Nature Spirits
From HoAWiki
Contents |
[edit] Daemonwood
| Ancient tree spirits residing in a tree shell, Daemonwoods guard their home - the forest - attacking on both hostile creatures, but also humans that wander too deep in search of treasures or seeking for a lost path... XPs: unknown,
Gold: 80,
Armor: 6,
HPs: 110. |
[edit] Dryad
| The Dryad is rumored to seduce heroes into their lairs, rob them, and sacrifice them to their forest goddess. XPs: unknown,
Gold: 30,
Armor: 0,
HPs: 35. |
[edit] Elderwood
| Elderwoods are the most ancient of the Daemonwoods. They are very dangerous. XPs: unknown,
Gold: 280,
Armor: 8,
HPs: 150. |
[edit] Tanglewood
| A tree spirit kin to the Daemonwood, Tanglewood are able to entangle opponents with their roots and branches. XPs: unknown,
Gold: 100,
Armor: 5,
HPs: 90. |
[edit] Sand Reaver
| The sands of the Desolate Wastelands are filled with paranormal spirits. Those who had only a small time to develop are known as Sand Reavers. While they are weak individually, their sheer numbers and ability to appear anywhere in the sand make them a foe not to be underestimated. XPs: unknown,
Gold: 50,
Armor: 3,
HPs: 100. |
[edit] Fire Reaver
| The sands of the Desolate Wastelands are filled with paranormal spirits. Some of those spirits decide to extract their powers from the natural heat of the desert, instead of the overabundant sand. Often the ranged support for Sand Reavers, these spirits fry their foes for extra crispiness. XPs: unknown,
Gold: 65,
Armor: 5,
HPs: 80. |
[edit] Death Reaver
| The sands of the Desolate Wastelands are filled with paranormal spirits. Some of the Spirits eventually grow powerful enough to leave the Desolate Wastelands, seeking the more powerfull, and thus tasty prey. These dangerous manifestations haunt the plains of Krolm's Anvil, and are a force to be reckoned with. XPs: unknown,
Gold: 500,
Armor: 8,
HPs: 250. |
[edit] Rock Golem
| Similar in nature to Daemonwoods, Rock Golems are hard to kill. While they usually aim their destructive energies at buildings, they'll also pound you into the ground faster than you can spit if you give them cause. Luckily, they don't move very quickly. XPs: unknown,
Gold: 400,
Armor: 12,
HPs: 290. |
[edit] Bog Golem
| Bog Golems are distant cousins to another very dangerous nature spirit: the Rock Golem. But where the Rock Golem is at least easy to hit, the Bog Golem's matter does not break off but moves with the flow of your weapon, making them even harder to kill. They are also a lot more agile, attacking multiple foes at once with their morphing appendages. XPs: unknown,
Gold: 545,
Armor: 16,
HPs: 360. |
[edit] Ice Golem
| While obviously related to the well-known Rock Golem, it has been theorized that this is the same nature spirit in an alternate vessel. At almost half the size of a Rock Golem, Ice Golems are by no means any easier to defeat. They blend in with their surroundings so well that they are almost impossible to detect, and the freezing nature of their ice bodies allows them to regenerate in their frigid climate. XPs: unknown,
Gold: 400,
Armor: 10,
HPs: 200. |
[edit] Tundra Golem
| By combining ice with the frozen ground, Tundra Golems can form bodies that are almost twice the size of their southern kin, giving them formidable combat abilities. Needless to say, they are at least twice as deadly as Rock Golems. XPs: unknown,
Gold: 600,
Armor: unknown,
HPs: 400. |
[edit] Sand Golem
| The sands of the Desolate Wastelands are filled with paranormal spirits. Those who had a large amount of time to develop, got solid and turned into Sand Golems. Who could ever imagine sand hitting that hard? Clearly its form gives it distinct advantages, while also weakening it in other points. XPs: unknown,
Gold: 600,
Armor: 15,
HPs: 350. |
[edit] Towering Golem
| One of the most powerful of the Golem Family, this single piece of rock is known to level entire settlements with a single blow. None of the heroes facing it have returned completely intact. XPs: unknown,
Gold: 1500,
Armor: 30,
HPs: 800. |













