Zephyr
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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 |
Movement: | 6 |
XP: | 60 |
Level: | 2 |
Alignment: | neutral |
ID | Zephyr |
Abilities: |
Attacks (damage - count)
![]() | scimitar melee | 6 - 3 blade | |
![]() | northern wind ranged | 9 - 3 cold | marksman |
![]() | tornado ranged | 14 - 2 impact |
Resistances
![]() |
blade | 0% | ![]() |
pierce | 0% | |
---|---|---|---|---|---|---|
![]() |
impact | 0% | ![]() |
fire | 0% | |
![]() |
cold | 10% | ![]() |
arcane | 0% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
![]() |
Castle | 1 | 50% |
![]() |
Cave | 2 | 20% |
![]() |
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 | 20% |
![]() |
Sand | 1 | 50% |
![]() |
Shallow Water | 1 | 50% |
![]() |
Swamp | 1 | 50% |
![]() |
Unwalkable | 1 | 50% |
![]() |
Village | 1 | 50% |