Genie and Master Genie: Difference between revisions

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{{Tower creatures}}{{Creature
{{TowerCreaturesNew}}{{CreatureNew
| AI_Value  = 884
| name          = Genie
| Name      = Genie
| faction        = Tower
| Attack    = 12
| attack        = 12
| Defense  = 12
| defense        = 12
| Speed    = 7
| shots          =
| Growth    = 3
| damage        = 13–16
| Damage    = 13–16
| health        = 40
| Health    = 40
| speed          = 7
| Movement  = [[Flying]]
| move          = Flying
| Cost      = 550
| size          = 1
| Special  = • [[Hate]]s [[Efreet and Efreet Sultan|efreeti]]
| growth        = 3
| U_AI_Value= 942
| aivalue        = 884
| U_name    = Master Genie
| fightvalue    = 680
| U_speed  = '''11'''
| goldcost      = 550
| U_cost    = 600
| resource      =  
| U_special = • [[Hate]]s [[Efreet and Efreet Sultan|efreeti]]<br>• [[Spellcaster]]
| rescost        =  
| No_shots  =  
| abilities      = Flies. {{gl|Hate|Hates}} {{gl|Efreet}}.
| No_ushots =  
}}{{CreatureNew
}}  
| name          = Master Genie
| faction        = Tower
| attack        = 12
| defense        = 12
| shots          =
| damage        = 13–16
| health        = 40
| speed          = {{gt|11}}
| move          = Flying
| size          = 1
| growth        = 3
| aivalue        = 942
| fightvalue    = 748
| goldcost      = 600
| resource      =  
| rescost        =  
| abilities      = Flies. {{gl|Spellcaster}}: Random beneficial {{gl|spell}}. {{gl|Hate|Hates}} {{gl|Efreet}}.
}}


{{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 level 5 creatures of [[Tower]]. They are recruited from [[Altar of Wishes]].


''"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|efreeti]]. 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>
''"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>
{{clear|left}}
__TOC__
== Dwellings & Portraits ==
{{DwellingPortraitNoExp
| dwelling      = Altar of Wishes
| creature1      = Genie
| creature2      = Master Genie
}}
{{clear|left}}
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==
* {{H|Iona|Alchemist}}
* {{H|Thane|Alchemist}}


<div style="clear:left;"></div>
== Special Ability: Spellcaster ==
== Spells ==
{| cellpadding=2 cellspacing=0 style="background-color:#{{Teal 3}}; color:#{{Teal 1}}; text-align:center; float:left; margin-right:20px"
 
|- style="background-color:#{{Teal 2}};"
Spells cast by Master Genie are random, and casting them uses the 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. All spells are considered to be cast at the advanced level of the corresponding [[Magic school|school]] with a [[spell power]] of 6.
! Spell
 
! Lvl
{{Table|Spell|Lvl|School|align=left|float=none}}
! School
|+Master Genie's Spells:
|-
 
