Active Abilities

NameDescription
Ability Background IconAbility Icon Icon

Defense Mode

This unit ends its turn and goes into a defensive mode. The unit:
Ability Background IconAbility Icon Icon

Large Target

A large unit that:
  • Is 20% easier to hit with Missile and Magic attacks.
  • Is immune to most displacement effects.
  • Has Demolisher.
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Skip Unit

Skip this unit for the rest of the turn.
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Cavalry

This unit is mounted on an animal.
Ability Background IconAbility Icon Icon

Farsight

The unit has +1 vision range.
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Demolisher

This unit's attacks damage Fortified obstacles.
Ability Background IconAbility Icon Icon

Juggernaut

This unit may crush non-Fortified obstacles.
Ability Background IconAbility Icon Icon

All-round Awareness

Immune to flank Icon Flanking
Ability Background IconAbility Icon Icon

Unstoppable Juggernaut

This unit can crush non-Fortified obstacles without slowing.
Ability Background IconAbility Icon Icon

Shield Unit

Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
  • Shield Defense.
  • Defense Mode: Shield Wall.
Ability Background IconAbility Icon Icon

Ranged Unit

An attack unit that takes out targets from afar. It is somewhat vulnerable.
Ability Background IconAbility Icon Icon

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.
Ability Background IconAbility Icon Icon

Support Unit

A defensive specialist that supports friendly units from afar and protects them from magical attacks.
A Support unit has Defense Mode: Warding.
Ability Background IconAbility Icon Icon

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.
Ability Background IconAbility Icon Icon

Statically Charged

When unit is hit by a melee range attack, the attacker sustains 4 damageLightning Icon Lightning Damage.
Ability Background IconAbility Icon Icon

Quill Hide

Melee attackers suffer a stack of Bleeding for 3 turn Icon Turns.
Ability Background IconAbility Icon Icon

Status Effect Immunity: Morale

This unit is Immune to Morale-type status effects.
Ability Background IconAbility Icon Icon

Hyper-Awareness

Immune to flank Icon Flanking
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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.
Ability Background IconAbility Icon Icon

Mirror Veil

This unit:
Ability Background IconAbility Icon Icon

Cave Walk

Moving through Cavern Floors costs 5 movementGeneral Icon Move Points instead of 6.
Moving through Fungus Fields costs 5 movementGeneral Icon Move Points instead of 6.
Moving through Mushroom Forests costs 6 movementGeneral Icon Move Points instead of 8.
Ability Background IconAbility Icon Icon

Dragon

Dragon unit with:
  • Draconic Rage
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Wind Barrier

This unit is 60% harder to hit by Missile and ranged Magic attacks.
Ability Background IconAbility Icon Icon

Heavy Shield

+1 defense Icon Defense and +1 resistance Icon Resistance . Ignored by flank Icon Flanking attacks.
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Fire Immunity

This unit is immune to damageFire Icon Fire Damage.
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Blight Immunity

This unit is immune to damageBlight Icon Blight Damage.
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Lightning Immunity

This unit is immune to damageLightning Icon Lightning Damage.
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Frost Immunity

This unit is immune to damageFrost Icon Frost Damage.
Ability Background IconAbility Icon Icon

Ethereal

An Ethereal unit with:
Ability Background IconAbility Icon Icon

Pass Through

This unit can move through obstacles. Does not function when the unit is in a transport.
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Elemental

An Elemental unit with immunity to Bleeding.
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Ice Veil

When unit is hit by a melee range attack, the attacker sustains 4 damageFrost Icon Frost Damage.
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Vicious Killer

This unit inflicts increased morale penalties when killing an enemy. Affects enemy units up to 3 hexes.
Ability Background IconAbility Icon Icon

Undying

When killed, this unit will revive with 50% of its total hp Icon Hit Points:
  • After 2 Combat turn Icon Turns.
  • If side is victorious in battle.
Can only be triggered once per battle.
Ability Background IconAbility Icon Icon

Battle Mage Unit

Magic users who specialize in ranged offense and weakening enemies.
Ability Background IconAbility Icon Icon

Shield Defense

This unit has +3 defense Icon Defense against non-flank Icon Flanking attacks.
Ability Background IconAbility Icon Icon

Defense Mode: Shield Wall

This unit ends its turn and goes into a defensive mode:
Ability Background IconAbility Icon Icon

Defense Mode: Warding

Ends its turn and goes into a defensive mode:
Ability Background IconAbility Icon Icon

Swamp Walk

Moving through Swamps costs 6 movementGeneral Icon Move Points instead of 8.
Ability Background IconAbility Icon Icon

Sand Walk

Moving through Sand costs 5 movementGeneral Icon Move Points instead of 6.
Ability Background IconAbility Icon Icon

Dormant: Guardian

While Awakened, this unit gains Awakened: Guardian, giving it more Retaliation Attacks.
Ability Background IconAbility Icon Icon

Dormant: Shield of Light

While Awakened, this unit gains Awakened: Shield of Light, increasing its defense Icon Defense and resistance Icon Resistance.
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Dormant: Seeking Arrows

While Awakened, this unit gains Awakened: Seeking Arrows, increasing its range IconRange.
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Draconic Rage

When this unit's total hp Icon Hit Points reach 60% or lower, it deals +30% damage.
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Mythic Unit

A powerful unit that doesn't conform to a particular fighting style.
All mythic units have Control Loss Immunity.
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Fighter Unit

An outright melee unit with no obvious specialization or counters.
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Slip Away

When this unit's hp Icon Hit Points are reduced to zero, it is displaced by 3 hexes and heals +15 tempHp Icon Temporary Hit Points.
Works once per battle.
Ability Background IconAbility Icon Icon

Fiery Rebirth

When killed, this unit will revive with 40% of its total hp Icon Hit Points:
  • After 1 Combat turn Icon Turn and then deal 15 damageFire Icon Fire Damage to adjacent enemy units.
  • If side is victorious in battle.
Can only be triggered once per battle.
Ability Background IconAbility Icon Icon

Plant

A Plant unit with:
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Tiny

Unit is very small, making it 20% harder to hit by Missile and ranged Magic attacks.
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Endurance Training

While army leader, all non-hero units in the army gain:
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Melee Mage

Unit can use Magic and Support abilities while Engaged in Melee.
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Astral Membrane

Melee range attackers have a base 30% chance of becoming Stunned for 1 turn Icon Turn.
Ability Background IconAbility Icon Icon

Astral Torrent

When this unit dies, friendly units within a 2-hex radius heal +15 tempHp Icon Temporary Hit Points.
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Innate Spell Jammer

While this unit is in battle it acts like a Spell Jammer, increasing enemy Spell cost by 100% opTactical Icon Combat Casting Points.
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Frost Shield

Melee range attackers take 4 damageFrost Icon Frost Damage.
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Barbed Shield

Melee range attackers have a base 30% chance of becoming Bleeding.
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Celestial

Celestial unit with:
Ability Background IconAbility Icon Icon

Death Explosion

When this unit dies, units in a 2-hex radius:
  • Sustain 30 damageFire Icon Fire Damage. Halved for friendly units.
  • Become Burning for 3 turn Icon Turns.
Ability Background IconAbility Icon Icon

Life From Death

When this unit kills another, its cooldowns are reset.
Ability Background IconAbility Icon Icon

Totem of the Wild

At the start of each turn Icon Turn, summons a random Tier I or II Animal unit.
This summon lasts for 3 turn Icon Turns.
Ability Background IconAbility Icon Icon

Defense Mode: Turn to Stone

This unit ends its turn and goes into Defense Mode:
Ability Background IconAbility Icon Icon

Status Effect Immunity

This unit is immune to Negative Status Effects.
Ability Background IconAbility Icon Icon

Defense Mode: Protective Wall

This unit ends its turn and goes into a defensive mode:
Ability Background IconAbility Icon Icon

Golden Curse

Enemy melee attackers have a base 60% chance of becoming Gilded.
Ability Background IconAbility Icon Icon

Static Shield

Melee attackers have a base 30% chance of becoming Stunned.
Ability Background IconAbility Icon Icon

Truesight

Unit can see invisible or camouflaged units within its vision range.
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Scrying Eye

Unit is immune to flank Icon Flanking and is immune to becoming Distracted.
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Terrifying Aura

At the end of this unit's turn, adjacent enemy units lose -5 happiness Icon Morale.
Doesn't work on units with this ability.
Ability Background IconAbility Icon Icon

