Enchanter: Difference between revisions

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{{Creature
{{Neutral creatures}}{{Creature
  | Neutral    = Neutral creature
  | AI_Value  = 1210
| lvl        = 6
  | Growth    = 2
  | Growth    = 2
  | Name      = Enchanter
  | Name      = Enchanter
  | Attack    = 17
  | Attack    = 17
  | Defence   = 12
  | Defense   = 12
  | Damage    = 14
  | Damage    = 14
  | Health    = 30
  | Health    = 30
  | Speed      = 9
  | Speed      = 9
| Movement  = Ground
  | Shots      = 32
  | Shots      = 32
  | Cost      = 750
  | Cost      = 750
  | Special    = No [[melee]] penalty + [[spellcaster]]
  | Special    = • [[Ranged attack]]<br>• No [[melee]] penalty<br>• [[Spellcaster]]<br>• No [[Obstacle penalty]]
  | Onlyone    =  
  | Onlyone    =  
}}
}}


'''Enchanters''' are [[neutral creature]] recruited from the [[enchanter's hollow]]. They are [[spellcaster]]s and can cast [[haste]], [[bless]], [[stone skin]], [[cure]], [[air shield]], [[slow]], [[weakness]] or occasionally [[blind]] at expert level in every three rounds.
{{Cram|Enchanter's Hollow|Enchanter|no_upg=|no_dwelling=}}
'''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]].  
 
''"Specially trained by the dragon slayer [[Dracon]], Enchanters are an elite fighting force. Recruited from the ranks of [[Monk and Zealot|Monks]], [[Monk and Zealot|Zealots]], [[Mage and Arch Mage|Magi]], and [[Mage and Arch Mage|Arch Magi]], these magical warriors are also capable of casting a beneficial mass spell once every three rounds, up to six castings."{{-}}<sup>[[Armageddon's Blade Manual Page 19|AB manual]]''</sup>
 
== Spells ==
Enchanters automatically cast following spells:
 
{{Table|Spell|Lvl|School|align=left|float=none}}
{{Table row|{{Sn1|spell=Haste}}            |1|Air}}
{{Table row|{{Sn1|spell=Bless}}            |1|Water}}
{{Table row|{{Sn1|spell=Stone Skin}}        |1|Earth}}
{{Table row|{{Sn1|spell=Cure}}              |1|Water}}
{{Table row|{{Sn1|spell=Bloodlust}}        |1|Fire}}
{{Table row|{{Sn1|spell=Slow}}              |1|Earth}}
{{Table row|{{Sn1|spell=Weakness}}          |2|Water}}
{{Table row|{{Sn1|spell=Air Shield}}        |3|Air}}
|}
 
The spells are cast at the expert level every three rounds, lasting for three rounds.
 
[[Air Shield]] is only cast if there are enemy ranged creatures present which are able to shoot (i.e. not out of shots, not blinded, etc).
 
[[Cure]] will be cast if only there is a stack with a non-full health. '''Bug:''' the spell relevance is calculated based on stats of the first stack only (fixed in {{hota}}){{-wh}}.
 
Despite the fact most of their spells are lvl 1, Enchanters can not cast on [[Cursed ground]] magical terrain.
 
== Appearance ==
Enchanters were added in {{ab}} so there are no Enchanters or [[Enchanter's Hollow]]s in {{roe}}.
 
== Heroes with a specialty ==
 
* {{H|Dracon|Wizard}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters.
 
== Tactics and info ==
{{Fanopinion}}
 
The Enchanters are valuable level 6 units, even though their health is a frighteningly low 30 (lowest for a level 6 unit). They have no melee penalty, fixed damage, high speed and attack, 32 shots (the most) and most importantly, cast mass effect spells every 3 turns.
 
Multiple stacks of Enchanters still only cast mass effect spells once every 3 turns.
 
{{creature 'see also'|up=* [[Neutral creature]]}}


[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__

Revision as of 13:23, 25 April 2020

Neutral creatures
Level 1
Peasant Peasant Armageddon's Blade
Halfling Halfling Armageddon's Blade
Level 2
Rogue Rogue Armageddon's Blade
Boar Boar Armageddon's Blade
Leprechaun Leprechaun Horn of the Abyss
Level 3
Nomad Nomad Armageddon's Blade
Mummy Mummy Armageddon's Blade
Level 4
Sharpshooter Sharpshooter Armageddon's Blade
Satyr Satyr Horn of the Abyss
Steel Golem Steel Golem Horn of the Abyss
Level 5
Troll Troll Armageddon's Blade
Gold Golem Gold Golem
Fangarm Fangarm Horn of the Abyss
Level 6
Diamond Golem Diamond Golem
Enchanter Enchanter Armageddon's Blade
Level 7
Faerie Dragon Faerie Dragon Armageddon's Blade
Rust Dragon Rust Dragon Armageddon's Blade
Crystal Dragon Crystal Dragon Armageddon's Blade
Azure Dragon Azure Dragon Armageddon's Blade
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral
Statistics
Enchanter
 Cost per troop 

750

Attack 17
Defense 12
Damage 14
Health 30
Speed 9
Movement Ground
Size 1
Shots 32
Growth 2
AI Value 1210
 Special abilities:
Ranged attack
• No melee penalty
Spellcaster
• No Obstacle penalty
Enchanter's Hollow  

Enchanters are level 6 neutral creatures recruited from the Enchanter's Hollow.

"Specially trained by the dragon slayer Dracon, Enchanters are an elite fighting force. Recruited from the ranks of Monks, Zealots, Magi, and Arch Magi, these magical warriors are also capable of casting a beneficial mass spell once every three rounds, up to six castings." AB manual

Spells

Enchanters automatically cast following spells:

Spell Lvl School
Template:Sn1 1 Air
Template:Sn1 1 Water
Template:Sn1 1 Earth
Template:Sn1 1 Water
Template:Sn1 1 Fire
Template:Sn1 1 Earth
Template:Sn1 2 Water
Template:Sn1 3 Air

The spells are cast at the expert level every three rounds, lasting for three rounds.

Air Shield is only cast if there are enemy ranged creatures present which are able to shoot (i.e. not out of shots, not blinded, etc).

Cure will be cast if only there is a stack with a non-full health. Bug: the spell relevance is calculated based on stats of the first stack only (fixed in Horn of the AbyssHorn of the Abyss.

Despite the fact most of their spells are lvl 1, Enchanters can not cast on Cursed ground magical terrain.

Appearance

Enchanters were added in Armageddon's Blade so there are no Enchanters or Enchanter's Hollows in Restoration of Erathia.

Heroes with a specialty

Tactics and info

User commentary

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The Enchanters are valuable level 6 units, even though their health is a frighteningly low 30 (lowest for a level 6 unit). They have no melee penalty, fixed damage, high speed and attack, 32 shots (the most) and most importantly, cast mass effect spells every 3 turns.

Multiple stacks of Enchanters still only cast mass effect spells once every 3 turns.

See also: