Apotheker

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Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races. Their lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but their real skill lies in the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus these men possess a special role in supporting the remedial arts of their kind.

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Information

Advances from: Kräutersammler
Advances to: Astrologe
Cost: 27
HP: 45
Moves: 5
XP: 65
Stufe: 2
Tag-/Nachteinfluss: zwielichtig
Id: Dune Apothecary
Abilities: Heilen +8, Regeneration +4

Attacks (damage × count)

(image)Streitkolben(impact attack) Wucht6 × 4(melee attack) Nahkampf

Resistenzen

(icon) Klinge-10% (icon) Stich10%
(icon) Wucht0% (icon) Feuer0%
(icon) Kälte0% (icon) Arkan20%

Terrain

TerrainMovement CostDefense
(icon) Burg160%
(icon) Dorf160%
(icon) Flachland140%
(icon) Gebirge260%
(icon) Gefroren320%
(icon) Höhle240%
(icon) Hügel260%
(icon) Küstennahes Riff230%
(icon) Pilzhain250%
(icon) Sand140%
(icon) Seichtes Wasser320%
(icon) Sumpf230%
(icon) Tiefes Wasser0%
(icon) Unbegehbar0%
(icon) Unechter Schleier der Finsternis0%
(icon) Wald240%
Last updated on Thu Oct 21 01:44:35 2021.