|Prereq.||40 and at least 1 Spellbook|
|Ranged Attack||7 *|
Caster ( 12.5)Life Steal
|Random Abilities||2 (Mage)|
|Please read Known Bugs, below.|
|As of Master of Magic v1.31, Ravashack the Necromancer is known to be malfunctioning in at least one way. Please read the Known Bugs section below.|
Hero units featured in Master of Magic.
Ravashack is a Champion. He may randomly appear for hire if a wizard has at least 40 Fame points and at least 1 Death Spellbook, in which case his Hiring Cost is 500 by default. Alternatively, Ravashack can be summoned using the Summon Champion spell.
Ravashack is a very powerful Ranged Attacker, for two separate reasons. One reason is that his innate Arcane Power ability will rapidly enhance his attack strength. The other is that Ravashack's attacks also have the Life Steal property, which can inflict additional damage to low-Resistance targets - and heal some of Ravashack's damage at the same time!
Even with such a powerful attack, Ravashack is often seen as more of a spell-caster than a Ranged Attacker. His Caster skill gives him a large amount of Mana to use, and he can cast any spell known to his employer. Additionally, he can always cast the Weakness, Black Sleep, Animate Dead and Wrack spells - assuming he has sufficient Mana.
Ravashack receives up to two additional Random Abilities from the "Mage" category, which are likely to improve his magical properties. Ravashack's "dry" defensive properties are somewhat lacking, making him somewhat vulnerable during combat. Fortunately he possesses Missile Immunity, which can protect him from some forms of Ranged Attacks. Thus it is often imperative to keep Ravashack away from any powerful enemies.
Ravashack may be equipped with the mage set of Magical Items, contributing primarily to the strength of his Ranged Attack and spell-casting abilities. The lack of armor, however, makes him more vulnerable to enemy attacks.
General Description Edit
Ravashack the Necromancer is a dangerous wizard who has studied the ways of necromancy - a school of magic specializing in bringing the dead back to life, and manipulating the life-energies of living beings. It is speculated that by delving into these studies Ravashack has actually lost some of his own natural self, and has become a creature partway between the realm of the living and the realm of the undead. Whatever the truth, he is indeed quite powerful.
Ravashack appears as an aged man with white hair and bushy white eyebrows. His eyes are little more than sickly-green glints of light, betraying an otherworldly and somewhat disturbing nature. Ravashack dresses in purple robes, and rides a horse as black as night.
Initial Properties Edit
Note: All data below assumes Ravashack is at his lowest Experience Level, and without any Magical Items or Random Abilities - After all, any Hero can become devastatingly powerful after gaining several levels and powerful items. Please refer to the tables and chapters below for more information.
Attack Properties Edit
While Ravashack the Necromancer possesses both a Melee Attack and a Magical Ranged Attack, the latter is clearly superior in outright strength. Nonetheless, both attacks are made significantly more dangerous as a result of their Life Steal property.
Ravashack's Ranged Attack has a strength of 7 by default. This is immediately raised to 8 thanks to his innate Arcane Power ability. With a basic To Hit chance of 30%, he can be expected to deliver about 2.4 points of Damage on average - a very respectable amount for a starting-level Hero.
This Ranged Attack delivers Magical Damage. As a result, it does not suffer To Hit penalties when used at a distance. On the other hand, targets possessing Magic Immunity will almost invariably shrug off all damage from this attack. Furthermore, the attack is associated with the Chaos Realm, and thus may be blocked partially or completely by spells like Resist Elements.
Ravashack also has a token Melee Attack, significantly weaker than his Ranged Attack. It has a default strength of only 1, and can be expected to deliver only 0.3 points of Damage on average. In other words, it is likely to fail to deliver any damage, even to an unarmored target.
Both attacks are accompanied by Ravashack's Life Steal attack. This can potentially make even his Melee Attack quite powerful - but will work mainly against targets that possess low Resistance scores.
Life Steal Edit
- Main article: Life Steal
Essentially, this attack forces the target to roll a random number between 1 and 10. Life Steal then delivers an amount of extra Damage to the target based on the number rolled and the target's Resistance score, using this formula:
Damage Delivered = Random Roll - Target's Resistance
Results equal to or lower than 0 are ignored - delivering no damage to the target.
Simultaneously, Ravashack himself gains Hit Points equal to the amount of Life Stealing Damage done to the target. So if the target suffered 10 Damage Points from Life Steal, Ravashack gains 10 Hit Points. Hit Points thus gained can, in fact, exceed his maximum health for the duration of combat, and are displayed in his query screen as the gold Bonus Hit Point icons ( ).
