Red Mage/1.03

Red Mages are generals.

Empire
In past WBC titles, the Red Mage was another fantastic unit that pretty much had a retinue slot reserved for it purely because of the usefulness of its Resist Fire spell back then. But despite the nerf to the spell and the inclusion of different Dragon types, the Red Mage still stands up to the changed metagame of WBC3. Their 35 Fire damage can devastate buildings and their Ring of Fire spell still hits enemy infantry hard. This allows Red Mages to work as more-mobile siege weapons that are also capable of defending themselves, as well as converting any buildings they wish not to destroy. Either way, they will rob their enemy of their own buildings. Although the Resist Fire spell isn't nearly as useful as it once were, reducing enemy damage is still a useful trait and can even be used to help lessen the Elephants' weakness to fire.

Like the other mages (and pretty much every spellcaster in the game), they are quite fragile and should always be behind a wall of infantry, with their Ring of Fire spell being used as a last line of defense against enemy attackers.

Benefits from Armorer, Mysticism, and Advanced Mysticism researches.

Quotes

 * Ready: "The red mages knew you would require help."
 * Select: "Sire?" "Great One?" "Your command?" "Heh! If only you knew..."
 * Order: "Yes." "In good time!" "Yes, yes, yes..." "You know not what you ask."
 * Conversion: "This site is ours, as I knew it would be."