• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
use them when you are rich, otherwise put them to oblivion; build the mages guild to be able to build the bazaar; forget the useless hags that comes out of such den.


They are the WORST, really STUPIDEST, AI, using unit in the game. You recruit one level 1 mage and it goes automatically to kill that "whatever" attack quest even if it´s for a 30 level mage just to get killed, like the useless elfs. They are in the game just to laugh at your retarded faith on them.

Dont hire mages, dont hire elfs, they are pure shit. :) unless you have 15000 gold.

they are there to drain on your economy.+

a really waste.
 
They are squishy and also a bit suicidal but they are powerful. What you need to do is put protect flags on them so they don't get themselves killed as easily. Or better yet make a party when you can. Once they are lvl 5 they get a magic shield which REALLY helps.
 
There are several ways of how to use wizards:

1.) build them as quickly as possible so that they get rid of the weaker foes at the beginning of the scenario and end up terribly powerful in the mid-time of the scenario;

2.) when you recruited a mage and he just left his guild, call out for a new group at your tavern. He instantly follow your call and group up. In later games, use mages only in groups;

3.) recruit a mage and put a protect flag on him when he leaves his guild;

4.) build a wizard guild but don't recruit magaes at all. Just use this weapon enchantment.


I believe mages are a great addition to the game, but their AI behaviour needs to be looked into.
 
I like mages, they are suicidal though.

Use them early on some missions and they level nicely off the smaller dens.

At level 5 they get the shield which helps significantly.

Their Ice Arrow or whatever needs to be a priority and to a lesser extent the whirldwind spell, both have defensive benefits. (Cloth armor is always my first pick for the blacksmith.)

Grouping them helps a lot. 2 clerics guilds(or three in some cases)

When you aren't using groups they tend to respond to lower values then healers and some melee. You can ramp up the gold for attack flags to get more responders and/or use fewer outstanding flags. Placing a lot of flags at once will spread out all your groups which ups the mage suicide rate, have your next mob/den attack flagged and add gold to it as the current den or mob is just finished being killed.

If you do build a guild just for the weapon enchantment; get the magic shop, even if you don't buy any potions it makes a few hundred gold a day if I recall correctly.

I have had similar issues with elves getting them their various skills helps as well as using them early. I love putting them with a paladin lead with a pirest of Agrela and cleric, the elves tend to share the speed boost in party the most and the paladins are eager responders to stronger mobs.


I have used mages without a single mage death on some of the harder single missions, but not with any conistency, but what do you want they are supposed to be squishy?
 
Last edited:
I do struggle with mages. They are hard to keep alive and do not fair well against bosses. Elves, on the other hand, I have had tremendous luck with. They are a little too greedy and too fast, which makes the other heroes poorer when it comes to flags, but they have served me well in winning the two campaigns.
 
To keep mages alive, research healing potions and make sure they can afford a full set as soon as possible.