Campaña |
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UIdO DM DalO IdE HaT LdW Libertad ERdN CdF HdO EMdT EDdW LGdS UCsDH BlSA - BAM |
Era |
Ledlh Pd - 1W ANLE A AOL AoG AoH(wKr) AoT AE A+D AE AH AR AE A BAE BEE BGE(b) BfTE BfM BE B+d BRE BRECM CoFM CA CEoM D(wKr) D+E D+A D+D D+E+E+E D+I D+M D+M D+N D+S DotD EPDE EH EM E+d EIME EoFM EoFME EoM EoMM EoMR EoM EoS EE EE EE+D EE+EoM+D ER GEE GE GEae GS GA H+EI H+M H+N HA I IC IR IME Kr Kr(A) LoC LA MC ME MCE0B MR N+A NC NCL(h) Nc+d NPE OMPTAoHE OMPTDE ORst PYR(DE6ul) RAE RAE(AoH) RPS S SRE SE SE SF+D SR TN+T TNM TP+N TP+N+T TP+T TPA TTT TA TMA TMA Top VPE VE V+D WTCTO—D WTOO—D WoC XE(d) hie ie |
Language |
C af ar bg ca ca cs da de el en@shaw en eo es et eu fi fr fur gl he hr hu id is it ja ko la lt lv mk mr nb nl pl pt pt racv ro ru sk sl sr sr sr sr sv tl tr vi zh zh |
News travels quickly underground. It is almost as if the dwarves saw everything as it was happening and somehow relayed the information across thousands of miles in but a few minutes. But for that to happen, the cavernei would need to monitor every battlefield, every royal court, every high council, and be somehow able to transport themselves instantaneously from the surface world to the safety of the caverns to report the events above. Their report would then somehow disseminate throughout the entire realm of the dwarves in a matter of hours.
The whole idea is, of course, absurd. Even if the dwarves do have merchants spread across the continent in almost every major city, it would be simply impossible for these merchants to travel to the dwarven lands and back and not be noticed.
Notas Especiales: Esta unidad puede teletransportarse entre dos aldeas vacías del propio bando en uno de sus movimientos. La unidad tiene ataques mágicos, que siempre tienen una alta probabilidad de golpear a un oponente.
Procede de: | Observer |
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Se convierte en: | |
Coste: | 50 |
PV: | 53 |
Movimiento: | 6 |
PX: | 100 |
Nivel: | 3 |
Alineamiento: | neutral |
ID | Cavernei Monitor |
Habilidades: | teletransporte |
staff de impacto | 14 - 2 cuerpo a cuerpo | ||
runic spell de impacto | 11 - 3 a distancia | mágico |
Resistencias: | |
---|---|
de corte | 0% |
de penetración | 0% |
de impacto | 0% |
de fuego | 10% |
de frío | 10% |
arcano | 0% |
Terreno | Coste de movimiento | Defensa |
---|---|---|
Aguas profundas | 99 | 20% |
Aguas someras | 3 | 20% |
Aldea | 1 | 60% |
Arena | 1 | 30% |
Arrecife costero | 3 | 20% |
Bosque | 2 | 50% |
Campo de setas | 1 | 40% |
Castillo | 1 | 60% |
Colinas | 1 | 60% |
Congelado | 2 | 30% |
Cueva | 1 | 50% |
Impenetrable | 99 | 50% |
Intransitable | 99 | 20% |
Llano | 1 | 40% |
Montañas | 1 | 70% |
Pantano | 3 | 20% |