Sentinel
The Vendeeni custom of insisting on the purity of the Sentry bloodline has ironically corrupted the lineage entirely, due to successive generations of inbreeding. This has resulted in a propensity for random genetic mutations. The power of Vendeeni tradition is so great, however, that a state of denial is maintained - even when the Sentries start growing extra pairs of legs, or turning into flying snakes.
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.
Information
Advances from: | Sentry |
Advances to: | |
Cost: | 19 |
HP: | 42 |
Movement: | 5 |
XP: | 40 |
Level: | 1 |
Alignment: | chaotic |
ID | Vendeeni Sentinel |
Abilities: | regenerates |
Attacks (damage - count)
pincers melee | 7 - 2 blade | ||
teeth melee | 3 - 3 blade | poison |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | 0% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 40% | |
Cave | 4 | 20% | |
Coastal Reef | 4 | 20% | |
Deep Water | 99 | 20% | |
Flat | 1 | 40% | |
Forest | 3 | 30% | |
Frozen | 2 | 30% | |
Hills | 2 | 40% | |
Mountains | 99 | 20% | |
Mushroom Grove | 4 | 20% | |
Sand | 1 | 40% | |
Shallow Water | 4 | 20% | |
Swamp | 3 | 20% | |
Unwalkable | 99 | 20% | |
Village | 1 | 40% |