A character sheet for Gems of War, including generic troops. They're sorted by the kingdom the game deems them affiliated with, but in fact, it's possible to encounter them elsewhere as well.
- Gadgeteer Genius: A gifted inventor, but not very good at controlling his inventions.
- Hands Off My Fluffy!: Sparkgrinder's quests are all about stopping something called Carnex from destroying Adana, but he's shocked at the idea of destroying it. It turns out to be one of his mechanical creations run riot, and he's adamant that he can fix it.
- Summon Bigger Fish: It turns out that Sparkgrinder's plan to stop Carnex (his rogue mechanical construct) is to build "Mega-Carnex", an even more dangerous version. He insists it'll work as planned, this time.
- Alchemy Is Magic: The city is home to a lot of alchemists, some of whom fight you; their special ability, appropriately, transmutes one colour of gem into another and generates gold.
- Porky Pig Pronunciation: The Royal Engineer's Flavor Text is "I'm an Engeneer... Enginere... Enjineer... I'm good with math."
- Steampunk: Adana is more technologically advanced than the other kingdoms, and its units are often mechanical (e.g. the Flame Cannon or the Steam Turret) and/or armed with guns (e.g. the Musketeer).
Herald of Chaos
- Black Knight: Has the looks of a demonic knight, but is a good guy at heart
- Cool Sword: Wields one according to his magic attack.
- HeelFace Turn: Although initially pretending that the various fights he leads the player to are just "tests", he eventually decides that players deserve to know the truth.
- Noble Demon: A demon knight who's still valiant, noble and ultimately sides with the player.
- Fallen Hero: The Blighted Lands have a way of turning any heroes who go there into twisted monsters. That's the plan for the player as well, although it doesn't turn out like that.
- Horny Devils: One of the troops from the Blighted Lands is the Succubus, who has a Kiss of Death ability which drains a target's mana and leaves it vulnerable.
- Incendiary Exponent: Quite a number of troops from the Blighted Lands are on fire. The Hellhound and the Hellcat, for example. It fits the "hell" theme.
- Satan: The King of Hell is the final boss, though as the Herald mentions, he has Resurrective Immortality, and will eventually reform.
- Big Damn Heroes: During Dark Song's campaign, he will appear to help you when the Gurakk's kidnapped. He also appears in other campaigns, such as Maraj's Sin.
- The Exile: Luther, the quest-giver for Broken Spire, is an exiled knight out to redeem himself by completing his original job.
- It's Personal: How he feels about conquering the Broken Spire.
- Kill It with Fire: After seeing that the Ettins have reanimated his companions as mindless undead, he decides to burn down the keep to destroy their desacreted spoils and honor their memory.
- The Leader: Invoked by his skill, which gives a generous boost to all his allies.
- Mix-and-Match Critters: The Rhynax is apparently some sort of bull/rhinoceros combo.
- The Necromancer: An Ettin Cabal on the island has revived Luther's former men as undead troops.
- Our Dragons Are Different: The boss of the island is a gigantic dragon made of stone and magma called Shekka.
- Rock Monster: Stone Giants are what they sound like. They carry uprooted trees as clubs, and judging by their icons, hit hard enough to crack the ground.
- Skeletons in the Coat Closet: Ogres wear human skulls on their necklaces, which their card's text notes to be a good way of conveying "Dont mess with me".
- Our Dragons Are Different: She's a massive female red dragon who breathes fire and is trying to remember who she's looking for.
- "Shaggy Dog" Story: Completing the Blighted Lands storyline reveals that her companion went ther and was corrupted by the King of Hell.
- Battle Thralls: One of the troops associated with Darkstone is the Thrall; they're presumably not happy to be fighting, and their special move actually hurts them (in addition to other effects).
- Magic Cauldron: The Hag unit is depicted carrying a sort of mini-cauldron, overflowing with a bubbling, glowing, purple substance.
- No Peripheral Vision: The impracticality of the Dark Master's eye-holes-only helmet is lampshaded by his card's text.
- Whip It Good: Dark Master's magic allows them to strike an enemy with their whips for massive damage, summoning a Thrall if successful and increasing the attack of all allies.
- Archer Archetype: Carries a bow, and her special attack is called Rain of Arrows.
- Due to the Dead: She isn't pleased to find that the crew who died when her ship was wrecked have been raised as undead, which she considers a desecration.
- In the Hood: Her attire include a cape with a hood, which she wears on always.
- Ms. Fanservice: An attractive redhead with large breasts and clothes showing off a generous amount of skin.
- Pirate Girl: It turns out that she is one, before being shipwrecked in Divinion Fields, or rather a corsair. She doesn't look particularly piratical now, though.
- She does appear as a boss in Little John Bronze's storyline in Blackhawk.
- Egomaniac Hunter: Orion, leader of the centaurs; this extends to hunting Atlanta, the quest-giver.
- Night of the Living Mooks: Orion will summon the dead to join the Hunt.
- Our Centaurs Are Different: Divinion Fields, as noted, is the land of centaurs. True to common form, they're avid hunters (although most of them aren't depicted using bows. Unlike some depictions, there are female centaurs (the Star Gazer troop).
- Pegasus: One of the non-centaur troops from Divinion Fields is the pegasus. Whether they're intelligent like the centaurs or are simply used by them (albeit not, presumably, as mounts) isn't stated.
- Big Brother Istinct: He still goes after Tyri when she's swallowed by the Great Maw.
- Sibling Rivalry: Has some of this going on with Tyri (his sister met in Zhul'Kari). He sees himself as the responsible side of a Foolish Sibling, Responsible Sibling situation (and could certainly be argued to be right).
- "Arabian Nights" Days: The general theme of the kingdom, shown in particular by the Djinn and Ifrit units.
- Bare Your Midriff: The Djinn unit, as shown in the picture.
- Cute Monster Girl: The Djinn who looks like a human female.
- Fog Feet: The Djinn unit with her bottom half ending in some fog like thing, as seen in the picture.
- Giant Flyer: In keeping with the theme, the Roc (out of Middle Eastern folklore) is found as a troop.
- Sand Is Water: One of the troops found in this kingdom is the Sand Shark.
- Sand Worm: The Great Maw, which may well be inspired by that of Dune. (The card text is "Arrakis called. It wants its worm back.")
- Find the Cure!: The bulk of the Forest of Thorns quest-line involves Rowanne's attempts to find a cure to the corruption there. It also involves fighting off elves who think looking for a cure is a dead end.
- Hands Off My Fluffy!: Rowanne wants to cure Gloom Leaf, the corrupted treant. The elves, on the other hand, think he needs destroying, which leads to conflict.
- My God, What Have I Done?: It turns out that Gloom Leaf's corruption was an accidental result of Rowanne's meddling; she wanted to change his mind about something and tried to use magic.
- Plant Person: Rowanne is part-way to being a tree, but is considerably more human-like than the treants. (On the other hand, she's more tree-like than the standard Dryad troop, who seem to have skin.)
- Garden Garment: Dryads "wear" leaves. The text for their card wonders what they do in autumn.
- Hot Skitty-on-Wailord Action: The card for Owlbears says that the question of how they arose "boggles the mind".
- Our Elves Are Better: The elves of the Forest of Thorns, being close to nature and suchlike. They're antagonists in the relevant quest-line, since they want to end the main antagonist's threat by killing him rather than curing him (as the quest-giver wants).
- Treants: One of the troops associated with the Forest of Thorns is the Treant, a walking, talking tree. One of them is the main antagonist of the Forest of Thorns quest line, having been corrupted.
- Tree Top Town: The Forest of Thorns is supposed to contain these, although we don't actually see them in the course of gameplay.
- You Wanna Get Sued?: The fact that the Glade Warden troop is pretty clearly Orlando Bloom's Legolas is lampshaded by the card text this way.
- The Archmage: The most powerful wizard the elves has, and his one-shot magic greatly boosts his allies' magic. He's also the only elf with a sizeable beard.
- My God, What Have I Done?: He genuinely regrets putting you into danger for dabbling with the glacial fairy folk.
- An Ice Person: Mab, the Winter Queen, is naturally this. The Snow Sprite qualifies as well.
- Expy: Of Maleficent: she's a cold fairy monarch whose pet raven can turn into a dragon. Unlike Maleficent though, she's a villain.
- The Dragon: Her pet raven is actually the monstrous Borealis.
