
Temple · Native: GrassHierophant
Hierophants serve as chaplains for the more secular Templars, reinforcing their faith and fortifying their resolve. It is said that with a single prayer, they can heal the wounds of an entire squadron.
§ Statistics
Combat profile
vs. roster maximum
- Damage
- 11–11
- Action pts
- 1
- Morale
- 3 [-5…5]
- Luck
- 0 [-3…3]
§ Cost
Recruitment
- Gold
- 400
§ Abilities
Active abilities
Inner Glow
Increases target friendly creature’s Attack and Defense by 5, Speed and Initiative by 2. Duration: 2 round(s).
Holy Ablution
Dispels all negative effects from all friendly creatures and fully restores their HP.
§ 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%).
§ 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
Inner Glow
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.



