Great Mage / Great Sorceress

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The Council of Archmages is headed by powerful sorcerer known as Great Mage. In theory he elected by ballot of Council from all acting archmages but practically only red and white mages becoming Great Mages before. Important factor in Great Mage election is popularity among citizens and heroic feats of candidates. So it's very often when someone, who even wasn't accepted in the Council because of riotous nature or youth, can become the Great Mage. Thereby Great Mage isn't necessarily wisest, most honored and most talented of archmages, but he is necessarily able to beat a whole army alone or blow a small island or turn residents of whole town into pigs... or do one hundred of another crazy things which are interpreted by ordinary people as a great magic. Mages have an adabge: ''You can't recognize the true Great Mage even if you live with him''.

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: Civilian
* not good at castle and village defending.

Armor type: Human water and fire mage without armor
* exclusively resistant to cold and fire magic.
* vulnerable for impact and blade damage.

Damage type: Impact & Fire & Pierce & Cold
* fire attacks are very effective against woses and other plants.
* fire attacks are more effective against skeletons and frogs.
* fire attacks are less effective against nagas, trolls and hardy units.
* fire attacks are uneffective against ghosts, drakes and dragons.
* impact attacks are effective against units without armor, especially against fragile ones, like skeletons, elves, goblins and saurians.
* impact attacks are less effective against woses, trolls and other giant creatures.
* impact attacks are uneffective against ghosts and heavy armored units.
* pierce attack is more effective against cavalry and flying units.
* pierce attack is less effective against frogs, dwarves and skeletons.
* pierce attack is uneffective against woses, ghosts and heavy armored units.
* 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.

Spells: 2 basic, 1 average, 1 high and 1 ultimate
* fireball (basic): advanced version of ''energy stream''. Calls few balls of magic energy, which causes fire damage. Firing rate increases with unit's level. 7-6 damage at the current level.
* waterball (basic): advanced version of ''energy stream''. Calls few balls of compressed water, which causes impact damage. It distracts an opponent when hits. Shooting accuracy increases with unit's level. 12-2 damage with 30% additional accuracy at the current level.
* flaming blade (average): calls an flaming blade which is more effective on melee combat than staff. Flaming blade inflicts fire damage, which increases with unit's level. 16-2 damage at the current level.
* stream of flame (average): calls a impetuous stream of magic energy, which causes fire damage. It forestall opponent's ranged attacks and has 90% accuracy against slowed or distracted units. Power of spell increases with unit's level. 21-2 damage at the current level.
* fire mine (average): inflicts fire damage to opponents if they try to attack unit at melee combat. 16 damage at the current level.
* heat aura (average): increases cold resistance and decreases fire resistance of all adjacent units by 20%.
* water spray (average): advanced version of ''waterball''. Calls a powerful spray of water, which causes impact damage. It distracts an opponent when hits. Both shooting accuracy and damage increases with unit's level. 19-2 damage with 30% additional accuracy at the current level.
* ice pike (average): calls an ice pike, which may be used at melee combat, but breaks down after several strikes. Pike inflicts pierce damage and forestall opponent's melee attacks. Durability of pike increases with unit's level. 10-3 damage at the current level.
* ice needles (average): calls a swarm of ice needles, which iflicts pierce damage. It has 90% accuracy against slowed or distracted units. Number of needles changes with unit's HP amount and its level. 4-15 damage at the current level.
* rain aura (average): increases fire resistance and decreases cold resistance of all adjacent units by 20%.
* dragon flame (high): advanced version of ''stream of flame''. Calls a impetuous stream of sticky flammable liquid, which causes fire damage. It forestall opponent's ranged attacks and has 90% accuracy against slowed or distracted units. Flames may spread on opponents, who hasn't fire resistance. Power of spell increases with unit's level. 21-2 damage at the current level.
* flaming tomb (high): Calls an flamig dome, which covers the opponent. If spell is successfull, it inflicts signficant fire damage and may incinerate fire-vulnerable units. Chance to hit increases with unit's level. 18-1 damage with 20% additional accuracy at the current level.
* lightning (high): even more advanced version of ''energy stream'' which replaces ''fireball''. Calls few lightnings which inflicts unresistable damage with additional harm for units which located in water or under rain. Number of lightnings increases with unit's level. Basic damage at the current level is 12-4.
* ice hammer (high): Calls a sturdy ice hammer, which may be used at melee combat. Ice hammer may inflict impact damage by powerful blow. This attack also distracts the opponent when hits. Ice hammer also may inflict cold damage by prolonged exposure. This attack also slows the opponent when hits. Hammer's hardness increases with unit's level and withal its temperature decreases. 8-3 damage by impact attack and 12-2 damage by cold attack at the current level.
* great destruction (high): Calls an water cocoon, which compresses the opponent. If spell is successfull, it's deadly for most creatures. Spell can be used only if the opponent standing in water. Power of spell increases with unit's level. 38-1 impact damage at the current level.
* waterwalking (high): gives to all adjacent allies ability to walk water as fight on it like they do on flat, but only for one turn. If one of these units will remain in deep water at beginning of its next turn, it may sink.
* nibs of phoenix (ultimate, requires ''heat aura''): Calls a great number of missiles, which explodes when contacts with the targets. Spell hits all adjacent units, including allies. Inflicts 21-1 fire damage.
* disintegration (ultimate, requires ''fire mine''): Calls a stream of incredibly strong magic energy which instantly destroys target if hits. After first successful using of spell it can't be used again for the foreseeable future.
* ninth wave (ultimate, requires ''water spray''): advanced version of ''water spray''. Every time attack hits, it gain an additional shoot, up to 9 shoots. Basic damage is 16-2 with 20% additional accuracy.
* white castle (ultimate, requires ''ice hammer''): Units, which began its turn near this unit, will be slowed and deprived of their ZoC for 1 turn.

(portrait)
(portrait)

Information

Advances from: Mage of Moon, Mage of Sun
Advances to:
Cost: 80
HP: 70
Moves: 5
Vision: 5
XP: 200
Level: 4
Alignment:
Id: Royal Great Mage Temp
Abilities: dummy

Attacks (damage × count)

(image)fireball
ranged
7 × 6
fire
magical
(image)waterball
ranged
12 × 2
impact
distraction
(image)staff
melee
10 × 2
impact

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire50%
(icon) cold50% (icon) arcane0%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave230%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen220%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains350%
(icon) Sand220%
(icon) Shallow Water310%
(icon) Swamp310%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Wed Mar 20 03:17:37 2024.