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Mage - Archmage. The primary offensive force in the academy's troops, creators and masters of silver cities, rulers of the academy's society. Mages have no gods; they are gods unto themselves.
The Archmage has no need to be fast because he is exclusively a ranged combatant. Like the Druid, the Mage can attack from a distance and cast spells, and in practice, these abilities allow him to inflict significant damage on the enemy first. This is what I usually do. The Mage has an excellent ability to attack from a distance without penalty and with a guaranteed damage of 7, to strike multiple targets simultaneously (by the way, to avoid hindering the Mage's shooting, he should usually be placed to the side), and to reduce the cost of magic for the hero. He has the Fireball spell, which can hit up to 6 targets simultaneously, and the Fist spell, which hits even creatures with high defense and other not very useful spells (removing enchantments and punishing strike, although they are sometimes useful). He has decent defense (10 - compared to the Druid's 8, the Supreme Mage's 9, the Vampire's 9, and the Lizard Rider's 7, which improves to 9). After upgrading, he has a sufficient number of hit points (before upgrading, the hit points are terribly low), and he has a good initiative (10). The Mage's disadvantage is his inability to fight in melee combat, although this is true for all ranged units (except for Titans), and as mentioned, it is not necessary for Mages.
The Archmage has no need to be fast because he is exclusively a ranged combatant. Like the Druid, the Mage can attack from a distance and cast spells, and in practice, these abilities allow him to inflict significant damage on the enemy first. This is what I usually do. The Mage has an excellent ability to attack from a distance without penalty and with a guaranteed damage of 7, to strike multiple targets simultaneously (by the way, to avoid hindering the Mage's shooting, he should usually be placed to the side), and to reduce the cost of magic for the hero. He has the Fireball spell, which can hit up to 6 targets simultaneously, and the Fist spell, which hits even creatures with high defense and other not very useful spells (removing enchantments and punishing strike, although they are sometimes useful). He has decent defense (10 - compared to the Druid's 8, the Supreme Mage's 9, the Vampire's 9, and the Lizard Rider's 7, which improves to 9). After upgrading, he has a sufficient number of hit points (before upgrading, the hit points are terribly low), and he has a good initiative (10). The Mage's disadvantage is his inability to fight in melee combat, although this is true for all ranged units (except for Titans), and as mentioned, it is not necessary for Mages.
Мир через силу!