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Colony
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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).
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Connected
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Add +1 to this Spire’s Upgrade Capacity for each other Spire with Connected In Play, up to a total capacity of 5.
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Conscription
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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.
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Talent does not trigger for AI units.
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Consume
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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.
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Cover
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When a taproot is Adjacent to this Spire, the Damage dealt by an Attack on the taproot is reduced to 1.
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Creep
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At the start of each of your turns during the Onslaught Phase, this Spire may move onto an Adjacent non– Path Hex.
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Talent does not trigger for AI spires.
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Crush
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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.
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Cumbersome
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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.
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Degradation
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After this Spire attacks, remove its bottom 2 Upgrades.
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Desolate
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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.
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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.
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Detonate
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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.
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Devoted
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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.
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Talent does not trigger for AI units.
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Dexterity
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If Damage from a retaliating Unit would Defeat this Unit, instead reduce the Damage to 0.
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Dig
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Before or after this Unit’s Movement, it may place a Tunnel Access chip on an Adjacent non– Path Hex.
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Talent does not trigger for AI units.
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Directional Attack
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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.
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Talent does not trigger for AI spires
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Disperse
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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.
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Dispirit
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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.
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Diurnal
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This Unit does not demote.
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This Unit will not de-promote.
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Dodge
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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.
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Downpour
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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.
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Eager
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When this Unit attacks a Minion, Displace the Minion prior to dealing Damage.
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Embolden
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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.
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Empowered
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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.
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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.
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Engage
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Units able to Attack this Landmark must do so.
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Entropy
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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.
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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.
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Eruption
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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.
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Evasive
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When this Unit is attacked by a Unit with Range, reduce the Damage dealt to 1.
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Evoke
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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.
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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.
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Explosion
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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.
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Exposure
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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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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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