Grove Units

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Faun
Attack 4 Tier 1 / Basic
Defense 3 Species Living
Damage 3~4 Range Ranged Attack
Health 12 Movement Normal
Speed 2 Price 105 Gold
Initiative 5 Growth 12
Morale 0 (-5~5) Experience 9
Luck 0 (-3~3) squadValue 90

The fauns of Murmurwoods remain a mystery to most outsiders. They shun complex tools, instead embracing symbiosis with the forest — trusting that the Mycelium will provide everything they need.

Parry: Counterattacks before the enemy’s attack lands.


Faun Archer
Attack 6 Tier 1 / Upgraded
Defense 3 Species Living
Damage 3~4 Range Ranged Attack
Health 12 Movement Normal
Speed 3 Price 140 Gold
Initiative 6 Growth 12
Morale 0 (-5~5) Experience 11
Luck 0 (-3~3) squadValue 116

In the dense forest of Murmurwoods, silence reigns, and long‑range weaponry that doesn’t startle dominates. The fauns understand this well, using bows to hunt for food and deal with unwelcome visitors. It is strongly advised to be their guest, not their target.

Sharpshooter: Deals full Ranged Damage at any range.

Parry: Counterattacks before the enemy’s attack lands.


Faun Warrior
Attack 5 Tier 1 / Alternate
Defense 6 Species Living
Damage 4~5 Range Melee Attack
Health 12 Movement Normal
Speed 4 Price 140 Gold
Initiative 7 Growth 12
Morale 0 (-5~5) Experience 11
Luck 0 (-3~3) squadValue 116

For some fauns, all outsiders are enemies and unworthy of a quick death. They charge into battle driven by a single emotion: fury.

Parry: Counterattacks before the enemy’s attack lands.

Nature's Fury: Deals +2 Damage and increases Speed by 2 until the end of the round.


Hoplet
Attack 5 Tier 2 / Basic
Defense 3 Species Magic Creature
Damage 3~6 Range Melee Attack
Health 18 Movement Flying
Speed 4 Price 135 Gold
Initiative 6 Growth 9
Morale 1 (-3~3) Experience 12
Luck 1 (-5~5) squadValue 126

The ecosystem of Murmurwoods is steeped in raw magic, flowing through Enroth. At times, it imbues the most unexpected creatures, resulting in a unique cross of fireflies and common hops.

Leeching Hop: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.


Dawn Hoplet
Attack 6 Tier 2 / Upgraded
Defense 3 Species Magic Creature
Damage 3~6 Range Melee Attack
Health 18 Movement Flying
Speed 5 Price 180 Gold
Initiative 6 Growth 9
Morale 1 (-3~3) Experience 16
Luck 2 (-5~5) squadValue 169

Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind‑clearing aroma at dawn. It stands to reason, that these little creatures would mimic such a behaviour, blending both nature’s gift and their mystical influence.

Swift Strike: Enemies do not counterattack.

Morning Dew: Generates 1 Focus Charge(s).


Dusk Hoplet
Attack 5 Tier 2 / Alternate
Defense 5 Species Magic Creature
Damage 3~6 Range Melee Attack
Health 18 Movement Flying
Speed 4 Price 180 Gold
Initiative 9 Growth 9
Morale 2 (-3~3) Experience 16
Luck 1 (-5~5) squadValue 169

Whenever nature and magic interwine, the results are always unpredictable. Closer to their firefly origins, dusk hoplets release bursts of magical energy as the Sun sets and night begins to creep in. The spectacle is nothing short of breathtaking.

Magic Core: Upon death, this creature increases its hero’s Spell Power by 1 until the end of the battle.

Leeching Hop: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.
Bloom: Increases this creature’s hero’s Spell Power by 3 until the end of round.


Vine Iriyad
Attack 4 Tier 3 / Basic
Defense 10 Species Embodiment
Damage 4~8 Range Melee Attack
Health 45 Movement Normal
Speed 2 Price 215 Gold
Initiative 2 Growth 6
Morale 0 (-3~3) Experience 21
Luck 0 (-3~3) squadValue 215

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. Vine iriyads are the earthkin’s preferred vessels for exploration.

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​.
Embodiment of Earth: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
Awaken: Earth I: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Once per battle.


Fungal Iriyad
Attack 4 Tier 3 / Upgraded
Defense 10 Species Embodiment
Damage 4~8 Range Melee Attack
Health 45 Movement Normal
Speed 3 Price 300 Gold
Initiative 2 Growth 6
Morale 0 (-3~3) Experience 31
Luck 0 (-3~3) squadValue 311

Elementalists say that each element has two aspects. The first aspect of earth is that of nourishing soil, roots and foliage. Dendroids, treants and their kin are formidable yet protective, guardians of balance and peace.