- Fearsome Critters of American Folklore: The Jackelope troop is, naturally, based on the mythical jackalope (with a slight spelling difference).
- Enemy Mine: Averted, possibly by Idiot Ball: while you run across inquisitors from Whitehelm fighting the undead, Avina asks you to take them out so that they won't create much confusion. The option of explaining herself and joining forces is never offered.
- Torches and Pitchforks: Players first meet Avina when she's being chased by an angry mob of citizens.
- Vampire Hunter: Avina is trying to oppose the vampire lords who rule Ghulvania, but isn't getting much local support (since the villages fear retaliation.
- Wooden Stake: Her spell, which deals a lot of damage and twice as much against the undead.
- Bat Out of Hell: The Purple Bat, monstrous demonic entity of a cult terrorizing Ghulvania, as well as the Final Boss.
- Cannibalism Superpower: Zombies seem to work like this; their special attack is Eat Brains, which not only heals them but increases a random skill (suggesting that they've absorbed something from the brains' owners).
- Flesh Golem: One of the troops associated with Ghulvania; three limbs, one-and-a-half heads, and surplus mouths.
- Our Banshees Are Louder: The Banshee troop has Scream as a special attack which does direct damage.
- The Undead: Troops associated with Ghulvania include Ghouls, Zombies, and skeletal Grave Knights.
- Amazonian Beauty: Despite being an Orc, she's rather attractive if muscular.
- Badass in Distress: You encounter her on the run from an Orcish warlord who wants to forcibly marry her and is sending wave after wave of troops to capture her. Later on she's captured by Grok'Nar's minions and you must crash the wedding party to save her.
- Blood Knight: She states that she loves fighting. Her way to get rid of her Stalker with a Crush is beating up his minions and burning their bases to the ground.
- Irisless Eye Mask Of Mystery: Her eyes glow blue through the holes of her mask.
- Mrs Fanservice: Not only she's quite attractive in spite of being a Gurakk, but this is a point In-Universe, as Grok'Nar's in love with her and wants to make her his bride.
- Underboobs: Her outfit shows the lower side of her breasts.
- And Now You Must Marry Me: Grok'Nar's entire motivation is to forcibly marry Dark Song, even to the point of force-feeding her a Love Potion to make her love him.
- Cyclops: One of the troops associated with Grosh-Nak. The depth-perception problem is lampshaded by their card.
- Not Good with Rejection: You and Dark Song bring down a whole garrison and set it ablaze. Grok'Nar thinks it must be a love message to him.
- Was Once a Man: The orcs of Grosh-Nak were once... well, not human, but something less violent and nasty than orcs. Specifically, Gurakk, a playable race.
- Amnesiac Dissonance: When Ferit finds out that he was once one of the slave-keeping, horror-summoning warlocks he now fights, he's not at all pleased.
- Cloud Cuckoolander: On top of his amnesia, Ferit isn't quite all sane, hearing things which aren't really there. It turns out that these are echoes of what he used to know.
- Identity Amnesia: Ferit doesn't know his own background, but hears "whispers" which are probably remnants of his lost memories.
- Slave Liberation: Ferit may not quite know who he is or what the situation is, but he knows that slavery must be opposed.
- Summoning Ritual: The thing which Ferit vaguely knows must be stopped turns out to be an attempt to raise Abhorath, an evil god-like thing.
- Taste Like Purple: He can feel premonitions in the surrounding enviroment... through unusually employed senses... such as "tasting the wind" or "smelling the stones" and so on.
- Eldritch Abomination: Several of them lie dormant under Karakoth, and a rather big one called Abhorath is the Final Boss.
- Evil Sorcerer: Karakoth is lousy with them. They have towers all over the place, and use them as bases for excavating ancient ruins full of things better left undisturbed.
- Expy: The Void Portal is an Oblivion Gate, right down to the artwork and suspiciously similar name.
- Golem: One of the troops associated with Karakoth, though these ones are decidedly rocky rather than clay-y.
- Planet Eater: Abhorath, if his special skill "World Eater" is anything to go by.
- Sinister Scythe: Sorcerers uses one as their weapon of choice to channel spells. True to that, Necromancer and Sorcerers are advantaged with Scythes.
- Dragon Hoard: Emperina has lost one of these to the dwarves. The player is recruited to help recover it (which isn't usually the side of the equation that protagonists are on).
