Warlords battlecry 3 гайд по героям

Обновлено: 05.07.2024


Both units and Heroes in Warlords Battlecry 3 can gain experience and eventually level up when they accumulate enough. Up on levelling up, units will get an increase in all of their stats. For Heroes, the player can choose how they get stronger.

Contents

Obtaining Experience [ ]

Standard XP gains [ ]

Each time a unit kills another unit, they'll gain 1 point of Experience (XP). In addition to that, the Hero who owns the unit that acquired the XP will also gain that XP, too. For that purpose, a Titan is considered a normal unit. A unit that destroys a building will gain 3 XP. Again, the Hero who owns the attacking unit will also gain that XP. However, if a unit destroys a building that deals damage (such as a tower) then the unit will gain 4 XP. Once more, the Hero will also gain this.

XP from Enemy Heroes [ ]

Any unit (and the Hero who owns the unit) that slays an enemy Hero will be rewarded bonus XP equal to the fallen Hero's level in addition to the usual +1 XP for killing a unit.

XP from Souls [ ]

The Reaper, the Daemon Infantry, has the unique capacity to devour the souls generated by Succubi, for a nice +20 XP per soul devoured.

XP from Quests [ ]

Up on completing a quest, your Hero will receive 20 XP. However, the Knight race have access to the Order of the Grail research that, once researched, doubles the amount of XP gained from quests (40 XP).

Campaign Bonuses [ ]

Completing certain missions in the campaign will award bonus XP (usually in the hundreds), in addition to any other XP you would normal gain. There are also a few special areas in the campaign where you can purchase XP for your Hero at the cost of Crowns (currency used only in the campaign). Typically, it costs around 20 Crowns per 10 point of XP, but the Moon King of Lunarion being the cheapest at just 18 Crowns per 10 point.

Leeching XP [ ]

When Wraiths and Shadows, as well as units under the Mind Leech spell, kill an enemy unit, the XP amount gained will be equal to the amount of XP the slain unit had. This applies to Heroes both ways (when under the effects of Mind Leech and also when being leeched). Due to the amount of XP a Hero usually has (more than 1500), a unit that leeches XP from a Hero usually ends up reaching their maximum level (20).

XP Bonuses from Researches [ ]

The Knight race have 2 types of researches that offer additional XP to their units as they kill opposing units. Crusade is the more prominent one, and a 5 piece research set. Each time a Crusade skill is researched, all owned units for that side will gain an additional +1 XP for every unit they kill. Once all 5 of the Crusade skills have been obtained, any unit of theirs will gain 6 XP instead of just 1 XP whenever it makes a kill. The other research is Knight's Quest that offers a bonus amount of XP to whatever mounted knight unit slays a nominated enemy unit type. This should amount to 50 XP on top of the normal XP gain.

XP after a Scenario [ ]

Upon completing a scenario (whether you won / lost or was defeated before it was over), your Hero will gain XP based on his performance. If your Hero was slain during the battle, the amount of this rewarded XP is reduced by 25%.

Ironman Hero Bonuses [ ]

Heroes that have dared to tread the path of an Ironman double the XP they acquire from all forms of XP gains. Typically it means they'll gain 2 XP when they (or a unit from their side) makes a kill and 6 XP from destroying a building. (Tinmen Heroes gain +25% XP and Bronzemen gain +50% XP but these Hero modes are disabled in Warlords Battlecry 3, but revived in some mods.)

Starting Experience [ ]

XP from a Hero's Intelligence [ ]

Produced units don't always start with 0 XP, instead their XP amount is dependent on your Hero's intelligence characteristic. All produced units gain +1 XP for every 2 points invested in your Hero's intelligence but only if you Hero is still present in the current battle. If your Hero is slain or just never turned up, then your Hero's intelligence has no affect on produced units (intelligence is treated as being 0).

XP from Hero Skills [ ]

There are a few race-specific skills a Hero can have that offer additional XP to certain produced units, in addition to that acquired from a Hero's intelligence characteristic. Again, these are only in place while your Hero is still alive/present in battle. Below are a list of those skills and the amount of XP they offer per point invested and for what units.

XP from Researches [ ]

Once researched, certain powerups will offer additional XP to newly produced units regardless of whether your Hero is still present. The primitive races (Orcs, Barbarians and Minotaurs) have access to Training that offers +10 XP to all produced units. The Fey have a 9 stage research set known as Lore which can offer up to a monstrous +100 XP when all 9 are researched. The Knight race have Order of the Rose which offers +5 XP to their Cavalry units only.

XP from higher Level of mastery (Summoning spells) [ ]

Most of the units summoned by a spell (either a hero's or a spellcaster unit's) gain a XP bonus depending on the level of mastery of said summoning spell. Gain is either + 5 XP, +20 XP, or +50 XP per level of mastery. For instance, such units as Fire Elemental, Earth Elemental, or Daemon are summoned with 0 / 50 / 100 / 150 / 200 initial xp by summoning spells cast at level of mastery 1 / 2 / 3 / 4 / 5 respectively. For the record, a level of mastery is gained every 10 skill points invested in a sphere of magic (hero units), or every 5 levels (non-hero units).

Losing Experience [ ]

Draining XP [ ]

The dreaded Dragonliche has a unique ability in which units caught in its breath attack lose 10 XP each strike - including Heroes. However, those cursed units don't lose any level actually, and their stats don't degrade. They are only less likely to level-up during the current battle. Heroes and retinue units that survive the fight with less XP than would normally require their current level will start the next battle with their new level.

Defeat of an Ironman / Bronzeman Hero [ ]

Unlike normal Heroes, when an Ironman Hero falls in battle - he is permanently killed, losing everything. However, choosing to freeze his level before going into battle prevents permanent death, but also prevents gaining XP, too. When a Bronzeman Hero is defeated, he loses all the XP gained after reaching his current level - essentially going back to the start of that level. Note that Bronzeman Heroes are disabled in Warlords Battlecry 3 but have been revived in some mods.

Leveling [ ]

Unit Levels [ ]

Just like Heroes, units can level up, too. However, they are capped at level 20 but have an overall increase to all their stats when they level up, unlike Heroes who are limited as to how they get stronger per level. Below is a list of the unit levels, their titles and the amount of XP a unit needs to reach that level. Once a unit reaches level 20, it'll still continue to gain XP (all the way up to 20,000), but of course won't have any purpose.

  • Level 1 = Novice: Starting level for a unit (0 XP)
  • Level 2 = Expert: 5 XP+
  • Level 3 = Expert: 10 XP+
  • Level 4 = Expert: 20 XP+
  • Level 5 = Adept: 40 XP+
  • Level 6 = Adept: 70 XP+
  • Level 7 = Adept: 110 XP+
  • Level 8 = Veteran: 160 XP+
  • Level 9 = Veteran: 220 XP+
  • Level 10 = Veteran: 280 XP+
  • Level 11 = Champion: 350 XP+
  • Level 12 = Champion: 430 XP+
  • Level 13 = Champion: 520 XP+
  • Level 14 = Elite: 610 XP+
  • Level 15 = Elite: 700 XP+
  • Level 16 = Elite: 800 XP+
  • Level 17 = Master: 900 XP+
  • Level 18 = Master: 1100 XP+
  • Level 19 = Master: 1300 XP+
  • Level 20 = Grandmaster: 1500+

As the unit levels up, its selection ring changes colour. The colour changed from green, through blue to white. Once a unit reaches level 9+, the selection ring will become a striking yellow-gold.

Unit Stat Increases [ ]

As a unit levels up, its stats will increase, usually by a fixed amount regardless of their base stats, making the game seem more forgiving for weaker units as their stats will end up being increased by a larger percentage than that of a more powerful unit. Below are the bonuses a unit gets when reaching each level. Where it says the value is specific to stats between a range, it also means equal to those number as well. So between 5 and 8 also includes 5 and 8. Also these stats are only the unit's base stat + increases from past levels. Increases from the likes of spells and researches are ignored when calculating the unit's new base stats.

As the level bonuses are added together as the unit progresses, every unit in the game will receive +68 Damage and +42 Armor and Resistance when they eventually hit level 20. This is a massive increase in percentage wise to units with naturally low Damage and Armor. But not much of an increase for units that already had high Damage (Minotaur King) or Armor. Since the increased amount for the other stats are dependent on the stat itself, in the end will offer a different increased amount, although similar. (A unit with a starting Speed of 4 will receive +13 points in Speed when it hits level 20, whereas a unit with 10 starting Speed will receive +12)

Other levelling effects [ ]

In addition to stat increases, levelling also affects the way non-hero units can cast spells.

  • Units with mana will receive an increase to their mana regeneration speed. Each level will improve regeneration time by -0.1 seconds (-0.2 for Daemon units). As such, a level 10 non-Daemon unit will regenerate 1 point of mana per 2 seconds. But at level 20 it will regenerate 1 point every second.
  • Spellcasting units cast their spells one level of mastery higher every 5 unit levels, that is upon reaching level 5, 10, 15, and 20. For instance, if a level 1 unit cast spells at first level of mastery, a level 20 unit casts spells at fifth level of mastery. As a result, and although the potency of these unit's spells have been tuned down in some unofficial patches, as compared to same name hero's spells, high level (retinue) units may very well cast more potent spells than the hero who leads them.

Hero Levelling [ ]

In Warlords Battlecry 3, there is no level cap to Heroes, allowing them to reach such high levels that the game simply can't handle them! But each time a Hero levels up, the owning player can choose a single characteristic to increase by 1 point (Strength / Dexterity / Intelligence / Charisma) and a single Hero skill to increase by 1 point. The Hero will also receive a small increase to their maximum Health regardless of what choices the player made to spend their points in. Usually between 2-4 depending on the Hero's current maximum Health stat.

Heroes can also level up in the middle of a battlefield and can indeed receive their stat boosts there. At which point the Hero will be restored to full Health and be cured of any illnesses.

If a Hero chooses to not use any of his ability points when levelling up, they'll roll over to the next level so he won't lose them.

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Константин Мингалев

Игра хоть не играбельна, но чисто мое ИМХО эта игра ассоциируется с золотой классикой стратегии и, не смотря на то, что она уже физически и морально устарела я все- же советую сыграть в неё. Хотя бы пару игр, оценить то, что раньше разработчики работали именно на волне творчества, не запариваясь на баланс и мнения юного потребителя. Старались вложить свою идею в проект, а не идею корпорации, что они и сделали. Но сегодня поговорим о другом. Да, игра сконцентрирована на герое - чем больше он прокачен, тем легче(изи) игра. Но, все как- то забывают об войсках - армии, на которую, в частности Я, акцентирую свое основное внимание(это пережиток старых стратегий, под тип С&С, где умения героя/генерала используешь как приятный бонус, а не как средство уничтожения врага, и больше внимание уходит на контроль пушечным мясом). Сегодняшняя тема посвящена. новичкам(коих сейчас нет), для которых будут даны
советы именно по расам - этакий краткий дайджест. Данный топ составлен чисто по моим предубеждениям и если вы с ними не согласны -можете отписать в коментах ниже. Что- то непонятно - объясню. Список начинается с самой сильной расы и заканчивается самой слабой,
оценивать буду по 4 важным категориям: Бой(как юниты дерутся в баталии с вражескими войсками), Осада(как раса штурмует вражескую базу),Экономика(насколько эффективно использует ресы/производит войска и развивается раса),Защита(размер сооружений, игра на первых началах, особые советы).Что то я распизделся, давайте начнем:

A hero's retinue may consist of up to 8 units. With the 1.03 patch, most of these retinue slots are locked and the hero must invest in Charisma to unlock them. These units can be brought into battle at the start of a match much like many other units of the player's selected race by using Army Setup Points. Note that as a retinue unit increases in level, their Army Setup Point cost will increase.

You can rename the units you get in the retinue after a battle by clicking on their names, writing what you want and then press enter or click elsewhere on the screen. Your unit should now bear the new name.

Stats [ ]

+1 Movement Speed per 2 points of Dexterity (at 2,4,6,etc…)
-

0.016 seconds off attack speed per point of Dexterity
+1 Resistance per point of Dexterity
+1 Armor per 2 points of Dexterity (at 2,4,6,etc…)
-1 Second to Conversion Time per point of Dexterity (minimum conversion time is 10 seconds)

+1 Morale per 2 points of Charisma (at 2,4,6,etc…)
+1 Command Radius per 2 points of Charisma (at 1,3,5,etc. )
+1 Merchant Skill for every point over 5 (-1 Merchant skill for every point under 5) which gives

0.86% discount per Merchant skill
+1 Army Setup Point for every 4 Points of Charisma

Racial Stats & Skills [ ]

The dotted underlined text in this table is mouseover text. Hold the cursor over the underlined text to see what each skill does.

Each bonus value is per skill point invested in the skill. The number in brackets for many initial skills shows that the hero starts with +1 skill point in that skill.

Ssrathipage.jpg

The Ssrathi are one of the most effective races in Warlords Battlecry 3, particularly so given the changes in the unofficial patch 1.03.24, which improved their previously undesirable hero class combinations and the Triceratops. Ssrathi units (and building) are quite upgradable, and offer a flexibility and win condition that is easier to reach than most others.

  • Incredibly effective spellcasters that are available and upgraded very early on.
  • Builders are the best in the game after upgrades, effectively reaching a build skill of 22, as well as being able to shrug off missiles and cast invisibility, all on top of their default traits.
  • Late game Dinosaur units can be powered up to incredible levels.
  • Titan possesses an impressive ranged attack that out-ranges and decimates base defenses.
  • Small buildings.
  • Very limited variation of damage types.
  • Expensive units.
  • Lack of multi-hitting attacks and fast produced units make it difficult for them to handle swarm-style tactics.
  • They effectively only have a single Dragon choice.

Strategy [ ]

Units [ ]

Chameleons are both decent scouts (as improved with building skills) and minefillers. Snakemen do an acceptable job of providing early defense and exploration, though they suffer against units not susceptible to poison such as machines and undead.

The real strength of the Ssrathi lies in their Snakepriests and Lizard Riders. The importance of combining these two units cannot be overstated. Both are available relatively early in the battle (keep level 2 and 3, respectively), and benefit from offset resource requirements (Snakepriests require Gold and Crystal, Lizard Riders require Metal and Stone). This allows a flood of both to be produced simultaneously. Once the Snakepriests have their range improved by research, they essentially become a writhing mass of self-healing siege engines capable of engaging enemy towers from a safe distance. This is important as the Ssrathi have no siege engine unit such as catapults or battering rams. They would still be vulnerable to horde attacks, however, if not supported by Lizard Riders. Lizard Riders (the fastest unit in the game) are excellent for chasing down fleeing enemy heroes (getting poisoned in the process), protecting a line of Snakepriests, and dismantling a base stripped of its tower defenses. There are few obstacles in the game that effectively counter a mass of Snakepriests and Lizard Riders.

This is fortunate for the Ssrathi, because beyond Snakepriests and Lizard Riders, their units may be underwhelming. Triceratops and Tyrannosaurus Rex are both powerful, but their high solid Stone cost and long build times limit their usefulness. Ssrathi flying units are equally unuseful, as Pterodactyls cannot engage ground targets. However, it should be noted that Pterodactyls provide extremely powerful anti-air capabilities and can very effectively counter Dragons. Alternatively Pterodactyls are easily powerful enough to raze large portions of enemy bases by themselves. Nagas are amongst the worst of generals in the game, though their waterwalking ability and Shield spell redeems them somewhat by improving the survivability of a group of Snakepriests and Lizard Riders.

Once Dinosaur units have been upgraded at the Saurus Pen, the game can quickly go out of hand for the enemy of the Ssrathi player. T Rexes strolling about with around 16 speed and 80 damage should be enough to scare anyone, let alone the fact the Triceratops and Pterodactyls are vastly improved as well (Triceratops sporting around 50 damage in 1.03.24, Pterodactyls going on 65).

Buildings [ ]

Ssrathi buildings are some of the best in the game. By having dedicated buildings for support, melee, and ranged units, players can sustain a continuous flow of all three (Chameleons, Lizard Riders, and Snakepriests). The Couatl's Wrath spell is an effective panic button for defending your keep, should your base be overrun by an opponent.

Ssrathi Towers are almost undebatably the best towers in the game thanks to high hits, high damage and the ability to fire powerful poison arrows. Their only shortfall being any units resistant to piercing, particularly Skeletons, Husks and Dragonliches (but you could say the shortfall of a fire tower is units with resistance to fire).

Heroes [ ]

The recommended hero/class combination for the Ssrathi is Dragonslayer (for unofficial patch 1.03.24). The ability to raise the starting XP of your dinosaur units has a dramatic effect, particularly at 10XP or higher. Also, the ability to strike down Dragons quickly and effectively may come in handy should the Ssrathi player not have access to Pterodactyls yet, or for whatever reason they are proving to be ineffective.

For those playing the last official patch (1.03) consider a Lichelord or Thief to take advantage of synergies in Poison Magic and Running. Neither is particularly great, as the Poison Sphere is one of the less effective schools of magic, but a high Running score is very effective for both chasing down enemy heroes and escaping unexpected attacks.

A Healer can be used (in either patch) if you wish to increase the amount of healing done to Ssrathi units even further than the Snakepriest's Cauterize spells. This can work even better with the Summon Mana upgrades.

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