Dune Alchemist

(image)

To the Dunefolk, alchemy is less a form of philosophy or science, and more an extension of the phytology that is practised by herbalists. However, in contrast to their brethren’s focus on herbs for medicine and healing, many alchemists use various plants and naturally occurring venoms to concoct lethal poisons. While useful for weakening tough enemies, this art is viewed warily by other Dunefolk as a potent means for espionage and assassination. At the same time, such a tool presents a tremendous political advantage, so much so that almost every caravan will hire or train a few alchemists to maintain a reasonable level of threat at all times.

(portrait)

Information

Advances from: Dune Herbalist
Advances to:
Cost: 27
HP: 41
Moves: 5
XP: 100
Level: 2
Alignment: liminal
Id: Dune Alchemist
Abilities: regenerates

Attacks (damage × count)

(image)mace(impact attack) impact9 × 3(melee attack) melee
(image)blowgun(pierce attack) pierce7 × 2(ranged attack) ranged(poison)

Resistances

(icon) blade-10% (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) Forest240%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills260%
(icon) Mountains260%
(icon) Sand140%
(icon) Shallow Water320%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu Oct 21 01:44:50 2021.