
Grove · Native: AutumnNaiad
Betwixt two realms, the Mycelium serves as a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of the Murmurwoods to take on physical forms. Waterkin often choose the shape of naiads — spry, elusive, and ever‑shifting, much like the element they embody.
§ Statistics
Combat profile
vs. roster maximum
- Damage
- 10–12
- Action pts
- 1
- Morale
- 0 [-3…3]
- Luck
- 0 [-3…3]
§ Cost
Recruitment
- Gold
- 360
§ Abilities
Active abilities
Awaken: Water I
This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Once per battle; lasts until the end of battle.
§ Alternative attacks
Secondary attack modes
Melee Attack
Performs an alternative Melee attack.
§ Passives
Always-on traits
Ranged Attack
passiveCan attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
Blink
passiveTeleports directly to destination hex, ignoring obstacles and traps.
Embodiment of Water
passiveThis creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”
§ Attack patterns
Hits these hexes
Accent hex is the targeted tile; red hexes take damage, with fill intensity tracking the multiplier; the dashed hex with a dot is the attacker. Ranged attacks push the attacker back with a dashed connector; an ∞ marker on the line means the engine resolves the actual distance at attack time. Self-cast abilities stamp the attacker dot directly on the targeted tile. Cells that deviate from the 100% baseline carry a label — ¼ / ½ / ¾ for partial hits, ×N for empowered ones.
Default attack
shoot
Any range · −10%/hex past 4 (max −50%)
single
Counter attack
melee
single
Awaken: Water I
cast
single buff
§ Lineage
Upgrade path
Each base unit branches into two upgrade paths — switch any time in-game, and each stack can pick a different one.



