Enchanter

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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..." AB manual

Special Ability: Spellcaster[edit]

Enchanters automatically cast following spells:

Spell Lvl    % School
 Haste 1 17.9% Air
 Bless 1 17.9% Water
 Stone Skin  1 11.9% Earth
 Cure 1 11.9% Water
 Bloodlust 1 6.0% Fire
 Slow 1 11.9% Earth
 Weakness 2 4.8% Water
 Air Shield 3 11.9% 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 cannot cast on Cursed ground magical terrain.

Appearance[edit]

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

Heroes with a specialty[edit]

User commentary

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Toughness

The Enchanter's health and defense values are the lowest for a level 6 troop, 30 health (some 4th level units and even 3rd level Iron Golems have more!) and 12 defense, sharing the same defense as the Efreet, Cyclops and Diamond Golem. However, they are ranged attackers.

Offense

They have an under-average fixed damage value, but an over-average attack stat. They have the most shots in the game, 32, and also a no melee penalty.

Efficiency and cost

The Enchanters are relatively cheap units, for their total growth of 2, and also a good addition to an army, but not due to their stats.

Tactics

The tactics of using them are very simple: keep them alive, so they can cast mass spells on either your troops or the enemy's. Keep in mind, their low health makes them very vulnerable to any kind of damage, so they're very easy to get rid of, and should be defeated before they manage to use their casting ability if they are on the enemy's side.

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

Facing Enchanters

If you cast Hypnotize on enemy Enchanters, they will instead cast mass spells on you!

Skill bonuses

Since they are usually only a support unit, the Enchanters don't necessarily need any hero skill to enhance them.


See also: