Kampagnen |
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EEdO DID IdF DT LVW Freiheit WdN DZdF SchwS DHvT DAW DS DGzB UbS - TFGE |
Era |
S ZdH - AOL AoG AE A BAE BEE BGE(b) BfTE BRE CA CEoM D+E D+F D+A D+E+E+E D+N D+S DotD EE0 EB EBE EH EM EoA EoA EoHS EoMR EoM EoS EotF EotF+D EotFfS EE EE+D EE+EoM+D ER F FA F FC GEE GE GEae GS GE GA He H+N HA I IC JDM JE JNA JZ LDE LME ME+D MCE0B ME ME+D ME+EoM+EoM+D MR NSE OMPTAoHE OMPTDE PYR(DE5ul) PYR(DE7l) PDE RE RoCE SF+D SR TT T+D Uw WK 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 is 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 |
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.
Anmerkungen: The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures. Mit steigender Verwundung ihrer Tentakel wird der Angriff dieser Einheit immer weniger gefährlich.
Vorherige Stufe: | |
---|---|
Nächste Stufe: | Tintenfisch |
Kosten: | 21 |
LP: | 46 |
Bewegungskosten: | 8 |
EP: | 48 |
Level: | 1 |
Tag-/Nachteinfluss: | neutral |
ID | EoS Young Cuttle Fish |
Fertigkeiten: |
Tentakel Wucht | 2 - 10 Nahkampf | Schwarm | |
Tinte Stich | 2 - 2 Fernkampf | poison |
Resistenzen: | |
---|---|
Klinge | 20% |
Stich | 0% |
Wucht | 30% |
Feuer | 0% |
Kälte | 60% |
Arkan | 20% |
Gelände | Bewegungskosten | Verteidigung |
---|---|---|
Berge | 99 | 20% |
Burg | 1 | 30% |
Dorf | 2 | 30% |
Flachland | 4 | 30% |
Gefroren | 2 | 30% |
Höhle | 3 | 20% |
Hügel | 5 | 30% |
Küstennahes Riff | 2 | 50% |
Pilzhain | 3 | 20% |
Sand | 4 | 30% |
Seichtes Wasser | 2 | 50% |
Sumpf | 2 | 60% |
Tiefes Wasser | 1 | 60% |
Unbegehbar | 99 | 20% |
Unpassierbar | 99 | 20% |
Wald | 5 | 30% |