Archmage
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Stats
Related objects
Abilities
- Protector Protects nearby allies, increasing their resistance to Magic by 10%. This has no effect on other Archmages.
- Adaptable This troop finds it easy to adapt to new environmental conditions. Unit receives bonuses depending on how well the Army leader knows the terrain. Bonus to Attack and Defense: current terrain-specific bonuses (half accumulated familiarity, rounded normally)
- Lightning Can strike an enemy with lightning from any distance. Inflicts Magic Damage and has a chance of shocking the target.
- Magic Protection 50% resistance to Magic damage.
- Persistence of Mind The creature is immune to Mind Spells and effects.
- Fighting Trance The mage falls into a battle trance for 2 turns, gaining: +100% Damage +100% Critical Hit Chance +100% Shock chance While its Defense is reduced by 50%. While in the trance, the mage can use no other skills, nor protect nearby allies from enemy magic.
- Magic Shield Grants the target a magical defense for 3 turns, reducing the damage it suffered by half.
- Telekinesis Moves a friendly or enemy troop one cell in any direction, provided the target cell is free.