| Trait | | | Increases mission success chance by 20%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | Spell | A quick kick that counters a Spell. |
| Ability | | Powerful Spell | Used by a rogue to interrupt a spell (super frustrating). |
| Trait | | | Equip a champion with a Kaleidoscopic Lens which grants:
Chance to bring back gems from successful missions. |
| Trait | | | Increases success chance of missions by 10% when accompanied by Squads of Squires or Shieldbearer Phalanx. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Trait | Profession | Jewelcrafting | Offers a variety of Jewelcrafting benefits when assigned to the Gem Boutique, and increases success chance on Jewelcrafting missions. |
| Ability | | Ranged | Increases success chance of missions against Ranged Troops by 30%. |
| Ability | | | Can investigate areas and discover secrets left behind. |
| Ability | | | Increases the success chance of missions in this area. |
| Trait | Profession | Inscription | Allows the creation of special documents and boosts work orders when assigned to the Scribe's Quarters, and increases success chance on Inscription missions. |
| Ability | | Timed Battle | Cast by a druid to rapidly regenerate the target's mana. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Trait | | Spell | Increases success chance of missions with Spells by 40%. |
| Ability | | Minions | Increases success chance of missions with Minions by 15%. |
| Ability | | Minion Swarms | Some demon hunters take the mantra "fight fire with fire" a bit too seriously. |
| Ability | | Hazard | The Death Knight freezes their blood to counter a Hazard. |
| Ability | | Icy Water | Slices a path through Icy Waters. |
| Ability | | Massive Strike | Cast by a mage to prevent massive damage. For a while. |
| Ability | | Minion Swarms | Cast by the druid to damage many enemies. |
| Ability | | | Increases success chance of missions by 15% when accompanied by a Squad of Archers or Unseen Marksmen. |
| Trait | Racial Preference | | Increases success chance when on a mission with a human. |
| Crew | | | Increases success chance on missions. |
| Ability | | | Chance from successful missions to return with a Horn of Winter. Horns of Winter are given to Champions to improve success chance. |
| Ability | | | Increases success chance of a single mission by 20$%. Will be consumed on use. |
| Trait | | | Increases success chance of missions by 20% when accompanied by Silver Hand Crusaders. |
| Trait | | | Increases success chance of missions by 20% when accompanied by a Shock Force. |
| Ability | | | Increases success chance by an additional 10%. |
| Ability | | Group Damage | Cast by a paladin to heal a group of allies. |
| Ability | | Minions | Causes an explosion of holy light around the caster to counter a Minion. |
| Trait | | | Increases success chance of missions by 10% when accompanied by Group of Acolytes or Netherlight Paragons. |
| Ability | | Boss | Invokes the power of the Light to protect and to counter some Bosses. |
| Ability | | Boss | A versatile healer who can counter some Bosses. |
| Trait | | | Increases success chance of missions by 20% when accompanied by Water Elementals or Arcane Golems. |
| Trait | Mission Duration | | Increases success chance on missions with duration longer than 7 hours. |
| Ability | | Dense Fog | Burn through the fog (and maybe some retinas) with these super illuminating lights. |
| Ability | | | Increases the maximum number of Dreamgrove Treants, Daughters of Cenarius, Druids of the Claw and Keepers of the Grove you can recruit by 1. |
| Ability | | Deadly Minions | Cast by a shaman to neutralize a dangerous enemy. Also makes them feel dumb. |
| Ability | | Danger Zones | Used by a warrior to quickly escape harm's way. |
| Ability | | Hazard | Leap through the air to counter a Hazard. |
| Ability | | | Success chance reduced by 50%. |
| Ability | | | Increases success chance when not accompanied by other Champions by 15%. |
| Trait | Profession | | Grants herbalism benefits and boosts work orders when assigned to the Herb Garden. |
| Trait | | | Increases success chance of missions by 15% when accompanied by Black Harvest Acolytes or Black Harvest Invokers. |
| Ability | | Minions | Ignite the area around the Warlock, to counter a Minion. |
| Trait | | | Increases the garrison resources gained from a mission by 100%. |
| Trait | Increased Rewards | | A master tactician, and a must-watch. Party members gain experience 35% more quickly. |
| Ability | | | Can toss out health potions to heal you when you get beneath 50% health. |
| Ability | | | Chance to return from a mission with a Healing Stream Totem, usable to heal troops for 1 Vitality. |
| Ability | | | Chance to heal a random troop vitality by 1. |
| Ability | | | Champions on this mission will lose experience. |
| Ability | | Boss | A brooding master of warglaives who uses the destructive power of Fel Magic to counter some Bosses. |
| Ability | | | Chance to return from a mission with a random reward from inside the magic hat! |
| Trait | | | Increases success chance by 20% on missions shorter than 4 hours. |
| Trait | | Hazard | Increases mission success chance by 15%. Increases success chance of missions with Hazards by 15%. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 75%. |
| Ability | | | Increases success chance of missions by 30%. |
| Ability | | Mounted | Increases success chance of missions against Melee enemies by 30%. |
| Ability | | Chaotic Whirlpools | Keeps the ship upright and stable, allowing it to move effortlessly around Chaotic Whirlpools. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Trait | Environment Preference | Jungle | Increases success chance when fighting in the jungle. |
| Ability | | | Increases success chance of missions by 15% when accompanied by Squires or Shieldbearers. |
| Ability | | Massive Strike | Used by a monk to significantly reduce damage. |
| Ability | | Wild Aggression | Forces the target to attack the druid. |
| Trait | Slayer | Breaker | Increases success chance when fighting breakers and their minions. |
| Ability | | | Increases success chance of missions by 40%. |
| Ability | | | Chance on mission success to return with an item to summon a Grimtotem Warrior, a powerful troop type. |
| Ability | | | Quests grant you bonus resources while you have a Combat Ally active. |
| Ability | | | 10% Reduced Mission Cost |
| Trait | Increased Rewards | | Increases the oil gained from a mission by 100%. |
| Ability | | | Increases success chance of missions by 15% when accompanied by Silver Hand Knights or Silver Hand Templar. |
| Ability | | | Quests grant you bonus resources while you have a Combat Ally active. |
| Ability | | | Increases success chance of a single mission by 20$%. Will be consumed on use. |
| Trait | | | Increases the chance to obtain treasure from a gold chest. |
| Crew | | | Allows naval equipment to be recovered from successful missions. |
| Ability | | | Chance from successful missions to return with a Golden Banana. Golden Bananas are given to Champions to improve success chance. |
| Crew | | | Allows naval equipment to be recovered from successful missions. |
| Trait | Racial Preference | | Increases success chance when on a mission with a gnome. |
| Trait | | | Increases success chance of missions by 15% when accompanied by Druids of the Claw or Keepers of the Grove. |
| Ability | | Hazard | Increases success chance of missions with Hazards by 15%. |
| Trait | | | Grants 100 Order Hall Resources when completing World Quests as a Combat Ally. Reduces mission duration by 5%. |
| Ability | | | Chance to heal a random troop vitality by 1. |
| Ability | | | Restores other squads on the mission to full combat readiness. |
| Trait | | Cursed Crew | A long spyglass that seems to display nothing when you look through it. Maybe it will come in handy. |
| Ability | | Danger Zones | Cast by a shaman to quickly move out of harm's way. |
| Ability | | Hazard | Turns the Shaman into a Ghost Wolf, increasing movement speed to counter a Hazard. |
| Ability | | Scout | Counters Ambush. |
| Ability | | | Increased success chance on missions longer than 8 hours by 15%. |
| Ability | | Minions Spell | Increases success chance of missions with Minions or Spells by 15%. |
| Trait | Slayer | Fury | Increases success chance when fighting elemental furies. |
| Ability | | | Increases success chance of missions by 20%. |
| Ability | | | Increases success chance of missions by 15% when accompanied by Druids of the Claw or Keepers of the Grove. |
| Ability | | Boss | A furious berserker wielding a weapon in each hand, unleash a flurry of attacks to counter some Bosses. |
| Trait | | | Increases success chance of missions by 20% when accompanied by Circles of Earthcallers or Earthen Ring Geomancers. |
| Ability | | | Increases success chance of missions by 15%. |
| Ability | | | Reduces mission duration by 50%. |
| Trait | | | Grants 25 Order Hall Resources when completing World Quests as a Combat Ally. |