Lich
The Dark Ritual which transforms human to lich is the greatest mystery and the greatest achievement of necromancy art. Liches possess an extremely long life. Liches are able to use spells which unattainable for mortal. Liches are able to subjugate powerful undead and handle dead warriors who was called by other necromancers. But greater importance has the fact, that lord-lich able to share his knowledge about the Dark Ritual with his servants. So, other necromancers striving to enter the liches' service, hoping to earn immortality. No matter how powerfil living necromancer is, he'll never become the king of undead. But every lich is king since the moment of his rising. White mages and other necromancer-haters usually claiming that source of liches' power is fear. It's certainly true, but it is not a fear of lich's might but a fear of death which derives from the very nature of humans. Power of liches originating from their ability to free a person of that fear, so this is the most unbreakable power.
Tactical Info:
Pupil: Blind
* unit's vision rate and accuracy aren't influenced by time of day.
Alignment: Revengeful
* from 0 to 25% damage penalty when unit's HP from 50 to 100% of maximum.
* from 0 to 25% damage bonus when unit's HP from 50 to 0% of maximum.
Movement type: Conscious skeleton
* good when defending in castles, villages or rough terrain.
* can move underwater.
Armor type: Lich
* unbelievable resistant to cold damage.
* resistant to blade and especially to pierce damage.
* vulnerable for fire and arcane damage.
Damage type: Arcane
* more effective against orcs and sinners.
* less effective against drakes, elves, nages and merfolk.
* uneffective against woses, sages and saints.
Spells: 1 average, 4 high
* ghost recall (average): first of ghosts, called by necromancer is very special. Even if first ghost would be killed, it will return to recall list of it's leader. First ghost of the present lich is night hound, well-known for its stealth and killer skills.
* lich touch (high): melee attack of lich drains enemy hitpoints, restoring unit on half of inflicted damage.
* shadow demolisher (high): calls a stream of magic lightnings, which causes unresistable damage. Basic damage is 14-3, with additional damage for units which stand in water or under rain. This spell also inflicts increased damage at night and decreased damage at daytime.
* ke'mik'ad'ji (high): ability of liches, which heals some hitpoints in beginning of every turn. Power of ke'mik'ad'ji increases with level of unit. Recovers 12 hitpoints per turn at the current level.
* death grip (high): causes suffocation, preventing the enemy attack. When used at defense has 90% accuracy. Power of spell increases with unit's level. At the current level inflicts 14-1 arcane damage.
Information
Advances from: | High Sorcerer |
---|---|
Advances to: | Dark Lord |
Cost: | 60 |
HP: | 56 |
Moves: | 5 |
Vision: | 5 |
XP: | 192 |
Level: | 3 |
Alignment: | |
Id: | Undead Lich Hound |
Abilities: | ke'mik'ad'ji, dummy |
Attacks (damage × count)
shadow demolisher ranged | 14 × 3 electrical | magical electrical dark magic | |
life drain melee | 5 × 4 arcane | drains indirect | |
death grip melee | 14 × 1 arcane | perfect defense slows suffocation indirect |
Resistances
blade | 10% | pierce | 35% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | -20% | |||
cold | 55% | arcane | -30% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Castle | 1 | 60% | |
Cave | 1 | 40% | |
Coastal Reef | 2 | 40% | |
Deep Water | 4 | 60% | |
Fake Shroud | ‒ | 0% | |
Flat | 1 | 40% | |
Forest | 2 | 50% | |
Frozen | 1 | 40% | |
Fungus | 2 | 50% | |
Hills | 2 | 50% | |
Mountains | 3 | 60% | |
Sand | 1 | 40% | |
Shallow Water | 3 | 20% | |
Swamp | 3 | 20% | |
Unwalkable | ‒ | 0% | |
Village | 1 | 60% |