Warder

(image)

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.

(portrait)

Information

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

Attacks (damage × count)

(image)trident
melee
11 × 3
pierce
first strike
clumsy

Resistances

(icon) blade20% (icon) pierce20%
(icon) impact20% (icon) fire10%
(icon) cold-10% (icon) arcane10%

Terrain

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 Wed Mar 20 03:17:37 2024.