the pushy kind of nice either. His gentle nature would, according to Word of God, allow him to be one of the rare few people who can get along well with Freia. Even so much as to make her look up to him as a father figure.
  • Stone Wall: Kel has terrible damage output, but his crowd control and tankiness are powerful. Kel is incredibly good at starting fights, and doesn't mind taking the brunt of attacks as he does it.


Marah, the Awakened

Strong and quiet, like all folk of the holy woods, Marah was always attuned to the passing seasons and animal migrations. Bonding with the Spirit of Growth left her overwhelmed – able to see life swarming in a drop of water, and feel every leaf shiver in the forest.

Associated tropes:


Voluc, the Devourer

Once the leader of a paladin order, Voluc bonded with the Spirit of Consumption as he lay dying in the holy woods. No longer quite human, he must remain tirelessly vigilant, lest the Vitality he wields suck the very life from all around him.

Associated tropes:

  • Apologetic Attacker: He does this a lot
  • Body Horror: How he sees himself.
    • An odd meta case; according to the lore and the webcomic, he still looks perfectly human, but in the game itself, his character model looks like Animated Armor with a ball of fire for a body.
  • Came Back Wrong: The Spirit of Consumption saved him from death, but it changed him drastically.
    • Debatable, as he is part of the "deceased" list of shapers.
  • Dark Is Not Evil: He's a Knight in Shining Armor turned Humanoid Abomination, and he hates it.
  • Enemy Within: The Spirit of Consumption.
  • Life Drain: Utilizes it better than anyone else. He is passively granted it, and his ultimate provides 75% base healing from the damage it deals before taking into account life drain from other sources.
  • Lightning Bruiser: Voluc is amazingly tough, frighteningly powerful, and though lacking any form of instant mobility often cranks up his haste to give him a hefty movement speed boost.
  • Sole Survivor: The only remaining Paladin of his order.
  • Voice of the Legion
  • Walking Wasteland: His newfound power literally sucks the life from his surroundings.


Lillin, the Old Guard

The ancient tombs of Sunar stand in among the vast eastern steppes, guarded by blood-Shaped holy warriors of swift aspect. Exiled for the heresy of love, Lillin, her infant son, and the Spirit of Divinity found peace among the folk of the heart.

  • Action Mom
  • Armor-Piercing Attack: Lillin's greatest strength is having two ways of punishing defences. She has passive upgrades and an ult that come close to stripping targets completely clean of magic resistance. Think that means you should build health instead? Lillin's spells deal bonus damage based on bonus health, so that doesn't work either.
  • Our Centaurs Are Different: These centaurs appear to be more stone and plant-like than a fleshy half-horse half-human. That, and being described as 'blood-Shaped' implies they were made, not born.

    The North 

A land filled with both scholars and warriors.


Raina, the Archivist

The daughter and heir of a prominent northern Duchess, Raina’s plans for life revolved around the written word. A voracious reader of ancient history and disreputable fiction, she took up the powers of the Preservation Vitality to protect her friends and her books from raiders.

Associated tropes:

  • Adventurer Archaeologist: Like to hunt for rare books and artifacts.
  • Badass Bookworm: Fought with the leader of a raiding party with little training in combat.
  • Cool Big Sis: To Zalgus. Zalgus doesn't see it that way, though.
  • Determinator: She challenged and fought with the leader of a raiding party despite having no training or combat skills.
  • Drop the Hammer
  • 11th-Hour Superpower: Gained the Preservation Vitality while fighting the leader of a raiding party, which convinced her to spare her life.
  • Genius Bruiser: Arguably one of the hardest Shapers to bring down. She also happens to be a bookworm, reading things ranging from military history to "disreputable fiction."
  • Shield Bash: Her first skill.
  • Stone Wall: Incredibly hard to bring down, and has an array of disables to keep enemies from simply moving past her to attack her teammates.


Fenmore, the Alpha

Cool and practical, the warlord Fenmore betrayed his queen to build a peaceful, orderly world, united under his rule. The acting leader of a shadowy group known as [The Nine], he wields the Vitality of Hunger, incarnate as a pack of his northern homeland’s ferocious wolves.

Associated tropes:

  • Cast from Hit Points: Several of his abilities drain his health to cast.
  • Squishy Wizard: Averted. Fenmore's defining quality is being a mage who can take hard hits while dealing constant magic damage.


Freia, the Survivor

A commoner from the mountainous north, Freia bonded with the Spirit of Rage when she discovered her village razed by Fenmore and his spirit-wolves. Now consumed by the Vitality she bears, she pursues the warlord relentlessly, intent on revenge.

Associated tropes:

  • An Axe to Grind
  • Axe-Crazy: "Mad? I'm not mad. This sick world is. I'm just angry about it."
  • Broken Bird: Dawngate Chronicles reveals that Freia before her village was razed and she bonded with the Spirit of Rage was actually quite easy-going and even friendly. Her vitality, however, has consumed this personality altogether.
  • Dynamic Entry: Freia dashing from darkness into the middle of the enemy team, inflicting fear on them, and the proceeding to burst down one of the squishy carries is definitely one way to start a fight.
  • Roaring Rampage of Revenge: Freia has a dangerously obsessed one-track mind towards killing Fenmore for his deeds against her village.
  • Saying Too Much: Fenmore would have left Freia's village well alone, except that when she couried one of his packages and he asked who saw the person that gave it to her, she told him that pretty much everyone did. Fenmore then decided to erase the witnesses.


Kindra, the Vesper

A young noblewoman exiled to a remote northern abbey for her perverse and lethal hobbies, Kindra gleefully broke free when the Spirit of Shadow bonded with her. Amoral and easily bored, she spends her days finding new ways to amuse herself.

Associated tropes:

  • Aristocrats Are Evil: She was a Serial Killer before her exile.
  • Darker and Edgier: When Kindra is present in the story, whatever's happening divulges into heavy mature themes. In some cases immediately. Her first appearance in the chronicles has her seducing a man, then reappearing barely panels later after having killed him. And her audio lore has her in the process of murdering a bound and gagged man. Links to some of her written lore came with express warnings about the themes of sex and violence that ensue that never happen so explosively anywhere else.
  • Dark Is Evil: Kindra is bonded with the spirit of Shadow, and has psychopathic tendencies that have resulted in a few murders.
  • Flash Step: One of her skills allows her to teleport to a unit, dealing damage if it's an enemy. Her ultimate is a series of teleporting attacks, dealing heavy damage to enemy Shapers.
    • Teleport Spam: Additionally, her passive ability will reset the cooldown timers on all abilities except her ultimate whenever she scores a kill or assist, much like Katarina from League of Legends. The ideal strategy for Kindra in fights is to teleport to targets, kill them to reset her cooldowns, then teleport to the next target and repeat.


Zalgus, the Loremaster

Effete, intelligent, and obsessed with outcomes, Zalgus expected his fate as the son of a northern Duchess was to be married off for political gain. The Spirit of Fate showed him the future is not as blandly predictable as he anticipated.

Associated tropes:

  • Badass Bookworm: Was a scholar along with Raina, and can use his power to reduce opponents to cinders.
  • Chick Magnet: If you go by his visions, Zalgus has three potential love interests. Even Zeri shows an attraction to him.
  • Squishy Wizard: Does incredible magic burst. Has the constitution of tissue paper and no escape mechanism.
  • You Can't Fight Fate: Averted, in his backstory.


Ronan, the Peacemaker

Among ottrekin, there’s a legend about one of their own, a lone wanderer who metes out his harsh brand of Justice with a pair of flintlock pistols. If you can find him, and you’re willing to let him do as he sees fit, he’ll balance the books.

