Basilisk Pit and Archer and Marksman: Difference between pages

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{{Fortress buildings}}
{{Castle creatures}}{{Creature
| AI_Value  = 126
| Name      = Archer
| Attack    = 6
| Defense  = 3
| Speed    = 4
| Growth    = 9
| Damage    = 2–3
| Health    = 10
| Shots    = 12
| Cost      = 100
| Special  = • [[Ranged attack]]
| U_AI_Value= 184
| U_name    = Marksman
| U_speed  = '''6'''
| U_damage  = 2–3 '''(x2)'''
| U_shots  = '''24'''
| U_cost    = 150
| U_special = • [[Ranged attack]]<br>• [[Double attack]]
}}


===Basilisk Pit===
{{Cram|Archers' Tower|Archer|Marksman|no_dwelling=|pad=5px 10px 3px 3px}}
'''Archer''' and '''Marksman''' are level 2 creatures of [[Castle]] recruited from [[Castle creature dwellings|Archers' Tower]]s.


The Basilisk Pit is the level 4 dwelling of the [[Fortress]] town. It produces [[Basilisk]]s at a rate of 4 a week.
''"Archers and marksmen are lightly armored troops armed with crossbows for [[ranged attack|ranged combat]] and daggers for light hand-to-hand fighting. Marksmen can get off two shots in each ranged attack."{{-}}<sup>[[Restoration of Erathia Manual Page 85|RoE manual]]''</sup>
<div style="clear:left;"></div>


Requires: [[Fort]], [[Gnoll Hut]], [[Serpent Fly Hive]]
They are critical in the early game, together with the [[Griffin and Royal Griffin|Griffins]], due to them being ranged attackers with good damage and the marksmen's twice shot.


Cost: 2000 [[Gold]], 5 [[Wood]], 10 [[Ore]]
===== Heroes with a specialty =====


*{{H|Valeska|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, and gives them a [[speed]] bonus of 1.


{{creature 'see also'}}


===Upgraded Basilisk Pit===
[[Category: Creatures]]
 
__NOTOC__
The upgraded Basilisk Pit allows the production of [[Greater Basilisk]]s
 
Requires: [[Fort]], [[Gnoll Hut]], [[Serpent Fly Hive]] and Basilisk Pit
 
Cost: 2000 [[Gold]], 5 [[Wood]], 5 [[Ore]]
 
[[Category: Creature dwellings]]

Revision as of 12:41, 14 March 2020

Castle creatures
Level 1
PikemanPikeman PikemanPikeman Pikeman
HalberdierHalberdier HalberdierHalberdier Halberdier
Level 2
ArcherArcher Archer
MarksmanMarksman Marksman
Level 3
GriffinGriffin Griffin
Royal GriffinRoyal Griffin Royal Griffin
Level 4
SwordsmanSwordsman Swordsman
CrusaderCrusader Crusader
Level 5
MonkMonk Monk
ZealotZealot Zealot
Level 6
CavalierCavalier Cavalier
ChampionChampion Champion
Level 7
AngelAngel Angel
ArchangelArchangel Archangel
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory Bulwark
Palace Grotto Forge
Neutral
Statistics
Archer
 Cost per troop 

100

Attack 6
Defense 3
Damage 2–3
Health 10
Speed 4
Movement Ground
Size 1
Shots 12
Growth 9
AI Value 126
 Special abilities:
Ranged attack
Marksman
 Cost per troop 

150

Attack 6
Defense 3
Damage 2–3 (x2)
Health 10
Speed 6
Movement Ground
Size 1
Shots 24
Growth 9
AI Value 184
 Special abilities:
Ranged attack
Double attack
Portraits
Archers' Tower  

Archer and Marksman are level 2 creatures of Castle recruited from Archers' Towers.

"Archers and marksmen are lightly armored troops armed with crossbows for ranged combat and daggers for light hand-to-hand fighting. Marksmen can get off two shots in each ranged attack." RoE manual

They are critical in the early game, together with the Griffins, due to them being ranged attackers with good damage and the marksmen's twice shot.

Heroes with a specialty
  • ValeskaValeskaValeska Valeska the Knight has archers as a specialty, which increases the attack and defense skills of any archer or marksman each level she attains after the 2nd level, and gives them a speed bonus of 1.

See Also: