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  • '''Encyclopedia Magika: Volume I: The Book of Units''' | 2 [[Magic|Magic]] [[Ranged|Ranged]]
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  • | magic = 15 ...Mind_Ripper|Mind Ripper]]&nbsp;to trade favorably&nbsp;(works only if your units don't suffer from stun or oil flasks)</span>
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  • | magic = 60 ...ategory:Poison Units]] [[Category:Cold Units]] [[Category:Ranged Secondary Units]] [[Category:Demons]] [[Category:Undisbandable]]
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  • | magic = 25 ...Category:Melee Units]] [[Category:Ranged Secondary Units]] [[Category:Holy Units]] [[Category:Recruits]] [[Category:Ascendant Recruits]] [[Category:Humans]]
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  • | magic = 25 ...s]] [[Category:Ascendant Units]] [[Category:Ranged Units]] [[Category:Holy Units]] [[Category:Recruits]] [[Category:Ascendant Recruits]] [[Category:Humans]]
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  • | magic = 45 ...its]] [[Category:Melee Units]] [[Category:Poison Units]] [[Category:Breath Units]] [[Category:Reptiles]]
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  • ...r the resistances of the Ranged-type attack are averaged (i.e. [Ranged R + Magic R]/2 + 50%= Final R). It greatly reduces the damage from units with Ranged-type attack.
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  • ...will hit first in battle (unless opponent uses [[initiative]]-influencing magic or items, too). Notes: All friendly units are granted +40% to their [[Melee]] [[Damage Resistance|Resistance]]. On Ar
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  • | magic = 30 ...] [[Category:Recruits]] [[Category:Eradication Recruits]] [[Category:Melee Units]] [[Category:Dwarves]]
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  • ...e Reincarnation. They are used for a variety of purposes: the summoning of units, the casting of offensive, defensive, and support enchantments both in and ...25% and 50% reduction in yield when summoning off color and opposite color units respectively</span>
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  • | magic = 91 ...Units]] [[Category:Melee Units]] [[Category:Fire Units]] [[Category:Breath Units]] [[Category:Ultimates]] [[Category:Dragons]] [[Category:Undisbandable]]
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  • | type = [[MAGIC]] | magic = 0
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  • | magic = 0 [[Category:Units]] [[Category:Nether Units]] [[Category:Melee Units]] [[Category:Undeads]]
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  • ...pstick_of_Enslavement|Lipstick of Enslavement]] and [[The_Magic_Mirror|The Magic Mirror]] are unique items that can grant you one hero ...my will lead your most powerful stack and so on; however, heroes will lead units that are the '''same race and color '''(for instance, even if you only have
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  • ...h slightly different rules (group and solo play, old school and new school magic, faster and slower play). ...oentje Players Manual Ch5|Chapter on MAGIC]]) and the [[:Category:Recruits|units they can recruit]] differ (see: [[Groentje Players Manual Ch4|Chapter on IN
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  • ...of your army, meanwhile managing your [[geld]], [[population]] and [[mana|magic power]] economy. ...too (how much is specified in the Encyclopedia’s [[Encyclopedia|Book of Units]]), and that they eat first!
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  • = MAGIC = == Adjacent and opposing Magic Specialities ==
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  • ...and central in this game. To fight you need an army, to be created from [[units]] that you may have recruited using your [[barracks]] and/or may have summo In his first 2000 [[turns]], a mage that has lost all of its units and has dropped below 1500 acres of land, will enter Council Protection sta
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  • ...Reincarnation are delineated in here. Note that upkeep costs of spells and units may differ between servers (e.g. ARCH server allowing oversummoning has hig ...le here. To purchase them, simply place a bid, click ‘Order’. When new units appear, they stay in the market for at least 2.5 hours. Thereafter they are
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  • ...nd your ally reinforcements, you need to maintain at least three different units in your army. The size of your army affects the reinforcements you can rece ...rs (inexperienced newbies, experienced veterans), between mages (different magic specialities, different knowledge of their spell books) and in strategies (
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  • ...ars when the force field is broken by an enemy attack. Area of Effect: all units *Grants all friendly [[Units|units]] +40% to their [[Melee|Melee]] [[Damage_Resistance|Resistance]]
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  • ...found among the ruins of those lost civilizations. Area of effect: create units ( battle only ) * The summoned [[units]] do not count towards any calculation of conquering [[land]]
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  • ...troops and 20k mana, you can make attacks! you didnt deliberately cast bad units the last time u spent your turns did you? ...good place to burn your staffs of illusions. Spells? Bless/sleep/phantasm magic/blaze. They all work this low. If you are at 2k land, it doesnt hurt even t
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  • | {{White}} [[Ascendant|Ascendant]], a magic speciality | [[Barriers|Barrier]], type of building blocking enemy magic.
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  • ...kind and their nonmagic nature grants them some resistance to any kind of magic. To many, they are greedy and grumpy folks. They have a strong hatred towar | magic = 15
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  • | xtype = [[MAGIC]] [[RANGED]] | magic = 50
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  • | magic = 85 ...s]] [[Category:Ascendant Units]] [[Category:Holy Units]] [[Category:Flying Units]] [[Category:Ultimates]] [[Category:Angels]]
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  • | magic = 50 ...ry:Eradication Units]] [[Category:Fire Units]] [[Category:Ranged Secondary Units]] [[Category:Ultimates]] [[Category:Elementals]]
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  • | magic = 80 ...gory:Holy Units]] [[Category:Ranged Secondary Units]] [[Category:Lightning Units]] [[Category:Ultimates]] [[Category:Giants]]
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  • | magic = 70 ...s]] [[Category:Ascendant Units]] [[Category:Flying Units]] [[Category:Holy Units]] [[Category:Angels]]
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  • | magic = 25 ...Units]] [[Category:Melee Units]] [[Category:Fire Units]] [[Category:Breath Units]] [[Category:Demons]]
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  • | type = [[MAGIC]] | magic = 50
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  • | magic = 50 ...s]] [[Category:Ascendant Units]] [[Category:Flying Units]] [[Category:Holy Units]] [[Category:Angels]]
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  • | type = [[RANGED]] [[MAGIC]] | magic = 45
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  • | magic = 0 ...]] [[Category:Ascendant Units]] [[Category:Melee Units]] [[Category:Flying Units]] [[Category:Animals]]
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  • | magic = 75 [[Category:Units]] [[Category:Ascendant Units]] [[Category:Melee Units]] [[Category:Humans]]
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  • | magic = 20 ...[[Category:Ascendant Units]] [[Category:Ranged Units]] [[Category:Psychic Units]] [[Category:Astrals]]
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  • ...e are universally recruitable to mages of any [[:Category:Magic Speciality|magic speciality]].
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  • ..., most of these regenade wizards are adept spell casters and are strong in magic. [[Category:Units]]
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  • ...icular battle may be resurrected to join in and fight. Area of effect: all units. Resurrects a portion of your units slain during battle, as long as at least one unit of the stack survives the
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  • Units 12,529 Turns left 125 <br> Magic Power 0 / 1,334,000 <br>
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  • ...onsider playing black to be difficult because it relies on undisbandable [[units]] with heavy [[population]] upkeep. With proper preparation, and a keen eye ...more off-color [[units]], or more heavily on your own [[Units#Nether|black units]]. Obviously, the more you use population, the lesser you're going to want
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  • *[[Magic_Favor|Magic Favor]] *Magic gives.......... +20 SL and decreases casting cost by 10%
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  • | type = [[MAGIC]] | xtype = [[MAGIC]] [[RANGED]]
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  • * Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable ...[[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!
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  • Magic Power (MP, m.p.) is also known as mana. *MP is consumed by many army [[Units|units]] and [[Heroes|heroes]], by magic (spell casting, [[:Category:Enchantments|enchantments]] upkeep, [[Defense_a
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  • ...c (most {{black}}, one {{red}}, one {{blue}}) and by recruiting. Some army-units occupy part of your population space ([[:Category:Recruits|recruits]] and [ * [[Volcano Eruption]] - destroys Population, [[Buildings]], [[Units]], and [[Geld]].
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  • ...their weakness against cold attacks fairly quickly. Most other eradication units simply die in droves, which bodes ill for eradication mages defending again ...creatures almost necessitates that eradication mages seek non-eradication units. Eradication mages also have the benefit of using spells such as Gravity Pu
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  • ...powerful evil mages or priests. They are skeletal bones joined together by magic. They wield a weapon in their skeletal hands. They don't have a mind of the | magic = 0
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  • | type = [[MAGIC]] [[RANGED]] | magic = 75
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  • <center> '''[[Unit Abilities]]''' | '''[[Units]]''' | '''[[:Category:Unit Abilities|Unit Abilities]]'''</center> ...t of damage in a battle, straight after the unit is attacked by NON-RANGED/MAGIC/PSYCHIC primary attack. It can be fatigued and triggered multiple times. [
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  • ...after it has been struck by a large number of arrows. Area of Effects: all units * Grants all friendly [[units]] +50% [[Damage Resistance|resistance]] to all [[Ranged]]-[[Attack Type|typ
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  • ...erefore making them unable to attack. Area of Effect: all units, all enemy units. ...|Extra]] and [[Counter]] [[AP]] of all friendly [[:category:animals|animal units]] by 100%
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  • ...ng its effectiveness and thus becoming obsolete. Area of Effect: all enemy units *Deals a variable amount of [[Magic|Magic]] damage to all enemy stacks
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  • ...e the guardians of the forest, nature, and wilderness. They employ Druidic magic, which originates from nature itself. | type = [[RANGED]] [[MAGIC]]
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  • ...recruitment and only for a mage of particular [[:Category:Magic Speciality|magic speciality]].
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  • | xtype = [[MAGIC]] [[RANGED]] | magic = 50
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  • | type = [[MAGIC]] [[RANGED]] | magic = 80
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  • ...truders. Their magical abilities provide immunity against several types of magic. ...lor:#f1c40f;">'''Recommended Role:''' Situational Tank (Nature's Cure) and Magic sniper</span>
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  • ...take the shape of swans. Their magical nature provides some resistance to magic, melee, and missile attacks. All swanmays can move silently through woodlan | magic = 15
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  • | magic = 50 [[Category:Units]] [[Category:Verdant Units]] [[Category:Melee Units]] [[Category:Treefolk]]
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  • | magic = 40 [[Category:Units]] [[Category:Verdant Units]] [[Category:Melee Units]] [[Category:Treefolk]]
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  • | magic = 20 ...ts]] [[Category:Verdant Units]] [[Category:Flying Units]] [[Category:Melee Units]] [[Category:Animals]]
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  • | magic = 50 ...]] [[Category:Verdant Units]] [[Category:Ranged Units]] [[Category:Psychic Units]] [[Category:Sprites]]
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  • ...sence will flee in terror. They can attack with their burning claws or use magic of awesome power. ...] [[Category:Magic Units]] [[Category:Flying Units]] [[Category:BattleOnly Units]] [[Category:Ultimates]] [[Category:Demons]] [[Category:Undisbandable]]
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  • | magic = 50 ...]] [[Category:Phantasm Units]] [[Category:Ranged Units]] [[Category:Poison Units]] [[Category:Ultimates]] [[Category:Elementals]]
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  • | magic = 75 ...ts]] [[Category:Phantasm Units]] [[Category:Cold Units]] [[Category:Ranged Units]] [[Category:Ultimates]] [[Category:Elementals]]
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  • ...t the top. Massive bolts of lightning emanate from the clouds and powerful magic drives the high winds that sweep away everything in its path. | xtype = [[MAGIC]]
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  • | magic = 90 ...tegory:Melee Units]] [[Category:Poison Units]] [[Category:Ranged Secondary Units]] [[Category:Ultimates]] [[Category:Giants]]
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  • ...rious features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual ** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops
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  • '''Neutral Units'''<br> '''Ascendant Units'''<br>
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  • <br>Sun = +6% accuracy for all your units <br>Magic = -20% casting cost, +40 SL
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  • <br>1. Attacker must kill 10% of the Defender's permanent army. (Temporary units do not count in this %) <br>''Units Killed'' = Damage/Life</span>
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  • ...anders]], 50 [[Hydra|Hydra]] or 50 [[Chimera|Chimera]] per turn. Number of units given is not affected by external influences such as [[Spell_Level|Spell Le ...uildings (including [[Forts|forts]]), [[Land|land]] (permanently), [[Units|units]], [[Geld|geld]], and [[Population|population]]. The bomb will scorch all l
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  • ...ing its presence will flee in terror. Those that do not will face powerful magic and bone-chilling cold that radiate across a considerable distance. All lic ...Units]] [[Category:Ranged Units]] [[Category:Cold Units]] [[Category:Magic Units]] [[Category:Undeads]] [[Category:Undisbandable]]
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  • ...ood Knife has been used in so many dark rituals that it has absorbed their magic. Now all it needs is some blood to activate its powerful curse. *Applies [[Blood Curse]] to your own units.
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  • ...eak units, although it has to be used with care. Area of effect: all enemy units. * Deal weak [[LIGHTNING]] damage to all enemy stacks, based on number of units in the stack.
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  • ...dle of enemy troops, causing heavy fire damages. Although not very complex magic, this spell is very powerful eradication weapon. Area of effect: 1 enemy gr Inflicts major fire damage to a [[random stack]]. Efficient if used against units weak to fire.
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  • *Gives all your units 100% Fire Resistance, ** Burst is triggered by primary attacks that do ''not'' have [[MAGIC]], [[PSYCHIC]] or [[RANGED]] as part of their attack type.
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  • ...save those creatures without resistance to fire. Area of effect: all enemy units. ...o 0.4 * SL * NumberOfUnitsInStack = '''~94k to ~188k damage for every 1000 units'''.
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  • ...[[Counter Attack|counter]] and Primary [[Attack Power|AP]] of all treefolk units: [[Treant]], [[Mandrake]], and [[Creeping Vines]] [http://ubb.the-reincarna * (re)cast this when you have magic favor (extra spell level, the effect stays as long as you upkeep the enchan
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  • A basic spell of priestly magic, grants God's blessing on your units; Your troops are fighting with better accuracy when blessed with this spell
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  • ...ation, this spell will create an invisible barrier that increases all your units resistance to enemy eradication spells. Once they're enchanted, they receiv Adds Eradication Spell Resistance to all units (not Kingdom)
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  • ...racy in the battle. This enchantment is one of the most powerful Ascendant magic, and is especially effective when used together with Sword of Light spell. ...[[Counter|Counter]] of ALL {{white}} [[:category:Ascendant_Units|Ascendant units]] by ([current SL] / [base SL] * 12.63)%
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  • ...p growing. However, by sacrificing new infants to Satan, you gain a lot of magic power in return, and those sacrified citizens will turn into skeletons and ...ton|Skeletons]] gained per turn is affected by factors affecting number of units summoned
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  • ...struck by the dagger will be frozen. As a side effect, the crystal drains magic energy from the wielder. ...[[Extra_Attack|Extra]] and [[Counter|Counter]] [[Attack_Power|AP]] of all units, both friendly and enemy, with a [[Cold|Cold]] [[Attack_Type|Attack Type]]
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  • ...Hell Fire will be ignited into a burning torch. In addition, this swords' magic seems to greately empower creatures akin to fire. *Increases all friendly units' [[Primary_Attack|Primary]], [[Extra_Attack|Extra]] and [[Counter|Counter]]
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  • ...gives the wielder resistance to lightning attack and enhance the lightning magic of the wielder. Any creature struck by the thunder blade will be fried by r ...ases the [[Primary Attack|Primary]] and [[Counter]] [[AP]] of all friendly units with a [[Lightning]] [[Attack Type|attack type]] by 50%
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  • While having 264 own conc and 777 Magic conc, Flame Shield went from 30,000 to 14,385 or a 52.05% reduction 0.05 x ...hantment, this works for casting {{Red}},{{Green}},{{Black}} and {{White}} units by Phantasm mages.
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  • ...ell as the battle field. When summoned in vast numbers they will use their magic to extend the darkness into Terra, making their presence a continual threat [[Category:Units]] [[Category:Nether Units]]
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  • <span style="color:#f1c40f;">'''Recommended Role:''' Strategic tank, Magic/Paralyze sniper</span> ...gory:Magic Units]] [[Category:Paralyze Units]] [[Category:Ranged Secondary Units]] [[Category:Undeads]] [[Category:Undisbandable]]
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  • <span style="color:#f1c40f;">'''Recommended Role:''' Magic&nbsp;sniper</span> ...its]] [[Category:Flying Units]] [[Category:Magic Units]] [[Category:Fallen Units]] [[Category:Angels]] [[Category:Undisbandable]]
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  • ...tning, and Death and Decay. Eradication also has some of the most damaging units in the game, the 2 most well known being Salamanders and Chimera, making it ...f land, although it is not essential for a red to play and use most of its units, it is necessary if you plan to go anywhere besides catfishing/low spelling
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  • <span style="color:#f1c40f;">'''Recommended Role:''' Magic/Paralyze sniper</span> ...s]] [[Category:Magic Units]] [[Category:Paralyze Units]] [[Category:Flying Units]] [[Category:Undeads]] [[Category:Undisbandable]]
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  • ==Magic Specialties== A mage's "Specialty" determines the spells he/she can research, the units they can recruit, and the potency of a variety of spells. There are 5 speci
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  • ...renity - which will remove some enchantments from the target mage. Verdant units are notorious for extremely high mana upkeeps, this added to the reliance o ...the reset the previous setup tends to work better. Phoenix are very deadly units. This can be done similarly on the ground with Earth Elementals, Treants, N
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  • | magic = 50 ...ory:Paralyze Units]] [[Category:Poison Units]] [[Category:Ranged Secondary Units]] [[Category:Reptiles]]
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  • ...ane of air. They do not fight, but their magical nature allows them to use magic to ward off intruders. Since all sylphs are female, they must seek out huma | type = [[MAGIC]]
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  • | type = [[MAGIC]] | magic = 40
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  • | magic = 0 ...] [[Category:Phantasm Units]] [[Category:Ranged Units]] [[Category:Psychic Units]] [[Category:Elementals]]
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