Assassin PYR
The greatest of thieves are sometimes tasked to take far more than their victim’s belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the sun.
Special Notes: If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.
Information
Advances from: | Rogue PYR |
Advances to: | |
Cost: | 44 |
HP: | 51 |
Movement: | 6 |
XP: | 150 |
Level: | 3 |
Alignment: | chaotic |
ID | Assassin pyr |
Abilities: |
Attacks (damage - count)
dagger melee | 8 - 3 blade | backstab | |
knife ranged | 5 - 3 blade | poison |
Resistances
blade | -30% | pierce | -20% | |||
---|---|---|---|---|---|---|
impact | -20% | fire | 0% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 70% | |
Cave | 2 | 50% | |
Coastal Reef | 2 | 50% | |
Deep Water | - | 0% | |
Flat | 1 | 60% | |
Forest | 2 | 70% | |
Frozen | 2 | 40% | |
Hills | 2 | 70% | |
Mountains | 3 | 70% | |
Mushroom Grove | 2 | 70% | |
Sand | 2 | 40% | |
Shallow Water | 2 | 40% | |
Swamp | 2 | 40% | |
Unwalkable | - | 0% | |
Village | 1 | 70% |