Gain 2 Academy Emblems.
Gain 2 Arcanist Emblems.
Allies healed or shielded by Enchanters gain 50% stacking Attack Speed for the rest of combat (maximum once every 2 seconds).
Gain 2 Assassin Emblems.
Gain 2 Thief's Gloves.
Gain 2 Bodyguard Emblems.
Gain 2 Bruiser Emblems.
Your units with no Traits active gain 500 Health and 70% Attack Speed.
Your units heal for 25% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 600 Health.
Gain 2 Challenger Emblems.
Chemtechs explode on death, dealing 40% of their maximum Health as magic damage to enemies within 2 hexes.
Gain 2 Chemtech Emblems.
Your team counts as having 2 additional Clockworks. Gain 8 gold.
Your units equipped with an item gain 350 Health and 30 Attack Damage
Your team counts as having 2 additional Enchanters. Gain 8 gold.
Your team counts as having 2 additional Enforcers. Gain 8 gold.
Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds.
Your 1 and 2 cost units gain 55% movement and Attack Speed.
Each time your Shop is refreshed, you have a 40% chance to gain a free refresh.
Champions appear in your Shop as if you were 1 level higher.
Gain 2 Imperial Emblems.
Your team counts as having 2 additional Innovators.
Gain 2 random completed items and a Reforger.
Your units that start combat in the first 2 rows gain 50 Attack Damage.
When you buy experience points, gain an additional 3 experience points. You can now reach level 10.
Your units with no items gain 75 Armor and Magic Resist.
Gain 5 bonus experience points per round. You can no longer use gold to gain experience points.
Your team counts as having 2 additional Mercenaries.
Gain 2 Mutant Emblems.
Gain +1 team size.
Your team counts as having 2 additional Protectors.
Arcanists start combat with a shield equal to 600% Ability Power for 8 seconds.
Your team counts as having 2 additional Scholars. Gain 8 gold.
Your team counts as having 2 additional Scraps. Gain 8 gold.
Gain 2 Sniper Emblems.
Your team counts as having 2 additional Socialites.
Your units gain 5 Attack Damage and Ability Power per Trait active across your team.
Gain 2 Syndicate Emblems.
Your team counts as having 2 additional Twinshots.
Gain gold based on the number of Augments you currently have. 18/30/45
At the start of combat, your highest Health Champion creates a 1600 Health copy of themself (excluding items).