Wind Herder

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As winds sprits 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: Dimensional Gate, Wind Servant
Advances to: Zephyr
Cost: 20
HP: 30
Moves: 7
XP: 35
Level: 1
Alignment: neutral
Id: WOTG_Air Wind Herder
Abilities: selfhealing 2hp

Attacks (damage × count)

(image)dagger(blade attack) blade4 × 2(melee attack) melee
(image)galeforce(impact attack) impact10 × 2(ranged attack) ranged

Resistances

(icon) blade10% (icon) pierce20%
(icon) impact0% (icon) fire0%
(icon) cold20% (icon) arcane40%

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 Wed Nov 27 03:01:29 2024.