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

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#1
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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
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#200
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So, what about Imps? I heard something similar, that the mana point conversion rate directly depends on the number of Imps, something like a 1:1 ratio. Is that true?
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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#201
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As I was creating this document, I faced the question of which monster abilities should be considered magic and which should not... Since this division is somewhat arbitrary. For example: - Dendroid roots, - the ability of Imps and Specters to steal mana, - the anti-magic shield of Unicorns, - magic resistance of Crystal Dragons and Dwarves, - Vampire Lords with their ability to replenish their health points, - the ability of Behemoths to reduce the enemy's defense, - the resurrection of Phoenixes, - the regeneration of Trolls and Specters. Is this magic or not? For now, I am inclined to believe that this should not be considered magic - just innate abilities of the units. But the question remains open. As I continue, I see that the ability of Bone Dragon Specters to reduce the morale of enemy units corresponds to the basic level "Despair" magic. Also, Devils and Archdevils create a permanent "Misfortune" spell of the basic level. This needs to be added... But does it work for all units? Added 1 minute ago
Ley;146430
So, what about Imps? I heard something similar, that the mana drain directly depends on the number of Imps, something like 1 to 1. Is that true?
The reference says: "When the spell is used by the enemy, it organizes a Mana Channel and adds 20% of the mana used by the enemy for the spell to its hero." The number of units does not matter.
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#202
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AmberSoler;146431
- the ability of Imps and Ghosts to steal mana

I would phrase it a little differently: the ability of Imps to steal..., and Ghosts to absorb :)

By the way, it would be nice to add silver Pegasus;

AmberSoler;146431
In the reference, it says: "At the moment the spell is cast by the opponent, it organizes a Mana Channel and adds 20% of the mana used by the opponent for the spell to its hero." The number of units does not matter.

So, if this is true, is it possible?
The hero has 1 Imp, and an army; and the opponent uses a spell that costs 25 mana points - then, for one casting of the spell, 5 mana points will be "stolen" by one Imp?
I think that there is still some dependence on the number of Imps...
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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#203
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Ley;146497
I would phrase it a little differently: Imps have the ability to steal..., while Ghosts absorb. :)
Imps don't steal because the opponent's mana doesn't decrease. Instead, they accumulate it from nowhere. But Ghosts do steal... :)
Ley;146497
By the way, it would be nice to add silver Pegasus. ;)
Increasing the cost of spells can hardly be attributed to spells...
Ley;146497
It seems to me...
That's exactly it... ;) I'm not talking about my assumptions, but about a fact that exists in the game. If at least one Blessed Imp is alive at the moment the spell is cast, then the mana gain is equal to 20% of the cost of that spell cast by the opponent... It doesn't matter how many Imps are left.
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#204
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AmberSoler;146556
Imps don't steal mana because the opponent's mana doesn't decrease. Instead, they accumulate it from nowhere. But Specters do steal... :)

Actually, Imps are specifically engaged in stealing, as they take mana points from already cast spells, i.e., from one spell to another... while Specters absorb, because they can't steal by definition - they don't use magic and don't transfer mana points to their hero owner :)
AmberSoler;146556
Increasing the cost of spells can hardly be considered a spell itself...

Of course, it's up to you, Amber, but it probably wouldn't hurt to mention their ability...
AmberSoler;146556
That's exactly what I mean... ;) I'm not talking about my assumptions, but about a fact that exists in the game. If at least one upgraded Imp is alive at the moment a spell is cast, the mana gain is equal to 20% of the cost of that spell cast by the opponent... The exact number of Imps remaining doesn't matter.

It's hard to argue with facts ;)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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#205
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Ley;146830

Of course, it's up to you, Amber, but it might be helpful to list their abilities...
There's already an entire article in the reference section dedicated to unit abilities, so it seems redundant to duplicate it. Let's see, maybe in the future I'll combine the two articles into one for clarity, or maybe I'll separate them. Time will tell what works best... :)
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#206
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I've tried many times to figure out what Adela's specialization does... :) But I couldn't find a pattern for how the damage increases for units under the effect of Bless. Now, it seems I've figured it out - I discovered a relationship between the strength of the spell and the hero's level.

The damage formula under Bless in general looks like this:

D=D(max)*(1+(Att-Def)*0.05) – for the basic skill "Water Magic"
D=(D(max)+1)*(1+(Att-Def)*0.05) – for the advanced and expert skills "Water Magic",

where D(max) is the maximum base damage of the unit.

It turns out that Adela's specialization adds to the resulting damage of the unit once every N levels, adding 3% of D(max) or D(max)+1, depending on the level of the secondary skill "Water Magic", where N is the unit's level. For example, for the Archangel (N=7), the damage increase will be at Level 7-14-21-28…

In this case (using the Archangel as an example) for Level 1-6, we have:

D=D(max)*(1+(Att-Def)*0.05)
D=(D(max)+1)*(1+(Att-Def)*0.05)

For Level 7-13, we have:

D=D(max)*(1+(Att-Def)*0.05)+ 0.03*D(max)
D=(D(max)+1)*(1+(Att-Def)*0.05)+ 0.03*(D(max)+1)

For Level 14-20, we have:

D=D(max)*(1+(Att-Def)*0.05)+ 0.06*D(max)
D=(D(max)+1)*(1+(Att-Def)*0.05)+ 0.06*(D(max)+1)

And so on…
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#208
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Another update to the reference guide.

Added articles:

1.26 Units - Mages. Spells available to monsters.
1.27 Unit classification: Dead, Undead, Alive
2.20 Getting into the boat. Practical use of the Admiral's Hat


The plan is to achieve the final victory of socialism! :) I hope to finally complete the section "Hero specialization (resources, spells, units, and secondary skills)..." It's a very peculiar topic, "dig and dig, but you'll never reach the end," as they say...
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#209
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AmberSoler, what determines whether a stack of one Phoenix will regenerate or not? I've noticed that the probability of a "single" unit regenerating is not 100%... For example, if you attack three single units with Meteor Shower, often all three do not regenerate. And there have been other situations...
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#210
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Vanechka;149853
AmberSoler,
what does it depend on – whether a stack of one Phoenix will be restored or not? I've noticed that the probability of restoring a "level 1" unit is not 100%...
For example, if you attack three level 1 units with Meteor Shower, often all three are not restored. And there have been other situations...
In theory, 20% of the number of units in the destroyed stack have a chance to be restored. I understand that if there are fewer than five units (meaning 20% is less than one unit), then no unit may rise from the ashes at all...

Probability theory is at play here, which, unfortunately, is very difficult to test. So, for now, the question remains open for me.
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#211
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Hmm... Well, I guess I wrote something a bit off about phoenixes in the unit stats.
Regarding the magical characteristics of units – are you planning to add information to the page about the influence of "holy ground"? Just briefly: how do things work with genies and wizards – we can guess, but what about creatures like imps? Azure dragons? Does the chance of casting change? Does the spell's power change?

Added after 14 minutes
And also about phoenixes: I can, of course, experiment, but maybe you already know. Do the effects of aging, destructive ray, and monstrous strike apply to the resurrected phoenixes?
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#212
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Vanechka;149927
Hmm... Well, then I wrote something a bit off about phoenixes in the physics section...
"After the death of a unit, the slot can be restored to 20% of its original capacity (minimum - one unit)."

I agree, this point is misleading. I just meant that since less than one unit cannot be restored in principle, the "cutoff" is set at five units in the stack... But I'll explain it in more detail in the future. Thank you for the comment.
Vanechka;149927
Regarding the magical characteristics of units - is it planned to supplement the page with the influence of "holy ground"? Briefly: what about genies and sorcerers - you can guess, but what about creatures like infernals? Azure dragons? Does the casting chance change? Does the spell power change?
The influence of Cursed Land was reflected solely because there were no dependencies. Either the spell works, or it doesn't, so I had to test them all.

As for Holy Ground, everything seems clear here: the morale of all "good" creatures increases by 1, and that of evil creatures decreases by 1. There are no connections to magic... Or, please explain in more detail what you mean...
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#213
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Confused: lands of mages, where all spells are on expert difficulty.
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#214
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Vanechka;149933
Confused: lands of mages, where all spells are cast at the expert level.
It's even easier with them: all non-special spells are cast at the expert level. As for special spells, they don't have a gradation based on the level of the school of magic. Therefore, there are no changes for them. For example, the Fear spell of the Azure Dragons, and the Deadly Breath spell of the Mighty Gorgons, do not belong to any school of magic, and therefore are not subject to modification.
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