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

Armor type: Human black mage on the yeti ghost
* resistant to physical damage, fire damage and especially 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 average
* 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: 30
Moves: 4
Vision: 5
XP: 32
Level: 1
Alignment:
Id: Undead Junior Sorcerer Yeti
Abilities: dummy, dummy, dummy

Attacks (damage × count)

(image)ghostly fist
melee
11 × 2
impact
(image)shadow wave
ranged
10 × 2
arcane
magical
dark magic

Resistances

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

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.