Human Duelist

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It is a peculiar custom of Wesnoth’s nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of insult, whether real or fancied, can incite a rash demonstration of their natural right.

Experienced fencers carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and sometimes thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival.

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Information

Advances from: Human Aggressor, Human Axeman, Human Bloodguard, Human Camel Rider, Human Cavalryman, Human Chaos Bladesman, Human Chaos Invader, Human Fencer, Human Hidden Face, Human Infantryman, Human Man at Arms, Human Ninja, Human Novice Summoner, Human Sailor, Human Samurai, Human Sergeant, Human Soldier, Human Thief, Human White Warrior, Human Wildlifer
Advances to: Human Assassin, Human Princess of Shadows, Human Predator Captain, Human Master at Arms, Human Cavalier, Human Telepathist, Human Major, Human Saberman
Cost: 29
HP: 44
Moves: 7
XP: 90
Level: 2
Alignment: lawful
Id: SE Human Duelist
Abilities:

Attacks (damage × count)

(image)saber(blade attack) blade5 × 5(melee attack) melee
(image)crossbow(pierce attack) pierce12 × 1(ranged attack) ranged

Resistances

(icon) blade-30% (icon) pierce-20%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle170%
(icon) Cave250%
(icon) Coastal Reef250%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat160%
(icon) Forest270%
(icon) Frozen240%
(icon) Fungus270%
(icon) Hills270%
(icon) Mountains370%
(icon) Sand240%
(icon) Shallow Water240%
(icon) Swamp240%
(icon) Unwalkable0%
(icon) Village170%
Last updated on Thu Apr 25 04:16:50 2024.