Editing Mage and Arch Mage

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{{user commentary|
{{user commentary|
Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing [[Gremlin and Master Gremlin|gremlins]] when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven, it is quite affordable. The main downsides of the magi are that the original [[Mage Tower]] has a very steep cost, together with their low health and high cost for [[Library]], which is a requirement for the upgraded dwelling.
Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing [[Gremlin and Master Gremlin|gremlins]] when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven and no obstacle penalty, it is more than affordable. The main downsides of the magi are that [[Mage Tower]] has a very steep cost, together with their low health and high cost for [[Library]], which is a requirement for the upgraded dwelling.
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11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s and [[Fire Elemental and Energy Elemental|Fire and Energy Elementals]] have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher.
11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s and [[Fire Elemental and Energy Elemental|Fire and Energy Elementals]] have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher.
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