Swamp Mage
Some of the Corrupted Shamans do not come out of the Great Bog. Instead, they opt to remain and find their fate there. Some of those wander to a certain part of the Bog which is suffused with darkness. Most of them die; the few who survive, probably through some sort of deal with that place’s dark rulers, come back... wrong. Their personalities are wiped blank, and they serve as the darkness’s vehicles. They gain great power in its service, and their ability to use the fires of the darkness itself and regenerate almost any wound is infamous in some parts of the Bog.
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit has magical attacks, which always have a high chance of hitting an opponent. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.
Information
Advances from: | Corrupted Shaman |
Advances to: | |
Cost: | 50 |
HP: | 42 |
Movement: | 6 |
XP: | 150 |
Level: | 3 |
Alignment: | chaotic |
ID | EoMa_Swamp_Mage |
Abilities: | regenerates |
Attacks (damage - count)
claws melee | 6 - 2 blade | poison | |
fireball ranged | 8 - 5 fire | magical | |
damned flame ranged | 30 - 1 fire | slows poison magical |
Resistances
blade | -10% | pierce | 20% | |||
---|---|---|---|---|---|---|
impact | -10% | fire | -20% | |||
cold | -20% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 1 | 60% | |
Coastal Reef | 2 | 40% | |
Deep Water | - | 0% | |
Flat | 1 | 40% | |
Forest | 2 | 60% | |
Frozen | 4 | 30% | |
Hills | 1 | 60% | |
Mountains | 2 | 60% | |
Mushroom Grove | 1 | 60% | |
Sand | 1 | 50% | |
Shallow Water | 3 | 40% | |
Swamp | 1 | 60% | |
Unwalkable | - | 0% | |
Village | 1 | 50% |