Fire Spirit

(image)

Unlike spirits of cold and earth, fire spirits are very agressive. It's good that they inhabit places rarely visited by people - like volcanoes and underground lava lakes. But you still can meet fire spirit called to a battlefield as familiar of powerful mage. In this case, if you aren't posses the cold magic abilities, you're better to run.

Tactical Info:

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

Alignment: Revengeful
* from 0 to 25% damage penalty when unit's HP from 50 to 100% of maximum.
* from 0 to 25% damage bonus 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 fire
* unvulnerable for fire damage.
* unbelievable resistant to physical and arcane damage.
* mortally vulnerable for cold damage.

Damage type: Fire
* very effective against woses and other plants.
* more effective against skeletons and frogs.
* less effective against nagas, trolls and hardy units.
* uneffective against ghosts, drakes and dragons.

(portrait)

Information

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

Attacks (damage × count)

(image)fire breath
melee
10 × 2
fire
indirect

Resistances

(icon) blade50% (icon) pierce50%
(icon) impact50% (icon) fire100%
(icon) cold-100% (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.