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'''Magi and Arch Magi''' are the level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. (''Note that the plural form of 'mage' is 'magi'.'')
'''Magi and Arch Magi''' are the level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. (''Note that the plural form of 'mage' is '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|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>
''"Apprentice Magi, under the mentorship of [[Wizard|Wizards]], 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|spells]] 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>


''Note: Although the documentation says that only Arch Magi have no [[obstacle penalty]], this is also true for Magi.''
''Note: Although the documentation says that only Arch Magi have no [[obstacle penalty]], this is also true for Magi.''
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== Heroes with a [[Specialty#Creature_specialties|specialty]] ==
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==
* {{H|Theodorus|Wizard}}
* {{H|Theodorus|Wizard}}
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade Magi and Arch Magi (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s.
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade Magi and Arch Magi (also {{hv|Monk and Zealot|MonkZealot|text=Monks and Zealots}}) into [[Enchanter|Enchanters]].


== Appearance ==
== Appearance ==
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{{user commentary|
{{user commentary|
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, it is quite affordable. The main downsides of the magi are that the original [[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.
Magi and Arch Magi are the second shooter of the [[Tower]] faction, replacing {{hv|Gremlin and Master Gremlin|GremlinMasterGremlin|text=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, it is quite affordable. The main downsides of the magi are that the original [[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.
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11/12 [[Attack]] is very high for level 4 [[creature]], second only to [[Ogre]]s. 8/9 [[Defense]] however is low, only [[Ogre]]s and [[Fire Elemental and Energy Elemental|Fire and Energy Elementals]] have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher.
11/12 [[Attack]] is very high for level 4 [[creature]], second only to {{hv|Ogre|OgreOgreMage|text=Ogres}}. 8/9 [[Defense]] however is low, only {{hv|Ogre|OgreOgreMage|text=Ogres}} and {{hv|Fire Elemental and Energy Elemental|FireElementalEnergyElemental|text=Fire and Energy Elementals}} have lower Defense. Coupled with low 25/30 [[Health]] and good 7-9 [[damage]] Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average [[Speed]] of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher.
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----
[[Bless]] and [[Curse]] have limited effect on them without Advanced [[Water Magic]] or [[Fire Magic]] skills, as their damage spread is minimal compared to average damage - min 7, average 8, max 9. Advanced Bless gives them 25% average damage bonus. Advanced Curse gives -25% penalty.
[[Bless]] and [[Curse]] have limited effect on them without Advanced [[Water Magic]] or [[Fire Magic]] skills, as their damage spread is minimal compared to average damage - min 7, average 8, max 9. Advanced Bless gives them 25% average damage bonus. Advanced Curse gives -25% penalty.
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While [[Slayer]] might be tempting to use against level 7 creatures, remember that Magi have only 25/30 health per troop, and being slow ranged unit they usually are just 1 [[dragon]] [[breath attack|breath]] away from being wiped out, together with whatever was shielding them. Thus it might be better to cast Slayer on a stack that can survive longer than 1 turn when fighting appropriate targets.
While [[Slayer]] might be tempting to use against level 7 creatures, remember that Magi have only 25/30 health per troop, and being slow ranged unit they usually are just 1 [[dragon]] [[breath attack|breath]] away from being wiped out, together with whatever was shielding them. Thus it might be better to cast Slayer on a stack that can survive longer than 1 turn when fighting appropriate targets.
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----
As usual [[morale]] and [[luck]] are hit-or-miss, especially on low health, high kill/disable priority troop like Magi, so don't prioritize [[Mirth]] and [[Fortune]] over more reliable effects, but if your Magi get one of these spells from [[Master Genie]]s, it's good too.
As usual [[morale]] and [[luck]] are hit-or-miss, especially on low health, high kill/disable priority troop like Magi, so don't prioritize [[Mirth]] and [[Fortune]] over more reliable effects, but if your Magi get one of these spells from [[Master Genie|Master Genies]], it's good too.
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----
Obviously [[Stone Skin]], [[Shield]] and [[Air Shield]] should be used to protect the fragile Magi from taking physical damage.
Obviously [[Stone Skin]], [[Shield]] and [[Air Shield]] should be used to protect the fragile Magi from taking physical damage.
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If they will not be reached and overwhelmed by melee troops in turn 1, [[Slow]] is perhaps the best spell to use when having Magi in your army. They don't really need any magical support apart from more ranged hits when melee enemies are slowed to crawl under fire, suffering more casualties each turn before they even reach Magi.
If they will not be reached and overwhelmed by melee troops in turn 1, [[Slow]] is perhaps the best spell to use when having Magi in your army. They don't really need any magical support apart from more ranged hits when melee enemies are slowed to crawl under fire, suffering more casualties each turn before they even reach Magi.
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----
As they deal high damage but are fragile, they should be shielded from melee by tough melee troops like [[Golem]]s and [[Naga]]s. Be careful when facing [[dragon]]s or creatures with AoE attack like [[Magog]]s and [[Lich]]es.
As they deal high damage but are fragile, they should be shielded from melee by tough melee troops like [[Golem|Golems]] and [[Naga|Nagas]]. Be careful when facing [[dragon|dragons]] or creatures with AoE attack like {{hv|Magog|GogMagog|text=Magogs}} and [[Lich|Liches]].
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----
In [[Tower]] army they can benefit from [[Master Genie]]s' random spellcasting. Magi should be lower priority targets than [[Naga]]s and [[Titan]]s, as Magi simply lack their raw strength.
In [[Tower]] army they can benefit from [[Master Genie|Master Genies]]' random spellcasting. Magi should be lower priority targets than [[Naga|Nagas]] and [[Titan|Titans]], as Magi simply lack their raw strength.
----
----
If your Magi are forced into melee, exploit the fact they reliably deal high damage but are vulnerable - use other stacks, preferably tough melee unit like [[Iron Golem]]s to soak up counterattack and then hit the enemy hard free of retaliation.
If your Magi are forced into melee, exploit the fact they reliably deal high damage but are vulnerable - use other stacks, preferably tough melee unit like {{hv|Iron Golem|StoneGolemIronGolem|text=Iron Golems}} to soak up counterattack and then hit the enemy hard free of retaliation.
----
----
No obstacle penalty means they are great siege troops both in defense and attack, enjoying their ranged superiority while opposing ranged stacks are saddled with 50% damage reduction due to [[wall]]s.
No obstacle penalty means they are great siege troops both in defense and attack, enjoying their ranged superiority while opposing ranged stacks are saddled with 50% damage reduction due to [[wall|walls]].
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----
The mana cost reduction ability does not depend on number stacks in army or number of troops in stack. Even if all Magi and Archmagi under [[hero]]'s control have died during battle, [[spell]] costs of all hero's combat spells remains reduced by 2 [[spell point]]s until the end of the battle. Because the cost reduction is flat -2, the spells that benefit from it most are those with the lowest base cost. This ability is cumulative with other cost reductions, like from Basic X Magic [[secondary skill]]s. It also basically negates [[Pegasus and Silver Pegasus]]'s [[Magic damper]] ability, as -2 and +2 adjustments equal 0 net spell cost change.
The mana cost reduction ability does not depend on number stacks in army or number of troops in stack. Even if all Magi and Archmagi under [[hero]]'s control have died during battle, [[spell]] costs of all hero's combat spells remains reduced by 2 [[spell point|spell points]] until the end of the battle. Because the cost reduction is flat -2, the spells that benefit from it most are those with the lowest base cost. This ability is cumulative with other cost reductions, like from Basic X Magic [[secondary skill|secondary skills]]. It also basically negates {{hv|Pegasus and Silver Pegasus|PegasusSilverPegasus}}'s [[Magic damper]] ability, as -2 and +2 adjustments equal 0 net spell cost change.
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----
Because Magi are ranged troops who cannot survive long in melee, the best [[secondary skill]]s for them are obviously [[Archery]] (and [[Orrin]] in particular), [[Tactics]] and [[Armorer]]. Magic skills in general synergize very well with Magi, as the cost reduction is cumulative.
Because Magi are ranged troops who cannot survive long in melee, the best [[secondary skill|secondary skills]] for them are obviously [[Archery]] (and [[Orrin]] in particular), [[Tactics]] and [[Armorer]]. Magic skills in general synergize very well with Magi, as the cost reduction is cumulative.
----
----
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.
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.
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[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__
__NOTOC__
<!-- popupables -->
{{Creatures/Fire Elemental and Energy Elemental|popupid=FireElementalEnergyElemental}}{{Creatures/Gog and Magog|popupid=GogMagog}}{{Creatures/Gremlin and Master Gremlin|popupid=GremlinMasterGremlin}}{{Creatures/Monk and Zealot|popupid=MonkZealot}}{{Creatures/Ogre and Ogre Mage|popupid=OgreOgreMage}}{{Creatures/Pegasus and Silver Pegasus|popupid=PegasusSilverPegasus}}{{Creatures/Stone Golem and Iron Golem|popupid=StoneGolemIronGolem}}

Revision as of 14:51, 21 August 2025

Tower Creatures
Level

1

Level

2

Level

3

Level

4

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 CreaturesPalace CreaturesNeutral Creatures
Factory CreaturesGrotto Creatures
Bulwark CreaturesForge Creatures
Palace CreaturesNeutral CreaturesNeutral Creatures
Grotto Creatures
Forge Creatures
Neutral Creatures
Mage
11
8
Shots
24
7–9
25
5
Move
Ground
Size
1
Growth
4
570
418
Cost

350

Shoots. No barrier penalty. No melee penalty. Hero's spells cost 2 spell points less in combat.
Arch Mage
12
9
Shots
24
7–9
30
7
Move
Ground
Size
1
Growth
4
680
467
Cost

450

Shoots. No barrier penalty. No melee penalty. Hero's spells cost 2 spell points less in combat.

Magi and Arch Magi are the level 4 creatures of Tower. They can be recruited from the Mage Tower. (Note that the plural form of 'mage' is '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

Note: Although the documentation says that only Arch Magi have no obstacle penalty, this is also true for Magi.

Dwellings & Portraits

Heroes with a specialty

Appearance

Some Stone Golems and Mages appears at the beginning of the Neutral Affairs scenario from the Liberation campaign in Restoration of Erathia.

Media:RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD2C-smk-GOOD2C-RoE-voice.webm

User Commentary

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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, it is quite affordable. The main downsides of the magi are that the original 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.


11/12 Attack is very high for level 4 creature, second only to Ogres. 8/9 Defense however is low, only Ogres and Fire and Energy Elementals have lower Defense. Coupled with low 25/30 Health and good 7-9 damage Magi and Archmagi are "glass cannon" ranged unit: they are great in offense, but they are relatively fragile and despite no melee penalty should be kept away from melee combat. Their average Speed of 7 allows them to act before some lower level creatures, but most of their own level 4 troops have either equal speed or higher.


Bless and Curse have limited effect on them without Advanced Water Magic or Fire Magic skills, as their damage spread is minimal compared to average damage - min 7, average 8, max 9. Advanced Bless gives them 25% average damage bonus. Advanced Curse gives -25% penalty.


Depending on situation Prayer can be very strong spell to cast on Magi, as it patches up their weaknesses - low Defense and Speed while also increasing their Attack, all by 2-4 points.


Precision is usually better as it gives 3-6 Attack instead of 2-4, but only works in ranged combat and does not improve anything else.


Frenzy is great if they cannot be reached by melee enemies or shot at by ranged stacks, giving at least 8/9 Attack bonus, equal or better than Slayer against its specific targets. Otherwise it might be better to use another spell, one that does not make already fragile stack even more vulnerable.


While Slayer might be tempting to use against level 7 creatures, remember that Magi have only 25/30 health per troop, and being slow ranged unit they usually are just 1 dragon breath away from being wiped out, together with whatever was shielding them. Thus it might be better to cast Slayer on a stack that can survive longer than 1 turn when fighting appropriate targets.


As usual morale and luck are hit-or-miss, especially on low health, high kill/disable priority troop like Magi, so don't prioritize Mirth and Fortune over more reliable effects, but if your Magi get one of these spells from Master Genies, it's good too.


Obviously Stone Skin, Shield and Air Shield should be used to protect the fragile Magi from taking physical damage.


When facing spellcasting enemy consider Protection from X spells or Anti-magic, as low 25/30 health coupled with very high ranged damage means they are big direct damage spell magnets.


If they will not be reached and overwhelmed by melee troops in turn 1, Slow is perhaps the best spell to use when having Magi in your army. They don't really need any magical support apart from more ranged hits when melee enemies are slowed to crawl under fire, suffering more casualties each turn before they even reach Magi.


As they deal high damage but are fragile, they should be shielded from melee by tough melee troops like Golems and Nagas. Be careful when facing dragons or creatures with AoE attack like Magogs and Liches.


In Tower army they can benefit from Master Genies' random spellcasting. Magi should be lower priority targets than Nagas and Titans, as Magi simply lack their raw strength.


If your Magi are forced into melee, exploit the fact they reliably deal high damage but are vulnerable - use other stacks, preferably tough melee unit like Iron Golems to soak up counterattack and then hit the enemy hard free of retaliation.


No obstacle penalty means they are great siege troops both in defense and attack, enjoying their ranged superiority while opposing ranged stacks are saddled with 50% damage reduction due to walls.


The mana cost reduction ability does not depend on number stacks in army or number of troops in stack. Even if all Magi and Archmagi under hero's control have died during battle, spell costs of all hero's combat spells remains reduced by 2 spell points until the end of the battle. Because the cost reduction is flat -2, the spells that benefit from it most are those with the lowest base cost. This ability is cumulative with other cost reductions, like from Basic X Magic secondary skills. It also basically negates Pegasus and Silver Pegasus's Magic damper ability, as -2 and +2 adjustments equal 0 net spell cost change.


Because Magi are ranged troops who cannot survive long in melee, the best secondary skills for them are obviously Archery (and Orrin in particular), Tactics and Armorer. Magic skills in general synergize very well with Magi, as the cost reduction is cumulative.


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.


The cutscene of duel between Archmage and Medusa Queen in Restoration of Erathia intro is somewhat close to realistic outcome - Medusas are no match for Magi in ranged combat, but in melee their petrify special ability can even the odds, disabling the opponent and allowing to set up overwhelming attack.


See Also:

Fire Elemental
10
8
4–6
35
6
Move
Ground
Size
1
Growth
5
345
345
Cost

350

Gog
6
4
Shots
12
2–4
13
4
Move
Ground
Size
1
Growth
8
159
145
Cost

125

Shoots.
Magog
7
4
Shots
24
2–4
13
6
Move
Ground
Size
1
Growth
8
240
210
Cost

175

Gremlin
3
3
1–2
4
4
Move
Ground
Size
1
Growth
16
44
55
Cost

30

Master Gremlin
4
4
Shots
8
1–2
4
5
Move
Ground
Size
1
Growth
16
66
55
Cost

40

Shoots.
Monk
12
7
Shots
12
10–12
30
5
Move
Ground
Size
1
Growth
3
582 Horn of the Abyss485 Shadow of Death
485
Cost

400

Shoots.
Zealot
12
10
Shots
24
10–12
30
7
Move
Ground
Size
1
Growth
3
750
500
Cost

450

Shoots. No melee penalty.
Ogre
13
7
6–12
40
4
Move
Ground
Size
1
Growth
4
416
520
Cost

300

Ogre Mage
13
7
6–12
60
5
Move
Ground
Size
1
Growth
4
672
672
Cost

400

Pegasus
9
8
5–9
30
8
Move
Flying
Size
2
Growth
5
518
407
Cost

250

Flies. Enemies pay 2 extra spell points per spell.
Silver Pegasus
9
10
5–9
30
12
Move
Flying
Size
2
Growth
5
532
418
Cost

275

Flies. Enemies pay 2 extra spell points per spell.
Stone Golem
7
10
4–5
30
3
Move
Ground
Size
1
Growth
6
260
339
Cost

150

Iron Golem
9
10
4–5
35
5
Move
Ground
Size
1
Growth
6
412
412
Cost

200