Armageddon's Blade Manual Page 19: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
(Created page with "Previous Page Next Page 768px Peasant 10 Gold 1 None 1 1 1 Ground...")
 
No edit summary
Line 5: Line 5:


[[File:AB1_19.png|768px]]
[[File:AB1_19.png|768px]]
Peasant
10 Gold
1
None
1
1
1
Ground
Very Slow (3 hexes/turn)
To know a peasant is to dread
knowing a peasant. It seems the
only hero eager to fight a peasant
or have a peasant in their army
ranks is the Necromancer.
Boar
150 Gold
2-3
None
6
5
15
Ground
Swift (6 hexes/turn)
Orcs who have been unable to
master the skill of throwing an ax,
yet are above the common hack
and slash antics of a grunt, are
given Boars as mounts to ride into
battle.
Halfling
40 Gold
1-3
24
4
2
4
Ground
Immobile (5 hexes/turn)
Armed with sling and stone,
Halflings have found a harsh existence in Antagarich. Driven from
their homes by the Kreegans,
Halflings have been scattered to the
winds. These noble fighters take
refuge in the earth and have an
uncanny sense of luck.
Mummy
300 Gold
3-5
None
7
7
30
Ground
Slow (5 hexes/turn)
Mummies roam the earth seeking
vengeance upon those who have
disturbed their eternal slumber.
Those suffering the attack of the
mummy often find themselves
‘cursed’ and unable to effectively
mount a strong attack.
Rogue
100 Gold
2-4
None
8
3
10
Ground
Swift (6 hexes/turn)
Rogues abound in Antagarich.
If you are able to employ them in
your ranks, you may find
your Thieves Guild possessing
additional information.
Nomad
200 Gold
2-6
None
9
8
30
Ground
Extra Swift (7 hexes/turn)
Native to the desert sands,
Nomads are fast riders able to
traverse sand with the ease most
travel over grass.





Revision as of 19:24, 13 January 2017

Previous Page

Next Page



Name

Cost

Damage

Shots

Attack

Defense

Health

Movement

Speed


Description


Name

Cost

Damage

Shots

Attack

Defense

Health

Movement

Speed


Description


Troll


500 Gold

10-15

None

14

7

40

Ground

Extra Swift (7 hexes/turn)


Unlike their Enrothian cousins,

Antagarich trolls prefer a more

personal hand-to-hand attack.

Like their Enrothian cousins,

Antagarich trolls do regenerate

damage taken in battle.


Enchanter


750 Gold

14

32

17

12

30

Ground

Ultra Swift (9 hexes/turn)


Specially trained by the dragon

slayer Dracon, Enchanters are an

elite fighting force. Recruited from

the ranks of Monks, Zealots, Magi

and Arch Magi, these magical

warriors are also capable of casting a

beneficial mass spell once every three

rounds, up to six castings.


Sharpshooter


400 Gold

8-10

32

12

10

15

Ground

Ultra Swift (9 hexes/turn)


Specially trained by the guerilla

warrior Gelu, Sharpshooters are

recruited from the ranks of

Archers, Marksmen, Wood Elves

and Grand Elves. Sharpshooters

use a huge recurve, compound

longbow to aid in the power and

precision of their attacks. With

their training, distance and

siege walls are not a hindrance.


Faerie Dragon


Rust Dragon


10000 Gold + 8 Gems

20-30

None

20

20

500

Flying

Super Quick (15 hexes/turn)


15000 Gold + 14 Sulfur

50

None

30

30

750

Flying

Extra Fast (17 hexes/turn)


Faerie Dragons are deceptively cute, but in truth, are

mischievous tricksters. Little is known about these

notorious troublemakers. What is known is found

more in storybooks than magical tomes. Some say

they are invisible. Some say they can cast spells. Some

say Magic Mirror is one of their natural defensive

traits.


Rust Dragons are known to hunt Gorgons, and live

and feed in sulfur mines. With this appetite, Rust

Dragons spew a concentrated acid as their primary

attack. This acid is capable of eating through the

strongest armor, lowering the defense of its target while

inflicting further damage.