List of wildlife units 2

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See also: List of culture units
See also: List of tome units
See also: List of wildlife units 1

Below is a list of wildlife units encountered in the game.

List of wildlife units 2[edit | edit source]

Name Type Tier Hit points Defense Unit stats resistance.png Unit stats movement.png Cost Upkeep Resistances Abilities Traits Passive traits Source
Karagh Unit type mythic.png Mythic 5 150 5 4 40 400 Resource unit production.png 300 Resource gold.png 60 Resource gold.png 7 Resource imperium.png
  • Heavy Charge Strike
    Ability heavy charge strike ghost ship physical.png
    30 Physical damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.

    • Demolisher: Damages Fortified Obstacles.
  • Bone-Shattering Howl
    Ability type physical.png
    Unit ability bone-shattering howl karagh.png
    30 Physical damage
    Single use action
    Bone-Shattering Howl
    Always Hits Accuracy 0 Range
    Enemy units within a 2-hex radius sustain damage and lose -5 Morale Morale.
    • Demolisher: Damages Fortified Obstacles.

    Cooldown: 2 Turn
  • Terrifying Gorging
    Ability type default.png
    Unit ability consume corpse bone golem.png
    Terrifying Gorging
    100% Accuracy 1 Range
    Has a base 90% chance of consuming the target Tier I, II, or III enemy unit.
    • If successful, heals this unit +30 Temporary hit points Temporary Hit Points.
    • If resisted, deals 30 Physical damage Physical Damage instead.

    When this unit is killed, the last unit that was consumed is brought back.

    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Fierce
    Unit property fierce.png
    Fierce
    • -50% Morale Morale lost from all sources.
    • Unit cannot rout.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Mythic Unit
    Unit property mythic unit.png
    Mythic Unit
    A powerful unit that doesn't conform to a particular fighting style.
Wildlife
Kraken Unit type mythic.png Mythic 4 120 4 4 32 330 Resource unit production.png 250 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
  • Melee Strike
    Ability melee strike nimu physical.png
    18 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Demolisher: Damages Fortified Obstacles.
    • Naval Wrecker: +20% damage against Naval Units.
  • Tentacle Vortex
    Ability type physical.png
    Unit ability tentacle vortex kraken.png
    20 Physical damage
    Single use action
    Tentacle Vortex
    Always Hits Accuracy 0 Range
    Deals damage to adjacent enemies. Enemies that are 2 hexes away sustain half of the damage and are pulled toward this unit.
    • Demolisher: Damages Fortified Obstacles.

    Cooldown: 2 Turn
  • Pull of the Deep
    Ability type default.png
    Unit ability pull of the deep kraken.png
    Pull of the Deep
    Always Hits Accuracy 4 Range
    Attempts to submerge a Naval Unit to kill it. The lower the target's Hit points Hit Points, the greater the chance. If the attempt fails, the target sustains 40 Physical damage Physical Damage.
    Cooldown: 3 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Fierce
    Unit property fierce.png
    Fierce
    • -50% Morale Morale lost from all sources.
    • Unit cannot rout.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Mythic Unit
    Unit property mythic unit.png
    Mythic Unit
    A powerful unit that doesn't conform to a particular fighting style.
  • Water Movement
    Unit property amphibious.png
    Water Movement
    This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4.
Wildlife
Kraken Spawn
(Champion rank
Kraken
Kraken
id

Mythic Mythic | Tier 4 | Wildlife

Hit points
120
Defense
4
Resistance
4
Movement points
32
Status resistances 7

Unit property animal.png
Unit property animal.png
Animal
An Animal unit.
Unit property large target.png
Unit property large target.png
Large Target
A large unit that:
  • Is 20% easier to hit with Physical Ranged and Magic attacks.
  • Has Charge Resistance.
  • Is immune to most displacement effects.
  • Has Demolisher.
Unit property mythic unit.png
Unit property mythic unit.png
Mythic Unit
A powerful unit that doesn't conform to a particular fighting style.
Unit property amphibious.png
Unit property amphibious.png
Water Movement
This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4.
Unit property charge resistance.png
Unit property charge resistance.png
Charge Resistance
Unaffected by the bonus effects of Charge attacks.
Can be counteracted by using Heavy Charge Strike.
Unit property demolisher.png
Unit property demolisher.png
Demolisher
This unit's attacks damage Fortified obstacles.
Unit property fierce.png
Unit property fierce.png
Fierce
  • -50% Morale Morale lost from all sources.
  • Unit cannot rout.
Unit property low maintenance.png
Unit property low maintenance.png
Low Maintenance
Unit Upkeep reduced by -25%
  • Ability melee strike nimu physical.png Melee Strike
    Ability melee strike nimu physical.png
    18 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Demolisher: Damages Fortified Obstacles.
    • Naval Wrecker: +20% damage against Naval Units.
  • Ability type physical.png
    Unit ability tentacle vortex kraken.png
    Tentacle Vortex
    Ability type physical.png
    Unit ability tentacle vortex kraken.png
    20 Physical damage
    Single use action
    Tentacle Vortex
    Always Hits Accuracy 0 Range
    Deals damage to adjacent enemies. Enemies that are 2 hexes away sustain half of the damage and are pulled toward this unit.
    • Demolisher: Damages Fortified Obstacles.

    Cooldown: 2 Turn
  • Ability type default.png
    Unit ability pull of the deep kraken.png
    Pull of the Deep
    Ability type default.png
    Unit ability pull of the deep kraken.png
    Pull of the Deep
    Always Hits Accuracy 4 Range
    Attempts to submerge a Naval Unit to kill it. The lower the target's Hit points Hit Points, the greater the chance. If the attempt fails, the target sustains 40 Physical damage Physical Damage.
    Cooldown: 3 Turn
  • Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 330 Draft 250 Gold
Upkeep: 30 Gold 3 Imperium
)
Unit type fighter.png Fighter 2 70 2 2 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    10 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Naval Wrecker: +20% damage against Naval Units.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Water Movement
    Unit property amphibious.png
    Water Movement
    This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4.
Wildlife
Lesser Magma Spirit
(Champion rank
Magma Spirit
Magma Spirit
id

Battle Mage Battle Mage | Tier 3 | Wildlife

Hit points
90
Defense
3
Resistance
4
Movement points
32
Status resistances 3 Blight resistance 4 Fire resistance 6 Frost weakness 6

Unit property battle mage unit.png
Unit property battle mage unit.png
Battle Mage Unit
Magic users who specialize in ranged offense and weakening enemies.
  • Their Accuracy is affected by Line of Sight.
  • Cannot use their main Magic attacks when Engaged in Melee.
Unit property elemental.png
Unit property elemental.png
Elemental
An Elemental unit with immunity to:
  • Bleeding
  • Poisoned
  • Diseased
Unit property floating.png
Unit property floating.png
Floating
This unit is Floating:
  • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
  • Requires Seafaring to traverse the water.
Unit property magic origin.png
Unit property magic origin.png
Magic Origin
This unit was summoned or comes from another dimension and requires mana upkeep.
Unit property fiery wake.png
Unit property fiery wake.png
Fiery Wake
This unit ignites Flammable obstacles it moves over On Fire.
In addition, this unit is immune to Burning.
Unit property vengeful flames.png
Unit property vengeful flames.png
Vengeful Flames
When a Melee attack hits, the attacker:
  • Sustains 2 Fire damage Fire Damage.
  • Has a base 30% chance of being inflicted with Burning.
  • Ability type fire.png
    Unit ability magic bolts elya.png
    Fire Bolts
    Ability type fire.png
    Unit ability magic bolts elya.png
    11 Fire damage
    Repeating action
    Fire Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Ability type fire.png
    Unit ability incinerate magma spirit.png
    Incinerate
    Ability type fire.png
    Unit ability incinerate magma spirit.png
    20 Fire damage
    Full action
    Incinerate
    Always Hits Accuracy 6 Range
    Deals damage in a 1-hex radius.
    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Ability type fire.png
    Unit ability explosive phase magma spirit.png
    Explosive Phase
    Ability type fire.png
    Unit ability explosive phase magma spirit.png
    5 Fire damage
    Leave one action
    Explosive Phase
    Always Hits Accuracy 4 Range
    Deals damage and leaves fiery terrain in a 1-hex radius around the unit. The unit then teleports to target hex.
    • Burning: Base 30% chance of inflicting Burning for 3 Turn Turns.

    Cooldown: 2 Turn
  • Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 220 Draft 140 Gold
Upkeep: 20 Gold
)
Unit type battle mage.png Battle Mage 1 55 0 2 32 60 Casting points world map.png 60 Resource mana.png 8 Resource mana.png
  • Blight resistance 4
  • Fire resistance 6
  • Frost weakness 6
  • Fire Bolts
    Ability type fire.png
    Unit ability magic bolts elya.png
    9 Fire damage
    Repeating action
    Fire Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Fiery Wake
    Unit property fiery wake.png
    Fiery Wake
    This unit ignites Flammable obstacles it moves over On Fire.
    In addition, this unit is immune to Burning.
  • Vengeful Flames
    Unit property vengeful flames.png
    Vengeful Flames
    When a Melee attack hits, the attacker:
    • Sustains 2 Fire damage Fire Damage.
    • Has a base 30% chance of being inflicted with Burning.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
Wildlife
Lesser Snow Spirit
(Champion rank
Snow Spirit
Snow Spirit
id

Skirmisher Skirmisher | Tier 3 | Wildlife

Hit points
90
Defense
3
Resistance
4
Movement points
40
Status resistances 3 Blight resistance 4 Fire weakness 6 Frost resistance 6

Unit property elemental.png
Unit property elemental.png
Elemental
An Elemental unit with immunity to:
  • Bleeding
  • Poisoned
  • Diseased
Unit property floating.png
Unit property floating.png
Floating
This unit is Floating:
  • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
  • Requires Seafaring to traverse the water.
Unit property magic origin.png
Unit property magic origin.png
Magic Origin
This unit was summoned or comes from another dimension and requires mana upkeep.
Unit property skirmisher unit.png
Unit property skirmisher unit.png
Skirmisher Unit
Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
Skirmisher units gain:
  • Swift.
  • Slippery.
Unit property slippery.png
Unit property slippery.png
Slippery
This unit does not trigger Opportunity Attack.
Unit property swift.png
Unit property swift.png
Swift
This unit ignores the effects of Slowing terrain in combat.
  • Ability melee strike nimu physical.png Melee Strike
    Ability melee strike nimu physical.png
    8 Physical damage 8 Frost damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Ability type physical.png
    Unit ability freezing burst lesser snow spirit.png
    Freezing Burst
    Ability type physical.png
    Unit ability freezing burst lesser snow spirit.png
    8 Physical damage 8 Frost damage
    Single use action
    Freezing Burst
    90% Accuracy 4 Range
    Deals damage to target unit.
    • Frozen: Base 90% chance of inflicting Frozen for 1 Turn Turn. If unsuccessful inflicts Slowed.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Ability type frost.png
    Unit ability freezing phase snow spirit.png
    Freezing Phase
    Ability type frost.png
    Unit ability freezing phase snow spirit.png
    8 Frost damage
    Leave one action
    Freezing Phase
    Always Hits Accuracy 4 Range
    Teleports the unit to target hex and deals damage to adjacent enemy units.
    • Frozen: Base 30% chance of inflicting Frozen for 1 Turn Turn. If unsuccessful inflicts Slowed.

    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 220 Draft 140 Gold
Upkeep: 20 Gold
)
Unit type skirmisher.png Skirmisher 1 55 1 1 40 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Blight resistance 4
  • Fire weakness 6
  • Frost resistance 6
  • Melee Strike
    Ability melee strike nimu physical.png
    8 Physical damage 4 Frost damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Freezing Burst
    Ability type physical.png
    Unit ability freezing burst lesser snow spirit.png
    6 Physical damage 6 Frost damage
    Single use action
    Freezing Burst
    90% Accuracy 4 Range
    Deals damage to target unit.
    • Frozen: Base 30% chance of inflicting Frozen for 1 Turn Turn. If unsuccessful inflicts Slowed.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Slippery
    Unit property slippery.png
    Slippery
    This unit does not trigger Opportunity Attack.
  • Swift
    Unit property swift.png
    Swift
    This unit ignores the effects of Slowing terrain in combat.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Skirmisher Unit
    Unit property skirmisher unit.png
    Skirmisher Unit
    Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
    Skirmisher units gain:
    • Swift.
    • Slippery.
Wildlife
Lesser Stone Spirit
(Champion rank
Stone Spirit
Stone Spirit
id

Fighter Fighter | Tier 3 | Wildlife

Hit points
90
Defense
4
Resistance
3
Movement points
32
Status resistances 3 Blight resistance 6 Fire resistance 4 Spirit weakness 6

Unit property elemental.png
Unit property elemental.png
Elemental
An Elemental unit with immunity to:
  • Bleeding
  • Poisoned
  • Diseased
Unit property fighter unit.png
Unit property fighter unit.png
Fighter Unit
An outright melee unit with no obvious specialization or counters.
Unit property floating.png
Unit property floating.png
Floating
This unit is Floating:
  • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
  • Requires Seafaring to traverse the water.
Unit property magic origin.png
Unit property magic origin.png
Magic Origin
This unit was summoned or comes from another dimension and requires mana upkeep.
Unit property rock camouflage.png
Unit property rock camouflage.png
Rock Camouflage
This unit cannot be detected when on Rocky or Mountain hexes.
  • Ability melee strike nimu physical.png Melee Strike
    Ability melee strike nimu physical.png
    16 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Earthen Fury: +20% damage against Immobilized and Slowed units.
    • Slowed: Base 60% chance of inflicting Slowed for 3 Turn Turns.
  • Ability type physical.png
    Unit ability immobilizing phase stone spirit.png
    Immobilizing Phase
    Ability type physical.png
    Unit ability immobilizing phase stone spirit.png
    6 Physical damage
    Leave one action
    Immobilizing Phase
    Always Hits Accuracy 4 Range
    Teleports the unit to target hex and deals damage to adjacent units.
    • Immobilized: Base 30% chance of inflicting Immobilized for 1 Turn Turn.

    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Ability type physical.png
    Unit ability quake stone spirit.png
    Quake
    Ability type physical.png
    Unit ability quake stone spirit.png
    12 Physical damage
    Single use action
    Quake
    Always Hits Accuracy 0 Range
    Deals damage in a 2-hex radius.
    • Demolisher: Damages Fortified Obstacles.
    • Immobilized: Base 30% chance of inflicting Immobilized for 1 Turn Turn.

    Can only be used once per battle.
  • Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 220 Draft 140 Gold
Upkeep: 20 Gold
)
Unit type fighter.png Fighter 1 60 2 1 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Blight resistance 6
  • Fire resistance 4
  • Spirit weakness 6
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Slowed: Base 30% chance of inflicting Slowed for 3 Turn Turns.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Rock Camouflage
    Unit property rock camouflage.png
    Rock Camouflage
    This unit cannot be detected when on Rocky or Mountain hexes.
Wildlife
Lesser Storm Spirit
(Champion rank
Storm Spirit
Storm Spirit
id

Shock Shock | Tier 3 | Wildlife

Hit points
85
Defense
3
Resistance
4
Movement points
32
Status resistances 3 Blight resistance 4 Frost weakness 6 Lightning resistance 6

Unit property elemental.png
Unit property elemental.png
Elemental
An Elemental unit with immunity to:
  • Bleeding
  • Poisoned
  • Diseased
Unit property floating.png
Unit property floating.png
Floating
This unit is Floating:
  • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
  • Requires Seafaring to traverse the water.
Unit property magic origin.png
Unit property magic origin.png
Magic Origin
This unit was summoned or comes from another dimension and requires mana upkeep.
Unit property shock unit.png
Unit property shock unit.png
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.
Unit property wind barrier.png
Unit property wind barrier.png
Wind Barrier
This unit is 60% harder to hit by Physical Ranged and Magic attacks.
  • Ability heavy charge strike ghost ship physical.png Heavy Charge Strike
    Ability heavy charge strike ghost ship physical.png
    11 Physical damage 11 Lightning damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.
  • Ability type lightning.png
    Unit ability shocking phase storm spirit.png
    Shocking Phase
    Ability type lightning.png
    Unit ability shocking phase storm spirit.png
    5 Lightning damage
    Leave one action
    Shocking Phase
    Always Hits Accuracy 4 Range
    This unit teleports to target hex and deals damage and creates Electrified terrain in a 1-hex radius around it.
    • Electrified: Base 60% chance of inflicting Electrified for 3 Turn Turns.

    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 220 Draft 140 Gold
Upkeep: 20 Gold
)
Unit type shock.png Shock 1 40 1 1 32 60 Casting points world map.png 60 Resource mana.png 8 Resource mana.png
  • Blight resistance 4
  • Frost weakness 6
  • Lightning resistance 6
  • Charge Strike
    Ability charge strike bone golem physical.png
    8 Physical damage 8 Lightning damage
    Single use action
    Charge Strike
    100% Accuracy 1 Range
    A Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Wind Barrier
    Unit property wind barrier.png
    Wind Barrier
    This unit is 60% harder to hit by Physical Ranged and Magic attacks.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Shock Unit
    Unit property shock unit.png
    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.
Wildlife
Lesser Tide Spirit
(Champion rank
Tide Spirit
Tide Spirit
id

Fighter Fighter | Tier 3 | Wildlife

Hit points
90
Defense
3
Resistance
4
Movement points
32
Status resistances 3 Blight resistance 4 Fire resistance 6 Lightning weakness 6

Unit property elemental.png
Unit property elemental.png
Elemental
An Elemental unit with immunity to:
  • Bleeding
  • Poisoned
  • Diseased
Unit property fighter unit.png
Unit property fighter unit.png
Fighter Unit
An outright melee unit with no obvious specialization or counters.
Unit property floating.png
Unit property floating.png
Floating
This unit is Floating:
  • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
  • Requires Seafaring to traverse the water.
Unit property magic origin.png
Unit property magic origin.png
Magic Origin
This unit was summoned or comes from another dimension and requires mana upkeep.
Unit property water camouflage.png
Unit property water camouflage.png
Water Camouflage
This unit cannot be detected when standing on Water and River hexes.
  • Ability melee strike nimu physical.png Melee Strike
    Ability melee strike nimu physical.png
    16 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Wet: Inflicts Wet
  • Ability type physical.png
    Unit ability tidal wave tide spirit.png
    Tidal Wave
    Ability type physical.png
    Unit ability tidal wave tide spirit.png
    24 Physical damage
    Full action
    Tidal Wave
    Always Hits Accuracy 1 Range
    Deals damage and pushes units away in a 4-hex cone.
    • Wet: Inflicts Wet

    Cooldown: 2 Turn
  • Ability type physical.png
    Unit ability drenching phase tide spirit.png
    Drenching Phase
    Ability type physical.png
    Unit ability drenching phase tide spirit.png
    8 Physical damage
    Leave one action
    Drenching Phase
    Always Hits Accuracy 4 Range
    Teleports the unit to target hex, then deals damage and inflicts Wet on adjacent units.
    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 220 Draft 140 Gold
Upkeep: 20 Gold
)
Unit type fighter.png Fighter 1 60 1 2 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Blight resistance 4
  • Fire resistance 6
  • Lightning weakness 6
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Wet: Inflicts Wet
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Water Camouflage
    Unit property water camouflage.png
    Water Camouflage
    This unit cannot be detected when standing on Water and River hexes.
Wildlife
Lost Wizard Unit type mythic.png Mythic 5 150 5 6 32 400 Resource unit production.png 400 Resource gold.png 60 Resource gold.png 7 Resource imperium.png
  • Lightning weakness 4
  • Spirit resistance 2
  • Cosmic Bolts
    Ability type lightning.png
    Unit ability magic bolts elya.png
    6 Lightning damage 6 Fire damage 6 Frost damage
    Repeating action
    Cosmic Bolts
    90% Accuracy 6 Range
    Unleashes a magical bolt at target enemy.
    • Demolisher: Damages Fortified Obstacles.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Forbidden Tome
    Ability type default.png
    Unit ability forbidden tome lost wizard.png
    Forbidden Tome
    Always Hits Accuracy 0 Range
    Unit gains a forgotten spell, which can then be used as a single action until the end of the turn.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 0 Turn
  • Greater Phase
    Ability type default.png
    Unit ability phase phase beast.png
    Greater Phase
    Always Hits Accuracy 6 Range
    Caster moves to target hex.
    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Fierce
    Unit property fierce.png
    Fierce
    • -50% Morale Morale lost from all sources.
    • Unit cannot rout.
  • Pass Through
    Unit property pass through.png
    Pass Through
    This unit can move through obstacles.
  • Ethereal
    Unit property ethereal.png
    Ethereal
    An Ethereal unit with:
    • 2 Spirit resistance Spirit Resistance
    • -4 Lightning resistance Lightning Resistance
    • Pass Through
    • Immunity to:
      • Bleeding
      • Burning
      • Diseased
      • Frozen
      • Immobilized
      • Poisoned
      • Wet
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Mythic Unit
    Unit property mythic unit.png
    Mythic Unit
    A powerful unit that doesn't conform to a particular fighting style.
Wildlife
Mage Bane Unit type mythic.png Mythic 4 130 3 6 32 330 Resource unit production.png 250 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
  • Lightning weakness 4
  • Spirit resistance 2
  • Melee Strike
    Ability melee strike nimu physical.png
    10 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Demolisher: Damages Fortified Obstacles.
    • Cosmic Spark: Deals 8 Lightning damage Lightning Damage, 8 Fire damage Fire Damage, or 8 Frost damage Frost Damage at random.
    • Resistance Penetration: Ignore up to 2 Resistance Resistance
  • Devour Mind
    Ability type default.png
    Unit ability devour mind mage bane.png
    Devour Mind
    Always Hits Accuracy 4 Range
    Target enemy unit has a base 100% chance of becoming inflicted with Insanity.
    • If successful, attacker gains +10 maximum Hit points Hit Points and +2 Resistance Resistance until the end of the battle.
    • If unsuccessful, target sustains 8 Lightning damage Lightning Damage, 8 Fire damage Fire Damage, and 8 Frost damage Frost Damage.

    Cooldown: 3 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Devourer of Spells
    Unit property devourer of spells.png
    Devourer of Spells
    While this unit is in battle, spells cannot be cast by the enemy.
  • Fierce
    Unit property fierce.png
    Fierce
    • -50% Morale Morale lost from all sources.
    • Unit cannot rout.
  • Pass Through
    Unit property pass through.png
    Pass Through
    This unit can move through obstacles.
  • Ethereal
    Unit property ethereal.png
    Ethereal
    An Ethereal unit with:
    • 2 Spirit resistance Spirit Resistance
    • -4 Lightning resistance Lightning Resistance
    • Pass Through
    • Immunity to:
      • Bleeding
      • Burning
      • Diseased
      • Frozen
      • Immobilized
      • Poisoned
      • Wet
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Mythic Unit
    Unit property mythic unit.png
    Mythic Unit
    A powerful unit that doesn't conform to a particular fighting style.
Wildlife
Magma Spirit Unit type battle mage.png Battle Mage 3 90 3 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight resistance 4
  • Fire resistance 6
  • Frost weakness 6
  • Fire Bolts
    Ability type fire.png
    Unit ability magic bolts elya.png
    11 Fire damage
    Repeating action
    Fire Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Incinerate
    Ability type fire.png
    Unit ability incinerate magma spirit.png
    20 Fire damage
    Full action
    Incinerate
    Always Hits Accuracy 6 Range
    Deals damage in a 1-hex radius.
    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Explosive Phase
    Ability type fire.png
    Unit ability explosive phase magma spirit.png
    5 Fire damage
    Leave one action
    Explosive Phase
    Always Hits Accuracy 4 Range
    Deals damage and leaves fiery terrain in a 1-hex radius around the unit. The unit then teleports to target hex.
    • Burning: Base 30% chance of inflicting Burning for 3 Turn Turns.

    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Fiery Wake
    Unit property fiery wake.png
    Fiery Wake
    This unit ignites Flammable obstacles it moves over On Fire.
    In addition, this unit is immune to Burning.
  • Vengeful Flames
    Unit property vengeful flames.png
    Vengeful Flames
    When a Melee attack hits, the attacker:
    • Sustains 2 Fire damage Fire Damage.
    • Has a base 30% chance of being inflicted with Burning.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
Wildlife
Nightmare Unit type shock.png Shock 3 90 2 4 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Fire resistance 2
  • Frost weakness 4
  • Spirit weakness 4
  • Charge Strike
    Ability charge strike bone golem physical.png
    12 Physical damage 12 Fire damage
    Single use action
    Charge Strike
    100% Accuracy 1 Range
    A Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.

    • Burning: Base 60% chance of inflicting Burning for 3 Turn Turns.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Fiery Wake
    Unit property fiery wake.png
    Fiery Wake
    This unit ignites Flammable obstacles it moves over On Fire.
    In addition, this unit is immune to Burning.
  • Intimidating Aura
    Unit property intimidating aura.png
    Intimidating Aura
    At the end of this unit's turn, adjacent enemy units have a base 90% of losing -5 Morale Morale.
    Doesn't affect Tier V and hero units.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Desolate Walk
    Unit property desolate walk.png
    Desolate Walk
    Moving through Ashlands and Chasms costs fewer Move Points.
  • Fiend
    Unit property fiend.png
    Fiend
    A Fiend unit with:
    • +2 Fire resistance Fire Resistance
    • -4 Frost resistance Frost Resistance.
    • -4 Spirit resistance Spirit Resistance
    • Desolate Walk
    • Immunity to Burning
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Shock Unit
    Unit property shock unit.png
    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.
Wildlife
Nimu Unit type shield.png Shield 2 80 3 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Enhancing Symbiosis
    Ability type default.png
    Unit ability enhancing symbiosis nimu.png
    Enhancing Symbiosis
    Always Hits Accuracy 4 Range
    Link to friendly unit.
    While linked, at the end of each Turn Turn:
    • Friendly unit gains 2 Strengthened.
    • This unit gains Bolstered Defense and Bolstered Resistance.
  • Defense Mode: Shield Wall
    Ability type default.png
    Unit ability defense mode shield wall.png
    Defense Mode: Shield Wall
    This unit ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Defense Defense.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Natural Regeneration
    Unit property natural regeneration.png
    Natural Regeneration
    Heals 10% of its maximum Hit Points as Temporary hit points Temporary Hit Points at the end of its turn in combat.
    Heals 10 Hit points Hit Points at the start of your turn on the world map.
  • Shield Defense
    Unit property shield defense.png
    Shield Defense
    This unit has +3 Defense Defense against non- Flank Flanking attacks.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Shield Unit
    Unit property shield unit.png
    Shield Unit
    Great at blocking enemies and protecting allies against physical attacks. A Shield unit gains:
    • Shield Defense.
    • Defense Mode: Shield Wall.
  • Water Movement
    Unit property amphibious.png
    Water Movement
    This unit has Water Movement, which allows it to traverse the water at a Movement Cost of 4.
Wildlife
Phoenix [1] Unit type shock.png Shock 4 110 4 5 32 300 Resource unit production.png 200 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
  • Blight resistance 4
  • Fire resistance 6
  • Frost weakness 6
  • Charge Strike
    Ability type fire.png
    Unit ability charge strike bone golem.png
    17 Fire damage 10 Physical damage
    Single use action
    Charge Strike
    100% Accuracy 1 Range
    A Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.

    • Demolisher: Damages Fortified Obstacles.
  • Overheat
    Ability type fire.png
    Unit ability overheat phoenix.png
    20 Fire damage
    Single use action
    Overheat
    Always Hits Accuracy 0 Range
    Deals damage in a 2-hex radius.
    • Demolisher: Damages Fortified Obstacles.
    • Burning: Base 90% chance of inflicting Burning for 3 Turn Turns.

    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Fiery Rebirth
    Unit property fiery rebirth.png
    Fiery Rebirth
    1 Turn Turn after this unit dies, it:
    • Comes back to life with 40% of its total Hit points Hit Points.
    • Deals 15 Fire damage Fire Damage to adjacent units.

    Works once per battle.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Flying
    Unit property flying.png
    Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Shock Unit
    Unit property shock unit.png
    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.
Wildlife
Plague Serpent Unit type fighter.png Fighter 2 70 2 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Blight resistance 4
  • Fire weakness 2
  • Melee Strike
    Ability melee strike nimu physical.png
    7 Physical damage 7 Blight damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Diseased: Base 60% chance of inflicting Diseased for 3 Turn Turns.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Elusive
    Unit property elusive.png
    Elusive
    This unit is not stopped by enemy Zone of Control.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
Wildlife
Razorback Unit type ranged.png Ranged 2 70 2 2 32 110 Resource unit production.png 90 Resource gold.png 12 Resource gold.png
  • Quillshot
    Ability type physical.png
    Unit ability quillshot razorback.png
    20 Physical damage
    Single use action
    Quillshot
    90% Accuracy 4 Range
    Shoots razor-sharp quills at the target.
    • Bleeding: Base 90% chance of inflicting Bleeding for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Quill Hide
    Unit property quill hide.png
    Quill Hide
    Melee attackers sustain 3 Physical damage Physical Damage per attack.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Ranged Unit
    Unit property ranged unit.png
    Ranged Unit
    An attack unit that takes out targets from afar. It is somewhat vulnerable.
    • Its Accuracy is affected by Line of Sight.
    • Cannot fire its main ranged attack when Engaged in Melee.
Wildlife
River Troll Unit type skirmisher.png Skirmisher 3 100 3 2 40 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    15 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Demolisher: Damages Fortified Obstacles.
    • Bleeding: Base 60% chance of inflicting Bleeding for 3 Turn Turns.
  • Razor Net
    Ability type physical.png
    Unit ability razor net river troll.png
    20 Physical damage
    Single use action
    Razor Net
    Always Hits Accuracy 4 Range
    Deals damage to target unit.
    • Demolisher: Damages Fortified Obstacles.
    • Immobilized: Base 90% chance of inflicting Immobilized for 1 Turn Turn.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 1 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Slippery
    Unit property slippery.png
    Slippery
    This unit does not trigger Opportunity Attack.
  • Swift
    Unit property swift.png
    Swift
    This unit ignores the effects of Slowing terrain in combat.
  • Troll Natural Regeneration
    Unit property troll natural regeneration.png
    Troll Natural Regeneration
    • Heals 10% of their maximum Hit Points as Temporary hit points Temporary Hit Points at the end of its turn in combat.
    • Heals 10 Hit points Hit Points at the start of your turn on the world map.
    • If this unit sustains Fire damage Fire Damage, the regeneration stops for 1 Turn Turn.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Skirmisher Unit
    Unit property skirmisher unit.png
    Skirmisher Unit
    Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
    Skirmisher units gain:
    • Swift.
    • Slippery.
Wildlife
Rock Giant Unit type mythic.png Mythic 4 130 5 4 32 330 Resource unit production.png 250 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
  • Heavy Charge Strike
    Ability heavy charge strike ghost ship physical.png
    27 Physical damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.

    • Demolisher: Damages Fortified Obstacles.
  • Throw Boulder
    Ability type physical.png
    Unit ability throw boulder rock giant.png
    24 Physical damage
    Single use action
    Throw Boulder
    90% Accuracy 6 Range
    Deals damage to target.
    • Demolisher: Damages Fortified Obstacles.

    Ignores line of sight penalties.
    Cooldown: 1 Turn
  • Earthquake Smash
    Ability type physical.png
    Unit ability volcanic smash fire giant.png
    28 Physical damage
    Full action
    Earthquake Smash
    100% Accuracy 1 Range
    Deals damage to target unit. Enemy units within 1 hexes of the target sustain 30% of the damage.
    • Demolisher: Damages Fortified Obstacles.
    • Stunned: Base 90% chance of inflicting Stunned for 1 Turn Turn.

    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Fierce
    Unit property fierce.png
    Fierce
    • -50% Morale Morale lost from all sources.
    • Unit cannot rout.
  • Siege Breaker
    Unit property siege breaker.png
    Siege Breaker
    When part of a besieging army, this unit contributes +1 Fortification damage Fortification Damage.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Mythic Unit
    Unit property mythic unit.png
    Mythic Unit
    A powerful unit that doesn't conform to a particular fighting style.
Wildlife
Snow Spirit Unit type skirmisher.png Skirmisher 3 90 3 4 40 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight resistance 4
  • Fire weakness 6
  • Frost resistance 6
  • Melee Strike
    Ability melee strike nimu physical.png
    8 Physical damage 8 Frost damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Freezing Burst
    Ability type physical.png
    Unit ability freezing burst lesser snow spirit.png
    8 Physical damage 8 Frost damage
    Single use action
    Freezing Burst
    90% Accuracy 4 Range
    Deals damage to target unit.
    • Frozen: Base 90% chance of inflicting Frozen for 1 Turn Turn. If unsuccessful inflicts Slowed.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Freezing Phase
    Ability type frost.png
    Unit ability freezing phase snow spirit.png
    8 Frost damage
    Leave one action
    Freezing Phase
    Always Hits Accuracy 4 Range
    Teleports the unit to target hex and deals damage to adjacent enemy units.
    • Frozen: Base 30% chance of inflicting Frozen for 1 Turn Turn. If unsuccessful inflicts Slowed.

    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Slippery
    Unit property slippery.png
    Slippery
    This unit does not trigger Opportunity Attack.
  • Swift
    Unit property swift.png
    Swift
    This unit ignores the effects of Slowing terrain in combat.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Skirmisher Unit
    Unit property skirmisher unit.png
    Skirmisher Unit
    Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
    Skirmisher units gain:
    • Swift.
    • Slippery.
Wildlife
Spirit Wolf Unit type fighter.png Fighter 3 80 3 3 48 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Lightning weakness 4
  • Spirit resistance 2
  • Melee Strike
    Ability melee strike nimu physical.png
    8 Physical damage 8 Spirit damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Pack Hunter
    Unit property pack hunter.png
    Pack Hunter
    Melee attacks deal +20% damage per friendly adjacent unit with Pack Hunter.
  • Pass Through
    Unit property pass through.png
    Pass Through
    This unit can move through obstacles.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Ethereal
    Unit property ethereal.png
    Ethereal
    An Ethereal unit with:
    • 2 Spirit resistance Spirit Resistance
    • -4 Lightning resistance Lightning Resistance
    • Pass Through
    • Immunity to:
      • Bleeding
      • Burning
      • Diseased
      • Frozen
      • Immobilized
      • Poisoned
      • Wet
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
Wildlife
Spring Fairy Unit type support.png Support 3 80 2 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight weakness 2
  • Lightning weakness 4
  • Spirit resistance 2
  • Poison Blast
    Ability type blight.png
    Unit ability magic blast deep-sea nimu.png
    18 Blight damage
    Single use action
    Poison Blast
    90% Accuracy 4 Range
    Single magical attack at target unit.
    • Poisoned: Base 90% chance of inflicting Poisoned for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Budding Strength
    Ability type default.png
    Unit ability budding strength spring fairy.png
    Budding Strength
    Always Hits Accuracy 4 Range
    Friendly units in a 1-hex radius gain:
    • 2 Strengthened.
    • True Strike.

    Cooldown: 1 Turn
  • Defense Mode: Warding
    Ability type default.png
    Unit ability defense mode warding.png
    Defense Mode: Warding
    Ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance.
  • Fey
    Unit property fey.png
    Fey
    A Fey unit with:
    • +2 Spirit resistance Spirit Resistance
    • -2 Blight resistance Blight Resistance
    • -4 Lightning resistance Lightning Resistance.
  • Flying
    Unit property flying.png
    Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Support Unit
    Unit property support unit.png
    Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
  • Tiny
    Unit property tiny.png
    Tiny
    Unit is very small, making it 20% harder to hit by Physical Ranged and Magic attacks.
Wildlife
Stone Spirit Unit type fighter.png Fighter 3 90 4 3 32 150 Casting points world map.png 150 Resource mana.png 20 Resource mana.png
  • Blight resistance 6
  • Fire resistance 4
  • Spirit weakness 6
  • Melee Strike
    Ability melee strike nimu physical.png
    16 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Earthen Fury: +20% damage against Immobilized and Slowed units.
    • Slowed: Base 60% chance of inflicting Slowed for 3 Turn Turns.
  • Immobilizing Phase
    Ability type physical.png
    Unit ability immobilizing phase stone spirit.png
    6 Physical damage
    Leave one action
    Immobilizing Phase
    Always Hits Accuracy 4 Range
    Teleports the unit to target hex and deals damage to adjacent units.
    • Immobilized: Base 30% chance of inflicting Immobilized for 1 Turn Turn.

    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Quake
    Ability type physical.png
    Unit ability quake stone spirit.png
    12 Physical damage
    Single use action
    Quake
    Always Hits Accuracy 0 Range
    Deals damage in a 2-hex radius.
    • Demolisher: Damages Fortified Obstacles.
    • Immobilized: Base 30% chance of inflicting Immobilized for 1 Turn Turn.

    Can only be used once per battle.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Rock Camouflage
    Unit property rock camouflage.png
    Rock Camouflage
    This unit cannot be detected when on Rocky or Mountain hexes.
Wildlife
Storm Giant Unit type mythic.png Mythic 4 130 5 4 32 330 Resource unit production.png 250 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
  • Fire weakness 4
  • Lightning resistance 6
  • Heavy Charge Strike
    Ability type lightning.png
    Unit ability heavy charge strike ghost ship.png
    17 Lightning damage 10 Physical damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.

    • Demolisher: Damages Fortified Obstacles.
  • Lightning Strike
    Ability type lightning.png
    Unit ability lightning strike storm giant.png
    22 Lightning damage
    Full action
    Lightning Strike
    90% Accuracy 6 Range
    Deals damage to target and up to 2 other units within 4 hexes.
    • Demolisher: Damages Fortified Obstacles.

    Affected by Line of Sight rules.
    Cooldown: 2 Turn
  • Tempestuous Smash
    Ability type physical.png
    Unit ability tempestuous smash storm giant.png
    14 Physical damage 14 Lightning damage
    Full action
    Tempestuous Smash
    100% Accuracy 1 Range
    Deals damage to target unit. Enemy units in a 3-hex line behind the original target sustain 30% of the damage.
    • Demolisher: Damages Fortified Obstacles.

    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Fierce
    Unit property fierce.png
    Fierce
    • -50% Morale Morale lost from all sources.
    • Unit cannot rout.
  • Siege Breaker
    Unit property siege breaker.png
    Siege Breaker
    When part of a besieging army, this unit contributes +1 Fortification damage Fortification Damage.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Mythic Unit
    Unit property mythic unit.png
    Mythic Unit
    A powerful unit that doesn't conform to a particular fighting style.
Wildlife
Storm Spirit Unit type shock.png Shock 3 85 3 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight resistance 4
  • Frost weakness 6
  • Lightning resistance 6
  • Heavy Charge Strike
    Ability heavy charge strike ghost ship physical.png
    11 Physical damage 11 Lightning damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.
  • Shocking Phase
    Ability type lightning.png
    Unit ability shocking phase storm spirit.png
    5 Lightning damage
    Leave one action
    Shocking Phase
    Always Hits Accuracy 4 Range
    This unit teleports to target hex and deals damage and creates Electrified terrain in a 1-hex radius around it.
    • Electrified: Base 60% chance of inflicting Electrified for 3 Turn Turns.

    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Wind Barrier
    Unit property wind barrier.png
    Wind Barrier
    This unit is 60% harder to hit by Physical Ranged and Magic attacks.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Shock Unit
    Unit property shock unit.png
    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.
Wildlife
Stormscale Serpent Unit type fighter.png Fighter 2 70 2 1 32 140 Resource unit production.png 100 Resource gold.png 12 Resource gold.png
  • Frost weakness 2
  • Lightning resistance 4
  • Melee Strike
    Ability melee strike nimu physical.png
    6 Physical damage 6 Lightning damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Electrified: Base 60% chance of inflicting Electrified for 3 Turn Turns.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Elusive
    Unit property elusive.png
    Elusive
    This unit is not stopped by enemy Zone of Control.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Statically Charged
    Unit property statically charged.png
    Statically Charged
    When unit is hit by a Melee attack, the attacker sustains 4 Lightning damage Lightning Damage.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
Wildlife
Summer Fairy Unit type support.png Support 3 80 2 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight weakness 2
  • Lightning weakness 4
  • Spirit resistance 2
  • Fire Blast
    Ability type fire.png
    Unit ability magic blast deep-sea nimu.png
    20 Fire damage
    Single use action
    Fire Blast
    90% Accuracy 4 Range
    Single magical attack at target unit.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Blooming Life
    Ability type default.png
    Unit ability blooming life summer fairy.png
    Blooming Life
    Always Hits Accuracy 4 Range
    Friendly units in a 1-hex radius:
    • Heal +15 Temporary hit points Temporary Hit Points.
    • Gain Regeneration.
    • Have their negative status effects removed.

    Cooldown: 3 Turn
  • Defense Mode: Warding
    Ability type default.png
    Unit ability defense mode warding.png
    Defense Mode: Warding
    Ends its turn and goes into a defensive mode:
    • Extends its Zone of Control to all adjacent hexes.
    • +2 Defense Defense.
    • +2 Resistance Resistance.
    • Immune to Flank Flanking.
    • All adjacent friendly units gain +3 Resistance Resistance and +3 Status resistance Status Resistance.
  • Fey
    Unit property fey.png
    Fey
    A Fey unit with:
    • +2 Spirit resistance Spirit Resistance
    • -2 Blight resistance Blight Resistance
    • -4 Lightning resistance Lightning Resistance.
  • Flying
    Unit property flying.png
    Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Support Unit
    Unit property support unit.png
    Support Unit
    A defensive specialist that supports friendly units from afar and protects them from magical attacks.
    A Support unit has Defense Mode: Warding.
  • Tiny
    Unit property tiny.png
    Tiny
    Unit is very small, making it 20% harder to hit by Physical Ranged and Magic attacks.
Wildlife
Swamp Troll Unit type battle mage.png Battle Mage 4 120 4 5 32 300 Resource unit production.png 200 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
  • Blight resistance 6
  • Fire weakness 3
  • Poison Bolts
    Ability type blight.png
    Unit ability magic bolts elya.png
    14 Blight damage
    Repeating action
    Poison Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    • Demolisher: Damages Fortified Obstacles.
    • Diseased: Base 60% chance of inflicting Diseased for 3 Turn Turns.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Plague Spores
    Ability type blight.png
    Unit ability plague spores swamp troll.png
    24 Blight damage
    Single use action
    Plague Spores
    Always Hits Accuracy 6 Range
    Deals damage to units in a 1-hex radius.
    • Demolisher: Damages Fortified Obstacles.
    • Diseased: Base 90% chance of inflicting Diseased for 3 Turn Turns.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Troll Natural Regeneration
    Unit property troll natural regeneration.png
    Troll Natural Regeneration
    • Heals 10% of their maximum Hit Points as Temporary hit points Temporary Hit Points at the end of its turn in combat.
    • Heals 10 Hit points Hit Points at the start of your turn on the world map.
    • If this unit sustains Fire damage Fire Damage, the regeneration stops for 1 Turn Turn.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
Wildlife
Thunderbird Unit type battle mage.png Battle Mage 3 80 3 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight weakness 4
  • Lightning resistance 6
  • Lightning Bolts
    Ability type lightning.png
    Unit ability magic bolts elya.png
    12 Lightning damage
    Repeating action
    Lightning Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    • Demolisher: Damages Fortified Obstacles.

    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Thunderclap
    Ability type lightning.png
    Unit ability overheat phoenix.png
    20 Lightning damage
    Full action
    Thunderclap
    Always Hits Accuracy 6 Range
    Units in a 1-hex radius:
    • Sustain damage.
    • Are displaced by 1 hexes.
    • Have their Defense Mode removed.

    • Demolisher: Damages Fortified Obstacles.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Flying
    Unit property flying.png
    Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
Wildlife
Tide Spirit Unit type fighter.png Fighter 3 90 3 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight resistance 4
  • Fire resistance 6
  • Lightning weakness 6
  • Melee Strike
    Ability melee strike nimu physical.png
    16 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Wet: Inflicts Wet
  • Tidal Wave
    Ability type physical.png
    Unit ability tidal wave tide spirit.png
    24 Physical damage
    Full action
    Tidal Wave
    Always Hits Accuracy 1 Range
    Deals damage and pushes units away in a 4-hex cone.
    • Wet: Inflicts Wet

    Cooldown: 2 Turn
  • Drenching Phase
    Ability type physical.png
    Unit ability drenching phase tide spirit.png
    8 Physical damage
    Leave one action
    Drenching Phase
    Always Hits Accuracy 4 Range
    Teleports the unit to target hex, then deals damage and inflicts Wet on adjacent units.
    Cooldown: 2 Turn
    Starts on cooldown: 1 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Elemental
    Unit property elemental.png
    Elemental
    An Elemental unit with immunity to:
    • Bleeding
    • Poisoned
    • Diseased
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Floating
    Unit property floating.png
    Floating
    This unit is Floating:
    • Moves through any type of terrain at a movement cost of 5, apart from Mountains, which cost 8.
    • Requires Seafaring to traverse the water.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Water Camouflage
    Unit property water camouflage.png
    Water Camouflage
    This unit cannot be detected when standing on Water and River hexes.
Wildlife
Unicorn Unit type shock.png Shock 3 90 2 4 40 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight weakness 4
  • Frost weakness 4
  • Spirit resistance 2
  • Charge Strike
    Ability charge strike bone golem physical.png
    12 Physical damage 12 Spirit damage
    Single use action
    Charge Strike
    100% Accuracy 1 Range
    A Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
  • Phase
    Ability type default.png
    Unit ability phase phase beast.png
    Phase
    Always Hits Accuracy 4 Range
    Caster moves to target hex.
    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Cavalry
    Unit property cavalry.png
    Cavalry
    This unit is mounted on an animal.
  • Celestial
    Unit property celestial.png
    Celestial
    Celestial unit with:
    • +2 Spirit resistance Spirit Resistance
    • -4 Blight resistance Blight Resistance.
    • -4 Frost resistance Frost Resistance
    • Control Loss Immunity
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Shock Unit
    Unit property shock unit.png
    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.
Wildlife
Vampire Spider Hatchling
(Champion rank
Vampire Spider Matriarch
Vampire Spider Matriarch
id

Fighter Fighter | Tier 3 | Wildlife

Hit points
90
Defense
3
Resistance
3
Movement points
32
Status resistances 3 Blight resistance 8

Unit property animal.png
Unit property animal.png
Animal
An Animal unit.
Unit property expedited movement (underground).png
Unit property expedited movement (underground).png
Expedited Movement (Underground)
This unit has increased movement on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky.
Unit property fighter unit.png
Unit property fighter unit.png
Fighter Unit
An outright melee unit with no obvious specialization or counters.
Unit property land movement.png
Unit property land movement.png
Land Movement
This unit can move over land hexes.
Unit property large target.png
Unit property large target.png
Large Target
A large unit that:
  • Is 20% easier to hit with Physical Ranged and Magic attacks.
  • Has Charge Resistance.
  • Is immune to most displacement effects.
  • Has Demolisher.
Unit property spider.png
Unit property spider.png
Spider
A spider unit.
Unit property charge resistance.png
Unit property charge resistance.png
Charge Resistance
Unaffected by the bonus effects of Charge attacks.
Can be counteracted by using Heavy Charge Strike.
Unit property demolisher.png
Unit property demolisher.png
Demolisher
This unit's attacks damage Fortified obstacles.
Unit property low maintenance.png
Unit property low maintenance.png
Low Maintenance
Unit Upkeep reduced by -25%
Unit property swift.png
Unit property swift.png
Swift
This unit ignores the effects of Slowing terrain in combat.
  • Ability melee strike nimu physical.png Melee Strike
    Ability melee strike nimu physical.png
    16 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Demolisher: Damages Fortified Obstacles.
    • Bleeding: Base 90% chance of inflicting Bleeding for 3 Turn Turns.
    • Life Steal: Heal 5 Temporary hit points Temporary Hit Points on hit
  • Ability type physical.png
    Unit ability web dread spider matriarch.png
    Barbed Webs
    Ability type physical.png
    Unit ability web dread spider matriarch.png
    10 Physical damage
    Full action
    Barbed Webs
    90% Accuracy 4 Range
    Deals damage in a 1-hex radius.
    • Demolisher: Damages Fortified Obstacles.
    • Bleeding: Base 60% chance of inflicting Bleeding for 3 Turn Turns.
    • Immobilized: Base 60% chance of inflicting Immobilized for 1 Turn Turn.
    • Life Steal: Heal 10 Temporary hit points Temporary Hit Points on hit

    Affected by Line of Sight rules.
    Cooldown: 3 Turn
  • Ability type default.png
    Unit ability spawn hatchling dread spider matriarch.png
    Spawn Hatchling
    Ability type default.png
    Unit ability spawn hatchling dread spider matriarch.png
    Spawn Hatchling
    Always Hits Accuracy 1 Range
    Spawns a hatchling spider.
    Can only be used once per battle.
  • Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.

Cost: 220 Draft 140 Gold
Upkeep: 20 Gold
)
Unit type fighter.png Fighter 1 50 1 0 32 80 Resource unit production.png 60 Resource gold.png 8 Resource gold.png
  • Blight resistance 4
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Bleeding: Base 60% chance of inflicting Bleeding for 3 Turn Turns.
    • Life Steal: Heal 5 Temporary hit points Temporary Hit Points on hit
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Swift
    Unit property swift.png
    Swift
    This unit ignores the effects of Slowing terrain in combat.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Evolve
    Unit property evolve.png
    Evolve
    This unit will transform into a more powerful unit when it reaches Champion Rank.
  • Expedited Movement (Underground)
    Unit property expedited movement (underground).png
    Expedited Movement (Underground)
    This unit has increased movement on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Spider
    Unit property spider.png
    Spider
    A spider unit.
Wildlife
Vampire Spider Matriarch Unit type fighter.png Fighter 3 90 3 3 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight resistance 8
  • Melee Strike
    Ability melee strike nimu physical.png
    16 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Demolisher: Damages Fortified Obstacles.
    • Bleeding: Base 90% chance of inflicting Bleeding for 3 Turn Turns.
    • Life Steal: Heal 5 Temporary hit points Temporary Hit Points on hit
  • Barbed Webs
    Ability type physical.png
    Unit ability web dread spider matriarch.png
    10 Physical damage
    Full action
    Barbed Webs
    90% Accuracy 4 Range
    Deals damage in a 1-hex radius.
    • Demolisher: Damages Fortified Obstacles.
    • Bleeding: Base 60% chance of inflicting Bleeding for 3 Turn Turns.
    • Immobilized: Base 60% chance of inflicting Immobilized for 1 Turn Turn.
    • Life Steal: Heal 10 Temporary hit points Temporary Hit Points on hit

    Affected by Line of Sight rules.
    Cooldown: 3 Turn
  • Spawn Hatchling
    Ability type default.png
    Unit ability spawn hatchling dread spider matriarch.png
    Spawn Hatchling
    Always Hits Accuracy 1 Range
    Spawns a hatchling spider.
    Can only be used once per battle.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Swift
    Unit property swift.png
    Swift
    This unit ignores the effects of Slowing terrain in combat.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Expedited Movement (Underground)
    Unit property expedited movement (underground).png
    Expedited Movement (Underground)
    This unit has increased movement on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
  • Spider
    Unit property spider.png
    Spider
    A spider unit.
Wildlife
Warg Unit type fighter.png Fighter 2 70 2 2 48 110 Resource unit production.png 90 Resource gold.png 12 Resource gold.png
  • Melee Strike
    Ability melee strike nimu physical.png
    14 Physical damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Pack Hunter
    Unit property pack hunter.png
    Pack Hunter
    Melee attacks deal +20% damage per friendly adjacent unit with Pack Hunter.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
Wildlife
White Wolf Unit type fighter.png Fighter 4 110 5 4 48 220 Resource unit production.png 140 Resource gold.png 30 Resource gold.png 3 Resource imperium.png
  • Frost resistance 4
  • Melee Strike
    Ability melee strike nimu physical.png
    12 Physical damage 6 Frost damage
    Repeating action
    Melee Strike
    100% Accuracy 1 Range
    Strikes target enemy unit.
    • Demolisher: Damages Fortified Obstacles.
    • Immobilized: Base 30% chance of inflicting Immobilized for 1 Turn Turn.
  • Enfeebling Howl
    Ability type frost.png
    Unit ability enfeebling howl white wolf.png
    18 Frost damage
    Single use action
    Enfeebling Howl
    Always Hits Accuracy 0 Range
    Deals damage and applies 2 Weakened to enemy units within 2 hexes.
    • Demolisher: Damages Fortified Obstacles.

    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Charge Resistance
    Unit property charge resistance.png
    Charge Resistance
    Unaffected by the bonus effects of Charge attacks.
    Can be counteracted by using Heavy Charge Strike.
  • Demolisher
    Unit property demolisher.png
    Demolisher
    This unit's attacks damage Fortified obstacles.
  • Low Maintenance
    Unit property low maintenance.png
    Low Maintenance
    Unit Upkeep reduced by -25%
  • Pack Hunter
    Unit property pack hunter.png
    Pack Hunter
    Melee attacks deal +20% damage per friendly adjacent unit with Pack Hunter.
  • Animal
    Unit property animal.png
    Animal
    An Animal unit.
  • Arctic Walk
    Unit property arctic walk.png
    Arctic Walk
    Moving through Snow and Ice terrain costs fewer Move Points.
  • Fighter Unit
    Unit property fighter unit.png
    Fighter Unit
    An outright melee unit with no obvious specialization or counters.
  • Land Movement
    Unit property land movement.png
    Land Movement
    This unit can move over land hexes.
  • Large Target
    Unit property large target.png
    Large Target
    A large unit that:
    • Is 20% easier to hit with Physical Ranged and Magic attacks.
    • Has Charge Resistance.
    • Is immune to most displacement effects.
    • Has Demolisher.
Wildlife
Winter Fairy Unit type battle mage.png Battle Mage 3 80 2 4 32 220 Resource unit production.png 140 Resource gold.png 20 Resource gold.png
  • Blight weakness 2
  • Lightning weakness 4
  • Spirit resistance 2
  • Frost Bolts
    Ability type frost.png
    Unit ability magic bolts elya.png
    12 Frost damage
    Repeating action
    Frost Bolts
    90% Accuracy 4 Range
    Unleashes a magical bolt at target enemy.
    Affected by Line of Sight rules.
    Cannot be used when within an enemy Zone of Control.
  • Hindering Blizzard
    Ability type frost.png
    Unit ability hindering blizzard winter fairy.png
    24 Frost damage
    Full action
    Hindering Blizzard
    Always Hits Accuracy 6 Range
    Units in a 1-hex radius sustain damage.
    • Slowed: Base 90% chance of inflicting Slowed for 3 Turn Turns.

    Cannot be used when within an enemy Zone of Control.
    Cooldown: 2 Turn
  • Defense Mode
    Ability type default.png
    Unit ability defense mode.png
    Defense Mode
    This unit ends its turn and goes into a defensive mode. The unit:
    • Extends its Zone of Control to all adjacent hexes.
    • Gains +2 Defense Defense.
    • Gains +2 Resistance Resistance.
    • Becomes immune to Flank Flanking.
  • Battle Mage Unit
    Unit property battle mage unit.png
    Battle Mage Unit
    Magic users who specialize in ranged offense and weakening enemies.
    • Their Accuracy is affected by Line of Sight.
    • Cannot use their main Magic attacks when Engaged in Melee.
  • Fey
    Unit property fey.png
    Fey
    A Fey unit with:
    • +2 Spirit resistance Spirit Resistance
    • -2 Blight resistance Blight Resistance
    • -4 Lightning resistance Lightning Resistance.
  • Flying
    Unit property flying.png
    Flying
    This unit is Flying:
    • It has +2 Vision Range
    • Can move in any terrain at a movement cost of 5
    • Requires Seafaring to traverse Water hexes
    • Can safely move past most other units and obstacles in combat.
  • Magic Origin
    Unit property magic origin.png
    Magic Origin
    This unit was summoned or comes from another dimension and requires mana upkeep.
  • Tiny
    Unit property tiny.png
    Tiny
    Unit is very small, making it 20% harder to hit by Physical Ranged and Magic attacks.
Wildlife
Young Caustic Worm
(Champion rank
Caustic Worm
Caustic Worm
id

Shock Shock | Tier 3 | Wildlife

Hit points
90
Defense
3
Resistance
3
Movement points
32
Status resistances 3

Unit property animal.png
Unit property animal.png
Animal
An Animal unit.
Unit property expedited movement (underground).png
Unit property expedited movement (underground).png
Expedited Movement (Underground)
This unit has increased movement on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky.
Unit property land movement.png
Unit property land movement.png
Land Movement
This unit can move over land hexes.
Unit property large target.png
Unit property large target.png
Large Target
A large unit that:
  • Is 20% easier to hit with Physical Ranged and Magic attacks.
  • Has Charge Resistance.
  • Is immune to most displacement effects.
  • Has Demolisher.
Unit property shock unit.png
Unit property shock unit.png
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.
Unit property charge resistance.png
Unit property charge resistance.png
Charge Resistance
Unaffected by the bonus effects of Charge attacks.
Can be counteracted by using Heavy Charge Strike.
Unit property demolisher.png
Unit property demolisher.png
Demolisher
This unit's attacks damage Fortified obstacles.
Unit property low maintenance.png
Unit property low maintenance.png
Low Maintenance
Unit Upkeep reduced by -25%
Unit property siege breaker.png
Unit property siege breaker.png
Siege Breaker
When part of a besieging army, this unit contributes +1 Fortification damage Fortification Damage.
  • Ability charge strike bone golem physical.png Heavy Charge Strike
    Ability charge strike bone golem physical.png
    12 Physical damage 12 Blight damage
    Single use action
    Heavy Charge Strike
    100% Accuracy 1 Range
    A Heavy Charge attack:
    • Gains 20% damage per hex traveled, up to 3 hexes.
    • Cancels Defense Mode.
    • Removes Retaliation Attack.
    • Heavy Charges ignore Charge Resistance.

    • Demolisher: Damages Fortified Obstacles.
    • Sundered Defense: Inflict Sundered Defense for 3 Turn Turns.
  • Ability type blight.png
    Unit ability caustic eruption caustic worm.png
    Caustic Eruption
    Ability type blight.png
    Unit ability caustic eruption caustic worm.png
    15 Blight damage
    Full action
    Caustic Eruption
    Always Hits Accuracy 0 Range
    Deals damage to enemy units in a 2-hex radius.
    • Demolisher: Damages Fortified Obstacles.
    • Sundered Defense: Base 90% chance of inflicting Sundered Defense for 3 Turn Turns.

    Cooldown: 2 Turn