Mage and Arch Mage: Difference between revisions
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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 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. | 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 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. | ||
11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Mage and Archmage 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. | |||
[[Bless]] and [[Curse]] have limited effect on them without Advanced [[Water Magic]] or [[Fire Magic]] skills, as their damage spread is minimal compared to average damage - min 7, average 8, max 9. Advanced Bless gives them 25% average damage bonus. Advanced Curse gives -25% penalty. | |||
Depending on situation [[Prayer]] can be very strong spell to cast on Magi, as it patches up their weaknesses - low Defense and Speed while also increasing their Attack, all by 2-4 points. | |||
[[Precision]] is usually better as it gives 3-6 Attack instead of 2-4, but only works in ranged combat and does not improve anything else. | |||
[[Frenzy]] is great if they cannot be reached by melee enemies, giving at least 8/9 Attack bonus, even more than [[Slayer]] against its specific targets. Otherwise it might be better to use another spell, one that does not make already fragile stack even more vulnerable. | |||
While [[Slayer]] might be tempting to use against level 7 creatures, remember that Magi have only 25/30 health per troop, and being slow ranged unit they usually are just 1 [[dragon]] [[breath attack|breath]] away from being wiped out, together with whatever was shielding them. Thus it might be better to cast Slayer on a stack that can survive longer than 1 turn when fighting appropriate targets. | |||
As usual [[morale]] and [[luck]] are hit-or-miss, especially on low health troop like Magi, so don't prioritize [[Mirth]] and [[Fortune]] over more reliable effects, but if your Magi get one of these spells from [[Master Genie]]s, it's good too. | |||
Obviously [[Stone Skin]], [[Shield]] and [[Air Shield]] should be used to protect the fragile Magi from taking physical damage. | |||
When facing spellcasting enemy consider Protection from X spells or [[Anti-magic]], as low 25/30 health coupled with very high ranged damage means they are big [[direct damage spell]] magnets. | |||
If they will not be reached and overwhelmed by melee troops in turn 1, [[Slow]] is perhaps the best spell to use when having Magi in your army. They don't really need any magical support apart from more ranged hits when melee enemies are slowed to crawl under fire, suffering more casualties each turn before they even reach Magi. | |||
As they deal high damage but are fragile, they should be shielded from melee by tough melee troops like [[Golem]]s and [[Naga]]s. Be careful when facing [[dragon]]s or creatures with AoE attack like [[Magog]]s and [[Lich]]es. | |||
In [[Tower]] army they can benefit from [[Master Genie]]s' random spellcasting. Magi should be lower priority targets than [[Naga]]s and [[Titan]]s, as Magi simply lack their raw strength. | |||
If Magi are forced into melee, exploit the fact they reliably deal high damage but are vulnerable - use other stacks, preferably tough melee unit like [[Iron Golem]]s to soak up counterattack and then hit the enemy hard free of retaliation. | |||
No obstacle penalty means they are great siege troops both in defense and attack, enjoying their ranged superiority while opposing ranged stacks are saddled with 50% damage reduction due to [[wall]]s. | |||
The mana cost reduction ability does not depend on number stacks in army or number of troops in stack. As long as at least 1 stack of at least 1 Mage or Archmage is alive in the casting [[hero]]'s army, their [[spell]]s cost 2 [[spell point]]s less. Because the cost reduction is flat -2, the spells that benefit from it most are those with the lowest base cost. This ability is cumulative with other cost reductions, like from Advanced X Magic [[secondary skill]]s. It also basically negates [[Pegasus and Silver Pegasus]]'s mana damper ability, as -2 and +2 adjustments equal 0 net spell cost change. | |||
Because Magi are ranged troops who cannot survive long in melee, the best [[secondary skill]]s for them are obviously [[Archery]] (and [[Orrin]] in particular), [[Tactics]] and [[Armorer]]. Magic skills in general synergize very well with Magi, as the cost reduction is cumulative. | |||
{{creature 'see also'}} | {{creature 'see also'}} |
Revision as of 13:56, 27 January 2021
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, 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
User commentary
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Magi and Arch Magi 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.
11/12 Attack is very high for level 4 creature, second only to Ogres. 8/9 Defense however is low, only Ogres have lower Defense. Coupled with low 25/30 Health and good 7-9 damage Mage and Archmage 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.
Bless and Curse have limited effect on them without Advanced Water Magic or Fire Magic skills, as their damage spread is minimal compared to average damage - min 7, average 8, max 9. Advanced Bless gives them 25% average damage bonus. Advanced Curse gives -25% penalty.
Depending on situation Prayer can be very strong spell to cast on Magi, as it patches up their weaknesses - low Defense and Speed while also increasing their Attack, all by 2-4 points.
Precision is usually better as it gives 3-6 Attack instead of 2-4, but only works in ranged combat and does not improve anything else.
Frenzy is great if they cannot be reached by melee enemies, giving at least 8/9 Attack bonus, even more than Slayer against its specific targets. Otherwise it might be better to use another spell, one that does not make already fragile stack even more vulnerable.
While Slayer might be tempting to use against level 7 creatures, remember that Magi have only 25/30 health per troop, and being slow ranged unit they usually are just 1 dragon breath away from being wiped out, together with whatever was shielding them. Thus it might be better to cast Slayer on a stack that can survive longer than 1 turn when fighting appropriate targets.
As usual morale and luck are hit-or-miss, especially on low health troop like Magi, so don't prioritize Mirth and Fortune over more reliable effects, but if your Magi get one of these spells from Master Genies, it's good too.
Obviously Stone Skin, Shield and Air Shield should be used to protect the fragile Magi from taking physical damage.
When facing spellcasting enemy consider Protection from X spells or Anti-magic, as low 25/30 health coupled with very high ranged damage means they are big direct damage spell magnets.
If they will not be reached and overwhelmed by melee troops in turn 1, Slow is perhaps the best spell to use when having Magi in your army. They don't really need any magical support apart from more ranged hits when melee enemies are slowed to crawl under fire, suffering more casualties each turn before they even reach Magi.
As they deal high damage but are fragile, they should be shielded from melee by tough melee troops like Golems and Nagas. Be careful when facing dragons or creatures with AoE attack like Magogs and Liches.
In Tower army they can benefit from Master Genies' random spellcasting. Magi should be lower priority targets than Nagas and Titans, as Magi simply lack their raw strength.
If Magi are forced into melee, exploit the fact they reliably deal high damage but are vulnerable - use other stacks, preferably tough melee unit like Iron Golems to soak up counterattack and then hit the enemy hard free of retaliation.
No obstacle penalty means they are great siege troops both in defense and attack, enjoying their ranged superiority while opposing ranged stacks are saddled with 50% damage reduction due to walls.
The mana cost reduction ability does not depend on number stacks in army or number of troops in stack. As long as at least 1 stack of at least 1 Mage or Archmage is alive in the casting hero's army, their spells cost 2 spell points less. Because the cost reduction is flat -2, the spells that benefit from it most are those with the lowest base cost. This ability is cumulative with other cost reductions, like from Advanced X Magic secondary skills. It also basically negates Pegasus and Silver Pegasus's mana damper ability, as -2 and +2 adjustments equal 0 net spell cost change.
Because Magi are ranged troops who cannot survive long in melee, the best secondary skills for them are obviously Archery (and Orrin in particular), Tactics and Armorer. Magic skills in general synergize very well with Magi, as the cost reduction is cumulative.