Sylph

(image)

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.

Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.

 

Information

Advances from: Wisp
Advances to: Zephyr
Cost: 19
HP: 32
Moves: 6
XP: 35
Level: 1
Alignment: neutral
Id: Sylph
Abilities:

Attacks (damage × count)

(image)dagger
melee
5 × 2
blade
(image)northern wind
ranged
6 × 3
cold
marksman
(image)galeforce
ranged
9 × 2
impact

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold10% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave220%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus220%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Wed Mar 20 02:55:30 2024.