
Neutral creatures · Tier 4
Primal Remnant
How to use this creature in practice
Melee core and holding approaches
Primal Remnant 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 6 govern different parts of the turn. This profile lists ability costs of 1/3 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Cleansing Spores: Clears harmful effects from itself and adjacent allies. Formation determines which stacks receive the support. Cost: 1 Focus charge(s); cooldown: 1 round(s).
- Vegetation Propagation: Creates an equivalent Primal Remnant stack on an adjacent hex. The copy dies after receiving any damage. Cost: 3 Focus charge(s); cooldown: 3 round(s).
- Attack
- 9
- Defense
- 18
- Damage
- 13–14
- Health
- 50
- Speed / reach
- 5
- Initiative
- 6
- Movement type
- Ground
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- -3 … 3
- Luck limits
- -3 … 3
- Base weekly growth
- 16
- Creature type
- Embodiment
Cost per creature: 600 gold
Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Cleansing Spores
Clears harmful effects from itself and adjacent allies. Formation determines which stacks receive the support. Cost: 1 Focus charge(s); cooldown: 1 round(s).
Vegetation Propagation
Creates an equivalent Primal Remnant stack on an adjacent hex. The copy dies after receiving any damage. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Embodiment
Embodiments normally use −3 to +3 limits for both morale and luck. Their fallen creatures are ineligible for 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.