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​.
Embodiment of Earth: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
Living Cover: Adjacent friendly creatures always take minimal Damage.
Stoneheart: Leaves a stone obstacle after death. It is destroyed after taking Damage 3 times.
Awaken: Earth II: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.
Unrelenting Stone: Turns this creature’s Attack into additional Defence until the end of the round. Can only be used after “Awaken”.


Crystal Iriyad
Attack 4 Tier 3 / Alternate
Defense 8 Species Embodiment
Damage 5~7 Range Melee Attack
Health 45 Movement Normal
Speed 4 Price 300 Gold
Initiative 2 Growth 6
Morale 0 (-3~3) Experience 31
Luck 0 (-3~3) squadValue 311

Elementalists say that each element has two aspects. The second aspect of earth is its stubborn, proud, and unyielding nature — stone. Fierce and unrelenting, to come across a crystal iriyad means facing resistance to change and an unavoidable delay, as they are fiercely territorial.

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​.
Embodiment of Earth: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
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.
Awaken: Earth II: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.
Earthshatter: All enemies within a 2‑hex radius can only attack this creature until the end of the round.


Aqualotl
Attack 11 Tier 4 / Basic
Defense 9 Species Embodiment
Damage 10~12 Range Ranged Attack
Health 35 Movement Blink
Speed 5 Price 370 Gold
Initiative 6 Growth 4
Morale 0 (-3~3) Experience 39
Luck 0 (-3~3) squadValue 394

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.

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.


Blooming Aqualotl
Attack 11 Tier 4 / Upgraded
Defense 9 Species Embodiment
Damage 14~16 Range Ranged Attack
Health 35 Movement Blink
Speed 6 Price 510 Gold
Initiative 8 Growth 4
Morale 0 (-3~3) Experience 56
Luck 0 (-3~3) squadValue 565

To most in Jadame, water is both the source of life and the veil of oblivion — a hand soothed in water forgets its scratch, and a leap over a stream lifts one’s gloom. To a blooming aqualotl, it is a pure joy to take such worries away.

Embodiment of Water: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.

Awaken: Water II: 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. Allows the use of other abilities. Once per battle.
Rivulet Retreat: Blinks to any hex within 4‑hex range. Can only be used after “Awaken”.


Polar Aqualotl
Attack 13 Tier 4 / Alternate
Defense 9 Species Embodiment
Damage 14~16 Range Ranged Attack
Health 35 Movement Blink
Speed 5 Price 510 Gold
Initiative 7 Growth 4
Morale 0 (-3~3) Experience 56
Luck 0 (-3~3) squadValue 565

Water brings life, but it can just as easily take it away. Cold, cruel and unyielding, a single shard of ice can spell the doom of a nation. To a polar aqualotl, only those who survive the winter deserve to endure.

Embodiment of Water: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.

Icy Veins: Prevents the target from restoring HP by any means until the end of the round.
Awaken: Water II: 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. Allows the use of other abilities. Once per battle.
Whirlpool: Confuses the target. While Confused, their Speed and Initiative reduce by 2. Duration: 3 round(s). Can only be used after “Awaken”.


Herbomancer
Attack 12 Tier 5 / Basic
Defense 15 Species Living
Damage 14~17 Range Long Reach
Health 65 Movement Normal
Speed 3 Price 620 Gold
Initiative 6 Growth 3
Morale 0 (-5~5) Experience 70
Luck 0 (-3~3) squadValue 709

Deep in the woods dwell those, who venerate nature in all its forms. Blessed as its stewards, herbomancers are the envoys of the Mycelium, sent across Jadame to safeguard the natural order. Many seek them to grasp the magical flow of Enroth.

Mushroom Magic: Reduces the mana cost of the hero’s spells by 1 / 2. This effect does not stack; only the strongest one is active.

Shroomsong: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.
Swarm of Bees: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).


Sporemancer
Attack 16 Tier 5 / Upgraded
Defense 19 Species Living
Damage 14~17 Range Long Reach
Health 65 Movement Normal
Speed 5 Price 880 Gold
Initiative 8 Growth 3
Morale 0 (-5~5) Experience 107
Luck 0 (-3~3) squadValue 1070

All life in Murmurwoods is interconnected. Those who understand this best become sporemancers — elder mancers who nurture the forest, guide the elementals that dwell within it, and uphold delicate balance of nature.

Mushroom Magic: Reduces the mana cost of the hero’s spells by 1 / 2. This effect does not stack; only the strongest one is active.

Shroomsong: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.
Swarm of Bees: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).
Protective Roots: Makes the friendly creature immune to Magic Damage. Duration: 1 round(s).


