Archlich needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Necromantic Channeling: Archlich converts 20% of damage dealt to a living target into healing for a chosen ally. It cannot heal itself this way.
Darkness vulnerability aura: The target and adjacent stacks become 15% more vulnerable to Dark damage. Plan a following Dark attack around the affected group.
Might damage
—
Magic damage · Dark
16–20
Might protection
26 %
Magic protection
26 %
Health
72
Initiative
30
Combat movement
4
Ranged reach
100
Morale
—
Luck
7
Reference growth
5
Cost per creature: 525 gold
Abilities and limitations
Necromantic Channeling
Archlich converts 20% of damage dealt to a living target into healing for a chosen ally. It cannot heal itself this way.
Darkness vulnerability aura
The target and adjacent stacks become 15% more vulnerable to Dark damage. Plan a following Dark attack around the affected group.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Archlich · reference values before bonuses
Creatures
Total cost
Base health
1
525 gold
72
5
2,625 gold
360
10
5,250 gold
720
Reading this profile correctly
Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.