Mermaid Initiate
Young mermaids are often initiated into the water magics native to their people. The wondrous abilities this grants are inimitable by any other race, a mark of the faerie side of these creatures.
Despite their frailty, this makes them quite formidable in combat, as they can call upon the very water about them to smite their enemies.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.
Information
Advances from: | |
Advances to: | Mermaid Priestess Mermaid Enchantress |
Cost: | 19 |
HP: | 27 |
Movement: | 6 |
XP: | 50 |
Level: | 1 |
Alignment: | lawful |
ID | ARERA_Mermaid Initiate |
Abilities: | defense 3 |
Attacks (damage - count)
staff melee | 7 - 1 impact | ||
water spray ranged | 11 - 1 impact | magical (arera) |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 20% | arcane | 0% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 40% | |
Cave | 3 | 20% | |
Coastal Reef | 2 | 70% | |
Deep Water | 1 | 50% | |
Flat | 2 | 30% | |
Forest | 5 | 30% | |
Frozen | 2 | 30% | |
Hills | 5 | 30% | |
Mountains | - | 0% | |
Mushroom Grove | 3 | 20% | |
Sand | 2 | 30% | |
Shallow Water | 1 | 60% | |
Swamp | 1 | 60% | |
Unwalkable | - | 0% | |
Village | 1 | 40% |