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: 18
HP: 36
Moves: 6
XP: 35
Level: 1
Alignment: neutral
Id: EOM_Wind_Spirit
Abilities:

Attacks (damage × count)

(image)dagger(blade attack) blade6 × 2(melee attack) melee
(image)galeforce(impact attack) impact9 × 2(ranged attack) ranged
(image)northern wind(cold attack) cold5 × 3(ranged attack) ranged(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 Thu May 2 03:10:35 2024.