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{{Neutral creatures}}{{Creature
{{NeutralCreaturesNew}}{{CreatureNew
| AI_Value  = 1210
| name          = Enchanter
| Growth    = 2
| faction        = Neutral
| Name      = Enchanter
| attack        = 17
| Attack    = 17
| defense        = 12
| Defense    = 12
| shots          = 32
| Damage    = 14
| damage        = 14
| Health    = 30
| health        = 30
| Speed      = 9
| speed          = 9
| Shots      = 32
| move          = Ground
| Cost       = 750
| size          = 1
| Special    = • [[Ranged attack]]<br>• No [[melee]] penalty<br>• [[Spellcaster]]<br>• No [[Obstacle penalty]]
| growth        = 2
| Onlyone    =
| aivalue        = 1210
| fightvalue    = 805
| goldcost       = 750
| resource      =  
| rescost        =
| abilities      = Shoots. No {{gl|obstacle penalty|barrier penalty}}. No {{gl|melee penalty}}. Group {{gl|Spellcaster}}: Random mass beneficial {{gl|spell}}.
}}
}}


{{Cram|Enchanter's Hollow|Enchanter|no_upg=|no_dwelling=}}
'''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]].  
'''Enchanters''' are level 6 [[neutral creature]]s recruited from the [[Enchanter's Hollow]].  


See the [[Comparison of Level 6 Creatures (HotA)]].
''"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>
{{clear|left}}
== Dwellings & Portraits ==
{{DwellingPortraitSmallNoExp
| dwelling      = Enchanter's Hollow
| creature1      = Enchanter
}}
{{clear|left}}
== 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.


''"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, up to six castings."{{-}}<sup>[[Armageddon's Blade Manual Page 19|AB manual]]''</sup>
== Special Ability: Spellcaster ==
 
== Spells ==
Enchanters automatically cast following spells:
Enchanters automatically cast following spells:


{{Table|Spell|Lvl|School|align=left|float=none}}
{| cellpadding=2 cellspacing=0 style="background-color:#{{Teal 3}}; color:#{{Teal 1}}; text-align:center;"
{{Table row|{{Sn1|spell=Haste}}             |1|Air}}
|- style="background-color:#{{Teal 2}};"
{{Table row|{{Sn1|spell=Bless}}             |1|Water}}
! Spell
{{Table row|{{Sn1|spell=Stone Skin}}       |1|Earth}}
! Lvl
{{Table row|{{Sn1|spell=Cure}}             |1|Water}}
! %
{{Table row|{{Sn1|spell=Bloodlust}}         |1|Fire}}
! School
{{Table row|{{Sn1|spell=Slow}}             |1|Earth}}
|-
{{Table row|{{Sn1|spell=Weakness}}         |2|Water}}
| style="text-align:left;" | {{Sn|Haste}} || 1 || 17.9% || Air
{{Table row|{{Sn1|spell=Air Shield}}       |3|Air}}
|-
| style="text-align:left;" | {{Sn|Bless}} || 1 || 17.9% || Water
|-
| style="text-align:left;" | {{Sn|Stone Skin}} || 1 || 11.9% || Earth
|-
| style="text-align:left;" | {{Sn|Cure}} || 1 || 11.9% || Water
|-
| style="text-align:left;" | {{Sn|Bloodlust}} || 1 || 6.0% || Fire
|-
| style="text-align:left;" | {{Sn|Slow}} || 1 || 11.9% || Earth
|-
| style="text-align:left;" | {{Sn|Weakness}} || 2 || 4.8% || Water
|-
| style="text-align:left;" | {{Sn|Air Shield}} || 3 || 11.9% || Air
|}
|}


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[[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).
[[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 {{hota}}){{-wh}}.
[[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 {{hota}}{{-wh}})''.


Despite the fact most of their spells are lvl 1, Enchanters can not cast on [[Cursed ground]] magical terrain.
Despite the fact most of their spells are lvl 1, Enchanters cannot cast on [[Cursed Ground]] magical terrain.


== 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]]s in {{roe}}.


== Heroes with a specialty ==
{{Fanopinion|
 
* {{H|Dracon|Wizard}} can upgrade [[Monk and Zealot|Monks, Zealots]], [[Mage and Arch Mage|Magi and Arch-Magi]] to Enchanters.
 
== Tactics and info ==
{{Fanopinion}}
 
=== Toughness ===
=== Toughness ===
The Enchanter's health and defense values are the lowest for a level 6 troop, 30 health 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 [[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.


=== Offense ===
=== Offense ===
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=== Facing Enchanters ===
=== Facing Enchanters ===
If you cast Hypnotize on enemy Enchanters, they will instead cast mass spells on you!
If you cast [[Hypnotize]] on enemy Enchanters, they will instead cast mass spells on you!


=== Skill bonuses ===
=== Skill bonuses ===
Since they are usually only a support unit, the Enchanters don't necessarily need any hero skill to enhance them.
Since they are usually only a support unit, the Enchanters don't necessarily need any hero skill to enhance them.
}}<!-- end of fan opinion -->


{{creature 'see also'|up=* [[Neutral creature]]}}
{{creature 'see also'|up=* [[Neutral creature]]}}
* [[Comparison of Level 6 Creatures]]
* [[Comparison of Ranged Creatures]]


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

Latest revision as of 12:36, 20 March 2025

Level

1

Level

2

Level

3

Level

4

Satyr Satyr Horn of the Abyss
Level

5

Level

6

Level

7

Castle Creatures
Rampart Creatures
Tower Creatures
Inferno Creatures
Necropolis Creatures
Dungeon Creatures
Stronghold Creatures
Fortress Creatures
Conflux Creatures
Cove Creatures
Factory Creatures
Bulwark Creatures
Palace Creatures
Grotto Creatures
Forge Creatures
Neutral Creatures
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[edit | hide | hide all]

Enchanter's Hollow

Heroes with a specialty[edit | hide]

Special Ability: Spellcaster[edit | hide]

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[edit | hide]

Enchanters were added in Armageddon's Blade so there are no Enchanters or Enchanter's Hollows in Restoration of Erathia.

User Commentary

Show User Commentary

See Also:[edit | hide]