Wyrms, the cold-blooded cousins of the Fire Dragons, prefer the cold environment of the Heart Mountains. They usually roam in heights unaccessible to everyone unable to fly but it happens from time to time that one gets lost and comes into contact with wanderers. Their existence has been proved by various dwarvish expeditions and some of these report that their dawn_of_thunders must be made of ice, as hard as they are. Although not quite as big and powerful as their distant relatives, they are still formidable predators that hunt even mammothes and can be deadly even to larger groups of adventurers.

Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit has magical attacks, which always have a high chance of hitting an opponent.



Advances from:
Advances to:
Cost: 100
HP: 112
Moves: 8
XP: 200
Level: 4
Alignment: neutral
Id: Wyrm
Abilities: regenerates, skirmisher

Attacks (damage × count)

18 × 2
(image)arctic breath
12 × 3


(icon) blade30% (icon) pierce30%
(icon) impact30% (icon) fire-20%
(icon) cold50% (icon) arcane30%


TerrainMovement CostDefense
(icon) Castle60%
(icon) Cave30%
(icon) Coastal Reef130%
(icon) Deep Water120%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest130%
(icon) Frozen160%
(icon) Fungus60%
(icon) Hills140%
(icon) Mountains160%
(icon) Sand160%
(icon) Shallow Water120%
(icon) Swamp130%
(icon) Unwalkable160%
(icon) Village60%
Last updated on Fri Apr 13 00:26:39 2018.