Wind Spirit

(image)

This unit is from the Era of Myths. Its coding and art were done by JW, Velensk, Shiki and many others.

_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.#textdomain wesnoth-help

 

Information

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

Attacks (damage × count)

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

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 Thu Oct 10 02:39:40 2019.