Talento¶
Regular Abilities¶
| Name | Effect | : expert: Effect | Content |
|---|---|---|---|
| Air Magic | <permanent> +1 <power> for spells from School of Air Magic. | When casting <spell> from the School of Air, you can discard this card, then gain +3 <power>. | Tower Expansion Regular Stretch Goals 2024 |
| Archery | <ongoing> During this Combat round, your Ranged units gain +1 <attack> if the target is a non-adjacent unit. | <ongoing> Until the end of the next Combat round, your Ranged units gain +1 <initiative> and +1 <attack> if the target is a non-adjacent unit. | Core Game Regular Stretch Goals 2024 |
| Armorer | <instant> +1 <defense> Then draw 1 card. |
<instant> +2 <defense> Then draw 1 card. |
Core Game Regular Stretch Goals 2024 |
| Artillery | <instant> Deal 1 <damage> to an enemy unit with the lowest <initiative>. | <instant> When using the Ballista card, resolve its effect against the same target 3 times. | Rampart Expansion Regular Stretch Goals 2024 |
| Ballistics | <instant> Play this card during a siege. Destroy 1 Wall or Gate. |
<instant> Play this card during a siege. Destroy the Arrow Tower. |
Inferno Expansion Regular Stretch Goals 2024 |
| Basic Air Magic | <permanent> Instead of Searching the Spell deck, find the first Air Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. |
<instant> +3 <power> for a Air Magic <spell>. | Conflux Expansion |
| Basic Earth Magic | <permanent> Instead of Searching the Spell deck, find the first Earth Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. |
<instant> +3 <power> for a Earth Magic <spell>. | Conflux Expansion |
| Basic Fire Magic | <permanent> Instead of Searching the Spell deck, find the first Fire Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. |
<instant> +3 <power> for a Fire Magic <spell>. | Conflux Expansion |
| Basic Water Magic | <permanent> Instead of Searching the Spell deck, find the first Water Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. |
<instant> +3 <power> for a Water Magic <spell>. | Conflux Expansion |
| Diplomacy | <map_effect> For every Dwelling you have, draw 1 corresponding Neutral Unit card. You can Recruit one of these units if you <pay> its Recruitment cost. | <instant> Skip Combat with Neutral Units on a field whose Field Difficulty is equal to your Hero's level. Visit the field. This Hero gains no Experience. | Core Game Regular Stretch Goals 2024 |
| Eagle Eye | <instant> Draw cards from the Spell deck until you find a Basic Spell card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. | <instant> Draw cards from the Spell deck until you find an Expert Spell card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. | Fortress Expansion Regular Stretch Goals 2024 |
| Earth Magic | <permanent> +1 <power> for spells from School of Earth Magic. | When casting <spell> from the School of Earth, you can discard this card, then gain +3 <power>. | Tower Expansion Regular Stretch Goals 2024 |
| Estates | <instant> Gain 3 <gold>. | <instant> Gain 6 <gold>. | Core Game Conflux Expansion |
| Fire Magic | <permanent> +1 <power> for spells from School of Fire Magic. | When casting <spell> from the School of Fire, you can discard this card, then gain +3 <power>. | Tower Expansion Regular Stretch Goals 2024 |
| First Aid | <instant> Remove 1 <damage> from one of your units. | <instant> When using the First Aid Tent card, resolve its effect against the same target 3 times. | Rampart Expansion Regular Stretch Goals 2024 |
| Intelligence | <instant> During Combat, before any unit activates, play a Spell card. You can still only play a Spell card during a Combat round. | <instant> During Combat, before any unit activates, play a Spell card. This spell does not count toward your spell limit per Combat round. | Core Game Regular Stretch Goals 2024 |
| Interference | <instant> +1 <defense>. This effect can be used to reduce <damage> from <spell>. | <instant> +2 <defense>. This effect can be used to reduce <damage> from <spell>. | Cove Expansion |
| Leadership | <instant> Gain a <morale_positive> token. | <instant> Draw 2 cards. Then, gain a <morale_positive> token. |
Core Game Regular Stretch Goals 2024 |
| Learning | <instant> Play when the Hero is about to level up. Advance their Experience Level by an additional half level. | <instant> Play when the Hero is about to level up. Advance their Experience Level by an additional level, then Remove this card. | Fortress Expansion Regular Stretch Goals 2024 |
| Logistics | <ongoing> At the end of your turn, move your Hero's model to an adjacent empty field. | <instant> Your Hero gains +1 Movement. | Core Game Conflux Expansion |
| Luck | <ongoing> You can reroll a Treasure die and a Resource die once during this turn. | <ongoing> You can reroll any die once during this turn. | Core Game Regular Stretch Goals 2024 |
| Mysticism | <instant> Play this card immediately after casting a spell. Instead of discarding the Spell card, take it back into your hand. | <instant> Play this card immediately after casting a spell. Instead of discarding the Spell card and all other cards played together with it, take them back to your hand. | Core Game Regular Stretch Goals 2024 |
| Necromancy | <map_effect> Play after winning Combat other than Quick Combat. You can Reinforce a <bronze> or <silver> unit of your choice for half the <gold> cost (rounded down). | <map_effect> Play after winning Combat other than Quick Combat. You can Reinforce any unit of your choice for half the <gold> cost (rounded down). | Core Game Regular Stretch Goals 2024 |
| Offense | <instant> +1 <attack> Then draw 1 card. |
<instant> +2 <attack> Then draw 1 card. |
Core Game Stronghold Expansion Cove Expansion Regular Stretch Goals 2024 |
| Pathfinding | <map_effect> This turn, your Hero can move through fields with Neutral Units and Enemy Heroes, but if they end their movement in one of these fields, Combat begins. | <map_effect> Your Hero can move over the yellow border and blocked fields, but cannot end movement on them. | Tower Expansion Regular Stretch Goals 2024 |
| Resistance | <instant> Play this card immediately after the enemy casts a spell. If the spell was cast with 1 <power> or less, ignore the Spell card's effect. | <instant> Play this card immediately after the enemy casts a spell. Ignore the Spell card's effect. | Core Game Regular Stretch Goals 2024 |
| Scholar | <instant> Choose 1 card from your discard pile and add it to your hand. | <map_effect> Remove up to 2 Statistic cards from your hand or discard pile. Take up to 2 different Empowered Statistic cards and put them on top of your discard pile. Remove the Scholar. | Inferno Expansion Regular Stretch Goals 2024 |
| Scouting | <instant> Play this card before taking a Search action, then do Search(3) instead. | <instant> Play this card before taking a Search action, then do Search(5) instead. | Tower Expansion Stronghold Expansion Regular Stretch Goals 2024 |
| Sorcery | <instant> +1 <power> Then draw 1 card. |
<instant> +2 <power> Then draw 1 card. |
Core Game Regular Stretch Goals 2024 |
| Tactics | <instant> At the start of Combat, you can switch the position of any 2 of your units. | <activation> During Combat, you can switch the position of any 2 of your units. | Core Game Cove Expansion |
| Water Magic | <permanent> +1 <power> for spells from School of Water Magic. | When casting <spell> from the School of Water, you can discard this card, then gain +3 <power>. | Tower Expansion Regular Stretch Goals 2024 |
| Wisdom | <instant> The cost of buying spells in this Town is reduced by 2 <gold>. When buying spells from your Mage Guild, do Search(3) instead of Search(2). | <instant> The cost of buying spells in this Town is reduced by 2 <gold>. When buying spells from your Mage Guild, do Search(4) instead of Search(2). | Core Game Stronghold Expansion Conflux Expansion Cove Expansion |
Empowered Abilities¶
Empowered Abilities are either just the <expert> effect of their regular counterparts, or they are changed to just give the player an option to play either of the effects.
| Name | Effect | Content |
|---|---|---|
| Air Magic | <permanent> +1 <power> for spells from School of Air Magic. — OR — <instant> When casting <spell> from the School of Air, you can discard this card, then gain +3 <power>. |
Naval Battles Expansion |
| Archery | <ongoing> Until the end of the next Combat round, all of your Ranged units gain +1 <initiative> and +1 <attack> if the target is a non-adjacent unit. | Naval Battles Expansion |
| Armorer | <instant> +2 <defense> Then draw 1 card. |
Naval Battles Expansion |
| Artillery | <instant> When using the Ballista card, resolve its effect against the same target 3 times. | Naval Battles Expansion |
| Ballistics | <instant> Play this card during a siege. Destroy 3 Walls and the Gate. |
Naval Battles Expansion |
| Basic Air Magic | <permanent> Instead of Searching the Spell deck, find the first Air Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. — OR — <instant> +3 <power> for a Air Magic <spell>. |
Naval Battles Expansion |
| Basic Earth Magic | <permanent> Instead of Searching the Spell deck, find the first Earth Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. — OR — <instant> +3 <power> for a Earth Magic <spell>. |
Naval Battles Expansion |
| Basic Fire Magic | <permanent> Instead of Searching the Spell deck, find the first Fire Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. — OR — <instant> +3 <power> for a Fire Magic <spell>. |
Naval Battles Expansion |
| Basic Water Magic | <permanent> Instead of Searching the Spell deck, find the first Water Magic <spell> in it and take the <spell> into your hand. Then, reshuffle the deck. — OR — <instant> +3 <power> for a Water Magic <spell>. |
Naval Battles Expansion |
| Diplomacy | <map_effect> For every Dwelling you have, draw 1 corresponding Neutral Unit card. You can Recruit one of these units if you <pay> its Recruitment cost. — OR — <instant> Skip Combat with any Neutral Units on the same level as your Hero. Claim the given field and resolve its effect. This Hero gains no Experience. |
Naval Battles Expansion |
| Eagle Eye | <instant> Choose one: Basic Spell, Expert Spell, or School of Magic. Then, draw a card from the Spell deck until you find a chosen type of card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. | Naval Battles Expansion |
| Earth Magic | <permanent> +1 <power> for spells from School of Earth Magic. — OR — <instant> When casting <spell> from the School of Earth, you can discard this card, then gain +3 <power>. |
Naval Battles Expansion |
| Estates | <instant> Gain 6 <gold>. | Naval Battles Expansion |
| Fire Magic | <permanent> +1 <power> for spells from School of Fire Magic. — OR — <instant> When casting <spell> from the School of Fire, you can discard this card, then gain +3 <power>. |
Naval Battles Expansion |
| First Aid | <instant> When using the First Aid Tent card, resolve its effect against the same target 3 times. | Naval Battles Expansion |
| Intelligence | <instant> At the beginning of the Combat round, play a Spell card. This spell does not count toward your Spell limit per Combat round. |
Naval Battles Expansion |
| Interference | <instant> +2 <defense>. This bonus can be applied to <damage> from spells. | Naval Battles Expansion |
| Leadership | <instant> Draw 2 cards. Then, gain a <morale_positive> token. |
Naval Battles Expansion |
| Learning | <instant> Play when the Hero is about to level up. Advance their Experience Level by an additional half level. — OR — <instant> Play when the Hero is about to level up. Advance their Experience Level by an additional level, then Remove this card. |
Naval Battles Expansion |
| Logistics | <instant> Your Hero gains +1 <movement>. | Naval Battles Expansion |
| Luck | <ongoing> You can reroll any die once during this turn. | Naval Battles Expansion |
| Mysticism | <instant> Play this card immediately after casting a spell. Instead of discarding the Spell card and all other cards played together with it, take them back to your hand. | Naval Battles Expansion |
| Necromancy | <map_effect> Play after winning Combat other than Quick Combat. You can Reinforce any unit of your choice for half the <gold> cost (rounded down). | Naval Battles Expansion |
| Offense | <instant> +2 <attack> Then draw 1 card. |
Naval Battles Expansion |
| Pathfinding | <map_effect> This turn, your Hero can move through blocked fields and fields with Neutral Units and Enemy Heroes without resolving them, but if the Hero ends their movement on one of these fields, Combat begins. | Naval Battles Expansion |
| Resistance | <instant> Play this card immediately after the enemy casts a spell. Ignore the Spell card's effect. | Naval Battles Expansion |
| Scholar | <instant> Choose 1 card from your discard pile and add it to your hand. — OR — <map_effect> Remove up to 2 Statistic cards from your hand or discard pile. Take up to 2 different Empowered Statistic cards and put them on top of your discard pile. Remove the Scholar. |
Naval Battles Expansion |
| Scouting | <instant> Play this card before taking a Search action, then do Search(5) instead. | Naval Battles Expansion |
| Sorcery | <instant> +2 <power> Then draw 1 card. |
Naval Battles Expansion |
| Tactics | <instant> At the start of Combat, you can switch the position of any 2 of your units. — OR — <activation> During Combat, you can switch the position of any 2 of your units. |
Naval Battles Expansion |
| Water Magic | <permanent> +1 <power> for spells from School of Water Magic. — OR — <instant> When casting <spell> from the School of Water, you can discard this card, then gain +3 <power>. |
Naval Battles Expansion |
| Wisdom | <instant> The cost of buying spells in this Town is reduced by 2 <gold>. When buying spells from your Mage Guild, do Search(4) instead of Search(2). | Naval Battles Expansion |