Ultimates
6 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 that tile:
- Reduce all incoming damage to 0 for heroes in this tile.
- Monsters cannot enter this tile.
- All Mana rerolls in this tile can be rerolled once for free.
- Successes on Banish actions are doubled.
Upside: Deploy at a Rift Gate to create an impenetrable ritual chamber — the banner token holds the tile even after Torvin moves on, and doubled Banish successes make it the ideal moment to push a Rift closed or clear a heavy Blight stack.
Limit: The Bulwark token stays on the Realm tile where it was placed — Torvin is free to move away without ending the effect. It expires automatically at the start of his next turn.
"The mountain does not retreat. Neither do I."
Arcane Overload
Once per session · Free action to activate · Requires Level 5 · Lasts until the start of Sylara's next turn · Normal Mana token costs and INT requirements otherwise apply
Sylara tears open the weave of magic and pulls forth a flux of arcane energy. Until the start of her next turn:
- One hero may gain 1 Mana token.
- All spells cost 1 less Mana token to cast.
- All spell successes are doubled.
- Sylara may cast a single spell from anywhere in the game.
Upside: Give the free token to whoever needs it, even Sylara. Spells cast during her turn land at a discount with doubled successes, plus a free extra cast from anywhere.
Limit: Still once per session. Free Mana token can go to any one hero. The discount only applies until the start of Sylara's next turn.
"Every spell has a cost. Today, the cost is yours."
Punishing Strike
Once per session · Free action · Requires Level 5 · No action cost · No movement cost · No dice roll required · Cannot miss
Drek moves to and strikes one Common-tier monster anywhere on the board.
- The strike always succeeds (no attack roll needed).
- This monster is immediately defeated (healthy or wounded).
- Monster abilities and retaliation do not trigger.
- Drek may heal 2 damage at the end of his turn.
Upside: Snipe a problem Common monster anywhere on the board — no need to fight your way to it first — then patch yourself up at end of turn. Cannot be used to shortcut Elite or Boss fights.
Limit: Common-tier monsters only — not Elite or Boss. Still once per session.
"Every wound you gave it — I'm giving back."
Ghost Walk
Once per session · Used on Mira's own turn · Requires Level 5 · No action cost · Activates at the start of Mira's turn · Lasts until the start of the next round
Mira phases out of reality, gaining the following:
- Place 1 gold on all Fortune spaces.
- Mira immediately disengages from all Monsters.
- Until the next round begins, Monsters may not engage Mira.
- Caches that Mira passes through may be gained automatically.
Upside: Trigger before the Monster Phase to walk through danger untouched — the protection carries through monsters' turns and into Restoration, not just Mira's own turn. Sweep multiple caches en route and refresh every Fortune space on the board in the same breath.
Limit: Lasts only until the start of the next round — normal engagement and attack rules resume then. Protects only Mira; allies get no benefit.
"She was here. Then she wasn't. Then the job was done."
Divine Intercession
Once per session · Free action · Requires Level 5 · No Mana token, no roll, no range requirement
Aelindra channels a focused blessing, bringing forth the immediate effects:
- One hero may heal 4 damage.
- One hero may remove 1 Corruption.
- One hero may gain 1 Benediction token.
- One hero may gain 1 Mana.
Upside: A flexible support tool rather than a panic button — spend it to patch up whoever needs it most: a timely heal, a Corruption fix, a Benediction token, or a bonus Mana token to fuel their next test. The four effects don't have to target the same hero.
Limit: Aelindra's turn only. Vanquished hero heals only if they return.
"She closed her eyes. When she opened them, the shadow had retreated."
Blight Ascendant
Once per session · Free action · Requires Level 5 · No roll required to activate — Corruption is spent as each bullet below is used
Kael fully embraces the blight in his blood. Until the start of his next turn:
- Gain 2 Corruption to automatically pass any test.
- Gain 2 Corruption to lower the Blight Track by 1.
- Dark Pacts do not trigger for any hero.
- Remove 3 Corruption from Kael at end of turn.
Upside: 2 Corruption buys a guaranteed success or a step off the Blight Track — spend freely, since 3 comes back off at end of turn. Trigger before the Fate Phase so no Reckoning touches the Dark Pacts these swings create.
Limit: No cap on uses beyond Kael's own Corruption total (max 6). The end-of-turn removal is a flat 3 regardless of how much was spent — hitting 6 or 0 still follows normal Dark Pact rules.
"You want to know what it costs? Everything. That's always been the price."