Kampania |
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NO ZwM IzW NT LW Wolność OP SoF SotBE MT PW PS OoDB PPS - TFGE |
Era |
D Wb - 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 |
Język |
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 |
When the elves arrived on Evrosia, they already had a long tradition of swordsmanship - though never before had they fought till the death with sharpened blades. This expertise, however, was primarily found in those Sidhe who closely followed Vanimaro, the King of the Elves and Wielder of the Thunderblade. The more independent elves who left Vanimaro and settled on the northern peninsula were for the most part unskilled in the use of a sword. It was a great boon to them, then, when the Marauder people agreed to an exchange of hostages whereby young elven princes would learn swordsmanship in the Seat of three Kings while young Marauder noblewomen would learn fey magic in Alfenheim. The Marauders, upon returning home after their education, found themselves unable to teach the secrets of faerie to any who had not learnt from the Issaelfr, but the returning Bladesmen were more than able to pass along their knowledge to the remainder of the frost elves.
Uwagi specjalne: Umiejętności strzeleckie tej jednostki powodują, że ma ona wysoką szansę trafienia przeciwników, ale tylko podczas ataku.
Awansuje z: | |
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Awansuje na: | Glaivier Ice Roamer |
Koszt: | 16 |
PŻ: | 34 |
Ruchy: | 5 |
PD: | 30 |
Poziom: | 1 |
Charakter: | neutralny |
ID | Frost Elf Bladesman |
Zdolności: |
sword sieczna | 5 - 4 wręcz | ||
dagger kłująca | 9 - 1 na odległość | strzelec wyborowy |
Odporności: | |
---|---|
sieczna | 0% |
kłująca | 10% |
obuchowa | 0% |
ogień | 0% |
chłód | 20% |
astralny | 0% |
Teren | Koszt ruchu | Obrona |
---|---|---|
Bagno | 2 | 40% |
Grzybowy gaj | 2 | 50% |
Góry | 2 | 60% |
Głęboka woda | 100 | 10% |
Jaskinia | 2 | 40% |
Las | 2 | 50% |
Nie do przebycia | 100 | 0% |
Nie do przejścia | 100 | 20% |
Piasek | 3 | 20% |
Płaski | 1 | 50% |
Płytka woda | 2 | 30% |
Rafa | - | 0% |
Wioska | 1 | 60% |
Wzgórza | 2 | 50% |
Zamarznięty | 2 | 50% |
Zamek | 1 | 60% |