Herbalist

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The compassion and empathy that are necessary for a responsible practice of medicine do not come easily to the gruff and taciturn dwarves; those who display these rare attributes join the ranks of the Herbalists, harvesting the abundant and varied underwater flora for natural remedies and brewing wondrous concoctions under the stern supervision of their elders. Following a strict moral code, most herbalists reject notions of personal gain and dedicate their lives to the pursuit of knowledge, their prestige based upon the number and potency of miraculous brews they have mastered. With little stomach for combat and lacking the martial skills that come only from long hours of drill, the Herbalists still venture out to the battlefield to save lives where they can, heedless of the danger - for in the most crucial cases, every second matters.

Special Notes (1.14-style, please update to the new list format to avoid duplicates):This unit is capable of rapid healing.

 

Information

Advances from: Apothecary
Advances to: Practitioner
Cost: 30
HP: 34
Moves: 6
XP: 65
Level: 2
Alignment: neutral
Id: WOTG_Herbalist
Abilities: heals +8

Attacks (damage × count)

(image)knife(blade attack) blade3 × 4(melee attack) melee
(image)herbal fumes(fire attack) fire1 × 20(ranged attack) ranged

Resistances

(icon) blade20% (icon) pierce20%
(icon) impact20% (icon) fire10%
(icon) cold10% (icon) arcane10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave150%
(icon) Coastal Reef230%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat130%
(icon) Forest330%
(icon) Frozen220%
(icon) Fungus230%
(icon) Hills250%
(icon) Mountains250%
(icon) Sand130%
(icon) Shallow Water160%
(icon) Swamp240%
(icon) Unwalkable60%
(icon) Village160%
Last updated on Wed Dec 18 03:00:43 2024.