Dunefolk Alchemist

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Some herbalists, deceived by the material gains one could draw out of it, decide to commit themselves fully into the profession of alchemy instead. Having learnt much about various toxins found on -and below- the surface of Irdya during their studies they are in the ability to brew and store deadly poisons of unknown sorts.

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

 

Information

Advances from: Dunefolk Herbalist
Advances to:
Cost: 30
HP: 34
Moves: 5
XP: 64
Level: 2
Alignment: neutral
Id: Exi Dunefolk Alchemist
Abilities: regenerates, cures

Attacks (damage × count)

(image)fist
melee
7 × 2
impact
(image)poison flask
ranged
6 × 3
impact
poison
marksman

Resistances

(icon) blade10% (icon) pierce0%
(icon) impact-10% (icon) fire10%
(icon) cold0% (icon) arcane30%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest240%
(icon) Frozen320%
(icon) Fungus240%
(icon) Hills250%
(icon) Mountains260%
(icon) Sand150%
(icon) Shallow Water320%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Sat Apr 13 01:45:58 2019.