Archmage needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.
A shooter without the usual melee damage penalty.
20% attack-triggered chance to apply Dispel to remove beneficial target spells.
Attack
12
Defense
8
Damage
7–9
Health
35
Speed
6
Shots
24
Base weekly growth
2
Cost per creature: 700 gold
Abilities and limitations
A shooter without the usual melee damage penalty.
20% attack-triggered chance to apply Dispel to remove beneficial target spells.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Archmage · reference values before bonuses
Creatures
Total cost
Base health
1
700 gold
35
5
3,500 gold
175
10
7,000 gold
350
Reading this profile correctly
Numbers and abilities use the stated pinned fheroes2 revision. Rules do not automatically match Heroes III or every historical DOS version.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.
66 actual Heroes II creatures including upgrades and neutrals. Values and abilities follow the pinned fheroes2 revision; random editor placeholders are excluded. Prices are per creature, growth is the base weekly value, and combat stats exclude hero, artifact and spell bonuses.