Mogr

Mogr is varl Hero character encountered early on in Hakon's caravan as his Quartermaster.

Background
Mogr's an old hand in Varl culture, long on the frontline of the fight against the Dredge. He's had the occasional brush with leading a clan of his own, but eventually settled well into commanding Vognir's personal army of Varl warriors, and is highly respected among them.

Active Ability: Bring the Pain

 * The Shieldmaster strikes an adjacent enemy for Armor damage with his mace before hunkering down and boosting his passive ability, Return the Favor, to return even more armor damage for one round.


 * Rank 1: +0 to Break attack and +1 to Return the Favor
 * Rank 2: +1 to Break attack and +2 to Return the Favor
 * Rank 3: +2 to Break attack and +3 to Return the Favor


 * By using Bring the Pain, the Shieldmaster can create a forward charge that punishes enemies for ganging up against him.

Second Active Ability: Choice

 * In the second part of The Banner Saga, when Mogr reaches Rank 6, he can choose a second active ability between:


 * Malice_icon.png Malice (Provoker), like Fasolt
 * batteringram_icon.png Battering Ram (Strongarm), like Griss

Passive Ability: Return the Favor

 * A character who performs a melee attack on a Shieldbanger loses 1 point of Armor for each successfully landed hit.


 * Return the Favor triggers every time the Shieldbanger takes Strength or Armor damage from an adjacent enemy, which can make it devastating to hit him with attacks that strike multiple times, like Bloody Flail. Ranged attacks do not Return the Favor.

Joining the Party
Mogr is a starting member of the Varl caravan. He never permanently leaves the caravan, but like most characters, death is possible...

Possible Death Scenarios
[SPOILERS]   First Game: In Chapter 3, Mogr can be killed in a few different story-paths during the escape of Hakon's caravan from the Dredge siege at the ruined fortress of Ridgehorn: Second Game: In Chapter 12, if you did not stop in Etingbekkr there will be a forest fire and you'll have to deal with the spreading catastrophe. Choosing to have the varl lead a charge away from the fire will result in Mogr being burnt to death.
 * If he is sent on the suicide mission of creating a distraction for the caravan to escape. His diversion makes the battle just after the escape quite easier.
 * If you lose the battle just after the escape, Mogr will sacrifice himself to allow Hakon and the others to flee.
 * If you win the battle just after the escape, but your caravan has very few varl left (e.g. if you have suffered heavy casualties in Wars before Ridgehorn), you will not break free of the siege so easily. In the aftermath of that battle, there is a story-path that can lead to Mogr's death.

Trivia

 * The game's AI ignores Bring the Pain, so enemies will not consider the negative consequences of attacking Mogr!
 * Mogr harbors some dark suspicions about the manner of Vognir's death, which he explains in The Banner Saga 3.
 * Pro tip: only activate Bring the Pain when you are expecting melee attacks from at least two enemies before his next turn.

[Banner Saga characters] [] [Banner Saga]