Mage and Arch Mage: Difference between revisions

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'''Magi and arch magi''' are level 4 creatures of [[tower]]. They are recruited from [[mage tower]].
'''Magi and arch magi''' are level 4 creatures of [[tower]]. They are recruited from [[mage tower]].


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.
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).


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
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
They don't have ot be upgraded right away unless you are expecting to siege a town or getting sieged yourself.
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'.  
Note, that the correct spelling is 'one mage' but 'many magi'.  



Revision as of 06:01, 29 January 2014

Statistics
Mage
 Cost per troop 

350

Attack 11
Defense
Damage 7–9
Health 25
Speed 5
Movement Ground
Size 1
Shots 24
Growth 4
AI Value
 Special abilities:

No Melee penalty
Hero combat spells cost 2 mana less
Arch mage
File:Creature Arch mage.gif
 Cost per troop 

450

Attack 12
Defense
Damage 7–9
Health 30
Speed 7
Movement Ground
Size 1
Shots 24
Growth 4
AI Value
 Special abilities:

No Melee penalty
No Obstacle penalty
Hero combat spells cost 2 mana less

Magi and arch magi are level 4 creatures of tower. They are recruited from mage tower.

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).

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

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

They don't have ot be upgraded right away unless you are expecting to siege a town or getting sieged yourself. 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'.

Template:Town creatures