Associated tropes:

  • Badass Longcoat: Impressively, for an ottrekin.
  • Blind Weaponmaster: Was blinded by some outsiders who accused him and his brother of robbing them. He's still completely capable of gun-slinging, and a few of his skills allow him to locate the enemy, by using sounds. He can kick a flask of vim in a target direction, for example, and locate targets as they're dripping.
  • Hired Gun: He takes contracts to settle scores, but however he sees fit. He bills himself as being morally compromising enough to enforce justice.
    Ronan: You mark me, gentlekin. There’s a powerful lot of bad folk in this world. You ain’t gonna stop them pissing on you by asking nice, appealing to some better nature they ain’t got. You need a bad sort of your own. One who ain’t gonna flinch from maiming and killing in turn.
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    The West 

Mina, The Tyrant

It is said the Spirit of Dominance came to Mina as she drowned. At the edge of life, it tethered her soul to a body fashioned for the western Festival of Dolls. Spiteful and cruel, Mina delights in shaming those she possesses by laying bare their innermost hidden thoughts.

Associated tropes:

  • The Baroness: In her previous life, she was married to a Baron. Her lore suggests he may have had a motive to kill her, as the announcement of her death also includes a remarriage.
  • Bratty Half-Pint
  • Little Girls Kick Shins: "Anyone who calls me Dolly gets punched in the kneecap."
  • Pet the Dog: In her lore piece, Mina was saved from being washed away in the river she drowned in by a homeless girl named Ketti. She repaid her by making her become her servant; an enormous boon considering the...unfortunate state of Miridia's poor.
  • Symbiotic Possession: Not in actual lore, but perhaps the best way to mechanically explain one of Mina's most prominent abilities "Key to the Heart" is this trope. Mina can enter an ally for as long as she likes, keeping them shielded, while splitting damage between the two until she leaves. She is treated to be standing wherever her chosen ally is standing, and can continue to cast, use passive effects, and even do things like place wards while connected. This practically creates a powerful team relationship between the two players, as the two now have increased reliance on each other and their specific actions.


Mikella, the Merchant Princess

Proud, prickly, intelligent, and beautiful, Mikella grew up wanting for nothing money could buy, and everything it could not. She uses her new power as bearer of Fortune Vitality as bargaining leverage with her father – the greatest merchant prince of the west.

Associated tropes:

  • Action Girl: And not just in the context of the game either. Mikella's whole arc seems to be based on her breaking away from her status as a figure to be married off for money, and to be respected as a business partner in the eyes of her father, Duke Anzerani.
  • Glass Cannon: A ranged carry's natural archetype, which Mikella inherits.
  • Improbable Weapon User: Shoots enemies with coins.
  • Taking the Bullet: Much like Caitlyn's ultimate of League of Legends fame, Final Payment is a very long-ranged channeled attack that fires projectiles at a target that can be intercepted. However, the major difference is that it is not just one bullet, it is a whole barrage. While it means that it is very easy to spread the damage across multiple targets, meaning the attack had little effect, the multiple hits can trigger her recently granted passive, which deals more damage after consecutive hits.
  • Winds of Destiny, Change: Minor, and more as an interpretation of what her powers actually are. With the Vitality of Fortune, Mikella quite possibly also has improved luck, as in "good fortune".


Petrus, the Artificier

A western Shaper of the old priestly tradition, Petrus chafed as perennial second-best to the Arch-Shaper Eidolus, architect of the Dawngate. After losing an arm, Petrus began a second career as Mikella’s tutor. Bonding with the Spirit of Progress allowed him to construct a replacement limb and resume his experiments.

Associated tropes:

  • Artificial Limbs: Shaped a new limb to replace one he lost in an accident.
  • Badass Teacher: Mikella's personal tutor, and quite capable of throwing down with the best of them.
  • Mad Scientist: Experiments and tortures various "research subjects" for various reasons, as well as satisfying his own curiosity. He shows no remorse when these experiments create tortured beings like Vex and end up killing orphans. Of course, this is par for the course in Miridia.
  • Power Fist: Lost an arm, made a new one.
  • Punched Across the Room: His ultimate sends his target flying back, through other enemies, and if they hit a wall they smack right into it and take more damage.
  • Spin Attack: Has this game's resident constant spinning attack.


Varion, the Mercenary

Born in the slums of a western city-state, Varion’s marksmanship, wit, and charm bring him wealth as a soldier-for-hire – which he quickly squanders on drink and gambling. He accepts the highs and lows of life with a smile and a shrug, which drew the Spirit of Adaptability to him.

Associated tropes:

  • Abnormal Ammo
  • Noodle Incident: Invoked in the opening of his lore
  • Sole Survivor: Everyone he knew died on a mission, giving the Spirit of Adaptability to him.
  • Teleporters and Transporters: Uses these.
    • Best of all, in the Dawngate Chronicles, he does it with his dice.
  • Schizo Tech: His weaponry. Especially his ultimate ability, Chaos Shell, which fires...something...that damages enemies with chaining arcs of energy.


Vex, the Beast

Born a mere frax – a predator beast of the western forests – Vex was the subject of Petrus’ early Vitality Experiments into Shaping flesh. His body and mind both enhanced and damaged, he suffers constant agony. Only the blessings of the Spirit of Pain keep him alive and sane.

Associated tropes:

  • Expy: His feral demeanor, marksman role, ability set, and obsession with meat are all very reminiscent of Kog'Maw, albeit with more spikes and torture and less spit. Although like all Shapers in Dawngate, he seems to borrow from a few of Leagues Champions at once.
  • Lovecraftian Superpower: Thanks to Petrus flesh shaping directly into his brain, creating his level of intelligence, and also giving him Immortality.
  • Shout-Out: "Squirrel!"

Desecrator, the Bane of Maridia

The cold and clinical entity known as the Desecrator wields the Vitality of Decay as a surgeon wields a scalpel. Little is known of him, save that he nurses a frightful vendetta against the merchant princes of the west, and Mikella’s family in particular.

Associated tropes:


Kensu, the Mistwalker

The Iteshi of western Suzutai turned their backs to the Spirits, snaring souls at the moment of death. Their isles are haunted now by the misplaced desires and regrets of the bound dead. Hunters must keep them in check, and the finest is Kensu and his Spirit of Conviction.

  • Archer Archetype: Follows it pretty closely. He is especially mysterious given his line of work in, essentially, ghost busting.
  • Glass Cannon: A ranged carry.
  • Mechanically Unusual Fighter: Kensu's basic attack does not abide by the usual attack speed timer. Rather, it is determined by the meter above his head. Its rate of recovery is reliant on his haste, and when it reaches one bar, his basic attack is ready. His arrows can be double-nocked by waiting until it goes to two bars, allowing his next attack to fire both shots one after the other in quick succession. This double attack has unusual interactions in order to make it work, such as the fact that both arrows are fired at the same speed all game round, regardless of whether or not your attack speed is faster than that rate.


Basko, the Enforcer

In Maridia, the masses spend their lives laboring in hunger and squalor for the benefit of a few wealthy merchant princes. Basko, once an enforcer for the criminal gangs of the slums, means to change that with the Spirit of Resolve.

  • Determinator: Gets a stat amplifier when he drops below half-health, making him either tougher to take down or more deadly, depending on what he built. Most Baskos will combine this with the many items in the game that give bonuses on near-death, making him even more nightmarish upon losing health.
  • Lightning Bruiser: Tough, tanky, and able to hop around the battlefield quite a bit, all while knocking his enemies around.


Tess, the Sky Captain

Coarse, exuberant, and unrestrained, Tess and her pirate crew terrorized shipping along the Jeweled Coast of the west. After years of fruitless tinkering and experiments, the coming of the Spirit of Defiance granted her life-long dream; a ship that can sail among the clouds.

  • Anchors Away: Her ultimate has her flying ship drag an anchor across the battlefield.
  • Anything That Moves: She is a thrill seeker even in this sense. According to her, she's slept with members of her crew, even the ones she didn't like. Quite possibly even Varion.

    The South 

A land Filled with artists of all types.


Zeri, the Painter

Artists are revered in the southern deserts, and young Zeri is their finest painter… when she can be persuaded to apply herself. Wielding the power of Vibrance Vitality has changed her life, but not her attitude towards living it.

Associated tropes:


Renzo, the Sculptor

"Renzo makes many sculptures, but his only masterpiece is his chest"

The Virtuosos of the south are artistic trend-setters and cultural leaders, and the sculptor Renzo has long been among the most famed and influential. His connection to the Spirit of Form enables him to create ever more elaborate works… not that his unruly pupil, Zeri, is impressed.

Associated tropes:

  • Dishing Out Dirt: Ranging from rock fists for his autoattacks, to pottery shields, to flying boulders. And, of course, his magnificent sculpture of himself.
  • Large Ham: Most of his quotes are descriptions of how fabulous he is.
  • Stone Wall: Renzo's offensive capabilities are minimal. In return, not only can he be hard to take down, he can share some of that beefiness with his lane partner via shields. A Renzo active in generating enough inspiration to make the shield heal can keep the lane topped up and healthy.
  • Third-Person Person: "Renzo can't accept your love, his heart belongs to Renzo!"


Ashabel, the Dancer

Though famed across the South for her sublime dancing, Ashabel is talented in arts from poetry to song. Clients at her salon pay handsomely for hours on the arms of clever and charming companions, enjoying refined conversation and recitals… but the lady holds herself aloof, the Spirit of Elegance her only company.

Associated tropes:

  • Blow You Away: Invokes the power of the wind.
  • Geisha: Is themed around one, with her appearance and demeanor.


King Of Masks, the Master Of Illusions

Illusionist and master thespian, the King performed to crowded squares and the delight of children everywhere. But woe! The Virtuosos of the south resented his consummate skill and unbridled popularity. Our hero was unfairly banished to the wastes… but the Spirit of Madness offered him a chance for justice!

Associated tropes:

  • Combat Tentacles: His first skill summons these to attack nearby enemies.
  • Everyone Calls Him "Barkeep": He's only known as King Of Masks.
    "Name? I need no name! I am the embodiment of my art!"
  • Narrator All Along: As revealed at the end of the Origins video.
  • Through the Eyes of Madness: Never quite a normal kid (or adult), the King was cast out into the desert where he found the Spirit of Madness. His voiceover is a narration of the world according to him, which often bears little relation to reality.


Kahgen, the Raider

The bandits of the Great Abeyance desert prey on caravans of giant hathi that wind between the cities of the south. Kahgen’s band uses tar sand-fuelled grapples to haul themselves aboard the massive beasts. The coming of their boss’ Spirit of Avarice allows them to seek more ambitious targets.

Associated tropes:

  • Affably Evil: He's a bandit who's not above threatening innocent lives to earn a quick buck, sure, but in his lore, he is very, very polite while explaining how and why he's robbing somebody.
  • Artificial Limbs: Has a sand-powered grapnel assembly for a right arm.
  • Dishing Out Dirt: Uses sand in many of his spells.
  • Soft Glass: Inverted. Kahgen's moveset synergises as such: His abilities cover his enemies in sand (denoted by 'Spirit Sand' marks), and one other ability, a flamethrower, will turn that sand into glass. This causes the attack to deal more damage and stun for longer.


    The East 

The East is filled with scattered tribes.


Amarynth, the Tempest

The High Priestess of the blessed – or cursed – Shorewind tribe, Amarynth commands unstoppable forces of tide and squall through her bond with the Spirit of Momentum. Like the eastern sea, she is serene and elegant at peace, but prone to thundering rages when roused.

Associated tropes:

  • Absolute Cleavage
  • Blessed with Suck: The High Priestess of the Shorewind Tribe is possessed at times by their patron spirit, which causes them to enter violent rages. Amarynth nearly beats Cerulean to death on a regular basis, but hates it.
  • Childhood Friends: With Cerulean, who just grins and bears the above.
  • Making a Splash: Uses water in many of her attacks.


