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

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Greetings to all fans of the Heroes of Might & Magic III universe!

I would like to invite you to participate in a project dedicated to creating a reference guide for HoMM III.

The topic itself is not new. There are many individual resources dedicated to describing the physics of the Heroes world, but despite all efforts, it is extremely difficult to find an information source that can be unequivocally classified as a reference guide.

This work does not claim to be original and is the result of compiling various official (Player's Manual) and unofficial (forums and websites) sources dedicated to describing the internal world of the game.

The file in Excel and PDF formats can be found at the following link:
http://vk.com/fizmig

At the moment, the work on the project is not yet fully completed, if it is even possible to complete it... :) Therefore, I would be grateful if anyone would like to participate in it and share their opinions, knowledge, and advice. An updated version of the document will be posted at the specified address for all those who wish. A link to the author will definitely be included. :)

Not all the information provided in this reference guide can be considered official, because it contains observations and assessments of players who wished to share their opinions about the features of the game. But, nevertheless, in general, it достаточно realistically reflects the physics of the Heroes world and will undoubtedly be useful to any beginner.

Given the above, any comments, clarifications, and explanations are welcome. Any suggestions regarding a more optimal form of presenting the information provided will also be valuable.

Sincerely,
AmberSoler
In reply to Ataman
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I have a question about the starting Movement Points (MP). Is it calculated based on the speed of the hero's creatures? Is this the minimum MP for a hero? I suggest also indicating the maximum possible MP. For example, consider the Enroth hero (Rampart). Her army can only consist of centaurs (speed 6), so the initial MP would be 1700. But if she has dwarves, then the initial MP is 1500. So, I propose (or rather, request) that you indicate both the minimum and maximum possible movement range. If doing this takes too long or seems tedious, you could change the "Starting MP" line to "Minimum Starting MP". Added after 12 hours 46 minutes
AmberSoler, please don't take offense, but I've already made all the corrections :) I would be very grateful if you added these changes to the reference guide. The modified page is available here
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A new update for the guide has been released - FizMiG v.1.12, which includes a review of existing articles and covers several new topics:

2.12 Tactics and strategy for playing with different factions
2.17 Diplomacy and its application
2.18 Basics of demonology
2.19 13 of the most well-known bugs in the game

P.s. I would like to express my gratitude to our esteemed colleagues Ataman and Dmitry_A_S for providing the information, which has been reflected in the current version of the guide.

Comments and suggestions are welcome!
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Dear AmberSoler, I would be grateful for the following information. When attacking a Titan Castle, does having a hero with the Sphere of Fire in the city affect the damage of the mines? And also: will these mines affect Efreet, Phoenix, Fire Elementals, etc.? Thank you in advance, Qwerty

Орден Фениксахаризматический :) лидер
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Qwerty;101016
When attacking a Titan castle, does the hero having the Sphere of Fire in the city affect the damage of the mines?
Having the Sphere of Fire grants the defender +50% damage, as the mines protecting the fortress walls are considered classic magic.

At the same time, here's the damage calculation mechanism:

The amount of damage dealt to each enemy unit by the mines that appear on the battlefield after casting the Land Mine spell is determined by the formula (10xSP + A), where A is equal to 25 if the Hero does not have the Fire Magic secondary skill or has it at the basic level, 50 if they have Advanced Fire Magic, and 100 if the Hero has this skill at the Expert level. Mines do not deal damage to defender units.

The damage from "city" Land Mines differs from "battle" Land Mines – it is not constant and is calculated differently for the game and its expansions.

For RoE:
1) If the city has only a garrison (without a hero), the damage from each mine is 55 HP.
2) If there is a Hero in the city, the damage dealt by Land Mine is determined by the formula above. In this case, the damage from the mine can be lower than 55 HP (minimum - 25 HP).

For AB and SoD:
1) If the city has only a garrison (without a hero), the damage from each mine is 150 HP.
2) If the defending Hero has Spell Power and/or the Fire Magic secondary skill such that the damage calculated by the specified formula exceeds 150 HP, then the damage from the "city" mine will be determined by this value; otherwise, the damage will be 150 HP – i.e., unlike RoE, the damage from "city" mines is never less than 150 HP. Interestingly, in this case, the mines that appear on the battlefield after casting the Land Mine spell can deal significantly less damage than the "city" mines. It should be noted that Land Mines along the Tower walls are less reliable than the defensive moats of other cities, as they deal one-time damage and can be easily destroyed by the Mass Dispel spell.
Qwerty;101016
And also: will these mines affect efreets, phoenixes, fire elementals, etc.?
The rules for mine operation are consistent with third-level fire magic – all units immune to this magic do not take damage, and golems take reduced damage.

- The Amulet of Vulnerability will also definitely work (regardless of which hero has the amulet) – it removes immunity from all attacking units on the battlefield.

- The Cloak of Negation neutralizes mines, regardless of which side it is on.

- However, the Sphere of Inhibition does not isolate units from the effects of mines, although, in theory, it should, because mines are pure magic, and they are removed by a dispel spell...

That's probably all about this obscure topic...
Is it clearer now? :D
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Wow. That's exactly how it is.
I'd like to add something of my own. I think the Sphere of Inhibition doesn't isolate units from the effects of mines because this sphere prohibits casting any magic in principle. And mines already exist. That is, the sphere doesn't neutralize the effect of spells; it prohibits their casting.
But at the same time, the Efreet's Fire Shield works in both cases, both with the sphere and with the cloak. That is, the cloak neutralizes mines, but native creature magic somehow doesn't.
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Kamikaze;101127
I think that the Sphere of Inhibition does not isolate units from the effect of mines because this sphere prohibits casting any magic in principle. And the mines already exist. That is, the sphere does not neutralize the effect of spells; it prohibits their casting.
The Cloak of Negation also prohibits casting. And with it, the mines are deactivated. The only question is this, which confuses me. There should be parity in the effect of artifacts, but it is not observed.
But at the same time, the Efreet's Fire Shield works in both cases, both with the sphere and with the cloak. That is, the cloak neutralizes the mines, but for some reason, it does not neutralize the native magic of creatures.
This is not the only remark about the fire shield. It also has another logically contradictory point. For example, when using the Medal of Vulnerability, units immune to fire retain their immunity to this spell, but units immune to fourth-level magic lose it... Something is not right... :)
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AmberSoler, I agree with Kamikaze that the sphere only prevents the complete casting of spells, unlike the cloak of negation. For example, if you use the "ban" sphere and wear "cursed armor," magic will still work.
I have another question for you on a similar topic:
If you use a vulnerability sphere, regardless of who uses it, will it remove the monsters' immunity to these "mines" during a castle siege? In other words, will monsters from the castle garrison be able to step on these mines without taking any damage when the vulnerability sphere is used?
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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Ley;101148
AmberSoler, I'll second Kamikaze's point that the sphere only prevents casting spells entirely, unlike the Cloak of Negation, because (for example) if you use the "ban" sphere and carry "Cursed Armor," magic will still work, as everyone knows.
Your example only confirms my position - the Cloak of Negation prevents the casting of the Misfortune spell, which is included in the Cursed Armor. This is a third-level spell. Meanwhile, the Sphere allows all spells to function.

That's all I'm trying to say - the Cloak and the Sphere are essentially the same artifacts, only with different ranges. But the Cloak prevents all manifestations of magic within its influence, while the Sphere only prevents casting... which is what causes complaints.
If you use the Sphere of Vulnerability, it doesn't matter who uses it - will it remove the monsters' immunity to these "mines" during a castle siege, i.e., will the monsters from the castle garrison be able to step on these mines without taking any damage when the Sphere of Vulnerability is used?
They will. The Sphere of Vulnerability does not remove their immunity to their own mines.
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AmberSoler;101151
All I want to say is that Cloak and Sphere are essentially the same artifacts, only with different ranges. But Cloak prohibits all manifestations of magic within its area of effect, while Sphere only prohibits casting spells... which is what causes complaints.

Yes, it's a tricky thing - this sphere :D
AmberSoler;101151
They can. The Sphere of Vulnerability does not deprive them of immunity to their own mines.

Thanks, that's what was causing me questions.

Added 12 minutes later
AmberSoler, on the link where you can find the latest version of PhysMig, I also saw the "hero digger," and where can I find the "ballista killer" (it doesn't matter what I call it, I think you understand), please give me a link. Best regards.
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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AmberSoler;101137
This isn't the only issue with the Fire Shield. It has another logically contradictory aspect. For example, when using the Vulnerability Medal, units immune to fire retain their immunity to this spell, but units immune to fourth-level magic lose it... Something doesn't seem right... :)

I'm certainly no expert in these matters, but I'm just saying... how can fire defeat fire? It's like trying to wash water away with water... there will only be more of it... **** doesn't stick to ****... Here, it seems to me that it's not some kind of magical immunity (for example), but rather a natural one, because they are made of the same material that they are attacking.
Клан"Yan-luo-Wan"

Зло летает на крыльях, добро ползает как черепаха.
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FizMig, page 61, cell CDE 25.
Is that really true? I just heard somewhere that it's not quite right... I even think I saw it somewhere...

Орден Фениксахаризматический :) лидер
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Qwerty;101165
FizMig, page 61, cell CDE 25.
Is this really true? I just heard somewhere that it's not quite so ... And I even saw something like that ...
Firebirds (Phoenixes) attack at a range of 2 cells and are immune to fire magic. After the Phoenix stack is destroyed, 20% of their number will immediately be reborn.

And what EXACTLY confused you? That Firebirds are Phoenixes? :)

Added after 3 minutes
Ley;101153

and where can I find a "ballista killer" or something like that (it doesn't matter how it's called, I think you understand), please give me a link.
Sincerely.
There is a wonderful button on our forum called "Search" :)
/topic/2326/

Added after 21 minutes
BotINKi;101160
It seems to me that this is not some kind of magical immunity (for example), but rather a natural one, because they consist of the same substance that they are attacked with.
In fact, the truth lies somewhere in between... The thing is that the Fire Shield affects all units, even those immune to fourth-level magic, so the medal has nothing to do with it here... This was an incorrect example from my side. However, units that have a natural fire immunity ignore the Shield, which you rightly pointed out.
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I was confused by the 20% and the immediate resurrection. I've heard and seen that it's not quite 20%, and it doesn't happen so quickly (or maybe not at all)...
Maybe I'm wrong, I'm not insisting, I'm not familiar with the third game, as I've said many times...

Орден Фениксахаризматический :) лидер
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Qwerty;101184
The 20% and immediate resurrection confused me. I've heard and observed that it's not exactly 20% and not so immediate (or maybe never)...
Maybe I'm wrong, I'm not insisting, I don't know the third game well, I've said it many times...
This is just a theory. If they are resurrected, then it's immediately... Or never. I've occasionally noticed that phoenixes are NOT resurrected, but honestly, I haven't paid attention to the quantity. I think if there are fewer than five, then a different scenario arises...
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Could you please explain how to use the "Heroes Copier" in the tavern?

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