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Mage Realms - Game Help Manual

Military Units
Your military provides both defense of your realm and the ability to attack and take resources from other realms. Military that is away on an attack cannot help defend your realm. In addition to the military you leave at home to defend the realm, you have four generals that can lead attack missions. Each general can attack separately or you can combine more than one of them into a stronger attack. You can see the status of your generals and their troops by clicking on the My Status link in the left menu, then on Military Status.

You draft and train your military in the Military Training Center, by clicking on the Military link in the left menu. You can see the Status of your drafting and training by clicking on the My Status link in the left menu, then on Training Status.

The maximum number of spirits and scholars combined that you can have drafting at any one time is 10% of your total housed peasants. Homeless peasants will not join the military. While being summoned or trained, units are camped out at Summoning Altars and do not require housing, but once they become completed units, they require space in their Forts.

The cost of training spirits and the time required to complete drafting or training varies with your morale, race, and can also be affected by such things as Wonders and spells. The minimum time is 20 hours and the maximum is 24 hours. The minimum training cost is 50% of the base cost.

The military units have different characteristics. Spirits and scholars are summoned directly from your peasants, and the base cost is not affected by Summoning Altars. The remaining units are trained at Summoning Altars, and the cost of training them decreases with the percent of your land that you use to build the Summoning Altars. The minimum training cost is achieved when 10% of your land contains Summoning Altars.

All military units must have housing or they will desert and disappear forever. Units normally live in Forts, but if not enough space is available in the Forts, they will move into Villages and kick out the peasants. If not enough space is available in Forts or Villages, the units will desert starting with the most expensive ones. Thus it is very critical to ensure that your military has adequate space available in your Forts.

The following table gives the offense and defense strength of each unit as well as the housing it requires, the base cost of each unit, and other details.


Human
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Infantry 0 3 1 trained from spirits 300  
Knights 0 4 1 trained from spirits 480 *
Archers 3 0 1 trained from spirits 380  
Wizards 4 0 1 trained from spirits 580 *
Gryphon 8 8 2 trained from spirits 1500  
Chimera 3 12 2 no spirits needed 2100 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Elf
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Phalanx 0 3 1 trained from spirits 300  
Rangers 0 4 1 trained from spirits 480 *
Elven Bowmen 3 0 1 trained from spirits 380  
Sorcerers 4 0 1 trained from spirits 580 *
Dryad 8 8 2 trained from spirits 1600  
Treant 3 12 2 no spirits needed 2300 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Dwarf
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Footmen 0 3 1 trained from spirits 300  
Axmen 0 4 1 trained from spirits 480 *
Crossbowmen 4 0 1 trained from spirits 420  
Troglodite 5 0 1 trained from spirits 620 *
Earth Golem 9 8 2 trained from spirits 1900  
Cave Dragon 4 12 2 no spirits needed 2700 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Orc
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Grunts 0 4 1 trained from spirits 350  
Wolf Riders 0 5 1 trained from spirits 520 *
Orcish Archers 2 0 1 trained from spirits 380  
Orc Shamans 3 0 1 trained from spirits 580 *
Trolls 8 8 2 trained from spirits 1600  
Giant 3 12 2 no spirits needed 2300 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Draconian
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Savages 0 3 1 trained from spirits 300  
Raiders 0 4 1 trained from spirits 480 *
Fire Archers 3 0 1 trained from spirits 380  
Firebreathers 4 0 1 trained from spirits 580 *
Wyvern 8 8 2 trained from spirits 1600  
Earth Dragon 3 12 2 no spirits needed 2300 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Goblin
Unit Defense Offense Housing Other Base Cost  
Spirits 0 0 1 summoned from peasants 50 #
Scholars 0 0 1 summoned from peasants 800 #
Gang 0 1 1 trained from spirits 100  
Horde 0 2 1 trained from spirits 280 *
Rockthrowers 1 0 1 trained from spirits 200  
Bomber 2 0 1 trained from spirits 300 *
Party Wagon 6 6 2 trained from spirits 1000  
Bombship 2 10 2 no spirits needed 1500 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Gnome
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 650 #
Tinkers 0 3 1 trained from spirits 300  
Mechanics 0 4 1 trained from spirits 480 *
Workmen 3 0 1 trained from spirits 380  
Engineers 4 0 1 trained from spirits 580 *
Iron Golem 8 8 2 trained from spirits 1600  
Mecha Dragon 3 12 2 no spirits needed 2300 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Undead
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Zombies 0 3 1 trained from spirits 350  
Skeletons 0 4 1 trained from spirits 530 *
Wraiths 3 0 1 trained from spirits 430  
Shadows 4 0 1 trained from spirits 630 *
Lich 8 8 2 trained from spirits 1800  
Bone Dragon 3 12 2 no spirits needed 2500 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Demon
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Imps 0 5 1 trained from spirits 480  
Hell Hounds 0 6 1 trained from spirits 600 *
Succubus 5 0 1 trained from spirits 580  
Efreet 6 0 1 trained from spirits 800 *
Cerberus 10 10 2 trained from spirits 2500  
Apollyon 5 14 2 no spirits needed 3500 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Halfling
Unit Defense Offense Housing Other Base Cost  
Spirits 1 0 1 summoned from peasants 150 #
Scholars 0 0 1 summoned from peasants 800 #
Militia 0 3 1 trained from spirits 300  
Pikemen 0 4 1 trained from spirits 480 *
Slingers 3 0 1 trained from spirits 420  
Archers 4 0 1 trained from spirits 620 *
Rogues 8 6 2 trained from spirits 1500  
Brigands 4 10 2 no spirits needed 2000 *

* research is required before you can train this unit
# cost is not affected by Summoning Altars

Unit Descriptions

Spirits - Basic militia, not trained, and armed with basic equipment and weapons.

Scholars - Non-combatants, the job of scholars is to develop newer and better technologies to outfit your military and protect your realm, as well as to improve your resource production and quality of life.

All other units - Advanced military troops that must be trained at Summoning Altars.





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