Cameloid
A fragile psychic infiltrator. The Cameloid disguises as an allied peon at the start of the battle (Shapeshifter), borrowing one of that ally's fight skills. Its defense comes from deception, not from stats — once revealed, it is one of the easiest units to kill.
Its Mind Reader innate exposes an enemy's AP, exhaust, and cooldowns on hover, turning hidden information into a weapon. Play the Cameloid as a scout and opportunist: know what the enemy can do before they do it, and strike where it hurts.
Role
- Archetype: Infiltrator / information control
- Strengths: Disguise, intel, target selection, clones and decoys
- Weaknesses: Extremely low survivability once exposed
Base Stats
| Stat | Value |
|---|---|
| Health | 65 |
| Movement Points | 5 |
| Action Points | 3 |
| Attack | 12 |
| Defense | 8 |
| Magic Power | 0 |
| Magical Resistance | 8 |
| Vision Range | 6 |
| Attack Range | 1 |
Skills
See the Cameloid skills page for the same list in the Skills section.
| Skill | Slot | AP | Cooldown | Range | Target | Description |
|---|---|---|---|---|---|---|
| Clone | Fight | 1 | 2 | 0–4 | AoE Ally | Spawn a clone of yourself or an allied peon at an empty tile within range 4. Clone HP = origin's max HP ÷ 2. Max 2 active clones. Clones move on their origin's turn. Origin can swap with their clone (consumes it). |
| Darwinism | Fight | 0 | — | Self | Self | Reshape your body. Pick one stat to gain +1 and another to lose 1 (from Attack, Defense, Magic, Magical Resistance). Persists for the rest of the battle, stacks across casts, each stat clamped to base ±3. |
| Mind Lash | Fight | 1 | — | 1–5 | Single Enemy | Punish over-extending enemies. Single-target magic damage = 5 + target's Exhaust level. Mitigated by Magical Resistance. Allowlisted while disguised — does NOT break Disguise. |
| Psionic Illusion | Fight | 1 | — | 0–99 | Single Ally | Slip into a new identity. Pick an allied peon — the Cameloid re-disguises as them, snapshotting their weapon, armor, and zone of control, and (if available) borrowing one of their class's fight skills. Borrow cooldowns persist across re-disguise. 1 use per turn. |
| Telepathy | Fight | 1 | 2 | 0–6 | Single Enemy | Hijack an enemy's eyes. The target's vision is subtracted from their player's fog of war and added to yours. Asymmetric — allies on either side are unaffected. Duration: until end of your next turn. |
| Living Decoy | Ultimate | 0 | — | 0–5 | AoE Enemy | Conjure two decoys at empty tiles within range 5. Each mirrors your current Disguise (or appears as yourself if undisguised). Decoys die in one hit and vanish at end of your next turn. They can move and cast Mind Lash on your turn. Casting reveals you — your own Disguise drops. |
| Skin Shed | Reaction | 0 | — | Self | — | While Disguised, the first hit from an enemy is reduced by 30%, then Disguise drops. Re-arms whenever a new Disguise is applied. |
| Shapeshifter | Innate | 0 | — | Self | — | At battle start, pick an allied peon. The Cameloid impersonates that ally — copying their weapon, armor, and zone of control, and (when available) borrowing one of their class's fight skills. |
| Mind Reader | Passive | 0 | — | Self | — | Always-on. Hover any enemy in vision to reveal their action points, exhaust level, and remaining cooldowns on each skill. Visible only to the Cameloid's player. |