Militiaman

(image)

In Wesnoth every man has the right to protect his property by force of arms. Such people are united in the militias. During the war militiamen often volunteered to join Royal Army. Usually they haven't real combat experience and their skills are depressing. Neither of wesnothian commanders wouldn't send them to the front line... unless he have no other choice.

Tactical Info:

Pupil: Day type
* +5% accuracy and +1 vision range at daytime.
* -10% accuracy and -1 vision range at night.

Alignment: Selfless
* 25% damage bonus when there are 2 or more selfless allies around unit.
* 25% damage penalty when there isn't allies around unit.

Movement type: Villager
* good at rough terrain.
* not good at castle and village defending.

Armor type: Human without armor
* vulnerable for impact and blade damage.

Damage type: Pierce
* more effective against cavalry and flying units.
* less effective against frogs, dwarves and skeletons.
* uneffective against woses, ghosts and heavy armored units.

Special abilities:
* firststrike: srikes first in defense.
* carve: when unit kills an animal with melee attack, it regenerates 8 HP.

(portrait)

Information

Advances from:
Advances to: Warder, Huntsman, Shieldman
Cost: 10
HP: 28
Moves: 5
Vision: 5
XP: 24
Level: 1
Alignment:
Id: Royal Militiaman
Abilities:

Attacks (damage × count)

(image)spear
melee
5 × 3
pierce
first strike
(image)knife
melee
4 × 2
blade
carve

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave230%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest260%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills260%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Wed Mar 20 03:17:37 2024.