2. Human.
3. An old man with a long white beard, his head covered in gray hair. Brown eyes with a slight cunning glint.
He is proficient in many types of magic, as he has always been a polyglot. He prefers Necromancer and Mind Magic. He is dressed in a gray robe, beneath which is a light mithril chain shirt. A white shirt is worn under the chainmail. Age 762 years, appearing as a frail old man around 70-80 years old.
Nothing is known about his parents or relatives.
4. Armed with an obsidian magic staff and a small snake-shaped dagger made of an iron and silver alloy. Also many combat spells.
5. OT
6. Saruman studied at the Academy of Magic and began as a very promising student. He would sometimes spend days on end in the Academy library and was a favorite of the teachers, which greatly irritated many other students who were not as successful. Sometimes they even bullied the "nerd," but Saruman closely monitored his detractors and immediately reported everything to the teachers, which irritated his peers even more. The young Mage was very, very withdrawn.
He had no friends; instead of socializing, he decided to study hard. The "nerd" understood that knowledge might be more useful to him in the future than friendship. Saruman's main mottos were "Trust no one," "Live in harmony with your conscience," and "Take everything from life!" His only friend was perhaps one teacher, who was as withdrawn as his student. As it later turned out, his "Master" (as Saruman called his favorite teacher) intensively practiced necromancy and subsequently passed some of this knowledge, forbidden among mages, to Saruman, but unfortunately, he was caught practicing the "obscene" art and was imprisoned... the further fate of the "Master" is unknown... And it was precisely this that most repulsed the young Saruman from mages and drew him closer to the darkness.
The young mage also loved Mind Magic and particularly excelled in charm spells. Subsequently, after graduating from the Academy and receiving the title of mage, he disappeared from the sight of other people for a long time, yet never ceased studying magic from other sources...
But recently, a secret sect of necromancers contacted the exiled mage and offered him a job as a scout in the territories of the Gray Alliance, as Saruman was one of the few necromancers who had not lost their NORMAL human appearance and was externally almost indistinguishable from an ordinary mage...
...and so the Dark Mage has finally arrived in Mistrad to meet with the spy and find out more details about the job...
7. Mistrad.
Level 7
Combat Arts - 1.
Defense - 1.
Wisdom - 3.
Equipment:
Saruman's Named Staff
+3 Strength, -1 Agility, knocks back the enemy on hit (knockback damage - mental 1-2*hero level*combat arts; if the enemy is immune to magic, they take no damage but are still knocked back), 30% chance to deal random elemental damage on attack (1-4*hero level*magic power), serves as a reservoir for souls.
Dark Dwarf Ring.
The more money the hero has, the more damage spells deal (additional damage cannot exceed 50%)
Hero wealth > 500 coins - 5%+1%*wisdom
Hero wealth > 1000 coins - 10%+1%*wisdom
Hero wealth > 1500 - 15%+1%*wisdom
Hero wealth > 2000 - 20%+1%*wisdom
Hero wealth > 2500 - 25%+2%*wisdom
Hero wealth > 3000- 30%+2%*wisdom
Saruman's Named Dagger (currently missing from the hero's possession:( )
Strength +2, +1 Agility, poisoned - poisons the enemy on hit (damage 1-4*hero level*Combat Arts, lasts 1*wisdom).
If the enemy was KILLED by the dagger, there is a 20%+1%*hero level*wisdom (but no more than 40%) chance that the dagger will steal the soul of the deceased and transfer it to the Staff.
Spells:
Fireball - 10 hp - special properties: Fire damage; if other enemies are standing near the target, the fireball hits them as well (damage 50% of base damage +1%*magic power), 5% chance to ignite the enemy (2 TURNS, 10 damage per turn), knockback (damage 1+1*hero level*magic power)
Dark Bolt - 15 hp Special properties: Darkness damage (i.e., 30% additional damage against light creatures: Angels, inquisitors, etc.)
Life Drain- -10 hp to the enemy, +10 hp to self. Special properties: the spell cannot be reflected (if the enemy is immune to magic, the spell does not work)
Suffocation - enemy is incapacitated for 2 turns, dealing 4 damage each turn. Special properties: reduces the enemy's defense.
Suggestion - 2 times per day
Illusory Transformation- 1 time per day.
Special abilities:
Voice of Saruman - the effectiveness of all mind and suggestion spells is doubled.
Remembrance - allows you to remember a spell once a day that you learned long ago but forgot over time, and use it. After use, the spell disappears from memory again. The level and power of the spell depend on the hero's level and Wisdom. This ability cannot be used in combat.
Нет невежества - есть Знание