All Categories

Spirit Wardens - Guide

Search
Sep 5, 2018, 12:4309/05/18
231775

Spirit Wardens - Guide

Spirit Wardens  – Dev Notes

 

Looking for a new way to keep your Castle safe? Good news - Spirit Wardens are new defense-only Units that protect your Castle and Units from attacks, including Sorcery Spells.


Spirit Wardens are your Castle's first line of defense. They engage enemy Units and Sorcery Spells before they reach your Castle, reducing the power of the incoming attack and preventing it from destroying your other Units.



Training Spirit Wardens

 

Spirit Wardens are available to players who have reached Level 15.


Training Spirit Wardens requires Gold, Iron, and Food. To start training them, go to the Town Hall and open the “Spirit Wardens” tab. You can also speed up the training process with Sapphires or Boosts.


Keep in mind that you are limited to how many Spirit Wardens can be at your Castle (including Training Queues) at any one time. To increase this limit, you must upgrade the relevant Spirit Warden Art.


Spirit Wardens - The Advantages


Spirit Wardens are cheaper and faster to hire than other Unit types, which means they are the most economical way of defending your Castle from attack. They are also a useful way from protecting your Castle against Sorcery Spells.


Spirit Wardens have a separate training queue, meaning that they will not disrupt the training of other Units.


Spirit Wardens are not displayed in Spy Reports, giving you the element of surprise over your enemies.



Spirit Warden Types

 

There are 5 types of Spirit Wardens, and each type has 2 Tiers.  


  • Divine Spirit Wardens (Tier I and Tier II). These defend against all Unit types and Sorcery Spells sent to attack your Castle.
  • Infantry Spirit Wardens (Tier I and Tier II). These defend against Infantry Units and Sorcery Spells sent to attack your Castle.
  • Cavalry Spirit Wardens (Tier I and Tier II). These defend against Cavalry Units and Sorcery Spells sent to attack your Castle.
  • Occult Spirit Wardens (Tier I and Tier II). These defend against Occult Units and Sorcery Spells sent to attack your Castle.
  • Bestiary Spirit Wardens (Tier I and Tier II). These defend against Bestiary Units and Sorcery Spells sent to attack your Castle.

Spirit Wardens will only defend their counterpart Units. For example, if you have Infantry Spirit Wardens and an enemy attacked you with only Occult Units, the Infantry Spirit Wardens will not take part in your Castle defense.


Tier II Spirit Wardens have identical base statistics to their counterparts. They can be upgraded further by discovering and upgrading Tier II Spirit Warden Lost Arts.


Fully upgrading the "Spirit Limit" Lost Arts for your Tier I and II Spirit Wardens will double the amount of Spirit Wardens you can station at your Castle.  


In order to start training Tier II Spirit Wardens, you must first discover the relevant Tier II Spirit Warden Lost Art.


Each Spirit Warden has 3 main stats. These can be improved by discovering the respective Spirit Warden Arts:


Spirit Warden Defense

Spirit Warden Limit (the number of Spirits you can have at your Castle including Training Queues)

Spirit Warden Training Time



Spirit Wardens in Battle


Spirit Wardens will automatically defend your Castle during an attack. Only the required number of Spirit Wardens will take part in the defense, but those that do take part cannot be used again – a Spirit Warden can only engage an enemy once before being lost.


When you lose a Spirit Warden, you will have to train a new one to replace it, as they will not be sent to the Infirmary.


Spirit Wardens cannot be moved to your Catacombs, or sent as Reinforcements to other locations.


If you have both Spirit Wardens and Defensive Units stationed at your Castle, the defensive process will be split into two stages.


Stage 1: Your Spirit Wardens will defend against their counterpart Unit type(s) in an attack on your Castle. Any Spirit Warden used to defend against an attack will be lost.


Stage 2: The remaining enemy Units will fight against the other Units you have stationed at your Castle.


Bonuses that increase the defensive stats of other Units will not apply to Spirit Wardens.


During an attack, Unit-specific Spirit Wardens will defend before your Divine Spirit Wardens. For example, your Castle has both Divine and Bestiary Spirit Wardens, and an incoming enemy attack includes both Bestiary Units and Occult Units. The Bestiary Spirit Wardens will defend first and inflict damage on the enemy Bestiary Units. After that, the Divine Spirits will begin inflicting damage on the rest.



Spirit Wardens and Sorcery Spells (Wrath of Weor)


All Spirit Wardens can defend against Sorcery Spells.


If a Sorcery Spell’s power exceeds the combined power of Spirit Wardens active at the Castle, then all of the Spirit Wardens will be lost. The remaining power of the Sorcery Spell will be inflicted on your other Units.


If the Sorcery Spell’s power is less than the combined power of the Spirit Wardens, the Sorcery Spell will inflict some damage to the Spirit Wardens (some will be lost). The Sorcery Attack is then classified as “unsuccessful”.


Remember to upgrade your Spirit Wardens by upgrading Spirit Warden Arts to get the best results. Share this knowledge with your League to better defend against your enemies.


Good luck!


Views
5k
Comments
31
Comments
Sep 6, 2018, 13:4509/06/18
07/26/15
513
If you upgrade them all to their max in the level 1 section in lost arts, they are superb bomb protection castle defense units, I use them all the time 
Sep 6, 2018, 20:0209/06/18
Sep 6, 2018, 20:03(edited)
12/18/14
1835

Snowgoon said:


My spirit wardens on facebook are at level 4 - http://prntscr.com/kremqz

PvP points are not the same as you might expect, so someone is being economical with the truth

I only got 6 pvp points when my castle was firebombed

but got 210 points when they killed 5 dragons - http://prntscr.com/kreulf

and 328 points for killing 9 wyverns - http://prntscr.com/krfe3i



so something is wrong, but don't think I'm complaining

If Fireballs are obsolete for pvp then I will be delighted

I am sorry this statement confuses me - the recipient of fireballs does not really receive many points the person sending the fireball does


so how many points does the person sending the fireball get?  They are still killing troops you build that you don't get to revive a percentage of and you have to rebuild them - so does the person sending the fireball still get as many points as they would with regular defense?


I don't think the Spirit Wardens make fireballs obsolete they are just cheaper to rebuild than your regular army ....


I would like to see a screen shot of a fireball sent not received that shows how many points a person gets when they hit spirit warden with a fireball
Sep 6, 2018, 20:4209/06/18
Sep 6, 2018, 20:45(edited)
12/13/14
1282
He would not expect 400 points from an empty castle :)

It is impossible to get full info from facebook players

This is the best we have for now, but they claim the castle was stacked

http://prntscr.com/krgqmf

http://prntscr.com/krgru0

Sep 7, 2018, 13:4509/07/18
07/26/15
513

Snowgoon is correct, we have had spirit wardens for some time now on the Dark Plains, as much as I dont like fireballs dropped on my castle I do use them myself from time to time and bombing a castle with maxed spirit wardens in the 1st teir can take close to 20 fireballs for very little points going to the attacker so yes those spirit wardens are well worth upgrading 

If you have the soulstones and sketches to max out teir 2 of spirit wardens and have them built sitting out in your castle, your castle can take up to 100 fireballs without any damage to your troops, weir and castle guards, this has been tested on the Dark Plains server as well, I hope this helps
Sep 7, 2018, 20:1809/07/18
12/13/14
1282
roadstar Pitbull said:

BG SLAYER said:


If you have the soulstones and sketches to max out teir 2 of spirit wardens and have them built sitting out in your castle, your castle can take up to 100 fireballs without any damage to your troops, weir and castle guards, this has been tested on the Dark Plains server as well, I hope this helps

What?!?!?

Soulstone use for older players,, finally can use them again... What about the newer players who did not have thousands on hand?

But, SKETCHES also... That does not help MANY players and will drive some more away. The 'balance" gets skewed again.


Yeah, I have not logged since the update, but might have to just see for myself... If true yet another reason NOT to login.
Tier 2 is optional ... I won't bother lol
Sep 9, 2018, 13:5509/09/18
07/26/15
513

Spirit wardens are optional and do not take up any room in your normal buildques as they are built from the Town Hall, you dont even have to build them if you dont want to

I do coin, but I have not taken mine past teir 1 because I find it more fun with autohide on to watch players waste their bombs on me and get no points, as for Snowgoon's question about a wraith killing a spirit warden, that all depends on the attackers hitpoints on their wraiths because only the Divine spirits and Infantry spirits will defend against a wraith being infantry

With spirit wardens they are the 1st line of defense, they go in to fight while the other troops sit back in your castle, once the wardens are dead to fireballs or their respective troop types or the attack is much larger than the wardens can take in the hit, only then will the other troop types at your castle start to be killed off too

Snowgoon, with your other questions about does the castle defense bonus benefit the seiger, maybe start a new thread on that part, see what replies come of it, i will even reply to it on a new thread through my own experience with it only because this post is about spirit wardens 

Sep 9, 2018, 22:0209/09/18
12/13/14
1282

Bonuses were removed from wraiths last year

http://prntscr.com/ksh3a8


Seems plarium messed up and forgot a few - but I doubt we will see wraiths with more than 100 offense very often

even if Black Rose noobs are dumb enough to send high grade champions and get them stunned for 5 days - http://prntscr.com/ksh53q

Sep 14, 2018, 22:3109/14/18
Sep 14, 2018, 23:28(edited)
12/13/14
1282

Sir Dan Saul Knight said:


Snowgoon said:


Does this mean that besieging armies benefit from Castle Walls?

Yes- the besieging army gets the castle defence bonus.

It does give an interesting wrinkle to helping to liberate a league mate who has massive castle bonus. Seeing as being sieged has virtually no down side, it might be better to leave it alone!!!

So when we self-liberate, our own castle walls are working against us and defending the enemy?

So typical of plarium game designers to do the exact opposite of logical


There was a time when we could 'liberate' using firebombs ... seems like a bloody good idea to bring that back again

Sep 16, 2018, 19:4109/16/18
12/18/14
1835

THE SOUL OF MELLOWNESS said:


Spirit Wardens stand there to take the attack and can not change positions like other units?

you mean like go to catacombs or other people's castles? 


They remain in your castle at all times - you can't move them anywhere but they will be worth building at some points plus they are cheap to build so there is that .....
Sep 17, 2018, 13:0709/17/18
12/18/14
1835

THE SOUL OF MELLOWNESS said:


yes and when you are not ready to defend, they are like a plate to shoot for others. 

I do not understand what it is useful in here? There are so many things in this and silly monsters standing outside and uncontrollable (phoenix, Cerberus, immortal... ) every time i see them lying on the ground looking stupid which you can not imagine .

If I can not defend it, then please go away is what I see.

agree at lower levels they are kind of useless - but once you have started to upgrade them they get better and will eventually stave off fireball is what we are told


which is true a fireball got 9 points earlier in my league they only killed spirit wardens but they were already upgrading to the second tier


eager as people are they will have them maxed soon enough - personally i am using the upgrades to help my league with development tournaments since i have nothing left to upgrade - it will be a slower process for me :))
Sep 17, 2018, 15:4109/17/18
07/26/15
513
Those castleguards lol I have mine set up so when they get hit they look like a steamroller has been through the front yard of my castle with flat guards in a neat line 
Sep 21, 2018, 21:3709/21/18
12/13/14
1282
Sir Dan Saul Knight said:

They had to do the low PVP points on spirit wardens otherwise people would have just got free PvP off their alts.

Better for their alts to ignore spirit wardens and just build archers instead then, another example where this update has failed
Sep 23, 2018, 13:3809/23/18
12/18/14
1835

If a summary could be provided of how many sketches are needed to upgrade Spirit Wardens at all levels to maximum it would be helpful ....


