Joke Collection Website - Mood Talk - Introduction to the troops in Heroes of Might and Magic 3 God's Awakening
Introduction to the troops in Heroes of Might and Magic 3 God's Awakening
Basic description:
All level 8 creatures are sacred in nature, so they cannot be recruited in the same way as other creatures. To recruit level 8 creatures, you must first occupy a Proper creature lair. For this purpose, you must fight some level 8 creatures. Immediately after capture you must recruit an 8th level creature. If you delay, the creatures will no longer appear, and after the initial recruitment, you will They can no longer be recruited in these lairs.
However, each week, each level 8 creature lair occupied by a hero will send an 8th level creature to the corresponding castle. You They can be recruited in the corresponding castle, provided that the corresponding upgraded level 7 creature nest has been built. However, no matter how many corresponding castles you have, the number of level 8 creatures appearing in the nest is the same. .For example, if you capture 2 Storm Temples and have two tower castles, each with upgraded level 7 creature lairs, you can recruit a Thor in each castle, or in one castle Recruit 2 in. It should be noted that one or more level 8 creatures appearing in the level 7 creature lair does not replace the original level 7 creatures, but is counted as an additional one.
Level 8 creatures have Weird character, so you can only recruit one at a time, and then you can't recruit this week, and their number will not accumulate. In this way, if you have two Storm Temples, then one Thor will be recruited, and the other will not be recruited. At the same time, it should be noted that if you recruit level 8 creatures in the castle, they will not appear in the total creature screen. You must click on the level 7 creature nest separately to be useful.
Each time When a level 8 creature nest is replaced with an occupier, the new occupier can recruit a level 8 creature in the nest, even if it has been recruited before.
Supreme Archangel (Human Race)
Lair:
Detailed description:
Gate of Excellence
The Supreme Archangel
Production:
1
Health:
500
Speed:
18
Attack:
40
Defense:
40
Damage:
75
Ammunition:
Casting:
2
Money spent:
10000
Resources spent:
4 gems
Special abilities:
Friends have 1 morale in battle
If led by a hero, morale will increase to 1.
Friends can be resurrected in battle. Twice.
The enemy cannot fight back.
Not afraid.
Diamond Dragon (Witch Clan)
Lair:
Detailed description:
Dragon Cliff Peak
Diamond Dragon
Output:
1
Health:
500
Speed:
16
Attack:
36
Defense:
36
Damage:
60-75
Ammunition:
Casting:
p>Money spent:
8000
Resources spent:
3 Crystals
Special abilities:
50 chance of being blinded for three turns.
Immune to all magic.
1 gem per day.
No fear.
Thunder Lord (Elves)
Lair:
Detailed description:
Temple of Storms
Lord of Thunder
Production :
1
Life:
600
Speed:
12
Attack:
32
Defense:
32
Damage:
60-75
Ammunition:
24
Casting:
Cost:
10000
Resources spent:
3 gems
Special abilities:
Attack twice.
Includes lightning damage during melee combat.
Comes with air shield.
Immune to mental magic.
No fear.
Enemy of Christ (now called Hellboy) (Hell Tribe)
Lair:
Detailed description:
House of Desecration
Antichrist
Yield:
1
Health:
400
Speed:
17
Attack:
35
Defense:
37
Damage:
p>45-60
Ammo:
Casting:
Cost:
9000
Resources spent:
3 mercury
Special abilities:
Fear creatures.
-1 enemy luck in battle.
If the enemy has a hero, -1 luck.
50 chance to steal the enemy's soul for three turns (petrified).
The enemy cannot counterattack.
Not afraid.
Blood Dragon (Undead)
Lair
Detailed description:
Ghost basement
Blood Dragon
Yield:
1
HP:
400
Speed:
p>14
Attack:
25
Defense:
23
Damage:
38-75
Ammunition:
Casting:
Cost:
6000
Resources spent:
2 mercury
Special abilities:
Fear creatures.
-1 enemy morale during battle.
p>If the enemy has a hero, then -1 morale.
50 chance of aging the enemy (life halved).
40 chance of sucking blood
No Will be afraid.
Dark Dragon (Wizard Clan)
Lair
Detailed description:
Dark Cave
Dark Dragon
Yield:
1
HP:
600
Speed:
15
Attack:
33
Defense:
33
Damage:
60-75
Ammo:
Casting:
Cost:
8000
Resources spent:
3 Sulfur
Special abilities:
Fear creatures.
Return after attacking.
Immune to hero magic.
The led hero gains the black mist ability.
Not afraid.
Ghost behemoth (barbarian)
Lair:
Detailed description:
Behemoth Tomb
Ghost Behemoth
Yield:
1
HP:
600
Speed:
11
Attack:
25
Defense:
25
Damage:
45-75
Ammunition:
Casting:
Cost:
6000
Cost:
2 Crystals
Special abilities:
Fear creatures.
In battle, allies are lucky.
If there is a hero leading them, then they are lucky again.
Ignore enemy defense.
Counterattack twice.
Ignore obstacles (flying).
No fear.
Hell Nine Head Serpent (Trainer)
Lair:
Detailed Description:
Chaos Pond
Hell Hydra
Yield:
1
Health:
500
Speed:
10
Attack:
25
Defense:
27
Damage:
38-68
Ammunition:
Casting:
Money spent:
7000
Resources spent:
2 Sulfur
Special abilities:
Attack enemies around you.
Spit acid (lower defense).
Enemies cannot Counterattack.
Ignore the enemy's defense.
Counterattack twice.
40 chance of self-healing.
No fear.
Holy Phoenix (Elemental Tribe)
Lair:
Detailed description:
Spiritual Vortex
Holy Phoenix
p>Yield:
1
Health:
400
Speed:
21
Attack:
28
Defense:
28
Damage:
45 -60
Ammo:
Casting:
Cost:
5000
Cost resources:
p>3 Mercury
Special abilities:
Immune to fire magic.
Absolute rebirth.
Comes with fire shield.
Forever blessed to be a killer (slaughter).
Will not be afraid.
Other new creatures
The final battle has been It's been a long time. Life cannot last very long in one area. So some monsters try to adapt by adjusting themselves. Some of them developed new skills due to strong training. New monsters appear.
Ghost
Lair: *
Detailed description:
Ghost
Yield:
5**
Health:
5
Speed:
8
Attack:
p>11
Defense:
8
Damage:
1-2
Ammo :
Casting:
Cost:
500
Special ability:
Kill an enemy and become Ghost.
Not afraid.
Notes:
* Only live in ruins.
** Yield refers to the The number of ghosts that appeared after six days in a completely demolished city.
Fire Elemental Envoys
These fire envoys have good fire resistance and slightly stronger offensive capabilities. .
Lair: *
Detailed description:
Natural disaster
Fire Elemental Messenger
Production:
p>
2
HP:
70
Speed:
5
Attack:
14
Defense:
12
Damage:
13-18
Ammunition:
Casting:
Cost:
750
Special abilities:
Comes with fire protection .
Not afraid.
Notes:
* Only one kind of messenger can be recruited in a lair.
Earth Elemental Messenger
These earth envoys have good earth defense capabilities and slightly stronger defense capabilities.
Lair: *
Detailed description:
Natural disaster
Earth Elementalist
Production:
p>
2
HP:
70
Speed:
5
Attack:
13
Defense:
14
Damage:
10-14
Ammo:
Casting:
Cost:
750
Special abilities:
Comes with protective soil .
Not afraid.
Note:
*Only one type of messenger can be recruited in a lair
Air Elemental Messenger
These air envoys have good air protection capabilities and move quickly.
Lair: *
Detailed description:
Natural disaster
Air Elemental Messenger
Production:
p>
2
HP:
70
Speed:
6
Attack:
13
Defense:
12
Damage:
10-14
Ammo:
Casting:
Cost:
750
Special abilities:
Comes with aura .
Not afraid.
Notes:
*. Only one kind of messenger can be recruited in a lair
Water element messenger
These water envoys have good waterproof capabilities and have advantages in life.
Lair: *
Detailed description:
Natural disaster
Water Elemental Messenger
Production:
p>
2
HP:
80
Speed:
5
Attack:
13
Defense:
12
Damage:
10-14
Ammo:
Casting:
Money spent:
750
Special abilities:
Comes with water protection .
Not afraid.
Notes:
*Only one kind of messenger can be recruited in a lair.
Bloodstained Monster
Lair:
Detailed description:
Huge Cave
Bloodstain
Production:
1
Health:
250
Speed:
8
Attack:
20
Defense:
20
Damage:
25-45
Ammo:
Casting:
Cost:
3500
Special ability:
Attack surrounding enemies.
The enemy cannot fight back.
Will not be afraid.
War Fanatic
Lair
Detailed description:
Lost Abbey
War Fanatic
Yield:
2
Life:
40
Speed:
8
Attack:
14
Defense:
10
Damage:
10-12
Ammo:
24
Casting:
Money spent:
600
Special abilities:
Brings a magic mirror.
Damage is not halved in melee combat .
Not afraid.
Polar Marksman
Lair:
Detailed description:
Snow-covered Hut
Polar Marksman
Yield:
3
Life:
15
Speed:
9
Attack:
13
Defense:
10
Damage:
8-10
Ammo:
32
Casting:
Cost money :
500
Special abilities:
Melee combat is not reduced by half.
Comes with air shield.
Not afraid.
Lava Marksman
Lair:
Detailed description:
Rock Hut
Lava Marksman
Yield:
3
HP:
15
Speed:
9
Attack:
12
Defense:
11
Damage:
8-10
Ammo:
32
Casting:
Cost:
500
Special abilities:
Melee combat is not reduced by half.
Brings a fire shield.
Not afraid.
Nightmare
Lair:
Detailed description:
Dream Stable
>
Nightmare
Yield:
2
Health:
110
Speed:
p>9
Attack:
18
Defense:
16
Damage:
20-24
Ammo:
Casting:
Cost:
1500
Special abilities:
Enhanced Death Gaze.
Immune to mental magic.
No fear.
Holy Gnome
p>Lair:
Detailed description:
Snowman
Holy Gnome
Yield:
14*
Health:
5
Speed:
5
Attack:
5
Defense:
5
Damage:
2-3
Ammunition:
p>Casting:
Cost:
200
Special Ability:
Ice Arrow Attack
Summons level one creatures to protect it.
Gifts will be given after the battle.
Notes:
* This is a week's output, actually Only two can be recruited every day.
Witches
Lair:
Detailed description:
Magic Tower
Witch
Yield:
2
HP:
35
Speed:
8
Attack:
15
Defense:
13
Damage:
10-13
Ammo:
24
Casting:
Cost:
600
Special Abilities:
Cast randomly while shooting*
Notes:
*With ranged attacks the Witch can cast a non-stop spell on the target. Spells that deal direct damage. All spells last 3 turns (except Disintegration Ray and Acid, which are permanent), but are protected against such attacks by magic immunity. Symbols and Messengers of the Gods are completely immune to witch spells.
The spell casting probability is 20 per witch. The type of spell is related to the number of witches, as follows:
Few to Several Witch:
25 chance to cast doom, disintegration ray, Disease or Weakness
Pack Witch:
20 chance to cast Slow Travel, Curse or Dispel
10 chance to cast Doom, Disintegration Ray, Disease or Weakness
Lots Witch:
15 chance to cast poison, grief, acid or oblivion
8 chance to cast slow movement, curse or dispel
4 chance Cast Doom, Disintegration Ray, Disease or Weakness
Horde to Legion Witch:
11 chance to cast Poison, Grief, Acid or Oblivion
8 chance to cast Slow OK, Curse or Dispel
4 chance to cast Hypnosis, Blindness, Rage or Aging
4 chance to cast Doom, Disintegration Ray, Disease or Weakness
Silva Centaur
Lair:
Detailed description:
Silva House
Silva Centaur
Yield:
7
Health:
15
Speed:
8
Attack:
10
Defense:
5
Damage:
4-6
Ammunition
:
24
Casting:
Cost:
250
Special skills:
Shoot twice.
Carnival (brings high morale).
Note: If there are earth elves and centaur captains in your army, and the map settings are turned on Then you can synthesize the Silva Centaur. The method is to hold down the "Ctrl" key in your hero viewing interface (only in the hero viewing interface, not other places), and then left-click the Earth Elf or Centaur Captains can be synthesized. They will be synthesized at a 1:1 ratio, so if you combine 42 Centaur Captains and 14 Earth Elves, you will end up with 14 Silva Centaur and 28 Centaur Captains.
Werewolf
Lair:
Detailed description:
Howling Valley
Werewolf
Yield:
4
Health:
35
Speed:
7
Attack:
10
Defense:
12
Damage:
6-9
p>Ammo:
Casting:
Cost:
300
Special abilities:
Werewolf transformation (X2 when full moon) *
Rage (full moon: 14-16)
Notes:
* Werewolf can turn enemies into werewolves. The base chance is 20, which doubles to 40 on a full moon.
Hell Horse
Lair:
Detailed description:
Hell Gap
Hell Horse
Yield:
2
HP:
100
Speed :
8
Attack:
15
Defense:
15
Damage:
18-24
Ammunition:
Casting:
Cost:
1100
p>Special abilities:
Brings own fire shield
May cast fire wall after attacking
Immune to fire magic
Dragon Witch Demon
Lair:
Detailed description:
Dragon's Crypt
Dracolich
Production:
1
HP:
800
Speed:
16
Attack:
45
Defense:
45
Damage:
50-80
Ammo:
5
Casting:
Cost:
25000
Resource cost:
p>15 mercury
Special abilities:
Undead
–1 enemy morale
20 resistance to magic
20 block physical damage
Here are all the new creatures
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