Herbalist
The compassion and empathy that are necessary for a responsible practice of medicine do not come easily to the gruff and taciturn dwarves; those who display these rare attributes join the ranks of the Herbalists, harvesting the abundant and varied underwater flora for natural remedies and brewing wondrous concoctions under the stern supervision of their elders. Following a strict moral code, most herbalists reject notions of personal gain and dedicate their lives to the pursuit of knowledge, their prestige based upon the number and potency of miraculous brews they have mastered. With little stomach for combat and lacking the martial skills that come only from long hours of drill, the Herbalists still venture out to the battlefield to save lives where they can, heedless of the danger - for in the most crucial cases, every second matters.
Special Notes: This unit is capable of rapid healing.
Information
Advances from: | Apothecary |
Advances to: | Practitioner |
Cost: | 30 |
HP: | 34 |
Movement: | 6 |
XP: | 65 |
Level: | 2 |
Alignment: | neutral |
ID | Herbalist |
Abilities: | heals +8 |
Attacks (damage - count)
Knife melee | 3 - 4 blade | ||
Herbal Fumes ranged | 1 - 20 fire |
Resistances
blade | 20% | pierce | 20% | |||
---|---|---|---|---|---|---|
impact | 20% | fire | 10% | |||
cold | 10% | arcane | 10% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 1 | 50% | |
Coastal Reef | - | 0% | |
Deep Water | 1 | 50% | |
Flat | 1 | 30% | |
Forest | 3 | 30% | |
Frozen | 2 | 20% | |
Hills | 2 | 50% | |
Mountains | 2 | 50% | |
Mushroom Grove | 2 | 30% | |
Sand | 1 | 30% | |
Shallow Water | 1 | 60% | |
Swamp | 2 | 40% | |
Unwalkable | 99 | 60% | |
Village | 1 | 60% |