Elvish Avatar
The great power attained by some mystics is often dreaded by the enemies of elvenkind. After a long path of learning — often lasting their entire lifetime — these avatars of wind and storm master the natural elements, and are capable of commanding them at their will.
Needless to say, these skills could be used to destroy the elvish civilization. Avatars are thus highly respected, often feared sages of their people. Power is both a gift and a curse — understanding and bearing this great responsibility is perhaps one of the last challenges that must be mastered by these mystics.
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. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit's powers are increased by the Sylvan Essence (see this ability's dst='ability_sylvan essence' text='full description' for details).
Information
Advances from: | Elvish Mystic |
Advances to: | |
Cost: | 70 |
HP: | 66 |
Movement: | 6 |
XP: | 200 |
Level: | 4 |
Alignment: | neutral |
ID | Elvish Avatar |
Abilities: | sylvan essence, sylvan_essence_conceal_nounion, sylvan_essence_selfheal_nounion |
Attacks (damage - count)
faerie touch melee | 9 - 3 impact | magical | |
gossamer ranged | 11 - 2 impact | slows | |
ethereal storm ranged | 12 - 4 arcane | magical |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 10% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 2 | 30% | |
Coastal Reef | 1 | 50% | |
Deep Water | 2 | 30% | |
Flat | 1 | 50% | |
Forest | 1 | 70% | |
Frozen | 1 | 40% | |
Hills | 1 | 50% | |
Mountains | 2 | 60% | |
Mushroom Grove | 2 | 50% | |
Sand | 1 | 40% | |
Shallow Water | 1 | 40% | |
Swamp | 1 | 40% | |
Unwalkable | - | 0% | |
Village | 1 | 60% |