
Life
Power by level: 2 / 4 / 6- Supply: +6% / +12% / +19% bodies in each stack
- Morale & luck: +6/+2, +13/+5, +20/+9
Unified player reference
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Unified player reference
Find a rule or game object, then jump directly to its full description.
| Name | Section | Summary | Tags | Open |
|---|---|---|---|---|
| Rules | Draft, augments, placement, and combat—the four stages of every match. | View | ||
| Rules | Remove every enemy stack before map narrowing and Armageddon decide the fight. | View | ||
| Rules | Doctrine, bundles, bans, pick order, and the 2/2/1/1 roster by unit level. | View | ||
| Rules | How to read health, attack, damage, armor, initiative, movement, and range. | View | ||
| Rules | Spend seven points across placement, armor, melee, magic, ranged, and movement. | View | ||
| Rules | The three draft doctrines: how much of the opponent you see, and the augment points it pays. | View | ||
| Rules | Bonuses unlocked by fielding 2, 4, or 6 Life, Chaos, Might, or Nature units — and how the variant is drawn. | View | ||
| Rules | Deployment zones, 2x2 stacks, firing lanes, aura coverage, and formation planning. | View | ||
| Rules | Movement, attacks, spells, Hourglass, responses, and three resistance types. | View | ||
| Rules | Turn tempo, extra actions, skipped turns, defense, and stack power. | View | ||
| Rules | Battlefield narrowing, center obstacles, lava, and four final damage waves. | View | ||
| Units | Chaos, level 1. Melee, Fly. 6 health, 8 attack, 2–3 damage. | View | ||
| Units | Chaos, level 1. Ranged, Walk. 9 health, 11 attack, 2–5 damage. | View | ||
| Units | Chaos, level 1. Melee, Walk. 9 health, 9 attack, 1–4 damage. | View | ||
| Units | Chaos, level 1. Melee, Walk. 11 health, 12 attack, 2–3 damage. | View | ||
| Units | Chaos, level 2. Ranged, Fly. 21 health, 17 attack, 9–11 damage. | View | ||
| Units | Chaos, level 2. Melee, Fly. 20 health, 20 attack, 5–7 damage. | View | ||
| Units | Chaos, level 2. Ranged, Walk. 19 health, 19 attack, 6–9 damage. | View | ||
| Units | Chaos, level 2. Melee / Magic, Walk. 40 health, 15 attack, 8–16 damage. | View | ||
| Units | Chaos, level 3. Melee, Fly. 62 health, 22 attack, 18–24 damage. | View | ||
| Units | Chaos, level 3. Melee, Walk. 85 health, 20 attack, 14–18 damage. | View | ||
| Units | Chaos, level 3. Melee, Walk. 65 health, 23 attack, 15–20 damage. | View | ||
| Units | Chaos, level 4. Melee, Walk. 550 health, 22 attack, 28–52 damage. | View | ||
| Units | Chaos, level 4. Melee, Fly. 300 health, 48 attack, 55–110 damage. | View | ||
| Units | Chaos, level 4. Melee, Walk. 185 health, 33 attack, 35–60 damage. | View | ||
| Units | Life, level 1. Ranged, Walk. 9 health, 7 attack, 2–4 damage. | View | ||
| Units | Life, level 1. Melee, Walk. 9 health, 9 attack, 2–3 damage. | View | ||
| Units | Life, level 1. Melee, Walk. 8 health, 9 attack, 2–3 damage. | View | ||
| Units | Life, level 1. Melee, Walk. 9 health, 8 attack, 2–4 damage. | View | ||
| Units | Life, level 2. Melee / Magic, Walk. 12 health, 12 attack, 2–5 damage. | View | ||
| Units | Life, level 2. Magic, Walk. 13 health, 13 attack, 3–6 damage. | View | ||
| Units | Life, level 2. Melee, Walk. 27 health, 22 attack, 9–10 damage. | View | ||
| Units | Life, level 2. Melee / Magic, Fly. 20 health, 19 attack, 5–7 damage. | View | ||
| Units | Life, level 3. Melee, Walk. 74 health, 20 attack, 12–20 damage. | View | ||
| Units | Life, level 3. Melee, Fly. 72 health, 22 attack, 16–18 damage. | View | ||
| Units | Life, level 3. Ranged, Walk. 61 health, 27 attack, 20–25 damage. | View | ||
| Units | Life, level 4. Melee / Magic, Fly. 180 health, 32 attack, 55–65 damage. | View | ||
| Units | Life, level 4. Melee, Walk. 150 health, 25 attack, 37–52 damage. | View | ||
| Units | Life, level 4. Ranged, Walk. 200 health, 46 attack, 40–55 damage. | View | ||
| Units | Might, level 1. Melee, Walk. 14 health, 12 attack, 2–4 damage. | View | ||
| Units | Might, level 1. Ranged, Walk. 10 health, 11 attack, 2–3 damage. | View | ||
| Units | Might, level 1. Melee, Walk. 11 health, 11 attack, 2–4 damage. | View | ||
| Units | Might, level 1. Melee, Walk. 13 health, 12 attack, 3–4 damage. | View | ||
| Units | Might, level 2. Melee / Magic, Fly. 20 health, 18 attack, 4–7 damage. | View | ||
| Units | Might, level 2. Melee, Walk. 26 health, 21 attack, 7–8 damage. | View | ||
| Units | Might, level 2. Melee, Walk. 24 health, 20 attack, 6–8 damage. | View | ||
| Units | Might, level 2. Melee, Fly. 20 health, 18 attack, 5–7 damage. | View | ||
| Units | Might, level 3. Ranged, Walk. 72 health, 21 attack, 17–23 damage. | View | ||
| Units | Might, level 3. Melee / Magic, Walk. 60 health, 24 attack, 16–20 damage. | View | ||
| Units | Might, level 3. Ranged, Walk. 55 health, 24 attack, 19–25 damage. | View | ||
| Units | Might, level 4. Melee / Magic, Walk. 180 health, 32 attack, 55–70 damage. | View | ||
| Units | Might, level 4. Melee, Walk. 220 health, 41 attack, 70–90 damage. | View | ||
| Units | Might, level 4. Melee, Fly. 132 health, 33 attack, 35–45 damage. | View | ||
| Units | Nature, level 1. Ranged, Walk. 9 health, 11 attack, 3–6 damage. | View | ||
| Units | Nature, level 1. Melee, Fly. 7 health, 10 attack, 2–3 damage. | View | ||
| Units | Nature, level 1. Melee, Walk. 8 health, 10 attack, 2–3 damage. | View | ||
| Units | Nature, level 1. Melee, Walk. 10 health, 9 attack, 2–5 damage. | View | ||
| Units | Nature, level 2. Ranged, Walk. 14 health, 17 attack, 4–6 damage. | View | ||
| Units | Nature, level 2. Magic, Walk. 15 health, 11 attack, 4–5 damage. | View | ||
| Units | Nature, level 2. Melee, Walk. 31 health, 22 attack, 7–9 damage. | View | ||
| Units | Nature, level 2. Melee, Walk. 26 health, 20 attack, 7–9 damage. | View | ||
| Units | Nature, level 3. Melee, Walk. 90 health, 20 attack, 27–39 damage. | View | ||
| Units | Nature, level 3. Melee, Fly. 50 health, 24 attack, 14–19 damage. | View | ||
| Units | Nature, level 3. Melee, Fly. 58 health, 21 attack, 14–19 damage. | View | ||
| Units | Nature, level 3. Melee, Walk. 70 health, 20 attack, 11–15 damage. | View | ||
| Units | Nature, level 4. Melee, Walk. 200 health, 32 attack, 54–78 damage. | View | ||
| Units | Nature, level 4. Ranged, Walk. 170 health, 29 attack, 35–48 damage. | View | ||
| Units | Nature, level 4. Melee / Magic, Fly. 150 health, 18 attack, 28–42 damage. | View | ||
| Abilities | 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 | View | ||
| Abilities | The unit has a 50% chance to absorb any debuff applied to an ally within range and apply it to themselves instead | View | ||
| Abilities | When applied with a 50% chance, Aggr (Mind) causes the enemy to attack only back for 1 turn | View | ||
| Abilities | Unit acts on its own, with all its moves decided by the AI, not the player | View | ||
| Abilities | While this unit is alive, all allied flying units gain +1 attack, +1 defense and +1 movement distance | View | ||
| Abilities | Allies within 2 cells gain 10% magic defence | View | ||
| Abilities | 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. | View | ||
| Abilities | Allies in range receive a +30% defense bonus against ranged attacks The owner is immune to being shot through and does not propagate AOE range damage | View | ||
| Abilities | 25% higher damage when hit from the enemy respawn side | View | ||
| Abilities | A field primer of offensive magic — the first two pages every war college teaches. Grants the caster the following spells: Fire Strike and Meteorite | View | ||
| Abilities | When cast, all allies gain +1 movement step for each caster and are ensured to deal maximum damage with each attack | View | ||
| Abilities | Every time unit gets hit, it gains +1 armor and step for the rest of the battle | View | ||
| Abilities | Craft (2x2 allies, needs stack power 4). Each ally: Double Attack 40%, Frozen weapon 10%, Stun 10%, nothing 40%. | View | ||
| Abilities | The unit's attack power increases in proportion to the number of lost units. Current power: 0% | View | ||
| Abilities | When responding to a melee attack, there is a 25% chance to blind (Mind) the enemy for 2 turns | View | ||
| Abilities | Applying Boar Saliva (Mind) to an enemy gives them a 30% chance to miss their physical attack | View | ||
| Abilities | Allows the caster to access the following spells: Smoke, Misfortune, Fireforged Sword | View | ||
| Abilities | Allows the caster to access the following spells: Heal, Spiritual Armor, Blessing, Mass Heal | View | ||
| Abilities | Allows the caster to access the following spells: Fire Wall, Empower | View | ||
| Abilities | Each unit gets 50% more health | View | ||
| Abilities | 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 | View | ||
| Abilities | Swaps small opponent within movement range when casted | View | ||
| Abilities | 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 | View | ||
| Abilities | 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. | View | ||
| Abilities | Crafted: lands a second attack with 100% of the calculated damage | View | ||
| Abilities | Crafted: lands a second shot with 100% of the calculated damage | View | ||
| Abilities | Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns | View | ||
| Abilities | Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns | View | ||
| Abilities | The unit gains +0.5 attack and armor points for each cell travelled Doesn't increase above 50 base points | View | ||
| Abilities | Applies Deep Wounds effect on attack or response to deal 6% more damage next time. Only for the ability owner. The effect stacks | View | ||
| Abilities | Applies Deep Wounds effect on attack or response to deal 13% more damage next time. Only for the ability owner. The effect stacks | View | ||
| Abilities | Applies Deep Wounds effect on attack or response to deal 21% more damage next time. Only for the ability owner. The effect stacks | View | ||
| Abilities | Enemy ranged attacks aimed at this unit consume 2 shots instead of one | View | ||
| Abilities | The unit rejuvenates back to 100% of the maximum health upon killing an enemy | View | ||
| Abilities | The owner becomes untargetable, unless there is an enemy unit within the aura range | View | ||
| Abilities | Unit has 20% chance to dodge physical attack | View | ||
| Abilities | Lands second attack with 100% of the calculated damage | View | ||
| Abilities | Lands second shot with 100% of the calculated damage | View | ||
| Abilities | Hurls a second boulder for 100% of the calculated damage | View | ||
| Abilities | The enemy permanently loses 2 base attack points upon attacking the owner with a melee attack | View | ||
| Abilities | Gives Earth immunity. Wind attacks deal 50% more damage | View | ||
| Abilities | Grants 100% protection against any magic, including buffs and debuffs | View | ||
| Abilities | Enchant an ally's Armor or Weapon (stack 1). Each cast: 50% chance to add +1 (stacks). | View | ||
| Abilities | Endless supply of arrows | View | ||
| Abilities | Burns through the enemy with Fire for 100% damage, where distance equals to the size of the unit | View | ||
| Abilities | Gives Fire immunity. Water attacks deal 50% more damage | View | ||
| Abilities | Reflects back 40% in Fire damage to anyone who decides to attack them by melee | View | ||
| Abilities | 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. | View | ||
| Abilities | Grants the caster the following spells: Courage, Helping Hand and Summon Wolves | View | ||
| Abilities | Ranged allies within 2 cells shoot 25% further | View | ||
| Abilities | On attack, 40% chance to reduce a flying enemy's movement range by 30% (Hamstrung) for 3 laps | View | ||
| Abilities | Melee damage is not reduced | View | ||
| Abilities | Has 50% additional base armor, while taking 50% more damage from magic | View | ||
| Abilities | Moves through its own vines at half the usual cost, and crosses them diagonally for the price of a straight step. | View | ||
| Abilities | 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 | View | ||
