Difference between revisions of "Spirit"

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| aliases = SPUD, SP
 
| aliases = SPUD, SP
 
| introduced = [[Round 14]]
 
| introduced = [[Round 14]]
| round_wins = 2
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| round_wins = 2 (Legacy), 2 (current)
  
| attacker = Beginner
+
| attacker = Intermediate
 
| converter = Advanced
 
| converter = Advanced
 
| explorer = Intermediate
 
| explorer = Intermediate
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}}
 
}}
  
'''Spirit''' are a fast/medium speed race that is more or less the same as [[Undead]]. The major difference is that Spirit belongs to the Good alignment and Undead to the Evil alignment. These two races always seem to have the most people playing them round after round, probably because SPUD is one of the most unique races in dominion. All of their troops are immortal (in most circumstances) and when they attack they can convert the enemy's casualties into more of their own units. The basic idea of attacking with SPUD is to hit in the proper range as often as possible using elite OP in order to generate free elite DP units for your dominion. Because they are a fast/medium speed race, it is recommended to have started building Guard Towers by mid-round. Spirit were originally introduced into [[OpenDominion]] for [[Round 14]] and were removed from the race rotation for [[Round 15]].
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'''Spirit''' are a fast/medium speed race heavily inspired by the old [[Dark Elf (Legacy)]]. The current version of Spirit was introduced in [[Round 26]].
  
 
== Racial Bonuses ==
 
== Racial Bonuses ==
 
      
 
      
* Max Population: +12.5%
+
* Food Consumption: -90%
* Food Consumption: -80%
+
* Mana Production: +15%
 
* Wizards: Immortal
 
* Wizards: Immortal
  
 
== Military Units ==
 
== Military Units ==
  
{{Race_units
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{{Race_Units(Mana)
  
| spec1_name = Phantom
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| spec1_name = Banshee
| spec1_op = 2.5
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| spec1_op = 3
 
| spec1_dp = 0
 
| spec1_dp = 0
| spec1_plat = 225
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| spec1_plat = 300
| spec1_ore = 0
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| spec1_mana = 10
| spec1_special = Almost never dies. Flight (no need for boats)
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| spec1_special = Flight (no need for boats)
  
| spec2_name = Banshee
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| spec2_name = Geist
 
| spec2_op = 0
 
| spec2_op = 0
| spec2_dp = 2.5
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| spec2_dp = 3
| spec2_plat = 225
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| spec2_plat = 300
| spec2_ore = 0
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| spec2_mana = 10
 
| spec2_special = Almost never dies  
 
| spec2_special = Almost never dies  
  
| elite1_name = Ghost
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| elite1_name = Phantom Knight
| elite1_op = 2
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| elite1_op = 3
| elite1_dp = 4
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| elite1_dp = 5
| elite1_plat = 880
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| elite1_plat = 1025
| elite1_ore = 0
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| elite1_mana = 30
| elite1_special = Almost Never Dies. On successful attacks, [[conversion|converts]] some enemy casualties into Phantoms/Banshees. Flight (no need for boats)
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| elite1_special = 50% fewer casualties on defense. Flight (no need for boats)
  
| elite2_name = Spectre
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| elite2_name = Spectral Warrior
| elite2_op = 4
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| elite2_op = 6
| elite2_dp = 3
+
| elite2_dp = 0
| elite2_plat = 1000
+
| elite2_plat = 1175
| elite2_ore = 0
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| elite2_mana = 40
| elite2_special = Almost Never Dies. On successful attacks 50-65% your size, [[conversion|converts]] some enemy casualties into Phantoms/Banshees; 65% and above, [[conversion|converts]] into Ghosts. Flight (no need for boats)
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| elite2_special = Almost never dies when attacking dominions 75%+ your size. Flight (no need for boats)
 
}}
 
}}
  
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=== Racial Spell ===
 
=== Racial Spell ===
  
'''Parasitic Hunger''': +50% [[conversion]] rate.
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'''Unholy Ghost''': Enemy draftees do not participate in battle
 +
 
 +
Very powerful early-game spell when draftees make up a disproportionate amount of defense.  
  
 
=== Pros ===
 
=== Pros ===
  
* Undying units
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* Undying elite OP
* Converts enemy casualties on attack (this is the best unit ability that exists within Dominion)
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* No need for boats
* No ore cost, no boats needed, very few farms needed - lots of extra room for homes and mods
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* Strong spell for early round.
* Population bonus
 
* Great turtle
 
* Can be a very fun race
 
 
   
 
   
 
=== Cons ===
 
=== Cons ===
  
* Very inefficient
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* No OP-troop turtle
* Very expensive
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* Hard to play unless on top
* Units can be killed upon attack by Human/Nomad, or in attacks that fail by more than 85%
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* Unforgiving when making mistakes
* Hard to hit often while keeping enough DP home
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* Very high mana requirements early round
* Requires a lot of time for target searching in order to keep hitting
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* Spell becomes much weaker as round goes on
 
+
* Expensive DP
== See also ==
 
* [[Undead]]: Spirit's evil-aligned counterpart.
 
  
 
[[Category:Race]]
 
[[Category:Race]]

Latest revision as of 23:59, 10 March 2024

Spirit
Aliases: SPUD, SP
Introduced: Round 14
Round Wins: 2 (Legacy), 2 (current)
Attacker: Intermediate
Explorer: Intermediate
Converter: Advanced
Alignment: Good
Land type: Swamp
Scribes: [1]

Spirit are a fast/medium speed race heavily inspired by the old Dark Elf (Legacy). The current version of Spirit was introduced in Round 26.

Racial Bonuses[edit]

  • Food Consumption: -90%
  • Mana Production: +15%
  • Wizards: Immortal

Military Units[edit]

Unit OP DP Platinum Mana Special
Banshee 3 0 300 10 Flight (no need for boats)
Geist 0 3 300 10 Almost never dies
Phantom Knight 3 5 1025 30 50% fewer casualties on defense. Flight (no need for boats)
Spectral Warrior 6 0 1175 40 Almost never dies when attacking dominions 75%+ your size. Flight (no need for boats)

General Info[edit]

Racial Spell[edit]

Unholy Ghost: Enemy draftees do not participate in battle

Very powerful early-game spell when draftees make up a disproportionate amount of defense.

Pros[edit]

  • Undying elite OP
  • No need for boats
  • Strong spell for early round.

Cons[edit]

  • No OP-troop turtle
  • Hard to play unless on top
  • Unforgiving when making mistakes
  • Very high mana requirements early round
  • Spell becomes much weaker as round goes on
  • Expensive DP