|• Ranged attack|
• No melee penalty
• No Obstacle penalty
"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
Enchanters automatically cast following spells:
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).
Despite the fact most of their spells are lvl 1, Enchanters cannot cast on Cursed ground magical terrain.
Heroes with a specialty
Tactics and info
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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.
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.
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.
If you cast Hypnotize on enemy Enchanters, they will instead cast mass spells on you!
Since they are usually only a support unit, the Enchanters don't necessarily need any hero skill to enhance them.