https://heroes.thelazy.net//api.php?action=feedcontributions&user=Dread+Knight&feedformat=atomHeroes 3 wiki - User contributions [en]2024-03-29T02:24:54ZUser contributionsMediaWiki 1.40.1https://heroes.thelazy.net//index.php?title=Mechanic_and_Engineer&diff=110433Mechanic and Engineer2024-01-12T09:57:00Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
{{Factory creatures}}{{Creature<br />
| AI_Value = 186<br />
| Name = Mechanic<br />
| Attack = 6<br />
| Defense = 5<br />
| Speed = 6<br />
| Growth = 8<br />
| Damage = 2–4<br />
| Health = 14<br />
| Cost = 140<br />
| Special = • [[Breath attack]]<br>• Repairs mechanical creatures (10 HP per unit)<br />
| U_AI_Value= 278<br />
| U_name = Engineer<br />
| U_attack = '''7'''<br />
| U_speed = '''7'''<br />
| U_health = '''16'''<br />
| U_damage = '''2–5'''<br />
| U_cost = 170<br />
| U_special = • [[Breath attack]]<br>• Repairs mechanical creatures ('''20 HP per unit''')<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<!---<br />
{{Cram|TBC|Mechanic|Engineer|no_dwelling=}}<br />
---><br />
'''Mechanics and Engineers''' are level 2 creatures of [[Factory]]. They are recruited from the [[Foundry]].<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Sam|Mercenary}} has Mechanics as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Mechanics or Engineers for each level attained after 2nd level, and gives them a [[speed]] bonus of 1.<br />
<br />
== Special Ability: Repair==<br />
[[File:Repair.png]] Mechanics and Engineers can repair [[Mechanical]] creatures by 10 hit points for every Mechanic or by 20 hit points for every Engineer. To repair a Mechanical creature, the Mechanic/Engineer must stand next to it and use the ability. Each stack can only use this ability once per combat. Repair can revive dead creatures, even from the [[Corpse (combat)|corpses]] of destroyed stacks, which is similar to [[Angel and Archangel|Archangels']] resurrection.<br />
<br />
The ability only works on Mechanical creatures specifically; i.e., only [[Automaton]]s, [[Sentinel Automaton]]s (unless they [[Detonation|detonated]]), [[Dreadnought]]s, and [[Juggernaut]]s. It does not work on [[Golem]]s or [[War Machine]]s.<br />
<br />
{{user commentary|<br />
'''Beware of breath attack which may kill your own troops as well.'''<br />
<br />
Mechanics and Engineers are too fragile to fight on their own, but their true strength lies in repairing mechanical creatures. Rather than using them as primary damagers, use them to attack unit stacks standing close and to finish wounded enemies. In the early game, you can absorb all of the damage of most neutral monsters on a stack of Automatons and avoid losses by repairing them. It might be a good idea to split your Mechanics into multiple stacks, so you can repair your Automatons multiple times in one combat.<br />
<br />
Keep in mind that Mechanics and Engineers cannot repair Detonated Automatons, since Detonation destroys their corpse. If you have a large stack of Automatons, it may be wise to avoid activating Detonation so that your Mechanics can repair them in case they die.}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Manticore_and_Scorpicore&diff=97324Manticore and Scorpicore2024-01-11T00:32:50Z<p>Dread Knight: </p>
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<div>{{Dungeon creatures}}{{Creature<br />
| AI_Value = 1547<br />
| Name = Manticore<br />
| Attack = 15<br />
| Defense = 13<br />
| Speed = 7<br />
| Growth = 2<br />
| Damage = 14–20<br />
| Health = 80<br />
| Movement = [[Flying]]<br />
| Size = 2<br />
| Cost = 850<br />
| No_spec = <br />
| U_AI_Value= 1589<br />
| U_name = Scorpicore<br />
| U_attack = '''16'''<br />
| U_defense = '''14'''<br />
| U_speed = '''11'''<br />
| U_cost = 1050<br />
| U_special = • '''[[Paralyzing Venom]]'''<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Manticore Lair|Manticore|Scorpicore|no_dwelling=|-={{---}}|pad=15px 9px 3px 5px}}<br />
'''Manticores and Scorpicores''' are the level 6 creatures of the [[Dungeon]]. They are recruited from the [[Manticore Lair]].<br />
<br />
''"Manticores and their venomous cousins, the scorpicores, have features combined of bat, lion and scorpion. They attack with stabs from their stinging tails. Scorpicore attacks have a 20% chance of [[paralyze|paralyzing]] an opponent. Creatures thus petrified take 50% damage and are unfrozen when attacked or after three rounds."{{-}}<sup>[[Restoration of Erathia Manual Page 90|RoE manual]]''</sup><br />
<br />
== Special Ability: Paralyzing Venom ==<br />
{| class="wikitable" style="float:right;"<br />
! Effect<br />
| width=140 | Affected unit cannot act<br />
|-<br />
! Duration<br />
| 3 Rounds<br />
|-<br />
! Chance<br />
| 20%<br />
|-<br />
! Resist<br />
| [[Gold Dragon]]s<br>[[Black Dragon]]s<br>[[Magic Elemental]]s<br />
|}<br />
<br />
'''Paralyzing Venom''' is a [[special ability]] of [[Scorpicore]]s. A target surviving a Scorpicore's attack has a 20% chance of being paralyzed immediately after. Paralyzed creatures forgo their turn for the remainder of the current combat round and the two combat rounds thereafter, unless they are attacked meanwhile. Paralyzed creatures take full damage from attacks, but retaliate at only a quarter of their strength. The effect can be removed with [[Cure]] or [[Dispel]]. Paralyzing Venom is negated by the [[Recanter's Cloak]] and [[Cursed Ground]], but not by the [[Orb of Inhibition]].<br />
<br />
The description of the Paralyzing Venom attack seems to be wrong, since it is just copy-pasted from Petrification. The Paralyzing Venom is actually significantly better (in not making creatures take 50% less damage, but retaliate more weakly), but the very low stats of Manticores and the still just as low probability of a trigger don't help much.<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Synca|Overlord}} has manticores as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any manticores or scorpicores for each level attained after 6th level and gives them a [[speed]] bonus of 1.<br />
<br />
{{fanopinion|<br />
Because of their low stats for a level 6 creature, especially in health, two [[Minotaurs]] are considered to be a better deal than one Manticore, at the same cost with double the damage and more health. Basic Manticores are almost useless as their speed isn't sufficient to fly into a town, and they don't have paralyzing ability. Scorpicores are decent for sieging towns, and also they can be used to block shooters, paralyze stacks and soak up retaliations, leaving the [[Red Dragon and Black Dragon|Dragons]] and [[Minotaur and Minotaur King|Minotaurs]] to finish off the opponent without receiving damage (the latter have only 50 HPs, thus an attack with retaliation may be fatal for them). The high speed of Scorpicores allows a hero to use them for rushing through the map, when Dragons are yet to be purchased.<br />
<br />
=== External Links ===<br />
* [http://heroescommunity.com/viewthread.php3?TID{{=}}21273 Thread: Rules for (Creature) Spells and Orbs in Heroes Community ]<br />
}}<!-- end of fan opinion --><br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 6 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Minotaur_and_Minotaur_King&diff=97278Minotaur and Minotaur King2024-01-11T00:31:04Z<p>Dread Knight: </p>
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<div>{{Dungeon creatures}}{{Creature<br />
| AI_Value = 835<br />
| Name = Minotaur<br />
| Attack = 14<br />
| Defense = 12<br />
| Speed = 6<br />
| Growth = 3<br />
| Damage = 12–20<br />
| Health = 50<br />
| Cost = 500<br />
| Special = • Minimum [[morale]] is +1<br />
| U_AI_Value= 1068<br />
| U_name = Minotaur King<br />
| U_attack = '''15'''<br />
| U_defense = '''15'''<br />
| U_speed = '''8'''<br />
| U_cost = 575<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Labyrinth|Minotaur|Minotaur King|no_dwelling=}}<br />
'''Minotaurs and Minotaur Kings''' are the level 5 creatures of [[Dungeon]]. They are recruited from the [[Labyrinth]].<br />
<br />
''"Minotaurs and Minotaur Kings live in labyrinths and devour all who enter. These bull-like humanoids are sure of their ability to dominate in battle and have good [[morale]]. This self image is well-founded as they are durable and have a very damaging axe attack."{{-}}<sup>[[Restoration of Erathia Manual Page 90|RoE manual]]''</sup><br />
<br />
== Special Ability: Positive Morale ==<br />
Minotaur's positive morale ability can be affected only with [[Cursed Ground]] magical terrain or [[Spirit of Oppression]] artifact, since both interact with morale roll itself, rather than with morale level of the creature. Their [[morale]] cannot be decreased below +1 by the [[Sorrow]] spell, [[Holy Ground]] magical terrain effect, the morale forfeit for units from different towns or [[undead]] in the army, [[Bone and Ghost Dragon]] ability, any morale decreasing map objects effects and anti-morale artifacts in {{hota}}.<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Dace|Overlord}} has minotaurs as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any minotaurs or minotaur kings for each level attained after 5th level and gives them a [[speed]] bonus of 1.<br />
<br />
{{fanopinion|<br />
*They are one of the main forces of the Dungeon, aside from the [[Red Dragon and Black Dragon|Red and Black Dragons]], mainly because of their specialty, high stats, and especially because of their damage that is comparable to a level 6's. However, their HPs are just above average among 5 level creatures, they are relatively fast only when upgraded, and their damage range is very high, meaning that [[Bless]] or [[Curse]] will affect them significantly. Avoid using them in melee attack against stacks who haven't spent their retaliation.<br />
}}<!-- end of fan opinion --><br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 5 Creatures]]<br />
<br />
[[Category: Creatures]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Troglodyte_and_Infernal_Troglodyte&diff=95239Troglodyte and Infernal Troglodyte2024-01-10T23:10:47Z<p>Dread Knight: </p>
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<div>{{Dungeon creatures}}{{Creature<br />
| AI_Value = 59<br />
| Name = Troglodyte<br />
| Attack = 4<br />
| Defense = 3<br />
| Speed = 4<br />
| Growth = 14 [[Mushroom Rings|(+7)]]<br />
| Damage = 1–3<br />
| Health = 5<br />
| Cost = 50<br />
| Special = • [[Immunity|Immune]] to [[blind]]ing<br>• Immune to [[Petrify|petrification]]<br />
| U_AI_Value= 84<br />
| U_name = Infernal Troglodyte<br />
| U_attack = '''5'''<br />
| U_defense = '''4'''<br />
| U_speed = '''5'''<br />
| U_health = '''6'''<br />
| U_cost = 65<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Warren|Troglodyte|Infernal Troglodyte|no_dwelling=}}<br />
'''Troglodytes and Infernal Troglodytes''' are the level 1 creatures of [[Dungeon]]. They are recruited from the [[Warren]].<br />
<br />
''"Troglodytes are immune to [[blind]]ing effects since they don't have eyes and 'see' their surroundings through infrared senses."{{-}}<sup>[[Restoration of Erathia Manual Page 89|RoE manual]]''</sup><br />
<br />
<div style="clear:left;"></div><br />
<br />
Building the [[Mushroom Rings]] increases troglodytes' growth by 7 per week.<br />
<br />
== Special ability ==<br />
<br />
In addition to the immunity to [[Blind|blinding]], troglodytes' ability makes them able to resist [[Medusa and Medusa Queen|Medusas']] and [[Basilisk and Greater Basilisk|Basilisks']] [[Petrify|petrification]] ability. Although [[Scorpicore]]s' [[Paralyzing Venom|paralyze]] affects in a similar way petrify does, Troglodytes are NOT immune to it.<br />
<br />
== Heroes with a specialty ==<br />
<br />
*{{H|Shakti|Overlord}} has troglodytes as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Troglodytes and Infernal Troglodytes for each level attained after 1st level and gives them a [[speed]] bonus of 1.<br />
{{fanopinion|Troglodytes are among the weakest creatures in the game, even being upgraded. Moreover, they have low speed and slow down a hero on the adventure map. However, their immunity to Blind is a significant advantage which makes harder for an enemy hero to [[Resurrection|resurrect]] or [[Animate Dead|animate]] their entire army, as other Dungeon units are not that weak and slow (therefore you have to kill Troglodytes before someone else, then blinding the last standing enemy).}}{{end of fan opinion}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 1 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Troglodyte_and_Infernal_Troglodyte&diff=95234Troglodyte and Infernal Troglodyte2024-01-10T23:10:33Z<p>Dread Knight: </p>
<hr />
<div>{{Dungeon creatures}}{{Creature<br />
| AI_Value = 59<br />
| Name = Troglodyte<br />
| Attack = 4<br />
| Defense = 3<br />
| Speed = 4<br />
| Growth = 14 [[Mushroom Rings|(+7)]]<br />
| Damage = 1–3<br />
| Health = 5<br />
| Cost = 50<br />
| Special = • [[Immunity|Immune]] to [[blind]]ing<br>• Immune to [[Petrify|petrification]]<br />
| U_AI_Value= 84<br />
| U_name = Infernal Troglodyte<br />
| U_attack = '''5'''<br />
| U_defense = '''4'''<br />
| U_speed = '''5'''<br />
| U_health = '''6'''<br />
| U_cost = 65<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Warren|Troglodyte|Infernal Troglodyte|no_dwelling=}}<br />
'''Troglodytes and Infernal Troglodytes''' are the level 1 creatures of [[Dungeon]]. They are recruited from the [[Warren]].<br />
<br />
''"Troglodytes are immune to [[blind]]ing effects since they don't have eyes and 'see' their surroundings through infrared senses."{{-}}<sup>[[Restoration of Erathia Manual Page 89|RoE manual]]''</sup><br />
<br />
<div style="clear:left;"></div><br />
<br />
Building the [[Mushroom Rings]] increases troglodytes' growth by 7 per week.<br />
<br />
== Special ability ==<br />
<br />
In addition to the immunity to [[Blind|blinding]], troglodytes' ability makes them able to resist [[Medusa and Medusa Queen|Medusas']] and [[Basilisk and Greater Basilisk|Basilisks']] [[Petrify|petrification]] ability. Although [[Scorpicore]]s' [[Paralyzing Venom|paralyze]] affects in a similar way petrify does, Troglodytes are NOT immune to it.<br />
<br />
== Heroes with a specialty ==<br />
<br />
*{{H|Shakti|Overlord}} has troglodytes as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Troglodytes and Infernal Troglodytes for each level attained after 1st level and gives them a [[speed]] bonus of 1.<br />
{{fanopinion|Troglodytes are among the weakest creatures in the game, even being upgraded. Moreover, they have low speed and slow down a hero on the adventure map. However, their immunity to Blind is a significant advantage which makes harder for an enemy hero to [[Resurrection|resurrect]] or [[Animate Dead|animate]] their entire army, as other Dungeon units are not that weak and slow (therefore you have to kill Troglodytes before someone else, blinding the last standing enemy).}}{{end of fan opinion}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 1 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Troglodyte_and_Infernal_Troglodyte&diff=95211Troglodyte and Infernal Troglodyte2024-01-10T23:09:47Z<p>Dread Knight: </p>
<hr />
<div>{{Dungeon creatures}}{{Creature<br />
| AI_Value = 59<br />
| Name = Troglodyte<br />
| Attack = 4<br />
| Defense = 3<br />
| Speed = 4<br />
| Growth = 14 [[Mushroom Rings|(+7)]]<br />
| Damage = 1–3<br />
| Health = 5<br />
| Cost = 50<br />
| Special = • [[Immunity|Immune]] to [[blind]]ing<br>• Immune to [[Petrify|petrification]]<br />
| U_AI_Value= 84<br />
| U_name = Infernal Troglodyte<br />
| U_attack = '''5'''<br />
| U_defense = '''4'''<br />
| U_speed = '''5'''<br />
| U_health = '''6'''<br />
| U_cost = 65<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Warren|Troglodyte|Infernal Troglodyte|no_dwelling=}}<br />
'''Troglodytes and Infernal Troglodytes''' are the level 1 creatures of [[Dungeon]]. They are recruited from the [[Warren]].<br />
<br />
''"Troglodytes are immune to [[blind]]ing effects since they don't have eyes and 'see' their surroundings through infrared senses."{{-}}<sup>[[Restoration of Erathia Manual Page 89|RoE manual]]''</sup><br />
<br />
<div style="clear:left;"></div><br />
<br />
Building the [[Mushroom Rings]] increases troglodytes' growth by 7 per week.<br />
<br />
== Special ability ==<br />
<br />
In addition to the immunity to [[Blind|blinding]], troglodytes' ability makes them able to resist [[Medusa and Medusa Queen|Medusas']] and [[Basilisk and Greater Basilisk|Basilisks']] [[Petrify|petrification]] ability. Although [[Scorpicore]]s' [[Paralyzing Venom|paralyze]] affects in a similar way petrify does, Troglodytes are NOT immune to it.<br />
<br />
== Heroes with a specialty ==<br />
<br />
*{{H|Shakti|Overlord}} has troglodytes as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Troglodytes and Infernal Troglodytes for each level attained after 1st level and gives them a [[speed]] bonus of 1.<br />
{{fanopinion|Troglodytes are among the weakest creatures in the game, even being upgraded. Moreover, they have low speed and slow down a hero on the adventure map. However, their immunity to Blind is a significant advantage which makes harder for an enemy hero to [[Resurrection|resurrect]] or [[Animate Dead|animate]] their entire army, as other Dungeon units are not that weak and slow (therefore you have to kill Troglodytes before someone else).}}{{end of fan opinion}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 1 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Angel_and_Archangel&diff=95105Angel and Archangel2024-01-10T23:05:57Z<p>Dread Knight: </p>
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<div>{{Castle creatures}}{{Creature<br />
| AI_Value = 5019<br />
| Name = Angel<br />
| Attack = 20<br />
| Defense = 20<br />
| Speed = 12<br />
| Growth = 1<br />
| Damage = 50<br />
| Health = 200<br />
| Cost = 3000<br />
| Res = [[File: Resource Gem 20x18.gif]]<br />
| ResCost = 1<br />
| Movement = [[Flying]]<br />
| Special = • [[Hate]]s [[devil]]s<br>• +1 [[morale]] to creatures in hero's army<br />
| U_AI_Value= 8776<br />
| U_name = Archangel<br />
| U_attack = '''30'''<br />
| U_defense = '''30'''<br />
| U_speed = '''18'''<br />
| U_health = '''250'''<br />
| U_size = '''2'''<br />
| U_cost = 5000<br />
| U_ResCost = 3<br />
| U_special = • [[Hate]]s [[devil]]s<br>• +1 [[morale]] to creatures in hero's army<br>• '''Can cast [[resurrection]] (100 HP per unit)'''<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Portal of Glory|Angel|Archangel|no_dwelling=}}<br />
'''Angels''' and '''Archangels''' 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]]. <br />
<br />
''"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."{{-}}<sup>[[Restoration of Erathia Manual Page 87|RoE manual]]''</sup><br />
<div style="clear:left;"></div><br />
<br />
== Special Abilities ==<br />
Angel is the only creature which gains size on upgrade.<br />
<br />
Angels and Archangels [[hate]] [[Devil and Arch Devil|Devils and Arch Devils]], which causes them to do 50% more damage to them. They also increase the [[morale]] of the hero's army by +1. The morale bonus effect lasts until the end of the combat, even if all Angels/Archangels die during the fight.<br />
<br />
Additionally, a stack of Archangels may cast [[Resurrection]] spell once per combat. The effect does not follow any of the Resurrection spell'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' 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]].<br />
<br />
== {{roe}} and {{ab}} ==<br />
In {{roe}} and {{ab}} gems were not included in the cost.<br />
<br />
{{fanopinion|<br />
Their only downsides are the lack of immunities and high [[cost]] (highest cost of all not-neutral level 7 creatures). Archangels are also 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' 18. The [[Ancient Behemoth]], [[Haspid]] and [[Titan]] can defeat an Archangel in a one-on-one combat (Titan can win by defending 4 times and then attacking).<br />
<br />
Archangels have the highest AI Value of any creature in {{roe}} with 8776. <br />
<br />
Casting the [[Clone]] spell on a stack of Archangels before the stack has cast their [[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's Resurrection (40/80/160 + 50 x hero's Power) and is always permanent, unlike hero spell which requires Advanced [[Earth Magic]] to last longer than the current battle. 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.<br />
<br />
It takes three Archangels to resurrect one Archangel, while five can resurrect two. Thus it could be wise to divide them into stacks of 3 or 5, 8, 10, 13 etc. so they can resurrect each other.<br />
<br />
One Archangel can resurrect up to 100 health, so in Castle army 1 Archangel can raise 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]].<br />
<br />
Archangels' 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.<br />
<br />
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 on them. Because they do a precise amount of damage in combat, they are 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'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 "monstrous" ones. [[Counterstrike]] is potentially very strong, as by their nature as powerful, fast melee<br />
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'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's only 12,5% though, or average of 1 bonus action per 8 turns.<br />
<br />
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.<br />
<br />
Their great weakness is their lack of immunities - they can be [[slow]]ed, [[blind]]ed, [[berserk]]ed, in extreme cases even [[hypnotize]]d. If facing 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]].<br />
<br />
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's [[Resource Silo]] produces ore and wood, it might cause shortages without external sources.<br />
<br />
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).<br />
<br />
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 "wasting" 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]].<br />
<br />
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]].<br />
<br />
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's not possible with Archangels.<br />
<br />
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.<br />
<br />
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.<br />
[[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]]'s +1 or Castle's [[Brotherhood of the Sword]]'s +2.<br />
[[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'd like to force into melee before they can be blocked by defending melee troops.<br />
<br />
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't good for main hero and [[Leadership]] is largely redundant in Castle army with Archangels.<br />
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.<br />
}}<!-- end of fan opinion --><br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 7 Creatures]]<br />
<br />
{{morale navigational box}}<br />
<br />
[[Category: Creatures]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Spell_immunity&diff=95051Spell immunity2024-01-10T23:03:48Z<p>Dread Knight: </p>
<hr />
<div>'''Spell immunity''' is [[creature specialty]] which makes them unable to be target of the specific spell or a range of spells. The immunity also regards creature specialties which cause the same effect as the specific spell or spells (for example, [[Troglodyte]]s are immune to the [[Blind]] spell as well as [[Unicorn]]s' blinding special ability), even if technically this ability doesn't mean respective spell (for example, [[Green Dragon and Gold Dragon|Gold]] and [[Red Dragon and Black Dragon|Black Dragons]] are immune to the [[Resurrection]] spell as well as [[Angel and Archangel|Archangels]]' resurrecting special ability).<br />
{| border=0<br />
! Creatures immune to spells<br />
! colspan=2 | Creatures immune to mind spells<br />
|- valign=top<br />
|<br />
* {{Cn|Troglodyte|noname=}}{{Cn|Infernal Troglodyte|name=Troglodytes and Infernal Troglodyte}}s are immune to the [[Blind]] spell.<br />
* {{Cn|Air Elemental|noname=}}{{Cn|Storm Elemental|name=Air and Storm Elemental}}s are immune to the [[Meteor Shower]] spell.<br />
* {{Cn|Water Elemental|noname=}}{{Cn|Ice Elemental|name=Water and Ice Elemental}}s are immune to the [[Ice Bolt]] spell and the [[Frost Ring]] spell.<br />
* {{Cn|Fire Elemental|noname=}}{{Cn|Energy Elemental|name=Fire and Energy Elemental}}s are immune to all spells from the [[School of Fire Magic]] including [[Magic Arrow]].<br />
* {{cn|Earth Elemental|noname=}}{{Cn|Magma Elemental|name=Earth and Magma Elemental}}s are immune to the [[Armageddon]], [[Lightning Bolt]], [[Chain Lightning]] and [[Titan's Lightning Bolt]] spells.<br />
* {{Cn|Magic Elemental}}s are immune to all spells.<br />
* {{Cn|Efreeti|noname=}}{{Cn|Efreet Sultan|name=Efreet and Efreet Sultans}} are immune to all spells from the [[School of Fire Magic]] including [[Magic Arrow]]<br />
* {{Cn|Firebird}}s are immune to all spells from the [[School of Fire Magic]] including [[Magic Arrow]] (immunity was replaced by 50% resistance in {{hota}}){{-wh}}<br />
* {{Cn|Phoenix}}es are immune to all spells from the [[School of Fire Magic]] including [[Magic Arrow]]<br />
* {{Cn|Green Dragon}}s are immune to level 1–3 spells.<br />
* {{Cn|Red Dragon}}s are immune to level 1–3 spells.<br />
* {{Cn|Black Dragon}}s are immune to all spells.<br />
* {{Cn|Gold Dragon}}s are immune to level 1–4 spells.<br />
* {{Cn|Azure Dragon}}s are immune to level 1–3 spells.<br />
* {{cn|Nymph|noname=}}{{cn|Oceanid|name=Nymphs and Oceanids}}{{-wh}} are immune to the [[Ice Bolt]] spell and the [[Frost Ring]] spell.{{-wh}}<br />
| {{Undead}}<br />
| {{Elementals}}<br />
| {{Mechanicals}}<br />
'''Additionally:'''<br />
* {{Cn|Giant|noname=}}{{Cn|Titan|name=Giants and Titan}}s<br />
* {{cn|Fangarm}}s{{-wh}}<br />
|}<br />
<br />
*[[Golems]] are immune to [[Sacrifice]], [[Resurrection]] and [[mind spells]].<br />
*[[Gargoyles]] are immune to [[Sacrifice]] and [[Resurrection]].<br />
*All the [[undead]] are immune to [[Bless]], [[Curse]], [[Sacrifice]], [[Resurrection]] and [[mind spells]].<br />
*All the [[elementals]] are immune to [[Sacrifice]], [[Resurrection]] and [[mind spells]].<br />
*All the [[mechanicals]] are immune to [[Sacrifice]], [[Resurrection]] and [[mind spells]].<br />
*[[War machines]] are immune to [[mind spells]], [[Implosion]], [[Clone]], [[Bloodlust]], [[Teleport]], [[Counterstrike]], [[Death Ripple]], [[Destroy Undead]], [[Resurrection]], [[Sacrifice]], [[Haste]] and [[Slow]].<br />
<br />
==Creature abilities==<br />
Many creature abilities can be classified as magical or similar to magical. The question arises: if the ability is magical, then how is it influenced by various factors limiting the use of magic? The next table explains how all the creature abilities are working against various magic immunities.<br />
<br />
{| border cellpadding=0 cellspacing=0 class="sortable whiteSortArrows" style="vertical-align:bottom; background-color:#{{Green 3}}; border: 2px solid white; text-align:center;"<br />
|- valign=center align=center style="background-color:#{{Green 1}}; color:white; height:25px; border: 2px solid #{{green 1}}"<br />
! width=140| Ability<br />
! width=68 |<br />
! width=80| Spell immunity <small>([[Dragon|<span style="color:white;">Dragons</span>]], [[Magic Elemental|<span style="color:white;">Magic Elemental</span>]]) </small><br />[[file:artifact Power of the Dragon Father.gif|link=Power of the Dragon Father]]<br />
! width=80| Spell Inhibition <small>([[Anti-Magic Garrison|<span style="color:white;">Anti-Magic Garrison</span>]])</small> [[file:artifact Orb of Inhibition.gif|link=Orb of Inhibition]]<br />
! width=80| Level 2-5 spell inhibition <small>([[Cursed Ground|<span style="color:white;">Cursed Ground</span>]])</small><br />
! width=80| Level 3-5 spell inhibition [[file:artifact Recanter's Cloak.gif|link=Recanter's Cloak]]<br />
! width=80| Level 1-2 spell inhibition [[file:artifact Cape of Silence.gif|link=Cape of Silence]]{{-wh}}<br />
! width=80| [[Fire Magic|<span style="color:white;">Fire</span>]] Immunity<br />
! width=80| [[Mind spell|<span style="color:white;">Mind</span>]] Immunity<br />
! width=80| [[Undead|<span style="color:white;">Undead</span>]]<br />
! width=80| [[Elementals|<span style="color:white;">Elementals</span>]]<br />
! width=80| [[Golem|<span style="color:white;">Golems</span>]]<br />
! width=80| {{cn|Stone Gargoyle|noname=|border={{!}}border}} {{cn|Obsidian Gargoyle|noname=|border={{!}}border}}Gargoyles<br />
! width=80| [[War Machines|<span style="color:white;">War machines</span>]]<br />
! width=80| {{cn|Troglodyte|noname=|border={{!}}border}} {{cn|Infernal Troglodyte|noname=|border={{!}}border}} {{cn|Sandworm|noname=|border={{!}}border}} {{cn|Olgoi-Khorkhoi|noname=|border={{!}}border}}<br />Troglodytes and Sandworms<br />
! width=80| [[Mechanicals|<span style="color:white;">Mechanicals</span>]]<br />
|- style="background-color:#{{Green 1}}; border: 2px solid #{{green 1}}"<br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
! <br /><br />
|-<br />
| [[Resurrection]] || {{cn|Archangel|noname=|border={{!}}border}} || Works as a level 4 spell || {{no}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}}<br />
|- style="vertical-align:middle;"<br />
| +1 [[Morale]] ||{{cn|Angel|noname=|border={{!}}border}}{{cn|Archangel|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{no}}<br />
|-<br />
| [[Binding]] ||{{cn|Dendroid Guard|noname=|border={{!}}border}}{{cn|Dendroid Soldier|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || - || {{yes}} || {{yes}}<br />
|-<br />
| [[Blind]] ||{{cn|Unicorn|noname=|border={{!}}border}}{{cn|War Unicorn|noname=|border={{!}}border}}|| {{no}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}}<br />
|-<br />
| [[Master Genie]]'s random spell (levels 1-5) ||{{cn|Master Genie|noname=|border={{!}}border}}|| {{yes}}<br />with level restrictions || {{no}} || {{no}} || {{yes}}<br />with level restrictions || {{yes}}<br />with level restrictions || {{yes}}<br />except for [[School of Fire Magic|Fire Spells]] || {{yes}}<br />except for [[Mind spell]]s ([[Mirth]], [[Frenzy]]) || {{yes}}<br />except for [[Bless]], [[Mirth]], [[Frenzy]] || {{yes}}<br />except for [[Mirth]], [[Frenzy]] || {{yes}}<br />except for [[Mirth]], [[Frenzy]] || {{yes}} || {{yes}}<br />except for [[Bloodlust]], [[Mirth]], [[Counterstrike]], [[Frenzy]], [[Haste]]|| {{yes}}<br />
|-<br />
| [[Disease]] || {{cn|Zombie|noname=|border={{!}}border}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}}<br />
|-<br />
| [[Regeneration]] ||{{cn|Wight|noname=|border={{!}}border}}{{cn|Wraith|noname=|border={{!}}border}}<br />{{cn|Troll|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || - || - || - || - || - || - || - || - || -<br />
|-<br />
| [[Mana drain]] || {{cn|Wraith|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || - || - || - || - || - || - || - || - || -<br />
|-<br />
| [[Life drain]] || {{cn|Vampire Lord|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}}<br />
|-<br />
| [[Death cloud]] ||{{cn|Lich|noname=|border={{!}}border}}{{cn|Power Lich|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}}<br />
|-<br />
| [[Curse]] || {{cn|Mummy|noname=|border={{!}}border}}<br />{{cn|Black Knight|noname=|border={{!}}border}}{{cn|Dread Knight|noname=|border={{!}}border}}|| {{no}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} | {{yes}}<br />
|-<br />
| [[Death blow]] || {{cn|Dread Knight|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} | {{yes}}<br />
|-<br />
| -1 [[Morale]] ||{{cn|Bone Dragon|noname=|border={{!}}border}}{{cn|Ghost Dragon|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{yes}} | {{no}}<br />
|-<br />
| [[Aging]] || {{cn|Ghost Dragon|noname=|border={{!}}border}} || Works as a level 5 spell || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}}<br />
|-<br />
| [[Petrify]] ||{{cn|Medusa|noname=|border={{!}}border}}{{cn|Medusa Queen|noname=|border={{!}}border}} {{cn|Basilisk|noname=|border={{!}}border}}{{cn|Greater Basilisk|noname=|border={{!}}border}}|| {{no}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}}<br />
|-<br />
| [[Paralyzing Venom]] || {{cn|Scorpicore|noname=|border={{!}}border}} || Works as a level 4 spell || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}}<br />
|-<br />
| [[Magic channel]] || {{cn|Familiar|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || - || - || - || - || - || - || - || -<br />
|-<br />
| [[Fireball Attack]] || {{cn|Magog|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />(central hex only{{-wh}}) || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} | {{yes}}<br />
|-<br />
| [[Summon demons]] || {{cn|Pit Lord|noname=|border={{!}}border}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}<br />
|-<br />
| [[Fire Shield]] || {{cn|Efreet Sultan|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || - || {{yes}}<br />
|-<br />
| -1 (-2{{-wh}}) [[Luck]] ||{{cn|Devil|noname=|border={{!}}border}}{{cn|Arch Devil|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} | {{yes}}<br />
|-<br />
| [[Dispel]] beneficial spells ||{{cn|Serpent Fly|noname=|border={{!}}border}}{{cn|Dragon Fly|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Weakness]] ||{{cn|Dragon Fly|noname=|border={{!}}border}}<br />{{cn|Sea Witch|noname=|border={{!}}border}}{{cn|Sorceress|noname=|border={{!}}border}}|| {{no}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Death stare]] || {{cn|Mighty Gorgon|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}<br />
|-<br />
| [[Poisonous|Poison]] ||{{cn|Wyvern Monarch|noname=|border={{!}}border}}<br />{{cn|Sea Serpent|noname=|border={{!}}border}}{{cn|Haspid|noname=|border={{!}}border}}|| {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}<br />
|-<br />
| [[Bloodlust]] ||{{cn|Ogre Mage|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}}<br />
|-<br />
| [[Lightning strike]] || {{cn|Thunderbird|noname=|border={{!}}border}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Protection from Air]] ||{{cn|Storm Elemental|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Protection from Water]] ||{{cn|Ice Elemental|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Protection from Fire]] ||{{cn|Energy Elemental|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}}<br />except for [[Fire Elemental|Fire]] and [[Energy Elemental]]s|| {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Protection from Earth]] ||{{cn|Magma Elemental|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Rebirth]] || {{cn|Phoenix|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || - || - || - || - || - || - || - || -<br />
|-<br />
| [[Spying]] || {{cn|Rogue|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || - || - || - || - || - || - || - || -<br />
|-<br />
| [[Enchanter]]'s random spell (levels 1-3) ||{{cn|Enchanter|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{no}} || {{yes}}<br />except for [[Air Shield]] || {{no}} || {{yes}}<br />except for [[School of Fire Magic|Fire Spell]]s || {{yes}} || {{yes}}<br />except for [[Bless]] || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />except for [[Haste]], [[Slow]] and [[Bless]] || {{yes}}<br />
|-<br />
| [[Faerie Dragon]]'s random spell (levels 1-4) ||{{cn|Faerie Dragon|noname=|border={{!}}border}}|| {{yes}}<br />with level restrictions || {{yes}}<br />with pressed F (G{{-wh}}) hotkey|| {{no}}<br />except for [[Magic Arrow]] with pressed F (G{{-wh}}) hotkey || {{yes}}<br />with level restrictions || {{yes}}<br />with level restrictions || {{yes}}<br />except for [[School of Fire Magic|Fire Spell]]s || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Magic Mirror]] || {{cn|Faerie Dragon|noname=|border={{!}}border}} || {{yes}} || - || {{yes}} || {{yes}} || {{yes}} || - || - || - || - || - || - || - || -<br />
|-<br />
| [[Acid breath]] || {{cn|Rust Dragon|noname=|border={{!}}border}} || {{yes}} || {{yes}} || Works without the bonus acid damage animation || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Fear]] || {{cn|Azure Dragon|noname=|border={{!}}border}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}<br />
|-<br />
| [[Accurate shot]]{{-wh}} || {{cn|Sea Dog|noname=|border={{!}}border}}|| {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}}<br />
|-<br />
| [[Disrupting Ray]]{{-wh}} || {{cn|Sea Witch|noname=|border={{!}}border}}{{cn|Sorceress|noname=|border={{!}}border}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Fortune]]{{-wh}} ||{{cn|Leprechaun|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}<br />
|-<br />
| [[Mirth]]{{-wh}} ||{{cn|Satyr|noname=|border={{!}}border}}|| {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{yes}}<br />
|-<br />
| [[Hypnotize]]{{-wh}} || {{cn|Fangarm|noname=|border={{!}}border}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{yes}}<br />
|-<br />
| [[Repair]]{{-wh}} || {{cn|Mechanic|noname=|border={{!}}border}}{{cn|Engineer|noname=|border={{!}}border}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}}<br />
|}<br />
<br />
[[Category:Creature specialties]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Harpy_and_Harpy_Hag&diff=90780Harpy and Harpy Hag2024-01-10T20:04:40Z<p>Dread Knight: </p>
<hr />
<div>{{Dungeon creatures}}{{Creature<br />
| AI_Value = 154<br />
| Name = Harpy<br />
| Attack = 6<br />
| Defense = 5<br />
| Speed = 6<br />
| Growth = 8<br />
| Damage = 1–4<br />
| Health = 14<br />
| Cost = 130<br />
| Movement = [[Flying]]<br />
| Special = • Strike and return<br />
| U_AI_Value= 238<br />
| U_name = Harpy Hag<br />
| U_defense = '''6'''<br />
| U_speed = '''9'''<br />
| U_cost = 170<br />
| U_special = • Strike and return<br>• '''No enemy [[retaliation]]'''<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Harpy Loft|Harpy|Harpy Hag|no_dwelling=}}<br />
'''Harpies and Harpy Hags''' are level 2 creatures of [[Dungeon]]. They are recruited from the [[Harpy Loft]]. <br />
<br />
''"Harpies - half-women/half-vulture in appearance - have a swooping attack that returns them to the hex they started from. Harpy hags attack with such violence their attacks cannot be countered."{{-}}<sup>[[Restoration of Erathia Manual Page 89|RoE manual]]''</sup><br />
<div style="clear:left;"></div><br />
== Special Ability: Strike and Return ==<br />
Both harpies and harpy hags have a special ability to strike and return, which means that they [[Flying|fly]] next to their target, attack and return to their original hex. Harpies also receive [[retaliation]] before returning to the original hex, but Harpy Hags receive no enemy retaliation from their attack.<br />
<br />
[[Dendroid Guard and Dendroid Soldier|Dendroids]] have a special ability of [[Dendroid Guard and Dendroid Soldier#Special ability|binding]], which works in an exceptional way to harpies when dendroids retaliate. After the retaliation, harpies return to their original hex as usual, and are bound after the return. This enables the dendroid stack to move or die without lapsing the entanglement causing the harpies to be bound down forever if not attacked or [[dispel]]led.<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Lorelei|Overlord}} has harpies as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any harpies or harpy hags for each level attained after 2nd level and gives them a [[speed]] bonus of 1.<br />
<br />
== Horn of the Abyss ==<br />
Harpies and Harpy Hags can choose not to return to the original hex.<br />
<br />
{{user commentary|<br />
Harpies' raw stats are among average of the non-upgraded level 2 units apart from speed, in which they are second only to Air Elementals and in par with Stone Gargoyles and Wolf Riders. As their attacks can be retaliated, try to concentrate attacks on units, which have already used their retaliation. This can be a difficult task with Dungeon troops, as Minotaurs and Manticores are the following faster in-faction units. In Horn of the Abyss, avoid using strike and stay, as they are rather fragile (and somewhat expensive) units, unless you aim to distract weaker ranged units or ranged units with melee penalty, such as Master Gremlins.<br />
<br />
Harpy Hags gain only +1 defence, but also a very good boost of +3 in their speed and no enemy retaliation on upgrade, making them the only unretaliatable level 2 unit. They would also become the fastest level 2 units together with Obsidian Gargoyles. Harpy Hags' attack and defence stats remain below average when considering all level 2 units, but on the other hand their speed combined with strike and return and no enemy retaliation can make them very useful and devastating unit. With proper usage, Harpy Hags can be interpreted as an additional ranged unit for Dungeon. They remain fragile even after the upgrade, so consider carefully on using strike and stay, when playing Horn of the Abyss.<br />
<br />
Tactics can be an useful secondary skill to position Harpies better prior combat to gain more opportunities to strike. Haste and combat speed-increasing artifacts can also bring useful mobility for Harpy Hags. As both units have a wide damage range between 1-4, Bless would also be a very useful spell to cast on them (fortunately, Dungeon is the only evil town to have Bless). On the contrary, Slow can cripple Harpies and make them more easier to approach, while Curse reduces their damage to very low. Fire Shield would also punish Harpy Hags through their no enemy retaliation ability.<br />
<br />
AI tends to prioritize them as top targets when attacking other towns. To cut losses, avoid bringing Harpies in attacking sieges, if your hero can't cast Advanced Resurrection, does not have strong enough Tactics or does not possess strong enough Haste or combat speed boosts.<br />
}}{{end of user commentary}}<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 2 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Hell_Hound_and_Cerberus&diff=90779Hell Hound and Cerberus2024-01-10T20:04:02Z<p>Dread Knight: </p>
<hr />
<div>{{Inferno creatures}}{{Creature<br />
| AI_Value = 357<br />
| Name = Hell Hound<br />
| Attack = 10<br />
| Defense = 6<br />
| Speed = 7<br />
| Growth = 5 [[Cages|(+3)]]<br />
| Damage = 2–7<br />
| Health = 25<br />
| Size = 2<br />
| Cost = 200<br />
| No_spec = <br />
| U_AI_Value= 392<br />
| U_name = Cerberus<br />
| U_defense = '''8'''<br />
| U_speed = '''8'''<br />
| U_cost = 250<br />
| U_special = • '''3-headed attack'''<br>• '''No enemy [[retaliation]]'''<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Kennels|Hell Hound|Cerberus|no_dwelling=|-={{---}}|pad=14px 10px 2px 10px}}<br />
'''Hell Hounds and Cerberi''' are level 3 creatures of [[Inferno]]. They are recruited from the [[Kennels]].<br />
<br />
''"These demon canines have a fearsome bite and good mobility. Cerberi have three heads and can attack three adjacent enemies in a single attack."{{-}}<sup>[[Restoration of Erathia Manual Page 97|RoE manual]]''</sup><br />
<br />
Building the [[Cages]] increases [[Hell Hound and Cerberus]] growth by 3 per week.<br />
<br />
== Special Ability: 3-Headed Attack ==<br />
While hell hounds have no special ability, cerberi have an ability phrased as 3-headed attack. It allows cerberi to attack three adjacent hexes at the same time causing individual damage to the hexes. The adjacent hexes are determined from the direction of the attack. The hexes affected by cerberi's attack is the target hex, and the ones to the left and to the right to it. However, creatures that are two hexes wide do not suffer double damage from cerberi's attack. Additionally, cerberus attack do not enable a [[retaliation]] from the target.<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Fiona|Demoniac}} has hell hounds as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any hell hounds or cerberi for each level attained after 3rd level and gives them a [[speed]] bonus of 1.<br />
<br />
== {{roe}} and {{ab}} ==<br />
In {{roe}} and {{ab}} there was unique situation when damage of the unit decreased after upgrade (2-7 for [[Hell Hound]]s and 2-5 for [[Cerberi]]). It was changed in {{sod}}.<br />
<br />
{{Fanopinion|<br />
Their damage range is quite wide, which makes them benefit greatly from [[Bless]] spell. However, Bless is one of the spells that cannot appear in the Inferno [[town]]s' [[mage guild]]s. On the other hand, [[Curse]] makes them significantly weaker.<br />
}}<!-- end of fan opinion --><br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 3 Creatures]]<br />
__NOTOC__<br />
[[Category: Creatures]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Earth_Elemental_and_Magma_Elemental&diff=90778Earth Elemental and Magma Elemental2024-01-10T20:03:34Z<p>Dread Knight: </p>
<hr />
<div>{{Conflux creatures}}{{Creature<br />
| AI_Value = 330<br />
| Growth = 4<br />
| Name = Earth Elemental<br />
| Attack = 10<br />
| Defense = 10<br />
| Damage = 4–8<br />
| Health = 40<br />
| Speed = 4<br />
| No_shots = <br />
| Cost = 400<br />
| Special = • [[Non-living]]<br>• [[Spell immunity|Immune]] to :<br>{{---}}• [[Armageddon]]<br>{{---}}• [[Lightning Bolt]]<br>{{---}}• [[Chain Lightning]]<br>{{---}}• [[Titan's Lightning Bolt]]<br>• [[Vulnerability|Vulnerable]] to [[Meteor Shower]]<br />
| U_AI_Value = 490<br />
| U_name = Magma Elemental<br />
| U_attack = '''11'''<br />
| U_defense = '''11'''<br />
| U_damage = '''6–10'''<br />
| U_speed = '''6'''<br />
| No_ushots = <br />
| U_cost = 500<br />
| U_special = • [[Non-living]]<br>• [[Spell immunity|Immune]] to :<br>{{---}}• [[Armageddon]]<br>{{---}}• [[Lightning Bolt]]<br>{{---}}• [[Chain Lightning]]<br>{{---}}• [[Titan's Lightning Bolt]]<br>• [[Vulnerability|Vulnerable]] to [[Meteor Shower]]<br>• '''[[Spellcaster]] ([[Protection from Earth]])'''<br />
}}<br />
<br />
{{Cram|Earth Elemental Conflux|Earth Elemental|Magma Elemental|Altar of Earth|-={{---}}|link=Altar of Earth|title=Altar of Earth|dwell3=[[Image:Elemental Conflux-dwelling.gif|Elemental Conflux|link=Elemental Conflux]]}}<br />
<br />
'''Earth Elementals and Magma Elementals''' are the level 5 [[creature]]s of [[Conflux]]. They are recruited from the [[Conflux creature dwellings|Altar of Earth]], or the [[Earth Elemental Conflux]] and [[Elemental Conflux]] on the [[adventure map]]. Earth Elementals can also be summoned with the [[Summon Earth Elemental]] spell. They are creatures summoned from the [[Plane of Earth|Elemental Plane of Earth]].<br />
<br />
''"Earth Elementals are forces of Earth Magic. They take no damage from [[Mind spells|Mind]], [[Lightning Bolt]], [[Chain Lightning]], and [[Armageddon|Firestorm]] spells. They take double damage from [[Meteor Shower|Meteor Storm]] attacks. From a source deep beneath the world's surface, roam the Magma Elementals. Slightly stronger than their earthen counter-parts, Magma Elementals can also [[Spellcaster|cast]] the spell [[Protection from Earth]]."{{-}}<sup>[[Armageddon's Blade Manual Page 16|AB manual]]''</sup><br />
<br />
== Special Abilities ==<br />
* Earth and Magma Elementals: +100% to basic damage to [[Air Elemental|Air and Storm Elementals]].<br />
* Magma Elementals: Can cast [[Protection from Earth]] three times per battle. The spell is cast on a single target at an Advanced [[Earth Magic]] level.<br />
<br />
== Bugs ==<br />
Though '''Magma Elementals''' are level 5 units, the game considers them as level 3 (in creature level-based calculations and 'random monster 3' object in the map editor). ''(Fixed in HotA).{{-wh}}''<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Thunar|Planeswalker}} and<br />
*{{H|Erdamon|Planeswalker}} have earth elementals as a [[Specialty#Creature_specialties|specialty]]. All Earth/Magma Elementals in their armies gain +2 Attack, +1 Defense and +5 Damage.<br />
<br />
== {{roe}} ==<br />
In {{roe}}{{-}}{{withroe}} Earth Elementals are level 5 [[Neutral creature]]s. They are recruited from [[Elemental Conflux]] or [[Earth Elemental Conflux]].<br />
<br />
=={{hota}}==<br />
* Magma Elemental's level bug fixed.<br />
* Adventure map view of Earth Elementals was fixed:<br />
<br />
[[File:Earth Elemental (adventure map).gif]]{{---}}[[File:ArrowL-R.gif]]{{-}}[[File:Earth Elemental (HotA) (adventure map).gif]]<br />
<br />
* The in-game description for both of them was updated.<br />
* The [[Elemental Conflux]] now increases the growth of all four basic elementals by 1.<br />
<br />
{{user commentary|<br />
Earth Elementals are one of the worst elementals, since they are incredibly slow and also expensive. Though they will win on melee 1v1 against other elementals, for their cost they are not as good. Also, they have significantly lower growth, with just 4 per week compared to the water's 6 - meaning the Earth Elementals actually produce ''less'' weekly HP. They can neither attack ranged, fly, or have other useful abilities. <br />
<br />
On the other hand one very notable property is their resistance to [[Armageddon]] (along with [[Fire Elementals]]), making them useful for [[Dragogeddon]] tactics. Another pretty notable property is their resistance to Lightning and Chain Lightning. If enemy heroes forget to research Ice Bolt, Meteor Shower, or Implosion (for the last two, Magma Elementals can still cast Protection from Earth), then these guys will not be able to take much single target spell damage. Overall, this is the elemental with the best resistances.<br />
----<br />
Magma Elementals have the same weaknesses as their unupgraded counterparts (even with high individual HP for elementals, they have low defense for a level 5 creature: Compare their 11 Def vs the 16 Def of [[Mighty Gorgon]]s). Though it is notable that although they are weak to [[Meteor Shower]], their [[Protection from Earth]] cast spell does offer a defense against Meteor Shower itself. The most important stat upgrade is +2 speed (from 4 to 6).<br />
<br />
The Protection from Earth spell was buffed in HotA, resulting in an indirect small boost to the utility of Magma Elementals.<br />
----<br />
Earth Elementals are basically only suited for garrison defense and Armageddon tactics, while Magma Elementals may find a place in your army but only if you have a lot of gold to recruit/upgrade them. If you can recruit more Storm or Ice Elementals you will be better off with them instead, much as like with Psychic and Magic Elementals. All in all they are a low priority unit.<br />
----<br />
There is something of note however: Earth Elemental specialty is actually good. The +5 damage means that they deal at least 50% more damage than normal, turning them into decent units along with the atk and def bonus. However, take into account this specialty is fixed (doesn't scale with hero level), so it's more important in the early game. Do note that this type of specialty sadly doesn't upgrade the speed of the creature. Both Earth Elemental specialists ([[Thunar]] and [[Erdamon]]) are identical, starting with Tactics and basic Estates. While Estates will be mostly useless for a main hero, Tactics is key to positioning your slow Earth and Magma elementals forward or in other advantageous positions when the battle starts. If you choose these heroes, your priority will be getting as many earth/magma elementals as early as possible and use their upgraded damage to clear enemies. Still, sadly, even with near +100% minimum damage from the specialty (Earth goes from 4 to 9, Magma from 6 to 11), unsupported Earth Elementals barely can go toe to toe with other level 5 units due to their still overall low stats.<br />
<br />
}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 5 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
[[Category: Elementals]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Fire_Elemental_and_Energy_Elemental&diff=90777Fire Elemental and Energy Elemental2024-01-10T20:02:53Z<p>Dread Knight: </p>
<hr />
<div>{{Conflux creatures}}{{Creature<br />
| AI_Value = 345<br />
| Growth = 5<br />
| Name = Fire Elemental<br />
| Attack = 10<br />
| Defense = 8<br />
| Damage = 4–6<br />
| Health = 35<br />
| Speed = 6<br />
| No_shots = <br />
| Cost = 350<br />
| Special = • [[Non-living]]<br>• [[Spell immunity|Immune]] to [[fire magic|fire]] ([[Magic Arrow]] included)<br>• [[Vulnerability|Vulnerable]] to [[Ice Bolt]] and [[Frost Ring]]<br />
| U_AI_Value = 470<br />
| U_name = Energy Elemental<br />
| U_attack = '''12'''<br />
| U_speed = '''8'''<br />
| U_movement = '''{{-}}[[Flying|Energizing]]{{-}}'''<br />
| No_ushots = <br />
| U_cost = 400<br />
| U_special = • [[Non-living]]<br>• [[Spell immunity|Immune]] to [[fire magic|fire]] ([[Magic Arrow]] included)<br>• [[Vulnerability|Vulnerable]] to [[Ice Bolt]] and [[Frost Ring]]<br>• '''[[Spellcaster]] ([[Protection from Fire]])'''<br />
}}<br />
<br />
{{Cram|Fire Elemental Conflux|Fire Elemental|Energy Elemental|Altar of Fire|-={{---}}|link=Altar of Fire|title=Altar of Fire|dwell3=[[Image:Elemental Conflux-dwelling.gif|Elemental Conflux|link=Elemental Conflux]]}}<br />
<br />
'''Fire Elementals and Energy Elementals''' are the level 4 creatures of [[Conflux]]. They are recruited from the [[Conflux creature dwellings|Altar of Fire]], or the [[Fire Elemental Conflux]] and [[Elemental Conflux]] on the [[adventure map]]. Fire Elementals can also be summoned with the [[Summon Fire Elemental]] spell. They are creatures summoned from the [[Plane of Fire|Elemental Plane of Fire]].<br />
<br />
''"Fire Elementals are burning spirits of [[Fire Magic]]. They are immune to all [[Mind spell|Mind]] and [[Fire magic|Fire School]] [[spell]]s, but take double damage from [[ice bolt|Ice Ray]] and [[Frost Ring]] attacks. Energy Elementals gain the ability to [[Flying|fly]] and can also [[Spellcaster|cast]] the spell [[Protection from Fire]]."{{-}}<sup>[[Armageddon's Blade Manual Page 16|AB manual]]''</sup><br />
<br />
== Special Abilities ==<br />
Although Fire and Energy Elementals are immune to fire magic, they are not unaffected by fire-based creature attacks. For example [[Magog]]s' fireball attack or [[Dragon]]s' [[breath attack]]s are not considered to be magical and therefore they do harm elementals. ''(In {{hota}}, Fire and Energy Elementals are vulnerable only to the central hex of [[Magog]]'s attack){{-wh}}.''<br />
<br />
* +100% to basic damage to [[Water Elemental|Water and Ice Elementals]].<br />
* Energy Elementals: Can cast [[Protection from Fire]] three times per battle. The spell is cast on a single target at an Advanced [[Fire Magic]] level.<br />
<br />
== Bugs ==<br />
Though '''Energy Elementals''' are level 4 units, the game considers them as level 5 in creature level-based calculations. ''(Fixed in HotA).{{-wh}}''<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Ignissa|Planeswalker}} and<br />
*{{H|Fiur|Planeswalker}} have fire elementals as a [[Specialty#Creature_specialties|specialty]]. All Fire/Energy Elementals under their command gain +1 Attack, +2 Defense and +2 Damage.<br />
<br />
== {{roe}} ==<br />
In {{roe}}{{-}}{{withroe}}, Fire Elementals are level 4 [[Neutral creature]]s. They are recruited from [[Elemental Conflux]] or [[Fire Elemental Conflux]].<br />
<br />
=={{hota}}==<br />
* Energy Elemental's level bug is fixed.<br />
* The gamma of Fire Elemental was [[Creature_portraits#HotA_creature_portrait_fixes|fixed]]:<br />
<br />
[[File:Fire Elemental_portrait.gif]]{{-}}[[File:ArrowL-R.gif]]{{-}}[[File:Fire Elemental_portrait_(HotA).gif]]{{---}}[[File:Fire Elemental (adventure map).gif]]{{-}}[[File:ArrowL-R.gif]]{{-}}[[File:Fire Elemental (HotA) (adventure map).gif]]<br />
<br />
* The in-game description for both of them was updated.<br />
* The [[Elemental Conflux]] now increases the growth of all four basic elementals by 1.<br />
* The in-game sprite has been changed.<br />
<br />
{{user commentary|<br />
In their animations, fire elementals definitely look like they fly like Superman, but actually they don't. Same happens with energy elementals and the appearance of teleporting. In both cases, despite the depiction, their movement works as just walking "with style". HotA didn't fix this.<br><br />
==> False, energy elementals don't walk, they fly. They can travel walls for example.<br />
----<br />
HotA, however, did [[Horn_of_the_Abyss_(Changelog)#Version_1.5.2|increase the power]] of [[Protection from Fire]] (this only affects the spellcasting of the upgraded Energy Elementals, however).<br />
}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 4 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
[[Category: Elementals]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Air_Elemental_and_Storm_Elemental&diff=90776Air Elemental and Storm Elemental2024-01-10T20:02:18Z<p>Dread Knight: </p>
<hr />
<div>{{Conflux creatures}}{{Creature<br />
| AI_Value = 356<br />
| Growth = 6<br />
| Name = Air Elemental<br />
| Attack = 9<br />
| Defense = 9<br />
| Damage = 2–8<br />
| Health = 25<br />
| Speed = 7<br />
| Movement = Ground<br />
| No_shots = <br />
| Cost = 250<br />
| Special = • [[Non-living]]<br>• [[Spell immunity|Immune]] to [[Meteor Shower]]<br>• [[Vulnerability|Vulnerable]] to :<br>{{---}}• [[Armageddon]]<br>{{---}}• [[Lightning Bolt]]<br>{{---}}• [[Chain Lightning]]<br>{{---}}• [[Titan's Lightning Bolt]]<br><br />
| U_AI_Value = 486<br />
| U_name = Storm Elemental<br />
| U_speed = '''8'''<br />
| U_shots = '''24'''<br />
| U_cost = 275<br />
| U_special = • [[Non-living]]<br>• [[Spell immunity|Immune]] to [[Meteor Shower]]<br>• [[Vulnerability|Vulnerable]] to :<br>{{---}}• [[Armageddon]]<br>{{---}}• [[Lightning Bolt]]<br>{{---}}• [[Chain Lightning]]<br>{{---}}• [[Titan's Lightning Bolt]]<br>• '''[[Spellcaster]] ([[Protection from Air]])'''<br>• '''[[Ranged attack]]'''<br />
}}<br />
<br />
{{Cram|Air Elemental Conflux|Air Elemental|Storm Elemental|Altar of Air|-={{---}}|link=Altar of Air|title=Altar of Air|dwell3=[[Image:Elemental Conflux-dwelling.gif|Elemental Conflux|link=Elemental Conflux]]}}<br />
'''Air Elementals and Storm Elementals''' are the level 2 [[creature]]s of [[Conflux]]. They are recruited from the [[Conflux creature dwellings|Altar of Air]], or the [[Air Elemental Conflux]] and [[Elemental Conflux]] on the [[adventure map]]. Air Elementals can also be summoned with the [[Summon Air Elemental]] spell. They are creatures summoned from the [[Plane of Air|Elemental Plane of Air]].<br />
<br />
''"Air Elementals are powered by the same forces as [[School of Air Magic|Air Magic]]. They are immune to [[Mind spells|Mind]] and [[Meteor Shower]] spells. They take double damage from [[Armageddon|Firestorm]], [[Lightning Bolt]] and [[Chain Lightning]] spells. Storm Elementals wield lightning as their primary attack. They also have the additional ability to cast the spell [[Protection from Air]]."{{-}}<sup>[[Armageddon's Blade Manual Page 15|AB manual]]''</sup><br />
<br />
== Special Abilities ==<br />
* +100% to basic damage to [[Earth Elemental|Earth and Magma Elementals]].<br />
* Storm Elementals: Can cast [[Protection from Air]] three times per battle. The spell is cast on a single target at an Advanced [[Air Magic]] level.<br />
Although Storm Elementals' informative text states that they suffer no [[melee penalty]], it is not true. In [[HotA]], this text has been removed.<br />
<br />
== {{roe}} ==<br />
In {{roe}}{{-}}{{withroe}}, Air Elementals are level 4 [[Neutral creature]]s. They are recruited from [[Elemental Conflux]] or [[Air Elemental Conflux]].<br />
<br />
== {{hota}} ==<br />
* The in-game description for both of them was corrected and updated.<br />
<br />
{{user commentary|<br />
Air and Storm Elementals have the widest damage range in the game. This makes them awesome with [[Bless]], but useless with [[Curse]].<br />
----<br />
Air and Storm Elementals are the only 2nd level units without a hero specializing in them.<br />
----<br />
In order to combat Storm Elementals' vulnerability to [[Lightning Bolt]], put 1 [[Storm Elemental]] out of your shooting stack (if you have space) and use that one to cast [[Protection from Air]] to the stronger stack.<br />
}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 2 Creatures]]<br />
* [[Comparison of Ranged Creatures]]<br />
<br />
[[Category: Creatures]]<br />
[[Category: Elementals]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Water_Elemental_and_Ice_Elemental&diff=90775Water Elemental and Ice Elemental2024-01-10T20:01:49Z<p>Dread Knight: </p>
<hr />
<div>{{Conflux creatures}}{{Creature<br />
| AI_Value = 315<br />
| Growth = 6<br />
| Name = Water Elemental<br />
| Attack = 8<br />
| Defense = 10<br />
| Damage = 3–7<br />
| Health = 30<br />
| Speed = 5<br />
| Size = 2<br />
| No_shots =<br />
| Cost = 300<br />
| Special = • [[Non-living]]<br>• [[Spell immunity|Immune]] to [[Ice Bolt]] and [[Frost Ring]]<br>• [[Vulnerability|Vulnerable]] to [[Armageddon]], [[Fireball]], [[Inferno (spell)|Inferno]] <br />
| U_AI_Value = 380<br />
| U_name = Ice Elemental<br />
| U_speed = '''6'''<br />
| U_shots = '''24'''<br />
| U_cost = 375<br />
| U_special = • '''[[Ranged attack]]'''<br>• [[Non-living]]<br>• [[Spell immunity|Immune]] to [[Ice Bolt]] and [[Frost Ring]]<br>• [[Vulnerability|Vulnerable]] to [[Armageddon]], [[Fireball]], [[Inferno (spell)|Inferno]]<br>• '''[[Spellcaster]] ([[Protection from Water]])'''<br />
}} <br />
<br />
{{Cram|Water Elemental Conflux|Water Elemental|Ice Elemental|Altar of Water|-={{---}}|link=Altar of Water|title=Altar of Water|dwell3=[[Image:Elemental Conflux-dwelling.gif|Elemental Conflux|link=Elemental Conflux]]}}<br />
<br />
'''Water Elementals and Ice Elementals''' are the level 3 [[creature]]s of [[Conflux]]. They are recruited from the [[Conflux creature dwellings|Altar of Water]], or the [[Water Elemental Conflux]] and [[Elemental Conflux]] on the [[adventure map]]. Water Elementals can also be summoned by the [[Summon Water Elemental]] spell. They are creatures summoned from the [[Plane of Water|Elemental Plane of Water]].<br />
<br />
''"Water magic animates the Water Elemental. These creatures are immune to [[Mind spells|Mind]], [[Ice Bolt|Ice Ray]] and [[Frost Ring]] spells, but take double damage from... [[Inferno]]... and [[Fireball]] spells. Because their form is more solid, ice elementals have the ability to throw deadly ice tridents. Additionally, they have the ability to cast the spell [[Protection from Water]]."{{-}}<sup>[[Armageddon's Blade Manual Page 15|AB manual]]''</sup><br />
<br />
== Special Abilities ==<br />
Water and Ice Elementals are not vulnerable to [[Fire Wall]], [[Land Mine]] and [[Fire Shield]], although this is stated in the game manual and there is a "Vulnerable to Fire" line in the creature's information. However, they are vulnerable to [[Armageddon]].<br />
<br />
*+100% to basic damage to [[Fire Elemental|Fire and Energy Elementals]].<br />
* Ice Elementals: Can cast [[Protection from Water]] three times per battle. The spell is cast on a single target at an Advanced [[Water Magic]] level.<br />
<br />
It should be noted, that although Ice Elementals' information states that they suffer no [[melee penalty]], that is not true. ({{withhota}} ''Fixed in [[Horn of the Abyss]]'')<br />
<br />
== Bugs ==<br />
Though '''Ice Elementals''' are level 3 units, the game considers them as level 4 (in creature level-based calculations and 'random monster 4' object in the map editor). ''(Fixed in HotA).{{-wh}}''<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Kalt|Planeswalker}} and<br />
*{{H|Lacus|Planeswalker}} have water elementals as a [[Specialty#Creature_specialties|specialty]]. All Water/Ice Elementals under their command gain +2 Attack.<br />
<br />
== {{roe}} ==<br />
In {{roe}}{{-}}{{withroe}} Water Elementals are level 4 [[Neutral creature]]s. They are recruited from [[Elemental Conflux]] or [[Water Elemental Conflux]].<br />
<br />
=={{hota}}==<br />
* Ice Elemental's level bug fixed.<br />
* [[File:Water Elemental (HotA) (adventure map).gif]] Adventure map view of Water Elemental was fixed.<br />
* The in-game description for both of them was updated.<br />
* The [[Elemental Conflux]] now increases the growth of all four basic elementals by 1.<br />
<br />
{{user commentary|<br />
Water Elementals should be promoted to Ice Elementals as soon as possible, since their basic version cannot shoot and is very slow. However, your main shooting force might be [[Air Elemental and Storm Elemental|Storm Elementals]], as they have higher possible damage and are significantly faster than Ice Elementals, having speed 8 which is excellent for a ranged unit. Storm and Ice Elementals have similar stats. As Ice Elementals have significant damage range, boost them with [[Bless]], and when playing against them, cast [[Curse]] on these units.<br />
}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 3 Creatures]]<br />
* [[Comparison of Ranged Creatures]]<br />
<br />
[[Category: Creatures]]<br />
[[Category: Elementals]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Mechanical&diff=90747Mechanical2024-01-10T15:45:39Z<p>Dread Knight: Changed redirect target from Non-living to Non-living#Mechanicals</p>
<hr />
<div>#REDIRECT [[Non-living#Mechanicals]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Boat&diff=85819Boat2024-01-09T20:27:03Z<p>Dread Knight: </p>
<hr />
<div>{| border cellspacing=0 cellpadding=6px style="border-style:solid; border-width:1px; border-color: #{{grey 3}}; float:left; margin:0 1em 1em 0;"<br />
|+ style="padding-top:5px; padding-bottom:5px; background-color:#{{grey 3}}; color:white;" | '''Boat types ([[Shadow of Death|<span style="color:white;">Shadow of Death</span>]])'''<br />
|-<br />
! Source !! Appearance<br />
|-<br />
| {{town|Necropolis}};<br>{{town|Conflux}};<br>{{Sn|Summon Boat}}<br />
| [[File: Boat spell-necro-flux.gif|link=]][[File: Boat spell-necro-flux(d).gif|link=]]<br />
|-<br />
| {{town|Castle}};<br>[[File: Shipyard.gif|Shipyard|link=Shipyard|x38px]][[Shipyard|External Shipyard]]<br />
| [[File: Boat shipyard-castle.gif|link=]][[File: Boat shipyard-castle(d).gif|link=]]<br />
|-<br />
| {{town|Fortress}} <br />
| [[File: Boat fortress.gif|link=]][[File: boat fortress(d).gif|link=]]<br />
|}<br />
<br />
'''Boat''' is an [[Adventure Map]] object that allows [[hero]]es to move over [[water]] [[tile]]s. A boat can carry only one hero and their army at a time. If a hero on a boat is defeated in a combat, the boat disappears.<br />
<br />
Boats can be built on [[shipyard]]s, which are always located next to a shoreline. Additionally, [[Castle]], [[Necropolis]], [[Fortress]] [[Conflux]] and [[Cove]]{{-}}{{withhota}} towns can build shipyards if the town is next to a shoreline. Boats cost 10 {{W}} and 1000 {{G}} when built in shipyards. Additionally, boats can be acquired with a [[Summon Boat]] spell, if at least one unoccupied boat exists on the map. However, with advanced [[water magic]], Summon Boat spell creates a new boat if there are none available on the Adventure Map. Also, [[Sea Captain's Hat]] allows a hero to cast summon boat spell even if the hero has not learned it.<br />
<br />
Boarding or disembarking from a boat takes the remainder of a hero's [[movement]] allowance for the current day. Disembarking is possible to any clear square of land, except if the tile has a [[hole]] in it. It is impossible to disembark to a square with a hole, but it is possible to board a boat from a square with a hole.<br />
<br />
There is a limit of 64 boats on the map.<br />
<div style="clear:both;"></div> <br />
A hero on a boat can also visit and pick up objects on water. While sailing on a boat the hero can:<br />
* gather [[Flotsam]], which may provide {{W}} [[wood]] and/or {{G}} [[gold]]<br />
* gather [[Sea Chest]]s, which may provide {{G}} gold or an treasure class [[artifact]]<br />
* rescue a [[Shipwreck Survivor]], who will always provide an artifact as a reward<br />
* search [[Shipwreck]]s and [[Derelict Ship]]s to fight guardians for gold and artifacts<br />
* meet up with [[Mermaids]] for a [[luck]] bonus<br />
* investigate [[Buoy]]s and get better [[morale]]<br />
* visit [[Sirens]], which causes the hero to lose 30% (rounded down) of each stack in the hero's army and gain experience equal to the health of the lost troops.<br />
* go through one [[Whirlpool]] and end up in another.<br />
* read messages from [[Ocean bottle]]s.<br />
<br />
== {{hota}} ==<br />
{| border cellspacing=0 cellpadding=6px style="border-style:solid; border-width:1px; border-color: #{{grey 3}}; float:left; margin:0 1em 1em 0;"<br />
|+ style="padding-top:5px; padding-bottom:5px; background-color:#{{grey 3}}; color:white;" | '''Boat types ([[Horn of the Abyss|<span style="color:white;">Horn of the Abyss</span>]])'''<br />
|-<br />
! Source !! Appearance<br />
|-<br />
| {{town|Necropolis}};<br>{{Sn|Summon Boat}}<br />
| [[File: Boat spell-necro HotA.gif|link=]][[File: Boat spell-necro-flux(d).gif|link=]]<br />
|-<br />
| {{town|Castle}}<br />
| [[File: Boat castle HotA.gif|link=]][[File: Boat shipyard-castle(d).gif|link=]]<br />
|-<br />
| {{town|Fortress}} <br />
| [[File: Boat fortress HotA.gif|link=]][[File: boat fortress(d).gif|link=]]<br />
|-<br />
| {{town|Conflux}}<br />
| [[File: boat flux HotA.gif|link=]][[File: boat flux(d)HotA.gif|link=]]<br />
|-<br />
| {{town|Cove}}<br />
| [[File: boat cove HotA.gif|link=]][[File: boat cove(d)HotA.gif|link=]]<br />
|-<br />
| [[File: Shipyard.gif|Shipyard|link=Shipyard|x38px]][[Shipyard|External Shipyard]]<br />
| [[File: Boat shipyard HotA.gif|link=]][[File: Boat shipyard(d)HotA.gif|link=]]<br />
|}<br />
<br />
{{Water object navigational box}}<br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Talk:Airship&diff=85818Talk:Airship2024-01-09T20:25:20Z<p>Dread Knight: /* Movement points */ new section</p>
<hr />
<div>== Movement points ==<br />
<br />
How do they count? As if the hero were on land (i.e by slowest creature, artifacts and Logistics)? Is the terrain penalty used?--[[User:Dread Knight|Dread Knight]] ([[User talk:Dread Knight|talk]]) 20:25, 9 January 2024 (UTC)</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Airship&diff=85817Airship2024-01-09T20:23:45Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
<br />
'''Airship''' is an [[Adventure Map]] object that allows heroes to fly over land tiles, water tiles, and obstacles. Boarding or disembarking from an airship takes the remainder of a hero's movement allowance for the current day. It prohibits a hero to interact with objects, other friendly heroes or attack enemies, but other heroes (both allies and enemies) can interact with or attack airship respectively, even if an opposite hero is on a boat. Heroes can disembark from an airship only on unblocked land tiles. An Airship can carry only one hero and their army at a time.<br />
<br />
Airships can be purchased from an [[Airship Yard]] for 5000 {{G}} and 20 {{W}}, or obtained on the adventure map. If a hero on an airship is defeated in a combat, the airship disappears.<br />
<br />
==See also:==<br />
* [[Boat]]<br />
* [[Shipyard]]<br />
* [[Fly]]<br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Airship&diff=85816Airship2024-01-09T20:22:17Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
<br />
'''Airship''' is an [[Adventure Map]] object that allows heroes to fly over land tiles, water tiles, and obstacles. Boarding or disembarking from an airship takes the remainder of a hero's movement allowance for the current day. It prohibits a hero to interact with objects, other friendly heroes or attack enemies, but other heroes (both allies and enemies) can interact with or attack airship respectively, even if an opposite hero is on a boat. Heroes can disembark from an airship only on unblocked land tiles. An Airship can carry only one hero and their army at a time.<br />
<br />
Airships can be purchased from an [[Airship Yard]] for 5000 {{G}} and 20 {{W}}, or obtained on the adventure map. If a hero on an airship is defeated in the combat, the airship disappears.<br />
<br />
==See also:==<br />
* [[Boat]]<br />
* [[Shipyard]]<br />
* [[Fly]]<br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Airship&diff=85815Airship2024-01-09T20:15:02Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
<br />
'''Airship''' is an [[Adventure Map]] object that allows heroes to fly over land tiles, water tiles, and obstacles. Boarding or disembarking from an airship takes the remainder of a hero's movement allowance for the current day. It prohibits a hero to interact with objects, other friendly heroes or attack enemies, but other heroes (both allies and enemies) can interact with or attack airship respectively, even if an opposite hero is on a boat. Heroes can disembark from an airship only on unblocked land tiles. An Airship can carry only one hero and their army at a time.<br />
<br />
Airships can be purchased from an [[Airship Yard]] for 5000 {{G}} and 20 {{W}}, or obtained on the adventure map.<br />
<br />
==See also:==<br />
* [[Boat]]<br />
* [[Shipyard]]<br />
* [[Fly]]<br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Mechanic_and_Engineer&diff=85814Mechanic and Engineer2024-01-09T20:11:27Z<p>Dread Knight: /* Special Ability: Repair */</p>
<hr />
<div>{{inhota}}<br />
{{Factory creatures}}{{Creature<br />
| AI_Value = 186<br />
| Name = Mechanic<br />
| Attack = 6<br />
| Defense = 5<br />
| Speed = 6<br />
| Growth = 8<br />
| Damage = 2–4<br />
| Health = 14<br />
| Cost = 140<br />
| Special = • [[Breath attack]]<br>• Repairs mechanical creatures (10 HP per unit)<br />
| U_AI_Value= 278<br />
| U_name = Engineer<br />
| U_attack = '''7'''<br />
| U_speed = '''7'''<br />
| U_health = '''16'''<br />
| U_damage = '''2–5'''<br />
| U_cost = 170<br />
| U_special = • [[Breath attack]]<br>• Repairs mechanical creatures ('''20 HP per unit''')<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<!---<br />
{{Cram|TBC|Mechanic|Engineer|no_dwelling=}}<br />
---><br />
'''Mechanics and Engineers''' are level 2 creatures of [[Factory]]. They are recruited from the [[Foundry]].<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Sam|Mercenary}} has Mechanics as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Mechanics or Engineers for each level attained after 2nd level, and gives them a [[speed]] bonus of 1.<br />
<br />
== Special Ability: Repair==<br />
Mechanics and Engineers can repair [[Mechanical]] creatures by 10 hit points for every Mechanic or by 20 hit points for every Engineer. To repair a Mechanical creature, the Mechanic/Engineer must stand next to it and use the ability. Each stack can only use this ability once per combat. Repair can revive dead creatures, even from the [[Corpse (combat)|corpses]] of destroyed stacks, which is similar to [[Angel and Archangel|Archangels']] resurrection.<br />
<br />
The ability only works on Mechanical creatures specifically; i.e., only [[Automaton]]s, [[Sentinel Automaton]]s (unless they [[Detonation|detonated]]), [[Dreadnought]]s, and [[Juggernaut]]s. It does not work on [[Golem]]s or [[War Machine]]s.<br />
<br />
{{user commentary|<br />
'''Beware of breath attack which may kill your own troops as well.'''<br />
<br />
Mechanics and Engineers are too fragile to fight on their own, but their true strength lies in repairing mechanical creatures. Rather than using them as primary damagers, use them to attack unit stacks standing close and to finish wounded enemies.}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Airship&diff=85813Airship2024-01-09T20:08:52Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
<br />
'''Airship''' is an [[Adventure Map]] object that allows heroes to fly over land tiles, water tiles, and obstacles. Boarding or disembarking from an airship takes the remainder of a hero's movement allowance for the current day. It prohibits a hero to interact with objects, other friendly heroes or attack enemies, but other heroes (both allies and enemies) can interact with or attack airship respectively, even if an opposite hero is on a boat. Heroes can disembark from an airship only on unblocked land tiles. An Airship can carry only one hero and their army at a time.<br />
<br />
Airships can be purchased from an [[Airship Yard]] for 5000 {{G}} and 20 {{W}}, and cannot be obtained in any other way.<br />
<br />
==See also:==<br />
* [[Boat]]<br />
* [[Shipyard]]<br />
* [[Fly]]<br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Mechanic_and_Engineer&diff=82613Mechanic and Engineer2024-01-07T10:54:10Z<p>Dread Knight: /* Special Ability: Repair */</p>
<hr />
<div>{{inhota}}<br />
{{Factory creatures}}{{Creature<br />
| AI_Value = 186<br />
| Name = Mechanic<br />
| Attack = 6<br />
| Defense = 5<br />
| Speed = 6<br />
| Growth = 8<br />
| Damage = 2–4<br />
| Health = 14<br />
| Cost = 140<br />
| Special = • [[Breath attack]]<br>• Repairs mechanical creatures (10 HP per unit)<br />
| U_AI_Value= 278<br />
| U_name = Engineer<br />
| U_attack = '''7'''<br />
| U_speed = '''7'''<br />
| U_health = '''16'''<br />
| U_damage = '''2–5'''<br />
| U_cost = 170<br />
| U_special = • [[Breath attack]]<br>• Repairs mechanical creatures ('''20 HP per unit''')<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<!---<br />
{{Cram|TBC|Mechanic|Engineer|no_dwelling=}}<br />
---><br />
'''Mechanics and Engineers''' are level 2 creatures of [[Factory]]. They are recruited from the [[Foundry]].<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Sam|Mercenary}} has Mechanics as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Mechanics or Engineers for each level attained after 2nd level, and gives them a [[speed]] bonus of 1.<br />
<br />
== Special Ability: Repair==<br />
Mechanics and Engineers can repair [[Mechanical]] creatures by 10 hit points for every Mechanic or by 20 hit points for every Engineer. To repair a Mechanical creature, the Mechanic/Engineer must stand next to it and use the ability. Each stack can only use this ability once per combat. Repair can revive dead creatures, even from the corpses of destroyed stacks, which is similar to [[Angel and Archangel|Archangels']] resurrection.<br />
<br />
The ability only works on Mechanical creatures specifically; i.e., only [[Automaton]]s, [[Sentinel Automaton]]s (unless they [[Detonation|detonated]]), [[Dreadnought]]s, and [[Juggernaut]]s. It does not work on [[Golem]]s or [[War Machine]]s.<br />
<br />
{{user commentary|<br />
Mechanics and Engineers are too fragile to fight on their own, but their true strength lies in repairing mechanical creatures. Rather than using them as primary damagers, use them to attack unit stacks standing close and to finish wounded enemies.}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Mechanicals&diff=81243Mechanicals2024-01-06T22:29:54Z<p>Dread Knight: Changed redirect target from Non-living to Non-living#Mechanicals</p>
<hr />
<div>#REDIRECT [[Non-living#Mechanicals]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Gunslinger_and_Bounty_Hunter&diff=81242Gunslinger and Bounty Hunter2024-01-06T22:28:30Z<p>Dread Knight: /* Special Ability: Preemptive Shot */</p>
<hr />
<div>{{inhota}}<br />
{{Factory creatures}}{{Creature<br />
| AI_Value = 1351<br />
| Name = Gunslinger<br />
| Attack = 17<br />
| Defense = 12<br />
| Speed = 7<br />
| Growth = 2<br />
| Damage = 14–24<br />
| Health = 45<br />
| Shots = 16<br />
| Cost = 800<br />
| Special = • [[Ranged attack]]<br>• [[Preemptive shot]] once per round<br />
| U_AI_Value= 1454<br />
| U_name = Bounty Hunter<br />
| U_attack = '''18'''<br />
| U_defense = '''14'''<br />
| U_speed = '''8'''<br />
| U_shots = '''24'''<br />
| U_cost = 1100<br />
| U_special = • [[Ranged attack]]<br>• [[Preemptive shot]] '''infinitely'''<br />
}}<br />
<!---<br />
{{Cram|TBC|Gunslinger|Bounty Hunter|no_dwelling=}}<br />
---><br />
'''Gunslingers and Bounty Hunters''' are level 6 creatures of [[Factory]]. They are recruited from the [[Watchtower]].<br />
<br />
== Heroes with a specialty ==<br />
<br />
*{{H|Tancred|Mercenary}} has Gunslingers as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Gunslingers or Bounty Hunters for each level attained after 6th level, and gives them a [[speed]] bonus of 1.<br />
<br />
== Special Ability: Preemptive Shot ==<br />
Preemptive Shot triggers when the Gunslinger/Bounty Hunter is targeted by a ranged attack in combat, shooting their attacker with a ranged shot '''before''' the enemy has a chance to fire. There is a possibility that the whole attacking stack is killed by Preemptive Shot, therefore dealing no damage. Gunslingers can only do this once per round, while Bounty Hunters can do this an unlimited number of times. <br />
<br />
Preemptive Shot works against all ranged shots, except ranged AoE attacks: Liches' [[Death Cloud]]s and Magogs' [[Fireball Attack]]s, even if target Gunslingers or Bounty Hunters as a central hex.<br />
<br />
Preemptive Shot does not trigger if there is an enemy unit adjacent to the Gunslinger/Bounty Hunter, unless the hero has [[Bow of the Sharpshooter]] equipped.<br />
<br />
So as to avoid Preemptive Shot, ranged wandering monsters often walk by land or cast spells (Storm and Ice Elementals) if you have Gunslingers or Bounty Hunters, instead of shooting.<br />
<br />
'''Creatures whose ranged attacks are immune to Preemptive Shots'''<br />
*{{Cn|Lich|noname=}}{{Cn|Power Lich|name= Liches and Power Liches}}<br />
*{{Cn|Magog|name= Magogs}}<br />
<br />
{{creature 'see also'}}<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Gunslinger_and_Bounty_Hunter&diff=81241Gunslinger and Bounty Hunter2024-01-06T22:19:58Z<p>Dread Knight: /* Special Ability: Preemptive Shot */ Retaliation isn't appropriate since PS works prior to the attacker's shoot</p>
<hr />
<div>{{inhota}}<br />
{{Factory creatures}}{{Creature<br />
| AI_Value = 1351<br />
| Name = Gunslinger<br />
| Attack = 17<br />
| Defense = 12<br />
| Speed = 7<br />
| Growth = 2<br />
| Damage = 14–24<br />
| Health = 45<br />
| Shots = 16<br />
| Cost = 800<br />
| Special = • [[Ranged attack]]<br>• [[Preemptive shot]] once per round<br />
| U_AI_Value= 1454<br />
| U_name = Bounty Hunter<br />
| U_attack = '''18'''<br />
| U_defense = '''14'''<br />
| U_speed = '''8'''<br />
| U_shots = '''24'''<br />
| U_cost = 1100<br />
| U_special = • [[Ranged attack]]<br>• [[Preemptive shot]] '''infinitely'''<br />
}}<br />
<!---<br />
{{Cram|TBC|Gunslinger|Bounty Hunter|no_dwelling=}}<br />
---><br />
'''Gunslingers and Bounty Hunters''' are level 6 creatures of [[Factory]]. They are recruited from the [[Watchtower]].<br />
<br />
== Heroes with a specialty ==<br />
<br />
*{{H|Tancred|Mercenary}} has Gunslingers as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Gunslingers or Bounty Hunters for each level attained after 6th level, and gives them a [[speed]] bonus of 1.<br />
<br />
== Special Ability: Preemptive Shot ==<br />
Preemptive Shot triggers when the Gunslinger/Bounty Hunter is targeted by a ranged attack in combat, shooting their attacker with a ranged shot '''before''' the enemy has a chance to fire. There is a possibility that the whole attacking stack is killed by Preemptive Shot, therefore dealing no damage. Gunslingers can only do this once per round, while Bounty Hunters can do this an unlimited number of times.<br />
<br />
Preemptive Shot works against all ranged shots, except ranged AoE attacks: Liches' [[Death Cloud]]s and Magogs' [[Fireball Attack]]s, even if target Gunslingers or Bounty Hunters as a central hex.<br />
<br />
Preemptive Shot does not trigger if there is an enemy unit adjacent to the Gunslinger/Bounty Hunter, unless the hero has [[Bow of the Sharpshooter]] equipped.<br />
<br />
'''Creatures whose ranged attacks are immune to Preemptive Shots'''<br />
*{{Cn|Lich|noname=}}{{Cn|Power Lich|name= Liches and Power Liches}}<br />
*{{Cn|Magog|name= Magogs}}<br />
<br />
{{creature 'see also'}}<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Gunslinger_and_Bounty_Hunter&diff=81239Gunslinger and Bounty Hunter2024-01-06T22:08:35Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
{{Factory creatures}}{{Creature<br />
| AI_Value = 1351<br />
| Name = Gunslinger<br />
| Attack = 17<br />
| Defense = 12<br />
| Speed = 7<br />
| Growth = 2<br />
| Damage = 14–24<br />
| Health = 45<br />
| Shots = 16<br />
| Cost = 800<br />
| Special = • [[Ranged attack]]<br>• [[Preemptive shot]] once per round<br />
| U_AI_Value= 1454<br />
| U_name = Bounty Hunter<br />
| U_attack = '''18'''<br />
| U_defense = '''14'''<br />
| U_speed = '''8'''<br />
| U_shots = '''24'''<br />
| U_cost = 1100<br />
| U_special = • [[Ranged attack]]<br>• [[Preemptive shot]] '''infinitely'''<br />
}}<br />
<!---<br />
{{Cram|TBC|Gunslinger|Bounty Hunter|no_dwelling=}}<br />
---><br />
'''Gunslingers and Bounty Hunters''' are level 6 creatures of [[Factory]]. They are recruited from the [[Watchtower]].<br />
<br />
== Heroes with a specialty ==<br />
<br />
*{{H|Tancred|Mercenary}} has Gunslingers as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Gunslingers or Bounty Hunters for each level attained after 6th level, and gives them a [[speed]] bonus of 1.<br />
<br />
== Special Ability: Preemptive Shot ==<br />
Preemptive Shot triggers when the Gunslinger/Bounty Hunter is targeted by a ranged attack in combat, retaliating against their attacker with a ranged shot before the enemy has a chance to fire. Gunslingers can only do this once per round, while Bounty Hunters can do this an unlimited number of times.<br />
<br />
Preemptive Shot works against all ranged shots, except ranged AoE attacks: Liches' [[Death Cloud]]s and Magogs' [[Fireball Attack]]s, even if target Gunslingers or Bounty Hunters as a central hex.<br />
<br />
Preemptive Shot does not trigger if there is an enemy unit adjacent to the Gunslinger/Bounty Hunter, unless the hero has [[Bow of the Sharpshooter]] equipped.<br />
<br />
'''Creatures whose ranged attacks are immune to Preemptive Shots'''<br />
*{{Cn|Lich|noname=}}{{Cn|Power Lich|name= Liches and Power Liches}}<br />
*{{Cn|Magog|name= Magogs}}<br />
<br />
{{creature 'see also'}}<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Grail&diff=81238Grail2024-01-06T22:07:02Z<p>Dread Knight: </p>
<hr />
<div>{| cellspacing=0 cellpadding=7 style="border-style: double; border-color: silver; border-width: 3px; color:dimgray; background-color:honeydew; margin:0 15px 5px 0; float:left;"<br />
|- align=center<br />
| [[File:Grail.gif]]<br />
|}<br />
The '''Grail''' is an item similar to an [[artifact]] in the sense that heroes can carry it and exchange it between them in the same way as artifacts. Also it can be sold for 1 unit of any resource. In fact, the Grail is sometimes unofficially referred to as ''the ultimate artifact''. The Grail is typically hidden somewhere in the ground of [[adventure map]], and finding it requires digging it with a hero. Recovering the Grail artifact and taking it to any town enables the player to build town specific Grail Building.<br />
<br />
The primary bonuses of Grail Building for all towns are extra 5000 {{g}} generation per day and 50% additional creature growth per week (rounded down). The growth bonus applies after all the modifiers: external dwellings and [[Statue of Legion]] or its components. Additionally, every town has its own unique bonuses.<br />
<br />
== Finding the Grail ==<br />
In order to recover the Grail, a hero must dig it out of the ground. A hero without empty slots in a backpack cannot dig. Digging demands the whole amount of a hero's movement points so it is impossible to dig at the same day when a hero crossed even just one tile on the map without tinkering with fast/slow units in the hero's army. Only one Grail may be hidden in the adventure map. However, it is also possible for a mapmaker to set any number of heroes and towns to carry the Grail in their backpack or have their Grail structure built, respectively. When the Grail is buried into the ground, clues to its location can be found at [[obelisk]]s. Every visited obelisk reveals a part of the [[puzzle map]], which shows the location of the Grail marked with X. Typically the X becomes visible when the entire [[puzzle map]] is revealed, but occasionally it will be shown before the last obelisk is visited. However, it is often possible to guess roughly the area where the Grail might lie, and systematically start digging it. In fact, the AI at hard difficulty levels starts digging the Grail even if only a third of the puzzle map is completed. <br />
<br />
If the hero carrying the Grail [[retreat]]s, [[surrender]]s or is defeated in battle, the Grail is lost forever. But when he is ''dismissed'', it is possible to find him in a [[tavern]] with a Grail in his backpack.<br />
<br />
The Grail can be sold to [[artifact merchants]] for 1 of any [[resource]].<br />
<br />
If the map has no obelisks, it is completely impossible to find the grail (even if every single block on the map is dug on). Also, using "nwcoracle", a cheat that reveals the [[puzzle map]], will have no effect and the puzzle will not show anything.<br />
<br />
== Grail Buildings and their special bonuses ==<br />
{{buildings}}<br />
When the Grail is taken to a town and the visiting hero with the Grail "visits" the Town Hall ([[Town Hall|Village Hall/Town Hall/City Hall/Capitol]]), a town-specific Grail Building will be built. It can be the second town building per turn, but nothing can be built on the same day after it. Also, Grail can be built in an allied town, which can be helpful if you don't have your own [[Tower]] or [[Conflux]]. All unique Grail building features will be effective for allies (except [[Castle]], [[Rampart]] and [[Necropolis]] buildings).<br />
<br />
{| border cellpadding="4" style="border:1 solid; text-align:left; background-color:lightyellow; margin-right:20px; margin-bottom:10px;"<br />
| '''Town''' || '''Picture''' || '''Name''' || '''Effect''' || '''Notes'''<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Castle fort.gif|x75px|Castle|link=Castle]]<br />
| [[File:Grail Castle Colossus.gif|border|150px]]<br />
| '''Colossus'''<br />
| Increases the [[morale]] of all of the owner's heroes by 2.<br />
| Although the documentation states that it increases all allied heroes morale, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Rampart fort.gif|x75px|Rampart|link=Rampart]]<br />
| [[File:Grail Rampart Spirit Guardian.gif|border|150px]]<br />
| '''Spirit<br>Guardian'''<br />
| Increases all owners heroes' [[luck]] by 2.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Tower fort.gif|x75px|Tower|link=Tower]]<br />
| [[File:Grail Tower Skyship.gif|border|150px]]<br />
| '''Skyship'''<br />
| Reveals the entire map for the player who owns it<br>Increases the [[spell points]] of the defending hero by 150, replenishing immediately after the battle.<br />
| Does not cancel out [[Cover of Darkness]].<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Inferno fort.gif|x75px|Inferno|link=Inferno]]<br />
| [[File:Grail Inferno Deity of Fire.gif|border|150px]]<br />
| '''Deity<br>of Fire'''<br />
| Causes every week to be The Week of Imp (+15 [[Imp]] / [[Familiar]] growth).<br />
| External dwellings are not affected by this special week. <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Necropolis fort.gif|x75px|Necropolis|link=Necropolis]]<br />
| [[File:Grail Necropolis Soul Prison.gif|border|150px]]<br />
| '''Soul<br>Prison'''<br />
| Increases the [[Necromancy]] skill of all the owners' heroes by 20%.<br />
| Although the documentation states that it increases all allied heroes Necromancy skill, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Dungeon fort.gif|x75px|Dungeon|link=Dungeon]]<br />
| [[File:Grail Dungeon Guardian of Earth.gif|border|150px]]<br />
| '''Guardian<br>of Earth'''<br />
| Increases [[spell power]] skill of the defending hero by 12.<br />
|<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Stronghold fort.gif|x75px|Stronghold|link=Stronghold]]<br />
| [[File:Grail Stronghold Warlords' Monument.gif|border|150px]]<br />
| '''Warlords'<br>Monument'''<br />
| Increases the [[Attack]] of the defending hero by 20.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Fortress fort.gif|x75px|Fortress|link=Fortress]]<br />
| [[File:Grail Fortress Carnivorous Plant.gif|border|150px]]<br />
| '''Carnivorous<br>Plant'''<br />
| Increases the [[Attack]] and [[Defense]] of the defending hero by 10.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Conflux fort.gif|x75px|Conflux|link=Conflux]]<br />
| [[File:Grail Conflux Aurora Borealis.gif|border|150px]]<br />
| '''Aurora<br>Borealis'''<br />
| Fills the town's [[Mage Guild]] with all [[spell]]s<br> {{withhota}} Allows learning spells up to the level of the currently built [[Mage Guild]] only<br>and doesn't allow learning spells that are never available in Conflux.<br />
| In earlier versions, any hero that enters the town learns all spells that are in the game,<br>including [[Titan's Lightning Bolt]][[Talk: Titan's Lightning Bolt#Titan's Lightning Bolt from Aurora Borealis|<sup>*]], and not considering the [[Wisdom]] level.<br>Fixed in the [[4.0|complete edition]], {{ab}} patch [[2.2]] and {{sod}} patch [[3.2]].<br />
<br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Cove fort (HotA).gif|x75px|Cove|link=Cove]]<br />
| [[File:Grail Cove Lodestar.gif|border|150px]]<br />
| '''Lodestar'''<br />
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]).<br />
| <br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Factory fort (HotA).gif|x75px|Factory|link=Factory]]<br />
| [[File:Grail Factory Lightning Rod.gif|border|150px]]<br />
| '''Lightning Rod'''<br />
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count).<br />
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Lightning Bolt]] and [[Chain Lightning]], but affects creatures immune only to Lightning Bolt (e.g. Green and Red Dragons).<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]] and [[Orb of the Firmament]], but not by [[Air Magic]] nor [[Magic Clouds]]. Ignores [[Anti-magic]], [[Cursed Ground]], [[Interference]] and anti-magical artifacts (e.g. [[Orb of Inhibition]]).<br />
|}<br />
<br />
{{fanopinion|<br />
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot.<br />
*Rampart: Similar to the Castle grail, but even less impactful.<br />
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings.<br />
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --><br />
*Necropolis: Typically grail buildings will be acquired long after skeletons have already been farmed from neutral encounters, but the 20% boost is still appreciated for whatever fights there are. It's also completely worthless for non-Necro opponents, which is nice. Notably, this is the only source of Necromancy that wasn't halved in [[Horn of the Abyss]], making the boost even more significant.<br />
*Dungeon: Having a +12 Spell Power boost together with 5 level of [[Mage Guild]] allows to cast tremendous spells like [[Chain Lightning]] or [[Implosion]] dealing horrific damage, or to make essential spells like [[Slow]], [[Haste]], [[Bless]] or [[Curse]] everlasting.<br />
*Stronghold: This bonus gives an absurd damage bonus, able to increase the damage output of even the highest leveled creatures by about 50%, any hero holding a town with this building is nearly unbeatable except by an overwhelming army or an opposing hero with a very high level.<br />
*Fortress: This boost is considered to be the best in terms of siege defense, not only does it make all units tanky but also gives them a powerful damage steroid, this is particularly useful for the [[Fortress]] creatures, who have somewhat low stats (but extremely powerful and annoying abilities) and allows them to achieve a powerful combination of destruction, tankiness and annoyingness.<br />
*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful.<br />
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are.<br />
*Factory: Is global, not in-town only. Can clear most neutral creatures (especially if they are split in 7 stacks) for free and take a dent out of the opponent's army. The damage scales primarily from town building count (7 damage per building, starting from 42 with just Village Hall and Lightning Rod up to 168 when fully built), so it's best built in your main town. See [[Arrow tower#Damage calculation]] to see how the damage works. Keep in mind that the effect does not happen until your turn, meaning the opponent will have a chance to cast a protecting spell on their troops if they have a faster creature; it doesn't work on units immune to Lightning Bolt and Chain Lightning (e.g Gold and Black Dragons) and works very bad on Golems.<br />
}}<!-- end of fan opinion --><br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Mechanic_and_Engineer&diff=81237Mechanic and Engineer2024-01-06T22:06:44Z<p>Dread Knight: /* Special Ability: Repair */</p>
<hr />
<div>{{inhota}}<br />
{{Factory creatures}}{{Creature<br />
| AI_Value = 186<br />
| Name = Mechanic<br />
| Attack = 6<br />
| Defense = 5<br />
| Speed = 6<br />
| Growth = 8<br />
| Damage = 2–4<br />
| Health = 14<br />
| Cost = 140<br />
| Special = • [[Breath attack]]<br>• Repairs mechanical creatures (10 HP per unit)<br />
| U_AI_Value= 278<br />
| U_name = Engineer<br />
| U_attack = '''7'''<br />
| U_speed = '''7'''<br />
| U_health = '''16'''<br />
| U_damage = '''2–5'''<br />
| U_cost = 170<br />
| U_special = • [[Breath attack]]<br>• Repairs mechanical creatures ('''20 HP per unit''')<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<!---<br />
{{Cram|TBC|Mechanic|Engineer|no_dwelling=}}<br />
---><br />
'''Mechanics and Engineers''' are level 2 creatures of [[Factory]]. They are recruited from the [[Foundry]].<br />
<br />
== Heroes with a specialty ==<br />
*{{H|Sam|Mercenary}} has Mechanics as a [[Specialty#Creature_specialties|specialty]], which increases the attack and defense skills of any Mechanics or Engineers for each level attained after 2nd level, and gives them a [[speed]] bonus of 1.<br />
<br />
== Special Ability: Repair==<br />
Mechanics and Engineers can repair [[Mechanical]] creatures by 10 hit points for every Mechanic or by 20 hit points for every Engineer. To repair a Mechanical creature, the Mechanic/Engineer must stand next to it and use the ability. Each stack can only use this ability once per combat.<br />
<br />
The ability only works on Mechanical creatures specifically; i.e., only [[Automaton]]s, [[Sentinel Automaton]]s (unless they [[Detonation|detonated]]), [[Dreadnought]]s, and [[Juggernaut]]s. It does not work on [[Golem]]s or [[War Machine]]s.<br />
<br />
{{user commentary|<br />
Mechanics and Engineers are too fragile to fight on their own, but their true strength lies in repairing mechanical creatures. Rather than using them as primary damagers, use them to attack unit stacks standing close and to finish wounded enemies. They are same as [[Archangel|Archangels]] in terms of true "returning" creatures into the battlefield, but only "return" [[Mechanical]] creatures.}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Detonation_at_death&diff=81235Detonation at death2024-01-06T22:03:04Z<p>Dread Knight: Redirected page to Automaton and Sentinel Automaton#Special Ability: Detonation</p>
<hr />
<div>#REDIRECT [[Automaton and Sentinel Automaton#Special Ability: Detonation]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Airship_Yard&diff=81234Airship Yard2024-01-06T22:02:06Z<p>Dread Knight: Redirected page to Airship</p>
<hr />
<div>#redirect [[Airship]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Grail&diff=81089Grail2024-01-06T17:25:26Z<p>Dread Knight: /* Grail Buildings and their special bonuses */ tested</p>
<hr />
<div>{| cellspacing=0 cellpadding=7 style="border-style: double; border-color: silver; border-width: 3px; color:dimgray; background-color:honeydew; margin:0 15px 5px 0; float:left;"<br />
|- align=center<br />
| [[File:Grail.gif]]<br />
|}<br />
The '''Grail''' is an item similar to an [[artifact]] in the sense that heroes can carry it and exchange it between them in the same way as artifacts. Also it can be sold for 1 unit of any resource. In fact, the Grail is sometimes unofficially referred to as ''the ultimate artifact''. The Grail is typically hidden somewhere in the ground of [[adventure map]], and finding it requires digging it with a hero. Recovering the Grail artifact and taking it to any town enables the player to build town specific Grail Building.<br />
<br />
The primary bonuses of Grail Building for all towns are extra 5000 {{g}} generation per day and 50% additional creature growth per week (rounded down). The growth bonus applies after all the modifiers: external dwellings and [[Statue of Legion]] or its components. Additionally, every town has its own unique bonuses.<br />
<br />
== Finding the Grail ==<br />
In order to recover the Grail, a hero must dig it out of the ground. A hero without empty slots in a backpack cannot dig. Digging demands the whole amount of a hero's movement points so it is impossible to dig at the same day when a hero crossed even just one tile on the map without tinkering with fast/slow units in the hero's army. Only one Grail may be hidden in the adventure map. However, it is also possible for a mapmaker to set any number of heroes and towns to carry the Grail in their backpack or have their Grail structure built, respectively. When the Grail is buried into the ground, clues to its location can be found at [[obelisk]]s. Every visited obelisk reveals a part of the [[puzzle map]], which shows the location of the Grail marked with X. Typically the X becomes visible when the entire [[puzzle map]] is revealed, but occasionally it will be shown before the last obelisk is visited. However, it is often possible to guess roughly the area where the Grail might lie, and systematically start digging it. In fact, the AI at hard difficulty levels starts digging the Grail even if only a third of the puzzle map is completed. <br />
<br />
If the hero carrying the Grail [[retreat]]s, [[surrender]]s or is defeated in battle, the Grail is lost forever. But when he is ''dismissed'', it is possible to find him in a [[tavern]] with a Grail in his backpack.<br />
<br />
The Grail can be sold to [[artifact merchants]] for 1 of any [[resource]].<br />
<br />
If the map has no obelisks, it is completely impossible to find the grail (even if every single block on the map is dug on). Also, using "nwcoracle", a cheat that reveals the [[puzzle map]], will have no effect and the puzzle will not show anything.<br />
<br />
== Grail Buildings and their special bonuses ==<br />
{{buildings}}<br />
When the Grail is taken to a town and the visiting hero with the Grail "visits" the Town Hall ([[Town Hall|Village Hall/Town Hall/City Hall/Capitol]]), a town-specific Grail Building will be built. It can be the second town building per turn, but nothing can be built on the same day after it. Also, Grail can be built in an allied town, which can be helpful if you don't have your own [[Tower]] or [[Conflux]]. All unique Grail building features will be effective for allies (except [[Castle]], [[Rampart]] and [[Necropolis]] buildings).<br />
<br />
{| border cellpadding="4" style="border:1 solid; text-align:left; background-color:lightyellow; margin-right:20px; margin-bottom:10px;"<br />
| '''Town''' || '''Picture''' || '''Name''' || '''Effect''' || '''Notes'''<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Castle fort.gif|x75px|Castle|link=Castle]]<br />
| [[File:Grail Castle Colossus.gif|border|150px]]<br />
| '''Colossus'''<br />
| Increases the [[morale]] of all of the owner's heroes by 2.<br />
| Although the documentation states that it increases all allied heroes morale, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Rampart fort.gif|x75px|Rampart|link=Rampart]]<br />
| [[File:Grail Rampart Spirit Guardian.gif|border|150px]]<br />
| '''Spirit<br>Guardian'''<br />
| Increases all owners heroes' [[luck]] by 2.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Tower fort.gif|x75px|Tower|link=Tower]]<br />
| [[File:Grail Tower Skyship.gif|border|150px]]<br />
| '''Skyship'''<br />
| Reveals the entire map for the player who owns it<br>Increases the [[spell points]] of the defending hero by 150, replenishing immediately after the battle.<br />
| Does not cancel out [[Cover of Darkness]].<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Inferno fort.gif|x75px|Inferno|link=Inferno]]<br />
| [[File:Grail Inferno Deity of Fire.gif|border|150px]]<br />
| '''Deity<br>of Fire'''<br />
| Causes every week to be The Week of Imp (+15 [[Imp]] / [[Familiar]] growth).<br />
| External dwellings are not affected by this special week. <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Necropolis fort.gif|x75px|Necropolis|link=Necropolis]]<br />
| [[File:Grail Necropolis Soul Prison.gif|border|150px]]<br />
| '''Soul<br>Prison'''<br />
| Increases the [[Necromancy]] skill of all the owners' heroes by 20%.<br />
| Although the documentation states that it increases all allied heroes Necromancy skill, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Dungeon fort.gif|x75px|Dungeon|link=Dungeon]]<br />
| [[File:Grail Dungeon Guardian of Earth.gif|border|150px]]<br />
| '''Guardian<br>of Earth'''<br />
| Increases [[spell power]] skill of the defending hero by 12.<br />
|<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Stronghold fort.gif|x75px|Stronghold|link=Stronghold]]<br />
| [[File:Grail Stronghold Warlords' Monument.gif|border|150px]]<br />
| '''Warlords'<br>Monument'''<br />
| Increases the [[Attack]] of the defending hero by 20.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Fortress fort.gif|x75px|Fortress|link=Fortress]]<br />
| [[File:Grail Fortress Carnivorous Plant.gif|border|150px]]<br />
| '''Carnivorous<br>Plant'''<br />
| Increases the [[Attack]] and [[Defense]] of the defending hero by 10.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Conflux fort.gif|x75px|Conflux|link=Conflux]]<br />
| [[File:Grail Conflux Aurora Borealis.gif|border|150px]]<br />
| '''Aurora<br>Borealis'''<br />
| Fills the town's [[Mage Guild]] with all [[spell]]s<br> {{withhota}} Allows learning spells up to the level of the currently built [[Mage Guild]] only<br>and doesn't allow learning spells that are never available in Conflux.<br />
| In earlier versions, any hero that enters the town learns all spells that are in the game,<br>including [[Titan's Lightning Bolt]][[Talk: Titan's Lightning Bolt#Titan's Lightning Bolt from Aurora Borealis|<sup>*]], and not considering the [[Wisdom]] level.<br>Fixed in the [[4.0|complete edition]], {{ab}} patch [[2.2]] and {{sod}} patch [[3.2]].<br />
<br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Cove fort (HotA).gif|x75px|Cove|link=Cove]]<br />
| [[File:Grail Cove Lodestar.gif|border|150px]]<br />
| '''Lodestar'''<br />
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]).<br />
| <br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Factory fort (HotA).gif|x75px|Factory|link=Factory]]<br />
| [[File:Grail Factory Lightning Rod.gif|border|150px]]<br />
| '''Lightning Rod'''<br />
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count).<br />
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Lightning Bolt]] and [[Chain Lightning]], but affects creatures immune only to Lightning Bolt (e.g. Green and Red Dragons).<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]] and [[Orb of the Firmament]], but not by [[Air Magic]] nor [[Magic Clouds]]. Ignores [[Cursed Ground]], [[Interference]] and anti-magical artifacts (e.g. [[Orb of Inhibition]]).<br />
|}<br />
<br />
{{fanopinion|<br />
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot.<br />
*Rampart: Similar to the Castle grail, but even less impactful.<br />
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings.<br />
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --><br />
*Necropolis: Typically grail buildings will be acquired long after skeletons have already been farmed from neutral encounters, but the 20% boost is still appreciated for whatever fights there are. It's also completely worthless for non-Necro opponents, which is nice. Notably, this is the only source of Necromancy that wasn't halved in [[Horn of the Abyss]], making the boost even more significant.<br />
*Dungeon: Having a +12 Spell Power boost together with 5 level of [[Mage Guild]] allows to cast tremendous spells like [[Chain Lightning]] or [[Implosion]] dealing horrific damage, or to make essential spells like [[Slow]], [[Haste]], [[Bless]] or [[Curse]] everlasting.<br />
*Stronghold: This bonus gives an absurd damage bonus, able to increase the damage output of even the highest leveled creatures by about 50%, any hero holding a town with this building is nearly unbeatable except by an overwhelming army or an opposing hero with a very high level.<br />
*Fortress: This boost is considered to be the best in terms of siege defense, not only does it make all units tanky but also gives them a powerful damage steroid, this is particularly useful for the [[Fortress]] creatures, who have somewhat low stats (but extremely powerful and annoying abilities) and allows them to achieve a powerful combination of destruction, tankiness and annoyingness.<br />
*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful.<br />
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are.<br />
*Factory: Is global, not in-town only. Can clear most neutral creatures (especially if they are split in 7 stacks) for free and take a dent out of the opponent's army. The damage scales primarily from town building count (7 damage per building, starting from 42 with just Village Hall and Lightning Rod up to 168 when fully built), so it's best built in your main town. See [[Arrow tower#Damage calculation]] to see how the damage works. Keep in mind that the effect does not happen until your turn, meaning the opponent will have a chance to cast a protecting spell on their troops if they have a faster creature; it doesn't work on units immune to Lightning Bolt and Chain Lightning (e.g Gold and Black Dragons) and works very bad on Golems.<br />
}}<!-- end of fan opinion --><br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Grail&diff=81088Grail2024-01-06T17:04:50Z<p>Dread Knight: </p>
<hr />
<div>{| cellspacing=0 cellpadding=7 style="border-style: double; border-color: silver; border-width: 3px; color:dimgray; background-color:honeydew; margin:0 15px 5px 0; float:left;"<br />
|- align=center<br />
| [[File:Grail.gif]]<br />
|}<br />
The '''Grail''' is an item similar to an [[artifact]] in the sense that heroes can carry it and exchange it between them in the same way as artifacts. Also it can be sold for 1 unit of any resource. In fact, the Grail is sometimes unofficially referred to as ''the ultimate artifact''. The Grail is typically hidden somewhere in the ground of [[adventure map]], and finding it requires digging it with a hero. Recovering the Grail artifact and taking it to any town enables the player to build town specific Grail Building.<br />
<br />
The primary bonuses of Grail Building for all towns are extra 5000 {{g}} generation per day and 50% additional creature growth per week (rounded down). The growth bonus applies after all the modifiers: external dwellings and [[Statue of Legion]] or its components. Additionally, every town has its own unique bonuses.<br />
<br />
== Finding the Grail ==<br />
In order to recover the Grail, a hero must dig it out of the ground. A hero without empty slots in a backpack cannot dig. Digging demands the whole amount of a hero's movement points so it is impossible to dig at the same day when a hero crossed even just one tile on the map without tinkering with fast/slow units in the hero's army. Only one Grail may be hidden in the adventure map. However, it is also possible for a mapmaker to set any number of heroes and towns to carry the Grail in their backpack or have their Grail structure built, respectively. When the Grail is buried into the ground, clues to its location can be found at [[obelisk]]s. Every visited obelisk reveals a part of the [[puzzle map]], which shows the location of the Grail marked with X. Typically the X becomes visible when the entire [[puzzle map]] is revealed, but occasionally it will be shown before the last obelisk is visited. However, it is often possible to guess roughly the area where the Grail might lie, and systematically start digging it. In fact, the AI at hard difficulty levels starts digging the Grail even if only a third of the puzzle map is completed. <br />
<br />
If the hero carrying the Grail [[retreat]]s, [[surrender]]s or is defeated in battle, the Grail is lost forever. But when he is ''dismissed'', it is possible to find him in a [[tavern]] with a Grail in his backpack.<br />
<br />
The Grail can be sold to [[artifact merchants]] for 1 of any [[resource]].<br />
<br />
If the map has no obelisks, it is completely impossible to find the grail (even if every single block on the map is dug on). Also, using "nwcoracle", a cheat that reveals the [[puzzle map]], will have no effect and the puzzle will not show anything.<br />
<br />
== Grail Buildings and their special bonuses ==<br />
{{buildings}}<br />
When the Grail is taken to a town and the visiting hero with the Grail "visits" the Town Hall ([[Town Hall|Village Hall/Town Hall/City Hall/Capitol]]), a town-specific Grail Building will be built. It can be the second town building per turn, but nothing can be built on the same day after it. Also, Grail can be built in an allied town, which can be helpful if you don't have your own [[Tower]] or [[Conflux]]. All unique Grail building features will be effective for allies (except [[Castle]], [[Rampart]] and [[Necropolis]] buildings).<br />
<br />
{| border cellpadding="4" style="border:1 solid; text-align:left; background-color:lightyellow; margin-right:20px; margin-bottom:10px;"<br />
| '''Town''' || '''Picture''' || '''Name''' || '''Effect''' || '''Notes'''<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Castle fort.gif|x75px|Castle|link=Castle]]<br />
| [[File:Grail Castle Colossus.gif|border|150px]]<br />
| '''Colossus'''<br />
| Increases the [[morale]] of all of the owner's heroes by 2.<br />
| Although the documentation states that it increases all allied heroes morale, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Rampart fort.gif|x75px|Rampart|link=Rampart]]<br />
| [[File:Grail Rampart Spirit Guardian.gif|border|150px]]<br />
| '''Spirit<br>Guardian'''<br />
| Increases all owners heroes' [[luck]] by 2.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Tower fort.gif|x75px|Tower|link=Tower]]<br />
| [[File:Grail Tower Skyship.gif|border|150px]]<br />
| '''Skyship'''<br />
| Reveals the entire map for the player who owns it<br>Increases the [[spell points]] of the defending hero by 150, replenishing immediately after the battle.<br />
| Does not cancel out [[Cover of Darkness]].<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Inferno fort.gif|x75px|Inferno|link=Inferno]]<br />
| [[File:Grail Inferno Deity of Fire.gif|border|150px]]<br />
| '''Deity<br>of Fire'''<br />
| Causes every week to be The Week of Imp (+15 [[Imp]] / [[Familiar]] growth).<br />
| External dwellings are not affected by this special week. <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Necropolis fort.gif|x75px|Necropolis|link=Necropolis]]<br />
| [[File:Grail Necropolis Soul Prison.gif|border|150px]]<br />
| '''Soul<br>Prison'''<br />
| Increases the [[Necromancy]] skill of all the owners' heroes by 20%.<br />
| Although the documentation states that it increases all allied heroes Necromancy skill, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Dungeon fort.gif|x75px|Dungeon|link=Dungeon]]<br />
| [[File:Grail Dungeon Guardian of Earth.gif|border|150px]]<br />
| '''Guardian<br>of Earth'''<br />
| Increases [[spell power]] skill of the defending hero by 12.<br />
|<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Stronghold fort.gif|x75px|Stronghold|link=Stronghold]]<br />
| [[File:Grail Stronghold Warlords' Monument.gif|border|150px]]<br />
| '''Warlords'<br>Monument'''<br />
| Increases the [[Attack]] of the defending hero by 20.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Fortress fort.gif|x75px|Fortress|link=Fortress]]<br />
| [[File:Grail Fortress Carnivorous Plant.gif|border|150px]]<br />
| '''Carnivorous<br>Plant'''<br />
| Increases the [[Attack]] and [[Defense]] of the defending hero by 10.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Conflux fort.gif|x75px|Conflux|link=Conflux]]<br />
| [[File:Grail Conflux Aurora Borealis.gif|border|150px]]<br />
| '''Aurora<br>Borealis'''<br />
| Fills the town's [[Mage Guild]] with all [[spell]]s<br> {{withhota}} Allows learning spells up to the level of the currently built [[Mage Guild]] only<br>and doesn't allow learning spells that are never available in Conflux.<br />
| In earlier versions, any hero that enters the town learns all spells that are in the game,<br>including [[Titan's Lightning Bolt]][[Talk: Titan's Lightning Bolt#Titan's Lightning Bolt from Aurora Borealis|<sup>*]], and not considering the [[Wisdom]] level.<br>Fixed in the [[4.0|complete edition]], {{ab}} patch [[2.2]] and {{sod}} patch [[3.2]].<br />
<br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Cove fort (HotA).gif|x75px|Cove|link=Cove]]<br />
| [[File:Grail Cove Lodestar.gif|border|150px]]<br />
| '''Lodestar'''<br />
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]).<br />
| <br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Factory fort (HotA).gif|x75px|Factory|link=Factory]]<br />
| [[File:Grail Factory Lightning Rod.gif|border|150px]]<br />
| '''Lightning Rod'''<br />
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count).<br />
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Lightning Bolt]].<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]].<br />
|}<br />
<br />
{{fanopinion|<br />
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot.<br />
*Rampart: Similar to the Castle grail, but even less impactful.<br />
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings.<br />
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --><br />
*Necropolis: Typically grail buildings will be acquired long after skeletons have already been farmed from neutral encounters, but the 20% boost is still appreciated for whatever fights there are. It's also completely worthless for non-Necro opponents, which is nice. Notably, this is the only source of Necromancy that wasn't halved in [[Horn of the Abyss]], making the boost even more significant.<br />
*Dungeon: Having a +12 Spell Power boost together with 5 level of [[Mage Guild]] allows to cast tremendous spells like [[Chain Lightning]] or [[Implosion]] dealing horrific damage, or to make essential spells like [[Slow]], [[Haste]], [[Bless]] or [[Curse]] everlasting.<br />
*Stronghold: This bonus gives an absurd damage bonus, able to increase the damage output of even the highest leveled creatures by about 50%, any hero holding a town with this building is nearly unbeatable except by an overwhelming army or an opposing hero with a very high level.<br />
*Fortress: This boost is considered to be the best in terms of siege defense, not only does it make all units tanky but also gives them a powerful damage steroid, this is particularly useful for the [[Fortress]] creatures, who have somewhat low stats (but extremely powerful and annoying abilities) and allows them to achieve a powerful combination of destruction, tankiness and annoyingness.<br />
*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful.<br />
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are.<br />
*Factory: Is global, not in-town only. Can clear most neutral creatures (especially if they are split in 7 stacks) for free and take a dent out of the opponent's army. The damage scales primarily from town building count (7 damage per building, starting from 42 with just Village Hall and Lightning Rod up to 168 when fully built), so it's best built in your main town. See [[Arrow tower#Damage calculation]] to see how the damage works. Keep in mind that the effect does not happen until your turn, meaning the opponent will have a chance to cast a protecting spell on their troops if they have a faster creature; it doesn't work on units immune to Lightning Bolt and Chain Lightning (e.g Gold and Black Dragons), works very bad on Golems and in case the opponent has [[Interference]], and will be banned by anti-magical artifacts.<br />
}}<!-- end of fan opinion --><br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Grail&diff=81087Grail2024-01-06T17:03:36Z<p>Dread Knight: More globally</p>
<hr />
<div>{| cellspacing=0 cellpadding=7 style="border-style: double; border-color: silver; border-width: 3px; color:dimgray; background-color:honeydew; margin:0 15px 5px 0; float:left;"<br />
|- align=center<br />
| [[File:Grail.gif]]<br />
|}<br />
The '''Grail''' is an item similar to an [[artifact]] in the sense that heroes can carry it and exchange it between them in the same way as artifacts. Also it can be sold for 1 unit of any resource. In fact, the Grail is sometimes unofficially referred to as ''the ultimate artifact''. The Grail is typically hidden somewhere in the ground of [[adventure map]], and finding it requires digging it with a hero. Recovering the Grail artifact and taking it to any town enables the player to build town specific Grail Building.<br />
<br />
The primary bonuses of Grail Building for all towns are extra 5000 {{g}} generation per day and 50% additional creature growth per week (rounded down). The growth bonus applies after all the modifiers: external dwellings and [[Statue of Legion]] or its components. Additionally, every town has its own unique bonuses.<br />
<br />
== Finding the Grail ==<br />
In order to recover the Grail, a hero must dig it out of the ground. A hero without empty slots in a backpack cannot dig. Digging demands the whole amount of a hero's movement points so it is impossible to dig at the same day when a hero crossed even just one tile on the map without tinkering with fast/slow units in the hero's army. Only one Grail may be hidden in the adventure map. However, it is also possible for a mapmaker to set any number of heroes and towns to carry the Grail in their backpack or have their Grail structure built, respectively. When the Grail is buried into the ground, clues to its location can be found at [[obelisk]]s. Every visited obelisk reveals a part of the [[puzzle map]], which shows the location of the Grail marked with X. Typically the X becomes visible when the entire [[puzzle map]] is revealed, but occasionally it will be shown before the last obelisk is visited. However, it is often possible to guess roughly the area where the Grail might lie, and systematically start digging it. In fact, the AI at hard difficulty levels starts digging the Grail even if only a third of the puzzle map is completed. <br />
<br />
If the hero carrying the Grail [[retreat]]s, [[surrender]]s or is defeated in battle, the Grail is lost forever. But when he is ''dismissed'', it is possible to find him in a [[tavern]] with a Grail in his backpack.<br />
<br />
The Grail can be sold to [[artifact merchants]] for 1 of any [[resource]].<br />
<br />
If the map has no obelisks, it is completely impossible to find the grail (even if every single block on the map is dug on). Also, using "nwcoracle", a cheat that reveals the [[puzzle map]], will have no effect and the puzzle will not show anything.<br />
<br />
== Grail Buildings and their special bonuses ==<br />
{{buildings}}<br />
When the Grail is taken to a town and the visiting hero with the Grail "visits" the Town Hall ([[Town Hall|Village Hall/Town Hall/City Hall/Capitol]]), a town-specific Grail Building will be built. It can be the second town building per turn, but nothing can be built on the same day after it. Also, Grail can be built in an allied town, which can be helpful if you don't have your own [[Tower]] or [[Conflux]]. All unique Grail building features will be effective for allies (except [[Castle]], [[Rampart]] and [[Necropolis]] buildings).<br />
<br />
{| border cellpadding="4" style="border:1 solid; text-align:left; background-color:lightyellow; margin-right:20px; margin-bottom:10px;"<br />
| '''Town''' || '''Picture''' || '''Name''' || '''Effect''' || '''Notes'''<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Castle fort.gif|x75px|Castle|link=Castle]]<br />
| [[File:Grail Castle Colossus.gif|border|150px]]<br />
| '''Colossus'''<br />
| Increases the [[morale]] of all of the owner's heroes by 2.<br />
| Although the documentation states that it increases all allied heroes morale, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Rampart fort.gif|x75px|Rampart|link=Rampart]]<br />
| [[File:Grail Rampart Spirit Guardian.gif|border|150px]]<br />
| '''Spirit<br>Guardian'''<br />
| Increases all owners heroes' [[luck]] by 2.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Tower fort.gif|x75px|Tower|link=Tower]]<br />
| [[File:Grail Tower Skyship.gif|border|150px]]<br />
| '''Skyship'''<br />
| Reveals the entire map for the player who owns it<br>Increases the [[spell points]] of the defending hero by 150, replenishing immediately after the battle.<br />
| Does not cancel out [[Cover of Darkness]].<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Inferno fort.gif|x75px|Inferno|link=Inferno]]<br />
| [[File:Grail Inferno Deity of Fire.gif|border|150px]]<br />
| '''Deity<br>of Fire'''<br />
| Causes every week to be The Week of Imp (+15 [[Imp]] / [[Familiar]] growth).<br />
| External dwellings are not affected by this special week. <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Necropolis fort.gif|x75px|Necropolis|link=Necropolis]]<br />
| [[File:Grail Necropolis Soul Prison.gif|border|150px]]<br />
| '''Soul<br>Prison'''<br />
| Increases the [[Necromancy]] skill of all the owners' heroes by 20%.<br />
| Although the documentation states that it increases all allied heroes Necromancy skill, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Dungeon fort.gif|x75px|Dungeon|link=Dungeon]]<br />
| [[File:Grail Dungeon Guardian of Earth.gif|border|150px]]<br />
| '''Guardian<br>of Earth'''<br />
| Increases [[spell power]] skill of the defending hero by 12.<br />
|<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Stronghold fort.gif|x75px|Stronghold|link=Stronghold]]<br />
| [[File:Grail Stronghold Warlords' Monument.gif|border|150px]]<br />
| '''Warlords'<br>Monument'''<br />
| Increases the [[Attack]] of the defending hero by 20.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Fortress fort.gif|x75px|Fortress|link=Fortress]]<br />
| [[File:Grail Fortress Carnivorous Plant.gif|border|150px]]<br />
| '''Carnivorous<br>Plant'''<br />
| Increases the [[Attack]] and [[Defense]] of the defending hero by 10.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Conflux fort.gif|x75px|Conflux|link=Conflux]]<br />
| [[File:Grail Conflux Aurora Borealis.gif|border|150px]]<br />
| '''Aurora<br>Borealis'''<br />
| Fills the town's [[Mage Guild]] with all [[spell]]s<br> {{withhota}} Allows learning spells up to the level of the currently built [[Mage Guild]] only<br>and doesn't allow learning spells that are never available in Conflux.<br />
| In earlier versions, any hero that enters the town learns all spells that are in the game,<br>including [[Titan's Lightning Bolt]][[Talk: Titan's Lightning Bolt#Titan's Lightning Bolt from Aurora Borealis|<sup>*]], and not considering the [[Wisdom]] level.<br>Fixed in the [[4.0|complete edition]], {{ab}} patch [[2.2]] and {{sod}} patch [[3.2]].<br />
<br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Cove fort (HotA).gif|x75px|Cove|link=Cove]]<br />
| [[File:Grail Cove Lodestar.gif|border|150px]]<br />
| '''Lodestar'''<br />
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]).<br />
| <br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Factory fort (HotA).gif|x75px|Factory|link=Factory]]<br />
| [[File:Grail Factory Lightning Rod.gif|border|150px]]<br />
| '''Lightning Rod'''<br />
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count).<br />
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Lightning Bolt]].<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]].<br />
|}<br />
<br />
{{fanopinion|<br />
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot.<br />
*Rampart: Similar to the Castle grail, but even less impactful.<br />
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings.<br />
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --><br />
*Necropolis: Typically grail buildings will be acquired long after skeletons have already been farmed from neutral encounters, but the 20% boost is still appreciated for whatever fights there are. It's also completely worthless for non-Necro opponents, which is nice. Notably, this is the only source of Necromancy that wasn't halved in [[Horn of the Abyss]], making the boost even more significant.<br />
*Dungeon: Having a +12 Spell Power boost together with 5 level of [[Mage Guild]] allows to cast tremendous spells like [[Chain Lightning]] or [[Implosion]] dealing horrific damage, or to make essential spells like [[Slow]], [[Haste]], [[Bless]] or [[Curse]] everlasting.<br />
*Stronghold: This bonus gives an absurd damage bonus, able to increase the damage output of even the highest leveled creatures by about 50%, any hero holding a town with this building is nearly unbeatable except by an overwhelming army or an opposing hero with a very high level.<br />
*Fortress: This boost is considered to be the best in terms of siege defense, not only does it make all units tanky but also gives them a powerful damage steroid, this is particularly useful for the [[Fortress]] creatures, who have somewhat low stats (but extremely powerful and annoying abilities) and allows them to achieve a powerful combination of destruction, tankiness and annoyingness.<br />
*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful.<br />
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are.<br />
*Factory: Is global, not in-town only. Can clear most neutral creatures (especially if they are split in 7 stacks) for free and take a dent out of the opponent's army. The damage scales primarily from town building count (7 damage per building, starting from 42 with just Village Hall and Lightning Rod up to 168 when fully built), so it's best built in your main town. See [[Arrow tower#Damage calculation]] to see how the damage works. Keep in mind that the effect does not happen until your turn, meaning the opponent will have a chance to cast a protecting spell on their troops if they have a faster creature; it doesn't work on units immune to Lightning and Lightning Bolt (e.g Gold and Black Dragons), works very bad on Golems and in case the opponent has [[Interference]], and will be banned by anti-magical artifacts.<br />
}}<!-- end of fan opinion --><br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Grail&diff=81086Grail2024-01-06T16:57:50Z<p>Dread Knight: Two sentences with opposite meaning</p>
<hr />
<div>{| cellspacing=0 cellpadding=7 style="border-style: double; border-color: silver; border-width: 3px; color:dimgray; background-color:honeydew; margin:0 15px 5px 0; float:left;"<br />
|- align=center<br />
| [[File:Grail.gif]]<br />
|}<br />
The '''Grail''' is an item similar to an [[artifact]] in the sense that heroes can carry it and exchange it between them in the same way as artifacts. Also it can be sold for 1 unit of any resource. In fact, the Grail is sometimes unofficially referred to as ''the ultimate artifact''. The Grail is typically hidden somewhere in the ground of [[adventure map]], and finding it requires digging it with a hero. Recovering the Grail artifact and taking it to any town enables the player to build town specific Grail Building.<br />
<br />
The primary bonuses of Grail Building for all towns are extra 5000 {{g}} generation per day and 50% additional creature growth per week (rounded down). The growth bonus applies after all the modifiers: external dwellings and [[Statue of Legion]] or its components. Additionally, every town has its own unique bonuses.<br />
<br />
== Finding the Grail ==<br />
In order to recover the Grail, a hero must dig it out of the ground. A hero without empty slots in a backpack cannot dig. Digging demands the whole amount of a hero's movement points so it is impossible to dig at the same day when a hero crossed even just one tile on the map without tinkering with fast/slow units in the hero's army. Only one Grail may be hidden in the adventure map. However, it is also possible for a mapmaker to set any number of heroes and towns to carry the Grail in their backpack or have their Grail structure built, respectively. When the Grail is buried into the ground, clues to its location can be found at [[obelisk]]s. Every visited obelisk reveals a part of the [[puzzle map]], which shows the location of the Grail marked with X. Typically the X becomes visible when the entire [[puzzle map]] is revealed, but occasionally it will be shown before the last obelisk is visited. However, it is often possible to guess roughly the area where the Grail might lie, and systematically start digging it. In fact, the AI at hard difficulty levels starts digging the Grail even if only a third of the puzzle map is completed. <br />
<br />
If the hero carrying the Grail [[retreat]]s, [[surrender]]s or is defeated in battle, the Grail is lost forever. But when he is ''dismissed'', it is possible to find him in a [[tavern]] with a Grail in his backpack.<br />
<br />
The Grail can be sold to [[artifact merchants]] for 1 of any [[resource]].<br />
<br />
If the map has no obelisks, it is completely impossible to find the grail (even if every single block on the map is dug on). Also, using "nwcoracle", a cheat that reveals the [[puzzle map]], will have no effect and the puzzle will not show anything.<br />
<br />
== Grail Buildings and their special bonuses ==<br />
{{buildings}}<br />
When the Grail is taken to a town and the visiting hero with the Grail "visits" the Town Hall ([[Town Hall|Village Hall/Town Hall/City Hall/Capitol]]), a town-specific Grail Building will be built. It can be the second town building per turn, but nothing can be built on the same day after it. Also, Grail can be built in an allied town, which can be helpful if you don't have your own [[Tower]] or [[Conflux]]. All unique Grail building features will be effective for allies (except [[Castle]], [[Rampart]] and [[Necropolis]] buildings).<br />
<br />
{| border cellpadding="4" style="border:1 solid; text-align:left; background-color:lightyellow; margin-right:20px; margin-bottom:10px;"<br />
| '''Town''' || '''Picture''' || '''Name''' || '''Effect''' || '''Notes'''<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Castle fort.gif|x75px|Castle|link=Castle]]<br />
| [[File:Grail Castle Colossus.gif|border|150px]]<br />
| '''Colossus'''<br />
| Increases the [[morale]] of all of the owner's heroes by 2.<br />
| Although the documentation states that it increases all allied heroes morale, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Rampart fort.gif|x75px|Rampart|link=Rampart]]<br />
| [[File:Grail Rampart Spirit Guardian.gif|border|150px]]<br />
| '''Spirit<br>Guardian'''<br />
| Increases all owners heroes' [[luck]] by 2.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Tower fort.gif|x75px|Tower|link=Tower]]<br />
| [[File:Grail Tower Skyship.gif|border|150px]]<br />
| '''Skyship'''<br />
| Reveals the entire map for the player who owns it<br>Increases the [[spell points]] of the defending hero by 150, replenishing immediately after the battle.<br />
| Does not cancel out [[Cover of Darkness]].<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Inferno fort.gif|x75px|Inferno|link=Inferno]]<br />
| [[File:Grail Inferno Deity of Fire.gif|border|150px]]<br />
| '''Deity<br>of Fire'''<br />
| Causes every week to be The Week of Imp (+15 [[Imp]] / [[Familiar]] growth).<br />
| External dwellings are not affected by this special week. <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Necropolis fort.gif|x75px|Necropolis|link=Necropolis]]<br />
| [[File:Grail Necropolis Soul Prison.gif|border|150px]]<br />
| '''Soul<br>Prison'''<br />
| Increases the [[Necromancy]] skill of all the owners' heroes by 20%.<br />
| Although the documentation states that it increases all allied heroes Necromancy skill, this appears to be wrong.<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Dungeon fort.gif|x75px|Dungeon|link=Dungeon]]<br />
| [[File:Grail Dungeon Guardian of Earth.gif|border|150px]]<br />
| '''Guardian<br>of Earth'''<br />
| Increases [[spell power]] skill of the defending hero by 12.<br />
|<br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Stronghold fort.gif|x75px|Stronghold|link=Stronghold]]<br />
| [[File:Grail Stronghold Warlords' Monument.gif|border|150px]]<br />
| '''Warlords'<br>Monument'''<br />
| Increases the [[Attack]] of the defending hero by 20.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Fortress fort.gif|x75px|Fortress|link=Fortress]]<br />
| [[File:Grail Fortress Carnivorous Plant.gif|border|150px]]<br />
| '''Carnivorous<br>Plant'''<br />
| Increases the [[Attack]] and [[Defense]] of the defending hero by 10.<br />
| <br />
<br />
|-<br />
| style="text-align:center;" | [[File:Adventure Map Conflux fort.gif|x75px|Conflux|link=Conflux]]<br />
| [[File:Grail Conflux Aurora Borealis.gif|border|150px]]<br />
| '''Aurora<br>Borealis'''<br />
| Fills the town's [[Mage Guild]] with all [[spell]]s<br> {{withhota}} Allows learning spells up to the level of the currently built [[Mage Guild]] only<br>and doesn't allow learning spells that are never available in Conflux.<br />
| In earlier versions, any hero that enters the town learns all spells that are in the game,<br>including [[Titan's Lightning Bolt]][[Talk: Titan's Lightning Bolt#Titan's Lightning Bolt from Aurora Borealis|<sup>*]], and not considering the [[Wisdom]] level.<br>Fixed in the [[4.0|complete edition]], {{ab}} patch [[2.2]] and {{sod}} patch [[3.2]].<br />
<br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Cove fort (HotA).gif|x75px|Cove|link=Cove]]<br />
| [[File:Grail Cove Lodestar.gif|border|150px]]<br />
| '''Lodestar'''<br />
| Makes any terrain [[Native terrain|native]] to all [[Cove]] units<br>(No [[movement penalty]], +1 to [[attack]]/[[defense]]/[[speed]],<br>ability to see and ignore [[land mine]]s and see [[quicksand]]).<br />
| <br />
|- style="background-color: #{{gold 0}};"<br />
| style="text-align:center;" | [[File:Adventure Map Factory fort (HotA).gif|x75px|Factory|link=Factory]]<br />
| [[File:Grail Factory Lightning Rod.gif|border|150px]]<br />
| '''Lightning Rod'''<br />
| Strikes all enemies with lightning at the first round of every battle.<br>(Damage is based on town building count).<br />
| Effect happens on the first round of the controller's turn, not the first round of combat.<br>Does not affect creatures immune to [[Lightning Bolt]].<br>Deals reduced damage to creatures with [[Spell damage reduction]].<br>Damage is increased by [[Sorcery]].<br />
|}<br />
<br />
{{fanopinion|<br />
*Castle: One of the less impactful grails, which is often made redundant by Knights' [[Leadership]] skill. The bonus can be seen as Advanced Leadership without needing to waste a skill slot.<br />
*Rampart: Similar to the Castle grail, but even less impactful.<br />
*Tower: Having this building gives a massive tactical advantage, and any player will be perfectly able to spot any attempt of siege or attack not only to this town but to all friendly heroes and buildings.<br />
*Inferno: The problem with Inferno's Deity of Fire is that typically grail buildings are built long after the imps, low tier creatures, are useful. However, the scrupulous Inferno player can turn this into an incredibly powerful advantage. A high level Marius equipped with any of the extra hitpoint artifacts can turn these extra imps into more demons with pit lords. A vial of lifeblood makes conversion 50% more efficient, requiring six imps per demon as opposed to nine. This means with the addition of the grail, birthing pools and castle, one can expect an additional 11 demons per week. <!-- 74.75.4.12 02:19, 31 May 2019 --><br />
*Necropolis: Typically grail buildings will be acquired long after skeletons have already been farmed from neutral encounters, but the 20% boost is still appreciated for whatever fights there are. It's also completely worthless for non-Necro opponents, which is nice. Notably, this is the only source of Necromancy that wasn't halved in [[Horn of the Abyss]], making the boost even more significant.<br />
*Dungeon: Having a +12 Spell Power boost together with 5 level of [[Mage Guild]] allows to cast tremendous spells like [[Chain Lightning]] or [[Implosion]] dealing horrific damage, or to make essential spells like [[Slow]], [[Haste]], [[Bless]] or [[Curse]] everlasting.<br />
*Stronghold: This bonus gives an absurd damage bonus, able to increase the damage output of even the highest leveled creatures by about 50%, any hero holding a town with this building is nearly unbeatable except by an overwhelming army or an opposing hero with a very high level.<br />
*Fortress: This boost is considered to be the best in terms of siege defense, not only does it make all units tanky but also gives them a powerful damage steroid, this is particularly useful for the [[Fortress]] creatures, who have somewhat low stats (but extremely powerful and annoying abilities) and allows them to achieve a powerful combination of destruction, tankiness and annoyingness.<br />
*Conflux: Arguably the best Grail building. Having guaranteed access to [[Town Portal]], [[Dimension Door]], and [[Fly]] by itself is already incredible. Getting every single other spell is just bonus. Even with the nerfs in Horn of the Abyss, this Grail is still the most powerful.<br />
*Cove: Effectively provides a global buff to all Cove units while preventing [[movement penalty]] with mono-Cove armies. The speed is particularly appreciated given how sluggish most Cove units are.<br />
*Factory: Is global, not in-town only. Can clear most neutral creatures (especially if they are split in 7 stacks) for free and take a dent out of the opponent's army. The damage scales primarily from town building count (7 damage per building, starting from 42 with just Village Hall and Lightning Rod up to 168 when fully built), so it's best built in your main town. See [[Arrow tower#Damage calculation]] to see how the damage works. Keep in mind that the effect does not happen until your turn, meaning the opponent will have a chance to cast [[Protection from Air]] on their troops if they have a faster creature.<br />
}}<!-- end of fan opinion --><br />
<br />
[[Category: Adventure Map]]<br />
__NOTOC__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Vault_of_Ashes&diff=81085Vault of Ashes2024-01-06T16:53:05Z<p>Dread Knight: Only objective information, no need for this template</p>
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<div>{{inhota}}<br />
{{Conflux buildings}}<br />
<br />
'''Building cost:''' 5000 {{G}} 5 {{M}}.<br>'''Buildings required:''' [[Pyre (creature dwelling)|Pyre]] (← [[Altar of Thought]] ← [[Altar of Earth]], [[Altar of Fire]] ← [[Altar of Water]], [[Altar of Air]] ← [[Mage Guild]], [[Magic Lantern]] ← [[Fort]]).<br><br />
<br />
'''Vault of Ashes''' is a new [[Conflux]] special structure introduced in {{-wh}}{{hota}}. It increases the growth of the [[Firebird]] and [[Phoenix]] by 1. Originally, [[Pyre (creature dwelling)|Pyre]] was producing 2 Firebirds or Phoenixes itself, and reducing their basic growth to 1 is one of the changes intended to nerf Conflux, which was considered too broken by Horn of the Abyss crew.<br />
<br />
It is the only [[Horde Building]] which increases growth of Tier a 7 unit.<br />
<br />
Unlike other Horde buildings, Vault of Ashes is considered a separate structure to the Pyre. Building it will increase the damage of the town's [[Arrow tower]]s accordingly.<br />
<br />
<br />
==Related Topics==<br />
*[[Horde Building]]<br />
<br />
[[Category: Horde buildings (HotA)]]<br />
[[Category: Horn of the Abyss]]<br />
[[Category: Special buildings (HotA)]]<br />
[[Category: Conflux]]</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Factory&diff=81051Factory2024-01-06T13:13:33Z<p>Dread Knight: /* Town names */</p>
<hr />
<div>{{inhota}}<br />
{{towns|noswitch=[[file:Adventure Map Factory capitol (HotA).gif]]<br>Fully built Factory, as seen on the [[adventure map]]}}<br />
'''Factory''' is a neutral [[alignment]] [[town]] with the [[mercenary]] and [[artificer]] [[hero class]]es. Factory armies combine nature with an attempt to harness its power, featuring humans wielding technology such as guns and flamethrowers, and creatures enhanced by technological advancements.<br />
<br />
Factory's [[native terrain]] is [[wasteland]].<br />
<br />
__TOC__<br />
<br />
==Factory building tree==<br />
{| style="margin-right:20px; float:left;"<br />
| {{#ifexist:File:FactoryBuildingTree.png|[[File:FactoryBuildingTree.png|600px|left]]}<br />
|}}<br />
<br />
[[Image:Factory-in.png|none|border|500px|thumb|right|Fully upgraded {{PAGENAME}}]]<br />
<br />
{{Town cost summary|<br />
|common = {{Building cost|{{W}}<br>45||{{O}}<br>40||||{{G}}<br>37000}}<br />
|mage = {{Building cost|{{W}}<br>25|{{M}}<br>28|{{O}}<br>25|{{S}}<br>28|{{C}}<br>28|{{Gem}}<br>28|{{G}}<br>6000}}<br />
|dwelling = {{Building cost|{{W}}<br>75|{{M}}<br>17|{{O}}<br>95|{{S}}<br>12|{{C}}<br>72|{{Gem}}<br>7|{{G}}<br>76400}}<br />
|unique = {{Building cost|||{{O}}<br>10||||{{G}}<br>12500}}<br />
|total = {{Building cost|{{W}}<br>145|{{M}}<br>45|{{O}}<br>170|{{S}}<br>40|{{C}}<br>100|{{Gem}}<br>35|{{G}}<br>131900}}<br />
|troop = 35920 {{G}}, 6 {{C}}<br />
}}<br />
{{clear|left}}<br />
===Common Buildings and Mage Guild===<br />
{{Factory common buildings}}<br />
<br />
===Creature Dwellings===<br />
{{Factory creature dwellings}}<br />
<br />
===Unique Buildings===<br />
{{Factory unique buildings}}<br />
<br />
{{clear|left}}<br />
<br />
==Heroes==<br />
{{Hero table|bgc=#{{Green 2,5}}|head=!+ colspan = 14 style="background-color:#{{Green 1}}; font-size: 120%; color:white; height:28px; text-align:center;" {{!}} {{PAGENAME}} heroes}}<br />
{{Factory hero table}}<br />
|}<br />
<br />
'''Banned secondary skills:'''<br />
<br />
Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es.<br />
<br />
{{ss|Necromancy}} and {{ss|Water Magic}} are not available for [[Mercenary|Mercenaries]].<br />
<br />
{{ss|Necromancy}}, {{ss|Resistance}}, and {{ss|Interference}}{{-wh}} are not available for [[Artificer|Artificers]].<br />
<br />
==Creatures==<br />
{{Creature table|bgc=#{{Blue 1b}}|head=!+ colspan = 14 style="background-color:#{{Blue 0}}; font-size: 120%; color:white; height:28px;" {{!}} {{PAGENAME}} creatures}}<br />
{{Factory creature table}}<br />
|}<br />
<br />
==Town names==<br />
Unless specified by the mapmaker, towns will generate with a random name. Factory towns will use one of these following names:<br />
<br />
{| class="wikitable sortable" style="white-space:nowrap; text-align: left;"<br />
|-<br />
| Arcadia || Ardon || Aurichalcum || Burton<br />
|- <br />
| Corakstone || Darentor || Endurance || Fort Rotwang<br />
|-<br />
| Kerger || Mount Copper || New Dolere || Prospero<br />
|-<br />
| Ridder || Salda || Volta || Vulcan<br />
|-<br />
|}<br />
<br />
If there are more Factory towns on the map than possible names, they will use names taken from other towns.<br />
<br />
{{user commentary|<br />
* Factory has two creature line-ups: natural and technological. Both have their own level 7 creature and can be developed in parallel.<br />
* Factory army is well balanced in offensive, defensive and support at all stages of the game.<br />
* Maximum [[Mage Guild]] level is 5.<br />
<br />
'''Pros:'''<br />
* Despite its expensiveness Factory can choose one unit line-up and develop it quite quickly.<br />
* Factory has 2 mechanical creatures which can be [[repair]]ed (i.e. "resurrected") if damaged.<br />
* Factory towns can "earn" 5-day income (2500 gold) in advance using [[Bank|Banks]] every 5 days. Banks are strategically useful at early game, so could be used to faster max upgrade halls and other income-based buildings in order to have great economical advantage at early game and further. <br />
* [[Bounty Hunter|Bounty Hunters]] are useful for clearing [[Wandering Creatures]], [[Creature Banks]] and hero-vs-hero battles(recommended with [[Shackles of War]] and casted [[Anti-Magic]] spell in order to prevent harmful [[Forgetfulness]] and damage spells) which have only ranged creatures without casualties due to unlimited [[Preemptive Shot|Preemptive Shots]].<br />
* Native terrain is [[wasteland]], which makes it harder for other units to traverse (however, movement penalty is lower than for [[snow]] or [[swamp]], which are native terrains of [[Tower]] and [[Fortress]], respectively).<br />
* Excellent Grail building; Lightning Rod can wipe out the entire army of wandering creatures, or deal significant damage against enemy hero's army.<br />
<br />
'''Cons:'''<br />
* Factory is an expensive town. To have both unit line-ups, i.e to have different tactics, a lot of resources is needed.<br />
* Most Factory units are quite slow, and 6-7 level units (besides Juggernauts) have low HPs.<br />
* Factory doesn't have 1-4 level flying units. All other towns besides [[Inferno]] and [[Stronghold]] have at least one).}}{{end of user commentary}}<br />
<br />
== See also ==<br />
* [[Town Comparison]]<br />
* [[List of creatures]]<br />
* [[List of creatures (HotA)]]<br />
* [[List of heroes]]<br />
* [[List of heroes (HotA)]]<br />
<br />
[[Category: Factory]]<br />
__notoc__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Factory&diff=81050Factory2024-01-06T13:11:23Z<p>Dread Knight: /* Town names */</p>
<hr />
<div>{{inhota}}<br />
{{towns|noswitch=[[file:Adventure Map Factory capitol (HotA).gif]]<br>Fully built Factory, as seen on the [[adventure map]]}}<br />
'''Factory''' is a neutral [[alignment]] [[town]] with the [[mercenary]] and [[artificer]] [[hero class]]es. Factory armies combine nature with an attempt to harness its power, featuring humans wielding technology such as guns and flamethrowers, and creatures enhanced by technological advancements.<br />
<br />
Factory's [[native terrain]] is [[wasteland]].<br />
<br />
__TOC__<br />
<br />
==Factory building tree==<br />
{| style="margin-right:20px; float:left;"<br />
| {{#ifexist:File:FactoryBuildingTree.png|[[File:FactoryBuildingTree.png|600px|left]]}<br />
|}}<br />
<br />
[[Image:Factory-in.png|none|border|500px|thumb|right|Fully upgraded {{PAGENAME}}]]<br />
<br />
{{Town cost summary|<br />
|common = {{Building cost|{{W}}<br>45||{{O}}<br>40||||{{G}}<br>37000}}<br />
|mage = {{Building cost|{{W}}<br>25|{{M}}<br>28|{{O}}<br>25|{{S}}<br>28|{{C}}<br>28|{{Gem}}<br>28|{{G}}<br>6000}}<br />
|dwelling = {{Building cost|{{W}}<br>75|{{M}}<br>17|{{O}}<br>95|{{S}}<br>12|{{C}}<br>72|{{Gem}}<br>7|{{G}}<br>76400}}<br />
|unique = {{Building cost|||{{O}}<br>10||||{{G}}<br>12500}}<br />
|total = {{Building cost|{{W}}<br>145|{{M}}<br>45|{{O}}<br>170|{{S}}<br>40|{{C}}<br>100|{{Gem}}<br>35|{{G}}<br>131900}}<br />
|troop = 35920 {{G}}, 6 {{C}}<br />
}}<br />
{{clear|left}}<br />
===Common Buildings and Mage Guild===<br />
{{Factory common buildings}}<br />
<br />
===Creature Dwellings===<br />
{{Factory creature dwellings}}<br />
<br />
===Unique Buildings===<br />
{{Factory unique buildings}}<br />
<br />
{{clear|left}}<br />
<br />
==Heroes==<br />
{{Hero table|bgc=#{{Green 2,5}}|head=!+ colspan = 14 style="background-color:#{{Green 1}}; font-size: 120%; color:white; height:28px; text-align:center;" {{!}} {{PAGENAME}} heroes}}<br />
{{Factory hero table}}<br />
|}<br />
<br />
'''Banned secondary skills:'''<br />
<br />
Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es.<br />
<br />
{{ss|Necromancy}} and {{ss|Water Magic}} are not available for [[Mercenary|Mercenaries]].<br />
<br />
{{ss|Necromancy}}, {{ss|Resistance}}, and {{ss|Interference}}{{-wh}} are not available for [[Artificer|Artificers]].<br />
<br />
==Creatures==<br />
{{Creature table|bgc=#{{Blue 1b}}|head=!+ colspan = 14 style="background-color:#{{Blue 0}}; font-size: 120%; color:white; height:28px;" {{!}} {{PAGENAME}} creatures}}<br />
{{Factory creature table}}<br />
|}<br />
<br />
==Town names==<br />
Unless specified by the mapmaker, towns will generate with a random name. Factory towns will use one of these following names:<br />
<br />
{| class="wikitable sortable" style="white-space:nowrap; text-align: left;"<br />
|-<br />
| Arcadia || Ardon || Aurichalcum || Burton<br />
|- <br />
| Corakstone || Darentor || Endurance || Fort Rotwang<br />
|-<br />
| Kerger || Mount Copper || New Dolere || Prospero<br />
|-<br />
| Ridder || Salda || Volta || Vulcan<br />
|-<br />
|}<br />
<br />
If there are more Factory towns on the map than possible names, they will use names taken from other towns.<br />
<br />
{{user commentary|<br />
* Factory has two creature line-ups: natural and technological. Both have their own level 7 creature and can be developed in parallel.<br />
* Factory army is well balanced in offensive, defensive and support at all stages of the game.<br />
* Maximum [[Mage Guild]] level is 5.<br />
<br />
'''Pros:'''<br />
* Despite its expensiveness Factory can choose one unit line-up and develop it quite quickly.<br />
* Factory has 2 mechanical creatures which can be [[repair]]ed (i.e. "resurrected") if damaged.<br />
* Factory towns can "earn" 5-day income (2500 gold) in advance using [[Bank|Banks]] every 5 days. Banks are strategically useful at early game, so could be used to faster max upgrade halls and other income-based buildings in order to have great economical advantage at early game and further. <br />
* [[Bounty Hunter|Bounty Hunters]] are useful for clearing [[Wandering Creatures]], [[Creature Banks]] and hero-vs-hero battles(recommended with [[Shackles of War]] and casted [[Anti-Magic]] spell in order to prevent harmful [[Forgetfulness]] and damage spells) which have only ranged creatures without casualties due to unlimited [[Preemptive Shot|Preemptive Shots]].<br />
* Native terrain is [[wasteland]], which makes it harder for other units to traverse (however, movement penalty is lower than for [[snow]] or [[swamp]], which are native terrains of [[Tower]] and [[Fortress]], respectively).<br />
* Excellent Grail building; Lightning Rod can wipe out the entire army of wandering creatures, or deal significant damage against enemy hero's army.<br />
<br />
'''Cons:'''<br />
* Factory is an expensive town. To have both unit line-ups, i.e to have different tactics, a lot of resources is needed.<br />
* Most Factory units are quite slow, and 6-7 level units have low HPs.<br />
* Factory doesn't have 1-4 level flying units. All other towns besides [[Inferno]] and [[Stronghold]] have at least one).}}{{end of user commentary}}<br />
<br />
== See also ==<br />
* [[Town Comparison]]<br />
* [[List of creatures]]<br />
* [[List of creatures (HotA)]]<br />
* [[List of heroes]]<br />
* [[List of heroes (HotA)]]<br />
<br />
[[Category: Factory]]<br />
__notoc__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Factory&diff=81049Factory2024-01-06T13:03:54Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
{{towns|noswitch=[[file:Adventure Map Factory capitol (HotA).gif]]<br>Fully built Factory, as seen on the [[adventure map]]}}<br />
'''Factory''' is a neutral [[alignment]] [[town]] with the [[mercenary]] and [[artificer]] [[hero class]]es. Factory armies combine nature with an attempt to harness its power, featuring humans wielding technology such as guns and flamethrowers, and creatures enhanced by technological advancements.<br />
<br />
Factory's [[native terrain]] is [[wasteland]].<br />
<br />
__TOC__<br />
<br />
==Factory building tree==<br />
{| style="margin-right:20px; float:left;"<br />
| {{#ifexist:File:FactoryBuildingTree.png|[[File:FactoryBuildingTree.png|600px|left]]}<br />
|}}<br />
<br />
[[Image:Factory-in.png|none|border|500px|thumb|right|Fully upgraded {{PAGENAME}}]]<br />
<br />
{{Town cost summary|<br />
|common = {{Building cost|{{W}}<br>45||{{O}}<br>40||||{{G}}<br>37000}}<br />
|mage = {{Building cost|{{W}}<br>25|{{M}}<br>28|{{O}}<br>25|{{S}}<br>28|{{C}}<br>28|{{Gem}}<br>28|{{G}}<br>6000}}<br />
|dwelling = {{Building cost|{{W}}<br>75|{{M}}<br>17|{{O}}<br>95|{{S}}<br>12|{{C}}<br>72|{{Gem}}<br>7|{{G}}<br>76400}}<br />
|unique = {{Building cost|||{{O}}<br>10||||{{G}}<br>12500}}<br />
|total = {{Building cost|{{W}}<br>145|{{M}}<br>45|{{O}}<br>170|{{S}}<br>40|{{C}}<br>100|{{Gem}}<br>35|{{G}}<br>131900}}<br />
|troop = 35920 {{G}}, 6 {{C}}<br />
}}<br />
{{clear|left}}<br />
===Common Buildings and Mage Guild===<br />
{{Factory common buildings}}<br />
<br />
===Creature Dwellings===<br />
{{Factory creature dwellings}}<br />
<br />
===Unique Buildings===<br />
{{Factory unique buildings}}<br />
<br />
{{clear|left}}<br />
<br />
==Heroes==<br />
{{Hero table|bgc=#{{Green 2,5}}|head=!+ colspan = 14 style="background-color:#{{Green 1}}; font-size: 120%; color:white; height:28px; text-align:center;" {{!}} {{PAGENAME}} heroes}}<br />
{{Factory hero table}}<br />
|}<br />
<br />
'''Banned secondary skills:'''<br />
<br />
Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es.<br />
<br />
{{ss|Necromancy}} and {{ss|Water Magic}} are not available for [[Mercenary|Mercenaries]].<br />
<br />
{{ss|Necromancy}}, {{ss|Resistance}}, and {{ss|Interference}}{{-wh}} are not available for [[Artificer|Artificers]].<br />
<br />
==Creatures==<br />
{{Creature table|bgc=#{{Blue 1b}}|head=!+ colspan = 14 style="background-color:#{{Blue 0}}; font-size: 120%; color:white; height:28px;" {{!}} {{PAGENAME}} creatures}}<br />
{{Factory creature table}}<br />
|}<br />
<br />
==Town names==<br />
Unless specified by the mapmaker, towns will generate with a random name. Factory towns will use one of these following names:<br />
<br />
{| class="wikitable sortable" style="white-space:nowrap; text-align: left;"<br />
|-<br />
| Arcadia || Ardon || Aurichalcum || Burton<br />
|- <br />
| Corakstone || Darentor || Endurance || Fort Rotwang<br />
|-<br />
| Kerger || Mount Copper || New Dolere || Prospero<br />
|-<br />
| Ridder || Salda || Volta || Vulcan<br />
|-<br />
|}<br />
<br />
If there are more Factory towns on the map than possible names, they will use names taken from other towns.<br />
<br />
{{user commentary|<br />
* Factory has two creature line-ups: natural and technological. Both have their own level 7 creature and can be developed in parallel.<br />
* Factory army is well balanced in offensive, defensive and support at all stages of the game.<br />
* Maximum [[Mage Guild]] level is 5.<br />
<br />
'''Pros:'''<br />
* Despite its expensiveness Factory can choose one unit line-up and develop it quite quickly.<br />
* Factory has 2 mechanical creatures which can be [[repair]]ed (i.e. "resurrected") if damaged.<br />
* Factory towns can "earn" 5-day income (2500 gold) in advance using [[Bank|Banks]] every 5 days. Banks are strategically useful at early game, so could be used to faster max upgrade halls and other income-based buildings in order to have great economical advantage at early game and further. <br />
* [[Bounty Hunter|Bounty Hunters]] are useful for clearing [[Wandering Creatures]], [[Creature Banks]] and hero-vs-hero battles(recommended with [[Shackles of War]] and casted [[Anti-Magic]] spell in order to prevent harmful [[Forgetfulness]] and damage spells) which have only ranged creatures without casualties due to unlimited [[Preemptive Shot|Preemptive Shots]].<br />
* Native terrain is [[wasteland]], which makes it harder for other units to traverse (however, movement penalty is lower than for [[snow]] or [[swamp]], which are native terrains of [[Tower]] and [[Fortress]], respectively).<br />
* Excellent Grail building; Lightning Rod can wipe out the entire army of wandering creatures, or deal significant damage against enemy hero's army.<br />
<br />
'''Cons:'''<br />
* Factory is an expensive town. To have both unit line-ups, i.e to have different tactics, a lot of resources is needed.<br />
* Most Factory units are quite slow.<br />
* Factory doesn't have 1-4 level flying units. All other towns besides [[Inferno]] and [[Stronghold]] have at least one).}}{{end of user commentary}}<br />
<br />
== See also ==<br />
* [[Town Comparison]]<br />
* [[List of creatures]]<br />
* [[List of creatures (HotA)]]<br />
* [[List of heroes]]<br />
* [[List of heroes (HotA)]]<br />
<br />
[[Category: Factory]]<br />
__notoc__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Factory&diff=81048Factory2024-01-06T13:03:20Z<p>Dread Knight: </p>
<hr />
<div>{{inhota}}<br />
{{towns|noswitch=[[file:Adventure Map Factory capitol (HotA).gif]]<br>Fully built Factory, as seen on the [[adventure map]]}}<br />
'''Factory''' is a neutral [[alignment]] [[town]] with the [[mercenary]] and [[artificer]] [[hero class]]es. Factory armies combine nature with an attempt to harness its power, featuring humans wielding technology such as guns and flamethrowers, and creatures enhanced by technological advancements.<br />
<br />
Factory's [[native terrain]] is [[wasteland]].<br />
<br />
__TOC__<br />
<br />
==Factory building tree==<br />
{| style="margin-right:20px; float:left;"<br />
| {{#ifexist:File:FactoryBuildingTree.png|[[File:FactoryBuildingTree.png|600px|left]]}<br />
|}}<br />
<br />
[[Image:Factory-in.png|none|border|500px|thumb|right|Fully upgraded {{PAGENAME}}]]<br />
<br />
{{Town cost summary|<br />
|common = {{Building cost|{{W}}<br>45||{{O}}<br>40||||{{G}}<br>37000}}<br />
|mage = {{Building cost|{{W}}<br>25|{{M}}<br>28|{{O}}<br>25|{{S}}<br>28|{{C}}<br>28|{{Gem}}<br>28|{{G}}<br>6000}}<br />
|dwelling = {{Building cost|{{W}}<br>75|{{M}}<br>17|{{O}}<br>95|{{S}}<br>12|{{C}}<br>72|{{Gem}}<br>7|{{G}}<br>76400}}<br />
|unique = {{Building cost|||{{O}}<br>10||||{{G}}<br>12500}}<br />
|total = {{Building cost|{{W}}<br>145|{{M}}<br>45|{{O}}<br>170|{{S}}<br>40|{{C}}<br>100|{{Gem}}<br>35|{{G}}<br>131900}}<br />
|troop = 35920 {{G}}, 6 {{C}}<br />
}}<br />
{{clear|left}}<br />
===Common Buildings and Mage Guild===<br />
{{Factory common buildings}}<br />
<br />
===Creature Dwellings===<br />
{{Factory creature dwellings}}<br />
<br />
===Unique Buildings===<br />
{{Factory unique buildings}}<br />
<br />
{{clear|left}}<br />
<br />
==Heroes==<br />
{{Hero table|bgc=#{{Green 2,5}}|head=!+ colspan = 14 style="background-color:#{{Green 1}}; font-size: 120%; color:white; height:28px; text-align:center;" {{!}} {{PAGENAME}} heroes}}<br />
{{Factory hero table}}<br />
|}<br />
<br />
'''Banned secondary skills:'''<br />
<br />
Some skills are not available for certain hero classes, which means they can only acquire them from [[Scholar (Adventure Map)|Scholar]]s, [[Witch Hut]]s (except for [[Necromancy]] and [[Leadership]], if not allowed by a map-maker), [[Seer's Hut]]s, [[Event]]s or [[Pandora's Box]]es.<br />
<br />
{{ss|Necromancy}} and {{ss|Water Magic}} are not available for [[Mercenary|Mercenaries]].<br />
<br />
{{ss|Necromancy}}, {{ss|Resistance}}, and {{ss|Interference}}{{-wh}} are not available for [[Artificer|Artificers]].<br />
<br />
==Creatures==<br />
{{Creature table|bgc=#{{Blue 1b}}|head=!+ colspan = 14 style="background-color:#{{Blue 0}}; font-size: 120%; color:white; height:28px;" {{!}} {{PAGENAME}} creatures}}<br />
{{Factory creature table}}<br />
|}<br />
<br />
==Town names==<br />
Unless specified by the mapmaker, towns will generate with a random name. Factory towns will use one of these following names:<br />
<br />
{| class="wikitable sortable" style="white-space:nowrap; text-align: left;"<br />
|-<br />
| Arcadia || Ardon || Aurichalcum || Burton<br />
|- <br />
| Corakstone || Darentor || Endurance || Fort Rotwang<br />
|-<br />
| Kerger || Mount Copper || New Dolere || Prospero<br />
|-<br />
| Ridder || Salda || Volta || Vulcan<br />
|-<br />
|}<br />
<br />
If there are more Factory towns on the map than possible names, they will use names taken from other towns.<br />
<br />
{{user commentary|<br />
* Factory has two creature line-ups: natural and technological. Both have their own level 7 creature and can be developed in parallel.<br />
* Factory army is well balanced in offensive, defensive and support at all stages of the game.<br />
* Maximum [[Mage Guild]] level is 5.<br />
<br />
'''Pros:'''<br />
* Despite its expensiveness Factory can choose one unit line-up and develop it quite quickly.<br />
* Factory has 2 mechanical creatures which can be [[repair]]ed (i.e. "resurrected") if damaged.<br />
* Factory towns can "earn" 5-day income (2500 gold) in advance using [[Bank|Banks]] every 5 days. Banks are strategically useful at early game, so could be used to faster max upgrade halls and other income-based buildings in order to have great economical advantage at early game and further. <br />
* [[Bounty Hunter|Bounty Hunters]] are useful for clearing [[Wandering Creatures]], [[Creature Banks]] and hero-vs-hero battles(recommended with [[Shackles of War]] and casted [[Anti-Magic]] spell in order to prevent harmful [[Forgetfulness]] and damage spells) which have only ranged creatures without casualties due to unlimited [[Preemptive Shot|Preemptive Shots]].<br />
* Native terrain is [[wasteland]], which makes it harder for other units to traverse (however, movement penalty is lower than for snow or swamp, which are native terrains of Tower and Fortress, respectively).<br />
* Excellent Grail building; Lightning Rod can wipe out the entire army of wandering creatures, or deal significant damage against enemy hero's army.<br />
<br />
'''Cons:'''<br />
* Factory is an expensive town. To have both unit line-ups, i.e to have different tactics, a lot of resources is needed.<br />
* Most Factory units are quite slow.<br />
* Factory doesn't have 1-4 level flying units. All other towns besides [[Inferno]] and [[Stronghold]] have at least one).}}{{end of user commentary}}<br />
<br />
== See also ==<br />
* [[Town Comparison]]<br />
* [[List of creatures]]<br />
* [[List of creatures (HotA)]]<br />
* [[List of heroes]]<br />
* [[List of heroes (HotA)]]<br />
<br />
[[Category: Factory]]<br />
__notoc__</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Green_Dragon_and_Gold_Dragon&diff=64771Green Dragon and Gold Dragon2023-09-20T10:24:44Z<p>Dread Knight: </p>
<hr />
<div>{{Rampart creatures}}{{Creature<br />
| AI_Value = 4872<br />
| Name = Green Dragon<br />
| Growth = 1<br />
| Attack = 18<br />
| Defense = 18<br />
| Speed = 10<br />
| Damage = 40–50<br />
| Health = 180<br />
| Movement = [[Flying]]<br />
| Size = 2<br />
| Cost = 2400<br />
| Res = [[File: Resource Crystal 20x18.gif]]<br />
| ResCost = 1<br />
| Special = • [[Breath attack]]<br>• [[Spell immunity|Immune]] to level 1–3 [[spell]]s<br>• Counts as [[dragon]]<br />
| U_AI_Value= 8613<br />
| U_name = Gold Dragon<br />
| U_attack = '''27'''<br />
| U_defense = '''27'''<br />
| U_speed = '''16'''<br />
| U_health = '''250'''<br />
| U_cost = 4000<br />
| U_ResCost = 2<br />
| U_special = • [[Breath attack]]<br>• '''[[Spell immunity|Immune]] to level 1–4 [[spell]]s'''<br>• Counts as [[dragon]]<br />
| No_shots =<br />
| No_ushots = <br />
}} <br />
<br />
{{Cram|Dragon Cliffs|Green Dragon|Gold Dragon|no_dwelling=}}<br />
'''Green Dragons and Gold Dragons''' are the level 7 creatures of [[Rampart]]. They are recruited from the [[Dragon Cliffs]].<br />
<br />
''"Green and gold dragons deliver devastating damage in the form of poisonous or sulfurous breath. Green dragons are immune to spells below the fourth level and gold dragons are only affected by spells of level five."{{-}}<sup>[[Restoration of Erathia Manual Page 107|RoE manual]]''</sup><br />
<div style="clear:left;"></div><br />
<br />
Placing Green and/or Gold Dragons (as well as any other living Dragons) in the [[Skeleton Transformer]] will give you [[Bone Dragon]]s instead of regular [[Skeleton]]s.<br />
<br />
{{user commentary|<br />
Gold Dragons first appeared in Heroes of Might and Magic III, while the Green Dragon was the base dragon creature of the [[Dungeon]] equivalent faction in Heroes of Might and Magic II, which was upgraded two times to Red and then Black Dragon. However, the equivalent of [[Rampart]] in the first two Heroes of Might and Magic games had the Phoenix as its highest tier creature. In a twist of irony, after the war with [[Mutare Drake|Mutare]], which happened right between the 3rd and 4th games in the series, all dragons went almost extinct, the Green and Gold Dragons being replaced by [[Faerie Dragons]] and [[Phoenix|Phoenixes]] (from the then-extinct [[Conflux]]) in the Rampart armies, according to Jennifer Bullard's development documents.<br />
----<br />
* [https://legacy.lib.utexas.edu/taro/utcah/03496/cah-03496.html A Guide to the Jennifer Bullard Papers, 1999-2003]<br />
* [https://www.celestialheavens.com/homam-iv/jennifer-bullard-lost-manuscript-files?showall{{=}}&start{{=}}3 Jennifer Bullard - Lost manuscript files (Celestial Heavens)]<br />
<br />
=== Tactics ===<br />
'''Beware of breath attack which may kill your own troops as well.'''<br />
<br />
Because of the Gold Dragons' level 1-4 spell immunity, they are suitable to be used in tactics often called [[Dragogeddon]]. In dragogeddon, a hero with preferably high [[power skill]] and [[Armageddon]] spell attacks with an army only consisting of creatures immune or very resilient to the Armageddon spell. The tactics may be used in "hit-and-run" tactic, to advance through wandering creatures or even to slay enemy heroes. However, Armageddon spell is available only in [[alignment|evil alignment]] towns' Mage Guilds and thus not in Rampart, so make sure there is an [[Inferno]], [[Necropolis]], or [[Dungeon]] on the map, which you capture, getting a chance to learn Armageddon (you may edit settings of the game so that your enemy plays for an evil town, or, playing for an evil town, set Rampart for your enemy and hire Gold Dragons when conquered). Note that [[Conflux]] won't help in learning Armageddon, even though its creatures are often used for Dragogeddon. '''Note that Green Dragons are useless for Dragogeddon, since they are immune only to 1-3 level spells!'''<br />
<br />
When using any of these dragons, dealing the highest possible damage by targeting enemy archers or important enemy troops is a crucial thing, which can also be done with the help of [[Breath attack]]. A good tactic is to attack a relatively weak enemy stack which stands next to an archer or other enemy troop, allowing the dragons to deal much damage while taking back as little as possible (or even none, if the targeted enemy stacks is killed). However, only the base creature can be [[Resurrection|resurrected]], so be sure to back up the dragons with [[Unicorns]] and/or [[Pegasi]].<br />
<br />
When facing these dragons, one of the highest priority is to get rid of them, especially due to their offensive capabilities and high speed of the upgraded creature. Indirectly damaging Green or Gold Dragons via magic is possible by either buffing the own troops with [[Slayer]] (which yields +8 attack against level 7 troops) or other buff spells or summoning a creature with any of [[Summon Air Elemental]], [[Summon Water Elemental]], [[Summon Fire Elemental]] or [[Summon Earth Elemental]] spell. Green Dragons can be killed by [[Spells|4th level spells]], though, and quite easily if the hero has a respectable [[Spell Power]].<br />
While they hit a bit harder and have a higher movement speed than [[Black Dragon|Black Dragons]], the Gold Dragons lack the full magical immunity, making them popularly targeted and dispatched by [[Implosion]], a fatal thing for them. It would be great to force Green and Gold Dragons damage their own troops via breath attack, e.g. hitting them with a weak stack and causing retaliation which will kill much more of their allies than of ours.<br />
<br />
Due to the resurrecting part of the [[Sacrifice]] spell being actually a regular level 4 [[Resurrection]], Gold Dragons can not be brought back with [[Sacrifice]], despite it being a level 5 spell; but they can be sacrificed (while it's almost useless since you wouldn't sacrifice a stronger troop for a weaker one).<br />
<br />
=== Toughness ===<br />
The Green Dragons have lower defense than the [[Red Dragon]], but the same health value. However, the Gold Dragon has the third highest defense for a town-aligned creature, only surpassed by [[Arch Devil|Arch Devils]] and [[Archangel|Archangels]]. Its health is lower by 20% (50 health) than the [[Black Dragon]]'s, though, and equal to that of the [[Chaos Hydra]] and Archangel, which can both be [[Resurrection|resurrected]], unlike the Gold Dragons. Its defense upgrade bonus is the second highest in the game, a bonus of 9 defense, and only surpassed by the [[Angel]]'s upgrade bonus. Even with the high defense stat, the lower health makes a difference and the Gold Dragons shouldn't take too much damage or will start to lose their numbers.<br />
<br />
=== Offense ===<br />
Both Green and Gold Dragons have the same damage value, together with the [[Red Dragon and Black Dragon|Red and Black Dragons]]. The Gold Dragons have their attack stat higher by two than the Black Dragons, though. Together with the [[Breath attack]], these dragons can deal high amounts of damage to enemy troops. Still, beware that the enemy can make them kill your own units indirectly, so be careful with their placement. Its attack upgrade bonus is the second highest in the game, a bonus of 9 attack, and only surpassed by the [[Angel]]'s upgrade bonus.<br />
<br />
=== Efficiency and cost ===<br />
Since they won't be dying too easily and can also be resurrected, the Green Dragons are worth their gold until the [[Dragon Cliffs]] sees an upgrade, but should be bought only in quantities you need, as to be able to upgrade their dwelling later on. However, even the base dwelling requires much ore {{o}} and gold {{g}} to build, together with the fact that it requires all other base creature dwellings to be built (except [[Dwarf Cottage]]) and also a level 2 [[Mage Guild]], makes the recruiting of these dragons something obtainable only in the second or third week from the start of the game, depending on how many resources and mines you find. The upgraded dwelling for them requires Mage Guild level 3 and also a high amount of ore {{o}} and gold {{g}}.<br />
<br />
A Green Dragon costs 100 gold {{g}} less than a [[Red Dragon]], but a Gold Dragon has the same cost in gold {{g}} as a [[Black Dragon]]. In terms of raw stats, the Rampart's and the Dungeon's dragons are roughly equal. But considering the towns' particular qualities, the Dungeon is better suited for using its Dragons. First, the Dungeon itself is outright better for Dragogeddon (see below). Second, the Warlock hero class usually has considerably more Spell Power than the Druids (not to mention the Rangers), thus making Dragogeddon performed by the Dungeon even stronger. Finally, the Dungeon player can pick [[Alamar]] or [[Jeddite]], who are extremely powerful when using ''"Resurrection + Red Dragons"'' tactics, while the Rampart can only obtain it randomly with 20% chance (and after spending a lot pf resources for the Mages Guild). The only thing the Rampart has to offer in return is a 10% chance to have a [[Prayer]] spell, which can boost the base Dragons dramatically and is blocked in Dungeon, and [[Mephala]]/[[Giselle]] heroes, whose specialties are quite useful for both Gold and especially Green dragons. In summary, when composing an army, the Rampart player (unless some lucky spells/heroes are unlocked) would usually have his Dragons as sidearm or heavy fire support, unlike the Dungeon player, who has an option to make the Dragons the main (and sometimes the only) fighting force intentionally.<br />
<br />
=== Skill bonuses ===<br />
While not getting such an immense bonus from skills, like creatures as [[Titans]] do, there are still some good skills to take in consideration. [[Armorer]] is a very good to choice to keep the dragons' numbers up, while [[Tactics]] allows more friendly troops to assist the dragons easily, even if not a necessary skill to have for a [[Rampart]] army, due to its high speed. [[Offense]] is, as usual, a nice skill to have, especially with the dragons' [[Breath attack]]. Resistance is of little use for dragons.<br />
}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 7 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Red_Dragon_and_Black_Dragon&diff=64770Red Dragon and Black Dragon2023-09-20T10:23:56Z<p>Dread Knight: </p>
<hr />
<div>{{Dungeon creatures}}{{Creature<br />
| AI_Value = 4702<br />
| Name = Red Dragon<br />
| Attack = 19<br />
| Defense = 19<br />
| Speed = 11<br />
| Growth = 1<br />
| Damage = 40–50<br />
| Health = 180<br />
| Movement = [[Flying]]<br />
| Size = 2<br />
| Res = [[File: Resource Sulfur 20x18.gif]]<br />
| ResCost = 1<br />
| Cost = 2500<br />
| Special = • [[Dragon]]<br>• [[Breath attack]]<br>• [[Spell immunity|Immune to spells]] level 1–3<br />
| U_AI_Value= 8721<br />
| U_name = Black Dragon<br />
| U_attack = '''25'''<br />
| U_defense = '''25'''<br />
| U_speed = '''15'''<br />
| U_health = '''300'''<br />
| U_cost = 4000<br />
| U_ResCost = 2<br />
| U_special = • [[Dragon]]<br>• [[Breath attack]]<br>• '''[[Spell immunity|Immune]] to all spells'''<br>• '''[[Hate]]s [[Giant and titan|Titans]]'''<br />
| No_shots = <br />
| No_ushots = <br />
}}<br />
<br />
{{Cram|Dragon Cave|Red Dragon|Black Dragon|no_dwelling=}}<br />
'''Red Dragons and Black Dragons''' are the level 7 creatures of [[Dungeon]]. They are recruited from the [[Dragon Cave]].<br />
<br />
''"Red and black dragons with their great mobility, flying ability, and powerful [[breath attack|breath weapons]] are among the most effective units in the game. Red dragons are [[Spell immunity|immune to spells]] below level four. Black dragons are twice as durable, do [[Hate|150% damage]] to... [[Giant and titan|titans]], and are immune to all spells."{{-}}<sup>[[Restoration of Erathia Manual Page 91|RoE manual]]''</sup><br />
<br />
== Special Abilities ==<br />
===Magic Immunity===<br />
This spell immunity is a double-edged sword, though, as it makes both Red and Black Dragons immune to most beneficial spells, and [[Resurrection]] has no effect on Black Dragons. Placing Red or Black Dragons (as well as any other living Dragons) in the [[Skeleton Transformer]] will give you [[Bone Dragon]]s instead of regular [[Skeleton]]s.<br />
<br />
Both dragons are affected by [[Dispel]].<br />
<br />
===Hating Titans===<br />
Though it is stated in the manual, Black Dragons do not hate [[Giant]]s. Red Dragons don't hate anyone.<br />
<br />
{{user commentary|<br />
Alongside the Titan, the Black Dragon has cemented its place as an emblematic figure in the Heroes series, making its first appearance in Heroes of Might and Magic II: The Succession Wars.<br />
----<br />
In a head-to-head combat with no stats bonuses, a Black Dragon marginally overcomes a single Titan. However, a mere difference of 1 point more in attack or defense for the Titan would tip the balance in their favor.<br />
<br />
=== Tactics ===<br />
'''Beware of breath attack which may kill your own troops as well.'''<br />
<br />
Black Dragons, due to their spell immunity, are ideal for a tactic commonly known as Dragogeddon. In this strategy, a hero with preferably high power skill and the Armageddon spell launches an attack with an army solely comprised of creatures either immune or highly resistant to the Armageddon spell. This tactic can be employed in a "hit-and-run" strategy, to bypass wandering creatures, or even to defeat enemy heroes. In the {{roe}} series, Black Dragons were the prime choice for Dragogeddon. ''' Remember that Red Dragons aren't suitable for Dragogeddon as they are only immune to level 1-3 spells!'''<br />
<br />
The advantage of deploying Black Dragons in this tactic is their swift initiative or speed. Only Phoenixes and Gold Dragons are faster creatures immune to Armageddon. High initiative allows the hero to act first in combat, potentially securing victory before the enemy can flee, surrender, or retaliate.<br />
<br />
Black Dragons are excellent fighters, capable of reaching enemy shooters in the first turn. However, they may not endure long against an army of similar strength due to their inability to be resurrected normally, necessitating support from other friendly troops.<br />
<br />
Red Dragons, though not as formidable as the Black Dragons and vulnerable to powerful spells like Armageddon, Implosion, Chain Lightning, Meteor Shower, and Berserk, can still be exceedingly potent. Led by Alamar or Jeddite, they can be easily resurrected: with 180 HP, Red Dragons are almost twice as easy to resurrect as Titans, and with sufficient mana, they are virtually indestructible. Furthermore, they inflict nearly as much damage as Black Dragons and can benefit from spells like Counterstrike, Fire Shield, Prayer, and Clone, allowing them to deal potentially more damage than Black Dragons, while still maintaining immunity to Blind/Slow spells and the option to resurrect them. They are also 40% cheaper than Black Dragons and are typically available as early as the second week of the game.<br />
<br />
In light of the above, if you lack the Armageddon spell, it might be prudent to keep the Red Dragons unupgraded deliberately to minimize losses and save them for later in the game. Even at the end stage of the game, one might prefer to maintain most dragons as "Red," only upgrading a portion of them to ensure speed in the first turn.<br />
<br />
The primary strategy against Red and Black Dragons is to launch a full-scale assault and overpower them, primarily using magic to eliminate other troops. Be cautious with your troop placement to prevent them from striking two of your units simultaneously, and try to coerce them into attacking their own units (e.g., by provoking them with a small and weak stack, leading to a retaliation and significant damage to allies).<br />
<br />
=== Defense===<br />
With an impressive health value of 300, the Black Dragon stands as one of the most resilient creatures in the game. In the original {{roe}}, it was the hardiest among the dragons, with its health equal to the Titans' and Ancient Behemoths' (and Haspids' in {{hota}}). It also boasts a higher defense than both these creatures, albeit not by a significant margin. The {{ab}} expansion introduced four new dragon types, Faerie Dragon, Rust Dragons, Crystal Dragons, and Azure Dragons, all neutral creatures with greater health than the Black Dragons.<br />
<br />
=== Offense===<br />
Although Black Dragons don't possess the highest damage for a level 7 creature, they still outperform most in this regard, coupled with the Breath Attack ability, allowing them to strike two units simultaneously. They command a decent attack value, but it falls short of the Gold Dragon's by 2. Black Dragons inflict 150% damage against Titans. This multiplier applies even when Black Dragons attack a different stack with Titans positioned behind; however, caution is necessary if both Titans and Black Dragons are on your side, as friendly Titans will still suffer 150% damage if attacked by Black Dragons.<br />
<br />
=== Cost and Efficiency ===<br />
To establish this creature's base dwelling, all other base creature dwellings along with Mage Guild level 2 are required. Unlike their rivals, the Giants and Titans, the dragon's base dwelling necessitates more valuable resources, typically leading to acquiring Red Dragons later than Giants and also having fewer of them to upgrade in subsequent weeks.<br />
<br />
Maintain a steady supply of sulfur {{s}}. Utilizing a Resource Silo can be beneficial.<br />
<br />
=== Skill Bonuses ===<br />
While they do not receive the immense bonuses from skills like the Titans do, there are still beneficial skills to consider. The Armorer skill is a useful choice to sustain the dragons' numbers, while Tactics enables more friendly troops to aid the dragons easily - a significant advantage for a Dungeon army launching an initial powerful strike. As expected, the Offense skill is a great addition, particularly in tandem with the dragons' Breath attack.<br />
}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 7 Creatures]]<br />
<br />
[[Category: Creatures]]{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Firebird_and_Phoenix&diff=64769Firebird and Phoenix2023-09-20T10:22:39Z<p>Dread Knight: it should be first</p>
<hr />
<div>{{Conflux creatures}}{{Creature<br />
| AI_Value = 4547</br>''(4336)''{{-wh}}<br />
| Growth = 2 ''(1)''{{-wh}}<br />
| Name = Firebird<br />
| Attack = 18<br />
| Defense = 18<br />
| Damage = 30–40<br />
| Health = 150<br />
| Speed = 15<br />
| Movement = [[Flying]]<br />
| Size = 2<br />
| No_shots = <br />
| Cost = 1500</br>''(2000)''{{-wh}}<br />
| Special = • [[Spell immunity|Immune]] to [[Fire magic|fire]] ([[Magic Arrow]] included)</br>''(50% [[Fire magic|fire]] [[spell damage reduction|reduction]])''{{-wh}}</br>• [[Breath attack]]<br />
| U_AI_Value = 6721<br />
| U_name = Phoenix<br />
| U_attack = '''21'''<br />
| U_health = '''200'''<br />
| U_speed = '''21'''<br />
| No_ushots = <br />
| Res = [[File: Resource Mercury 20x18.gif]]<br />
| No_res =<br />
| U_ResCost = 1<br />
| U_cost = 2000</br>''(3000)''{{-wh}}<br />
| U_special = • [[Spell immunity|Immune]] to [[Fire magic|fire]] ([[Magic Arrow]] included)<br>• [[Breath attack]]<br>• '''[[Rebirth]]'''<br />
}} <br />
<br />
{{Cram|Pyre|link=Pyre (dwelling)|Firebird|Phoenix|no_dwelling=|pad=7px 10px 3px 3px|-={{---}}}}<br />
'''Firebirds and Phoenixes''' are the level 7 [[creature]]s of [[Conflux]]. They are recruited from the [[Pyre_(creature_dwelling)|Pyre]].<br />
<br />
''"Firebirds are worldly manifestations of creatures from the elemental plane of fire. These magnificent beasts are as quick as fire itself and immune to spells of the same nature. Phoenixes, the more powerful incarnation of the Firebird, can resurrect some of its number from the ashes of its own demise."{{-}}<sup>[[Armageddon's Blade Manual Page 17|AB manual]]''</sup><br />
<br />
== Special Ability: Rebirth ==<br />
'''Rebirth''' is a [[special ability]] of [[Firebird and Phoenix|Phoenixes]]. It causes part of them to "rise from the ashes" if the whole stack is killed. The effect is similar to [[Resurrection]] spell, and it is permanent. The ability works only once per combat per stack.<br />
<br />
Every Phoenix in the stack increases the chance to one of them to be reborn by +20%, but no more than one unit per a group of five Phoenixes may be reborn. In other words, one Phoenix will have a 20% chance to raise one unit with rebirth ability, three Phoenixes will have 60% chance to raise one unit, and 6 Phoenixes have 100% chance (always) to raise one unit with a 20% chance of raising a second.<br />
<br />
=={{hota}}==<br />
* [[AI Value]] of Firebirds was decreased to 4336.<br />
* The basic weekly growth was reduced to 1.<br />
* External dwelling guard was reduced from 6 to 3 Firebirds.<br />
* The cost in gold was increased to 2000 {{g}} for a Firebird and 3000 {{g}} for a Phoenix.<br />
* [[Fire magic|Fire]] [[immunity]] of Firebirds was replaced with 50% [[Fire magic|Fire]] [[Spell damage resistance|resistance]].<br />
* Phoenixes are vulnerable only to the central hex of [[Magog]]'s attack.<br />
* [[Vault of Ashes]] was added. A new Conflux structure that increases the growth of the Firebird and Phoenix by 1.<br />
* [[File:Phoenix (HotA) (adventure map).gif]] Shadow was added to the adventure map view of a Phoenix.<br />
<br />
{{user commentary|<br />
'''Beware of breath attack which may kill your own troops as well.'''<br />
----<br />
Although Firebirds and Phoenixes are immune to fire magic, they are not unaffected by fire-based creature attacks. For example [[Magog]]s' fireball attack or [[Dragon]]s' breath attacks are not considered to be magical, and therefore, they do harm Firebirds and Phoenixes. In the original game, they are considered to be one of the most overpowered level 7 unit because of their double growth, speed and specialty. They are useful for [[Dragogeddon]], as they're immune to [[Armageddon]] (''note that in {{hota}}{{-wh}}, only Phoenixes are immune to it, therefore in HotA Firebirds are useless for Dragogeddon'').<br />
----<br />
Though Phoenixes are not the strongest tier 7 creature, their main strength lies in their incredible speed. They are easily the fastest unit in the game and can cover the span of an entire battlefield with one movement. Even in low numbers, they are extremely handy in the ranks of a hero wielding powerful Expert spells like [[Slow]], [[Haste]] or [[Prayer]]. An army containing Phoenixes is next to guaranteed to strike first, unless the foe has multiple speed-boosting artifacts like [[Cape of Velocity]] and/or is [[Sir Mullich]]. This gives the Phoenix controller the ability to immediately buff their entire army or cripple the opponent's.<br />
----<br />
The Phoenixes' ability to resurrect themselves, although it only works on a very small number of creatures compared to the original stack size, can be quite annoying for an opponent. For instance, it can make it harder to get rid of a stack of phoenixes forcing a shooter into melee, or to kill all of a weaker hero's army before they retreat or surrender with their artifacts.<br />
----<br />
They are creatures summoned from the [[Plane of Fire|Elemental Plane of Fire]].<br />
}}{{end of user commentary}}<br />
<br />
{{creature 'see also'}}<br />
* [[Comparison of Level 7 Creatures]]<br />
<br />
[[Category: Creatures]]<br />
__NOTOC__{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Spell&diff=64768Spell2023-09-20T10:15:11Z<p>Dread Knight: </p>
<hr />
<div>'''Spell''' is a term for the form of forces of magic, that [[hero]]es use to aid their journey. Typically heroes use spells to aid their travels, reveal hidden knowledge about their surroundings, or in [[combat]] to help their [[troop]]s or bring harm to their adversaries. Before heroes can cast spells, they must possess a [[spell book]]. The spell book is where the hero records the learned spells. Spell books can be bought from [[Mage Guild]]s for 500 {{G}}. They cannot be traded between heroes, but the [[Scholar]] skill allows heroes to teach each other spells.<br />
<br />
Each spell has a level which represents how difficult it is to cast. Higher level spells are usually only obtainable by heroes with higher [[Wisdom]] [[secondary skill]]. Heroes without Wisdom can only learn 1st and 2nd level spells, while Wisdom enables them to learn 3rd, 4th and 5th level spells depending on the level of the skill. When heroes visit a town with a Mage Guild, they automatically learn any unknown spells to them the guild has to offer and their wisdom rating allows them to cast. Heroes may also learn spells as they explore map locations (e.g. [[Shrine of Magic Incantation]]). Each spell belongs to one of the four schools of magic: [[School of Air Magic|Air]], [[School of Earth Magic|Earth]], [[School of Fire Magic|Fire]], or [[School of Water Magic|Water]], or all of them. <br />
<br />
Heroes may learn the [[Air Magic]], [[Earth Magic]], [[Fire Magic]] and [[Water Magic]] secondary skills to increase the effectiveness at which they cast the spells of each school. Heroes without such expertise may cast a school's spells at a basic level (resulting in the same effect as the basic level spell). Additionally, holding an expertise in a school enables hero to cast spells at the reduced cost. The reduction depends on spell level, as can be seen from the table on the right. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.<br />
<br />
{| cellspacing=0 cellpadding=2 style="border: 1px solid black; color:darkgoldenrod; text-align: center; background:#{{Grey 4}}; float:right; margin: 0 0 0 1em"<br />
| style="background-color:#{{grey 1}}; color:white;" colspan=5 | '''Cost reduction'''<br />
|- style="background-color:#{{grey 2}};" <br />
! {{-}}Lvl 1{{-}}<br />
! {{-}}Lvl 2{{-}}<br />
! {{-}}Lvl 3{{-}}<br />
! {{-}}Lvl 4{{-}}<br />
! {{-}}Lvl 5{{-}}<br />
|-<br />
| -1<br />
| -2<br />
| -3<br />
| -4<br />
| -5<br />
|}<br />
<br />
Spells cost [[spell point]]s to cast. A hero's maximum spell points are equal to 10 times their [[Knowledge]] skill. As a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points than he or she has available. Each hero regains one spell point per day, or can be completely replenished when he or she starts a new day in a town with a mage guild or visits a [[magic well]] on the [[Adventure Map]]. Heroes with the [[Mysticism]] skill regain spell points more rapidly, heroes with the [[Intelligence]] [[secondary skill|skill]] get a bonus to their maximum spell points.<br />
<br />
In the hero's spell book, spells are listed by the school and divided into combat spells and adventure spells. Combat spells can only be cast during combat while adventure spells can only be cast while wandering on the [[Adventure Map]].<br />
<br />
{{user commentary|Very subjectively, levels of spells can be ranked as following:<br />
* Level 1. Basic and essential spells like Slow, Haste, Bless, Curse etc. which work effectively all the way during the whole gameplay regardless of the map size. If the scenario can be completed in 1-2 weeks, there is a few possibility to learn high level spells (and to collect resources to build even 2nd level Mage Guild), while the debut may depend large on the spells you got on the 1st level of Mage Guild.<br />
* Level 4. Imba spells like Armageddon, Berserk, Resurrection, and Town Portal are here. Moreover 4th level has spells which deal heavy mass damage (Meteor Shower, Inferno, Lightning Bolt). There are only two 4th level spells in the Mage Guild (three in Tower with Library), and on large maps, one may get Town Portal and Resurrection, and the other one may get Slayer and Sorrow, which may become crucial for the result of the game.<br />
* Level 5. Fly and Dimension Door are possibly the most mighty spells in the game alongside with Town Portal. Implosion deals enormous damage. However, other spells are not that useful. Summoning Elementals may work brilliant in good hands, and it deserves its cost and level (otherwise, you could easy learn one of these spells and summon legions of Elementals in every combat), but still it isn't a big breakthrough in most situations.<br />
* Level 2. Blind is essential as you may resurrect your whole army using it, and there are also Precision or Weakness which work pretty decent, good damage spells which are useful in the mid-game, as well as Scuttle Boat which may sometimes be a big tactical move (sinking your own boats as well as enemy ones). In Necropolis, Death Ripple is useful in early game, especially against wandering monsters. However, besides Blind, nothing of this is imbalance, and some Level 2 spells (Fortune, Quick Sand, Remove Obstacle) are useless in most situations.<br />
* Level 3. There are no spells which make a big effect on the game, with the exception of Animate Dead in Necropolis. Many 3rd level spells (Destroy Undead, Force Field, Hypnotize, Anti-Magic, Teleport, Earthquake) work brilliant in specific situations but are expensive and not universal. For example, expert Forgetfulness is very useful against wandering shooters, but won't help against enemy hero army as usually there aren't many ranged stacks. 3rd level damage spells are not the best in the game, and Mirth and Misfortune are completely useless. It means that on small maps, or on maps without any towns besides Stronghold and Fortress, Wisdom isn't always an essential secondary skill, and if you cannot acquire 4-5 level Mage Guild, 3rd level also may be unnecessary.}}<br />
<br />
== See also ==<br />
* [[List of spells]]<br />
<br />
[[Category: Spells|*]]<br />
[[Category: Terms]]<br />
__NOTOC__{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Magic_University&diff=64631Magic University2023-07-31T09:07:44Z<p>Dread Knight: </p>
<hr />
<div>{{Conflux buildings}}<br />
{{Building<br />
| Building = Magic University<br />
| pre = [[Mage Guild]]<br />
| wood = {{W}}10<br />
| mercury = <br />
| ore = {{O}}10<br />
| sulfur = <br />
| crystal = <br />
| gem = <br />
| gold = {{G}}5000<br />
| effect = Allows a hero to learn [[Air Magic]], [[Fire Magic]], [[Earth Magic]] or [[Water Magic]] [[secondary skills]] for the cost of 2000 {{G}} each.<br />
| SingleImage = [[File:Conflux magic university (outline).gif|200px]]<br />
}}<br />
'''Building cost:''' 5000 {{G}} 10 {{wood}} 10 {{ore}}.<br>'''Buildings required:''' [[Mage Guild]].<br><br />
<br />
'''Magic University''' is a special building of [[Conflux]] that allows hero to learn the four magic [[secondary skills]] (so-called magic schools): [[Air Magic]], [[Fire Magic]], [[Earth Magic]] and [[Water Magic]]. The cost for learning each skill is 2000 {{G}}. In some editions of Heroes III, heroes cannot learn magic schools banned for their class.<br />
<br />
[[Category: Special buildings]]<br />
__NOTOC__{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Talk:Magic_University&diff=64630Talk:Magic University2023-07-31T09:06:55Z<p>Dread Knight: </p>
<hr />
<div>== What if ==<br />
<br />
If a magic school (e.g. Earth Magic) is banned in the game, can heroes learn it in Magic University (if the building is possible in the town)?--[[User:Dread Knight|Dread Knight]] ([[User talk:Dread Knight|talk]]) 05:03, 25 March 2023 (UTC)<br />
: It is possible, any banned magic skill can still be learned in the Magic University! --[[File:Hero Cosmos small.gif|link=special:contributions/phasma|→ Phasma]] 22:41, 26 March 2023 (UTC)<br />
::I play Chronicles (Fiery Moon), Tarnum couldn't learn Water Magic--[[User:Dread Knight|Dread Knight]] ([[User talk:Dread Knight|talk]]) 09:06, 31 July 2023 (UTC)</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Campaign&diff=64380Campaign2023-07-05T07:25:46Z<p>Dread Knight: </p>
<hr />
<div>{{campaign navigational box|roe=expanded|ab=expanded|sod=expanded|hc=expanded|hota=expanded}}A '''campaign''' is a set of scenarios which should be won one by one so as to complete the campaign. In the table of records, there is a separate ranking for campaigns, and winning a scenario itself doesn't count in the table. There are campaigns which give the player an opportunity to choose the order in which some of the scenarios are being played (e.g. in the [[Unholy Alliance]] campaign, you may complete first four scenarios in any order as you like).<br />
<br />
Some campaigns are available at start and can be played in any order. The other ones appear one by one after you finished the starting ones.<br />
<br />
'''Important:''' The game tracks your progress through the campaigns via a save file, not a game flag. That means that you cannot play the scenarios in a random sequence. Start with the first scenario of one of the first three campaigns. When you finish that scenario, you create a save file. You should probably name that file by some appropriate name. Start the second scenario from that file. When you finish the second scenario, you save again. You should probably make a new file for this. When you complete the final scenario of the first campaign, save again. So far, so good. But when you start the second campaign, you MUST load your most recent save file first, otherwise your progress through the campaigns is lost. Continue through the campaigns with this method.<br />
<br />
<br />
<br />
==List of campaigns==<br />
This list contains links to information about the different campaigns that are available in {{homm}}: background, heroes, strategies, walkthroughs, and the like. Campaigns unavailable at the start of the game are given in ''italics''.<br />
===[[Restoration of Erathia]]===<br />
* [[Long Live the Queen]]<br />
* [[Dungeons and Devils]]<br />
* [[Spoils of War]]<br />
* ''[[Liberation]]''<br />
* ''[[Long Live the King]]''<br />
* ''[[Song for the Father]]''<br />
* ''[[Seeds of Discontent]]''<br />
===[[Armageddon's Blade]]===<br />
* [[Armageddon's Blade (campaign)|Armageddon's Blade]]<br />
* [[Dragon's Blood]]<br />
* [[Dragon Slayer]]<br />
* [[Festival of Life]]<br />
* [[Playing with Fire]]<br />
* ''[[Foolhardy Waywardness]]''<br />
===[[Shadow of Death]]===<br />
* [[New Beginning]]<br />
* [[Elixir of Life (campaign)|Elixir of Life]]<br />
* [[Hack and Slash]]<br />
* [[Birth of a Barbarian]]<br />
* ''[[Rise of the Necromancer]]''<br />
* ''[[Unholy Alliance]]''<br />
* ''[[Specter of Power]]''<br />
<br />
===[[Heroes Chronicles]]===<br />
* [[Warlords of the Wasteland]]<br />
* [[Conquest of the Underworld]]<br />
* [[Masters of the Elements]]<br />
* [[Clash of the Dragons]]<br />
* [[The World Tree]]<br />
* [[The Fiery Moon]]<br />
* [[Revolt of the Beastmasters]]<br />
* [[The Sword of Frost]]<br />
<br />
===[[Horn of the Abyss]] {{withhota}}===<br />
* [[Under the Jolly Roger]]<br />
* [[Terror of the Seas]]<br />
* [[Horn of the Abyss (campaign)|Horn of the Abyss]]<br />
<br />
{{user commentary|As every campaign is a set of scenarios connected together, there should be special tactics and strategy for playing campaigns, regarding that you will upgrade your heroes throughout the campaign and, in most cases, one or more heroes should be invincible, as their loss will make you lose the whole game. These are the tips how to play campaigns in the most effective way:<br />
<br />
* '''Protect by all means the hero or heroes who should be invincible'''. Make sure they have a proper army and enough spell points, and avoid unnecessary combats. Remember that [[retreat]] and [[surrender]] is also considered a loss, so they have no right to do it.<br />
* If it requires adequate time (both game and real life time), don't win easy scenarios until your hero or heroes who should advance to the next scenario get highest level possible. Take experience from [[treasure chest]]s, kill [[wandering monsters]] (not allowing them to join or flee), and visit all [[creature bank]]s so as to kill their guardians and get additional experience (moreover, some of them provide artifacts which can be sacrificed unless your hero is evil). If wandering monsters protect nothing important, don't block a strategic path and are unaccessible for the enemy, wait until their amount grows, so as to get more experience.<br />
* If multiple heroes advance to the next scenario, upgrade them all so as to form a powerful team of heroes. Avoid using in battles the hero who has already hit the level limit and don't pick treasure chests by that hero. If you have a choice which heroes will advance to the next scenario, choose the ones with the best specialties and secondary skills.<br />
* Visit ''all'' objects giving experience on the map: [[Learning Stone]]s, [[Tree of Knowledge|Trees of Knowledge]], [[Altar of Sacrifice|Altars of Sacrifice]]. For the latter, try to get as many artifacts as possible if your hero has good or neutral alignment (artifacts are usually guarded, therefore you will also get experience for winning combats), and sacrifice superfluous troops if your hero has evil or neutral alignment. Apart from getting artifacts on the map and in creature banks, you can buy them on [[Black Market]], from [[Artifact Merchants]] if the town can build this structure, or get them by saving [[Shipwreck Survivor]]s. A good idea is to sacrifice all artifacts you have prior to the very end of the scenario, as something like [[Sword of Judgement]] may help you very much in tough battles in the mid-game, but won't help a lot when the game is almost won. Build [[Battle Scholar Academy|Battle Scholar Academies]] in [[Dungeon]] towns.<br />
* Try to visit a Tree of Knowledge only when your hero is on the penultimate possible level (e.g. if the limit is level 30, visit it on level 29 so as to get level 30), as every new level requires more and more experience points, thus being harder to obtain. If level limit is 30 and there are two Trees, visit them on level 28 and 29, if there are three ones, visit them on level 27, 28 and 29, and so on. However, if the highest possible level is unreachable (mostly on small maps), visit Trees of Knowledge first, so as to have some extra points of experience above the amount necessary to get the level.<br />
* On the last day of a month, reload the game until there is a month of a creature, preferably a one with decent HPs (e.g. [[Pegasus and Silver Pegasus|Pegasus]] or [[Serpent Fly and Dragon Fly|Serpent Fly]]), and kill wandering monsters appearing on the map by the heroes who need to get experience.<br />
* Learn only those [[secondary skill]]s which are useful.<br />
* Learn ''all'' spells there are on the map, mainly in towns' [[Mage Guild]]s (if a spell is lacking, consider visiting [[shrine]]s and hiring heroes with spell specialties or [[Scholar]] secondary skill). Learn even spells which are considered useless or used rarely, as if a [[Scholar (Adventure Map)|Scholar]] learns you a spell you already have, you will get instead +1 to a primary skill which is way more useful. Build [[Mage Guild]]s according to main heroes' [[Wisdom]] level (e.g. if they have at most Advanced Wisdom, build 4th level Mage Guild in every town where it's available).<br />
* Visit ''all'' objects upgrading primary skills on the map, such as [[Mercenary Camp]], [[Marletto Tower]], [[Star Axis]], [[Garden of Revelation]], [[Arena]] and so on.<br />
* Build structures which upgrade primary skills in your [[Tower]], [[Inferno]], [[Stronghold]], and [[Fortress]] towns, and visit them by all heroes who should advance to the next scenario.<br />
* An easy way to get necessary spells and primary skills is [[Town Portal]] spell on Advanced or Expert level of [[Earth Magic]].<br />
* If you have [[allies]], keep in mind that they play their own game, and they will flag mines, pick resources, kill wandering monsters etc. on their own. Don't rely on them as AI usually plays very bad, and they won't build anything important for your gameplay (Mage Guilds, primary skills objects, etc.) Moreover, they can win the scenario prematurely (e.g. by getting the artifact which is victory condition), not allowing you to upgrade your heroes or to get something important for the next scenario. Hire heroes in their towns so as to get as much as possible in their area, and block their way to important objects on the map. If a hero has to advance to the next scenario and should not be invincible (i.e may lose a combat), consider attacking wandering monsters with one weak unit (e.g. Pikeman), retreating, and hiring this hero in an allied town so as to control allied area and take the best from it. Level, skills, spells, and artifacts will remain.}}<br />
<br />
[[Category: Campaign|*]]<br />
[[Category: Storyline]]{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Campaign&diff=64376Campaign2023-07-04T22:25:51Z<p>Dread Knight: </p>
<hr />
<div>{{campaign navigational box|roe=expanded|ab=expanded|sod=expanded|hc=expanded|hota=expanded}}A '''campaign''' is a set of scenarios which should be won one by one so as to complete the campaign. In the table of records, there is a separate ranking for campaigns, and winning a scenario itself doesn't count in the table. There are campaigns which give the player an opportunity to choose the order in which some of the scenarios are being played (e.g. in the [[Unholy Alliance]] campaign, you may complete first four scenarios in any order as you like).<br />
<br />
Some campaigns are available at start and can be played in any order. The other ones appear one by one after you finished the starting ones.<br />
<br />
'''Important:''' The game tracks your progress through the campaigns via a save file, not a game flag. That means that you cannot play the scenarios in a random sequence. Start with the first scenario of one of the first three campaigns. When you finish that scenario, you create a save file. You should probably name that file by some appropriate name. Start the second scenario from that file. When you finish the second scenario, you save again. You should probably make a new file for this. When you complete the final scenario of the first campaign, save again. So far, so good. But when you start the second campaign, you MUST load your most recent save file first, otherwise your progress through the campaigns is lost. Continue through the campaigns with this method.<br />
<br />
<br />
<br />
==List of campaigns==<br />
This list contains links to information about the different campaigns that are available in {{homm}}: background, heroes, strategies, walkthroughs, and the like. Campaigns unavailable at the start of the game are given in ''italics''.<br />
===[[Restoration of Erathia]]===<br />
* [[Long Live the Queen]]<br />
* [[Dungeons and Devils]]<br />
* [[Spoils of War]]<br />
* ''[[Liberation]]''<br />
* ''[[Long Live the King]]''<br />
* ''[[Song for the Father]]''<br />
* ''[[Seeds of Discontent]]''<br />
===[[Armageddon's Blade]]===<br />
* [[Armageddon's Blade (campaign)|Armageddon's Blade]]<br />
* [[Dragon's Blood]]<br />
* [[Dragon Slayer]]<br />
* [[Festival of Life]]<br />
* [[Playing with Fire]]<br />
* ''[[Foolhardy Waywardness]]''<br />
===[[Shadow of Death]]===<br />
* [[New Beginning]]<br />
* [[Elixir of Life (campaign)|Elixir of Life]]<br />
* [[Hack and Slash]]<br />
* [[Birth of a Barbarian]]<br />
* ''[[Rise of the Necromancer]]''<br />
* ''[[Unholy Alliance]]''<br />
* ''[[Specter of Power]]''<br />
<br />
===[[Heroes Chronicles]]===<br />
* [[Warlords of the Wasteland]]<br />
* [[Conquest of the Underworld]]<br />
* [[Masters of the Elements]]<br />
* [[Clash of the Dragons]]<br />
* [[The World Tree]]<br />
* [[The Fiery Moon]]<br />
* [[Revolt of the Beastmasters]]<br />
* [[The Sword of Frost]]<br />
<br />
===[[Horn of the Abyss]] {{withhota}}===<br />
* [[Under the Jolly Roger]]<br />
* [[Terror of the Seas]]<br />
* [[Horn of the Abyss (campaign)|Horn of the Abyss]]<br />
<br />
{{user commentary|As every campaign is a set of scenarios connected together, there should be special tactics and strategy for playing campaigns, regarding that you will upgrade your heroes throughout the campaign and, in most cases, one or more heroes should be invincible, as their loss will make you lose the whole game. These are the tips how to play campaigns in the most effective way:<br />
<br />
* '''Protect by all means the hero or heroes who should be invincible'''. Make sure they have a proper army and enough spell points, and avoid unnecessary combats. Remember that [[retreat]] and [[surrender]] is also considered a loss, so they have no right to do it.<br />
* If it requires adequate time (both game and real life time), don't win easy scenarios until your hero or heroes who should advance to the next scenario get highest level possible. Take experience from [[treasure chest]]s, kill [[wandering monsters]] (not allowing them to join or flee), and visit all [[creature bank]]s so as to kill their guardians and get additional experience (moreover, some of them provide artifacts which can be sacrificed unless your hero is evil). If wandering monsters protect nothing important, don't block a strategic path and are unaccessible for the enemy, wait until their amount grows, so as to get more experience.<br />
* If multiple heroes advance to the next scenario, upgrade them all so as to form a powerful team of heroes. Avoid using in battles the hero who has already hit the level limit and don't pick treasure chests by that hero. If you have a choice which heroes will advance to the next scenario, choose the ones with the best specialties and secondary skills.<br />
* Visit ''all'' objects giving experience on the map: [[Learning Stone]]s, [[Tree of Knowledge|Trees of Knowledge]], [[Altar of Sacrifice|Altars of Sacrifice]]. For the latter, try to get as many artifacts as possible if your hero has good or neutral alignment (artifacts are usually guarded, therefore you will also get experience for winning combats), and sacrifice superfluous troops if your hero has evil or neutral alignment. Apart from getting artifacts on the map and in creature banks, you can buy them on [[Black Market]], from [[Artifact Merchants]] if the town can build this structure, or get them by saving [[Shipwreck Survivor]]s. A good idea is to sacrifice all artifacts you have prior to the very end of the scenario, as something like [[Sword of Judgement]] may help you very much in tough battles in the mid-game, but won't help a lot when the game is almost won. Build [[Battle Scholar Academy|Battle Scholar Academies]] in [[Dungeon]] towns.<br />
* Try to visit a Tree of Knowledge only when your hero is on the penultimate possible level (e.g. if the limit is level 30, visit it on level 29 so as to get level 30), as every new level requires more and more experience points, thus being harder to obtain. If level limit is 30 and there are two Trees, visit them on level 28 and 29, if there are three ones, visit them on level 27, 28 and 29, and so on.<br />
* On the last day of a month, reload the game until there is a month of a creature, preferably a one with decent HPs (e.g. [[Pegasus and Silver Pegasus|Pegasus]] or [[Serpent Fly and Dragon Fly|Serpent Fly]]), and kill wandering monsters appearing on the map by the heroes who need to get experience.<br />
* Learn only those [[secondary skill]]s which are useful.<br />
* Learn ''all'' spells there are on the map, mainly in towns' [[Mage Guild]]s (if a spell is lacking, consider visiting [[shrine]]s and hiring heroes with spell specialties or [[Scholar]] secondary skill). Learn even spells which are considered useless or used rarely, as if a [[Scholar (Adventure Map)|Scholar]] learns you a spell you already have, you will get instead +1 to a primary skill which is way more useful. Build [[Mage Guild]]s according to main heroes' [[Wisdom]] level (e.g. if they have at most Advanced Wisdom, build 4th level Mage Guild in every town where it's available).<br />
* Visit ''all'' objects upgrading primary skills on the map, such as [[Mercenary Camp]], [[Marletto Tower]], [[Star Axis]], [[Garden of Revelation]], [[Arena]] and so on.<br />
* Build structures which upgrade primary skills in your [[Tower]], [[Inferno]], [[Stronghold]], and [[Fortress]] towns, and visit them by all heroes who should advance to the next scenario.<br />
* An easy way to get necessary spells and primary skills is [[Town Portal]] spell on Advanced or Expert level of [[Earth Magic]].<br />
* If you have [[allies]], keep in mind that they play their own game, and they will flag mines, pick resources, kill wandering monsters etc. on their own. Don't rely on them as AI usually plays very bad, and they won't build anything important for your gameplay (Mage Guilds, primary skills objects, etc.) Moreover, they can win the scenario prematurely (e.g. by getting the artifact which is victory condition), not allowing you to upgrade your heroes or to get something important for the next scenario. Hire heroes in their towns so as to get as much as possible in their area, and block their way to important objects on the map. If a hero has to advance to the next scenario and should not be invincible (i.e may lose a combat), consider attacking wandering monsters with one weak unit (e.g. Pikeman), retreating, and hiring this hero in an allied town so as to control allied area and take the best from it. Level, skills, spells, and artifacts will remain.}}<br />
<br />
[[Category: Campaign|*]]<br />
[[Category: Storyline]]{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Campaign&diff=64375Campaign2023-07-04T22:25:26Z<p>Dread Knight: </p>
<hr />
<div>{{campaign navigational box|roe=expanded|ab=expanded|sod=expanded|hc=expanded|hota=expanded}}A '''campaign''' is a set of scenarios which should be won one by one so as to complete the campaign. In the table of records, there is a separate ranking for campaigns, and winning a scenario itself doesn't count in the table. There are campaigns which give the player an opportunity to choose the order in which some of the scenarios are being played (e.g. in the [[Unholy Alliance]] campaign, you may complete first four scenarios in any order as you like).<br />
<br />
Some campaigns are available at start and can be played in any order. The other ones appear one by one after you finished the starting ones.<br />
<br />
'''Important:''' The game tracks your progress through the campaigns via a save file, not a game flag. That means that you cannot play the scenarios in a random sequence. Start with the first scenario of one of the first three campaigns. When you finish that scenario, you create a save file. You should probably name that file by some appropriate name. Start the second scenario from that file. When you finish the second scenario, you save again. You should probably make a new file for this. When you complete the final scenario of the first campaign, save again. So far, so good. But when you start the second campaign, you MUST load your most recent save file first, otherwise your progress through the campaigns is lost. Continue through the campaigns with this method.<br />
<br />
<br />
<br />
==List of campaigns==<br />
This list contains links to information about the different campaigns that are available in {{homm}}: background, heroes, strategies, walkthroughs, and the like. Campaigns unavailable at the start of the game are given in ''italics''.<br />
===[[Restoration of Erathia]]===<br />
* [[Long Live the Queen]]<br />
* [[Dungeons and Devils]]<br />
* [[Spoils of War]]<br />
* ''[[Liberation]]''<br />
* ''[[Long Live the King]]''<br />
* ''[[Song for the Father]]''<br />
* ''[[Seeds of Discontent]]''<br />
===[[Armageddon's Blade]]===<br />
* [[Armageddon's Blade (campaign)|Armageddon's Blade]]<br />
* [[Dragon's Blood]]<br />
* [[Dragon Slayer]]<br />
* [[Festival of Life]]<br />
* [[Playing with Fire]]<br />
* ''[[Foolhardy Waywardness]]''<br />
===[[Shadow of Death]]===<br />
* [[New Beginning]]<br />
* [[Elixir of Life (campaign)|Elixir of Life]]<br />
* [[Hack and Slash]]<br />
* [[Birth of a Barbarian]]<br />
* ''[[Rise of the Necromancer]]''<br />
* ''[[Unholy Alliance]]''<br />
* ''[[Specter of Power]]''<br />
<br />
===[[Heroes Chronicles]]===<br />
* [[Warlords of the Wasteland]]<br />
* [[Conquest of the Underworld]]<br />
* [[Masters of the Elements]]<br />
* [[Clash of the Dragons]]<br />
* [[The World Tree]]<br />
* [[The Fiery Moon]]<br />
* [[Revolt of the Beastmasters]]<br />
* [[The Sword of Frost]]<br />
<br />
===[[Horn of the Abyss]] {{withhota}}===<br />
* [[Under the Jolly Roger]]<br />
* [[Terror of the Seas]]<br />
* [[Horn of the Abyss (campaign)|Horn of the Abyss]]<br />
<br />
{{user commentary|As every campaign is a set of scenarios connected together, there should be special tactics and strategy for playing campaigns, regarding that you will upgrade your heroes throughout the campaign and, in most cases, one or more heroes should be invincible, as their loss will make you lose the whole game. These are the tips how to play campaigns in the most effective way:<br />
<br />
* '''Protect by all means the hero or heroes who should be invincible'''. Make sure they have a proper army and enough spell points, and avoid unnecessary combats. Remember that [[retreat]] and [[surrender]] is also considered a loss, so they have no right to do it.<br />
* If it requires adequate time (both game and real life time), don't win easy scenarios until your hero or heroes who should advance to the next scenario get highest level possible. Take experience from [[treasure chest]]s, kill [[wandering monsters]] (not allowing them to join or flee), and visit all [[creature bank]]s so as to kill their guardians and get additional experience (moreover, some of them provide artifacts which can be sacrificed unless your hero is evil). If wandering monsters protect nothing important, don't block a strategic path and are unaccessible for the enemy, wait until their amount grows, so as to get more experience.<br />
* If multiple heroes advance to the next scenario, upgrade them all so as to form a powerful team of heroes. Avoid using in battles the hero who has already hit the level limit and don't pick treasure chests by that hero. If you have a choice which hero will advance to the next scenario, choose the ones with the best specialties and secondary skills.<br />
* Visit ''all'' objects giving experience on the map: [[Learning Stone]]s, [[Tree of Knowledge|Trees of Knowledge]], [[Altar of Sacrifice|Altars of Sacrifice]]. For the latter, try to get as many artifacts as possible if your hero has good or neutral alignment (artifacts are usually guarded, therefore you will also get experience for winning combats), and sacrifice superfluous troops if your hero has evil or neutral alignment. Apart from getting artifacts on the map and in creature banks, you can buy them on [[Black Market]], from [[Artifact Merchants]] if the town can build this structure, or get them by saving [[Shipwreck Survivor]]s. A good idea is to sacrifice all artifacts you have prior to the very end of the scenario, as something like [[Sword of Judgement]] may help you very much in tough battles in the mid-game, but won't help a lot when the game is almost won. Build [[Battle Scholar Academy|Battle Scholar Academies]] in [[Dungeon]] towns.<br />
* Try to visit a Tree of Knowledge only when your hero is on the penultimate possible level (e.g. if the limit is level 30, visit it on level 29 so as to get level 30), as every new level requires more and more experience points, thus being harder to obtain. If level limit is 30 and there are two Trees, visit them on level 28 and 29, if there are three ones, visit them on level 27, 28 and 29, and so on.<br />
* On the last day of a month, reload the game until there is a month of a creature, preferably a one with decent HPs (e.g. [[Pegasus and Silver Pegasus|Pegasus]] or [[Serpent Fly and Dragon Fly|Serpent Fly]]), and kill wandering monsters appearing on the map by the heroes who need to get experience.<br />
* Learn only those [[secondary skill]]s which are useful.<br />
* Learn ''all'' spells there are on the map, mainly in towns' [[Mage Guild]]s (if a spell is lacking, consider visiting [[shrine]]s and hiring heroes with spell specialties or [[Scholar]] secondary skill). Learn even spells which are considered useless or used rarely, as if a [[Scholar (Adventure Map)|Scholar]] learns you a spell you already have, you will get instead +1 to a primary skill which is way more useful. Build [[Mage Guild]]s according to main heroes' [[Wisdom]] level (e.g. if they have at most Advanced Wisdom, build 4th level Mage Guild in every town where it's available).<br />
* Visit ''all'' objects upgrading primary skills on the map, such as [[Mercenary Camp]], [[Marletto Tower]], [[Star Axis]], [[Garden of Revelation]], [[Arena]] and so on.<br />
* Build structures which upgrade primary skills in your [[Tower]], [[Inferno]], [[Stronghold]], and [[Fortress]] towns, and visit them by all heroes who should advance to the next scenario.<br />
* An easy way to get necessary spells and primary skills is [[Town Portal]] spell on Advanced or Expert level of [[Earth Magic]].<br />
* If you have [[allies]], keep in mind that they play their own game, and they will flag mines, pick resources, kill wandering monsters etc. on their own. Don't rely on them as AI usually plays very bad, and they won't build anything important for your gameplay (Mage Guilds, primary skills objects, etc.) Moreover, they can win the scenario prematurely (e.g. by getting the artifact which is victory condition), not allowing you to upgrade your heroes or to get something important for the next scenario. Hire heroes in their towns so as to get as much as possible in their area, and block their way to important objects on the map. If a hero has to advance to the next scenario and should not be invincible (i.e may lose a combat), consider attacking wandering monsters with one weak unit (e.g. Pikeman), retreating, and hiring this hero in an allied town so as to control allied area and take the best from it. Level, skills, spells, and artifacts will remain.}}<br />
<br />
[[Category: Campaign|*]]<br />
[[Category: Storyline]]{{keywords}}</div>Dread Knighthttps://heroes.thelazy.net//index.php?title=Campaign&diff=64374Campaign2023-07-04T22:23:59Z<p>Dread Knight: </p>
<hr />
<div>{{campaign navigational box|roe=expanded|ab=expanded|sod=expanded|hc=expanded|hota=expanded}}A '''campaign''' is a set of scenarios which should be won one by one so as to complete the campaign. In the table of records, there is a separate ranking for campaigns, and winning a scenario itself doesn't count in the table. There are campaigns which give the player an opportunity to choose the order in which some of the scenarios are being played (e.g. in the [[Unholy Alliance]] campaign, you may complete first four scenarios in any order as you like).<br />
<br />
Some campaigns are available at start and can be played in any order. The other ones appear one by one after you finished the starting ones.<br />
<br />
'''Important:''' The game tracks your progress through the campaigns via a save file, not a game flag. That means that you cannot play the scenarios in a random sequence. Start with the first scenario of one of the first three campaigns. When you finish that scenario, you create a save file. You should probably name that file by some appropriate name. Start the second scenario from that file. When you finish the second scenario, you save again. You should probably make a new file for this. When you complete the final scenario of the first campaign, save again. So far, so good. But when you start the second campaign, you MUST load your most recent save file first, otherwise your progress through the campaigns is lost. Continue through the campaigns with this method.<br />
<br />
<br />
<br />
==List of campaigns==<br />
This list contains links to information about the different campaigns that are available in {{homm}}: background, heroes, strategies, walkthroughs, and the like. Campaigns unavailable at the start of the game are given in ''italics''.<br />
===[[Restoration of Erathia]]===<br />
* [[Long Live the Queen]]<br />
* [[Dungeons and Devils]]<br />
* [[Spoils of War]]<br />
* ''[[Liberation]]''<br />
* ''[[Long Live the King]]''<br />
* ''[[Song for the Father]]''<br />
* ''[[Seeds of Discontent]]''<br />
===[[Armageddon's Blade]]===<br />
* [[Armageddon's Blade (campaign)|Armageddon's Blade]]<br />
* [[Dragon's Blood]]<br />
* [[Dragon Slayer]]<br />
* [[Festival of Life]]<br />
* [[Playing with Fire]]<br />
* ''[[Foolhardy Waywardness]]''<br />
===[[Shadow of Death]]===<br />
* [[New Beginning]]<br />
* [[Elixir of Life (campaign)|Elixir of Life]]<br />
* [[Hack and Slash]]<br />
* [[Birth of a Barbarian]]<br />
* ''[[Rise of the Necromancer]]''<br />
* ''[[Unholy Alliance]]''<br />
* ''[[Specter of Power]]''<br />
<br />
===[[Heroes Chronicles]]===<br />
* [[Warlords of the Wasteland]]<br />
* [[Conquest of the Underworld]]<br />
* [[Masters of the Elements]]<br />
* [[Clash of the Dragons]]<br />
* [[The World Tree]]<br />
* [[The Fiery Moon]]<br />
* [[Revolt of the Beastmasters]]<br />
* [[The Sword of Frost]]<br />
<br />
===[[Horn of the Abyss]] {{withhota}}===<br />
* [[Under the Jolly Roger]]<br />
* [[Terror of the Seas]]<br />
* [[Horn of the Abyss (campaign)|Horn of the Abyss]]<br />
<br />
{{user commentary|As every campaign is a set of scenarios connected together, there should be special tactics and strategy for playing campaigns, regarding that you will upgrade your heroes throughout the campaign and, in most cases, one or more heroes should be invincible, as their loss will make you lose the whole game. These are the tips how to play campaigns in the most effective way:<br />
<br />
* '''Protect by all means the hero or heroes who should be invincible'''. Make sure they have a proper army and enough spell points, and avoid unnecessary combats. Remember that [[retreat]] and [[surrender]] is also considered a loss, so they have no right to do it.<br />
* If it requires adequate time (both game and real life time), don't win easy scenarios until your hero or heroes who should advance to the next scenario get highest level possible. Take experience from [[treasure chest]]s, kill [[wandering monsters]] (not allowing them to join or flee), and visit all [[creature bank]]s so as to kill their guardians and get additional experience (moreover, some of them provide artifacts which can be sacrificed unless your hero is evil). If wandering monsters protect nothing important, don't block a strategic path and are unaccessible for the enemy, wait until their amount grows, so as to get more experience.<br />
* If multiple heroes advance to the next scenario, upgrade them all so as to form a powerful team of heroes. Avoid using in battles the hero who has already hit the level limit and don't pick treasure chests by that hero. If you have a choice which hero will advance to the next scenario (like in [[Adrienne]]'s [[Playing with Fire]] campaign), choose the one with the best specialty and secondary skills.<br />
* Visit ''all'' objects giving experience on the map: [[Learning Stone]]s, [[Tree of Knowledge|Trees of Knowledge]], [[Altar of Sacrifice|Altars of Sacrifice]]. For the latter, try to get as many artifacts as possible if your hero has good or neutral alignment (artifacts are usually guarded, therefore you will also get experience for winning combats), and sacrifice superfluous troops if your hero has evil or neutral alignment. Apart from getting artifacts on the map and in creature banks, you can buy them on [[Black Market]], from [[Artifact Merchants]] if the town can build this structure, or get them by saving [[Shipwreck Survivor]]s. A good idea is to sacrifice all artifacts you have prior to the very end of the scenario, as something like [[Sword of Judgement]] may help you very much in tough battles in the mid-game, but won't help a lot when the game is almost won. Build [[Battle Scholar Academy|Battle Scholar Academies]] in [[Dungeon]] towns.<br />
* Try to visit a Tree of Knowledge only when your hero is on the penultimate possible level (e.g. if the limit is level 30, visit it on level 29 so as to get level 30), as every new level requires more and more experience points, thus being harder to obtain. If level limit is 30 and there are two Trees, visit them on level 28 and 29, if there are three ones, visit them on level 27, 28 and 29, and so on.<br />
* On the last day of a month, reload the game until there is a month of a creature, preferably a one with decent HPs (e.g. [[Pegasus and Silver Pegasus|Pegasus]] or [[Serpent Fly and Dragon Fly|Serpent Fly]]), and kill wandering monsters appearing on the map by the heroes who need to get experience.<br />
* Learn only those [[secondary skill]]s which are useful.<br />
* Learn ''all'' spells there are on the map, mainly in towns' [[Mage Guild]]s (if a spell is lacking, consider visiting [[shrine]]s and hiring heroes with spell specialties or [[Scholar]] secondary skill). Learn even spells which are considered useless or used rarely, as if a [[Scholar (Adventure Map)|Scholar]] learns you a spell you already have, you will get instead +1 to a primary skill which is way more useful. Build [[Mage Guild]]s according to main heroes' [[Wisdom]] level (e.g. if they have at most Advanced Wisdom, build 4th level Mage Guild in every town where it's available).<br />
* Visit ''all'' objects upgrading primary skills on the map, such as [[Mercenary Camp]], [[Marletto Tower]], [[Star Axis]], [[Garden of Revelation]], [[Arena]] and so on.<br />
* Build structures which upgrade primary skills in your [[Tower]], [[Inferno]], [[Stronghold]], and [[Fortress]] towns, and visit them by all heroes who should advance to the next scenario.<br />
* An easy way to get necessary spells and primary skills is [[Town Portal]] spell on Advanced or Expert level of [[Earth Magic]].<br />
* If you have [[allies]], keep in mind that they play their own game, and they will flag mines, pick resources, kill wandering monsters etc. on their own. Don't rely on them as AI usually plays very bad, and they won't build anything important for your gameplay (Mage Guilds, primary skills objects, etc.) Moreover, they can win the scenario prematurely (e.g. by getting the artifact which is victory condition), not allowing you to upgrade your heroes or to get something important for the next scenario. Hire heroes in their towns so as to get as much as possible in their area, and block their way to important objects on the map. If a hero has to advance to the next scenario and should not be invincible (i.e may lose a combat), consider attacking wandering monsters with one weak unit (e.g. Pikeman), retreating, and hiring this hero in an allied town so as to control allied area and take the best from it. Level, skills, spells, and artifacts will remain.}}<br />
<br />
[[Category: Campaign|*]]<br />
[[Category: Storyline]]{{keywords}}</div>Dread Knight