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Player Manual
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 WORLD COMPUTING
new to Heroes III. This tutorial is designed as a read-along, so for best results you should print


3DO
this document before beginning, and follow the instructions as you play. In moments, you will


be learning the ins-and-outs of Heroes III.


1


First, launch the game, either by selecting PLAY from the autorun window, by double-clicking


Table of Contents
the Heroes III desktop icon (if you chose to install it), or by selecting Heroes III from your


Section I Introduction......................................................................................................................................................................3
Windows Start Menu. After watching the intro, choose NEW GAME, then TUTORIAL. This


Section II Interface Reference..............................................................................................................................................7
will bypass the scenario selection screen and directly load the tutorial map.


Main Menu................................................................................................................................................................................8


Adventure Map....................................................................................................................................................................13
Week 1, Day 1


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


Skills..................................................................................................................................................................................................33
time while playing Heroes III. The main window provides you with a close view around your


Combat............................................................................................................................................................................................40
heroes and cities, while the world map (located in the upper-right corner of the screen) shows


Towns...............................................................................................................................................................................................49
you a small view of the entire world. Notice that most of the world map is black – that is


Magic System.........................................................................................................................................................................55


Kingdom Overview................................................................................................................................................................57
1


Multiplayer.............................................................................................................................................................................59


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


Spell Reference....................................................................................................................................................................63
about any of the other buttons below the World Map, these will be described in greater detail


Town and Creature Reference............................................................................................................................81
later.


Individual Heroes..............................................................................................................................................................118
Your first hero, Lord Haart, should already be selected (he’s sitting on his horse, waiting for


Section IV Appendices..........................................................................................................................................................134
instructions). The first thing we’ll want him to do is visit the town, so place your mouse cursor


Keyboard Shortcuts......................................................................................................................................................134
over the entrance to the town (between the two flag poles). Notice how the horse icon rears up


Mplayer.com........................................................................................................................................................................135
on its hind legs – this means that by traveling to that location, your hero will interact with


HEAT...........................................................................................................................................................................................137
whatever is there. Also, the name and a short description of the location appears in the Rollover


Troubleshooting..................................................................................................................................................................138
Bar at the bottom of the screen (the rollover bar appears on nearly every screen in Heroes III and


Customer Support..........................................................................................................................................................141
gives useful, context sensitive information). When you click on a location, a set of green arrows


Index................................................................................................................................................................................................142
show the path your hero will take to reach the large green X. It is this X that marks your hero’s


90-Day Limited Warranty..................................................................................................................................144
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


© 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


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.


other trademarks belong to their respective owners. New World Computing is a division of The 3DO Company.


Town Screen


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


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


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,


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


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


production (per week). To the right of the town info are two rows of boxes. The top row is for


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


Uses Miles Sound System. © 1991-1998 by RAD Game Tools, Inc.
visiting a town with a hero.
 
Windows, the Windows logo and DirectX are trademarks and/or registered trademarks of the Microsoft Corporation.
 
 
MARS
 
PUBLISHING
 
Edwin E. Steussy, Publisher.
 
Tom Ono, Author. Amy Yancey, Coordinator.




Line 101: Line 91:




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
 
 
When I sat down to create King’s Bounty, the precursor to Heroes of Might and Magic,
 
never in my wildest dreams did I imagine it would grow into the phenomenon the series has
 
become. I had just finished Might and Magic II. At the time, King’s Bounty was state of
 
the art: 16 colors and used up both sides of the floppy disk. I had one programmer and one
 
artist to make my design real, and it took us about a year to finish.


buildings on the left side of the town view – the Town Hall – to enter the Hall Screen.


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


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


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


never be built, its name will appear in a gray bar. Once you have completely built or upgraded a


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.


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


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


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.


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


tremendously.
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


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


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


Bounty, mixed in our fans’ wish lists and the capabilities of more modern computers, and got
return to the Town Screen.


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


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


buy a spell book. Since Lord Haart is a Knight, he does not begin with a spell book. All heroes


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


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


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


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


Nevertheless, what seemed to be a simple improvement to a finished game was fraught with
right).


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


troops and add them to his army. Along the hill at the back of your town are three towers. Click


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


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.


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


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


available that you can currently afford. Click the Maximum button, then click the Recruit button


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.


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


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.


Now that you’ve purchased troops, you will want to move them into your army. To do so, click


Sincerely,
on the unit you wish to move, then click on an empty slot in the hero’s army (bottom row). You


Jon Van Caneghem
can also move troops together, or rearrange them within an army. For example, if you click on


Creator and Designer
the newly purchased Pikemen, then on the Pikemen that Lord Haart already had, they will


Heroes of Might and Magic I-III
combine their numbers into a single, larger stack. Now click on the newly purchased


Might and Magic I-VII
Swordsmen, then on the Pikemen in your hero’s army. Notice that since they were not the same


King’s Bounty
troops, rather than combining, they switched places. Experiment with moving troops around, but




Line 191: Line 177:




Commander,
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).


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


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


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,


to see you off in person.
and you will receive a message telling you the Sawmill’s production. As you will discover,


many objects in Heroes III may be flagged.


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


— 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


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


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.


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


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


employed there are every bit as complex and potentially
when he arrives. Sometimes you will find that treasure chests contain some sort of magical


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


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


a feeling.
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


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,


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


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


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


man of strength and fairness, both qualities have bred
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


4
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.


true in our dear Catherine. You know she has not ruled out the
Week 1, Day 2


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


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


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


the Town Screen.


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


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


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


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


movement bonus for the rest of the day or week. These objects do not get flagged like mines,


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


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.


May the seas be calm and the wind steady in your sails.
End your turn.




Best Regards,
4


Wilbur Humphrey, Regent of Enroth


Week 1, Day 3


5
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


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


changes into a small castle icon. Click once on the Castle town to select it and center it in your


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.


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


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


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


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


gaming services, Troubleshooting, 3DO Customer Support, The 3DO Company 90-Day Warranty, and
screen and we’ll go back to our hero.


an extensive index.
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


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


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


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


the Interface Reference and World Reference for more detailed information as you play.
be automatically added to your army.


Notice how the Griffin Tower is now flagged with your color. Every creature generator that can


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,


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


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.


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


features, and creatures.
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!


Manual Conventions
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


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,


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


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


minutes and run through the tutorial materials that come with Windows 95/98:
as you play the game.


To the west of your current position is an artifact… the Greater Gnoll’s Flail. It will provide you


mouse pointer
with a combat bonus, so go pick it up. Don’t worry that it’s guarded, this should be an easy fight.


left-click


right-click
5


double-click


pull-down menu
Combat Screen


dialog box
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 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,


we’ll just go over the basics.


6
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


Section II
highlighted by a yellow outline.


The shaded area around your Griffins indicates how far they can move in a single turn. Move the


Interface Reference
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


Starting Play
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


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


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.


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


border between hexes where you and your enemy stand (or where you will be standing at the end


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


“sword” icon. The direction the sword points indicates the direction that you will attack from.


Once the program is installed you may start the game by inserting the Heroes III game CD into your


CD-ROM drive and clicking the Play button on the following screen. When you do this, the company
6
 
credit animations and introductory movie will play. You may bypass these by clicking the mouse button


at any time. You may also start the game by choosing the Heroes III game shortcut created in your Start


Menu.
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


Full Screen Vs. Windowed Display
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


During your gaming session, you may hit the F4 key to switch between full screen and windowed display
first victory!


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
After each combat, you will be shown the Combat Results Window. This window breaks down


Desktop. To return to the game from the Desktop, select it from your Taskbar.
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


In windowed display mode, the game appears in a standard Desktop window. Since the game displays at
Gnolls. It will be automatically added to your hero’s inventory, and equipped on the hero if


800 x 600 resolution, it is recommended this mode only be used when running Windows at 1024 x 768
space permits (for more information on equipment, see pg. 31 in the manual). On the Artifact


or higher resolution. In windowed display mode, you gain the following pull-down menu commands:
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


File
Level window, which is identical to the one you saw when you received experience from the


Quit: Closes the program
treasure chest on Day 1.


So, with the full day that today has been, you should now end your turn.


Display
Week 1, Day 4


Full Screen (F4): Switches the display to full screen mode
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


Help
way you used the hero portrait button to select your hero. Single clicking on the town button


On Line Manual: Starts the help system
will center your view on the town. Double clicking will open the town screen. Do that now.


About: Displays copyright information about the game
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


7
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,


Main Menu
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


The Main Menu displays after the introductory
button. The hero will appear in the ‘Visiting Hero’ row on the Town Screen.


animations play. To choose an option from the menu,
Click on the Cleric’s portrait, then click on the box just above him. Notice how the hero and all


move the mouse cursor over a button and click.
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.


New Game Menu
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


The New Game Menu appears when you click the
directly below him. Again, the whole army will move to the ‘Visiting Hero’ row.


New Game button on the Main Menu. From this
Since you built an upgraded Guardhouse, it would be a good idea to upgrade your Cleric’s


menu you can start a single, multiplayer, or
Pikemen. Double click on the Pikemen to bring up their info screen, then click on the Upgrade


campaign scenario from the beginning.
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.


New Game: Choose this to start a game from the
Not forgetting about Lord Haart, exit the Town Screen, and notice that your Cleric’s portrait has


beginning. Clicking this button sends you to the New
been added to the portrait row on the right side of the screen. Just above the End Turn button is


Game Menu, where you can select between single
the Next Hero button. Each time you click this button your view will change to the next hero


player scenario, multiplayer, or campaign games.


7


Single Scenario: Click this button to start a single


scenario. Single scenarios are played on one map
(with remaining movement points) in order of how they appear on the portrait window. Click


against the computer and are completed by meeting
until the view is on your Knight.


a set of mission conditions.
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.


Load Game: While you are playing the Heroes III
If you try moving farther than your hero has movement points to reach in the current turn, the


game, you can save games in progress. Choose this
movement arrows and destination X will be colored red instead of green. Red arrows show the


option to resume a previously saved game.
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.


Multiplayer: You may play the Heroes III game against
Week 1, Day 5


other human players across the Internet, other network
Notice how the movement path from the previous turn has stayed, but has now turned green to


connections, or on a single computer. Press this
indicate movement that can be completed this turn. Among the buttons on the right sided of the


button to display the Multiplayer Game Type
screen is a Move Hero button. Click on this to have your Knight complete any movement left


Selector. For more information about multiplayer
over from last turn, then continue west and north and proceed through the Subterranean Gate.


games, see Multiplayer (pg. 59).
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


High Score: When you complete a single scenario or
causes a movement penalty for any heroes or creatures that are not native to the infernos. Other


campaign, you receive a score based on your
poor terrains you will encounter include rough, desert, swamp, and snow.


performance. Click this button to display a list of the
To the southwest is a War Machine Factory. It behaves just like the various Blacksmiths that can


top scores.
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.


Campaign: Choose this button to display the selection
You’re doing well, but with another day at an end, it’s time to end your turn.


of campaign games. Campaign games are linked
Week 1, Day 6


scenarios marking climactic events in longer stories.
Move your Knight along the road to the Star Axis structure. As you can see, a visit to the Star


They are played against the computer.
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


Credits: Click this button to see the list of people
gained a level. These effects are permanent. As a general rule, any number of heroes may visit a


responsible for bringing you the Heroes III game.
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


Quit: Click this button to close the program and
least minimal fortifications, so it’s a good thing you stopped at that War Machine Factory. Move


return to Windows.
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


Tutorial: A special tutorial scenario has been created to
will show that you are about to enter combat by turning into a Sword icon.
 
help you learn the game. To play it, click this button.
 
You will need to consult the online tutorial guide as
 
you play.
 
 
Back: Click this button to return to the Main Menu.




Line 510: Line 521:




Scenario Selector
Siege Combat Screen


The enemy units in this combat are significantly stronger, but should be no problem for you.


Current Map
Since the enemy is inside their castle, you will need to knock down the walls with your catapult,


Current Map Size
shoot over the walls with your archers or ballista, or fly over the walls with your archangels or


Show Available Scenarios
griffins. Once your catapult breaches a wall, or when an enemy unit comes out of the castle gate,


Size Filter Buttons
your foot soldiers can get involved in combat.


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


Scenario Description
spell, click the Cast Spell button at the bottom of the screen. The Spell Book will open, allowing


# of Total Players/
you to choose a spell, then choose a target. Some spells are beneficial and may be cast on your


Human Players
own units, others are harmful and should be cast on the enemy. Right click on any spell to view


Loss Conditions
its description.


Map Size
Fight the combat. Should you lose, simply load your Autosave, end your turn, and try again.


Enemy/Ally Display
Wow, that was some combat, and Lord Haart may have gained enough experience for two levels.


Victory Conditions
Choose what you want, then march into your newly acquired town.


Difficulty Settings


Show Advanced Options
9




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


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


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


to their forces (see Multiplayer, pg. 59).
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


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


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.


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


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.


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


upgraded to the City Hall. In Heroes II you needed to build a Castle to increase your town’s


Size of Map
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


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.


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.


rough gauge of how long it will take to complete a scenario, with larger maps taking more time. The Map
Week 1, Day 7


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


located directly above it.
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


Size Filter Button
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


Map Size Displayed
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.


S (small)


M (medium)
10


L (large)


XL (extra large)
Go back to the Inferno Town Screen, and use the Town Hall to build Brimstone Stormclouds.


All of the Above
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


Tile Dimension
building will display specific information about it and any bonuses it provides.


Having done that, end your turn.


36 x 36
Week 2, Day 1


72 x 72
With the start of a new week, all creature dwellings in towns and on the adventure map


108 x 108
repopulate. Since Lord Haart is already on a boat, and it would take too long for him to come


144 x 144
back to the Inferno town for troops, you’ll have to hire another hero to bring them to him.


All of the Above
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


9
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


Victory/Loss Conditions
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


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


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


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.


Use the Next Hero button to select your Knight. Boat movement is treated exactly like land


Special Victory Conditions
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


Acquire a Specific Artifact
boat east to the grassy island, then land anywhere along the shore.


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.


artifact in one of your heroes’ backpacks.
Week 2, Day 2


There is one more battle you must fight, and that is against an enemy hero! Just up ahead is


Accumulate Creatures
Charna, a Death Knight of the Dark Necropolis cities. She’s a little far from home and has a


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


continue here.


Accumulate Resources
Having dealt with Charna, you can now visit what she was guarding – an Obelisk. Whenever


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


each time you visit a new obelisk. The area shown in the puzzle shows you the location of the


Upgrade a Specific Town
Grail, an item that you should always seek out any time you play, as it will give you a significant


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


specified level.
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.


Build a Grail Building


You must find the Grail and build a grail building in one of
11


your towns.


Select your Cleric hero and move him so that he is standing between the two large tree stumps


Defeat a Specific Hero
southeast of the Castle town. This is the location where you will dig to see if the Grail is actually


You must defeat a specified hero.
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


Capture a Specific Town
made). Since digging for the Grail is a full day’s work, your hero will have to spend the night


You must occupy a specified town.
here and dig in the morning.


End the turn.


Defeat a Specific Creature
Week 2, Day 3


You must defeat a specified wandering monster.
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


Flag All Creature Generators
digging, you’ll need to spend the night here again.


You must control all the creature generators on the map.
End the turn.


Week 2, Day 4


Flag All Mines
Select your Cleric hero, and move him back to your Castle town. Click on the City Hall – you


You must control all the mines on the map.
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


Transport a Specific Artifact
during any game. Additionally, a Grail Structure is a permanent feature, so don’t lose the town


You must acquire a specific artifact and transport it to a
to your enemies or they will gain the benefits of ownership for themselves!


specified town.
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,


Special Loss Conditions
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


Lose a Specific Hero
bonus, just for being known as the “Home of the Grail.”


You lose if the specified hero is defeated.
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


Lose a Specific Town
single scenario or begin the campaign for the Restoration of Erathia. Good luck!


You lose if the specified town is occupied by an enemy.


Copyright 1999, The 3DO Company. All Rights Reserved. Heroes of


Time Limit
Might and Magic, New World Computing, 3DO, and their respective


You lose if you have not won the scenario within the
logos are trademarks, and/or service marks of The 3DO Company in the


specified number of days.
U.S. and other Countries. All other trademarks belong to their respective


owners. New World Computing is a division of The 3DO Company.


10


 
12
Chatting
 
 
If you are participating in a multiplayer game, you can turn on and off the display of network chat by
 
pressing the Show/Hide Chat button. When Chat is on, chat messages are shown in the Scenario
 
Description box. You can send a chat message by typing it in the box directly below this button.
 
 
Handicap
 
Player Flag Button
 
Legal Player
 
Player Name
 
Starting Bonus
 
Starting Town
 
Starting Hero
 
Player Turn Duration
 
 
Advanced Options
 
 
To display the Advanced Options, click the Show Advanced Options button. This will display the
 
available options for each opponent in the currently selected scenario. For each game, the scenario’s
 
designer defines each opponent as playable by a human or the computer (CPU). Slots displaying
 
“Human or CPU” may be played by either. Any available human slot has a Player Flag button
 
adjacent to the associated slot, on the far left of the window. In a multiplayer game, the host assigns
 
players to each available slot by repeatedly clicking the Player Flag button, cycling through the available
 
players. At the start of the scenario, any player not assigned to a slot is dropped from the game. All
 
unassigned slots will be played by the computer.
 
 
Often, you can choose an opponent’s starting town type, starting hero, and/or starting bonus. If you can,
 
arrows appear on the sides of the town, hero, and starting bonus pictures. If you can set the starting town
 
type, which town you choose will affect what heroes and starting bonuses are available. Click on the
 
Handicap button to cycle through player handicap settings. Handicap will affect a player’s starting
 
resources.
 
 
You may also set the Player Turn Duration limit by moving the slider at the bottom of the Advanced
 
Options display. This controls how long human player turns can last (when not in combat).
 
 
11
 
 
Campaign Games
 
 
Campaign games are scenarios linked together by a story line told from either a good, neutral, or evil
 
perspective. To start a campaign, click the Campaign button on the Main Menu and then select from
 
the available campaigns displayed on the following screen. When you complete all of the initially displayed
 
campaigns, new campaign choices appear. After you choose a campaign, the Campaign Scenario Startup
 
Screen displays.
 
 
Campaign Scenario Startup Screen
 
 
Campaign Information
 
Invasion Map
 
Scenario Information
 
Legal Territory
 
Starting Bonus
 
Options
 
 
At various points in campaign storylines, you may choose which conflict you want to involve yourself in.
 
If this is the case, more than one territory on the invasion map will be highlighted. Click on a highlighted
 
area to choose a scenario. Information about the chosen scenario will be displayed in the Scenario
 
Information box.
 
 
In most scenarios, you will be able to select starting bonus options. Once you are satisfied with your
 
scenario and bonus selections, click the Begin button to start the campaign scenario. In order to advance
 
the story of the campaign, you must win the scenario. If you lose, you can replay the scenario.
 
 
12
 
 
Adventure Map
 
 
Each Heroes III game scenario takes place in a part of Erathia. The relevant portion of the land is
 
represented on the Adventure Map. At the beginning of each scenario, you can only see the areas of the
 
land within view of your towns and heroes; the rest is shrouded from you. As you send your heroes
 
exploring, the map is revealed along their path of travel. Subterranean gates act as passages to the
 
subterranean level. This underground territory is displayed on its own map, which is also revealed as your
 
heroes travel.
 
 
As you explore the map, you will discover treasures, wandering creatures, valuable resources, and a wide
 
variety of permanent locations. While there are a multitude of different types of permanent locations,
 
among those you encounter will be mines, which can provide you with steady streams of resources;
 
abandoned ruins to explore; and creature dwellings where you may recruit troops for your heroes’ armies.
 
 
You will also encounter heroes and towns belonging to opponents - either human or computer. More
 
often than not, your scenario mission objectives will require you to make war with other heroes. Combat
 
between your heroes and other heroes, wandering monsters, and town garrisons takes place on the
 
Combat Screen (see Combat, pg. 40). When you conquer enemy towns, they become part of your
 
territorial holdings, adding their many benefits to your cause (see Towns, pg. 49).
 
 
This section describes the Adventure Map screen interface for campaign and single-player games. For
 
explanations of the particular interface differences encountered in multiplayer games see Multiplayer
 
(pg. 59).
 
 
Game Play
 
 
On each Erathian day, players can move their forces and manage their territories in turns. This does not
 
happen simultaneously—rather, each player, starting with you (the human player) takes a turn, and then
 
passes on play to the next player. Once all players have had their turn, the current day ends and a new
 
day begins.
 
 
At the beginning of each day, mines and cities you control add to your resources. Resources represent
 
gold and raw materials you may spend to improve your towns, recruit troops, and perform other actions.
 
Town buildings producing creatures do so on the first day of the week (see Towns, pg. 49). The current
 
date appears at the lower right corner of the Adventure Map screen.
 
 
13
 
 
Adventure Map View
 
 
Adventure Map
 
Resource Mine
 
Town
 
World Map
 
Obelisk
 
Treasure
 
Hero Selector Buttons
 
Hero
 
Control Buttons
 
Town Selector Buttons
 
Subterranean Gate
 
Status Window
 
Shroud
 
Date
 
Rollover Bar
 
Resource Bar
 
Ship
 
Wandering Monsters
 
Loose Resource
 
 
The Adventure Map
 
 
You may scroll the Adventure Map in the direction you want by moving the cursor to the screen’s edges
 
and corners (diagonal scrolling). The red box displayed in the World Map indicates what portion of the
 
map is shown in the Adventure Map display. Clicking in the World Map centers this box at the cursor.
 
You may also drag the box around the World Map.
 
 
Identifying text appears in the Rollover Bar as you move the cursor over map features. You may
 
right-click on anything appearing on the Adventure Map to display further information.
 
 
Heroes
 
 
You may have up to eight heroes on the Adventure Map at any given time; if you have more than eight
 
heroes in the field, any extras must be commanding town garrisons (see Towns, pg. 49). Heroes on the
 
Adventure Map carry their player’s flag color.
 
 
Heroes travel with their armies, made up of creatures arranged in groups called troops. Each troop can
 
hold one or more creatures, but all the creatures in the troop must be of the same creature type. A hero’s
 
army must have at least one troop and can include up to seven. In battle, a hero leads the battle by
 
commanding their army rather than fighting directly.
 
 
14
 
 
Selecting a Hero
 
 
The Hero Selector buttons on the right side of the Adventure Screen are used to select your
 
individual heroes. Clicking a hero’s button selects the hero and centers the Adventure Map display on
 
that hero. If you have more than five heroes, you may need to click the scroll buttons to display a hero’s
 
selector button. Double-clicking on a Hero Selector button brings up a hero’s Hero Screen (see
 
Heroes and the Hero Screen, pg. 23).
 
 
On the left side of each Hero Selector button is a green bar which shrinks as the hero’s movement
 
allowance is used up. The blue bar on the right side of each button measures what percentage of the hero’s
 
spell points he or she has left. Spell points are spent when a hero casts spells. For more information, see
 
Magic System (pg. 55).
 
 
Moving Your Hero
 
 
When you click on the Adventure Map at a location the currently selected hero can move to, a line of
 
arrows, indicating the path the hero must follow, is drawn from the hero to that location now marked by
 
an X. If the location is within the hero’s movement limit for the current day, then the arrows and X
 
appear in green. If the hero cannot reach the location in one move, brown arrows indicate the length that
 
must be traveled in the next or subsequent turns. You may change the destination by clicking a
 
different spot on the map.
 
 
Click the X to move the currently selected hero along the path. You may also click on the Move Hero
 
control button to move the currently selected hero down the path. If you want to halt a moving hero in
 
mid-movement, click on the Adventure Map. The current path will remain, but the hero will stop
 
moving. You may resume the hero’s movement or select a new destination.
 
 
Movement Allowance
 
 
How far a given hero can move is determined by the speed of the slowest creature in their army. Creature
 
speed statistics are listed in the Town and Creature Reference (pg. 81). Distances on the Adventure Map
 
are measured in tiles.
 
 
Movement Allowance Table
 
 
Slowest Creature Speed
 
Super Slow - Extra Slow
 
Slow
 
Swift - Extra Swift
 
Very Swift
 
Ultra Swift - Super Swift
 
Quick - Super Fast
 
 
Movement Allowance
 
15 tiles
 
16 tiles
 
17 tiles
 
18 tiles
 
19 tiles
 
20 tiles
 
 
15
 
 
Terrain and Roads
 
 
Some terrain is difficult to travel across and reduces the distance a hero can move. Roads increase this
 
distance. A hero with the Pathfinding secondary skill (see Secondary Skills, pg. 35) is able to reduce the
 
effects of difficult terrain. This chart explains the effects of terrain on movement:
 
 
Terrain Movement Costs
 
 
Larger numbers mean slower travel.
 
 
Terrain Type
 
Dirt
 
Grass
 
Lava
 
Subterranean
 
Cobblestone Road
 
Dirt Road
 
Gravel Road
 
Rough
 
Sand
 
Snow
 
Swamp
 
 
Normal
 
100%
 
100%
 
100%
 
100%
 
50%
 
75%
 
65%
 
125%
 
150%
 
150%
 
175%
 
 
Basic Pathfinding
 
100%
 
100%
 
100%
 
100%
 
50%
 
75%
 
65%
 
100%
 
125%
 
125%
 
150%
 
 
Advanced Pathfinding
 
100%
 
100%
 
100%
 
100%
 
50%
 
75%
 
65%
 
100%
 
100%
 
100%
 
125%
 
 
Expert Pathfinding
 
100%
 
100%
 
100%
 
100%
 
50%
 
75%
 
65%
 
100%
 
100%
 
100%
 
100%
 
 
Example: A hero with Pikemen (Extra Slow) would have a starting movement allowance of 15 tiles.
 
However, over the difficult terrain of snow, this hero would only move 10 tiles. With Basic Pathfinding,
 
the movement allowance of this hero would increase to 12 tiles over snow, and with Advanced
 
Pathfinding, 15 tiles over snow.
 
 
Boats
 
 
Heroes need boats to move on water. Boats may be: built in Castle, Necropolis, and Fortress towns
 
located on shores, with shipyards; summoned using the Summon Boat spell; built at Adventure Map
 
shipyards; or found elsewhere on the Adventure Map—perhaps abandoned by another hero.
 
 
Boarding or disembarking from a boat takes the remainder of a hero’s movement allowance for the
 
current day. To put a hero on a boat, click on an unoccupied boat. To disembark a hero, move the boat
 
carrying that hero to a valid shore location, indicated by the anchor icon. Boat movement is made at a
 
hero’s full movement allowance. A boat can only carry one hero and their army at a time.
 
 
The Subterranean Level
 
 
Some maps contain a subterranean level. Heroes may enter subterranean gates to pass between the
 
surface and the underground. Pressing the Elevation Toggle control button switches the Adventure
 
Map’s view between the two levels.
 
 
16
 
 
Adventure Locations
 
 
Towns
 
 
Towns provide many benefits to the player in control of them. The
 
town hall for each town you control adds a quantity of gold to
 
your daily resource pool. At your towns, your heroes may
 
recruit troops, replenish their spell points, and learn new spells.
 
For more information, see Towns (pg. 49) and the Town and
 
Creature Reference section (pg. 81).
 
 
Your Towns
 
 
You may select any of your towns by clicking its Town Selector button. When a town is selected, it is
 
centered in the Adventure Map and its Town Selector button is highlighted. Clicking on a town or its
 
highlighted Town Selector button a second time displays the town’s Town Screen (see Towns, pg. 49).
 
 
Your heroes may visit towns you control. To direct a hero to do this, move your hero to a town’s front
 
gate and the cursor will change to a rearing horse. Click, and the hero will enter the town, and the town’s
 
Town Screen will be displayed. If the town has a Mage Guild, the hero will learn any new spells
 
available that he is able to learn, and his spell points will be replenished after staying for one day (see
 
Magic System, pg. 55). Only one hero at a time may visit a given town.
 
 
Enemy and Neutral Towns
 
 
Towns controlled by other players appear on the Adventure Map with that player’s flag colors and are
 
identified in the same color on the World Map. Neutral towns, those not controlled by any player, appear
 
gray on the World Map. Right-clicking on these towns will display limited information on that town.
 
 
When you move the cursor over the front gates of enemy and neutral towns, the sword icon appears
 
indicating they will be defended by any garrison forces present (see Towns, pg. 49). When you defeat a
 
town’s defenses, the town flies your flag color and becomes part of your territory. You can immediately
 
make use of the town and draw from its benefits. If no defenders are present, you may simply take the
 
town by having a hero enter it.
 
 
Resource Mines and Loose Resources
 
 
When you build structures in your towns or recruit creatures, you use resources—gold, wood, ore,
 
crystal, gems, mercury, and sulfur. Many other game situations also use them. While there are many ways
 
to collect resources, the main means of acquiring them is to control resource mines and find loose
 
resources. When a hero visits a mine, it becomes flagged with the hero’s color and begins
 
producing resources for the hero’s player, adding to the player’s resource pool on a daily basis. Loose
 
resources are “picked up” by the hero who visits them. They disappear from the map and are
 
immediately added to the controlling player’s resource pool.
 
 
17
 
 
Treasure Chests and Artifacts
 
 
Heroes may also pick up treasure chests and artifacts. Artifacts are items, usually magical, that provide
 
their owner with special powers and abilities. When a hero visits an artifact, it disappears from the map
 
and is added to their inventory (see Heroes, pg. 23). Treasure chests are surprise boxes containing gold,
 
minor artifacts, or experience.
 
 
Other Structures
 
 
There are many different types of Adventure Map structures you will encounter. Some of these will
 
convey special benefits to the heroes who visit them. Some will be places to explore, full of danger and/or
 
hidden rewards. Others will provide resources, useful information, or artifacts. While you will need to
 
discover the individual qualities of many of these buildings, some of the buildings you are most likely to
 
encounter are listed here.
 
 
Border Guards and Gates: Border Guard Towers occasionally appear at borders. In order to pass by a Guard
 
Tower, you will need to visit a local Keymaster’s Tent of the same color.
 
 
Creature Dwellings: Some structures are the living places of creatures you may recruit to your cause. Their
 
dwellings may be found on the Adventure Map. Before the creatures serve your cause, you may need to
 
prove your worthiness by facing them in combat. Once you succeed, the dwelling will fly your flag,
 
associated towns may receive a creature bonus, and you can recruit troops there. The supply of available
 
recruits will be replenished once a week.
 
 
Obelisks: On some maps, the Grail is hidden. Clues to its location can be found at obelisks.
 
 
Wandering Creatures: You may find your hero’s way blocked by wandering creatures allied to no particular
 
player. In order to pass by them, you will need to deal with them. Usually, this means defeating them in
 
combat. Sometimes the creatures will be favorable to
 
your cause and will offer to join you, or they may do so
 
because they are awed by your power. Others, realizing
 
they have no chance of defeating you, may flee.
 
Right-clicking on a wandering creature graphic will tell
 
you the type of creatures camped at the spot and a
 
rough estimate of their numbers.
 
 
Wandering monster troops are randomly assigned a
 
hostility value from one to ten. Monsters with
 
higher hostility values are more likely to attack. A
 
wandering monster troop will be more likely to avoid
 
combat with hero armies stronger than they or composed of the same creature types. Heroes with the
 
Diplomacy secondary skill will be attacked less often.
 
 
Wandering Creature Population Labels
 
 
Label
 
Few
 
Several
 
Pack
 
Lots
 
Horde
 
Throng
 
Swarm
 
Zounds
 
Legion
 
 
Population
 
1-4
 
5-9
 
10-19
 
20-49
 
50-99
 
100-249
 
250-499
 
500-999
 
1000+
 
 
18
 
 
Adventure Map Cursors
 
 
Movement Cursors
 
Clicking on the map where these icons appear will draw a movement path from the current hero to the
 
desired location.
 
 
The current hero can move to this spot in the number of turns indicated in the lower right. (If no
 
number appears on a movement cursors, the hero can move to the target spot during the current turn.)
 
 
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
 
Town Building Reference...................................................................81
 
Town Garrison..................................................................................54
 
Town Screen.....................................................................................49
 
Towns........................................................................................17, 49
 
Trade With Allies..............................................................................53
 
Trading Items Between Heroes..........................................................32
 
Trading Troops..................................................................................32
 
Treasure Chests.................................................................................18
 
Troubleshooting..............................................................................138
 
Tutorial..............................................................................................8
 
Upgrading Creatures.........................................................................54
 
View Hex Grid Options.....................................................................48
 
View Puzzle......................................................................................21
 
View Scenario Information................................................................21
 
View World.......................................................................................21
 
Visiting Hero....................................................................................58
 
Wait.................................................................................................43
 
Wall.................................................................................................46
 
Wandering Creatures.........................................................................18
 
War Machine....................................................................................31
 
Warlocks....................................................................................24,131
 
Water Magic.....................................................................................76
 
Witches....................................................................................24, 132
 
Wizards....................................................................................25, 133
 
Your Towns.......................................................................................17
 
Zoom...............................................................................................21
 
 
143
 
 
90 Day Limited Warranty
 
THE 3DO COMPANY LIMITED 90-DAY WARRANTY
 
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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to use such program.
 
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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
 
price paid for this 3DO software product. The preceding warranty shall not be applicable and 3DO shall not be obligated to replace this
 
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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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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EXCEPT FOR THE LIMITED WARRANTY SET FOR ABOVE, ALL OTHER REPRESENTATIONS, WARRANTIES,
 
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144

Revision as of 04:09, 4 January 2017

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.


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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.


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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


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(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.


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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.


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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.


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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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