Speed: Difference between revisions
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{{About|is about speed, the creature characteristics. For speed of a hero, see [[movement]].}} | {{About|is about speed, the creature characteristics. For speed of a hero, see [[movement]].}} | ||
'''Speed''' (also '''movement''') is a characteristic of [[creature]]s. It decides how many [[hex]]es the creature can move in combat field, and at the same times, it decides the order ( | '''Speed''' (also '''movement''') is a characteristic of [[creature]]s. It decides how many [[hex]]es the creature can move in combat field, and at the same times, it decides the order (initiative) different creatures move. The speed of the slowest creature determines the hero's [[movement]] on the [[adventure map]]. | ||
Fastest creature in the {{roe}}, the original | Fastest creature in the {{roe}}, the original series, is [[archangel]] with the speed of 18. When {{ab}} and {{sod}} were introduced, the title of fastest creature went to [[phoenix]]es, with a speed of 21. The slowest creatures with a speed of 3 are [[dendroid guard]], [[dwarf]], [[stone golem]] and [[Walking Dead]]. Additionally, after {{ab}} also [[peasant]]s have poor speed of three. [[War machine]]s have a speed of 0 and are not taken into account for combat movement. | ||
== | == Initiative == | ||
The initiative means, that the fastest creature will move first, and the slowest troop will move last. If the speed of two or more creatures is tied, then moves the creature stack on that side, that did not move last. At the | The initiative means, that the fastest creature will move first, and the slowest troop will move last. If the speed of two or more creatures is tied, then moves the creature stack on that side, that did not move last. At the beginning of the battle, the attacker will have the initiative. Within each army, the unit that started (before [[tactics phase]]) nearest to the top of the screen moves first. | ||
== Speed modifiers == | == Speed modifiers == | ||
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* [[Spell]]s: [[Haste]] gives a +3 bonus (+5 with Advanced or Expert [[Air Magic]]), [[Prayer]] gives a +2 bonus (+4 with Advanced or Expert [[Water Magic]]; [[Slow]] reduces it by 25% (50% with Advanced or Expert [[Earth Magic]]). | * [[Spell]]s: [[Haste]] gives a +3 bonus (+5 with Advanced or Expert [[Air Magic]]), [[Prayer]] gives a +2 bonus (+4 with Advanced or Expert [[Water Magic]]; [[Slow]] reduces it by 25% (50% with Advanced or Expert [[Earth Magic]]). | ||
In the best case, the maximum speed bonus from all these modifiers is +16, or +7 in the first round of combat before the spells can be cast. A stack of Phoenixes led by Sir Mullich on their native terrain and with the best magical help available would therefore get a speed of 37. In similarly | In the best case, the maximum speed bonus from all these modifiers is +16, or +7 in the first round of combat before the spells can be cast. A stack of Phoenixes led by Sir Mullich on their native terrain and with the best magical help available would therefore get a speed of 37. In similarly favourable conditions, the slow Dendroid Guards would get a speed of 19, making them tied with [[Azure Dragon]]s or [[Archangel]]s (which have the same native terrain). | ||
==Fast unit chart== | ==Fast unit chart== |
Revision as of 23:47, 3 January 2015
is about speed, the creature characteristics. For speed of a hero, see movement.
Speed (also movement) is a characteristic of creatures. It decides how many hexes the creature can move in combat field, and at the same times, it decides the order (initiative) different creatures move. The speed of the slowest creature determines the hero's movement on the adventure map.
Fastest creature in the Restoration of Erathia, the original series, is archangel with the speed of 18. When Armageddon's Blade and Shadow of Death were introduced, the title of fastest creature went to phoenixes, with a speed of 21. The slowest creatures with a speed of 3 are dendroid guard, dwarf, stone golem and Walking Dead. Additionally, after Armageddon's Blade also peasants have poor speed of three. War machines have a speed of 0 and are not taken into account for combat movement.
Initiative
The initiative means, that the fastest creature will move first, and the slowest troop will move last. If the speed of two or more creatures is tied, then moves the creature stack on that side, that did not move last. At the beginning of the battle, the attacker will have the initiative. Within each army, the unit that started (before tactics phase) nearest to the top of the screen moves first.
Speed modifiers
- Terrain: Units fighting on their native terrain get +1 speed.
- Artifacts: Necklace of Swiftness (+1), Cape of Velocity (+2), and Ring of the Wayfarer (+1).
- Heroes: Sir Mullich gives a +2 speed bonus to the units under its command.
- Spells: Haste gives a +3 bonus (+5 with Advanced or Expert Air Magic), Prayer gives a +2 bonus (+4 with Advanced or Expert Water Magic; Slow reduces it by 25% (50% with Advanced or Expert Earth Magic).
In the best case, the maximum speed bonus from all these modifiers is +16, or +7 in the first round of combat before the spells can be cast. A stack of Phoenixes led by Sir Mullich on their native terrain and with the best magical help available would therefore get a speed of 37. In similarly favourable conditions, the slow Dendroid Guards would get a speed of 19, making them tied with Azure Dragons or Archangels (which have the same native terrain).
Fast unit chart
Listing only units allowing maximum movement (Speed of 11+):
Speed | Units |
---|---|
11 | Devil, Master Genie, Red Dragon, Scorpicore, Thunderbird, Titan, Wyvern Monarch |
12 | Angel, Silver Pegasus |
13 | Dragon Fly, Efreet Sultan |
14 | Ghost Dragon |
15 | Black Dragon, Faerie Dragon, Firebird |
16 | Crystal Dragon, Gold Dragon |
17 | Arch Devil, Rust Dragon |
18 | Archangel |
19 | Azure Dragon |
20 | — |
21 | Phoenix |