Enchanter: Difference between revisions
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{{ | {{NeutralCreaturesNew}}{{CreatureNew | ||
| name = Enchanter | |||
| faction = Neutral | |||
| attack = 17 | |||
| defense = 12 | |||
| shots = 32 | |||
| damage = 14 | |||
| health = 30 | |||
| speed = 9 | |||
| move = Ground | |||
| size = 1 | |||
| growth = 2 | |||
| 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}}. | |||
}} | }} | ||
'''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]]. | ||
''"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 | ''"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. | |||
== | == Special Ability: Spellcaster == | ||
Enchanters automatically cast following spells: | Enchanters automatically cast following spells: | ||
{{ | {| cellpadding=2 cellspacing=0 style="background-color:#{{Teal 3}}; color:#{{Teal 1}}; text-align:center;" | ||
|- style="background-color:#{{Teal 2}};" | |||
! Spell | |||
! Lvl | |||
! % | |||
! School | |||
|- | |||
| style="text-align:left;" | {{Sn|Haste}} || 1 || 17.9% || 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}} | [[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 cannot cast on [[Cursed | 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}}. | ||
{{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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=== 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 Level 6 Creatures]] | ||
* [[Comparison of Ranged Creatures]] | |||
[[Category: Creatures]] | [[Category: Creatures]] | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 12:36, 20 March 2025
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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]
Heroes with a specialty[edit | hide]
Dracon the Wizard
can upgrade Monks, Zealots, Magi and Arch-Magi to Enchanters.
Special Ability: Spellcaster[edit | hide]
Enchanters automatically cast following spells:
Spell | Lvl | % | School |
---|---|---|---|
![]() |
1 | 17.9% | Air |
![]() |
1 | 17.9% | Water |
![]() |
1 | 11.9% | Earth |
![]() |
1 | 11.9% | Water |
![]() |
1 | 6.0% | Fire |
![]() |
1 | 11.9% | Earth |
![]() |
2 | 4.8% | Water |
![]() |
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 ).
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.