Shadow Minion
These spawns of night are not ones to be taken lightly or underestimated. Although weak under the suns’ light, the cover and protection of darkness allows them to kill beings of greater size and strength then themselves quite easily. This, combined with their high resistance to physical damage, makes them enemies that only beings skilled in magical arts should attempt to destroy.
Special Notes: If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. Spirits have very unusual resistances to damage, and move quite slowly over open water. This unit is able to hide at night, leaving no trace of its presence. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.
Information
Advances from: | |
Advances to: | |
Cost: | 20 |
HP: | 17 |
Movement: | 7 |
XP: | 80 |
Level: | 1 |
Alignment: | chaotic |
ID | Shadow Minion |
Abilities: | nightstalk, skirmisher |
Attacks (damage - count)
claws melee | 6 - 3 blade | backstab |
Resistances
blade | 50% | pierce | 50% | |||
---|---|---|---|---|---|---|
impact | 50% | fire | 10% | |||
cold | 70% | arcane | -10% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 50% | |
Cave | 1 | 50% | |
Coastal Reef | 2 | 50% | |
Deep Water | 2 | 50% | |
Flat | 1 | 50% | |
Forest | 1 | 50% | |
Frozen | 1 | 50% | |
Hills | 1 | 50% | |
Mountains | 1 | 50% | |
Mushroom Grove | 1 | 50% | |
Sand | 1 | 50% | |
Shallow Water | 2 | 50% | |
Swamp | 1 | 50% | |
Unwalkable | 1 | 50% | |
Village | 1 | 50% |