Knights of the Chalice 2 cover
Knights of the Chalice 2 screenshot
Genre: Role-playing (RPG), Turn-based strategy (TBS), Adventure, Indie

Knights of the Chalice 2

Knights of the Chalice 2 Version 1.73

Hello everyone! Version 1.73 of Knights of the Chalice 2 has landed.

Today's update adds new monster sprites for the Marilith and Giant Frog, a new soundtrack, and a new introduction screen for Augury of Chaos. There are also a few bug fixes and an engine speed improvement when casting summoning spells.


  • Engine: Added some code to remove a slowdown in some cases when a summoning spell is used.
  • Bug Fix: Fixed a bug with the module's introduction image when an intro image has been set, but not a title image. Thank you so much Gandalf for the heads-up!
  • Bug Fix: Fixed a display bug in full-screen mode when displaying maps smaller than the screen. Thank you for the bug report, Gandalf!
  • Bug Fix: Fixed a graphic bug when displaying dwarf sprites in water or fog squares.
  • Graphics: Added new sprites for the Marilith and for three types of Giant Frogs.
  • Graphics: Summoned Mariliths will now have the new Marilith sprite.
  • Graphics: The rotating selection circle displayed around a creature who is fading out will now also be fading out at the same time.
  • Graphics: Improved the graphic effect on characters when standing within water squares or magic fog squares.
  • Augury of Chaos: Added a couple of new images to be displayed as the Augury of Chaos introduction screen.
  • Augury of Chaos: Gave the feat Excellent Two-Weapon Fighting to the Marilith general in Augury of Chaos.
  • Augury of Chaos: Giant Frogs in the module Augury of Chaos will now have the new Giant Frog sprite.
  • Music: Added a new soundtrack for the Augury of Chaos introduction screen and Augury of Chaos party-creation interface.
Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Brave Heroes and Wise Mages of the Realm! Enjoy :-)

Knights of the Chalice 2 Version 1.72

Hello everyone! Version 1.72 of Knights of the Chalice 2 is here! It fixes a bunch of bugs and adds new feats for the Paladin and Gladiator, the Lay On Hands and Scare Undead abilities of the Paladin, the Paladin's Oath, and new sound effects for spells.

Note to module creators: you'll need to paste the file Modules/Augury of Chaos/Spells.sml into your module folder in order to allow Paladins to use Lay On Hands and Scare Undead. Alternatively, if your module has custom spells, please open your spell list in the Module Editor, click on import to import the file Modules/Augury of Chaos/Spells.sml, and then import Lay On Hands and Scare Undead into your Spells.sml file. Thank you!


  • Added the Paladin's Oath. You select an Oath at level 1 and receive unique benefits at level 1 and level 11. You can choose between the Oath of the Defender, Oath of the Hospitaler, Oath of the Avenger, Oath of Devotion, Oath against Undeath, Oath against Fiends, and Oath against Dragons.
  • Added the Paladin abilities Lay On Hands and Scare Undead. A big Thank You to everyone who contributed ideas and suggestions for the Paladin!
  • Added the Paladin feats Extra Lay On Hands, Improved Lay On Hands, Improved Scare Undead, Fervent Faith, Widened Protection.
  • Augury of Chaos: reviewed the Paladin NPCs to give them the new Paladin abilities. Also updated the pre-generated Paladin player characters.
  • Added the new Gladiator feat Superior Throw Creature.
  • Fixed a bug with the Mage Knight's feat Improved Enhance Ability.
  • Fixed a bug with the Paladin's feat Mystic Shield. Thank you for the bug report Christiano!
  • Added new sound effects for the spells Boulder Strike, Fireball, Lay On Hands, Scare Undead.
  • Fixed bugs with the script commands "Give HPs" and "Set HPs". Thank you so much kai for the heads-up!
  • Fixed a bug with party items that have charges not getting replenished when the party rests, if the item was stored in a container.
  • Added missing text in the help entry for Halted.
  • Fixed an error concerning Reach Weapons in the help entry for Weapon Groups.
  • Fixed a display bug in the Module Editor, in the equipment page of the Creature Editor, when right clicking on an item and bag items were displayed.
  • Fixed some issues in the inventory screen when your backpack is full, or when using Spiked Gauntlets.
  • Corrected an error in the text of the help entry for the Light Weapon Restriction of the Mantis, and added a link to it in the entry for the Mantis.
  • Added a tooltip information bubble in the Effects interface of the Creature Editor, saying that only permanent effects can be added in this screen (rounds-based conditions can be given through a pre-battle script). Thank you Kyle for the heads-up!
  • The alignment Lawful Good will be automatically selected when creating a Paladin.
  • Fixed some issues in the character-creation interface when choosing a class specialisation option and then clicking cancel (the selected option wasn't getting reset).
  • Fixed a bug in the character-creation interface where the Hit Points of a newly-created character would be displayed as "uninjured" in the character sheet, rather than the actual number of HPs.
Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You For Your Stalwart Support, Valiant Paladins of the Realm! Rejoice :-)

Knights of the Chalice 2 Version 1.71

Hello everyone! Version 1.71 of Knights of the Chalice 2 has landed. It adds two important new feats, fixes lots of bugs, and creates new opportunities for custom modules to shine!


  • New Feats: Added two new feats accessible to all the character classes: Excellent Two-Weapon Fighting, and Graceful Charge. Graceful Charge allows you to bypass creatures when charging, especially if you also have the feat Overrun. Very useful for all melee classes! Excellent Two-Weapon Fighting reduces or eliminates the attack-roll penalties when fighting with two weapons. Great if you'd like to use two large weapons and your character isn't a Fighter or Gladiator! Fighters and Gladiators can receive a different benefit if they take the feat. Thank you so much Kyle for these awesome feat suggestions!
  • Engine: Spells with a line area of effect will now stop when hitting a tall obstacle (being defined as any square of altitude 15 ft above the origin square or higher). The reason for this change is that I've seen the AI use Lightning Bolt through castle towers, which doesn't seem right.
  • Engine: Large creatures, when squeezing, won't take falling damage when one of the squares they occupy changes altitude (unless it's the creature's 'main' square, the top-left corner of the area occupied).
  • Engine: Added a few speed optimisations to accelerate the AI and gameplay.
  • Module Editor: In the Module Editor, you can now set for a module a custom (1000 * 730 pixels) introduction screen, a custom (1000 * 730) title image that will appear on top of the introduction screen, a custom music for the introduction screen, a custom music for the party-creation screen, a custom music for the character-creation screens one and two, a custom music for the character-creation screens three and four, and a custom music for the 'Escape' menu during play. Please go to your module's Module Data screen to set these.
  • Module Editor: In the Script Editor, added the possibility to retrieve the 'Name of the item user or caster'. This allows us to have items that apply an effect or cast a spell directly on the character holding the item. Thank you so much Kai for the heads up in the forums!
  • Bug Fix: Fixed a bug with the Mage Knight feat Improved Shocking Grasp not improving the damage from Shocking Grasp and Greater Shocking Grasp. Thank you so much Christiano!
  • Bug Fix: Fixed a bug with the Wizard spell Globe of Invulnerability having no effect. Thank you so much Christiano and frgrndrgns for the heads up!
  • Bug Fix: Fixed a source of crashes when using the Delay action in large battles. Thank you Christiano for the bug report!
  • Bug Fix: When creating a Rogue character, the game will now require you to select a Rogue specialisation. Thank you Christiano for the heads up!
  • Bug Fix: Fixed a bug with the Cleric/Bishop feat Fast Touch Domain Powers. Thank you so much Christiano for the heads-up!
  • Bug Fix: Fixed a bug that occurred whenever a script command would remove from a dual-wielding character his or her main-hand weapon. Thank you Kyle for the heads-up!
  • Bug Fix: Fixed a bug with the spell Produce Flame not getting empowered when cast by Fire Druids. Thank you Christiano for the heads-up!
  • Bug Fix: Fixed errors associated with the feat Epic Overrun.
  • Graphics: Fixed a graphics issue associated with Dwarf paperdoll images.
  • Augury of Chaos: Added a line in the Quest Journal entry for the quest of the Vanishing Sword highlighting the fact that if you go to any location not leading you towards the sword, the quest will be marked as cancelled. Thank you Kyle!
  • Help Entries: Improved the in-game description of the spell Halt Undead and, in the help entry for magic weapons, added a note saying that you need at least a +1 enhancement value on a weapon or armour in order to enchant the item with other enchantment types like Flaming.
  • Weapon/Armour Enchantment: In the weapon and armour enchantment interface, a note '+1 Required' will appear when the selected item hasn't yet received any enchantment. Thank you so much Kyle for the heads up!

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Fearless Heroes of the Realm! Enjoy :-)

Knights of the Chalice 2 Version 1.70

Axes High! Version 1.70 of Knights of the Chalice 2 celebrates our worthy friends, the Mighty Dwarves! Join the party, everyone's invited! ^_^


  • New Feats: Added two new feats for Dwarves: 'Giant Hunter' and 'Shieldbearer'.
  • Graphics: Added modular Dwarf sprites, complete with a selection of beards, Dwarven armour, and Dwarven shields and weapons, including magical ones! Potentially, you could also use the Dwarf sprites for a Half-Giant character, by setting the character's height above 100%.
  • User Interface: Reworked the Character-Creation Interface so that the first choice you make is the character's race, and selecting a race/subrace/gender will automatically set the character's physical appearance to something appropriate for that race. That way, you no longer have to spend time configuring the appearance of a character if you just want to create a new character without worrying about what he or she looks like.
  • Enemy AI: Enemy archers won't use 'Rapid Shot' when they don't have enough arrows left to benefit from it.
  • Bug Fix: Fixed a bug when changing the name of a weapon or armour in the inventory screen. The item would disappear after changing the name.
  • Bug Fix: Psychic Healers of level 1 that have the feat Healing Focus will now be able to activate the power Cell Division. The game wasn't taking into account your feats when checking the caster level of a psionic power. Thank you so much Kyle for the bug report!
  • Bug Fix: When launching a new module starting on a map containing no activable zones at all, there was still a source of crashes. This is now fixed. Thank you Kyle for the heads-up!
  • Bug Fix: Fixed an issue with ambient sound sources associated with a hidden activable zone.
  • Bug Fix: Fixed a source of crashes when an enemy character with multiple ranged attacks only has one arrow left in his ammunition slot and starts his round using a full attack to shoot. The game would crash after processing the first shooting attack, due to an empty ammunition slot. Thank you so much Steve for letting me know about this bug!
  • Bug Fix: Fixed a bug concerning the energy damage reductions of characters when swapping items in the inventory screen. This was a potential source of crashes and memory corruption.
  • Pregen Chars: The Dwarf pre-generated characters, Griswack and Belissaria, now have a Dwarf sprite, and the Drake pre-generated characters, Haphel and Cromwall, now have a wing sprite.
  • Augury of Chaos: Changed the sprite of the Blackfire Shield from 'acid' to 'flaming'.
  • Help Files: In the Help Entries for the conditions 'Enlarged' and 'Reduced', added a line indicating that the change in damage rolls does not apply to your Natural Weapons (claws, bite, etc). Also improved the formatting for the Help Entries of the Feats Oversized Two-Weapon Fighting and Overrun.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You For Your Support, Loyal Mages and Warriors of the Realm!! Rejoice :-)

Knights of the Chalice 2 Version 1.69

Hello everyone! Here's version 1.69 of Knights of the Chalice 2. It's a small update:


  • Bug Fix: Fixed a bug that could occur when changing the name of a character, especially the name of the party leader. This could result in scripted sequences not getting launched after the change.
  • Bug Fix: Fixed a player-character movement bug that could occur out of combat after certain dialogue sequences, with a character entering a walking loop.
  • Bug Fix: Fixed a display bug introduced in version 1.68 due to the new sprites, which could result in some enemy sprites disappearing intermittently.
  • Module Augury of Chaos: Tweaked a dialogue script in the Low Sewers (when you find something strange about a stone pillar).
  • Editor: In the Script Editor, added an option to turn on and off a map's Rain Sound Effect.
  • Editor: In the Script Editor, added an option to play OGG voice files using the Play Sound script command. The OGG files should be placed in the 'Sounds' folder of the module's folder.
  • User Interface: In various character-creation screens, right clicking on the Character Skills box will now open the help screen.
Feel free to check out the latest Kickstarter update if you haven't done so already: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts/4054208


Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Brave Knights!! Enjoy :-)

Knights of the Chalice 2 Version 1.68

Greetings, Brave Knights of the Realm! I hope you're well. Here's version 1.68 of Knights of the Chalice 2.

Here's the list of changes:


  • Graphics: Added new sprites for the Hydra, Male Centaur, and Female Centaur. In the module Augury of Chaos, the Hydra will now use the new sprite. The pre-generated character 'Khellendros' will now use the Centaur sprite.
  • Graphics: Characters with wings will now have their wings displayed below the character when Prone (previously, the wings wouldn't be displayed when Prone).
  • User Inteface: The game will now only offer to activate the Barbarian's 'Spirit Animal Scorpion' if your character can take a full-round action, or a standard action with the feat Wade In, or if your character is conducting a full attack.
  • User Interface: In the tooltip information of the Combat-Actions menu, the game was incorrectly displaying 'Standard Action' for the Feint combat manoeuvre when a character doesn't have the feats Improved Feint or Greater Feint. It will now correctly display 'Move Action'.
  • User Interface: Modified the Character-Creation interface so that the new Centaur sprites are selected automatically when you select Centaur as the race of a new character.
  • User Interface: When pushing Control + Left Arrow in a text box, the cursor will now move to the previous word. Pushing Control + Right Arrow will skip to the next word.
  • Bug Fix: Fixed a bug in the AI leading the enemy to use the spell 'Gust of Wind' against a Solid Fog or Acid Fog. Only 'Greater Gust of Wind' works against these effects.
  • Bug Fix: Fixed a bug when a creature was Pinned then Swallowed Whole. This would result in the game freezing.
  • Bug Fix: Fixed a display bug with the colour of a movement arrow not being correctly updated from blue to green in some cases.
  • Bug Fix: Fixed a display bug when failing a concentration check for a spell or power. For some spells, the game would keep displaying the expected amount of the effect.
  • Bug Fix: Fixed a source of crashes and other errors when playing with certain pre-generated characters, or any character that has an incorrect line in its intelligence settings (e.g. 'Use Blinding Strike' when the character doesn't have that ability. For some reason, the pre-generated character 'Conan' had that line in the character's intelligence settings, which was resulting in a possible crash when the character was Dominated).
  • Bug Fix: In the Module Editor, fixed the non-combat setting 'Prone' for characters using modular sprites.
  • Bug Fix: Fixed a display bug in the Script Editor when searching for variables. The list of results wasn't updated correctly.
  • Soundtracks: Edited the music track 'Angevin' to reduce the volume and improve quality.
  • Engine/Editor: Added support for Polygonal Activable Zones. Please see this Kickstarter update for details: https://www.kickstarter.com/projects/1848628223/knights-of-the-chalice-2-revolutionise-old-school-crpgs/posts/4015685.
  • Help Files: Added some links to the feat 'Melee Touch Magic' and the help for 'Caster Levels' in the help files of certain Cleric Domains. Improved formatting in some pages.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Valiant Heroes!! Enjoy :-)

Knights of the Chalice 2 Version 1.67

Hello everyone! Here's version 1.67 of Knights of the Chalice 2. My apologies for the bug when loading very simple maps, that should be fixed now.

Here's the list of changes:


  • Added a speed optimisation in the script command used to show or hide a creature. Hopefully this won't have any unexpected effects with character movement during combat. If you find any, please email me about it. :-)
  • Fixed a source of crashes introduced in version 1.66 when loading a map that hasn't got any activable zone in it. This would also generate a crash when using the spell-animation previewer in the Module Editor because the previewer uses a very simple map.
  • Activable zones can now use jpg images (not just PNG images).
  • The script command that sets the altitude of a square can now set negative altitudes.
  • The script command 'Expend spell slots' now allows negative values, allowing you to have a character regain spell slots of a given spell level (up to the character's maximum number of spell slots of that level). Likewise, the script command 'Expend power points' now allows negative values, allowing you to have a character regain power points.
  • Fixed a display bug with the environmental fog not appearing progressively after loading a game.
  • Fixed the position of prone sprites for humanoid creatures that do not use the modular sprite model.
  • Added a new spell sound (Magic holy bells.wav), a new item image (reishi-mushrooms.png), a new spell that can't be learnt (Second Chance), and in the file 'Data/BaseItems.iml' a new item (Reishi) associated with the new spell.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

I posted a new Kickstarter Update yesterday.

Thank You For Your Steadfast Support, Fearless Mages And Warriors Of The Realm!! Happy New Year :-)

Knights of the Chalice 2 Version 1.66

Hi everyone! Here's version 1.66 of Knights of the Chalice 2. Here's the list of changes:


  • Fixed a source of crashes when transitioning to a different map and the mouse cursor is positioned over an inter-square door.
  • Fixed a display bug when casting spells out of combat, which also prevented the casting of the single-effect version of Dispel Magic out of combat.
  • Mousing over the class name in the character sheet of Bishops will also display the character's domain names.
  • In the module Hearkenwold, the Mysticism Cleric Domain will correctly grant its bonus to the spells Bless and Bane.
  • When mousing over both a character and an activable object that can be clicked, the game will now focus on the object.
  • In the Creature Editor and Template Editor, clicking the button labelled 'Recalculate Slots' will now remove all of the spell slots of the character if the character has the class Warrior, Aristocrat or Commoner.
  • In the Module Editor, in the 'Equipped Items' page of the Creature Editor, the tooltip information will now be correctly updated when you change the torso (armour) item or one of the weapons of the creature. Also fixed the tooltips when switching the position of two items.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

I'll post a Kickstarter update soon.

