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 attacking 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]]
}}


==== Damage: ====
{{Cram|Archers' Tower|Archer|Marksman|no_dwelling=|pad=5px 10px 3px 3px}}
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:
'''Archer''' and '''Marksman''' are level 2 creatures of [[Castle]] recruited from [[Castle creature dwellings|Archers' Tower]]s.
* [[Castle]] has water as moat and cause 70 points of damage
* [[Rampart]] has brambles as moat and cause 70 points of damage
* [[Stronghold]] has wooden spikes as moat and cause and cause 70 points of damage
* [[Necropolis]] has boneyard as moat and cause 70 points of damage
* [[Fortress]] has boiling tar as moat (2 hexes wide) and cause 90 points of damage
* [[Dungeon]] has boiling oil as moat and cause 90 points of damage
* [[Inferno]] has lava as moat and cause 90 points of damage
* [[Tower]] does not have a moat per se, but has landmines in front of the wall.


==== Tower's Land 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>
Tower's [[Land Mine|land mines]] work in a similar way as the the spell of the same name. The damage it calculated with the formula:
<div style="clear:left;"></div>


{{Math|10 &times; P + 50}}
== 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.


where P is the value of [[Primary Skill|power skill]]. However, the mines always does at least 150 points of damage, which is equal to the spell Land Mine cast with expert [[Fire Magic]] and a spell power of 10. The higher the hero's spell power is, the more the land mines will cause damage. To increase the damage further, the hero needs:
== Heroes with a specialty ==
* to have power skill at least 14 without Fire Magic or basic Fire Magic
* to have power skill at least 11 with advanced Fire Magic, or
* to have power skill at least 6 with expert Fire Magic.


'''Other noteworthy facts:'''
*{{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.
* [[Protection from Fire]] will reduce the damage of the land mines.
* {{H|Gelu|Ranger}} can upgrade Elves and Wood Elves (also [[Archer and Marksman|Archers and Marksmen]]) into [[Sharpshooter]]s.
* The [[Orb of Tempestuous Fire]] will increase the damage of the mines by 50%.
* The mines can be removed with expert level [[Dispel]] spell.
* Creatures that are unaffected by the mines (they will not explode):
** All defending creatures
** Creatures with fire magic immunity (e.g. [[Fire Elemental]]s).
** Creatures with spell immunity (e.g. [[Black Dragon]]s).
** If either of the heroes has the [[Recanter's Cloak]] equipped, all creatures will be immune to the mines.  


[[Category: Combat]]
{{creature 'see also'}}
 
[[Category: Creatures]]
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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: