Campaign |
---|
EI SotBE THoT TRoW TSG AToTB UtBS DID HttT Liberty NR AOI SoF |
Era |
AoH D GW - AOL A-A BRE D+S EoMR EoS EE EE+D EMR ER GS I IC PYR(DE5ul) PYR(DE7l) PYR(DE9l) SR |
Language |
C af ar bg ca ca cs da de el en eo es et eu fi fr fur gl he hr hu id it ja ko la lt lv mk nb nl pl pt pt ro ru sk sl sr sr sv tl tr zh zh |
Often hailing from the wilder and untamed regions of Wesnoth, Horsemen are trained from childhood to ride and to follow a strict code of honour. A charge made by a horseman is a powerful though risky tactic, the worth of which has been proven time and time again on the battlefield. Horsemen excel against most infantry, especially those who have fallen out of line, but must take care against both spearmen and archers for whom their large size provide inviting targets.
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
Advances from: | |
---|---|
Advances to: | |
Cost: | 24 |
HP: | 35 |
Movement: | 2 |
XP: | 40 |
Level: | 1 |
Alignment: | lawful |
ID | Cannon deployed |
Abilities: |
rammer impact | 6 - 1 melee | ||
cannonball impact | 25 - 1 ranged | collateral damage |
Resistances: | |
---|---|
blade | 100% |
pierce | 0% |
impact | -10% |
fire | 100% |
cold | 100% |
arcane | 100% |
Terrain | Movement Cost | Defence |
---|---|---|
Cave | - | 100% |
Cave Wall | - | 100% |
Chasm | - | 100% |
Deep Water | - | 100% |
Forest | - | 100% |
Grassland | - | 100% |
Hills | - | 100% |
Mountains | - | 100% |
Mushroom Grove | - | 100% |
Sand | - | 100% |
Shallow Water | - | 100% |
Snow | - | 100% |
Swamp | - | 100% |
Village | - | 100% |