Description: Mages cast armor piercing bolts at your Enemies, ignoring any physical protection.
Damage: 9-17
Fire Rate: Slow
Attack Range: Short
Specials: None
Build Cost: 100g
Upgrade Cost: 160g
Tip: Mage attacks are best use against Enemies that have zero magic resistance. Magic ignores any physical armor. This mage tower is not recommended for crowd control. They are also very effective against Bats, Goblins, Orcs, and Brigands.
Description: Adepts cast enhanced bolts which can tear through armor, flesh, and bone.
Damage: 23-43
Fire Rate: Slow
Range: Average
Build Cost: 160g
Upgrade Cost: 2406
Description: Wizards cast high-energy bolts, which rip apart the very essence of enemy troops.
Damage: 40-74
Fire Rate: Slow
Range: Long
Specials: None
Build Cost: 240g
Upgrade Cost: 300g
Choice of Upgrade: Arcane Wizard or Sorcerer Mage
Description: Arcane wizards focus on altering reality; as well as shooting the deadliest magical ray known to man.
Damage: 76-140
Fire Rate: Very Slow
Range: Great
Specials: Death Ray , Teleport
Build Cost: 300g
Description: Sorcerers handle forces that are close to darkness, weaving spells that temporary lower enemy armor and deal damage.
Damage: 42-78
Fire Rate: Slow
Range: Great
Specials: Summon Elemental, Polymorph
Build Cost: 300g
Tip: Sorcerers are better to use for crowd control. With the ability of the sorcerer to remove physical armor of an enemy, it is best for it to be followed by other towers that can deal physical damage to an enemy once the armor is removed.