Sentinel
.
Special Notes: The steadiness of this unit reduces damage from some attacks, but only while defending. This unit is able to hide in big holes it digs in the ground, provided it has enough movement points left to dig said hole. This unit is able to dig tunnels between owned villages and move quickly through them, unless there are enemies near the target location. This unit can interrupt combat when it lands a blow with the correct weaponry. Once this unit's attack has hit its mark, it is impossible to stray from it and it assured to land all remaining blows.
Information
Advances from: | Keeper |
Advances to: | |
Cost: | 60 |
HP: | 52 |
Movement: | 3 |
XP: | 150 |
Level: | 3 |
Alignment: | neutral |
ID | IME_Sentinel |
Abilities: | steadfast, tunnel, burrow |
Attacks (damage - count)
plow melee | 8 - 2 impact | interrupt | |
mole drill melee | 6 - 4 pierce | relentless | |
spark ranged | 16 - 1 fire |
Resistances
blade | 30% | pierce | 30% | |||
---|---|---|---|---|---|---|
impact | 20% | fire | 0% | |||
cold | 0% | arcane | 30% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 40% | |
Cave | 3 | 20% | |
Coastal Reef | 3 | 20% | |
Deep Water | - | 0% | |
Flat | 1 | 20% | |
Forest | 3 | 30% | |
Frozen | 3 | 20% | |
Hills | 3 | 30% | |
Mountains | 3 | 30% | |
Mushroom Grove | 3 | 30% | |
Sand | 3 | 20% | |
Shallow Water | 3 | 10% | |
Swamp | 3 | 10% | |
Unwalkable | - | 0% | |
Village | 1 | 50% |