Death Marshal

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Sometimes, even the most brilliant strategists suffer devasting calamities. At best, their enemies archieved a Pyrrhic victory. But more often, this means an very dangerous oppugnand has eleminated one of the other side's most trusted leaders and the army that served them. But even if this results in a national disaster, this is far from the worst outcome. No, the worst thing that could happen is the defeated commander does not accept his death and defeat., and rises from all consuming thirst of vegeance, and his army joines him to his campaign for revenge.
These most dangerous of the Death Knights are known as Death Marshals, and though very rare, they are as much a threat as the most powerful Liches. They plot great wars, possibly spanning centuries, with their hate raising their victims as new recruits. Woe betide those the Death Marshal turns on.

Special Notes:This unit can move unseen in deep water, requiring no air from the surface.The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.

(portrait)

Information

Advances from: Death Knight
Advances to:
Cost: 72
HP: 74
Moves: 5
XP: 200
Level: 4
Alignment: chaotic
Id: Death Marshal
Abilities: leadership, submerge

Attacks (damage × count)

(image)battleaxe(blade attack) blade13 × 4(melee attack) melee
(image)crossbow(pierce attack) pierce7 × 3(ranged attack) ranged

Resistances

(icon) blade40% (icon) pierce60%
(icon) impact-20% (icon) fire-20%
(icon) cold60% (icon) arcane-50%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water310%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen230%
(icon) Fungus260%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water220%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu May 16 03:23:36 2024.