Ultimates
5 ultimates, one per hero, usable once per session at Level 5.
Ancestral Bulwark
Once per session · Free action · Requires Level 5 · No action cost · Cannot be used if Vanquished
Torvin plants his ancestral banner on his current space. Until the start of his next turn, the following apply to all heroes on or adjacent to Torvin's space:
- Cannot be targeted by any Hunter condition.
- Reduce all incoming damage to 0 (fully negated).
- Cannot gain Corruption from any source.
- May still act, move, and cast spells normally.
Upside: Deploy at a Rift Gate to create an impenetrable ritual chamber for one full round — let the casters close the gate while Torvin holds the line.
Limit: Torvin cannot move while the banner is planted. If he moves, the effect ends immediately.
"The mountain does not retreat. Neither do I."
Arcane Overload
Once per session · Replaces a Cast action · Requires Level 5 · No Focus token required · No INT requirement applies
Sylara tears open the weave of magic and casts any one spell from the spell deck — Common or Arcane — with the following modifications:
- No Focus token cost — the cast is free.
- No INT requirement — any spell may be chosen regardless of INT score.
- Roll double INT in dice instead of the normal test pool.
- The upcast bonus applies automatically, regardless of successes rolled.
- The spell cannot be interrupted, countered, or suppressed.
Upside: Save for Temporal Unravelling or Rift Collapse to swing a losing session. Double WIS dice with auto-upcast on a Legendary test is almost always sufficient.
Limit: The spell chosen must be from the session's available spell cards. Sylara may not invent effects.
"Every spell has a cost. Today, the cost is yours."
Death's Edge
Once per session · Replaces an Attack action · Requires Level 5 · No dice roll required · Cannot miss
Drek makes one devastating strike against a single monster in his space. The strike always succeeds, regardless of the monster's Toughness:
- Against a Healthy monster: it is immediately flipped to Damaged, no roll needed.
- Against a Damaged monster: it is immediately defeated, no roll needed.
- Works on any monster, including the Boss — Malachar is not immune.
- Bypasses Toughness entirely on the Healthy side; bypasses the Damaged-side success requirement too.
- Reckless Assault can still be used this turn (take 1 wound for a free action) — stacks with the free Attack action below.
- If this defeats the monster, Drek immediately gains 1 free Attack action.
Upside: Save for a tough Healthy-side monster you can't otherwise crack, or to finish a dangerous Damaged monster instantly. Best used on Elite monsters or Malachar himself, where landing that first or second hit is hardest.
Limit: Drek must be able to reach the target with normal movement this turn. Range: melee only.
"Every wound you gave it — I'm giving back."
Ghost Walk
Once per session · Grants a bonus full turn · Requires Level 5 · No action cost · Activates at the start of Mira's turn
Mira phases out of reality for one full turn. She takes a complete bonus turn (2 actions + 1 free Move) with the following protections active:
- Monsters cannot target Mira with Hunter conditions this turn.
- No attacks of opportunity, counter-attacks, or special trait triggers.
- Mira may move through monster-occupied spaces freely.
- The Merchant can be accessed even if a monster shares his space.
- Any cache on any space Mira visits may be picked up as a free action.
Upside: Use to run gold to the Merchant, clear a cache across the board, disarm a Rift Gate trap, or escape a surrounded position. The Merchant access during Ghost Walk is particularly powerful mid-session.
Limit: Ghost Walk ends at the end of Mira's turn. She reappears in her current space. Any monsters in that space then apply their Hunter rules normally.
"She was here. Then she wasn't. Then the job was done."
Divine Intercession
Once per session · Free action · Requires Level 5 · No Focus token, no roll, no range requirement
Aelindra calls upon her divinity across the entire board. The effect applies simultaneously to every hero regardless of location, distance, or tile:
- Every hero removes ALL Corruption from their Corruption track.
- Every hero restores 3 wounds (cannot exceed maximum HP).
- Every hero's next spell cast this round requires no Focus token.
- Every Doom token on the board is removed from play.
- The Doom Track does not advance during the next Fate Phase.
Upside: The session's panic button. Use when two or more heroes are near Corrupted (Corruption 4+) or when a Doom surge would end the game. The board-wide Doom token removal can instantly change the threat landscape.
Limit: Must be used on Aelindra's turn (not as a reaction). Vanquished heroes receive the healing when they return to the board, not immediately.
"She closed her eyes. When she opened them, the shadow had retreated."