High Witcher / Sabbath Queen
Countless books devoted to the study of fire and light magic as well as potential risks and little known features. Even adepts of dark magic may find instructions in ancient manuscript, or at least consult with their mentor. But witches' abilities are unique so that they can be developed only by relying on intuition. Often somebody of witches creating spell which kills him after or even before first using. Others possess stunning, but narrowly specialized skills, so they doomed to remain in secondary roles. Only few of witches had become legendary and created grimoires which contain instructions for the next generations of witches, if they inherit the same abilities.Countless books devoted to the study of fire and light magic as well as potential risks and little known features. Even adepts of dark magic may find instructions in ancient manuscript, or at least consult with their mentor. But witches' abilities are unique so that they can be developed only by relying on intuition. Often somebody of witches creating spell which kills him after or even before first using. Others possess stunning, but narrowly specialized skills, so they doomed to remain in secondary roles. Only few of witches had become legendary and created grimoires which contain instructions for the next generations of witches, if they inherit the same abilities.
Tactical Info:
Pupil: Day type
* +5% accuracy and +1 vision range at daytime.
* -10% accuracy and -1 vision range at night.
Alignment: Cruel
* 25% damage bonus when there are 1 or more cruel allies around the opponent.
* 25% damage penalty when there aren't allies around the opponent.
Movement type: Villager
* good at rough terrain.
* not good at castle and village defending.
Armor type: Human witch without armor
* vulnerable for arcane damage.
Damage type: Pierce and/or Blade & Fire or any other type
* 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.
* pierce attacks are more effective against cavalry and flying units.
* pierce attacks are less effective against frogs, dwarves and skeletons.
* pierce attacks are uneffective against woses, ghosts and heavy armored units.
* cold attacks are very effective against drakes and dragons.
* cold attacks are more effective against woses, nagas, trolls, frogs and merfolk.
* cold attacks are less effective against dwarves and hardy units.
* cold attacks are uneffective against skeletons and ghosts.
* fire attacks are very effective against woses and other plants.
* fire attacks are more effective against skeletons and frogs.
* fire attacks are less effective against nagas, trolls and hardy units.
* fire attacks are uneffective against ghosts, drakes and dragons.
* impact attacks are effective against units without armor, especially against fragile ones, like skeletons, elves, goblins and saurians.
* impact attacks are less effective against woses, trolls and other giant creatures.
* impact attacks are uneffective against ghosts and heavy armored units.
* arcane attacks are more effective against orcs and sinners.
* arcane attacks are less effective against drakes, elves, nages and merfolk.
* arcane attacks are uneffective against woses, sages and saints.
Specializations:
* flame control: provides spells ''flame missiles'', ''smoke missiles'' and ''flaming whip''. Also allows to learn spell ''disintegration'' with overload.
* cold magic: provides spells ''chill wave'' and ''ice lump''. Also allows to learn spell ''white castle'' with overload.
* unholy rituals: provides ''mortal curse'', ''ritual murder'' and ''instant mortal curse''. Also allows to learn spell ''cursed mirror'' with overload.
* turnskins: allows to transform into animals. Witches can transform into snakes, bats and panthers while witchers transform into wolves, lions and vultures. Also allows to tranform into mantikore with overload.
Spells: 2 average and 1 high or ultimate
* power stealing (average): advanced version of ''defacement curse''. In beginning of every turn all adjacent enemy units gain defacement curse. They permanentely loses 1 HP and will need 1 more XP to reach next level. Ability possesor gain all stolen HP and XP.
* flame missiles (average): calls small swift missiles which inflicts fire damage. Damage depends on unit's level when number of attacks depends of unit's hitpoints. Not wounded unit inflicts 9-5 magical damage.
* smoke missiles (high): advanced version of ''flame missiles''. Distracts the opponent when hits.
* flaming whip (high): melee attack, which inflicts significant damage but has low accuracy. Inflicts 15-3 fire damage.
* disintegration (ultimate): calls a stream of incredibly strong magic energy which instantly destroys target if hits. After first successful using of spell it can't be used again for the foreseeable future. Due to overload unit permanently loses 1 strike of each attack after using spell.
* chill wave (average): calls a stream of magical energy, which causes cold damage. Power of spell increases with unit's level. It's possible to learn how to use this attack at melee combat. Inflicts 11-3 damage.
* advanced version of ''chill wave'' allows to use this attack at melee combat. Melee chill wave has ''firststrike'' special, but inflicts one less strike.
* ice lump (high): creates huge ice lump which crushes on the opponent. If hits, inflicts 18 impact damage and 18 cold damage.
* white castle (ultimate): Units, which began its turn near this unit, will be slowed and deprived of their ZoC for 1 turn. Due to overload unit itself is always slowed.
* mortal curse (basic): casts a curse which inflicts damage if successful and poisons the opponent if failed. Power of curse increases with unit's level. Inflicts 25-1 cold damage.
* ritual murder (average): when unit kills an opponent with ''mortal curse'', damage of all adjacent allies will be increased by 25% until beginning of next turn. Effect stacks indefinitely. Can't be activated with destroying of undead unit. It's possible to learn how to increase arcane resistance with same ritual at next levels.
* advanced version of ''ritual murder'' additionally increases arcane resistant of allies to 0% until beginning of next turn.
* instant mortal curse (high): curses the opponent, inflicting significant damage with high accuracy. Type of damage chosen randomly in moment of hit and may be one of these: fire, cold, arcane. Anyway, inflicts 32-1 damage.
* cursed mirror (ultimate): melee attack which replaces a whip and a staff. Doesn't inflict damage by itself but return all recieved damage to the opponent. Opponent's resistance doesn't matter. Due to overload damage, which both opponents recieve, doubles.
* snake form (average): melee attack during which unit transforms to snake. Inflicts blade damage which depends on unit's level. Attack poisons the opponent and does first strike at defense. Accuracy of opponent's attacks decreased by 20%. Inflicts 16-2 damage.
* wolf form (average): melee attack during which unit transforms to wolf. Wolf's claws inflicts blade damage when its skin guarantees 100% resistance to any physical attack. Number of attacks depends on unit's level. Inflicts 6-4 damage.
* bat form (high): allows unit to move throught air, ignoring terrain types. Unit isn't able to fly on terrain unavailable for him due to short duration of transformation. Increases movement by 1. Fighting as bat, witch able to inflict 9-2 blade damage, restoring herself on half of inflicted damage.
* vulture form (high): allows unit to move throught air, ignoring terrain types. Unit isn't able to fly on terrain unavailable for him due to short duration of transformation. Increases movement by 1. Fighting as vulture, witcher able to inflict 9-2 impact damage, restoring himself on 8 hitpoints every time he kills an opponent with this attack.
* panther form (high): melee attack during which unit transforms to panther. Inflicts impact damage with backstab. May kill the opponent when inflicts significant damage. 13-2 basic damage.
* lion form (high): melee attack during which unit transforms to lion. Inflicts 15-3 impact damage, decreasing accuracy of oppnent's attacks by 10%. One less strike at defense.
* mantikore form (ultimate): allows unit to transform into mantikore. Mantikore able to fly and possesses significant defense on most terrain types. Its resistance to physical attacks is 100% although it has -20% resistance to fire and arcane attacks. Mantikore's attack inflicts 13-2 pierce damage and poisons opponent when hits. Due to overload this transformation is permanent.