White Mage / White Sorceress
Besides battlemages for the Royal Army, Alduin Academy also train white mages for the Paladins Order. From some points it's much easier to be white mage, than red or blue - although paladins pay for education of mages, they do not force anyone to join their ranks, so after five mandatory years of healer work white mage can go on all four sides. All roads are open for him: he can become rural healer or apothecary or lord's advisor or court seer. Even if white mage lose his jobs for some a reason, there is always the Paladins Order, which always accepts him with open arms. But so great freedom is main reason why white mage should be trained thoroughly and severely, because if he get away from the right path he can become more dangerous dark mage then any other person.
Tactical Info:
Pupil: Day type
* +5% accuracy and +1 vision range at daytime.
* -10% accuracy and -1 vision range at night.
Alignment: Passionless
* no bonuses or penalties.
Movement type: Civilian
* not good at castle and village defending.
Armor type: Ascetic human without armor
* vulnerable for impact and blade damage.
* exclusively resistant to arcane damage.
Damage type: Arcane & Impact
* impact attack is effective against units without armor, especially against fragile ones, like skeletons, elves, goblins and saurians.
* impact attack is less effective against woses, trolls and other giant creatures.
* impact attack is uneffective against ghosts and heavy armored units.
* arcane attacks are very effective against undead.
* arcane attacks are more effective against orcs and sinners.
* arcane attacks are less effective against drakes, elves, nages and merfolk.
* arcane attacks are uneffective against woses, sages and saints.
Spells: 3 basic and 1 average
* energy stream (basic): calls a stream of magic energy, which causes arcane damage. Power of spell increases with unit's level. 12-2 damage at the current level.
* heal (basic): heals adjacent allies. Power of spell increases with unit's level. Heals 8 hitpoints at the current level.
* cure (basic): cures adjacent allies of poison.
* lightbeam (average): advanced version of ''enregy stream''. Calls magical rays which causes arcane damage. Power of spell increases with unit's level. Basic damage at the current level is 8-3. This spell inflicts increased damage at daytime and decreased damage at night.
* purification (average): melee attack which inflicts arcane damage. Can be used only against undead. Power of spell increases with unit's level. Basic damage at the current level is 7-3. This spell inflicts increased damage at daytime and decreased damage at night.
Information
Advances from: | Apprentice Mage |
---|---|
Advances to: | Mage of Light, Inquisitor |
Cost: | 40 |
HP: | 35 |
Moves: | 5 |
Vision: | 5 |
XP: | 96 |
Level: | 2 |
Alignment: | |
Id: | Royal White Mage Temp |
Abilities: | cure, dummy |
Attacks (damage × count)
energy stream ranged | 12 × 2 arcane | magical | |
staff melee | 7 × 2 impact |
Resistances
blade | -20% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | -20% | fire | 0% | |||
cold | 0% | arcane | 30% |
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% |