>>6014730>>6014690>>6014429>>6014415The <span class="mu-r">Pyromancer</span> has arrived begins his attack on the city and initiating a siege phase, just as fresh warriors have been trained.
As the <span class="mu-g">defenders</span>, you may make your roll first.
Pyromancers are powerful agents, and our people's equivalent of a Wizard. Unlike the Wizard they replace, Pyromancers do not operate covertly, they deal in mass destruction.
Their [bold]MAGICAL ASSAULT[/bold] ability lets them attack entire armies, as though they were equal in number, with no risk to their own life.
In addition to this, their ability to [bold]BURN CITIES[/bold] allows them to completely shut down all functions of a city, including income and resource generation, for 5 turns.
Like any other Wizard however they are weak to direct attacks and can easily be overrun by even the lowest of units, as they lack any defensive mechanics aside from their basic defense roll. But even in melee they still boast a base power of 15, and should not be engaged by singular stray units.
Unlike other Wizard units, the Pyromancer cannot be recruited in castle cities, but only in towns with goldmines.
300 taha are required to employ such a unit, a steep upscale from a regular wizard.