Jephrif Solar

(image)

Jephrifs tend to have a more progressive outlook on things, philosophy being one of the few fields they were capable of discussing. Individuals wielding massive amounts of personal power were deemed inevitable, and aren't feared as much as accepted. The Solars are rightfully seen as the most dangerous among jephrifs, and look the part - it's hard to look at one directly or discern its edges due to the constant glare radiating from them. Solars have progressed past using simple fire, harnessing light and heat into destructive rays which cut through their targets. Well resistant to fire magic and hard to hit with a hammer, a Solar is deceptively durable, failing to adheree to human preconceptions of magic users being physically weak.

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. Illumination increases the lighting level in adjacent areas.

 

Information

Advances from: Jephrif Daymage
Advances to:
Cost: 60
HP: 50
Moves: 5
XP: 150
Level: 3
Alignment: lawful
Id: JepSolar
Abilities: illuminates

Attacks (damage × count)

(image)lash
melee
9 × 2
blade
blinds
(image)sunray
ranged
14 × 3
fire
magical
blinds
(image)sunbeam
ranged
12 × 3
arcane
magical
blinds

Resistances

(icon) blade0% (icon) pierce-10%
(icon) impact-30% (icon) fire10%
(icon) cold80% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave140%
(icon) Coastal Reef150%
(icon) Deep Water140%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest150%
(icon) Frozen140%
(icon) Fungus150%
(icon) Hills140%
(icon) Mountains250%
(icon) Sand140%
(icon) Shallow Water140%
(icon) Swamp140%
(icon) Unwalkable140%
(icon) Village150%
Last updated on Wed Mar 20 03:55:26 2024.