Ballistics and Enchanter: Difference between pages

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{{Secondary skills}}
{{Neutral creatures}}{{Creature
{{Secondary skill
| AI_Value  = 1210
  | B_effect = gives control of the catapult to the hero, allowing aimed shots with increased damage.
| Growth    = 2
  | A_effect = gives control of the catapult to the hero, allowing two aimed shots with increased damage.
| Name      = Enchanter
  | E_effect = gives control of the catapult to the hero, allowing two aimed shots at maximum damage.
| Attack    = 17
| Defense    = 12
| Damage    = 14
| Health    = 30
| Speed      = 9
| Shots      = 32
  | Cost      = 750
  | Special    = • [[Ranged attack]]<br>• No [[melee]] penalty<br>• [[Spellcaster]]
  | Onlyone    =  
}}
}}


'''Ballistics''' is [[secondary skill]], that gives the player manual control over the [[catapult]] and increses the damage of the boulder. Additionally, at advanced and expert level of Ballistics catapults fires twice instead of just once.
{{Cram|Enchanter's Hollow|Enchanter|no_upg=|no_dwelling=}}
'''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]].  


{|  border="1"
''"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>
|+
|-
== General tactics and info ==
! Level
The Enchanters are valuable level 6 units, even thought their health is a frighteningly low 30. 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.
! Shots
! Chance to hit
intended wall
! Chance for
maximum damage
! Chance to hit [[Arrow Towers]] or
[[Drawbridge]] before all walls destroyed
|-
| None
| 1
| ?
| ?
| ?
|-  
| Basic
| 1
| 60%
| 50%
| <60%
|-
| Advanced
| 2
| 60%
| 50%
| <60%
|-
| Expert
| 2
| 75%
| ?
| <75%
|}


'''Heroes with Ballistics as a starting skill:'''
== Spells ==
* [[Olema]] the [[Heretic]] (basic)
They are [[spellcaster]]s and do automatically cast:
* [[Theodorus]] the [[Wizard]] (basic)
* {{Sn1|spell=Haste}}
* [[Uland]] the [[Druid]] (basic)
* {{Sn1|spell=Bless}}
* [[Yog]] the [[Barbarian]] (basic)
* {{Sn1|spell=Stone Skin}}
* {{Sn1|spell=Cure}}
* {{Sn1|spell=Bloodlust}}
* {{Sn1|spell=Air Shield}}
* {{Sn1|spell=Slow}}
* {{Sn1|spell=Weakness}}


== Discussion ==
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).
Quite useful, since it gives you first chance to cast spells in sieges (provided that the defending hero doesn't have [[Artillery]]).  


'''Recommended for:''' Heroes with walker-heavy armies
== Appearance ==
Enchanters were added in {{ab}} so there are no Enchanters or [[Enchanter's Hollow]]s in {{roe}}.


'''Further discussion:''' While useful for breaking open the gate quickly, one also has to care to consider that it is the only battle-skill that in non-siege battle situations has absolutely no impact. Therefore, in a multiplayer game it may be better to select a more multi-situation skill upon which to invest. In single-player games, more useful, but also situational, as the AI tends to charge out of the castle if an army demonstrates any significant long-range damage abilities. It is very rare that the AI stays in the castle entirely, and that this skill is entirely necessary. I would take this if I had walker armies, and were offered an alternative skill considerably less useful (ie. eagle eye, learning).
== Heroes with a specialty ==


[[Category: Secondary skills]]
* {{H|Dracon|Wizard}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters.
 
{{creature 'see also'|up=* [[Neutral creature]]}}
 
[[Category: Creatures]]
__NOTOC__

Revision as of 11:18, 21 March 2020

Neutral creatures
Level 1
PeasantPeasant Peasant
HalflingHalfling Halfling Shadow of Death
Level 2
RogueRogue Rogue
BoarBoar Boar
LeprechaunLeprechaun Leprechaun Horn of the Abyss
Level 3
NomadNomad Nomad
MummyMummy Mummy
Level 4
SharpshooterSharpshooter Sharpshooter
SatyrSatyr Satyr Horn of the Abyss
Steel GolemSteel Golem Steel Golem Horn of the Abyss
Level 5
TrollTroll Troll
Gold GolemGold Golem Gold Golem
FangarmFangarm Fangarm Horn of the Abyss
Level 6
Diamond GolemDiamond Golem Diamond Golem
EnchanterEnchanter Enchanter
Level 7
Faerie DragonFaerie Dragon Faerie Dragon
Rust DragonRust Dragon Rust Dragon
Crystal DragonCrystal Dragon Crystal Dragon
Azure DragonAzure Dragon Azure Dragon
Castle Creatures
Rampart Creatures
Tower Creatures
Inferno Creatures
Necropolis Creatures
Dungeon Creatures
Stronghold Creatures
Fortress Creatures
Conflux Creatures
Cove CreaturesPalace CreaturesNeutral Creatures
Factory CreaturesGrotto Creatures
Bulwark CreaturesForge Creatures
Palace CreaturesNeutral CreaturesNeutral Creatures
Grotto Creatures
Forge Creatures
Neutral Creatures


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
Portraits
[[File:{{{U_name}}} portrait.png]] [[File:{{{U_name}}} portrait (HotA).png]]
Shadow of Death   Horn of the Abyss Shadow of Death [[File:Mini Portrait {{{U_name}}}.png]]  Horn of the Abyss
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

General tactics and info

The Enchanters are valuable level 6 units, even thought their health is a frighteningly low 30. 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.

Spells

They are spellcasters and do automatically cast:

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).

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

See Also: