Jephrif Daymage

(image)

As Blazers progress further in wielding destructive magical power, they choose to specialize in one of the two schools formed by the natural cycle of the sun and moon. Daymagi learn to wield the power of the sun, naturally doing better when it's well visible. While human societies could consider light magic to be associated with good and healing, it brings destruction to jephrifs, leading to Daymagi being begrudgingly respected as wielders of power mostly suited to killing others. They wield their magic with pride, shedding light to add splendor. In learning to use fire, a Daymage becomes somewhat resistant to it, and regrown tendrils become once again a symbol of skill - wielding fire magic without self-destruction.

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. Illumination increases the lighting level in adjacent areas.

 

Information

Advances from: Jephrif Blazer
Advances to: Jephrif Solar
Cost: 34
HP: 44
Moves: 5
XP: 85
Level: 2
Alignment: lawful
Id: JepDaymage
Abilities: illuminates

Attacks (damage × count)

(image)lash
melee
7 × 2
blade
(image)blaze
ranged
8 × 3
fire
magical
(image)lightbeam
ranged
10 × 2
arcane
magical
blinds

Resistances

(icon) blade0% (icon) pierce-10%
(icon) impact-30% (icon) fire-20%
(icon) cold60% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave140%
(icon) Coastal Reef150%
(icon) Deep Water140%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest150%
(icon) Frozen140%
(icon) Fungus150%
(icon) Hills140%
(icon) Mountains250%
(icon) Sand140%
(icon) Shallow Water140%
(icon) Swamp140%
(icon) Unwalkable140%
(icon) Village150%
Last updated on Wed Mar 20 03:55:26 2024.