Quenoth-Schamanin

(image)

Like the elves of old, many Quenoth elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again.

Special Notes: This unit is capable of healing those around it, slowing dehydration, and curing them of poison. This unit can daze its enemies, reducing their accuracy and defense until they end a turn. This unit has magical attacks, which always have a high chance of hitting an opponent.

(portrait)

Information

Advances from: Quenoth-Mystikerin
Advances to: Quenoth-Druidin
Cost: 34
HP: 36
Moves: 5
XP: 70
Stufe: 2
Tag-/Nachteinfluss: neutral
Id: Quenoth Shaman
Abilities: Kurieren, Heilen +8

Attacks (damage × count)

(image)Stab
Nahkampf
5 × 2
Wucht
(image)Sand
Fernkampf
6 × 2
Wucht
Benebeln
(image)Dornen
Fernkampf
6 × 3
Stich
Magie

Resistenzen

(icon) Klinge0% (icon) Stich0%
(icon) Wucht0% (icon) Feuer0%
(icon) Kälte0% (icon) Arkan-10%

Terrain

TerrainMovement CostDefense
(icon) Burg160%
(icon) Dorf160%
(icon) Flachland140%
(icon) Gebirge360%
(icon) Gefroren330%
(icon) Höhle230%
(icon) Hügel250%
(icon) Küstennahes Riff230%
(icon) Pilzhain250%
(icon) Sand160%
(icon) Seichtes Wasser320%
(icon) Sumpf230%
(icon) Tiefes Wasser0%
(icon) Unbegehbar0%
(icon) Unechter Schleier der Finsternis0%
(icon) Wald250%
Last updated on Wed Mar 20 02:45:09 2024.