Genie and Master Genie: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
mNo edit summary
m (switch to correct color palettes)
 
(70 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{Tower creatures}}{{Creature
{{Tower creatures}}{{Creature
  | lvl      = 5
  | AI_Value = 884
  | Town      = Tower
  | Name      = Genie
  | Name      = Genie
  | Attack    = 12
  | Attack    = 12
  | Defence   = 12
  | Defense   = 12
  | Speed    = 7
  | Speed    = 7
  | Growth    = 3
  | Growth    = 3
  | Damage    = 13–16
  | Damage    = 13–16
  | Health    = 40
  | Health    = 40
  | Shots    = -
  | Movement  = [[Flying]]
  | Cost      = 550
  | Cost      = 550
  | Special  = [[Hate]] [[efreet]]s
  | Special  = [[Hate]]s [[Efreet and Efreet Sultan|Efreet]]
  | U_name    = Master genie
  | U_AI_Value= 942
  | U_image  = Mastergenie
  | U_name    = Master Genie
| U_attack  = 12
  | U_speed  = '''11'''
| U_defence = 12
  | U_speed  = 11
| U_damage  = 13–16
| U_health  = 40
| U_shots  = -
  | U_cost    = 600
  | U_cost    = 600
  | U_special = [[Hate]] [[efreet]]s + Spellcaster: 3 random beneficial spells/combat
  | U_special = [[Hate]]s [[Efreet and Efreet Sultan|Efreet]]<br>• '''[[Spellcaster]]'''
| No_shots  =
| No_ushots =
}}  
}}  


'''Genies and master genies''' are level 5 creatures of [[tower]]. They are recruited from [[altar of wishes]].
{{Cram|Altar of Wishes|Genie|Master Genie|no_dwelling=|-={{---}}|pad=5px 10px 3px 5px}}
'''Genies and Master Genies''' are the level 5 creatures of [[Tower]]. They are recruited from the [[Altar of Wishes]]. In {{hota}}, Master Genies can also be recruited from an [[Ancient Lamp]]. {{wh-}}


Genies and master genies are Tower allies recruited from the realm of [[air magic]]. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreet. Once per turn, master genies can cast a random, beneficial spell on an allied troop.
''"Genies and master genies are Tower allies recruited from the realm of [[air magic]]. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to [[efreet]]. Once per turn, master genies can cast a random, beneficial spell on an allied troop."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup>
<div style="clear:left;"></div>


'''Strategy note:''' [[Magic plains]] causes [[spellcaster]]s to cast spells at expert level. Each stack of master genies can cast three spells per combat, which makes it beneficial to divide them into many stacks. The number of master genies in the the stack does not affect the effectiveness of the spells meaning, that one master genie is as effective as hundred.
<div style="clear:left;"></div>
== Special Ability: Spellcaster ==
Spells cast by Master Genie are random, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding [[Magic school|school]] with a [[spell power]] of 6.
 
{| cellpadding=2 cellspacing=0 style="background-color:#{{Teal 3}}; color:#{{Teal 1}}; text-align:center;"
|+Master Genie's Spells:
|- style="background-color:#{{Teal 2}};"
! Spell
! Lvl
! School
|-
| style="text-align:left;" | {{Sn|Bless}} || 1 || Water
|-
| style="text-align:left;" | {{Sn|Bloodlust}} || 1 || Fire
|-
| style="text-align:left;" | {{Sn|Cure}} || 1 || Water
|-
| style="text-align:left;" | {{Sn|Haste}} || 1 || Air
|-
| style="text-align:left;" | {{Sn|Protection from Fire}} || 1 || Fire
|-
| style="text-align:left;" | {{Sn|Protection from Water}} || 1 || Water
|-
| style="text-align:left;" | {{Sn|Shield}} || 1 || Earth
|-
| style="text-align:left;" | {{Sn|Stone Skin}} || 1 || Earth
|-
| style="text-align:left;" | {{Sn|Fortune}} || 2 || Air
|-
| style="text-align:left;" | {{Sn|Precision}} || 2 || Air
|-
| style="text-align:left;" | {{Sn|Protection from Air}} || 2 || Air
|-
| style="text-align:left;" | {{Sn|Air Shield}} || 3 || Air
|-
| style="text-align:left;" | {{Sn|Anti-Magic}} || 3 || Earth
|-
| style="text-align:left;" | {{Sn|Protection from Earth}} || 3 || Earth
|-
| style="text-align:left;" | {{Sn|Mirth}} || 3 || Water
|-
| style="text-align:left;" | {{Sn|Counterstrike}} || 4 || Air
|-
| style="text-align:left;" | {{Sn|Fire Shield}} || 4 || Fire
|-
| style="text-align:left;" | {{Sn|Frenzy}} || 4 || Fire
|-
| style="text-align:left;" | {{Sn|Prayer}} || 4 || Water
|-
| style="text-align:left;" | {{Sn|Slayer}} || 4 || Fire
|-
| style="text-align:left;" | {{Sn|Magic Mirror}} || 5 || Air
|}
 
