Mage and Arch Mage: Difference between revisions
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'''Magi and arch magi''' are level 4 creatures of [[tower]]. They are recruited from [[mage tower]]. | '''Magi and arch magi''' are level 4 creatures of [[tower]]. They are recruited from [[mage tower]]. | ||
Apprentice magi, under the mentorship of Wizards, serve as Tower troops before they become full masters of their craft. Magi use bolts of energy to strike their enemies while Archmagi use concentrated beams; | Apprentice magi, under the mentorship of Wizards, serve as Tower troops before they become full masters of their craft. Magi use bolts of energy to strike their enemies while Archmagi use concentrated beams; these beams ignore any penalty caused by walls or other obstacles. They both smack enemies with their staffs if forced into melee combat, but for some reason they don't suffer melee penalty. (Note that, for example, Liches also smack with their staffs yet they get melee penalty). | ||
Overally one of the best shooters in game. The reduced cost spells are really nice, and they have very high damage output for | Overally one of the best shooters in game. The reduced cost spells are really nice, and they have very high damage output for their level, not to mention their ability to ignore terrain penalty once upgraded. This can come very handy in sieges if the hero has [[tactics]] to move their Archmagi in range to ignore both range and obstacle penalty. It also hits hard slow units trying to cover their advance with obstacles | ||
If they get dived by flier or fast units, you can use the | If they get dived by flier or fast units, you can use the resilient golems to take in retaliations and let the Magi smash them with their penalty-less staffs | ||
They don't have | They don't have to be upgraded right away unless you are expecting to siege a town or getting sieged yourself. | ||
Their main downside is the heavy cost of their building and the significant requirements making it annoying to pull them out quickly | Their main downside is the heavy cost of their building and the significant requirements making it annoying to pull them out quickly | ||
Note, that the correct spelling is 'one mage' but 'many magi'. | Note, that the correct spelling is 'one mage' but 'many magi'. |
Revision as of 12:59, 16 April 2014
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: | ||||||||||||||||||||
• No melee penalty • Hero's combat spells cost 2 less mana | ||||||||||||||||||||
Arch Mage | ||||||||||||||||||||
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Special abilities: | ||||||||||||||||||||
• 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 are recruited from mage tower.
Apprentice magi, under the mentorship of Wizards, serve as Tower troops before they become full masters of their craft. Magi use bolts of energy to strike their enemies while Archmagi use concentrated beams; these beams ignore any penalty caused by walls or other obstacles. They both smack enemies with their staffs if forced into melee combat, but for some reason they don't suffer melee penalty. (Note that, for example, Liches also smack with their staffs yet they get melee penalty).
Overally one of the best shooters in game. The reduced cost spells are really nice, and they have very high damage output for their level, not to mention their ability to ignore terrain penalty once upgraded. This can come very handy in sieges if the hero has tactics to move their Archmagi in range to ignore both range and obstacle penalty. It also hits hard slow units trying to cover their advance with obstacles
If they get dived by flier or fast units, you can use the resilient golems to take in retaliations and let the Magi smash them with their penalty-less staffs
They don't have to be upgraded right away unless you are expecting to siege a town or getting sieged yourself. Their main downside is the heavy cost of their building and the significant requirements making it annoying to pull them out quickly Note, that the correct spelling is 'one mage' but 'many magi'.