Long ago, powerful ancient mages searched for ways to store part of their power for descendants, creating mysterious artefacts. Power of such items is well-known for people of Wesnoth - to begin with, the very country would never been created nor survived first terrible wars with orces without power of ancient Ruby of Fire. Of course, not only ancient mages were able to create artefacts - as modern magic science surpassed ancient art in many aspects, allowing mass production of items like white mages' holy relics and cursed fifes of witches. But for private individuals - even very rich - both ancient and modern artefacts aren't available. Where unsatisfied demand is, black market will always appear. Officialy, so called ''Antiquarians'' are just buying and reselling antiques. In fact, knowledgeable person can find very valuebled and powerful things among their goods. Even when truth is revealed, it maybe not very good idea to immediately grab an antiquarian - some of these people are very skilled not only in selling of magic items but also in using of them. Common city guard patrol can't handle them.

Tactical Info:

Pupil: Day type
* +5% accuracy and +1 vision range at daytime.
* -10% accuracy and -1 vision range at night.

Alignment: Dodgy
* receiveing bonus of some alignment if there are three ally units of such alignment around him.

Movement type: Civilian
* not good at castle and village defending.

Armor type: Human without armor
* vulnerable for impact and blade damage.

Damage type: Fire & Cold
* fire attack is very effective against woses and other plants.
* fire attack is more effective against skeletons and frogs.
* fire attack is less effective against nagas, trolls and hardy units.
* fire attack is uneffective against ghosts, drakes and dragons.
* cold attack is very effective against drakes and dragons.
* cold attack is more effective against woses, nagas, trolls, frogs and merfolk.
* cold attack is less effective against dwarves and hardy units.
* cold attack is uneffective against skeletons and ghosts.

Spells and artefacts:
* holy relic: mystically increases damage of adjacent mages by 20%, protects its holder from melee non-arcane attacks and inflicts damage to adjacent undead in beginning of every turn.
* amulet of fire: allows its holder to call fireballs. Inflicts 7-3 of magical damage.



Advances from:
Advances to:
Cost: 40
HP: 45
Moves: 5
Vision: 5
XP: 100
Level: 2
Id: Robber Antiquarian
Abilities: relic

Attacks (damage × count)

(image)amulet of fire(fire attack) fire7 × 3(ranged attack) ranged(magical)
(image)holy relic(arcane attack) arcane0 × 0(melee attack) melee(divine protection)


(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane0%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave230%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen220%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains350%
(icon) Sand220%
(icon) Shallow Water310%
(icon) Swamp310%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat May 25 00:58:15 2019.