Cold Spirit

(image)

Spirits of cold are among the most peaceful of nature spirits. They do not attack a person unless they are provoked. Nevertheless, they can be called by mages, escpecially witches and black sorceres, and used for evil deeds. It's enough to have bonfire or a simple torch to protect yourself from spirit of cold. However, anyone who carelessly engages with the spirit without a source of heat nearby will quickly regret his choise.

Tactical Info:

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

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

Movement type: Flying
* moves by air, ignoring properties of terrain - equal defense and speed on all terrain types.

Armor type: Spirit of cold
* unvulnerable for cold damage.
* unbelievable resistant to physical and arcane damage.
* mortally vulnerable for fire damage.

Damage type: Cold
* very effective against drakes and dragons.
* more effective against woses, nagas, trolls, frogs and merfolk.
* less effective against dwarves and hardy units.
* uneffective against skeletons and ghosts.

(portrait)

Information

Advances from:
Advances to: Poltergeist, Ice Crystal
Cost: 15
HP: 20
Moves: 6
Vision: 5
XP: 32
Level: 1
Alignment:
Id: Monster Cold Spirit
Abilities: dummy

Attacks (damage × count)

(image)freezing touch
melee
10 × 2
cold
indirect

Resistances

(icon) blade50% (icon) pierce50%
(icon) impact50% (icon) fire-100%
(icon) cold100% (icon) arcane50%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave320%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus330%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Wed Mar 20 03:17:44 2024.