Armorer: Difference between revisions

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{{fanopinion|Armorer is a very useful secondary skill. As it reduces all physical damage at expert level by 15%, it effectively increases allied creatures' health by 18% (17.64% to be excact). Reduced damage leads to fewer casualties in battles, and more troops for the next battle. In extra large maps this may give the needed edge to vanquish the enemy. Predictably, two of three heroes with Armorer specialty appear in towns whose style is mostly defensive (both [[Rampart]] and [[Fortress]] have slow but very tough units with abilities which make them perfect for defending towns, namely [[Dwarf and Battle Dwarf|Dwarves]], [[Dendroid Guard and Dendroid Soldier|Dendroids]], and [[Gorgon and Mighty Gorgon|Gorgons]]), thus if you start in Rampart or Fortress, [[Mephala]] or [[Tazar]] would be a very good choice since they make your towns truly impregnable.
{{fanopinion|
Armorer is a very useful secondary skill. As it reduces all physical damage at expert level by 15%, it effectively increases allied creatures' health by 18% (17.64% to be excact). Reduced damage leads to fewer casualties in battles, and more troops for the next battle. In extra large maps this may give the needed edge to vanquish the enemy. Predictably, two of three heroes with Armorer specialty appear in towns whose style is mostly defensive (both [[Rampart]] and [[Fortress]] have slow but very tough units with abilities which make them perfect for defending towns, namely [[Dwarf and Battle Dwarf|Dwarves]], [[Dendroid Guard and Dendroid Soldier|Dendroids]], and [[Gorgon and Mighty Gorgon|Gorgons]]), thus if you start in Rampart or Fortress, [[Mephala]] or [[Tazar]] would be a very good choice since they make your towns truly impregnable.
}}<!-- end of fan opinion -->
}}<!-- end of fan opinion -->



Revision as of 12:12, 17 May 2021

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Armorer
Basic Armorer: reduces all damage inflicted against the hero's troops by 5%.
Advanced Armorer: reduces all damage inflicted against the hero's troops by 10%.
Expert Armorer: reduces all damage inflicted against the hero's troops by 15%.

Armorer is a secondary skill, that reduces the physical damage done to hero's creatures. Physical damage means damage done by enemy creatures engaged in melee or ranged combat. Armorer secondary skill does not reduce damage from spells cast by enemy heroes or creatures.

It should be noted, that due to a bug in the game, the damage from arrow towers during siege combat is not reduced by armorer secondary skill, but actually increased the corresponding amount (fixed in Horn of the Abyss).

Heroes with Armorer as a starting skill:

All Beastmasters start with Basic Armorer except Tazar, who starts with Advanced.

Heroes with Armorer specialty:

Heroes with Armorer specialty receive 5% bonus per level to their Armorer skill.

Chance to get

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Castle  Knight   5
Castle  Cleric   3
Rampart  Ranger   8
Rampart  Druid   3
Tower  Alchemist   8
Tower  Wizard   1 (lowest)
Inferno  Demoniac   7
Inferno  Heretic   4
Necropolis  Death Knight   5
Necropolis  Necromancer   2
Dungeon  Overlord   6
Dungeon  Warlock   1 (lowest)
Stronghold  Barbarian   6
Stronghold  Battle Mage   4
Fortress  Beastmaster  10 (highest)
Fortress  Witch   4
Conflux  Planeswalker   5
Conflux  Elementalist   1 (lowest)
Cove Horn of the Abyss     Captain   2
Cove Horn of the Abyss     Navigator   1 (lowest)
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}


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Some may find the information in this section subjective or irrelevant.

Armorer is a very useful secondary skill. As it reduces all physical damage at expert level by 15%, it effectively increases allied creatures' health by 18% (17.64% to be excact). Reduced damage leads to fewer casualties in battles, and more troops for the next battle. In extra large maps this may give the needed edge to vanquish the enemy. Predictably, two of three heroes with Armorer specialty appear in towns whose style is mostly defensive (both Rampart and Fortress have slow but very tough units with abilities which make them perfect for defending towns, namely Dwarves, Dendroids, and Gorgons), thus if you start in Rampart or Fortress, Mephala or Tazar would be a very good choice since they make your towns truly impregnable.


See also: