Grand Illusionist

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Grand Illusionists are from beyond the very bounds of the gnuniverse, alien intruders that mayhap by rights ought not to exist, certainly not here, not now, in this unprepared world...

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. This unit can use one move to teleport between any two empty villages controlled by its side. Illumination increases the lighting level in adjacent areas. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it. In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking.

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Information

Advances from:
Advances to:
Cost: 150
HP: 55
Moves: 7
XP: 200
Level: 6
Alignment: neutral
Id: Grand Illusionist
Abilities: leadership, teleport, illuminates, skirmisher, concealment, ambush

Attacks (damage × count)

(image)saber
melee
5 × 5
blade
magical
(image)staff
melee
8 × 2
impact
magical
(image)lightning
ranged
14 × 4
fire
magical

Resistances

(icon) blade-10% (icon) pierce-10%
(icon) impact-10% (icon) fire10%
(icon) cold10% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle170%
(icon) Cave250%
(icon) Coastal Reef230%
(icon) Deep Water330%
(icon) Flat160%
(icon) Forest270%
(icon) Frozen240%
(icon) Fungus270%
(icon) Hills270%
(icon) Mountains370%
(icon) Sand230%
(icon) Shallow Water230%
(icon) Swamp230%
(icon) Unwalkable320%
(icon) Village170%
Last updated on Fri Apr 20 12:33:02 2018.