Browse Talents

Explore special abilities and unit enhancements

190
Total Talents
190
With AI Desc
203
Units Enhanced
162
Unique Talents
Show: per page

# Elfin

Description

You may place # elfinkaze on top of this Unit at the start of each Onslaught Phase, or when it is deployed if it is in your Deployment Stack.

AI Description

AI

Place # elfinkaze, with their Glidebomb side face up, on top of this Unit or Spire at the start of each Onslaught Phase or when this Unit becomes Active.

# Range

Description

This Unit attacks and retaliates from up to # Hex(s) away.

AI Description

AI

This Unit attacks and retaliates from up to # Hex(s) away.

# Roost

Description

Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement Stat. When this Unit or Spire moves, elfinkaze on it are moved with it.

AI Description

AI

Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement Stat. When this Unit or Spire moves, elfinkaze on it are moved with it.

# Tracker

Description

Instead of moving, you may Teleport this Unit up to # hexes. If you do, it must Teleport to a Valid Hex Adjacent to a Revealed Landmark Minion.

AI Description

AI

Talent does not trigger for AI units.

Absorb #

Description

When a Graft Minion within # hexes of this Spire would be returned to its Barracks after being defeated, you may place it underneath this Spire instead.

AI Description

AI

When a Graft Minion within # hexes of this Spire would be returned to its Barracks after being defeated, place it underneath this Spire instead. If multiple spires can absorb the Unit, the Spire with the fewest Upgrades will absorb it.

Air Defense

Description

This Unit or Spire can Attack units with Flying.

AI Description

AI

This Unit or Spire can Attack units with Flying. Spires will prioritize attacking Flying units if there are multiple possible targets of the same priority level.

Anarchy

Description

Before this Unit’s Movement each Turn, roll the D6. On a 5 or 6, discard this Unit.

AI Description

AI

Before this Unit’s Movement each Turn, roll the D6. On a 5 or 6, discard this Unit.

Anti-Brawnen

Description

This Unit cannot be deployed by the brawnen Faction.

AI Description

AI

If the brawnen Faction would Select this Unit for Deployment, discard it and replace it with the top Merc Minion from the Market stack.

Anti-Heirs

Description

This Unit cannot be deployed by the heir Faction.

AI Description

AI

If the heir Faction would Select this Unit for Deployment, discard it and replace it with the top Merc Minion from the Market stack.

Armored

Description

When this Unit is attacked, reduce Damage by 1.

AI Description

AI

When this Unit is attacked, reduce Damage by 1.

Assault

Description

When this Unit attacks a Spire, remove the bottom upgrade before dealing Damage.

AI Description

AI

When this Unit attacks a Spire, remove the bottom upgrade before dealing Damage.

Assimilate

Description

When another Unit is defeated within 2 hexes of this Unit, you gain the Source Reward. If another Faction defeated the Unit, it does not gain any Source Reward.

AI Description

AI

Players do not gain Source rewards for any units they Defeat within 2 hexes of this Unit.

Assist

Description

When an Adjacent Friendly Unit defeats an Opposing Unit or Spire, this Unit may Level Up.

AI Description

AI

This Unit starts with an Attack Upgrade. It will end its Movement Adjacent to a Friendly Unit if it is able to do so while adhering to AI Movement rules. When an Adjacent Friendly Unit defeats an Opposing Unit or Spire, this Unit gains an Attack Upgrade.

Awaken

Description

When this chip is Revealed, also reveal all non–anomaly landmarks. Then, discard this chip.

AI Description

AI

When this chip is Revealed, also reveal all non–anomaly landmarks. Then, discard this chip.

Back to the Future

Description

Once Per Wave. At the end of your Turn during the Onslaught Phase, this Unit may move and Attack even if it has already done so this Turn.

AI Description

AI

Once Per Wave. At the first opportunity it can, at the end of this Faction’s Turn during the Onslaught Phase, this Unit will move and Attack even if it has already done so this Turn, if doing so would result in it defeating an Opposing Unit.

Battle Hardened

Description

When this Unit is attacked by a Spire, reduce the Damage dealt by 2.

AI Description

AI

When this Unit is attacked by a Spire, reduce the Damage dealt by 2.

Bio-Indefinite

Description

This Unit cannot gain or lose more than 1 Health at a time (except during promotion). If a non-Damage effect would Defeat it, or if it would be forced to return it to its Fortress, it instead loses 1 Health and is returned to a valid perimeter Hex on its starting Isle (or the closest possible Hex to the perimeter if no valid hexes are available).

AI Description

AI

This Unit cannot gain or lose more than 1 Health at a time (except during promotion). If a non-Damage effect would Defeat it, or if it would be forced to return it to its Fortress, it will instead lose 1 Health and be returned to its starting Isle, placed on the same Hex as during set-up (or on the closest Valid Hex possible).

Biosonar

Description

During Exploration, you may explore one Landmark that is not Adjacent to one of your minions, so long as it is on the same Hex Group as this Unit.

AI Description

AI

Talent does not trigger for AI units.

Blaze

Description

Once during this Unit's Movement, after it moves onto a forest Hex, it may deal 1 Damage to an Adjacent Unit.

AI Description

AI

If this Unit can move onto a forest Hex while adhering to AI Movement rules, it will do so. The first time it moves onto a forest Hex that is Adjacent to an Opposing Unit, it will deal 1 Damage to that Adjacent Unit.

Breakneck

Description

This Unit must make as much Progress as possible when moving. During its Movement, this Unit may pass through units, spires, and landmarks but cannot end its Movement on an Occupied Hex.

AI Description

AI

This Unit must make as much Progress as possible when moving. During its Movement, this Unit may pass through units, spires, and landmarks but cannot end its Movement on an Occupied Hex.

Build Waygate

Description

Before or after this Unit’s Movement, you may discard an Adjacent Unrevealed Landmark and/or place a waygate from your Barracks onto an Adjacent Source Well. A waygate can only be placed if it would be Adjacent to Path that connects to all possible marks. When this Talent is used, flip this Unit to its other side, removing any Upgrades.

AI Description

AI

Talent does not trigger for AI units.

Builder

Description

Before or after this Unit’s Movement, you may choose one of the following at no cost: // (a) Build a dispatch platform on an Adjacent Source Well, ignoring Influence restrictions. (b) Promote an Adjacent dispatch platform to a siege tower, keeping existing Upgrades. (c) Add an upgrade to an Adjacent Spire, ignoring Upgrade Capacity. // Then, if this Unit is on its Basic Side, return it to your Barracks. If it is Promoted, flip it to its Basic Side.

AI Description

AI

Before or after this Unit’s Movement, if it is Adjacent to a Source Well, its Faction will construct a dispatch platform on that Source Well. If this Unit is on its Basic Side, return it to its Barracks. If it is Promoted, flip it to its Basic Side.

Bulwark

Description

After another keel Minion is Promoted on the same Hex Group as this one, the promoting Minion gains [FORTIFICATION_UPGRADE], ignoring Upgrade Capacity.

AI Description

AI

After another keel Minion is Promoted on the same Hex Group as this one, the promoting Minion gains [FORTIFICATION_UPGRADE], ignoring Upgrade Capacity.

Burrow

Description

Ungrouped Only. After this Unit’s Movement, you may remove all of its Health and place it on any Adjacent non–Path Hex, ignoring Terrain type. It is now Inactive. At the start of your next Turn, this Unit flips over, recovers its full Health and takes its Turn normally.

AI Description

AI

Leaves Group if Grouped. After this Unit’s Movement, if it has less than its full Health, remove all of its Health and place it on any Adjacent Non-Path Hex, ignoring Terrain type. It is now Inactive. At the start of its Faction’s next Turn, this Unit flips over, recovers its full Health and takes its Turn normally.

Call Minion

Description

Once Per Wave. Before or after this Unit’s Movement, you may spend 2 Source to Teleport an Active Ungrouped Friendly Minion to a Valid Hex Adjacent to this Unit.

AI Description

AI

Talent does not trigger for AI units.

Camouflage

Description

Units and spires must be Adjacent to this Unit or Spire in order to Attack it.

AI Description

AI

Units and spires must be Adjacent to this Unit or Spire in order to Attack it.

Capture

Description

After this Unit defeats an Opposing Faction Minion, you may place that Minion beside your Fortress. When the Minion’s controlling Faction damages your Fortress Gate, return the Minion to its Barracks. You can have a maximum of 3 minions captured from each Faction at a time.

AI Description

AI

After this Unit defeats an Opposing Faction Minion, place that Minion beside this Faction’s Fortress. When the Minion’s controlling Faction damages this Faction’s Fortress Gate, return the Minion to its Barracks. This Faction can have a maximum of 3 minions captured from each Faction at a time.

Challenge

Description

If an Opposing Hero is within 3 hexes of this Unit, any Attack that Hero makes must be against this Unit.

AI Description

AI

If an Opposing Hero is within 3 hexes of this Unit, any Attack that Hero makes must be against this Unit.

Channel

Description

Each time this Unit is attacked, gain 2 Source.

AI Description

AI

Talent does not trigger for AI units.

Collapsible

Description

This chip does not prevent an Earthscape from being placed on this Hex. If an Earthscape is placed on this chip, return it to your Barracks.

AI Description

AI

This chip does not prevent an Earthscape from being placed on this Hex. If an Earthscape is placed on this chip, return it to its Barracks.

Show: per page