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Hello, dear heroes enthusiasts!
The time has come for me to tackle the "two" [Heroes II], which was abandoned way back in 1998. Back then, I only "dabbled" with it on an amateur level, so now I've had to work quite hard to provide myself with a comprehensive offline "crash course" on the second game as much as possible. Thanks to the esteemed Qwerty, who responded promptly to my request and provided me with an FAQ that is likely well-known in the same-game community.
Nevertheless, without experience in 3, many questions would have remained unanswered for me. In short, I encountered serious difficulties when trying to transition from 3 to 2. I had to gather information "bit by bit," so to speak. I dare suggest that in the reverse transition (which is extremely rare nowadays, as such a transition has already happened naturally), there will be far more difficulties for obvious reasons.
During all these investigations, I came up with the idea of creating a small article titled "Differences in Offline Gameplay between Heroes II and Heroes III," which will cover the main points to watch out for and which, I hope, will become an indispensable aid for those who want to move from 3 to 2 and, why not, vice versa. I hope this article interests those fans who began studying the Heroes series with the 3rd and later parts, and thus—will join the ranks of "two-players." I ask all the "veterans" of the offline heroes community to help with additions.
So, the differences in offline gameplay between Heroes II and Heroes III:
I. Factions
- in Heroes II there are 6 factions – Barbarian, Warlock, Wizard, Sorceress, Knight, Necromancer.
- in Heroes III there are 9 factions – Castle, Rampart, Tower, Inferno, Necropolis, Dungeon, Stronghold, Fortress, Conflux.
II. Heroes.
A) - in Heroes II we have 54 heroes at our disposal (9 for each faction).
- in Heroes III there are 144 main ones (16 for each faction), plus 12 unique ones (with super-specialties), making a total of 156.
B) – in Heroes II, 14 secondary skills are allocated to heroes; a hero can learn 8 of them. Furthermore, heroes have two skills at the basic level (Necromancer, Knight), one at advanced (Barbarian, Wizard), and one at advanced and one at basic (Warlock, Sorceress);
- in Heroes III, 28 secondary skills are allocated to heroes; a hero can also learn 8 of them. Moreover, there is no strict assignment of specific secondary skills to heroes of one faction. In the vast majority of cases, each hero possesses two innate basic-level secondary skills, and more rarely—one at an advanced level.
C) - in Heroes II, heroes (possessing a spellbook) of one faction have a strictly defined innate spell.
- in Heroes III, such "linearity" is absent.
D) - in Heroes II, after a hero deserts/buys their way out and is subsequently ransomed on the same day, their move points are restored. Therefore, in offline tournaments, a ban has been introduced on moving such a hero after this maneuver.
- in Heroes III everything is logical - after a hero deserts/buys their way out and is subsequently ransomed on the same day, the hero retains the move points they had at the moment of desertion/buyout.
E) - in Heroes II, when a hero is dismissed and subsequently ransomed, mana points are preserved in the amount present at the time of dismissal.
- in Heroes III, when a hero is dismissed and subsequently ransomed, mana points are fully restored.
F) - in Heroes II, a hero cannot "hide" in the city garrison.
- in Heroes III, such an option exists.
G) - in Heroes II, a hero can take 5 units and 14 artifacts on a campaign. There is no backpack for temporary artifact storage.
- in Heroes III, a hero can take 7 units and 14 artifacts on a campaign. However, the presence of a backpack is an undeniable plus.
H) - in Heroes II, heroes are not divided into classes and do not possess specialties.
- in Heroes III, heroes of each faction are divided into 2 classes and each possesses a specialty, which is very useful for offline tournaments.
I) - in Heroes II, to hire heroes, it is necessary to build the castle, which is quite difficult and "hits the pocket" (20 wood, 20 ore, 5000 gold). When hiring heroes, heroes of one faction cannot appear simultaneously. However, this possibility exists when the week changes. Occasionally, cases of two heroes of the same type appearing in the tavern have been recorded. But as Qwerty advises, you shouldn't count on it.
- in Heroes III, to hire heroes, it is sufficient to build the tavern (5 wood, 500 gold). Heroes of one class cannot appear simultaneously in the tavern (unique heroes are also assigned to one of the classes – this should also be noted when hiring). The only possible way for heroes of one class to appear in the tavern is if one of the heroes deserts/buys their way out, but that's a completely different story.
K) - Heroes II secondary skill tree is "linear" and embedded in the save; i.e., regardless of which secondary skill you choose when leveling up a hero, upon reaching the next level, a strictly defined pair "drops." And it is indeed a tree. That is, if you take a certain skill at a fork, it's not a fact that its alternative will ever be offered. Hence the hype regarding wisdom for Barbarians.
- Heroes III lacks such "linearity."
L) - in Heroes II, heroes in the tavern always have a starting army (units of 1st and 2nd levels or only 1st). That is, if you hire a hero, the hero below them also has a starting army.
- in Heroes III, a starting army is present in the tavern only for the two "top" heroes (units can be 1, 2, 3 levels, except—Bron with basilisks (4th level unit). Below the "top" heroes are already heroes with a single hero who has a 1st level unit in their pocket. Moreover, if you cover a "top" hero with another (deserted or ransomed) hero, their starting army is lost.
M) - in Heroes II, you can attack an ally, capture their mines, castles, and other objects.
- in Heroes III, you cannot attack an ally; however, you can learn magic from them, use the bonuses of their city, buy a magic book in their city, send resources to them, etc.
III. Tactical and other features.
A) - in Heroes II during battle, units cannot delay their turn until the slow-speed enemy units have moved. That is, you either move or pass.
- in Heroes III, however, units can delay their turn. As you can imagine, this adds many tactical possibilities.
B) - in Heroes II, units possess 6 speed groups (without the influence of spells) – very slow, slow, medium, fast, very fast, super-fast, which determines their turn order. In case of a tie in speed, the one who is higher on the battlefield or further left in the hero's "pocket" moves first.
The number of move points for a hero is determined by the speed of the slowest unit in their army.
- in Heroes III, unit speed is denoted by a specific value, and therefore variability appears both in battle and in determining the hero's move points.
C) - in Heroes II, siege engines (Ballista, tent, wagon) are absent. The only thing to note is an artifact that gives an infinite number of "ammunition."
- in Heroes III, siege engines exist. This also adds tactical variety.
D) - in Heroes II, there are no schools of magic. Mass spells are already present in the mages' guild in a "ready" form.
- in Heroes III, schools of magic have been introduced. There are four – earth, air, water, and fire magic. All spells (except Magic Arrow and own vision) belong to some school of magic. Studying any of the schools of magic to an expert level gives a huge boost to tactical possibilities. One of the main and perhaps most significant advantages of an expert school of magic is its mass effect.
E) - in Heroes II, terrain penalties can only be overcome with the same secondary skill: Pathfinding (Wayfinding).
- in Heroes III, pathfinding removes terrain penalties. However, there are other ways to overcome the penalty. Each faction has its own native land, through which heroes can move without a penalty, but only with "native" units (plus it's possible to "bring along" neutrals if they are placed further left). Well, and I'll mention neutral nomads, whose presence in the army removes the sand penalty.
F) - in Heroes II, scouting is conducted as follows: launch heroes with the nwc key (heroes2.exe /nwс – so-called Debug mode), and a menu appears in windowed mode with all the necessary scouting "gear."
- in Heroes III, scouting can be done in the standard way. Here you have map opening, all spells with 999 mana, resources to the max, 5 archangels in a free slot, infinite hero move points, and all buildings in all castles, etc. Debug mode is also available.
G) - in Heroes II, external "breeding grounds" accumulate creatures from week to week, even if you didn't buy them out the previous week.
- in Heroes III, such accumulation is absent.
H) - in Heroes II, passing through a whirlpool is possible without loss of troops.
- in Heroes III, when passing through a whirlpool, you will definitely lose something unless, of course, you have a sea captain's hat up your sleeve.
I) - in Heroes II, with the same battle algorithm, the scenario of the latter does not change.
- in Heroes III, this rule does not apply.
K) - in Heroes II, the following battle algorithm is used by the computer: first shooters are attacked, then flyers, then infantry, and the stronger unit is attacked. As NZOL says, the computer's logic is "ironclad." With minor exceptions, it "stupidly" follows the algorithm.
- in Heroes III everything is somewhat more variable, and therefore more complex: dealing maximum damage with minimum losses, blocking shooters when attacking them is not necessary, damaging several units if a suitable opportunity arises, etc. But there are known cases where tracking the "logic" in computer behavior seemed impossible.
L) - in Heroes II, regardless of the speed of a flying unit, it reaches the opposite enemy camp.
- in Heroes III, as already noted, the speed of all units, including flyers, is denoted by an exact value, which determines how many cells a unit can advance.
M) - in Heroes II, using the Portal (Dimension Door) spell has no quantitative limit; i.e., the hero casts the specified spell until their mana and move points are exhausted. In a certain layout (small map size, logistics for the hero, visiting stables, presence of "logistics" artifacts, etc.), you can easily observe a picture where our hero "cuts" several laps around the perimeter of the map. It's an unforgettable feeling )))).
The amount of mana points and move points required for the spell are always constant and equal to 10 and 2.5 MP respectively.
- in Heroes III, using the Dimension Door spell depends on the presence of a secondary skill – air magic and varies accordingly from 1 to 4. Moreover, with the same secondary skill - air magic (of any level), its cost is reduced from 25 to 20 mana points, and move point costs are lowered to 200 (expert air) from 300 (in other variants).
N) - in Heroes II, a portal (monolith) can be blocked by your hero, which is very useful, including for online play (to a greater extent).
- in Heroes III "blocking" is impossible because a collision and battle occur.
O) - in Heroes II, there is the following pattern when accumulating mana: after a hero reaches the maximum number of mana points (proportional to the amount of knowledge), you should not perform any manipulations with artifacts affecting knowledge, as the number of mana points will drop to the level corresponding to the hero's knowledge level without that artifact.
- in Heroes III there is no such "trimming" )))
P) - in Heroes II, teleportation spells to a city are divided into two: teleportation to the nearest city (Town Gate, fourth level, 10 mana) and teleportation to any chosen city (Portal, fifth level, 20 mana). It should be noted that there is so-called "incorrect" use of Town Gate/Portal if the city is occupied by another hero (only move points are spent).
Both spells cost 2.5 units of the hero's move points.
- in Heroes III, there is no such division. But earth magic affects the variability of the spell's action. In its absence or presence at a basic level, the hero will be transported to the nearest free city, and starting from an advanced level – to any chosen one.
There is no "incorrect" use. In the first case, the spell will transport you to the nearest unoccupied free city, and in the second—an occupied city will not be in the list of those offered for teleportation.
Without earth magic, the spell costs 16 mana; if earth magic is present (at any level), the spell costs 12 mana.
It should also be noted that the number of move points spent by a hero on Town Portal is reduced to 200 with expert earth from 300 in other variants.
R) - in Heroes II, you cannot revisit any object or enter/exit a teleport without taking a step away from the object and then back onto the object or teleport. In short, visiting an object or teleport multiple times in one game day is limited by the duration of the hero's turn.
- in Heroes III, no "maneuvers" are necessary for this purpose; it is sufficient to simply press space and visit an object or enter and exit a teleport an unlimited number of times per game day.
S) - in Heroes II, if you spend the night in a mill, watermill, or mystical garden during a week change—the resources provided by these buildings are lost.
Similarly, creatures in external "breeding grounds" are lost.
- in Heroes III, there are no consequences for such an overnight stay.
T) - in Heroes II, summoning a boat using the same-named spell is impossible if there is no ship on the map.
- in Heroes III, this is observed if the hero lacks water magic or has it at the basic level. Starting from advanced water, so-called virtual boats are created, i.e., created via magic.
U) - in Heroes II during a city assault, the defender's towers and the attacker's catapult take their turn simultaneously with the fastest squad in the army. Thus, it is possible for towers or the catapult to never get a turn. It is impossible to damage the catapult in any way; players cannot control towers and catapults. The Ballistics skill only improves the catapult's performance. Attack and defense parameters of heroes influence the damage dealt by towers. There is a bug (or feature) with the shield spell - towers deal increased damage to units under this spell.
- in Heroes III, towers always take their turn first, then the catapult takes its turn, which has 1000 health units and can be destroyed. The Artillery skill for the defender allows controlling towers; the Ballistics skill for the attacker allows controlling the catapult. Attack and defense parameters of heroes do not affect tower damage.
There are living wall-breakers – cyclopes.
Also, there is a bug (or feature) with the air shield spell - towers deal double damage to units under this spell.
F) - in Heroes II, after upgrading any building in the city that allows hiring unit(s), we lose the ability to hire non-upgraded units.
- in Heroes III, such an option remains.
IV. Diplomacy.
- information on diplomacy in Heroes II is taken from the FAQ. It affects the joining of neutrals, visiting Xanadu, and the cost of ransoming a hero with an army. So:
Neutrals come in two types (excluding ghosts and all elementals, which never join), let's call them "loyal" and "greedy." The first join for free; the second—only for money. The type is determined randomly at the start of the game; usually, there are more greedy ones. Neutrals who participated in a battle, as well as those for whom a number was set in the Editor, are definitely greedy.
Conditions for loyal neutrals to join:
there is room for them, i.e., same troops or a free slot;
the hero's army is at least twice as strong as the joining squad (specifically, [S1] > 2*S2).
For greedy ones, it is additionally necessary that:
the hero has the Diplomacy secondary skill;
the player has enough money to buy the squad at the standard price.
With Expert Diplomacy, all N units of the squad join; with Advanced - [N/2]; with Basic - [N/4] units. Money is always taken as for a full squad.
The presence of an "upgraded platoon" in the squad does not affect joining; i.e., it's as if the entire squad consists of "ordinary" troops.
Neutrals flee if the conditions for joining are not met and the hero's army is five times stronger than them (specifically, [S1] > 5*S2).
Also, diplomacy is useful when visiting Xanadu (+1 to all skills). For an effective visit, the hero must have Level >= 4 and Diplomacy = Expert, or {6, Advanced}, or {8, Basic}. At Level >= 10, they will be served even without diplomacy.
And finally, I'll note that diplomacy reduces the price of a hero surrendering with an army. Specifically, you pay 50% of the nominal value of the army with undeveloped diplomacy, 40% with Basic, 30% with Advanced, and 20% with Expert Diplomacy.
Additionally, if the hero has the Statesman's Quill artifact (Quill), the surrender cost is further reduced by 5 times.
- information on diplomacy in Heroes III is taken from AmberSoler's FizMiG. It affects the joining of neutrals, visiting the Library of Enlightenment, and ransoming a hero with an army. So:
Units in Heroes III have five loyalty groups, which determine their possible further joining: compliant (will always join), friendly, aggressive, hostile, bloodthirsty (will never join). Moreover, the probability of units belonging to groups 2, 3, 4 joining (if loyalty is set in the editor) can be changed by restarting the map.
It's useful to know that the probability of a monster joining for money also increases if you have the Diplomacy skill (+10% per level). This works independently of the probability of joining for free. However, the cost of monsters joining does not depend on either the degree of skill development or the presence of diplomatic artifacts.
In addition to this, there are a number of observations that allow increasing the probability (IMHO):
1. To increase the probability of joining, the hero's troops must be "stronger" than the monster.
2. It is desirable that the total number of all other troops in stacks be strictly less than in this "native" stack. Specifically, this refers to quantity, not "army power."
3. The probability of joining also depends on a hero's internal strength criterion which is calculated in a clever way (unknown). It is known that it definitely depends on the health of the hero's armies, on the hero's Attack / Defense (including artifacts), and possibly on the distribution of health across stacks (many hits in one stack is better than spread out).
The diplomacy skill allows a hero to lower the criterion required to visit the Library of Enlightenment (+2 to all skills): with basic skill - level 8 is sufficient; with advanced - 6; with expert - level 4.
Diplomacy also reduces the price of a hero surrendering with an army. Specifically, you pay 50% of the nominal value of the army with undeveloped diplomacy, 40% with Basic, 30% with Advanced, and 20% with Expert Diplomacy.
And a couple of words about three "diplomatic" artifacts that each reduce the ransom price of a hero with troops by 10%: ambassador's ribbon, diplomat's medal, diplomat's ring (two rings do not sum their effect).
The time has come for me to tackle the "two" [Heroes II], which was abandoned way back in 1998. Back then, I only "dabbled" with it on an amateur level, so now I've had to work quite hard to provide myself with a comprehensive offline "crash course" on the second game as much as possible. Thanks to the esteemed Qwerty, who responded promptly to my request and provided me with an FAQ that is likely well-known in the same-game community.
Nevertheless, without experience in 3, many questions would have remained unanswered for me. In short, I encountered serious difficulties when trying to transition from 3 to 2. I had to gather information "bit by bit," so to speak. I dare suggest that in the reverse transition (which is extremely rare nowadays, as such a transition has already happened naturally), there will be far more difficulties for obvious reasons.
During all these investigations, I came up with the idea of creating a small article titled "Differences in Offline Gameplay between Heroes II and Heroes III," which will cover the main points to watch out for and which, I hope, will become an indispensable aid for those who want to move from 3 to 2 and, why not, vice versa. I hope this article interests those fans who began studying the Heroes series with the 3rd and later parts, and thus—will join the ranks of "two-players." I ask all the "veterans" of the offline heroes community to help with additions.
So, the differences in offline gameplay between Heroes II and Heroes III:
I. Factions
- in Heroes II there are 6 factions – Barbarian, Warlock, Wizard, Sorceress, Knight, Necromancer.
- in Heroes III there are 9 factions – Castle, Rampart, Tower, Inferno, Necropolis, Dungeon, Stronghold, Fortress, Conflux.
II. Heroes.
A) - in Heroes II we have 54 heroes at our disposal (9 for each faction).
- in Heroes III there are 144 main ones (16 for each faction), plus 12 unique ones (with super-specialties), making a total of 156.
B) – in Heroes II, 14 secondary skills are allocated to heroes; a hero can learn 8 of them. Furthermore, heroes have two skills at the basic level (Necromancer, Knight), one at advanced (Barbarian, Wizard), and one at advanced and one at basic (Warlock, Sorceress);
- in Heroes III, 28 secondary skills are allocated to heroes; a hero can also learn 8 of them. Moreover, there is no strict assignment of specific secondary skills to heroes of one faction. In the vast majority of cases, each hero possesses two innate basic-level secondary skills, and more rarely—one at an advanced level.
C) - in Heroes II, heroes (possessing a spellbook) of one faction have a strictly defined innate spell.
- in Heroes III, such "linearity" is absent.
D) - in Heroes II, after a hero deserts/buys their way out and is subsequently ransomed on the same day, their move points are restored. Therefore, in offline tournaments, a ban has been introduced on moving such a hero after this maneuver.
- in Heroes III everything is logical - after a hero deserts/buys their way out and is subsequently ransomed on the same day, the hero retains the move points they had at the moment of desertion/buyout.
E) - in Heroes II, when a hero is dismissed and subsequently ransomed, mana points are preserved in the amount present at the time of dismissal.
- in Heroes III, when a hero is dismissed and subsequently ransomed, mana points are fully restored.
F) - in Heroes II, a hero cannot "hide" in the city garrison.
- in Heroes III, such an option exists.
G) - in Heroes II, a hero can take 5 units and 14 artifacts on a campaign. There is no backpack for temporary artifact storage.
- in Heroes III, a hero can take 7 units and 14 artifacts on a campaign. However, the presence of a backpack is an undeniable plus.
H) - in Heroes II, heroes are not divided into classes and do not possess specialties.
- in Heroes III, heroes of each faction are divided into 2 classes and each possesses a specialty, which is very useful for offline tournaments.
I) - in Heroes II, to hire heroes, it is necessary to build the castle, which is quite difficult and "hits the pocket" (20 wood, 20 ore, 5000 gold). When hiring heroes, heroes of one faction cannot appear simultaneously. However, this possibility exists when the week changes. Occasionally, cases of two heroes of the same type appearing in the tavern have been recorded. But as Qwerty advises, you shouldn't count on it.
- in Heroes III, to hire heroes, it is sufficient to build the tavern (5 wood, 500 gold). Heroes of one class cannot appear simultaneously in the tavern (unique heroes are also assigned to one of the classes – this should also be noted when hiring). The only possible way for heroes of one class to appear in the tavern is if one of the heroes deserts/buys their way out, but that's a completely different story.
K) - Heroes II secondary skill tree is "linear" and embedded in the save; i.e., regardless of which secondary skill you choose when leveling up a hero, upon reaching the next level, a strictly defined pair "drops." And it is indeed a tree. That is, if you take a certain skill at a fork, it's not a fact that its alternative will ever be offered. Hence the hype regarding wisdom for Barbarians.
- Heroes III lacks such "linearity."
L) - in Heroes II, heroes in the tavern always have a starting army (units of 1st and 2nd levels or only 1st). That is, if you hire a hero, the hero below them also has a starting army.
- in Heroes III, a starting army is present in the tavern only for the two "top" heroes (units can be 1, 2, 3 levels, except—Bron with basilisks (4th level unit). Below the "top" heroes are already heroes with a single hero who has a 1st level unit in their pocket. Moreover, if you cover a "top" hero with another (deserted or ransomed) hero, their starting army is lost.
M) - in Heroes II, you can attack an ally, capture their mines, castles, and other objects.
- in Heroes III, you cannot attack an ally; however, you can learn magic from them, use the bonuses of their city, buy a magic book in their city, send resources to them, etc.
III. Tactical and other features.
A) - in Heroes II during battle, units cannot delay their turn until the slow-speed enemy units have moved. That is, you either move or pass.
- in Heroes III, however, units can delay their turn. As you can imagine, this adds many tactical possibilities.
B) - in Heroes II, units possess 6 speed groups (without the influence of spells) – very slow, slow, medium, fast, very fast, super-fast, which determines their turn order. In case of a tie in speed, the one who is higher on the battlefield or further left in the hero's "pocket" moves first.
The number of move points for a hero is determined by the speed of the slowest unit in their army.
- in Heroes III, unit speed is denoted by a specific value, and therefore variability appears both in battle and in determining the hero's move points.
C) - in Heroes II, siege engines (Ballista, tent, wagon) are absent. The only thing to note is an artifact that gives an infinite number of "ammunition."
- in Heroes III, siege engines exist. This also adds tactical variety.
D) - in Heroes II, there are no schools of magic. Mass spells are already present in the mages' guild in a "ready" form.
- in Heroes III, schools of magic have been introduced. There are four – earth, air, water, and fire magic. All spells (except Magic Arrow and own vision) belong to some school of magic. Studying any of the schools of magic to an expert level gives a huge boost to tactical possibilities. One of the main and perhaps most significant advantages of an expert school of magic is its mass effect.
E) - in Heroes II, terrain penalties can only be overcome with the same secondary skill: Pathfinding (Wayfinding).
- in Heroes III, pathfinding removes terrain penalties. However, there are other ways to overcome the penalty. Each faction has its own native land, through which heroes can move without a penalty, but only with "native" units (plus it's possible to "bring along" neutrals if they are placed further left). Well, and I'll mention neutral nomads, whose presence in the army removes the sand penalty.
F) - in Heroes II, scouting is conducted as follows: launch heroes with the nwc key (heroes2.exe /nwс – so-called Debug mode), and a menu appears in windowed mode with all the necessary scouting "gear."
- in Heroes III, scouting can be done in the standard way. Here you have map opening, all spells with 999 mana, resources to the max, 5 archangels in a free slot, infinite hero move points, and all buildings in all castles, etc. Debug mode is also available.
G) - in Heroes II, external "breeding grounds" accumulate creatures from week to week, even if you didn't buy them out the previous week.
- in Heroes III, such accumulation is absent.
H) - in Heroes II, passing through a whirlpool is possible without loss of troops.
- in Heroes III, when passing through a whirlpool, you will definitely lose something unless, of course, you have a sea captain's hat up your sleeve.
I) - in Heroes II, with the same battle algorithm, the scenario of the latter does not change.
- in Heroes III, this rule does not apply.
K) - in Heroes II, the following battle algorithm is used by the computer: first shooters are attacked, then flyers, then infantry, and the stronger unit is attacked. As NZOL says, the computer's logic is "ironclad." With minor exceptions, it "stupidly" follows the algorithm.
- in Heroes III everything is somewhat more variable, and therefore more complex: dealing maximum damage with minimum losses, blocking shooters when attacking them is not necessary, damaging several units if a suitable opportunity arises, etc. But there are known cases where tracking the "logic" in computer behavior seemed impossible.
L) - in Heroes II, regardless of the speed of a flying unit, it reaches the opposite enemy camp.
- in Heroes III, as already noted, the speed of all units, including flyers, is denoted by an exact value, which determines how many cells a unit can advance.
M) - in Heroes II, using the Portal (Dimension Door) spell has no quantitative limit; i.e., the hero casts the specified spell until their mana and move points are exhausted. In a certain layout (small map size, logistics for the hero, visiting stables, presence of "logistics" artifacts, etc.), you can easily observe a picture where our hero "cuts" several laps around the perimeter of the map. It's an unforgettable feeling )))).
The amount of mana points and move points required for the spell are always constant and equal to 10 and 2.5 MP respectively.
- in Heroes III, using the Dimension Door spell depends on the presence of a secondary skill – air magic and varies accordingly from 1 to 4. Moreover, with the same secondary skill - air magic (of any level), its cost is reduced from 25 to 20 mana points, and move point costs are lowered to 200 (expert air) from 300 (in other variants).
N) - in Heroes II, a portal (monolith) can be blocked by your hero, which is very useful, including for online play (to a greater extent).
- in Heroes III "blocking" is impossible because a collision and battle occur.
O) - in Heroes II, there is the following pattern when accumulating mana: after a hero reaches the maximum number of mana points (proportional to the amount of knowledge), you should not perform any manipulations with artifacts affecting knowledge, as the number of mana points will drop to the level corresponding to the hero's knowledge level without that artifact.
- in Heroes III there is no such "trimming" )))
P) - in Heroes II, teleportation spells to a city are divided into two: teleportation to the nearest city (Town Gate, fourth level, 10 mana) and teleportation to any chosen city (Portal, fifth level, 20 mana). It should be noted that there is so-called "incorrect" use of Town Gate/Portal if the city is occupied by another hero (only move points are spent).
Both spells cost 2.5 units of the hero's move points.
- in Heroes III, there is no such division. But earth magic affects the variability of the spell's action. In its absence or presence at a basic level, the hero will be transported to the nearest free city, and starting from an advanced level – to any chosen one.
There is no "incorrect" use. In the first case, the spell will transport you to the nearest unoccupied free city, and in the second—an occupied city will not be in the list of those offered for teleportation.
Without earth magic, the spell costs 16 mana; if earth magic is present (at any level), the spell costs 12 mana.
It should also be noted that the number of move points spent by a hero on Town Portal is reduced to 200 with expert earth from 300 in other variants.
R) - in Heroes II, you cannot revisit any object or enter/exit a teleport without taking a step away from the object and then back onto the object or teleport. In short, visiting an object or teleport multiple times in one game day is limited by the duration of the hero's turn.
- in Heroes III, no "maneuvers" are necessary for this purpose; it is sufficient to simply press space and visit an object or enter and exit a teleport an unlimited number of times per game day.
S) - in Heroes II, if you spend the night in a mill, watermill, or mystical garden during a week change—the resources provided by these buildings are lost.
Similarly, creatures in external "breeding grounds" are lost.
- in Heroes III, there are no consequences for such an overnight stay.
T) - in Heroes II, summoning a boat using the same-named spell is impossible if there is no ship on the map.
- in Heroes III, this is observed if the hero lacks water magic or has it at the basic level. Starting from advanced water, so-called virtual boats are created, i.e., created via magic.
U) - in Heroes II during a city assault, the defender's towers and the attacker's catapult take their turn simultaneously with the fastest squad in the army. Thus, it is possible for towers or the catapult to never get a turn. It is impossible to damage the catapult in any way; players cannot control towers and catapults. The Ballistics skill only improves the catapult's performance. Attack and defense parameters of heroes influence the damage dealt by towers. There is a bug (or feature) with the shield spell - towers deal increased damage to units under this spell.
- in Heroes III, towers always take their turn first, then the catapult takes its turn, which has 1000 health units and can be destroyed. The Artillery skill for the defender allows controlling towers; the Ballistics skill for the attacker allows controlling the catapult. Attack and defense parameters of heroes do not affect tower damage.
There are living wall-breakers – cyclopes.
Also, there is a bug (or feature) with the air shield spell - towers deal double damage to units under this spell.
F) - in Heroes II, after upgrading any building in the city that allows hiring unit(s), we lose the ability to hire non-upgraded units.
- in Heroes III, such an option remains.
IV. Diplomacy.
- information on diplomacy in Heroes II is taken from the FAQ. It affects the joining of neutrals, visiting Xanadu, and the cost of ransoming a hero with an army. So:
Neutrals come in two types (excluding ghosts and all elementals, which never join), let's call them "loyal" and "greedy." The first join for free; the second—only for money. The type is determined randomly at the start of the game; usually, there are more greedy ones. Neutrals who participated in a battle, as well as those for whom a number was set in the Editor, are definitely greedy.
Conditions for loyal neutrals to join:
there is room for them, i.e., same troops or a free slot;
the hero's army is at least twice as strong as the joining squad (specifically, [S1] > 2*S2).
For greedy ones, it is additionally necessary that:
the hero has the Diplomacy secondary skill;
the player has enough money to buy the squad at the standard price.
With Expert Diplomacy, all N units of the squad join; with Advanced - [N/2]; with Basic - [N/4] units. Money is always taken as for a full squad.
The presence of an "upgraded platoon" in the squad does not affect joining; i.e., it's as if the entire squad consists of "ordinary" troops.
Neutrals flee if the conditions for joining are not met and the hero's army is five times stronger than them (specifically, [S1] > 5*S2).
Also, diplomacy is useful when visiting Xanadu (+1 to all skills). For an effective visit, the hero must have Level >= 4 and Diplomacy = Expert, or {6, Advanced}, or {8, Basic}. At Level >= 10, they will be served even without diplomacy.
And finally, I'll note that diplomacy reduces the price of a hero surrendering with an army. Specifically, you pay 50% of the nominal value of the army with undeveloped diplomacy, 40% with Basic, 30% with Advanced, and 20% with Expert Diplomacy.
Additionally, if the hero has the Statesman's Quill artifact (Quill), the surrender cost is further reduced by 5 times.
- information on diplomacy in Heroes III is taken from AmberSoler's FizMiG. It affects the joining of neutrals, visiting the Library of Enlightenment, and ransoming a hero with an army. So:
Units in Heroes III have five loyalty groups, which determine their possible further joining: compliant (will always join), friendly, aggressive, hostile, bloodthirsty (will never join). Moreover, the probability of units belonging to groups 2, 3, 4 joining (if loyalty is set in the editor) can be changed by restarting the map.
It's useful to know that the probability of a monster joining for money also increases if you have the Diplomacy skill (+10% per level). This works independently of the probability of joining for free. However, the cost of monsters joining does not depend on either the degree of skill development or the presence of diplomatic artifacts.
In addition to this, there are a number of observations that allow increasing the probability (IMHO):
1. To increase the probability of joining, the hero's troops must be "stronger" than the monster.
2. It is desirable that the total number of all other troops in stacks be strictly less than in this "native" stack. Specifically, this refers to quantity, not "army power."
3. The probability of joining also depends on a hero's internal strength criterion which is calculated in a clever way (unknown). It is known that it definitely depends on the health of the hero's armies, on the hero's Attack / Defense (including artifacts), and possibly on the distribution of health across stacks (many hits in one stack is better than spread out).
The diplomacy skill allows a hero to lower the criterion required to visit the Library of Enlightenment (+2 to all skills): with basic skill - level 8 is sufficient; with advanced - 6; with expert - level 4.
Diplomacy also reduces the price of a hero surrendering with an army. Specifically, you pay 50% of the nominal value of the army with undeveloped diplomacy, 40% with Basic, 30% with Advanced, and 20% with Expert Diplomacy.
And a couple of words about three "diplomatic" artifacts that each reduce the ransom price of a hero with troops by 10%: ambassador's ribbon, diplomat's medal, diplomat's ring (two rings do not sum their effect).
