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Lightweaver
Temple · Tier 4

Lightweaver

Lightweaver
Base

Lightweaver

Living
290 gold
Health
35
Attack
10
Defense
10
Damage
11–11
Initiative
4
Speed
2
Morale
2
Luck
0

One of the scriptures of the Church proclaims, “The Sun is a chalice into which all human souls flow after death. To truly empower it, one must seek enlightenment and self‑discipline.” Lightweavers help the faithful achieve this, guiding them in rituals that foster clarity and spiritual strength.

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%).

Active abilities

  • Inner Glow
    Inner Glow Increases target friendly creature’s Attack and Defense by 5, Speed and Initiative by 1. Duration: 2 round(s).
    Concentration: 1 Cooldown: 1 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.

Hierophant
Upgrade

Hierophant

Living
400 gold
Health
35
Attack
13
Defense
15
Damage
11–11
Initiative
4
Speed
4
Morale
3
Luck
0

Hierophants serve as chaplains for the more secular Templars, reinforcing their faith and fortifying their resolve. It is said that with a single prayer, they can heal the wounds of an entire squadron.

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%).

Active abilities

  • Inner Glow
    Inner Glow Increases target friendly creature’s Attack and Defense by 5, Speed and Initiative by 2. Duration: 2 round(s).
    Concentration: 1 Cooldown: 1 round(s)
  • Holy Ablution
    Holy Ablution Dispels all negative effects from all friendly creatures and fully restores their HP.
    Concentration: 3 Cooldown: 3 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.

Sun Herald
Alt. upgrade

Sun Herald

Living
400 gold
Health
35
Attack
15
Defense
13
Damage
11–17
Initiative
4
Speed
3
Morale
2
Luck
0

”O! The Great Chalice, who watches over us, you are the remover of all diseases, the repository of peace: I bow to you. May you bless your devotees with the power to smite the faithless and the unholy.”

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%).
  • Anointed for Damage Whenever this creature gains a positive effect, it gains +1 Damage until the end of the battle.

Active abilities

  • Exaltation
    Exaltation Target friendly creature deals maximum Damage. Duration: 2 round(s).
    Concentration: 1 Cooldown: 1 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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