Master of Wind

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This unit is from the Era of Chaos. Its coding and art were done by the various people who created the Era of Chaos.

Summoners who masters wind element are even capable to move around a 360 grades circle to enemies without being hit or stoped and to use the power of the northern wind. Their robes and staff are more light than summoners of air which allows masters of air to move faster and to land an extra strike with their staffs. Master of air spend their free time at these initiates who showed vocation to air element while doing some fun jokes to them to increase their interest in air mastery.

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Information

Advances from: Summoner of Wind
Advances to:
Cost: 56
HP: 50
Moves: 7
XP: 134
Level: 3
Alignment: neutral
Id: AE_chs_elementals_Master_of_Wind
Abilities: skirmisher

Attacks (damage × count)

(image)staff(impact attack) impact6 × 3(melee attack) melee
(image)aura wave(arcane attack) arcane10 × 3(ranged attack) ranged(magical)
(image)northern wind(cold attack) cold7 × 5(ranged attack) ranged(very skilled)

Resistances

(icon) blade0% (icon) pierce20%
(icon) impact0% (icon) fire0%
(icon) cold30% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest250%
(icon) Frozen250%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains270%
(icon) Sand250%
(icon) Shallow Water340%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu Oct 31 03:29:43 2024.