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Magic Towers

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Mage Tower

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.

Adept Tower

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

Wizard Tower

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

Arcane

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

Sorcerer

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.

 
Verdict:
Very Helpful
OK
Not Useful
 

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