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