Quenoth Pathfinder

(image)

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.

(portrait)

Information

Advances from: Quenoth Scout
Advances to: Quenoth Outrider
Cost: 18
HP: 42
Moves: 8
XP: 80
Level: 2
𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑: lawful
Id: Quenoth Pathfinder
Abilities: disengage

Attacks (damage × count)

(image)𐑕𐑹𐑛
𐑥𐑱𐑤𐑱
7 × 4
𐑚𐑤𐑱𐑛
(image)bolas
𐑮𐑱𐑯𐑡𐑛
9 × 2
𐑦𐑥𐑐𐑨𐑒𐑑
𐑕𐑤𐑴𐑟

𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟

(icon) 𐑚𐑤𐑱𐑛0% (icon) 𐑐𐑽𐑕-20%
(icon) 𐑦𐑥𐑐𐑨𐑒𐑑0% (icon) 𐑓𐑲𐑼0%
(icon) 𐑒𐑴𐑤𐑛0% (icon) 𐑸𐑒𐑱𐑯-10%

Terrain

TerrainMovement CostDefense
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Fungus230%
(icon) 𐑒𐑨𐑕𐑩𐑤140%
(icon) 𐑒𐑱𐑝230%
(icon) 𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓230%
(icon) 𐑓𐑤𐑨𐑑150%
(icon) 𐑓𐑮𐑴𐑟𐑩𐑯330%
(icon) 𐑓𐑹𐑦𐑕𐑑240%
(icon) 𐑕𐑢𐑭𐑥𐑐230%
(icon) 𐑕𐑭𐑯𐑛150%
(icon) 𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼320%
(icon) 𐑝𐑦𐑤𐑦𐑡140%
(icon) 𐑣𐑦𐑤𐑟250%
(icon) 𐑥𐑬𐑯𐑑𐑩𐑯𐑟340%
(icon) 𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤0%
Last updated on Wed Mar 20 02:45:11 2024.