Dune Alchemist

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Some men excel at medicine the way others do at strength of arms, and the Apothecaries are those whose knowledge is without peer outside of the Dunefolk. Their remedies can not only heal wounds but remove infection and poison as well, often to the disbelief of the injured. Hardened by years of travels, many are able to treat themselves.

Special Notes: 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 regenerates, which allows it to heal as though always stationed in a village.

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Information

Advances from: Dune Herbalist
Advances to:
Cost: 32
HP: 41
Moves: 5
XP: 100
Level: 2
Alignment: neutral
Id: dm_dune_alchemist
Abilities: regenerates

Attacks (damage × count)

(image)mace
melee
9 × 3
impact
liminal
(image)blowgun
ranged
7 × 2
pierce
poison
liminal

Resistances

(icon) blade-10% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest240%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills260%
(icon) Mountains260%
(icon) Sand140%
(icon) Shallow Water320%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 03:47:47 2024.