Game manual

In development. Not released yet. Public release probably 2027.

Temprals - Veil Walkers

Temprals - Veil Walkers

A fantasy adventure strategy game about heroes, roads, towns, relics, encounters, and readable player days. Start with the player loop first: move normally, read risk, and let time arbitrate only the conflicts that truly matter.

Five-Minute First Game

Start by reading Temprals - Veil Walkers like a classic adventure strategy map: hero, road, reward, town, fight. The time layer is the referee that prevents unfair steals without pausing everyone.

You choose destinations, not abstract timelines. The game previews action points, route cost, risk, pressure, and blockers before the world asks for a contest.

No click raceA rival cannot steal a local reward just by clicking faster from a future that cannot reach it.
Readable player daysUse your normal heroes, then seal the day. The Veil matters when rivals or rare temporal powers are out of phase.
Local claimsWhen two futures reach the same value, the game opens a local claim instead of stopping the whole match.
Sealed outcomesCaptures, rewards, buildings, recruits, trades, and map scars become safe to trust when the contest window is sealed.
Readable choicesA claim is not automatically a forced battle. It can be challenged, ignored, expire, release, or become combat.

Touch the World First

The main map input is direct: click or tap the thing you mean. The game chooses the most likely action, then shows risk, cost, or contest state when that choice needs context.

HeroClick your hero to focus that hero.
TownClick your town to open town management.
RewardClick a reachable relic or pickup to move toward it; click it under your hero to collect it.
Guard or siteClick to move, claim, open the site, or start the ready fight when the map state allows it.

Right click on desktop, or long press on touch, opens the same context menu for alternatives. The menu is there for ambiguity; it is not the normal way to play every turn.

The First Loop

  1. Choose a hero.Start with a hero, a town, a visible route, and a nearby piece of value.
  2. Scout a route.Look for roads, rewards, guarded sites, towns, and possible contact windows.
  3. Preview movement.The HUD shows AP cost, arrival, route state, pressure, and blockers before you commit.
  4. Use the labeled actions.Step advances a legal movement preview; Stop Route cancels a longer route; Hint asks the local AI guide for context; disabled actions explain why they are unavailable.
  5. Take value if the route is clean.Collect the relic, clear the guard, claim the site, or move toward the next objective.
  6. Seal your player day.End Day commits the normal cohort for your player and checks unresolved blockers before advancement. The summary gives you a visible Continue or next-mission action.
  7. Resolve a claim if one appears.Challenge it, ignore/yield as an observer, start the fight when the claim turns into a ready fight, or choose another legal map action that does not touch the blocker. Release and expiry happen by rule.

Read the Screen in This Order

1. Hero and APWho is acting, how much movement remains, and what can still be done today?
2. DestinationWhat road, reward, town, guard, or hero are you touching?
3. Current objectiveThe Progression panel names the active mission objective; the right rail uses compact icon tabs for heroes, towns, and every objective target.
4. PressureCan a rival threaten this route soon, even if no claim is open yet?
5. Claim or blockerIs the contest official, and is this hero actually stopped?
6. AI statusHint names the local AI guide context it used. Automated rivals also report whether they are thinking, acted, found no legal step, or used local combat rules.
7. ContinueAfter a day or mission result, use the visible Continue, Retry, Next Mission, or Return action instead of waiting for narration to finish.

The Relic Example

1Clean route

Lyra sees a relic north of town. Marcus is too far away to reach it today, so Lyra moves freely.

2Pressure

On the next day, Marcus reaches a road that could still intercept the relic. Lyra is warned, but not stopped.

3Claim

If both heroes commit to the same relic, town, road, hero, or site, the game opens a local claim on that value.

4Decision

The claim can be challenged or ignored; it can expire, release, or escalate into a ready fight. Other legal plans remain other legal plans.

Claim Decisions

The exact buttons depend on who owns the claim and whether the fight is already ready, but these are the current player-facing responses and outcomes.

ChoiceWhen to choose itImmediate resultLong-term consequence
ChallengeYou are an observer and want the contested value.Your response becomes challenged.The claim can escalate into a pending fight.
Ignore / yieldYou do not want this local conflict as an observer.Your response becomes ignored.If all relevant observers ignore and the claim is not a special hold-open origin, the claim releases.
Let rules resolve itThe UI does not require your answer yet, or you leave the claim untouched while playing elsewhere.The claim remains open until another response, release rule, or deterministic expiry changes it.Unanswered observers expire when the claim expires; ignored observers can allow release.
Start the fightThe claim is challenged and the fight is ready.The adventure map hands off to the encounter screen.The encounter result writes back to the map as resolved or cancelled claim state.
Choose another legal map actionYour current action is blocked, but another path/objective does not touch that blocker.You avoid this local contest for now.You may lose tempo or value, but the whole match does not become a global pause.

The Veil, In Plain Terms

Once the relic example makes sense, the vocabulary becomes useful: these words separate warning, future risk, active contest, and true blockers so the UI does not lie.

You can still move into uncertain tiles. The Veil prevents omniscient map reading: exact rewards, sites, and recruitment stay vague until your hero has a real read.

TermPlayer meaningBlocking?Typical reaction
Clean routeNo active claim touches this action right now.NoMove or take the value.
PressureA rival can threaten this route soon.NoContinue, prepare, or choose a safer route.
FrontierA future contest window exists beyond the immediate pressure slice.Not yetWatch the line and plan around it.
ClaimA specific value is already contested.Local / actor-scopedChallenge, ignore as an observer, fight when it opens, or take another legal map action.
FinalityA reward, capture, building, hire, trade, or map scar is provisional, contestable, or sealed.Only while unresolvedTrust it when the game shows it as sealed.
Ownerless siteA neutral camp, dwelling, or unclaimed place can read from the day your hero reaches it where that system supports it.No by itselfScout it, then seal the result by interacting.
Veil passageA threshold crossing allowed by a named object or rule.Only if the passage or a claim blocks youCross when allowed, but do not assume everything beyond is already stable.
BlockerThis hero/action/day cannot proceed until the listed issue resolves.YesResolve it or take another legal action that does not touch it.
The VeilThe visible time-veil stack: what your hero knows, where your hero could still matter, and where rivals may still contest.No by itselfUse it to read where the next real contest may emerge.

Adventure Systems

HeroesYour hero is the moving army identity: stats, powers, company, items, and current-day map presence.
TownsTowns support recovery, recruitment, resources, and magic while shaping route and map control.
ResourcesGold, mana, wood, and stone decide whether you build, recruit, recover, or keep pushing routes.
Company cardsYour army enters encounters as persistent cards that can be ready, injured, exhausted, or destroyed.
ArtifactsItems bend movement, Veil reading, combat, and active map powers.
EncountersCombat is deterministic card/spell resolution, not a click-speed battle.

Movement Terrain

TerrainCurrent movement cost
Road1
Plain1
Forest2
Swamp3
Mountain, water, lavaImpassable unless a specific effect allows it.

Resources And Economy

The current game uses a deliberately small resource set. The point is not bookkeeping for its own sake: resources ask whether you grow a town, recruit, prepare magic, or keep moving toward the next claim.

Gold Pays for recruitment, buildings, and the practical growth of a town.
Mana Fuels magical actions, town magic, and temporal tools.
Wood Builds halls, dwellings, gates, and the practical body of a town.
Stone Raises walls, archives, keeps, and other durable upgrades.

Multiplayer Today

Play with friends through Direct LAN inside the desktop game: one player hosts a realm and the others join its shared address. Chronicle rooms and invitations are still in development and remain closed until that online passage is ready.

FAQ

Is this real-time or turn-based?

Neither in the classic sense. You play the normal heroes in your player-day cohort inside one shared history, and the game interrupts only when a real local contest or blocker exists.

Can I keep playing while others are elsewhere?

Yes. If their possible future cannot contest your current path or value, your hero can keep acting.

Does pressure force a fight?

No. Pressure is a warning that someone can threaten a route soon. It is not yet a claim or a fight.

What is a claim?

A claim means a specific tile, route, site, hero progress, ritual, or other value is contested.

Can I refuse a claim?

If you are observing a claim, you can ignore it. If you are blocked by a claim, you can resolve it or choose another legal action that does not touch the blocker.

What does Seal the Dawn / End Day do?

It seals the normal cohort for your player day and checks blockers, overlap, and day effects. If unresolved blockers exist, the game refuses the seal instead of silently advancing.

What happens after a day or mission ends?

The summary screen shows what changed and offers a visible way to continue: return to the map, retry, move to the next mission, or return to title when that is the available path.

What does the AI know?

AI feedback is shown as contextual assistance and automated rival action. Automated rivals use the same movement, town, claim, encounter, and day rules as players: they can prepare in town, recruit, trade, learn, visit sites, answer claims, start fights, capture towns, and use eligible map rites when the world allows it.

When is a capture or reward truly mine?

When the result is sealed, or when the related claim or contest window resolves in your favor. Until then, the Veil may show pressure, a claim, or an unsettled result.

Do neutral sites use one global clock?

Not always. Ownerless camps, dwellings, and unclaimed places can read from the day your hero reaches them where that system supports it, then interaction seals the concrete result.

Does a Veil passage make everything beyond it safe?

No. A passage can allow a threshold crossing without making the treasures, towns, sanctums, or claims beyond it final.

Does Continue restore my campaign?

Yes. A saved campaign resumes at its saved mission with the current world position, hero stats, campaign flags, and day state.

Can someone steal my reward by clicking faster?

Not if their hero cannot honestly reach or contest that reward. Contests come from reach and claim law, not APM.

What happens if players are on different in-game days?

The causal frontier compares actor days and rival days. Distant lines continue; overlapping windows become pressure or claims.

Is combat random?

The current encounter rail is deterministic card and spell resolution. Your company, hero state, town support, and choices drive the outcome.

Can I use Chronicle rooms now?

Not yet. Chronicle rooms are still in development. Direct LAN play is available inside the desktop game today.

Current catalog

Reference Catalog

This reference uses the current playable catalog. It is here for lookup after the first-game guide, not as required reading before play. Open only the family you need.

The catalog is generated from the current playable data. Core heroes are the public-facing set shown first; variants, premium entries, units, items, and active actions stay folded until you choose to inspect them.

Factions
🌀 Threshold scouts

Veil Walkers

Masked scouts, witnesses, and pathfinders who read thresholds, memory, and mist. They win by moving first, slipping past pressure, and striking where a route becomes uncertain.

Strengths
speedstealthscouting
Pressure points
hpdefensesiege
Causality academy

Chronos

Academy technomages, constructs, crystals, and causality beasts. They slow, rewind, and redirect moments in battle without turning the whole future into certainty.

Strengths
magicknowledgecontrol
Pressure points
hpphysicalcost
⚜️ Oath citadels

Avalon

Oath-lit citadels, disciplined soldiers, and practical banners. Avalon grows through strong keeps, steady economy, and companies that hold the road when the day is sealed.

Strengths
economydefenseversatility
Pressure points
magicspeed
☠️ Crypt memory

Necropolis

Crypt hosts, ash wings, bone ranks, and the memory of the dead. Necropolis wins through fearless pressure, attrition, and soldiers that keep marching after loss.

Strengths
fearlessnumbersattrition
Pressure points
moralehealingholy
NE Free companies

Neutral Auxiliaries

Free companies, local militias, scouts, and hired sentries who can serve any banner without belonging to a major faction.

Strengths
flexibilityearly_supportmap_presence
Pressure points
scalingelite_magicfaction_synergy
Heroes
Core heroes 4
🌀 Core / Veil Walkers

Lyra Swiftarrow

Ranger Scout

7Move 3Atk 1Def 2Power 25HP 1Cmd

Trailwise archer who finds the road others miss and the ambush others never see.

Actions
Wind ReadingRead the VeilCausal LanternTime Skip
Tempo Scout
PathfinderFog AffinitySkirmish Captain
Core / Chronos

Aldric the Wise

Chronomancer

5Move 1Atk 2Def 5Power 24HP 1Cmd

Chronomancer who bends sequence and consequence to open paths through danger.

Actions
Open ConvergenceRollback SelfSummon Echo
Temporal Scholar
Mana RegenerationTemporal SightTemporal Attunement
⚜️ Core / Avalon

Sir Marcus

Knight Commander

5Move 3Atk 4Def 1Power 32HP 2Cmd

Seasoned captain who wins by discipline, timing, and a line that does not break.

Actions
Fortify
Command Bulwark
UnstoppableLumen AffinityFortify Doctrine
☠️ Core / Necropolis

Lord Vexaris

Death Knight

5Move 4Atk 3Def 2Power 30HP 2Cmd

Undead warlord who turns betrayal into cold, relentless conquest.

Actions
Sabotage
Grave Spike
Life DrainUndead MasteryShadow Sabotage
Variants 14
🌀 Variant / Veil Walkers

Seraphina Windstep

Blade Dancer

8Move 5Atk 2Def 1Power 22HP 1Cmd

Sword-dancer who turns speed, grace, and misdirection into a killing art.

Actions
Wind ReadingRead the VeilCausal LanternTime Skip
Windstep Duelist
Blade MasteryAfterimageHorizon Watch
Variant / Chronos

Grokæn

Quantum Entity

6Move 3Atk 1Def 4Power 30HP 1Cmd

Triune anomaly who speaks with three wills and chooses from splintered futures.

Actions
Open ConvergenceRollback SelfSummon Echo
Quantum Spike
Triple ExistenceQuantum SightTemporal Attunement
⚜️ Variant / Avalon

Thorgrim Stoneheart

Dwarven Thane

4Move 2Atk 5Def 1Power 38HP 2Cmd

Dwarven thane whose patience is as dangerous as his hammer.

Actions
Fortify
Stone Recovery
Stone SkinMountain BornFortify Doctrine
☠️ Variant / Necropolis

Moroes the Undying

Necromancer

5Move 2Atk 2Def 4Power 26HP 1Cmd

Necromancer who tends the dead as though they were a kingdom still listening.

Actions
Sabotage
Undying Attrition
Spirit LinkMana RegenerationShadow Sabotage
🌀 Variant / Veil Walkers

Ventus

Ventus Operative

8Move 2Atk 2Def 1Power 25HP 1Cmd

Swift guild operative built for pursuit, witness, and the first decisive strike.

Actions
Wind ReadingRead the Veil
Balanced Tempo
TailwindTrail SenseHorizon Watch
Variant / Chronos

Axis

Axis Operative

6Move 2Atk 2Def 1Power 25HP 1Cmd

Chronos field agent who treats time, pressure, and position as one weapon.

Actions
Open ConvergenceCausal Lantern
Axis Controller
Chronal DrillAnchor LiteracyTime Scholar
⚜️ Variant / Avalon

Terra

Terra Operative

5Move 2Atk 2Def 1Power 25HP 1Cmd

March commander bred for hard roads, shield walls, and victories paid in endurance.

Actions
Fortify
Siege Captain
Shield BearingRoad GuardMountain Oath
☠️ Variant / Necropolis

Nyx

Nyx Operative

6Move 2Atk 2Def 1Power 25HP 1Cmd

Shadow-bound operative who unravels rivals through fear, rumor, and precision.

Actions
Sabotage
Shadow Spike
Grave DisciplineShadow PressureRival Scent
🌀 Variant / Veil Walkers

Pathfinder

Scout

5Move 2Atk 2Def 1Power 25HP 1Cmd

Scout who can turn broken country into a road for everyone behind them.

Actions
Wind Reading
Route Captain
Deep TrailsMap MemoryTrail Rations
🌀 Variant / Veil Walkers

Scout of Witness

Scout

5Move 2Atk 2Def 1Power 25HP 1Cmd

Field observer sworn to return with the truth, however costly.

Actions
Wind ReadingCausal Lantern
Witness Scout
Witness LanternQuick StepBattle Note
Variant / Chronos

Rival Warden

Warden

5Move 2Atk 2Def 1Power 25HP 1Cmd

Chronos warden who seals breaches and punishes those who overreach.

Actions
Open ConvergenceCausal Lantern
Chronal Warden
Warded ShellOmen MapChronal Drill
⚜️ Variant / Avalon

Rival Warden

Warden

4Move 2Atk 2Def 1Power 25HP 1Cmd

Border warden who answers trespass with law, steel, and memory.

Actions
Fortify
Shield Warden
StonewallWatchtowerBorder Muster
Variant / Chronos

Rival Wayfarer

Wayfarer

4Move 2Atk 2Def 1Power 25HP 1Cmd

Restless traveler who always seems to arrive when a road becomes dangerous.

Actions
Wind ReadingTime Skip
Temporal Wayfarer
TrailmasterRoad MarchWayfarer's Spyglass
🌀 Variant / Veil Walkers

Valley Scout

Scout

6Move 2Atk 2Def 1Power 25HP 1Cmd

Lowland ranger who knows every crossing, ridgeline, and hidden descent.

Actions
Wind Reading
Valley Runner
Valley Game TrailsValley Road MarchValley Lookout
Premium and experimental 3
🌀 Premium / Veil Walkers

Samurai Ronin

Ronin Vanguard

6Move 3Atk 2Def 1Power 28HP 1Cmd

Exiled swordmaster who reads the wind, the silence, and the instant before steel is drawn.

Actions
Wind ReadingRead the VeilCausal LanternTime SkipIce WallConjure Lava RiverCreate Volcano
Ronin Spike
Iaijutsu OpeningWay of WindDuelist Focus
⚜️ Premium / Avalon

Bull Emperor

Bull Emperor

5Move 4Atk 3Def 1Power 35HP 2Cmd

Ironclad tyrant whose charge breaks lines, shields, and weaker wills.

Actions
Fortify
Imperial Breaker
Imperial ChargeIron HideArena Command
Premium / Chronos

Treant Mage

Ancient Treant

5Move 2Atk 2Def 4Power 30HP 1Cmd

Elder wood-sage who turns root, sap, and buried memory into sorcery.

Actions
Open ConvergencePlant Healing BlossomPlant Mana Orchid
Rooted Oracle
Rooted WardGrove BlessingOld Roots
Towns and economy
Avalon

Avalon Keep

8buildings 10recruits
Build path
HallTavernMarketplaceResource SiloFortificationMage GuildCore Dwelling+1 more
Mage Guild studies
Guild level 1
Ward Sigil · 🪙 4 Gold · hero 1+Mend Thread · 🪙 4 Gold · hero 1+Battle Insight · 🪙 7 Gold · hero 1+Smoke Veil · 🪙 6 Gold, ✨ 1 Mana · hero 1+
Guild level 2
Haste Pulse · 🪙 8 Gold · hero 2+Arcane Dart · 🪙 8 Gold · hero 2+Ice Wall · 🪙 10 Gold, ✨ 2 Mana · hero 3+Conjure Lava River · 🪙 10 Gold, ✨ 2 Mana · hero 3+Summon Lava Surge · 🪙 10 Gold, ✨ 2 Mana · hero 3+Elevation · 🪙 9 Gold, ✨ 2 Mana · hero 3+Erosion · 🪙 9 Gold, ✨ 2 Mana · hero 3+Biome Paint · 🪙 9 Gold, ✨ 2 Mana · hero 3+Temporal Rift · 🪙 12 Gold, ✨ 3 Mana · hero 4+Create Volcano · 🪙 14 Gold, ✨ 5 Mana · hero 4+
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Marketplace 1
8Gold
Marketplace 2
14Gold2Wood2Stone
+13 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪙 +1/day🪵 +1/day, 🪨 +1/day+2 more
Recruitment
Avalon Runeguard · T1 · 🪙 8Avalon Pikemen · T1 · 🪙 8Oath Hammer · T2 · 🪙 12Avalon Archers · T1 · 🪙 8Avalon Marksmen · T2 · 🪙 12+5 more
Veil Walkers

Veilwalker Hideout

8buildings 10recruits
Build path
HallWayfarer LodgeShadow MarketHidden CacheVeil BastionGlass SanctumScout Roost+1 more
Mage Guild studies
Guild level 1
Slow Mark · 🪙 7 Gold · hero 1+Pressure Mark · 🪙 5 Gold · hero 1+Smoke Veil · 🪙 6 Gold, ✨ 1 Mana · hero 1+
Guild level 2
Battle Insight · 🪙 7 Gold · hero 2+Arcane Dart · 🪙 8 Gold · hero 2+Haste Pulse · 🪙 8 Gold · hero 2+Mend Thread · 🪙 4 Gold · hero 2+Ice Wall · 🪙 10 Gold, ✨ 2 Mana · hero 3+Conjure Lava River · 🪙 10 Gold, ✨ 2 Mana · hero 3+Summon Lava Surge · 🪙 10 Gold, ✨ 2 Mana · hero 3+Elevation · 🪙 9 Gold, ✨ 2 Mana · hero 3+Erosion · 🪙 9 Gold, ✨ 2 Mana · hero 3+Biome Paint · 🪙 9 Gold, ✨ 2 Mana · hero 3+Temporal Rift · 🪙 12 Gold, ✨ 3 Mana · hero 4+Create Volcano · 🪙 14 Gold, ✨ 5 Mana · hero 4+
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Shadow Market 1
8Gold
Shadow Market 2
14Gold2Wood2Stone
+13 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪙 +1/day🪵 +1/day, 🪨 +1/day+2 more
Recruitment
Veil Scout · T1 · 🪙 8Witness Runner · T1 · 🪙 8Elf Archer · T2 · 🪙 12Ranger · T2 · 🪙 12Threshold Duelist · T2 · 🪙 12+5 more
Chronos

Chronos Spire

8buildings 10recruits
Build path
HallClock InnClockwork ExchangeTemporal SiloAnchor WardChrono ArchiveAdept Orrery+1 more
Mage Guild studies
Guild level 1
Slow Mark · 🪙 7 Gold · hero 1+Haste Pulse · 🪙 8 Gold · hero 1+Smoke Veil · 🪙 6 Gold, ✨ 1 Mana · hero 1+
Guild level 2
Battle Insight · 🪙 7 Gold · hero 2+Temporal Bolt · 🪙 9 Gold · hero 2+Veilfire Lance · 🪙 14 Gold · hero 3+Do, the Low Note · 🪙 8 Gold · hero 2+Mi, the Third Note · 🪙 8 Gold · hero 2+Sol, the Fifth Note · 🪙 10 Gold · hero 3+Ice Wall · 🪙 10 Gold, ✨ 2 Mana · hero 3+Conjure Lava River · 🪙 10 Gold, ✨ 2 Mana · hero 3+Summon Lava Surge · 🪙 10 Gold, ✨ 2 Mana · hero 3+Elevation · 🪙 9 Gold, ✨ 2 Mana · hero 3+Erosion · 🪙 9 Gold, ✨ 2 Mana · hero 3+Biome Paint · 🪙 9 Gold, ✨ 2 Mana · hero 3+Temporal Rift · 🪙 12 Gold, ✨ 3 Mana · hero 4+Create Volcano · 🪙 14 Gold, ✨ 5 Mana · hero 4+
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Clockwork Exchange 1
8Gold
Clockwork Exchange 2
14Gold2Wood2Stone
+13 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪙 +1/day🪵 +1/day, 🪨 +1/day+2 more
Recruitment
Chronos Apprentice · T1 · 🪙 8Paradox Lancer · T2 · 🪙 12Academy Sentinel · T3 · 🪙 16Timeworn Golem · T3 · 🪙 16Causal Gargoyle · T2 · 🪙 12+5 more
Necropolis

Necropolis

8buildings 10recruits
Build path
HallGraveward InnBone MarketCrypt VaultBone WallDeath ArchiveBone Pit+1 more
Mage Guild studies
Guild level 1
Ward Sigil · 🪙 4 Gold · hero 1+Pressure Mark · 🪙 5 Gold · hero 1+Smoke Veil · 🪙 6 Gold, ✨ 1 Mana · hero 1+
Guild level 2
Slow Mark · 🪙 7 Gold · hero 2+Mend Thread · 🪙 4 Gold · hero 2+Arcane Dart · 🪙 8 Gold · hero 2+Battle Insight · 🪙 7 Gold · hero 2+Ice Wall · 🪙 10 Gold, ✨ 2 Mana · hero 3+Conjure Lava River · 🪙 10 Gold, ✨ 2 Mana · hero 3+Summon Lava Surge · 🪙 10 Gold, ✨ 2 Mana · hero 3+Elevation · 🪙 9 Gold, ✨ 2 Mana · hero 3+Erosion · 🪙 9 Gold, ✨ 2 Mana · hero 3+Biome Paint · 🪙 9 Gold, ✨ 2 Mana · hero 3+Temporal Rift · 🪙 12 Gold, ✨ 3 Mana · hero 4+Create Volcano · 🪙 14 Gold, ✨ 5 Mana · hero 4+
Key investments
Hall 2
10Gold4Wood2Stone
Hall 3
20Gold6Wood4Stone
Bone Market 1
8Gold
Bone Market 2
14Gold2Wood2Stone
+13 more upgrades
Growth
town tier 1town tier 2, 🪙 +2/day, +1 recovery/daytown tier 3, 🪙 +2/day, +1 recovery/day🪙 +2/day🪙 +1/day🪵 +1/day, 🪨 +1/day+2 more
Recruitment
Skeleton Warrior · T1 · 🪙 8Gravebound Zombie · T1 · 🪙 8Orc Warrior · T1 · 🪙 8Wolf Rider · T2 · 🪙 12Berserker · T3 · 🪙 16+5 more
Combat specialty words

Unit and creature specialties are real encounter rules. This glossary explains the words used on those cards before the catalog lists every company and threat.

WordWhat it doesFantasy read
SpecialtyA named battle rule on a unit or creature card.The trait that makes this company or threat play differently from plain stats.
WardA temporary guard layer that softens incoming damage.Shield wall, bark armor, divine oath, stone hide, or a magical guard.
TempoStored momentum for the next offensive move.The fighter keeps the rhythm and turns one opening into the next hit.
Hand PressureDisrupts the enemy's card options and makes their next plan less clean.Fear, command disruption, grave whispers, or an omen clouding the enemy plan.
VulnerableMarks the enemy as easier to hurt on the next impact.Armor cracked, line opened, target exposed, or a breach made visible.
HealingRestores a small amount of health to the acting side.A wound closes, life is drained back, or time rewinds a small injury.
Softened first hitThe first hit against that creature lands with reduced force.Skyhide, rebirth, or temporal distortion turns the opening blow aside.
Weakened strikeThe enemy's next attack starts with less force.Spectral drag, dread aura, or arena control makes the first swing falter.
Warband units

A hero carries a warband. In encounters, those units appear as cards with a clear role, simple stats, and a battle style.

Veil Scout unit art
Veil Walkers / Tier I

Veil Scout

Moves lightly, reads the fight early, and helps the warband keep tempo.

Role
ScoutTier IVeil Walkers
Stats
Attack 1Defense 1HP 1Command 1
Battle role

Support move that reinforces your line.

Witness Runner unit art
Veil Walkers / Tier I

Witness Runner

Moves lightly, reads the fight early, and helps the warband keep tempo.

Role
ScoutTier IVeil Walkers
Stats
Attack 1Defense 1HP 1Command 1
Battle role

Support move that reinforces your line.

Elf Archer unit art
Veil Walkers / Tier II

Elf Archer

Applies pressure from behind the line and looks for exposed enemies.

Role
RangedTier IIVeil Walkers
Stats
Attack 3Defense 1HP 2Command 1
Battle role

Ranged pressure that opens enemy weak points.

Ranger unit art
Veil Walkers / Tier II

Ranger

Applies pressure from behind the line and looks for exposed enemies.

Role
RangedTier IIVeil Walkers
Stats
Attack 3Defense 1HP 2Command 1
Battle role

Aggressive pressure against exposed enemies.

Threshold Duelist unit art
Veil Walkers / Tier II

Threshold Duelist

Hits hard when an enemy line opens.

Role
StrikerTier IIVeil Walkers
Stats
Attack 3Defense 2HP 2Command 1
Battle role

Heavy tearing attack that punishes weakened or pinned enemies.

Memento Lantern unit art
Veil Walkers / Tier III

Memento Lantern

Stabilizes allies and keeps the battle plan moving.

Role
SupportTier IIIVeil Walkers
Stats
Attack 2Defense 3HP 3Command 2
Battle role

Flexible battle move used when this unit enters an encounter.

Path-Seer unit art
Veil Walkers / Tier III

Path-Seer

Stabilizes allies and keeps the battle plan moving.

Role
SupportTier IIIVeil Walkers
Stats
Attack 2Defense 3HP 3Command 2
Battle role

Flexible battle move used when this unit enters an encounter.

Treant Guardian unit art
Veil Walkers / Tier III

Treant Guardian

Protects the front and makes enemy advances costly.

Role
GuardianTier IIIVeil Walkers
Stats
Attack 3Defense 4HP 4Command 2
Battle role

Guardian move that protects and stabilizes the front.

Veilwing Drake unit art
Veil Walkers / Tier IV

Veilwing Drake

Threatens angles that ground troops cannot easily cover.

Role
SkirmisherTier IVVeil Walkers
Stats
Attack 5Defense 3HP 4Command 2
Battle role

Burst attack that rewards momentum.

Specialty
Mist Dive
VulnerableTempo

EffectMarks the enemy Vulnerable and adds one Tempo to your side.

FantasyThe Drake dives through the Veil, opens a wound in the line, and keeps flying through it.

Eclipse Witness unit art
Veil Walkers / Tier V

Eclipse Witness

Holds key ground and shields the warband through long fights.

Role
Elder guardianTier VVeil Walkers
Stats
Attack 5Defense 6HP 7Command 3
Battle role

Guardian move that protects and stabilizes the front.

Specialty
Eclipse Omen
Hand Pressure

EffectAdds one layer of Hand Pressure to the enemy.

FantasyThe Eclipse Witness clouds the enemy plan with a bad omen.

Chronos Apprentice unit art
Chronos / Tier I

Chronos Apprentice

Turns magical force into focused battlefield pressure.

Role
CasterTier IChronos
Stats
Attack 2Defense 1HP 1Command 1
Battle role

Tempo attack that rewards timing.

Causal Gargoyle unit art
Chronos / Tier II

Causal Gargoyle

Threatens angles that ground troops cannot easily cover.

Role
SkirmisherTier IIChronos
Stats
Attack 3Defense 1HP 2Command 1
Battle role

Burst attack that rewards momentum.

Paradox Lancer unit art
Chronos / Tier II

Paradox Lancer

Hits hard when an enemy line opens.

Role
StrikerTier IIChronos
Stats
Attack 3Defense 2HP 2Command 1
Battle role

Piercing attack suited to armor or formations.

Z-Flux Channeler unit art
Chronos / Tier II

Z-Flux Channeler

Turns magical force into focused battlefield pressure.

Role
CasterTier IIChronos
Stats
Attack 3Defense 1HP 2Command 1
Battle role

Tempo attack that rewards timing.

Academy Sentinel unit art
Chronos / Tier III

Academy Sentinel

Protects the front and makes enemy advances costly.

Role
GuardianTier IIIChronos
Stats
Attack 3Defense 4HP 4Command 2
Battle role

Defensive attack that favors holding the line.

Chronomancer unit art
Chronos / Tier III

Chronomancer

Turns magical force into focused battlefield pressure.

Role
CasterTier IIIChronos
Stats
Attack 4Defense 1HP 2Command 2
Battle role

Tempo attack that rewards timing.

Timeworn Golem unit art
Chronos / Tier III

Timeworn Golem

Protects the front and makes enemy advances costly.

Role
GuardianTier IIIChronos
Stats
Attack 3Defense 4HP 4Command 2
Battle role

Defensive attack that favors holding the line.

Hourglass Seraph unit art
Chronos / Tier IV

Hourglass Seraph

Threatens angles that ground troops cannot easily cover.

Role
SkirmisherTier IVChronos
Stats
Attack 5Defense 3HP 4Command 2
Battle role

Burst attack that rewards momentum.

Specialty
Rewind Grace
Healing

EffectHeals your side by one when played.

FantasyThe Seraph folds a small injury backward through time.

Causal Dragon unit art
Chronos / Tier V

Causal Dragon

Holds key ground and shields the warband through long fights.

Role
Elder guardianTier VChronos
Stats
Attack 5Defense 6HP 7Command 3
Battle role

Tempo attack that rewards timing.

Specialty
Causal Echo
Tempo

EffectAdds one Tempo for your next offensive move.

FantasyThe Causal Dragon leaves an echo in the fight, so the next blow lands with borrowed momentum.

Chronos Titan unit art
Chronos / Tier V

Chronos Titan

Holds key ground and shields the warband through long fights.

Role
Elder guardianTier VChronos
Stats
Attack 5Defense 6HP 7Command 3
Battle role

Defensive attack that favors holding the line.

Specialty
Anchor Body
WardHand Pressure

EffectAdds one Ward and clears one layer of Hand Pressure from your side when played.

FantasyThe Titan anchors itself in the timeline, steadies the line, and shakes off disruption.

Avalon Archers unit art
Avalon / Tier I

Avalon Archers

Applies pressure from behind the line and looks for exposed enemies.

Role
RangedTier IAvalon
Stats
Attack 2Defense 1HP 1Command 1
Battle role

Ranged pressure that opens enemy weak points.

Avalon Pikemen unit art
Avalon / Tier I

Avalon Pikemen

Stands in the front rank and makes space for the rest of the warband.

Role
FrontlineTier IAvalon
Stats
Attack 1Defense 2HP 2Command 1
Battle role

Piercing attack suited to armor or formations.

Avalon Runeguard unit art
Avalon / Tier I

Avalon Runeguard

Stands in the front rank and makes space for the rest of the warband.

Role
FrontlineTier IAvalon
Stats
Attack 1Defense 2HP 2Command 1
Battle role

Defensive attack that favors holding the line.

Avalon Marksmen unit art
Avalon / Tier II

Avalon Marksmen

Applies pressure from behind the line and looks for exposed enemies.

Role
RangedTier IIAvalon
Stats
Attack 3Defense 1HP 2Command 1
Battle role

Ranged pressure that opens enemy weak points.

Oath Hammer unit art
Avalon / Tier II

Oath Hammer

Hits hard when an enemy line opens.

Role
StrikerTier IIAvalon
Stats
Attack 3Defense 2HP 2Command 1
Battle role

Aggressive pressure against exposed enemies.

Cloister Monks unit art
Avalon / Tier III

Cloister Monks

Stabilizes allies and keeps the battle plan moving.

Role
SupportTier IIIAvalon
Stats
Attack 2Defense 3HP 3Command 2
Battle role

Support move that reinforces your line.

Rune Priest unit art
Avalon / Tier III

Rune Priest

Stabilizes allies and keeps the battle plan moving.

Role
SupportTier IIIAvalon
Stats
Attack 2Defense 3HP 3Command 2
Battle role

Support move that reinforces your line.

Avalon Bombard unit art
Avalon / Tier IV

Avalon Bombard

Brings heavy force against armor, formations, and fixed positions.

Role
SiegeTier IVAvalon
Stats
Attack 5Defense 2HP 3Command 2
Battle role

Piercing attack suited to armor or formations.

Specialty
Siege Engine
Vulnerable

EffectMarks the enemy Vulnerable after the shot.

FantasyThe bombard does what siege craft does best: it makes a breach.

Avalon Champions unit art
Avalon / Tier IV

Avalon Champions

Breaks through with momentum and punishes weak positioning.

Role
CavalryTier IVAvalon
Stats
Attack 5Defense 3HP 4Command 2
Battle role

Defensive attack that favors holding the line.

Specialty
Citadel Wall
Ward

EffectAdds one Ward when played.

FantasyAvalon discipline closes ranks into a moving wall.

Dawn Paladins unit art
Avalon / Tier V

Dawn Paladins

Anchors the line and leads dangerous pushes.

Role
Elite frontlineTier VAvalon
Stats
Attack 6Defense 5HP 5Command 3
Battle role

Defensive attack that favors holding the line.

Specialty
Dawn Oath
Ward

EffectAdds one Ward when played.

FantasyThe Paladins charge under oath, turning faith and formation into protection.

Gravebound Zombie unit art
Necropolis / Tier I

Gravebound Zombie

Absorbs punishment and keeps a fragile line from folding.

Role
FrontlineTier INecropolis
Stats
Attack 1Defense 2HP 3Command 1
Battle role

Defensive attack that favors holding the line.

Orc Warrior unit art
Necropolis / Tier I

Orc Warrior

Hits hard when an enemy line opens.

Role
StrikerTier INecropolis
Stats
Attack 2Defense 1HP 2Command 1
Battle role

Aggressive pressure against exposed enemies.

Skeleton Warrior unit art
Necropolis / Tier I

Skeleton Warrior

Stands in the front rank and makes space for the rest of the warband.

Role
FrontlineTier INecropolis
Stats
Attack 1Defense 2HP 2Command 1
Battle role

Aggressive pressure against exposed enemies.

Wolf Rider unit art
Necropolis / Tier II

Wolf Rider

Breaks through with momentum and punishes weak positioning.

Role
CavalryTier IINecropolis
Stats
Attack 3Defense 1HP 2Command 1
Battle role

Tempo attack that rewards timing.

Berserker unit art
Necropolis / Tier III

Berserker

Uses raw mass and shock to crack protected lines.

Role
BruteTier IIINecropolis
Stats
Attack 4Defense 2HP 3Command 2
Battle role

Heavy tearing attack that punishes weakened or pinned enemies.

Fallen Seraph unit art
Necropolis / Tier IV

Fallen Seraph

Delivers decisive pressure once the fight has opened.

Role
Elite strikerTier IVNecropolis
Stats
Attack 5Defense 2HP 4Command 2
Battle role

Heavy tearing attack that punishes weakened or pinned enemies.

Specialty
Fallen Vow
Tempo

EffectAdds one Tempo for your next offensive move.

FantasyThe Fallen Seraph turns a broken line into a vow of retaliation.

Lich Hierophant unit art
Necropolis / Tier IV

Lich Hierophant

Turns magical force into focused battlefield pressure.

Role
CasterTier IVNecropolis
Stats
Attack 5Defense 2HP 3Command 2
Battle role

Support move that reinforces your line.

Specialty
Grave Command
Hand Pressure

EffectAdds one layer of Hand Pressure to the enemy.

FantasyThe Lich gives an order from the grave, making the enemy's next plan harder to assemble.

Ogre unit art
Necropolis / Tier IV

Ogre

Uses raw mass and shock to crack protected lines.

Role
BruteTier IVNecropolis
Stats
Attack 5Defense 3HP 5Command 2
Battle role

Flexible battle move used when this unit enters an encounter.

Specialty
Grave-Hulk Boulder
Vulnerable

EffectMarks the enemy Vulnerable after the impact.

FantasyThe hurled boulder cracks the line open for the next hit.

Vampire Duelist unit art
Necropolis / Tier IV

Vampire Duelist

Delivers decisive pressure once the fight has opened.

Role
Elite strikerTier IVNecropolis
Stats
Attack 5Defense 2HP 4Command 2
Battle role

Aggressive pressure against exposed enemies.

Specialty
Blood Drain
Healing

EffectIf the attack deals damage, your side heals by one.

FantasyThe Vampire feeds through the strike and turns enemy blood into staying power.

Bone Dragon unit art
Necropolis / Tier V

Bone Dragon

Threatens angles that ground troops cannot easily cover.

Role
SkirmisherTier VNecropolis
Stats
Attack 6Defense 4HP 5Command 3
Battle role

Flexible battle move used when this unit enters an encounter.

Specialty
Bone Aura
Weakened strike

EffectWeakens the enemy's next strike by one.

FantasyThe Bone Dragon's death-aura drains force from the enemy line before it can answer.

Frontier Militia unit art
neutral / Tier I

Frontier Militia

Stands in the front rank and makes space for the rest of the warband.

Role
FrontlineTier Ineutral
Stats
Attack 1Defense 2HP 2Command 1
Battle role

Straightforward attack.

Glass Archers unit art
neutral / Tier I

Glass Archers

Applies pressure from behind the line and looks for exposed enemies.

Role
RangedTier Ineutral
Stats
Attack 2Defense 1HP 1Command 1
Battle role

Ranged pressure that opens enemy weak points.

Path Sentries unit art
neutral / Tier I

Path Sentries

Absorbs punishment and keeps a fragile line from folding.

Role
FrontlineTier Ineutral
Stats
Attack 1Defense 2HP 3Command 1
Battle role

Defensive attack that favors holding the line.

Town Militia unit art
neutral / Tier I

Town Militia

Stands in the front rank and makes space for the rest of the warband.

Role
FrontlineTier Ineutral
Stats
Attack 1Defense 2HP 2Command 1
Battle role

Straightforward attack.

Watch Archers unit art
neutral / Tier I

Watch Archers

Applies pressure from behind the line and looks for exposed enemies.

Role
RangedTier Ineutral
Stats
Attack 2Defense 1HP 1Command 1
Battle role

Ranged pressure that opens enemy weak points.

Wind Scouts unit art
neutral / Tier I

Wind Scouts

Moves lightly, reads the fight early, and helps the warband keep tempo.

Role
ScoutTier Ineutral
Stats
Attack 1Defense 1HP 1Command 1
Battle role

Support move that reinforces your line.

Creatures and site threats

Neutral sites, guarded roads, lairs, and story fights use authored creatures. Elite threats can carry special battle rules instead of only higher numbers.

Ancient Guardian

Treant Guardian

A rooted warden suited for sacred sites, relics, and temporal sanctums.

Threat
Ancient GuardianAttack 11Defense 7
Nature
guardiannatureelite
Specialty
Rooted Ward
Ward

EffectStarts with two layers of Ward.

FantasyThe guardian is rooted into the site; you have to break the ground around it before it gives way.

Beast Alpha

Wolf Pack Alpha

A fast pack leader suited for roads, dens, and wild borders.

Threat
Beast AlphaAttack 10Defense 4
Nature
beastwolfpack
Boss

Ancient Treant Guardian

A premium ancient guardian suited for core-grove encounters and high-drama sacred sites.

Threat
BossAttack 15Defense 11
Nature
bossnatureguardian
Specialty
Rooted Ward
Ward

EffectStarts with two layers of Ward.

FantasyThe guardian is rooted into the site; you have to break the ground around it before it gives way.

Known magic
Ward Sigil
Boss

Bull Emperor

A premium arena boss reused from the imported hero lane without changing hero ownership.

Threat
BossAttack 16Defense 10
Nature
bossarenapremium
Specialty
Arena Dominance
WardWeakened strike

EffectStarts with one Ward and weakens the enemy's first strike by one.

FantasyThe boss owns the arena before the first exchange; the challenger begins on the back foot.

Known magic
Pressure Mark
Boss

Bull Emperor

A scenario-calibrated Bull Emperor guard for the Titan Heart route.

Threat
BossAttack 10Defense 5
Nature
bossarenaguard
Specialty
Arena Dominance
WardWeakened strike

EffectStarts with one Ward and weakens the enemy's first strike by one.

FantasyThe boss owns the arena before the first exchange; the challenger begins on the back foot.

Known magic
Pressure Mark
Drake Patrol

Young Wyrm

A mid-tier draconic threat suitable for guarded caches, crystals, and volcanic approaches.

Threat
Drake PatrolAttack 12Defense 5
Nature
dragonkinflyingelite
Specialty
Skyhide
Softened first hitTempo

EffectThe first hit against the creature is softened, then it gains one Tempo.

FantasySkyhide turns the opening blow aside and converts the dodge into a faster counterattack.

Early Beast Guard

Wolf Pack

A light beast pack for opening-map pickups, dens, and soft route checks.

Threat
Early Beast GuardAttack 7Defense 2
Nature
beastwolfearly
Early Reward Guard

Bandit Ambush

A low-tier ambush suited for first-act reward lanes and side-road caches.

Threat
Early Reward GuardAttack 7Defense 3
Nature
banditearlyambush
Early Route Guard

Goblin Warband

A small early roadblock used for opening route pressure without becoming a midgame sentinel.

Threat
Early Route GuardAttack 6Defense 2
Nature
goblinearlyguard
Early Spectral Patrol

Spectral Knights

A readable spectral patrol for portals and first-act threshold guards.

Threat
Early Spectral PatrolAttack 8Defense 3
Nature
undeadspectralearly
Frost Brute

Yeti Brute

A heavy neutral bruiser suited for cold, cliffs, and isolated treasure routes.

Threat
Frost BruteAttack 13Defense 7
Nature
frostbruteelite
Known magic
Pressure Mark
Intro Guard

First Light Sentinel

A light opening guardian for early objective lessons on the First Light route.

Threat
Intro GuardAttack 5Defense 1
Nature
guardianintroobjective
Objective Guard

Objective Sentinel

A light guardian suited for early relic and core lessons without becoming a boss encounter.

Threat
Objective GuardAttack 3Defense 0
Nature
guardianobjective
Raider

Orc Raider

A brutal neutral attacker suited for camps, chokepoints, and rough frontier roads.

Threat
RaiderAttack 11Defense 5
Nature
orcraidermelee
Temporal Boss

Chrono Phoenix

A rare temporal creature that marks high-drama relics and time-fractured sites.

Threat
Temporal BossAttack 12Defense 6
Nature
temporalflyingboss
Specialty
Temporal Rebirth
Softened first hitTempo

EffectThe first hit against the creature is softened, then it gains one Tempo.

FantasyThe first wound partially rewinds, and the creature returns with more momentum.

Known magic
Rewind Flare
Undead Caster

Skeleton Mage

A brittle necromantic caster suited for haunted crypts and cursed ruins.

Threat
Undead CasterAttack 10Defense 4
Nature
undeadguardcaster
Undead Guard

Skeleton Warrior

A brittle but persistent undead sentry used for low-tier ruins and roadblocks.

Threat
Undead GuardAttack 9Defense 4
Nature
undeadguardmelee
Undead Stalker

Ghost Stalker

A spectral watcher suited for haunted ruins, crypts, and relic approaches.

Threat
Undead StalkerAttack 10Defense 4
Nature
undeadspectralstalker
Specialty
Spectral Drag
Weakened strike

EffectWeakens the enemy's first strike by one.

FantasyThe specter drags the attacker half out of rhythm before the first blow lands.

Known magic
Slow Mark
Artifacts and items
Travel items 13
Travel

Mountain Helm

Lets a hero traverse mountains safely.

Effect
allows traverse mountains
Travel

Boots of Levitation

Lets a hero float over mountain ridges.

Effect
allows traverse mountains
Travel

Forester's Treads

Soft-soled boots woven from living bark. The wearer moves through swamps and forests as easily as open road.

Effect
easier swamp, forest movement
Travel

Pendant of the Golden Dawn

A sun-shaped amulet that hums at first light. Grants a surge of vigor each dawn when camped on open ground.

Effect
+1 dawn AP on plain, road
Travel

Drifter's Compass

An ancient brass compass that always finds the shortest path. Guarantees a minimum daily march even through hostile terrain.

Effect
minimum daily march 3
Travel

Trailrunner Boots

Travel-stained boots that make forests and marshland feel like a well-known path.

Effect
easier forest, swamp movement
Travel

Mana Orchid Bloom

A humming bloom that resonates with keeps and towns at dawn.

Effect
+1 dawn AP on keep, town
Travel

Marshwalker Greaves

Waxed leather greaves that shed mud and water. Swampland feels like packed earth.

Effect
easier swamp movement
Travel

Dawn Circlet

A thin silver circlet that hums at sunrise. Grants a burst of energy when the day begins on open ground.

Effect
+1 dawn AP on plain, road
Travel

Windrunner Sandals

Light sandals woven with wind-thread. The wearer always covers ground, no matter how rough the road.

Effect
minimum daily march 4
Travel

Mountain Guide's Map

A creased parchment charting every pass, ledge, and goat trail through the high peaks.

Effect
allows traverse mountains; easier mountain movement
Travel

Boots of Swiftness

Light silver boots that keep the bearer moving even when the road turns hostile.

Effect
minimum daily march 4
Travel

Missed Routes Compass

A restless compass that points toward the path the bearer almost took, then helps them correct course.

Effect
grants Time Skip; minimum daily march 3
Portal items 3
Portal

Portal Sigil

Unlocks the world's linked portal network and lets the bearer attune portal waystones and authored sanctum-shrine sites when the day is sealed there.

Effect
allows use portals
Portal

Town Portal

Attunes the hero to owned towns and keeps for anchor intel and teleportation.

Effect
grants Town Portal
Portal

Pocket Portal

A folded anchor gate that snaps the bearer back to a stored beacon.

Effect
grants Pocket Portal
Temporal items 6
Temporal

Veil Breaker

A hooked prism that tears a narrow passage through the Veil for a single step.

Effect
grants Veil Breaker
Temporal

Anchor Beacon

A brass spike used to pin a personal temporal anchor into the current tile.

Effect
grants Anchor Beacon
Temporal

Temporal Talisman

A paired charm that lets the bearer keep their ground while sliding two days through the Veil.

Effect
grants Step Back; grants Step Forward; sharpens local Veil reading
Temporal

Chrono Seed Pouch

A sealed pouch of seeds that can be planted on an earlier revision of the main timeline.

Effect
grants Plant Chrono Bloom
Temporal

Alchemy Satchel

A satchel of retorts, crucibles and seals for Veil alchemy reactions.

Effect
grants Distill Mana Solution; grants Smelt Temporal Ingot; grants Catalyze Reaction; grants Harvest Reaction
Temporal

Drake Brood Satchel

A rune-stitched satchel for carrying brood sigils, warming sand, and hatch hooks.

Effect
grants Lay Amber Drake Egg; grants Lay Cinder Drake Egg; grants Hatch Egg
Veil items 10
Veil

Watcher Lantern

A patient lantern that reads ghost traces, hidden paths, and temporal anomalies without lying about reach.

Effect
grants Watcher Lantern; sharpens local Veil reading
Veil

Quantum Monocle

A cracked lens that catches the nearest hostile echo before the eye can see it.

Effect
reveals the nearest rival trace; +1 sight through the Veil
Veil

Volcanic Focus

A shard-tuned focus prepared for future world-mutation rites.

Effect
grants Conjure Lava River; grants Summon Lava Surge; grants Ice Wall; grants Create Volcano; grants Elevation; grants Erosion; grants Biome Paint; grants Temporal Rift; grants Dispel Trace; +1 sight through the Veil
Veil

Drake Whelp Charm

A tiny fang-talisman that sharpens the bearer’s instincts in dangerous fog.

Effect
+1 sight through the Veil
Veil

Chrono Bloom Petal

A petal that remembers nearby timelines and sharpens local temporal sight.

Effect
sharpens local Veil reading
Veil

Farseer's Spyglass

A collapsible brass spyglass ground from temporal glass. Pierces fog to reveal what others cannot.

Effect
+2 sight through the Veil
Veil

Scout's Cloak

A mottled cloak that blends with fog and shadow. Extends sight when the world hides itself.

Effect
+1 sight through the Veil
Veil

Lantern of Truth

A clear-flamed lantern that exposes ghost traces, hidden paths, and the shape of nearby danger.

Effect
grants Watcher Lantern; +2 sight through the Veil; sharpens local Veil reading
Veil

Phaseglass Vial

A sealed vial of pale mist that lets the bearer read one more layer of the Veil without breaking it.

Effect
+1 sight through the Veil; sharpens local Veil reading
Veil

Rival Thread Spindle

A quiet spindle that tugs when another story passes too near. Reveals the nearest rival trace and sharpens fog reading.

Effect
reveals the nearest rival trace; +1 sight through the Veil
Combat items 16
Combat

Ironbound Cuirass

Layered plates of star-iron over blessed chainmail. Absorbs the brunt of every blow in battle.

Effect
reduces incoming encounter damage
Combat

Phantom Cloak

A shimmering mantle that blurs the wearer's outline. The first strike in any encounter barely connects.

Effect
softens the first incoming strike
Combat

Conqueror's Seal

A signet ring that grows warmer with each victory. The wearer strikes harder for every rival previously defeated.

Effect
scales with defeated rivals
Combat

Survivor Charm

A stubborn charm that knits the bearer back together after a hard-won fight.

Effect
heals after a victorious encounter
Combat

Healing Blossom Essence

A fragrant blossom extract that helps a hero recover after a victorious encounter.

Effect
heals after a victorious encounter
Combat

Sword of Valor

A broad-bladed sword carried by champions who never learned to retreat. The bearer fights harder when cornered.

Effect
boosts encounter attack
Combat

Shield of the Sentinel

A tower shield etched with watchtower sigils. The bearer absorbs punishment that would break lesser guards.

Effect
reduces incoming encounter damage
Combat

Warhorn of Command

A brass horn that rallies troops into formation before the first blow falls.

Effect
improves opening encounter hand; weakens enemy attack
Combat

Frost Ward Amulet

A pale-blue gem set in frozen silver. The first blow in each encounter barely registers.

Effect
softens the first incoming strike
Combat

Bloodstone Pendant

A dark red stone that drinks in the heat of battle and returns it as mending after victory.

Effect
heals after a victorious encounter
Combat

Veteran's Medallion

A tarnished medal awarded for campaigns survived. Each defeated rival sharpens the bearer's instinct.

Effect
scales with defeated rivals
Combat

Champion's Gauntlet

An armored gauntlet lined with war-runes. The bearer's counterstrike is devastating.

Effect
boosts encounter attack
Combat

Tower Shield

A full-body shield of reinforced oak and iron. Reduces incoming damage to a dull ache.

Effect
reduces incoming encounter damage
Combat

Rallying Banner

A battle-worn banner that saps the courage of those who face it. Enemy morale falters at the sight.

Effect
weakens enemy attack
Combat

Amulet of Protection

A warded amulet that turns the first hard hit aside and softens the blows that follow.

Effect
reduces incoming encounter damage; softens the first incoming strike
Combat

Echo Stone

A silver relic that remembers old incantations and gives the bearer one more line of play when combat opens.

Effect
improves opening encounter hand; grants Read the Veil
Economy items 3
Economy

Bastion Ring

A fortress signet that hardens the bearer whenever walls, towers, or town stones stand nearby.

Effect
stronger near towns and keeps
Economy

Prospector Kit

Field tools for opening crystal seams, ore veins and sulfur beds safely.

Effect
grants Extract Material
Economy

Keep Master's Signet

A signet ring of a castle lord. Stone walls and garrison towers answer the bearer's presence.

Effect
stronger near towns and keeps
World items 1
World

Herbalist Tools

Field tools for planting and harvesting stable medicinal herbs.

Effect
grants Plant Healing Blossom; grants Plant Mana Orchid; grants Harvest Plant
Passive items 4
Passive

Commander's Baton

A polished field baton carried by officers who keep a warband moving as one. Increases the bearer's command.

Effect
passive item
Passive

Duelist's Signet

A blade-edged ring worn by champions who settle a fight before it can become a siege. Increases the bearer's attack.

Effect
passive item
Passive

Warden's Pauldron

A reinforced shoulder guard carried by keep wardens and bridge-holders. Increases the bearer's defense.

Effect
passive item
Passive

Emberglass Prism

A warm crystal focus that steadies small spells before they become rituals. Increases the bearer's power.

Effect
passive item
Spells and active actions

Many relics and hero powers appear as active actions: movement tricks, Veil readings, claim tools, temporal moves, plant and reaction work, and world-shaping rituals.

Encounter spells

Encounter spell

Temporal Bolt

Deal 3 direct damage to the enemy side.

Use
Mana 2Enemy Side
Encounter spell

Battle Insight

Draw 1 card from your encounter deck.

Use
Mana 1None
Encounter spell

Slow Mark

Apply Hex -1 to the enemy side's next action.

Use
Mana 1Enemy Side
Encounter spell

Veilfire Lance

Deal 4 direct damage to the enemy side.

Use
Mana 3Enemy Side
Encounter spell

Mend Thread

Restore 2 HP to your side (up to max HP).

Use
Mana 1Self
Encounter spell

Pressure Mark

Apply Hand Pressure +1 to the enemy side.

Use
Mana 1Enemy Side
Encounter spell

Arcane Dart

Deal 2 direct damage to the enemy side.

Use
Mana 1Enemy Side
Encounter spell

Haste Pulse

Gain Tempo Bonus +2 for this turn.

Use
Mana 1Self
Encounter spell

Do, the Low Note

Strike for 3 and leave a Resonance on the enemy side. Chord: strike for 5 and slow their next action.

Use
Mana 1Enemy Side
Encounter spell

Mi, the Third Note

Strike for 2, gain Ward +1, and leave a Resonance. Chord: strike for 3, Ward +2, and mend 2.

Use
Mana 1Enemy Side
Encounter spell

Sol, the Fifth Note

Strike for 3 and leave a Resonance. Chord: strike for 4 and an echo repeats 2 at the enemy’s next turn start.

Use
Mana 2Enemy Side
Encounter spell

Mesure: Largo

Retune the duel to Largo: spell mana ramps every second turn, for both camps.

Use
Mana 3Field
Encounter spell

Mesure: Presto

Retune the duel to Presto: spell mana ramps twice as fast, for both camps.

Use
Mana 3Field
Encounter spell

Ward Sigil

Gain Ward +1 until the start of your next turn.

Use
Mana 1Self

Map and hero actions

Movement

Town Portal

Teleport to an owned town or keep anchor.

Claim / value

Fortify

Emit a defensive spatial claim on the current tile.

Claim / value

Sabotage

Disrupt an adjacent enemy core-hold objective.

Veil / intel

Wind Reading

Sweep a nearby lane to expose pressure, blockers, traces, and contestable ground until reveal.

Veil / intel

Read the Veil

Listen for nearby traces without revealing hidden sites or rewards outright.

Veil / intel

Causal Lantern

Illuminate pressure and frontier timing around a target tile without changing claim law.

Movement

Time Skip

Skip ahead to a nearby legal tile along a bounded causal lane.

Temporal

Open Convergence

Open a temporal convergence window with a hero from another day.

Temporal

Rollback Self

Rewind the focused hero to an explicit sealed historical reference on the main timeline.

Temporal

Summon Echo

Summon a bounded temporal clone from an explicit sealed historical reference.

Temporal

Step Back

Slip two days backward while staying on the current tile.

Temporal

Step Forward

Slip two days forward while staying on the current tile.

Veil / intel

Watcher Lantern

Reveal nearby ghost traces and temporal anomalies.

Temporal

Anchor Beacon

Store the hero's current tile as a temporal anchor.

Movement

Pocket Portal

Shift back to the hero's stored temporal anchor.

Temporal

Veil Breaker

Tear open a locked Veil threshold on an adjacent tile and step through it once.

World magic

Conjure Lava River

Channel a contested ritual that carves a persistent lava river.

World magic

Summon Lava Surge

Channel a contested ritual that raises temporary lava before reversion.

World magic

Ice Wall

Channel a contested ritual that seals a persistent wall across a lane.

World magic

Shardwall

Drive a denser crystal barricade through a contested lane and lock the passage in jagged ice.

World magic

Smoke Veil

Raise a temporary smoke lane that remains passable but makes crossing costly.

World magic

Create Volcano

Raise a permanent volcanic crown that blocks passage; stronger eruptions burn anyone caught in the blast.

World magic

Elevation

Raise a ridge along a chosen ritual path to reshape movement pressure.

World magic

Erosion

Carve down terrain along a ritual path and flatten hostile posture.

World magic

Biome Paint

Repaint a lane into hostile biome pressure as a contested ritual.

World magic

Temporal Rift

Tear a contested rift lane that bends terrain and timing pressure.

Veil / intel

Dispel Trace

Collapse unstable local reveals around a tile without changing claim law.

🌋 World magic

Plant Healing Blossom

Plant a healing blossom on a fertile nearby tile.

🌋 World magic

Plant Mana Orchid

Plant a mana orchid on a fertile nearby tile.

Temporal

Plant Chrono Bloom

Plant a chrono bloom at an explicit past world reference or on the live timeline.

⚔️ Claim / value

Harvest Plant

Harvest a mature plant standing on the tile.

⚔️ Claim / value

Extract Material

Extract a ready material node while standing on it.

Temporal

Distill Mana Solution

Start a mana distillation reaction at an alchemy lab.

🌋 World magic

Smelt Temporal Ingot

Start a refining reaction at a frontier refinery.

Temporal

Catalyze Reaction

Feed a catalyst into an active reaction to shorten its maturation.

⚔️ Claim / value

Harvest Reaction

Harvest a ready reaction while standing on its site.

Temporal

Lay Amber Drake Egg

Place an amber drake egg now or on an earlier revision of the main timeline.

Temporal

Lay Cinder Drake Egg

Place a cinder drake egg now or on an earlier revision of the main timeline.

⚔️ Claim / value

Hatch Egg

Secure and hatch a ready egg while standing on its tile.