Mage and Arch Mage: Difference between revisions

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{{Tower creatures}}{{Creature
{{Tower creatures}}{{Creature
| AI_Value  = 570
  | Name      = Mage
  | Name      = Mage
  | Attack    = 11
  | Attack    = 11
Line 9: Line 10:
  | Shots    = 24
  | Shots    = 24
  | Cost      = 350
  | Cost      = 350
  | Special  = • No [[Melee penalty]]<br>• Hero's combat spells cost 2 less mana
  | Special  = • [[Ranged attack]]<br>• No [[melee penalty]]<br>• Hero's combat spells cost 2 less mana<br>• No [[Obstacle penalty]] | U_name    = Arch Mage
| U_name    = Arch Mage
| U_AI_Value= 680
  | U_attack  = 12
  | U_attack  = '''12'''
  | U_defense = 9
  | U_defense = '''9'''
  | U_speed  = 7
  | U_speed  = '''7'''
  | U_health  = 30
  | U_health  = '''30'''
  | U_cost    = 450
  | U_cost    = 450
| U_special = • No [[Melee penalty]]<br>• Hero combat spells cost 2 mana less<br>• No [[Obstacle penalty]]
}}  
}}  


'''Magi and arch magi''' are level 4 creatures of [[tower]]. They are recruited from [[mage tower]].
{{Cram|Mage Tower|Mage|Arch Mage|no_dwelling=}}
'''Magi and Arch Magi''' are level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. (''Note, that the correct spelling is 'one mage' but 'many magi'.'') Apprentice magi, under the mentorship of [[Wizard]]s, serve as Tower troops before they become full masters of their craft. Both mage and arch mage units suffer no [[melee penalty]] for attacking adjacent enemies and reduce the casting cost of allied hero [[spell]]s by two. Arch mage attacks [[Obstacle penalty|penetrate cover]] and deal full damage to enemies behind siege walls.  


Apprentice  magi,  under  the  mentorship of Wizards, serve as Tower troops before they  become  full  masters  of  their  craft. Magi use bolts of energy to strike their enemies while Archmagi use concentrated beams; this beams ignore any penalty caused by walls or other obstacles. They both smack enemies with their staffs if forced into mele combat, but for some reason they don't suffer mele penalty. (Note that, for example, Liches also smack with their staffs  yet they get mele penalty).
Magi's attacks visually look like bolts of energy, while arch magi's attacks are concentrated beams. They both use their staff to strike enemies in [[melee]] combat.


Overally one of the best shooters in game. The reduced cost spells are really nice, and they have very high damage output for thir level, not to mention their abilty to ignore terrain penalty once upgraded. This can con very handy in sieges if the hero has [[tactics]] to move their Archmagi in range to ignore both range and obtacle penalty. It also hits hard slow units trying to cover their advance with obstacles
Although the documentation says that only arch magi ignore the [[obstacle penalty]], but at least in some versions this is also true for magi.


If they get dived by flier or fast units, you can use the resilent golems to take in relitacions and let the Magi smash them with their penalty-less staffs
===== Heroes with a specialty =====


They don't have ot be upgraded right away unless you are expecting to siege a town or getting sieged yourself.
*{{H|Theodorus|Wizard}} has magi as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any magi or arch magi for each level attained after 4th level and gives them a [[speed]] bonus of 1.
Their main downside is the heavy cost of their building and the significant requirements making it annoying to pull them out quickly
 
Note, that the correct spelling is 'one mage' but 'many magi'.
{{creature 'see also'}}


[[Category: Creatures]]
[[Category: Creatures]]
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Revision as of 09:12, 13 September 2018

Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral
Statistics
Mage
 Cost per troop 

350

Attack 11
Defense 8
Damage 7–9
Health 25
Speed 5
Movement Ground
Size 1
Shots 24
Growth 4
AI Value 570
 Special abilities:
Ranged attack
• No melee penalty
• Hero's combat spells cost 2 less mana
• No Obstacle penalty
Arch Mage
 Cost per troop 

450

Attack 12
Defense 9
Damage 7–9
Health 30
Speed 7
Movement Ground
Size 1
Shots 24
Growth 4
AI Value 680
 Special abilities:
Ranged attack
• No melee penalty
• Hero's combat spells cost 2 less mana
• No Obstacle penalty
Mage Tower    Armageddon's Blade
 Horn of the Abyss

Magi and Arch Magi are level 4 creatures of Tower. They can be recruited from the Mage Tower. (Note, that the correct spelling is 'one mage' but 'many magi'.) Apprentice magi, under the mentorship of Wizards, serve as Tower troops before they become full masters of their craft. Both mage and arch mage units suffer no melee penalty for attacking adjacent enemies and reduce the casting cost of allied hero spells by two. Arch mage attacks penetrate cover and deal full damage to enemies behind siege walls.

Magi's attacks visually look like bolts of energy, while arch magi's attacks are concentrated beams. They both use their staff to strike enemies in melee combat.

Although the documentation says that only arch magi ignore the obstacle penalty, but at least in some versions this is also true for magi.

Heroes with a specialty
  • Theodorus Theodorus the Wizard has magi as a specialty, which increases the attack and defense skills of any magi or arch magi for each level attained after 4th level and gives them a speed bonus of 1.

See also: