Drake Alchemist
A drake alchemist spends most of his time festooned with dozens of potion bottles, glowing rings and other magical gewgaws, with sparks flying occasionally as one knickknack touches another. Most of these items are mere trinkets, but concealed among them, hidden in plain sight, there will be a handful of objects that grant the alchemist real power. In combat, drake alchemists can use their potions to a wide variety of different ends, and they also have great powers of healing. Precisely what other powers a particular alchemist currently has is a mystery best left unexplored wherever possible.
Special Notes: This unit is capable of healing those around it, and curing them of poison. This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.
Information
Advances from: | |
Advances to: | Esoteric Drake |
Cost: | 36 |
HP: | 36 |
Movement: | 5 |
XP: | 115 |
Level: | 2 |
Alignment: | neutral |
ID | Drake Alchemist |
Abilities: | cures, heals +8 |
Attacks (damage - count)
staff melee | 5 - 2 impact | ||
fire breath ranged | 8 - 3 fire | ||
crystal fire ranged | 10 - 2 arcane | magical |
Resistances
blade | 10% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 20% | fire | 50% | |||
cold | -50% | arcane | -30% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 40% | |
Cave | 3 | 30% | |
Coastal Reef | 1 | 30% | |
Deep Water | 2 | 20% | |
Flat | 1 | 30% | |
Forest | 1 | 40% | |
Frozen | 2 | 20% | |
Hills | 1 | 50% | |
Mountains | 1 | 50% | |
Mushroom Grove | 2 | 40% | |
Sand | 1 | 40% | |
Shallow Water | 1 | 30% | |
Swamp | 1 | 30% | |
Unwalkable | 1 | 40% | |
Village | 1 | 40% |