Zephyr

(image)

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: Sylph
Advances to: Djinn
Cost: 37
HP: 44
Moves: 6
XP: 60
Level: 2
Alignment: neutral
Id: Zephyr
Abilities:

Attacks (damage × count)

(image)scimitar
melee
6 × 3
blade
(image)northern wind
ranged
9 × 3
cold
marksman
(image)tornado
ranged
14 × 2
impact

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold10% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave220%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus220%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Fri Apr 20 12:38:58 2018.