Moat and Archer and Marksman: Difference between pages

From Heroes 3 wiki
(Difference between pages)
Jump to navigation Jump to search
 
No edit summary
 
Line 1: Line 1:
'''Moat''' is a defensive structure in front of the [[wall]]s in towns with [[Citadel]] or [[Castle (structure)|Castle]]. 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
* have their defense reduced.
| Attack    = 6
* take damage from entering the moat and for each round they stay in this moat.
| Defense  = 3
Moats in {{roe}} and {{ab}} versions did not cause any damage (except Tower's land mines). That effect was introduced in {{sod}} expansion.
| 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 of the moat ===
{{Cram|Archers' Tower|Archer|Marksman|no_dwelling=|pad=5px 10px 3px 3px}}
Moats cause damage to creatures when they enter the moat, or end a turn into one.  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 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.


There are few cases when creatures do not suffer damage from the moat:
''"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>
* [[Teleport]]ed creatures teleported into moat
<div style="clear:left;"></div>
* Spellcasters ending their turn in moat when they have cast spell that turn
* The stack receives bad [[morale]] while in moat
* The stack is [[blind]]ed in moat


=== Tower's Land Mines ===
== Tactics and info ==
Tower's land mines are a special case as they are not a moat per se. The mines work in very similar as the spell [[Land Mine]]. The damage is calculated with the formula:
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.


{{Math|10 &times; P + L}}
== Heroes with a specialty ==


where P is the value of [[Primary Skill|power skill]], and L is a constant based on the level of expertise in [[Fire Magic]] the defending hero has (25 for Basic, 50 for Advanced, and 100 for Expert). A minimum damage for the mines of 150 was introduced in {{sod}}. To exceed the minimum damage in Shadow of Death version, a defending hero must be present and the hero must have:
*{{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.
* at least 13 spell power without Fire Magic, or with Basic Fire Magic,
* {{H|Gelu|Ranger}} can upgrade Elves and Wood Elves (also [[Archer and Marksman|Archers and Marksmen]]) into [[Sharpshooter]]s.
* at least 11 spell power with Advanced Fire Magic, or
* at least 6 spell power with Expert Fire Magic.


In Restoration of Erathia and Armageddon's Blade versions, there is a base damage of 55, which is only used when no defending hero is present.  To exceed this a defending hero must have:
{{creature 'see also'}}
* at least 4 power skill without Fire Magic or with Basic Fire Magic; or
* Advanced or Expert Fire Magic


'''Other noteworthy facts:'''
[[Category: Creatures]]
* [[Protection from Fire]] will reduce the damage of the land mines.
* 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]]
__NOTOC__
__NOTOC__

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: