Schism Units

From Heroes of Might and Magic: Olden Era Official Wiki

Unit list belonging to Schism.


Ra'Shoth
Ra'Shoth, meaning "Small Rift-Dwellers" in the Vori language, are the most basic lifeforms to emerge from the Rift. Guided by simple instincts, they seek out a higher authority through telepathy and follow their commands without questions.
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. Costs 2 Focus Charge.
Magic Creature 10 3 3 3A2px 2 70 Gold
Melee/Flying -3 to 3 -5 to 5 4 4 Upgrade: 20 Gold


Stinging Ra'Shoth
Some Ra'Shoth have developed specialised synapses that enable them to discharge electrical currents from a distance. It is remarkable how adaptive life within the Rift seems to be.
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. Costs 2 Focus Charge.
Magic Creature 10 4 4 3A2px 2 90 Gold
Ranged/Flying -3 to 3 -5 to 5 4 6 No Upgrade


Ferocious Ra'Shoth
These red-crested Ra'Shoth are far more aggressive than others, defending themselves with sweeping tentacle strikes. However, they pose a real threat only when attacking in groups.
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. Costs 2 Focus Charge.

Sweeping Strike: Deals damage to the target and two adjacent hexes to its side.

Magic Creature 10 4 4 3A2px 2 90 Gold
Melee/Flying -3 to 3 -5 to 5 5 5 No Upgrade


Cultist
Although Lyssara's expedition to the Sea of Regrets — as it is now called — had a higher purpose, I fear that for many Alvarians, it became a lure of temptation and power. Many of them nowadays are little more than cultists now.
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.
Living 15 5 3 3A2px 3-5 135 Gold
Long Reach -5 to 5 -3 to 3 3 4 Upgrade: 45 Gold



Binder
By infusing the bindings of Vori Texts with the profane power of the Rift, Binders tear open temporal gaps in reality, lashing out at their foes with planar tendrils.
Glance at the Abyss: Curses the enemy target. Cursed targets take 2 pure damage per Binder . Effect is stackable. Lasts 2 rounds. Ability tier 2. Costs 1 Focus Charge.

Abyssal Tendril. Deals 2 damage per Binder to any enemy. Ability tier 2. Costs 1 Focus Charge.

Living 15 6 5 3A2px 4-5 180 Gold
Long Reach -5 to 5 -3 to 3 4 5 No Upgrade



Votary
By opening their minds further to the eldritch influence, votaries serve as the eyes of their mistress - and of whatever lurks within the Rift. I shudder to imagine what becomes of their psyche.
Sluggishness. Deals 3 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.

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. Costs 1 Focus Charge.

Living 15 8 7 3A2px 3-5 180 Gold
Long Reach -5 to 5 -3 to 3 5 4 No Upgrade


Aga'Shoth Rider
Aga'Shoth, meaning "Rift-Dweller of the Ground", forms a bond that interwines the mind of its elven rider with its own. However, the boundary between beast and rider is tenuous, giving rise to peculiar habits.
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.

Icy Breath: Makes an additional track, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2. Costs 2 Focus Charge.

Living 25 8 8 3A2px 6-7 215 Gold
Melee -5 to 5 -3 to 3 4 6 Upgrade: 75 Gold



Aga'Shoth Tamer
Centuries of exposure to the Rift's energies beneath the ice have imbued the snow of the Frozen Vast with a lingering residue of power. This allows aga'shoth tamers to bind their striders to Jadame itself, drawing upon a fragment of the land's strength.
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.

Icy Breath: Makes an additional track, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2. Costs 2 Focus Charge.

Ground 25 10 10 3A2px 6-7 327 Gold
Melee -5 to 5 -3 to 3 6 9 No Upgrade


Aga'Shoth Matha
Some riders undergo the ritual of Marash Mathash — "Blood Siblings" — which severs a portion of their mind to dwell within the Rift, enabling an aga'shoth to cross into Jadame through a portal. Forever bound, the rider's psyche is irreparably shattered, tormented by the ceaseless whispers of their mount.
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.

Aga’Shosh’s Help: Deals +10 pure damage with basic and counterattacks.

Icy Spikes: Makes an additional attack, dealing 4 pure damage per Aga’Shoth Matha to the target and all adjacent units. Ability tier 3. Costs 2 Focus Charge.

Living 30 8 8 3A2px 6-7 327 Gold
Melee -5 to 5 -3 to 3 6 7 No Upgrade


Grand Shoth
Grand Shoth are an experiment in binding. While some Shoth are controlled through telepathy or communion, these creatures are bound purely though the Sacred Language.
Frost: Prevents the target from gaining focus

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. Costs 2 Focus Charge.

Magical Creature 50 12 12 3A2px 12-15 450 Gold
Melee/Flying -3 to 3 -5 to 5 4 8 Upgrade: 190 Gold



Unspeakable Shoth
With the right incantations, shoth can be turned into incredibly precise and focused weapons, striking without mercy.

...What happens if a spell scroll is torn off?

Frost: Prevents the target from gaining Focus.

Double Strike

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. Costs 2 Focus Charge.

Flying 50 12 12 3A2px 12-15 735 Gold
Melee -3 to 3 -5 to 5 7 8 No Upgrade



Unthinkable Shoth
It would seem that some shoth are fighting back against their bindings, partially unravelling in the process. That makes them more chaotic and dangerous — and very efficient in some situations.
Frost: Prevents the target from gaining focus.

Black Ice Shard: Deals 200% basic attack damage as pure damage to the target. Does not end turn. Ability tier 5. Costs 3 Focus Charge.

Summoning Rite: Once per battle, summons a stack of Unspeakable 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. Costs 2 Focus Charge

Magic Creature 50 12 12 3A2px 12-15 735 Gold
Melee/Flyer -3 to 3 -5 to 5 5 13 No Upgrade


Concubus
For Schism followers who crave power, the Rift offers an irreversible transformation. Reborn, they must maintain focus — or risk becoming a gateway themselves.
Nimbleness: Can perform a ranged attack even if adjacent to an enemy.

Earn Your Magic, Dear: Enemy spells cost +1 mana. The effect doesn’t stack. Only the strongest one is active.

Handcuffs: Prevents the target from using active abilities. Lasts 2 rounds. Ability tier 4. Costs 1 focus charge.

Living 60 17 15 3A2px 14-19 550 Gold
Ranged -5 to 5 -3 to 3 2 6 Upgrade: 230 Gold



Mistress of Chains
When I encountered the elves who had embraced the path of Schism, they were unrecognisable. The powers of the Rift had twisted them into something alien

— still in control, yet bound all the same.

Earn Your Magic, Dear: Enemy spells cost +2 mana. The effect doesn’t stack. Only the strongest one is active.

Handcuffs: Prevents the target from using active abilities. Lasts 2 rounds. Ability tier 4. Costs 1 Focus Charge.

Earn Your Abilities, Dear: +3 focus points when dealing damage.

Hourglass: Blocks the enemy hero’s active abilities until the end of the round. Ability tier 4. Costs 3 Focus Charge.

Living 60 17 15 3A2px 14-19 835 Gold
Ranged -5 to 5 -3 to 3 4 8 No Upgrade



Bewitcher
Can you imagine being born an ordinary mortal — only to become something else, something greater? It’s no wonder some bewitchers seek — and earn — admiration in every gaze.
Nimbleness: Can perform a ranged attack even if adjacent to an enemy.

Earn Your Magic, Dear: Enemy spells cost +2 mana. The effect doesn’t stack. Only the strongest one is active. Ability tier 4. Costs 1 Focus Charge.

Duelist: No melee penalty.

Flog Idle Mind: Deal 25 Pure Damage per Focus Charge on the target.

Bewitch into Passivity: Prevents all enemies from gaining focus from any source until the end of next round. Ability tier 4. Costs 1 Focus Charge.

Living 60 17 15 3A2px 17-22 895 Gold
Ranged -5 to 5 -3 to 3 6 6 No Upgrade


Arbitrator
Heavily transfigured and rendered immobile, these immensely powerful warlocks serve Schism by inscribing Vori Seals upon the riftwalkers her cult summons. Yet, over time, they slowly unravel into something utterly grotesque.
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.

Reposition: Makes a friendly unit move to a free hex within 4 hexes of their initial position. Does not end turn. Ability tier 3. Costs 1 Focus Charge.

Fear: Makes an enemy unit move to a free hex without 4 hexes of their initial position. Does not end turn. Ability tier 3. Costs 1 Focus Charge.

Living 80 20 22 3A2px 21-27 1100 Gold
Ranged -5 to 5 -3 to 3 4 5 Upgrade: 500 Gold



Rift Arbitrator
Barely recognisable from their former selves, these arbitrators serve as floating

control relays, capable of directing countless Shoths at once. The strain they endure surpasses the limits of any mortal mind or body.

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.

Reposition: Makes a friendly unit move to a free hex within 4 hexes of their initial position. Does not end turn. Ability tier 3. Costs 1 Focus Charge.

Fear: Makes an enemy unit move to a free hex without 4 hexes of their initial position. Does not end turn. Ability tier 3. Costs 1 Focus Charge.

Disgorge Storm: Deals 25 pure damage to all enemies and gives them -1 speed and initiative. Lasts 2 rounds. Ability tier 3. Costs 3 Focus Charge.

Living 80 22 24 3A2px 21-27 1850 Gold
Ranged -5 to 5 -3 to 3 4 11 No Upgrade



Bloated Arbitrator
I struggle to comprehend the ancient Vori language that once tore open the Rift. But these grotesquely bloated arbitrators have no such trouble, wielding it to warp the barriers between our world and the eldritch realm beyond.

They will doom us all.

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. 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. Costs 1 Focus Charge.

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.

Frozen Pages: Prevents the enemy hero from using their spellbook. This effect does not stack. Ability tier 5. Costs 3 Focus Charge.

Living 80 24 22 3A2px 21-27 1850 Gold
Ranged -5 to 5 -3 to 3 4 8 No Upgrade


Abyssal Envoy
When an arbitrator's psyche inevitably collapses, a gateway tears open, allowing these monstrosities to spill into Jadame.

Lyssara insists they are under her control, but I'm not convinced—they seem far too independent and... sentient.

Pure Resistance: Immune to all magic damage.

Summoning Rite: Once per battle, summons a stack of Abyssal Envoy 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. Costs 2 focus charge.

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.

Magic Creature 250 30 30 3A2px 35-70 2500 Gold, 1 Mercury
Melee -3 to 3 -5 to 5 4 9 Upgrade: 2550 Gold, 1 Mercury



Abyssal Overseer

Bound by enchanted chains, these creatures herald an age of great upheaval. A single glance upon them can drive one to madness and delusion. Worst of all — they seem to be mere watchers for something far more powerful.

Magic Creature
Area Strike, Pure Resistance, Summoning Rite: Overseer, Will of the Abyss, Moment of Insanity
Ground 250 40 40 3A2px 35-70 5050 Gold, 2 Mercury
Melee -3 to 3 -5 to 5 5 10 No Upgrade



Abyssal Executor
I once escaped the cult of the Frozen Vasts myself, and I am now certain — the terrors of the deep are not to be trifled with. Whatever these poor elves have unleashed will bring calamity to Jadame, with only one warning of its coming: beware the Black ice.
Pure Resistance: Immune to all magic damage.

Summoning Rite: Once per battle, summons a stack of Abyssal Overseer 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. Costs 2 Focus Charge

Will of the Abyss: Allows this unit to take 1 more action immediately after its first action. Does not end turn.

Moment of Insanity: Makes an enemy attack a random target. Does not affect embodiments or constructs. Ability tier 5. Costs 2 Focus Charge.

Area Strike: Deals damage to the target and all hexes around it. Additional targets take -50% damage.

Magic Creature 250 35 35 3A2px 70 5050 Gold, 2 Mercury
Melee -3 to 3 -5 to 5 5 12 No Upgrade