Combat and School of Magic: Difference between pages

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'''Combat''' is a general term for hostile encounters of a hero while wandering on [[adventure map]]. Combat takes place typically when a hero attacks [[wandering creature]]s, enemy heroes, enemy towns or certain adventure map locations (e.g. [[creature bank]]s). A hero may also face combat if trying to pick up a guarded artifacts or resources. Occasionally an [[event]] can trigger combat.
{| align=right cellspacing=3 style="border:1px solid grey; font-size:90%; width:150px"
| align=center | [[File: School of Magic.gif|School of Magic]]
|-
| School of Magic as seen on the [[adventure map]].
|}


The purpose of the combat is to vanquish all enemy creatures, and the combat ends when either one of the armies are entirely destroyed, or when one of the heroes [[retreat]]s or [[surrender]]s. Only heroes may retreat or surrender - wandering creatures, creatures guarding something or creatures in events cannot retreat or surrender. Wandering creatures may try to flee before the battle, but never during combat. Surrendering may occur only in a battle between heroes, but a hero defending a town cannot surrender (or flee). However, [[Stronghold]] has a unique building called [[Escape Tunnel]], which allows defending hero to retreat and surrender.  
'''School of Magic''' is an [[adventure map]] location, where hero may learn either +1 to [[spell power]] or +1 to [[knowledge]] for a cost of 1000 {{G}}.


Combat takes place on the battlefield, that is 11 rows of 15 hexagonal [[tile|frames (hexes)]]. Because size of most the creatures is one hex, a creature with speed of 13 can traverse across the battlefield to attack another creature stack directly opposite to that creature. Additionally, a creature with a speed of 19 can traverse diagonally from one corner to its opposite corner.
== {{hota}} ==
In {{hota}}, a School of Magic for [[terrain|water terrain]] was added:<br>
[[File:School of Magic (water).gif]]


== Order in Combat ==
Combat proceeds in rounds. Each hero can cast one spell each round.  Each round is divided into three phases:
# Initial
# Morale & wait
# Wait


These three phases occur every round in this chronological order. In the initial phase, all creatures move in order determined by their [[speed]]. The creature with the highest speed value moves first. If two or more creatures on different sides of engaging armies have the same speed value, the creature on the army which did not have the latest chance to act will act first. And if it is the beginning of the battle, the attacker will have the initiative.
''-This should not be confused with the conceptual [[Magic school|School of magic]]-''


A creature may wait during the initial phase, in which case the creature moves instead during the wait phase. However, due high [[morale]] a creature may recieve another chance to move right after the initial move. In this case, if the creature waits it will move move again during the morale & wait phase (before the wait phase). In contrast to the initial phase, creatures in the morale & wait and wait phases move in reverse order, slowest speed value first.
== See also ==
{{map objects 'see also'}}


If two or more creatures on different sides of engaging armies have the same speed value, the creature on the army which did not have the latest chance to act will act first. This rule will apply in the same way throughout all three phases. However, there are two exceptions to this rule.
{{primary skill navigational box}}
# In the first round of combat, the attacker will have the initiative.
{{Water object navigational box}}
# During a siege (town with at least [[Fort]]) the attacker will always moves first at the beginning of the round if the fastest creatures are tied.


Note that this rule in the morale-wait/wait phases leads to a situation, where the player that acted last "wins" the tie in a way, because during the wait phase, one usually wants to move later in the phase, not earlier.
[[Category: Adventure Map]]
 
__NOTOC__
If two or more creatures on the same side have the same speed value, the creature that started in the leftmost slot, will always move first. Or in other words, the unit that started  nearest to the top of the screen (before [[tactics phase]]), will move first.
 
<br>
== Related articles ==
[[Formation]]
 
[[Category: Combat|*]]
[[Category: Terms]]

Revision as of 00:07, 27 March 2020

School of Magic
School of Magic as seen on the adventure map.

School of Magic is an adventure map location, where hero may learn either +1 to spell power or +1 to knowledge for a cost of 1000 Gold.

Horn of the Abyss

In Horn of the Abyss, a School of Magic for water terrain was added:


-This should not be confused with the conceptual School of magic-

See also

See Also: