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

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20 years ago
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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 zoog
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15 years ago
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Tootsie Pie
Then why do they try to develop Barbarians/Beasts/Lords/Wanderers? Because their skills will be decent.

Heroes are chosen based on the following criteria:
1. Fighter/Mage (this determines the primary skills)
2. Two secondary skills already possessed by the hero (sometimes it's just one)
3. Special ability
4. Sometimes based on the castle in the spellbook.

Judging a hero based on the fact that "their skills will be decent" is the same as playing a game where you have two blocks at the castle on both sides, thinking "maybe there's a powerful unit behind the golems and 10 traps, I'll sit here for a week and win."
15 years ago
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RiMpel2, not exactly. The strong correlation between the "weight" of a class and its initial secondary skills is misleading.
A specific example: a wanderer with tactics and finance is much better than an alchemist with attack. At level 10, they will be vastly different, if the alchemist survives that long, of course.
1. I don't remember when mages were last taken (except in Heroes of Might and Magic II?).
2, 3, 4 - I agree.
648050691
In reply to zoog
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15 years ago
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Tootsie Pie
RiMpel2
1. I don't remember when we last picked Mages (except maybe in Heroes of Might and Magic II?)

Play more online, and you'll remember right away;)
Besides, you agreed with the point about magic – it's logical to assume that fighters don't come with magic (except Necromancers and Towers).
But to not strain your memory, I'll name a few:
- Grignak. You can get Oil from him quite early, around level 111.
- Tantred. A pretty decent hero. Easy to level up in Heroes of Might and Magic III.
- Solmyr. Chain-bearer.
- Gundula. Isn't she a mage?
- And what about Dessa?;)
- Deemer with a Meteorite, just like Eislina.
- Cielke, she almost always wins.
15 years ago
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I was relying on reports. Also, there's a trick with trees: if you know which ones to choose, you can select a wisdom skill on the 2nd level, which will give you earth on the 3rd or 4th level. Recently, a friend leveled up two Necropolis heroes to level 10 and gave up – they didn't get the earth skill.
648050691
In reply to zoog
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15 years ago
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How will you learn all 255 creatures? :confused:
In reply to RiMpel2
15 years ago
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RiMpel2
Play more online, you'll remember right away;)
Besides, you agreed with the point about magic — it's logical to assume that fighters don't come with magic (excl. necro and tower).
But to spare your memory, I'll name a few:
- Gryn. Butter literally can be had from 111.
- Tant. A pretty decent hero. GM3 is easy to set.
- Solmyr. A beast.
- Gundula. Not a mage?
- And Deesa?;)
- Deemer with Meteor Shower, like Aislinn
- Ciele, almost always decides the game

Dirty looked into the thread and didn't see outrageously unfairly forgotten Luna :eek:

I remember it like it was yesterday.
I'm playing as Tower. Magi-losers — a ton of them. Pulled Alkin-Cheburan out of prison. Respawn is pathetic, no artifacts except 1 cap... the road through the seam to the opponent, who will 100% greet sweetly, played as Castle.

I went after the computer — through Derben, seeking fortune. Cheburan landed on the last moves into the opponent's town, 2000 income (I have 500 in my main), little money, didn't build an army on the first properly — only mages, seems in the citadel. Loser-mages clear everything there is on single golems... only with shooters... I don't even poke into that seam, because I blew my scout — there's nothing there without a powerful army (the second seam is also junk — fashionable blocks for a mage, and that army I scrounged up).

Leveled almost every loser in fights and on the upgrades to 4-5 spell power and knowledge 3-4. In the chain for return there are a couple of heroes, but they were mainly warriors, i.e., not involved in the cunning plan. And the main one was "mama" Andra, with intelligence of course )) and spell power 5. And then the opponent arrived, well naturally 5 gr. horses, around 70 marksmen, 20 crusaders, a squad of halberdiers, around 30 gr. griffins — he had their artifact stash too... I think, well that's it, we're done... no point in splitting papa... and not much opportunity either... so I sent all the loser-mages (about 4) on the warpath... with various rabble — 7 units each of various gnolls, gargoyles, etc. As a result of all these operations, I removed a decent number of archers from the opponent, about 20 probably (would have been more, but Vala and more than level 7 => +25% HP for archers) and cut his morale ))

Well, the army returned to the main via chain, around 150 caps, 10 mages, golems, golems, and a crowd of spears I think... and mama Andra on 80 mana and I built guild 2, where of course there was light.

Andra also got artifacts from Cheburan, so at least there were fighter parameters, well around +3/+3.

So Andra held the overconfident Vala under the walls of the Tower, mines helped nicely, a couple of horses were taken and halberdiers were put down nicely too, by the time the opponent arrived I also built Castle, because money appeared just in time from the income of the computer's castle (and there were no banks except for devilishly unfavorable ones for Tower, in which even Cheburan's gremlins suffered heavily, except for a couple of native crypts 1/2).

Andra was a champ, one of whose feats was killing a hundred gnolls 14! with shooters on 1 golem with full mana, and a well was nearby ))

So, the tower shots and my own shooters, plus a well-leveled magic Andra with lightning and normal mine buffing, dragged Vala on full and upgraded mana, who easily snapped gnome-guys, leveled up, and generally didn't go anywhere, only dined in her native meadows, while Andra, of course, in terms of stats wasn't even close to Cheburan

There remained about 50 gremlins and a bit from the cover

Well, some will say it's a castle sit-out, but I systematically prepared for this by leveling mage-losers for suicidal raids and Andra for mana overflow

The mages weren't made with a finger either )
Инфа о разных моих проектах, по большей части геройских, тут http://phomm.narod.ru
15 years ago
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Dirty_Player
How do you learn all 255 creatures?
Once again: for the first 10 levels, there are 10 times fewer of them. You can manually check the favorite heroes, but in general, it was assumed that there would be some program or Excel document to facilitate searching and sorting.

Added 18 minutes ago
pHOMM
mages are not made with a finger either )
well, when there's nothing else... but in Heroes of Might and Magic 3, they were significantly weakened - all have twice as much HP, and combat magic is even weaker in some cases. Let the ATS players make them whatever they want, but I and 90+% of other players don't use mages except in rare cases. I suggest we end this off-topic discussion).

Added 18 hours 31 minutes ago
Also: Unit classification: Dead, Undead, Alive -- "Not alive" -- they are poorly raised as skeletons (it seems 3 times less).
P.S.: I'm checking - everything is normal, but I sometimes notice this in matches.
648050691
15 years ago
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Is it possible to create a file that, when placed in the data folder, would modify the descriptions of skills, spells, and unit abilities, so that all the information is displayed directly in the game, eliminating the need to constantly refer to the reference guide? For example, instead of simply stating "increases the speed of the selected unit," it would say "- by 3 cells," and so on.
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15 years ago
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A question for the experts – how many simultaneous spells can affect a unit? I vaguely remember reading that it's 3, and only 3 are visible on the unit's screen, but for example, Cursed Armor casts 4 spells at once, and the hero can cast another one. And if not all spells are active, which ones are – the last 3 or the first 3?
In reply to RomarioGrom
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15 years ago
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Whether it's 3, 5, or 10, the statistics only display up to 3. Where did the information come from that you can't have more than three? How would cursed armor work then? :confused:
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15 years ago
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I read something about it somewhere, but I don't even remember where or when. I didn't think it was important and didn't check it. But now I remembered and decided to clarify – in the fourth game, all the spells are displayed. And here, it seems, only the last three are shown.
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15 years ago
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In addition to the Physics Mod, here is the 13th assembled artifact:
Lord Barbarian's Axe of Fury – assembled from the artifacts Ogre Club + Ogre Shield + Cyclops King Tunic + Archmage Crown,
giving all creatures (except ranged units) one additional attack in melee combat (i.e., Crusaders and Raiders attack three times).

The physics mod states that it is deactivated. Why, who, and how was it deactivated? I tested it – assembling these artifacts doesn't work. The information was taken from Wikipedia.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to R55Max
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15 years ago
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R55Max
The physics description states that it is deactivated. But why, who, and how was it deactivated? I tested it, and collecting these artifacts doesn't work. The information was taken from Wikipedia.
This artifact grants an ability where all units attack twice, and raiders and cruisers attack three times :eek:
This artifact exists in "In the Wake of Gods," and you can enable it in "The Succession Wars" if you wish.
In reply to Dirty_Player
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15 years ago
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Dirty_Player
This artifact grants an ability that makes all units attack twice, and Raiders and Cruisers attack three times :eek:
This artifact exists in World of Gods; you can enable it in Versus Time if you wish.
That's correct :) Here's such a powerful artifact!

Can it be enabled in Shades of Darkness?
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...

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