The Edicts
Power is not given. It is chosen — one Edict at a time.
In Hexarion Conquest, Edicts are the magical commands Hexmasters channel through ancient Glyphexes. They shape every duel, control the board, and form the heart of all tactical decision-making.
Each Hexmaster may activate one Edict per turn, selected using their Focalis ring. Choosing the right Edict — and the right moment — is the key to mastery.
Edict Types
There are three types of Edicts in four categories, each serving a unique tactical function:
Basic Edicts are present on every Glyphex and represent universal abilities that any Atttuned Hexmaster may use.
Class Edicts are available only to a Hexmaster’s specific class. There is one for each of the primary six Hexmaster classes.
Variable Edicts are a pool of 14 (currently) Edicts that make up the 3 variable Edicts on any given Glyphex. No two Glyphexes are the same, but all are drawn from the standard set of 14 variable Edicts. *NOTE: a game release there are 14 variable Edicts, however, over time and with expansions, new variable edicts will be developed and added to the game on new Glyphexes.
| Edict Category | Purpose | Examples |
|---|---|---|
| Offensive | Damage, disruption, control | Backstab, Ignite, Mark |
| Support | Defense, healing, protection | Fortify, Cleanse, Shielded Pulse |
| Resource | Manipulate CE or Glyphexes | Reclaim, Channel, Drain |
| Control | Positioning, traps, movement effects | Blink, Root Trap, Push |
Each Glyphex includes 3 unique variable Edicts, drawn from across these categories, along with the 3 Basic Edicts shared by all.
Basic Edicts (All Glyphexes)
| Edict | Symbol | Effect |
|---|---|---|
| Attack | ![]() | Deal 1 damage to an adjacent enemy Hexmaster |
| Dash | ![]() | Move up to 2 hexes in a straight line (cannot pass through other Hexmasters) |
| Fortify | ![]() | Gain a Shielded status until your next turn |
These Edicts are universal — available to every Attuned (Glyphex-enhanced) Hexmaster.
Class Edicts (One Per Class)
Each Hexmaster class has one signature Edict, usable once per game unless refreshed by special effects. It is selected via the Focalis ring before attunement.
| Class | Class Edict | Symbol | Effect |
|---|---|---|---|
| Warrior | Hold the Line | ![]() | This Hexmaster becomes immovable and gains Fortify until the start of your next turn. |
| Archer | Long Shot | ![]() | Deal 1 damage to an enemy hexmaster up to 3 hexes away in any direction. |
| Rogue | Slipstrike | ![]() | Move 1 hex, then deal 1 damage to an adjacent Hexmaster |
| Mage | Arcshock | ![]() | Deal 1 damage to a target enemy Hexmaster and 1 damage to each enemy Hexmaster adjacent to it. |
| Cleric | Soul Echo | ![]() | Spend 1 CE to return a defeated Hexmaster to play on or adjacent to a Sanctum. (Drop Shielded, unupgraded) |
| Druid | Rootstep | ![]() | Move 1 hex and leave a Rooted Hex behind. The trap is destroyed once triggered. |
Class Edicts are powerful and often define early-game pressure or utility — but their one-time use makes timing critical.
Variable Edicts (Glyphex-Granted)
These are the modular powers granted by your Glyphexes. Each Glyphex contains 3, pulled from a pool of 15 current Edicts.
Here are all 15, sorted by type:
Offensive Edicts
| Edict | Symbol | Effect |
|---|---|---|
| Ignite | ![]() | Deal 1 damage to an enemy hexmaster up to 2 hexes away (must be in a straight line, obstacles are ignored). |
| Backstab | ![]() | Deal 1 damage to an adjacent enemy Hexmaster that is not facing you. |
| Mark | ![]() | Mark an enemy Hexmaster. It takes +1 damage from the next damaging effect it receives. |
| Push | ![]() | Move an adjacent enemy Hexmaster 1 hex away from you to an open hex in a direction of your choice. |
| Silence | ![]() | Target Hexmaster cannot activate Edicts during their next turn |
Support / Defense Edicts
| Edict | Symbol | Effect |
|---|---|---|
| Cleanse | ![]() | Remove all status effects from a target Hexmaster |
| Shield Pulse | ![]() | You and all adjacent friendly Hexmasters gain Fortify until next turn. |
| Clone Decoy | ![]() | This Hexmaster cannot take damage during your opponent’s next turn |
Resource / Utility Edicts
| Edict | Symbol | Effect |
|---|---|---|
| Drain | ![]() | Steal 1 CE from the enemy if they have more than 1 CE |
| Reclaim | ![]() | Return one of your discarded Glyphexes to your draw pool. When re-deployed, display RED side up. It cannot be Reclaimed a second time. |
| Channel | ![]() | After activation, if this Hexmaster remains on the board, Gain 1 CE at the start of your next turn. |
Control / Movement Edicts
| Edict | Symbol | Effect |
|---|---|---|
| Blink | ![]() | Instantly move to any empty hex up to 2 hexes away |
| Disenchant | ![]() | Remove a Glyphex from an enemy Hexmaster; it is discarded |
| Root Trap | ![]() | Target a hex up to 2 away and Root it. The next Hexmaster that moves into it becomes Rooted. The trap is removed after it triggers. |
Edict Restrictions
To keep gameplay balanced and strategic:
- A Hexmaster may not use the same Edict two turns in a row
- A Class Edict may only be used once per game
- If a Glyphex is destroyed, its Edicts are no longer available
- Silenced Hexmasters may not activate Edicts

























