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Wesnoth Units database

Wind Herder

(image)

As winds spirits 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.

Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.

Information

Advances from: Magic Servant
Advances to: Zephyr
Cost: 20
HP: 36
Movement: 6
XP: 35
Level: 1
Alignment: neutral
IDWind Herder
Abilities:

Attacks (damage - count)

(image)dagger
melee
6 - 2
blade
(image)northern wind
ranged
6 - 3
cold
marksman
(image)galeforce
ranged
9 - 2
impact

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold10% (icon) arcane0%
 

Terrain

Movement Cost
TerrainDefense
(icon) Castle150%
(icon) Cave220%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Hills150%
(icon) Mountains150%
(icon) Mushroom Grove220%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%