Necromancer
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.
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.
Information
Advances from: | Dark Sorcerer |
Advances to: | |
Cost: | 50 |
HP: | 70 |
Movement: | 5 |
XP: | 150 |
Level: | 3 |
Alignment: | chaotic |
ID | ARERA_Necromancer |
Abilities: | defense 3 |
Attacks (damage - count)
plague staff melee | 10 - 1 impact | ||
chill wave ranged | 23 - 1 cold | magical (arera) | |
shadow wave ranged | 16 - 1 arcane | magical (arera) |
Resistances
blade | 0% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 0% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 60% | |
Cave | 2 | 40% | |
Coastal Reef | 2 | 30% | |
Deep Water | - | 0% | |
Flat | 1 | 40% | |
Forest | 2 | 50% | |
Frozen | 3 | 20% | |
Hills | 2 | 50% | |
Mountains | 3 | 60% | |
Mushroom Grove | 2 | 50% | |
Sand | 2 | 30% | |
Shallow Water | 3 | 20% | |
Swamp | 3 | 20% | |
Unwalkable | - | 0% | |
Village | 1 | 60% |