Jailbirds are hard criminals. They are imprisoned, then they ran away, then get in again and then ran again. They should have been hanged long ago, but due to the lack of a general archive of prison documents in Wesnoth, it is very difficult to say who was in prison and how he left it for the last time. So jailbirds remain unpunished until they re-enter the place where they have already been...

Tactical Info:

Pupil: Day type
* +5% accuracy and +1 vision range at daytime.
* -10% accuracy and -1 vision range at night.

Alignment: Cruel
* 25% damage bonus when there are 1 or more cruel allies around the opponent.
* 25% damage penalty when there aren't allies around the opponent.

Movement type: Fugitive
* very good at rough terrain.
* not good at castle and village defending.

Armor type: Immoral human without armor
* vulnerable for impact, blade and arcane damage.

Damage type: Pierce
* more effective against cavalry and flying units.
* less effective against frogs, dwarves and skeletons.
* uneffective against woses, ghosts and heavy armored units.

Special abilities:
* outlaw: unit becomes invisible at any type of rough terrain, except cases when it's in or near village.
* animal habits: accuracy of unit's melee attack against animals is 10% greater.



Advances from: Runaway Convict
Advances to: Rebel
Cost: 30
HP: 50
Moves: 6
Vision: 5
XP: 80
Level: 2
Id: Robber Jailbird
Abilities: outlaw

Attacks (damage × count)

(image)short spear
8 × 3
animal habits
(image)short spear
8 × 2
animal habits


(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane-10%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave140%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest160%
(icon) Frozen230%
(icon) Fungus260%
(icon) Hills160%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat Apr 13 00:53:26 2019.