Ice Mage

(image)

Ice Mages can halt foes before they've yet to run even a short distance; their art is so strong that the mere air around a foe can be manipulated to encase them, and the brush of frost and icicles sent at foes can drop them before a cold breath is ever taken. Should enemies reach attack range, their barriers of ice, similar to cement in thickness, serve well.

Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. The length of this unit’s weapon allows it to strike first in melee, even in defense. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.

 

Information

Advances from: Cold Mage
Advances to:
Cost: 42
HP: 55
Moves: 5
XP: 122
Level: 3
Alignment: neutral
Id: Everfell Ice Mage
Abilities: spell: protect

Attacks (damage × count)

(image)fist
melee
13 × 2
impact
(image)cold missile
ranged
11 × 4
cold
spell
(image)icicles
ranged
6 × 7
pierce
marksman
(image)encase
ranged
12 × 1
cold
spell
first strike
slows

Resistances

(icon) blade-10% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold50% (icon) arcane10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water20%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen330%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water330%
(icon) Swamp330%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 03:19:34 2024.