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Heroes Community > Library of Enlightenment > Thread: Not in the Manual
Thread: Not in the Manual This thread is 26 pages long: 1 2 3 4 5 ... 10 20 ... 22 23 24 25 26 · «PREV / NEXT»
tigris
tigris


Supreme Hero
Supreme Noobolator
posted March 05, 2006 04:06 PM

One Archangel ressurects 100 HP.
When the attacker places an unit in front of the castle gate and that unit gets killed, the gate will forever remain shut.
A trading post offers the same trading ratio as 5 marketplaces.
You cannot build upg. gnoll hut without having a tavern.
The damage dealt by the tower shooters depends on the buildings that are constructed in the castle

Will be back with mare soon
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maretti
maretti


Responsible
Supreme Hero
posted March 05, 2006 07:00 PM

The catapult can destroy the castlegate even though there is a dead unit infront of it.
____________
Crag rules, Orrin and Ivor suck

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted March 05, 2006 07:59 PM
Edited by Vlaad on 5 Mar 2006

 Faerie Dragons always have four magic attacks, regardless of the spells they cast.

 If you "wait" with Faerie Dragons, their spell may change.
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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted March 06, 2006 03:42 PM

Harpies attacking dendroids will get bound after they have returned to their original position.
____________
After all, marriage and murder are not too different - one ends your life and the other is a crime

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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted March 06, 2006 09:46 PM

Due to a bug, armorer skill and air shield will INCREASE the damage you receive from the castle's towers.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted March 07, 2006 10:19 AM

- A hero can move around without having any creature on him. If he gets attacked, he will be gone right before the battlefield screen would appear.
- Warmachines count as level 2 units. So if a hero starts with a warmachine, he will never have a level 2 creature with him aswell.
- You canīt hit a single unit with frostring, if no other unit/warmachine is placed aside.

____________
Better judged by 12 than carried by 6.

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lkru33
lkru33


Promising
Famous Hero
3x NFL Pick'em Champ
posted March 07, 2006 06:20 PM
Edited by lkru33 on 7 Mar 2006

- If you are wearing the Angelic Alliance and the Red Orb is present in battle, Expert Prayer will still be cast.  

- To add to #35, the berzerked Dragon will stay berzerked forever even if attacked by a shooter.  Spell power can be 1 or 0, doesn't matter.  
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Pitsu
Pitsu


Adventuring Hero
posted March 07, 2006 09:17 PM

very educational, but a few things confuse me...

Quote:

13. With the Sea Captain`s Hat u can summon boats out of nowhere, if you are skilled in Water. (Xarfax1 the Kreegan Warrior)


SC Hat gives summon boat spell. Independently of that, advanced water magic is required to have a chance to create a boat out of nowhere. I have not noticed any effect of SC Hat to the requirements needed for boat summoning.

Quote:

39. One Archangel ressurects 100 Healthpoints, one Pit Lord summones 45 Healthpoints. (King Tigris)


Don't Lords rise 50 HP?



Quote:
- You canīt hit a single unit with frostring, if no other unit/warmachine is placed aside.


? frost ring can be targeted to any hex on battlefield (even when casted by a feary dragon) and except for resistances and immunities does damage. Isn't it?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted March 07, 2006 10:08 PM
Edited by Vlaad on 7 Mar 2006

Quote:

Quote:
- You canīt hit a single unit with frostring, if no other unit/warmachine is placed aside.


? frost ring can be targeted to any hex on battlefield (even when casted by a feary dragon) and except for resistances and immunities does damage. Isn't it?

It is, as far as I remember... Even with Faeries, you can press the F key to cast the spell where you want.
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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted March 07, 2006 10:08 PM
Edited by Russ on 7 Mar 2006

If you have ballistics, you'll be able to cast a spell when targetting your catapult.
If you have artillery, you'll be able to cast a spell while targetting your castle's towers. You can also wait with your towers and shoot (and cast) at the end of the round. They will always be the last to move.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted March 07, 2006 10:12 PM

 Heroes in boats cannot land on the square with a hole.

(I often have a hero dig along the coast if my town is close to the sea... )
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maretti
maretti


Responsible
Supreme Hero
posted March 08, 2006 05:48 PM
Edited by maretti on 8 Mar 2006

The skill magic resistance and magic resistance arts dont work if you wear the black orb allthough it says that it negates the naturel magic resistance of all creatures on the battlefield.
____________
Crag rules, Orrin and Ivor suck

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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted March 08, 2006 05:58 PM

1) Hypnotized or berzerked hydras will never attack their own units with their attack all adjacent special, but they will attack their enemy's units.
2) Shooters adjacent to their own hypnotized or berzerked unit will still be able to shoot.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted March 08, 2006 10:44 PM

Witch Huts teach skills to a hero whether they can learn it or not. Hence why, one  time, I had a Druid with Necromancy.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted March 08, 2006 11:29 PM

Quote:
Witch Huts teach skills to a hero whether they can learn it or not. Hence why, one  time, I had a Druid with Necromancy.

Was it a custom map? Necromancy in Witch Huts is disabled by default.
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this_other_guy
this_other_guy


Famous Hero
{0_o} heh...
posted March 09, 2006 02:59 AM

Quote:
Quote:
Witch Huts teach skills to a hero whether they can learn it or not. Hence why, one  time, I had a Druid with Necromancy.

Was it a custom map? Necromancy in Witch Huts is disabled by default.


However, there is still the chance a hero can learn a restricted skill from a scholar.

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 09, 2006 03:19 AM
Edited by LegendMaker on 8 Mar 2006

LEGENDARY JEALOUS you folks didn't wait for me...

So this thread is what all you folks have been at while I was up to my neck in Tribunal...

Xarfax, since my original declaration went down the toilet (along with your +QP worthy - at least imho - breakdance post) during Val's "cleaning"...

...And since this here thread has already become arguably the MOST useful Library thread EVER...

I have no choice but to repeat myself (humilitating as it can be... for us both ! lmmfao) :

Xarfax, I'm in LOVE with you ! You don't just rock, you RULE ! I HUMBLY bow before thy MIGHT !

Ahh ! I feel better, now. rofl

Okay, so first off what Foofa said about the Huts is 100% BULLET PROOF information (I tested it MYSELF). A Hut will give ANY hero the skill it was preordained to give, even if said hero "can't" get it.

It is also true for Scholars, btw. Crag gets Water, Kyrre gets Fire, and hehehe Galthran gets LEADERSHIP ! Anything goes.

That's not true for Universities, though (neither on the map nor in Flux towns).

Also, Scholars do more than there's supposed to do. I might do further testings for more precise informations (though I already have SO MUCH testings in progress, not to mention other threads... and real life too )

Bullet proof for now : A Scholar preordained to give "Basic Wisdom" will in fact give "Advanced Wisdom" to a hero who already has Basic Wisdom. Or Expert if he has advanced, of course.

And also, if a Scholar was preordained to give a secondary skill that the visiting hero doesn't have at all AND that Hero has ALL 8 Slots already full, then the Scholar will give a +1 Primary Skill instead !

(quick opinion : hence, yeah, those cursed crap-giving Scholars actually turn into really cool bonus-givers as soon as you already have your 8 Sec Skills ! )

MORE :

Marius isn't wrong about non-combat spells working from a scroll even if you don't have a Spellbook. Neither is Angel about Heroes being allowed to cast high level spells without Wisdom (if they hold a tome or scroll). But there's more to it.

ANY SPELL a Hero gets from either a SCROLL, a BOOK or by BIRTH, he will be able to cast it regardless of wether or not he has the level of WISDOM skill normally needed to cast the Spell in question.

So, with XP Earth + Earth Tome, you will have absolutely NO NEED of a Wisdom skill for any Earth Spells. That would technically be a wasted slot !

Furthermore, any ADVENTURE MAP spell will be castable even if the Hero has no spell book, as long as he has the corresponding scroll or tome (artifact).

Not just View Air/Earth. You can actually TP with a might scout that has neither a spell book on him, nor the Wisdom skill !
TRY it at home, kids ! Won't do you no harm. hehehehe

Hmm That's all I can think of just now. (Again that's not fair, you guys were already at number 42 when I even noticed the thread !) Lol

Will add more as they come to mind, though.  

Legendarily NOT gay, ladies ! I mean, c'mon who the **** could possibly kick Xarfax out of their bed ? The guy is a genius, period ! Rofllmmfao
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LM

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 09, 2006 06:12 AM
Edited by LegendMaker on 9 Mar 2006

You guys (almost) forgot the Necro part of the list !

More came to mind :

A) Skellie Transfo

Any LIVING Dragon and any Hydra will turn into a Bone Dragon when using the Skellie Transformer.

A Bone / Ghost Dragon (and any other level 7 unit except those mentionned above) will turn into a skeleton like normal.

Trivia : You can UN-upgrade Skeleton Warriors using the Skellie Transformer on them ! lol

B) Add "nor animated, nor DRAINED (like VLs do)" to your line about gargs, golems and elements, please !

C) Necro Skill

When a hero with the Necromancy skill has all units' slots full and no Skellies on, said skill simply won't work, EXCEPT :

If the same hero has a stack of Skeleton Warriors, Necro skill will give him upgraded skellies instead of normal skellies. However, the number of skellies raised will be only 2/3 (rounded down) of what it would have been normally.

Same thing stands true when you have the Cloak Of The Undead King combo artie. You'll get Power Liches instead of normal Liches, but only 2/3 of the number of Liches you would normally raise.

D) Others Undead

Liches won't hurt Undead OF THE SAME ARMY.

But they WILL hurt any undead OPPONENT.

However, their Cloud Attack Special won't work on other undeads, so they will only hurt one target if the surrounding enemy units are all undeads (it will still work fine on any living unit, even if the target is an undead). Their special also CAN hurt your OWN units (if you have living troops and Liches in the same army).

E) Wraith (Bombs)

Any stack of Wraiths, regardless of their number will absorb 2 spell points from the opponent hero at each combat round they are involved in. The absorbion takes place the first time it's the Wraith stack's turn to move (even if they wait).

There is more, no doubt, but it's late so "to be continued"...

Oh, not Necro but just remembered those ones :

F) It's not the Magi themselves that reduce the cost of spells by 2 pts for the allied Hero. It's the FACT that there WAS at least ONE Magi present on their side at the BEGINNING of the fight.

Even after all Magis are dead, their special still works till the end of the combat !

And, similarly enough :

G) It's not the Pegasi themselves that raise the cost of spells by 2 pts for the opponent Hero. It's the FACT that there WAS at least ONE Pegasi present on YOUR side at the BEGINNING of the fight.

Even after all Pegasi are dead, their special still works till the end of the combat !

As a cumulative effect of F) + G), if both armies include Magi and Pegasi, spellcasting cost will be normal for both all combat long (no matter who dies first).

H) If your opponent has Water Magic at a higher level than your Earth Magic, his Dispell will cancel your AntiMagic. Otherwise, it won't have any effect.

I) If the attacker has Ballistics at a higher level than the defender's Artillery, he will have initiative in siege combat. Otherwise, the defender's turrets will go first (hence, he will have the initiative if he has at least Basic Artillery).

J) I hate to be the bringer of bad news, but I have one for whoever added the line about the Elixir Of Life : in the Shadow Of Death Manual, Page 26, pertaining to the Elixir Of Life clearly states "doesn't work on Undeads". So it IS in the manual.

K) In Multiplayer mode :

(Do NOT try this at home, kids ! Risky stuff.)

EDIT : Now you sure won't ! Hints removed under Xarfax's control.

L) Contrary to Homm2, the spell points count of any Hero won't drop even if his KNOWLEDGE points do (until the next refuel that is).

Say, you have the Crown of the Supreme Magi equipped when you refuel your mana. Even if you drop the artie, you will still have the spell points it permitted you to accumulate when you refueled.

(quick opinion : yup, that's right, whatever Knowledge boosting artie you get, equip it ONLY when you refuel your mana, then you can toss it in Backpack and equip another artie instead ! hehehe And the same Knowledge boosting artie(s) can be used for any number of Heroes in a row ! NONE will need them after the refuel !)

M) Not 100% sure that one was already listed or not. Too tired to check, so better safe than sorry :

Places that are supposed to work only once a day per Hero (such as wells) DON'T. After each combat, even it's still the same day, they will work again for you.

N) Tactics Skill works fully for one Hero only if the opponent doesn't have it.

If both Heroes have it at the SAME level, they will CANCEL each other completely (combat happens as if noone had Tactics).

If both Heroes have it but NOT at the same level, it will work only for the one whose skill is at the higher level. HOWEVER, the range will be REDUCED by the opponent's Level.

So if I have Expert Tactics while my opponent has it at Advanced, it will actually work as if I had BASIC (Expert - Advanced) Tactics and he didn't have it at all.

O) Unit's Placements

The way you arrange your troops in the Hero's screen and the fact you choose "tight" or "loose" units configuration will NOT apply correctly when you have empty units' slots.

When you only have one stack of units, it will always appear in the middle of your column, even if you placed it in bottow of upper slot.

In special locations (topes, crypts, cyke piles...) your units will appear in 3 CENTERED rows in this disposition (based on your unit's slots numbered from left to right on your Hero's Screen) :

-1-2
3-4-5
-6-7

Whatever stack was in slot number 4 (the middle slot) will appear right in the center hex of the battlefield ALWAYS.

P) Expert Dispell will remove the Tower's moat mines.

Q) Dungeon's town's Portal Of Summoning

Contrary to what the manual says, it DOESN'T "allow you to recruit creatures from an external flagged dwelling" !

The creatures you recruited from it are a BONUS on top of those the external dwelling will STILL give you even after you've emptied the Portal.

Furthermore, also contrary to the wrong info in the manual, it is NOT randomly choosen. No matter how many Zillion external creature dwellings you might have flagged, Portal of Summoning will ALWAYS offer you the same kind of units as the LAST dwelling you've visited the PREVIOUS WEEK.

(So yeah, it's a good idea to visit that Cave AFTER the trog's dwell !)

By the way, I just realized I didn't mentionned it yet, but your idea of making a file of this list in replacement of the dull tavern rumors is ****ing BRILLIANT, X. ! (Probably the best improvement idea you've had since cranim.txt) ! Grats !

Good nite folks !
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LM

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Consis
Consis


Honorable
Legendary Hero
Of Ruby
posted March 09, 2006 07:05 AM
Edited by Consis on 9 Mar 2006

Not In The Manual:

~ Clover Fields add +2 luck to "neutral aligned" units. This might seem confusing because there are actually two seperate kinds of neutral units. The first kind are any units belonging to Fortress, Conflux, or Stronghold. The second kind are things such as boars, gold/diamond golems, Rust/Crystal/Faerie/Azure dragons, sharpshooters, enchanters, halflings, peasants, rogues, nomads, and trolls. The second kind are not "neutral aligned" but are instead units who remain neutral and ambivalent to everyone. They do not work for and have not pledged loyalty for any cities or causes outside of their own. However, because the second kind all share the same philosophy, they will receive the morale bonus if your entire army consists of nothing but them. The downside to not being aligned with any city or cause is that they will not be afforded the same luck bonus of "neutral aligned" units when doing battle on Clover Fields.
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Roses Are RedAnd So Am I

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LegendMaker
LegendMaker


Promising
Famous Hero
The Metal Specialist
posted March 09, 2006 10:12 AM
Edited by LegendMaker on 9 Mar 2006

Immunities

Undead units are immune to any and all mind spells : Hypnotize, Sorrow, Curse, Blind, Berzerk, Forgetfullness.

They're also immune to Morale-related spells (Mirth and Sorrow), even if it's sort of obvious to guess that from the fact that they are not affected by the Morale phenomenon itself.
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LM

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