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Spirit

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

Spirit are a fast/medium speed race heavily inspired by the old Dark Elf (Legacy). They've been reworked twice: Once ahead of Round 26, and once ahead of Round 41 when they lost full immortality.

Racial Bonuses

  • Food Consumption: -90%
  • Immortal Wizards

Military Units

Unit OP DP Platinum Mana Special
Phantom 3 0 335 10 No boats needed.
Banshee 0 3 300 10 50% fewer casualties on defense.
Ghost 3 5 1100 25 No boats needed. 30% fewer casualties on offense.
Spectre 6 0 1075 30 No boats needed. 80% fewer casualties on offense in range.

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

  • Very heavy casualty reduction.
  • 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