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White Mages
-Abjurer
-Alchemist
-Artificer
-Conjurer
-Enchanter
-Magus
-Will o' the wisps
-Spirit
-Wizard

Just like the black mages, white mages all have 1 action point, 2 health and no armor. That is where the similarities end, white mages as you may have deduced have abilities that are the opposite of black mages. Instead of wielding brutally destructive capabilities, the strength of white mages lies in empowering allies and incapacitating enemy units at long range. Even though they are not as capable of utter annihilation as their opposites, white mages should ever be underestimated, their wide range of stuns, summons and buffs in the hands of a capable player can make ones army impotent, allowing for an extremely frustrating game experience for those who have doubted the abilities of a white mage.

Abjurer
Abjurer

Cost: 350

The Abjurer's "return target to castle" makes it one of the most used casters in the game. It can allow units, such as cavalry, to use their 1 time "move a distance of 4" skill, attack, and return to their castle in 1 turn, recharging their "move distance of 4" skill and protecting them from any retaliation that would usually follow. It can also be combined with the ranger to endlessly summon wolves, as the rangers "deploy wolf" spell is recharged every time it returns back to the castle. Finally the Abjurer's "return target to castle" spell is great for opening up exploitable holes in the enemy's line by removing crucial units from play. The "seal castle gate" skill does not see much use, and the "Army gets +1 armor" is useful for protecting your army in a pinch.

Video Guide

Alchemist
Alchemist

Cost: 350

The Alchemist is one of the most versatile casters in the game due to its ability to mimic many of the primary abilities of other powerful units in the game. The healing potion ability is useful for allowing units to recover, and also can protect them from 1 attack, effectively acting as the acolytes shield ability or the healers heal ability. The strength potion is particularly potent, any unit that has this ability kills the unit it next attacks. This means that a unit such as a rider whose ability to move 5 units is countered by its particularly weak attack no longer faces this drawback, in fact it experiences the contrary; its attack can dispatch high hp units such as a golem in 1 hit. The escape potion is great when used in conjunction with units who have a lethal strike, but are weak when attempting to fight for protracted periods of time. Also the escape potion is great when one wants to recharge a units special abilities, such as the cavalry's "move distance of 4" or the alchemists "give ally love potion" ability. The love potion ability allows any unit that the alchemist chooses to act as 1 time priest. This ability is used well with units such as the rider and cavalry who can close distance and use the potion before your opponent has the opportunity to react.

Video Guide

Artificer
Artificer

Cost: 350

The Artificer in itself is somewhat of a contradiction in the fact that it is a caster who acts as a sort of counter caster. Its ability to not only turn units inorganic, but also heal all of them instantly and boost their armor to the maximum value of 2 gives your army a huge advantage against casters in being unaffected by their spells. You also gain a big advantage against conventional attacks, in the fact that their high armor gives them maximum resistance to physical damage and the heal ability allows you to restore your units back to full hp. The Artificer is great when supporting already inorganic units, such as the golem, whose high hp already makes it difficult to kill; coupled with the Artificer's ability to heal, it becomes almost a necessity to have to kill the golem in 1 fell swoop, instead of chipping away at its health slowly from long range.

Conjurer
Conjurer

Cost: 350

The Conjurer is unmatched in its ability to set up traps and pick apart your opponents army. Its portals are great at pulling your enemies into the lethal range of your other units and also stunning them. Since the portals summon their killer the only way for your opponent to effectively defuse these traps is by using inorganic units. The gate is useful for returning your units back to your castle to recharge 1 time use abilities or to heal damaged allies.

Video Guide

Enchanter
Enchanter

Cost: 350

The Enchanter's ability to make your units dish out a high amount of damage and its ability to incapacitate units on a 3x3 matrix makes it a formidable opponent. Its stun can reach up to 5 units due to it being an explosion that has a range of 4, and while there is a limit of 2 on the armor that it can give, there is no limit on damage, which allows it to turn otherwise impotent units into a force to be reckoned with.

Magus
Magus

Cost: 350

While the Magus may not be as destructive as its black mage nemeses, its Will o' the Wisps summon has long range and a medium attack, and the ability to explode upon death. The Magus's stun may not be as potent as the Enchanter's, but its long range definitely makes it a useful skill. Its transform into Spirit is not used too much, as the Spirit lacks action points and attack, and takes away the magus's crucial stun and wisp abilities. The Spirit makes up for that by being completely indestructible and immune to spells.

Will o' the wisps
Will o' the wisps

Cost: Summoned

The Will o' the Wisps can be taken down in 1 hit by almost any unit, but its ability to fly to a location, and sacrifice itself to damage an enemy gives it an effective range of 4. They are a lethal combination of hard hitting and expendable, but be careful to not place them next to your units, as they do explode upon death.

Spirit
Spirit

Cost: Magus Transformed

Do not be blown away by the Spirit's invulnerability. Unless the enemy is in a firmly entrenched defensive position that is unbreakable, it is not generally advised to turn the Magus into it. Its inability to pursue units with greater then 2 actions and its low power make it slow and weak.

Wizard
Wizard

Cost: 350

The Wizard's ability to grant a unit flight turns makes a unit exponentially better. A unit with flight can move 2 spaces if it is ranged or 3 spaces if melee in 1 jump, at no cost to their action points. Casters who have been granted flight are particularly dangerous, as many of them have instakill abilities and they now can strike 2 spaces outside of their initial range. It is also worth mentioning that the flight spell can be used offensively to stun units. The Wizards trade places skill is not used very often, but can be used to get the wizard out of tight situations.

Video Guide

 
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