Enchanter: Difference between revisions

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* {{Sn|Air Shield}}
* {{Sn|Air Shield}}
* {{Sn|Slow}}
* {{Sn|Slow}}
* {{Sn|Weakness}}  
* {{Sn|Weakness}}


The spell are cast at 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).
The spell are cast at 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).
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'''Heroes with Enchanters specialty:'''
'''Heroes with Enchanters specialty:'''
* {{Dracon}}
* {{Dracon}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters.


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

Revision as of 09:23, 3 February 2018

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
 Special abilities:
Ranged attack
• No melee penalty
Spellcaster

Enchanters are neutral creatures recruited from the Enchanter's Hollow. Specially trained by the dragon-slaying wizard Dracon, Enchanters are recruited from the ranks of Monks, Zealots, Magi and Arch-Magi.

They are spellcasters and do automatically cast:

The spell are cast at 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).

Enchanters have an AI Value of 1210.

Heroes with Enchanters specialty: