Tide spirit is a great elemental of water. When a mage of Reverie casts Summon storm spirits and reaches into the Welter, this is one of the shapes that can rise. It comes as a moving wall of dark water.
It strikes from afar, drowning and choking what it reaches, and it lasts a long time in battle. Blades pass through it as through a wave. Mana keeps its shape, and its upkeep, paid in mana alone, is heavy. Withdraw the mana and the water falls and is gone.
Aefenna, the Lamplighter holds back night without ending, so that power may ebb and return. Each return brings every kingdom a turn. Reverie cultivators say the tides of the Hallow keep the same time: they rise and fall with the god's breath, and a tide spirit is that motion given a body. Mages who call one say it is restless between turns, as if it can feel the next one coming.
Player-visible facts
| Field | Value |
|---|---|
| Attack | 400000 |
| Counter attack (defensive strike) | 5000 |
| Hit points | 72000 |
| Recruitment cost per unit | Called or acquired; no recruitment price |
| Ordinary upkeep per unit per spent turn | 0 geld, 60 mana, 0 population |
| Can be dismissed | Yes |
These are base unit values. Battle reports show effective attack and hit points after current effects. Defence uses resistance; no single defence score is exposed.