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  = • [[Ranged attack]]<br>• 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 = • [[Ranged attack]]<br>• No [[melee penalty]]<br>• Hero's combat spells cost 2 less mana<br>• No [[Obstacle penalty]]
}}  
}}  


'''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'.
{{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 [[Wizard]]s, serve as Tower troops before they become full masters of their craft. Both Mage and Arch Mage units suffer no [[melee penalty|damage 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."{{-}}<sup>[[Restoration of Erathia Manual Page 114|RoE manual]]''</sup>


Magi's attacks visually looks like bolts of energy, while arch magi's attacks are concentrated beams. They both use their staff to strike enemies in [[melee]] combat.
<div style="clear:left;"></div>
== Others ==


== Discussion ==
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.
It is not essential to upхуйgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven and no obstacle penalty, it is more than affordable. The main downside of the magi is, that Mage Tower has very steep cost.


== Comments ==
Although the documentation says that only Arch Magi ignore the [[obstacle penalty]], at least in some versions this is also true for Magi.


Although the documentation says that only Arch Magi ignore the [[obstacle penalty]], I have tested this in-game, and unupgraded Magi ignore the obstacle penalty as well. I have tested this with both the Linux version of RoE and the Windows version of SoD.  This is probably a bug. [[User:Linuxrocks123|Linuxrocks123]] ([[User talk:Linuxrocks123|talk]])
== Heroes with a specialty ==
 
*{{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.
* {{H|Dracon|Wizard}} can upgrade Mages and Arch Mages (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s.
 
== Tactics and info ==
{{Fanopinion}}
 
Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing [[Gremlin and Master Gremlin|gremlins]] when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven and no obstacle penalty, it is more than affordable. The main downsides of the magi are that [[Mage Tower]] has a very steep cost, together with their low health and high cost for [[Library]], which is a requirement for the upgraded dwelling.
 
{{creature 'see also'}}


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

Revision as of 21:06, 16 May 2020

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 damage 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." RoE manual

Others

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, at least in some versions this is also true for Magi.

Heroes with a specialty

Tactics and info

User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

Need to fix one or more of these possible problems with the user commentary text:
  • escape equals signs with {{=}} (not including the ones used to create section headings)
  • replace <div style="clear:left;"></div> with {{clear|left}}


Magi and Arch Magi are the second shooter of the Tower faction, replacing gremlins when they become available. It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 Wood and 2000 Gold. Considering that it gives five more hit points, speed seven and no obstacle penalty, it is more than affordable. The main downsides of the magi are that Mage Tower has a very steep cost, together with their low health and high cost for Library, which is a requirement for the upgraded dwelling.

See also: