| Combat Spirits |
| Name |
Cost |
Def |
Maint |
Attack P/R |
Move R/C |
Vision |
Nature |
Class |
Family |
*Special* |
| *Alesian Archer |
3 |
1 |
1 |
1/2 |
1/1 |
2 |
Human |
Alesian |
Archer |
None |
| Alesian Harberdiers |
3 |
3 |
1 |
3/1 |
1/1 |
1 |
Human |
Alesian |
Fighter |
None |
| Alesian Swordsmen |
3 |
2 |
0 |
2/1 |
1/0 |
1 |
Human |
Alesian |
Fighter |
None |
| Atlantis Bowmen |
4 |
1 |
1 |
2/2 |
2/1 |
2 |
Mythic |
Atlantis |
Archer |
 |
| Atlantis Conscripts |
1 |
1 |
0 |
1/1 |
1/1 |
1 |
Mythic |
Atlantis |
Militia |
 |
| Atlantis Shaman |
4 |
1 |
1 |
1/1 |
1/1 |
1 |
Mythic |
Atlantis |
Priest |
Once per turn can do 1pt of damage to any drylands spirit (Cost=3) |
| *Baldur the Good |
8 |
5 |
3 |
4/2 |
2/1 |
2 |
Deity |
None |
None |
2/1 7 |
| *Banshee |
5 |
3 |
2 |
0/1 |
1/1 |
2 |
Undead |
None |
Fighter |
Once per turn can reduce the attack power of one enemy combat spirit by -1 (Cost=3) |
| Barbarian Raiders |
2 |
2 |
1 |
1/1 |
2/1 |
3 |
Human |
Barbarian |
Scout |
 |
| Beowulf |
7 |
7 |
2 |
5/1 |
1/1 |
1 |
Hero |
None |
Fighter |
 |
| Berserker |
4 |
4 |
1 |
3/1 |
1/1 |
2 |
Human |
Barbarian |
Fighter |
2/1 3 |
| Crossbowmen |
4 |
1 |
1 |
3/2 |
1/1 |
2 |
Human |
Barbarian |
Archer |
 |
| *Frost Giant |
6 |
4 |
2 |
4/2 |
2/1 |
2 |
Mythic |
Giant |
Fighter |
Can act as a defender with a blocking range of 1 and a blocking power of 2 |
| The Huntsman |
4 |
2 |
1 |
2/1 |
1/1 |
2 |
Human |
None |
Fighter |
Once per turn can take control of a Canine spirit (including War Dogs) (Cost=4) |
| Moat Monster |
7 |
6 |
4 |
3/1 |
0/9 |
1 |
Mythic |
Dragon |
Fighter |
 |
| *Orion |
8 |
4 |
4 |
4/2 |
1/2 |
2 |
Deity |
None |
None |
 Can remove one Animal spirit from play per turn (Cost=5) |
| Prince of Atlantis |
3 |
2 |
1 |
1/1 |
1/0 |
2 |
Mythic |
None |
Leader |
Once per turn can grant +1 attack power and +1 vision to all friendly atlantis spirits (Cost=5) |
| Restless Spirit |
0 |
1 |
1 |
0/1 |
2/0 |
2 |
Undead |
None |
Scout |
 |
| Savarian Wizard |
3 |
1 |
2 |
1/1 |
2/1 |
2 |
Human |
Savarian |
Mage |
Once per turn can cast Hasten spell on any combat spirit granting +1 movement range (Cost=3) |
| Saxon Armorer |
4 |
3 |
1 |
0/1 |
1/1 |
1 |
Human |
Saxon |
Artisan |
Once per turn can increase current and maximum defense of any combat spirit +1 (Cost=3) |
| *Saxon Knights |
5 |
4 |
2 |
2/1 |
3/1 |
3 |
Human |
Saxon |
Fighter |
  |
| Saxon Pikemen |
3 |
4 |
1 |
2/1 |
1/1 |
1 |
Human |
Saxon |
Fighter |
None |
| Sea Dragon |
6 |
7 |
2 |
4/1 |
1/1 |
2 |
Mythic |
Dragon |
Fighter |
5 |
| Sea Nymphs |
1 |
1 |
0 |
1/1 |
1/1 |
2 |
Mythic |
Nymph |
Fighter |
 |
| Siberian Tigers |
3 |
2 |
1 |
2/1 |
2/1 |
2 |
Animal |
Feline |
Fighter |
 |
| *Siren |
3 |
1 |
1 |
0/1 |
1/2 |
1 |
Mythic |
Nymph |
Fighter |
Once per turn can take control of any Human spirit located in a wetlands space (Cost=3) |
| *Thor |
7 |
6 |
3 |
6/1 |
1/1 |
2 |
Deity |
None |
None |
6 Once per turn can do 2pts of damage to any spirit or castle (Cost=5) |
| Valkries |
3 |
3 |
1 |
3/1 |
1/1 |
2 |
Mythic |
Norse |
Fighter |
2/1 |
| Viking Pillagers |
4 |
2 |
1 |
2/1 |
1/1 |
1 |
Human |
Viking |
Fighter |
Can reduce the current and maximum defense of any defender spirit by -1 (Cost=3) |
| War Dogs |
3 |
2 |
0 |
2/1 |
2/1 |
2 |
Mythic |
Canine |
Fighter |
Immune to spells that target animals |
| Defender Spirits |
Name |
Casting Cost |
Defense |
Maint |
Block P/R |
Vision |
Nature |
Class |
Family |
Special |
| Atlantis Castle |
3 |
3 |
0 |
0/2 |
2 |
Object |
None |
None |
None |
| *Barbarian Camp |
4 |
4 |
0 |
1/2 |
2 |
Object |
None |
None |
None |
| Guardian Angel |
6 |
1 |
3 |
0/4 |
4 |
Deity |
None |
None |
5 |
| Sea Dragon's Lair |
5 |
4 |
0 |
1/2 |
2 |
Object |
None |
None |
 |
| Warrior's Mound |
2 |
3 |
0 |
0/1 |
1 |
Object |
None |
None |
 |
| Energy Spirits |
| Name |
Casting Cost |
Defense |
Maint |
Vision |
Nature |
Class |
Family |
Energy Produced |
*Special* |
| *Fishing Village |
0 |
3 |
0 |
1 |
Object |
None |
None |
 |
None |
| Hot Springs |
0 |
1 |
0 |
1 |
Object |
None |
None |
 |
None |
| Mineral Springs |
1 |
1 |
0 |
1 |
Object |
None |
None |
 |
Once per turn can grant a woodlands combat spirit +1 attack power (Cost=3) |
| *Naiad's Fountain |
0 |
1 |
0 |
1 |
Object |
None |
None |
 |
None |
| Neried's Spring |
1 |
1 |
0 |
1 |
Object |
None |
None |
 |
Once per turn can heal 2pts of damage on any combat spirit (Cost=2) |
| Tethy's Well |
1 |
1 |
0 |
1 |
Object |
None |
None |
  |
None |
| *Trading Post |
1 |
1 |
2 |
1 |
Object |
None |
None |
    |
None |
| Waterfall |
0 |
1 |
0 |
1 |
Object |
None |
None |
  |
None |
| Water Wheel |
0 |
1 |
0 |
1 |
Object |
None |
None |
 |
None |
| Spells |
| Name |
Casting Cost |
Effect |
| Arctic Blizzard |
5 |
Does 1pt damage to all spirits located on a highlands space |
| Battle Frenzy |
5 |
Increases attack power of all fighter spirits in play by +2 |
| Blue Moon |
4 |
Increases attack power of all wetlands combat spirits +1 |
| Bolt of Lightning |
6 |
Does 3pts of damage to any spirit or castle on the playing field |
| *Curse of the Deep |
4 |
Destroys any drylands spirit located in a wetlands space |
| Fallen Hero |
6 |
Targeted hero is killed |
| Fresh Mounts |
3 |
Reduces movement cost of a friendly human spirit -1 |
| Gusting Winds |
5 |
All archer spirits currently in play lose -1 to their attack range (Note: This spell will not affect spearmen, slingers, etc; only "archer" spirits) |
| *Invasion Fleet |
4 |
Destroys a defender spirit currently located on a wetlands space |
| *King's Favor |
2 |
Grants a wetlands spirit currently located on a wetlands space +1 combat bonus and +1 vision range |
| Magic Cannon |
2 |
Increases blocking power of a defender spirit +1 |
| *Mermaid's Prize |
4 |
An enemy Human spirit in a wetlands space is removed from play |
| Meteor Strike |
7 |
Does 1pt of damage to all spirits in play including both castles |
| *Mjolnir |
4 |
Does 2pts of damage to the enemy castle |
| Neptune's Blessing |
4 |
Increases attack power of any wetlands combat spirit by +2 |
| Noble Sponsor |
3 |
Reduces maitenance cost of any combat spirit -2 |
| Rampaging Colossus |
7 |
Destroys all object spirits in play |
| Reinforcements |
4 |
Grants a wetlands spirit located on a wetlands space +2 attack power and +2 maximum defense |
| *Snowstorm |
3 |
Reduces the current defense of a drylands spirit by -3 |
| Tradewinds |
2 |
Grants +1 movement range to any wetlands combat spirit |
| Treachery |
4 |
Caster gains control of any flatlands spirit |
| Tsunami |
4 |
Reduces current defense of any spirits located on a wetlands space -2 |
| War Chant |
7 |
Increases current and maximum defense of all friendly combat spirits by +2 |