|Upkeep Cost||1 per turn|
|Research Cost||20 *|
|# of figures||1|
|Moves||1 / 1|
|Melee Attack per figure||5|
|Defense per figure||4|
|Hit Points per figure||10|
The Fantastic Unit Edit
Physical Description Edit
The Magic 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
The Magic Spirit's attack is fairly weak. While it is comparable to the attack of most mid-tier Normal Units, it is not very impressive given that this is a Single-Figure unit.
The unit's Melee Attack score is 5. With its default To Hit value of 30%, the creature will inflict 1.5 points of Damage on average with each attack. This attack can easily be blocked by most enemy units.
Defensive Properties Edit
The Magic 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 Magic Spirit has 10 Hit Points, allowing it to survive some combat damage before being destroyed.
On the other hand, the Magic Spirit has a good Resistance score of 8. This high Resistance score means that Curses, Special Attacks and other combat effects will have some trouble hurting the unit, especially if they do not offer any Resistance penalty while attempting this. However, 8 is not enough to render the unit invulnerable to anything.
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 Magic 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 Magic Spirit to cross through City Walls during combat as though they were not there.
- Main article: Node
Move the Magic Spirit on top of a Node tile, and click the "Meld" order appearing in the unit's command menu. The Magic Spirit is destroyed immediately, but the Node itself then becomes linked to the Magic 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 Magic Spirit's controller.
Basic Tactics Edit
Magic Spirits are not good combat units. They are weaker than even the most basic Normal Units, and thus will not be able to contribute much to any battle. While they may cause damage or even defeat low-tier Normal Units on occasion, their purpose is to Meld with nodes, not to fight. Try to keep them away from battles and, when already in battle, away from enemy units.
Enemy Magic Spirits Edit
On occasion you may be able to intercept an enemy Magic Spirit on its way to Meld with a Node. In such a case, try to destroy the Spirit if possible. This will set its owner back in his attempt to gain more Power. Destroying a Magic Spirit should be very easy - it has virtually no defense or staying power against anything you bring up to it.
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.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Magic 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 Magic 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 Magic 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 Magic 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).
Magic Spirit is one of the two spells that each and every wizard possesses as soon as the game begins (the other is the Spell of Return). Any wizard may cast Magic Spirit as early as the first turn - Mana permitting, of course.