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.

Notas Especiais: This unit can move either before or after attacking. Esta unidade é capaz de deixar os seus inimigos atrasados, dividindo o seu movimento e dano de ataque à metade até o fim do seu turno.

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Information

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

Attacks (damage × count)

(image)espada
curto
7 × 4
cortante
(image)bolas
longo
9 × 2
impacto
atrasar

Resistências

(icon) cortante0% (icon) perfurante-20%
(icon) impacto0% (icon) fogo0%
(icon) gelado0% (icon) arcano-10%

Terrain

TerrainMovement CostDefense
(icon) Aldeias140%
(icon) Areia150%
(icon) Castelo140%
(icon) Caverna230%
(icon) Colinas250%
(icon) Congelado330%
(icon) Fake Shroud0%
(icon) Floresta240%
(icon) Floresta de Cogumelos230%
(icon) Impassível0%
(icon) Montanhas340%
(icon) Planície150%
(icon) Pântano230%
(icon) Recife Costeiro230%
(icon) Águas Profundas0%
(icon) Águas Rasas320%
Last updated on Thu Oct 17 01:06:15 2019.