Campaign |
---|
EI SotBE THoT TRoW TSG AToTB UtBS DID HttT Liberty NR AOI SoF |
Era |
AoH D GW - AOL A-A BRE D+S EoMR EoS EE EE+D EMR ER GS I IC PYR(DE5ul) PYR(DE7l) PYR(DE9l) SR |
Language |
C af ar bg ca ca cs da de el en eo es et eu fi fr fur gl he hr hu id it ja ko la lt lv mk nb nl pl pt pt ro ru sk sl sr sr sv tl tr zh zh |
Those rejects of the IceWind order who achieve veteran status in their art are looked upon as akin to minor criminals. However not even the Herders can deny that they are more then a little useful. Pariahs have little loyalty to the clan and rarely fight except for an incentive. When they do, they specialise in flushing foes from fortified positions or difficult terrain.
Special Notes: The unit has magical attacks, which always have a high chance of hitting an opponent.
Advances from: | Steppe Outcast |
---|---|
Advances to: | |
Cost: | 46 |
HP: | 65 |
Movement: | 5 |
XP: | 150 |
Level: | 3 |
Alignment: | chaotic |
ID | Steppe Pariah |
Abilities: |
frigid touch cold | 28 - 1 melee | magical |
Resistances: | |
---|---|
blade | -20% |
pierce | -10% |
impact | -10% |
fire | -20% |
cold | 20% |
arcane | 0% |
Terrain | Movement Cost | Defence |
---|---|---|
Cave | 2 | 50% |
Cave Wall | 99 | 90% |
Chasm | 99 | 20% |
Deep Water | 99 | 20% |
Forest | 2 | 60% |
Grassland | 1 | 50% |
Hills | 2 | 60% |
Mountains | 3 | 60% |
Mushroom Grove | 3 | 50% |
Sand | 2 | 40% |
Shallow Water | 3 | 30% |
Snow | 1 | 50% |
Swamp | 3 | 40% |
Village | 1 | 60% |