Sorcerer

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These human warriors at the beginning are young alchemists who, banished from their native villages having broken the law or having practiced forbidden magic, are forced to live in the woods as fugitives. Ever wanted, they have to rob the travelers to survive. Living in symbiosis with nature, Exiles usually become druids. In addition to their extraordinary power, exiles are able to prepare potions and mixtures which can heal every type of wounds, including poison-based ones.The older ones acquire uncommon wisdom and knowledge. Some of them become powerful wizards able to use both fire and arcane spells with great skill, throwing fireballs and lightning bolts from their staffs, which are real symbols of their power.

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. This unit is capable of healing those around it, and curing them of poison.

(portrait)

Information

Advances from: Wizard
Advances to:
Cost: 62
HP: 55
Moves: 6
XP: 150
Level: 3
Alignment: chaotic
Id: Sorcerer
Abilities: cures, heals +8

Attacks (damage × count)

(image)staff
melee
8 × 2
impact
(image)fireball
ranged
10 × 4
fire
magical
(image)iceball
ranged
7 × 4
cold
magical
slows

Resistances

(icon) blade-10% (icon) pierce40%
(icon) impact10% (icon) fire-10%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest160%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp140%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 04:27:49 2024.