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- A reference guide and manual in Russian for Heroes 3.

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By creating the topic "Physics of the Heroes World. Reference Guide," Sir AmberSoler killed my own concept on one hand, and on the other, created something that many of us have tried or planned to do at least once. Many thousands of fans have been waiting for this reference guide for 7 YEARS! Naturally, discussions have been held and continue to be held regarding the explanation of various game mechanics, walkthroughs, buildings, monsters, castles, artifacts, and much, much more... But until this moment, no one had managed to achieve this except you, esteemed Sir AmberSoler! My deepest gratitude to you for this.
I am certain that this reference guide will be the most popular and useful for all categories of HEROES 3 fans among all the information currently available on various Internet resources.
Therefore, I am marking this topic as same-most important!

Now directly to the reference guide itself.
Since you asked for feedback, I consider it my duty to share some refinements that perhaps you will take into account in your next edition.

So:

1) sheet 2
a) spell - "Armageddon": many members of our site have come to the opinion that this does not apply to archangels (although I personally don't recall such a thing).
b) spell - "Town Portal" ... spends 200 points. The phrasing is unclear. It would probably be correct as: spends 200 MP points.
c) spell - "Disintegrate": it seems to me that it should be added that the defense of the unit on which this spell is cast cannot be lower than 0. Also, note that the "Dispelling" spell does not work on this type of magic.

2) sheet 3
a) Artillery has infinite ammunition. Once they officially run out, a countdown begins (into the negative).
b) Having an advanced or expert Ballistics skill can be used very cleverly. Block the gates with any monster, and then, if possible, skillfully shoot down the towers (to avoid losses). And if the opponent is strong enough but "non-flying" and "non-shooting," then having at least one archer with a supply wagon in your army, or alternatively, Artillery, you can wipe out an enemy of any size without losses.
c) In my opinion, Tactics has a significant feature.
Having ranged units as well as meat (weak units) in your army and a strong desire to attack, say, a heavily guarded object (dragons), you can manage without losing archers. Using tactics, by first arranging your troops around the archers 2 cells away so that the dragons cannot roast the archers, we calmly take them down (naturally casting various spells etc. on our ranged units). But this is just an option if there is no other alternative...
P.S. I remember in a recent tournament DZ I had to use this "perverted method." Not having the ballistics skill, my hero reloaded about five times so that the insane ballista didn't make a single gap in the garrison over 2 turns, and during those 2 turns I calmly took out the ballista itself using Meteor Shower, thereby securing the breakthrough of 4000 golems from the castle.
d) Diplomacy. I think this skill should still be described in more detail, as it is almost the most important skill in the game! You can traverse the entire map without even entering a castle and with your starting army! Monsters begin to join not only based on the amount of troops the hero has, but also based on attack, as well as whether exactly the same creatures are in the army. (I saw a detailed description regarding this somewhere).
e) Necromancy (black magic): why not take it??? What about legions of skeletons, which are not only decent in strength, but can also be exchanged for resources, which can be used to build the most important structures, especially in the early stages!
3) sheet 4
1.3. Other bonuses.
Building/Artifact

The Admiral's Hat is a composite artifact, but it also affects speed very well, so it must be taken into account.

It is necessary to write what the maximum move duration or movement reserve for a hero is possible. It is no secret that when visiting an Oasis, Water Body, FM and FE, the bonus increases, and quite significantly; if you consider that this increasing bonus object is located in close proximity to monsters, you can accumulate a very large movement reserve—the question is, how much???

4) SHEET 11

Clever move: Considering the fact that the portal costs only 2500 gold + 5 ore and requires absolutely no additional conditions, you can build it in your city at any moment. If Dungeon is your starting town and you haven't managed to acquire any external dwellings yet, then maybe don't rush into doing this for now. Better—if possible—capture a nearby advanced monster dwelling at the end of the first week, and you are guaranteed that exactly the same army as in that dwelling will immediately appear in the portal. Wait until the eighth day and get another double batch. After that, you can harvest free troglodytes—the creature in the summoning portal generates at the beginning of the week and you can buy it even on the 14th day. It's not going anywhere. Obviously, this only makes sense at the start of the game and in the case where, for tactical reasons, you can afford not to capture external dwellings for the sake of attracting free meat.

Even cleverer: Even if you already have external dwellings under your flag at the start and you've captured a few more, it makes sense to build this structure (Summoning Portal) on any day important to you, PREVIOUSLY SAVING (not an appointment with a doctor, of course), and if you don't like its inhabitants when building this structure (say, a troglodyte appeared instead of azure dragons), then we load and build again until the monster we need wishes to appear there.:D
But, it must be remembered that next week this trick will not work, alas. :mad:

5) SHEET 13

Monster Experience
Peasant 0
why such discrimination...

6) SHEET 14

* There is a suggestion that the morale level can be higher than +3 and lower than -3. In this case, the probability changes by +/- 4.17% for each additional level. The hero window only displays values within +/- 3.
I think this suggestion is incorrect; morale changes from -3 to +3, exactly like luck.

7) SHEET 15
Gorgeous table, but there is a suggestion to make images for every artifact, which would provide the most complete satisfaction to everyone reading this textbook.
P.S. After all, agree that hearing from someone how a rocket works in combat conditions and seeing it with your own eyes are different things.

Inactive artifacts
Diplomat's Suit Consists of three "diplomatic" artifacts - ring, medal, and ribbon
Mired in Neutrality Consists of three Resistance artifacts - necklace, jacket, and boots.
Ironfist of the Ogre Consists of 4 "barbarian" artifacts - Ogre's club, Ogre's shield, Cyclops' tunic, and one of the helmets (?)

And in theory they should be active; I asked this question a long time ago, why not? It's a shame.

8) SHEET 17
Cavalryman Castle
Has a cavalry bonus - increase in attack power by 5% for each cell traveled on the battlefield before attacking

I think it's worth adding a recent discovery from Qwerty: the cavalry bonus does not work on Halberdiers.

It would be good to know the percentage ratio of magic creation (which kind), defense reduction, reflection, and fear for high-level dragons (Fairytale, Rusty, Crystal, and Azure respectively).

That's where I'll end my quick review (17 sheets) of such an important document.

And also, since you are making images in some places for various artifacts, castles, magic, it would be good to do this for all objects on the map. That would be truly magnificent!;)

P.S. And one more thing, please make a list of abbreviations-decryptions, as many people don't know their meanings;)

With great respect VDV forever