Talisman: Digital Classic Edition

Talisman: Digital Classic Edition

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Ancient Beasts Guide
By paiorlolo
This guide goes through all the Beasts in the expansion, making it easy to check the Ancient Beasts. In this guide you will find how they move, stats, rewards, apex conditions, etc.
   
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Amarok
    Having witnessed many beasts young and old have their lives cut short. The Beast King has stepped forth onto the battlefield to strike back against those who wish to slay his kin. Man has built cages and walls around nature, Amarok will return the wilds.
  • Stats
    Lives: 3
    Strength: 1
    Craft: 1

  • Starting Space
    Forest

  • Movement
    - Whenever an animal is attacked, Amarok will come to defend it. He moves to that space and fights alongside that animal.
    - If Amarok successfully defends an Animal, it joins his pack, and is placed on Amarok's card. - Amarok adds 1 to his attack roll in battle or psychic combat for each Animal in his pack.

  • Attack Roll
    Amarok rolls two dice in battle and adds them together for his attack roll.
    +1 for each Animal in his pack,

  • Attack
    - If you attack Amarok, reveal cards from the top of the Adventure deck until you reveal an Animal. - Place the Animal on his space, then fight them together, discard all other cards revealed this way.

  • Final Reward
    If you kill Amarok, take:
    - Shard of the Wild: Add 1 to your attack roll in battle for each Animal on the board and in the discard pile.
Ambrades
    There are those who say it was a creature who drank from carelessly discarded potions. Some say it emerged from a stream corrupted by dark magic. Others say it is much more ancient than many would believe. Whatever its origin, one thing is for certain, its hunger for anything to add to its mass is almost impossible to fulfil.
    ! HAS APEX
  • Stats
    Lives: 1
    Strength: 10
    Craft: 10

  • Starting Space
    Oasis

  • Movement
    - At the end of each round, Ambrades moves one space to the nearest Beast. If there are no Beasts in play it moves towards the nearest character instead.
    - If ambrades lands on a space with a character, that character is killed and Ambrades gains 1 life.
    - If Ambrades lands on a space with a Beast, it attempts to absorb the Beast.
    Roll 1 die:
    1) Nothing happens.
    2-3) Weaken the Beast.
    4-5) Weaken the Beast twice.
    6) Kill the Beast. If Ambrades kills the Beast this way place it onto Ambrades.

  • Attack Roll
    +4 for each Beast he has absorbed.

  • Mid-Reward
    Each time you defeat Ambrades, you gain 1 life and you may take the Rewards on the other Beasts absorbed by Ambrades as though you killed them. Then remove them from the game.

  • Final Reward
    If you kill Ambrades, take:
    - Primal Origin: Whenever you kill an Enemy, you may gain 1 Strength, 1 Craft or 1 life instead of taking it as a trophy.

  • Apex
    When Ambrades has absorbed 3 Beasts, he reaches the Apex.
Atropa
    There are rumours a dark magic fills the trees of the swamp, some even bore life. It is also said that these trees protect this magical domain, guarding it from those who would desecrate it.
  • Stats
    Lives: 5
    Strength: 11
    Craft: 11

  • Starting Space
    Cursed Glade

  • Movement
    After you resolve a battle or psychic combat with Atropa, choose a different Region, and move Atropa to a space within that Region.

  • Restrictions
    - Any character in the same Region as Atropa may not gain or replenish fate.
    - Whenever a character spends fate in the same Region as Atropa, Atropa heals 1 life and the Aspect of the Mire is returned to the deck.

  • Mid-Reward
    Each time you defeat Atropa, you may choose to:
    - replenish fate up to your fate value.
    - remove a life from Atropa.
    - teleport to any space with the same name.
    - receive the Aspect of the Mire Beast Reward.

  • Final Rewards
    If you kill Atropa, take both:
    - Aspect of the Mire: Increase your fate value by 1. Whenever a character lands on the Cursed Glade, you may replenish fate up to your fate value.
    - Atropa's Husk: If you are defeated in battle or psychic combat and just lost a life, replenish 1 fate then roll 1 die. If the result is less than or equal to your current fate you are protected and you did not lose that life, though you still lost the attack.
Deimos
    Embroiled in an eternal sibling rivalry, the Twins roam around the regions in an attempt to gain favour with the gods, standing apart from each other's efforts until brought face to face with one another.
  • Stats
    Lives: 5
    Strength: 9
    Craft: -

  • Starting Space
    Forest

  • Movement
    - At the end of each round, Deimos moves 3 spaces clockwise and if frenzied; an additional space.
    - If the Twins are ever across the Storm River from one another, they will exchange places, and whichever is frenzied will take a life from the other. Their temperament is then swapped.

  • Conditions
    - When characters in the same Region as Deimos trade-in trophies to gain Strength, reduce the number of Strength points needed by 1.
    - When Deimos is revealed, Phobos is drawn from the deck as well, then Deimos becomes frenzied.
    - If Phobos is killed, Deimos becomes permanently frenzied.
    - The Twins alternate being calm and frenzied. If frenzied, their Strength and Craft values are doubled, and their effects do not take place. If either loses a life, it becomes frenzied and the other calm.

  • Final Reward
    If you kill Deimos, take:
    - Deimos's Wrath: Increase your Strength value by 2. Your Object carrying limit is increased by 4.
Phobos
    Embroiled in an eternal sibling rivalry, the Twins roam around the regions in an attempt to gain favour with the gods, standing apart from each other's efforts until brought face to face with one another.
  • Stats
    Lives: 5
    Strength: -
    Craft: 9

  • Starting Space
    Chasm

  • Movement
    - At the end of each round, Phobos moves 3 spaces clockwise and if frenzied; an additional space.
    - If the Twins are ever across the Storm River from one another, they will exchange places, and whichever is frenzied will take a life from the other. Their temperament is then swapped.

  • Conditions
    - When characters in the same Region as Phobos trade-in trophies to gain Craft, reduce the number of Craft points needed by 1.
    - When Phobos is revealed, Deimos is drawn from the deck as well, then Phobos becomes frenzied.
    - If Deimos is killed, Phobos becomes permanently frenzied.
    - The Twins alternate being calm and frenzied. If frenzied, their Strength and Craft values are doubled, and their effects do not take place. If either loses a life, it becomes frenzied and the other calm.

  • Final Reward
    If you kill Phobos, take:
    - Phobos's Wrath: Increase your Craft value by 1. You may hold 1 more Spell than your Craft allows. At the start of your turn, you may gain 1 Spell if your craft allows.
Ganymai
    Deep beneath the current of the Storm River stirs a dormant life force. Emerging gracefully above the surface and on to the land, it begins blindly weaving a path toward, never straying too far from the comfort of the waters.
  • Stats
    Lives: 10
    Strength: -
    Craft: -

  • Starting Space
    Forest

  • Movement
    - At the end of each round, Ganymai crosses the Storm River to the space which is furthest clockwise.
    - Each time Ganymai moves, it leaves behind a Wellspring Terrain card. When Ganymai moves onto a Wellspring it heals 1 life, then moves 1 space clockwise.

  • Conditions
    - Characters on the same space as, or adjacent to Ganymai at the end of their turn may remove 1 life from Ganymai to heal 1 life or replenish 1 fate.
    - If a character would be killed whilst on the same space as, or adjacent to Ganymai, that character may choose to kill Ganymai to prevent their death and heal 1 life.
Jurassus
    Sealed long ago by the power of magic, Jurassus learned to pollute the arcane forces that bound him. Through the pollution he manifests, consuming the magic of the land, and spreading his plague.
    ! HAS APEX
  • Stats
    Lives: 1
    Strength: 9
    Craft: 15

  • Starting Space
    Cursed Glade

  • Movement
    - At the end of each round, every character (not in the Inner Region) is moved one space closer to the Jurassus for each Spell and Magic object they have.
    - If Jurassus moves a character onto his space, they lose 1 life for each Spell and Magic Object they have. Jurassus then places a Cursed Glade Terrain card on the closes space that is not already a Cursed Glade.

  • Attack Roll
    +1 for all Spells and Magic Objects held by all characters on a Cursed Glade.

  • Apex
    If Jurassus attempts to place a Cursed Glade Terrain card and there are none available, Jurassus reaches the Apex, draining the land of all magic and life.

  • Final Reward
    If you kill Jurassus, take:
    - Magical Blight: You cannot be affected by Spells, and Magic Objects cannot be used against you. You are unaffected by the Cursed Glade space. Increase your Spell limit by 3.
Kallind
    Guardian and ancestor of the Dragons, Kallind was enraged at the defilement of the sacred Dragon Realm and the royal Dragon Tower. The Smouldering Titan Seeks its revenge on the heroes of Talisman, rendering those who stand in its path into smouldering heaps of ash.
  • Stats
    Lives: 3
    Strength: 7
    Craft: 7

  • Starting Space
    Castle

  • Movement
    At the end of each round, Kallind heals 1 life and moves up to 4 spaces towards the nearest Dragon (if able).

  • Attack Roll
    For each point of life Kallind is missing, increase its Strength and Craft by 2.

  • Attack
    - Each time you encounter Kallind, you are engulfed by the protective ash cloud and must lose 1 life.
    - If you defeat Kallind, you may encounter it again immediately.

  • Restrictions
    - Whilst a Dragon is on the board, Kallind cannot be encountered.
    - Dragons in the same Region as Kallind add 3 to their attack scores.
    - When Kallind comes to rest, it consumes the area in a choking hot ash cloud. Any Followers in that space are killed, and all other Adventure cards remaining which are not Dragons are discarded. Any characters in the space must lose 1 life.

  • Final Reward
    - Glaive of Kallind: If you defeat a Beast in battle or psychic combat and cause it to lose a life, you may absorb a part of its soul by placing 1 Soul Fragment token on this card. Add 1 to your attack score for each Soul Fragment token on this card. If there are 10 or more Soul Fragment tokens on this card, you win the game.
Kernos
    In the Great Silence, a mighty Runelord was lain to rest. Their body was salvaged and scattered throughout the land as idols to worship. Aeons passed and with the resurgence of magic across the land, the etched stones began to glow with the power imbued within them, reawakening that which once lay within.
  • Stats
    Lives: -
    Strength: 14
    Craft: 7

  • Starting Space
    Portal of Power

  • Restrictions
    - Kernos life is equal to the number of Runic tokens it holds.
    - Kernos starts with 5 Runic tokens.

  • Movement
    - At the end of each round, Kernos is drawn towards the nearest character (not in the Inner Region) that has a Spell, move Kernos one space per Spell that character holds.
    - If there is a tie or no characters with a Spell, Kernos does not move.
    - Place a Runes Terrain card wherever Kernos ends its turn.

  • Failure
    If you are defeated by Kernos, return any Runic tokens you have instead of losing a life. You are then transported to another Runes space chosen by the character to your right.

  • Mid-Reward
    Each time you defeat Kernos, the Runelord rewards you with a Runic token.
    - Runic Token: Add 1 to your attack roll on the Runes spaces for each Runic token you have.

  • Final Reward
    If you kill Kernos place the Shrine of Kernos on your space and take:
    - Runelord's Tablet: Add 2 to your attack roll on Runes spaces for each Runic token you have, instead of 1. After rolling the die when praying, you may add 1 to the result for each Runic token you have.
Su'Rua Tu
    Having fled her original next that was bought to ruin in a natural disaster, the Hive Queen now terrorises the surface. Drawn to the power and warmth emitting from the Crown of Command, she wishes to establish a new hive, one that will engulf the whole Land of Talisman so that none shall harm her brood.
    ! HAS APEX
  • Stats
    Lives: 4
    Strength: 8
    Craft: 8

  • Starting Space
    Graveyard

  • Movement
    - At the end of each round, Su'Rua Tu moves 3 spaces clockwise and 1 additional space for each space she moves through containing a Brood token.
    - When Su'Rua Tu lands on a space, she places 1 Brood token on that space, she then discards all faceup Enemies on that space and places an additional Brood token down for each Enemy discarded.

  • Restrictions
    - Any characters Su'Rua Tu passes whilst moving lose 1 life and must miss their next turn trapped in her web.
    - Characters on spaces with Brood tokens reduce their rolls by 1 for each Brood token on that space.

  • Conditions
    After a character ends their turn on a space with a Brood token, remove any Brood tokens there.

  • Apex
    If there is a Brood token on each space in Su'Rua Tu's Region, she reaches the Apex.

  • Mid-Reward
    Each time you defeat Su'Rua Tu, take:
    - Deadly Poison: If you defeat a character in battle or psychic combat and cause them to lose a life, you may discard this card to force them to lose an additional life. If you defeat a Beast in battle or psychic combat and weaken it, you may discard this card and weaken it an additional time.

  • Final Reward
    If you kill Su'Rua Tu, take:
    - Queen Crest: When taken, place 3 Brood tokens on this card. When Brood tokens are removed from the board, place them on this card. You may spend 1 life or 1 fate to place a Brood token from this card on your space. At the end of your turn you may remove a Brood token from your space to replenish 1 life or fate. You may add 1 to your roll for each Brood token on your space.
Moroz
    Tired of the seasonal rules that restrict this time on this land. His cold heart desires o create an eternal winter so that he may roam freely forever more.
  • Stats
    Lives: 3
    Strength: 7
    Craft: 7

  • Starting Space
    Village

  • Movement
    After a character (not in the Inner Region) draws an Event, Moroz moves to their space.

  • Restrictions
    Characters in the same Region as Moroz may only move 1 space per turn.

  • Failure
    If defeated by Moroz, in addition to losing 1 life, you must miss your next turn.

  • Mid-Reward
    Each time you defeat Moroz, take:
    - Frozen Winds: If an effect limits your movement to 1 space per turn, you may add up to 3 to your movement. You may discard this card to force all other characters in this Region to miss 1 turn.

  • Final Reward
    If you kill Moroz, take:
    - Blizzard Beard: All other characters in your Region may only move 1 space per turn. If you defeat another character in battle, they must miss their next turn.
Nuguasha
    The Mother of Monsters has arisen into a land of opportunity. She devours the creatures of the realm, preparing herself to spawn a new generation of monsters.
    ! HAS APEX
  • Stats
    Lives: 1
    Strength: 8
    Craft: 8

  • Starting Space
    Chasm

  • Movement
    At the end of each round, Nuguasha moves to the nearest Enemy on the board and devours it (placing the card onto Nuguasha). If there are multiple Enemis on the space, one is chosen at random. Any characters on the space lose 1 life.

  • Attack Roll
    Each card on Nuguasha symbolises another head she has grown and adds 1 to her attack rolls.

  • Apex
    Once Nuguasha has amassed 20 Enemies on her card, she will move 1 space closer to the Chasm per turn. If she is on the Chasm and has 20 or more cards Nuguasha reaches the Apex, spawning horrors which decimate the land.

  • Mid-Reward
    Each time you defeat Nuguasha, remove one of her heads and immediately exchange it for either a Strength or Craft. If Nuguasha has only one head remaining, she is killed.

  • Final Reward
    If you kill Nuguasha, take:
    - Heart of Monsters: Whenever you land on a space with any Enemies, you may remove them and place them on this card. Add 1 to your attack roll for each Enemy on this card.
Thrano
    One of few that remain of a species that have existed sicne a time before recorded history and long thought to be just myth. This horned terror has ventured out of its hidden home to explore and assert its dominance over this unfamiliar land. Those foolish enough to stand against this Beast should not underestimate the wrath it will bring down upon them.
  • Stats
    Lives: 2
    Strength: 12
    Craft: 6

  • Starting Space
    Hidden Valley

  • Movement
    - At the end of each round, Thrano rolls two dice for movement, then moves that many spaces towards the closest character and continues in that direction around the board.
    - Any characters Thrano passes whilst moving must lose 1 life, or discard a Follower. Thrano will then miss his next turn.

  • Mid-Reward
    If you defeat Thrano in psychic combat, gain 1 Strength.
    If you defeat Thrano in battle, take:
    - Wild Ivory: You may roll two dice for your movement and choose one of the results to use for your move. You may add your movement roll to your Strength in battle.
Trovius
    A shimmering mountain of treasure assimilated over generations into Trovius's carapace can be seen for miles.
    ! HAS APEX
  • Stats
    Lives: 6
    Strength: 4
    Craft: 4

  • Starting Space
    Character with most objects (random on draws)

  • Movement
    - At the end of each round, Trovius rolls 2 dice. The first dice will cause Trovius to move that many spaces clockwise. The second determines how many spaces Trovius moves counter-clockwise.
    - Trovius assimilates any Objects laying faceup on the spaces he moves through, adding them to his carapace.
    - Any characters Trovius passes whilst moving are forced to relinquish 1 Object as an offering, those who can't lose 1 life.

  • Attack
    If you defeat Trovius, the attack counts as a stand-off unless your attack score wins by more points than the number of Objects Trovius has.

  • Apex
    If Trovius's carapace has 20 Objects he will achieve the Apex.

  • Mid-Reward
    Each time you defeat Trovius, you may take an Object from his treasure cache.

  • Final Reward
    If you kill Trovius, take any Objects remaining in his cache and:
    - Carapace of Burden: You have no inventory limit. If you are defeated in battle and just lost a life, roll 1 die. If you roll a 6, the Carapace protected you and you did not lose that life, though you still lost the battle. You may add 1 to this roll for each Object you are carrying.
Virgil
    The origin of man, worshipped for the primal forms of combat. An arm for each style mastered. Every hand armed with a Weapon; every Weapon mastered to perfection. A duel against this titan would be like duelling against an army.
    ! HAS APEX
  • Stats
    Lives: 3
    Strength: 9
    Craft: 9

  • Starting Space
    Temple

  • Restrictions
    When Virgil is revealed, remove all Weapons from all spaces and characters and place them on Virgil.

  • Movement
    At the end of each round, Virgil moves 1 space counter-clockwise.

  • Attack Roll
    All Weapon modifiers on Weapons held by Virgil will be used by him in battle or psychic combat. Ignore any extra effects.

  • Apex
    If Virgil lands on the Temple and there are no Weapons on that space, remove all Weapons from all characters and place them on Virgil. If no Weapons are removed this way, Virgil reaches the Apex.

  • Mid-Reward
    Each time you defeat Virgil, take any weapon from him and:
    - Duel Order: Instead of moving normally, you may teleport to the same space as another character and attack them. Neither character may use Weapons or Armour in this battle or psychic combat. In addition to any other rewards, the winner gains 1 Strength in battle or 1 Craft in psychic combat.

  • Final Reward
    If you kill Virgil, you may take any Weapons from him and:
    - Asura Regalia: You may use any number of Weapons in battle or psychic combat. Whenever you land on a space with another character, you must attack them instead of encountering the space.
Zephyr
    Never faltering or ending, its destruction knows no bias. Its winds blow with enough force to wipe away a whole village in an instant. Constantly on the move, it neither knows, nor cares for anything that may be in its path.
    ! HAS APEX
  • Stats
    Lives: 1
    Strength: 7
    Craft: 7

  • Starting Space
    Crags

  • Movement
    - At the end of each round, Zephyr moves 1 space clockwise, and 1 additional space for each card currently on its space.
    - Zephyr will remove 1 life from each character it moves through.
    - When Zephyr moves, it brings any cards from its original space with it. Depositing them on the space it moves to.

  • Restrictions
    Before encountering Zephyr in battle or psychic combat, lose 1 life for each Armour and Weapon you have.

  • Apex
    If Zephyr passes the space it started its movement on, Zephyr reaches the Apex, completing the Eternal Storm.

  • Final Reward
    If you kill Zephyr, take:
    - Eternal Spark: Whenever you are encountered by a character, they lose 1 life for each Armour and Weapon they have.
2 Comments
Crash [LV] 10 Apr, 2023 @ 2:39am 
There is no glitch with Zephyr, it needs to move in one turn so it would make a full lap PER TURN, just read the text again.
valium573 20 Feb, 2021 @ 6:39pm 
Does anyone know if there is a glitch with Zephyr in game? It lapped us twice in game and there was no APEX?!?!?!??