Land Mine: Difference between revisions

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{{Fire spells}}{{Spell|24|24|32|24|25|25|35|24|9|13|13
{{Fire spells}}{{Spell|24|24|32|24|25|25|35|24|9|13|13|24
  | school      = Fire Magic
  | school      = Fire Magic
  | level      = 3rd
  | level      = 3rd
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Produces a number of land mines at random locations. All friendly troops can cross the mines safely.  All enemy troops, except those immune, will take damage from the mines, but this spell cannot be cast if the enemy started the battle with ''at least one'' unit fighting on its [[Native Terrain]] which is ''not'' immune to the effects of the spell.
Produces a number of land mines at random locations. All friendly troops can cross the mines safely.  All enemy troops, except those immune, will take damage from the mines, but this spell cannot be cast if the enemy started the battle with ''at least one'' unit fighting on its [[Native Terrain]] which is ''not'' immune to the effects of the spell.


In the event the enemy started the battle with only troops that ''are'' immune to the effects of this spell, whether or not said enemy units are fighting on native terrain, the spell can still be cast, and the mines will be placed, but this of course will be a waste unless the enemy summons water elementals later in the battle or something.
In the event the enemy started the battle with only troops that ''are'' immune to the effects of this spell, whether or not said enemy units are fighting on native terrain, the spell can still be cast, and the mines will be placed, but this of course will be a waste unless the enemy summons elementals later in the battle.


The Tower garrison land mines will do damage to any enemy troop not immune to the effects of this spell, even Tower troops native to snow.  As with the Land Mine spell, all friendly creatures can cross the mines safely.
The Tower garrison land mines will do damage to any enemy troop not immune to the effects of this spell, even Tower troops native to snow.  As with the Land Mine spell, all friendly creatures can cross the mines safely.
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AI cannot cast this spell.
AI cannot cast this spell.


'''Units immune to its effects:'''
'''Heroes starting with Land Mine:'''
* {{Hn|Victoria|Artificer}}{{-wh}}
'''Heroes specialising in Land Mine:'''
* {{Hn|Victoria|Artificer}}{{-wh}}
'''Creatures immune to Land Mine:'''
{{immune|spell123=1|spell12345=1|spell1234=1|fire=1}}
{{immune|spell123=1|spell12345=1|spell1234=1|fire=1}}


{{user commentary|
{{user commentary|
Land Mine is a terrible spell really, far too expensive, deals far too little damage and it lacks the stopping power of Quicksand.
Land Mine is a terrible spell really, far too expensive, deals far too little damage and it lacks the stopping power of Quicksand.
Expert fire magic increases the damage significantly, from 4 to 8 mines and 25 to 100 base damage. Even at only 1 power, an expert fire mage can output 880 damage with a single cast. This is very situational however, requiring the right levelup rolls and finding the spell early enough for it to still be useful despite its terrible scaling.
}}{{end of user commentary}}
}}{{end of user commentary}}
 
{{spell 'see also'}}
[[Category: Spells]]
[[Category: Spells]]

Latest revision as of 11:43, 2 November 2024

School of Fire Magic
School of Earth Magic
Level 1
 Bloodlust
 Curse
 Magic Arrow *
 Protection from Fire
Level 2
 Blind
 Fire Wall
 Visions *
Level 3
 Fireball
 Land Mine
 Misfortune
Level 4
 Armageddon
 Berserk
 Fire Shield
 Frenzy
 Inferno
 Slayer
Level 5
 Sacrifice
 Summon Fire Elemental
School of Air Magic
School of Earth Magic
School of Water Magic
Land Mine
School:  Fire Magic
Level:  3rd
Cost:  18/15
Duration:  Until touched
 Basic effect
Landmines are placed in four random hexes on the battlefield. A troop stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures battling on their native terrain can see the mines and can cross them safely. To all others they are invisible.
 Advanced effect
Same as basic effect, except that six mines are placed, and damage is ((Power x 10) + 50).
 Expert effect
Same as basic effect, except that eight mines are placed, and damage is ((Power x 10) + 100).
 Probability of occurrence (%):
Castle   24
Rampart   24
Tower   32 (24*)
Inferno   25
Necropolis   25
Dungeon   35
Stronghold   24
Fortress   9
Conflux   13
Cove Horn of the Abyss   13
Factory Horn of the Abyss   24
* Without Library

Land Mine is a 3rd level spell in the School of Fire Magic.

Produces a number of land mines at random locations. All friendly troops can cross the mines safely. All enemy troops, except those immune, will take damage from the mines, but this spell cannot be cast if the enemy started the battle with at least one unit fighting on its Native Terrain which is not immune to the effects of the spell.

In the event the enemy started the battle with only troops that are immune to the effects of this spell, whether or not said enemy units are fighting on native terrain, the spell can still be cast, and the mines will be placed, but this of course will be a waste unless the enemy summons elementals later in the battle.

The Tower garrison land mines will do damage to any enemy troop not immune to the effects of this spell, even Tower troops native to snow. As with the Land Mine spell, all friendly creatures can cross the mines safely.

AI cannot cast this spell.

Heroes starting with Land Mine:

Heroes specialising in Land Mine:

Creatures immune to Land Mine:


User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

Land Mine is a terrible spell really, far too expensive, deals far too little damage and it lacks the stopping power of Quicksand.

Expert fire magic increases the damage significantly, from 4 to 8 mines and 25 to 100 base damage. Even at only 1 power, an expert fire mage can output 880 damage with a single cast. This is very situational however, requiring the right levelup rolls and finding the spell early enough for it to still be useful despite its terrible scaling.


See also:[edit | hide]