Rise of the Arch-Lich

EliteConjuration, Arcane

Call forth an Arch-Lich from the depths of undeath, a being of immense necrotic power to command as your own.

When its last active effect on you ends, the log shows “Ended Rise of the Arch-Lich”. Expiration, dispelling and actions that break the effect all count; refreshing it does not.

See Allies and summoning for the creature’s actual stats, lifetime and replacement limit.

Mana
77 → 119 (+25% at first)
Action points
60
Duration
11 → 14 turns
Delivery
Target Dead
Target
An enemy
Tier proficiency
7
Reference build can cast from
Level 2 (Mage, Conjuration 6)
Chance to learn
19% → 100%

Effects

EffectFirst castableLevel 2, Conjuration 6At its bestLevel 50, Conjuration 10
Raise Arch LichOn the target+4 for 11 turns+6 for 14 turns
Cast by a Mage, the class that can take Conjuration furthest. Its casting attribute (Intelligence) was 5 at first and 10 at its best. The minimum respects the level’s proficiency budget; other attribute allocations and equipment can change when you can afford it.

Cast in a test arena at its best: spent 119 mana; summoned/raised: ArchLich L29 (Ally).

Effect strengths describe potential output. Projectile and area contacts are not simulated, and abilities that need a chest, trap or another special target still require that situation in play.

Who can learn it

ClassConjuration capStanding
Mage10Reaches the tier
Bard6Below tier: needs 7, costs more mana, hard to learn
Monk5Below tier: needs 7, costs more mana, hard to learn
Shaman5Below tier: needs 7, costs more mana, hard to learn
Cleric4Below tier: needs 7, costs more mana, hard to learn
Druid4Below tier: needs 7, costs more mana, hard to learn
Spell Sword4Below tier: needs 7, costs more mana, hard to learn
Thief2Below tier: needs 7, costs more mana, hard to learn
Paladin2Below tier: needs 7, costs more mana, hard to learn
Ranger2Below tier: needs 7, costs more mana, hard to learn