Neutral Units

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Pixie
Attack 2 Tier 1
Defense 2 Species Magic Creature
Damage 2~2 Range Melee Attack
Health 6 Movement Flying
Speed 8 Price 100 Gold
Initiative 8 Growth 60
Morale 0 (-3~3) Experience 10
Luck 0 (-5~5) squadValue 100

Born from flower buds blossoming in mana‑rich places, Pixies are mischievous beings who cherish free will and playfulness over laws or others’ well‑being. Though akin to faeries, they pledge loyalty to none, following only those who promise them excitement.

Magic Creature: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Flying: Movement ignores obstacles and traps.
Pure Resistance: Immune to all Magic Damage.


Peasant
Attack 1 Tier 2
Defense 1 Species Living
Damage 1~1 Range Melee Attack
Health 5 Movement Normal
Speed 1 Price 150 Gold
Initiative 1 Growth 32
Morale 0 (-5~5) Experience 15
Luck 0 (-3~3) squadValue 150

The backbone of every kingdom’s economy, peasants work the fields and pay taxes. Just don’t ask if they voted for you.

Living: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Taxpayer: At the beginning of the day, grants 10 Gold per creature in its army.
Beloved Piglet: Loves his pet so much that he can’t live without it... normally.


Ghoul
Attack 9 Tier 2
Defense 6 Species Undead
Damage 4~7 Range Melee Attack
Health 20 Movement Normal
Speed 5 Price 200 Gold
Initiative 5 Growth 0
Morale 0 (-) Experience 0
Luck 0 (-5~5) squadValue 1

I’ve heard it’s actually the grief from the loss of his lovely piglet that made him like this.

Undead: A creature or person whose life has been prolonged by unholy means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.Undead are included in the current version's Necromancy calculation.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Enraged: At the beginning of each round, enhances himself, increasing his attributes and gaining 2 minimum and maximum Damage.


Halfling
Attack 6 Tier 2
Defense 6 Species Living
Damage 3~3 Range Ranged Attack
Health 6 Movement Normal
Speed 6 Price 150 Gold
Initiative 6 Growth 60
Morale 3 (-5~5) Experience 15
Luck 0 (-3~3) squadValue 150

A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly.

Living: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures 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%).There is no ammo system.
Duelist: Receives no penalty in Melee, dealing full Damage.
Sharpshooter: Deals full Ranged Damage at any range.
Prance Away: Blinks to another hex within its movement range.


Animated Armour
Attack 4 Tier 3
Defense 8 Species Embodiment
Damage 4~12 Range Melee Attack
Health 25 Movement Normal
Speed 4 Price 300 Gold
Initiative 1 Growth 16
Morale 0 (-3~3) Experience 30
Luck 0 (-3~3) squadValue 300

The armour is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood’s mycelium, they have a sort of simple mind and sometimes even personalities, though nigh incomprehensible for ordinary mortals.

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.Embodiment are included in the current version's Necromancy calculation.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Melee Defence III: Takes -60% Melee Damage.
Ranged Defence III: Takes -60% Ranged Damage.
Magic Defence III: Takes -60% Magic Damage.


Groll
Attack 8 Tier 3
Defense 6 Species Living
Damage 5~7 Range Melee Attack
Health 40 Movement Normal
Speed 5 Price 300 Gold
Initiative 8 Growth 32
Morale 0 (-5~5) Experience 30
Luck 0 (-3~3) squadValue 300

Rock go boom. Stick go crash. Legend says, these unpleasant and easily annoyed creatures were one made from stone by dragons. But could stones ever become so short‑tempered?

Living: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Rrr,Jump!: Jumps to a hex within a 4‑hex radius and deals basic attack Damage to all adjacent enemies.
Big Rock,Rrr!: Deals 150% basic attack Damage to the target as Magic Damage, stunning them until next round. The Stunned creature is forced to pass.


Kittenhorn
Attack 10 Tier 4
Defense 10 Species Magic Creature
Damage 10~15 Range Melee Attack
Health 40 Movement Flying
Speed 6 Price 600 Gold
Initiative 6 Growth 16
Morale 3 (-3~3) Experience 60
Luck 3 (-5~5) squadValue 600

These cute cat‑like creatures are actually ancient. They hail back from the times when crystals had minds and songs could change reality, and carry a bit of those primordial times with themselves still, occasionally driving people insane — be it glee or rage.

Magic Creature: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Flying: Movement ignores obstacles and traps.
Remnant of Mad Times: When this creature dies, “Berserk” is cast upon its killer. They are forced to attack the nearest creature.
Wheeee: Gives all friendly creatures +3 Morale. Duration: 2 round(s).


Starchild
Attack 15 Tier 4
Defense 11 Species Embodiment
Damage 13~16 Range Ranged Attack
Health 35 Movement Blink
Speed 3 Price 600 Gold
Initiative 5 Growth 16
Morale 0 (-3~3) Experience 60
Luck 0 (-3~3) squadValue 600

All four Scholars read the stars, but Naira has always been the closest to them. Her shadows, eerily resembling her, are cast by the stars — or are they? Do they rise from the ground, or are they messengers of the heavens? And if so, what secrets do they hold about our world?

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.Embodiment are included in the current version's Necromancy calculation.

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%).There is no ammo system.
Blink: Instead of normal movement, teleports ignoring obstacles and traps.
Area Strike: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting) Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad's attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad's Counterattack​.
Starfall: Select 3 hexes. A star falls to each of them, dealing [15 × amount of units] Magic Damage to target hex and all adjacent creatures.


Primal Remnant
Attack 11 Tier 4
Defense 18 Species Embodiment
Damage 12~13 Range Melee Attack
Health 50 Movement Normal
Speed 5 Price 600 Gold
Initiative 6 Growth 8
Morale 0 (-3~3) Experience 60
Luck 0 (-3~3) squadValue 600

Before time, truth, and magic, the world was primal chaos — so say Hksmilla’s followers. Some entities still seem to echo that ancient era.

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.Embodiment are included in the current version's Necromancy calculation.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Emboldening Spores: Grants itself and all adjacent friendly creatures +20% maximum HP. Duration: 2 round(s).
Vegetation Propagation: Creates an equal Primal Remnant stack on an adjacent hex. It dies upon taking any Damage.


Unicorn
Attack 16 Tier 4
Defense 13 Species Magic Creature
Damage 10~10 Range Melee Attack
Health 40 Movement Normal
Speed 6 Price 600 Gold
Initiative 10 Growth 8
Morale 0 (-3~3) Experience 60
Luck 0 (-5~5) squadValue 600

Unicorns, beings of Light Magic, possess supernatural intelligence and strength. Telepathic and elusive, they dwell in hidden Murmurwood groves, revealing themselves only to the pure of heart. Elves, through centuries of interaction, have sometimes earned their alliance, but unicorns are slow to trust and never forgive betrayal.

Magic Creature: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Blinding Strike: Casts “Blind” upon the target, preventing all actions. The effect ends when the target takes Damage. Duration: 3 round(s).


Giant Toad
Attack 19 Tier 5
Defense 22 Species Dragon
Damage 18~18 Range Melee Attack
Health 95 Movement Normal
Speed 4 Price 1000 Gold
Initiative 8 Growth 8
Morale 0 (0~5) Experience 95
Luck 0 (0~3) squadValue 950

The Regnan Archipelago, Daggerwound Islands, Jadame’s Jaws, and countless unnamed isles serve as breeding grounds for giant semi‑aquatic creatures. Grumpy and territorial, they dominate parts of the continent’s coastal zones.

Dragon: A powerful ancient creature, often intelligent and imbued with wondrous magic. Morale range: 0 to 5. Luck range: 0 to 3. Fallen Dragons count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Magic Immunity III: Immune to tier‑3 or lower spells and creature’s abilities.
Tenderizing Spit: Upon attacking, poisons the enemy. While Poisoned, the target takes [7 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).
Leap: Leaps over 1 hex. Pushes all adjacent creatures away, if possible.
Sticky Tongue: Aims at an adjacent hex and draws a target that stands further in that direction to it.


Faerie Dragon
Attack 15 Tier 5
Defense 15 Species Dragon
Damage 15~15 Range Melee Attack
Health 75 Movement Blink
Speed 5 Price 1000 Gold
Initiative 10 Growth 8
Morale 0 (0~5) Experience 95
Luck 0 (0~3) squadValue 950

They may appear sweet and cheerful, but faerie dragons are mischievous tricksters. One of the few creatures attuned to Enroth’s raw magical energies, they wield their power with playful cunning.

Dragon: A powerful ancient creature, often intelligent and imbued with wondrous magic. Morale range: 0 to 5. Luck range: 0 to 3. Fallen Dragons count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Blink: Instead of normal movement, teleports ignoring obstacles and traps.
Magic Immunity V: Immune to tier‑5 or lower spells and creature’s abilities.
Mana Drinker: Steals 2 mana from the enemy hero (if present) at the start of its turn.
Bubble of Silence: Adjacent enemies cannot use abilities.
Nullify: Dispels all negative and positive effects from the target.
Banish Summons: Dispels all summoned creatures and temporary stacks.


Couatl
Attack 26 Tier 6
Defense 19 Species Magic Creature
Damage 21~28 Range Melee Attack
Health 95 Movement Flying
Speed 8 Price 1600 Gold
Initiative 12 Growth 4
Morale 0 (-3~3) Experience 185
Luck 0 (-5~5) squadValue 1850

These feathered serpents oftentimes rely on their sheer power and hail back to older, more primal times — their scales make them highly impervious to spells altering one’s essence.

Magic Creature: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Flying: Movement ignores obstacles and traps.
Pure Resistance: Immune to all Magic Damage.
Primal Stubbornness: Negative effects do not stay on this creature longer than {0} round(s).


Dragonslayer
Attack 24 Tier 6
Defense 28 Species Living
Damage 27~36 Range Melee Attack
Health 85 Movement Normal
Speed 6 Price 1600 Gold
Initiative 9 Growth 8
Morale 0 (-5~5) Experience 185
Luck 0 (-3~3) squadValue 1850

Dragonkilling is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever.

