Arch Necromancer

(image) (image)

Only the dreadful tales keep a real record of the atrocities the Dark Arts enable one to deploy. These powers in the hand of a madman open up new doors to magic, and the rewards can equal the might of the greatest Mages of Light, but of the contradicting values.

Only few of the trainees in ‘black magic’ will live to see the light withdraw, and the armies of the Undead rise at their command and free will, but those who survive the condemnation and isolation of the Dark Arts, are prone to challenge the powers of the mightiest Lich lords, and the wisest Mages of Alduin.

Not only lethal in the trails of magic, but feral in close-hand combat, and the wounds left by a Warlock's staff will leave a man wrecked to join the horde of Ghouls.

Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit carries a flask of Death's Blood on its belt, and can convert enemy units with it. Darkening decreases the lighting level in adjacent areas.



Advances from:
Advances to:
Cost: 89
HP: 87
Moves: 5
XP: 200
Level: 4
Alignment: chaotic
Id: Arch Necromancer TRS
Abilities: darkens, resurrection

Attacks (damage × count)

(image)plague staff
8 × 3
(image)chill wave
23 × 2
(image)shadow wave
18 × 2


(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane20%


TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu Jul 2 03:11:31 2020.