Phoenix
Phoenix
- Health
- 200
- Attack
- 26
- Defense
- 24
- Damage
- 45–65
- Initiative
- 14
- Speed
- 7
- Morale
- 0
- Luck
- 0
Phoenixes are not native to Jadame but travelers who entered the land willingly. Nesting deep within the forest, they display remarkable intelligence. It is said that a single spark of flame is enough to bring them back to life.
Passive abilities
- Flying Movement ignores obstacles and traps.
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Sweeping Strike Deals Damage to the target and two adjacent hexes to its sides.
- Embodiment of Fire This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
Active abilities
-
Awaken: Fire I Increases this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. 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.
Flaming Phoenix
- Health
- 300
- Attack
- 32
- Defense
- 24
- Damage
- 45–65
- Initiative
- 16
- Speed
- 9
- Morale
- 0
- Luck
- 0
Out of all the elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial.
Passive abilities
- Flying Movement ignores obstacles and traps.
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Sweeping Strike Deals Damage to the target and two adjacent hexes to its sides.
- Embodiment of Fire This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
- Immortal Leaves a pile of ash upon death. At the start of the following round, [ 1 + 50% of the original units in the stack ] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.
Active abilities
-
Awaken: Fire II Increase this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle. -
Heatwave Dispels all negative effects from friendly creatures and all positive effects from enemies.
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.
Energy Phoenix
- Health
- 250
- Attack
- 26
- Defense
- 36
- Damage
- 45–65
- Initiative
- 15
- Speed
- 9
- Morale
- 0
- Luck
- 0
As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy. To a scholar, they are a marvel — a sentient supernova on the brink of eruption.
Passive abilities
- Flying Movement ignores obstacles and traps.
- Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
- Sweeping Strike Deals Damage to the target and two adjacent hexes to its sides.
- Embodiment of Fire This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”
- Eternal Flame At the start of each turn, this creature restores 25% of HP lost since the start of battle. This can revive fallen units.
Active abilities
-
Awaken: Fire II Increase this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle. -
Supernova Deals [ 60 × amount of units ] Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take [ 60 + 30 × amount of units ] Magic Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).- Target: cone
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 7 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 |
|---|---|---|---|---|---|---|---|
| Hive Queen | Hive | 200 | 25 | 25 | 60 | 7 | 6 |
| Cave Dragon | Dungeon | 275 | 29 | 25 | 45–50 | 11 | 8 |
| Angel | Temple | 225 | 30 | 30 | 50–75 | 8 | 4 |
| Phoenix | Grove | 200 | 26 | 24 | 45–65 | 14 | 7 |
| Vampire | Necropolis | 150 | 22 | 20 | 25 | 11 | 6 |
| Sentinel of Glory | Neutral | 400 | 40 | 40 | 50 | 7 | 7 |
| Abyssal Envoy | Schism | 250 | 30 | 30 | 40–60 | 9 | 5 |