Enchanter: Difference between revisions

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{{Creature/Enchanter}}
{{Creature/Enchanter}}


'''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]].  
'''Enchanters''' are level 6 [[neutral creature|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 [[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 {{hv|Monk and Zealot|MonkZealot|text=Monks}}, {{hv|Monk and Zealot|MonkZealot|text=Zealots}}, {{hv|Mage and Arch Mage|MageArchMage|text=Magi}}, and {{hv|Mage and Arch Mage|MageArchMage|text=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>
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== Dwellings & Portraits ==
== Dwellings & Portraits ==
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== Heroes with a [[Specialty#Creature_specialties|specialty]] ==
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters.
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade {{hv|Monk and Zealot|MonkZealot|text=Monks, Zealots}}, {{hv|Mage and Arch Mage|MageArchMage|text=Magi and Arch-Magi}} to Enchanters.


== Special Ability: Spellcaster ==
== Special Ability: Spellcaster ==
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== Appearance ==
== Appearance ==
Enchanters were added in {{ab}} so there are no Enchanters or [[Enchanter's Hollow]]s in {{roe}}.
Enchanters were added in {{ab}} so there are no Enchanters or [[Enchanter's Hollow|Enchanter's Hollows]] in {{roe}}.


{{Fanopinion|
{{Fanopinion|
=== Toughness ===
=== 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.
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 {{hv|Stone Golem and Iron Golem|StoneGolemIronGolem|text=Iron Golems}} have more!) and 12 defense, sharing the same defense as the {{hv|Efreet|EfreetiEfreetSultan}}, {{hv|Cyclops|CyclopsCyclopsKing}} and [[Diamond Golem]]. However, they are ranged attackers.


=== Offense ===
=== Offense ===
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[[Category: Creatures]]
[[Category: Creatures]]
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__NOTOC__
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{{Creatures/Cyclops and Cyclops King|popupid=CyclopsCyclopsKing}}{{Creatures/Efreeti and Efreet Sultan|popupid=EfreetiEfreetSultan}}{{Creatures/Mage and Arch Mage|popupid=MageArchMage}}{{Creatures/Monk and Zealot|popupid=MonkZealot}}{{Creatures/Stone Golem and Iron Golem|popupid=StoneGolemIronGolem}}

Revision as of 11:40, 21 August 2025

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SatyrSatyr Satyr Horn of the Abyss
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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

Dwellings & Portraits

Heroes with a specialty

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.

User Commentary

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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:

Cyclops
15
12
Shots
16
16–20
70
6
Move
Ground
Size
1
Growth
2
1266
1055
Cost

750

Shoots. Attacks siege walls (Basic).
Cyclops King
17
13
Shots
24
16–20
70
8
Move
Ground
Size
1
Growth
2
1544 Horn of the Abyss1433 Shadow of Death
1110
Cost

1100

Shoots. Attacks siege walls (Advanced).
Efreeti
16
12
16–24
90
9
Move
Flying
Size
1
Growth
2
1670
1413
Cost

900

Efreet Sultan
16
14
16–24
90
13
Move
Flying
Size
1
Growth
2
2343 Horn of the Abyss1848 Shadow of Death
1802 Horn of the Abyss1584 Shadow of Death
Cost

1100

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.
Monk
12
7
Shots
12
10–12
30
5
Move
Ground
Size
1
Growth
3
582 Horn of the Abyss485 Shadow of Death
485
Cost

400

Shoots.
Zealot
12
10
Shots
24
10–12
30
7
Move
Ground
Size
1
Growth
3
750
500
Cost

450

Shoots. No melee penalty.
Stone Golem
7
10
4–5
30
3
Move
Ground
Size
1
Growth
6
260
339
Cost

150

Iron Golem
9
10
4–5
35
5
Move
Ground
Size
1
Growth
6
412
412
Cost

200