Spirit: Difference between revisions
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* Very high mana requirements early round | * Very high mana requirements early round | ||
* Spell becomes much weaker as round goes on | * Spell becomes much weaker as round goes on | ||
* Expensive DP | |||
[[Category:Race]] | [[Category:Race]] | ||
Revision as of 18:05, 14 January 2022
| Spirit | |
|---|---|
| Aliases: | SPUD, SP |
| Introduced: | Round 14 |
| Round Wins: | 2 (Legacy) |
| Attacker: | Beginner |
| Explorer: | Advanced |
| 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
- Food Consumption: -90%
- Mana Production: +15%
- Wizards: Immortal
- Max Population: +2.5%
Military Units
| 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 | 1050 | 30 | 50% fewer casualties on defense. Flight (no need for boats) |
| Spectral Warrior | 6 | 0 | 1200 | 40 | Almost never dies when attacking dominions 75%+ your size. Flight (no need for boats) |
General Info
Racial Spell
Unholy Ghost: Enemy draftees do not participate in battle
Very powerful early-game spell when draftees make up a disproportionate amount of defense.
Pros
- Undying elite OP
- No need for boats
- Strong spell for early round.
Cons
- 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