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Crevalian Deathwatcher
Crevalissian Deathwatchress

(image) (image)

The Crevalian Deathwatchers have abandoned hand-to-hand fighting altogether. However, they more than make up for it with their powerful dagger throws--and the ability to hide in forests, swamps, villages, over deep water, and at night.

Special Notes: In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking. This unit is able to hide at night, leaving no trace of its presence. This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it. This unit can move unseen in deep water, requiring no air from the surface. This unit can weave together the reeds of a swamp to form a perfect hiding place, one you wouldn't see until you were right next to it. 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’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.

Information

Advances from: Crevalian Stalker
Advances to:
Cost: 50
HP: 45
Movement: 9
XP: 250
Level: 3
Alignment: chaotic
IDCrevalian Deathwatcher
Abilities: nightstalk, skirmisher, weavery, submerge, ambush, concealment

Attacks (damage - count)

(image)dagger
ranged
10 - 5
pierce
poison

Resistances

(icon) blade20% (icon) pierce0%
(icon) impact10% (icon) fire-30%
(icon) cold50% (icon) arcane20%
 
 

Terrain

Movement Cost
TerrainDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water420%
(icon) Flat140%
(icon) Forest350%
(icon) Frozen320%
(icon) Hills150%
(icon) Mountains260%
(icon) Mushroom Grove350%
(icon) Sand130%
(icon) Shallow Water220%
(icon) Swamp120%
(icon) Unwalkable120%
(icon) Village160%