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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Quick Counter

Description

When this Unit is attacked by an Adjacent Unit, this Unit deals its Retaliation Damage first. If the attacker is not defeated, it deals its Attack Damage as normal.

AI Description

AI

When this Unit is attacked by an Adjacent Unit, this Unit deals its Retaliation Damage first. If the attacker is not defeated, it deals its Attack Damage as normal.

Quick Strike

Description

This Unit may Attack prior to spires firing.

AI Description

AI

This Unit attacks prior to spires firing.

Radiate

Description

Before this Unit's Movement, it may transfer 1 Health or 1 upgrade from under its chip to an Adjacent Unit, ignoring Health or upgrade restrictions. It may repeat this once for each other Adjacent Unit.

AI Description

AI

Talent does not trigger for AI units.

Rally

Description

When this Unit defeats a Unit or Spire, you may promote all heir minions within 2 hexes of this Unit.

AI Description

AI

When this Unit defeats a Unit or Spire, all heir minions within 2 hexes of this Unit are Promoted.

Ram

Description

When this Unit attacks a Spire, instead of dealing Damage, you may remove any Attack Upgrade from the Spire.

AI Description

AI

When this Unit attacks a Spire with an Attack Upgrade, instead of dealing Damage, it removes the topmost Attack Upgrade from the Spire.

Raze

Description

At the start of your Turn, this Spire may Attack a Spire or Fortress Gate within its Range. After this Spire attacks a Fortress Gate, remove its bottom upgrade.

AI Description

AI

At the start of this Faction’s Turn, this Spire will Attack a Spire or Fortress Gate within its Range if possible. If it has multiple Target options, its Attack priorities are an Opposing Fortress Gate first, or, if that is not in Range, the Opposing Spire with the fewest Upgrades. After this Spire attacks a Fortress Gate, remove its bottom upgrade.

Reap

Description

Once Per Wave. If this Unit is Adjacent to a Source Well, Spire, or Landmark, you may gain D6 Source.

AI Description

AI

Talent does not trigger for AI units.

Recruitable

Description

At the end of your Turn, if your Faction attacked this Unit this Turn, and it is not under the Control of another Faction, you may gain Control of it.

AI Description

AI

At the end of your Turn, if your Faction attacked this Unit this Turn, and it is not under the Control of another Faction, you may gain Control of it.

Recruiter

Description

Before or after this Unit’s Movement, you may gain Control of an Adjacent Landmark Minion. The controlled Minion moves this Turn.

AI Description

AI

Before or after this Unit’s Movement, if it is Adjacent to a Landmark Minion, this Unit’s Faction gains Control of that Minion. The controlled Minion moves this Turn.

Refinery

Description

At the end of each Wave, gain 2 Source.

AI Description

AI

Talent does not trigger for AI spires.

Refresh

Description

If this Spire is on a water Hex, your units Recover 1 Health when they move into a Hex Adjacent to this Spire (once per Unit per Turn).

AI Description

AI

If this Spire is on a water Hex, shada units Recover 1 Health when they move into a Hex Adjacent to this Spire (once per Unit per Turn).

Relentless

Description

As this Unit’s Retaliation, roll the Spire Attack die to determine how much Damage it deals. Continue rolling the die until you roll a blank or a 2. Then, deal Damage equal to the total amount rolled.

AI Description

AI

As this Unit’s Retaliation, roll the Spire Attack die to determine how much Damage it deals. Continue rolling the die until you roll a blank or a 2. Then, deal Damage equal to the total amount rolled.

Repeater

Description

Once per Turn. After this Spire attacks a Unit but does not Defeat it, this Spire may make an additional Attack.

AI Description

AI

Once per Turn. After this Spire attacks a Unit but does not Defeat it, it makes an additional Attack.

Replication

Description

This Spire counts as two keel spires for the purposes of Minion promotion, the Winning Cause Fortress Advancement, and the talents Conscription and Empowered.

AI Description

AI

This Spire counts as two keel spires for the purposes of Minion promotion, the Winning Cause Fortress Advancement, and the talents Conscription and Empowered.

Resupply

Description

After a keel Minion ends its Movement on the same Hex Group as this Spire, you may remove an upgrade from this Spire to add 2 Health to that Unit, which may exceed the Unit’s Health Stat. This cannot be used on a Minion that is already above max Health.

AI Description

AI

After a keel Minion ends its Movement on the same Hex Group as this Spire, remove the bottom upgrade from this Spire to add 2 Health to that Unit, which may exceed the Unit’s Health Stat. Cannot be used on a Minion that is already above max Health.

Retrograde

Description

After this Unit is defeated, remove one limited build action peg from your Fortress, if able.

AI Description

AI

Talent does not trigger for AI units.

Riftwalk

Description

Units may move onto this chip as if it were a Path Hex. Units that move onto this chip are teleported to another chip with Riftwalk of the controlling Faction’s choice, if able. If the destination chip is currently Occupied by another Unit or Group of units, those units are defeated. Defeating Opposing grouped units this way grants the Reward for only the top Unit.

AI Description

AI

Units may move onto this chip as if it were a Path Hex. Units that move onto this chip are teleported to another chip with Riftwalk. If the destination chip is currently Occupied by another Unit or Group of units, those units are defeated. AI units will use Riftwalk in their Movement if doing so would result in greater Progress being made than not using it, and if they have enough Movement to move off of the chip they Teleport to.

Rigging

Description

Horizon’s Wrath heroes may move onto this Spire as if it were a Path Hex. Doing so immediately returns that Hero to your Fortress and returns this Spire to your Barracks.

AI Description

AI

Talent does not trigger for AI units.

Riposte

Description

When this Unit would retaliate, it may instead Recover Health equal to the Damage dealt by the Opposing Attack.

AI Description

AI

When this Unit would retaliate, if its Retaliation would not Defeat the attacking Unit, it instead recovers Health equal to the Damage dealt by the Opposing Attack.

Rockslide

Description

After this Unit's Movement, if it is on a mountain Hex, it may remove the bottom Spire upgrade from any spires on or Adjacent to the Group of mountain hexes it is on.

AI Description

AI

If this Unit can end its Movement on a mountain Hex while adhering to AI Movement rules, it will do so. After this Unit's Movement, if it is on a mountain Hex, it will remove the bottom Spire upgrade from each Opposing Spire on or Adjacent to the Group of mountain hexes it is on.

Roost Roam

Description

This Unit moves and attacks like a Hero. Its Movement Stat is the Roost value of the chip with which it most recently shared a Hex. If this Unit was not on a chip with Roost at the start of your Turn, it must end its Movement on a chip with Roost or use Glidebomb or Save this Turn.

AI Description

AI

This Unit moves like a Hero and does not Attack. Its Movement Stat is the Roost value of the chip with which it most recently shared a Hex. It will use any amount of its Movement to get Adjacent to an Opposing Hero. Otherwise, it does not move from its Roost. If this Unit has multiple hexes it can move onto, it will move to the Hex that is Adjacent to as many Opposing units as possible. If this Unit starts a Turn off a Roost because its Roost was defeated, it will move Adjacent to an Opposing Hero if possible. If it cannot, it will move Adjacent to the closest Opposing Minion or Spire.

Rooted

Description

If this Unit is Adjacent to a Spire, it may stay in place instead of moving. It must move on the next Turn in which it can make Progress.

AI Description

AI

If this Unit is Adjacent to a Spire and can make an Attack that deals Damage without moving, it does not move this Turn. It must move on the next Turn in which it can make Progress.

Run Silent

Description

You may ignore Influence restrictions when constructing this Spire.

AI Description

AI

Talent does not trigger for AI spires.

Save

Description

After or instead of this Unit’s Movement, you may Defeat it. If you do, an Adjacent Friendly Unit may to Recover up to 4 Health.

AI Description

AI

Talent does not trigger for AI units.

Scatter

Description

Grouped Only. Before or after this Unit’s Movement, it may leave its Group. If it does, place it on a valid Adjacent Hex and reveal the next Unit in the Group.

AI Description

AI

Grouped Only. After this Unit’s Movement, if it is Adjacent to an Opposing Unit or Spire and a Valid Hex, it will leave its Group. Place it on the valid Adjacent Hex and reveal the next Unit in the Group.

Secret Passage

Description

When this chip is Revealed, place 1 Health under it. You may Attack this chip to remove its Health. Once its Health is removed, heroes may move onto this Landmark as if it were a Path Hex. Then, the Hero’s owner selects an Unrevealed Landmark on an Adjacent Isle. Swap this chip and the Hero with the Unrevealed Landmark. When a Hero moves off this Landmark, place 1 Health under it.

AI Description

AI

When this chip is Revealed, place 1 Health under it. AI units do not Attack or use this Landmark.

Self Destruct

Description

At the start or end of your Turn, you may Defeat this Unit. If you do, deal 2 Damage plus an additional 2 Damage per upgrade on this Unit to all Adjacent Opposing units and spires.

AI Description

AI

At the start or end of this Faction’s Turn, if doing so would Defeat at least 1 Opposing Unit or Spire, it will Defeat itself and deal 2 Damage to all Adjacent Opposing units and spires, plus an additional 2 Damage per upgrade on this Unit.

Silencer

Description

If this Spire rolls a miss or a 2 on any of its Attack dice, its Target cannot Attack for the remainder of the Turn.

AI Description

AI

If this Spire rolls a miss or a 2 on any of its Attack dice, its Target cannot Attack for the remainder of the Turn.

Slap

Description

This Unit attacks and retaliates even if its Attack Stat is 0.

AI Description

AI

This Unit attacks and retaliates even if its Attack Stat is 0.

Snare

Description

The Movement Stat of all Opposing minions beginning their Movement within this Spire’s Range is reduced to 1.

AI Description

AI

The Movement Stat of all Opposing minions beginning their Movement within this Spire’s Range is reduced to 1.

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