Archer and Marksman and Air Magic: Difference between pages

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(added template ZET SEC SKILL CHANCE TABLE)
 
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{{Creature
{{About|This article refers to the [[secondary skill]]. For air magic spells, see [[School of Air Magic]].}}
| lvl      = 2
 
| Town      = Castle
{{Secondary skills}}{{Secondary skill
| Name      = Archer
  | B_effect = allows your hero to cast air spells at reduced cost.
| Picture  = Creature_Archer.png
  | A_effect = allows your hero to cast air spells at reduced cost and increased effectiveness.
| Attack    = 6
  | E_effect = allows your hero to cast air spells at reduced cost and maximum effectiveness.
| Defence  = 3
| Speed    = 4
| Growth    = 9
  | Damage    = 2–3
| Health    = 10
| Shots    = 12
| Cost      = 100
| Special  = Ranged attack.
  | U_name    = Marksman
| U_picture = Creature_Marksman.png
| U_attack  = 6
  | U_defence = 3
| U_speed  = 6
| U_growth  = 9
| U_damage  = 2–3 (x2)
| U_health  = 10
| U_shots  = 24
| U_cost    = 150
| U_special = [[Strikes twice|Double ranged attack]].
}}
}}


'''Archers''' and '''marksmen''' are level 2 creatures of [[castle]] recruited from the [[archers' tower]]s. They are lightly armored, and armed with crossbows for [[ranged attack|ranged combat]] and with daggers for melee combat. Specially the marksmen are fearsome level 2 creatures with double ranged attack.
'''Air magic''' is a [[secondary skill]] that increases the effectiveness and reduces the costs of [[spell]]s from the [[School of Air Magic]].
 
'''Heroes with Air Magic as a starting skill:'''
* {{H|Aenain|Elementalist}} – Basic Air Magic
* {{H|Brissa|Elementalist}} – Basic Air Magic
 
{{ZET SEC SKILL CHANCE TABLE|3|4|1 (low)|2|4|6 (high)|2|3|2|3|1 (low)|2|3|3|1 (low)|3|2|6 (high)|3|6 (high)}}
 
 


[[Valeska]] the [[Knight]] has archers as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any archer or marksman each level she attains after the 2nd level.


{{Town creatures
| town  = Castle
| lvl_1  = Pikeman
| lvl_1A = Halberdier
| lvl_2  = Archer
| lvl_2A = Marksman
| lvl_3  = Griffin
| lvl_3A = Royal griffin
| lvl_4  = Swordsman
| lvl_4A = Crusader
| lvl_5  = Monk
| lvl_5A = Zealot
| lvl_6  = Cavalier
| lvl_6A = Champion
| lvl_7  = Angel
| lvl_7A = Archangel
}}


[[Category: Creatures]]
[[Category: Secondary skills]]
__NOTOC__

Revision as of 22:27, 19 February 2020

This article refers to the secondary skill. For air magic spells, see School of Air Magic.

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Air Magic
Basic Air Magic: allows your hero to cast air spells at reduced cost.
Advanced Air Magic: allows your hero to cast air spells at reduced cost and increased effectiveness.
Expert Air Magic: allows your hero to cast air spells at reduced cost and maximum effectiveness.

Air magic is a secondary skill that increases the effectiveness and reduces the costs of spells from the School of Air Magic.

Heroes with Air Magic as a starting skill:

Town Class Chance to learn
Castle  Knight  3
Castle  Cleric  4
Rampart  Ranger  1 (low)
Rampart  Druid  2
Tower  Alchemist  4
Tower  Wizard  6 (high)
Inferno  Demoniac  2
Inferno  Heretic  3
Necropolis  Death Knight  2
Necropolis  Necromancer  3
Dungeon  Overlord  1 (low)
Dungeon  Warlock  2
Stronghold  Barbarian  3
Stronghold  Battle Mage  3
Fortress  Beastmaster  1 (low)
Fortress  Witch  3
Conflux  Planeswalker  2
Conflux  Elementalist  6 (high)
Cove Horn of the Abyss     Captain  3
Cove Horn of the Abyss     Navigator  6 (high)
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}