Conjurer (Warcraft I)

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For lore about conjurers, see Conjurer.
Conjurer
WC1PConjurer.gifWC1Conjurer.gif
Race Human
Statistics
Hit Points 40
Armor 0
2 (1 upgrade)
4 (all upgrades)
Basic Damage 0
2 (1 upgrade)
4 (all upgrades)
Piercing Damage 6
Range 3
Cooldown 60
Speed 6
Sight 4
Priority 55
Decay Rate N/A
Production Related
Gold 900 Gold
Lumber 0 Lumber
Produced at Tower
Build time 900
Campaign
Unlocked in Sunnyglade
WCOnH logo.png
This article contains lore or information taken from Warcraft: Orcs & Humans and/or its manual.

Seers of mystery, holders of secrets and dwellers in dream. These practitioners of the Arcane Arts have learned through researching the ancient tomes to bend the forces of nature to do their will. They can make the energies of nature strike down opponents, summon forth great creatures or command the elements. They are a secretive sect, and will only gather and train in their own specially prepared mystic towers.[1]

Information

Conjurers are the most advanced unit, such that they can even summon new units. They are quite weak and vulnerable, and chances are that they will die if a melee unit manages to get close to them, so they must be protected. Conjurers are very expensive and easy to kill, so sometimes it is better to leave them at the base and make them summon Water Elementals from there. If attacking the enemy base, make sure that the Conjurer uses Rain of Fire, as it brings destruction to everything in its path (including your own units!). A Conjurer is immune to his own Rain of Fire spell, but your other Conjurers aren't.

Conjurers use Mana to cast spells. Mana will slowly regenerate over time, up to a maximum of 255.

While it's hardly an optimal use of their Mana, in emergencies the Conjurers' relatively long attack range allows them to be used to support your melee units with their basic attack (think of them as weaker Archers).

Upgrades

WC1UpgradeSwordStrength1.gif
Upgrade Sword Strength
Increases the basic attack damage of Footmen, Knights, Clerics, Conjurers, Scorpions, Water Elementals and Lothar by 2
Research Cost Researched At Upgrade Time
750 WC1Gold.gif Blacksmith 120
WC1UpgradeSwordStrength2.gif
Upgrade Sword Strength
Further increases the basic attack damage of Footmen, Knights, Clerics, Conjurers, Scorpions, Water Elementals and Lothar by 2
Research Cost Researched At Upgrade Time
1500 WC1Gold.gif Blacksmith 120
WC1HUpgradeShieldStrength1.gif
Upgrade Shield Strength
Increases the armor of all your units and buildings by 2
Research Cost Researched At Upgrade Time
750 WC1Gold.gif Blacksmith 120
WC1HUpgradeShieldStrength2.gif
Upgrade Shield Strength
Further increases the armor of all your units and buildings by 2
Research Cost Researched At Upgrade Time
1500 WC1Gold.gif Blacksmith 120
WC1PScorpion.gif
Research Minor Summoning
Unlocks the spell Summon Scorpions
Research Cost Researched At Upgrade Time Unlocked (Campaign)
750 WC1Gold.gif Tower 140 Sunnyglade
WC1RainofFire.gif
Research Rain of Fire
Unlocks the spell Rain of Fire
Research Cost Researched At Upgrade Time Unlocked (Campaign)
1500 WC1Gold.gif Tower 140 The Black Morass
WC1PWaterElemental.gif
Research Major Summoning
Unlocks the spell Summon Water Elemental
Research Cost Researched At Upgrade Time Unlocked (Campaign)
3000 WC1Gold.gif Tower 140 Rockard and Stonard

Spells

WC1ElementalBlast.gif
Attack (Elemental Blast)
Basic attack (6 Piercing Damage, increased by 2 Basic Damage for each weapon upgrade)
Range Effect Mana Cost
3 Basic attack 5

Conjurers maintain a close relationship with the elements about them, and the ability to focus those forces is the basis of this spell. This channeling manifests itself as a sphere of charged energy that issues forth from the hands, enabling the caster to strike an enemy from a great distance. This is one of the basic magiks taught to conjurers and serves as the cornerstone for training the caster in focusing both mind and will to the task of summoning.[2]


WC1PScorpion.gif
Summon Scorpions
Summons 1-4 Scorpions
A Conjurer as seen in the Warcraft: Orcs & Humans Manual.
Range Effect Mana Cost
N/A Summons 1-4 Scorpions 60 per Scorpion

The caster calls upon the creatures of the desert by magically transporting them to do his bidding. They are under the conjurer's direction and will do his bidding to the death. Research has proven that it is simpler for the conjurer to transport several smaller scorpions in a short time than to drain his energies further by summoning a single, large creature.[2]


WC1PWaterElemental.gif
Summon Water Elemental
Summons a Water Elemental
Range Effect Mana Cost
N/A Summons a Water Elemental 255

The caster uses the forces of nature to create a water elemental. He summons the forces of air and water and combines them into a simulacrum to defend the lands. They are excellent creatures, and will never turn upon their creators. The element of water was chosen because it is persistent as in the state of erosion, and it is the opposite of fire, which seems to be the element that the Orcs favor.[2]


WC1RainofFire.gif
Rain of Fire
Unleashes a firestorm on the selected area
Range Effect Mana Cost
9 Unleashes a firestorm on the selected area 50 (spell will be re-cast automatically until ordered to stop or mana is exhausted)

This is a very powerful spell that combines the natures of flame and water. It calls forth the essence of fire and delivers it through massive thunderheads of vapor and brimstone, creating an actual firestorm. This spell is very destructive, and will cause damage to any foes and buildings in its sphere of influence. Use this spell with care, for the rain of fire knows no friends.[2]

Quotes

References