Trivia
Did you know? is a collection of small bits of information about Heroes of Might and Magic III.
Verified statements
Adventure Map/Towns
- Adventure map objects can be reactivated by pressing the space bar, or pressing the gate on the panel on the right, below the map (only in Horn of the Abyss 1.7.0). This action doesn't cost any movement points and allows, for example, unlimited cycling through two-way monoliths. (Does not work in Restoration of Erathia
).
Cavaliers are upgraded to
Champions for free at Stables located on the Adventure Map.
- Having at least one
Rogue in hero's army has the same effect expert
Visions has.
- Having two (or more) same legion artifacts on one hero only gives the growth bonus once. However, two heroes with the same legion artifact on garrison and visiting slots of the town, give bonuses for both.
- All living
Dragons,
Hydras and
Couatls
become
Bone Dragons in the Skeleton Transformer.
Bone and Ghost Dragons will turn to simple
Skeletons (in Horn of the Abyss 1.7.0
they turn into
Bone Dragons).
- Morale bonus for visiting Temple on day 7 is +2. Also, Idol of Fortune gives +1 to both Morale and Luck.
- Odds of wandering creatures joining you depends on what troops you have with you (and whether or not you have
Diplomacy).
- Tree of Knowledge gives experience equal to the difference between a hero's next level and current level.
- Windmill never produces wood
.
- With
Necromancy, you get more
Skeletons than
Skeleton Warriors.
- It's possible for a hero to have no troops if you deposit them at a Seer's Hut or Quest Guard. Upon entering a battle, you will instantly lose as soon as the pre-battle music ends.
- You can delete artifacts by trading with an allied hero in multiplayer and having the artifact selected with your mouse (as you're dragging it) as the other player exits the trade window.
Resurrection can appear in the Mage Guild of
Necropolis despite the fact that it cannot be used on any of the creatures it creates, hence the use of
Animate Dead.
- On the build screen of any town you own, each structure's further building prospects are signified by the status colors red, green or yellow. While playing any kind of multiplayer game, and you are not the current player, browsing your own build screens will show your red status structures as green for each of the structures where the current player has enough of each resource & gold to satisfy the build requirements of those structures.
- You can mark a path max. 60 000 movement points away (both on land, sea and when using an Airship
)
- Holes prevent heroes from disembarking from ships.
- In a campaign, if a hero is transferred from the previous scenario together with an equipped artifact that provides knowledge bonus, the extra spell points will be in place. Unfortunately, if such artifact is selected as the optional bonus at the start of the scenario, no matter whether in a campaign or not, the extra spell points for the hero it's given to will be missing on Day 1.
- If the troops in the garrison are removable, there will be a flag on the first slot of the garrison. Otherwise, the troops are irremovable.
- Lighthouses found on adventure map counts as a mine, so don't forget to flag them if the special victory condition is "flag all mines".
Combat
- All effects of creature abilities (e.g.
Dendroids' binding) can be removed with
Dispel except for poison (from
Wyvern Monarchs, or
Sea Serpents/Haspids
), which can be removed with
Cure.
- Any creatures with double attack can get lucky twice in a row.
- All spells cannot be disabled from the map. There must be at least one spell from each level.
Anti-Magic can only be removed with
Dispel or with
Serpent or Dragon Fly's dispel ability (the ability was introduced in Restoration of Erathia
1.4).
- Arrow towers cause more damage to heroes with
Armorer, although it should be the other way round. This also applies to
Air Shield. In Horn of the Abyss
this bug had been fixed.
Badge of Courage prevents all mind spells. The spell book and wand symbol do appear, but spells like
Berserk will have no effect. (Not true in Horn of the Abyss
).
- Battles in the subterranean level are always considered to take place on subterranean terrain. However, movement works normally. In Horn of the Abyss
, the battles take place found in the respective terrain in the subterranean level.
Berserk can be cast on Undead creatures if
Orb of Vulnerability is present. However, they are still immune to
Blind.
- Artifacts also affect
Cloned creatures.
Cloned creatures also copy the ability to cast spells. For example, an
Ogre Mage can cast
Bloodlust or an
Archangel can cast
Resurrection.
Cloned
Couatls and
Crimson Couatls
can become immune when using the Meditation ability.
Cloned
Automatons and
Sentinel Automatons
can detonate at death.
- Neither
Dispel nor
Cure can remove the effect of
Disrupting Ray.
- Even though
Black Dragons are immune to most creature abilities (e.g. stone gaze), they can still be bound by
Dendroids and die from
Mighty Gorgons' death stare.
- Even though
Black Dragons are immune to all spells, they still receive damage from
Fire Shield.
Land Mines do not affect creatures with magic immunity (e.g.
Magic Elementals) (Restoration of Erathia
1.2 or Complete Edition) and creatures on their native terrain.
Master Genies can and will cast
Cure and
Anti-Magic on their allies.
- The only spell that can affect
Black Dragons is
Dispel.
Pikemen and Halberdiers are immune to
Cavaliers and Champions jousting bonus (+5% damage per hex they cross).
Stone and Obsidian Gargoyles cannot be raised with
Resurrection because they are non-living creatures. However, they can get Morale, unlike Golems or Elementals.
Orb of Vulnerability breaks creatures' natural immunities to magic, but not artifact-granted immunities.
Tower moat's
Land Mines are treated similarly as the spell, and therefore are affected by
Dispel, creatures with magic immunities are unaffected by them, and
Orb of Tempestuous Fire increase their damage.
- Spells cast by the
Armor of the Damned
combined with
Orb of Vulnerability will work in an Anti-Magic Garrison.
- Spells cast by the
Angelic Alliance
will work in an Anti-Magic Garrison.
- Luck stacks with the
Dread Knight's Death Blow.
Archangels resurrect fewer creatures with health artifacts on, but
Pit Lords and the
Horn of the Abyss raise more creatures with additional health points with health artifacts.
Gold Dragons are susceptible to
Dispel cast by heroes, the Sacrification part of
Sacrifice (but not the Resurrection) (fixed in Horn of the Abyss
) and
Ghost Dragon's Aging.
- Battles in Crystal Caverns, Gold Mines and Abandoned Mines are always considered to take place in Subterranean terrain.
Orb of Vulnerability does not negate Spell Damage Reduction, whereas it negates the Magic Resistance artifacts and
Resistance.
Mechanics and Engineers
can only repair Mechanical units. This does not include Golems, Bloodless, Elementals or War Machines.
Thunderbirds' Lightning Strike does extra damage to
Air Elementals
and
Storm Elementals
.
- Elemental units attacking the opposite Elemental unit do double basic damage. (i.e.
Water Elemental vs.
Fire Elemental and
Air Elemental vs.
Earth Elemental)
Quicksand affects creatures who are on their native terrain, but they can always see the quicksands and try to bypass them. Flying creatures are always immune to
Quicksand.
Graphics
- Almost all non-upgraded wandering creatures look to the right side, while upgraded creatures look to the left side. (Exceptions are
Water Elementals and
Earth Elementals. However, in Horn of the Abyss
, they look to the right-side too).
- In Horn of the Abyss
,
Beholders,
Evil Eyes. and
Gold Golems all have a different death animation when they die to a spell instead of a creature attack.
Unverified claims
Disguise is completely useless against Hard/Expert/Impossible AI?
- Occupying the bottom right of your screen is the 'Status Window' showing the portrait of your currently selected hero. Clicking on that portrait shows how many towns you own and their level of development (village status, for example Capitol). However, when it is not your turn in any kind of multiplayer game, those town statistics displayed, are for the current player.?
Magic Elementals receive damage from Fire Shield or Efreet's Fire Shield?
False claims
- A horde building protects those particular creatures in that town from plague, which means that the dwelling with a horde building will produce creatures normally. [Tested in RoE, SoD (HD+) and HotA by ShushMaster (talk) 18:27, 30 July 2018 (CEST)]
- Elementals that are summoned in combat are not affected by Planeswalkers' (e.g.
Kalt) bonuses. [Tested by Kapteeni Ruoska 06:37, 4 August 2014 (CEST)]
- In the first versions of the game, WitchWitches had a chance to learn
Necromancy. [Tested in v1.0 by Kapteeni Ruoska 07:55, 28 March 2014 (CET)]
Psychic Elementals do half damage to all enemy creatures when the opposing hero has the
Sleepkeeper
artifact. [Tested by Csaros 17:52, 9 January 2024 (CET)]