| Abilities | 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. | View | ||
| Abilities | This unit's ranged armor is reduced by 50% | View | ||
| Abilities | Attacks all enemies around with 100% damage. The unit's attacks are not responded | View | ||
| Abilities | Only 100% of the arrows are available | View | ||
| Abilities | Allies within range gain maximum luck | View | ||
| Abilities | On attack there is 40% chance to deal 40% more damage | View | ||
| Abilities | 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 | View | ||
| Abilities | Grants 100% resistance to all Mind attacks and spells. The owner always has 0 morale | View | ||
| Abilities | 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 | View | ||
| Abilities | Provides 50% resistance to all magical attacks and debuffs | View | ||
| Abilities | Invulnerable to Mind attacks and spells, poison and vampirism. While 50% more vulnerable to Status attacks. Cannot be healed and always has 0 morale | View | ||
| Abilities | On hit, permanently transfers 1 base armor from the target to this unit. A target cannot be reduced below 1 base armor. | View | ||
| Abilities | Unit has no melee attack | View | ||
| Abilities | Responds on each attack | View | ||
| Abilities | When applied with a 100% chance, Paralysis (Status) prevents the affected enemy from moving and reduces their damage by 50% | View | ||
| Abilities | Applying Pegasus Light to an enemy. Each unit attacking it will receive +10 morale | View | ||
| Abilities | Allies within range gain +2 base attack and armor | View | ||
| Abilities | Melee attacks deal additional damage equal to 35% of unit's max hp | View | ||
| Abilities | 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. | View | ||
| Abilities | Ignores 50% of the enemy armor on any attacks | View | ||
| Abilities | Each landed direct attack has a 25% chance to permanently disable and steal one random active ability from the target | View | ||
| Abilities | Allied RANGED units in range gain +2 shots | View | ||
| Abilities | Affected enemy units are unable to use range attacks | View | ||
| Abilities | Each cell travelled increases the attack power by 10% | View | ||
| Abilities | 50% of the initial units supply will be restored after full stack death. Can be cast to resurrect fallen ally units on the battlefield | View | ||
| Abilities | The unit's attacks are not responded | View | ||
| Abilities | Affected melee allies have +18% base attack power | View | ||
| Abilities | Melee attacks strip 5 armor (Status) from the target. The effect stacks | View | ||
| Abilities | Melee attacks also affect enemies standing next to smaller targets with a 100% of attack power | View | ||
| Abilities | Gives 5 additinal steps to the owner | View | ||
| Abilities | Unit has 50% chance to dodge large unit physical attack | View | ||
| Abilities | Ignores penalties for hitting targets at long distances | View | ||
| Abilities | 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 | View | ||
| Abilities | On attack, has a 35% chance to stun (Status) an enemy for 1 turn | View | ||
| Abilities | Allies within 2 cells have a separate 25% chance to stun the enemy they hit for 1 turn | View | ||
| Abilities | Allies within 2 cells deal 15% more magic damage | View | ||
| Abilities | 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 | View | ||
| Abilities | Ranged attacks go through the targets and deal 100% of the damage to affected units. Disables responses on both ends | View | ||
| Abilities | Allied non-flying units within the aura's range gain +2 movement distance | View | ||
| Abilities | While this ability is active, no unit can use Hourglass to wait. | View | ||
| Abilities | 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 | View | ||
| Abilities | Enables the caster to use the following spells: Riot, Magic Mirror, Mass Riot and Mass Magic Mirror | View | ||
| Abilities | Gains 1 step, 2 base attack and 5 health points each lap | View | ||
| Abilities | 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 | View | ||
| Abilities | 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 | View | ||
| Abilities | The owner gains 10% of additional damage for each enemy standing within range during attack | View | ||
| Abilities | Provides 25% resistance to all magical attacks and debuffs | View | ||
| Abilities | Allies within 2 cells gain 30% resistance to all magical attacks and debuffs | View | ||
| Abilities | Gives Water immunity. Fire attacks deal 50% more damage | View | ||
| Abilities | Once per battle, fully absorbs the first incoming attack (0 damage taken), then breaks | View | ||
| Abilities | Enemy flying units that start their turn within 2 cells of this unit cannot move that turn | View | ||
| Abilities | Automatically restores health up to its maximum HP at the start of its turn. Can be gifted | View | ||
| Abilities | Gives Wind immunity. Earth attacks deal 50% more damage | View | ||
| Abilities | When cast, all flying units gain 4 base armor points while losing 4 movement points, including enemies | View | ||
| Abilities | Allies within range gain 1 additional moving distance | View | ||
| Spells | Heals an ally for 5 health points per creature alive in the caster's stack. | View | ||
| Spells | Grants an ally an additional 30% armor. | View | ||
| Spells | Bless an ally to ensure it always inflicts the maximum possible damage. | View | ||
| Spells | The allied unit's morale has reached its peak. | View | ||
| Spells | Gives 30% of max HP and base armor from caster to an ally. | View | ||
| Spells | Heals every ally for 2.5 health points per creature alive in the caster's stack. | View | ||
| Spells | 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. | View | ||
| Spells | Summons 1.5 wolves per creature alive in the caster's stack to fight for your team. | View | ||
| Spells | 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. | View | ||
| Spells | 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. | View | ||
| Spells | 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. | View | ||
| Spells | Adds 25% to all magic damage the target deals. | View | ||
| Spells | 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. | View | ||
| Spells | 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. | View | ||
| Spells | Adds 30% of additional damage to an ally. | View | ||
| Spells | 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. | View | ||
| Spells | Reflects 30% of consumed magical damage back to attacker. Gives 30% chance to reflect any debuff. | View | ||
| Spells | 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. | View | ||
| Spells | Drops the affected unit's luck to its minimum. A luck-buffed target (Luck Aura, Clover of Fortune) is reduced to 0 instead. | View | ||
| Spells | 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. | View | ||
| Spells | Adds 25% of additional damage to all allies. | View | ||
| Spells | Reflects 25% of consumed magical damage back to attacker. Gives 25% chance to reflect any debuff. | View | ||
| Spells | The unit's movement range is reduced by 30%. | View | ||
| Spells | The unit's movement range is reduced by 25%. | View | ||
| Spells | The unit's base armor is reduced by 24%. | View | ||
| Spells | The unit's base attack is reduced by 30%. | View | ||
| Spells | Curse an enemy so it always inflicts the minimum possible damage. | View | ||
| Spells | The affected unit's morale is at its lowest level. | View | ||
| Spells | The affected unit cannot physically attack enemies with higher cumulative HP. | View | ||
| Spells | The affected unit is unable to perform ranged attacks. | View | ||
| Spells | Angelic Host grants +1 attack, +1 defense and +1 movement distance. Active while an allied unit with Angelic Host is alive. | View | ||
| Spells | 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. | View | ||
| Spells | Your attacks have a 20% chance to Break the enemy hit (muting its abilities), at the cost of a 4% chance to miss. | View | ||
| Spells | Swaps with small opponent within caster's movement range. | View | ||
| Spells | Unit's morale falls to its lowest level, reducing its attack multiplier to 0.8. | View | ||
| Spells | The enemy permanently loses 2 base attack points each time it attacks the carrier in melee. | View | ||
| Spells | The unit cannot be targeted by the enemy team. | View | ||
| Spells | The creature receives a 10% boost to all stats, including its abilities. | View | ||
| Spells | Base armor permanently reduced by 0. | View | ||
| Spells | Unit reaches maximum morale, increasing its attack multiplier to 1.25. | View | ||
| Spells | Resurrects fallen ally units on the battlefield, up to the caster stack's cumulative maximum hit points. | View | ||
| Spells | 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. | View | ||
| Spells | The unit is completely visible to the enemy team. | View | ||
| Spells | Fully absorbs the first incoming attack this battle (0 damage taken), then breaks. | View | ||
| Spells | Grant ability to restore health up to its maximum HP at the start of its turn. | View | ||
| Spells | All flying units gain 4 of base armor points while losing 4 movement points, including enemies. | View | ||
| Spells | 50% chance per cast to add +1 armor to the target. The bonus stacks. | View | ||
| Spells | Craft allies in a 2x2 area: each may gain a second attack, a frozen weapon, be stunned, or nothing. | View | ||
| Spells | 50% chance per cast to add +1 attack to the target. The bonus stacks. | View | ||
| Artifacts | Boosts the entire army's defense by an additional 4%. | View | ||
| Artifacts | Increases the army's status resistance by 25%. | View | ||
| Artifacts | Increases the army's base attack (both ranged and melee) by 0.7. | View | ||
| Artifacts | Increases the army's base armor by 1. | View | ||
| Artifacts | Increases melee units' movement by 25% of their base steps. | View | ||
| Artifacts | Grants +1 base movement distance and +1 armor to all flying units. | View | ||
| Artifacts | A unit's second attack deals 50% extra damage. | View | ||
| Artifacts | Grants the whole army Deep Wounds Level 1: each attack or response stacks +6% damage amplification on the target. | View | ||
| Artifacts | Cursed: +3 luck but -6 morale for the whole army. | View | ||
| Artifacts | Ranged units gain +1 attack for each ranged unit in the army. | View | ||
| Artifacts | Increases the army's mind resistance by 35%. | View | ||
| Artifacts | Increases all magic damage the army deals by 10%. | View | ||
| Artifacts | Grants the whole army an additional 12% attack. | View | ||
| Artifacts | Grants the whole army an additional 12% defense (melee and ranged). | View | ||
| Artifacts | Increases the army's luck by 10. | View | ||
| Artifacts | Grants +1 movement, +8 morale, and +1 armor to the whole army. | View | ||
| Artifacts | Increases non-magical (physical) AOE damage by 40% at impact, then reduced by the target's status resistance. | View | ||
| Artifacts | Cursed: +25% HP but -12.5% attack for the whole army. | View | ||
| Artifacts | Extends all allied archers' basic shot range by an additional 50%. | View | ||
| Artifacts | Cursed: +3 attack but -2 defense for the whole army. | View | ||
| Artifacts | 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. | View | ||
| Artifacts | 60% chance for any attack to slow the target for 3 laps. | View | ||
| Artifacts | 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). | View | ||
| Artifacts | Increases all magic damage the army deals by 20%. | View |
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Unified player reference
Start with the complete guide or open a catalog. Each catalog adds focused filters and descriptive detail cards.
Game guide
The complete match loop: draft, placement, combat, morale, luck, maps, and Armageddon.
Combat roster
Stats, roles, movement, abilities, and spells for the entire combat roster.
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Skill reference
Passive effects, auras, and active skills with every carrier clearly identified.

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

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

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

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

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

Allies within 2 cells gain 10% magic defence

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.

Allies in range receive a +30% defense bonus against ranged attacks The owner is immune to being shot through and does not propagate AOE range damage

25% higher damage when hit from the enemy respawn side

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

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

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

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

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

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

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

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

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

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

Each unit gets 50% more health

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

Swaps small opponent within movement range when casted

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

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.

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

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

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

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

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

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

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

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

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

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

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

Unit has 20% chance to dodge physical attack

Lands second attack with 100% of the calculated damage

Lands second shot with 100% of the calculated damage

Hurls a second boulder for 100% of the calculated damage

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

Gives Earth immunity. Wind attacks deal 50% more damage

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

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

Endless supply of arrows

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

Gives Fire immunity. Water attacks deal 50% more damage

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

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.

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

Ranged allies within 2 cells shoot 25% further

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

Melee damage is not reduced

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

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

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

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.

This unit's ranged armor is reduced by 50%

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

Only 100% of the arrows are available

Allies within range gain maximum luck

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

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

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

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

Provides 50% resistance to all magical attacks and debuffs

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

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

Unit has no melee attack

Responds on each attack

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

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

Allies within range gain +2 base attack and armor

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

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.

Ignores 50% of the enemy armor on any attacks

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

Allied RANGED units in range gain +2 shots

Affected enemy units are unable to use range attacks

Each cell travelled increases the attack power by 10%

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

The unit's attacks are not responded

Affected melee allies have +18% base attack power

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

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

Gives 5 additinal steps to the owner

Unit has 50% chance to dodge large unit physical attack

Ignores penalties for hitting targets at long distances

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

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

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

Allies within 2 cells deal 15% more magic damage

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

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

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

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

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

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

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

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

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

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

Provides 25% resistance to all magical attacks and debuffs

Allies within 2 cells gain 30% resistance to all magical attacks and debuffs

Gives Water immunity. Fire attacks deal 50% more damage

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

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

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

Gives Wind immunity. Earth attacks deal 50% more damage

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

Allies within range gain 1 additional moving distance
No abilities found.
Magic reference
Schools, sources, targets, duration, damage, buffs, and debuffs.

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

Grants an ally an additional 30% armor.

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

The allied unit's morale has reached its peak.

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

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

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.

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

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.

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.

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.

Adds 25% to all magic damage the target deals.

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.

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.

Adds 30% of additional damage to an ally.

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.

Reflects 30% of consumed magical damage back to attacker. Gives 30% chance to reflect any debuff.

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.

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

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.

Adds 25% of additional damage to all allies.

Reflects 25% of consumed magical damage back to attacker. Gives 25% chance to reflect any debuff.

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

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

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

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

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

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

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

The affected unit is unable to perform ranged attacks.

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

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.

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

Swaps with small opponent within caster's movement range.

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

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

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

Base armor permanently reduced by 0.

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

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

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.

The unit is completely visible to the enemy team.

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

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

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

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

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

50% chance per cast to add +1 attack to the target. The bonus stacks.
No spells found.
Army arsenal
Tier 1 and Tier 2 artifacts, cursed options, and exact army-wide effects.

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

Increases the army's status resistance by 25%.

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

Increases the army's base armor by 1.

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

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

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

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

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

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

Increases the army's mind resistance by 35%.

Increases all magic damage the army deals by 10%.

Grants the whole army an additional 12% attack.

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

Increases the army's luck by 10.

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

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

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

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

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

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.

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

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).

Increases all magic damage the army deals by 20%.
No artifacts found.