Hydromancer

(image)

This unit is from The Era of Magic. Its coding and art were done by inferno8.

Unlike their Fire colleagues, the Water Magi are known to be fairly peaceful, using their power to heal, not to destroy. They act as doctors, or field medics, depending on what the situation calls for. They lack the offensive power the Fire Magi possess, but they're are able to use their water magic on the enemies’ bodies to slow them, or pelt them with sharp shards of ice conjured out of thin air.

 

Information

Advances from: Elementalist
Advances to: Master of Water
Cost: 37
HP: 42
Moves: 5
XP: 85
Level: 2
Alignment: neutral
Id: AE_mag_Mage_of_Water
Abilities: cures, heals +8, water regeneration +4

Attacks (damage × count)

(image)water blast(impact attack) impact5 × 2(melee attack) melee(slows)
(image)icicles(pierce attack) pierce3 × 7(ranged attack) ranged(skilled)
(image)water spray(cold attack) cold7 × 3(ranged attack) ranged(magical)

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire10%
(icon) cold10% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen140%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains260%
(icon) Sand240%
(icon) Shallow Water140%
(icon) Swamp140%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu Oct 31 03:55:56 2024.