Restoration of Erathia Manual Page 114: Difference between revisions

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[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 114]]
Arch Mage
 
450 Gold
 
12
 
9
 
30
 
7-9
 
24
 
Ground
 
Extra Swift (7 hexes/turn)
 
 
Mage Tower
 
2500 Gold + 5 Wood + 5 Ore
 
+ 5 Crystal + 5 Gems + 5 Mercury
 
+ 5 Sulfur
 
Requirements Mage Guild Level I, Parapet,
 
Golem Factory
 
Creatures/Week 4 Magi
 
 
Upgraded Mage Tower
 
2000 Gold + 5 Wood
 
 
Name
 
Cost
 
Attack
 
Defense
 
Health
 
Damage
 
Shots
 
Movement
 
Speed
 
 
Master Genie
 
600 Gold
 
12
 
12
 
40
 
13-16
 
None
 
Flying
 
Quick (11 hexes/turn)
 
 
Genie
 
550 Gold
 
12
 
12
 
40
 
13-16
 
None
 
Flying
 
Extra Swift (7 hexes/turn)
 
 
Structure
 
Cost
 
 
Mage Tower, Library
 
4 Arch Magi
 
 
Altar of Wishes
 
3000 Gold + 5 Wood + 5 Ore
 
+ 6 Crystal + 6 Gems
 
Requirements Mage Tower
 
Creatures/Week 3 Genies
 
 
Upgraded Altar of Wishes
 
2000 Gold + 5 Wood
 
 
Name
 
Cost
 
Attack
 
Defense
 
Health
 
Damage
 
Shots
 
Movement
 
Speed
 
 
Naga Queen
 
1600 Gold
 
16
 
13
 
110
 
30
 
None
 
Ground
 
Extra Swift (7 hexes/turn)
 
 
Structure
 
Cost
 
 
Naga
 
1100 Gold
 
16
 
13
 
110
 
20
 
None
 
Ground
 
Slow (5 hexes/turn)
 
 
Golden Pavilion
 
4000 Gold + 5 Wood + 5 Ore + 2
 
Crystal + 2 Gems + 2 Mercury + 2 Sulfur
 
Requirements Mage Tower
 
Creatures/Week 2 Nagas
 
 
Altar of Wishes
 
3 Master Genies
 
 
Upgraded Golden Pavilion
 
3000 Gold + 3 Crystal + 3 Gems
 
+ 3 Mercury + 3 Sulfur
 
Golden Pavilion
 
2 Naga Queens
 
 
[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 114]]{{keywords}}

Revision as of 03:46, 5 June 2021

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Magi & Arch 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.


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Mage

350 Gold

11

8

25

7-9

24

Ground

Slow (5 hexes/turn)


Structure

Cost


Structure Requirements


Genies & Master Genies

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

efreet. Once per turn, master genies

can cast a random, beneficial spell on

an allied troop.


Structure Requirements


Nagas & Naga Queens

Nagas are guardian defenders of great

strength. Their multi-sword attacks

always do maximum damage and are

so overwhelming they are impossible to

counterstrike against.


Structure Requirements


Arch Mage

450 Gold

12

9

30

7-9

24

Ground

Extra Swift (7 hexes/turn)


Mage Tower

2500 Gold + 5 Wood + 5 Ore

+ 5 Crystal + 5 Gems + 5 Mercury

+ 5 Sulfur

Requirements Mage Guild Level I, Parapet,

Golem Factory

Creatures/Week 4 Magi


Upgraded Mage Tower

2000 Gold + 5 Wood


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Master Genie

600 Gold

12

12

40

13-16

None

Flying

Quick (11 hexes/turn)


Genie

550 Gold

12

12

40

13-16

None

Flying

Extra Swift (7 hexes/turn)


Structure

Cost


Mage Tower, Library

4 Arch Magi


Altar of Wishes

3000 Gold + 5 Wood + 5 Ore

+ 6 Crystal + 6 Gems

Requirements Mage Tower

Creatures/Week 3 Genies


Upgraded Altar of Wishes

2000 Gold + 5 Wood


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Naga Queen

1600 Gold

16

13

110

30

None

Ground

Extra Swift (7 hexes/turn)


Structure

Cost


Naga

1100 Gold

16

13

110

20

None

Ground

Slow (5 hexes/turn)


Golden Pavilion

4000 Gold + 5 Wood + 5 Ore + 2

Crystal + 2 Gems + 2 Mercury + 2 Sulfur

Requirements Mage Tower

Creatures/Week 2 Nagas


Altar of Wishes

3 Master Genies


Upgraded Golden Pavilion

3000 Gold + 3 Crystal + 3 Gems

+ 3 Mercury + 3 Sulfur

Golden Pavilion

2 Naga QueensTemplate:Keywords