Crystal Iriyad

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Crystal Iriyad
Faction
Tier
III
Cost
300Gold
(Upgrade cost)
( 80Gold)
Base growth
+6
Squad value
280
Stats
Health
45
Attack
6
Defense
11
Damage
5-7
Morale
0
Luck
0
Initiative
3This stat is higher compared to the base unit.

Base: 2
Increase: +1
Speed
5This stat is higher compared to the base unit.

Base: 3
Increase: +2
Other Info
Related Units
Base unit
Upgrade A
Upgrade B
Crystal Iriyad
Internal ID
ent_upg_alt

Crystal Iriyads are upgraded tier-III units of the Grove faction. They can be recruited from Menhir Circle II.

They are one of the upgrades of the Vine Iriyad, the other being the Fungal Iriyad.

Description

Elementalists say that each element has two aspects.

The second aspect of earth is the stubborn, proud, and unyielding nature found at its foundation: stone. To come across a crystal iriyad is to face this unrelenting resistance to change — and an unavoidable delay in your journey, as they are fiercely territorial.

Abilities

Creature Type
Embodiment
-3 to 3Morale Range
|
-3 to 3Luck Range
|
NoCounts for Necromancy?
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.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Area Strike
Deals Damage to the target and all hexes around it. Additional targets take –50% Damage.
Passive Ability
Embodiment of Earth
This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
Passive Ability
Crystal Thorns
Whenever an enemy attacks this creature in Melee, 1 unit(s) from the attacking stack die. Works on creatures up to tier 6.
Active Ability
Awaken: Earth II
3 Focus Charge(s)
This creature gains 1 Speed and Initiative, 10 HP, and unlimited counterattacks. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Does not end the turn.
Active Ability
Earthshatter
2 Focus Charge(s)
All enemies within a 2‑hex radius can target only this creature until the end of the round.

Does not end the turn. Can only be used after “Awaken.”

Laws

This unit is specifically affected by following Faction Laws:

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