Hepzibah Culotre
Vital statistics
Title Vivimancer
Nation Gesselheim
Physical attributes
Race Human
Sex Female
Age Unknown
Fighting Style Unknown


First featured in War of Indines, Hepzibah is a powerful vivimancer, responsible for diring acts such as resurrecting the Overlord Cairngort Rexan, or re-animating the soul of long deceased Doctor Aaron Ross

Quotes: Edit

  • “Dark Masters, reveal to me all the mysteries of life and power!"
  • “I have borne men back from death to life. But now I wish to see my homeland restored to life, and for that task, I chose you.” - Hepzibah, to Rexan
  • "There's a deep darkness in the hearts of men. After all the layers are stripped off, that's all you find... If you care for them long enough, you'll see the face of that darkness too, in those you trust most. Then you'll realize the people you want to protect are full of wickedness, more vile than vermin." - Hepzibah, to Amon


A sorceress with a talent for restoring the dead and manipulating the forces of life, Hepzibah was once one of the most revered healers in the Indines, and was appointed the royal healer of Jeffreys after the decline of Gesselheim at the end of the Centennial Wars.

After years of faithful service, the aging King Alexian XXVI of Jeffreys tasked Hepzibah with making him immortal. When she refused to obey the command, she was branded a traitor and thrown out of the country. After this event, she became disgusted with the practical applications of her art and gradually grew obsessed with the theoretical, traveling to Argent University to teach as an associate professor and study under Byron Krane.

Now she has turned her talents to returning the Dark Overlord Rexan to life, potentially plunging the world of Indines back into one of its darkest hours, the Centennial Wars once again. Allied with Dark Masters, who watch the world from outside space and time, Hepzibah draws power from her pacts with them by burning away her own life force–a fuel she easily replenishes from others. Despite her extensive talents as a healer and her innate understanding of life, she rarely uses her abilities to heal or save lives.

In BattleCON: WarEdit

Hepzibah resurrected Cherri in the events leading up to War, but brought her back fragmented, leaving a path for the Dark Masters to see Indines through her. Working together with Demitras and Heketch, Hepzibah has set up her laboratory deep within Rubara Keep, and is chiefly concerned with perfecting her resurrection spell and bringing back the Overlord Rexan, her longtime hero, whom she believes will restore the glory of her homeland once more.

In BattleCON: DevastationEdit

Having successfully revived the Overlord Rexan, Hepzibah serves as his advisor and as the court magician of Gesselheim. Intent on ensuring the success of her plan to make Gesselheim a world power once more, as well as to continue pursuing the theoretical branches of her art, she restores the Elvan scientist Aaron Ross to life, giving him a new body and a new identity as Malandrax Mecchi. She hopes to turn Malandrax’s genius to creating weapons and technology that will give her homeland an advantage in the coming conflict.

Hepzibah also serves as a tutor to Magdelina Larington, who defects to the side of Gesselheim after learning that her spirit guide had controlled her mind. Hepzibah teaches Magdelina to take control of the spirits around her, leading to her appearance as a neutral-aligned boss in Devastation.

10 Facts about HepzibahEdit

  1. She was friends with Framboise Galston as a teenager, before Framboise became a Daemon.
  2. Hepzibah was born in Gesselheim, before the nation’s rapid decline after the Centennial Wars. Despite being over three centuries old, she appears young due to using her own body as a battery to contain life force. When she runs low on life force, she appears much older.
  3. The magic Hepzibah uses is called Vivimancy, a lost art from another world. The only other known practitioner of the art is Xenitia Zook. Because the secrets of the arts are lost, Hepzibah could only learn the art from the Dark Masters, keepers of lost knowledge from outside space and time.
  4. She was a member of the Blackspire Company after leaving the Jeffrian Military, but left that post as well after amassing significant personal wealth.
  5. The Bloodlight (her lantern) was created by Hepzibah using materials and secrets granted to her by the Dark Masters. It is an otherworldly weapon from Limbo (the space between the planes), and so its materials would be extremely valuable if it were to be disassembled. The Bloodlight serves to store excess life force that Hepzibah’s body can’t hold, and also works as a tool for extracting life force from victims.
  6. Hepzibah was the youngest of six brothers and sisters, all of whom are dead now. Some of her siblings’ descendants are still alive today, however.
  7. Hepzibah has a strong dislike of children, pets, machines, and town centers. She avoids crowded and noisy places whenever possible.
  8. Hepzibah was courted several times in her younger years, but has never married or had children.
  9. She is fascinated by genealogy, and knows all the major houses and royal lines of Indines. From a blood sample, she can trace a person’s heritage and family line.
  10. She collects teas from all across Indines and keeps them in a tea chest that she travels with.


The dark witch Hepzibah dresses for the part, her outfit festooned with creepy trophies and extra eyes.

Powers & AbilitiesEdit

Mastery of life and death magic.


Game appearances and playstyleEdit

BattleCon: War of IndinesEdit

  • Hepzibah utilizes a number powerful pacts in order to extend her power, speed, range, and defenses. Each of these pacts costs her life, so she crashes and burns quickly. This reinforces her main strategy of ensuring that opponents crash faster and harder than she does.

Pixel TacticsEdit

  • Hepzibah has the Witch class, giving her control over corpses. As a leader she can animate them to harry the opponent.


  • Hepzibah's Striker card can make you lose or gain life.


Character Kit in BattleConEdit

Unique AbilitiesEdit

Ability Name Character Version Description
Dark Pact



Hepzibah begins the game with 5 Dark Pact Cards. She can ante these at a cost of 1 life point per Pact, and they all return to her at the end of each beat.

Hepzibah may ante as many Pacts each turn as she can pay for, but may not spend her final life point this way.

Wild Pact

Far Out

Alternate Art Hepzibah has 5 Wild Pact Cards. As an ante, she may lose 1 life to activate a Wild Pact Card. She has all of her Wild Pact Cards avaliable each beat.
Trick or Treat


Halloween 2013 Promo

Up to five times per beat as an Ante, Hepzibah may reveal a random Dark Pact Card. She may either gain its power for herself, or give its benefit to her opponent. If she uses it herself, she must spend 1 life. If she gives it to her opponent, she regains 1 life.

Hepzibah cannot claim cards for herself if it would cause her life to go below 1.

If Hepzibah reveals a “Dash” base (or similar equivalent) she loses all life gained from this Unique Ability during this beat.

Blood Rites EX Hepzibah begins the game with 5 Dark Pact cards. She can ante these at a cost of 1 life point per Pact, and they all return to her at the end of each beat.

Hepzibah may ante as many Pacts each turn as she can pay for, but may not spend her final life point in this way.

Hepzibah regains 1 life at the end of every beat.

Life Siphon Almighty Hepzibah begins the game with 5 Dark Pact cards. She can ante these at a cost of 1 life point per Pact, and they all return to her at the end of each beat.

Hepzibah may ante as many Pacts each turn as she can pay for, but may not spend her final life point in this way.

Hepzibah regains 1 life at the end of every beat. She also regains 1 life whenever she deals damage to an opponent.

Personal Styles and BasesEdit

Color Name Range Power Priority Effect
Yellow Pactbond +0 -1 -1

Reveal: Regain 1 life for each Dark Pact you anted this beat, to a maximum of 2.

End of Beat: Choose a Dark Pact. That Pact can be anted without paying life during the next beat.

Green Anathema +0 -1 -1 Reveal: This attack has +1 Power and +1 Priority for each Dark Pact you anted this turn, up to a maximum of 3.
Blue Accursed +0~1 -1 +0 Stun Immunity if you anted 3 or more Dark Pacts this turn.
Red Darkheart +0 +0 -1

On Hit: Regain 2 life.

On Hit: The opponent must discard a token if possible.

Orange Necrotizing +0~2 -1 +0 On Hit: Spend up to 3 life. This attack has +1 Power for each life spent. (You cannot spend your last life.)
Grey Bloodlight 1~3 2 3 On Damage: Gain life equal to the damage dealt, up to the number of Dark Pacts you anted this beat.
FINISHER Seal the Pact N/A N/A 0

Soak 2

After Activating: For the rest of the duel, Hepzibah may spend her nearest opponent’s life to pay for her first Dark Pact each turn.

FINISHER Altazzair 1 6 2

Dark pact effects are doubled this beat. This only applies to priority, power, soak and range bonuses.

Start of Beat: Hepzibah's life is reduced to 1.

Pact CardsEdit

Dark Pact Cards
Card Name Card Effect
Inevitable Ante: +0~1 Range
Immortality Ante: Soak 2
Almighty Ante: +2 Power
Corruption Ante: Ignore Stun Guard
Endless Ante: +2 Priority
Wild Pact Cards (Alternate UA)
Card Name Card Effect
Survival Ante: On Hit and On Damage effects do not trigger when you are hit this Beat. You cannot be moved by opponents this Beat.
Earthspeaking Ante: Move the nearest opponent 1 space and gain +1 Priority.
Might Ante: Your next attack gets +1 Power and Soak 1.
Adaptability Ante: Your next attack gets +0~1 Range and ignores Soak.
Renewal Ante: Your next attack gains “On Hit: regain 2 life.”


STRIKER Hepzibah Culotre
Bloodlight Support 1~3 On Hit: Gain life equal to the damage dealt by this attack.
Enervation Ante On Hit: You and the nearest opponent loses 3 life. (Loss of life cannot bring a player below 1 life).
Dark Pact Boost Start of Beat: Lose 3 life.

On Hit: Regain 5 life.

"Your death will be quite unfortunate... but not for me."

Pixel Tactics UnitEdit

Reanimator Corps.
PTHepzibah Appears in: Pixel Tactics STR LIFE
Hepzibah Culotre 3 20
Witch 1 5
Leader Corpses in your unit can attack, and have an attack strength of 3. (Corpses are not heroes, do not recieve forerunner or supporter benefits, and do not block melee attacks.)
Vanguard +1 strength for each corpse in both units.
Flank +4 strength if standing behind a corpse.
Rear Attack: Clear all corpses in a single wave in either unit.
Order Return all corpses in a single wave to their owner's hand.

Disc DuelersEdit

Attacks 3
Movements 1
Regains 1 life when she makes a successful attack.