- Dig Attack: The Rock Worm troop (which seems to be a Sand Worm, except for rock) has Burrow as its special attack, which allows it to attack the rearmost enemy of the other side.
- Dug Too Deep: Leave it to the Dwarves to being mesmerized into digging a hole and releasing a demonic god-tier Elemental Embodiment of magma and rock.
- Our Dwarves Are All the Same: The dwarven troops fit the typical image of fantasy dwarves exactly bearded, grumpy, interested in subterranean wealth acquisition, technologically inclined.
- This Is a Drill: The Deep Borer troop has a pair of drills at the end of each limb, and its special attack is to use them.
- An Axe to Grind: His weapon of choice is a massive, burning axe.
- The Paladin: first encountered guarding the borders of Khetar, trying to prevent anyone from getting in.
- Stone Wall: His magic will consume purple gems to both give himself Barrier (which prevents damage dealt to him from the next source) and increase the armor of all his allies.
- Tomato in the Mirror: He's undead too. However, his Paladin oaths won out, keeping him sane and relatively on-mission even when his soul was ripped from his body.
- Knife Nut: She dual wields daggers, fittingly enough.
- Hitman with a Heart: Near the end she confesses that she was hired to assassinate Emperor Khoresh, but after seeing how brutal and wrong the rebels are, she opts for faking his death and let him escape.
- Horse of a Different Color: The Lion Prince troop rides giant, armoured lions. Emperor Khoresh rides an even bigger, more ferocious monster.
- Kukris Are Kool: If "kukri" can be extended as far as the Egyptian khopesh, then the Khopeshi troop counts. Its special ability makes use of the hook to "pull" other troops (rearranging the enemy's team).
- Ms. Fanservice: The Devoted unit: a beautiful woman with large breasts clothed in a skimpy outfit composed of cloth straps and golden plates.
- Our Manticores Are Spinier: The Manticore is a troop for the Leonis Empire. It's the kind with bat-wings, and also has the "melodic voice" aspect found in some of the stories (since it's special ability is a song attack).
- Religion of Evil: Zigzagged, the followers of Orpheus have turned against Khoresh and are sided with the rebellion, but it's unknown why they're doing that.
- Action Girl: One that looks more like a melee fighter, thanks to her sword, shield and armor.
- Enemy Mine: In the Urskaya campaign she joins forces with Baba Yaga against the enemies.
- Little Red Fighting Hood: The plotline of Maugrim Woods references the story of Little Red Riding Hood; the quest-giver is a young woman named Scarlett (complete with red hooded cloak) in a land of wolf-people.
- Sinister Scimitar: Averted, she's part of an order hunting evil beasts and monsters.
- Breath Weapon: Cockatrices have a breath attack. (In mythology, they usually have a Deadly Gaze instead, but not always).
- Dire Beast: The Dire Wolf is, as per its card, "like a wolf, only more dire". They're distinct from the wolf-people who live in the same area.
- Hellhound: Cerberus, the demonic entity worshipped by the Wargare.
- Wolf Man: The population of Maugrim Woods seems to be mainly wolf-people (called Wargare).
- Bears Are Bad News: One exception to the wolf theme is the Barbearius troop, which (as you'd expect from the name) is bear-based.
- Bad Liar: Initially, not obviously terrible. But since the first thing that happens in each dialogue after the first is admitting to the lie from the last dialogue, he quickly becomes impossible to take seriously.
- Knife Nut: He wields curved daggers in combat and is an assassin. No wait, rogue. Both, possibly.
- Charm Person: The Lamia troop has this as her special attack; it compels one enemy troop make a single attack on another.
- Deadly Gas: Venoxia has a Breath Weapon which uses this, doing damage to all enemies regardless of armour.
- Man-Eating Plant: The Swamplash troop is an unpleasant-looking mass of twisting tendrils that form a sort of mouth, wrapped in giant petals.
- Reptiles Are Abhorrent: Many of the enemies in the Mist of Scales are reptilian people; the Lamia and Poison Master are Snake People, while the Scale Guard seems to be Lizard Folk.
- Dreadful Musician: His music is apparently bad enough to cause entire villages of satyrs to attack him out of the blue.
- Jerk with a Heart of Gold: While he does tell you to, pretty much, raid the Vale just so he can find inspiration for a song, he eventually realizes that something's amiss and helps you killing the Silent One.
- Wandering Minstrel: Elwyn is a musician and poet, although he isn't much appreciated in this capacity.
- Dumb Struck: The special attack of the Silent One is to apply the Silence effect to all enemies but also himself.
- Enthralling Siren: The Siren troop here depicted as a winged humanoid has Lure as its special ability, damaging a selected target.
- Fauns and Satyrs: Pan's Vale is home to them (as befits a place named after the Greek god Pan), and some of the troops connected with it reflect this.
- In the Hood: The Silent One's face is completely obscured by a hood.
- Meaningful Name: The Silent One. Lampshaded by his flavour text, which reads: "...."
- Intrepid Merchant: Finley is found trying to cross the Pridelands with a caravan, and needs an escort.
- Cat Folk: The inhabitants of the Pridelands are often some sort of feline/humanoid combination; the Pride Hunter and Rex Warrior are lion-esque, while the Shadow Hunter is black-panther-esque. (There are also sabertooth lions, but they're just that, not cat folk.)
- An Axe to Grind: His weapon, of course.
- Blood Knight: Really enjoys beating the tar out of Giants.
- Boisterous Bruiser: He rushes into battle with no fear for his death.
- Expy: Of Trollslayers from Warhammer.
- An Ice Person: The Ice Witch troop is covered with icicles and has a special ability called Aura of Ice.
- Our Giants Are Bigger: Stormheim features Frost Giants as a general troop. There's also Jarl Firemantle, a fire giant. Both carry large axes.
- Valkyries: One of the troops connected with Stormheim, in keeping with its Norse theme, are Valkyries although these ones are depicted with actual wings, which they didn't traditionally have.
- Blood Knight: He's come to Sword's Edge to test his skill against all sorts of enemies and monsters.
- Cat Folk: Tau is a lion-person, presumably having come from the Pridelands next door to the kingdom in which he's found. He's certainly proud and combative, fitting the image.
- Giant Flyer: Griffin Knights ride what they're named after, and have a special attack called Death Dive.
- Jousting Lance: The Lance Knight, as its name would indicate, carries one of these.
- Kingdom With a Dark Secret: While Sword's Edge is a kingdom of righteous knights and paladins, the story of Tau reveals that apparently the Knights Coronet come from the aura created by the eldritch Shadow Dragon.
- Magic Knight: The Knights Coronet, in addition to being tough-looking armoured figures, have an aura of magic around them.
- Innate Night Vision: Wolf Knights have it, according to their card, although the absence of a day/night mechanic in the game means that it's only interesting as background information.
- And Now You Must Marry Me: It turns out that Moloch, the daemon who is mind-controlling the authorities in Whitehelm, wants Sapphira to be this. The exact reasons aren't explained, but she's certainly not interested.
- Brainwashed and Crazy: In the penultimate mission she succumbs to Moloch's call and you're forced to beat the spell out of her.
- Friendly Neighborhood Vampire: According to Sapphira, vampires have lived peacefully in Whitehelm for years, and it's only recently that she has come under attack by religious authorities. If she was once "friendly", though, she's not now.
- Hot-Blooded: Sapphira, the local quest-giver, is rather impulsive and reckless; after she was attacked by religious warriors, her response was to immediately attack the nearest town and burn down its temple, ignoring both short-term outnumbered-ness and long-term consequences. (As her card's text says: "Not all vampires are evil, some are just crazy.")
- The Nose Knows: At one point, Sapphira tracks down the next set of enemies by following blood, which she can do as a vampire.
- Roaring Rampage of Revenge: Sapphira, a vampire aristocrat in Whitehelm, was attacked by the religious authorities despite traditionally being at peace with them, and doesn't know what has changed. She's quite pissed off, and isn't the type to take it quietly; her retaliation involves fighting large numbers of holy warriors and burning down a temple. (She does eventually accept arrest, but un-accepts it when a proper trial isn't forthcoming.)
- Trial by Combat: When the authorities in Whitehelm won't give her a proper trial (for whatever it is she's even accused of they were slow in saying), she insists on trial by combat instead. The authorities undermine even this by insisting that it be in daylight (and she's a vampire).
- Van Helsing Hate Crimes: The quest-giver for Whitehelm is Sapphira, a vampire noblewoman. She says that vampires have traditionally lived in peace with other residents of Whitehelm, and is outraged (and vengeful) that the religious authorities are trying to do away with her. It's actually not because she's a vampire; it's because they're under demonic influence.
- Weakened by the Light: When Sapphira insists on Trial by Combat (having been refused a proper trial), her accusers insist that it be fought in broad daylight. Since she's a vampire, this is a problem for her.
- Wrongful Accusation Insurance: Averted. Sapphira's resistance to being "arrested" by the Whitehelm authorities is proven legitimate (since they were under demonic possession), but because she's not the type not to pull punches when hitting back, her resistance involved killing a lot of paladins and priestesses, plus burning down a temple just to piss them off. As such, she acknowledges that she's still going to be rather unpopular for a while, and she joins the player's army rather than stay in Whitehelm.
- Blindfolded Vision: The priestesses of Whitehelm wear blindfolds, but can still go into battle.
- Knight in Shining Armor: Whitehelm's Templar and Paladin troops fit this archetype, being good-aligned religious crusaders.
- Living Statue: One of the troops from Whitehelm is the Archon Statue, an animate statue of an angel-like being with a big sword.
- Mix-and-Match Critters: Whitehelm's Sacred Guardians are lions with wings.
- The Paladin: One of Whitehelm's troops, and explicitly dedicated to good. However, they appear as opponents in the Whitehelm questline, being sent to arrest Sapphira thanks to being under demonic possession.
- Religion Is Magic: The priestesses of Whitehelm have healing and protective magic.
- Our Ghosts Are Different: She's a female minotaur for once, and she's looking for the thing that killed her in combat.
- A Load of Bull: Wild Plains is home to minotaurs (specifically the Tauros and Soothsayer troops).
- Hydra Problem: There's a Hydra troop, and its famous feature is represented in its special attack; the base damage is boosted by however much damage to its health the troop has taken, reflecting the extra heads which the Hydra now has. (The Hydra doesn't actually gain any extra health to represent the increased difficulty in killing it, however.)
- Witch Doctor: The minotaurs are noted for their shamanistic beliefs, and the Soothsayer troop can use Soul Power magic.
Brian the Lucky
- The Alcoholic: He cheers at every turn and victory. Heck, his spell is cheers!
- Why Did It Have to Be Snakes?: Early on, Brian claims to be terrified speechless of Black Beasts, and asks you to help him overcome his fear.
- Adipose Rex: The Goblin King is notably bulkier than other goblin troops, which is reflected in him not getting a free turn after special attacks (as all other goblins do). Also, the Queen.
- Cute Monster Girl: The Goblin Princess, surprisingly enough, is this.
- Devour the Dragon: Inverted, Black Beasts can devour an ally, obtaining all his magic, armor, attack and residual life. Since the Goblin King has one of those beasts in his ranks during the final battle, it's not rare for the Black Beast to devour the King to increase in power.
- Fragile Speedster: Goblins tend to be this, reflected in the way all their units (except the obese Goblin King) gain an extra turn after using their special attack (in effect getting the attack while still allowing you to make a regular move).
- Horse of a Different Color: Some of the goblins ride into battle on boars.
- Lethal Joke Character: Tyri has an ability, Treasure Hunt, which destroys gems, always gives a small amount of money, and might give a treasure map. At first, this seems useless since it wastes an attack and only gives a map 20% of the time. However, once she has enough magic to destroy enough gems to fill her own magic meter, a Tyri at the front of the group can spam that ability nearly constantly when she is alive, giving you piles of Treasure Maps much quicker than the slow way, and allowing you to farm the Treasure Hunting mini game for premium currency. To make it even easier, putting together a team made of other unique elf characters, other unique Zhul'Kari residents, or both (Zhul'Kari has a number of Elves) gives you even more magic, to the point where in addition to refilling her own meter, she starts giving mana to the others on the team.
- Lovable Rogue: She's pretty cheerful and easygoing for a treasure hunter (and would-be thief) in the middle of a dark, horror-filled forest.
- Portal Door: The jewel that Tyri spends her quest looking for turns out to be on the other side of one and it's the anchor for that portal, meaning that taking it will collapse the portal and leave the taker trapped.