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.
Information
Advances from: | Wind Spirit |
Advances to: | Djinn |
Cost: | 36 |
HP: | 40 |
Movement: | 6 |
XP: | 100 |
Level: | 2 |
Alignment: | neutral |
ID | EOM_Zephyr |
Abilities: |
Attacks (damage - count)
scimitar melee | 6 - 3 blade | ||
tornado ranged | 14 - 2 impact |
Resistances
blade | 20% | pierce | 30% | |||
---|---|---|---|---|---|---|
impact | 20% | fire | 0% | |||
cold | 10% | arcane | 0% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 50% | |
Cave | 2 | 40% | |
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 | 40% | |
Sand | 1 | 50% | |
Shallow Water | 1 | 50% | |
Swamp | 1 | 50% | |
Unwalkable | 1 | 50% | |
Village | 1 | 50% |