Shackles of War: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
No edit summary
(I might have gone a little overboard so feel free to roll back some of what I added/changed but most of it should be grammar and spelling things.)
Line 7: Line 7:


== Discussion ==
== Discussion ==
While Shackles of War is an excellent artifact for killing enemy heroes, it can also be a double edged sword, as it may prevent your hero to surrender or retreat from the battle that proves to be too tough. The strategy for the shackles is not to wield them all the time, but to choose when to put them on. Usually a good strategy is to equip them right before attacing enemy hero, and not to leave them on when finnishing the turn, as it more powerful hero may attack you by surprise.
While Shackles of War is an excellent artifact for killing enemy heroes, it can also be a double edged sword, as it may prevent your hero from surrendering or retreating from a battle that proves to be too difficult. A strategy for the shackles is to choose when to put them on - leaving them unequipped the rest of the time. Often this is done by equipping the shackles right before attacking a less powerful enemy hero, and making sure to never leave the shackles on at the end of your turn, lest a more powerful hero take you by surprise.


The upside of using Shackles of War is that by defeating enemy heroes you get their [[artifact]]s as well as more [[experience]]. They are also useful against enemys scouts, especially agains computer heroes who tend to retreat immediately. The downside is, that you must remember to take them off at the end of the turn, or risking getting surprise attacked by enemy heroes.
The upside of using Shackles of War is that by defeating enemy heroes you get their [[artifact]]s as well as more [[experience]]. They are also useful against enemy scouts, especially against computer heroes who tend to retreat immediately. The main downside to Shackles of War is the risk of finding yourself unable to retreat or surrender when you come across a battle you can't win, either by misjudging a battle, or by leaving the Shackles on and being attacked by a more powerful enemy.


[[Category: Major artifacts]]
[[Category: Major artifacts]]
__NOTOC__
__NOTOC__

Revision as of 10:28, 8 June 2016

Artifacts
Major
Ambassador's Sash
Angel Feather Arrows
Arms of Legion
Breastplate of Brimstone
Cape of Velocity
Dead Man's Boots
Diplomat's Ring
Dragon Scale Shield
Endless Bag of Gold
Endless Purse of Gold
Everflowing Crystal Cloak
Everpouring Vial of Mercury
Eversmoking Ring of Sulfur
Garniture of Interference
Golden Bow
Head of Legion
Hellstorm Helmet
Necklace of Dragonteeth
Necklace of Ocean Guidance
Ogre's Club of Havoc
Orb of Driving Rain
Orb of the Firmament
Orb of Silt
Orb of Tempestuous Fire
Pendant of Courage
Pendant of Negativity
Pendant of Second Sight
Recanter's Cloak
Ring of Infinite Gems
Ring of the Wayfarer
Shackles of War
Shield of the Damned
Sphere of Permanence
Statesman's Medal
Surcoat of Counterpoise
Sword of Hellfire
Targ of the Rampaging Ogre
Tunic of the Cyclops King
Vial of Lifeblood
Cape of Silence Horn of the Abyss
Crown of the Five Seas Horn of the Abyss
Pendant of Downfall Horn of the Abyss
Ring of Oblivion Horn of the Abyss
Royal Armor of Nix Horn of the Abyss
Shield of Naval Glory Horn of the Abyss
Trident of Dominion Horn of the Abyss
Wayfarer's Boots Horn of the Abyss
Treasure
Minor
Relic
Combination
Shackles of War
Shackles of War Class: major
Slot: miscallaneous
Cost: 5000 Gold
Effect: When these shackles are wielded in combat, neither you nor your opponent may retreat or surrender.

Shackles of War is a major class artifact equipped in the miscallaneous slot. While equipped, Shackles of War prevents both heroes from retreating or surrendering during battle.

Discussion

While Shackles of War is an excellent artifact for killing enemy heroes, it can also be a double edged sword, as it may prevent your hero from surrendering or retreating from a battle that proves to be too difficult. A strategy for the shackles is to choose when to put them on - leaving them unequipped the rest of the time. Often this is done by equipping the shackles right before attacking a less powerful enemy hero, and making sure to never leave the shackles on at the end of your turn, lest a more powerful hero take you by surprise.

The upside of using Shackles of War is that by defeating enemy heroes you get their artifacts as well as more experience. They are also useful against enemy scouts, especially against computer heroes who tend to retreat immediately. The main downside to Shackles of War is the risk of finding yourself unable to retreat or surrender when you come across a battle you can't win, either by misjudging a battle, or by leaving the Shackles on and being attacked by a more powerful enemy.