Signature Powers

Ultimates

5 ultimates, one per hero, usable once per session at Level 5.

Download Ultimate Cards (PDF)
Torvin Stonefist · Dwarven Warden

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:

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."

Sylara Dawnweave · Elven Arcanist

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:

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."

Drek Ashblade · Half-Orc Marauder

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:

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."

Mira Whisper · Halfling Rogue

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:

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."

Sister Aelindra · Human Cleric

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:

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."