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Unified player reference

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Rules, units, abilities, spells, and artifacts in one searchable home with direct links to every detail.

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Unified player reference

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Start with the complete guide or open a catalog. Each catalog adds focused filters and descriptive detail cards.

254

Game guide

Rules

The complete match loop: draft, placement, combat, morale, luck, maps, and Armageddon.

11

Fight loop

The match in one minute

Read a match as a chain of visible decisions. You are not watching a black-box simulation: player actions go through the shared rules engine, then the browser client renders the events on the board.

A real Heroes of Crypto fight with both armies on the stone board, the active unit card, turn queue, and battle log.
Captured in gameLive sandbox combat: the board, stacks, turn queue, abilities, and battle log are all the game's own interface.
  1. Draft

    Build a tight roster by level: two level-1 units, two level-2 units, one level-3 unit, and one level-4 unit. Bans and reveals help manage hidden information.

  2. Upgrade and synergize

    After the draft, spend your doctrine budget on augments. Each faction bonus is already fixed by the match ID and automatically reaches level 1/2/3 at 2/4/6 units of that faction—there is no separate synergy choice.

  3. Place

    Put stacks inside your deployment zone. A large creature may use a 2x1 or 2x2 footprint, ranged units need lanes, and aura units need friends inside their real range.

  4. Fight

    The active unit can move before attacking or casting; it may also wait on Hourglass or end its turn. After a turn-ending action resolves, the engine selects the next unit.

Quick reference

Key numbers and why they matter

16 × 16battlefield cells
The battlefield is a 16×16 grid. Every move, attack range and aura radius is measured in these cells.
8baseline stack cap
The Placement augment raises the baseline cap from 6 to 7 or 8 stacks. Nature's Board Units synergy adds another 2/3/4, so the absolute cap is 12.
2 / 2 / 1 / 1draft by level 1–4
Each match you draft two level-1 units, two level-2, one level-3 and one level-4. Senior creatures are stronger individually, but each stack's amount compensates for creature value.
5–7augment points
Your doctrine grants 5, 6, or 7 points for team augments (armor, melee, magic, ranged, movement, deployment)—less scouting buys a larger budget.
−20 … +20morale range
At lap start, positive morale can grant priority and 1.25× attack for that lap; negative morale can move the unit to the back, skip its turn, and set 0.8× attack. Morale does not grant an extra action.
−10 … +10luck range
Luck is mostly defensive: a lucky stack takes less damage (~1% per point), an unlucky one takes more. It also powers your abilities, and drifts by up to ±3 each lap.
1 – 5stack power
A 1–5 rating of a stack's board value (unit experience × living count vs the biggest stack). It scales only abilities and spells marked as stack-powered.
every 3–4 lapsmap narrowing
The map shrinks every 3 laps (4 on block-center maps): outer cells turn into holes. Units are pushed inward — or die if there's no room. Don't get caught on the edge.
lap 12 · 4Armageddon, waves
At the start of lap 12, the first of 4 escalating Armageddon waves hits every stack. The fourth can wipe both armies simultaneously, producing a draw.
12–60 sper-turn timer
The engine allocates 12–60 seconds per turn from each team's 4-minute budget for that lap. In ranked, the first missed deadline is protected by Hourglass/Luck Shield; later misses are played by AI, and two consecutive misses enable AI control.
×8max range divisor
Shooting past a unit's range distance divides its damage — up to ×8 at long range. Keep shooters in range; the Sniper augment extends the full-damage band but does not remove falloff.
×0.5ranged-in-melee
A ranged unit forced to fight in melee deals half damage (unless an ability covers melee). Keep shooters out of melee contact.

Victory

The goal is simple: keep your army on the board

Each unit on the board is a stack, not a single model. Damage burns through the current body in that stack, then starts killing the next one. When the stack has no living bodies left, it shatters off the board.

You win when the enemy has no living stacks. If one event destroys both armies—an Armageddon wave, for example—the fight is a draw. Stalls trigger map narrowing, and the first Armageddon wave arrives at the start of lap 12.

  • Watch the turn queue, not only the active unit.
  • Keep ranged units out of melee contact: adjacent pressure can shut down shooting.
  • Respect the edge. Narrowing tries to push a stack inward first, but if there is no legal space, the stack dies.

Draft

Draft: pick a plan, not just portraits

Starting stack amounts come from a shared experience budget: a creature with lower experience value arrives in a larger amount. Compare the whole stack, its abilities, and its role—not one body in isolation.

Unit level matters, but it is not the whole game. A low-level unit can unlock the right synergy, carry an aura, bring control, or give your army a spellbook.

The public roster is currently focused on four playable factions: Chaos, Life, Might, and Nature. Across them you get melee fighters, ranged units, spellcasters, flyers, large creatures with 2x1 or 2x2 footprints, and utility pieces with auras.

The live draft has seven player-choice stages plus a map reveal before the Level-3 pick: Doctrine, Bundle, Levels 1, 2 and 3, Tier-2 artifact, and Level 4. Your ban is saved beforehand in the ranked lobby and resolved when the match is created—not during Doctrine. You then spend augment points and place the completed 2/2/1/1 roster.

  1. Before draft: ban · 1. Doctrine

    In the ranked lobby, each player may save one unwanted unit. At match creation, one preference guarantees that extra ban, matching preferences guarantee their shared ban, and two different preferences resolve by a deterministic 50/50 choice from the match ID. Both players then lock their scouting doctrine simultaneously.

  2. 2. Bundle

    Both players simultaneously take one of two bundles. Each contains a level-1 creature, a level-2 creature, and its own Tier-1 artifact; the two offered artifacts are distinct, so the artifact you want may cost you the creature you wanted.

  3. 3–4. Level 1–2 picks

    Take one creature at each level. The Lower/green seat picks first at Level 1; the Upper/red seat picks first at Level 2. Greyed portraits are banned. If your doctrine hid an opponent pick, attempting the same creature reveals the collision and sends you back to choose again.

  4. Simultaneous for both sides

    Map reveal · before stage 5

    The map was selected when the draft was created but remained hidden. Immediately after both Level-2 picks finish, the server reveals it to both players at once; it is not rerolled. Everyone makes the Level-3, Tier-2 artifact, and Level-4 choices knowing the map.

  5. 5. Level-3 pick

    The Lower/green seat picks first and the Upper/red seat picks second. You can now fit this creature to the revealed map; hidden-pick collisions still reveal the occupied choice and send you back.

