Restoration of Erathia Manual Page 86: Difference between revisions

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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}}

Revision as of 03:58, 5 June 2021

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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 ChampionsTemplate:Keywords