Warlock: Master of the Arcane Wiki
Advertisement


"Monsieur, I have received news most dire... This must be passed to the Council immediately! The Dremers... they transform captured Great Mages into mindless slaves! Though they become fully obedient, they still wield all their terrible powers! This has happened already, and will happen again if the Dremer manage to capture another Great Mage's capital. I beg you, monsieur - ensure that the Great Mates understand the terrible threat they face! They must forget their quarrels and unite their forces, or soon not only the Council but all the world will be gone forever."
(From "The Secret Report to the Adviser of His Grace")

Unit Details[]

Absolute magic caster

Abilities[]

Fire Tornado:

  • Damage: 22 Elementalicon
  • Area of effect: target plus the surrounding hexes
  • Range: 3
  • Cooldown: 3
  • Strength: 125%
  • Rejected damage bonuses: None
  • "Inflicts Elemental magic damage to all enemy units in range."

Death Tornado:

  • Damage: 22 Deathicon
  • Area of effect: target plus the surrounding hexes
  • Range: 3
  • Cooldown: 3
  • Strength: 125%
  • Rejected damage bonuses: Elementalicon
  • "Inflicts Death magic damage to all enemy units in range."

Spirit Tornado:

  • Damage: 22 Spiriticon
  • Area of effect: target plus the surrounding hexes
  • Range: 3
  • Cooldown: 3
  • Strength: 125%
  • Rejected damage bonuses: Deathicon, Elementalicon
  • "Inflicts Spirit magic damage to all enemy units in range."

Base Perks[]

  • Dremer: Resistance: +20 Melee, +20 Missile, +20 Elemental Magic, +20 Death Magic. Sight range +1
  • Magic Shield: Immune to banes. Dispellable. Upkeep: -3 Mana
  • Power of Shadows: Resistance: +75 Melee, +75 Missile, +100 Elemental Magic, +100 Death Magic, +50 Life Magic, +50 Spirit Magic

Resistances[]

 
Melee 95
Missile 95
Life Magic 150
Death Magic 120
Spirit Magic 50
Elemental Magic 120

Strategy[]

This unit has extreme resistances, hit points and an area of effect special attack, which can do one of three types of damage at a long range (3 fields). Remove all contaminated terrain nearby so it doesn't heal, and be prepared for a long and difficult fight.

Alternatively, cheapest way to neutralise Great Mage Shadow is Iril Bowmasters. Any race can build and than upgrade Iril Bows to Iril Bowmasters for overall 150 Gold. Than you need two units of them, and cast Nullify spell to Great Mage Shadow (to remove his Magic Shield perk). And thats all: You use special ability Mind Lash on that powerful foe that Stuns it for 2 turns. Cooldown of ability is 4 turns. Your Iril Bowmasters will never release Great Mage Shadow from its prison, killing it slowly. If is suits you, use Wolves of Helia to finish it.

Advertisement