At the start of combat in a province with Ashlands, all friendly units with Ash Sabertooth's Boon start combat with 3 Fury of the Ash Sabertooth.
Avatar of the Mire Crocodile
Avatar of the Mire Crocodile
At the start of combat in a province with Swamp, all friendly units with Mire Crocodile's Boon start combat with 3 Fury of the Mire Crocodile.
Avatar of the Glacial Mammoth
Avatar of the Glacial Mammoth
At the start of combat in a province with Snow, all friendly units with Glacial Mammoth's Boon start combat with 3 Fury of the Glacial Mammoth.
Avatar of the Tunneling Spider
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.
Avatar of the Sylvan Wolf
Avatar of the Sylvan Wolf
At the start of combat in a province with Forest, all friendly units with Sylvan Wolf's Boon start combat with 3 Fury of the Sylvan Wolf.
Avatar of the Dune Serpent
Avatar of the Dune Serpent
At the start of combat in a province with Sand, all friendly units with Dune Serpent's Boon start combat with 3 Fury of the Dune Serpent.
Avatar of the Storm Crow
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.
Awaken Earth
Awaken Earth
Always hits5
Full Action
Destroy obstacles in the target area, then summon a Stone Spirit unit under your control.This summon lasts for 3 Turns.
Support
Summoning
Notes:
Cannot be used when within an enemy Zone of Control.
At the end of this unit's turn, adjacent enemy units lose -5 Morale.Doesn't work on units with this ability.
Undying Warrior
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 50% of their maximum Hit Points.
Gain Lesser EvocationBase attacks gain 90% chance of inflicting Sundered Defense for 3 Turns.
Discipline of Flames
Discipline of Flames
Gain Lesser EvocationBase attacks set the ground under the target on fire.
Discipline of Frost
Discipline of Frost
Gain Lesser EvocationBase attacks gain 90% chance of inflicting Slowed for 2 Turns on non-slowed targets.Base attacks gain 60% chance of inflicting Frozen for 1 Turn against targets affected by Slowed.
Discipline of Storms
Discipline of Storms
Gain Lesser EvocationBase attacks gain 90% chance of inflicting Electrified for 3 Turns.
+1 Electrified, Burning, or Sundered Defense against targets already affected by that status effect.
This effect also counts for status effects inflicted by the same attack.Effects are increased for Single Shot attacks.
Elemental Gateway
Elemental Gateway
Always hits4
Leave One
Deals damage to adjacent enemy units. The unit then teleports to target hex.
Damage type is based on the chosen Discipline.
Magic
Teleport
Movement
Notes:
Cooldown: 3
Starts on cooldown: 1
Elemental Mastery
The hero gains Elemental Mastery.Damage channel is based on your chosen discipline.
Empowered Evocations
Evocations deal +50% more damage.
Focused Evocation
Focused Evocation
Always hits6
30Full Action
Deals damage to target enemy unit.
Magic
Single Shot
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Frostwind Evocation
Frostwind Evocation
Always hits6
20Full Action
Deals damage to enemy units in a 1-hex radius.
Magic
Notes:
Cannot be used when within an enemy Zone of Control.
Cooldown: 2
Conjure Greater Elemental Spirit
Conjure Greater Elemental Spirit
Always hits1
Full Action Continue
Summon a Tier 3 spirit unit based on this hero's chosen Discipline on the target hex. This summon lasts for 3Turns.Replaces the skill Conjure Lesser Elemental Spirit.
When the unit dies in combat, it escapes to the void instead and returns at the end of combat if its side is victorious.Unit is brought back with 50% of their maximum Hit Points.
Terrifying Gorging
Terrifying Gorging
100%1
Full Action
Has a base 90% chance of consuming the target Tier I, II, or III enemy unit.
Magic attacks inflict guaranteed +1 Weakened, Sundered Defense, or Sundered Resistance against targets already affected by that status effect.This effect also counts for status effects inflicted by the same attack.
Claim Soul
Claim Soul
Always hits3
30Single Action
Deals damage to target unit, ignoring Resistance.
Magic
Single Shot
Cant Be Refreshed
Notes:
Cannot be used when within an enemy Zone of Control.
If the hero uses a Charge attack after moving, they now inflict 8 Physical Damage to enemies adjacent to the target.
Taunting Charge
If the hero uses a Charge attack after moving, they now have a base 90% chance of inflicting Taunted.
Undying Warrior
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 50% of their maximum Hit Points.
If the hero uses a Charge attack after moving, they now inflict guaranteed 2x Weakened.
Willbreaker
Gain:
Vicious Killer
Willbreaker
Warrior's Soul
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:
Conjure 4 corpses of Tier I Thorned Skeleton units in a 1-hex radius.For the next 4 Turns, resurrect one random corpse on the battlefield under your control until the end of combat.
Bloodblight now spreads to 4 enemy units within 3 hexes.
Supernatural Speed
Supernatural Speed
Always hits3
Free Action
Move to target hex.
Teleport
Movement
Notes:
Cooldown: 1
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.