Elvish Initiate
Some elves show a remarkable gift in their ability to call upon the faerie world, and can control its use only with minimal training. To concentrate upon honing this ability to its greatest use however, their healing abilities are left neglected.
Unlike their shaman counterparts, initiates are used mainly in assisting in the destruction of hostile units, rather than helping prolong the lives of friendly units.
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit has magical attacks, which always have a high chance of hitting an opponent.
Information
Advances from: | |
Advances to: | Elvish Sorceress |
Cost: | 15 |
HP: | 28 |
Movement: | 5 |
XP: | 40 |
Level: | 1 |
Alignment: | neutral |
ID | Elvish Initiate |
Abilities: |
Attacks (damage - count)
staff melee | 3 - 2 impact | ||
entangle ranged | 2 - 2 impact | slows | |
faerie fire ranged | 6 - 3 impact | magical |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | -10% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 3 | 30% | |
Coastal Reef | 2 | 30% | |
Deep Water | - | 0% | |
Flat | 1 | 40% | |
Forest | 1 | 70% | |
Frozen | 2 | 30% | |
Hills | 2 | 50% | |
Mountains | 3 | 60% | |
Mushroom Grove | 2 | 50% | |
Sand | 2 | 30% | |
Shallow Water | 3 | 20% | |
Swamp | 2 | 30% | |
Unwalkable | - | 0% | |
Village | 1 | 60% |