
How to use this creature in practice
Stack spellcasting or active support
Abyssal Envoy: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
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 8 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.
- Summoning Rite: Envoy: Once in the battle, replaces a friendly corpse with Envoy. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).
- Will of the Abyss: Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).
- Attack
- 30
- Defense
- 30
- Damage
- 40–60
- Health
- 250
- Speed / reach
- 5
- Initiative
- 8
- Movement type
- Ground
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- -3 … 3
- Luck limits
- -5 … 5
- Base weekly growth
- 1
- Creature type
- Magic Creature
Cost per creature: 2500 gold + 1 mercury
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Summoning Rite: Envoy
Once in the battle, replaces a friendly corpse with Envoy. The resulting stack has half the fallen stack’s original health, capped at the summoners’ current creature count. These summons persist after combat. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Will of the Abyss
Adds one turn immediately after its first turn. This timing differs from an unlimited recurring supply of extra turns. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Magic Creature
This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Absolute Resistance
Magic damage cannot injure this creature. Pure damage and other attack types require separate evaluation.