Editing Monk and Zealot
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{{Castle creatures}}{{Creature | {{Castle creatures}}{{Creature | ||
| AI_Value = 485 | | 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>• | | 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=|pad=3px 10px 3px 7px}} | ||
'''Monks''' and '''Zealots''' are | '''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 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> | ||
<div style="clear:left;"></div> | |||
== Heroes with a specialty == | == 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 | * {{H|Dracon|Wizard}} can upgrade Mages and Arch Mages (also [[Monk and Zealot|Monks and Zealots]]) into [[Enchanter]]s. | ||
=={{hota}}== | =={{hota}}== | ||
* In Hota | * 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]] | ||
== | == Tactics and info == | ||
{{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. | 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. | ||
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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. | 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. | 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. | ||
{{creature 'see also'}} | {{creature 'see also'}} | ||
[[Category: Creatures]] | [[Category: Creatures]] | ||
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