Terrain and Giant and Titan: Difference between pages

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'''Terrain''' typically refers to one of the eight basic land types, which are grass, dirt, lava, subterranean, rough, sand, snow or swamp. Water and rock may also be considered as one of the basic terrains, although they cannot be traveled on by ordinary means. Traveling on water requires a [[boat]], while rock is impassable.
{{Tower creatures}}{{Creature
| AI_Value  = 3718
| Name      = Giant
| Attack    = 19
| Defense  = 16
| Speed    = 7
| Growth    = 1
| Damage    = 40–60
| Health    = 150
| Res      = [[File: Resource Gem 20x18.gif]]
| ResCost  = 1
| Cost      = 2000
| Special  = • [[Immunity]] to [[mind spell]]s
| U_AI_Value= 7500
| U_name    = Titan
| U_attack  = '''24'''
| U_defense = '''24'''
| U_speed  = '''11'''
| U_damage  = 40–60
| U_health  = '''300'''
| U_shots  = '''24'''
| U_ResCost = 2
| U_cost    = 5000
| U_special = • [[Ranged attack]]<br>• [[Immunity]] to [[mind spell]]s<br>• No [[melee Penalty]]<br>• [[Hate]]s [[Black Dragon]]s
| No_shots  =
}}


== Basic terrains ==
{{Cram|Cloud Temple|Giant|Titan|no_dwelling=|pad=3px 10px 3px 5px}}
{| border=1px grey; cellspacing=0; cellpadding=4px; text-align=center; style="background-color:blanchedalmond;"
'''Giants and Titans''' are level 7 creatures of [[Tower town]]. They are recruited from the [[Cloud Temple]].
| colspan=4 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Basic Terrains'''
|- bgcolor=#e79256
! style="text-align:left;" width=120px|<big>Terrain</big>
! style="text-align:left;"| <big>Image
! style="text-align:left;"| <big>Description
! width=120px|<big>Movement cost</big><br><small>(comparing to grass)</small>
|-
| style="padding-left:7px;"|'''Grass'''
| [[File:Grass (h).gif|border]]
| Grass is the [[native terrain]] for [[Castle]], [[Rampart]] and [[Conflux]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Highlands'''{{-}}{{withhota}}
| [[File:Highlands (h).gif|border]]
| Replaces grass as the [[native terrain]] for [[Conflux]]. Grass remains the [[native terrain]] for both [[Castle]] and [[Rampart]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Dirt'''
| [[File:Dirt (h).gif|border]]
| Dirt is the [[native terrain]] for [[Necropolis]] and [[Neutral]] alignment troops, but neutral units do not acquire native terrain bonuses in battle.
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Lava'''
| [[File:Lava (h).gif|border]]
| Lava is the [[native terrain]] for [[Inferno]].
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Subterranean'''
| [[File:Subterranean (h).gif|border]]
| Subterranean is the [[native terrain]] for [[Dungeon]]. It is usually found on the underground [[layer]].<br>It is the only combat terrain for the underground layer (fixed in {{hota}}{{-}}{{withhota}}).<br>Also it is a combat terrain for [[gold mine|gold]], [[crystal cavern|crystal]] and [[abandoned mine]]s.
| style="text-align:center;"|100%
|-
| style="padding-left:7px;"|'''Rock'''
| [[File:Rock (h).gif|border]]
| Impassable even with [[Fly|flying]] - can be travelled through with [[Dimension Door]].
<br>Typically found in [[Layer|underground]] areas.
| style="text-align:center;"|
|-
| style="padding-left:7px;"|'''Rough'''
| [[File:Rough (h).gif|border]]
| Rough is the [[native terrain]] for [[Stronghold]].
| style="text-align:center;"|125%
|-
| style="padding-left:7px;"|'''Sand'''
| [[File:Sand (h).gif|border]]
| Sand is not a the [[native terrain]] for any faction.    <br>Armies including [[nomad]]s do not receive a [[Terrain Penalties|terrain penalty]].    <br>Sand is a combat terrain for all tiles next to water.
| style="text-align:center;"|150%
|-
| style="padding-left:7px;"|'''Snow'''
| [[File:Snow (h).gif|border]]
| Snow is the [[native terrain]] for [[Tower]].
| style="text-align:center;"|150%
|-
| style="padding-left:7px;"|'''Swamp'''
| [[File:Swamp (h).gif|border]]
| Swamp is the [[native terrain]] for [[Fortress]] and [[Cove]]{{-}}{{withhota}}.
| style="text-align:center;"|175%
|-
| style="padding-left:7px;"|'''Water'''
| [[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>[[File:Water (h).gif]]<br>
| Can only be traveled on with a [[boat]].    <br>Can be traveled over with [[Water Walk]] and [[Fly]] spells, or by wearing [[Boots of Levitation]] or [[Angel Wings]] – hero's movement must end on dry land.     <br>It should be noted that [[Cover of Darkness (Adventure Map)|shroud]] on the water between two squares of dry land does not prevent hero from walking or flying across it and mapping the shrouded area. However, the hero must be able to see both land squares before starting the trip.    <br>Almost all adventure map objects that are normally placed on dry land can be also be placed on water square and still function normally. The exceptions are [[Town]]s, [[Subterranean Gate]]s and [[Monoliths]], which can not function if visited with a boat.    <br>The [[speed]] of the creatures in the hero's army does not affect movement in a boat.  
| style="text-align:center;"|
|}


== Magical terrains ==
''"Giants and titans are immune to [[mind spells|spells affecting the mind]]. Titans do 150% damage to [[black dragon]]s, can hurl lightning bolts in a ranged attack and suffer no [[melee penalty|penalty for hand-to-hand attacks]], making them the most powerful ranged attack unit in the game."{{-}}<sup>[[Restoration of Erathia Manual Page 115|RoE manual]]''</sup>
In addition to basic terrain types, there are several types of magical terrains, which can cover basic terrains providing additional features. Magical terrains typically affect [[combat]] or [[Spell|spellcasting]], with the exception of [[favorable winds]], which increases movement over water.
<div style="clear:left;"></div>
Only two magical terrains (Cursed Ground and Magic Plains) were in the original {{roe}}, the rest being introduced in {{sod}} expansion.
__TOC__


{| border=1px grey; cellspacing=0; cellpadding=4px; style="background-color:blanchedalmond;"
== Tactics, info and abilities ==
| colspan=3 style="color:white; text-align:center; background-color:darkred; font-size:16px;"|'''Magical Terrains'''
=== Toughness ===
|- bgcolor=#e79256
With a health value of 150 and 16 defense, Giants have the lowest health for a level 7 creature, also boasting the second lowest defense value of a level 7 unit, the [[Bone Dragon|Bone Dragon's]] being lower by 1. On the other hand, Titans have the highest health for a level 7 unit that is not neutral, it's value being 300, only matched by the [[Black Dragon|Black Dragon's]] and the [[Ancient Behemoth|Ancient Behemoth's]] in {{roe}} (and [[Haspid|Haspid's]] in {{hota}}). However, Titans have 1 less defense than the [[Black Dragon]], but 5 more than the [[Ancient Behemoth]] (also 4 more than [[Haspid]] from {{hota}}). Their upgrade's health and defense bonus is also the highest in the game, being a bonus of +8 defense from the base creature and double the health.
! style="text-align:left;" width=120px|<big>Terrain</big>
! style="text-align:left;"|<big>Image
! style="text-align:left;"|<big>Description
|-
| style="padding-left:7px;"|'''Magic Plains'''
| [[File:Magic Plains (h).gif]]
| Cause '''all''' [[spell]]s to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s as well as [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Cursed Ground'''
| [[File:Cursed Ground (h).gif]]
| Prevents hero or creatures from casting of [[spells]] above level 1, includes both adventure and combat spells.<br>
In {{roe}} level 1 spells are banned on Cursed Ground as well.{{-}}{{withroe}}<br>
<br>Disables all [[native terrain]] bonuses, positive of negative [[morale]] and [[luck]] effects.
|-
| style="padding-left:7px;"|'''Rockland'''
| [[File:Rockland (h).gif]]
| Causes all [[Earth Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but do not afflicts [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Fiery Fields'''
| [[File:Fiery Fields (h).gif]]
| Cause all [[Fire Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but do not afflicts [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''<div id="Lucid Pools"></div>'''
| [[File:Lucid Pools (h).gif]]
| Cause all [[Water Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but do not afflicts [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Magic Clouds'''
| [[File:Magic Clouds (h).gif]]
| Cause all [[Air Magic]] [[spells]] to be cast at expert level, regardless of the heroes' skills. This includes both [[adventure spell]]s and [[combat spell]]s, but do not afflicts [[Spellcaster|spells cast by creatures]].
|-
| style="padding-left:7px;"|'''Holy Ground'''
| [[File:Holy Ground (h).gif]]
| Gives all [[Alignment|Good-aligned]] creatures +1 [[Morale]], and all [[Alignment|Evil-aligned]] creatures -1 Morale.
|-
| style="padding-left:7px;"|'''Evil Fog'''
| [[File:Evil Fog (h).gif]]
| Gives all [[Alignment|Evil-aligned]] creatures +1 [[Morale]], and all [[Alignment|Good-aligned]] creatures -1 Morale.
|-
| style="padding-left:7px;"|'''Clover Field'''
| [[File:Clover Field (h).gif]]
| Gives all [[Alignment|neutrally aligned]] creatures +2 [[Luck]].
|-
| style="padding-left:7px;"|'''Favorable Winds'''
| [[File:Favorable Winds (h).gif]]
| Reducing amount of consumed [[movement|movement point]]s by 1/3 (rounded up) for boats.    <br>Unlike other magical terrains, Favorable Winds do not affect combat in any way.
In {{hota}} Favorable Winds cannot be placed under another magical terrain, so they cancel effect of any magical terrain at the same tile.{{withhota}}
|-
| style="padding-left:7px;"|'''Cracked Ice'''{{-}}{{withhota}}
| [[File:Cracked Ice (h).gif]]
| Reduces the [[Defense]] of all troops by 5.
|-
| style="padding-left:7px;"|'''Dunes'''{{-}}{{withhota}}
| [[File:Dunes (h).gif]]
| 15 to 20 invisible [[quicksand]] spots are present on the battlefield. They cannot be removed by [[Dispel|mass Dispel]] and are not visible for creatures of any native terrain.<br>After entering a hex with a quicksand spot, unit stops and the spot becomes visible to both players.
|-
| style="padding-left:7px;"|'''Fields of Glory'''{{-}}{{withhota}}
| style="text-align:center;"|[[File:Fields of Glory (h).gif]]
| Gives all troops -2 [[Luck]].
|}


==Related Articles==
=== Offense ===
*[[Movement]]
Giants and Titans have the highest max and overall (together with the [[Angel and Archangel|Angels and Archangels]]) damage of a town affiliated creature, even higher than a [[Black Dragon|Black Dragon's]] or [[Gold Dragon|Gold Dragon's]]. However, they have 1 less attack than the [[Black Dragon]] and 6 less than the most powerful town creature, the [[Archangel]]. Still, the difference between the [[Black Dragon|Black Dragon's]] and the Titan's attack stat is minimal, and the later will mostly not even be retaliated against when attacking, since they primarily use a ranged attack. And even then, the Titans have no-melee penalty.
*[[Native Terrain]]
*[[Layer]]
*[[Pathfinding]]


[[Category: Features]]
=== Efficiency and cost ===
Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade, especially due to their low health, defense and likelihood of being targeted by the AI. Titans, on the other hand, stand strong as one of the most powerful creatures in the game, boasting the highest health and max damage for an unit that is not neutral. However, here comes their only weakness: their creature and dwelling upgrade cost. The Titans are 1000 gold {{g}} more expensive than a [[Black Dragon]] with a similar efficiency and 1 gem {{gem}} less than an [[Archangel]]. The dwelling upgrade is also expensive in itself, but unlike other level 7 dwellings, you only pay a little price for the base dwelling (allowing you to accumulate more troops earlier), and pay the rest of the resources with the upgrade.
 
=== Tactics ===
If your hero happens to be an expert in [[Earth Magic]] with [[slow]] you will be able to dismantle a majority of neutral creatures (not necessarily with the help of [[mages]]) before they can land a blow. Additionally - with their [[Mind Spells|mind spell immunity]], Titans will not fall prey to the [[forgetfulness]] and [[berserk]] spell. Even in melee combat, your Titans should lead you to victory in a wide range of combat match-ups.
 
===Skill bonuses ===
A hero with [[Archery]] as a skill would be very efficient, increasing the Titans' damage output more than [[Offense]] would to other level 7 creatures ([[Archery]] also has damage bonus artifacts, unlike [[Offense]]), making them deal 150% damage in ranged attacks with Expert Archery.
 
=== Semantics ===
Together with the [[Black Dragon]], the Titan has become a symbol of the Heroes series since it first appeared in Heroes of Might and Magic II: The Succession Wars.
 
=== Others ===
Titans are one of the two upgraded tier 7 units that occupy one hex, the other being [[Arch Devil]]. They are also living constructs, being able to be resurrected, unlike [[Stone Golem and Iron Golem|golems]] and [[Stone Gargoyle and Obsidian Gargoyle|gargoyles]], but similar to the [[Crystal Dragon]].
 
== Trivia ==
 
The ability to "burn with anger" and do extra damage to black dragons is likely a reference to 3DO's previous title Heroes of Might and Magic II. In that game, the Wizard and Warlock were widely considered to be the strongest heroes and there was some debate among players as to the single strongest 6th level creature. It's also probably because they are supposed to be the opposite of "chaos", the [[black dragon]], being created by the wizards with the scope of slaying them.
 
{{creature 'see also'}}
 
[[Category: Creatures]]

Revision as of 17:32, 21 March 2020

Tower creatures
Level 1
Gremlin Gremlin
Master Gremlin Master Gremlin
Level 2
Stone Gargoyle Stone Gargoyle
Obsidian Gargoyle Obsidian Gargoyle
Level 3
Stone Golem Stone Golem
Iron Golem Iron Golem
Level 4
Mage Mage
Arch Mage Arch Mage
Level 5
Genie Genie
Master Genie Master Genie
Level 6
Naga Naga
Naga Queen Naga Queen
Level 7
Giant Giant
Titan Titan
Towns
Castle Stronghold Inferno
Rampart Fortress Necropolis
Tower Conflux Dungeon
Factory Cove
Neutral
Statistics
Giant
 Cost per troop 

2000

1
Attack 19
Defense 16
Damage 40–60
Health 150
Speed 7
Movement Ground
Size 1
Growth 1
AI Value 3718
 Special abilities:
Immunity to mind spells
Titan
 Cost per troop 

5000

2
Attack 24
Defense 24
Damage 40–60
Health 300
Speed 11
Movement Ground
Size 1
Shots 24
Growth 1
AI Value 7500
 Special abilities:
Ranged attack
Immunity to mind spells
• No melee Penalty
Hates Black Dragons
Cloud Temple  

Giants and Titans are level 7 creatures of Tower town. They are recruited from the Cloud Temple.

"Giants and titans are immune to spells affecting the mind. Titans do 150% damage to black dragons, can hurl lightning bolts in a ranged attack and suffer no penalty for hand-to-hand attacks, making them the most powerful ranged attack unit in the game." RoE manual

Tactics, info and abilities

Toughness

With a health value of 150 and 16 defense, Giants have the lowest health for a level 7 creature, also boasting the second lowest defense value of a level 7 unit, the Bone Dragon's being lower by 1. On the other hand, Titans have the highest health for a level 7 unit that is not neutral, it's value being 300, only matched by the Black Dragon's and the Ancient Behemoth's in Restoration of Erathia (and Haspid's in Horn of the Abyss). However, Titans have 1 less defense than the Black Dragon, but 5 more than the Ancient Behemoth (also 4 more than Haspid from Horn of the Abyss). Their upgrade's health and defense bonus is also the highest in the game, being a bonus of +8 defense from the base creature and double the health.

Offense

Giants and Titans have the highest max and overall (together with the Angels and Archangels) damage of a town affiliated creature, even higher than a Black Dragon's or Gold Dragon's. However, they have 1 less attack than the Black Dragon and 6 less than the most powerful town creature, the Archangel. Still, the difference between the Black Dragon's and the Titan's attack stat is minimal, and the later will mostly not even be retaliated against when attacking, since they primarily use a ranged attack. And even then, the Titans have no-melee penalty.

Efficiency and cost

Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade, especially due to their low health, defense and likelihood of being targeted by the AI. Titans, on the other hand, stand strong as one of the most powerful creatures in the game, boasting the highest health and max damage for an unit that is not neutral. However, here comes their only weakness: their creature and dwelling upgrade cost. The Titans are 1000 gold Gold more expensive than a Black Dragon with a similar efficiency and 1 gem Gem less than an Archangel. The dwelling upgrade is also expensive in itself, but unlike other level 7 dwellings, you only pay a little price for the base dwelling (allowing you to accumulate more troops earlier), and pay the rest of the resources with the upgrade.

Tactics

If your hero happens to be an expert in Earth Magic with slow you will be able to dismantle a majority of neutral creatures (not necessarily with the help of mages) before they can land a blow. Additionally - with their mind spell immunity, Titans will not fall prey to the forgetfulness and berserk spell. Even in melee combat, your Titans should lead you to victory in a wide range of combat match-ups.

Skill bonuses

A hero with Archery as a skill would be very efficient, increasing the Titans' damage output more than Offense would to other level 7 creatures (Archery also has damage bonus artifacts, unlike Offense), making them deal 150% damage in ranged attacks with Expert Archery.

Semantics

Together with the Black Dragon, the Titan has become a symbol of the Heroes series since it first appeared in Heroes of Might and Magic II: The Succession Wars.

Others

Titans are one of the two upgraded tier 7 units that occupy one hex, the other being Arch Devil. They are also living constructs, being able to be resurrected, unlike golems and gargoyles, but similar to the Crystal Dragon.

Trivia

The ability to "burn with anger" and do extra damage to black dragons is likely a reference to 3DO's previous title Heroes of Might and Magic II. In that game, the Wizard and Warlock were widely considered to be the strongest heroes and there was some debate among players as to the single strongest 6th level creature. It's also probably because they are supposed to be the opposite of "chaos", the black dragon, being created by the wizards with the scope of slaying them.

See also: