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 |
When mastermage learns all secrets of the world, he will become a Guru. The Guru is probably the most effective unit in the era. He is powerful and he regenerates himself. During defence, he creates an ice statis which is the best protection ever seen.
Special Notes: The unit has magical attacks, which always have a high chance of hitting an opponent. This unit regenerates, which allows it to heal as though always stationed in a village. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.
Advances from: | Mastermage |
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Advances to: | |
Cost: | 999 |
HP: | 60 |
Movement: | 6 |
XP: | 100 |
Level: | 4 |
Alignment: | neutral |
ID | I8 enlightened_Guru |
Abilities: | Summon, leadership, regenerates |
touch of magic arcane | 10 - 2 melee | magical | |
landmass impact | 15 - 4 ranged | magical |
Resistances: | |
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blade | 60% |
pierce | 60% |
impact | 60% |
fire | 30% |
cold | 30% |
arcane | 30% |
Terrain | Movement Cost | Defense |
---|---|---|
Aldeias: | 1 | 50% |
Cancelar | 3 | 20% |
Continental | 1 | 50% |
Costeiro | 1 | 50% |
Costeiro | 1 | 50% |
Deep Water | 1 | 50% |
Flat | 1 | 50% |
Forest | 1 | 50% |
Frozen | 1 | 50% |
Hills | 1 | 50% |
Impassable | 99 | 20% |
Mountains | 1 | 50% |
Mushroom Grove | 3 | 30% |
Shallow Water | 1 | 50% |
Swamp | 1 | 50% |
Unwalkable | 1 | 50% |