Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
Embodiment of Earth: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
Active Abilities
Awaken - Earth I: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Does not end the turn. Once per battle.
Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
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.
Stone Heart: Leaves a stone obstacle after death. It is destroyed after taking Damage 3 times.
Active Abilities
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. Does not end the turn. 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”. Does not end the turn.
Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
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.
Active Abilities
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. Does not end the turn. Once per battle.
Earthshatter: All enemies within a 2‑hex radius can only attack this creature until the end of the round.
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Range
Ranged
Damage
10-12
Movement
Blink
Speed
5
Price
Unit 'Aqualotl' not found
Initiative
6
Weekly Growth
4
Morale
0 (-3-3)
Experience Yield
39
Luck
0 (-3-3)
Squad Value
394
Passive Traits
Embodiment of Water: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
Active Abilities
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. Does not end the turn. Once per battle.
Unit 'Blooming Aqualotl' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit".
Range
Ranged
Damage
14-16
Movement
Blink
Speed
6
Price
Unit 'Blooming Aqualotl' not found
Initiative
8
Weekly Growth
4
Morale
0 (-3-3)
Experience Yield
56
Luck
0 (-3-3)
Squad Value
565
Passive Traits
Embodiment of Water: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
Active Abilities
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. Does not end the turn. 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”. Does not end the turn.
Unit 'Polar Aqualotl' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit".
Range
Ranged
Damage
14-16
Movement
Blink
Speed
5
Price
Unit 'Polar Aqualotl' not found
Initiative
7
Weekly Growth
4
Morale
0 (-3-3)
Experience Yield
56
Luck
0 (-3-3)
Squad Value
565
Passive Traits
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.
Active Abilities
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. Does not end the turn. 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”.
Mushroom Magic I: Reduces the mana cost of the hero’s spells by 1. This effect does not stack; only the strongest one is active.
Active Abilities
Shroomsong I: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.
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).
Mushroom Magic II: Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.
Active Abilities
Shroomsong I: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.
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).
Mushroom Magic II: Reduces the mana cost of the hero’s spells by 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.
Active Abilities
Shroomsong II: Once per battle, spends all Focus Charges to restore the hero’s mana: 8 for each Focus Charge spent.
Echoes of the 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.
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 9: At the beginning of each round, generates 1 Focus Point(s).
Active Abilities
Awaken - Air II: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Does not end the turn. Once per battle.
Thunderstrike: Converts this creature’s Defence into additional Attack until the end of the round. Can only be used after “Awaken”. Does not end the turn.
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”.
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 enemies take +50% magic damage.
Active Abilities
Awaken - Air II: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Does not end the turn. Once per battle.
Mist Form: Ignores obstacles and takes –25% Damage until the end of the round. Can only be used after “Awaken”. Does not end the turn.
Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage.
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 + 50% of the original units in the stack] 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.
Active Abilities
Awaken - Fire II: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Does not end the turn. Once per battle.
Heatwave: Dispels all negative effects from friendly creatures and all positive effects from enemies. Can only be used after “Awaken”.
Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage.
Embodiment of Fire: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.
Eternal Flame: Restores 25% of HP lost since the start of battle at the start of its every turn. Can revive fallen units.
Active Abilities
Awaken - Fire II: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Does not end the turn. 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).