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| '''Colossus'''
| '''Colossus'''
| Increases the [[morale]] of all of the owner's heroes by 2.
| Increases the [[morale]] of all of the owner's heroes by 2.
| Although the documentation states that it increases all allied heroes’ morale, this appears to be wrong.
| Although the documentation states that it increases all allied heroes morale, this appears to be wrong.


|-
|-
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| [[File:Grail Rampart Spirit Guardian.gif|border|150px]]
| [[File:Grail Rampart Spirit Guardian.gif|border|150px]]
| '''Spirit<br>Guardian'''
| '''Spirit<br>Guardian'''
| Increases the [[luck]] of all of the owner's heroes by 2.
| Increases all owners heroes' [[luck]] by 2.
|  
|  


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| [[File:Grail Necropolis Soul Prison.gif|border|150px]]
| [[File:Grail Necropolis Soul Prison.gif|border|150px]]
| '''Soul<br>Prison'''
| '''Soul<br>Prison'''
| Increases the [[Necromancy]] skill of all the owners’ heroes by 20%.
| Increases the [[Necromancy]] skill of all the owners' heroes by 20%.
| Although the documentation states that it increases all allied heroes’ Necromancy skill, this appears to be wrong.
| Although the documentation states that it increases all allied heroes Necromancy skill, this appears to be wrong.


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{{fanopinion|
{{fanopinion|
*Castle: One of the less impactful grails, which is often made redundant by Knights’ [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot.
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot.
*Rampart: Similar to the Castle grail, but even less impactful.
*Rampart: Similar to the Castle grail, but even less impactful.
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings.
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings.
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019‎ -->
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019‎ -->
*Necropolis: Typically grail buildings will be acquired long after skeletons have already been farmed from neutral encounters, but the 20% boost is still appreciated for whatever fights there are. It is also completely worthless for non-Necro opponents, which is nice. Notably, this is the only source of Necromancy that wasn't halved in [[Horn of the Abyss]], making the boost even more significant.
*Necropolis: Typically grail buildings will be acquired long after skeletons have already been farmed from neutral encounters, but the 20% boost is still appreciated for whatever fights there are. It's also completely worthless for non-Necro opponents, which is nice. Notably, this is the only source of Necromancy that wasn't halved in [[Horn of the Abyss]], making the boost even more significant.
*Dungeon: Having a +12 Spell Power boost together with 5 level of [[Mage Guild]] allows to cast tremendous spells like [[Chain Lightning]] or [[Implosion]] dealing horrific damage, or to make essential spells like [[Slow]], [[Haste]], [[Bless]] or [[Curse]] everlasting.
*Dungeon: Having a +12 Spell Power boost together with 5 level of [[Mage Guild]] allows to cast tremendous spells like [[Chain Lightning]] or [[Implosion]] dealing horrific damage, or to make essential spells like [[Slow]], [[Haste]], [[Bless]] or [[Curse]] everlasting.
*Stronghold: This bonus gives an absurd damage bonus, able to increase the damage output of even the highest leveled creatures by about 50%, any hero holding a town with this building is nearly unbeatable except by an overwhelming army or an opposing hero with a very high level.
*Stronghold: This bonus gives an absurd damage bonus, able to increase the damage output of even the highest leveled creatures by about 50%, any hero holding a town with this building is nearly unbeatable except by an overwhelming army or an opposing hero with a very high level.
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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 is 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: 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.  
}}<!-- end of fan opinion -->
}}<!-- end of fan opinion -->


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