White Mage

Combat: 5
Hits: 100
Speed: 8
Damage: 20 Electrical
Range: 6
Armor: 10
Resistance: 15
Resistant vs: Cold
Vulnerable vs: All Physical
View: 7
Attack Type: Both Ground and Air units

Max Mana: 50
Start Mana: 25

Size: Medium
Alignment: Good
Race: Human

-Can convert buildings
-Can cast Cure (30 mana)
-Can cast Group Healing (40 mana)

White Mages are generals.



Produced from: Library
Requires: Palace (level 4 or 5)
Cost: 200 Crystal
Build Time: 120
Setup Points: 4
Army Points: 1

White Mages are one of the most useful units in the game and one that most players will certain add to their Hero's retinue after the battle is over. Their spells, Group Healing and Cure, form the perfect combination for keeping tough, hardy units in the battle for longer, including your very own Hero! On top of that, they also can convert buildings, lending their skills to map control as well.

Although they are fragile for their cost and tier, as well as coming to the field with support spells and abilities, they aren't completely helpless in a fight. Their 20 electrical damage can sting quite hard, especially since an electrical resistance is rare. But a low combat and the inherited flaws of the attack type make it unreliable and rarther luck based, which prevents the White Mage from being an utter fiend. But one should not be using them for direct combat, anyway, and they should always be behind a wall of tough, meaty units that can sponge damage for the White Mages to heal off.

Benefits from Armorer, Mysticism, and Advanced Mysticism researches.


  • Ready: "The White Council wishes to help thee."
  • Select: "Sire?" "How may I help thee?" "What is it you ask?" "I sense much suffering."
  • Order: "Of course." "With pleasure." "Simply put." "I would counsel a course of peace."
  • Conversion: "Accept this gift and honor the giver."

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