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Magisters

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"Yesterday a fire broke out during the local preparations for Brashnard's Day. The mages putting up the flaming backdrop failed to control certain magical energies, and let an Infernal Fire go out of control. This might well have been the abrupt end of our fair city, had it not been for a Magister of the Mages Guild who by chance was present at the main square. With a single word, he quickly took control of the situation, extinguished the fire and restored the destroyed set."

From an article in the King's Voice

Unit Details

Elite magic casters.

Abilities

Ice Arrow

  • Damage: 26.4 Elementalicon
  • Bane: Frostbite
  • Range: 3
  • Cooldown: 3
  • Strength: 110%
  • Rejected damage bonuses: None
  • "Inflicts Elemental Damage and slows the target."

Fireball

  • Damage: 36 Elementalicon
  • Range: 3
  • Cooldown: 4
  • Strength: 150%
  • Rejected damage bonuses: None
  • Available at: Level 5
  • "Inflicts Elemental Damage."

Base Perks

  • Wind Shield: Resistance: +50 Missile (Effect is applied to all neighboring friendly units)

Prerequisites

In order to build Mages one must first build a Wizards Guild and a Military Academy.

Mages can be upgraded to Magisters for 400 Gold.

Resistances

 
Melee 0
Missile 50
Life Magic 100
Death Magic 0
Spirit Magic 0
Elemental Magic 0

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