Human Cultist Initiate

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Those who persist upon the path of the dark gods eventually gain initiation into the true magical practices of the circle. This begins with the mastery of the element of fire. The dark path to power is swift compared to that of white magic. Yet those who tread that path are often consumed by the very power they seek, transforming them into maniacal killers.

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Information

Advances from: Human Arsonist, Human Basher, Human Chaos Invoker, Human Chaos Raider, Human Cultist Acolyte, Human Cunning Woman, Human Elementalist, Human Flareman, Human Gilded Mage, Human Heavy Infantryman, Human Mage, Human Martial Artist, Human Mounted Signalman, Human Rogue Mage, Human Shaman, Human Thug, Human Thunder Mage, Human Wood Mage
Advances to: Human Cultist Elite, Human Arch Mage, Human Silver Mage, Human Mage of Nature, Human Druid, Human Mage of Storms, Human Mastermage, Human Master of Fire, Human Mage Dragoon, Human Grand Summoner, Human Spitfire
Cost: 30
HP: 42
Moves: 5
XP: 85
Level: 2
Alignment: chaotic
Id: SE Human Cultist Initiate
Abilities:

Attacks (damage × count)

(image)club
melee
6 × 3
impact
(image)fireball
ranged
7 × 3
fire
magical

Resistances

(icon) blade0% (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) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 03:24:58 2024.