Mage

Overview
Mages are basically artillery that is unlocked early and is useful through the game. When they have mana, they can unleash fireballs and dispel magics and chain lightning and buffing stoneskin, and when they don't they can send off (multi) magic missiles. With stereotypical mage stats of 0/0 and a human hp pool of 2, Mages really do not want to face cavalry without a frontline to protect them. They are the premier mage in the game.

Game Description
These magicians use their arcane powers to support their forces with an array of magical effects and the ability to dispel enemy magic. Unfortunately, a Mage's magical prowess comes with the cost of their body growing frail.

Starting Abilities
Magic Missile

Dispel Magic

Stoneskin

Fireball

Magic Resistance

Magic Shield

Upgrades
Evolve, Archmage, 500exp

Regular, 250exp

Veteran, 350exp

Elite, 600exp

Arcane Master, Regular and 200exp

Chill Touch, Regular and 100exp

Alchemy, Regular and 100exp

Reflection Shield, Veteran and 200exp

Piercing Magic, Veteran and 250exp

Multi Magic Missile, Veteran and 200exp

Metamagic, Veteran and 100exp

Nullify Magic, Veteran and 150exp

Chain Lightning, Veteran and 250exp

Greater Magic Resistance, Veteran and 300exp

Mass Stoneskin, Elite and 300exp

Bribe, Hero and 100exp

Collector, Hero and Regular and 200exp

Hypnotize, Hero and Veteran and 250exp

Thoughts and Opinions
A very good unit, especially when leveled up and kitted out with all upgrades. Stoneskin is an extra 20% chance to survive hits most of the time, and Dispel/Nullify Magic can also be used defensively to make sure Necromancers do not mess up your groove too much.

Mages are extremely effective at range, and sort of specialize in group damage and not single target damage. Chain Lightning makes a chain, Multi Magic Missile does 1 damage at most to up to 3 enemies, Fireball is an AoE.

Mages are a significant investment, both in gold and in time. With a gold cost of 1200 these units should not be dying, and the sheer growth ability of the Mage makes a loss of one a terrible, terrible event. Luckily, they have a couple of abilities to help them survive, Magic/Reflection Shield offers a bit more survivability, and Magic Resistance helps against random enemy fireballs. Make no mistake, despite their shield and their melee spell they should never ever be in melee unless you can deal with the encroaching enemy quickly.