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.

 

Information

Advances from: Air Elemental
Advances to: Zephyr
Cost: 19
HP: 28
Moves: 8
XP: 35
Level: 1
Alignment: neutral
Id: acp_Wind_Spirit
Abilities:

Attacks (damage × count)

(image)dagger(blade attack) blade6 × 2(melee attack) melee
(image)galeforce(impact attack) impact9 × 2(ranged attack) ranged

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 May 2 03:32:21 2024.