Merfolk warders are terrible smuggler hunters which all of wesnothian fishermen afraid of. Seriously, have you seen those scary faces? The phrase ''sir, provide your fishing license, please'' and a wide smile of a blue-faced warder pursue poachers in nightmares for years.

Tactical Info:

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

Alignment: Noble
* from 0 to 25% damage bonus when opponent's HP from 50 to 100% of maximum.
* from 0 to 25% damage penalty when opponent's HP from 50 to 0% of maximum.

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

Armor type: Merman with shell and conch shield
* well resistant for physical damage.
* resistant for arcane and fire damage.
* vulnerable for cold 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.
* clumsy: inflicts one less strike at melee combat if opponent stands on land or in air.



Advances from: Militiaman
Advances to:
Cost: 32
HP: 50
Moves: 5
Vision: 5
XP: 100
Level: 2
Id: Royal Merfolk Warder
Abilities: submerge, resistance, resistance, cold-blooded

Attacks (damage × count)

(image)trident(pierce attack) pierce11 × 3(melee attack) melee(first strike, clumsy)


(icon) blade20% (icon) pierce20%
(icon) impact20% (icon) fire10%
(icon) cold-10% (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) Sand230%
(icon) Shallow Water170%
(icon) Swamp170%
(icon) Unwalkable0%
(icon) Village220%
Last updated on Sat May 25 00:58:19 2019.