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

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VDV_forever
Many thousands of fans have been waiting for this guide for 7 YEARS!
Indeed, an epochal event has occurred. :)
Thank you for the flattering review.

Regarding the issues:
a) as for the "Armageddon" spell - many members of our site have come to the opinion that it does not affect archangels (although I don't recall this myself).

To be honest, I checked specifically just in case, you know... :)
It works, and quite effectively! :)
2) sheet 3
a) Artillery has infinite ammunition. As soon as they officially run out, a countdown begins (into the negative).

Please clarify.
Having an advanced or expert Ballistics skill can be used very cleverly... In my opinion, Tactics has a significant peculiarity...

The initial version of the guide contained a "Clever Move" section, where such tricks and tips known perhaps not to all players were planned to be placed. But then I deleted it because the Excel format is inconvenient for text explanations, and the topic itself deserves a separate work. In the future, I plan to possibly make it as a text file if I gather enough material for publication... Periodically, such tips from knowledgeable players appear online, but bringing them together and, what is no less difficult, structuring them by theme takes time. Unfortunately, I don't have any right now... Therefore, I wouldn't refuse help :)
Without 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.

You probably meant the catapult, because the "Ballistics" skill does not affect the ballista...
g) Diplomacy. I think this skill should still be described in more detail...

Of course it should, and not only this skill, but all others as well. It's just that I can't get to everything at once...
Monsters start joining not only based on the amount of troops the hero has, but also from attack, as well as whether there are exactly the same creatures in the army...

At the moment the game first launches, the susceptibility level of a unit is determined randomly. That is, a monster may be such that it will not join under any circumstances. And neither the "Diplomacy" skill level nor the strength of the army will help. Although in the map editor, it may be defined as "susceptible (likely to join)".

Among other monsters that have a probability of joining, this probability can be increased by the following factors:

1. The hero's troops must be "stronger" than the monster.
2. Presence in your army of a monster related to the neutral being joined (from one Castle) - +5%
3. Presence in your army of a monster identical to the neutral being joined (regardless of whether upgraded or not) - +10%
4. Preferably, the number of all other troops per stack should be strictly less than in this "native" stack. Specifically, strict quantity is meant here, not "army power".
5. Presence of the Diplomacy skill (the higher its level, the greater the probability of joining).
6. The probability of joining also depends on the hero's internal strength criterion which is calculated in a clever way (unknown). It is known that it definitely depends on the hit points of the hero's armies, on the hero's Attack / Defense (including artifacts), and possibly on the distribution of hits per stack (many hits in one stack is better than spread out).
7. Sometimes with too large an army, monsters run away. In this case, it is sometimes enough to transfer part of your army to another hero and try to join the neutrals again.
8. Believing that morale helps joining is a typical misconception - it does not help.

These are all observations. Information was gathered from various sources and may not be entirely correct.
d) Necromancy (necromancy, black magic) why not take it??? What about the legions of skeletons, which are not only decent in strength, but can also be exchanged for resources, with which you can build the most important buildings especially in the early stage!...

This refers to heroes who are not necromancers. They have enough other useful skills that need development. And creating a skeleton army under the command of, for example, a Knight with the necromancy skill is not very effective, because the skeletons appearing after every battle in a Knight's army will significantly lower the morale bar, which was the Knight's advantage in battle.

Suggest collecting skeletons to Galtran. He knows better how to handle them :)
All necros have the necromancy skill by default.
The Admiral's Hat is a composite artifact, but it also affects speed very well, so it must be taken into account.

The Admiral's Hat, in my opinion, acts as the sum of effects from the Sea Captain's Hat and the Sea Guidance Necklace; it offers no additional logistics bonuses. And the fact that it preserves the remainder of the hero's move when boarding a boat is stated in its properties in the corresponding section.
It is necessary to write what the maximum move duration, or movement reserve, for a hero is possible. After all, it's 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, one can accumulate a very large movement reserve—the question is how much???

Exactly – the question is how much? :)
Peasant 0
why such discrimination...

This is all due to the calculation mechanism implemented by the developers. As far as I know, experience depends on the amount of XP of the monster left on the altar. (Not only on this, of course, but to a great extent). A peasant's health reserve equals one. When calculating the amount of experience, each individual monster is considered separately, and then the experience that can be obtained from the entire army is summed up. For each peasant, less than one unit of experience is credited, and the machine rounds it down to zero. Then it sums these zeros. So, even if you sacrifice a legion of peasants – the experience will be zero. If I recall correctly...
I think this assumption is incorrect; morale changes from -3 to +3, exactly like luck.

Agreed, this has been confirmed by experiments. I'll need to remove this note.
SHEET 15
Gorgeous table, but there is a suggestion to make images for each artifact, which would provide the most complete satisfaction to everyone reading this textbook.
P.S. After all, you'll agree that hearing from someone how a rocket works in combat conditions and seeing it with your own eyes are different things.

I consider it irrational to overload the guide with graphic material, as the file size grows significantly.

Let's consider the current version of the file as working material since changes are planned for it. Graphics are posted as separate files on the "Useful Utilities" page - "Artifacts" - Arts_HMM3.rar and "Units" - Units_HMM3.rar

In the future, when a decision is made to complete the "construction" work, everything can be combined for completeness.
P.S. And also, please make a list of abbreviations-decryptions, as many do not know their meanings.

Which specific abbreviations do you mean?
With this, I have finished my brief review (17 sheets) of such an important document.

Many thanks!
In your spare time, if it's not too much trouble, please go through the remaining 29 sheets. You would be doing me a great favor :)

Respectfully,
AmberSoler