Direct damage spells: Difference between revisions

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(Ice Elementals and spell immunity considering weaknesses against spells (mostly elementals), too many (), seems like everything covered for now, included Dragogeddon)
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'''Direct damage spells''' is a term that typically refers to [[spell]]s whose effect cause instant, direct damage to creature stack(s) on the battlefield instead of weakening their [[attack]], [[defense]] or [[damage]], controlling them, hindering their [[speed|movement]] and [[blind|actions]] or creating summoned creature stacks that attack them - aside from [[adventure map]] spells that make the army [[water walk|cross water]], [[fly| walk over mountains]] or [[town portal|transfer directly to any owned town]], [[visions|look at army sizes on the adventure map]], [[view air|look at shrouded parts of the adventure map]] and aside from combat spells that ressurect own units during combat or strengthen the army in other ways (like [[Clone|cloning them]] or [[teleport]]ing them) aside from spells that change the battlefield, introducing [[fire wall]]s, [[force field]]s or [[quicksand]].
'''Direct damage spells''' are spells that inflict damage on a single targeted enemy creature in [[combat]].


Many (and the most powerful single target spell [[Implosion]]) deal single target damage and damage to only a single stack, but there are also arcing ([[Chain Lightning]]), splashing ([[Fireball]], [[Meteor Shower]]) and whole battlefield spells ([[Armageddon]], [[Destroy Undead]], [[Death Ripple]]).
The direct damage spells in Heroes III and expansions are (listed by level):


[[Destroy Undead]] only deals damage to undead, a spell inbuilt immunity of the enemy that most spells except [[Death Ripple]] lack, although quite some creatures are [[spell immunity|immune]] to spell schools, [[dragon|immune to a level range of spells]], [[troglodyte|immune to single spells]] or enjoy [[magic resistance]] (which can be quite a boon considering [[Dragogeddon]], which is mixing whole battlefield unit damaging [[Armageddon]] and [[spell immunity|immune]] troops with high speed and initiative) - but none are immune to physical damage done by [[Summon Fire Elemental|summoned creatures]] or the occasionally appearing [[Orb of Vulnerability]], and some creatures also [[spell immunity|have weaknesses against certain spell schools]] (which would be elementals mostly, like [[Ice Elemental]]s that get extra damage from [[Fire spell]]s).
* [[Magic Arrow]]
* [[Ice Bolt]]
* [[Lightning Bolt]]
* [[Titan's Lightning Bolt]]{{-ws}}
* [[Implosion]]


[[Earthquake]] is a spell that works like [[Cyclops]] units (or the [[Catapult]]) would - it damages the siege walls and not units.
[[Category:Terms]]
 
[[Quicksand]] is a spell that stops movement when a unit steps into it, [[Force Field]] makes part of the battlefield impassable, [[fire wall]] damages units that pass through it - those are not direct damage spells but battlefield related support spells that may hurt or hinder the opponent, but not instantly.
 
Damage spells can magically be evaded by casting [[Anti-Magic]] on units or having artefacts on the hero  like [[Pendant of Negativity]] that makes the whole army immune to spells like [[Lightning Bolt]] or [[Chain Lightning]].
 
[[Magic Mirror]] can (up to a percentage of 40%) reflect hurtfull spells back to a stack of the enemy casters army.
 
Damage spells also cannot be cast in anti magic areas like the [[Anti-Magic Garrison]].
 
While [[Orb of Inhibition]] cancels all spellcasting in combat, there are four orbs that enhance the damage done by a spell school by a bonus of 50%, which would be [[Orb of Driving Rain]], [[Orb of the Firmament]], [[Orb of Silt]] and finally [[Orb of Tempestuous Fire]].
 
There is a [[secondary skill]] that makes unit [[resistance|resist magic]] like they were near [[Unicorn]]s and there is also an artefact called [[Boots of Polarity]] that makes units [[magic resistance|resist magic]].
 
===First Level Spells===
*[[Magic Arrow]] (one stack, Constant 10 and [[Spell Power]]*10 (Basic) / [[Spell Power]]*20 (Adv) / [[Spell Power]]*30 (Expert) damage)
 
===Second Level Spells===
*[[Death Ripple]] (all living units, Constant 10 (Basic), Constant 20 (Adv), Constant 30(Expert) and [[Spell Power]]*5 damage)
*[[Fire Wall]] (units going through the wall or pausing there, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and [[Spell Power]]*10 damage)
*[[Ice Bolt]] (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and [[Spell Power]]*20 damage)
*[[Lightning Bolt]] (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and [[Spell Power]]*25 damage)
 
===Third Level Spells===
*[[Destroy Undead]]
*[[Earthquake]] (Only targets [[Castle (structure)|Castle]] walls and towers)
*[[Fireball]]
*[[Frost Ring]]
*[[Land Mine]]
 
===Fourth Level Spells===
*[[Armageddon]]
*[[Chain Lightning]]
*[[Inferno (spell)]]
*[[Meteor Shower]]
 
===Fifth Level Spells===
*[[Implosion]]
*[[Titan's Lightning Bolt]]
 
== Spell tables ==
{| class=wikitable
!Spell Name!!School!!Single Target!!Bonus damage at Basic!!Bonus at Adv!!Bonus at Expert!!Variable Damage
|-
|[[Destroy Undead]]||[[School of Air Magic|Air]]||No, Whole Battlefield (Undead Only)||10 dmg (1x)||20 dmg (2x)|| 50 dmg (5x) ||10 dmg / spell power
|-
|[[Armageddon]]||[[School of Fire Magic|Fire]]||No, Whole Battlefield (Safe [[Spell immunity]] or likewise)|| 30 dmg (0.6x) || 60 dmg (1.2x)|| 120 dmg (2.4x) || 50 dmg / spell power point
|-
|[[Magic Arrow]]||*Any*||Yes||10 dmg (1x)|| 20 dmg (2x) || 30 dmg (3x)|| 10 dmg / spell power point
|-
|[[Lightning Bolt]]||[[School of Air Magic|Air]]||Yes||10 dmg (0.4x) || 20 dmg (0.8x)|| 50 dmg (2x) ||25 dmg / spell power point
|}
 
 
[[Category: Terms]]
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Latest revision as of 14:05, 30 January 2024

Direct damage spells are spells that inflict damage on a single targeted enemy creature in combat.

The direct damage spells in Heroes III and expansions are (listed by level):