Some of us like to plan ahead with sketches and buy them when discounts are available
Sep 11, 2018, 11:3909/11/18
07/26/15
513
I will start a new thread on the bonuses, anyone with constructive info the help us all understand how they work is most welcome to comment on the thread too 
Sep 10, 2018, 15:2509/10/18
Sep 10, 2018, 15:27(edited)
12/18/14
1835

Snowgoon said:


Jezebel said:


Snowgoon said:


Bonuses were removed from wraiths last year

http://prntscr.com/ksh3a8


Seems plarium messed up and forgot a few - but I doubt we will see wraiths with more than 100 offense very often

even if Black Rose noobs are dumb enough to send high grade champions and get them stunned for 5 days - http://prntscr.com/ksh53q

my wraiths are twice as strong as they were when i first started the game - we do not upgrade wraiths so they are getting some kind of bonus from somewhere


http://prntscr.com/kspa2l

That is exactly what I meant - Most of these bonuses (if not all) should not be applied to Wraiths

They removed ALL bonuses from our Castle Guards and most bonuses from all Legendaries

There are no bonuses which apply to our Spirit Wardens, not even Champions or Castle Walls

They screwed up again lol

so you don't like bonuses to your troops?  keep complaining so the rest of us lose the bonuses we have earned through daily play and upgrading our castles, fortresses and heroes .....


I put a lot of effort into upgrading and daily play so I could have those bonuses - i don't see any for crystals there which are a game item that requires upgrading - i should get bonuses from crystals on all my troops - i earned them and upgraded my crystals just like everything else in my castle
Sep 10, 2018, 14:3709/10/18
Sep 10, 2018, 14:52(edited)
12/13/14
1282

Jezebel said:


Snowgoon said:


Bonuses were removed from wraiths last year

http://prntscr.com/ksh3a8


Seems plarium messed up and forgot a few - but I doubt we will see wraiths with more than 100 offense very often

even if Black Rose noobs are dumb enough to send high grade champions and get them stunned for 5 days - http://prntscr.com/ksh53q

my wraiths are twice as strong as they were when i first started the game - we do not upgrade wraiths so they are getting some kind of bonus from somewhere


http://prntscr.com/kspa2l

That is exactly what I meant - Most of these bonuses (if not all) should not be applied to Wraiths

They removed ALL bonuses from our Castle Guards and most bonuses from all Legendaries

There are no bonuses which apply to our Spirit Wardens, not even Champions or Castle Walls

They screwed up again lol

Sep 10, 2018, 12:4709/10/18
Sep 10, 2018, 12:52(edited)
12/18/14
1835

Snowgoon said:


Bonuses were removed from wraiths last year

http://prntscr.com/ksh3a8


Seems plarium messed up and forgot a few - but I doubt we will see wraiths with more than 100 offense very often

even if Black Rose noobs are dumb enough to send high grade champions and get them stunned for 5 days - http://prntscr.com/ksh53q

my wraiths are twice as strong as they were when i first started the game - we do not upgrade wraiths so they are getting some kind of bonus from somewhere


http://prntscr.com/kspa2l

Sep 9, 2018, 16:5709/09/18
12/18/14
1835

BG SLAYER said:


Spirit wardens are optional and do not take up any room in your normal buildques as they are built from the Town Hall, you dont even have to build them if you dont want to

I do coin, but I have not taken mine past teir 1 because I find it more fun with autohide on to watch players waste their bombs on me and get no points, as for Snowgoon's question about a wraith killing a spirit warden, that all depends on the attackers hitpoints on their wraiths because only the Divine spirits and Infantry spirits will defend against a wraith being infantry

With spirit wardens they are the 1st line of defense, they go in to fight while the other troops sit back in your castle, once the wardens are dead to fireballs or their respective troop types or the attack is much larger than the wardens can take in the hit, only then will the other troop types at your castle start to be killed off too

Snowgoon, with your other questions about does the castle defense bonus benefit the seiger, maybe start a new thread on that part, see what replies come of it, i will even reply to it on a new thread through my own experience with it only because this post is about spirit wardens 

my wraiths http://prntscr.com/kse0n0


i suppose if i was running offense enhancers they would be high enough to kill an infantry spirit warden

Sep 9, 2018, 00:1809/09/18
12/18/14
1835

basically pointless to build until you have them maxed though because people are now just sending 10 paks of fireballs rather than one 


yay!! plarium lines their pockets yet again!!