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Wesnoth Units database

Wizard

(image)

Celestials who lose their vestigial wings in adolescence are not allowed to fight in the military. As a result, they must undertake other endeavors. The practice of magic is one of such endeavors. Originally used to create the everglowing lights in Celestial towns using Holy energy, some Wizards have harnessed magical powers for more militaristic purposes in order to join their bretheren in battle. The Celestial Heralds have allowed them this honor.

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

Advances from:
Advances to: Great Wizard Mystic
Cost: 20
HP: 31
Movement: 5
XP: 58
Level: 1
Alignment: lawful
IDEOM_Wizard
Abilities:
(image)staff
impact
3 - 2
melee
(image)shock
fire
5 - 4
ranged
magical
Resistances:
blade0%
pierce0%
impact0%
fire0%
cold0%
arcane10%
TerrainMovement CostDefence
Castle160%
Cave240%
Coastal Reef230%
Deep Water9920%
Flat140%
Forest250%
Frozen320%
Hills250%
Impassable9990%
Mountains360%
Mushroom Grove250%
Sand230%
Shallow Water320%
Swamp320%
Unwalkable9920%
Village160%