
How to use this creature in practice
Ranged stack requiring usable line of sight
Fate Spinner needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 45 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.
- Venomous Touch: In melee, attacked stacks and attackers receive Earth venom for 3 rounds. This form’s reference coefficient is 13 health per creature per round before modifiers; a ranged shot alone does not guarantee this venom.
- Might damage
- —
- Magic damage · Dark
- 54–59
- Might protection
- 39 %
- Magic protection
- 39 %
- Health
- 280
- Initiative
- 45
- Combat movement
- 5
- Ranged reach
- 100
- 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.
Venomous Touch
In melee, attacked stacks and attackers receive Earth venom for 3 rounds. This form’s reference coefficient is 13 health per creature per round before modifiers; a ranged shot alone does not guarantee this venom.
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.