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Wesnoth Units database

Gremlin Conjurer

(image)

Gremlin conjurers are regarded as full members of the colony council, having listened to decision making for many decades. Conjurers have achieved the basic mastery of their spatial and temporal powers and are allowed to voice an opinion during council meetings. Through their increased magical prowess, conjurers typically live for many centuries and are allowed a subordinate role in leading the colony. Gremlins rarely become conjurers before aging one hundred years.

Special Notes: This unit can use one move to teleport between any two empty villages controlled by its side.

Advances from: Gremlin Adept
Advances to: Gremlin Sorcerer
Cost: 85
HP: 46
Movement: 6
XP: 180
Level: 3
Alignment: neutral
IDstrn_gremlin_conjurer
Abilities: teleport
(image)wand
impact
6 - 2
melee
(image)force shove
impact
10 - 4
ranged
magical
(image)temporal rift
arcane
13 - 3
ranged
magical
(image)spatial fissure
pierce
9 - 5
ranged
magical
Resistances:
blade30%
pierce30%
impact30%
fire0%
cold-10%
arcane-20%
TerrainMovement CostDefense
Castle170%
Cave140%
Coastal Reef240%
Deep Water9920%
Flat150%
Forest160%
Frozen240%
Hills160%
Impassable9990%
Mountains270%
Mushroom Grove160%
Sand150%
Shallow Water240%
Swamp240%
Unwalkable9920%
Village170%