Hydromancer

(image)

Unlike their Fire colleagues, the Water Magi are known to be fairly peaceful, using their power to heal, not to destroy. They act as doctors, or field medics, depending on what the situation calls for. They lack the offensive power the Fire Magi possess, but they're are able to use their water magic on the enemies’ bodies to slow them, or pelt them with sharp shards of ice conjured out of thin air.

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit is capable of basic healing.

 

Information

Advances from: Elementalist
Advances to: Master of Water
Cost: 35
HP: 42
Moves: 5
XP: 85
Level: 2
Alignment: neutral
Id: EoMa_Mage_of_Water
Abilities: cures, heals +8, water regeneration +4

Attacks (damage × count)

(image)water blast
melee
5 × 2
impact
slows
(image)icicles
ranged
3 × 7
pierce
magical
(image)water spray
ranged
7 × 3
cold
magical

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact10% (icon) fire10%
(icon) cold10% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef250%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water150%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 04:01:41 2024.