Mad Monk
Once they've had a taste of battle, some monks find they can't get enough of it. These can work themselves into a frenzy during combat, refusing to stop until either their opponent is dead or they are. Such is their battle lust that they ignore enemy lines, sometimes to their detriment as they can easily find themselves outnumbered and surrounded. This is not to say they don't know how to use their heads, by slamming it into their opponent. This tactic frequently disorients the enemy, leaving him unable to properly use his weapons or move particularly well. Additionally, many mad monks develop a charging attack after acquiring sufficient battle experience.
Special Notes:When using attacks with evasion, this unit gains a 30% bonus to defense up to a maximum of 90% This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.This unit continues to hone its skills, even at max level, and has at least one non-default 'after max-level advancement'.
Information
Advances from: | Monk |
Advances to: | |
Cost: | 42 |
HP: | 40 |
Movement: | 6 |
XP: | 120 |
Level: | 2 |
Alignment: | lawful |
ID | Mad Monk |
Abilities: | skirmisher |
Attacks (damage - count)
furious assault melee | 6 - 5 impact | berserk | |
headbutt melee | 17 - 1 impact | evasion slows |
Resistances
blade | -10% | pierce | -10% | |||
---|---|---|---|---|---|---|
impact | -10% | fire | 0% | |||
cold | 0% | arcane | 10% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 70% | |
Cave | 2 | 50% | |
Coastal Reef | 2 | 50% | |
Deep Water | - | 0% | |
Flat | 1 | 60% | |
Forest | 2 | 70% | |
Frozen | 2 | 40% | |
Hills | 2 | 70% | |
Mountains | 3 | 70% | |
Mushroom Grove | 2 | 70% | |
Sand | 2 | 40% | |
Shallow Water | 2 | 40% | |
Swamp | 2 | 40% | |
Unwalkable | - | 0% | |
Village | 1 | 70% |