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Water Mage

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Water Mage
General
Status In the game
Role Mage
Trained at Wizards Training Grounds
Population 2
Train time 35 s
Cost
Food 60
Gold 60
Fibre 40
Combat
Hit points 80
Attack 15
Defense (armour) 2
Range 8 m
Attack cooldown 3 s
Damage type Water
Ranged Yes
Can siege No

The Water Mage is a spellcaster trained at the Wizards Training Grounds. It casts water from 8 m and sits in the middle of the four mages for hit points and attack.

Combat

  • Damage per hit: 15, before the target's armour. The target subtracts its armour from each hit, and every hit deals at least 1 (see Damage types).
  • Attack cooldown: 3 seconds between attacks (about 5.0 damage per second before armour).
  • Range: 8 m. Range is measured to the edge of the target, not its centre, so a unit standing against a large building is in range of it.
  • Ranged: yes. The damage is applied at the moment the attack fires; the spell that flies to the target is a visual effect, so a shot cannot miss once it is fired.
  • Against buildings: 25% of its damage. Only siege units (other than the Ballista) deal full damage to buildings.
  • Auto-engage radius: 9 m. On the Aggressive stance, a unit looks for enemies on its own out to 9 m or its own range, whichever is larger.
  • Sight: at least 15 m. Every unit sees at least its range plus 2 m, so it is never firing at something its side cannot see.
  • Bonuses: as a mage unit, its attack is raised by the owner's Combat Offense Discipline and by the mage damage bonus of the owner's Calling.
  • Damage type: Water. In the current build the damage type is a label shown on the unit panel; it does not change the damage dealt (see Damage types).

Training

  • Trained at: Wizards Training Grounds.
  • Cost: 60 food, 60 gold, 40 fibre. The cost is paid when the unit is queued. Cancelling a queued or in-progress unit refunds the full cost.
  • Train time: 35 seconds. Training-speed bonuses from the owner's Calling and Disciplines shorten it; no unit trains in under 0.5 seconds.
  • Population: 2. Training is refused when living units plus everything already queued in all of the player's buildings, plus this unit, would pass the population cap.
  • A building holds at most 5 units in its training queue.

Notes

  • All four mages share one role (Mage) and one price; the element is the unit's damage type, which in the current build does not change damage.
  • No code found gives the Water Mage a healing or support ability; it attacks like the other mages.
  • Population 2.

Planned

See also