Thank You So Much For Your Support, Valiant Knights and Wise Wizards! Enjoy :-)

Knights of the Chalice 2 Version 1.65

Hello everyone! Here's version 1.65 of Knights of the Chalice 2. Here's the list of changes:


  • Fixed a source of crashes that could occur infrequently when launching a game.
  • Fixed a bug that could occur when loading the Settings file.
  • Fixed a bug in the Module Editor with the button 'Apply Image Size', in the box that appears when entering data about an activable zone.
  • Added 'depth-sorted' activable zones. You can now have zones containing an image (a statue, a pool, etc) that will be displayed in the right order so that characters in front of the object will be displayed on top of the object and characters behind the object will appear behind the object. When entering the name of the activable zone, simply add ',Sorted' so that the object will use depth sorting. Otherwise, the images are printed below characters by default, or above characters if you add ',Overlay' to the name of the activable zone.
  • Pushing the H key in the editor and keeping it pressed will hide the images contained in Sorted zones. This may be useful if you want to align the Sorted image with the backdrop image underneath, for example if you have a barrel as Sorted zone and the backdrop also has the barrel image and you want them to be in the same area. Press Tab and then repeatedly press H to see if your zone is perfectly aligned.
  • When moving and resizing activable zones in the Module Editor, pushing the right control key instead of the left control key will hide the tooltip text.
  • In the Module Editor, fixed a source of crashes when you have several maps sharing the same background image.
  • In the Module Editor box designed to edit Activable Zone data, when the cursor is in the 'HP/Nb.Particles' input box, pressing the Tab key will now move the cursor to the next input box, 'Hardness/Max.Size'. Pressing Tab again will return the cursor to the 'HP/Nb.Particles' box. Pressing Tab while the cursor is in one of the 'Position' input boxes will also switch between the input boxes for the x and y position, and pressing Tab while the cursor is in one of the 'Size' input boxes will switch between the input boxes for horizontal and vertical size.
  • In the Module Editor, ambient sound effects will now be playing.
  • Added a new sound source: Lightning field. This ambient sound source can be placed anywhere on a map easily using the menu of the Module Editor.
  • Added a new animation for vertical lightning. This effect can be placed anywhere on a map easily using the menu of the Module Editor. There are two parameters, the first one is the opacity percentage and the second one is the scaling factor. Zones are named like this: 'Lightning Animation,100%,50%'.
  • For the moving-water animation, you can now set the scaling factor. Zones are named like this: 'Water Animation,70%,60%'. The first number is the opacity, the second one is the scaling factor. You can now have a moving-water effect even on small rivers.
  • Fixed an issue with terrain conditions like 'Fog Cloud'. The game wasn't removing them from the Character Sheet after the end of combat (although they would get removed at the start of the next fight).
  • Added a mention of the new editor features in the help entry for the Module Editor.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Fearless Knights of the Realm! Enjoy :-)

Knights of the Chalice 2 Version 1.64

Hello everyone! Here's version 1.64 of Knights of the Chalice 2. It's a small update. Here's the list of changes:


  • Fixed a source of crashes in combat when the player's party is far from the enemy and an enemy caster is considering using a summoning spell. Thank you Warlord Mal for the bug report! Also fixed another bug with the AI.
  • In the final battle of the Tutorial Module, gave the AI setting 'Rush To The Enemy' to two Mummies, a Vrock, a Skeleton and a Giant Skeleton. Also, upon selecting the Surprise Round option, one of the Giant Skeletons wasn't surprised; that is now fixed.
  • Added a note in the descriptions for the three feats of the 'Shake It Off' feat line explaining that the effect takes place on the caster's turn, not on the turn of the affected character.

Please don't hesitate to email me at enquiries@heroicfantasygames.com if you find any bugs and annoyances, so that I can fix the game quickly. A saved game may be very helpful, too.

Thank You So Much For Your Support, Legendary Heroes of the Realm! Enjoy :-)