Water Mage
Appearance
| 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.