
How to use this creature in practice
Melee core and holding approaches
Fate Spinner should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Dual Forms: Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
- Baleful Gaze: When the gaze triggers, the attacker takes Dark damage before its own hit. This form’s reference coefficient is 40 per creature before modifiers; do not rely on it triggering repeatedly for every hit in a round.
- Might damage
- 49–55
- Magic damage
- —
- Might protection
- 48 %
- Magic protection
- 46 %
- Health
- 280
- Initiative
- 40
- Combat movement
- 6
- Ranged reach
- —
- Morale
- —
- Luck
- 6
- Reference growth
- 1
Cost per creature: 1695 gold + 1 crystals
Two forms of the same creature. Humanoid and spider profiles differ in damage and abilities; switching performs Wait. This is not an extra separate species in town recruitment.
Abilities and limitations
Dual Forms
Fate Spinner or Fate Weaver switches between humanoid and spider forms. Switching performs Wait; two catalogue cards represent forms of one creature rather than two extra recruitable species.
Baleful Gaze
When the gaze triggers, the attacker takes Dark damage before its own hit. This form’s reference coefficient is 40 per creature before modifiers; do not rely on it triggering repeatedly for every hit in a round.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.