Quicksand: Difference between revisions

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{{Earth spells}}{{Spell|25|25|46|35|18|24|25|35|35|20|25|{{unk}}
{{Earth spells}}{{Spell|25|25|46|35|18|24|25|35|35|20|25|25
  | school      = Earth Magic
  | school      = Earth Magic
  | level      = 2nd
  | level      = 2nd

Revision as of 16:08, 30 January 2024

School of Earth Magic
Symbol for School of Earth Magic
Level 1
 Magic Arrow *
 Shield
 Slow
 Stone Skin
 View Earth
Level 2
 Death Ripple
 Quicksand
 Visions *
Level 3
 Animate Dead
 Anti-Magic
 Earthquake
 Force Field
 Protection from Earth
Level 4
 Meteor Shower
 Resurrection
 Sorrow
 Town Portal
Level 5
 Implosion
 Summon Earth Elemental
School of Air Magic
School of Fire Magic
School of Water Magic
Quicksand
School:  Earth Magic
Level:  2nd
Cost:  8/6
Duration:  until end of combat
 Basic effect
Quicksand pits are placed in 4 random hexes.
 Advanced effect
Quicksand pits are placed in 6 random hexes.
 Expert effect
Quicksand pits are placed in 8 random hexes.
 Probability of occurrence (%):
Castle   25
Rampart   25
Tower   46 (35*)
Inferno   18
Necropolis   24
Dungeon   25
Stronghold   35
Fortress   35
Conflux   20
Cove Horn of the Abyss   25
Factory Horn of the Abyss   25
* Without Library

Quicksand is a 2nd level spell in the School of Earth Magic.

The spell places quicksand pits randomly in combat field hexes. They are invisible to enemy hero, unless the hero has a creature fighting on native terrain. A creature stack that tries to move through a hex with quicksand pit is halted and cannot act until next round. Once a pit is stepped on, it is revealed for all to see. A unique property of the Quicksand spell is that it lasts infinitely during any battle, regardless of the user's spell power.

AI cannot cast this spell. Flying creatures are always immune to this spell. Although Magic Elemental Magic Elementals are immune to all spells, they will still be affected by the quicksands.

User commentary

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Some may find the information in this section subjective or irrelevant.

Quicksand can be particularly useful in town sieges, since a large portion of the battlefield is blocked by walls and moats. It is also useful when fighting neutral army stacks, since wandering creatures will always attempt to attack foes that are within reach, making them predictable and thereby easy to "trick" into stepping on the quicksand. This strategy can potentially give your shooters many more turns to shoot before the enemy reaches them.