Nomad: Difference between revisions

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{{Creature
{{Neutral creatures}}{{Creature
  | AI_Value  = 345
  | AI_Value  = 345
  | Growth    = 7
  | Growth    = 7
Line 11: Line 11:
  | Size      = 2
  | Size      = 2
  | Cost      = 200
  | Cost      = 200
  | Special    = [[Sandwalker]]
  | Special    = [[Sandwalker]]
  | Onlyone    =  
  | Onlyone    =  
}}  
}}  


'''Nomads''' are level 3 [[neutral creature]]s recruited from the [[Nomad Tent]]. [[Native terrain|Native]] to the desert [[sand]]s, nomads are fast riders able to traverse sand with the ease most travel over [[grass]].
{{Cram|Nomad Tent|Nomad|no_upg=|no_dwelling=|pad=5px 10px 3px 3px}}
'''Nomads''' are level 3 [[neutral creature]]s recruited from the [[Nomad Tent]].


== Special ability ==
''"Native to the desert [[sand]]s, nomads are fast riders able to traverse sand with the ease most travel over grass."{{-}}<sup>[[Armageddon's Blade Manual Page 18|AB manual]]''</sup>
 
<div style="clear:left;"></div>
== Special Ability: Sandwalker ==
Nomads' sandwalker special ability causes hero to ignore [[terrain penalty]] on [[sand]]. This ability applies if the hero has at least one nomad in his army.
Nomads' sandwalker special ability causes hero to ignore [[terrain penalty]] on [[sand]]. This ability applies if the hero has at least one nomad in his army.
Sand is not nomads' [[Native terrain]], so they will not receive any benefits from fighting on sand. As with other neutral creatures, nomads have no native terrain.
== Appearance ==
Nomads were added in {{ab}}, so there are no Nomads or [[Nomad Tent]]s in {{roe}}.
== Official Renders ==
<gallery mode="packed-hover">
Nomad render.gif
</gallery>
{{user commentary|
Nomads are invaluable on maps with lots of sand. Giving one to each of your scout heroes will eliminate the need for [[Pathfinding]]. In large numbers they can also be good attackers, although building enough of them can be difficult.
}}{{end of user commentary}}
{{creature 'see also'|up=* [[Neutral creature]]}}
* [[Comparison of Level 3 Creatures]]


[[Category: Creatures]]
[[Category: Creatures]]


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Latest revision as of 00:44, 20 April 2024

Neutral creatures
Level 1
Peasant Peasant
Halfling Halfling
Level 2
Rogue Rogue
Boar Boar
Leprechaun Leprechaun Horn of the Abyss
Level 3
Nomad Nomad
Mummy Mummy
Level 4
Sharpshooter Sharpshooter
Satyr Satyr Horn of the Abyss
Steel Golem Steel Golem Horn of the Abyss
Level 5
Troll Troll
Gold Golem Gold Golem
Fangarm Fangarm Horn of the Abyss
Level 6
Diamond Golem Diamond Golem
Enchanter Enchanter
Level 7
Faerie Dragon Faerie Dragon
Rust Dragon Rust Dragon
Crystal Dragon Crystal Dragon
Azure Dragon Azure Dragon
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory
Neutral
Statistics
Nomad
 Cost per troop 

200

Attack 9
Defense 8
Damage 2–6
Health 30
Speed 7
Movement Ground
Size 2
Growth 7
AI Value 345
 Special abilities:
Sandwalker
Portraits
[[File:{{{U_name}}} portrait.png]] [[File:{{{U_name}}} portrait (HotA).png]]
Shadow of Death [[File:Mini Portrait {{{U_name}}}.png]]  Horn of the Abyss
Nomad Tent    Shadow of Death
 Horn of the Abyss

Nomads are level 3 neutral creatures recruited from the Nomad Tent.

"Native to the desert sands, nomads are fast riders able to traverse sand with the ease most travel over grass." AB manual

Special Ability: Sandwalker[edit | hide | hide all]

Nomads' sandwalker special ability causes hero to ignore terrain penalty on sand. This ability applies if the hero has at least one nomad in his army.

Sand is not nomads' Native terrain, so they will not receive any benefits from fighting on sand. As with other neutral creatures, nomads have no native terrain.

Appearance[edit | hide]

Nomads were added in Armageddon's Blade, so there are no Nomads or Nomad Tents in Restoration of Erathia.

Official Renders[edit | hide]

User commentary

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

Nomads are invaluable on maps with lots of sand. Giving one to each of your scout heroes will eliminate the need for Pathfinding. In large numbers they can also be good attackers, although building enough of them can be difficult.


See also:[edit | hide]