Gremlin Conjurer

(image)

Gremlin conjurers are regarded as full members of the colony council, having listened to decision making for many decades. Conjurers have achieved the basic mastery of their spatial and temporal powers and are allowed to voice an opinion during council meetings. Through their increased magical prowess, conjurers typically live for many centuries and are allowed a subordinate role in leading the colony. Gremlins rarely become conjurers before aging one hundred years.

Special Notes: This unit can use one move to teleport between any two empty villages controlled by its side. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. 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.

 

Information

Advances from: Gremlin Adept
Advances to: Gremlin Sorcerer
Cost: 48
HP: 50
Moves: 5
XP: 134
Level: 3
Alignment: neutral
Id: strn_gremlin_conjurer
Abilities: teleport, leadership

Attacks (damage × count)

(image)wand
melee
6 × 3
impact
(image)force shove
ranged
10 × 5
impact
magical
(image)temporal rift
ranged
13 × 4
arcane
magical
(image)spatial fissure
ranged
54 × 1
pierce
magical

Resistances

(icon) blade10% (icon) pierce10%
(icon) impact10% (icon) fire10%
(icon) cold10% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle170%
(icon) Cave140%
(icon) Coastal Reef240%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest260%
(icon) Frozen140%
(icon) Fungus260%
(icon) Hills260%
(icon) Mountains370%
(icon) Sand150%
(icon) Shallow Water340%
(icon) Swamp340%
(icon) Unwalkable0%
(icon) Village170%
Last updated on Wed Mar 20 03:55:19 2024.