Editing Land Mine

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{{Fire spells}}{{Spell|24|24|32|24|25|25|35|24|9|13|13|24
{{Fire spells}}{{Spell
  | school      = Fire Magic
  | school      = Fire Magic
  | level      = 3rd
  | level      = 3rd
  | cost        = 18/15
  | cost        = 18
  | duration    = Until touched
  | duration    = Until touched
  | b_effect    = Landmines are placed in four random hexes on the battlefield. A troop stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures battling on their [[native terrain]] can see the mines and can cross them safely. To all others they are invisible.
  | b_effect    = Landmines are placed in four random hexes on the battlefield. A troop stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures battling on their [[native terrain]] can see the mines and can cross them safely. To all others they are invisible.
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Produces a number of land mines at random locations. All friendly troops can cross the mines safely.  All enemy troops, except those immune, will take damage from the mines, but this spell cannot be cast if the enemy started the battle with ''at least one'' unit fighting on its [[Native Terrain]] which is ''not'' immune to the effects of the spell.
Produces a number of land mines at random locations. All friendly troops can cross the mines safely.  All enemy troops, except those immune, will take damage from the mines, but this spell cannot be cast if the enemy started the battle with ''at least one'' unit fighting on its [[Native Terrain]] which is ''not'' immune to the effects of the spell.


In the event the enemy started the battle with only troops that ''are'' immune to the effects of this spell, whether or not said enemy units are fighting on native terrain, the spell can still be cast, and the mines will be placed, but this of course will be a waste unless the enemy summons elementals later in the battle.
In the event the enemy started the battle with only troops that ''are'' immune to the effects of this spell, whether or not said enemy units are fighting on native terrain, the spell can still be cast, and the mines will be placed, but this of course will be a waste unless the enemy summons water elementals later in the battle or something.


The Tower garrison land mines will do damage to any enemy troop not immune to the effects of this spell, even Tower troops native to snow.  As with the Land Mine spell, all friendly creatures can cross the mines safely.
The Tower garrison land mines will do damage to any enemy troop not immune to the effects of this spell, even Tower troops native to snow.  As with the Land Mine spell, all friendly creatures can cross the mines safely.


AI cannot cast this spell.
==Units immune to its effects==
*[[Efreet]]i/[[Efreet Sultan]]s
*[[Fire Elemental|Fire]]/[[Energy Elemental]]s
*[[Firebird]]s/[[Phoenix]]es


'''Heroes starting with Land Mine:'''
==Units extra vulnerable to its effects==
* {{Hn|Victoria|Artificer}}{{-wh}}
*[[Water Elemental|Water]]/[[Ice Elemental]]s
'''Heroes specialising in Land Mine:'''
* {{Hn|Victoria|Artificer}}{{-wh}}
'''Creatures immune to Land Mine:'''
{{immune|spell123=1|spell12345=1|spell1234=1|fire=1}}
 
{{user commentary|
Land Mine is a terrible spell really, far too expensive, deals far too little damage and it lacks the stopping power of Quicksand.
 
Expert fire magic increases the damage significantly, from 4 to 8 mines and 25 to 100 base damage. Even at only 1 power, an expert fire mage can output 880 damage with a single cast. This is very situational however, requiring the right levelup rolls and finding the spell early enough for it to still be useful despite its terrible scaling.
}}{{end of user commentary}}


[[Category: Spells]]
[[Category: Spells]]
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