Dark Lord

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Necromancers who aren't able to perform the Dark Ritual usually complaining that it's unfairly hard to subjugate other necromancers for non-lich. They can't even imagine how hard for lich to subjugate other liches. Every lich is king of his own empire so others looks like competitors for him. Mighty lich can easily defeat weaker ones and subjugate him warrior, but is'm mush harder to force lich itself to cooperate. It may happen only if gulf in power between two is completely irresistible. Only lich who exceeds all of his time liches taken along could become the Dark Lord. Such liches are absolute rulers whom can be called, without exaggeration, the most powerful men in the world. Lich-haters, especially paladines, accuse liches in making themselves gods for their followers. Although it's partly true, reason of lich-worshipers existence isn't compulsion but a natural desire of mortal men to admire immortal, infinity powerful and wise Dark Lord. Hatred towards Dark Lord isn't less natural as since it's always to tolerate greatness when it's close.

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
* moves by air, ignoring properties of terrain - equal defense and speed on most terrain types.
* reduced speed over open water.

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 22-2. 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 16 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 30-1 cold damage.

(portrait)

Information

Advances from: Lich
Advances to:
Cost: 80
HP: 70
Moves: 6
Vision: 5
XP: 200
Level: 4
Alignment:
Id: Undead Dark Lord Yeti
Abilities: ke'mik'ad'ji, dummy, dummy, dummy

Attacks (damage × count)

(image)ghostly fist
melee
15 × 3
impact
resistance is impossible
(image)shadow wave
ranged
22 × 2
arcane
magical
dark magic
(image)life-taking curse
ranged
30 × 1
cold
drains
magical

Resistances

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

Terrain

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 Wed Mar 20 03:17:38 2024.