Wind Spirit

(image)

As Air Elementals 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: Air Elemental
Advances to: Zephyr
Cost: 18
HP: 36
Moves: 6
XP: 35
Level: 1
Alignment: neutral
Id: EOM_Wind_Spirit
Abilities:

Attacks (damage × count)

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

Resistances

(icon) blade20% (icon) pierce30%
(icon) impact20% (icon) fire0%
(icon) cold10% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave240%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus240%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Wed Mar 20 03:32:54 2024.