Trivia: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
m →Spells |
||
Line 49: | Line 49: | ||
* {{Sn|Berserk}} can be cast on [[Undead]] creatures if {{An|Orb of Vulnerability}} is present. However, they are still immune to {{Sn|Blind}}. | * {{Sn|Berserk}} can be cast on [[Undead]] creatures if {{An|Orb of Vulnerability}} is present. However, they are still immune to {{Sn|Blind}}. | ||
* {{Sn|Clone}}d creatures are affected by artifacts. | * {{Sn|Clone}}d creatures are affected by artifacts. | ||
* {{Sn|Clone}}d creatures copy the ability to cast spells. For example, | * {{Sn|Clone}}d creatures copy the ability to cast spells. For example, a cloned {{Cn|Ogre Mage}} can cast {{Sn|Bloodlust}} or a cloned {{Cn|Archangel}} can cast {{Sn|Resurrection}}. | ||
* {{Sn|Clone}}d {{ | * {{Sn|Clone}}d {{Cnu|Couatl|Crimson Couatl|name=Couatls and Crimson Couatls}}{{-wh}} can become immune when using the [[Couatl#Meditation|Meditation]] ability. | ||
* {{Sn|Clone}}d {{ | * {{Sn|Clone}}d {{Cnu|Automaton|Sentinel Automaton|name=Automatons and Sentinel Automatons}}{{-wh}} can [[Automaton#Special Ability: Detonation|detonate at death]]. | ||
* {{Sn|Dispel}} can remove all effects of creature abilities (e.g. {{Cn|Dendroid Guard|noname=}}{{Cn|Dendroid Soldier|name=Dendroids'}} [[bind]]ing), except for [[poison]] (from {{Cn|Wyvern Monarch}}s or {{Cn|Sea Serpent|noname=}}{{Cn|Haspid|name=Sea Serpents/Haspids}}{{-wh}}), which can be removed with {{Sn|Cure}}. | * {{Sn|Dispel}} can remove all effects of creature abilities (e.g. {{Cn|Dendroid Guard|noname=}}{{Cn|Dendroid Soldier|name=Dendroids'}} [[bind]]ing), except for [[poison]] (from {{Cn|Wyvern Monarch}}s or {{Cn|Sea Serpent|noname=}}{{Cn|Haspid|name=Sea Serpents/Haspids}}{{-wh}}), which can be removed with {{Sn|Cure}}. | ||
* {{Sn|Disrupting Ray}} cannot be removed by either {{Sn|Dispel}} or {{Sn|Cure}}. | * {{Sn|Disrupting Ray}} cannot be removed by either {{Sn|Dispel}} or {{Sn|Cure}}. |
Revision as of 17:09, 7 February 2024
Trivia is a collection of small but useful bits of information about Heroes of Might and Magic III.
Verified Statements
General Trivia
- 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. This does not work in Restoration of Erathia
.
- The odds of wandering creatures joining you depends on what troops you have with you (and whether or not you have
Diplomacy).
- It is 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.
- 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
)
- 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, no matter whether in a campaign or not, the extra spell points for the hero it's given to will be missing on Day 1.
- If troops in the garrison are removable, there will be a flag on the first slot of the garrison. Otherwise, the troops are irremovable.
- Holes prevent heroes from disembarking from ships.
- Idol of Fortune visits on day 7 grant +1 Morale and Luck.
- Lighthouses found on adventure map counts as a mine, so don't forget to flag them if the special victory condition is "flag all mines".
- Temple visits on day 7 grant +2 Morale.
- Tree of Knowledge gives experience equal to the difference between a hero's next level and current level.
- Windmill never produces wood
.
Creatures
- Any creatures with double attack can get lucky twice in a row.
- Almost all non-upgraded wandering creatures look to the right side, while upgraded creatures look to the left side. The exceptions are
Water Elementals and
Earth Elementals, but this was fixed in Horn of the Abyss
.
Pikemen and Halberdiers are immune to
Cavaliers and Champions' jousting bonus (+5% damage per hex they cross).
Cavaliers are upgraded to
Champions for free at Stables located on the Adventure Map.
Archangels resurrect fewer creatures with health artifacts on, but
Pit Lords and the
Horn of the Abyss raise more creatures with additional health points with health artifacts.
Gold Dragons are susceptible to
Dispel cast by heroes, the Sacrificing part of
Sacrifice (but not the Resurrection) (fixed in Horn of the Abyss
) and
Ghost Dragon's Aging.
Stone and Obsidian Gargoyles cannot be raised with
Resurrection because they are non-living creatures. However, they are still affected by Morale, unlike Golems or Elementals.
Master Genies can and will cast
Cure and
Anti-Magic on their allies.
Dread Knight's Death Blow stacks with Luck.
Black Dragons are immune to most creature abilities (e.g. stone gaze), but they can still be bound by
Dendroids and die from
Mighty Gorgons' death stare.
Black Dragons are immune to all spells apart from
Dispel, but they still receive damage from
Fire Shield.
Thunderbirds' Lightning Strike does extra damage to
Air and Storm Elementals.
- Elemental units attacking the opposite Elemental unit do double basic damage. (i.e.
Water Elemental vs.
Fire Elemental and
Air Elemental vs.
Earth Elemental)
Mechanics and Engineers
can only repair Mechanical units. This does not include Golems, Bloodless, Elementals or War Machines.
Rogues being present in a hero's army grant the same effect as Expert
Visions. This is still applicable with just one Rogue being present.
Dragons,
Hydras, and
Couatls
become
Bone Dragons in the Skeleton Transformer.
Bone and Ghost Dragons become
Skeletons, but in Horn of the Abyss 1.7.0
they turn into
Bone Dragons.
Beholders,
Evil Eyes, and
Gold Golems have a different death animation when they die to a spell instead of a creature attack in Horn of the Abyss
.
Artifacts
Having two (or more) duplicate Legion artifacts on one hero only gives the growth bonus once. However, two heroes with the same Legion artifact in the garrison and visiting slots of the town give the growth bonus twice (one count per artifact).
Badge of Courage has a hidden ability that provides immunity to all mind spells (removed in Horn of the Abyss
). The spell book and wand symbol do appear, but spells like
Berserk will have no effect.
Orb of Vulnerability breaks creatures' natural immunities to magic, but not artifact-granted immunities. Additionally, it negates the Magic Resistance artifacts and
Resistance but does not negate Spell Damage Reduction.
Armor of the Damned
spells combined with
Orb of Vulnerability will work in an Anti-Magic Garrison.
Angelic Alliance
spells will work in an Anti-Magic Garrison.
Spells
- All spells cannot be disabled in a map. There must be at least one spell from each level enabled.
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).
Berserk can be cast on Undead creatures if
Orb of Vulnerability is present. However, they are still immune to
Blind.
Cloned creatures are affected by artifacts.
Cloned creatures copy the ability to cast spells. For example, a cloned
Ogre Mage can cast
Bloodlust or a cloned
Archangel can cast
Resurrection.
Cloned
Couatls and Crimson Couatls
can become immune when using the Meditation ability.
Cloned
Automatons and Sentinel Automatons
can detonate at death.
Dispel can remove all effects of creature abilities (e.g.
Dendroids' binding), except for poison (from
Wyvern Monarchs or
Sea Serpents/Haspids
), which can be removed with
Cure.
Disrupting Ray cannot be removed by either
Dispel or
Cure.
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.
Quicksand affects creatures who are on their native terrain, but they can always see the quicksands and try to bypass them. Flying creatures are always immune to
Quicksand.
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.
Combat
- 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.
- 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.
- Battles in Crystal Caverns, Gold Mines and Abandoned Mines are always considered to take place in Subterranean terrain.
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.
- With
Necromancy, you get more
Skeletons than
Skeleton Warriors after combat.
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.?
Magic Elementals receive damage from Fire Shield or Efreet's Fire Shield?
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, WitchWitches 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)]