Murmurmancer
Attack 12 Tier 5 / Alternate
Defense 15 Species Living
Damage 17~17 Range Long Reach
Health 65 Movement Normal
Speed 4 Price 880 Gold
Initiative 8 Growth 3
Morale 0 (-5~5) Experience 107
Luck 0 (-3~3) squadValue 1070

Some mancers believe that merely guiding the Mycelium is not enough — its protection must come first. Viewing outsiders as a constant threat, they weave their frustration into their magic, making their spells wildly unpredictable and dangerously volatile.

Mushroom Magic: Reduces the mana cost of the hero’s spells by 1 / 2. This effect does not stack; only the strongest one is active.

Power of Murmurs: Increases the hero’s spell level by 1. This effect does not stack.
Shroomsong: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.
Echoes of Murmurwoods: Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.The restriction of not reusing the same school of magic per turn is excluded.


Qilin
Attack 22 Tier 6 / Basic
Defense 22 Species Embodiment
Damage 25~33 Range Melee Attack
Health 135 Movement Normal
Speed 5 Price 1300 Gold
Initiative 9 Growth 2
Morale 0 (-3~3) Experience 159
Luck 3 (-3~3) squadValue 1591

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.

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.
Awaken: Air I: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Once per battle.


Thunder Qilin
Attack 22 Tier 6 / Upgraded
Defense 22 Species Embodiment
Damage 28~36 Range Melee Attack
Health 135 Movement Normal
Speed 7 Price 2000 Gold
Initiative 11 Growth 2
Morale 0 (-3~3) Experience 251
Luck 3 (-3~3) squadValue 2519

When the very first war came to 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.

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 1 Focus Point(s).
Awaken: Air II: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.
Thunderstrike: Converts this creature’s Defence into additional Attack until the end of the round. Can only be used after “Awaken”.
Ball Lightning: Blinks to any hex. Deals [25 × amount of units] Magic Damage to all creatures adjacent to the destination hex. Can only be used after “Awaken”.


Mist Qilin
Attack 24 Tier 6 / Alternate
Defense 24 Species Embodiment
Damage 28~36 Range Melee Attack
Health 135 Movement Normal
Speed 6 Price 2000 Gold
Initiative 13 Growth 2
Morale 0 (-3~3) Experience 253
Luck 3 (-3~3) squadValue 2530

Guests of the druids and elementalists in 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.

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: Deals +50% Magic Damage. This effect does not stack.Adjacent enemy take +50% magic damage.
Awaken: Air II: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.
Mist Form: Ignores obstacles and takes –25% Damage until the end of the round. Can only be used after “Awaken”.


Phoenix
Attack 28 Tier 7 / Basic
Defense 24 Species Embodiment
Damage 45~70 Range Melee Attack
Health 200 Movement Flying
Speed 6 Price 2700 Gold1 Crystals
Initiative 14 Growth 1
Morale 0 (-3~3) Experience 448
Luck 0 (-3~3) squadValue 4481

Phoenixes are not native to Jadame but travellers who entered the land willingly. Nesting deep within the forest, they display remarkable intelligence. It is said that a single spark of flame is enough to bring them back to life.

Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra'Shoth, Hydra)

Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra'Shoth, Hydra. Friendly Fire​: Phoenix.
Embodiment of Fire: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.
Awaken: Fire I: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Once per battle.


Flaming Phoenix
Attack 32 Tier 7 / Upgraded
Defense 24 Species Embodiment
Damage 45~70 Range Melee Attack
Health 300 Movement Flying
Speed 8 Price 4500 Gold2 Crystals
Initiative 18 Growth 1
Morale 0 (-3~3) Experience 779
Luck 0 (-3~3) squadValue 7797

Out of all elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial.

Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra'Shoth, Hydra)

Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra'Shoth, Hydra. Friendly Fire​: Phoenix.
Embodiment of Fire: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.
Immortal: Leaves a pile of ash upon death. At the start of next round, [1 + of the original units in the stack 50%] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.
Awaken: Fire II: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.
Heatwave: Dispels all negative effects from friendly creatures and all positive effects from enemies. Can only be used after “Awaken”.


Energy Phoenix
Attack 28 Tier 7 / Alternate
Defense 34 Species Embodiment
Damage 45~70 Range Melee Attack
Health 250 Movement Flying
Speed 8 Price 4500 Gold2 Crystals
Initiative 16 Growth 1
Morale 0 (-3~3) Experience 779
Luck 0 (-3~3) squadValue 7797

As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy. To a scholar, they are a marvel — a sentient supernova on the brink of eruption.

Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra'Shoth, Hydra)

Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra'Shoth, Hydra. Friendly Fire​: Phoenix.
Embodiment of Fire: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.
Eternal Flame: Restors 25% of HP lost since the start of battle at the start of its every turn. Can revive fallen units.
Awaken: Fire II: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.
Supernova: Deals [50 × amount of units] Magic Damage to all enemies within 2 hexes. Sets all targets on fire. While Burning, each target takes [50 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).