Zephyr
A wind spirit who stays in form long enough gains great mastery over winds. This grants him strength to his attacks, and toughness to his form.
Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.
Information
Advances from: | Wind Herder |
Advances to: | Djinn |
Cost: | 40 |
HP: | 48 |
Movement: | 6 |
XP: | 60 |
Level: | 2 |
Alignment: | neutral |
ID | Zephyr |
Abilities: |
Attacks (damage - count)
scimitar melee | 6 - 3 blade | ||
northern wind ranged | 9 - 3 cold | marksman | |
tornado ranged | 14 - 2 impact |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 10% | arcane | 0% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 50% | |
Cave | 2 | 20% | |
Coastal Reef | 1 | 50% | |
Deep Water | 1 | 50% | |
Flat | 1 | 50% | |
Forest | 1 | 50% | |
Frozen | 1 | 50% | |
Hills | 1 | 50% | |
Mountains | 1 | 50% | |
Mushroom Grove | 2 | 20% | |
Sand | 1 | 50% | |
Shallow Water | 1 | 50% | |
Swamp | 1 | 50% | |
Unwalkable | 1 | 50% | |
Village | 1 | 50% |