This mod is a community driven expansion to the game For the King. The content of this mod is meant to keep the original spirit of the game while adding new features, characters, abilities, items, balancing, bug-fixes, and more!
The paladin is a brand new character (complete with custom 3d model!) whose purpose is to help the viability of tank characters.

When the paladin uses focus on an attack, each party member is healed for 8% of their max HP.
In the overworld, if paladin uses focus (movement, stat check, etc.) at the end of that turn friendly players within a 2 hex radius are healed for 15% of their max HP.
When paladin kills an enemy, her lowest health ally is granted protection.
The Defibrillator is the first in a line of hammers attuned to vitality. The Defibrillator is a mid/late-game, one handed weapon intended to make vitality builds viable.
https://user-images.githubusercontent.com/30760231/225162743-9964c04c-57c1-4e3d-a0db-e715c4e6edf7.mp4
Allegedly, this exists somewhere in the game already. However this Pugio is intended to serve as the paladin's starting weapon.
The primary weapon of a hero fortold, the Silver Longsword, is an two-handed awarness sword that can deal physical or magic damage (like the Druid bow).
Abillity: Silver Edge
The Silver Edge ability adds 1 physical damage for every resist the target has. (under construction)
Taunt has been reworked in an attempt to make tank characters more viable. Changes include:
Impervious Armor
Impervious armor has been added to the game, which is armor and resist that cannot be pierced. Currently the only way to get impervious armor is via taunting. But perhaps a certain sanctum could be revived...
Base game behavior
In the base game when Find Herbs procs it is put on cooldown until the next turn cycle. This means that in dungeons (icluding Hildebrant's cellar) only one herb may be found for the entire dungeon run.
Modded behavior
Find Herb now checks to see the players are in an infinite dungeon. If so, Find Herbs is not subject to a cooldown.
This mod does not change the behavior of lore. The lore you gain while playing the modded version will persist into vanilla and vice versa, as will your unlocks from the lore store.