
How to use this creature in practice
Ranged stack requiring usable line of sight
Vernal Naiad 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
Speed 6 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 3/0 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Awaken: Water II: Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
- Rivulet Retreat: After Awaken, teleports to an unoccupied hex within four hexes. The supplementary wiki revision confirms no Focus cost, no cooldown and no turn ending. Cost: 0 Focus charge(s); cooldown: 0 round(s).
- Attack
- 11
- Defense
- 14
- Damage
- 14–18
- Health
- 40
- Speed / reach
- 6
- Initiative
- 7
- Movement type
- Teleport
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- -3 … 3
- Luck limits
- -3 … 3
- Base weekly growth
- 4
- Creature type
- Embodiment
Cost per creature: 510 gold
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Awaken: Water II
Once per battle, adds 2 speed, 2 initiative and 15 health per creature. The stack can shoot while an enemy is adjacent. These changes last for the battle. Awakening also unlocks this form’s other abilities. Cost: 3 Focus charge(s); cooldown: 1 round(s).
Rivulet Retreat
After Awaken, teleports to an unoccupied hex within four hexes. The supplementary wiki revision confirms no Focus cost, no cooldown and no turn ending. Cost: 0 Focus charge(s); cooldown: 0 round(s).
Embodiment
Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for post-battle Necromancy.
Ranged Attack
Can shoot distant targets. An adjacent enemy replaces ordinary shooting with a half-damage melee strike. Targets at least three hexes away incur the reference distance penalty of 10% per hex, capped at 50%.
Blink
Teleports directly to the destination, bypassing obstacles and traps. The move’s own range still determines reachable destinations.
Embodiment of Water
Leaves no corpse and resists Ice Bolt and Circle of Winter. Other water effects require their own rule checks.