Silver Mage / Silver Sorceress
Silver mages are closed organization of mages. In ancient times they was outlawed for use of forbidden magic, but their help in the fight against Lich-lord Jevyan and in the Wesnoth Founding was so significant, then they was allowed to practice magic without reporting to the Academy. Over the past centuries mages of the Academy and silver mages settled their differences sufficiently to Academy allowed silver mages to recruit gradautes to their ranks. Surely, when the Council decided that, it hoped to penetrate the secrets of Silver Mages at least partly. But latters conduct selection very carefully, so they invited only the most talented of archmages and probably used some methods of memory erasing, so neither of their secrects were revealed. Very little is known about the organization of silver mages as about their methods. Goals which they they publicly declare are hunting for mages-outlaws and confiscation of magical artefacts. Besides silver mages are suspected of involvement in kidnapping of scientist-mages, which was engaged in cutting-edge researchs of space and barrier magic.
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 in magic mantle
* zero resistances.
Damage type: Pierce & Blade
* 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.
* pierce attacks are more effective against cavalry and flying units.
* pierce attacks are less effective against frogs, dwarves and skeletons.
* pierce attacks are uneffective against woses, ghosts and heavy armored units.
Spells: 2 basic, 2 average and 1 high
* storm arrows (basic): significantly increases both maximum range and armor piercing of missiles. This spell allows rod to became ranged weapon and teleportarion magic allows it to return after throwing. Such shoot forestall opponent's ranged attacks and may shoot from outside of the opponent's range. Inflicts 9-3 pierce damage.
* interdimensional fireball (basic): advanced version of ''fireball''. Calls a ball of magic energy, which causes fire damage, directing it to the enemy through the portal. Inflicts 7 points of damage with 90% accuracy. Unit can't be counterattacked except by a similar spell.
* interdimensional waterball (basic): advanced version of ''waterball''. Calls a ball of compressed water, which causes impact damage, directing it to the enemy through the portal. Inflicts 12 points of damage with 90% accuracy. Unit can't be counterattacked except by a similar spell.
* interdimensional stream of flame (average): advanced version of ''stream of flame''. Calls a powerful calls a impetuous stream of magic energy, which causes fire damage, directing it to the enemy through the portal. Inflicts 16 points of damage with 90% accuracy. Unit can't be counterattacked except by a similar spell.
* interdimensional water spray (average): advanced version of ''water spray''. Calls a powerful spray of water, which causes impact damage, directing it to the enemy through the portal. Inflicts 16 points of damage with 90% accuracy. Unit can't be counterattacked except by a similar spell.
* ice storm needles (average): advanced version of ''ice needles''. Calls a swarm of ice needles, which iflicts pierce damage, embowing it with ''storm arrows'' spell. Attack has 90% accuracy against slowed or distracted units, 70% against any other goals, can forestall opponent's ranged attacks and shoot from outside of the opponent's range. Number of needles changes with unit's HP amount. Inflicts 8-6 damage.
* aircutter (average): advanced version of both ''flaming blade'' and ''ice pike''. Makes rod to to rotate at high speed, which makes it guided weapon of melee combat. These attack forestall opponent's melee attacks and may inflict gushes. 10-3 blade damage.
* cutting wind (average): calls a wave of compressed air, inflicting ranged damage with 70% accuracy. These attack forestall opponent's ranged attacks and may inflict gushes. 10-2 blade damage.
* dispelling storm (average): before unit attacks it calls magic storm which reduces efficiency of the opponent's magical counterattacks.
* teleportation (high): allows to freely move through space. In particular it allows mage to travel between friendly villages and citadels.
Information
Advances from: | Blue Mage, Red Mage |
---|---|
Advances to: | ‒ |
Cost: | 60 |
HP: | 49 |
Moves: | 6 |
Vision: | 5 |
XP: | 150 |
Level: | 3 |
Alignment: | |
Id: | Royal Silver Mage Temp |
Abilities: | teleport, dummy |
Attacks (damage × count)
storm arrows ranged | 9 × 3 pierce | magical first shoot long range |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | 0% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Castle | 1 | 50% | |
Cave | 2 | 30% | |
Coastal Reef | 2 | 30% | |
Deep Water | ‒ | 0% | |
Fake Shroud | ‒ | 0% | |
Flat | 1 | 40% | |
Forest | 2 | 50% | |
Frozen | 2 | 20% | |
Fungus | 2 | 50% | |
Hills | 2 | 50% | |
Mountains | 3 | 50% | |
Sand | 2 | 20% | |
Shallow Water | 3 | 10% | |
Swamp | 3 | 10% | |
Unwalkable | ‒ | 0% | |
Village | 1 | 50% |