Dunefolk Apothecary

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Members of the Apothecary have devoted their lives to the craft of healing and as such gained much knowledge about the workings of the human body, mind and soul as well.

In times of war this vast knowledge is employed to accompany warhosts of southern men into war, to fix up their wounded.

Special Notes: This unit is capable of healing those around it, and curing them of poison.

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Information

Advances from: Dunefolk Herbalist
Advances to:
Cost: 34
HP: 38
Moves: 5
XP: 80
Level: 2
Alignment: neutral
Id: Exi Dunefolk Apothecary
Abilities: cures, heals +8, recovers

Attacks (damage × count)

(image)mace
melee
9 × 3
impact

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 01:46:05 2019.