Mage and Arch Mage: Difference between revisions

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{{Tower creatures}}{{Creature
{{TowerCreaturesNew}}{{CreatureNew
| AI_Value  = 570
| name          = Mage
| Name      = Mage
| faction        = Tower
| Attack    = 11
| attack        = 11
| Defense  = 8
| defense        = 8
| Speed    = 5
| shots          = 24
| Growth    = 4
| damage        = 7–9
| Damage    = 7–9
| health        = 25
| Health    = 25
| speed          = 5
| Shots     = 24
| move          = Ground
| Cost      = 350
| size          = 1
| Special  = • [[Ranged attack]]<br>• No [[melee penalty]]<br>• Hero's combat spells cost 2 less mana<br>• No [[Obstacle penalty]] | U_name    = Arch Mage
| growth        = 4
| U_AI_Value= 680
| aivalue        = 570
| U_attack  = '''12'''
| fightvalue     = 418
| U_defense = '''9'''
| goldcost      = 350
| U_speed  = '''7'''
| resource      =
| U_health  = '''30'''
| rescost        =
| U_cost    = 450
| abilities      = Shoots. No {{gl|obstacle penalty|barrier penalty}}. No {{gl|melee penalty}}. Hero's {{gl|spells}} cost 2 {{gl|spell points}} less in combat.
}}  
}}{{CreatureNew
| name          = Arch Mage
| faction        = Tower
| attack        = {{gt|12}}
| defense        = {{gt|9}}
| shots          = 24
| damage        = 7–9
| health        = {{gt|30}}
| speed          = {{gt|7}}
| move          = Ground
| size          = 1
| growth        = 4
| aivalue        = 680
| fightvalue    = 467
| goldcost      = 450
| resource      =
| rescost        =
| abilities      = Shoots. No {{gl|obstacle penalty|barrier penalty}}. No {{gl|melee penalty}}. Hero's {{gl|spells}} cost 2 {{gl|spell points}} less in combat.
}}


{{Cram|Mage Tower|Mage|Arch Mage|no_dwelling=}}
'''Magi and Arch Magi''' are the level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. (''Note that the plural form of 'mage' is 'magi'.'')
'''Magi and Arch Magi''' are level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. (''Note that the plural form of 'mage' is 'magi'.'')


''"Apprentice Magi, under the mentorship of [[Wizard]]s, serve as Tower troops before they become full masters of their craft. Both Mage and Arch Mage units suffer no [[melee penalty|damage penalty for attacking adjacent enemies]] and reduce the casting cost of allied hero [[spell]]s by two. Arch Mage attacks [[Obstacle penalty|penetrate cover]] and deal full damage to enemies behind siege walls."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup>
''"Apprentice Magi, under the mentorship of [[Wizard]]s, serve as Tower troops before they become full masters of their craft. Both Mage and Arch Mage units suffer no [[melee penalty|damage penalty for attacking adjacent enemies]] and reduce the casting cost of allied hero [[spell]]s by two. Arch Mage attacks [[Obstacle penalty|penetrate cover]] and deal full damage to enemies behind siege walls."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup>
<div style="clear:left;"></div>
Although the documentation says that only Arch Magi ignore the [[obstacle penalty]], this is also true for Magi.


== Heroes with a specialty ==
''Note: Although the documentation says that only Arch Magi have no [[obstacle penalty]], this is also true for Magi.''
*{{H|Theodorus|Wizard}} has Magi as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Magi or Arch Magi for each level attained after 4th level and gives them a [[speed]] bonus of 1.
{{clear|left}}
* {{H|Dracon|Wizard}} can upgrade Mages and Arch Mages (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s.
== Dwellings & Portraits ==
{{DwellingPortrait
| dwelling      = Mage Tower
| creature1      = Mage
| creature2      = Arch Mage
}}
{{clear|left}}
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==
* {{H|Theodorus|Wizard}}
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade Magi and Arch Magi (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s.
 
== Appearance ==
Some Stone Golems and Mages appears at the beginning of the [[Neutral Affairs]] scenario from the [[Liberation]] campaign in {{roe}}.
 
{{video|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD2C-smk-GOOD2C-RoE-voice|550px}}


{{user commentary|
{{user commentary|
Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing [[Gremlin and Master Gremlin|gremlins]] when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven and no obstacle penalty, it is more than affordable. The main downsides of the magi are that [[Mage Tower]] has a very steep cost, together with their low health and high cost for [[Library]], which is a requirement for the upgraded dwelling.
Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing [[Gremlin and Master Gremlin|gremlins]] when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven, it is quite affordable. The main downsides of the magi are that the original [[Mage Tower]] has a very steep cost, together with their low health and high cost for [[Library]], which is a requirement for the upgraded dwelling.
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----
11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s and [[Fire Elemental and Energy Elemental|Fire and Energy Elementals]] have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher.
11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s and [[Fire Elemental and Energy Elemental|Fire and Energy Elementals]] have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher.
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{{creature 'see also'}}
{{creature 'see also'}}
* [[Comparison of Level 4 Creatures]]
* [[Comparison of Ranged Creatures]]


[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__{{keywords}}
__NOTOC__

Latest revision as of 00:46, 4 February 2025

Tower Creatures
Level

1

Level

2

Level

3

Level

4

Level

5

Level

6

Level

7

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

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

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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User Commentary

Show User Commentary

See Also:[edit | hide]