Armageddon's Blade Manual Page 19

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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.


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.