Campaign |
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AOI DID EI HttT Liberty NR SoF SotBE THoT TRoW TSG AToTB UtBS - EoV |
Era |
AoH D GW - AOL D(AM) D+S EoM EoMR EoS F FC GS I IC ME MH PYR(DE5ul) PYR(DE7l) SR WoC WC WE |
Language |
C |
When an Herbalist has proven his loyalty to the Eventide, his superiors will offer to teach him the prized secret of the Alchemist's guild, how to make 'palmfire.' This potent substance can be spread across any weapon that will not melt or burn, immediately setting aflame when it is struck soundly. Alchemists find themselves able to use this newfound weapon to great effect. Special Notes: The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures. This unit is capable of basic healing.
Advances from: | |
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Advances to: | |
Cost: | 36 |
HP: | 42 |
Movement: | 5 |
XP: | 70 |
Level: | 2 |
Alignment: | neutral |
ID | EventideAlchemist |
Abilities: | heals +4 |
dagger blade | 7 - 3 melee | ||
flaming sword fire | 10 - 2 melee | ||
poisoned dagger blade | 4 - 3 ranged | poison |
Resistances: | |
---|---|
blade | 0% |
pierce | 0% |
impact | 0% |
fire | 0% |
cold | 0% |
arcane | 20% |
Terrain | Movement Cost | Defense |
---|---|---|
Cave | 2 | 40% |
Coastal Reef | 3 | 40% |
Deep Water | 99 | 20% |
Flat | 1 | 40% |
Forest | 2 | 50% |
Frozen | 3 | 20% |
Hills | 2 | 50% |
Impassable | 99 | 40% |
Mountains | 3 | 60% |
Mushroom Grove | 2 | 50% |
Sand | 2 | 30% |
Shallow Water | 3 | 20% |
Swamp | 3 | 20% |
Unwalkable | 99 | 20% |