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