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Crossbowman
Temple · Tier 2

Crossbowman

Crossbowman
Base

Crossbowman

Living
105 gold
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
    Fine Bolts Deals +20% Ranged Damage. Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 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.

Austringer
Upgrade

Austringer

Living
140 gold
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
    Fine Bolts Deals +20% Ranged Damage. Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 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.

Marksman
Alt. upgrade

Marksman

Living
140 gold
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
    Fine Bolts Deals +40% Ranged Damage. Duration: 2 round(s).
    Concentration: 2 Cooldown: 2 round(s)
  • Piercing Shot
    Piercing Shot Deals 50% basic attack Damage ([ 2–2 × amount of units ]). The target takes +25% Damage until the end of the round.
    Concentration: 1 Cooldown: 1 round(s)
    • Of attack damage:50%
    • Target:single

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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