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{{For|lore|archmage}}
+
{{For|lore|blood mage}}
   
 
{{WC3UnitBox
 
{{WC3UnitBox
−
|name=Archmage
+
|name=Blood Mage
−
|race=[[Human]] (Mounted on [[unicorn]])
+
|race=[[Human]] ([[Blood elf]])
−
|image=BTNHeroArchMage.png
+
|image=BTNBLoodMage2.png
 
|imgsize=
 
|imgsize=
−
|image2=Archmage.gif
+
|image2=Bloodmage.gif
 
|imgsize2=
 
|imgsize2=
 
|role=
 
|role=
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|armortype=Flesh
 
|armortype=Flesh
 
|attacktype1=Hero
 
|attacktype1=Hero
−
|cooldown=2.13
+
|cooldown=1.64
−
|attack1=24 avg (52 avg<font title="Stats at level 10" color="red">*</font>)
+
|attack1=24 avg (51 avg<font title="Stats at level 10" color="red">*</font>)
 
|range=600
 
|range=600
−
|unittargets1=Ground Structure, Debris, Air, Item, Ward
+
|unittargets1=Ground, Structure, Debris, Air, Item, Ward
 
|weapontype=Missile
 
|weapontype=Missile
 
|attacktype2=
 
|attacktype2=
Line 25: Line 25:
 
|unittargets2=
 
|unittargets2=
 
|weapontype2=
 
|weapontype2=
−
|armor=3 (6<font title="Stats at level 10" color="red">*</font>)
+
|armor=2 (5<font title="Stats at level 10" color="red">*</font>)
 
|defensetype=Hero
 
|defensetype=Hero
 
|unittargetclassification=Ground
 
|unittargetclassification=Ground
−
|speed=Fast (320)
+
|speed= Fast (300)
−
|sound=[[Quotes of Warcraft III/Human Alliance#Archmage|HeroArchMage]]
+
|sound=[[Quotes of Warcraft III/Human Alliance#Blood Mage|BloodElfSorceror]]
 
|agiperlevel=1
 
|agiperlevel=1
 
|buildtime=55
 
|buildtime=55
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|goldbountyawarded=38-54
 
|goldbountyawarded=38-54
 
|gold=425
 
|gold=425
−
|hp=450 (850<font title="Stats at level 10" color="red">*</font>)
+
|hp=550 (1000<font title="Stats at level 10" color="red">*</font>)
−
|hpregenrate=0.25 (1.15<font title="Stats at level 10" color="red">*</font>)
+
|hpregenrate=0.25 (1.25<font title="Stats at level 10" color="red">*</font>)
 
|hpregentype=Always
 
|hpregentype=Always
−
|intperlevel=3.2
+
|intperlevel=3
 
|level=1-10
 
|level=1-10
 
|lumber=100
 
|lumber=100
−
|mana=285 (705<font title="Stats at level 10" color="red">*</font>)
+
|mana=285 (690<font title="Stats at level 10" color="red">*</font>)
−
|manaregen=0.01 (1.61<font title="Stats at level 10" color="red">*</font>)
+
|manaregen=0.01 (1.51<font title="Stats at level 10" color="red">*</font>)
 
|primaryatr=Intelligence
 
|primaryatr=Intelligence
 
|priority=9
 
|priority=9
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|nightsight=800
 
|nightsight=800
 
|sleeps=False
 
|sleeps=False
−
|agibase=17
+
|agibase=14
 
|intbase=19
 
|intbase=19
−
|strbase=14
+
|strbase=18
−
|strperlevel=1.8
+
|strperlevel=2
 
|transport=1
 
|transport=1
 
|unittype=
 
|unittype=
 
|req=N/A
 
|req=N/A
−
|hotkey=A
+
|hotkey=B
 
|timedlife=
 
|timedlife=
 
|produced=[[Altar of Kings]]
 
|produced=[[Altar of Kings]]
−
|weapon=Staff
+
|weapon=
 
}}
 
}}
   
  +
Many of the stoic [[high elves]], reeling from the loss of their ancient homeland, [[Quel'Thalas]], have given in to their hatred and despair and embraced the dark side of their magical natures. Calling themselves '[[Blood Elves]]' - these cold hearted refugees seek to expand their remaining magical powers at any cost - even if it means courting the infernal powers of the [[Burning Legion]]! Though still loyal to the [[Alliance]], the Blood Elves' passions will lead them not only to the highest pinnacles of power, but to the darkest depths of madness.
−
Hailing from the magical kingdom of [[Dalaran]], the '''Archmagi''' represent the pinnacle of magical power. Weaving their intricate enchantments, these crotchety old wizards are called upon to defend humanity with all the magical powers at their disposal. Mounted atop their trusty steeds, the Archmagi brandish ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril.
 
   
 
==Statistics==
 
==Statistics==
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! Level !! Attack (Ground/Air) !! Armor !! Strength !! Agility !! Intelligence !! Hit Points !! Mana
 
! Level !! Attack (Ground/Air) !! Armor !! Strength !! Agility !! Intelligence !! Hit Points !! Mana
 
|- class="alt"
 
|- class="alt"
−
| 1 || 21-27 [24 avg] || 3 || 14 || 17 || 19 || 450 || 285
+
| 1 || 24-34 [29 avg]/None || 4 || 22 || 13 || 17 || 650 || 255
 
|-
 
|-
−
| 2 || 24-30 [27 avg] || 3 || 15 || 18 || 22 || 475 || 330
+
| 2 || 26-36 [31 avg]/None || 4 || 24 || 14 || 18 || 700 || 270
 
|- class="alt"
 
|- class="alt"
−
| 3 || 27-33 [30 avg] || 4 || 17 || 19 || 25 || 525 || 375
+
| 3 || 29-39 [34 avg]/None || 5 || 27 || 16 || 20 || 775 || 300
 
|-
 
|-
−
| 4 || 30-36 [33 avg] || 4 || 19 || 20 || 28 || 575 || 420
+
| 4 || 32-42 [37 avg]/None || 5 || 30 || 17 || 22 || 850 || 330
 
|- class="alt"
 
|- class="alt"
−
| 5 || 33-39 [36 avg] || 4 || 21 || 21 || 31 || 625 || 465
+
| 5 || 34-44 [39 avg]/None || 6 || 32 || 19 || 24 || 900 || 360
 
|-
 
|-
−
| 6 || 37-43 [40 avg] || 5 || 23 || 22 || 35 || 675 || 525
+
| 6 || 37-47 [42 avg]/None || 6 || 35 || 20 || 26 || 975 || 390
 
|- class="alt"
 
|- class="alt"
−
| 7 || 40-46 [43 avg] || 5 || 24 || 23 || 38 || 700 || 570
+
| 7 || 40-50 [45 avg]/None || 7 || 38 || 22 || 27 || 1050 || 405
 
|-
 
|-
−
| 8 || 43-49 [46 avg] || 5 || 26 || 24 || 41 || 750 || 615
+
| 8 || 42-52 [47 avg]/None || 7 || 40 || 23 || 29 || 1100 || 435
 
|- class="alt"
 
|- class="alt"
−
| 9 || 46-52 [49 avg] || 6 || 28 || 25 || 44 || 800 || 660
+
| 9 || 45-55 [50 avg]/None || 8 || 43 || 25 || 31 || 1175 || 465
 
|-
 
|-
−
| 10 || 49-55 [52 avg] || 6 || 30 || 26 || 47 || 850 || 705
+
| 10 || 48-58 [53 avg]/None || 8 || 46 || 26 || 33 || 1250 || 495
 
|}
 
|}
   
 
==Hero names==
 
==Hero names==
  +
[[Eldin Sunstrider]], Tanin Hawkwing, Lorn Bloodseeker, Aldos Firestar, Gilaras Drakeson, [[Hale Magefire]], Kath'ranis Remar, Tyoril Sunchaser, [[Sylvos Windrunner]], [[Tenris Mirkblood]], Marakanis Starfury, Geldor Earthfire, Halendor Burnkin, [[Kelen the Destroyer]].
−
Tenn Flamecaster, Nilas Arcanister, [[High Sorcerer Andromath#Notes|Andromath]], Shal Lightbinder, [[Nielas Aran#Trivia|Aran Spellweaver]], Manath Magesinger, [[Landazar]], Doril Magefont, Peril Spellbinder, [[Conjurus Rex]], [[Fordred Aran]], [[Dalar Dawnweaver]], [[Kelen the Seeker]].
 
   
 
==Information==
 
==Information==
  +
A mystical Hero, adept at controlling magic and ranged assaults. Though still members of the Alliance, the Blood Elves have begun to turn to the darkest parts of magic, abandoning the water and frost spells of the [[Kirin Tor]] for the fire and heat of what some people fear to be Demonic magic. Attacks land and air units.
−
The Archmage is one of the most popular Human Heroes. Most Human players choose the Archmage as their first Hero. Human players love the Archmage's Water Elementals because they can really help assist [[Footman (Warcraft III)|Footmen]] in the early portion of the game where the Humans can be kind of weak. Water Elementals are great for soloing [[Creep]]s at the start of the game. Water Elementals are great for rushing the enemy and can be used to attack air units. With the [[#Brilliance Aura|Brilliance Aura]], Archmages can keep several Water Elementals active at once and can regenerate the Mana of Heroes, [[Sorceress (Warcraft III)|Sorceress]]es, and [[Priest (Warcraft III)|Priest]]s. The Archmage's [[#Blizzard|Blizzard]] spell is also very powerful, especially in large team games. The Archmage's Ultimate [[#Mass Teleport (Ultimate)|Mass Teleport]] ability can allow the Humans to teleport around the map wherever they want and can allow them to instantly defend expansions without the use of [[Scroll of Town Portal|Town Portal Scrolls]].
 
−  
−
;The Archmage is Very Fragile
 
−
The Archmage is very easy to kill. Like the Undead [[Lich (Warcraft III)|Lich]], the Archmage can be killed in 1–2 seconds when surrounded, sometimes before he can even think about Teleporting away. Whenever possible give the Archmage items that increase his Health, which will allow him to last long enough to get away. Always keep the Archmage away from the enemy and run whenever melee units attack or attempt to surround him. Players with poor control will find they lose the Archmage a lot when facing good players.
 
−  
−
;Skill Spending
 
−
There are typically two options: Water Elemental and then Brilliance Aura followed by Mass Teleport or Blizzard and then Brilliance Aura followed by Mass Teleport. The only question is which do you want: Blizzard or Water Elementals?
 
−  
−
;Water Elementals vs. Blizzard
 
−
Water Elementals are great but they can be dispelled. Some races can easily dispel Water Elementals such as Night Elf [[Dryad (Warcraft III)|Dryad]]s using [[Dryad (Warcraft III)#Abolish Magic|Abolish Magic]]. Water Elementals also give the enemy Heroes good experience. When you suicide Water Elementals into an army or use them to scout they just hand over big chunks of experience to the enemy Heroes. Water Elementals can be very good warriors however if the enemy is not dispelling them.
 
−  
−
Blizzard is useful against large packs of enemies, especially in team games. Blizzard is very useful against low hit point units such as ranged units including spells casters. A Blizzard can easily kill a large group of [[Archer (Warcraft III)|Archer]]s, Footmen, or [[Ghoul (Warcraft III)|Ghoul]]s. With the Brilliance Aura Archmages can almost always cast Blizzard. Blizzard also scares the enemy into running. It wouldn't be smart for them to stand in the Blizzard but when they run you can often take free shots on the enemy as they run away. Blizzard can also force the enemy to separate as they are trying to run away which will allow you to swarm pockets of the enemy army with superior numbers. On some maps and in some player's towns you can set up a situation where the enemy cannot retreat. In that case you can Blizzard them and they just have to take it since they can't run. In those situations Blizzard is much more useful than Water Elementals. Blizzard can be a game winner.
 
−  
−
Typically players use Water Elementals in 1 vs. 1 and 2 vs. 2 and use Blizzard in 3 vs. 3 and 4 vs. 4. Some players use Blizzard AND Water Elemental if there is another player to give the Brilliance Aura or give Mana to the Archmage.
 
−  
;Archmage Counters
 
−
It usually isn't hard to kill an Archmage unless it is a large team game or the player is VERY good at controlling him. Simply surround and kill with melee units or ranged units. Use [[Demon Hunter (Warcraft III)#Mana Burn|Mana Burn]] with a [[Demon Hunter (Warcraft III)|Demon Hunter]], [[Keeper of the Grove (Warcraft III)#Entangling Roots|Entangling Roots]] with a [[Keeper of the Grove (Warcraft III)|Keeper of the Grove]], [[Priestess of the Moon (Warcraft III)#Focused Fire|Focused Fire]] with [[Priestess of the Moon (Warcraft III)|Priestess of the Moon]] and [[Priestess of the Moon (Warcraft III)#Searing Arrow|Searing Arrow]], [[Dread Lord (Warcraft III)#Sleep|Sleep]] with a [[Dread Lord (Warcraft III)|Dread Lord]], Stun with [[Tauren Chieftain (Warcraft III)|Tauren Chieftain]] or [[Mountain King (Warcraft III)|Mountain King]].
 
   
 
==Spells and abilities==
 
==Spells and abilities==
−
===<span style="color:yellow">B</span>lizzard===
+
===<span style="color:yellow">F</span>lame Strike===
−
[[File:BTNBlizzard.png|left]]
+
[[File:BTNWallOfFire.png|left]]
−
:Calls down waves of freezing ice shards that damage units in a target area.
+
:Conjures a pillar of fire which damages ground units in a target area over time.
   
−
{{clr}}
+
{{clrl}}
 
{| class="darktable" style="text-align:center"
 
{| class="darktable" style="text-align:center"
 
! Level !! Duration !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
 
! Level !! Duration !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
 
|- class="alt"
 
|- class="alt"
−
| 1 || 6 sec. || 6 sec. || 75 || 80 || 20 || N/A || 6 waves at 30 damage each, 150 max damage || 1
+
| 1 || 6 sec. || 10 sec. || 135 || 80 || 20 || Ground, Enemy, Neutral, Friend, Building, Self, Tree || 45 damage/sec. for 3 seconds, minor damage for 6 sec. || 1
 
|-
 
|-
−
| 2 || 8 sec. || 6 sec. || 75 || 80 || 20 || N/A || 8 waves at 40 damage each, 200 max damage || 3
+
| 2 || 6 sec. || 10 sec. || 135 || 80 || 20 || Ground, Enemy, Neutral, Friend, Building, Self, Tree || 80 damage/sec. for 3 seconds, light damage for 6 sec. || 3
 
|- class="alt"
 
|- class="alt"
−
| 3 || 10 sec. || 6 sec. || 75 || 80 || 20 || N/A || 10 waves at 50 damage each, 250 max damage || 5
+
| 3 || 6 sec. || 10 sec. || 135 || 80 || 20 || Ground, Enemy, Neutral, Friend, Building, Self, Tree || 110 damage/sec. for 3 seconds, moderate damage for 6 sec. || 5
 
|}
 
|}
   
  +
Flamestrike damage is capped to 6 targets. If more than 6 targets are hit, the damage done to 6 targets normally is split evenly across all available targets.
−
Blizzard has a damage cap that is invoked when Blizzard hits more than 5 targets per wave.
 
   
  +
Even though Flamestrike appears to be instant-cast, it requires the Blood Mage to stand still for a second (or so) while it's "charged up". If the Blood Mage moves right after targeting a location, the flame-effect (along with the damage) will not trigger, and only the "gong"-sound effect and the smoke-like vortex will be performed.
−
Blizzard is an area effect spell. This spell will damage all units including friendly units.
 
   
  +
The area listed is the full damage area, not the total area.
−
Blizzard will hurt your own troops so don't Blizzard your own units or allied units. Be sure to prevent your units from running into a Blizzard after your enemy steps out of it. Whenever possible aim Blizzard on low hit point units such as ranged units and spellcasters. Try to move the enemy into areas where their retreat is cut off so you can Blizzard them. Cast Blizzard on any enemy units that can't run away. If you see that you are casting Blizzard on friendly troops immediately cancel it.
 
   
  +
Flame Strike can be used to clear trees.
−
Blizzard does 50% damage to buildings. Blizzard is not that effective against buildings but it can work.
 
   
 
===<span style="color:yellow">B</span>anish===
−
Blizzard will not hurt enemy units with Spell Immunity such as Night Elf [[Dryad (Warcraft III)|Dryad]]s, Undead units with Anti-Magic Shell, Undead Infernals, or [[Creep]]s with Spell Immunity.
 
 
[[File:BTNBanish.png|left]]
−  
  +
:Turns a unit ethereal and slows its movement speed by 50% for 18 seconds (at level 3). Ethereal units cannot attack, but they can cast spells and will take 66% more damage from Magic attacks and spells.
−
;Blizzard Counters
 
−
This spell must be maintained to get the full effect. If the Archmage moves, the spell will not do its full damage. The ice shards will stack their effects on the area of effect. Force the Archmage to move from his location. This will stop the Blizzard.
 
−  
You can interrupt this spell with spells such as:
 
*Humans: Sorceress - Polymorph (uncastable on heroes)
 
*Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units)
 
*Humans: Mountain King - Storm Bolt
 
*Humans: Mountain King - Bash (uncastable on air units)
 
*Orcs: Raider - Ensnare
 
*Orcs: Tauren Chieftain - War Stomp (uncastable on air units)
 
*Orcs: Witch Doctor - Stasis Trap (uncastable on air units)
 
*Orcs: Shadow Hunter - Hex
 
*Night Elves: Druid of the Talon - Cyclone (uncastable on air units)
 
*Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units)
 
*Undead: Crypt Fiend - Web (uncastable on ground units)
 
*Undead: Dread Lord - Sleep
 
*Undead: Dread Lord - Inferno (uncastable on air units)
 
*Undead: Crypt Lord - Impale (uncastable on air units)
 
*Neutral: Dark Ranger - Silence
 
*Neutral: Dark Ranger - Charm (uncastable on heroes)
 
*Neutral: Goblin Tinker - Cluster Rockets
 
*Neutral: Pit Lord - Doom (uncastable on heroes)
 
*Neutral: Fire Lord - Soul Burn
 
*Neutral: Fire Lord - Volcano
 
−  
===Summon <span style="color:yellow">W</span>ater Elemental===
 
−
[[File:BTNSummonWaterElemental.png|left]]
 
−
:Summons a [[Water Elemental (Warcraft III)|Water Elemental]] to attack the Archmage's enemies.
 
   
 
{{clr}}
 
{{clr}}
 
{| class="darktable" style="text-align:center"
 
{| class="darktable" style="text-align:center"
−
! Level !! Duration !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
+
! Level !! Duration (Hero) !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
 
|- class="alt"
 
|- class="alt"
−
| 1 || 60 sec. || 20 sec. || 125 || N/A || N/A || N/A || 525 hit points, light damage || 1
+
| 1 || 12 (4) sec. || N/A || 75 || 80 || Unit || Air, Ground, Organic, Self || Unit turned Ethereal || 1
 
|-
 
|-
−
| 2 || 60 sec. || 20 sec. || 125 || N/A || N/A || N/A || 675 hit points, moderate damage || 3
+
| 2 || 15 (5) sec. || N/A || 60 || 80 || Unit || Air, Ground, Organic, Self || Unit turned Ethereal || 3
 
|- class="alt"
 
|- class="alt"
−
| 3 || 60 sec. || 20 sec. || 125 || N/A || N/A || N/A || 900 hit points, heavy damage || 5
+
| 3 || 18 (6) sec. || N/A || 50 || 80 || Unit || Air, Ground, Organic, Self || Unit turned Ethereal || 5
 
|}
 
|}
   
  +
This ability is useful for putting powerful combat units out of battle such as a [[Tauren (Warcraft III)|Tauren]] or [[Knight (Warcraft III)|Knight]]. You can also use this for Creeping by casting Banish on a powerful Creep that you want to disable, similar to how you would use Sleep. This is especially good against enemy Combat heroes such as a [[Blademaster (Warcraft III)|Blademaster]] or [[Demon Hunter (Warcraft III)|Demon Hunter]].
−
Water Elementals look different depending on the spell level.
 
   
  +
Banished Units take 66% more damage from magic and spell attacks.
−
For solo game play or 2 vs. 2s, a common strategy is Archmage and Water Elementals to start out with. This works very well with [[#Brilliance Aura|Brilliance]]. Try to get the enemy [[Creep]]s and units to focus their attention on the Water Elemental since it will disappear after a period of time anyway.
 
   
  +
Using Banish with great Hero killing spells can amplify the damage to a great extent. Casting Banish before using a Level 3 Storm Bolt gives off a bonus 350 x 66% = 231 damage to non-hero units! This works wonders on heroes.
−
===Brilliance Aura===
 
  +
−
[[File:PASBTNBrilliance.png|left]]
 
  +
Beneficial spells providing healing will also have a greater effect upon ethereal units. Casting Banish on units and then healing them will greatly increase the HP restored. This can be a crucial detail when you need to maximize healing in order to rapidly prepare wounded units for an attack, or keep the healing on friendly units in combat higher than the received damage.
−
:Gives additional mana regeneration to nearby friendly units.
 
  +
  +
Banish can also be used to protect friendly units. An example would be using it on your spell casters to prevent them from being attacked by combat units. This is often a good strategy in larger battles where the enemy focuses several of their units on your heroes. Still, this is a "double-edged blade" as your opponent may seize the chance to intensify their own spells. Because of this, it is risky to protect your important units in battles where the opponent have typical nuking-spells such as the mentioned Storm Bolt or the Lich's [[Lich_(Warcraft_III)#Frost_Nova|Frost Nova]].
  +
 
===Sipho<span style="color:yellow">n</span> Mana===
 
[[File:BTNManaDrain.png|left]]
  +
:Transfers mana between the Blood Mage and a target. Drains mana from an enemy, or transfers mana to an ally. Siphon Mana can push the Blood Mage's mana over its maximum value, though excess mana drains off rapidly if not used.
   
 
{{clr}}
 
{{clr}}
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! Level !! Duration !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
 
! Level !! Duration !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
 
|- class="alt"
 
|- class="alt"
−
| 1 || Unlimited || N/A || None || N/A || 90 || Air, Ground, Friend, Self || Adds 0.75 mana per sec. || 1
+
| 1 || 6 sec. || 6 sec. || 10 || 60-80 || Unit || Air, Ground, Enemy, Organic, Neutral || 15 mana drained/sec. || 1
 
|-
 
|-
−
| 2 || Unlimited || N/A || None || N/A || 90 || Air, Ground, Friend, Self || Adds 1.5 mana per sec. || 3
+
| 2 || 6 sec. || 6 sec. || 10 || 60-80 || Unit || Air, Ground, Enemy, Organic, Neutral || 30 mana drained/sec. || 3
 
|- class="alt"
 
|- class="alt"
−
| 3 || Unlimited || N/A || None || N/A || 90 || Air, Ground, Friend, Self || Adds 2.25 mana per sec. || 5
+
| 3 || 6 sec. || 6 sec. || 10 || 60-80 || Unit || Air, Ground, Enemy, Organic, Neutral || 45 mana drained/sec. || 5
 
|}
 
|}
   
  +
*Use this ability to get back mana when you are out or to remove mana from enemy units. The ability will keep draining mana until the target is at a distance of 80.
−
This aura does increase the Mana Regeneration of the Archmage, so it is useful even when the Archmage doesn't have a lot of other spell casters under his command. This aura is especially useful in allied games because the Archmage can help regenerate mana of other heroes and spell casters.
 
  +
*Use this spell against Heroes that require heavy Mana usage such as the Archmage, Far Seer, Keeper of the Grove and Lich to prevent heavy damage from their spells. It is also a good idea to use it on Heroes to prevent them from using their Ultimates.
  +
*Trying to transfer to another hero of your own gives the message "..only enemy units..". However, this is only true for the campaign.
   
 
;Siphon Mana Counters
−
Almost all Archmagi use Brilliance Aura.
 
  +
This spell is a "leash" spell must be maintained to get the full effect. If the enemy passes out of range, the spell will end prematurely.
   
 
You can interrupt this spell with spells such as:
===Mass <span style="color:yellow">T</span>eleport (Ultimate)===
 
  +
[[File:BTNMassTeleport.png|left]]
 
 
:Humans: Sorceress - Polymorph (uncastable on heroes)
−
:Teleports 24 of the player's nearby units, including the Archmage, to a friendly ground unit or structure.
 
 
:Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units)
 
:Humans: Mountain King - Storm Bolt
 
:Humans: Mountain King - Bash (uncastable on air units)
 
:Orcs: Raider - Ensnare
 
:Orcs: Tauren Chieftain - War Stomp (uncastable on air units)
 
:Orcs: Witch Doctor - Stasis Trap (uncastable on air units)
 
:Orcs: Shadow Hunter - Hex
 
:Night Elves: Druid of the Talon - Cyclone (uncastable on air units)
 
:Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units)
 
:Undead: Crypt Fiend - Web (uncastable on ground units)
 
:Undead: Dread Lord - Sleep
 
:Undead: Dread Lord - Inferno (uncastable on air units)
 
:Undead: Crypt Lord - Impale (uncastable on air units)
 
:Neutral: Dark Ranger - Silence
 
:Neutral: Dark Ranger - Charm (uncastable on heroes)
 
:Neutral: Goblin Tinker - Cluster Rockets
 
:Neutral: Pit Lord - Doom (uncastable on heroes)
 
:Neutral: Fire Lord - Soul Burn
 
:Neutral: Fire Lord - Volcano
  +
  +
===Phoeni<span style="color:yellow">x</span> (Ultimate)===
 
[[File:BTNMarkOfFire.png|left]]
  +
:Summons a powerful [[Phoenix (Warcraft III)|Phoenix]]. The Phoenix burns with such intensity that it damages itself and nearby enemy units. Has Spell Immunity, and Resistant Skin. When a Phoenix dies, it creates an egg that will hatch into a Phoenix.
   
 
{{clr}}
 
{{clr}}
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! Level !! Duration !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
 
! Level !! Duration !! Cooldown !! Mana Cost !! Range !! Area of Effect !! Allowed Targets !! Effect !! Hero Level Req
 
|- class="alt"
 
|- class="alt"
−
| N/A || N/A || 20 sec. || 100 || Unlimited || 70 || Friendly Ground Units, Friendly Buildings || Teleports up to 24 units || 6
+
| N/A || N/A || 180+ sec. || 175 || N/A || N/A || N/A || Summons a [[Phoenix (Warcraft III)|Phoenix]] || 6
 
|}
 
|}
   
  +
This is useful for creating a powerful unit. Casting Phoenix when you already control a Phoenix results in the original Phoenix being destroyed, in much the same manner as Feral Spirit. [[Phoenix (Warcraft III)|Learn more]].
−
This spell is useful because, unlike [[Scroll of Town Portal|Town Portal Scrolls]], you can teleport to any location where there is a friendly ground unit. Town Portal Scrolls can only teleport you to a friendly town hall. The cooldown is fairly short, so the Archmage can teleport to a location, engage in battle, then quickly teleport to the next location.
 
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Mass Teleport is very powerful. It can allow you to teleport all around the map responding to enemy attacks and offensively attacking the enemy. It is especially useful in FFA games and large team games. If one enemy is attacking an ally in a Team Game the Archmage can teleport back to save it, then can Mass Teleport right back to where their ally is attacking once the enemy attack has been repelled.
 
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You can use Mass Teleport to go anywhere. Simply send a unit to where you want to teleport. You can even make units Invisible then send them into enemy towns then Mass Teleport to that unit.
 
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A very effective strategy is to build up a group of [[Siege Engine (Warcraft III)|Siege Engine]]s then use the Archmage to Mass Teleport them into enemy towns or expansions.
 
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Mass Teleport can also be very powerful with a group of [[Sorceress (Warcraft III)|Sorceress]]es and [[Priest (Warcraft III)|Priest]]s with the Brilliance Aura.
 
   
  +
Phoenixes cannot regenerate life from a [[Fountain of Health]].
−
Send a [[Mechanized Critter]] into the enemy Town. Then use it to Mass Teleport there. =)
 
   
  +
The only way to kill the phoenix is by destroying the egg before it hatches into a new phoenix.
−
The Archmage is not invulnerable while he casts Mass Teleport as Heroes normally are when using Teleport Scrolls.
 
   
 
==Manual description==
 
==Manual description==
  +
A mystical Hero, adept at controlling magic and ranged assaults. Though still members of the [[Alliance]], the Blood Elves have begun to turn to the darkest parts of magic, abandoning the water and frost spells of the [[Kirin Tor]] for the fire and heat of what some people fear to be Demonic magic. Attacks land and air units.
−
The manual description is the same than the Battle.net description, with the only diference that in the manual, it is said that their trusty steeds are "[[unicorn]]s".
 
   
 
==World Editor description==
 
==World Editor description==
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:''Mystical Hero, adept at ranged assaults. Can learn Blizzard, Summon Water Elemental, Brilliance Aura and Mass Teleport.''
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:''Mystical Hero, adept at controlling magic and ranged assaults. Can learn Flame Strike, Banish, Siphon Mana and Phoenix.''
   
 
==External links==
 
==External links==
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Repeat violations may result in a BAN.
 
Repeat violations may result in a BAN.
 
Have a nice day. :) -->
 
Have a nice day. :) -->
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{{Elink|icon=blizzard|site=Battle.net|link=http://classic.battle.net/war3/human/units/archmage.shtml|desc=Warcraft III - Humans -> Units -> Archmage}}
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{{Elink|icon=blizzard|site=Battle.net|link=http://classic.battle.net/war3/human/units/paladin.shtml|desc=Warcraft III - Humans -> Units -> Blood Mage}}
   
   
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[[Category:Warcraft III melee human heroes]]
 
[[Category:Warcraft III melee human heroes]]
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[[Category:Humans]]
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[[Category:Blood elves]]
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[[Category:Archmages]]
 

Revision as of 13:47, 5 November 2010

For lore, see blood mage.
Blood Mage
BTNBLoodMage2
Bloodmage
Race Human (Blood elf)
Base unit N/A
Faction Human Alliance
Statistics
Hit points 550 (1000*)
Hit point regeneration Always
Hit point regeneration rate 0.25 (1.25*) HP/sec.
Mana 285 (690*)
Mana Regeneration rate 0.01 (1.51*) Mana/sec.
Unit Classified As Ground
Level 1-10
Gold 425 Gold
Lumber 100 Lumber
Food 5 Food
Produced at Altar of Kings
Build time 55 sec.
Requires N/A
Gold Bounty Awarded 38-54 BTNPillage
Transport slots 1
Attacking priority 9
Sleeps False
Hotkey B
Combat
Normal attack 24 avg (51 avg*)
Can attack Ground, Structure, Debris, Air, Item, Ward
Range 600
Attack type Hero
Cooldown 1.64 sec.
Weapon type Missile
Armor Type Flesh
Defense Type Hero
Armor 2 (5*)
Day Sight 1800
Night Sight 800
Movement Speed Fast (300)
Sound
Sound Set BloodElfSorceror
Hero Parameters
Primary Attribute Intelligence
Strength Infocard-heroattributes-str 18 (+2/level)
Agility Infocard-heroattributes-agi 14 (+1/level)
Intelligence Infocard-heroattributes-int 19 (+3/level)

Many of the stoic high elves, reeling from the loss of their ancient homeland, Quel'Thalas, have given in to their hatred and despair and embraced the dark side of their magical natures. Calling themselves 'Blood Elves' - these cold hearted refugees seek to expand their remaining magical powers at any cost - even if it means courting the infernal powers of the Burning Legion! Though still loyal to the Alliance, the Blood Elves' passions will lead them not only to the highest pinnacles of power, but to the darkest depths of madness.

Statistics

Level Attack (Ground/Air) Armor Strength Agility Intelligence Hit Points Mana
1 24-34 [29 avg]/None 4 22 13 17 650 255
2 26-36 [31 avg]/None 4 24 14 18 700 270
3 29-39 [34 avg]/None 5 27 16 20 775 300
4 32-42 [37 avg]/None 5 30 17 22 850 330
5 34-44 [39 avg]/None 6 32 19 24 900 360
6 37-47 [42 avg]/None 6 35 20 26 975 390
7 40-50 [45 avg]/None 7 38 22 27 1050 405
8 42-52 [47 avg]/None 7 40 23 29 1100 435
9 45-55 [50 avg]/None 8 43 25 31 1175 465
10 48-58 [53 avg]/None 8 46 26 33 1250 495

Hero names

Eldin Sunstrider, Tanin Hawkwing, Lorn Bloodseeker, Aldos Firestar, Gilaras Drakeson, Hale Magefire, Kath'ranis Remar, Tyoril Sunchaser, Sylvos Windrunner, Tenris Mirkblood, Marakanis Starfury, Geldor Earthfire, Halendor Burnkin, Kelen the Destroyer.

Information

A mystical Hero, adept at controlling magic and ranged assaults. Though still members of the Alliance, the Blood Elves have begun to turn to the darkest parts of magic, abandoning the water and frost spells of the Kirin Tor for the fire and heat of what some people fear to be Demonic magic. Attacks land and air units.

Spells and abilities

Flame Strike

BTNWallOfFire
Conjures a pillar of fire which damages ground units in a target area over time.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 6 sec. 10 sec. 135 80 20 Ground, Enemy, Neutral, Friend, Building, Self, Tree 45 damage/sec. for 3 seconds, minor damage for 6 sec. 1
2 6 sec. 10 sec. 135 80 20 Ground, Enemy, Neutral, Friend, Building, Self, Tree 80 damage/sec. for 3 seconds, light damage for 6 sec. 3
3 6 sec. 10 sec. 135 80 20 Ground, Enemy, Neutral, Friend, Building, Self, Tree 110 damage/sec. for 3 seconds, moderate damage for 6 sec. 5

Flamestrike damage is capped to 6 targets. If more than 6 targets are hit, the damage done to 6 targets normally is split evenly across all available targets.

Even though Flamestrike appears to be instant-cast, it requires the Blood Mage to stand still for a second (or so) while it's "charged up". If the Blood Mage moves right after targeting a location, the flame-effect (along with the damage) will not trigger, and only the "gong"-sound effect and the smoke-like vortex will be performed.

The area listed is the full damage area, not the total area.

Flame Strike can be used to clear trees.

Banish

BTNBanish
Turns a unit ethereal and slows its movement speed by 50% for 18 seconds (at level 3). Ethereal units cannot attack, but they can cast spells and will take 66% more damage from Magic attacks and spells.
Level Duration (Hero) Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 12 (4) sec. N/A 75 80 Unit Air, Ground, Organic, Self Unit turned Ethereal 1
2 15 (5) sec. N/A 60 80 Unit Air, Ground, Organic, Self Unit turned Ethereal 3
3 18 (6) sec. N/A 50 80 Unit Air, Ground, Organic, Self Unit turned Ethereal 5

This ability is useful for putting powerful combat units out of battle such as a Tauren or Knight. You can also use this for Creeping by casting Banish on a powerful Creep that you want to disable, similar to how you would use Sleep. This is especially good against enemy Combat heroes such as a Blademaster or Demon Hunter.

Banished Units take 66% more damage from magic and spell attacks.

Using Banish with great Hero killing spells can amplify the damage to a great extent. Casting Banish before using a Level 3 Storm Bolt gives off a bonus 350 x 66% = 231 damage to non-hero units! This works wonders on heroes.

Beneficial spells providing healing will also have a greater effect upon ethereal units. Casting Banish on units and then healing them will greatly increase the HP restored. This can be a crucial detail when you need to maximize healing in order to rapidly prepare wounded units for an attack, or keep the healing on friendly units in combat higher than the received damage.

Banish can also be used to protect friendly units. An example would be using it on your spell casters to prevent them from being attacked by combat units. This is often a good strategy in larger battles where the enemy focuses several of their units on your heroes. Still, this is a "double-edged blade" as your opponent may seize the chance to intensify their own spells. Because of this, it is risky to protect your important units in battles where the opponent have typical nuking-spells such as the mentioned Storm Bolt or the Lich's Frost Nova.

Siphon Mana

BTNManaDrain
Transfers mana between the Blood Mage and a target. Drains mana from an enemy, or transfers mana to an ally. Siphon Mana can push the Blood Mage's mana over its maximum value, though excess mana drains off rapidly if not used.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 6 sec. 6 sec. 10 60-80 Unit Air, Ground, Enemy, Organic, Neutral 15 mana drained/sec. 1
2 6 sec. 6 sec. 10 60-80 Unit Air, Ground, Enemy, Organic, Neutral 30 mana drained/sec. 3
3 6 sec. 6 sec. 10 60-80 Unit Air, Ground, Enemy, Organic, Neutral 45 mana drained/sec. 5
  • Use this ability to get back mana when you are out or to remove mana from enemy units. The ability will keep draining mana until the target is at a distance of 80.
  • Use this spell against Heroes that require heavy Mana usage such as the Archmage, Far Seer, Keeper of the Grove and Lich to prevent heavy damage from their spells. It is also a good idea to use it on Heroes to prevent them from using their Ultimates.
  • Trying to transfer to another hero of your own gives the message "..only enemy units..". However, this is only true for the campaign.
Siphon Mana Counters

This spell is a "leash" spell must be maintained to get the full effect. If the enemy passes out of range, the spell will end prematurely.

You can interrupt this spell with spells such as:

Humans: Sorceress - Polymorph (uncastable on heroes)
Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units)
Humans: Mountain King - Storm Bolt
Humans: Mountain King - Bash (uncastable on air units)
Orcs: Raider - Ensnare
Orcs: Tauren Chieftain - War Stomp (uncastable on air units)
Orcs: Witch Doctor - Stasis Trap (uncastable on air units)
Orcs: Shadow Hunter - Hex
Night Elves: Druid of the Talon - Cyclone (uncastable on air units)
Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units)
Undead: Crypt Fiend - Web (uncastable on ground units)
Undead: Dread Lord - Sleep
Undead: Dread Lord - Inferno (uncastable on air units)
Undead: Crypt Lord - Impale (uncastable on air units)
Neutral: Dark Ranger - Silence
Neutral: Dark Ranger - Charm (uncastable on heroes)
Neutral: Goblin Tinker - Cluster Rockets
Neutral: Pit Lord - Doom (uncastable on heroes)
Neutral: Fire Lord - Soul Burn
Neutral: Fire Lord - Volcano

Phoenix (Ultimate)

BTNMarkOfFire
Summons a powerful Phoenix. The Phoenix burns with such intensity that it damages itself and nearby enemy units. Has Spell Immunity, and Resistant Skin. When a Phoenix dies, it creates an egg that will hatch into a Phoenix.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
N/A N/A 180+ sec. 175 N/A N/A N/A Summons a Phoenix 6

This is useful for creating a powerful unit. Casting Phoenix when you already control a Phoenix results in the original Phoenix being destroyed, in much the same manner as Feral Spirit. Learn more.

Phoenixes cannot regenerate life from a Fountain of Health.

The only way to kill the phoenix is by destroying the egg before it hatches into a new phoenix.

Manual description

A mystical Hero, adept at controlling magic and ranged assaults. Though still members of the Alliance, the Blood Elves have begun to turn to the darkest parts of magic, abandoning the water and frost spells of the Kirin Tor for the fire and heat of what some people fear to be Demonic magic. Attacks land and air units.

World Editor description

Mystical Hero, adept at controlling magic and ranged assaults. Can learn Flame Strike, Banish, Siphon Mana and Phoenix.

External links