Even lesser Dragons remain powerful magical creatures, and terrifying foes. It's no surprise, then, that from the very first days of the Spider Cult, the Necromancers have tried to find a way to resurrect fallen Dragons as their Undead servants. Asha uses all, after all, even her own children! Unfortunately, their efforts remained unsuccessful for decades, until Belketh, the founder and Great Archon of the Cult, understood the reason for their collective failure. Dragons exist both in the material and spirit worlds, he realized, so to raise such a creature from the dead a Necromancer must first locate and dominate the Dragon's spirit form. The ghostly Dragonwraith is the result of Belketh's experiments and the pride of his armies.
Dragonwraith is one of the boss characters.
|Hit points|| 700000|
He does not make sense before the fight to make a huge army, because (similarly to the earlier adventure pack) a limited army with particular combination appears (410 skeletons; 324 skeletal spearmen, 188 archliches; 114 vampire lords; 26 fate spinners; 19 fate weavers). The channelers try it on in the first rounds of the fight to heal the boss (since starts from the half of his original health), it is necessary to do away with them because of this (the boss does not attack directly, uses his Withering Wave" ability only). The second part of the fight is beginning if all minions was destroyed.
The recommended an army so to locate, that let the boss not be allowed to reach more valuable creatures easily in close combat. The skeletons worthy some to put, that let the range penalty be avoided. Use Necromancy always. The boss will use the "Curse of the Dragonwraith" ability much often when severely injured (below 35% health), and the "Shrivelling Breath" ability removes this ability's debuff effect ("Life in Death") from the creatures only.
- Regeneration, Mass (to heals creatures)
- Evasive Maneuvers; Stone Skin, Mass (to reduces damage (Might-based only)
- Weakness (reduce the boss' damage by half)
- Disruption (reduce the boss' defense by zero)
- Lightning Bolt; Implosion (to cause damage the boss)
- Reinforcements (increase number of target stack)
- Meditation (increases the Hero's (and all magic-based ranged creatures) damage and restores Hero's Mana)
- Withering Wave
As long as a Channeler is alive, every enemy creature suffers 800 damage (Darkness) each round.
- Shrivelling Breath
Deals 1000 damage (Darkness) to all enemy creatures in front of the Dragonwraith. Removes Life in Death from hit creatures.
- Curse of the Dragonwraith
Target enemy creature suffers 1600 damage (Darkness) and instead of dealing damage, it heals the Dragonwraith with its attacks for 4 turns. Cooldown: 1 turn.
- Life in Death
You heal the Dragonwraith instead of dealing damage to it. Lasts 4 turns.
- Spirit Form
Spirits benefit from +50% resistance to all damage at the start of each combat. Lasts until an action was taken by the creature.
Having no emotions, undead are immune to Morale effects.
Movement and Initiative of Boss creatures cannot be reduced. Also grants immunity of Blind effects, Mind Influence and effects causing loss of action.
Its Morale is always neutral and it has +20% resistance to Water damage. It is also immune to Poison, Disease, Blind and Mind Influence effects.
- Vulnerability to Light
Light spells which are damaging gets empowered against undead by 20%. Light spells which heal the living damage undead.
- Strength of the Void
Dragonwraith gains 25 Might Power and the damage of all its abilities is increased by 25% for every 6000 Health gained by Channeler's Summon.
- No Guts, No Glory
Defeat the Dragonwraith after it healed to full health.
The channelers under 2 turns totally heals the boss. There are 8 channelers, from this 2-3 before the second turn worthy to destroy (one shoots for Archliches and Fate Spinners/-Weavers), to finish with the others afterwards then. Use Hero's attack () always against the minions in order to be allowed to reach the Necromancy soon.
The Dragonwraith appears only in Danse Macabre.