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Wind Herder

(image)

As winds sprits stay in their physical form, they grow stronger, as does their power over winds. The advanced ability to control or herd winds allows the elemental to attack with small tornadoes. In addition they are now strong enough to hold a dagger.

Advances from: Wind Servant
Advances to: Zephyr
Cost: 20
HP: 36
Movement: 6
XP: 35
Level: 1
Alignment: neutral
IDBM_Wind Herder
Abilities:
(image)dagger
blade
6 - 2
melee
(image)tornado
cold
6 - 3
ranged
Resistances:
blade0%
pierce0%
impact0%
fire0%
cold10%
arcane0%
TerrainMovement CostDefense
Castle150%
Cave220%
Coastal Reef-0%
Deep Water150%
Flat150%
Forest150%
Frozen150%
Hills150%
Impassable5020%
Mountains150%
Mushroom Grove220%
Sand150%
Shallow Water150%
Swamp150%
Unwalkable150%
Village150%