Inquisitor
Inquisitor
- Health
- 95
- Attack
- 20
- Defense
- 24
- Damage
- 19–23
- Initiative
- 7
- Speed
- 4
- Morale
- 0
- Luck
- 0
Leaders, judges and executioners — the inquisitors embody the pinnacle of human resolve. Their unbreakable will often proves decisive in battle.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Unyielding I Ignores 30% of the enemy’s Attack when struck.
- Absolute Resistance Immune to all Magic Damage.
Active abilities
-
Infuse Armor Increases this creature’s Defense by 5 and Speed by 1, and dispels any negative effects that restrict movement. Duration: 2 round(s). -
Celestial Flail Hits the target and all adjacent enemies.- Target:area
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.
Mother Superior
- Health
- 125
- Attack
- 20
- Defense
- 28
- Damage
- 19–23
- Initiative
- 9
- Speed
- 5
- Morale
- 0
- Luck
- 0
Most military orders within the Church are led by a mother superior, acting as commander in the absence of higher authority. Their presence on the battlefield signals an inevitable advance — they will see it through.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Unyielding II Ignores 40% of the enemy’s Attack when struck.
- Absolute Resistance Immune to all Magic Damage.
- Celestial Armor This creature generates +2 Focus Point(s) when taking Damage.
Active abilities
-
Infuse Armor Increases this creature’s Defense by 10 and Speed by 2, and dispels any negative effects that restrict movement. Duration: 2 round(s). -
Celestial Flail Hits the target and all adjacent enemies.- Target:area
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.
Excommunicator
- Health
- 95
- Attack
- 26
- Defense
- 24
- Damage
- 22–32
- Initiative
- 8
- Speed
- 6
- Morale
- 0
- Luck
- 0
The Church upholds purity of soul above all else — those who falter face the excommunicators, whose gaze never fails to uncover heresy.
Passive abilities
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Unyielding II Ignores 40% of the enemy’s Attack when struck.
- Absolute Resistance Immune to all Magic Damage.
Active abilities
-
Infuse Armor Increases this creature’s Defense by 10 and Speed by 2, and dispels any negative effects that restrict movement. Duration: 2 round(s). -
Swift Penance Deals [ 40 + 12 × amount of units ] Magic Damage to the target and all adjacent creatures, dispelling all positive effects from them.- Damage:40
- Target:area
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.