|Amount of ammo||0|
|Cost per unit||160 gold|
|Growth per week||8|
The mage has little to recommend him in hand-to-hand combat, but really shines when casting his alarming array of spells.
Mages have two direct damage spells, including the difficult-to-handle Poison, one blessing, one curse, and one summoning spell, making him a well-rounded creature to take into battle. As his numbers grow, so does his ability to confound and destroy your enemies.
Magi, for all their utility, are poor cousins to genies. It is left for every player to find the ideal composition of their armies, but while genies are a shoo-in, some find that having both genies and magi leaves my armies a bit too light on muscle. This makes the decision on whether to use Magi or gold golems a difficult one.
That having been said, there are some delightful spell combos that magi and genies can perform, notably Poison on a large and dangerous stack, then Song of Peace, effectively pinning down the stack so that the Poison will have time to cripple or kill it.
AbilitiesEditBlur, Magic Fist, Curse, Poison, and Raise Skeletons. Each mage does 4.8 points of damage with Magic Fist, 2.4 points of Poison damage, and can raise 1.6 skeletons. Each stack will start combat with 18 spell points.
|Dwarf · Halfling · Gold golem · Mage · Naga · Genie · Dragon golem · Titan|
|Evil sorceress (TGS)|