Wind Herder
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 |
ID | Wind Herder |
Abilities: |
Attacks (damage - count)
dagger melee | 6 - 2 blade | ||
northern wind ranged | 6 - 3 cold | marksman | |
galeforce ranged | 9 - 2 impact |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 10% | arcane | 0% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 50% | |
Cave | 2 | 20% | |
Coastal Reef | 1 | 50% | |
Deep Water | 1 | 50% | |
Flat | 1 | 50% | |
Forest | 1 | 50% | |
Frozen | 1 | 50% | |
Hills | 1 | 50% | |
Mountains | 1 | 50% | |
Mushroom Grove | 2 | 20% | |
Sand | 1 | 50% | |
Shallow Water | 1 | 50% | |
Swamp | 1 | 50% | |
Unwalkable | 1 | 50% | |
Village | 1 | 50% |