Armorer

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Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
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 Eagle Eye
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 First Aid
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 Interference Horn of the Abyss
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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.

Bug: 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 Horn of the Abyss).

Heroes with Armorer as a starting skill:

Heroes with Armorer as a specialty and a starting skill:

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   5
Factory Horn of the Abyss     Artificer   3

Comparison to Defense primary skill

This table shows how much extra Defense skill the hero of an attacked unit would need to have in order to reach the same effect in damage reduction as with the Armorer skill ( = how much is the Armorer skill worth in terms of defense), assuming no other damage modifiers. E.g.: to get the same protective effect as 10 positive defense/attack balance with advanced Armorer skill you will need 10 + 3 defense/attack balance without the skill. For the practical use all the decimals should be rounded.

Armorer level / Difference between Defense skill and Attack skill -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Basic 2 1.9 1.9 1.8 1.8 1.8 1.7 1.6 1.6 1.5 1.5 1.4 1.4 1.3 1.3 1.2 1.2 1.1 1.1 1.1 2 1.9 1.9 1.8 1.8 1.8 1.7 1.6 1.6 1.5 1.5 1.4 1.4 1.3 1.3 1.2 1.2 1.1 1.1 1 1
Advanced 4 3.9 3.8 3.7 3.6 3.5 3.4 3.3 3.2 3.1 3 2.9 2.8 2.7 2.6 2.5 2.4 2.3 2.4 3.2 4 3.9 3.8 3.7 3.6 3.5 3.4 3.3 3.2 3.1 3 2.9 2.8 2.7 2.6 2.5 2.4 2.3 2.2 2.1 2
Expert 6 5.8 5.7 5.5 5.4 5.2 5.1 4.9 4.8 4.6 4.5 4.3 4.2 4 3.9 3.8 3.6 3.9 4.6 5.3 6 5.8 5.7 5.5 5.4 5.2 5.1 4.9 4.8 4.6 4.5 4.3 4.2 4 3.9 3.8 3.6 3.4 3.3 3.1 3

User commentary

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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: