Earthquake: Difference between revisions

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[[Image:Earthquake.jpg|frame|right]]
{{Earth spells}}{{Spell|13|24|17|13|25|13|13|13|90|13|24|24
{{spelltable|Earth Magic|20|Instant|3rd|}}
| school      = Earth Magic
| level      = 3rd
| cost        = 20/17
| duration    = instant
| b_effect    = Does one point of damage to two random castle walls during siege combat.
| a_effect    = Does one point of damage to three random castle walls during siege combat.
| e_effect    = Does one point of damage to four random castle walls during siege combat.
}} The spell does one point of damage to random castle [[wall]]s and/or [[arrow towers]].


Does one point of damage to random castle [[Wall]]s and/or [[Arrow Towers]].
Earthquake cannot be cast in non-siege combat or combat in a town lacking at least a [[Fort]].
{{skills|Effect|Damages 2 walls|Cost reduced by 3|Damages 3 walls|Damages 4 walls}}


===Comments===
== Bug ==
 
Repeated use of this spell during a siege against an AI, if there are no arrow towers left, can cause the first defending unit to become effectively disabled. Its stack amount will disappear, and it will stop acting, though it can still retaliate if attacked directly. If the remaining defending units are eliminated, victory is obtained but the disabled unit will not be seen (or counted for experience) as part of the defender's losses.
Let's admit it.  When invading a town arrow towers are annoying, and this spell makes your job much easier. Since the maximum amount of times a catapult can fire is two, you'll probably need some back-up to help out in bringing the walls down faster. If one hasn't found a [[Stronghold]] yet this can come in handy instead.  It's steep mana cost is one of the only sad things about this spell.


{{user commentary|
When invading a town, Earthquake can make the job much easier. Together with [[Ballistics]], the siege walls can be brought down within the first rounds of combat. For might-oriented heroes, however, the spell point cost can be quite steep.
}}{{end of user commentary}}
{{spell 'see also'}}
[[Category: Spells]]
[[Category: Spells]]

Latest revision as of 12:28, 2 November 2024

School of Earth Magic
Symbol for School of Earth Magic
Level 1
 Magic Arrow *
 Shield
 Slow
 Stone Skin
 View Earth
Level 2
 Death Ripple
 Quicksand
 Visions *
Level 3
 Animate Dead
 Anti-Magic
 Earthquake
 Force Field
 Protection from Earth
Level 4
 Meteor Shower
 Resurrection
 Sorrow
 Town Portal
Level 5
 Implosion
 Summon Earth Elemental
School of Air Magic
School of Fire Magic
School of Water Magic
Earthquake
School:  Earth Magic
Level:  3rd
Cost:  20/17
Duration:  instant
 Basic effect
Does one point of damage to two random castle walls during siege combat.
 Advanced effect
Does one point of damage to three random castle walls during siege combat.
 Expert effect
Does one point of damage to four random castle walls during siege combat.
 Probability of occurrence (%):
Castle   13
Rampart   24
Tower   17 (13*)
Inferno   25
Necropolis   13
Dungeon   13
Stronghold   13
Fortress   90
Conflux   13
Cove Horn of the Abyss   24
Factory Horn of the Abyss   24
* Without Library

Earthquake is a 3rd level spell in the School of Earth Magic. The spell does one point of damage to random castle walls and/or arrow towers.

Earthquake cannot be cast in non-siege combat or combat in a town lacking at least a Fort.

Bug[edit | hide | hide all]

Repeated use of this spell during a siege against an AI, if there are no arrow towers left, can cause the first defending unit to become effectively disabled. Its stack amount will disappear, and it will stop acting, though it can still retaliate if attacked directly. If the remaining defending units are eliminated, victory is obtained but the disabled unit will not be seen (or counted for experience) as part of the defender's losses.

User commentary

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

When invading a town, Earthquake can make the job much easier. Together with Ballistics, the siege walls can be brought down within the first rounds of combat. For might-oriented heroes, however, the spell point cost can be quite steep.


See also:[edit | hide]