Mages

Mage - a unit of the distant battle, has slow movement speed, but can do a lot of damage in the area. Trying not to engage in the close battle, he uses teleportation magic. The basic role is to attack.

  • Mage
  • Mage, a fighting magician of the Human Army from the fire school, has an ability to mass distance attack. Trying not to engage in close combat, he uses teleportation magic. Magic orb (area damage 2, defence ignore), teleportation.
  • Army:Humans
  • Attack:2
  • Defence:0
  • Health:4
  • Price:500
  • Reward:10
  • Tower damage:20
  • Velocity:50
  • Warlock
  • Warlock, a warrior of Orc Horde, who knows the magic of filth, a formidable opponent for the large clusters of the enemy. Magic orb (area damage 1, defence ignore), teleportation.
  • Army:Orcs
  • Attack:2
  • Defence:0
  • Health:6
  • Price:400
  • Reward:9
  • Tower damage:20
  • Velocity:50
  • Lich
  • After attending a crash course in distant fighting, Lich enters the Undead Legion. He is trying not to engage in close combat not to tear his robe. Magic orb (area damage 3, defence ignore), teleportation, immunity to poison.
  • Army:Undead
  • Attack:2
  • Defence:0
  • Health:3
  • Price:500
  • Reward:10
  • Tower damage:20
  • Velocity:50
  • Poison immunity:1
  • Stun immunity:1
  • Illusionist
  • Nobody has ever seen the Illusionist`s face behind his mask. He does not have battle magic skills, but instead he can embody his illusions and helps by that to keep the Circus Troupe at strength.
  • Army:Circus
  • Attack:2
  • Defence:0
  • Health:4
  • Price:800
  • Reward:12
  • Tower damage:20
  • Velocity:50
  • Merlin
  • Magister Merlin executes the magical convoy for the reach wayfarers. His combat experience and magical abilities will be advantageous for your armed forces over the enemy, if you have enough funds. Magic orb (area damage 2, defence ignore), teleportation.
  • Army:Elite humans
  • Attack:2
  • Defence:1
  • Health:5
  • Price:1000
  • Reward:15
  • Tower damage:20
  • Velocity:50
  • Hermit
  • The grey-bearded Hermit, hung round with the old-time amulets, draws magical power through spiritual connection with forefathers. Though he is old, but not weak. His magical abilities are extremely dangerous for the enemies. Magic orb (area damage 6, defence ignore), teleportation.
  • Army:Elite orcs
  • Attack:3
  • Defence:0
  • Health:6
  • Price:800
  • Reward:12
  • Tower damage:20
  • Velocity:50
  • Icebeard
  • Icebeard with his magical stick is going and hanging out presents by tradition. Recipients of presents like this literally stand still and freeze just for a while.
  • Army:Snowman
  • Attack:2
  • Defence:0
  • Health:4
  • Price:1000
  • Reward:15
  • Tower damage:20
  • Velocity:50