Whirlwind
A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled.
Special Notes: The swarming attacks of this unit become less deadly whenever its members are wounded. The unit will heal itself 6 HP per turn on sand or dirt terrain. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.
Information
Advances from: | |
Advances to: | Air Elemental |
Cost: | 17 |
HP: | 36 |
Movement: | 8 |
XP: | 36 |
Level: | 1 |
Alignment: | neutral |
ID | Whirlwind |
Abilities: | dust recuperation, skirmisher |
Attacks (damage - count)
twister melee | 5 - 2 impact | ||
sand storm ranged | 3 - 5 impact | swarm |
Resistances
blade | 30% | pierce | 50% | |||
---|---|---|---|---|---|---|
impact | 50% | fire | -20% | |||
cold | 0% | arcane | -40% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 50% | |
Cave | 1 | 50% | |
Coastal Reef | 1 | 50% | |
Deep Water | 1 | 50% | |
Flat | 1 | 50% | |
Forest | 2 | 50% | |
Frozen | 1 | 50% | |
Hills | 1 | 50% | |
Mountains | 1 | 50% | |
Mushroom Grove | 2 | 50% | |
Sand | 1 | 70% | |
Shallow Water | 1 | 50% | |
Swamp | 1 | 50% | |
Unwalkable | 1 | 50% | |
Village | 1 | 60% |