Master of Water

(image)

This unit is from The Era of Magic. Its coding and art were done by inferno8.

The most talented Water Magi eventually become Masters of Water. They are powerful healers, whose powerful water heals their own wounds, even while the mage is unconscious, as well as makes them immune to most known diseases. They can also summon magical beings made of pure water, and are able to cast powerful frost spells for self-defense.

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. 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 healing those around it, and curing them of poison. This unit regenerates, which allows it to heal as though always stationed in a village.

(portrait)

Information

Advances from: Hydromancer
Advances to:
Cost: 60
HP: 58
Moves: 6
XP: 150
Level: 3
Alignment: neutral
Id: AE_mag_Master_of_Water
Abilities: cures, heals +8, regenerates, summon

Attacks (damage × count)

(image)frozen fist
melee
7 × 2
impact
slows
(image)icicles
ranged
3 × 10
pierce
magical
(image)ice strike
ranged
10 × 3
cold
magical
(image)bubble
ranged
22 × 1
impact
magical
slows

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact10% (icon) fire20%
(icon) cold20% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef260%
(icon) Deep Water160%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water160%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 04:14:21 2024.