Direct damage spells: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
(There is no need to list all the possible spells that are ''not'' direct damage spells.)
(Shortened article considerably. We must stay on the topic, and not blab about different kind of spells there are.)
Line 1: Line 1:
'''Direct damage spells''' is a term that typically refers to [[spell]]s which effects cause instantaneous damage to creature stack(s) on the battlefield.  
'''Direct damage spells''' is a term that typically refers to [[spell]]s which effects cause instantaneous damage to creature stack(s) on the battlefield. Typically direct damage spells target single creature stack, of which [[Implosion]]is the most powerful damagewise. However, there are also direct damage spells that affect more than a single stack at the time or has an area of effect. For example, [[Chain Lighting]] "arches" from one targe to another, [[Fireball]] and [[Meteor Shower]] have an effect radius of one hex and [[Armageddon]] affects the whole battlefield.
 
Many (and the most powerful single target spell [[Implosion]]) deal single target damage and damage to only a single stack, but there are also arcing ([[Chain Lightning]]), splashing ([[Fireball]], [[Meteor Shower]]) and whole battlefield spells ([[Armageddon]], [[Destroy Undead]], [[Death Ripple]]).
 
[[Destroy Undead]] only deals damage to undead, a spell inbuilt immunity of the enemy that most spells except [[Death Ripple]] lack, although quite some creatures are [[spell immunity|immune]] to spell schools, [[dragon|immune to a level range of spells]], [[troglodyte|immune to single spells]] or enjoy [[magic resistance]] (which can be quite a boon considering [[Dragogeddon]], which is mixing whole battlefield unit damaging [[Armageddon]] and [[spell immunity|immune]] troops with high speed and initiative) - but none are immune to physical damage done by [[Summon Fire Elemental|summoned creatures]] or the occasionally appearing [[Orb of Vulnerability]], and some creatures also [[spell immunity|have weaknesses against certain spell schools]] (which would be elementals mostly, like [[Ice Elemental]]s that get extra damage from [[Fire spell]]s).
 
[[Earthquake]] is a spell that works like [[Cyclops]] units (or the [[Catapult]]) would - it damages the siege walls and not units.
 
[[Quicksand]] is a spell that stops movement when a unit steps into it, [[Force Field]] makes part of the battlefield impassable, [[fire wall]] damages units that pass through it - those are not direct damage spells but battlefield related support spells that may hurt or hinder the opponent, but not instantly.
 
Damage spells can magically be evaded by casting [[Anti-Magic]] on units or having artefacts on the hero  like [[Pendant of Negativity]] that makes the whole army immune to spells like [[Lightning Bolt]] or [[Chain Lightning]].
 
[[Magic Mirror]] can (up to a percentage of 40%) reflect hurtfull spells back to a stack of the enemy casters army.
 
Damage spells also cannot be cast in anti magic areas like the [[Anti-Magic Garrison]].
 
While [[Orb of Inhibition]] cancels all spellcasting in combat, there are four orbs that enhance the damage done by a spell school by a bonus of 50%, which would be [[Orb of Driving Rain]], [[Orb of the Firmament]], [[Orb of Silt]] and finally [[Orb of Tempestuous Fire]].
 
There is a [[secondary skill]] that makes unit [[resistance|resist magic]] like they were near [[Unicorn]]s and there is also an artefact called [[Boots of Polarity]] that makes units [[magic resistance|resist magic]].


===First Level Spells===
===First Level Spells===

Revision as of 09:20, 3 September 2014

Direct damage spells is a term that typically refers to spells which effects cause instantaneous damage to creature stack(s) on the battlefield. Typically direct damage spells target single creature stack, of which Implosionis the most powerful damagewise. However, there are also direct damage spells that affect more than a single stack at the time or has an area of effect. For example, Chain Lighting "arches" from one targe to another, Fireball and Meteor Shower have an effect radius of one hex and Armageddon affects the whole battlefield.

First Level Spells

Second Level Spells

  • Death Ripple (all living units, Constant 10 (Basic), Constant 20 (Adv), Constant 30(Expert) and Spell Power*5 damage)
  • Fire Wall (units going through the wall or pausing there, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*10 damage)
  • Ice Bolt (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*20 damage)
  • Lightning Bolt (one stack, Constant 10 (Basic), Constant 20 (Adv), Constant 50 (Expert) and Spell Power*25 damage)

Third Level Spells

Fourth Level Spells

Fifth Level Spells

Spell tables

Spell Name School Single Target Bonus damage at Basic Bonus at Adv Bonus at Expert Variable Damage
Destroy Undead Air No, Whole Battlefield (Undead Only) 10 dmg (1x) 20 dmg (2x) 50 dmg (5x) 10 dmg / spell power
Armageddon Fire No, Whole Battlefield (Safe Spell immunity or likewise) 30 dmg (0.6x) 60 dmg (1.2x) 120 dmg (2.4x) 50 dmg / spell power point
Magic Arrow *Any* Yes 10 dmg (1x) 20 dmg (2x) 30 dmg (3x) 10 dmg / spell power point
Lightning Bolt Air Yes 10 dmg (0.4x) 20 dmg (0.8x) 50 dmg (2x) 25 dmg / spell power point