Restoration of Erathia Manual Page 116: Difference between revisions

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[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 116]]
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]]{{keywords}}

Revision as of 03:47, 5 June 2021

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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.Template:Keywords