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| HEROES OF MIGHT AND MAGIC III | | HEROES OF MIGHT AND MAGIC III |
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| Player Manual
| | Welcome to the Heroes of Might and Magic III Tutorial! This tutorial is a great place to start, |
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| | not only for players new to the Heroes series, but for seasoned veterans to get a taste of what's |
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| NEW WORLD COMPUTING
| | new to Heroes III. This tutorial is designed as a read-along, so for best results you should print |
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| 3DO
| | this document before beginning, and follow the instructions as you play. In moments, you will |
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| | be learning the ins-and-outs of Heroes III. |
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| 1
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| | First, launch the game, either by selecting PLAY from the autorun window, by double-clicking |
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| Table of Contents
| | the Heroes III desktop icon (if you chose to install it), or by selecting Heroes III from your |
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| Section I Introduction......................................................................................................................................................................3
| | Windows Start Menu. After watching the intro, choose NEW GAME, then TUTORIAL. This |
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| Section II Interface Reference..............................................................................................................................................7
| | will bypass the scenario selection screen and directly load the tutorial map. |
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| Main Menu................................................................................................................................................................................8
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| Adventure Map....................................................................................................................................................................13
| | Week 1, Day 1 |
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| Heroes and the Hero Screen................................................................................................................................23
| | What you will see first is the Adventure Screen. This is where you will spend a great deal of |
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| Skills..................................................................................................................................................................................................33
| | time while playing Heroes III. The main window provides you with a close view around your |
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| Combat............................................................................................................................................................................................40
| | heroes and cities, while the world map (located in the upper-right corner of the screen) shows |
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| Towns...............................................................................................................................................................................................49
| | you a small view of the entire world. Notice that most of the world map is black – that is |
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| Magic System.........................................................................................................................................................................55
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| Kingdom Overview................................................................................................................................................................57
| | 1 |
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| Multiplayer.............................................................................................................................................................................59
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| Section III World Reference............................................................................................................................................63
| | because until you send a hero to explore an area you won't know what is there. Don't worry |
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| Spell Reference....................................................................................................................................................................63
| | about any of the other buttons below the World Map, these will be described in greater detail |
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| Town and Creature Reference............................................................................................................................81
| | later. |
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| Individual Heroes..............................................................................................................................................................118
| | Your first hero, Lord Haart, should already be selected (he's sitting on his horse, waiting for |
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| Section IV Appendices..........................................................................................................................................................134
| | instructions). The first thing we'll want him to do is visit the town, so place your mouse cursor |
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| Keyboard Shortcuts......................................................................................................................................................134
| | over the entrance to the town (between the two flag poles). Notice how the horse icon rears up |
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| Mplayer.com........................................................................................................................................................................135
| | on its hind legs – this means that by traveling to that location, your hero will interact with |
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| HEAT...........................................................................................................................................................................................137
| | whatever is there. Also, the name and a short description of the location appears in the Rollover |
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| Troubleshooting..................................................................................................................................................................138
| | Bar at the bottom of the screen (the rollover bar appears on nearly every screen in Heroes III and |
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| Customer Support..........................................................................................................................................................141
| | gives useful, context sensitive information). When you click on a location, a set of green arrows |
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| Index................................................................................................................................................................................................142
| | show the path your hero will take to reach the large green X. It is this X that marks your hero's |
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| 90-Day Limited Warranty..................................................................................................................................144
| | destination. Click again on the same location and your hero will move to the castle (a fast way to |
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| | move is to simply double click on an intended destination – the first click selects the path, the |
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| © 1999 The 3DO Company. All Rights Reserved. Heroes of Might and Magic, Heroes, Might and Magic, New World Computing,
| | second click sends the hero). When the hero arrives at the entrance to the town, the view will |
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| 3DO, and their respective logos, are trademarks and/or service marks of The 3DO Company in the U.S. and other countries. All
| | change to the Town Screen. |
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| other trademarks belong to their respective owners. New World Computing is a division of The 3DO Company.
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| | Town Screen |
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| The software and related manual for this 3DO product are copyrighted. No portion of this product may be photocopied, scanned,
| | This is the Town Screen for the Castle town type (there are eight different town types in Heroes |
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| translated, reproduced, copied or reduced to any tangible or electronic medium or machine-readable form, or publicly performed
| | III, each with its own unique creatures and buildings). Most of this screen is taken up by the |
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| or displayed, without the prior written consent of The 3DO Company. The owner of this product is entitled to use the software | | town view. Any structures or upgrades you build in this town will appear here. As you can see, |
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| and related manual for his or her own use, but is not entitled to reproduce and distribute any copies of the software or manual
| | several structures have already been constructed. Specific information about the town is |
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| to any other individual or entity; nor to rent or lease this product or any copy thereof to any third party.
| | displayed in the bottom-left corner of the screen, including town income (per day) and troop |
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| | production (per week). To the right of the town info are two rows of boxes. The top row is for |
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| Uses Bink Video Technology. © 1997-1998 by RAD Game Tools, Inc.
| | any troops that are currently in the town's garrison, the bottom row is for any troops currently |
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| Uses Miles Sound System. © 1991-1998 by RAD Game Tools, Inc.
| | visiting a town with a hero. |
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| Windows, the Windows logo and DirectX are trademarks and/or registered trademarks of the Microsoft Corporation.
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| MARS
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| PUBLISHING
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| Edwin E. Steussy, Publisher.
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| Tom Ono, Author. Amy Yancey, Coordinator.
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| Dear Heroes of Might and Magic fans,
| | The first thing you will want to do is build a Fort. To do so, click on the larger of the two |
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| When I sat down to create King’s Bounty, the precursor to Heroes of Might and Magic,
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| never in my wildest dreams did I imagine it would grow into the phenomenon the series has
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| become. I had just finished Might and Magic II. At the time, King’s Bounty was state of
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| the art: 16 colors and used up both sides of the floppy disk. I had one programmer and one | |
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| artist to make my design real, and it took us about a year to finish.
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| | buildings on the left side of the town view – the Town Hall – to enter the Hall Screen. |
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| Nine years later, the Heroes III game is state of the art. The Heroes III game has 65,000
| | The Hall Screen is where you make all your construction decisions. Any building you can |
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| colors and fills an entire CD. I had over 30 people work on the project: programmers, artists,
| | currently build is shown with its name in a green bar. Any building that you can not build, but |
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| voice actors, and level designers, and it took us about 18 months to finish.
| | can be built later is shown with its name in a red bar. If a building has been disabled or can |
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| | never be built, its name will appear in a gray bar. Once you have completely built or upgraded a |
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| King’s Bounty, although crude by today’s standards, was a lot of fun to play. Players
| | structure as high as it will go, its name will be displayed in gold. |
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| recruited troops, maintained armies, and fought battles on tactical maps with a variety of
| | Click on the picture of the Fort. You will be shown a description of what the Fort does, as well |
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| fantastic monsters. The Heroes III game does the same, only the graphics are much fancier
| | as what resources are required to build it. Click on the Build button (in the lower left hand |
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| and the animations are far smoother. In addition, some fundamental game play changes have | | corner of the popup window) and the Fort will be constructed. |
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| happened since then, giving the player options and tactics magnifying the scope of the game
| | Now that you have a Fort, click on it to view the Castle Window. This window shows you |
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| tremendously.
| | information about all seven units that can be produced by this town. Any troop-producing |
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| | structures (usually referred to as Creature Generators) that are already constructed will show a |
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| The leap from King’s Bounty to the Heroes I game was the single largest change, both in
| | number of Available units (currently the Guardhouse, Archers' Tower, and Barracks show units |
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| terms of technology and game play. I looked at what I thought had gone right with King’s
| | available – the other structures have not been built yet). Click the Exit button (lower right) to |
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| Bounty, mixed in our fans’ wish lists and the capabilities of more modern computers, and got
| | return to the Town Screen. |
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| down to work. After a seemingly endless series of false starts, dead ends, and programming
| | The round tower on the right side of the screen is your Mage Guild. It is here that heroes go to |
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| troubles, we shipped the game and held our breath.
| | learn the spells that they will cast while adventuring. Click on the Mage Guild, then choose to |
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| | buy a spell book. Since Lord Haart is a Knight, he does not begin with a spell book. All heroes |
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| The Heroes I game shipped quietly enough, but enthusiasm for the game was strong and grew
| | must have a spell book before they can learn or cast spells. Once you agree to purchase a spell |
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| stronger as time passed. It took us a while to realize we had a genuine hit on our hands, but
| | book, you are shown the Mage Guild Screen. Each of the spells the Mage Guild offers is listed |
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| when we did, we started work on the Heroes II game immediately. This time, we were armed
| | on scrolls on the various shelves in the guild. Left or right-clicking on any spell scroll will show |
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| with a ton of fan mail suggestions and an existing game that we could build from.
| | you a description of that spell. When you are ready to leave, click on the Exit button (lower |
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| Nevertheless, what seemed to be a simple improvement to a finished game was fraught with
| | right). |
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| complications, and I agonized over design decisions and game balance considerations.
| | Your hero starts with troops, but it's really just a token force, so you should buy any available |
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| | troops and add them to his army. Along the hill at the back of your town are three towers. Click |
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| After a year’s worth of design wrangling, we got down to business and the Heroes II game
| | on the large central tower. The Recruit Pikemen window is displayed. Using the scroll bar you |
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| shipped in time for Christmas. I noticed that everyone in the office was playing the game -
| | can select how many troops you wish to purchase, and the total cost is calculated to the right. |
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| even people working on different projects - and knew from past experience what a good sign
| | However, the fastest way to buy troops is to use the Maximum button (the four up arrows at the |
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| this was. The Heroes II game turned out to be one of our most popular games ever.
| | bottom of the popup window) which will automatically calculate the maximum number of troops |
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| | available that you can currently afford. Click the Maximum button, then click the Recruit button |
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| Now we’ve shipped the Heroes III game. We’ve had a lot of fun designing and making this game,
| | (bottom center). Notice how there are now Pikemen in the garrison row of your town. |
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| and once again, everyone in the office is playing it. I’m confident the Heroes III game is going | | The other two towers will allow you to purchase Swordsmen and Archers. Use the Maximum |
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| to be a smashing success! We hope you have as much fun playing it as we’ve had making it!
| | button and recruit these troops as well. |
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| | Now that you've purchased troops, you will want to move them into your army. To do so, click |
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| Sincerely,
| | on the unit you wish to move, then click on an empty slot in the hero's army (bottom row). You |
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| Jon Van Caneghem
| | can also move troops together, or rearrange them within an army. For example, if you click on |
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| Creator and Designer
| | the newly purchased Pikemen, then on the Pikemen that Lord Haart already had, they will |
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| Heroes of Might and Magic I-III
| | combine their numbers into a single, larger stack. Now click on the newly purchased |
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| Might and Magic I-VII
| | Swordsmen, then on the Pikemen in your hero's army. Notice that since they were not the same |
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| King’s Bounty
| | troops, rather than combining, they switched places. Experiment with moving troops around, but |
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| Commander,
| | when you are done, make sure that all the troops are in Lord Haart's army, then exit the Town |
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| | Screen by clicking on the Exit button (bottom right). |
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| I hope this letter finds you well and has reached you before you
| | Just to the east of your Castle town is a Sawmill. Click once on the Sawmill's entrance, then |
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| set sail with Queen Catherine to Erathia. I regret these trying
| | again to start your hero moving. When you arrive, your hero will automatically claim the |
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| times. The duties forced upon me have made it impossible for me
| | Sawmill's production for your faction by placing a red flag (your faction's color) on the Sawmill, |
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| to see you off in person.
| | and you will receive a message telling you the Sawmill's production. As you will discover, |
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| | many objects in Heroes III may be flagged. |
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| First, let me congratulate you on your commission. I am glad
| | Also notice that while your hero moved toward the Sawmill, some of the dark shroud covering |
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| — no, thankful — Catherine has someone of your character
| | the map was revealed. Just to the southeast of the Sawmill is an Ore Pit. Wood and ore are the |
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| and abilities among her entourage. I do not hold such an
| | basic resources needed for building nearly any town structure, so these should be the first |
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| unqualified opinion of some who travel with you. I know you are
| | resources you seek out early in the game. Go claim the Ore Pit now. |
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| more at home on the battlefield than in the company of the
| | Excellent. You now have secured wood and ore for your faction. Now, just to the west is a |
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| royal court, but let me remind you, the strategies and tactics
| | treasure chest. Double click on it to move Lord Haart there, he will automatically pick it up |
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| employed there are every bit as complex and potentially
| | when he arrives. Sometimes you will find that treasure chests contain some sort of magical |
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| deadly, as any found in military conflict. No, I don’t have any
| | artifact. Most times, though, they will contain gold, and you will be given a choice of either |
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| real proof of any particular disloyalty or treachery — just
| | keeping the gold, or distributing it to the peasants in exchange for experience points. Choose the |
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| a feeling. | | experience this time, because it should be enough for your hero to gain a level! |
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| | Congratulations, Lord Haart now has enough experience to reach 2nd level. Two things happen |
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| It is unfortunate your first visit to Erathia could not be made
| | when a hero gains a level. First, he gains + 1 to one of his primary skills (Attack, Defense, |
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| in happier times — it is a land of beauty and stability. Or at
| | Power, or Knowledge). Second, he is offered two choices of Secondary Skill that you must |
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| least it has been, under Nicolas Gryphonheart’s rule. He was a
| | decide which you wish the hero to learn. The choices will either be a skill the hero does not |
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| great king and a dedicated ally. I will remember him best as a
| | have, or an improvement to a skill that he does have. Right-clicking on a skill will display its |
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| man of strength and fairness, both qualities have bred
| | description, so take a look at both, and pick whichever one you like. |
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| | Well, that was enough for one day, don't you agree? Located at the bottom of the button row |
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| 4
| | just below the World Map is a button with a picture of an hourglass. Click on that button to end |
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| | the current turn. Your opponent(s) will then take their turns, and a new day will begin. |
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| true in our dear Catherine. You know she has not ruled out the
| | Week 1, Day 2 |
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| possibility foul play was involved in his death. Do not be too quick
| | The first thing you'll want to do today is build up your town, so move your hero back to the |
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| to dismiss her thoughts as those of a grieving daughter. True, she
| | castle. Once inside, click on the Town Hall and build a Griffin Tower. Recruit the available |
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| is saddened but has not lost hold of her wisdom.
| | Griffins and add them to Lord Haart's army the same way you did for the other troops, then exit |
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| | the Town Screen. |
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| Hah! Listen to me and my gloominess! Just watch your back as
| | Once back out on the adventure map, you should probably do a little more exploring, so have |
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| a favor to a friend made cynical and suspicious by age. I’m sure | | your hero follow the road east past the Sawmill and Ore Pit. You will soon see a waterfall with a |
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| I’m just seeing things in the worst possible light. A
| | stone face next to it. This is a Fountain of Youth, so be sure to pay it a visit. The Fountain of |
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| vocational habit. Perhaps I have been at this job too long.
| | Youth is just one of many locations that will boost your army's luck or morale, or give you a |
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| | movement bonus for the rest of the day or week. These objects do not get flagged like mines, |
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| Farewell, friend. I look forward to your return, to a good cup
| | and may be used by anyone. Morale and luck effects typically last until your next battle, so |
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| of tea by the fire, and to the recounting of your journey’s tale. | | visiting one of these sites multiple times does nothing until the current effects wear off. |
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| May the seas be calm and the wind steady in your sails.
| | End your turn. |
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| Best Regards,
| | 4 |
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| Wilbur Humphrey, Regent of Enroth
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| | Week 1, Day 3 |
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| 5
| | You don't always have to march a hero into a town to view the town screen. Scroll the screen so |
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| | that you can see the Castle town – to scroll the screen, simply move the mouse cursor to the edge |
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| How to Use this Manual
| | of the screen and the map will scroll until you move the cursor away from the screen's edge then hold your mouse over the Castle (above the town's entrance). Notice how the cursor |
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| | changes into a small castle icon. Click once on the Castle town to select it and center it in your |
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| This manual is divided into three main sections. This section, the Introduction, contains the background
| | view, and click on it again to view the Town Screen. |
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| story, features information, installation instructions, and “getting started” hints. The second section,
| | Use the Town Hall to build a Blacksmith. Blacksmiths provide heroes with war machines. First |
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| Interface Reference, details the workings of the game’s various interfaces. The third section, World
| | Aid Tents heal the wounded during combat, Ammo Carts provide unlimited ammunition to your |
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| Reference, is full of descriptive and statistical information about the locations, creatures, heroes, and
| | ranged troops, and Ballistas will assist your army in attack and defense. The Castle town builds |
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| spells you will encounter as you play. The Appendices contain additional information about Internet
| | Ballistas. Since there is no hero in town, there is no need to buy a Ballista, so exit the town |
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| gaming services, Troubleshooting, 3DO Customer Support, The 3DO Company 90-Day Warranty, and
| | screen and we'll go back to our hero. |
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| an extensive index.
| | Just below the mini map you will see a portrait of your hero, Lord Haart. Click on the portrait to |
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| | select him as the active hero and center him in your display. Continue to follow the road to the |
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| If you are new to the world of Heroes of Might and Magic, fear not! The game is rich in detail, true,
| | east, you will eventually see a Griffin Tower that bears a striking resemblance to the one you just |
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| but it belongs to a series long applauded for ease of use. Furthermore, you can play the in-game tutorial
| | built in your Castle town, and it should – every week it has troops to recruit, just like the one in |
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| specifically designed to introduce you to the basic concepts of the Heroes III game gameplay. Refer to
| | your Castle town. Visit the Griffin Tower and purchase any Griffins that are available. They will |
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| the Interface Reference and World Reference for more detailed information as you play.
| | be automatically added to your army. |
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| | Notice how the Griffin Tower is now flagged with your color. Every creature generator that can |
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| If you are familiar with the Heroes II game, you may feel comfortable diving right into the game. In the
| | be built in a town can also be found as a stand-alone building. By flagging a creature generator, |
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| Interface Reference, discussion of each of the game’s major interfaces (for example, the Adventure Map)
| | you add a portion of its production to every similar generator you own in a town, increasing the |
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| begins with an overview. Read each overview, then the following sections for a more detailed explanation
| | number of those creatures that are available in those towns at the beginning of each week. |
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| about particular features. You will find the World Reference helpful as you encounter new spells, town
| | Having purchased the Griffins, head back to the road and follow it to the southeast through the |
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| features, and creatures.
| | mountain pass. The large skull-shaped rock up ahead is a Subterranean Gate. Enter it to see one |
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| | of the entirely new features of Heroes III – the underworld! |
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| Manual Conventions
| | This is the underworld, an entire subterranean level which behaves exactly like the surface level |
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| | above. In any scenario which contains two levels, you may switch between them using the |
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| This manual assumes you are using a standard keyboard and two-button mouse, and you are familiar with
| | Surface/Underworld View button on the right-hand side of the screen. It is the top-right button, |
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| their use. It will also assume you have a minimal understanding of the Microsoft Windows 95/98
| | located just below the mini map. Travel between the Surface and Underworld levels is typically |
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| operating systems. If you don’t understand any of the following terms, you may want to take a few
| | accomplished by Subterranean Gate, though you will undoubtedly discover other means of travel |
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| minutes and run through the tutorial materials that come with Windows 95/98:
| | as you play the game. |
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| | To the west of your current position is an artifact… the Greater Gnoll's Flail. It will provide you |
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| mouse pointer
| | with a combat bonus, so go pick it up. Don't worry that it's guarded, this should be an easy fight. |
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| left-click
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| double-click
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| pull-down menu
| | Combat Screen |
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| dialog box
| | This is the Combat Screen. Your hero and his army are lined up along the left side of the screen. |
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| | In any combat, this is the Attacker's side of the screen. Defenders line up along the right side of |
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| The manual will use the term “click” to replace “left-click.”
| | the screen. Combat is detailed more fully in the manual (pg. 40), but since this is a simple fight, |
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| | we'll just go over the basics. |
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| 6
| | Combat is handled in turns. The order in which creatures act is based on their speed. Since your |
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| | Griffins are the fastest unit on this battlefield, they get to act first, and to show this, they are |
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| Section II
| | highlighted by a yellow outline. |
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| | The shaded area around your Griffins indicates how far they can move in a single turn. Move the |
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| Interface Reference
| | mouse around the battlefield, and watch how the cursor changes. When the mouse is within the |
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| | shadow of the Griffins, it becomes a "fly" icon (or a "walk" icon for non-flying troops), showing |
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| Starting Play
| | that you can move here. Click as close to your enemy as the movement shadow allows. |
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| | If your Griffins (or any of your units) receive Good Morale, it means they may immediately |
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| Before you begin a Heroes III gaming session, you must choose what type of game you want to play.
| | attack again. If this is the case, move them closer to your enemy. The goal here is to close the |
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| The New Game Menu allows you to choose between single, campaign, and multiplayer scenarios. You
| | distance between your troops so that you may attack them. |
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| may also choose to resume a previously saved game or play the tutorial. | | Whenever units are adjacent to each other, they may attack. If you hold the mouse over the |
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| | border between hexes where you and your enemy stand (or where you will be standing at the end |
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| Launching Heroes of Might and Magic III
| | of your move), the enemy unit will be highlighted in blue, and the mouse cursor will become a |
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| | "sword" icon. The direction the sword points indicates the direction that you will attack from. |
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| Once the program is installed you may start the game by inserting the Heroes III game CD into your
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| CD-ROM drive and clicking the Play button on the following screen. When you do this, the company
| | 6 |
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| credit animations and introductory movie will play. You may bypass these by clicking the mouse button
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| at any time. You may also start the game by choosing the Heroes III game shortcut created in your Start
| | When it becomes your Archers' turn, don't move them. Instead, place the cursor over one of |
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| Menu.
| | your enemies and click. Units with missile weapons do not have to be adjacent to an enemy to |
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| | attack. In fact, you can not make a ranged attack if an enemy unit is standing next to you. |
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| Full Screen Vs. Windowed Display
| | Continue moving, attacking, and shooting until all the Gnolls are dead. You will have won your |
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| | first victory! |
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| During your gaming session, you may hit the F4 key to switch between full screen and windowed display
| | After each combat, you will be shown the Combat Results Window. This window breaks down |
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| modes. In full screen mode, the Heroes III game fills your entire video display at 800 x 600 pixel resolution. In this mode, you may press Alt-TAB to minimize the game screen and display the Windows
| | the losses to each side and any experience your hero has gained if you were victorious. Click the |
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| Desktop. To return to the game from the Desktop, select it from your Taskbar.
| | Check button to close this window. You will then be shown the Artifact you just won from the |
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| | Gnolls. It will be automatically added to your hero's inventory, and equipped on the hero if |
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| In windowed display mode, the game appears in a standard Desktop window. Since the game displays at
| | space permits (for more information on equipment, see pg. 31 in the manual). On the Artifact |
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| 800 x 600 resolution, it is recommended this mode only be used when running Windows at 1024 x 768
| | popup window, you may right-click on the picture of the artifact to view information about it. |
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| or higher resolution. In windowed display mode, you gain the following pull-down menu commands:
| | If your hero has gained enough experience to gain a level, you will then be shown the Gain a |
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| | Level window, which is identical to the one you saw when you received experience from the |
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| File
| | treasure chest on Day 1. |
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| Quit: Closes the program
| | So, with the full day that today has been, you should now end your turn. |
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| | Week 1, Day 4 |
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| Display
| | Let's go back a moment and take a look at your Castle town. Since you're underground, the |
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| Full Screen (F4): Switches the display to full screen mode
| | fastest way to get there is to use the town portrait button on the right side of the screen, the same |
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| | way you used the hero portrait button to select your hero. Single clicking on the town button |
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| Help
| | will center your view on the town. Double clicking will open the town screen. Do that now. |
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| On Line Manual: Starts the help system
| | All units in Heroes III may be upgraded, but to do so you will need to upgrade the buildings that |
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| About: Displays copyright information about the game
| | produce those units. Use the Town Hall to build a Guardhouse upgrade. Once the upgrade |
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| | builds, click on the Tavern building located next to the Town Hall. The Tavern is where you |
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| 7
| | recruit new heroes. At any given time there will be two heroes available to hire. In this case, |
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| | two Cleric heroes are available. Right-click and hold on a hero's portrait to display information |
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| Main Menu
| | about that hero. Look at both, and hire whichever one you want by clicking on the Recruit |
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| | button. The hero will appear in the 'Visiting Hero' row on the Town Screen. |
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| The Main Menu displays after the introductory
| | Click on the Cleric's portrait, then click on the box just above him. Notice how the hero and all |
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| animations play. To choose an option from the menu,
| | troops under his command move into the garrison row. Every town may have a garrison hero, |
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| move the mouse cursor over a button and click.
| | and if the town is attacked that hero will defend from within any fortifications that are present. |
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| | Also, by moving a hero into the garrison, you allow another hero to be hired or to enter the town. |
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| New Game Menu
| | Move your hero back out of the garrison by clicking on his portrait, then clicking on the box |
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| | directly below him. Again, the whole army will move to the 'Visiting Hero' row. |
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| The New Game Menu appears when you click the
| | Since you built an upgraded Guardhouse, it would be a good idea to upgrade your Cleric's |
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| New Game button on the Main Menu. From this
| | Pikemen. Double click on the Pikemen to bring up their info screen, then click on the Upgrade |
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| menu you can start a single, multiplayer, or
| | Unit button. You will be shown how much it will cost to upgrade your troops. Click Okay to |
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| campaign scenario from the beginning.
| | accept the upgrade, and all your Pikemen will be upgraded to Halberdiers. |
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| | Not forgetting about Lord Haart, exit the Town Screen, and notice that your Cleric's portrait has |
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| New Game: Choose this to start a game from the
| | been added to the portrait row on the right side of the screen. Just above the End Turn button is |
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| beginning. Clicking this button sends you to the New
| | the Next Hero button. Each time you click this button your view will change to the next hero |
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| Game Menu, where you can select between single
| |
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| player scenario, multiplayer, or campaign games.
| | 7 |
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| Single Scenario: Click this button to start a single
| | (with remaining movement points) in order of how they appear on the portrait window. Click |
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| scenario. Single scenarios are played on one map
| | until the view is on your Knight. |
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| against the computer and are completed by meeting
| | Move your Knight to the sign up ahead, and follow the instructions there. Once you have |
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| a set of mission conditions.
| | flagged all four mines, continue down the passage to the southwest as far as your hero can move. |
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| | If you try moving farther than your hero has movement points to reach in the current turn, the |
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| Load Game: While you are playing the Heroes III
| | movement arrows and destination X will be colored red instead of green. Red arrows show the |
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| game, you can save games in progress. Choose this
| | path that the hero will take, but indicate movement that will take place on the next or subsequent |
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| option to resume a previously saved game.
| | turns. Since you're out of movement for this turn, end the turn now. |
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| | Week 1, Day 5 |
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| Multiplayer: You may play the Heroes III game against
| | Notice how the movement path from the previous turn has stayed, but has now turned green to |
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| other human players across the Internet, other network
| | indicate movement that can be completed this turn. Among the buttons on the right sided of the |
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| connections, or on a single computer. Press this
| | screen is a Move Hero button. Click on this to have your Knight complete any movement left |
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| button to display the Multiplayer Game Type
| | over from last turn, then continue west and north and proceed through the Subterranean Gate. |
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| Selector. For more information about multiplayer
| | You have traveled clear under the ocean! But this isn't a vacation spot, this is the home of the |
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| games, see Multiplayer (pg. 59).
| | Demons and Devils of the infernos. It's a good thing that there is a road here – lava terrain |
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| | causes a movement penalty for any heroes or creatures that are not native to the infernos. Other |
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| High Score: When you complete a single scenario or
| | poor terrains you will encounter include rough, desert, swamp, and snow. |
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| campaign, you receive a score based on your
| | To the southwest is a War Machine Factory. It behaves just like the various Blacksmiths that can |
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| performance. Click this button to display a list of the
| | be found in towns, but with one exception – you can purchase all war machines. For now, go to |
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| top scores.
| | the War Machine Factory and purchase a Ballista. |
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| | You're doing well, but with another day at an end, it's time to end your turn. |
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| Campaign: Choose this button to display the selection
| | Week 1, Day 6 |
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| of campaign games. Campaign games are linked
| | Move your Knight along the road to the Star Axis structure. As you can see, a visit to the Star |
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| scenarios marking climactic events in longer stories.
| | Axis increases your Power skill by + 1. Just like objects that increase your luck or morale, there |
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| They are played against the computer.
| | are sites to visit that will increase your primary stats or teach you new skills as if your hero had |
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| | gained a level. These effects are permanent. As a general rule, any number of heroes may visit a |
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| Credits: Click this button to see the list of people
| | single site, but heroes my only gain the benefit of the site once. |
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| responsible for bringing you the Heroes III game.
| | Further down the road is an Inferno town. The presence of a citadel means that the town has at |
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| | least minimal fortifications, so it's a good thing you stopped at that War Machine Factory. Move |
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| Quit: Click this button to close the program and
| | toward the town, where you will be joined by several Archangels, then launch your attack on the |
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| return to Windows.
| | town by marching your hero up to the front entrance. Instead of a Horse icon, the mouse cursor |
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| | | will show that you are about to enter combat by turning into a Sword icon. |
| Tutorial: A special tutorial scenario has been created to
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| help you learn the game. To play it, click this button.
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| You will need to consult the online tutorial guide as
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| you play. | |
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| Back: Click this button to return to the Main Menu.
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Line 510: |
Line 523: |
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| Scenario Selector
| | Siege Combat Screen |
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| | The enemy units in this combat are significantly stronger, but should be no problem for you. |
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| Current Map
| | Since the enemy is inside their castle, you will need to knock down the walls with your catapult, |
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| Current Map Size
| | shoot over the walls with your archers or ballista, or fly over the walls with your archangels or |
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| Show Available Scenarios
| | griffins. Once your catapult breaches a wall, or when an enemy unit comes out of the castle gate, |
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| Size Filter Buttons
| | your foot soldiers can get involved in combat. |
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| Show/Hide Chat (Multiplayer Only)
| | Your hero can cast a spell once each round, until he has spent all of his spell points. To cast a |
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| Scenario Description
| | spell, click the Cast Spell button at the bottom of the screen. The Spell Book will open, allowing |
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| # of Total Players/
| | you to choose a spell, then choose a target. Some spells are beneficial and may be cast on your |
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| Human Players
| | own units, others are harmful and should be cast on the enemy. Right-click on any spell to view |
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| Loss Conditions
| | its description. |
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| Map Size
| | Fight the combat. Should you lose, simply load your Autosave, end your turn, and try again. |
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| Enemy/Ally Display
| | Wow, that was some combat, and Lord Haart may have gained enough experience for two levels. |
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| Victory Conditions
| | Choose what you want, then march into your newly acquired town. |
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| Difficulty Settings
| |
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| Show Advanced Options
| | 9 |
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| Before you can start a single player or multiplayer game, you must choose which scenario you want to
| | This is the Inferno Town Screen. Despite its different appearance, building and recruiting is |
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| play. This is done using the Scenario Selector. Here you may also set the game difficulty and choose
| | handled exactly the same. Click on the Town Hall (on the hill on the left side of the screen), and |
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| which forces you want to control in a single player game. In a multiplayer game, the host assigns players
| | build the Birthing Pools. The Birthing Pools are one of many Horde Structures that can be built |
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| to their forces (see Multiplayer, pg. 59).
| | in Heroes III. Each town type has one or two horde structures, which when built, increase the |
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| | weekly production of the creature generator they are built for. Similar to the horde structures are |
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| You may toggle the display of available scenarios by clicking the Show Available Scenarios button. You can
| | Resource Silos. Resource Silos are added to an existing marketplace, and produce additional |
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| move the list up and down using the scroll bar along the right side of the list. When you click on a scenario’s
| | resources for your kingdom the same way a mine does. |
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| name, it becomes highlighted and its scenario description and win/loss conditions are displayed. The
| | Switch to your Castle town by clicking on the town portrait button on the bottom-right of the |
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| difficulty settings control the strength of the computer opponent’s starting resources and artificial intelligence.
| | screen. This works in the same fashion as the town portrait buttons on the adventure screen. |
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| To start the highlighted scenario, click the Begin button. Click the Back button to return to the Main Menu.
| | Click on the Town Hall and buy a City Hall. Notice how the Town Hall Building has now been |
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| | upgraded to the City Hall. In Heroes II you needed to build a Castle to increase your town's |
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| Size of Map
| | income, but in Heroes III, town income is dependant upon its Hall. Upgrading the Town Hall to |
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| | a City Hall doubles your town's income. Later you can build the City Hall into a Capitol, which |
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| Maps may be small, medium, large, or extra large in size. Size refers to the tile dimension of the
| | will double your town's income again. |
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| Adventure Map a scenario is played on. While many factors affect length of play, this can be used as a
| | Exit the town screen and end your turn. |
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| rough gauge of how long it will take to complete a scenario, with larger maps taking more time. The Map
| | Week 1, Day 7 |
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| List Box’s display may be constrained to a list of maps of a certain size by using the Size Filter buttons
| | Starting out from your Inferno town, send your Knight northeast along the road until he reaches |
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| located directly above it.
| | the shipyard. Not all towns in Heroes III can build shipyards, so in many cases you will need to |
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| | seek out one on the adventure map. Shipyards are flaggable structures, allowing you to build |
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| Size Filter Button
| | boats without actually sending a hero there. Visit the shipyard (it will flag to your color), and |
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| | purchase a boat, then move your Knight onto the boat. Notice how the cursor changes to a boat |
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| Map Size Displayed
| | icon to indicate that you will be boarding the boat. Boarding (or leaving) a boat uses any |
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| | remaining movement points your hero may have for that day. |
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| S (small)
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| M (medium)
| | 10 |
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| L (large)
| |
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| XL (extra large)
| | Go back to the Inferno Town Screen, and use the Town Hall to build Brimstone Stormclouds. |
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| All of the Above
| | Every town has at least one special structure that it can build. These structures typically add |
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| | morale or luck to garrison heroes, or stats or skills to visiting heroes. Right-clicking on any |
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| |
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| Tile Dimension
| | building will display specific information about it and any bonuses it provides. |
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| | Having done that, end your turn. |
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| 36 x 36
| | Week 2, Day 1 |
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| 72 x 72
| | With the start of a new week, all creature dwellings in towns and on the adventure map |
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| 108 x 108
| | repopulate. Since Lord Haart is already on a boat, and it would take too long for him to come |
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| 144 x 144
| | back to the Inferno town for troops, you'll have to hire another hero to bring them to him. |
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| All of the Above
| | Go into the Inferno Town Screen, then use the Town Hall to build a Tavern. Enter the Tavern |
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| | and recruit a Heretic hero. When the hero appears on the town screen, recruit any Familiars that |
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| 9
| | are available and move them into the Heretic's army, then exit the town screen. |
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| | The Heretic should already be selected. Move him to the ship. The cursor will change to two |
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| |
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| Victory/Loss Conditions
| | arrows pointing opposite directions, indicating that heroes will trade. Details on the Trade Screen |
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| | can be found in the manual (pg. 32), but all you need to concern yourself now is moving the |
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| Usually, you can win a scenario by taking all enemy castles and defeating all enemy heroes. Some
| | Imps from the Heretic's army (on the left), into Lord Haart's army (on the right). Troops and |
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| scenarios have special victory conditions you can complete to win. You lose a scenario if you control no
| | items are moved the same way as in the town screen. Click on the Imps, then click on an empty |
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| towns when your last hero is defeated. Some scenarios have additional loss conditions.
| | spot in Lord Haart's army. When you're done, exit this screen. |
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| | Use the Next Hero button to select your Knight. Boat movement is treated exactly like land |
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| Special Victory Conditions
| | movement. The cursor will change when placed over any object you can visit at sea, and will |
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| | change to a Boat Anchor over any piece of land where your hero could leave the boat. Sail the |
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| Acquire a Specific Artifact
| | boat east to the grassy island, then land anywhere along the shore. |
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| You must find a specific artifact. Win by placing the
| | Since getting off the boat used the remainder of your Knight's movement, end the turn. |
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| |
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| artifact in one of your heroes’ backpacks.
| | Week 2, Day 2 |
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| |
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| | There is one more battle you must fight, and that is against an enemy hero! Just up ahead is |
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| |
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| Accumulate Creatures
| | Charna, a Death Knight of the Dark Necropolis cities. She's a little far from home and has a |
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| Your kingdom must acquire X number of creatures.
| | small army with her, but you should be able to defeat her with little effort. Conduct combat, then |
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| | continue here. |
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| |
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| Accumulate Resources
| | Having dealt with Charna, you can now visit what she was guarding – an Obelisk. Whenever |
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| Your kingdom must acquire X amount of a specific resource.
| | you visit an Obelisk you will be taken to the Puzzle Screen. Pieces of the puzzle will be revealed |
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| | each time you visit a new obelisk. The area shown in the puzzle shows you the location of the |
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| Upgrade a Specific Town
| | Grail, an item that you should always seek out any time you play, as it will give you a significant |
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| |
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| The hall and castle of a given town must be upgraded to a
| | advantage against your enemies. Since there is only one obelisk on this map, the entire puzzle |
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| |
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| specified level.
| | has been revealed. Do you recognize the location marked by the X on the map? You should, it's |
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| | right near your starting Castle town! Exit the puzzle screen and go take a look. |
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| |
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| Build a Grail Building
| |
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| You must find the Grail and build a grail building in one of
| | 11 |
| | |
| your towns.
| |
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| Defeat a Specific Hero
| | Select your Cleric hero and move him so that he is standing between the two large tree stumps |
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| |
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| You must defeat a specified hero.
| | southeast of the Castle town. This is the location where you will dig to see if the Grail is actually |
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| | here (sometimes the map indicating the location of the Grail is not entirely accurate – some of |
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| |
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| Capture a Specific Town
| | the land's features may have changed in the years since the Grail was hidden and its map was |
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| |
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| You must occupy a specified town.
| | made). Since digging for the Grail is a full day's work, your hero will have to spend the night |
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| |
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| | here and dig in the morning. |
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| |
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| Defeat a Specific Creature
| | End the turn. |
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| |
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| You must defeat a specified wandering monster.
| | Week 2, Day 3 |
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| |
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| | Select your Cleric hero. Press the D key to dig for the Grail. |
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| Flag All Creature Generators
| | Congratulations! You'll want to take this back to town, but since you spent the whole day |
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| |
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| You must control all the creature generators on the map.
| | digging, you'll need to spend the night here again. |
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| |
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| | End the turn. |
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| |
|
| Flag All Mines
| | Week 2, Day 4 |
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| |
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| You must control all the mines on the map.
| | Select your Cleric hero, and move him back to your Castle town. Click on the City Hall – you |
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| |
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| | will be asked if you wish this town to be the permanent home of the Grail. Say yes. There is |
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| |
|
| Transport a Specific Artifact
| | only one Grail in any game, which means that only one city will gain the benefit of the Grail |
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| |
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| You must acquire a specific artifact and transport it to a
| | during any game. Additionally, a Grail Structure is a permanent feature, so don't lose the town |
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| |
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| specified town.
| | to your enemies or they will gain the benefits of ownership for themselves! |
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| |
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| | By building the Colossus, you have won the game. When you exit the town screen you will be |
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| |
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| Special Loss Conditions
| | shown your score, but for now, right-click on the Colossus to view its benefits. As you can see, |
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| |
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| | successfully finding the Grail and bringing it to one of your cities is worth all the time and effort! |
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| |
|
| Lose a Specific Hero
| | Not only does it greatly boost your income and creature growth, but each town gets a unique |
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| |
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| You lose if the specified hero is defeated.
| | bonus, just for being known as the "Home of the Grail." |
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| |
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| | Congratulations! You have completed the Heroes of Might and Magic III Tutorial. You may |
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| |
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| Lose a Specific Town
| | wish to read more of the game manual, or you may wish to just jump right in and play either a |
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| |
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| You lose if the specified town is occupied by an enemy.
| | single scenario or begin the campaign for the Restoration of Erathia. Good luck! |
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| Time Limit
| | Copyright 1999, The 3DO Company. All Rights Reserved. Heroes of |
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| You lose if you have not won the scenario within the
| | Might and Magic, New World Computing, 3DO, and their respective |
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| specified number of days.
| | logos are trademarks, and/or service marks of The 3DO Company in the |
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| | U.S. and other Countries. All other trademarks belong to their respective |
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| 10
| | owners. New World Computing is a division of The 3DO Company. |
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| Chatting
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| If you are participating in a multiplayer game, you can turn on and off the display of network chat by
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| pressing the Show/Hide Chat button. When Chat is on, chat messages are shown in the Scenario
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| Description box. You can send a chat message by typing it in the box directly below this button.
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| Handicap
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| Player Flag Button
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| Legal Player
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| Player Name
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| Starting Bonus
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| Starting Town
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| Starting Hero
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| Player Turn Duration
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| Advanced Options
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| To display the Advanced Options, click the Show Advanced Options button. This will display the
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| available options for each opponent in the currently selected scenario. For each game, the scenario’s
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| designer defines each opponent as playable by a human or the computer (CPU). Slots displaying
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| “Human or CPU” may be played by either. Any available human slot has a Player Flag button
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| adjacent to the associated slot, on the far left of the window. In a multiplayer game, the host assigns
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| players to each available slot by repeatedly clicking the Player Flag button, cycling through the available
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| players. At the start of the scenario, any player not assigned to a slot is dropped from the game. All
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| unassigned slots will be played by the computer.
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| Often, you can choose an opponent’s starting town type, starting hero, and/or starting bonus. If you can,
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| arrows appear on the sides of the town, hero, and starting bonus pictures. If you can set the starting town
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| type, which town you choose will affect what heroes and starting bonuses are available. Click on the
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| Handicap button to cycle through player handicap settings. Handicap will affect a player’s starting
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| resources.
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| You may also set the Player Turn Duration limit by moving the slider at the bottom of the Advanced
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| Options display. This controls how long human player turns can last (when not in combat).
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| 11
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| Campaign Games
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| Campaign games are scenarios linked together by a story line told from either a good, neutral, or evil
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| perspective. To start a campaign, click the Campaign button on the Main Menu and then select from
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| the available campaigns displayed on the following screen. When you complete all of the initially displayed
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| campaigns, new campaign choices appear. After you choose a campaign, the Campaign Scenario Startup
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| Screen displays.
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| Campaign Scenario Startup Screen
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| Campaign Information
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| Invasion Map
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| Scenario Information
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| Legal Territory
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| Starting Bonus
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| Options
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| At various points in campaign storylines, you may choose which conflict you want to involve yourself in.
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| If this is the case, more than one territory on the invasion map will be highlighted. Click on a highlighted
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| area to choose a scenario. Information about the chosen scenario will be displayed in the Scenario
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| Information box.
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| In most scenarios, you will be able to select starting bonus options. Once you are satisfied with your
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| scenario and bonus selections, click the Begin button to start the campaign scenario. In order to advance
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| the story of the campaign, you must win the scenario. If you lose, you can replay the scenario.
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| Adventure Map
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| Each Heroes III game scenario takes place in a part of Erathia. The relevant portion of the land is
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| represented on the Adventure Map. At the beginning of each scenario, you can only see the areas of the
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| land within view of your towns and heroes; the rest is shrouded from you. As you send your heroes
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| exploring, the map is revealed along their path of travel. Subterranean gates act as passages to the
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| subterranean level. This underground territory is displayed on its own map, which is also revealed as your
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| heroes travel.
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| As you explore the map, you will discover treasures, wandering creatures, valuable resources, and a wide
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| variety of permanent locations. While there are a multitude of different types of permanent locations,
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| among those you encounter will be mines, which can provide you with steady streams of resources;
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| abandoned ruins to explore; and creature dwellings where you may recruit troops for your heroes’ armies.
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| You will also encounter heroes and towns belonging to opponents - either human or computer. More
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| often than not, your scenario mission objectives will require you to make war with other heroes. Combat
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| between your heroes and other heroes, wandering monsters, and town garrisons takes place on the
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| Combat Screen (see Combat, pg. 40). When you conquer enemy towns, they become part of your
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| territorial holdings, adding their many benefits to your cause (see Towns, pg. 49).
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| This section describes the Adventure Map screen interface for campaign and single-player games. For
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| explanations of the particular interface differences encountered in multiplayer games see Multiplayer
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| (pg. 59).
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| Game Play
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| On each Erathian day, players can move their forces and manage their territories in turns. This does not
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| happen simultaneously—rather, each player, starting with you (the human player) takes a turn, and then
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| passes on play to the next player. Once all players have had their turn, the current day ends and a new
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| day begins.
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| At the beginning of each day, mines and cities you control add to your resources. Resources represent
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| gold and raw materials you may spend to improve your towns, recruit troops, and perform other actions.
