Elder Shaman / Elder Shamaness

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While orcish warriors lose strength and agility with age - which is normal for most of races - shamans become only stronger. Elder shamans know the mysteries of voodoo magic, given to orcs by evil spirits. Not only their touch but even sidealong glance is deadly dangerous, which fact is well known by orces. Tribesmen always bring gold and gifts to the elder shaman, so that he doesn't curse them. This is practically the second tithing - although the orcs don't have to pay it, no one dares to refuse.

Tactical Info:

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

Alignment: Selfish
* from 0 to 25% damage bonus when unit's HP from 50 to 100% of maximum.
* from 0 to 25% damage penalty when unit's HP from 50 to 0% of maximum.

Movement type: Huge orc
* good mobility on hills and mountains.
* low mobility in forests and caves.
* not good at castle and village defending.

Armor type: Wise old orc without armor
* resistant to fire and cold and slightly less - to arcane damage.
* vulnerable for blade and impact damage.

Damage type: Arcane & Cold
* arcane attack is very effective against undead.
* arcane attack is more effective against orcs and sinners.
* arcane attack is less effective against drakes, elves, nages and merfolk.
* arcane attack is uneffective against woses, sages and saints.
* 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: 3 basic and 2 average
* сure (basic): cures adjacent allies of poison.
* cremation (basic): incinerates bodies of units, killed near him, preventing effects of plague and undead curse.
* sage staff (basic): unit's staff attack inflicts arcane damage instead of impact damage.
* curse of voodoo (average): absorb hitpoints of the opponent at distance. Inflicts cold damage and drains half of inflicted damage. Number of attacks increases with unit's level. 9-2 damage at the current level.
* septicemia (average): via melee attack unit infects opponent's blood, which makes enemy unit more vulnerble to both bleeding and voodoo magic by 25%.

(portrait)
(portrait)

Information

Advances from: Shaman
Advances to: Tribe Elder
Cost: 40
HP: 48
Moves: 5
Vision: 5
XP: 110
Level: 2
Alignment:
Id: Tribes Elder Shaman
Abilities: cures, cremation, dummy

Attacks (damage × count)

(image)shaman's staff
melee
9 × 2
arcane
septicemia
(image)curse of voodoo
ranged
9 × 2
cold
drains

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire20%
(icon) cold20% (icon) arcane10%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave330%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest350%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills150%
(icon) Mountains260%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat Apr 20 01:01:25 2019.