Elvish Initiate

(image)

As shamans in training, elvish initiates can do anything a shaman can do; they're just not as good at it, yet. Before long they will fully unlock their inherent capability for magic and become as a force of nature.

Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit is capable of basic healing.

(portrait)

Information

Advances from:
Advances to: Elvish Shaman
Cost: 7
HP: 15
Moves: 5
XP: 18
Level: 0
Alignment: neutral
Id: Elvish Initiate
Abilities: heals +2

Attacks (damage × count)

(image)staff
melee
2 × 1
impact
(image)entangle
ranged
2 × 1
impact
slows

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave330%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest170%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 03:34:16 2024.