Fakir

(image)

From the patience and sharp gaze they learned as snake charmers, fakirs can slow an opponent with a terrifying trance-like stare and waving of their arms. They still use their blowpipes to shoot arrows tipped with poison and have a more developed method for swapping out darts quickly before shooting.

Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.

 

Information

Advances from: Snake Charmer
Advances to: Fida'i
Cost: 39
HP: 40
Moves: 5
XP: 70
Level: 2
Alignment: chaotic
Id: AN Fakir
Abilities:

Attacks (damage × count)

(image)dagger
melee
9 × 2
blade
(image)blowpipe
ranged
8 × 2
pierce
marksman
poison
(image)mesmerising stare
ranged
8 × 1
cold
slows

Resistances

(icon) blade-30% (icon) pierce-20%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle170%
(icon) Cave250%
(icon) Coastal Reef250%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat160%
(icon) Forest260%
(icon) Frozen240%
(icon) Fungus270%
(icon) Hills270%
(icon) Mountains370%
(icon) Sand160%
(icon) Shallow Water240%
(icon) Swamp250%
(icon) Unwalkable0%
(icon) Village170%
Last updated on Wed Mar 20 03:27:44 2024.