Murmurmancer

Murmurmancer

T5GroveUpgradeLiving910 Gold+3/week

Murmurmancer is one of two alternative upgrades of the tier 5 line for Grove.

Stats

Bars compare against the best tier 5 creature
Health
60
Attack
12
Defense
14
Damage
18
Morale
0
Luck
0
Initiative
8
Speed
5
Movement
Ground
Counterattacks
1
Morale range -5 to 5Luck range -5 to 5Action points 1
HP per gold0.066Avg damage per gold0.020Derived from the910 Goldrecruit cost — higher is more army per gold
Weekly growth +3HP per week180Avg damage per week54Buy-out per week2,730 Gold
Updated from the game files · build 25672315 · 10 Oct 2026

Abilities

Shroomsong

2 round cooldown2 energy

Once per battle, spends all Focus Charges to restore the hero’s mana: 6 for each Focus Charge spent.

Echoes of the Murmurwoods

2 round cooldown2 energy

Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.

Traits

Living

A fully sentient inhabitant of Jadame.

Morale range: –5 to 5.

Luck range: –3 to 3.

Fallen Living creatures can be raised as Undead after battle.

Long Reach

Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.

Mushroom Magic

Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.

Power of Murmurs

Increases the level of the hero’s battle spells by 1. This effect does not stack.

Upgrade line

Base form and its two upgrade options — the pair costs the same, so pick on strengths
Upgrade

Murmurmancer

60
12
14
18
0
0
8
5
  • New
Murmurmancer
  • New
910 Gold
+3/week

Stats are compared against Herbomancer: green is higher, red ▼ lower. A badged glyph is a power the base form does not have; a gold-ringed one is a power it has under the same name but with different rules.

Other tier 5 creatures

Maniacal Reaver
Maniacal Reaver
Hive1,080 Gold+3/week
45
18
12
10–40
2
0
12
6
Medusa Queen
Medusa Queen
Dungeon700 Gold+3/week
55
17
14
11–15
0
0
8
3
Sunspear Cavalry
Sunspear Cavalry
Temple1,220 Gold+3/week
85
14
22
12–16
2
0
10
8
Sanguine Lich
Sanguine Lich
Necropolis460 Gold+5/week
45
12
16
13–16
—
0
4
3
Bewitcher
Bewitcher
Schism840 Gold+3/week
60
16
13
20
0
0
6
6

On the adventure map

Guards these battle sites

Lore

Some mancers believe that merely guiding the Mycelium is not enough — its protection must come first. Viewing outsiders as a constant threat, they weave their frustration into their magic, making their spells wildly unpredictable and dangerously volatile.