| Defense Mode | This unit ends its turn and goes into a defensive mode. The unit: |
| Large Target | A large unit that:- Is 20% easier to hit with Missile and Magic attacks.
- Is immune to most displacement effects.
- Has Demolisher.
|
| Skip Unit | Skip this unit for the rest of the turn. |
| Cavalry | This unit is mounted on an animal. |
| Farsight | The unit has +1 vision range. |
| Demolisher | This unit's attacks damage Fortified obstacles. |
| Juggernaut | This unit may crush non-Fortified obstacles. |
| All-round Awareness | Immune to Flanking |
| Unstoppable Juggernaut | This unit can crush non-Fortified obstacles without slowing. |
| Shield Unit | Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:- Shield Defense.
- Defense Mode: Shield Wall.
|
| Ranged Unit | An attack unit that takes out targets from afar. It is somewhat vulnerable. |
| Polearm Unit | Specialists in taking out large threats and cavalry and can counter shock unit charges.Polearm Units have:- First Strike
- Charge Resistance
- +40% damage against Cavalry and Large Target units.
|
| Support Unit | A defensive specialist that supports friendly units from afar and protects them from magical attacks.A Support unit has Defense Mode: Warding. |
| Shock Unit | An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units. |
| Statically Charged | When unit is hit by a melee range attack, the attacker sustains 4 Lightning Damage. |
| Quill Hide | Melee attackers suffer a stack of Bleeding for 3 Turns. |
| Status Effect Immunity: Morale | This unit is Immune to Morale-type status effects. |
| Hyper-Awareness | Immune to Flanking |
| Maternal Rage | Whenever an allied unit dies, this unit gains 1 Strengthened.Does not trigger on the death of Combat Summons, Tower, and Siegecraft units. |
| Mirror Veil | This unit: |
| Cave Walk | Moving through Cavern Floors costs 5 Move Points instead of 6.Moving through Fungus Fields costs 5 Move Points instead of 6.Moving through Mushroom Forests costs 6 Move Points instead of 8. |
| Dragon | Dragon unit with: |
| Wind Barrier | This unit is 60% harder to hit by Missile and ranged Magic attacks. |
| Heavy Shield | +1 Defense and +1 Resistance . Ignored by Flanking attacks. |
| Fire Immunity | This unit is immune to Fire Damage. |
| Blight Immunity | This unit is immune to Blight Damage. |
| Lightning Immunity | This unit is immune to Lightning Damage. |
| Frost Immunity | This unit is immune to Frost Damage. |
| Ethereal | An Ethereal unit with: |
| Pass Through | This unit can move through obstacles. Does not function when the unit is in a transport. |
| Elemental | An Elemental unit with immunity to Bleeding. |
| Ice Veil | When unit is hit by a melee range attack, the attacker sustains 4 Frost Damage. |
| Vicious Killer | This unit inflicts increased morale penalties when killing an enemy. Affects enemy units up to 3 hexes. |
| Undying | When killed, this unit will revive with 50% of its total Hit Points:- After 2 Combat
Turns. - If side is victorious in battle.
Can only be triggered once per battle. |
| Battle Mage Unit | Magic users who specialize in ranged offense and weakening enemies. |
| Shield Defense | This unit has +3 Defense against non- Flanking attacks. |
| Defense Mode: Shield Wall | This unit ends its turn and goes into a defensive mode: |
| Defense Mode: Warding | Ends its turn and goes into a defensive mode: |
| Swamp Walk | Moving through Swamps costs 6 Move Points instead of 8. |
| Sand Walk | Moving through Sand costs 5 Move Points instead of 6. |
| Dormant: Guardian | While Awakened, this unit gains Awakened: Guardian, giving it more Retaliation Attacks. |
| Dormant: Shield of Light | While Awakened, this unit gains Awakened: Shield of Light, increasing its Defense and Resistance. |
| Dormant: Seeking Arrows | While Awakened, this unit gains Awakened: Seeking Arrows, increasing its Range. |
| Draconic Rage | When this unit's total Hit Points reach 60% or lower, it deals +30% damage. |
| Mythic Unit | A powerful unit that doesn't conform to a particular fighting style.All mythic units have Control Loss Immunity. |
| Fighter Unit | An outright melee unit with no obvious specialization or counters. |
| Slip Away | When this unit's Hit Points are reduced to zero, it is displaced by 3 hexes and heals +15 Temporary Hit Points.Works once per battle. |
| Fiery Rebirth | When killed, this unit will revive with 40% of its total Hit Points:- After 1 Combat
Turn and then deal 15 Fire Damage to adjacent enemy units. - If side is victorious in battle.
Can only be triggered once per battle. |
| Plant | A Plant unit with: |
| Tiny | Unit is very small, making it 20% harder to hit by Missile and ranged Magic attacks. |
| Endurance Training | While army leader, all non-hero units in the army gain: |
| Melee Mage | Unit can use Magic and Support abilities while Engaged in Melee. |
| Astral Membrane | Melee range attackers have a base 30% chance of becoming Stunned for 1 Turn. |
| Astral Torrent | When this unit dies, friendly units within a 2-hex radius heal +15 Temporary Hit Points. |
| Innate Spell Jammer | While this unit is in battle it acts like a Spell Jammer, increasing enemy Spell cost by 100% Combat Casting Points. |
| Frost Shield | Melee range attackers take 4 Frost Damage. |
| Barbed Shield | Melee range attackers have a base 30% chance of becoming Bleeding. |
| Celestial | Celestial unit with: |
| Death Explosion | When this unit dies, units in a 2-hex radius:- Sustain 30
Fire Damage. Halved for friendly units. - Become Burning for 3
Turns.
|
| Life From Death | When this unit kills another, its cooldowns are reset. |
| Totem of the Wild | At the start of each Turn, summons a random Tier I or II Animal unit.This summon lasts for 3 Turns. |
| Defense Mode: Turn to Stone | This unit ends its turn and goes into Defense Mode: |
| Status Effect Immunity | This unit is immune to Negative Status Effects. |
| Defense Mode: Protective Wall | This unit ends its turn and goes into a defensive mode: |
| Golden Curse | Enemy melee attackers have a base 60% chance of becoming Gilded. |
| Static Shield | Melee attackers have a base 30% chance of becoming Stunned. |
| Truesight | Unit can see invisible or camouflaged units within its vision range. |
| Scrying Eye | Unit is immune to Flanking and is immune to becoming Distracted. |
| Terrifying Aura | At the end of this unit's turn, adjacent enemy units lose -5 Morale.Doesn't work on units with this ability. |
| Intimidating Aura | At the end of this unit's turn, adjacent enemy units have a base 90% chance of losing -5 Morale.Doesn't work on units with this ability or Terrifying Aura. |
| Troll Natural Regeneration | - Heals 10% of their maximum Hit Points as
Temporary Hit Points at the end of its turn in combat. - Heals 10
Hit Points at the start of your turn on the world map. - If this unit sustains
Fire Damage, the regeneration stops for 1 Turn.
|
| Fire Aura | At the start of the turn, adjacent enemy units:- Sustain 8
Fire Damage. - Become inflicted with Burning for 3
Turns.
|
| Frost Aura | At the start of the turn, adjacent enemy units:- Sustain 8
Frost Damage. - Have a base 90% chance of becoming Slowed for 2
Turns.
|
| Water Camouflage | This unit cannot be detected when standing on Water and River hexes. |
| Underground Camouflage | This unit cannot be detected when standing on Underground Cave hexes. |
| Arctic Walk | Moving through Snow and Ice costs 5 Move Points instead of 6. |
| Desolate Walk | Moving through Ashlands costs 5 Move Points instead of 6.Moving through Chasms costs 8 Move Points instead of 12. |
| Berserker's Rage | When this unit's total Hit Points reach 33% or lower, it gains for 1 Turn: |
| Champion Medal: Exalted Defense | When this unit enters Defense Mode, adjacent friendly units gain Bolstered Defense. |
| Champion Medal: Exalted Resistance | When this unit enters Defense Mode, adjacent friendly units gain Bolstered Resistance. |
| Champion Medal: Critical | Unit has a +20% Critical Hit Chance. |
| Champion Medal: Sprint | Unit gains the Sprint ability. |
| Champion Medal: Killing Momentum | Unit gains Killing Momentum. |
| Champion Medal: Eagle Eye | +1 Range on Missile attacks. |
| Champion Medal: Evoker | The unit's attacks: |
| Champion Medal: Brawler | Unit has: |
| Armor of Despair | For each Morale level an attacker has below neutral, this unit gains: |
| Embarked | Unit is embarked and has: |
| Unleash the Hounds | At the start of battle, summon a War Hound Shock Unit that inflicts Marked and Bleeding with its attack.Doesn't work in water combat and cannot benefit from Unit Enchantments. |
| Spirit Beacon | When a non-Summon non-Undead unit dies, the ability Summon Ghost can be used again. Only triggers once per turn. |
| Soul Maintenance | |
| Rune of Retaliation | Reflects 40% of damage sustained from Melee attacks back onto attackers. |
| Dormant: Radiant Light | While Awakened, this unit gains Awakened: Radiant Light, allowing it to inflict Distracted. |
| Golden Retaliation | When in Defense Mode, this unit has unlimited Retaliation Attacks. |
| Fearless | Unit cannot rout due to low morale. |
| Status Effect Immunity: Electrified | Unit is immune to Electrified. |
| Debilitating Aura | Adjacent enemies have -5 Status Resistance. |
| Polearm Weapon | Unit has:- First Strike
- Charge Resistance
- +40% damage against Cavalry and Large Target units.
|
| Unholy Leader | While army leader, non-Hero Undead units in army have: |
| Bolstering | Once per turn this unit gains:- Bolstered Defense when hit by a Melee or Missile attack.
- Bolstered Resistance when hit by a Magic attack.
|
| Pack Leader | While army leader, all Animals in army have: |
| Spirit Aura | At the start of the turn, adjacent enemy units:- Sustain 8
Spirit Damage. - Have a base 90% chance of becoming Blind for 1
Turn.
|
| Lightning Aura | At the start of the turn, adjacent enemy units: |
| Order Aura | At the end of each turn, adjacent friendly units gain:- Rally
- Fortune
- Bolstered Resistance
|
| Chaos Aura | - At the end of each turn, adjacent friendly units gain a random Positive Status Effect.
- At the end of each turn, adjacent enemy units gain Burning and have a base % chance of being inflicted with a random Negative Status Effect.
|
| Nature Aura | - At the end of each turn, adjacent friendly units gain Regeneration.
- At the end of each turn, adjacent enemy units gain Decaying.
|
| Materium Aura | - At the end of each turn, adjacent friendly units gain 2 Bolstered Defense.
- At the end of each turn, adjacent enemy units gain 2 Sundered Defense.
|
| Astral Aura | - At the end of each turn, adjacent friendly units gain 2 Bolstered Resistance.
- At the end of each turn, adjacent enemy units gain 2 Sundered Resistance.
|
| Shadow Aura | At the end of each turn, adjacent enemy units:- Gain Weakened.
- Gain Slowed.
- Have a base 60% chance of being inflicted with Frozen.
|
| Evolve | This unit will transform into a more powerful unit when it reaches Legendary rank. Evolving units can not be recruited at Legendary rank. |
| Aspirant: Knight | When this unit gains Legendary Rank, it instead promotes into a KnightRequires a Feudal Tier 4 Town Hall to be built in the Empire. |
| Decaying Unit | Unit enters combat with 4 stacks of permanent Decaying. |
| Reinforced | Unit has +3 Defense against Missile attacks. |
| Construct | A construct unit with: |
| Sensing Scope | Unit has +3 Sensing Range. |
| Master Skirmisher | After attacking, this unit regains half their Action Points but can no longer attack. |
| Molten Spill | When this unit attacks or is attacked, adjacent units:- Suffer 5
Fire Damage. - Have a base 90% chance of becoming Burning.
|
| Status Effect Immunity: Frozen | Unit is immune to Frozen. |
| Overwhelm | Unit deals +40% damage against units in Defense Mode. |
| Spirit of War | - When an enemy unit dies, gain Strengthened.
- When a friendly unit dies, heal 10
Temporary Hit Points. - Does not trigger on the death of Combat Summons, Tower and Siegecraft units.
|
| Forest Camouflage | This unit cannot be detected when standing on Forest hexes. |
| Swamp Camouflage | This unit cannot be detected when standing on Wetland hexes. |
| Undead | An undead unit with: |
| Magic Origin | This unit was summoned or comes from another dimension and requires mana upkeep. |
| Skirmisher Unit | Cheap and swift units that are useful at Flanking and targeting lone enemies.Skirmisher units gain: |
| Slippery | This unit does not trigger Opportunity Attack. |
| Spell Channeling | While this unit is in battle, spells are 20% cheaper to cast.Doesn't stack. |
| Inspiring Killer | This unit grants double the morale bonus to itself and its allies when killing an enemy. |
| Flying | This unit is Flying:- It has +2 Vision Range
- Can move in any terrain at a movement cost of 6
- Requires Seafaring to traverse Water hexes
- Can safely move past most other units and obstacles in combat.
|
| Amphibious | This unit:- Can enter water hexes without movement penalties or becoming Embarked.
- Has faster movement over Rivers and Swamps.
|
| Floating | This unit is Floating:- Moves through any type of terrain at a movement cost of 6, apart from Mountains, which cost 8.
- Requires Seafaring to traverse the water.
|
| Ancient of Earth | Unit gains: |
| Optional Cavalry | This unit will become Cavalry if the race has a special mount trait. |
| Civilian | Civilian |
| Animal | An Animal unit.Animals that belong to Players and Free Cities gain Combat Trained, making them more effective in battle. |
| Fey | A Fey unit with: |
| Siegecraft | Normally only accessible during Siege battles. Often required construction. |
| Scout Unit | Though weak in battle, these swift units are useful for exploring the world.Scout units have Farsight and can move faster on the world map. |
| Flanker | Unit deals +25% damage when Flanking. |
| Swift | This unit ignores the effects of Slowing terrain in combat. |
| First Strike | When attacked, a unit with First Strike will use a Retaliation Attack to attack first. |
| Infernal Fiend | A Fiend unit with: |
| Settler Unit | A civilian unit that seeks a location to settle into a city. |
| Siege Breaker | When part of a besieging army, this unit contributes +1 Fortification Damage. |
| Fiery Wake | This unit ignites Flammable obstacles it moves over On Fire.In addition, this unit is immune to Burning. |
| Water Movement | This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4. |
| Spider | A spider unit with: |
| Demoralizing Vision | Melee range attackers have a base 60% chance of gaining Remorse. |
| Damage Reflection | Reflects 20% of all damage sustained from attacks back onto attackers. |
| Caretaker | Animals in this army require 20% less base Unit Upkeep. |
| Opportunist | Deal +30% damage on Opportunity Attacks. |
| Defensive Master | Always end your Turn in Defense Mode. |
| Resistance Training | While army leader, all non-Hero units in the army gain: |
| Logistics Training | While army leader, all non-Hero units in army have: |
| Offensive Formation | While army leader, all non-Hero units in the army grant:- +10% damage to the attacks of adjacent friendly units.
|
| Experienced Leader | While army leader, all non-Hero units in the army gain:- +15 Experience each
Turn.
|
| Vengeful Flames | When a attacker hits at melee range, the attacker sustains 5 Fire Damage. |
| Chaotic Rebuke | Enemy attackers within 3 hexes have a base 60% chance of gaining a random status effect. |
| Status Effect Immunity: Burning | Unit is immune to Burning. |
| Shepherd of the Wilds | Friendly Fey, Animal, and Plant units gain Stalwart.Does not affect Horned Gods. |
| Still as Stone | At the start of each turn, gain +2 Defense and + 2 Resistance until the start of the next turn or until the unit moves. |
| Ancient of Earth | Unit grows in size and gains:Unit can no longer use a mount. |
| Spell Amplification | Makes tactical spells deal +50% damage. This does not stack. |
| Attunement: Fortune | Whenever a friendly spell is cast, unit gains: |
| Shield of Artica | Melee range attackers:- Take 4
Frost Damage. - Have a base 30% chance of becoming Frozen.
|
| Displacement | Upon sustaining damage, this unit teleports to a location away from its enemies within 3 hexes.Works once per turn. |
| Halo of Nekron | At the start of each Turn, grants a base 90% chance of inflicting Weakened on each adjacent enemy, and makes this unit become Strengthened. |
| Arcane Surge | Whenever a friendly spell is cast, gain: |
| The Avenger | |
| Weakening Aura | At the end of the turn inflict Weakened to adjacent enemies. |
| Eternal One | - When this Hero unit is killed in battle, after 2
Turns, it comes back to life with 35% of its total Hit Points. - Can be used any number of times.
- Does not function if all other units are dead.
|
| Ring of Deflection | Grants +3 Defense and +3 Resistance against Missile and Magic attacks. |
| Tower | A tower unit, which:- Is Immobilized.
- Is immune to morale changes.
- Immune to
Flanking. - Automatically uses its abilities.
|
| Inspiring Presence | While in combat, this and all other friendly units have a +25% modifier to positive Morale gain.This effect doesn't stack. |
| Book of Siegecraft | Grants Siege Breaker to all units in the army. |
| Embarked Unit | This land unit is embarked and has: |
| Fleeting | This unit is not stopped by enemy Zone of Control. |
| Keeper's Mark | - Unit has Faithful.
- When taking fatal damage for the first time, this unit gains:
- Steadfast for 1
Turn. - Pacified for 1
Turn.
|
| Gilded Shield | Melee range attackers have a base 30% chance of becoming Gilded. |
| Call Lightbringer | Summons a Lightbringer next to this Hero at the start of battle.This summon lasts for 3 Turns. |
| Gravecall | During the first 3 Turns in combat, a Decaying Zombie is summoned next to the Hero every Turn. |
| Locket of Channeling | Grants +10 Combat Casting Points at the start of battle.These are lost at the end of battle. |
| Belt of the Berserker | When this unit's total Hit Points reach 30% or lower, grants this unit:- 3 Strengthened for 3
Turns. - Berserk for 1
Turn. - Steadfast for 1
Turn.
|
| Circlet of Mind Protection | - Grants Control Loss Immunity.
- Morale loss is reduced by 50%.
|
| High Maintenance | Base Unit Upkeep increased by 50% |
| Low Maintenance | Base Unit Upkeep reduced by -25% |
| Boots of Freedom | Grants:- Very Fast Movement.
- Swift.
- Immunity to becoming Slowed and Immobilized.
|
| Road Walk | Moving over Roads costs 4 Move Points instead of 5. |
| Infiltrate | Gain +2 vision when in enemy domain. |
| Greater Farsight | The unit has +2 vision range. |
| Outpost Builder | This unit is capable of creating Outposts on the world map. |
| Undead Slayer | Base attacks deal +40% damage to Undead units. |
| Hero Slayer | Base attacks deal +40% damage to Hero units. |
| Wind Shield | This unit is 30% harder to hit by Missile and ranged Magic attacks. |
| Damage Reflection | Reflects 30% of all damage sustained from attacks back onto attackers. |
| Damage Reflection | Reflects 40% of all damage sustained from attacks back onto attackers. |
| Lesser Lightning Shield | When an attacker hits at melee range, the attacker sustains 6 Lightning Damage. |
| Greater Lightning Shield | When an attacker hits at melee range, the attacker:- Sustains 6
Lightning Damage. - Has a base 60% chance of being inflicted with Electrified.
|
| Lesser Fire Shield | When an attacker hits at melee range, the attacker sustains 6 Fire Damage. |
| Greater Fire Shield | When an attacker hits at melee range, the attacker:- Sustains 6
Fire Damage. - Has a base 60% chance of being inflicted with Burning.
|
| Lesser Blight Shield | When an attacker hits at melee range, the attacker sustains 6 Blight Damage. |
| Greater Blight Shield | When an attacker hits at melee range, the attacker:- Sustains 6
Blight Damage. - Has a base 60% chance of being inflicted with Poisoned.
|
| Lesser Frost Shield | When an attacker hits at melee range, the attacker sustains 6 Frost Damage. |
| Greater Frost Shield | When an attacker hits at melee range, the attacker:- Sustains 6
Frost Damage. - Has a base 30% chance of being inflicted with Frozen.
|
| Bolstering Defense | Once per turn this unit gains Bolstered Defense when hit by a Melee or Missile attack. |
| Bolstering Resistance | Once per turn this unit gains Bolstered Resistance when hit by a Magic attack. |
| Bolstering Regeneration | Once per turn this unit gains Regeneration when hit by an attack. |
| Casting Point Bonus | Grants +10 Combat Casting Points at the start of battle.These are lost at the end of battle. |
| Greater Casting Point Bonus | Grants +20 Combat Casting Points at the start of battle.These are lost at the end of battle. |
| Army Recuperation | All units in the army heal +5 Hit Points every World Map Turn.Does not stack. |
| Warded | Unit has +3 Resistance. |
| Shadowed Escape | When this unit's Hit Points drop below 30%:- Inflict Blind on all adjacent enemy units.
- Teleport up to 5 hexes in a random direction.
|
| Inner Grace | At the start of its turn, the unit gains Grace if it doesn't already have it. |
| Honorable | This unit cannot make Flanking attacks. |
| Critical Momentum | When this hero makes a Critical Hit it: |
| Accursed Fiend | A Fiend unit with: |
| Duplicity | When this unit's total Hit Points drop to 50% or lower, it creates a clone on a nearby hex. This clone does 30% less damage and has Astral Reflection. |
| Critical Skirmisher | When the hero does a Critical Hit, subsequent Critical Hit will do an additional +10% damage. This effect stacks up to 5 times. |
| Knockback Retaliations | Melee retaliation attacks now knock targets back 1 hex. |
| Critical Second Wind | When the hero does a Critical Hit, it gains Strengthened and heals 10 Temporary Hit Points. |
| Opening Strikes | Melee attacks now do up to +50% extra damage; this bonus is reduced as the target loses health. |
| Status Effect Immunity: Immobilized | Unit is immune to Immobilized. |
| Exalted Brilliance | At the end of this unit's turn, adjacent enemy units have a base 90% chance of becoming Blind. |
| Havoc Magic | Unit's base Magic attacks have: Effects are increased for Single Shot attacks. |
| Champion Flamestrike | Flamestrike:- Does an additional 4
Fire Damage. - Has a base 120% chance of inflicting Burning.
|
| Champion Freezing Blast | Freezing Blast:- Does an additional 6
Frost Damage. - Has a base 120% chance of inflicting Frozen.
|
| Champion Blinding Gale | Blinding Gale:- Does an additional 6
Lightning Damage. - Has a base 90% chance of inflicting Blind.
|
| Champion Hindering Blizzard | Hindering Blizzard:- Has a base 60% chance of inflicting Frozen for 1
Turn.
|
| Champion Exposing Light | Exposing Light:- Inflicts an additional stack of Sundered Defense and Sundered Resistance.
|
| Champion Consume Chaos | Consume Chaos: |
| Champion Wail of the Banshee | Wail of the Banshee:- Has a base 120% chance of inflicting its effects.
- Does an additional 6
Frost Damage.
|
| Champion Electrifying Arc | Electrifying Arc:- Hits an additional 2 targets.
|
| Champion Incinerate | Incinerate:- Deals an additional 7
Fire Damage. - Is guaranteed to inflict Burning.
|
| Champion Star Purge | Star Purge: |
| Champion Plague Spores | Plague Spores:- Does an additional 10
Blight Damage. - Has a base 120% chance of inflicting Diseased.
|
| Champion Thunderclap | Thunderclap:- Now affects a 2-hex radius.
|
| Champion Sundering Curse | Sundering Curse:- Gains a base 90% chance of inflicting 2 Weakened
|
| Champion Psychic Gaze | Psychic Gaze:- Has a base 90% chance of applying Stunned.
- Applies an additional stack of Marked.
|
| Champion Convert | Convert: |
| Champion Doom Gaze | Doom Gaze: |
| Champion Geo Surge | Geo Surge:- Does an additional 10 damage.
|
| Champion Transmute | Transmute:- Gains a base 60% chance of inflicting Gilded to enemies.
|
| Champion Seals | Resonance Seal:Fire Seal:Transference Seal: |
| Champion Hysteria Storm | Hysteria Storm:- Has a base 90% chance of inflicting its effects.
|
| Champion Gemstream | Gemstream: |
| Champion Sap Strength | Sap Strength:- Has a base 120% chance of inflicting Weakened.
- Also grants Fortune to the caster.
|
| Champion Tricky Escape | Tricky Escape:- Grants the caster Astral Refuge for 1
Turn.
|
| Frenzy | When this unit lands a base attack, it gains a stack of Strengthened.Effects are increased for Single Shot attacks. |
| Champion Spiritual Healing | Spiritual Healing:- Heals an additional 10
Temporary Hit Points. - Each stack of Primal Fury now also dispels a negative status effect.
|
| Champion Astral Blessing | Astral Blessing: |
| Champion Soothing Standard | Soothing Standard: |
| Champion Graceful Rain | Graceful Rain: |
| Champion Nimu Soothing | Nimu Soothing: |
| Champion Restart the Cycle | Restart the Cycle: |
| +10% damage. | This unit's attacks deal an additional 10% damage. |
| Champion Core Link | Core Link:- Reduces incoming damage by an additional 10%.
- Boosts the target's damage by 10%.
|
| Champion Strengthen Undead | Strengthen Undead: |
| Champion Patch Up | Patch Up: |
| Champion Burning Dust | Burning Dust:- Deals an additional 4
Fire Damage. - Gains a base 60% chance of inflicting Blind.
|
| Champion Songs | Upgrades unit abilites:- Song of Revelry and Song of Carnage put the unit into Defense Mode after use.
- Song of Revelry grants an additional 1 Regeneration.
|
| Champion Soothing Breeze | Soothing Breeze: |
| Champion Budding Strength | Budding Strength: |
| Champion Grant Defense | Grant Defense:- Grants 2 Bolstered Resistance.
|
| Champion Blooming Life | Blooming Life:- Grants an additional 2 Regeneration.
- Cooldown reduced by 1
Turn.
|
| Champion Spirit Summon | Spirit Summon:- Grants the summoned unit 2 Strengthened.
|
| Champion Mending Awakening | Mending Awakening: |
| Champion Vow of Healing | Vow of Healing: |
| Champion Invigorate | Invigorate:- Grants an additional 1 Strengthened.
- Grants an additional 1 Regeneration.
- Cooldown reduced by 1
Turn
|
| Champion Conjure Animal | Conjure Animal:- Now summons a Tier II animal.
|
| Champion Healing Portent | Healing Portent: |
| Champion Lesser Heal | Lesser Heal: |
| Champion Heal | Heal: |
| Champion Healing Prayer | Healing Prayer: |
| +10<hp></hp> | This unit has an extra 10 to its maximum Hit Points. |
| +10% damage | This unit does an extra 10% damage with its attacks. |
| +5<hp></hp> | This unit has an extra 5 to its maximum Hit Points. |
| +1<resistance></resistance> | This unit has an extra 1 to its maximum Resistance. |
| +1<defense></defense> | This unit has an extra 1 to its maximum Defense. |
| +1<defense></defense> | This unit has an extra 1 to its maximum Defense. |
| +1<resistance></resistance> | This unit has an extra 1 to its maximum Resistance. |
| Champion Revitalize | Revitalize:- Gives an additional 2 Regeneration.
- Reduced cooldown by 1
Turn.
|
| Caretaker | Animals in this army require 20% less base Unit Upkeep. |
| Deathless | This unit does not trigger \"on unit death\" effects when it dies. |
| Status Effect Immunity: Soulbound | Unit is immune to Soulbound and cannot be transformed into a Decaying Zombie by necromancy spells and abilities. |
| Non-Vital | Non-Vital units are destroyed if only Non-Vital allies remain. |
| Crowmaster | At the start of battle, summon Grimbeak Crows. |
| Ascended Martyrdom | 1 Turn after this unit dies, it:Works once per battle. |
| Ascended Subjugation | This Hero's Base melee attacks gain:- Inflict negative
Morale. - Chance of inflicting Dominated on units with
Morale of Very Low or worse.
|
| Ascended Warlord | Whenever an enemy unit is slain, this unit gains Strengthened and heals for 15 Temporary Hit Points. |
| Ascended Sorcerer | Allows you to cast an additional Spell each Turn.A player can only use one Overchannel effect each turn. |
| Ascended Seer | This hero gains: |
| Ascended Forgemaster | This hero grants: |
| Ascended Earthshaker | Critical hits inflict:- Stunned
- 2x Sundered Defense
- 2x Sundered Resistance
|
| Ascended Artificer | In Combat, friendly Siegecraft units deal +20% damage. |
| Ascended Restorer | Support abilities grant all friendly units Regeneration. |
| Ascended Rootwarden | At the end of this unit's turn, roots assail adjacent enemies:- Base 90% chance of inflicting Bleeding for 3
Turns. - Base 90% chance of inflicting Immobilized 1
Turn.
|
| Ascended Summoner | In Combat, friendly Magic Origins units gain +10 Hit Points and deal 10% more damage. |
| Ascended Cryomancer | Gain:- Base attacks gain a chance of inflicting Frozen, on fail, inflict Slowed instead.
- Gain 5
Frost Protection.
|
| Ascended Hunter | - At the start of battle, summons a Warg that inflicts Bleeding.
- This hero's attacks inflict bonus
Physical Damage per stack of Bleeding on the target.
|
| Ascended Shaper | Non-Hero units in this hero's army gain +50% Experience. |
| Ascended Artillerist | When in combat, Artillery Cover is active. |
| Ascended Golemheart | Gain +3 Defense and +3 Resistance for each adjacent friendly Construct. |
| Ascended Alchemist | Support abilities grant +2 random Positive Status Effects.Magic attacks inflict Weakened. |
| Ascended Disruptor | Attacks dispel random Positive Status Effects. |
| Ascended Mistborne | Support abilities apply Clinging Mist. |
| Ascended Stormbearer | When damaged, adjacent enemy units suffer: |
| Ascended Dragonheart | In Combat, friendly Dragons gain +2 Defense, +2 Resistance, and deal 20% more damage. |
| Attunement: Star Blades | When a friendly spell is cast, this unit's base attack gains +1 damage based on the affinity of the spell:Stacks up to 3 times.Effects are increased for Single Shot attacks. |
| Attuned Cast | Add 10 Combat Casting Points to this combat. |
| Arcane Conduit | Add 5 Combat Casting Points to this combat each Turn. |
| Focused Aggression | This unit's attacks gain:- Ranged or Magic attacks: +10% damage per stack of Marked on the target.
- Melee attacks inflict Marked.Effects are increased for Single Shot attacks.
|
| Ascension: Deepcaller | Gain - Attacks inflict Constricted
Effects are increased for Single Shot attacks. |
| Ascended Pyrebearer | This unit has Resurgence and -20 Hit PointsWhen this unit dies:- Enemy units in a 2 hex radius suffer 20
Fire Damage.Condemned and Weakened. - Create Cleansing Flames on the affected hexes.
- All Friendly units gain Zeal until the end of battle.
|
| Order Dedication | While army leader, all non-hero units in the army gain: |
| Paragon of Order | While army leader, all non-hero units in the army gain: |
| Chaos Dedication | While army leader, all non-hero units in the army gain: |
| Paragon of Chaos | While army leader, all non-hero units in the army gain:- Hastened and Strengthened at the start of combat.
|
| Astral Dedication | While army leader, all non-hero units in the army gain: |
| Paragon of Astral | While army leader, all non-hero units in the army gain: |
| Materium Dedication | While army leader, all non-hero units in the army gain: |
| Paragon of Materium | While army leader, all non-hero units in the army gain: |
| Nature Dedication | While army leader, all non-hero units in the army gain: |
| Paragon of Nature | While army leader, all non-hero units in the army gain: |
| Shadow Dedication | While army leader, all non-hero units in the army gain:- +2 damage on
Flanking attacks, this effect stacks. Effects are increased for Single Shot attacks. |
| Paragon of Shadow | While army leader, this unit and all units in the army gain:- Universal Camouflage
- Slippery
- Fleeting
|
| Sentinel | +20% damage via Retaliation Attacks and Opportunity Attacks. |
| Frontline Fighter | Gain +1 Defense and +1 Resistance against non-flanking attacks. |
| Resistant Vanguard | This and adjacent friendly units gain +1 Resistance and +1 Status Resistance. |
| Offensive Vanguard | This unit is adjacent to a friendly Hero with Offensive FormationAttacks deal +10% more damage. |
| Adaptive Armor | Once per Turn, when this unit is damaged by Magic attacks or spells it gains:- Bolstered Resistance
- Status Protection
|
| Defensive Formation | While army leader, all non-hero units in the army grant: |
| Foraging Training | While army leader, all non-hero units in the army gain: |
| Elder of Shadow | Whenever a unit is slain, this unit heals for 10 Temporary Hit Points. |
| Champion of Perseverance | This unit grants +4 Status Resistance to adjacent friendly units. |
| Champion of War | This unit grants +20% Critical Hit Chance to adjacent friendly units. |
| Bladestorm | At the start of this units' turn adjacent enemy units suffer 10 Physical Damage and Bleeding for 3 Turns |
| Unyielding | At the start of its turn, the unit dispels 1 Negative Status Effect. |
| Warseeker | When this unit kills an enemy:- Gains Warseeker for 2
Turns. - This effect stacks up to 3 times.
|
| Adaptive Vigor | Once per turn, this unit gains Regeneration when hit by an attack. |
| Brutal Parry | Attackers within 1 hexes suffer 5 Physical Damage and have a base 90% chance of suffering Bleeding for 3 Turns. |
| Isolation Slayer | This unit deals -6 Physical Damage damage if another enemy is adjacent to the target. |
| Graceful Charge | Charge attacks grant this unit 1 Grace.Does not trigger on Retaliation Attacks and Opportunity Attacks. |
| Longbow | Base Missile attacks gain +1 Range. |
| Aspirant: Liege Guard | When this unit gains Legendary Rank, it instead promotes into a Liege GuardRequires a Feudal Tier 3 Town Hall to be built in the Empire. |
| Aspirant: Longbow | When this unit gains Legendary Rank, it instead promotes into a LongbowRequires a Feudal Tier 3 Town Hall to be built in the Empire. |
| War Banner | All adjacent friendly units gain +1 Defense and +1 Resistance.This effect does not stack. |
| Champion Dissonant Weave | Dissonant Weave: |
| Incarnate Retaliation | Adjacent attackers take 1 damage of the associated type per stack of Affinity Incarnate. |
| Survey Materials | This unit can survey Provinces that contain Magic Materials. This rewards Wonderstone. |
| Champion Conjure Affinity Tesseract | Summoned Affinity Tesseract gains Frenzy. |
| Incarnate Fortitude | This unit gains +5 Hit Points per stack of Affinity Incarnate. |
| Incarnate Disruption | Adjacent enemy units suffer -1 damage type Resistance associated with each stack of Affinity Incarnate on this unit. |
| Affinity Incarnate | For each stack of Affinity Incarnate this unit gains damage based on their Empire's dominant Affinity:Effects are increased for Single Shot attacks. |
| Champion Death Hex | Death Hex: |
| Power from Death | Whenever a unit dies:- Gain +1 Mortal Blessing
- If this unit struck the killing blow +1 additional Mortal Blessing
|
| Expendable | This unit's death does not affect their allies' Morale. |
| Fatebringer | +5% damage for each stack of Mortal Blessing |
| Blessed End | On Kill, gain +1 additional Mortal Blessing until the end of combat |
| Aura of Tyranny | Adjacent enemies have -1 Status Resistance. |
| Despotic Vitality | At the end of this unit's turn: |
| Lesser Resurgence | When the unit dies in combat, it is revived at the end of combat if its owner is victorious. Revived units are brought back with 10% of their maximum Hit Points and no Move Points. |
| Astral Connection | While adjacent to a friendly Magic Origin unit, both units gain:This effect stacks. |
| Armor of Contempt | Unit has +1 Defense and +1 Resistance against attacks for each Debuff on the attacker.Stacks up to 5 times. |
| Cleric | This and adjacent friendly units gain +1 Resistance.At the end of its turn, this unit gains +1 Fervor. |
| Warfare Training | This unit counts as both Ranged unit and Scout. |
| Empowering Momentum | After moving at least 3 hexes, gain Momentum until the end of the Turn. |
| Fiery Momentum | While this unit has Momentum:- Attacks inflict guaranteed Burning.
- Gain Demolisher.
|
| Moving City | This city is moving to a new location and may deploy into a Nomad City. |
| Scavenger | This unit can pick up Loot dropped by slain units in combat to gain Looted Power. |
| War Stances | This unit has two stances, the active stance depends on the last one used during its turn:- Storm Strike grants the defensive Stormstance.
- Wind Strikes grants the mobile Windstance.
- Swapping from one stance to another grants Building Momentum.
|
| Palisade Walls | Palisade Walls |
| Champion Recovering Windpull | Recovering Windpull: |
| Versatile Skirmisher | |
| Umbral Malady Immunity | This unit is immune to Umbral Malady. |
| Land Movement | This unit can move over land hexes. |
| Mountain Walk | Moving through Mountains and Cliffs costs 8 Move Points instead of 16. |
| Forest Walk | Moving through Forests costs 6 Move Points instead of 8. |
| Forest Camouflage | This unit cannot be detected when standing on Forest hexes. |
| Mountain Camouflage | This unit cannot be detected on Mountains hexes. |
| Volatile Summon | Units summoned by this unit gain Volatile Summon. |
| Wind Barrier Aura | Adjacent friendly units are 30% harder to hit by Missile and ranged Magic attacks. |
| Sylvan Wolf's Boon | Unit is blessed by the Sylvan Wolf:- It gains a Rising Fury stack when attacking.
- At 3 stacks, these turn into stacks of Fury of the Sylvan Wolf. The unit's base attacks gain:
- Each attack removes a stack of Fury of the Sylvan Wolf.
|
| Primal Concealment | This unit cannot be detected when on their Primal Animal's favored terrain. |
| Mire Crocodile's Boon | Unit is blessed by the Mire Crocodile:- It gains a Rising Fury stack when attacking.
- At 3 stacks, these turn into stacks of Fury of the Mire Crocodile. The unit's base attacks:
- Each attack removes a stack of Fury of the Mire Crocodile.
|
| Ash Sabertooth's Boon | Unit is blessed by the Ash Sabertooth:- It gains a Rising Fury stack when attacking.
- At 3 stacks these turn into stacks of Fury of the Ash Sabertooth. The unit's base attacks gain:
- Each attack removes a stack of Fury of the Ash Sabertooth.
|
| Dune Serpent's Boon | Unit is blessed by the Dune Serpent:- It gains a Rising Fury stack when attacking.
- At 3 stacks, these turn into stacks of Fury of the Dune Serpent. The unit's base attacks:
- Each attack removes a stack of Fury of the Dune Serpent.
|
| Storm Crow's Boon | Unit is blessed by the Storm Crow:- It gains a Rising Fury stack when attacking.
- At 3 stacks these turn into stacks of Fury of the Storm Crow. The unit's base attacks gain:
- Each attack removes a stack of Fury of the Storm Crow.
|
| Glacial Mammoth's Boon | Unit is blessed by the Glacial Mammoth:- It gains a Rising Fury stack when attacking.
- At 3 stacks, these turn into stacks of Fury of the Glacial Mammoth. The unit's base attacks gain:
- Each attack removes a stack of Fury of the Glacial Mammoth.
|
| Tunneling Spider's Boon | Unit is blessed by the Tunneling Spider:- It gains a Rising Fury stack when attacking.
- At 3 stacks these, turn into stacks of Fury of the Tunneling Spider. The unit's base attacks gain:
- Each attack removes a stack of Fury of the Tunneling Spider.
|
| Spirit Finder | Unit has +6 Sensing Range |
| Status Effect Immunity: Diseased | Unit is immune to Diseased. |
| Aura of Disease | At the end of this unit's turn, adjacent enemy units have a base 60% chance of becoming Diseased. |
| Wolf Primal Communion | Unit has:- Sylvan Wolf's Boon
- Forest Walk
|
| Crocodile Primal Communion | Unit has:- Mire Crocodile's Boon
- Swamp Walk
- Status Effect Immunity: Diseased
|
| Crow Primal Communion | Unit has:- Storm Crow's Boon
- Grassland Walk
|
| Mammoth Primal Communion | Unit has:- Glacial Mammoth's Boon
- Arctic Walk
|
| Spider Primal Communion | Unit has:- Tunneling Spider's Boon
- Cave Walk
|
| Serpent Primal Communion | Unit has:- Dune Serpent's Boon
- Sand Walk
|
| Sabertooth Primal Communion | Unit has:- Ash Sabertooth's Boon
- Desolate Walk
|
| Grassland Walk | Moving through Grasslands costs 5 Move Points instead of 6. |
| Wolf Primal Connection | Unit gains Frenzy when in a province with Forest terrain. |
| Crocodile Primal Connection | Unit gains Frenzy when in a province with Swamp terrain. |
| Sabertooth Primal Connection | Unit gains Frenzy when in a province with Ashlands terrain. |
| Serpent Primal Connection | Unit gains Frenzy when in a province with Sand terrain. |
| Crow Primal Connection | Unit gains Frenzy when in a province with Grasslands terrain. |
| Mammoth Primal Connection | Unit gains Frenzy when in a province with Snow terrain. |
| Spider Primal Connection | Unit gains Frenzy when in a province with Mushroom Forest terrain. |
| Fey Guile | At the end of its turn, if this unit is Obscured or in a Mist cloud, it gains a random Positive Status Effect. |
| Pack Hunter | Attacks deal +10% damage per friendly unit adjacent to the target, not counting itself. |
| Presence of Growth | While this unit is in combat, all friendly units gain: |
| Presence of Glory | While this unit is in combat, all friendly units gain: |
| Presence of Gales | While this unit is in combat, all friendly units gain: |
| Presence of Sorrow | While this unit is in combat, all friendly units gain:- Morale Drain
- +30% damage when attacking units with 'Low' or lower
Morale.
|
| Morale Drain | - Repeating attacks steal 3
Morale per hit. - Single attacks steal 6
Morale.
|
| Trail of Mists | At the end of the turn create a Mist cloud on the unit's hex. |
| Dark Rites | - When an enemy unit dies:
- Does not trigger on the death of Combat Summons, Tower and Siegecraft units.
|
| Savage Strike | When an attack triggers a critical hit, it deals: |
| Forgotten Tome of Curses | At the start of combat, gain one of these abilities:- Frost Hex
- Fire Hex
- Necro Hex
Every 4 Turns lose the ability and regain another from the list, potentially the same. |
| Forgotten Tome of Pestilence | At the start of combat, gain one of these abilities:- Rot Away
- Mass Plague
- Debilitation
Every 4 Turns lose the ability and regain another from the list, potentially the same. |
| Forgotten Tome of Sorcery | At the start of combat, gain one of these abilities:- Cosmic Barrage
- Astral Storm
- Astral Rift
Every 4 Turns lose the ability and regain another from the list, potentially the same. |
| Forgotten Tome of Arcfire | At the start of combat, gain one of these abilities:- Arcfire Typhoon
- Blazing Chain Lightning
- Arcfire Weapons
Every 4 Turns lose the ability and regain another from the list, potentially the same. |
| Forgotten Tome of Blessings | At the start of combat, gain one of these abilities:- Renew
- Blessed Champion
- Blessed Judgment
Every 4 Turns lose the ability and regain another from the list, potentially the same. |
| Tentacled Escape | When the unit dies in combat, it escapes to the void instead and returns at the end of combat if its side is victorious.Unit is brought back with 50% of their maximum Hit Points. |
| Forgotten Tome Mastery | Forgotten Tome signature skills give their next spell 1 Turn faster. |
| Umbral Demon | An Umbral Demon unit with: |
| Curse Eater | At the start of each turn:Disabled if the unit is Burning. |
| Umbral Dissolution | When this unit dies, it creates Umbral Taint around it. |
| Splitterling Deathcall | On death, summon 3 Splitterlings.Doesn't work in Water Combat. |
| Umbral Wake | Unit creates Umbral Taint as it moves. |
| Tyrant's Oversight | At the start of each turn, all friendly units with Tyrant's Mark: |
| Tyrant's Retinue | At the start of battle, summon 2 Splitterlings.Doesn't work in Water Combat. |
| Cull the Weak | - Missile and Magic attacks have a base 90% of inflicting Weakened.
- Melee attacks against Weakened units:
Effects are increased for Single Shot attacks. |
| Heartless | The unit has a -50% modifier to Morale changes |
| Harmonize | When this unit drops below 60% of their maximum Hit Points, gain an effect based on the culture's Devotion: |
| Nobility | Unit's non-flanking attacks deal extra damage based on the culture's Devotion:Effects are increased for Single Shot attacks. |
| Warrior's Soul | At the start of the unit’s turn, if friendly units do not outnumber enemy units, the unit gains Warrior's Fury until the end of combat.Warrior's Fury increases damage of attacks, based on the culture's Devotion:Effects are increased for Single Shot attacks. |
| Retreat Expert | When retreating from battle, this unit returns 2 turns faster and it is never fatal. |
| Ascended Master | At the start of each turn, dispel a Negative Status Effect. |
| Ascended Assassin | Base attacks ignore 50% of the target's Defense and Resistance when flanking or if the target is Blind. |
| Accursed Body | When a melee range attack hits, the attacker has a 30% chance of being inflicted with Ghostfire for 3 Turns. |
| Champion Medal: Retaliation Damage | +40% damage on Retaliation Attacks |
| Paragon of Strife | At Paragon level Devotion, gain the Infernal Blaze ability. |
| Paragon of Righteousness | At Paragon level Devotion, gain the Radiant Slash ability. |
| Paragon of Harmony | At Paragon level Devotion, gain the Arrow of Harmony ability. |
| High Maintenance | Base Unit Upkeep is increased by 2 Gold. |
| Status Effect Immunity: Bleeding | Unit is immune to Bleeding. |
| Rune of Command: Storm | While army leader, all non-hero units in army gain +1 Resistance. |
| Rune of Command: Rock | While army leader, all non-hero units in army deal +10% damage. |
| Rune of Command: Fire | While army leader, all non-hero units in army have a +10% Critical Hit Chance. |
| Critical Rune | Unit has +15% Critical Hit Chance. |
| Damage Rune | Unit deals +15% damage. |
| Vitality Rune | Unit gains +15 Hit Points. |
| Guard Rune | Unit has: |
| Dispelling Rune | At the start of the turn, dispel 1 Negative Status Effect. |
| Lava Walk | Allows the unit to traverse lava at a Movement Cost of 6. |
| Spiked Shield | Melee range attackers sustain 2 Physical Damage when attacking this unit. |
| Rune of Protection: Storm | Gain: |
| Rune of Protection: Rock | Gain:- +2
Defense - Status Effect Immunity: Bleeding
|
| Rune of Protection: Fire | Gain: |
| Crystal Reflection | Non-Melee attacks are reflected back at the attacker for 20% of the damage. |
| Reactive Core | When any Volatile Charge triggers its effect, this unit gains:- Strengthened for 3
Turns - Regeneration for 3
Turns.
|
| Undying | When killed, this unit will revive with 50% of its total Hit Points:- After 2 Combat
Turns. - If side is victorious in battle.
Can only be triggered once per battle. |
| Geomantic Connection | The damage and effects of Terra Bolts and Geo Surge change based on the terrain this unit is standing on. |
| Legion | For each other friendly unit with Legion in combat, this unit gains:This stacks up to 4 times.Effects are increased for Single Shot attacks. |
| Primordial Strength | While this unit is in battle all friendly units gain:- If this unit attacked, at the end of their turn they gain a stack of Strengthened and Nature's Might for 3
Turns.
|
| Primordial Envy | While this unit is in battle, all friendly units' attacks gain:Effects are increased for Single Shot attacks. |
| Primordial Pride | While this unit is in battle, all friendly units gain:- Once per turn, when this unit is hit by an attack, the attacker gains a stack of Burning for 3
Turns.
|
| Expert Trainer | Other units in the army gain 50% extra Experience from combat. |
| Beastmaster | While this unit is in combat, Animal and Dragon units gain: |
| Herdfather | When this unit dies, friendly Animal and Dragon units gain:- 5 Strengthened for 3
Turns. - Berserk for 2
Turns.
|
| Lithorine Shardlancer Companion | At the start of combat, summon a Lithorine Shardlancer to your side.Doesn't work on water combat. |
| Golden Curse | Enemy melee attackers have a base 60% chance of becoming Gilded. |
| Rune of Protection: Frost | Gain: |
| Rune of Command: Frost | While army leader, all non-hero units in army have 1 Negative Status Effect dispelled at the start of the turn in combat. |
| Lava Burst | At the start of the turn, enemy units in a 2-hex radius sustain damage. |
| Freezing Mist | Enemy units within 2 hexes:- Sustain 10
Frost Damage. - Have a base 30% chance of becoming Frozen for 1
Turn. If unsuccessful inflicts Slowed for Turns.
|
| Personal Guard | At the start of combat a random Tier II Ogre unit joins the battle.Doesn't work in Water Combat. |
| Grand Cascading Rune | While army leader, all non-hero units in the army gain:- Killing a unit deals 10
Lightning Damage to up to 2 other enemy units within 2 hexes.
|
| Grand Cascading Rune | While army leader, all non-hero units in the army gain:- Killing a unit deals 10
Physical Damage to up to 2 other enemy units within 2 hexes.
|
| Grand Cascading Rune | While army leader, all non-hero units in the army gain:- Killing a unit deals 10
Fire Damage to up to 2 other enemy units within 2 hexes.
|
| Grand Cascading Rune | While army leader, all non-hero units in the army gain:- Killing a unit deals 10
Frost Damage to up to 2 other enemy units within 2 hexes.
|
| Fury Rune | Unit:- Has Very Fast Movement
- Gains a stack of Strengthened and Fortune for 3
Turns when it uses an attack ability.
|
| Grand Fury Rune | While army leader, all non-hero units in the army:- Gain a stack of Strengthened and Fortune for 3
Turns when it uses an attack ability.
|
| Grand Brawn Rune | While army leader, all non-hero units in the army gain:- +15% damage on base attacks.
- A base 90% chance of applying Bleeding for 3
Turns on base attacks, Effects are increased for Single Shot attacks.
|
| Undying | When killed, this unit will revive with 50% of its total Hit Points:- After 2 Combat
Turns. - If side is victorious in battle.
Can only be triggered once per battle. |
| Grand Life Rune | While army leader, all non-hero units in the army gain: |
| Grand Safeguard Rune | While army leader, all non-hero units in the army gain:- When this unit goes below 60% of its maximum hit points:
- Gain 2 stack of Bolstered Defense for 3
Turns. - Gain 2 stack of Bolstered Resistance for 3
Turns. - Gain 5
Temporary Hit Points per stack of Bolstered Defense and Bolstered Resistance.
|
| Safeguard Rune | When this unit goes below 60% of its maximum hit points:- Gain 3 stack of Bolstered Defense for 3
Turns. - Gain 3 stack of Bolstered Resistance for 3
Turns. - Gain 5
Temporary Hit Points per stack of Bolstered Defense and Bolstered Resistance.
|
| Disruption Rune | - Base attacks have a base 60% chance of inflicting Disrupted for 2
Turns. - Attacks deal +30% damage to Magic Origin units.
|
| Grand Disruption Rune | While army leader, all non-hero units in the army gain:- Base attacks have a base 60% chance of inflicting Disrupted for 2
Turns, Effects are increased for Single Shot attacks.. - Attacks deal +20% damage to Magic Origin units.
|
| Reflecting Rune | This unit reflects 20% of the damage sustained by Melee attacks. |
| Ancient of Earth | Unit gains: |
| Ancient One | Unit gains: |
| Dungeon Keeper | At the start of combat summon a Clay Arbalest, Clay Charger, or a Clay Defender unit. |
| Distracting Aura | At the start of the turn, inflict Distracted to adjacent enemy units for 1 Turn. |
| Champion Medal: Extra Range | +1 Range on base attacks. |
| Graceful Defense | Gain +1 Grace on entering Defense Mode. |
| Hazard Immunity: Devouring Void | Unit is immune to the Devouring Void hazard. |
| Revenant Champion | At the start of combat, summon a Tier I Skeleton unit with Unholy Champion. |
| Prescient Phase | When this unit is hit, it gains Precognition. |
| Mist Away | When this unit's Hit Points are reduced to zero, it is displaced by 3 hexes and heals +20 Temporary Hit Points.Works once per battle. |
| Flying | This unit is Flying:- It has +2 Vision Range
- Can move in any terrain at a movement cost of 6
- Requires Seafaring to traverse Water hexes
- Can safely move past most other units and obstacles in combat.
|
| Blood Recovery | Recover 10 Temporary Hit Points when killing a unit with a Magic, Melee, or Missile attack. |
| Marrow Drinker | - Attacks inflict Bleeding for 3
Turns, increased for Single Shots. - When an enemy suffers damage from Bleeding, gain 2
Temporary Hit Points.
|
| Profane Body Mastery | Unit has: |
| Undead Servants | At the start of combat, conjure a Zombie.Doesn't work on Water Combat. |
| Defiler | Attacks remove 1 Positive Status Effect. Single Shot attacks remove 2 Positive Status Effects instead. |
| Soulbound Anguish | At the start of the turn, enemy units with Soulbound sustain 4 Frost Damage. |
| Tyrant | Attacks cause 4 Morale loss on target. Doubled for Single Shot attacks. |
| Increased Upkeep | Upkeep increases by 10 Gold. |
| Increased Upkeep | Upkeep increases by 20 Gold. |
| Champion Scarlet Plague | Scarlet Plague: |
| Parasitic Bloat | When this unit dies adjacent enemies:- Sustain 10
Physical Damage. - Have a base 90% chance of gaining Blood Parasite for 3
Turns.
|
| Razor Thorns | Melee attackers suffer a stack of Bleeding for 3 Turns. |
| Cursed Rose Command | While this unit is in combat, all friendly undead units have Razor Thorns. |
| Lifedrinker | When an adjacent unit dies: |
| Coagulate | Once per turn when hit by an attack, gain for 3 Turns:- Bolstered Defense
- Bolstered Resistance
|
| Oppressing Aura | At the end of the turn adjacent enemies have a base 90% chance of suffering:- Misfortune for 3
Turns. - 10
Morale loss.
|
| Blood Sigil | Attack and Debuff abilities ignore 1 Status Resistance per stack of Bleeding on the target. |
| Blood Pest | At the start of combat, summon a Blood Maggot. |
| Night Creature | At the start of combat, conjure a Doom Bat. |
| Vampiric Rage | Damage increases as Hit Points are lowered, up to 50% at 1 Hit Point. |
| Reaper | On kill:- Active cooldowns are reduced by 1
Turn. - Gain +10
Hit Points for the fight. Triggers once per turn. |
| Nightlord | - Unit is immune to Blind.
- While in Sunless, Underground, or Gloom this unit has:
- +20% damage.
- Natural Regeneration.
|
| Aura of Torment | At the end of the turn, adjacent enemies: |
| Exceptional Speed | This unit and all Turned Vampires under it have Very Fast Movement when not mounted.If the Elder Vampire has Profane Body Mastery, it gains +20% Critical Hit chance instead, even when mounted. |
| Rose Knight Recruitment | Cities gain the ability to draft Rose Knights. |
| Rose Knight Guardian | At the start of combat, conjure a Rose Knight.Does not work in water battles. |
| Status Effect Immunity: Blood Parasite | Unit is immune to Blood Parasite. |
| Sand Camouflage | This unit cannot be detected when on Sand hexes. |
| Sand Shift | Unit gains Sand Shift when on Sand terrain. |
| Defense Mode: Hold your Ground | This unit ends its turn and goes into a defensive mode: |
| Command Momentum | On unit kill, reset the cooldowns of all Command abilities. |
| Lieutenant's Lead | - When this unit attacks, a random friendly unit within 2 hexes gains Strengthened for 3
Turns. - When this unit enters Defense Mode, a random friendly unit within 2 hexes gains Bolstered Defense and Bolstered Resistance for 3
Turns.
|
| Mana Starved | This unit:- Gains Strengthened and Regeneration for 3
Turns: - When it applies Disrupted and Mana Drain.
- When hit by a Magic attack:
- Cannot have Unit Enchantments or Transformations.
- Has Control Loss Immunity.
|
| Champion Mana Drain | Mana Drain:- Base damage increases to 60
Physical Damage. - Disrupted and Mana Starved chance increased to 120%
|
| Disrupting Aura | At the start of the turn, adjacent enemy units:- Sustain 8
Physical Damage. - Have a base 90% chance of becoming Disrupted for 2
Turns.
|
| Extended Command Unit | At the start of combat, summon a Lieutenant. |
| Warlord Commands | At the start of each turn randomly gain Command: Attack, Command: Defend, and Command: Retreat. |
| Field Tactics | Tier I, Tier II, and Tier III units in the army have:Does not stack. |
| Avatar of the Sylvan Wolf | At the start of combat in a province with Forest, all friendly units with Sylvan Wolf's Boon start combat with 3 Fury of the Sylvan Wolf. |
| Avatar of the Mire Crocodile | At the start of combat in a province with Swamp, all friendly units with Mire Crocodile's Boon start combat with 3 Fury of the Mire Crocodile. |
| Avatar of the Ash Sabertooth | At the start of combat in a province with Ashlands, all friendly units with Ash Sabertooth's Boon start combat with 3 Fury of the Ash Sabertooth. |
| Avatar of the Dune Serpent | At the start of combat in a province with Sand, all friendly units with Dune Serpent's Boon start combat with 3 Fury of the Dune Serpent. |
| Avatar of the Storm Crow | At the start of combat in a province with Grasslands, all friendly units with Storm Crow's Boon start combat with 3 Fury of the Storm Crow. |
| Avatar of the Glacial Mammoth | At the start of combat in a province with Snow, all friendly units with Glacial Mammoth's Boon start combat with 3 Fury of the Glacial Mammoth. |
| Avatar of the Tunneling Spider | At the start of combat in a province with Mushroom Forest, all friendly units with Tunneling Spider's Boon start combat with 3 Fury of the Tunneling Spider. |
| Fiery Rebirth | When killed, this unit will revive with 40% of its total Hit Points:- After 2 Combat
Turn and then deal 15 Fire Damage to adjacent enemy units. - If side is victorious in battle.
Can only be triggered once per battle. |
| Magic Fighter Unit | A melee attacker that uses Magic attacks to target enemies with low Resistance. Magic Fighters have: |
| Champion Medal: Arcanist | Unit has: |
| Imp's Hunger | - Gain a permanent stack of Gorged:
- At the start of combat.
- When killing an enemy unit.
- Upon reaching 5 stacks of Gorged, remove them and all friendly units within 2-hexes:
|
| Blazing Aura | At the end of the turn, adjacent enemy units:- Sustain 4
Fire Damage. - Have a base 60% chance of becoming Burning for 3
Turns.
|
| Fiery Reflection | Damage taken is reflected back to the attacker as Fire Damage. |
| Curse of Desire | Non-Hero non-Magic Origin adjacent attackers have a base 30% chance of becoming Distracted. |
| Champion Morning Boon | Morning Boon now targets another friendly unit within 2 hexes. |
| Champion Evening Bane | Evening Bane now targets another enemy unit within 2 hexes. |
| Cosmos Manifest | For each affinity at or above 5 gain the corresponding Passive Ability:- Cosmos Manifest: Astral
- Cosmos Manifest: Chaos
- Cosmos Manifest: Materium
- Cosmos Manifest: Nature
- Cosmos Manifest: Order
- Cosmos Manifest: Shadow
|
| Cosmic Resonance | When a spell is cast in combat, gain +2 Protection according to the affinities of the spell. |
| Penguin | A penguin unit. |
| Parasitic Coral | At the end of the turn, enemy units adjacent to this one suffer 10 Frost Damage. Then heal 10 Temporary Hit Points for each enemy hit. |
| Penguin Commander | Tier 4 or lower Penguin units in the army gain:Cannot stack. |
| Glitter Explosion | When this unit dies, units in a 2-hex radius: |
| Wake of Mists | At the end of the turn, create a Mist cloud on the unit's and adjacent hexes. |
| Field Abjurer | Non-hero units in your army have:- When this unit's total
Hit Points reach 60% or lower, gain 3 Grace.
|
| Spirit Caller | At the start of combat conjure a Morning Sprite or an Evening Sprite that stays until the end of combat. |
| Living Spider Nest | - When this unit's total
Hit Points reach 60% or lower, conjure a Tier II Spider. - When this unit's total
Hit Points reach 30% or lower, conjure a Tier II Spider. This summon lasts for 3 Turns.Additionally allows for the drafting of Tier I and Tier II Spiders in cities. |
| Fiery Seductor | |
| Overlord's Hunger | - Gain a permanent stack of Gorged:
- At the start of combat.
- When killing an enemy unit.
- Upon reaching 5 stacks of Gorged, remove them and:
- Gain a permanent stack of Demonic Satiation.
- All friendly units within 2-hexes:
|
| Cosmos Mastery | For each Affinity at or above 5 enchanted units gain:- +2 damage of the main channel associated with that affinity.
- +2 protection of the main channel associated with that affinity.
|
| Champion Spider Rebirth | Spider Rebirth now has a 2 turn cooldown. |
| Mage Slayer | Attacks deal +40% damage against Wizard Kings and Battle Mage Units. |
| Army Maintenance | Units in the army cost -10% base Unit Upkeep. |
| Army Trainer | Units in the army gain +20% Experience. |
| Corpse Cage | The first time this unit's total Hit Points reaches 50% or lower, it summons a Decaying Zombie.Does not function in water battles. |
| Brave | This unit loses -50% less Morale. |
| Controlled Chaos | |
| Incorruptible Spirit | |
| Warding Aura | Adjacent friendly units gain +2 Resistance. |
| Bolstering Evasion | Once per turn, this unit gains Evasion when hit by a Magic or Missile attack. |
| Immobilizing Presence | At the start of the turn, adjacent enemies become Slowed. If they were already Slowed, they become Immobilized instead. |
| Spiritbreaker Aura | Adjacent enemy units lose morale 50% faster. |
| Evoker's Ritual | Adds an effect to Channeling Ritual: |
| Amplified Evocation | Damage Spells cast in combat where this unit is present deal +20% damage. |
| Empowered Attuned Godir | Whenever you cast a spell, this unit gains:- +2 Strengthened
- +2 Regeneration
- +1 Bolstered Resistance
This replaces Attuned Godir. |
| Amplified Healing | Healing Spells cast in combat where the Wizard King is present heal +50% more.- Unlock the Arcane Renewal spell.
|
| Enchanter's Ritual | Adds an effect to Channeling Ritual: |
| Attuned Godir | Whenever you cast a spell, this unit gains:- +1 Strengthened
- +1 Regeneration
|
| Cannot be Displaced | This unit is immune to effects that would forcefully and physically move it. |
| Rite of Atonement | When this unit kills an enemy, there is a 60% chance that the killed unit turns into a Lesser Light Spirit under your control.If it survives combat, it evolves and can be kept for a Mana cost. |
| Rite of Undeath | When this unit kills an enemy, turn it into a Skeleton unit under its control.Doesn't work in Water Combat. |
| Soul Keeper | Summon a Zombie at the start of battle. Doesn't work in water combat. |
| Bone Wyvern Keeper | Summon a Bone Wyvern at the start of battle. |
| Feygrowth | At the end of this unit's turn, gain Obscured until moved and create Obscuring flora in adjacent spaces.Does not work in water battles. |
| Rooted Resistance | Hero gains:When the unit enters Defense Mode these bonuses are given to adjacent allies. |
| Lifeseeder | Attacks gain:- 60% chance of inflicting Life Seed for 3
Turns. Debuff abilities gain:- Inflict Life Seed for 3
Turns Effects are increased for Single Shot attacks. |
| Discipline of Storms | Gain Lesser EvocationBase attacks gain 90% chance of inflicting Electrified for 3 Turns. |
| Discipline of Flames | Gain Lesser EvocationBase attacks set the ground under the target on fire. |
| Discipline of Earth | Gain Lesser EvocationBase attacks gain 90% chance of inflicting Sundered Defense for 3 Turns. |
| Discipline of Frost | Gain Lesser EvocationBase attacks gain 90% chance of inflicting Slowed for 2 Turns on non-slowed targets.Base attacks gain 60% chance of inflicting Frozen for 1 Turn against targets affected by Slowed. |
| Fervorous Disciple | Support abilities grant +1 Fervor.Entering Defense Mode grants +3 Fervor. |
| Paladin | This and adjacent friendly units gain +1 Defense.Landing attacks grants +1 Fervor.Effect is doubled for non repeating attacks. |
| Fervorous Martyr | Gain +1 Fervor whenever this unit takes damage. |
| Blessed Body | This unit is healed for +10 Temporary Hit Point whenever it uses a support ability. |
| Radiant Retribution | When this unit takes damage, adjacent enemies: |
| Herald of Portents | This and adjacent friendly units gain 10% Critical Hit Chance. |
| Martyr's Blood | When this unit's total Hit Points reach 33% or lower:- This unit gains Steadfast.
- All friendly units gain Grace and Fortune.
|
| Spiritual Guide | This and adjacent friendly units gain: |
| Immortal Saint | 1 Turn after this unit dies, it:- Comes back to life with 40% Hit Points.
- Gains +5 Fervor.
|
| Champion Purifying Blast | Purifying Blast: |
| Guardian Angel | At the start of combat, summon a Vigil unit. |
| Feed on Despair | Gain:- Cruel
- When any enemy unit Fumbles, this unit gains +5 Max
Hit Point until the end of combat.
|
| Ritualized Focus | If this hero is not Engaged in Melee when its turn starts, then it gains +1 Range on its Magic attacks and Debuff abilities until it moves. |
| Graceful Servants | Whenever a friendly unit dies, this unit gains Grace. |
| Soul Keeper | Summon a Zombie at the start of battle. Doesn't work in water combat. |
| Archonic Leadership | While in the army, other Celestial units gain Led by Archon.Other units with Archonic Leadership do not receive Led by Archon. |