Slow: Difference between revisions

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=={{hota}}==
=={{hota}}==
In [[Horn of the Abyss]], Advanced and Expert Slow's effect is reduced: the enemy's speed is lowered to 50% of normal +1. For example, the [[Zombie]]'s base speed is 4. Without Horn of the Abyss, Advanced Slow halves the speed to 2 (4 × 0.5). With Horn of The Abyss, Advanced Slow reduces the speed to 3 (4 × 0.5 + 1).
In [[Horn of the Abyss]], Advanced and Expert Slow's effect is reduced: the enemy's speed is lowered to 50% of normal +1. For example, the {{hv|Zombie|WalkingDeadZombie}}'s base speed is 4. Without Horn of the Abyss, Advanced Slow halves the speed to 2 (4 × 0.5). With Horn of The Abyss, Advanced Slow reduces the speed to 3 (4 × 0.5 + 1).


== Trivia ==
== Trivia ==
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{{user commentary|
{{user commentary|
Slow is one of the best spells in the game, even though it is only level 1.  Especially useful early in the game it can allow one's units to have first option at attacking.  Ranged attackers such as [[Marksman|Marksmen]] and [[Grand Elf|Grand Elves]] can easily clear out slow, yet powerful guardians like [[Dendroid]]s or [[Golems]] with this spell in effect.
Slow is one of the best spells in the game, even though it is only level 1.  Especially useful early in the game it can allow one's units to have first option at attacking.  Ranged attackers such as {{hv|Marksman|ArcherMarksman|text=Marksmen}} and {{hv|Grand Elf|WoodElfGrandElf|text=Grand Elves}} can easily clear out slow, yet powerful guardians like {{hv|Dendroid|DendroidGuardDendroidSoldier|text=Dendroids}} or [[Golems]] with this spell in effect.
}}{{end of user commentary}}
}}{{end of user commentary}}
{{spell 'see also'}}
{{spell 'see also'}}
[[Category: Spells]]
[[Category: Spells]]
<!-- popupables -->
{{Creatures/Archer and Marksman|popupid=ArcherMarksman}}{{Creatures/Dendroid Guard and Dendroid Soldier|popupid=DendroidGuardDendroidSoldier}}{{Creatures/Walking Dead and Zombie|popupid=WalkingDeadZombie}}{{Creatures/Wood Elf and Grand Elf|popupid=WoodElfGrandElf}}

Revision as of 10:14, 21 August 2025

School of Earth Magic
Symbol for School of Earth Magic
Level 1
 Magic Arrow *
 Shield
 Slow
 Stone Skin
 View Earth
Level 2
 Death Ripple
 Quicksand
 Visions *
Level 3
 Animate Dead
 Anti-Magic
 Earthquake
 Force Field
 Protection from Earth
Level 4
 Meteor Shower
 Resurrection
 Sorrow
 Town Portal
Level 5
 Implosion
 Summon Earth Elemental
School of Air Magic
School of Fire Magic
School of Water Magic
Slow
School: Earth Magic
Level: 1st
Cost: 6/5
Duration: 1 rnd/sp
Basic Effect
Reduces the speed of the selected enemy unit by 25%.
 
Advanced Effect
Reduces the speed of the selected enemy unit to 50% + 1 Horn of the Abyss50% Shadow of Death.
 
Expert Effect
Reduces the speed of all enemy units to 50% + 1 Horn of the Abyss50% Shadow of Death.
 
Probability of occurrence (%):
Castle 32
Rampart 54
Tower 63 (53*)
Inferno 53
Necropolis 32
Dungeon 30
Stronghold 31
Fortress 31
Conflux 53
Cove Horn of the Abyss 31
Factory Horn of the Abyss 31
* Without Library

Slow is one of the game's strongest hindering spells. The new speed is rounded down. Slow is a counter to the spell Haste and will remove it when cast upon an affected creature.

Heroes starting with Slow:

Creatures immune to Slow:

Creatures capable of casting this spell:

Horn of the Abyss

In Horn of the Abyss, Advanced and Expert Slow's effect is reduced: the enemy's speed is lowered to 50% of normal +1. For example, the Zombie's base speed is 4. Without Horn of the Abyss, Advanced Slow halves the speed to 2 (4 × 0.5). With Horn of The Abyss, Advanced Slow reduces the speed to 3 (4 × 0.5 + 1).

Trivia

An early name for this spell was "Muck and Mire".

User Commentary

Show User Commentary
Hide User Commentary


Slow is one of the best spells in the game, even though it is only level 1. Especially useful early in the game it can allow one's units to have first option at attacking. Ranged attackers such as Marksmen and Grand Elves can easily clear out slow, yet powerful guardians like Dendroids or Golems with this spell in effect.


See also:

Archer
6
3
Shots
12
2–3
10
4
Move
Ground
Size
1
Growth
9
126
115
Cost

100

Shoots.
Marksman
6
3
Shots
24
2–3 (x2)
10
6
Move
Ground
Size
1
Growth
9
184
115
Cost

150

Dendroid Guard
9
12
10–14
55
3
Move
Ground
Size
1
Growth
517
690
Cost

350

Binds enemies in place.
Dendroid Soldier
9
12
10–14
65
4
Move
Ground
Size
1
Growth
803
765
Cost

425

Binds enemies in place.
Walking Dead
5
5
2–3
15
3
Move
Ground
Size
1
Growth
8
98
140
Cost

100

Zombie
5
5
2–3
20
4
Move
Ground
Size
1
Growth
8
128
160
Cost

125

Wood Elf
9
5
Shots
24
3–5
15
6
Move
Ground
Size
1
Growth
7
234
195
Cost

200

Shoots.
Grand Elf
9
5
Shots
24
3–5 (x2)
15
7
Move
Ground
Size
1
Growth
7
331
195
Cost

225