Junior Sorcerer

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Necromancers recruit students not due to their altruism. There comes a time, sooner or later, when young necromancer receives the first independent job. Usually it's inconsiderable for higher necromancers, but still dangerous work. Apprentice gets command of a undead detachment, with dead warriors enchanted to obey his orders since he still doesn't able to create undead by himself, except maybe some zombies. If young mage manages to perform a task with these limited forces, we can safely say that he meets the expectations of his master.

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

Armor type: Human black mage without armor
* vulnerable for impact, blade and arcane damage

Damage type: Arcane & Blade & 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.
* 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.
* 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
* entangle (basic): calls tree roots which entangle an opponent, slowing it. Number of attacks increases with unit's level. 4-2 impact damage 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 10-2. This spell inflicts increased damage at night and decreased damage at daytime.

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Information

Advances from:
Advances to: High Sorcerer
Cost: 20
HP: 24
Moves: 5
Vision: 5
XP: 32
Level: 1
Alignment:
Id: Undead Junior Sorcerer Hound
Abilities: dummy

Attacks (damage × count)

(image)shadow wave
ranged
10 × 2
arcane
magical
dark magic
(image)sword
melee
5 × 2
blade
(image)entangle
ranged
4 × 2
impact
slows

Resistances

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

Terrain

TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave140%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest160%
(icon) Frozen230%
(icon) Fungus260%
(icon) Hills160%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Wed Mar 20 03:17:39 2024.