Heroes of Might & Magic III: The Shadow of Death FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |FAQ for: Heroes of Might & Magic III: The Shadow of Death | |System: DOS/Windows | |Version: 1.00 | |Last Updated: 2/1/03 | |E-mail: Icewind717@hotmail.com | |Author: CZewe | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Some of the *AMAZING* qualities of this FAQ are: *The first guide with an actual Wlakthrough of the campaigns ever to be posted on GameFAQs! *The most (or pretty close to it) comprehensive guide ever *A huge database of all my HOMM III: The Shadow of Death information compiled into one big guide *A whole section dedicated to helping people get started *Everything anyone ever wanted to know about Heroes of Might & Magic III: The Shadow of Death *All the codes, secrets, and little "Easter Eggs" all together! *Lots of Hints & Tips, Frequently Asked Questions, and Battle Strategies *A *HUGE* Walkthrough of the Campaigns *The guide that won FAQ of the Week...(Don't I wish) *Complete list of all the hotkeys for newbies and veterans alike *Gigantic section with complete data on all of the different creatures *Amazingly Detailed Spell Guide *Helpful Dictionary for beginners *So much more...oh so much more... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I I. Introduction I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Welcome to the most comprehensive guide to Heroes of Might & Magic III! If you've read IGN's guide, or any of the other contributor's to this site, you'll notice they lack one vital item necessary for a FAQ. Wondering what that is? An actual _walkthrough_ for the game! And, since Heroes of Might & Magic III is one of the hardest games out there, I figured I'd write one. And please forgive the size of this guide, because it is necessary. When this guide is finally finished, it will be the biggest (or at least close to it) Walkthrough on GameFAQs! And, as some may doubt, yes, I _did_ type and gather all of this information all by myself. I only used cheap cut-and-pasting techniques on certain parts, like making and remaking the charts for the Creature Guide and the Spell Book section. Also, another interesting thing about this FAQ, is that it's spawned six other FAQs so far out of certain sections of it (all my Spell Guides and Creatures Guides). So, enjoy. Note: Sorry about barely finishing the first Scenario of the first Campaign of the first game, but tomorrow I'm getting a new comp and I just need t submit this as it is...there goes any FOTW chances...sorry. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I II. Table of Contents I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I. Introduction* II. Table of Contents III. Version History IV. Contacting Me* V. Hotkey Listing* VI. Beginner's Guide to HOMM III: The Shadow of Death VII. Restoration of Erathia Walkthrough 1. Long Live the Queen A. Homecoming* B. VIII. Armageddon's Blade Walkthrough IX. The Shadow of Death Walkthrough X. Creature Guide XI. Hints & Tips XII. Codes XIII. FAQ (^F^requently ^A^sked ^Q*uestions) XIV. Spell Guide* XV. Heroes of Might & Magic Dictionary XVI. Shameless Self Promotion XVII. Next Version XVIII. Hall of Shame XIX. Credits XX. Necessary Legal Stuff* XXI. FAQ Size *= Section is complete ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I III. Version History I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version Number: 1.00 Date Added: 2/01/03 What's New: Everything! Total FAQ Size: 111 KB My two cents: I originally intended on finishing the "Long Live the Queen" Walkthrough and THEN submitting Version 1.00, but tomorrow I'm getting a new computer and getting rid of this one. Soooooo, once this one is gone, this file will be lost and I'll need it saved somewhere, and what better place than GameFAQs? So, again, I apologize for the abrupt ending to the Walkthrough, but I _promise_ I will finish them all...someday. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I IV. Contacting Me I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ My e-mail address is Icewind717@hotmail.com and I'll accept e-mails that have anything to with the stuff on the "E-mail Me With" list. But if I get anything that is on the "Do not e-mail Me With" list I will delete it and block your e-mail address. If you just want to talk to me you can drop me an IM on AIM at the screename Outcast717. But if you have questions about Heroes of Might & Magic III: The Shadow of Death, IM me at Icewind45. E-mail me with: Contributions Spelling and Grammatical errors on my FAQ Praise Letters Asking for help on Heroes of Might & Magic III: The Shadow of Death as long as your question isn't answered on this FAQ Asking if you can use this FAQ on your site Constructive Criticism Do Not E-mail me with: Spam Spam Spam Spam If you send me spam I will obliterate you off the face of the Earth, so DO NOT spamify me. Large Contributions (200 KB or more unless its a walkthrough for a whole campaign) Things that have nothing to do with HOMM III: The Shadow of Death Hate Mail/Flames Questions about Heroes of Might & Magic III: the Shadow of Death that are answered on this FAQ Viruses Chain Letters Etc. You can e-mail me asking for help on any other Heroes game itself, but just don't overdo it. If you want to talk about anything on the not list, IM me, except the obvious like viruses and spam. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I V. Hotkey Listing I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For those of you uneducated in computer terminology, a hotkey is a key you press on the keyboard, and it activates a specific function in the current game, program, word document, etc. Adventure Map/Screen Hotkey: Effect: H-........................................Selects Next Hero M-........................................Moves Current Hero K-........................................Kingdom Overview U-........................................Toggles Map Elevation C-........................................Cast Spell Z-........................................Puts Current Hero to Sleep W-........................................Wakens Current Hero Q-........................................Quest Log E-........................................Ends Turn Adventure Options Menu Hotkey: Effect: A-........................................Opens Adventure options menu V-........................................View World P-........................................Puzzle Map D-........................................Dig I-........................................View Scenario Information System Options Menu Hotkey: Effect: M-........................................Main Menu L-........................................Load Game R-........................................Restart Scenario S-........................................Save Game Q-........................................Quit to Desktop Esc-......................................Return to Game Miscallenous (sp???) Hotkey: Effect: Up Arrow-.................................Moves Current Hero Up Down Arrow-...............................Moves Current Hero Down Left Arrow-...............................Moves Current Hero Left Right Arrow-..............................Moves Current Hero Right CTRL+Up Arrow-............................Scrolls Adv. Map Up CTRL+Down Arrow-..........................Scrolls Adv. Map Down CTRL+Left Arrow-..........................Scrolls Adv. Map Left CTRL+Right Arrow-.........................Scrolls Adv. Map Right Tab-......................................Send A Chat Message (Multi-player Game only!) Esc-......................................Quit Current Game Combat Screen Hotkey: Effect: A-........................................Auto-Combat on or off (toggle) D-........................................Order selected Creature to Defend W-........................................Order selected Creature to Defend C-........................................Cast Spell R-........................................Retreat S-........................................Surrender O-........................................Open up Combat Options Menu T-........................................View selected Creature Data F5-.......................................Toggles Creature Pop-up types F6-.......................................Toggles hex-grid display F7-.......................................Toggles mouse shadow display F8-.......................................Toggles movement shadow display Up Arrow Key-.............................Scroll up through combat messages Down Arrow Key-...........................Scroll Down through combat messages Space Bar-................................Select next creature in Tactics Phase S-........................................Start Combat in Tactics Phase Town Screen Hotkey: Effect: Up Arrow-.................................View Previous town Down Arrow-...............................View Next Town Space Bar-................................Switches visiting/Garrison Heroes Spell Book Hotkey: Effect: Left Arrow-................................Turn page left in Spell Book Right Arrow-...............................Turn page right in Spell Book A-.........................................Displays Adventure-only Spells C-.........................................Displays Combat-only Spells View Army Window Hotkey: Effect: U-........................................Upgrade Creature D-........................................Dismiss Creature General Hotkey: Effect: F1-.......................................Help F4-.......................................Toggles window/full screen display Esc-......................................Cancel, Exit, or No Enter-....................................Okay, Accept, or Yes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I VI. Beginner's Guide I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ So, you're new to the Heroes of Might & Magic series and you're a bit confused? Well then this is the section for you. In this section I'll answer commonly asked questions about basic things that I can give long and deatialed answers for. So, if you want to learn about things in Heroes of Might and Magic III, then this section should answer all (or at least most) of the questions you have. Hmmm...where should I start? OK, if you want to know the whole story behind the three games that make up the Shadow of Death, then I suggest you read your read-me, cause there's no way I'm typing all of that up. So go to that and come back later. OK, now that you know all of that, I'll just jump right into the section. What is a Primary Skill and whats a Secondary Skill? Primary Skills Well, Primary Skills are your Hero's main skills. every Hero has the same four, but they all aren't equally profficient in them. The four Primary Skills are Attack, Defense, Spell Power, and Knowledge. Attack is an added bonus to all of that Hero's creatures, thusly allowing them to do more damage when they attack. Defense is the same, except it helps the creatures defend against everything. i.e. Spells, attacks, ranged attacks, retaliations, etc. Spell Power is how effective your Hero's Spells are. Knowledge determines how many Spell Points your Hero has. For example: Say Lord Haart has a Knowledge of 13. That means that he will have 130 total Spell Points, not including Artifacts and other altering factors. Also, the higher a Knowledge rating is, the faster that Hero's Spell Points will recover. For more information on Spell Power and Knowledge, see the "Spells" section. Secondary Skills Secondary Skills on the other hand are completely different. If you want to learn about each of them in excruciating detail, go and read about them in the Secondary Skills section. If you just want to know what they are, keep reading this. A Hero can gain a Secondary Skill whenever he or she levels up. A Hero can have up to ten different Secondary Skills. Another option a Hero has whenever they level up is to better themselves in an already know Skill. There are three levels of Secondary Skill mastery: Basic, Advanced, and Expert. Basic will get you the bare minimum of that skill, advanced will make it pretty useful, but if the Hero has an Expert mastery of it, they can do great things. Well, that's about all there is to know about Secondary Skills, besides what is said in the Secondary Skills section. What is the difference between Hero Classes? There are a total of 16 different Hero Classes in The Shadow of Death, and each one is different. Ones that are alike, such as Clerics and Priests, only vary slightly, whereas Heroes like Barbarians and Necromancers are completely different. The main differences between classes are what kind of creatures they're good/bad with, their Secondary Skills, their Primary Skills, and what kind of Towns they belong to. An example of of the creature handling this is: If you had a Barbarian, such as Yog, and he had a bunch of creatures like Death Knights and Wraiths, his army's morale would be lower than if a Necromancer or a Beastmaster had them. In fact, if a Necromancer had those creatures, his army's morale would be higher than usual and less likely to drop. An example of the Secondary Skill differences is: Nearly all Heroes can't learn any type of Necromancy, but Necromancers and few others can. But, because of that, Necromancers can't learn other Secondary Skills such as Luck. The Primary Skill thing is something that needs an example of too. A Knight might start out with 3 Attack, 2 Defense, 1 Spell Power, and 1 Knowledge, whereas a Warlock might have 1 Attack, 2 Defense, 3 Spell Power, and 3 Knowledge. And the Town thing doesn't require much explanation. The game will _always_ start you out with a hero that belongs to your starting town, but if he visits a Town that is the opposite of his default Town type, his Morale and Luck will drop. Like you should never send a Necromancer into a Rampart, or a Knight into an Inferno. What's this about an Elemental Conflux? My game doesn't have any! The Elemental Conflux was introduced in Armageddon's blade, and unfortunately dropped in the Beta version of The Shadow of Death. The reason I cover Elemental Confluxes (that's the plural of Conflux, right? Or could it be "Confluxi"...?) in my FAQ, is because it covers all three games: HOMM III, HOMM III: Armageddon's Blade, and HOMM III: The Shadow of Death. Combined, these three games make up the one game: Heroes of Might & Magic III: Complete. Sadly, though, CJayC has not recieved the data about this game yet, despite the fact that it has been out for over a year. So, I decided I'd cover it all in a Shadow of Death Walkthrough. What exactly is "Morale" and "Luck"? Morale and Luck are two things that play sorta major roles in Combat. Morale: Morale is how high (or in some cases, low) your army's spirits are. If it is high, then they will perform well in Battle. Sometimes creatures with High Morale will be granted two actions instead of one in battle. But, there is a downside, as there is to most things. If your Army has Low Morale, they will be punished by freezeing in panic in battle sometimes. This means that they cannot do anything in that Round. Morale can be altered in some ways, which will now be explained. Things That Alter Morale: Morale can be altered (affected) in the following ways. 1. Artifacts: Certain Artifacts can alter Morale (and Luck for that matter) bonuses. Things like the Pendant of Negativity, which eliminate Morale and Luck bonuses completely for both you and your opponent. But other Artifacts are cursed, and eliminate Morale and Luck for you only. The only way to get rid of these is to give them to another (allied) Hero. 2. Visiting Negative Towns: Visiting Towns that are the opposite of your Hero's default Town will decrease Morale and Luck. For example, let's say your Hero is Edric, a Knight. You go and conquer a Necropolis, with a Morale of two, which is quite good. You foolishly send him into the newly owned Necropolis, and his Morale is lowered by half if he has a Luck of 0 or less. But if your Luck is above 0, then it will only be lowered to 1. Get it? No, huh? TOO BAD :P! 3. Other: There are other ways to increase/decrease your Morale, but there are too many to list. Some include visiting Temples twice (negative/bad), or going to a Rally Flag (positive/good). Luck: Luck is how lucky you and your Creatures are (ummm....duh). If you have a good amount of Luck, your troops will too. Lucky creatures will do double damage in battle sometimes, whereas unlucky creatures will sometimes do half damage. Doing half damage really sucks, so try not to get this. Here are some ways to alter Luck. 1. 1. Artifacts: Certain Artifacts can alter Luck (and Morale for that matter) bonuses. Things like the Pendant of Negativity, which eliminate Morale and Luck bonuses completely for both you and your opponent. But other Artifacts are cursed, and eliminate Morale and Luck for you only. The only way to get rid of these is to give them to another (allied) Hero. 2. Visiting Negative Towns: Visiting Towns that are the opposite of your Hero's default Town will decrease Morale and Luck. For example, let's say your Hero is Edric, a Knight. You go and conquer a Necropolis, with a Luck of two, which is quite good. You foolishly send him into the newly owned Necropolis, and his Luck is lowered by half if he has a Morale of 0 or less. But if your Luck is above 0, then it will only be lowered to 1. Get it? No, huh? TOO BAD :P! 3. Other: There are other ways to increase/decrease your Luck, but there are too many to list. Some include visiting Temples twice (negative/bad), or going to a Swan Pond (positive/good). How do Special Powers work? Special Powers are actually a lot more simple than they appear to be. Although that holds true for most, some aren't that simple. Example of a simple Special Power: 40% Magic Resistance. That's the Power from Battle Dwarves, in case you care. Really simple to understand, and pretty useful too. Battle Dwarves resist 40% of all negative Spells cast upon them. Noow here's an example of a not-so-simple Special Power: Hates Arch Devils (FYI: Archangel Special Power). "What does that mean?", you may be wondering. Well, it means that they simply loathe Arch Devils. "Really?". Nah, j/k. It means that they do an extra 50% damage to Arch Devils, but something that isn't explained there is that they also "Hate Devils". They inflict _75%_ extra damage upon Devils, because Devils are weaker, and Angels hate them too. Now here's an example of one I don't get: "Magic Damper (That's a Unicorn's and War Unicorns Special Power, just so you know)". WTF does that mean?! "Magic Damper", LOL, sounds funny, but not at all explanatory. Correct me if I'm wrong, but doesn't damper mean something like "Make wet, or wetten"?. Oh well. I assume that it means they can do bad stuff to an enemy Hero's Magic, but that's just my _guess_. What is this stuff about Creature Levels? They don't level up! I never said they did. When I (and the rest of the world) say Level (Insert Number 1-7 Here), we meanthe second creature type for that town. You know how whenever you click on a Fort, Citadel, or Castle it brings up all of your recruitable troops from that town? Look at the second one in the top row. That your Level 2 for that Town. Levels are given to Creatures depending on their effectiveness in battle. Lower level creatures tend to be cheaper and die more quickly, but higher level Creatures do a lot of damage, but can cost a ton. And "Base" or "Base Level" Creatures are the two in the top row. Let's say that you have a Rampart Town. On the Castle Screen there are three and a half rows. If you haven't upgraded the buildings yet, the screen should look like this: Centaurs Info Dwarves Info Level 1 Info Level 2 Info Info Info Info Info Info Info Wood Elves Info Pegasi Info Level 3 Info Level 4 Info Info Info Info Info Info Info Dendroid Guard Info Unicorn Info Level 5 Info Level 6 Info Info Info Info Info Info Info Green Dragons Info Level 7 Info Info Info Info There we go, that took a while, but I lived. That is how the Level system for Creatures works in all Towns. But if you built, say, an Upgraded Homestead (used to produce Wood Elves, but now it produces Grand Elves), then they would be a Level 6 creature. To find out what Level any upgraded Creature is, just double it's original Level. Well, that sums up the whole Creature Level thing, so, I'm done with that. What is an Artifact and what does it do? Artifacts play a decently large role in all Heroes of Might & Magic games. Artifacts are rarities that your Heroes collect throughout the course of scenarios and campaigns. I may add an Artifact listing and guide to this Walkthrough, but then again, I may not. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I VII. ROE FAQ I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a Walkthrough for Heroes of Might and Magic III: Restoration of Erathia. All of these walkthroughs for the games will make up a large majority of this FAQ. I have tried to keep this as small as possible while still giving the needed amount of data for each Campaign. I finished the first ROE (Restoration of Erathia) campaign in version 1.00, so I still have many months (probably years) of work to do on this FAQ. Thanks to all the people who contributed to this section, as the help was greatly appreciated (so far that list includes only me though ;). 1. Campaign #1: Long live the Queen Campaign Description: "Our landing has confirmed both our rumors and our fears. With the death of my father, Erathia's lands are being greedily divided by her neighbors." A. Scenario 1: Homecoming Scenario Description: To win, you must locate and capture the town of Terraneus. Your Heroes will be limited to the 6th level in this Scenario, but your four strongest heroes will travel with you to the next scenario of this campaign. Region Description: Queen Catherine has departed to elicit military support from King Gavin Magnus of Bracada. Other generals are fanning through the region. Establish a base of operations, rally the local militia, determine the extent of the Nighon occupation, and find their invasion route. Starting Bonuses: 1. Start with 14 Pikemen in your army. 2. Start with an extra 5 Sulfur, Mercury, Crystal, and Gems.* 3. Start with a first Aid Tent *= Choose this one! Allies: 1 Enemies: 1 Day 1: To start out, rally all of the troops around you by "fighting" them. They'll try to join you, and you should always obviously say yes. Next, head into that Castle near you. You will notice that there are a decent amount of troops in the Garrison. Place them all into your army. And be sure to put the Marksmen on the left end, and the Archers on the right end. Now, click on the Village Hall. Upgrade it to a Town Hall to increase your Gold Income. Now, go to your Fort and recruit everything there. Put them all into your Army where they belong. Now, leave the Castle. To your left there should be a Treasure Chest. Go to it. When you reach it, take the Experience points, rather than the Gold. It will level your Hero up. When you get to choose a Secondary Skill, make your Offense Basic. since you've done all you can do, end your turn by clicking the choice or pressing "e". Day 2: Begin the day by clicking the Castle on the right toolbar. Go to your Town Hall and build a Blacksmith. Now move your hero to tht pile of wood. After you get it, kill all of the Infernal Trogolodytes. Now claim the Lumber Mill by moving your Hero there. Next, go south to the Treasure Chest, and take the experience points and not the Gold. When you level up, choose Basic Wisdom as your secondary Skill. To end the turn, try to go to the nearby Stables, and when you run out of Movement, end the day. Day 3: Start by finsihing your trip to the Stables. You can just press "m" if you're too lazy to use the toolbar. Go to the Windmill and get your weekly bonus. Next, head north and go kill the Hell Hounds. You'll notice that they don't go down as easily as the Infernal Trogolodytes did. But, if you play your cards right, you can escape with only a Griffin casualty. Now, get the Treasure Chest, but take the Gold. Next, go straight until you can't move any more. After that, click on your Castle. Build a Barracks, but do NOT, I repeat NOT recruit the Swordsmen. Afterwards, end the turn by clicking on the corresponding button. Day 4: Now it's time to make Royal Griffins available for your recruitment. Now that it is possible, build an Upgraded Griffin Tower. But again, do NOT recruit them. Wondering why? Well, we're going to upgrade the Swordsmen to Crusaders, and there are no Griffins or Royal Griffins avialable for recruitment...yet. Now, select your Hero and move straight until you smack into some woods. Head upward along the path until a scholar is visible. Get as near as you can to him, and then you'll be out of movement points for the day. Now, of course, end your turn. Day 5: You should start day Five by going to the Scholar. He'll teach you the Basic Scholar Skill, and disspear off the face of the Earth. Now go due North to the School of Magic. When you get there increase your Knowledge Skill by +1 for 1,000 Gold. After that, click on the Treasure Chest. When you stop short of it, you're out of movement, open up the Overview of your one and only Castle. Click on the Town Hall and construct a Citadel to upgrade that Castle's defenses and double base creature growth. This will cost 2500 Gold and five units of Ore. With that finished, depart from the Castle and end your turn. Day 6: The first thing you should do is select your Hero and go and get that Treasure Chest you were going to. Choose to take the Experience Points. When you level up, choose Advanced Offense as your Secondary Skill bonus instead of Basic Water Magic. Now go left and rid the area of those Magogs. This isn't going to be a pretty battle. If you're lucky, you'll escape with only a loss of six Pikemen and six Halberdiers. Now go and claim the Sulfur Mine and the pile of Sulfur that are right above you. Next, get as near as you can to the Treasure Chest in the West as you can. When it is not possible for you to move any further, open up your Castle Screen. Go into the Town Hall and have a Griffin Bastion constructed. Now, end your turn. Day 7: Start out Day 7 by getting the Treasure Chest you were after on Day 6. When given the choice, take the experience points. You'll levl up, and for your secondary skill obnus, choose the Basic Ballistics. Now, go down until the Entrance to the School of War becomes visible. When it does, go into it. Choose to get a +1 Attack Skill for 1000 Gold. Go down two spaces to the Lean-To which will conatin two units of Gems. Since you have no movement left, go and open up your Castle screen. Go to the Town Hall and order a Castle to be built for 10 Wood and Gem units and 5000 Gold. Now your Castle will have three Arrow Towers, a moat, and your Garrison to defend it. Also, Base Creature Growth will be multiplied by four. To finish off the week, end you turn. Day 8: Begin by getting the Treasure Chest that you were after yesterday. Choose to keep the 1500 Gold, because you really need it. Now go down a little until another Treasure Chest is visible. Obviously, you should get it, so get to it. Again, keep the Gold. Next, go southeast to that little strip of shroud. Unfortunately, you'll run out of movement on the way there, so go to your Castle which is named Caraytid and will be referred to by that name for the rest of this FAQ. Open up the Town Hall and have a Marketplace Built. It will cost five Lumber units and 500 Gold. Now, since there is nothing else that you _can_ do, end the day. Day 9: You should see a Gem Pond to your right guarded by "Lots of Beholders". Double-click it and enggage them in combat. This is a fairly simple fight. You should be able to escape with minimal losses. To be more specific, 2 Marksmen, 2 Halberdiers, and all 6 Griffins. Your Archers are the key to this fight. Use them to weaken, cripple, and eventually kill the enemy units. After you slaughter the Beholders (and Evil Eyes), obviously, claim the Gem Pond. Oops, you're out of Movement for the day. Click on your Town and have a Resource Silo built so you can get even more Wood and the the Ore you desparately need every day. Speaking of "days", exit the Castle and end your day. Day 10: Claim the Gem Pond as your own, and leave no guards to guard it. You need men badly for this scenario. Bow, beneath you, you'll see a pile of Gems. Take them and add +4 gems to your total funds. Next, start heading east towards the Stables until you run out of your daily allotment of Movement Points and then open up the screen for your Castle. You can't build most of the stuff becuase you used all of your Ore on building that Resource Silo, but trust me; it WILL pay off in the long run. Pay 5000 Gold to upgrade your Town Hall to a City Hall so it now supplies you with 2000 Gold per day, rather than the current 1000 Gold. Now, end they day. Day 11: Start Day 11 by finishing your journey to the Stables. Yay! Extra Movement Points for three days! Go south to the Windmill and the keeper will give you three units of Ore. A bit to the east is some Sulfur hiding behind a tree. Take it, of course. Click on the Wood to the east and try to take it. Oh wait a sec, you're out of Movement Points ;P. Instead, click on your Castle, open up the City Hall screen, and order your little peons to build a Monastery. Since you have done all that is possible for the day, just end it. Day 12: Begin by taking the Wood that you were heading for, and thne go north to the Witches Hut. She'll teach you the Secondary Skill of Navigation which increases that Hero's Movement Points at sea by a whopping 50%. If you look northeast of your current position, you'll see some crystals just lying on the ground. Get as near as you can to them before running out of Movement Points, and then, when you do, open up the Town screen. build the Stables so that whenever a Hero enters the Town he/she will get a Movement bonus for the remainder of the week (Yay!). After you do that, exit the Town and end the day. Day 13: Finish going to the Crystals and then move sort of north east until you're one hex underneath the lone tree, and then move one more forward. See the Water Wheel above you? Go to it and the keeper of the Mill will give you 1000 Gold and he will tell you to come back next Week for 1000 more Gold. Now, move one space right and kill the Hell Hounds. This fight is too easy. You'll only lose 4 Halberdiers if you are careful. Northeast of your current position is a Garden of Revelation, which you should go to now. Congratulations, you get +1 Knowledge. Double click on the entrance to the Mercenary Camp and move until you're out of Movement Points. Get into your Castle screen, enter the Tavern, and recruit the Hero Ingham the cleric. Get out of the Castleand move Ingham on to the top boat. Once he has boarded it, he will be out Movement Points, so just end the day. Day 14: Begin by moving Christian to the Mercenary Camp, increasing his Attack Skill by +1. Then move him down to fight the Gogs. When prompted to let them flee or not, choose yes. Now, move down the Guardhouse and choose to recruit Pikemen to get a free 14 of them. Now, get as near as you can to the Castle, and when you run out of Movement Points, switch to Ingham. Move his boat south to the Sea Chest and get 1500 Gold. Then, move Southwest to find a Flotsam containing 10 Wood and 500 Gold. Next, move west as the crow flies until you run out of Movement Points for the day. Finally, open up Caryatid (that's the name of your Castle) and build the Training Grounds. After this, end the day. Day 15: Start by finishing Christian's trek back to Caryatid. Open up the Castle Screen and recruit all the Pikemen and Archers, followed by all the Griffins you can afford. Then, get out of the town and switch to Ingham. Move down below the rocks to expose 4 flotsams. Get them in order from the one below you, then to the right, then the one above that, and then the one to the far left. But wait. You only have enough Movement for the first two today. Get then and end the day. Day 16: Re-enter the Castle Screen of Caryatid and recruit the eight Griffins that you can afford. Now go to the Garrison and move all the creatures there into Christian's Army, then close the town up. Move Christian north to fight the Infernal Trogolodytes. Despite theire attemps to run away, choose to attack them. Use ONLY your ranged attackers for this battle, but finish it up with your Griffins. You can easily win this simple battle without a single casualty. Afterwards, move Christian to the Redwood Observatory and then to the pile of Ore. He's now out of Movement. Switch over to Ingham and finish getting the Flotsams. After you get the last one, get the nearest Sea Chest and then move straight west until you're out of Movement Points for the day. Finally, end the day. Day 17: Start by moving Christian to take the Ore Mine and then move up to get 1000 Gold from the Water Wheel. Farther up, you should see a Treasure Chest. Get as near to it as you can before you run out Movement Points, and then switch over to Ingham. First move Ingham's boat to the Buoy for a +1 Morale Bonus. Then move him to the Sea Chest to get the Collar of Conjuring and 1000 Gold. Next, move to the three Flotsams. Oops. You're out of Movement. Oh well. Open Caryatid and then the Castle Screen. Build an Upgraded Monastery so now you can make Zealots. Since there is absolutely nothing left to do, end the day. Day 18: Move Christian to the Treasure Chest and choose to take the 1500 Gold over the 1000 Experience Points. Next, move east to the Marletto Tower to get +1 to your Defense Skill. Double-click the grass directly left of the mountains, so when you get there, you'll be directly aligned with the entrance to the Marletto Tower. You won't be able to get there today, so switch over to Ingham and get the two nearest Flotsams. Now, move down to the Shipwreck Survivor, and he'll give you the Dragon Scale Shield(!), and then get the Flotsam to the left. Go straight west until you can't go any further, and then open Caryatid. Enter City Hall and have an Upgraded Archers' Tower built, and then end the day. Day 19: Finish Christian's move and then move up and fight the Hell Hounds. As before, use only your ranged attackers and you can EASILY win this fight without losing a single man. With the Experience Points from winning this battle, Christian levels up to Level 6. Choose to learn the Secondary Skill "Basic Luck" rather than "Advanced Artillery". Now, nove straight up so that you arrive on the other side of the forest, but you're lined up precisely with your previous spot. Use Christian's last bit of Movement to go up and get to the Star Axis, giving him a +1 Spell Power bonus. Then, since he can't go anywhere, switch Heroes. Move due west until a Sea Chest and a Flotsam are in sight. Get the Sea Chest first, then the Flotsam. You'll be out of Movement after this, so open Caryatid up and go to City Hall and have a Capitol built, doubling your daily Gold income to 4000. After this is done, end the day. Day 20: Hum...I have it written out from taking the notes, but I'm too lazy to type it in this version, sorry =/. But, basically, all you have to do move your Heroes north to the Subterranean (Sp?) Gate and then head to the center of the Underground. It's that simple. For a complete walkthrough, look at Version 1.02. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I X. Creatures FAQ I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here is a detailed listing of all of the creatures (units, troops, monsters, whatever you want to call them) in Heroes of Might & Magic III: THe Shadow of Death. Here is how the setup for this section will work: Name: The creature's name Cost: How much one single unit of that creature costs to recruit Dwelling: What dwelling the creature can be recruited from Attack Rating: The creature's attack rating + its master's attack rating Defense Rating: The creature's defense rating + its master's defense rating Speed (in hexes per turn): How many hexes per turn the creature can move across the Battlefield HP (Hit Points): How many hit points a creature. That means "Health" for those of you new to the video game industry. Damage: How many HP the unit can take away from another unit whenever it attacks. Shots: How many arrows/missilies/any projectile weapon certain creatures have. Special: some creatures have this, some creatures don't. Special abilities are things that some creatures can do extra on top of attacking. My rating: My rating of the creature. It will be 1-10: 1, 1.5, 2, 2.5, 3, 3.5, and so on and so forth. Description: This is my desription of the creature. It's that simple, folks. Now, onto the actual section. Castle Creatures: Name: Pikeman Cost: 60 Gold Dwelling: Guardhouse Attack Rating: 4 Defense Rating: 5 Speed (in hexes per turn): 4 HP (Hit points): 10 Damage: 1-3 Shots: N/A Special: N/A My rating (1-10): 3 Description: Pikemen are the weakest castle creatures, and nearly worthless unless you group several hundred of them all together. When you do that they can do large amounts of damage and kill much stronger creatures in a few turns. Name: Halberdier Cost: 75 Gold Dwelling: Upgraded Guardhouse Attack Rating: 6 Defense Rating: 5 Speed (in hexes per turn): 5 HP (Hit points): 10 Damage: 2-3 Shots: N/A Special: N/A My rating (1-10): 4 Description: Halberdiers do little more damage than Pikemen, and it's practically pointless to waste resources upgrading a guardhouse just so you can do one more point of damage sometimes. Name: Archer Cost: 100 Gold Dwelling: Archer's Tower Attack Rating: 6 Defense Rating: 3 Speed (in hexes per turn): 4 HP (Hit points): 10 Damage: 2-3 Shots: 12 Special: N/A My rating (1-10): 4.5 Description: Archer's are the weakest of the weak when it comes to non-melee fighting, thus the four and a half rating. They do as much damage as Halberdiers, but usually end up doing the two rather than three. Upgrade the Archer's Tower and stick with Marksmen. Name: Marksman Cost: 150 Gold Dwelling: Upgraded Archer's Tower Attack Rating: 6 Defense Rating: 3 Speed (in hexes per turn): 6 HP (Hit points): 10 Damage: 2-3 Shots: 24 Special: Shoots twice per attack My rating (1-10): 5 Description: Marksmen would be getting a 4.5 too if it weren't for ther special ability. The differences between them and archers are their speed, their cost, their shots, and their special. Name: Griffin Cost: 200 Gold Dwelling: Griffin Tower Attack Rating: 8 Defense Rating: 8 Speed (in hexes per turn): 6 HP (Hit points): 25 Damage: 3-6 Shots: N/A Special: Retaliates two times per turn. My rating (1-10): 6 Description: Griffin's are flying bird type things, and pretty useful. They take a big step up in the damage and HP category, which helps them a lot. And their special ability is useful too, but not nearly as good as the Royal Griffin's. Name: Royal Griffin Cost: 240 Gold Dwelling: Upgraded Griffin Tower Attack Rating: 9 Defense Rating: 9 Speed (in hexes per turn): 9 HP (Hit points): 25 Damage: 3-6 Shots: N/A Special: Unlimited Retaliation My rating (1-10): 7 Description: Royal Griffins have a lot in common with their predecessors, but they have some small differences and one large one. The small ones are attack and defense rating, speed, and cost. The big one is the Special Ability. With unlimited retaliations, Royal Griffins are invaluable. If you put a hundred or more of these creatures in a single group and attack nearly anything, stronger or weaker, you'll win within a few turns. Name: Swordsman Cost: 300 Gold Dwelling: Barracks Attack Rating: 10 Defense Rating: 12 Speed (in hexes per turn): 5 HP (Hit points): 35 Damage: 6-9 Shots: N/A Special: N/A My rating (1-10): 6.5 Description: Swordsmen aren't as strong as Royal Griffins, but they're better than Griffins. Hence the 6.5 rating. The main problem with them is that they need a special ability, or else they're just an overpriced waste of time. Upgrade your Barracks immediately rather than recruiting Swordsmen. Name: Crusader Cost: 400 Gold Dwelling: Upgraded Barracks Attack Rating: 12 Defense Rating: 12 Speed (in hexes per turn): 6 HP (Hit points): 35 Damage: 7-10 Shots: N/A Special: Strikes twice My rating (1-10): 7.5 Description: Crusaders are a step up from Swordsmen, due to their Special Ability. I've won countless battles because of the "Strikes Twice" special ability, so that explains the high(er) rating. Name: Monk Cost: 400 Gold Dwelling: Monastery Attack Rating: 12 Defense Rating: 7 Speed (in hexes per turn): 5 HP (Hit points): 30 Damage: 10-12 Shots: 12 Special: N/A My rating (1-10): 8 Description: Monks and Zealots are the only decent ranged attacking units in the Castle set of creatures. With thirty HP and a 10-12 damage amount, Monks are a solid choice for any army. Name: Zealot Cost: 450 Gold Dwelling: Upgraded Monastery Attack Rating: 12 Defense Rating: 10 Speed (in hexes per turn): 7 HP (Hit points): 30 Damage: 10-12 Shots: 24 Special: No melee penalty My rating (1-10): 8.5 Description: Zealots are an excellent choice for a Castle-based army. And with no melee penalty (don't know what melee is? See the HOMM Dictionary section) Zealots are just as good whenever they're being pressed back, unlike Archers. And if you really want to make the most of they're powers, put them behind a Castle wall during a seige and trash the opposition. Name: Cavalier Cost: 1000 Gold Dwelling: Training Grounds Attack Rating: 15 Defense Rating: 15 Speed (in hexes per turn): 7 HP (Hit points): 100 Damage: 15-25 Shots: N/A Special: Jousting Bonus My rating (1-10): 9 Description: Cavaliers are great. With a large movement range, a nice amount of damage, and a fair price, Cavaliers are ideal for someone with a decent amount of Gold. And you may be wondering what a jousting bonus is. Whenever you use a Cavalier or a Champion and you put it beside an enemy and attack it, you'll do 25% more damage. Name: Champion Cost: 1200 Gold Dwelling: Upgraded Training Grounds Attack Rating: 16 Defense Rating: 16 Speed (in hexes per turn): 9 HP (Hit points): 100 Damage: 20-25 Shots: N/A Special: Jousting Bonus My rating (1-10): 9.5 Description: Champions are nearly perfect, except they're lacking in one thing that keeps them from getting a 10. That's their damage statistic. There's nothing _wrong_ with a 20-25 damage stat, it's just a ten rating would have to be higher. But with the Jousting Bonus they have, it helps a lot. Name: Angel Cost: 3000 Gold + 1 Gem Dwelling: Portal of Glory Attack Rating: 20 Defense Rating: 20 Speed (in hexes per turn): 12 HP (Hit points): 200 Damage: 50 Shots: N/A Special: Hates Devils My rating (1-10): 10 Description: Angels are far superior to all of the previous Castle creatures by far. They easily surpass the Champions and Cavaliers in every single category. If you have about twenty of these in your army, you'll be nearly unbeatable by most armies. Name: Archangels Cost: 5000 Gold +3 Gems Dwelling: Upgraded Portal of Glory Attack Rating: 30 Defense Rating: 30 Speed (in hexes per turn): 18 HP (Hit points): 250 Damage: 50 Shots: N/A Special: +1 morale, Hates Devils, Ressurects dead allies My rating (1-10): 11 Description: Archangels are amazing. Just having one of them in your army gives you a +1 morale bonus, they can ressurect dead allies once per every five rounds, and they get a 50% attack bonus whenever they're fighting Devils or Archdevils. With huge attack, defense, speed, and HP ratings, these things are excellent. The only flaw is their price, but if you can afford it, buy as many as you can. Rampart Creatures Name: Centaur Cost: 70 Gold Dwelling: Centaur Stables Attack Rating: 5 Defense Rating: 3 Speed (in hexes per turn): 6 HP (Hit Points): 8 Damage: 2-3 Shots: N/A Special: N/A My rating: 5 Description: I have no idea why, but I love the Centaurs. Due to their cheap price, I group several hundred of them together and then send them on what would be a suicide mission at hugely powerful cretaures like Ghost Dragons and attack them. Within a one to three rounds, that enemy is dead. But still, they need to be grouped to be good, so they get a five rating instead of something higher or lower. Name: Centaur Captain Cost: 90 Gold Dwelling: Upgraded Centaur Stables Attack Rating: 6 Defense Rating: 3 Speed (in hexes per turn): 8 HP (Hit Points): 10 Damage: 2-3 Shots: N/A Special: N/A My rating: 5 Description: Centaur Captains aren't really much different than Centaurs. They can move farther and have two more HP, but that's about it. They cost more too, so that cancels out the two upgrades. In the end, stick with the Centaurs. Name: Dwarf Cost: 120 Gold Dwelling: Dwarf Cottage Attack Rating: 6 Defense Rating: 7 Speed (in hexes per turn): 3 HP (Hit Points): 20 Damage:2-4 Shots: N/A Special: 20% Magic restistance My rating: 3 Description: Ugh...I hate these things. They do one more damage than Centaurs and have twice as much health, but go look at their speed. They're _way_ too slow. Three hexes per turn would take five rounds to get across the field. And that's assuming it has no obstacles! Dwarves would be decent, but they sink due to their speed. Name: Battle Dwarves Cost: 150 Gold Dwelling: Upgraded Dwarf Cottage Attack Rating: 7 Defense Rating: 7 Speed (in hexes per turn): 5 HP (Hit Points): 20 Damage: 2-4 Shots: N/A Special: 40% Magic Resistance My rating: 4.5 Description: Considerably better than their predecessors, but still none too useful, Battle Dwarves almost solve their speed problem. Still, they're a little too slow. And something that makes them even more useful is their 40% Magic Resistance. And FYI, that _negative_ magic that they resist. Name: Wood Elf Cost: 200 Gold Dwelling: Homestead Attack Rating: 9 Defense Rating: 5 Speed (in hexes per turn): 6 HP (Hit Points): 15 Damage: 3-5 Shots: 24 Special: N/A My rating: 5 Description: Wood Elves are pretty average all-around. They've got decent HP, a nice quiver-full of arrows, and they do a fair amount of damage. But, don't recruit these guys, take they're very superior upgraded forms. Name: Grand Elf Cost: 225 Gold Dwelling: Upgraded Homestead Attack Rating: 9 Defense Rating: 5 Speed (in hexes per turn): 7 HP (Hit Points): 15 Damage: 3-5 Shots: 24 Special: Shoots Twice My rating: 7 Description: Grand Elves are amazingly good. They have a great price, lots of arrows, and decent damage. Due to their cheap price and and 2x shot special ability, they do a great amount of damage when you put a lot together. And if you ever need them to escape from an enemy, their big movement range si made for that. all in all, Grand Elves are one of the best ranged attackers. Name: Pegasus Cost: 250 Gold Dwelling: Enchanted Spring Attack Rating: 9 Defense Rating: 8 Speed (in hexes per turn): 8 HP (Hit Points): 30 Damage: 5-9 Shots: N/A Special: Magic Damper My rating: 6 Description: Pegasi (that's the plural form of "Pegasus" for those of you uneducated in mythology) are slightly above average. They do more damage and move slightly farther than Grand Elves, but they're really more trouble than they're worth. I would _much_ rather have a Grand Elf than a Pegasus or a Silver Pegasus. In the end, you should save your hard-earned Gold. Name: Silver Pegasus Cost: 275 Gold Dwelling: Upgraded Enchanted Spring Attack Rating: 9 Defense Rating: 10 Speed (in hexes per turn): 12 HP (Hit Points): 30 Damage: 5-9 Shots: N/A Special: Magic Damper My rating: 7 Description: Silver Pegasi are about equal to Grand Elves. Maybe if I had any idea what Magic Damper does, they'd have a higher rating. Well, besides they're movement and increased cost, they're exactly the same as regular Pegasi. But they _are_ a good addition to your army, so I reccomend buying some. Name: Dendroid Guard Cost: 350 gold Dwelling: Dendroid Arches Attack Rating: 9 Defense Rating: 12 Speed (in hexes per turn): 3 HP (Hit Points): 55 Damage: 10-14 Shots: N/A Special: Binds enemies in place My rating: 6.5 Description: Dendroid Guards are pretty good. They're rating would be 7.5 if they didn't cost so much, but they do :(. They do a good amount of damage, but move quite slowly. But to make up for their speed, they have their special ability. They cast the Bind spell on all enemies they attack, which renders them temporarily immobile. This is *VERY* useful. Name: Dendroid Soldier Cost: 425 Gold Dwelling: Upgraded Dendroid Arches Attack Rating: 9 Defense Rating: 12 Speed (in hexes per turn): 4 HP (Hit Points): 65 Damage: 10-14 Shots: N/A Special: Binds enemies in place My rating: 7.5 Description: Dendroid Soldiers are rather expensive, but their skills make up for that, easily. Although they can only move four hexes per turn, they do a good amount of damage, and have a tremendously useful special ability. as I explained in the Dendroid Guard description, Binds makes the enemy they attack unable to move for a little bit. This abilty can easily win you battles. Name: Unicorn Cost: 850 Gold Dwelling: Unicorn Glade Attack Rating: 15 Defense Rating: 14 Speed (in hexes per turn): 7 HP (Hit Points): 90 Damage: 18-22 Shots: N/A Special: Aura of Magic Resistance, Blinding Attack My rating: 8.5 Description: Unicorns are a great unit choice for anyone. They deal a great amount of damage, move decently, and have a reasonable price. And their best aspect is their special ability. If you have only seven Unicorns, and you're fighting against, say...50 Skeletons, in five groups of 10, you can wait until they come near you one at a time, then blind them. The few that are left in that group won't be able to attack you. Repeat as needed. Name: War Unicorns Cost: 950 Gold Dwelling: Upgraded Unicorn Glade Attack Rating: 15 Defense Rating: 14 Speed (in hexes per turn): 9 HP (Hit Points): 110 Damage: 18-22 Shots: N/A Special: aura of Magic Resistance, Blinding Attack My rating: 9.5 Description: War Unicorns are a big step above Unicorns. They move two more hexes per turn, have *20* more HP, are at a good price, and they still have their great special abilities. I explained what Blinding Attack did in the Unicorn's description, so now I'll get to their Aura of Magic Resistance. If an enemy hero casts, let's say, Meteor Shower on your War Unicorns. Their Aura of Magic Resistance resists it entirely, and the bad creatures around your each receive a fraction of that damage. Name: Green Dragon Cost: 2400 Gold + 1 Crystal Dwelling: Dragon Cliffs Attack Rating: 18 Defense Rating: 18 Speed (in hexes per turn): 10 HP (Hit Points): 180 Damage: 40-50 Shots: N/A Special: Immune to negative spells levels 1-3 My rating: 10 Description: Green Dragons are a great creature. though the path to upgrading them is long, hard, and expensive, they're definitly worth it. Their special ability makes them all the more powerful, as they can resist a large variety of spells that some other creatures would die from. Name: Gold Dragon Cost: 4000 Gold + 2 Crystals Dwelling: Upgraded Dragon Cliffs Attack Rating: 27 Defense Rating: 27 Speed (in hexes per turn): 16 HP (Hit Points): 250 Damage: 40-50 Shots: N/A Special: Immune to negative spells levels 1-4 My rating: 10 Description: Though they are a huge step up from their predecessors, so is their cost. The price is doubled, and is very expensive for most people. Luckily, they have a redeeming quality. Their special ability. It might not seem like much, but there are only five spell levels. Levels one through four are quite strong, especially four. And most heroes aren't willing to burn the large amount of spell points level five spells cost, so Gold Dragons are fairly immune to negative magic in any way, shape, or form. Tower Creatures Name: Gremlin Cost: 30 Gold Dwelling: Workshop Attack Rating: 3 Defense Rating: 3 Speed (in hexes per turn): 4 HP (Hit Points): 4 Damage: 1-2 Shots: N/A Special: N/A My rating: 1.5 Description: Gremlins are about as useless as they come. They can only move four hexes per turn, and only have four HP. One hit from even a single 4+ Level creature will usually knock a whole group out. Doing 1-2 (usually _always_ one) damage doesn't help them either. Their saving grace is their cost, which is exceptionally cheap, making them easy to mass-produce. But they're hardly worth it. Name: Master Gremlin Cost: 40 Gold Dwelling: Upgraded Workshop Attack Rating: 4 Defense Rating: 4 Speed (in hexes per turn): 5 HP (Hit Points): 4 Damage: 1-2 Shots: 8 Special: Ranged attacker My rating: 2 Description: Master Gremlins are only a small step above the Gremlins. The only reall "upgrades" are their ranged attacking ability, and an extra hexadecimal in their speed rating. Name: Stone Gargoyle Cost: 130 Gold Dwelling: Parapet Attack Rating: 6 Defense Rating: 6 Speed (in hexes per turn): 6 HP (Hit Points): 16 Damage: 2-3 Shots: N/A Special: N/A My rating: 4 Description: Stone Gargoyles are great for a base level two creature. The Base Level one that comes before them only has 1/4 of the Stone Gargoyles's HP, and they do 1/3 less damage. Stone Gargoyles also have the ability to fly, so they can go over Castle Walls during a Siege and wreak havoc on the creatures on the other side of the wall. Name: Obsidian Gargoyle Cost: 160 Gold Dwelling: Upgraded Parapet Attack Rating: 7 Defense Rating: 7 Speed (in hexes per turn): 9 HP (Hit Points): 16 Damage: 2-3 Shots: N/A Special: N/A My rating: 4.5 Description: For and extra thirty gold per Obsidian Gargoyle you get three more hexes, and that's it all the extras you get with Obsidian Gargoyles. In the end, screw upgrading them and keep your regular Stone Gargoyles. Unless you have lots of Gold, don't upgrade your Gargoyles to Obsidian ones. Name: Stone Golem Cost: 150 Gold Dwelling: Golem Factory Attack Rating: 7 Defense Rating: 10 Speed (in hexes per turn): 3 HP (Hit Points): 30 Damage: 4-5 Shots: N/A Special: Damage from spells is reduced by 50%. My rating: 4.5 Description: Stone Golems do a decent amount of damage, but move really slowly, so those two factors cancel each other out. Their real highlight is that they resist 50% of any damage done by spells to them. And, they also have 30 HP. Ultimately, Stone Golems are a good buy (heh, good-bye). Name: Iron Golems Cost: 200 Gold Dwelling: Upgraded Golem Factory Attack Rating: 9 Defense Rating: 10 Speed (in hexes per turn): 5 HP (Hit Points): 35 Damage: 4-5 Shots: N/A Special: Damage from spells is reduced by 75%. My rating: 5 Description: Iron Golems are a huge step up from their predecessors, the Stone Golems. With better Defense, speed, HP, and best of all: their even more improved magic resistance. If they didn't come with such a high price tag, the Iron Golems would probably have gotten a six or a seven instead of a five. Name: Mage (Plural: Magi) Cost: 350 Gold Dwelling: Mage Tower Attack Rating: 11 Defense Rating: 8 Speed (in hexes per turn): 5 HP (Hit Points): 25 Damage: 7-9 Shots: 24 Special: No melee penalty (can fight in hand-to-hand combat with no decrease in damage). My rating: 7 Description: Mages--er... Magi are long distance fighters. They shoot balls of ligthning at their targets and very effective against most other units. They have 24 shots, a fair amount of HP, and a good recruiting cost. And, if they get melee attacked, they suffer no melee penalty, unlike nearly all of the other ranged attackers. Also, they have a nice defensive rating too, so when they do get attacked, it won't do as much damage as it would to lesser creatures. Name: Arch Mage (Plural: Arch Magi) Cost: 450 Gold Dwelling: Upgraded Mage Tower Attack Rating: 12 Defense Rating: 9 Speed (in hexes per turn): 7 HP (Hit Points): 30 Damage: 7-9 Shots: 24 Special: No melee penalty. Spell Caster My rating: 8.5 Description: A huge step up from there already great less-skilled predecessors, the Magi, Arch Magi have a better attack, defense, speed/movement rating than them, AND they also have the ability to cast a few spells, depending on your Hero's known spells and secondary skills such as Wisdom. Oh yeah, did I mention that they also have 1/6 more HP and 24 shots? Arch Magi are a great choice for armies consisting of Tower creatures. Name: Genie Cost: 550 Gold Dwelling: Altar of Wishes Attack Rating: 12 Defense Rating: 12 Speed (in hexes per turn): 7 HP (Hit Points): 40 Damage: 13-16 Shots: N/A Special: Hates Efreeti My rating: 9 Description: WOW! Genies are possibly the best Level 5 creatures in the whole game, and they come at a very reasonable price of only 550 Gold. First of all, their speed is great and they are flying, so they can get over Walls in a Seige and reach the enemy in a matter of two turns. Secondly, they have 40 HP, and with their defense rating, it'll take awhile to lose that 40 HP. Another great qulaity of Genies is that they hate Efreeti, allowing them to do twice as much damage when they attack ro retaliate against one. Finally, Genies do a whole 13-16 damage each time they attack or retaliate. Overall, Genies are excellent. Nine out of ten. Name: Master Genie Cost: 600 Gold Dwelling: Upgraded Altar of Wishes Attack Rating: 12 Defense Rating: 12 Speed (in hexes per turn): 11 HP (Hit Points): 40 Damage: 13-16 Shots: N/A Special: Random Spell Casting, Hates Efreeti My rating: 9 Description: When you buy Master Genies, you pay 50 extra Gold, just for a +4 hex bonus and a half decent Special Ability. Random spell-casting doesn't mean that they may cast Berserk on your own men, or that they'll let lose with an Armageddon Spell either. Master Genies ONLY cast spells Levels 1-3, and they can tell the difference between friend and foe. So don't worry about your own guys casting Bless on the enemy or Curse on you. In the end, the 50 Gold is hardly ever worth it, but the +4 to their speed is sort of useful. They can get down the battlefield faster and kill the enemies. Still a 9/10 though. If I were you, I'd stick with regular Genies, but that's just me. Name: Naga Cost: 1100 Gold Dwelling: Golden Pavilion Attack Rating: 16 Defense Rating: 13 Speed (in hexes per turn): 5 HP (Hit Points): 110 Damage: 20 Shots: N/A Special: No enemy retaliation My rating: 9 Description: If the price on Nagas wasn't so high, they probably would have scored a perfect 10, but at 1100 Gold a pop, if you only have a Capitol as your source of income you can only buy 3 a day. Another downside of Nagas is they're incredibly slow. Sure they do 20 Damage, but it takes like four rounds to get them down to the enemies. The no enemy retaliation Special Ability is pretty useful, but they could stand to have another good ability, considering their hish price tag. Name: Naga Queen Cost: 1600 Gold Dwelling: Upgraded Golden Pavilion Attack Rating: 16 Defense Rating: 13 Speed (in hexes per turn): 7 HP (Hit Points): 110 Damage: 30 Shots: N/A Special: No enemy retaliation My rating: 9.5 Description: Naga Queens are a big step up from the regular Nagas, but they're even more ridiculously priced. Naga Queens can move 7 hexes/turn compared to the previous five and they can do 10 more damage, so the +500 Gold price is worth it overall, but hardly at 1600 Gold. Again, Naga Queens have no enemy retaliation which is very useful. With about 25 of these, you can EASILY decimate nearly any enemy troop and not have to worry about retaliation. I suggest sending out your more powerful creatures like Dragons to weaken the larger enemies and get your ranged attackers to take out the smaller ones, and then send the Naga Queens down to pick at the remains. Name: Giant Cost: 2000 Gold + 1 Gem Dwelling: Cloud Temple Attack Rating: 19 Defense Rating: 16 Speed (in hexes per turn): 7 HP (Hit Points): 150 Damage: 40-60 Shots: N/A Special: Mind Spell immunity My rating: 10 Description: Name: Titan Cost: 5000 Gold + 2 Gems Dwelling: Upgraded Cloud Temple Attack Rating: 24 Defense Rating: 24 Speed (in hexes per turn): 11 HP (Hit Points): 300 Damage: 40-60 Shots: 24 Special: Mind Spell Immunity, No Melee Penalty, Hates Black Dragons. My rating: 10 Description: Necropolis Creatures Name: Skeleton Cost: 60 Gold Dwelling: Cursed Temple Attack Rating: 5 Defense Rating: 4 Speed (in hexes per turn): 4 HP (Hit Points): 6 Damage: 1-3 Shots: N/A Special: Undead My rating: 2 Description: Name: Skeleton Warrior Cost: 70 Gold Dwelling: Upgraded Cursed Temple Attack Rating: 6 Defense Rating: 6 Speed (in hexes per turn): 5 HP (Hit Points): 6 Damage: 1-3 Shots: N/A Special: Undead My rating: 2.5 Description: Name: Walking Dead Cost: 100 Gold Dwelling: Graveyard Attack Rating: 5 Defense Rating: 5 Speed (in hexes per turn): 3 HP (Hit Points): 15 Damage: 2-3 Shots: N/A Special: Undead My rating: 2.5 Description: Name: Zombie Cost: 125 Gold Dwelling: Upgraded Graveyard Attack Rating: 5 Defense Rating: 5 Speed (in hexes per turn): 4 HP (Hit Points): 20 Damage: 2-3 Shots: N/A Special: Undead, Disease My rating: 3 Description: Name: Wight Cost: 200 Gold Dwelling: Tomb of Souls Attack Rating: 7 Defense Rating: 7 Speed (in hexes per turn): 5 HP (Hit Points): 18 Damage: 3-5 Shots: N/A Special: Undead, Regenerates My rating: 3.5 Description: Name: Wraith Cost: 230 Gold Dwelling: Upgraded Tomb of Souls Attack Rating: 7 Defense Rating: 7 Speed (in hexes per turn): 7 HP (Hit Points): 18 Damage: 3-5 Shots: N/A Special: Undead, Regenerates, Drains foe's Mana My rating: 4.5 Description: Name: Vampire Cost: 360 Dwelling: Estate Attack Rating: Defense Rating: Speed (in hexes per turn): HP (Hit Points): Damage: Shots: Special: My rating: Description: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XI. Hints & Tips I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this section I'll share with you some hints and tips to help you out in HOMM III. *Don't use cheat codes if you have any honor or are trying for a high score. If you get a high score by using them, it will rank you as "CHEATER!", and you'll get 10th place. *Never surrender, despite what people tell you. It's completely pointless, and does nothing for you. *Explore the immediate area around your starting point. Then you can see if any enemies are around you, and you can also scout out the terrain. *When you start out, recruit weaker heroes and give them only one creaure, then send them to grab all of the rescources. Use your good hero(es) to kill everything. *Here's another good use for weaker heroes: Bait. *Try to balance out all of your Basic Skills, i.e. Attack, Defense, Spell Power, and Knowledge. *Create an equal mixture of different creatures in your army. *Don't forget to put some Creatures to guard towns and mines. *Never EVER mix Castle creatures with Necropolis creatures (or vice versa). This hugely negates everyone's morale in that army. *Don't try to conserve your Spell Points. You need to cast spells in some battles to win. *Near the start of a game, make an extra hero and give all his men to one good hero or put them to guard a mine. Keep the one weakest unit in his army, and then use him to explore, but not get into any fights. This is good for finding your opponent's Castle's, figuring out the lay of the land, and finding mines. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XII. Codes I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here are all of the known codes for Heroes of Might and Magic III: The Shadow of Death. To use these, simply press "tab" to type them, and then press enter when one is typed to activate it. nwctrinity- Gives the selected hero 10 Archangels in all of his or her empty slots nwcnedbuchadnezzar- Gives you unlimited movement. Really cheap, yet fun. nwcbluepill- Lose scenario. nwcredpill- Win scenario. nwcneo- Selected Hero gains a Level. nwcoracle- Reveals entire Grail Map. nwctrinity- Fill all open slots with 5 Archangels. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XIII. FAQ I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here is where I'll list all of the questions I get from readers of this FAQ. I've made up a few to start out. Feel free to send questions to me at Icewind717@hotmail.com Q: Why can't I move my hero? A: You've used up all that hero's movement points for that day. Q: What is the best town type? A: It's all a matter of personal preference, but I prefer the Necropolis over any other town type. Q: How often will you update this FAQ? A: Whenever I feel like it. Don't ask. Q: Why didn't my question I sent to you get posted in your FAQ? A: Not all of the questions I get are posted. Your question must clear, good in my opinion, and I need to get it from three different people. Q: What are the best Secondary Skills? A: Again, that's all personal preference, but the top three in my mind are: 1. Necromancy- You can resurrect all of the enemies troops as skeletons, Wraiths, or Vampires if you're proficient enough in it. At lower proficiencies, you can resurrect some of the enemies as Skeletons. This Secondary Skill is easily my favorite. 2. Defense- If you're proficient enough in Defense, and you're a semi-high level Hero, this can make you nearly invincible. What this skill does speaks for itself. 3. Archery- The Archery skill gets better and better as you progress in it. Again, it speaks for itself, but it does have some things about it that are unseen by the name. For example, at later Archery proficiencies, it lowers and eventually eliminates the melee penalty for your ranged attackers. Also, at another level of proficiency, it gets rid of the obstacle penalty for them. Q: What do you mean when you say "proficiency"? A: When I say proficiency, I mean how skilled your Hero is in that secondary skill; basic, advanced, and expert. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XIV. Spell FAQ I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Here is an extremely detailed spell guide. I have covered every little nook and cranny of each spell, so whatever you want to know, is right here. Here is a description directly from the readme: Here you will find descriptive listings for all spells in the _Heroes III_ game. Each spellis from one of the four schools of magic---Air, Earth, Fire, or Water. Your heroes' expertise in a spell increases as he gains the secondary skill for the appropriate school of magic (see *Secondary Skills,* page 45). Heroes without such expertise may cast a school's spells at a normal level (resulting in the same effect as a basic level spell). Increased expertise allows for spells to be cast at the Basic, Advanced, and Expert Levels. Heroes holding expertise in a school's secondary skill casts spells from a school at a reduced cost. This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level. ______________________________________________________________________________________________ | Effects of School Expertise on Casting Cost | | Spell Level I Spell Level II Spell Level III Spell Level IV Spell Level V | | -1 -2 -3 -4 -5 | | | |_____________________________________________________________________________________________| Here is the layout of how I'll do this section, and it's explained too! Name: What the Spell is called Type: Indicates whether the spell may be cast in combat or on the Adventure Map Cost: How many spell poitns it takes to cast the spell Duration: How long the Spell lasts Basic Effect: Effect of the Spell cast at Normal or Basic Expertise Advanced Effect: Effect of the Spell cast at Advanced Level Expert Effect: Effect of the Spell cast at Expert Expertise Understanding the Spell Section: I've put previous versions of this FAQ on different web sites, and people have complained about the Spell section being too confusing. Luckily, they're reffering to the equations for damage. OK, who passed fifth grade math? *Hands shoot up. Now, who remembers order of operations? *Hands shoot up again. PEMDAS. Parentheses, exponents, multiply, divide, add, then subtract. If you see an equation like this: Target creature recieves ((Power x 10)+ 10) damage, then the answer is...? Whatever the casting hero's Spell Power is multiplied by ten, then with ten added onto that answer. Get it yet? And one last note: I will divide the Spells into four sections. They are what schools they're from. Now, shall we move on to the actual spells and what they do? A. School of Air Magic Spells School of Air Magic Level I Spells Name: Haste Type: Combat Cost: 6 Spell Points Duration: 1 Round per spell power point Basic Effect: Increases allied troop's speed by three hexes/turn Advanced Effect: Increases allied troop's speed by five hexes/turn Expert Effect: Increases allied troop's speed by five hexes/turn Name: Magic Arrow Type: Combat Cost: 5 Spell Points Duration: Instant Damage Basic Effect: Enemy troop recieves ((Power x 10) +10) damage Advanced Effect: Enemy troop recieves ((Power x 10) +10) damage Expert Effect: Enemy troop recieves ((Power x 10) +10) damage Name: View Air Type: Adventure Cost: 2 Spell Points Duration: Instant Basic Effect: Displays location of all artifacts on the View World Screen Advanced Effect: Displays location of all artifacts and heroes on the View World Screen Expert Effect: Displays loaction of all artifacts, heroes, and towns on the View World Screen Level II Spells Name: Disguise Type: Adventure Cost: 4 spell points Duration: 1 day Basic Effect: When the casting hero is right-clicked (queried) by opponents, all of the hero's creature troops are displayed as if they were composed of the most powerful creatures in the Hero's Army. Troop population numbers are represented normally. Advanced Effect: Same as Basic Effect, except troop quantities are represented as "0" Expert Effect: Same as Advanced Effect, except all troops are represented as if populated by the most powerful creatures in the Hero's longest owned Town. Name: Disrupting Ray Type: Combat Cost: 10 Spell Points Duration: Whole Battle Basic Effect: Reduces' target's defense rating by three. Spell may be cast on the same unit repeatedly. Advanced Effect: Same as Basic Effect, excpet Defense is lowered by 4 Expert Effect: Same as Advanced Effect, except Defense is lowered by 5 Name: Fortune Type: Combat Cost: 7 Spell Points Duration: 1 Round per Spell Power Basic Effect: Increases's target creature's luck by one Advanced Effect: Increases target creature's luck by two Expert Effect: Iincreases luck of all allied troops by two Name: Lightning Bolt Type: Combat Cost: 10 Spell Points Duration: Instant Damage Basic Effect: Target creature recieves ((Spell Power x 25)+ 10) Damage Advanced Effect: Target creature receives ((Spell Power)+ 20 Damage Expert Effect: Target creature receives ((Spell Power)+ 50 Damage Name: Precision Type: Combat Cost: 8 Spell Points Duration: Instant Basic Effect: Target Creature with ranged attacks has its ranged attack rating raised by three Advanced Effect: Same as Basic, excpet it's increased by six Expert Effect: Same as Advanced, except all allied ranged attackers are affected Name: Visions Type: Adventure Cost: 4 Spell Points Duration: 1 Round per Spell Power Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not the troop will offer to join the caster's army. The range is equal to the Hero's Spell Power or three, whichever is greater. Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the composition (Luck and Morale), and the quantity of that Hero's Army can be viewed. Range is Spell Power x 2, or three, whichever is greater. Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison composition (Luck and Morale) and quantity may be viewed. Range is Spell Power x 3, or three, whichever is greater. Level III Spells Name: Air Shield Type: Combat Cost: 12 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target Creature takes 25% less damage from Ranged Attacks Advanced Effect: Target Creature takes 50% less damage from Ranged Attacks Expert Effect: All allied troops takes 50% less damage from Ranged Attacks Name: Destroy Undead Type: Combat Cost: 15 Spell Points Duration: Instant Damage Basic Effect: All undead creatures take ((Spell Power x 10)+ 10) Damage Advanced Effect: All undead creatures take ((Spell Power x 10)+ 20 Damage Expert Effect:All undead creatures take ((Spell Power x 10) + 50 Damage Name: Protection From Earth Type: Combat Cost: 12 Spell Points Duration: 1 Round per Spell Power Basic Effect: Damage from all Earth Spells is reduced by 30% for target creature Advanced Effect: Damage from all Earth Spells is reduced by 50% for target creature Expert Effect: Damage from all Earth Spells is reduced by 50% for all allied troops Name: Hypnotize Type: Combat Cost: 18 Spell Points Duration: Special Basic Effect: Target Creature of less than ((Power x 25)+ 10) Health is put under your control. Allied troops may attack hypnotized troops without fear of retaliation. Advanced Effect: Same as Basic Efect, except that Health must be less than ((Power x 25)+ 20) Expert Effect: Same as Advanced Effect, except that Health must be less than ((Power x 25)+ 50) Level IV Spell Name: Chain Lightning Type: Combat Cost: 24 Spell Points Duration: Instant Damage Basic Effect: Lighting Bolt strikes target troop ((Power x 40)+ 25) damage. Bolt then strikes closest troop for half of the damage. Effect continues until four more untis are hit. Advanced Effect: Like Basic Effect except that the initial strike does ((Power x 40)+ 50 Damage), and bolt strikes five creatures. Expert Effect: Like Advanced Effect, except that initial strike does ((Power x 40)+ 100) damage. Name: Counterstrike Type: Combat Cost: 24 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target Creature can retailiate against one additional attack per round Advanced Effect: Target Creature can retaliat against two additional attaks per round Expert Effect: All allied troops can retaliate against two additional attacks per round Level V Name: Dimension Door Type: Adventure Cost: 25 Spell Points Duration: Instant Basic Effect: Teleports casting hero to unoccupied, visible location on the Adventure Map. Spell may be cast twice per day, and for each time it reduces the caster's movement by three for that day. If movement is reduced to 0, 1, or 2 the spellcan't be cast anymore. Advanced Effect: Same as Basic Effect, except spell can be cast three times per day. Expert Effect: Same as Advcanced Effect except the spell may be cast four times per day, and movement alloance is only reduced by two tiles. Name: Fly Type: Adventure Cost: 20 Spell Points Duration: 1 Day Basic Effect: Caster can fly over terrain obstacles to an unoccupied location on the map. Distance flown can be up to 60% of Hero's normal movement. Advanced Effect: Same as Basic Effect, except Hero may fly up to 80% of their normal movement. Expert Effect: Same as Advanced Effect, excep Hero may fly up to 100% of their normal movement. Name: Magic Mirror Type: Combat Cost: 25 Spell Points Duration: 1 Round per Spell Power Basic Effect: Enemy spells casted on target creature have a 20% chance of being deflected and damage being given to an enemy unit. Advanced Effect: Same as Basic Effect, except there is a 30% chance of the Spell being redirected. Expert Effect: Same as Advanced Effect, except there is a 40% chance of the Spell being redirected. Name: Summon Air Elemental Type: Combat Cost: 25 Spell Points Duration: Until they die Basic Effect: A troop containing the caster's spell power x 2 of Air Elemental is summoned. Only one type of Elemental may be summoned per battle. Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to determine the number of Air Elementals. Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to determine the number of Air Elementals that are summoned. B. School of Earth Magic Spells School of Earth Magic Level I Spells Name: Magic Arrow Type: Combat Cost: 5 Spell Points Duration: Instant Damage Basic Effect: Enemy troop recieves ((Power x 10) +10) damage Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage Expert Effect: Enemy troop recieves ((Power x 10) +30) damage Name: Shield Type: Combat Cost: Instant Duration: 1 Round per Power Basic Effect: Hand-to-hand damage done to target creature is reduced by 15% Advanced Effect: Hand-to-hand damage done to target creature is reduced by 50% Expert Effect: Hand-to-hand damage done to all allied creatures is reduced by 40% Name: Slow Type: Combat Cost: 6 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target Creature's speed is reduced by 25% of normal. Advanced Effect: Target Creature's speed is reduced by 50% of normal. Expert Effect: All enemy troops' speed ratings are reduced by 50%. Name: Stone Skin Type: Combat Cost: 5 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target creature's Defense Rating is increased by three. Advanced Effect: Target creature's Defense rating is increased by six. Expert Effect: All allied creatures Defense ratings are increased by six. Name: View Earth Type: Adventure Cost: 2 Spell Points Duration: Instant Basic Effect: Displays the location of all loose resources on the View World screen Advanced Effect: Displays the location of all mines and loose resources on the View World screen. Expert Effect: Displays the loacation of the entire terrain, all mines, and all loose resources on the View World Screen. Level II Spells Name: Death Ripple Type: Combat Cost: 10 Spell Points Duration: Instant Damage Basic Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 10) damage. Advanced Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 20) damage. Expert Effect: All living (not un-dead, folks) troops take ((Spell Power x 5)+ 30) damage. Name: Protection from Air Type: Combat Cost: 7 Spell Points Duration: 1 Round/Spell Power Basic Effect: Damage from Air Magic Spells is reduced by 30% for target creature. Advanced Effect: Damage from Air Magic Spells is reduced by 50% for target creature. Expert Effect: Damage from Air Magic Spells is reduced by 50% for all allied creatures. Name: Quicksand Type: Combat Cost: 8 Spell Points Duration: Until Touched Basic Effect: Quicksand pits are placed in four random hexes. They are invisible to creatures unless they are on native terrain. Troops stepping on pit hexes have their movement halted for the current roun. Oce a pit is stepped in, it is visible to all. Advanced Effect: same as Basic Effect, except six pits are placed. Expert Effect: Same as Basic and Advanced Effects, except eight pits are placed. Name: Visions Type: Adventure Cost: 4 Spell Points Duration: 1 Round per Spell Power Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not the troop will offer to join the caster's army. The range is equal to the Hero's Spell POwer or three, whichever is greater. Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the composition (Luck and Morale), and the quantity of that Hero's Army can be viewed. Range is Spell Power x 2, or three, whichever is greater. Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison composition (Luck and Morale) and quantity may be viewed. Range is Spell Power x 3, or three, whichever is greater. Level III Spells Name: Animate Dead Type: Combat Cost: 15 Spell Points Duration: Permanent Basic Effect: Reanimates ((Power x 50)+ 30) Health Points (HP) worth of killed undead creatures in target troop. Advanced Effect: Reanimates ((Power x 50)+ 60) Health Points (HP) worth of killed undead creatures in target troop. Expert Effect: Reanimates ((Power x 50)+ 160) Health Points (HP) worth of killed undead creatures in target troop. Name: Anti-Magic Type: Combat Cost: 15 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target troop can only be affected by Level four or five Spells. Advanced Effect: Target troop can only be affected by Level five Spells. Expert Effect: Target troop is immune to all Spell Effects. Name: Earthquake Type: Combat, Siege Only Cost: 20 Spell Points Duration: Instant Quake Basic Effect: Does one point of damage to two, random Castle Walls in Siege Combat. Advanced Effect: Does one point of damage to three random Castle Walls in Seige Combat. Expert Effect: Does one point of damage to four random Castle Walls in Seige Combat. Name: Force Field Type: Combat Cost: 12 Spell Points Duration: 2 Rounds Basic Effect: A two-hex wide force field is created at target hex(es). Movement through these hexes is blocked. Advanced Effect: Same as Basic Effect, except Force Field is three hexes wide. Expert Effect: Same as Advanced Effect. No change whatsoever. Level IV Spells Name: Meteor Shower Type: Combat Cost: 16 Spell Points Duration: Instant Damage Basic Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 25)damage Advanced Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 50) damage Expert Effect: Troops in target hex and adjacent hexes take ((Spell Power x 25)+ 100) damage Name: Resurrection Type: Combat Cost: 20 Spell Points Duration: Permanent Basic Effect: Target Creature's group with dead creatures has ((Spell Power x 50)+ 40) Health worth of Creatures restored to life for the duration of the current battle. Advanced Effect: Same as Basic Effect, except that ((Spell Power x 50)+ 80) Health worth of Creatures permanently resurrected. Expert Effect: Same as Advanced effect, except that ((Spell Power x 50)+ 160) Health worth of Creatures are permanently resurrected. Name: Sorrow Type: Combat Cost: 16 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target creature's Morale is reduced by one. Advanced Effect: Target creature's Morale is reduced by two Expert Effect: All enemy creatures' Morale is reduced by two Name: Town Portal Type: Adventure Cost: 16 Spell Points Duration: Instant Basic Effect: Caster is teleported to nearest, allied, and unoccupied town. 300 Movement points are expended when Spell is cast. Advanced Effect: Casting Hero may teleport to any allied Town with no visiting Hero. 300 Movement Points are expended when Spell is cast. Expert Effect: Same as Advanced Effect, except the Movement Point reduction is 200, rather than 300. Level V Spells Name: Implosion Type: Combat Cost: 30 Spell Points Duration: Instant Damage Basic Effect: Target Creature receives ((Spell Power x 75)+ 100) damage. Advanced Effect: Target Creature receives ((Spell Power x 75)+ 200) damage. Expert Effect: Target Creature receives ((Spell Power x 75)+ 300) damage. Name: Summon Earth Elemental Type: Combat Cost: 25 Spell Points Duration: Whole Battle Basic Effect: A troop containing the caster's Spell Power x 2 of Earth Elementals is summoned. Only one type of Elemental may be summoned per battle. Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to determine the number of Earth Elementals. Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to determine the number of Earth Elementals that are summoned. C. School of Fire Magic Spells School of Fire Magic Level I Spells Name: Bloodlust Type: Combat Cost: 5 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target Creature receives a +3 Attack Rating bonus for hand-to-hand combat. Advanced Effect: Target Creature receives a +6 Attack Rating bonus for hand-to-hand combat. Expert Effect: All allied troops receive a +6 Attack Rating bonus for hand-to-hand combat. Name: Curse Type: Combat Cost: 6 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target creature delivers minimum damage when they attack Advanced Effect: Target creature delivers ((80% of their minimum damage) -1) when they attack. Expert Effect: All enemy creatures deliver ((80% of their minimum damage) -1) when they attack. Name: Magic Arrow Type: Combat Cost: 5 Spell Points Duration: Instant Damage Basic Effect: Enemy troop recieves ((Power x 10) +10) damage Advanced Effect: Enemy troop recieves ((Power x 10) +20) damage Expert Effect: Enemy troop recieves ((Power x 10) +30) damage Name: Protection From Water Type: Combat Cost: 5 Spell Points Duration: 1 Round per Spell Power Basic Effect: Damage from all Water Spells is reduced by 30% for target creature Advanced Effect: Damage from all Water Spells is reduced by 50% for target creature Expert Effect: Damage from all Water Spells is reduced by 50% for all allied troops Level II Spells Name: Blind Type: Combat Cost: 10 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target creature troop is frozen until they are attacked. Deactivating attack is retaliated at 50% of Base Attack Rating. Advanced Effect: Target creature troop is frozen until they are attacked. Deactivating attack is retaliated at 25% of Base Attack Rating. Expert Effect: Target creature troop is frozen until they are attacked. Deactivating attack is not retailiated against at all. Name: Fire Wall Type: Combat Cost: 8 Spell Points Duration: 2 Rounds Basic Effect: A two hex-wide wall of flames is produced at target hex. A troop passing through these hexes takes ((Caster's Spell Power x 10)+ 10) damage. Advanced Effect: Same as Basic Effect, except that the wall of flames is three hexes wide and damage is ((Spell Power x 10)+ 20) damage. Expert Effect: Same as Advanced Effect, except that damage is ((Spell Power x 10)+ 50). Name: Visions Type: Adventure Cost: 4 Spell Points Duration: 1 Round per Spell Power Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not the troop will offer to join the caster's army. The range is equal to the Hero's Spell Power or three, whichever is greater. Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the composition (Luck and Morale), and the quantity of that Hero's Army can be viewed. Range is Spell Power x 2, or three, whichever is greater. Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison composition (Luck and Morale) and quantity may be viewed. Range is Spell Power x 3, or three, whichever is greater. Level III Spells Name: Fireball Type: Combat Cost: 15 Spell Points Duration: Instant Damage Basic Effect: Trooops in target hex and surrounding hexes take ((Spell Power x 10)+ 15) damage. Advanced Effect: Same as Basic Effect except damage done is ((Spell Power x 10)+ 30). Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60). Name: Land Mine Type: Combat Cost: 18 Damage Duration: Until touched Basic Effect: Landmines are placed in four random hexes on the battlefield. A troop stepping on the landmine takes ((Spell Power x 10)+ 25) damage. Enemy creatures battling on their native terrain can see the mines and can cross over them safely. To all others, they are invisible. Advanced Effect: Same as Basic Effect except that six mines are placed and damage done is ((Spell Power x 10)+ 50). Expert Effect: Same as Advanced Effect, except that eight mines are placed and damage done is ((Spell Power x 10)+ 100). Name: Misfortune Type: Combat Cost: 12 Spell Points Duration: 1 Round per Spell Power Basic Effect: Luck of Target creature is rduced by one. Advanced Effect: Luck of target creature is reduced by two. Expert Effect: Luck of all enemy creatures is reduced by two. Level IV Spells Name: Armageddon Type: Combat Cost: 24 Spell Points Duration: Instant Damage Basic Effect: All creatures take ((Spell Power x 50)+ 30) points of damage. Advanced Effect: All creatures take ((Spell Power x 50)+ 60) points of damage. Expert Effect: All creatures take ((Spell Power x 50)+ 120) points of damage. Name: Berserk Type: Combat Cost: 20 Spell Points Duration: 1 Round Basic Effect: Target attacks nearest troop. All creatures in a one hex radius are affected. Advanced Effect: Target attacks nearest troop. All creatures in a seven hex radius are affected. Expert Effect: Target Attacks nearest troop. All creatures within a 19 he radius are affected. Name: Fire Shield Type: Combat Cost: 16 Spell Points Duration: 1 Round per Spell Power Basic Effect: 20% of hand-to-hand damage inflicted on Target creature is counter-inflicted on the attacker. Advanced Effect: Same as Basci Effect, except that 25% of the damage is counter-inflicted. Expert Effect: Same as Advanced Effect, except that 30% of the damage is counter-inflicted. Name: Frenzy Type: Combat Cost: 16 Spell Points Duration: Until target creature's next action Basic Effect: Target creature's Attack rating is increased to 100% of its Defense rating, and its Defense rating is reduced to zero. Advanced Effect: Same as Basic Effect, except that the Attack rating is increased to 150% of their Defense rating. Expert Effect: Same as Advanced Effect, except that the Attack rating is increased to 200% of their Defense rating. Name: Inferno Type: Combat Cost: 16 Spell Points Duration: Instant Damage Basic Effect: Strikes target hex, and all within two hexes take ((Spell Power x 10)+ 20) damage. Advanced Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 40). Expert Effect: Same as Basic Effect, except that the damage is ((Spell Power x 10)+ 80). Name: Slayer Type: Combat Cost: 16 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target troop's Attack Rating is increased by eight against Behemoths, Dragons, and Hydras. Advanced Effect: Same as Basic Effect except that the Attack bonus also includes Devils and Angels. Expert Effect: Same as Advanced Effect, except that the Attack bonus also includes Titans. Level V Spells Name: Sacrifice Type: Combat Cost: 25 Spell Points Duration: Permanent Basic Effect: Targeted non-undead troop is sacrificed (destroyed). Then another target dead has ((Spell Power + Destroyed Troop's Creature Base Health + 3)x # of Creatures Sacrificed) in Health total of creatures returned to life. Advanced Effect: Same as Basic Effect, except that Health total of creatures resurrected is ((Spell Power + Destroyed Troop's Creature Base Health +6) x # of creatures sacrificed). Expert Effect: Same as Advanced Effect, except that the Health total of creatures resurrected is ((Spell Power + Destroyed Troop's Creature Base Health + 10) x # of creatures sacrificed). Name: Summon Fire Elemental Type: Combat Cost: 25 Spell Points Duration: Whole Battle Basic Effect: A troop containing the caster's Spell Power x 2 of Fire Elementals is summoned. Only one type of Elemental may be summoned per battle. Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to determine the number of Fire Elementals. Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to determine the number of Fire Elementals that are summoned. D. School of Water Magic Spells School of Water Magic Name: Bless Type: Combat Cost: 5 Spell Points Duration: 1 Round per Spell Power Basic Effect: Creatures in target troop inflict maximum damage when they attack. Advanced Effect: Creatures in target troop inflict maximum damage + 1 when they attack. Expert Effect: All allied creatures inflict maximum damage + 1 when they attack. Name: Cure Type: Combat Cost: 6 Spell Points Duration: Instant Basic Effect: Removes all negative Spell effects from target troop and heals it for ((Spell Power x 5)+ 20) Health Points. Advanced Effect: Removes all negative Spell effects from target troop and heals it for ((Spell Power x 5)+ 20) Health Points. Expert Effect: Removes all negative Spell effects from all allied troops and heals each for ((Spell Power x 5)+ 30) Health Points. Name: Magic Arrow Type: Combat Cost: 5 Spell Points Duration: Instant Damage Basic Effect: Enemy troop recieves ((Power x 10)+ 10) damage Advanced Effect: Enemy troop recieves ((Power x 10)+ 20) damage Expert Effect: Enemy troop recieves ((Power x 10)+ 30) damage Name: Protection From Fire Type: Combat Cost: 5 Spell Points Duration: 1 Round per Spell Power Basic Effect: Damage from all Fire Spells is reduced by 30% for target creature Advanced Effect: Damage from all Fire Spells is reduced by 50% for target creature Expert Effect: Damage from all Fire Spells is reduced by 50% for all allied troops Name: Summon Boat Type: Adventure Cost: 6 Spell Points Duration: Instant Basic Effect: Summons one of your Hero's boats to their current location. If none of those boats are available, then one of your other Hero's boats are summoned. This spell has a 50% chance of working :(. The spell fails if no unoccupied boats are available. Advanced Effect: Same as Basic Effect, except that if no boats are available, a new one is created. The spell has a 75% chance of working :|. There are a maximum of 64(!) boats allowed on the Adventure Map at one time. This spell fails if all are occupied (yeah right). Expert Effect: Same as Advanced Effect, except that the spell has a 100% chance of wroking :). Level II Spells Name: Ice Bolt Type: Combat Cost: 8 Spell Points Duration: Insant Damage Basic Effect: Target creature receives ((Spell Power x 20)+ 10) damage. Advanced Effect: Target creature receives ((Spell Power x 20)+ 20) damage. Expert Effect: Target creature receives ((Spell Power x 20)+ 50) damage. Name: Remove Obstacle Type: Combat Cost: 7 Spell Points Duration: Instant Basic Effect: Removes one, non-magic obastacle from the battlefield. Integrated obstacles, such as cliffs, are not affected. Advanced Effect: Same as Basic Effect, except Fire Walls (not firewalls) can also be removed. Expert Effect: Same as Advanced Effect, except all, non-integrated obstacles can be removed. Name: Scuttle Boat Type: Adventure Cost: 8 Spell Points Duration: Instant Basic Effect: Spell has a 50% (0% if occupied) chance of destroying the selected boat. Advanced Effect: Spell has a 75% chance (0% if occupied) chance of destroying the selected boat. Expert Effect: Spell destroys the selected boat unless it is occupied at the time. Name: Visions Type: Adventure Cost: 4 Spell Points Duration: 1 Round per Spell Power Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not the troop will offer to join the caster's army. The range is equal to the Hero's Spell Power or three, whichever is greater. Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the composition (Luck and Morale), and the quantity of that Hero's Army can be viewed. Range is Spell Power x 2, or three, whichever is greater. Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison composition (Luck and Morale) and quantity may be viewed. Range is Spell Power x 3, or three, whichever is greater. Name: Weakness Type: Combat Cost: 8 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target troop's Attack Rating is decreased by three. Advanced Effect: Target troop's Attack Rating is decreased by six. Expert Effect: All enemy troops' Attack Ratings are decreased by six. Level III Spells Name: Forgetfulness Type: Combat Cost: 12 Spell Points Duration: 1 Round per Spell Power Basic Effect: Half of the target creatures with ranged attack forget to shoot. Advanced Effect: Target troop cannot use its ranged attack. Expert Effect: All enemy troops cannot use their ranged attacks, provided they have one. Name: Frost Ring Type: Combat Cost: 12 Spell Points Duration: 1 Round per Spell Power Basic Effect: Troops in hexes surrounding target hex receive ((Spell Power x 10)+ 15) in damage. Target hex is unaffected. Advanced Effect: Same as Basic Effect, except that damage done is ((Spell Power x 10) 30). Expert Effect: Same as Advanced Effect, except damage done is ((Spell Power x 10)+ 60). Name: Mirth Type: Combat Cost: 12 Spell Points Duration:1 Round per Spell Power Basic Effect: Morale of target troop is increased by one. Advanced Effect: Morale of target troop is increased by two. Expert Effect: Morale of all allied troops is increased by two. Name: Teleport Type: Combat Cost: 15 Spell Points Duration: Instant Basic Effect: Target troop can teleport to any unoccupied hex. Troop cannot teleport over Walls or Moats. Advanced Effect: Same as Basic Effect, except troop can teleport over Walls. Expert Effect: Troop can move to any unoccupied hex. Level IV Spells Name: Clone Type: Combat Cost: 24 Spell Points Duration: Whole Battle Basic Effect: Creates a duplicate of target creature that is Level 1-5. The duplicate can attack, but is gone if it receives any damage. Creatures from a given town are given levels 1-7. Pikemen are Level 1, Angels are Level 7. Advanced Effect: Same as Basic Effect, except the Clone can be Level 1-6. Expert Effect: Same as Advanced effect, except the Clone may be any Level. Name: Prayer Type: Combat Cost: 16 Spell Points Duration: 1 Round per Spell Power Basic Effect: Target creature's Attack, Defense, and Speed (hexes per turn) are increased by two. Advanced Effect: Same as Basic Effect, except the ratings are increased by four. Expert Effect: All allied creatures' Attack, Defense, and Speed are increased by four. Name: Water Walk Type: Adventure Cost: 12 Spell Points Duration: 1 Day Basic Effect: The casting Hero may follow a movement path across water, provided the end destination is an unoccupied location on the land. Water movement may be up to 60% of the Hero's normal movement. Advanced Effect: Same as Basic Effect, except that water movement may be up to 80% of the Hero's normal movement. Expert Effect: Same as Advanced Effect, except the Hero may move up to 100% of their regular movement. Name: Summon Water Elemental Type: Combat Cost: 25 Spell Points Duration: Whole Battle Basic Effect: A troop containing the caster's Spell Power x 2 of Water Elementals is summoned. Only one type of Elemental may be summoned per battle. Advanced Effect: Same as Basic Effect, except Hero's Spell Power is multiplied by three to determine the number of Water Elementals. Expert Effect: Same as Advanced Effect, except Hero's Spell Power is multiplied by four to determine the number of Water Elementals that are summoned. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XV. HOMM Dictionary I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ About half-way through the first version of this FAQ, I realized that everyone might not know what all of these words mean. Most people who haven't played this game probably have no idea what a Necropolis is, or other words used in this FAQ. So, I made this section. Hero- Heroes are the generals in HOMM. They control all of the units and cast Spells. HOMM- Heroes of Might & Magic. Necromancer- One who can resurrect the dead. Generally an evil character in mythology. Necropolis- One of the town types. Houses evil and undead creatures. Primary Skill- Primary Skills: Attack, Defense, Spell Power, and Knowledge. Retaliation- Retaliation is whenever a unit attacks another, the remaining units of the strike attack the unit that attacked them. Round- One round is the equivalent of every creature on one side attacking. Secondary Skills- Secondary Skills are skills that Hero's can learn and specialize in. The maximum is ten per Hero. Spam- Junk mail, messages repeating the same thing over and over (i.e. YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!YOUR FAQ SUCKS!), advertisements, etc. Spell Points- Spell Points are "MP" for all of you RPG gamers out there. They are determined by your Hero's Knowledge rating. Spell Points= Knowledge Rating x 10. Spell Power- The number that represents that Hero's skill at casting spells. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XVI. Self-Promotion I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FAQs by me: 1. Harvest Moon 3 GBC 2. Heroes of Might and Magic GBC Spell FAQ 3. Heroes of Might & Magic III: The Shadow of Death FAQ (You're reading it) 4. Heroes of Might & Magic III: The Shadow of Death Spell FAQ 5. Heroes of Might & Magic III: Armageddon's Blade Spell FAQ 6. Heroes of Might & Magic III: The Restoration of Erathia Spell FAQ 7. Jumpman Junior FAQ 8. Morrowind Ingredients FAQ Reviews: 1. Next time~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XVII. Next Version I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ What to expect in the next version: 1.01- I'll update the Capmaign Walkthroughs, add words to the HOMM III Dictionary, and do some other stuff. Wait and see. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XVIII. Hall of Shame I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These are the Websites that stole my work and are NOT permitted to have any of it on them. Please inform me if they rip anyone else off. 1. http://www.neoseeker.com 2. http://www.cheatplanet.com ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XIX. Credits I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thanks to 3D0 for making this game Thanks to New World Computing for publishing this game Thanks to the readme for some spell information Thanks to CjayC for posting this FAQ Thanks to me for writing it! (see, I did all of this by myself! ;)) XX. Necessary Legal Stuff This document has been written for it to appear at Gamefaqs.com. This script may not be copied in any way and/or published in any way. Any commercial usage of this FAQ is strictly forbidden and can only be used for personal use. Any necessary legal action will take place if any of these rules are violated. Penalty for plagiarism will be convicted. Heroes of Might & Magic III, Restoration of Erathia, Armageddon's Blade, Shadow of Death, New World Computing, and 3D0 Inc., and any related materials are copyrighted too. NOTE: You may use this on your site as long as I say you can. To reach me e-mail me at Icewind717@hotmail.com Want that in English? This FAQ was made for GameFAQs. It can't be published on any site, WITHOUT my permission. You can NOT sell this FAQ or use it to promote your website or company in any way (again) WITHOUT my permission. I will take legal action if I ask you to remove this FAQ from your site and you don't. The rest is self-explanatory. Now, repeat after me: "I will not use this FAQ on my site, or alter it in any way at all without Chris Zewe's permission permission." Now, for the condensed version: Do NOT use this FAQ for any commercial purpose, or at all without permission. Sites already authorized to use this FAQ: GameFAQs, Gamewinners, Gamespot and IGN. If you would like your site to be added to that list, email me. Sites NOT authorized to use this FAQ: Neoseeker and Cheat Planet. If you find this FAQ on any site that does not have specific permission, notify me. That's about as much as is possible to say, so you get the point. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\ / |I\\\\\\\\\\\\\///////////////I| \ * |I XXI. FAQ Size I| * \ |I\\\\\\\\\\\\\///////////////I| / \|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KB: 111 Words: Some number more than one, but less than a trillion. Pages to Print: Way too many. I'll leave it at that. I tried, but ran out of time, paper, and ink. Well, that took aaaaaaaaaaaaaaaaaaaages. Now, excuse me while I go and visit my life. I suggest that all of you go and do the same. That is, assuming you actually _have_ one. I mean, you just read a FAQ that's over 100 pages long for God's sake. Later. ~Chris ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~END~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~