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 contro 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]].  


{{Table|Level|Shots|p% to hit aimed wall|p% max damage|p% to hit Arrow Towers or Drawbridge before all walls are destroyed}}
''"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 ==
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.


{|  border="1"
== Spells ==
|+
They are [[spellcaster]]s and do automatically cast:
|-
* {{Sn1|spell=Haste}}
! Level
* {{Sn1|spell=Bless}}
! Shots
* {{Sn1|spell=Stone Skin}}
! Chance to hit
* {{Sn1|spell=Cure}}
intended wall
* {{Sn1|spell=Bloodlust}}
! Chance for
* {{Sn1|spell=Air Shield}}
maximum damage
* {{Sn1|spell=Slow}}
! Chance to hit [[Arrow Towers]] or
* {{Sn1|spell=Weakness}}
[[Drawbridge]] before all walls destroyed
|-
| None
| 1
| ?
| ?
| ?
|-
| Basic
| 1
| 60%
| 50%
| <60%
|-
| Advanced
| 2
| 60%
| 50%
| <60%
|-
| Expert
| 2
| 75%
| ?
| <75%
|}


== 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.


== Appearance ==
Enchanters were added in {{ab}} so there are no Enchanters or [[Enchanter's Hollow]]s in {{roe}}.


'''Recommended for:''' Heroes with walker-heavy armies
== Heroes with a specialty ==


* {{H|Dracon|Wizard}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters.


[[Category: Secondary skills]]
{{creature 'see also'|up=* [[Neutral creature]]}}
 
[[Category: Creatures]]
__NOTOC__

Revision as of 11:18, 21 March 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
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: