
Life
Power by level: 2 / 4 / 6- Supply: every stack grows by 6% / 12% / 19% when the fight starts, rounded down per stack
- Morale & luck: +6/+2, +13/+5, +20/+9 for every unit
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Written by an AI from the game's own rules and data; it can still make mistakes — follow the links to verify.
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; narrowing and Armageddon resolve stalls, while a simultaneous wipe is a draw. | View | ||
| Rules | Doctrine, the pre-saved ranked ban, bundles, 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 the doctrine's five-to-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 drafting 2, 4, or 6 distinct Life, Chaos, Might, or Nature units—and how the variant is determined. | View | ||
| Rules | Deployment zones, stack splitting, 1x1/2x1/2x2 footprints, firing lanes, auras, and formation planning. | View | ||
| Rules | Movement, attacks, spells, turn order, Hourglass, responses, and three resistance types. | View | ||
| Rules | Acting first or last in a lap, attack modifiers, luck, defense, and stack power. | View | ||
| Rules | Battlefield narrowing, center obstacles, lava, and four final damage waves. | View | ||
Orc | Units | Chaos, level 1. Ranged, Walk. 9 health, 11 attack, 2–5 damage. | View | |
Scavenger | Units | Chaos, level 1. Melee, Walk. 9 health, 9 attack, 1–4 damage. | View | |
Troglodyte | Units | Chaos, level 1. Melee, Walk. 11 health, 12 attack, 2–3 damage. | View | |
Wandering Mage | Units | Chaos, level 1. Melee, Walk. 6 health, 8 attack, 1–3 damage. | View | |
Beholder | Units | Chaos, level 2. Ranged, Fly. 21 health, 17 attack, 9–11 damage. | View | |
Manticore | Units | Chaos, level 2. Melee, Fly. 20 health, 20 attack, 5–7 damage. | View | |
Medusa | Units | Chaos, level 2. Ranged, Walk. 19 health, 19 attack, 6–9 damage. | View | |
Troll | Units | Chaos, level 2. Melee / Magic, Walk. 40 health, 15 attack, 8–16 damage. | View | |
Efreet | Units | Chaos, level 3. Melee, Fly. 62 health, 22 attack, 18–24 damage. | View | |
Goblin Knight | Units | Chaos, level 3. Melee, Walk. 100 health, 20 attack, 14–17 damage. | View | |
Nightmare | Units | Chaos, level 3. Melee, Walk. 59 health, 21 attack, 15–20 damage. | View | |
Abomination | Units | Chaos, level 4. Melee, Walk. 500 health, 22 attack, 28–52 damage. | View | |
Black Dragon | Units | Chaos, level 4. Melee, Fly. 300 health, 48 attack, 55–110 damage. | View | |
Hydra | Units | Chaos, level 4. Melee, Walk. 190 health, 33 attack, 35–60 damage. | View | |
Arbalester | Units | Life, level 1. Ranged, Walk. 9 health, 7 attack, 2–4 damage. | View | |
Blacksmith | Units | Life, level 1. Melee, Walk. 9 health, 9 attack, 2–3 damage. | View | |
Peasant | Units | Life, level 1. Melee, Walk. 8 health, 9 attack, 2–3 damage. | View | |
Squire | Units | Life, level 1. Melee, Walk. 9 health, 8 attack, 2–4 damage. | View | |
Battle Mage | Units | Life, level 2. Melee / Magic, Walk. 12 health, 12 attack, 2–5 damage. | View | |
Healer | Units | Life, level 2. Magic, Walk. 13 health, 13 attack, 3–6 damage. | View | |
Pikeman | Units | Life, level 2. Melee, Walk. 27 health, 22 attack, 9–10 damage. | View | |
Valkyrie | Units | Life, level 2. Melee / Magic, Fly. 20 health, 19 attack, 5–7 damage. | View | |
Crusader | Units | Life, level 3. Melee, Walk. 74 health, 20 attack, 12–20 damage. | View | |
Griffin | Units | Life, level 3. Melee, Fly. 72 health, 22 attack, 16–18 damage. | View | |
Monk | Units | Life, level 3. Ranged, Walk. 61 health, 27 attack, 20–25 damage. | View | |
Angel | Units | Life, level 4. Melee / Magic, Fly. 180 health, 32 attack, 55–65 damage. | View | |
Champion | Units | Life, level 4. Melee, Walk. 150 health, 25 attack, 37–52 damage. | View | |
Tsar Cannon | Units | Life, level 4. Ranged, Walk. 200 health, 46 attack, 40–55 damage. | View | |
Berserker | Units | Might, level 1. Melee, Walk. 14 health, 12 attack, 2–4 damage. | View | |
Centaur | Units | Might, level 1. Ranged, Walk. 10 health, 11 attack, 2–3 damage. | View | |
Mermaid | Units | Might, level 1. Melee, Walk. 11 health, 11 attack, 2–4 damage. | View | |
Wolf Rider | Units | Might, level 1. Melee, Walk. 13 health, 12 attack, 3–4 damage. | View | |
Harpy | Units | Might, level 2. Melee / Magic, Fly. 20 health, 17 attack, 4–7 damage. | View | |
Hyena | Units | Might, level 2. Melee, Walk. 26 health, 21 attack, 7–8 damage. | View | |
Nomad | Units | Might, level 2. Melee, Walk. 24 health, 20 attack, 6–8 damage. | View | |
Wyvern | Units | Might, level 2. Melee, Fly. 20 health, 18 attack, 5–7 damage. | View | |
Cyclops | Units | Might, level 3. Ranged, Walk. 72 health, 22 attack, 18–23 damage. | View | |
Ogre Mage | Units | Might, level 3. Melee / Magic, Walk. 60 health, 24 attack, 16–20 damage. | View | |
Zena | Units | Might, level 3. Ranged, Walk. 55 health, 24 attack, 19–24 damage. | View | |
Behemoth | Units | Might, level 4. Melee / Magic, Walk. 180 health, 32 attack, 55–70 damage. | View | |
Frenzied Boar | Units | Might, level 4. Melee, Walk. 220 health, 41 attack, 70–90 damage. | View | |
Thunderbird | Units | Might, level 4. Melee, Fly. 132 health, 33 attack, 35–45 damage. | View | |
Dryad | Units | Nature, level 1. Ranged, Walk. 9 health, 11 attack, 3–6 damage. | View | |
Fairy | Units | Nature, level 1. Melee, Fly. 7 health, 10 attack, 2–3 damage. | View | |
Leprechaun | Units | Nature, level 1. Melee, Walk. 8 health, 10 attack, 2–3 damage. | View | |
Wolf | Units | Nature, level 1. Melee, Walk. 10 health, 9 attack, 2–5 damage. | View | |
Elf | Units | Nature, level 2. Ranged, Walk. 14 health, 17 attack, 4–7 damage. | View | |
Satyr | Units | Nature, level 2. Magic, Walk. 15 health, 11 attack, 4–5 damage. | View | |
Trent | Units | Nature, level 2. Melee, Walk. 31 health, 22 attack, 7–9 damage. | View | |
White Tiger | Units | Nature, level 2. Melee, Walk. 26 health, 20 attack, 7–9 damage. | View | |
Arachna Spider | Units | Nature, level 3. Melee, Walk. 90 health, 31 attack, 55–70 damage. | View | |
Mantis | Units | Nature, level 3. Melee, Fly. 50 health, 24 attack, 15–20 damage. | View | |
Pegasus | Units | Nature, level 3. Melee, Fly. 56 health, 21 attack, 14–19 damage. | View | |
Unicorn | Units | Nature, level 3. Melee, Walk. 75 health, 20 attack, 12–16 damage. | View | |
Arachna Queen | Units | Nature, level 4. Melee, Walk. 200 health, 32 attack, 54–78 damage. | View | |
Gargantuan | Units | Nature, level 4. Ranged, Walk. 170 health, 29 attack, 38–50 damage. | View | |
Magic Dragon | 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 take an enemy spell debuff, Spit Ball debuff or Hamstring aimed at an ally within range and suffer it instead. On-hit effects such as Stun or Blindness are not absorbed. | 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 | While this unit is alive, all allies on the board gain 10% magic defence. Power is always 10 + this unit's Luck and does not scale with stack size. | 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 | While this unit is alive, all allies on the board gain a +25% defense bonus against ranged attacks. Power scales 5/10/15/20/25 with stack size, then scales by this unit's Luck percentage. The owner is immune to being shot through and does not propagate AOE range damage | 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 hit that kills at least one creature of the stack, while the stack survives, gives it +1 armor and +1 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 | On attack, has a 25% chance to blind (Mind) an 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, Fireball | 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 or counter-shot has a 70% chance to copy one random active buff from the target and wear that copy for the rest of its duration. The target keeps the buff. Auras, army blessings, Water Shield, artifacts and augments cannot be copied | View | ||
| Abilities | Swaps with an opponent of the same size up to one cell beyond its movement range when casted | View | ||
| Abilities | On attack or response, 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 the disc turns clockwise to the next eligible enemy. 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 | Each melee attack or response adds 6% to the target's Deep Wounds, and every attacker with a Deep Wounds ability deals that much more damage to it. The wounds stack | View | ||
| Abilities | Each melee attack or response adds 13% to the target's Deep Wounds, and every attacker with a Deep Wounds ability deals that much more damage to it. The wounds stack | View | ||
| Abilities | Each melee attack or response adds 21% to the target's Deep Wounds, and every attacker with a Deep Wounds ability deals that much more damage to it. The wounds stack | 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 | A landed melee attack or retaliation permanently reduces the struck unit's base attack by 2 | 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. Absorption cannot exceed the protected stack's remaining HP. 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 — spells, Fire Wall, Fireforged burns, Chain Lightning, Fire Breath and Fire Shield | View | ||
| Abilities | Walks its own vines for free: a vined cell costs no steps at all, straight or diagonal, so it can follow a connected vine to its far end. Plain ground stays within its normal movement range. | 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 | 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 — a rebound strikes the caster with that same share of the damage the dragon took and copies a debuff onto it | View | ||
| Abilities | Provides 50% resistance to all magical attacks and debuffs | View | ||
| Abilities | Immune to Mind attacks and spells and to poison. 50% more vulnerable to Status attacks and to physical area attacks. Cannot be healed or resurrected, 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 40% for 1 lap. | 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 one target creature's max health | View | ||
| Abilities | Every landed hit also kills extra creatures worth part of its damage, then may petrify (instantly kill) the target's front creature. 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. The same hit poisons the target for 25% of the damage dealt, plus the attacker's luck. It is not an aura and stacks with Venom Cloud | View | ||
| Abilities | All allied ranged units gain +2 shots once per fight at any distance. This bonus does not stack across carriers and is unaffected by stack power or Aura Range. | 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 (never a Mechanism unit) | 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 a level 4 (2x2) unit's 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 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 | While this unit is alive, all allies on the board gain 25% magic defence. Power scales 5/10/15/20/25 with stack size, then scales by this unit's Luck percentage. | 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. Fire attacks pass through without breaking it, including Fireball, Fire Breath, Fire Shield and Fireforged burns. | 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's wounded front creature by 5 health points per creature alive in the caster's stack — never above its maximum health, and never raising the dead. | 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 | Transfers 30% of the caster's max HP and base armor to an ally through a golden spiritual link. The bonus and penalty end immediately if either linked stack dies. | 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 — exactly one activation, no more. Water magic: a Water Element cannot be chained by it. | View | ||
| Spells | Calls a meteor shower down on a 3x3 block anywhere on the battlefield, striking every enemy in it. Deals 108 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 other unit on a cell touching the target — friend or foe — burns for 120 damage for every creature alive in the caster's stack; the aimed enemy itself is not hurt. | 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 | Hurls a fireball at an enemy in line of sight. It and every unit on a cell touching it — friend or foe, never the caster — take 2 damage for every creature alive in the caster's stack; it ignores armor and is cut by magic resistance. Fire magic: a Fire Element is untouched, a Water Element burns half again as hard. | View | ||
| Spells | Melee and ranged attacks, retaliations included, set every unit they damage alight for 20% of the damage that landed. Area attacks count too: a pierce, a splash, a spin or a bounce burns each creature for its own share. It is fire 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 4 cells in a straight line, anywhere on the field, in any of the four orientations. Hold Shift while aiming to rotate it. Only free cells catch fire: a creature, the mountain or a narrowed-away cell under the line is skipped and the rest of the line still burns. 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. A flying creature clears the flames in flight and is only seared for the burning cells it lands on. | View | ||
| Spells | Reflects 40% of consumed magical damage back to attacker. Gives 40% 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 3x3 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 32% of consumed magical damage back to attacker. Gives 32% chance to reflect any debuff. | View | ||
| Spells | Spectral chains reduce the unit's movement range by 25%. | View | ||
| Spells | A flying 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 Blessing grants +1 attack, +1 defense and +1 movement distance. Active while an allied unit with Angelic Host Blessing is alive. | View | ||
| Spells | Arcane Ward Blessing grants 10% magic defence. Active while an allied unit with Arcane Ward Blessing is alive. | View | ||
| Spells | Arrows Wingshield Blessing grants a +25% defense bonus against ranged attacks. Active while an allied unit with Arrows Wingshield Blessing 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 | Swaps with an opponent of the same size 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: every hit from a unit with Miner takes some of it, never below 1. | View | ||
| Spells | Unit reaches maximum morale, increasing its attack multiplier to 1.25. | View | ||
| Spells | All allied ranged units gain +2 shots once per fight at any distance. This bonus does not stack across carriers, is unaffected by stack power or Aura Range, and does not refill spent shots. | View | ||
| Spells | Restores an allied stack with losses — the Angel's own included, never a Mechanism unit such as the Tsar Cannon — by up to 1.5× the Angel stack's total maximum health: the wounded creature first, then fallen ones, never more than died. One use per fight, shared with the Angel's own self-resurrection. | 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 | Warding Mane Blessing grants 25% magic defence. Active while an allied unit with Warding Mane Blessing is alive. | 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 | Grants your army +25% status and mind resistance. | View | ||
| Artifacts | Increases ranged units' base attack by 1 and melee units' base attack 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 | Grants 2 barrels to place anywhere in your deployment zone. Each blocks movement and shots until destroyed by one hit. | View | ||
| Artifacts | Increases all magic damage the army deals by 10%. | View | ||
| Artifacts | Increases the power of non-healing castable buffs allied units apply to allies by 35%. Does not affect healing, resurrection, augments, artifacts, auras, or passive effects. | View | ||
| Artifacts | 30% chance, plus the attacking unit's current luck, for any attack to slow the target for 3 laps. | View | ||
| Artifacts | Grants your army +16% ranged attack and +12% melee 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 | Allied archers ignore the range penalty and always deal full damage (1/1). A shot through Smoke is still halved (1/2). | View | ||
| Artifacts | Cursed: +3 attack but -1 defense for the whole army. | View | ||
| Artifacts | All army units can cross and stand in lava. Moving through or flying over lava grants Made of Fire (+10% to stats and ability power) for 2 laps, even when landing on dry ground. | View | ||
| Artifacts | Ranged units have a 40% chance to make one extra attack. | View | ||
| Artifacts | Cursed: attacks have a 50% chance per enemy to inflict Gravebound on the target and connected enemies up to 3 links away, reducing movement by 25% for 3 laps. Failed rolls do not stop the chain. Every unit in your army loses 1 movement step. | View | ||
| Artifacts | Grants the whole army an extra 18% magic defense roll, combined with each unit's own defense instead of added to it. | View | ||
| Artifacts | Increases all magic damage the army deals by 20%. | View | ||
| Artifacts | Enemy stacks your army destroys explode, damaging other enemies next to them for 25% of the killing blow's actual damage, with a minimum of 25 damage per attacker stack power. Your allies are not damaged. | 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
Every ally the Monk's arrow flies past — on its shots and counter-shots, hit or miss — rolls to shed a negative effect: the first at 20% per stack power (100% at full stack) plus 1% per point of luck, each further one on the same ally at half the previous chance, rolled separately. Every status effect (Stun, Freeze, Blindness, Paralysis, Break, Aggr, Boar Saliva, Shatter Armor, Terrifying Gaze, Pegasus Light, Deep Wounds, Poison) goes before spell debuffs; aura penalties and cursed-artifact downsides can't be lifted.

The unit has a 50% chance to take an enemy spell debuff, Spit Ball debuff or Hamstring aimed at an ally within range and suffer it instead. On-hit effects such as Stun or Blindness are not absorbed.
Covers allies within 2 cells, the Peasant included. When an enemy spell debuff, a Spit Ball debuff or Hamstring lands on one of them, the Peasant has 10% per stack power (50% at full stack, shifted by luck) to take it instead. On-hit effects — Stun, Blindness, Freeze, Paralysis, Aggr, Poison — and the Vine Throw snare are never absorbed, and an absorbed Hamstring does nothing (the Peasant doesn't fly). An absorbed Castling swaps the Harpy with the Peasant.

When applied with a 50% chance, Aggr (Mind) causes the enemy to attack only back for 1 turn
Every landed melee hit — attack or retaliation — has 10% per stack power (50% at full stack) plus 1% per point of luck, lowered by the target's mind resistance, to Aggr it until the end of its next turn: it may attack, shoot or cast spells at enemies only at this Pikeman (buffs and heals on its allies stay free), and retaliate only against it. It ends early if the Pikeman dies, isn't reapplied while active, and Madness and Mechanism units are immune.

Unit acts on its own, with all its moves decided by the AI, not the player
The owner never controls this stack: on its turn it charges the nearest enemy it can reach and never attacks the mountain; boxed in, it waits once, then defends. While it is Broken, its owner controls it.

While this unit is alive, all allied flying units gain +1 attack, +1 defense and +1 movement distance
While this Angel is alive and not Broken, every allied flying unit — the Angel included — gets +1 attack, +1 armor and +1 movement. Walking units get nothing.

While this unit is alive, all allies on the board gain 10% magic defence. Power is always 10 + this unit's Luck and does not scale with stack size.
While a Squire lives and isn't Broken, every ally gets an extra magic-resistance roll of (10 + the Squire's luck)%, combined with its own resistance as independent chances (15% own + 10% → 23.5%). Stack size doesn't change it, and several Squires don't stack — the strongest counts.

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.
The boulder flies over your own units and structures, lands on the first enemy in its flight path (or on the empty cell you aim at) and hits every unit in the 3×3 block around it — the target, other enemies and your own units — each for (100 + luck)% of a normal hit with its own dodge roll; stack power does not scale it. It smashes barrels in the block. Only a throw aimed at a unit can be answered: the target shoots back once the boulder's damage has landed (on the Gargantuan, before its second boulder). An Angel with Arrows Wingshield Blessing that the boulder lands on takes it alone — and so does one standing anywhere in the block of a throw aimed at an empty cell or a barrel, even your own.

While this unit is alive, all allies on the board gain a +25% defense bonus against ranged attacks. Power scales 5/10/15/20/25 with stack size, then scales by this unit's Luck percentage. The owner is immune to being shot through and does not propagate AOE range damage
While the Angel lives and isn't Broken, every ally gets extra armor against shots: 5% per Angel stack power (25% at full stack), multiplied by (1 + the Angel's luck / 100); +25% armor means about 20% less damage from shots. The Angel also stops piercing shots: a Through Shot that reaches it hits it and stops, Large Caliber and Area Throw landing on it don't splash, and a Chakram can't bounce onto it — the flight ends there (a throw aimed at the Angel hits it and bounces on). Several Angels don't stack.

25% higher damage when hit from the enemy respawn side
+5% damage per stack power (+25% at full stack) plus 1% per point of luck on melee attacks and retaliations when the Scavenger stands beyond its target along the line of advance — on the side nearer the target army's starting edge, diagonals included. Second strikes don't get it.

A field primer of offensive magic — the first two pages every war college teaches. Grants the caster the following spells: Fire Strike and Meteorite
Spell book: Fire Strike ×3 and Meteorite ×1 per fight; Meteorite needs a full stack (stack power 5, measured against the strongest stack on the board — an enemy stack grown by Life's Supply synergy at level 3 can take it away). A damage spell deals its power per creature alive in the casting stack — stack power only decides whether it can be cast.

When cast, all allies gain +1 movement step for each caster and are ensured to deal maximum damage with each attack
Once per fight, at stack power 3 or more: for 2 laps (the casting Behemoth included) every ally — except units with 100% magic resistance or already roaring — gets +1 movement per Behemoth alive in the casting stack and always rolls maximum damage — even when Cursed; Quagmire and Hamstrung cut the extra steps like any movement.

Every hit that kills at least one creature of the stack, while the stack survives, gives it +1 armor and +1 step for the rest of the battle.
Whenever a single hit kills at least one Peasant and the stack survives, the stack permanently gains +1 base armor and +1 movement — once per hit, however many Peasants it killed. A hit that kills nobody gives nothing.

Craft (2x2 allies, needs stack power 4). Each ally: Double Attack 40%, Frozen weapon 10%, Stun 10%, nothing 40%.
Craft, once per fight at stack power 4+: every ally in the chosen 2×2 block, the Blacksmith included, gets one outcome — a second attack 40%, a frozen weapon (10 + luck)%, stunned (10 − luck)%, nothing 40% (stun and frozen stay within 0–20%, using the Blacksmith's luck). A unit with arrows left gets the Shot/Bow versions. A second attack or a frozen weapon lasts the whole fight, a stun one turn; a unit that already strikes twice gains nothing from a second attack, and the Craft stun ignores status and magic resistance. Stack power only gates the cast.

The unit's attack power increases in proportion to the number of lost units. Current power: 0%
Attack grows with the stack's losses: + (dead ÷ (alive + dead)) × base attack, so a stack that has lost half its creatures attacks at +50%. Revived creatures lower it again. Stack power and luck don't change it.

On attack, has a 25% chance to blind (Mind) an enemy for 2 turns
Every landed melee hit — attack or retaliation — has 5% per stack power (25% at full stack) plus 1% per point of luck, lowered by mind resistance, to blind the target: it skips its next 2 turns and cannot retaliate, and taking damage doesn't wake it. Madness and Mechanism units are immune.

Applying Boar Saliva (Mind) to an enemy gives them a 30% chance to miss their physical attack
Every landed melee hit applies Boar Saliva without a roll unless the target already has it (mind resistance can shrug it off; Madness and Mechanism are immune). For 3 laps the target misses 6% of its melee attacks, shots and retaliations per Boar stack power (30% at full stack, shifted by luck), rolled separately from other miss chances — against a full Fairy stack (Small Specie, 50% against level 4 creatures, the 2x2 giants) a slobbered Behemoth misses 1 − 0.7 × 0.5 = 65% of the time.

Allows the caster to access the following spells: Smoke, Misfortune, Fireforged Sword, Fireball
Spell book: Smoke ×1 (stack power 4+), Misfortune ×1, Fireforged Sword ×2 and Fireball ×1 (stack power 3+).

Allows the caster to access the following spells: Heal, Spiritual Armor, Blessing, Mass Heal
Spell book: Heal ×4, Spiritual Armor ×2, Blessing ×2 (stack power 3+) and Mass Heal ×3 (stack power 3+). Healing grows with Healers alive, not with stack power.

Allows the caster to access the following spells: Fire Wall, Empower
Spell book: Fire Wall ×1 (stack power 4+) and Empower ×1.

Each unit gets 50% more health
Each creature's max health is multiplied by 1 + 10% per stack power (+50% at full stack, shifted by luck). It follows the current stack power, so losses shrink it.

Each landed shot or counter-shot has a 70% chance to copy one random active buff from the target and wear that copy for the rest of its duration. The target keeps the buff. Auras, army blessings, Water Shield, artifacts and augments cannot be copied
Each landed shot or counter-shot against a surviving target can copy one random buff — any spell buff (permanent runes included), Made of Fire and the like; never an aura, an army blessing, Water Shield, an artifact or an augment — and wear that copy for its remaining duration. The target keeps the original. Dodged or fully shielded shots copy nothing. The base chance is 20% at stack power 1, +12.5% per further stack power (70% at full stack). Made of Fire boosts this base chance by 10%; luck and Might's ability-power bonus are added afterwards, capped at 100%. Every landed extra arrow or pierced, splash or bouncing hit gets its own roll.

Swaps with an opponent of the same size up to one cell beyond its movement range when casted
Once per fight, at stack power 4+, while the Harpy can move: swaps places with an enemy of exactly the same footprint standing on a cell the Harpy could reach. The target's magic resistance can make it fail (the charge and the turn are still spent), and a Peasant's Absorb Penalties can redirect it.

On attack or response, 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
After each landed melee hit — attack or retaliation — the struck enemy takes an extra Air hit of 80% of that hit at full stack (shifted by luck), then the bolt jumps to touching enemies for 70%, 60% and 50%, each enemy once (16/14/12/10% at stack power 1). Each jump is cut by magic resistance and element — Earth Elements take ×1.5, a Wind Element takes nothing and stops the chain — Heavy Armor takes extra, and 100%-magic-resistance units are skipped and don't relay it. It can't be dodged and Flesh Shield never absorbs the arcs, though they are priced from the hit after Flesh Shield took its share (a fully absorbed hit fires none); magic-damage bonuses such as Empower raise it, and a Double Punch second strike doesn't fire it.

Maximum targets: 5. Ranged attacks hit the chosen enemy, then the disc turns clockwise to the next eligible enemy. 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.
The disc can hit one enemy per point of stack power (5 at full stack), the chosen target included, each for (100% + luck) × stack power / 5 of a normal hit. From each enemy it hits it turns clockwise from its direction of flight to the first enemy one or two empty cells away — touching units and blocked gaps don't count: across a one-cell gap it keeps full damage, across a two-cell gap it deals half and the flight ends. A dodge ends it too; every enemy is hit at most once, allies never, and an Angel with Arrows Wingshield Blessing stops it. Counter-throws bounce as well.

Crafted: lands a second attack with 100% of the calculated damage
Permanent (forged by Craft). After the target's retaliation the unit strikes again for 20% per stack power (100% at full stack, shifted by luck), with its own dodge roll and on-hit effects. Dual Strike Charm makes the second strike +50%.

Crafted: lands a second shot with 100% of the calculated damage
Permanent (forged by Craft). On its own shots (not its counter-shots), after the target's counter-shot if there is one, the unit fires a second arrow for 20% per stack power (100% at full stack, shifted by luck), spending another arrow, with its own dodge roll; if the first arrow killed the stack it hit, the second flies on to the next enemy before the stack you aimed at — none if that was the aimed stack. On a Cyclops or Zena the second shot is a whole second blast or disc throw. Dual Strike Charm makes the second shot +50%.

Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns
Permanent (forged by Craft). Every hit this unit lands — attacks and retaliations, melee or ranged, second strikes and splash or spin sub-hits — has 6% per stack power (30% at full stack) plus 1% per point of luck, ×1.5 against Mechanism and lowered by status resistance, to Freeze the target: it skips its next 2 turns and cannot retaliate. Magic resistance does not block it.

Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns
Permanent (forged by Craft). Every hit this unit lands — attacks and retaliations, melee or ranged, second strikes and splash or spin sub-hits — has 6% per stack power (30% at full stack) plus 1% per point of luck, ×1.5 against Mechanism and lowered by status resistance, to Freeze the target: it skips its next 2 turns and cannot retaliate. Magic resistance does not block it.

The unit gains +0.5 attack and armor points for each cell travelled Doesn't increase above 50 base points
Every cell the Champion walks — the approach of an attack included — permanently adds 0.1 per stack power (0.5 at full stack) to both its base attack and base armor, each capped at 50; the per-cell gain is rounded to 0.1, so luck only adds 0.1 at +10.

Each melee attack or response adds 6% to the target's Deep Wounds, and every attacker with a Deep Wounds ability deals that much more damage to it. The wounds stack
Every landed melee hit — attack, retaliation, second strike or spin — adds 1.2 per stack power (6 at full stack) plus 1 per point of luck to the target's wounds, with no roll and no resistance. Wounds from every source add up without a cap and last the target's next 3 turns, refreshed by each new wound. Any attacker holding a Deep Wounds card deals that many percent more damage to the wounded target (Lightning Spin hits excepted), so a Deep Wounds army that focuses one stack snowballs; shots benefit but never add wounds. Wounding Charm's Level 1 adds to a higher native level (Griffin, Manticore, White Tiger, Behemoth); a Wolf, already Level 1, gains nothing from it.

Each melee attack or response adds 13% to the target's Deep Wounds, and every attacker with a Deep Wounds ability deals that much more damage to it. The wounds stack
Every landed melee hit — attack, retaliation, second strike or spin — adds 2.6 per stack power (13 at full stack) plus 1 per point of luck to the target's wounds, with no roll and no resistance. Wounds from every source add up without a cap and last the target's next 3 turns, refreshed by each new wound. Any attacker holding a Deep Wounds card deals that many percent more damage to the wounded target (Lightning Spin hits excepted), so a Deep Wounds army that focuses one stack snowballs; shots benefit but never add wounds. Wounding Charm's Level 1 adds to a higher native level (Griffin, Manticore, White Tiger, Behemoth); a Wolf, already Level 1, gains nothing from it.

Each melee attack or response adds 21% to the target's Deep Wounds, and every attacker with a Deep Wounds ability deals that much more damage to it. The wounds stack
Every landed melee hit — attack, retaliation, second strike or spin — adds 4.2 per stack power (21 at full stack) plus 1 per point of luck to the target's wounds, with no roll and no resistance. Wounds from every source add up without a cap and last the target's next 3 turns, refreshed by each new wound. Any attacker holding a Deep Wounds card deals that many percent more damage to the wounded target (Lightning Spin hits excepted), so a Deep Wounds army that focuses one stack snowballs; shots benefit but never add wounds. Wounding Charm's Level 1 adds to a higher native level (Griffin, Manticore, White Tiger, Behemoth); a Wolf, already Level 1, gains nothing from it.

Enemy ranged attacks aimed at this unit consume 2 shots instead of one
Every enemy shot aimed at this unit spends 2 arrows instead of one — except a Tsar Cannon's Through Shot, which always costs one.

The unit rejuvenates back to 100% of the maximum health upon killing an enemy
When the Hydra's attack or retaliation (Lightning Spin included) destroys a whole enemy stack — one that will raise itself (an Angel with its Resurrection charge) doesn't count, as with Infest — its front Hydra is topped up to 20% of one Hydra's max health per stack power (full health at stack power 5, shifted by luck) — nothing if it is already above that. Dead Hydras stay dead.

The owner becomes untargetable, unless there is an enemy unit within the aura range
While no enemy stack stands within 3 cells, the White Tiger is Hidden: it can't be chosen as the target of attacks, shots or single-target spells. Splash, area spells, chain arcs, bounces and shots passing through still hit it. An enemy within range makes it Visible again; Might's Aura Range synergy widens that radius too.

Unit has 20% chance to dodge physical attack
4% per stack power (20% at full stack) plus 1% per point of luck to dodge every physical hit — melee, shots, retaliations, second strikes and splash. Magic can't be dodged.

Lands second attack with 100% of the calculated damage
Only when attacking: after the target's retaliation the unit strikes a second time for 20% per stack power (100% at full stack, shifted by luck), with its own dodge roll and on-hit effects. It is skipped if the retaliation stunned, blinded or froze the attacker, or the target died. A One in the Field target retaliates against the second strike too. Dual Strike Charm makes the second strike +50%.

Lands second shot with 100% of the calculated damage
On its own shots (not its counter-shots), after the target's counter-shot if there is one, the Elf fires a second arrow for 20% per stack power (100% at full stack, shifted by luck), spending another arrow, with its own dodge roll; a stun, freeze or blindness from that counter-shot cancels it. If the first arrow killed the stack it hit, the second flies on to the next enemy before the stack you aimed at — none if that was the aimed stack. Barrels in the way: the two projectiles clear up to two of them for one arrow, and with one barrel the second still reaches the target. Dual Strike Charm makes the second shot +50%.

Hurls a second boulder for 100% of the calculated damage
After the first boulder (and the target's counter-shot, if any) a second full Area Throw lands on the same stack: (100 + luck)% of a normal hit, not scaled by stack power, with fresh dodge rolls. It isn't thrown if the first boulder killed the stack it was aimed at, and if that stack dodges it, the whole second boulder is lost. Each boulder costs a shot. Dual Strike Charm makes the second boulder +50%, splash included.

A landed melee attack or retaliation permanently reduces the struck unit's base attack by 2
The Goblin Knight's own melee attack and its retaliation each permanently lower the struck unit's base attack by 2 (never below 1). A hit on the knight that he does not answer does nothing. A second strike, Skewer Strike or Lightning Spin counts only when he is the one swinging. Stack power doesn't change the amount.

Gives Earth immunity. Wind attacks deal 50% more damage
Immune to Earth magic: Meteorite and Meteor Shower deal it nothing. Takes 50% more from Air: Thunderbird's attacks, Chain Lightning and Lightning Strike. Its own attacks deal 50% more to Wind Elements.

Grants 100% protection against any magic, including buffs and debuffs
100% magic resistance: immune to every spell from either side — buffs, heals and mass spells skip it too, though a Blacksmith's Craft still reaches it — to magic damage (Chain Lightning, Fire Breath, Fire Shield, Fireforged burns, Fire Wall) and to Rime Charm's slow. It does not stop on-hit effects (Stun, Blindness, Paralysis, Petrifying Gaze, Break), auras or blessings, and the stack can still be resurrected. Break takes it away for 2 laps, leaving only the unit's own magic resistance.

Enchant an ally's Armor or Weapon (stack 1). Each cast: 50% chance to add +1 (stacks).
Spell book: 5 Armor Rune and 5 Weapon Rune casts per fight, on any ally or on itself. Each cast has a 50% chance to add a permanent +1 armor or +1 attack; a failed cast still uses the turn.

Endless supply of arrows
Never runs out of arrows.

Burns through the enemy with Fire for 100% damage, where distance equals to the size of the unit
Each melee attack or retaliation also burns whoever stands directly behind the target on the line of the strike, friend or foe (1 cell behind a 1×1 target, 2 behind a 2×2), for 20% per stack power (100% at full stack, shifted by luck) of the Dragon's melee damage against them — their armor applies — cut by their magic resistance. Fire Elements and 100%-magic-resistance units take nothing and block it. It passes through a Water Shield without breaking it. It fires even if the main blow is dodged, and magic-damage bonuses raise it. Because it is priced from the Dragon's melee damage, attack bonuses raise it too — the Might augment, attack auras and attack artifacts.

Gives Fire immunity. Water attacks deal 50% more damage
Immune to fire: Fire Strike, Fireball, Ring of Fire, Fire Wall, Fireforged burns, Fire Breath and Fire Shield deal it nothing, and enemy fire spells can't target it. Takes 50% more from Water Element attacks. Its own attacks deal 50% more to Water Elements and pass through a Water Shield without breaking it.

Reflects back 40% in Fire damage to anyone who decides to attack them by melee
Every landed melee hit on the Efreet — second strikes, spin hits and retaliations against its own attacks included, but not a Skewer Strike's pierce — burns the striker for 8% per stack power (40% at full stack, shifted by luck) of the damage dealt, rounded up, as fire magic cut by the striker's magic resistance; Fire Elements take nothing. It passes through a Water Shield without breaking it. Shots and dodged hits don't trigger it, and magic-damage bonuses raise it.

Absorbs 90% of the physical damage dealt to allies within range. Absorption cannot exceed the protected stack's remaining HP. The absorbed damage is recalculated against the owner's armor and dealt to the owner instead. Magical damage is not absorbed.
Allies within 2 cells (not the Abomination itself) have 18% per stack power (90% at full stack, shifted by luck) of each physical hit moved onto the Abomination, re-priced against its armor and capped at the Abomination's remaining health — the rest stays on the ally, and absorbing can finish the Abomination off. Spells and magic damage are never absorbed, and only weapon hits are moved — attacks, retaliations, shots, splash, Lightning Spin and Skewer Strike hits; Armageddon, poison and Fire Wall burns land on the ally itself. Petrifying Gaze is priced from the full hit before the aura takes its share, so its extra kills and petrify roll still land on the ally. A hit the ally's own Water Shield will absorb isn't shared at all, and the share the Abomination takes never rolls Break on it.

Grants the caster the following spells: Courage, Helping Hand and Summon Wolves
Spell book: Courage ×3, Helping Hand ×1 (stack power 4+) and Summon Wolves ×2.

Ranged allies within 2 cells shoot 25% further
Ranged allies within 2 cells, the Dryad included, shoot 5% farther per stack power (25% at full stack, shifted by luck; never more than 35%). Falloff bands are counted in whole cells, so the bonus only helps once it adds a whole cell (a stack-power-1 Dryad's 6.5 → 6.8 gains nothing); then it widens every band.

On attack, 40% chance to reduce a flying enemy's movement range by 30% (Hamstrung) for 3 laps
Only on the Dryad's own attacks: 8% per stack power (40% at full stack) plus 1% per point of luck to Hamstring a flying target — −30% movement for its next 3 turns. Magic resistance can resist it, a Peasant's Absorb Penalties can take it (where it does nothing — the Peasant doesn't fly), Magic Mirror can reflect it, and it isn't reapplied while active. With Quagmire (Rime Charm, Spit Ball) the slows multiply: ×0.7 × 0.75 = ×0.525 movement.

Melee damage is not reduced
This shooter's melee hits — attacks and retaliations — deal full damage instead of half.

Has 50% additional base armor, while taking 50% more damage from magic — spells, Fire Wall, Fireforged burns, Chain Lightning, Fire Breath and Fire Shield
+10% base armor per stack power (+50% at full stack, shifted by luck). The same percentage is added to all magic damage it takes — damage spells, Fire Wall, Fireforged burns, Chain Lightning, Fire Breath and Fire Shield.

Walks its own vines for free: a vined cell costs no steps at all, straight or diagonal, so it can follow a connected vine to its far end. Plain ground stays within its normal movement range.
Any vined cell — from either side's Vine Throw — costs the Trent no steps, straight or diagonal. An enemy vine it stops on can still snare it.

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
When this unit's attack or retaliation wipes out the stack it fought, a one-creature Arachna Spider (from a level 1–3 victim) or Arachna Queen (from a level 4 victim) appears on your side, if there is room. A stack that resurrects (Angel) isn't wiped out, so it gives nothing — killing it again after its Resurrection is spent does.

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.
Every unit in the 3×3 block around the landing cell — the target, other enemies and your own units — takes 20% per stack power (100% at full stack, shifted by luck) of a normal shot, each with its own dodge roll. The shell flies over structures and smashes barrels in the block; a target that can shoot answers after all the damage lands.

Attacks all enemies around with 100% damage. The unit's attacks are not responded
Every attack and retaliation strikes all enemies touching the Hydra — except a Manticore whose Terrifying Gaze has frightened it — each with its own dodge roll, and the Hydra's attacks can't be answered while it isn't Broken.

Only 100% of the arrows are available
The quiver holds only its full size × stack power / 5 arrows, rounded down — 2/4/6/8/10 of the Arbalester's 10 at stack power 1–5 — plus any Rallying Volley Blessing arrows; arrows above a lowered cap are lost for good.

Allies within range gain maximum luck
Allies within 2 cells, the Leprechaun included, have their luck fixed at +10 instead of the lap roll; Misfortune drops them to 0. +10 luck means about 10% less attack damage taken and +10 points on the stack's ability chances. The aura doesn't depend on stack power, so a split Leprechaun projects it at full strength around both halves (the same aura doesn't add up on a cell), though its own Lucky Strike weakens with the split.

On attack there is 40% chance to deal 40% more damage
Every hit — shots, retaliations, second strikes, splash and spin hits — has 8% per stack power plus 1% per point of luck to deal 8% per stack power plus 1% per point of luck more damage: 40% for +40% at full stack.

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
On the FIRE PIT map this creature may cross and stand in the central lava (other walkers can't enter it; other flyers can fly over it but can't end a move there, and gain nothing from it). Any move whose path touches lava — starting in it, crossing it or ending in it — gives Made of Fire for 2 laps: +10% max health, attack, armor, movement, initiative, shot range and magic resistance, and its abilities work at 110% of their power. It isn't refreshed while active, standing still in lava does nothing, and the pool dries into normal ground at the start of lap 10 (earlier when stalled laps add extra rings).

Grants 100% resistance to all Mind attacks and spells. The owner always has 0 morale
Immune to Mind abilities and spells — Blindness, Aggr, Boar Saliva, Terrifying and Petrifying Gaze, Courage, Sadness, Misfortune, Rangebane, Cowardice. Its morale is always 0, so it never gets Morale or Dismorale.

Rebounds every spell aimed at this creature 75% of the time. The spell still lands on the dragon in full — a rebound strikes the caster with that same share of the damage the dragon took and copies a debuff onto it
Each hostile spell that lands on the dragon has 15% per stack power (75% at full stack) plus 1% per point of luck to rebound. The dragon still takes the whole spell. A rebounded damage spell hits the caster for that same percentage of the damage the dragon took, reduced by the caster's own element and magic resistance; a rebounded debuff (a spell, Spit Ball or Hamstring) lands on the caster as well. Magic damage from abilities — Fire Breath, Chain Lightning, Fire Shield, Fireforged Sword — isn't reflected. A Magic Mirror on the dragon doesn't add to it: a damage spell returns Reflection's share when it procs and the Mirror's otherwise, a debuff is copied at the higher of the two chances, and only the Mirror returns ability magic damage.

Provides 50% resistance to all magical attacks and debuffs
Adds 10% magic resistance per stack power (50% at full stack, shifted by luck), combined with the unit's own as a separate roll: 15% own + 50% → 57.5%. It lowers magic damage and the chance that debuff spells land — Hamstring and the Vine Throw snare included, which roll against magic resistance too — but does nothing against Stun, Freeze, Paralysis, Blindness or the gazes. Off while Broken.

Immune to Mind attacks and spells and to poison. 50% more vulnerable to Status attacks and to physical area attacks. Cannot be healed or resurrected, and always has 0 morale
Immune to Mind abilities and spells and to poison; morale is always 0, so it never gets Morale or Dismorale. It can't be healed or resurrected. Status effects hit it harder: Stun and Freeze chances ×1.5, Paralysis and Shatter Armor 50% stronger. It takes 50% more damage from physical area and line attacks — Area Throw, Large Caliber, Chakram, Lightning Spin, Skewer Strike, Through Shot — which status resistance offsets point for point. With Amulet of Resolve both apply: an Orc's 35% Stun on a Tsar Cannon becomes 35 × 1.5 × 0.75 ≈ 39% (52.5% without the Amulet).

On hit, permanently transfers 1 base armor from the target to this unit. A target cannot be reduced below 1 base armor.
Each landed melee hit — retaliations included — permanently moves 0.2 base armor per stack power (1 at full stack, ±0.1 per point of luck) from the target to the Troglodyte. The target never drops below 1 base armor, and the Troglodyte gains only what was actually removed.

Unit has no melee attack
Has no melee attack and never retaliates against melee attacks. While an enemy stands next to it — so it cannot shoot — it cannot attack at all.

Responds on each attack
Retaliates against every melee attack it receives, with no once-per-lap limit. The usual blockers (Stun, Blindness, Freeze, Shadow Touch, Terrifying Gaze) still stop a retaliation, and it never answers shots. Every answer rolls the Unicorn's Blindness, so against a Double Punch it answers both strikes unless its first answer blinds the attacker, which cancels the second.

When applied with a 100% chance, Paralysis (Status) prevents the affected enemy from moving and reduces their damage by 40% for 1 lap.
Each landed melee hit, retaliations included, has 20% per stack power (100% at full stack), plus 2% per point of luck and lowered by status resistance, to paralyse the target for 1 lap: it can't move, and its weapon hits — attacks, retaliations, shots, second strikes and splash — are cut by 8% per Mantis stack power (40% at full stack, shifted by luck; ×1.5 against Mechanism). Spells and Fire Breath keep full damage. It can still strike adjacent enemies, shoot, cast and retaliate. It doesn't stack or refresh. Might's Abilities power synergy adds its points to the cut: a full Mantis stack cuts 45% at level 1 and 48% at level 2 (level 3 is an all-Might army, with no room for a Nature Mantis) — its chance is already 100%.

Applying Pegasus Light to an enemy. Each unit attacking it will receive +10 morale
Each landed melee hit, retaliations included, marks the enemy with Pegasus Light for 1 lap (not refreshed while marked). Every unit that lands a hit on a marked enemy gains +10 morale, plus 1 per point of the Pegasus's luck; units whose morale is locked (Madness, Mechanism, Courage, Sadness, Morale, Dismorale) gain nothing. Stack power doesn't change it.

Allies within range gain +2 base attack and armor
Allies within 2 cells, the Pegasus included, get +2 base attack and +2 base armor.

Melee attacks deal additional damage equal to 35% of one target creature's max health
Each melee hit and retaliation adds flat damage equal to 7% per stack power (35% at full stack; ±1% per point of luck) of ONE target creature's max health, after armor. It doesn't grow with either stack's size: +70 per bite against a 200-health Arachna Queen, only a couple of points against a Fairy.

Every landed hit also kills extra creatures worth part of its damage, then may petrify (instantly kill) the target's front creature. Higher-level units are easier to petrify; ranged shots petrify less the farther away the target is.
Every landed hit — shots, counter-shots and melee — does two things. First, extra kills: a random ⅔ to all of 12% per stack power (60% at full stack, ±luck) of that hit's damage becomes whole creatures killed, never the last one. Then a petrify roll kills the front creature: at full stack 15% against level-1 targets, +4% per target level (27% against level 4); 3–15% at stack power 1; ranged falloff multiplies the roll by 0.75 per step, and mind resistance lowers it. Madness and Mechanism units are immune to both. Against big lone creatures the petrify roll does the work; against large stacks of small ones the extra kills do. A Flesh Shield Aura doesn't soften it: the gaze is priced from the full hit before the aura takes its share.

Ignores 50% of the enemy armor on any attacks
Ignores 10% of the target's armor per stack power (50% at full stack, shifted by luck) on every attack, shot and retaliation. Damage is divided by armor, so at full stack this roughly doubles damage against any target.

Each landed direct attack has a 25% chance to permanently disable and steal one random active ability from the target. The same hit poisons the target for 25% of the damage dealt, plus the attacker's luck. It is not an aura and stacks with Venom Cloud
Each landed direct hit — a melee attack, retaliation, shot or counter-shot, not a second blow and not a unit the hit only splashes, pierces or skewers — has 5% per stack power (25% at full stack) plus 1% per point of luck to take one random ability from the target that the Queen doesn't already have. The target loses it for the rest of the fight and the Queen uses it — with its aura and any remaining spell charges. The same hit poisons the target for 25% of the damage dealt (±1% per point of the attacker's luck), dealt again at the start of each of the victim's turns for the rest of the fight. The poison is not an aura, so allies nearby do not poison with it, and it stacks with Venom Cloud either way. Broken units can neither steal nor poison, and a stolen copy does both for whoever holds it.

All allied ranged units gain +2 shots once per fight at any distance. This bonus does not stack across carriers and is unaffected by stack power or Aura Range.
Once per fight, every allied ranged unit gets +2 shots at any distance. This flat bonus is unaffected by stack power or Might's Aura Range synergy. Multiple carriers do not stack it, and spent shots aren't refilled.

Affected enemy units are unable to use range attacks
Enemy shooters within 2 cells of the Griffin (more with Might's Aura Range synergy) can neither shoot nor return fire.

Each cell travelled increases the attack power by 10%
The melee attack deals +2% damage per stack power (+10% at full stack; ±1% per point of luck) for every cell of the charge, counting the cell it started from: at full stack a 2-cell move and strike is +30%, and a strike without moving +10%. It never goes below ×1 and doesn't apply to retaliation.

50% of the initial units supply will be restored after full stack death. Can be cast to resurrect fallen ally units on the battlefield (never a Mechanism unit)
One use per fight, whichever comes first. (1) When the Angel stack is wiped out in combat, by Fire Wall or by the first Armageddon wave, half the fallen Angels (rounded down, at least 1) return at full health with all effects removed — not while Broken, and not after a death to poison, narrowing or a later Armageddon wave. (2) Cast on any allied stack with losses, itself included — never a Mechanism unit such as the Tsar Cannon — it restores health worth 1.5× the Angel stack's total max health (×1.25 on Morale, ×0.8 on Dismorale): the wounded creature first, then the dead, never more than died. Casting it gives up the self-resurrection. A stack that comes back isn't wiped out, so an enemy Infest gets nothing from it.

The unit's attacks are not responded
Its attacks are never answered: the target can't retaliate — unless it is Broken, which switches this off for 2 laps.

Affected melee allies have +18% base attack power
Allied non-ranged units — melee and magic, the Crusader included — within 2 cells get +3.6% base attack per stack power (+18% at full stack; ±1% per point of the Crusader's luck). Several Crusaders don't stack.

Melee attacks strip 5 armor (Status) from the target. The effect stacks
Each landed melee attack (not retaliation) lowers the target's armor by 1 per stack power (5 at full stack; ±1 per 10 luck; ×1.5 against Mechanism), with no resist roll. Hits add up, and each new hit resets the total to last 3 laps. Armor never drops below 1, and the lower armor helps every ally that hits that target.

Melee attacks also affect enemies standing next to smaller targets with a 100% of attack power
When it strikes a one-cell target, the thrust carries on to the cell directly behind it — even if the main blow misses — and strikes the enemy standing there (of any size) with a separate hit — its own dodge roll — for 20% per stack power (100% at full stack), and the attacker's on-hit effects apply to it too. It never pierces past larger targets and never hits allies. It works on retaliation as well.

Gives 5 additinal steps to the owner
+1 movement per stack power (+5 at full stack; ±1 at ±10 luck).

Unit has 50% chance to dodge a level 4 (2x2) unit's physical attack
Physical attacks from level 4 creatures — the 2x2 giants — miss this unit 10% of the time per stack power (50% at full stack; ±1% per point of the Fairy's luck) — melee, retaliation, shots and every splash or pierce hit. Smaller attackers, 2x1/1x2 rectangles included, are not dodged at all. It rolls separately from other dodge chances, so miss chances multiply: a Behemoth under a full Boar Saliva (30%) swinging at a full Fairy stack misses 1 − 0.7 × 0.5 = 65% of the time.

Ignores penalties for hitting targets at long distances
Its shots ignore range falloff entirely — full damage at any distance — though a shot that passes through Smoke is still halved.

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
After each landed shot, counter-shot or second shot, every listed debuff the target doesn't have rolls separately at 8% per stack power (40% at full stack) plus 1% per point of luck; Rangebane is tried only against shooters. Each success must still pass the target's magic resistance, and Sadness, Rangebane and Cowardice (Mind) never land on Madness or Mechanism units. Curse, Sadness, Quagmire (−25% movement), Weakening Beam (−24% base armor) and Weakness (−30% base attack) last 3 laps; Rangebane and Cowardice 1 lap. Magic Mirror or Magic Reflection can bounce a debuff back onto the Beholder, and Absorb Penalties can take it.

On attack, has a 35% chance to stun (Status) an enemy for 1 turn
Every landed hit — attack, retaliation, shot, counter-shot or second strike — has 7% per stack power (35% at full stack) plus 1% per point of luck, ×1.5 against Mechanism and lowered by status resistance, to stun: the target skips its next turn and can't retaliate until then. An active stun is never extended. In melee the target has already retaliated against the stunning blow.

Allies within 2 cells deal 15% more magic damage
Allies within 2 cells of the Satyr, itself included, deal +15% magic damage, ±1% per point of the Satyr's luck (never below 0); stack size doesn't change it. It adds to Empower, the augment and the Mage's rings as one sum and raises spells, Fire Breath, Fire Shield, Chain Lightning and Fire Wall. Fireforged Sword is not raised. Several Satyrs don't stack.

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
Each of the Manticore's own landed melee attacks (not retaliations) has 12% per stack power (60% at full stack) plus 1% per point of luck, lowered by mind resistance, to frighten the target for 1 lap: it can't attack, shoot at or retaliate against this Manticore — a frightened Hydra's Lightning Spin passes it over too — but may attack anyone else, and spells aren't blocked. The target still retaliates against the frightening blow. Madness and Mechanism units are immune.

Ranged attacks go through the targets and deal 100% of the damage to affected units. Disables responses on both ends
The shot flies on to the edge of the board and hits every enemy on the line — allies are passed over unharmed — each for (100 + luck)% of a normal hit, not scaled by stack power, with its own dodge roll and distance falloff; everything past a Smoke cloud is halved. The mountain stops it, and so does an Angel's Arrows Wingshield. Its shots are never answered, and the Tsar Cannon never returns fire.

Allied non-flying units within the aura's range gain +2 movement distance
Allied non-flying units within 2 cells, the Champion included, get +2 movement.

While this ability is active, no unit can use Hourglass to wait.
While a stack with Time Denial is alive and not Broken, no unit on either side can wait on the Hourglass.

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
Spell book: Whirlpool ×1 (stack power 3+), Lightning Strike ×4, Ring of Fire ×2 (stack power 4+) and Meteor Shower ×1 (full stack, stack power 5 — measured against the strongest stack on the board, so an enemy stack grown by Life's Supply synergy at level 3 can take it away) per fight. It can't cast while Broken; if the tome is stolen, its remaining charges go with it.

Enables the caster to use the following spells: Riot, Magic Mirror, Mass Riot and Mass Magic Mirror
Spell book: Riot ×2, Magic Mirror ×2, Mass Riot ×1 and Mass Magic Mirror ×1 per fight; the Mass versions need stack power 4+.

Gains 1 step, 2 base attack and 5 health points each lap
Every lap from the first the Behemoth gains +1 movement, +2 base attack, +5 max health and +5 current health, for the rest of the fight. A lap spent under Break gives nothing (that gain is lost), and while Broken the extra max health is gone, so current health is cut down to fit.

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
Allies within 2 cells of the Wyvern, itself included, poison whatever they damage — attacks, retaliations, shots, second hits, pierced and skewered units: 20% of the damage dealt (±1% per point of the hitter's luck) is dealt again at the start of each of the victim's turns for the rest of the fight, ignoring armor and magic resistance. Poisoning an already poisoned unit adds half the new poison to its tick (or lifts the tick to the new value if that is higher): a 40 tick hit by a 30 poison becomes 40 + 15 = 55, by a 100 poison 100. Mechanism units are immune, and two poison auras don't stack. Arachna Queen's Predatory Assimilation poisons its own landed hits for 25% and stacks with this cloud.

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
Once per fight, at Trent stack power 3+: throws a vine at any enemy that no other creature screens — no range limit, terrain doesn't block — unless it has 100% magic resistance or is already snared. Every cell along the throw is vined for 3 laps (not the Trent's own cell, the mountain or holes), and any non-flying creature from either side — except the Trent itself — pays 1 extra step to enter a vined cell. The struck enemy loses 1.5 movement (never below 1) for 3 laps unless its magic resistance saves it; an enemy that ends a move on the vine — walking in to strike included — gets the same snare with no save. The vine never snares the Trent's own side.

The owner gains 10% of additional damage for each enemy standing within range during attack
For each enemy stack within 2 cells of the cell the Valkyrie strikes from, she gets +2% of her base attack per stack power (+10% at full stack; ±1% per point of luck). Her retaliations keep the count from before the attacker moved, so an enemy that walks in from farther away isn't counted for the answer. Off while Broken.

Provides 25% resistance to all magical attacks and debuffs
Adds 5% magic resistance per stack power (25% at full stack, shifted by luck), combined with the unit's own as a separate roll. It lowers magic damage and the chance that debuff spells land (Hamstring and the Vine Throw snare included), with no effect on Stun, Freeze, Paralysis, Blindness or the gazes.

While this unit is alive, all allies on the board gain 25% magic defence. Power scales 5/10/15/20/25 with stack size, then scales by this unit's Luck percentage.
While the Manticore lives and isn't Broken, every ally — the Manticore included — gains magic resistance of 5% per Manticore stack power (25% at full stack), multiplied by (1 + the Manticore's luck / 100). It combines with each unit's own resistance as a separate roll (15% own + 25% → 36.25%), and several Manticores don't stack.

Gives Water immunity. Fire attacks deal 50% more damage
Immune to water magic: Whirlpool can't chain it. Takes 50% more from fire spells, Fire Element attacks, Fire Wall and Fireforged burns; its own attacks deal 50% more to Fire Elements.

Once per battle, fully absorbs the first incoming attack (0 damage taken), then breaks. Fire attacks pass through without breaking it, including Fireball, Fire Breath, Fire Shield and Fireforged burns.
Once per battle, the first damage the Mermaid takes from any source — attack, retaliation, spell, splash, poison tick, Fire Wall, even an Armageddon wave — is reduced to 0 and the shield breaks; that hit's on-hit effects (stun, poison, petrify…) are cancelled too. Fire attacks ignore the shield without breaking it: a Fire Element creature's hit, fire spells (Fireball, Fire Strike, Ring of Fire), Fire Breath, Fire Shield and a Fireforged Sword burn. The weapon hit under that burn is not fire, so it can still break the shield; the burn itself still lands. Walking into a Fire Wall still spends the shield on one burn. While the Mermaid is Broken the shield neither absorbs nor breaks; it works again once Break wears off. Once broken it never comes back.

Enemy flying units that start their turn within 2 cells of this unit cannot move that turn
Enemy flyers that start their turn within 2 cells of the Arachna Queen can't move that turn, though they can still strike in place, shoot or cast.

Automatically restores health up to its maximum HP at the start of its turn. Can be gifted
At the start of each of its turns the Troll's wounded front creature heals to full, before any poison tick; dead Trolls don't come back. Once per fight it can gift the ability to an allied level 1–3 stack that isn't a Troll and lacks it: the Troll loses it and the ally regenerates for the rest of the fight. Off while Broken.

Gives Wind immunity. Earth attacks deal 50% more damage
Immune to Air magic: Lightning Strike can't target it, and a Chain Lightning that reaches it stops there. Earth spells (Meteorite, Meteor Shower) and Earth Element creatures deal it 50% more; its own attacks deal 50% more to Earth Elements.

When cast, all flying units gain 4 base armor points while losing 4 movement points, including enemies
Once per fight, and only at full stack (stack power 5, measured against the strongest stack on the board — an enemy stack grown by Life's Supply synergy at level 3 can take it away): every flying unit on the board — both sides, the Valkyrie included — gets +4 base armor and −4 movement (never below 1) for 3 laps. Flyers with 100% magic resistance or already under Wind Flow are skipped, and enemies can't resist it. With Tome of Amplification in the Valkyrie's army its own flyers get ×1.35 of the armor — +5.4 — while every flyer still loses 4 movement and enemy flyers get +4 armor.

Allies within range gain 1 additional moving distance
Allies within 2 cells of the Wolf Rider, itself included, get +0.2 movement per stack power (+1 at full stack). Movement is fractional — a diagonal step costs about 1.41 — so even a small bonus can open a cell. Several Wolf Riders don't stack.
No abilities found.
Magic reference
Schools, sources, targets, duration, damage, buffs, and debuffs.

Heals an ally's wounded front creature by 5 health points per creature alive in the caster's stack — never above its maximum health, and never raising the dead.
Heals the target's wounded front creature by 5 per Healer alive in the casting stack (×1.25 on Morale, ×0.8 on Dismorale), rounded down — never past its max health and never raising the dead. Only wounded allies can be targeted; Mechanism units can't be healed and 100%-magic-resistance units can't be targeted.

Grants an ally an additional 30% armor.
+30% armor for 3 laps (one lap more when cast on itself) — about 23.08% less physical damage taken, nothing against spells. Tome of Amplification makes it +40.5%. On a flyer with Nature's Flying Armor synergy it doesn't add to that bonus: the flyer gets 30% × (1 + the flying bonus) instead — +40.5% in place of +35% at synergy level 3.

Bless an ally to ensure it always inflicts the maximum possible damage.
For 3 laps the ally always rolls maximum damage on every attack and retaliation. It beats Curse: a stack that is both Blessed and Cursed still rolls maximum damage. It can't be recast on a stack that still carries it — a new cast never refreshes the 3 laps.

The allied unit's morale has reached its peak.
Fixes the ally's morale at +20 for 3 laps: a 20% Morale roll every lap (acting first with ×1.25 damage) and no morale loss meanwhile. With Sadness also on the stack, morale is fixed at 0 instead — no Morale or Dismorale — until one of them ends; Madness and Mechanism units are immune (Mind). In a stalled fight the +20 also becomes extra movement.

Transfers 30% of the caster's max HP and base armor to an ally through a golden spiritual link. The bonus and penalty end immediately if either linked stack dies.
For 3 laps the ally's creatures gain 30% of one caster creature's max health and 30% of its base armor, and the caster loses the same. A visible golden spiritual link joins the two stacks. If either stack dies, the link, bonus and penalty end immediately. It can't target the caster itself or another stack of the same creature; Tome of Amplification makes the gift 40.5% while the caster still pays 30%.

Heals every ally for 2.5 health points per creature alive in the caster's stack.
Every ally, the caster included, heals its wounded front creature by 2.5 per Healer alive in the casting stack, rounded down; morale doesn't change it. It skips 100%-magic-resistance and Mechanism units and can be cast only while some ally is wounded.

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.
Hits one enemy anywhere on the board — nothing blocks it — for 150 per creature alive in the casting stack, ignoring armor and cut by magic resistance. Air magic: a Wind Element (Thunderbird) can't be targeted, and Earth Elements (Trent, Gargantuan) take ×1.5.

Summons 1.5 wolves per creature alive in the caster's stack to fight for your team.
Summons 1.5 Wolves per Satyr alive in the casting stack (rounded down) next to the caster for the rest of the fight — ordinary Wolves with Double Punch and Deep Wounds Level 1; a later cast adds to the existing summoned stack. Refused if there is no room. Summoned Wolves new to your army can raise the Nature synergy count.

Opens a churning vortex under an enemy and chains it to the spot. The creature skips its next turn — exactly one activation, no more. Water magic: a Water Element cannot be chained by it.
Chains an enemy for exactly 1 lap — it can't move and skips its next turn, one activation and no more, then acts normally again (it still retaliates while chained). Magic resistance can resist it; it is water magic, so a Water Element (Mermaid) can't be targeted. The skipped turn costs the victim 1 morale.

Calls a meteor shower down on a 3x3 block anywhere on the battlefield, striking every enemy in it. Deals 108 damage for every creature alive in the caster's stack, ignores armor, and is cut by magic resistance.
Hits every enemy in a 3×3 block centred on any cell — no line of sight needed, your own units are safe — for 108 per creature alive in the casting stack, ignoring armor and cut by magic resistance. The block must be on the board and cover at least one enemy, or the cast is refused without spending the charge. Earth magic: Earth Elements take nothing, Wind Elements ×1.5. It needs the caster at full stack (stack power 5), measured against the strongest stack on the board: losses or a split lock it, and so can an enemy stack grown by Life's Supply synergy at level 3 (9 Monks, 1,278 experience), which drops untouched stacks of up to 1,022 experience to stack power 4.

Bursts into flame around an enemy in line of sight. Every other unit on a cell touching the target — friend or foe — burns for 120 damage for every creature alive in the caster's stack; the aimed enemy itself is not hurt.
Aimed at an enemy in line of sight, it burns every other unit on a cell touching that enemy — friend or foe, 8 cells around a 1×1 target, 12 around a 2×2 — for 120 per creature alive in the casting stack, ignoring armor and cut by magic resistance. The aimed enemy itself is not hurt and the caster never burns; if nobody stands next to the target, the scroll is wasted. Fire magic: Fire Elements are untouched, Water Elements take ×1.5.

Adds 25% to all magic damage the target deals.
For 3 laps the ally deals +25% magic damage — spells, Fire Wall burns (fixed when the wall is cast), Chain Lightning, Fire Breath and Fire Shield — added to other magic-damage bonuses (the augment, the Mage's rings, Sylvan Focus) as one sum. Tome of Amplification makes it +33.75%. Fireforged Sword is not raised.

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.
A fireball at an enemy in line of sight: it flies over your own units, hits the first enemy in its path and deals 6 per creature alive in the casting stack, ignoring armor and cut by magic resistance. The mountain blocks it. Fire magic: Fire Elements can't be targeted, Water Elements take ×1.5.

Hurls a fireball at an enemy in line of sight. It and every unit on a cell touching it — friend or foe, never the caster — take 2 damage for every creature alive in the caster's stack; it ignores armor and is cut by magic resistance. Fire magic: a Fire Element is untouched, a Water Element burns half again as hard.
Deals 2 per creature alive in the casting stack to the enemy it strikes and to every unit touching it, friend or foe (never the caster), ignoring armor and cut by magic resistance. It flies like Fire Strike: the first enemy in its path takes it. Fire magic: Fire Elements take nothing, Water Elements ×1.5.

Melee and ranged attacks, retaliations included, set every unit they damage alight for 20% of the damage that landed. Area attacks count too: a pierce, a splash, a spin or a bounce burns each creature for its own share. It is fire damage: armor does not stop it, magic resistance does. Deals 50% more to water creatures. Fire creatures are immune.
For 3 laps the ally's melee and ranged attacks — retaliations included — set every unit they hit alight for 20% of that hit. Area attacks count: a pierce, a splash, a spin or a bounce burns each creature for its own share. Fire: armor doesn't reduce it, magic resistance does; Water Elements take ×1.5, Fire Elements nothing, and a Water Shield does not absorb the burn or break on it (the weapon hit underneath still can). Magic-damage bonuses do not raise the percentage. Tome of Amplification makes it 27%.

Adds 30% of additional damage to an ally.
+30% damage for 3 laps. It doesn't stack with Mass Riot: whichever is on the unit first stays (Riot can't be cast on a unit under Mass Riot, and Mass Riot skips a unit that has Riot); Tome of Amplification makes it +40.5%.

Lays a burning wall across 4 cells in a straight line, anywhere on the field, in any of the four orientations. Hold Shift while aiming to rotate it. Only free cells catch fire: a creature, the mountain or a narrowed-away cell under the line is skipped and the rest of the line still burns. 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. A flying creature clears the flames in flight and is only seared for the burning cells it lands on.
Lights up to 4 free cells in a straight line anywhere on the board until the third lap change after the cast. Every creature entering a burning cell — friend or foe — pays 1 extra step and loses 25% of its stack's total max health (all living creatures, at least 1), raised by the caster's magic-damage bonuses at cast time. Armor doesn't reduce it; magic resistance does (100% blocks it), and Heavy Armor raises it. Fire Elements are immune, Water Elements take ×1.5, and a Water Shield absorbs one burn. Standing still in the fire is safe, but being pushed in by narrowing burns.

Reflects 40% of consumed magical damage back to attacker. Gives 40% chance to reflect any debuff.
For 3 laps the holder still takes every hit in full, but the attacker also takes 40% of the magic damage that landed — reduced by its own element and magic resistance. A Water Shield absorbs a non-fire rebound such as Chain Lightning; fire rebounds (Fire Breath, Fire Shield, Fireforged burns) pass through without breaking it. A debuff spell (or a Spit Ball or Hamstring debuff) has 40% to be copied onto its caster as well; the holder keeps it. Status effects, Castling and the Vine snare aren't mirrored. It doesn't stack with Mass Magic Mirror: whichever is on the unit first stays; Tome of Amplification makes it 54%. On a Magic Dragon it doesn't add to Magic Reflection: a damage spell returns whichever share is stronger — Reflection's or the Mirror's — every time, never a chance.

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.
Hits every enemy under a 2×2 block anywhere on the board for 4 per creature alive in the casting stack, ignoring armor and cut by magic resistance; the block must be on the board and cover an enemy, or the cast is refused. Earth magic: Earth Elements take nothing, Wind Elements ×1.5. It needs the caster at full stack (stack power 5), measured against the strongest stack on the board: losses or a split lock it, and so can an enemy stack grown by Life's Supply synergy at level 3 (9 Monks, 1,278 experience), which drops untouched stacks of up to 1,022 experience to stack power 4.

Drops the affected unit's luck to its minimum. A luck-buffed target (Luck Aura, Clover of Fortune) is reduced to 0 instead.
Sets the target's luck to −10 for 3 laps (to 0 if it has Luck Aura or Clover of Fortune); nothing raises it meanwhile, not even Luck Shield. Mind: Madness and Mechanism units are immune, and magic resistance can resist it. −10 luck means about 10% more attack damage taken and −10 points on the target's ability chances.

Throws a 3x3 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.
Fills a 3×3 block of empty cells anywhere with smoke for 3 laps. Any shot whose path crosses a smoked cell — from either side — has its range divisor doubled (full → ½, ½ → ¼, at most ⅛), Sniper shots included. A creature that ends its move on a smoked cell clears that cell.

Adds 25% of additional damage to all allies.
+25% damage for every ally for 3 laps. It doesn't stack with Riot: allies that already have Riot keep it and are skipped; Tome of Amplification makes it +33.75%.

Reflects 32% of consumed magical damage back to attacker. Gives 32% chance to reflect any debuff.
Magic Mirror at 32% on every ally for 3 laps: attackers also take 32% of the magic damage that lands, and debuffs have 32% to be copied onto their caster. It doesn't stack with Magic Mirror: allies that already have it keep it and are skipped; Tome of Amplification makes it 43%.

Spectral chains reduce the unit's movement range by 25%.
−25% movement for 3 laps, applied by the cursed Tier 2 artifact Gravechain, not a castable scroll. Each connected enemy gets an independent roll; failed rolls and immune enemies still relay the chain. 100% magic resistance blocks the debuff; partial magic and status resistance do not reduce its chance. It does not stack with or refresh itself; it multiplies with Quagmire and Hamstrung. With Quagmire, movement is 56.25% of normal. Gravechain's separate army-wide curse costs its owner 1 movement step even when Gravebound is resisted.

A flying unit's movement range is reduced by 30%.
−30% movement for 3 laps. The Dryad's Hamstring gives it only to flyers, though Magic Mirror can copy it back onto the Dryad itself; magic resistance can resist it, and it multiplies with Quagmire (×0.7 × 0.75).

The unit's movement range is reduced by 25%.
−25% movement for 3 laps, which also shrinks movement bonuses such as Chaos's Movement synergy. Applied by the Beholder's Spit Ball (magic resistance can resist it) and by the Rime Charm artifact (no resist roll, though 100% magic resistance blocks it). It multiplies with Hamstrung: ×0.75 × 0.7 = ×0.525 movement (−47.5%).

The unit's base armor is reduced by 24%.
−24% base armor for 3 laps; applied by the Beholder's Spit Ball.

The unit's base attack is reduced by 30%.
−30% base attack for 3 laps; applied by the Beholder's Spit Ball.

Curse an enemy so it always inflicts the minimum possible damage.
For 3 laps the target always rolls its minimum damage. Applied by the Beholder's Spit Ball. It loses to Blessing and Battle Roar: a stack under either of them still rolls maximum damage, Cursed or not.

The affected unit's morale is at its lowest level.
Fixes morale at −20 for 3 laps: a 20% Dismorale roll each lap (acting last with ×0.8 damage). With Courage also on the stack, morale is fixed at 0 instead — no Morale or Dismorale — until one of them ends; Mind — Madness and Mechanism units are immune.

The affected unit cannot physically attack enemies with higher cumulative HP.
For 1 lap the unit can't attack or retaliate against a stack with more total remaining health than its own; area shots aren't blocked. Mind.

The affected unit is unable to perform ranged attacks.
For 1 lap the unit can neither shoot nor return fire. Mind.

Angelic Host Blessing grants +1 attack, +1 defense and +1 movement distance. Active while an allied unit with Angelic Host Blessing is alive.
While this Angel is alive and not Broken, every allied flying unit — the Angel included — gets +1 attack, +1 armor and +1 movement. Walking units get nothing.

Arcane Ward Blessing grants 10% magic defence. Active while an allied unit with Arcane Ward Blessing is alive.
While a Squire lives and isn't Broken, every ally gets an extra magic-resistance roll of (10 + the Squire's luck)%, combined with its own resistance as independent chances (15% own + 10% → 23.5%). Stack size doesn't change it, and several Squires don't stack — the strongest counts.

Arrows Wingshield Blessing grants a +25% defense bonus against ranged attacks. Active while an allied unit with Arrows Wingshield Blessing is alive.
While the Angel lives and isn't Broken, every ally gets extra armor against shots: 5% per Angel stack power (25% at full stack), multiplied by (1 + the Angel's luck / 100); +25% armor means about 20% less damage from shots. The Angel also stops piercing shots: a Through Shot that reaches it hits it and stops, Large Caliber and Area Throw landing on it don't splash, and a Chakram can't bounce onto it — the flight ends there (a throw aimed at the Angel hits it and bounces on). Several Angels don't stack.

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.
Once per fight, at stack power 3 or more: for 2 laps (the casting Behemoth included) every ally — except units with 100% magic resistance or already roaring — gets +1 movement per Behemoth alive in the casting stack and always rolls maximum damage — even when Cursed; Quagmire and Hamstrung cut the extra steps like any movement.

Swaps with an opponent of the same size within caster's movement range.
Once per fight, at stack power 4+, while the Harpy can move: swaps places with an enemy of exactly the same footprint standing on a cell the Harpy could reach. The target's magic resistance can make it fail (the charge and the turn are still spent), and a Peasant's Absorb Penalties can redirect it.

Unit's morale falls to its lowest level, reducing its attack multiplier to 0.8.
A negative morale roll at lap start (chance = |morale| %): for that lap the stack acts after every regular stack with ×0.8 damage — retaliations, damage spells, Heal and Resurrection included — its debuffs and effects don't count down, and its morale can't change. It still takes its turn.

The enemy permanently loses 2 base attack points each time it attacks the carrier in melee.
The total base attack this unit has permanently lost to Goblin Knights' Dulling Defense; it never falls below 1.

The creature receives a 10% boost to all stats, including its abilities.
On the FIRE PIT map this creature may cross and stand in the central lava (other walkers can't enter it; other flyers can fly over it but can't end a move there, and gain nothing from it). Any move whose path touches lava — starting in it, crossing it or ending in it — gives Made of Fire for 2 laps: +10% max health, attack, armor, movement, initiative, shot range and magic resistance, and its abilities work at 110% of their power. It isn't refreshed while active, standing still in lava does nothing, and the pool dries into normal ground at the start of lap 10 (earlier when stalled laps add extra rings).

Base armor permanently reduced: every hit from a unit with Miner takes some of it, never below 1.
The total base armor this unit has permanently lost to Troglodytes' Miner; it keeps at least 1.

Unit reaches maximum morale, increasing its attack multiplier to 1.25.
A positive morale roll at lap start (chance = morale %): for that lap the stack acts before the regular turn order with ×1.25 damage — retaliations, damage spells, Heal and Resurrection included — its buffs don't count down and its morale can't change. It doesn't grant an extra turn.

All allied ranged units gain +2 shots once per fight at any distance. This bonus does not stack across carriers, is unaffected by stack power or Aura Range, and does not refill spent shots.
Once per fight, every allied ranged unit gets +2 shots at any distance. This flat bonus is unaffected by stack power or Might's Aura Range synergy. Multiple carriers do not stack it, and spent shots aren't refilled.

Restores an allied stack with losses — the Angel's own included, never a Mechanism unit such as the Tsar Cannon — by up to 1.5× the Angel stack's total maximum health: the wounded creature first, then fallen ones, never more than died. One use per fight, shared with the Angel's own self-resurrection.
One use per fight, whichever comes first. (1) When the Angel stack is wiped out in combat, by Fire Wall or by the first Armageddon wave, half the fallen Angels (rounded down, at least 1) return at full health with all effects removed — not while Broken, and not after a death to poison, narrowing or a later Armageddon wave. (2) Cast on any allied stack with losses, itself included — never a Mechanism unit such as the Tsar Cannon — it restores health worth 1.5× the Angel stack's total max health (×1.25 on Morale, ×0.8 on Dismorale): the wounded creature first, then the dead, never more than died. Casting it gives up the self-resurrection. A stack that comes back isn't wiped out, so an enemy Infest gets nothing from it.

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.
Once per fight, at Trent stack power 3+: throws a vine at any enemy that no other creature screens — no range limit, terrain doesn't block — unless it has 100% magic resistance or is already snared. Every cell along the throw is vined for 3 laps (not the Trent's own cell, the mountain or holes), and any non-flying creature from either side — except the Trent itself — pays 1 extra step to enter a vined cell. The struck enemy loses 1.5 movement (never below 1) for 3 laps unless its magic resistance saves it; an enemy that ends a move on the vine — walking in to strike included — gets the same snare with no save. The vine never snares the Trent's own side.

The unit is completely visible to the enemy team.
The White Tiger is Visible while an enemy stack stands within 3 cells of it (more with Might's Aura Range synergy): its Disguise stops protecting it.

Warding Mane Blessing grants 25% magic defence. Active while an allied unit with Warding Mane Blessing is alive.
While the Manticore lives and isn't Broken, every ally — the Manticore included — gains magic resistance of 5% per Manticore stack power (25% at full stack), multiplied by (1 + the Manticore's luck / 100). It combines with each unit's own resistance as a separate roll (15% own + 25% → 36.25%), and several Manticores don't stack.

Fully absorbs the first incoming attack this battle (0 damage taken), then breaks.
Once per battle, the first damage the Mermaid takes from any source — attack, retaliation, spell, splash, poison tick, Fire Wall, even an Armageddon wave — is reduced to 0 and the shield breaks; that hit's on-hit effects (stun, poison, petrify…) are cancelled too. Fire attacks ignore the shield without breaking it: a Fire Element creature's hit, fire spells (Fireball, Fire Strike, Ring of Fire), Fire Breath, Fire Shield and a Fireforged Sword burn. The weapon hit under that burn is not fire, so it can still break the shield; the burn itself still lands. Walking into a Fire Wall still spends the shield on one burn. While the Mermaid is Broken the shield neither absorbs nor breaks; it works again once Break wears off. Once broken it never comes back.

Grant ability to restore health up to its maximum HP at the start of its turn.
At the start of each of its turns the Troll's wounded front creature heals to full, before any poison tick; dead Trolls don't come back. Once per fight it can gift the ability to an allied level 1–3 stack that isn't a Troll and lacks it: the Troll loses it and the ally regenerates for the rest of the fight. Off while Broken.

All flying units gain 4 of base armor points while losing 4 movement points, including enemies.
Once per fight, and only at full stack (stack power 5, measured against the strongest stack on the board — an enemy stack grown by Life's Supply synergy at level 3 can take it away): every flying unit on the board — both sides, the Valkyrie included — gets +4 base armor and −4 movement (never below 1) for 3 laps. Flyers with 100% magic resistance or already under Wind Flow are skipped, and enemies can't resist it. With Tome of Amplification in the Valkyrie's army its own flyers get ×1.35 of the armor — +5.4 — while every flyer still loses 4 movement and enemy flyers get +4 armor.

50% chance per cast to add +1 armor to the target. The bonus stacks.
Each cast has a 50% chance to add a permanent +1 armor to the target (the Blacksmith's Enchants carry 5 casts); a failed roll still uses the scroll and the turn. An enemy Monk's Borrowed Grace can copy the whole rune bonus. The original stays.

Craft allies in a 2x2 area: each may gain a second attack, a frozen weapon, be stunned, or nothing.
Craft, once per fight at stack power 4+: every ally in the chosen 2×2 block, the Blacksmith included, gets one outcome — a second attack 40%, a frozen weapon (10 + luck)%, stunned (10 − luck)%, nothing 40% (stun and frozen stay within 0–20%, using the Blacksmith's luck). A unit with arrows left gets the Shot/Bow versions. A second attack or a frozen weapon lasts the whole fight, a stun one turn; a unit that already strikes twice gains nothing from a second attack, and the Craft stun ignores status and magic resistance. Stack power only gates the cast.

50% chance per cast to add +1 attack to the target. The bonus stacks.
Each cast has a 50% chance to add a permanent +1 attack to the target (the Blacksmith's Enchants carry 5 casts); a failed roll still uses the scroll and the turn. An enemy Monk's Borrowed Grace can copy the whole rune bonus. The original stays.
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%.
Every unit's armor is 4% higher for the whole fight — a defense-only artifact.
Every unit takes about 3.8% less physical damage (damage is divided by armor), whatever its armor — a small, even defense. It also softens Fire Breath, which is priced like an attack, but does nothing against cast spells or Fire Shield.

Grants your army +25% status and mind resistance.
Stun, Freeze, Paralysis and mind abilities trigger 25% less often against your units. Also reduces physical area and line damage.
Useful against control effects and physical area or line attacks, especially for Mechanism units.

Increases ranged units' base attack by 1 and melee units' base attack by 0.7.
Ranged units get +1 base attack and melee units get +0.7. A ranged unit keeps its bonus when fighting in melee.
Ranged units get +1 base attack and melee units get +0.7: worth most on low-attack stacks (an Arbalester's 7 → 8, +14.3%), little on a level-4 unit (a Black Dragon's 48, +1.5%).

Increases the army's base armor by 1.
+1 base armor for every unit.
A flat +1 base armor: worth most on low-armor stacks (a Peasant's 7 → 8, about 12% less physical damage), little on armored ones (a Black Dragon's 40 → 41, about 2%).

Increases melee units' movement by 25% of their base steps.
Only non-flying units that fight in melee get +25% of their steps — plain melee walkers and melee/magic walkers such as the Battle Mage, Troll, Ogre Mage or Behemoth; not flyers, shooters or casters (Healer, Satyr).
+25% steps for non-flying melee units only, melee/magic ones included: Scavenger, Troglodyte, Wandering Mage, Troll, Goblin Knight, Nightmare, Abomination, Hydra, Blacksmith, Peasant, Squire, Battle Mage, Pikeman, Crusader, Champion, Berserker, Mermaid, Wolf Rider, Hyena, Nomad, Ogre Mage, Behemoth, Frenzied Boar, Leprechaun, Wolf, Trent, White Tiger, Unicorn and Arachna Queen. Best with Rapid Charge (Champion, Wolf Rider and Nomad), where every extra cell is extra damage.

Grants +1 base movement distance and +1 armor to all flying units.
Every flying unit gets +1 movement and +1 armor.
Flyers only (+1 movement, +1 armor): Beholder, Manticore, Efreet, Black Dragon, Valkyrie, Griffin, Angel, Harpy, Wyvern, Thunderbird, Fairy, Mantis, Pegasus and Magic Dragon — the more of them you field, the more it gives.

A unit's second attack deals 50% extra damage.
Every second attack deals +50%: the second strike of Double Punch (Berserker, Crusader, Wolf) or of a Craft-forged Double Punch, the second arrow of Double Shot (Elf) or of a Craft-forged Double Shot, and the Gargantuan's second boulder (Double Throw), its splash included. It does nothing for an army without those abilities.
Only does something with a second attack — Double Punch, Double Shot or Double Throw: Crusader, Berserker, Wolf, Elf and Gargantuan (and whatever Craft forges). Nothing without them.

Grants the whole army Deep Wounds Level 1: each attack or response stacks +6% damage amplification on the target.
Every unit in the army gets Deep Wounds Level 1: each landed melee hit adds 1.2 per stack power (6 at full stack) plus 1 per point of luck to the target's wounds for 3 laps, stacking; and every unit holding a Deep Wounds card deals that many percent more to the wounded target. Shots benefit from wounds but never add them; natives with a higher level add the two cards together.
Best with melee armies: every melee hit adds wounds, while shooters (and Fire Breath) only cash them in — spells ignore wounds; luck counts in full in every wound. Wolf gains nothing (it already owns this card); Manticore, Griffin, Behemoth and White Tiger add its 6 on top of their own.

Cursed: +3 luck but -6 morale for the whole army.
+3 luck and −6 morale for every unit: less damage taken and better ability chances, paid for with more Dismorale rolls.
Costs little next to Life's Morale and Luck synergy at level 3 (morale is capped at +20, so an all-Life stack drops only to +18 — though it keeps no margin against morale losses) and hurts most where morale is already low: each lap a unit with negative morale rolls Dismorale at that many percent, so a Chaos unit (−1) goes from 1% to 7%. Its +3 luck is mostly lost where luck is already near +10 (Clover of Fortune, Luck Aura).

Ranged units gain +1 attack for each ranged unit in the army.
Every ranged unit gets +1 base attack per ranged stack alive in the army (recounted after every action: split stacks count, a destroyed one no longer does), while its selected attack is the shot. No downside.
Swarms of cheap shooters: +1 attack per ranged stack is a big share of a low attack (with 5 ranged stacks an Arbalester goes 7 → 12, +71%) and little on a Tsar Cannon (46 → 51); split shooter stacks count too. Shooters: Orc, Beholder, Medusa, Arbalester, Monk, Tsar Cannon, Centaur, Cyclops, Zena, Dryad, Elf and Gargantuan.

Grants 2 barrels to place anywhere in your deployment zone. Each blocks movement and shots until destroyed by one hit.
2 single-cell barrels to deploy anywhere inside your placement zone. They block movement and ordinary shots, use no creature slots, and each is destroyed by one hit. Move or remove them before Ready; empty slots auto-place.
Shield shooters and obstruct approaches with two barrels inside your deployment zone. Each falls to one hit; leave routes for your own stacks.

Increases all magic damage the army deals by 10%.
+10% magic damage for the army — spells, Fire Wall, Chain Lightning, Fire Breath and Fire Shield — added to the Empower augment, the Empower scroll and Sylvan Focus as one sum.
Armies with magic damage: Wandering Mage, Efreet, Nightmare, Black Dragon, Battle Mage, Thunderbird and Magic Dragon. It adds into one sum with the Empower augment and Sylvan Focus.

Increases the power of non-healing castable buffs allied units apply to allies by 35%. Does not affect healing, resurrection, augments, artifacts, auras, or passive effects.
A buff your units cast on your own army — the caster included — works at 135% of its number, mass casts included: Riot 30 → 40.5%, Mass Riot 25 → 33.75%, Spiritual Armor 30 → 40.5%, Magic Mirror 40 → 54%, Mass Magic Mirror 32 → 43%, Empower 25 → 33.75%, Fireforged Sword 20 → 27%, Helping Hand 30 → 40.5%, Battle Roar +1 → +1.35 movement per Behemoth. Wind Flow counts too, but only its armor: your own flyers get +5.4 armor (enemy flyers +4) and every flyer still loses 4 movement. Heal and Resurrection are excluded, and buffs without a number (Blessing, Courage, runes) are unchanged.
Buff casters: Wandering Mage, Nightmare, Healer, Ogre Mage, Behemoth and Satyr. With it Wind Flow gives your own flyers +5.4 armor for the same −4 movement.

30% chance, plus the attacking unit's current luck, for any attack to slow the target for 3 laps.
Every hit your units land — retaliations, second punches and arrows, and each unit struck by splash or a piercing shot included — has a 30% chance plus that unit's current luck to put Quagmire (−25% movement) on the target for 3 laps. Hovering the unit shows the chance after luck: luck 7 reads 37%, not the words "plus luck". It doesn't stack or refresh, and resistances don't lower the chance, but 100% magic resistance blocks it like every spell debuff, so a Black Dragon (Enchanted Skin) is never slowed. With a Dryad's Hamstrung the slows multiply to ×0.525 movement.
Armies that hit many different stacks: a stack that is already slowed can't be chilled again or refreshed, and every unit struck by splash or a piercing shot rolls separately (Hydra, Pikeman, Tsar Cannon, Cyclops, Zena and Gargantuan (Pikeman: only the unit skewered behind a one-cell target)); −25% movement matters most against melee rushes.

Grants your army +16% ranged attack and +12% melee attack.
Adds 16% of base attack when shooting and 12% in melee. The bonus is added separately, so attack auras and Riot don't multiply it.
Useful for armies that fight with attacks, especially shooters: +16% of base attack when shooting and +12% in melee. Spells don't use attack.

Grants the whole army an additional 12% defense (melee and ranged).
Every unit's defense is 12% higher against melee and shots alike.
+12% of base armor for every unit — counted after the Armor augment, Pegasus Might and Wind Flow, and added as its own bonus, so percentage armor buffs don't multiply it: about 10.7% less physical damage for everyone, whatever their armor. It also softens Fire Breath, but does nothing against cast spells or Fire Shield.

Increases the army's luck by 10.
+10 luck for every unit. Luck is capped at +10, so most units sit at or near +10 every lap and other luck sources (Luck Aura, the Life synergy, Luck Shield) add little or nothing; Misfortune drops a Clover unit to 0 instead of −10.
+10 luck, but luck is capped at +10: Nature units start at +4 and gain about +6, the others about +9. Every attack on your units deals about 1% less per point of luck, and luck counts in full in Deep Wounds (Manticore, Griffin, Behemoth, Wolf and White Tiger), Piercing Spear and Boost Health (Centaur), Rapid Charge (Champion, Wolf Rider and Nomad — +10 luck doubles its per-cell bonus) and percentage auras. It cancels an enemy Misfortune (luck 0 instead of −10). Wasted on a Leprechaun and on allies within 2 cells of it — its Luck Aura already sets exactly +10.

Grants +1 movement, +8 morale, and +1 armor to the whole army.
Every unit gets +1 movement, +8 morale and +1 armor. The morale means more frequent Morale rolls from the first lap.
+1 movement and +1 armor for everyone; its +8 morale means more Morale rolls, but morale caps at +20: next to Life's Morale and Luck synergy it adds only 3/5/6/8 to fresh Life/Might/Nature/Chaos creatures at level 2 (+13) and nothing at level 3 — there the +8 instead keeps a stack at +20 through 8 more points of morale loss — and Madness and Mechanism units get none.

Increases non-magical (physical) AOE damage by 40% at impact, then reduced by the target's status resistance.
Physical area damage your units deal is ×1.4 for every unit hit — Area Throw, Large Caliber, Chakram, Lightning Spin, Through Shot and the unit behind a Skewer Strike — before the target's status resistance: an opponent's Amulet of Resolve takes most of it back.
Armies with physical area and line attacks: Hydra, Pikeman, Tsar Cannon, Cyclops, Zena and Gargantuan (Pikeman: only the unit skewered behind a one-cell target). An enemy Amulet of Resolve all but cancels it (×1.05). Keep your own stacks — a Tsar Cannon above all — out of the 3×3 around your own area targets.

Cursed: +25% HP but -12.5% attack for the whole army.
Every creature's max health is 25% higher and every unit's base attack 12.5% lower.
+25% health for every creature at −12.5% base attack: for armies that win by lasting — fewer losses also keep stack power up; every unit's attack damage drops, but spells don't use attack, so it costs a caster army little.

Allied archers ignore the range penalty and always deal full damage (1/1). A shot through Smoke is still halved (1/2).
Every allied archer's shot stays at full damage (1/1) at any distance. It does not extend shot distance. A shot that crosses Smoke is still halved (1/2), Sniper shots included. The Sniper augment's attack bonus and Hunter's Longbow still apply; that augment's range bonus and Guiding Winds no longer change the damage fraction while this artifact is active.
Shooters without Sniper keep 1/1 at any distance and 1/2 through Smoke: Orc, Beholder, Medusa, Monk, Tsar Cannon, Centaur, Cyclops, Zena, Dryad, Elf and Gargantuan. Nothing extra for the Arbalester — its Sniper already ignores the distance penalty, and Smoke already halves its shots.

Cursed: +3 attack but -1 defense for the whole army.
+3 base attack and −1 defense for every unit.
+3 base attack and −1 armor for everyone: a big share of a low attack (a Peasant's 9 → 12, +33%), little on a level-4 unit; the −1 armor costs low-armor stacks the most.

All army units can cross and stand in lava. Moving through or flying over lava grants Made of Fire (+10% to stats and ability power) for 2 laps, even when landing on dry ground.
Every unit may cross and stand in the FIRE PIT's central lava — without it, walkers can't enter the lava and flyers can only fly over it, never stopping there; a move that crosses or ends on lava gives Made of Fire for 2 laps (+10% health, attack, armor, movement, initiative, shot range, magic resistance and ability power), not refreshed while active. It matters only on FIRE PIT and only until the pool dries (at the start of lap 10, earlier when stalled laps add narrowing rings).
Only on FIRE PIT and only until the lava dries (lap 10, earlier after stalled laps): for armies that want the centre early — a move through lava also gives Made of Fire (+10% to stats and abilities for 2 laps).

Ranged units have a 40% chance to make one extra attack.
Each ranged attack action can trigger one ordinary full-strength volley, including its splash or piercing effects. Double Shot and Double Throw still work, so Gargantuan can throw three times. The echo uses normal ammunition, cannot echo again, and does not grant another counterattack. The unit's in-fight artifact card shows its actual chance: with luck +7 it reads 47%.
For ranged armies: a chance for an extra volley. Particularly useful with Area Throw, Large Caliber, Through Shot and Chakram, and stacks with Double Shot and Double Throw. Keep ammunition available: an empty quiver cannot fire the echo. Melee units receive no bonus.

Cursed: attacks have a 50% chance per enemy to inflict Gravebound on the target and connected enemies up to 3 links away, reducing movement by 25% for 3 laps. Failed rolls do not stop the chain. Every unit in your army loses 1 movement step.
Cursed: every unit in the owner's army loses 1 movement step, including shooters, flyers and magic-immune units. This flat cost applies before percentage slows. Every landed melee or ranged strike, including retaliation, checks its target and enemies connected by touching cells, including diagonals, up to 3 links away. All occupied cells of large units count, including 1×2 and 2×1 footprints. Each enemy rolls once per strike at the attacker's current luck-adjusted chance; splash and piercing hits cannot reroll the same enemy within one strike, but separate additional attacks can. Failed rolls, an existing Gravebound and 100% magic resistance do not stop propagation. Gravebound is a Death debuff: −25% movement for 3 laps. It cannot stack with or refresh itself, but multiplies with Quagmire and Hamstrung. Partial magic and status resistance do not change the artifact's chance. The unit's artifact card shows the actual chance: with luck +7 it reads 57%. Its separate curse marker shows the movement cost. Each army chooses only one Tier 2 artifact: Gravechain cannot be equipped together with Quiver of Echoes or Rime Charm. Separate additional attacks here mean the unit's native repeat attacks, such as Double Shot or Double Throw.
For armies controlling clustered enemy stacks: the chain can slow the target's neighbors even when the target avoids the effect. Particularly useful against tightly grouped melee units. Your shooters pay with less movement, while your melee units have a harder approach: every allied unit loses 1 step. Spreading out reduces the number of connected targets.

Grants the whole army an extra 18% magic defense roll, combined with each unit's own defense instead of added to it.
Every unit gets a separate 18% magic-defense roll. It is combined with the defense the unit already has, and with Magic Shield, Wardguard, Warding Mane Blessing and Arcane Ward Blessing, by the same formula those use — what remains after each roll misses. A unit with 15 becomes 30.3, not 33. With a 50% Magic Shield that is 65.15, not a sum. It cuts magic damage and the chance a debuff spell lands. It does not stop Stun, Freeze, Paralysis, Blindness or the gazes. Enchanted Skin stays at 100% and ignores the roll until Break; while Broken, that unit keeps its own defense and this roll.
Armies that will take spells and magic damage. Every unit gets a separate 18% magic-defense roll, combined with its own defense by the usual formula: 15 and this roll is 30.3, not 33. At 0 it is the whole 18. Magic Shield, Wardguard, Warding Mane Blessing and Arcane Ward Blessing are further separate rolls. Nothing for a Black Dragon while Enchanted Skin holds; after Break the dragon keeps the roll. It does nothing against Stun, Freeze, Paralysis, Blindness or the gazes.

Increases all magic damage the army deals by 20%.
+20% magic damage for the army — spells, Fire Wall, Chain Lightning, Fire Breath and Fire Shield — added to the Empower augment, the Empower scroll and Sylvan Focus as one sum (with Empower level 3 that is +44%).
Armies with magic damage: Wandering Mage, Efreet, Nightmare, Black Dragon, Battle Mage, Thunderbird and Magic Dragon. It adds into one sum with the Empower augment and Sylvan Focus.

Enemy stacks your army destroys explode, damaging other enemies next to them for 25% of the killing blow's actual damage, with a minimum of 25 damage per attacker stack power. Your allies are not damaged.
Last Fuse was previously called Pyre Oath. Enemy stacks destroyed by your army explode after removal. Each touching enemy takes the higher of 25% of the actual killing damage and 25 damage per power of the attacker: minimums 25/50/75/100/125 at attacker powers 1/2/3/4/5. The killed enemy's own power does not change the minimum. Actual killing damage is capped at the target stack's remaining HP; overkill and health lost in earlier attacks do not increase the blast. For example, a power-3 attacker killing an enemy for 500 actual HP produces 125 damage; if only 40 HP remained, its minimum is 75. Melee, ranged and spell kills, including lethal retaliation, can trigger the artifact. Diagonals and every occupied cell of 1×2, 2×1 and 2×2 bodies count, but each enemy is hit once. Your allies are safe. Armor, magic resistance and hit rolls do not reduce the blast. Water Shield absorbs one blast and breaks, even if the killer is a Fire Element. A stack that resurrects does not explode. Further enemy deaths can chain explosions, retaining the original killer's team, percentage and stack power captured at the killing hit. Each chained explosion uses its own actual fatal damage; the chain victims need not own Last Fuse. Blast deaths do not count as kills by the original strike and do not cause melee cleave or Infest. The artifact hover shows this unit's recalculated minimum damage from its current attacker stack power. Final explosion damage also depends on the actual fatal hit, which is unknown before the kill. The artifact costs no stats.
For armies that can finish enemy stacks near other enemies. Powerful attackers have a larger blast floor: 25 per attacker stack power, or 25% of actual killing damage when higher. A wounded target can still explode for that minimum; its own power does not set the floor. Resurrection prevents a burst and Water Shield absorbs one blast. Your allies are safe.
No artifacts found.