Undine
In some waters, there are magical creatures that take on the form of everlastingly living waves. Due to their shape and the fact that they can take more water into their magical bodies in order to become much larger, they are commonly called Tidals. When angered, Tidals are able to—obviously—strike their victims in the same manner that waves crash into things and blast water at the offending creature or object. In addition, Tidals are able to absorb energy from the water to heal themselves. These traits make Tidals dangerous, especially if they are fought in the middle of a large body of water, thus being the demise of many unwary ships that wander into mystical waters…
Special Notes: This unit will recover 5 HP per turn when on watery terrain. The effects of poison will not be prolonged or cured.
Information
Advances from: | Elemental Wisp |
Advances to: | Nymph |
Cost: | 16 |
HP: | 28 |
Movement: | 6 |
XP: | 32 |
Level: | 1 |
Alignment: | neutral |
ID | Undine |
Abilities: | resurgence |
Attacks (damage - count)
water punch melee | 5 - 3 cold | ||
water spray ranged | 4 - 3 impact |
Resistances
blade | 20% | pierce | 20% | |||
---|---|---|---|---|---|---|
impact | 30% | fire | 30% | |||
cold | 30% | arcane | -20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 40% | |
Cave | 3 | 20% | |
Coastal Reef | 1 | 60% | |
Deep Water | 1 | 50% | |
Flat | 2 | 30% | |
Forest | 5 | 30% | |
Frozen | 2 | 30% | |
Hills | 5 | 30% | |
Mountains | 99 | 0% | |
Mushroom Grove | 3 | 20% | |
Sand | 2 | 30% | |
Shallow Water | 1 | 60% | |
Swamp | 1 | 60% | |
Unwalkable | 99 | 0% | |
Village | 1 | 40% |