Wind Spirit
As winds spirits 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 more force. In addition they are now strong enough to hold a dagger.
Information
Advances from: | Air Elemental |
Advances to: | Zephyr |
Cost: | 19 |
HP: | 28 |
Movement: | 8 |
XP: | 35 |
Level: | 1 |
Alignment: | neutral |
ID | EOM_Wind_Spirit |
Abilities: |
Attacks (damage - count)
dagger melee | 6 - 2 blade | ||
galeforce ranged | 9 - 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% |