Merman Entangler (Balanced)

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Balanced variation of the Merman Entangler that has 60% defense in deep water instead of 50%.

Merfolk tend to use a combination of both nets and clubs in fishing; nets to collect the fish, and clubs to finish the kill. Both of these tools have seen adaptation for warfare, and are valuable enough that auxiliaries who specialize in using them are deliberately brought to battle.

Mermen often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, mermen can’t give any effective chase over land, and are at a great disadvantage in hand-to-hand combat.

Special Notes (1.14-style, please update to the new list format to avoid duplicates):This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.

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Information

Advances from: Merman Netcaster (Balanced)
Advances to:
Cost: 46
HP: 55
Moves: 7
XP: 150
Level: 3
Alignment: lawful
Id: L_Merman Entangler Balanced_1
Abilities:

Attacks (damage × count)

(image)club(impact attack) impact8 × 3(melee attack) melee
(image)net(impact attack) impact8 × 3(ranged attack) ranged(slows)

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold20% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave320%
(icon) Coastal Reef270%
(icon) Deep Water160%
(icon) Fake Shroud0%
(icon) Flat230%
(icon) Forest530%
(icon) Frozen230%
(icon) Fungus320%
(icon) Hills530%
(icon) Mountains0%
(icon) Sand230%
(icon) Shallow Water160%
(icon) Swamp160%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Wed Nov 13 02:48:29 2024.