Master of Four Lights

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Maat'Kare's magical lore consist of four different paths, each one focused on a specific area: the destructive Crimson Arts, the elemental Aquamarine Arts, the arcane Lucent Arts and the dark Umbra Arts. When a mage masters one of these paths, he/she receives a crystal badge that shines with the colour that symbolizes the perfected path; many mages, however, study more than one magical path, and so it is quite common to see mages with two or even three different crystal badges. However, in all of Maat'Lare's History, only two people have been awarded with for crystal badges: one was Aldrik the Pioneer, and the other is Menon Hekare. These two have received the rather informal title of 'Master of Four Lights'; having perfected all forms of magic known to humans, both the power and the wisdom that they have amassed is vast beyond a common person's comprehension, and they could certainly be a match even for the legendary Myra of Hiera'Shirsha herself.

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health.When this attack is used, all units adjacent the attacker take the damage, and cannot be countered. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.When this attack is used, all units adjacent to the target take 75% of the damage, allies included, and even those behind them will take a few if the damage is sufficiently high.When a unit is killed by a Greater Plague attack, that unit is replaced with a Soulless on the same side as the unit with the Greater Plague attack. This doesn't work on Undead or units in villages.The power needed for this attack is so great that it causes the unit to lose 8 hp, and even cause its death if its life reaches 0 or below.When this attack is used, all units adjacent the attacker take the damage, and cannot be countered. This unit can move unseen in deep water, requiring no air from the surface.This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.

Any units adjacent to this unit will fight as if it were dusk when it is day, and as if it were night when it is dusk. Illumination increases the lighting level in adjacent areas.

 

Information

Advances from:
Advances to:
Cost: 160
HP: 62
Moves: 6
XP: 350
Level: 5
Alignment: neutral
Id: Menon_Light
Abilities: submerge, illuminates

Attacks (damage × count)

(image)deathly touch
melee
15 × 2
arcane
drains
(image)Sedjet Netjer
ranged
50 × 1
fire
unerring
explosive
lesser life consumer
attack only
(image)Geb Neshny
melee
50 × 1
fire
unerring
whirlwind
attack only
(image)Nefthys Hepet
ranged
13 × 4
cold
magical
whirlwind
greater plague
poison
attack only
(image)Tie-Seba Hedjay
ranged
9 × 5
arcane
magical
charge

Resistances

(icon) blade20% (icon) pierce30%
(icon) impact20% (icon) fire100%
(icon) cold100% (icon) arcane40%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef240%
(icon) Deep Water230%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen230%
(icon) Fungus260%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water140%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 03:18:49 2024.