Nature Spirits

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[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.
Spells: none
Abilities: Concealment, Regeneration (2).
Locations: Treldan Wood, HFM East, Fertile Plains (Ruined Altar and Caravan encounters), Dark Forest.
Attack Type: Melee


[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.
Spells: none
Abilities: none
Locations: Treldan Wood, Fertile Plains (Ruined Altar and Caravan encounters).
Attack Type: Melee
Gameplay Notes: Dryads have an exceptionally high magic resistance of about 170 (Arya's estimate), making it nearly impossible to defeat them using spells.


[edit] Elderwood

Elderwoods are the most ancient of the Daemonwoods. They are very dangerous.

XPs: unknown, Gold: 280, Armor: 8, HPs: 150.
Spells: none
Abilities: Concealment, Regeneration (3).
Locations: Treldan Wood (Longsword of True Valour Quest), Dark Forest.
Attack Type: Melee


[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.
Spells: Vine Entanglement.
Abilities: Concealment, Regeneration (2).
Locations: Dark Forest (Daemonwood Grove)
Attack Type: Melee. Uses Offensive Spells.


[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.
Spells: none
Abilities: Double Attack, Concealment, Immunity to Poison
Locations: Desolate Wastelands
Attack Type: Melee


[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.
Spells: FireBlast, FireShield, FireBall
Abilities: Concealment, Immunity to Poison
Locations: Desolate Wastelands
Attack Type: Ranged. Uses Offensive Spells.


[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.
Spells: unknown
Abilities: Triple Strike, Concealment, Immunity to Poison, Regeneration (1), Poisoned Weapon (5), Relentless, Resist Critical Hit (100)
Locations: Krolm's Anvil
Attack Type: melee
Gameplay notes: H2H about 200; Parry about 170; MGR 150 (Thorion's estimate). A Hero with high Parry or high Intel will have an easier time with these. Damage: 30-40


[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.
Spells: none
Abilities: none
Locations: Central Plains, Fertile Plains, East Cheswick Guard Duty and City Patrol, HFM South, HFM East.
Attack Type: Melee
Entry Note: the combat stats of the Rock Golem was increased at one point to make them much more formidable than they once were.


[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.
Spells: none
Abilities: Double Attack, Resist Critical Hit (100).
Locations: Darkmoor Swamp.
Attack Type: Melee
Gameplay Note: Bog Golems are a significant threat to all heroes due to their double attack. Their H2H is about 95.


[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.
Spells: none
Abilities: Concealment, Immunity to Poison, Regeneration (5).
Locations: Hellfire Mountains North
Attack Type: Melee


[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.
Spells: unknown
Abilities: Double Attack
Locations: Hellfire Mountains North
Attack Type: Melee

[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.
Spells: unknown
Abilities: Double Attack, Attack Multiple Enemies, Immunity to Poison, Regeneration (7), Critical Hit (10%)
Locations: Desolate Wastelands
Attack Type: Melee
Gameplay notes: H2H = 125 - much higher H2H than other ordinary Golems, except for the Towering Golem. Almost immune to magic. Low Parry.

[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.
Spells: None
Abilities: Double Attack, Immunity to Poison, Regeneration (2), Attack Multiple Foes
Locations: Ruins of Gar Uta, Krolm's Anvil
Attack Type: Melee
OW. Have fun taking hundreds of points of damage in one turn. You'll probably need every consumable in the game to take one out.


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