Junior Sorcerer

(image)

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: 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: 1 basic and 1 average
* plagued breath (basic): calls a stream of gas, which causes cold damage. Number of attacks increases with unit's level. 5-2 damage at the current level. Attack poisons the opponent when hits and transform it into zombie if kills.
* 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. 5-2 damage at the current level.

(portrait)

Information

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

Attacks (damage × count)

(image)sword
melee
6 × 2
blade
(image)sleeping gas
ranged
5 × 2
cold
somnific
(image)plagued breath
ranged
5 × 2
cold
poison
plague

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 Wed Mar 20 03:17:39 2024.