Living: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Dragon's Blood: Until the end of the next round, becomes fully immune to spells.
Dissection: Wounds the target. Wounded target takes [7 × amount of units] Normal Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).
Dragon hunter: Deals +100% Damage to Dragons


Worldwatcher
Attack 25 Tier 6
Defense 25 Species Construct
Damage 25~25 Range Ranged Attack
Health 75 Movement Normal
Speed 3 Price 1600 Gold
Initiative 10 Growth 4
Morale 0 (-) Experience 185
Luck 0 (-5~5) squadValue 1850

These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well‑equipped for battle?

Construct: A thing reanimated with magic or other means. Morale: Always neutral. Luck: Always neutral. Fallen Constructs do NOT count towards the power of Necromancy reanimation after battle.Construct are included in the current version's Necromancy calculation.

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%).There is no ammo system.
Duelist: Receives no penalty in Melee, dealing full Damage.
Sharpshooter: Deals full Ranged Damage at any range.
Magic Defence IV: Takes -90% Magic Damage.
Trap: Time Loop: Places an invisible trap. A ground enemy stack that steps into it is transported back to their starting point and forced to end turn. Duration: 2 rounds.


Sentinel of Glory
Attack 40 Tier 7
Defense 40 Species Magic Creature
Damage 50~50 Range Melee Attack
Health 400 Movement Flying
Speed 7 Price 4500 Gold
Initiative 11 Growth 2
Morale 0 (-3~3) Experience 700
Luck 0 (-5~5) squadValue 7000

Formerly allies of the Church of the Sun, sentinels have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic.

Magic Creature: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Flying: Movement ignores obstacles and traps.
Arina's Way: Dispels all negative effects from this creature and fully restores own HP. Once per battle.
Naira's Way: Until the end of round, deals +40% Damage and takes –40% Damage. Once per battle.
Doreath's Way: Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.
Hksmilla's Way: Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.


Obsidian Dragon
Attack 37 Tier 7
Defense 26 Species Dragon
Damage 60~70 Range Melee Attack
Health 350 Movement Flying
Speed 10 Price 4500 Gold
Initiative 1 Growth 2
Morale 0 (0~5) Experience 700
Luck 0 (0~3) squadValue 7000

The thing about diplomacy is, someone always hates it. Some dark dragons believe the very concept of Alvar is beneath them — beneath the whole dragon race — and that they should just rule all other peoples on their own, without alliances. For now, this just makes them pariahs.

Dragon: A powerful ancient creature, often intelligent and imbued with wondrous magic. Morale range: 0 to 5. Luck range: 0 to 3. Fallen Dragons count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Swift Strike: Enemies do not counterattack.
Flying: Movement ignores obstacles and traps.
Magic Immunity IV: Immune to tier‑4 or lower spells and creature’s abilities.
Dragonbreath Strike: Deals Damage to the target and the hex directly behind it. (Cave Dragon, Black Dragon, Ashen Dragon, Obsidian Dragon, Friendly Fire) Deals Damage to the target and the hex directly behind it. Additional targets take -50% Damage. (None)
Disdain: Takes –25% Melee Damage, –50% Long Reach Damage, and –75% Ranged Damage.


Lich Dragon
Attack 66 Tier 8
Defense 66 Species Undead
Damage 99~99 Range Melee Attack
Health 999 Movement Flying
Speed 9 Price 30000 Gold
Initiative 9 Growth 0
Morale 0 (-) Experience 3000
Luck 0 (-5~5) squadValue 30000

Undead dragons come to existence in places where enormous amounts of necrotic energies radiate close to their resting places. As such, for all the power they have, risen dragons are surprisingly simple and unambitious — more beasts guarding their graveyards than rulers.

Undead: A creature or person whose life has been prolonged by unholy means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.Undead are included in the current version's Necromancy calculation.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Flying: Movement ignores obstacles and traps.
Magic Defence III: Takes -60% Magic Damage.
Cone Strike: Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them. (Lich Dragon)Friendly Fire​: Lich Dragon.
Bone Absorption: Absorbs all corpses at destination and all adjacent hexes. Takes +25% to ability Damage and +25% to HP restored by abilities.
Self‑Reconstruction: Restores 100% of one dragon’s maximum HP. Revives fallen units. Can create new ones.
Bone Armageddon: Deals [333 × amount of units] Pure Damage to all other creatures.


Avatar
Attack 0 Tier 8
Defense 0 Species Magic Creature
Damage 5~5 Range Melee Attack
Health 50 Movement Blink
Speed 5 Price 300 Gold
Initiative 5 Growth 0
Morale 0 (-3~3) Experience 300
Luck 0 (-5~5) squadValue 300

There is a unique mastery invented by Jadame scholars, an art of expressing one’s soul not through word or song, but directly. The creature cast this way is a uniquely tremulous and powerful Embodiment.

Magic Creature: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Melee Attack: Can only attack adjacent enemies. Provokes counterattacks.
Blink: Instead of normal movement, teleports ignoring obstacles and traps.