Enchanter: Difference between revisions

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{{Neutral creatures}}{{Creature
{{Neutral creatures}}{{CreatureNew
| AI_Value  = 1210
| name          = Enchanter
| Growth    = 2
| faction        = Neutral
| Name      = Enchanter
| attack        = 17
| Faction    = Neutral
| defense        = 12
| Attack    = 17
| shots          = 32
| Defense    = 12
| damage        = 14
| Damage    = 14
| health        = 30
| Health    = 30
| speed          = 9
| Speed      = 9
| move          = Ground
| Shots      = 32
| size          = 1
| Cost       = 750
| growth        = 2
| Special    = • [[Ranged attack]]<br>• No [[Melee penalty]]<br>• [[Spellcaster]]<br>• No [[Obstacle penalty]]
| aivalue        = 1210
| Onlyone    =
| fightvalue    = 805
| goldcost       = 750
| resource      =  
| rescost        =
| abilities      = Shoots. No {{gl|obstacle penalty|barrier penalty}}. No {{gl|melee penalty}}. Group {{gl|Spellcaster}}: Random mass beneficial {{gl|spell}}.
}}
}}


{{Cram|Enchanter's Hollow|Enchanter|no_upg=|no_dwelling=}}
'''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..."{{-}}<sup>[[Armageddon's Blade Manual Page 19|AB manual]]''</sup>
''"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>
{{DwellingPortraitSmallNoExp
| dwelling      = Enchanter's Hollow
| creature1      = Enchanter
}}


== Special Ability: Spellcaster ==
== Special Ability: Spellcaster ==

Revision as of 01:20, 4 January 2025

Neutral creatures
Level 1
PeasantPeasant Peasant
HalflingHalfling Halfling Shadow of Death
Level 2
RogueRogue Rogue
BoarBoar Boar
LeprechaunLeprechaun Leprechaun Horn of the Abyss
Level 3
NomadNomad Nomad
MummyMummy Mummy
Level 4
SharpshooterSharpshooter Sharpshooter
SatyrSatyr Satyr Horn of the Abyss
Steel GolemSteel Golem Steel Golem Horn of the Abyss
Level 5
TrollTroll Troll
Gold GolemGold Golem Gold Golem
FangarmFangarm Fangarm Horn of the Abyss
Level 6
Diamond GolemDiamond Golem Diamond Golem
EnchanterEnchanter Enchanter
Level 7
Faerie DragonFaerie Dragon Faerie Dragon
Rust DragonRust Dragon Rust Dragon
Crystal DragonCrystal Dragon Crystal Dragon
Azure DragonAzure Dragon Azure Dragon
Castle Creatures
Rampart Creatures
Tower Creatures
Inferno Creatures
Necropolis Creatures
Dungeon Creatures
Stronghold Creatures
Fortress Creatures
Conflux Creatures
Cove CreaturesPalace CreaturesNeutral Creatures
Factory CreaturesGrotto Creatures
Bulwark CreaturesForge Creatures
Palace CreaturesNeutral CreaturesNeutral Creatures
Grotto Creatures
Forge Creatures
Neutral Creatures


Enchanter
17
12
Shots
32
14
30
9
Move
Ground
Size
1
Growth
2
1210
805
Cost

750

Shoots. No barrier penalty. No melee penalty. Group Spellcaster: Random mass beneficial spell.

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

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

Enchanters were added in Armageddon's Blade so there are no Enchanters or Enchanter's Hollows in Restoration of Erathia.

Heroes with a specialty

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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: