Green Dragon and Gold Dragon and Imp and Familiar: Difference between pages

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{{Rampart creatures}}{{Creature
{{Inferno creatures}}{{Creature
  | AI_Value  = 4872
  | AI_Value  = 50
  | Name      = Green Dragon
  | Name      = Imp
| Growth    = 1
  | Attack    = 2
  | Attack    = 18
  | Defense  = 3
  | Defense  = 18
  | Speed    = 5
  | Speed    = 10
  | Growth   = 15 [[Birthing Pools|(+8)]]
  | Damage   = 40–50
  | Damage   = 1–2
  | Health   = 180
  | Health    = 4
  | Movement  = [[Flying]]
  | Cost      = 50
| Size      = 2
  | U_AI_Value= 60
  | Cost      = 2400
  | U_name    = Familiar
  | Res      = [[File: Resource Crystal 20x18.gif]]
  | No_spec   =  
  | ResCost  = 1
  | U_attack  = '''4'''
  | Special   = • [[Breath attack]]<br>• [[Spell immunity|Immune]] to level 1–3 [[spell]]s<br>• Counts as [[dragon]]
  | U_defense = '''4'''
| U_AI_Value= 8613
  | U_speed  = '''7'''
| U_name    = Gold Dragon
  | U_health  = 4
  | U_attack  = '''27'''
  | U_cost    = 60
  | U_defense = '''27'''
  | U_special = [[Magic channel]]
  | U_speed  = '''16'''
  | No_shots  =  
  | U_health  = '''250'''
  | No_ushots =  
  | U_cost    = 4000
}}
| U_ResCost = 2
  | U_special = • [[Breath attack]]<br>• [[Spell immunity|Immune]] to level 1–4 [[spell]]s<br>• Counts as [[dragon]]
  | No_shots  =
  | No_ushots =
}}  


{{Cram|Dragon Cliffs|Green Dragon|Gold Dragon|no_dwelling=}}
{{Cram|Imp Crucible|Imp|Familiar|no_dwelling=}}
'''Green and Gold Dragons''' are level 7 creatures of [[Rampart town]]. They are recruited from the [[Dragon Cliffs]].
'''Imps and Familiars''' are level 1 creatures of [[Inferno]]. They are recruited from the [[Imp Crucible]].


''"Green and gold dragons deliver devastating damage in the form of poisonous or sulfurous breath. Green dragons are immune to spells below the fourth level and gold dragons are only affected by spells of level five."{{-}}<sup>[[Restoration of Erathia Manual Page 107|RoE manual]]''</sup>
''"Small, frail, and armed only with their natural scratching claws, imps and familiars are among the weakest units in the game. They are, however, produced in great numbers. When familiars are on the battlefield, they channel 20% of [[spell points]] spent by enemy spellcasters directly into their hero's [[spell point]] pool. "{{-}}<sup>[[Restoration of Erathia Manual Page 97|RoE manual]]''</sup>


Both dragons are affected by [[Dispel]] though.
Building the [[Birthing Pools]] increases [[Imp and Familiar]] growth by 8 per week. With the [[Grail]] building of Inferno built, the Deity of Fire, will also make every upcoming week to be the week of the imp, which will double their growth.


Placing Green or Gold Dragons (as well as any living Dragons) in the [[Skeleton Transformer]] will give you [[Bone Dragon]]s instead of regular [[Skeleton]]s.
===== Special ability =====
While Imps possess no special abilities, Familiars have ability phrased as magic channel. It enables hero to gain spell points during combat if the enemy hero casts any spells and at least one stack of familiars are alive. Mana received this way is 20% of the points the enemy hero uses for the spell (rounded down). The points go straight to hero's mana pool and are at disposal the next time hero wishes to cast a spell.


== General Tactics and Info ==
However, the effect is not cumulative, which means that the channeling works only once no matter the number of familiar stacks. Naturally, the channeling does not work if all the familiar stacks have died during combat.
 
===== Heroes with a specialty =====


Indirectly damaging Green or Gold Dragons via magic is possible by either buffing the own groups with [[Slayer]] (which yields +8 attack against giants) or other buff spells or summoning a creature with any of [[Summon Air Elemental]], [[Summon Water Elemental]], [[Summon Fire Elemental]], [[Summon Earth Elemental]].
*{{H|Ignatius|Demoniac}} has imps as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any imps or familiars for each level attained after 1st level and gives them a [[speed]] bonus of 1.
While they hit a bit harder and have a higher movement speed than Black Dragons, they have 20% less health and lack the signature full magical immunity, making them populary targeted and dispatched by implosion, while having pretty much the same cost.


Due to the resurrecting part of the [[Sacrifice]] spell being actually a regular level 4 [[Resurrection]], Gold Dragons can not be brought back with [[Sacrifice]], despite it being a level 5 spell; but they can be sacrificed.
== General Tactics and Info ==
Imps and Familiars are literally the worst creature in the game, upgraded or not, except for the [[peasant]] and the regular [[gremlin]], who becomes an useful shooter when upgraded. However, they are nice to have as cannon fodder and also to steal some mana from the enemy hero. They can also be farmed for [[Demons]], or, with the [[Grail]] building of [[Inferno]], become more than a decent stack, with their double growth.


{{creature 'see also'}}
{{creature 'see also'}}


[[Category: Creatures]]
[[Category: Creatures]]
__NOTOC__

Revision as of 17:22, 20 March 2020

Inferno creatures
Level 1
Imp Imp
Familiar Familiar
Level 2
Gog Gog
Magog Magog
Level 3
Hell Hound Hell Hound
Cerberus Cerberus
Level 4
Demon Demon
Horned Demon Horned Demon
Level 5
Pit Fiend Pit Fiend
Pit Lord Pit Lord
Level 6
Efreeti Efreeti
Efreet Sultan Efreet Sultan
Level 7
Devil Devil
Arch Devil Arch Devil
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral
Statistics
Imp
 Cost per troop 

50

Attack 2
Defense 3
Damage 1–2
Health 4
Speed 5
Movement Ground
Size 1
Growth 15 (+8)
AI Value 50
Familiar
 Cost per troop 

60

Attack 4
Defense 4
Damage 1–2
Health 4
Speed 7
Movement Ground
Size 1
Growth 15 (+8)
AI Value 60
 Special abilities:
Magic channel
Imp Crucible  

Imps and Familiars are level 1 creatures of Inferno. They are recruited from the Imp Crucible.

"Small, frail, and armed only with their natural scratching claws, imps and familiars are among the weakest units in the game. They are, however, produced in great numbers. When familiars are on the battlefield, they channel 20% of spell points spent by enemy spellcasters directly into their hero's spell point pool. " RoE manual

Building the Birthing Pools increases Imp and Familiar growth by 8 per week. With the Grail building of Inferno built, the Deity of Fire, will also make every upcoming week to be the week of the imp, which will double their growth.

Special ability

While Imps possess no special abilities, Familiars have ability phrased as magic channel. It enables hero to gain spell points during combat if the enemy hero casts any spells and at least one stack of familiars are alive. Mana received this way is 20% of the points the enemy hero uses for the spell (rounded down). The points go straight to hero's mana pool and are at disposal the next time hero wishes to cast a spell.

However, the effect is not cumulative, which means that the channeling works only once no matter the number of familiar stacks. Naturally, the channeling does not work if all the familiar stacks have died during combat.

Heroes with a specialty
  • Ignatius Ignatius the Demoniac has imps as a specialty, which increases the attack and defense skills of any imps or familiars for each level attained after 1st level and gives them a speed bonus of 1.

General Tactics and Info

Imps and Familiars are literally the worst creature in the game, upgraded or not, except for the peasant and the regular gremlin, who becomes an useful shooter when upgraded. However, they are nice to have as cannon fodder and also to steal some mana from the enemy hero. They can also be farmed for Demons, or, with the Grail building of Inferno, become more than a decent stack, with their double growth.

See also: