While army leader, all non-hero units in army have a +10% Critical Hit Chance.
Rune of Command: Fire
While army leader, all non-hero units in army have a +10% Critical Hit Chance.
Slots:
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.
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.
Slots:
Rune of Command: Rock
While army leader, all non-hero units in army deal +10% damage.
Rune of Command: Rock
While army leader, all non-hero units in army deal +10% damage.
Slots:
Rune of Command: Storm
While army leader, all non-hero units in army gain +1 Resistance.
Rune of Command: Storm
While army leader, all non-hero units in army gain +1 Resistance.
Slots:
Rune of Creation: Fire
Conjure Lava Runestone
Always hits6
15Full Action
Summon a Lava Runestone on target hex and deal damage to enemy units within a 2-hex radius around it.This summon lasts for 3 Turns.
Magic
Summoning
Notes:
Cooldown: 3
Slots:
Rune of Creation: Frost
Conjure Ice Runestone
Always hits6
10Full Action
Summon an Ice Runestone on target hex. On summon, enemy units within 2 hexes sustain damage and have a base 30% chance of becoming Frozen for 1 Turn. If unsuccessful, inflicts Status Vulnerability.
Magic
Summoning
Notes:
Cooldown: 3
Slots:
Rune of Creation: Rock
Conjure Stone Wall
Always hits6
30Full Action
Summon 3 Stone Wall units in a line which deal 30 Physical Damage and push back units on those hexes.This summon lasts for 3 Turns.
Magic
Summoning
Notes:
Cooldown: 3
Slots:
Rune of Creation: Storm
Conjure Crystal Pillar
Always hits6
20Full Action
Summon a Crystal Pillar on target hex and then deal damage to a unit within 4-hexes and inflict it with Volatile Charge.This summon lasts for 3 Turns.
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.
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.
Cannot be used when within an enemy Zone of Control.
Can only be used once per battle.
Slots:
Subdue
Subdue
Always hits3
Single Action
90% chance of linking with and inflicting Subdued.
Target must be affected by Immobilized, Frozen, or Stunned.
Cannot affect Heroes or units with Control Loss Immunity.
This effect ends if the caster dies.
Debuff
Notes:
Cooldown: 2
Slots:
Summon Spirit Hawk
Summon Spirit Hawk
Always hits1
Full Action
Summons a Spirit Hawk under your control on the target hex. The summoned unit lasts for 3 Turns.
Summoning
Notes:
Can only be used once per battle.
Slots:
Combo
The third strike in a turn pushes the target back by 1 hex.
Slots:
Intimidating Aura
At the end of this unit's turn, adjacent enemy units have a base 90% chance of losing -5 Morale.Doesn't work on units with this ability or Terrifying Aura.
Intimidating Aura
At the end of this unit's turn, adjacent enemy units have a base 90% chance of losing -5 Morale.Doesn't work on units with this ability or Terrifying Aura.
Slots:
Umbral Demon Slayer
Base attacks deal +40% damage to Umbral Demon units.