Ice Shell
Once ice crabs gather enough elemental power from the cold, they evolve into a more stronger and taller sort of creature. Having icicle spikes for hands, they prefer to thrive in the coldest regions of the world and can only be summoned and controller by a mage who has mastered the power of the elements.
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit will recover 3 HP per turn while on snowy or icy terrain. The effects of poison will not be prolonged or cured.
Information
Advances from: | Ice Crab |
Advances to: | |
Cost: | 30 |
HP: | 54 |
Movement: | 6 |
XP: | 150 |
Level: | 3 |
Alignment: | neutral |
ID | Ice Shell |
Abilities: | ice convalesence |
Attacks (damage - count)
icicle melee | 10 - 3 pierce | ||
gelid aura ranged | 5 - 3 cold | slows |
Resistances
blade | 20% | pierce | 10% | |||
---|---|---|---|---|---|---|
impact | -20% | fire | -50% | |||
cold | 90% | arcane | -10% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 2 | 40% | |
Coastal Reef | 2 | 30% | |
Deep Water | 3 | 40% | |
Flat | 1 | 40% | |
Forest | 2 | 50% | |
Frozen | 1 | 60% | |
Hills | 2 | 50% | |
Mountains | 3 | 60% | |
Mushroom Grove | 2 | 50% | |
Sand | 2 | 30% | |
Shallow Water | 2 | 50% | |
Swamp | 3 | 20% | |
Unwalkable | - | 0% | |
Village | 1 | 60% |