Genie and Master Genie
|• Hates efreeti|
|• Hates efreeti|
"Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreeti. Once per turn, master genies can cast a random, beneficial spell on an allied troop." RoE manual
Spells cast by Master Genie are random, and casting them uses the genie's turn. The number of master genies in the casting stack does not affect the effectiveness of the spells meaning, that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. All spells are considered to be cast at the advanced level of the corresponding school with a spell power of 6.
|Stone Skin||1||Earth Magic|
|Air Shield||3||Air Magic|
|Fire Shield||4||Fire Magic|
|Magic Mirror||5||Air Magic|
Heroes with a specialty
- Iona the Alchemist and
- Thane the Alchemist have genies as a specialty, which increases the attack and defense skills of any genies or master genies for each level attained after 5th level, and gives them a speed bonus of 1.
Tactics and info
The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their casts have run out.
Like Enchanters, their spellcasting is not completely random. They will only cast Air Shield if enemy has ranged troops, Slayer only if there are valid targets, Bloodlust only if you have melee troops, Anti-magic and Magic Mirror only if facing spellcasting creatures or enemy Hero. Cure will only be cast if target stack does not have full health. However, cast spells carefully, and rely mostly on your hero's Magic Book, as some spells may be useless. For example, curing a unit with 98 HP and 100 HP limit has almost no effect, Protection from Air, Fire etc won't help against spells of other magic schools, and Frenzy may be harmful for anyone who doesn't have ability of attacking without retaliation. In general, Nagas are possibly the best target of Genies' spells, since they are very strong but rather slow, thus making Haste a great spell on them, and attack without retaliation, thus Frenzy does its best on Nagas and other creatures with that ability.
Their spellcasting is affected by certain terrain types. Army-wide spells like Bless, Haste, Counterstrike, Prayer or Shield can be devastating, especially when combined with another spell cast by your hero.
Despite their Hate for Efreeti they should stay away from them, because in combat Efreeti are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their Fire Shield and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even Genies' attack against Efreet Sultans after someone soaked up the retaliation is controversial, and as they do 150% damage, Fire Shield will become more powerful.
Sometimes Genies can become a decoy for the enemy who would attack them by the majority of his units, and this will save lives of Nagas and Titans, who are much more powerful and will keep wiping out the enemy.