Mage and Arch Mage

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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
Mage
 Cost per troop 

350

Attack 11
Defense 8
Damage 7–9
Health 25
Speed 5
Movement Ground
Size 1
Shots 24
Growth 4
AI Value
 Special abilities:
Ranged attack
• No melee penalty
• Hero's combat spells cost 2 less mana
• No Obstacle penalty
Arch Mage
 Cost per troop 

450

Attack 12
Defense 9
Damage 7–9
Health 30
Speed 7
Movement Ground
Size 1
Shots 24
Growth 4
AI Value
 Special abilities:
Ranged attack
• No melee penalty
• Hero's combat spells cost 2 less mana
• No Obstacle penalty
Portraits

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 melee 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.

Magi's attacks visually looks 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.