Difference between revisions of "Restoration of Erathia Manual Page 86"

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champion deal extra impact damage
 
champion deal extra impact damage
  
(+5% per hex traveled to creature
+
(+ 5% per hex traveled to creature
  
 
attacked) when charging into battle.
 
attacked) when charging into battle.
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[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 086]]
+
Name
 +
 
 +
Cost
 +
 
 +
Attack
 +
 
 +
Defense
 +
 
 +
Health
 +
 
 +
Damage
 +
 
 +
Shots
 +
 
 +
Movement
 +
 
 +
Speed
 +
 
 +
 
 +
Swordsman
 +
 
 +
300 Gold
 +
 
 +
10
 +
 
 +
12
 +
 
 +
35
 +
 
 +
6-9
 +
 
 +
None
 +
 
 +
Ground
 +
 
 +
Slow (5 hexes/turn)
 +
 
 +
 
 +
Crusader
 +
 
 +
400 Gold
 +
 
 +
12
 +
 
 +
12
 +
 
 +
35
 +
 
 +
7-10
 +
 
 +
None
 +
 
 +
Ground
 +
 
 +
Swift (6 hexes/turn)
 +
 
 +
 
 +
Structure
 +
 
 +
Cost
 +
 
 +
Requirements
 +
 
 +
Creatures/Week
 +
 
 +
 
 +
Barracks
 +
 
 +
2000 Gold + 5 Ore
 +
 
 +
Guardhouse, Blacksmith
 +
 
 +
4 Swordsmen
 +
 
 +
 
 +
Upgraded Barracks
 +
 
 +
2000 Gold + 5 Ore + 5 Crystal
 +
 
 +
Barracks
 +
 
 +
4 Crusaders
 +
 
 +
 
 +
Name
 +
 
 +
Cost
 +
 
 +
Attack
 +
 
 +
Defense
 +
 
 +
Health
 +
 
 +
Damage
 +
 
 +
Shots
 +
 
 +
Movement
 +
 
 +
Speed
 +
 
 +
 
 +
Monk
 +
 
 +
400 Gold
 +
 
 +
12
 +
 
 +
7
 +
 
 +
30
 +
 
 +
10-12
 +
 
 +
12
 +
 
 +
Ground
 +
 
 +
Slow (5 hexes/turn)
 +
 
 +
 
 +
Zealot
 +
 
 +
450 Gold
 +
 
 +
12
 +
 
 +
10
 +
 
 +
30
 +
 
 +
10-12
 +
 
 +
24
 +
 
 +
Ground
 +
 
 +
Extra Swift (7 hexes/turn)
 +
 
 +
 
 +
Structure
 +
 
 +
Cost
 +
 
 +
 
 +
Monastery
 +
 
 +
3000 Gold + 5 Wood + 5 Ore + 2
 +
 
 +
Crystal + 2 Gem + 2 Mercury + 2 Sulfur
 +
 
 +
Requirements Mage Guild Level I, Barracks
 +
 
 +
Creatures/Week 3 Monks
 +
 
 +
 
 +
Upgraded Monastery
 +
 
 +
1000 Gold + 2 Wood + 2 Ore + 2
 +
 
 +
Crystal + 2 Gem + 2 Mercury + 2 Sulfur
 +
 
 +
Monastery
 +
 
 +
3 Zealots
 +
 
 +
 
 +
Name
 +
 
 +
Cost
 +
 
 +
Attack
 +
 
 +
Defense
 +
 
 +
Health
 +
 
 +
Damage
 +
 
 +
Shots
 +
 
 +
Movement
 +
 
 +
Speed
 +
 
 +
 
 +
Cavalier
 +
 
 +
1000 Gold
 +
 
 +
15
 +
 
 +
15
 +
 
 +
100
 +
 
 +
15-25
 +
 
 +
None
 +
 
 +
Ground
 +
 
 +
Extra Swift (7 hexes/turn)
 +
 
 +
 
 +
Champion
 +
 
 +
1200 Gold
 +
 
 +
16
 +
 
 +
16
 +
 
 +
100
 +
 
 +
20-25
 +
 
 +
None
 +
 
 +
Ground
 +
 
 +
Ultra Swift (9 hexes/turn)
 +
 
 +
 
 +
Structure
 +
 
 +
Cost
 +
 
 +
Requirements
 +
 
 +
Creatures/Week
 +
 
 +
 
 +
Training Grounds
 +
 
 +
5000 Gold + 20 Wood
 +
 
 +
Stables
 +
 
 +
2 Cavaliers
 +
 
 +
 
 +
Upgraded Training Grounds
 +
 
 +
3000 Gold + 10 Wood
 +
 
 +
Training Grounds
 +
 
 +
2 Champions
 +
 
 +
 
 +
[[Category:Restoration of Erathia Manual|Restoration of Erathia Manual 086]]{{keywords}}

Latest revision as of 03:58, 5 June 2021

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RoE1 86.png


Swordsmen & Crusaders

Well armed and armored, swordsmen

and crusaders are better all-around

foot soldiers than their pikemen

companions. Crusaders deliver two

blows per attack.


Structure Requirements


Monks & Zealots

Monks and zealots train themselves to

control and project their personal

energistic forces, which they deliver as

ranged blasts. While monks suffer the

normal penalty for ranged unit hand-to-hand attack damage (50%), the

better trained zealots do not.


Structure Requirements


Cavaliers & Champions

The horse-mounted cavalier and

champion deal extra impact damage

(+ 5% per hex traveled to creature

attacked) when charging into battle.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Swordsman

300 Gold

10

12

35

6-9

None

Ground

Slow (5 hexes/turn)


Crusader

400 Gold

12

12

35

7-10

None

Ground

Swift (6 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Barracks

2000 Gold + 5 Ore

Guardhouse, Blacksmith

4 Swordsmen


Upgraded Barracks

2000 Gold + 5 Ore + 5 Crystal

Barracks

4 Crusaders


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Monk

400 Gold

12

7

30

10-12

12

Ground

Slow (5 hexes/turn)


Zealot

450 Gold

12

10

30

10-12

24

Ground

Extra Swift (7 hexes/turn)


Structure

Cost


Monastery

3000 Gold + 5 Wood + 5 Ore + 2

Crystal + 2 Gem + 2 Mercury + 2 Sulfur

Requirements Mage Guild Level I, Barracks

Creatures/Week 3 Monks


Upgraded Monastery

1000 Gold + 2 Wood + 2 Ore + 2

Crystal + 2 Gem + 2 Mercury + 2 Sulfur

Monastery

3 Zealots


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Cavalier

1000 Gold

15

15

100

15-25

None

Ground

Extra Swift (7 hexes/turn)


Champion

1200 Gold

16

16

100

20-25

None

Ground

Ultra Swift (9 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Training Grounds

5000 Gold + 20 Wood

Stables

2 Cavaliers


Upgraded Training Grounds

3000 Gold + 10 Wood

Training Grounds

2 Champions