Intro
Power isn’t always about damage.
In Hexarion Conquest, Status Effects shape the battlefield — controlling movement, muting abilities, and turning duels with a single glyph-marked state.
These effects are tracked using Runed Siglums, placed atop Hexmasters when the effect applies.
Core Status Effects
Status | Icon Placeholder | Effect |
---|---|---|
Shielded | ![]() | Negates the next source of damage this Hexmaster would take. Then it is removed. |
Rooted | ![]() | This Hexmaster cannot move on their next turn. |
Silenced | ![]() | This Hexmaster cannot use any Edicts on their next turn. |
Marked | ![]() | This Hexmaster takes +1 damage from the next damaging effect it receives, then the mark is cleared. |
These are the four primary effects tracked during battle. Use Runed Siglums (status caps) to mark them clearly on the unit.
Effect Duration & Clearing
- All status effects last until the start of that Hexmaster’s next activation or the End Phase of your opponent’s turn (whichever occurs first).
- Shielded is removed after it prevents one instance of damage.
- Marked is removed after it increases a single damage effect.
- All expired status tokens are removed during the End Phase.
Note: Status effects are not blocked by Fortify or Clone Decoy — they affect the unit regardless of its defense state.
🛡 Special States & Interactions
Fortify
“Fortify” grants Shielded status
Fortify itself is not a status — it is the action or Edict that applies Shielded.
Clone Decoy
Blocks all damage for one full turn
Clone Decoy is not a status, but a protective state created by certain Edicts.
Immovable
Cannot be pushed, pulled, or displaced by effects.
Used sparingly — primarily by specific Class Edicts (e.g. Hold the Line).
Overflow CE
Temporary fourth CE
Can be gained through special effects (e.g. Resonance Hex), but disappears at the end of your turn.
Strategic Insight
Status effects in Hexarion are how control decks tempo the board, how trickster builds stall stronger enemies, and how defenders gain breathing room without committing damage.
💡 Want to deny an enemy Edict chain? Silence.
💡 Need to hold a flank? Root their attacker.
💡 Preparing a kill combo? Mark first. Then strike.