Air God

(image)

This unit is from The Era of Magic. Its coding and art were done by inferno8.

_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.#textdomain wesnoth-help

 

Information

Advances from: Air Avatar
Advances to:
Cost: 58
HP: 44
Moves: 7
XP: 150
Level: 3
Alignment: neutral
Id: AE_mag_Air_God
Abilities: skirmisher, regenerates

Attacks (damage × count)

(image)hurricane
melee
11 × 3
impact
marksman
(image)lightning
ranged
11 × 3
arcane
marksman
(image)storm
ranged
22 × 1
impact
magical
all around

Resistances

(icon) blade50% (icon) pierce75%
(icon) impact50% (icon) fire10%
(icon) cold10% (icon) arcane70%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave140%
(icon) Coastal Reef160%
(icon) Deep Water160%
(icon) Flat160%
(icon) Forest160%
(icon) Frozen160%
(icon) Fungus240%
(icon) Hills160%
(icon) Mountains160%
(icon) Sand160%
(icon) Shallow Water160%
(icon) Swamp160%
(icon) Unwalkable160%
(icon) Village160%
Last updated on Fri Apr 20 12:09:49 2018.