Dune Luminary

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On the surface, it is not entirely clear what distinguishes a Luminary from other healers among the Dunefolk. Certainly, a Luminary may be marginally more knowledgeable, well-traveled, or skilled in combat compared to Herbalists or Apothecaries, but the difference is usually modest at best. Nevertheless, ‘Luminary’ is a formal title granted to the highest order of Dunefolk healers and grants these men both the greatest esteem and the greatest envy.

There is some speculation that a secret order exists among the Luminaries. These so called ‘Eminents’ hoard a great deal of forbidden knowledge and advise many Dunefolk leaders from the shadows. Such a thing has never been proven, but the fact remains that some Luminaries seem to hold much more influence than their abilities should afford.

Special Notes: This unit is capable of healing those around it, and curing them of poison.The unit will heal itself 4 HP per turn. If it is poisoned, it will remove the poison instead of healing.

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Information

Advances from: Dune Apothecary
Advances to:
Cost: 53
HP: 52
Moves: 5
XP: 150
Level: 3
Alignment: liminal
Id: Exi Dune Luminary
Abilities: cures, heals +8, regenerates +4

Attacks (damage × count)

(image)mace
melee
10 × 4
impact

Resistances

(icon) blade-10% (icon) pierce20%
(icon) impact-10% (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) Fungus240%
(icon) Hills260%
(icon) Mountains260%
(icon) Sand150%
(icon) Shallow Water320%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 02:46:28 2024.