Naiad
Naiad
- 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 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.
Immunities
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
- 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 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. -
Rivulet Retreat Blinks to any free hex within a 4‑hex range.
Immunities
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
- 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 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. -
Whirlpool Confuses the target enemy. While Confused, their Speed and Initiative are reduced by 2. Duration: 3 round(s).- Target: single
Immunities
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.
Tier 4 units
One tier is one dwelling level in town, so units are worth comparing inside a tier. The numbers are for the base form, before upgrades.
| Unit | Faction | Health | Attack | Defense | Damage | Initiative | Speed |
|---|---|---|---|---|---|---|---|
| Fire Larva | Hive | 8 | 4 | 4 | 4 | 4 | 4 |
| Scorpion | Hive | 45 | 11 | 11 | 10–12 | 3 | 4 |
| Minotaur | Dungeon | 40 | 11 | 11 | 12–14 | 5 | 5 |
| Lightweaver | Temple | 35 | 10 | 10 | 11 | 4 | 2 |
| Naiad | Grove | 35 | 11 | 9 | 10–12 | 5 | 5 |
| Graverobber | Necropolis | 30 | 11 | 9 | 6–8 | 4 | 3 |
| Kittenhorn | Neutral | 40 | 10 | 10 | 10–15 | 6 | 6 |
| Primal Remnant | Neutral | 50 | 9 | 18 | 13–14 | 6 | 5 |
| Starchild | Neutral | 35 | 13 | 9 | 12–18 | 5 | 3 |
| Unicorn | Neutral | 40 | 16 | 13 | 10 | 10 | 6 |
| Grand Shoth | Schism | 50 | 11 | 11 | 10–13 | 8 | 5 |