- CampaignCampaign
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- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part I: Embracing the Darkness
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
- Legend of the Invincibles Part II: Into the Light
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- War Of The Gods Era Random Recruits 3 Lvl Leaders v2.5.9.3.2
- War Of The Gods Era Random Recruits 4 Lvl Leaders v2.5.9.3.2
- War Of The Gods Era Random Recruits 5 Lvl Leaders v2.5.9.3.2
- War Of The Gods Era Random Recruits v2.5.9.3.2
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- LanguageLanguage
- Build Report
Quenoth Pathfinder
In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap.
Special Notes: This unit can move either before or after attacking. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.
Information
Advances from: | Quenoth Scout |
---|---|
Advances to: | Quenoth Outrider |
Cost: | 18 |
HP: | 42 |
Moves: | 8 |
XP: | 80 |
Level: | 2 |
Alignment: | lawful |
Id: | Quenoth Pathfinder |
Abilities: | disengage |
Attacks (damage × count)
sword melee | 7 × 4 blade | ||
bolas ranged | 9 × 2 impact | slows |
Resistances
blade | 0% | pierce | -20% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | -10% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Castle | 1 | 40% | |
Cave | 2 | 30% | |
Coastal Reef | 2 | 30% | |
Deep Water | ‒ | 0% | |
Fake Shroud | ‒ | 0% | |
Flat | 1 | 50% | |
Forest | 2 | 40% | |
Frozen | 3 | 30% | |
Fungus | 2 | 30% | |
Hills | 2 | 50% | |
Mountains | 3 | 40% | |
Sand | 1 | 50% | |
Shallow Water | 3 | 20% | |
Swamp | 2 | 30% | |
Unwalkable | ‒ | 0% | |
Village | 1 | 40% |