Christian and Navigation: Difference between pages

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{{Castle heroes}}{{Hero
{{Secondary skills}}
  | town      = Castle
{{Secondary skill
| class      = Knight
  | B_effect = increases your hero's movement points at sea by 50%.
| gender    = Male
  | A_effect = doubles your hero's movement points at sea.
| race      = Human
  | E_effect = increases your hero's movement points at sea by 150%.
  | biography  = Christian was always more of a frontiersman than a Knight, having set foot in nearly every part of [[Enroth]] before finally settling into military service in [[Erathia]]. Though a wanderer and a bit of a dreamer, his battlefield tactics are feared throughout the world.
  | specialty  = Ballista
| s_text    = Increases the Attack and Defense skills of any Ballista by 5% for every 5 levels (rounded up).
| skill_1    = Basic Leadership
| skill_2    = Basic Artillery
| troop_1    = Pikeman
| troop_3    = Griffin
| nmb_1      = 10–20
| nmb_3      = 2–3 
| notroop_2  =
| warmachine = Ballista
| nospell    =
}}
}}


{|  
Increases the hero's [[Movement]] over [[Water]] in boats, before [[Lighthouse]]s bonuses.  [[Battle Mage]]s cannot learn Navigation.
| [[file: hero Christian 2.png|border]] || style="padding-left:8px;"| ''Sir Christian is a notorious sissy boy. His father has all but given up on his son becoming a great and powerful warlord.''
 
'''Heroes with Navigation as a starting skill:'''
 
* {{H2|Sylvia|Knight}} (Basic)
* {{H2|Voy|Witch}} (Basic)
* {{H2|Elmore|Captain}} (Advanced) {{withhota}}
 
'''Heroes with a specialty in Navigation:'''
 
Specialization increases the hero's movement points at sea by 5% for each level of the hero. 5% is taken from the base amount of the hero's movement at sea (1500) and does not depend on hero's skill in Navigation. The formula for calculating the hero's maximum movement points at sea: 1500 + 75 * N, where N - level of the speciaslist.
* {{H2|Sylvia|Knight}}
* {{H2|Voy|Witch}}
* {{H2|Elmore|Captain}} {{withhota}}
 
'''Artifacts with similar ability'''
* {{An|Necklace of Ocean Guidance}} - grants additional movement points at sea.
* {{An|Sea Captain's Hat}} - grants additional movement points at sea, protects from [[whirlpool]]s and grants the spells [[Summon Boat]] and [[Scuttle Boat]].
* {{An|Admiral's Hat}} - a [[combination artifact]] (which were introduced in {{sod}}). It is assembled from Necklace of Ocean Guidance and Sea Captain's Hat. It removes the penalty for boarding/disembarking from a boat.
 
==Related Topics==
*[[Favorable Winds]]
 
{{ZET SEC SKILL CHANCE TABLE| 8 (highest)| 5| 3| 2| 3| 1| 4| 2| 8 (highest)| 5| 4| 4| 2| 0 (impossible)| 8 (highest)| 6| 5| 4| 6| 6}}
|}
|}
- Christian's portrait and biography in the {{ab}} [[Foolhardy Waywardness]] campaign. {{withab}}


{{hero 'see also'|top=*[[List of campaign heroes]]}}
{{secondary skill 'see also'}}


[[Category: Knights]]
[[Category: Secondary skills]]
__NOTOC__

Revision as of 21:56, 27 March 2020

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Navigation
Basic Navigation: increases your hero's movement points at sea by 50%.
Advanced Navigation: doubles your hero's movement points at sea.
Expert Navigation: increases your hero's movement points at sea by 150%.

Increases the hero's Movement over Water in boats, before Lighthouses bonuses. Battle Mages cannot learn Navigation.

Heroes with Navigation as a starting skill:

Heroes with a specialty in Navigation:

Specialization increases the hero's movement points at sea by 5% for each level of the hero. 5% is taken from the base amount of the hero's movement at sea (1500) and does not depend on hero's skill in Navigation. The formula for calculating the hero's maximum movement points at sea: 1500 + 75 * N, where N - level of the speciaslist.

Artifacts with similar ability

Related Topics

Town Class Chance to learn
Castle  Knight   8 (highest)
Castle  Cleric   5
Rampart  Ranger   3
Rampart  Druid   2
Tower  Alchemist   3
Tower  Wizard   1
Inferno  Demoniac   4
Inferno  Heretic   2
Necropolis  Death Knight   8 (highest)
Necropolis  Necromancer   5
Dungeon  Overlord   4
Dungeon  Warlock   4
Stronghold  Barbarian   2
Stronghold  Battle Mage   0 (impossible)
Fortress  Beastmaster   8 (highest)
Fortress  Witch   6
Conflux  Planeswalker   5
Conflux  Elementalist   4
Cove  Captain   6
Cove  Navigator   6
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


|}

See also: