Schism Units

From Heroes of Might and Magic: Olden Era Official Wiki
Revision as of 07:37, 23 May 2026 by HakkeBoo (talk | contribs) (fixed Aga'Shoth Mat'ha name)

Unit list belonging to Schism.


Ra'Shoth
Health 10 Tier 1
Attack 3 Creature Type Magic Creature
Defense 3 Range Melee
Damage 3 Movement Flying
Speed 4 Price 75Gold
Initiative 2 Weekly Growth 20
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5~5)
Squad Value
Passive Traits
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Ra’Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Ra’Shoth’s amount. These creatures are permanent and remain after battle. Ability tier 3.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:


Stinging Ra'Shoth
Health 10 Tier 1
Attack 4 Creature Type Magic Creature
Defense 4This stat is higher compared to the base unit. Range Ranged
Damage 3 Movement Flying
Speed 4 Price 100Gold
Initiative 4 Weekly Growth 20
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5~5)
Squad Value
Passive Traits
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Stinging Ra’Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Stinging Ra’Shoth’s amount. These creatures are permanent and remain after battle. Ability tier 3.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:


Ferocious Ra'Shoth
Health 10 Tier 1
Attack 4 Creature Type Magic Creature
Defense 4This stat is higher compared to the base unit. Range Melee
Damage 3 Movement Flying
Speed 5 Price 100Gold
Initiative 3 Weekly Growth 20
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5~5)
Squad Value
Passive Traits
    Sweeping Strike: Deals damage to the target and two adjacent hexes to its side.
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Ferocious Ra’Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Ferocious Ra’Shoth’s amount. These creatures are permanent and remain after battle. Ability tier 3.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:

Cultist
Health 15 Tier 2
Attack 5 Creature Type Living
Defense 4 Range Long Reach
Damage 3-5 Movement Ground
Speed 4 Price 160Gold
Initiative 4 Weekly Growth 12
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3~3)
Squad Value
Passive Traits
Active Abilities
    Glance at the Abyss: Curses the enemy target. Cursed targets take 2 pure damage per Cultist. Effect is stackable. Lasts 2 rounds. Ability tier 2. Costs 1 Focus Charge.
    Ability Cost:


Binder
Health 15 Tier 2
Attack 6 Creature Type Living
Defense 7This stat is higher compared to the base unit. Range Long Reach
Damage 4-5 Movement Ground
Speed 5 Price 210Gold
Initiative 5 Weekly Growth 12
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3~3)
Squad Value
Passive Traits
Active Abilities
    Glance at the Abyss: Curses the enemy target. Cursed targets take 2 pure damage per Cultist. Effect is stackable. Lasts 2 rounds. Ability tier 2. Costs 1 Focus Charge.
    Ability Cost:
    Abyssal Tendril: Deals 2 damage per Binder to any enemy and removes one of their counterattack charges. Ability tier 2.
    Ability Cost:


Votary
Health 15 Tier 2
Attack 8 Creature Type Living
Defense 4 Range Long Reach
Damage 3-7 Movement Ground
Speed 5 Price 210Gold
Initiative 4 Weekly Growth 12
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3~3)
Squad Value
Passive Traits
Active Abilities
    Curse of the Abyss - Sluggishness: Deals 3 Pure damage per Votary to the target and all adjacent enemies. Initiative of all targets is reduced by 1 until the end of the next round. Ability tier 2. Costs 1 Focus Charge.
    Ability Cost:
    Curse of the Abyss - Slow: Deals 3 Pure damage per Votary to the target and all adjacent units. Speed of all targets is reduced by 1 until the end of the next round. Ability tier 2.
    Ability Cost:

Aga'Shoth Rider
Health 20 Tier 3
Attack 7 Creature Type Living
Defense 7 Range Melee
Damage 5-7 Movement Ground
Speed 4 Price 210Gold
Initiative 6 Weekly Growth 8
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3~3)
Squad Value
Passive Traits
    Plows Through: Removes all terrain penalties when in a hero's army.
    Piercing Cold: When hitting an enemy with an attack or counterattack, applies a negative effect that makes them take +100% magic damage. Lasts 2 rounds.
Active Abilities
    Icy Breath: Makes an additional attack, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2.
    Ability Cost:


Aga'Shoth Tamer
Health 20 Tier 3
Attack 8 Creature Type Living
Defense 8This stat is higher compared to the base unit. Range Melee
Damage 5-7 Movement Ground
Speed 7 Price 290Gold
Initiative 9 Weekly Growth 8
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3~3)
Squad Value
Passive Traits
    Plows Through: Removes all terrain penalties when in a hero's army.
    Piercing Cold: When hitting an enemy with an attack or counterattack, applies a negative effect that makes them take +100% magic damage. Lasts 2 rounds.
Active Abilities
    Icy Breath: Makes an additional attack, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2.
    Ability Cost:


Aga'Shoth Mat'ha
Health 25 Tier 3
Attack 7 Creature Type Living
Defense 7 Range Melee
Damage 5-7 Movement Ground
Speed 6 Price 290Gold
Initiative 7 Weekly Growth 8
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3~3)
Squad Value
Passive Traits
    Plows Through: Removes all terrain penalties when in a hero's army.
    Piercing Cold: When hitting an enemy with an attack or counterattack, applies a negative effect that makes them take +100% magic damage. Lasts 2 rounds.
Active Abilities
    Icy Breath: Makes an additional attack, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2.
    Ability Cost:

Grand Shoth
Health 50 Tier 4
Attack 11 Creature Type Magic Creature
Defense 11 Range Melee
Damage 10-13 Movement Flying
Speed 5 Price 450Gold
Initiative 8 Weekly Growth 4
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Frost: Prevents the target from gaining focus
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Grand Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the caster’s amount. These creatures are permanent and remain after battle. Ability tier 4.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:


Unspeakable Shoth
Health 50 Tier 4
Attack 11 Creature Type Magic Creature
Defense 11 Range Melee
Damage 10-13 Movement Flying
Speed 8 Price 630Gold
Initiative 8 Weekly Growth 4
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Frost: Prevents the target from gaining focus
    Double Strike: Strikes twice.
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Unspeakable Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the caster’s amount. These creatures are permanent and remain after battle. Ability tier 4.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:


Unthinkable Shoth
Health 50 Tier 4
Attack 11 Creature Type Magic Creature
Defense 11 Range Melee
Damage 10-13 Movement Flying
Speed 6 Price 630Gold
Initiative 13 Weekly Growth 4
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Frost: Prevents the target from gaining focus
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Unthinkable Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the caster’s amount. These creatures are permanent and remain after battle. Ability tier 4.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:
    Black Ice Shard: Deals 200% basic attack damage as pure damage to the target. Does not end turn. Ability tier 5.
    Ability Cost:

Concubus
Health 60 Tier 5
Attack 16 Creature Type Living
Defense 13 Range Ranged
Damage 14-20 Movement Ground
Speed 2 Price 530Gold
Initiative 5 Weekly Growth 3
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Nimbleness: Can perform a ranged attack even if adjacent to an enemy.
    Earn Your Magic, Dear I: Enemy spells cost +1 mana. The effect doesn’t stack. Only the strongest one is active.
Active Abilities
    Handcuffs: Prevents the target from using active abilities. Lasts 2 rounds. Ability tier 4.
    Ability Cost:


Mistress of Chains
Health 60 Tier 5
Attack 16 Creature Type Living
Defense 13 Range Ranged
Damage 14-20 Movement Ground
Speed 4 Price 780Gold
Initiative 7 Weekly Growth 3
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Nimbleness: Can perform a ranged attack even if adjacent to an enemy.
    Earn Your Magic, Dear II: Enemy spells cost +2 mana. The effect doesn’t stack. Only the strongest one is active.
    Earn Your Abilities, Dear: +3 focus points when dealing damage.
Active Abilities
    Handcuffs: Prevents the target from using active abilities. Lasts 2 rounds. Ability tier 4.
    Ability Cost:
    Hourglass: Blocks the enemy hero’s active abilities until the end of the round. Ability tier 4.
    Ability Cost:


Bewitcher
Health 60 Tier 5
Attack 16 Creature Type Living
Defense 13 Range Ranged
Damage 20-20 Movement Ground
Speed 6 Price 780Gold
Initiative 5 Weekly Growth 3
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Nimbleness: Can perform a ranged attack even if adjacent to an enemy.
    Earn Your Magic, Dear II: Enemy spells cost +2 mana. The effect doesn’t stack. Only the strongest one is active.
    Duelist: No melee penalty.
Active Abilities
    Flog Idle Mind: Deal 25 Pure Damage per Focus Charge on the target.
    Ability Cost:
    Bewitch Into Passivity: Prevents all enemies from gaining focus from any source until the end of next round. Ability tier 4.
    Ability Cost:

Arbitrator
Health 75 Tier 6
Attack 20 Creature Type Living
Defense 20 Range Ranged
Damage 18-22 Movement Ground
Speed 4 Price 1200Gold
Initiative 5 Weekly Growth 2
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Paradoxical Shots: Ranged penalties are reversed. Deals +10% damage per hex, up to a maximum of +50% if the target is more than 3 hexes away. If the target is adjacent, performs a melee attack, dealing +50% damage.
    Power of the Abyss: Increases Hero’s maximum mana by 20. This effect does not stack.
Active Abilities
    Reposition: Makes a friendly unit move to a free hex within 4 hexes of their initial position. Does not end turn. Ability tier 3.
    Ability Cost:
    Fear: Makes an enemy unit move to a free hex without 4 hexes of their initial position. Does not end turn. Ability tier 3.
    Ability Cost:


Rift Arbitrator
Health 75 Tier 6
Attack 22 Creature Type Living
Defense 24This stat is higher compared to the base unit. Range Ranged
Damage 18-22 Movement Ground
Speed 5 Price 1900Gold
Initiative 12 Weekly Growth 2
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Paradoxical Shots: Ranged penalties are reversed. Deals +10% damage per hex, up to a maximum of +50% if the target is more than 3 hexes away. If the target is adjacent, performs a melee attack, dealing +50% damage.
    Power of the Abyss: Increases Hero’s maximum mana by 20. This effect does not stack.
Active Abilities
    Reposition: Makes a friendly unit move to a free hex within 4 hexes of their initial position. Does not end turn. Ability tier 3.
    Ability Cost:
    Fear: Makes an enemy unit move to a free hex without 4 hexes of their initial position. Does not end turn. Ability tier 3.
    Ability Cost:
    Disgorge Storm: Deals 25 pure damage to all enemies and gives them -1 speed and initiative. Lasts 2 rounds. Ability tier 3.
    Ability Cost:


Bloated Arbitrator
Health 75 Tier 6
Attack 28 Creature Type Living
Defense 22This stat is higher compared to the base unit. Range Ranged
Damage 20-24 Movement Ground
Speed 5 Price 1900Gold
Initiative 8 Weekly Growth 2
Morale 0
(-5-5)
Experience Yield
Luck 0
(-3-3)
Squad Value
Passive Traits
    Paradoxical Shots: Ranged penalties are reversed. Deals +10% damage per hex, up to a maximum of +50% if the target is more than 3 hexes away. If the target is adjacent, performs a melee attack, dealing +50% damage.
    Power of the Abyss: Increases Hero’s maximum mana by 20. This effect does not stack.
    Slimy Touch: Each attack deals +5 pure damage per bloated arbitrator and lowers the target’s speed and initiative by 1 until the end of the round.
Active Abilities
    Switch Places: Make any 2 units switch places, as long as they are within 8 hexes from another. Does not end turn. This effect does not stack. Ability tier 3.
    Ability Cost:
    Frozen Pages: Prevents the enemy hero from using their spellbook. This effect does not stack. Ability tier 5.
    Ability Cost:

Abyssal Envoy
Health 250 Tier 7
Attack 30 Creature Type Magic Creature
Defense 30 Range Melee
Damage 40-60 Movement Ground
Speed 5 Price 2500Gold 1Mercury
Initiative 9 Weekly Growth 1
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Pure Resistance: Immune to all magic damage.
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Abyssal Envoys on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Abyssal Envoy’s amount. These creatures are permanent and remain after battle. Ability tier 5.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:.
    Will of the Abyss: Allows this unit to take 1 more action immediately after its first action. Does not end turn. Ability tier 5. Costs 3 focus charge.
    Ability Cost:


Abyssal Overseer
Health 250 Tier 7
Attack 40 Creature Type Magic Creature
Defense 40This stat is higher compared to the base unit. Range Melee
Damage 40-60 Movement Ground
Speed 6 Price 4200Gold 2Mercury
Initiative 10 Weekly Growth 1
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Area Strike: Deals Damage to the target and all hexes around it. Additional targets take —50% Damage.
    Pure Resistance: Immune to all magic damage.
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Abyssal Overseers on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Abyssal Overseer’s amount. These creatures are permanent and remain after battle. Ability tier 5.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:.
    Will of the Abyss: Allows this unit to take 1 more action immediately after its first action. Does not end turn. Ability tier 5. Costs 3 focus charge.
    Ability Cost:
    Moment of Insanity: Makes an enemy unit attack a random target. Does not affect Embodiments or Constructs. Negative Effect.
    Ability Cost:


Abyssal Executor
Health 250 Tier 7
Attack 35 Creature Type Magic Creature
Defense 35This stat is higher compared to the base unit. Range Melee
Damage 60 Movement Ground
Speed 7 Price 4200Gold 2Mercury
Initiative 11 Weekly Growth 1
Morale 0
(-3-3)
Experience Yield
Luck 0
(-5-5)
Squad Value
Passive Traits
    Pure Resistance: Immune to all magic damage.
Active Abilities
    Summoning Rite: Once per battle, summons a stack of Abyssal Executors on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Abyssal Executor’s amount. These creatures are permanent and remain after battle. Ability tier 5.
    Does not affect Undead, Embodiments, or Constructs.
    Ability Cost:.
    Will of the Abyss: Allows this unit to take 1 more action immediately after its first action. Does not end turn. Ability tier 5. Costs 3 focus charge.
    Ability Cost:
    Control Mind: The target loses all its possible turns and passes. Does not affect Embodiments or Constructs. Negative Effect.
    Ability Cost:
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