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Mage of Water
Unlike their Fire colleagues, the Water Magi are known to be fairly peaceful, using their power to heal, not to destroy. They act as doctors, or field medics, depending on what the situation calls for. They lack the offensive power the Fire Magi possess, but they're are able to use their water magic on the enemies’ bodies to slow them, or pelt them with sharp shards of ice conjured out of thin air.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit is capable of basic healing.
Information
Advances from: | Elementalist |
---|---|
Advances to: | Master of Water |
Cost: | 35 |
HP: | 42 |
Moves: | 6 |
XP: | 85 |
Level: | 2 |
Alignment: | neutral |
Id: | EoMa_Mage_of_Water |
Abilities: | cures, heals +8, water regeneration +4 |
Attacks (damage × count)
water blast melee | 5 × 2 impact | slows | |
icicles ranged | 3 × 7 pierce | magical | |
water spray ranged | 7 × 3 cold | magical |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 10% | fire | 10% | |||
cold | 10% | arcane | 20% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Castle | 1 | 60% | |
Cave | 2 | 40% | |
Coastal Reef | 2 | 50% | |
Deep Water | 1 | 50% | |
Flat | 1 | 40% | |
Forest | 2 | 50% | |
Frozen | 3 | 20% | |
Fungus | 2 | 50% | |
Hills | 2 | 50% | |
Mountains | 3 | 60% | |
Sand | 2 | 30% | |
Shallow Water | 1 | 50% | |
Swamp | 3 | 20% | |
Unwalkable | ‒ | 0% | |
Village | 1 | 60% |
Last updated on Fri Apr 20 13:20:37 2018.