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Heroes Community > Library of Enlightenment > Thread: The Library's Heroes 3 Tribute Thread
Thread: The Library's Heroes 3 Tribute Thread
Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted November 14, 2007 12:05 AM

The Library's Heroes 3 Tribute Thread

Lets start a Tribute Thread for the game we all had put our love in. Its opened to collect as much knowledge of this game before it gets lost forever.

Every one who wants to give a small piece to this Tribute should do as follows. He opens a post and puts everything he know about a specific feature of this game, for example a specific spell, strategy, speciality, hero and so on. Other people may add some knowledge about this feature to make the knowledge about it completely.

It is allowed to copy already existing post into this thread, if someone thinks it contains some knowledge.

I start this thread with the approval of Angelito. We hope that many Heroes Fans will participate, so that we can store as much knowledge as possible........
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russ
russ


Promising
Supreme Hero
blah, blah, blah
posted November 14, 2007 07:25 PM
Edited by russ at 18:58, 16 Nov 2007.

*Reserved* I want to combine all the info from my old my posts here, on the first page

Edit: @Dimis - I was going to summarize the skills info as well.

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted November 15, 2007 01:29 AM
Edited by Xarfax111 at 18:21, 17 Nov 2007.

SPELL SPECIALISTS *** CHAINLIGHTNING *** SOLMYR *** CHAINLIGHTNING vs. RESISTANCE

This Post is about -why you shouldnt take Solmyr as Main- and -how does Chainlightning interact with resistance.

Many unexperienced players prefer Spell Specialists like Solmyr, Deemer, Aislinn etc. as main, as they think their spell will give them a nice "head-start" in the beginning of the game an "devastating spell" for the endfight. Both assumptions are wrong.

Why Solmyr does not give a nice "head-start" is easy to explain. As soon as he is running out of spellpoints his army CANT fight. Solmyr does give nothing to support his army itself. So he is wasting his time AND MOVEMENTPOINTS to get his spellpoints refreshed all the time, means you are slower then your opponent and you will loose.

To be a bit slower in the beginning, would might be ok, if his speciality will give him a huge advantage in the endfight. Many people thing that his speciality might make him double the impact of his chainlightning, like he does 2000 damage instead of 1000 with his spell. Unfortunately the ADDITIONAL damage is almost zero.

If you know how the speciality and the chainlightning works you will easily see why: A spell specialists get 3% Bonusdamage per HeroLevel. Unfortunately this additional damage is reduced (divided) by the creaturelevel:

Additional Damage = Damage * Herolevel *3 /100 /Creaturelevel

Example:

A level10 Deemer does 500 damage on Liches

Damage: 500
Herolevel: 10
Kreaturelevel: 5

Additional Damage: 500*10*3/100/5 = 30

The damage in total will be 530 damage. You see the extra damage is already minimal and get near zero if you cast on a Level7 creature.

Sidenote: In the fight screen you will only the the normal damage. So if it shows that you will do 600 damage before you cast, it will be more damage.

The damage of the chainlightning itself gets halved after each strike, five strikes with expert Air.

Example: 500, 250, 125, 63, 32

So if you are in an Endfight, you need to destroy the high level Creatures first. Many times damage gets lost by hitting warmachines and useless creatures. But lets assume you opponent is stupid enough, to let you hit Level 7, 6, 5, 4, 3 in a row. How high will be the additional damage?

Additional Damage: 500*10*3/100/7 = 21
Additional Damage: 250*10*3/100/6 = 12
Additional Damage: 125*10*3/100/5 =  7
Additional Damage:  63*10*3/100/4 =  4
Additional Damage:  32*10*3/100/3 =  3
Total: 47 extra damage

So Solmyr does give 47 extra damage points more then any other Hero can do with the chainlightning. And again: After the spell he leaves his army "naked" in the fight = you will loose.

New players tend to take magic heroes over a might hero. So at least take a sorcery specialists hero as main, as he actually DO some extra damage, and is not fixed on one single spell, which is easily to encounter.

Example: Malekith Level10 Sorcery Speciality

Sorcery Skill gives 15% extra damage.
Speciality gives 7% extra damage (= 15*10*5/100)
Extra Damage Percentage: 22%

Additional Damage: 500*22/100 = 110
Additional Damage: 250*22/100 =  55
Additional Damage: 125*22/100 =  27
Additional Damage:  63*22/100 =  13
Additional Damage:  32*22/100 =   6

Total: 211 extra damage

So Malekith does a 5 times higher extra damage then Solmyr does!


..to be continued.....

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dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted November 15, 2007 01:52 AM
Edited by dimis at 22:17, 06 Jan 2008.

On the offered skills

Here
or
Mirror at HC File Space

@Russ: Sorry man. It took me a while to notice that you are going to write about skills as well, and most of the part was already written. Feel free to add things that I left out though.
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Asheron
Asheron


Famous Hero
Ancient
posted November 15, 2007 11:35 AM
Edited by Asheron at 11:36, 15 Nov 2007.

*Not In The Tavern*

A Black Dragon is not immune to the Efreet Sultan's fire shield, cause it reflects might not magic. (Consis)


A bright hero discovered that by pressing the space bar, you revisit your location! (Consis)


A catapult can deal 0-2 damage. All walls do have 2 hitpoints.Only Ballistics will improve the chance of doing the most damage. (Xarfax)


A hot type of moat will deal 90 points of damage, while others will deal 70. (Xarfax)


"A good tactician always remembers that pressing the ""autocombat"" key during the tactic phase will move his 2-hex monster one step further! (Xarfax)

"A knight once told me his badge of courage gave all his troops mind spell immunity. (Mike)


A lonely hero who has lost all his creatures, will disappear as soon as he gets attacked! (Angelito)


A mage informed me he always knows which creatures his area spells will affect, as they only works on blue outlined creatures. (Xarfax)


A mage tried casting spells on Thorgrim's creatures with 100% magic resistance, and dispel was the only one that worked. (Commando)


A seer will always ask you for a unique artifact. There will be no copies anywhere! (Angelito)


A Silver Pegasi placed in front of a berserked Green Dragon can confuse it so much that it does nothing. (Xarfax)


A strange dark magic causes arrow towers to do more damage to creatures, if they have armourer or airshield. (Russ)


"A wise man once said: ""The best way to shoot a wall down is to target the adjacent turret"". (Xarfax)

"According to Loynis, his specialty gives an extra +3 speed to level 1-2, +2 speed to Level 3-4, +1 speed to level 5-6, but no extra speed to level 7. (Xarfax)


"An antimagic garrison prevents spell casting, but I heard a Faerie Dragon can still cast by using the ""F"" key. (Evil_Warrior)

"An expert with the Remove Obstacle spell can use it to search for mines, then cancel it to save mana for more important things. (Xarfax)


Ancient Behemoths do crush your defense, but only during the attack itself. Keep that in mind! (Xarfax)


Angellic Alliance will allow you to cast expert prayer, even if the red orb is brought into play. (LKru33)


Antimagic is highly effective against the abilities of Zombies, Unicorns, Thunderbirds and Mummies. (Binabik)


Armor of the damned will not provide your hero with the disrupting ray, even though some authorities state so. (Angelito)


Astral told me when creatures have spell immunity from artifacts, Hypnosis cancels these immunity. (Xarfax)


Be careful cloning a creature who is completely surrounded, the original creature might disappear. (Shiva)


Be careful leaving your creatures in a moat, they will take 10% more damage when attacked. (Binabik)


Offense won't increase the damage of ballista, artillery and archery will. (Xarfax)


Dendroids are smart - they know that a harpy returns to its place, so they send the vines there to bound the harpy forever! (Greek_god)


Did you know each level of Diplomacy lets your hero enter the Library two levels earlier? (Haile73)


Did you know that adventure map spells can be cast from scrolls even without a spellbook? (Maretti)


Dig holes along the coast to prevent that a boat can land there. (Vlaad)


Disrupting Ray is a nasty spell and nothing can remove it, not even cure, dispel or antimagic. (Vlaad)


Don't bother to put powerful creature spellcasters on cursed ground - no one has ever seen a creature spell work there. (Xarfax)


Dragons and Hydras, powerful creatures, will be turned into Bone Dragons by the skeleton transformer. (LegendMaker)


During a siege, Hypnotized or sieging troups cant open the gate for you. (Xarfax)


Each Mighty Gorgon has a 10% chance to kill with it's Death Stare. But don't expect more than one kill for every ten of them. (Xarfax)


Even if you kill your opponent's Arch Mage, he will still have to pay less to cast spells. (LegendMaker)


Even if you kill your opponent's Silver Pegasi, you will still have to pay more to cast spells. (LegendMaker)


Even if your Elves have run out of shots, clones of them will start with a full supply of ammo. (Evil_Warrior)


Even though it is powerful, the orb of vulnerability won't break the resistance given by Unicorns. (Xarfax)


Even though you have higher speed, attack and defense on your native terrain, your creatures wont have more morale or luck! (Xarfax)


Even with the slowest creature, ballistics will allow you to cast first spell in a siege, unless your opponent has artillery. (Russ)


Every Master Genie is a powerful wizard with spell power 5, and casts all spells on advanced level. (Xarfax)


Except for Tower's Land Mines, moat damage can not be avoided by magic spells, resistance or immunities. (Xarfax)


Faerie Dragons are a lottery - if you make them wait, they might completely change the spell they are casting! (Vlaad)

Faerie Dragons are mighty warlocks, each one casts their spell with spell power 5, on advanced level. (Angelito)


Flying allows you to avoid terrain penalties, but did you know that roads still increases flying distance? (Xarfax)


Funny thing about Mass Counterstrike, even if dispelled, it will continue to work until the end of the round. (Conanthebarbarian)


The beach at the coast is neutral terrain for every race! (Consis)


Ghost Dragons can age your creatures as though a mage has just cast a 5 level spell. (Zsa)


Hypnotized Hydras are smart enough to avoid hitting friendly creatures. (Russ)


I don't trust Psychic Elementals and their level 5 mind spells. At least they only do half damage if you have mind spell immunity. (Csarmi)


I hear if a creature in a castle moat casts a spell or gets bad morale, they will not take moat damage. (Angelito)


I heard that ballistae never run out of shots, although it should only give 24 shots. (Angelito)


I once fought Ryland, and his Dendroids had me so tied up I had to teleport away. (Xarfax)


I once saw a creature turned to stone by a Medusa and get high morale, but couldn't move the second time either. (Dimis)


I once saw two beserked Dendroids attack each other. After the spell wore off, neither one could move. (Wub)


I once saw a Harpy Hag landing next to a balistae and the Hag never moved again. (LordZXZX)


I was reading a manual on battle tactics that claimed damage is reduced by 2% for each point attack is less than defense. But it's really 2,5%. (Binabik)


If you are looking for a good deal at the Artifacts Merchant or Freelanders Guilt, try waiting until you have more markets. (Binabik)


If you visit a Naga Bank but refuse to fight, you can assume numbers of Nagas by right clicking onthe bank again. (AndiAngelslayer)


If you buy a warrior with ballistics or first aid specialty, don't expect him to have level 2 creatures. (Angelito)


If you see a pack of creatures one week, and lots the next, you know there are 20-21 of them. (Xarfax)

If your Archangels, Archdevils or Ghost Dragons die in battle, their morale and luck specialities still work. (LegendMaker)


If your hero class can't learn a certain skill by natural means, maybe a Scholar or Witch Hut can help. (LegendMaker)


In a boat, you will travel 15 tiles, no matter if you have a fast monster, or a walking dead. (Binabik)


In an Utopia, the dragons already have mixed alignment, so bringing a Ghost Dragon inside can cause them to freeze. (AndiAngelslayer)


In mines, dungeon heroes will have the advantage, because mines are treated like subterranean! (Consis)


"In the book ""Morale of 3 Heroes"", it says a creature might freeze if it has negative morale. I happen to know it has twice the chance the book says. (Csarmi)

"It's best not to carry the Grail into a fight. If you lose, it will be lost forever. (Vlaad)


Mages from all magic schools learn Magic Arrow. So any magic orb will increase its damage, and any Magic Protection spell will reduce its damage. (Xarfax)


Magogs fireballs make might not magic damage. (Supersonic)


Marksmen and Grand Elves are smart, they can shoot twice, even with one shot remaining! (Angelito)


Minotaur Kings are happy creatures. Even mixed with 7 races, they still have positive morale. They don't like the Spirit of Oppression though. (Binabik)


Monsters in external dwellings are shielded from plague. (Mike)


My dear friend Astral told me that even if you hypnotize a creature and place it next to a shooter, the shooter won't care and fire anyway. (Russ)


Tower Magic mines dont explode if you do have 100% resistance or the recanters cloak. Strangely enough they do work with red orb present (Xarfax)


My friend has just told me that an Archangel can resurrect 100 hit points! He also told me that one Pit Lord can raise 50 hit points. (Tigris)


Necromancers also raise Skeleton Warriors if there is no room for normal skeletons, but they will only raise 2/3 as many. (LegendMaker)


Never play cards with a Halfling. No matter how bad the luck of everyone else, they always have positive luck. Unless the Hourglass is present. (Angelito)


Odd thing about the underground. It can have any type of terrain, but battles are always on subterranean. (Vlaad)


Of course native creatures have no movement penalties on their native terrain, but did you know that nomads can take you through the desert? (Consis)


On the magic plains even creatures cast their spells on expert level! The only exception is the Dragonflies' dispel. (Consis)


If you do have an ammo cart you will have unlimited shots in an Utopia, even though you cant see it. (Angelito)


Once you restore all your mana, the fuel of wizards, you can remove knowledge artifacts without loss of spell points. (LegendMaker)


One nice thing about cloning or hypnotizing creatures with special abilities, their specials still work. (LegendMaker)


Pit Lords can raise more Demons when health artifacts are used. (Destro23)


Every new, non-upgrade building increases the damage of the main tower by 2-3, half that for lower towers. (Xarfax)


Rogues are good at picking their victims. Having them in your army is like having an expert Vision spell with 1 spell power. (Zsa)


Rogues told me the prices at a trading post are as good as 5 market places! (Tigris)


Scorpicores can paralyze your creatures as though a mage has just cast a level 4 spell. (Zsa)


Solmyr is my good friend. He just told me his Chain lightning did very little additional damage to level 7 creatures! (Xarfax)


Somehow Elementals from the four schools of magic seem to get along in the same town, but on the battlefield they will do twice as much damage to the opposing school. (Csarmi)


Terek claims his specialty gives an additional +3 speed to level 1-2, +2 speed to level 3-4, +1 speed to level 5-6 and no extra speed to level 7. (Xarfax)


The abilities of Efreets, Dendroids, Ghost Dragons, Medusa, Scorpicore, Basilisk and Wyvern Monarchs are so powerful, not even Antimagic will stop them. (Bin)


The defender in a siege not only has the advantage of castle walls, but also fights on the town's native terrain. (Vlaad)


The Earthquake spell is a nice way to get inside a castle, but it will never knock down a wall with one casting. (LegendMaker)


The magic attack of a Magic Elemental is so strong, Black Dragons and other Magic Elementals are the only creatures who can reduce it by half. (Csarmi)


The Orb of Tempestuous Fire is a great artifact for Tower, because it increases the damage of the Tower Mines. (Consis)


Pikemen dont take additional damage from the Cavalier's powerful charge. (Xarfax)


Sea Captains Hat contains the spell summon boat. With advanced water you can now steal your opponents boat. (Xarfax)


The Spirit of Oppression does not negate negative moral. (Csarmi)


To have more then plus 3 morale is good, cause it can be reduced somehow. Still the maximum effect is already reached at plus 3 morale (Zsa)


The vendors at the Black Market are a little shady, but they have good prices. About the same as the Merchant in town when you own five markets. (Binabik)


Those foul creatures, Familiars, can give your hero more spell points than he normally could have! (Consis)


Tomes or spell scrolls can be used even by Heroes without any Wisdom! (Angelito)


When all your creatures are dead, your clones will disappear, but summoned elementals will keep fighting to the end. (LegendMaker)


When fighting against tower, ensure to have expert dispel. It will destroy all land mines. (LegendMaker)


Whirlpools will claim the lives of half your weakest unit. So if you place a single unit aside you will only lose that. (Consis)


Windmills dont give wood or gold. Remember that when you are in need of these resources. (Vlaad)


With Remove Obstacles you can destroy land mines, fire walls and force fields. But you can't remove Walls or obstacles that cross the field. (Xarfax)


Without a tavern, you can't see what creatures inhabit an outside garrison! (Xarfax)


Wandering creatures tend to breed a lot, I've heard it's 10% each week. (Binabik)


Wyvern Monarchs are nasty creatures. They not only poison their victims, 10% each turn, up to half their health. (Zsa)


You can't implode a catapult, but don't worry! Other damage spells should work on it. (Xarfax)


You can't put the gate up again after something has fallen dead on it. You cant open a gate if something has fallen dead under it. (Tigris)


You know if you carry two Legs of Legion, the second one does nothing. But if you give one to a another hero in the garrison, both will work. (Djive)


You only take damage when you go into, or stay in a moat. Not when you leave it. (Xarfax)


Town Portal doesnt work if you are in a boat. (Angelito)


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dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted September 06, 2008 06:23 AM

Come on guys!

Will someone post something good here? It's a pity that this thread goes wasted!
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The empty set

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