Talk:Archmage/@comment-686000-20150330021311

The are basically two types of heroes in WB3: combat, and non combat-type heroes. Combat heroes (like Warriors and Pyromancers) can usually be found in the battlefield, casting spells, fighting monsters, converting structures or assassinating key enemy units. Non combat heroes (like Bards and Merchants) spend most of their time hidden deep inside their home base, granting powerful passive (usually economic or racial) buffs or casting friendly spells.

The archmage is unique because it combines both hero types seamlessly via access to four potent spell schools. The strength of the archmage class is its versatility - it would be better to simply create a hero/class combination that specializes in two spell schools if that is the player's intent.

Archmages can significantly improve race economy and growth through the spells Create Item (to conjure items that grant passive resource gain), Transmute (automatic trade/market access for mana), Summon Portal and Summon Quasit (mine fodder, ability to summon builders at-will), Charm, Acquire and Comprehension. In combat the archmage can use spells like Scare, Awe, Mutate, and various buffing/conjuration spells (eg. Mind Leech, Phantom Steed, Summon Imp, Soul Harvest) to dominate the battlefield. Defensive spells like Invisibility, Blink, Shadowform and Home Portal give him a significant edge survivability-wise. Create Item allows a player to custom-fit his archmage with specific gear, depending on what is needed (usually mana-enhacing items). Eye of Oros can be used to quickly scout the map for mines/enemy player locations.

Since all races benefit from having a hero that does well in combat and non combat situations, ideally all race types make good archmages. How well an archmage does depends entirely on how well his abilities are utilized.