Quenoth Pathfinder
In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap.
Information
Advances from: | Quenoth Scout |
---|---|
Advances to: | Quenoth Outrider |
Cost: | 33 |
HP: | 47 |
Moves: | 8 |
XP: | 76 |
Level: | 2 |
𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑: | lawful |
Id: | Quenoth Pathfinder |
Abilities: | disengage |
Attacks (damage × count)
𐑕𐑹𐑛 | 𐑚𐑤𐑱𐑛 | 8 × 4 | 𐑥𐑱𐑤𐑱 | ||
bolas | 𐑦𐑥𐑐𐑨𐑒𐑑 | 8 × 2 | 𐑮𐑱𐑯𐑡𐑛 | (𐑕𐑤𐑴𐑟) |
𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟
𐑚𐑤𐑱𐑛 | 0% | 𐑐𐑽𐑕 | -20% | |||
---|---|---|---|---|---|---|
𐑦𐑥𐑐𐑨𐑒𐑑 | 0% | 𐑓𐑲𐑼 | 0% | |||
𐑒𐑴𐑤𐑛 | 0% | 𐑸𐑒𐑱𐑯 | -10% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Deep Water | ‒ | 0% | |
Fake Shroud | ‒ | 0% | |
Fungus | 2 | 30% | |
𐑒𐑨𐑕𐑩𐑤 | 1 | 50% | |
𐑒𐑱𐑝 | 2 | 30% | |
𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓 | 2 | 30% | |
𐑓𐑤𐑨𐑑 | 1 | 50% | |
𐑓𐑮𐑴𐑟𐑩𐑯 | 3 | 30% | |
𐑓𐑹𐑦𐑕𐑑 | 2 | 40% | |
𐑕𐑢𐑭𐑥𐑐 | 2 | 30% | |
𐑕𐑭𐑯𐑛 | 1 | 50% | |
𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼 | 3 | 20% | |
𐑝𐑦𐑤𐑦𐑡 | 1 | 50% | |
𐑣𐑦𐑤𐑟 | 2 | 50% | |
𐑥𐑬𐑯𐑑𐑩𐑯𐑟 | 3 | 40% | |
𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤 | ‒ | 0% |
Last updated on Thu Nov 14 00:49:23 2024.