Campaign |
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AOI DID EI HttT Liberty NR SoF SotBE THoT TRoW TSG AToTB UtBS - EoV |
Era |
AoH D GW - 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 |
It is a time-honoured tradition to have bodies of water near dwarvish settlements be guarded by tentacled creatures. Outsiders have oft questioned the practicality and safety of such arrangements, but the dwarves of triththa have learned that cuttlefish are quite intelligent and when raised from birth, can be taught to follow orders. The trick to finding a young cuttlefish is knowing the colour of their shell. Young ones still have a softer and weaker one, that has a pinkish hue. 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. The swarming attacks of this unit become less deadly whenever its members are wounded.
Advances from: | |
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Advances to: | |
Cost: | 21 |
HP: | 46 |
Movement: | 8 |
XP: | 48 |
Level: | 1 |
Alignment: | neutral |
ID | TR Young Cuttle Fish |
Abilities: |
tentacle impact | 2 - 10 melee | swarm | |
ink pierce | 2 - 2 ranged | poison |
Resistances: | |
---|---|
blade | 20% |
pierce | 0% |
impact | 30% |
fire | 0% |
cold | 60% |
arcane | 20% |
Terrain | Movement Cost | Defense |
---|---|---|
Cave | 3 | 20% |
Coastal Reef | 2 | 50% |
Deep Water | 1 | 60% |
Flat | 4 | 30% |
Forest | 5 | 30% |
Frozen | 2 | 30% |
Hills | 5 | 30% |
Impassable | 99 | 20% |
Mountains | 99 | 20% |
Mushroom Grove | 3 | 20% |
Sand | 4 | 30% |
Shallow Water | 2 | 50% |
Swamp | 2 | 60% |
Unwalkable | 99 | 20% |