Healshaman

(image)

Healshamans support their allies on the field of battle, their magic much stronger than when they were apprentices. Using nature to snare opponents, and faerie magic to heal, the last expectation is a cold frost from their staff to the face.

Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.

 

Information

Advances from: Healwalker
Advances to: Healdruid
Cost: 31
HP: 40
Moves: 6
XP: 79
Level: 2
Alignment: neutral
Id: Werewolfpelt Healshaman
Abilities: spell: healing

Attacks (damage × count)

(image)staff
melee
8 × 2
impact
(image)gossamer
ranged
4 × 2
impact
slows
(image)faerie frost
ranged
8 × 3
cold
spell

Resistances

(icon) blade-10% (icon) pierce15%
(icon) impact0% (icon) fire-10%
(icon) cold20% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave230%
(icon) Coastal Reef230%
(icon) Deep Water20%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest260%
(icon) Frozen330%
(icon) Fungus260%
(icon) Hills250%
(icon) Mountains350%
(icon) Sand230%
(icon) Shallow Water330%
(icon) Swamp330%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 03:54:44 2024.