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* All living {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|noname=}}{{Cn|Red Dragon|noname=}}{{Cn|Black Dragon|noname=}}[[Dragon]]s and {{Cn|Hydra|noname=}}{{Cn|Chaos Hydra|name=Hydras}} become {{Cn|Bone Dragon}}s in the [[Skeleton Transformer]]. {{Cn|Bone Dragon|noname=}}{{Cn|Ghost Dragon|name=Bone and Ghost Dragons}} will turn to simple {{Cn|Skeleton}}s (in [[Horn of the Abyss|Horn of the Abyss 1.7.0]] they turn into {{Cn|Bone Dragon}}s). | * All living {{Cn|Green Dragon|noname=}}{{Cn|Gold Dragon|noname=}}{{Cn|Red Dragon|noname=}}{{Cn|Black Dragon|noname=}}[[Dragon]]s and {{Cn|Hydra|noname=}}{{Cn|Chaos Hydra|name=Hydras}} become {{Cn|Bone Dragon}}s in the [[Skeleton Transformer]]. {{Cn|Bone Dragon|noname=}}{{Cn|Ghost Dragon|name=Bone and Ghost Dragons}} will turn to simple {{Cn|Skeleton}}s (in [[Horn of the Abyss|Horn of the Abyss 1.7.0]] they turn into {{Cn|Bone Dragon}}s). | ||
* [[Morale]] bonus for visiting [[Temple]] on day 7 is +2. Also, [[Idol of Fortune]] gives +1 to both Morale and [[Luck]]. | * [[Morale]] bonus for visiting [[Temple]] on day 7 is +2. Also, [[Idol of Fortune]] gives +1 to both Morale and [[Luck]]. | ||
* Odds of [[wandering creature]]s joining you depends on what troops you have with you (and whether or not you have | * Odds of [[wandering creature]]s joining you depends on what troops you have with you (and whether or not you have {{Ss|Diplomacy}}). | ||
* [[Tree of Knowledge]] gives experience equal to the difference between a hero's next level and current level. | * [[Tree of Knowledge]] gives experience equal to the difference between a hero's next level and current level. | ||
* [[Windmill]] never produces [[wood]] {{W}}. | * [[Windmill]] never produces [[wood]] {{W}}. | ||
* With | * With {{Ss|Necromancy}}, you get more {{Cn|Skeleton}}s than {{Cn|Skeleton Warrior}}s. | ||
* It's possible for a hero to have no troops if you deposit them at a [[Seer's Hut]] or [[Quest Guard]]. Upon entering a battle, you will instantly lose as soon as the pre-battle music ends. | * It's possible for a hero to have no troops if you deposit them at a [[Seer's Hut]] or [[Quest Guard]]. Upon entering a battle, you will instantly lose as soon as the pre-battle music ends. | ||
* You can delete artifacts by trading with an allied hero in multiplayer and having the artifact selected with your mouse (as you're dragging it) as the other player exits the trade window. | * You can delete artifacts by trading with an allied hero in multiplayer and having the artifact selected with your mouse (as you're dragging it) as the other player exits the trade window. | ||
* {{Sn|Resurrection}} can appear in the [[Mage Guild]] of | * {{Sn|Resurrection}} can appear in the [[Mage Guild]] of {{town|Necropolis}} despite the fact that it cannot be used on any of the creatures it creates, hence the use of {{Sn|Animate Dead}}. | ||
* On the build screen of any [[town]] you own, each structure's further building prospects are signified by the status colors red, green or yellow. While playing any kind of multiplayer game, and you are not the current player, browsing your own build screens will show your red status structures as green for each of the structures where the current player has enough of each resource & gold to satisfy the build requirements of those structures. | * On the build screen of any [[town]] you own, each structure's further building prospects are signified by the status colors red, green or yellow. While playing any kind of multiplayer game, and you are not the current player, browsing your own build screens will show your red status structures as green for each of the structures where the current player has enough of each resource & gold to satisfy the build requirements of those structures. | ||
* You can mark a path max. 60 000 movement points away (both on land, sea and when using an [[Airship]]{{-wh}}) | * You can mark a path max. 60 000 movement points away (both on land, sea and when using an [[Airship]]{{-wh}}) | ||
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* All [[spell]]s cannot be disabled from the map. There must be at least one spell from each level. | * All [[spell]]s cannot be disabled from the map. There must be at least one spell from each level. | ||
* {{Sn|Anti-Magic}} can only be removed with {{Sn|Dispel}} or with {{Cn|Serpent Fly|noname=}}{{Cn|Dragon Fly|name=Serpent or Dragon Fly}}'s dispel ability (the ability was introduced in {{roe}} {{withroe}} [[1.4]]). | * {{Sn|Anti-Magic}} can only be removed with {{Sn|Dispel}} or with {{Cn|Serpent Fly|noname=}}{{Cn|Dragon Fly|name=Serpent or Dragon Fly}}'s dispel ability (the ability was introduced in {{roe}} {{withroe}} [[1.4]]). | ||
* [[Arrow tower]]s cause more damage to heroes with | * [[Arrow tower]]s cause more damage to heroes with {{Ss|Armorer}}, although it should be the other way round. This also applies to {{Sn|Air Shield}}. In {{hota}}{{-wh}} this bug had been fixed. | ||
* Artifacts affect also | * Artifacts affect also {{Sn|Clone}}d creatures. | ||
* [[Badge of Courage]] prevents all [[mind spells]]. The spell book and wand symbol do appear, but spells like {{Sn|Berserk}} will have no effect. (Not true in {{hota}}{{-wh}}). | * [[Badge of Courage]] prevents all [[mind spells]]. The spell book and wand symbol do appear, but spells like {{Sn|Berserk}} will have no effect. (Not true in {{hota}}{{-wh}}). | ||
* Battles in the subterranean level are always considered to take place on [[subterranean]] [[terrain]]. However, [[movement]] works normally. In {{hota}}{{-wh}}, the battles take place found in the respective terrain in the subterranean level. | * Battles in the subterranean level are always considered to take place on [[subterranean]] [[terrain]]. However, [[movement]] works normally. In {{hota}}{{-wh}}, the battles take place found in the respective terrain in the subterranean level. | ||
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* {{Cn|Stone Gargoyle|noname=}}{{Cn|Obsidian Gargoyle|name=Stone and Obsidian Gargoyles}} cannot be [[Resurrection|resurrected]] because they are [[non-living]] creatures. However, they can get [[Morale]], unlike [[Golem]]s or [[Elemental]]s. | * {{Cn|Stone Gargoyle|noname=}}{{Cn|Obsidian Gargoyle|name=Stone and Obsidian Gargoyles}} cannot be [[Resurrection|resurrected]] because they are [[non-living]] creatures. However, they can get [[Morale]], unlike [[Golem]]s or [[Elemental]]s. | ||
* [[Orb of Vulnerability]] breaks creatures' natural immunities to magic, but not artifact-granted immunities. | * [[Orb of Vulnerability]] breaks creatures' natural immunities to magic, but not artifact-granted immunities. | ||
* | * {{town|Tower}} [[moat]]'s {{Sn|Land Mine}}s are treated similarly as the spell, and therefore are affected by {{Sn|Dispel}}, creatures with magic immunities are unaffected by them, and [[Orb of Tempestuous Fire]] increase their damage. | ||
* Spells cast by the [[Armor of the Damned]] combined with [[Orb of Vulnerability]] will work in an [[Anti-Magic Garrison]]. | * Spells cast by the [[Armor of the Damned]] combined with [[Orb of Vulnerability]] will work in an [[Anti-Magic Garrison]]. | ||
* Spells cast by the [[Angelic Alliance]] will work in an [[Anti-Magic Garrison]]. | * Spells cast by the [[Angelic Alliance]] will work in an [[Anti-Magic Garrison]]. | ||
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* {{Cn|Gold Dragon}}s are susceptible to {{Sn|Dispel}} cast by heroes, the Sacrification part of {{Sn|Sacrifice}} (but not the Resurrection) (fixed in {{hota}}{{-wh}}) and {{Cn|Ghost Dragon}}'s [[Aging]]. | * {{Cn|Gold Dragon}}s are susceptible to {{Sn|Dispel}} cast by heroes, the Sacrification part of {{Sn|Sacrifice}} (but not the Resurrection) (fixed in {{hota}}{{-wh}}) and {{Cn|Ghost Dragon}}'s [[Aging]]. | ||
* Battles in Crystal Caverns, Gold Mines and Abandoned Mines are always considered to take place in [[Subterranean]] terrain. | * Battles in Crystal Caverns, Gold Mines and Abandoned Mines are always considered to take place in [[Subterranean]] terrain. | ||
