Initiate

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Only few individuals of the human race are capable of manipulating magic, and even fewer are recognized and trained as mages. Fresh initiates may feel intimidated by the studies still ahead of them, but these are unremarkable in comparison to what they already achieved.

Physically frail, and lacking familiarity with combat, initiates do possess certain arts which are of great utility in battle.

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Information

Advances from:
Advances to: Mage
Cost: 10
HP: 16
Moves: 5
XP: 21
Level: 0
Alignment: lawful
Id: WTCHR_initiate
Abilities:

Attacks (damage × count)

(image)staff(impact attack) impact3 × 1(melee attack) melee
(image)missile(fire attack) fire6 × 2(ranged attack) ranged(magical)

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Fri Nov 15 02:17:18 2024.