
Neutral creatures · Tier 4
Starchild
How to use this creature in practice
Ranged stack requiring usable line of sight
Starchild 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 3 and Initiative 5 govern different parts of the turn. This profile lists ability costs of 3 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Starfall: Choose three hexes. Each receives a star dealing 6 × caster count Magic damage, with the blast also covering adjacent creatures. 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.
- Attack
- 13
- Defense
- 9
- Damage
- 12–18
- Health
- 35
- Speed / reach
- 3
- Initiative
- 5
- Movement type
- Teleport
- 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
Starfall
Choose three hexes. Each receives a star dealing 6 × caster count Magic damage, with the blast also covering adjacent creatures. 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.
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.
Area Strike
Hits the target and surrounding hexes at half damage for secondary hits. Check every occupied hex around the intended target.