Cerulean, the Warden

Cheerful and rowdy, Cerulean swore long ago to protect Amarynth as Warden of the Shorewind tribe. Both have changed much on the outside since then, but his heart remains constant. His powers of Resilience make him as immune to her fey moods as to enemy attacks.

Associated tropes:

  • Boisterous Bruiser: Enjoys a good fight. Voluc's rivalry banter has him berating Cerulean for enjoying fights too much.
  • Blade on a Stick: Uses an odd halberd-looking polearm as his main weapon.
  • Dynamic Entry: His ultimate is a particularly shocking way to initiate a fight. But it's often used to increase his survivability, as it can heal a massive portion of his health depending on how weak his target is.
  • Jack-of-All-Trades: Most Bruisers are already quite versatile, but none represent Dawngate's gameplay design philosophies about versatility better than Cerulean. If there's a role, he can do it. If there's an item, he can use it. Initiator? Tank? Roamer? Support? Jungler? Damage Dealer? Cerulean's capability covers all the bases.
  • Stone Wall: His ability Ritual Bulwark makes him THE toughest shaper in the game. In a game where fully completed items grant an average of 55 protections, Ritual Bulwark grants him 260 protections.


Dibs, the Dreamer

From his earliest days in the eastern jungles, Dibs looked to sky. While his innumerable friends-and-relations capered through the trees, he dreamed of ways to fly over them. Now that the Spirit of Ambition allows him to touch the sky, he’s sworn to help Nissa achieve her dreams.

Associated tropes:


Faris, the Ancient

In the turbulent era that closed the Age of Majesty, Faris was built to protect the children of the powerful from a rising tide of violent religious zealotry. The Spirit of Ruin sought him after centuries alone. In this age, there are still children to protect – by any means necessary.

Associated tropes:


Moya, the Smuggler

Wanderers and smugglers, the otterkin ply the rivers in family-run barges, viewed with suspicion wherever they land. Moya has guided her crew through rough waters time and again, but her Mobility Vitality promises to bring a new level of trouble to their door.

Associated tropes:


Nissa, the High Huntress

Nissa was the High Huntress of the Stonebloom tribe until she bonded with the Spirit of Pursuit. The people of the east venerate the Spirits as untouchable, and her Vitality powers left her an outcast. She wanders with her companion Tal’ah, helping where she can, but always moving on.

Associated tropes:

  • Battle Boomerang: Of two kinds, the small one in her hand used for auto-attacks, and the large one on her back, Birraga, used for her ultimate, Final Flight.
  • The Exile: Due to being bonded to the Spirit of Pursuit.
  • Loyal Animal Companion: Tel'ah, her squirrel-like pet, follows her around the battlefield and aids Nissa by providing vision in high brush.
  • Precision-Guided Boomerang: Birraga acts as such when thrown for her ultimate. Wierdly enough though, all of the other ones thrown do not. Not for her auto-attack, and not for any of her other abilities. She simply regains another one everytime. In either case, she has the benefit of being a Shaper to explain it.


Salous, the Penitent

A member of a holy order of eastern assassin-monks, Salous had grown haunted and nauseated by his many murders. He confessed his sins to the Spirit of Control, which offered him the strength to redeem himself through deeds.

Associated tropes:


Viyana, the Purifier

Artfully bred, the product of generations of carefully preserved Blood Shaping expertise, Viyana regarded the advent of her Spirit of Purity as a natural and inevitable right. Her creators dispatched her to lead the barbarian rabble of the eastern tribes to victory.

Associated tropes:

  • Bloody Murder: Uses blood in her attacks.
  • Blue Blood: With an arrogant personality to match.
  • Cast from Hit Points: Uses health to cast her abilities.
  • Pure Is Not Good: Viyana is quite single-minded in her personality and goals, but isn't necessarily a good character.
  • Royal "We": Uses this manner of speech.
  • Stone Wall: Despite being labeled as a "Backline Support" due to her healing abilities, health costs and health scalings generally mean that good Viyanas end up with a ton of health, and then usually defenses to go on top of that. She does have to stand still for the duration of her ultimate, after all.