Intimidating Aura

At the end of this unit's turn, adjacent enemy units have a base 90% chance of losing -5 happiness Icon Morale.
Doesn't work on units with this ability or Terrifying Aura.
Ability Background IconAbility Icon Icon

Troll Natural Regeneration

  • Heals 10% of their maximum Hit Points as tempHp Icon Temporary Hit Points at the end of its turn in combat.
  • Heals 10hp Icon Hit Points at the start of your turn on the world map.
  • If this unit sustains damageFire Icon Fire Damage, the regeneration stops for 1 turn Icon Turn.
Ability Background IconAbility Icon Icon

Fire Aura

At the start of the turn, adjacent enemy units:
  • Sustain 8 damageFire Icon Fire Damage.
  • Become inflicted with Burning for 3 turn Icon Turns.
Ability Background IconAbility Icon Icon

Frost Aura

At the start of the turn, adjacent enemy units:
  • Sustain 8 damageFrost Icon Frost Damage.
  • Have a base 90% chance of becoming Slowed for 2 turn Icon Turns.
Ability Background IconAbility Icon Icon

Water Camouflage

This unit cannot be detected when standing on Water and River hexes.
Ability Background IconAbility Icon Icon

Underground Camouflage

This unit cannot be detected when standing on Underground Cave hexes.
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Arctic Walk

Moving through Snow and Ice costs 5 movementGeneral Icon Move Points instead of 6.
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Desolate Walk

Moving through Ashlands costs 5 movementGeneral Icon Move Points instead of 6.
Moving through Chasms costs 8 movementGeneral Icon Move Points instead of 12.
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Berserker's Rage

When this unit's total hp Icon Hit Points reach 33% or lower, it gains for 1 turn Icon Turn:
  • Berserk
  • Steadfast
Ability Background IconAbility Icon Icon

Champion Medal: Exalted Defense

When this unit enters Defense Mode, adjacent friendly units gain Bolstered Defense.
Ability Background IconAbility Icon Icon

Champion Medal: Exalted Resistance

When this unit enters Defense Mode, adjacent friendly units gain Bolstered Resistance.
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Champion Medal: Critical

Unit has a +20% crit IconCritical Hit Chance.
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Champion Medal: Sprint

Unit gains the Sprint ability.
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Champion Medal: Killing Momentum

Unit gains Killing Momentum.
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Champion Medal: Eagle Eye

+1range IconRange on Missile attacks.
Ability Background IconAbility Icon Icon

Champion Medal: Evoker

The unit's attacks:
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Champion Medal: Brawler

Unit has:
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Armor of Despair

For each happiness Icon Morale level an attacker has below neutral, this unit gains:
Ability Background IconAbility Icon Icon

Embarked

Unit is embarked and has:
Ability Background IconAbility Icon Icon

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.
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Spirit Beacon

When a non-Summon non-Undead unit dies, the ability Summon Ghost can be used again. Only triggers once per turn.
Ability Background IconAbility Icon Icon

Soul Maintenance

Ability Background IconAbility Icon Icon

Rune of Retaliation

Reflects 40% of damage sustained from Melee attacks back onto attackers.
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Dormant: Radiant Light

While Awakened, this unit gains Awakened: Radiant Light, allowing it to inflict Distracted.
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Golden Retaliation

When in Defense Mode, this unit has unlimited Retaliation Attacks.
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Fearless

Unit cannot rout due to low morale.
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Status Effect Immunity: Electrified

Unit is immune to Electrified.
Ability Background IconAbility Icon Icon

Debilitating Aura

Adjacent enemies have -5 statusEffectResistance Icon Status Resistance.
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Polearm Weapon

Unit has:
  • First Strike
  • Charge Resistance
  • +40% damage against Cavalry and Large Target units.
Ability Background IconAbility Icon Icon

Unholy Leader

While army leader, non-Hero Undead units in army have:
Ability Background IconAbility Icon Icon

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.
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Pack Leader

While army leader, all Animals in army have:
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Spirit Aura

At the start of the turn, adjacent enemy units:
  • Sustain 8 damageSpirit Icon Spirit Damage.
  • Have a base 90% chance of becoming Blind for 1 turn Icon Turn.
Ability Background IconAbility Icon Icon

Lightning Aura

At the start of the turn, adjacent enemy units:
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Order Aura

At the end of each turn, adjacent friendly units gain:
  • Rally
  • Fortune
  • Bolstered Resistance
Ability Background IconAbility Icon Icon

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.
Ability Background IconAbility Icon Icon

Nature Aura

  • At the end of each turn, adjacent friendly units gain Regeneration.
  • At the end of each turn, adjacent enemy units gain Decaying.
Ability Background IconAbility Icon Icon

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.
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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.
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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.
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Evolve

This unit will transform into a more powerful unit when it reaches Legendary rank. Evolving units can not be recruited at Legendary rank.
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Aspirant: Knight

When this unit gains Legendary Rank, it instead promotes into a Knight
Requires a Feudal Tier 4 Town Hall to be built in the Empire.
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Decaying Unit

Unit enters combat with 4 stacks of permanent Decaying.
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Reinforced

Unit has +3 defense Icon Defense against Missile attacks.
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Construct

A construct unit with:
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Sensing Scope

Unit has +3 Sensing Range.
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Master Skirmisher

After attacking, this unit regains half their Action Points but can no longer attack.
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Molten Spill

When this unit attacks or is attacked, adjacent units:
  • Suffer 5 damageFire Icon Fire Damage.
  • Have a base 90% chance of becoming Burning.
Ability Background IconAbility Icon Icon

Status Effect Immunity: Frozen

Unit is immune to Frozen.
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Overwhelm

Unit deals +40% damage against units in Defense Mode.
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Spirit of War

  • When an enemy unit dies, gain Strengthened.
  • When a friendly unit dies, heal 10 tempHp Icon Temporary Hit Points.
  • Does not trigger on the death of Combat Summons, Tower and Siegecraft units.
Ability Background IconAbility Icon Icon

Forest Camouflage

This unit cannot be detected when standing on Forest hexes.
Ability Background IconAbility Icon Icon

Swamp Camouflage

This unit cannot be detected when standing on Wetland hexes.
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Undead

An undead unit with:
Ability Background IconAbility Icon Icon

Magic Origin

This unit was summoned or comes from another dimension and requires mana upkeep.
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Skirmisher Unit

Cheap and swift units that are useful at flank Icon Flanking and targeting lone enemies.
Skirmisher units gain:
  • Swift.
  • Slippery.
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Slippery

This unit does not trigger Opportunity Attack.
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Spell Channeling

While this unit is in battle, spells are 20% cheaper to cast.
Doesn't stack.
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Inspiring Killer

This unit grants double the morale bonus to itself and its allies when killing an enemy.
Ability Background IconAbility Icon Icon

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.
Ability Background IconAbility Icon Icon

Amphibious

This unit:
  • Can enter water hexes without movement penalties or becoming Embarked.
  • Has faster movement over Rivers and Swamps.
Ability Background IconAbility Icon Icon

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.
Ability Background IconAbility Icon Icon

Ancient of Earth

Unit gains:
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Optional Cavalry

This unit will become Cavalry if the race has a special mount trait.
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Civilian

Civilian
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Animal

An Animal unit.
Animals that belong to Players and minorCity IconFree Cities gain Combat Trained, making them more effective in battle.
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Fey

A Fey unit with:
Ability Background IconAbility Icon Icon

Siegecraft

Normally only accessible during Siege battles. Often required construction.
Ability Background IconAbility Icon Icon

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.
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Flanker

Unit deals +25% damage when flank Icon Flanking.
Ability Background IconAbility Icon Icon

Swift

This unit ignores the effects of Slowing terrain in combat.
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First Strike

When attacked, a unit with First Strike will use a Retaliation Attack to attack first.
Ability Background IconAbility Icon Icon

Infernal Fiend

A Fiend unit with:
Ability Background IconAbility Icon Icon

Settler Unit

A civilian unit that seeks a location to settle into a city.
Ability Background IconAbility Icon Icon

Siege Breaker

When part of a besieging army, this unit contributes +1siegeHealth IconFortification Damage.
Ability Background IconAbility Icon Icon

Fiery Wake

This unit ignites Flammable obstacles it moves over On Fire.
In addition, this unit is immune to Burning.
Ability Background IconAbility Icon Icon

Water Movement

This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4.
Ability Background IconAbility Icon Icon

Spider

A spider unit with:
  • Swift
  • Immunity to:
    • Slowed
    • Immobilized
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Demoralizing Vision

Melee range attackers have a base 60% chance of gaining Remorse.
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Damage Reflection

Reflects 20% of all damage sustained from attacks back onto attackers.
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Caretaker

Animals in this army require 20% less base Unit Upkeep.
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Opportunist

Deal +30% damage on Opportunity Attacks.
Ability Background IconAbility Icon Icon

Defensive Master

Always end your turn Icon Turn in Defense Mode.
Ability Background IconAbility Icon Icon

Resistance Training

While army leader, all non-Hero units in the army gain:
Ability Background IconAbility Icon Icon

Logistics Training

While army leader, all non-Hero units in army have:
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Offensive Formation

While army leader, all non-Hero units in the army grant:
  • +10% damage to the attacks of adjacent friendly units.
Ability Background IconAbility Icon Icon

Experienced Leader

While army leader, all non-Hero units in the army gain:
  • +15 Experience each turn Icon Turn.
Ability Background IconAbility Icon Icon

Vengeful Flames

When a attacker hits at melee range, the attacker sustains 5 damageFire Icon Fire Damage.
Ability Background IconAbility Icon Icon

Chaotic Rebuke

Enemy attackers within 3 hexes have a base 60% chance of gaining a random status effect.
Ability Background IconAbility Icon Icon

Status Effect Immunity: Burning

Unit is immune to Burning.
Ability Background IconAbility Icon Icon

Shepherd of the Wilds

Friendly Fey, Animal, and Plant units gain Stalwart.
Does not affect Horned Gods.
Ability Background IconAbility Icon Icon

Still as Stone

At the start of each turn, gain +2 defense Icon Defense and + 2 resistance Icon Resistance until the start of the next turn or until the unit moves.
Ability Background IconAbility Icon Icon

Ancient of Earth

Unit grows in size and gains:
Unit can no longer use a mount.
Ability Background IconAbility Icon Icon

Spell Amplification

Makes tactical spells deal +50% damage. This does not stack.
Ability Background IconAbility Icon Icon

Attunement: Fortune

Whenever a friendly spell is cast, unit gains:
  • 1 Fortune
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Shield of Artica

Melee range attackers:
  • Take 4 damageFrost Icon Frost Damage.
  • Have a base 30% chance of becoming Frozen.
Ability Background IconAbility Icon Icon

Displacement

Upon sustaining damage, this unit teleports to a location away from its enemies within 3 hexes.
Works once per turn.
Ability Background IconAbility Icon Icon

Halo of Nekron

At the start of each turn Icon Turn, grants a base 90% chance of inflicting Weakened on each adjacent enemy, and makes this unit become Strengthened.
Ability Background IconAbility Icon Icon

Arcane Surge

Whenever a friendly spell is cast, gain:
Ability Background IconAbility Icon Icon

The Avenger

Ability Background IconAbility Icon Icon

Weakening Aura

At the end of the turn inflict Weakened to adjacent enemies.
Ability Background IconAbility Icon Icon

Eternal One

  • When this Hero unit is killed in battle, after 2 turn Icon Turns, it comes back to life with 35% of its total hp Icon Hit Points.
  • Can be used any number of times.
  • Does not function if all other units are dead.
Ability Background IconAbility Icon Icon

Ring of Deflection

Grants +3 defense Icon Defense and +3 resistance Icon Resistance against Missile and Magic attacks.
Ability Background IconAbility Icon Icon

Tower

A tower unit, which:
  • Is Immobilized.
  • Is immune to morale changes.
  • Immune to flank Icon Flanking.
  • Automatically uses its abilities.
Ability Background IconAbility Icon Icon

Inspiring Presence

While in combat, this and all other friendly units have a +25% modifier to positive happiness Icon Morale gain.
This effect doesn't stack.
Ability Background IconAbility Icon Icon

Book of Siegecraft

Grants Siege Breaker to all units in the army.
Ability Background IconAbility Icon Icon

Embarked Unit

This land unit is embarked and has:
Ability Background IconAbility Icon Icon

Fleeting

This unit is not stopped by enemy Zone of Control.
Ability Background IconAbility Icon Icon

Keeper's Mark

  • Unit has Faithful.
  • When taking fatal damage for the first time, this unit gains:
    • Steadfast for 1 turn Icon Turn.
    • Pacified for 1 turn Icon Turn.
Ability Background IconAbility Icon Icon

Gilded Shield

Melee range attackers have a base 30% chance of becoming Gilded.
Ability Background IconAbility Icon Icon

Call Lightbringer

Summons a Lightbringer next to this Hero at the start of battle.
This summon lasts for 3 turn Icon Turns.
Ability Background IconAbility Icon Icon

Gravecall

During the first 3 turn Icon Turns in combat, a Decaying Zombie is summoned next to the Hero every turn Icon Turn.
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Locket of Channeling

Grants +10 opTactical Icon Combat Casting Points at the start of battle.
These are lost at the end of battle.
Ability Background IconAbility Icon Icon

Belt of the Berserker

When this unit's total hp Icon Hit Points reach 30% or lower, grants this unit:
  • 3 Strengthened for 3 turn Icon Turns.
  • Berserk for 1 turn Icon Turn.
  • Steadfast for 1 turn Icon Turn.
Ability Background IconAbility Icon Icon

Circlet of Mind Protection

  • Grants Control Loss Immunity.
  • Morale loss is reduced by 50%.
Ability Background IconAbility Icon Icon

High Maintenance

Base Unit Upkeep increased by 50%
Ability Background IconAbility Icon Icon

Low Maintenance

Base Unit Upkeep reduced by -25%
Ability Background IconAbility Icon Icon

Boots of Freedom

Grants:
  • Very Fast Movement.
  • Swift.
  • Immunity to becoming Slowed and Immobilized.
Ability Background IconAbility Icon Icon

Road Walk

Moving over Roads costs 4 movementGeneral Icon Move Points instead of 5.
Ability Background IconAbility Icon Icon

Infiltrate

Gain +2 vision when in enemy domain.
Ability Background IconAbility Icon Icon

Greater Farsight

The unit has +2 vision range.
Ability Background IconAbility Icon Icon

Outpost Builder

This unit is capable of creating Outposts on the world map.
Ability Background IconAbility Icon Icon

Undead Slayer

Base attacks deal +40% damage to Undead units.
Ability Background IconAbility Icon Icon

Hero Slayer

Base attacks deal +40% damage to Hero units.
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Wind Shield

This unit is 30% harder to hit by Missile and ranged Magic attacks.
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Damage Reflection

Reflects 30% of all damage sustained from attacks back onto attackers.
Ability Background IconAbility Icon Icon

Damage Reflection

Reflects 40% of all damage sustained from attacks back onto attackers.
Ability Background IconAbility Icon Icon

Lesser Lightning Shield

When an attacker hits at melee range, the attacker sustains 6 damageLightning Icon Lightning Damage.
Ability Background IconAbility Icon Icon

Greater Lightning Shield

When an attacker hits at melee range, the attacker:
  • Sustains 6 damageLightning Icon Lightning Damage.
  • Has a base 60% chance of being inflicted with Electrified.
Ability Background IconAbility Icon Icon

Lesser Fire Shield

When an attacker hits at melee range, the attacker sustains 6 damageFire Icon Fire Damage.
Ability Background IconAbility Icon Icon

Greater Fire Shield

When an attacker hits at melee range, the attacker:
  • Sustains 6 damageFire Icon Fire Damage.
  • Has a base 60% chance of being inflicted with Burning.
Ability Background IconAbility Icon Icon

Lesser Blight Shield

When an attacker hits at melee range, the attacker sustains 6 damageBlight Icon Blight Damage.
Ability Background IconAbility Icon Icon

Greater Blight Shield

When an attacker hits at melee range, the attacker:
  • Sustains 6 damageBlight Icon Blight Damage.
  • Has a base 60% chance of being inflicted with Poisoned.
Ability Background IconAbility Icon Icon

Lesser Frost Shield

When an attacker hits at melee range, the attacker sustains 6 damageFrost Icon Frost Damage.
Ability Background IconAbility Icon Icon

Greater Frost Shield

When an attacker hits at melee range, the attacker:
  • Sustains 6 damageFrost Icon Frost Damage.
  • Has a base 30% chance of being inflicted with Frozen.
Ability Background IconAbility Icon Icon

Bolstering Defense

Once per turn this unit gains Bolstered Defense when hit by a Melee or Missile attack.
Ability Background IconAbility Icon Icon

Bolstering Resistance

Once per turn this unit gains Bolstered Resistance when hit by a Magic attack.
Ability Background IconAbility Icon Icon

Bolstering Regeneration

Once per turn this unit gains Regeneration when hit by an attack.
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Casting Point Bonus

Grants +10 opTactical Icon Combat Casting Points at the start of battle.
These are lost at the end of battle.
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Greater Casting Point Bonus

Grants +20 opTactical Icon Combat Casting Points at the start of battle.
These are lost at the end of battle.
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Army Recuperation

All units in the army heal +5 hp Icon Hit Points every World Map turn Icon Turn.
Does not stack.
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Warded

Unit has +3 resistance Icon Resistance.
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Shadowed Escape

When this unit's hp Icon Hit Points drop below 30%:
  • Inflict Blind on all adjacent enemy units.
  • Teleport up to 5 hexes in a random direction.
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Inner Grace

At the start of its turn, the unit gains Grace if it doesn't already have it.
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Honorable

This unit cannot make flank Icon Flanking attacks.
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Critical Momentum

When this hero makes a Critical Hit it:
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Accursed Fiend

A Fiend unit with:
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Duplicity

When this unit's total hp Icon 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.
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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.
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Knockback Retaliations

Melee retaliation attacks now knock targets back 1 hex.
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Critical Second Wind

When the hero does a Critical Hit, it gains Strengthened and heals 10tempHp Icon Temporary Hit Points.
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Opening Strikes

Melee attacks now do up to +50% extra damage; this bonus is reduced as the target loses health.
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Status Effect Immunity: Immobilized

Unit is immune to Immobilized.
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Exalted Brilliance

At the end of this unit's turn, adjacent enemy units have a base 90% chance of becoming Blind.
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Havoc Magic

Unit's base Magic attacks have:
Effects are increased for Single Shot attacks.
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Champion Flamestrike

Flamestrike:
  • Does an additional 4damageFire Icon Fire Damage.
  • Has a base 120% chance of inflicting Burning.
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Champion Freezing Blast

Freezing Blast:
  • Does an additional 6damageFrost Icon Frost Damage.
  • Has a base 120% chance of inflicting Frozen.
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Champion Blinding Gale

Blinding Gale:
  • Does an additional 6damageLightning Icon Lightning Damage.
  • Has a base 90% chance of inflicting Blind.
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Champion Hindering Blizzard

Hindering Blizzard:
  • Has a base 60% chance of inflicting Frozen for 1 turn Icon Turn.
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Champion Exposing Light

Exposing Light:
  • Inflicts an additional stack of Sundered Defense and Sundered Resistance.
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Champion Consume Chaos

Consume Chaos:
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Champion Wail of the Banshee

Wail of the Banshee:
  • Has a base 120% chance of inflicting its effects.
  • Does an additional 6damageFrost Icon Frost Damage.
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Champion Electrifying Arc

Electrifying Arc:
  • Hits an additional 2 targets.
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Champion Incinerate

Incinerate:
  • Deals an additional 7damageFire Icon Fire Damage.
  • Is guaranteed to inflict Burning.
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Champion Star Purge

Star Purge:
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Champion Plague Spores

Plague Spores:
  • Does an additional 10damageBlight Icon Blight Damage.
  • Has a base 120% chance of inflicting Diseased.
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Champion Thunderclap

Thunderclap:
  • Now affects a 2-hex radius.
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Champion Sundering Curse

Sundering Curse:
  • Gains a base 90% chance of inflicting 2 Weakened
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Champion Psychic Gaze

Psychic Gaze:
  • Has a base 90% chance of applying Stunned.
  • Applies an additional stack of Marked.
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Champion Convert

Convert:
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Champion Doom Gaze

Doom Gaze:
  • Affects a 2 hex radius.
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Champion Geo Surge

Geo Surge:
  • Does an additional 10 damage.
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Champion Transmute

Transmute:
  • Gains a base 60% chance of inflicting Gilded to enemies.
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Champion Seals

Resonance Seal:
Fire Seal:
Transference Seal:
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Champion Hysteria Storm

Hysteria Storm:
  • Has a base 90% chance of inflicting its effects.
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Champion Gemstream

Gemstream:
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Champion Sap Strength

Sap Strength:
  • Has a base 120% chance of inflicting Weakened.
  • Also grants Fortune to the caster.
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Champion Tricky Escape

Tricky Escape:
  • Grants the caster Astral Refuge for 1turn Icon Turn.
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Frenzy

When this unit lands a base attack, it gains a stack of Strengthened.
Effects are increased for Single Shot attacks.
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Champion Spiritual Healing

Spiritual Healing:
  • Heals an additional 10tempHp Icon Temporary Hit Points.
  • Each stack of Primal Fury now also dispels a negative status effect.
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Champion Astral Blessing

Astral Blessing:
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Champion Soothing Standard

Soothing Standard:
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Champion Graceful Rain

Graceful Rain:
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Champion Nimu Soothing

Nimu Soothing:
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Champion Restart the Cycle

Restart the Cycle:
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+10% damage.

This unit's attacks deal an additional 10% damage.
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Champion Core Link

Core Link:
  • Reduces incoming damage by an additional 10%.
  • Boosts the target's damage by 10%.
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Champion Strengthen Undead

Strengthen Undead:
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Champion Patch Up

Patch Up:
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Champion Burning Dust

Burning Dust:
  • Deals an additional 4 damageFire Icon Fire Damage.
  • Gains a base 60% chance of inflicting Blind.
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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.
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Champion Soothing Breeze

Soothing Breeze:
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Champion Budding Strength

Budding Strength:
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Champion Grant Defense

Grant Defense:
  • Grants 2 Bolstered Resistance.
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Champion Blooming Life

Blooming Life:
  • Grants an additional 2 Regeneration.
  • Cooldown reduced by 1turn Icon Turn.
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Champion Spirit Summon

Spirit Summon:
  • Grants the summoned unit 2 Strengthened.
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Champion Mending Awakening

Mending Awakening:
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Champion Vow of Healing

Vow of Healing:
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Champion Invigorate

Invigorate:
  • Grants an additional 1 Strengthened.
  • Grants an additional 1 Regeneration.
  • Cooldown reduced by 1 turn Icon Turn
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Champion Conjure Animal

Conjure Animal:
  • Now summons a Tier II animal.
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Champion Healing Portent

Healing Portent:
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Champion Lesser Heal

Lesser Heal:
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Champion Heal

Heal:
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Champion Healing Prayer

Healing Prayer:
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+10<hp></hp>

This unit has an extra 10 to its maximum hp Icon Hit Points.
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+10% damage

This unit does an extra 10% damage with its attacks.
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+5<hp></hp>

This unit has an extra 5 to its maximum hp Icon Hit Points.
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+1<resistance></resistance>

This unit has an extra 1 to its maximum resistance Icon Resistance.
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+1<defense></defense>

This unit has an extra 1 to its maximum defense Icon Defense.
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+1<defense></defense>

This unit has an extra 1 to its maximum defense Icon Defense.
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+1<resistance></resistance>

This unit has an extra 1 to its maximum resistance Icon Resistance.
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Champion Revitalize

Revitalize:
  • Gives an additional 2 Regeneration.
  • Reduced cooldown by 1turn Icon Turn.
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Caretaker

Animals in this army require 20% less base Unit Upkeep.
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Deathless

This unit does not trigger \"on unit death\" effects when it dies.
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Status Effect Immunity: Soulbound

Unit is immune to Soulbound and cannot be transformed into a Decaying Zombie by necromancy spells and abilities.
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Non-Vital

Non-Vital units are destroyed if only Non-Vital allies remain.
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Crowmaster

At the start of battle, summon Grimbeak Crows.
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Ascended Martyrdom

1 turn Icon Turn after this unit dies, it:
Works once per battle.
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Ascended Subjugation

This Hero's Base melee attacks gain:
  • Inflict negative happiness Icon Morale.
  • Chance of inflicting Dominated on units with happiness Icon Morale of Very Low or worse.
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Ascended Warlord

Whenever an enemy unit is slain, this unit gains Strengthened and heals for 15 tempHp Icon Temporary Hit Points.
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Ascended Sorcerer

Allows you to cast an additional Spell each turn Icon Turn.
A player can only use one Overchannel effect each turn.
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Ascended Seer

This hero gains:
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Ascended Forgemaster

This hero grants:
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Ascended Earthshaker

Critical hits inflict:
  • Stunned
  • 2x Sundered Defense
  • 2x Sundered Resistance
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Ascended Artificer

In Combat, friendly Siegecraft units deal +20% damage.
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Ascended Restorer

Support abilities grant all friendly units Regeneration.
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Ascended Rootwarden

At the end of this unit's turn, roots assail adjacent enemies:
  • Base 90% chance of inflicting Bleeding for 3 turn Icon Turns.
  • Base 90% chance of inflicting Immobilized 1 turn Icon Turn.
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Ascended Summoner

In Combat, friendly Magic Origins units gain +10 hp Icon Hit Points and deal 10% more damage.
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Ascended Cryomancer

Gain:
  • Base attacks gain a chance of inflicting Frozen, on fail, inflict Slowed instead.
  • Gain 5 defenseFrost Icon Frost Protection.
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Ascended Hunter

  • At the start of battle, summons a Warg that inflicts Bleeding.
  • This hero's attacks inflict bonus damagePhysical Icon Physical Damage per stack of Bleeding on the target.
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Ascended Shaper

Non-Hero units in this hero's army gain +50% xp Icon Experience.
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Ascended Artillerist

When in combat, Artillery Cover is active.
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Ascended Golemheart

Gain +3 defense Icon Defense and +3 resistance Icon Resistance for each adjacent friendly Construct.
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Ascended Alchemist

Support abilities grant +2 random Positive Status Effects.
Magic attacks inflict Weakened.
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Ascended Disruptor

Attacks dispel random Positive Status Effects.
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Ascended Mistborne

Support abilities apply Clinging Mist.
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Ascended Stormbearer

When damaged, adjacent enemy units suffer:
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Ascended Dragonheart

In Combat, friendly Dragons gain +2 defense Icon Defense, +2 resistance Icon Resistance, and deal 20% more damage.
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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.
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Attuned Cast

Add 10 opTactical Icon Combat Casting Points to this combat.
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Arcane Conduit

Add 5 opTactical Icon Combat Casting Points to this combat each turn Icon Turn.
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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.
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Ascension: Deepcaller

Gain
  • Attacks inflict Constricted
Effects are increased for Single Shot attacks.
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Ascended Pyrebearer

This unit has Resurgence and -20 hp Icon Hit Points
When this unit dies:
  • Enemy units in a 2 hex radius suffer 20 damageFire Icon Fire Damage.
    Condemned and Weakened.
  • Create Cleansing Flames on the affected hexes.
  • All Friendly units gain Zeal until the end of battle.
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Order Dedication

While army leader, all non-hero units in the army gain:
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Paragon of Order

While army leader, all non-hero units in the army gain:
  • Resurgence
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Chaos Dedication

While army leader, all non-hero units in the army gain:
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Paragon of Chaos

While army leader, all non-hero units in the army gain:
  • Hastened and Strengthened at the start of combat.
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Astral Dedication

While army leader, all non-hero units in the army gain:
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Paragon of Astral

While army leader, all non-hero units in the army gain:
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Materium Dedication

While army leader, all non-hero units in the army gain:
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Paragon of Materium

While army leader, all non-hero units in the army gain:
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Nature Dedication

While army leader, all non-hero units in the army gain:
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Paragon of Nature

While army leader, all non-hero units in the army gain:
  • Natural Regeneration
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Shadow Dedication

While army leader, all non-hero units in the army gain:
  • +2 damage on flank Icon Flanking attacks, this effect stacks.
Effects are increased for Single Shot attacks.
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Paragon of Shadow

While army leader, this unit and all units in the army gain:
  • Universal Camouflage
  • Slippery
  • Fleeting
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Sentinel

+20% damage via Retaliation Attacks and Opportunity Attacks.
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Frontline Fighter

Gain +1defense Icon Defense and +1resistance Icon Resistance against non-flanking attacks.
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Resistant Vanguard

This and adjacent friendly units gain +1resistance Icon Resistance and +1statusEffectResistance Icon Status Resistance.
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Offensive Vanguard

This unit is adjacent to a friendly Hero with Offensive Formation
Attacks deal +10% more damage.
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Adaptive Armor

Once per turn Icon Turn, when this unit is damaged by Magic attacks or spells it gains:
  • Bolstered Resistance
  • Status Protection
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Defensive Formation

While army leader, all non-hero units in the army grant:
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Foraging Training

While army leader, all non-hero units in the army gain:
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Elder of Shadow

Whenever a unit is slain, this unit heals for 10 tempHp Icon Temporary Hit Points.
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Champion of Perseverance

This unit grants +4 statusEffectResistance Icon Status Resistance to adjacent friendly units.
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Champion of War

This unit grants +20% crit IconCritical Hit Chance to adjacent friendly units.
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Bladestorm

At the start of this units' turn adjacent enemy units suffer 10 damagePhysical Icon Physical Damage and Bleeding for 3 turn Icon Turns
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Unyielding

At the start of its turn, the unit dispels 1 Negative Status Effect.
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Warseeker

When this unit kills an enemy:
  • Gains Warseeker for 2 turn Icon Turns.
  • This effect stacks up to 3 times.
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Adaptive Vigor

Once per turn, this unit gains Regeneration when hit by an attack.
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Brutal Parry

Attackers within 1 hexes suffer 5 damagePhysical Icon Physical Damage and have a base 90% chance of suffering Bleeding for 3 turn Icon Turns.
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Isolation Slayer

This unit deals -6 damagePhysical Icon Physical Damage damage if another enemy is adjacent to the target.
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Graceful Charge

Charge attacks grant this unit 1 Grace.
Does not trigger on Retaliation Attacks and Opportunity Attacks.
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Longbow

Base Missile attacks gain +1range IconRange.
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Aspirant: Liege Guard

When this unit gains Legendary Rank, it instead promotes into a Liege Guard
Requires a Feudal Tier 3 Town Hall to be built in the Empire.
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Aspirant: Longbow

When this unit gains Legendary Rank, it instead promotes into a Longbow
Requires a Feudal Tier 3 Town Hall to be built in the Empire.
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War Banner

All adjacent friendly units gain +1 defense Icon Defense and +1 resistance Icon Resistance.
This effect does not stack.
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Champion Dissonant Weave

Dissonant Weave:
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Incarnate Retaliation

Adjacent attackers take 1 damage of the associated type per stack of Affinity Incarnate.
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Survey Materials

This unit can survey Provinces that contain Magic Materials. This rewards Wonderstone.
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Champion Conjure Affinity Tesseract

Summoned Affinity Tesseract gains Frenzy.
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Incarnate Fortitude

This unit gains +5 hp Icon Hit Points per stack of Affinity Incarnate.
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Incarnate Disruption

Adjacent enemy units suffer -1 damage type Resistance associated with each stack of Affinity Incarnate on this unit.
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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.
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Champion Death Hex

Death Hex:
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Power from Death

Whenever a unit dies:
  • Gain +1 Mortal Blessing
  • If this unit struck the killing blow +1 additional Mortal Blessing
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Expendable

This unit's death does not affect their allies' happiness Icon Morale.
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Fatebringer

+5% damage for each stack of Mortal Blessing
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Blessed End

On Kill, gain +1 additional Mortal Blessing until the end of combat
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Aura of Tyranny

Adjacent enemies have -1 statusEffectResistance Icon Status Resistance.
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Despotic Vitality

At the end of this unit's turn:
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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 hp Icon Hit Points and no movementGeneral Icon Move Points.
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Astral Connection

While adjacent to a friendly Magic Origin unit, both units gain:
This effect stacks.
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Armor of Contempt

Unit has +1 defense Icon Defense and +1 resistance Icon Resistance against attacks for each Debuff on the attacker.
Stacks up to 5 times.
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Cleric

This and adjacent friendly units gain +1resistance Icon Resistance.
At the end of its turn, this unit gains +1 Fervor.
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Warfare Training

This unit counts as both Ranged unit and Scout.
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Empowering Momentum

After moving at least 3 hexes, gain Momentum until the end of the turn Icon Turn.
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Fiery Momentum

While this unit has Momentum:
  • Attacks inflict guaranteed Burning.
  • Gain Demolisher.
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Moving City

This city is moving to a new location and may deploy into a Nomad City.
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Scavenger

This unit can pick up Loot dropped by slain units in combat to gain Looted Power.
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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.
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Palisade Walls

Palisade Walls
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Champion Recovering Windpull

Recovering Windpull:
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Versatile Skirmisher

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Umbral Malady Immunity

This unit is immune to Umbral Malady.
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Land Movement

This unit can move over land hexes.
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Mountain Walk

Moving through Mountains and Cliffs costs 8 movementGeneral Icon Move Points instead of 16.
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Forest Walk

Moving through Forests costs 6 movementGeneral Icon Move Points instead of 8.
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Forest Camouflage

This unit cannot be detected when standing on Forest hexes.
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Mountain Camouflage

This unit cannot be detected on Mountains hexes.
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Volatile Summon

Units summoned by this unit gain Volatile Summon.
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Wind Barrier Aura

Adjacent friendly units are 30% harder to hit by Missile and ranged Magic attacks.
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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.
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Primal Concealment

This unit cannot be detected when on their Primal Animal's favored terrain.
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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.
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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.
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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.
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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.
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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.
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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.
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Spirit Finder

Unit has +6 Sensing Range
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Status Effect Immunity: Diseased

Unit is immune to Diseased.
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Aura of Disease

At the end of this unit's turn, adjacent enemy units have a base 60% chance of becoming Diseased.
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Wolf Primal Communion

Unit has:
  • Sylvan Wolf's Boon
  • Forest Walk
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Crocodile Primal Communion

Unit has:
  • Mire Crocodile's Boon
  • Swamp Walk
  • Status Effect Immunity: Diseased
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Crow Primal Communion

Unit has:
  • Storm Crow's Boon
  • Grassland Walk
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Mammoth Primal Communion

Unit has:
  • Glacial Mammoth's Boon
  • Arctic Walk
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Spider Primal Communion

Unit has:
  • Tunneling Spider's Boon
  • Cave Walk
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Serpent Primal Communion

Unit has:
  • Dune Serpent's Boon
  • Sand Walk
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Sabertooth Primal Communion

Unit has:
  • Ash Sabertooth's Boon
  • Desolate Walk
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Grassland Walk

Moving through Grasslands costs 5 movementGeneral Icon Move Points instead of 6.
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Wolf Primal Connection

Unit gains Frenzy when in a province with Forest terrain.
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Crocodile Primal Connection

Unit gains Frenzy when in a province with Swamp terrain.
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Sabertooth Primal Connection

Unit gains Frenzy when in a province with Ashlands terrain.
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Serpent Primal Connection

Unit gains Frenzy when in a province with Sand terrain.
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Crow Primal Connection

Unit gains Frenzy when in a province with Grasslands terrain.
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Mammoth Primal Connection

Unit gains Frenzy when in a province with Snow terrain.
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Spider Primal Connection

Unit gains Frenzy when in a province with Mushroom Forest terrain.
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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.
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Pack Hunter

Attacks deal +10% damage per friendly unit adjacent to the target, not counting itself.
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Presence of Growth

While this unit is in combat, all friendly units gain:
  • Frenzy
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Presence of Glory

While this unit is in combat, all friendly units gain:
  • Rally
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Presence of Gales

While this unit is in combat, all friendly units gain:
  • Wind Barrier
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Presence of Sorrow

While this unit is in combat, all friendly units gain:
  • Morale Drain
  • +30% damage when attacking units with 'Low' or lower happiness Icon Morale.
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Morale Drain

  • Repeating attacks steal 3 happiness Icon Morale per hit.
  • Single attacks steal 6 happiness Icon Morale.
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Trail of Mists

At the end of the turn create a Mist cloud on the unit's hex.
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Dark Rites

  • When an enemy unit dies:
  • Does not trigger on the death of Combat Summons, Tower and Siegecraft units.
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Savage Strike

When an attack triggers a critical hit, it deals:
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Forgotten Tome of Curses

At the start of combat, gain one of these abilities:
  • Frost Hex
  • Fire Hex
  • Necro Hex
Every 4 turn Icon Turns lose the ability and regain another from the list, potentially the same.
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Forgotten Tome of Pestilence

At the start of combat, gain one of these abilities:
  • Rot Away
  • Mass Plague
  • Debilitation
Every 4 turn Icon Turns lose the ability and regain another from the list, potentially the same.
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Forgotten Tome of Sorcery

At the start of combat, gain one of these abilities:
  • Cosmic Barrage
  • Astral Storm
  • Astral Rift
Every 4 turn Icon Turns lose the ability and regain another from the list, potentially the same.
Ability Background IconAbility Icon Icon

Forgotten Tome of Arcfire

At the start of combat, gain one of these abilities:
  • Arcfire Typhoon
  • Blazing Chain Lightning
  • Arcfire Weapons
Every 4 turn Icon Turns lose the ability and regain another from the list, potentially the same.
Ability Background IconAbility Icon Icon

Forgotten Tome of Blessings

At the start of combat, gain one of these abilities:
  • Renew
  • Blessed Champion
  • Blessed Judgment
Every 4 turn Icon Turns lose the ability and regain another from the list, potentially the same.
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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 hp Icon Hit Points.
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Forgotten Tome Mastery

Forgotten Tome signature skills give their next spell 1 turn Icon Turn faster.
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Umbral Demon

An Umbral Demon unit with:
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Curse Eater

At the start of each turn:
Disabled if the unit is Burning.
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Umbral Dissolution

When this unit dies, it creates Umbral Taint around it.
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Splitterling Deathcall

On death, summon 3 Splitterlings.
Doesn't work in Water Combat.
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Umbral Wake

Unit creates Umbral Taint as it moves.
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Tyrant's Oversight

At the start of each turn, all friendly units with Tyrant's Mark:
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Tyrant's Retinue

At the start of battle, summon 2 Splitterlings.
Doesn't work in Water Combat.
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Cull the Weak

Effects are increased for Single Shot attacks.
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Heartless

The unit has a -50% modifier to happiness Icon Morale changes
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Harmonize

When this unit drops below 60% of their maximum hp Icon Hit Points, gain an effect based on the culture's Devotion:
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Nobility

Unit's non-flanking attacks deal extra damage based on the culture's Devotion:
Effects are increased for Single Shot attacks.
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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.
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Retreat Expert

When retreating from battle, this unit returns 2 turns faster and it is never fatal.
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Ascended Master

At the start of each turn, dispel a Negative Status Effect.
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Ascended Assassin

Base attacks ignore 50% of the target's defense Icon Defense and resistance Icon Resistance when flanking or if the target is Blind.
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Accursed Body

When a melee range attack hits, the attacker has a 30% chance of being inflicted with Ghostfire for 3 turn Icon Turns.
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Champion Medal: Retaliation Damage

+40% damage on Retaliation Attacks
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Paragon of Strife

At Paragon level Devotion, gain the Infernal Blaze ability.
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Paragon of Righteousness

At Paragon level Devotion, gain the Radiant Slash ability.
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Paragon of Harmony

At Paragon level Devotion, gain the Arrow of Harmony ability.
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High Maintenance

Base Unit Upkeep is increased by 2 gold Icon Gold.
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Status Effect Immunity: Bleeding

Unit is immune to Bleeding.
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Rune of Command: Storm

While army leader, all non-hero units in army gain +1 resistance Icon Resistance.
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Rune of Command: Rock

While army leader, all non-hero units in army deal +10% damage.
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Rune of Command: Fire

While army leader, all non-hero units in army have a +10% crit IconCritical Hit Chance.
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Critical Rune

Unit has +15% crit IconCritical Hit Chance.
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Damage Rune

Unit deals +15% damage.
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Vitality Rune

Unit gains +15 hp Icon Hit Points.
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Guard Rune

Unit has:
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Dispelling Rune

At the start of the turn, dispel 1 Negative Status Effect.
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Lava Walk

Allows the unit to traverse lava at a Movement Cost of 6.
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Spiked Shield

Melee range attackers sustain 2 damagePhysical Icon Physical Damage when attacking this unit.
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Rune of Protection: Storm

Gain:
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Rune of Protection: Rock

Gain:
  • +2 defense Icon Defense
  • Status Effect Immunity: Bleeding
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Rune of Protection: Fire

Gain:
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Crystal Reflection

Non-Melee attacks are reflected back at the attacker for 20% of the damage.
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Reactive Core

When any Volatile Charge triggers its effect, this unit gains:
  • Strengthened for 3 turn Icon Turns
  • Regeneration for 3 turn Icon Turns.
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Undying

When killed, this unit will revive with 50% of its total hp Icon Hit Points:
  • After 2 Combat turn Icon Turns.
  • If side is victorious in battle.
Can only be triggered once per battle.
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Geomantic Connection

The damage and effects of Terra Bolts and Geo Surge change based on the terrain this unit is standing on.
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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.
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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 turn Icon Turns.
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Primordial Envy

While this unit is in battle, all friendly units' attacks gain:
Effects are increased for Single Shot attacks.
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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 turn Icon Turns.
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Expert Trainer

Other units in the army gain 50% extra xp Icon Experience from combat.
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Beastmaster

While this unit is in combat, Animal and Dragon units gain:
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Herdfather

When this unit dies, friendly Animal and Dragon units gain:
  • 5 Strengthened for 3 turn Icon Turns.
  • Berserk for 2 turn Icon Turns.
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Lithorine Shardlancer Companion

At the start of combat, summon a Lithorine Shardlancer to your side.
Doesn't work on water combat.
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Golden Curse

Enemy melee attackers have a base 60% chance of becoming Gilded.
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Rune of Protection: Frost

Gain:
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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.
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Lava Burst

At the start of the turn, enemy units in a 2-hex radius sustain damage.
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Freezing Mist

Enemy units within 2 hexes:
  • Sustain 10 damageFrost Icon Frost Damage.
  • Have a base 30% chance of becoming Frozen for 1 turn Icon Turn. If unsuccessful inflicts Slowed for turn Icon Turns.
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Personal Guard

At the start of combat a random Tier II Ogre unit joins the battle.
Doesn't work in Water Combat.
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Grand Cascading Rune

While army leader, all non-hero units in the army gain:
  • Killing a unit deals 10 damageLightning Icon Lightning Damage to up to 2 other enemy units within 2 hexes.
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Grand Cascading Rune

While army leader, all non-hero units in the army gain:
  • Killing a unit deals 10 damagePhysical Icon Physical Damage to up to 2 other enemy units within 2 hexes.
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Grand Cascading Rune

While army leader, all non-hero units in the army gain:
  • Killing a unit deals 10 damageFire Icon Fire Damage to up to 2 other enemy units within 2 hexes.
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Grand Cascading Rune

While army leader, all non-hero units in the army gain:
  • Killing a unit deals 10 damageFrost Icon Frost Damage to up to 2 other enemy units within 2 hexes.
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Fury Rune

Unit:
  • Has Very Fast Movement
  • Gains a stack of Strengthened and Fortune for 3 turn Icon Turns when it uses an attack ability.
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Grand Fury Rune

While army leader, all non-hero units in the army:
  • Gain a stack of Strengthened and Fortune for 3 turn Icon Turns when it uses an attack ability.
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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 turn Icon Turns on base attacks, Effects are increased for Single Shot attacks.
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Undying

When killed, this unit will revive with 50% of its total hp Icon Hit Points:
  • After 2 Combat turn Icon Turns.
  • If side is victorious in battle.
Can only be triggered once per battle.
Ability Background IconAbility Icon Icon

Grand Life Rune

While army leader, all non-hero units in the army gain:
  • Natural Regeneration
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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 turn Icon Turns.
    • Gain 2 stack of Bolstered Resistance for 3 turn Icon Turns.
    • Gain 5 tempHp Icon Temporary Hit Points per stack of Bolstered Defense and Bolstered Resistance.
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Safeguard Rune

When this unit goes below 60% of its maximum hit points:
  • Gain 3 stack of Bolstered Defense for 3 turn Icon Turns.
  • Gain 3 stack of Bolstered Resistance for 3 turn Icon Turns.
  • Gain 5 tempHp Icon Temporary Hit Points per stack of Bolstered Defense and Bolstered Resistance.
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Disruption Rune

  • Base attacks have a base 60% chance of inflicting Disrupted for 2 turn Icon Turns.
  • Attacks deal +30% damage to Magic Origin units.
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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 turn Icon Turns, Effects are increased for Single Shot attacks..
  • Attacks deal +20% damage to Magic Origin units.
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Reflecting Rune

This unit reflects 20% of the damage sustained by Melee attacks.
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Ancient of Earth

Unit gains:
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Ancient One

Unit gains:
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Dungeon Keeper

At the start of combat summon a Clay Arbalest, Clay Charger, or a Clay Defender unit.
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Distracting Aura

At the start of the turn, inflict Distracted to adjacent enemy units for 1 turn Icon Turn.
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Champion Medal: Extra Range

+1 range IconRange on base attacks.
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Graceful Defense

Gain +1 Grace on entering Defense Mode.
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Hazard Immunity: Devouring Void

Unit is immune to the Devouring Void hazard.
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Revenant Champion

At the start of combat, summon a Tier I Skeleton unit with Unholy Champion.
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Prescient Phase

When this unit is hit, it gains Precognition.
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Mist Away

When this unit's hp Icon Hit Points are reduced to zero, it is displaced by 3 hexes and heals +20 tempHp Icon Temporary Hit Points.
Works once per battle.
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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.
Ability Background IconAbility Icon Icon

Blood Recovery

Recover 10 tempHp Icon Temporary Hit Points when killing a unit with a Magic, Melee, or Missile attack.
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Marrow Drinker

  • Attacks inflict Bleeding for 3 turn Icon Turns, increased for Single Shots.
  • When an enemy suffers damage from Bleeding, gain 2 tempHp Icon Temporary Hit Points.
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Profane Body Mastery

Unit has:
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Undead Servants

At the start of combat, conjure a Zombie.
Doesn't work on Water Combat.
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Defiler

Attacks remove 1 Positive Status Effect. Single Shot attacks remove 2 Positive Status Effects instead.
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Soulbound Anguish

At the start of the turn, enemy units with Soulbound sustain 4 damageFrost Icon Frost Damage.
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Tyrant

Attacks cause 4 happiness Icon Morale loss on target. Doubled for Single Shot attacks.
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Increased Upkeep

Upkeep increases by 10 gold Icon Gold.
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Increased Upkeep

Upkeep increases by 20 gold Icon Gold.
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Champion Scarlet Plague

Scarlet Plague:
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Parasitic Bloat

When this unit dies adjacent enemies:
  • Sustain 10 damagePhysical Icon Physical Damage.
  • Have a base 90% chance of gaining Blood Parasite for 3 turn Icon Turns.
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Razor Thorns

Melee attackers suffer a stack of Bleeding for 3 turn Icon Turns.
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Cursed Rose Command

While this unit is in combat, all friendly undead units have Razor Thorns.
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Lifedrinker

When an adjacent unit dies:
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Coagulate

Once per turn when hit by an attack, gain for 3 turn Icon Turns:
  • Bolstered Defense
  • Bolstered Resistance
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Oppressing Aura

At the end of the turn adjacent enemies have a base 90% chance of suffering:
  • Misfortune for 3 turn Icon Turns.
  • 10 happiness Icon Morale loss.
Ability Background IconAbility Icon Icon

Blood Sigil

Attack and Debuff abilities ignore 1 statusEffectResistance Icon Status Resistance per stack of Bleeding on the target.
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Blood Pest

At the start of combat, summon a Blood Maggot.
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Night Creature

At the start of combat, conjure a Doom Bat.
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Vampiric Rage

Damage increases as hp Icon Hit Points are lowered, up to 50% at 1 hp Icon Hit Point.
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Reaper

On kill:
  • Active cooldowns are reduced by 1 turn Icon Turn.
  • Gain +10 hp Icon Hit Points for the fight.
Triggers once per turn.
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Nightlord

  • Unit is immune to Blind.
  • While in Sunless, Underground, or Gloom this unit has:
    • +20% damage.
    • Natural Regeneration.
Ability Background IconAbility Icon Icon

Aura of Torment

At the end of the turn, adjacent enemies:
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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.
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Rose Knight Recruitment

Cities gain the ability to draft Rose Knights.
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Rose Knight Guardian

At the start of combat, conjure a Rose Knight.
Does not work in water battles.
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Status Effect Immunity: Blood Parasite

Unit is immune to Blood Parasite.
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Sand Camouflage

This unit cannot be detected when on Sand hexes.
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Sand Shift

Unit gains Sand Shift when on Sand terrain.
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Defense Mode: Hold your Ground

This unit ends its turn and goes into a defensive mode:
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Command Momentum

On unit kill, reset the cooldowns of all Command abilities.
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Lieutenant's Lead

  • When this unit attacks, a random friendly unit within 2 hexes gains Strengthened for 3 turn Icon Turns.
  • When this unit enters Defense Mode, a random friendly unit within 2 hexes gains Bolstered Defense and Bolstered Resistance for 3 turn Icon Turns.
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Mana Starved

This unit:
  • Gains Strengthened and Regeneration for 3 turn Icon Turns:
    • When it applies Disrupted and Mana Drain.
    • When hit by a Magic attack:
  • Cannot have Unit Enchantments or Transformations.
  • Has Control Loss Immunity.
Ability Background IconAbility Icon Icon

Champion Mana Drain

Mana Drain:
  • Base damage increases to 60 damagePhysical Icon Physical Damage.
  • Disrupted and Mana Starved chance increased to 120%
Ability Background IconAbility Icon Icon

Disrupting Aura

At the start of the turn, adjacent enemy units:
  • Sustain 8 damagePhysical Icon Physical Damage.
  • Have a base 90% chance of becoming Disrupted for 2 turn Icon Turns.
Ability Background IconAbility Icon Icon

Extended Command Unit

At the start of combat, summon a Lieutenant.
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Warlord Commands

At the start of each turn randomly gain Command: Attack, Command: Defend, and Command: Retreat.
Ability Background IconAbility Icon Icon

Field Tactics

Tier I, Tier II, and Tier III units in the army have:
Does not stack.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Fiery Rebirth

When killed, this unit will revive with 40% of its total hp Icon Hit Points:
  • After 2 Combat turn Icon Turn and then deal 15 damageFire Icon Fire Damage to adjacent enemy units.
  • If side is victorious in battle.
Can only be triggered once per battle.
Ability Background IconAbility Icon Icon

Magic Fighter Unit

A melee attacker that uses Magic attacks to target enemies with low resistance Icon Resistance.
Magic Fighters have:
  • Melee Mage.
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Champion Medal: Arcanist

Unit has:
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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:
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Blazing Aura

At the end of the turn, adjacent enemy units:
  • Sustain 4 damageFire Icon Fire Damage.
  • Have a base 60% chance of becoming Burning for 3 turn Icon Turns.
Ability Background IconAbility Icon Icon

Fiery Reflection

Damage taken is reflected back to the attacker as damageFire Icon Fire Damage.
Ability Background IconAbility Icon Icon

Curse of Desire

Non-Hero non-Magic Origin adjacent attackers have a base 30% chance of becoming Distracted.
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Champion Morning Boon

Morning Boon now targets another friendly unit within 2 hexes.
Ability Background IconAbility Icon Icon

Champion Evening Bane

Evening Bane now targets another enemy unit within 2 hexes.
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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
Ability Background IconAbility Icon Icon

Cosmic Resonance

When a spell is cast in combat, gain +2 Protection according to the affinities of the spell.
Ability Background IconAbility Icon Icon

Penguin

A penguin unit.
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Parasitic Coral

At the end of the turn, enemy units adjacent to this one suffer 10 damageFrost Icon Frost Damage. Then heal 10 tempHp Icon Temporary Hit Points for each enemy hit.
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Penguin Commander

Tier 4 or lower Penguin units in the army gain:
Cannot stack.
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Glitter Explosion

When this unit dies, units in a 2-hex radius:
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Wake of Mists

At the end of the turn, create a Mist cloud on the unit's and adjacent hexes.
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Field Abjurer

Non-hero units in your army have:
  • When this unit's total hp Icon Hit Points reach 60% or lower, gain 3 Grace.
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Spirit Caller

At the start of combat conjure a Morning Sprite or an Evening Sprite that stays until the end of combat.
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Living Spider Nest

  • When this unit's total hp Icon Hit Points reach 60% or lower, conjure a Tier II Spider.
  • When this unit's total hp Icon Hit Points reach 30% or lower, conjure a Tier II Spider.
This summon lasts for 3 turn Icon Turns.
Additionally allows for the drafting of Tier I and Tier II Spiders in cities.
Ability Background IconAbility Icon Icon

Fiery Seductor

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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:
Ability Background IconAbility Icon Icon

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.
Ability Background IconAbility Icon Icon

Champion Spider Rebirth

Spider Rebirth now has a 2 turn cooldown.
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Mage Slayer

Attacks deal +40% damage against Wizard Kings and Battle Mage Units.
Ability Background IconAbility Icon Icon

Army Maintenance

Units in the army cost -10% base Unit Upkeep.
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Army Trainer

Units in the army gain +20% xp Icon Experience.
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Corpse Cage

The first time this unit's total hp Icon Hit Points reaches 50% or lower, it summons a Decaying Zombie.
Does not function in water battles.
Ability Background IconAbility Icon Icon

Brave

This unit loses -50% less happiness Icon Morale.
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Controlled Chaos

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Incorruptible Spirit

Ability Background IconAbility Icon Icon

Warding Aura

Adjacent friendly units gain +2 resistance Icon Resistance.
Ability Background IconAbility Icon Icon

Bolstering Evasion

Once per turn, this unit gains Evasion when hit by a Magic or Missile attack.
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Immobilizing Presence

At the start of the turn, adjacent enemies become Slowed. If they were already Slowed, they become Immobilized instead.
Ability Background IconAbility Icon Icon

Spiritbreaker Aura

Adjacent enemy units lose morale 50% faster.
Ability Background IconAbility Icon Icon

Evoker's Ritual

Adds an effect to Channeling Ritual:
Ability Background IconAbility Icon Icon

Amplified Evocation

castTactical Icon Damage Spells cast in combat where this unit is present deal +20% damage.
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Empowered Attuned Godir

Whenever you cast a spell, this unit gains:
  • +2 Strengthened
  • +2 Regeneration
  • +1 Bolstered Resistance
This replaces Attuned Godir.
Ability Background IconAbility Icon Icon

Amplified Healing

  • castTactical Icon Healing Spells cast in combat where the Wizard King is present heal +50% more.
  • Unlock the Arcane Renewal spell.
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Enchanter's Ritual

Adds an effect to Channeling Ritual:
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Attuned Godir

Whenever you cast a spell, this unit gains:
  • +1 Strengthened
  • +1 Regeneration
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Cannot be Displaced

This unit is immune to effects that would forcefully and physically move it.
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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 Icon Mana cost.
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Rite of Undeath

When this unit kills an enemy, turn it into a Skeleton unit under its control.
Doesn't work in Water Combat.
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Soul Keeper

Summon a Zombie at the start of battle. Doesn't work in water combat.
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Bone Wyvern Keeper

Summon a Bone Wyvern at the start of battle.
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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.
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Rooted Resistance

Hero gains:
When the unit enters Defense Mode these bonuses are given to adjacent allies.
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Lifeseeder

Attacks gain:
  • 60% chance of inflicting Life Seed for 3turn Icon Turns.
Debuff abilities gain:
  • Inflict Life Seed for 3turn Icon Turns
Effects are increased for Single Shot attacks.
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Discipline of Storms

Gain Lesser Evocation
Base attacks gain 90% chance of inflicting Electrified for 3 turn Icon Turns.
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Discipline of Flames

Gain Lesser Evocation
Base attacks set the ground under the target on fire.
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Discipline of Earth

Gain Lesser Evocation
Base attacks gain 90% chance of inflicting Sundered Defense for 3 turn Icon Turns.
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Discipline of Frost

Gain Lesser Evocation
Base attacks gain 90% chance of inflicting Slowed for 2 turn Icon Turns on non-slowed targets.
Base attacks gain 60% chance of inflicting Frozen for 1 turn Icon Turn against targets affected by Slowed.
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Fervorous Disciple

Support abilities grant +1 Fervor.
Entering Defense Mode grants +3 Fervor.
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Paladin

This and adjacent friendly units gain +1defense Icon Defense.
Landing attacks grants +1 Fervor.
Effect is doubled for non repeating attacks.
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Fervorous Martyr

Gain +1 Fervor whenever this unit takes damage.
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Blessed Body

This unit is healed for +10tempHp Icon Temporary Hit Point whenever it uses a support ability.
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Radiant Retribution

When this unit takes damage, adjacent enemies:
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Herald of Portents

This and adjacent friendly units gain 10% crit IconCritical Hit Chance.
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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.
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Spiritual Guide

This and adjacent friendly units gain:
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Immortal Saint

1 turn Icon Turn after this unit dies, it:
  • Comes back to life with 40% Hit Points.
  • Gains +5 Fervor.
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Champion Purifying Blast

Purifying Blast:
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Guardian Angel

At the start of combat, summon a Vigil unit.
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Feed on Despair

Gain:
  • Cruel
  • When any enemy unit Fumbles, this unit gains +5 Max hp Icon Hit Point until the end of combat.
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Ritualized Focus

If this hero is not Engaged in Melee when its turn starts, then it gains +1range IconRange on its Magic attacks and Debuff abilities until it moves.
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Graceful Servants

Whenever a friendly unit dies, this unit gains Grace.
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Soul Keeper

Summon a Zombie at the start of battle. Doesn't work in water combat.
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Archonic Leadership

While in the army, other Celestial units gain Led by Archon.
Other units with Archonic Leadership do not receive Led by Archon.