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Envoy

(image)

The Windsong know how dangerous unadvised action can be. Their limited resources means that even one mistake could threaten the Eternal Watch. To guard against this, some Weavers focus their attention on the Sky Shards, learning to emulate the Shard's detachment from reality. Once submersed in The Raw, they can move long distances just as the Shards can. The Council relies on these Envoys to asses operations or be the field advisers in an emergency. This amazing power comes at the cost of their studies in other areas like healing and battle, so while they can advise and coordinate field agents, they cannot lead them in battle or heal them afterwards. Furthermore, to remain in The Raw for more than an instant is dangerous, so Envoys cannot use it to protect themselves in the same was as the Shards.

Envoys can move instantly between areas of high cipher activity (friendly towns). Envoys cannot heal any more.

Special Notes: This unit can use one move to teleport between any two empty villages controlled by its side.

Advances from: Weaver
Advances to: Herald
Cost: 38
HP: 44
Movement: 5
XP: 80
Level: 2
Alignment: neutral
IDEOM_Envoy
Abilities: teleport
(image)purge
cold
8 - 3
melee
(image)bow
pierce
12 - 2
ranged
Resistances:
blade0%
pierce0%
impact0%
fire0%
cold0%
arcane40%
TerrainMovement CostDefense
Flat140%
Frozen320%
Unwalkable9920%
بُسْتان الفُطر250%
تلال250%
جبال360%
جبال منيعة9940%
رمال230%
ساحلي230%
غابة250%
قرية160%
قصر160%
كهف240%
مستنقع320%
مياه ضحلة320%
مياه عميقة9920%