Author: Fawahar (Panagyurishte, BG), 20-02-2017 21:29

Best for strategy Multiplayer - Rise Up - Heroes 3 map

I find this map to be finely crafted and suitable for straight line Multiplayer, where big surprises start to come after week 3+

Not many variables included, which makes it perfect if you want to hone your RoE tactics. more...


Author: Baardhaas , 20-02-2017 19:06

Good map! - Lakeside Brawl - Heroes 3 map

Good map. Feels a bit empty though, especially the water is just the basic tiles; no goodies or even decoration. On the other hand, I like that the map doesn't spoil you with to much loot. more...


Author: Graxstar (USA), 20-02-2017 17:03

Thank you - Island Madness - Heroes 7 map

The large maps are a risk because the Map Editor crashes so much when creating them. It took numerous times trying to get the lighting to work properly and not crash the Editor. Glad it was worth the effort to help others enjoy the game. more...


Author: Федя (г. Москва, Россия), 20-02-2017 11:06

карты - JRRT's Middle Earth - Heroes 5 map

как скачать карты more...


Author: maygwan , 20-02-2017 07:14

on the snow area - The Ninth Circle - Heroes 3 map

There is a portal red portal two way guarded by troops if you kill troops in the garrison and then some azures you get the angelic.
Snow area right corner of map just below the tower town. more...


Author: SparrowJacek , 20-02-2017 03:28

Any chance for new map? - From the depths of hell - Heroes 3 map

Hi Molski, is there any chance of getting similar map, as you've mentioned 2 years ago? This one was just perfect! Great balance and tactical challenges never before seen in HoMM :D I really loved how I had to calculate all my resources and movement points.

I see that new version doesn' more...


Author: JerryNcoming (France), 20-02-2017 01:51

Unique map - Fool - Heroes 3 map

Hi ! Thank you a lot for this map ! Spent like 12 hours of pure fun on this, awesome. I played it only once yet but it's obvious that you can play it different ways ! It's really a map different than the others map i've played .. really fun

Just a little thing to "improve" more...


Author: SparrowJacek , 20-02-2017 01:04

SparrowJacek - From the depths of hell - Heroes 3 map

This map is doable, in fact I managed to beat it 2 times without too much of an effort, but it's one of the best maps I've played.

Here is a screenshot from 7'th day. I built fort and citadel. https://postimg.org/ image/kmadg6ae5/
Mainly it's like that:
1'st day kill gno more...


Author: Kaludis (Malmö, Sweden), 20-02-2017 00:13

Edit; - The Ninth Circle - Heroes 3 map

I have not defeated any of the red players, but I believe the Inferno castle on the overworld is the first one to be? Is it maybe that simple that I have missed a portal leading me to the legion of arch-angels guarding the angelic alliance? more...


Author: Help (Sweden), 19-02-2017 22:46

Thunderbirds - The Eye of Osiris - Heroes 4 map

Near the start of the game when going east there's a gate requiring 3 thunderbirds, but no matter what amount of thunderbirds I bring it will it stop asking for three. more...


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Heroes 5 - Artefacts

The artefacts can be found on the adventure map and can greatly improve the heroes performances during the battles or on the adventure map. Each hero has a limited amount of slots (9 slots, amongst them, the head, the armour, the legs or the neck) but an unlimited back bag. For example, you can find on the adventure map a sword, an axe and a staff but you won’t be able to equip a hero with all of them at the same time and thus, you will have to choose which one is in the right hand of the hero and which ones remain in the bag. You can always rearrange your artefacts before you engage in a combat though.

Artefacts are really essential because they help you overcoming critical situations and may give access to capabilities heroes have not learnt yet.

Here are all artefacts you may find during your adventures. Of course the final combination and power of artefacts you will have in the game is still being fine-tuned based on beta test feedbacks, but the sample below will give you a fairly good idea of what artefacts can do, and how you can use them.

Wings of the Angel Wings of the Angel
Grants hero the ability to fly over terrain.
Elemental Waistband Elemental Waistband
Allows Summon Elemental spell to be equipped. Increases spellpower by +4 when Summon Elemental spell is cast
Tunic of the Carved Flesh Tunic of the Carved Flesh
Increases hero's Spellpower by +3 but decreases his morale by -1
Boots of Magical defense Boots of Magical defense
Grant hero a 10% magic resistance.
Windstrider Boots Windstrider Boots
Increases all units speed by +1
Boots Of Levitation Boots Of Levitation
Hero can move over the sea
Boots of the Swift Journey Boots of the Swift Journey
Increase hero's movement over land.
Breastplate of Eldritch Might Breastplate of Eldritch Might
Adds +2 to hero's Spellpower.
Scale Mail of Enlightenment Scale Mail of Enlightenment
All experience gained by hero is increased by 20%.
Cloak of Death's Shadow Cloak of Death's Shadow
Decreases morale and luck of enemy creatures by -2.
Lion Crown Lion Crown
Increases hero's morale and luck by +2.
Crown of Sar-Issus Crown of Sar-Issus
Adds +6 to hero's knowledge.
All-Seeing Crown All-Seeing Crown
Allows hero to see farther over terrain.
Dragon Bone Greaves Dragon Bone Greaves
Adds +3 to hero's Spellpower and increases initiative of all melee units in hero's army by 10%
Dragon Eye Ring Dragon Eye Ring
Adds +1 to all hero's attributes and increases initiative of all shooters in hero's army by 10%
Dragon Flame Tongue Dragon Flame Tongue
Adds +2 to hero's attack and defense. Grants a 50% protection from cold-based spells
Dragon Scale Armor Dragon Scale Armor
Adds +3 to hero's attack and increases initiative of all large creatures in hero's army by 5%
Dragon Talon Crown Dragon Talon Crown
Adds +3 to hero's knowledge and increases initiative of all war machines in hero's army by 10%
Dragon Teeth Necklace Dragon Teeth Necklace
Adds +3 to hero's Spellpower and increases initiative of all casters in hero's army by 10%
Dragon Wing Mantle Dragon Wing Mantle
Adds +3 to hero's knowledge and increases initiative of all flying units in hero's army by 10%.
Dragon Scale Shield Dragon Scale Shield
Adds +3 to hero's defense and increases initiative of all small creatures in hero's army by 5%.
Cuirass of the Dwarven Kings Cuirass of the Dwarven Kings
Adds +4 to hero's defense and renders all creatures in hero's army immune to Implosion spell.
Greaves of the Dwarven Kings Greaves of the Dwarven Kings
Adds +4 to hero's attack and renders all creatures in hero's army immune to Slow spell.
Helm of the Dwarven Kings Helm of the Dwarven Kings
Adds +4 to hero's knowledge and renders all creatures in hero's army immune to Blind spell.
Shield of the Dwarven Kings Shield of the Dwarven Kings
Adds +4 to hero's defense and renders all creatures in hero's army immune to Frenzy spell.
Emerald Slippers Emerald Slippers
+50% damage to earth spells.
Sack of Endless Gold Sack of Endless Gold
Provides your kingdom with 250 gold every day.
Bag of Endless Gold Bag of Endless Gold
Provides +1000 gold per day to your cause.
Evercold Icicle Evercold Icicle
Enhances your cold-based spells by 50%.
Four Leaf Clover Four Leaf Clover
Increases luck by +1.
Golden Horseshoe Golden Horseshoe
Increases luck by +2.
Sextant of the Sea Elves Sextant of the Sea Elves
Allows hero to travel faster over sea.
Axe of the Mountain Lords Axe of the Mountain Lords
Adds +4 to hero's attack.
Helm Of Chaos Helm Of Chaos
Increases hero's knowledge by +3, but decreases his defense by -1.
Turban of Enlightenment Turban of Enlightenment
All experience gained by hero is increased by 10%. This is a very precious artefact to unexperienced heroes, as it allows them to level up much faster.
