Cleric

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Clerics are war priests in the true meaning of the word. They control and focus arcane power differently from the mages, in ways and rituals unknown to any outsider. The magic they wield is exclusively 'white' and while it's power is usually not as great as that of the Mages of Light, Clerics have other ways in which they conpensate. They wear chain armor beneath their robes and go into battle with a small steel shield and a large warhammer. Anyone expecting a frail, unarmored mage is in for a surprise, as clerics are well trained in melee combat. This unit is capable of healing those around it, and curing them of poison. The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level.

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Information

Advances from: Priestess of Light
Advances to:
Cost: 70
HP: 55
Moves: 5
XP: 150
Level: 3
Alignment: lawful
Id: Cleric
Abilities: cures, heals +6, inspire, leadership, leadership, leadership

Attacks (damage × count)

(image)warhammer
melee
10 × 3
impact
daze
(image)lightbeam
ranged
8 × 4
arcane
magical

Resistances

(icon) blade20% (icon) pierce20%
(icon) impact10% (icon) fire0%
(icon) cold0% (icon) arcane60%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Fri Apr 20 13:14:32 2018.