recursal/Fanatic-Fandom huggingface dataset:
Sohn des Donners

Für die Orks ist der Donner nicht nur ein Naturereignis. Vater Donner ist ein gewaltiger Krieger und das Bindeglied zwischen der Geisterwelt und der Welt der Lebenden. Der Donner gewährt jeder Generation ein Kind und es wächst heran als sein Repräsentant auf Aarklash. Der Sohn des Donners wird im Rag'Narok des Vaters Stimme erheben und seinen Zorn entfesseln. Ruft er den Donner herbei, beschwört er die ureigene Kraft des Donners herab und die massivsten Mauern zerbersten. Der Schock der Explosion setzt die Stimme von Vater Donner frei.

Von frühester Kindheit an lebte der Sohn des Donners mit seiner Mutter und Ibohak zusammen. Als junger Ork erkannte er in dieser Bestie seinen Beschützer, gesendet vom Donner, seinem Vater, um ihn vor jeglicher Gefahr zu bewahren. Als er die Manneswürde empfing, starb der Ibohak und verweste in wenigen Momenten. Später als Schamane gelang es ihm, die Seele seines ehemaligen Beschützers zu empfangen und sie an den Schädel des Ibohak zu binden.

Der Sohn des Donners teilt nicht nur die Stärke des Donners, sondern auch seine Spiritualität für die Geisterwelt, die bei den Orks als Land der Ewigen Sonne bekannt ist. Seine Reisen in diesen Gefilden sind zahlreich und führten ihn überall hin. Er hat dort nicht nur gelernt die Elemente anzurufen, nein, er genießt sogar das Wohlwollen der elementaren Kräfte! Der Sohn des Donners hat alles, um die Kampftaktiken der orkischen Armee radikal zu ändern. Seine Verbindung zum Geist des Donners erlaubt es ihm zwei Elemente aus Luft, Wasser, Feuer und Erde zu wählen und somit Sprüche zu wirken welche normalerweise nicht von Instinktiven Magiern gesprochen werden können.

## Quellen

* Fluff Rackhamstore

* Artefaktkarte – Der Schädel des Ibohak

* Zauberkarten – Der Zorn des Donners, Gabe der Ewigen Sonne

Kategorie:Personen (Orks von Bran-Ô-Kor)
Ysis

**Titel** | die Wüstenviper

Ysis trägt den Prototyp “Hexalid” ist eines der neuesten Armbrustmodelle, das von den Waffenmeistern der Syhars erdacht worden ist. Das äußerst effektive Design der berüchtigten Armbrust des Sandes ist mit einem Gegengewichtsystem auf Quecksilberbasis ausgestattet worden und macht ein Verreißen der Waffe fast unmöglich. Damit ist die Waffe für präzise und tödlich genau platzierte Schüsse bestens geeignet. Als einzigen Nachteil mag man anführen wollen, dass die Waffe nur bei vollkommener Ruhe des Schützens abgefeuert werden kann, da ansonsten die Austarierung der “Hexalid” ein Schießen so gut wie unmöglich macht. Um dem entgegen zu wirken haben die Konstrukteure ein System entwickelt, das die Kammern, durch welche das Quecksilber fließt, sofort verschließt. So eingestellt kann die Waffe wie eine normale Armbrust abgefeuert und eingesetzt werden. Eine letzte Verbesserung ist erst kürzlich auf Anraten einiger Tester integriert worden: die Schnellarretierung. Bei schnellen Bewegungen werden die Kammern sofort automatisch geschlossen und erlauben ein Herumschwenken und Abfeuern der Waffe auch in bedrängten Situationen. Die Schnellarretierung ist allerdings noch nicht vollständig ausgereift und bedarf noch einiger Feldversuche...

## Quellen

* Ausrüstungskarte: Die Hexalid Armbrust

Kategorie:Personen (Alchemisten von Dirz)
Tan-Kair

**Titel** | Fom-Nurs Faust

Die Legende von Tan-Kair ist ohne Zweifel eine der populärsten in Tir-Nâ-Bor. Die Taten Fom-Nurs Faust haben ihn in den Pantheon der Helden des Aegisgebirges eingehen lassen. Tan-Kair begeisterte sich bereits für die Kriegskünste, lange bevor er zu dem unerbittlichen Kämpfer wurde, den alle Feinde von Tir-Nâ-Bor heute fürchten. Seine Autorität ist unbestreibar und alle Krieger Tir-Nâ-Bors hoffen alle darauf, unter seinem Befehl kämpfen zu können. Aufgrund seiner Fähigkeiten ist dieses Ansehen keinesfalls unverdient. Seine außergewöhnliche Ausdauer hat ihn viele Kämpfe überleben lassen.

Sein Instinkt sagte ihm, dass Fom-Nur bald in die Kämpfe hineingezogen werden würde. Und der Verlauf des Schicksals sollte ihm Recht geben. Tan-Kair wusste, dass die Zeit gekommen war, in der die Mid-Nor Zwerge aus ihren verfluchten Abgründen hervorkriechen würden, um ihre ehemaligen Brüder zu vernichten... Erhoben zum Ebenenverteidiger führte Tan-Kair die Schlacht in vorderster Front in der ersten großflächigen Gegenoffensive auf die Anhänger des Tyrannen an. Er bekämpfte Yh-Khtan, einen der grausamsten Dominaren Mid-Nors, als die Schlacht der Blutigen Steine am heftigsten tobte. Er verlor in diesem helfenhaften Kampf einen Arm und zahlreiche Krieger. Aber er rettete Fom-Nur vor diesem Gegenangriff, der ohne Zweifel fatal für die Stadt gewesen wäre. Tan-Kair wurde vom Rat der Weisen in Empfang genommen. Der Senex selbst gab ihm den Ehrennamen Fom-Nurs Faust und ernannte ihn zum höchsten Champion der Stadt, die er mutig und tapfer verteidigt hatte.

Trotz der grausamen Verstümmelung, die Yh-Kthan ihm angetan hatte, kämpfte Tan-Kair noch eine gute Zeit in der Schlacht der Blutigen Steine, bevor er in sich zusammensank. Die Legende besagt, dass der Ebenenverteidiger die Blutung der großen Wunde stoppte, indem er einen Thermo-Priester Lehrling beauftragte, die Wunde in dessen Ofen zu kauterisieren.

Das Erste, was Tan-Kair Faust bei seinem Erwachen verlangte, war, den zu sehen, der Leben und seine Ehre gerettet hatte. So kreuzten sich sein und Bal-Khans Weg, dem zukünftigen Waffenmeister des Khors!

Der junge Thermo-Priester musste seinen Lehrern ein Meisterstück präsententieren, um unter ihnen aufgenommen zu werden. Tan-Kair seinerseits brauchte einen neuen Arm. Bal-Khan vollbrachte sein allererstes Wunderwerk und schenkte Tan-Kair einen mechanischen Arm. Ein Geschenk, das dem neuen Namen Fom-Nurs Faust, den Tan-Kair vom Senex erhalten hatte, angemessen war. Seitdem hört der Meisterschmied nicht auf, dieses Freundschaftssymbol, das ihn dem Beschützer von Fom-Nur verbindet, zu pflegen und zu verbessern.
\nNur die die besten Helden können es mit dem Verteidiger von Fom-Nur aufnehmen. Er wird ein wichtiger Bestandteil der Zwergenarmee sein, wenn die dunklen Wolken des Rag'Narok am Horizont auftauchen.

## Quellen

* Fluff Rackhamstore

* Zusatzkarte – Fom Nurs Faust

* Artefaktkarten – Die Faustfusion

Kategorie:Personen (Zwerge von Tir-Nâ-Bor)
Wyrm

**Wyrm** sind Drachentitanen in den Armeen der Cynwäll.

## Allgemeines

Die **Wyrm** sind Unsterbliche des Lichts. Sie sind intelligent wie Menschen aber trotzdem noch wilde Bestien.[1]

Sie zieren unzählige Banner und Wappen in Avagddu und Alahan.[1]

## Quellen

1. Karten Cynwäll Wyrm

Kategorie:Drachen
Kategorie:Unsterbliche
Kategorie:Militär (Cynwäll-Elfen)
Ysilthan

**Titel** | Ymsurs Läufer

Ysilthan war einst ein allseits geschätzter Priester der Zwerge von Tir-Na-Bor, dessen Frömmigkeit ihn zu einem der wichtigsten Boten der Götter werden ließ.

Eines Tages kreuzte sich Ysilthans Weg mit dem Yh-Karas. Aus dem heftigen Gefecht ging Yh-Karas als Sieger empor, Ysilthans Leib wurde schwer verwundet. Sein Glauben jedoch wurde vom Dämon Ephorath verschlungen und durch dämonische Macht und Verderbnis ersetzt.

Der Tyrann persönlich hauchte den “Lebensfunken” in den schwer verletzten Körper des einst so tugendhaften Zwerges zurück und machte ihn zu einem Terrbild des Glaubens und seinem Missionar für alle Völker Aarklashs. Diese Aufgabe brachte ihm auch den Beinamen «Ymsurs Läufer” ein.

## Quellen

* Zusatzkarte: “Der verfluchte Diakon”

Kategorie:Personen (Zwerge von Mid-Nor)
Altar of Mana

*Only available when the unofficial expansion, Horn of the Abyss, is installed.*

**Altar of Mana** is an adventure map location that can only appear on Water. Heroes may sacrifice creatures at the altar in exchange for spell points, up to 4x their normal cap. Each sacrificed creature gives (AI Value)/80 mana points.

* Limit per zone: 1.
* Terrain: water.
* Value: 100.
* Frequency of occurrence: 20.

## See also:

* AI value
* List of map objects
* List of map objects (HotA)
Angel Wings

**Angel Wings** is a relic class artifact equipped in the shoulders slot.

Worn on the shoulders, Angel Wings grants the hero the ability to fly like under an expert Fly spell.

You cannot purchase relic artifacts in Artifact Merchants.

## User commentary

*Some may find the information in this section subjective or irrelevant.*

Angel Wings is typically banned from custom scenarios, because it allows the hero to fly over almost anywhere and especially over Border guards and gates.

## See also:

* List of artifacts
* List of artifacts (HotA)
Anti-Magic Garrison

**Anti-Magic Garrison** is a defensive location on the Adventure Map, generally used to guard a terrain ‘bottleneck’ on a map.

Up to seven stacks of creatures can be deposited in a Garrison. Players owning the Garrison, and allies, can travel through it without fighting the Garrison's force. However, an enemy must first defeat the Garrison's force before they can pass it. Heroes cannot occupy a Garrison.

With the exception of the Anti-Magic Garrison, Garrisons do not give special defenses like walls, moats, or arrow towers. Anti-Magic Garrisons, as their name suggest, prevent all spell casting by heroes or spellcasting creatures during combat there, as well as casting of adventure spells when standing on the Garrison tile.

However, effects of combination artifacts like Armor of the Damned or Angelic Alliance will still work.

## Check Box: Troops Are Removable

Removing troops from any Garrison is allowed by default, but can be unchecked to ensure that the creatures stay in the Garrison. If the map-editor does not want a player, human or computer to take the troops from a particular Garrison, then the map-editor can simply uncheck this box and the troops will remain there until they die in a combat. New troops can be put into such a Garrison by a player, but can't be removed once added.

## See also

* Border Gate
* Border Guard
* Quest Guard
* Garrison

* List of map objects
* List of map objects (HotA)
Armageddon's Blade Manual Page 21

Conflux Heroes

Planeswalkers

Erdamon

Race

Attack

Defense

Unique Ability

Male Magma Elemental Secondary Skills

Basic Tactics, Basic Estates

3

Power

1

1

Knowledge

1

Earth/Magma Elementals under Erdamon's command receive + 2 Attack, + 1 Defense and

+ 5 Damage.

Fiur

Race

Attack

Defense

Unique Ability

Male Energy Elemental Secondary Skills

Advanced Offense

3

Power

1

1

Knowledge

1

Fire/Energy Elementals under Fiur's command receive + 1 Attack, + 2 Defense and + 2

Damage.

Ignissa

Race

Attack

Defense

Unique Ability

Female Fire Elemental Secondary Skills

Basic Offense, Basic Artillery

3

Power

1

1

Knowledge

1

Fire/Energy Elementals under Ignissa's command receive + 1 Attack, + 2 Defense and + 2

Damage.

Kalt

Race

Attack

Defense

Unique Ability

Male Ice Elemental

Secondary Skills

Basic Tactics, Basic Learning

3

Power

1

1

Knowledge

1

Water/Ice Elementals under Kalt's command receive + 2 Attack.

Lacus

Race

Attack

Defense

Unique Ability

Female Water Elemental Secondary Skills

Advanced Tactics

3

Power

1

1

Knowledge

1

Water/Ice Elementals under Lacus' command receive + 2 Attack.

Monere

Race

Attack

Defense

Unique Ability

Male Magic Elemental Secondary Skills

Basic Offense, Basic Logistics

3

Power

1

1

Knowledge

1

Psychic/Magic Elementals under Monere's command receive + 3 Attack and + 3 Defense.

Pasis

Race

Attack

Defense

Unique Ability

Female Psychic Elemental Secondary Skills

Basic Offense, Basic Artillery

3

Power

1

1

Knowledge

1

Psychic/Magic Elementals under Pasis' command receive + 3 Attack and + 3 Defense.

Thunar

Race

Attack

Defense

Unique Ability

Female Earth Elemental Secondary Skills

Basic Tactics, Basic Estates

3

Power

1

1

Knowledge

1

Earth/Magma Elementals under Thunar's command receive + 2 Attack, + 1 Defense and

+ 5 Damage.
Adela

**Adela** the Cleric is a Castle hero. Adela starts with a spell book and the spell Bless.

## Specialty

Adela's specialization increases the damage of a creature under bless for 3% per each Adela's level in ratio with creature level by following formulas:

If Attack of blessed creature is **more** than Defense of attacked creature for Advanced/Expert School of Water Magic:

```
final_damage = (max_creature_damage + 1) * (1 + 0.05 * (Attack - Defense) + 0.03 * Adela_lvl / creature_lvl)

```

If Attack of blessed creature is **less** than Defense of attacked creature for Advanced/Expert School of Water Magic:

```
final_damage = (max_creature_damage + 1) * (1 - 0.025 * (Defense - Attack)) * (1 + 0.03 * Adela_lvl / creature_lvl)
```

Subtract the unit from the first parentheses for each of the formulas for None / Basic School of Water Magic.

If you want to take into account more circumstances like a Luck or an Offense and etc. which affect final damage read the article Damage.

## User commentary

*Some may find the information in this section subjective or irrelevant.*

Combined with diplomacy and wisdom starting skills, Adela's bless spell specialty makes her a solid hero for any town (perhaps except necropolis).
The extra damage from Bless is in the same damage formula multiplier (I3) as the bonuses for specialization in Offense and Archery, so they're directly comparable. Compared to the Offense specialty (with Expert skill), Adela will affect first level creatures twice as much, second level the same, and all others less. She will also benefit ranged attackers; on the other hand, Bless has to be cast in every battle and might be dispelled. Compared to Orrin (with Expert Archery), Adela's bonus is 20% better for Master Gremlins and Halflings, and inferior otherwise.

See also:

* List of heroes
* List of heroes (HotA)
* Hero class
* Hero biographies
* List of hero specialties
* List of hero specialties (HotA)
Automaton and Sentinel Automaton

*Only available when the unofficial expansion, Horn of the Abyss, is installed.*

**Automatons and Sentinel Automatons** are level 4 creatures of Factory. They are recruited from the Manufactory.

## Heroes with a specialty

* Todd the Artificer has Automatons as a specialty, which increases the attack and defense skills of any Automatons or Sentinel Automatons for each level attained after 4th level, and gives them a speed bonus of 1.
* Frederick the Artificer has Automatons as a specialty, which increases the damage dealt by the explosion of Automatons and Sentinel Automatons by 5% for every level (rounded up).

## Special Ability: Detonation

 If Detonation is on when the stack dies, the automatons explode, dealing damage to all adjacent creatures. Detonation removes the corpse from the battlefield, making the Automatons impossible to repair. Detonation can be turned on without using a turn. Once it is turned on, it can not be turned off. Detonation deals damage equal to 70 + 5x. X is the number of Automatons that remained in the stack before they were destroyed in one attack.

Detonation works on Cloned Automatons.

## User commentary

*Some may find the information in this section subjective or irrelevant.*

The Clone spell may be the best way to use the Detonation ability, as a clone stack is guaranteed to be entirely destroyed at the first hit, provoking the best explosion damage the stack can provide. It may even be useful to keep a stack of non-upgraded Automatons so that their clones can attack, provoking retaliation and subsequent detonation. Eovacius, with his Cloning specialty, provides an especially interesting synergy.

See also:

* List of creatures
* List of creatures (HotA)
Undead

The **undead** are beings that are deceased but behave as if they were alive. A common example of an undead being is a corpse reanimated by supernatural forces, by the application of either the deceased's own life force or that of another being (such as a demon).

The undead may be incorporeal (ghosts) or corporeal (mummies, vampires, zombies and etc.).
AI Behavior

In game against computer players, AI ​​randomly gets one of three behaviors: **Builder**, **Warrior** or **Explorer**. As a Builder, AI will act more in defense, focusing on the towns development, limiting the scope of exploring. A Warrior will seek to fight more with other players and capture neutral towns. An Explorer will focus on hiring more heroes and moderate aggression. He will sequentially explore the map. In addition, heroes of the Explorer type AI receive 50 more movement points at the start of each day.
AI behavior can also be defined in the map editor.

The behavior of AI is also affected by the selected difficulty level of the map.

## AI pathfinding

By repetitively testing the AI behavior when given a choice between visiting two different objects on the map, one can draw the following conclusions:

```
   -The AI always visits Obelisks rather than Creature Dwellings.

```

```
   -The AI always visits Creature Dwellings rather than Windmills.

```

```
   -The AI always visits Windmills rather than Wagons.

```

```
   -The AI always visits Wagons rather than Learning Stones.

```

```
   -The AI always visits Learning Stones rather than Observatories, Graves (HotA), or a pile of Gold.

```

```
   -When presented two objects between an Observatory, a Grave (HotA), or a pile of Gold, the AI always visits the object that's on its left side rather than the object that's on its right side (EXCEPT when it's a pile of Gold on the left and a Grave on the right. In this very specific case, the AI seems to choose randomly which object it will visit first.).

```

```
   -When presented one object between an Observatory, a Grave (HotA), or a pile of Gold, and one object between a Scholar and a Witch's Hut, the AI always visits the former.

```

```
   -The AI always visits Scholars or Witch's Huts rather than Corpses.

```

```
   -The AI always visits Corpses rather than Gardens of Revelation or Star Axes.

```

```
   -When presented a Garden of Revelation and a Star Axis, the AI always visits the object that's on its left side rather than the object that's on its right side.

```

```
   -The AI always visits Gardens of Revelation or Star Axes rather than a Hut of the Magi.

```

There are still a lot of comparisons to test in order to make this list exhaustive.

This is useful information for mapmakers who want to predict exactly the behavior of a given champion.
Aine

**Aine** the Wizard is a Tower hero. Aine starts with a spell book and the spell Curse.

## User commentary

*Some may find the information in this section subjective or irrelevant.*

Aine's gold-generating special ability as well as Basic Scholar skill make her a decent hero to guard a town. However, it also makes her an excellent backup or secondary hero in case the main hero is unavailable or receives too many unwanted secondary skills.

See also:

* List of heroes
* List of heroes (HotA)
* Hero class
* Hero biographies
* List of hero specialties
* List of hero specialties (HotA)
Sasia Samaris

Als Karminsrote Dienerin für Athan Zakhils Lust geschaffen zeigte die junge **Sasia Samaris** früh ein unvorhergesehenes magisches Talent. Dies rettete sie vor dem scheußlichen Schicksal, das sie beim Priester erwartet hätte. Die immer noch junge Klonfrau weiß, sobald ihr der kleinste Fehler unterläuft, wird sie zurück an die Seite des Schänders geschickt, dem sie versprochen war. Das genetische Erbe von **Sasia Samaris** macht sie immer noch empfänglich für die Mächte der Arh-Tolth Priester... besonders für die ihres Erschaffers...

**Sasia Samaris** ist die Meisterin des Labors SO78. Sie steht dem Labor vor und führt von dort ihre Forschungen weiter. Viele Jahren des Forschens und Experimentierens hat Sasia Samaris in den den Laboren SO78 verbracht und ist schließlich zu ihrer Meisterin geworden. Hier entwickelte sie ihre gefürchtetste Waffen: ihren Umhang ein lebendiges Wesen, das in der Lage ist, die Emotionen seines Trägers wiederzugeben. Diese einzigartige Kreatur besitzt hochentwickelte Instinkte, die einzig darauf abzielen, seine gefährliche Herrin zu schützen. Stürzt Sasia Samaris sich in den Kampf, bläht sich der Umhang bedrohlich hinter ihr auf und geht eine bisher einzigartige Symbiose mit der Alchimistin ein. Der bloße Anblick der dieser Attacke hat schon eine ganze Reihe Soldaten an den Rand des Wahnsinns gebracht. Die Drüsen des furchterregenden, fleischfressenden Umhanges sondern eine eklige Säure ab, er wird geschmeidig, und mit einem schrecklichen Stöhnen hüllt er sich um das Opfer. Dieses Aufbauschen des Umhangs, das letzte, was viele Krieger in der Syharhalna gesehen haben, hat ihr ihren Beinamen gegeben: die Wüstenrose.

Bei ihren Experimenten an einigen Kampfklonen der Syharhalna entdeckte **Sasia Samaris** ein Molekül. Dieses Molekül bewirkt bei Inhalation eine Art kontrollierten Berserkergang. Diese von ihrer Erfinderin «Hämostite» genannte Substanz ist Ãußerst schwierig herzustellen. Elf wahrgeborene Jungfrauen mit latent oder ausgeprägten magischen Fähigkeiten müssen geopfert werden, um genügend Substanz zu erzeugen, um alleine für eine Schlacht ausgerüstet zu sein. Sasia Samaris behält das Hämostite nur für sich und nimmt es während der Schlacht über ihre Hemosite Maske auf.

Einige Gelehrte glauben in der Klinge Sasia Samaris das Schwert von Siajan wieder zuerkennen. Die Waffe hatte einem berühmten Krieger in der Blütezeit des akkylanischen Reiches gehört. Wie die Wüstenrose an dieses kostbare Artefakt gekommen sein könnte bleibt ein RÃ¤tsel.

Kategorie:Personen (Alchemisten von Dirz)
Aislinn

**Aislinn** the Necromancer is a Necropolis hero. Aislinn starts with a spell book and the spell Meteor Shower.

## User commentary

*Some may find the information in this section subjective or irrelevant.*

Aislinn is one of the few heroes that start with a spell higher than level 1. Meteor Shower is a level four spell, and posses one of the highest damage rating in the game. It makes Aislinn a good choice for starting hero possibly enabling quick advancement on the Adventure Map. She is also a solid choice for main hero specially in shorter games and smaller maps. However, in longer maps her usefulness tend to fall off.

See also:

* List of heroes
* List of heroes (HotA)
* Hero class
* Hero biographies
* List of hero specialties
* List of hero specialties (HotA)
Astra

*Only available when the unofficial expansion, Horn of the Abyss, is installed.*

**Astra** the Navigator is a Cove hero. Astra starts with a spell book and the spell Cure.

See also:

* List of heroes
* List of heroes (HotA)
* Hero class
* Hero biographies
* List of hero specialties
* List of hero specialties (HotA)
Air Shield

**Air Shield** is a 3rd level spell in the School of Air Magic. It reduces the amount of damage allied troops receive from enemy's ranged attacks.

**Bug:** while Air Shield is supposed to protect from Arrow Towers as well, it actually significantly increases their damage. *(Fixed in Horn of the Abyss)*

**Heroes starting with Air Shield:**

* Dargem the Navigator

**Heroes spwecialising in Air Shield:**

* Dargem the Navigator

**Units immune to Air Shield:**

* Green and Gold Dragons
* Red and Black Dragons
* Azure Dragons

* Magic Elementals

**Creatures capable of casting Air Shield:**

* Master Genies (advanced level)
* Enchanters (expert level)
Armorer

**Armorer** is a secondary skill, that reduces the physical damage done to hero's creatures. Physical damage means damage done by enemy creatures engaged in melee or ranged combat. Armorer secondary skill does not reduce damage from spells cast by enemy heroes or creatures.

**Bug:** the damage from arrow towers during siege combat is not reduced by armorer secondary skill, but actually increased the corresponding amount (fixed in Horn of the Abyss ).

**Heroes with Armorer as a starting skill:**
* All Beastmasters start with Basic Armorer except Tazar, who starts with Advanced.
* Edric the Knight
* Galthran the Death Knight
* Marius the Demoniac (Advanced Armorer)
* Roland the Knight
* Illor the Captain
* Tark the Captain
* Floribert the Mercenary

**Heroes with Armorer as a specialty and a starting skill:**

* Mephala the Ranger (Basic Armorer)
* Neela the Alchemist (Basic Armorer)
* Tazar the Beastmaster (Advanced Armorer)
* Dury the Mercenary  (Basic Armorer)

Heroes with Armorer specialty receive 5% bonus per level to their Armorer skill.

## Chance to get

*Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.*

## Comparison to Defense primary skill

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

## User commentary

*Some may find the information in this section subjective or irrelevant.*

Armorer is a very useful secondary skill. As it reduces all physical damage at expert level by 15%, it effectively increases allied creatures' health by 18% (17.64% to be excact). Reduced damage leads to fewer casualties in battles, and more troops for the next battle. In extra large maps this may give the needed edge to vanquish the enemy. Predictably, two of three heroes with Armorer specialty appear in towns whose style is mostly defensive (both Rampart and Fortress have slow but very tough units with abilities which make them perfect for defending towns, namely Dwarves, Dendroids, and Gorgons), thus if you start in Rampart or Fortress, Mephala or Tazar would be a very good choice since they make your towns truly impregnable.

## See also:

* Secondary skills
* Comparison of Armorer, Offense and Archery
Armageddon

**Armageddon** is a 4th level spell in the School of Fire Magic. It damages all creatures on the battlefield, including the caster's own troops. However, a few creatures can resist the spell due to their spell immunities. This allows to use specific tactics, including:

* **Dragogeddon** (using only Gold and/or Black Dragons in the battle. Green and Red Dragons will suffer from Armageddon, as they are not immune to level 4 spells, and are therefore useless in Dragogeddon);
* Conflux's **Armageddon squad**, consisting of 4-7 tier Conflux units.

**Creatures immune to Armageddon:**

* Earth and Magma Elementals

* Gold Dragons
* Magic Elementals

* Black Dragons
* Efreet and Efreet Sultans

* Fire and Energy Elementals
* Firebirds \**(not in Horn of the Abyss)* and  Phoenixes

**Artifacts that provide immunity to Armageddon:**

* Armageddon's Blade
* Power of the Dragon Father

## Horn of the Abyss

In Horn of the Abyss, Armageddon damage is reduced from 50\*SP + 30/30/60/120 to 40\*SP + 30/30/60/120. Read more here.

## User commentary

*Some may find the information in this section subjective or irrelevant.*

Armageddon can cause even more damage to creatures than the Implosion if collateral damage is taken into account. Because Armageddon damages all creatures, it has become part of one of the most renowned tactics, often called Dragogeddon. The tactic requires fast creatures immune to Armageddon. In the original Restoration of Erathia, Gold Dragons and Black Dragons were the fastest creatures with immunity to Armageddon, and that is where the name of the tactic was probably derived. Later in Armageddon's Blade and Shadow of Death, the Phoenix became the fastest creature with immunity to Armageddon. In Inferno, you may get Armageddon in the Mage Guild and use only Efreet and Efreet Sultans who are immune to the spell. When the hero's army only consists of immune creatures, the hero may cast Armageddon without damaging his own creatures, in the process causing severe damage to the enemy. **Note that Green and Red Dragons are not immune to Armageddon, thus they're useless for Dragogeddon.**
The town with the highest amount of creatures immune to Armageddon is Conflux, with 4 out of 7 fully upgraded creatures being completely immune. On top of that, it's their highest-tier creatures. However, to balance that, Conflux can only learn Armageddon if they have the Aurora Borealis. This does not work in Horn of the Abyss. The only towns that can learn Armageddon are Inferno, Dungeon, and Necropolis.
Razheem

**Titel** | der Wahnsinnige

Als Razheem aus seinem Tank entstieg, sollte er die Armeen von Dirz auf den Schlachtfeldern führen. Er ist der erste Klon, dem die Alchimisten eine solche Aufgabe zutrauten. Er ist außergewöhnlich stark, ausdauernd und mutig, das Schmuckstück der Syhar-Klone und der ganze Stolz seiner Schöpfer. Als einer von sechs stolzen Kommodoren führt er die die finsteren Heere der Dirze in die Schlacht.

Zur großen Beunruhigung der Technomantiker ist er aber unberechenbar. Er stürmt auf seinem Schlachtroß bedenkenlos in jeden Kampf. Oft hat er seine Armee in gefährliche Situationen gebracht – bis jetzt ist er immer mit einem blauen Auge davongekommen. Diese irrsinnigen Aktionen haben ihm seinen Beinamen der Wahnsinnige, lange Perioden der Genesung und einen außerordentlichen Bekanntheitsgrad beschert. Mittlerweile betrachten ihn das ganze Syhar-Volk sowie seine Feinde diese lebendige wie skrupellose Kampfmaschine mit Respekt. Er ist wohl eine der genialsten und tödlichsten Schöpfungen der Alchemisten. Wer unter dem Kommodore Razheem dient, kann sich auf echte Abenteuer und einen ehrenvollen Tod gefasst machen. Die Feinde Syharhalnas dagegen machen sich einfach nur aufs Schlimmste gefasst, wenn sich seine Silhouette gegen die Dünen der Syharwüste abzeichnet.

Razheems Helm schmückt ein prächtiger Federbusch, der Federbusch des Wahnsinnigen. Die Männer des Kommodore können ihn so auf dem Schlachtfeld, selbst in den unübersichtlichsten Kampfgetümmeln, nie aus den Augen verlieren. Und Dank dieses Federbusches hat Razheem seine Truppe oft so erfolgreich geführt, dass er sich seinen Beinamen wirklich verdient hat.

Seine Schöpfer betrachteten Razheem als Kunstwerk. Zu seinem Schutz haben sie ein besonderes Artefakt entwickelt: Eine lebendige Rüstung, welche mit einem Grad an Intelligenz ausgestattet wurde, der dem der Insekten der Wüste gleichkommt. Es dauert gut eine Stunde, Razheem seine Rüstung anzulegen. Sie verbindet sich mit seinen Blutgefäßen und seinem Nervensystem und erhüllt seine Lebenskraft. Drüsen in der Rüstung produzieren stärkende Sekrete, die Razheem andauernd injiziert werden. Die erste tödliche Verletzung, die jeden anderen töten würde, lässt die lebenden Teile der Symbiotischen Rüstung sterben. Sie zerfallen, und von ihnen bleibt nur der leblose Panzer der Rüstung zurück. Der Wahnsinnige spürt nichts von dem Schlag, der ihn eigentlich sein Leben kosten sollte.

## Quellen

* RagNarok-Hintergrundband

* Zusatzkarte Der verrückte Kommodore

* Artefaktkarte Der Federbusch des Wahnsinnigen

* Artefaktkarte Djinn-Behandlung

* Artefaktkarte Symbiotische Rüstung

Kategorie:Personen (Alchemisten von Dirz)
Virae

**Titel** | Fiannapriesterin

Virae ist in der Stadt Kel-An-Tiraidh die Hohepriesterin Fianns. Ihr Ehrgefühl und ihre Härte im Kampf zeichnen diese wunderschöne und charismatische Frau aus. Selbst König Cromlan der Sessair hört aufmerksam zu, bietet sie ihren Rat an. Ironisch und auch neidisch auf ihren Einfluss gaben ihr die Druiden deshalb zum Spott den Titel *Königin*. Dieser Spitzname setzte sich auch bei den Clankriegern durch, doch schon bald wandelten die Taten Viraes den ironischen Unterton in Respekt um. Die Kriegspriesterin ist die Königin der Fiannas, sie deutet die verschlungenen Pfade Danus und erschlägt ihre Gegner.

Es wird von Virae erzählt, das eine der Töchter Danus, Fiann, über das Schicksal ihrer treuesten Vestalin wacht. Viele Sessairs berichten, das Kriegerinnen aus dem Nichts erschienen sind, die der Priesterin im Kampf beistanden, nur um direkt nach den Kämpfen wieder zu verschwinden...

Oft wird Virae mit einer kleinen Bronzestatuette, der Ikone der Erdgöttin gesehen. Obgleich die kleine Statuette fast wie ein Spielzeug oder ein minderer Talisman aussieht, birgt sie doch immense Kräfte in sich. Die Statuette ist eines der ersten Bildnisse der Erdgöttin und dient schon seit Jahrhunderten als Fokus für Danus Gläubige.

Oftmals wird Virae mit ihrem Beschützer, der Wildkatze Sinshera gesehen. Die Rasse von Sinshera verschwand vor tausenden von Jahren. Doch Fiann rief ihn auf Aarklash zurück um Virae zu beschützen und seine übermenschlichen Sinne mit ihr zu teilen.

Sinshera ist keine der heute üblichen Wildkatzen. Er erschien während Viraes Initiationsritus in die Geheimnisse der Göttin Danu und verblieb seitdem stets an ihrer Seite. Sein unsteter Blick verschleiert eine Intelligenz, die gleichwertig, wenn nicht gar höher entwickelt als die eines Menschen ist. Doch ändert das nichts an der Tatsache, das er ein gnadenloser Jäger ist.

Kategorie:Personen (Kelten der Sessair)
3.2

## See also

* 1.4
* 2.2
* 4.0
* legacy-vault.github.io

```
## Heroes of Might & Magic 3: The Shadow of Death

english update 3.0 to 3.2

company: New World Computing/3DO (www.3do.com)

homesite: www.mightandmagic.com

Changes in Version 3.2

General Updates
- Conflux Grail structure now requires the 'Wisdom' skill
  prerequesite for spells granted.
- Conflux Grail Structure no longer gives 'Titan's Lightning Bolt'.
- Corrected the single turn, double casting of spells during combat.
- Specific Armageddon's Blade(TM) format maps after the v2.1 update:
  A custom Hero with a Spell-book and no spells now functions
  correctly.

- Rise of the Necromancer: Heroes can now access boats built by the
  shipyard.
- Unholy Alliance - Gathering the Legion: Mission critical artifacts
  are now protected by a player specific quest guard.
- Heroes of Might not Magic: Updated the scenario description.

General Updates:
- Resolved program support file incompatibilities between the
  Heroes III: Armageddon's Blade game and the Heroes III: The Shadow
  of Death game.

Note: The Heroes III: The Shadow of Death game cannot play against
the Heroes III: Armageddon's Blade game in multiplayer. However, if
all players are running the Heroes III: The Shadow of Death game and
the Host player has the Heroes III: Armageddon's Blade game
installed, they can play the Armageddon's Blade game maps in
multiplayer.

**Note: For a more complete list of changes, please review the
H3SDUpdate.txt file.   This readme file will be located in your
Heroes 3 folder once you have updated to version 3.1.
```
Ancestors

Ancestors were the biological start of the current crop of heroes. Ancients were often other powers who dabbled in the lives of mortals. The Ancestors are super powerful humans who have become legends to their descendants. Many people can view their ancestors as god-like, having done something truly heroic. Those are what the Ancestors were - people who went above and beyond with extraordinary skill and talent to do great things. They had never been written into the Might & Magic Universe before the Heroes Chronicles. These "Gods" were more powerful than the Ancients. The Ancestors were the guardians of the gates to Paradise, they decided who will go to the Paradise and who will be cast into Oblivion.
Antagarich

**Antagarich** is the name of the continent on which most of the action in Heroes 3 and its expansions take place. The main country is Erathia, but there are also AvLee, Bracada, Deyja, Eeofol, Krewlod, and Tatalia. There is also the island of Vori on the North-West and Nighon on the South-East.

Most of Antagarich was once ruled by the Wizard-Kings of Bracaduun. A legendary Barbarian, Jarg, united all the tribes of the Wastelands (Krewlod) and conquered the entire southern-half of Antagarich. However, after he died of old age, his heirs squabbled for the throne and dismantled the nation in their squabbles, allowing the Wizard-Kings to rise again and reestablish their empire. They oppressed Barbarian culture especially, attempting to suppress the history and legend of Jarg in fear that heroes would try emulating Jarg; and had nearly succeeded in that task when Tarnum rebelled and repeated history.

Tarnum, however, was not as wise as Jarg. His reign was especially ruthless and brutal, forever twisting Barbarian culture, and Tarnum himself turned out to be as much a tyrant as the Wizard-Kings were. Rion Gryphonheart would soon lead an uprising against the Barbarian King, and vanquish him in single combat. With Tarnum's death, his empire crumbled quickly, allowing Rion Gryphonheart to create the new nation of Erathia which quickly dominated most of the continent.

Two other continents exist on the same planet, named Enroth and Jadame. Enroth is the homeland of King Roland Ironfist and the setting where the first two *Heroes of Might and Magic* take place. Jadame is only seen in *Might and Magic VIII: Day of the Destroyer* and there is no mention of it in the *Heroes* series, though Regna, which is represented by the Cove town in Horn of the Abyss, is considered to be from there.

Antagarich is sometimes spelled "Antagrich" in official documents such as the Shadow of Death manual, notably in the description of the Pixies and Sprites, Halflings, Rogues, and Trolls. Greg Fulton coined the name "Antagarich" as a portmanteau of "**antag**onism" and "**rich**", connected with an 'e' to make pronunciation easier. A continent rich in antagonism...
Alignment

*For creatures that cannot be hired in a town, see neutral creatures.*
**Alignment** is a characteristic of a town type and its associated heroes and creatures. Heroes and creatures have the same alignment as the towns they are associated with, not the towns in which they are hired. There are three town alignments in *Heroes of Might and Magic III*: good, evil and neutral.

* Castle
* Rampart
* Tower

* Inferno
* Necropolis
* Dungeon

* Stronghold
* Fortress
* Conflux
* Cove
* Factory

Neutral creatures have no alignment, they do not count as troops from a neutral town, so they do not get the luck buff from Clover Fields, or morale buff from Angelic Alliance.

Alignment has almost no direct impact on the gameplay, and it is mostly used in the game storyline. There are a few minor exceptions though:

* Restoration of Erathia : The Altar of Sacrifice allows heroes with good alignment to sacrifice artifacts for experience, evil alignment heroes to sacrifice creatures and neutral alignment heroes to sacrifice either one of their choosing.
* Shadow of Death : The magical terrains Clover Field, Holy Ground and Evil Fog affect luck or morale of creatures of a certain alignment.

## Town alignment

 Morale modifier:

* In terms of Morale deficits for having creatures of different alignments, each town is considered its own alignment (i.e. having Castle, Rampart and Tower troops will result in -1 morale) and Neutral creatures count as their own town.

* Angelic Alliance allows a hero to have creatures from good and neutral towns with morale bonus +1, as if they were from one town (thus neglecting morale penalty). Conflux creatures are not affected, but in Horn of the Abyss  , Conflux units who are not immune to morale receive the bonus, and so do Cove and Factory creatures. If an evil alignment creature appears in the army of a hero who has Angelic Alliance, units from good and neutral towns are still considered to be one faction.

* The Temple of Loyalty   makes all creatures in the visiting hero's army be considered as being of the same town alignment for the duration of the turn.
Aeris

**Aeris** the Druid is a Rampart hero. Aeris starts with a spell book and the spell Protection from Air.

## Specialty

The in-game description *"Increases the Attack and Defense skills of any Pegasi or Silver Pegasi for each level attained after 4th level."* is erroneous in "each level attained" moment, and lacks the speed bonus information. *(Description is fixed in HotA ).*

Unlike the native terrain speed bonus, the creature specialty speed bonus can affect the hero's movement points in case the creature is the slowest one in the army.

See also:

* List of heroes
* List of heroes (HotA)
* Hero class
* Hero biographies
* List of hero specialties
* List of hero specialties (HotA)
Ambassador's Sash

**Ambassador's Sash** is a major class artifact equipped in the shoulders slot. Ambassador's Sash reduces the cost of surrendering by 10%. Equipped in shoulders.

**Related artifacts:**

* Diplomat's Ring
* Statesman's Medal

## Horn of the Abyss

* Forms the  Diplomat's Cloak together with the Statesman's Medal and Diplomat's Ring.

## See also:

* List of artifacts
* List of artifacts (HotA)
Badge of Courage

**Badge of Courage** is a treasure class artifact equipped in the misc slot.

According to the Badge of Courage's description, it only gives +1 to hero's morale. However, it also has a hidden effect, which gives hero's troops immunity to all mind spells. This latter power was never documented in the game.

## Related artifacts

* Crest of Valor
* Glyph of Gallantry
* Pendant of Courage
* Still Eye of the Dragon
* Spirit of Oppression

## Horn of the Abyss

In Horn of the Abyss, the Badge of Courage no longer protects against mind spells.

## Related artifacts

* Ring of Suppression
* Hideous Mask
* Pendant of Downfall

## User commentary

*Some may find the information in this section subjective or irrelevant.*

It seems that the mind spell immunity might be a bug, a technical error of the game. For example, if the Berserk spell is cast on a creature stacks of a hero equipped with Badge of Courage, the spell's drum symbol appears but when the spell is cast it does not take effect. This seems more a techical error, than designed property.
Badge of Courage's +1 to morale effect is a solid enchancement, but with the mind spell immunity the badge becomes almost superior. As can be expected, Badge of Courage is quite useless for Necropolis heroes, as undead are unaffected by morale as well as mind spells.

## See also:

* List of artifacts
* List of artifacts (HotA)
A Barbarian King

Victory condition: Defeat All Enemies

## Prologue

 Unnamed male historian: Knowing where it all began will help you understand Tarnum, the choices he made, and the reason the Ancestors gave him a second chance. His people suffered generations of enslavement from Bracaduun and their henchmen, men like the brutal Rabak.
Allies

**Allies** is a characteristic of a map which defines two or more player to be in an alliance. Alliance can not be broken during the game nor can it be formed. Players and/or computers who are allied share each others map and 'line of sight'. Heroes of allied players can not attack each other. Additionally, heroes can visit ally's town and while it is not possible to buy troops from the town, it is possible to

* buy a spell book and learn spells from the mage guild
* drop off troops into the garrison but can not take them back
* upgrade creatures in hero's own army.

If an ally completes a victory condition (e.g. captures the artifact), the scenario is considered won.

A hero may meet with an ally and learn spells through the Scholar skill.

A hero may give troops and artifacts to an ally he meets but cannot take them.

An ally may request resources be sent through the marketplace.

A hero cannot steal an ally's mines nor external creature dwellings, cannot hire creatures from the latter.

Another hero can be purchased.

A hero may use Town Portal to enter an ally's town.

In an Inferno town, a hero can use the Castle Gate to leave but not enter.
Ancient Lamp

*Only available when the unofficial expansion, Horn of the Abyss, is installed.*

**Ancient Lamp** is an adventure map object that allows the hero to recruit 4-7 Master Genies. Once all available genies have been recruited, the lamp disappears.

Ancient Lamp is enabled in starting zones of Jebus Cross template and disabled in other random map templates.

* Terrain: sand, snow;
* Value: 5000;
* Frequency 200.

## See also:

* List of map objects
* List of map objects (HotA)
Ash

**Ash** the Heretic is an Inferno hero. Ash starts with a spell book and the spell Bloodlust.

Ash is the only hero that starts with the Eagle Eye secondary skill but does not specialize in the skill. Ash's specialty adds to Bloodlust's normal attack bonus:

     +3 to creatures on level 1–2

     +2 to creatures on level 3–4

     +1 to creatures on level 5–6

     No additional bonus for creatures on level 7.

Although the description of the specialty states, "based on hero level compared to the level of the target unit", Ash's level has no effect on the specialty.

See also:

* List of heroes
* List of heroes (HotA)
* Hero class
* Hero biographies
* List of hero specialties
* List of hero specialties (HotA)
Air Elemental Conflux

The Air Elemental Conflux is a dwelling for Air Elementals.

Was introduced in Restoration of Erathia as a neutral creature dwelling (with just +3 growth per week) and its functions were doubled later by Conflux town's Altar of Air in Armageddon's Blade.

Gives +1 weekly town growth bonus to Air/Storm Elementals in towns.

* 6 x  Air Elemental - cost per troop 250

## Horn of the Abyss

* Creature dwelling
* External dwellings (HotA)
A Blade in the Back

Victory condition: Defeat All Enemies

## Prologue

 Gelu : In my operations, information is always scarce, and never given full trust. Now I am told the elemental Confluxes we have encountered, have allied with Queen Catherine in her war to destroy King Lucifer Kreegan. I have orders to move deep into Eeofol, behind the main Kreegan force Catherine holds at the border. There I am to cut off any potential escape route. I pray this is not a trap.
Schwarze Zacke

Die Scharze Zacke ist das legendäre Piratenschiff von Kapitän Krill und seiner durchtriebenen Mannschaft. Erbaut wurde es vom Geld Krills und seines Bruders, Monsieur Dhypter. Die größte Besonderheit sind ihre Räder. So kann man mit ihr fahren oder sich den Winden der Weltmeere überlassen.

Die Besatzung der Schwarzen Zacke besteht schon seit Jahren. Die Mitglieder halten zusammen, sind bereit, füreinander ihr Leben zu opfern, kennen sich in- und auswendig und schätzen sich gegenseitig hoch.

Als ehemaliger General nahm es Krill für sich in Anspruch, mit Kapitän angesprochen zu werden. Seit dieser Zeit haben die Piraten halb Aarklash ausgeplündert. Sie leben von Beutezügen, Schatzsuchen und anderen Abenteuern. Krills neuer Ruf steht seinem alten in nichts nach. Wahllos greifen die Piraten Karawanen, Handelsschiffe und Überlebende wilder Seeschlachten an. Inzwischen ist ihr Ruf bis zu der G.A.K. vorgedrungen, der Großen Akademie für Kriegsführung der Goblins in Klûne, und die Befehlshaber zittern vor dem Tag, an dem Kapitän Krill ihnen einen Besuch abstatten wird, um sich zu rächen...

Es kommt häufig vor, dass bei einem Zwischenstopp marodierende Goblins bei der Besatzung der Schwarzen Zacke anheuern. Aber die Neulinge müssen eine Mutprobe bestehen, bevor sie von den Piraten aufgenommen werden.

Durch ihr Klettern auf den Rahen und in der Takelage sind die Piraten wahre Bewegungskünstler. Den Schwindel kennen sie nicht, und beim Entern fremder Schiffe machen sie die waghalsigsten Kunststücke. Da ist es nicht allzu erstaunlich, dass dann und wann ein Matrose eine unerfreuliche Begegnung mit den Schiffsplanken macht. Aber wie Kapitän Krill zu sagen pflegt: «Ein Matrose, der nicht mindestens zwei Zähne in dieser Nussschale gelassen hat, verdient es nicht, ein Pirat genannt zu werden.»

Wenn die rote Flagge gehisst ist, kann die Besatzung jeden Schiffs, das den Weg der Schwarzen Zacke kreuzt, die Hoffnung auf Güte und Gnade gründlich vergessen. Den tapfersten Seeleuten gefriert bei dem bloßen Anblick der Flagge das Blut in den Adern. Wenn die Piraten das Schiff entern, gibt es keine Hoffnung aufs Überleben!

## Quellen

* Zusatzkarte – Die Piratengoblins

* Incarnationkarten – Alle für Einen, Küstenbrüder, Matrosenfuß

Kategorie:Technik (Goblins von No-Dan-Kar)
Kategorie:Fraktionen (Goblins von No-Dan-Kar)
Azure Dragons

Victory condition: Defeat Monster
 **Choose a bonus:**

## Prologue

 Dracon : I have found a nest of mighty Azure Dragons. I have also found my destiny. Azure Dragons do not nest for long and commands an entourage of dragons of all colors. The task is great, but I am determined.

## Epilogue

 Dracon : My victory is hollow. I do not understand why. I have accomplished what only the elite dream. In my private moments, I have felt this beast would be the key to unlock a long sought personal contentment. I was wrong. My disatisfaction stirs and I wonder, what is next.