Restoration of Erathia Manual Page 117

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Air Elemental

250 Gold

9

9

25

2-8

None

Ground

Extra Swift (7 hexes/turn)

Air elementals are powered by the same forces as

Air Magic. They are immune to the Blind and

Meteor Shower spells. They take double damage

from Firestorm, Lightning Bolt, and Chain

Lightning.


Earth Elemental

400 Gold

10

10

40

4-8

None

Ground

Extra Slow (4 hexes/turn)

Earth elementals are forces of Earth Magic. They

take no damage from Lightning Bolt, Chain

Lightning, and Firestorm spells. They take double

damage from Meteor Storm attacks.


Fire Elemental

350 Gold

10

8

35

4-6

None

Ground

Swift (6 hexes/turn)


Water Elemental

300 Gold

8

10

30

3-7

None

Ground

5 (hexes/turn)


Fire elementals are burning spirits of Fire Magic.

They are immune to all Fire School spells, but

they take double damage from Ice Ray and Frost

Ring attacks.


Water Magic animates the water elemental. These

creatures are Immune to Ice Ray and Frost Ring

spells, but take double damage from Firewall,

Combustion, Fireblast, and Fireshield attacks.


Gold & Diamond Golems

Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


Gold Golem

500 Gold

11

12

50

8-10

None

Ground

Slow (5 hexes/turn)


Diamond Golem

750 Gold

13

12

60

10-14

None

Ground

Slow (5 hexes/turn)


Like the stone and iron golems found in Tower towns, diamond and gold golems are highly crafted statues animated through magic. Spells have only a 15% chance of affecting gold golems and a mere 5%

chance of affecting a diamond golem.


War Machines

Each hero may be equipped with one of each type of the four available war machines. Heroes are

automatically equipped with a Catapult. The Ammo Cart, First Aid Tent, and Ballista may be purchased

in towns from blacksmiths. In combat, they appear on the battlefield and may be attacked by opposing

forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected

by a hero’s Defense skill.

Name

Cost

Attack

Defense

Health

Damage

Speed


Description


Ammo Cart

1000 Gold

0

5

100

n/a

Immobile (0 hexes/turn)


Ballista

2500 Gold

10

10

250

(2-3) x (Hero’s Attack Skill + 1)

Immobile (0 hexes/turn)


The Ammo Cart provides all allied The Ballista targets enemy creature

ranged attack units with unlimited troops automatically but may be

aimed by a hero possessing the

ammunition.

Artillery skill (see Secondary Skills,

pg. 35). Ballistas are too unwieldy to

use in castle defense and do not

appear on the side of defenders during sieges.


First Aid Tent

750 Gold

0

0

75

n/a

Immobile (0 hexes/turn)

The First Aid Tent regenerates 125 points of damage for the first

creature in a troop. This effect is

applied randomly, once per round.

Heroes with the First Aid skill (see

Secondary Skills, pg. 35) can

choose which troop is affected.