Multiple Pages: Halberd price up from 10gc to 15gc.
p. 28: Halfling Scout: Upkeep fee down from 5gc to 3gc
p. 29: Dwarven Slayer: Upkeep fee down from 10gc to 7gc
p. 29: Dwarven Slayer: Gains Leap Special Rule (Cannot be intercepted when charging).
p. 29: Elven Ranger: Hire fee down from 40gc to 35gc; Upkeep fee down from 20gc to 15gc.
p. 31: Freelancer: Upkeep fee down from 10gc to 7gc
p. 31: Skryre Engineer: Hire fee down from 40gc to 35gc AND upkeep fee down from 20gc to 15gc
p. 50: Possessed Magisters: Apprentice Magic Special Rule: Changed from learning spells at two skills per spell to the following: May learn spells, however, each time a Magister learns a new spell (or reduces the difficulty of spell that he already knows) he must roll on the Heroes’ Post-game Injury Chart on page 60, treating any rolls of 'Captured' and 'Sold to the Pits' as 'Multiple Injuries' instead.
p. 53: Corrected Fighting Claws price (correct price is 10gc). Hat tip to Konate
p. 45: Added clarification that Squig Mount gives +1 W to rider like other mounts. Hat tip to Konate
p. 55: Fighting Claws cost 10gc, +1 rarity, now have +1 Initiative in all rounds of combat. Hat tip to Khirareq
p. 16: Corrected typo. Hat tip to Khirareq
Pistols -5gc price (15gc)
Duelling Pistols -5gc price (25gc)
Warplock Pistols -5gc price (20gc)
p. 13: Clubs: Special Rules Changed: +1 S vs. enemies Knocked Down
p. 13: Flail: Loses +1 Strength Bonus. Clarified that enemies within 1” can always strike back at Flail-Wielder if they have the attacks.
p. 4 7 : Night Goblin Fanatics: +1 S, +5gc price
p. 9: Panic: Clarified that failing a panic test only means that you can’t fight back during your own turn (not the entire player round). Hat tip to Konate.
p. 15: Holy Tome Price down from 100gc to 80gc.
p. 56: Quick Shot: Added: This skill cannot be used with Crossbows. (Somebody had to try and sneak it past the rules, lol!)
p. 6: Replaced: “Enemies whose bases are touching are considered to be in close combat” with: “Enemies within 1” of each other will be considered to be in close combat.” – i.e. no free attacks with flail that cannot be retaliated
p. 25: Henchmen Experience: Clarified: (A select few scenarios allow henchmen go gain experience for extraordinary deeds like taking an enemy hero or monster out of action. See the Scenarios list.) Hat tip to Khirareq
p. 14: Nimble: added: “Simply carrying a missile weapon into battle counts as being ‘equipped with a missile weapon, even if the warrior is not currently using it.” Hat tip to Sean Spellman.
p. 63: Added Clarification Text: “The ‘Fighting Claw’ listed on p. 53 is a single one-handed Close Combat weapon. If the warrior wants two Fighting Claws, he must purchase the item twice.”
p. 63: Added Clarification Text: “Fighting with Two Pistols: A warrior that wants to shoot two pistols during the same turn must have the ‘Quick Shot’ skill to do so.”