Schism Units

From Heroes of Might and Magic: Olden Era Official Wiki

Unit list belonging to Schism.


[[Unit 'Ra'Shoth' not found|Unit 'Ra'Shoth' not found]]
Health 10 Tier 1
Attack 3 Creature Type Magic Creature
Defense Unit 'Ra'Shoth' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit". Range Melee
Damage 2 Movement Flying
Speed 4 Price Unit 'Ra'Shoth' not found
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 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.
    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 2 Movement Flying
Speed 4 Price 100Gold
Initiative 6 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.
    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 2 Movement Flying
Speed 5 Price 100Gold
Initiative 6 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.
    Ability Cost:

Cultist
Health 15 Tier 2
Attack 5 Creature Type Living
Defense 4 Range Long Reach
Damage 3-5 Movement Ground
Speed 3 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 4 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 3-5 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 25 Tier 3
Attack 8 Creature Type Living
Defense 7 Range Melee
Damage 6-7 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 25 Tier 3
Attack 10 Creature Type Living
Defense 8This stat is higher compared to the base unit. Range Melee
Damage 6-7 Movement Ground
Speed 6 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:


Unit 'Aga'Shoth Matha' not found
Health 30 Tier 3
Attack 8 Creature Type Living
Defense Unit 'Aga'Shoth Matha' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit". Range Melee
Damage 6-7 Movement Ground
Speed 6 Price Unit 'Aga'Shoth Matha' not found
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 12 Creature Type Magic Creature
Defense 11 Range Melee
Damage 12-15 Movement Flying
Speed 4 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.
    Ability Cost:


Unspeakable Shoth
Health 50 Tier 4
Attack 12 Creature Type Magic Creature
Defense 11 Range Melee
Damage 12-15 Movement Flying
Speed 7 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.
    Ability Cost:


Unthinkable Shoth
Health 50 Tier 4
Attack 12 Creature Type Magic Creature
Defense 11 Range Melee
Damage 12-15 Movement Flying
Speed 5 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.
    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 17 Creature Type Living
Defense 13 Range Ranged
Damage 14-19 Movement Ground
Speed 2 Price 530Gold
Initiative 6 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 17 Creature Type Living
Defense 13 Range Ranged
Damage 14-19 Movement Ground
Speed 4 Price 780Gold
Initiative 8 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 17 Creature Type Living
Defense 13 Range Ranged
Damage 17-22 Movement Ground
Speed 6 Price 780Gold
Initiative 6 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 80 Tier 6
Attack 20 Creature Type Living
Defense 20 Range Ranged
Damage 21-27 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 80 Tier 6
Attack 22 Creature Type Living
Defense 24This stat is higher compared to the base unit. Range Ranged
Damage 21-27 Movement Ground
Speed 4 Price 1900Gold
Initiative 11 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 80 Tier 6
Attack 24 Creature Type Living
Defense 22This stat is higher compared to the base unit. Range Ranged
Damage 21-27 Movement Ground
Speed 4 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 35-70 Movement Ground
Speed 4 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.
    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 35-70 Movement Ground
Speed 5 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.
    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 70 Movement Ground
Speed 5 Price 4200Gold 2Mercury
Initiative 12 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.
    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: