|Upkeep Cost||1 per turn|
|# of figures||1|
|Moves||1 / 1|
|Melee Attack per figure||10|
|Defense per figure||4|
|Hit Points per figure||10|
|Resistance to All +1|
The Fantastic Unit Edit
Physical Description Edit
The Guardian Spirit is a form of ghost-like creature. It resembles a person or possibly a dead corpse, surrounded by a brightly glowing aura. It hovers slightly above the surface, and does not seem to be made of any physical matter - thus allowing the creature to move through completely solid objects.
Attack Properties Edit
This means that the Guardian Spirit can and will cause damage to most opponents, but will take a while to defeat any but the weakest creatures. It will likely become almost useless in combat as the game matures and stronger enemy units begin to appear.
Defensive Properties Edit
The Guardian Spirit has a Defense score of only 4, meaning that it will block only 1.2 points of Damage on average from any attack. This makes the unit somewhat vulnerable, even to weak enemy units. Fortunately, the Guardian Spirit has 10 Hit Points, allowing it to survive some combat damage before being destroyed.
On the other hand, the Guardian Spirit has a very impressive Resistance score of 10 - which is raised immediately to 11 whenever combat occurs, thanks to the unit's own "Resistance to All +1" ability. This high Resistance score renders the unit almost totally immune to Curses and other combat effects that require a Resistance roll - it will never fail such rolls. The only effects that can still harm the Guardian Spirit are those that incur a Resistance penalty of at least -2 on their targets.
Other Properties Edit
Furthermore, the unit is Non-Corporeal, which allows it to move on the overland map at a rate of 0.5 Movement Points per tile - regardless of what type of Terrain it is attempting to cross. This allows an unenchanted Guardian Spirit to move 2 tiles per turn on the overland map. However, the Non-Corporeal ability also means that the unit gets no benefit to speed from Roads and Enchanted Roads.
Non-Corporeality also allows the Guardian Spirit to cross through City Walls during combat as though they were not there.
Finally, whenever the Guardian Spirit enters combat, it will immediately bestow a +1 bonus to the Resistance score of each and every friendly unit - including itself. This makes the spirit's entire army slightly more resistance to enemy Curses and certain enemy Special Attacks. The bonus persists as long as at least one Guardian Spirit is still alive, and disappears when combat ends (but will reappear in the next battle).
- Main article: Node
Move the Guardian Spirit on top of a Node tile, and click the "Meld" order appearing in the unit's command menu. The Guardian Spirit is destroyed immediately, but the Node itself then becomes linked to the Guardian Spirit's owner. That node and the area it controls will begin shimmering with brightly-colored sparkles. Each sparkling tile will add a certain amount of Power to the Guardian Spirit's controller.
The only two units that can Meld with a Node are the Guardian Spirit and its lesser cousin the Magic Spirit. However when the Guardian Spirit melds with a node, it is very difficult for rival spirits to re-take that node. Any spirit attempting to Meld with a node that's already been captured by a Guardian Spirit has only a 25% chance of success. If the rival spirit fails its roll, it is destroyed without taking over the node.
Basic Tactics Edit
During the very early game, a Guardian Spirit can be a dangerous combat creature - delivering more damage than the average low-tier Normal Unit, and being able to suffer much more damage. As stronger units appear, the Guardian Spirit loses its favour as a combat unit.
However, the primary reason to summon these creatures is not for combat - but rather for Melding with Nodes. Instead of using Magic Spirits, the Life wizard will want to capture nodes with Guardian Spirits. This significantly reduces the chance of rivals taking over your captured nodes. Naturally, you should still leave a few units to protect such nodes, but even if the enemy manages to defeat those units, he then needs to send 4 spirits (on average) to retake the node itself.
Enemy Guardian Spirits Edit
Guardian Spirits should not be difficult to destroy, especially as you acquire units stronger than the low-tier variety initially available to you. Until then, a Guardian Spirit may be a little more threatening.
The biggest problem faced when attacking such creatures is that they bestow a +1 bonus on all units in their army. This can cause problems for wizards relying on Curses or on creatures with certain Special Attacks. It is often best not to engage any Life-based army without powerful Melee or Ranged Attack units.
Ability Overview Edit
- This unit is able to meld with a Node, capturing it and diverting its to the unit's controller. The unit itself is destroyed in the Melding process.
- To use this ability, move the unit to an overland tile containing a Node, and click the "Meld" button in the command menu.
- This unit may move across any land Terrain and/or Ocean at a rate of 0.5 Movement Point per tile.
- The unit does not get speed benefits from moving across Road or Enchanted Road tiles.
- During battle, the unit may move through City Walls as though they were not there.
- Many spell effects that target only Walking units will not affect this unit regardless of what movement abilities it has.
- During combat, this unit provides a Resistance bonus of +1 to every friendly unit - including itself.
- This bonus persists as long as the unit remains alive during the battle. It disappears when the army returns to the overland map (if it survives the battle at all).
- Resistance to All is not cumulative. If several units on the same side possess this ability, only one of these units will bestow the bonus on its friends (and itself).
The Summoning Spell Edit
Guardian Spirit may only be cast on the overland map, for the base Casting Cost of 80. Upon casting, the new Guardian Spirit unit will appear in the town currently containing the caster's Summoning Circle.
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Guardian Spirit in play, it is necessary to pay an Upkeep Cost of 1 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Guardian Spirit being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Guardian Spirit voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Guardian Spirit spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Common Life spell, Guardian Spirit may become available to any Wizard who possesses at least one Life Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn. Wizards with 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Guardian Spirit as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Life Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.
Guardian Spirit has a base Research Cost of 220.
With at least 1 Spellbook, the Guardian Spirit spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.