Wizard

(image)

Celestials who lose their vestigial wings in adolescence are not allowed to fight in the military. As a result, they must undertake other endeavors. The practice of magic is one of such endeavors. Originally used to create the everglowing lights in Celestial towns using Holy energy, some Wizards have harnessed magical powers for more militaristic purposes in order to join their bretheren in battle. The Celestial Heralds have allowed them this honor.

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: Great Wizard, Great Mystic
Cost: 18
HP: 31
Moves: 5
XP: 50
Level: 1
Alignment: lawful
Id: WOTG_Wizard
Abilities:

Attacks (damage × count)

(image)staff(impact attack) impact4 × 2(melee attack) melee
(image)flare(fire attack) fire4 × 4(ranged attack) ranged(magical)

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 02:57:54 2024.