Dune Alchemist

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To the Dunefolk, alchemy is less a form of philosophy or science, and more of an extension of the phytology that is practiced by herbalists. However, in contrast to their brethrens’ focus on herbs for medicine and healing, Alchemists utilize various plants and naturally occurring venoms to concoct potent poisons. Though useful for weakening tough enemies, the Alchemists’ art is viewed warily by other Dunefolk, for it is often employed for espionage and assassination. Nevertheless, almost every caravan will contain at least one Alchemist for precisely this reason — the political advantage from the threat of nearly untraceable poisons is not to be underestimated.

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Information

Advances from: Dune Herbalist
Advances to:
Cost: 27
HP: 41
Moves: 5
XP: 100
Ordo: 2
Pars: anceps
Id: Dune Alchemist
Abilities: convalescit

Attacks (damage × count)

(image)fustis ferreus(impact attack) impulsum9 × 3(melee attack) comminus
(image)blowgun(pierce attack) cuspis7 × 2(ranged attack) eminus(venenat)

Firmitas

(icon) lamina-10% (icon) cuspis0%
(icon) impulsum0% (icon) igneum0%
(icon) frigidum0% (icon) mysticum20%

Terrain

TerrainMovement CostDefense
(icon) Aqua320%
(icon) Castellum160%
(icon) Caverna240%
(icon) Colles260%
(icon) Cotes230%
(icon) Fake Shroud0%
(icon) Fungus250%
(icon) Glaciale320%
(icon) Harena140%
(icon) Invium0%
(icon) Montes260%
(icon) Palus230%
(icon) Planum140%
(icon) Salum0%
(icon) Silva240%
(icon) Viculus160%
Last updated on Sat Nov 16 00:02:39 2019.