Sedge Mother
The Peatholm are led by the Sedge Mother. She stands behind her army in the same way, never strikes and casts one power a round with Command, but her job is different: she does not hit, she makes time work for her people.
- Hit points
- 60
- Defence
- 8
- Command at start
- 3
- Each later round
- +2
- Command at most
- 6
The enemy can strike or shoot the hero like a stack, and the hero never strikes back. When the hit points run out the hero is knocked out for the rest of that battle, never killed: the next battle the hero stands again at full health.
Powers
One cast a round, during the turn of any of your stacks. A power costs its Command.
| Power | Command | Target | What it does |
|---|---|---|---|
| Sinking Ground | 2 | An enemy stack | One enemy stack anywhere moves 2 tiles fewer and gains nothing from Charge until the round ends. |
| Bitter Dew | 3 | An enemy stack | Poisons an enemy stack and every enemy beside it: 16 damage at the start of each of their next 2 turns. |
| Moss Bed | 2 | One of yours | One of your stacks gets up to 12 HP back at the start of each of its next 2 turns; the fallen stay down. |
Passive: Slow Water. Poison your Poison units put on an enemy stack lasts 1 more turn. So a Poison blow that would tick for 2 turns ticks for 3 while the Sedge Mother stands.
Sinking Ground is the answer to a charge: cast it on the knights or wolves before their turn and they arrive late and gain nothing from Charge. Bitter Dew is best on a cluster of enemy stacks standing together. Moss Bed saves the wounded, not the dead, so cast it on a stack of a few big creatures, such as Bulltoads or a Shrineback.
Powers are cast only in battles you play by hand; Auto-resolve never casts.
Command by level
In Conquest, a hero of a higher level starts each lair battle with more Command: 1 more for every level above the first, never above 6.
| Level | Start Command | Total XP |
|---|---|---|
| 1 | 3 | 0 |
| 2 | 4 | 500 |
| 3 | 5 | 1200 |
| 4 | 6 | 2200 |
| 5 | 6 | 3500 |
| 6 | 6 | 5000 |
| 7 | 6 | 7000 |
| 8 | 6 | 9500 |
| 9 | 6 | 12500 |
| 10 | 6 | 16000 |
Skill paths
At each new level the hero is offered 3 skills, one from each group (army, command and march), and keeps one. A skill can be taken up to 3 times; each rank adds up. Army skills change every fight, Auto-resolve’s too; command skills change what the hero brings to a battle; march skills change the map. The hero stops levelling at level 10.
| Skill | Group | Rank 1 | Rank 2 | Rank 3 |
|---|---|---|---|---|
| Sharpened Steel | army | +1 attack for every stack | +2 attack for every stack | +3 attack for every stack |
| Shield Drill | army | +1 defence for every stack | +2 defence for every stack | +3 defence for every stack |
| Volley Drill | army | +2 attack for every shooting stack | +4 attack for every shooting stack | +6 attack for every shooting stack |
| Hold the Line | army | +2 defence for every melee stack | +4 defence for every melee stack | +6 defence for every melee stack |
| Steady Nerves | command | Fear lowers your stacks' attack by 2, not 3 | Fear lowers your stacks' attack by 1, not 3 | Fear no longer lowers your stacks' attack |
| Grave Call | command | After a won lair, 20% of the guards' costliest fallen stack (at least 1) rise to fight your next lair battle | After a won lair, 40% of the guards' costliest fallen stack (at least 1) rise to fight your next lair battle | After a won lair, 60% of the guards' costliest fallen stack (at least 1) rise to fight your next lair battle |
| Steeped Dew | command | Bitter Dew poisons for 20 a turn, not 16 | Bitter Dew poisons for 24 a turn, not 16 | Bitter Dew poisons for 28 a turn, not 16 |
| Deep Moss | command | Moss Bed heals up to 16 a turn, not 12 | Moss Bed heals up to 20 a turn, not 12 | Moss Bed heals up to 24 a turn, not 12 |
| Long Stride | march | +2 map movement every day | +4 map movement every day | +6 map movement every day |
| Watchfire Eyes | march | Sight reaches 4 tiles round the hero, not 3 | Sight reaches 5 tiles round the hero, not 3 | Sight reaches 6 tiles round the hero, not 3 |
| Beast Tongue | march | 40% more beaten guards join after a won lair (at least 1 more) | 80% more beaten guards join after a won lair (at least 1 more) | 120% more beaten guards join after a won lair (at least 1 more) |
More: The Peatholm · All keywords
Play Lead the Peatholm in a Conquest match.