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 |
There are few Marauders indeed that are of such skill that they receive the title Lord. A Marauder Lord is the strongest amongst his kin, and his fighting skills are constantly tested as many Marauders challenge his status as supreme champion of his tribe. His heroic deeds and charisma inspires other Marauders to fight harder for their tribe, and to battle until the death. Many 'civilized' generals have underestimated the Marauder Lord's wits and tactics, and paid for their mistake with their lives.
Anmerkungen: Die Führungsqualitäten dieser Einheit gewähren allen benachbarten verbündeten Einheiten einen Schadensbonus, jedoch nur, wenn sie eine niedrigere Stufe besitzen.
Vorherige Stufe: | Jarl |
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Nächste Stufe: | |
Kosten: | 75 |
LP: | 65 |
Bewegungskosten: | 6 |
EP: | 100 |
Level: | 3 |
Tag-/Nachteinfluss: | lichtscheu |
ID | Marauder Lord |
Fertigkeiten: | Führungsqualitäten |
sword Klinge | 16 - 3 Nahkampf |
Resistenzen: | |
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Klinge | 10% |
Stich | -10% |
Wucht | -10% |
Feuer | 0% |
Kälte | 20% |
Arkan | 0% |
Gelände | Bewegungskosten | Verteidigung |
---|---|---|
Berge | 2 | 60% |
Burg | 1 | 50% |
Dorf | 1 | 60% |
Flachland | 1 | 40% |
Gefroren | 2 | 50% |
Höhle | 1 | 20% |
Hügel | 1 | 60% |
Küstennahes Riff | - | 0% |
Pilzhain | 3 | 30% |
Sand | 1 | 40% |
Seichtes Wasser | 2 | 30% |
Sumpf | 3 | 30% |
Tiefes Wasser | 100 | 20% |
Unbegehbar | 100 | 0% |
Unpassierbar | 100 | 0% |
Wald | 1 | 50% |