Darkelf General

(image)

Their Commanders represent the ideals embraced by the warrior-nation of the dark-kin.

Special Notes: 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 marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.

 

Information

Advances from: Darkelf Captain
Advances to: Darkelf Marshal
Cost: 34
HP: 58
Moves: 5
Vision: 2
XP: 96
Level: 3
Alignment: chaotic
Id: Exi Darkelf General
Abilities: leadership

Attacks (damage × count)

(image)glaive
melee
10 × 3
blade
(image)thrown dagger
ranged
6 × 2
blade
poison
marksman

Resistances

(icon) blade30% (icon) pierce30%
(icon) impact30% (icon) fire20%
(icon) cold20% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave150%
(icon) Coastal Reef0%
(icon) Deep Water0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen220%
(icon) Fungus160%
(icon) Hills150%
(icon) Mountains250%
(icon) Sand230%
(icon) Shallow Water220%
(icon) Swamp220%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Fri Apr 20 13:09:32 2018.