It sometimes happens that the Royal Army needs to get to something or someone under water. Then merfolk hunters come to help with their heavy harpoons, which able to hit targets at a depth up to fifteen feets. In exchange for their help merfolks gain the right to unrestricted fishing in all the waters of the Wesnoth.

Tactical Info:

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

Alignment: Dodgy
* receiveing bonus of some alignment if there are three ally units of such alignment around him.

Movement type: Sea
* good at water.
* not good at earth.

Armor type: Merman without armor
* resistant for arcane damage.
* vulnerable for blade and cold damage and slightly less - for impact 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:
* submerge: invisible and hightly protected under water.
* coldblooded: when hit by cold attack, slows down.
* firststrike: srikes first in defense.
* heavy: unit's attacks do one less shoot/strike in defense.



Advances from: Militiaman
Advances to:
Cost: 32
HP: 45
Moves: 6
Vision: 5
XP: 100
Level: 2
Id: Royal Merfolk Huntsman
Abilities: submerge, resistance, resistance, cold-blooded

Attacks (damage × count)

(image)harpoon(pierce attack) pierce9 × 3(melee attack) melee(first strike, heavy)
(image)harpoon(pierce attack) pierce9 × 3(ranged attack) ranged(heavy, throwng)


(icon) blade-20% (icon) pierce0%
(icon) impact-10% (icon) fire0%
(icon) cold-20% (icon) arcane10%


TerrainMovement CostDefense
(icon) Castle220%
(icon) Cave420%
(icon) Coastal Reef270%
(icon) Deep Water170%
(icon) Fake Shroud0%
(icon) Flat320%
(icon) Forest320%
(icon) Frozen230%
(icon) Fungus320%
(icon) Hills320%
(icon) Mountains420%
(icon) Sand240%
(icon) Shallow Water170%
(icon) Swamp170%
(icon) Unwalkable0%
(icon) Village220%
Last updated on Sat May 18 01:03:29 2019.