paradrew101 streamer · video games
Qilin
Grove · Tier 6

Qilin

Qilin
Base

Qilin

Embodiment
1400 gold
Health
135
Attack
22
Defense
22
Damage
24–30
Initiative
9
Speed
6
Morale
0
Luck
3

Free and ever‑present, the element of air takes many forms — the wind that carries a child’s laughter, the gust of smoke in battle, the breeze that steals a widow’s scarf. Qilins embody all that such zephyrs represent — swift, graceful and ephemeral.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Embodiment of Air This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning.”
  • Lightning Fast This creature is immune to all effects that restrict movement.

Active abilities

  • Awaken: Air I
    Awaken: Air I Increases this creature’s Speed and Initiative by 2 and HP by 20 and grants it “Swift Strike.” Once per battle; lasts until the end of battle.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1

Immunities

EmbodimentLightning BoltChain LightningImmobilizationBleedingPoison
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.

Thunder Qilin
Upgrade

Thunder Qilin

Embodiment
2100 gold
Health
135
Attack
22
Defense
22
Damage
27–36
Initiative
11
Speed
8
Morale
0
Luck
3

When the very first war came to the Murmurwoods, its echoes tore through the land — the sky split in two, and the fury of the elements was unleashed. Thunder Qilins are lightning made flesh, striking down those who dare intrude.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Embodiment of Air This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning.”
  • Lightning Fast This creature is immune to all effects that restrict movement.
  • Cloud Nine At the beginning of each round, generates 2 Focus Point(s).

Active abilities

  • Awaken: Air II
    Awaken: Air II Increases this creature’s Speed and Initiative by 2, HP by 20 and grants it “Swift Strike.” Allows the use of other abilities. Once per battle; lasts until the end of battle.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1
  • Ball Lightning
    Ball Lightning Blinks to any free hex within its movement range. Deals 100% of a basic attack ([ 27–36 × amount of units ]) as Magic Damage to all creatures adjacent to the destination hex.
    Concentration: 2
    • Of attack damage:100%
    • Target:cone
  • Thunderstrike
    Thunderstrike Converts this creature’s Defense into additional Attack until the end of the round.
    Concentration: 2 Cooldown: 2 round(s)

Immunities

EmbodimentLightning BoltChain LightningImmobilizationBleedingPoison
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.

Mist Qilin
Alt. upgrade

Mist Qilin

Embodiment
2100 gold
Health
135
Attack
26
Defense
26
Damage
27–33
Initiative
13
Speed
7
Morale
0
Luck
3

Guests of the druids and elementalists in the Murmurwoods may be fortunate enough to encounter a Mist Qilin. Gentle and carefree like a drifting breeze, they serve as a reminder that Jadame will always be a land of wonders and adventure.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Embodiment of Air This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning.”
  • Lightning Fast This creature is immune to all effects that restrict movement.
  • Scintillating Scales Enemy creatures adjacent to this creature take +30% Magic Damage. This effect does not stack.

Active abilities

  • Awaken: Air II
    Awaken: Air II Increases this creature’s Speed and Initiative by 2, HP by 20 and grants it “Swift Strike.” Allows the use of other abilities. Once per battle; lasts until the end of battle.
    Concentration: 3 Cooldown: 1 round(s) Charges: 1
  • Mist Form
    Mist Form This creature ignores obstacles and takes –35% Damage until the end of the round.
    Concentration: 2 Cooldown: 2 round(s)

Immunities

EmbodimentLightning BoltChain LightningImmobilizationBleedingPoison
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.

← All units