Activated Abilities are abilities that are voluntarily activated by the player.

  1. Armored Rush: 2 damage to adjacent unit
  2. Artificer: heal 2 hit points on a construct unit
  3. Command Position: use a special order to gain a victory point
  4. Confusion: use a special order to turn an enemy unit around
  5. Death Touch: down a target white-circle figure (2/3 chance)
  6. Death Touch Master: down a target figure (2/3 chance)
  7. Fireburst: deal direct damage at long range
  8. Harsh Mistress: down a friendly figure to down an enemy figure
  9. Healing: heal living figures
  10. Lord of the Dead: heal 1d6 regenerating figures
  11. Necromancer: heal undead unit figures
  12. Riddle of the Sphinx: chance to damage adjacent or all enemy units
  13. Specialist Leader: do damage to adjacent mixed and irregular units

Written using the following syntax:

[Cost] [Activation restriction (if any)] -- [Effect.]

Activated abilities require a cost to be paid in order for an effect to happen. All activated abilities have a dash "--" that separates the cost and activation restrictions (to the left) from the effect (to the right).

Examples: Lord of the Dead, Healing, Fireburst

In order to get the effect of an activated ability, the cost must be paid. The usual cost to use an activated ability is some number of order points, though other costs such as downing one of the unit’s own figures may also be used. All costs must be payable to get the effect.

Some abilities can have an activation restriction. In order for the costs to be paid in the first place the activation restriction must be met. For example, an ability that says "1 OP, if this unit is undead --" can only be used if that unit is undead.

During a player's order phase they may activate an activated ability. Doing so requires giving the unit a special order. Technically an activated ability itself has no inherent use cap (such as once per turn) but a unit may only be given one Special Order a turn. (See Special Orders.)