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== Discord == 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. --[[User:Sanust|Sanust]] ([[User talk: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) --[[User:Legate|Legate]] ([[User talk: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). --[[User:Legate|Legate]] ([[User talk: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 gateâor even one square outward onto the moatâwithout triggering the gate to lower. No other unitsâwhether flying or ground-basedâpossess this hidden special ability. The Nymphs and Oceanids, units newly introduced in *HotA*, also share this same special abilityâat 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)âthe 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 Unicornâassuming no other influencing factors are presentâtheir Magic Resistance probability would be calculated as 40% Ă 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 5,000âbut 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-effectâlike a hero-cast Dispel spellâwhen 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 practiceâprovided you have the HD Mod installed (I am unsure if this works without the HD Mod or in SoD 4.0)âyou 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 targetâdetermined according to this specific sequenceâwill 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 Mummyâspecifically the Black Knight's and Mummy's "Curse"âhave 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 Elementalsâplease 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 spellsâmeaning 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 attacksâwhether against enemies or wallsâare 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 thenâbased on the level of the *Frenzy* spellâconvert 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 spellsâcurrently located in the introductory paragraph for the Dragon Flyâdown 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 effectâwhich halves incoming damage to petrified unitsâdoes 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 toâand added forâthe 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 ââwill 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 UIâas previously mentionedâor 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 sidesâsuch as *Land Mine*, *Fire Wall*, *Quicksand*, and *Force Field*âas 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 unitsâboth friendly and hostileâas 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 otherâmuch 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.
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