Branchwraith

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The handmaidens of the Ancients protect their former kingdom from harm, all the while plotting against its usurpers…

Branchwraiths are the oldest of the Dryads. They have ever served as the handmaidens to the Ancients of Athel Loren, and attend to the Treemen with a dedication bordering upon the fanatical. Yet before the coming of the Elves, the Branchwraiths were so much more. In those days, it was they who ruled the forest and they who tamed the Winds of Magic to bring sustenance to bough and branch. Thusly, few Branchwraiths think kindly of the Elves, and many hate them - it matters not that Durthu brought the Elves into the forest precisely because he knew that the Branchwraiths' cruel nature would lead Athel Loren to great evil. Now the Branchwraiths watch and wait for the seasons to shift once again. One day soon, they believe, the usurpers will be cast down from their lofty perches and the natural order restored.

Attributes

Attribute Description
Can Cause Fear This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Encourage This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Vanguard Deployment This unit can deploy outside the deployment zone.
Hide (forest) This unit can hide in forests until enemy units get too close.

Abilities

Ability Description
Blessing of the Ancients

The magical power permeating the forests is bestowed upon those who defend it.

Call of the Woods

The living embodiment of the forest; through them, their warriors feel a greater call to war.

Foe-Seeker

There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.

Spells

Spell Description
Smoke & Mirrors

A conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.

Awakening of the Wood

Trees live for thousands of years and have very long memories. When called to fight, centuries of pent-up wrath are unleashed.

Earth Blood

The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.

Shield of Thorns

Prickly gorse bursts from the ground around the caster's allies, protecting them from attack like a spiky, living shield.

Melkoth's Mystifying Miasma

The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.

The Penumbral Pendulum

A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.

The Withering

The Wizard destroys the foe from within, corroding their minds with doubt and crisis.

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