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	<id>https://heroes.thelazy.net//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TepperPepper666</id>
	<title>Heroes 3 wiki - User contributions [en]</title>
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	<updated>2026-05-12T12:43:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Solmyr&amp;diff=194169</id>
		<title>Solmyr</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Solmyr&amp;diff=194169"/>
		<updated>2026-04-05T23:14:17Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Sorcery helps, but creature stacks outweighing the damage output of spells is still a problem.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TowerHeroesNew}}{{HeroNew&lt;br /&gt;
 | hpicture   = _(HotA)&lt;br /&gt;
 | town       = Tower&lt;br /&gt;
 | class      = Wizard&lt;br /&gt;
 | gender     = Male&lt;br /&gt;
 | race       = {{gl|Genie}}&lt;br /&gt;
 | biography  = Solmyr was trapped in a genie bottle for over a millennium, and was so grateful to the human who finally released him that he accidentally swore to serve the man for eternity.  As fate would have it, that man is {{gl|Gavin Magnus}}, the immortal ruler of the {{gl|Bracada}} Highlands.&lt;br /&gt;
 | specialty  = Chain Lightning&lt;br /&gt;
 | s_text     = Casts Chain Lightning with damage increased by {{swh|5%|3%}} for every N hero levels, where N is the level of the target creature.&lt;br /&gt;
 | skill_1    = Basic Wisdom&lt;br /&gt;
 | skill_2    = Basic Sorcery&lt;br /&gt;
 | spell      = Chain Lightning&lt;br /&gt;
 | troop_1    = Gremlin&lt;br /&gt;
 | troop_2    = Stone Gargoyle&lt;br /&gt;
 | troop_3    = Stone Golem&lt;br /&gt;
 | nmb_1      = 30–40&lt;br /&gt;
 | nmb_2      = {{swh|noicon=|5–7|3–5}}&lt;br /&gt;
 | nmb_3      = {{swh|noicon=|4–5|2–3}}&lt;br /&gt;
 | s_mp       = {{swh|1500|1500–1560}}&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Solmyr plays a major role in {{homm4}} in the &amp;quot;Price of Peace&amp;quot; campaign.&lt;br /&gt;
&lt;br /&gt;
=== {{hota}}{{-wh}} ===&lt;br /&gt;
In [[All In]], Solmyr is in charge of the [[Bracada]]n force attempting to trap and defeat {{Hn|Kilgor|0=}}. He is bested by {{Hn|Dargem|0=}}, who successfully rescues [[Kilgor]].&lt;br /&gt;
&lt;br /&gt;
In [[All Hands on Board!]], Solmyr appears as [[Gavin Magnus]]&#039; messenger. He demands that [[Bidley]] surrender the [[Horn of the Abyss (artifact)|Horn of the Abyss]], but also informs him that he knows he will not. Solmyr then heads the Tower&#039;s forces in their failed attempt to recover the Horn from Bidley.&lt;br /&gt;
&lt;br /&gt;
{{H4Story|Mage|Solmyr ibn Wali Barad is legendary among the genies for his strong sense of honor and duty. He believes so strongly in keeping his word that for centuries he served the Immortal King, [[Gavin Magnus]], after a hasty promise. Solmyr has seen the distant past and the destruction of an entire world, and he hopes to live long enough to witness the end of time as well.}}&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
{{appear&lt;br /&gt;
 |ai=&lt;br /&gt;
: {{enemy}}: [[The Life Guard]]&lt;br /&gt;
&lt;br /&gt;
 |hota=&lt;br /&gt;
: {{enemy}}: [[All Hands on Board!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
Solmyr3.jpg| Solmyr&amp;lt;br&amp;gt;(RoE manual p115)&lt;br /&gt;
Solmyr render.png| Solmyr&amp;lt;br&amp;gt;(used on the [[Antagarich#Nations|MM7 Map]])&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
Solmyr is a very potent hero depending on the size of the map. He has access to [[Chain Lightning]], a level 4 spell, which speeds up early exploration and eases mid game fights, the reason why he is considered to be one of the best heroes available and also one of the best [[Tower]] hero, along [[Neela]] (he does need to recharge his [[Spell Points]] often in early game after using Chain Lightning, though). Especially in small and medium size maps this can give the needed advantage to achieve victory. At higher levels, his Chain Lightning may become as powerful as [[Implosion]] in terms of pure damage output over the first two targets. However, in large and extra large maps, one of his starting skills, [[Sorcery]], is considered somewhat useless. While it helps further increase the damage of his Chain Lightning, the issue is that as the game progresses direct damage from spells tends to be outweighed by the damage output of creature stacks.&lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
{{hero &#039;see also&#039;}}&lt;br /&gt;
* [[Heroes from other games]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Wizards]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Centaur_and_Centaur_Captain&amp;diff=161574</id>
		<title>Centaur and Centaur Captain</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Centaur_and_Centaur_Captain&amp;diff=161574"/>
		<updated>2025-06-21T17:14:15Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Expanded on user commentary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RampartCreaturesNew}}{{CreatureNew&lt;br /&gt;
| name           = Centaur&lt;br /&gt;
| faction        = Rampart&lt;br /&gt;
| attack         = 5&lt;br /&gt;
| defense        = 3&lt;br /&gt;
| shots          = &lt;br /&gt;
| damage         = 2–3&lt;br /&gt;
| health         = 8&lt;br /&gt;
| speed          = 6&lt;br /&gt;
| move           = Ground&lt;br /&gt;
| size           = 2&lt;br /&gt;
| growth         = 14&lt;br /&gt;
| aivalue        = 100&lt;br /&gt;
| fightvalue     = 100&lt;br /&gt;
| goldcost       = 70&lt;br /&gt;
| resource       = &lt;br /&gt;
| rescost        = &lt;br /&gt;
| abilities      = &lt;br /&gt;
}}{{CreatureNew&lt;br /&gt;
| name           = Centaur Captain&lt;br /&gt;
| faction        = Rampart&lt;br /&gt;
| attack         = {{gt|6}}&lt;br /&gt;
| defense        = 3&lt;br /&gt;
| shots          = &lt;br /&gt;
| damage         = 2–3&lt;br /&gt;
| health         = {{gt|10}}&lt;br /&gt;
| speed          = {{gt|8}}&lt;br /&gt;
| move           = Ground&lt;br /&gt;
| size           = 2&lt;br /&gt;
| growth         = 14&lt;br /&gt;
| aivalue        = 138&lt;br /&gt;
| fightvalue     = 115&lt;br /&gt;
| goldcost       = 90&lt;br /&gt;
| resource       = &lt;br /&gt;
| rescost        = &lt;br /&gt;
| abilities      = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centaurs and Centaur Captains&#039;&#039;&#039; are the level 1 creatures of [[Rampart]]. They are recruited from the [[Centaur Stables]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Armed with sturdy spears and possessed of good speed and attack ratings, the centaur and centaur captains are perhaps the best basic foot soldier units in the game. While they are also the most expensive basic unit, their abilities and durability keep them useful for longer than most.&amp;quot;{{-}}&amp;lt;sup&amp;gt;[[Restoration of Erathia Manual Page 105|RoE manual]]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Dwellings &amp;amp; Portraits ==&lt;br /&gt;
{{DwellingPortraitNoExp&lt;br /&gt;
| dwelling       = Centaur Stables&lt;br /&gt;
| creature1      = Centaur&lt;br /&gt;
| creature2      = Centaur Captain&lt;br /&gt;
}}&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Centaurs and Centaur Captains appear at the beginning of the [[Driving for the Boots]] scenario from the [[New Beginning]] campaign in {{sod}}.&lt;br /&gt;
&lt;br /&gt;
{{video|SoD CD-Heroes3-Data-Heroes3 vid-H3x2 NBd-smk-H3x2 NBd|550px}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
George-almond-centaur.jpg| Sketch by [[George Almond]]&amp;lt;br&amp;gt;(RoE manual p107):&amp;lt;br&amp;gt;&amp;quot;This drawing convinced the producer and writers that the centaur&#039;s weapon should be a spear instead of the tradition bow and arrows.&amp;quot;&lt;br /&gt;
George-almond-centaur-archer.jpg| Early sketch by [[George Almond]]. This matches the Homm2 centaur archers.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Fanopinion|&lt;br /&gt;
The Centaur Captain is considered to be the best level 1 unit regarding raw stats. 5/6 attack is tied for the highest of all the level 1 units. 3 defence is about average, but having 8/10 health compensates for that making them rather bulky for a level 1 unit. 2-3 damage is once again tied for the highest damage. Lastly 6/8 speed is the second highest of all level 1 units, only behind the [[Sprite]]&#039;s speed rating of 9. The main drawback is their 70/90 gold cost which like the manual states makes them the most expensive level 1 units. Being two hex units can also be a liability later on, but the Centaurs&#039; speed and bulkiness makes them excellent blocker units in the early game and during siege defense. Consider combining Centaurs with [[Wood Elf|Wood Elves/Grand Elves]] for clearing out wandering creatures in your starting area.&lt;br /&gt;
&lt;br /&gt;
In terms of spells, [[Shield]] and [[Stone Skin]] make both Centaurs even more durable, while [[Bloodlust]] and [[Bless]] can further improve their offensive capabilities. [[Counterstrike]] can come in handy thanks to their good damage output and high health, and [[Slow]] can be devastating if combined with ranged troops. Direct damage spells can be a threat, but as level 1 troops they tend to not be a high priority target and with 8/10 health per unit they are reasonably resilient to magic damage (Protection from X and [[Anti-magic]] helps). As usual, [[Resurrection]] is one of the best spells for the Centaurs.&lt;br /&gt;
&lt;br /&gt;
For secondary skills, [[Offense]] and [[Armorer]] will always be a good choice. [[Luck]] and [[Leadership]] can further improve their damage output due to lucky strikes and extra turns through high morale, though this can be unreliable. [[Tactics]] can come in handy for defensive strategies, but this is not the most important skill due to Rampart&#039;s high speed army.&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 1 Creatures]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Protection_from_Water&amp;diff=157617</id>
		<title>Protection from Water</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Protection_from_Water&amp;diff=157617"/>
		<updated>2025-05-20T20:12:24Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Added user commentary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Water spells}}{{Spell|20|20|25|20|20|20|19|20|20|20|20|20&lt;br /&gt;
 | school      = Water Magic&lt;br /&gt;
 | level       = 1st&lt;br /&gt;
 | cost        = 5/4&lt;br /&gt;
 | duration    = 1 rnd/[[spell power|sp]]&lt;br /&gt;
 | b_effect    = Protects the selected friendly unit, reducing damage it receives from Water spells by {{swh|50%|30%}}.&lt;br /&gt;
 | a_effect    = Protects the selected friendly unit, reducing damage it receives from Water spells by &#039;&#039;&#039;{{swh|75%|50%}}&#039;&#039;&#039;.&lt;br /&gt;
 | e_effect    = Protects &#039;&#039;&#039;all&#039;&#039;&#039; friendly units, reducing damage they receives from Water spells by {{swh|75%|50%}}.&lt;br /&gt;
 | appeareverywhere = }} It reduces the damage the target allied creature takes from spells in the [[school of water magic]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creatures immune to Protection from Water:&#039;&#039;&#039;&lt;br /&gt;
{{immune|spell123=1|spell1234=1|spell12345=1}}&lt;br /&gt;
&#039;&#039;&#039;Creatures capable of casting Protection from Water:&#039;&#039;&#039;&lt;br /&gt;
*{{Cn|Master Genie}}s (Advanced level)&lt;br /&gt;
*{{Cn|Ice Elemental}}s (Advanced level)&lt;br /&gt;
&lt;br /&gt;
=={{hota}}==&lt;br /&gt;
In [[Horn of the Abyss]], the effect of [[Protection from Air]], [[Protection from Fire]], [[Protection from Water]], and [[Protection from Earth]] spells increased from 30/30/50/50% to 50/50/75/75%. Read more [[Horn_of_the_Abyss_(Changelog)#Version_1.5.2|here]].&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
Protection from Water gives creatures defence against Magic Arrow, Ice Bolt, and Frost Ring. While helpful, the issue is that the enemy can just cast a spell from a different school of magic instead making Protection from Water situational.&lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
{{spell &#039;see also&#039;}}&lt;br /&gt;
[[Category: Spells]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Skeleton_and_Skeleton_Warrior&amp;diff=153184</id>
		<title>Skeleton and Skeleton Warrior</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Skeleton_and_Skeleton_Warrior&amp;diff=153184"/>
		<updated>2025-03-12T16:42:45Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Expanded on user commentary. Perhaps I&amp;#039;m giving Water Magic too little credit?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NecropolisCreaturesNew}}{{CreatureNew&lt;br /&gt;
| name           = Skeleton&lt;br /&gt;
| faction        = Necropolis&lt;br /&gt;
| attack         = 5&lt;br /&gt;
| defense        = 4&lt;br /&gt;
| shots          = &lt;br /&gt;
| damage         = 1–3&lt;br /&gt;
| health         = 6&lt;br /&gt;
| speed          = 4&lt;br /&gt;
| move           = Ground&lt;br /&gt;
| size           = 1&lt;br /&gt;
| growth         = 12 {{gl|Unearthed Graves|(+6)}}&lt;br /&gt;
| aivalue        = 60&lt;br /&gt;
| fightvalue     = 75&lt;br /&gt;
| goldcost       = 60&lt;br /&gt;
| resource       = &lt;br /&gt;
| rescost        = &lt;br /&gt;
| abilities      = {{gl|Undead}}.&lt;br /&gt;
}}{{CreatureNew&lt;br /&gt;
| name           = Skeleton Warrior&lt;br /&gt;
| faction        = Necropolis&lt;br /&gt;
| attack         = {{gt|6}}&lt;br /&gt;
| defense        = {{gt|6}}&lt;br /&gt;
| shots          = &lt;br /&gt;
| damage         = 1–3&lt;br /&gt;
| health         = 6&lt;br /&gt;
| speed          = {{gt|5}}&lt;br /&gt;
| move           = Ground&lt;br /&gt;
| size           = 1&lt;br /&gt;
| growth         = 12 {{gl|Unearthed Graves|(+6)}}&lt;br /&gt;
| aivalue        = 85&lt;br /&gt;
| fightvalue     = 85&lt;br /&gt;
| goldcost       = 70&lt;br /&gt;
| resource       = &lt;br /&gt;
| rescost        = &lt;br /&gt;
| abilities      = {{gl|Undead}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skeletons and Skeleton Warriors&#039;&#039;&#039; are the level 1 creatures of [[Necropolis]]. They are recruited from the [[Cursed Temple]]. They can also be generated by [[Necromancy]]. Building the [[Unearthed Graves]] increases skeletons&#039; growth by 6 per week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;While skeletons and skeleton warriors are average foot soldiers individually, it is possible to build massively populated troops of them. They are numerously produced, are the main creature produced by the [[Necromancy]] [[secondary skill]], and other creature types can be converted into them at Necropolis [[Skeleton Transformer]]s.&amp;quot;{{-}}&amp;lt;sup&amp;gt;[[Restoration of Erathia Manual Page 101|RoE manual]]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: See [[Necromancy#How it works|Necromancy]] for more information.&#039;&#039;&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Dwellings &amp;amp; Portraits ==&lt;br /&gt;
{{DwellingPortrait&lt;br /&gt;
| dwelling       = Cursed Temple&lt;br /&gt;
| creature1      = Skeleton&lt;br /&gt;
| creature2      = Skeleton Warrior&lt;br /&gt;
}}&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==&lt;br /&gt;
*{{H|Galthran|Death Knight}} (&#039;&#039;banned by default in {{hota}}{{-wh}}&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
Because of the Necromancy secondary skill and Skeleton Transformer, heroes can often accumulate way more Skeletons compared to other level 1 troops, especially on larger maps full of [[wandering creature]] stacks. Note that if the hero has skeleton warriors and no empty slots, the necromancy will produce skeleton warriors to the hero&#039;s army, instead of normal skeletons, but only at 2/3rds the rate. Normally, it is more convenient to have regular skeletons and then upgrade them, since almost 50% more skeletons (2 skeleton warriors → 3 regular skeletons) is worth more than the cost/convenience differential. A small downside of this is that regular skeletons slow your hero more due to lower movement speed unless you also have Walking Dead or Zombies.&lt;br /&gt;
&lt;br /&gt;
5/6 attack and 4/6 defence is the highest of the level 1 troops. 6 health is average, and 1-3 damage is above average. 4/5 speed is their weakness as this is slowest of the level 1 troops. 60/70 gold is also rather expensive for a level 1 unit.&lt;br /&gt;
&lt;br /&gt;
For the Necropolis army these will often end up being the primary damage dealers due to their numbers and above average damage potential. Direct damage spells will be a considerable threat to them since 6 health makes them not very resilient against magic damage.&lt;br /&gt;
&lt;br /&gt;
In terms of spells, [[Haste]] removes their only downside making them far more threatening, while [[Slow]] will cause problems especially with ranged attackers. [[Bloodlust]] improves their damage output, and if the skeletons aren&#039;t taking too many casualties [[Counterstrike]] can help with engaging other melee units. Much like [[Resurrection]] for living creatures, [[Animate Dead]] is arguably the best spell for Skeletons since that allows you to not only bring back any skeletons lost in battle, but combined with Necromancy can allow your Skeleton stack to grow even faster.&lt;br /&gt;
&lt;br /&gt;
For secondary skills, [[Offense]] and [[Armorer]] will always be a good choice. [[Tactics]] can be quite helpful since that allows the Skeletons to reach the front lines easier. [[Luck]] can be helpful as they often deal high amounts of damage already, so a lucky strike can be devastating for your enemy. [[Resistance]] can also come in handy as it can potentially save your Skeletons from being slowed, or hit with a damaging spell such as [[Destroy Undead]] or [[Implosion]]. [[Air Magic|Air]], [[Earth Magic|Earth]], and [[Fire Magic]] are all helpful thanks to improving spells like the aforementioned Haste, Bloodlust, or Animate Dead. [[Water Magic]] is arguably the least useful as Skeletons cannot be Blessed, and while potent, [[Prayer]] cannot show up in Necropolis&#039; Mage Guild.&lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 1 Creatures]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Necropolis&amp;diff=152894</id>
		<title>Necropolis</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Necropolis&amp;diff=152894"/>
		<updated>2025-03-06T04:37:17Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Having the highest chance to get Berserk is quite nice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TownNew&lt;br /&gt;
| name            = Necropolis&lt;br /&gt;
| alignment       = Evil&lt;br /&gt;
| class_1         = Death Knight&lt;br /&gt;
| class_1_plural  = Death Knights&lt;br /&gt;
| class_2         = Necromancer&lt;br /&gt;
| class_2_plural  = Necromancers&lt;br /&gt;
| country         = Deyja&lt;br /&gt;
| description     = Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents. This quickly gives them an edge over equal or even more powerful enemy armies.&lt;br /&gt;
| source          = Restoration of Erathia&lt;br /&gt;
| page            = 100&lt;br /&gt;
| terrain         = Dirt&lt;br /&gt;
| commonGold      = 37000&lt;br /&gt;
| commonWood      = 45&lt;br /&gt;
| commonOre       = 40&lt;br /&gt;
| mageGold        = 6000&lt;br /&gt;
| mageWood        = 25&lt;br /&gt;
| mageOre         = 25&lt;br /&gt;
| mageMercury     = 28&lt;br /&gt;
| mageSulfur      = 28&lt;br /&gt;
| mageCrystal     = 28&lt;br /&gt;
| mageGems        = 28&lt;br /&gt;
| dwellingGold    = 48400&lt;br /&gt;
| dwellingWood    = 60&lt;br /&gt;
| dwellingOre     = {{swh|65|70|noicon=}}&lt;br /&gt;
| dwellingMercury = {{swh|31|32|noicon=}}&lt;br /&gt;
| dwellingSulfur  = {{swh|15|22|noicon=}}&lt;br /&gt;
| dwellingCrystal = 17&lt;br /&gt;
| dwellingGems    = 17&lt;br /&gt;
| uniqueGold      = 6000&lt;br /&gt;
| uniqueWood      = 20&lt;br /&gt;
| uniqueOre       = -&lt;br /&gt;
| uniqueMercury   = -&lt;br /&gt;
| uniqueSulfur    = -&lt;br /&gt;
| uniqueCrystal   = -&lt;br /&gt;
| uniqueGems      = -&lt;br /&gt;
| totalGold       = 97400&lt;br /&gt;
| totalWood       = 150&lt;br /&gt;
| totalOre        = {{swh|130|135|noicon=}}&lt;br /&gt;
| totalMercury    = {{swh|59|60|noicon=}}&lt;br /&gt;
| totalSulfur     = {{swh|43|50|noicon=}}&lt;br /&gt;
| totalCrystal    = 45&lt;br /&gt;
| totalGems       = 45&lt;br /&gt;
| troopGold       = 26920&lt;br /&gt;
| troopWood       = -&lt;br /&gt;
| troopOre        = -&lt;br /&gt;
| troopMercury    = 2&lt;br /&gt;
| troopSulfur     = -&lt;br /&gt;
| troopCrystal    = -&lt;br /&gt;
| troopGems       = -&lt;br /&gt;
| name_1          = Agony&lt;br /&gt;
| name_2          = Blackquarter&lt;br /&gt;
| name_3          = Blight&lt;br /&gt;
| name_4          = Cessacioun&lt;br /&gt;
| name_5          = Coldreign&lt;br /&gt;
| name_6          = Coldsoul&lt;br /&gt;
| name_7          = Death&#039;s Gate&lt;br /&gt;
| name_8          = Dark Cloud&lt;br /&gt;
| name_9          = Dark Eternal&lt;br /&gt;
| name_10         = Ghostwind&lt;br /&gt;
| name_11         = Grave Raven&lt;br /&gt;
| name_12         = Haunt&#039;s Wind&lt;br /&gt;
| name_13         = Sanctum&lt;br /&gt;
| name_14         = Shadow Keep 	&lt;br /&gt;
| name_15         = Terminus&lt;br /&gt;
| name_16         = Worm Warren&lt;br /&gt;
}}&lt;br /&gt;
{{user commentary|&lt;br /&gt;
* Necropolis armies have many units with abilities to weaken their opponents. This may give them an advantage over an equal or even a stronger opponent.&lt;br /&gt;
&lt;br /&gt;
* All Necropolis&#039; creatures are [[undead]], which means that they are unaffected by [[morale]]. They are also immune to all [[mind spell]]s as well as [[Curse]], [[Bless]], [[Resurrection]] and [[Death Ripple]].&lt;br /&gt;
&lt;br /&gt;
* Necropolis is considered one of the most powerful towns. It has very strong 4th and 6th level creatures, as well as mighty shooters. [[Vampire Lord]]s and [[Dread Knight]]s are among the strongest in their respective levels, and while having [[Power Lich]]es in an army consisting of living creatures may have problematic because of the [[death cloud]] attack, in the army of undead it is an advantage. Skeletons are around average rank of 1st level creatures, but due to [[Necromancy]] secondary skill, their numbers can be significantly greater than other 1st level creatures. The downside is, that [[Walking Dead]]s, [[Wight]]s, and [[Bone Dragon]]s are all among the weakest creatures of their respective levels. In fact, [[Bone Dragon]] is perhaps the weakest 7th level creature.&lt;br /&gt;
&lt;br /&gt;
* Necropolis has excellent magic capabilities. It can build level 5th [[Mage Guild]] and has few special spells like [[Animate Dead]] and [[Death Ripple]] to support the armies. Also, undead hordes are immune to [[mind spell]]s, which greatest advantage is that they cannot be [[blind]]ed or &amp;quot;[[berserk]]ed&amp;quot;. In addition, undead do not suffer from negative [[morale]] (nor do they benefit from positive). This makes the [[Spirit of Oppression]] a useful tool for Necropolis armies.&lt;br /&gt;
&lt;br /&gt;
* Perhaps the most outstanding feature closely related to Necropolis is [[Necromancy]] [[secondary skill]]. It enables heroes with the skill to &amp;quot;harvest&amp;quot; [[Skeleton]]s (or [[Skeleton Warrior]]s) from enemy armies as well as allied creatures. It is possible for a hero with Necromancy skill to come out from a battle with more troops than he went to it.&lt;br /&gt;
&lt;br /&gt;
* An advantageous tactics with Necropolis is &amp;quot;harvesting&amp;quot; skeletons with the [[Necromancy]] [[secondary skill]]. At expert level Necromancy allows 30% (15% in {{hota}}) of the creatures killed in combat to be brought back from the dead as skeletons. The percentage points can be increased with two structures: [[Necromancy Amplifier]](s) and [[Soul Prison]]. Amplifiers can typicallly be constructed in necropolis towns, while Soul Prison is the [[grail building]] of Necropolis. Each amplifier increases the percentage points by +10% (5% in {{hota}}). &lt;br /&gt;
&lt;br /&gt;
* There are also artifacts that can increase the skill: [[Amulet of the Undertaker]] increases the percentage points by +5% (2.5% in {{hota}}), [[Vampire&#039;s Cowl]] by +10% (5% in {{hota}}) and [[Dead Man&#039;s Boots]] by +15% (7.5% in {{hota}}). The artifacts combine to the [[Cloak of the Undead King]] which gives another +30% (15% in {{hota}}) to the [[Necromancy]] skill. With these artifacts and one amplifier, the Necromancy secondary skill can be increased to 100% (50% in {{hota}}). Additionally, two heroes specialize in Necromancy, [[Isra]] and [[Vidomina]]. Combining either of them with one amplifier and all three artifacts, it is possible in {{hota}} to reach 100% skill level in necromancy at level 67, which means that possibly all the creatures killed in combat will be brought back as skeletons.&lt;br /&gt;
&lt;br /&gt;
* Harvesting leads to a situation, where it is profitable for heroes with Necromancy (mainly Death Knights and Necromancers) to carry through combats with wandering creatures instead of letting them flee if they are substantially less creatures and want to quit the battlefield. So, special months (see [[growth]]) where some creature types population doubles is actually a boon for Necropolis skeleton harvesters. This is especially valid for low-level creatures that come in large numbers, like hobgoblins. Random units blocking pathways on the map thus become a motivational boost because those wandering creatures mean additional [[Skeleton]]s.&lt;br /&gt;
&lt;br /&gt;
* Even without necromancy, you can turn any creature into [[Skeletons]]. This means that free level 1 map dwelling (like for [[Gremlins]] and [[Imps]]) will give you free skeletons indirectly, thanks to the [[Skeleton Transformer]]. That means you don&#039;t even need wandering enemies or the Necromancy secondary skill to raise huge hordes of skeletons as the Necropolis, and outnumber other towns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*A variety of good heroes to choose from.&lt;br /&gt;
*A variety of strategies available.&lt;br /&gt;
*Units are unaffected by negative [[Morale]] thus unaffected also by [[Sorrow]] or [[Spirit of Oppression]], mixing with other [[Town]] type units still has a penalty on units of other towns.&lt;br /&gt;
*Unaffected by [[Mind spells]] like [[Elemental]]s, even [[Blind]] does not function on [[Undead]] units.&lt;br /&gt;
*[[Necromancy]] is a powerful secondary skill that only Necropolis town heroes can utilize effectively and that every [[Necropolis]] hero typically has. Given affordable [[Necromancy amplifier]] buildings (10% point building bonus to [[Necromancy]], &#039;&#039;&#039;unique&#039;&#039;&#039; town [[secondary skill]] boost building feature for all own heroes on the map, safe the [[Navigation]] centric building [[Lighthouse]] the only [[secondary skill]] bonus enhancer building available in the game) in [[Necropolis]] towns and a range of artifacts that further enhance the skill percentage like [[Vampire%27s_Cowl|Vampire&#039;s Cowl]] it is rather easy to recruit a small but steady number of [[Undead]] from most other creatures after fights. Every successful fight will increase the number of level 1 units one has even to astronomical amounts of stack sizes for steady motivation boosts after each encounter. [[Undead]] generally are [[Animate Dead]] resurrectable during combat additionally and the [[Skeleton Transformer]] in a [[Necropolis]] town can change foreign units to [[Skeleton]]s so mixing foreign units with [[Necropolis]] town units does not make them suffer [[morale]] penalty when converting them to [[Skeleton]]s first, one can recruit units off fights with the opponent and they are rather hard to kill and easily replenished given enough mana or [[Necromancy]] skill bonus points which are readily available via buildings or artifacts or even hero specials.&lt;br /&gt;
*[[Vampire Lord]]s are by far the most cost-efficient level 4 unit (and arguably the most cost-efficient unit in the game), as they can beat armies of much greater size as long as they are not (like [[Undead]], [[Unliving|Construct]]s or [[Elemental]]s) immune to the Vampire Lords&#039; [[Life drain]] ability and as long as the Vampire Lords are used properly (with [[Blind]] on extra enemy stacks for example or [[Counterstrike]] on the [[Vampire Lord]]s amidst low number/low hp enemy stacks, alternated with [[Animate Dead]] to help out if the [[Life Drain]] to damage inbound ratio is proving destructive to the [[Vampire Lord]] stack - perhaps also using [[Haste]] and the [[Flying]] feature of the [[Vampire Lord]]s to switch opponent melee stacks to feasible ones or to seek a safe point to replenish via [[Animate Dead]], [[Cure]] or [[First Aid]]).&lt;br /&gt;
* The level 3 spell [[Animate Dead]] (which the necromancer hero [[Thant]] has built in) can resurrect units in combat, and they &#039;&#039;&#039;stay&#039;&#039;&#039; resurrected after combat regardless of if the caster has [[Earth Magic]] or not. So given a good balance of [[Thant]]s undead and repairable units compared to the opponent, enough mana for the resurrects and having [[Shackles of War]] for unlimited turns (a smaller version would be using [[Blind]] on all remaining enemy units and killing one [[blind]]ed stack each turn, keeping the enemy locked until  the enemy hero is lost to the opponent and the artifacts if any are transferred) he would not lose any units in combat but also often get additional [[Necromancy]] created skeletons (which would hamper movement on the adventure map a little, as [[Skeleton]]s are slow creatures (and even with [[Town Portal]] and [[Dimension Door]] there&#039;s an [[adventure map]] movement penalty to consider)).&lt;br /&gt;
*There are number of artifacts that are only useful to Necropolis (artifacts enhancing the created creature number of the unique secondary skill [[Necromancy]] like [[Cloak of the Undead King]], but also [[Pendant of Death]] which counters the mini, undead-only version of [[Armageddon]], damaging all undead on the battlefield, even those recruited in no Necropolis but on the adventure map).&lt;br /&gt;
*This town has the highest chance to get [[Berserk]] in the Mage Guild.&lt;br /&gt;
*Both Necropolis hero types begin with a spell book.&lt;br /&gt;
* The -1 to enemy morale ability for the Bone and Ghost Dragon means that neutral mobs except for Minotaurs will never get an extra turn in battle, giving the Necromancer/Death Knight greater control of the battlefield, reducing losses over time, and eventually resulting in a larger, stronger army. When upgraded to Ghost Dragons, they become faster than all units below level 7, allowing the Necromancer to cast the first spell unless the opponent has a Firebird/Phoenix or an upgraded Black Dragon, Gold Dragon, Arch Angel, or Arch Devil. The Ghost Dragon&#039;s aging attack can be terrifying in huge battles when split into 3 stacks and used to age the opponent&#039;s best stacks, though useless in small battles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
* Necropolis produces the least amount of units per week. (Not counting Necromancy).&lt;br /&gt;
* Half of the troops are weak for their level ([[Walking Dead]] and [[Zombie]]s slow armies down, [[Wight and Wraith|Wights and Wraiths]] have below average stats, and the Bone and Ghost Dragons are the least resilient level 7 troops in the game).&lt;br /&gt;
* Only one ranged attacker ([[Lich]]/[[Power Lich]]) which has a [[Melee penalty]], no [[Double attack]], and cannot attack Siege Walls. Because they&#039;re level 5 it may take some time before they can be recruited which can leave the army without any ranged capabilities.&lt;br /&gt;
* The undead cannot be [[Bless|Blessed]].&lt;br /&gt;
* Unaffected by positive [[Morale]]. Mixing creatures of other town types without converting them to [[Skeleton]]s via [[Skeleton Transformer]] first will get them negative [[Morale]] of course, on the other hand [[Spirit of Oppression]] is a very nice thing to have for any Necropolis hero with only Necropolis units in the party as it does not do any harm to [[Necropolis]] units. The [[Dread Knight]]s&#039; [[Death blow]] feature works largely (no [[Luck]] bonus for the second strike) like an attack only, no movement [[Morale]] bonus would, but at a higher probability of 20% (high [[Morale]] has 12.5% of activating a second action each creature) and it is a natural feature.&lt;br /&gt;
* Difficulties in the early game, where your slow level 1 and level 2 creatures are not the best to conquer mines and explore the map (and in the endgame a host of in-combat resurrectable skeletons might hamper adventure map transfers (to re-flag buildings for instance) safe for [[Town Portal]] which is a nice (and often &#039;&#039;banned&#039;&#039;) spell to jump the adventure map)).&lt;br /&gt;
* Necropolis heroes cannot learn [[First Aid]], even though their blacksmith produces first aid tents.&lt;br /&gt;
* While [[Armageddon]] can show up in the Mage Guild, it&#039;s not that helpful for Necropolis units since they don&#039;t have innate fire magic immunity (though [[Anti-Magic]] can somewhat compensate for this). Moreover, a [[Rampart]], [[Inferno]], [[Dungeon]], or [[Conflux]] hero may capture a Necropolis and learn Armageddon, which will be used in a proper way via [[Dragogeddon]].&lt;br /&gt;
* Dirt which is Necropolis&#039;s [[native terrain]] doesn&#039;t give any [[movement penalty]] to the enemy.&lt;br /&gt;
* This town is often considered too strong and thus is &#039;&#039;banned&#039;&#039; in many multiplayer games/tournaments. In {{hota}}, all percentages for [[Necromancy]] got halved in an attempt to balance this and also [[Galthran]] got replaced by [[Ranloo]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some thoughts&#039;&#039;&#039;&lt;br /&gt;
If you can upgrade your Estate early, you should do so. The Vampire Lords are one of the best 4th-level creatures in the game. Since they draw life from their enemy, and resurrect themselves, they can be used to single-handedly take out large numbers of low-level creatures. Combine with &amp;quot;counterstrike&amp;quot; to get even better effect. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The month of the Hobgoblin&amp;quot; and the like are [[Necromancers]]&#039; wet dream. Just take your strongest hero and stockpile Skeletons. [[Necromancy]] adds a little bit of motivation on clearing maps - who needs experience and levelups, when there&#039;s [[Skeletons]] aplenty?&lt;br /&gt;
&lt;br /&gt;
The Necropolis has only a few units they can rely on, the others can wait with being bought and, in time, even be ignored. The reliable units are: [[Skeleton Warrior]]s, [[Vampire Lord]]s, [[Power Lich]]es and [[Dread Knight]]s.&lt;br /&gt;
&lt;br /&gt;
You get [[Skeleton Warrior]]s only if your ranks are full at the *end* of combat and if you have a stack of [[Skeleton Warrior]]s and no stack of [[Skeleton]]s. The downside is that you get less than if you&#039;d get normal [[Skeleton]]s (2/3rds as many). Therefore, if it is logistically manageable, it would be better to try and get a horde of normal [[Skeleton]]s first, and then upgrade them at a Necropolis or Hill Fort for the last battle.&lt;br /&gt;
&lt;br /&gt;
If there are any Level 1 dwellings nearby, recruit them and take them to the Necropolis. If you have a [[Skeleton Transformer]], you&#039;re practically getting free [[skeleton]]s, and even free [[Skeleton warrior]]s if there is a [[Hill Fort]] close by too.&lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
{{Town &#039;see also&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Necropolis]]&lt;br /&gt;
__notoc__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Centaur_and_Centaur_Captain&amp;diff=152064</id>
		<title>Centaur and Centaur Captain</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Centaur_and_Centaur_Captain&amp;diff=152064"/>
		<updated>2025-02-14T17:22:53Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Expanded on user commentary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RampartCreaturesNew}}{{CreatureNew&lt;br /&gt;
| name           = Centaur&lt;br /&gt;
| faction        = Rampart&lt;br /&gt;
| attack         = 5&lt;br /&gt;
| defense        = 3&lt;br /&gt;
| shots          = &lt;br /&gt;
| damage         = 2–3&lt;br /&gt;
| health         = 8&lt;br /&gt;
| speed          = 6&lt;br /&gt;
| move           = Ground&lt;br /&gt;
| size           = 2&lt;br /&gt;
| growth         = 14&lt;br /&gt;
| aivalue        = 100&lt;br /&gt;
| fightvalue     = 100&lt;br /&gt;
| goldcost       = 70&lt;br /&gt;
| resource       = &lt;br /&gt;
| rescost        = &lt;br /&gt;
| abilities      = &lt;br /&gt;
}}{{CreatureNew&lt;br /&gt;
| name           = Centaur Captain&lt;br /&gt;
| faction        = Rampart&lt;br /&gt;
| attack         = {{gt|6}}&lt;br /&gt;
| defense        = 3&lt;br /&gt;
| shots          = &lt;br /&gt;
| damage         = 2–3&lt;br /&gt;
| health         = {{gt|10}}&lt;br /&gt;
| speed          = {{gt|8}}&lt;br /&gt;
| move           = Ground&lt;br /&gt;
| size           = 2&lt;br /&gt;
| growth         = 14&lt;br /&gt;
| aivalue        = 138&lt;br /&gt;
| fightvalue     = 115&lt;br /&gt;
| goldcost       = 90&lt;br /&gt;
| resource       = &lt;br /&gt;
| rescost        = &lt;br /&gt;
| abilities      = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centaurs and Centaur Captains&#039;&#039;&#039; are the level 1 creatures of [[Rampart]]. They are recruited from the [[Centaur Stables]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Armed with sturdy spears and possessed of good speed and attack ratings, the centaur and centaur captains are perhaps the best basic foot soldier units in the game. While they are also the most expensive basic unit, their abilities and durability keep them useful for longer than most.&amp;quot;{{-}}&amp;lt;sup&amp;gt;[[Restoration of Erathia Manual Page 105|RoE manual]]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Dwellings &amp;amp; Portraits ==&lt;br /&gt;
{{DwellingPortraitNoExp&lt;br /&gt;
| dwelling       = Centaur Stables&lt;br /&gt;
| creature1      = Centaur&lt;br /&gt;
| creature2      = Centaur Captain&lt;br /&gt;
}}&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
== Heroes with a [[Specialty#Creature_specialties|specialty]] ==&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Centaurs and Centaur Captains appear at the beginning of the [[Driving for the Boots]] scenario from the [[New Beginning]] campaign in {{sod}}.&lt;br /&gt;
&lt;br /&gt;
{{video|SoD CD-Heroes3-Data-Heroes3 vid-H3x2 NBd-smk-H3x2 NBd|550px}}&lt;br /&gt;
&lt;br /&gt;
{{Fanopinion|&lt;br /&gt;
The Centaur Captain is considered to be the best level 1 unit regarding raw stats. 6 attack is tied with the [[Pikeman and Halberdier|Halberdier]], [[Skeleton and Skeleton Warrior|Skeleton Warrior]], and {{hota}}&#039;s [[Nymph and Oceanid|Oceanid]] for the highest of all the level 1 units. 3 defence is about average, but having 10 health (the highest among the level 1 troops only matched by the Pikeman and Halberdier) compensates for that making it rather bulky for a level 1 unit. 2-3 damage is tied with the [[Halberdier]], [[Gnoll and Gnoll Marauder|Gnoll Marauder]], and {{hota}}&#039;s [[Halfling and Halfling Grenadier|Halfling Grenadier]] for the highest damage. Lastly 8 speed is the second highest of all level 1 units, only behind the [[Sprite]]&#039;s speed rating of 9. While two hex units can be a liability later on, the Centaurs&#039; bulkiness makes them excellent blocker units in the early game and during siege defense. Consider combining Centaurs with [[Wood Elf|Wood Elves/Grand Elves]] for clearing out wandering creatures in your starting area.&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 1 Creatures]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Edric&amp;diff=145371</id>
		<title>Edric</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Edric&amp;diff=145371"/>
		<updated>2024-12-15T18:11:14Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: User commentary didn&amp;#039;t seem to talk enough about how much better Griffins are with Edric&amp;#039;s specialty.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Castle heroes}}{{Hero&lt;br /&gt;
 | town       = Castle&lt;br /&gt;
 | class      = Knight&lt;br /&gt;
 | gender     = Male&lt;br /&gt;
 | race       = Human&lt;br /&gt;
 | biography  = Edric&#039;s great grandfather was the first man in [[Erathia]] to domesticate and train a wild [[Griffin]].  Now, Edric&#039;s family maintains [[Erathia]]&#039;s largest Griffin breeding grounds for use in the King&#039;s armies.&lt;br /&gt;
 | specialty  = Griffins&lt;br /&gt;
 | s_text     = Increases the [[speed]] of any [[Griffin and royal griffin|Griffins or Royal Griffins]] by 1 and their [[Attack]] and [[Defense]] skills by 5% for every 3 levels (rounded up).&lt;br /&gt;
 | skill_1    = Basic Leadership&lt;br /&gt;
 | skill_2    = Basic Armorer&lt;br /&gt;
 | troop_1    = Pikeman&lt;br /&gt;
 | troop_2    = Griffin&lt;br /&gt;
 | troop_3    = Griffin&lt;br /&gt;
 | nmb_1      = 10–20 &lt;br /&gt;
 | nmb_2      = 2–3  &lt;br /&gt;
 | nmb_3      = 2–3&lt;br /&gt;
 | s_mp       = 1560&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{PAGENAME}} does not appear in the story text of any campaign levels.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
;[[Spoils of War]]&lt;br /&gt;
:[[Gold Rush]] as an enemy.&lt;br /&gt;
;[[Seeds of Discontent]]&lt;br /&gt;
:[[The Road Home]] as an enemy.&lt;br /&gt;
;[[Hack and Slash]]&lt;br /&gt;
:[[Black Sheep]] as an enemy.&lt;br /&gt;
;[[Horn of the Abyss (campaign)|Horn of the Abyss]]&lt;br /&gt;
:[[Frontier]] as an enemy.&lt;br /&gt;
{{hc old campaign}}&lt;br /&gt;
;[[Revolt of the Beastmasters]]&lt;br /&gt;
:[[The First Law]] as an enemy.&lt;br /&gt;
:[[Naming a Nation]] as an enemy.&lt;br /&gt;
&lt;br /&gt;
== Specialty ==&lt;br /&gt;
{{hcs table&lt;br /&gt;
| hero = Edric &lt;br /&gt;
| cr   = Griffin&lt;br /&gt;
| ucr  = Royal Griffin&lt;br /&gt;
| batt = 8&lt;br /&gt;
| bdef = 8&lt;br /&gt;
| ubatt= 9&lt;br /&gt;
| ubdef= 9&lt;br /&gt;
| herospec=	Increases the Attack and Defense skills of any Griffins or Royal Griffins or each level attained after 3rd level.&lt;br /&gt;
}}&lt;br /&gt;
{{hcs_table_row|3	|1	|1	|1	|1}}&lt;br /&gt;
{{hcs_table_row|9	|2	|2	|2	|2}}&lt;br /&gt;
{{hcs_table_row|15	|2	|2	|3	|3	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|18	|3	|3	|3	|3	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|21	|3	|3	|4	|4	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|24	|4	|4	|4	|4	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|27	|4	|4	|5	|5	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|33	|5	|5	|5	|5	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|36	|5	|5	|6	|6	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|39	|6	|6	|6	|6	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|42	|6	|6	|7	|7	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|48	|7	|7	|8	|8}}&lt;br /&gt;
{{hcs_table_row|54	|8	|8	|9	|9}}&lt;br /&gt;
{{hcs_table_row|63	|9	|9	|10	|10}}&lt;br /&gt;
{{hcs_table_row|69	|10	|10	|11	|11}}&lt;br /&gt;
{{hcs_table_row|75/88	|12	|12	|14	|14}}&lt;br /&gt;
|}&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
Compared to other level 3 units, both Griffins have adequate stats with the only weakness being their relatively low damage. Edric&#039;s specialty will not only make Royal Griffins the 2nd fastest level 3 unit at 10 [[Speed]] (only [[Serpent Fly and Dragon Fly|Dragon Flies]] are faster), but also somewhat mitigate their low damage thanks to the increased attack. His secondary skills make him a decent starting hero while further improving the performance of the Griffins as Armorer leads to less casualties (improving the strength of the Griffin&#039;s retaliations) and Leadership can allow for extra attacks (along with mitigating the chance of losing turns due to low morale). Keep in mind that as a Knight, Edric has the lowest chance of all the hero classes to learn [[Earth Magic]] which can cause issues later in the game if he doesn&#039;t learn it due to the improvements spells such as [[Resurrection]], [[Town Portal]], and [[Slow]] get when cast with Expert Earth Magic.&lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
{{hero &#039;see also&#039;|style=}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Knights]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Angel_and_Archangel&amp;diff=138259</id>
		<title>Angel and Archangel</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Angel_and_Archangel&amp;diff=138259"/>
		<updated>2024-09-03T03:23:15Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Refined user commentary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Castle creatures}}{{Creature&lt;br /&gt;
 | AI_Value  = 5019&lt;br /&gt;
 | Name      = Angel&lt;br /&gt;
 | Attack    = 20&lt;br /&gt;
 | Defense   = 20&lt;br /&gt;
 | Speed     = 12&lt;br /&gt;
 | Growth    = 1&lt;br /&gt;
 | Damage    = 50&lt;br /&gt;
 | Health    = 200&lt;br /&gt;
 | Cost      = 3000&lt;br /&gt;
 | Res       = [[File: Resource Gem 20x18.gif]]&lt;br /&gt;
 | ResCost   = 1&lt;br /&gt;
 | Movement  = [[Flying]]&lt;br /&gt;
 | Special   = • [[Hate]]s [[devil]]s&amp;lt;br&amp;gt;• +1 [[morale]] to creatures in hero&#039;s army&lt;br /&gt;
 | U_AI_Value= 8776&lt;br /&gt;
 | U_name    = Archangel&lt;br /&gt;
 | U_attack  = &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
 | U_defense = &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
 | U_speed   = &#039;&#039;&#039;18&#039;&#039;&#039;&lt;br /&gt;
 | U_health  = &#039;&#039;&#039;250&#039;&#039;&#039;&lt;br /&gt;
 | U_size    = &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
 | U_cost    = 5000&lt;br /&gt;
 | U_ResCost = 3&lt;br /&gt;
 | U_special = • [[Hate]]s [[devil]]s&amp;lt;br&amp;gt;• +1 [[morale]] to creatures in hero&#039;s army&amp;lt;br&amp;gt;• &#039;&#039;&#039;Can cast [[resurrection]] (100 HP per unit)&#039;&#039;&#039;&lt;br /&gt;
 | No_shots  = &lt;br /&gt;
 | No_ushots = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Cram|Portal of Glory|Angel|Archangel|no_dwelling=}}&lt;br /&gt;
&#039;&#039;&#039;Angels&#039;&#039;&#039; and &#039;&#039;&#039;Archangels&#039;&#039;&#039; are the level 7 creatures of [[Castle]]. They are recruited from the [[Castle creature dwellings|Portal of Glory]]. Additionally, Angels can be acquired from [[Griffin Conservatory|Griffin Conservatories]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;With their great offensive and defensive power and flying ability, angels and archangels are among the mightiest creatures in the game. Both do 150% damage when attacking devils. Additionally, the archangel is able to resurrect dead allied troops once per combat.&amp;quot;{{-}}&amp;lt;sup&amp;gt;[[Restoration of Erathia Manual Page 87|RoE manual]]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
Angel is the only creature which gains size on upgrade.&lt;br /&gt;
&lt;br /&gt;
Angels and Archangels [[hate]] [[Devil and Arch Devil|Devils and Arch Devils]], which causes them to do 50% more damage to them.&lt;br /&gt;
&lt;br /&gt;
Angels and Archangels also increase the [[morale]] of the hero&#039;s army by +1. The morale bonus effect lasts until the end of the combat, even if all Angels/Archangels die during the fight.&lt;br /&gt;
&lt;br /&gt;
Additionally, a stack of Archangels may cast [[Resurrection]] spell once per combat. The effect does not follow any of the Resurrection spell&#039;s formulas (including the effects caused by the [[Rockland]] terrain), and is always 100 health points per Archangel. Like with Advanced and Expert [[Earth Magic]], the Resurrection effect is permanent. Archangels&#039; Resurrection has the same limitations as the regular [[Resurrection]] spell - [[Golem]]s, [[Stone Gargoyle and Obsidian Gargoyle|Gargoyles]], [[war machine]]s, [[Elemental]]s and [[Undead]] can never be resurrected. [[Gold Dragon|Gold]] and [[Black Dragon]]s can only be resurrected with [[Orb of Vulnerability]].&lt;br /&gt;
&lt;br /&gt;
== {{roe}} and {{ab}} ==&lt;br /&gt;
In {{roe}} and {{ab}} gems were not included in the cost.&lt;br /&gt;
&lt;br /&gt;
=={{hota}}==&lt;br /&gt;
[[File:Cast spell.png]] [[File:Move.png]] In {{hota}}{{-wh}}, Archangels can now select between resurrecting and moving.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
An Angel appears at the beginning of the [[Guardian Angels]] scenario from the [[Long Live the Queen]] campaign in {{roe}}.&lt;br /&gt;
&lt;br /&gt;
{{video|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD1B-smk-GOOD1B-RoE-voice|550px}}&lt;br /&gt;
&lt;br /&gt;
An Archangel appears on the main menu screen of [[Restoration of Erathia]], as well as the box art for [[the Board Game]].&lt;br /&gt;
&lt;br /&gt;
[[File:The Board Game.png|250px]]&lt;br /&gt;
&lt;br /&gt;
== Official Renders ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Angel render.jpg&lt;br /&gt;
Archangel render.png&lt;br /&gt;
Archangel alternative render.jpg&lt;br /&gt;
Restoration of erathia menu no buttons.png&lt;br /&gt;
HD Edition menu no buttons.png&lt;br /&gt;
Board Game Menu.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{fanopinion|&lt;br /&gt;
Archangels are among the strongest level 7 units recruitable from a town. They have the highest [[attack]] and [[defense]] (both 30) out of all level 7 creatures that you can recruit from a town and only [[Azure Dragon]]s and [[Crystal Dragon]]s have higher attack and defense ([[Rust Dragon]]s have the same). Only [[Phoenix]]es (21) and [[Azure Dragon]]s (19) have higher base [[speed]] than Archangels&#039; 18. The only creatures that can defeat an Archangel in a one-on-one combat are the [[Ancient Behemoth]],  [[Titan]] (by defending 4 times and then attacking), and in {{hota}}{{-wh}} the [[Haspid]].&lt;br /&gt;
&lt;br /&gt;
Archangels have the highest AI Value of any creature in {{roe}} with 8776. &lt;br /&gt;
&lt;br /&gt;
Casting the [[Clone]] spell on a stack of Archangels before the stack has cast its [[Resurrection]], enables the clone to cast it (in [[Horn of the Abyss]], a cloned stack can always cast Resurrection, even if the original stack has already casted it). Typically the Resurrection cast by Archangels (100 x number of casting Archangels) is more powerful compared to a hero&#039;s Resurrection (40/80/160 + 50 x hero&#039;s Power) and is always permanent, unlike hero spell which requires Advanced [[Earth Magic]] to last longer than the current battle.  (However, the hero instead needs Expert [[Water Magic]] to clone the Archangels.)  After the clone has cast the Resurrection, it is almost preferable to let the enemy destroy it in order to cast Clone on the Archangels again. Additionally, spells like [[Fireball]] or [[Meteor Shower]] can be used to destroy the clone. The clone can also be used as expendable stack to use up enemy retaliation, with added bonus of striking very hard and possibly another clone coming soon.&lt;br /&gt;
&lt;br /&gt;
One Archangel can resurrect up to 100 health, so in Castle army 1 Archangel can raise 0.4 Archangels (five can resurrect two), 0.5 Angels, 1 [[Cavalier and Champion|Cavalier or Champion]], over 3 [[Monk and Zealot|Monks or Zealots]], just under 3 [[Swordsman and Crusader|Swordsmen or Crusaders]], 4 [[Griffin and Royal Griffin|Griffins or Royal Griffins]], 10 [[Archer and Marksman|Archers or Marksmen]] and 10 [[Pikeman and Halberdier|Pikemen or Halberdiers]]. Because of these numbers, it could be wise to divide them into stacks of 3 or 5, 8, 10, 13 etc. so they can resurrect each other.&lt;br /&gt;
&lt;br /&gt;
Archangels&#039; extremely high speed makes them very useful to resist [[Dragogeddon]] tactics. As they are faster than [[Green Dragon and Gold Dragon|Gold]] and [[Red Dragon and Black Dragon|Black Dragons]], use only Archangels and cast [[Anti-Magic]] on them, making [[Armageddon]] spell completely useless on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Because their damage is not based on a range of numbers, but is instead set at 50, spells like [[bless]] and [[curse]] have almost no effect, making them a sure-fire unit. Use spells affecting attack or defense instead, like [[Bloodlust]], [[Weakness]], [[Stone Skin]], [[Disrupting Ray]]. [[Shield]] has additional benefit of not being Defense buff, so it stacks with Stone Skin and protects better against [[Behemoth]]s, as they partially ignore opponent&#039;s Defense. [[Slayer]] is strongest possible attack buff without downsides, but requires specific enemies or [[Fire Magic]] [[secondary skill]] to work against all level 7 creatures instead of just the &amp;quot;monstrous&amp;quot; ones. [[Counterstrike]] is potentially very strong, as by their nature as powerful, fast melee&lt;br /&gt;
troops they will often be amidst enemy troops, taking multiple hits each turn and with this spell they will fight back, as if they had additional turns. Similar effect can be achieved by good [[morale]], as it&#039;s practically a given considering their +1 bonus, same town type army bonus, cheap and common +1 [[artifact]]s, and [[Mirth]] spell. At best it&#039;s only 12,5% though, or average of 1 bonus action per 8 turns.&lt;br /&gt;
&lt;br /&gt;
Casting the [[Frenzy]] spell on a stack of Archangels and then casting the Clone spell on the same stack, removes the effect of the Frenzy spell from both the clone and the targeted Archangel stack.&lt;br /&gt;
&lt;br /&gt;
Their great weakness is their lack of immunities - while this allows them to be resurrected as mentioned previously and buffed by beneficial spells, it also means they can be [[slow]]ed, [[blind]]ed, [[berserk]]ed, and in extreme cases even [[hypnotize]]d. If facing a powerful magic [[hero]], it might be worth it to just cast [[Anti-magic]] on Archangels in the first turn to prevent them from being disabled. As Angels have 200 health and Archangels 250, they are not particularly threatened by [[direct damage spell]]s, but such spells are still something to expect - Angels have very high Defense stat, so if the opponent cannot kill them using their army, they might try to do so using magic, like [[Implosion]] or [[Lightning Bolt]].&lt;br /&gt;
&lt;br /&gt;
Another downside is that great as they are in battle, they are also appropriately expensive - while Angels are decently priced at 3000 {{g}} and 1 {{gem}}, Archangels cost 5000 {{g}} and 3 {{gem}}, making them the most expensive town-aligned unit in game. [[Portal of Glory|Their dwelling]] is also one of the most expensive in game, requiring 20000 {{g}} and 10 each of {{crystal}}, {{gem}}, {{mercury}} and {{sulfur}} and again this amount for upgrade, and to fulfill its requirements [[Monastery]] must be built first, for another 2000 {{g}}, 5 wood and 5 ore, and 2 each of [[magical resource]]s. Considering that Castle&#039;s [[Resource Silo]] produces ore and wood, it might cause shortages without external sources.&lt;br /&gt;
&lt;br /&gt;
Angels also lack any form of area attack, so they must rely on cutting their way through tightly packed enemy troops to reach the shooters or valuable troops shielded by others, and will inevitably take many hits in the process, possibly even being wiped out if the opponent can focus on bringing them down while other Castle units cannot keep up with them due to their Speed being 9 at best (not counting any bonuses).&lt;br /&gt;
&lt;br /&gt;
As both kinds of Angels are flying, fast, very strong creatures, it might be tempting to just unleash them in the middle of enemy formation, but take care to ensure they are not overwhelmed - all-around strong as they are, they are not invincible, they cannot reliably deal with multiple enemy stacks at once, and they do not particularly excel in any single area. They are especially vulnerable to &amp;quot;wasting&amp;quot; counterattacks on a sacrificial, expendable, or tough stacks, so the more vulnerable, expensive or hard hitting troops remove chunks of their health with impunity. Thus when attacking ranged unit with other stacks nearby, either cast [[Counterstrike]] on Angels, or try to position them beyond reach of some defenders. Another great spell to use before committing Angels to all-out assault is [[Shield]].&lt;br /&gt;
&lt;br /&gt;
With 18 Speed Archangels are the second fastest town-aligned unit after [[Phoenix]]es. This alone makes them useful to have in army, even if your main town is not Castle - having almost guaranteed first move can be decisive in battle and allows to win at cost of far less casualties than more evenly matched meat grinder would cause. This is particularly important advantage for towns whose armies are otherwise slow, like [[Fortress]], [[Stronghold]] or [[Tower]].&lt;br /&gt;
&lt;br /&gt;
Because Archangels are 2-hex sized, exercise some caution when using them and other melee units against creatures like [[dragon]]s - targeting the weaker stack on adjacent hex will still deal full damage to both main target and Archangels, but only the main target will be able to retaliate. This also concerns [[Frost Ring]] spell - while you can use it safely with Angels, it&#039;s not possible with Archangels.&lt;br /&gt;
&lt;br /&gt;
Large size also means they can be blocked from attacking ranged unit in the corner by blocking just 2 of 3 hexes adjacent to it. While they usually can simply hack their way through any screening stacks, it might take some time as Archangels lack any form of area attack, especially if the defenders are tough troops like [[Iron Golem]]s or [[Ogre]]s and do nothing but defending, while the ranged unit can keep firing on Archangels with full power shots, safe from retaliation.&lt;br /&gt;
&lt;br /&gt;
Best [[secondary skill]]s for both types of Angels are [[Offense]] to capitalize on their great attack power and [[Armorer]] to help them live longer, as they are natural damage magnets.&lt;br /&gt;
[[Leadership]] is made mostly redundant by their +1 morale bonus, because morale only goes up to 3 and their inherent +1 bonus stacks with all other morale benefits like adventure map objects, artifacts, single town army type +1 bonus and, when defending a town, [[Tavern]]&#039;s +1 or Castle&#039;s [[Brotherhood of the Sword]]&#039;s +2.&lt;br /&gt;
[[Tactics]] offers a dubious benefit to them in offense - usually they have first turn in combat and unless [[Mind spell|disabled]], [[slow]]ed down or [[Dendroid_Guard_and_Dendroid_Soldier|bound]] they can fly anywhere on the battlefield. Starting in player-made formation might benefit the rest of your army that does not have 18 speed though, or if you use defensive strategy. Having Tactics might also be useful simply to deny its use to the enemy, especially if they have vulnerable ranged units that you&#039;d like to force into melee before they can be blocked by defending melee troops. [[Luck]] can be helpful as both types of Angels hit very hard already, so if they get a lucky strike it can be quite devastating for the enemy.&lt;br /&gt;
&lt;br /&gt;
Because of the above, the best [[hero]]es to combine with Archangels are those of martial class and well-scaling specialties, like [[Crag Hack]] or [[Tazar]]. [[Neela]] and [[Mephala]] also have good specialties, but not-so-good secondary skills - [[Scholar]] isn&#039;t good for main hero and [[Leadership]] is largely redundant in Castle army with Archangels.&lt;br /&gt;
Decent starting Castle heroes are [[Sorsha]] with [[Offense]] and [[Edric]] with [[Armorer]]. [[Loynis]] is surprisingly good because of his [[Prayer]] specialty and good chance to learn [[Water Magic]] skill, which will eventually allow him to clone Archangels.&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 7 Creatures]]&lt;br /&gt;
&lt;br /&gt;
{{morale navigational box}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Coronius&amp;diff=137521</id>
		<title>Coronius</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Coronius&amp;diff=137521"/>
		<updated>2024-08-20T11:38:27Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Fixed render and all that other info not showing, whoops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rampart heroes}}{{Hero&lt;br /&gt;
 | picture    = Coronius (HotA)&lt;br /&gt;
 | town       = Rampart&lt;br /&gt;
 | class      = Druid&lt;br /&gt;
 | gender     = Male&lt;br /&gt;
 | race       = Human&lt;br /&gt;
 | biography  = Coronius attended the University of [[Erathia]] for one semester before he realized that academics were overrated.  He left Erathia for [[AvLee]], finding a Druid who could teach by example.&lt;br /&gt;
 | specialty  = Slayer&lt;br /&gt;
 | s_text     = Casts [[slayer]] with increased effect, based on hero level compared to the level of the target unit.&lt;br /&gt;
 | skill_1    = Basic Wisdom&lt;br /&gt;
 | skill_2    = Basic Scholar&lt;br /&gt;
 | spell      = Slayer&lt;br /&gt;
 | troop_1    = Centaur&lt;br /&gt;
 | troop_2    = Dwarf&lt;br /&gt;
 | troop_3    = Wood Elf&lt;br /&gt;
 | nmb_1      = 12–24 &lt;br /&gt;
 | nmb_2      = 3–5&lt;br /&gt;
 | nmb_3      = 3–6 &lt;br /&gt;
 | hota_nmb_3 = 2-4  &lt;br /&gt;
 | nowar      =&lt;br /&gt;
 | min_mp     = 1500&lt;br /&gt;
 | max_mp     = 1700&lt;br /&gt;
 | hota_mp    = 1500&lt;br /&gt;
 | s_mp       =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{PAGENAME}} does not appear in the story text of any campaign levels.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
;[[The Sword of Frost]]&lt;br /&gt;
:[[A New Enemy]] as an enemy.&lt;br /&gt;
&lt;br /&gt;
==Specialty==&lt;br /&gt;
The specialty of Coronius adds to [[Slayer]]&#039;s basic +8 attack bonus against the certain lvl 7 creatures:&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +4 [[attack]] for level 1 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +3 [[attack]] for level 2 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +2 [[attack]] for level 3 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +1 [[attack]] for level 4 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} No additional bonus for creatures on level 5-7.&lt;br /&gt;
&lt;br /&gt;
Although the description of the specialty states, &amp;quot;based on hero level compared to the level of the target unit&amp;quot;, Coronius&#039; level has no effect on the specialty.&lt;br /&gt;
&lt;br /&gt;
{{user commentary|&lt;br /&gt;
The specialty gives Rampart creatures the following attack values against the certain level 7 creatures:&lt;br /&gt;
* [[Centaur and Centaur Captain]]: 17/18&lt;br /&gt;
* [[Dwarf and Battle Dwarf]]: 17/18&lt;br /&gt;
* [[Wood Elf and Grand Elf]]: 19&lt;br /&gt;
* [[Pegasus and Silver Pegasus]]: 18&lt;br /&gt;
&lt;br /&gt;
While this does give them as much attack as a [[Green Dragon]], the main issue is that without level 7 creatures you won&#039;t get any benefit from casting Slayer. Not helping matters is that Druids have a low chance of learning [[Fire Magic]] and without it, you won&#039;t be able to utilize that attack bonus against [[Angel and Archangel|Archangels]], [[Devil and Arch Devil|Arch Devils]], or [[Giant and Titan|Titans]]. Having [[Scholar]] as his secondary skill makes him useable as a secondary hero, with as low as 3 level ups Coronius can have Expert Scholar and Advanced Wisdom allowing him to teach any spell up to fourth level to other heroes which includes his Slayer.&lt;br /&gt;
}}{{end of user commentary}}&lt;br /&gt;
&lt;br /&gt;
== Official Renders ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Coronius render.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{hero &#039;see also&#039;|top=*[https://www.artstation.com/artwork/20wge George Almond&#039;s concept art: Coronius]}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Druids]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Coronius&amp;diff=137500</id>
		<title>Coronius</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Coronius&amp;diff=137500"/>
		<updated>2024-08-17T16:47:57Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Added user commentary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rampart heroes}}{{Hero&lt;br /&gt;
 | picture    = Coronius (HotA)&lt;br /&gt;
 | town       = Rampart&lt;br /&gt;
 | class      = Druid&lt;br /&gt;
 | gender     = Male&lt;br /&gt;
 | race       = Human&lt;br /&gt;
 | biography  = Coronius attended the University of [[Erathia]] for one semester before he realized that academics were overrated.  He left Erathia for [[AvLee]], finding a Druid who could teach by example.&lt;br /&gt;
 | specialty  = Slayer&lt;br /&gt;
 | s_text     = Casts [[slayer]] with increased effect, based on hero level compared to the level of the target unit.&lt;br /&gt;
 | skill_1    = Basic Wisdom&lt;br /&gt;
 | skill_2    = Basic Scholar&lt;br /&gt;
 | spell      = Slayer&lt;br /&gt;
 | troop_1    = Centaur&lt;br /&gt;
 | troop_2    = Dwarf&lt;br /&gt;
 | troop_3    = Wood Elf&lt;br /&gt;
 | nmb_1      = 12–24 &lt;br /&gt;
 | nmb_2      = 3–5&lt;br /&gt;
 | nmb_3      = 3–6 &lt;br /&gt;
 | hota_nmb_3 = 2-4  &lt;br /&gt;
 | nowar      =&lt;br /&gt;
 | min_mp     = 1500&lt;br /&gt;
 | max_mp     = 1700&lt;br /&gt;
 | hota_mp    = 1500&lt;br /&gt;
 | s_mp       =  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{PAGENAME}} does not appear in the story text of any campaign levels.&lt;br /&gt;
&lt;br /&gt;
== Appearances ==&lt;br /&gt;
;[[The Sword of Frost]]&lt;br /&gt;
:[[A New Enemy]] as an enemy.&lt;br /&gt;
&lt;br /&gt;
==Specialty==&lt;br /&gt;
The specialty of Coronius adds to [[Slayer]]&#039;s basic +8 attack bonus against the certain lvl 7 creatures:&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +4 [[attack]] for level 1 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +3 [[attack]] for level 2 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +2 [[attack]] for level 3 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} +1 [[attack]] for level 4 creatures&lt;br /&gt;
&amp;lt;br /&amp;gt;{{---}} No additional bonus for creatures on level 5-7.&lt;br /&gt;
&lt;br /&gt;
Although the description of the specialty states, &amp;quot;based on hero level compared to the level of the target unit&amp;quot;, Coronius&#039; level has no effect on the specialty.&lt;br /&gt;
&lt;br /&gt;
{{fanopinion|&lt;br /&gt;
The specialty gives Rampart creatures the following attack values against the certain level 7 creatures:&lt;br /&gt;
* [[Centaur and Centaur Captain]]: 17/18&lt;br /&gt;
* [[Dwarf and Battle Dwarf]]: 17/18&lt;br /&gt;
* [[Wood Elf and Grand Elf]]: 19&lt;br /&gt;
* [[Pegasus and Silver Pegasus]]: 18&lt;br /&gt;
&lt;br /&gt;
While this does give them as much attack as a [[Green Dragon]], the main issue is that without level 7 creatures you won&#039;t get any benefit from casting Slayer. Not helping matters is that Druids have a low chance of learning [[Fire Magic]] and without it, you won&#039;t be able to utilize that attack bonus against [[Angel and Archangel|Archangels]], [[Devil and Arch Devil|Arch Devils]], or [[Giant and Titan|Titans]]. Having [[Scholar]] as his secondary skill makes him useable as a secondary hero, with as low as 3 level ups Coronius can have Expert Scholar and Advanced Wisdom allowing him to teach any spell up to fourth level to other heroes which includes his Slayer.&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion -&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Official Renders ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Coronius render.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{hero &#039;see also&#039;|top=*[https://www.artstation.com/artwork/20wge George Almond&#039;s concept art: Coronius]}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Druids]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Theodorus&amp;diff=135876</id>
		<title>Theodorus</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Theodorus&amp;diff=135876"/>
		<updated>2024-07-28T02:50:40Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Added user commentary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tower heroes}}{{Hero&lt;br /&gt;
 | town       = Tower&lt;br /&gt;
 | class      = Wizard&lt;br /&gt;
 | gender     = Male&lt;br /&gt;
 | race       = Human&lt;br /&gt;
 | biography  = Theodorus is easily one of the best spellcasters ever seen in [[Bracada]].  As a result, journeyman mages often seek to learn from him, embarking on a pilgrimage of sorts in the hopes that they can bask in his wisdom.&lt;br /&gt;
 | specialty  = Magi&lt;br /&gt;
 | s_text     = Increases the [[speed]] of any [[Mage|Magi]] or [[Arch mage|Arch Magi]] by 1 and their [[Attack]] and [[Defense]] skills by 5% for every 4 levels (rounded up).&lt;br /&gt;
 | skill_1    = Basic Wisdom&lt;br /&gt;
 | skill_2    = Basic Ballistics&lt;br /&gt;
 | spell      = Shield&lt;br /&gt;
 | nowar      = &lt;br /&gt;
 | troop_1    = Gremlin&lt;br /&gt;
 | troop_2    = Stone Gargoyle&lt;br /&gt;
 | troop_3    = Stone Golem&lt;br /&gt;
 | nmb_1      = 30–40 &lt;br /&gt;
 | nmb_2      = 3–5&lt;br /&gt;
 | nmb_3      = 2–3&lt;br /&gt;
 | hota_nmb_2 = 5-7&lt;br /&gt;
 | hota_nmb_3 = 4-5&lt;br /&gt;
 | min_mp     = 1500&lt;br /&gt;
 | max_mp     = 1560&lt;br /&gt;
 | hota_mp    = 1500&lt;br /&gt;
 | s_mp       =&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{PAGENAME}} does not appear in the story text of any campaign levels.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* {{PAGENAME}} is the only Tower hero who starts with a [[secondary skill]] involving a [[War Machine]].&lt;br /&gt;
&lt;br /&gt;
== Specialty ==&lt;br /&gt;
{{hcs table&lt;br /&gt;
| hero = Theodorus&lt;br /&gt;
| cr   = Mage&lt;br /&gt;
| ucr  = Arch Mage&lt;br /&gt;
| batt = 11&lt;br /&gt;
| bdef = 8&lt;br /&gt;
| ubatt= 12&lt;br /&gt;
| ubdef= 9&lt;br /&gt;
| herospec=Increases the Attack and Defense skills of any Magi or Arch Magi for each level attained after 4th level.&lt;br /&gt;
}}&lt;br /&gt;
{{hcs_table_row|4	|1	|1	|1	|1}}&lt;br /&gt;
{{hcs_table_row|8	|2	|1	|2	|1	|b=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|12	|2	|2	|2	|2	|a=1	|c=1}}&lt;br /&gt;
{{hcs_table_row|16	|3	|2	|3	|2	|b=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|20	|3	|2	|3	|3	|a=1	|b=1	|c=1}}&lt;br /&gt;
{{hcs_table_row|24	|4	|3	|4	|3	|d=1}}&lt;br /&gt;
{{hcs_table_row|28	|4	|3	|5	|4	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|32	|5	|4	|5	|4	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|36	|5	|4	|6	|5	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|40	|6	|4	|6	|5	|b=1	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|44	|7	|5	|7	|5	|d=1}}&lt;br /&gt;
{{hcs_table_row|48	|7	|5	|8	|6	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|52	|8	|6	|8	|6	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|56	|8	|6	|9	|7	|a=1	|b=1}}&lt;br /&gt;
{{hcs_table_row|60	|9	|6	|9	|7	|b=1	|c=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|64	|9	|7	|10	|8	|a=1}}&lt;br /&gt;
{{hcs_table_row|68	|10	|7	|11	|8	|b=1	|d=1}}&lt;br /&gt;
{{hcs_table_row|72	|10	|8	|11	|9	|a=1	|c=1}}&lt;br /&gt;
{{hcs_table_row|75/88	|13	|9	|14	|10}}&lt;br /&gt;
|}&lt;br /&gt;
{{hero &#039;see also&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{fanopinion|&lt;br /&gt;
Magi and Arch Magi have good damage output thanks to their high attack and lack of a melee penalty, but suffer from below average speed and are somewhat fragile due to their low defense and [[health]]. Theodorus will not only mitigate these weaknesses as he levels up but also further improve their offensive capabilities. If playing on impossible [[difficulty]] it may be a while before you can utilize the specialty since the [[Mage Tower]] is considerably expensive early game unless you find an external dwelling.&lt;br /&gt;
&lt;br /&gt;
The specialty results in Arch Magi having speed 8, tying with the [[Cyclops King]] and [[Storm Elemental]]. This is fast for a ranged unit (only [[Sharpshooters]], [[Enchanters]], and [[Titans]] are faster) which allows Arch Magi to act before many strong enemy troops such as [[Basilisks]] and [[Pit Fiend and Pit Lord|Pit Lords]].&lt;br /&gt;
&lt;br /&gt;
Theodorus doesn&#039;t start with [[Sorcery]] or [[Scholar]] allowing him to learn other skills that may be more desirable (note that as a Wizard he does still have a high chance to learn those skills). Ballistics has some synergy with Tower troops as due to their low speed (fastest troops are [[Genie and Master Genie|Master Genies]] and Titans with speed 11) you may not get the first cast in a battle. During a siege however, as long as there isn&#039;t a defending hero with [[Artillery]] you will get the first move thanks to the catapult enabling you to buff your army or cripple the enemy troops.&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Wizards]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
	<entry>
		<id>https://heroes.thelazy.net//index.php?title=Pegasus_and_Silver_Pegasus&amp;diff=135828</id>
		<title>Pegasus and Silver Pegasus</title>
		<link rel="alternate" type="text/html" href="https://heroes.thelazy.net//index.php?title=Pegasus_and_Silver_Pegasus&amp;diff=135828"/>
		<updated>2024-07-24T19:19:39Z</updated>

		<summary type="html">&lt;p&gt;TepperPepper666: Expanded on user commentary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rampart creatures}}{{Creature&lt;br /&gt;
 | AI_Value  = 518&lt;br /&gt;
 | Name      = Pegasus&lt;br /&gt;
 | Attack    = 9&lt;br /&gt;
 | Defense   = 8&lt;br /&gt;
 | Speed     = 8&lt;br /&gt;
 | Movement  = [[Flying]]&lt;br /&gt;
 | Growth    = 5&lt;br /&gt;
 | Damage    = 5–9&lt;br /&gt;
 | Health    = 30&lt;br /&gt;
 | Size      = 2&lt;br /&gt;
 | Cost      = 250&lt;br /&gt;
 | Special   = • [[#Magic damper special ability|Magic damper]]&lt;br /&gt;
 | U_AI_Value= 532&lt;br /&gt;
 | U_name    = Silver Pegasus&lt;br /&gt;
 | U_defense = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
 | U_speed   = &#039;&#039;&#039;12&#039;&#039;&#039;&lt;br /&gt;
 | U_cost    = 275&lt;br /&gt;
 | No_shots  = &lt;br /&gt;
 | No_ushots =&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{Cram|Enchanted Spring|Pegasus|Silver Pegasus|-={{---}}|no_dwelling=|pad=3px 5px}}&lt;br /&gt;
&#039;&#039;&#039;Pegasi and Silver Pegasi&#039;&#039;&#039; are the level 4 creatures of [[Rampart]]. They are recruited from the [[Enchanted Spring]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Pegasi, winged horses ridden by female elven warriors, are the [[flying]] cavalry of the Rampart army. Their appearance on the battlefield makes it more difficult for enemy [[spellcaster]]s, who must pay two extra spell points per spell cast when pegasi are present.&amp;quot;{{-}}&amp;lt;sup&amp;gt;[[Restoration of Erathia Manual Page 106|RoE manual]]&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Special Ability: Magic Damper ==&lt;br /&gt;
Both Pegasi and Silver Pegasi have a &#039;&#039;magic damper&#039;&#039; special ability. It causes enemy hero&#039;s spells to cost two extra [[spell point]]s, if pegasi were present at the beginning of the combat. Even if all the pegasi die during the battle, the spells will cost two extra points until the end of combat.&lt;br /&gt;
&lt;br /&gt;
== Heroes with a specialty ==&lt;br /&gt;
*{{H|Aeris|Druid}} has pegasi as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any pegasi or silver pegasi for each level attained after 4th level and gives them a [[speed]] bonus of 1.&lt;br /&gt;
&lt;br /&gt;
{{Fanopinion|&lt;br /&gt;
The main strength of both Pegasi lies in their speed allowing them to block enemy ranged troops from firing along with hit and run tactics.&lt;br /&gt;
&lt;br /&gt;
9 [[Attack]] is tied for the lowest among level 4 creatures, 8/10 [[Defense]] and 30 [[Health]] is slightly below average making them somewhat prone to dying easily, and 5-9 [[Damage]] is average. Pegasi&#039;s 8 speed is above average, and Silver Pegasi&#039;s 12 is the highest of the level 4 troops, being faster than all of the creatures in [[Stronghold]] and [[Tower]] which can often give the hero commanding them the chance to cast spells first in combat before the Level 7 creatures become available. 250/275 {{g}} is very cheap with only Demons and Horned Demons are cheaper.&lt;br /&gt;
&lt;br /&gt;
[[Bless]] and [[Curse]] have a noticeable effect on them due to the damage range. Bless increases their average damage by ~28%/43% (7 → 9/10) at basic and advanced level respectively, while Curse under the same conditions decreases that damage by the same amount (7 → 5/4).&lt;br /&gt;
&lt;br /&gt;
Because of their relative fragility, the best spells to cast on Pegasi are arguably [[Stone Skin]], [[Shield]], and [[Air Shield]]. Protection from whatever and [[Anti-Magic]] can also help if fighting against an enemy spellcaster.&lt;br /&gt;
&lt;br /&gt;
[[Prayer]] is as usual a helpful buff to give as it helps mitigate the Pegasi&#039;s low attack and defense while making them even faster.&lt;br /&gt;
&lt;br /&gt;
[[Slow]] can ensure that Pegasi won&#039;t reach enemy targets in 1 round, while [[Haste]] can allow them to fly anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
In long battles, the magic damper can help outlast the enemy hero&#039;s supply of spell points. It also counters the spell point cost reduction of the [[Mage and Arch Mage]].&lt;br /&gt;
&lt;br /&gt;
The most helpful secondary skills for Pegasi would be [[Armorer]] to minimize casualties and the number of [[Resurrection|resurrections]] needed, and [[Offense]] helps with their damage output. [[Leadership]], [[Luck]], and [[Resistance]] can be helpful at times but aren&#039;t as reliable.&lt;br /&gt;
}}&amp;lt;!-- end of fan opinion --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{creature &#039;see also&#039;}}&lt;br /&gt;
* [[Comparison of Level 4 Creatures]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Creatures]]&lt;/div&gt;</summary>
		<author><name>TepperPepper666</name></author>
	</entry>
</feed>