Class record
Zephyr Warder
Support
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Support
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Mage mastered or Wind mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Reason or Presence.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus or Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
Tactical guidance
Playing Zephyr Warder
The Zephyr Warder specializes in ranged combat, helping both allies hit targets and preventing enemy archers from hitting.
Wind Infusion can be cast on every ally over the course of a battle and gives them not only an evasion bonus against ranged attacks, but also damage resistance against wind attacks. Worth using immediately when facing those types of enemies.
Wind Shield completely shuts down an enemy ranged attack, granting your ally such a huge bonus along with removing the lock-on and sure hit that the attack is sure to miss.
Wind Wall has to be cast in advance, but it can cover a wide chokepoint and removes all keywords that lets them ignore Dodge or Block. The range decrease can also matter a lot, especially if enemies are only using light ranged weapons. The mana cost isn't too bad either.
Wind-Empowered Aim buffs all your (heroic) ranged allies, giving a decent bonus to their accuracy rolls. Worth using if you have a lot of ranged attackers in your party or if you get into a shootout. With this buffs and all the anti-ranged buffs you have, you're sure to win a shooting battle.

