Enchanter: Difference between revisions
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| Shots = 32 | | Shots = 32 | ||
| Cost = 750 | | Cost = 750 | ||
| Special = • [[Ranged attack]]<br>• No [[ | | Special = • [[Ranged attack]]<br>• No [[Melee penalty]]<br>• [[Spellcaster]]<br>• No [[Obstacle penalty]] | ||
| Onlyone = | | Onlyone = | ||
}} | }} | ||
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'''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]]. | '''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]]. | ||
''"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 | ''"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..."{{-}}<sup>[[Armageddon's Blade Manual Page 19|AB manual]]''</sup> | ||
== | == Special Ability: Spellcaster == | ||
Enchanters automatically cast following spells: | |||
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). | {| cellpadding=2 cellspacing=0 style="background-color:#{{Teal 3}}; color:#{{Teal 1}}; text-align:center;" | ||
|- style="background-color:#{{Teal 2}};" | |||
! Spell | |||
! Lvl | |||
! % | |||
! School | |||
|- | |||
| style="text-align:left;" | {{Sn|Haste}} || 1 || 17.9% || Air | |||
|- | |||
| style="text-align:left;" | {{Sn|Bless}} || 1 || 17.9% || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|Stone Skin}} || 1 || 11.9% || Earth | |||
|- | |||
| style="text-align:left;" | {{Sn|Cure}} || 1 || 11.9% || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|Bloodlust}} || 1 || 6.0% || Fire | |||
|- | |||
| style="text-align:left;" | {{Sn|Slow}} || 1 || 11.9% || Earth | |||
|- | |||
| style="text-align:left;" | {{Sn|Weakness}} || 2 || 4.8% || Water | |||
|- | |||
| style="text-align:left;" | {{Sn|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 {{hota}}{{-wh}})''. | |||
Despite the fact most of their spells are lvl 1, Enchanters cannot cast on [[Cursed Ground]] magical terrain. | |||
== Appearance == | == Appearance == | ||
Line 39: | Line 58: | ||
== Heroes with a specialty == | == Heroes with a specialty == | ||
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters. | |||
{{Fanopinion| | |||
=== 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 [[Stone Golem and Iron Golem|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. | |||
}}<!-- end of fan opinion --> | |||
{{creature 'see also'|up=* [[Neutral creature]]}} | {{creature 'see also'|up=* [[Neutral creature]]}} | ||
* [[Comparison of Level 6 Creatures]] | |||
* [[Comparison of Ranged Creatures]] | |||
[[Category: Creatures]] | [[Category: Creatures]] | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 14:25, 2 November 2024
Neutral creatures | |||||||||||||||
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Level 1 | |||||||||||||||
Peasant | |||||||||||||||
Halfling | |||||||||||||||
Level 2 | |||||||||||||||
Rogue | |||||||||||||||
Boar | |||||||||||||||
Leprechaun | |||||||||||||||
Level 3 | |||||||||||||||
Nomad | |||||||||||||||
Mummy | |||||||||||||||
Level 4 | |||||||||||||||
Sharpshooter | |||||||||||||||
Satyr | |||||||||||||||
Steel Golem | |||||||||||||||
Level 5 | |||||||||||||||
Troll | |||||||||||||||
Gold Golem | |||||||||||||||
Fangarm | |||||||||||||||
Level 6 | |||||||||||||||
Diamond Golem | |||||||||||||||
Enchanter | |||||||||||||||
Level 7 | |||||||||||||||
Faerie Dragon | |||||||||||||||
Rust Dragon | |||||||||||||||
Crystal Dragon | |||||||||||||||
Azure Dragon | |||||||||||||||
Towns | |||||||||||||||
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Enchanter | ||||||||||||||||||||
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Special abilities: | ||||||||||||||||||||
• Ranged attack • No Melee penalty • Spellcaster • No Obstacle penalty | ||||||||||||||||||||
Portraits
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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 | hide | hide all]
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 Abyss ).
Despite the fact most of their spells are lvl 1, Enchanters cannot cast on Cursed Ground magical terrain.
Appearance[edit | hide]
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 | hide]
- Dracon the Wizard can upgrade Monks, Zealots, Magi and Arch-Magi to Enchanters.
User commentary
[Show user commentary]
[Hide user commentary]
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ToughnessThe 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. OffenseThey 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 costThe 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. TacticsThe 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 EnchantersIf you cast Hypnotize on enemy Enchanters, they will instead cast mass spells on you! Skill bonusesSince they are usually only a support unit, the Enchanters don't necessarily need any hero skill to enhance them. |