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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.

251

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.

  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. Large creatures need a 2x2 footprint, ranged units need lanes, and aura units need friends inside their real range.

  4. Fight

    The active unit moves, attacks, casts, waits on Hourglass, or ends its turn. After the 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.
8max stacks per army
You can field at most 8 stacks (unit groups). More stacks means more actions per lap and board control.
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. Higher levels are stronger, but you get only one each.
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
Morale drives tempo: high morale can grant an extra turn (and a small boost); low morale can make a unit skip. Built by advancing and killing, lost by retreating and losing stacks.
−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 how valuable a stack is (unit value × living count vs the biggest stack). Higher stack power scales its abilities.
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
If the fight drags to lap 12, Armageddon begins: 4 escalating damage waves hit everything until someone wins. Fights can't stall forever.
12–60 sper-turn timer
Each turn gives 12–60 seconds to act (within a ~4-minute total budget). Run out and the turn is skipped — and the unit loses morale.
×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 both sides stall, the game applies pressure by narrowing the map, turning outer cells into holes, and eventually starting Armageddon after 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

Conceptually every unit pulls roughly the same weight in your army: a weaker creature simply arrives as a bigger stack, so no single unit is just 'better' than another. Fights are won by your plan and how your units synergize — not by raw stats or flashy abilities.

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 2x2 creatures, and utility pieces with auras.

The live draft has seven stages before setup: Doctrine + optional ban proposal, Bundle, Level 1, Level 2, Level 3, Tier-2 artifact, and Level 4. You then spend augment points and place the same 2/2/1/1 roster — the order is what makes it a read on your opponent.

  1. 1. Doctrine and ban proposal

    Both players act simultaneously. Choose your scouting stance and, before locking it, optionally nominate one eligible creature for a private ban. One nomination wins directly; matching nominations guarantee that ban; two different nominations are resolved 50/50. It replaces an auto-ban at that level rather than adding another.

  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. 3–5. Level 1–3 picks

    Take one creature at each level. The Lower/green seat picks first at levels 1 and 3; 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. 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.

  5. 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 baseline draft pool by level is 2/2/1/1 — the bundle already covers one level-1 and one level-2.
  • The game removes 6 level-1, 6 level-2, 3 level-3, and 5 level-4 creatures. A player nomination can replace one auto-ban with the nominated creature at the same level; it does not increase the total. Bundle offers are never eligible.
  • A level can only be banned if enough units of that level remain available for every pick both teams are owed.
  • Only your doctrine controls vision. Scout preselects one level-1 slot, one level-2 slot, and either the level-3 or level-4 slot; the opponent's private ban nomination reveals no intent.
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 (e.g. from Amulet of Resolve); it does not reduce magic
Mind resist
full immunity to mind effects (Blindness, Aggravating, Boar Saliva, Petrifying Gaze). Comes only from the Madness/Mechanism abilities, never from an artifact
Attack types
35Melee12Ranged8Melee / 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 Blind Fury. Seeing less of the opponent’s draft is what buys the bigger army.

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 · deployment depth and coverage

The free option gives a partial 3-row zone and up to 6 stacks. Spending 1 point gives a full 4-row zone and 7 stacks. The second paid option costs 2 points and opens 6 full rows including the board edge, plus the baseline cap of 8 stacks before Nature bonuses.

free · 3 rows, partial1 point · 4 rows, full2 points · 6 rows + 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
Blind FuryDraft blind, field the strongest army.
Nothing. The opponent's roster stays hidden until the fight.7

Those points are the whole augment budget you spend before placement, so the doctrine is an army-size decision as much as an information one. Picking a creature the opponent already took simply sends you back to pick again — unless your doctrine revealed that slot.

Synergies

Faction synergies: 2, 4, and 6 units

When you field 2/4/6 units from the same faction, that faction reaches synergy level 1/2/3. Each faction has two possible bonuses, and there is nothing to pick: which one a match fields is drawn from the game id — an even 50/50 per faction, drawn independently, identical for you and your opponent, and shown on the rails from the first screen of the draft.

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% / +30% / +50%

Placement

Placement: many fights are won before the first hit

Choose a unit from the roster, set the stack amount, and place it in your allowed deployment zone. You can move placed stacks, clone the selected stack, delete it, and tune the final shape before starting the fight.

Large units occupy 2x2 cells. They are powerful pieces, but they ask for space: harder to route through a crowded center and harder to save when narrowing starts.

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.

Fight

Turns and attacks

Turns: one decision, then the queue moves

What you can do on a turn

Move

The path must be legal and fit inside the unit's Steps. Moving closer to the nearest enemy raises morale; backing away can lower it.

Melee attack

The unit must stand next to the target. A ranged unit forced into melee hits at reduced damage unless an ability covers it.

Ranged attack

You need shots, a valid line, and no melee lock. Long shots are reduced by a range divisor up to x8 unless Sniper avoids the penalty.

Spellbook

Spellbook units cast buffs, debuffs, healing, mass effects, summons, and position tricks. Three separate resistances gate effects: magic resist (magic damage + spell debuffs), status resist (Stun/Paralysis chance), and mind resist (full immunity to 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 (defend) clears this turn's random luck swing and ends the turn, for a small morale cost. A forced skip also ends the turn and costs morale; ending your turn normally after acting costs nothing.

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.

Responses exist. Melee and ranged units can answer an attack if they have not already replied, are not blocked by an effect, and can actually reach the attacker.

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 runs from -20 to +20. Each lap a unit rolls about its morale value in percent to act an extra time (positive morale) or be skipped (negative morale). High morale also nudges movement range and, when it procs, boosts attack; low morale does the opposite.

To build morale, advance toward the enemy army (+3 per move) and kill enemy stacks (a big push for the attacker). Retreating costs morale (-3), and when one of your stacks dies, your other stacks of that same unit lose morale too.

Luck runs from -10 to +10 and is mostly defensive: a lucky stack takes less damage, an unlucky one takes more (about 1% per point). Your own luck also makes your abilities stronger and more likely to fire. Luck gets a small random swing each lap; Luck Shield (defend) clears that swing for a small morale cost.

Stack power is recalculated from a stack's board value: unit experience times living amount, compared with the largest stack present. It ranges from 1 to 5.

Exact morale changes

Exact morale changes
+3Move toward the nearest enemy
+4Kill an enemy stack (goes to the attacking stack)
-3Move away from the nearest enemy
-4Each surviving stack of yours of a unit whose stack was wiped out
-3Hourglass (Wait) to act later in the queue
-2Defend (Luck Shield)
-1Skip the turn, or let the turn timer run out
±20Hard cap — morale never leaves this range

Ending your turn normally after acting costs nothing. Each lap a unit rolls about its morale value in percent: a positive hit lets it act an extra time (and hit a little harder), a negative hit gets it skipped.

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 mid-draft. The fight is then played on exactly that map; it is never re-rolled at the start of combat.

The three ranked maps
MapCenterNarrowsChance
Standard
Open field — no central hazard.every 3 laps1 in 3
Lava
A lava pool scars the center of the board.every 3 laps1 in 3
Cemetery
12 tombstones scattered at random across the middle four rows — 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

Nothing may enter the central lava on its own. The Tier-2 artifact Lava Striders changes that for your entire army: your units may move over and stand in lava, and while they stand in central lava they gain Made of Fire — +10% to all stats, abilities included. On a Lava map that turns the hazard into ground only you can use.

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.

After lap 12, Armageddon starts: four escalating damage waves gradually force a stalled fight to end.

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
35Melee12Ranged8Melee / 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

    Passive

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

    Used by · 1

    Arcane Ward Aura

    AuraStack-powered

    Allies within 2 cells gain 10% magic defence

    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 Aura

    AuraStack-powered

    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

    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

    Wardguard

    PassiveStack-powered

    Provides 25% resistance to all magical attacks and debuffs

    Used by · 2

    Warding Mane Aura

    AuraStack-powered

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

    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.

    49

    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
    Cast by · 1

    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 30% of consumed magical damage back to attacker. Gives 30% 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
    Cast by · 1

    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
    Cast by · 1

    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 25% of consumed magical damage back to attacker. Gives 25% 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

    SystemEffectBuff

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

    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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