Sakari, the Bride of Winter

Every decade, Sakari's tribe set their most beloved youth adrift on an ice flow, offered as a spouse to the Spirits of the north for good weather and fine hunting. She doesn't speak of what happened, but returned frost-brittle and bearing the Spirit of Inevitability.

  • An Ice Person
  • Cloudcuckoolander: Sakari has something of a mental age of someone many years younger than herself. Whether it is to do with her being offered to the spirits or with her being bound to a spirit herself is a mystery, but she isn't all there 100% of the time.
  • Mighty Glacier: Deceptively tough. Sakari's passive constantly buffs her armour as she deals damage with abilities. A bonus that scales with power, even, making her tougher if she builds offensively. Though it does take some build focus to completely overcome the usual mage squishiness fully, given her lack of magic resistance otherwise, it is a likely approach given her need to constantly apply her spells and get in close.
  • Winter Royal Lady: Kind of. Though in either case, her developmental name was "Snow Queen", and the developers directly cite Frozen as the inspiration for her design.


Viridian, the Abyssal

Among the eastern Shorewind tribe, Viridian hunted whales with only a knife, diving alone into the dark and cold to provide meat, blubber, and oil. Even to his tribe, his blessings are horrifying, and before he bonded with the Spirit of Finesse, he lived alone and apart.

  • Glass Cannon: He can deal a lot of damage very quickly but does not take hits well. He prefers to stay out of sight until he can slide in, burst down an important target and get out.
  • Knife Nut: Tosses around a lot of knives.
  • Not Good with People: When asked why he's never in the camp he answers that he gets along better with gulls.
  • The Quiet One: He's not very good at speaking so he prefers to not talk at all. All his in-game quotes are very short and precise as well.


Flin & Sgt. Buttersworth

Veteran of a hundred fierce battles in the southern jungles, crusty and confident "Colonel" Flin is always happy to invite himself into a scrap. He has two advantages; his old beetle comrade "Sergeant" Buttersworth, and his new command of Valor Vitality. If only these twigsnappers would heed his vast experience...

  • Attack Reflector: Can only do this with non-shaper units. Passively, all non-shaper damage is blocked, then returned at a 500% rate of the blocked damage. It makes him incredibly hardy while jungling and tanking minions during trades.
  • Fastball Special: One of his abilities lets Flin launch himself into the fray, stunning enemies he hits. He then gets stunned himself. Fortunately, Flin has no health bar of his own to worry about, and the player can continue to control his mount as normal until he gets back on again.
  • Fluffy the Terrible: Most of the threat comes from his large, tough beetle mount: Sgt. Buttersworth.
  • Lightning Bruiser: Though rather a "Tank" than a Bruiser, his ultimate first grants a movement speed boost to himself and his allies. The boost on himself is 50%, taking him to rapid speeds.
  • Old Soldier: Eager to fight wars, especially so that he can tell the tale later. It is also the basis on which he bonded with his Spirit of Valor.


    Other Characters 

Non-Player characters in Dawngate.


Eidolus

The creator of the Dawngate, hoping to contact his lost wife in the Spirit World. This did not go so well.

Duke Anzerani

The greatest merchant prince in the west. Father of Mikella, Petrus' employer, and the man who funded Eidolus' project to create the Dawngate.

  • The Man Behind the Man: He's not a shaper, but through the events of the chronicles gains a few under his belt, some of which have even gone on to make connections with even more shapers. Ever since the Dawngate opened, he's been mobilizing to gains as much control and profit from this event as possible, and consequently some Shapers are fighting the fight for Anzerani's gains.
  • Merchant Prince: Anzerani's wise investments and ruthless decision making make him the richest man in the west. In a region where making money is of the highest value (albeit as a means for what they actually value, which is novelty), this basically makes him head of the Western area.


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