Quicksand: Difference between revisions

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  | a_effect    = Quicksand pits are placed in 6 random hexes.  
  | a_effect    = Quicksand pits are placed in 6 random hexes.  
  | e_effect    = Quicksand pits are placed in 8 random hexes.  
  | e_effect    = Quicksand pits are placed in 8 random hexes.  
}} The spell places quicsand pits randomly in combat field hexes. They are invisible to enemy hero, unles the hero has a creature fighting on [[native terrain]]. Troops stepping on pit hexes have their movement halted for the current round. Once a pit is stepped on, it is revealed to all.  
}} The spell places quicsand pits randomly in combat field hexes. They are invisible to enemy hero, unles the hero has a creature fighting on [[native terrain]]. Troops stepping on pit hexes have their movement halted for the current round. Once a pit is stepped on, it is revealed to all. A unique property of Quicksand is that it lasts infinitly during any battle, regardless of the user's spell power.  


== Comments & debate ==
== Comments & debate ==
Quicksand can be a useful spell if you know, that enemy hero's army is fighting in non native terrain. Specially in sieges, when enemy may have only few places to enter castle walls, a succesfully placed quicsand pit is most valuable. Also, in wandering creature stack in can be useful, because AI alwasy attacks troops if they are within range. Moving the fastest unit behind a quicksand pit makes enemy troops try to attack it and causes them to spent their movement, which gives you more time to shoot down the enemy with your ranged troops.
Quicksand can be particulary useful in town sieges, since a large portion of the battlefield is blocked by walls and moats. It is also useful when fighting neutral army stacks, since wandering creatures will always attempt to attack foes that are within reach, making them predictable and thereby easy to "trick" into stepping on the quicksand. This strategy can potentially give your shooters many more turns to shoot before the enemy reaches them.  


[[Category: Spells]]
[[Category: Spells]]

Revision as of 16:37, 16 October 2016

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
Quicksand
School:  earth magic
Level:  2nd
Cost:  8
Duration:  until end of combat
 Basic effect
Quicksand pits are placed in 4 random hexes.
 Advanced effect
Quicksand pits are placed in 6 random hexes.
 Expert effect
Quicksand pits are placed in 8 random hexes.
 Probability of occurrence (%):
Castle   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Quicksand is a 2nd level spell in the School of earth magic. The spell places quicsand pits randomly in combat field hexes. They are invisible to enemy hero, unles the hero has a creature fighting on native terrain. Troops stepping on pit hexes have their movement halted for the current round. Once a pit is stepped on, it is revealed to all. A unique property of Quicksand is that it lasts infinitly during any battle, regardless of the user's spell power.

Comments & debate

Quicksand can be particulary useful in town sieges, since a large portion of the battlefield is blocked by walls and moats. It is also useful when fighting neutral army stacks, since wandering creatures will always attempt to attack foes that are within reach, making them predictable and thereby easy to "trick" into stepping on the quicksand. This strategy can potentially give your shooters many more turns to shoot before the enemy reaches them.