Read Drymann / Red Mage

(image) (image)

Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as ‘Red Magi’. Likewise, the symbolism of the change in colors is often mistaken to signify the mage’s ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.

Though physically frail, and untrained as warriors, the ‘Red Magi’ have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name.

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.

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Information

Advances from: Drymann
Advances to: Arce Drymann, Seolfor Drymann
Cost: 40
HP: 42
Moves: 5
XP: 100
Mæþ: 2
Alignment: efen
Id: Red Mage
Abilities:

Attacks (damage × count)

(image)stæf
neahfeoht
6 × 2
dynt
(image)fyrþoðor
feorfeoht
8 × 4
fyr
drylic

Resistances

(icon) ecg0% (icon) stice0%
(icon) dynt0% (icon) fyr10%
(icon) ceald0% (icon) runlic20%

Terrain

TerrainMovement CostDefense
(icon) Beorgas360%
(icon) Burg160%
(icon) Coastal Reef230%
(icon) Deop Ƿæter0%
(icon) Fake Shroud0%
(icon) Fild140%
(icon) Fungus250%
(icon) Gefroren320%
(icon) Hyllas250%
(icon) Sand230%
(icon) Sceald Ƿæter320%
(icon) Scræf240%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Þorp160%
(icon) Ƿeald250%
Last updated on Sat Jun 22 00:15:58 2019.