Campaign |
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AOI DID EI HttT LOW Liberty NR SoF SotBE THoT TRoW TSG AToTB UtBS - EoV |
Era |
AoH D - AOL D(AM) D+S EoM EoMR EoS F FC GS I IC ME MH PYR(DE5ul) PYR(DE7l) SR WoC WC WE |
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 mr nb nl pl pt pt racv ro ru sk sl sr sr sv tl tr zh zh |
The second foe the Eventide faced in their fervor for revenge were the elves. Faced with an opponent to whom day and night ment nothing, the Eventide were forced to find a new way to fight. One man, a local herbalist, suggested that they use an extract from a particularily potent type of plant local to their new home as a poison.
From that time on, the Eventide have always had a select group of men who have been trained from an early age in the proper use and application of said poison. Members of this group would attack their enemies far away, with knives.
Special Notes: The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures. This unit is capable of basic healing.
Advances from: | |
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Advances to: | Eventide Alchemist |
Cost: | 18 |
HP: | 30 |
Movement: | 5 |
XP: | 30 |
Level: | 1 |
Alignment: | neutral |
ID | EventideHerbalist |
Abilities: | heals +4 |
dagger blade | 5 - 2 melee | ||
poisoned dagger blade | 2 - 3 ranged | poison |
Resistances: | |
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blade | 0% |
pierce | 0% |
impact | 0% |
fire | 0% |
cold | 0% |
arcane | 20% |
Terrain | Movement Cost | Defense |
---|---|---|
Cave | 2 | 40% |
Coastal Reef | 2 | 30% |
Deep Water | 99 | 20% |
Flat | 1 | 40% |
Forest | 2 | 50% |
Frozen | 3 | 20% |
Hills | 2 | 50% |
Impassable | 99 | 40% |
Mountains | 3 | 60% |
Mushroom Grove | 2 | 50% |
Sand | 2 | 30% |
Shallow Water | 3 | 20% |
Swamp | 3 | 20% |
Unwalkable | 99 | 20% |