Speed: Difference between revisions
No edit summary |
|||
Line 13: | Line 13: | ||
* [[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 of 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 of 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 favorable conditions, the slow Dendroid Guards would get a speed of 19, making them tied with [[ | 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 favorable 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). | ||
==See also== | ==See also== |
Revision as of 14:13, 5 July 2013
Speed decides how many hexes the unit can move in combat, and the order units move.
Fastest units move first, slowest units move last. When tied, the one that didn't move last within the tie gets to move. Attacker goes first in a tie during first round, defender in all following rounds. Within each army, the unit that started(before Tactics Phase) nearest to the top of the screen moves first.
The speed of the slowest unit determines the hero's movement on the adventure map.
War Machines have a speed of 0 and are not taken into account for movement. Among normal units, the slowest is the Dendroid Guard (3) and the fastest is the Phoenix (21).
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 of 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 favorable 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).