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| Town buildings producing creatures do so on the first day of the week (see Towns, pg. 49). The current
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| date appears at the lower right corner of the Adventure Map screen.
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| 13
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| Adventure Map View
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| Adventure Map
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| Resource Mine
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| Town
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| World Map
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| Obelisk
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| Treasure
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| Hero Selector Buttons
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| Hero
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| Control Buttons
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| Town Selector Buttons
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| Subterranean Gate
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| Status Window
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| Shroud
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| Date
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| Rollover Bar
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| Resource Bar
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| Ship
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| Wandering Monsters
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| Loose Resource
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| The Adventure Map
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| You may scroll the Adventure Map in the direction you want by moving the cursor to the screen’s edges
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| and corners (diagonal scrolling). The red box displayed in the World Map indicates what portion of the
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| map is shown in the Adventure Map display. Clicking in the World Map centers this box at the cursor.
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| You may also drag the box around the World Map.
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| Identifying text appears in the Rollover Bar as you move the cursor over map features. You may
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| right-click on anything appearing on the Adventure Map to display further information.
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| Heroes
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| You may have up to eight heroes on the Adventure Map at any given time; if you have more than eight
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| heroes in the field, any extras must be commanding town garrisons (see Towns, pg. 49). Heroes on the
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| Adventure Map carry their player’s flag color.
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| Heroes travel with their armies, made up of creatures arranged in groups called troops. Each troop can
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| hold one or more creatures, but all the creatures in the troop must be of the same creature type. A hero’s
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| army must have at least one troop and can include up to seven. In battle, a hero leads the battle by
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| commanding their army rather than fighting directly.
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| 14
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| Selecting a Hero
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| The Hero Selector buttons on the right side of the Adventure Screen are used to select your
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| individual heroes. Clicking a hero’s button selects the hero and centers the Adventure Map display on
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| that hero. If you have more than five heroes, you may need to click the scroll buttons to display a hero’s
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| selector button. Double-clicking on a Hero Selector button brings up a hero’s Hero Screen (see
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| Heroes and the Hero Screen, pg. 23).
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| On the left side of each Hero Selector button is a green bar which shrinks as the hero’s movement
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| allowance is used up. The blue bar on the right side of each button measures what percentage of the hero’s
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| spell points he or she has left. Spell points are spent when a hero casts spells. For more information, see
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| Magic System (pg. 55).
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| Moving Your Hero
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| When you click on the Adventure Map at a location the currently selected hero can move to, a line of
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| arrows, indicating the path the hero must follow, is drawn from the hero to that location now marked by
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| an X. If the location is within the hero’s movement limit for the current day, then the arrows and X
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| appear in green. If the hero cannot reach the location in one move, brown arrows indicate the length that
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| must be traveled in the next or subsequent turns. You may change the destination by clicking a
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| different spot on the map.
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| Click the X to move the currently selected hero along the path. You may also click on the Move Hero
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| control button to move the currently selected hero down the path. If you want to halt a moving hero in
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| mid-movement, click on the Adventure Map. The current path will remain, but the hero will stop
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| moving. You may resume the hero’s movement or select a new destination.
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| Movement Allowance
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| How far a given hero can move is determined by the speed of the slowest creature in their army. Creature
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| speed statistics are listed in the Town and Creature Reference (pg. 81). Distances on the Adventure Map
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| are measured in tiles.
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| Movement Allowance Table
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| Slowest Creature Speed
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| Super Slow - Extra Slow
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| Slow
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| Swift - Extra Swift
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| Very Swift
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| Ultra Swift - Super Swift
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| Quick - Super Fast
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| Movement Allowance
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| 15 tiles
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| 16 tiles
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| 17 tiles
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| 18 tiles
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| 19 tiles
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| 20 tiles
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| 15
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| Terrain and Roads
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| Some terrain is difficult to travel across and reduces the distance a hero can move. Roads increase this
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| distance. A hero with the Pathfinding secondary skill (see Secondary Skills, pg. 35) is able to reduce the
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| effects of difficult terrain. This chart explains the effects of terrain on movement:
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| Terrain Movement Costs
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| Larger numbers mean slower travel.
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| Terrain Type
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| Dirt
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| Grass
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| Lava
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| Subterranean
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| Cobblestone Road
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| Dirt Road
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| Gravel Road
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| Rough
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| Sand
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| Snow
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| Swamp
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| Normal
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| 100%
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| 100%
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| 100%
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| 100%
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| 50%
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| 75%
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| 65%
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| 125%
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| 150%
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| 150%
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| 175%
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| Basic Pathfinding
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| 100%
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| 100%
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| 100%
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| 100%
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| 50%
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| 75%
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| 65%
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| 100%
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| 125%
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| 125%
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| 150%
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| Advanced Pathfinding
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| 100%
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| 100%
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| 100%
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| 100%
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| 50%
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| 75%
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| 65%
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| 100%
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| 100%
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| 100%
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| 125%
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| Expert Pathfinding
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| 100%
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| 100%
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| 100%
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| 100%
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| 50%
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| 75%
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| 65%
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| 100%
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| 100%
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| 100%
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| 100%
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| Example: A hero with Pikemen (Extra Slow) would have a starting movement allowance of 15 tiles.
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| However, over the difficult terrain of snow, this hero would only move 10 tiles. With Basic Pathfinding,
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| the movement allowance of this hero would increase to 12 tiles over snow, and with Advanced
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| Pathfinding, 15 tiles over snow.
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| Boats
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| Heroes need boats to move on water. Boats may be: built in Castle, Necropolis, and Fortress towns
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| located on shores, with shipyards; summoned using the Summon Boat spell; built at Adventure Map
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| shipyards; or found elsewhere on the Adventure Map—perhaps abandoned by another hero.
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| Boarding or disembarking from a boat takes the remainder of a hero’s movement allowance for the
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| current day. To put a hero on a boat, click on an unoccupied boat. To disembark a hero, move the boat
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| carrying that hero to a valid shore location, indicated by the anchor icon. Boat movement is made at a
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| hero’s full movement allowance. A boat can only carry one hero and their army at a time.
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| The Subterranean Level
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| Some maps contain a subterranean level. Heroes may enter subterranean gates to pass between the
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| surface and the underground. Pressing the Elevation Toggle control button switches the Adventure
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| Map’s view between the two levels.
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| 16
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| Adventure Locations
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| Towns
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| Towns provide many benefits to the player in control of them. The
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| town hall for each town you control adds a quantity of gold to
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| your daily resource pool. At your towns, your heroes may
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| recruit troops, replenish their spell points, and learn new spells.
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| For more information, see Towns (pg. 49) and the Town and
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| Creature Reference section (pg. 81).
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| Your Towns
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| You may select any of your towns by clicking its Town Selector button. When a town is selected, it is
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| centered in the Adventure Map and its Town Selector button is highlighted. Clicking on a town or its
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| highlighted Town Selector button a second time displays the town’s Town Screen (see Towns, pg. 49).
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| Your heroes may visit towns you control. To direct a hero to do this, move your hero to a town’s front
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| gate and the cursor will change to a rearing horse. Click, and the hero will enter the town, and the town’s
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| Town Screen will be displayed. If the town has a Mage Guild, the hero will learn any new spells
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| available that he is able to learn, and his spell points will be replenished after staying for one day (see
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| Magic System, pg. 55). Only one hero at a time may visit a given town.
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| Enemy and Neutral Towns
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| Towns controlled by other players appear on the Adventure Map with that player’s flag colors and are
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| identified in the same color on the World Map. Neutral towns, those not controlled by any player, appear
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| gray on the World Map. Right-clicking on these towns will display limited information on that town.
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| When you move the cursor over the front gates of enemy and neutral towns, the sword icon appears
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| indicating they will be defended by any garrison forces present (see Towns, pg. 49). When you defeat a
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| town’s defenses, the town flies your flag color and becomes part of your territory. You can immediately
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| make use of the town and draw from its benefits. If no defenders are present, you may simply take the
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| town by having a hero enter it.
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| Resource Mines and Loose Resources
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| When you build structures in your towns or recruit creatures, you use resources—gold, wood, ore,
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| crystal, gems, mercury, and sulfur. Many other game situations also use them. While there are many ways
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| to collect resources, the main means of acquiring them is to control resource mines and find loose
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| resources. When a hero visits a mine, it becomes flagged with the hero’s color and begins
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| producing resources for the hero’s player, adding to the player’s resource pool on a daily basis. Loose
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| resources are “picked up” by the hero who visits them. They disappear from the map and are
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| immediately added to the controlling player’s resource pool.
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| 17
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| Treasure Chests and Artifacts
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| Heroes may also pick up treasure chests and artifacts. Artifacts are items, usually magical, that provide
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| their owner with special powers and abilities. When a hero visits an artifact, it disappears from the map
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| and is added to their inventory (see Heroes, pg. 23). Treasure chests are surprise boxes containing gold,
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| minor artifacts, or experience.
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| Other Structures
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| There are many different types of Adventure Map structures you will encounter. Some of these will
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| convey special benefits to the heroes who visit them. Some will be places to explore, full of danger and/or
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| hidden rewards. Others will provide resources, useful information, or artifacts. While you will need to
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| discover the individual qualities of many of these buildings, some of the buildings you are most likely to
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| encounter are listed here.
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| Border Guards and Gates: Border Guard Towers occasionally appear at borders. In order to pass by a Guard
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| Tower, you will need to visit a local Keymaster’s Tent of the same color.
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| Creature Dwellings: Some structures are the living places of creatures you may recruit to your cause. Their
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| dwellings may be found on the Adventure Map. Before the creatures serve your cause, you may need to
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| prove your worthiness by facing them in combat. Once you succeed, the dwelling will fly your flag,
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| associated towns may receive a creature bonus, and you can recruit troops there. The supply of available
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| recruits will be replenished once a week.
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| Obelisks: On some maps, the Grail is hidden. Clues to its location can be found at obelisks.
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| Wandering Creatures: You may find your hero’s way blocked by wandering creatures allied to no particular
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| player. In order to pass by them, you will need to deal with them. Usually, this means defeating them in
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| combat. Sometimes the creatures will be favorable to
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| your cause and will offer to join you, or they may do so
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| because they are awed by your power. Others, realizing
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| they have no chance of defeating you, may flee.
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| Right-clicking on a wandering creature graphic will tell
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| you the type of creatures camped at the spot and a
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| rough estimate of their numbers.
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| Wandering monster troops are randomly assigned a
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| hostility value from one to ten. Monsters with
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| higher hostility values are more likely to attack. A
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| wandering monster troop will be more likely to avoid
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| combat with hero armies stronger than they or composed of the same creature types. Heroes with the
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| Diplomacy secondary skill will be attacked less often.
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| Wandering Creature Population Labels
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| Label
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| Few
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| Several
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| Pack
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| Lots
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| Horde
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| Throng
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| Swarm
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| Zounds
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| Legion
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| Population
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| 1-4
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| 5-9
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| 10-19
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| 20-49
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| 50-99
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| 100-249
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| 250-499
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| 500-999
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| 1000+
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| 18
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| Adventure Map Cursors
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| Movement Cursors
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| Clicking on the map where these icons appear will draw a movement path from the current hero to the
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| desired location.
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| The current hero can move to this spot in the number of turns indicated in the lower right. (If no
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| number appears on a movement cursors, the hero can move to the target spot during the current turn.)
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| Appears when the cursor moves over an adventure location, like a building or mine, the current hero can
| |
| | |
| visit.
| |
| | |
| | |
| If the current hero is on land, and this cursor appears over a boat, then the hero may enter the boat.
| |
| | |
| | |
| Appears over a water location a hero on a boat may visit.
| |
| | |
| | |
| Indicates a shore location where a hero may land a boat and disembark.
| |
| | |
| | |
| Indicates wandering monsters, enemy towns, enemy garrisons, and enemy heroes a hero may attack.
| |
| | |
| | |
| Appears over heroes the current hero may trade with. When the hero is reached, the Hero Trading screen
| |
| | |
| is displayed (see Hero Trading, pg. 32)
| |
| | |
| | |
| Appears when you cast the Dimension Door spell. To teleport the casting hero to the new location, click
| |
| | |
| the destination in the Adventure Map Window.
| |
| | |
| | |
| Selection Cursors
| |
| | |
| These icons are used to select the current town or hero.
| |
| | |
| | |
| Appears over the current hero or over any of your heroes when a town is selected. Clicking selects the
| |
| | |
| current hero, or displays the Hero Screen if the hero is already selected.
| |
| | |
| | |
| Appears over your towns. Clicking selects the current town or, if the town is already selected, displays the
| |
| | |
| Town Screen.
| |
| | |
| | |
| Appears when you cast the Scuttle Boat spell. Click on the boat you wish to cast the spell on.
| |
| | |
| | |
| 19
| |
| | |
| | |
| Control Buttons
| |
| | |
| | |
| Kingdom Overview
| |
| | |
| Elevation Toggle
| |
| | |
| Quest Log
| |
| | |
| Sleep/Wake Hero
| |
| | |
| Move Hero
| |
| | |
| Adventure Options
| |
| | |
| Cast Spell
| |
| | |
| System Options
| |
| | |
| Next Hero
| |
| | |
| End Turn
| |
| | |
| | |
| Kingdom Overview: This button displays the Kingdom Overview (see Kingdom Overview, pg. 57).
| |
| | |
| | |
| Elevation Toggle: This button toggles the Adventure Map display between the surface and subterranean
| |
| | |
| levels.
| |
| | |
| | |
| Quest Log: Click this button to display the Quest Log.
| |
| | |
| | |
| Sleep/Wake Hero: This button puts the current hero in sleep mode. A sleeping hero is passed over
| |
| | |
| during the Next Hero selection. Wake heroes by selecting them (on the Adventure Map or with their
| |
| | |
| Hero Selector button) and clicking this button.
| |
| | |
| | |
| Move Hero: If the current hero has a movement path laid, pressing this button will move them along
| |
| | |
| their path to the extent of their movement allowance.
| |
| | |
| | |
| Cast Spell: If the current hero has a spell book, this button will display their spell book so they can cast
| |
| | |
| Adventure Spells (see Magic System, pg. 55).
| |
| | |
| | |
| Adventure Options: Click this button to display the Adventure Options (pg. 21). You may click the
| |
| | |
| ✔ button to close this display.
| |
| | |
| | |
| System Options: Click this button to display the System Options menu. You can close the menu by
| |
| | |
| clicking the Return To Game button.
| |
| | |
| | |
| Next Hero: Clicking this button will select the next awake hero with any movement points down the list.
| |
| | |
| | |
| End Turn: Click this button to end your turn and allow your opponents to take theirs.
| |
| | |
| | |
| 21
| |
| | |
| | |
| Video Subtitles: Toggles subtitles for videos on and off.
| |
| | |
| Town Building Outlines: When the cursor moves over buildings in the Town Screen, buildings you
| |
| | |
| can click on may be outlined. These buttons turn on and off the outline display.
| |
| | |
| Spellbook Animation: Turns on and off the page turn animations in the spell book display.
| |
| | |
| | |
| Disk Options
| |
| | |
| Load Game: This button displays the Load Game menu. Loading a new game will end the current game.
| |
| | |
| Save Game: This button displays the Save Game menu to save your current game.
| |
| | |
| Restart Scenario: Click this button to start the current scenario from the beginning.
| |
| | |
| Main Menu: Click this button to return to the Main Menu. This will end the current game.
| |
| | |
| Quit to Desktop: Click this button to close Heroes III and return to Windows.
| |
| | |
| Return to Game: Click this button to close the System Options menu and return to play.
| |
| | |
| | |
| Sound Options
| |
| | |
| Music Volume: This control sets the game’s music playback volume. Clicking the volume controls to the
| |
| | |
| left reduces the volume, clicking to the right increases it.
| |
| | |
| Effects Volume: This control allows you to set the game’s sound effect playback volume.
| |
| | |
| | |
| Informational Displays
| |
| | |
| The Resource Bar
| |
| | |
| The Resource Bar shows how much of each of the game’s resources you currently have.
| |
| | |
| | |
| Rollover Bar
| |
| | |
| A Rollover Bar is at the bottom of most game menus and interface displays. As you move the cursor over
| |
| | |
| the screen, displayed text identifies what the cursor is currently over.
| |
| | |
| | |
| Right-Click Information
| |
| | |
| You may right-click on most game or interface items to display further information about the item. These
| |
| | |
| displays remain in view as long as you hold down the right mouse button.
| |
| | |
| | |
| Status Window Information
| |
| | |
| Information about the currently selected hero, town, or resource, as well as number of towns and allies,
| |
| | |
| appears in the box at the lower right corner. You may click on this box to toggle between the various
| |
| | |
| displays available.
| |
| | |
| | |
| 22
| |
| | |
| | |
| Heroes and the
| |
| | |
| Hero Screen
| |
| | |
| Actions in the Heroes III game are performed by heroes. Heroes explore the land, sea, and underground.
| |
| | |
| They gather treasures, resources, and other artifacts. They secure towns and Adventure Map structures,
| |
| | |
| adding them to your territory. Heroes travel with troops recruited at towns and other locations. With these
| |
| | |
| armies they can engage in battles against your enemies or lead the defense of your towns. As heroes
| |
| | |
| explore and battle, they gain experience points. When they have enough experience points, they go up a
| |
| | |
| level. At each level, heroes gain new skills and increase their abilities at skills they already possess.
| |
| | |
| In most scenarios, you start with at least one hero under your command. You can gather more heroes to
| |
| | |
| your cause by recruiting them in your town taverns. Heroes may be stationed in your town garrisons or
| |
| | |
| may roam the lands of Erathia. Garrisoned heroes lead troops stationed in a town’s garrison if the town
| |
| | |
| is attacked by an enemy hero. You can have one garrisoned hero per town and up to eight roaming heroes
| |
| | |
| at any one time.
| |
| | |
| | |
| Hero Types
| |
| | |
| There are sixteen different types of heroes—two for each
| |
| | |
| of the eight town types. One type specializes in the use
| |
| | |
| of magic, the other is more battle-oriented. Heroes of all
| |
| | |
| types may be recruited in any town.
| |
| | |
| | |
| 23
| |
| | |
| | |
| Castle Heroes
| |
| | |
| Knight: Knights are brave and noble warriors dedicated to good and righteousness. While they can learn
| |
| | |
| magic skills, they are by far more dedicated to the pursuit of martial knowledge.
| |
| | |
| Cleric: Clerics are members of the fighting forces of their holy orders. They pursue a range of knowledge,
| |
| | |
| both martial and mystical.
| |
| | |
| | |
| Dungeon Heroes
| |
| | |
| Overlord: Overlords build dungeon lairs to protect their gains acquired through conquest. Ruling
| |
| | |
| through intimidation, they tend to be warriors who know the value of magic. They often wear armor
| |
| | |
| designed to enhance the ferocity of their appearance.
| |
| | |
| Warlock: Warlocks learn magic for the power it gives them to achieve dark and selfish goals. More than
| |
| | |
| any other hero, they focus on the pursuit of magical knowledge over other values. Warlocks often flaunt
| |
| | |
| their power, using magic to alter their features.
| |
| | |
| | |
| Fortress Heroes
| |
| | |
| Beastmaster: Through physical force and intimidation, Beastmasters build their realms by subjugating
| |
| | |
| those dwelling nearby,. As a consequence, they are little interested in the pursuit of mystical knowledge.
| |
| | |
| Beastmasters often costume themselves in the likeness of vicious swamp creatures.
| |
| | |
| Witch: Witches are adept at the use of magic powered by rare ingredients gathered from swamplands.
| |
| | |
| Learning this knowledge takes a focus that allows for little advancement of military knowledge.
| |
| | |
| | |
| Inferno Heroes
| |
| | |
| Demoniac: Demoniacs are people (often ex-Heretics) who have been completely possessed by one or
| |
| | |
| more demons. Though they have a natural predisposition to gaining magical power, Demoniacs also
| |
| | |
| acquire balancing military skills as well.
| |
| | |
| Heretic: Heretics aim to harness demonic forces to their bidding. While they tend to train themselves
| |
| | |
| with warrior skills, they must also know enough magic to control their infernal allies. Heretics can often
| |
| | |
| be recognized by the number of protective wards and markings they wear to ward off demonic attacks.
| |
| | |
| | |
| 24
| |
| | |
| | |
| Necropolis Heroes
| |
| | |
| Death Knight: Death Knights are knights resurrected as liches. While they maintain their former
| |
| | |
| martial learnings, their new forms open them more freely to the learning of magic.
| |
| | |
| Necromancer: Necromancers are magic users seduced by the easy power of death magic. The price of
| |
| | |
| their art is its practice slowly drains life from its wielders—eventually transforming them into liches.
| |
| | |
| | |
| Rampart Heroes
| |
| | |
| Ranger: Rangers are warriors born of the woods, skilled at hunting and tracking. Their dedication to
| |
| | |
| the protection of the wilderness leads them to pursue a wide range of knowledge, concentrating on
| |
| | |
| martial and outdoor skills.
| |
| | |
| Druid: Druids are mystics who draw their power from a harmonic relationship with the land. While they
| |
| | |
| pursue their mystical knowledge, their outdoor living causes them to acquire a balance of physical skills.
| |
| | |
| | |
| Stronghold Heroes
| |
| | |
| Barbarian: Barbarians are little concerned with anything outside the pursuit of military might.
| |
| | |
| Consequently, they advance most quickly in attack based skills and slowly in all others. Barbarians wield
| |
| | |
| massive weapons and wear little armor.
| |
| | |
| Battle Mage: Battle Mages are Barbarians with limited spellcasting abilities. While they advance their
| |
| | |
| ability at magic, they also study the arts of war. Battle Mages often wear trophies, gathered from slain
| |
| | |
| foes, from which they derive additional power.
| |
| | |
| | |
| Tower Heroes
| |
| | |
| Alchemist: Alchemists are skilled in physical and chemical magic, particularly so in the building and
| |
| | |
| animation of golems. Working their craft builds muscular strength, which makes Alchemists ready
| |
| | |
| learners of military skills as well. Their armor is composed of rare metal alloys created through their skill
| |
| | |
| in alchemy.
| |
| | |
| Wizard: Wizards are dedicated pursuers of mystical and magical knowledge. While they may lend little
| |
| | |
| to the direct military aspect of a battle, they are likely to turn the tide in their favor with use of mighty
| |
| | |
| arcane forces. Wizards seldom wear any armor, relying on their control of magic to protect them.
| |
| | |
| | |
| 25
| |
| | |
| | |
| The Hero Screen
| |
| | |
| Hero Portrait
| |
| | |
| | |
| Hero Name, Level, Class
| |
| | |
| | |
| Morale
| |
| | |
| | |
| Luck
| |
| | |
| | |
| Primary Skills
| |
| | |
| Paper Doll
| |
| | |
| | |
| Specialty
| |
| | |
| Experience
| |
| | |
| | |
| Hero Selector
| |
| | |
| | |
| View Spell Book
| |
| | |
| Backpack
| |
| | |
| Spell Points
| |
| | |
| | |
| Dismiss Hero
| |
| | |
| | |
| Secondary Skills
| |
| | |
| | |
| View Quest Log
| |
| | |
| | |
| Hero’s Army
| |
| | |
| | |
| Army Formation Selector
| |
| | |
| | |
| Exit
| |
| | |
| Split Army
| |
| | |
| | |
| Information about each hero you control can be viewed on their individual Hero Screen. The Hero
| |
| | |
| Screen can be displayed from the Adventure Map screen by double-clicking on a hero’s Hero Selector
| |
| | |
| button or by double-clicking on the hero directly on the map. The Hero Screen is also used to
| |
| | |
| organize the hero’s items and armies.
| |
| | |
| | |
| 26
| |
| | |
| | |
| Morale
| |
| | |
| | |
| Luck
| |
| | |
| | |
| This icon represents the basic morale rating of the
| |
| | |
| hero’s army. In combat, low morale can cause
| |
| | |
| creatures to freeze. High morale can allow them
| |
| | |
| extra attacks (see Combat, pg 40). Click on the
| |
| | |
| icon to display a list of morale-affecting factors.
| |
| | |
| | |
| This icon represents the current basic luck rating
| |
| | |
| of the hero’s army. Good luck increases a
| |
| | |
| creature’s chance to do maximum damage (see
| |
| | |
| Combat, pg. 40). Click on the icon to display a
| |
| | |
| list of factors modifying the army’s luck.
| |
| | |
| | |
| High Morale
| |
| | |
| | |
| Excellent Luck
| |
| | |
| | |
| Normal Morale
| |
| | |
| | |
| Good Luck
| |
| | |
| | |
| Low Morale
| |
| | |
| | |
| Positive Luck
| |
| | |
| | |
| Neutral Luck
| |
| | |
| | |
| Specialty
| |
| | |
| Each hero has a special ability. Click on this icon to display information about it.
| |
| | |
| | |
| Experience
| |
| | |
| Displays the hero’s current experience points. Click the icon to display the hero’s current level and the
| |
| | |
| experience points needed to reach the next level (see Skills, pg. 33).
| |
| | |
| | |
| Spell Points
| |
| | |
| This displays the hero’s current and maximum spell points. (For example, “15/20” means that the hero
| |
| | |
| currently has 15 spell points out of a maximum of 20). Click the icon for a more verbose display (see
| |
| | |
| Magic System, pg. 55).
| |
| | |
| | |
| Primary Skills
| |
| | |
| These icons display your hero’s four primary skills—Attack, Defense, Power, and Knowledge (see Skills pg. 33).
| |
| | |
| | |
| Secondary Skills
| |
| | |
| Each hero can have up to eight different secondary skills. Icons representing these skills are displayed in
| |
| | |
| these slots. Each skill can be performed at a basic, advanced, or expert level (see Skills, pg. 33). Click on
| |
| | |
| each icon to display information about the skill.
| |
| | |
| | |
| 27
| |
| | |
| | |
| Hero’s Army
| |
| | |
| These seven slots display the troop stacks in the hero’s army. Each troop stack portrait has a number
| |
| | |
| indicating how many creatures are in each slot. The slot a troop stack occupies affects where the troop
| |
| | |
| appears on the battlefield (see Combat, pg. 40). There are several things you can do with this display to
| |
| | |
| manage your hero’s army.
| |
| | |
| | |
| Displaying Creature Information
| |
| | |
| Clicking on a highlighted troop stack displays its creature information as follows.
| |
| | |
| Portrait: This is a picture of the creature as it will appear on the battlefield. The number in the
| |
| | |
| lower right corner is the number of creatures in the troop. Above the portrait is the creature’s name.
| |
| | |
| Attack: This is the creature’s attack rating. The number in parenthesis represents the rating as affected
| |
| | |
| by the hero’s Attack skill and other factors.
| |
| | |
| Defense: This is the creature’s defense rating. In parenthesis is its rating as affected by modifying factors.
| |
| | |
| Shots: Creatures with ranged attacks have a limited number of shots. This displays how many are left.
| |
| | |
| If there is no number here, then the creature has no ranged attack.
| |
| | |
| Damage: This shows the range of damage the creature does when it attacks.
| |
| | |
| Health: This shows the creature’s maximum health points.
| |
| | |
| Health Left: This shows how many health points the top creature in the troop has left.
| |
| | |
| Speed: This is the creature’s speed rating.
| |
| | |
| Morale: This shows the creature’s current, individual morale rating.
| |
| | |
| Luck: This is the creature’s current, individual luck rating.
| |
| | |
| Affecting Spells: Spells currently cast on the creature are shown here.
| |
| | |
| | |
| Name
| |
| | |
| | |
| Portrait
| |
| | |
| Luck
| |
| | |
| | |
| Number of Creatures
| |
| | |
| Morale
| |
| | |
| | |
| Affecting Spells
| |
| | |
| Dismiss Army
| |
| | |
| | |
| Close
| |
| | |
| | |
| 28
| |
| | |
| | |
| Dismissing a Troop
| |
| | |
| If you wish to remove a troop from the hero’s army, display the troop’s Creature Information window and
| |
| | |
| then click the Dismiss Troop button. All heroes in the field must have at least one troop, so you
| |
| | |
| cannot dismiss a hero’s last troop.
| |
| | |
| | |
| Upgrading a Troop
| |
| | |
| Each creature is available in a basic and upgraded version. If a hero visits a town capable of generating a
| |
| | |
| creature’s upgraded version, you may upgrade any basic level creatures by pressing the Upgrade Troop
| |
| | |
| button.
| |
| | |
| | |
| Combining Two Troops of Like Creatures
| |
| | |
| If you have two troops containing identical creatures, you can combine them into one troop. Do this by
| |
| | |
| highlighting one troop, then clicking on the second one. The creatures in the first troop will be absorbed
| |
| | |
| into the second.
| |
| | |
| | |
| Splitting Troops
| |
| | |
| You can take a troop with two or more creatures in it, and split it into two troops. To do this, highlight
| |
| | |
| the troop, click the Split Troop button, and then click on an empty troop slot or troop of like creatures.
| |
| | |
| The Split Troop control will appear.
| |
| | |
| To split the current troop, move the slider control to the right. As you do so, creatures will be transferred
| |
| | |
| from the originating troop. Click ✔ when you are satisfied, or click the Cancel button to cancel the
| |
| | |
| operation.
| |
| | |
| Originating Troop
| |
| | |
| | |
| New Troop
| |
| | |
| | |
| Slider
| |
| | |
| | |
| Split
| |
| | |
| | |
| Cancel
| |
| | |
| | |
| Move a Troop to an Empty Troop Slot
| |
| | |
| To move a troop from its current troop slot to an empty one, click on the troop to highlight it, and then
| |
| | |
| click on the slot you want to move it to.
| |
| | |
| | |
| 29
| |
| | |
| | |
| Switch the Positions of Two Troops
| |
| | |
| To have two different troops trade their troop slot
| |
| | |
| positions, click on one of the troops to highlight it, and
| |
| | |
| then click on the second troop.
| |
| | |
| Loose Formation
| |
| | |
| | |
| Tight Formation
| |
| | |
| | |
| Tactics Formation
| |
| | |
| | |
| Army Formation Selector
| |
| | |
| You may choose how a hero’s troops are arrayed on the battlefield using the Army Formation Selection
| |
| | |
| buttons. Choosing Loose Formation will cause the troops to be arrayed in a loose line, while choosing
| |
| | |
| Tight Formation will array them in a tight line. If a hero has the Tactics secondary skill, the Tactics
| |
| | |
| Formation button turns on and off the Tactics formation option. When Tactics formation is on, the
| |
| | |
| hero’s armies can be moved about the battlefield prior to the beginning of a battle (see Combat, pg. 40).
| |
| | |
| | |
| Dismiss Hero
| |
| | |
| Click this button if you wish to dismiss the displayed hero. If you do this, the hero will leave your
| |
| | |
| service. He or she may later appear for hire in one of your town taverns, or may end up in the service of
| |
| | |
| one of your enemies.
| |
| | |
| | |
| View Quest Log
| |
| | |
| Click on this icon to display the Quest Log. The text displayed lists quests your heroes have
| |
| | |
| accepted. The quest log scrolls up/down using a scroll bar.
| |
| | |
| | |
| 30
| |
| | |
| | |
| View Spell Book
| |
| | |
| Click on this icon to display the spell book (see Magic System, pg. 55).
| |
| | |
| | |
| Hero Inventory
| |
| | |
| As heroes collect artifact items and war machines, they appear in their inventory. To display information
| |
| | |
| about an inventory item, right-click on its icon.
| |
| | |
| In order to gain the benefits of these items, the hero must equip them. Many items must be worn or held
| |
| | |
| by the hero. In order to equip a worn item, drag its icon from the hero’s backpack to the appropriate slot
| |
| | |
| on the hero’s body diagram. Note this means a hero can only wear one helmet, one set of boots, etc. at a
| |
| | |
| time. Some items are not worn but must still be equipped. Up to four of these may be equipped at one
| |
| | |
| time by placing them in the miscellaneous equipment slots. Sixty-four non-equipped items may be carried
| |
| | |
| by a hero in their backpack. Click the scroll arrows to scroll the backpack contents display.
| |
| | |
| There are four equipment slots reserved for any war machines the hero may be carrying. Only the
| |
| | |
| Catapult, Ballista, Ammo Cart, and First Aid tent may be placed in these slots. A hero may only carry
| |
| | |
| one of each war machine type at any one time.
| |
| | |
| Helmet
| |
| | |
| | |
| Necklace
| |
| | |
| | |
| Ballista
| |
| | |
| Ammo Cart
| |
| | |
| | |
| First Aid Tent
| |
| | |
| | |
| Right Hand (Offensive)
| |
| | |
| | |
| Catapult
| |
| | |
| | |
| Right Hand Ring
| |
| | |
| | |
| Left Hand Ring
| |
| | |
| | |
| Torso
| |
| | |
| | |
| Left Hand (Defensive)
| |
| | |
| | |
| Miscellaneous
| |
| | |
| | |
| Cape
| |
| | |
| | |
| Feet
| |
| | |
| | |
| Spell Book
| |
| | |
| | |
| Backpack
| |
| | |
| | |
| 31
| |
| | |
| | |
| Hero Trading
| |
| | |
| When two, allied heroes meet on the Adventure Map, they may trade inventory items and troops. To
| |
| | |
| initiate a trading session between two of your heroes, make one of them the current hero and then click
| |
| | |
| on the second hero to move them together. When you do this, the Hero Trade Screen appears.
| |
| | |
| The Hero Trade Screen displays each hero’s basic statistics, their troop slots, and their inventories. You
| |
| | |
| may perform the following actions on the Hero Screen:
| |
| | |
| Hero One
| |
| | |
| | |
| Primary Skills
| |
| | |
| | |
| Quest Log
| |
| | |
| | |
| Hero Two
| |
| | |
| | |
| Secondary Skills
| |
| | |
| Hero Two’s Army
| |
| | |
| | |
| Hero One’s Army
| |
| | |
| Split Stack
| |
| | |
| Hero One’s Inventory
| |
| | |
| Hero Two’s
| |
| | |
| Inventory
| |
| | |
| | |
| Spell Book
| |
| | |
| | |
| Exit
| |
| | |
| | |
| Adjust Inventory Items and Trade Them Between the Heroes
| |
| | |
| You can adjust the placement of inventory items for allied heroes, or trade items between them. To move
| |
| | |
| an item, drag it to an empty backpack or hero equipment slot. Inventory items may only be placed in
| |
| | |
| hero backpacks or in their appropriate equipment slots as described in Hero Inventory, above.
| |
| | |
| | |
| Adjust Troops and Trade Them Between the Heroes
| |
| | |
| You may move, split, combine, swap, and dismiss troops as described in Hero Army, above. These actions
| |
| | |
| may also be performed between the two heroes’ troop slots. Since each hero must always have at least one
| |
| | |
| troop, you will not be allowed to trade away or dismiss a hero’s last troop.
| |
| | |
| Note: Trades between different players with allied heroes is “one-way.” You may give, but not take.
| |
| | |
| | |
| 32
| |
| | |
| | |
| Display Information about a Hero
| |
| | |
| You may click on the icons representing the heroes’ skills, experience and specialty to display
| |
| | |
| information about them. Click on a hero’s portrait to display the hero’s Hero Screen. To display a hero’s
| |
| | |
| Quest Log, click on their View Quest Log button.
| |
| | |
| | |
| Level Advancement
| |
| | |
| When a hero wins a battle, he or she gains experience points. Experience points may also be gained at
| |
| | |
| various Adventure Map locations or by picking up treasure chests. When treasure chests contain gold,
| |
| | |
| you are offered the choice of keeping the gold or giving it to the local peasants. If you give up the gold,
| |
| | |
| the hero gains experience points.
| |
| | |
| Once a hero gains a certain amount of experience points, he or she goes up a level. At each level, the
| |
| | |
| hero advances one primary skill and one secondary skill.
| |
| | |
| | |
| Skill Advancement
| |
| | |
| Each time a hero reaches a new level, one of their primary skills is advanced by one point. Each hero may
| |
| | |
| also gain expertise in up to eight secondary skills. When a hero gains a level, the Skill Advancement
| |
| | |
| Screen appears. You will be offered two secondary skill advancements to choose from. Making the choice
| |
| | |
| will either advance the hero’s expertise in a secondary skill he or she already knows, or give the hero an
| |
| | |
| entirely new skill at a basic level of expertise. Right-click on a skill icon to display information about the
| |
| | |
| skill. Click on an icon to choose the skill advancement for your hero.
| |
| | |
| | |
| Skills
| |
| | |
| Primary Skills
| |
| | |
| All heroes attain ability in the four primary skills—Attack, Defense, Power, and Knowledge. Martially
| |
| | |
| oriented heroes, like Knights and Rangers, will have their Attack and Defense skills advance more
| |
| | |
| rapidly. Heroes studying magic, like Wizards and Necromancers, will more often gain Power and
| |
| | |
| Knowledge. The Primary Skill Advancement by Class table displays the chance a particular primary skill
| |
| | |
| will advance when a hero reaches a new level. After a hero reaches level 9, their advancement
| |
| | |
| generally becomes more balanced.
| |
| | |
| Attack
| |
| | |
| | |
| A hero’s Attack skill number is added to each of their creature’s attack rating,
| |
| | |
| increasing the amount of damage they do in combat.
| |
| | |
| | |
| Defense
| |
| | |
| | |
| A hero’s Defense skill is added to each of their army creature’s defense rating, which
| |
| | |
| decreases the amount of damage they take from enemy attacks.
| |
| | |
| | |
| Power
| |
| | |
| | |
| When a hero casts a spell, their Power skill number determines how powerfully a spell
| |
| | |
| is cast. While this effect will vary from spell to spell, the Power skill number most
| |
| | |
| often determines how long a spell’s effect lasts or how much damage it does.
| |
| | |
| | |
| Knowledge
| |
| | |
| | |
| Each point of Knowledge a hero possesses adds ten points to their maximum spell
| |
| | |
| point total. Spell points are spent when spells are cast (see Magic System, pg. 55).
| |
| | |
| | |
| 33
| |
| | |
| | |
| Primary Skill Advancement by Class
| |
| | |
| Hero Class and Level
| |
| | |
| Alchemist 2-9
| |
| | |
| Alchemist 10+
| |
| | |
| Barbarian 2-9
| |
| | |
| Barbarian 10+
| |
| | |
| Battle Mage 2-9
| |
| | |
| Battle Mage 10+
| |
| | |
| Beastmaster 2-9
| |
| | |
| Beastmaster 10+
| |
| | |
| Cleric 2-9
| |
| | |
| Cleric 10+
| |
| | |
| Death Knight 2-9
| |
| | |
| Death Knight 10+
| |
| | |
| Demoniac 2-9
| |
| | |
| Demoniac 10+
| |
| | |
| Druid 2-9
| |
| | |
| Druid 10+
| |
| | |
| Heretic 2-9
| |
| | |
| Heretic 10+
| |
| | |
| Knight 2-9
| |
| | |
| Knight 10+
| |
| | |
| Necromancer 2-9
| |
| | |
| Necromancer 10+
| |
| | |
| Overlord 2-9
| |
| | |
| Overlord 10+
| |
| | |
| Ranger 2-9
| |
| | |
| Ranger 10+
| |
| | |
| Warlock 2-9
| |
| | |
| Warlock 10+
| |
| | |
| Witch 2-9
| |
| | |
| Witch 10+
| |
| | |
| Wizard 2-9
| |
| | |
| Wizard 10+
| |
| | |
| | |
| 34
| |
| | |
| | |
| Attack
| |
| | |
| 30%
| |
| | |
| 30%
| |
| | |
| 55%
| |
| | |
| 30%
| |
| | |
| 30%
| |
| | |
| 25%
| |
| | |
| 30%
| |
| | |
| 30%
| |
| | |
| 20%
| |
| | |
| 20%
| |
| | |
| 30%
| |
| | |
| 25%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 15%
| |
| | |
| 25%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 5%
| |
| | |
| 20%
| |
| | |
| 10%
| |
| | |
| 30%
| |
| | |
| | |
| Defense
| |
| | |
| 30%
| |
| | |
| 30%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 20%
| |
| | |
| 25%
| |
| | |
| 50%
| |
| | |
| 30%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 25%
| |
| | |
| 25%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 20%
| |
| | |
| 20%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 45%
| |
| | |
| 30%
| |
| | |
| 15%
| |
| | |
| 25%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 45%
| |
| | |
| 30%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| | |
| Power
| |
| | |
| 20%
| |
| | |
| 20%
| |
| | |
| 5%
| |
| | |
| 20%
| |
| | |
| 25%
| |
| | |
| 25%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 30%
| |
| | |
| 30%
| |
| | |
| 20%
| |
| | |
| 25%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 35%
| |
| | |
| 25%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 50%
| |
| | |
| 30%
| |
| | |
| 40%
| |
| | |
| 30%
| |
| | |
| 40%
| |
| | |
| 20%
| |
| | |
| | |
| Knowledge
| |
| | |
| 20%
| |
| | |
| 20%
| |
| | |
| 5%
| |
| | |
| 20%
| |
| | |
| 25%
| |
| | |
| 25%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 25%
| |
| | |
| 25%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 35%
| |
| | |
| 30%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 35%
| |
| | |
| 25%
| |
| | |
| 15%
| |
| | |
| 20%
| |
| | |
| 10%
| |
| | |
| 20%
| |
| | |
| 30%
| |
| | |
| 30%
| |
| | |
| 40%
| |
| | |
| 30%
| |
| | |
| 40%
| |
| | |
| 30%
| |
| | |
| | |
| Secondary Skills
| |
| | |
| There are twenty-eight different secondary skills in the game. Each may be held at a basic, advanced, or
| |
| | |
| expert level of ability. Each hero can learn up to eight different secondary skills.
| |
| | |
| | |
| Secondary Skill Descriptions
| |
| | |
| Air Magic
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the effectiveness of Air Magic spells cast by the hero.
| |
| | |
| Air Magic spells are cast at the basic level (see Spell Reference, pg. 64).
| |
| | |
| Air Magic spells are cast at the advanced level.
| |
| | |
| Air Magic spells are cast at the expert level.
| |
| | |
| | |
| Archery
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the damage done by ranged attackers in the hero’s army.
| |
| | |
| Ranged attack damage is increased by 10%.
| |
| | |
| Ranged attack damage is increased by 25%.
| |
| | |
| Ranged attack damage is increased by 50%.
| |
| | |
| | |
| Armorer
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Reduces the amount of damage received by the hero’s troops in combat.
| |
| | |
| Damage inflicted on troops is reduced by 5%.
| |
| | |
| Damage inflicted on troops is reduced by 10%.
| |
| | |
| Damage inflicted on troops is reduced by 15%.
| |
| | |
| | |
| Artillery
| |
| | |
| | |
| Description
| |
| | |
| | |
| Gives the hero manual control over their ballista, increases its number of
| |
| | |
| shots per round to two, and increases the ballista’s chance for dealing double damage.
| |
| | |
| Ballista shots have a 50% chance of dealing double damage.
| |
| | |
| Ballista shots have a 75% chance of dealing double damage.
| |
| | |
| Ballista shots deal double damage.
| |
| | |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Ballistics
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Gives the hero manual control over the Catapult and increases its number of
| |
| | |
| shots, accuracy, and damage.
| |
| | |
| A Catapult lobs one shot with a 60% chance to hit the intended target wall.
| |
| | |
| Chances to inflict maximum damage are 50%. Until all siege walls are destroyed,
| |
| | |
| chances to hit arrow towers or the drawbridge is less than 60%.
| |
| | |
| Same as basic, except the Catapult can lob two shots.
| |
| | |
| A Catapult can lob two shots for maximum damage, each with a 75% chance to
| |
| | |
| hit the intended target wall. Until all siege walls are destroyed, chances to hit
| |
| | |
| arrow towers or the drawbridge is less than 75%.
| |
| | |
| | |
| 35
| |
| | |
| | |
| Diplomacy
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Eagle Eye
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Gives the hero a chance to learn spells cast by enemy spellcasters in battles.
| |
| | |
| The hero has a 40% chance to learn spells of second level or below.
| |
| | |
| The hero has a 50% chance to learn spells of third level or below.
| |
| | |
| The hero has a 60% chance to learn spells of fourth level or below.
| |
| | |
| | |
| Earth Magic
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the effectiveness of Earth Magic spells cast by the hero.
| |
| | |
| Earth Magic spells are cast at the basic level (see Spell Reference, pg. 68).
| |
| | |
| Earth Magic spells are cast at the advanced level.
| |
| | |
| Earth Magic spells are cast at the expert level.
| |
| | |
| | |
| Estates
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| The hero produces gold for their player’s resource pool.
| |
| | |
| 125 gold per day is generated.
| |
| | |
| 250 gold per day is generated.
| |
| | |
| 500 gold per day is generated.
| |
| | |
| | |
| Fire Magic
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the effectiveness of Fire Magic spells cast by the hero.
| |
| | |
| Fire Magic spells are cast at the basic level (see Spell Reference, pg. 72).
| |
| | |
| Fire Magic spells are cast at the advanced level.
| |
| | |
| Fire Magic spells are cast at the expert level.
| |
| | |
| | |
| First Aid
| |
| | |
| | |
| Description
| |
| | |
| | |
| Increases the effectiveness of the First Aid Tent war machine and gives the
| |
| | |
| player manual control over what troop the First Aid Tent targets. The
| |
| | |
| First Aid Tent regenerates damage done to the first creature in a target troop.
| |
| | |
| Regenerates up to 50 health points of the top creature in a troop.
| |
| | |
| Regenerates up to 75 health points of the top creature in a troop.
| |
| | |
| Regenerates up to 100 health points of the top creature in a troop.
| |
| | |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| 36
| |
| | |
| | |
| Increases the chance wandering creatures will offer to join the hero’s
| |
| | |
| army and lowers the cost of surrendering to another hero.
| |
| | |
| 25% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 20%.
| |
| | |
| 50% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 40%.
| |
| | |
| All creatures normally fleeing from your army offer to join. Cost of
| |
| | |
| surrendering is reduced by 60%.
| |
| | |
| | |
| Intelligence
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Adds a bonus to the hero’s maximum spell points.
| |
| | |
| Maximum spell points is increased by 25%.
| |
| | |
| Maximum spell points is increased by 50%.
| |
| | |
| Maximum spell points is doubled.
| |
| | |
| | |
| Leadership
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| The hero’s troops gain a morale rating bonus. Necromancers and
| |
| | |
| Death Knights cannot learn this skill.
| |
| | |
| Morale is increased by one.
| |
| | |
| Morale is increased by two.
| |
| | |
| Morale is increased by three.
| |
| | |
| | |
| Learning
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the amount of experience the hero gains from combat.
| |
| | |
| Earned experience is increased by 5%.
| |
| | |
| Earned experience is increased by 10%.
| |
| | |
| Earned experience is increased by 15%.
| |
| | |
| | |
| Logistics
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Hero’s land movement range is increased.
| |
| | |
| Range is increased by 10%.
| |
| | |
| Range is increased by 20%.
| |
| | |
| Range is increased by 30%.
| |
| | |
| | |
| Luck
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| The hero’s troops gain a bonus to their luck rating.
| |
| | |
| Luck is increased by one.
| |
| | |
| Luck is increased by two.
| |
| | |
| Luck is increased by three.
| |
| | |
| | |
| Mysticism
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the number of spell points the hero regenerates each day.
| |
| | |
| Spell point regeneration is increased to two points per day.
| |
| | |
| Spell point regeneration is increased to three points per day.
| |
| | |
| Spell point regeneration is increased to four points per day.
| |
| | |
| | |
| Navigation
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the hero’s movement range over water in boats.
| |
| | |
| Water range is increased by 50%.
| |
| | |
| Water range is increased by 100%.
| |
| | |
| Water range is increased by 150%.
| |
| | |
| | |
| 37
| |
| | |
| | |
| Necromancy
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Offense
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Pathfinding
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Resistance
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Scholar
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Scouting
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Sorcery
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| 38
| |
| | |
| | |
| When the hero wins in battle, a portion of the opposition killed is resurrected
| |
| | |
| as skeletons and added to the hero’s army.
| |
| | |
| 10% of enemy creatures killed are resurrected.
| |
| | |
| 20% of enemy creatures killed are resurrected.
| |
| | |
| 30% of enemy creatures killed are resurrected.
| |
| | |
| | |
| Increases the amount of hand-to-hand damage the hero’s troops inflict in
| |
| | |
| combat.
| |
| | |
| Inflicted damage is increased by 10%.
| |
| | |
| Inflicted damage is increased by 20%.
| |
| | |
| Inflicted damage is increased by 30%.
| |
| | |
| | |
| Reduces the movement penalty suffered by the hero when moving over
| |
| | |
| rough terrain.
| |
| | |
| See Terrain Movement Costs, pg. 16.
| |
| | |
| | |
| Creates a chance enemy spells cast on the hero’s troops will fail and have
| |
| | |
| no effect.
| |
| | |
| 5% chance of spell failure.
| |
| | |
| 10% chance of spell failure.
| |
| | |
| 20% chance of spell failure.
| |
| | |
| | |
| Allows the hero to exchange spells with other heroes during trading sessions. Spell
| |
| | |
| exchange occurs automatically when the Hero Trade Screen appears. The hero
| |
| | |
| learns spells he or she doesn’t know and teaches spells unknown to the hero traded with.
| |
| | |
| Teach and learn spells second level and below.
| |
| | |
| Teach and learn spells of third level and below.
| |
| | |
| Teach and learn spells of fourth level and below.
| |
| | |
| Increases the hero’s view radius, which expands the area of the Adventure
| |
| | |
| Map revealed as the hero travels into unknown territory.
| |
| | |
| Hero’s view radius is increased by one square.
| |
| | |
| Hero’s view radius is increased by two squares.
| |
| | |
| Hero’s view radius is increased by three squares.
| |
| | |
| | |
| Increases the damaging effect of spells cast by the hero. Effect varies
| |
| | |
| depending on the spell cast.
| |
| | |
| Effectiveness of cast spells is increased by 5%.
| |
| | |
| Effectiveness of cast spells is increased by 10%.
| |
| | |
| Effectiveness of cast spells is increased by 15%.
| |
| | |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Enables you to arrange the hero’s troops on the battlefield prior to the
| |
| | |
| start of combat.
| |
| | |
| See Combat (pg. 42).
| |
| | |
| See Combat (pg. 42).
| |
| | |
| See Combat (pg. 42).
| |
| | |
| | |
| Water Magic
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Increases the effectiveness of Water Magic spells cast by the hero.
| |
| | |
| Water Magic spells are cast at the basic level (see Spell Reference, pg. 76).
| |
| | |
| Water Magic spells are cast at the advanced level.
| |
| | |
| Water Magic spells are cast at the expert level.
| |
| | |
| | |
| Wisdom
| |
| | |
| | |
| Description
| |
| | |
| Basic
| |
| | |
| Advanced
| |
| | |
| Expert
| |
| | |
| | |
| Allows the hero to learn spells beyond the second level.
| |
| | |
| The hero can learn third level spells and below.
| |
| | |
| The hero can learn fourth level spells and below.
| |
| | |
| The hero can learn all spells.
| |
| | |
| | |
| Tactics
| |
| | |
| | |
| Description
| |
| | |
| | |
| 39
| |
| | |
| | |
| Combat
| |
| | |
| Whenever you come into direct conflict with an enemy hero, wandering creature, enemy town, or
| |
| | |
| creatures guarding a structure on the Adventure Map, the ensuing battle is resolved on the Combat
| |
| | |
| Screen. The Combat Screen displays a detailed map of the battlefield.
| |
| | |
| The terrain you fight on depends on where the conflict takes place on the Adventure Map. If you fight
| |
| | |
| the enemy at a fortified town, you fight in siege combat. Ship-to-ship combat occurs when one boat
| |
| | |
| attacks another. If a battle takes place on open terrain or at an unfortified town, it is fought in field
| |
| | |
| combat. In field combat, the attacking forces are arrayed on the left side of the screen, while the
| |
| | |
| defenders appear on the right side. In siege combat, the attackers are on the left, while the defenders are
| |
| | |
| arrayed on the right, behind protective walls. In the case of ship-to-ship combat, both sides are
| |
| | |
| protected by their ship’s gunwales.
| |
| | |
| Combat takes place between creatures. If a hero is present on either side, he or she does not directly
| |
| | |
| engage in attack or defense. Heroes lead the battle and may cast combat spells (see Magic System,
| |
| | |
| pg. 55) if they are able. Individual creatures are part of troops which may contain more than one
| |
| | |
| member, but are represented on the battlefield as a single unit. Each side may have as many as seven
| |
| | |
| troops. Each troop can only contain creatures of the same type. If a hero is equipped with war machines,
| |
| | |
| these appear on their side of the battlefield.
| |
| | |
| Combat sequence is broken into rounds. Each troop or war machine can perform one action per round.
| |
| | |
| All combat units take turns completing their actions. Which unit goes first is determined by the unit’s
| |
| | |
| speed rating, with faster units going before slower ones. If there are two creatures of equal speed, the
| |
| | |
| attacker will go first. Actions can consist of moving, engaging in hand-to-hand or ranged attacks,
| |
| | |
| casting spells, using special abilities, waiting or defending.
| |
| | |
| Combat ends when one side retreats, surrenders, or is completely eliminated. Heroes who win the battle
| |
| | |
| receive experience points, and collect the artifacts of defeated enemy heroes. If a player’s hero defeats the
| |
| | |
| forces guarding a town, the town becomes part of that player’s territory.
| |
| | |
| | |
| 40
| |
| | |
| | |
| Combat Screen
| |
| | |
| | |
| Obstacle
| |
| | |
| Defensive Side
| |
| | |
| | |
| Offensive Side
| |
| | |
| Hero
| |
| | |
| | |
| Ammo
| |
| | |
| Cart
| |
| | |
| Ballista
| |
| | |
| | |
| First Aid
| |
| | |
| Tent
| |
| | |
| | |
| Message Scroll
| |
| | |
| Arrows
| |
| | |
| | |
| Troop Stack
| |
| | |
| | |
| Combat Options Surrender
| |
| | |
| | |
| Retreat
| |
| | |
| | |
| Auto Combat
| |
| | |
| | |
| Message Window
| |
| | |
| | |
| Cast Spell
| |
| | |
| | |
| Wait
| |
| | |
| | |
| Defend
| |
| | |
| | |
| Conducting Combat
| |
| | |
| Arraying Your Forces
| |
| | |
| On each hero’s Hero Screen are Formation buttons used to set the manner in which their forces are
| |
| | |
| initially placed on the battlefield (see Hero Screen, pg. 23). The formation options available are loose
| |
| | |
| and tight.
| |
| | |
| Distances on the battlefield are measured in hexes. The easiest way to understand this is to turn on the
| |
| | |
| grid overlay. To do this, click on the Combat Options button to display the Combat Options Menu,
| |
| | |
| then click the View Hex Grid button. Close the menu by clicking the Return to Game button. Now
| |
| | |
| the battlefield should be overlaid with a pattern of hexagons.
| |
| | |
| In loose and tight formations, a given hero’s forces will appear on his battlefield side’s back hex row. Where a
| |
| | |
| given troop will appear depends on which Troop Slot they occupy on the hero’s Hero Screen.
| |
| | |
| | |
| 41
| |
| | |
| | |
| Tactics Formation
| |
| | |
| If you have heroes with the Tactics secondary skill, you can click the Tactics Formation button on their Hero
| |
| | |
| Screen. Then, if they do battle with forces lead by a Hero with no Tactics skill, or have the skill at a lesser
| |
| | |
| level, or if they meet a force not lead by a hero, you have the opportunity to arrange your hero’s forces on the
| |
| | |
| battlefield prior to the beginning of combat. During this special tactics phase, you may move the highlighted
| |
| | |
| troop where you please, according to the following table. Click the Next Creature button to highlight a
| |
| | |
| different creature. Click the Start Combat button to start the battle when you are done.
| |
| | |
| | |
| Tactics Formation Table
| |
| | |
| Tactics Advantage
| |
| | |
| | |
| Placement Allowed
| |
| | |
| | |
| Three degrees higher
| |
| | |
| Two degrees higher than enemy
| |
| | |
| One degree higher than enemy
| |
| | |
| Equal or lesser skill level
| |
| | |
| | |
| Within the first seven hex columns
| |
| | |
| Within the first five hex columns
| |
| | |
| Within the first three hex columns
| |
| | |
| Troops are placed according to selected loose or tight formation
| |
| | |
| | |
| Troop Actions
| |
| | |
| Once combat begins, each troop can perform one action per combat round. Each troop takes its turn
| |
| | |
| according to its speed rating. When a troop’s turn arrives, it becomes highlighted. Troops can perform
| |
| | |
| the following actions:
| |
| | |
| | |
| Moving
| |
| | |
| The highlighted troop can move to a new hex. How far the troop can travel depends on its speed rating.
| |
| | |
| Flying creatures move in a straight line to their destination and can surmount obstacles, including walls.
| |
| | |
| Ground walking creatures must move around objects they encounter. To move a troop, click on a
| |
| | |
| battlefield location within its movement range.
| |
| | |
| | |
| Make a Hand-to-Hand Attack
| |
| | |
| All creatures can approach enemy troops and attack them to inflict damage. Damage reduces creature
| |
| | |
| health points, killing them if their health points are reduced to zero. To perform a hand-to-hand attack,
| |
| | |
| click on the enemy troop within the highlighted creature’s movement range. Your creature will approach
| |
| | |
| the enemy and strike it. Creatures possessing ranged attack capabilities will only perform hand-to-hand
| |
| | |
| attacks on adjacent enemies.
| |
| | |
| | |
| Perform a Ranged Attack
| |
| | |
| Many creatures can perform ranged attacks by firing a projectile at an enemy target. To do this, click on
| |
| | |
| the enemy you wish to shoot. Creatures with ranged attacks have a limited number of shots and can fire
| |
| | |
| only when there are no adjacent enemies.
| |
| | |
| | |
| 42
| |
| | |
| | |
| Casting a Spell
| |
| | |
| Some creatures can cast spells on friendly units (see Magic System, pg. 55). To cast a spell, click on the
| |
| | |
| appropriate target troop.
| |
| | |
| | |
| Wait
| |
| | |
| If you want a troop to delay its action, click the Wait button. Play will pass on to the next creature and return
| |
| | |
| to the waiting creature at the end of the first phase, after all other creatures have had a chance to move.
| |
| | |
| | |
| Defend
| |
| | |
| If you want to skip a creature’s action phase entirely, click the Defend button. The creature will be in
| |
| | |
| defense mode for the remainder of the round and will gain a bonus of 20% to their defense rating.
| |
| | |
| | |
| Make a Special Attack
| |
| | |
| Many creatures have special attacks. Usually these take place when the creature makes a particular attack,
| |
| | |
| either hand-to-hand or ranged. Depending on the circumstances, the player may or may not have
| |
| | |
| control over special attacks. For specifics, consult your creatures’ information in Town and Creature
| |
| | |
| Reference (pg. 81).
| |
| | |
| | |
| Counterattacks
| |
| | |
| When one troop strikes another in a hand-to-hand attack, the defending troop can deliver a
| |
| | |
| counterattack. Counterattacks are made automatically against the first troop attacking a troop in a given
| |
| | |
| round. While some creatures have special abilities allowing them to make multiple counterattacks, most
| |
| | |
| creatures can make only one counterattack per round. The defending troop must survive the attack to
| |
| | |
| deliver a counterattack.
| |
| | |
| | |
| Damage Calculation
| |
| | |
| When one troop strikes another, the damage inflicted is determined by this formula:
| |
| | |
| 1. Each creature has a damage range. A random number is chosen within this range for the attacking
| |
| | |
| creature type.
| |
| | |
| 2. This number is multiplied by the number of creatures in the attacking troop.
| |
| | |
| 3. A damage bonus is added/subtracted depending on the difference between the attacker’s Attack skill
| |
| | |
| and the defender’s Defense skill. If the attacker’s Attack skill is higher, then damage is increased by
| |
| | |
| 5% per point of difference (up to a maximum of 400%). If the Attack skill is lower, then damage is
| |
| | |
| reduced by 2% per point of difference (to a minimum of 30%). The resulting number is the amount
| |
| | |
| of inflicted damage.
| |
| | |
| 4. Inflicted damage is subtracted from the health points of the creatures in the defending troop, one at
| |
| | |
| a time. If a creature’s health points are reduced to zero, the creature dies. Damage is carried over
| |
| | |
| round-to-round in combat, and healed completely at the end of combat.
| |
| | |
| | |
| 43
| |
| | |
| | |
| Morale
| |
| | |
| Each army has a morale rating which acts as a bonus to the individual morale of its troops. Troops in an
| |
| | |
| army with positive morale have a chance for a second action during their action phase. Troops with
| |
| | |
| negative morale have a chance of freezing each round. The morale rating for an army is normally zero
| |
| | |
| but is affected thusly:
| |
| | |
| -1 if undead creatures are mixed with living creatures
| |
| | |
| +1 if all creatures are of the same town type (except Necropolis)
| |
| | |
| -1 for each town type mixed beyond two town types
| |
| | |
| | |
| Undead creatures and elementals have a morale of zero, independent of their army’s morale rating.
| |
| | |
| Various creatures, spells, hero skills, town buildings, adventure sites, and artifacts can permanently, or
| |
| | |
| temporarily affect morale.
| |
| | |
| | |
| Morale Effects
| |
| | |
| Troop Morale
| |
| | |
| 3
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| -1
| |
| | |
| -2
| |
| | |
| -3
| |
| | |
| | |
| Effect on Troop
| |
| | |
| 12.5% chance of acting again
| |
| | |
| 8.3% chance of acting again
| |
| | |
| 4.2% chance of acting again
| |
| | |
| Nothing
| |
| | |
| 4.2% chance of freezing
| |
| | |
| 8.3% chance of freezing
| |
| | |
| 12.5% chance of freezing
| |
| | |
| | |
| Luck
| |
| | |
| Each army has a luck rating. Troops in armies with good luck (a positive luck rating) have a chance to
| |
| | |
| inflict double damage when they strike. Various spells, hero skills, town buildings, adventure sites, and
| |
| | |
| artifacts can permanently or temporarily affect the luck of armies or individual creatures.
| |
| | |
| | |
| Luck Effects
| |
| | |
| Troop Luck
| |
| | |
| 3
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| | |
| 44
| |
| | |
| | |
| Chance for Double Damage
| |
| | |
| 12.5%
| |
| | |
| 8.3%
| |
| | |
| 4.2%
| |
| | |
| | |
| Effects of Native Terrain
| |
| | |
| Any army composed entirely of creatures native to the same
| |
| | |
| terrain suffers NO movement penalty when traversing its native
| |
| | |
| terrain (example – a Wizard leading all Tower troops has no
| |
| | |
| movement penalty on Snow). The army would spend movement
| |
| | |
| points as though it was traveling on open grass terrain.
| |
| | |
| | |
| Heroes in Combat
| |
| | |
| | |
| Town Native Terrain
| |
| | |
| Town Type
| |
| | |
| Castle
| |
| | |
| Rampart
| |
| | |
| Tower
| |
| | |
| Inferno
| |
| | |
| Necropolis
| |
| | |
| Dungeon
| |
| | |
| Stronghold
| |
| | |
| Fortress
| |
| | |
| | |
| Native Terrain
| |
| | |
| Grass
| |
| | |
| Grass
| |
| | |
| Snow
| |
| | |
| Lava
| |
| | |
| Dirt
| |
| | |
| Subterranean
| |
| | |
| Rough
| |
| | |
| Swamp
| |
| | |
| | |
| Heroes do not engage directly in fighting. However, sides led by a hero can enjoy many benefits. A hero’s
| |
| | |
| Attack and Defense skills are applied as bonuses to their troops’ attack and defense ratings. Other skills
| |
| | |
| possessed by heroes, such as the Archery and Leadership secondary skills, can add further benefits. They
| |
| | |
| can also be equipped with war machines and artifacts to aid their army’s strength.
| |
| | |
| Heroes meeting the proper requirements (see Magic System, pg. 55) can cast combat spells once per round.
| |
| | |
| To have your hero cast a spell, click the Cast Spell button. This will display your hero’s spell book with only
| |
| | |
| combat spells displayed. To cast a spell, choose it from the book and then select a target, if appropriate.
| |
| | |
| | |
| Ending Combat
| |
| | |
| Combat continues—round after round—until one or both sides lose all of their troops, one side retreats,
| |
| | |
| or one side surrenders.
| |
| | |
| | |
| Loss of Troops
| |
| | |
| If a side has troops remaining after all opponent troops are lost, then that side wins. If a hero leads the
| |
| | |
| winning side, then the hero gains additional experience points. More experience points are gained for
| |
| | |
| defeating tougher opponents. The winning hero also gains any artifacts carried by the opponent hero.
| |
| | |
| Losing heroes don’t die, but they do disappear from the Adventure Map. Later, they may be available for
| |
| | |
| recruitment in taverns (see Towns, pg. 49).
| |
| | |
| | |
| Surrender
| |
| | |
| If both sides are lead by heroes, one hero may surrender to the other. The surrendering hero must pay a
| |
| | |
| fee to the other hero in exchange for safe passage. To surrender, click the Surrender button. You will be
| |
| | |
| offered surrender terms, which you may either accept or decline. If you decline the terms, combat
| |
| | |
| continues. If you accept, your hero gets to keep their artifacts and troops but disappears from the
| |
| | |
| Adventure Map. Immediately after, the hero reappears in one of your town taverns for
| |
| | |
| possible re-enlistment.
| |
| | |
| | |
| Retreat
| |
| | |
| A side lead by a hero may choose to retreat. The retreating hero loses all troops but keeps all carried
| |
| | |
| artifacts. To retreat, click the Retreat button. Your hero will disappear from the Adventure Map, and
| |
| | |
| reappears in your town taverns.
| |
| | |
| | |
| 45
| |
| | |
| | |
| Siege Combat
| |
| | |
| When a hero attacks a fortified town, siege combat ensues. The attacking forces are placed outside the
| |
| | |
| town walls, and the defending forces stationed in the town’s garrison (see Towns, pg. 49) are placed
| |
| | |
| within. Town walls block the movement of ground walking creatures and hamper the attacks of ranged
| |
| | |
| attackers. Ground walkers can pass through breaches in the walls caused by Catapult damage or the
| |
| | |
| drawbridge—which can be opened by the town defenders. The drawbridge cannot be opened by
| |
| | |
| attackers; however, a Catapult can knock it down.
| |
| | |
| Town walls are created when a fort is built in a town. A moat and an arrow tower appear when a fort is
| |
| | |
| upgraded to a citadel. When the citadel is upgraded to a castle, two more arrow towers are added and the
| |
| | |
| town walls are fortified. Arrow towers fire once a turn, targeting an attacking troop. The rear arrow tower
| |
| | |
| fires with twice the strength of the forward two arrow towers.
| |
| | |
| Moat
| |
| | |
| | |
| Arrow Towers
| |
| | |
| | |
| Attacking Hero
| |
| | |
| | |
| Catapult
| |
| | |
| | |
| Drawbridge
| |
| | |
| | |
| Walls
| |
| | |
| | |
| Each town type has a unique moat. Each are described in the Town and Creature Reference section
| |
| | |
| (pg. 81). When a unit enters a moat, its movement ends for that round, though it will be able to move
| |
| | |
| out of the moat on its next move. As long as a unit remains in the moat, its defense is reduced.
| |
| | |
| Each hero is equipped with a Catapult, which is a war machine used only during siege combat. A Catapult
| |
| | |
| can only target walls and arrow towers. If the attacking hero has the Ballistics secondary skill, he or she
| |
| | |
| can manually target Catapult shots, otherwise the Catapult operates automatically, firing on a random
| |
| | |
| target, once per turn.
| |
| | |
| If the attacking hero wins the battle—in addition to all other victory benefits—the town becomes part of
| |
| | |
| the controlling player’s territory.
| |
| | |
| | |
| 46
| |
| | |
| | |
| Ship-to-Ship Combat
| |
| | |
| | |
| Gunwale
| |
| | |
| | |
| Gap
| |
| | |
| | |
| Ship-to-ship combat occurs when one ship
| |
| | |
| attacks another at sea. The battlefield
| |
| | |
| represents the two ships, side-by-side.
| |
| | |
| Gangplanks cross the gap between them and
| |
| | |
| can be used by troops to cross to the opposing
| |
| | |
| ship. The ship gunwales block the movement of
| |
| | |
| ground walking troops.
| |
| | |
| | |
| Gangplank
| |
| | |
| | |
| Combat Screen Cursors
| |
| | |
| Click to move the highlighted walking troop
| |
| | |
| to this location.
| |
| | |
| Click to move the highlighted flying troop to
| |
| | |
| this location.
| |
| | |
| Click on this enemy troop to have the
| |
| | |
| highlighted troop perform a hand-to-hand
| |
| | |
| attack. Note: as you move the cursor around
| |
| | |
| the enemy, the sword points towards the
| |
| | |
| enemy. The sword’s pommel sits in the hex
| |
| | |
| where the attacker will stand as it attacks.
| |
| | |
| Click on this enemy troop to have the
| |
| | |
| highlighted troop perform a ranged attack.
| |
| | |
| Click on this enemy troop to have the
| |
| | |
| highlighted troop perform a hampered ranged
| |
| | |
| attack. Attacks are hampered by intervening
| |
| | |
| walls and do half damage.
| |
| | |
| Click to cast a selected spell at this target.
| |
| | |
| | |
| When you cast the Sacrifice spell, this cursor
| |
| | |
| appears over a valid target troop.
| |
| | |
| | |
| If you have control of the Catapult during
| |
| | |
| siege combat, this cursor appears over valid
| |
| | |
| Catapult targets.
| |
| | |
| If you have control of the First Aid Tent,
| |
| | |
| choose its target with this icon.
| |
| | |
| | |
| Appears when the cursor passes over a hero.
| |
| | |
| | |
| Appears over a creature troop to get more
| |
| | |
| information about the troop.
| |
| | |
| | |
| Indicates an invalid target for a spell, or the
| |
| | |
| highlighted creature cannot move to the
| |
| | |
| desired location.
| |
| | |
| | |
| 47
| |
| | |
| | |
| Combat Options
| |
| | |
| Click the Combat Options button to display the Combat
| |
| | |
| Options menu. Here you can change sound and combat
| |
| | |
| options. The sound options are the same as those described in
| |
| | |
| the Adventure Map Interface section. Combat options are
| |
| | |
| detailed below. To close the menu, click the Return to Game
| |
| | |
| button.
| |
| | |
| | |
| Auto Combat Options
| |
| | |
| The Auto Combat button appears on the Combat Screen.
| |
| | |
| Pressing it turns auto combat on and off. What exactly happens
| |
| | |
| when you do this depends on your Auto Combat Options
| |
| | |
| setting. Checkmark the options to turn them on.
| |
| | |
| Creatures: The computer makes decisions for your creature troops.
| |
| | |
| Spells: The computer automatically casts spells for your heroes.
| |
| | |
| Catapult: The computer operates your Catapult during siege combat.
| |
| | |
| Ballista: The computer operates your Ballista.
| |
| | |
| First Aid Tent: The computer operates your First Aid Tent.
| |
| | |
| | |
| Animation Speed
| |
| | |
| These buttons control how fast the combat animations play.
| |
| | |
| | |
| Creature Info Radio Buttons
| |
| | |
| All Statistics: When you roll the cursor over creatures, all information about them is displayed.
| |
| | |
| Spells Only: When the cursor is rolled over creatures, only spells affecting them are displayed.
| |
| | |
| | |
| View Hex Grid
| |
| | |
| Distance on the Combat Screen is measured in hexes. This checkbox turns on and off the display of the
| |
| | |
| hexagon grid overlay.
| |
| | |
| | |
| Movement Shadow
| |
| | |
| This checkbox turns on and off the show movement range option. The place where the highlighted
| |
| | |
| creature can move is outlined when this option is on.
| |
| | |
| | |
| Cursor Shadow
| |
| | |
| This checkbox turns the mouse cursor shadow on and off. When the option is on, it highlights the hex
| |
| | |
| the mouse is currently in.
| |
| | |
| | |
| Spell Book Animation
| |
| | |
| Turns the spell book page turning animation on or off.
| |
| | |
| | |
| 48
| |
| | |
| | |
| Towns
| |
| | |
| Creature Dwelling
| |
| | |
| | |
| Castle
| |
| | |
| | |
| Hall
| |
| | |
| Marketplace
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| Garrison Hero
| |
| | |
| | |
| Town Garrison Troop Slots
| |
| | |
| | |
| Town Name
| |
| | |
| | |
| Split Troop
| |
| | |
| | |
| Town Portrait
| |
| | |
| Hall Level
| |
| | |
| | |
| Town Selector
| |
| | |
| | |
| Castle Level
| |
| | |
| Income
| |
| | |
| Exit Town
| |
| | |
| Creature Generation
| |
| | |
| | |
| Visiting Hero Portrait
| |
| | |
| | |
| Visiting Hero’s Army
| |
| | |
| | |
| The Town Screen is displayed when one of your heroes enters one of your towns. You may also doubleclick on a town’s Town Selector button on the Adventure Map to display its Town Screen. Towns serve
| |
| | |
| your cause in several ways. Towns act as recruitment centers for heroes and the troops making up your
| |
| | |
| heroes’ armies. After one day, your heroes replenish their spell points and learn new spells from towns
| |
| | |
| with mage guilds. At towns with marketplaces, you can trade surplus resources for resources in short
| |
| | |
| supply. Town halls provide you with daily gold income. Buildings unique to each of the Heroes III game’s
| |
| | |
| eight town types can provide your forces with additional strengths and abilities. Over time, you may spend
| |
| | |
| resources to build new structures in your towns and upgrade existing ones to increase the benefits the
| |
| | |
| towns provide you.
| |
| | |
| Because they are so useful to players, the conquest and defense of towns plays a major role in any
| |
| | |
| successful game strategy. Towns can be defended through the building of fortifications—walls, arrow
| |
| | |
| towers, and a moat—and by filling their garrisons with defending troops, which may be lead by garrison
| |
| | |
| stationed heroes. Additionally, a hero visiting a town will lend their army to the town’s defense, forcing
| |
| | |
| an attacker to fight the visiting hero’s army before facing the town’s garrison forces.
| |
| | |
| Information about the Town Screen, and descriptions of the interface components associated with
| |
| | |
| buildings common to all towns, are in this section. For details about buildings specific to each town type,
| |
| | |
| see Town and Creature Reference (page 81).
| |
| | |
| | |
| 49
| |
| | |
| | |
| Town View
| |
| | |
| All of the buildings currently built in a town are displayed in the Town View. As you move the cursor
| |
| | |
| around the Town View, individual buildings are highlighted (if Town Building Outlines is turned on in
| |
| | |
| the Adventure Map System Options). Buildings are identified by text appearing in the Rollover Bar.
| |
| | |
| Right-clicking on a highlighted building displays text describing the building’s benefits. Clicking on a
| |
| | |
| highlighted building displays a menu appropriate to each building as described below. You may switch the
| |
| | |
| view to a different town by clicking on the town’s portrait in the Town Selector.
| |
| | |
| | |
| Hall
| |
| | |
| | |
| Building Portrait
| |
| | |
| Building description
| |
| | |
| Required Structures
| |
| | |
| Resource Cost
| |
| | |
| | |
| Pay Cost
| |
| | |
| | |
| Cancel
| |
| | |
| | |
| Exit
| |
| | |
| | |
| Each town has a hall. Starting with a village hall, you may upgrade this building to a town hall, then a
| |
| | |
| city hall, then finally, a capitol. Each version provides you with a daily gold income and the ability to
| |
| | |
| order the construction of other town buildings. When you click on a hall, the Hall Screen appears. On
| |
| | |
| it you can order the construction of new town structures or upgrade existing structures.
| |
| | |
| If you can build or upgrade a given structure, its name appears in a green box. If the structure is not yet
| |
| | |
| built, and you are unable to construct it for some reason, then a red X appears in the lower right corner of
| |
| | |
| its picture, and its name box is red. Structures you have already built, and cannot be upgraded further, have
| |
| | |
| a gold ✔ in their pictures and a gold name box.
| |
| | |
| You may right-click a building’s picture to display the information found in that structure’s Build
| |
| | |
| Confirmation Window. Text describes what benefits your town gains when the structure is built, along
| |
| | |
| with a list of structures you must build in the town before you will be allowed to construct it. The resource
| |
| | |
| cost of the structure is displayed below this text.
| |
| | |
| To construct a building, click on its picture. Its Build Confirmation Window will be displayed. You may
| |
| | |
| click the Don’t Build button to cancel, or the Build button to order the building’s
| |
| | |
| construction. When you build a structure, the Hall Screen closes and you are returned to the Town
| |
| | |
| Screen, where you see your new structure being built. Your town immediately benefits from it. Only one
| |
| | |
| structure per day may be built in each of your towns.
| |
| | |
| | |
| 50
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| Rumor
| |
| | |
| Hero Hiring Price
| |
| | |
| Heroes for Hire
| |
| | |
| Hire Hero
| |
| | |
| | |
| Hero Info
| |
| | |
| | |
| Exit Tavern
| |
| | |
| | |
| Thieves’ Guild
| |
| | |
| | |
| Click on a town’s tavern to display the Tavern Window. In the tavern you can hear rumors, recruit heroes,
| |
| | |
| and view intelligence on your enemies gathered by your Thieves’ Guild. Close the Tavern Window by
| |
| | |
| clicking the Exit Tavern button.
| |
| | |
| Hear Rumors: A new rumor is displayed in your taverns once per week. This rumor is identical in all of
| |
| | |
| your town taverns.
| |
| | |
| Hiring Heroes: Two heroes can be found in each tavern, ready for you to hire. The heroes found in a
| |
| | |
| given tavern change each week. To view either of the hero’s Hero Screens, right-click on their portrait.
| |
| | |
| When you click on a hero’s portrait, it becomes highlighted. To hire the highlighted hero, click on the
| |
| | |
| Hire Hero button. You cannot hire a hero if you currently have another hero visiting the town.
| |
| | |
| View Intelligence: Click on the Thieves’ Guild button to display a report which compares your
| |
| | |
| performance against those of your opponents.
| |
| | |
| | |
| Creature Dwelling
| |
| | |
| Creature Name
| |
| | |
| Creature Portrait
| |
| | |
| | |
| Number of Recruits
| |
| | |
| | |
| Available Troops
| |
| | |
| | |
| Total Cost
| |
| | |
| | |
| Cost per Troop
| |
| | |
| | |
| Slider
| |
| | |
| | |
| Recruit Max Pay Cost
| |
| | |
| | |
| Exit
| |
| | |
| | |
| 51
| |
| | |
| | |
| Creatures who live in towns live in creature dwellings. Each week, the population of these dwellings grows,
| |
| | |
| increasing the number of creatures available at the dwelling which you may recruit into the town’s
| |
| | |
| garrison. Click on a creature dwelling to display the dwelling’s Creature Recruitment Box. The name of
| |
| | |
| the dwelling’s creatures, a portrait of the troop type available, and the number of troops available are
| |
| | |
| shown. As you move the slider to the right, the number of recruits increases, and the cost to recruit them
| |
| | |
| is tallied. You may click the Maximum button to recruit all of the available troops or the maximum
| |
| | |
| number of troops you can currently afford. Click the Recruit button to add the recruits to your
| |
| | |
| town garrison.
| |
| | |
| | |
| Fort
| |
| | |
| A fort may be built in a town, which adds to the town’s siege defenses. The fort may be upgraded to a
| |
| | |
| citadel, and then to a castle. Click on this structure to display a summary of the town’s troop recruitment
| |
| | |
| availability for all creatures.
| |
| | |
| | |
| Mage Guild
| |
| | |
| Heroes learn new spells from towns with mage guilds. You may build a first level mage guild in each of
| |
| | |
| your towns. Mage guilds may be upgraded, level-by-level, up to fifth level in some towns. As you build
| |
| | |
| each level, a random selection of spells becomes available at the guild. Clicking on a mage guild displays
| |
| | |
| the spells available. If the visiting hero doesn’t own a spell book, you may purchase one for him or her by
| |
| | |
| clicking on the mage guild. For more information, see Magic System (pg. 55).
| |
| | |
| Second Level Spells
| |
| | |
| | |
| Fourth Level Spells
| |
| | |
| | |
| Third Level Spells
| |
| | |
| | |
| Fifth Level Spells
| |
| | |
| | |
| Close
| |
| | |
| First Level Spells
| |
| | |
| | |
| 52
| |
| | |
| | |
| Marketplace
| |
| | |
| You can trade surplus resources for needed ones at marketplaces. Clicking on a town’s marketplace brings
| |
| | |
| up the Marketplace Window. One side displays your kingdom’s resources. On the other side, are the
| |
| | |
| resources available at the market. Highlight the resource you want to trade, and the resource you want
| |
| | |
| to trade for. When two resources are highlighted, you may move the slider to the right to increase the
| |
| | |
| quantity of the resource to be traded. You may trade the maximum amount of your selected resource by
| |
| | |
| clicking the Maximum button. To complete the transaction, click the Trade button. Each marketplace
| |
| | |
| you control reduces the costs of trading.
| |
| | |
| | |
| Kingdom Resources
| |
| | |
| | |
| Market Resources
| |
| | |
| | |
| Buy Artifacts
| |
| | |
| | |
| Sell Creatures
| |
| | |
| | |
| Trade With Player
| |
| | |
| Amount to Give
| |
| | |
| | |
| Exit
| |
| | |
| Trade
| |
| | |
| | |
| Maximum
| |
| | |
| | |
| Slider Amount to Receive
| |
| | |
| | |
| When a scenario map is created, the map maker can create alliances between players. Using the
| |
| | |
| Marketplace, you can give resources to your enemies or allies. To do this, click on the Trade With Player
| |
| | |
| button. When you do this, a display of colored flags replaces the Market Resources portion of the
| |
| | |
| Marketplace Trade Window. Choose which resource you want to give, and set the amount using the
| |
| | |
| slider. Click the flag of the player you want to give the resources to, and then click the Trade button to
| |
| | |
| confirm the gift.
| |
| | |
| In Tower and Dungeon town types, the marketplace can be upgraded by building an artifact merchant.
| |
| | |
| When you build this upgrade, you can trade artifacts for resources, and resources for artifacts. To do this,
| |
| | |
| click the Trade Artifacts button. A selection of artifacts will be displayed—this selection will be the same
| |
| | |
| for all of your artifact merchants. Click the artifact you want to purchase. The cost for the artifact will
| |
| | |
| appear under all of the Kingdom Resources icons. Choose which resource you wish to trade, and then
| |
| | |
| click the Trade button to complete the purchase. Click the Sell Artifact button to sell artifacts carried
| |
| | |
| by the visiting hero. The hero’s inventory will appear. Click the artifact you want to trade, select the
| |
| | |
| resource you want to trade for, and then click the Trade button.
| |
| | |
| In Stronghold towns, you can build a Freelancer’s Guild as a marketplace upgrade. When it is built, you
| |
| | |
| can trade the visiting hero’s armies for resources. To do so, click the Sell Creature button. The Kingdom
| |
| | |
| Resources icons will be replaced by a display of the visiting hero’s troops. Click the troop containing
| |
| | |
| creatures you want to sell, then click the resource you want to trade for. Set the number of creatures you
| |
| | |
| want to sell using the slider, and then click the Trade button to make the sale.
| |
| | |
| | |
| 53
| |
| | |
| | |
| Town Garrison
| |
| | |
| Each town can have an army stationed in its town garrison. This army can be composed of up to seven
| |
| | |
| troops, which may be moved, split, combined, or dismissed. When you recruit troops from a creature
| |
| | |
| dwelling, they appear as a troop in an empty garrison troop slot.
| |
| | |
| When a hero visits a town, their troops may be traded with those found in the town’s garrison. You can
| |
| | |
| make the visiting hero the leader of a town’s garrison by moving the hero into the garrison. To do this,
| |
| | |
| click on the hero’s portrait to highlight it, and then click on the banner to the left of the first
| |
| | |
| garrison troop slot. The hero’s army will be combined with the garrison army, and the hero will now lead
| |
| | |
| the army in defense of the city. You may swap the visiting and garrisoned heroes, and their armies, by
| |
| | |
| highlighting either hero and clicking the other.
| |
| | |
| Garrison troops and troops belonging to a visiting hero can be upgraded. If a town contains an
| |
| | |
| upgraded creature dwelling, the lesser creature troop of the same creature type provided by the dwelling,
| |
| | |
| may be upgraded for a price. To do this, double-click on the troop you wish to upgrade. This will bring
| |
| | |
| up that creature's information display. Click on the Upgrade button to show the upgrade cost for the
| |
| | |
| troop. This cost will equal the difference between the recruitment costs of the lesser and higher creatures, multiplied by the number of creatures in the troop. Click ✔ to pay the cost, or the Cancel button to cancel.
| |
| | |
| | |
| 54
| |
| | |
| | |
| Magic System
| |
| | |
| Air Spells
| |
| | |
| Spell Icon
| |
| | |
| Spell Cost
| |
| | |
| | |
| Earth Spells
| |
| | |
| Fire Spells
| |
| | |
| Water Spells
| |
| | |
| All Spells
| |
| | |
| | |
| Close Book
| |
| | |
| Spell Points
| |
| | |
| Combat Spells
| |
| | |
| | |
| Adventure Spells
| |
| | |
| | |
| Heroes are able to use the forces of magic in the form of spells. Heroes can use spells to aid their
| |
| | |
| travels, reveal hidden knowledge about their surroundings, and in combat, help their troops or bring harm
| |
| | |
| to their adversaries. When all other things are equal, magic can provide the necessary edge to assure
| |
| | |
| victory in a campaign.
| |
| | |
| Before they can cast spells, heroes must possess a spell book. The spell book is where a hero records the
| |
| | |
| spells he or she has learned. Some heroes will already have a spell book when they are recruited. Others
| |
| | |
| may purchase theirs from the mage guilds located in towns. A hero’s spell book is kept in their item
| |
| | |
| inventory but may not be traded like other items.
| |
| | |
| Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable
| |
| | |
| by heroes with higher Wisdom skill ratings (see Secondary Skills, pg. 35). When heroes visit a town with
| |
| | |
| a mage guild, they automatically learn any new spells the guild has to offer and their Wisdom rating allows
| |
| | |
| them to cast. Heroes may also learn spells as they explore map locations.
| |
| | |
| Each spell belongs to one of the four schools of magic—air, earth, fire, or water. Heroes may learn the
| |
| | |
| Air Magic, Earth Magic, Fire Magic, and Water Magic secondary skills to increase the strength at which
| |
| | |
| they cast the spells of each school.
| |
| | |
| Spells cost spell points to cast. A hero’s maximum spell points is equal to 10x their Knowledge skill. As
| |
| | |
| a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points
| |
| | |
| than he or she has available. Each hero regains one spell point per day, or can be completely
| |
| | |
| replenished when he or she starts a new day in a town with a mage guild. Heroes with the Mysticism skill
| |
| | |
| regain spell points more rapidly (see Secondary Skills, pg. 35).
| |
| | |
| | |
| 55
| |
| | |
| | |
| Spell Book
| |
| | |
| A hero’s spell book may be viewed by clicking on the spell book’s icon in the inventory portion of their
| |
| | |
| Hero Screen. In a hero’s spell book, spells known to the hero are listed by school and divided into
| |
| | |
| combat spells and adventure spells. Adventure spells may be cast while a hero is travelling around the
| |
| | |
| Adventure Map. Combat spells may be cast when a hero is in combat. To display adventure and combat
| |
| | |
| spells, click the combat spell and adventure spell bookmarks sticking out of the bottom of the book. To
| |
| | |
| display spells of a particular school, click the school’s bookmark on the right side of the book. If the hero
| |
| | |
| knows more spells in a given category than can be displayed on one page, pages may be turned by clicking on the page curls.
| |
| | |
| Next to each spell’s name is a number representing the number of spell points it costs to cast the spell.
| |
| | |
| You may view information about a spell by right-clicking on its icon.
| |
| | |
| | |
| Casting Spells
| |
| | |
| To cast an adventure spell, click the Cast Spell button found in the control buttons on the right side of
| |
| | |
| the Adventure Map display. The current hero’s spell book will be displayed as described above, but the
| |
| | |
| combat spells bookmark will be deactivated. To cast a spell, find it, then click on the spell’s icon.
| |
| | |
| You may have your hero cast a combat spell by clicking the Cast Spell button located at the lower right corner of the Combat Screen. The hero’s spell book appears. During combat, only combat spells are
| |
| | |
| displayed. Find the spell you want to cast, then click on its icon. When you do so, the spell book will vanish,
| |
| | |
| returning you to the Combat Screen. If the spell needs a target, you choose the target by clicking on it.
| |
| | |
| You may cancel the casting of combat and adventure spells by closing the spell book without selecting a
| |
| | |
| spell icon. If a spell is already selected, right-click to avoid casting the spell.
| |
| | |
| | |
| 56
| |
| | |
| | |
| Kingdom Overview
| |
| | |
| When you click on the Kingdom Overview button found on the right side of the Adventure Map display, the Kingdom Overview screen appears. On it you can see information about all your towns, heroes,
| |
| | |
| resources, and controlled locations. While resource and controlled location information is always shown,
| |
| | |
| you press the Hero Information and Town Information buttons located at the bottom right corner of
| |
| | |
| the screen to toggle between hero and town information displays.
