Campagne |
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UIO DT EI HdT LdW Liberté RN SdF FdON LMdT EdW LGS HdDF SlSB - TFGE |
Era |
Pd Âdh - 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 |
Langue |
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 |
Over time, the powerful, arcane magic which distorted the minotaur that became a Behemoth further distorts the minotaur. This distortion causes the Behemoth to grow, gain more strength and become much more insane. After a certain degree of distortion, the Behemoth becomes known as an Ancient Behemoth, which references the amount of time spent to become that distorted. An Ancient Behemoth is so mentally unstable, that it takes an Elder to safely give it commands and/or orders to obey certain people.
Since an Ancient Behemoth is extremely dangerous, they are oft kept in enormous holding cells until needed; these cells are kept on the outskirts of minotaur cities for further safety measures. Also, they are kept there so that they can easily be used as an anti-siege weapon.
Remarques : Due to this unit's relationship with its deity it is granted a magical body in which the magic is manifested as self-healing, this is enhanced by this unit's blood thirsty lifestyle and thus this unit recovers 6 HP per turn. Quand son attaque de fureur berserk est utilisée, cette unité se bat jusqu'à sa mort ou jusqu'à celle de son adversaire.
Évolue à partir de : | Behemoth |
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Évolue en : | |
Coût : | 35 |
PV : | 60 |
Mouvement: | 5 |
XP : | 100 |
Niveau: | 2 |
Alignement : | chaotique |
ID | EoS Minotaur Ancient Behemoth |
Capacités : | divine health en |
maul tranchant | 7 - 4 corps à corps | fureur berserk |
Résistances : | |
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tranchant | -10% |
perforant | 0% |
contondant | 0% |
feu | -10% |
froid | 10% |
sacré | -30% |
Terrain | Coût des mouvements | Défense |
---|---|---|
Caverne | 1 | 40% |
Château | 1 | 50% |
Collines | 1 | 40% |
Eau peu profonde | 3 | 20% |
Eau profonde | 99 | 10% |
Forêt | 1 | 50% |
Forêt de champignons | 2 | 40% |
Gelé | 2 | 20% |
Impraticable | 99 | 20% |
Infranchissable | 99 | 20% |
Marais | 3 | 20% |
Montagnes | 1 | 50% |
Plat | 1 | 30% |
Récif | 2 | 30% |
Sable | 2 | 30% |
Village | 1 | 50% |