Werewolf
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Stats
Related objects
Abilities
- Beast Vulnerable to Fire (Resistance -10%). Protected from Cold (Resistance +10%).
- Known Enemy This troop fights effectively against well-studied enemies. Receives a bonus depending on how familiar the commander of the army is with the peculiarities of the enemy. Receives a bonus to Attack and Defense against the following races: current race-specific bonuses (half accumulated familiarity, rounded down)
- Rabid This troop has a 20% chance of infecting the enemy with Rabid during an attack.
- Lycanthropy With a probability of 30%, biting Elves, Humans, Vikings, Pirates, and Assassins recruits 25% of those killed as werewolves, increasing their own numbers. At night and in the dungeons the number of converts is doubling. Druids, Mages, and Priests are immune to the effects of Lycanthropy.
- Night Vision During nighttime and underground combat, Attack is increased by 50%.
- Regeneration Recovers his maximum points of Health with each turn.
- Transformation The werewolf tranforms into its human form. While in human form, it is not as swift, but it has higher Defense and its blades inflict greater damage on living creatures, causing them to bleed. All spells cast and effects are removed during the transformation. The troop then continues its turn.
- Howl Lets loose a long, terrifying howl. All Humans, Elves and Dwarves of level 2 are feared and have a 50% chance of skipping their turn.
- Tolerance The troop can tolerate the presence of Undead in the army, without suffering a penalty to its morale.