Red Mage / Red Sorceress

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Profession of fire-style battlemage, popularly known as ''red mage'', older than the Academy - ancient mages have trained that profession at the Royal School of Batllemages, which was reorganized into the Alduin Academy by king Haldric II. Red mages supported the Taming of the Wild and the Founding of Wesnoth and after half of millennium their role in life of the nation hasn't diminished. As soon as they receive their licenses, they sent to the battlefields of endless wars, which the Royal Army conducts on southern, northern and eastern borders of the country. Although red mages must serve only for five years, it's too hard for them to find a job in a peace life, so usually they remain at war for a lifetime, unless they get promotion. Among all mages red mages the most trusted by wesnothian soldiers as reliable and powerful allies.

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 fire mage without armor
* resistant to fire magic.
* vulnerable for impact and blade damage.

Damage type: Fire
* very effective against woses and other plants.
* more effective against skeletons and frogs.
* less effective against nagas, trolls and hardy units.
* uneffective against ghosts, drakes and dragons.

Spells: 1 basic and 1 average
* fireball (basic): advanced version of ''energy stream''. Calls few balls of magic energy, which causes fire damage. Firing rate increases with unit's level. 7-4 damage 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. 8-2 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. 11-2 damage at the current level.
* fire mine (average): inflicts fire damage to opponents if they try to attack unit at melee combat. 8 damage at the current level.
* heat aura (average): increases cold resistance and decreases fire resistance of all adjacent units by 20%.

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Information

Advances from: Apprentice Mage
Advances to: Mage of Sun, Silver Mage
Cost: 40
HP: 42
Moves: 5
Vision: 5
XP: 80
Level: 2
Alignment:
Id: Royal Red Mage Temp
Abilities: dummy

Attacks (damage × count)

(image)fireball
ranged
7 × 4
fire
magical
(image)staff
melee
6 × 2
impact

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire25%
(icon) cold0% (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.