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{{Castle creatures}}{{Creature
{{Castle creatures}}{{Creature
  | AI_Value  = 485</br>''(582)''{{-wh}}
  | AI_Value  = 485
  | Name      = Monk
  | Name      = Monk
  | Attack    = 12
  | Attack    = 12
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  | U_shots  = '''24'''
  | U_shots  = '''24'''
  | U_cost    = 450
  | U_cost    = 450
  | U_special = • [[Ranged attack]]<br>• '''No [[melee penalty]]'''
  | U_special = • [[Ranged attack]]<br>• No [[melee penalty]]
}}
}}


{{Cram|Monastery|Monk|Zealot|no_dwelling=|pad=3px 10px 3px 7px}}
{{Cram|Monastery|Monk|Zealot|no_dwelling=}}
'''Monks''' and '''Zealots''' are the level 5 creatures of [[Castle]]. They can be recruited from the [[Castle creature dwellings|Monastery]].
'''Monks''' and '''Zealots''' are level 5 creatures of [[Castle]]. They can be recruited from [[Castle creature dwellings|Monasteries]].


''"Monks and zealots train themselves to control and project their personal energistic forces, which they deliver as ranged blasts. While monks suffer the normal penalty for ranged unit hand-to-hand attack damage (50%), the better trained zealots do not."{{-}}<sup>[[Restoration of Erathia Manual Page 86|RoE manual]]''</sup>
Monks train themselves to control and project their personal energistic forces, which they deliver as ranged blasts. While Monks suffer the normal [[melee penalty]], the better trained Zealots do not.
 
===== Heroes with a specialty =====


{{clear|left}}
== Heroes with a specialty ==
*{{H|Ingham|Cleric}} has monks as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any monks or zealots for each level attained after 5th  level and gives them a [[speed]] bonus of 1.
*{{H|Ingham|Cleric}} has monks as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any monks or zealots for each level attained after 5th  level and gives them a [[speed]] bonus of 1.
* {{H|Dracon|Wizard}} {{withmaped}} can upgrade Monks and Zealots (also [[Mage and Arch Mage|Magi and Arch Magi]]) into [[Enchanter]]s.


=={{hota}}==
=={{hota}}==
* In Hota, [[AI Value]] of Monks was increased to 582.
* In Hota [[AI Value]] of Monks was increased to 582.
* Shadows of Monks and Zealots' adventure map view were fixed: [[File:Monk (HotA) (adventure map).gif]] [[File:Zealot (HotA) (adventure map).gif]]
* Shadows of Monks and Zealots' adventure map view were fixed: [[File:Monk (HotA) (adventure map).gif]] [[File:Zealot (HotA) (adventure map).gif]]
* [[File:Ranged attack.png]]{{-}}[[File:Melee attack.png]] In {{hota}}{{-wh}}, ranged units can now select whether to use a ranged or melee attack.
== Appearance ==
A Zealot appears at the beginning of the [[Safe Passage]] scenario from the [[Song for the Father]] campaign in {{roe}}.
{{video|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD3A-smk-GOOD3A-RoE-voice|550px}}
== Official Renders ==
<gallery mode="packed-hover">
Monk render.jpg
Zealot render.png
</gallery>
{{Fanopinion|
Their stats are very low for a level 5, but they are indispensable due to their ranged attack. However, it's only enough for the enemy to strike this unit a few times and it's dead (even if they have no melee penalty with upgrade), so they should be well protected if they are to still deal some damage and survive harder battles. Their stats are also almost the same as the level 4 [[Arch mage|Arch magi]], and their specialties weaker for the same cost and lower growth.
12 [[Attack]] is on the low side for level 5 unit. 7/10 [[Defense]] is the lowest in their tier. 30 [[Health]] is also lowest in their tier. 10-12 [[Damage]] is low, but acceptable for a ranged unit. [[Speed]] of 5-7 is low to average, but considering their fragility, it might not be enough to guarantee they will live long enough to do anything. They are quite underwhelming troops, as unlike [[Marksman|Marksmen]] they don't make up for their vulnerability with powerful attack.
As their damage spread is very low, [[Bless]] and [[Curse]] have almost no effect on them, changing their average damage from 11 to respectively 12 and 10. Advanced spells don't fare much better, causing Monks and Zealots to deal 13 and 9 points of damage. Spells affecting [[Attack]] might be better, like [[Precision]] or [[Weakness]].
While some spells might make a difference for them, remember that they only have 30 [[Health]] and so if they are hit by a strong stack, they are dead, buffs or no buffs. Think twice before casting powerful spells on Monks or Zealots, as if they die before making use of it, you have only wasted [[spell point]]s for no gain.
Best protective spells for these troops might very well be [[Anti-magic]] and [[Force Field]], as their low health makes prevention of taking any damage more important than its reduction.
[[Direct damage spell]]s are very effective on them, as 30 health paired with ranged damage means high kill priority. Disabling them with [[mind spell]]s is another option, as they have no immunities and other stacks may need to be dealt with first.
In [[Castle]] army, Monks and Zealots both are like improved but overcosted [[Archers]] - incredibly fragile ranged troops that aren't really compensating for their weak defenses in any way. Keep them away from melee; despite no melee penalty they are no match for their own 5th or even some of 4th level troops in equal numbers. They can be easily overwhelmed and crushed even by lower level troops, exploiting their low health and not-so-good damage. Beware of [[dragon]]s, AoE spells and multi-hex attacks.
Being fragile ranged troops, they benefit the most from [[Archery]], [[Tactics]] and [[Armorer]]. [[Orrin]] is the best hero thanks to his specialty, provided they are not dead by their turn and are able to shoot. [[Valeska]] is another decent starting hero thanks to Archery.
===={{hota}}====
The addition to the game Horn of the Abyss changes the situation of Zealot, which adds a button that allows you to change the attack mode. At 7 speeds, your Zealot move faster than most low-level units, which allows you, depending on the situation, to wait for the opponent to come within range and choose whether you want to strike in close combat without penalty or shoot from a distance. Skillful control of Zealot allows you to avoid the enemy's retaliation, even if it seems that zealots have less damage. This especially works when you are fighting wandering creatures on the adventure map, as the AI ​​often divides the army into many weaker units.
Additionally, Ingham, the hero with the Monk specialty, which gives combat bonuses, is a mage and has the mysticism ability at the start of the game, which allows him to regenerate magic mana faster. Playing as this hero, if you develop magic talents, you can easily cast spells that paralyze the enemy: slow on level expert, forgetfulness on level expert, sorrow on level expert, resurrection on level expert, prayer on level expert, blind on level expert, fly on level expert. All these example spells, with a well-thought-out strategy and the use of the attack mode switch, allow you to win the map against the AI with only a Zealot.
}}<!-- end of fan opinion -->


{{creature 'see also'}}
{{creature 'see also'}}
* [[Comparison of Level 5 Creatures]]
* [[Comparison of Ranged Creatures]]


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