Orange Knight:
Starting Weapon: Battle Axe (no stats, lvl 1)
Magic Aura: Orange
RT+Y: Burst of flame. Fire damage. 1 hit, each upgrade adds 1 hit (on enemies that aren't knocked over) and adds to range (7 hits at max). 19 damage per hit + DoT (13 damage x 1).
RT+B, air RT+Y: Fireball. Fire damage. 39 damage + DoT (13 damage x 1).
RT+A: Flames rise up as he jumps. Fire damage. 39 damage + DoT (13 damage x 1).
XXXY: Includes fire effect and does fire damage. 62 damage + DoT (13 damage x 1).
Special Notes: Shoots orange colored arrows instead of the normal ones. The Orange Knight's RT+Y attack is unique in that, unlike most others, it can completely cross over the line in between the 2 teams for the volleyball match at the end of the sand castle rooftop. This means he can knock over the opposing team's characters and keep them from hitting the ball back.
Blue Knight:
Starting Weapon: Black Rod (no stats, lvl 1)
Magic Aura: White
RT+Y: Ice shard falls from the sky and lands in front of him. Ice damage. Freezes enemies. 1 hit per ice shard. Each upgrade level adds 1 ice shard that falls in front of the others (7 at max). 19 damage per hit. Takes 4x the mana of normal spells to cast!
RT+B: Icicle projectile. Ice damage. Freezes enemies. 39 damage.
RT+Y (air): Same as RT+Y on the ground, but performed in mid-air.
RT+A: Leaps up with an ice fist boosting him. Ice damage. Freezes enemies. 39 damage.
XXXY: Includes ice effect and does ice damage. Freezes enemies. 62 damage.
Special Notes: Shoots blue colored arrows instead of the normal ones. Unique in that he is one of the only characters to have his mid-air RT+Y move not be the same projectile as RT+B (just angled down) - he instead use the same spell as the ground-based RT+Y. Blue Knight also has an infinite combo on enemies that can be frozen - use XXXY which freezes them on the 4th hit, then repeat forever until they are dead. Blue Knight also has the only known RT+Y spell to take more mana than normal spells, costing roughly 4x as much mana to cast (Iceskimo is the other character with this same spell and spell cost).
Green Knight:
Starting Weapon: Straight sword (no stats, lvl 1)
Magic Aura: Green
RT+Y: Poison cloud fires forth. Poison damage. 1 hit, each upgrade adds +1 to hits and adds to range (7 hits at max). 19 damage per hit + DoT (13 damage x 3).
RT+B, air RT+Y: Poison projectile. Poison damage. 39 damage + DoT (13 damage x 3).
RT+A: Leaps up with a poison cloud. Poison damage. 39 damage + DoT (13 damage x 3).
XXXY: Includes poison effect and does poison damage. 62 damage + DoT (13 damage x 3).
Special Notes: Shoots green colored arrows instead of the normal ones. Green Knight is the only character that has a different melee combo. His second heavy attack is a flip instead of spinning his weapon. The timing of the hits is a bit different but it still does the same total number of hits and damage as anyone else. He also can shoot over the line in the volleyball game like Orange Knight, Industrialist, and Fencer.
Red Knight:
Starting Weapon: Round Mace (no stats, lvl 1)
Magic Aura: Red
RT+Y (hold down Y to continue to keep the effect active until mana runs out): Lightning bolt out in front of him. Each upgrade adds to the range but not to the number of hits, which is affected by how long it can be held until mana runs out. Lightning damage. Each hit is 13 damage. At 25 magic can do about 20 hits before it runs out. This locks normal enemies in place while it is active and can affect as many enemies get in range, meaning massive amounts of damage can be done if multiple enemies are caught it in for the full duration.
RT+B, air RT+Y: Lightning projectile. Lightning damage. 39 damage.
RT+A: Leaps up with electricity. Lightning damage. 39 damage.
XXXY: Includes electric effect and does lightning damage. 62 damage.
Special Notes: Shoots red colored arrows instead of the normal ones. Red Knight is the only character whose RT+Y behaves differently by holding the button down (in fact if you tap the button very lightly, it won't do any damage at all). Its functionality makes it often considered the most devestating magic in the game, able to lock in and completely kill several enemies at once, with the only downside being that you have to hold still while zapping them and must wait for mana to refill after. However, his other spells are lackluster compared to the other 3 main characters. In particular, his XXXY combo has no secondary effect and yet still only does 62 damage, compared to the majority of other characters that do 138 damage for the same attack.
Unlocked Characters:
Gray Knight:
Unlocked: Beat Barbarian Boss.
Appearance: Guys that help you in the first couple levels, like the starting knights but gray.
Starting Weapon: Thin Sword (-1 str, +1 agi)
Magic Aura: White
RT+Y: Arrow Rain - 3 arrows rain down from the sky to in front of him. Each upgrade adds 3 additonal arrows and spreads them out to further range. 21 arrows max, meaning 21 hits possible. 19 damage per hit.
RT+B, air RT+Y: Throw bomb. This is different than normal projectiles in that it doesn't just fly straight forever, it bounces on the ground then explodes. It can't be blocked like other projectiles, but still only hits one enemy. Fire damage. Can blast open cracked walls just as store-purchased bombs do. 39 damage + DoT (13 damage x 1).
RT+A: Leaps up with dust effect. 39 damage.
XXXY: 62 damage.
Special Notes: Oddly, the Gray Knight does not use elemental damage but still has a gimped XXXY combo at only 62 damage, compared to all the other unlockables which do 138 untyped damage. This means the Gray Knight is tied with the Red Knight as having the worst XXXY combo attack in the game.
Barbarian:
Unlocked: Beat King's Arena in single-player.
Appearance: First bad guys you fight in the game.
Starting Weapon: Barbarian AXe (-1 magic, -1 defense, critical hits, lvl 1)
Magic Aura: Brownish orange clouds
RT+Y: Weapon Rain. Same as the Gray Knight's Arrow Rain except instead of 3 arrows, it drops an arrow, an axe, and a wood spear, and they come from both directions instead of all coming from behind him. Each upgrade adds another set of arrow+axe+spear, meaning at max upgrade level there are 21 weapons that drop and thus 21 hits at 19 damage per hit.
RT+B, air RT+Y: Throwing axe. 39 damage.
RT+A: Leaps up with dust effect. 39 damage.
XXXY: 138 damage.
Thief:
Unlocked: Beat Thief's Arena in single-player.
Appearance: The guys with faces shrouded in a hood fought early on in the game.
Starting Weapon: Thief Sword (-1 str, +2 agi, lvl 5)
Magic Aura: Brownish orange clouds
RT+Y: Arrow Rain - see Gray Knight.
RT+B, air RT+Y: Curved throwing dagger. 39 damage.
RT+A: Leaps up with dust effect. 39 damage.
XXXY: 138 damage.
Conehead:
Unlocked: Beat Lava Arena in single-player.
Appearance: Cone head knights with light sabers, seen in the wedding crash section of the game.
Starting Weapon: Light Saber (+1 agi, lightning damage chance, lvl 10)
Magic Aura: White
RT+Y: Arrow Rain - see Gray Knight.
RT+B, air RT+Y: Bombs - see Gray Knight.
RT+A: Leaps up with dust effect. 39 damage.
XXXY: 138 damage.
Peasant:
Unlocked: Beat Peasant Arena in single-player.
Appearance: Peasant with a hood, helps out in the area leading up to the corn boss.
Starting Weapon: Spoon (-1 mag, +2 agi, lvl 1)
Magic Aura: White
RT+Y: Arrow Rain - see Gray Knight.
RT+B, air RT+Y: Throwing knife. 39 damage.
RT+A: Leaps up with dust effect. 39 damage.
XXXY: 138 damage.
Iceskimo:
Unlocked: Beat Ice Arena in single-player.
Appearance: Like a blue version of the thief, seen in the ice levels.
Starting Weapon: Harpoon (+4 str, +2 def, -2 agi, lvl 20)
Magic Aura: White
RT+Y: Same as Blue Knight, including freezing effect, ice damage, and super-high mana cost. 19 damage per hit, 1-7 hits.
RT+B, air RT+Y: Snowball projectile. Ice damage but does NOT freeze enemies. 39 damage.
RT+A: Leaps up with a cloud of cold mist. Ice damage but does NOT freeze enemies. 39 damage.
XXXY: 138 damage (not ice-based!)
Special Notes: Like the Blue Knight, Iceskimo's RT+Y spell costs much more mana than all other spells. Unlike the Blue Knight, his mid-air RT+Y is a normal projectile, and only the grounded RT+Y spell actually freezes enemies.
Fire Demon:
Unlocked: Beat game with Orange Knight.
Appearance: Large teeth and big yellow eyes and has wings, fought in the lava level.
Starting Weapon: Black Morning Star (-3 str, +6 mag, +1 def, critical hits, lvl 20)
Magic Aura: Orange
RT+Y: Flame comes up from the ground in front of him, doing 1 hit. Each upgrade adds another burst of frame in front of the previous ones, up to 7 total (and thus up to 7 hits max). Fire damage. 19 damage per hit + DoT (13 damage x 1).
RT+B, air RT+Y: Fireball just like Orange Knight but slightly different graphic. Fire damage, 39 damage + DoT (13 damage x 1).
RT+A: Same as Orange Knight's fire jump. 39 damage + DoT (13 damage x 1).
XXXY: 138 damage (not fire-based!)
Ninjer:
Unlocked: Beat game with Fire Demon.
Appearance: Ninja pirates that attack you on the ship ride.
Starting Weapon: Sai (-2 def, +6 ag, critical hits, lvl 20)
Magic Aura: White
RT+Y: A puff of purple smoke appears in front of him, knocking enemies over. Each upgrade adds another puff in front of the previous ones, up to 7 total. 7 hits max. Not as much range per puff compared to similar style RT+Y moves. 19 damage.
RT+B, air RT+Y: Throwing star. 39 damage.
RT+A: Jump with purple cloud effect. 39 damage.
XXXY: 138 damage.
Special Notes: Unlike the NPC version, the Ninjer does not do flips whenever he jumps nor does he get the teleporting trick with leaving a log behind. He also uses a cup for a shield, and his arrows look like kunai (but are still shot by a bow).
Industrialist:
Unlocked: Beat game with Blue Knight.
Appearance: Blue guys with glowing eyes from the industrial castle.
Starting Weapon: Blue Mace (-2 mag, +6 def, critical hits, lvl 20)
Magic Aura: Thick dark purple clouds
RT+Y: A buzzsaw blade moves across the ground. Each upgrade adds an extra saw blade, up to 7 total. Unlike other RT+Y spells, the first version has full range, each upgrade adds an extra blade but not extra distance. Each blade can do 4 hits on enemies that aren't knocked over, meaning that at full power with 7 blades it can do 28 hits total. Perhaps to offset this, it does only 15 damage per hit instead of the typical 19.
RT+B, air RT+Y: Saw blade projectile. 39 damage.
RT+A: Jump with purple steam cloud and steam sound effect. 39 damage.
XXXY: 138 damage.
Special Notes: The RT+Y spell of this character is bar-none the fastest way to kill something that doesn't get knocked down, making the Industrialist and the Fencer the fastest boss-killing characters. Also, the RT+Y spell can go across the line in the volleyball game like Orange and Green Knights'.
Fencer:
Unlocked: Beat game with Industrialist.
Appearance: Guys with fencer masks from the industrial castle.
Starting Weapon: Blue Rapier (+1 str, +1 mag, +1 agi)
Magic Aura: Thick dark purple clouds
Magic: Exactly the same as Industrialist.
Royal Guard:
Unlocked: Beat game with Green Knight.
Appearance: Chain mail faced guys from the desert.
Starting Weapon: Falchion (+1 str, +3def, lvl 10)
Magic Aura: Sandy clouds
Magic: Exactly the same as Conehead.
Saracen:
Unlocked: Beat game with Royal Guard.
Appearance: Middle eastern guys from the desert levels.
Starting Weapon: Falchion (+1 str, +3def, lvl 10)
Magic Aura: Sandy clouds
RT+Y: Turns into a tornado that can be steered around and damages enemies you bump into. Upgrades make the tornado last longer. 19 damage per hit.
RT+B: Sand blast projectile. 39 damage.
air RT+Y: Either a downward sand blast projectile or starting the tornado in mid-air (if he is weird like the Bear).
RT+A: Jump with sand effect. 39 damage.
XXXY: 138 damage.
Skeleton:
Unlocked: Beat game with Red Knight.
Appearance: Skeletons as seen in the swamp areas and elsewhere.
Starting Weapon: Black Mace (-2 str, +3 def, +6 agi)
Magic Aura: Dark purple wisps of evil
RT+Y: Puff of dark magic comes from the ground in front of the skeleton, doing 1 hit. Each upgrade adds an extra puff in front of the previous ones (up to 7 max, and thus 7 max hits). 19 damage per hit.
RT+B, air RT+Y: Shoots a dark projectile. 39 damage.
RT+A: Jumps with dark magic boost. 39 damage.
XXXY: 138 damage.
Special Notes: Skeletons shoot bones as arrows.
Bear:
Unlocked: Beat game with Skeleton.
Appearance: The white bears from the tall grass field level.
Starting Weapon: Wooden Club (+5 str, +5 def, -5 agi, critical hits, lvl 20)
Magic Aura: White bubbles
RT+Y: Tornado spell like the Saracen. 19 damage per hit.
RT+B: Ball of wind projectile. 39 damage.
air RT+Y: Tornado spell but starts in mid-air (kinda useless). Different than NPC version which can shoot projectiles down from mid-air. Maybe a bug?
RT+A: Jump with white wind blowing up. 39 damage.
XXXY: 138 damage.
Special Notes: Bears shoot fish as arrows.
Stove Face:
Unlocked: Beat game with Gray Knight
Appearance: Black knights from Full Moon level.
Starting Weapon: Silver Sword (+1 str, -1 mag, +3 def, critical hits, lvl 15)
Magic Aura: White
RT+Y: Arrow Rain - see Gray Knight.
RT+B, air RT+Y: Curved throwing dagger. 39 damage.
RT+A: Typical magic jump with dust effect. 39 damage.
XXXY: 138 damage.
Killer Beekeeper:
Unlocked: Beat game with Barbarian.
Appearance: The guys from the end of the flower field level just before using the catapults.
Starting Weapon: Baseball Bat (+2 str, +1 def, lvl 10)
Magic Aura: Thick dark purple clouds
RT+Y: A Bee drops straight down from the sky in front of you, hits the ground, and dies. 1 hit per bee, each upgrade adds an additional bee (7 max). 19 damage per bee.
RT+B, air RT+Y: Shoots a bee projectile that hits once then dies. 39 damage.
RT+A: Jump with purple steam cloud and steam sound effect. 39 damage.
XXXY: 138 damage.
Snakey:
Unlocked: Beat game with Thief.
Appearance: The green guys with glowing clubs from the Peasant Arena and the swamp levels.
Starting Weapon: Green Mace (+5 mag, -2 def, +3 agi, critical hits, lvl 20)
Magic Aura: Green
RT+Y: A thorny vine pops out of the ground in front of you, doing 1 hit. Each upgrade adds an extra vine segment, up to 7 segments and thus 7 hits max. 19 damage per hit.
RT+B, air RT+Y: Throwing knife projectile. 39 damage.
RT+A: Jump using a plant vine that whips out of the ground. 39 damage.
XXXY: 138 damage.
Civilian:
Unlocked: Beat game with Peasant.
Appearance: The non-hooded villager guys you see in the swamp levels with the Peasants.
Starting Weapon: Pitchfork (+1 str, -1 agi, lvl 1)
Magic: Exactly the same as Peasant
Brute:
Unlocked: Beat game with Iceskimo.
Appearance: Not seen in normal form in the game, but the beefy version is fought once in the industrial castle just before the Cardinal, and once in the fight with the necromancer at the end of the game. Looks like an armored guy with a samurai-ish head piece. Can see it here:
http://devblog.thebehemoth.com/?p=190
Starting Weapon: Two Pronged Sword (+3 mag, +3 def, lvl 20)
Magic Aura: Orange
RT+Y: Same as Snakey, vines from the ground. 19 damage per hit, up to 7 segments/hits at max upgrade level.
RT+B, air RT+Y: Acorn projectile. 39 damage.
RT+A: Jump using a plant vine that whips out of the ground. 39 damage.
XXXY: 138 damage.
Alien:
Unlocked: Have at least 1 achievement in Alien Hominid HD.
Appearance: Aliens from alien ship level
Starting Weapon: Beam Gun (no stats)
Magic Aura: Bright green
RT+Y: Fires an extra-large shot that travels until it hits something. Can be fired much more rapidly than other characters' RT+Y spells. When the shot hits something it causes fire damage to anything near impact. 19 damage + DoT (13 damage x 1). Upgrade level seems to have no special effect.
RT+B, air RT+Y: Fires a small ray gun shot. Slightly faster firing rate than other characters. 39 damage (no fire or AE damage).
RT+A: Bright cylindrical light beam comes down and pulls him up, as if his ship is transporting him up. 39 damage.
XXXY: 138 damage.
Special Notes: Alien can't change weapons, except to the pitchfork by picking it up from they first level (which is a glitch, but currently only known way to add his weapon to the blacksmith).