Skip to main content

Enemy Skills

SkillAbility
AggressiveAggressiveAfter rolling enemy Combat dice, this unit rerolls all misses 1 time before dealing damage to its target.After rolling enemy Combat dice, this unit rerolls all misses 1 time before dealing damage to its target.
ArcaneArcaneThe damage dealt by this unit is true damage.The damage dealt by this unit is true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead..
BaneBaneAfter this unit's engage, apply a Bane status die to this unit's target.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. engageEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value., apply a BaneBaneThis unit is dealt 1 true damage at the start of each of its turns. status die to this unit's target.
BideBideIf this unit does not move on its turn, it heals for 2 HP at the end of its turn.If this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. does not move on its turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., it healsHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 2 HP at the end of its turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn..
BladedBladedWhen engaging an adjacent target, this unit deals an additional 2 damage to its target.When engagingEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. target, this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. deals an additional 2 damage to its target.
BlindBlindAfter this unit's engage, apply a Blind status die to this unit's target.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. engage, apply a BlindBlindThis unit considers all units to be opposing units. If this unit engages, it can only target the strongest adjacent unit. status die to this unit's target.
BurnBurnAfter this unit determines its target, the target must choose to lose 1 tenacity, discard 1 item, or deal itself 1 true damage.After this unit determines its target, the target must choose to lose 1 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect., discard 1 itemItemsAdventurers can gain useful items along their way. Each item card takes up 1 space in an adventurer's inventory, whether it is in a ready slot or the pack area. There are 2 types of item cards, common and legendary., or deal itself 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead..
ChilblainChilblainAfter this unit is engaged by an adventurer who is not using a Weapon type item, that adventurer gains light fatigue equal to party size.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is engagedEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. by an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. who is not using a WeaponWeaponWeapon items provide advantages in battle, often interacting with skills. Each has a standard ability that is resolved as part of an adventurer's engage. However, each Weapon also has a secondary, overtax keyword ability that can be triggered in addition to the item's standard ability when using the Weapon to engage. type item, that adventurer gains light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). equal to party sizeParty SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not).
ColossalColossalThis unit deploys with additional HP equal to the total number of Combat skill dice trained by adventurers.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. deploys with additional HP equal to the total number of CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. skill dice trainedTrainedAll skill dice that have been added to your character mat are considered to be trained. by adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member..
CorneredCorneredThis unit deploys with an additional 2 HP for each undefeated adventurer.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. deploys with an additional 2 HP for each undefeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member..
DazeDazeAfter this unit's engage, apply a Daze status die to this unit's target.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. engageEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value., apply a DazeDazeThis unit cannot roll dice on the same turn it moves, and it cannot move on the same turn it rolls dice. At the end of this unit's turn, remove this die. status die to this unit's target.
DecayDecayAt the end of this unit's turn, it is dealt 1 true damage.At the end of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., it is dealt 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead..
DetainDetainWhen this unit determines a target, its target must exhaust an available skill die. If the Empire Remnant is dominant, the skill die is drained instead.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. determines a target, its target must exhaust an availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. skill die. If the Empire Remnant is dominant, the skill die is drainedDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. instead.
DetectionDetectionThis unit ignores Stealth status dice when targeting.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. ignores StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. status dice when targeting.
DispelDispelAfter this unit is engaged by an adventurer in Magic battle form or by a Daedra unit, this unit deals party size true damage to the engaging unit, even if defeated.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is engagedEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. by an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in Magic battle formMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form. or by a Daedra unit, this unit deals party sizeParty SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not) true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. to the engaging unit, even if defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated.
DisruptDisruptWhen this unit determines a target, its target must exhaust 1 die from its active slots, if possible.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. determines a target, its target must exhaust 1 die from its active slotsActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle., if possible.
DivertDivertThis unit cannot lose its last HP unless it is already at 1 HP prior to taking damage.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. cannot lose its last HP unless it is already at 1 HP prior to taking damage.
DodgeDodgeWhen this unit is engaged by an opposing unit, prevent damage dealt to this unit equal to the number of rolled skill dice that do not deal damage.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is engagedEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. by an opposing unit, prevent damage dealt to this unit equal to the number of rolled skill dice that do not deal damage.
ElusiveElusiveThis unit prevents all damage (including true damage) dealt by units that were not adjacent to it at the start of the current turn.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. prevents all damage (including true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead.) dealt by units that were not adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. to it at the start of the current turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn..
Enfeeble #Enfeeble #After this unit's engage, its target gains \# light fatigue.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. engageEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value., its target gains # light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue)..
EtherealEtherealWhen this unit is dealt damage by an adventurer not in Magic battle form, this unit prevents party size damage.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is dealt damage by an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. not in Magic battle formMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form., this unit prevents party sizeParty SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not) damage.
FreezeFreezeWhen this unit determines a target, its target must move 1 item from a ready slot to their pack. If the party is currently in an under siege town, the target must move all items to their pack.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. determines a target, its target must move 1 itemItemsAdventurers can gain useful items along their way. Each item card takes up 1 space in an adventurer's inventory, whether it is in a ready slot or the pack area. There are 2 types of item cards, common and legendary. from a ready slot to their pack. If the partyPartyThe party can include both adventurer and companion units. is currently in an under siege town, the target must move all items to their pack.
FumesFumesAfter this unit is engaged by an opposing unit, apply a Blind status die to the opposing unit.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is engagedEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. by an opposing unit, apply a BlindBlindThis unit considers all units to be opposing units. If this unit engages, it can only target the strongest adjacent unit. status die to the opposing unit.
InciteInciteAfter this unit is defeated, all allied units heal for HP equal to the current unrest.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated, all allied units healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for HP equal to the current unrest.
InstigateInstigateAfter this unit is defeated, each adventurer immediately draws a random level 1 enemy and deploys it to the closest unoccupied hex to them.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated, each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. immediately draws a random level 1 enemy and deploys it to the closestClosestWhen a rule or effect refers to the closest hex, feature, or token, it means the route to that feature or token that consists of the fewest hexes between that feature and the component being measured to (or from). unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex to them.
IntimidateIntimidateAfter this unit's engage, apply a Fear status die to this unit's target. If the target already has a Fear status die, remove it instead.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both., apply a FearFearThe effects of this unit's non-Combat skills are ignored. This effect does not apply to skill dice already in active slots or the cooldown track. status die to this unit's target. If the target already has a FearFearThe effects of this unit's non-Combat skills are ignored. This effect does not apply to skill dice already in active slots or the cooldown track. status die, remove it instead.
Iron BarkIron BarkWhen this unit is dealt damage by non-adjacent units, its defense is increased by 1 for that engage.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is dealt damage by non-adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. units, its defense is increased by 1 for that engage.
LordLordAt the start of this unit's turn, set aside a level 5 Daedra from the enemy bag. If no level 5 Daedra are available, this unit increases its Combat status by 2 for its engage this turn. At the end of this unit's turn, deploy the set-aside unit to the closest unoccupied hex.At the start of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., set aside a level 5 Daedra from the enemy bag. If no level 5 Daedra are available, this unit increases its Combat status by 2 for its engageEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value. this turn. At the end of this unit's turn, deploy the set-aside unit to the closestClosestWhen a rule or effect refers to the closest hex, feature, or token, it means the route to that feature or token that consists of the fewest hexes between that feature and the component being measured to (or from). unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex.
MaimMaimAfter this unit's engage, apply a Maim status die to this unit's target.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. engageEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value., apply a MaimMaimWhen this unit rolls Combat skill dice, the total damage rolled is reduced by half, then rounded down. This effect does not apply to true damage. status die to this unit's target.
MotivateMotivateAt the start of this unit's turn, all adjacent allied units gain 1 tenacity and all adjacent opposing units lose 1 tenacity.At the start of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., all adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. allied units gain 1 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. and all adjacent opposing units lose 1 tenacity.
NecromancyNecromancyAt the end of this unit's turn, deploy the top unit of the defeated stack to the closest unoccupied hex to this unit with party size HP. This new enemy does not take a turn this round.At the end of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., deploy the top unit of the defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated stack to the closestClosestWhen a rule or effect refers to the closest hex, feature, or token, it means the route to that feature or token that consists of the fewest hexes between that feature and the component being measured to (or from). unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hex to this unit with party sizeParty SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not) HP. This new enemy does not take a turn this roundBattle RoundDuring a round, each adventurer takes a turn. After your party has finished its turns, each enemy takes its own turn. After all units have completed a single turn, the round ends.
NecroticNecroticAt the end of this unit's turn, it deals all adjacent units 1 true damage.At the end of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., it deals all adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. units 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead..
PenumbraPenumbraAfter this unit is defeated, it replaces the weakest allied non-quest unit and assumes that unit's HP and status dice. The replaced unit is returned to its enemy bag.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated, it replaces the weakestWeakestThe opposing unit with the lowest HP (not including bonus HP). allied non-quest unitQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated. and assumes that unit's HP and status dice. The replaced unit is returned to its enemy bag.
RallyRallyAfter this unit is defeated, if it is not the last enemy in play; deploy an enemy of the next lowest level to the hex where this was defeated. Then, return this unit to the enemy bag.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated, if it is not the last enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. in play; deploy an enemy of the next lowest level to the hex where this was defeated. Then, return this unit to the enemy bag.
RecoverRecoverAt the start of this unit's turn, it heals for party size HP.At the start of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turn, it healsHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for party sizeParty SizeParty size is a variable that represents a number equal to the number of adventurers in the party (whether defeated or not) HP.
RestrainRestrainAfter this unit's movement, all opposing units within 3 hexes of this unit are moved 1 hex closer to it if possible.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. movement, all opposing units within 3 hexes of this unit are moved 1 hex closer to it if possible.
RetreatRetreatAt the end of this unit's turn, if no units took damage this turn, this unit gains a Stealth status die and heals for 1 HP.At the end of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., if no units took damage this turn, this unit gains a StealthStealthThis unit can only be targeted by opposing units that were adjacent to it at the start of the current turn. After this unit deals damage, this die is removed. status die and healsHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP.
RewardRewardAfter this unit is defeated, each adventurer chooses and gains 1 of the following; 1 Legendary Item, 5 tenacity, Advance Health stat by 1 (if possible).After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated, each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. chooses and gains 1 of the following; 1 Legendary Item, 5 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect., Advance HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. stat by 1 (if possible).
Riposte #Riposte #Each turn, the first time this unit is dealt damage by an adjacent opposing unit, this unit will then deal \# damage back, so long as it was not defeated.Each turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., the first time this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is dealt damage by an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. opposing unit, this unit will then deal # damage back, so long as it was not defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated.
Ritual #Ritual #At the end of this unit's turn, all allied units in sight heal for \#.At the end of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., all allied units in sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for #.
RotRotAfter this unit is defeated by an adventurer, that adventurer gains 1 overfatigue.After this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated by an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member., that adventurer gains 1 overfatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue)..
RushRushIf this unit cannot target an opposing unit after its movement, it moves a second time instead.If this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. cannot target an opposing unit after its movement, it moves a second time instead.
ShatterShatterEach turn, the first time this unit is engaged by an adventurer who is not overtaxing a Weapon item, that adventurer must discard a weapon from a ready slot after the engage.Each turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., the first time this unit is engagedEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. by an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. who is not overtaxingOvertaxWhen you trigger an item's standard ability, you may also choose to trigger its overtax ability (but cannot trigger the overtax ability without triggering the item's standard ability). If you do, after the engage and both item abilities are resolved, that item must be discarded. a Weapon item, that adventurer must discardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. a weapon from a ready slotItemsAdventurers can gain useful items along their way. Each item card takes up 1 space in an adventurer's inventory, whether it is in a ready slot or the pack area. There are 2 types of item cards, common and legendary. after the engage.
SiphonSiphonAt the end of this unit's turn, remove 1 HP from each non-quest unit within range. Place all HP removed under this unit's chip (may exceed Health stat).At the end of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., remove 1 HP from each non-quest unitQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated. within rangeRangeRange (or distance) from one hex to another is measured by counting the number of hexes between those hexes, including the destination hex, regardless of whether those hexes are occupied.. Place all HP removed under this unit's chip (may exceed HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. stat).
SmiteSmiteIf this unit is not targeting all party members on its turn, its Combat stat is doubled.If this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. is not targeting all party membersPartyThe party can include both adventurer and companion units. on its turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn., its Combat stat is doubled.
StalwartStalwartThis unit cannot lose more than 1 HP in a single turn.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. cannotCannotIf a component's effect uses the word cannot, that effect cannot be overruled by another game effect. lose more than 1 HP in a single turnTurnDuring a battle round, each unit on the battle map takes a turn. Some abilities are limited to a certain number of uses per turn; that limit is reset at the start of each unit's turn..
StealStealWhen this unit determines a target, roll 1 D6. If the result is greater than or equal to the target's current HP; that target discards a non-Consumable item from a ready slot.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. determines a target, roll 1 D6Roll a D6Use the same six-sided dice used for lockpick checks. When rolling one of these dice as a D6 outside of a lockpick check, players cannot use skills or other effects that can manipulate those dice during lockpick checks.. If the result is greater than or equal to the target's current HP; that target discards a non-Consumable itemItemsAdventurers can gain useful items along their way. Each item card takes up 1 space in an adventurer's inventory, whether it is in a ready slot or the pack area. There are 2 types of item cards, common and legendary. from a ready slot.
Storm SeerStorm SeerWhen this unit determines a target, its target must exhaust a number of dice from its active slots as determined by the current weather. Sunny = 1, Rainy = 2, Flooding = 3.When this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. determines a target, its target must exhaust a number of dice from its active slotsActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle. as determined by the current weather. Sunny = 1, Rainy = 2, Flooding = 3.
SubdueSubdueBefore this unit deals damage, its target loses tenacity equal to the amount of damage dealt.Before this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. deals damage, its target loses tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. equal to the amount of damage dealt.
SwapSwapThis unit treats occupied hexes as unoccupied. When it moves into an occupied hex, its occupant is placed in the hex this unit moved out of.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. treats occupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hexes as unoccupied. When it moves into an occupied hex, its occupant is placedMove/PlacePlacing a unit is resolved by removing that unit from the map and placing it in a hex as described. in the hex this unit moved out of.
SwiftSwiftThis unit's movement is equal to the current round (Fatigue = 6).This unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. movement is equal to the current roundBattle RoundDuring a round, each adventurer takes a turn. After your party has finished its turns, each enemy takes its own turn. After all units have completed a single turn, the round ends (Fatigue = 6).
True StrikeTrue StrikeIf all of this unit's rolled enemy Combat dice result in a 1, this unit deals true damage.If all of this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. rolled enemy Combat dice result in a 1, this unit deals true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead..
UnbridledUnbridledBefore this unit deals damage, roll 1 D6. If the result is a 3-6, the damage it rolled will be dealt as true damage, and this unit deals 1 additional true damage to each adventurer. If this battle takes place in High Rock, also increase unrest by 1 on a result of 3-6.Before this unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. deals damage, roll 1 D6Roll a D6Use the same six-sided dice used for lockpick checks. When rolling one of these dice as a D6 outside of a lockpick check, players cannot use skills or other effects that can manipulate those dice during lockpick checks.. If the result is a 3-6, the damage it rolled will be dealt as true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead., and this unit deals 1 additional true damage to each adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.. If this battle takes place in High RockHigh Rock [HR]Native Skill - Incite, also increase unrest by 1 on a result of 3-6.
VindictiveVindictiveThis unit increases its Combat stat by the number of opposing adventurers.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. increases its Combat stat by the number of opposing adventurersAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member..
VinesnareVinesnareAfter this unit's engage, its target must drain 1 available Combat skill die.After this unit'sUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. engageEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value., its target must drainDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. 1 available CombatCombatCombat has 1 type of skill die which can be rolled in any battle form except Magic. skill die.
VisionVisionThis unit ignores sight restrictions.This unitUnitUnits fall under 2 categories: party and enemy. These 2 categories, in relation to one another, are referred to as opposing units. ignores sightSightA unit has sight to another unit (or hex) if both units are in hexes on the same tile or an adjacent tile. restrictions.

FAQ

Can an enemy have more than one of the same skill?

Enemies cannot have more than one instance of the same skill. If they would have multiple copies of a numbered skill, they take on the highest number that they have of that skill.

Source