Crossbowman
Crossbowman
- Health
- 10
- Attack
- 5
- Defense
- 3
- Damage
- 3–4
- Initiative
- 5
- Speed
- 3
- Morale
- 0
- Luck
- 0
Animal handling has always been a challenge for humans. However, those with a talent for ranged combat forge such strong bonds with their hawks that they move as one, guiding each other against their foes.
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%).
- View from the Heavens Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
Active abilities
-
Fine Bolts Deals +20% Ranged Damage. Duration: 2 round(s).
Immunities
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.
Austringer
- Health
- 10
- Attack
- 5
- Defense
- 4
- Damage
- 3–4
- Initiative
- 5
- Speed
- 4
- Morale
- 0
- Luck
- 0
Austringers and their falcons possess razor‑sharp instincts, striking in perfect unison at a single call. This rare bond makes them invaluable to the Temple’s forces — though some zealots question the purity of their souls.
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%).
- Double Shot Strikes twice when performing Ranged attacks.
- View from the Heavens Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
Active abilities
-
Fine Bolts Deals +20% Ranged Damage. Duration: 2 round(s).
Immunities
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.
Marksman
- Health
- 10
- Attack
- 6
- Defense
- 3
- Damage
- 3–4
- Initiative
- 7
- Speed
- 3
- Morale
- 0
- Luck
- 0
Neither blessings nor gentle arts win wars — metallurgy does. The Church teaches self‑perfection in all forms — soul, body, and steel. With a heavy crossbow in hand, the Order of the Anvil ensures their prayers strengthen the very weapons and armor they forge.
Passive abilities
- Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
- Sharpshooter Ranged attacks deal full Ranged Damage at any range.
- View from the Heavens Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
Active abilities
-
Fine Bolts Deals +40% Ranged Damage. Duration: 2 round(s). -
Piercing Shot Deals 50% basic attack Damage ([ 2–2 × amount of units ]). The target takes +25% Damage until the end of the round.- Of attack damage: 50%
- Target: single
Immunities
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.
Tier 2 units
One tier is one dwelling level in town, so units are worth comparing inside a tier. The numbers are for the base form, before upgrades.
| Unit | Faction | Health | Attack | Defense | Damage | Initiative | Speed |
|---|---|---|---|---|---|---|---|
| Locust | Hive | 12 | 5 | 4 | 3–4 | 6 | 5 |
| Infiltrator | Dungeon | 13 | 6 | 2 | 3–5 | 6 | 5 |
| Crossbowman | Temple | 10 | 5 | 3 | 3–4 | 5 | 3 |
| Hoplet | Grove | 18 | 5 | 3 | 3–6 | 6 | 5 |
| Wight | Necropolis | 8 | 3 | 0 | 2–4 | 7 | 6 |
| Ghoul | Neutral | 20 | 9 | 6 | 4–7 | 5 | 5 |
| Halfling | Neutral | 6 | 6 | 6 | 3 | 6 | 6 |
| Peasant | Neutral | 5 | 1 | 1 | 1 | 1 | 1 |
| Cultist | Schism | 15 | 5 | 4 | 3–5 | 4 | 4 |