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Concubus
Schism · Tier 5

Concubus

Concubus
Base

Concubus

Living
530 gold
Health
60
Attack
16
Defense
13
Damage
14–20
Initiative
5
Speed
2
Morale
0
Luck
0

For Schism followers who crave power, the Rift offers an irreversible transformation. Once this course is chosen, those who are reborn by the process must maintain focus, or else risk becoming a gateway themselves.

Passive abilities

  • Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
  • Nimbleness Can perform Ranged attacks even while adjacent to an enemy.
  • Earn Your Magic, Dear Enemy hero’s spells cost +1 mana. This effect does not stack; only the strongest one is active.

Active abilities

  • Handcuffs
    Handcuffs Prevents target enemy creature from using active abilities. Duration: 2 round(s).
    Concentration: 1 Cooldown: 1 round(s)

Immunities

Living
About class "Living"

A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

Mistress of Chains
Upgrade

Mistress of Chains

Living
780 gold
Health
60
Attack
16
Defense
13
Damage
14–20
Initiative
7
Speed
4
Morale
0
Luck
0

When I encountered the elves who had embraced the path of Schism, they were unrecognizable. The powers of the Rift had twisted them into something alien — still in control, yet bound all the same.

Passive abilities

  • Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
  • Nimbleness Can perform Ranged attacks even while adjacent to an enemy.
  • Earn Your Magic, Dear Enemy hero’s spells cost +2 mana. This effect does not stack; only the strongest one is active.
  • Earn Your Abilities, Dear Whenever this creature deals Damage, it generates +3 Focus Points.

Active abilities

  • Handcuffs
    Handcuffs Prevents target enemy creature from using active abilities. Duration: 2 round(s).
    Concentration: 1 Cooldown: 1 round(s)
  • Hourglass
    Hourglass Prevents the enemy hero from using active abilities until the end of the round.
    Concentration: 3 Cooldown: 3 round(s)

Immunities

Living
About class "Living"

A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

Bewitcher
Alt. upgrade

Bewitcher

Living
780 gold
Health
60
Attack
16
Defense
13
Damage
20–20
Initiative
5
Speed
6
Morale
0
Luck
0

Can you imagine being born an ordinary mortal — only to become something else, something greater? It’s no wonder some bewitchers seek — and earn — admiration in every gaze.

Passive abilities

  • Ranged Attack Can attack enemies at any range. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
  • Duelist Receives no penalty in Melee range, dealing full Damage.
  • Nimbleness Can perform Ranged attacks even while adjacent to an enemy.
  • Earn Your Magic, Dear Enemy hero’s spells cost +2 mana. This effect does not stack; only the strongest one is active.

Active abilities

  • Flog Idle Mind
    Flog Idle Mind Deals 66 Pure Damage per Focus Charge to target enemy creature.
    Concentration: 1 Cooldown: 1 round(s)
    • Target:single
  • Bewitch into Passivity
    Bewitch into Passivity Prevents all enemies from gaining Focus from any source until the end of next round.
    Concentration: 1 Cooldown: 1 round(s)

Immunities

Living
About class "Living"

A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

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