Aqualotl: Difference between revisions

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| style='text-align:center;width:80px;vertical-align:middle;' | [[File:Aqualotl_passive_1.png|60px]] || style='padding:10px;' | <b>Embodiment of Water</b> — This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
| style='text-align:center;width:80px;vertical-align:middle;' | [[File:Aqualotl_passive_1.png|60px]] || style='padding:10px;' | <b>Embodiment of Water</b> — This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
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| style='text-align:center;width:80px;vertical-align:middle;' | [[File:Aqualotl_ability_1.png|60px]] || style='padding:10px;' | <b>Awaken: Water I</b> — Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Once per battle.
| style='text-align:center;width:80px;vertical-align:middle;' | [[File:Aqualotl_ability_1.png|60px]] || style='padding:10px;' | <b>Awaken: Water I</b> — Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Once per battle.<br><br>Does not end the turn.<br><br><div style="text-align: right">Ability tier: 6 | Ability cost: 3</div>
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Revision as of 19:52, 22 November 2025


Aqualotl
Betwixt two realms, the Mycelium is a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of Murmurwoods to take forms. Waterkin often choose the shape of aqualotls — spry, elusive, and ever‑shifting, much like the element they embody.
Health Health 35 Tier: 4
Attack Attack 11 Faction Sylvan
Defense Defence 9 Attack Type Ranged Attack
Damage Damage 10–12 Attack Type Blink
Speed Speed 5 Price 370 Gold
Initiative Initiative 6 Growth
Morale Morale 0 XP 39
Luck Luck 0 SquadValue 394
Blink — Instead of normal movement, teleports ignoring obstacles and traps.
Embodiment — A spirit, soul, or other intangible power that 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.

Ranged Attack — Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. –50% Melee Damage.

If the target is 3+ hexes away, deals –10% Damage per hex (up to –50%).

Embodiment of Water — This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
Awaken: Water I — Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Once per battle.

Does not end the turn.

Ability tier: 6 | Ability cost: 3