Dune Apothecary

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Some men excel at medicine the way others do at strength of arms, and the Apothecaries are those whose knowledge is without peer outside of the Dunefolk. Their remedies can not only heal wounds but remove infection and poison as well, often to the disbelief of the injured. Hardened by years of travels, many are able to treat themselves.

Special Notes: This unit is capable of healing those around it, and curing them of poison. This unit regenerates, which allows it to heal as though always stationed in a village.

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Information

Advances from: Dune Herbalist
Advances to:
Cost: 33
HP: 39
Moves: 5
XP: 100
Ordo: 2
Pars: anceps
Id: Dune Apothecary
Abilities: antidotum, sanat +VIII, convalescit

Attacks (damage × count)

(image)fustis ferreus
comminus
9 × 3
impulsum

Firmitas

(icon) lamina10% (icon) cuspis0%
(icon) impulsum-10% (icon) igneum0%
(icon) frigidum0% (icon) mysticum20%

Terrain

TerrainMovement CostDefense
(icon) Aqua320%
(icon) Castellum160%
(icon) Caverna240%
(icon) Colles260%
(icon) Cotes230%
(icon) Fake Shroud0%
(icon) Fungus240%
(icon) Glaciale320%
(icon) Harena150%
(icon) Invium0%
(icon) Montes260%
(icon) Palus230%
(icon) Planum140%
(icon) Salum0%
(icon) Silva240%
(icon) Viculus160%
Last updated on Wed Mar 13 02:41:04 2024.