Hoplet
Hoplet
- Health
- 18
- Attack
- 5
- Defense
- 3
- Damage
- 3–6
- Initiative
- 6
- Speed
- 5
- Morale
- 1
- Luck
- 1
The ecosystem of the Murmurwoods is steeped in raw magic, flowing through Enroth. At times, it imbues the most unexpected creatures, resulting in this unique cross of fireflies and common hops.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Flying Movement ignores obstacles and traps.
Active abilities
-
Leeching Hop Takes [ 2 + 1 per 6 units in the stack ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).
Immunities
About class "Magic Creature"
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.
Dawn Hoplet
- Health
- 18
- Attack
- 8
- Defense
- 3
- Damage
- 3–6
- Initiative
- 6
- Speed
- 6
- Morale
- 1
- Luck
- 2
Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind‑clearing aroma at dawn. It stands to reason that these little creatures would mimic such behavior, blending both nature’s gift and their mystical influence.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Enemies do not counterattack.
- Flying Movement ignores obstacles and traps.
- Swift Strike Enemies do not counterattack.
Active abilities
-
Morning Dew Generates 1 Focus Charge(s). Once per battle.
Immunities
About class "Magic Creature"
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.
Dusk Hoplet
- Health
- 18
- Attack
- 5
- Defense
- 5
- Damage
- 3–6
- Initiative
- 9
- Speed
- 5
- Morale
- 2
- Luck
- 1
Whenever nature and magic intertwine, the results are always unpredictable. Closer to their firefly origins, dusk hoplets release bursts of magical energy as the Sun sets and night begins to creep in. The spectacle is nothing short of breathtaking.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Flying Movement ignores obstacles and traps.
- Magic Core Upon death, this creature increases the hero’s Spell Power by 1 until the end of the battle.
Active abilities
-
Leeching Hop Takes [ 2 + 1 per 6 units in the stack ] mana from enemy hero. The mana is transferred to this creature’s hero (if present). -
Bloom Increases the hero’s Spell Power by 3 until the end of round.
Immunities
About class "Magic Creature"
A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.