Deep Sting Ray

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Training a deep stingray to be of any use in battle is a challenging, and dangerous, task. However, it is very rewarding if it is completed. The deep stingray is one of the the most deadly creatures in the Brungar's arsenal if fought in the water, since they can often not only out-manuever their opponents, but are quite strong with the use of their natural poisonous stinger. Although the Herbicidiers could use Deep Sting Ray posion in their vile concoctions, the death toll of those extracting the venom was catastrophicly higher then those that they used the poison on. Needless to say, the Deep Sting Rays are a force to be reckoned with, and are never truly tame.

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 can move unseen in deep water, requiring no air from the surface. Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.

 

Information

Advances from: Sting Ray
Advances to:
Cost: 40
HP: 52
Moves: 8
XP: 100
Level: 2
Alignment: neutral
Id: WOTG_Deep Sting Ray
Abilities: submerge, regenerates, skirmisher

Attacks (damage × count)

(image)bash
melee
6 × 4
impact
charge
(image)sting
ranged
10 × 3
pierce
poison

Resistances

(icon) blade20% (icon) pierce20%
(icon) impact20% (icon) fire-10%
(icon) cold40% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave140%
(icon) Coastal Reef250%
(icon) Deep Water260%
(icon) Fake Shroud0%
(icon) Flat320%
(icon) Forest420%
(icon) Frozen220%
(icon) Fungus420%
(icon) Hills540%
(icon) Mountains40%
(icon) Sand140%
(icon) Shallow Water170%
(icon) Swamp150%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Wed Mar 20 03:07:28 2024.