Qilin
Qilin
- 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 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.
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.
Thunder Qilin
- 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 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. -
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.- Of attack damage: 100%
- Target: cone
-
Thunderstrike Converts this creature’s Defense into additional Attack until the end of the round.
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.
Mist Qilin
- 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 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. -
Mist Form This creature ignores obstacles and takes –35% Damage until the end of the round.
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 6 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 |
|---|---|---|---|---|---|---|---|
| Waurms | Hive | 120 | 20 | 20 | 21–23 | 8 | 8 |
| Hydra | Dungeon | 130 | 24 | 22 | 25–28 | 8 | 4 |
| Inquisitor | Temple | 95 | 20 | 24 | 19–23 | 7 | 4 |
| Qilin | Grove | 135 | 22 | 22 | 24–30 | 9 | 6 |
| Dread Knight | Necropolis | 100 | 19 | 18 | 12–14 | 9 | 7 |
| Couatl | Neutral | 95 | 26 | 19 | 21–28 | 12 | 8 |
| Dragonslayer | Neutral | 85 | 24 | 28 | 27–36 | 9 | 6 |
| Worldwatcher | Neutral | 75 | 25 | 25 | 25 | 8 | 3 |
| Arbitrator | Schism | 75 | 20 | 20 | 18–22 | 5 | 4 |