High Sorcerer

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No matter how useful talanted apprentice is, sooner or later he become too dangerous since he able to become competing necromancer - and you don't want to reveal to the competitor your secrets which you discover to your subordinates. So one day mentor announces to his disciple that his education is complete - usually it occurs shortly after young necromancer learn how to call all kinds of undeads, including ghosts. From now on newly high sorcerer may create his own undead army, teach his own apprentices and do anyting he want while his former mentor is always happy to help him with advice - but only with advice. With a certain point high sorcerers are less influential than apprentices they were before as they can't more participate in the performance of their master's global plans. On the other hand, ambitious young necromancers usually able to succeed in daring designs, which senior would not risked to attempt.

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: Human black mage on the yeti ghost
* well resistant to physical damage, fire damage and especially to cold damage.
* vulnerable for arcane damage.

Armor type: Ghost
* unbelievable resistant to to fire damage and physical damage and even more - to cold damage.
* vulnerable for arcane damage.

Damage type: Impact & Arcane
* 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 attack is very effective against undead.
* arcane attack is more effective against orcs and sinners.
* arcane attack is less effective against drakes, elves, nages and merfolk.
* arcane attack is uneffective against woses, sages and saints.

Spells: 1 basic and 1 average
* si'yah'kan (basic): ability of dark mages, which heals some hitpoints in beginning of every turn. Power of si'yah'kan increases with level of unit. Recovers 8 hitpoints per turn at the current level.
* shadow wave (average): calls a stream of dark energy, which causes arcane damage. Power of spell increases with unit's level. Basic damage at the current level is 14-2. This spell inflicts increased damage at night and decreased damage at daytime.

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Information

Advances from: Junior Sorcerer
Advances to: Lich
Cost: 40
HP: 50
Moves: 4
Vision: 5
XP: 96
Level: 2
Alignment:
Id: Undead High Sorcerer Yeti
Abilities: si'yah'kan, dummy, dummy, dummy

Attacks (damage × count)

(image)ghostly fist
melee
11 × 3
impact
(image)shadow wave
ranged
14 × 2
arcane
magical
dark magic

Resistances

(icon) blade-20% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold10% (icon) arcane-20%

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave150%
(icon) Coastal Reef250%
(icon) Deep Water260%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus150%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water250%
(icon) Swamp250%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Wed Mar 20 03:17:39 2024.