Grand Necromancer

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One of the pinnacles of what is considered ‘black magic’ is the art of necromancy, the terrible ability to awaken the dead with false life. This discovery alone caused humanity’s condemnation of black magic, for the nightmarish things it has made real have given fear a vast new arsenal.

This ability, in all aspects, is the first step towards cheating death of its ultimate prize.

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Information

Advances from:
Advances to:
Cost: 100
HP: 70
Moves: 5
XP: 150
Level: 3
Alignment: neutral
Id: PR Grand Necromancer
Abilities:

Attacks (damage × count)

(image)plague staff(impact attack) impact6 × 3(melee attack) melee(plague)
(image)chill wave(cold attack) cold17 × 2(ranged attack) ranged(magical)
(image)shadow wave(arcane attack) arcane12 × 2(ranged attack) ranged(magical)

Resistances

(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest250%
(icon) Frozen320%
(icon) Fungus250%
(icon) Hills250%
(icon) Mountains360%
(icon) Sand230%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Thu Nov 21 02:57:35 2024.