Zephyr

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A wind spirit who stays in form long enough gains great mastery over winds. This grants him Strength to his attacks, and toughness to his form.

 

Information

Advances from: Greater Dimensional Gate, Wind Herder
Advances to: Djinn
Cost: 36
HP: 40
Moves: 7
XP: 100
Level: 2
Alignment: neutral
Id: WOTG_Air Zephyr
Abilities: selfhealing 4hp

Attacks (damage × count)

(image)scimitar(blade attack) blade5 × 3(melee attack) melee
(image)tornado(impact attack) impact13 × 2(ranged attack) ranged

Resistances

(icon) blade20% (icon) pierce30%
(icon) impact10% (icon) fire10%
(icon) cold30% (icon) arcane50%

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.