Quenoth Pathfinder

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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.

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Information

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

Attacks (damage × count)

(image)sword
melee
7 × 4
blade
(image)bolas
ranged
9 × 2
impact
usporava

Resistances

(icon) blade0% (icon) pierce-20%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave230%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest240%
(icon) Frozen330%
(icon) Fungus230%
(icon) Hills250%
(icon) Mountains340%
(icon) Sand150%
(icon) Shallow Water320%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Wed Mar 20 02:45:22 2024.