Shield of Crystal Ice Shield of Crystal Ice
Adds +2 to hero's defense and grants 50% protection from fire-based spells while equipped.
Cursed Waistband Cursed Waistband
Decreases enemy luck by 2.
Cape of the Lion's Mane Cape of the Lion's Mane
Increases morale by +2.
Moonblade Moonblade
Increases hero's attack by +3.
Necklace of the Lion Necklace of the Lion
Increases morale by +1.
Necklace of Victory Necklace of Victory
Adds +2 to hero's attack and Spellpower. This necklace is perfectly suited to a Sylvan hero who wishes to balance his natural skills (Defence and Knowledge), or to a Dungeon hero who wants to improve in areas where he is already strong.
Amulet of the Necromancer Amulet of the Necromancer
Increases efficiency of skill "Necromancy" by 10%.
Ring of the Broken Will Ring of the Broken Will
Decreases morale of enemy creatures by -2.
Pendant of Mastery Pendant of Mastery
Grants hero a free level of his or her primary skill. This level is gained even if the hero's skill is on Expert level.
Phoenix Feather Cape Phoenix Feather Cape
Enhances your fire-based spells by 50%.
Armor of the Forgotten Hero Armor of the Forgotten Hero
Adds +2 to hero's primary stats and grants 20% magic resistance to hero's army.
Cloak of Sylanna Cloak of Sylanna
Decreases damage from enemy earth spells by 50%.
Ring of the Unrepentant Ring of the Unrepentant
Immunity to Word of Light spell.
Ring Of Celerity Ring Of Celerity
+10% to all units' initiative during combat.
Ring of Speed Ring of Speed
Increases initiative of all your creatures by 20%.
Ring of Lightning Protection Ring of Lightning Protection
Grants a 50% protection from lightning-based spells.
Ring of Sar-Issus Ring of Sar-Issus
Reduces the mana cost of all hero's spells by half.
Ring of Vitality Ring of Vitality
Increases maximum hit points of all creatures in hero's army by +2.
Robe of Sar-Issus Robe of Sar-Issus
Adds +6 to hero's Spellpower.
Sandals of the Blessed Sandals of the Blessed
Increases all hero stats by +1.
Shackles of the Last Man Shackles of the Last Man
Prevents you and all your foes from retreating from combat.
Sandro's Cloak Sandro's Cloak
Negates enemy Mind Affect immunity.
Necromancer's Helm Necromancer's Helm
Increases hero's knowledge by +2.
Staff of Sar-Issus Staff of Sar-Issus
Negates enemy magic resistance. Magic immunities, if any, are not affected and still remain.
Staff of Ensnarement Staff of Ensnarement
Decreases initiative of enemy creatures by 20%.
Sword of Might Sword of Might
Adds +2 to hero's attack.
Trident of the Titans Trident of the Titans
Enhances your lightning-based spells by 50%. This artefact is pretty useful to any magic-oriented hero that wishes to increase his power on the battlefield.
Pendant of Conflux Pendant of Conflux
Hero gains 1 mana point for every 2 mana points spent by enemy hero.
Unicorn Horn Bow Unicorn Horn Bow
Negates range penalties for all shooting units in hero's army.
Armor of Valor Armor of Valor
Increasing hero's Defence and Morale by +1.
Wand Wand
Allows casting of a magic spell from this wand. The wand has a limited number of uses and can be recharged at a Magic Guild.
Boots of the Open Road Boots of the Open Road
Allows hero to traverse rough terrain without any penalties.
Necklace of the Bloody Claw Necklace of the Bloody Claw
Adds +1 damage to all creatures in hero's army.
Ring of Caution Ring of Caution
Increases hero attack and defense by +2, but decreases all creature's speed in hero army by -1.
Michael at 2006-08-20 22:07 wrote:
Walkthrough Campaign 4 "The Warlock" - Mission 2 "The Expansion"

This mission is not difficult, but the next one (the Cultists) is one of the maps that most frequently results in cries for help. Therefore, your primary goal here is to build a powerful Raelag to pull through what's coming ahead.

Spoiler: view a screenshot of the surface
View a screenshot of the underground
From now to mission 4, Raelag will always start with a small army, but he is going to face rather powerful AI heroes and neutrals quite early. A might-oriented Raelag is not going to turn the tide, unless you lower the tide (via difficulty level) yourself.

An effective warlock must have either Destructive or Summoning magic. You don't have to get both as their function overlaps. Reaching Expert level and spells in either "the Red" (destructive) or "the Green" (summoning) in this mission is your top priority. Another skill that might boost your hero later is "the Yellow" - Light magic. Resurrection will make the Warlock campaign finale an one-sided massacre. Besides, all magic heroes should seriously consider "the Blue", Sorcery, for the quick and cheap spells of mass destruction.

As of patch 1.2 Warlock's luck does NOT affect Empowered spells. With some simple math we know Warlock's Luck offers lower average damage output than Empowered spells, and it is less stable. Therefore, the entire Luck skill is almost useless for Raelag until mission 5.

Starting bonus: The minotaurs gives you more confidence to rush out early.

Before you do anything, if your Raelag does not know Meteor Shower yet, you should make it happen now. If your level 4 magic guild offers Chain Lightning, you can easily restart the mission and try again. If you opt for the Summoning route, then you really need Summon Elementals.

Your starting area is on the NW of the underground portion, with a nicely-built town. There are three more dungeon towns out there, all underground and controlled by the orange player. The closet town is to your east. You can reach there only through the paved road on the ground level.

You can either make a counter-clockwise circle to flag various mines first, or directly rush out with the stairway in the middle (green A). Flagging mines does not make a big difference as your town is well-built already, but it might give your Raelag a few more levels, to obtain some useful feats so it is worth the delay.

A nice battle trick for a powerful warlock like Raelag is to deploy only Deep Hydras. Keep them waiting to give them more turns to regenerate lost HP. These creatures soak up a huge amount of damage, which should give you enough time to wipe out the neutrals. While fighting slower enemies, you can deploy only the blood furies, and let them run back and forth on the battlefield, so Raelag can pick the creatures out slowly to conserve mana.

In the middle of your HQ is a Seer's Hut (1). Visiting this hut triggers the mission of brining the Tear of Asha back to your starting town, and building the corresponding structure. Throughout the map you will find a total of six obelisks, each revealing a small portion of the map. This quest is the last step of this mission, and your priority now is to take care of the orange player.

Just NE of the hut is a Tan tent. As of patch 1.2 this tent does NOT match the only gate (Red) offered on this map, so you will never be able to pass the gate even if you have obtained the key from this tent. Fortunately, there is nothing important beyond the gate.

The (A) stairway takes you to ground level. You will see a two-way portal nearby, which leads you to an obelisk (yellow O1) in the east. You don't have to visit it now as you will need to visit several more to point you to the Tear.

You have a choice of route here. It is faster to go east, and turn south. The mana well at the intersection is very useful, as you can summon creatures from down below. Defeat the garrison (2) to the south (no unit loss for a Hydra-only army), and keep going on the paved road. You will pass a witch hut on the side, and eventually hit an intersection with a stable (3).

Sooner or later you will encounter orange heroes. If you have a Destructively oriented Raelag, deep hydras are all you need. At (3), turn north and rush towards the stairway (B). You will soon see the first orange dungeon town. It is yours now!

Once you take the first orange town, a few things happen. First, you will be joined by a female Dungeon hero, Shadya, in your starting town at the beginning of the following turn. You might suspect she is actually someone with Agrael... anyways, Shadya's real identity will be revealed in the last, Wizard, campaign. If you haven't flagged the mines surrounding your starting town, Shadya can do that for you now. Shadya suffers from low spellpower and a rather-useless special ability, so she needs an army more than Raelag. You can send Shadya out to exchange armies with Raelag whenever convenient.

Shadya is going to stay with you all the way to the last Warlock mission and show up briefly in the last campaign, so it is beneficial to train her to help Raelag. Even though Shadya says she is good at assassination and some other dirty works, she always comes with Destructive, Dark and Defense. Sorcery is a no-brainer, and the last slot is up to you.

A second change is that the orange AI is alerted by the loss of their first town, and will now attempt to send out "messengers&quo t;. The messengers are essentially their current and future heroes, who will try to make a run to the north edge of the map, through the intersection (3) and the garrison (2). Each escape of these "messengers&quo t; means the permenant disappearance of themselves, but they will bring in a moderately-powerful yellow army at (4).

A third change is that somehow the next AI town (the middle-west one) will be fully built in a very short time, probably instantly. In my three runs on this mission (patch 1.1-1.2 heroic), I could see orange heroes coming out with black dragons right afterwards. (If you take the middle-west town first, then it is this middle-north town that is built instantly.) You really want to take the next town as soon as possible (using stairway C).

So you face a dilemma here. Do you take care of the messengers, or take the next town first? Don't forget that you have Shadya to share the work. The last orange town on SE is usually lightly defended and built at this moment, so sending Shadya down that route (use stairway D) seems to be a good choice.

With time, you will eventually take all three orange towns, and defeat the yellow heroes, if any. You can then take your time to tour the map and pick up various stat bonuses. Stairway (E) takes you to a Dragon Utopia (5) underground. By defeating the guardians you can learn some level 5 spells if you are eligible (having Expert level on the magic skill). For example, my Shadya in the picture learned Puppet Master and Implosion from the Utopia. There is another Dragon Utopia in the next mission, so don't feel too pressured here.

I have marked the locations of all six obelisks (O1-O6) on the map. One of them requires you to travel underground (stairway F), and the other requires you to defeat a SW garrison (6). You can rescue an interesting Necro hero from the prison nearby. After revealing enough maps, you should be able to make a good guess of where the Tear is by planning long hero trails, and check whether the planned trail is on your puzzle map. If the trail shows up on the puzzle map, then you have narrowed your search area. Dig up the treasure and take it home, and you win this mission!
Thanks CH.
Alvin at 2006-08-20 18:48 wrote:
Hi..I cant seem to find the tears of asha in the warlock campaign "The Expansion". Pls Help thks...
Sasha at 2006-08-19 11:06 wrote:
to: millzrX
"Tears of Asha" you can find on blue picture here:
http://www.maps4hero es.com/heroes5/campa ign1_haven_mission5_ fall_of_the_king_eng .php
millzrX at 2006-08-19 01:40 wrote:
Where can i get the tears of asha? i can never leav emy catle because i get attacked someoen just tell me where to dig pls !
millzrX at 2006-08-19 01:39 wrote:
Where can i get the tears of asha? i can never leav emy catle because i get attacked someoen just tell me where to dig pls !
cam at 2006-08-05 17:14 wrote:
I am the master of this game. Any challenges bring it on!!
blackrose at 2006-07-25 07:04 wrote:
to Sasha:
why don't I have your e-mail?
Sasha at 2006-07-24 09:44 wrote:
Tear of Asha:
Carry the Tear of Asha back to the city of your choice, and the populace will glorify it with a fantastic structure that will provide numerous bonuses.
blackrose at 2006-07-24 07:15 wrote:
if you have 50000 bone dragon !Let face me
blackrose at 2006-07-24 07:14 wrote:
what do you say
blackrose at 2006-07-24 07:12 wrote:
can I have the information about tears of asha?
diablosergiu at 2006-07-04 14:25 wrote:
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