  6. 6. Tier-2 artifact

    Both players simultaneously receive three distinct Tier-2 artifacts and choose one for the whole army. This happens before the level-4 pick, so your last creature can be chosen to suit it.

  7. 7. Level-4 pick

    The Upper/red seat picks first and the Lower/green seat picks second. Fit the last creature to the known synergy variants, map, and artifacts; augment spending comes immediately afterward.

What to remember

  • The roster quota by level is 2/2/1/1; your selected bundle already supplies one level-1 and one level-2 creature.
  • The game automatically removes 6 level-1, 6 level-2, 3 level-3, and 5 level-4 creatures. Ranked ban preferences add at most one shared extra ban per match; they do not replace an auto-ban.
  • The extra ban applies only to a draftable unit and only when at least two non-bundle choices remain at its level. If that unit appears in a generated bundle, the server rerolls the draft offers.
  • Your doctrine preselects watched slots. Scout marks one level-1 slot, one level-2 slot, and either the level-3 or level-4 slot. Under any doctrine, attempting an opponent's hidden pick reveals that collision.
Army composition by level
LevelYou draftIn pool
Lv 1×216
Lv 2×216
Lv 3×113
Lv 4×112

Unit card

How to read a unit

HP
health of one body inside the stack
Damage
base attack spread before armor, luck, and modifiers
Initiative
a major input into turn order inside each lap
Steps
how far the unit can move on its turn
Shots
ammo for ranged attacks, when the unit has a ranged attack
Magic resist
reduces magic damage (100 = immune) and the chance a spell debuff lands — it does NOT stop status effects
Status resist
lowers the chance Stun and Paralysis land and reduces physical area damage (Amulet of Resolve); magical area damage still uses magic resist
Mind resist
lowers the chance of mind effects—Blindness, Aggr, Boar Saliva, Terrifying/Petrifying Gaze—and comes from Helm of Focus. Madness and Mechanism instead grant full mind-attack immunity
Attack types
12Ranged35Melee8Melee / magic2Magic

Augments

Team upgrades: 5-7 points, real tradeoffs

Augments are not cosmetics. They change deployment size, durability, ranged plans, melee damage, and tempo before the first unit acts. Your budget is whatever your draft doctrine paid you: 5 points for Spymaster, 6 for Scout, 7 for Battle Trance. Seeing less of the opponent’s draft is what buys the bigger army.

Green-side deployment

All three Placement tiers on the real board

These are the Left/green player's exact legal cells. The Right/red player receives the same geometry mirrored on the right.

GREEN · LEFT01
Freetier 1 · up to 6 stacks3 cells deep · partial

The outer side column and the top/bottom ends stay closed.

GREEN · LEFT02
1 pointtier 2 · up to 7 stacks4 cells deep · full height

The zone reaches both ends of the board, but the side-edge column stays closed.

GREEN · LEFT03
2 pointstier 3 · up to 8 stacks6 cells deep · edge open

The deepest zone opens the full board height and the outermost side column.

Augment effects by tier
AugmentTier 1Tier 2Tier 3
Armor% armor, flat magic armor

+6%, +13%, or +21% team armor, plus the same number of points added straight onto magic armor. Strong when your army needs to survive first contact.

+6% / +6+13% / +13+21% / +21
Mightmelee attack

+8%, +17%, or +27% melee attack. This is for armies that intend to fight up close.

+8%+17%+27%
Empowermagic damage

+7%, +15%, or +24% magic damage: offensive spells, Fire Wall, Fireforged Sword, Chain Lightning, Fire Breath and Fire Shield. For armies that win with spells rather than steel.

+7%+15%+24%
Sniperattack / shot range

+8/17/27% ranged attack and +20/40/70% shot distance. It extends the full-damage band but does not remove range falloff.

+8% / +20%+17% / +40%+27% / +70%
Movementsteps to move

+1 or +2 movement steps. Sometimes one extra cell is worth more than another damage buff.

+1+2
Placementcost · depth from your side

On the ranked board, deployment extends inward from your side. The free option gives a partial zone 3 cells deep and up to 6 stacks. Spending 1 point gives a full-height zone 4 cells deep and 7 stacks. Spending 2 points opens 6 cells including the side edge, plus the baseline cap of 8 stacks before Nature bonuses.

free · 3 cells deep, partial1 point · 4 cells, full height2 points · 6 cells + side edge

Doctrines

Doctrines: what you see costs you points

Your doctrine is the very first pick of the draft, and it lasts the whole draft. It decides how much of the opponent's roster you watch — and it pays you for looking away: the less you see, the larger your augment budget. There is no fourth option and you cannot change it later.

Doctrines: reveal versus augment points
DoctrineWhat you seeAugment points
SpymasterFull information, smallest army budget.
Every one of the opponent's picks, as they happen.5
ScoutA partial read for a middling budget.
One random level-1 slot, one level-2 slot, and one of the two senior slots (level 3 or 4).6
Battle TranceDraft blind, field the strongest army.
No slots are watched in advance. Colliding with a hidden opponent pick still reveals that specific slot.7

Those points are the whole augment budget you spend before placement, so doctrine is an army-size decision as much as an information one. If you select a hidden creature already taken by the opponent, the server reveals the collision and sends you back; a duplicate in an already watched slot is unavailable up front.

Synergies

Faction synergies: 2, 4, and 6 units

Drafting 2/4/6 distinct roster units from one faction gives that faction synergy level 1/2/3; splitting one unit into several stacks does not raise the count. Each faction has a pair of possible bonuses, and the match ID deterministically selects one from every pair. Both sides get the same variant set, visible from the first draft screen.

Life

Power by level: 2 / 4 / 6
  • Supply: +6% / +12% / +19% bodies in each stack
  • Morale & luck: +6/+2, +13/+5, +20/+9

Chaos

Power by level: 2 / 4 / 6
  • Movement: +1 / +2 / +3 cells
  • Break on attack: 6% / 11% / 17% chance to shut off abilities

Might

Power by level: 2 / 4 / 6
  • Aura range: +1 / +2 / +3 cells
  • Stack abilities power: +5% / +8% / +12%

Nature

Power by level: 2 / 4 / 6
  • Board units: +2 / +3 / +4 fielded stacks
  • Flying armor: +15% / +24% / +35%

Placement

Placement: many fights are won before the first hit

Choose a roster unit, set its stack amount, and place it in your deployment zone. A drafted unit may be split into several stacks without creating extra bodies; you can then move, rebalance, or remove those stacks before locking placement.

Footprints are unit-specific: ordinary pieces use 1x1, while large creatures can use 2x1 or 2x2. Larger footprints need more legal cells for routing and for escaping a narrowing edge.

Before pressing start, check three things: who is inside your auras, who can be reached on the first turn, and where your ranged units will stand if the enemy dives them.

A real Heroes of Crypto placement screen with six stacks deployed in each green and red board zone.
Captured in gameAn actual 6-versus-6 deployment. The colored zones and every unit footprint match the board you play on.

Fight

Turns and attacks

Turns: move, then complete the action

What you can do on a turn

Move

The path must be legal and fit inside the unit's Steps. After an ordinary move, the unit stays active and may attack, use an available action, or end its turn. Moving toward the enemy army's centroid gives +3 morale, moving away gives −3, and a lateral move changes nothing.

Melee attack

The unit must already be adjacent or have a legal path to an adjacent attack cell within its Steps; the engine then moves it in and strikes. A ranged unit without Handyman deals half damage in melee.

Ranged attack

You need shots, a valid line, and no melee lock. The built-in Sniper ability removes falloff entirely; the team Sniper augment only raises attack and full-damage distance, so its range divisor can still reach x8.

Spellbook

Spellbook units cast buffs, debuffs, healing, mass effects, summons, and position tricks. Magic resist cuts magic damage and spell-debuff chance; status resist lowers Stun/Paralysis chance and physical area damage; mind resist lowers the chance of mind effects.

Hourglass

The unit waits and comes back later in the queue. It costs morale, but it can turn a bad action now into a better action later.

Luck Shield / Skip

Luck Shield replaces this lap's random luck modifier with +3 (capped at +10), costs 2 morale, and ends the turn. Ending without acting or being forced to skip costs 1 morale; ending after moving or another action has no morale penalty.

Combat, without the formula sheet

Damage depends on attack, living bodies in the stack, target armor, luck, range distance, selected attack type, and active abilities. That is why the same unit can hit very differently from two different board states.

A unit may respond once per lap when it can use the required attack type, is not Stunned/Blinded/Frozen or target-locked, and can actually reach the attacker. Some abilities and attack forms explicitly prevent responses.

Abilities give fights their character: Lucky Strike can spike damage, Stun and Blindness break tempo, Petrifying Gaze can finish a target, Fire Shield returns damage, and Range Null Field shuts down shooting around it.

Tempo

Morale, luck, and stack power

Morale is capped at −20…+20. At the start of each lap, the engine rolls a chance equal to its absolute morale. A positive proc puts the unit in the priority queue and gives it 1.25× attack for the lap; a negative proc sends it to the back, sets 0.8× attack, and skips its turn. It does not grant an extra action.

Build morale by moving toward the enemy army's geometric centroid (+3 per move) and destroying enemy stacks (+4 to the attacker). Moving away costs 3, and losing a stack costs 4 morale for your other surviving stacks of that same unit.

Luck is capped at −10…+10 and changes ordinary incoming damage by about 1% per point; negative luck increases it. Luck also changes the power or proc chance of many—but not all—abilities. At lap start, every stack gets a random modifier from −3 to +3; Luck Shield replaces it with +3 for the rest of that lap.

Stack power is recalculated from board value: unit experience times living amount, compared with the largest stack present. It ranges from 1 to 5 and affects only mechanics marked as stack-powered.

Exact morale changes

Exact morale changes
+3Move closer to the enemy army's centroid
+4Kill an enemy stack (goes to the attacking stack)
-3Move farther from the enemy army's centroid
-4Each surviving stack of yours of a unit whose stack was wiped out
-3Hourglass (Wait) to act later in the queue
-2Defend (Luck Shield)
-1An actual skipped turn, including a timeout passed to the engine as a skip
±20Hard cap — morale never leaves this range

Ending after moving or another action costs nothing. At lap start, the proc chance is exactly the absolute morale percentage: positive grants priority and 1.25× attack for the lap; negative produces a late skipped turn and 0.8× attack.

Map

The map does not wait forever

The board is a 16x16 grid. Ranked rolls one of three maps the moment the draft is created—each equally likely, one chance in three—and reveals it to both players together immediately after the Level-2 picks, before Level 3. The fight is played on exactly that map; it is never rerolled.

The three ranked maps
MapCenterNarrowsChance
Standard
Open field — no central hazard.every 3 laps1 in 3
FIRE PIT
A lava pool scars the center of the board.every 3 laps1 in 3
Cemetery
Exactly 12 tombstones, deterministically scattered from the match ID across the four central columns; there is no single central block.every 4 laps1 in 3

A fourth map, Water, exists in the engine but is disabled in ranked, so you will never be dealt it. Narrowing turns outer cells into holes and pushes units inward — or kills them when there is no room. If neither army closes distance or deals damage, the engine can add extra narrowing pressure.

Two map rules worth knowing before you draft

Lava is not walkable by default

Ordinary units cannot cross or finish on central lava; an innate Made of Fire ability allows it. The Tier-2 Lava Striders artifact grants that access to the whole army. While an eligible unit's footprint touches central lava, it gains Made of Fire: +10% to all stats and abilities.

Shooting through the Cemetery

Tombstones are structures, and an ordinary ranged attack is stopped by the first one in its lane. Double Shot spends up to two of its projectiles clearing stones instead of hitting the target. Cyclops (Large Caliber) and Gargantuan (Area Throw) ignore structures outright — their shots pass straight through and destroy the stones caught in the blast, which is what makes them the answer to a Cemetery lane.

At the start of lap 12, the first of four escalating Armageddon waves lands. The fourth deals every stack its full original-stack HP; if both armies die together, the result is a draw.

Roles

Role cheat sheet

  • Black Dragon and Angel show what large flying finishers can do, but both need room for a 2x2 body.
  • Medusa, Arbalester, and Gargantuan teach firing lanes, ammo, and range distance.
  • Satyr and Ogre Mage are reminders that a spellbook can matter more than raw damage.
  • Pegasus, Griffin, Peasant, and Valkyrie prove that aura placement wins fights before the first attack lands.

How to play better next match

  • Start with a faction plan: which 2/4/6 units unlock the synergy you actually want?
  • Place ranged units so the enemy's first dive does not shut off their shooting.
  • Do not press Hourglass automatically. Wait only when you know what better turn you are creating.
  • Track the narrowing map from lap one, not when the edge is already a hole.

Combat roster

Units

Stats, roles, movement, abilities, and spells for the entire combat roster.

57
12Ranged35Melee8Melee / Magic2Magic

Health
Experience
Armor
Attack
Damage
Initiative
Move
Shots
Magic resist
Attack type
Movement
Size

Abilities

    Skill reference

    Abilities

    Passive effects, auras, and active skills with every carrier clearly identified.

    110

    Absolving Arrow

    PassiveStack-powered

    Allies the arrow passes through are absolved of one negative effect with a 100% chance; each further effect on the same ally is half as likely to be lifted as the one before

    Used by · 1

    Absorb Penalties Aura

    AuraStack-powered

    The unit has a 50% chance to absorb any debuff applied to an ally within range and apply it to themselves instead

    Used by · 1

    Aggr

    PassiveStack-powered

    When applied with a 50% chance, Aggr (Mind) causes the enemy to attack only back for 1 turn

    Used by · 1

    AI Driven

    Passive

    Unit acts on its own, with all its moves decided by the AI, not the player

    Angelic Host Blessing

    Passive

    While this unit is alive, all allied flying units gain +1 attack, +1 defense and +1 movement distance

    Used by · 1

    Arcane Ward Blessing

    Passive

    While this unit is alive, all allies on the board gain 10% magic defence. Power is always 10 + this unit's Luck and does not scale with stack size.

    Used by · 1

    Area Throw

    Passive

    Ranged attacks inflict 100% of the damage on all units adjacent to the target cell. Ranged attacks ignore structures. The enemy responds after all damage has been dealt.

    Used by · 1

    Arrows Wingshield Blessing

    PassiveStack-powered

    While this unit is alive, all allies on the board gain a +25% defense bonus against ranged attacks. Power scales 5/10/15/20/25 with stack size, then scales by this unit's Luck percentage. The owner is immune to being shot through and does not propagate AOE range damage

    Used by · 1

    Backstab

    PassiveStack-powered

    25% higher damage when hit from the enemy respawn side

    Used by · 1

    Basic Tome of Battle Magic

    PassiveStack-powered

    A field primer of offensive magic — the first two pages every war college teaches. Grants the caster the following spells: Fire Strike and Meteorite

    Used by · 1

    Battle Roar

    ActiveStack-powered

    When cast, all allies gain +1 movement step for each caster and are ensured to deal maximum damage with each attack

    Used by · 1

    Bitter Experience

    Passive

    Every time unit gets hit, it gains +1 armor and step for the rest of the battle

    Used by · 1

    Blacksmith Tools

    PassiveStack-powered

    Craft (2x2 allies, needs stack power 4). Each ally: Double Attack 40%, Frozen weapon 10%, Stun 10%, nothing 40%.

    Used by · 1

    Blind Fury

    Passive

    The unit's attack power increases in proportion to the number of lost units. Current power: 0%

    Used by · 1

    Blindness

    PassiveStack-powered

    When responding to a melee attack, there is a 25% chance to blind (Mind) the enemy for 2 turns

    Used by · 1

    Boar Saliva

    PassiveStack-powered

    Applying Boar Saliva (Mind) to an enemy gives them a 30% chance to miss their physical attack

    Used by · 1

    Book of Chaos

    PassiveStack-powered

    Allows the caster to access the following spells: Smoke, Misfortune, Fireforged Sword

    Used by · 1

    Book of Healing

    PassiveStack-powered

    Allows the caster to access the following spells: Heal, Spiritual Armor, Blessing, Mass Heal

    Used by · 1

    Book of Nightmares

    PassiveStack-powered

    Allows the caster to access the following spells: Fire Wall, Empower

    Used by · 1

    Boost Health

    PassiveStack-powered

    Each unit gets 50% more health

    Used by · 1

    Borrowed Grace

    PassiveStack-powered

    Each landed shot has a 70% chance to take one random active buff off the target and wear it for the rest of its duration. Auras and equipment cannot be taken

    Used by · 1

    Castling

    Active

    Swaps small opponent within movement range when casted

    Used by · 1

    Chain Lightning

    PassiveStack-powered

    On attack or reponse, deals 80/70/60/50% of the damage to the connected enemy (Wind). Depending on how far the enemy is from the target. Earth Elements take 50% more. A Wind Element earths the bolt: it takes nothing and the chain stops there

    Used by · 1

    Chakram

    PassiveStack-powered

    Maximum targets: 5. Ranged attacks hit the chosen enemy, then bounce to the nearest eligible enemies. A 1-cell gap keeps full damage; a 2-cell gap halves it and ends the flight there. A dodged target also ends it. Each enemy is hit once, and allies are never hit.

    Used by · 1

    Crafted Double Punch

    PassiveStack-powered

    Crafted: lands a second attack with 100% of the calculated damage

    Granted by · Craft

    Crafted Double Shot

    PassiveStack-powered

    Crafted: lands a second shot with 100% of the calculated damage

    Granted by · Craft

    Crafted Frozen Bow

    PassiveStack-powered

    Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns

    Granted by · Craft

    Crafted Frozen Sword

    PassiveStack-powered

    Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns

    Granted by · Craft

    Crusade

    PassiveStack-powered

    The unit gains +0.5 attack and armor points for each cell travelled Doesn't increase above 50 base points

    Used by · 1

    Deep Wounds Level 1

    PassiveStack-powered

    Applies Deep Wounds effect on attack or response to deal 6% more damage next time. Only for the ability owner. The effect stacks

    Used by · 1

    Deep Wounds Level 2

    PassiveStack-powered

    Applies Deep Wounds effect on attack or response to deal 13% more damage next time. Only for the ability owner. The effect stacks

    Deep Wounds Level 3

    PassiveStack-powered

    Applies Deep Wounds effect on attack or response to deal 21% more damage next time. Only for the ability owner. The effect stacks

    Used by · 1

    Dense Flesh

    Passive

    Enemy ranged attacks aimed at this unit consume 2 shots instead of one

    Used by · 1

    Devour Essence

    PassiveStack-powered

    The unit rejuvenates back to 100% of the maximum health upon killing an enemy

    Used by · 1

    Disguise Aura

    Aura

    The owner becomes untargetable, unless there is an enemy unit within the aura range

    Used by · 1

    Dodge

    PassiveStack-powered

    Unit has 20% chance to dodge physical attack

    Used by · 1

    Double Punch

    PassiveStack-powered

    Lands second attack with 100% of the calculated damage

    Double Shot

    PassiveStack-powered

    Lands second shot with 100% of the calculated damage

    Used by · 1

    Double Throw

    Passive

    Hurls a second boulder for 100% of the calculated damage

    Used by · 1

    Dulling Defense

    PassiveStack-powered

    The enemy permanently loses 2 base attack points upon attacking the owner with a melee attack

    Used by · 1

    Earth Element

    Passive

    Gives Earth immunity. Wind attacks deal 50% more damage

    Used by · 2

    Enchanted Skin

    Passive

    Grants 100% protection against any magic, including buffs and debuffs

    Used by · 1

    Enchants

    Passive

    Enchant an ally's Armor or Weapon (stack 1). Each cast: 50% chance to add +1 (stacks).

    Used by · 1

    Endless Quiver

    Passive

    Endless supply of arrows

    Used by · 1

    Fire Breath

    PassiveStack-powered

    Burns through the enemy with Fire for 100% damage, where distance equals to the size of the unit

    Used by · 1

    Fire Element

    Passive

    Gives Fire immunity. Water attacks deal 50% more damage

    Used by · 2

    Fire Shield

    PassiveStack-powered

    Reflects back 40% in Fire damage to anyone who decides to attack them by melee

    Used by · 1

    Flesh Shield Aura

    AuraStack-powered

    Absorbs 90% of the physical damage dealt to allies within range. The absorbed damage is recalculated against the owner's armor and dealt to the owner instead. Magical damage is not absorbed.

    Used by · 1

    Forest Spellbook

    PassiveStack-powered

    Grants the caster the following spells: Courage, Helping Hand and Summon Wolves

    Used by · 1

    Guiding Winds Aura

    AuraStack-powered

    Ranged allies within 2 cells shoot 25% further

    Used by · 1

    Hamstring

    PassiveStack-powered

    On attack, 40% chance to reduce a flying enemy's movement range by 30% (Hamstrung) for 3 laps

    Used by · 1

    Handyman

    Passive

    Melee damage is not reduced

    Used by · 2

    Heavy Armor

    PassiveStack-powered

    Has 50% additional base armor, while taking 50% more damage from magic

    Used by · 1

    In Its Own World

    Passive

    Moves through its own vines at half the usual cost, and crosses them diagonally for the price of a straight step.

    Used by · 1

    Infest

    Passive

    When this unit destroys a level 1-3 creature, one Arachna Spider emerges from it. Destroying a level 4 creature instead creates one Arachna Queen

    Large Caliber

    PassiveStack-powered

    Ranged attacks deal 100% of the damage to all units adjacent to the target unit's cell. Ranged attacks ignore structures. The enemy responds after all damage has been dealt.

    Used by · 1

    Leather Armor

    Passive

    This unit's ranged armor is reduced by 50%

    Used by · 1

    Lightning Spin

    PassiveStack-powered

    Attacks all enemies around with 100% damage. The unit's attacks are not responded

    Used by · 1

    Limited Supply

    PassiveStack-powered

    Only 100% of the arrows are available

    Used by · 1

    Luck Aura

    Aura

    Allies within range gain maximum luck

    Used by · 1

    Lucky Strike

    PassiveStack-powered

    On attack there is 40% chance to deal 40% more damage

    Used by · 1

    Made of Fire

    Passive

    Upon coming into contact with lava at the center of the map, the creature receives a 10% boost to all stats, including its abilities. The creature can move through the lava or remain standing in it

    Used by · 1

    Madness

    Passive

    Grants 100% resistance to all Mind attacks and spells. The owner always has 0 morale

    Used by · 1

    Magic Reflection

    PassiveStack-powered

    Rebounds every spell aimed at this creature 75% of the time. The spell still lands on the dragon in full — the rebound is on top of it, striking the caster with the same damage and the same effects

    Used by · 1

    Magic Shield

    PassiveStack-powered

    Provides 50% resistance to all magical attacks and debuffs

    Used by · 2

    Mechanism

    Passive

    Invulnerable to Mind attacks and spells, poison and vampirism. While 50% more vulnerable to Status attacks. Cannot be healed and always has 0 morale

    Used by · 1

    Miner

    PassiveStack-powered

    On hit, permanently transfers 1 base armor from the target to this unit. A target cannot be reduced below 1 base armor.

    Used by · 1

    No Melee

    Passive

    Unit has no melee attack

    Used by · 1

    One in the Field

    Passive

    Responds on each attack

    Used by · 1

    Paralysis

    PassiveStack-powered

    When applied with a 100% chance, Paralysis (Status) prevents the affected enemy from moving and reduces their damage by 50%

    Used by · 1

    Pegasus Light

    PassiveStack-powered

    Applying Pegasus Light to an enemy. Each unit attacking it will receive +10 morale

    Used by · 1

    Pegasus Might Aura

    Aura

    Allies within range gain +2 base attack and armor

    Used by · 1

    Penetrating Bite

    PassiveStack-powered

    Melee attacks deal additional damage equal to 35% of unit's max hp

    Used by · 1

    Petrifying Gaze

    PassiveStack-powered

    On attack, a chance to petrify (instantly kill) one of the target's creatures. Higher-level units are easier to petrify; ranged shots petrify less the farther away the target is.

    Used by · 1

    Piercing Spear

    PassiveStack-powered

    Ignores 50% of the enemy armor on any attacks

    Used by · 1

    Predatory Assimilation

    PassiveStack-powered

    Each landed direct attack has a 25% chance to permanently disable and steal one random active ability from the target

    Used by · 1

    Rallying Volley Aura

    Aura

    Allied RANGED units in range gain +2 shots

    Used by · 1

    Range Null Field Aura

    Aura

    Affected enemy units are unable to use range attacks

    Used by · 1

    Rapid Charge

    PassiveStack-powered

    Each cell travelled increases the attack power by 10%

    Resurrection

    Active

    50% of the initial units supply will be restored after full stack death. Can be cast to resurrect fallen ally units on the battlefield

    Used by · 1

    Shadow Touch

    Passive

    The unit's attacks are not responded

    Used by · 2

    Sharpened Weapons Aura

    AuraStack-powered

    Affected melee allies have +18% base attack power

    Used by · 1

    Shatter Armor

    PassiveStack-powered

    Melee attacks strip 5 armor (Status) from the target. The effect stacks

    Used by · 1

    Skewer Strike

    PassiveStack-powered

    Melee attacks also affect enemies standing next to smaller targets with a 100% of attack power

    Used by · 1

    Sky Runner

    PassiveStack-powered

    Gives 5 additinal steps to the owner

    Used by · 1

    Small Specie

    PassiveStack-powered

    Unit has 50% chance to dodge large unit physical attack

    Used by · 1

    Sniper

    Passive

    Ignores penalties for hitting targets at long distances

    Used by · 1

    Spit Ball

    PassiveStack-powered

    On a ranged attack, there is a 40% chance to apply any of the following debuffs to the target: Curse, Sadness, Quagmire, Weakening Beam, Weakness, Rangebane, or Cowardice. Multiple debuffs can be applied in a single shot

    Used by · 1

    Stun

    PassiveStack-powered

    On attack, has a 35% chance to stun (Status) an enemy for 1 turn

    Used by · 2

    Stun Aura

    AuraStack-powered

    Allies within 2 cells have a separate 25% chance to stun the enemy they hit for 1 turn

    Used by · 1

    Sylvan Focus Aura

    Aura

    Allies within 2 cells deal 15% more magic damage

    Used by · 1

    Terrifying Gaze

    PassiveStack-powered

    On attack, a 60% chance to frighten the target. A frightened enemy can neither attack nor retaliate against the gazer for 1 turn, but is free to strike anyone else

    Used by · 1

    Through Shot

    Passive

    Ranged attacks go through the targets and deal 100% of the damage to affected units. Disables responses on both ends

    Used by · 1

    Tie up the Horses Aura

    Aura

    Allied non-flying units within the aura's range gain +2 movement distance

    Used by · 1

    Time Denial

    Passive

    While this ability is active, no unit can use Hourglass to wait.

    Used by · 1

    Tome of Elements

    PassiveStack-powered

    Four pages, one for each element the wyrm was hatched from. Grants the caster the following spells: Whirlpool, Lightning Strike, Ring of Fire and Meteor Shower

    Used by · 1

    Tome of Might

    PassiveStack-powered

    Enables the caster to use the following spells: Riot, Magic Mirror, Mass Riot and Mass Magic Mirror

    Used by · 1

    Unyielding Power

    Passive

    Gains 1 step, 2 base attack and 5 health points each lap

    Used by · 1

    Venom Cloud Aura

    Aura

    Allies within 2 cells apply 20% of their attack damage to the target as Poison Poisoning an already poisoned enemy stacks: +50% poison damage per stack

    Used by · 1

    Vine Throw

    Active

    When cast, hurls a vine at an enemy in line of sight, leaving it across every cell on the way. A non-flying creature pays 1 extra step to cross a vined cell. Any enemy that ends its move standing in the vine loses 1.5 steps, as does the creature struck Magic armor can shrug the snare off the struck creature, but never stops the vine landing

    Used by · 1

    War Anger Aura

    AuraStack-powered

    The owner gains 10% of additional damage for each enemy standing within range during attack

    Used by · 1

    Warding Mane Blessing

    PassiveStack-powered

    While this unit is alive, all allies on the board gain 25% magic defence. Power scales 5/10/15/20/25 with stack size, then scales by this unit's Luck percentage.

    Used by · 1

    Water Element

    Passive

    Gives Water immunity. Fire attacks deal 50% more damage

    Used by · 1

    Water Shield

    Passive

    Once per battle, fully absorbs the first incoming attack (0 damage taken), then breaks

    Used by · 1

    Web Aura

    Aura

    Enemy flying units that start their turn within 2 cells of this unit cannot move that turn

    Used by · 1

    Wild Regeneration

    Active

    Automatically restores health up to its maximum HP at the start of its turn. Can be gifted

    Used by · 1

    Wind Element

    Passive

    Gives Wind immunity. Earth attacks deal 50% more damage

    Used by · 1

    Wind Flow

    Active

    When cast, all flying units gain 4 base armor points while losing 4 movement points, including enemies

    Used by · 1

    Wolf Trail Aura

    AuraStack-powered

    Allies within range gain 1 additional moving distance

    Used by · 1

    Magic reference

    Spells

    Schools, sources, targets, duration, damage, buffs, and debuffs.

    52

    Heal

    LifeSpell bookBuff

    Heals an ally for 5 health points per creature alive in the caster's stack.

    Level
    1
    Target
    Any ally
    Cast by · 1

    Spiritual Armor

    LifeSpell bookBuff

    Grants an ally an additional 30% armor.

    Level
    1
    Target
    Any ally
    Duration
    3 laps
    Cast by · 1

    Blessing

    LifeSpell bookBuff

    Bless an ally to ensure it always inflicts the maximum possible damage.

    Level
    2
    Target
    Any ally
    Duration
    3 laps
    Stack power
    3
    Conflicts with
    Curse
    Cast by · 1

    Courage

    LifeSpell bookBuff

    The allied unit's morale has reached its peak.

    Level
    2
    Target
    Any ally
    Duration
    3 laps
    Cast by · 1

    Helping Hand

    LifeSpell bookBuff

    Gives 30% of max HP and base armor from caster to an ally.

    Level
    2
    Target
    Any ally
    Duration
    3 laps
    Stack power
    4
    Cast by · 1

    Mass Heal

    LifeSpell bookBuff

    Heals every ally for 2.5 health points per creature alive in the caster's stack.

    Level
    2
    Target
    All allies
    Stack power
    3
    Cast by · 1

    Lightning Strike

    NatureSpell bookDamage

    Calls lightning down on an enemy anywhere on the battlefield — no wall, body or mountain can block it. Deals 150 damage for every creature alive in the caster's stack, ignores armor, and is cut by magic resistance.

    Level
    1
    Target
    Any enemy

    Summon Wolves

    NatureSpell book

    Summons 1.5 wolves per creature alive in the caster's stack to fight for your team.

    Level
    1
    Target
    Cells near caster
    Duration
    Whole fight
    Cast by · 1

    Whirlpool

    NatureSpell bookDebuff

    Opens a churning vortex under an enemy and chains it to the spot. The creature skips its next turn while trapped in the vortex. Water magic: a Water Element cannot be chained by it.

    Level
    1
    Target
    Any enemy
    Duration
    1 lap
    Stack power
    3

    Meteor Shower

    NatureSpell bookDamage

    Calls a meteor shower down on the battlefield. Deals 100 damage for every creature alive in the caster's stack, ignores armor, and is cut by magic resistance.

    Level
    2
    Target
    Any free cells
    Stack power
    5

    Ring of Fire

    NatureSpell bookDamage

    Bursts into flame around an enemy in line of sight. Every unit on a cell touching the target — friend or foe — burns for the same amount: 125 damage for every creature alive in the caster's stack.

    Level
    2
    Target
    Any enemy
    Stack power
    4

    Empower

    OrderSpell bookBuff

    Adds 25% to all magic damage the target deals.

    Level
    1
    Target
    Any ally
    Duration
    3 laps
    Cast by · 1

    Fire Strike

    ChaosSpell bookDamage

    Sends a small fireball at an enemy in line of sight. Deals 6 damage for every creature alive in the caster's stack, ignores armor, and is cut by magic resistance. Stack power does not change the damage — it only gates the cast.

    Level
    1
    Target
    Any enemy

    Fireforged Sword

    ChaosSpell bookBuff

    The ally's attacks set the target alight for 10% of the damage dealt. The fire is magic damage: armor does not stop it, magic resistance does. Deals 50% more to water creatures. Fire creatures are immune.

    Level
    1
    Target
    Any ally
    Duration
    3 laps

    Riot

    ChaosSpell bookBuff

    Adds 30% of additional damage to an ally.

    Level
    1
    Target
    Any ally
    Duration
    3 laps
    Conflicts with
    Mass Riot
    Cast by · 1

    Fire Wall

    ChaosSpell bookDamage

    Lays a burning wall across 3 cells in a straight line, in any of the four orientations. Hold Shift while aiming to rotate it. Entering a burning cell costs any creature 1 extra step (double the usual cost) and sears it for 25% of its maximum health, friend or foe alike.

    Level
    2
    Target
    Any free cells
    Duration
    3 laps
    Stack power
    4
    Cast by · 1

    Magic Mirror

    ChaosSpell bookBuff

    Reflects 40% of consumed magical damage back to attacker. Gives 40% chance to reflect any debuff.

    Level
    2
    Target
    Any ally
    Duration
    3 laps
    Conflicts with
    Mass Magic Mirror
    Cast by · 1

    Meteorite

    ChaosSpell bookDamage

    Calls a meteorite down on any 2x2 block of the battlefield, burning every enemy caught under it. Deals 4 damage for every creature alive in the caster's stack — less than Fire Strike, because it strikes them all at once.

    Level
    2
    Target
    Any free cells
    Stack power
    5

    Misfortune

    ChaosSpell bookDebuff

    Drops the affected unit's luck to its minimum. A luck-buffed target (Luck Aura, Clover of Fortune) is reduced to 0 instead.

    Level
    2
    Target
    Any enemy
    Duration
    3 laps

    Smoke

    ChaosSpell bookDebuff

    Throws a 2x2 smoke cloud onto free cells anywhere on the battlefield. Any ranged attack (either side) whose arrow path crosses a smoked cell deals HALF damage (its range divisor doubles: full -> 1/2, 1/2 -> 1/4). A creature stepping onto a smoked cell disperses the smoke from that cell.

    Level
    2
    Target
    Any free cells
    Duration
    3 laps
    Stack power
    4

    Mass Riot

    ChaosSpell bookBuff

    Adds 25% of additional damage to all allies.

    Level
    3
    Target
    All allies
    Duration
    3 laps
    Stack power
    4
    Conflicts with
    Riot
    Cast by · 1

    Mass Magic Mirror

    ChaosSpell bookBuff

    Reflects 32% of consumed magical damage back to attacker. Gives 32% chance to reflect any debuff.

    Level
    4
    Target
    All allies
    Duration
    3 laps
    Stack power
    4
    Conflicts with
    Magic Mirror
    Cast by · 1

    Hamstrung

    DeathEffectDebuff

    The unit's movement range is reduced by 30%.

    Level
    1
    Target
    Any enemy
    Duration
    3 laps
    Ability

    Quagmire

    DeathEffectDebuff

    The unit's movement range is reduced by 25%.

    Level
    1
    Target
    Any enemy
    Duration
    3 laps

    Weakening Beam

    DeathEffectDebuff

    The unit's base armor is reduced by 24%.

    Level
    1
    Target
    Any enemy
    Duration
    3 laps
    Ability

    Weakness

    DeathEffectDebuff

    The unit's base attack is reduced by 30%.

    Level
    1
    Target
    Any enemy
    Duration
    3 laps
    Ability

    Curse

    DeathEffectDebuff

    Curse an enemy so it always inflicts the minimum possible damage.

    Level
    2
    Target
    Any enemy
    Duration
    3 laps
    Stack power
    3
    Conflicts with
    Blessing, Battle Roar

    Sadness

    DeathEffectDebuff

    The affected unit's morale is at its lowest level.

    Level
    2
    Target
    Any enemy
    Duration
    3 laps
    Ability

    Cowardice

    OrderEffectDebuff

    The affected unit cannot physically attack enemies with higher cumulative HP.

    Level
    2
    Target
    Any enemy
    Duration
    1 lap
    Ability

    Rangebane

    OrderEffectDebuff

    The affected unit is unable to perform ranged attacks.

    Level
    3
    Target
    Any enemy
    Duration
    1 lap
    Ability

    Angelic Host Blessing

    SystemEffectBuff

    Angelic Host Blessing grants +1 attack, +1 defense and +1 movement distance. Active while an allied unit with Angelic Host Blessing is alive.

    Target
    All allies

    Arcane Ward Blessing

    SystemEffectBuff

    Arcane Ward Blessing grants 10% magic defence. Active while an allied unit with Arcane Ward Blessing is alive.

    Target
    All allies

    Arrows Wingshield Blessing

    SystemEffectBuff

    Arrows Wingshield Blessing grants a +25% defense bonus against ranged attacks. Active while an allied unit with Arrows Wingshield Blessing is alive.

    Target
    All allies

    Battle Roar

    SystemAbilityBuff

    All allies gain one additional movement step per creature alive in the caster's stack, and are ensured to deal maximum damage with each attack.

    Target
    All allies
    Duration
    2 laps
    Stack power
    3
    Conflicts with
    Curse

    Broken Aegis

    SystemEffectBuff

    Your attacks have a 20% chance to Break the enemy hit (muting its abilities), at the cost of a 4% chance to miss.

    Target
    All allies
    Duration
    Whole fight

    Castling

    SystemAbility

    Swaps with small opponent within caster's movement range.

    Target
    Enemy in move range
    Stack power
    4
    Ability

    Dismorale

    SystemEffectDebuff

    Unit's morale falls to its lowest level, reducing its attack multiplier to 0.8.

    Target
    Automatic
    Duration
    1 lap

    Dulling Defense

    SystemEffectDebuff

    The enemy permanently loses 2 base attack points each time it attacks the carrier in melee.

    Target
    Automatic
    Duration
    Whole fight

    Hidden

    SystemEffectBuff

    The unit cannot be targeted by the enemy team.

    Target
    Automatic
    Duration
    Whole fight

    Made of Fire

    SystemEffectBuff

    The creature receives a 10% boost to all stats, including its abilities.

    Target
    Automatic
    Duration
    2 laps

    Miner

    SystemEffectDebuff

    Base armor permanently reduced by 0.

    Target
    Automatic
    Duration
    Whole fight

    Morale

    SystemEffectBuff

    Unit reaches maximum morale, increasing its attack multiplier to 1.25.

    Target
    Automatic
    Duration
    1 lap

    Resurrection

    SystemAbilityBuff

    Resurrects fallen ally units on the battlefield, up to the caster stack's cumulative maximum hit points.

    Target
    Any ally

    Vine Throw

    SystemAbilityDebuff

    Hurls a vine over the battlefield at any enemy no creature is screening, leaving it across every cell on the way that can hold it. A non-flying creature pays 1 extra step to cross a vined cell. The struck creature also loses 1.5 steps, unless its magic armor shrugs the snare off. The vine lands on the cells either way.

    Target
    Any enemy
    Duration
    3 laps
    Stack power
    3
    Ability

    Visible

    SystemEffectDebuff

    The unit is completely visible to the enemy team.

    Target
    Automatic
    Duration
    Whole fight

    Warding Mane Blessing

    SystemEffectBuff

    Warding Mane Blessing grants 25% magic defence. Active while an allied unit with Warding Mane Blessing is alive.

    Target
    All allies

    Water Shield

    SystemEffectBuff

    Fully absorbs the first incoming attack this battle (0 damage taken), then breaks.

    Target
    Automatic
    Duration
    Until broken

    Wild Regeneration

    SystemAbilityBuffGiftable

    Grant ability to restore health up to its maximum HP at the start of its turn.

    Target
    Any ally
    Duration
    Whole fight

    Wind Flow

    SystemAbilityBuff

    All flying units gain 4 of base armor points while losing 4 movement points, including enemies.

    Target
    All flying units
    Duration
    3 laps
    Stack power
    5
    Ability

    Armor Rune

    SystemSpell bookBuff

    50% chance per cast to add +1 armor to the target. The bonus stacks.

    Level
    1
    Target
    Any ally

    Craft

    SystemSpell bookBuff

    Craft allies in a 2x2 area: each may gain a second attack, a frozen weapon, be stunned, or nothing.

    Level
    1
    Target
    2x2 allied area
    Stack power
    4
    Cast by · 1

    Weapon Rune

    SystemSpell bookBuff

    50% chance per cast to add +1 attack to the target. The bonus stacks.

    Level
    1
    Target
    Any ally

    Army arsenal

    Artifacts

    Tier 1 and Tier 2 artifacts, cursed options, and exact army-wide effects.

    24

    Veteran Helm

    Tier 1

    Boosts the entire army's defense by an additional 4%.

    Amulet of Resolve

    Tier 1

    Increases the army's status resistance by 25%.

    Keen Blade

    Tier 1

    Increases the army's base attack (both ranged and melee) by 0.7.

    Iron Plate

    Tier 1

    Increases the army's base armor by 1.

    Swift Boots

    Tier 1

    Increases melee units' movement by 25% of their base steps.

    Winged Boots

    Tier 1

    Grants +1 base movement distance and +1 armor to all flying units.

    Dual Strike Charm

    Tier 1

    A unit's second attack deals 50% extra damage.

    Wounding Charm

    Tier 1

    Grants the whole army Deep Wounds Level 1: each attack or response stacks +6% damage amplification on the target.

    Cursed Ward

    Tier 1Cursed

    Cursed: +3 luck but -6 morale for the whole army.

    Hunter's Longbow

    Tier 1

    Ranged units gain +1 attack for each ranged unit in the army.

    Helm of Focus

    Tier 1

    Increases the army's mind resistance by 35%.

    Mage's Ring

    Tier 1

    Increases all magic damage the army deals by 10%.

    Warlord's Edge

    Tier 2

    Grants the whole army an additional 12% attack.

    Titan Plate

    Tier 2

    Grants the whole army an additional 12% defense (melee and ranged).

    Clover of Fortune

    Tier 2

    Increases the army's luck by 10.

    Crown of Command

    Tier 2

    Grants +1 movement, +8 morale, and +1 armor to the whole army.

    Giant's Maul

    Tier 2

    Increases non-magical (physical) AOE damage by 40% at impact, then reduced by the target's status resistance.

    Pendant of Vitality

    Tier 2Cursed

    Cursed: +25% HP but -12.5% attack for the whole army.

    Farsight Quiver

    Tier 2

    Extends all allied archers' basic shot range by an additional 50%.

    Berserker's Bond

    Tier 2Cursed

    Cursed: +3 attack but -2 defense for the whole army.

    Tome of Amplification

    Tier 2

    Increases the power of non-healing castable buffs allied units apply to allies by 50%. Does not affect healing, resurrection, augments, artifacts, auras, or passive effects.

    Rime Charm

    Tier 2

    60% chance for any attack to slow the target for 3 laps.

    Lava Striders

    Tier 2

    All army units may move over and stand in lava; while on central lava they gain Made of Fire (+10% to all stats and abilities).

    Archmage's Ring

    Tier 2

    Increases all magic damage the army deals by 20%.

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