Air God

(image)

Men fear the wind-what can be a gentle zephyr in the afternoon can turn into a twister in the evening. Wind and storm can turn the staunchest man into a rag doll dancing in the sky; lightning will then shoot him down back to earth. Yet air gods have much more to be feared for, riding upon their own wind and bringing about their own disasters at any moment when ordered. Gods of the air are nigh immune to nearly all physical assaults with their bodies that appear almost identical to an actual storm.

Summoners believe that even the heavens quake upon the sight of this great nimbus of raging thunder and rain living in the skies, extending calamity to wherever its eye of the storm gazes.

Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. This unit regenerates, which allows it to heal as though always stationed in a village. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.

 

Information

Advances from: Air Avatar
Advances to:
Cost: 40
HP: 50
Moves: 7
XP: 120
Level: 3
Alignment: neutral
Id: I8 Ak_God_airr
Abilities: skirmisher, dark aura

Attacks (damage × count)

(image)hurricane
melee
10 × 3
impact
marksman
(image)thunder
ranged
10 × 3
arcane
marksman

Resistances

(icon) blade50% (icon) pierce50%
(icon) impact50% (icon) fire0%
(icon) cold0% (icon) arcane90%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave320%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus330%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Wed Mar 13 02:50:39 2024.