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Naiad
Grove · Tier 4

Naiad

Naiad
Base

Naiad

Embodiment
360 gold
Health
35
Attack
11
Defense
9
Damage
10–12
Initiative
5
Speed
5
Morale
0
Luck
0

Betwixt two realms, the Mycelium serves as a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of the Murmurwoods to take on physical forms. Waterkin often choose the shape of naiads — spry, elusive, and ever‑shifting, much like the element they embody.

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%).
  • Blink Teleports directly to destination hex, ignoring obstacles and traps.
  • Embodiment of Water This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”

Active abilities

  • Awaken: Water I
    Awaken: Water I This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Once per battle; lasts until the end of battle.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1

Immunities

EmbodimentIce BoltCircle of WinterBleedingPoison
About class "Embodiment"

A spirit, soul, or other intangible power that has coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.

Vernal Naiad
Upgrade

Vernal Naiad

Embodiment
500 gold
Health
35
Attack
11
Defense
9
Damage
14–16
Initiative
7
Speed
6
Morale
0
Luck
0

To most in Jadame, water is both the source of life and the veil of oblivion. A hand soothed in water forgets its scratch, and a leap over a stream lifts one’s gloom. To a vernal naiad, it is a pure joy to take such worries away.

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%).
  • Blink Teleports directly to destination hex, ignoring obstacles and traps.
  • Embodiment of Water This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”

Active abilities

  • Awaken: Water II
    Awaken: Water II This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Allows the use of other abilities. Once per battle; lasts until the end of battle.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1
  • Rivulet Retreat
    Rivulet Retreat Blinks to any free hex within a 4‑hex range.

Immunities

EmbodimentIce BoltCircle of WinterBleedingPoison
About class "Embodiment"

A spirit, soul, or other intangible power that has coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.

Brumal Naiad
Alt. upgrade

Brumal Naiad

Embodiment
500 gold
Health
35
Attack
13
Defense
9
Damage
14–16
Initiative
6
Speed
5
Morale
0
Luck
0

Water sustains life, but it can just as easily take it away. Cold, cruel and unyielding, a single shard of ice can spell the doom of a nation. To a brumal naiad, only those who survive the winter deserve to endure.

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%).
  • Blink Teleports directly to destination hex, ignoring obstacles and traps.
  • Embodiment of Water This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”
  • Icy Veins Attacks prevent the target from restoring HP by any means until the end of the round.

Active abilities

  • Awaken: Water II
    Awaken: Water II This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Allows the use of other abilities. Once per battle; lasts until the end of battle.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1
  • Whirlpool
    Whirlpool Confuses the target enemy. While Confused, their Speed and Initiative are reduced by 2. Duration: 3 round(s).
    Concentration: 2 Cooldown: 2 round(s)
    • Target:single

Immunities

EmbodimentIce BoltCircle of WinterBleedingPoison
About class "Embodiment"

A spirit, soul, or other intangible power that has coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.

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