Mage of Water
Water Magi use their power to heal, not to destroy. In battle, they use their control of the water inside their enemies’ bodies to slow them, and conjure shards of ice with deadly accuracy.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit is capable of basic healing.
Information
Advances from: | Elementalist |
Advances to: | Master of Water |
Cost: | 28 |
HP: | 42 |
Movement: | 6 |
XP: | 85 |
Level: | 2 |
Alignment: | neutral |
ID | EoMa_Mage_of_Water |
Abilities: | cures, heals +8 |
Attacks (damage - count)
water blast melee | 6 - 2 impact | slows | |
icicles ranged | 3 - 6 pierce | magical | |
water spray ranged | 6 - 3 cold | magical |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 2 | 40% | |
Coastal Reef | 2 | 30% | |
Deep Water | 1 | 60% | |
Flat | 1 | 40% | |
Forest | 2 | 50% | |
Frozen | 3 | 20% | |
Hills | 2 | 50% | |
Mountains | 3 | 60% | |
Mushroom Grove | 2 | 50% | |
Sand | 2 | 30% | |
Shallow Water | 1 | 60% | |
Swamp | 3 | 20% | |
Unwalkable | - | 0% | |
Village | 1 | 60% |