Thanks to this effect, even Ravashack's Melee Attack can cause a hefty amount of damage - but it is only useful against targets that have a low Resistance score. Also, since Ravashack is not very survivable, using a Life Steal Melee Attack should be restricted to the weakest of targets - lest the target kill Ravashack in the process!
When used as part of Ravashack's Melee Attack or Counter Attack, Life Steal takes place at the same time as Melee Damage is exchanged between Ravashack and his target. Thus, a successful Life Steal will heal Ravashack as he takes damage from his enemies, though enemy figures killed off by Life Steal during the encounter still deliver damage back at Ravashack.
If the primary source of damage that kills any enemy unit is Ravashack's Life Steal, and Ravashack's army goes on to win the battle, that enemy unit will probably come back as an Undead creature after the battle - under the control of Ravashack's employer! Read more on this below.
Defensive Properties Edit
By default, Ravashack the Necromancer has a Defense score of 5 - about average for a low-level Hero. He can block about 1.5 points of Damage from any incoming attack. While this can adequately protect against low-tier Normal Units, it may struggle to fend off damage from more serious attacks.
This vulnerability does not apply to enemy Ranged Missile Attacks, thanks to Ravashack's innate Missile Immunity ability. Whenever such an attack strikes him, his Defense rating is temporarily boosted to 50, essentially making him totally immune! Very few units (mostly high-Experience and very-well-equipped enemy Heroes) would have anywhere near the amount of Ranged Attack Strength to penetrate this much armor. Note that a Slingers unit's attack, though marked by Boulders, is considered a Ranged Missile Attack.
As with most Heroes, Ravashack possesses a default Resistance score of 6. This makes him somewhat vulnerable to Curses and other combat maledictions. It will take at least 4 Experience Levels before he can become immune to some of these effects, assuming no Magical Items or Random Abilities augment it.
Other Properties Edit
Ravashack the Necromancer has a basic Hero's Movement Allowance of 2. This is good for speeding up his movement on the overland map, through plain land tiles like Grassland and Deserts. During battle, Ravashack may need to use his speed to avoid his enemies, or to quickly reach very-weak units in order to use his Life Steal attack on them.
Ravashack may cast any combat spell known to his employer. In addition, regardless of whether they are available to the employer, Ravashack also has access to the Weakness, Black Sleep, Animate Dead and Wrack spells (though a known bug may prevent this). Some spells, including these four, may be unavailable for casting until Ravashack can gain some Experience and increase his available Mana.
Note also that Magical Ranged Attacks will draw 3 Mana from Ravashack's pool each time they are used. This will reduce the remaining Mana for spellcasting. Fortunately, Mana is completely replenished at the end of each and every battle.
To cast a spell with Ravashack during combat, you must select Ravashack, press the "Spell" button, and then select "Necromancer" from the pop-up list. If Ravashack is out of Mana, out of Movement Points, has been killed or is otherwise incapacitated, his name will not appear on this list.
Note that using Ravashack to cast spells does not reduce your own available Spell Skill or Mana - he is completely independent and uses up his own skill and Mana.
Finally, the Caster ability also allows Ravashack to augment your wizard's own Spell Skill. To perform this, place Ravashack in the same tile as your Fortress town. While he is inside this town, your Spell Skill is increased by half the value of Ravashack's Caster skill, rounded down.
Creating Undead Edit
A very important "side-effect" of Ravashack's Life Steal attack is that it is capable of turning the target into an Undead unit - raising dead enemy units to serve Ravashack's employer after the battle is over.
This occurs only if Ravashack has inflicted a significant amount of damage to an enemy unit during a battle using his Life Steal attack. Basic damage from Ravashack's Ranged Attack and Melee Attack does not create Undead units.
Ravashack needs to inflict at least 50% as much damage as the unit's total (maximum) health with one or more Life Steal attacks in order to raise that unit as Undead. Note that it is possible to raise a unit even if it was killed by some other source, as long as the majority of damage inflicted on that unit was Life Stealing Damage.
Also, Ravashack's army must win the battle in order to raise any dead units. Once the battle is over, you'll be treated to an animation showing a glowing sword (symbolizing Ravashack's magical power) raising the corpses of his fallen enemies.
The raised unit is identical to the unit that was killed - except it now has the Undead property, which grants it several immunities, associates it with the Death realm, and prevents the unit from healing naturally or gaining any further Experience. The unit is now under the command of Ravashack's employer.
Fantastic Units brought back as Undead will have their Upkeep Costs multiplied by 1.5, making them expensive to maintain. Undead Normal Units, however, have no upkeep costs at all. Heroes may not be raised as Undead under any circumstances, regardless of what killed them.
Finally, in order for an enemy unit to be raised as Undead, Ravashack's army must have no more than 8 units in it after the battle - i.e. having enough room for the new Undead unit.
The following table illustrates how Ravashack's various skills and attributes increase as he gains Experience. His innate Arcane Power bonus has already taken into account in the values below. Attributes not appearing on this list do not improve with Experience. Also note that Ravashack's chosen Random Abilities may also increase with Experience, and may adjust any of the attributes listed below!
|Icon||Level Name||EP||Melee||Ranged||To Hit||Defense||Resist||Hits||Mana|
|Hero||0 - 19||1||8||30%||5||6||5||12.5|
|Myrmidon||20 - 59||2||10||30%||6||7||6||25|
|Captain||60 - 119||3||12||40%||6||8||7||37.5|
|Commander||120 - 199||4||14||40%||7||9||8||50|
|Champion||200 - 299||5||16||40%||7||10||9||62.5|
|Lord||300 - 449||6||18||50%||8||11||10||75|
|Grand Lord||450 - 599||7||20||50%||8||12||11||87.5|
|Super Hero||600 - 999||8||22||50%||9||13||12||100|
Average Damage Output Edit
The following table shows Ravashack's average Damage output with each of his attacks, based on his current Experience Level. The effects of the Arcane Power ability have already been taken into account in the values below. You can use the checkboxes to see the effect of some of the Random Abilities that Ravashack may occasionally possess. Note that this table completely ignores bonuses from Magical Items, if any.
Improvement Overview Edit
Ravashack's two rapidly-improving properties are his Ranged Attack strength and available Mana. Arcane Power will quickly raise his Magical Ranged Attack to very potent levels (though it has no effect on his Life Steal attack strength). His high Caster level will inflate Ravashack's Mana pool so that he can use this Ranged Attack more often.
With more Mana however, Ravashack will soon be able to use his powerful spells, making his exceptionally dangerous. He should be able to cast Black Sleep at Level 2 ("Myrmidon"), and both Animate Dead and Wrack will become available by Level 4 ("Commander"). These spells make Ravashack particularly dangerous against any army comprised of low-Resistance units.
Note that Ravashack's Defense and Resistance scores rise somewhat slowly with Experience, making his quite vulnerable at low levels. Consider the use of additional Magical Items to protect him - even at later stages.
The Life-Stealing component to Ravashack's attacks does not gain strength as he advances. It could have been imagined by the developers, perhaps, to inflict a further -1 per experience level for instance, but it does not. In fact, due to the rapid ascent of his Magical Ranged Attack, Life-Stealing damage will become a a smaller and smaller portion of his total damage output until it is statistically impossible for him to create undead units through this ability.
The best way for Ravashack to extend his career as a Necromancer is to bolster his Defense rating as high as possible, and direct him to single out inexperienced Normal Units with low resistance scores. If he stands adjacent to them and defends himself in melee, he is likely to Steal at least as much health as he deals with his paltry melee attack, and has a reasonable chance of healing himself and converting the aggressors into undead servants.
Ability Overview Edit
- This Hero receives +1 to his/her Magical Ranged Attack strength per each Experience Level, including the first level.
- This Hero may cast spells during combat, withdrawing Mana from his/her own personal Mana Pool to do so.
- The Hero may spend only 12.5 per battle (rounded down to 12. This Mana Pool is reset at the end of each battle - assuming the Hero survives at all.
- With each Experience Level gained, this Hero receives a permanent bonus of +12.5.
- Spellcasting takes up all of the Hero's remaining Movement Points for the turn.
- While this Hero is inside his/her employer's Fortress town, the owner's Spell Skill is increased by half the value of the Hero's Caster ability.
- Any Missile Attack performed against this unit will temporarily raise the unit's Defense score to 50 - allowing it to block virtually any incoming damage.
- Magical or Boulder attacks do not trigger this effect, and will damage the unit as normal..
- When this unit makes a Melee Attack or Counter Attack, it also delivers a Touch Attack that can suck the life out of its target.
- The target makes a random roll between 1 and 10. This is then compared to the target's Resistance score, at no penalty. The target then suffers an amount of Damage equal to the difference between these numbers.
- The Life Stealing unit is healed by a number of Hit Points equal to the amount of Damage caused by Life Steal. It may also gain bonus Hit Points that will last until the end of the battle.
