This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Lightning Damage if not an Astral Dragon. - Deals +30% more damage.
- Always inflicts Electrified.
- Has a base 90% chance of inflicting Blind.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Lightning Damage if not an Astral Dragon. - Deals +30% more damage.
- Always inflicts Electrified.
- Has a base 90% chance of inflicting Blind.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Lightning Damage if not an Astral Dragon. - Deals +30% more damage.
- Always inflicts Electrified.
- Has a base 90% chance of inflicting Blind.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Lightning Damage if not an Astral Dragon. - Deals +30% more damage.
- Always inflicts Electrified.
- Has a base 90% chance of inflicting Blind.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Lightning Damage if not an Astral Dragon. - Deals +30% more damage.
- Always inflicts Electrified.
- Has a base 90% chance of inflicting Blind.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Lightning Damage if not an Astral Dragon. - Deals +30% more damage.
- Always inflicts Electrified.
- Has a base 90% chance of inflicting Blind.
When this unit's total
Hit Points reach % or lower, it gains for
Turns:
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Fire Damage if not a Chaos Dragon. - Deals +30% more damage.
- Always inflicts Burning.
- Sets affected hexes On Fire.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Fire Damage if not a Chaos Dragon. - Deals +30% more damage.
- Always inflicts Burning.
- Sets affected hexes On Fire.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Fire Damage if not a Chaos Dragon. - Deals +30% more damage.
- Always inflicts Burning.
- Sets affected hexes On Fire.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Fire Damage if not a Chaos Dragon. - Deals +30% more damage.
- Always inflicts Burning.
- Sets affected hexes On Fire.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Fire Damage if not a Chaos Dragon. - Deals +30% more damage.
- Always inflicts Burning.
- Sets affected hexes On Fire.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Fire Damage if not a Chaos Dragon. - Breath attacks deal +30% damage.
- Always inflicts Ghostfire.
- Sets affected hexes On Fire.
Deal damage to target enemy unit.
This unit has:- Fiend Slayer
- Umbral Demon Slayer
Enemy units in a -hex radius:- Have a base % chance of receiving 2 stacks of Weakened for
Turns.
The caster gains:- Strengthened for
Turns for each enemy affected.
- Chaos Pulse becomes Cosmic Pulse.
- Gain Savant Channeling.
Increases unit upkeep by 20
Mana.
- Eldritch Truth becomes Enrapturing Truth.
- Gain Manipulator.
Increases unit upkeep by 20
Mana.
- Possession becomes Greater Possession.
- Fleshweave becomes Fleshsculpt.
Increases unit upkeep by 20
Mana.
Gain:Increases unit upkeep by 10
Mana.
- Chaos Pulse becomes Havoc Pulse, increasing the number of triggering effects from 1 to 2.
- Gain Chaos Channeling
Increases unit upkeep by 20
Mana.
Gain:- Chaos Pulse
- Expert Channeling
Increases unit upkeep by 10
Mana.
- Eldritch Truth becomes Mind Shattering Truth.
- Gain Mindrend.
Increases unit upkeep by 20
Mana.
Gain:- Eldritch Truth
- Eldritch Breach
Increases unit upkeep by 10
Mana.
- Possession becomes Puppeteer's Possession.
- Eldritch Mind Control becomes Puppeteer's Domination.Increases unit upkeep by 20
Mana.
Enemy units in a -hex radius sustain damage. Enter Defense Mode.
Killing a unit deals 15
Fire Damage to up to 2 other enemy unit within 2 hexes.
Killing a unit deals 15
Frost Damage to up to 2 other enemy unit within 2 hexes.
Killing a unit deals 15
Physical Damage to up to 2 other enemy unit within 2 hexes.
Killing a unit deals 15
Lightning Damage to up to 2 other enemy unit within 2 hexes.
When Governor, grants the city:
When Governor, grants the city:
Gain Spirit Summon: Dormant.
Gain:- +30
Hit Point - Maternal Rage
- Natural Regeneration
Support abilities grant 1 Bolstered Resistance to affected units.
Support abilities grant:- +1 Fortune to affected units.
Support abilities grant:- +1 Regeneration to affected units.
The hero gains:When the unit enters Defense Mode these bonuses are given to adjacent allies.
The hero gains:When the unit enters Defense Mode these bonuses are given to adjacent allies.
The hero gains:When the unit enters Defense Mode these bonuses are given to adjacent allies.
Base attacks:- Inflict +2
Blight Damage. - +10% damage against targets that are Poisoned or Decaying.
Effects are increased for Single Shot attacks.
Hurl Lightning:- Now deals damage to 2 other targets within 2 hexes.
- Has its
cooldown increased by 1.
This unit's attacks inflict Dissonance.
Hurl Boulder gains a base 120% chance of inflicting Stunned for 1
Turn.
Melee attacks gain +10% damage.
Melee attacks gain +10% damage.
Modify and enhance Curse:- Curse now deals 30
Frost Damage . - Curse gains 120% base chance of inflicting Frozen for 1
Turn.
When this unit kills another, it gains 3 Fortune.
Debuff abilities:- Gain 90% base chance of inflicting Disrupted for 2
Turn.
Units summoned by this hero have:- Aura of Disease
- Immunity to Diseased
The hero gains immunity to Diseased.
Modify and enhance Curse:- Curse now affects all targets in a 1-hex radius.
Attacks and Debuff abilities:- Gain 90% base chance of inflicting Diseased for 3
Turn.
Makes base Melee and Missile attacks gain:- Base 60% chance of inflicting Sundered Defense.
- Demolisher.
Effects are increased for Single Shot attacks.
Attacks and Debuff abilities:- Gain 90% base chance of inflicting Weakened for 3
Turn.
Effects are increased for Single Shot attacks.
Gain:- Vicious Killer
- Willbreaker
Drain Familiar also grants the targeted unit 3 Regeneration and the heal is increased to 30
Temporary Hit Points.
Reduce the cooldown of your Blood Drain ability by 1
Turn.
Modify and enhance Pushing Attack:- Pushing Attack now displaces and replaces.
- Pushing Attack now deals 40
Physical Damage base.
Modify and enhance Pushing Attack:- Pushing Attack now heals the caster for +20
Temporary Hit Points.
When entering Defense Mode, this unit gains Damage Deflection until the start of the next turn.
Melee attacks gain +10% damage.
Melee attacks gain +20% damage.
When entering Defense Mode, this unit and all adjacent allies receive +2
Defense until the start of the next turn.
When entering Defense Mode, this unit gains Tireless Retaliation until the start of the next turn.
Unit's attacks gain:- A base 90% chance of inflicting Weakened.
This effect is increased for Retaliation Attacks.
The Tail Swipe ability now:
Blood Drain abilities now have a chance of inflicting Mind-Controlled for 3
Turns instead of Stunned.
Gain the Eldritch Rituals spell.
- Unlocks
Thralls. - If
Souls are unlocked, gain conversion spells.
Hurl Ice Boulder gains a base 120% chance of inflicting Frozen for 1
Turn.
Base attacks gain:- +2
Frost Damage. - +10% damage against targets that are Slowed or Frozen.
Effects are increased for Single Shot attacks.
When conjuring the Animated Weapon, deal 10
Fire Damage to adjacent enemies.
When conjuring the Animated Weapon, deal 10
Frost Damage to adjacent enemies.
When conjuring the Animated Weapon, deal 10
Physical Damage to adjacent enemies.
When conjuring the Animated Weapon, deal 10
Lightning Damage to adjacent enemies.
Hurl Boulder:- Now deals damage in a 1-hex radius.
- Has its
cooldown increased by 1.
Hurl Flame:- Now deals damage in a 1-hex radius.
- Has its
cooldown increased by 1.
Hurl Ice Boulder:- Now deals damage in a 1-hex radius.
- Has its
cooldown increased by 1.
Base attacks gain:- +1 damage for each unit in combat with Burning, Electrified, Frozen, Stunned, or Slowed.
Effects are increased for Single Shot attacks.
Magic attacks and abilities inflict:- +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.
The hero gains Elemental Mastery.Damage channel is based on your chosen discipline.
Evocations deal +50% more damage.
Improve Inexorable Cast:- Now lets all attacks and abilities ignore 50% of
Resistance until the end of the
Turn.
Improve Ritual of Elements:- Now grants Mastered Focus instead.
Attacks and debuff abilities gain:- 90% chance of inflicting +1 Sundered Resistance for 3
Turns.
Effects are increased for Single Shot attacks.
Attacks gain:- +20% damage against targets with Electrified, Burning, Frozen, Stunned, or Slowed.
Base attacks inflict:- 20% of their damage to enemies adjacent to the target.
Attacks and Debuff abilities inflict:- +1 Status Vulnerability for 3
Turn.
Effects are increased for Single Shot attacks.
Hurl Lightning:- Now deals damage to 4 other targets within 3 hexes.
- Has its
cooldown increased by 1.
- Magic attacks gain +10% damage.
Hurl Boulder:- Now deals damage in a 2-hex radius.
- Has its
cooldown increased by 1.
Hurl Flame:- Now deals damage in a 2-hex radius.
- Has its
cooldown increased by 1.
Hurl Ice Boulder:- Now deals damage in a 2-hex radius.
- Has its
cooldown increased by 1.
Blood Drain abilities now have a chance of inflicting Dominated instead of Mind-Controlled, which lasts until the end of combat.
- Base attacks deal 4
Fire Damage to the target and adjacent enemies. - All attacks gain Demolisher.Effects are increased for Single Shot attacks.
- Magic attacks gain +10% damage.
Drain Familiar now grants the targeted unit 3 Strengthened.
Cooldown of the breath attack is reduced by 1
.
Sniper Shot and Scatter Shot now leave Afflicting Miasma and apply Weakened to targets in a 1-hex radius.
Missile attacks now have a base 90% chance of inflicting Immobilized.Effects are increased for Single Shot attacks.
Melee attacks no longer trigger retaliations.
Melee attacks now do more damage as the target loses health, up to +50%.
Flanking attacks now deal +20% more damage.
When this unit kills another, it gains 3 Fortune.
Killing an enemy unit grants the hero 1 Strengthened and 2 Regeneration
Killing an enemy unit resets all ability cooldowns. Can only trigger once per turn.
Snapshot now knocks targets back 1 hex and can be used while in an enemy Zone of Control.
If this hero is not Engaged in Melee when its turn starts, then it gains +20% damage on its Missile attacks until it moves.
Sniper Shot and Scatter Shot now bypass 50% of the target's
Defense.
Missile attacks now have a base 90% chance of inflicting Diseased on all enemies in a 1-hex radius.Effects are increased for Single Shot attacks.
Missile attacks now have a base 90% chance of inflicting Bleeding on all enemies in a 1-hex radius.Effects are increased for Single Shot attacks.
Siphon Blood gains +2 range.
Conjured Weapon now lasts until the end of combat and gains:
Conjured Weapon now lasts until the end of combat and gains:
Conjured Weapon now lasts until the end of combat and gains:
Conjured Weapon now lasts until the end of combat and gains:
Base attacks have a 90% chance of inflicting Sundered Resistance.Effects are increased for Single Shot attacks.
Protective Wildgrowth gains:- Friendly units gain True Strike for 1
Turn.
Support abilities grant:- +1 Bolstered Resistance to affected units.
Hostile Wildgrowth gains:- Base 90% chance of inflicting Distracted
Enemy units in the area of effect of Hostile Wildgrowth and Protective Wildgrowth:- Have a base 90% chance of gaining Blind.
- Have a base 90% chance of gaining Immobilized.
Rejuvenate gains:- Friendly units gain +1 Regeneration for 3
Turns.
Protective Wildgrowth gains:- Friendly units gain +1 Grace.
Hostile Wildgrowth gains:- Base 90% chance of inflicting Immobilized.
Support abilities grant:- +1 Bolstered Defense to affected units.
Hostile Wildgrowth and Protective Wildgrowth gain:
Support abilities now also apply Steadfast.
Support abilities grant:- +1 Regeneration to affected units.
Restore gains:Rejuvenate gains:
Protective Wildgrowth or Hostile Wildgrowth:- Area of Effect increases by +1.
- Cooldown increases by +2
Turns.
The hero gains:When the unit enters Defense Mode these bonuses are given to adjacent allies.
The hero gains:When the unit enters Defense Mode these bonuses are given to adjacent allies.
The hero gains:When the unit enters Defense Mode these bonuses are given to adjacent allies.
While army leader, units in army have:
Attacks and Debuff abilities:- Gain 90% base chance of inflicting Weakened for 3
Turn.
Effects are increased for Single Shot attacks.
- Gain +20
Hit Point. - Gain access to the Rune of Creation: Fire infusion in the Item Forge. Applies to Wands.
- Gain +20
Hit Point. - Gain access to the Rune of Creation: Frost infusion in the Item Forge. Applies to Wands.
- Gain +20
Hit Point. - Gain access to the Rune of Creation: Rock infusion in the Item Forge. Applies to Wands.
- Gain +20
Hit Point. - Gain access to the Rune of Creation: Storm infusion in the Item Forge. Applies to Wands.
- Gain +10% damage on attacks.
- Gain access to the Rune of Power: Fire infusion in the Item Forge. Applies to Weapons.
- Gain +10% damage on attacks.
- Gain access to the Rune of Power: Frost infusion in the Item Forge. Applies to Weapons.
- Gain +10% damage on attacks.
- Gain access to the Rune of Power: Rock infusion in the Item Forge. Applies to Weapons.
- Gain +10% damage on attacks.
- Gain access to the Rune of Power: Storm infusion in the Item Forge. Applies to Weapons.
Base attacks gain:- +2
Fire Damage. - +10% damage against targets that are Burning.
Effects are increased for Single Shot attacks.
Conjured Weapon's attacks:- Deal +20% damage.
- Inflict Burning for 3
Turns.
Conjured Weapon's attacks:- Deal +20% damage.
- Gain a base 60% Frozen for 1
Turn.
Conjured Weapon's attacks:- Deal +20% damage.
- Have a base 90% chance to inflict Sundered Defense for 3
Turns. - Have a base 90% chance to inflict Sundered Resistance for 3
Turns.
Conjured Weapon's attacks:- Deal +20% damage.
- Inflict Electrified for 3
Turns.
- Gains Faithful.
- Attackers have a 60% chance of suffering Remorse.
Base attacks gain:- Inflict Soulbound
- Base 90% chance of inflicting Remorse
Effects are increased for Single Shot attacks.
All attacks:- Gain 60% base chance of inflicting Blind for 1
Turn.
- Melee attacks grant Prepared Spell for 2
Turn. - Magic attacks grant Prepared Strike for 2
Turn.
Modify and enhance Fire Evocation:- Fire Evocation cascades to adjacent enemy units and is repeated.
- Fire Evocation inflicts guaranteed Burning.
Modify and enhance this hero's Evocation:
All attacks:- Gain 90% base chance of inflicting Electrified for 3
Turn
Melee attacks no longer trigger retaliations.
Melee attacks now do more damage as the target loses health, up to +50%.
Flanking attacks now deal +20% more damage.
When this unit kills another, it gains 3 Fortune.
Melee attacks now inflict Sundered Resistance.Effects are increased for Single Shot attacks.
All attacks:- Gain 90% base chance of inflicting Burning for 3
Turn.
Modify and enhance Lightning Evocation:- Lightning Evocation is now also a debuff ability.
- Lightning Evocation inflicts guaranteed Sundered Defense.
- Lightning Evocation inflicts guaranteed Sundered Resistance.
Base attacks gain:- 2
Fire Damage to the target and adjacent enemies. - 60% base chance of inflicting Burning on the target and adjacent enemies.
Effects are increased for Single Shot attacks.
Blood Drain abilities gain a base 60% chance of inflicting Stunned for 1
Turn.
Hurl Lightning gains a base 120% chance of inflicting Stunned for 1
Turn.
Hurl Boulder gains:- +10
Physical Damage. - Inflicts:
- 2 Sundered Defense for 3
Turns. - 2 Sundered Resistance for 3
Turns.
Hurl Flame gains:- +10
Fire Damage. - Inflicts:
- 2 Sundered Defense for 3
Turns. - 2 Sundered Resistance for 3
Turns.
Hurl Ice Boulder gains:- +10
Frost Damage. - Inflicts:
- 2 Sundered Defense for 3
Turns. - 2 Sundered Resistance for 3
Turns.
Hurl Lightning gains:- +10
Lightning Damage. - Inflicts:
- 2 Sundered Defense for 3
Turns. - 2 Sundered Resistance for 3
Turns.
The Tail Swipe ability now:- Displaces units up to 2 hexes.
- Has a base 60% of inflicting Stunned for 1
Turn.
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.
Attacks and Debuff abilities gain:- 120% base chance of inflicting Decaying.
Effects are increased for Single Shot attacks.
Attacks and Debuff abilities:Effects are increased for Single Shot attacks.
Hex Pact gains:- Target suffers Disrupted while active.
Blood Pact gains:
Hex Pact gains:- Target suffers -10
Morale each turn.
Attacks and debuff abilities against the target of Hex Pact:
Units summoned by this hero have:- Aura of Disease
- Immunity to Diseased
The hero gains immunity to Diseased.
Blood Pact gains:- Target gains Life Steal
- Target gains Resurgence
Attacks and debuff abilities gain:- 90% chance of inflicting +1 Sundered Resistance for 3
Turns.
Effects are increased for Single Shot attacks.
Summoned units gain Decaying Dissolution.
Attacks and Debuff abilities:- Gain 90% base chance of inflicting Weakened for 3
Turn.
Effects are increased for Single Shot attacks.
Gain:- Vicious Killer
- Willbreaker
Attacks and Debuff abilities inflict:- +1 Status Vulnerability for 3
Turn.
Effects are increased for Single Shot attacks.
If the hero uses a charge attack after moving, then it:- Displaces the target unit and move onto its hex.
- Has a base 90% chance of inflicting Stunned.
If the hero uses a Charge attack after moving, they now inflict Distracted.
Melee attacks gain +10% damage.
Melee attacks gain +10% damage.
If the hero uses a Charge attack after moving, they gain +1 Grace.
When this unit kills another, it gains 3 Fortune.
If this hero is not Engaged in Melee when its turn starts, then its next charge attack will do 20% extra damage.
If the hero uses a Charge attack after moving, they now inflict 2x Sundered Defense.
Makes base Melee and Missile attacks gain:- Base 60% chance of inflicting Sundered Defense.
- Demolisher.
Effects are increased for Single Shot attacks.
If the hero uses a Charge attack after moving, they now inflict 8
Physical Damage to enemies adjacent to the target.
If the hero uses a Charge attack after moving, they now have a base 90% chance of inflicting Taunted.
If the hero uses a Charge attack after moving, they now inflict guaranteed 2x Weakened.
Gain:- Vicious Killer
- Willbreaker
Base attacks inflict Decaying.
This unit deals +% damage to Large Target units.
At the end of this unit's turn, adjacent enemy units have a base % chance of losing
Morale.Doesn't work on units with this ability or Terrifying Aura.
Target unit:- Sustains damage.
- Has a base % chance of:
- Being pulled to an adjacent space.
- Becoming Constricted for
Turn.
Target:- Friendly Undead corpse is revived with % of its total
Hit Points. - Non-Undead corpse is raised as a Zombie.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Frost Damage if not a Shadow Dragon. - Has a base 90% chance of inflicting Frozen. If unsuccessful inflicts Slowed.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Frost Damage if not a Shadow Dragon. - Has a base 90% chance of inflicting Frozen.
- Burning is replaced with Ghostfire.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Frost Damage if not a Shadow Dragon. - Has a base 90% chance of inflicting Frozen. If unsuccessful inflicts Slowed.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Frost Damage if not a Shadow Dragon. - Has a base 90% chance of inflicting Frozen. If unsuccessful inflicts Slowed.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Frost Damage if not a Shadow Dragon. - Has a base 90% chance of inflicting Frozen. If unsuccessful inflicts Slowed.
This unit gains:- +20
Hit Points - Its breath attack:
- Increases in size.
- Becomes part
Frost Damage if not a Shadow Dragon. - Has a base 90% chance of inflicting Frozen. If unsuccessful inflicts Slowed.
The hero's base attacks: Effects are increased for Single Shot attacks.
Enemy units in a -hex radius have a base % chance of being:- Teleported up to hexes.
- Inflicted with Insanity for
Turn.
- Unit creates Umbral Taint as it moves.
- This unit is immune to Umbral Malady.
Gravemarch now conjures the bodies of Tier 3 and Tier 4 Undead units and has its cooldown reduced by 2.
When Festering Spine kills a unit, all enemy units in a 2-hex radius gain 5 Poisoned and 4 Decaying for 3
Turns.
Blood Communion now has a base 120% chance of inflicting Blood Parasite for 3
Turns to enemies adjacent to the caster and the target.
Bloodblight now spreads to 4 enemy units within 3 hexes.
Exsanguinate now deals 50% of its damage to adjacent enemies which ignores 50% of enemy
Defense and
Resistance.