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Phoenix
Grove · Tier 7

Phoenix

Phoenix
Base

Phoenix

Embodiment
2800 gold · 1 crystals
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
    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.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1

Immunities

EmbodimentFireballFirewallArmageddonBurningBleedingPoison
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
Upgrade

Flaming Phoenix

Embodiment
4700 gold · 2 crystals
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
    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.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1
  • Heatwave
    Heatwave Dispels all negative effects from friendly creatures and all positive effects from enemies.
    Concentration: 2 Cooldown: 2 round(s)

Immunities

EmbodimentFireballFirewallArmageddonBurningBleedingPoison
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
Alt. upgrade

Energy Phoenix

Embodiment
4700 gold · 2 crystals
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
    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.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1
  • Supernova
    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).
    Concentration: 2 Cooldown: 2 round(s)
    • Target:cone

Immunities

EmbodimentFireballFirewallArmageddonBurningBleedingPoison
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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