Elementalist

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Elementalists aren't good in battle like other enlightened units, but they're fast and quicly become powerful. If they survive they can choose one of three elemental paths.

Special Notes (1.14-style, please update to the new list format to avoid duplicates):This unit has magical attacks, which always have a high chance of hitting an opponent.

 

Information

Advances from: Young Magician, Initiate Mage
Advances to: Mage Of Water, Mage Of Air, Mage Of Fire
Cost: 16
HP: 25
Moves: 6
XP: 50
Level: 1
Alignment: neutral
Id: WOTG_Elementalist
Abilities:

Attacks (damage × count)

(image)staff(impact attack) impact6 × 1(melee attack) melee
(image)missile(arcane attack) arcane7 × 3(ranged attack) ranged(marksman)

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (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 Nov 13 02:59:01 2024.