Mage and Arch Mage

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Tower creatures
Level

1

Level

2

Level

3

Level

4

Level

5

Level

6

Level

7

Castle
Rampart
Tower
Inferno
Necropolis
Dungeon
Stronghold
Fortress
Conflux
Cove
Factory
Neutral
Mage
11
8
Shots
24
7–9
25
5
Move
Ground
Size
1
Growth
4
570
418
Cost Per Troop

350
Shoots. No barrier penalty. No melee penalty. Hero's spells cost 2 spell points less in combat.
Arch Mage
12
9
Shots
24
7–9
30
7
Move
Ground
Size
1
Growth
4
680
467
Cost Per Troop

450
Shoots. No barrier penalty. No melee penalty. Hero's spells cost 2 spell points less in combat.

Magi and Arch Magi are the level 4 creatures of Tower. They can be recruited from the Mage Tower. (Note that the plural form of 'mage' is 'magi'.)

"Apprentice Magi, under the mentorship of Wizards, serve as Tower troops before they become full masters of their craft. Both Mage and Arch Mage units suffer no damage penalty for attacking adjacent enemies and reduce the casting cost of allied hero spells by two. Arch Mage attacks penetrate cover and deal full damage to enemies behind siege walls." RoE manual

Note: Although the documentation says that only Arch Magi have no obstacle penalty, this is also true for Magi.

Dwellings & Portraits[edit | hide | hide all]

Mage Tower

Heroes with a specialty[edit | hide]

Appearance[edit | hide]

Some Stone Golems and Mages appears at the beginning of the Neutral Affairs scenario from the Liberation campaign in Restoration of Erathia.

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See also:[edit | hide]