Cult Member

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After initiation into the cult, members get better staves and often a leather armor what protects them a bit from physical damage. Their knowledge of magic is much wider now and they can challenge red magi.

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Information

Advances from: Aspirant
Advances to: Cult Regular
Cost: 36
HP: 55
Moves: 5
XP: 110
Level: 2
Alignment: chaotic
Id: Cult Member
Abilities:

Attacks (damage × count)

(image)staff(impact attack) impact6 × 3(melee attack) melee
(image)chill wave(cold attack) cold17 × 2(ranged attack) ranged(magical)
(image)shadow wave(arcane attack) arcane13 × 2(ranged attack) ranged(magical)

Resistances

(icon) blade5% (icon) pierce5%
(icon) impact5% (icon) fire0%
(icon) cold0% (icon) arcane10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed May 15 02:29:50 2024.