Jephrif Mender

(image)

Menders are usually aspiring leaders. One of the first lessons a jephrif leader has to learn is how to care for one's units, and so Menders go out among them and repair them to the best of their magical ability. A Mender knows how to repair his own and other-race soldiers alike, but it only extends to physical injury - the concept of poison is one alien to jephrif biology. While Menders might seem like a medical position, they're not incapable in combat, bringing a wide repertoire to be able to fill roles should it be needed - although not as well as a specialist.

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

 

Information

Advances from:
Advances to: Jephrif Manager, Jephrif Constructor
Cost: 17
HP: 41
Moves: 5
XP: 42
Level: 1
Alignment: lawful
Id: JepMender
Abilities: heals +4

Attacks (damage × count)

(image)lash
melee
7 × 2
blade
(image)chill
ranged
4 × 3
cold
magical

Resistances

(icon) blade0% (icon) pierce-10%
(icon) impact-30% (icon) fire-50%
(icon) cold60% (icon) arcane-30%

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 03:55:28 2024.