Campaign |
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AOI DID EI HttT LOW Liberty NR SoF SotBE THoT TRoW TSG AToTB UtBS - TFGE |
Era |
AoH D - 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 |
After some years of service, former 'footpads' rise up in the ranks of their fellow outlaws. Having proven themselves in combat, they are given more dangerous tasks, and a greater share of the spoils. Though many opponents would mock their choice of weaponry, the outlaws are well aware of its deadly capacity, and also of the ready availability of ammunition. Outlaws are somewhat ill at ease fighting during the day, preferring the cover of nightfall.
Advances from: | |
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Advances to: | |
Cost: | 28 |
HP: | 38 |
Movement: | 6 |
XP: | 40 |
Level: | 2 |
Alignment: | chaotic |
ID | Human Outlaw |
Abilities: |
mace impact | 12 - 2 melee | ||
sling impact | 6 - 2 ranged |
Resistances: | |
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blade | -30% |
pierce | -20% |
impact | -20% |
fire | 0% |
cold | 0% |
arcane | 20% |
Terrain | Movement Cost | Defence |
---|---|---|
Castle | 1 | 70% |
Cave | 2 | 50% |
Coastal Reef | 2 | 50% |
Deep Water | 99 | 30% |
Flat | 1 | 60% |
Forest | 2 | 70% |
Frozen | 2 | 40% |
Hills | 2 | 70% |
Impassable | 99 | 50% |
Mountains | 3 | 70% |
Mushroom Grove | 2 | 70% |
Sand | 2 | 40% |
Shallow Water | 2 | 40% |
Swamp | 2 | 40% |
Unwalkable | 99 | 20% |
Village | 1 | 70% |