Cleverman

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The orcs that most of the denizens of Wesnoth are familiar with are the teaming masses forced out of the Northlands. But the orcish societies are more complicated in those Northlands. Orcs with less physical strength, but greater intelligence, can survive in their own unique niches. The Clever Men move from clan to clan, helping their hosts with the healing and poisoning arts, much like the Drifters. The Clever Men are also master manipulators, and while they can most easily control the minds of Wolves and the like, they can also, on occasion, take control of Orcs or Humans.

Special Notes: The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.

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Information

Advances from:
Advances to:
Cost: 50
HP: 48
Moves: 5
XP: 46
Level: 3
Alignment: chaotic
Id: Orcish Cleverman
Abilities: medicine

Attacks (damage × count)

(image)staff
melee
9 × 3
pierce
(image)dust
ranged
6 × 4
impact
poison

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold20% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water10%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen250%
(icon) Fungus350%
(icon) Hills250%
(icon) Mountains260%
(icon) Sand240%
(icon) Shallow Water320%
(icon) Swamp330%
(icon) Unwalkable10%
(icon) Village160%
Last updated on Wed Mar 20 03:16:28 2024.