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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
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Here are a few more, rather well-known, observations that I couldn't find in the file: 1) A list of all spells that affect the mind. 2) As is known, during the siege of a tower, mines do not affect your own units, but it turns out that if you place them there before the battle (during tactical deployment), the result will be positive. 3) During tactical deployment before a battle, two-hex units can be placed (using autobattle) one cell further than allowed.
In reply to smallest
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3) during the tactical deployment of two-hex units before a battle, it is possible (using the auto-battle function) to place them one cell further than allowed.
As far as I know, exploiting bugs is prohibited (as is openly discussing it, especially including it in a guide). If some resource freely uses this, I honestly don't understand: how is this better than casting magic twice in one round!
Я ламер и играть не умею, нах!:smile33:
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invisible;172920
As far as I know, using bugs is prohibited (as is openly discussing them, especially including them in a guide). If some resource freely uses them, I honestly don't understand: how is this better than casting magic twice in one round!

and who says that you need to use them? :) although this is a separate topic,
and a guide, in my opinion, is a guide precisely because it should contain the most complete information about features/bugs, and each person decides for themselves which ones to use and which not to (or by mutual agreement, if they are playing together :) )

you also wrote about this :)
invisible;172920
Any changes to the rules are allowed by mutual agreement of the players, except for item 6. That is, you can play according to mutually agreed rules and even without any rules at all (again, item 6 applies under any circumstances),

best regards, smallest
In reply to smallest
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you also wrote about it...
6. Fair Play
The most important point: players must play fairly and respect each other. It is forbidden to use cheat codes and all sorts of "bugs".
You should learn how to play better instead of starting your "career" with "bugs".
Я ламер и играть не умею, нах!:smile33:
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With all due respect, I disagree with the invisibility exploit. Everyone should be aware of the bugs, as some might not even realize it's a bug and think it's just a feature... Forewarned is forearmed! And regarding the double-cast exploit, that's going too far. That bug was fixed a long time ago. Everyone has already started to forget about it :D
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Thank you for your support. To avoid cluttering the thread, I sent a private message to invisible. I hope we can find common ground.
In reply to smallest
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smallest;172921
...and a manual, in my opinion, is meant to be a manual, so it should contain the most complete information about features/bugs, and each player decides for themselves which ones to use and which ones not to (or by mutual agreement, if they are playing together :) )
Yes, I absolutely agree with your point of view, although, to be honest, it took a long time to fight public opinion in order to include a separate topic in the manual dedicated to bugs...

In that case, please send me a detailed instruction in private about how the bug you mentioned works... This will save both our time and allow us to add useful information to the manual... Moreover, there is already a topic dedicated to bugs...
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In reply to AmberSoler
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1. The duration of Berserk should not be 1 turn, but rather until the attack is executed. 2. The roots of the Dendroids can be removed with Dispel, but I don't remember if it's with a simple or advanced Dispel spell.
С уважением, Деконтаминатор.
Hello from ancient novice!
ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.
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2. The roots of the dendrites can be removed with Dispel, but I don't remember if it's with a regular Dispel or an Advanced Dispel.
The entanglement from the roots can be removed with Dispel, even without the Water Magic skill. Also, you can escape from under the roots using the "Teleport" spell; again, having the "Water Magic" skill is not necessary.
Я ламер и играть не умею, нах!:smile33:
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There's another interesting thing. When harpies attack dendroids and the dendroids retaliate, the harpy gets bound, flies back, and remains standing, bound, far away from the dendroid.
Also, there's a trick: if you cast Berserk on two dendroids, they will bind each other forever :D
In reply to Dirty_Player
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Dirty_Player;173380

There's also a trick: if you cast Berserk on two Dendroids, they will bind to each other forever :D

Really? :) And if one stack dies :) will the other one keep mourning for its fallen comrade :(

By the way, here are a few more observations about anti-magic.
It turns out that Expert Dispel and Dragonflies are stronger :)
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Dirty_Player;173380
There's also another interesting thing. When harpies attack dendroids and the dendroids fight back, the harpy gets bound, flies back, and remains standing, bound, far away from the dendroid.
So, what's the most interesting thing that happens next?
A monster bound to the roots of a dendroid can only attack those standing around it or defending... but a harpy bound far away from the dendroid – will it be able to fly again and attack it or another unit? ... or will it wait for someone to approach it closely or for the roots to be removed?
P.S. By the way, since the harpy has a speed of 6, and the dendroid has a speed of 3 or 4, the dendroid won't be able to reach the harpy bound far away from it in one turn, and if it just approaches, the roots will automatically be removed from the harpy, and it will fly away. :)
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smallest;173428
Really? And if one stack dies, will the other one just keep mourning for its fallen comrade?
When one of the dendroids dies, the other one comes back to life.
Alex_R;173430
So, what's the most interesting part that happens next?
Then this happens: the harpy flies away and is still under the effect of the binding spell. Even if the dendroid moves, the effect of the spell will not be lost. The harpy can only cast Protection! Even if the dendroid moves close and then moves away or dies, the effect of the binding will still remain. If the dendroid attacks itself, a new binding will be created, which will work normally.
P.S.: The Teleport spell removes the effect of the binding!
P.S.2: Below is a test drive, check it out if you're interested!
P.S.3: The most interesting thing is that this doesn't work in WoG anymore! They fixed it...
smallest;173428

By the way, here are a few more notes about anti-magic.
It turns out that the expert dispel and the dragonfly are stronger.
In my opinion, the dragonfly doesn't dispel, but casts a spell of level 5 called "removal of good spells"!
Test: A magic mirror is placed on the golden dragon! The dragonfly attacks, and BANG! :D
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In reply to Dirty_Player
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Dirty_Player;173567

In my opinion, the dragonfly doesn't have a dispel, but a spell of level 5 called "remove beneficial spells"!
Test: A magic mirror is cast on a golden dragon! The dragonfly attacks, and BANG! :D

I meant and, i.e., that both
1) the dragonfly and 2) an expert dispel
remove antimagic. (i.e., there are at least two spells that cannot be dispelled by antimagic.)
In reply to Alex_R
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Thank you all for your comments on the topic. I will try to incorporate all the above-mentioned points into the reference guide.
Alex_R;173430
A root-bound dendroid monster can only attack those standing around it or those who are defending...
Could you please elaborate on this point? Unfortunately, I am not familiar with it... How does Defend (skipping a turn, right?) during combat help the bound unit attack the enemy?
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