Enchanter: Difference between revisions

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{{Creature
{{Neutral creatures}}{{Creature
  | AI_Value  = 1210
  | AI_Value  = 1210
  | Growth    = 2
  | Growth    = 2
Line 10: Line 10:
  | Shots      = 32
  | Shots      = 32
  | Cost      = 750
  | Cost      = 750
  | Special    = • [[Ranged attack]]<br>• No [[melee]] penalty<br>• [[Spellcaster]]
  | Special    = • [[Ranged attack]]<br>• No [[Melee penalty]]<br>• [[Spellcaster]]<br>• No [[Obstacle penalty]]
  | Onlyone    =  
  | Onlyone    =  
}} '''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]]. Specially trained by the dragon-slaying wizard [[Dracon]], Enchanters are recruited from the ranks of [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]].
}}


They are [[spellcaster]]s and do automatically cast:
{{Cram|Enchanter's Hollow|Enchanter|no_upg=|no_dwelling=}}
* {{Sn|Haste}}
'''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]].
* {{Sn|Bless}}
* {{Sn|Stone Skin}}
* {{Sn|Cure}}
* {{Sn|Bloodlust}}
* {{Sn|Air Shield}}
* {{Sn|Slow}}
* {{Sn|Weakness}}


The spell are cast at 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).
''"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>


'''Heroes with Enchanters specialty:'''
== Special Ability: Spellcaster ==
* {{Dracon}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters.
Enchanters automatically cast following spells:
 
{| 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 ==
Enchanters were added in {{ab}} so there are no Enchanters or [[Enchanter's Hollow]]s in {{roe}}.
 
== 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]]}}
* [[Comparison of Level 6 Creatures]]
* [[Comparison of Ranged Creatures]]


== See also ==
* [[Neutral creature]]
* [[List of creatures]]
* [[List of creatures (HotA)]]
[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__
__NOTOC__

Latest revision as of 14:25, 2 November 2024

Neutral creatures
Level 1
Peasant Peasant
Halfling Halfling
Level 2
Rogue Rogue
Boar Boar
Leprechaun Leprechaun Horn of the Abyss
Level 3
Nomad Nomad
Mummy Mummy
Level 4
Sharpshooter Sharpshooter
Satyr Satyr Horn of the Abyss
Steel Golem Steel Golem Horn of the Abyss
Level 5
Troll Troll
Gold Golem Gold Golem
Fangarm Fangarm Horn of the Abyss
Level 6
Diamond Golem Diamond Golem
Enchanter Enchanter
Level 7
Faerie Dragon Faerie Dragon
Rust Dragon Rust Dragon
Crystal Dragon Crystal Dragon
Azure Dragon Azure Dragon
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
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
Portraits
[[File:{{{U_name}}} portrait.png]] [[File:{{{U_name}}} portrait (HotA).png]]
Shadow of Death   Horn of the Abyss Shadow of Death [[File:Mini Portrait {{{U_name}}}.png]]  Horn of the Abyss
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 | 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 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]

User commentary

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

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:[edit | hide]