User talk:Legate

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Current Discussions[edit | hide | hide all]

Discord[edit | hide]

Hi Legate! Could you please check the Discord DM I sent you? I sent you 32 suggested edits regarding the wiki content, but it seems you haven't seen them. --Sanust (talk) 03:21, 2 May 2026 (UTC)

Holy moly, you have been busy. I'll temporarily paste the translations here and we can figure out what to do from there. (32/32 translated) --Legate (talk) 03:05, 3 May 2026 (UTC)
Note to anyone who wants to help: Feel free to delete or cross-out an item here if you update the appropriate page(s). --Legate (talk) 03:24, 3 May 2026 (UTC)

1) We previously discussed whether there is, in fact, any distinction between flying units and teleporting units. My earlier answer was that there was none. Now, however, I believe I was mistaken. In *SoD*, a distinction *does* exist between flying and teleporting units: during siege battles, Devils and Arch Devils can position themselves adjacent to the castle gate—or even one square outward onto the moat—without triggering the gate to lower. No other units—whether flying or ground-based—possess this hidden special ability. The Nymphs and Oceanids, units newly introduced in *HotA*, also share this same special ability—at least, this was the case in version 1.6.1. However, in version 1.8.0, both the Devils and the Nymphs lost this capability. I am unsure exactly which version saw this particular behavior "fixed," but given that it was a feature present in the original *SoD* release, I believe it is certainly worth mentioning.

2) Regarding Magic Resistance: the *Resistance* secondary skill (including the bonus provided by Thorgrim), Dwarves and Battle Dwarves, Crystal Dragons, and the *Pendant of Reflection* (along with its components)—the Magic Resistance provided by these factors is calculated additively. Furthermore, this combined resistance can be nullified by the *Orb of Vulnerability*; once the total reaches 100%, a notification appears indicating that magic is completely ineffective against the affected unit. However, there is one exception: the *Aura of Magic Resistance* special ability possessed by Unicorns and War Unicorns. This ability is calculated multiplicatively; specifically, it applies a 1.2x multiplier to the total resistance derived from all the aforementioned additive sources, and it remains unaffected by the *Orb of Vulnerability*. (For example, if Battle Dwarves are positioned adjacent to a Unicorn—assuming no other influencing factors are present—their Magic Resistance probability would be calculated as 40% × 1.2 = 48%.) Note, however, that this creature ability applies only to units occupying the tiles immediately adjacent to the Unicorn; it does not extend to the Unicorn itself (similar to the *Argali*). The relevant pages requiring modification include "Unicorn and War Unicorn" and "Magic resistance"; you may also update other pages if you deem it necessary.

3) The Royal Griffin's exact number of counterattacks per round is 5,000—but is that really possible to achieve?

4) When a Griffin or Royal Griffin encounters a creature capable of attacking twice in a single turn (such as a Crusader or Ayssid), the Griffin will only counterattack once.

5) The exact duration of the "Binding" special ability possessed by Dendroid Guards and Dendroid Soldiers is 255 rounds. A single Dendroid unit can bind only one target unit at a time; however, multiple Dendroid units can bind the same target unit simultaneously, and doing so will reset the remaining duration of the bind (returning it to 255 rounds).

6) The Blind spell cast by Unicorns and War Unicorns is of Basic level, not Advanced; the information on the Wiki is incorrect.

7) The Serpent and Dragon Fly's creature ability to dispel beneficial magic does *not* become area-of-effect—like a hero-cast Dispel spell—when used on Lucid Pools or Magic Plains terrain; it remains a single-target ability. Additionally, please note that due to changes introduced in HotA, *all* creature spellcasting is now affected by magical terrain. Since the information currently displayed on the individual creature pages still reflects the previous descriptions, please remember to update them accordingly (e.g., the Dragon Fly's "Weakness" ability). Finally, please remember to periodically add new entries to, or update, the "Special ability" page.

8) The MP consumption-modifying creature abilities (+/-2 MP) of the Mage and Pegasus persist throughout the entire battle (much like Morale or Luck modifiers). Please add this relevant information to their respective pages, as well as to the pages of any other creatures that feature Morale or Luck modifiers.

9) The Faerie Dragon's unit page states that you can press F or G to cast spells while situated in a Magic-Inhibiting Dwelling or when holding an Orb of Inhibition. In practice—provided you have the HD Mod installed (I am unsure if this works without the HD Mod or in SoD 4.0)—you can achieve the exact same effect as pressing F/G by simply clicking on the unit stack to view its details, and then clicking the Spellbook icon located on the user interface.

10) For Magogs, Liches, and Power Liches, the damage calculation for their ranged AoE attacks proceeds clockwise, starting from the top-right adjacent square and ending with the central square itself. When a Lucky or Cursed attack occurs, only the very first target—determined according to this specific sequence—will be subject to that effect. The Wiki currently only describes the scenario where the unit attacks itself; furthermore, that entry requires an addendum clarifying that if the unit kills itself in the process, damage will no longer be calculated for any subsequent targets in the sequence. The method for calculating Luck/Curse effects is identical for Cerberus, Hydras (including Chaos Hydras), Psychics, and Magic Elementals; the descriptions currently found in the Wiki regarding these units are incorrect. However, I am unsure whether the "Heat Stroke" special ability possessed by Dreadnoughts and Juggernauts follows this same calculation logic. Therefore, you will need to edit the page titled "Attack all adjacent enemies," ensuring that it is properly linked to the individual pages for the corresponding creatures. Additionally, you must revise the "Special Ability: 3-Headed Attack" section within the "Hell Hound and Cerberus" page.

11) The special abilities of the Black Knight, Dread Knight, and Mummy—specifically the Black Knight's and Mummy's "Curse"—have a 25% trigger probability and are classified as "Basic" level effects. The Dread Knight's "Death Blow" ability has a 20% trigger probability. The Wyvern Monarch's "Poison" ability has a 30% trigger probability; it is effective only against living units, lasts for 3 rounds, reduces the target's maximum HP by 10% at the start of each round (up to a maximum reduction of 50%), and is treated as a Level 1 spell. The Thunderbird's "Lightning Strike" damage remains subject to reduction by "Protection from Air" spells; additionally, it deals extra damage to Air and Storm Elementals—please ensure this specific detail is explicitly noted. Wights, Wraiths, and Trolls are capable of regenerating HP at the start of each round even if they are Petrified, Frozen, Paralyzed, or Blinded; however, this 50 HP regeneration effect does not stack with the healing provided by the "Elixir of Life." Wraiths are unable to drain an enemy hero's Mana points while they are Petrified, Frozen, Paralyzed, or Blinded; nevertheless, if they are "Charmed" by an enemy unit, they will still proceed to drain that enemy's Mana points. By the same token, if an Enchanter is "Charmed," they will continue to cast debuffs upon enemies and buffs upon allies.

12) Add descriptions regarding the "Magog Fireball Attack" (in HotA) and the "Sultan Fire Shield" effect to all creatures possessing the "Fire Magic Immunity" special ability. Furthermore, note that the Orb of Vulnerability does not nullify the aforementioned immunity effects; it merely removes the immunity to standard Fire Magic spells—meaning that even when equipped with this artifact, the creature remains immune to the two specific attack types mentioned above. Additionally, include a description stating that immunity to Fire Magic also confers immunity to the "Magic Arrow" spell.

13) The Cyclops and Cyclops King units are capable of attacking city walls even when enemies are present in adjacent tiles. Their AI decision-making formulas for prioritizing attacks—whether against enemies or walls—are as follows: Attack Enemy Value = 3 * Damage Value / Total Value of All Enemies; Attack Wall Value = Total Value of Friendly Units Without a Designated Target / Total Value of All Friendly Units.

