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	<id>https://heroes.thelazy.net//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Linuxrocks123</id>
	<title>Heroes 3 wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://heroes.thelazy.net//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Linuxrocks123"/>
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	<updated>2026-04-18T02:01:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Armageddon&amp;diff=25273</id>
		<title>Armageddon</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Armageddon&amp;diff=25273"/>
		<updated>2016-12-19T05:52:14Z</updated>

		<summary type="html">&lt;p&gt;Linuxrocks123: Correction: earth elementals aren&amp;#039;t immune to Armageddon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fire spells}}{{Spell |0|0|0|0|10|10|20|0|0|0|&lt;br /&gt;
 | school      = Fire Magic&lt;br /&gt;
 | level       = 4&lt;br /&gt;
 | cost        = 24&lt;br /&gt;
 | duration    = instant&lt;br /&gt;
 | b_effect    = All troops take (30 + (power &amp;amp;times; 50)) points of damage.&lt;br /&gt;
 | a_effect    = All troops take (60 + (power &amp;amp;times; 50)) points of damage.&lt;br /&gt;
 | e_effect    = All troops take (120 + (power &amp;amp;times; 50)) points of damage.&lt;br /&gt;
}} It damages all creatures on the battlefield, including the caster&#039;s own troops. However, few creatures can resist the spell due their [[Spell immunity|spell immunities]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units immune to Armageddon:&#039;&#039;&#039;&lt;br /&gt;
* {{Cn|Efreet}}&lt;br /&gt;
* {{Cn|Efreet Sultan}}&lt;br /&gt;
* {{Cn|Fire Elemental}}&lt;br /&gt;
* {{Cn|Energy Elemental}}&lt;br /&gt;
* {{Cn|Magma Elemental}}&lt;br /&gt;
* {{Cn|Firebird}}&lt;br /&gt;
* {{Cn|Phoenix}}&lt;br /&gt;
* {{Cn|Magic Elemental}}&lt;br /&gt;
* {{Cn|Gold Dragon}}&lt;br /&gt;
* {{Cn|Black Dragon}}&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
Armageddon can cause even more damage to creatures than the [[Implosion]] if collateral damage is taken into account. Because Armageddon damages all creatures, it has become part of one of the most renowned tactics, often called [[Dragogeddon]]. The tactic requires fast creatures immune to Armageddon. In the original {{roe}}, [[Gold Dragon]]s and [[Black Dragon]]s where the fastest creatures with immunity to Armageddon, and that is where the name of the tactic was probably derived. Later in {{ab}} and {{sod}}, the [[Phoenix]] became the fastest creature with immmunity to Armageddon. When the hero&#039;s army only consists of immune creatures, the hero may cast Armageddon without damaging his own creatures, in the process causing severe damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Armageddon&#039;s Blade (artifact)|Armageddon&#039;s Blade]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Spells]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Linuxrocks123</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Hypnotize&amp;diff=22342</id>
		<title>Hypnotize</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Hypnotize&amp;diff=22342"/>
		<updated>2016-03-10T05:46:32Z</updated>

		<summary type="html">&lt;p&gt;Linuxrocks123: note hypnotized units retaliate as normal, despite spell description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Air spells}}{{Spell&lt;br /&gt;
 | school      = Air Magic&lt;br /&gt;
 | level       = 3rd&lt;br /&gt;
 | cost        = 15&lt;br /&gt;
 | duration    = special&lt;br /&gt;
 | b_effect    = Target, enemy troop of less than (10 + (power x 25)) health is put under your control.&lt;br /&gt;
 | a_effect    = Target, enemy troop of less than (20 + (power x 25)) health is put under your control.&lt;br /&gt;
 | e_effect    = Target, enemy troop of less than (50 + (power x 25)) health is put under your control.&lt;br /&gt;
}} It puts an enemy under the spellcasters control, and are therefore counted as an allied unit. Although the spell description says the hypnotized troop can be attacked without fear of [[retaliation]], this is not true: the unit retaliates as normal. The hypnotized unit does not block enemy shooters.&lt;br /&gt;
&lt;br /&gt;
[[Astral]] the [[Wizard]] specializes hypnotize.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units immune to its effects:&#039;&#039;&#039;&lt;br /&gt;
* All units immune to [[mind spells]].&lt;br /&gt;
&lt;br /&gt;
==Artifacts that render units immune to Hypnotize==&lt;br /&gt;
* [[Pendant of Free Will]]&lt;br /&gt;
* [[Badge of Courage]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Linuxrocks123</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Land_Mine&amp;diff=21692</id>
		<title>Land Mine</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Land_Mine&amp;diff=21692"/>
		<updated>2015-12-27T08:56:37Z</updated>

		<summary type="html">&lt;p&gt;Linuxrocks123: clarify land mine spell based on experiments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fire spells}}{{Spell&lt;br /&gt;
 | school      = Fire Magic&lt;br /&gt;
 | level       = 3rd&lt;br /&gt;
 | cost        = 18&lt;br /&gt;
 | duration    = Until touched&lt;br /&gt;
 | b_effect    = Landmines are placed in four random hexes on the battlefield. A troop stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures battling on their [[native terrain]] can see the mines and can cross them safely. To all others they are invisible.&lt;br /&gt;
 | a_effect    = Same as basic effect, except that six mines are placed, and damage is ((Power x 10) + 50).&lt;br /&gt;
 | e_effect    = Same as basic effect, except that eight mines are placed, and damage is ((Power x 10) + 100).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces a number of land mines at random locations. All friendly troops can cross the mines safely.  All enemy troops, except those immune, will take damage from the mines, but this spell cannot be cast if the enemy started the battle with &#039;&#039;at least one&#039;&#039; unit fighting on its [[Native Terrain]] which is &#039;&#039;not&#039;&#039; immune to the effects of the spell.&lt;br /&gt;
&lt;br /&gt;
In the event the enemy started the battle with only troops that &#039;&#039;are&#039;&#039; immune to the effects of this spell, whether or not said enemy units are fighting on native terrain, the spell can still be cast, and the mines will be placed, but this of course will be a waste unless the enemy summons water elementals later in the battle or something.&lt;br /&gt;
&lt;br /&gt;
The Tower garrison land mines will do damage to any enemy troop not immune to the effects of this spell, even Tower troops native to snow.  As with the Land Mine spell, all friendly creatures can cross the mines safely.&lt;br /&gt;
&lt;br /&gt;
==Units immune to its effects==&lt;br /&gt;
*[[Efreet]]i/[[Efreet Sultan]]s&lt;br /&gt;
*[[Fire Elemental|Fire]]/[[Energy Elemental]]s&lt;br /&gt;
*[[Firebird]]s/[[Phoenix]]es&lt;br /&gt;
&lt;br /&gt;
==Units extra vulnerable to its effects==&lt;br /&gt;
*[[Water Elemental|Water]]/[[Ice Elemental]]s&lt;br /&gt;
&lt;br /&gt;
[[Category: Spells]]&lt;/div&gt;</summary>
		<author><name>Linuxrocks123</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Combat&amp;diff=21066</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Combat&amp;diff=21066"/>
		<updated>2015-10-18T01:10:40Z</updated>

		<summary type="html">&lt;p&gt;Linuxrocks123: improve accuracy of retreating/surrendering information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Combat&#039;&#039;&#039; is a general term for encounters in {{homm3}}, where [[hero]]es and their [[army|armies]] fight against each other in order to vanquish the hero and his [[troop]]s. Combat takes place, when a player or computer attacks another hero, [[wandering creature]] stack, [[garrison]], or [[town]]. Combat ends when one side&#039;s army is entirely destroyed, or when a hero retreats or surrenders. Only a hero may retreat or surrender, and a hero may only surrender to another hero, not to a wandering creature stack, a garrison, or a town without a defending hero. A hero defending against a town siege may neither surrender nor retreat unless the town is a [[Stronghold]] with an [[Escape_Tunnel|escape tunnel]].  Wandering creatures never surrender or retreat, but they may flee before the combat.&lt;br /&gt;
&lt;br /&gt;
== Battlefield ==&lt;br /&gt;
Combat takes place on the battlefield, that is 11 rows of 15 hexagonal frames (hexes). Because size of most the creatures is one hex, a creature with speed of 13 can traverse across the battlefield to attack another creature stack directly opposite to that creature. Additionally, a creature with a speed of 18 can tarverse diagonally from one corner to its opposite corner.&lt;br /&gt;
&lt;br /&gt;
== Turn Order ==&lt;br /&gt;
&lt;br /&gt;
Combat proceeds in rounds.  Each hero can cast one spell each round.  Each round is divided into three phases: initial, morale-waited, and waited, which occur in that chronological order.  In the initial phase, creatures move in order of their speed, fastest first.  A creature may wait during the initial phase, in which case the creature moves instead during the waited phase.  A creature may also wait after moving in the initial phase and getting high morale: in this case, the creature will move again during the morale-waited phase.  In contrast to the initial phase, creatures in the morale-waited and waited phases move slowest first.&lt;br /&gt;
&lt;br /&gt;
Ties in speed are broken in the same way throughout all three phases.  The rules are as follows:&lt;br /&gt;
* Last-Mover-Loses: Whoever moved last, or had a chance to move last, even if they waited or defended with that move, and even if the move or chanced to move occurred during a previous phase or even the previous round of combat (except in the case of the previous round of combat during a siege of a town with at least a fort; see below), loses the tie, in that the other player&#039;s creature with the same speed moves first.&lt;br /&gt;
** Note that in the morale-wait/wait phases, that means the player that moved last &amp;quot;wins&amp;quot; the tie in a way because during the wait phase, you usually want to move later in the phase, not earlier.&lt;br /&gt;
** Exception to the last-mover-loses rule: in a siege where the town has at least a fort, the attacker always moves first at the beginning of the round if the fastest creatures are tied; in other words, the &amp;quot;last mover loses&amp;quot; rule doesn&#039;t apply across rounds of combat (but still does apply across phases and at all other times).&lt;br /&gt;
* If it is the very beginning of combat, and no one has moved or waited at all, the attacker moves first.&lt;br /&gt;
* If it is a player&#039;s turn to move and there are multiple creatures with the same speed, the one in the leftmost slot moves first.  This corresponds to the one that appeared higher on the screen at the beginning of combat for a hero without tactics.&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat|*]]&lt;br /&gt;
[[Category: Terms]]&lt;/div&gt;</summary>
		<author><name>Linuxrocks123</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Combat&amp;diff=21060</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Combat&amp;diff=21060"/>
		<updated>2015-10-17T08:52:13Z</updated>

		<summary type="html">&lt;p&gt;Linuxrocks123: Add info on turn order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Combat&#039;&#039;&#039; is a general term for encounters in {{homm3}}, where [[hero]]es and their [[army|armies]] fight against each other in order to vanquish the hero and his [[troop]]s. Combat takes place, when a player or computer attacks another hero or a [[wandering creature]] stack. Winner of the combat if any will be the hero, who can destroy all of other hero&#039;s army or all the wandering creatures. However, the defending hero may also [[retreat]] or [[surrender]] while the attacking hero may only retreat. Wandering creatures never surrender or retreat, but they may flee before the combat.&lt;br /&gt;
&lt;br /&gt;
== Battlefield ==&lt;br /&gt;
Combat takes place on the battlefield, that is 11 rows of 15 hexagonal frames (hexes). Because size of most the creatures is one hex, a creature with speed of 13 can traverse across the battlefield to attack another creature stack directly opposite to that creature. Additionally, a creature with a speed of 18 can tarverse diagonally from one corner to its opposite corner.&lt;br /&gt;
&lt;br /&gt;
== Turn Order ==&lt;br /&gt;
&lt;br /&gt;
Combat proceeds in rounds.  Each hero can cast one spell each round.  Each round is divided into three phases: initial, morale-waited, and waited, which occur in that chronological order.  In the initial phase, creatures move in order of their speed, fastest first.  A creature may wait during the initial phase, in which case the creature moves instead during the waited phase.  A creature may also wait after moving in the initial phase and getting high morale: in this case, the creature will move again during the morale-waited phase.  In contrast to the initial phase, creatures in the morale-waited and waited phases move slowest first.&lt;br /&gt;
&lt;br /&gt;
Ties in speed are broken in the same way throughout all three phases.  The rules are as follows:&lt;br /&gt;
* Last-Mover-Loses: Whoever moved last, or had a chance to move last, even if they waited or defended with that move, and even if the move or chanced to move occurred during a previous phase or even the previous round of combat (except in the case of the previous round of combat during a siege of a town with at least a fort; see below), loses the tie, in that the other player&#039;s creature with the same speed moves first.&lt;br /&gt;
** Note that in the morale-wait/wait phases, that means the player that moved last &amp;quot;wins&amp;quot; the tie in a way because during the wait phase, you usually want to move later in the phase, not earlier.&lt;br /&gt;
** Exception to the last-mover-loses rule: in a siege where the town has at least a fort, the attacker always moves first at the beginning of the round if the fastest creatures are tied; in other words, the &amp;quot;last mover loses&amp;quot; rule doesn&#039;t apply across rounds of combat (but still does apply across phases and at all other times).&lt;br /&gt;
* If it is the very beginning of combat, and no one has moved or waited at all, the attacker moves first.&lt;br /&gt;
* If it is a player&#039;s turn to move and there are multiple creatures with the same speed, the one in the leftmost slot moves first.  This corresponds to the one that appeared higher on the screen at the beginning of combat for a hero without tactics.&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat|*]]&lt;br /&gt;
[[Category: Terms]]&lt;/div&gt;</summary>
		<author><name>Linuxrocks123</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Mage_and_Arch_Mage&amp;diff=21059</id>
		<title>Mage and Arch Mage</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Mage_and_Arch_Mage&amp;diff=21059"/>
		<updated>2015-10-17T07:18:06Z</updated>

		<summary type="html">&lt;p&gt;Linuxrocks123: Note about game bug with Magi/Arch Magi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tower creatures}}{{Creature&lt;br /&gt;
 | Name      = Mage&lt;br /&gt;
 | Attack    = 11&lt;br /&gt;
 | Defense   = 8&lt;br /&gt;
 | Speed     = 5&lt;br /&gt;
 | Growth    = 4&lt;br /&gt;
 | Damage    = 7–9&lt;br /&gt;
 | Health    = 25&lt;br /&gt;
 | Shots     = 24&lt;br /&gt;
 | Cost      = 350&lt;br /&gt;
 | Special   = • No [[melee penalty]]&amp;lt;br&amp;gt;• Hero&#039;s combat spells cost 2 less mana&lt;br /&gt;
 | U_name    = Arch Mage&lt;br /&gt;
 | U_attack  = 12&lt;br /&gt;
 | U_defense = 9&lt;br /&gt;
 | U_speed   = 7&lt;br /&gt;
 | U_health  = 30&lt;br /&gt;
 | U_cost    = 450&lt;br /&gt;
 | U_special = • No [[melee penalty]]&amp;lt;br&amp;gt;• Hero&#039;s combat spells cost 2 less mana&amp;lt;br&amp;gt;• No [[Obstacle penalty]]&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magi and Arch Magi&#039;&#039;&#039; are level 4 creatures of [[Tower]]. They can be recruited from the [[tower creature dwellings|Mage Tower]]. Note, that the correct spelling is &#039;one mage&#039; but &#039;many magi&#039;.&lt;br /&gt;
&lt;br /&gt;
Apprentice magi, under the mentorship of [[Wizard]]s, serve as Tower troops before they become full masters of their craft. Both mage and arch mage units suffer no [[melee penalty]] for attacking adjacent enemies and reduce the casting cost of allied hero [[spell]]s by two. Arch mage attacks [[Obstacle penalty|penetrate cover]] and deal full damage to enemies behind siege walls.&lt;br /&gt;
&lt;br /&gt;
Magi&#039;s attacks visually looks like bolts of energy, while arch magi&#039;s attacks are concentrated beams. They both use their staff to strike enemies in [[melee]] combat.&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
It is not essential to upgrade magi early in the game. However, the upgraded Mage Tower only cost 5 {{W}} and 2000 {{G}}. Considering that it gives five more hit points, speed seven and no obstacle penalty, it is more than affordable. The main downside of the magi is, that Mage Tower has very steep cost.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Although the documentation says that only Arch Magi ignore the [[obstacle penalty]], I have tested this in-game, and unupgraded Magi ignore the obstacle penalty as well.  I have tested this with both the Linux version of RoE and the Windows version of SoD.  This is probably a bug. [[User:Linuxrocks123|Linuxrocks123]] ([[User talk:Linuxrocks123|talk]])&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Linuxrocks123</name></author>
	</entry>
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