High Sorcerer


No matter how useful talanted apprentice is, sooner or later he become too dangerous since he able to become competing necromancer - and you don't want to reveal to the competitor your secrets which you discover to your subordinates. So one day mentor announces to his disciple that his education is complete - usually it occurs shortly after young necromancer learn how to call all kinds of undeads, including ghosts. From now on newly high sorcerer may create his own undead army, teach his own apprentices and do anyting he want while his former mentor is always happy to help him with advice - but only with advice. With a certain point high sorcerers are less influential than apprentices they were before as they can't more participate in the performance of their master's global plans. On the other hand, ambitious young necromancers usually able to succeed in daring designs, which senior would not risked to attempt.

Tactical Info:

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

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: Fugitive
* very good at rough terrain.
* not good at castle and village defending.

Armor type: Human black mage in armor
* resistant to cold damage.
* vulnerable for blade and arcane damage.

Damage type: Cold & Blade
* cold attacks are very effective against drakes and dragons.
* cold attacks are more effective against woses, nagas, trolls, frogs and merfolk.
* cold attacks are less effective against dwarves and hardy units.
* cold attacks are uneffective against skeletons and ghosts.
* blade attack is effective against units without armor, especially against woses.
* blade attack is less effective against skeletons and trolls.
* blade attack is uneffective against ghosts and heavy armored units.

Spells: 2 basic and 2 average
* plagued breath (basic): calls a stream of gas, which causes cold damage. Number of attacks increases with unit's level. 5-3 damage at the current level. Attack poisons the opponent when hits and transform it into zombie if kills.
* si'yah'kan (basic): ability of dark mages, which heals some hitpoints in beginning of every turn. Power of si'yah'kan increases with level of unit. Recovers 8 hitpoints per turn at the current level.
* ghost recall (average): first of ghosts, called by necromancer is very special. Even if first ghost would be killed, it will return to recall list of it's leader. First ghost of the present necromancer is corpse thief, well-known for its ability to seize corpses of sleeping opponents.
* sleeping gas (average): calls a stream of gas, which causes cold damage and lulls the opponent when hits. Number of attacks increases with unit's level. Sleeping opponent stops its attack and temporary loses its zone of control. 5-3 damage at the current level.



Advances from: Junior Sorcerer
Advances to: Lich
Cost: 40
HP: 40
Moves: 5
Vision: 5
XP: 96
Level: 2
Id: Undead High Sorcerer Fetan
Abilities: si'yah'kan, dummy

Attacks (damage × count)

(image)sword(blade attack) blade6 × 3(melee attack) melee
(image)sleeping gas(cold attack) cold5 × 3(ranged attack) ranged(somnific)
(image)plagued breath(cold attack) cold5 × 3(ranged attack) ranged(poison, plague)


(icon) blade-20% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold10% (icon) arcane-20%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave140%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest160%
(icon) Frozen230%
(icon) Fungus260%
(icon) Hills160%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat May 25 00:58:23 2019.