- Level
- 1
- Attack
- 2
- Defense
- 1
- Min damage
- 1
- Max damage
- 3
- Hit points
- 3
- Ranged
- Yes
- Shots
- 12
Quite good shooters for their class, especially after a Luck spell is cast on them.
-
50 Gold
- Level
- 2
- Attack
- 5
- Defense
- 4
- Min damage
- 2
- Max damage
- 3
- Hit points
- 15
The fastest melee creatures in the Wizard army.
-
150 Gold
- Level
- 3
- Attack
- 5
- Defense
- 10
- Min damage
- 4
- Max damage
- 5
- Hit points
- 30
Golems are fairly tough and absorb half of the damage dealt to them by magic.
-
300 Gold
- Level
- 3
- Attack
- 7
- Defense
- 10
- Min damage
- 4
- Max damage
- 5
- Hit points
- 35
Steel golems gain extra health and speed, but remain slow units.
-
350 Gold
- Level
- 4
- Attack
- 7
- Defense
- 7
- Min damage
- 4
- Max damage
- 8
- Hit points
- 40
- Movement
- Flying
The only creature in the Wizard army able to fly.
-
400 Gold
- Level
- 5
- Attack
- 12
- Defense
- 8
- Min damage
- 7
- Max damage
- 9
- Hit points
- 35
- Ranged
- Yes
- Shots
- 24
Archmages have greater speed and a 20% chance to dispel beneficial spells on enemy stacks.
-
700 Gold
- Level
- 5
- Attack
- 11
- Defense
- 7
- Min damage
- 7
- Max damage
- 9
- Hit points
- 30
- Ranged
- Yes
- Shots
- 12
Mages suffer no melee penalty and deal good damage as ranged troops.
-
600 Gold
- Level
- 6
- Attack
- 13
- Defense
- 10
- Min damage
- 20
- Max damage
- 30
- Hit points
- 150
Immune to mind-affecting spells, with excellent damage and health.
-
2000 Gold
-
1 Gems
- Level
- 6
- Attack
- 15
- Defense
- 15
- Min damage
- 20
- Max damage
- 30
- Hit points
- 300
- Ranged
- Yes
- Shots
- 16
Unlike giants, titans can strike targets at range and have substantially better stats.
-
5000 Gold
-
2 Gems