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{{Cram|Mage Tower|Mage|Arch Mage|no_dwelling=}}
{{Cram|Mage Tower|Mage|Arch Mage|no_dwelling=}}
'''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 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]]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>
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== Heroes with a specialty ==
== 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|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}} {{withmaped}} can upgrade Magi and Arch Magi (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s.
* {{H|Dracon|Wizard}} can upgrade Mages and Arch Mages (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s.
 
== Appearance ==
Some Stone Golems and Mages appears at the beginning of the [[Neutral Affairs]] scenario from the [[Liberation]] campaign in {{roe}}.
 
{{video|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD2C-smk-GOOD2C-RoE-voice|550px}}


{{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 [[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.
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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 [[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.
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{{creature 'see also'}}
{{creature 'see also'}}
* [[Comparison of Level 4 Creatures]]
* [[Comparison of Ranged Creatures]]


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