Genie and Master Genie: Difference between revisions

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m (Added 4 protection from school spells. Every friendly spell with flag 0x800 is considered, but they must be able to be cast. In the case of these 4 the enemy hero must exist and wield a spellbook. All spells are weighted equally, so long as they can be cast. Source: see sub 0x447D00.)
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  | U_speed  = '''11'''
  | U_speed  = '''11'''
  | U_cost    = 600
  | U_cost    = 600
  | U_special = • [[Hate]]s [[Efreet and Efreet Sultan|efreeti]]<br>• [[Spellcaster]]
  | U_special = • [[Hate]]s [[Efreet and Efreet Sultan|efreeti]]<br>• '''[[Spellcaster]]'''
  | No_shots  =  
  | No_shots  =  
  | No_ushots =  
  | No_ushots =  

Revision as of 15:39, 12 October 2021

Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Statistics
Genie
 Cost per troop 

550

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 7
Movement Flying
Size 1
Growth 3
AI Value 884
 Special abilities:
Hates efreeti
Master Genie
 Cost per troop 

600

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 11
Movement Flying
Size 1
Growth 3
AI Value 942
 Special abilities:
Hates efreeti
Spellcaster
Portraits
Altar of Wishes  

Genies and Master Genies are level 5 creatures of Tower. They are recruited from Altar of Wishes.

"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 efreeti. Once per turn, master genies can cast a random, beneficial spell on an allied troop." RoE manual

Spells

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.

Spell Lvl School
Master Genie's Spells:
 Bless 1 Water Magic
 Bloodlust 1 Fire Magic
 Cure 1 Water Magic
 Haste 1 Air Magic
 Protection from Fire 1 Fire Magic
 Protection from Water   1 Water Magic
 Shield 1 Earth Magic
 Stone Skin 1 Earth Magic
 Fortune 2 Air Magic
 Precision 2 Air Magic
 Protection from Air 2 Air Magic
 Air Shield 3 Air Magic
 Anti-Magic 3 Earth Magic
 Protection from Earth 3 EarthMagic
 Mirth 3 Water Magic
 Counterstrike 4 Air Magic
 Fire Shield 4 Fire Magic
 Frenzy 4 Fire Magic
 Prayer 4 Water Magic
 Slayer 4 Fire Magic
 Magic Mirror 5 Air Magic

Heroes with a specialty

  • IonaIona Iona the Alchemist and
  • ThaneThane Thane the Alchemist have genies as a specialty, which increases the attack and defense skills of any genies or master genies for each level attained after 5th level, and gives them a speed bonus of 1.

User commentary

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Some may find the information in this section subjective or irrelevant.

The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their 3 casts have run out.

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 Air, 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 Nagas, Cerberi, Harpies and some others), Anti-magic can prevent you from buffing the target up. Generally in Tower army Nagas and 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, Magi or Master Gremlins are both decent choices.

Their spellcasting is affected by 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.

Despite their Hate for Efreeti they should stay away from them, because in combat Efreeti are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their innate Fire Shield and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even attacking Efreet Sultans after someone soaked up the retaliation is dangerous, and as Genies do 150% damage to Efreeti, Fire Shield will also strike them back harder.

Sometimes Genies can be used as a decoy against AI enemy who would attack them by the majority of his units. This should be exploited to preserve lives of Nagas and Titans, who are much more powerful and will keep wiping out the enemy, or to allow Master Gremlins and Magi to keep shooting.


See also:

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