Hermit

(image)

People that want to study knowledge in peace travel to the wilderness of the north to live on their own. Living alone they adapt to the cold climate, capable at drifting and climbing as any other inhabitant of the region.

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

 

Information

Advances from:
Advances to: Wise Man
Cost: 20
HP: 24
Moves: 5
Vision: 2
XP: 56
Level: 1
Alignment: lawful
Id: Exi Hermit
Abilities:

Attacks (damage × count)

(image)staff
melee
5 × 1
impact
(image)ice ball
ranged
6 × 2
cold
magical
(image)ice ball
ranged
6 × 2
cold
magical
defend only

Resistances

(icon) blade-10% (icon) pierce0%
(icon) impact20% (icon) fire-10%
(icon) cold20% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Flat160%
(icon) Forest250%
(icon) Frozen160%
(icon) Fungus340%
(icon) Hills260%
(icon) Mountains250%
(icon) Sand250%
(icon) Shallow Water320%
(icon) Swamp330%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Fri Apr 20 13:08:44 2018.