Medusa and Medusa Queen and Earth Magic: Difference between pages

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added template ZET SEC SKILL CHANCE TABLE
 
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{{Dungeon creatures}}{{Creature
{{About|This article refers to the [[secondary skill]]. For the school of magic, see [[School of Earth Magic]].}}
| Name      = Medusa
 
| Attack    = 9
{{Secondary skills}}
| Defense  = 9
{{Secondary skill
| Damage    = 6–8
| B_effect = allows your hero to cast earth spells at reduced cost.
| Health    = 25
| A_effect = allows your hero to cast earth spells at reduced cost and increased effectiveness.
| Speed    = 5
| E_effect = allows your hero to cast earth spells at reduced cost and maximum effectiveness.
| Size      = 2
| Growth    = 4
| Shots    = 4
| Cost      = 300
| Special  = • No [[melee penalty]]<br>• [[Stone gaze]] 20%
| U_name    = Medusa Queen
| U_attack  = 10
| U_defense = 10
| U_speed  = 6
| U_health  = 30
| U_shots  = 8
| U_cost    = 330
}}
}}


'''Medusas and medus queens''' are level 4 creatures of [[dungeon town]]. They are recruited from the [[chapel of stilled voices]].
'''Earth Magic''' is a [[secondary skill]], that increases the effectiveness and reduces costs of [[spell]]s from the [[School of Earth Magic]].


Armed with bows, medusas and medusa queens can attack at range to good effect. Their hand-to-hand attacks do the same damage and also have a 20% chance of [[petrify]]ing their targets for three rounds. Petrified creatures cannot move, take 50% damage, and become unfrozen when attacked.
'''Heroes with Earth Magic as a starting skill:'''
Due to their small amount of shots it is highy recommended to upgrade them right away, and their building doesn't require any hard to get resource. Medusas and Medusas Queens themselves are also pretty cheap
* {{Hn|Grindan|Elementalist}} (basic)
They are pretty resilent units compared to the other ranged units. This paired with the threat of stone gaze and lack of mele penalty makes it risky to directly attack them with mele units.
* {{Hn|Labetha|Elementalist}} (basic)


{{ZET SEC SKILL CHANCE TABLE| 2 (lowest)| 3| 3| 4| 3| 3| 3| 4| 4| 8 (highest)| 3| 5| 3| 3| 3| 3| 3| 6| 4| 5}}


[[Category: Creatures]]
[[Category: Secondary skills]]
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Revision as of 23:31, 19 February 2020

This article refers to the secondary skill. For the school of magic, see School of Earth 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
Earth Magic
Basic: allows your hero to cast earth spells at reduced cost.
Advanced: allows your hero to cast earth spells at reduced cost and increased effectiveness.
Expert: allows your hero to cast earth spells at reduced cost and maximum effectiveness.

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

Heroes with Earth Magic as a starting skill:

Town Class Chance to learn
Castle  Knight   2 (lowest)
Castle  Cleric   3
Rampart  Ranger   3
Rampart  Druid   4
Tower  Alchemist   3
Tower  Wizard   3
Inferno  Demoniac   3
Inferno  Heretic   4
Necropolis  Death Knight   4
Necropolis  Necromancer   8 (highest)
Dungeon  Overlord   3
Dungeon  Warlock   5
Stronghold  Barbarian   3
Stronghold  Battle Mage   3
Fortress  Beastmaster   3
Fortress  Witch   3
Conflux  Planeswalker   3
Conflux  Elementalist   6
Cove Horn of the Abyss     Captain   4
Cove Horn of the Abyss     Navigator   5
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}