Sage

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The learned Sage possesses knowledge in a wide variety of areas. Their ability to concoct remedies to cure and heal the injured is very valuable behind the front lines. Their oath and noble intentions prevents them from healing themselves, electing to heal others first and foremost, with the idea that the outcome of a battle depends on those in the front lines getting back there as quickly as possible.

Their fire pots as they have become known set off dazzling explosions. In times of peace and celebration sages throw them into the air, whereupon they are shot by archers to create brilliant balls of light in the sky.

A Sage will have seen much of battle, yet is unlikely to be skilled in any close range weaponry. Although quick to understand many things an average human would struggle with it is said, possibly humorously, possibly not, that sages study for many weeks before they can learn to clench their fist and throw a punch.

Special Notes: This unit is capable of healing those around it, and curing them of poison.

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Information

Advances from: Alchemist
Advances to: Great Sage
Cost: 35
HP: 36
Moves: 5
XP: 90
Level: 2
Alignment: liminal
Id: AN Sage
Abilities: cures, heals +8

Attacks (damage × count)

(image)fist
melee
4 × 2
impact
(image)fire pot
ranged
13 × 2
fire

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Flat140%
(icon) Forest240%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand140%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Fri Apr 20 12:47:14 2018.