Restoration of Erathia Manual Page 116: Difference between revisions

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Description
Description
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.




[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 116]]
[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 116]]

Revision as of 19:07, 13 January 2017

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Neutral Creatures

These creatures are not associated with any particular town type but may be found wandering the lands

of Erathia. All elementals and golems have neutral moral and immunity to poison. Some locations found

on the Adventure Map may offer these creatures up for recruitment.


Elementals


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


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.