Moat and Archer and Marksman: Difference between pages

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'''Moat''' is a defensive structure in front of the [[wall]]s in towns with [[Citadel]] or [[Castle (structure)|Castle]]. The original {{roe}} version or the {{ab}} did not have moats, as they were introduced in {{sod}} expansion. The moat has different effects in siege combat. Both attcking and defending creatures:
{{Castle creatures}}{{Creature
* on the moat suffer additional 10% damage from non-magic attacks
| AI_Value  = 126
* are not able to move across the moat during combat round, but are forced to stop on the moat for the the rest of the round
| Name      = Archer
* take damage from entering the moat and for each round they stay in this moat.
| 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]]
}}


All moats cause damage to creatures if they are forced to cross the moat. The amount of damage depends on the town type as follows:
{{Cram|Archers' Tower|Archer|Marksman|no_dwelling=|pad=5px 10px 3px 3px}}
* [[[Castle]] (Water) cause 70 points of damage
'''Archer''' and '''Marksman''' are level 2 creatures of [[Castle]] recruited from [[Castle creature dwellings|Archers' Tower]]s.
* [[Rampart]] (Brambles) = 70 points of damage
* [[Stronghold]] (Wooden Spikes) = 70 points of damage
* [[Necropolis]] (Boneyard) = 70 points of damage
* [[Fortress]] (Boiling Tar) = 90 points of damage (2 hexes)
* [[Dungeon]] (Boiling Oil) = 90 points of damage
* [[Inferno]] (Lava) = 90 points of damage
* [[Tower]] (Landmines) = Special


===Tower mines===
''"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>
*The landmines are cast with advanced [[Fire Magic]] on [[Spell Power]] 10.  
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*They are the only town defending system influenced by the visiting hero.  
*[[Protection from Fire]] will reduce the damage they make.
*Defending creatures won't let the mines explode.


;Damage formula : 10 x 10 spell power + 50 = 150 damage.
== Tactics and info ==
They are critical in the early game, together with the [[Griffin and Royal Griffin|Griffins]], due to them being almost the only Castle ranged attackers, having good damage and also the marksmen's twice shot. However, with each ranged attack in a turn, the Marksmen will use up two shots, not one.


====Increasing damage====
== Heroes with a specialty ==
They will do 150 damage at minimum. Stronger hero stats will increase the damage.


To increase the damage of the land mines the hero needs:
*{{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.
*Spellpower 14 without/with basic Fire Magic
* {{H|Gelu|Ranger}} can upgrade Elves and Wood Elves (also [[Archer and Marksman|Archers and Marksmen]]) into [[Sharpshooter]]s.
*Spellpower 11 with advanced  Fire Magic and
*Spellpower 6 with expert  Fire Magic


The [[Orb of Tempestuous Fire]] will always increase the damage by 50%. The hero does not need a [[Spell Book]].
{{creature 'see also'}}


====Fire immunity / Spell resistance====
[[Category: Creatures]]
*The mines will not explode on creatures with fire immunity.
*The mines will not affect creatures with 100% spell immunity. (Some dragons.)
 
====Removing / disabling them====
*The mines can be [[Dispel]]led. With expert [[Water Magic]] you can dispel all the mines at once.
*If either of the heroes has the [[Recanter's Cloak]] equipped, all creatures will be immune to the mines.
 
[[Category: Combat]]
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Revision as of 20:09, 28 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

Tactics and info

They are critical in the early game, together with the Griffins, due to them being almost the only Castle ranged attackers, having good damage and also the marksmen's twice shot. However, with each ranged attack in a turn, the Marksmen will use up two shots, not one.

Heroes with a specialty

See Also: