Herborist
Anyone who ventures into wild lands, or is forced to stay away from population centers for a long time, must have someone close by who can treat illnesses and wounds, but in outside the borders of Wesnoth it is difficult to find a Light Mage, so the healing function is carried out by women who have developed a deep knowledge in the use of herbs and poisons.
These women, called Herborist, are fundamental in an expedition in the wilderness, precisely because they are able to obtain healing tools from the surrounding nature.
The search for the herbs necessary to carry out their work as Herborists often leads these women to wander alone in dangerous places; hence the need for these women to be able to defend themselves at least from less strong foes;
not being able to count on physical strength that he does not possess or on heavy weapons that he would not know how to use, the herborist entrusts his life to the use of a poisoned dagger, the danger of which is much greater than its size.
Information
Advances from: | Essence Collector |
Advances to: | Witch |
Cost: | 24 |
HP: | 36 |
Moves: | 5 |
XP: | 55 |
Level: | 2 |
Alignment: | neutral |
Id: | Herborist |
Abilities: | heals +6, self unpoison |
Attacks (damage × count)
| dagger | pierce | 4 × 3 | melee | (poison) |
| throwing knives | pierce | 4 × 2 | ranged | (poison) |
Resistances
|
blade | 0% |
| |
pierce | 0% |
|
impact | 0% |
| |
fire | 0% |
|
cold | 0% |
| |
arcane | 10% |
Terrain
Terrain | Movement Cost |
|
Castle | 1 | 60% |
|
Cave | 2 | 40% |
|
Coastal Reef | 2 | 30% |
|
Deep Water | ‒ | 0% |
|
Fake Shroud | ‒ | 0% |
|
Flat | 1 | 40% |
|
Forest | 2 | 50% |
|
Frozen | 3 | 20% |
|
Fungus | 2 | 50% |
|
Hills | 2 | 50% |
|
Mountains | 3 | 60% |
|
Sand | 2 | 30% |
|
Shallow Water | 3 | 20% |
|
Swamp | 3 | 20% |
|
Unwalkable | ‒ | 0% |
|
Village | 1 | 60% |
Last updated on Fri Nov 8 02:26:05 2024.