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Properties

Property Value
Combat Properties
Health Health Icon 225
Experience Experience Icon 100
Speed Haste Icon 86
Armor Armor Icon 16
Est. Max Dmg 100
Summon (not possible)
Convince (not possible)
General Properties
Name Dark Apprentice
Classification Sorcerers
Spawn Type
Illusionable
Pushable
Pushes
Bestiary Properties
Class Human
Difficulty Bestiary Level Easy
Occurrence Bestiary Occurrence Common
Charm Points 15 Charm Icon
Elemental Properties
Physical 100%
Holy 100%
Death 105%
Fire 100%
Energy 100%
Ice 100%
Earth 100%
Drown 100%
Life Drain 100%
Heal 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around Energy
Fire
Poison
Walks through
Other Properties
Version 8.1
December 11, 2007
Status Active
Help
Dark Apprentice
You see a dark apprentice.
  • Outch!
  • I must dispose of my masters enemies!
  • Oops, I did it again.
  • From the spirits that I called Sir, deliver me!

Notes

Some of the fallen dark magicians take their apprentices with them when being cast out of the magic orders. Others take apprentices later to have compliant henchmen at their disposal. The Dark Apprentices are nothing than a shadow of their masters who greedily hide their secrets and only share small parts of their knowledge if there is no choice. Kept in line by the promise to gain forbidden knowledge and parts of their master's power, they are just as scrupulous as their masters. Sometimes a dark magician has several apprentices and enjoys their rivalry for his attention. This way, the Dark Apprentices usually focus their scheming minds on other apprentices instead on their master. Being constantly treated badly by their masters, they use every opportunity to demonstrate their own malice over other beings. Usually more ambitious than competent, they are minor threats only. However, several apprentices that are trying to support and impress their master can still be fatal for badly prepared adventurers though.

New creature in the Winter Update 2007. They seem to be a parody of low level Sorcerers. Note that if they turn you into a cyclops or a broom they will cancel your invisibility and dismount you.

Damage Taken From Elements

  • Physical
    +0%
  • Holy
    +0%
  • Death
    +5%
  • Fire
    +0%
  • Energy
    +0%
  • Ice
    +0%
  • Earth
    +0%

Behaviour

Keeps distance from the opponent.

Strategy

Be sure to kill the Dark Magicians first when they are together. Consider them as a stronger bandit. As a knight, you can kill one with skills 55/55.

Loot

(Loot Statistics)