Browse Talents

Explore special abilities and unit enhancements

190
Total Talents
190
With AI Desc
203
Units Enhanced
162
Unique Talents
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Colony

Description

When this Unit would flip to its Basic Side, you may instead place it beside your Barracks. This Unit must be deployed again in the next Wave (for 0 CP).

AI Description

AI

When this Unit would flip to its unpromoted side while it is not at full Health, it will instead return to its Fortress. This Unit will be added to the bottom of the next Wave’s Deployment Stack. Talent does not trigger during the last Wave of a game.

Connected

Description

Add +1 to this Spire’s Upgrade Capacity for each other Spire with Connected In Play, up to a total capacity of 5.

AI Description

AI

Add +1 to this Spire’s Upgrade Capacity for each other Spire with Connected In Play, up to a total capacity of 5.

Conscription

Description

At the start of the Prep Phase, you may spend up to 1 Source for each keel Spire that is on the same Hex Group as this Unit. Gain 1 CP for each Source spent.

AI Description

AI

Talent does not trigger for AI units.

Consume

Description

Before or after this Unit’s Movement, it may Defeat an Adjacent Hero with 2 Health or fewer. Then, flip this Unit and remove its upgrade chips.

AI Description

AI

Before or after this Unit’s Movement, if it is Adjacent to an Opposing Hero with 2 Health or fewer, it defeats that Hero. Then, flip this Unit and remove its upgrade chips.

Cover

Description

When a taproot is Adjacent to this Spire, the Damage dealt by an Attack on the taproot is reduced to 1.

AI Description

AI

When a taproot is Adjacent to this Spire, the Damage dealt by an Attack on the taproot is reduced to 1.

Creep

Description

At the start of each of your turns during the Onslaught Phase, this Spire may move onto an Adjacent non–Path Hex.

AI Description

AI

Talent does not trigger for AI spires.

Crush

Description

During its Movement, this Unit may Displace Opposing Faction units that have less Health than it does. It deals 2 Damage to each Unit it displaces.

AI Description

AI

During its Movement, this Unit will Displace Opposing Faction units that have less Health than it does, if it is able to do so while adhering to AI Movement rules. It deals 2 Damage to each Unit it displaces.

Cumbersome

Description

Item. The Hero holding this Item has a Movement Stat of 2 and can move only on Path hexes. No Talent, advancement or Relic may be used to move or Teleport this Hero with the exception of Riftwalk. If the Hero takes Damage, this Item is placed on the Hero’s Hex.

AI Description

AI

Item. The Hero holding this Item has a Movement Stat of 2 and can move only on Path hexes. No Talent, advancement or Relic may be used to move or Teleport this Hero with the exception of Riftwalk. If the Hero takes Damage, this Item is placed on the Hero’s Hex.

Degradation

Description

After this Spire attacks, remove its bottom 2 Upgrades.

AI Description

AI

After this Spire attacks, remove its bottom 2 Upgrades.

Desolate

Description

This chip does not prevent an Earthscape from being placed on this Hex. If an Earthscape is placed on this chip, remove this chip from play.

AI Description

AI

This chip does not prevent an Earthscape from being placed on this Hex. If an Earthscape is placed on this chip, remove this chip from play.

Detonate

Description

When this Unit is defeated, all units, spires, and Fortress gates Adjacent to this Unit take 2 Damage. Then, Adjacent spires take an additional 1 Damage.

AI Description

AI

When this Unit is defeated, all units, spires, and Fortress gates Adjacent to this Unit take 2 Damage. Then, Adjacent spires take an additional 1 Damage.

Devoted

Description

Ungrouped Only. After or instead of its Movement, this Unit may be placed on an Adjacent Source Well. It is now considered a Landmark Minion that is Friendly only to The Uprising. As a Build Option during the Build Phase, you may return this Minion to your Barracks to construct a Spire on the Source Well, ignoring Influence restrictions.

AI Description

AI

Talent does not trigger for AI units.

Dexterity

Description

If Damage from a retaliating Unit would Defeat this Unit, instead reduce the Damage to 0.

AI Description

AI

If Damage from a retaliating Unit would Defeat this Unit, instead reduce the Damage to 0.

Dig

Description

Before or after this Unit’s Movement, it may place a Tunnel Access chip on an Adjacent non–Path Hex.

AI Description

AI

Talent does not trigger for AI units.

Directional Attack

Description

When this Spire is constructed, point its arrow ^ at an Adjacent Hex. This Spire may only Attack Opposing units along the line of hexes in the indicated direction.

AI Description

AI

Talent does not trigger for AI spires

Disperse

Description

At the end of this Unit's Movement, it may place itself onto a Valid Hex up to 2 hexes away, so long as that Hex is Adjacent to an Opposing Faction Minion. This Unit then deals 2 Damage to that Unit and 1 Damage to itself.

AI Description

AI

At the end of this Unit's Movement, if it is not Adjacent to an Opposing Faction Minion, this Unit will place itself on a Valid Hex up to 2 hexes away that is Adjacent to an Opposing Faction Minion. This Unit will then deal 2 Damage to the Opposing Unit and 1 Damage to itself.

Dispirit

Description

After this Unit defeats a Unit or Spire, you may demote all Opposing Promoted Faction minions within 2 hexes of this Unit. Opposing units Promoted by Fortress Advancement will promote again when returned to their Barracks.

AI Description

AI

After this Unit defeats a Unit or Spire, unpromote all Opposing Faction minions within 2 hexes of this Unit. Opposing units Promoted by Fortress Advancement will promote again when returned to their Barracks.

Diurnal

Description

This Unit does not demote.

AI Description

AI

This Unit will not de-promote.

Dodge

Description

If Damage from an attacking or retaliating Unit would Defeat this Unit, instead reduce the Damage to 0 and do not retaliate. Remove all Upgrades from this Unit and flip it to its Basic Side, keeping its current Health.

AI Description

AI

If Damage from an attacking or retaliating Unit would Defeat this Unit, instead reduce the Damage to 0 and do not retaliate. Remove all Upgrades from this Unit and flip it to its Basic Side, keeping its current Health.

Downpour

Description

During the Spires Fire step, if this Unit is targetable by an Opposing Spire, all 2s rolled by that Spire are set to blanks before resolved, even if this Unit is not the Spire's Target.

AI Description

AI

During the Spires Fire step, if this Unit is targetable by an Opposing Spire, all 2s rolled by that Spire are set to blanks before resolved, even if this Unit is not the Spire's Target.

Eager

Description

When this Unit attacks a Minion, Displace the Minion prior to dealing Damage.

AI Description

AI

When this Unit attacks a Minion, Displace the Minion prior to dealing Damage.

Embolden

Description

If this Unit is defeated while grouped, the newly Revealed Unit may immediately move and Attack. This does not count as the newly Revealed Unit’s Movement or Attack for the Turn.

AI Description

AI

If this Unit is defeated while grouped, the newly Revealed Unit immediately moves and attacks. This does not count as the newly Revealed Unit’s Movement or Attack for the Turn.

Empowered

Description

After this Unit promotes, if the number of keel spires In Play is equal to or greater than this Unit’s current Health, if this Unit does not already have one, it gains a [ATTACK_UPGRADE], ignoring Upgrade Capacity.

AI Description

AI

After this Unit promotes, if the number of keel spires In Play is equal to or greater than this Unit’s current Health, if this Unit does not already have one, it gains a [ATTACK_UPGRADE], ignoring Upgrade Capacity.

Engage

Description

Units able to Attack this Landmark must do so.

AI Description

AI

Units able to Attack this Landmark must do so.

Entropy

Description

If this chip’s Health is reduced to exactly 1, it does not retaliate and defeats itself immediately, dealing 2 Damage to all Adjacent non–naroran units.

AI Description

AI

If this chip’s Health is reduced to exactly 1, it does not retaliate and defeats itself immediately, dealing 2 Damage to all Adjacent non–naroran units.

Eruption

Description

At the end of this Unit's Movement, you may spend 3 Source to deal 3 Damage to all Adjacent units, spires, and Fortress gates. Then, return this Minion to your Barracks.

AI Description

AI

At the end of this Unit's Movement, if it is Adjacent to an Opposing Fortress Gate or if it has 2 Health or less and is Adjacent to an Opposing Unit or Spire, it will deal 3 Damage to all Adjacent units, spires, and Fortress gates. Then, return this Minion to its Barracks.

Evasive

Description

When this Unit is attacked by a Unit with Range, reduce the Damage dealt to 1.

AI Description

AI

When this Unit is attacked by a Unit with Range, reduce the Damage dealt to 1.

Evoke

Description

Ungrouped Only. Instead of moving this Unit, you may spend 3 Source to summon a war briar, 4 to summon a vineherald, or 5 to summon a treed. The Unit is summoned on its Basic Side and placed on the closest Path Hex to this Unit. The summoned Unit does not move this Turn.

AI Description

AI

After this Unit is reduced to exactly 1 Health, summon the Unit stated in the Prep Phase section for this Wave. If the Unit to be summoned is unavailable, summon the next available Unit in this list: grizzled oak, ogregrowth, treed, vineherald, war briar. The Unit is summoned on its Basic Side and placed on the closest Path Hex to this Unit. The summoned Unit does not move this Turn.

Explosion

Description

Before this Unit’s Movement, you may remove this Equipment and place it faceup on an Adjacent Non-Path Hex. When a Unit moves onto a Hex Adjacent to this chip, it must forego the rest of its Movement and roll a D6. The Unit suffers Damage equal to the die result. Then, discard this chip.

AI Description

AI

Before this Unit’s Movement, you may remove this Equipment and place it faceup on an Adjacent Non-Path Hex. When a Unit moves onto a Hex Adjacent to this chip, it must forego the rest of its Movement and roll a D6. The Unit suffers Damage equal to the die result. Then, discard this chip.

Exposure

Description

Units may move onto this chip as if it were a Path Hex. When a non–griege Unit moves onto this chip, deal 1 Damage to it.

AI Description

AI

Units may move onto this chip as if it were a Path Hex. When a non–griege Unit moves onto this chip, deal 1 Damage to it.

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