Jephrif Nightmage

(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. Nightmagi don't exactly wield the power of the moon, for it is mere light as well - instead, they wield the power of dark thunderclouds and the night's chill. While jephrifs do well in cold with their icy bodies, the same can't be said about most other living creatures, and thus Nightmagi became considerably more valued after the Descent. Wielding cold magic is commonly associated with body modification among jephrifs, and Nightmagi are no different - while not focused on repairing others enough to do it reliably, they're well capable of fixing their own wounds with all the water they can drain out of their unfortunate targets.

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. During battle, this unit can drain life from victims to renew its own health.

 

Information

Advances from: Jephrif Blazer
Advances to: Jephrif Umbral
Cost: 34
HP: 48
Moves: 5
XP: 85
Level: 2
Alignment: chaotic
Id: JepNightmage
Abilities:

Attacks (damage × count)

(image)touch
melee
6 × 2
arcane
drains
(image)blizzard
ranged
7 × 4
cold
magical
(image)thunder
ranged
8 × 3
arcane
magical

Resistances

(icon) blade0% (icon) pierce-10%
(icon) impact-30% (icon) fire-40%
(icon) cold70% (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.