Air God
Men fear the wind — what can be a gentle zephyr in the afternoon can turn into a twister in the evening. Wind and storm can turn the staunchest man into a rag doll dancing in the sky; lightning will then shoot him down back to earth. Yet air gods have much more to be feared, for they ride upon their own wind and bring about disasters at a mere order. Gods of the air are nigh immune to physical assault with bodies that appear almost identical to an actual storm.
Summoners believe that even the heavens quake upon the sight of this great nimbus of raging thunder and rain living in the skies, extending calamity to wherever the eye of its storm gazes.
Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. This unit regenerates, which allows it to heal as though always stationed in a village. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.
Information
Advances from: | Air Avatar |
Advances to: | |
Cost: | 50 |
HP: | 40 |
Movement: | 7 |
XP: | 150 |
Level: | 3 |
Alignment: | neutral |
ID | EoMa_Air_God |
Abilities: | skirmisher, regenerates |
Attacks (damage - count)
hurricane melee | 12 - 3 impact | marksman | |
thunder ranged | 12 - 3 arcane | marksman |
Resistances
blade | 50% | pierce | 50% | |||
---|---|---|---|---|---|---|
impact | 50% | fire | 0% | |||
cold | 0% | arcane | 90% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 50% | |
Cave | 3 | 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 | 3 | 30% | |
Sand | 1 | 50% | |
Shallow Water | 1 | 50% | |
Swamp | 1 | 50% | |
Unwalkable | 1 | 50% | |
Village | 1 | 50% |