| |
| | |
| Scroll to Top
| |
| | |
| Scroll Up
| |
| | |
| Controlled Adventure
| |
| | |
| Locations
| |
| | |
| Scroll Bar
| |
| | |
| Scroll Down
| |
| | |
| | |
| Scroll to Bottom
| |
| | |
| Sawmills
| |
| | |
| Hero Information
| |
| | |
| Town Information
| |
| | |
| | |
| Resource Bar
| |
| | |
| | |
| Alchemist’s Lab
| |
| | |
| | |
| Ore Pits
| |
| | |
| | |
| Sulfur Dunes
| |
| | |
| | |
| Crystal Caverns Gem Ponds Gold Mines
| |
| | |
| | |
| Daily Income
| |
| | |
| | |
| Resource Information
| |
| | |
| The Resource Bar located at the bottom of the screen shows you how much gold, wood, mercury, ore,
| |
| | |
| sulfur, crystal, and gem units you currently have along with the current date. This is the same display
| |
| | |
| appearing at the bottom of the Town Screen and Adventure Map displays.
| |
| | |
| Above the Resource Bar is a row showing how many of each mine type you currently have under
| |
| | |
| territorial control.
| |
| | |
| | |
| Controlled Locations
| |
| | |
| As your heroes visit locations on the map, many of those locations become part of your territory and fly
| |
| | |
| your flag color. Icons representing these locations appear along the right side of the Kingdom Overview.
| |
| | |
| You may use the scroll arrows to cycle through the controlled location icons.
| |
| | |
| | |
| 57
| |
| | |
| | |
| Individual Hero Information: When you click the Hero Information button, the main part of the display
| |
| | |
| Equipped
| |
| | |
| shows information about each of your heroes.
| |
| | |
| Attack
| |
| | |
| | |
| Defense
| |
| | |
| | |
| Power
| |
| | |
| | |
| Knowledge Spell Points
| |
| | |
| | |
| Experience Specialty
| |
| | |
| | |
| Secondary Skills
| |
| | |
| | |
| Miscellaneous
| |
| | |
| | |
| Portrait
| |
| | |
| Scroll Inventory
| |
| | |
| | |
| Troop Slots
| |
| | |
| | |
| Luck
| |
| | |
| | |
| Morale
| |
| | |
| | |
| Scroll Inventory
| |
| | |
| | |
| Hero Items
| |
| | |
| | |
| In Backpack
| |
| | |
| | |
| Hero/Stats: This portion of the Hero Information section displays the hero’s name, portrait, morale, luck,
| |
| | |
| troop slots, and primary skills. You can click on the hero’s portrait to bring up that hero’s full Hero Screen.
| |
| | |
| | |
| Hero Skills: This section displays the hero’s secondary skills, experience points, spell points and other information.
| |
| | |
| Hero Artifacts: This section displays the hero’s inventory.
| |
| | |
| | |
| Clicking the Equipped, Miscellaneous, or In
| |
| | |
| Backpack buttons will allow you to view the items the hero is currently using or carrying.
| |
| | |
| | |
| Individual Town Information: Click the Town Information button to display information about each of
| |
| | |
| your towns in the main section of the screen. If you have more than four towns, you may use the scroll
| |
| | |
| bar on the left side of the screen to bring your other towns into view.
| |
| | |
| Town Portrait
| |
| | |
| | |
| Hall Level
| |
| | |
| | |
| Town Name
| |
| | |
| | |
| Town Castle
| |
| | |
| | |
| Income
| |
| | |
| | |
| Hero Portraits
| |
| | |
| | |
| Creature Generation
| |
| | |
| | |
| Garrison Army
| |
| | |
| | |
| Visiting Army
| |
| | |
| | |
| Available Creatures
| |
| | |
| | |
| Town: This section displays the town’s name, portrait, village hall level, castle level, and daily gold income.
| |
| | |
| Click on the town portrait to display that town’s Town Screen. The Creature Generation section displays
| |
| | |
| any creature population you are receiving from Adventure Map creature dwellings under your territorial
| |
| | |
| control.
| |
| | |
| | |
| Garrison Hero: This section shows information about the town’s garrison forces. If a garrison hero leads those
| |
| | |
| forces, their name and portrait appear. Click on the hero’s portrait to switch to the hero’s Hero Screen.
| |
| | |
| | |
| Visiting Hero Section: If a hero is visiting the town, then their portrait, name, and army are shown here.
| |
| | |
| You can click on the hero’s portrait to bring up the hero’s Hero Screen.
| |
| | |
| | |
| 58
| |
| | |
| | |
| Multiplayer
| |
| | |
| In many of the scenarios supplied with Heroes of Might and Magic III, between two and eight of the
| |
| | |
| opposing forces may be played by a human players. These scenarios may be played as multiplayer games,
| |
| | |
| either on a single computer (a hotseat game), with each player taking turns at the computer’s controls,
| |
| | |
| or as a network game, with each player sitting at a separate computer connected via network, Internet,
| |
| | |
| modem, or serial cable. This section describes how these games are started and played.
| |
| | |
| | |
| Multiplayer Game Type Selector
| |
| | |
| Hotseat
| |
| | |
| IPX
| |
| | |
| TCP/IP
| |
| | |
| Modem
| |
| | |
| Direct Connection
| |
| | |
| Online Services
| |
| | |
| Player Name Field
| |
| | |
| | |
| Cancel
| |
| | |
| | |
| Starting a Multiplayer Game
| |
| | |
| From the Main Menu, click the New Game button to bring up the New Game Menu. There, click the
| |
| | |
| Multiplayer button to display the Multiplayer Game Type Selector pictured above. From there you may
| |
| | |
| choose the type of multiplayer game you want to begin—Hotseat, IPX, TCP/IP, Modem, or Direct
| |
| | |
| Connection. Click on the Online Services button to connect to available Internet opponent
| |
| | |
| matching services. You can click in the player name field to activate its text cursor and type in your name.
| |
| | |
| This will be the name other players see you as. Click the Cancel button to return to the Main Menu.
| |
| | |
| | |
| 59
| |
| | |
| | |
| Hotseat Games
| |
| | |
| Starting a Hotseat Game
| |
| | |
| | |
| Player Name Box
| |
| | |
| | |
| Okay
| |
| | |
| | |
| Cancel
| |
| | |
| | |
| Hotseat Opponent Setup Menu
| |
| | |
| Start a hotseat game by clicking the Hotseat button on the Multiplayer Game Type Selector. The
| |
| | |
| Hotseat Multiplayer Opponent Setup menu appears. To add a player to the game, type a player’s name
| |
| | |
| into one of the eight Name Boxes. Erasing a name from a box will remove a player. Once you have
| |
| | |
| entered a name for all the players who are going to participate in the hotseat game, you can click the ✔
| |
| | |
| button to go to the Scenario Selector (see Scenario Selector, pg. 9).
| |
| | |
| | |
| Playing a Hotseat Game
| |
| | |
| Hotseat games proceed like single player games except as each player’s turn comes up, he or she takes
| |
| | |
| over control of the computer—sitting in the “hotseat,” so to speak. Players can normally see opponent
| |
| | |
| movements in areas of the Adventure Map they have uncovered, however this is not possible in a hotseat
| |
| | |
| game. To see such opponent movements you may press the Replay Opponents’ Turns button on the
| |
| | |
| Adventure Options menu.
| |
| | |
| | |
| 60
| |
| | |
| | |
| Network, Modem, and Direct Connection Games
| |
| | |
| Starting an IPX or TCP/IP Network Game
| |
| | |
| Availability Icon
| |
| | |
| | |
| Network Game Setup
| |
| | |
| Network games may be played between
| |
| | |
| computers communicating over a Local
| |
| | |
| Area Network (LAN) or over the Internet.
| |
| | |
| LAN connected computers must be able to
| |
| | |
| use the IPX or TCP/IP protocols, while
| |
| | |
| Internet connected computers must
| |
| | |
| communicate via TCP/IP. Before you can
| |
| | |
| play a network game, the appropriate
| |
| | |
| protocol must be properly configured in
| |
| | |
| your Windows Network Control Panel.
| |
| | |
| Additionally, all involved computers must
| |
| | |
| have a copy of the Heroes III games
| |
| | |
| installed. To begin setting up a game, click
| |
| | |
| on the IPX or TCP/IP button to display the
| |
| | |
| Network Game Setup Menu.
| |
| | |
| | |
| # of Players
| |
| | |
| | |
| Host
| |
| | |
| Join
| |
| | |
| | |
| Search
| |
| | |
| | |
| Cancel
| |
| | |
| Session Name
| |
| | |
| | |
| Session Owner
| |
| | |
| | |
| Hosting a Game
| |
| | |
| Each multiplayer game requires a host computer. The hosting player controls scenario selection and
| |
| | |
| chooses which forces each player will lead. To host a game, press the Host button in the Network Game
| |
| | |
| Setup Menu. A box will appear which will allow you to name the network game and choose a password
| |
| | |
| for the game. If you choose a password, only players that know it will be able to join your game. If you
| |
| | |
| leave the password field empty, anyone can join. Click the ✔ button to accept your settings. Your game
| |
| | |
| will appear on the Game Lists of other players. Password protected games appear with a lock icon.
| |
| | |
| Unprotected games appear with an open door icon. Games in progress appear with a closed door icon.
| |
| | |
| Your screen will advance to the Scenario Selector (see Scenario Selector, pg. 9). There you must choose
| |
| | |
| a scenario and assign players to their forces. All players not assigned to a force are dropped from the game
| |
| | |
| when you start.
| |
| | |
| | |
| Joining a Game
| |
| | |
| To join a game hosted by another player, fill your name in the Name Box, and then click on a name in the
| |
| | |
| Game List and press the Join button. If the game is password protected, a box will appear asking you for
| |
| | |
| the password. When you join a game, your display will switch to the Scenario Selector. You will not be able
| |
| | |
| to select scenarios or make player assignments. Rather, you will see these actions as performed by the game’s
| |
| | |
| host. Pressing the Cancel button will drop you from the game and return you to the Main Menu.
| |
| | |
| | |
| 61
| |
| | |
| | |
| Finding a TCP/IP Host
| |
| | |
| To connect to a game over the Internet, you must know the IP address of the computer hosting the game.
| |
| | |
| To search for that computer, press the Search button. A box will appear where you may enter the
| |
| | |
| computer’s eleven number TCP/IP address (example 123.21.123.123). The host player will need to supply this address.
| |
| | |
| | |
| Starting a Modem Game
| |
| | |
| Modem games are played between two players sitting at computers communicating via modems with one
| |
| | |
| computer acting as the host. To start a modem game, click the Modem button on the Multiplayer Game
| |
| | |
| Type Selector. If you are going to host the game, click on the Host button. Choose which modem you
| |
| | |
| want to use (if you have more than one installed), then click the Answer button. Your computer will now
| |
| | |
| wait for a call from the other computer.
| |
| | |
| To join a game, press the Join button. After the host computer is setup and ready to answer, enter the
| |
| | |
| host computer’s phone number in the indicated box, then press the Connect button. After the two
| |
| | |
| computers negotiate the connection, the host player can assign players in the Scenario Selector.
| |
| | |
| | |
| Starting a Direct Connection Game
| |
| | |
| Two players may play a game between computers connected via a null-modem cable run between serial
| |
| | |
| ports on each computer. To start such a game, one of the computers must be set up as the host. To do
| |
| | |
| this, click on the Direct Connection button on the Multiplayer Game Type Selector. A box will appear
| |
| | |
| with a place to type in your game name, and buttons marked Host and Join. Fill in your player name
| |
| | |
| and click the Host button. The other player should click Direct Connection, and then the Join button.
| |
| | |
| | |
| Playing a Network, Modem, or Direct Connection Game
| |
| | |
| Each player, computer or human, gets one turn per Erathian day. As in a single player game, only one
| |
| | |
| player directs their forces at a time. While waiting for your turn, you may explore the Adventure Map
| |
| | |
| and view any informational display available during your turn. You may not move heroes, build towns,
| |
| | |
| adjust heroes’ inventories, or make any other changes to the game environment. It is your turn when the
| |
| | |
| screen border turns to your kingdom’s flag color. You are also prompted with a window and a sound.
| |
| | |
| | |
| Chatting
| |
| | |
| During multiplayer games, you may send text messages to the other players. To do this, press the Tab
| |
| | |
| key when any screen containing a Rollover Bar is displayed. A text cursor will appear in the Rollover Bar,
| |
| | |
| type your message, then press the Return key to send the message. Your message, with your name
| |
| | |
| attached to it, will be displayed to all other players. If you want to send a secret message to a
| |
| | |
| specific player, press an F1-F8 key instead of the Return key. F1-F8 represents players 1-8.
| |
| | |
| In the course of playing a multiplayer game, you may check to see if another player is still connected by
| |
| | |
| typing the chat message “ping” and pressing the Return key. This command will tell you who is still
| |
| | |
| connected to the game and at what speed. In place of the Return key, you may press the F1-F8 keys
| |
| | |
| to ping a specific player. Every ten minutes, the game automatically pings all existing players.
| |
| | |
| | |
| 62
| |
| | |
| | |
| Section III
| |
| | |
| World Reference
| |
| | |
| Spell Reference
| |
| | |
| Here you will find descriptive listings for all spells in the Heroes III game. Each spell is from one of 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, pg. 45). Heroes without such
| |
| | |
| expertise may cast a school’s spells at Normal level (resulting in the same effect as the 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 cast 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
| |
| | |
| | |
| Some spells are more difficult to cast than others. A spell’s difficulty is reflected by its level. All heroes
| |
| | |
| are capable of learning and casting first and second level spells. Heroes with the secondary skill Wisdom
| |
| | |
| can cast higher level spells. A hero with Basic Wisdom can cast third level spells, one with Advanced
| |
| | |
| Wisdom can cast fourth level spells, and one with Expert Wisdom can cast fifth level spells—the highest
| |
| | |
| level spells in the game.
| |
| | |
| Spells are listed here by school and level.
| |
| | |
| | |
| Spell Listing Legend
| |
| | |
| Name
| |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| What the spell is called.
| |
| | |
| Indicates whether the spell may be cast in combat or on the Adventure Map.
| |
| | |
| How many spell points a hero must have to cast the spell.
| |
| | |
| How long the spell lasts.
| |
| | |
| Effect of the spell cast at Normal or Basic Expertise.
| |
| | |
| Effect of the spell cast at Advanced Expertise.
| |
| | |
| Effect of the spell cast at Expert Expertise.
| |
| | |
| | |
| 63
| |
| | |
| | |
| School of Air Magic
| |
| | |
| Level I
| |
| | |
| Haste
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 6
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop’s speed is increased by three hexes/turn.
| |
| | |
| Target, allied troop’s speed is increased by five hexes/turn.
| |
| | |
| All allied troops’ speed is increased by five hexes/turn.
| |
| | |
| | |
| Magic Arrow
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| Instant
| |
| | |
| Target, enemy troop receives ((Power x 10) + 10) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 20) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 30) damage.
| |
| | |
| | |
| View Air
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 2
| |
| | |
| Instant
| |
| | |
| Displays the location of all artifacts on the View World Screen.
| |
| | |
| Displays the location of all artifacts and heroes on the View World Screen.
| |
| | |
| Displays the location of all artifacts, heroes and towns.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 4
| |
| | |
| 1 Day
| |
| | |
| When the casting hero is right-clicked 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.
| |
| | |
| Same as Basic Effect except troop population quantities are represented as
| |
| | |
| “0.”
| |
| | |
| Same as Advanced Effect except all troops are represented as if populated
| |
| | |
| by the most powerful creature in hero’s longest owned town.
| |
| | |
| | |
| Level II
| |
| | |
| Disguise
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| 64
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 10
| |
| | |
| Current Battle
| |
| | |
| Reduces target, enemy troop’s defense rating by three. Spell may be cast on
| |
| | |
| same troop repeatedly.
| |
| | |
| Same as Basic Effect except defense rating is reduced by four.
| |
| | |
| Same as Basic Effect except defense rating is reduced by five.
| |
| | |
| | |
| Fortune
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 7
| |
| | |
| 1 Round/Power
| |
| | |
| Increases Luck of target, allied troop by one.
| |
| | |
| Increases Luck of target, allied troop by two.
| |
| | |
| Increases Luck of all allied troops by two.
| |
| | |
| | |
| Lightning Bolt
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 10
| |
| | |
| Instant
| |
| | |
| Target, enemy creature receives ((Power x 25) + 10) damage.
| |
| | |
| Target, enemy creature receives ((Power x 25) + 20) damage.
| |
| | |
| Target, enemy creature receives ((Power x 25) + 50) damage.
| |
| | |
| | |
| Precision
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 8
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop with ranged attack has its attack rating increased by
| |
| | |
| three when making ranged attacks.
| |
| | |
| Same as Basic Effect, except attack rating is increased by six.
| |
| | |
| Same as Advanced Effect, except all allied troops with ranged attacks are
| |
| | |
| affected.
| |
| | |
| | |
| Disrupting Ray
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Protection from Air
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 7
| |
| | |
| 1 Round/Power
| |
| | |
| Damage from Air Magic spells is reduced by 30% for target, allied troop.
| |
| | |
| Damage from Air Magic spells is reduced by 50% for target, allied troop.
| |
| | |
| Damage from Air Magic spells is reduced by 50% for all allied troops.
| |
| | |
| | |
| 65
| |
| | |
| | |
| Visions
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 4
| |
| | |
| 1 Day
| |
| | |
| Displays number of monsters in a wandering monster troop and whether or
| |
| | |
| not the troop will offer to join the casting hero’s army. Range is equal to
| |
| | |
| Power or three, whichever is greater.
| |
| | |
| Same as Basic Effect, except an enemy hero’s primary skill stats, and the
| |
| | |
| composition and quantity of the hero’s army can be viewed. Range is
| |
| | |
| (Power x 2) or three, whichever is greater.
| |
| | |
| Same as Advanced Effect, except an enemy town’s statistics and
| |
| | |
| garrison composition and quantity may be viewed. Range is (Power x 3)
| |
| | |
| or three, whichever is greater.
| |
| | |
| | |
| Level III
| |
| | |
| Air Shield
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 12
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop takes 25% less damage from ranged attacks.
| |
| | |
| Target, allied troop takes 50% less damage from ranged attacks.
| |
| | |
| All allied troops take 50% less damage from ranged attacks.
| |
| | |
| | |
| Destroy Undead
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 15
| |
| | |
| Instant
| |
| | |
| All undead creature troops receive ((Power x 10) +10) damage.
| |
| | |
| All undead creature troops receive ((Power x 10) +20) damage.
| |
| | |
| All undead creature troops receive ((Power x 10) + 50) damage.
| |
| | |
| | |
| Hypnotize
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 18
| |
| | |
| Special
| |
| | |
| Target, enemy troop of less than ((Power x 25) + 10) Health is put under
| |
| | |
| your control. Allied troops may attack hypnotized troop without fear of
| |
| | |
| retaliation.
| |
| | |
| Same as Basic Effect, except that Health of target must be less than
| |
| | |
| ((Power x 25) + 20).
| |
| | |
| Same as Basic Effect, except that Health of target must be less than
| |
| | |
| ((Power x 25) + 50).
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| 66
| |
| | |
| | |
| Level IV
| |
| | |
| Chain Lightning
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 24
| |
| | |
| Instant
| |
| | |
| Lightning bolt strikes target troop for ((Power x 40) + 25) damage. Bolt then
| |
| | |
| strikes closest troop for half the damage. Effect continues until 4 troops are hit.
| |
| | |
| Like Basic Effect except that initial strike does ((Power x 40) + 50)
| |
| | |
| damage, and bolt strikes five troops.
| |
| | |
| Like Advanced Effect except that initial strike does ((Power x 40) +100) damage.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 24
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop can retaliate against one additional attack per round.
| |
| | |
| Target, allied troop can retaliate against two additional attacks per round.
| |
| | |
| All allied troops can retaliate against two additional attacks per round.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 25
| |
| | |
| Instant
| |
| | |
| Teleports hero to target, unoccupied, visible location on the Adventure Map.
| |
| | |
| Spell may be cast twice per day and reduces the hero’s movement by three tiles
| |
| | |
| for each casting. If movement is reduced to zero, the spell may not be cast.
| |
| | |
| Same as Basic Effect, except the spell may be cast three times in a day.
| |
| | |
| Same as Advanced Effect, except the spell may be cast four times in
| |
| | |
| a day, and movement allowance is reduced by two tiles.
| |
| | |
| | |
| Advanced Effect
| |
| | |
| | |
| Counterstrike
| |
| | |
| | |
| Level V
| |
| | |
| Dimension Door
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Fly
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Magic Mirror
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 20
| |
| | |
| 1 Day
| |
| | |
| Casting hero can fly over terrain obstacles to an unoccupied map location.
| |
| | |
| Distance traveled may be up to 60% of normal movement.
| |
| | |
| Same as Basic Effect, except the hero may fly up to 80% of normal
| |
| | |
| movement.
| |
| | |
| Same as Basic Effect, except the hero may fly up to 100% of normal
| |
| | |
| movement.
| |
| | |
| Combat
| |
| | |
| 25
| |
| | |
| 1 Round/Power
| |
| | |
| Enemy spells cast on targeted, allied troop has a 20% chance of being
| |
| | |
| redirected to a random enemy troop.
| |
| | |
| Enemy spells cast on targeted, allied troop has a 30% chance of being
| |
| | |
| redirected to a random enemy troop.
| |
| | |
| Enemy spells cast on targeted, allied troop has a 40% chance of being
| |
| | |
| redirected to a random enemy troop.
| |
| | |
| | |
| 67
| |
| | |
| | |
| Summon Air
| |
| | |
| Elemental
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Level I
| |
| | |
| | |
| 68
| |
| | |
| | |
| Combat
| |
| | |
| 25
| |
| | |
| Combat
| |
| | |
| A troop containing (Power x 2) air elementals appears on the side of the casting
| |
| | |
| player. Only one type of elemental can be summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 3) air elementals are summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 4) air elementals are summoned.
| |
| | |
| | |
| School of Earth Magic
| |
| | |
| | |
| Magic Arrow
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| Instant
| |
| | |
| Target, enemy troop receives ((Power x 10) + 10) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 20) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 30) damage.
| |
| | |
| | |
| Shield
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| 1 Round/Power
| |
| | |
| Hand-to-hand damage delivered to target, allied troop is reduced by 15%.
| |
| | |
| Hand-to-hand damage delivered to target, allied troop is reduced by 30%.
| |
| | |
| Hand-to-hand damage delivered to all allied troops is reduced by 30%.
| |
| | |
| | |
| Slow
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 6
| |
| | |
| 1 Round/Power
| |
| | |
| Target, enemy troop’s speed is reduced to 25% of normal.
| |
| | |
| Target, enemy troop’s speed is reduced to 50% of normal.
| |
| | |
| All enemy troops’ speed ratings are reduced to 50% of normal.
| |
| | |
| | |
| Stone Skin
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop’s defense rating is increased by three.
| |
| | |
| Target, allied troop’s defense rating is increased by six.
| |
| | |
| All allied troops’ defense ratings are increased by six.
| |
| | |
| | |
| View Earth
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 2
| |
| | |
| Instant
| |
| | |
| Displays the location of all loose resources on the View World Screen.
| |
| | |
| Displays the location of all mines and loose resources on the View World Screen.
| |
| | |
| Displays the entire terrain, all mines and loose resources on the View
| |
| | |
| World Screen.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 10
| |
| | |
| Instant
| |
| | |
| All creatures (except undead) troops take ((Power x 5) + 10) damage.
| |
| | |
| All creatures (except undead) troops take ((Power x 5) + 20) damage.
| |
| | |
| All creatures (except undead) troops take ((Power x 5) + 30) damage.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 8
| |
| | |
| Until Touched
| |
| | |
| Quicksand pits are placed in four random hexes. They are invisible to
| |
| | |
| creatures unless they are on native terrain (see Combat, pg. 47). Troops
| |
| | |
| stepping on pit hexes have their movement halted for the current round.
| |
| | |
| Once a pit is stepped on, it is revealed to all.
| |
| | |
| Same as Basic Effect, except that six pits are placed.
| |
| | |
| Same as Basic Effect, except that eight pits are placed.
| |
| | |
| | |
| Level II
| |
| | |
| Death Ripple
| |
| | |
| | |
| Quicksand
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Visions
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 4
| |
| | |
| 1 Day
| |
| | |
| Displays number of monsters in a wandering monster troop and whether or
| |
| | |
| not the troop will offer to join the casting hero’s army. Range is equal to
| |
| | |
| Power or three, whichever is greater.
| |
| | |
| Same as Basic Effect, except an enemy hero’s primary skill stats, and the
| |
| | |
| composition and quantity of that hero’s army can be viewed. Range is
| |
| | |
| (Power x 2) or three, whichever is greater.
| |
| | |
| Same as Advanced Effect, except an enemy town’s statistics and
| |
| | |
| garrison composition and quantity may be viewed. Range is (Power x 3)
| |
| | |
| or three, whichever is greater.
| |
| | |
| | |
| 69
| |
| | |
| | |
| Level III
| |
| | |
| Animate Dead
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Anti-Magic
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 15
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop can only be affected by level 4 or 5 spells.
| |
| | |
| Target, allied troop can only be affected by level 5 spells.
| |
| | |
| Target, allied troop is immune to spell effects.
| |
| | |
| | |
| Earthquake
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat (Siege)
| |
| | |
| 20
| |
| | |
| Instant
| |
| | |
| Does one point of damage to two, random castle walls during siege combat.
| |
| | |
| Does one point of damage to three, random castle walls during siege combat.
| |
| | |
| Does one point of damage to four, random castle walls during siege combat.
| |
| | |
| | |
| Force Field
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 12
| |
| | |
| 2 Rounds
| |
| | |
| A two hex-wide force wall is created at target hex. Movement through these
| |
| | |
| hexes is blocked.
| |
| | |
| Same as Basic Effect, except the force wall is three hexes wide.
| |
| | |
| Same as Advanced Effect.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 12
| |
| | |
| 1 Round/Power
| |
| | |
| Damage from Earth Magic spells is reduced by 30% for target, allied troop.
| |
| | |
| Damage from Earth Magic spells is reduced by 50% for target, allied troop.
| |
| | |
| Damage from Earth Magic spells is reduced by 50% for all allied troops.
| |
| | |
| | |
| Protection from Earth
| |
| | |
| | |
| 70
| |
| | |
| | |
| Combat
| |
| | |
| 15
| |
| | |
| Permanent
| |
| | |
| Reanimates ((Power x 50) + 30) health points worth of killed undead
| |
| | |
| creatures in target, allied troop.
| |
| | |
| Reanimates ((Power x 50) + 60) health points worth of killed undead
| |
| | |
| creatures in target, allied troop.
| |
| | |
| Reanimates ((Power x 50) + 160) health points worth of killed undead
| |
| | |
| creatures in target, allied troop.
| |
| | |
| | |
| Level IV
| |
| | |
| Meteor Shower
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 16
| |
| | |
| Instant
| |
| | |
| Troops in target hex and adjacent hexes take ((Power x 25) + 25) damage.
| |
| | |
| Troops in target hex and adjacent hexes take ((Power x 25) + 50) damage.
| |
| | |
| Troops in target hex and adjacent hexes take ((Power x 25) + 100) damage.
| |
| | |
| | |
| Resurrection
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 20
| |
| | |
| Combat/Permanent
| |
| | |
| Target, allied troop with dead creatures has ((Power x 50) + 40) health
| |
| | |
| worth of creatures restored to life for the duration of the current battle.
| |
| | |
| Same as Basic Effect, except that ((Power x 50) +80) health worth of
| |
| | |
| creatures are restored permanently.
| |
| | |
| Same as Advanced Effect, except that ((Power x 50 + 160) health worth
| |
| | |
| of creatures are restored.
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Sorrow
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 16
| |
| | |
| 1 Round/Power
| |
| | |
| Target, enemy troop’s morale rating is reduced by one.
| |
| | |
| Target, enemy troop’s morale rating is reduced by two.
| |
| | |
| All enemy troop’s morale ratings are reduced by two.
| |
| | |
| | |
| Town Portal
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Expert Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 16
| |
| | |
| Instant
| |
| | |
| Casting hero is teleported to the nearest allied town. 300 movement points
| |
| | |
| are expended when the spell is cast.
| |
| | |
| Casting hero may teleport to any allied town with no visiting hero. 300
| |
| | |
| movement points are expended when the spell is cast.
| |
| | |
| Same as Advanced Effect, except that movement point cost is 200.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 30
| |
| | |
| Instant
| |
| | |
| Target, enemy troop receives ((Power x 75) + 100) damage.
| |
| | |
| Target, enemy troop receives ((Power x 75) + 200) damage.
| |
| | |
| Target, enemy troop receives ((Power x 75) + 300) damage.
| |
| | |
| | |
| Advanced Effect
| |
| | |
| | |
| Level V
| |
| | |
| Implosion
| |
| | |
| | |
| 71
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Summon Earth
| |
| | |
| Elemental
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 25
| |
| | |
| Combat
| |
| | |
| A troop containing (Power x 2) Earth Elementals appears on the side of the
| |
| | |
| casting player. Only one type of elemental can be summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 3) earth elementals are summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 4) earth elementals are summoned.
| |
| | |
| | |
| School of Fire Magic
| |
| | |
| Level I
| |
| | |
| Bloodlust
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop receives a +3 attack rating bonus for hand-to-hand attacks.
| |
| | |
| Target, allied troop receives a +6 attack rating bonus for hand-to-hand attacks.
| |
| | |
| All allied troops receive a +6 attack rating bonus for hand-to-hand attacks.
| |
| | |
| | |
| Curse
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| | |
| Combat
| |
| | |
| 6
| |
| | |
| 1 Round/Power
| |
| | |
| Enemy, target troop creatures deliver minimum damage when attacking.
| |
| | |
| Enemy, target troop creatures delivers ((80% of their minimum damage)
| |
| | |
| – 1) when they attack.
| |
| | |
| All enemy creatures deliver ((80% of their minimum damage) – 1) when
| |
| | |
| they attack.
| |
| | |
| | |
| Expert Effect
| |
| | |
| | |
| Magic Arrow
| |
| | |
| | |
| Protection from
| |
| | |
| Fire
| |
| | |
| | |
| 72
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| Instant
| |
| | |
| Target, enemy troop receives ((Power x 10) + 10) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 20) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 30) damage.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| 1 Round/Power
| |
| | |
| Damage from Fire Magic spells is reduced by 30% for target, allied troop.
| |
| | |
| Damage from Fire Magic spells is reduced by 50% for target, allied troop.
| |
| | |
| Damage from Fire Magic spells is reduced by 50% for all allied troops.
| |
| | |
| | |
| Level II
| |
| | |
| Blind
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Fire Wall
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Visions
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 10
| |
| | |
| 1 Round/Power
| |
| | |
| Target, enemy troop is frozen until attacked, dispelled or effect wears off.
| |
| | |
| Deactivating attack is retaliated at 50% of base attack rating.
| |
| | |
| Same as Basic Effect, except that deactivating attack is retaliated at 25%
| |
| | |
| of base attack rating.
| |
| | |
| Same as Basic Effect, except that deactivating attack is not retaliated.
| |
| | |
| | |
| Combat
| |
| | |
| 8
| |
| | |
| 2 Rounds
| |
| | |
| A two hex-wide wall of fire is produced at target hex. A troop passing
| |
| | |
| through these hexes takes ((Power x 10) + 10) damage.
| |
| | |
| Same as Basic Effect, except that wall of fire is three hexes wide and
| |
| | |
| damage is ((Power x 10) +20).
| |
| | |
| Same as Advanced Effect, except that damage is ((Power x 10) + 50).
| |
| | |
| | |
| Adventure
| |
| | |
| 4
| |
| | |
| 1 Day
| |
| | |
| Displays number of monsters in a wandering monster troop and whether or
| |
| | |
| not the troop will offer to join the casting hero’s army. Range is equal to
| |
| | |
| Power or three, whichever is greater.
| |
| | |
| Same as Basic Effect, except an enemy hero’s primary skill stats, and the
| |
| | |
| composition and quantity of that hero’s army can be viewed. Range is
| |
| | |
| (Power x 2) or three, whichever is greater.
| |
| | |
| Same as Advanced Effect, except an enemy town’s statistics and
| |
| | |
| garrison composition and quantity may be viewed. Range is (Power x 3)
| |
| | |
| or three, whichever is greater.
| |
| | |
| | |
| Level III
| |
| | |
| Fireball
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 15
| |
| | |
| Instant
| |
| | |
| Troops in target hex and its surrounding hexes take ((Power x 10) + 15)
| |
| | |
| damage.
| |
| | |
| Same as Basic Effect, except that damage is ((Power x 10) + 30).
| |
| | |
| Same as Basic Effect, except that damage is ((Power x 10) + 60).
| |
| | |
| | |
| 73
| |
| | |
| | |
| Land Mine
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 18
| |
| | |
| Until Touched
| |
| | |
| Landmines are placed in four random hexes on the battlefield. A troop
| |
| | |
| stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures
| |
| | |
| battling on their native terrain (see Combat, pg. 47) can see the mines and
| |
| | |
| can cross them safely. To all others they are invisible.
| |
| | |
| Same as Basic Effect, except that six mines are placed, and damage is
| |
| | |
| ((Power x 10) + 50).
| |
| | |
| Same as Basic Effect, except that eight mines are placed, and damage is
| |
| | |
| ((Power x 10) + 100).
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 12
| |
| | |
| 1 Round/Power
| |
| | |
| Luck of target, enemy troop is reduced by one.
| |
| | |
| Luck of target, enemy troop is reduced by two.
| |
| | |
| Luck of all enemy troops is reduced by two.
| |
| | |
| | |
| Armageddon
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 24
| |
| | |
| Instant
| |
| | |
| All troops take ((Power x 50) + 30) points of damage.
| |
| | |
| All troops take ((Power x 50) + 60) points of damage.
| |
| | |
| All troops take ((Power x 50) + 120) points of damage.
| |
| | |
| | |
| Berserk
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 20
| |
| | |
| 1 Attack
| |
| | |
| Target attacks nearest troop. All creatures in a 1 hex radius affected.
| |
| | |
| Target attacks nearest troop. All creatures in a 7 hex radius affected.
| |
| | |
| Target attacks nearest troop. All creatures in a 19 hex radius affected.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 16
| |
| | |
| 1 Round/Power
| |
| | |
| 20% of hand-to-hand damage inflicted on target, allied troop is
| |
| | |
| counter-inflicted on attackers of the troop.
| |
| | |
| Same as Basic Effect except that 25% of damage is counter-inflicted.
| |
| | |
| Same as Basic Effect, except that 30% of damage is counter-inflicted.
| |
| | |
| | |
| Misfortune
| |
| | |
| | |
| Level IV
| |
| | |
| | |
| Fire Shield
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| 74
| |
| | |
| | |
| Frenzy
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 16
| |
| | |
| Until target troop’s next action
| |
| | |
| Target troop’s attack rating is increased by 100% of the troop’s defense
| |
| | |
| rating, and its defense rating is reduced to zero.
| |
| | |
| Same as Basic Effect, except attack rating is increased to 150% of the
| |
| | |
| troop’s defense rating.
| |
| | |
| Same as Advanced Effect, except attack rating is increased to 200%
| |
| | |
| of the troop’s defense rating.
| |
| | |
| | |
| Inferno
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 16
| |
| | |
| Instant
| |
| | |
| Strikes target hex, and all hexes within two hexes for ((Power x 10) + 20) damage.
| |
| | |
| Same as Basic Effect, except that damage is ((Power x 10) + 40).
| |
| | |
| Same as Basic Effect, except that damage is ((Power x10) + 80).
| |
| | |
| | |
| Slayer
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 16
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop’s attack rating is increased by eight against behemoths,
| |
| | |
| dragons, and hydras.
| |
| | |
| Same as Basic Effect, except that attack bonus also affects devils and angels.
| |
| | |
| Same as Advanced Effect, except attack bonus also affects titans.
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Level V
| |
| | |
| Sacrifice
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 25
| |
| | |
| Permanent
| |
| | |
| Target, non-undead troop is sacrificed (destroyed). Then another target
| |
| | |
| dead troop has ((Power + Destroyed Troop’s Creature Base Health + 3)
| |
| | |
| x # of Creatures Sacrificed) in health total of creatures returned to life.
| |
| | |
| Same as Basic Effect, except that health total of creatures resurrected is
| |
| | |
| ((Power + Destroyed Troop’s Creature Base Health + 6) x # of Creatures
| |
| | |
| Sacrificed).
| |
| | |
| Same as Basic Effect, except that health total of creatures resurrected is
| |
| | |
| ((Power + Destroyed Troop’s Creature Base Health + 10) x # of
| |
| | |
| Creatures Sacrificed).
| |
| | |
| | |
| 75
| |
| | |
| | |
| Summon Fire
| |
| | |
| Elemental
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 25
| |
| | |
| Combat
| |
| | |
| A troop containing (Power x 2) fire elementals appears on the side of the
| |
| | |
| casting player. Only one type of elemental can be summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 3) fire elementals are summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 4) fire elementals are summoned.
| |
| | |
| | |
| School of Water Magic
| |
| | |
| Level I
| |
| | |
| Bless
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| 1 Round/Power
| |
| | |
| Creatures in target, allied troop inflict maximum damage when they attack.
| |
| | |
| Creatures in target, allied troop inflict maximum damage + 1 when they attack.
| |
| | |
| All allied creatures inflict maximum damage + 1 when they attack.
| |
| | |
| | |
| Cure
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 6
| |
| | |
| Instant
| |
| | |
| Removes all negative spell effects from target, allied troop and heals it for
| |
| | |
| ((Power x 5) + 10) health points.
| |
| | |
| Removes all negative spell effects from target, allied troop and heals it for
| |
| | |
| ((Power x 5) +20) health points.
| |
| | |
| Removes all negative spell effects from all allied troops and heals each for
| |
| | |
| ((Power x 5) + 30) health points.
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Dispel
| |
| | |
| | |
| Magic Arrow
| |
| | |
| | |
| 76
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| Instant
| |
| | |
| Removes all spell effects from target, allied creature troop.
| |
| | |
| Removes all spell effects from target allied or enemy creature troop.
| |
| | |
| Removes all spell effects from all creatures and the battlefield.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| Instant
| |
| | |
| Target, enemy troop receives ((Power x 10) + 10) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 20) damage.
| |
| | |
| Target, enemy troop receives ((Power x 10) + 30) damage.
| |
| | |
| | |
| Protection from Water
| |
| | |
| | |
| Summon Boat
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 5
| |
| | |
| 1 Round/Power
| |
| | |
| Damage from Water Magic spells is reduced by 30% for target, allied troop.
| |
| | |
| Damage from Water Magic spells is reduced by 50% for target, allied troop.
| |
| | |
| Damage from Water Magic spells is reduced by 50% for all allied troops.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 8
| |
| | |
| Instant
| |
| | |
| Summons one of your hero’s boats to their current location. If none of those boats are
| |
| | |
| available, then one of your other heroes’ boats is summoned. Spell has a 50% chance of
| |
| | |
| working. The spell fails if there are no unoccupied boats available.
| |
| | |
| 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 sixty-four boats
| |
| | |
| allowed on the Adventure Map at one time. The spell fails if all are occupied.
| |
| | |
| Same as Advanced Effect, except that the spell has a 100% chance of
| |
| | |
| working (unless all sixty-four boats are occupied).
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Level II
| |
| | |
| Ice Bolt
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 8
| |
| | |
| Instant
| |
| | |
| Target, enemy troop receives ((Power x 20) + 10) damage.
| |
| | |
| Target, enemy troop receives ((Power x 20) + 20) damage.
| |
| | |
| Target, enemy troop receives ((Power x 20) + 50) damage.
| |
| | |
| | |
| Remove Obstacle
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 7
| |
| | |
| Instant
| |
| | |
| Removes one, non-magic obstacle from the battlefield. Integrated obstacles,
| |
| | |
| such as cliffs are not affected.
| |
| | |
| Same as Basic Effect, except Fire Walls may also be removed.
| |
| | |
| Same as Advanced Effect, except all, non-integrated obstacles can
| |
| | |
| be removed.
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Scuttle Boat
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Adventure
| |
| | |
| 8
| |
| | |
| Instant
| |
| | |
| Spell has 50% chance of destroying a boat, unless occupied.
| |
| | |
| Spell has a 75% chance of destroying a boat, unless occupied.
| |
| | |
| Spell destroys a boat, unless occupied.
| |
| | |
| | |
| 77
| |
| | |
| | |
| Visions
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Weakness
| |
| | |
| | |
| Adventure
| |
| | |
| 4
| |
| | |
| 1 Day
| |
| | |
| Displays number of monsters in a wandering monster troop and whether or
| |
| | |
| not the troop will offer to join the casting hero’s army. Range is equal to
| |
| | |
| Power or three, whichever is greater.
| |
| | |
| Same as Basic Effect, except an enemy hero’s primary skill stats, and the
| |
| | |
| composition and quantity of that hero’s army can be viewed. Range is
| |
| | |
| (Power x 2) or three, whichever is greater.
| |
| | |
| Same as Advanced Effect, except an enemy town’s statistics and
| |
| | |
| garrison composition and quantity may be viewed. Range is (Power x 3) or
| |
| | |
| three, whichever is greater.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 8
| |
| | |
| 1 Round/Power
| |
| | |
| Target, enemy troop’s attack rating is reduced by three.
| |
| | |
| Target, enemy troop’s attack rating is reduced by six.
| |
| | |
| All enemy troops’ attack ratings are reduced by six.
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Combat
| |
| | |
| 12
| |
| | |
| 1 Round/Power
| |
| | |
| Half of the creatures in target, enemy troop, with ranged attack forget to
| |
| | |
| shoot.
| |
| | |
| Target, enemy troop with ranged attack cannot use its ranged attack.
| |
| | |
| All enemy troops with ranged attacks cannot use their ranged attacks.
| |
| | |
| | |
| Level III
| |
| | |
| Forgetfulness
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Frost Ring
| |
| | |
| | |
| Mirth
| |
| | |
| | |
| 78
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 12
| |
| | |
| Instant
| |
| | |
| Troops in hexes surrounding target hex receive ((Power x 10) + 15) in
| |
| | |
| damage. Target hex is unaffected.
| |
| | |
| Same as Basic Effect, except damage is ((Power x 10) + 30).
| |
| | |
| Same as Basic Effect, except damage is ((Power x 10) + 60).
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 12
| |
| | |
| 1 Round/Power
| |
| | |
| Morale of target, allied troop is increased by one.
| |
| | |
| Morale of target, allied troop is increased by two.
| |
| | |
| Morale of all allied troops is increased by two.
| |
| | |
| | |
| Teleport
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 15
| |
| | |
| Instant
| |
| | |
| Target, allied troop instantly moves to an unoccupied target hex. Troop
| |
| | |
| cannot teleport over walls or moats.
| |
| | |
| Same as Basic Effect, except troop cannot teleport over walls.
| |
| | |
| Troop can move to any unoccupied hex.
| |
| | |
| | |
| Level IV
| |
| | |
| Clone
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Prayer
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Water Walk
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| Combat
| |
| | |
| 24
| |
| | |
| Current Battle
| |
| | |
| Creates a duplicate of target, allied troop level 1-5. The duplicate can
| |
| | |
| attack but is dispelled if it receives any damage. Creatures from a given
| |
| | |
| town are rated 1 - 7 based on their relative combat effectiveness. Thus, for
| |
| | |
| the Castle town, pikemen and halberdiers are level 1 creatures, while angels
| |
| | |
| and archangels are level 7.
| |
| | |
| Same as Basic Effect, except the duplicate may be of a level 1-6 troop.
| |
| | |
| Same as Basic Effect, except the duplicate may be of a level 1-7 troop.
| |
| | |
| | |
| Combat
| |
| | |
| 16
| |
| | |
| 1 Round/Power
| |
| | |
| Target, allied troop’s attack, defense, and speed (hexes per turn) ratings are
| |
| | |
| increased by two.
| |
| | |
| Target, allied troop’s attack, defense, and speed ratings are increased by four.
| |
| | |
| All allied troop’s attack, defense, and speed ratings are increased by four.
| |
| | |
| | |
| Adventure
| |
| | |
| 12
| |
| | |
| 1 Day
| |
| | |
| The casting hero may follow a movement path across water, provided the
| |
| | |
| end destination is an unoccupied location on land. Water movement may be
| |
| | |
| up to 60% of the hero’s normal movement.
| |
| | |
| Same as Basic Effect, except that water movement may be up to 80% of
| |
| | |
| the hero’s normal movement.
| |
| | |
| Same as Basic Effect, except that water movement may be made at the
| |
| | |
| hero’s full, normal movement.
| |
| | |
| | |
| 79
| |
| | |
| | |
| Level V
| |
| | |
| Summon Water
| |
| | |
| Elemental
| |
| | |
| | |
| Type
| |
| | |
| Cost
| |
| | |
| Duration
| |
| | |
| Basic Effect
| |
| | |
| Advanced Effect
| |
| | |
| Expert Effect
| |
| | |
| | |
| 80
| |
| | |
| | |
| Combat
| |
| | |
| 25
| |
| | |
| Combat
| |
| | |
| A troop containing (Power x 2) water elementals appears on the side of the
| |
| | |
| casting player. Only one type of elemental can be summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 3) water elementals are summoned.
| |
| | |
| Same as Basic Effect, except that (Power x 4) water elementals are summoned.
| |
| | |
| | |
| Town and Creature
| |
| | |
| Reference
| |
| | |
| Here you will find descriptions for all of the buildings found in the Heroes III game’s eight town types.
| |
| | |
| The first section deals with buildings common to all town types. This is followed by individual sections
| |
| | |
| to cover buildings unique to each town. Creature statistics are listed with statistics for the buildings
| |
| | |
| producing them. The individual town sections are followed by information about creatures not
| |
| | |
| associated with any particular town type and then stats for war machines and siege battlefield features.
| |
| | |
| | |
| Resources
| |
| | |
| Wood
| |
| | |
| | |
| Mercury
| |
| | |
| | |
| Ore
| |
| | |
| | |
| Sulfur
| |
| | |
| | |
| Crystals
| |
| | |
| | |
| Gems
| |
| | |
| | |
| Gold
| |
| | |
| | |
| Creature Table Field Legend
| |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Building
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Creature’s name.
| |
| | |
| How much it costs to recruit one creature of this type.
| |
| | |
| The type of building the creature may be recruited at.
| |
| | |
| Creature’s attack strength.
| |
| | |
| Creature’s defensive ability.
| |
| | |
| How many points of damage the creature can take before dying.
| |
| | |
| How much damage the creature’s attack does.
| |
| | |
| How many ranged shots the creature can perform in one battle.
| |
| | |
| “None” indicates the creature has no ranged attack.
| |
| | |
| How the creature moves.
| |
| | |
| How fast the creature moves.
| |
| | |
| | |
| Building Statistics Legend
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Name of Building type.
| |
| | |
| What it costs to build the structure.
| |
| | |
| Building(s) that must be built before this one.
| |
| | |
| Type and number of creatures produced by this building per week.
| |
| | |
| | |
| 81
| |
| | |
| | |
| Buildings Common to All Towns
| |
| | |
| Halls
| |
| | |
| A town’s hall is its center of leadership. Your halls provide you with income in the form of gold. You may
| |
| | |
| order the construction of new structures and structure upgrades at the hall. For more information on
| |
| | |
| constructing other buildings, see Towns (pg. 49).
| |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| N/A
| |
| | |
| | |
| N/A
| |
| | |
| | |
| The village hall, being the minimum defining
| |
| | |
| building of a town, is automatically a part of all
| |
| | |
| towns. It provides an income of 500 Gold per day.
| |
| | |
| | |
| Town Hall
| |
| | |
| | |
| 2500 Gold
| |
| | |
| | |
| Village Hall, Tavern
| |
| | |
| | |
| This upgrade to the village hall provides 1000 Gold
| |
| | |
| per day.
| |
| | |
| | |
| City Hall
| |
| | |
| | |
| 5000 Gold
| |
| | |
| | |
| Capitol
| |
| | |
| | |
| Town Hall, Blacksmith, Mage Guild
| |
| | |
| Level I, Marketplace
| |
| | |
| 10,000 Gold City Hall, Castle
| |
| | |
| | |
| This upgrade to the town hall provides 2000 Gold
| |
| | |
| per day.
| |
| | |
| This upgrade to the city hall provides 4000 Gold per
| |
| | |
| day. You may only build a capitol if you don’t already
| |
| | |
| have one.
| |
| | |
| | |
| Castles
| |
| | |
| A castle provides a town with increased security. Because castles add walls and other defensive features to
| |
| | |
| the town, enemy forces must lay siege to the town when they attack it (see Combat, pg. 40). Presence of
| |
| | |
| a castle also increases town creature production. Clicking on a castle will provide information about the
| |
| | |
| towns current population.
| |
| | |
| | |
| 82
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Fort
| |
| | |
| | |
| 5000 Gold
| |
| | |
| + 20 Wood
| |
| | |
| + 20 Ore
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| Building a fort adds walls to a town.
| |
| | |
| | |
| Citadel
| |
| | |
| | |
| 2500 Gold
| |
| | |
| + 5 Ore
| |
| | |
| | |
| Fort
| |
| | |
| | |
| This upgrade to the fort adds a moat and the
| |
| | |
| primary arrow tower to a town. Presence of a citadel
| |
| | |
| increases the production of creature dwellings by
| |
| | |
| 50%.
| |
| | |
| | |
| Castle
| |
| | |
| | |
| 5000 Gold
| |
| | |
| + 10 Wood
| |
| | |
| + 10 Ore
| |
| | |
| | |
| Citadel
| |
| | |
| | |
| When a castle is built, it adds two arrow towers at
| |
| | |
| half strength of the primary tower, and the standard
| |
| | |
| walls are strengthened to fortified walls. Further,
| |
| | |
| production of creature dwellings is increased by
| |
| | |
| 100%.
| |
| | |
| | |
| Mage Guilds
| |
| | |
| Mage guilds are centers for spell research and provide spells for heroes to learn. Heroes possessing spell
| |
| | |
| books—which are available for purchase at mage guilds—automatically learn all spells known to mage
| |
| | |
| guilds of allied towns they visit, as long as they have the appropriate level of Wisdom (see Secondary
| |
| | |
| Skills, pg. 35). Each upgrade of a town’s mage guild increases the number of spells available.
| |
| | |
| Additionally, heroes who spend one day in a town with a mage guild have their spell points replenished.
| |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Mage Guild
| |
| | |
| Level I
| |
| | |
| | |
| 2000 Gold
| |
| | |
| + 5 Wood + 5 Ore
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| When the level I mage guild is built, five level I
| |
| | |
| spells become available for heroes to learn. Heroes
| |
| | |
| are able to purchase a spell book from the guild for
| |
| | |
| 500 Gold.
| |
| | |
| | |
| Mage Guild
| |
| | |
| Level II
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| + 5 Ore + 4 Crystal
| |
| | |
| + 4 Gem + 4 Mercury
| |
| | |
| + 4 Sulfur
| |
| | |
| | |
| Mage Guild Level I
| |
| | |
| | |
| When the level II mage build is built, an additional
| |
| | |
| four level II spells become available for heroes to
| |
| | |
| learn.
| |
| | |
| | |
| Mage Guild
| |
| | |
| Level III
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| + 5 Ore + 6 Crystal
| |
| | |
| + 6 Gem + 6 Mercury
| |
| | |
| + 6 Sulfur
| |
| | |
| | |
| Mage Guild Level II
| |
| | |
| | |
| When the level III mage guild is built, an additional
| |
| | |
| three level III spells become available for heroes to learn.
| |
| | |
| This is the highest level mage guild you can
| |
| | |
| construct in Stronghold and Fortress towns.
| |
| | |
| | |
| Mage Guild
| |
| | |
| Level IV
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| + 5 Ore + 8 Crystal
| |
| | |
| + 8 Gem + 8 Mercury
| |
| | |
| + 8 Sulfur
| |
| | |
| | |
| Mage Guild Level III
| |
| | |
| | |
| When the level IV mage guild is built, an additional
| |
| | |
| two level IV spells become available for heroes to
| |
| | |
| learn. This is the highest level of the mage guild you
| |
| | |
| can construct in Castle towns.
| |
| | |
| | |
| Mage Guild
| |
| | |
| Level V
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| + 5 Ore + 10 Crystal
| |
| | |
| + 10 Gem + 10
| |
| | |
| Mercury + 10 Sulfur
| |
| | |
| | |
| Mage Guild Level IV
| |
| | |
| | |
| When the level V mage guild is built, one level V
| |
| | |
| spell becomes available for heroes to learn.
| |
| | |
| | |
| Marketplace
| |
| | |
| Resources may be traded for other resources at town marketplaces. While the marketplace traders will
| |
| | |
| always seek to make a profit, the more marketplaces you have under your control, the better the exchange
| |
| | |
| rate. In multiplayer games, the marketplace allows you to trade resources with other players. For more
| |
| | |
| information, see Towns (pg. 49).
| |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| 500 Gold
| |
| | |
| + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| Allows resources to be traded.
| |
| | |
| | |
| Tavern
| |
| | |
| At the town tavern you may hear rumors, check how you are doing compared to your opponents, and
| |
| | |
| hire new heroes for field or garrison duty. For more information, see Towns (pg. 49).
| |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| 500 Gold
| |
| | |
| + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| Provides the ability to recruit heroes,
| |
| | |
| hear rumors, and visit the Thieves’ Guild.
| |
| | |
| | |
| 83
| |
| | |
| | |
| Barracks
| |
| | |
| | |
| Guardhouse
| |
| | |
| | |
| Archers’ Tower
| |
| | |
| | |
| Portal of Glory
| |
| | |
| | |
| Shipyard/Lighthouse
| |
| | |
| | |
| Castle
| |
| | |
| Griffin Tower
| |
| | |
| Mage Guild
| |
| | |
| Hall
| |
| | |
| | |
| Monastery
| |
| | |
| | |
| Tavern/Brotherhood
| |
| | |
| of the Sword
| |
| | |
| | |
| Training Grounds
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Stables
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| Castle Towns
| |
| | |
| Castles are home to the Cleric and Knight hero classes. Castle armies are primarily composed of human
| |
| | |
| men-at-arms, though these towns have also formed an alliance with the griffins and are under the
| |
| | |
| protection of angels. With two types of ranged attack units and two flying unit types available,
| |
| | |
| Castle-based armies are well equipped to quickly engage and defeat their enemies.
| |
| | |
| | |
| Castle Specific Buildings
| |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| Produces the Ballista war machine (see War
| |
| | |
| Machines, pg. 117).
| |
| | |
| | |
| Brotherhood of the Sword 500 Gold + 5 Wood
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| This Tavern upgrade gives a +2 morale bonus
| |
| | |
| to all garrisoned creatures during a siege.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold + 5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| This upgrade to the marketplace provides 1
| |
| | |
| Wood and 1 Ore per day.
| |
| | |
| | |
| Shipyard
| |
| | |
| | |
| 2000 Gold + 20 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| Allows ships to be built. Ships cost 1000 Gold
| |
| | |
| + 10 Wood.
| |
| | |
| | |
| Lighthouse
| |
| | |
| | |
| 2000 Gold + 10 Ore
| |
| | |
| | |
| Shipyard
| |
| | |
| | |
| Each lighthouse you build will increase the
| |
| | |
| movement allowance of your ships.
| |
| | |
| | |
| Stables
| |
| | |
| | |
| 2000 Gold + 10 Wood
| |
| | |
| | |
| Barracks
| |
| | |
| | |
| Visiting heroes departing from Castle towns
| |
| | |
| with stables have their movement allowance
| |
| | |
| increased.
| |
| | |
| | |
| Note: Information on creature dwellings unique to each town type can
| |
| | |
| be found in their corresponding sections, within the creature tables.
| |
| | |
| | |
| 84
| |
| | |
| | |
| Castle Creature Dwellings and Hordes
| |
| | |
| Pikemen & Halberdiers
| |
| | |
| Pikemen and halberdiers are among
| |
| | |
| the strongest basic foot soldiers
| |
| | |
| available to any army. While
| |
| | |
| somewhat slow, they have respectable
| |
| | |
| combat ratings.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Archers & Marksmen
| |
| | |
| Archers and marksmen are lightly
| |
| | |
| armored troops armed with crossbows
| |
| | |
| for ranged attacks and daggers for light
| |
| | |
| hand-to-hand fighting. Marksmen can
| |
| | |
| get off two shots in each ranged attack.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Griffins & Royal Griffins
| |
| | |
| Griffins roost in special towers built
| |
| | |
| for them on the Castle grounds.
| |
| | |
| Standard griffins are able to
| |
| | |
| counterstrike against two attackers per
| |
| | |
| turn. Royal griffins can counterstrike
| |
| | |
| an unlimited number of attackers.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Pikeman
| |
| | |
| 60 Gold
| |
| | |
| 1-3
| |
| | |
| None
| |
| | |
| 4
| |
| | |
| 5
| |
| | |
| 10
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Halberdier
| |
| | |
| 75 Gold
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| 6
| |
| | |
| 5
| |
| | |
| 10
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Guardhouse
| |
| | |
| 500 Gold + 10 Ore
| |
| | |
| Fort
| |
| | |
| 14 Pikemen
| |
| | |
| | |
| Upgraded Guardhouse
| |
| | |
| 1000 Gold + 5 Ore
| |
| | |
| Guardhouse
| |
| | |
| 14 Halberdiers
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Archer
| |
| | |
| 100 Gold
| |
| | |
| 6
| |
| | |
| 3
| |
| | |
| 10
| |
| | |
| 2-3
| |
| | |
| 12
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Marksman
| |
| | |
| 150 Gold
| |
| | |
| 6
| |
| | |
| 3
| |
| | |
| 10
| |
| | |
| 2-3
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Archers’ Tower
| |
| | |
| 1000 Gold + 5 Wood + 5 Ore
| |
| | |
| Guardhouse
| |
| | |
| 9 Archers
| |
| | |
| | |
| Upgraded Archers’ Tower
| |
| | |
| 1000 Gold+5 Wood +5 Ore
| |
| | |
| Archers’ Tower
| |
| | |
| 9 Marksmen
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Griffin Tower
| |
| | |
| 1000 Gold + 5 Ore
| |
| | |
| Barracks
| |
| | |
| 7 Griffins
| |
| | |
| | |
| Griffin
| |
| | |
| 200 Gold
| |
| | |
| 8
| |
| | |
| 8
| |
| | |
| 25
| |
| | |
| 3-6
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Very Swift (6 hexes/turn)
| |
| | |
| Upgraded Griffin Tower
| |
| | |
| 1000 Gold + 5 Ore
| |
| | |
| Griffin Tower
| |
| | |
| 7 Royal Griffins
| |
| | |
| | |
| Royal Griffin
| |
| | |
| 240 Gold
| |
| | |
| 9
| |
| | |
| 9
| |
| | |
| 25
| |
| | |
| 3-6
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| Griffin Bastion
| |
| | |
| 1000 Gold
| |
| | |
| Griffin Tower
| |
| | |
| +3 Griffin Tower Production
| |
| | |
| | |
| 85
| |
| | |
| | |
| Swordsmen & Crusaders
| |
| | |
| Well armed and armored, swordsmen
| |
| | |
| and crusaders are better all-around
| |
| | |
| foot soldiers than their pikemen
| |
| | |
| companions. Crusaders deliver two
| |
| | |
| blows per attack.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Monks & Zealots
| |
| | |
| Monks and zealots train themselves to
| |
| | |
| control and project their personal
| |
| | |
| energistic forces, which they deliver as
| |
| | |
| ranged blasts. While monks suffer the
| |
| | |
| normal penalty for ranged unit hand-to-hand attack damage (50%), the
| |
| | |
| better trained zealots do not.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Cavaliers & Champions
| |
| | |
| The horse-mounted cavalier and
| |
| | |
| champion deal extra impact damage
| |
| | |
| (+5% per hex traveled to creature
| |
| | |
| attacked) when charging into battle.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| 86
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Swordsman
| |
| | |
| 300 Gold
| |
| | |
| 10
| |
| | |
| 12
| |
| | |
| 35
| |
| | |
| 6-9
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Crusader
| |
| | |
| 400 Gold
| |
| | |
| 12
| |
| | |
| 12
| |
| | |
| 35
| |
| | |
| 7-10
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Barracks
| |
| | |
| 2000 Gold + 5 Ore
| |
| | |
| Guardhouse, Blacksmith
| |
| | |
| 4 Swordsmen
| |
| | |
| | |
| Upgraded Barracks
| |
| | |
| 2000 Gold +5 Ore +5 Crystal
| |
| | |
| Barracks
| |
| | |
| 4 Crusaders
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Monk
| |
| | |
| 400 Gold
| |
| | |
| 12
| |
| | |
| 7
| |
| | |
| 30
| |
| | |
| 10-12
| |
| | |
| 12
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Zealot
| |
| | |
| 450 Gold
| |
| | |
| 12
| |
| | |
| 10
| |
| | |
| 30
| |
| | |
| 10-12
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Monastery
| |
| | |
| 3000 Gold+5 Wood+5 Ore+2
| |
| | |
| Crystal+2 Gem+2 Mercury+2 Sulfur
| |
| | |
| Requirements Mage Guild Level I, Barracks
| |
| | |
| Creatures/Week 3 Monks
| |
| | |
| | |
| Upgraded Monastery
| |
| | |
| 1000 Gold+2 Wood+2 Ore+2
| |
| | |
| Crystal+2 Gem+2 Mercury+2 Sulfur
| |
| | |
| Monastery
| |
| | |
| 3 Zealots
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Cavalier
| |
| | |
| 1000 Gold
| |
| | |
| 15
| |
| | |
| 15
| |
| | |
| 100
| |
| | |
| 15-25
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Champion
| |
| | |
| 1200 Gold
| |
| | |
| 16
| |
| | |
| 16
| |
| | |
| 100
| |
| | |
| 20-25
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Training Grounds
| |
| | |
| 5000 Gold + 20 Wood
| |
| | |
| Stables
| |
| | |
| 2 Cavaliers
| |
| | |
| | |
| Upgraded Training Grounds
| |
| | |
| 3000 Gold + 10 Wood
| |
| | |
| Training Grounds
| |
| | |
| 2 Champions
| |
| | |
| | |
| Angels & Archangels
| |
| | |
| With their great offensive and defensive
| |
| | |
| power and flying ability, angels and
| |
| | |
| archangels are among the mightiest
| |
| | |
| creatures in the game. Both do 150%
| |
| | |
| damage when attacking devils.
| |
| | |
| Additionally, the archangel is able to
| |
| | |
| resurrect dead allied troops once per
| |
| | |
| combat.
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Angel
| |
| | |
| 3000 Gold
| |
| | |
| 20
| |
| | |
| 20
| |
| | |
| 200
| |
| | |
| 50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Extra Quick (12 hexes/turn)
| |
| | |
| | |
| Portal of Glory
| |
| | |
| 20000 Gold+10 Crystal
| |
| | |
| +10 Gem+10 Mercury
| |
| | |
| +10 Sulfur
| |
| | |
| Requirements Monastery
| |
| | |
| Creatures/Week 1 Angel
| |
| | |
| | |
| Archangel
| |
| | |
| 5000 Gold
| |
| | |
| 30
| |
| | |
| 30
| |
| | |
| 250
| |
| | |
| 50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Very Fast (18 hexes/turn)
| |
| | |
| Upgraded Portal of Glory
| |
| | |
| 20000 Gold+10 Crystal
| |
| | |
| +10 Gem+10 Mercury
| |
| | |
| +10 Sulfur
| |
| | |
| Portal of Glory
| |
| | |
| 1 Archangel
| |
| | |
| | |
| 87
| |
| | |
| | |
| Mage Guild
| |
| | |
| | |
| Mama Vortex
| |
| | |
| | |
| Chapel of Stilled Voices
| |
| | |
| | |
| Castle
| |
| | |
| | |
| Harpy Loft
| |
| | |
| | |
| Dragon Cave
| |
| | |
| | |
| Labyrinth
| |
| | |
| Portal of Summoning
| |
| | |
| | |
| Hall
| |
| | |
| Manticore Lair
| |
| | |
| Warren
| |
| | |
| | |
| Artifact Merchants
| |
| | |
| Pillar of Eyes
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| Academy of
| |
| | |
| Battle Scholars
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| Dungeon Towns
| |
| | |
| Dungeons towns are built by Warlock and Overlord hero types to act as bases from which to wage
| |
| | |
| campaigns of conquest for wealth and power. Similarly minded creatures are attracted as allies. Other
| |
| | |
| Dungeon creatures are in thrall to their masters. Dungeon armies are possessed of a variety of long range
| |
| | |
| attacks, have effective damage dealing troops, and have the ability to greatly disrupt the strategies of their enemies.
| |
| | |
| | |
| Dungeon Specific Buildings
| |
| | |
| | |
| 88
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Academy of
| |
| | |
| Battle Scholars
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| + 5 Ore
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| Visiting heroes gain 1000 experience points
| |
| | |
| from the academy. This effect is applied only
| |
| | |
| once per hero for each Academy of Battle
| |
| | |
| Scholars visited
| |
| | |
| | |
| Artifact Merchants
| |
| | |
| | |
| 10,000 Gold
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| You may visit the Artifact Merchants building to
| |
| | |
| trade resources for artifacts.
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The Ballista war machine (see War Machines
| |
| | |
| and Siege Features, pg. 126) may be
| |
| | |
| purchased from the Dungeon blacksmith.
| |
| | |
| | |
| Mana Vortex
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Mage Guild Level I Presence of a mana vortex doubles the spell
| |
| | |
| points available for visiting heroes.
| |
| | |
| | |
| Portal of Summoning
| |
| | |
| | |
| 2500 Gold + 5 Ore
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| On Day 1 of each week, a random creature
| |
| | |
| type from a creature dwelling flagged on the
| |
| | |
| Adventure Map, becomes available for
| |
| | |
| recruitment at the Portal of Summoning.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold + 5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| This marketplace upgrade provides 1 Sulfur per
| |
| | |
| day.
| |
| | |
| | |
| Dungeon Creature Generators and Hordes
| |
| | |
| Troglodytes & Infernal Troglodytes
| |
| | |
| Troglodytes are immune to blinding
| |
| | |
| effects since they don’t have eyes and
| |
| | |
| ‘see’ their surroundings through
| |
| | |
| infrared senses.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Warren
| |
| | |
| 400 Gold + 10 Wood
| |
| | |
| Fort
| |
| | |
| 14 Troglodytes
| |
| | |
| | |
| Harpies & Harpy Hags
| |
| | |
| Harpies—half-women/half-vulture in
| |
| | |
| appearance—have a swooping attack
| |
| | |
| that returns them to the hex they
| |
| | |
| started from. Harpy hags attack with
| |
| | |
| such violence their attacks cannot be
| |
| | |
| countered.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Beholders & Evil Eyes
| |
| | |
| Beholders and evil eyes can attack at
| |
| | |
| range with rays projected from their
| |
| | |
| eyes. At close range they attack with
| |
| | |
| equal damage using their multiple
| |
| | |
| tentacles.
| |
| | |
| | |
| Upgraded Warren
| |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| Warren
| |
| | |
| 14 Infernal Troglodytes
| |
| | |
| | |
| Infernal Troglodyte
| |
| | |
| 65 Gold
| |
| | |
| 5
| |
| | |
| 4
| |
| | |
| 6
| |
| | |
| 1-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| Mushroom Rings
| |
| | |
| 1000 Gold
| |
| | |
| Warren
| |
| | |
| +7 Warren Production
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Harpy
| |
| | |
| 130 Gold
| |
| | |
| 6
| |
| | |
| 5
| |
| | |
| 14
| |
| | |
| 1-4
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Harpy Hag
| |
| | |
| 170 Gold
| |
| | |
| 6
| |
| | |
| 6
| |
| | |
| 14
| |
| | |
| 1-4
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Harpy Loft
| |
| | |
| 1000 Gold
| |
| | |
| Warren
| |
| | |
| 8 Harpies
| |
| | |
| | |
| Upgraded Harpy Loft
| |
| | |
| 1000 Gold + 2 Crystal +2 Sulfur
| |
| | |
| Harpy Loft
| |
| | |
| 8 Harpy Hags
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Beholder
| |
| | |
| 250 Gold
| |
| | |
| 9
| |
| | |
| 7
| |
| | |
| 22
| |
| | |
| 3-5
| |
| | |
| 12
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Evil Eye
| |
| | |
| 280 Gold
| |
| | |
| 10
| |
| | |
| 8
| |
| | |
| 22
| |
| | |
| 3-5
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Troglodyte
| |
| | |
| 50 Gold
| |
| | |
| 4
| |
| | |
| 3
| |
| | |
| 5
| |
| | |
| 1-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Pillar of Eyes
| |
| | |
| 1000 Gold +1 Wood +1 Ore +1
| |
| | |
| Crystal +1 Gem +1 Mercury
| |
| | |
| +1 Sulfur
| |
| | |
| Requirements Warren
| |
| | |
| Creatures/Week 7 Beholders
| |
| | |
| | |
| Upgraded Pillar of Eyes
| |
| | |
| 1000 Gold +1 Wood +1 Ore +1
| |
| | |
| Crystal +1 Gem +1 Mercury
| |
| | |
| +1 Sulfur
| |
| | |
| Pillar of Eyes
| |
| | |
| 7 Evil Eyes
| |
| | |
| | |
| 89
| |
| | |
| | |
| Medusas & Medusa Queens
| |
| | |
| Armed with bows, medusas and
| |
| | |
| medusa queens can attack at range to
| |
| | |
| good effect. Their hand-to-hand
| |
| | |
| attacks do the same damage and also
| |
| | |
| have a 20% chance of petrifying their
| |
| | |
| targets for three rounds. Petrified
| |
| | |
| creatures cannot move, take 50%
| |
| | |
| damage, and become unfrozen when
| |
| | |
| attacked.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Minotaurs & Minotaur Kings
| |
| | |
| Minotaurs and minotaur kings live in
| |
| | |
| labyrinths and devour all who enter.
| |
| | |
| These bull-like humanoids are sure of
| |
| | |
| their ability to dominate in battle and
| |
| | |
| have good morale. This self image is
| |
| | |
| well-founded as they are durable and
| |
| | |
| have a very damaging axe attack.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Manticores & Scorpicores
| |
| | |
| Manticores and their venomous
| |
| | |
| cousins, the scorpicores, have features
| |
| | |
| combined of bat, lion and scorpion.
| |
| | |
| They attack with stabs from their
| |
| | |
| stinging tails. Scorpicore attacks have
| |
| | |
| a 20% chance of paralyzing an
| |
| | |
| opponent. Creatures thus petrified
| |
| | |
| take 50% damage and are unfrozen
| |
| | |
| when attacked or after three rounds.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| 90
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Medusa
| |
| | |
| 300 Gold
| |
| | |
| 9
| |
| | |
| 9
| |
| | |
| 25
| |
| | |
| 6-8
| |
| | |
| 4
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Medusa Queen
| |
| | |
| 330 Gold
| |
| | |
| 10
| |
| | |
| 10
| |
| | |
| 30
| |
| | |
| 6-8
| |
| | |
| 8
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Chapel of Stilled Voices
| |
| | |
| 2000 Gold +5 Wood +10 Ore
| |
| | |
| Harpy Loft, Pillar of Eyes
| |
| | |
| 4 Medusas
| |
| | |
| | |
| Upgraded Chapel of Stilled Voices
| |
| | |
| 1500 Gold +5 Wood
| |
| | |
| Chapel of Stilled Voices
| |
| | |
| 4 Medusa Queens
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Minotaur
| |
| | |
| 500 Gold
| |
| | |
| 14
| |
| | |
| 12
| |
| | |
| 50
| |
| | |
| 12-20
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Minotaur King
| |
| | |
| 575 Gold
| |
| | |
| 15
| |
| | |
| 15
| |
| | |
| 50
| |
| | |
| 12-20
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Swift (8 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Labyrinth
| |
| | |
| 4000 Gold + 10 Ore + 10 Gem
| |
| | |
| Chapel of Stilled Voices
| |
| | |
| 3 Minotaurs
| |
| | |
| | |
| Upgraded Labyrinth
| |
| | |
| 3000 Gold +5 Ore +5 Gem
| |
| | |
| Labyrinth
| |
| | |
| 3 Minotaur Kings
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Manticore
| |
| | |
| 850 Gold
| |
| | |
| 15
| |
| | |
| 13
| |
| | |
| 80
| |
| | |
| 14-20
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Scorpicore
| |
| | |
| 1050 Gold
| |
| | |
| 16
| |
| | |
| 14
| |
| | |
| 80
| |
| | |
| 14-20
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Quick (11 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Manticore Lair
| |
| | |
| 5000 Gold +5 Wood +5 Ore +5
| |
| | |
| Mercury +5 Sulfur
| |
| | |
| Requirements Chapel of Stilled Voices
| |
| | |
| Creatures/Week 2 Manticores
| |
| | |
| | |
| Upgraded Manticore Lair
| |
| | |
| 3000 Gold +5 Wood +5 Ore
| |
| | |
| +5 Mercury +5 Sulfur
| |
| | |
| Manticore Lair
| |
| | |
| 2 Scorpicore
| |
| | |
| | |
| Red & Black Dragons
| |
| | |
| Red and black dragons with their great
| |
| | |
| mobility, flying ability, and powerful
| |
| | |
| breath weapons are among the most
| |
| | |
| effective units in the game. Red
| |
| | |
| dragons are immune to spells below
| |
| | |
| level four. Black dragons are twice as
| |
| | |
| durable, do 150% damage to giants and
| |
| | |
| titans, and are immune to all spells.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Red Dragon
| |
| | |
| 2500 Gold + 1 Sulfur
| |
| | |
| 19
| |
| | |
| 19
| |
| | |
| 180
| |
| | |
| 40-50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Quick (11 hexes/turn)
| |
| | |
| | |
| Dragon Cave
| |
| | |
| 15000 Gold +15 Wood +15 Ore
| |
| | |
| +20 Sulfur
| |
| | |
| Requirements Mage Guild Level II, Labyrinth,
| |
| | |
| Manticore Lair
| |
| | |
| Creatures/Week 1 Red Dragons
| |
| | |
| | |
| Black Dragon
| |
| | |
| 4000 Gold + 2 Sulfur
| |
| | |
| 25
| |
| | |
| 25
| |
| | |
| 300
| |
| | |
| 40-50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Super Quick (15 hexes/turn)
| |
| | |
| Upgraded Dragon Cave
| |
| | |
| 15000 Gold +15 Wood +15
| |
| | |
| Ore +20 Sulfur
| |
| | |
| Mage Guild Level III,
| |
| | |
| Dragon Cave
| |
| | |
| 1 Black Dragons
| |
| | |
| | |
| 91
| |
| | |
| | |
| Gorgon Lair
| |
| | |
| | |
| Serpent Fly Hive
| |
| | |
| | |
| Hall
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Castle
| |
| | |
| | |
| Blood Obelisk
| |
| | |
| Cage of Warlords
| |
| | |
| | |
| Wyvern Nest
| |
| | |
| Gnoll Hut/Captains
| |
| | |
| Quarters
| |
| | |
| Lizard Den
| |
| | |
| Glyphs of Fear
| |
| | |
| | |
| Mage Guild
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| Basilisk Pit
| |
| | |
| | |
| Shipyard
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| Hydra Pond
| |
| | |
| | |
| Fortress Towns
| |
| | |
| Fortress towns are built at the edge of swamps and are often used as bases by the Beastmaster and Witch
| |
| | |
| hero classes. Their armies are primarily made up of deadly creatures—born of the swamps, and then
| |
| | |
| subdued and trained for warfare. While among them there is only one ranged attack creature, Fortress
| |
| | |
| units are possessed of many special abilities to offset this deficiency.
| |
| | |
| | |
| Fortress Specific Buildings
| |
| | |
| | |
| 92
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| You may purchase the First Aid Tent (see War
| |
| | |
| Machines and Siege Features, pg. 126) from
| |
| | |
| the Fortress blacksmith.
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Blood Obelisk
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Glyphs of Fear
| |
| | |
| | |
| The Blood Obelisk gives heroes a +2 to their
| |
| | |
| Attack skill during siege battles.
| |
| | |
| | |
| Glyphs of Fear
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Fort
| |
| | |
| | |
| The Glyph of Fear gives heroes a +2 to their
| |
| | |
| Defense skill during sieges.
| |
| | |
| | |
| Cage of Warlords
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Town Hall,
| |
| | |
| Glyphs of Fear
| |
| | |
| | |
| The Cage of Warlords gives visiting heroes a
| |
| | |
| permanent +1 to their Defense skill.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold + 5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| This upgrade to the marketplace provides 1
| |
| | |
| Wood and 1 Ore per day.
| |
| | |
| | |
| Shipyard
| |
| | |
| | |
| 2000 Gold + 20 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| Ships may be purchased from the shipyard for
| |
| | |
| 1000 Gold + 10 Wood.
| |
| | |
| | |
| Fortress Creature Generators and Hordes
| |
| | |
| Gnolls & Gnoll Marauders
| |
| | |
| Armed with morning stars, gnolls and
| |
| | |
| gnoll marauders are above average foot
| |
| | |
| soldier units.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Gnoll Hut
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Upgraded Gnoll Hut
| |
| | |
| 400 Gold + 10 Wood
| |
| | |
| Fort
| |
| | |
| 12 Gnolls
| |
| | |
| | |
| Lizardmen & Lizard Warriors
| |
| | |
| Lizardmen and lizard warriors are
| |
| | |
| armed with bows for ranged attacks
| |
| | |
| and daggers for hand-to-hand fighting.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Serpent Flies & Dragon Flies
| |
| | |
| These giant, flying insects attack by
| |
| | |
| striking with their tail stingers. Their
| |
| | |
| attacks dispel any beneficial spells
| |
| | |
| affecting their target.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Gnoll
| |
| | |
| 50 Gold
| |
| | |
| 3
| |
| | |
| 5
| |
| | |
| 6
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Captain’s Quarters
| |
| | |
| 1000 Gold + 10 Wood
| |
| | |
| Tavern, Gnoll Hut
| |
| | |
| 12 Gnoll Marauders
| |
| | |
| | |
| Gnoll Marauder
| |
| | |
| 70 Gold
| |
| | |
| 4
| |
| | |
| 6
| |
| | |
| 6
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| 1000 Gold
| |
| | |
| Gnoll Hut
| |
| | |
| +6 Gnoll Hut
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Lizardman
| |
| | |
| 110 Gold
| |
| | |
| 5
| |
| | |
| 6
| |
| | |
| 12
| |
| | |
| 1-3
| |
| | |
| 12
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Lizard Warriors
| |
| | |
| 130 Gold
| |
| | |
| 5
| |
| | |
| 7
| |
| | |
| 12
| |
| | |
| 2-3
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Lizard Den
| |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| Gnoll Hut
| |
| | |
| 8 Lizardmen
| |
| | |
| | |
| Upgraded Lizard Den
| |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| Lizard Den
| |
| | |
| 8 Lizard Warriors
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Serpent Fly
| |
| | |
| 220 Gold
| |
| | |
| 6
| |
| | |
| 8
| |
| | |
| 20
| |
| | |
| 2-5
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Serpent Fly Hive
| |
| | |
| 1000 Gold + 5 Wood + 2
| |
| | |
| Mercury + 2 Sulfur
| |
| | |
| Requirements Gnoll Hut
| |
| | |
| Creatures/Week 8 Serpent Flies
| |
| | |
| | |
| Dragon Fly
| |
| | |
| 240 Gold
| |
| | |
| 6
| |
| | |
| 8
| |
| | |
| 20
| |
| | |
| 2-5
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Very Quick (13 hexes/turn)
| |
| | |
| Upgraded Serpent Fly Hive
| |
| | |
| 1000 Gold + 2 Mercury + 2 Sulfur
| |
| | |
| Serpent Fly Hive
| |
| | |
| 8 Dragon Flies
| |
| | |
| | |
| 93
| |
| | |
| | |
| Basilisks & Greater Basilisks
| |
| | |
| The basilisk and greater basilisk have
| |
| | |
| developed the ability to petrify their
| |
| | |
| prey for three rounds. Their attacks
| |
| | |
| have a 20% chance of making this
| |
| | |
| occur. Petrified creatures take 50%
| |
| | |
| damage from attacks and are unfrozen
| |
| | |
| when struck.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Gorgons & Mighty Gorgons
| |
| | |
| The sturdy gorgons attack with their
| |
| | |
| acidic breath. The Mighty Gorgon has
| |
| | |
| a Death Stare with a 10% chance per
| |
| | |
| attack of killing the top creature of a
| |
| | |
| troop outright per 10 Mighty
| |
| | |
| Gorgons.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Wyverns & Wyvern Monarchs
| |
| | |
| Wyverns and wyvern monarchs attack
| |
| | |
| with swipes of their stinging tails. The
| |
| | |
| wyvern monarch’s stinger has a chance
| |
| | |
| of poisoning its target for three
| |
| | |
| rounds. The top creature of a poisoned
| |
| | |
| troop loses 50% of its health each
| |
| | |
| round. Poisoning can only be removed
| |
| | |
| by the Cure spell.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| 94
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Basilisk
| |
| | |
| 325 Gold
| |
| | |
| 11
| |
| | |
| 11
| |
| | |
| 35
| |
| | |
| 6-10
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Greater Basilisk
| |
| | |
| 400 Gold
| |
| | |
| 12
| |
| | |
| 12
| |
| | |
| 40
| |
| | |
| 6-10
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Basilisk Pit
| |
| | |
| 2000 Gold + 5 Wood + 10 Ore
| |
| | |
| Serpent Fly Hive
| |
| | |
| 4 Basilisks
| |
| | |
| | |
| Upgraded Basilisk Pit
| |
| | |
| 2000 Gold +5 Wood +5 Ore
| |
| | |
| Basilisk Pit
| |
| | |
| 4 Greater Basilisks
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Gorgon
| |
| | |
| 525 Gold
| |
| | |
| 10
| |
| | |
| 14
| |
| | |
| 70
| |
| | |
| 12-16
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Mighty Gorgon
| |
| | |
| 600 Gold
| |
| | |
| 11
| |
| | |
| 16
| |
| | |
| 70
| |
| | |
| 12-16
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Gorgon Lair
| |
| | |
| 2500 Gold +10 Wood +10
| |
| | |
| Ore +5 Mercury +5 Sulfur
| |
| | |
| Requirements Serpent Fly Hive, Lizard Den
| |
| | |
| Creatures/Week 3 Gorgons
| |
| | |
| | |
| Upgrade Gorgon Lair
| |
| | |
| 2000 Gold + 5 Wood + 5 Ore
| |
| | |
| Gorgon Lair, Resource Silo
| |
| | |
| 3 Mighty Gorgons
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Wyvern
| |
| | |
| 800 Gold
| |
| | |
| 14
| |
| | |
| 14
| |
| | |
| 70
| |
| | |
| 14-18
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Wyvern Monarch
| |
| | |
| 1100 Gold
| |
| | |
| 14
| |
| | |
| 14
| |
| | |
| 70
| |
| | |
| 18-22
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Quick (11 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Wyvern Nest
| |
| | |
| 3500 Gold + 15 Wood
| |
| | |
| Lizard Den
| |
| | |
| 2 Wyverns
| |
| | |
| | |
| Upgraded Wyvern Nest
| |
| | |
| 3000 Gold +10 Wood +10 Mercury
| |
| | |
| Wyvern Nest
| |
| | |
| 2 Wyvern Monarchs
| |
| | |
| | |
| Hydras & Chaos Hydras
| |
| | |
| Hydras and chaos hydras are
| |
| | |
| multiheaded serpents attacking with
| |
| | |
| vicious bites. When they attack, they
| |
| | |
| attack all adjacent enemy troops.
| |
| | |
| This attack is so overwhelming no
| |
| | |
| counterstrike is possible.
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Hydra
| |
| | |
| 2200 Gold
| |
| | |
| 16
| |
| | |
| 18
| |
| | |
| 175
| |
| | |
| 25-45
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Hydra Pond
| |
| | |
| 10000 Gold +10 Wood
| |
| | |
| +10 Ore +10 Sulfur
| |
| | |
| Requirements Basilisk Pit, Wyvern Lair
| |
| | |
| Creatures/Week 1 Hydras
| |
| | |
| | |
| Chaos Hydra
| |
| | |
| 3500 Gold + 1 Sulfur
| |
| | |
| 18
| |
| | |
| 20
| |
| | |
| 250
| |
| | |
| 25-45
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| Upgraded Hydra Pond
| |
| | |
| 15000 Gold +10 Wood
| |
| | |
| +10 Ore +20 Sulfur
| |
| | |
| Hydra Pond
| |
| | |
| 1 Chaos Hydras
| |
| | |
| | |
| 95
| |
| | |
| | |
| Castle Gate
| |
| | |
| | |
| Castle
| |
| | |
| | |
| Demon Gate Brimstone
| |
| | |
| Forsaken
| |
| | |
| Stormclouds Palace
| |
| | |
| | |
| Order of Fire
| |
| | |
| | |
| Town Hall
| |
| | |
| | |
| Mage Guild
| |
| | |
| | |
| Tavern
| |
| | |
| Imp Crucible
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Kennels
| |
| | |
| Hall of Sins
| |
| | |
| | |
| Fire Lake
| |
| | |
| | |
| Hell Hole
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| Inferno Towns
| |
| | |
| Inferno towns can be found in Erathian regions blighted by the emergence of the underworld on the
| |
| | |
| surface. Demoniac and Heretic heroes stand in uneasy alliance with these towns. Inferno armies have
| |
| | |
| great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units
| |
| | |
| until the awesome, teleporting devil and arch devil units can be brought into play.
| |
| | |
| | |
| Inferno Specific Buildings
| |
| | |
| | |
| 96
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold+ 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The Ammo Cart war machine (see War
| |
| | |
| Machines and Siege Features, pg. 126) can
| |
| | |
| be purchased from the Inferno blacksmith.
| |
| | |
| | |
| Brimstone Stormclouds
| |
| | |
| | |
| 1000 Gold + 5 Sulfur
| |
| | |
| | |
| Fort
| |
| | |
| | |
| During a siege, the Brimstone Stormclouds
| |
| | |
| increase the Power skill of a hero by two.
| |
| | |
| | |
| Castle Gate
| |
| | |
| | |
| 10000 Gold +5 Wood
| |
| | |
| +5 Ore
| |
| | |
| | |
| Citadel
| |
| | |
| | |
| A visiting hero can pass through the Castle
| |
| | |
| Gate building to any other allied Inferno town
| |
| | |
| with a castle gate as long as that town does not
| |
| | |
| have a visiting hero present.
| |
| | |
| | |
| Order of Fire
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Mage Guild Level I The Order of Fire permanently adds one to a
| |
| | |
| visiting hero’s Power skill. This effect is applied
| |
| | |
| only once per scenario for each Order of
| |
| | |
| Fire visited.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold + 5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| This upgrade to the marketplace provides 1
| |
| | |
| Mercury per day.
| |
| | |
| | |
| Inferno Creature Generators and Hordes
| |
| | |
| Imps & Familiars
| |
| | |
| Small, frail, and armed only with their
| |
| | |
| natural scratching claws, imps and
| |
| | |
| familiars are among the weakest units
| |
| | |
| in the game. They are, however,
| |
| | |
| produced in great numbers. When
| |
| | |
| familiars are on the battlefield, they
| |
| | |
| channel 20% of spell points spent by
| |
| | |
| enemy spellcasters directly into their
| |
| | |
| hero’s spell point pool.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Gogs & Magogs
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Hell Hounds & Cerberi
| |
| | |
| These demon canines have a fearsome
| |
| | |
| bite and good mobility. Cereberi have
| |
| | |
| three heads and can attack three
| |
| | |
| adjacent enemies in a single attack.
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Imp
| |
| | |
| 50 Gold
| |
| | |
| 2
| |
| | |
| 3
| |
| | |
| 4
| |
| | |
| 1-2
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Imp Crucible
| |
| | |
| 300 Gold + 5 Wood + 5 Ore
| |
| | |
| Fort
| |
| | |
| 15 Imps
| |
| | |
| | |
| Gogs and magogs hurl fireballs and
| |
| | |
| attack with their claws at close range.
| |
| | |
| Magog fireblasts affect the target hex
| |
| | |
| and its surrounding hexes like a
| |
| | |
| Fireball spell.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Familiar
| |
| | |
| 60 Gold
| |
| | |
| 4
| |
| | |
| 4
| |
| | |
| 4
| |
| | |
| 1-2
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Upgraded Imp Crucible Birthing Pool
| |
| | |
| 1000 Gold
| |
| | |
| 1000 Gold
| |
| | |
| Imp Crucible
| |
| | |
| Imp Crucible
| |
| | |
| 15 Familiars
| |
| | |
| +8 Crucible Production
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Gog
| |
| | |
| 125 Gold
| |
| | |
| 6
| |
| | |
| 4
| |
| | |
| 13
| |
| | |
| 2-4
| |
| | |
| 12
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Magog
| |
| | |
| 175 Gold
| |
| | |
| 7
| |
| | |
| 4
| |
| | |
| 13
| |
| | |
| 2-4
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Hall of Sins
| |
| | |
| 1000 Gold + 5 Ore
| |
| | |
| Imp Crucible
| |
| | |
| 8 Gogs
| |
| | |
| | |
| Upgraded Hall of Sins
| |
| | |
| 1000 Gold + 5 Mercury
| |
| | |
| Hall of Sins
| |
| | |
| 8 Magogs
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Hell Hound
| |
| | |
| 200 Gold
| |
| | |
| 10
| |
| | |
| 6
| |
| | |
| 25
| |
| | |
| 2-7
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Cerberus
| |
| | |
| 250 Gold
| |
| | |
| 10
| |
| | |
| 8
| |
| | |
| 25
| |
| | |
| 2-5
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Swift (8 hexes/turn)
| |
| | |
| | |
| Kennels
| |
| | |
| 1500 Gold + 10 Wood
| |
| | |
| Imp Crucible
| |
| | |
| 5 Hell Hounds
| |
| | |
| | |
| Upgraded Kennels
| |
| | |
| 1500 Gold + 5 Sulfur
| |
| | |
| Kennels
| |
| | |
| 5 Cerberi
| |
| | |
| | |
| Cages
| |
| | |
| 1000 Gold
| |
| | |
| Kennels
| |
| | |
| +3 Kennel Production
| |
| | |
| | |
| 97
| |
| | |
| | |
| Demons & Horned Demons
| |
| | |
| Both types of demons are capable
| |
| | |
| hand-to-hand attack units.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Pit Fiends & Pit Lords
| |
| | |
| Pit fiends and pit lords attack with
| |
| | |
| tormenting whip blows. Once per
| |
| | |
| combat, pit lords are able to resurrect
| |
| | |
| dead allied troops as demons in place
| |
| | |
| of another action. The number raised
| |
| | |
| cannot be higher than the number of
| |
| | |
| pit lords performing the resurrection.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Efreet & Efreet Sultans
| |
| | |
| Efreet and efreet sultans are recruited into
| |
| | |
| Inferno forces from the realm of fire magic,
| |
| | |
| and are, consequently, immune to Fire
| |
| | |
| School spells. They are natural enemies of
| |
| | |
| genies and do 150% damage against them.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| 98
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Demon
| |
| | |
| 250 Gold
| |
| | |
| 10
| |
| | |
| 10
| |
| | |
| 35
| |
| | |
| 7-9
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Horned Demon
| |
| | |
| 270 Gold
| |
| | |
| 10
| |
| | |
| 10
| |
| | |
| 40
| |
| | |
| 7-9
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Demon Gate
| |
| | |
| 2000 Gold +5 Wood +5 Ore
| |
| | |
| Hall of Sins
| |
| | |
| 4 Demons
| |
| | |
| | |
| Upgraded Demon Gate
| |
| | |
| 2000 Gold +5 Wood +5 Ore
| |
| | |
| Demon Gate
| |
| | |
| 4 Horned Demons
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Pit Fiend
| |
| | |
| 500 Gold
| |
| | |
| 13
| |
| | |
| 13
| |
| | |
| 45
| |
| | |
| 13-17
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Pit Lord
| |
| | |
| 700 Gold
| |
| | |
| 13
| |
| | |
| 13
| |
| | |
| 45
| |
| | |
| 13-17
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Hell Hole
| |
| | |
| 3000 Gold
| |
| | |
| Demon Gate
| |
| | |
| 3 Pit Fiends
| |
| | |
| | |
| Upgraded Hell Hole
| |
| | |
| 3000 Gold + 5 Mercury +5 Sulfur
| |
| | |
| Mage Guild Level II, Hell Hole
| |
| | |
| 3 Pit Lords
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Efreet
| |
| | |
| 900 Gold
| |
| | |
| 16
| |
| | |
| 12
| |
| | |
| 90
| |
| | |
| 16-24
| |
| | |
| None
| |
| | |
| Fly
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Fire Lake
| |
| | |
| 4000 Gold +10 Ore +3 Gems
| |
| | |
| +3 Mercury +3 Sulfur
| |
| | |
| Requirements Mage Guild Level I, Demon Gate
| |
| | |
| Creatures/Week 2 Efreet
| |
| | |
| | |
| Efreet Sultan
| |
| | |
| 1100 Gold
| |
| | |
| 16
| |
| | |
| 14
| |
| | |
| 90
| |
| | |
| 16-24
| |
| | |
| None
| |
| | |
| Fly
| |
| | |
| Very Quick (13 hexes/turn)
| |
| | |
| Upgraded Fire Lake
| |
| | |
| 3000 Gold + 5 Ore + 5 Gems
| |
| | |
| +5 Mercury +5 Sulfur
| |
| | |
| Fire Lake
| |
| | |
| 2 Efreet Sultans
| |
| | |
| | |
| Devils & Arch Devils
| |
| | |
| Devils and arch devils can teleport to
| |
| | |
| any hex on the battlefield. Their
| |
| | |
| overwhelming attack leaves no
| |
| | |
| possibility for a retaliatory strike. They
| |
| | |
| also do 150% damage to angels and
| |
| | |
| reduce enemy Luck by one when they
| |
| | |
| appear on the battlefield.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Devil
| |
| | |
| 2700 Gold + 1 Mercury
| |
| | |
| 19
| |
| | |
| 21
| |
| | |
| 160
| |
| | |
| 30-40
| |
| | |
| None
| |
| | |
| Teleport
| |
| | |
| Quick (11 hexes/turn)
| |
| | |
| | |
| Forsaken Palace
| |
| | |
| 15000 Gold +10 Wood +10 Ore
| |
| | |
| +20 Mercury
| |
| | |
| Requirements Hell Hole, Fire Lake
| |
| | |
| Creatures/Week 1 Devil
| |
| | |
| | |
| Arch Devil
| |
| | |
| 4500 Gold + 2 Mercury
| |
| | |
| 26
| |
| | |
| 28
| |
| | |
| 200
| |
| | |
| 30-40
| |
| | |
| None
| |
| | |
| Teleport
| |
| | |
| Extra Fast (17 hexes/turn)
| |
| | |
| Upgraded Forsaken Palace
| |
| | |
| 20000 Gold +5 Wood
| |
| | |
| +5 Ore + 20 Mercury
| |
| | |
| Forsaken Palace
| |
| | |
| 1 Arch Devil
| |
| | |
| | |
| 99
| |
| | |
| | |
| Cover of Darkness
| |
| | |
| | |
| Castle
| |
| | |
| | |
| Necromancy
| |
| | |
| Amplifier
| |
| | |
| | |
| Town Hall
| |
| | |
| | |
| Mage Guild
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| Dragon Vault
| |
| | |
| Hall of Darkness
| |
| | |
| Mausoleum
| |
| | |
| Estate
| |
| | |
| | |
| Tomb of Souls
| |
| | |
| Shipyard
| |
| | |
| Cursed Temple
| |
| | |
| | |
| Unearthed
| |
| | |
| Graves
| |
| | |
| | |
| Skeleton
| |
| | |
| Marketplace
| |
| | |
| Transformer
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Graveyard
| |
| | |
| | |
| Necropolis Towns
| |
| | |
| Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer
| |
| | |
| and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents.
| |
| | |
| This quickly gives them an edge over equal or even more powerful enemy armies.
| |
| | |
| | |
| Necropolis Specific Buildings
| |
| | |
| | |
| 100
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold+ 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The First Aid Tent war machine (see War
| |
| | |
| Machines and Siege Features, pg. 126) can
| |
| | |
| be purchased from the Necropolis blacksmith.
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Cover of Darkness
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Fort
| |
| | |
| | |
| The Cover of Darkness creates a permanent
| |
| | |
| shroud over the town for enemy heroes. While
| |
| | |
| heroes moving through the shroud remove it as
| |
| | |
| normal, it is regenerated each day.
| |
| | |
| | |
| Necromancy Amplifier
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Mage Guild Level I The Necromancy Amplifier adds 10% to the
| |
| | |
| Necromancy skill of all Necromancers under
| |
| | |
| your command.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold +5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| This upgrade to the marketplace provides
| |
| | |
| +1 Wood, +1 Ore per day.
| |
| | |
| | |
| Skeleton Transformer
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Cursed Temple
| |
| | |
| | |
| Creatures brought to a town with a Skeleton
| |
| | |
| Transformer may be turned into skeletons by
| |
| | |
| putting them through a skeleton transformer.
| |
| | |
| | |
| Shipyard
| |
| | |
| | |
| 2000 Gold + 20 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The shipyard allows ships to be built. Ships cost
| |
| | |
| 1000 Gold + 10 Wood.
| |
| | |
| | |
| Necropolis Creature Generators and Hordes
| |
| | |
| Skeletons & Skeleton Warriors
| |
| | |
| While skeletons and skeleton warriors are
| |
| | |
| average foot soldiers individually, it is
| |
| | |
| possible to build massively populated
| |
| | |
| troops of them. They are numerously
| |
| | |
| produced, are the main creature produced
| |
| | |
| by the Necromancy secondary skill, and
| |
| | |
| other creature types can be converted into
| |
| | |
| them at Necropolis skeleton transformers.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Skeleton
| |
| | |
| 60 Gold
| |
| | |
| 5
| |
| | |
| 4
| |
| | |
| 6
| |
| | |
| 1-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cursed Temple Upgraded Cursed Temple
| |
| | |
| Cost
| |
| | |
| 400 Gold + 5 Wood + 5 Ore
| |
| | |
| Requirements Fort
| |
| | |
| | |
| Walking Dead & Zombies
| |
| | |
| Walking Dead and Zombies are
| |
| | |
| magically animated corpses. Zombies
| |
| | |
| have a 20% chance to cause disease in
| |
| | |
| creatures they attack. Diseased
| |
| | |
| creatures have their attack and defense
| |
| | |
| ratings reduced by two for a period of
| |
| | |
| three rounds.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Wights & Wraiths
| |
| | |
| Wights and wraiths are life destroying
| |
| | |
| spirits damaging their opponents by
| |
| | |
| draining life. The first wight or wraith
| |
| | |
| in each troop regenerates all lost
| |
| | |
| damage at the beginning of each
| |
| | |
| combat round. While wraiths appear
| |
| | |
| on the battlefield, two spell points per
| |
| | |
| turn are drained from an enemy
| |
| | |
| spellcaster’s spell pool.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Unearthed Graves
| |
| | |
| 1000 Gold +5 Wood +5 Ore
| |
| | |
| Cursed Temple
| |
| | |
| | |
| Skeleton Warrior
| |
| | |
| 70 Gold
| |
| | |
| 6
| |
| | |
| 6
| |
| | |
| 6
| |
| | |
| 1-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| 1000 Gold
| |
| | |
| Skeleton Transformer
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Walking Dead
| |
| | |
| 100 Gold
| |
| | |
| 5
| |
| | |
| 5
| |
| | |
| 15
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Slow (3 hexes/turn)
| |
| | |
| | |
| Zombie
| |
| | |
| 125 Gold
| |
| | |
| 5
| |
| | |
| 5
| |
| | |
| 20
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Graveyard
| |
| | |
| 1000 Gold + 5 Ore
| |
| | |
| Cursed Temple
| |
| | |
| 8 Walking Dead
| |
| | |
| | |
| Upgraded Graveyard
| |
| | |
| 1000 Gold +5 Wood +5 Ore
| |
| | |
| Graveyard
| |
| | |
| 8 Zombies
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Wight
| |
| | |
| 200 Gold
| |
| | |
| 7
| |
| | |
| 7
| |
| | |
| 18
| |
| | |
| 3-5
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Wraith
| |
| | |
| 230 Gold
| |
| | |
| 7
| |
| | |
| 7
| |
| | |
| 18
| |
| | |
| 3-5
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Tomb of Souls
| |
| | |
| 1500 Gold +5 Wood +5 Ore
| |
| | |
| Cursed Temple
| |
| | |
| 7 Wights
| |
| | |
| | |
| Upgraded Tomb of Souls
| |
| | |
| 1500 Gold + 5 Mercury
| |
| | |
| Tomb of Souls
| |
| | |
| 7 Wraiths
| |
| | |
| | |
| 101
| |
| | |
| | |
| Vampires & Vampire Lords
| |
| | |
| The attacks of vampires and vampire
| |
| | |
| lords cannot be retaliated against.
| |
| | |
| Vampire Lords are able to resurrect
| |
| | |
| members of their own troops by
| |
| | |
| replenishing health equal to the
| |
| | |
| amount of damage they inflict on others.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Liches & Power Liches
| |
| | |
| Liches attack at range with a death
| |
| | |
| cloud, which always causes damage in
| |
| | |
| the target hex and also attacks all
| |
| | |
| non-undead creatures in adjacent
| |
| | |
| hexes. At close range they defend
| |
| | |
| themselves less efficiently with blows
| |
| | |
| from their scepters.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Black Knights & Dread Knights
| |
| | |
| Knights have a 20% chance of cursing
| |
| | |
| opponents they strike. Cursed creatures
| |
| | |
| inflict only minimum damage in their
| |
| | |
| own attacks. Dread knights’ attacks
| |
| | |
| also have a 20% chance of inflicting
| |
| | |
| double damage death blows.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| 102
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Vampire
| |
| | |
| 360 Gold
| |
| | |
| 10
| |
| | |
| 9
| |
| | |
| 30
| |
| | |
| 5-8
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Vampire Lords
| |
| | |
| 500 Gold
| |
| | |
| 10
| |
| | |
| 10
| |
| | |
| 40
| |
| | |
| 5-8
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Estate
| |
| | |
| 2000 Gold + 5 Wood + 5 Ore
| |
| | |
| | |
| Requirements Graveyard
| |
| | |
| Creatures/Week 4 Vampires
| |
| | |
| | |
| Upgraded Estate
| |
| | |
| 2000 Gold +5 Wood +10
| |
| | |
| Crystal + 10 Gem
| |
| | |
| Estate, Necromancy Amp.
| |
| | |
| 4 Vampire Lords
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Lich
| |
| | |
| 550 Gold
| |
| | |
| 13
| |
| | |
| 10
| |
| | |
| 30
| |
| | |
| 11-13
| |
| | |
| 12
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Power Lich
| |
| | |
| 600 Gold
| |
| | |
| 13
| |
| | |
| 10
| |
| | |
| 40
| |
| | |
| 11-15
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Mausoleum
| |
| | |
| 2000 Gold + 10 Ore + 10 Sulfur
| |
| | |
| Mage Guild Level I, Graveyard
| |
| | |
| 3 Lichs
| |
| | |
| | |
| Upgraded Mausoleum
| |
| | |
| 2000 Gold + 5 Ore + 5 Sulfur
| |
| | |
| Mausoleum
| |
| | |
| 3 Power Liches
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Black Knight
| |
| | |
| 1200 Gold
| |
| | |
| 16
| |
| | |
| 16
| |
| | |
| 120
| |
| | |
| 15-30
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Dread Knight
| |
| | |
| 1500 Gold
| |
| | |
| 18
| |
| | |
| 18
| |
| | |
| 120
| |
| | |
| 15-30
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Hall of Darkness
| |
| | |
| 6000 Gold +10 Wood +10 Ore
| |
| | |
| | |
| Upgraded Hall of Darkness
| |
| | |
| 3000 Gold +5 Wood +5 Ore
| |
| | |
| +2 Crystal +2 Gem +2 Mercury
| |
| | |
| +2 Sulfur
| |
| | |
| Hall of Darkness
| |
| | |
| 2 Dread Knights
| |
| | |
| | |
| Requirements Estate, Mausoleum
| |
| | |
| Creatures/Week 2 Black Knights
| |
| | |
| | |
| Bone and Ghost Dragons
| |
| | |
| Bone and ghost dragons are raised from
| |
| | |
| dragon corpses. Both of these
| |
| | |
| creatures have a ferocious biting attack
| |
| | |
| and lower the morale of enemy units by
| |
| | |
| one when they appear on the battlefield.
| |
| | |
| Ghost Dragon attacks have a 20%
| |
| | |
| chance of aging their targets. Aged
| |
| | |
| troops have the hit points of all their
| |
| | |
| members halved.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Bone Dragon
| |
| | |
| 1800 Gold
| |
| | |
| 17
| |
| | |
| 15
| |
| | |
| 150
| |
| | |
| 25-50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Dragon Vault
| |
| | |
| 10000 Gold +5 Wood +5 Ore +5
| |
| | |
| Crystal +5 Gem +5 Mercury +5 Sulfur
| |
| | |
| Requirements Hall of Darkness
| |
| | |
| Creatures/Week 1 Bone Dragon
| |
| | |
| | |
| Ghost Dragon
| |
| | |
| 3000 Gold + 1 Mercury
| |
| | |
| 19
| |
| | |
| 17
| |
| | |
| 200
| |
| | |
| 25-50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Ultra Quick (14 hexes/turn)
| |
| | |
| Upgraded Dragon Vault
| |
| | |
| 15000 Gold + 5 Wood + 5 Ore
| |
| | |
| +20 Mercury
| |
| | |
| Dragon Vault
| |
| | |
| 1 Ghost Dragon
| |
| | |
| | |
| 103
| |
| | |
| | |
| Enchanted
| |
| | |
| Spring
| |
| | |
| | |
| Castle
| |
| | |
| | |
| Unicorn
| |
| | |
| Glade
| |
| | |
| | |
| Dragon Cliffs
| |
| | |
| | |
| Dwarf
| |
| | |
| Cottage/Treasury
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Homestead
| |
| | |
| | |
| Dendroid
| |
| | |
| Arches/Dendroid
| |
| | |
| Saplings
| |
| | |
| | |
| Hall
| |
| | |
| Centaur Stables
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| Market Place
| |
| | |
| | |
| Mage Guild
| |
| | |
| | |
| Mystic Pond/
| |
| | |
| Fountain of Fortune
| |
| | |
| | |
| Rampart Towns
| |
| | |
| The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense
| |
| | |
| of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids,
| |
| | |
| Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy
| |
| | |
| hampering abilities that can be used to turn the tide against many opponents—especially those dependent
| |
| | |
| on magical attacks.
| |
| | |
| | |
| Rampart Specific Buildings
| |
| | |
| | |
| 104
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The Rampart blacksmith provides the First
| |
| | |
| Aid Tent war machine (see War Machines
| |
| | |
| and Siege Features pg. 126).
| |
| | |
| | |
| Mystic Pond
| |
| | |
| | |
| 2000 Gold + 2 Wood + 2 Ore
| |
| | |
| + 2 Crystal+ 2 Gem
| |
| | |
| + 2 Mercury + 2 Sulfur
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The mystic pond provides 1-4 random
| |
| | |
| resources on Day 1 of each week.
| |
| | |
| | |
| Fountain of Fortune
| |
| | |
| | |
| 1500 Gold + 10 Crystal
| |
| | |
| | |
| Mystic Pond
| |
| | |
| | |
| The fountain of fortune is an upgrade to the
| |
| | |
| basic mystic pond. Its presence gives +2 Luck
| |
| | |
| for a hero during a siege.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold + 5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| The resource silo is an upgrade to the
| |
| | |
| marketplace. It provides 1 Crystal each day.
| |
| | |
| | |
| Treasury
| |
| | |
| | |
| 5000 Gold+5 Wood+10 Ore
| |
| | |
| | |
| Miners’ Guild
| |
| | |
| | |
| The treasury provides +10% interest for Day
| |
| | |
| 1 player gold total.
| |
| | |
| | |
| Rampart Creature Generators and Hordes
| |
| | |
| Centaurs & Centaur Captains
| |
| | |
| Armed with sturdy spears and
| |
| | |
| possessed of good speed and attack
| |
| | |
| ratings, the centaur and centaur
| |
| | |
| captains are perhaps the best basic foot
| |
| | |
| soldier units in the game. While they
| |
| | |
| are also the most expensive basic unit,
| |
| | |
| their abilities and durability keep them
| |
| | |
| useful for longer than most.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Dwarves & Battle Dwarves
| |
| | |
| Because of their slowness, dwarves are
| |
| | |
| perhaps best used to defend ranged
| |
| | |
| attackers. Battle dwarves have greater
| |
| | |
| mobility and are more versatile.
| |
| | |
| Dwarves and battle dwarves have,
| |
| | |
| respectively, a 20% and 40% resistance
| |
| | |
| to magic which gives them a chance to
| |
| | |
| ignore the effects of hostile spell attacks.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Centaur
| |
| | |
| 70 Gold
| |
| | |
| 5
| |
| | |
| 3
| |
| | |
| 8
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Centaur Captains
| |
| | |
| 90 Gold
| |
| | |
| 6
| |
| | |
| 3
| |
| | |
| 10
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Swift (8 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Centaur Stables
| |
| | |
| 500 Gold + 10 Wood
| |
| | |
| Fort
| |
| | |
| 14 Centaurs
| |
| | |
| | |
| Upgraded Centaur Stables
| |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| Centaur Stables
| |
| | |
| 14 Centaur Captains
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Dwarf
| |
| | |
| 120 Gold
| |
| | |
| 6
| |
| | |
| 7
| |
| | |
| 20
| |
| | |
| 2-4
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Slow (3 hexes/turn)
| |
| | |
| | |
| Dwarf Cottage
| |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| Centaur Stables
| |
| | |
| 8 Dwarves
| |
| | |
| | |
| Wood Elves & Grand Elves
| |
| | |
| Armed with bows, elves are the only
| |
| | |
| Rampart units with a ranged attack.
| |
| | |
| Grand elves takes two shots per attack.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Creature
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Upgraded Dwarf Cottage
| |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| Dwarf Cottage
| |
| | |
| 8 Battle Dwarves
| |
| | |
| | |
| Battle Dwarf
| |
| | |
| 150 Gold
| |
| | |
| 7
| |
| | |
| 7
| |
| | |
| 20
| |
| | |
| 2-4
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| Miners’ Guild
| |
| | |
| 1000 Gold
| |
| | |
| Dwarf Cottage
| |
| | |
| +4 Dwarf Production
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Wood Elf
| |
| | |
| 200 Gold
| |
| | |
| 9
| |
| | |
| 5
| |
| | |
| 15
| |
| | |
| 3-5
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Grand Elf
| |
| | |
| 225 Gold
| |
| | |
| 9
| |
| | |
| 5
| |
| | |
| 15
| |
| | |
| 3-5
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Homestead
| |
| | |
| 1500 Gold + 10 Wood
| |
| | |
| Centaur Stables
| |
| | |
| 7 Wood Elves
| |
| | |
| | |
| Upgraded Homestead
| |
| | |
| 1500 Gold + 10 Wood
| |
| | |
| Homestead
| |
| | |
| 7 Grand Elves
| |
| | |
| | |
| 105
| |
| | |
| | |
| Pegasi & Silver Pegasi
| |
| | |
| Pegasi, winged horses ridden by female
| |
| | |
| elven warriors, are the flying cavalry of
| |
| | |
| the Rampart army. Their appearance
| |
| | |
| on the battlefield makes it more
| |
| | |
| difficult for enemy spellcasters, who
| |
| | |
| must pay two extra spell points per
| |
| | |
| spell cast when pegasi are present.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Dendroid Guards & Soldiers
| |
| | |
| Slow and powerful dendroids bash their
| |
| | |
| opponents with their wooden limbs.
| |
| | |
| Those attacked by dendroids are snared
| |
| | |
| in tangling roots and bound in place
| |
| | |
| until the dendroids move or are killed.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Unicorns and war unicorns have
| |
| | |
| excellent mobility and deliver severe
| |
| | |
| damage with their lancing horn attack.
| |
| | |
| This attack has a 20% chance of
| |
| | |
| blinding an opponent. Both unicorn
| |
| | |
| units project a magic resistant aura
| |
| | |
| which gives adjacent units a 20% chance
| |
| | |
| to ignore the effects of hostile spells.
| |
| | |
| | |
| 106
| |
| | |
| | |
| Pegasus
| |
| | |
| 250 Gold
| |
| | |
| 9
| |
| | |
| 8
| |
| | |
| 30
| |
| | |
| 5-9
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Very Swift (8 hexes/turn)
| |
| | |
| | |
| Silver Pegasus
| |
| | |
| 275 Gold
| |
| | |
| 9
| |
| | |
| 10
| |
| | |
| 30
| |
| | |
| 5-9
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Extra Quick (12 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Enchanted Spring
| |
| | |
| 2000 Gold + 10 Crystal
| |
| | |
| Homestead
| |
| | |
| 5 Pegasi
| |
| | |
| | |
| Upgraded Enchanted Spring
| |
| | |
| 2000 Gold + 5 Crystal
| |
| | |
| Enchanted Spring
| |
| | |
| 5 Silver Pegasi
| |
| | |
| | |
| Dendroid Guard
| |
| | |
| 350 Gold
| |
| | |
| 9
| |
| | |
| 12
| |
| | |
| 55
| |
| | |
| 10-14
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Slow (3 hexes/turn)
| |
| | |
| | |
| Dendroid Soldier
| |
| | |
| 425 Gold
| |
| | |
| 9
| |
| | |
| 12
| |
| | |
| 65
| |
| | |
| 10-14
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Dendroid Arches
| |
| | |
| 2500 Gold
| |
| | |
| Homestead
| |
| | |
| 3 Dendroid Guards
| |
| | |
| | |
| Unicorns & War Unicorns
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Upgraded Dendroid Arches
| |
| | |
| 1500 Gold
| |
| | |
| Dendroid Arches
| |
| | |
| 3 Dendroid Soldiers
| |
| | |
| | |
| Dendroid Saplings
| |
| | |
| 2000 Gold
| |
| | |
| Dendroid Arches
| |
| | |
| +2 Dendroid Production
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Unicorn
| |
| | |
| 850 Gold
| |
| | |
| 15
| |
| | |
| 14
| |
| | |
| 90
| |
| | |
| 18-22
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| War Unicorn
| |
| | |
| 950 Gold
| |
| | |
| 15
| |
| | |
| 14
| |
| | |
| 110
| |
| | |
| 18-22
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Unicorn Glade
| |
| | |
| 4000 Gold +5 Wood
| |
| | |
| +5 Ore +10 Gem
| |
| | |
| Dendroid Arches, Enc. Spring
| |
| | |
| 2 Unicorns
| |
| | |
| | |
| Upgraded Unicorn Glade
| |
| | |
| 3000 Gold + 5 Gem
| |
| | |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Unicorn Glade
| |
| | |
| 2 War Unicorns
| |
| | |
| | |
| Green & Gold Dragons
| |
| | |
| Green and gold dragons deliver
| |
| | |
| devastating damage in the form of
| |
| | |
| poisonous or sulfurous breath. Green
| |
| | |
| dragons are immune to spells below the
| |
| | |
| fourth level and gold dragons are only
| |
| | |
| affected by spells of level five.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Green Dragon
| |
| | |
| 2400 Gold + 1 Crystal
| |
| | |
| 18
| |
| | |
| 18
| |
| | |
| 180
| |
| | |
| 40-50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Super Swift (10 hexes/turn)
| |
| | |
| | |
| Gold Dragon
| |
| | |
| 4000 Gold + 2 Crystal
| |
| | |
| 27
| |
| | |
| 27
| |
| | |
| 250
| |
| | |
| 40-50
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Fast (16 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Dragon Cliffs
| |
| | |
| 10000 Gold +30 Ore +20 Crystal
| |
| | |
| Mage Guild Level II, Unicorn Glade
| |
| | |
| 1 Green Dragon
| |
| | |
| | |
| Upgraded Dragon Cliffs
| |
| | |
| 20000 Gold +30 Ore +20 Crystal
| |
| | |
| Mage Guild Level III, Dragon Cliffs
| |
| | |
| 1 Gold Dragon
| |
| | |
| | |
| 107
| |
| | |
| | |
| Cliff Nest
| |
| | |
| | |
| Hall of Valhalla
| |
| | |
| | |
| Castle
| |
| | |
| | |
| Mage Guild
| |
| | |
| | |
| Goblin Barracks/Mess Hall
| |
| | |
| Behemoth Lair
| |
| | |
| | |
| Ogre
| |
| | |
| Fort
| |
| | |
| Orc Tower
| |
| | |
| Cyclops Cave
| |
| | |
| | |
| Escape Tunnel
| |
| | |
| Hall
| |
| | |
| Tavern
| |
| | |
| | |
| Wolf Pen
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| Freelancer’s Guild
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Stronghold Towns
| |
| | |
| Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero
| |
| | |
| types. Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand
| |
| | |
| attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with
| |
| | |
| attacks on other towns.
| |
| | |
| | |
| Stronghold Specific Buildings
| |
| | |
| | |
| 108
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The Ammo Cart war machine may be purchased from the Stronghold blacksmith (see
| |
| | |
| War Machines and Siege Features, pg. 126).
| |
| | |
| | |
| Ballista Yard
| |
| | |
| | |
| 1000 Gold+ 5 Wood
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| This upgrade to the blacksmith allows for the
| |
| | |
| purchase of the Ballista war machine (see War
| |
| | |
| Machines and Siege Features, pg. 126).
| |
| | |
| | |
| Freelancer’s Guild
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| You may trade creatures for resources at the
| |
| | |
| Freelancer’s Guild.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold + 5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| This upgrade to the marketplace provides 1
| |
| | |
| Wood and 1 Ore per day.
| |
| | |
| | |
| Escape Tunnel
| |
| | |
| | |
| 2000 Gold +5 Wood
| |
| | |
| +5 Ore
| |
| | |
| | |
| Fort
| |
| | |
| | |
| This upgrade to the castle allows heroes and
| |
| | |
| their armies to surrender or flee during siege
| |
| | |
| battles.
| |
| | |
| | |
| Hall of Valhalla
| |
| | |
| | |
| 1000 Gold
| |
| | |
| | |
| Fort
| |
| | |
| | |
| Visiting heroes receive a permanent +1 to their
| |
| | |
| Attack skill from the Hall of Valhalla.
| |
| | |
| | |
| Stronghold Creature Generators and Hordes
| |
| | |
| Goblins & Hobgoblins
| |
| | |
| While goblins and hobgoblins are
| |
| | |
| slightly below average among the basic
| |
| | |
| foot soldier units, they are quite
| |
| | |
| numerous. They attack with spiked
| |
| | |
| maces.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Goblin Barracks
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Goblin
| |
| | |
| 40 Gold
| |
| | |
| 4
| |
| | |
| 2
| |
| | |
| 5
| |
| | |
| 1-2
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Upgraded Goblin Barracks Mess Hall
| |
| | |
| 200 Gold +5 Wood +5 Ore 1000 Gold +5 Wood +5 Ore
| |
| | |
| Fort
| |
| | |
| Goblin Barracks
| |
| | |
| 15 Goblins
| |
| | |
| 15 Hobgoblins
| |
| | |
| | |
| Wolf Riders & Wolf Raiders
| |
| | |
| Goblins and hobgoblins mounted on
| |
| | |
| wolfback are far more effective than
| |
| | |
| their ground-pounding counterparts.
| |
| | |
| The raider delivers two blows with each
| |
| | |
| attack.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Orcs & Orc Chieftains
| |
| | |
| Armed with throwing axes, orcs and
| |
| | |
| orc chieftains have an effective ranged
| |
| | |
| attack. At close range, their low speed
| |
| | |
| and defensive values, and the ranged
| |
| | |
| attacker hand-to-hand damage penalty,
| |
| | |
| make them vulnerable.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Hobgoblin
| |
| | |
| 50 Gold
| |
| | |
| 5
| |
| | |
| 3
| |
| | |
| 5
| |
| | |
| 1-2
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| 1000 Gold
| |
| | |
| Goblin Barracks
| |
| | |
| +8 Goblin Barracks
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Wolf Rider
| |
| | |
| 100 Gold
| |
| | |
| 7
| |
| | |
| 5
| |
| | |
| 10
| |
| | |
| 2-4
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Wolf Raider
| |
| | |
| 140 Gold
| |
| | |
| 8
| |
| | |
| 5
| |
| | |
| 10
| |
| | |
| 3-4
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Swift (8 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Wolf Pen
| |
| | |
| 1000 Gold + 10 Wood + 5 Ore
| |
| | |
| Goblin Barracks
| |
| | |
| 9 Wolf Riders
| |
| | |
| | |
| Upgraded Wolf Pen
| |
| | |
| 1000 Gold + 5 Wood + 5 Ore
| |
| | |
| Wolf Pen, Upg. Goblin Bks.
| |
| | |
| 9 Wolf Raiders
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Orc
| |
| | |
| 150 Gold
| |
| | |
| 8
| |
| | |
| 4
| |
| | |
| 15
| |
| | |
| 2-5
| |
| | |
| 12
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Orc Chieftain
| |
| | |
| 165 Gold
| |
| | |
| 8
| |
| | |
| 4
| |
| | |
| 20
| |
| | |
| 2-5
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Orc Tower
| |
| | |
| 1000 Gold + 5 Wood + 5 Ore
| |
| | |
| Goblin Barracks
| |
| | |
| 7 Orcs
| |
| | |
| | |
| Upgraded Orc Tower
| |
| | |
| 1000 Gold + 2 Wood + 2 Ore
| |
| | |
| Blacksmith, Orc Tower
| |
| | |
| 7 Orc Chieftains
| |
| | |
| | |
| 109
| |
| | |
| | |
| Ogres & Ogre Magi
| |
| | |
| Wielding great wooden clubs, ogres and
| |
| | |
| ogre mages deal good damage and are
| |
| | |
| very durable. Ogre magi can cast the
| |
| | |
| Bloodlust spell on any allied troop,
| |
| | |
| once per round.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Rocs & Thunderbirds
| |
| | |
| Rocs and thunderbirds are the only
| |
| | |
| flying units available at Stronghold
| |
| | |
| towns. When thunderbirds attack,
| |
| | |
| there is a 20% chance thunderbolts
| |
| | |
| will strike their target, delivering 10x
| |
| | |
| the number of attacking thunderbirds
| |
| | |
| in additional damage.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Cyclops & Cyclops Kings
| |
| | |
| Cyclopses and cyclops kings attack at
| |
| | |
| range by throwing boulders to devastating effect. Both can target siege
| |
| | |
| walls and damage them like a Catapult
| |
| | |
| (see War Machines and Siege
| |
| | |
| Features). Cyclops catapult attacks
| |
| | |
| are applied with Basic Ballistics skill.
| |
| | |
| Cyclops kings do the same at the
| |
| | |
| Advanced Ballistics skill level (see
| |
| | |
| Secondary Skills).
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| 110
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Ogre
| |
| | |
| 300 Gold
| |
| | |
| 13
| |
| | |
| 7
| |
| | |
| 40
| |
| | |
| 6-12
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Ogre Mage
| |
| | |
| 400 Gold
| |
| | |
| 13
| |
| | |
| 7
| |
| | |
| 60
| |
| | |
| 6-12
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Ogre Fort
| |
| | |
| 2000 Gold + 20 Wood
| |
| | |
| Orc Tower
| |
| | |
| 4 Ogres
| |
| | |
| | |
| Upgraded Ogre Fort
| |
| | |
| 2000 Gold + 5 Wood +5 Ore + 5 Gem
| |
| | |
| Mage Guild Level I, Ogre Fort
| |
| | |
| 4 Ogre Magi
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Roc
| |
| | |
| 600 Gold
| |
| | |
| 13
| |
| | |
| 11
| |
| | |
| 60
| |
| | |
| 11-15
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Thunderbird
| |
| | |
| 700 Gold
| |
| | |
| 13
| |
| | |
| 11
| |
| | |
| 60
| |
| | |
| 11-15
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Quick (11 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Cliff Nest
| |
| | |
| 2500 Gold + 10 Ore
| |
| | |
| Wolf Pen
| |
| | |
| 3 Rocs
| |
| | |
| | |
| Upgraded Cliff Nest
| |
| | |
| 2000 Gold + 5 Wood + 5 Ore
| |
| | |
| Cliff Nest
| |
| | |
| 3 Thunderbirds
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Cyclops
| |
| | |
| 750 Gold
| |
| | |
| 15
| |
| | |
| 12
| |
| | |
| 70
| |
| | |
| 16-20
| |
| | |
| 16
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Cyclops Cave
| |
| | |
| 3500 Gold +20 Ore
| |
| | |
| +20 Crystal
| |
| | |
| Requirements Ogre Fort
| |
| | |
| Creatures/Week 2 Cyclopses
| |
| | |
| | |
| Cyclops King
| |
| | |
| 1100 Gold
| |
| | |
| 17
| |
| | |
| 13
| |
| | |
| 70
| |
| | |
| 16-20
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Very Swift (8 hexes/turn)
| |
| | |
| | |
| Upgraded Cyclops Cave
| |
| | |
| 3000 Gold + 5 Wood + 5 Ore
| |
| | |
| Cyclops Cave
| |
| | |
| 2 Cyclops Lords
| |
| | |
| | |
| Behemoths &
| |
| | |
| Ancient Behemoths
| |
| | |
| The attack of these giant creatures is
| |
| | |
| so overwhelming it reduces their
| |
| | |
| target’s ability to mount further
| |
| | |
| defenses. The attack of the behemoth
| |
| | |
| reduces target defense value by 40%.
| |
| | |
| Ancient behemoth attacks reduce it by
| |
| | |
| 80%.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Behemoth
| |
| | |
| 1500 Gold
| |
| | |
| 17
| |
| | |
| 17
| |
| | |
| 160
| |
| | |
| 30-50
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Behemoth Lair
| |
| | |
| 10000 Gold +10 Wood
| |
| | |
| +10 Ore +10 Crystal
| |
| | |
| Requirements Cliff Nest
| |
| | |
| Creatures/Week 1 Behemoth
| |
| | |
| | |
| Ancient Behemoth
| |
| | |
| 3000 Gold + 1 Crystal
| |
| | |
| 19
| |
| | |
| 19
| |
| | |
| 300
| |
| | |
| 30-50
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| Upgraded Behemoth Lair
| |
| | |
| 15000 Gold +10 Wood +10 Ore
| |
| | |
| +20 Crystal
| |
| | |
| Behemoth Lair
| |
| | |
| 1 Ancient Behemoth
| |
| | |
| | |
| 111
| |
| | |
| | |
| Cloud Temple
| |
| | |
| | |
| Castle/Lookout Tower
| |
| | |
| | |
| Workshop
| |
| | |
| | |
| Altar of
| |
| | |
| Wishes
| |
| | |
| | |
| Mage Tower
| |
| | |
| | |
| Mage Guild
| |
| | |
| | |
| Parapet
| |
| | |
| Library
| |
| | |
| Wall of Glyphic
| |
| | |
| Knowledge
| |
| | |
| Golden Pavilion
| |
| | |
| | |
| Hall
| |
| | |
| Marketplace
| |
| | |
| Golem Factory
| |
| | |
| | |
| Tavern
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| Artifact
| |
| | |
| Merchants
| |
| | |
| | |
| Tower Towns
| |
| | |
| | |
| Wizards and Alchemists study their arcane craft in Towers. Tower populations are comprised of creatures
| |
| | |
| bound into service by powerful magic, made on the spot, or allied with the town through ancient pacts.
| |
| | |
| Tower armies have uniformly good morale and some of the best range attack units available.
| |
| | |
| | |
| Tower Specific Buildings
| |
| | |
| | |
| 112
| |
| | |
| | |
| Structure
| |
| | |
| | |
| Cost
| |
| | |
| | |
| Requirements
| |
| | |
| | |
| Benefits
| |
| | |
| | |
| Artifact Merchants
| |
| | |
| | |
| 10,000 Gold
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| Visit the artifact merchants building to trade
| |
| | |
| resources for artifacts.
| |
| | |
| | |
| Blacksmith
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Village Hall
| |
| | |
| | |
| The Tower blacksmith provides the Ammo Cart
| |
| | |
| war machine (see War Machines and Siege
| |
| | |
| Features, pg. 126).
| |
| | |
| | |
| Library
| |
| | |
| | |
| 1500 Gold + 5 Crystal
| |
| | |
| + 5 Wood + 5 Ore
| |
| | |
| + 5 Sulfur + 5 Gem
| |
| | |
| + 5 Mercury
| |
| | |
| | |
| Mage Guild Level I If a Library is present in the town, each level of
| |
| | |
| the mage guild makes one extra spell available
| |
| | |
| for heroes to learn.
| |
| | |
| | |
| Lookout Tower
| |
| | |
| | |
| 1000 Gold + 5 Wood
| |
| | |
| | |
| Fort
| |
| | |
| | |
| When a Lookout Tower is built, the Adventure
| |
| | |
| Map shroud is removed over all locations
| |
| | |
| within twenty terrain tiles.
| |
| | |
| | |
| Resource Silo
| |
| | |
| | |
| 5000 Gold + 5 Ore
| |
| | |
| | |
| Marketplace
| |
| | |
| | |
| This upgrade to the marketplace provides 1 gem
| |
| | |
| per day.
| |
| | |
| | |
| Wall of Knowledge
| |
| | |
| | |
| 1000 Gold + 5 Ore
| |
| | |
| | |
| This structure gives visiting heroes a permanent
| |
| | |
| Mage Guild Level I +1 to their Knowledge skill. This effect occurs
| |
| | |
| once per hero per scenario for each Wall of
| |
| | |
| Knowledge visited.
| |
| | |
| | |
| Tower Creature Generators and Hordes
| |
| | |
| Gremlins & Master Gremlins
| |
| | |
| Gremlins are indentured to menial
| |
| | |
| labor around a Tower. While they are
| |
| | |
| not great warriors by any standard,
| |
| | |
| they are numerous and willing.
| |
| | |
| Gremlins attack with their attached
| |
| | |
| balls and chains. Master gremlins —
| |
| | |
| those who have proven their loyalty —
| |
| | |
| are cut from their balls and chains and
| |
| | |
| able to hurl them in a ranged attack.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Stone & Obsidian Gargoyles
| |
| | |
| Stone and obsidian gargoyles are
| |
| | |
| demon-form statues animated for use
| |
| | |
| as troops. They attack with raking
| |
| | |
| claws.
| |
| | |
| | |
| Structure
| |
| | |
| Requirements
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Gremlin
| |
| | |
| 30 Gold
| |
| | |
| 3
| |
| | |
| 3
| |
| | |
| 4
| |
| | |
| 1-2
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| | |
| Master Gremlin
| |
| | |
| 40 Gold
| |
| | |
| 4
| |
| | |
| 4
| |
| | |
| 4
| |
| | |
| 1-2
| |
| | |
| 8
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| Requirements
| |
| | |
| Creatures/Week
| |
| | |
| | |
| Workshop
| |
| | |
| 300 Gold + 5 Wood + 5 Ore
| |
| | |
| Fort
| |
| | |
| 16 Gremlins
| |
| | |
| | |
| Upgraded Workshop
| |
| | |
| 1000 Gold
| |
| | |
| Workshop
| |
| | |
| 16 Master Gremlins
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Stone Gargoyle
| |
| | |
| 130 Gold
| |
| | |
| 6
| |
| | |
| 6
| |
| | |
| 16
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Obsidian Gargoyle
| |
| | |
| 160 Gold
| |
| | |
| 7
| |
| | |
| 7
| |
| | |
| 16
| |
| | |
| 2-3
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Ultra Swift (9 hexes/turn)
| |
| | |
| | |
| Parapet
| |
| | |
| 1000 Gold + 10 Ore
| |
| | |
| Workshop
| |
| | |
| 9 Stone Gargoyles
| |
| | |
| | |
| Stone & Iron Golems
| |
| | |
| Stone and iron golems are built and
| |
| | |
| animated through a process involving
| |
| | |
| both precise craftsmanship and
| |
| | |
| complex magic. Though slow, they are
| |
| | |
| strong and durable combatants. Stone
| |
| | |
| golems take half damage from spell
| |
| | |
| attacks, while iron golems take only a
| |
| | |
| quarter of such damage.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Upgraded Parapet
| |
| | |
| 1500 Gold + 5 Ore
| |
| | |
| Parapet
| |
| | |
| 9 Obsidian Gargoyles
| |
| | |
| | |
| Sculptor’s Wings
| |
| | |
| 1000 Gold
| |
| | |
| Parapet
| |
| | |
| +4 Parapet Production
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Stone Golem
| |
| | |
| 150 Gold
| |
| | |
| 7
| |
| | |
| 10
| |
| | |
| 30
| |
| | |
| 4-5
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Very Slow (3 hexes/turn)
| |
| | |
| | |
| Iron Golem
| |
| | |
| 200 Gold
| |
| | |
| 9
| |
| | |
| 10
| |
| | |
| 35
| |
| | |
| 4-5
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Golem Factory
| |
| | |
| 2000 Gold + 5 Wood + 5 Ore
| |
| | |
| | |
| Upgraded Golem Factory
| |
| | |
| 2000 Gold +5 Wood +5 Ore
| |
| | |
| + 5 Mercury
| |
| | |
| Golem Factory
| |
| | |
| 6 Iron Golems
| |
| | |
| | |
| Requirements Workshop
| |
| | |
| Creatures/Week 6 Stone Golems
| |
| | |
| | |
| 113
| |
| | |
| | |
| Magi & Arch Magi
| |
| | |
| Apprentice magi, under the mentorship
| |
| | |
| of Wizards, serve as Tower troops before
| |
| | |
| they become full masters of their craft.
| |
| | |
| Both mage and arch mage units suffer no
| |
| | |
| damage penalty for attacking adjacent
| |
| | |
| enemies and reduce the casting cost of
| |
| | |
| allied hero spells by two. Arch mage
| |
| | |
| attacks penetrate cover and deal full
| |
| | |
| damage to enemies behind siege walls.
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Mage
| |
| | |
| 350 Gold
| |
| | |
| 11
| |
| | |
| 8
| |
| | |
| 25
| |
| | |
| 7-9
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Genies & Master Genies
| |
| | |
| Genies and master genies are Tower
| |
| | |
| allies recruited from the realm of air
| |
| | |
| magic. They attack with a shocking
| |
| | |
| grasp that does solid damage to all
| |
| | |
| opponents and 150% damage to
| |
| | |
| efreet. Once per turn, master genies
| |
| | |
| can cast a random, beneficial spell on
| |
| | |
| an allied troop.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Nagas & Naga Queens
| |
| | |
| Nagas are guardian defenders of great
| |
| | |
| strength. Their multi-sword attacks
| |
| | |
| always do maximum damage and are
| |
| | |
| so overwhelming they are impossible to
| |
| | |
| counterstrike against.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| 114
| |
| | |
| | |
| Arch Mage
| |
| | |
| 450 Gold
| |
| | |
| 12
| |
| | |
| 9
| |
| | |
| 30
| |
| | |
| 7-9
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Mage Tower
| |
| | |
| 2500 Gold +5 Wood +5 Ore
| |
| | |
| +5 Crystal +5 Gems +5 Mercury
| |
| | |
| +5 Sulfur
| |
| | |
| Requirements Mage Guild Level I, Parapet,
| |
| | |
| Golem Factory
| |
| | |
| Creatures/Week 4 Magi
| |
| | |
| | |
| Upgraded Mage Tower
| |
| | |
| 2000 Gold + 5 Wood
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Master Genie
| |
| | |
| 600 Gold
| |
| | |
| 12
| |
| | |
| 12
| |
| | |
| 40
| |
| | |
| 13-16
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Quick (11 hexes/turn)
| |
| | |
| | |
| Genie
| |
| | |
| 550 Gold
| |
| | |
| 12
| |
| | |
| 12
| |
| | |
| 40
| |
| | |
| 13-16
| |
| | |
| None
| |
| | |
| Flying
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Mage Tower, Library
| |
| | |
| 4 Arch Magi
| |
| | |
| | |
| Altar of Wishes
| |
| | |
| 3000 Gold +5 Wood +5 Ore
| |
| | |
| +6 Crystal +6 Gems
| |
| | |
| Requirements Mage Tower
| |
| | |
| Creatures/Week 3 Genies
| |
| | |
| | |
| Upgraded Altar of Wishes
| |
| | |
| 2000 Gold +5 Wood
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Naga Queen
| |
| | |
| 1600 Gold
| |
| | |
| 16
| |
| | |
| 13
| |
| | |
| 110
| |
| | |
| 30
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Naga
| |
| | |
| 1100 Gold
| |
| | |
| 16
| |
| | |
| 13
| |
| | |
| 110
| |
| | |
| 20
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Golden Pavilion
| |
| | |
| 4000 Gold +5 Wood +5 Ore +2
| |
| | |
| Crystal +2 Gems +2 Mercury +2 Sulfur
| |
| | |
| Requirements Mage Tower
| |
| | |
| Creatures/Week 2 Nagas
| |
| | |
| | |
| Altar of Wishes
| |
| | |
| 3 Master Genies
| |
| | |
| | |
| Upgraded Golden Pavilion
| |
| | |
| 3000 Gold + 3 Crystal + 3 Gems
| |
| | |
| + 3 Mercury + 3 Sulfur
| |
| | |
| Golden Pavilion
| |
| | |
| 2 Naga Queens
| |
| | |
| | |
| Giants & Titans
| |
| | |
| Giants and titans are immune to spells
| |
| | |
| affecting the mind. Titans do 150%
| |
| | |
| damage to black dragons, can hurl
| |
| | |
| lightning bolts in a ranged attack, and
| |
| | |
| suffer no penalty for hand-to-hand
| |
| | |
| attacks making them the most
| |
| | |
| powerful ranged attack unit in the game.
| |
| | |
| | |
| Structure Requirements
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| Structure
| |
| | |
| Cost
| |
| | |
| | |
| Giant
| |
| | |
| 2000 Gold + 1 Gem
| |
| | |
| 19
| |
| | |
| 16
| |
| | |
| 150
| |
| | |
| 40-60
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| | |
| Cloud Temple
| |
| | |
| 5000 Gold +10 Wood +10 Ore
| |
| | |
| +10 Gems
| |
| | |
| Requirements Altar of Wishes, Golden Pavilion
| |
| | |
| Creatures/Week 1 Giant
| |
| | |
| | |
| Titan
| |
| | |
| 5000 Gold + 2 Gems
| |
| | |
| 24
| |
| | |
| 24
| |
| | |
| 300
| |
| | |
| 40-60
| |
| | |
| 24
| |
| | |
| Ground
| |
| | |
| Ultra Quick (11 hexes/turn)
| |
| | |
| Upgraded Cloud Temple
| |
| | |
| 25000 Gold +5 Wood +5 Ore
| |
| | |
| +30 Gems
| |
| | |
| Cloud Temple
| |
| | |
| 1 Titan
| |
| | |
| | |
| 115
| |
| | |
| | |
| Neutral Creatures
| |
| | |
| These creatures are not associated with any particular town type but may be found wandering the lands
| |
| | |
| of Erathia. All elementals and golems have neutral moral and immunity to poison. Some locations found
| |
| | |
| on the Adventure Map may offer these creatures up for recruitment.
| |
| | |
| | |
| Elementals
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Description
| |
| | |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Description
| |
| | |
| | |
| 116
| |
| | |
| | |
| Air Elemental
| |
| | |
| 250 Gold
| |
| | |
| 9
| |
| | |
| 9
| |
| | |
| 25
| |
| | |
| 2-8
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Swift (7 hexes/turn)
| |
| | |
| Air elementals are powered by the same forces as
| |
| | |
| Air Magic. They are immune to the Blind and
| |
| | |
| Meteor Shower spells. They take double damage
| |
| | |
| from Firestorm, Lightning Bolt, and Chain
| |
| | |
| Lightning.
| |
| | |
| | |
| Earth Elemental
| |
| | |
| 400 Gold
| |
| | |
| 10
| |
| | |
| 10
| |
| | |
| 40
| |
| | |
| 4-8
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Extra Slow (4 hexes/turn)
| |
| | |
| Earth elementals are forces of Earth Magic. They
| |
| | |
| take no damage from Lightning Bolt, Chain
| |
| | |
| Lightning, and Firestorm spells. They take double
| |
| | |
| damage from Meteor Storm attacks.
| |
| | |
| | |
| Fire Elemental
| |
| | |
| 350 Gold
| |
| | |
| 10
| |
| | |
| 8
| |
| | |
| 35
| |
| | |
| 4-6
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Swift (6 hexes/turn)
| |
| | |
| | |
| Water Elemental
| |
| | |
| 300 Gold
| |
| | |
| 8
| |
| | |
| 10
| |
| | |
| 30
| |
| | |
| 3-7
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| 5 (hexes/turn)
| |
| | |
| | |
| Fire elementals are burning spirits of Fire Magic.
| |
| | |
| They are immune to all Fire School spells, but
| |
| | |
| they take double damage from Ice Ray and Frost
| |
| | |
| Ring attacks.
| |
| | |
| | |
| Water Magic animates the water elemental. These
| |
| | |
| creatures are Immune to Ice Ray and Frost Ring
| |
| | |
| spells, but take double damage from Firewall,
| |
| | |
| Combustion, Fireblast, and Fireshield attacks.
| |
| | |
| | |
| Gold & Diamond Golems
| |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Shots
| |
| | |
| Movement
| |
| | |
| Speed
| |
| | |
| | |
| Description
| |
| | |
| | |
| Gold Golem
| |
| | |
| 500 Gold
| |
| | |
| 11
| |
| | |
| 12
| |
| | |
| 50
| |
| | |
| 8-10
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Diamond Golem
| |
| | |
| 750 Gold
| |
| | |
| 13
| |
| | |
| 12
| |
| | |
| 60
| |
| | |
| 10-14
| |
| | |
| None
| |
| | |
| Ground
| |
| | |
| Slow (5 hexes/turn)
| |
| | |
| | |
| Like the stone and iron golems found in Tower towns, diamond and gold golems are highly crafted statues animated through magic. Spells have only a 15% chance of affecting gold golems and a mere 5%
| |
| | |
| chance of affecting a diamond golem.
| |
| | |
| | |
| War Machines
| |
| | |
| Each hero may be equipped with one of each type of the four available war machines. Heroes are
| |
| | |
| automatically equipped with a Catapult. The Ammo Cart, First Aid Tent, and Ballista may be purchased
| |
| | |
| in towns from blacksmiths. In combat, they appear on the battlefield and may be attacked by opposing
| |
| | |
| forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected
| |
| | |
| by a hero’s Defense skill.
| |
| | |
| Name
| |
| | |
| Cost
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Health
| |
| | |
| Damage
| |
| | |
| Speed
| |
| | |
| | |
| Description
| |
| | |
| | |
| Ammo Cart
| |
| | |
| 1000 Gold
| |
| | |
| 0
| |
| | |
| 5
| |
| | |
| 100
| |
| | |
| n/a
| |
| | |
| Immobile (0 hexes/turn)
| |
| | |
| | |
| Ballista
| |
| | |
| 2500 Gold
| |
| | |
| 10
| |
| | |
| 10
| |
| | |
| 250
| |
| | |
| (2-3) x (Hero’s Attack Skill + 1)
| |
| | |
| Immobile (0 hexes/turn)
| |
| | |
| | |
| The Ammo Cart provides all allied The Ballista targets enemy creature
| |
| | |
| ranged attack units with unlimited troops automatically but may be
| |
| | |
| aimed by a hero possessing the
| |
| | |
| ammunition.
| |
| | |
| Artillery skill (see Secondary Skills,
| |
| | |
| pg. 35). Ballistas are too unwieldy to
| |
| | |
| use in castle defense and do not
| |
| | |
| appear on the side of defenders during sieges.
| |
| | |
| | |
| First Aid Tent
| |
| | |
| 750 Gold
| |
| | |
| 0
| |
| | |
| 0
| |
| | |
| 75
| |
| | |
| n/a
| |
| | |
| Immobile (0 hexes/turn)
| |
| | |
| The First Aid Tent regenerates 125 points of damage for the first
| |
| | |
| creature in a troop. This effect is
| |
| | |
| applied randomly, once per round.
| |
| | |
| Heroes with the First Aid skill (see
| |
| | |
| Secondary Skills, pg. 35) can
| |
| | |
| choose which troop is affected.
| |
| | |
| | |
| 117
| |
| | |
| | |
| Alchemists
| |
| | |
| | |
| 118
| |
| | |
| | |
| Individual Heroes
| |
| | |
| | |
| Fafner
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Scholar, Basic Resistance
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Fafner increases the Attack and Defense skills of any Nagas or Naga Queens he commands
| |
| | |
| for each level he attains after the 6th level.
| |
| | |
| | |
| Iona
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Scholar, Basic Intelligence
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Iona increases the Attack and Defense skills of any Genies or Master Genies she commands
| |
| | |
| for each level she attains after the 5th level.
| |
| | |
| | |
| Neela
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Scholar, Basic Armorer
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Neela receives a 5% per level bonus to her Armorer skill.
| |
| | |
| | |
| Piquedram
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Mysticism, Basic Scouting
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Piquedram's increases the Attack and Defense skills of any Stone or Obsidian Gargoyles he
| |
| | |
| commands for each level he attains after the 2nd level.
| |
| | |
| | |
| Josephine
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Mysticism, Basic Sorcery
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Josephine increases the Attack and Defense skills of any Stone or Iron Golems she commands for each level she attains after the 3rd level.
| |
| | |
| | |
| Rissa
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Mysticism, Basic Offense
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Rissa is able to produce 1 additional Mercury per day for the Kingdom she serves.
| |
| | |
| | |
| Thane
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Genie
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Scholar
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Thane increases the Attack and Defense skills of any Genies or Master Genies he commands
| |
| | |
| for each level he attains after the 5th level.
| |
| | |
| | |
| Torosar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Mysticism, Basic Tactics
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Torosar increases the Attack and Defense skill of any Ballista under his command for each
| |
| | |
| level he attains after the 4th level.
| |
| | |
| | |
| World
| |
| | |
| Reference
| |
| | |
| Heroes
| |
| | |
| Barbarians
| |
| | |
| Crag Hack
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Offense
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Crag Hack receives a 5% per level bonus to his Offense skill.
| |
| | |
| | |
| Gretchin
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Goblin
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Pathfinding
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Gretchin increases the Attack and Defense skills of any Goblins or Hobgoblins she commands for each level she attains after the 1st level.
| |
| | |
| | |
| Gurnisson
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Goblin
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Artillery
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Gurnisson increases the Attack and Defense skill of any Ballista under his command for each
| |
| | |
| level he attains after the 4th level.
| |
| | |
| | |
| Jabarkas
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Ogre
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Archery
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Jabarkas increases the Attack and Defense skills of any Orcs or Orc Chieftains he commands
| |
| | |
| for each level he attains after the 3rd level.
| |
| | |
| | |
| Krellion
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Ogre
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Resistance
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Krellion increases the Attack and Defense skills of any Ogres or Ogre Magi she commands
| |
| | |
| for each level she attains after the 4th level.
| |
| | |
| | |
| Shiva
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Scouting
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Shiva increases the Attack and Defense skills of any Rocs or Thunderbirds she commands for
| |
| | |
| each level she attains after the 5th level.
| |
| | |
| | |
| Tyraxor
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Goblin
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Tactics
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Tyraxor increases the Attack and Defense skills of any Wolf Riders or Raiders he commands
| |
| | |
| for each level he attains after the 2nd level.
| |
| | |
| | |
| Yog
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Ballistics
| |
| | |
| 4
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Yog increases the Attack and Defense skills of any Cyclopses or Cyclops Lords he commands
| |
| | |
| for each level he attains after the 6th level.
| |
| | |
| | |
| 119
| |
| | |
| | |
| Battle Mages
| |
| | |
| | |
| 120
| |
| | |
| | |
| Dessa
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Ogre
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Logistics
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Dessa receives a 5% per level bonus to his Logistics skill.
| |
| | |
| | |
| Gird
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Sorcery
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Gird receives a 5% per level bonus to her Sorcery skill.
| |
| | |
| | |
| Gundula
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Ogre
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Offense
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Gundula receives a 5% per level bonus to her Offense skill.
| |
| | |
| | |
| Oris
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Eagle Eye
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Oris receives a 5% per level bonus to her Eagle Eye skill.
| |
| | |
| | |
| Saurug
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Ogre
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Resistance
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Saurug is able to produce 1 additional Gem per day for the Kingdom he serves.
| |
| | |
| | |
| Terek
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Tactics
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Terek's proficiency with the Haste spell allows him to cast it with increased effect, based on
| |
| | |
| his level compared to the level of the target unit.(greater bonus on weaker units)
| |
| | |
| | |
| Vey
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Ogre
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Leadership
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Vey increases the Attack and Defense skills of any Ogres or Ogre Magi he commands for
| |
| | |
| each level he attains after the 4th level.
| |
| | |
| | |
| Zubin
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Goblin
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Artillery
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Zubin's proficiency with the Precision spell allows him to cast it with increased effect, based
| |
| | |
| on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Beastmasters
| |
| | |
| Alkin
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Gnoll
| |
| | |
| Secondary Skills
| |
| | |
| Basic Armorer, Basic Offense
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Alkin increases the Attack and Defense skills of any Gorgons or Mighty Gorgons he commands for each level he attains after the 5th level.
| |
| | |
| | |
| Broghild
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Lizardman
| |
| | |
| Secondary Skills
| |
| | |
| Basic Armorer, Basic Scouting
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Broghild increases the Attack and Defense skills of any Wyverns or Wyvern Monarchs he
| |
| | |
| commands for each level he attains after the 6th level.
| |
| | |
| | |
| Bron
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Armorer, Basic Resistance
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Bron increases the Attack and Defense skills of any Basilisks or Greater Basilisks he commands for each level he attains after the 4th level.
| |
| | |
| | |
| Drakon
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Gnoll
| |
| | |
| Secondary Skills
| |
| | |
| Basic Armorer, Basic Leadership
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Drakon increases the Attack and Defense skills of any Gnolls or Gnoll Marauders he commands for each level he attains after the 1st level.
| |
| | |
| | |
| Gerwulf
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Armorer, Basic Artillery
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Gerwulf increases the Attack and Defense skill of any Ballista under his command for each
| |
| | |
| level he attains after the 4th level.
| |
| | |
| | |
| Korbac
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Lizardman
| |
| | |
| Secondary Skills
| |
| | |
| Basic Armorer, Basic Pathfinding
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Korbac increases the Attack and Defense skills of any Serpent or Dragon Flies he commands
| |
| | |
| for each level he attains after the 3rd level.
| |
| | |
| | |
| Tazar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Armorer
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Tazar receives a 5% per level bonus to his Armorer skill.
| |
| | |
| | |
| Wystan
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Lizardman
| |
| | |
| Secondary Skills
| |
| | |
| Basic Armorer, Basic Archery
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 4
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Wystan increases the Attack and Defense skills of any Lizardmen or Lizard Warriors he commands for each level he attains after the 2nd level.
| |
| | |
| | |
| 121
| |
| | |
| | |
| Clerics
| |
| | |
| | |
| 122
| |
| | |
| | |
| Adela
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Diplomacy
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Adela's proficiency with the Bless spell allows her to cast it with increased effect, based on her
| |
| | |
| level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Cuthbert
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Estates
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Cuthbert's proficiency with the Weakness spell allows him to cast it with increased effect,
| |
| | |
| based on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Caitlin
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Intelligence
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Caitlin's presence allows the Kingdom she serves to receive an additional 350 gold per day.
| |
| | |
| | |
| Adelaide
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Wisdom
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Adelaide's proficiency with the Frost Ring spell allows her to cast it with increased effect,
| |
| | |
| based on her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Ingham
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Mysticism
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Ingham increases the Attack and Defense skills of any Monks or Zealots he commands for
| |
| | |
| each level he attains after the 5th level.
| |
| | |
| | |
| Loynis
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Learning
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Loynis's proficiency with the Prayer spell allows him to cast it with increased effect, based on
| |
| | |
| his level compared to the level of the target unit. (the bonus is greater on weaker units)
| |
| | |
| | |
| Rion
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic First Aid
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Rion receives a 5% per level bonus to his First Aid skill.
| |
| | |
| | |
| Sanya
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Eagle Eye
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Sanya receives a 5% per level bonus to her Eagle Eye skill.
| |
| | |
| | |
| Death Knights
| |
| | |
| Charna
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Tactics
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Charna increases the Attack and Defense skills of any Wights or Wraiths she commands for
| |
| | |
| each level she attains after the 3rd level.
| |
| | |
| | |
| Clavius
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Offense
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Clavius's presence allows the Kingdom he serves to receive an additional 350 gold per day.
| |
| | |
| | |
| Galthran
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Vampire
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Armorer
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Galthran increases the Attack and Defense skills of any Skeletons or Skeleton Warriors he
| |
| | |
| commands for each level he attains after the 1st level.
| |
| | |
| | |
| Isra
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Lich
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Necromancy
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Isra receives a 5% per level bonus to her Necromancy skill.
| |
| | |
| | |
| Moandor
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Lich
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Learning
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Moandor increases the Attack and Defense skills of any Liches or Power Liches he commands for each level he attains after the 5th level.
| |
| | |
| | |
| Tamika
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Vampire
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Offense
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Tamika increases the Attack and Defense skills of any Black Knights or Dread Knights she
| |
| | |
| commands for each level she attains after the 6th level.
| |
| | |
| | |
| Straker
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Resistance
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Straker increases the Attack and Defense skills of any Walking Dead or Zombies he commands for each level he attains after the 2nd level.
| |
| | |
| | |
| Vokial
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Vampire
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Artillery
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Vokial increases the Attack and Defense skills of any Vampires or Vampire Lords he commands for each level he attains after the 4th level.
| |
| | |
| | |
| 123
| |
| | |
| | |
| Demoniacs
| |
| | |
| | |
| 124
| |
| | |
| | |
| Rashka
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Efreet
| |
| | |
| Secondary Skills
| |
| | |
| Basic Scholar, Basic Wisdom
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Rashka increases the Attack and Defense skills of any Efreet or Efreet Sultans he commands
| |
| | |
| for each level he attains after the 6th level.
| |
| | |
| | |
| Calh
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Demon
| |
| | |
| Secondary Skills
| |
| | |
| Basic Archery, Basic Scouting
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Calh increases the Attack and Defense skills of any Gogs or Magogs he commands for each
| |
| | |
| level he attains after the 2nd level.
| |
| | |
| | |
| Fiona
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Advance Scouting
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Fiona increases the Attack and Defense skills of any Hell Hounds or Cerberi she commands
| |
| | |
| for each level she attains after the 3rd level.
| |
| | |
| | |
| Ignatius
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Tactics, Basic Resistance
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Ignatius increases the Attack and Defense skills of any Imps or Familiars he commands for
| |
| | |
| each level he attains after the 1st level.
| |
| | |
| | |
| Marius
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Demon
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Armorer
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Marius increases the Attack and Defense skills of any Demons or Horned Demons she commands for each level she attains after the 4th level.
| |
| | |
| | |
| Nymus
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Demon
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Offense
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Nymus increases the Attack and Defense skills of any Pit Fiends or Lords she commands for
| |
| | |
| each level she attains after the 5th level.
| |
| | |
| | |
| Pyre
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Logistics, Basic Artillery
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Pyre increases the Attack and Defense skill of any Ballista under her command for each level
| |
| | |
| she attains after the 4th level.
| |
| | |
| | |
| Octavia
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Efreet
| |
| | |
| Secondary Skills
| |
| | |
| Basic Scholar, Basic Offense
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Octavia's presence allows the Kingdom she serves to receive an additional 350 gold per day.
| |
| | |
| | |
| Druids
| |
| | |
| Aeris
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Elf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Scouting
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Aeris increases the Attack and Defense skills of any Pegasi or Silver Pegasi he commands for
| |
| | |
| each level he attains after the 4th level.
| |
| | |
| | |
| Alagar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Sorcery
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Alagar's proficiency with the Ice Bolt spell allows him to cast it with increased effect, based
| |
| | |
| on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Uland
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Dwarf
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Wisdom, Basic Ballistics
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Uland's proficiency with the Cure spell allows him to cast it with increased effect, based on
| |
| | |
| his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Coronius
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Scholar
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Coronius's proficiency with the Slayer spell allows him to cast it with increased effect, based
| |
| | |
| on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Elleshar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Elf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Intelligence
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Elleshar receives a 5% per level bonus to his Intelligence skill.
| |
| | |
| | |
| Gem
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic First Aid
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Gem receives a 5% per level bonus to her First Aid skill.
| |
| | |
| | |
| Malcom
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Dwarf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Eagle Eye
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Malcom receives a 5% per level bonus to his Eagle Eye skill.
| |
| | |
| | |
| Melodia
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Elf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Luck
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Melodia's proficiency with the Fortune spell allows her to cast it with increased effect, based
| |
| | |
| on her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| 125
| |
| | |
| | |
| Heretics
| |
| | |
| | |
| 126
| |
| | |
| | |
| Ash
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Demon
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Eagle Eye
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Ash's proficiency with the Bloodlust spell allows her to cast it with increased effect, based on
| |
| | |
| her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Axsis
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Demon
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Mysticism
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Axsis receives a 5% per level bonus to his Mysticism skill.
| |
| | |
| | |
| Ayden
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Intelligence
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Ayden receives a 5% per level bonus to his Intelligence skill.
| |
| | |
| | |
| Calid
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Demon
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Learning
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Calid is able to produce 1 additional Sulfur per day for the Kingdom she serves.
| |
| | |
| | |
| Olema
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Ballistics
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Olema's proficiency with the Weakness spell allows her to cast it with increased effect, based
| |
| | |
| on her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Xyron
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Efreet
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Scholar
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Xyron's proficiency with the Inferno spell allows him to cast it with increased effect, based on
| |
| | |
| his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Xarfax
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Leadership
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Xarfax's proficiency with the Fireball spell allows him to cast it with increased effect, based on
| |
| | |
| his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Zydar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Efreet
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Sorcery
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Zydar receives a 5% per level bonus to his Sorcery skill.
| |
| | |
| | |
| Knights
| |
| | |
| Edric
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Armorer
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Edric increases the Attack and Defense skills of any Griffins or Royal Griffins he commands
| |
| | |
| for each level he attains after the 3rd level.
| |
| | |
| | |
| Orrin
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Archery
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Orrin receives a 5% per level bonus to his Archery skill.
| |
| | |
| | |
| Sylvia
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Navigation
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Sylvia receives a 5% per level bonus to her Navigation skill.
| |
| | |
| | |
| Lord Haart
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Estates
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Lord Haart receives a 5% per level bonus to his Estates skill.
| |
| | |
| | |
| Valeska
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Archery
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Valeska increases the Attack and Defense skills of any Archers or Marksmen she commands
| |
| | |
| for each level she attains after the 2nd level.
| |
| | |
| | |
| Christian
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Artillery
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Christian increases the Attack and Defense skill of any Ballista under his command for each
| |
| | |
| level he attains after the 4th level.
| |
| | |
| | |
| Sorsha
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Offense
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Sorsha increases the Attack and Defense skills of any Swordsmen or Crusaders she commands for each level she attains after the 4th level.
| |
| | |
| | |
| Tyris
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Tactics
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Tyris increases the Attack and Defense skills of any Cavaliers or Champions she commands
| |
| | |
| for each level she attains after the 6th level.
| |
| | |
| | |
| 127
| |
| | |
| | |
| Necromancers
| |
| | |
| | |
| 128
| |
| | |
| | |
| Aislinn
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Vampire
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Wisdom
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Aislinn's proficiency with the Meteor Shower spell allows her to cast it with increased effect,
| |
| | |
| based on her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Nagash
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Lich
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Intelligence
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Nagash's presence allows the Kingdom he serves to receive an additional 350 gold per day.
| |
| | |
| | |
| Nimbus
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Eagle Eye
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Nimbus receives a 5% per level bonus to his Eagle Eye skill.
| |
| | |
| | |
| Sandro
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Lich
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Sorcery
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Sandro receives a 5% per level bonus to his Sorcery skill.
| |
| | |
| | |
| Septienna
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Scholar
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Septienna's proficiency with the Death Ripple spell allows her to cast it with increased effect,
| |
| | |
| based on her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Thant
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Vampire
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Mysticism
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Thant's proficiency with the Animate Dead spell allows him to cast it with increased effect,
| |
| | |
| based on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Vidomina
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Necromancy
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Vidomina receives a 5% per level bonus to her Necromancy skill.
| |
| | |
| | |
| Xsi
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Lich
| |
| | |
| Secondary Skills
| |
| | |
| Basic Necromancy, Basic Learning
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Xsi's proficiency with the Stone Skin spell allows her to cast it with increased effect, based on
| |
| | |
| her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Overlords
| |
| | |
| Ajit
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Resistance
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Ajit increases the Attack and Defense skills of any Beholders or Evil Eyes he commands for
| |
| | |
| each level he attains after the 1st level.
| |
| | |
| | |
| Arlach
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Troglodyte
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Artillery
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Arlach increases the Attack and Defense skill of any Ballista under his command for each
| |
| | |
| level he attains after the 4th level.
| |
| | |
| | |
| Dace
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Minotaur
| |
| | |
| Secondary Skills
| |
| | |
| Basic Tactics, Basic Offense
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Dace increases the Attack and Defense skills of any Minotaurs or Minotaur Kings he commands for each level he attains after the 5th level.
| |
| | |
| | |
| Damacon
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Troglodyte
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Offense
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Damacon's presence allows the Kingdom he serves to receive an additional 350 gold per day.
| |
| | |
| | |
| Gunnar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Minotaur
| |
| | |
| Secondary Skills
| |
| | |
| Basic Tactics, Basic Logistics
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Gunnar receives a 5% per level bonus to his Logistics skill.
| |
| | |
| | |
| Lorelei
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Scouting
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Lorelei increases the Attack and Defense skills of any Harpies or Harpy Hags she commands
| |
| | |
| for each level she attains after the 2nd level.
| |
| | |
| | |
| Shakti
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Troglodyte
| |
| | |
| Secondary Skills
| |
| | |
| Basic Offense, Basic Tactics
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Shakti increases the Attack and Defense skills of any Troglodytes or Infernal Troglodytes he
| |
| | |
| commands for each level he attains after the 1st level.
| |
| | |
| | |
| Synca
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Scholar
| |
| | |
| 2
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 2
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Synca increases the Attack and Defense skills of any Manticores or Scorpicores she commands for each level she attains after the 6th level.
| |
| | |
| | |
| 129
| |
| | |
| | |
| Rangers
| |
| | |
| | |
| 130
| |
| | |
| | |
| Clancy
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Dwarf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Resistance, Basic Pathfinding
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Clancy increases the Attack and Defense skills of any Unicorns or War Unicorns he commands for each level he attains after the 6th level.
| |
| | |
| | |
| Ivor
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Elf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Archery, Basic Offense
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Ivor increases the Attack and Defense skills of any Wood Elves or Grand Elves he commands
| |
| | |
| for each level he attains after the 3rd level.
| |
| | |
| | |
| Jenova
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Elf
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Archery
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Jenova's presence allows the Kingdom she serves to receive an additional 350 gold per day.
| |
| | |
| | |
| Kyrre
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Elf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Archery, Basic Logistics
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Kyrre receives a 5% per level bonus to her Logistics skill.
| |
| | |
| | |
| Mephala
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Armorer
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Mephala receives a 5% per level bonus to her Armorer skill.
| |
| | |
| | |
| Ryland
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Leadership, Basic Diplomacy
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Ryland increases the Attack and Defense skills of any Dendroid Guards or Soldiers he commands for each level he attains after the 5th level.
| |
| | |
| | |
| Thorgrim
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Dwarf
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Magic Resistance
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Thorgrim receives a 5% per level bonus to his Resistance skill.
| |
| | |
| | |
| Ufretin
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Dwarf
| |
| | |
| Secondary Skills
| |
| | |
| Basic Resistance, Basic Luck
| |
| | |
| 1
| |
| | |
| Power
| |
| | |
| 1
| |
| | |
| 3
| |
| | |
| Knowledge
| |
| | |
| 1
| |
| | |
| Ufretin increases the Attack and Defense skills of any Dwarves of Battle Dwarves he commands for each level he attains after the 2nd level.
| |
| | |
| | |
| Warlocks
| |
| | |
| Alamar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Scholar
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Alamar's proficiency with the Resurrection spell allows him to cast it with increased effect,
| |
| | |
| based on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Darkstorn
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Minotaur
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Learning
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Darkstorn's proficiency with the Stone Skin spell allows him to cast it with increased effect,
| |
| | |
| based on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Deemer
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Minotaur
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Advanced Scouting
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Deemer's proficiency with the Meteor Shower spell allows him to cast it with increased effect,
| |
| | |
| based on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Geon
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Troglodyte
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Eagle Eye
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Geon receives a 5% per level bonus to his Eagle Eye skill.
| |
| | |
| | |
| Jaegar
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Troglodyte
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Mysticism
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Jaegar receives a 5% per level bonus to his Mysticism skill.
| |
| | |
| | |
| Jeddite
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Wisdom
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Jeddite's proficiency with the Resurrection spell allows him to cast it with increased effect,
| |
| | |
| based on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Malekith
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Minotaur
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Sorcery
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Malekith receives a 5% per level bonus to his Sorcery skill.
| |
| | |
| | |
| Sephinroth
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Intelligence
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 3
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Sephinroth is able to produce 1 additional Crystal per day for the Kingdom she serves.
| |
| | |
| | |
| 131
| |
| | |
| | |
| Witches
| |
| | |
| | |
| 132
| |
| | |
| | |
| Andra
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Intelligence
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Andra receives a 5% per level bonus to her Intelligence skill.
| |
| | |
| | |
| Merist
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Gnoll
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Learning
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Merist's proficiency with the Stone Skin spell allows her to cast it with increased effect, based
| |
| | |
| on her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Mirlanda
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Wisdom
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Mirlanda's proficiency with the Weakness spell allows her to cast it with increased effect, based
| |
| | |
| on her level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Rosic
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Gnoll
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Mysticism
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Rosic receives a 5% per level bonus to her Mysticism skill.
| |
| | |
| | |
| Styg
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Lizardwoman Secondary Skills
| |
| | |
| Basic Wisdom, Basic Sorcery
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Styg receives a 5% per level bonus to her Sorcery skill.
| |
| | |
| | |
| Tiva
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Gnoll
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Eagle Eye
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Tiva receives a 5% per level bonus to her Eagle Eye skill.
| |
| | |
| | |
| Verdish
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic First Aid
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Verdish receives a 5% per level bonus to her First Aid skill.
| |
| | |
| | |
| Voy
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Lizardwoman Secondary Skills
| |
| | |
| Basic Wisdom, Basic Navigation
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 1
| |
| | |
| Knowledge
| |
| | |
| 2
| |
| | |
| Voy receives a 5% per level bonus to her Navigation skill.
| |
| | |
| | |
| Wizards
| |
| | |
| Aine
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Scholar
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Aine's presence allows the Kingdom she serves to receive an additional 350 gold per day.
| |
| | |
| | |
| Astral
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Advanced Wisdom
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Astral's proficiency with the Hypnotize spell allows him to cast it with increased effect, based
| |
| | |
| on his level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Cyra
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Diplomacy
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Cyra's proficiency with the Haste spell allows her to cast it with increased effect, based on her
| |
| | |
| level compared to the level of the target unit. (greater bonus on weaker units)
| |
| | |
| | |
| Daremyth
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Intelligence
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Daremyth's proficiency with the Fortune spell allows her to cast it with increased effect, based
| |
| | |
| on her level compared to the level of the target unit.
| |
| | |
| | |
| Halon
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Mysticism
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Halon receives a 5% per level bonus to his Mysticism skill.
| |
| | |
| | |
| Serena
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Female Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Eagle Eye
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Serena receives a 5% per level bonus to her Eagle Eye skill.
| |
| | |
| | |
| Solmyr
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Genie
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Sorcery
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Solmyr's proficiency with the Chain Lightning spell allows him to cast it with increased
| |
| | |
| effect, based on his level compared to the level of the target unit.
| |
| | |
| | |
| Theodorus
| |
| | |
| | |
| Race
| |
| | |
| Attack
| |
| | |
| Defense
| |
| | |
| Unique Ability
| |
| | |
| | |
| Male Human
| |
| | |
| Secondary Skills
| |
| | |
| Basic Wisdom, Basic Ballistics
| |
| | |
| 0
| |
| | |
| Power
| |
| | |
| 2
| |
| | |
| 0
| |
| | |
| Knowledge
| |
| | |
| 3
| |
| | |
| Theodorus increases the Attack and Defense skills of any Magi or Arch Magi he commands
| |
| | |
| for each level he attains after the 4th level.
| |
| | |
| | |
| 133
| |
| | |
| | |
| Keyboard Shortcuts
| |
| | |
| Adventure Map
| |
| | |
| H – Selects next hero
| |
| | |
| M – Moves current hero
| |
| | |
| | |
| Tab – Send a chat message
| |
| | |
| (multiplayer game)
| |
| | |
| Esc - Quit
| |
| | |
| | |
| K – Kingdom Overview
| |
| | |
| | |
| Town Screen
| |
| | |
| Up Arrow – Previous town
| |
| | |
| Down Arrow – Next town
| |
| | |
| Space – Switches visiting/
| |
| | |
| garrison heroes
| |
| | |
| | |
| U – Toggles map elevation
| |
| | |
| C – Cast spell
| |
| | |
| Z – Puts current hero to sleep
| |
| | |
| W – Wakens current hero
| |
| | |
| Q – Quest Log
| |
| | |
| E – End turn
| |
| | |
| A – Adventure Options
| |
| | |
| V – View World
| |
| | |
| P – Puzzle Map
| |
| | |
| D – Dig
| |
| | |
| I – View Scenario Info
| |
| | |
| O – System Options
| |
| | |
| M – Main Menu
| |
| | |
| | |
| Combat Screen
| |
| | |
| A – Automatic combat on/off
| |
| | |
| D – Defend
| |
| | |
| W – Wait
| |
| | |
| | |
| A – Displays adventure spells
| |
| | |
| C – Combat spells
| |
| | |
| | |
| S – Surrender
| |
| | |
| | |
| View Army Window
| |
| | |
| | |
| O – Combat Options
| |
| | |
| | |
| U –Upgrade creature
| |
| | |
| | |
| T – View troop
| |
| | |
| | |
| D – Dismiss creature
| |
| | |
| | |
| R – Restart Scenario
| |
| | |
| | |
| F6 – Toggles hex grid display
| |
| | |
| | |
| S – Save Game
| |
| | |
| | |
| F7 – Toggles mouse shadow
| |
| | |
| display
| |
| | |
| | |
| Arrow Keys – Moves current
| |
| | |
| hero
| |
| | |
| | |
| Up/Down Arrows – Move
| |
| | |
| through bookmarks
| |
| | |
| | |
| R – Retreat
| |
| | |
| | |
| F5 – Toggles creature pop-up
| |
| | |
| types
| |
| | |
| | |
| Esc – Return to Game
| |
| | |
| | |
| Left/Right Arrows – Turns pages
| |
| | |
| | |
| C – Cast spell
| |
| | |
| | |
| L – Load Game
| |
| | |
| | |
| Q – Quit to Desktop
| |
| | |
| | |
| 134
| |
| | |
| | |
| Spell Book
| |
| | |
| | |
| F8 – Toggles movement shadow
| |
| | |
| display
| |
| | |
| Up/Down Arrow Keys –
| |
| | |
| Scrolls combat messages
| |
| | |
| | |
| Ctrl + Arrow Keys – Scrolls
| |
| | |
| Adventure Map
| |
| | |
| | |
| Space – Selects next creature
| |
| | |
| | |
| Return – Centers current hero
| |
| | |
| or town on Adventure Map
| |
| | |
| | |
| S – Start combat during Tactics
| |
| | |
| phase
| |
| | |
| | |
| General
| |
| | |
| F1 – Help
| |
| | |
| F4 – Toggles window/full screen
| |
| | |
| display
| |
| | |
| Esc – Cancel, Exit, or No
| |
| | |
| Return – Okay, Accept, or Yes
| |
| | |
| | |
| Mplayer.com
| |
| | |
| What is Mplayer.com?
| |
| | |
| Mplayer.com is the #1 multiplayer game service on the Internet. Playing the Heroes III game on
| |
| | |
| Mplayer.com means that a player in a remote location can challenge other players in remote locations, and
| |
| | |
| they’ll play in real time--like they’re all sitting in the same room. Mplayer.com offers hundreds of innovative features, including real-time voice--chat that lets you verbally taunt your opponents and praise your
| |
| | |
| teammates. When you sign up for Mplayer.com you're joining a friendly online community where you can
| |
| | |
| participate in regular tournaments, contests, and special events.
| |
| | |
| | |
| Pricing
| |
| | |
| Mplayer.com is FREE--there are no charges or monthly fees to play the Heroes III game on
| |
| | |
| Mplayer.com.
| |
| | |
| | |
| So how do I get started?
| |
| | |
| Installing Mplayer.com is simple. Just follow these easy steps and you’re on your way to the excitement
| |
| | |
| of online multiplayer gaming!
| |
| | |
| 1. There are several ways to install Mplayer.com from the Heroes III game:
| |
| | |
| • From the game CD-ROM Autorun Menu
| |
| | |
| select the More option
| |
| | |
| • From the Windows 95 Start Menu
| |
| | |
| select Heroes III and the Online Services option
| |
| | |
| • From Multiplayer Game Type Menu
| |
| | |
| select the Online Services button
| |
| | |
| • From the Heroes III folder
| |
| | |
| click on the Online Services option
| |
| | |
| 2. Each of these ways will bring up the Multiplayer Online Services menu with the Mplayer.com button,
| |
| | |
| which will:
| |
| | |
| • Check for Mplayer.com -- if you don’t have it, we’ll install everything you need! Just follow the easy
| |
| | |
| install instructions at the prompts. During the process, you’ll set up an Mplayer.com account and
| |
| | |
| select your Mplayer.com member name and password.
| |
| | |
| 3. After installing Mplayer.com, your Web browser will launch and connect you to the Mplayer.com game
| |
| | |
| page:
| |
| | |
| • Make sure your game CD-ROM is in the disk drive.
| |
| | |
| • Now click on ‘Play Now’ to log onto Mplayer.com and head to the Lobby of your game.
| |
| | |
| • Before entering the game’s Lobby, we’ll automatically download any additional files you might need
| |
| | |
| to make the game playable on Mplayer.com.
| |
| | |
| | |
| 135
| |
| | |
| | |
| 4. Now you are in your game’s Lobby on Mplayer.com.
| |
| | |
| • Chat with other players by typing your message and pressing Enter.
| |
| | |
| • To enter a Game Room, double-click on a green Room icon.
| |
| | |
| • If you want to create a new Game Room, click on the Create Room button.
| |
| | |
| 5. Almost there!
| |
| | |
| • If you enter an existing Game Room, Click on the ‘Ready to Play?’ button, or,
| |
| | |
| • If you create a Room, wait for players, then click on the ‘Launch Game’ button.
| |
| | |
| 6. Have fun playing on Mplayer.com!
| |
| | |
| | |
| Mplayer.com Customer Support
| |
| | |
| Mplayer.com has a staff of highly trained Technical Support representatives waiting to answer any questions
| |
| | |
| or solve any problems you can throw at ‘em. If you're having trouble installing Mplayer.com, contact a
| |
| | |
| Technical Support representative by emailing support@mplayer.com or by calling (650) 429-3100
| |
| | |
| between the hours of 3 p.m. and 10 p.m. (PST), seven days a week.
| |
| | |
| For more information about Mplayer.com visit our Web site at www.mplayer.com.
| |
| | |
| | |
| Mplayer.com Technical Info
| |
| | |
| You need the following PC configuration to install our software and play games on Mplayer.com:
| |
| | |
| System Requirements:
| |
| | |
| • Windows 95
| |
| | |
| • Pentium processor
| |
| | |
| • 8MB RAM (16MB recommended)
| |
| | |
| • 14.4 KBPS or faster modem (28.8 KBPS or higher recommended)
| |
| | |
| • Internet access*
| |
| | |
| • Web browser
| |
| | |
| | |
| 🞰 AOL, CompuServe, and Prodigy do not yet support adequate TCP/IP connections for FAST gameplay. Low latency games, including turn-based
| |
| | |
| or role playing games, however, can be played.
| |
| | |
| | |
| 136
| |
| | |
| | |
| Using HEAT
| |
| | |
| How to Play on HEAT
| |
| | |
| 1. There are several ways to install HEAT from the Heroes III game:
| |
| | |
| • From the game CD-ROM Autorun Menu
| |
| | |
| select the More option
| |
| | |
| • From the Windows 95 Start Menu
| |
| | |
| select Heroes III and the Online Services option
| |
| | |
| • From the Multiplayer Game Type Menu
| |
| | |
| select the Online Services button
| |
| | |
| • From the Heroes III folder
| |
| | |
| click on the Online Services option
| |
| | |
| Each of these ways will bring up the Online Services menu with the HEAT button, which will install
| |
| | |
| HEAT.
| |
| | |
| 2. For FREE gameplay on HEAT.net, you may use the HEAT button on the Online Services menu
| |
| | |
| or, from your Java-enabled Internet browser, go to http://www.heat.net. If you aren’t already a HEAT
| |
| | |
| member, register your account information. Note, that if you already installed the HEAT software
| |
| | |
| from your Heroes of Might and Magic III CD-ROM, you will not need to download the software.
| |
| | |
| (HEAT updates are automatic.)
| |
| | |
| 3. Log in by entering your user name and password.
| |
| | |
| 4. Choose the Heroes III game from the list of games
| |
| | |
| 5. Click the “Play Now” button on the web page to get to the Heroes of Might and Magic III lobby
| |
| | |
| area.
| |
| | |
| 6. From the HEAT Heroes III game lobby, you may choose to create a new “room” or join an
| |
| | |
| existing room. If you decide to create a room you will be the moderator, who controls the game
| |
| | |
| setting options. As the moderator you can start a game at anytime by clicking the Launch button.
| |
| | |
| Note: for users with less than 48MB of RAM: Go to the Options Menu of the HEAT.net Katalyst, click on the General tab, and check the box
| |
| | |
| labeled Kill Browser When Game Starts.
| |
| | |
| | |
| 137
| |
| | |
| | |
| Troubleshooting
| |
| | |
| Installation
| |
| | |
| Problem: The CD is in the CD-ROM drive, but the computer is not recognizing it.
| |
| | |
| Answers: The CD may be dirty or scratched.
| |
| | |
| Solutions:
| |
| | |
| 1. Make sure you have the ‘Game’ CD in the CD-ROM drive.
| |
| | |
| 2. Make sure the data side of the CD (shiny side) is not dirty or scratched. If it is dirty, take a lint
| |
| | |
| free non-abrasive cloth and wipe gently to clean it (always wipe radially, from the inside of the disk
| |
| | |
| to the outside edges). If the data side of the CD appears scratched, please call Customer Support
| |
| | |
| for information on our exchange policy.
| |
| | |
| Problem: The computer freezes during install and an error message is displayed.
| |
| | |
| Answers: Your computer may be using an older 16-bit CD-ROM driver; there may not be enough space
| |
| | |
| on your hard drive for temporary files to expand; the CD-ROM drive might be having problems with how
| |
| | |
| it buffers information.
| |
| | |
| To check and see if your computer is using an older 16-bit CD-ROM driver:
| |
| | |
| 1. Right-click on the My Computer icon and select ‘Properties’.
| |
| | |
| 2. Click on the ‘Performance’ tab.
| |
| | |
| 3. In the ‘Performance status’ box, if the File System line says “Some drivers are using MS-DOS
| |
| | |
| compatibility, you are using a 16-bit CD-ROM driver.
| |
| | |
| Solutions:
| |
| | |
| 1. For 16-bit CD-ROM drivers: Contact the manufacturer of your CD-ROM drive or the manufacturer
| |
| | |
| of your computer for an updated 32-bit CD-ROM driver.
| |
| | |
| 2. For 32-bit CD-ROM drivers:
| |
| | |
| • Close all unnecessary programs running in the Background: Press the CTRL+ALT+DEL keys
| |
| | |
| at the same time, select a program, and press the End Task button. Repeat until all programs except
| |
| | |
| the ‘Explorer’ and ‘Systray’ programs are closed.
| |
| | |
| • Empty the Recycle Bin and delete all files in your C:\Windows\Temp folder.
| |
| | |
| 3. Turn off read-ahead on the CD-ROM drive:
| |
| | |
| 1. Right-click on the My Computer icon and select ‘Properties’.
| |
| | |
| 2. Click on the ‘Performance’ tab.
| |
| | |
| 3. Click on the ‘File System’ button.
| |
| | |
| 4. Choose the ‘CD-ROM’ tab at the top
| |
| | |
| 5. Change the ‘Optimize access pattern for’ field to ‘No read-ahead’
| |
| | |
| 6. Click on Apply, then OK and finally click Close (you will be prompted to restart your system).
| |
| | |
| | |
| 138
| |
| | |
| | |
| You can restore the setting back to normal after the game is installed successfully.
| |
| | |
| | |
| Launching the Game I
| |
| | |
| Problem: After launching the game from the Start menu or Desktop icon, you get a blank screen, a
| |
| | |
| black box surrounding the mouse cursor, blurring or choppy graphics, vertical lines on the screen, choppy
| |
| | |
| sound, or no sound.
| |
| | |
| Answer: There is probably a conflict between your video or sound card and Microsoft’s DirectX.
| |
| | |
| Solution:
| |
| | |
| 1. Put the ‘Install’ CD in the CD-ROM drive.
| |
| | |
| 2. Press the Start button on the Windows 95 task bar and select ‘Find’, and then ‘Files or Folders..’.
| |
| | |
| 3. Type ‘dxsetup.exe’ in the ‘Named:’ box and select your CD-ROM drive under ‘Look in’.
| |
| | |
| 4. Select the ‘Find Now’ button.
| |
| | |
| 5. Double click on the ‘dxsetup.exe’ file when the search is done. You will see the DirectX Setup
| |
| | |
| window. All components should be version 4.05.x or greater, except for ‘Old Direct Play’, which
| |
| | |
| may have a lower number. If not all of the drivers are 4.05.x or greater:
| |
| | |
| 6. Select the ‘Reinstall DirectX’ button. At this point, DirectX may prompt you for information
| |
| | |
| about your video and/or audio drivers. Follow the recommendations and restart the computer
| |
| | |
| as prompted.
| |
| | |
| | |
| For Windows 98 users:
| |
| | |
| 1. Press the Start button on the Windows 98 task bar and select ‘Help’
| |
| | |
| 2. Select the Search tab, type ‘DirectX Troubleshooter’ in the text box, and then press the List Topics
| |
| | |
| button. Select ‘DirectX Troubleshooter’ in the Topics window, click the Display Button, and then
| |
| | |
| follow the instructions to troubleshoot your DirectX issue.
| |
| | |
| Video and Sound card manufacturers regularly update their software drivers to enhance performance and
| |
| | |
| stability, and to improve compatibility with DirectX. You can find links to many of these manufacturers’ sites by going to the Driver Updates section of our support web site, which is located at
| |
| | |
| http://www.3do.com/support.
| |
| | |
| You may obtain a list of Microsoft-certified video and audio drivers for your hardware by going to
| |
| | |
| http://www.microsoft.com/hwtest/hcl/. Drivers listed here are confirmed to be compatibility with
| |
| | |
| Windows 95, Windows 98 and Windows NT4.0.
| |
| | |
| Microsoft updates DirectX and its components regularly and posts them for download off of their web
| |
| | |
| site at http://www.microsoft.com/DirectX.
| |
| | |
| | |
| 139
| |
| | |
| | |
| Launching the Game II
| |
| | |
| Problem: After launching the game from the Start menu or the desktop icon, your machine locks up,
| |
| | |
| or flashes and returns to the desktop.
| |
| | |
| Answer: There may be a conflict with the game and another program running in memory.
| |
| | |
| Solution:
| |
| | |
| 1. Before starting the game, press CTRL-ALT-DEL , this will bring up a list of everything running
| |
| | |
| in memory.
| |
| | |
| 2. The only programs that need to be running (to run Windows) are Explorer and Systray
| |
| | |
| 3. Highlight the other programs (one at a time) and select "End Task".
| |
| | |
| 4. Repeat step 1 and 3 for each of the other programs.
| |
| | |
| 5. Once you are down to the last two programs (Explorer and Systray), try running the program again.
| |
| | |
| | |
| For Windows 98 users:
| |
| | |
| 1. Go to your Start menu and then Run.
| |
| | |
| 2. In the run line type: msconfig (This will bring up your System Configuration Utility)
| |
| | |
| 3. Select the "Startup" tab, and turn all of the check boxes off.
| |
| | |
| 4. Press "OK" and then restart your machine.
| |
| | |
| 5. Once your machine has restarted try running the program again.
| |
| | |
| | |
| 140
| |
| | |
| | |
| Customer Support
| |
| | |
| Web Site
| |
| | |
| Visit www.3do.com/support for late-breaking news and information, answers to Frequently Asked
| |
| | |
| Questions (FAQ’s), links to hardware manufacturers’ web sites, and the latest product updates.
| |
| | |
| If you want to ask a specific technical question, you can use the online email form available at our web
| |
| | |
| site.
| |
| | |
| | |
| Phone
| |
| | |
| Call (650) 261-3454,
| |
| | |
| Pacific Time.
| |
| | |
| | |
| Monday through Friday, 9:00am - 12:00 noon and 2:00pm - 5:00pm,
| |
| | |
| | |
| U.S. Mail
| |
| | |
| Customer Support
| |
| | |
| The 3DO Company
| |
| | |
| 600 Galveston Drive
| |
| | |
| Redwood City, CA 94063
| |
| | |
| However you choose to contact us, please provide us with the following information: Computer OS type,
| |
| | |
| amount of RAM, and CPU type (this information is available by right-clicking the My Computer icon,
| |
| | |
| selecting ‘Properties’, and then clicking the ‘General’ tab), as well as your hard drive size and available
| |
| | |
| free space (right-click on your hard drive icon).
| |
| | |
| 3DO Direct Sales - (800) 336-3506
| |
| | |
| World Wide Web - http://www.3do.com
| |
| | |
| Customer Support general e-mail address: customer-support@3do.com
| |
| | |
| | |
| 141
| |
| | |
| | |
| Index
| |
| | |
| Advanced..........................................................................................35
| |
| | |
| Adventure Map.................................................................................13
| |
| | |
| Adventure Map Cursors....................................................................19
| |
| | |
| Adventure Map View.........................................................................14
| |
| | |
| Adventure Options...........................................................................20
| |
| | |
| Adventure Spell................................................................................56
| |
| | |
| Air Magic.........................................................................................64
| |
| | |
| Alchemists...............................................................................25, 118
| |
| | |
| Animation Speed Options.................................................................48
| |
| | |
| Army Formation...............................................................................30
| |
| | |
| Arraying Forces................................................................................41
| |
| | |
| Arrow Tower.....................................................................................46
| |
| | |
| Artifact Merchant.............................................................................53
| |
| | |
| Artifacts...........................................................................................18
| |
| | |
| Auto Combat Options......................................................................48
| |
| | |
| Barbarian.........................................................................................25
| |
| | |
| Basic................................................................................................35
| |
| | |
| Battle Mage..............................................................................25, 120
| |
| | |
| Beastmasters............................................................................24, 121
| |
| | |
| Boats...............................................................................................16
| |
| | |
| Border Guards..................................................................................18
| |
| | |
| Cast Spell.........................................................................................20
| |
| | |
| Castle...............................................................................................52
| |
| | |
| Castle Buildings................................................................................84
| |
| | |
| Castle Creatures................................................................................85
| |
| | |
| Clerics......................................................................................24, 122
| |
| | |
| Combat............................................................................................40
| |
| | |
| Combat Screen.................................................................................41
| |
| | |
| Combat Screen Cursors....................................................................47
| |
| | |
| Combat Spell...................................................................................56
| |
| | |
| Combining Two Troops.....................................................................29
| |
| | |
| Control Buttons...............................................................................20
| |
| | |
| Counterattacks.................................................................................43
| |
| | |
| Creature Dwellings......................................................................18, 52
| |
| | |
| Creature Information........................................................................28
| |
| | |
| Creature Information Rollover Options..............................................48
| |
| | |
| Creature Reference............................................................................81
| |
| | |
| Credits...............................................................................................8
| |
| | |
| Customer Support..........................................................................141
| |
| | |
| Damage Calculation..........................................................................43
| |
| | |
| Death Knights..........................................................................25, 123
| |
| | |
| Defend.............................................................................................43
| |
| | |
| Demoniacs.......................................................................................24
| |
| | |
| Dig..................................................................................................21
| |
| | |
| Diplomacy........................................................................................18
| |
| | |
| Direct Connection Game..................................................................62
| |
| | |
| Disk Options....................................................................................22
| |
| | |
| Dismiss Hero....................................................................................30
| |
| | |
| Dismissing a Troop...........................................................................29
| |
| | |
| Drawbridge.......................................................................................46
| |
| | |
| Druids..............................................................................................25
| |
| | |
| Dungeon Buildings...........................................................................88
| |
| | |
| Dungeon Creatures...........................................................................89
| |
| | |
| Earth Magic.....................................................................................68
| |
| | |
| | |
| 142
| |
| | |
| | |
| Elementals.....................................................................................116
| |
| | |
| Elevation Toggle...............................................................................20
| |
| | |
| Ending Combat................................................................................45
| |
| | |
| Enemy Towns...................................................................................17
| |
| | |
| Experience........................................................................................27
| |
| | |
| Expert..............................................................................................35
| |
| | |
| Fire Magic........................................................................................72
| |
| | |
| Formations.................................................................................30, 41
| |
| | |
| Fortress Buildings.............................................................................92
| |
| | |
| Fortress Creatures.............................................................................93
| |
| | |
| Freelancer’s Guild.............................................................................53
| |
| | |
| Garrison...........................................................................................54
| |
| | |
| Garrisoned Heroes......................................................................23, 58
| |
| | |
| Gates...............................................................................................18
| |
| | |
| Grail..........................................................................................18, 21
| |
| | |
| Grid.................................................................................................41
| |
| | |
| Hall.................................................................................................50
| |
| | |
| Hand-To-Hand Attack......................................................................42
| |
| | |
| Heat.Net........................................................................................137
| |
| | |
| Heretics...................................................................................24, 126
| |
| | |
| Hero Army.......................................................................................28
| |
| | |
| Hero Inventory.................................................................................31
| |
| | |
| Hero Screen...............................................................................23, 26
| |
| | |
| Hero Selector Buttons......................................................................15
| |
| | |
| Hero Types.......................................................................................23
| |
| | |
| Heroes.............................................................................................14
| |
| | |
| Heroes In Combat............................................................................45
| |
| | |
| Hexes...............................................................................................41
| |
| | |
| High Score.........................................................................................8
| |
| | |
| Hosting A Game..............................................................................61
| |
| | |
| Hotseat Games.................................................................................60
| |
| | |
| Individual Hero Information.............................................................58
| |
| | |
| Individual Heroes............................................................................118
| |
| | |
| Individual Town Information.............................................................58
| |
| | |
| Inferno Buildings..............................................................................96
| |
| | |
| Inferno Creatures..............................................................................97
| |
| | |
| Joining A Game................................................................................61
| |
| | |
| Keyboard Shortcuts.........................................................................134
| |
| | |
| Kingdom Overview.....................................................................20, 57
| |
| | |
| Kingdom Resources...........................................................................53
| |
| | |
| Knights....................................................................................24, 127
| |
| | |
| Level Advancement...........................................................................33
| |
| | |
| Lighthouse.......................................................................................84
| |
| | |
| Load Game..................................................................................8, 22
| |
| | |
| Loose Resources................................................................................17
| |
| | |
| Luck..........................................................................................27, 44
| |
| | |
| Mage Guild......................................................................................52
| |
| | |
| Magic System...................................................................................55
| |
| | |
| Main Menu..................................................................................8, 22
| |
| | |
| Marketplace......................................................................................53
| |
| | |
| Moat................................................................................................46
| |
| | |
| Modem Game...................................................................................62
| |
| | |
| Morale.......................................................................................27, 44
| |
| | |
| Move Hero.......................................................................................20
| |
| | |
| | |
| Move Stack......................................................................................29
| |
| | |
| Movement Allowance........................................................................15
| |
| | |
| Movement Cursors............................................................................19
| |
| | |
| Moving Your Hero............................................................................15
| |
| | |
| Mplayer Customer Support.............................................................136
| |
| | |
| Mplayer.Com..................................................................................135
| |
| | |
| Multiplayer...................................................................................8, 59
| |
| | |
| Music And Effect Volume.................................................................22
| |
| | |
| Music Type.......................................................................................22
| |
| | |
| Native Terrain...................................................................................45
| |
| | |
| Necromancers..........................................................................25, 129
| |
| | |
| Necropolis Buildings.......................................................................100
| |
| | |
| Necropolis Creatures.......................................................................101
| |
| | |
| Network Game.................................................................................61
| |
| | |
| Network Game Setup.......................................................................61
| |
| | |
| Neutral Creatures...........................................................................116
| |
| | |
| New Game.........................................................................................8
| |
| | |
| Obelisks.....................................................................................18, 21
| |
| | |
| Overlords.................................................................................24, 128
| |
| | |
| Primary Skills.............................................................................27, 33
| |
| | |
| Quest Log..................................................................................20, 30
| |
| | |
| Rampart Buildings..........................................................................104
| |
| | |
| Rampart Creatures..........................................................................105
| |
| | |
| Ranged Attack..................................................................................42
| |
| | |
| Rangers....................................................................................25, 130
| |
| | |
| Recruit Heroes..................................................................................51
| |
| | |
| Replay Opponent Turn......................................................................21
| |
| | |
| Resource Bar....................................................................................22
| |
| | |
| Resource Mines.................................................................................17
| |
| | |
| Retreat.............................................................................................45
| |
| | |
| Rollover Text Bar........................................................................14, 22
| |
| | |
| Rumors............................................................................................51
| |
| | |
| Save Game.......................................................................................22
| |
| | |
| Schools Of Magic.............................................................................55
| |
| | |
| Secondary Skills.........................................................................27, 35
| |
| | |
| Selection Cursors..............................................................................19
| |
| | |
| Sell Artifact......................................................................................53
| |
| | |
| Sell Creature....................................................................................53
| |
| | |
| Ship-To-Ship Combat.......................................................................47
| |
| | |
| Shipyard..........................................................................................84
| |
| | |
| Siege Combat...................................................................................46
| |
| | |
| Skill Advancement............................................................................33
| |
| | |
| Skills...............................................................................................33
| |
| | |
| Sleep/Awake Hero............................................................................20
| |
| | |
| Sound Options.................................................................................22
| |
| | |
| Special Attack..................................................................................43
| |
| | |
| Specialty..........................................................................................27
| |
| | |
| Spell Book.....................................................................31, 52, 55, 56
| |
| | |
| Spell Cost........................................................................................55
| |
| | |
| Spell Points................................................................................27, 55
| |
| | |
| Spell Reference.................................................................................63
| |
| | |
| Splitting A Stack.............................................................................29
| |
| | |
| Spread Formation.............................................................................30
| |
| | |
| Starting A Single Scenario.................................................................9
| |
| | |
| Stronghold Buildings......................................................................108
| |
| | |
| Stronghold Creatures......................................................................109
| |
| | |
| Subterranean Level...........................................................................16
| |
| | |
| Surrender.........................................................................................45
| |
| | |
| Switch the Positions of Two Troop.....................................................30
| |
| | |
| Table Of Contents..............................................................................2
| |
| | |
| Tactics Advantage.............................................................................42
| |
| | |
| Tactics Formation.......................................................................30, 42
| |
| | |
| | |
| Tavern..............................................................................................51
| |
| | |
| TCP/IP Host...................................................................................62
| |
| | |
| Terrain Movement Costs...................................................................16
| |
| | |
| Thieves Guild...................................................................................51
| |
| | |
| Tower Buildings..............................................................................112
| |
| | |
| Tower Creatures..............................................................................113
| |
| | |
| Town And Creature Reference............................................................81
| |
| | |
| Town Benefits...................................................................................17
| |
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| Town Building Reference...................................................................81
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| Town Garrison..................................................................................54
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| Town Screen.....................................................................................49
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| Towns........................................................................................17, 49
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| Trade With Allies..............................................................................53
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| Trading Items Between Heroes..........................................................32
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| Trading Troops..................................................................................32
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| Treasure Chests.................................................................................18
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| Troubleshooting..............................................................................138
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| Tutorial..............................................................................................8
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| Upgrading Creatures.........................................................................54
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| View Hex Grid Options.....................................................................48
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| View Puzzle......................................................................................21
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| View Scenario Information................................................................21
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| View World.......................................................................................21
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| Visiting Hero....................................................................................58
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| Wait.................................................................................................43
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| Wall.................................................................................................46
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| Wandering Creatures.........................................................................18
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| War Machine....................................................................................31
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| Warlocks....................................................................................24,131
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| Water Magic.....................................................................................76
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| Witches....................................................................................24, 132
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| Wizards....................................................................................25, 133
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| Your Towns.......................................................................................17
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| Zoom...............................................................................................21
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| 143
| |
| | |
| | |
| 90 Day Limited Warranty
| |
| | |
| THE 3DO COMPANY LIMITED 90-DAY WARRANTY
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| | |
| The 3DO Company (“3DO”) warrants to the original consumer purchaser of this 3DO software product that the compact disc on which the
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| underlying computer program is recorded is free from defects in materials and workmanship under normal, recommended use for ninety (90)
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| days from the date of purchase. The 3DO software program recorded on such a medium is sold on an “as is” basis, without any warranty
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| | |
| or condition of any kind, and 3DO shall not be liable for any losses or damage of any kind or nature resulting from the use or inability
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| to use such program.
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| 3DO’s entire liability and the original consumer purchaser’s exclusive remedy for breach of any warranty (express or implied) shall be, at
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| 3DO’s option, either: (a) to replace, free of charge, this 3DO software product, or (b) to return to the original consumer purchaser the
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| price paid for this 3DO software product. The preceding warranty shall not be applicable and 3DO shall not be obligated to replace this
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| 3DO software product or to return any such sum to the original consumer unless this 3DO software product is returned within the
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| 90-day warranty period, postage pre-paid with proof of purchase to The 3DO Company, 600 Galveston Drive, Redwood City, CA 94063,
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| Attn.: Customer Support Dept., and the preceding warranty shall be void if any defect in this 3DO software product arises through
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| accident, negligence, use in any application for which this 3DO software product was not designed or intended, modification without the prior
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| consent of 3DO, any cause external to the product (e.g., heat), or by any other cause unrelated to defective materials or workmanship.
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| EXCEPT FOR THE LIMITED WARRANTY SET FOR ABOVE, ALL OTHER REPRESENTATIONS, WARRANTIES,
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| APPLICABLE LAW.
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| 3DO neither assumes nor authorizes any other person or entity to assume for 3DO (or any related or affiliated entity) any other liability
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| in connection with this 3DO software product.
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| IN NO EVENT SHALL 3DO BE LIABLE FOR ANY INCIDENTAL, CONSEQUENTIAL (INCLUDING LOSS OF
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| PROFITS), SPECIAL AND/OR OTHER DAMAGES OF ANY KIND OR NATURE RESULTING FROM THE
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| PURCHASE, POSSESSION, USE, OR INABILITY TO USE THIS 3DO SOFTWARE PRODUCT, EVEN IF 3DO HAS
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| TO THE ORIGINAL CONSUMER PURCHASER EXCEED THE AMOUNT ACTUALLY PAID FOR THIS 3DO
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| APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER
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| reference the product. However, because of ongoing improvements and updating of 3DO software products, 3DO cannot guarantee the
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| resulting from changes, errors or omissions with respect to any of such items.
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|
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|
| | == See also == |
| | *[[Armageddon's Blade Manual]] |
| | *[[Restoration of Erathia Manual]] |
| | *[[Shadow of Death Manual]] |
| | *[[Word list from the manuals]] |
|
| |
|
| 144
| | [[Category:Tutorial Manual|*]] |
HEROES OF MIGHT AND MAGIC III
THE RESTORATION OF ERATHIA
Welcome to the Heroes of Might and Magic III Tutorial! This tutorial is a great place to start,
not only for players new to the Heroes series, but for seasoned veterans to get a taste of what's
new to Heroes III. This tutorial is designed as a read-along, so for best results you should print
this document before beginning, and follow the instructions as you play. In moments, you will
be learning the ins-and-outs of Heroes III.
First, launch the game, either by selecting PLAY from the autorun window, by double-clicking
the Heroes III desktop icon (if you chose to install it), or by selecting Heroes III from your
Windows Start Menu. After watching the intro, choose NEW GAME, then TUTORIAL. This
will bypass the scenario selection screen and directly load the tutorial map.
Week 1, Day 1
What you will see first is the Adventure Screen. This is where you will spend a great deal of
time while playing Heroes III. The main window provides you with a close view around your
heroes and cities, while the world map (located in the upper-right corner of the screen) shows
you a small view of the entire world. Notice that most of the world map is black – that is
1
because until you send a hero to explore an area you won't know what is there. Don't worry
about any of the other buttons below the World Map, these will be described in greater detail
later.
Your first hero, Lord Haart, should already be selected (he's sitting on his horse, waiting for
instructions). The first thing we'll want him to do is visit the town, so place your mouse cursor
over the entrance to the town (between the two flag poles). Notice how the horse icon rears up
on its hind legs – this means that by traveling to that location, your hero will interact with
whatever is there. Also, the name and a short description of the location appears in the Rollover
Bar at the bottom of the screen (the rollover bar appears on nearly every screen in Heroes III and
gives useful, context sensitive information). When you click on a location, a set of green arrows
show the path your hero will take to reach the large green X. It is this X that marks your hero's
destination. Click again on the same location and your hero will move to the castle (a fast way to
move is to simply double click on an intended destination – the first click selects the path, the
second click sends the hero). When the hero arrives at the entrance to the town, the view will
change to the Town Screen.
Town Screen
This is the Town Screen for the Castle town type (there are eight different town types in Heroes
III, each with its own unique creatures and buildings). Most of this screen is taken up by the
town view. Any structures or upgrades you build in this town will appear here. As you can see,
several structures have already been constructed. Specific information about the town is
displayed in the bottom-left corner of the screen, including town income (per day) and troop
production (per week). To the right of the town info are two rows of boxes. The top row is for
any troops that are currently in the town's garrison, the bottom row is for any troops currently
visiting a town with a hero.
2
The first thing you will want to do is build a Fort. To do so, click on the larger of the two
buildings on the left side of the town view – the Town Hall – to enter the Hall Screen.
The Hall Screen is where you make all your construction decisions. Any building you can
currently build is shown with its name in a green bar. Any building that you can not build, but
can be built later is shown with its name in a red bar. If a building has been disabled or can
never be built, its name will appear in a gray bar. Once you have completely built or upgraded a
structure as high as it will go, its name will be displayed in gold.
Click on the picture of the Fort. You will be shown a description of what the Fort does, as well
as what resources are required to build it. Click on the Build button (in the lower left hand
corner of the popup window) and the Fort will be constructed.
Now that you have a Fort, click on it to view the Castle Window. This window shows you
information about all seven units that can be produced by this town. Any troop-producing
structures (usually referred to as Creature Generators) that are already constructed will show a
number of Available units (currently the Guardhouse, Archers' Tower, and Barracks show units
available – the other structures have not been built yet). Click the Exit button (lower right) to
return to the Town Screen.
The round tower on the right side of the screen is your Mage Guild. It is here that heroes go to
learn the spells that they will cast while adventuring. Click on the Mage Guild, then choose to
buy a spell book. Since Lord Haart is a Knight, he does not begin with a spell book. All heroes
must have a spell book before they can learn or cast spells. Once you agree to purchase a spell
book, you are shown the Mage Guild Screen. Each of the spells the Mage Guild offers is listed
on scrolls on the various shelves in the guild. Left or right-clicking on any spell scroll will show
you a description of that spell. When you are ready to leave, click on the Exit button (lower
right).
Your hero starts with troops, but it's really just a token force, so you should buy any available
troops and add them to his army. Along the hill at the back of your town are three towers. Click
on the large central tower. The Recruit Pikemen window is displayed. Using the scroll bar you
can select how many troops you wish to purchase, and the total cost is calculated to the right.
However, the fastest way to buy troops is to use the Maximum button (the four up arrows at the
bottom of the popup window) which will automatically calculate the maximum number of troops
available that you can currently afford. Click the Maximum button, then click the Recruit button
(bottom center). Notice how there are now Pikemen in the garrison row of your town.
The other two towers will allow you to purchase Swordsmen and Archers. Use the Maximum
button and recruit these troops as well.
Now that you've purchased troops, you will want to move them into your army. To do so, click
on the unit you wish to move, then click on an empty slot in the hero's army (bottom row). You
can also move troops together, or rearrange them within an army. For example, if you click on
the newly purchased Pikemen, then on the Pikemen that Lord Haart already had, they will
combine their numbers into a single, larger stack. Now click on the newly purchased
Swordsmen, then on the Pikemen in your hero's army. Notice that since they were not the same
troops, rather than combining, they switched places. Experiment with moving troops around, but
3
when you are done, make sure that all the troops are in Lord Haart's army, then exit the Town
Screen by clicking on the Exit button (bottom right).
Just to the east of your Castle town is a Sawmill. Click once on the Sawmill's entrance, then
again to start your hero moving. When you arrive, your hero will automatically claim the
Sawmill's production for your faction by placing a red flag (your faction's color) on the Sawmill,
and you will receive a message telling you the Sawmill's production. As you will discover,
many objects in Heroes III may be flagged.
Also notice that while your hero moved toward the Sawmill, some of the dark shroud covering
the map was revealed. Just to the southeast of the Sawmill is an Ore Pit. Wood and ore are the
basic resources needed for building nearly any town structure, so these should be the first
resources you seek out early in the game. Go claim the Ore Pit now.
Excellent. You now have secured wood and ore for your faction. Now, just to the west is a
treasure chest. Double click on it to move Lord Haart there, he will automatically pick it up
when he arrives. Sometimes you will find that treasure chests contain some sort of magical
artifact. Most times, though, they will contain gold, and you will be given a choice of either
keeping the gold, or distributing it to the peasants in exchange for experience points. Choose the
experience this time, because it should be enough for your hero to gain a level!
Congratulations, Lord Haart now has enough experience to reach 2nd level. Two things happen
when a hero gains a level. First, he gains + 1 to one of his primary skills (Attack, Defense,
Power, or Knowledge). Second, he is offered two choices of Secondary Skill that you must
decide which you wish the hero to learn. The choices will either be a skill the hero does not
have, or an improvement to a skill that he does have. Right-clicking on a skill will display its
description, so take a look at both, and pick whichever one you like.
Well, that was enough for one day, don't you agree? Located at the bottom of the button row
just below the World Map is a button with a picture of an hourglass. Click on that button to end
the current turn. Your opponent(s) will then take their turns, and a new day will begin.
Week 1, Day 2
The first thing you'll want to do today is build up your town, so move your hero back to the
castle. Once inside, click on the Town Hall and build a Griffin Tower. Recruit the available
Griffins and add them to Lord Haart's army the same way you did for the other troops, then exit
the Town Screen.
Once back out on the adventure map, you should probably do a little more exploring, so have
your hero follow the road east past the Sawmill and Ore Pit. You will soon see a waterfall with a
stone face next to it. This is a Fountain of Youth, so be sure to pay it a visit. The Fountain of
Youth is just one of many locations that will boost your army's luck or morale, or give you a
movement bonus for the rest of the day or week. These objects do not get flagged like mines,
and may be used by anyone. Morale and luck effects typically last until your next battle, so
visiting one of these sites multiple times does nothing until the current effects wear off.
End your turn.
4
Week 1, Day 3
You don't always have to march a hero into a town to view the town screen. Scroll the screen so
that you can see the Castle town – to scroll the screen, simply move the mouse cursor to the edge
of the screen and the map will scroll until you move the cursor away from the screen's edge then hold your mouse over the Castle (above the town's entrance). Notice how the cursor
changes into a small castle icon. Click once on the Castle town to select it and center it in your
view, and click on it again to view the Town Screen.
Use the Town Hall to build a Blacksmith. Blacksmiths provide heroes with war machines. First
Aid Tents heal the wounded during combat, Ammo Carts provide unlimited ammunition to your
ranged troops, and Ballistas will assist your army in attack and defense. The Castle town builds
Ballistas. Since there is no hero in town, there is no need to buy a Ballista, so exit the town
screen and we'll go back to our hero.
Just below the mini map you will see a portrait of your hero, Lord Haart. Click on the portrait to
select him as the active hero and center him in your display. Continue to follow the road to the
east, you will eventually see a Griffin Tower that bears a striking resemblance to the one you just
built in your Castle town, and it should – every week it has troops to recruit, just like the one in
your Castle town. Visit the Griffin Tower and purchase any Griffins that are available. They will
be automatically added to your army.
Notice how the Griffin Tower is now flagged with your color. Every creature generator that can
be built in a town can also be found as a stand-alone building. By flagging a creature generator,
you add a portion of its production to every similar generator you own in a town, increasing the
number of those creatures that are available in those towns at the beginning of each week.
Having purchased the Griffins, head back to the road and follow it to the southeast through the
mountain pass. The large skull-shaped rock up ahead is a Subterranean Gate. Enter it to see one
of the entirely new features of Heroes III – the underworld!
This is the underworld, an entire subterranean level which behaves exactly like the surface level
above. In any scenario which contains two levels, you may switch between them using the
Surface/Underworld View button on the right-hand side of the screen. It is the top-right button,
located just below the mini map. Travel between the Surface and Underworld levels is typically
accomplished by Subterranean Gate, though you will undoubtedly discover other means of travel
as you play the game.
To the west of your current position is an artifact… the Greater Gnoll's Flail. It will provide you
with a combat bonus, so go pick it up. Don't worry that it's guarded, this should be an easy fight.
5
Combat Screen
This is the Combat Screen. Your hero and his army are lined up along the left side of the screen.
In any combat, this is the Attacker's side of the screen. Defenders line up along the right side of
the screen. Combat is detailed more fully in the manual (pg. 40), but since this is a simple fight,
we'll just go over the basics.
Combat is handled in turns. The order in which creatures act is based on their speed. Since your
Griffins are the fastest unit on this battlefield, they get to act first, and to show this, they are
highlighted by a yellow outline.
The shaded area around your Griffins indicates how far they can move in a single turn. Move the
mouse around the battlefield, and watch how the cursor changes. When the mouse is within the
shadow of the Griffins, it becomes a "fly" icon (or a "walk" icon for non-flying troops), showing
that you can move here. Click as close to your enemy as the movement shadow allows.
If your Griffins (or any of your units) receive Good Morale, it means they may immediately
attack again. If this is the case, move them closer to your enemy. The goal here is to close the
distance between your troops so that you may attack them.
Whenever units are adjacent to each other, they may attack. If you hold the mouse over the
border between hexes where you and your enemy stand (or where you will be standing at the end
of your move), the enemy unit will be highlighted in blue, and the mouse cursor will become a
"sword" icon. The direction the sword points indicates the direction that you will attack from.
6
When it becomes your Archers' turn, don't move them. Instead, place the cursor over one of
your enemies and click. Units with missile weapons do not have to be adjacent to an enemy to
attack. In fact, you can not make a ranged attack if an enemy unit is standing next to you.
Continue moving, attacking, and shooting until all the Gnolls are dead. You will have won your
first victory!
After each combat, you will be shown the Combat Results Window. This window breaks down
the losses to each side and any experience your hero has gained if you were victorious. Click the
Check button to close this window. You will then be shown the Artifact you just won from the
Gnolls. It will be automatically added to your hero's inventory, and equipped on the hero if
space permits (for more information on equipment, see pg. 31 in the manual). On the Artifact
popup window, you may right-click on the picture of the artifact to view information about it.
If your hero has gained enough experience to gain a level, you will then be shown the Gain a
Level window, which is identical to the one you saw when you received experience from the
treasure chest on Day 1.
So, with the full day that today has been, you should now end your turn.
Week 1, Day 4
Let's go back a moment and take a look at your Castle town. Since you're underground, the
fastest way to get there is to use the town portrait button on the right side of the screen, the same
way you used the hero portrait button to select your hero. Single clicking on the town button
will center your view on the town. Double clicking will open the town screen. Do that now.
All units in Heroes III may be upgraded, but to do so you will need to upgrade the buildings that
produce those units. Use the Town Hall to build a Guardhouse upgrade. Once the upgrade
builds, click on the Tavern building located next to the Town Hall. The Tavern is where you
recruit new heroes. At any given time there will be two heroes available to hire. In this case,
two Cleric heroes are available. Right-click and hold on a hero's portrait to display information
about that hero. Look at both, and hire whichever one you want by clicking on the Recruit
button. The hero will appear in the 'Visiting Hero' row on the Town Screen.
Click on the Cleric's portrait, then click on the box just above him. Notice how the hero and all
troops under his command move into the garrison row. Every town may have a garrison hero,
and if the town is attacked that hero will defend from within any fortifications that are present.
Also, by moving a hero into the garrison, you allow another hero to be hired or to enter the town.
Move your hero back out of the garrison by clicking on his portrait, then clicking on the box
directly below him. Again, the whole army will move to the 'Visiting Hero' row.
Since you built an upgraded Guardhouse, it would be a good idea to upgrade your Cleric's
Pikemen. Double click on the Pikemen to bring up their info screen, then click on the Upgrade
Unit button. You will be shown how much it will cost to upgrade your troops. Click Okay to
accept the upgrade, and all your Pikemen will be upgraded to Halberdiers.
Not forgetting about Lord Haart, exit the Town Screen, and notice that your Cleric's portrait has
been added to the portrait row on the right side of the screen. Just above the End Turn button is
the Next Hero button. Each time you click this button your view will change to the next hero
7
(with remaining movement points) in order of how they appear on the portrait window. Click
until the view is on your Knight.
Move your Knight to the sign up ahead, and follow the instructions there. Once you have
flagged all four mines, continue down the passage to the southwest as far as your hero can move.
If you try moving farther than your hero has movement points to reach in the current turn, the
movement arrows and destination X will be colored red instead of green. Red arrows show the
path that the hero will take, but indicate movement that will take place on the next or subsequent
turns. Since you're out of movement for this turn, end the turn now.
Week 1, Day 5
Notice how the movement path from the previous turn has stayed, but has now turned green to
indicate movement that can be completed this turn. Among the buttons on the right sided of the
screen is a Move Hero button. Click on this to have your Knight complete any movement left
over from last turn, then continue west and north and proceed through the Subterranean Gate.
You have traveled clear under the ocean! But this isn't a vacation spot, this is the home of the
Demons and Devils of the infernos. It's a good thing that there is a road here – lava terrain
causes a movement penalty for any heroes or creatures that are not native to the infernos. Other
poor terrains you will encounter include rough, desert, swamp, and snow.
To the southwest is a War Machine Factory. It behaves just like the various Blacksmiths that can
be found in towns, but with one exception – you can purchase all war machines. For now, go to
the War Machine Factory and purchase a Ballista.
You're doing well, but with another day at an end, it's time to end your turn.
Week 1, Day 6
Move your Knight along the road to the Star Axis structure. As you can see, a visit to the Star
Axis increases your Power skill by + 1. Just like objects that increase your luck or morale, there
are sites to visit that will increase your primary stats or teach you new skills as if your hero had
gained a level. These effects are permanent. As a general rule, any number of heroes may visit a
single site, but heroes my only gain the benefit of the site once.
Further down the road is an Inferno town. The presence of a citadel means that the town has at
least minimal fortifications, so it's a good thing you stopped at that War Machine Factory. Move
toward the town, where you will be joined by several Archangels, then launch your attack on the
town by marching your hero up to the front entrance. Instead of a Horse icon, the mouse cursor
will show that you are about to enter combat by turning into a Sword icon.
8
Siege Combat Screen
The enemy units in this combat are significantly stronger, but should be no problem for you.
Since the enemy is inside their castle, you will need to knock down the walls with your catapult,
shoot over the walls with your archers or ballista, or fly over the walls with your archangels or
griffins. Once your catapult breaches a wall, or when an enemy unit comes out of the castle gate,
your foot soldiers can get involved in combat.
Your hero can cast a spell once each round, until he has spent all of his spell points. To cast a
spell, click the Cast Spell button at the bottom of the screen. The Spell Book will open, allowing
you to choose a spell, then choose a target. Some spells are beneficial and may be cast on your
own units, others are harmful and should be cast on the enemy. Right-click on any spell to view
its description.
Fight the combat. Should you lose, simply load your Autosave, end your turn, and try again.
Wow, that was some combat, and Lord Haart may have gained enough experience for two levels.
Choose what you want, then march into your newly acquired town.
9
This is the Inferno Town Screen. Despite its different appearance, building and recruiting is
handled exactly the same. Click on the Town Hall (on the hill on the left side of the screen), and
build the Birthing Pools. The Birthing Pools are one of many Horde Structures that can be built
in Heroes III. Each town type has one or two horde structures, which when built, increase the
weekly production of the creature generator they are built for. Similar to the horde structures are
Resource Silos. Resource Silos are added to an existing marketplace, and produce additional
resources for your kingdom the same way a mine does.
Switch to your Castle town by clicking on the town portrait button on the bottom-right of the
screen. This works in the same fashion as the town portrait buttons on the adventure screen.
Click on the Town Hall and buy a City Hall. Notice how the Town Hall Building has now been
upgraded to the City Hall. In Heroes II you needed to build a Castle to increase your town's
income, but in Heroes III, town income is dependant upon its Hall. Upgrading the Town Hall to
a City Hall doubles your town's income. Later you can build the City Hall into a Capitol, which
will double your town's income again.
Exit the town screen and end your turn.
Week 1, Day 7
Starting out from your Inferno town, send your Knight northeast along the road until he reaches
the shipyard. Not all towns in Heroes III can build shipyards, so in many cases you will need to
seek out one on the adventure map. Shipyards are flaggable structures, allowing you to build
boats without actually sending a hero there. Visit the shipyard (it will flag to your color), and
purchase a boat, then move your Knight onto the boat. Notice how the cursor changes to a boat
icon to indicate that you will be boarding the boat. Boarding (or leaving) a boat uses any
remaining movement points your hero may have for that day.
10
Go back to the Inferno Town Screen, and use the Town Hall to build Brimstone Stormclouds.
Every town has at least one special structure that it can build. These structures typically add
morale or luck to garrison heroes, or stats or skills to visiting heroes. Right-clicking on any
building will display specific information about it and any bonuses it provides.
Having done that, end your turn.
Week 2, Day 1
With the start of a new week, all creature dwellings in towns and on the adventure map
repopulate. Since Lord Haart is already on a boat, and it would take too long for him to come
back to the Inferno town for troops, you'll have to hire another hero to bring them to him.
Go into the Inferno Town Screen, then use the Town Hall to build a Tavern. Enter the Tavern
and recruit a Heretic hero. When the hero appears on the town screen, recruit any Familiars that
are available and move them into the Heretic's army, then exit the town screen.
The Heretic should already be selected. Move him to the ship. The cursor will change to two
arrows pointing opposite directions, indicating that heroes will trade. Details on the Trade Screen
can be found in the manual (pg. 32), but all you need to concern yourself now is moving the
Imps from the Heretic's army (on the left), into Lord Haart's army (on the right). Troops and
items are moved the same way as in the town screen. Click on the Imps, then click on an empty
spot in Lord Haart's army. When you're done, exit this screen.
Use the Next Hero button to select your Knight. Boat movement is treated exactly like land
movement. The cursor will change when placed over any object you can visit at sea, and will
change to a Boat Anchor over any piece of land where your hero could leave the boat. Sail the
boat east to the grassy island, then land anywhere along the shore.
Since getting off the boat used the remainder of your Knight's movement, end the turn.
Week 2, Day 2
There is one more battle you must fight, and that is against an enemy hero! Just up ahead is
Charna, a Death Knight of the Dark Necropolis cities. She's a little far from home and has a
small army with her, but you should be able to defeat her with little effort. Conduct combat, then
continue here.
Having dealt with Charna, you can now visit what she was guarding – an Obelisk. Whenever
you visit an Obelisk you will be taken to the Puzzle Screen. Pieces of the puzzle will be revealed
each time you visit a new obelisk. The area shown in the puzzle shows you the location of the
Grail, an item that you should always seek out any time you play, as it will give you a significant
advantage against your enemies. Since there is only one obelisk on this map, the entire puzzle
has been revealed. Do you recognize the location marked by the X on the map? You should, it's
right near your starting Castle town! Exit the puzzle screen and go take a look.
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Select your Cleric hero and move him so that he is standing between the two large tree stumps
southeast of the Castle town. This is the location where you will dig to see if the Grail is actually
here (sometimes the map indicating the location of the Grail is not entirely accurate – some of
the land's features may have changed in the years since the Grail was hidden and its map was
made). Since digging for the Grail is a full day's work, your hero will have to spend the night
here and dig in the morning.
End the turn.
Week 2, Day 3
Select your Cleric hero. Press the D key to dig for the Grail.
Congratulations! You'll want to take this back to town, but since you spent the whole day
digging, you'll need to spend the night here again.
End the turn.
Week 2, Day 4
Select your Cleric hero, and move him back to your Castle town. Click on the City Hall – you
will be asked if you wish this town to be the permanent home of the Grail. Say yes. There is
only one Grail in any game, which means that only one city will gain the benefit of the Grail
during any game. Additionally, a Grail Structure is a permanent feature, so don't lose the town
to your enemies or they will gain the benefits of ownership for themselves!
By building the Colossus, you have won the game. When you exit the town screen you will be
shown your score, but for now, right-click on the Colossus to view its benefits. As you can see,
successfully finding the Grail and bringing it to one of your cities is worth all the time and effort!
Not only does it greatly boost your income and creature growth, but each town gets a unique
bonus, just for being known as the "Home of the Grail."
Congratulations! You have completed the Heroes of Might and Magic III Tutorial. You may
wish to read more of the game manual, or you may wish to just jump right in and play either a
single scenario or begin the campaign for the Restoration of Erathia. Good luck!
Copyright 1999, The 3DO Company. All Rights Reserved. Heroes of
Might and Magic, New World Computing, 3DO, and their respective
logos are trademarks, and/or service marks of The 3DO Company in the
U.S. and other Countries. All other trademarks belong to their respective
owners. New World Computing is a division of The 3DO Company.
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