Genie and Master Genie: Difference between revisions
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{{ | {{TowerCreaturesNew}}{{CreatureNew | ||
| name = Genie | |||
| faction = Tower | |||
| attack = 12 | |||
| defense = 12 | |||
| shots = | |||
| damage = 13–16 | |||
| health = 40 | |||
| speed = 7 | |||
| move = Flying | |||
| size = 1 | |||
| growth = 3 | |||
| aivalue = 884 | |||
| fightvalue = 680 | |||
| goldcost = 550 | |||
| resource = | |||
| rescost = | |||
| abilities = Flies. {{gl|Hate|Hates}} {{gl|Efreet}}. | |||
}}{{CreatureNew | |||
}} | | name = Master Genie | ||
| faction = Tower | |||
| attack = 12 | |||
| defense = 12 | |||
| shots = | |||
| damage = 13–16 | |||
| health = 40 | |||
| speed = {{gt|11}} | |||
| move = Flying | |||
| size = 1 | |||
| growth = 3 | |||
| aivalue = 942 | |||
| fightvalue = 748 | |||
| goldcost = 600 | |||
| resource = | |||
| rescost = | |||
| abilities = Flies. {{gl|Spellcaster}}: Random beneficial {{gl|spell}}. {{gl|Hate|Hates}} {{gl|Efreet}}. | |||
}} | |||
'''Genies and Master Genies''' are the level 5 creatures of [[Tower]]. They are recruited from the [[Altar of Wishes]]. In {{hota}}, Master Genies can also be recruited from an [[Ancient Lamp]]. {{wh-}} | '''Genies and Master Genies''' are the level 5 creatures of [[Tower]]. They are recruited from the [[Altar of Wishes]]. In {{hota}}, Master Genies can also be recruited from an [[Ancient Lamp]]. {{wh-}} | ||
''"Genies and master genies are Tower allies recruited from the realm of [[air magic]]. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to [[efreet]]. Once per turn, master genies can cast a random, beneficial spell on an allied troop."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup> | ''"Genies and master genies are Tower allies recruited from the realm of [[air magic]]. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to [[efreet]]. Once per turn, master genies can cast a random, beneficial spell on an allied troop."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup> | ||
{{clear|left}} | |||
== Dwellings & Portraits == | |||
{{DwellingPortraitNoExp | |||
| dwelling = Altar of Wishes | |||
| creature1 = Genie | |||
| creature2 = Master Genie | |||
}} | |||
{{clear|left}} | |||
== Heroes with a [[Specialty#Creature_specialties|specialty]] == | |||
* {{H|Iona|Alchemist}} | |||
* {{H|Thane|Alchemist}} | |||
== Special Ability: Spellcaster == | == Special Ability: Spellcaster == | ||
Spells cast by Master Genie are random, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding [[Magic school|school]] with a [[spell power]] of 6. | {| cellpadding=2 cellspacing=0 style="background-color:#{{Teal 3}}; color:#{{Teal 1}}; text-align:center; float:left; margin-right:20px" | ||
|- style="background-color:#{{Teal 2}};" | |||
! Spell | |||
! Lvl | |||
! School | |||
|- | |||
| style="text-align:left;" | {{Sn|Bless}} || 1 || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|Bloodlust}} || 1 || Fire | |||
|- | |||
| style="text-align:left;" | {{Sn|Cure}} || 1 || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|Haste}} || 1 || Air | |||
|- | |||
| style="text-align:left;" | {{Sn|Protection from Fire}} || 1 || Fire | |||
|- | |||
| style="text-align:left;" | {{Sn|Protection from Water}} || 1 || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|Shield}} || 1 || Earth | |||
|- | |||
| style="text-align:left;" | {{Sn|Stone Skin}} || 1 || Earth | |||
|- | |||
| style="text-align:left;" | {{Sn|Fortune}} || 2 || Air | |||
|- | |||
| style="text-align:left;" | {{Sn|Precision}} || 2 || Air | |||
|- | |||
| style="text-align:left;" | {{Sn|Protection from Air}} || 2 || Air | |||
|- | |||
| style="text-align:left;" | {{Sn|Air Shield}} || 3 || Air | |||
|- | |||
| style="text-align:left;" | {{Sn|Anti-Magic}} || 3 || Earth | |||
|- | |||
| style="text-align:left;" | {{Sn|Protection from Earth}} || 3 || Earth | |||
|- | |||
| style="text-align:left;" | {{Sn|Mirth}} || 3 || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|Counterstrike}} || 4 || Air | |||
|- | |||
| style="text-align:left;" | {{Sn|Fire Shield}} || 4 || Fire | |||
|- | |||
| style="text-align:left;" | {{Sn|Frenzy}} || 4 || Fire | |||
|- | |||
| style="text-align:left;" | {{Sn|Prayer}} || 4 || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|Slayer}} || 4 || Fire | |||
|- | |||
| style="text-align:left;" | {{Sn|Magic Mirror}} || 5 || Air | |||
|} | |||
Spells cast by Master Genie are random*, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding [[Magic school|school]] with a [[spell power]] of 6. | |||
'''Caveats:''' | |||
* The genies will not attempt to cast spells that the target creature is immune to. (Example: If targeting [[Green Dragon]]s (immune to spells level 1-3), the genie will only cast level 4-5 spells.) | |||
* The genies will not cast spells that have no effect. (Example 1: They will not cast [[Slayer]] if no level 7 troops are present. Example 2: They will not cast cure if the target creature is at full health with no negative spell effects.) | |||
== Official Renders == | |||
<gallery mode="packed-hover"> | |||
Genie render.gif | |||
Master Genie render.gif | |||
</gallery> | |||
== | |||
{{Fanopinion| | {{Fanopinion| | ||
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In a [[Tower]] army, their [[Speed]] of 11 allows them to cast a spell before [[Titans]] act if Master Genies are in higher slot. | In a [[Tower]] army, their [[Speed]] of 11 allows them to cast a spell before [[Titans]] act if Master Genies are in higher slot. | ||
Like [[Enchanters]], their spellcasting is not completely random. They will only cast [[Air Shield]] if enemy has ranged troops, [[Slayer]] only if there are valid targets, [[Bloodlust]] only if you have melee troops, [[Anti-magic]] and [[Magic Mirror]] only if facing spellcasting creatures or enemy [[Hero]]. [[Cure]] will only be cast if target stack does not have full [[health]]. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from [[Protection from Air|Air]], [[Protection from Fire|Fire]] etc. won't help against spells of other magic schools, [[Bless]] is close to useless on Nagas and other units without damage range, [[Frenzy]] may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides [[Naga and Naga Queen|Nagas]], [[Hell Hound and Cerberus|Cerberi]], [[Harpy and Harpy Hag|Harpies]] and some others), [[Anti-magic]] can prevent you from buffing the target up. Generally in Tower army [[Naga and Naga Queen|Nagas]] and [[Giant and Titan|Titans]] are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, [[Mage and Arch Mage|Magi]] or [[Master Gremlin]]s are both decent choices. | Like [[Enchanters]], their spellcasting is not completely random. They will only cast [[Air Shield]] if enemy has ranged troops, [[Slayer]] only if there are valid targets, [[Bloodlust]] only if you have melee troops, [[Anti-magic]] and [[Magic Mirror]] only if facing spellcasting creatures or enemy [[Hero]]. [[Cure]] will only be cast if target stack does not have full [[health]]. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from [[Protection from Air|Air]], [[Protection from Fire|Fire]] etc. won't help against spells of other magic schools, [[Bless]] is close to useless on Nagas and other units without damage range, [[Frenzy]] may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides [[Naga and Naga Queen|Nagas]], [[Hell Hound and Cerberus|Cerberi]], [[Harpy and Harpy Hag|Harpies]] and some others) although you can choose to attack creatures with expended retaliation or that you completely destroy, [[Anti-magic]] can prevent you from buffing the target up. | ||
Generally in Tower army [[Naga and Naga Queen|Nagas]] and [[Giant and Titan|Titans]] are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, [[Mage and Arch Mage|Magi]] or [[Master Gremlin]]s are both decent choices. | |||
Their spellcasting is affected by [[Terrain#Magical_terrains|certain terrain types]]. Army-wide spells like [[Bless]], [[Haste]], [[Counterstrike]], [[Prayer]] or [[Shield]] can be devastating, especially when combined with another spell cast by your [[hero]]. | Their spellcasting is affected by [[Terrain#Magical_terrains|certain terrain types]]. Army-wide spells like [[Bless]], [[Haste]], [[Counterstrike]], [[Prayer]] or [[Shield]] can be devastating, especially when combined with another spell cast by your [[hero]]. | ||
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{{creature 'see also'}} | {{creature 'see also'}} | ||
* [[Comparison of Level 5 Creatures]] | |||
[[Category: Creatures]] | [[Category: Creatures]] | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 00:47, 4 February 2025



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Genies and Master Genies are the level 5 creatures of Tower. They are recruited from the Altar of Wishes. In Horn of the Abyss, Master Genies can also be recruited from an Ancient Lamp.
"Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreet. Once per turn, master genies can cast a random, beneficial spell on an allied troop." RoE manual
Dwellings & Portraits[edit | hide | hide all]
Heroes with a specialty[edit | hide]
Special Ability: Spellcaster[edit | hide]
Spell | Lvl | School |
---|---|---|
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1 | Water |
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1 | Fire |
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1 | Water |
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1 | Air |
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1 | Fire |
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1 | Water |
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1 | Earth |
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1 | Earth |
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2 | Air |
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2 | Air |
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2 | Air |
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3 | Air |
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3 | Earth |
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3 | Earth |
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3 | Water |
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4 | Air |
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4 | Fire |
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4 | Fire |
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4 | Water |
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4 | Fire |
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5 | Air |
Spells cast by Master Genie are random*, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding school with a spell power of 6.
Caveats:
- The genies will not attempt to cast spells that the target creature is immune to. (Example: If targeting Green Dragons (immune to spells level 1-3), the genie will only cast level 4-5 spells.)
- The genies will not cast spells that have no effect. (Example 1: They will not cast Slayer if no level 7 troops are present. Example 2: They will not cast cure if the target creature is at full health with no negative spell effects.)