Spiritual Warrior

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Most of spirits don't have an organized cult. Each shaman brings the sacrifices as he sees fit, and worship of one spirit or another is a voluntary choice. Exceptions to this rule are the monotheistic cult of Pakarat-Rakab in the Nigta Maradoor Tribe, and the Imperial Cults of Shissat and Shuta-Rsak-Jong. In the second case, the Great and Vast Empire forces the conquered tribes to worship their gods. The priests of the Shissat goddess have a strict hierarchy and are well known outside their temples. Many of them are descendants of the goddess herself and possess supernatural abilities - they are the only ones of all orcs who could be called sorcerers. At the same time they are also well-trained baroot warriors. The combination of strength and magic of spiritual warriors brought many victories to the Empire.

Tactical Info:

Pupil: Night type
* +5% accuracy and +1 vision range at night.
* -10% accuracy and -1 vision range at daytime.

Alignment: Greedy
* from 0 to 25% damage penalty when opponent's HP from 50 to 100% of maximum.
* from 0 to 25% damage bonus when opponent's HP from 50 to 0% of maximum.

Movement type: Armored huge orc
* low mobility in forests and caves.
* not good at castle and village defending.

Armor type: Wise orc in chain armor
* resistant to blade, pierce and arcane damage.

Damage type: Arcane & Blade
* arcane attacks are very effective against undead.
* arcane attacks are more effective against orcs and sinners.
* arcane attacks are less effective against drakes, elves, nages and merfolk.
* arcane attacks are uneffective against woses, sages and saints.
* blade attack is effective against units without armor, especially against woses.
* blade attack is less effective against skeletons and trolls.
* blade attack is uneffective against ghosts and heavy armored units.

Spells: 2 basic and 2 average
* сure (basic): cures adjacent allies of poison.
* acid spray (basic): unit calls a spray of acid, which causes melee damage. Amount of damage increases with unit's level. At the current level inflicts 7-3 arcane damage with ''firststrike'' special.
* acid smoke (average): allows unit to prevent opponents from doing more than one shoot to him in any ranged encounter and poisons opponent if failed to inflict damage.
* bowl of The Snake poison (average): advanced version of ''cure''. Сures adjacent allies and unit itself of poison, also restoring hitpoints, which amount increases with unit's level. At the current level spells heals 4 hitpoints.
* agility of The Snake (average): provides unit with ''snake agility'', which is ability to lower chances of any opponent to hit unit at melee combat by 20%.
* fang of The Snake (average): provides unit ability to poison opponents with ''eternal poison'' throught additional melee attack.



Advances from: Shaman
Advances to: Sage
Cost: 40
HP: 54
Moves: 5
Vision: 5
XP: 125
Level: 2
Id: Tribes Spiritual Warrior Temp
Abilities: cures, dummy

Attacks (damage × count)

(image)acid spray
7 × 3
first strike
(image)acid smoke
10 × 1


(icon) blade10% (icon) pierce10%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane10%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave330%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest350%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat Apr 20 01:01:27 2019.