| style="text-align:left;" | {{Sn|Bless}} || 1 || Water
{{Table row|{{Sn1|spell=Bless}}             |1|Water Magic}}
|-
{{Table row|{{Sn1|spell=Bloodlust}}         |1|Fire Magic}}
| style="text-align:left;" | {{Sn|Bloodlust}} || 1 || Fire
{{Table row|{{Sn1|spell=Cure}}             |1|Water Magic}}
|-
{{Table row|{{Sn1|spell=Haste}}             |1|Air Magic}}
| style="text-align:left;" | {{Sn|Cure}} || 1 || Water
{{Table row|{{Sn1|spell=Shield}}           |1|Earth Magic}}
|-
{{Table row|{{Sn1|spell=Stone Skin}}       |1|Earth Magic}}
| style="text-align:left;" | {{Sn|Haste}} || 1 || Air
{{Table row|{{Sn1|spell=Fortune}}           |2|Air Magic}}
|-
{{Table row|{{Sn1|spell=Precision}}         |2|Air Magic}}
| style="text-align:left;" | {{Sn|Protection from Fire}} || 1 || Fire
{{Table row|{{Sn1|spell=Air Shield}}       |3|Air Magic}}
|-
{{Table row|{{Sn1|spell=Anti-Magic}}       |3|Earth Magic}}
| style="text-align:left;" | {{Sn|Protection from Water}} || 1 || Water
{{Table row|{{Sn1|spell=Mirth}}             |3|Water Magic}}
|-
{{Table row|{{Sn1|spell=Counterstrike}}{{-}}|4|Air Magic}}
| style="text-align:left;" | {{Sn|Shield}} || 1 || Earth
{{Table row|{{Sn1|spell=Fire Shield}}       |4|Fire Magic}}
|-
{{Table row|{{Sn1|spell=Frenzy}}           |4|Fire Magic}}
| style="text-align:left;" | {{Sn|Stone Skin}} || 1 || Earth
{{Table row|{{Sn1|spell=Prayer}}           |4|Water Magic}}
|-
{{Table row|{{Sn1|spell=Slayer}}           |4|Fire Magic}}
| style="text-align:left;" | {{Sn|Fortune}} || 2 || Air
{{Table row|{{Sn1|spell=Magic Mirror}}     |5|Air Magic}}
|-
| 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
|}
|}
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.


== Heroes with a specialty ==
'''Caveats:'''
*{{H|Iona|Alchemist}} and
* The genies will not attempt to cast spells that the target creature is immune to. (Example: If targeting [[Green Dragon]]s (immune to spells level 1-3), the genie will only cast level 4-5 spells.)
*{{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.
* The genies will not cast spells that have no effect. (Example 1: They will not cast [[Slayer]] if no level 7 troops are present. Example 2: They will not cast cure if the target creature is at full health with no negative spell effects.)


== Tactics and info ==
== Official Renders ==
{{Fanopinion}}
<gallery mode="packed-hover">
Genie render.gif
Master Genie render.gif
</gallery>


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 casts have run out.
{{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.
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]].
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]].
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|Efreeti]] they should stay away from them, because in combat Efreeti are almost twice as powerful as Genies. Efreet Sultans present additional danger because of their [[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 Genies' attack against Efreet Sultans after someone soaked up the retaliation is controversial, and as they do 150% damage, Fire Shield will become more powerful.
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 become a decoy for the enemy who would attack them by the majority of his units, and this will save lives of [[Naga and Naga Queen|Nagas]] and [[Giant and Titan|Titans]], who are much more powerful and will keep wiping out the enemy.
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'}}
{{creature 'see also'}}
* [[Comparison of Level 5 Creatures]]


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

Latest revision as of 00:47, 4 February 2025

Tower creatures
Level

1

Level

2

Level

3

Level

4

Level

5

Level

6

Level

7

Castle
Rampart
Tower
Inferno
Necropolis
Dungeon
Stronghold
Fortress
Conflux
CoveNeutral
Factory
Neutral
Genie
12
12
13–16
40
7
Move
Flying
Size
1
Growth
3
884
680
Cost Per Troop

550
Flies. Hates Efreet.
Master Genie
12
12
13–16
40
11
Move
Flying
Size
1
Growth
3
942
748
Cost Per Troop

600
Flies. Spellcaster: Random beneficial spell. Hates Efreet.

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

Dwellings & Portraits[edit | hide | hide all]

Altar of Wishes

Heroes with a specialty[edit | hide]

Special Ability: Spellcaster[edit | hide]

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

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.

Caveats:

  • The genies will not attempt to cast spells that the target creature is immune to. (Example: If targeting Green Dragons (immune to spells level 1-3), the genie will only cast level 4-5 spells.)
  • The genies will not cast spells that have no effect. (Example 1: They will not cast Slayer if no level 7 troops are present. Example 2: They will not cast cure if the target creature is at full health with no negative spell effects.)

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]