- If Life Steal deals the majority of damage to an enemy unit during combat, the enemy unit may return to life as an Undead unit after the battle. This reanimated unit is now controlled by the owner of the Life Stealer.
- Raising undead units only occurs if the Life Stealer's army wins the battle, and only if there is room to absorb the new unit(s) in this army.
Random Abilities Edit
When a new game is started, the program randomly chooses 2 additional abilities for Ravashack. These are called Random Abilities. The selection is done completely at random (while observing a limit on the strength of certain abilities) from the list below:
Whichever Random Abilities are picked, they are permanent. Ravashack will never re-randomize his abilities during the course of a single game. He may, however, pick a different ability in the next game.
Ravashack may choose abilities that he already has, such as Arcane Power and Caster. If Arcane Power is picked, it will upgrade Ravashack's existing Arcane Power to "Super" Arcane Power, increasing the benefits from that ability by +50% - gaining +1.5 per Experience Level instead of the normal +1.
Caster may be picked either once or twice. Each pick of this ability will increase Ravashack's Mana pool by an additional +2.5 per Experience Level, on top of what he already receives from his innate Caster ability ( +12.5 per level). This will help Ravashack unlock his personal spells earlier, and be able to cast spells more often in each battle (and/or make more Ranged Attacks).
Other desirable abilities for Ravashack include Charmed and Prayermaster. Charmed will raise his own Resistance score to the point where no ill effect can hurt him - thus protecting Ravashack from enemy wizards. Prayermaster is sometimes considered better - it will raise the Resistance score of each unit accompanying Ravashack into battle. Since Ravashack is often accompanied by Death creatures and the Undead, this bonus is exceptionally important - especially when fighting enemy Life-wizards.
Ravashack the Necromancer has the following item slots:
|Icon||Name||Items that fit here|
|Staff Slot||Staff or Wand|
|Jewelry Slot #1||Any Jewelry|
|Jewelry Slot #2||Any Jewelry|
This set-up is unique to mage-type Heroes, and allows them to significantly boost their magical abilities. The Jewelry pieces can be used to augment defensive properties instead (in order to increase Ravashack's survivability), but might also combine offensive and defensive capabilities to make a well-rounded Hero.
Recommended Items Edit
The mage set-up doesn't leave much choice in terms of items, as it will strictly increase Ravashack's magical prowess. However there are several possible outcomes from mixing and matching various bonuses.
- With a Staff Slot, Ravashack is limited to using either a Staff or a Wand (with Staves often being stronger).
- Possibly the most important bonus would be Spell Save penalties. Ravashack has access to some powerful Curses - including Weakness, Black Sleep and Wrack. By reducing his target's Resistance score, Ravashack can ensure that these spells will work - and potentially doom the target to death!
- All other bonuses can also come in handy, though Spell skill bonuses (extra Mana) may eventually be less valuable than attack bonuses or To Hit. Take a good look at Ravashack's strengths and weaknesses to see what needs to be augmented. His Random Abilities will influence this greatly.
- Note that a Staff may give Defense bonuses, and might even be recommended if it does - protecting Ravashack from enemy spells and Magical Ranged Attacks. Remember of course that Ravashack has innate protection from Ranged Missile Attacks, so the usefulness of this is somewhat lower. Resistance bonuses may actually be preferable - protecting him from Curses and other spells.
- Finally, note that neither weapon will improve Ravashack's Melee Attack. All bonuses apply only to his Ranged Attack. Players aiming to reanimate slain units with this hero's Life-Stealing ability will generally find his ranged attack dealing too much normal damage, especially with the help of a Staff, for the ability to deal the necessary 50% of the damage to the target. It may be possible for Ravashack to continue raising undead through melee engagements, though, and still carry a Wand or Staff to help him deal out high-power ranged magic when needed.
- Ravashack can wear up to two pieces of Jewelry, and thus can mix-and-match bonuses from these items to get both a good magical prowess increase and some good defensive properties. Going for only one or the other may prove useless - try to get some of both.
- As explained above, Ravashack's personal spells rely mainly on low target Resistance, and therefore would benefit greatly from Spell Save penalties from his weapon and jewelry. If possible, try putting these bonuses on all of Ravashack's equipment. This will allow him to affect almost any target, and can make Ravashack nigh-unstoppable.
- Defense bonuses from Jewelry are important in order to protect Ravashack from enemy Magical Ranged Attacks and direct-damage spells. Remember that Ravashack's Missile Immunity will protect him from Ranged Missile Attacks, but not from magical attacks. As a result, Resistance can also prove beneficial, at least until Ravashack acquires formidable Resistance on his own through Experience.
- Along the same vein, Movement Allowance bonuses may help Ravashack avoid opponents on the battlefield. This makes certain that quick enemy Melee Attackers cannot easily reach and kill him.
- Mana bonuses will also be helpful, as they will either increase his ability to cast spells or increase the number of Magical Ranged Attacks that Ravashack can perform. The need for these bonuses will diminish as Ravashack gains extra Mana through his own Experience, but more spells per battle are always good for this Hero.
- Finally, note that attack Strength and To Hit bonuses from Jewelry will apply to both of Ravashack's attacks, but don't expect them to actually make his Melee Attack useful against any but the weakest enemies.
Ravashack the Necromancer can be acquired in one of three different methods:
- By hiring him as he comes to visit your Fortress town,
- By casting the Summon Champion spell,
- By Resurrecting him after he has been killed in battle.
Hiring Ravashack Edit
Every once in a while, a Hero will arrive at your Fortress town to ask for employment. The frequency of this event depends on your current Fame score, the number of Heroes already under your employ, and whether or not you have particular Retorts that affect this chance.
In order for Ravashack to appear for hire in this way, you must meet several requirements:
- You must have at least 40 Fame points.
- You must have at least 1 Death Spellbook.
- You must have sufficient Gold in your treasury to hire Ravashack (more on this below).
- Ravashack must not have already been killed in battle.
Since the game randomly chooses which Hero appears during this event, there's no guarantee that Ravashack will ever appear. The chance, however, increases if the number of other valid Heroes dwindles (such as when most other Heroes have died in battle).
The default Hiring Cost for Ravashack is 500. This is reduced to 250 if your wizard has the Charismatic Retort. If you do not have this much Gold at the start of a turn (after paying all Upkeep Costs), Ravashack will not appear for hire. In fact, if he is picked as the Hero who approaches you, and you lack the money to hire him, you are effectively forfeiting your chance to hire any Hero this turn.
Also, Ravashack will only ever appear for hire if you possess at least 1 Spellbook from the Death Realm. He is one of only 2 Heroes with such a requirement. He will be useful to any wizard though - even those who do not specialize in Death Magic.
After agreeing to hire Ravashack (you can always refuse), you may give him any name you choose - he will be known as "<name> the Necromancer". His overland unit will appear at your Fortress town or, if that town's garrison is full, next to your Fortress town.
Summoning Ravashack Edit
Once the spell is completed, the game chooses a random Champion to bring to your Fortress from a list of all available and valid Champions. Therefore, there is no guarantee that Ravashack will appear when this spell is cast, unless all other Champions are unavailable.
Ravashack is only considered a valid summon if the casting wizard owns at least 1 Death Spellbook. If the wizard does not possess such a spellbook, the Summon Champion spell will never select him - even if all other Heroes have been summoned already. A wizard who collects his/her first Death Spellbook during the game, as a reward for defeating a difficult Encounter, can now summon Ravashack as normal.
Again, you get a chance to agree or refuse to hire Ravashack. If you agree, he will appear in your Fortress town and/or next to it.
Resurrecting Ravashack Edit
However, Ravashack's hiring requirements include having at least 1 Death Spellbook. Therefore, Ravashack's employer by definition has no Life Spellbooks (you can never have both Life and Death books), and thus would not have access to the Resurrection spell either.
As a result, unless cheats are somehow employed, it should be impossible to Resurrect Ravashack. Once he dies in your service, he is gone forever.
Upkeep Costs Edit
Once Ravashack is in your employ, you must pay him an Upkeep Cost of 10 at the start of each and every turn. Failure to pay this price due to lack of Gold results in Ravashack leaving your employ. This is not permanent however: Ravashack may still be acquired in any of the above methods with no penalty.
Alternate Names Edit
Other wizards can also have a Necromancer, but they are different characters (what happens to one has no effect on the others), and go by different names, as follows:
Known Bugs Edit
It has been reported that Ravashack the Necromancer (among a few other heroes) sometimes (or always?) does not receive the extra spells that he should have available.
There is a bug in the game code that prevents certain extra spells from being added to Heroes' repertoire, as the list above indicates they should.
As a result, all extra spells that have internal number bigger than 127, are dysfunctional. This concerns all Death and Life realm spells, apart from these life spells (Bless, Star Fires, Holy Weapon, Healing, Holy Armor). All other spells are fully functional.
If this bug occurs, Ravashack will only be able to cast spells that are already known and available to his employer. This reduces his effectiveness to some degree.