The Dark Ritual which transforms human to lich is the greatest mystery and the greatest achievement of necromancy art. Liches possess an extremely long life. Liches are able to use spells which unattainable for mortal. Liches are able to subjugate powerful undead and handle dead warriors who was called by other necromancers. But greater importance has the fact, that lord-lich able to share his knowledge about the Dark Ritual with his servants. So, other necromancers striving to enter the liches' service, hoping to earn immortality. No matter how powerfil living necromancer is, he'll never become the king of undead. But every lich is king since the moment of his rising. White mages and other necromancer-haters usually claiming that source of liches' power is fear. It's certainly true, but there is no fear of lich's might but fear of death which derives from the very nature of humans. Power of liches originating from their possibility to free a person of that fear, so this is the most unbreakable power.

Tactical Info:

Pupil: Blind
* unit's vision rate and accuracy aren't influenced by time of day.

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

Movement type: Ghost
* unbelievable resistant to physical damage and even more - to cold damage.
* exclusively resistant to fire damage.
* vulnerable for arcane damage.

Armor type: Lich on the yeti ghost
* unbelievable resistant to cold and pierce damage.
* resistant to blade and impact damage.
* vulnerable for arcane damage.

Damage type: Impact & Arcane & Cold
* 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.
* 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: 1 average and 2 high
* 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 18-2. This spell inflicts increased damage at night and decreased damage at daytime.
* ke'mik'ad'ji (high): ability of liches, which heals some hitpoints in beginning of every turn. Power of ke'mik'ad'ji increases with level of unit. Recovers 12 hitpoints per turn at the current level.
* life-taking curse (high): Absorb hitpoints of the opponent at distance. Inflicts magical damage and drains half of inflicted damage. Power of spell increases with unit's level. Inflicts 20-1 cold damage.



Advances from: High Sorcerer
Advances to: Dark Lord
Cost: 60
HP: 70
Moves: 6
Vision: 5
XP: 192
Level: 3
Id: Undead Lich Yeti
Abilities: ke'mik'ad'ji, dummy, dummy, dummy

Attacks (damage × count)

(image)ghostly fist(impact attack) impact13 × 3(melee attack) melee
(image)shadow wave(arcane attack) arcane18 × 2(ranged attack) ranged(magical, dark magic)
(image)life-taking curse(cold attack) cold20 × 1(ranged attack) ranged(drains, magical)


(icon) blade10% (icon) pierce35%
(icon) impact0% (icon) fire-20%
(icon) cold55% (icon) arcane-30%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave150%
(icon) Coastal Reef250%
(icon) Deep Water260%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus150%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water250%
(icon) Swamp250%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Sat May 18 01:03:28 2019.