== Heroes with a specialty ==
*{{H|Iona|Alchemist}} and
*{{H|Thane|Alchemist}} have genies as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any genies or master genies for each level attained after 5th level, and gives them a [[speed]] bonus of 1.
 
== Official Renders ==
<gallery mode="packed-hover">
Genie render.gif
Master Genie render.gif
</gallery>
 
{{Fanopinion|
The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their 3 casts have run out.
 
In a [[Tower]] army, their [[Speed]] of 11 allows them to cast a spell before [[Titans]] act if Master Genies are in higher slot.
 
Like [[Enchanters]], their spellcasting is not completely random. They will only cast [[Air Shield]] if enemy has ranged troops, [[Slayer]] only if there are valid targets, [[Bloodlust]] only if you have melee troops, [[Anti-magic]] and [[Magic Mirror]] only if facing spellcasting creatures or enemy [[Hero]]. [[Cure]] will only be cast if target stack does not have full [[health]]. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from [[Protection from Air|Air]], [[Protection from Fire|Fire]] etc. won't help against spells of other magic schools, [[Bless]] is close to useless on Nagas and other units without damage range, [[Frenzy]] may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides [[Naga and Naga Queen|Nagas]], [[Hell Hound and Cerberus|Cerberi]], [[Harpy and Harpy Hag|Harpies]] and some others) although you can choose to attack creatures with expended retaliation or that you completely destroy, [[Anti-magic]] can prevent you from buffing the target up.
 
Generally in Tower army [[Naga and Naga Queen|Nagas]] and [[Giant and Titan|Titans]] are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, [[Mage and Arch Mage|Magi]] or [[Master Gremlin]]s are both decent choices.
 
Their spellcasting is affected by [[Terrain#Magical_terrains|certain terrain types]]. Army-wide spells like [[Bless]], [[Haste]], [[Counterstrike]], [[Prayer]] or [[Shield]] can be devastating, especially when combined with another spell cast by your [[hero]].
 
Despite their [[Hate]] for [[Efreet and Efreet Sultan|Efreet]] they should stay away from them, because in combat Efreet are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their innate [[Fire Shield]] and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even attacking Efreet Sultans after someone soaked up the retaliation is dangerous, and as Genies do 150% damage to Efreet, Fire Shield will also strike them back harder.
 
Sometimes Genies can be used as a decoy against AI enemy who would attack them by the majority of his units. This should be exploited to preserve lives of [[Naga and Naga Queen|Nagas]] and [[Giant and Titan|Titans]], who are much more powerful and will keep wiping out the enemy, or to allow [[Master Gremlin]]s and [[Mage and Arch Mage|Magi]] to keep shooting.
}}<!-- end of fan opinion -->
 
{{creature 'see also'}}
* [[Comparison of Level 5 Creatures]]


[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__
__NOTOC__

Latest revision as of 18:03, 7 May 2024

Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Statistics
Genie
 Cost per troop 

550

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 7
Movement Flying
Size 1
Growth 3
AI Value 884
 Special abilities:
Hates Efreet
Master Genie
 Cost per troop 

600

Attack 12
Defense 12
Damage 13–16
Health 40
Speed 11
Movement Flying
Size 1
Growth 3
AI Value 942
 Special abilities:
Hates Efreet
Spellcaster
Portraits
Altar of Wishes  

Genies and Master Genies are the level 5 creatures of Tower. They are recruited from the Altar of Wishes. In Horn of the Abyss, Master Genies can also be recruited from an Ancient Lamp. Horn of the Abyss 

"Genies and master genies are Tower allies recruited from the realm of air magic. They attack with a shocking grasp that does solid damage to all opponents and 150% damage to efreet. Once per turn, master genies can cast a random, beneficial spell on an allied troop." RoE manual

Special Ability: Spellcaster[edit | hide | hide all]

Spells cast by Master Genie are random, and casting them uses the Master Genie's turn. The number of Master Genies in the casting stack does not affect the effectiveness of the spells, meaning that one master genie is as effective as a hundred. This makes it beneficial to divide them into several stacks. A stack of Master Genies can use this ability 3 times per battle. All spells are considered to be cast at the advanced level of the corresponding school with a spell power of 6.

Master Genie's Spells:
Spell Lvl School
 Bless 1 Water
 Bloodlust 1 Fire
 Cure 1 Water
 Haste 1 Air
 Protection from Fire 1 Fire
 Protection from Water 1 Water
 Shield 1 Earth
 Stone Skin 1 Earth
 Fortune 2 Air
 Precision 2 Air
 Protection from Air 2 Air
 Air Shield 3 Air
 Anti-Magic 3 Earth
 Protection from Earth 3 Earth
 Mirth 3 Water
 Counterstrike 4 Air
 Fire Shield 4 Fire
 Frenzy 4 Fire
 Prayer 4 Water
 Slayer 4 Fire
 Magic Mirror 5 Air

Heroes with a specialty[edit | hide]

  • IonaIona Iona the Alchemist and
  • ThaneThane Thane the Alchemist have genies as a specialty, which increases the attack and defense skills of any genies or master genies for each level attained after 5th level, and gives them a speed bonus of 1.

Official Renders[edit | hide]

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

The Genies and Master Genies bear average stats for a level 5, and their low health make them unlikely candidates for entering melee combat unless needed or their 3 casts have run out.

In a Tower army, their Speed of 11 allows them to cast a spell before Titans act if Master Genies are in higher slot.

Like Enchanters, their spellcasting is not completely random. They will only cast Air Shield if enemy has ranged troops, Slayer only if there are valid targets, Bloodlust only if you have melee troops, Anti-magic and Magic Mirror only if facing spellcasting creatures or enemy Hero. Cure will only be cast if target stack does not have full health. However, do not rely completely on Master Genies' spellcasting, as there is always element of random chance to it, and even a "good" spell might not be "best" for a given situation. For example, curing a unit with 108 current HP to max 110 HP has almost no effect, Protection from Air, Fire etc. won't help against spells of other magic schools, Bless is close to useless on Nagas and other units without damage range, Frenzy may be harmful for melee troops which don't have an ability of attacking without retaliation (i.e. to almost all troops besides Nagas, Cerberi, Harpies and some others) although you can choose to attack creatures with expended retaliation or that you completely destroy, Anti-magic can prevent you from buffing the target up.

Generally in Tower army Nagas and Titans are the best target of Master Genies' spells, as they are the strongest Tower troops and lower level units lack their raw power. If these are not available, Magi or Master Gremlins are both decent choices.

Their spellcasting is affected by certain terrain types. Army-wide spells like Bless, Haste, Counterstrike, Prayer or Shield can be devastating, especially when combined with another spell cast by your hero.

Despite their Hate for Efreet they should stay away from them, because in combat Efreet are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their innate Fire Shield and superior speed of 13 that allows them to cross the battlefield and likely wipe the Genies out in first strike. Due to Fire Shield, even attacking Efreet Sultans after someone soaked up the retaliation is dangerous, and as Genies do 150% damage to Efreet, Fire Shield will also strike them back harder.

Sometimes Genies can be used as a decoy against AI enemy who would attack them by the majority of his units. This should be exploited to preserve lives of Nagas and Titans, who are much more powerful and will keep wiping out the enemy, or to allow Master Gremlins and Magi to keep shooting.


See also:[edit | hide]