Olden Era creature abilities

Find the active and passive abilities listed on creature pages. Read each effect, check its energy cost where one is listed, and follow the creature links to compare stats and upgrades.

Creature abilities and hero skills

Active abilities are actions available to a creature in battle. Passive abilities describe its ongoing traits, attack rules, or effects triggered under the conditions in their description. They belong to creatures; hero skills are a separate part of hero development.

This reference collects named abilities with descriptions from the English creature pages. The same ability may appear in separate entries when its effect or energy cost differs between creatures. See the linked creature page for its full context.

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286 ability entries

Active abilities

Abyssal Tendril

Deals 50% of a basic attack ([ 2–3 × amount of units ]) as Pure Damage to target enemy creature and removes 1 of their counterattack charges.

Energy cost: 1

Creatures with this ability

Adaptation: Attack

Deals +20% Damage until the end of the round.

Energy cost: 1

Creatures with this ability

Adaptation: Attack

Deals +30% Damage until the end of the round.

Energy cost: 1

Creatures with this ability

Adaptation: Defense

Takes –20% Damage until the end of the round.

Energy cost: 1

Creatures with this ability

Adaptation: Defense

Takes –30% Damage until the end of the round.

Energy cost: 1

Creatures with this ability

Adaptation: Speed

Gains 3 Speed until the end of the round.

Energy cost: 1

Creatures with this ability

Arina’s Way

Dispels all negative effects from this creature and fully restores its HP. This cannot revive fallen units. Once per battle.

Energy cost: 2

Creatures with this ability

Awaken: Air I

Increases this creature’s Speed and Initiative by 2 and HP by 20 and grants it “Swift Strike.” Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Awaken: Air II

Increases this creature’s Speed and Initiative by 2, HP by 20 and grants it “Swift Strike.” Allows the use of other abilities. Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Awaken: Earth I

This creature gains 2 Speed and Initiative, 10 HP, and unlimited counterattacks. Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Awaken: Earth II

This creature gains 2 Speed and Initiative, 10 HP, and unlimited counterattacks. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Awaken: Fire I

Increases this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Awaken: Fire II

Increase this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Awaken: Water I

This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Awaken: Water II

This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Energy cost: 3

Creatures with this ability

Ball Lightning

Blinks to any free hex within its movement range. Deals 100% of a basic attack ([ 30–36 × amount of units ]) as Magic Damage to all creatures adjacent to the destination hex.

Energy cost: 2

Creatures with this ability

Banish Summons

Dispels all summoned creatures and temporary stacks.

Energy cost: 2

Creatures with this ability

Beelzebub’s Blessing

This creature gains maximum Morale and Luck until the end of the round.

Energy cost: 2

Creatures with this ability

Bewitch into Passivity

Prevents all enemies from gaining Focus from any source until the end of next round.

Energy cost: 1

Creatures with this ability

Big Rock, Rrr!

Deals 150% of basic attack ([ 8–10 × amount of units ]) as Magic Damage to the target, stunning them until next round. Stunned creatures are forced to pass their turn.

Energy cost: 3

Creatures with this ability

Black Ice Shard

Deals 100% of a basic attack ([ 10–13 × amount of units ]) as Pure Damage to the target.

Energy cost: 3

Creatures with this ability

Blasphemous Adoration

Doubles this creature’s “Soul Assimilator” effects until the end of the next round.

Energy cost: 1

Creatures with this ability

Blasphemous Adoration

Doubles this creature’s “Soul Assimilator” effects until the end of the next round. All friendly creatures gain the same ability.

Energy cost: 1

Creatures with this ability

Blasphemous Adoration

Quadruples this creature’s “Soul Assimilator” effects until the end of the next round.

Energy cost: 1

Creatures with this ability

Blinding Strike

Casts “Blind” on the target, preventing all actions. The effect ends when the blinded creature takes Damage. Duration: 3 round(s).

Energy cost: 3

Creatures with this ability

Blood Transfusion

Connects an enemy to target friendly creature. The enemy takes [ 30 × amount of units ] Magic Damage. The friendly creature restores [ 30 × amount of units ]% of the Damage dealt as HP. This can revive fallen units.

Energy cost: 3

Creatures with this ability

Bloom

Increases the hero’s Spell Power by 2 until the end of round.

Energy cost: 1

Creatures with this ability

Blow Up

Self‑destructs, dealing [ 30 × (hero’s Level – 1) ] Magic Damage to all adjacent creatures.

Energy cost: 1

Creatures with this ability

Bone Armageddon

Deals [ 333 ] Pure Damage to all other creatures.

Energy cost: 3

Creatures with this ability

Call the Pack

This creature adds [ 20% × amount of units ] temporary unit(s) to its stack.

Energy cost: 2

Creatures with this ability

Charge!

Increases Speed and Initiative of all friendly creatures by 1. Duration: 2 round(s).

Energy cost: 3

Creatures with this ability

Cleansing Blood

Dispels all negative effects from a target friendly stack.

Energy cost: 1

Creatures with this ability

Cleansing Spores

Dispels all negative effects from this creature and all adjacent friendly creatures.

Energy cost: 1

Creatures with this ability

Command: Fear

Moves an enemy to a free hex within 4 hexes of their initial position.

Energy cost: 2

Creatures with this ability

Command: Reposition

Moves a friendly creature to a free hex within 4 hexes of their initial position.

Energy cost: 2

Creatures with this ability

Command: Switch Places

Makes any two creatures switch places, as long as they are within 8 hexes of one another.

Energy cost: 2

Creatures with this ability

Contaminating Blast

Deals 100% of a basic attack ([ 60–60 × amount of units ]) as Magic Damage to the target and all creatures within two hexes of it.

Energy cost: 3

Creatures with this ability

Contaminating Blast

Deals 50% of a basic attack ([ 30–30 × amount of units ]) as Magic Damage to the target and all creatures within two hexes of it.

Energy cost: 3

Creatures with this ability

Control Mind

Target enemy creature loses all its possible turns and passes.

Energy cost: 3

Creatures with this ability

Death’s Embrace

Triggers all Over Time effects applied on the target, instantly using their full remaining duration with a 50% reduction in effectiveness.. These effects are then removed.

Energy cost: 2

Creatures with this ability

Devour

If target enemy creature has fewer than 40% of its original units, it is destroyed immediately. Creatures killed this way leave no corpse.

Energy cost: 3

Creatures with this ability

Devouring Chalice

Dispels all positive effects from enemies within a 1‑hex radius area from chosen hex and applies them to this creature.

Energy cost: 2

Creatures with this ability

Dig Up Bones

Summons [ 2 × amount of units ] Skeleton(s) on an adjacent hex. They disappear after the battle.

Energy cost: 2

Creatures with this ability

Dig Up Bones

Summons [ 3 × amount of units ] Skeleton(s) on an adjacent hex. They disappear after the battle.

Energy cost: 2

Creatures with this ability

Disgorge Storm

Deals 25 Pure Damage to all enemies and gives them –1 Speed and Initiative. Duration: 2 rounds.

Energy cost: 3

Creatures with this ability

Doreath’s Way

Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.

Energy cost: 2

Creatures with this ability

Dragon’s Blood

Becomes fully immune to spells until the end of the next round.

Energy cost: 3

Creatures with this ability

Dragonflight

Moves to any hex, dealing 100% basic attack Damage ([ 65–75 × amount of units ]) to all adjacent creatures and pushing them away, if possible.

Energy cost: 2

Creatures with this ability

Earthshatter

All enemies within a 2‑hex radius can target only this creature until the end of the round.

Energy cost: 2

Creatures with this ability

Echoes of the Murmurwoods

Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.

Energy cost: 2

Creatures with this ability

Ensnare Memories

Summons [ 1 × amount of units ] Wight(s) on an adjacent hex. They disappear after the battle.

Energy cost: 2

Creatures with this ability

Exaltation

Target friendly creature deals maximum Damage. Duration: 2 round(s).

Energy cost: 1

Creatures with this ability

Fetch!

Summons [ 1 × amount of units ] Undead Pet(s) on an adjacent hex. They disappear after the battle.

Energy cost: 2

Creatures with this ability

Fiery Embrace

Jumps onto a target within two hexes and self‑destructs, dealing [ 30 × (hero’s Level – 1) ] Magic Damage to the target and all adjacent creatures.

Energy cost: 1

Creatures with this ability

Fighting Style: Arrow Barrage

Hits the target and all enemies adjacent to it, dealing –50% Damage.

Energy cost: 0

Creatures with this ability

Fighting Style: Grand Slam

Hits the target and all creatures within two hexes behind it, dealing –50% Damage to each.

Energy cost: 0

Creatures with this ability

Fine Bolts

Deals +20% Ranged Damage. Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Fine Bolts

Deals +40% Ranged Damage. Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Flog Idle Mind

Deals 66 Pure Damage per Focus Charge to target enemy creature.

Energy cost: 1

Creatures with this ability

Frozen Pages

Prevents the enemy hero from using the Spellbook until the end of the round. This effect does not stack.

Energy cost: 3

Creatures with this ability

Gaze of the Abyss: Slow

Deals 50% of a basic attack ([ 2–4 × amount of units ]) as Pure Damage to the target and all the adjacent enemies. All targets’ Speed reduces by 1 until the end of next round.

Energy cost: 1

Creatures with this ability

Gaze of the Abyss: Sluggishness

Deals 50% of a basic attack ([ 2–4 × amount of units ]) as Pure Damage to the target and all the adjacent enemies. All targets’ Initiative reduces by 1 until the end of next round.

Energy cost: 1

Creatures with this ability

Glance of the Abyss

Curses target enemy creature. Once per round, Cursed creatures take [ 12 + 2 × amount of units ] Pure Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Energy cost: 1

Creatures with this ability

Hail!

Marks an enemy, causing them to always take maximum Damage. Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Handcuffs

Prevents target enemy creature from using active abilities. Duration: 2 round(s).

Energy cost: 1

Creatures with this ability

Harvest

Jumps onto a chosen corpse within 3 hexes and devours it, gaining 2 Attack and Defense, 1 Speed and Initiative until the end of the battle.

Energy cost: 1

Creatures with this ability

Harvest

Jumps onto a chosen corpse within 6 hexes and devours it, gaining 4 Attack and Defense, 1 Speed and Initiative until the end of the battle.

Energy cost: 1

Creatures with this ability

Heatwave

Dispels all negative effects from friendly creatures and all positive effects from enemies.

Energy cost: 2

Creatures with this ability

Hksmilla’s Way

Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.

Energy cost: 2

Creatures with this ability

Holy Ablution

Dispels all negative effects from all friendly creatures and fully restores their HP. This cannot revive fallen units.

Energy cost: 3

Creatures with this ability

Hourglass

Prevents the enemy hero from using active abilities until the end of the round.

Energy cost: 3

Creatures with this ability

Howl of the Banshee

Forces the target enemy creature to move to a random free hex, if possible.

Energy cost: 1

Creatures with this ability

Icy Breath

Makes an additional attack, dealing 100% of a basic attack ([ 5–7 × amount of units ]) as Pure Damage.

Energy cost: 2

Creatures with this ability

Icy Spikes

Makes an additional attack, dealing 50% of a basic attack ([ 2–4 × amount of units ]) as Pure Damage to the target enemy and all adjacent enemies.

Energy cost: 2

Creatures with this ability

Infuse Armor

Increases this creature’s Defense by 10 and Speed by 2, and dispels any negative effects that restrict movement. Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Infuse Armor

Increases this creature’s Defense by 5 and Speed by 1, and dispels any negative effects that restrict movement. Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Inner Flame

Until the end of the next round, deals [ 30 × amount of units ] Magic Damage when attacked in Melee.

Energy cost: 3

Creatures with this ability

Inner Glow

Increases target friendly creature’s Attack and Defense by 5, Speed and Initiative by 1. Duration: 2 round(s).

Energy cost: 1

Creatures with this ability

Inner Glow

Increases target friendly creature’s Attack and Defense by 5, Speed and Initiative by 2. Duration: 2 round(s).

Energy cost: 1

Creatures with this ability

Leap

Leaps over one hex. On landing, pushes all adjacent creatures away, if possible.

Energy cost: 1

Creatures with this ability

Leeching Hop

Takes [ 2 + 1 per 6 units in the stack ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).

Energy cost: 2

Creatures with this ability

Mist Form

This creature ignores obstacles and takes –35% Damage until the end of the round.

Energy cost: 2

Creatures with this ability

Moment of Insanity

Compels an enemy to attack a random target.

Energy cost: 2

Creatures with this ability

Morning Dew

Generates 1 Focus Charge(s). Once per battle.

Energy cost: 0

Creatures with this ability

Naira’s Way

Deals +40% Damage and takes –40% Damage until the end of the round. Once per battle.

Energy cost: 2

Creatures with this ability

Nature’s Fury

Deals +2 Damage and increases Speed by 2 until the end of the round.

Energy cost: 2

Creatures with this ability

Nullify

Dispels all negative and positive effects from the target.

Energy cost: 2

Creatures with this ability

Petrification

Performs a Melee attack and petrifies the target until the end of the round. Petrified targets take double Damage from basic attacks, are immune to Magic Damage, and skip their turn.

Energy cost: 2

Creatures with this ability

Piercing Shot

Deals 50% basic attack Damage ([ 2–2 × amount of units ]). The target takes +25% Damage until the end of the round.

Energy cost: 1

Creatures with this ability

Prance Away

Blinks to another hex within its movement range.

Energy cost: 1

Creatures with this ability

Promise of Love

When cast on an enemy, reduces its Speed and Initiative by 4. When cast on a friendly creature, increases its Speed and Initiative by 4. Duration: 3 round(s).

Energy cost: 2

Creatures with this ability

Protective Roots

Target friendly creature becomes immune to Magic Damage. Duration: 1 round(s).

Energy cost: 2

Creatures with this ability

Reap Without Sowing

Hits the target and two adjacent enemies to its sides.

Energy cost: 2

Creatures with this ability

Refract and Reflect

Applies a copy of all positive effects currently on this creature to a friendly creature. Does not trigger “Forging Perfection.”

Energy cost: 1

Creatures with this ability

Rewind Death

Restores [ 20 + 10 × amount of units ] HP to a friendly creature. This can revive fallen units. Usable twice per battle.

Energy cost: 2

Creatures with this ability

Rewind Death

Restores [ 40 + 20 × amount of units ] HP to a friendly creature. This can revive fallen units. Usable twice per battle.

Energy cost: 2

Creatures with this ability

Rivulet Retreat

Blinks to any free hex within a 4‑hex range.

Energy cost: 0

Creatures with this ability

Rrr, Jump!

Jumps to a hex within a 4‑hex radius and deals basic attack Damage to all adjacent enemies.

Energy cost: 2

Creatures with this ability

Self‑Reconstruction

Restores [ 100 ]% of one unit’s maximum HP. This can revive fallen units and create more beyond their original amount. Revived and created units are temporary.

Energy cost: 3

Creatures with this ability

Shadowstrike

Deals basic attack Damage to any enemy, ignoring their Defense.

Energy cost: 2

Creatures with this ability

Shroomsong

Once per battle, spends all Focus Charges to restore the hero’s mana: 4 for each Focus Charge spent.

Energy cost: 2

Creatures with this ability

Shroomsong

Once per battle, spends all Focus Charges to restore the hero’s mana: 6 for each Focus Charge spent.

Energy cost: 2

Creatures with this ability

Starfall

Select 3 hexes. A star falls to each of them, dealing [ 6 × amount of units ] Magic Damage to target hex and all adjacent creatures.

Energy cost: 3

Creatures with this ability

Sticky Tongue

Targets an adjacent empty hex to grab an enemy creature immediately behind that hex, pulling them into the target hex.

Energy cost: 1

Creatures with this ability

Summoning Rite: Envoy

Once per battle, summons a stack of Abyssal Envoys in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 3

Creatures with this ability

Summoning Rite: Executor

Once per battle, summons a stack of Abyssal Executors in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 3

Creatures with this ability

Summoning Rite: Ferocious Ra’Shoth

Once per battle, summons a stack of Ferocious Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 1

Creatures with this ability

Summoning Rite: Grand Shoth

Once per battle, summons a stack of Grand Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 2

Creatures with this ability

Summoning Rite: Overseer

Once per battle, summons a stack of Abyssal Overseers in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 3

Creatures with this ability

Summoning Rite: Ra’Shoth

Once per battle, summons a stack of Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 1

Creatures with this ability

Summoning Rite: Stinging Ra’Shoth

Once per battle, summons a stack of Stinging Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 1

Creatures with this ability

Summoning Rite: Unspeakable Shoth

Once per battle, summons a stack of Unspeakable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 2

Creatures with this ability

Summoning Rite: Unthinkable Shoth

Once per battle, summons a stack of Unthinkable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.

Energy cost: 2

Creatures with this ability

Supernova

Deals [ 60 × amount of units ] Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take [ 60 + 30 × amount of units ] Magic Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Swarm of Bees

Deals [ 16 + 4 × amount of units ] Damage to target enemy creature. Bees keep attacking it, dealing [ 16 + 4 × amount of units ] Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).

Energy cost: 2

Creatures with this ability

Swift Penance

Deals [ 40 + 12 × amount of units ] Magic Damage to the target and all adjacent creatures, dispelling all positive effects from them.

Energy cost: 2

Creatures with this ability

Terror

Prevents lower‑tier enemies from attacking this creature until the end of the round.

Energy cost: 2

Creatures with this ability

Thunderstrike

Converts this creature’s Defense into additional Attack until the end of the round.

Energy cost: 2

Creatures with this ability

Time Loop

Places an invisible trap. When an enemy ground creature steps on it, the creature is transported back to its starting point and forced to end turn. Duration: 2 rounds.

Energy cost: 2

Creatures with this ability

Unbending Pride

Shields this creature with a barrier that blocks the next instance of Damage.

Energy cost: 2

Creatures with this ability

Unrelenting Stone

This creature’s Attack turns into additional Defense until the end of the round.

Energy cost: 2

Creatures with this ability

Unyielding Will

Fully ignores attackers’ Attack values until the end of the round.

Energy cost: 2

Creatures with this ability

Valiant Cry

This creature’s Attack increases by 10 and Initiative by 2. Caw! Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Valiant Cry

This creature’s Attack increases by 5 and Initiative by 1. Caw! Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Vegetation Propagation

Creates an equivalent Primal Remnant stack on an adjacent hex. It dies upon taking any Damage.

Energy cost: 3

Creatures with this ability

Veil of Shadows

Cannot be targeted until the end of the round.

Energy cost: 2

Creatures with this ability

Wheeee

Gives all friendly creatures +3 Morale. Duration: 2 round(s).

Energy cost: 2

Creatures with this ability

Whirlpool

Confuses the target enemy. While Confused, their Speed and Initiative are reduced by 2. Duration: 3 round(s).

Energy cost: 2

Creatures with this ability

Passive abilities

A Thousand Cuts

Each attack reduces the target’s Defense by 1 until the end of battle. This effect is stackable.

Creatures with this ability

A Thousand Cuts

Each attack reduces the target’s Defense by 2 until the end of battle. This effect is stackable.

Creatures with this ability

Adrenaline Surge

Whenever this creature’s Morale triggers, its Speed increases by 2 and its Attack and Defense increase by 8. Lasts until the end of the next round.

Creatures with this ability

Aegis

This creature and adjacent friendly creatures take –30% Ranged Damage.

Creatures with this ability

Aga’Shoth’s Help

Each attack and counterattack deals +20 Pure Damage.

Creatures with this ability

Alert II

Can counterattack unlimited times per round.

Creatures with this ability

All Heads on Deck

This creature’s counterattacks use its full Fighting Style effects.

Creatures with this ability

Anointed for Attack

Whenever this creature gains a positive effect, its Attack increases by 2 until the end of the battle.

Creatures with this ability

Anointed for Damage

Whenever this creature gains a positive effect, it gains +1 Damage until the end of the battle.

Creatures with this ability

Anointed for Defense

Whenever this creature gains a positive effect, its Defense increases by 2 until the end of the battle.

Creatures with this ability

Apex Predator

Deals +50% Damage to higher‑tier targets.

Creatures with this ability

Area Strike

Deals Damage to the target and all hexes around it. Additional targets take –50% Damage.

Creatures with this ability

Beloved Piglet

Loves his pet so much that he can’t live without it… normally.

Creatures with this ability

Blighted Corpses

Long Reach attacks poison the target. Poisoned creatures take [ 16 + 3 × amount of units ] Magic Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Creatures with this ability

Bone Absorption

Absorbs all corpses at destination and all adjacent hexes. For each corpse, this creature gains +100% to ability Damage and +100% to HP restored by abilities.

Creatures with this ability

Bone Crusher

Reduces target’s Defense by 1 with each strike and gains an equal amount until the end of battle. This effect cannot be dispelled.

Creatures with this ability

Bubble of Silence

Adjacent enemy creatures cannot use abilities.

Creatures with this ability

Celestial Armor

This creature generates +2 Focus Point(s) when taking Damage.

Creatures with this ability

Cloud Nine

Generates 2 Focus Point(s) at the beginning of each round, except the first .

Creatures with this ability

Cone Strike

Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them.

Creatures with this ability

Corpse Eater

If destination hex contains a fallen corpse, it is devoured, restoring 120 HP. This can revive fallen units.

Creatures with this ability

Countershot

Counterattacks when struck with a Ranged attack.

Creatures with this ability

Crystal Thorns

Whenever an enemy attacks this creature in Melee, 1 unit(s) from the attacking stack die. Works on creatures up to tier 5.

Creatures with this ability

Death Stare

Each attack also kills +1 enemy unit(s) in addition to regular Damage. Works on creatures up to tier 7.

Creatures with this ability

Demonic Stench

Reduces enemy creatures’ Luck by 1. This effect does not stack; only the strongest one is active.

Creatures with this ability

Demonic Stench

Reduces enemy creatures’ Luck by 2. This effect does not stack; only the strongest one is active.

Creatures with this ability

Disdain

Takes –25% Melee Damage, –50% Long Reach Damage, and –75% Ranged Damage.

Creatures with this ability

Dissection

Attacks wound the target. Wounded creatures take [ 32 + 8 × amount of units ] Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Creatures with this ability

Dominating Presence

All adjacent enemies always deal minimum Damage.

Creatures with this ability

Double Shot

Strikes twice when performing Ranged attacks.

Creatures with this ability

Draconic Blade

Melee attacks deal double Damage.

Creatures with this ability

Dragon hunter

Deals +100% Damage to Dragons.

Creatures with this ability

Dreadful Presence

Reduces all enemies’ Morale by 1. This effect does not stack; only the strongest one is active.

Creatures with this ability

Dreadful Presence

Reduces all enemies’ Morale by 2. This effect does not stack; only the strongest one is active.

Creatures with this ability

Eager for Battle

This creature always has positive Morale, and its maximum increases to 5. Chance of Morale triggering increases by 5% for each total point.

Creatures with this ability

Earn Your Abilities, Dear

Whenever this creature deals Damage, it generates +3 Focus Points.

Creatures with this ability

Earn Your Magic, Dear

Enemy hero’s spells cost +1 mana. This effect does not stack; only the strongest one is active.

Creatures with this ability

Earn Your Magic, Dear

Enemy hero’s spells cost +2 mana. This effect does not stack; only the strongest one is active.

Creatures with this ability

Embodiment of Air

This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning.”

Creatures with this ability

Embodiment of Fire

This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”

Creatures with this ability

Embodiment of Water

This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”

Creatures with this ability

Enraged

This creature enhances itself at the beginning of each round, increasing his attributes and gaining 2 minimum and maximum Damage.

Creatures with this ability

Eternal Flame

At the start of each turn, this creature restores 25% of HP lost since the start of battle. This can revive fallen units.

Creatures with this ability

Fires of Dominion

Friendly creatures gain 1 Morale and Luck; enemy creatures lose the same.

Creatures with this ability

Forging Perfection

Whenever a positive effect is applied to a friendly creature, it is also applied to this creature. The effect’s duration and power are copied. If the effect targets multiple stacks, it is applied to this creature only once.

Creatures with this ability

Growing Teeth

Whenever this creature takes Damage, it gains 1 Attack until the end of the battle.

Creatures with this ability

Growing Teeth

Whenever this creature takes Damage, it gains 2 Attack until the end of the battle.

Creatures with this ability

Higher Cause

Immune to the effects that kill additional units.

Creatures with this ability

Hungering Hollow

Whenever a friendly creature dies, this creature gains +3 Attack until the end of battle.

Creatures with this ability

Icy Veins

Attacks prevent the target from restoring HP by any means until the end of the round.

Creatures with this ability

Immortal

Leaves a pile of ash upon death. At the start of the following round, [ 1 + 50% of the original units in the stack ] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.

Creatures with this ability

Inspiring

Increases friendly creatures’ Morale by 1. This effect does not stack; only the strongest one is active.

Creatures with this ability

Inspiring

Increases friendly creatures’ Morale by 2. This effect does not stack; only the strongest one is active.

Creatures with this ability

Jousting Bonus

Moving before an attack increases Damage by 5% per hex moved.

Creatures with this ability

Knowledge of Death

Increases the amount of XP gained by the hero by 10%. This effect does not stack.

Creatures with this ability

Lacerated Wounds

Attacks wound the target. Wounded creatures take [ 12 + 2 × amount of units ] Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Creatures with this ability

Living Cover

Adjacent friendly creatures always take minimal Damage.

Creatures with this ability

Loyal Protector

Counterattacks each time an adjacent enemy attacks a friendly creature.

Creatures with this ability

Magic Core

Upon death, this creature increases the hero’s Spell Power by 1 until the end of the battle.

Creatures with this ability

Magic Defense III

Takes –60% Magic Damage.

Creatures with this ability

Magic Defense III

Takes –85% Magic Damage.

Creatures with this ability

Magic Defense IV

Takes –90% Magic Damage.

Creatures with this ability

Mana Drinker

Steals 2 mana from the enemy hero (if present) at the start of its turn.

Creatures with this ability

Marble Arrows

Ranged Attacks reduce the target’s Initiative by 2 until the end of the next round.

Creatures with this ability

Melee Attack

Can only attack adjacent enemies. Provokes counterattacks.

Creatures with this ability

Melee Defense III

Takes –60% Melee Damage.

Creatures with this ability

Murderous Glee

Upon killing an enemy, this creature immediately gains an additional turn. This ability cannot be used 2 times in a row, but Morale can affect this additional turn.

Creatures with this ability

Mushroom Magic

Reduces the mana cost of the hero’s spells by 1. This effect does not stack; only the strongest one is active.

Creatures with this ability

Mushroom Magic

Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.

Creatures with this ability

Nightmares

Attacks curse the target. Once per round, Cursed creatures take [ 8 + 1 × amount of units ] Pure Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Creatures with this ability

Paradoxical Shots

Ranged penalties are reversed for this creature. Attacks deal +10% Damage per hex (up to a maximum of +50%) if the target is more than 3 hexes away. If the target is adjacent, performs a Melee attack, dealing –50% Damage.

Creatures with this ability

Phantom Vampirism

Each attack restores 20% of Damage dealt as HP to this creature. This can create temporary units in this creature’s stack.

Creatures with this ability

Phantom Vampirism

Each attack restores 30% of Damage dealt as HP to this creature. This can create temporary units in this creature’s stack.

Creatures with this ability

Piercing Cold

Each attack or counterattack applies a negative effect that makes the target take +50% Magic Damage. Duration: 2 rounds.

Creatures with this ability

Piercing Cold

Each attack, counterattack, or ability applies a negative effect that makes the target take +50% Magic Damage. Duration: 2 rounds.

Creatures with this ability

Piercing Sting

Each attack also kills +1 enemy unit(s) in additional to regular Damage. Works on creatures up to tier 6.

Creatures with this ability

Piercing Strike I

Ignores 30% of the enemy’s Defense.

Creatures with this ability

Poisonous Blood

Whenever this creature takes Damage, adjacent enemy creatures deal –25% Damage until the end of next round.

Creatures with this ability

Power of Murmurs

Increases the level of the hero’s spells by 1. This effect does not stack.

Creatures with this ability

Primal Stubbornness

Negative effects do not stay on this creature longer than 1 round(s).

Creatures with this ability

Protect the Fallen

Whenever a friendly creature dies, this creature gains +3 Defense until the end of battle.

Creatures with this ability

Purity Aura

This creature and adjacent friendly creatures are immune to all negative effects.

Creatures with this ability

Ranged Attack

Can attack enemies at any range. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).

Creatures with this ability

Ranged Defense III

Takes –60% Ranged Damage.

Creatures with this ability

Regeneration

Restores to full HP at the start of its turn. This cannot revive fallen units.

Creatures with this ability

Remnant of Mad Times

Upon death, this creature casts “Berserk” upon its killer. They are forced to attack the nearest creature.

Creatures with this ability

Scintillating Scales

Enemy creatures adjacent to this creature take +30% Magic Damage. This effect does not stack.

Creatures with this ability

Sharper Blade

Each attack increases this creature’s luck by 1.

Creatures with this ability

Slimy Touch

Attacks deal +[ 4 × amount of units ] Pure Damage and lower the target’s Speed and Initiative by 1 until the end of round. This effect does not stack.

Creatures with this ability

Smell of the Hunt

Whenever a friendly creature dies, generate 1 Focus Point(s)

Creatures with this ability

Soul Assimilator

At the beginning of a battle, gains bonuses for each faction represented in the enemy’s army: • Temple: +25% Attack • Necropolis: +25% Defense • Grove: +2 Luck and Morale • Dungeon: +10% Damage • Schism: +20% HP • Neutral: +2 Speed

Creatures with this ability

Squash the Weak!

The lower the target’s tier, the more Damage this creature deals to it: +3% Damage per tier of difference.

Creatures with this ability

Staggering Hits

Attacks prevent the target from counterattacking until the end of the round.

Creatures with this ability

Stoneheart

Leaves a stone obstacle after death. It is destroyed after taking Damage 2 times.

Creatures with this ability

Taxpayer

At the beginning of the day, grants 10 Gold per unit in this creature’s stack.

Creatures with this ability

Temporal Vampirism

Each attack restores 20% Damage dealt as HP to all friendly creatures. This cannot revive fallen units.

Creatures with this ability

Tenderizing Spit

Attacks poison the target. Poisoned creatures take [ 24 + 6 × amount of units ] Magic Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Creatures with this ability

Toxic Blood

When this creature is Damaged, all adjacent enemies take +25% Damage until the end of the next round.

Creatures with this ability

Toxic Spear

Attacks leave gaping wounds, causing the target to take +25% Damage until the end of the next round.

Creatures with this ability

Unholy Resilience

Once per battle, this creature plainly refuses to die. Instead, the number of units in the stack of this creature remains the same as it was before the fatal attack.

Creatures with this ability

Unstable Concoction

Upon death, this creature explodes dealing [ 15 × (hero’s Level – 1) ] Magic Damage to all adjacent creatures.

Creatures with this ability

Unyielding I

Ignores 30% of the enemy’s Attack when struck.

Creatures with this ability

View from the Heavens

Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.

Creatures with this ability

War Incarnate

For each attack, this creature reduces the target’s Attack by 1 and gains an equal amount until the end of battle. This effect cannot be dispelled.

Creatures with this ability

Weakening Venom

Attacks cause the target to deal –25% Damage until the end of next round.

Creatures with this ability

Whispers of Doubt

Attacks cause the target to always deal minimal Damage. Duration: 2 round(s).

Creatures with this ability

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