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| [[File:Grail Cove Lodestar.gif|border|150px]]
| [[File:Grail Cove Lodestar.gif|border|150px]]
| '''Lodestar'''
| '''Lodestar'''
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units (both friend and foe)<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]).
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]).
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| '''Lightning Rod'''
| '''Lightning Rod'''
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count).
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count).
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Chain Lightning]].<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]] and [[Orb of the Firmament]], but not by [[Air Magic]] nor [[Magic Clouds]]. Ignores [[Anti-magic]], [[Cursed Ground]], [[Interference]] and anti-magical artifacts (e.g. [[Orb of Inhibition]]).
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Lightning Bolt]] and [[Chain Lightning]], but affects creatures immune only to Lightning Bolt (e.g. Green and Red Dragons).<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]] and [[Orb of the Firmament]], but not by [[Air Magic]] nor [[Magic Clouds]]. Ignores [[Anti-magic]], [[Cursed Ground]], [[Interference]] and anti-magical artifacts (e.g. [[Orb of Inhibition]]).
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*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful.
*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful.
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are.
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are.
*Factory: Probably in top 3 best Grail buildings. Lightning Rod is global, not in-town only. It can clear most neutral creatures (especially if they are split in 7 stacks) for free and take a dent out of the opponent's army. The damage scales primarily from town building count (7 damage per building, starting from 42 with just Village Hall and Lightning Rod up to 168 when fully built), so it's best built in your main town. See [[Arrow tower#Damage calculation]] to see how the damage works. If you send multiple heroes against the opponent one by one, assuming the opponent has 7 creature stacks, they will deal up to 1176 damage for 2500 gold each. With a large gold supply, this can be used until the enemy army is depleted, as long as the enemy is accessible in a day (1500-1700 movement points) from any of your towns or a [[Tavern]]. Keep in mind that the effect does not happen until your turn, meaning the opponent will have a chance to cast a protecting spell on their troops if they have a faster creature; it doesn't work on units immune to Lightning Bolt and Chain Lightning (e.g Gold and Black Dragons) and works very bad on Golems.  
*Factory: Is global, not in-town only. Can clear most neutral creatures (especially if they are split in 7 stacks) for free and take a dent out of the opponent's army. The damage scales primarily from town building count (7 damage per building, starting from 42 with just Village Hall and Lightning Rod up to 168 when fully built), so it's best built in your main town. See [[Arrow tower#Damage calculation]] to see how the damage works. Keep in mind that the effect does not happen until your turn, meaning the opponent will have a chance to cast a protecting spell on their troops if they have a faster creature; it doesn't work on units immune to Lightning Bolt and Chain Lightning (e.g Gold and Black Dragons) and works very bad on Golems.
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