Junior Sorcerer

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Necromancers recruit students not due to their altruism. There comes a time, sooner or later, when young necromancer receives the first independent job. Usually it's inconsiderable for higher necromancers, but still dangerous work. Apprentice gets command of a undead detachment, with dead warriors enchanted to obey his orders since he still doesn't able to create undead by himself, except maybe some zombies. If young mage manages to perform a task with these limited forces, we can safely say that he meets the expectations of his master.

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 without armor
* vulnerable for impact, blade and arcane damage

Damage type: Arcane & Blade & Impact
* impact attack is effective against units without armor, especially against fragile ones, like skeletons, elves, goblins and saurians.
* impact attack is less effective against woses, trolls and other giant creatures.
* impact attack is uneffective against ghosts and heavy armored units.
* 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.
* 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.

Spells: 1 basic and 1 average
* dark mark (basic): melee attack which marks the opponent with dark mark when hits. It slows the undeads while living units marked with it will become zombies if they would die in the period of mark's validity. Number of attacks and damage increase with unit's level. 2-2 damage at the current level.
* shadow wave (average): calls a stream of dark energy, which causes arcane damage. Power of spell increases with unit's level. Basic damage at the current level is 10-2. This spell inflicts increased damage at night and decreased damage at daytime.

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Information

Advances from:
Advances to: High Sorcerer
Cost: 20
HP: 24
Moves: 5
Vision: 5
XP: 32
Level: 1
Alignment:
Id: Undead Junior Sorcerer Warrior
Abilities: dummy

Attacks (damage × count)

(image)sword(blade attack) blade5 × 2(melee attack) melee
(image)mark of darkness(impact attack) impact2 × 2(melee attack) melee(dark mark, indirect)
(image)shadow wave(arcane attack) arcane10 × 2(ranged attack) ranged(magical, dark magic)

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane-10%

Terrain

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 18 01:03:23 2019.