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== Speed modifiers == | == Speed modifiers == | ||
There are several modifiers that can affect creatures' speed values during combat. Modifiers that affect throughout the combat and can not be cancelled are terrain, artifact and hero specialty modifiers. Additionally, spells can have increasing or decrasing effects on creuters' speed values. Creutres fighting on their [[native terrain]] receive +1 to their speed (and +1 to both [[attack]] and [[defense]] skill. There are theree artifacts that affect the speed of all creature's in hero's army: | |||
* [[Cape of Velocity]] gives +2 to speed | |||
* [[Necklace of Swiftness]] gives +1 to speed | |||
* [[Ring of the Wayfarer]] gives +1 to speed. | |||
Several heroes have a creature specialty, which gives specific creatures in hero's army +1 to speed during combat. For excample, [[Edric]] the knight has griffins as special ability, which means that [[Griffin and Roylal Griffin|Griffins and Royal Griffins]] fighting in Edric's army receive +1 to speed increasing Griffins' speed to 8 and Royal Griffins' speed to 10. Additonally, [[Sir Mullich]] has a speed specialty which means that all creatures in his army recieve +2 to their speed values during combat. | |||
[[Haste]] | |||
[[Slow]] | |||
[[Prayer]] | |||
* [[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]]). | ||
Revision as of 08:54, 18 September 2015
is about speed, the creature characteristics. For speed of a hero, see movement.
Value | Description |
---|---|
3 | very slow |
4 | extra slow |
5 | slow |
6 | swift |
7 | extra swift |
8 | very swift |
9 | ultra swift |
11 | quick |
12 | extra quick |
13 | very quick |
14 | ultra quick |
15 | super quick |
16 | fast |
17 | extra fast |
18 | very fast |
Speed (or sometimes movement) is characteristic of creatures. The value of speed determines how many hexes the creature can move on a battlefield. The speed also determines the initative of the creature, or in other words, the order the creatures move during battle. Additionally, the speed value of the slowest creature affects the hero's movement points on the Adventure Map.
The fastest creature in Heroes of Might and Magic III: Restoration of Erathia is the Archangel with a speed of 18. In the first expansion Armageddon's Blade and later in Shadow of Death, the fastest creature is Conflux's Phoenix with a speed of 21. The slowest creatures with a speed of 3 are Dendroid Guard, Dwarf, Stone Golem and Walking Dead. Additionally, Armageddon's Blade expansion introduced Peasant, which have speed of three. The verbal descriptions are listed in the table on the right. Curiously enough, none of the creatures have speed value of 10.
War machines have a speed of 0, which means they can not move during combat and typically act last at the combat round. However, their value does not affect the hero's movement points.
Speed as initiative
The speed will determinate initiative of the creature. High speed value means high initiative, which means that the creature will move before creatures with smaller speed value (slower creatures). If two or more creatures on different sides of engaging armies have the same speed value, the creature on the army which did not have the latest chance to act will act first. And if it is 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, will move first.
Speed modifiers
There are several modifiers that can affect creatures' speed values during combat. Modifiers that affect throughout the combat and can not be cancelled are terrain, artifact and hero specialty modifiers. Additionally, spells can have increasing or decrasing effects on creuters' speed values. Creutres fighting on their native terrain receive +1 to their speed (and +1 to both attack and defense skill. There are theree artifacts that affect the speed of all creature's in hero's army:
- Cape of Velocity gives +2 to speed
- Necklace of Swiftness gives +1 to speed
- Ring of the Wayfarer gives +1 to speed.
Several heroes have a creature specialty, which gives specific creatures in hero's army +1 to speed during combat. For excample, Edric the knight has griffins as special ability, which means that Griffins and Royal Griffins fighting in Edric's army receive +1 to speed increasing Griffins' speed to 8 and Royal Griffins' speed to 10. Additonally, Sir Mullich has a speed specialty which means that all creatures in his army recieve +2 to their speed values during combat.
- 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). Heroes with a specialty in Haste or Prayer can potentially give more movement that Sir Mullich.
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 |