Restoration of Erathia Manual Page 117: Difference between revisions

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[[Restoration of Erathia Manual Page 116|Previous Page]]
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[[File:RoE1_117.png|768px]]
[[File:RoE1_117.png|768px]]
Air Elemental
250 Gold
9
9
25
2-8
None
Ground
Extra Swift (7 hexes/turn)
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 Elemental
400 Gold
10
10
40
4-8
None
Ground
Extra Slow (4 hexes/turn)
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 Elemental
350 Gold
10
8
35
4-6
None
Ground
Swift (6 hexes/turn)
Water Elemental
300 Gold
8
10
30
3-7
None
Ground
5 (hexes/turn)
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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forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected
forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected


by a hero’s Defense skill.
by a hero's Defense skill.


Name
Name
Line 241: Line 126:
250
250


(2-3) x (Hero’s Attack Skill + 1)
(2-3) x (Hero's Attack Skill + 1)


Immobile (0 hexes/turn)
Immobile (0 hexes/turn)

Latest revision as of 20:51, 7 December 2023

Previous page Next page Manuals
Restoration of Erathia Tutorial manual: 1 2 3 4 5 6 7 8 9 10 11 12 Restoration of Erathia RoE manual: 1 Table of contents 3 4 5 6 7
8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38
39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69
70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131
132 133 134 135 136 137 138 139 140 141 142 143 144 Armageddon's Blade AB manual: Table of contents 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 Shadow of Death SoD manual: 1 2 Table of contents 4 5
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36


Gold & Diamond Golems

Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


Gold Golem

500 Gold

11

12

50

8-10

None

Ground

Slow (5 hexes/turn)


Diamond Golem

750 Gold

13

12

60

10-14

None

Ground

Slow (5 hexes/turn)


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.


War Machines

Each hero may be equipped with one of each type of the four available war machines. Heroes are

automatically equipped with a Catapult. The Ammo Cart, First Aid Tent, and Ballista may be purchased

in towns from blacksmiths. In combat, they appear on the battlefield and may be attacked by opposing

forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected

by a hero's Defense skill.

Name

Cost

Attack

Defense

Health

Damage

Speed


Description


Ammo Cart

1000 Gold

0

5

100

n/a

Immobile (0 hexes/turn)


Ballista

2500 Gold

10

10

250

(2-3) x (Hero's Attack Skill + 1)

Immobile (0 hexes/turn)


The Ammo Cart provides all allied The Ballista targets enemy creature

ranged attack units with unlimited troops automatically but may be

aimed by a hero possessing the

ammunition.

Artillery skill (see Secondary Skills,

pg. 35). Ballistas are too unwieldy to

use in castle defense and do not

appear on the side of defenders during sieges.


First Aid Tent

750 Gold

0

0

75

n/a

Immobile (0 hexes/turn)

The First Aid Tent regenerates 125 points of damage for the first

creature in a troop. This effect is

applied randomly, once per round.

Heroes with the First Aid skill (see

Secondary Skills, pg. 35) can

choose which troop is affected.