User:Sanust/Guides/Firewall

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This page is a work-in-progress. Details listed here may not be 100% accurate.
  • I will write the Chinese guides first and then translate it into English. --Sanust

 Fire Wall is a extremely powerful magic in PVE.

Undoubtedly, LunaLunaLuna Luna the Elementalist, who has the Fire Wall specialty, is the best choice for using this spell - she can double the damage.

This guide focuses on using Luna starting with Conflux town to clear monsters by PixiePixie SpriteSprite Pixie and Sprite and Fire Wall. It is particularly important to note that when using Luna for monster clearing, SpriteSprite Sprite should be used whenever possible.

This guide ONLY teaches you how to use Fire Wall in the Shadow of Death Shadow of Death,and assuming that all the troops are NOT affected by morale and luck.

BEFORE CONTINUING TO READ, PLEASE ENSURE YOU HAVE READ AND UNDERSTOOD THE INFORMATION ABOVE.

Basic Data[edit | hide | hide all]

Fire Wall always lasts for exactly 2 rounds, regardless of the hero's Fire Magic Fire Magic secondary skill level. Heroes without or with Basic Fire Magic can cast a two-hex wall (shaped like "/"), while those with Advanced or Expert Fire Magic can cast a three-tile wall (shaped like ">").

Fire Magic Duration Hex Base Damage SP
None 2 Rounds 2(/) 10 + P * 10 8
Basic 2 Rounds 2(/) 10 + P * 10 6
Advanced 2 Rounds 3(>) 20 + P * 10 6
Expert 2 Rounds 3(>) 50 + P * 10 6

LunaLunaLuna Luna the Elementalist's specialty doubles the base damage. If she has Sorcery Sorcery, an additional 15% is applied after the specialty multiplier. If she possesses the Orb of Tempestuous FireOrb of Tempestuous Fire, a further 50% bonus is applied after Sorcery Sorcery calculation.

Turn Order[edit | hide]

  1. Units with higher speed act first.
  2. No consecutive turns for same speed: If both sides have units of the same speed, units from the same side cannot act consecutively.
  3. Units in front act first: Units in earlier positions (from slot 1 to slot 7) act before those in later positions.

The unit position order within the Creature Bank will be shown in their respective sections below.

Pathfinding[edit | hide]

The maximum movement range for a Battle Dwarf form a hexagon with a radius (r) of 5.
Priority decreases gradually from 1 to 6.

When a unit takes its turn, if it wants to move to a certain tile, how does it plan its route? The following rules explain how the AI calculates pathfinding on the battlefield.

Rule 1: The Shortest Path Principle[edit | hide]

A unit will always choose the shortest path to reach its target. As a result, the unit would minimize turns whenever possible.

It's worth noting that the AI initially only calculates the shortest straight-line path, ignoring obstacles.

  • For more details, see Example 2 below.

Rule 2: The Hexagonal Principle[edit | hide]

The battlefield in Heroes III is designed as a hexagonal grid, similar to a chessboard, which results in units' attack ranges also being presented in hexagonal patterns.

In the example shown, for the Battle DwarfBattle Dwarf Battle Dwarf, all the green-highlighted hexes represent equally short paths.

  • If the battlefield is large enough, the theoretical maximum movement range for Arch DevilArch Devil Arch Devil would form a hexagon with a radius (r) of 17.

Rule 3: The Coordinate Priority Principle[edit | hide]

When multiple shortest paths exist, the game then determines the final choice based on coordinate priority.

Using the starting tile as the origin, draw rays in six directions to establish a six-quadrant coordinate system. Following The Shortest Path Principle, the monster's movement order is determined by quadrant priorities numbered 1 to 6.

Provided The Shortest Path Principle is satisfied, if the tile in the direction of the current highest priority is blocked and thus inaccessible, the unit will consider the tile corresponding to the next priority direction. Moreover, each time the unit moves to a new target hex, it re-establishes the six-directional coordinate system relative to that individual hexagon.

Rule 4: The Flying Principle[edit | hide]

Flying units follow The Shortest Path Principle: "the shortest distance between two points is a straight line" and do not calculate the hexagonal grid along the path. They only consider the final destination tile.

Examples[edit | hide]

  • In Example 1, the FamiliarFamiliar Familiar moves upward along the right edge of the battlefield.
    • The direction with priority 1 becomes inaccessible due to the boundary obstruction. Following The Shortest Path Principle, the unit will instead move one tile in the priority 6 direction, because following in priority 4 or 5 direction would make the Familiar move more tiles that following in priority 6 direction.
    • Upon reaching this new tile, it re-establishes the coordinate system centered on that hex. At this point, the direction with priority 1 becomes accessible again, so the Familiar moves one tile in that direction.
    • In this manner, repeating the process, the Familiar continues its movement until it reaches the desired destination.
    • As a result, the Familiar moves in 6-1-6-1-6.
  • In Example 2, the FamiliarFamiliar Familiar (on the left) moves towards enemy's Familiar (on the right). How does it move?
    • Yellow or Black path seems to be a good choice because the first step is to move in the direction of priority 1. However, Yellow or Black path is 7 tiles long, while the Green and Red paths would only require 6 tiles if there were no obstacles, it does not satisfy The Shortest Path Principle. Therefore, the AI will prioritize the Red and Green paths.
    • Due to the obstacle in the direction of priority 2, the Familiar can only move one step in the direction of priority 3, and then re-establishes the coordinate system at that new tile.
    • At this new position, the direction of priority 1 is again blocked, so it moves one step in the direction of priority 2.
    • It then moves one tile in the direction of priority 1, and proceeds along the path where Green and Yellow overlap until it reaches the enemy.
    • As a result, the Familiar moves in blue path.

Target Selection (TODO)[edit | hide]

Rule 1: Attack if Possible[edit | hide]

Rule 2: Blind Eyes of Two-hex Creatures[edit | hide]

Rule 3: Positioning Value and Melee Value[edit | hide]

Luna the Arsonist[edit | hide]

Now that we understand these AI behaviour theory, we can finally control our arsonist Luna to set fires all over the battlefield.

In this section, we will explain how to use Luna and the Conflux town to defeat guards in Creature Banks early in the game.

We will divide this into two parts: one for Basic Fire Magic and the other for Expert Fire Magic. The former has limited applicability and is more situational, while the latter is more versatile and easier to execute.

Basic Fire Magic[edit | hide]

Not all Creature Banks can be captured using Basic Fire Magic. Below are several feasible examples.

Crypt[edit | hide]

% Guards Content XP
 30 % 
Skeleton
30
Walking Dead
20
1500 Gold Experience
480
 30 % 
Skeleton
25
Walking Dead
20
Wight
5
2000 Gold Experience
540
 30 % 
Skeleton
20
Walking Dead
20
Wight
10
Vampire
5
2500 Gold
Artifact (T)
Experience
750
 10 % 
Skeleton
20
Walking Dead
20
Wight
10
Vampire
10
5000 Gold
Artifact (T)
Experience
900

It should be noted that the examples provided here are relatively extreme; under normal circumstances, the difficulty is not this high, and the losses will generally be smaller.

We will only consider the Crypt with the maximum number of guards, as smaller number of guards counts will be easier to handle. In this situation, the guards are divided into the stacks of:

The most difficult guardians to deal with are VampireVampire Vampires and WightWight Wights, as they are flying units that can only step on the fire once per turn, and due to their high speed, we must deal with them first.

However, Crypt is the easiest Creature Bank for Luna, because she could defeat the guards in level 1, ONLY with Fire Magic Basic Fire Magic and initial primary skills (0  Attack skill, 0  Defense skill, 3  Power skill, 3  Knowledge skill). The following battles are ALL conducted under this condition.

Non-dirt[edit | hide]

This battle does not necessarily require SpriteSprite Sprites, but it must include EXACTLY 3 Air ElementalAir Elemental Air Elementals. Additionally, the number of PixiePixie Pixie stacks should not be excessive.

Before the battle, place the main stack of PixiePixie Pixies in slot 5, and the Air ElementalAir Elemental Air Elementals in slot 7. Distribute the remaining units by placing one PixiePixie Pixie in each of the other slots.

It is worth noting that, unless otherwise specified, units will usually choose to wait and act twice in succession, as both PixiePixie Pixies and Air ElementalAir Elemental Air Elementals have a speed of 7, which is higher than the fastest guards — VampireVampire Vampires — at speed 6.

Dirt[edit | hide]

泥地地形亡灵速度+1。气元素只能放3只,且蝴蝶数量不宜过多。此战斗不一定要用蓝蝴蝶。

虽然会损失相较于非泥地的略多一些,但是省下了一次火墙的魔法值。

把大队的蝴蝶放在7号位,气元素放在5号位,1号位放2只蝴蝶,其余各分出来1只。

(详见BV1R4411b77B)

Grass[edit | hide]

事实上,只要是草地带蓝蝴蝶,无论什么英雄都可以做到禁魔下帝王坟。

带30只蓝蝴蝶,其中1号位10个,2号位15个,3号位5个。带其他数量蝴蝶也可以,但蝴蝶总数量不能超过30,且1号位+3号位数量不能超过2号位数量。

(详见BV1WK4y1J7qU)

Expert Fire Magic[edit | hide]

For Expert Fire Magic, all Creature Banks fall into two categories: those with ranged units and those without. The ranged-unit banks have a fixed strategy, while the non-ranged banks share a consistent Fire Wall placement approach.

Cyclops Stockpile and Medusa Stores[edit | hide]

% Guards Content XP
 30 % 
Cyclops
20
4x Wood Mercury Ore
    Sulfur Crystal Gem
Experience
1400
 30 % 
Cyclops
30
6x Wood Mercury Ore
    Sulfur Crystal Gem
Experience
2100
 30 % 
Cyclops
40
8x Wood Mercury Ore
    Sulfur Crystal Gem
Experience
2800
 10 % 
Cyclops
50
10x Wood Mercury Ore
      Sulfur Crystal Gem
Experience
3500
% Guards Content XP
 30 % 
Medusa
20
2000 Gold
5 Sulfur
Experience
500
(520)
 30 % 
Medusa
30
3000 Gold
6 Sulfur
Experience
750
(780)
 30 % 
Medusa
40
4000 Gold
8 Sulfur
Experience
1000
(1040)
 10 % 
Medusa
50
5000 Gold
10 Sulfur
Experience
1250
(1300)

The following battles MUST be fought using SpriteSprite Sprites, and have specific requirements regarding Luna's  Power skill value. In other words, these battles are more like set patterns or formulas — typically, the guards cannot be defeated unless the exact sequence is followed.

We will use Cyclops Stockpile as an example to demonstrate how to use Fire Wall to defeat ranged units in the Creature Bank, covering both upgraded and non-upgraded stacks. Each group of ranged units must step on the Fire Wall TWICE to perish. Below are the minimum  Power skill value required to defeat the guards in the Cyclops Stockpile and the Medusa Stores.

Type Small Medium Big Huge
Cyclops Stockpile 4 CyclopsCyclops Cyclops * 5
2  Power skill
6 CyclopsCyclops Cyclops * 5
6  Power skill
8 CyclopsCyclops Cyclops * 5
9  Power skill
10 CyclopsCyclops Cyclops * 5
13  Power skill
Medusa Stores 4 MedusaMedusa Medusas * 5
0  Power skill
6 MedusaMedusa Medusas * 5
0  Power skill
8 MedusaMedusa Medusas * 5
0  Power skill
10 MedusaMedusa Medusas * 5
2  Power skill

There is a 50% chance of getting an upgraded stack in the lower left corner (C hex). It should be noted that even if the guards include upgraded stacks, the minimum required Power skill value remains unchanged.

The hero's 7 unit slots MUST be filled with SpriteSprite Sprites in the following order and quantities: 1, 3, 2, 2, 4, 1, 1. The Fire Wall placement and Sprites' movement MUST strictly follow the procedure outlined below.

The same method applies to defeating the guards in the Medusa Stores, so it will not be elaborated further here.

Non-Ranged Banks[edit | hide]

Summary[edit | hide]