Mage and Arch Mage: Difference between revisions
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{{ | {{TowerCreaturesNew}}{{CreatureNew | ||
| name = Mage | |||
| faction = Tower | |||
| attack = 11 | |||
| defense = 8 | |||
| shots = 24 | |||
| damage = 7–9 | |||
| health = 25 | |||
| speed = 5 | |||
| move = Ground | |||
| size = 1 | |||
| growth = 4 | |||
| aivalue = 570 | |||
| fightvalue = 418 | |||
| goldcost = 350 | |||
| resource = | |||
| rescost = | |||
| abilities = Shoots. No {{gl|obstacle penalty|barrier penalty}}. No {{gl|melee penalty}}. Hero's {{gl|spells}} cost 2 {{gl|spell points}} less in combat. | |||
}} | }}{{CreatureNew | ||
| name = Arch Mage | |||
| faction = Tower | |||
| attack = {{gt|12}} | |||
| defense = {{gt|9}} | |||
| shots = 24 | |||
| damage = 7–9 | |||
| health = {{gt|30}} | |||
| speed = {{gt|7}} | |||
| move = Ground | |||
| size = 1 | |||
| growth = 4 | |||
| aivalue = 680 | |||
| fightvalue = 467 | |||
| goldcost = 450 | |||
| resource = | |||
| rescost = | |||
| abilities = Shoots. No {{gl|obstacle penalty|barrier penalty}}. No {{gl|melee penalty}}. Hero's {{gl|spells}} cost 2 {{gl|spell points}} less in combat. | |||
}} | |||
'''Magi and Arch Magi''' are the level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. (''Note that the plural form of 'mage' is 'magi'.'') | |||
'''Magi and Arch Magi''' are level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. (''Note that the plural form of 'mage' is 'magi'.'') | |||
''"Apprentice Magi, under the mentorship of [[Wizard]]s, serve as Tower troops before they become full masters of their craft. Both Mage and Arch Mage units suffer no [[melee penalty|damage penalty for attacking adjacent enemies]] and reduce the casting cost of allied hero [[spell]]s by two. Arch Mage attacks [[Obstacle penalty|penetrate cover]] and deal full damage to enemies behind siege walls."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup> | ''"Apprentice Magi, under the mentorship of [[Wizard]]s, serve as Tower troops before they become full masters of their craft. Both Mage and Arch Mage units suffer no [[melee penalty|damage penalty for attacking adjacent enemies]] and reduce the casting cost of allied hero [[spell]]s by two. Arch Mage attacks [[Obstacle penalty|penetrate cover]] and deal full damage to enemies behind siege walls."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup> | ||
== | ''Note: Although the documentation says that only Arch Magi have no [[obstacle penalty]], this is also true for Magi.'' | ||
{{clear|left}} | |||
* {{H|Dracon|Wizard}} can upgrade | == Dwellings & Portraits == | ||
{{DwellingPortrait | |||
| dwelling = Mage Tower | |||
| creature1 = Mage | |||
| creature2 = Arch Mage | |||
}} | |||
{{clear|left}} | |||
== Heroes with a [[Specialty#Creature_specialties|specialty]] == | |||
* {{H|Theodorus|Wizard}} | |||
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade Magi and Arch Magi (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s. | |||
== Appearance == | |||
Some Stone Golems and Mages appears at the beginning of the [[Neutral Affairs]] scenario from the [[Liberation]] campaign in {{roe}}. | |||
{{video|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD2C-smk-GOOD2C-RoE-voice|550px}} | |||
{{user commentary| | {{user commentary| | ||
Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing [[Gremlin and Master Gremlin|gremlins]] when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven | Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing [[Gremlin and Master Gremlin|gremlins]] when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven, it is quite affordable. The main downsides of the magi are that the original [[Mage Tower]] has a very steep cost, together with their low health and high cost for [[Library]], which is a requirement for the upgraded dwelling. | ||
---- | ---- | ||
11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s and [[Fire Elemental and Energy Elemental|Fire and Energy Elementals]] have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher. | 11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s and [[Fire Elemental and Energy Elemental|Fire and Energy Elementals]] have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher. | ||
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{{creature 'see also'}} | {{creature 'see also'}} | ||
* [[Comparison of Level 4 Creatures]] | |||
* [[Comparison of Ranged Creatures]] | |||
[[Category: Creatures]] | [[Category: Creatures]] | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 00:46, 4 February 2025



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Magi and Arch Magi are the level 4 creatures of Tower. They can be recruited from the Mage Tower. (Note that the plural form of 'mage' is 'magi'.)
"Apprentice Magi, under the mentorship of Wizards, serve as Tower troops before they become full masters of their craft. Both Mage and Arch Mage units suffer no damage penalty for attacking adjacent enemies and reduce the casting cost of allied hero spells by two. Arch Mage attacks penetrate cover and deal full damage to enemies behind siege walls." RoE manual
Note: Although the documentation says that only Arch Magi have no obstacle penalty, this is also true for Magi.
Dwellings & Portraits[edit | hide | hide all]
Heroes with a specialty[edit | hide]
Theodorus the Wizard
Dracon the Wizard
can upgrade Magi and Arch Magi (also Monks and Zealots) into Enchanters.
Appearance[edit | hide]
Some Stone Golems and Mages appears at the beginning of the Neutral Affairs scenario from the Liberation campaign in Restoration of Erathia.