* [[Orb of Vulnerability]] does not negate [[Spell Damage Reduction]], whereas it negates the [[Magic Resistance]] artifacts and | * [[Orb of Vulnerability]] does not negate [[Spell Damage Reduction]], whereas it negates the [[Magic Resistance]] artifacts and {{Ss|Resistance}}. | ||
* {{Cn|Mechanic|noname=}}{{Cn|Engineer|name=Mechanics and Engineers}}{{-wh}} can only repair [[Mechanical]] units. This does not include [[Golems]], [[Bloodless]], [[Elementals]] or [[War Machines]]. | * {{Cn|Mechanic|noname=}}{{Cn|Engineer|name=Mechanics and Engineers}}{{-wh}} can only repair [[Mechanical]] units. This does not include [[Golems]], [[Bloodless]], [[Elementals]] or [[War Machines]]. | ||
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* In a campaign, if a hero is transferred from the previous scenario together with an equipped artifact that provides knowledge bonus, the extra spell points will be in place. Unfortunately, if such artifact is selected as the optional bonus at the start of the scenario, the extra spell points for the hero it’s given to will be missing on Day 1.<!-- as in HC: Hard Place --> | * In a campaign, if a hero is transferred from the previous scenario together with an equipped artifact that provides knowledge bonus, the extra spell points will be in place. Unfortunately, if such artifact is selected as the optional bonus at the start of the scenario, the extra spell points for the hero it’s given to will be missing on Day 1.<!-- as in HC: Hard Place --> | ||
* Elemental units attacking the opposite Elemental unit do double damage (i.e. {{Cn|Water Elemental}} vs. {{Cn|Fire Elemental}} and {{Cn|Air Elemental}} vs. {{Cn|Earth Elemental}}) | * Elemental units attacking the opposite Elemental unit do double damage (i.e. {{Cn|Water Elemental}} vs. {{Cn|Fire Elemental}} and {{Cn|Air Elemental}} vs. {{Cn|Earth Elemental}}) | ||
* | * {{Sn|Quicksand}} does not affect creatures who are on their native terrain. | ||
* {{Cn|Thunderbird}}s' Lightning Strike does extra damage to {{Cn|Storm Elemental}}s | * {{Cn|Thunderbird}}s' Lightning Strike does extra damage to {{Cn|Storm Elemental}}s | ||
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* A [[horde building]] protects those particular creatures in that town from [[plague]], which means that the dwelling with a horde building will produce creatures normally. [Tested in RoE, SoD (HD+) and HotA by [[User:ShushMaster|ShushMaster]] ([[User talk:ShushMaster|talk]]) 18:27, 30 July 2018 (CEST)] | * A [[horde building]] protects those particular creatures in that town from [[plague]], which means that the dwelling with a horde building will produce creatures normally. [Tested in RoE, SoD (HD+) and HotA by [[User:ShushMaster|ShushMaster]] ([[User talk:ShushMaster|talk]]) 18:27, 30 July 2018 (CEST)] | ||
* Elementals that are summoned in combat are not affected by Planeswalkers' (e.g. [[Kalt]]) bonuses. [Tested by [[User:Kapteeni Ruoska|Kapteeni Ruoska]] 06:37, 4 August 2014 (CEST)] | * Elementals that are summoned in combat are not affected by Planeswalkers' (e.g. [[Kalt]]) bonuses. [Tested by [[User:Kapteeni Ruoska|Kapteeni Ruoska]] 06:37, 4 August 2014 (CEST)] | ||
* In the first versions of the game, [[Witch]]es had a chance to learn | * In the first versions of the game, [[Witch]]es had a chance to learn {{Ss|Necromancy}}. [Tested in v1.0 by [[User:Kapteeni Ruoska|Kapteeni Ruoska]] 07:55, 28 March 2014 (CET)] | ||
* {{Cn|Psychic Elemental}}s do half damage to all enemy creatures when the opposing hero has the [[Sleepkeeper]] artifact. [Tested by [[User:Csaros|Csaros]] 17:52, 9 January 2024 (CET)] | * {{Cn|Psychic Elemental}}s do half damage to all enemy creatures when the opposing hero has the [[Sleepkeeper]] artifact. [Tested by [[User:Csaros|Csaros]] 17:52, 9 January 2024 (CET)] | ||
[[Category: User commentary]] | [[Category: User commentary]] |
Revision as of 20:38, 22 January 2024
Did you know? is a collection of small bits of information about Heroes of Might and Magic III.
Verified statements
Adventure Map/Towns
- Adventure map objects can be reactivated by pressing the space bar, or pressing the gate on the panel on the right, below the map (only in Horn of the Abyss 1.7.0). This action doesn't cost any movement points and allows, for example, unlimited cycling through two-way monoliths. (Does not work in Restoration of Erathia ).
- Cavaliers are upgraded to Champions for free at Stables located on the Adventure Map.
- Having at least one Rogue in hero's army has the same effect expert Visions has.
- Having two (or more) same legion artifacts on one hero only gives the growth bonus once. However, two heroes with the same legion artifact on garrison and visiting slots of the town, give bonuses for both.
- All living Dragons and Hydras become Bone Dragons in the Skeleton Transformer. Bone and Ghost Dragons will turn to simple Skeletons (in Horn of the Abyss 1.7.0 they turn into Bone Dragons).
- Morale bonus for visiting Temple on day 7 is +2. Also, Idol of Fortune gives +1 to both Morale and Luck.
- Odds of wandering creatures joining you depends on what troops you have with you (and whether or not you have Diplomacy).
- Tree of Knowledge gives experience equal to the difference between a hero's next level and current level.
- Windmill never produces wood .
- With Necromancy, you get more Skeletons than Skeleton Warriors.
- It's possible for a hero to have no troops if you deposit them at a Seer's Hut or Quest Guard. Upon entering a battle, you will instantly lose as soon as the pre-battle music ends.
- You can delete artifacts by trading with an allied hero in multiplayer and having the artifact selected with your mouse (as you're dragging it) as the other player exits the trade window.
- Resurrection can appear in the Mage Guild of Necropolis despite the fact that it cannot be used on any of the creatures it creates, hence the use of Animate Dead.
- On the build screen of any town you own, each structure's further building prospects are signified by the status colors red, green or yellow. While playing any kind of multiplayer game, and you are not the current player, browsing your own build screens will show your red status structures as green for each of the structures where the current player has enough of each resource & gold to satisfy the build requirements of those structures.
- You can mark a path max. 60 000 movement points away (both on land, sea and when using an Airship )
- Holes prevent heroes from disembarking from ships.
Combat
- All effects of creature abilities (e.g. Dendroids' binding) can bedispeled except poison (from Wyvern Monarchs, or Sea Serpents/Haspids ), which can be cured.
- Any creatures with double attack can get lucky twice in a row.
- All spells cannot be disabled from the map. There must be at least one spell from each level.
- Anti-Magic can only be removed with Dispel or with Serpent or Dragon Fly's dispel ability (the ability was introduced in Restoration of Erathia 1.4).
- Arrow towers cause more damage to heroes with Armorer, although it should be the other way round. This also applies to Air Shield. In Horn of the Abyss this bug had been fixed.
- Artifacts affect also Cloned creatures.
- Badge of Courage prevents all mind spells. The spell book and wand symbol do appear, but spells like Berserk will have no effect. (Not true in Horn of the Abyss ).
- Battles in the subterranean level are always considered to take place on subterranean terrain. However, movement works normally. In Horn of the Abyss , the battles take place found in the respective terrain in the subterranean level.
- Berserk can be cast on Undead creatures if Orb of Vulnerability is present. However, they are still immune to Blind.
- Cloned creatures also copy the ability to cast spells. For example, an Ogre Mage can cast Bloodlust or an Archangel can cast Resurrection.
- Neither Dispel nor Cure can remove the effect of Disrupting Ray.
- Even though Black Dragons are immune to most creature abilities (e.g. stone gaze), they can still be bound by Dendroids and die from Mighty Gorgons' death stare.
- Even though Black Dragons are immune to all spells, they still receive damage from Fire Shield.
- Land Mines do not affect creatures with magic immunity (e.g. Magic Elementals) (Restoration of Erathia 1.2 or Complete Edition) and creatures on their native terrain.
- Master Genies can and will cast Cure on friendlies.
- The only spell that can affect Black Dragons is Dispel.
- Pikemen and Halberdiers are immune to Cavaliers and Champions jousting bonus (+5% damage per hex they cross).
- Stone and Obsidian Gargoyles cannot be resurrected because they are non-living creatures. However, they can get Morale, unlike Golems or Elementals.
- Orb of Vulnerability breaks creatures' natural immunities to magic, but not artifact-granted immunities.
- Tower moat's Land Mines are treated similarly as the spell, and therefore are affected by Dispel, creatures with magic immunities are unaffected by them, and Orb of Tempestuous Fire increase their damage.
- Spells cast by the Armor of the Damned combined with Orb of Vulnerability will work in an Anti-Magic Garrison.
- Spells cast by the Angelic Alliance will work in an Anti-Magic Garrison.
- Luck stacks with the Dread Knight's Death Blow.
- Archangels resurrect fewer creatures with health artifacts on, but Pit Lords raise more creatures with additional health points with health artifacts.
- Gold Dragons are susceptible to Dispel cast by heroes, the Sacrification part of Sacrifice (but not the Resurrection) (fixed in Horn of the Abyss ) and Ghost Dragon's Aging.
- Battles in Crystal Caverns, Gold Mines and Abandoned Mines are always considered to take place in Subterranean terrain.
- Orb of Vulnerability does not negate Spell Damage Reduction, whereas it negates the Magic Resistance artifacts and Resistance.
- Mechanics and Engineers can only repair Mechanical units. This does not include Golems, Bloodless, Elementals or War Machines.
Graphics
- Almost all non-upgraded wandering creatures look to the right side, while upgraded creatures look to the left side. (Exceptions are Water Elementals and Earth Elementals. However, in Horn of the Abyss , they look to the right-side too).
- In Horn of the Abyss , Beholders, Evil Eyes. and Gold Golems all have a different death animation when they die to a spell instead of a creature attack.
Unverified claims
- Disguise is completely useless against Hard/Expert/Impossible AI?
- Occupying the bottom right of your screen is the 'Status Window' showing the portrait of your currently selected hero. Clicking on that portrait shows how many towns you own and their level of development (village status, for example Capitol). However, when it is not your turn in any kind of multiplayer game, those town statistics displayed, are for the current player.
- In a campaign, if a hero is transferred from the previous scenario together with an equipped artifact that provides knowledge bonus, the extra spell points will be in place. Unfortunately, if such artifact is selected as the optional bonus at the start of the scenario, the extra spell points for the hero it’s given to will be missing on Day 1.
- Elemental units attacking the opposite Elemental unit do double damage (i.e. Water Elemental vs. Fire Elemental and Air Elemental vs. Earth Elemental)
- Quicksand does not affect creatures who are on their native terrain.
- Thunderbirds' Lightning Strike does extra damage to Storm Elementals
False claims
- A horde building protects those particular creatures in that town from plague, which means that the dwelling with a horde building will produce creatures normally. [Tested in RoE, SoD (HD+) and HotA by ShushMaster (talk) 18:27, 30 July 2018 (CEST)]
- Elementals that are summoned in combat are not affected by Planeswalkers' (e.g. Kalt) bonuses. [Tested by Kapteeni Ruoska 06:37, 4 August 2014 (CEST)]
- In the first versions of the game, Witches had a chance to learn Necromancy. [Tested in v1.0 by Kapteeni Ruoska 07:55, 28 March 2014 (CET)]
- Psychic Elementals do half damage to all enemy creatures when the opposing hero has the Sleepkeeper artifact. [Tested by Csaros 17:52, 9 January 2024 (CET)]