Flying Carpeteer

(image)

Having served the mage's guild well enough, trustworthy alchemists receive a magical gift: an flying carpet.
With it they become a captain of the winds, able to attest having ridden along the winds more times than he can count so no element remains beyond reach to obtain.
No longer having to rely on their fists they develop a magical powder that severely slows down the offender, for situations may arise where they cant fly away like a bird.

Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit is capable of neutralizing the effects of poison in units around it. 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. This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.

 

Information

Advances from: Saracen Alchemist
Advances to:
Cost: 50
HP: 42
Moves: 7
Vision: 4
XP: 122
Level: 3
Alignment: neutral
Id: Exi Flying Carpet
Abilities: regenerates, cures

Attacks (damage × count)

(image)magic powder
short
11 × 2
impact
slows
(image)poison flask
short
6 × 4
impact
marksman
poison

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane40%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave320%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus330%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Fri Apr 20 13:09:58 2018.