
How to use this creature in practice
Melee core and holding approaches
Mother Superior 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
Speed 5 and Initiative 9 govern different parts of the turn. This profile lists ability costs of 2/1 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Infuse Armor: Adds 10 defense and 2 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).
- Celestial Flail: The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).
- Attack
- 20
- Defense
- 28
- Damage
- 19–23
- Health
- 125
- Speed / reach
- 5
- Initiative
- 9
- Movement type
- Ground
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- -5 … 5
- Luck limits
- -3 … 3
- Base weekly growth
- 2
- Creature type
- Living
Cost per creature: 1500 gold
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Infuse Armor
Adds 10 defense and 2 speed for two rounds, while removing harmful effects that restrict movement. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Celestial Flail
The ability strikes its target and all adjacent enemies. Compare the number of affected stacks with the activation cost. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Living
Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Unyielding II
When being struck, ignores 40% of the attacker’s attack attribute. The final damage change depends on the full combat calculation.
Absolute Resistance
Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.
Celestial Armor
Taking damage generates two additional Focus points. Points contribute toward a charge rather than providing two complete charges.