Dark Adept / Apprentice Witch

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While the Alduin Academy possesses sufficient resources to organize the search of gifted students through the country and to offer them a free education, dark mages forced to settle by any students whom they can find. Usually necromancers enlisting sorcerers who was rejected by society, such as the crippled, the criminals and the expelled Academy students. As a result, a group of dark wizard's students looks more like a gang of robbers. Many of them are still making mistakes in the simplest spells, when others are wielding an axe more confidently than magic staff. But they still have great advantage over the tidy, well-fed and talented graduates of the Academy as they know how to to survive in the harsh world outside the classroom walls.

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: Villager
* good at rough terrain.
* not good at castle and village defending.

Armor type: Human criminal without armor
* vulnerable for impact, blade and nd slightly less to arcane damage.

Damage type: Cold & Impact or Blade
* 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.
* blade attacks are effective against units without armor, especially against woses.
* blade attacks are less effective against skeletons and trolls.
* blade attacks are uneffective against ghosts and heavy armored units.
* cold attack is very effective against drakes and dragons.
* cold attack is more effective against woses, nagas, trolls, frogs and merfolk.
* cold attack is less effective against dwarves and hardy units.
* cold attack is uneffective against skeletons and ghosts.

Spells: 1 basic
* mortal curse (basic): ranged attack which inflicts cold damage. When attack misses, it poisons opponent. Power of spell increases with unit's level. 15-1 damage at current level.

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Information

Advances from:
Advances to: Witcher, Black Mage, Shadow Mage
Cost: 20
HP: 28
Moves: 6
Vision: 5
XP: 25
Level: 1
Alignment:
Id: Undead Dark Adept
Abilities: dummy

Attacks (damage × count)

(image)mortal curse
ranged
15 × 1
cold
mistake
(image)mace
melee
5 × 3
impact

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire0%
(icon) cold0% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave230%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest260%
(icon) Frozen230%
(icon) Fungus250%
(icon) Hills260%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Wed Mar 20 03:17:38 2024.