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= From the Restoration of Erathia manual = == Hero Types == === Alchemist === Alchemists are skilled in physical and chemical magic, particularly so in the building and '''animation''' of golems. Working their craft builds muscular strength, which makes Alchemists ready learners of military skills as well. Their armor is composed of rare metal alloys created through their skill in alchemy. === Death Knights === Death Knights are knights '''resurrected''' as liches. While they maintain their former martial learnings, their new forms open them more freely to the learning of magic. === Necromancer === Necromancers are magic users seduced by the easy power of death magic. The price of their art is its practice slowly drains life from its wielders—eventually '''transforming''' them into liches. == Skills == === Necromancy === When the hero wins in battle, a portion of the opposition killed is '''resurrected''' as skeletons and added to the hero’s army. Basic 10% of enemy creatures killed are '''resurrected'''. Advanced 20% of enemy creatures killed are '''resurrected'''. Expert 30% of enemy creatures killed are '''resurrected'''. === Morale === Each army has a morale rating which acts as a bonus to the individual morale of its troops. Troops in an army with positive morale have a chance for a second action during their action phase. Troops with negative morale have a chance of freezing each round. The morale rating for an army is normally zero but is affected thusly: : -1 if '''undead''' creatures are mixed with '''living''' creatures : +1 if all creatures are of the same town type (except Necropolis) : -1 for each town type mixed beyond two town types '''Undead''' creatures and elementals have a '''morale of zero''', independent of their army’s morale rating. Various creatures, spells, hero skills, town buildings, adventure sites, and artifacts can permanently, or temporarily affect morale. == Spells == === Destroy Undead === Basic Effect All '''undead''' creature troops receive ((Power x 10) +10) damage. Advanced Effect All '''undead''' creature troops receive ((Power x 10) +20) damage. Expert Effect All '''undead''' creature troops receive ((Power x 10) + 50) damage. === Death Ripple === Basic Effect All creatures (except '''undead''') troops take ((Power x 5) + 10) damage. Advanced Effect All creatures (except '''undead''') troops take ((Power x 5) + 20) damage. Expert Effect All creatures (except '''undead''') troops take ((Power x 5) + 30) damage. === Animate Dead === Basic Effect '''Reanimates''' ((Power x 50) + 30) health points worth of killed '''undead''' creatures in target, allied troop. Advanced Effect '''Reanimates''' ((Power x 50) + 60) health points worth of killed '''undead''' creatures in target, allied troop. Expert Effect '''Reanimates''' ((Power x 50) + 160) health points worth of killed '''undead''' creatures in target, allied troop. === Resurrection === Basic Effect Target, allied troop with dead creatures has ((Power x 50) + 40) health worth of creatures restored to life for the duration of the current battle. Advanced Effect Same as Basic Effect, except that ((Power x 50) +80) health worth of creatures are restored permanently. Expert Effect Same as Advanced Effect, except that ((Power x 50 + 160) health worth of creatures are restored. === Sacrifice === Basic Effect Target, '''non-undead''' troop is '''sacrificed''' (destroyed). Then another target dead troop has ((Power + Destroyed Troop’s Creature Base Health + 3) x # of Creatures '''Sacrificed''') in health total of creatures returned to life. Advanced Effect Same as Basic Effect, except that health total of creatures '''resurrected''' is ((Power + Destroyed Troop’s Creature Base Health + 6) x # of Creatures '''Sacrificed'''). Expert Effect Same as Basic Effect, except that health total of creatures '''resurrected''' is ((Power + Destroyed Troop’s Creature Base Health + 10) x # of Creatures '''Sacrificed'''). === Summon Air Elemental === Basic Effect A troop containing (Power x 2) air elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) air elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) air elementals are summoned. === Summon Earth Elemental === Basic Effect A troop containing (Power x 2) Earth Elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) earth elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) earth elementals are summoned. === Summon Fire Elemental === Basic Effect A troop containing (Power x 2) fire elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) fire elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) fire elementals are summoned. === Summon Water Elemental === Basic Effect A troop containing (Power x 2) water elementals appears on the side of the casting player. Only one type of elemental can be summoned. Advanced Effect Same as Basic Effect, except that (Power x 3) water elementals are summoned. Expert Effect Same as Basic Effect, except that (Power x 4) water elementals are summoned. == Creatures == === Angels & Archangels === With their great offensive and defensive power and flying ability, angels and archangels are among the mightiest creatures in the game. Both do 150% damage when attacking devils. Additionally, the archangel is able to '''resurrect''' dead allied troops once per combat. === Pit Fiends & Pit Lords === Pit fiends and pit lords attack with tormenting whip blows. Once per combat, pit lords are able to '''resurrect''' dead allied troops as demons in place of another action. The number raised cannot be higher than the number of pit lords performing the '''resurrection'''. === Skeletons & Skeleton Warriors === While skeletons and skeleton warriors are average foot soldiers individually, it is possible to build massively populated troops of them. They are numerously produced, are the main creature produced by the Necromancy secondary skill, and other creature types can be '''converted''' into them at Necropolis skeleton transformers. === Walking Dead & Zombies === Walking Dead and Zombies are magically '''animated''' corpses. Zombies have a 20% chance to cause disease in creatures they attack. Diseased creatures have their attack and defense ratings reduced by two for a period of three rounds. === Wights & Wraiths === Wights and wraiths are life destroying spirits damaging their opponents by draining life. The first wight or wraith in each troop '''regenerates''' all lost damage at the beginning of each combat round. While wraiths appear on the battlefield, two spell points per turn are drained from an enemy spellcaster’s spell pool. === Vampires & Vampire Lords === The attacks of vampires and vampire lords cannot be retaliated against. Vampire Lords are able to '''resurrect''' members of their own troops by replenishing health equal to the amount of damage they inflict on others. === Liches & Power Liches === Liches attack at range with a death cloud, which always causes damage in the target hex and also attacks all '''non-undead''' creatures in adjacent hexes. At close range they defend themselves less efficiently with blows from their scepters. === Black Knights & Dread Knights === Knights have a 20% chance of cursing opponents they strike. Cursed creatures inflict only minimum damage in their own attacks. Dread knights’ attacks also have a 20% chance of inflicting double damage death blows. === Bone and Ghost Dragons === Bone and ghost dragons are raised from dragon corpses. Both of these creatures have a ferocious biting attack and lower the morale of enemy units by one when they appear on the battlefield. Ghost Dragon attacks have a 20% chance of aging their targets. Aged troops have the hit points of all their members halved. === Stone & Obsidian Gargoyles === Stone and obsidian gargoyles are demon-form statues '''animated''' for use as troops. They attack with raking claws. === Stone & Iron Golems === Stone and iron golems are built and '''animated''' through a process involving both precise craftsmanship and complex magic. Though slow, they are strong and durable combatants. Stone golems take half damage from spell attacks, while iron golems take only a quarter of such damage. == Neutral Creatures == These creatures are not associated with any particular town type but may be found wandering the lands of Erathia. All elementals and golems have neutral morale and immunity to poison. Some locations found on the Adventure Map may offer these creatures up for recruitment. === Gold & Diamond Golems === Like the stone and iron golems found in Tower towns, diamond and gold golems are highly crafted statues '''animated''' through magic. Spells have only a 15% chance of affecting gold golems and a mere 5% chance of affecting a diamond golem. === Elementals === Air elementals are powered by the same forces as Air Magic. They are immune to the Blind and Meteor Shower spells. They take double damage from Firestorm, Lightning Bolt, and Chain Lightning. Earth elementals are forces of Earth Magic. They take no damage from Lightning Bolt, Chain Lightning, and Firestorm spells. They take double damage from Meteor Storm attacks. Fire elementals are burning spirits of Fire Magic. They are immune to all Fire School spells, but they take double damage from Ice Ray and Frost Ring attacks. Water Magic '''animates''' the water elemental. These creatures are Immune to Ice Ray and Frost Ring spells, but take double damage from Firewall, Combustion, Fireblast, and Fireshield attacks.
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