Heroes 3: In the Wake of Gods. Download Section

Heroes 3 - Cheat codes

Artefacts for Heroes 3 "The Shadow of Death" version and more late

Heroes 3 - hints page 1

Heroes 3 - hints page 2

Heroes 3 - hints page 3

Heroes 3 - solutions

Heroes 3 - Heroes biographies

Heroes 3 - unit FAQ

Heroes 3 - FAQ

Heroes 3 - The Restoration of Erathia - Hints

Heroes of Might and Magic 3

Heroes 2

Heroes 1

Heroes 5 - Homepage

Advertising

работа в москве

Add a map Heroes 5 (V) - Maps Heroes 4 (IV) - Maps Heroes 3 (III) - Maps

Heroes 3 - FAQ

                       Frequently Asked Questions
                              Version 0.7
                    Last Updated in January 28, 1999

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
By Joseph Andro Artanto
E-mail: arsin@indosat.net.id
ICQ   : 55139575

This document copyrighted 1999 J. Andro Artanto (arsin@indosat.net.id)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Ia. DISCLAIMER
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Unpublished work Copyright 1999 Joseph Andro Artanto

This FAQ and everything included within this file cannot be reproduced
in any way, shape or form (physical, electronical, or otherwise) aside
from being placed on a freely-accessible, non-commercial web page in
it's original, unedited and unaltered format.  This FAQ cannot be used
for profitable purposes (even if no money would be made from selling it)
or promotional purposes. It cannot be used in any sort of commercial
transaction. It cannot be given away as some sort of bonus, gift, etc.,
with a purchase as this creates incentive to buy and is therefore
prohibited. Furthermore, this FAQ cannot be used by the publishers,
editors, employees or associates, etc. of any company, group, business,
or association, etc., nor can it be used by game sites and the like.
It cannot be used in magazines, guides, books, etc. or in any other
form of printed or electronic media (including mediums not specifically
mentioned) in ANY way, shape, or form (including reprinting, reference
or inclusion), without the express written permission of the author,
myself.  This FAQ was created and is owned by me, Joseph Andro Artanto
(arsin@indosat.net.id). All copyrights and trademarks are acknowledged
and respected that are not specificially mentioned in this FAQ.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Ib. VERSION
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-Version 0.1 (12 October 1999). Initial release.
-Version 0.2 (21 October 1999). Layout correction, the strategy guides
for beginner and expert have been there and many more minor corrections.
-Version 0.3 (23 October 1999). A big update, completed all of the
strategy guides for basic campaigns. And an update in the beginner
strategy guides. Minor corrections.
-Version 0.4 (29 October 1999). Layout correction, some new strategy
guides for beginner.
-Version 0.5 (28 November 1999). Minor corrections. I have ICQ now,
contact me in 55139575.
-Version 0.6 (26 December 1999). The spell list is finally there now!
Also, the logo has created, although it is pretty weird. More minor
corrections.
-Version 0.7 (28 January 1999). Updated the Expert Strategy Guides
section (added the strategies for Seeds of Discontents and Song for the
Father scenarios). Minor corrections. Layout corrections.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Ic. CONTENTS
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

I.    VERSIONS/CONTENTS
II.   GAME SYSTEM
III.  SPECIAL PLACES LIST
IV.   BUILDING LIST
V.    ARMY LIST
VI.   SPELL LIST
VII.  ARTIFACT LIST
VIII. STRATEGY GUIDES (BEGINNER)
IX.   STRATEGY GUIDES (EXPERT) -> Guides for campaigns
       -Liberation
       -Long Live the Queen
       -Dungeons and Devils
       -Spoils of War
       -Long Live the King




X.    DISCLAIMER
XI.   CREDITS

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
II. GAME SYSTEM
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

There are not many changes in Heroes 3, compared with Heroes 2, this
game provides seems to be unlimited variations. The win or lose system
is changed slightly, you not only have to do some artifact hunting, but
you also must do some creatures obtain or defeat mission. You also can
bring some artifact to a town for a victory. There, you have unlimited
things on your mind to make a great map. Well, its true in Heroes III
you can edit your map, as usual. The campaigns also has changed, it is
consist a lot of campaigns, from the knight style mission to some
devilish plan. Heroes III also have multiplayer type, same as Heroes II,
some hot seat and internet/modem/network multiplayer type is also there.
Also, the ultimate artifact things has been deleted, exchanged with the
Grail event, it is different, it is not an artifact, but seems to be
some material needed to create a building that give you awesome
advantage.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
III. SPECIAL PLACES LIST
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This list is only available in the world map of Heroes 3, for troops
or town buildings info, see below. Some objects are only in certain
terrains (although if the creator want it that way, it can be) and some
can be placed in any terrain.

--Dirt Objects--
*Abandoned Mines: Fight a horde of Troglodytes to get a gold mine.
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold.
*Colosseum: Give you a choice to +2 defense or attack skill.
*Lake of Scarlet Swan: +2 luck until the next battle, lose movement.
*Fountain of Fortune: -1 to +3 luck until next battle.
*Faerie Ring: +1 luck until next battle.
*Mystical Garden: 50-50 to get 500 gold or 5 gems,recovered each week.
*Fountain of Youth: +1 morale until next battle, +4 movement.
*Crypt: Random fight monster to get gold or/and artifact. -1 morale if
the guardians already defeated.
*Hill Fort: Upgrade base grade creatures.
*Obelisk: Reveals portion of grail map.
*Trading Post: Trade resources in the rate of 3 marketplaces.
*Sign: Display a customizable message.
*Stables: +6 movement and upgrade cavaliers to champions.
*Tree of Knowledge: pay/not gold/gems to earn a level.
*Magic Well: Replenishes spell points.

--Sand Objects--
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Campfire: +400-600 gold, +4-6 resource other than gold.
*Crypt: Random fight monster to get gold or/and artifact. -1 morale if
the guardians already defeated.
*Obelisk: Reveals portion of grail map.
*Oasis: +1 morale until the next battle, +8 movement.
*Pyramid: Defeat 40 gold golems and 20 diamond golems to get random 5th
level spell. If the guardians have been defeated, luck -2.
*Skeleton: Sometimes (20%) get random artifact.
*Sign: Display a customizable message.

--Grass Objects--
*Abandoned Mines: Fight a horde of Troglodytes to get a gold mine.
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold.
*Colosseum: Give you a choice to +2 defense or attack skill.
*Lake of Scarlet Swan: +2 luck until the next battle, lose movement.
*Fountain of Fortune: -1 to +3 luck until next battle.
*Faerie Ring: +1 luck until next battle.
*Mystical Garden: 50-50 to get 500 gold or 5 gems,recovered each week.
*Fountain of Youth: +1 morale until next battle, +4 movement.
*Crypt: Random fight monster to get gold or/and artifact. -1 morale if
the guardians already defeated.
*Hill Fort: Upgrade base grade creatures.
*Obelisk: Reveals portion of grail map.
*Trading Post: Trade resources in the rate of 3 marketplaces.
*Sign: Display a customizable message.
*Stables: +6 movement and upgrade cavaliers to champions.
*Tree of Knowledge: pay/not gold/gems to earn a level.
*Magic Well: Replenishes spell points.

--Snow Objects--
*Lean-To: +1-4 resources other than gold.
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Windmill: +3-6 resources other than wood and gold.
*Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold.
*Campfire: +400-600 gold, +4-6 resource other than gold.
*Crypt: Random fight monster to get gold or/and artifact. -1 morale if
the guardians already defeated.
*Obelisk: Reveals portion of grail map.
*Redwood Observatory: Reveals unmapped area 20 tiles from the
observatory.
*Sign: Display a customizable message.
*Magic Well: Replenishes spell points.

--Swamp Objects--
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Water Wheel: Week1 gives 500 gold,each subsequent week gives 1000 gold.
*Lake of Scarlet Swan: +2 luck until the next battle, lose movement.
*Fountain of Fortune: -1 to +3 luck until next battle.
*Faerie Ring: +1 luck until next battle.
*Mystical Garden: 50-50 to get 500 gold or 5 gems,recovered each week.
*Fountain of Youth: +1 morale until next battle, +4 movement.
*Crypt: Random fight monster to get gold or/and artifact. -1 morale if
the guardians already defeated.
*Obelisk: Reveals portion of grail map.
*Sign: Display a customizable message.
*Magic Well: Replenishes spell points.

--Rough Objects--
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Wagon: Sometimes give you an artifact or gold.
*Magic Spring: Doubles and replenishes your spell points.
*Obelisk: Reveals portion of grail map.
*Trading Post: Trade resources in the rate of 3 marketplaces.
*Skeleton: Sometimes (20%) get random artifact.
*Sign: Display a customizable message.
*Stables: +6 movement and upgrade cavaliers to champions.
*Watering Hole: +1 Morale until next battle, +4 movement.

--Subterranean Objects--
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Campfire: +400-600 gold, +4-6 resource other than gold.
*Cartographer: Your choice to reveal all unmapped area of land or ocean
or the underworld.
*Obelisk: Reveals portion of puzzle map.
*Pillar of Fire: Reveals unmapped area 20tiles from the pillar.
*Sign: Display a customizable message.

--Lava Objects--
*Alchemist Lab: Give you 1 mercury/day
*Crystal Cave: Give you 1 crystal/day
*Gem Pond: Provides 1 gem/day
*Gold Mine: Provides 1000 gold/day
*Ore Pit: Provides 2 ore/day
*Sawmill: Provides 2 wood/day
*Sulfur Dune: Provides 1 sulfur/day
*Campfire: +400-600 gold, +4-6 resource other than gold.
*Obelisk: Reveals portion of puzzle map.
*Sign: Display a customizable message.

--Water Objects--
*Derelict Ship: Fight some water elementals for gold /and artifact.
*Flotsam: Sometimes give you woods and gold.
*Shipwreck Survivor: Give you 1 random artifact.
*Shipwreck: Fight some Wights to get gold /and artifact.
*Buoy: +1 morale until the next battle.
*Boat: used as a transport over the water.
*Ocean Bottle: same as sign, but on water.
*Sea Chest: Give you some gold /and artifact if your backpack isnt full.
*Cartographer: Your choice to reveal all unmapped area of land or ocean
or the underworld.
*Mermaids: +1 luck until the next battle.
*Sirens: Lose 30% of each army,gain 1 exp per hp for the lost creatures.
*Whirlpool: teleport the hero to another whirlpool with the cost of 50%
of the weakest army of the hero.

--All Terrain Objects--
*Guardhouse
 Pikeman dwelling.
*Archers Tower
 Archer dwelling.
*Griffin Tower
 Griffin dwelling.
*Barrack
 Swordman dwelling.
*Monastery
 Monk dwelling.
*Training Ground
 Cavalier dwelling.
*Portal of Glory
 Angel dwelling.
*Centaur Stable
 Centaur dwelling.
*Dwarf Cottage
 Dwarf dwelling.
*Homestead
 Wood Elf Dwelling.
*Enchanted Spring
 Pegasus dwelling.
*Dendroid Arches
 Dendroid Guard dwelling.
*Unicorn Glade
 Unicorn dwelling.
*Dragon Cliffs
 Green Dragon dwelling.
*Workshop
 Gremlin dwelling.
*Parapet
 Stone Gargoyle dwelling.
*Golem Factory
 Stone, Iron, Gold, and Diamond Golem dwelling.
 Flag for +1 Stone/Iron Golem generation in Tower towns.
*Mage Tower
 Mage dwelling.
*Altar of Wishes
 Genie dwelling.
*Golden Pavillion
 Naga dwelling.
*Cloud Temple
 Giant dwelling.
*Imp Crucible
 Imp dwelling.
*Hall of Sins
 Gog dwelling.
*Kennels
 Hell Hound dwelling.
*Demon Gate
 Demon dwelling.
*Hell Hole
 Pit Fiend dwelling.
*Fire Lake
 Efreet dwelling.
*Forsaken Palace
 Devil dwelling.
*Cursed Temple
 Skeleton dwelling.
*Graveyard
 Walking Dead dwelling.
*Tomb of Souls
 Wight dwelling.
*Estate
 Vampire dwelling.
*Mausoleum
 Lich dwelling.
*Hall of Darkness
 Black Knight dwelling.
*Dragon Vault
 Bone Dragon dwelling.
*Warren
 Troglodyte dwelling.
*Harpy Loft
 Harpy dwelling.
*Pillar of Eyes
 Beholder dwelling.
*Chapel of Stilled Voices
 Medusa dwelling.
*Labyrinth
 Minotaur dwelling.
*Manticore Lair
 Manticore dwelling.
*Dragon Cave
 Red Dragon dwelling.
*Goblin Barracks
 Goblin dwelling.
*Wolf Pen
 Wolf Rider dwelling.
*Orc Tower
 Orc dwelling.
*Ogre Fort
 Ogre dwelling.
*Cliff Nest
 Roc dwelling.
*Cyclops Cave
 Cyclops dwellling.
*Behemoth Crag
 Behemoth dwelling.
*Gnoll Hut
 Gnoll dwelling.
*Lizard Den
 Lizardman dwelling.
*Serpent Fly Hive
 Serpent Fly dwelling.
*Basilisk Pit
 Basilisk dwellling.
*Gorgon Lair
 Gorgon dwelling.
*Wyvern Nest
 Wyvern dwelling.
*Hydra Pond
 Hydra dwelling.
*Elemental Conflux
 Dwelling for Air, Earth, Fire and Water elementals.
*Air Elemental Conflux
 Air Elemental dwelling.
*Earth Elemental Conflux
 Earth Elemental dwelling.
*Fire Elemental Conflux
 Fire Elemental dwelling.
*Water Elemental Conflux
 Water Elemental dwelling.
*War Machine Factory
 Purchase any of the three war  machines.
*Refugee Camp
 Random creature type available for recruiting every 7 days.
*Windmill
 +03-06 of any random resource other than Wood or Gold.
*Star Axis
 Hero receives +1 Power.
*Garden of Revelation
 +1 Knowledge
*Learning Stone
 +1000 experience points.
*Idol of Fortune
 +1 Luck until the next battle, on odd days of the week not Day7.
 +1 Morale until next battle, on even days of the week.
 +1 Luck and Morale until next battle, on Day7.
*Library of Enlightenment
 Possibly gives visiting hero +2 Attack, +2 Defense, +2 Power, +2
 Knowledge.
*Marletto Tower
 +1 Defense
*Mercenary Camp
 Hero receives +1 Attack.
*School of Magic
 Pay 1000 gold to increase the Power or Knowledge of your hero by +1.
*University
 Pay 2000g for a 'new' Secondary Skill.
*Temple
 +1 Morale until next battle.
 +2 Morale until next battle, on Day 7.
*Dragon Utopia
 30% Fight 8 Green Dragons, 5 Red Dragons, 2 Gold Dragons, and 1 Black
 Dragons for 20kgold and 1 Treasure Artifact, 1 Minor Artifact,1
 Major Artifact, and 1 Relic Artifact.
 30% Fight 8 Green Dragons, 6 Red Dragons, 3 Gold Dragons, and 2 Black
 Dragons for 30kgold and 1 Minor Artifact, 1 Major Artifact, and 2 Relic
 Artifacts.
 30% Fight 8 Green Dragons, 6 Red Dragons, 4 Gold Dragons, and 3 Black
 Dragons for 40kgold and 1 Major Artifact, and 3 Relic Artifacts.
 10% Fight 8 Green Dragons, 7 Red Dragons, 6 Gold Dragons, and 5 Black
 Dragons for 50kgold and 4 Relic Artifacts.
*School of War
 Pay 1000 gold to increase the Attack or Defense of the hero by 1.
*Witch Hut
 Random Secondary Skill other than Leadership or Necromancy.
*Subterranean Gate
 Entering the Subterranean Gate leads to the Underground Map, if any.
*Altar of Sacrifice
 Castle,Rampart,and Tower heroes may sacrifice artifacts for exp.
 Inferno,Necropolis,and Dungeon heroes may sacrifice creatures for exp.
 Stronghold,Fortress heroes may sacrifice art/creatures for exp.
*Cyclops Stockpile
 30% Fight 20 Cyclops for 4 of each resource.
 30% Fight 30 Cyclops for 6 of each resource.
 30% Fight 40 Cyclops for 8 of each resource.
 10% Fight 50 Cyclops for 10 of each resource.
*Dwarven Treasury
 30% Fight 50 Dwarves for 2500 gold and 2 Crystal.
 30% Fight 75 Dwarves for 4000 gold and 3 Crystal.
 30% Fight 100 Dwarves for 5000 gold and 5 Crystal.
 10% Fight 150 Dwarves for 7500 gold and 10 Crystal.
*Griffin Conservatory
 30% Fight 40 Griffins to receive 2 Angel into your army's ranks.
 30% Fight 60 Griffins to receive 3 Angel into your army's ranks.
 30% Fight 80 Griffins to receive 4 Angel into your army's ranks.
 10% Fight 100 Griffins to receive 5 Angel into your army's ranks.
*Imp Cache
 30% Fight 100 Imps for 1000 gold and 2 mercury.
 30% Fight 150 Imps for 1500 gold and 3 mercury.
 30% Fight 200 Imps for 2000 gold and 4 mercury.
 10% Fight 300 Imps for 5000 gold and 6 mercury.
*Medusa Stores
 30% Fight 20 Medusa for 2kgold and 5 sulfur.
 30% Fight 30 Medusa for 3kgold and 6 sulfur.
 30% Fight 40 Medusa for 4kgold and 8 sulfur.
 10% Fight 50 Medusa for 5kgold and 10 sulfur.
*Naga Bank
 30% Fight 10 Nagas for 4kgold and 8 gems.
 30% Fight 15 Nagas for 6kgold and 12 gems.
 30% Fight 20 Nagas for 8kgold and 16 gems.
 10% Fight 30 Nagas for 12kgold and 24 gems.
*Dragon Fly Hive
 30% Fight 30 Dragonflies to receive 4 Wvyerns into your army's ranks.
 30% Fight 45 Dragonflies to receive 6 Wvyerns into your army's ranks.
 30% Fight 60 Dragonflies to receive 8 Wvyerns into your army's ranks.
 10% Fight 90 Dragonflies to receive 12 Wvyerns into your army's ranks.
*Campfire
 +400-600 gold. +4-6 random resource other than gold.
*Cover of Darkness
 Regenerates the shroud for enemy heroes, for a 20 tile radius.
*Den of Thieves
 Gives complete thieves guild information.
*Eye of the Magi
 Not interactive, Eyes of the Magi illuminate shrouded areas when a hero
 visits a Hut of the Magi.
*Hut of the Magi
 Visiting a Hut of the Magi illuminates locations around an Eye.
*Shrine of Magic Incantation
 Learn level 1 spell.
*Shrine of Magic Gesture
 Learn level 2 spell.
*Shrine of Magic Thought
 Learn random level 3 spell.
*Lighthouse
 +5 Sea mobility for your ships for each lighthouse you own.
*Cartographer
 There are three different cartographers: land, ocean, or underworld.
 A Hero pays 1000 gold to remove the shroud from the land, ocean, or
 underworld.
*Black Market
 Artifacts may be purchased at the Black Market.
*Monolith One Way Entrance
 Teleports hero one way to a specific map location.
*Monolith One Way Exit
 Exit point for a hero teleporting through a one way entrance.
*Monolith Two Way
 Teleports a hero to another two way monolith, with the ability to
 return to the gate of origin.
*Garrison
 Location for storing troops at a choke point.
*Anti-magic Garrison
 Location for storing troops at a choke point.
 Spells cannot be cast in combat.
*Border Guard
 Usually placed at choke points, a hero must visit a Keymaster's tent of
 associated color for the password.
*Keymaster's Tent
 For a hero to pass a Border Guard, the hero must visit the Keymaster's
 tent of the associated color.
*Cursed Ground
 No spells can be cast while on Cursed Ground.
 In combat native terrain, luck, and morale have no effect.
*Magic Plains
 All Adventure and Combat spells are cast at Expert proficiency.
*Prison
 Free a specific hero.  Joins you for free.
*Redwood Observatory
 Shroud is removed from all tiles within 20 tiles of the Observatory.
*Rally Flag
 +1 Luck. +1 Morale until the next battle.
 +4 adventure movement until the end of the day.
*Sanctuary
 Hero residing here cannot be attacked.
*Scholar
 Learn 1 spell, one secondary skill, or one primary skill.
*Scholar then disappears.
 Seer's Hut
*Heroes may complete a Seer's Quest for a reward.
 Map Makers must specify the quest.
*Shipyard
 Purchase a ship.
*Warrior's Tomb
 Ransack grave for 1 random artifact and -3 morale.
 30% Treasure Artifact.
 50% Minor Artifact
 15% Major Artifact
 05% Relic Artifact
*Tavern
 Recruit heroes.  Listen to rumors.
*Magic Well
 Replenishes spell points.
*Event
 Events are user created experiences. Events placed on the map can only
 be triggered by heroes.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
IV. BUILDING LIST
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

--Castle--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides ballistas.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4): Allow the visiting hero to kept the spells.
*Shipyard: Allow you to purchases ship.
*Colossus (Grail building): +50% generation, +5000/day, +2 morale to
 all friendly heroes.
*Guardhouse: Pikemen/Halberdier dwelling.
*Archer Tower: Archer/Marksman dwelling.
*Griffin Tower: Griffin/Royal Griffin dwelling.
*Monastery: Monk/Zealot dwelling.
*Training Ground: Cavalier/Champion dwelling.
*Portal of Glory: Angel/Archangel dwelling.

--Rampart--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides First Aid Tents.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4,5): Allow the visiting hero to kept the spells.
*Spirit Guardian (Grail building): +50% generation, +5000 gold/day,
 +2 luck to all friendly heroes.
*Mystic Pond: Produces a small number of random resources/week.
*Centaur Stables: Centaur/Centaur Captain dwelling.
*Dwarf Cottage: Dwarf/Battle Dwarf dwelling.
*Homestead: Wood Elf/Grand Elf dwelling.
*Enchanted Spring: Pegasi/Silver Pegasus dwelling.
*Dendroid Arches: Dendroid Guards dwelling.
*Dragon Cliff: Green Dragon/Gold Dragon dwelling.

--Tower--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides Ammo Cart.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4,5): Allow the visiting hero to kept the spells.
*Skyship (Grail Building): +50% generation, +5000 gold/day, reveals
 entire world map, +15 knowledge to any hero in town only(temporary)
*Workshop: Gremlin/Master Gremlin dwelling.
*Parapet: Stone Gargoyle/Obsidian Gargoyle dwelling.
*Golem Factory: Golems dwelling.
*Mage Tower: Mage/Archmage dwelling.
*Altar of Wishes: Genie/Master Genie dwelling.
*Golden Pavilion: Naga/Naga Queen dwelling.
*Cloud Temple: Giant/Titan dwelling.

--Dungeon--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides Ballistas.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4,5): Allow the visiting hero to kept the spells.
*Guardian of Earth (GB): +50% generation,+5000 gold/day,+12 spell power
 to hero in town only (temporary).
*Portal of Summoning: Recruit creatures from an externally flagged
 dwelling.
*Battle Scholar Academy: +1000 exp to any visiting hero once.
*Warren: Troglodytes dwelling.
*Harpy Loft: Harpy/Harpy Hag dwelling.
*Pillar of Eyes: Beholders dwelling.
*Chapel of Stilled Voices: Medusa/Medusa Queen dwelling.
*Labyrinth: Minatour/Minatour King dwelling.
*Manticore Lair: Manticore/Scorpicore dwelling.
*Dragon Cave: Red Dragon/Black Dragon.

--Inferno--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides Ammo Cart.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4,5): Allow the visiting hero to kept the spells.
*Deity of Fire (GB): +50% generation,+5000 gold/day,every week hereafter
 will be a week of Imp.
*Imp Crucible: Imp dwelling.
*Hall of Sins: Gog/Magog dwelling.
*Kennels: Hell Hound/Cerberi dwelling.
*Demon Gate: Demon/Horned Demon dwelling.
*Hell Hole: Pit Fiend/Pit Lord dwelling.
*Fire Lake: Efreet/Efreet Sultan dwelling.
*Forsaken Palace: Devil/Archdevil dwelling.

--Stronghold--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides Ammo Cart.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4,5): Allow the visiting hero to kept the spells.
*Warlord's Monument(GB): +50% generation, +5000 gold/day, +20 attack
 power to any hero in the town (temporary).
*Hall of Valhalla: Increases attack by 1 once to a hero.
*Goblin Barracks: Goblin dwelling.
*Orc Tower: Orc/Orc Chief dwelling.
*Ogre Fort: Ogre/Ogre Mage dwelling.
*Cliff Nest: Roc/Thunderbird dwelling.
*Cyclops Cave: Cyclops dwelling.
*Behemoth Lair: Behemoth dwelling.

--Necropolis--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides First Aid Tent.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4,5): Allow the visiting hero to kept the spells.
*Shipyard: Purchases ship.
*Soul Prison(GB): +50%generation,+5000 gold/day,+20% necromancy skill of
 all friendly heroes.
*Cursed Temple: Skeleton dwelling.
*Graveyard: Walking Dead dwelling.
*Tomb of Souls: Wight dwelling.
*Estate: Vampire dwelling.
*Hall of Darkness: Black Knight/Dread Knight dwelling.
*Dragon Vault: Bone Dragon/Ghost Dragon dwelling.

--Fortress--
*Town Hall: Purchase town and earns your kingdom 1000/day.
*Fort: Provides defensive wall, upg.to Citadel (give you archer tower)
*Tavern: Rumor, Hiring heroes, increases morale for troops in garrison.
*Blacksmith: Provides First Aid Tent.
*Marketplace: Trade resources.
*Mage Guild (1,2,3,4,5): Allow the visiting hero to kept the spells.
*Shipyard: Purchases boat.
*Carnivorous Plant(GB): +50% generation, +5000 gold/day, +10 attack and
 defense skill for hero in town (temporary).
*Cage of Warlords: +1 defense to visiting hero once.
*Gnoll Hut: Gnoll dwelling.
*Lizard Den: Lizardmen dwelling.
*Serpent Fly Hive: Serpent Fly/Dragon Fly dwelling.
*Basilisk Pit: Basilisk/Greater Basilisk dwelling.
*Gorgon Lair: Gorgon/Mighty Gorgon dwelling.
*Wyvern Nest: Wyvern/Wyvern Monarch dwelling.
*Hydra Pond: Hydra/Chaos Hydra dwelling.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
V. ARMY LIST
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

--Castle Armies--
-----------------
*Pikeman
 Cost: 60
 HP: 10
 Attack: 4
 Defense: 5
 Damage: 1-3
 Speed: 4
 Fly: no
 Shots: none
 Specials: none
*Halberdier (Upg.Pikeman)
 Cost: 75
 HP: 10
 Attack: 6
 Defense: 5
 Damage: 2-3
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Archer
 Cost: 100
 HP: 10
 Attack: 6
 Defense: 3
 Damage: 2-3
 Speed: 4
 Fly: no
 Shots: 12
 Specials: none
*Marksman (Upg.Archer)
 Cost: 150
 HP: 10
 Attack: 6
 Defense: 3
 Damage: 2-3
 Speed: 6
 Fly: no
 Shots: 24
 Specials: 2 shots per attack
*Griffin
 Cost: 200
 HP: 25
 Attack: 8
 Defense: 8
 Damage: 3-6
 Speed: 6
 Fly: yes
 Shots: none
 Specials: Counterattack against 2 attacker
*Royal Griffin (Upg.Griffin)
 Cost: 240
 HP: 25
 Attack: 9
 Defense: 9
 Damage: 3-6
 Speed: 9
 Fly: yes
 Shots: none
 Specials: Counterattack against unlimited attackers
*Swordman
 Cost: 300
 HP: 35
 Attack: 10
 Defense: 12
 Damage: 6-9
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Crusader (Upg.Swordman)
 Cost: 400
 HP: 35
 Attack: 12
 Defense: 12
 Damage: 7-10
 Speed: 6
 Fly: no
 Shots: none
 Specials: 2 blows per attack
*Monk
 Cost: 400
 HP: 30
 Attack: 12
 Defense: 7
 Damage: 10-12
 Speed: 5
 Fly: no
 Shots: 12
 Specials: none
*Zealot
 Cost: 400
 HP: 50
 Attack: 12
 Defense: 10
 Damage: 10-12
 Speed: 7
 Fly: no
 Shots: 24
 Specials: No melee attack penalty
*Cavalier
 Cost: 1000
 HP: 100
 Attack: 15
 Defense: 15
 Damage: 15-25
 Speed: 7
 Fly: no
 Shots: none
 Specials: Extra damage (+5% per hex traveled in battle)
*Champion (Upg.Cavalier)
 Cost: 1200
 HP: 100
 Attack: 16
 Defense: 16
 Damage: 20-25
 Speed: 9
 Fly: no
 Shots: none
 Specials: Extra damage (+5% per hex traveled in battle)
*Angel
 Cost: 3000
 HP: 200
 Attack: 20
 Defense: 20
 Damage: 50
 Speed: 12
 Fly: yes
 Shots: no
 Specials: +50% damage if attacking devil/archdevil
*Archangel (Upg.Angel)
 Cost: 5000
 HP: 250
 Attack: 30
 Defense: 30
 Damage: 50
 Speed: 18
 Fly: yes
 Shots: no
 Specials: Same as Angel, plus can resurrect dead allies in combat.


--Rampart Armies--
------------------
*Centaur
 Cost: 70
 HP: 8
 Attack: 5
 Defense: 3
 Damage: 2-3
 Speed: 6
 Fly: no
 Shots: none
 Specials: none
*Centaur Captain (Upg.Centaur)
 Cost: 90
 HP: 10
 Attack: 6
 Defense: 3
 Damage: 2-3
 Speed: 8
 Fly: no
 Shots: none
 Specials: none
*Dwarf
 Cost: 120
 HP: 20
 Attack: 6
 Defense: 7
 Damage: 2-4
 Speed: 3
 Fly: no
 Shots: none
 Specials: 20% magic resistance
*Battle Dwarf (Upg.Dwarf)
 Cost: 150
 HP: 20
 Attack: 7
 Defense: 7
 Damage: 2-4
 Speed: 5
 Fly: no
 Shots: none
 Specials: 40% magic resistance
*Wood Elf
 Cost: 200
 HP: 15
 Attack: 9
 Defense: 5
 Damage: 3-5
 Speed: 6
 Fly: no
 Shots: 24
 Specials: none
*Grand Elf
 Cost: 225
 HP: 15
 Attack: 9
 Defense: 5
 Damage: 3-5
 Speed: 7
 Fly: no
 Shots: 24
 Specials: 2 shots per attack
*Pegasus
 Cost: 250
 HP: 30
 Attack: 9
 Defense: 8
 Damage: 5-9
 Speed: 8
 Fly: yes
 Shots: none
 Specials: Enemy spellcasters pay extra 2 pts per spell
*Silver Pegasi (Upg.Pegasus)
 Cost: 275
 HP: 30
 Attack: 9
 Defense: 10
 Damage: 5-9
 Speed: 12
 Fly: yes
 Shots: none
 Specials: Enemy spellcasters pay extra 2 pts per spell
*Dendroid Guard
 Cost: 350
 HP: 55
 Attack: 9
 Defense: 12
 Damage: 10-14
 Speed: 3
 Fly: no
 Shots: none
 Specials: Attacked units are stuck in place
*Dendroid Soldier (Upg.Dendroid Guard)
 Cost: 425
 HP: 65
 Attack: 9
 Defense: 12
 Damage: 10-14
 Speed: 4
 Fly: no
 Shots: none
 Specials: Same as Dendroid Guard
*Unicorn
 Cost: 850
 HP: 90
 Attack: 15
 Defense: 14
 Damage: 18-22
 Speed: 7
 Fly: no
 Shots: none
 Specials: 20% chance of blinding opponent, 20% magic resistance.
*War Unicorn (Upg.Unicorn)
 Cost: 950
 HP: 110
 Attack: 15
 Defense: 14
 Damage: 18-22
 Speed: 9
 Fly: no
 Shots: none
 Specials: Same as Unicorn
*Green Dragon
 Cost: 2400 + 1 Crystal
 HP: 180
 Attack: 18
 Defense: 18
 Damage: 40-50
 Speed: 10
 Fly: no
 Shots: none
 Specials: Immune to spells below 4th level
*Gold Dragon
 Cost: 4000 + 2 Crystal
 HP: 250
 Attack: 27
 Defense: 27
 Damage: 40-50
 Speed: 16
 Fly: no
 Shots: none
 Specials: Immune to spells below 5th level


--Stronghold Armies--
---------------------
*Goblin
 Cost: 40
 HP: 5
 Attack: 4
 Defense: 2
 Damage: 1-2
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Hobgoblin (Upg.Goblin)
 Cost: 50
 HP: 5
 Attack: 5
 Defense: 3
 Damage: 1-2
 Speed: 7
 Fly: no
 Shots: none
 Specials: none
*Wolf Rider
 Cost: 140
 HP: 10
 Attack: 7
 Defense: 5
 Damage: 2-4
 Speed: 6
 Fly: no
 Shots: none
 Specials: none
*Wolf Raider (Upg.Wolf Rider)
 Cost: 150
 HP: 10
 Attack: 8
 Defense: 5
 Damage: 3-4
 Speed: 8
 Fly: no
 Shots: none
 Specials: 2 blows per attack
*Orc
 Cost: 150
 HP: 15
 Attack: 8
 Defense: 4
 Damage: 2-5
 Speed: 4
 Fly: no
 Shots: 12
 Specials: none
*Orc Chief (Upg.Orc)
 Cost: 165
 HP: 20
 Attack: 8
 Defense: 4
 Damage: 2-5
 Speed: 5
 Fly: no
 Shots: 24
 Specials: none
*Ogre
 Cost: 300
 HP: 40
 Attack: 13
 Defense: 7
 Damage: 6-12
 Speed: 4
 Fly: no
 Shots: none
 Specials: none
*Ogre Mage
 Cost: 400
 HP: 60
 Attack: 13
 Defense: 7
 Damage: 6-12
 Speed: 5
 Fly: no
 Shots: none
 Specials: Can cast Bloodlust on allies, 1pt
*Roc
 Cost: 600
 HP: 60
 Attack: 13
 Defense: 11
 Damage: 11-15
 Speed: 7
 Fly: yes
 Shots: none
 Specials: none
*Thunderbird (Upg.Roc)
 Cost: 700
 HP: 60
 Attack: 13
 Defense: 11
 Damage: 11-15
 Speed: 11
 Fly: yes
 Shots: none
 Specials: 20% chance of additional damage (10x #birds)
*Cyclops
 Cost: 750
 HP: 70
 Attack: 15
 Defense: 12
 Damage: 16-20
 Speed: 6
 Fly: no
 Shots: 16
 Specials: Can attack siege walls at basic ballistic skill
*Cyclops King (Upg.Cyclops)
 Cost: 1100
 HP: 70
 Attack: 17
 Defense: 13
 Damage: 16-20
 Speed: 8
 Fly: no
 Shots: 24
 Specials: Can attack siege walls at advanced ballistic skill
*Behemoth
 Cost: 1500
 HP: 160
 Attack: 17
 Defense: 17
 Damage: 30-50
 Speed: 6
 Fly: no
 Shots: none
 Specials: attack can reduces target defense by 40%
*Ancient Behemoth
 Cost: 3000 + 1 Crystal
 HP: 300
 Attack: 19
 Defense: 19
 Damage: 30-50
 Speed: 9
 Fly: no
 Shots: none
 Specials: attack can reduce target defense by 80%


--Tower Armies--
----------------
*Gremlin
 Cost: 30
 HP: 4
 Attack: 3
 Defense: 3
 Damage: 1-2
 Speed: 4
 Fly: no
 Shots: none
 Specials: none
*Master Gremlin (Upg.Gremlin)
 Cost: 40
 HP: 4
 Attack: 4
 Defense: 4
 Damage: 1-2
 Speed: 5
 Fly: no
 Shots: 8
 Specials: none
*Stone Gargoyle
 Cost: 130
 HP: 16
 Attack: 6
 Defense: 6
 Damage: 2-3
 Speed: 6
 Fly: yes
 Shots: none
 Specials: none
*Obsidian Gargoyle (Upg.Stone Gargoyle)
 Cost: 160
 HP: 16
 Attack: 7
 Defense: 7
 Damage: 2-3
 Speed: 9
 Fly: yes
 Shots: none
 Specials: none
*Stone Golem
 Cost: 150
 HP: 30
 Attack: 7
 Defense: 10
 Damage: 4-5
 Speed: 3
 Fly: no
 Shots: none
 Specials: 1/2 damage from spell attacks
*Iron Golem
 Cost: 200
 HP: 35
 Attack: 9
 Defense: 10
 Damage: 4-5
 Speed: 5
 Fly: no
 Shots: none
 Specials: 1/4 damage from spell attacks
*Mage
 Cost: 350
 HP: 25
 Attack: 11
 Defense: 8
 Damage: 7-9
 Speed: 5
 Fly: no
 Shots: 24
 Specials: No melee attack penalty, reduce spell cost by 2pt
*ArchMage (Upg.Mage)
 Cost: 450
 HP: 30
 Attack: 12
 Defense: 9
 Damage: 7-9
 Speed: 7
 Fly: no
 Shots: none
 Specials: Same as Mage, plus can penetrate cover and walls
*Genie
 Cost: 550
 HP: 40
 Attack: 12
 Defense: 12
 Damage: 13-16
 Speed: 7
 Fly: yes
 Shots: none
 Specials: +50% damage to Efreet
*Master Genie
 Cost: 600
 HP: 40
 Attack: 12
 Defense: 12
 Damage: 13-16
 Speed: 11
 Fly: no
 Shots: none
 Specials: +50% damage to Efreet,can cast random spell on allies
*Naga
 Cost: 1100
 HP: 110
 Attack: 16
 Defense: 13
 Damage: 20
 Speed: 5
 Fly: no
 Shots: none
 Specials: Attacked units cant retaliate
*Naga Queen (Upg.Naga)
 Cost: 1600
 HP: 110
 Attack: 16
 Defense: 13
 Damage: 30
 Speed: 7
 Fly: no
 Shots: none
 Specials: Attacked units cant retaliate
*Giant
 Cost: 2000 + 1 Gem
 HP: 150
 Attack: 19
 Defense: 16
 Damage: 40-60
 Speed: 7
 Fly: no
 Shots: none
 Specials: Immune to mind spells
*Titan (Upg.Giant)
 Cost: 5000 + 2 gems
 HP: 300
 Attack: 24
 Defense: 24
 Damage: 40-60
 Speed: 11
 Fly: no
 Shots: 24
 Specials: Immune to mind spells, +50% damage to black dragon, no melee
           penalty


--Dungeon Armies--
------------------
*Troglodyte
 Cost: 50
 HP: 5
 Attack: 4
 Defense: 3
 Damage: 1-3
 Speed: 4
 Fly: no
 Shots: none
 Specials: Poor morale, immune to blinding
*Infernal Troglodyte (Upg.Troglodyte)
 Cost: 65
 HP: 6
 Attack: 5
 Defense: 4
 Damage: 1-3
 Speed: 5
 Fly: no
 Shots: none
 Specials: Poor morale, immune to blinding
*Harpy
 Cost: 130
 HP: 14
 Attack: 6
 Defense: 5
 Damage: 1-4
 Speed: 6
 Fly: yes
 Shots: none
 Specials: Attack returns them to hex they started on
*Harpy Hag (Upg.Harpy)
 Cost: 170
 HP: 14
 Attack: 6
 Defense: 6
 Damage: 1-4
 Speed: 9
 Fly: yes
 Shots: none
 Specials: Same as Harpy, attacked units cant retaliate
*Beholder
 Cost: 250
 HP: 22
 Attack: 9
 Defense: 7
 Damage: 3-5
 Speed: 5
 Fly: no
 Shots: 12
 Specials: Close up, attack for equal damage using tentacles
*Evil Eye (Upg.Beholder)
 Cost: 280
 HP: 22
 Attack: 10
 Defense: 8
 Damage: 3-5
 Speed: 7
 Fly: no
 Shots: 24
 Specials: Close up, attack for equal damage using tentacles
*Medusa
 Cost: 300
 HP: 25
 Attack: 9
 Defense: 9
 Damage: 6-8
 Speed: 5
 Fly: no
 Shots: 4
 Specials: No melee penalty, melee attack has 20% chance to petrify
*Medusa Queen (Upg.Medusa)
 Cost: 330
 HP: 30
 Attack: 10
 Defense: 10
 Damage: 6-8
 Speed: 6
 Fly: no
 Shots: 8
 Specials: No melee penalty, melee attack has 20% chance to petrify
*Minotaur
 Cost: 500
 HP: 50
 Attack: 14
 Defense: 12
 Damage: 12-20
 Speed: 6
 Fly: no
 Shots: none
 Specials: Good Morale
*Minatour King (Upg.Minatour)
 Cost: 575
 HP: 50
 Attack: 15
 Defense: 15
 Damage: 12-20
 Speed: 8
 Fly: no
 Shots: none
 Specials: Good morale
*Manticore
 Cost: 850
 HP: 80
 Attack: 15
 Defense: 13
 Damage: 14-20
 Speed: 7
 Fly: yes
 Shots: none
 Specials: none
*Scorpicore (Upg.Manticore)
 Cost: 1050
 HP: 80
 Attack: 16
 Defense: 14
 Damage: 14-20
 Speed: 11
 Fly: yes
 Shots: none
 Specials: 20% chance to paralyze
*Red Dragon
 Cost: 2500 + 1 Sulfur
 HP: 180
 Attack: 19
 Defense: 19
 Damage: 40-50
 Speed: 11
 Fly: yes
 Shots: none
 Specials: Immune to spells below level 4
*Black Dragon (Upg.Red Dragon)
 Cost: 4000 + 2 Sulfur
 HP: 300
 Attack: 25
 Defense: 25
 Damage: 40-50
 Speed: 15
 Fly: yes
 Shots: none
 Specials: Immune to all spells, +50% damage to Giant/Titan


--Fortress Armies--
-------------------
*Gnoll
 Cost: 50
 HP: 6
 Attack: 3
 Defense: 5
 Damage: 2-3
 Speed: 4
 Fly: no
 Shots: none
 Specials: none
*Gnoll Marauder (Upg.Gnoll)
 Cost: 70
 HP: 6
 Attack: 4
 Defense: 6
 Damage: 2-3
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Lizardman
 Cost: 110
 HP: 12
 Attack: 5
 Defense: 6
 Damage: 1-3
 Speed: 4
 Fly: no
 Shots: 12
 Specials: none
*Lizard Warrior (Upg Lizardman)
 Cost: 130
 HP: 12
 Attack: 5
 Defense: 7
 Damage: 2-3
 Speed: 5
 Fly: no
 Shots: 24
 Specials: none
*Serpent Fly
 Cost: 220
 HP: 20
 Attack: 6
 Defense: 8
 Damage: 2-5
 Speed: 9
 Fly: yes
 Shots: none
 Specials: Dispel beneficial spells on their targets
*Dragon Fly (Upg.Serpent Fly)
 Cost: 240
 HP: 20
 Attack: 6
 Defense: 8
 Damage: 2-5
 Speed: 13
 Fly: yes
 Shots: none
 Specials: Dispel beneficial spells on their targets
*Basilisk
 Cost: 325
 HP: 35
 Attack: 11
 Defense: 11
 Damage: 6-10
 Speed: 5
 Fly: no
 Shots: none
 Specials: 20% chance of petrifying their prey for 3 rounds
*Greater Basilisk (Upg.Basilisk)
 Cost: 400
 HP: 40
 Attack: 12
 Defense: 12
 Damage: 6-10
 Speed: 7
 Fly: no
 Shots: none
 Specials: 20% chance of petrifying their prey for 3 rounds
*Gorgon
 Cost: 525
 HP: 70
 Attack: 10
 Defense: 14
 Damage: 12-16
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Mighty Gorgon (Upg.Gorgon)
 Cost: 600
 HP: 70
 Attack: 11
 Defense: 16
 Damage: 12-16
 Speed: 6
 Fly: no
 Shots: none
 Specials: 10% chance of killing top creature in stack outright
*Wyvern
 Cost: 800
 HP: 70
 Attack: 14
 Defense: 14
 Damage: 14-18
 Speed: 7
 Fly: yes
 Shots: none
 Specials: none
*Wyvern Monarch (Upg.Wyvern)
 Cost: 1100
 HP: 70
 Attack: 14
 Defense: 14
 Damage: 18-22
 Speed: 11
 Fly: yes
 Shots: none
 Specials: 20% chance of poisoning its target for 3 rounds
*Hydra
 Cost: 2200
 HP: 175
 Attack: 16
 Defense: 18
 Damage: 25-45
 Speed: 55
 Fly: no
 Shots: none
 Specials: Attack all adjacent units, attacked units cant retaliate
*Chaos Hydra (Upg.Hydra)
 Cost: 3500 + 1 Sulfur
 HP: 175
 Attack: 16
 Defense: 18
 Damage: 25-45
 Speed: 7
 Fly: no
 Shots: none
 Specials: Same as Hydra


--Inferno Armies--
------------------
*Imp
 Cost: 50
 HP: 4
 Attack: 2
 Defense: 3
 Damage: 1-2
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Familiar (Upg.Imp)
 Cost: 60
 HP: 4
 Attack: 4
 Defense: 4
 Damage: 1-2
 Speed: 7
 Fly: no
 Shots: none
 Specials: Channel 20% of spell pts spent by opponent to hero
*Gog
 Cost: 125
 HP: 13
 Attack: 6
 Defense: 4
 Damage: 2-4
 Speed: 4
 Fly: no
 Shots: 12
 Specials: none
*Magog (Upg.Gog)
 Cost: 175
 HP: 13
 Attack: 7
 Defense: 4
 Damage: 2-4
 Speed: 6
 Fly: no
 Shots: 24
 Specials: Attack affects adjacent hexes
*Hell Hound
 Cost: 200
 HP: 25
 Attack: 10
 Defense: 6
 Damage: 2-7
 Speed: 7
 Fly: no
 Shots: none
 Specials: none
*Cerberus (Upg.Hell Hound)
 Cost: 250
 HP: 25
 Attack: 10
 Defense: 8
 Damage: 2-5
 Speed: 8
 Fly: no
 Shots: none
 Specials: Can attack 3 adjacent enemies in a single attack
*Demon
 Cost: 250
 HP: 35
 Attack: 10
 Defense: 10
 Damage: 7-9
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Horned Demon (Upg.Demon)
 Cost: 270
 HP: 40
 Attack: 10
 Defense: 10
 Damage: 7-9
 Speed: 6
 Fly: no
 Shots: none
 Specials: none
*Pit Fiend
 Cost: 500
 HP: 45
 Attack: 13
 Defense: 13
 Damage: 13-17
 Speed: 6
 Fly: no
 Shots: none
 Specials: none
*Pit Lord
 Cost: 700
 HP: 45
 Attack: 13
 Defense: 13
 Damage: 13-17
 Speed: 7
 Fly: no
 Shots: none
 Specials: Can resurrect dead units as demons 1 per combat
*Efreet
 Cost: 900
 HP: 90
 Attack: 16
 Defense: 12
 Damage: 16-24
 Speed: 9
 Fly: yes
 Shots: none
 Specials: Immune to fire spells, +50% damage against genies
*Efreet Sultan (Upg.Efreet)
 Cost: 1100
 HP: 90
 Attack: 16
 Defense: 14
 Damage: 16-24
 Speed: 13
 Fly: yes
 Shots: none
 Specials: Same as Efreet
*Devil
 Cost: 2700 + 1 Mercury
 HP: 160
 Attack: 19
 Defense: 21
 Damage: 30-40
 Speed: 13
 Fly: no
 Shots: none
 Specials: Teleport to any hex, attacked units cant retaliate, +50%
           damage to angel/archangel
*Arch Devil (Upg.Devil)
 Cost: 4500 + 2 Mercury
 HP: 200
 Attack: 26
 Defense: 28
 Damage: 30-40
 Speed: 17
 Fly: no
 Shots: none
 Specials: Same as Devil, reduces enemy luck by 1


--Necropolis Armies--
---------------------
*Skeleton
 Cost: 60
 HP: 6
 Attack: 5
 Defense: 4
 Damage: 1-3
 Speed: 4
 Fly: no
 Shots: none
 Specials: none
*Skeleton Warrior (Upg.Skeleton)
 Cost: 70
 HP: 6
 Attack: 6
 Defense: 6
 Damage: 1-3
 Speed: 5
 Fly: no
 Shots: none
 Specials: none
*Walking Dead
 Cost: 100
 HP: 15
 Attack: 5
 Defense: 5
 Damage: 2-3
 Speed: 3
 Fly: no
 Shots: none
 Specials: 20% chance to cause disease
*Zombie (Upg.Walking Dead)
 Cost: 125
 HP: 20
 Attack: 5
 Defense: 5
 Damage: 2-3
 Speed: 4
 Fly: no
 Shots: none
 Specials: 20% chance to cause disease
*Wight
 Cost: 200
 HP: 18
 Attack: 7
 Defense: 7
 Damage: 3-5
 Speed: 5
 Fly: yes
 Shots: none
 Specials: Regenerating
*Wraith (Upg. Wight)
 Cost: 230
 HP: 18
 Attack: 7
 Defense: 7
 Damage: 3-5
 Speed: 7
 Fly: yes
 Shots: none
 Specials: Regenerating, plus 2 spell pts drained from enemy per turn
*Vampire
 Cost: 360
 HP: 30
 Attack: 10
 Defense: 9
 Damage: 5-8
 Speed: 6
 Fly: yes
 Shots: none
 Specials: Attacked units cant retaliate.
*Vampire Lord (Upg.Vampire)
 Cost: 500
 HP: 40
 Attack: 10
 Defense: 10
 Damage: 5-8
 Speed: 9
 Fly: yes
 Shots: none
 Specials: Same as Vampire, plus units resurrect equal to damage.
*Lich
 Cost: 550
 HP: 30
 Attack: 13
 Defense: 10
 Damage: 11-13
 Speed: 6
 Fly: no
 Shots: 12
 Specials: Damages adjacent hex non-undead
*Power Lich (Upg.Lich)
 Cost: 600
 HP: 40
 Attack: 13
 Defense: 10
 Damage: 11-15
 Speed: 7
 Fly: no
 Shots: 24
 Specials: Same as Lich
*Black Knight
 Cost: 1200
 HP: 120
 Attack: 16
 Defense: 16
 Damage: 15-30
 Speed: 9
 Fly: no
 Shots: none
 Specials: 20% chance of cursing opponents
*Dread Knight (Upg.Black Knight)
 Cost: 1500
 HP: 120
 Attack: 18
 Defense: 18
 Damage: 15-30
 Speed: 9
 Fly: no
 Shots: none
 Specials: Same as Black Knight, 20% chance of double damage
*Bone Dragon
 Cost: 1800
 HP: 150
 Attack: 17
 Defense: 15
 Damage: 25-50
 Speed: 9
 Fly: yes
 Shots: none
 Specials: Enemy units is lowered by one
*Ghost Dragon (Upg.Bone Dragon)
 Cost: 3000 + 1 Mercury
 HP: 200
 Attack: 19
 Defense: 17
 Damage: 25-50
 Speed: 14
 Fly: yes
 Shots: none
 Specials: Same as Bone Dragon, 20% chance of aging their targets

--Notes--
---------
*Disease: diseased creatures have their attack  and defense ratings
 reduced by 2 for a period of 3 rounds
*Aging: hit points of all members in aged troop is halved
*Poison: Top creature of a poisoned stack loses 50% of its health/turn
*Undead always have neutral morale

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
VI. SPELL LIST
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

There are several changes in HOMM III, first, there are 4 types of
magic: Air, Earth, Fire, and Water magic. And each magic has more level
(level 1, 2, 3, 4, 5). You can increases the effectiveness of some magic
type by learning some ability by your hero (basic earth magic, advanced
fire magic, expert air magic, etc). You should try yourselves what
happen with the spells if you learn basic, advanced, or expert.

--Air Magic--
-------------
*Level 1*
 -Haste: Increases speed of friendly unit/s
 -Magic Arrow: Causes a bolt of magical energy to strike the enemy.
 -View Air: Reveals all unclaimed artifacts, enemy heroes and towns.
*Level 2*
 -Disrupting Ray: Lowers enemy defense.
 -Lightning Bolt: Damages enemy with a lightning bolt.
 -Precision: Increases ranged attack damage by ally.
 -Protection From Air: Reduces air magic damage.
 -Visions: Shows exact number of wandering monsters, heroes, towns, etc.
 -Fortune: Increases Luck.
*Level 3*
 -Destroy Undead: Hit all enemy's undead units.
 -Hypnotize: Control an enemy unit (temporary).
 -Air Shield: Reduces ranged attack damage causes by enemy.
*Level 4*
 -Counterstrike: +2 retaliation.
 -Chain Lightning: Damage 5 unit, the 2nd unit is half damage, etc.
*Level 5*
 -Summon Air Elemental: Summon a group of Air Elemental. No other
                        elementals can be summoned in the battle.
 -Magic Mirror: Reflects hostile magic to random enemy (40%)
 -Fly: Causes the Hero to fly over obstacle in the adventure map.
 -Dimension Door: Teleport the hero to a location in adv. map.

--Earth Magic--
---------------
*Level 1*
 -Magic Arrow: Causes a bolt of magical energy to strike the enemy
 -Shield: Reduces hand-to-hand damage causes by enemy.
 -Slow: Reduces enemy unit speed.
 -Stone Skin: Increases defense for ally.
 -View Earth: Reveals resources, mines and terrains.
*Level 2*
 -Death Ripple: Damage all non-undead units.
 -Quicksand: Places random 8 quicksand. Visible to caster and native
             creatures. Once hit by an unit, cant move.
 -Visions: Shows exact number of wandering monsters, heroes, towns, etc.
*Level 3*
 -Animate Dead: Resurrect fallen ally by restoring fixed hp,undead only.
 -Anti-Magic: Defense against all spells.
 -Earthquake: Random damage to four section of castle walls.
 -Force Field: Places a medium size force field.
 -Protection From Earth: Reduces Earth magic damage.
*Level 4*
 -Meteor Shower: Causes a group of meteors to damage enemy unit/s.
 -Resurrection: Same as Animate Dead, but all unit type can.
 -Sorrow: Reduces enemy morale.
 -Town Portal:  Teleport the hero to the nearest town.
*Level 5*
 -Summon Earth Elemental: Summon a group of Earth Elemental. No other
                          elementals can be summoned in the battle.
 -Implosion: Massive damage to a single creature stack.

--Fire Magic--
--------------
*Level 1*
 -Bloodlust: Increases hand-to-hand damage caused by ally.
 -Curse: Causes minimum damage to enemy.
 -Magic Arrow: Causes a bolt of magical energy to strike the enemy
 -Protection From Fire: Reduces fire magic damage.
*Level 2*
 -Blind: Causes enemy unit cant move until attacked or dispelled.
 -Fire Wall: Any units walking through the wall will take damage.
 -Visions: Shows exact number of wandering monsters, heroes, towns, etc.
*Level 3*
 -Fireball: Damage target and any adjacent units.
 -Land Mine: Same as quicksand, but causes damage instead.
 -Misfortune: Reduces enemy unit's luck.
*Level 4*
 -Armageddon: Causes damage to all units in battlefield.
 -Berserk: Causes an unit to randomly attack nearest unit.
 -Fire Shield: No protection, but damaging if touched.
 -Frenzy: Reduces defense, Increases attack.
 -Inferno: Causes damage.
 -Slayer: Increases damage against Dragons, Behemots, Hydras.
*Level 5*
 -Summon Fire Elemental: Summon a group of Fire Elemental. No other
                         elementals can be summoned in the battle.
 -Sacrifice: Destroy friendly group to resurrect dead group.

--Water Magic--
---------------
*Level 1*
 -Bless: Increases maximum damage.
 -Cure: Heal HP/cure status
 -Dispel: Removes all spells.
 -Magic Arrow: Causes a bolt of magical energy to strike the enemy
 -Protection From Water: Reduces Air magic damage
 -Summon Boat: Summon a friendly unoccupied boat.
*Level 2*
 -Ice Bolt: Causes an Ice Bolt to strike an unit.
 -Remove Obstacles: Removes some obstacles in battlefield.
 -Weakness: Reduces enemy attack strength.
 -Scuttle Boat: Destroy a boat you own, permanent.
 -Visions: Shows exact number of wandering monsters, heroes, towns, etc.
*Level 3*
 -Forgetfullness: Forget to use ranged attack.
 -Frost Ring: Damage nearby creatures except the center.
 -Mirth: Increases ally morale.
 -Teleport: Teleport an unit to a location in battlefield.
*Level 4*
 -Clone: Create a clone of an unit. Gone if attacked.
 -Prayer: Increases attack, defense, and speed.
*Level 5*
 -Water Walk: Causes the hero can walk over the water.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
VII. ARTIFACT LIST
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

--Unclassified--
----------------
*Pandora's Box: Anything or everything may be put into Pandora's Box.
*Spell Scroll: 1 spell per scroll. Appears in hero's spell book if
artifact is equipped.
*Grail: Customizable. Buried artifact found via the Puzzle Map.
Placing this object determines the location of grail.
Otherwise, a random location is chosen when an obelisk is placed.

--Class: Treasure--
-------------------
*Centaur's Axe: Right handed weapon,increases your attack skill by +2.
*Shield of the Dwarven Lords: Left handed, increases defense by +2.
*Helm of the Alabaster Unicorn: Head, increases knowledge skill by +1.
*Skull Helmet: Head, increases knowledge skill by +2.
*Breastplate of Petrified Wood: Torso, increases spell power by +1.
*Quiet Eye of the Dragon: Finger, increases attack and defense by +1.
*Dragonbone Greaves: Feet, increases your knowledge and power by +1.
*Still Eye of the Dragon: Finger, increases your luck and morale by +1.
*Clover of Fortune: Increases your luck by +1.
*Cards of Prophecy: Increases your luck by +1.
*Ladybird of Luck: Increases your luck by +1.
*Badge of Courage: Increases your morale by +1.
*Crest of Valor: Increases your morale by +1.
*Glyph of Gallantry: Increases your morale by +1.
*Speculum: Increases your scouting radius by +1.
*Spyglass: Increases your scouting radius by +1.
*Amulet of the Undertaker: Neck, increases your necromancy skill by 5%.
*Bow of Elven Cherrywood: This bow increases your archery skill by 5%.
*Bird of Perception: Increases your eagle eye skill by 5%.
*Stoic Watchman: Increases your eagle eye skill by 10%.
*Charm of Mana: Recover 1 extra spell point per day.
*Talisman of Mana: Recover 2 extra spell points per day.
*Mystic Orb of Mana: Recover 3 extra spell points per day.
*Collar of Conjuring: Neck,increases the duration of all your spells by1
*Ring of Conjuring: Finger,increases the duration of all your spells by2
*Cape of Conjuring: Shoulders,increases the duration of spells by 3.
*Spirit of Oppression: Negates all morale bonuses during combat for both
you and your opponent.
*Hourglass of the Evil Hour: Negates all luck bonuses during combat for
both you and your opponent.
*Ring of Vitality: Increases the health of all your units by +1.
*Necklace of Swiftness: Neck, increases the combat speed of all your
units by +1.
*Pendant of Dispassion: Renders your units immune to the Berserk spell.
*Pendant of Holiness: Renders your units immune to the Curse spell.
*Pendant of Life: Renders your units immune to the Death Ripple spell.
*Pendant of Death: Renders your units immune to the DestroyUndead spell.
*Pendant of Free Will: Renders your units immune to the Hypnotize spell.
*Pendant of Total Recall: Renders your units immune to the Forgetfulnes.
*Legs of Legion: When equipped by a hero in a town, increases the growth
of your 2nd level units (in that town) by 5 per week.

--Class: Minor--
----------------
*Blackshard of the Dead Knight: Right hand,increases your attack by +3.
*Greater Gnoll's Flail: Right hand, increases your attack skill by +4.
*Shield of the Yawning Dead: Left hand, increases your defense by +3.
*Buckler of the Gnoll King: Left hand, increases your defense by +4.
*Helm of Chaos: Head, this item increases your knowledge skill by +3.
*Crown of the Supreme Magi: Head, increases your knowledge skill by +4.
*Rib Cage: Torso, this item increases your spell power skill by +2.
*Scales of the Greater Basilisk: Torso, increases your power by +3.
*Armor of Wonder: Torso, increases all four primary skills by +1.
*Red Dragon Flame Tongue: Rh, increases your attack and defense  by +2.
*Dragon Wing Tabard: Shoulders, increases knowledge and power by +2.
*Vampire's Cowl: Shoulders, increases your necromancy skill by 10%.
*Bowstring of the Unicorn's Mane: Increases your archery skill by 10%.
*Emblem of Cognizance: This item increases your eagle eye skill by 15%.
*Equestrian's Gloves: Hands, increases your hero's movement rate over
land.
*Ring of Life: Increases the health of all your units by +1.
*Boots of Speed: Worn on the feet, these boots increase your hero's
movement rate over land.
*Inexhaustable Cart of Ore: This cart provides you with an additional +1
ore per day.
*Inexhaustable Cart of Lumber: This cart provides you with an additional
+1 wood per day.
*Loins of Legion: This item, when equipped by a hero in a town,
increases the growth of your 3rd level units (in that town) by 4 per
week.
*Torso of Legion: When equipped by a hero in a town, increases the
growth of your 4th level units (in that town) by 3 per week.

--Class: Major--
----------------
*Ogre's Club of Havoc: Right handed, increases your attack skill by +5.
*Sword of Hellfire: Right handed, increases your attack skill by +6.
*Targ of the Rampaging Ogre: Left handed, increases your defense by +5.
*Shield of the Damned: Left handed, increases your defense skill by +6.
*Hellstorm Helmet: Head, this item increases your knowledge skill by +5.
*Tunic of the Cyclops King: Torso, increases your power skill by +4.
*Breastplate of Brimstone: Torso, increases your power skill by +5.
*Dragon Scale Shield: Left hand, increases your attack and defense
skills by +3.
*Necklace of Dragonteeth: Worn about the neck, this item increases your
knowledge and power skills by +3.
*Dead Man's Boots: Feet, increase your necromancy skill by 15%.
*Garniture of Interference: Neck, increases your magic resistance by 5%.
*Surcoat of Counterpoise: Shoulders,increases your magic resist by 10%.
*Angel Feather Arrows: Increase your archery skill by 15%.
*Statesman's Medal: Neck, reduces the cost of surrendering.
*Diplomat's Ring: Finger, reduces the cost of surrendering.
*Ambassador's Sash: Shoulders, reduces the cost of surrendering.
*Ring of the Wayfarer: Finger, increases the combat speed of all your
units by +2.
*Necklace of Ocean Guidance: Neck, this necklace increases your hero's
movement rate at sea.
*Orb of the Firmament: This powerful orb causes your air spells to
inflict an additional 50% damage.
*Orb of Silt: This powerful orb causes your earth spells to inflict an
additional 50% damage.
*Orb of Tempstuous Fire: This powerful orb causes your fire spells to
inflict an additional 50% damage.
*Orb of Driving Rain: This powerful orb causes your water spells to
inflict an additional 50% damage.
*Recanter's Cloak: While wearing this cloak, neither you nor your
opponent will be able to cast level 3 or higher spells during combat.
*Golden Bow: When wielded, the Golden Bow allows your troops to shoot
through any obstacle or at any range without penalty.
*Sphere of Permanence: Wielding this sphere renders your units immune to
the Dispel magic spell.
*Vial of Lifeblood: Increases the health of all your units by +2.
*Cape of Velocity: Worn about the shoulders, this cape increases the
combat speed of all your units by +3.
*Pendant of Second Sight: Renders your units immune to the Blind spell.
*Pendant of Agitation: Renders your units immune to the Lightning spell.
*Pendant of Courage: Bestows +3 luck and morale to your hero's troops.
*Everflowing Crystal Cloak: This cloak increases your crystal production
by +1 per day.
*Ring of Infinte Gems: Increases your gem production by +1 per day.
*Everpouring Vial of Mercury: Increases your mercury production by +1
per day.
*Eversmoking Ring of Sulfur: Increases your sulfur production by +1/day.
*Endless Bag of Gold: the Endless Bag of Gold increases your income by
750 gold per day.
*Endless Purse of Gold: When equipped, the Endless Purse of Gold
increases your income by 500 gold per day.
*Arms of Legion: This item, when equipped by a hero in a town, increases
the growth of your 5th level units (in that town) by 2 per week.
*Head of Legion: This item, when equipped by a hero in a town, increases
the growth of your 6th level units (in that town) by 1 per week.
*Shackles of War: When these shackles are wielded in combat, neither you
nor your opponent may retreat or surrender.

--Class: Relic--
----------------
*Titan's Gladius: Held with the right hand, this massive relic increases
your attack skill by +12, but reduces your defense skill by -3.
*Sentinel's Shield: Held with the left hand, this relic increases your
defense skill by +12, but reduces your attack skill by -3.
*Thunder Helmet: Increases your knowledge skill by +10, but reduces your
power skill by -2.
*Titan's Cuirass: When worn, this massive relic increases your power
skill by +10, but reduces your knowledge skill by -2.
*Sandals of the Saint: Worn on the feet, the Sandals of the Saint
increase all four primary skills by +2.
*Celestial Necklace of Bliss: Worn about the neck, the Celestial
Necklace of Bliss increases all four primary skills by +3.
*Lion's Shield of Courage: Held with the left hand, the Lion's Shield of
Courage increases all four primary skills by +4.
*Sword of Judgement: Held with the right hand, the Sword of Judgement
increases all four primary skills by +5.
*Helm of Heavenly Enlightenment: Worn on the head, the Helm of Heavenly
Enlightenment increases all four primary skills by +6.
*Dragon Scale Armor: Worn on a torso, this item increases your attack
and defense skills by +4.
*Crown of Dragontooth: Worn on the head, this item increases your
knowledge and power skills by +4.
*Boots of Polarity: Worn on the feet, these boots increase your magic
resistance by 15%.
*Angel Wings: Worn about the shoulders, these wings allow you to fly.
*Tome of Fire Magic: This heavy book contains all spells in the School
of Fire Magic. It must be equipped for the spells to be available.
*Tome of Air Magic: This heavy book contains all spells in the School of
Air Magic. It must be equipped for the spells to be available.
*Tome of Water Magic: This heavy book contains all spells in the School
of Water Magic. It must be equipped for the spells to be available.
*Tome of Earth Magic: This heavy book contains all spells in the School
of Earth Magic. It must be equipped for the spells to be available.
*Boots of Levitation: These boots allow you to walk across water.
*Orb of Vulnerability: This orb negates the natural magic resistance of
all creatures on the battlefield.
*Endless Sack of Gold: When equipped, the Endless Sack of Gold increases
your income by 1000 gold per day.
*Sea Captain's Hat: When worn, this hat increase your movement at sea,
allows you to summon and destroy boats, and protects you from
whirlpools.
*Spellbinder's Hat: This hat allows you to cast all 5th level spells.
*Orb of Inhibition: Prevents all spell casting in combat.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
VIII. STRATEGY GUIDES (BEGINNER)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-Make the special abilities from your creatures as your advantage.
-Sometimes, the shooting units have "broken arrow" attack, but try to
 let enemy come closer to you until "unbroken arrow" attack appeared.
-Maybe you want to use the "no enemy retaliation" creatures first, as
 when they attack, the enemy wont counterattack. Usefull to attack
 strong creatures.
-Use the Vampire Lords for your advantage, necromancer!
-The champions have charging attack bonus, so try to position them to
 attack from far away but can hit the enemy.
-If you dont have good ballistic skill, use cyclops/cyclops king to
 damage the siege wall.
-Try to avoid using magic while fighting certain enemies (like golems,
 dragons, and elementals.
-The Rampart's Dwarven Treasury is very usefull in increasing your gold.
 Its give you 10% of your gold at the 7th day before day 1 in the next
 week.
-Dont know how to place the hero in garrison? just go to the town window
 and select the hero, and place them above to the garrison.
-When you have Fly,Dimension Door, and Town Portal spells, use this,
 these spells are very usefull.
-Keep in mind that contrary to HOMM 2, troops in adventure map dwellings
 will not accumulate from week to week. So if you don't recruit them,
 they're lost.
-Don't forget to use mini hero chains to constantly transfer troops and
 fight more battles each turn. Squires (secondary heroes) can fight
 battles too.
-Something very important to keep in consideration : an army with only
 native troops (i.e. fortress troops here) will have no movement penalty
 while moving through the swamp.

-If your army is strong enough, there's a 10% base probability wandering
stacks will join you for free. Having creatures of the same kind
(upgraded or not) makes this 10% more likely. Having an army that
"mostly" has the same kind of creatures (more than 50% of your total
army) makes it 20% more likely instead. Diplomacy improves that
probability by 10% for each level of the secondary skill. A best case
scenario, let's say with a strong enough army, "mostly similar" troops
(ex.: mostly Thunderbirds and you're going up against Rocs) and expert
diplomacy means that you'd have a 60% chance of the stack joining for
free. Even if they don't join for free, you've still got a 10% chance
per diplomacy level (i.e. 10% at basic, 20% at advanced and 30% at
expert diplomacy), of them joining you for money. The actual formulas
are more complicated than that but this is roughly how it works. Thanks
to Gus Smedstad, HOMM 3 AI programmer, for the information.

-Berserk: It can do an enemies army up to nearly unlimited damage, soak
up counter attacks and turn all the special abilities in the enemies
army like blind etc against the enemy. It is by far better than chain
lightning or other spells than it comes to heavy battles. Berserk some
angels and let them attack the champions (if they are next to the
angels). You don+t have to bother about the angels i.e. you can
concentrate your fire on the other units (thus giving you a great
strategic advantage) and the champions won+t counterattack when you are
fighting them. Works even better if you berserk enemy units close to
unicorns, medusas or mighty gorgons. With expert fire magic and three
berserked enemy units you will lower the enemies army power in that
round dramatically, give your shooters one extra round to fire, reduce
counter attacks massively and all the damage the units can do will be
done against the enemy him(or her)self. Do the berserk against the
fastest unit and really slow the enemy down. And you can do that in any
round again. (source: Ye olde sorcerer (Florian Trombach))

-If you prefer magic heroes, then it is a very wise strategy to build up
your magic guilds very fast -- meaning that you build them up to at
least 4th level before you decide which magic school you will build your
heroes' skill up to expert in. All the tips about how worthiness of
certain school of magic or a certain spell cast at expert level are
absolutely worthless unless you get those spells in your mage guild.
What good is expert earth magic if you don+t get Town Portal or
Resurrection? Chain Lightning and Fly are good spells but expert air
magic is worthless when you get berserk and frenzy as 4th level spells.
(source: Ye olde sorcerer (Florian Trombach)) [posted on 10/01/99]

-If you have a great stack of Archangels, the spell Clone, and expert
Water Magic, you can clone your Archangels (after facing some losses)
and let the "ghost"-Archangels resurrect the original archangels. Also
clone can help you many battles which you assumed to be lost. (source:
Ye olde sorcerer (Florian Trombach))

-I found a neat glitch in HOMM3 Campaigns. There's a way to edit the
campaigns in the Map Editor. First, play the campaign until you reach
the scenario you wish to edit. In your Heroes 3 Maps directory, theres
one file called "campaign.tmp". Open it with the Editor. The last
campaign scenario accessed by the game will pop up in the Editor. If you
want to use the changes you make, though, I think you have to start all
the campaigns again from the beginning. (source: Poke Slayer )

-If you are facing a huge force (6 or 7 stacks) of 2-hex creatures and
you have expert Air, a smart thing to do is to cast Force field at the
second row of the right. It will grow to the top of the map, effectively
blocking 2 or 3 stacks for a number of turns. They can't move because
they need a 2 hexes hole to get through. An expert force field at both
sides of a obstacle in the middle can block the entire enemy force from
reaching your stacks. Very underestimated, that Forcefield!! (source:
Marin Bouman ) [posted on 07/28/99] Forcefield only lasts 2 rounds
regardless of power (according to the manual), so it could get expensive
throwing up a new Forcefield every two turns. Insure that you have
sufficient mana to pull this trick off. (source: Don Wang )

-If you find yourself in a situation where your troops are blinded but
you do not have Cure or Dispel Magic, you may still have a powerful
alternative if you have Teleport. Blinded troops CAN be teleported, and
what better place than right next to your opponents shooters? That way
the blocked stack has to attack you at half strength (mostly) and
"wastes" his own spell. Or he moves his shooters to another spot --
foregoing his attack -- and you can teleport again next turn. You need
to Teleport as soon as one of your troops gets to move because the
blinded troops won't have a turn. (source: Rich Browne )

-You can make use of more artifacts by changing them around during a
turn. Artifacts that increase movement (boots of speed, equestrian's
gloves) need only be worn at the beginning of the turn. Before combat
you can change the gloves for a ring, or change the boots for something
that will help you in combat (holy sandals, necromancer's boots).
Similarly, artifacts that provide gold or resources, or increase
regeneration of spell points, need only be equipped at the beginning of
the turn. Artifacts that increase knowledge need only be worn when you
recharge spell points, such as at the end of the turn you spend in a
mage guild town, or before you approach a well or fountain. However, you
may have to take a step or two with the artifact equipped for the
increase in knowledge to take effect. After your spell points have been
recharged, you can remove the knowledge-increasing artifact, and even
equip artifacts that decrease knowledge (such as the titan's cuirass,
which decreases knowledge but greatly increases spell power) with no
decrease in spell points. (source: DenverSam )

-Ballistics skill has one tremendous advantage- during the targeting
phase of combat (which comes before any creatures go), you can cast a
spell! Use this spell to blind/berserk the defender's fastest troop, to
do a mass haste, or a mass slow. If you have a squire, give the squire
all your troops, and head him back to a friendly town. The main hero can
attack, use his largest damage spell, and then flee. He only needs 4
creatures (even level 1st will do) in separate stacks, 3 to absorb tower
fire, and one more to survive the round. (source: Qurqirish Dragon )

-Summon Elemental is generally not worth it because Elementals have been
weakened so much. Damage spells also are less effective because
everything has more HP. Spells like Blind are now as good and sometimes
better than direct damage spells. (source: Don Wang )

-Aging can be cured. In fact, that's probably the one condition you want
to cure as soon as you can. (source: Don Wang )

-You can pull more Armageddon combos then before. Efreet and Fire
Elementals, and Gold Dragon are all immune to Armageddon, though Efreet
and Fire Elementals doesn't have all that much HP to duke it out with
the enemy. Diamond Golems are also pretty good for this purpose since
they're tough and take only 5% from Armageddon. (source: Don Wang )

-If you cast Mass Dispel while laying siege to a Tower, you'll dispel
(eliminate) all of the Tower mines. (source: Dan McGraw )

-"When a month of plague occurs, the following happens:
 -All unpurchased creatures are cut in half
 -All dwellings produce 0 creatures
 -Any dwelling which has horde building built is IMMUNE to the effects
of plague. Thus a castle with a griffin bastion produces griffins
normally. Similarly with dwarves, dendroids, imps, cerberi, skeletons,
gnolls, etc." (source: Qurqirish Dragon (Matthew Charlap) )

-Sacrifice = Most Powerful Spell in the Game? This is a bug (it could
not be otherwise unless there's something I'm overlooking), but contrary
to the Sacrifice spell description you can sacrifice enemy troops too
and not just your own. You select Sacrifice from your spell book, you
drag the icon over the enemy unit you want to sacrifice, it says
something to the effect you can't sacrifice that, just click anyway,
then click on the unit you want to resurrect. Voila, you killed a
complete stack while resurrecting troops in one of your own stacks. In a
very extreme case (which I hope isn't possible), you could even
sacrifice 30 enemy Archangels to resurrect one Imp.

-Sometimes Defending makes more sense than Moving or Waiting. Imagine a
one-on-one confrontation between Minotaurs (speed 6) and Dread Knights
(speed 9). Let's say the opponent is clever enough to stay just out of
range of your Minotaurs on the first turn (and the AI at hard is
excellent at staying out of range). You could move your Minotaurs closer
to them or you could tell the Minotaurs to Defend. If you don't have
Slow or Haste, the best option is Defend at the end of turn 1 because on
turn 2, the Dread Knights will get the first attack anyway. By
defending, your Minotaurs get a better defense rating (+5 in this case!)
possibly meaning a few more Minotaurs will survive the first assault
that was unavoidable. This is not certain (in fact I'm pretty certain
other factors enter into this because it's not constant) but as a
general rule I think the defense bonus given by Defend is the same as
the creature level (+1 Defense for level-1 creatures, +2 Defense for
level-2 creatures, etc). (source: Quebec Dragon (Sebastien Patenaude)

-Much less useful than HOMM 2 but still available is the "pocket
formation". The objective is to surround your best shooter stack with
walkers and flyers so the enemy cannot reach it. That way, your shooter
can continue to pick its target each turn and does not have the half-
damage penalty. There are many variations on this but here's a simple
example. You use tight formation (also called close or grouped
formation) in the hero screen, you put your Griffins stack in slot
number 2, the Pikemen in slot 3, the Markmen in slot 4 and your
Swordsmen in slot 5. On turn 1, you move the Griffins in front of the
Marksmen therefore closing off the "pocket". (source: Quebec Dragon
(Sebastien Patenaude)

-Put tough slower walkers units, such as Dendroids, close to your
shooters but not next to them. The enemy will have little choice but to
fight them too if he tries to block your shooters (blocking is putting
your unit next to an enemy shooter so it does half-damage). The tough
walker stack should be close but not next to the shooter because you run
the risk of the opponent attacking that walker stack *and* blocking your
shooter, especially if it's a strong stack. (source: Quebec Dragon
(Sebastien Patenaude)

-A way to reduce the strength of an approaching enemy army is by hiring
a bunch of magic heroes one after the other or the same hero several
times in your town about to be invaded. You give 3 very fast units to
the hero, leave the rest of the troops in the garrison, make the
spellcaster sacrifice himself by attacking the invader, you cast your
best offensive damaging spell (such as Lightning or Meteor Shower) and
you make your hero flee or surrender right away. If the hero has enough
spell points (and now enough movement points with the patch), you can
make another run with the same hero. If not, you hire another magic
hero. You repeat until you run out of gold. You need 3 split units or
more against human players, less against the computer (a faster shooter
and a spell could take out 2 units before you can cast the spell). This
trick is much less effective in HOMM 3 than HOMM 2 because units have a
greater speed range and because of the patch preventing rehired heroes
from getting their full movement back on the same turn. On the other
hand, starting heroes have much greater starting armies and you could
create a decent garrison just by hiring and rehiring them. (source:
Quebec Dragon (Sebastien Patenaude)

-Some veterans might remember HOMM 1 where you could use a fast flying
unit to avoid slower enemy walking units during a castle siege. The
indestructible turret could then shoot away for as long as it took to
destroy all the enemies. With the tougher castle defenses in HOMM 3 and
a much larger battle field, this tactic has surfaced again. As the
castle defender, at the end of battles, you could potentially avoid your
last stack being killed, even get a win from what was a certain defeat,
by making your unit avoid the last enemy stacks for as long as you're
able (if you managed to destroy the catapult, you can do this forever
because your turrets will stay operational). Try to remember that moats
stop the movement of walker units. (source: Quebec Dragon (Sebastien
Patenaude)

-For the first time in a HOMM game, the catapult can now be destroyed.
It has a thousand hit points and you'll likely have to use powerful
damaging spells and hit-and-run tactics with your very fast flyers but
it is possible. The main benefit of this is that once it is destroyed,
the invader cannot take out your walls and turrets anymore who will
continue firing until the battle is over. Once the enemy's spell points
and flying units are gone, you can stay cozy and safe behind your wall
waiting for your turrets to do the dirty work (in fact, let they flying
enemy units come to you behind walls). Enemy shooters are unlikely to
make a difference (with the wall and distance penalty) unless they're in
much bigger numbers than your troops. (source: Quebec Dragon (Sebastien
Patenaude)

-What to do if your opponent is devious enough to destroy your catapult?
You have several options : cast multiple Earthquakes, cast Teleport to
get your troops inside (you need expert water magic though) or Hypnotize
an enemy stack so it opens the main gate for you. (source: Quebec Dragon
(Sebastien Patenaude)

-If you got the secondary skill of "Ballistics" and tackle a castle,
target the main tower... you'll ALWAYS hit the lower tower. (source:
Emmanuel Issaly )

-When Magic Plains says all spell is cast at Expert level, they really
mean it. Not only do your heroes cast at Expert level, your Master
Genies also cast their spells at Expert level, too. So instead of having
one stack with every enhancement in the book, you can now have every
stack loaded with every enhancement in the book! If possible, get as
many Master Genie stacks as you can spare without compromising firepower
(after all, if you're having all but one or two stack with Master
Genies, it's almost the same anyway because you'd cast all your spell on
the one or two powerful stacks). (source: Don Wang )

-If your Necromancer has skeleton warriors and has the rest of his/her
slots full (no normal skeletons) the resurrected skeletons will come
back as skeleton warriors. (source: Steve Church )

-While Titans and ArchAngels seem to only produce skeletons when shoved
into the gaping maw of a skeleton transformer, your Hydras and Assorted
Dragons are transformed into Bone when sacrificed in the same manner.
(source: DarkKittin )

-Staight from Maranthea on the message board, this is the formula to
calculate scores in HOMM 3 stand-alone scenarios.
Base Score = 200 - (days+10)/(Towns+5) + 25 (if you defeated all
enemies) + 25 (if you got the grail)
Final Score = (Base Score)(Difficulty level map was played on)
In English, it gives us this:
-1. Start with a score of 200
-2. Add 25 points if you beat all enemies
-3. Add another 25 points if you get the grail
-4. Subtract an inefficiency penalty: The number of days to complete -
10, divided by the number of towns on the map plus 5 (in other words,
the more towns to beat, the more time you can take without being majorly
penalized) This will give you a score up to 250.
Multiply this by the difficulty rating (0.8, 1, 1.3, 1.6 or 2) to get
final score. Theoretically, the max score would be 500 (defeat any map
in 10 days on impossible while killing all enemies and getting the
grail). Map difficulty (easy normal hard, expert) seems to be
irrelevant. (source: Maranthea on the 3DO Message Board and submitted
here by Quebec Dragon and Angela )

-If you didn't save and start with the proper saved game and you are now
at the end of all three initial campaigns without being able to go on to
the next campaigns without replaying all the first three; then you may
wish to download Quebec Dragon's special Unlocked Campaigns file which
is a saved game after the third campaign. You will also find a complete
description of the problem by Timothy Duncan in the Question of the
Week! section or in the Q of W archives.
(source: Quebec Dragon )

-When visiting locations that are protected by guardians, locations such
as Dwarven Treasuries, Naga Banks, Griffin Conservatories and several
others, it's often a risk because you don't know how many troops you'll
face exactly. A way to make taking this decision easier is by always
saying no when the prompt asks you to fight. You can then right-click on
the structure and you will get a rough estimate of the number and types
of creatures you'll have to fight. You'll lose a couple of steps but in
the long run it's a good way to avoid foolish battles.
(source: Quebec Dragon )

-In multiplayer, when it's your opponent's turn, click in the bottom-
right corner box where you see his flag. You'll see how many towns he
has and of what hall type (village hall, town hall, city hall, capitol).
(source: Quebec Dragon )

-Split up the Wraiths in your army. For each wraith stack you have, the
adversary will lose 2 spell points each turn.

-Split up your Mighty Gorgons in several stacks. Several with single
units and one with the rest, or all stacks of equal numbers. Each stack,
even if it contains only 1 Mighty Gorgon, has a chance of using death
stare on the target killing its top unit outright, no matter how
powerful it is. If you have more than 10 Gorgons in one stack, you could
even kill 2. See strategy for Spoils of War 3 (Greed) at the Rally Flag
for more details on how the Mighty Gorgon death stare works.
(source: Quebec Dragon)

-Split up the Master Genies in your army. Each Master Genie stack you
have can cast one beneficial random spell each turn. Keep in mind that
although only 3 spells are shown at one time, more than 3 spells can
affect the unit. Only the 3 most recent effects are shown.
(source: Quebec Dragon )

-There is an additional, unforeseen benefit to actually buying those
ammo carts, healing tents and ballistas. It will soak up damage from
Chain Lightning ! The war machines are considered suitable targets as
far as that spell is concerned. You'll also see quite regularly that the
powerful enemy stacks will ignore your own living troops to take cheap
shots at those war machines in order to destroy them. Therefore that
enemy stack who could have hurt you badly wastes its attack on something
that you can easily replace. It will often happen when the retaliation
of your stack would have inflicted losses on the attacker.
(source: Quebec Dragon )

-HOMM 2 veterans had learned that the AI always targeted their strongest
shooter stack first. Even if you had one Halfling and 50 Ogre Lords next
to it, that stack of enemy Dragons would attack that lone Halfling who
could never have hurt it in a million years. The HOMM 3 AI is smarter
and won't always target your shooters anymore. However, it's still not
that brilliant and you can use a variation of the old shooter bait trick
to cut your losses significantly. Use split-up low-level units (doesn't
matter if it's shooter, walker or flyer but levels 1 are better) in
small numbers alongside one, two or three really strong higher-level
stacks. The enemies on the other side are likely to target those low-
level units first because the retaliation of the higher-level stacks
would hurt them too much. It won't always happen like that but it can.
For example, I was attacking an opponent who had six Black Dragons
(split in two or three stacks) with four Black Dragons of my own and my
6 other slots taken by single-units Troglodytes. The enemy Black Dragons
attacked my Troglodytes instead of my Black Dragons!
(source: Quebec Dragon )

-A clever use of this wait feature is, when fighting slower enemy
walkers or fliers, to "wait" at the beginning of the turn until after
the enemy moves. Then at the end of the turn move forward and attack
them. At the beginning of the next turn, run away again so that they
never get a normal attack on you. Works great with Archangels and
Dragons and (I would imagine) Archdevils against things like Dwarves. I
recently took on "lots" of dwarves with a single gold dragon and lost,
but then reloaded and used this trick and won easily.
Having Mass Haste and Mass Slow (Haste and Slow at expert level) makes
these waiting tactics even easier to accomplish.-- QD
(source: Samuel Martin Ventola )

-When fighting wandering stacks composed of walkers and flyers that
cannot reach your side in one turn, it's almost always better to make
all your units wait. This gives you a double advantage. Your units have
the first strike and some of your shooters will not have the broken-
arrow range penalty (shooters have a 10 hex range, beyond that, they
inflict half damage).(source: Quebec Dragon )

-This has been true since HOMM 1 and it hasn't changed for HOMM 3. It's
always better to attack on day 7 and day 1 of each week before the enemy
has a chance to buy more troops. It works on day 1, too, because your
day 1 turn is before the computer's day 1 turn; so its troops are
unbought when you attack. You can sometimes capture lightly defended or
empty castles that way. Most importantly, you can hire all those troops
yourself while preventing the enemy from getting those reinforcements.
It's also quite possible that the enemy will buy new structures for you
during that week from which he'll not really be able to benefit from.
Letting the computer build stuff for you will save you a lot of gold and
resources. Against human players, this is different, it's not always the
host who goes first each turn anymore, it's now the player picking the
color that's higher in the advanced options list. On smaller maps, this
is a tredendous advantage as you can bring day 1 reinforcements from
your own town (by hero chain) and attack the enemy's town before he has
the change to buy day 1 troops of his own.

-Hiring more heroes on day 1 from your tavern is something that most
players should do. Players will often start exploring with only their
starting hero, possibly buying just one more, and staying with only 1 or
2 heroes for the rest of the week, sometimes longer. Learn that often
more heroes sooner are better. As a general rule of thumb, hiring 2 or 3
additional heroes on day 1 is a good idea at hard difficulty. At normal
difficulty, hire 3 or 4 extra heroes. It's not an exact science though,
so go with your instincts and particularly what you see of the immediate
area around your town. If you see lots of gold piles and chests, hire
more heroes. If it looks pretty barren, hire less. Combine practically
all troops (don't forget to buy troops from your starting town) on the
same hero who will become your main hero, fighting the majority of
battles, and who will climb levels quicker than the rest of your heroes.
If possible, try to hire heroes associated with your main town so you
have less problems with morale.(source: Quebec Dragon )

-If you have Ghost Dragons, fill your open slots with one single Ghost
Dragon in each. Make sure they attack before your main stack. Let them
attack the opponent's main stack (for instance, Titans). You have a good
chance (20% for each Ghost Dragon stack you use) of aging them (halving
the hit points of all members in the stack), making it considerably
easier for your main stack of Ghost Dragons to finish them off. The
first single Ghost Dragon who attacks also takes up the retaliation.
(source: Jaxe )

-Troops with multiple grid attacks (dragons for instance) should be
positioned when attacking to angle their attack down (or up) through a
first aid tent, ammo cart, or ballista. This way, they can hit the enemy
troop on the other side of the war machine and not suffer a retaliation!
(source: Paramjot Oberoi )

-You can pull more Armageddon combos then before. Efreet and Fire
Elementals, and Gold and Black Dragon are all immune to Armageddon,
though Efreet and Fire Elementals don't have all that much HP to duke it
out with the enemy. Diamond Golems are also pretty good for this purpose
since they're tough and take only 5% from Armageddon.(source: Don Wang )

-If you like high level units (6 or 7), a good way to go is to form one
or two stacks of those guys and as many stacks of Master Genies as there
is space left. The Genies can cast a lot of magic -- just about all of
them useful except for Frenzy, which is sort of a double-edged sword.
(source: Don Wang )

-The cost of upgrading troops at a Hill Fort: -Level 1: Free -Level 2:
25% of normal cost -Level 3: 50% of normal cost -Level 4: 75% of normal
cost -Level 5: normal cost -Level 6: normal cost -Level 7: normal cost
(source: Quebec Dragon )

-It was late in the game, I had maybe 10 to 20 Titans and lots of spell
points. here was a Gold mine that was guarded by literally hundreds of
Black Knights. If I went in with a "normal army" I was quickly crushed.
The trick was to leave everyone in the home castle, and only take the
Titans. When the battle started, I moved the Titans into the upper left
corner of the battlefield and cast ForceField right in front of them.
The Knights couldn't touch the Titans, as the Titans slowly shot all the
Knights. (source: KenD)

-A huge number of people have been asking for cheats. Luckily, a few
(dozen) people have been sending me email telling me all the cheat codes
they have just discovered. The following are verified by numerous
people. There are others that are unverified and will be posted when
they, so here they are...
Hit the TAB key and then type...
-nwcphisherprice: brightens screen (not considered a cheat)
-nwctrojanrabbit: wins scenario
-nwcsirrobin: lose scenario (obviously not considered cheating)
-nwcalreadygotone: Reveals grail map (if any)
-nwcgeneraldirection: reveals map
-nwconlyamodel: All towns you control build all buildings possible to
them, including Grail structures.
-nwcshrubbery: +100 of all resources, +100,000gold
-nwcavertingoureyes: 5 archangels in each empty slot on hero
-nwcfleshwound: 10 black knights in each empty slot on hero
-nwcigotbetter: Selected hero gains a level.
-nwccoconuts: unlimited movement
-nwcmuchrejoicing: Selected unit will always have +3 morale for the rest
of the game.
-nwccastleanthrax: Selected unit will always have +3 luck for the rest
of the game.
-nwcantioch: all war machines
-nwctim: 999 spell points and all spells


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
IX. STRATEGY GUIDES (EXPERT)
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


--Guides for Campaigns--
(5 campaigns strategies available)
* means the campaign's number.

------------------------------------------------------------------------
*                Liberation 1: Steadwick's Liberation
                      by: Sebastien Patenaude
                --------------------------------------
------------------------------------------------------------------------

Remember that somewhat tougher scenario where you took the capital
Steadwick with your Dungeon/Inferno troops, having to deal with General
Kendall along the way ? Well it was all for nothing since you now have
to take back Steadwick with the good forces. No rest for the weary I
guess. In more concrete terms, this means that the general geographical
layout in this large map called "Steadwick's Liberation" will be very
similar to the one in "Steadwick's Fall", the third scenario in the
Dungeons & Devils campaign. Very similar but with differences. You start
in the southwest corner but there will be a catch this time, the Dungeon
Overlords have blocked off access to Steadwick from the surface so
you'll have to venture in the underground to reach it. On my first play,
I finished on month 3, week 2, day 5.

0) I suggest picking the 2 Archangels starting bonus. They're better
than Titans are.

1) You start with Christian the ballista specialist and two towns: 1
Castle and 1 Tower.

2) Hire 4 extra heroes: two in the Castle and two in the Tower (could be
1 and 3 too or just 1 and 2). If you get knights/clerics, buy them at
the Castle, if you get wizards/alchemists, buy them at the Tower. If you
get heroes with pathfinding or a resource bonus (got Saurug giving +1
Gem each day !), jump on them.

3) Your 2 free Archangels are waiting in the Castle. Form an army with
just them. Give them to Christian. Don't forget to buy him a spellbook.

4) You have a war machine factory next to your Castle. My initial tip
would have been not to buy any and save your gold, but in hindsight, I'd
suggest buying a First Aid Tent and Ammo Cart for Christian. The First
Aid is useful even without the secondary skill (because you have
Archangels) and the Ammo Cart might seem useless but it has the
unforeseen benefit of soaking up damage. Enemies just seem to love
wasting attacks on war machines as stupid and useless as that might be.

5) Christian should go roughly east with his Archangels beating the
wandering stack blocking his way to the dirt area.

6) Give the rest of the knight troops to another hero who should go
west. The third hero near the Castle should go south to grab the Ore
Pit, then go back north and east following Christian a few days later.
He'll be used to grab resources that Christian frees up Christian won't
pick them up right away instead continuing to move and fight as many
stacks as possible each round. Do take items and flag mines he goes
near. Just don't pick resource piles right away with Christian, they can
wait. Extra wandering stacks joining him should be dismissed because
they would slow him down or else given to the squire if he's not too far
away.

7) Pick gold from chests in the first 2 weeks except for Christian who
should sometimes pick experience from 2000 gold/1500 experience chests.
8) There are 3 types of chests (plus the one giving free items): the
1000 gold/500 exp. (chest A); the 1500 gold/1000 exp. (chest B) and the
2000 gold/1500 exp. (chest C). It's more worthwhile to pick experience
from chest C, pick gold from chest A and flip a coin for chest B :-)
More seriously, in the early game, I strongly suggest always picking
gold from chests. Lack of gold will be your most frequent bottleneck and
you can get enough experience later.

9) Here are my building orders for both the Castle and Tower in week 1.
I decided to forget about level 6 or 7 troops in week 1.
 Castle
-1) Mage Guild (don't forget to buy spell book for Christian!) -2)
Blacksmith -3) Monastery -4) Griffin Tower -5) Griffin Bastion -6)
Marketplace -7) Citadel
 Tower
-1) Town Hall -2) Mage Guild -3) Parapet -4) Sculptor Wings -5) Golem
Factory -6) Mage Tower -7) Citadel
I had to trade to get enough gold for the second citadel (don't trade
gems or crystal!). It's quite possible you might not be able to get two
Citadels in week 1, if so buy the missing one by the end of week 2.

10) I had wood problems but it's because I didn't initially go west from
my Castle.

11) By the end of the week, try to get the knight town in the southeast
corner with Christian.

12) Do not attack that stack of Black Dragons in front of the
Subterranean Gate. We'll have to go back there eventually but not for
quite a while yet.

13) During week 1, the 3 heroes who stayed there should explore most of
the grass area (before the garrison). Christian and his squire should
have explored a good section of the southeast corner in the dirt area,
still leaving quite a few black spots though.

14) In week 2, buy a Tavern, Town Hall and Marketplace in the southeast
knight town, then forget about it.

15) Make Christian go north until he comes upon an Inferno that he
should be able to conquer if he has any luck. I did almost lose an
Archangel because of the turret.

16) I was going for the Cloud Temple in the Tower and better gold
production in the Castle. My building orders for week 2 were:
 Castle
-1) City Hall -2) Upgraded Archer Tower -3) Upgraded Griffin Tower -4)
Skip -5) Skip -6) Stables -7) Training Grounds
 Tower
-1) Marketplace -2) Skip -3) Altar of Wishes -4) Golden Pavilion -5)
Blacksmith -6) City Hall (build sooner if you can!) -7) Cloud Temple
The City Hall in the Tower could have been built as soon as day 3 but I
wasn't sure if I could build the Cloud Temple AND get the City Hall. It
looks like you can. As an alternative to the City Hall, you could buy
the Castle in the Tower. In fact, it might be the better choice.

17) Build another City Hall in the Inferno

18) Watch out for your Inferno, mine got attacked on day 7 of week 2.
The one hero (which I traded to buy), a knight with 5 Archers and 13
Pikemen barely managed to repel the assault from the Demoniac attacker
who had about 1 week's worth of Inferno troops. I split the Pikemen to
protect the Archers in the upper right corner. Christian should have
attacked that hero and would have won but didn't see her in time.

19) Your week 3 objective is to get the Portal of Glory

20) Buy all the Royal Griffins, Halberdiers, Marksmen and Monks in your
Castle. Transfer to your main hero who will go northwest past the
crystal mine protected by that level 5 stack. For me it was lots of
Mighty Gorgons so I decided to wait until week 4 where I would have even
more reinforcements. In hindsight, I could have taken them in week 3 so
that's why I'm suggesting it here.

21) The 2 Archangels were quite sufficient to defeat most wandering
stacks encountered up to now except that Black Dragon stack.

22) Buy 1 or 2 Resource Silos during week 3.

23) Make sure you buy the Castle structure in both your Tower and
knight's Castle (I just love the fact the town and that structure are
named the same ;-) by the end of week 3.

24) Don't forget to visit your windmills each week with a secondary
hero.

25) Buy the Capitol in week 4.
                                        
26) I made a mistake, which you shouldn't make. From the Inferno, I went
west, saw a knight town and tried to waltz around avoiding the strong
hero inside. The problem was that a mountain chain blocked my way to the
west and I was caught by that enemy and killed. To make it worse, I
didn't even have enough gold to surrender with my Archangels (although I
did flee in time). My suggestion to you is to explore north of the
Inferno with Christian instead of going west like I did. If you want to
take the risk of exploring west of the Inferno, do make sure you have
enough gold on hand to keep your Archangels ;-)

27) Week 5 was my "upgrade the level 7 structure" week, i.e. the Portal
Glory and Cloud Castle. No Angels or Giants had been bought until then
and wouldn't be bought for several weeks yet. As you no doubt noticed,
most wizard troops were left unbought, they were accumulating for later.
For now, just the knight troops from the Castle were plenty enough.

28) I even managed to buy the Forsaken Palace in the Inferno!

30) I captured a neutral knight town in the northwest corner with my
knight army on month 2, week 2, day 1. If you attacked the level 5 stack
protecting the crystal cavern in week 3, you can probably reach it
sooner. Don't forget to bring in reinforcements (from your Castle) by
hero chain though.

31) Liberate Kendall from his northwest prison. The pack of ArchDevils
was tough and I lost about half my Marksmen. If they had been any
slower, I could have easily protected my Marksmen by surrounding them
with walkers and covering the front with Cavalry or Royal Griffins. This
strategy used to be very popular in HOMM 2 and it can still be useful in
HOMM 3 but it seems to be less so these days since most walkers/flyers
can cut off enemies before they reach the shooters on your side. A side
effect of the bigger battlefield and flyers not being able to reach the
other side in one turn I guess.

32) Kendall possessed the Ladybird of luck that was necessary to
complete a seer quest.

33) Instead of walking the item all the way back to the Seer's hut with
Kendall or another hero. I simply made Kendall sacrifice himself on a
nearby wandering stack and rehired him at my Castle. A very weird bug
happened though. I didn't see him in my tavern but when I right-clicked
on both heroes there, I saw he simply had acquired the portrait of Lord
Haart!

34) I just received a lousy badge of courage when I completed the Seer
Quest. On the positive side, this magic artifact would be carried over
to the next scenarios.

35) On week 6, I got lucky and captured the central knight town with
only 3 Devils and 9 Efreets while the enemy hero was away. You can
probably do the same by fooling the hero outside of town with a
sacrificial hero but if not, don't worry too much; either your inferno
army or the knight army coming in from the northwest will be more than
strong enough to take it.

36) Buy a spell book for Kendall, make him visit the Library of
Enlightenment.

37) Buy all the Titans and Archangels you have and give them to Kendall.
Buy 3 or 4 Mater Genies and split them up. Each Master Genie stack can
cast a random beneficial spell each turn. That means 3 or 4 free spells
each turn for your Titans and Archangels. Keep in mind that any given
stack can only have 3 spell effects on them at a time. On the fourth
spell, the first spell cast will be gone. Watch out if you get the spell
Frenzy, this cuts down your defense to zero. Bless is useless on
Archangels.

38) Kendall had 12 Archangels and 10 Titans before he went east to
attack the pack of Black Dragons protecting the underground. Buy the 3
War Machines before going!

39) There's an unprotected subterranean gate in the northeast corner.
Who knows what might have happened if Christian had not lost his
Archangels earlier? I would have probably gone there after having
cleared the northeast surface section or... being the reckless Dragon
that I am, I might have gone underground right away trying to catch an
unprotected enemy town by surprise.

40) The battle against the pack of Black Dragons was very easy since the
War Machines soaked up most of the initial attacks. This is certainly a
big AI flaw in my eyes. If the Black Dragons had concentrated on my
other troops, they could have inflicted more losses. You could have also
used more split-up sacrificial low-level troops to draw fire from the
Dragons. It seems the AI is often scared of suffering too much
retaliation damage and will waste its attacks on less-powerful stacks
and even war machines.

41) By end of week 7, I had total surface control except of course for
the cut-off Steadwick valley.

42) Kendall went underground and his army fought 2 consecutive battles
against very strong Dungeon armies near the center. I did beat them
(taking two Dungeon towns too, one in southeast corner, the other in the
center) with only my Archangels & my Titans. I still had plenty of them
left after the battles. This army combo was particularly effective as I
thought it would be. Of course you could decide to wait longer and buy
all the troops in your Tower and Castle before starting your underground
assault.

43) An unforeseen advantage of only going in with Titans and Archangels
is that the enemies will come out of their towns to attack you, thinking
that you're easy prey. With luck, you won't have to deal with fighting
those powerful Dungeon armies when they're hiding inside their towns.
Fighting outside means that the turrets will get less time to hurt you
(you should expect token garrisons in towns anyway but those can easily
be beaten in 1 or 2 turns).

44) My knight army (with Royal Griffins, Marksmen and the rest) entered
the northeastern subterranean gate and captured the dungeon town near
it.

45) You'll soon come upon a rather strong garrison in the underground.
The gate leading to Steadwick is just beyond. The garrison's roster
includes 40 Evil Eyes, 30 Minotaur Kings, 20 Scorpicores, 10 Black
Dragons, 20 Scorpicores, 30 Minotaur Kings and 40 Evil Eyes in that
order.

46) I knew my remaining Titans and Archangels would probably not be
enough so I added some other good troops brought from my Tower and
Castle.

47) The army that beat this garrison was composed of 45 Zealots, 36
Master Genies, 130 Royal Griffins, 10 Titans, 61 Crusaders, 24 Champions
and 9 Archangels.

48) Strategy for this battle: Cast Mass Haste (I hope you have it ;-),
make your Archangels wait, the Black Dragons will likely attack the
Titans and be in range of all your other troops, the Genies should wait
and attack the Evil Eyes. Make the Archangels attack the Scorpicores.
Blind one stack of Minotaur Kings on day 2. I only lost 34 Royal
Griffins and 1 Titan, which is pretty good overall.

49) Continue northwest to the Subterranean Gate.

50) Capture Steadwick (northeast of the Gate but hidden by a cover of
darkness). It should be a real cakewalk compared to what you faced up to
now. Just ignore the heroes around, you don't need to beat them and your
heroes don't carry over anyway so the extra experience serves no
purpose.

------------------------------------------------------------------------
*               Liberation 2: Deal With the Devil
               -----------------------------------
------------------------------------------------------------------------

Deal with the Devil, the second scenario in the Liberation campaign, is
a medium-sized map pitting the Rampart and the Castle against Inferno
towns. The victory objective is capturing a town called Kleesive where
Roland, Catherine's husband, is apparently held captive. Since it's the
first campaign scenario dealing with the Rampart, there are several
general tips applying to that town inside the walkthrough. I finished on
month 2, week 1, day 5.

0) There is no clear better choice in the spell scrolls given as the
starting bonuses. I suggest picking Icebolt because it will make the
starting game easier. Protection from Fire is a level 1 spell so easier
to get than Precision or Icebolt.

1) You start with 1 Rampart town and 2 Castle towns (one having the
Fort)

2) Hire one extra hero at the Castle, 2 heroes at the Rampart. Do not
make an Eagle Eye specialist your main hero (goes for all other
scenarios too). In other scenarios with the Rampart (and no other town),
I'll sometimes form two armies, one with only Centaurs and Wood Elves
and the other with all the other troops including (or not) the Dwarves.
This permits me to cover more ground, more quickly at the expense of
having less wandering stacks join me through greater glory.

3) Leave the Dwarves in the Rampart for now. They would simply slow you
down.

4) Build Town Halls in your Castle towns.

5) Crystal will be your most-needed resource since you're playing as the
Rampart and that town requires a lot of crystal to build its level 7
creature dwelling, the Dragon Cliffs. The Castle would also need some
crystal for the Portal of Glory but we won't really need it to win this
scenario. Ore is the second most-needed resource in the Rampart (you
need 30 ore for the Dragon Cliffs!)

6) There is a Crystal Cavern just west of your Rampart and another one
much farther east. Flag them as soon as possible.

7) There is a Trading Post (works as if you had 3 marketplaces) east of
the main Castle town (southern one) although you probably won't need it
in week 1. If you need to trade, do not trade wood, ore or crystal and
leave at least 10 units of the other resources (10 is arbitrary, it
could be 5 or 8 too, just leave yourself a little of each resource).

8) Here are my week 1 building orders for the Rampart and the main
Castle town. Try to get in a routine, always build at one town (your
favorite that will lead the first offensive) then the other. I suggest
building first at the Rampart, then at the Castle and most often at the
end of turns when your heroes have picked up some more resources and
chests. The exception to that rule would be when you want to transfer
troops (a part from a newly-constructed structure such as Homestead) to
the main hero by hero chain before he gets too far away.
 Rampart Building Order
-1) Mage Guild (you could wait until week 2 since you can't build the
Dragon Cliffs in week 1 but why not have your heroes start with
spells?). -2) Homestead -3) Enchanted Spring -4) Dendroid Arches -5)
Unicorn Glade -6) Dwarf Cottage (or Dendroid Saplings) -7) Citadel
General Rampart building considerations : It is quite acceptable to skip
the Dwarf Cottage in week 1, it's not a requirement for any other
creature dwelling. The Dragon Cliffs are extremely unlikely to be built
in week 1 so don't even attempt it. To get them so soon, you would need
to start with a free Dwarf Cottage (in starting games, either the level
2 creature dwelling will be built or it won't, it's random) and then
build a Mage Guild Level 1, a Mage Guild Level 2, the Homestead, the
Dendroid Arches, the Enchanted Spring, the Unicorn Glade and the Dragon
Cliffs on day 7. Unless you're drowning in resources and gold, it won't
happen. It is much better in my opinion not to be in such a rush and
build it in week 2, even week 3 if necessary. My first 2 builds for the
Rampart are usually different than those above. The vast majority of the
time, I'll start with Mage Guild level 1 then build a Town Hall on day
2. I didn't do it this time because I had a secondary town.
I prefer to have the Citadel in week 1 instead of either the Dendroid
Saplings (Dendroids +2) or the Miner's Guild (Dwarves +4), those 2 horde
production buildings will usually be built in week 2 along with the Mage
Guild Level 2 and the marketplace. My first town upgrade is always the
Upgraded Homestead and I try to do it early in week 2, also changing