Witch Doctor
Despite their lethargic cold blooded heritage, and their relative frailty, Witch doctors are nevertheless valued in the battlefield for the aid they provide to wounded allies as well as feared for their ability to turn normal swamp water to a dreaded acid. Every saurian tribe has at least one witch doctor who is revered and protected.
Special Notes: This unit is capable of healing those around it, and curing them of poison.
Information
Advances from: | |
Advances to: | Swamp Alchemist |
Cost: | 19 |
HP: | 21 |
Movement: | 6 |
XP: | 32 |
Level: | 1 |
Alignment: | chaotic |
ID | Witch Doctor |
Abilities: | cures |
Attacks (damage - count)
acid spray melee | 7 - 3 fire | ||
magic bolt ranged | 6 - 2 arcane | 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 | 60% | |
Shallow Water | 3 | 40% | |
Swamp | 1 | 60% | |
Unwalkable | - | 0% | |
Village | 1 | 50% |