14) The calculation method for the defense-ignoring attacks of the Behemoth and Ancient Behemoth involves rounding the defense value *up* and then subtracting 1. When enemies are affected by the *Frenzy* spell, the Behemoth and Ancient Behemoth first ignore the target's defense, and then—based on the level of the *Frenzy* spell—convert the *remaining* defense value into an attack bonus. However, I am unsure whether the Halfling Grenadier's defense-ignoring ranged attack utilizes this exact same calculation method. Additionally, please remember to move the section regarding the dispelling of beneficial spells—currently located in the introductory paragraph for the Dragon Fly—down to a later part of the entry. Furthermore, the beneficial-spell-dispelling creature ability possessed by the Serpent and Dragon Fly is nullified by the *Sphere of Permanence*. This functions just like other creature special abilities (such as the *Curse* of the Mummy, Black Knight, and Dread Knight; the *Blind* of the Unicorn; and so forth).

15) "Petrifying Attack" is treated as a Level 3 spell; furthermore, the damage reduction effect—which halves incoming damage to petrified units—does not apply to magical damage. Consequently, magical damage is calculated at its full value rather than being halved.

16) Scorpicore's Paralysis attack reduces counterattack damage by 75%; this effect stacks multiplicatively with the counterattack damage reduction caused by Blindness. Paralysis is classified as a Level 4 spell. Additionally, the table on the wiki page should be updated to include this information (specifically, the counterattack damage reduction).

17) By analogy with the special abilities regarding frontal morale possessed by the Minotaur, similar descriptions should be applied to—and added for—the Halfling and Halfling Grenadier (neutral creatures introduced in the *Armageddon's Blade* expansion).

18) I've heard that Ice and Water Elementals also take extra damage from Land Mines and Fire Shields; I'm not sure if this is accurate. If this information is correct, please update the relevant pages.

19) Add a description to the Psychic Elemental stating that it does not deal half damage when under the influence of the Badge of Courage (in SoD) or the Sleepkeeper (in HotA). Test whether the Mind Spell immunity granted by the Badge of Courage (in SoD) and the Sleepkeeper (in HotA) can be negated by the Orb of Vulnerability; if so, please add this information. Add a general description stating that all amulet-slot artifacts granting magic immunity (such as the Pendant of Second Sight) cannot be negated by the Orb of Vulnerability.

20) Add a description to the Lich and Power Lich stating that, in SoD, they are not immune to the Forgetfulness spell; furthermore, add a description stating that, in HotA, the Forgetfulness spell can only be cast upon them if the caster is equipped with the Orb of Vulnerability.

21) Add a description to the Rogue stating that the effectiveness of its "Spying" creature ability is not dependent on the number of Rogues in the stack, but rather on the Hero's Power attribute value.

22) The description for the Enchanter is incorrect (currently listed as "Random mass beneficial spell"); they can also cast harmful spells on enemies.

23) Add a "Cast" sound effect playback button to the Rust Dragon's entry.

24) Add a note to the Azure Dragon's entry clarifying that its passive "Fear" effect ceases upon its death.

25) I recall that the Crystal Dragon is unable to be *Resurrected*; I am unsure if this is accurate, but if it is, please add this detail to the relevant page.

26) When the First Aid secondary skill is not possessed, the AI ​​will choose to heal the unit with the greatest absolute amount of lost HP (rather than the highest percentage).

27) In SoD (HotA has not been tested, and the following content does not include creatures introduced in that expansion), only the following creatures are able to utilize their special abilities or cast spells while on Cursed Ground: the Serpent and Dragon Fly's *Dispel Beneficial Magic*; the Phoenix's *Rebirth*; the Mighty Gorgon's *Death Stare*; the Mummy, Black Knight, and Dread Knight's *Curse*; the Dread Knight's *Death Blow*; the Azure Dragon's *Fear*; the Wyvern Monarch's *Poison*; the Troll, Wight, and Wraith's *Regenerate*; the Rust Dragon's *Acid Breath*; the Dendroid's *Binding*; and the Efreet Sultan's *Fire Shield*. Abilities that cannot be triggered include, but are not limited to: the Thunderbird's *Lightning Strike*; the Ghost Dragon's *Aging*; the Zombie's *Disease*; the Unicorn's *Blind*; the Medusa and Basilisk's *Petrify*; the Scorpicore's *Paralyzing Attack*; and the Enchanter's *Passive Casting*. The Pit Lord's *Summon Demon*, as well as other units capable of active spellcasting, cannot cast spells directly. The Faerie Dragon, however, can cast spells either by clicking the Spellbook UI—as previously mentioned—or by pressing the F or G keys.

28) Prot. from... The priority order for facing a Magic Arrow is as follows: Earth > Air > Fire > Water. Even if a lower-priority level is higher than a higher-priority level, damage reduction is determined solely by the higher-priority level.

29) Upon team resurrection, accumulated spell effects are not retained; however, the defense-reducing effects of *Disrupting Ray* and the *Acid Breath* of Rust Dragons *are* preserved (I cannot recall whether *Poison* effects are also retained). The unit's action status from the turn of its demise is preserved: if the unit was in a defensive stance, it continues to receive the +20% (or +100%) defense bonus; if the unit had not yet taken its turn, it may act during the current round; conversely, if it had already taken its turn, it must wait until the next round to act.

30) Terrain-altering spells cast on the battlefield by opposing sides—such as *Land Mine*, *Fire Wall*, *Quicksand*, and *Force Field*—as well as pre-existing battlefield obstacles, cannot stack with one another.

31) This entry describes the mechanics governing the four elemental summoning spells: specifically, the rule limiting the total number of active units on the battlefield to a maximum of 20 at any given time (this count includes all units—both friendly and hostile—as well as *War Machines* and summoned elementals). It also details a bug present in versions prior to HotA 1.8.0, wherein the ability to summon additional elementals would become permanently disabled once this 20-unit limit had been reached, even if the total number of units on the battlefield subsequently dropped below the limit.

32) Frenzy and Hypnotize overwrite each other—much like Bless and Curse, or Haste and Slow. The duration of Frenzy is 255 turns. There are still many details left unmentioned; however, these pertain more to AI mechanics and are difficult to articulate precisely. We will save those for a future time, should the opportunity arise.

TOC idea[edit | hide]

See Legate/TOC test for an initial idea of how to move the TOC out of the main viewing area of every page. Ideally it would be nice to have it as a hover-over popup in the main left side bar.

  • Back-burner for now due to differences between H3CSS and legacy.

Older discussions[edit | hide]

Thank you[edit | hide]

Thank you for help with the Map Editor formatting. - Csaros (talk)

Nice work on Hero specialty‎‎! Now it looks more organized and clearer. --Sanust (talk) 04:41, 8 February 2024 (UTC)

Page tagging[edit | hide]

Could you please correctly tag HotA pages/info? Even so, thanks for the work on keeping the wiki up to date however you can. :) --FirePaladin2 (talk) 18:07, 18 June 2024 (UTC)

  • Sure! I really appreciate your help with the lore pages...you seem to know a lot more than me! --Legate (talk) 18:10, 18 June 2024 (UTC)
  • I saw you marking portions of pages as hota...I don't know what was introduced in different games in the M&M universe...I only know what is Homm3 vs HotA. Thoughts? I think for now I will mark everything introduced to homm3 in HotA as a HotA page, and you can fix them later? --Legate (talk) 18:24, 18 June 2024 (UTC)
    • That could work I guess. You can also check the fandom wiki (for example, a quick search for Balthazar confirms him as canon MM content). And on pages where I already contributed, I already tagged things accordingly, I believe. Regardless, there'd be plenty of work to fully do this.--FirePaladin2 (talk) 18:26, 18 June 2024 (UTC)
    • Any thoughts of what to do for heroes like Xex or Agar? They exist as part of the larger lore, but are only heroes in hota. --Legate (talk) 21:29, 18 June 2024 (UTC)
      • I guess Tavin is also marked as hota even though he appears in the story text of AB. --Legate (talk) 21:31, 18 June 2024 (UTC)

Creature Artwork/Sketches[edit | hide]

I saw you adding creature sketches from the game manual to their respective gallery. I found many of them in a sketch-only format in here: https://h3.heroes.net.pl/galeria/szkice There might be more of them than just in the game's manual. But I'd have to recheck the manual to be sure. Also, funnily enough, there's a steampunk-y version of the Devil dwelling - probably a nod to the series' sci-fi roots, as well as time manipulation symbolism (Chronos with the scythe etc.). --FirePaladin2 (talk) 17:39, 19 March 2025 (UTC)

  • Yeah, I would prefer to eventually have just the sketch. For now, I'm just taking a first pass through the existing pics in the manual, then we can replace them when we have the extra pics uploaded. --Legate (talk) 17:42, 19 March 2025 (UTC)
  • Created Category: Creature sketches for if and whenever you would like to add them! → Phasma 17:43, 19 March 2025 (UTC)

Thanks[edit | hide]

Thank you and the other users for everything you've done! Didn't expect you to implement languages other than English.--Archer (talk) 18:16, 3 April 2025 (UTC)

  • I think it is mostly Turnam, Phasma and imahero so far :) Good on them! --Legate (talk) 19:08, 3 April 2025 (UTC)

Interviews[edit | hide]

I suppose the best approach for interviews would be to add them as subpages (so e.g. Gregory Fulton/Interview on Names in Heroes of Might and Magic III) and the main article would have a list of subpage links instead of having the text in full directly. --Turnam (talk) 18:13, 3 June 2025 (UTC)

  • I think you are right. The interview text is getting rather long. Feel free to move the pages around/reformat as necessary. --Legate (talk) 18:17, 3 June 2025 (UTC)

Proposals[edit | hide]

Hi! Don't mean to rush you, but I've got some small proposals for a couple pages. --XEL (talk) 19:15, 5 August 2025 (UTC)

  • Ah - didn't realize you were waiting for me on those! Yeah, I'll move Tidewater to the erathia list. For adding Harmondale to Contested Lands, I had gotten some pushback on that in the past (Talk:Contested Lands#Harmondale), so it is probably worth bringing it up on Discord before re-adding it. --Legate (talk) 19:24, 5 August 2025 (UTC)
    • I'll bring it up with Fire Paladin. Perhaps he meant that Harmondale politically isn't part of the nation that the protagonists of Seeds of Discontent establish. While this is true, Harmondale is geographically a town in the Welnin region (Cloverfield-Mosswood-Forestdale) of the Contested Lands. MM7 is clear on that. It is shown on the MM7 printed map and town portal map as being in the part of the continent. The game also mentions that Harmondale is within Erathian borders and near Tularea. Castle Harmondale was built as a first line of defense during the Timber Wars, and the town is described as having been the site of human/elf conflict for centuries. MM7 also mentions that to the east of Harmondale is the center of the disputed region. Further, MM7 says "the contested lands of Harmondale and surrounds", further linking the two. Also, the region around Harmondale is called Welnin in MM7. Even Harmondale's name rhymes with Forestdale. Of course, it's also clear from MM7 that Harmondale isn't part of the independent nation from Seeds, since it belongs to Erathia at the start of MM7. In fact, the independent nation was unable to de-facto control the whole Welnin region, since AvLee and Erathia still contest those lands in MM7, with big parts of the area belonging to Erathia by AB. It's even probable that the independent nation collapsed by the time of MM7, but that's open for interpretation. So, if we use the Contested Lands table as the geographic region from Seeds, Harmondale is definitely there. And even politically, not all the areas listed in the table are de-facto part of the independent nation in the end. But like I said, the Unaffiliated table may also suit Harmondale, given how its political status in MM7 explicitly depends on the player. --XEL (talk) 06:40, 6 August 2025 (UTC)

Fire Paladin has confirmed to me that he indeed meant that Harmondale isn't part of the independent CL politically, and also said that, as he remembers, an older version if the page talked about Harmondale as if it's the capital of the CL or generally synonymous with it. Overall, I think it's safe to move Harmondale into the CL table as a town, since it's there geographically, with the actual articles going into the political details. --XEL (talk) 15:59, 6 August 2025 (UTC)

  • Sounds good to me! --Legate (talk) 19:56, 6 August 2025 (UTC)

In the end, keeping it in Unaffiliated does indeed better reflects Harmondale's ambiguous political status, since it can canonically be AvLeean, Erathian or the capital of an independent nation, all being quite likely. --XEL (talk) 13:22, 12 August 2025 (UTC)

Collaboration[edit | hide]

Thanks for correcting the redirect in Lost Gold Mine (and other edit cleanups here and there over the past month), I initially pondered putting it in Tatalia minor locations, but changed my mind and forgot to fix the redirect :) --XEL (talk) 13:20, 12 August 2025 (UTC)

  • No problem, it's been great having another person working on the lore side of things! Thanks for all your updates :) --Legate (talk) 14:17, 12 August 2025 (UTC)
    • You (and by extension, the community) are welcome! --XEL (talk) 14:21, 12 August 2025 (UTC)

Thanks for correcting in Talk: Lost Lore. I didn't think it was the other way around, I just thought my wording about consulting was mistaken for some reason :) --XEL (talk) 22:42, 4 March 2026 (UTC)

Shandar River[edit | hide]

Hi! I've been meaning to respond to your thoughts on the Shandar River and the north Deyja lake for quite some time now, but can't remember on which talk you posted them. Would appreciate you giving a link. In the meantime, since I do remember the main gist, I'll respond here.

You indeed may be on to something with the shape of the lake on the map and how the Shandar's. Perhaps the map maker who made that scenario in SoD had that lake in mind in a way. Hard to say with certaintly, but is possible that it was

However, lore-wise it is hardly supposed to be that lake. The shape still doesn't look 1-to-1 (though there is some passing resemblance). Also, the general context of the campagn oes point out to it being in the western AvLee, not south AvLee, both Search for a Killer itself and To Strive, To Seek, the latter taking place by a small tributary of the Shandar. Of course, that small tributary could still be in that part of AvLee even if the large lake is part of the main river's system. But still, it does point to that the Shandar is indeed supposed to be in the western reaches of AvLee, near the RoE-period porders with Erathia and Deyja.

But there's also the broader context and the plot of the mission:

For one thing, the scenario does call it a river, and even with that lake being connected to the Shandar, lakes are still called lakes in such cases, as far as I know. The scenario does allude to Gelu's forces navigating the actual river currents, and the message conveyed to the player is that a river divides the scenario map, not a lake.

Secondly, if we assume that it's the same lake, that would mean that Gelu actually invades a huge swath of Deyja's northern border, including the areas featured in MM7, even the one with the Hall of the Pit, thus near the capital. The plot of the scenario, however, doesn't really point to something like that.

I'm quite sure the Shandar just isn't represented on the SoD campaign maps. Kinda like the huge lake which Steadwick is on also isn't. --XEL (talk) 00:06, 16 August 2025 (UTC)

  • Talk:Search for a Killer is where I put some comments. We should probably centralize this whole discussion to Talk: Shandar River and try to correlate all the sources of info we have on it. I assume the Shandar isn't mentioned in mm7? --Legate (talk) 02:11, 19 August 2025 (UTC)
No, it's not. --XEL (talk) 11:20, 19 August 2025 (UTC)
Also, made a centralized thread. Talk:Shandar_River#The_Deyjan_Lake_and_the_Shandar --XEL (talk) 11:35, 19 August 2025 (UTC)

Marishen[edit | hide]

Based on what's described here, I think it'd be more accurate to move Marishen to the Erathia table, or simply not list it in location tables. --XEL (talk) 03:10, 16 August 2025 (UTC)

  • I am indifferent as to where Marishen/Dunwall/Bathi'ere end up. Feel free to move them wherever you think best (just remember to change the redirects). --Legate (talk) 17:47, 18 August 2025 (UTC)
    • I would've done so already, but I don't yet know how to edit the location tables :) --XEL (talk) 21:03, 18 August 2025 (UTC)
    • Done. --Legate (talk) 01:49, 19 August 2025 (UTC)
Thanks! And, by following your edit, I figured out how to do that. --XEL (talk) 12:01, 19 August 2025 (UTC)