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Herbomancer
Grove · Tier 5

Herbomancer

Herbomancer
Base

Herbomancer

Living
700 gold
Health
65
Attack
12
Defense
14
Damage
15–18
Initiative
6
Speed
4
Morale
0
Luck
0

Deep in the woods dwell those who venerate nature in all its forms. Blessed as its stewards, herbomancers are the envoys of the Mycelium, sent across Jadame to safeguard the natural order. Many seek them out for assistance in grasping the magical flow of Enroth.

Passive abilities

  • Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
  • Mushroom Magic Reduces the mana cost of the hero’s spells by 1. This effect does not stack; only the strongest one is active.

Active abilities

  • Shroomsong
    Shroomsong Once per battle, spends all Focus Charges to restore the hero’s mana: 4 for each Focus Charge spent.
    Concentration: 2 Cooldown: 2 round(s) Charges: 1
  • Swarm of Bees
    Swarm of Bees Deals [ 16 + 4 × amount of units ] Damage to target enemy creature. Bees keep attacking it, dealing [ 16 + 4 × amount of units ] Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).
    Concentration: 2 Cooldown: 2 round(s)
    • Damage:16
    • 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.

Sporemancer
Upgrade

Sporemancer

Living
990 gold
Health
65
Attack
16
Defense
18
Damage
15–18
Initiative
8
Speed
6
Morale
0
Luck
0

All life in the Murmurwoods is interconnected. Those who understand this best become sporemancers — elders who nurture the forest, guiding the elementals that dwell within it and upholding its delicate balance.

Passive abilities

  • Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
  • Mushroom Magic Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.

Active abilities

  • Shroomsong
    Shroomsong Once per battle, spends all Focus Charges to restore the hero’s mana: 4 for each Focus Charge spent.
    Concentration: 2 Cooldown: 2 round(s) Charges: 1
  • Swarm of Bees
    Swarm of Bees Deals [ 16 + 4 × amount of units ] Damage to target enemy creature. Bees keep attacking it, dealing [ 16 + 4 × amount of units ] Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).
    Concentration: 2 Cooldown: 2 round(s)
    • Damage:16
    • Target:single
  • Protective Roots
    Protective Roots Target friendly creature becomes immune to Magic Damage. Duration: 1 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.

Murmurmancer
Alt. upgrade

Murmurmancer

Living
990 gold
Health
65
Attack
12
Defense
14
Damage
18–18
Initiative
8
Speed
5
Morale
0
Luck
0

Some mancers believe that merely guiding the Mycelium is not enough — its protection must come first. Viewing outsiders as a constant threat, they weave their frustration into their magic, making their spells wildly unpredictable and dangerously volatile.

Passive abilities

  • Long Reach Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
  • Mushroom Magic Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.
  • Power of Murmurs Increases the level of the hero’s spells by 1. This effect does not stack.

Active abilities

  • Shroomsong
    Shroomsong Once per battle, spends all Focus Charges to restore the hero’s mana: 8 for each Focus Charge spent.
    Concentration: 2 Cooldown: 2 round(s) Charges: 1
  • Echoes of the Murmurwoods
    Echoes of the Murmurwoods Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.
    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.

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