Mage and Arch Mage: Difference between revisions
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''"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> | ||
== Others == | |||
Magi's attacks visually look like bolts of energy, while arch magi's attacks are concentrated beams. They both use their staff to strike enemies in [[melee]] combat. | Magi's attacks visually look like bolts of energy, while arch magi's attacks are concentrated beams. They both use their staff to strike enemies in [[melee]] combat. | ||
Although the documentation says that only arch magi ignore the [[obstacle penalty]], but at least in some versions this is also true for magi. | Although the documentation says that only arch magi ignore the [[obstacle penalty]], but at least in some versions this is also true for magi. | ||
== Heroes with a specialty == | == Heroes with a specialty == | ||
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*{{H|Theodorus|Wizard}} has magi as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any magi or arch magi for each level attained after 4th level and gives them a [[speed]] bonus of 1. | *{{H|Theodorus|Wizard}} has magi as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any magi or arch magi for each level attained after 4th level and gives them a [[speed]] bonus of 1. | ||
* {{H|Dracon|Wizard}} can upgrade Mages and Arch Mages (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s. | * {{H|Dracon|Wizard}} can upgrade Mages and Arch Mages (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s. | ||
== Tactics and info == | |||
''(This section contains a general opinion over the subject!)'' | |||
Magi and Archmagi 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 and no obstacle penalty, it is more than affordable. The main downsides of the magi are that [[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. | |||
{{creature 'see also'}} | {{creature 'see also'}} |
Revision as of 12:40, 25 April 2020
Tower creatures | |||||||||||||||
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Level 1 | |||||||||||||||
Gremlin | |||||||||||||||
Master Gremlin | |||||||||||||||
Level 2 | |||||||||||||||
Stone Gargoyle | |||||||||||||||
Obsidian Gargoyle | |||||||||||||||
Level 3 | |||||||||||||||
Stone Golem | |||||||||||||||
Iron Golem | |||||||||||||||
Level 4 | |||||||||||||||
Mage | |||||||||||||||
Arch Mage | |||||||||||||||
Level 5 | |||||||||||||||
Genie | |||||||||||||||
Master Genie | |||||||||||||||
Level 6 | |||||||||||||||
Naga | |||||||||||||||
Naga Queen | |||||||||||||||
Level 7 | |||||||||||||||
Giant | |||||||||||||||
Titan | |||||||||||||||
Towns | |||||||||||||||
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Statistics | ||||||||||||||||||||
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Mage | ||||||||||||||||||||
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Special abilities: | ||||||||||||||||||||
• Ranged attack • No melee penalty • Hero's combat spells cost 2 less mana • No Obstacle penalty | ||||||||||||||||||||
Arch Mage | ||||||||||||||||||||
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Special abilities: | ||||||||||||||||||||
• Ranged attack • No melee penalty • Hero's combat spells cost 2 less mana • No Obstacle penalty | ||||||||||||||||||||
Portraits
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Magi and Arch Magi are level 4 creatures of Tower. They can be recruited from the Mage Tower. (Note, that the correct spelling is 'one mage' but 'many 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
Others
Magi's attacks visually look like bolts of energy, while arch magi's attacks are concentrated beams. They both use their staff to strike enemies in melee combat.
Although the documentation says that only arch magi ignore the obstacle penalty, but at least in some versions this is also true for magi.
Heroes with a specialty
- Theodorus the Wizard has magi as a specialty, which increases the attack and defense skills of any magi or arch magi for each level attained after 4th level and gives them a speed bonus of 1.
- Dracon the Wizard can upgrade Mages and Arch Mages (also Monks and Zealots) into Enchanters.
Tactics and info
(This section contains a general opinion over the subject!)
Magi and Archmagi are the second shooter of the Tower faction, replacing gremlins when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 and 2000 . Considering that it gives five more hit points, speed seven and no obstacle penalty, it is more than affordable. The main downsides of the magi are that 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.