Shadow Mage
Most Shadow Mages have spent years as bandits, and have been known to gain small followings of henchmen. Their magical studies have progressed somewhat, but they have been forced to become generalists, with a comparatively weak magical blast, an enchanted sword and a smattering of other hexes and dark rituals. They are outmatched in a magical duel against any specialised wizard, but they are passable fighters, and their swords magically seek out their targets, making a shadow mage a more accurate swordsman than any non-wizard could achieve. Unfortunately, the hard life of a bandit and the corruption in their souls has begun to adversely affect their health.
Special Notes: The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. This unit has magical attacks, which always have a high chance of hitting an opponent.
Information
Advances from: | Rogue Mage |
Advances to: | Shadow Lord |
Cost: | 39 |
HP: | 42 |
Movement: | 6 |
XP: | 120 |
Level: | 2 |
Alignment: | chaotic |
ID | Shadow Mage |
Abilities: | leadership |
Attacks (damage - count)
short sword melee | 7 - 3 blade | magical | |
shadow bolt ranged | 10 - 2 cold | magical |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 2 | 40% | |
Coastal Reef | 2 | 30% | |
Deep Water | - | 0% | |
Flat | 1 | 40% | |
Forest | 2 | 50% | |
Frozen | 3 | 20% | |
Hills | 2 | 50% | |
Mountains | 3 | 60% | |
Mushroom Grove | 2 | 50% | |
Sand | 2 | 30% | |
Shallow Water | 3 | 20% | |
Swamp | 3 | 20% | |
Unwalkable | - | 0% | |
Village | 1 | 60% |